Roleplaying Tips Blog

Fast 5 Room Dungeons, Clue Tip, Instant Idea Generator, Different Combats – Mail Bag Edition

Roleplaying Tips Newsletter #1162 Ahn-nyong-ha-se-yo Johnn, It’s a Mail Bag issue and today I’ve got four helpful GMing tips for you. First is about alternative combat outcomes. Second is how to instantly generate ideas. Third is about adding clues. Fourth is a fantastic 5 question formula for fast 5 Room Dungeon ideation. Before we dive […]

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Cunning Combat Strategy – 3 Round Combat Plans For Lightning Combats Part II

Roleplaying Tips Newsletter #1161 How do you make your next combat fast and exciting effective 3 Round Combat Plans? And what are we supposed to do in each round? What is our strategy here? That’s what I show you in today’s tips, which are taken from my brand new Faster Combat 5E course launching this […]

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How to Master Your Craft

Roleplaying Tips Newsletter #1160 Sain bainuu Johnn, There’s something they neglect to tell you about writing. Understand this “plot twist” and the whole job changes. Here’s the really cool part. We can apply this new way of looking at things to GMing, as well! And my hope is, it’ll change how to approach mastering your […]

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How To Handle Hack & Slash and Plot-Breaking Character Powers

Roleplaying Tips Newsletter #1157 Dia Dhuit Johnn, How can you make travel and exploration more interesting? And what can we do about players who like to kill everything and ignore roleplay? I’ll share a couple of tips on these topics, triggered by recent emails, with you today. Too Hack & Slash Focused Roleplaying Tips GM […]

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Do You Get Bored Of Your Campaigns?

Roleplaying Tips Newsletter #1156 What’s the purpose of a campaign? My answer: To finish it. No joke. Other factors rank high too: Tell a long-form story Keep the adventure going with beloved characters Have more fun at every game! My apex, though, is to finish the dang thing. Else, feelings of a story unfinished. An […]

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3-Step GM PiXiE Kaizen

Roleplaying Tips Newsletter #1155 There’s a myth about game master time management. Or even about time management in general. Folks think it’s about time. But in my experience that’s not true. It’s about energy. Doing campaign prep for 15 minutes a day will get more prep done over the long haul than doing it once […]

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How to Create Situations With 5 Room Dungeons

Roleplaying Tips Newsletter #1153 We want to cue up situations, not outcomes. By that, I mean we don’t dictate the actions of the characters. That’s the players’ job. But as storytellers, we have a job to do too. We need to weave good tales from our setting, adventure plans, and gameplay as it happens. How […]

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Weaponize Your Villain’s Secret

Roleplaying Tips Newsletter #1152 RPT GM Dale S asked me for help with his adventure’s bad guy and plot: Hi Johnn, Would you mind wading in with any thoughts on my villain’s objective? The local gnoll clan and their unusual allies are attacking a small walled human frontier settlement. This is a nighttime ‘storming the […]

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Keep Players Intensely Engaged With the 3 Conflicts

Roleplaying Tips Newsletter #1151 Character arcs tell the story of how characters develop by overcoming foes and challenges in pursuit of their goals. This is the ambition of campaign play: to develop cool character story arcs. Such arcs keep players intensely engaged in your games. Why? Thinking about armour, health points, personality scores, and other […]

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A Divine Way to Manage Your Meddling Gods – a 3 Part Framework

Roleplaying Tips Newsletter #1150 This is a guest post by Jonathan Hardin, sojournersawake.com based on his original article at Sojourners Awake. How can you have gods walk your realm without whacking campaign balance? How can you turn deities into Plot Factories? And how can you roleplay divine beings in interesting ways that do not spell […]

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3 Round Combat Plans For Lightning Combats – Part I

Roleplaying Tips Newsletter #1148 In Faster Combat, a Three Round Combat Plan is how your combat will end after your side has had three licks against the other side. Why would we make something like that? If your fights finish after the third bell, think how much faster they’ll be than melees that just grind […]

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Starting a West Marches Campaign – Step By Step

From Jochen Linnemann Roleplaying Tips Newsletter #1147 Starting a West Marches Campaign (Part 1) Some time ago, I decided to start a West Marches type campaign with the idea of an episodic, easy-to-prep game for a group changing players in mind. So, I started to research the topic. Reading Tips Google was a good jump […]

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Villain Roleplay Tips – A Trio of Detestable Traits

Roleplaying Tips Newsletter #1142 Salaam Johnn, How can we get players to chase our villains like frothing lunatics brandishing cleavers overhead? It’s starts with someone they want to punch. Someone who isn’t normal but has turned their difference into something cringey. A monster on the inside, at the least. We can achieve all these things […]

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My 7 Keys to a Great Sandbox Game

Roleplaying Tips Newsletter #1145 New RPT GM Eddie asked for advice on homebrewing adventures: I love that a campaign can be going strong that long. The one I’m running is like 6 months old. Even though I’m pretty new to the game (less than a year) I’ve been looking more into old school revival and […]

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7 Ways to Improve Virtual and Online Game Sessions

Roleplaying Tips Newsletter #1144 With the amount of online games I’ve been playing and running, I’ve learned a few things that help make virtual sessions better. Be Clear on Mission & Focus It’s more difficult herding cats in online games. With numerous distractions via computer, software, and home environment, we must work strategically to keep […]

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Factions & Villains – 3 Reader GM Tips

Roleplaying Tips Newsletter #1143 Hitting too Close to Home Let’s dive in with this observation from RPT GM Maja who brings up an interesting point about favourite villain types that mirrors my own experience. Let’s call it the Seinfeld Effect. Johnn, If you ask me what villain type gets the most attention, it is the […]

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