Character Survival
Techniques
Version 1.3 (Compiled by Willem van Driel)
-
- Subject: The List of Character Survival Techniques V1.3
[LONG]
- From: Willem van Driel
<jvandriel@wxs.nlREMOVE2REPLY>
- Date: 1999/10/23
- Newsgroups:
rec.games.frp.cyber,rec.games.frp.dnd,rec.games.frp.gurps,rec.games.frp.misc
- The List of Character Survival Techniques V1.3
-
- This is the list so far (last updated October 10th 1999).
It contains
- advice for both low-tech and hi-tech games. It may
sometimes seem a bit
- incongruous, with AD&D stuff right next to something
directly from a
- cyberpunk game, but all in all I think the point usually
comes across.
- Anyway, I've tried to keep the advice general enough to be
of use in a
- wide range of games. I've also tried to keep it practical
and to avoid
- such advice as 'don't get shot' or 'don't mess with
dragons'. (Heaven
- help you if you needed to be told those things :-)
-
- The most recent version of this list can be found on my
website at
- http://home.wxs.nl/~jvdriel. For those of you who wish to
put the list
- on your own website, that's fine by me as long as: a. it's
not done for
- profit and b. the contents aren't altered. If you let me
know that
- you've put the list on your site, I'll make sure you
automatically get
- any new versions.
-
- Finally, I'd like to give a warm thanks to everyone who
sent in their
- advice and comments. This list wouldn't have been possible
without you.
-
- Willem van Driel <jvandriel@wxs.nl>
-
- [Note: * indicates new or revised entries.]
-
- ---INDEX---
-
- Equipment.
- Combat.
- Character creation.
- Negotiations.
- Extreme environments.
- General advice and strategy.
-
- ---EQUIPMENT---
-
- 1. The 10 ft pole (Thaddeus Moore)
- As in the expression "I wouldn't touch that with a ten foot
pole!" Well
- I guess u could carry a larger one. In a party I once
played with the
- thief carried a collapsible 10 ft pole, made of sections
with treaded
- ends so they could be screwed together. I think he also had
some kind of
- pulley operated claw at the end. For picking things up,
very useful for
- detecting trip wires and pulling suspicious levers
too.
-
- 2. Bandages (Lloyd Revious)
- Bandages are a must!!! Unless your DM just kills you and
doesn't do
- unconsciousness or bleeding to death.
-
- 3. Chalk
- A good way to keep from getting lost in dungeons and mazes.
When you
- leave a mark, add a small, hardly noticeable detail so that
you'll be
- able to tell if someone has messed around with your
signs.
-
- 4. Crowbar
- At least one person in the group should carry one. That
way, you won't
- have to start using Excalibur to pry open a wooden chest or
door. In an
- emergency, a crowbar will also serve as a weapon.
-
- 5. Lightsources
- Always carry torches, a flashlight or some other form of
illumination. A
- coin with continual light cast on it is popular in many
AD&D campaigns,
- though you shouldn't neglect to bring some ordinary
lightsources with
- you as well. Otherwise a simple dispel magic could leave
you groping in
- the dark. A burning torch can also be useful as a weapon,
especially
- against animals and regenerating monsters.
-
- 6. Straps (Lloyd Revious)
- String or leather tie straps are almost as useful as rope.
Then you
- don't have to cut up your much needed climbing rope to tie
up a prisoner
- (or whatever).
-
- 7. Piano Wire (Thaddeus Moore)
- Thin very strong (metal?) wire, can be used to bind things
together or
- for trip wires. Use in conjunction with spikes and drive
them in at
- various heights. While traveling through a dimly lit
corridor the group
- came to a wooden door. They listen and heard orcish voices
on the other
- side. So they doused all the torches on the walls. And set
up piano wire
- at head level by driving spikes into the wall and fastening
the wire to
- them. Then the group's fastest runner opened the door,
taunted the orcs
- and took off down the hall. The party had notched the wall
where the
- wire was. And the runner was able to duck and keep running.
While the
- orcs got some nasty headaches.
-
- 8. Firestarters
- Fire is one of the most useful things there is. It can be
used for
- illumination, warmth and destruction. You should always
carry the means
- for making fire, whether it's old-fashioned flint and steel
or a
- zippo-lighter.
-
- 9. The small mirror on a stick
- Ideal for looking around corners. Also useful if you're
being shot at
- and don't want to stick you're head out of cover. (Believe
me, taking a
- quick peek only works in the movies. In real life (well,
real
- role-playing), a quick peek isn't enough to give you any
useful
- information but it's certainly enough for a sharpshooter to
add a third
- eye).
-
- 10. Rope (The Wizard)
- Rope, you can never have enough, every PC should carry
some, and at
- least one PC should have a grapple hook. Try to get silk
rope, lighter
- and stronger.
-
- 11. Wooden wedges
- Shoving a wedge under a door is a much quicker way of
blocking it than
- by piling up furniture (of course, you should always make
sure the door
- opens in the right direction). Alternatively, a wedge can
keep doors
- from closing behind you (secret doors tend to have this
nasty tendency).
-
- 12. Fire extinguisher (Boltcutter)
- [Shadowrun] Keep a fire extinguisher by the
bedside; ritual magic's
- payback, and payback's a bitch.
-
- 13. Missile weapons
- Always carry a missile weapon with you, even if it's only a
couple of
- darts or a small pistol and even if you don't have the
relevant skill.
- If an enemy is coming at you from a distance, a missile
weapon basically
- means you get some free attacks. Also, there will be times
when a gun or
- bow is simply the only way you can reach the enemy.
Besides, a missile
- weapon can be very useful for intimidation purposes.
-
- 14a. ID (Craig L Wigda)
- Always have a spare "fake" ID handy (several if you can get
them). Have
- "real" or "false" permits for your gear (cyberware or
weapons, or any
- other restricted items).
-
- 14b. ID (Blank Dave)
- Don't forget a badly faded piece of ID. Man I can't believe
Superman
- believed me when I said my union card was a Cross
Dimensional
- Immigration Authority card.
-
- 15. Fake plates (Craig L Wigda)
- Have at least two other sets of license plates made up for
your vehicle
- that match a "legally" registered vehicle of the same make
and model
- (having the fake ID to go with the plates is also needed,
just for your
- common traffic offenses).
-
- 16. Smoke grenades
- When pinned down by enemy fire, a well-placed smoke grenade
might be
- your only way out. My own group got stuck in a building
once. We were
- completely surrounded by snipers and getting to the nearest
neighboring
- building meant having to run across a lot of open ground. I
would have
- given a lot to have had some smoke-grenades back then.
-
- 17. Stethoscope
- Useful for finding out if there's anybody on the other side
of a door,
- or for listening in on conversations in the room
next-door.
-
- 18. Pistols and knives (Blank Dave)
- Pack a pistol and a knife (both are easy to hide, cheap to
lose, and are
- like brains (everyone's got one, but few use them). They
will go
- unnoticed, and if not they probably won't draw much
attention, unlike
- monoswords and assault shotguns. Neither might pack much
kick, but their
- general utility level makes up for that.)
-
- 19. Nasties (Lloyd Revious)
- One thing I also like to do <...> is add some
nasties. Like say
- caltrops, snap traps, dog pepper, or anything else your
devious heart
- desires.
-
- 20. Stun weapons
- Carry some sort of stun weapon (tasers, darts coated with
sleeping
- poison, etc.) in case you need to capture someone unharmed
(for example:
- a partymember who has been possessed or has gone berserk).
You might
- even want to consider making a stun weapon your primary
weapon of
- choice. People who don't leave trails of corpses behind
usually get less
- hassle from the law. You also run less risk of being hunted
down by the
- familymembers or friends of your victims (a lot of action
movies are
- based on that concept and who knows where your gamemaster
gets his or
- her ideas).
-
- 21. Protective clothing
- You never know what you're going to have to touch or walk
on, so a pair
- of heavy gloves and strong boots should definitely be part
of your
- inventory. Players in a more futuristic setting might want
to carry some
- gloves and boots capable of withstanding toxic waste. If
you've got the
- money and vehicle-space, bring along an entire
environment-suit.
-
- 22a. Paper and pen (Klaus AE. Mogensen)
- Useful for drawing maps, writing messages, doing
calculations, drawing
- portraits ("Have you seen this man?"). The paper can also
be used as
- kindling, to wrap things, and as a fan.
-
- 22b. Paper and pen (bardic_delusions@my-dejanews.com)
- Also the paper can be waved in front of a guard while
stating "Important
- message for your boss" as you stroll past. As long as they
don't get to
- read your laundry list you may get by. In a similar vein
you can walk
- around ostentatiously taking notes and asking questions and
people may
- assume you belong.
-
- 23. Sticky stuff (Darkwalker)
- I would also add Duct Tape and Super Glue to the list. I've
found
- endless uses for them.
-
- * 24. Explosives
- If you can get away with it, carry some explosives
(preferably in a nice
- shock/fire/waterproof box :-). You don't need to carry
many, just have a
- few handy to bail you out of difficult situations. An
explosive can
- open/create doors, take out that armored vehicle/creature
that's
- impervious to your bullets, provide a diversion, etc. Most
grenades can
- also be made into booby traps.
-
- * 25. Hooks and whistles (Matt "Dirty A Sid" Johnston)
- A note about preparation; five words for you: Fish hooks
and signal
- whistles. Oh yeah, don't forget the string. Can you imagine
dropping
- Nystuls Magic Medallion of Unending World Peace down the
sewer grate,
- just as the bad guy with Tensers Magic Medallion of World
Destruction,
- is about to tear your world apart? Is your thief really
going to be
- strong enough to tear that grate from the ground? Hope your
DM thinks
- so. What about that time you tried to get your friends
attention before
- they mistakenly gutted the runaway prince in disguise,
during the heat
- of battle, with swords clanging on shields all around? Bet
he bit it
- didn't he?
-
- ---COMBAT---
-
- 1. Standard operating procedure (Thomas R Nelson)
- Have an S.O.P. for battles, i.e., these guys in
front/left/middle/
- right, and these guys in back, clerics casting this and
this, and mages
- casting this and this. There aren't that many different
situations
- you'll encounter. When you're under attack, if you ALWAYS
set up the
- same way for the fight, then you'll get quicker at it and
not only will
- the players react better as a team, but also it can make a
difference
- whether you spend a round coordinating or can get set
quickly. i.e., we
- spent two rounds deciding who does what and in the
meantime, the monster
- was able to close on our mage; or the fighter went to close
with the
- monster, but the mage was casting a lightning bolt at him,
so the
- fighter moved into the path of the bolt and...
-
- 2. Keywords/phrases (Bardic_Delusions@my-dejanews.com)
- In certain circumstances a character yelling one word or
phrase could
- make everyone do "the right thing". Little things like
"double team
- right" might mean the mage and right fighter are to combine
on the right
- side enemy. Customize the concept to your team and
abilities.
-
- 3a. Concentrating attacks (Sean Emmott)
- Concentrate as many attacks as possible on one opponent:
the quicker one
- is killed, the sooner there's one less attack on your
group.
-
- 3b. Concentrating attacks (Klaus AE. Mogensen)
- While this may be true in AD&D, it's not necessarily
true in games where
- damage impairs the ability to fight. In HERO or Rolemaster
(for
- instance), if all PCs attack different opponents in the
first round,
- they may be able to stun them, so they can't hit back. In
Rolemaster,
- HarnMaster, Storyteller and other games to numerous to
mention, damaged
- characters get combat penalties, so even if they aren't
stunned, they
- are unlikely to hit you. In many games with reasonable
combat rules, the
- best mass combat tactic is to let the poor fighters perform
holding
- actions (parry for all they're worth) while the good
fighters finish off
- _their_ opponents.
-
- 4. To fight or not to fight... (D.G. Larush)
- Know when NOT to fight- A thief or mage who is out of
spells is NOT
- useless in a fight as long as you realize that you can be
valuable while
- not fighting. Reining up the horses, pulling wounded party
members out
- of combat, throwing burning oil. These can all aid the
party without
- placing a wounded or otherwise non-battle ready party
member in
- jeopardy.
-
- 5. Evil altars (Boltcutter)
- Don't leap on the, actively used, altar to the Evil God to
get a better
- swing at someone.
-
- 6. Surrendering (D.G. Larush)
- Surrender IS an option- I almost lost a character once
because I got too
- "heroic" and never even considered paying off highwaymen as
an option.
- Learn to recognize when the DM is hinting that you're
outnumbered (forty
- of the king's archers with arrows nocked is a good sign),
and learn to
- be able to eat crow and surrender when appropriate. A good
DM will never
- let your characters rot in jail forever, but will use it to
further the
- plot. What do you think thieves are for?
-
- 7. Cover
- Use cover if any is available. Anyone who needlessly stands
out in the
- open during a firefight deserves every bullet he gets.
Remember that
- cover can sometimes be shot _through_ (not even stone walls
can always
- provide safety), so try to never give away your exact
location.
-
- 8. Melee against groups
- When fighting against a large group in melee combat, always
place your
- back against a wall or another large object so you can't be
attacked
- from behind. Even better, try fighting from an enclosed
space such as a
- doorway or a narrow pass. That way, even less enemies can
get at you
- and, more importantly, you still have the option of
retreat. If you
- yourself have the advantage of numbers, then be sure to use
it. Surround
- your enemy so there's always someone who can attack from
the rear, try
- to catch the opponent in a cross-fire, etc.
-
- 9. Pursuit
- If you have an advantageous position, the enemy might try
to lure you
- out of it by retreating. If you were winning before the
withdrawal,
- you'll probably feel a strong urge to pursue and continue
the fight.
- Only do this if you're sure the enemy is truly broken and
disorganized.
-
- * 10. Shield-wall (Phil Hendry)
- Assuming a dungeon setting... When meeting an opposing
group in a
- corridor, any fight which ensues is almost bound to be
'fair'- i.e. one
- on one, two on two etc. The odds can easily be weighted in
the party's
- favour if the party is prepared to retreat to the last
chamber they were
- in, then by clustering around the doorway inside the room,
they can get
- maybe as many as three on one. This works best if the room
is off the
- side of the corridor, rather than at an end- otherwise the
opposition
- can 'charge' down the corridor and break through the
'shield-wall' in
- the room, negating any advantage.
-
- ---CHARACTER CREATION---
-
- 1. Spell selection
- When choosing your spells (or mutations or psionic powers
or whatever)
- make sure the spell isn't superfluous. A lot of spell
effects can be
- achieved just as well by having the right equipment or by
the skills of
- your fellow partymembers. For instance, if you're a
low-level mage and
- have several warriors in your party, go light on the combat
spells. Most
- of the time, the damage you can do with them is negligible
compared to
- what the fighters will dish out. Pick something more useful
instead.
-
- 2a. Skills
- With all the combat skills to pick from, it's often easy to
overlook the
- more unobtrusive ones. Don't forget skills like swimming,
riding (or
- driving) and reading/writing.
-
- 2b. Skills (Blank Dave)
- Always have a medical skill, First aid will do (if only one
person has
- such skills, you can be almost guaranteed he'll be the
first one in need
- of those skills when the fighting breaks out).
- Always have some form of combat skill (a fight will always
break out,
- being able to defend yourself is a must. Even non combat
oriented games
- will usually have a physical fight somewhere).
-
- 3. Group input (Blank Dave)
- As a group make your characters as a group. Too often the
characters are
- independently made. This results in holes in the group. By
making
- characters as a group, it is possible to provide a better
width and
- depth to the group. Think what happened when no one made a
cleric or
- magic user.
-
- 4. Powerlevel
- Strange as it may seem, sometimes your odds are better if
you don't try
- to create an all-powerful character. There are several
reasons for this:
-
- a. GM compensation. It's a gamemaster's job to provide the
players with
- a challenge. If you create characters capable of taking on
a tank, then
- tanks are what you'll get.
- b. Overconfidence. Powerful characters usually wade into
combat without
- even considering if there's another way of dealing with the
situation.
- But combat can be deadly no matter how strong you are.
- c. Lack of character attachment. Powerful characters rarely
have
- interesting non-combat skills or equipment, because the
player spent all
- his resources on boosting fire-power. The end result is
usually a combat
- machine with about as much originality as the average
toaster. Because
- of this, the player tends to care much less about keeping
the character
- alive.
- If you're used to playing terminator-type characters, it
can be quite
- difficult to make a change. Power gamers usually shudder at
the thought
- of not maxing out a combat skill, and start sweating at the
idea of
- actually spending some points on charisma or social skills.
The best
- advice I can give is this: when creating a character,
choose the one
- thing that most defines the character. This could be
anything. Perhaps
- your character is a thief with a love for climbing. Or
perhaps she grew
- up near the ocean and loves ships. Or tends to be very
curious. Or wants
- desperately to be a part some social group. Or has a drug
problem that
- he's trying to beat. Or wants to be the first mage to
perfect the
- growing (and domestication) of really big carnivorous
plants. Once you
- establish the core concept, the rest of the character
usually comes
- naturally and you'll feel much less inclined to spend all
your character
- resources on combat.
-
- 5. Be interesting (Xiphias Gladius)
- I have had at least one GM change a die roll so that I
didn't die, just
- because he liked my character. In my experience, GMs are
much more
- willing to let boring characters poorly played die, while
they will go
- out of their way to find some way of keeping favorite fun
characters
- alive.
-
- ---NEGOTIATIONS---
-
- 1. Basics
- Never let on how badly you need the other parties help. And
always be
- sure to let your most charismatic/silvertongued partymember
do the
- talking.
-
- 2. Talking is an option (ChAoS)
- One overlooked survival technique is to talk. Many people
die because
- they attack the too tough for them creature because "it's
there" or
- "it's evil". But kings have armies, some monsters gate in
help (some
- fiends gated help can also gate), and sometimes you just
aren't tough
- enough. But talking may give you a chance to deal with the
enemy, get an
- idea of its plans, find a weakness, or deal with the
villain while
- others sneak by to complete the mission. Perhaps he'd GIVE
you the goal
- of the quest if you do something for him. <...> As
usual talking
- requires judgement but may save you a painful death.
-
- 3. Truth (D.G. Larush)
- Never assume the other guy is telling the truth. All too
often I've seen
- PC's take the word of any NPC as gospel truth, even if the
NPC has
- obvious reasons to lie (i.e. is having the crap beat out of
him by the
- PC's).
-
- 4. Motivations (D.G. Larush)
- Always keep the other guy's motivations in mind. The key to
negotiation
- is figuring out what the other guy wants. Is the other guy
a mercenary?
- Offer double what the other guy's paying. Is the other guy
a Techie? How
- about some flashy tech? Is he a religious devotee? Hope you
know enough
- about theology to convince him that you're in the
right.
-
- 5a. Lying (Ryan Mark Vurlicer)
- Don't lie unless you need to. I've seen many PCs who ended
up as
- pathological liars when talking with NPCs, when there was
no known
- reason to lie. Often, the NPCs eventually found out they
were being lied
- to. This does not make for successful negotiations.
-
- 5b. Lying (Jim Davies)
- And when you do lie, make absolutely sure that you know
what you said.
- Lies are harder to remember. It's often a good idea to make
sure that
- the GM remembers it as well, so that you can at least agree
on
- something.
-
- 6. Losing face
- When you've got your opponent over a barrel, make sure he
knows it but
- be careful not to rub his nose in it too much. If you do,
he might
- decide to refuse your demands, regardless of the
consequences. There are
- people who would rather die than be extorted/humiliated,
especially by
- someone they don't respect, so loss of face should be kept
to a minimum.
- Staying polite helps. And occasionally you might want to
consider giving
- up something relatively invaluable, so your opponent has
something to
- show his own people that can be interpreted as a
victory.
-
- 7. Ask for the moon (bill.dowling@ibm.net)
- Don't be afraid to ask for the moon. The other party may
have no use for
- it.
-
- ---EXTREME ENVIRONMENTS---
-
- * 1. Jungle: machetes (Vos MC)
- <...> you want to take machetes with you when you're
traveling through
- the jungle, as our group recently found out. Short swords
get real thin
- when you use them like that.
-
- * 2. Jungle: transport (Vos MC)
- Also, horses aren't a very good form of transport in the
jungle, and
- horsemeat gets a bit boring after a couple of weeks. (That
must have
- been the third batch of horses we went through. And the
first of the 4th
- batch died recently too. (Never charge unknown creatures
that are slow
- enough to run away from.))
-
- * 3. Jungle (Vos MC)
- Bring something waterproof to keep your maps and other
papery stuff in.
-
- * 4. Space: vacuum-suit
- NEVER, EVER go on a space-journey without a vacuum-suit.
Somewhere along
- the line, your ship *will* get a hull breach. (They always
do. Sigh.)
- Keep the suit handy and know how to use it. If you haven't
got an
- appropriate skill, then at least train until you're able
to:
- a. get into and out of it without too much delay.
- b. seal the suit and activate life-support.
- c. seal ruptures.
-
- * 5. Stuff to bring along (Pieter)
- Jungle: insect net, poison antidote, machete, portable
boat.
- Desert: water, white clothing, water, compass, water,
camels and water,
- warm clothes (it gets COLD at night), water.
- Arctic: black goggles (to prevent snowblindedness), rope to
tie each
- other together to avoid snow-filled chasms, knowledge of
how to build an
- iglo, really warm clothes, ice pick, crampons.
- Space: well, gee, a space suit; comm gear; navigational
stuff, spare
- fuel, space suit repair kit.
-
- ---GENERAL ADVICE AND STRATEGY---
-
- 1. Keeping your Polish minedetector alive
- When exploring a dungeon with a lot of traps, the person
who walks point
- basically acts as a Polish minedetector. Needless to say
that this
- person should have a lot of hitpoints/dexterity/good saving
throws/luck.
- Since a lot of traps are of the pitfall variety, the
pointman should
- always hold on to a rope that is also being held by the
other
- partymembers. That way, if the floor collapses beneath him,
he won't
- immediately be turned into hero-kebab on the spikes that
traditionally
- line the floor of any self-respecting pitfall.
-
- 2. Marching orders
- Several people have remarked to me about the importance of
this. Though
- the actual marching orders will vary depending on the party
in question,
- the general order usually resembles something like
this:
- Point: any character with stealth.
- Front: warriors, preferably with distance weapons
available.
- Middle: vulnerable characters.
- Rear: warriors again or other characters with at least a
little bit of
- combat power.
-
- 3. Splitting up the party
- Never. Ever. No matter how good an idea it may seem at the
time.
- Remember that 'divide and conquer' works just as well for
the enemy. If
- you are, by some act of God, forced to split up, then at
least agree on
- a rendezvous-point and time and also on a recognition sign
or password
- (shapeshifters can be a real pain in the butt).
-
- 4. The Law (Dave Brohman)
- Use the proper authorities whenever possible. The cops are
a lot less
- likely to think you are a crook when they see you show up
every three
- month bright and chipper to renew your e25 monoknife carry
permit. This
- came up in our game just last week. Someone broke into my
apt. And tried
- to access my computer for incriminating information. We
caught her and
- she though she had me over a barrel. She knew from her
source that I
- wasn't going to kill her so she was all smug. So I picked
up the phone
- and dialed 911. Everyone's jaw dropped. No one, ref
included, had
- thought of that. Remember, 'punks straddle the line. Just
cos they
- spend a lot of time on the wrong side doesn't meant they
have to stay
- there.
-
- 5a. Public transport (Dave Brohman)
- Use the subway. Everyone keeps suggesting that making a
getaway on
- public transport is a bad thing. Not so. A subway is a
really good place
- to get lost in the crowd. Plus, they can't run your plates
or I.D. your
- vehicle.
- Guard: "They got away sir."
- Boss: "What did their vehicle look like?"
- Guard: "About 40 feet long, seats 60, 'Night City Transit
Authority'
- written on the side..."
-
- * 5b. Public transport (Dragonscroll)
- A corollary to this advice. Do not attempt to flee from the
police or
- the Transit Authority via public transportation. They both
have the
- ability to stop the subway car/bus/rickshaw you are on and
come to get
- you.
-
- 6a. Low profile
- When your on a mission or if you've got something to hide
(like having a
- body in the trunk of your car), don't do something stupid
like speeding
- or driving under the influence. Even if you get off with
only a ticket,
- that ticket might be enough to connect you to the crime.
Also, don't get
- into fights and when a cop/guardsman tells you to do
something, say "yes
- sir" and play the concerned citizen. Don't overdo it
though. An overly
- helpful person gets remembered as much as a
troublemaker.
-
- 6b. Low profile (Craig L Wigda)
- If you have expensive/military/or hard to get gear, do not
flash it
- around. People would just love to take things away from you
if they can.
-
- 7. Bugs (Craig L Wigda)
- Always check provided gear/safe houses for bugs.
-
- 8. Shooting cops (Blank Dave)
- Don't shoot at the police (it makes them mad, and this
point can never
- be overstated enough).
-
- 9. Keywords/phrases
- These were already mentioned in the combat section but they
can also be
- useful in other situations. The party should have a short
list of subtle
- signs, with meanings like:
- "Something is wrong, try to leave unobtrusively."
- "Get ready for a fight."
- "Get ready to run like hell."
-
- 10a. Planning
- When you're making a plan, _always_ make a backup plan for
when things
- go wrong (which, let's face it, they always do). So don't
just say:
- "We're going to sneak into the temple, steal the Ruby Eye
of the Mad
- God, and then sneak back out again", but also decide in
advance what
- you're going to do if you get discovered halfway and you've
got hordes
- of mad priests and guards coming towards you from all
directions, while
- bells madly toll the alarm. My group usually starts
arguing, with half
- the players wanting to make a run for it and the other half
wanting to
- go on and try for the Eye anyway. Of course, while we're
arguing our DM
- happily lets the guards and priests close in.
-
- 10b. Planning
- In general, try to keep plans simple. You can't plan for
every
- contingency anyway and having too many/too long/too
detailed plans only
- ensures that things will get messed up, not to mention the
fact that
- they suck up a lot of game-time.
-
- 10c. Planning (Sander Biesma)
- Whenever you decide to make a plan, stick to it. Just
because you
- discover a hidden door which might hide a load of treasure
(and your
- usual Fiend or two) that doesn't give reason enough to
sidestep from
- your original plan and screw it up completely, making your
original goal
- harder to achieve.
-
- 11. Unknown territory
- When heading into unknown territory, try to get information
beforehand
- if you can. Try to find out about weather and terrain
conditions,
- monsters you might encounter, local leaders, customs the
people might
- have, laws of nature, laws of supernature, etc.
-
- 12. The real deal (Dave Brohman)
- Ask questions FIRST, shoot later. So many punks accept the
line they are
- fed without bothering to check the facts. Get your
employers line, then
- visit your local information sources and find out the REAL
deal.
-
- 13. Mr. Johnson (Craig L Wigda)
- Always check out your job and the person hiring you before
you take the
- job (but most GMs do not allow you the chance to do this).
Never trust
- the equipment provided by Mr. Johnson.
-
- 14. Coffins (Gary Astleford)
- Don't open coffins. Only stupid people open coffins.
-
- 15. Navigating buildings (D Howard)
- One of the best survival techniques is if you run into a
building to
- evade capture NEVER head upwards, through yes, but never up
because it's
- a lot harder to get back down again!
-
- 16. Portable phones
- If your character carries a portable phone, turn off the
sound before
- you go on a mission requiring stealth.
-
- 17. Meetings
- Never let the other party chose the place for the meeting.
Make sure
- it's held somewhere public and unenclosed, such as a mall.
If you need
- more privacy, try to meet somewhere in the open, a public
park for
- instance. That way, it's harder for your enemy to box you
in. Always
- arrive at the meeting place early and spend some time
observing it. Note
- the available exits. During the meeting, have some backup
waiting
- (preferably with a getaway vehicle and a long range
rifle).
-
- 18. Mugshots
- Before going on an assignment, try to get pictures or
descriptions of
- people important to your mission. My own group once went to
talk to a
- scientist without taking this precaution. The person we met
later turned
- out to be a very well-armed imposter [Ouch].
-
- 19. Payment
- When accepting a mission, try to get as much money in
advance as
- possible. Not only does this reduce the chances of being
cheated, it
- also makes it less likely that your employer will try to
stab you in the
- back in order to avoid having to pay you. Don't forget to
ask if your
- expenses (hospital costs, ammo, broken equipment etc.) are
covered.
- Also, those surviving should receive the shares of deceased
teammembers.
-
- 20. Traces
- Be careful not to leave traces at the scene of the crime.
You might want
- to invest in some gloves, a disguise or perhaps even some
spells
- specifically designed to clear all traces. These can be
extremely handy,
- especially in Shadowrun, where even a single drop of blood
or strand of
- hair is enough for a ritual magic team to track you down.
Also remember
- that a lot of firearms eject empty cartridges, which might
be used for
- evidence.
-
- 21. Dealing with the Mob (Blank Dave)
- Don't wave sexual apperatus at the local mafia Don (we
learnt that
- through experience).
-
- 22. Boltholes (Craig L Wigda)
- Have more then one bolt hole or safe house with some extra
gear, cash,
- and fake IDs.
-
- 23. Intrusion
- While (or before) trespassing through a
fortress/dungeon/corporate
- building, see if you can pick up an appropriate outfit/suit
that will
- allow you to blend in. Also, pay attention to the names of
high-ranking
- personnel (again, try to find this out beforehand if
possible). That
- way, when someone stops you and asks you what the hell
you're doing in
- the Inner Citadel carrying the Scepter of Urgh, you'll be
able to say:
- "I've got direct orders from lord X, out of my way, you
flunky." This
- will probably not be enough to get you out of trouble, but
it should
- keep the guards from attacking you on the spot and thus buy
you some
- time.
-
- 24. 'To do' list (Lauri C. Gardner)
- Make a list of all things you are supposed to do,
especially the dumb
- things. If you don't mention them, you will forget them.
Have the list
- go around having rest of the team members make
additions.
-
- 25. Some advice for thieves (Barry Wood)
- [AD&D] If you detect traps, do NOT assume just
because you have a
- "Remove Traps" roll after the "Detect" that you are somehow
responsible
- for removing each and every trap. Even at medium levels,
the odds of you
- failing your roll and being killed by a trap are high. So,
let the mage
- spend some spells removing it. Let the fighter use his
polearm to poke
- around a bit. The best thief I ever ran with would go to
the front of
- the party and say "Yep, there's a trap here" and then
promptly return to
- his place in back of the party.
-
- 26. Animals
- Keep a sharp eye and ear on the local fauna. When something
is wrong,
- the animals often know about it before you do. An unusually
quiet forest
- or a flock of birds that suddenly takes off for no apparent
reason could
- both indicate trouble. You might also want to consider
getting a trained
- dog or another animal with senses sharper than your
own.
-
- * 27. Use it!
- If you've got it, use it! Saving your resources 'for the
real
- emergencies' is all very well, but when you feel you might
have need of
- a certain item/spell/whatever, don't hesitate to use it. A
lot of
- characters die with unused healing potions in their
backpacks and unused
- spells on their minds. Don't let that be you.
-
- * 28. Know Who Your Friends Are (Colin Turner)
- Many groups fail to note who's good to deal with. Or worse,
they even
- fail to remember who they've dealt with at all. Sometimes
an old friend
- has just what you need, or knows who can help you - why
takes risks all
- over again by asking favors of new contacts when you don't
have to?
- Associates from years past don't drop off the face of the
earth because
- you've been out of town for a while. In fact, they may have
just the
- information you need, but you've forgotten all about
them.
-
- * 29. Hair (Bishop187@aol.com)
- Long flowing hair (on either sex) looks good, keeps your
neck (and
- possibly shoulders, depending on length and your taste in
clothing) from
- being sunburned, and cushions those nasty crit hits -
skull. Problem is,
- if a clever opponent gets close and grabs you by that hair,
you're in
- deep trouble. Same goes for long beards. If you still
insist on looking
- like a Viking, a punk rocker, or Weird Al Yankovic, I would
suggest the
- following measures:
- a) pre battle haircut. possibly with dagger.
- b) some sort of magic spell, possibly "Retract Hair" or
somesuch.
- c) grease applied to hair to make it too slippery to
hold.
- d) become a character who wears a helmet, and tuck all that
hair inside.
-
- In short, GET A HAIRCUT. A short one. Even if you're
female, and
- required by fantasy gaming law to have "midnight
black"/"golden yellow"
- hair down to your ankles, it's better to break the law than
to be one
- day dangled out a window by that hair.
-
-
- Well, that's it for now. My thanks go out to the following
people whose
- suggestions made it into the list in one form or
another:
- Gary Astleford <ocelot@connectnet.com>
- <Bardic_Delusions@my-dejanews.com>
- Sander Biesma
- <bill.dowling@ibm.net>
- <Bishop187@aol.com>
- Roderick Christ
- Blank Dave <blank_dave@sympatico.ca>
- Ronald Boehm <ronald.boehm@tu-clausthal.de>
- Boltcutter <sbartholet@sprintmail.com>
- Dave Brohman <HughMcHugh@aol.com>
- ChAoS <jj@monadnock.keene.edu>
- Darkwalker <darkshidhe@aol.comNOSPAM>
- Jim Davies <jim@moose.powernet.socks.co.uk>
- Florian Decker
- Dragonscroll <cio@dragonscroll.com>
- Sean Emmott <seanemmott@email.msn.com>
- Flykiller <flykiller@aol.com>
- Lauri C. Gardner <lauri@dawn.joensuu.fi>
- Phil Hendry <p.hendry@lancaster.ac.uk>
- D Howard <bigd@wyrmtalk.u-net.com>
- Matt Johnston <dirty-a-sid@tyler.net>
- Peter Knutsen <peter@knutsen.dk>
- D.G. Larush <larushdg@muss.cis.McMaster.CA>
- Klaus Æ. Mogensen <klaudius@get2net.dk>
- Thaddeus Moore <tadmoore@erols.com>
- Thomas R Nelson <tnelson@uic.edu>
- Pieter <psimoons@wi.leidenuniv.nl>
- Ike Porter <iporte1@umbc.edu>
- Lloyd Revious <etrigan@imt.net>
- Turner, Colin <ctu1f@Allstate.com>
- Vos MC,0876208 <mcvos@cs.vu.nl>
- Ryan Mark Vurlicer <rmv2498@unix.tamu.edu>
- Craig L Wigda <clwigda@gdwest.gd.com>
- The Wizard <dzur@hotmail.com>
- Barry Wood <fenris@utdallas.edu>
- Xiphias Gladius <ian@schultz.io.com>
-
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