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  Roleplaying Tips Weekly E-Zine Issue #73
  6 Ways You Can Use Names To Enhance Your Campaign, 
  Part II 
 
Contents: 
 
This Week's Tips Summarized
  6 Ways You Can Use Names To Enhance Your Campaign, 
  Part II
  - Use A Naming Theme For Groups Of NPCs 
  
 - Re-Use Names 
  
 - Base Names On Interesting Attributes 
  
 - Use Names To Add Humour To Your Campaign 
  
 - Use Anagrams For Clues & Puzzles 
  
 - Sources Of Names 
  
Readers' Tips Summarized
  - A Newbie GM's Story 
  
 - Re-Use Monsters 
  
 - Speed Up Combat With A Stopwatch 
  
 - Tip For Finding New Players: The RPGA 
  
Return to Contents 
 
A Brief Word From Johnn
Early Issue 
As promised, this week's issue is a couple of days early due to a weekend commitment. 
Issue #74 will appear in your Inbox a week from Monday. 
 
I'll also be a little delayed in responding to your emails-- but don't let that 
stop you from sending your tips in and sharing! :) 
 DMG Is A Great Book 
I've been re-reading the D&D 3rd Edition Dungeon Master's Guide, and I must say 
it's got a lot of great GMing info in it--even for non-D&D GMs. Next time you're 
in your local game store, flip through the table of contents and then skim any 
sections that catch your eye (I recommend chapters 1, 4, 5, & 6). You'll pick 
up a tip or two, or at least be reminded of a technique you might have been neglecting. 
 
Warm regards, 
 
Johnn Four  johnn@roleplayingtips.com 
Return to Contents 
 
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Return to Contents 
 
6 Ways You Can Use Names To Enhance Your Campaign, 
Part II 
[Tips #1 - 6 can be found in  Issue 
#72] 
 
  - Use A Naming Theme For Groups Of NPCs
 
     
    For special groups of NPCs, pick a naming theme to make your game more interesting. 
    For example, in the movie "Reservoir Dogs", the main characters were given 
    names based on a colour theme: "Mr. Black", "Mr. Pink", and so on.  
     
    A naming theme is great because it gives you an instant set of clues to work 
    with. Your players will be immensely satisfied when they figure out that there 
    is a theme, and they'll enjoy keeping an eye out for future names that match 
    it.  
     
    Once the code is cracked, you then have the option of throwing in some red 
    herrings--NPCs whose names correspond to the theme but aren't actually members 
    of the group.  
     
    Themed names are especially effective for villains and their flunkies. The 
    theme will act like a hook for the players to latch onto and make the bad 
    guys more vivid in their imaginations.  
     
    Brian, a tips reader, suggested using a naming theme for a single individual 
    as a way to make your games more interesting. In the movie "The Saint", for 
    example, the main character uses a different alias for each mission--each 
    name based on a Roman Catholic saint. You could use the same technique to 
    single out a special NPC in your campaign.  
     
    Examples of naming themes:  
    
      - Types of snakes 
      
 - Types of bones 
      
 - Plant types 
      
 - Exotic weapon types 
      
 - Car makes and models 
      
 - Famous people (in our world or in your game world)
    
  
     
    Return to Contents 
     
     
   - Re-Use Names
 
     
    There are several possibilities when you consider re-using names. Many campaigns 
    and genres tend to follow the convention of creating a unique name for everything 
    in the world: people, places, and things. Often, this helps the players leave 
    the real world and immerse themselves in the gaming world.  
     
    However, consider re-using names for specific effects:  
    
      - Tie names to game world history (see Tip #4, Issue #73) 
 
         
       - As a reward (commoners name their children after heroic PCs) 
 
         
       - As a penalty (commoners name their dogs after evil PCs) 
 
         
       - Story hooks (for example, an evil NPC shares the same name as a PC) 
        
 
         
       - To distinguish a society (one society uses a pool of common names while 
        all the others tend towards unique names) 
    
  
     
    Return to Contents 
     
     
   - Base Names On Interesting Attributes
 
     
    Depending on your campaign's style, consider basing some names on an interesting 
    attribute of the person, place, or thing. This can help create instant story 
    hooks (the Golden Glow Forest, City of Lost Treasures), and NPC hooks (Bogdar 
    the Undefeated, Nathan Demonfriend).  
     
    Often, these types of names stand out more clearly in players' minds, which 
    can help with planting clues, making your stories and NPCs interesting, and 
    creating a fun atmosphere.  
     
    Here are a few items for you to use as an ideas checklist:  
    
      - Single word names (One-eye, Sniper) 
 
         
       - Multi-word names 
 
         
       - Subtle or obvious name? (Do you need to meet them/see it/go there first 
        to understand why?) 
 
         
       - Self-picked or assigned? (Self picked names are usually positive while 
        assigned are often derogatory.) 
    
  
     
    I think basing one's name on an attribute or hook would also be a good way 
    to build a reputation, especially in societies without mass media.  
     
    Return to Contents 
     
     
   - Use Names To Add Humour To Your Campaign
 
     
    Many books and movies use funny characters to help relieve tension. You can 
    do the same thing by creating NPCs with humorous names and personalities. 
    When you want to lighten the mood, give these minor NPCs a brief cameo appearance 
    and then move on.  
     
    You can also use humorous names to further vilify the bad guys. A funny name 
    will give the PCs something to mock and scorn. It works for professional wrestling--it 
    can work in your campaign too.  
     
    A subscriber, Spikie, sent in these two names, which illustrate this tip well. 
    He has a local, evil mage called Reigna Terror, and a brutish city guard named 
    Emince Pain. :)  
     
    Return to Contents 
     
     
   - Use Anagrams For Clues & Puzzles
 
     
    Following the same vein as Tip #7, you can use anagrams of names as clues 
    and puzzles in your campaign. For example, perhaps the villain uses anagram 
    aliases to disguise himself?  
     
    The North American TV show "Lone Gunmen" has a rogue character who uses anagrams 
    of the name "Lee Harvey Oswald" as aliases. The main characters discover these 
    aliases in email addresses, signed guestbooks, invoices, and so on, which 
    act as clues during episodes to make them aware of her presence.  
     
    I recently read an interesting book about alchemy. Many alchemists during 
    the Middle Ages created many experimental chemistry "recipes" in an effort 
    to turn lead into gold. They protected their recipes from rival alchemists 
    by writing their work in code and masking critical parts in obscure, mystical 
    passages of gibberish.  
     
    You could have your NPCs employ the same technique using names and anagrams. 
    Secret communications could be signed with anagrams. Or, references to important 
    things in scrolls, books, databases, and emails could be made in anagrams. 
     
     
    Another neat anagram use, as submitted by Brian D., is to take the theme or 
    symbolic nature of a character and make their name an anagram of that. For 
    example, in Brian's Vampire: the Masquerade game, he was playing a Tremere 
    (mysterious, treacherous), used the theme "trickery", and turned it into the 
    name "Kirt Recy". Many players will thrive on using this as a basis for PCs 
    names, or discovering this hidden message in NPC names.  
     
    Return to Contents 
     
     
   - Sources Of Names
 
    
 
    
  - Phone books (rip pages out of old ones, or find ones from small communities 
    for portability) 
 
     
   - Atlases 
 
     
   - Ingredients labels on food products 
 
     
   - Dictionary (pick a word and scramble the letters) 
 
     
   - Baby name books (many are categorized by ethnicity/language, popularity, 
    occupation/activity, emotion, and gender; and many have explanations of the 
    meaning and/or history of the name too) 
 
     
   - http://spitfire.ausys.se/johan/names/default.htm 
    
      - a good online generator: male, female, fantasy, sci-fi, orc
    
  
     
   - http://spitfire.ausys.se/johan/workshop/ 
    
      - has links to name software
    
  
     
     
   - The Everchanging Book of Names (highly recommended) 
    
    
 
     
   - Excellent group of names links 
    
    
 
     
    Return to Contents 
     
    
 
Tips Request For Issue #75: "Plot Twists" 
In issue #69, Max B. treated us to some great plot twist tips. He discussed how 
GMs could take standard old stories and twist them around to surprise the players 
and keep stories interesting. 
 
I think that this topic deserves its very own issue. So, do you have any tips, 
tricks or techniques for twisting plots and for making "old stories" new again? 
 
Send your tips to:  johnn@roleplayingtips.com 
Thanks! :) 
 Return to Contents 
 
Readers' Tips Of The Week:
  
  - A Newbie GM's Story
 
    From: Mark S. 
     
    [Johnn: I particularly like the way Mark gets into a player's shoes and develops 
    a campaign from there (see end of second paragraph). Good advice for new and 
    experienced GMs.]  
     
    Hi There,  
     
    I've been roleplaying for about two years now, and for the last month and 
    a half I have been running my first game as a GM. I hope to help other newbies 
    by telling them what steps I made.  
     
    I've previously written some short stories and published them on my web site. 
    I had an idea for a new story about three months ago and decided that I wanted 
    my friends not just to read the story, but to live it as well, so I stepped 
    up to the GMs chair. I sat down and considered what I would want from the 
    game if I was a player. I would want my character to have a past, a position 
    in society, a goal to strive for and an adventure that is bigger than myself, 
    with danger, courage and romance in a world that feels real.  
     
    I set the scene for everyone, telling them who they would be working for and 
    asked for them to submit backgrounds. I gave them the chance to create a home 
    village, or city and to choose a position to hold within the house they were 
    working for. I created the background for the house and decided on each NPC's 
    interests. I created a city with many different aspects and a kingdom with 
    different counties and cities, including the characters homes, each with its 
    own trade modifiers. I've written letters and created parchments with prophecies 
    which have left the party pondering what is going to happen. I've also allowed 
    trade and negotiations to be roleplayed rather than dice rolled so that players 
    feel integrated with the story.  
     
    The backgrounds submitted by the players were key tools in guiding the main 
    plot of the story. Out of six sessions so far, four have been mainly character 
    plot lines leading into the main plot.  
     
    The players have enjoyed the game so far. Three characters have died already, 
    so the players have a sense of mortality and consider their chances and tactics 
    first rather than charging head on.  
     
     
     
    
   - Re-Use Monsters
 
    From: Todd R.  
     
    For GMs who feel downtrodden when their monsters are mercilessly slaughtered, 
    try this tip:  
     
    Often, PCs knock out monsters without actually killing them, and undead scavengers 
    may come along soon thereafter to "finish the job". In doing so, some of these 
    undead creatures make spawns of themselves, creating a creature even more 
    dangerous than the original.  
     
    Return to Contents 
     
     
    
   - Speed Up Combat With A Stopwatch
 
    From: Michael F.  
     
    Use a stopwatch, one with a really loud 'tick' if possible, to time the round 
    a player gets to make a decision in. Every two or three rounds, shorten this 
    time by a few seconds. Or, if they fail to hit, cut their time in half.  
     
  
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