Roleplaying Tips Blog

8 NPC Parley Tricks

Roleplaying Tips Newsletter #0025 A Brief Word From Johnn This week’s tips were inspired by a recent article, “Speaking NPC” at RPG.net by Greg Chatham: How to Speak NPC It’s a nice and short article and it has three really good tips on talking better as your NPCs. I think this is a great topic because […]

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Unlucky GM Syndrome: What To Do When You’re Rolling Horribly

Roleplaying Tips Newsletter #0024 A Brief Word From Johnn Last week, on The Art Of Game Mastering discussion list sponsored by Wizards of the Coast [ http://www.wizards.com/lists/ ], an interesting discussion about GM bad-luck streaks popped up. I thought this would be a useful topic to all GMs, regardless of game systems you play. The posts on […]

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Seven Tricks to Save Time

From Guardian Roleplaying Tips Newsletter #0022 A Brief Word From Johnn I found a great web site a little while ago with several pages of super roleplaying tips. Guardian, the site’s creator and tips’ writer, has kindly agreed to let me reprint a few here for you. I’ll be quoting Guardian again in future issues, […]

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Ten Tips For Stress-Free Gamemastering

From Kevin Davies Roleplaying Tips Newsletter #0020 Like many gamers, when I first entered the hobby, I thought that it was desirable and even necessary to have rules to account for the outcome of every possible Character action or environmental condition. Thick rulebooks were the norm, although roleplay games were typically thin on descriptive and […]

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Campaign Structure — Part II

From Peter Maranci Roleplaying Tips Newsletter #0016 This is the second in a two-part series on campaign structure. Read Campaign Structure Part I. The Meta-Cycle Also known as an “arc”, the meta-cycle is a long-duration story form that has a beginning, middle, and end. This type can be divided into two sub-forms: “Padded” and “Expanded”. […]

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Campaign Structure — Part I

From Peter Maranci Roleplaying Tips Newsletter #0015 Fundamental to any roleplaying campaign is the conceptual structure which controls it. That structure is the basic frame upon which the gamemaster creates the framework of the campaign, like a tapestry on a loom; as the initial pattern is set, so the goes the game. And yet the […]

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Top 6 Ways To More Compelling Encounters

From Da’Vane Roleplaying Tips Newsletter #0011 I believe encounters (some roleplayers also call them “scenes”) are the workhorses of roleplaying. Campaigns are simply the sum total of all the individual encounters that you plan for and play out. So, the theory is, if you make every encounter an exciting, memorable event, you will have a […]

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Use “In-Character” Feedback To Encourage Roleplaying

Roleplaying Tips Newsletter #0006 Thanks to the intense Politically Correct environment in this city I’ve taken more conflict resolution, active listening, customer service and employee communications courses than you can shake a stick at. There’s one skill I’ve picked up from all this, though, that has truly made a huge difference in the quality of […]

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How To Turn Brain Teasers Into Amazing Roleplaying Opportunities

Roleplaying Tips Newsletter #0005 Puzzles are an essential part of roleplaying. Even in groups where puzzle solving is not preferred, the occasional rousing stumper creates some excellent variety. And variety is essential for keeping player interest in your game high. While classic, dungeon-style puzzles are entertaining, my favorites are the ones that: Encourage roleplaying Allow […]

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How To Develop A Compelling Voice

From Johnn Four Roleplaying Tips Newsletter #0003 How To Develop A Compelling Voice I learned a new habit recently that has had a surprising and positive impact in my life: speaking from the diaphragm. Breathing and speaking from the diaphragm will give you a more compelling and powerful voice–a definite plus when roleplaying–and it also […]

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The Time Bomb Solution

From Johnn Four Roleplaying Tips Newsletter #0002 One of the most destructive events that happens every few game sessions in my campaign is the Time Bomb. A missed or incorrectly interpreted rule, a forgotten fact or just a bad play and everybody realizes a little later that a mistake has occurred. And the mistake has […]

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