0% found this document useful (0 votes)
19 views14 pages

Issue 219

Uploaded by

eestijama
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
19 views14 pages

Issue 219

Uploaded by

eestijama
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 14

Roleplaying Tips Weekly E-Zine Issue #219

I Like The Way You Move

_______________________________________________________
*******************************************************

SENT BY SUBSCRIPTION ONLY With Compliments


From: Johnn Four, http://www.roleplayingtips.com
johnn@roleplayingtips.com

CONTENTS:
--> A Brief Word From Johnn

--> This Week's Article

--> List Generation Project #1: Interesting Roleplaying


Locations

--> Readers' Tips Of The Week:


1. Employ Paranoia Rolls
From: Mark Johnston
2. NPC Personality Matrix Tool
From: Manuel Ebert
3. Expanding World View Via Big Picture Details
From: Robert FV
4. Use Your Vacation Wisely
From: Roger N.
5. Top Ten Things Your Berserker Would Never Say
6. Uses For Boxes
From: Howard
7. Campaign Website Tips
From: Ruben Smith-Zempel
8. The Sealed Envelope Trick
From: Saladino, Paul
9. Roleplay Character Differences
From: Sam Schrader
10. Create Winamp Playlists
From: James Crowder
11. Use Earphones For Successful Listen Checks
From: James Crowder

_______________________________________________________
*******************************************************

A BRIEF WORD FROM JOHNN

This Week's Article


-------------------
Well, this week's article must set a record for shortest
length. However, I think it's a case of quality over
quantity. While some game systems, such as GURPS, allow GMs
to make exact travel rate calculations, most do not. We're
stuck with pausing the game and scratching our heads, or
making gut instinct calls to the possible detriment of
consistency and plausibility.

This week, Pahl presents a simple formula, that you might


want to print out or write on a Post-It, along with baseline
information to help you make fairly accurate snap decisions.
I hope you find the information useful.

Thanks to the succinctness of the article (I suppose Pahl


and I could have fluffed out the article quite a bit with
filler words, but why waste your time and the bandwidth?), I
can fit a few more Readers' Tips in this week's issue as
well! Thanks for the article Pahl.

List Generation Begins


----------------------
This week the first list generation project begins. A couple
of issues ago I made a call-out for list, chart, and table
requests and got many great replies. Now the fun part
begins--creating the lists!

Let's see how the response for the next couple of list
projects goes. Everyone is busy these days, including
myself, and some lists will appeal to some GMs more than
others. If you have some ideas though, even if it's a single
entry, just hit your reply button and send--I'll take care
of the editing and sorting. If list generation submissions
are few, I'll know it's an unpopular ezine feature and we'll
just move on, no harm done.

Following, in no particular order, is a fairly complete list


of table and list generation ideas I received. Hopefully we
can flesh each of these out in the future!

* Original Dungeon/Quest Ideas


* Reasons For Abandoned Dungeons To Exist
* "Fluff" Type News Items
* "Unique" Magical Items
* Traps, Simple Non-Magical
* Traps, Complex Non-Magical
* Traps, Magical
* Magical Components And Their Special Effects
* Game World Hooks And Suggestions
* A Random Encounter Chart For High-Speed Car Chases
* Adventure Hooks/Ideas For A Medieval Urban Fantasy Setting
* Adventure Hooks/Ideas For A Modern Urban Fantasy Setting
* Basic Plots
* Believable Reasons For A Mid-Game Alignment Switch
* Character Concepts
* City, Town, And Hamlet Names By Earth-Type Culture
* Cool Settings For Combat
* Creation Myths For A Fantasy World
* NPC First And Last Names By Earth-Type Culture
* NPC First And Last Names, Fantasy
* Games Of Chance
* Interesting Plants, Herbs, And Flora
* Items And Equipment
* Lists Of Likely Prepared Spells By Spellcaster Class And
Level (Game Specific)
* Nation Concepts (Culture, Government Style, Basic History)
* Non-Combat Quests
* NPC Goals
* NPC Occupations
* NPC Secrets
* Plausible Reasons For Mid-Game PC Class Changes/Additions
* Plot Twists
* Puzzles
* Riddles
* Sources For Good/Interesting Historical Synopses
* Tavern Names
* Things People Have In Their Bags/Purses/Pockets
* Town Concepts And Town Quirks
* Unique Creatures
* Unusual Settings For Roleplaying Encounters
* What Not To Do For Us New At DMing

Have a game-full week!

Cheers,

Johnn Four
johnn@roleplayingtips.com

_______________________________________________________
*******************************************************

CHECK OUT DWARVEN FORGE'S NEW WEBSITE

* GREAT On-line GM Tools * Previews of New Sets!

* Message Boards and Photo Galleries * News

www.dwarvenforge.com

_______________________________________________________
*******************************************************

I LIKE THE WAY YOU MOVE

By Pahl Millirons
www.ddggames.com

So, just how long does it take for a carrier pigeon to


deliver a message? How far could the modron squad travel in
a day? Can the PCs rollerblade to the arena in time to stop
the bomb? Time and distance questions like these constantly
plague GMs, regardless of genre. Now you can answer that and
many more queries using the relatively simple formula
outlined below.

The secret to rapid movement and travel calculations is in


determining how fast something can move in six seconds. Once
you have this figure, you can work out its feet per minute,
miles per hour, and miles per day.

So, how fast does something move in six seconds? Well, I've
taken care of that for you. Using reference materials,
research, and a little experimentation of my own, I've
determined how fast the following creatures and vehicles
move in six seconds.

Creature Or Vehicle - Base Distance Moved Per 6 Seconds


-------------------------------------------------------
Insect, small flying (i.e. bumble bee) - 40 ft.
Insect, small walking (i.e. beetle) - 3 ft.
Insect, large flying (i.e. locust, giant bee) - 60 ft.
Insect, large walking - 4 ft.
Dog, small - 40 ft.
Dog, large - 40 ft.
Horse - 40 ft.
Human, small (i.e. gnome, dwarf, goblin) - 20 ft.
Human - 30 ft.
Tiger - 40 ft.
Elephant - 40 ft.
Tyrannosaurus Rex - 40 ft.
Bird, small (raven) - 40 ft.
Bird, medium (hawk) - 60 ft.
Bird, large (osprey) - 60 ft.
Bird, humongous (roc) - 80 ft.

Skateboard - 60 ft.
Rollerblades - 60 ft.
Bicycle - 80 ft.
Cart or wagon - 20 ft.

Rowboat - 15 ft.
Galley - 40 ft.
Schooner - 20 ft.

The Formula
===========
Using the above information, you can now apply a formula
that will tell you approximately how far the subject
creature or vehicle can travel.

Feet per minute: Base Distance x 10

Miles per hour: Base Distance / 10

Miles per day: Base Distance / 2.5

These rates are based on average travel times with regular


rest or refueling periods. Adjust these figures any way you
like to account for reduced rest, forced marches, rushed
pace, and so on.

For example, a walking human (Base Rate 30) will travel 300
feet in a minute, 3 miles per hour, and 12 miles per day. A
roc will fly 800 feet in a minute, 8 miles in an hour, and
32 miles in a day.

* * *

Pahl Millirons is the source behind the Theocracy of Veil


Campaign Setting, due out in Fall 2004. See his recent
contribution to Dungeon Dwellers Guild Games' Cleft in
Twain, coming soon. www.ddggames.com

_______________________________________________________
*******************************************************

A Magical Society: Ecology and Culture Now Available

Create, map, and develop your world in 9 fully illustrated


steps with this 160-page world-building tool. Following in
the footsteps of A Magical Medieval Society: Western Europe,
this supplement provides real world phenomena for a fantasy
game. For sale at local game stores, www.exp.citymax.com,
and in PDF form at RPGnow.com

Build Your World. Better. www.exp.citymax.com

_______________________________________________________
*******************************************************

LIST GENERATION PROJECT #1: Interesting Roleplaying


Locations

Let's create a big list of cool location settings for


roleplaying type encounters. Not every meeting with the King
needs to be in the throne room. Not every merchant encounter
must take place in a shop. Let's whip up some alternative
locales to spice up our next game session!

To get the ideas flowing, here are a few examples of


roleplaying type encounters. [Thanks for the ideas Palmer!]
What are some interesting places in which the following
encounters could take place?

* Meeting with employer, boss, patron


* Confrontation with villain
* Confrontation with villain's lieutenant
* Investigation - Q&A with an NPC
* An interrogation
* A party, feast, or dance
* A seduction
* Job interview
* Meeting with smugglers
* Meeting with people in disguise
* Meeting with local authorities (i.e. police, guards)
* An intelligent animal walks through the character's
camp

And here are some location ideas to get us started:


1) Sleazy back alley
2) Pantry
3) Kitchen
4) Wine cellar
5) Storm cellar
6) Sewer
7) River bank
8) Secluded clearing in the woods
9) Dark corner of the tavern
10) Aboard a ship
11) On a pier
12) Stable
13) In a warehouse
14) Isolated cave
15) Abandoned mine
16) Cabin in the woods
17) Brothel
18) Casino
19) Racetrack
20) your ideas here....

Now it's your turn. What interesting locations and settings


for roleplaying encounters can you think of? Send your ideas
to: johnn@roleplayingtips.com

_______________________________________________________
*******************************************************

READERS' TIPS OF THE WEEK

1. Employ Paranoia Rolls


From: Mark Johnston
========================
Almost all game systems have a simple way for PCs to lie to
NPCs, and most have a way for PCs to detect when an NPC is
lying to them. But what do you do with paranoid players who
suspect every NPC of lying? If you just tell the players,
"He's telling the truth," every time you roll dice, they'll
know you're lying.

Here's a solution: every time a player asks, "Is he lying to


me?" and the NPC is telling the truth, silently give the
player a Paranoia Point and roll some dice. It looks like
you're really checking to see of the PC detects a lie.

Then, if the die roll is less than the player's accumulated


Paranoia Points, you tell the player that the NPC is lying
when he's not. Of course, players never know how many
Paranoia Points they have, or possibly even that they exist.
This throws a real wrench in their gears and they'll be
paranoid about you more than the NPCs, which is the way it
should be. :)

2. NPC Personality Matrix Tool


From: Manuel Ebert
==============================
Hi Johnn,

Here's a quick'n'dirty tool for NPC creation. Herewith you


do not create a NPC by his job or clothing but by his
mentality. Roll 4d10 and mark your results on following
table:

1 10
Introverted - - - - - - - - - - Extroverted
Peaceful - - - - - - - - - - Aggressive
Altruistic - - - - - - - - - - Profit-oriented
Dumb - - - - - - - - - - Intellectual

Next, note all values below 3 and greater than 8 and select
one of them, but not the most extreme. Not using the extreme
value helps you avoid cliche characters.

The value you pick determines his Profession.

Introverted -> Hermit, Monk


Extroverted -> Bard
Peaceful -> Priest, Healer, Diplomat
Aggressive -> Warrior, Assassin
Altruistic -> Grandma, Priest
Profit-oriented -> Merchant, Thief
Dumb -> Peasant, Shepherd
Intellectual -> Alchemist, Priest

Now, look on his personality matrix again and you'll know how
the NPC reacts in conversations, when provoked, and in other
situations.

3. Expanding World View Via Big Picture Details


From: Robert FV
===============================================
This is by no means a new or original idea, but it has
helped my modern day "street level" supers game immensely. I
used to focus my games just on the PCs' actions and
immediate "local" world, while pretty much ignoring the
goings-on in the rest of the world except where they were
directly relevant. This helped me keep the focus on the PCs
and not confuse them with irrelevant rumors and details -the
relevant rumors and red herrings kept them busy enough!

I felt that this gave me more control over the game world
and made it simpler to maintain continuity over time. Plus,
it's hard enough to find time for all the relevant details.
Why bog down my planning time and the group's playing time
with extraneous details?

To this point, my narrow focus worked well, but I always


felt something was missing in the campaign: the rest of the
world! It felt like ONLY the PCs mattered and there was no
greater relevance to anything.

So, I began to incorporate details about happenings in the


world beyond the daily lives of the PCs. I did this in the
form of news items, rumors on the street, and events
witnessed by the PCs themselves. The information included
world events, local politics and events, news of other
adventuring groups, etc. I also began sending them out of
town more often to incorporate more geographical locations
and settings.

I soon found that the world began to take on a life of its


own. Suddenly, there was a greater context within which the
PCs' actions had an impact. For example, by adding a news
blurb about an NPC superhero team in the next city, the
players began to realize that they weren't alone in the good
fight, and it allowed me to make big "crime sprees" even
bigger.

Sure, the PCs were always assisting federal agencies and


local police in the past, but now they were hearing of other
groups doing the same. I created an NPC group to handle
larger, cosmic-scale events, and another group, of similar
power-level to the PCs, who handled the same kinds of down-
to-earth problems that the PCs did.

Now the PCs are in awe of the cosmic-scale team's exploits.


They hear about the other street-level team's defeats and
successes. Real-world international events make headlines in
the game world. Most of them have no bearing whatsoever on
the game, but it heightens the realism and adds depth. The
game world is richer, more complex, and more interesting in
general.

Like I said, this is probably nothing big to many GMs, but


if you're like me - the type who wants the game world to be
small, cozy, and comfortable - then you may want to consider
opening the "windows" and letting in some fresh air.
Sometimes it's good to blow away the staleness.

4. Use Your Vacation Wisely


From: Roger N.
==========================
When you are on holidays make sure you take your campaign
notebook with you. I've just recently returned from Spain
and while there made notes like the following:

* Mountains � Aitana, Xorta, Coll de Rattas


* Waterfalls � Fonts de Algar
* Towns � Benissa, Benimantell
* Castles � Castile de Guadalest

From these names, a quick internet search yields pictures


and data that can be incorporated into your campaigns. Also,
try to research why places are named as they are. For
example, the names of the two towns above come from Moorish
backgrounds as Beni is traditionally a Moorish name starter.

Make notes of unusual features as well. Throughout southern


Spain, hills and mountains are covered with abandoned
farming terraces. Most of these were built 1000 years ago by
slaves who worked for the Moors. The huge expanse of farm
land was required to feed the Moorish love of fruit and
vegetables. Simple things like this can add a lot of flavour
to any campaign.

One last thing I discovered is the use of a palm tree.


During the Moorish period of Spain, if a house had a palm
tree outside it was a sign that visitors were always
welcome. Imagine putting such an item outside every inn or
carving a palm symbol into the door � adds flavour doesn't
it!
5. Top Ten Things Your Berserker Would Never Say
From: http://www.geocities.com/TimesSquare/3120/
===================================================
1) If this wasn't such a nice inn, I'd kick your ass.
2) Do these boots go with this tunic?
3) Sometimes, I just want to be held.
4) Couldn't we just talk this over? Violence never solved
anything.
5) Swords and alcohol don't mix.
6) Gee, I'd like to help you guys hunt down that rogue
dragon, but Lance and I are going shopping for curtains
this weekend.
7) Thank you (as well as "please", "excuse me", and "so
sorry, I would appear to have stabbed you in the stomach
with my broad sword").
8) I think mages are the coolest.
9) Wait a minute guys. Maybe we should think this over
first.
10) Ewwwww! Blood!

6. Uses For Boxes


From: Howard
=================
Packing boxes - you may already know about this, but I cut
the tape on packing boxes and store them flat against the
wall or floor of a closet. Here, however, are some
interesting ideas for flat or non-flattened boxes.

1) Wrestling mat - lay the boxes out flat and use duct tape
or packing tape to hold the mats together and keep them from
sliding and causing a nasty fall. The mat is great,
especially if you like to wrassle a ton of little kids as a
baby-sitting job. Most kids love a good wrestle, especially
if you're dramatic and you take care to not hurt them. This
is maybe fun for adults, too! :-)

2) Packing boxes for college students - If you live near a


college town, put an ad up in the local grocery store and
offer your packing supplies for cheap!

3) If you have neighbors with little kids, donate the boxes


for use as forts. Summer is coming soon, and most parents
will go nuts trying to find things for their kids to do.
Cardboard boxes give little kids a great opportunity to
entertain themselves with their own imagination.

[Comment from Johnn: box forts might make great gaming props
too!]

4) Cardboard weapons and armor - I was in Cub Scouts when my


cousin and I made some pretty stiff swords by laminating
layers of cardboard boxes into thick blades with wood glue
and a little paint. Most grown-ups have money to spend on
more durable materials, but if you and your friends want to
get together and pound the stuff out of each other for a few
minutes on a weekend, have a craft fair where everyone can
design their own weapons and armor out of cardboard and duct
tape, and then you can have a slugfest where you can see
whose equipment lasts the longest.

Have a suitable prize, like a first aid kit or a box of


Krispy Kremes handy, and be prepared to stop the festivities
if someone gets carried away. In fact, you might want to
rent a paintball helmet or a welder's shield to prevent
injuries to the face from an accidental swing.

[Comment from Johnn: Another great gaming prop idea.]

7. Campaign Website Tips


From: Ruben Smith-Zempel
===========================
One of the greatest ways to increase player interest and
impart knowledge is via a campaign website. You don't have
to be a technical master to create a useful site, either.
Here are a few tips to help with creating a gaming website.

1) Write a mission statement.


Sit down and take a good 15 or 20 minutes to decide what it
is you want your site to do for you and your players. Write
a good, concise mission statement or outline detailing what
you want it to do. Pick a theme, use it, and stick with it.
You want to create a uniform theme and purpose to your site.
Doing this in the beginning will save you from a lot of
unnecessary work later on down the road.

2) Consider your audience.


Is your site for only you, your players, or for everyone in
the whole wide world? Your audience will determine what you
put on the site. If you want a mobile source of DM only
info, you should probably password protect your server. You
can also do away with any kind of graphics or "window
dressing," as you are the only audience. If the target is
for players, you need to make sure not to post anything that
the players shouldn't know (such as monster stats). Finally,
if the audience is everyone on the net, make sure you
provide some information that will interest everybody and
keep them coming back (easier said than done).

3) Consider your friends' bandwidth.


Ask your gaming group if they have access to the internet,
and at what speed they have access. If most of your friends
are on dialup, you should probably think about using very
few graphics (which take a lot of time to load). Try to keep
the files as small as possible. No one wants to wait around
5 minutes while your dazzling display of Photoshop prowess
slowly creeps across their screen.

4) Spellcheck and proofread.


Use a program to spellcheck what you write before you post
it (I use Word, then cut and past it into my web editor).
This will weed out any obvious spelling mistakes. Beware the
add button and custom dictionaries. We tend to use a lot of
words that come up incorrectly spelled, such as spellcraft
or spellcaster. If you add these to your custom dictionary,
make darn sure they are spelled correctly before you do it,
or your mistakes will not show up again.

And lastly, once you run things through spellchecker, read


through it once or twice. You will often find things poorly
worded or items that were missed from the spellchecker.

5) Update frequently.
Once you start a site, make sure to keep it up to date. Try
to update it before each gaming session to give players a
good chance to look at it. Usually, your players will remind
you (I darn near get lynched when I am late updating).

6) Avoid frames.
When formatting your page, refrain from using frames. These
can often do funny things, will not work on older browsers
or PDAs, and generally tend to fubar things. Tables or CSS
are a much better bet.

7) Make a template.
When you create your page, make a template. This is a blank
site page that only has your banner and navigation menu on
it. Save it as a template and keep it on hand. This will
come in handy down the road when you decide to add more new
material.

8) Left to Right, Top to Bottom.


When designing a site, keep in mind that we are trained from
a very early age to read things left to right, top to
bottom. This gives you tremendous power over your readers.
The more important a thing is, put it farther to the left
and as high up as you can. This is also the reason that most
people put a navigation bar to the left side of the page.

9) Good things to include.


* Campaign maps
* House rules
* Past adventure synopses
* NPCs
* World information
* Lists of what the party has

For an example of a gaming website, check out


http://evildm.datavortex.net

8. The Sealed Envelope Trick


From: Paul Saladino
============================
Ok, this is particularly evil and it's fun. Use it in-game
when a character picks up an item or is secretly enspelled
and the effects are not immediately apparent.

The GM writes down the pertinent info for the character,


seals it in an envelope and gives it to the player. Later,
when appropriate, the GM instructs the player to break the
seal, read the information contained there in (secretly),
and follow the directions...
(Oh the joy!) Let's talk foreshadowing, drama, intrigue, and
stress all in one prop. Do this a few times and watch how
wary players, and hopefully characters, become about messing
around with big, bad unknowns of a world.

It's even worse when the GM has a stack of these things pre-
written and sealed, and then starts handing them out...

This prop can be used for such things as curses,


enchantments, poisons, diseases, magic items, dreams,
secret correspondence, and telepathy.

It can also be used to replicate degrees of a process, such


as the stages of a transformation, like when Fredrick the
Paladin starts turning into a worm or some such.

9. Roleplay Character Differences


From: Sam Schrader
=================================
Sometimes the hardest thing to get going in a roleplaying
session is the roleplaying itself. One of my favorite tricks
to promote roleplaying is to look for characters with
dissimilar backgrounds and play off their differing
perceptions.

Just playing the game, PCs often forget that they have a lot
more to disagree about than who gets credit for killing
what. Look for anything that they would have been taught
differently about: magic, groups of people, geography,
trustworthiness of individuals or cultures, anything. Then
plan an adventure where those differences would play a part
in the decision-making process. Pass notes, or
explain/reinforce/discuss one on one, how their characters
perceive the pertinent information. Then, in the session,
let them deal with the difference.

Very simple but very useful. This method single-handedly took


one player of mine out of his shell and got him to start
playing his character. It helps players to interact as their
characters instead of themselves controlling a character.

Also, one should note that this is not a good tactic for
some groups of players. If someone is just going to be a
jerk and kill another PC because of a disagreement, it
doesn't help. Also, if you have a group full of drama
majors, avoid this method at all costs. They probably
already roleplay enough and you will never get back to the
game.

10. Create Winamp Playlists


From: James Crowder
===========================
I run a D&D session up here with some of my classmates and I
use electronic media in my sessions. You had asked, "How do
other GMs out there manage their media files?". Well, I use
MP3s as background music during every session, and I have
over a gig of MP3s that I've downloaded and listened to that
I have decided "fit" the atmosphere of a D&D campaign.

I organized them by putting them in folders, such as:

* Town -> Noble -> Day


* Town -> Rural -> Day
* Town -> Rural -> Night

This is fairly efficient, but as you said, "It's not enough


to just create categories of folders on your hard drive."

So, what I did, since I put each song in the category folder
it most closely aligned itself with, I made a Winamp
playlist for each type of "music group" (Wilds Day, Castle
Evil, etc). I opened each corresponding folder and added all
the songs inside to the matching playlist. Then I went back
and sampled all the songs over again, adding songs from
different folders to each playlist they fit, regardless of
what folder they were in. This let me have an organized
system to call music without having multiple copies of the
same song in each folder it could possibly fit with.

I open Winamp every session and load in all the playlists.


If the party is out in the forest at night, I double click
"Wilds Night" playlist and let Winamp randomly play
appropriate songs from the list. At some point that night,
the players encounter a pack of Dire Wolves, so I double
click the "Combat" playlist and, before I even make the
enemies' presence known, my players are already mentally
preparing themselves for the battle ahead.

The playlists are a big help and keep me from having to go


through all my folders and files every time I want a song
played. All I have to do is click on the category that I
need.

11. Use Earphones For Successful Listen Checks


From: James Crowder
==============================================
Sometimes I roll a Listen Check for everyone to see if a
sound was heard by each character. Not all the characters
hear it, so playing the sound effect out loud on my laptop
isn't exactly the most appropriate course of action.

Something I did was go to Radio Shack and buy a bunch of


cheap earphones and earphone Y-splitters (one of each for
each player), and an extra Y-splitter for my speaker-out. I
plug in the speaker when everyone hears something. And when
only certain player(s) hear a noise, just plug enough
Y-Splitters as you need, and plug only those player's
earphones who heard the sound in and play the sound.

Out of character, players whose characters heard nothing


will not know of the sound played and will not know who else
heard it. I find that limiting a player's knowledge keeps
him closer to his character and helps put him/her in the
state of mind where he/she can relate to and think as their
character, which helps to pull them into the game.
_______________________________________________________
*******************************************************

CHECK OUT DWARVEN FORGE'S NEW WEBSITE

* GREAT On-line GM Tools * 75% off all Figs!

* Message Boards and Photo Galleries * News

www.dwarvenforge.com

_______________________________________________________
*******************************************************

That's it for this week's issue.

Have more fun at every game!

Johnn Four

_______________________________________________________
*******************************************************

MY PRIVACY POLICY & HOW TO SUBSCRIBE/UNSUBSCRIBE


"Roleplaying Tips Weekly" is provided to you free of charge
by RoleplayingTips.com. It is sent only to those who have
specifically requested to receive it. My subscriber list has
never been and never will be available to any third party.
EVER! Your privacy is very important to me, therefore it
receives the respect it deserves.

SUBSCRIBE TO "ROLEPLAYING TIPS WEEKLY"


RolePlayingTipsWeekly-On@lists.webvalence.com

UNSUBSCRIBE FROM "ROLEPLAYING TIPS WEEKLY"


RolePlayingTipsWeekly-Off@lists.webvalence.com

Copyright (c) 2004, Johnn Four, RoleplayingTips.com.


All Rights Reserved.

email: johnn@roleplayingtips.com
web site: http://www.roleplayingtips.com

You might also like