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2 years ago  ::  Jun 03, 2011 - 5:49AM #1
Herrozerro
Date Joined: Aug 13, 2007
Posts: 5,133
So I have a large roll of tickets, the kind that say admit one and have a serial number on each ticket and I was wondering what exactly I could use these for.

I have a few ides already:

Lottery.
When they make purchases at a certain shop they get tickets and the numbers go into a pot and at the end of a certain time period they might have a chance to win prizes.


Carnival.
Simple enough have a celebration at the next town they visit and they can earn tickets to get items.


Just a Prop.
Just use them for when the party needs tickets to an event.

What do you guys think? 
Play whatever the **** you want.

Never Point a loaded party at a plot you are not willing to shoot.

Arcane Rhetoric. My Blog.
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2 years ago  ::  Jun 03, 2011 - 6:17AM #2
Seeker95
  • Reasonably Disagreeable
Date Joined: Oct 24, 2001
Posts: 9,933

Jun 3, 2011 -- 5:49AM, Herrozerro wrote:

Carnival.
Simple enough have a celebration at the next town they visit and they can earn tickets to get items.


Carnival gets my vote. But not just any carnival. Make it an adventure. Some ideas to get you jump started.

The Cursed Carnival
Carnival (WotC 2001)
D&D Carnival

Here are the PHB essentia, in my opinion:
  • Three Basic Rules (p 11)
  • Power Types and Usage (p 54)
  • Skills (p178-179)
  • Feats (p 192)
  • Rest and Recovery (p 263)
  • All of Chapter 9 [Combat] (p 264-295)

A player needs to read the sections for building his or her character -- race, class, powers, feats, equipment, etc. But those are PC-specific. The above list is for everyone, regardless of the race or class or build or concept they are playing.
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2 years ago  ::  Jun 03, 2011 - 7:58AM #3
Boraxe
Date Joined: Nov 10, 2009
Posts: 3,814
Props should be used sparingly in order to enhance the game and create a sense of immersion. They should be chosen carefully based on the intent and content of the adventure or game. Finding a prop first - especially a decidedly modern one - and then trying to shoehorn the game in around it is completely ass-backwards. A prop for the sake of a prop is a distraction. Do not use them.
Advice for DMs: When you are ad lib or improve DMing don't self-edit yourself. Some of the most fun you'll ever have is by just going with whatever crazy thing crosses your mind based on what your players are doing.

Advice for Players: When your DM is ad libbing there are bound to be plot holes and inconsistencies that crop up. You'll all have a lot more fun if you just roll with it instead of nitpicking the details.

Previous Advice Show

Advice for DMs:
Always dangle a lot of plot hooks in front of you players. Anything they do not bite you can bring back and bite them later.

When considering a new house rule ask yourself the question "Will this make the game more fun?" Unless the answer is a resounding yes don't do it.

Advice for Players:
Always tell the DM not just what you want to do but also what you are hoping to accomplish. No matter how logical the result is it will never happen if it simply never occurred to the DM.

"That's what my character would do" is not a valid excuse for being a disruptive ass at the table. Your right to have fun only extends to the point where it impedes the ability of others to do likewise.
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2 years ago  ::  Jun 03, 2011 - 9:32AM #4
Herrozerro
Date Joined: Aug 13, 2007
Posts: 5,133

Jun 3, 2011 -- 7:58AM, Boraxe wrote:

Props should be used sparingly in order to enhance the game and create a sense of immersion. They should be chosen carefully based on the intent and content of the adventure or game. Finding a prop first - especially a decidedly modern one - and then trying to shoehorn the game in around it is completely ass-backwards. A prop for the sake of a prop is a distraction. Do not use them.





I agree with you on your first sentance, and your second.  But everything afterwards i dont quite.  Tickets are not decidedly modern, quite the contrary in fact depending on the actual setting.

And I am not trying to "Shoehorn" them in, I am not going to force them upon the game in an unnatural way, this is why I am asking for ideas. 

Play whatever the **** you want.

Never Point a loaded party at a plot you are not willing to shoot.

Arcane Rhetoric. My Blog.
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2 years ago  ::  Jun 03, 2011 - 9:43AM #5
Boraxe
Date Joined: Nov 10, 2009
Posts: 3,814

Jun 3, 2011 -- 9:32AM, Herrozerro wrote:

Jun 3, 2011 -- 7:58AM, Boraxe wrote:

Props should be used sparingly in order to enhance the game and create a sense of immersion. They should be chosen carefully based on the intent and content of the adventure or game. Finding a prop first - especially a decidedly modern one - and then trying to shoehorn the game in around it is completely ass-backwards. A prop for the sake of a prop is a distraction. Do not use them.




I agree with you on your first sentance, and your second.  But everything afterwards i dont quite.  Tickets are not decidedly modern, quite the contrary in fact depending on the actual setting.



Tickets are not inherently modern, but mass-produced "admit one" tickets are. To me it's like using bingo chips to represent coins. It is a functional stand in but rather than enhancing the game it serves to take one out of it.

And I am not trying to "Shoehorn" them in, I am not going to force them upon the game in an unnatural way, this is why I am asking for ideas.



My point is that trying to find an adventure to fit around a prop, rather than vice versa, is the backwards way 'round. If you had an adventure that naturally called for a ticket then using a real prop would work, but even then you'd be better off making your own "olde timee" looking tickets than using the mass-produced "Admit One" tickets from a dollar store.

You asked for ideas on how to use them and in this case I think the best idea is to not use them. Sure you can find a way but I just don't think this is a good fit. Rather than improving the game I think this anachronistically modern prop would actually impair it.

All IMO, of course.

Advice for DMs: When you are ad lib or improve DMing don't self-edit yourself. Some of the most fun you'll ever have is by just going with whatever crazy thing crosses your mind based on what your players are doing.

Advice for Players: When your DM is ad libbing there are bound to be plot holes and inconsistencies that crop up. You'll all have a lot more fun if you just roll with it instead of nitpicking the details.

Previous Advice Show

Advice for DMs:
Always dangle a lot of plot hooks in front of you players. Anything they do not bite you can bring back and bite them later.

When considering a new house rule ask yourself the question "Will this make the game more fun?" Unless the answer is a resounding yes don't do it.

Advice for Players:
Always tell the DM not just what you want to do but also what you are hoping to accomplish. No matter how logical the result is it will never happen if it simply never occurred to the DM.

"That's what my character would do" is not a valid excuse for being a disruptive ass at the table. Your right to have fun only extends to the point where it impedes the ability of others to do likewise.
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2 years ago  ::  Jun 03, 2011 - 11:13AM #6
mvincent
Date Joined: Jun 15, 2004
Posts: 8,342

Jun 3, 2011 -- 5:49AM, Herrozerro wrote:

So I have a large roll of tickets, the kind that say admit one and have a serial number on each ticket and I was wondering what exactly I could use these for.


In the X-crawl adventure I'm currently running (Coney Island Crawl), the party receives large numbers of skee-ball style tickets dispensed from an evil looking clown face after defeating monsters (depending on how well they did in each encounter). They can then can use these tickets to purchase fabulous prizes.

Another D&D/Carnival adventure I ran was Carnival of Tears (loved it).

Also, the Horrorclix Freakshow miniatures work well with a carnival themed adventure.

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2 years ago  ::  Jun 05, 2011 - 11:51PM #7
MalikLucius
Date Joined: Sep 4, 2010
Posts: 187
I've contemplated something similar to the 'prizes' idea, though my resources of these tickets are just a few dozen leftovers from drawer detritus. I do agree with Boraxe to the effect that any 'ticket' prop for in-game use would best serve its purpose if custom created, and so also agree that they shouldn't be used as such.

Rather than using the tickets as a real-life representation of an in-game object, make them a real-life object with an in-game value. Say you choose to reward them sparingly as rewards for fantastic roleplaying, or particularly in-character actions. (This was the gist of my original plan) One of these tickets is good for one request of a recall on a DM ruling.

For example, a character has a percent chance of mishap for a faulty teleportation, or for a scroll misfunction. You roll, consult the table, and describe the desired effect. Perhaps the character teleports into a wall close to their destination, but the player suggests that it would be more interesting to play through their character's actions having mistakenly come to a similar place, hundreds of miles away. That result was within about 10% on the table anyway, so you take their suggestion and their ticket, tearing it up and dropping the character in the middle of nowhere. Instant roleplay with a little control on the player's part.

For something a little more extreme, say a player has three tickets built up from the last five months of sessions. The player approaches you with an idea for a certain addition of the campaign. Say this player puts forth the idea that a known associate of the party might secretively be a member of some unsavory organization. Nothing specific; this player isn't asking to determine a story aspect in its fullness. They only suggest that the tension with their erstwhile ally would be cool to explore, and besides the opportunity for adventures linked to this abounds. You like the idea, and tell the player that you make no promises but will consider the idea under the condition that their involvement remains private, and tear up the tickets.

I don't think I need to throw out more on this idea, but do keep in mind that it would be entirely up to you what constitutes a fair trade for these tickets, and what one must do to earn them. This system allows the players to take a larger part in the progression of the campaign, which I feel can be an invaluable resource in an open-ended campaign; particularly if the world isn't all mapped out.
As I originally conceived this, the tickets are a reward to the players for making an effort to immerse their characters in the campaign world, and for taking an interest in the flow and story inherent to the particular campaign. The tickets then allow the players a little more reign in how immersive they can be or what they can affect. This is a method that has met with great success in my home campaign, (not the tickets, mind you, but the idea) but might not work as well in other camaigns. Something to consider though, I think.

Hope this helps, and happy gaming.
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2 years ago  ::  Jun 06, 2011 - 9:24AM #8
jordanscott
Date Joined: Jun 9, 2009
Posts: 13
I like the Carnival idea as well.

Not just any carnival though.  The Carnival of Fears, if you've read any of the old Ravenloft books.

Could be a good hook to move an existing adventure into Shadowfell for a bit or something like that.
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2 years ago  ::  Jun 06, 2011 - 9:43AM #9
Kilsek_of_Sheverash
Date Joined: May 12, 2003
Posts: 1,041
A flashback encounter might be fun too.  A group or party of people or adventurers attended a show or event of some kind, and of course, something awful happens!

Good to give some historical perspective or clues about a current or upcoming adventure or bit of world lore, and mix things up at the table too using pre-gens of completely different PCs or simple NPCs.
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2 years ago  ::  Jun 07, 2011 - 9:31AM #10
RoboKomodo
Date Joined: Sep 22, 2009
Posts: 31

Jun 6, 2011 -- 9:43AM, Kilsek_of_Sheverash wrote:

A flashback encounter might be fun too.  A group or party of people or adventurers attended a show or event of some kind, and of course, something awful happens!

Good to give some historical perspective or clues about a current or upcoming adventure or bit of world lore, and mix things up at the table too using pre-gens of completely different PCs or simple NPCs.



Excellent idea. A friend of mine was running a game and did something similar. Fortunately for him, everyone that played were incredible role-players. He ran an entire adventure tracking down a missing adventuring group. He gave each player a short description of a missing person. Each time one of the current PCs touched a clue (a foot print, broken weapon, peice of clothing), they role-played a scene as the missing adventurers.  He quickly outlined the scene, the initial stage and how it ended, and the players role-played the rest. Sort of like CSI style, with a lot of multiple flashbacks. The players used skill checks to analzye the scene and they eventually discovered what happened, but it was all based on what they role-played. (Three of the players created an impromptu love triangle in the midst of the flashbacks, so the DM had to change a bunch of stuff)
He told me that the players all agreed that it was the best thing he'd ever ran and the players loved it. The DM needs to be able to handle a lot of changes on the fly and a group of strong role-players make it run smoothly.

So running with that idea, maybe each ticket they find reveals a clue (flashback/vision) about what's going on.

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