Rifts RPG Meta-Arc Adventures #4


Optional Game Creation Tools

For GMs who want to create a unique experience for their players, some personalized tools can be developed and used.

Basic roll tables can be written up, or the more ambitious can either create a random generator in HTML or Excel that automatically turns out results pulled from multiple data fields.

Create personalized tables

Through the course of your game, you will want to simplify and randomize the events, actions, and reactions of the environment and NPCs, as well as the threats your players encounter. You can decide to make a game more challenging by adding complications. And you can take events that happened in past games and tie them into your next game. This includes drawing in past failures.

Randomize the order of the game.

Another consideration is the order in which the events of the game unfold. Not always do things happen linearly. An encounter at the beginning of a game can set the course for future events for the players as they delve deeper into ‘the conspiracy.’

Consider the external impacts and influences. In this category, we can consider the weather. Rifts is notorious for radical weather changes. A Rift can generate a massive storm, as can Ley Line Nexuses or inactive Nexus Points. Some of these weather impacts can be hundreds of miles around any given Nexus or Rift or even chain of Nexuses or Rifts. The weather can hamper movement, wash away evidence, or make tracking impossible. And it may also provide cover improving sneaking skills and concealment skills.

Some monster threats are nocturnal and others are diurnal. When the players are settling in for the night, a ‘random’ encounter with a supernatural monster or demon can creep upon them.

Remember, not everything has to revolve around conflict.

Not all ‘random’ encounters are hostile. Some can be helpful, defensive, or cautious and others can be aggressive but will hold off attacking unless any sign of aggression from the players forces them into aggression. Some threats will fight to the death, while others will flee if they sustain enough damage. Even yet, one will hold off, playing tactical games with the players as reinforcements make their way.

Others can determine how organized a threat is. A group of experienced mercenaries or a militia or military patrol may call in for air assistance with a threat, or jam player’s communications to prevent them from communicating out. Others might push players toward explosive traps they’ve set up in a specific area.

GMs have to note that not all ‘Random’ Encounters have to be ‘Random’. It is best to plan such attacks and spring them on the players if there’s a lull in the game or the players are struggling or floundering. It’s a great way to break up the game and add a bit of color.

Add clues.

Not all have to be useful clues, but it gives the players a direction. While investigating a scene, players may find useful evidence that might help them with their adventure. The quality of what they find, or the nature of what they find can be determined from a list of possibilities on a roll table. Knowing what kind of weapon killed the victim might point out a specific NPC suspect the GM is trying to indict in their game, a villain with a custom weapon that does that specific damage.

Rumors as clues.

Other ideas can be ‘Rumor’ generators where GMs can develop fun but useless or even useful rumors that players pick up whenever they are in urbanized areas. Vagabonds, Wilderness Scouts, and City Rats often have a lot to say, when many aren’t listening to them. This can add a new dynamic to your game and help the players immerse in the story.

A GMs job is to be prepared for anything.

Creating these tools can help a GM make quick determinations and keep them random rather than the ad hoc approach where decisions are based on feelings rather than on potential. Constantly adding to the existing tables is another way to expand the richness of one’s games.

A few tables we consider when we are designing a game;

Types of businesses Players will encounter in a random community. The type of economy – do they accept Universal Credits or Black Market Items? Or do they barter and trade? This makes use of skills players may select, allowing them to find deals that they can’t otherwise find.

Key buildings and landmarks are attractions. Monsters might be drawn to a specific landmark or building. People can use those structures as shelter or by which to navigate.

Common NPC Classes players might run into. If a wilderness adventure game, players may come up on D-Bees that prefer the wide open skies to congested cities or organized communities. Wilderness Scouts, Vagabond Scouts, Rogue Scientists, Psi-Druids, Psi-Stalkers, and other Mutants… Having a list on hand can help you determine an essential encounter that will help either propel your players forward or act as a deterrent.

Black Market activity, which faction is active in this region? Do they have a secret outpost or a trading post set up in the area? Do they bring with them increased crime and violence, or do they act as enforcers adding some form of order? Some villains prefer peace and quiet over chaos and suffering.

The exterior and interiors of villain lairs. What does it look like, and smell like? What kinds of sounds do your players hear? Devise different options to keep the players guessing and on edge.

NPC reaction when encountered.

NPC equipment (create a quick list to add valuables to your NPCs – players love their loot).

A list of potential threats in the area. Make a list of Monsters in the area and write them down. Swap out a monster treat for one that is more suited to your story and desired difficulty level. Or make it a minion of the main threat – players have to defeat the pet first before making it to the Top G.

Make a list of locations surrounding the key geographical areas in which your game is taking place. If in Lone Star, add the various cities and Warlord-controlled territories. This will help you keep track of which factions your players are most likely to run up against if they dwell too long in one place, behind ‘enemy lines.’

World Building is a term you’ll hear often.

There is a richness that can be infused into our games by simply building up the mythology. Past Lore, technological ruins or graveyards, mass graves. These are all attractions that play into the character builds of your adventurers. Design games that include their skill selections and work it into your overall game arc.

A basic framework is offered here at Dicegazers.com, but GM’s can do a lot to customize the game for their players and even create side adventures for their players outside what is published here. Players are looking for an adventure and a challenge, and an appropriate use of their character-class. GM’s that curate their games for their players help to elevate the gaming experience and the cohesion of the session. Players will feel like they are a part of the game creation and the GM has help from their players in the development and evolution of that game.

Doing the hard work upfront helps alleviate the stress and struggle of keeping the game intact and progressing. GM’s don’t have to always figure out the how – the players will help with that through their dynamic play, or simply move past it because it really wasn’t that important to the overall game for them. Remember, fun is at the heart of every Role-Playing session. GMs are to try and keep that fun-level at maximum at all times. The rewards are endless when it’s done correctly.

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