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This Months 4 Questions:


Question #1:  From:
"
Quertellion Ruflandian"
Email :DELETED
[Please don't publish my email address on the web.]

Description: I usually have little trouble if any designing play settings (dungeons, towns, wilderness, etc.) but have the hardest time trying to come up with names for them. This also applies to NPCs. Making them is [relatively] easy, but naming them costs me great effort. I hesitate to borrow too obviously from literature and movies, but am not averse to using the more obscure yet interesting names that they may offer.

I just don't want the super cheesiness of plainly stolen famous names (i.e. Aragorn, Dumbledore, etc.).

How do you either find or create the names for your NPCs and the places in your game worlds?

 

Answers to Q #1




Question #3:  From:
"Tempestus"
Email : tempestus666@yahoo.com

Description: I am trying to find some questions to ask my 2nd. Edition players' characters in order to learn more about them for game planning. Do you have any suggestions or links to recommend?


 

 

 


Answers to Q #3

 


Question #2:  From:
"Ian Newall"

Email :Unreadable

Description: I am working on a campaign setting of my own, many to suit my own whimsy becuase in playing with modules and ready made setting like the forgotten realms i am missing the epic feel. What i am attempting to do is to create a setting where the players can immerse themselves in an "old" world rich in detail and scape. I had not realized the task i had set for my self and i was curious if there there was any advice or tips other members of this group would wish to come forward with.






Answers to Q #2

 


Question #4:  From:
"Genesis"

Email : Genesis2382002@yahoo.com

Description:


e-mail address:

Description: hey,
I was recently DMing a 3E game and had a vampire dominate one of my players. The problem is that the vampire never got killed, they cast it into another plane of existence. Now since the vampire was never killed would the dominance end or would that player remain dominated until the spells effect wore-off, essentially forcing the other PC's to knock the dominated character unconscious.


Answers to Q #4


Here Are the Responses :

Answers to Q #1

Array 50: Names, names, names. Where to get the names. Well, there are a few
ways to do it, Go to the local discount book store and pick up a book of them.
Baby names often have a long lisitng of names from many sources to pick from.
Another good trick is to get a dictinary of foran languages, and start
mixing and matching parts of words. Take anagrams of english words, or
simply mix and match Sounds. They are all ways to deal with the prob
simply and effectivly.

Opper: There are several things I do when making names for people and
places. Often for cities and towns I will check out a map of a state
far from my own and pick out small town names and transfer them to my
world. Sometimes town names even become NPC names… One of my groups
fought the evil conjurer Modesto! California here they come =) For
small towns and villages I try to associate the name by where it is
or what its purpose is…

This is often the most historically accurate
method IE Lakeville. If you are looking for some good surnames find a
decent book on medieval lesser royalty and go crazy… They had some
wacky names back then and don't be afraid to look up the ones from
the Countries that don't speak a romance language… I really like
Slovakian countries for this. Otherwise I keep a list of names in a
notebook and when I finally do come up with a cool name I add it to
the list for use in future campaigns. One of my personal favorites is
a god in my world named Fezigosh.

SCA Bard :   An atlas is a great resource for place names.  If you keep an eye out 
on the sale racks at the bookstore, you can sometimes get children's
atlases very cheap. Alternately, unusual last names of people can
make good place names.

For NPC names, there are lots of sources. Try typing in "Baby Names"
to an Internet search and see all the pages and pages of names that
come up. (A favorite of mine is http://www.kabalarians.com - I don't
subscribe to their philosophy, but they have a huge list of first
names sorted by gender and nationality). The "Everyone Everywhere"
supplement is a little $5-$6 independently published booklet that
contains first and last names for a variety of nationalities; I keep
a copy in my GM binder for quick NPC names - and I often use the last
names to make quick place-names.

Von Romig:SCA Bard gave me this website. It is great for names.

http://www.kabalarians.com/html/surf-by.htm

Just pick the country you wish the kingdom to favor, and select
either male or female names.

Kristi : I tend to pull names from my everyday life. Maybe if I am traveling
I will jot down names of towns, stores, streets, etc. Also, as
others have said, just look at a map. Lastly, the baby name books
are great for general NPC names.

James Radloff : I like to mix names. I may find 2 names I like, and mix them
somehow. For example, I may choose Link and Mario, and make
characters named Larik and Mino. I works pretty well. Also, taking
names from pop culture doesn't hurt, I have a paladin named Sarek,
who I later learned was Spock's father on Star Trek.

Phil: some of the tricks that I use are:

Mangle, misspell, mispronounce names from around you, Michael = Mikhal, Chris = Khrys or Kyrss, Dale =
Dayle or Dhayl, Ray = Rea or Rhe or Rai or Rya join 2 short names together Lee and Anna = Leanna or cut
a long name Alexander = Xander = Xan

also useful are the names of:

the playtesters in the PHB3.0, names on albums (band, producers, managers), in author's "Thank You" to
friends and relatives, names of actors in TV, or their characters (TV shows have a habit of using
uncommon names for a lot of their characters) especially for the solo appearance actors,
from movie credits (gaffer, monkey grip etc) newspapers, magazines, comics people wearing nametags
the "correction" a spell-checker gives you for an unknown name Aragorn = Erigeron

go to a translation website and enter a couple of words that describe what you are trying to name.
"cold blooded" "killer" in Portuguese = "a snague-frio" "assassino" could become Guenissa Frosnag, a
female gnomish assassin.
use names of streets, towns, maps, tourist brochures, especially from other
countries where possible.

use scientific names. Specific themes can be used for races: geology = dwarf
names, botany = elf, soils + animal = gnome


Answers to Q #2


Array 50: Getting an old world feel for yours can be an interesting challange.
Tolkin manged it by building a mythology of his world, then setting
his story amoung it. So did many other fantisy writers. And I have
found that its the best, if a tough, way to deal with the prob. Sit
down, start from the gods and religions, and build a world of stories
and belives, steal them from other sources. The storie of the the
death bog from the two towers, with a bit of a change, can make a
facinating part of your own world. Wars and holy men make great
aspects of a world to dip into for background noise in the world. A
bit of real world history, with a few changed names, might make a
great story as well. Pick up an encyclopedia, and start to read, never
know where insperation might show up.
Opper : This is a large task as I have worked on my own campaign world for 
many years… going on nine or so. Here are a few things that have
really helped me. In order to know where you are going you have to
know where you have been. Start with a history or a genesis story and
figure out how the world got to where it is. I started out by writing
a lot of myths and legends about the formation of the world and the
coming of the gods. Decide early on what the level of magic will be
and how it affects the daily lives of the people of your world. Last
but not least run multiple campaigns and always run them in different
places and times in your world, not only does this make for fun story
integration it forces you to flesh out different areas of your world
without stagnating or getting hung up in just one…. Now go forth and
create!
SCA Bard: First, your players may not have quite the enthusiasm for detail that
you as a world creator do. It can be frustrating to feel that one
needs a semester-long course to understand a game world. So, don't
worry too much about every little detail to start.

Sketch out the broad and epic events of history. Keep them *very*
brief - what, when, where, a very few whos and hows, and why. Start
with the ones that might actually affect your campaign. If the PCs
are going to look for a relic from the Wyrm War, make up extra
details on the Wyrm War. If they are unlikely to ever venture into
the Underdark, you do not have to detail the rise and fall of drow
Houses. This saves you much work.

Focus your efforts on the present - the current problem, the current
villian, the PCs' current location. How did they come to be? This
is the history you want to know best.

I have found that I get much more detail - and interesting detail -
if I leave things open and fit things together as the campaign goes
on. Things you could never have foreseen as a world-builder suddenly
click in compelling patterns. These patterns in turn suggest a
history that instantly enriches your game world in an unexpected and
novel way.

Von Romig: Don't try to create a set of kingdoms and other realms from scratch 
and then try to tie them all together. Instead, take your world map
and write a history, several thousand years of it. Start with small
villages and family clans of the variuos races and work them up.
Make it rich with; conquests, empire building and fallings, city
rising and destructions, showing the ebb and flow of populations in
and out of different regions, show the unique ways kingdoms form,
prosper, and some fall. Include region wide epic eras, such as The
Age of Suchinsuch Empire, The Dynasty of Whathisname's, and the Fall
of the Big Alliance and Rebellion of the Serfs... etc.

I created maps of each time period to better see the political,
regional, and economical picture as I went through the world's
history. (this also gives you nice historic maps that can be used in
certain campaigns that deal with ancient legends and lore) Then when
I reached the period of time that the campaigns would be played in,
I had a map of the world, knew why it was that way, and the
relationships of all the realms due to historical events.

You may surprise yourself in how much more 'realistic' your world
looks and feels doing it this way, instead of just throwing a bunch
of kingdoms together.


Shadenwawa : well Ian, here are a few thoughts on this..

remember first that history is a vague sort of thing, especially the
farther back you go. also important is the fact that everything has
an effect on everything else eventually, even if it's long after or
far from the original event.

a good way to make a history for a world, especially if you've not
yet played in it extensively yet, is to photocopy off a copy of a
rough physical map and vaguely outline your political stuff, as if
you were making a finished world. then, make things happen in it.
play out your own campaigns, making the really major npcs. obviously
you don't have to go to any great detail here, but figure out if
there was a war here that changed a kindom's borders, destroyed
another race, etc. if there was a drought for a long time and people
had to migrate, what happened when they imposed themselves on their
neighbors? mark it all down, taking notes as you go (flowcharts are
helpful for showing causes and effects). this is your map and major
events for X,000 years ago. you don't have to go into great detail at
first, an overview would do fine, since really ancient history is
always sketchy

then do it again with the new map and notes as a base. decide what
ongoing things continued to have a big influence in the next major
sequence of events, what stayed the same, what changes in the last
cycle have become status quo now. determine what random things happen
that people would have to deal with, such as eruptions, quakes,
invasions from another plane, etc.

after you've determined all the consequences of what happens, and
what the eventual changes are, how things reach balance again, and
have taken notes on what happened in a notebook and on maps, then do
the whole thing again with the new setup as a base.

repeat this until you've built up enough notes to have all the
history you want. you'll need some ancient things, and more events
with detail as you go. after a while, shorten your time scale. make
each cycle represent 100 years instead of 1000, etc. the reason that
history seems empty at first and so hectic now, is not because more
happens now, but that we remember and have records/evidence of more
of it now. history doesn't just happen, it builds up.

once you have a good body of history for your world, decide how much
of it is known generally, which areas and races know more or have a
better knack for/records of history. decide for each how accurate the
records are, and where they go astray. lastly, make up some things
that were legends, which are often based at least at some point upon
true events, myth that never happened, and straight out lies that
ancients told for whatever reasons (to look good, to justify
atrocities or ideologies) and that have since been accepted in an
area as truth.

this might seem a little labor intensive, and it can be, but general
outlines are going to be good enough for 60+% of your history, unless
you do like i'm thinking of and make a campaign with a fair element
of time travel.

however, this seems to me to be a good way to build up a lot of
history that makes sense, and if you stop to look at consequences for
things you create, a lot of it will suggest itself as you go. so this
might be easier in the long run than making up a history for each
area and then trying to hammer them together and make sense of it.
also, if you stick with the cyclical idea, it is very conducive to
the whole "epic history" feel.

if you really want to get into it and gain extra credit, write a
few "major histories of the (world, elves, whatever) from the
viewpoint of an appropriate historian in your world. make them essay-
stories from a few pages to longer if you get carried away. keep in
mind though that it's best if some of this becomes relevant to the
PCs at some point.

anyway, i hope this helps without putting you or your players to
sleep, or your social life to death

James Radloff : If you mean to make it seem more authentic, to give the world it's own personality,
You may choose to write a history to it. Not too long, but whatever you feel. Also, you can use NPCs
to show your party around.

 

Answers to Q #3

 

Array 50: After each session, I ask my characters a few things to help my own
campain along:
a) Where do you think this campain is going?
b) What do you want your character to be able to do?
c) Do you have any concructive critiseum for me?

Opper: Monte Cook has a great players survey that used to be posted on his
website www.montecook.com I cannot find it there now but I am sure
you could email him and grab it. If I find it in and amongst my files
I will post it to this message board and give Monte Credit.


SCA Bard: The 7th Sea Player's Guide has a list of "Twenty Questions" which are
excellent for this sort of thing.

Personally, when generating a character history, I try to hit the
following questions:

What was the PC's childhood like? Her family?
Does she keep ties to her family? How does she feel about them?
What was adolescence like? Did she fall in love? What happened with
that?
How did she get started in adventuring? Does she like it?
What are her current personal goals?
Does she want a spouse and child(ren) someday? Why not today?
What sort of men (or women!) is she interested in?
Is there anyone in the world that she hates? Why does she hate them?

Obviously, I am a *big* fan of PC-PC and PC-NPC interactions.
Friendships, hatreds and loves are great dramatic motivators that can
tap into much deeper emotions than the need to acquire more treasure
can. If you can get your PCs to be emotionally invested in your
NPCs, you have instant hooks all the time, whether their loved ones
are in danger or their hated foe has begun another nefarious scheme.

Kristi : I use general questions like the ones others have mentioned. It is
very important to know the PC's family and possibly use that as
storylines later on in the game. I also like to know what thay have
done to earn money up to the begining of the game. It may be
something as simple as chopping firewood for the local smith, or as
impressive as apprenticing for a local wizard.

James Radloff : They can make stuff up about their own character fairly easily, and
in fact, I usually ask people what kind of person their character is
before what their class is, thus giving them an idea. Noble protector
of the people=paladin, BA wants-to-take-out-the-bad-guy=fighter,
moral support=bard, and the like.

 

Answers to Q #4

 

Array 50: Im not sure about the 3e rules, but I have always played it as the
magical control of a pc/npc does not extend beyond the limits of the
plain, unless otherwise stated by the spell description. So in this
case, the Vampire would lose control, though there might be some kind
of post hypnotic thing set up for future uses....

Opper:A vampire's domination works as a Dominate Person cast by a 12th 
level wizard. So this person would be dominated for 12 days.

Zalco: I agree with OPpper in the first part of the answer but not the 2nd
part. The vampire's domination works as a Dominate Person cast by a
12th level, but it will not ceases to function just because the
caster and the target are no longer on the same plane - it woundn't
even stop if the caster died.

The Vampire would not be able to give
the Dominated Person new orders because it's on a different plane,
but the Dominated Person would try to carry out the last order the
Vampire gave before it left for the next 12 days or until the task is
finished (he would still take time to eat and sleep).

Opper: Actually it specifically states in Dominate person in the PHB that it
ends if the caster and the target are on seperate planes... It wasnt
really an interpretation thing on my part it was going by the letter
of the law...

I would play it differently myself but I thought it would be best to
give the proper and yet canned response.

that is all...


Starlight Storyteller :

I agree that this is the literal interpretation. If it's good for
your story, then use the literal. If it means someone has to sit out bound, gagged, or unconscious
for 12 days, then fudge the rules a little and let the dominate "cease to function" after the vampire is
off the plane of his thrall. Whichever works for your game, but if the first one (the literal rules
interpretation) works, then go with it because it's the letter of the law. If that's going to cause a
large problem, though, or ruin the fun for people, then that's what the bit in the DMG about the DM
bending the rules when it helps make a better game is for.

>>>>Actually it specifically states in Dominate person in the PHB that it > ends if the caster and the
target are on seperate planes... It wasnt > really an interpretation thing on my part it was going by the
letter of the law...

I would play it differently myself but I thought it would be best to give the proper and yet canned
response. that is all...>>>>

You are correct. It says range is unlimited "as long as you and the subject are on the same plane". I
would interpret that to mean the domination is still there, but does not function (as if the person
was affectd by a "protection from evil" spell). So the spell "lasts" for 12 days, but no control can
be exercised, and the last command is not carried out, while the vampire is on another plane...unless it
returns to the same plane...in which case resume of control would be instantly.

Sorry about previous post. I did not see that in the spell. But, yeah, it appears that no interpretation
is needed to get your players out of a pickle of not having to beat down their party member just to
make him not obey the commands for 12 days. :)

Zalco : PH don't "specifically states" that the spell end when you are on differnt planes, but it
"specifically states" that you don't have the abillity control the Dominated Person directly if you
are on a different plan than that Person.

The spell effect is still on, so the Dominated Person still have to do whatever the last command was and
you can still detect the spell with a detect magic, but after the Person are done with what-every
the last command was that Person can act normally for the rest of the duration ... as long as the one that
did the Domination don't return to this plan *evil grin*