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Instant GM II:
On Your Mark, Get Set, GM!
Ramsey “Tome Wyrm” Lundock
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Contents
Foreword ..................................... 3
Instant GM II:
On Your Mark, Get Set, GM!
Ramsey “Tome Wyrm” Lundock
Playtesters: Margaret S. Lundock
Introduction ................................ 3
Adventure Hooks ........................ 4
Advanced Adventure Hooks .................. 8
Stock Characters, Continued............... 12
Three more Rakugo Props ................... 18
Book: ....................................................... 18
Card........................................................... 19
Glasses...................................................... 20
Tips Tricks & Rants ............................... 20
Improvise Ahead of Time ........................ 20
Dramatic Pace ......................................... 21
Roles of NPC ............................................. 21
Copyright 2007 ©ComStar Media, LLC
SKU: CSRTW006
The Importance of Research ................... 23
Don’t Face the Players on their Home Turf
his ComStar Games product is copyright 2006
to ComStar Media, LLC. Only the portions of this
work that contains Open Game Content may be
reproduced in compliance with the Open Game
License. For identiication of what is designated Open
Game Content, please refer to the Legal Information
section at the back of the book. he full text of the
Open Gaming License can be found in the Legal
Information at the back of this book. Other than the
Open Game Content, all other work is protected by
copyright and may not be reproduced in any form
without the written permission of ComStar Media,
LLC.
he ComStar Games logo was designed by Jack
Reynolds and is a trademark of ComStar Media,
LLC.
.................................................................. 25
The Perils of Over Research: A Personal
Warning .................................................... 25
A Final Word: This is Not the Zen of the
Game Master ....................................... 25
Appendix: Quick Reference Tables
..................................................... 27
Table 3 - Stock Character Quick
Reference .................................... 28
Table 4 - Stock Character From
Instant GM 1 ................................ 29
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Instant GM II: On Your Mark, Get Set, GM!
3
Foreword
hey say sometimes you are the worst judge of
your own work. hat has certainly been the case
with Instant GM. I used to be involved in some
of the Coordinated Play Role Playing Campaigns,
where you can bring your own character and play at
various conventions throughout the year. I won’t tell
you which campaigns, but when I started, there were
only two. For a change of pace, I ran light-hearted
action adventure games with little to no fore planning.
As I moved away from Coordinated Campaigns, I
continued running my “Pot Luck” games to earn free
admission to the local conventions.
I knew that I didn’t run games the same way as
most GMs, but I just assumed that I had a quirky
style. I never would have written the Instant GM: A
Bag of Tricks if my friends at SunQuest Games hadn’t
pestered me over a couple of years.
Even then, when Comstar Media put out the call
for, “short game products,” and I sent in Instant GM,
I didn’t think that it was much more than a novelty to
supplement the main line. I certainly didn’t realize it
was going to be my irst best seller!
It is only now as I write this, that I realize what I
had over looked. I have a unique style of GMing, but
every GM I have ever gamed under had a unique style
of GMing. And I learned from everyone of them. Even
the ones who’s styles I disliked, I learned to consider
the players’ point of view when running a game.
So no matter what your style: if you are a hard
core Strategy Gamer, who has memorized the entire
Weapons Table; a World Builder who has a notebook
full of interesting locations you hope to share with
your players some day; a Competitive GM out to
prove that you can run a published adventure better
than anyone else; or a First Time GM who is more
worried about not embarrassing yourself, than about
discovering your style; I hope you can learn from the
Instant GM. hat’s only fair, I learned from you.
Introduction
his book contains four sections. he irst section
is Adventure Hooks. he Instant GM: A Bag of
Tricks , dealt with Plot Seeds. In this book we deal with
Adventure Hooks to help you bring the characters
into the plot. he second section is Stock Characters,
Continued. It picks up where the irst Instant GM let
of. Detailing new characters to use when improvising,
including some more exotic ones. he third section is
three more Rakugo Props for use in your game. Again
this section is too short, the only consolation I can
give is that every adventure is diferent, and Rakugo
Props are always improvised. Once you start to use
Rakugo Props, you’ll see new ways of using them in
every game. he forth section is a collection of Tips
& Tricks and Rants, which don’t it well into any of
the other sections. here is an appendix of quick
reference tables at the back of the book.
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4
Ramsey “Tome Wyrm” Lundock
Adventure Hooks
he irst Instant GM book detailed how to use Plot
Seeds to help you improvise when the party wanders
away from the written scenario. But unless you can
motivate the players and their characters to become
involved in the adventure in the irst place, nothing
interesting is going to happen. An otherwise good
adventure can be ruined if you have to contrive an
unrealistic way to force the party into the scenario.
Adventure hooks are ways to “bait” the characters
so that you can drag them into the plot. Adventure
hooks are useful when planning ahead, but they are
also useful for the Instant GM. If the players don’t bite
on the irst adventure hook, dangle another in front of
them, until you ind one that they can’t resist.
he irst adventure is particularly diicult, because
you must not only justify the group getting involved
in the adventure, you have to give each member a
reason to work with the other characters. Both uses
of Adventure Hooks are discussed below. Some
Adventure Hooks work better for irst adventures
than others.
Anything for a Lady : One or more of the characters
has a weakness for attractive members of the opposite
sex. He is willing to promise almost anything to
impress them, no matter how impossible. And he has
a habit of dragging his adventuring companions along
when he tries to back up his big talk.
his is a realistic adventure hook in any setting,
men have always and will always push themselves
beyond their limits to show of in front of women.
(his doesn’t have to be men impressing women,
adolescent girls have shocking determination when
trying to attract a boy’s attention.) However, this
adventure hook can run into some diiculty in role
playing games. he basis of ‘Anything for a Lady’ is
that some ideas only make sense when your brain is
soaked in hormones. Since the players haven’t had
their brain chemistry manipulated, they are still fully
alert and will realize when their characters are being
asked to do something dangerous in exchange for an
implied promise, which probably isn’t true. Some
players will enjoy this plot hook speciically for the
irony.
his adventure hook can be freely overused,
because unlike “Help Wanted” and “You’re Sitting in
a Tavern When...”, this one is actually funny. In fact
the more times one of the characters drags the group
of on a hair-brained adventure on behalf of a pretty
woman who turns out to already have a boyfriend, the
funnier it is the next time he falls it. (“I’m telling you,
this time its true love.”)
Arrested/Kidnapped : he adventure starts ater
each of the characters has been arrested (hopefully on
a misunderstanding) or kidnapped. he irst thing the
player hear is that their characters are being dragged
along in chains, or they wake up in the examination
room of an alien space crat. his opening brings the
group together quickly and gives them a common goal.
his way of starting an adventure annoys the players
because you tell them about something bad happening
to their characters but don’t let them a chance to do
anything about it. It is best used sparingly.
A slight variant is to put the characters in situation
where their only options are to go quietly or get beaten
into going. his can be even more frustrating to the
players than starting ater the fact.
Blackmail : Rather than ofering the characters
a reward for undertaking an adventure, you can
threaten to punish them if they don’t succeed.
Blackmail can take many diferent forms: taking their
families hostage, threatening to send compromising
letters written by the character to the newspapers, or
‘accidentally’ deleting their bank accounts.
Truly heavy handed forms of Blackmail include
implanted bombs, electro-shock collars and
reoccurring nightmares. If the party turned a deaf ear
to the poor peasants begging them to retrieve water
from the Healing Well to save them from the plague,
infect the characters.
Curses which can not be lited without exotic
materials and extensive travel are another example.
How many adventures spawned from the Knights
of the Round table search for the Holy Grail to cure
Author?
Remember there is always the possibility that
the characters will fail. Don’t blackmail them with
something that will disrupt the rest of the campaign
if they screw up.
Players and Characters hate having their strings
jerked, so Blackmail should not be overused. But
occasionally it can make a nice change of pace.
Instant GM II: On Your Mark, Get Set, GM!
5
(Especially if they get a chance to give the blackmailer
payback. See the Revenge adventure hook.)
Blackmail Variant: he Prophecy : he Prophecy
is a variant of Blackmail that doesn’t make the
character’s feel as powerless. In this adventure hook a
gypsy, priest, oracle, etc. makes a dire prediction about
the characters, or the characters loved ones. But the
future is always uncertain. If the characters are willing
to undertake a mission that challenges destiny itself,
they might be able to avert the tragedy.
If the adventures fail to accomplish their goals, the
fallout of a Prophecy is easier for the players to accept
than the outcome of Blackmail. Sometimes you can’t
cheat fate.
Help Wanted : Starting the adventure with a job
ofer is a very successful way of drawing the characters
into a plot. It draws the party together without putting
them under any duress. Players will usually talk
themselves into taking the job, even it if is a stretch
to think that character would actually do that kind of
work.
Hiring the characters means that they are in the
adventure for the money. If this approach is overused
the mercenary mentality will creep into the entire
campaign. his is ine if it is part of your plan for the
campaign. If it is not part of the plan, it can turn an
honorable party into money grubbing scumbags.
Missed the Let turn at Albuquerque : Each
character fell down a pit trap, had a detour force them
of the high way, stepped on the wrong teleporter pad,
woke up in an unfamiliar place ater a night on the
town, or got on a mysterious carnival ride. One way
or the other, characters don’t have a clue where they
are or how to get back. his opening easily brings
vastly diference characters together. hey might not
even be from the same reality.
his is less linear than the Shipwreck (see below)
because it gives the characters a chance to explore,
rather than just go where the boat takes them. Giving
the players more freedom is always appreciated,
but you run into the problem of what to do if the
characters decide not to work together or follow the
plot you’ve laid out. In these situations, you have to
improvise, try either introducing a helpful non-player
character to spell out what they have to do in order
to go home or unleashing some kind of “Beast from
between worlds” to encourage them to move on.
Organizational Ties : he PCs are all members of
the same organization, be it a government intelligence
agency, a rebel alliance, or a high school class. hey
will be inclined to set of on the adventure because it is
in the best interest of the group to do so. If stubborn
characters/players refuse to put themselves on the
line for the common good, you can have an authority
igure in the organization order them to go with the
rest of the party.
A cross between Organizational Ties and Arrested
is to have the characters drated. his explains why
such a diverse lot joined the same organization: they
didn’t have a choice and the organization wasn’t being
very picky at the time. It doesn’t put the characters
under quite as much distress as the Arrested hook.
Organizational Ties Variant: Favor for a Friend :
he Organization doesn’t have to be a formal group.
he characters are asked to do the job by a non-player
character whom they know. He may ofer payment,
but it will be minimal. Basically they are taking the
job, either to repay the NPC, or put him in their debt.
his works best when you can contrive a way that all
of the characters know the same royal court oicial,
FBI agent or space-freighter captain.
Revenge : his time, its personal. Revenge is a
useful technique to if you know the characters well
enough to know the friends and enemies that they
have made over the years.
Given the amount of tragedy that most groups
witness over the course of a campaign, it shouldn’t be
hard to think of someone that they’d like to kill of.
Normally the group eliminates people who anger them,
but if a previous villain’s right hand man escaped, you
can use him as the leader of the next group you intend
the characters to ight.
Keep track of the incidental non-player characters
that the group liked dealing with. Hurting or killing
them gives the party personal reason to become
involved in the adventure. If the party hears on the
evening news that the truck driver who honestly
thinks he’s Elvis (living incognito to avoid his fans)
from a couple adventures ago has been beaten and
had his truck stolen, the characters won’t rest until the
carjackers and their entire smuggling ring are doing
the Jailhouse Rock.
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