Adventure Building & Campaigns Archives - Page 3 of 6 - Roleplaying Tips

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Category Archives for "Adventure Building & Campaigns"

How To Create Five Room Horror Dungeons

Roleplaying Tips Newsletter #0870 Hola %FIRSTNAME% Roleplaying Tips Patron Jeffrey asks how to create five room horror adventures: Johnn, been reading for a long time, and always figured that I would one day have a question worthy of asking… I guess that day is today. How would you use a five-room dungeon to run a […]

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How To Make Skill Items As Treasured As Magic

Roleplaying Tips Newsletter #0854 Reward players with treasure that enhances their skills. Sometimes we get focused just on just combat-related rewards, or treasures that grant cool powers like invisibility. Mix things up by offering skill items. Here’s how. Step 1: Make A List Run through the skill list of your game system and make a […]

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The Mad Lib d12 Random Quest Generator

Roleplaying Tips Newsletter #0849 A bit of fun inspiration for your campaign today. RPT GM Tony shares a random quest generator in Mad Libs format. What I like most about his plot generator is it creates a named and enumerated quest purpose. You could use this template to create legends, world wonders, artefacts, Spikes of […]

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7 Essential Encounter Ingredients

Roleplaying Tips Newsletter #0845 Here’s a fun reader tip from GM Barky on how to build your encounters. It’s definitely food for thought. Johnn, Here’s my recipe for encounter creation using a food metaphor: Meat Meat is the protein, the basic building block of life. In an encounter, it’s the enemy leader. Example: my players […]

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Sandbox Adventures – 5 Essential Ingredients

Roleplaying Tips Newsletter #0842 I got my first taste of sandbox play in B2: Keep on the Borderlands. The PCs based themselves in The Keep and forayed into the Wild. A crazy hermit shared the location of several caves nearby, confirmed dangerous, rumoured with riches. As the party crested a hill, a horseshoe valley stretched […]

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Quick Plot Design: How To Create A Villain Plan First Draft

Roleplaying Tips Newsletter #1115 Been working on my campaigns and thinking a lot about villain plans. I like to craft a roadmap for how the villain can win their goal. I call this Villain Win-State. And that road map becomes my adventure outline for villain type adventures. So what are the first couple of steps […]

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Adventure Building Tip: Must All Encounters Advance The Plot?

Roleplaying Tips Newsletter #1114 RPT GM Joshua asks: “Do all encounters need to advance the plot?” My answer is yes. But with a twist I’ll explain in today’s article. A session is made up of encounters. Encounters make up adventures. Adventures make campaigns. To speak about encounters I first need to speak about adventures. That’s […]

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How To Detail An Encounter In Less Than A Minute: Dangers, Discoveries, Impressions

Roleplaying Tips Newsletter #1113 Here’s an encounter tip for you today, pulled out of my Adventure Building Master Game Plan, which launches later this year. Once I get to the encounter building phase, I start digging into the details. I’ve got a Campaign Game Plan created, and an Adventure Game Plan built, by the time […]

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Rebooting My Murder Hobos Campaign (And Yours) in Three Easy Steps

Roleplaying Tips Newsletter #0745 Let’s talk about a campaign reboot. But before that, let me crack open the champagne and yell Happy Year +1! Alana and I had a great time visiting her parents in snowy Salmon Arm, B.C. We spent Christmas there, then flew back to ring in the changing of the calendar with […]

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Resonance Part II: How to Create Resonance

Roleplaying Tips Newsletter #0756 Last Musing we talked about how to get apathetic players to care about your adventure by using Theme and Resonance. Theme is about choosing, designing, and introducing gameplay elements that focus on your campaign goal. Resonance is about choosing themes that will draw your players in and make them care deeply […]

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Mad Lib Template for Hook, Line & Sinkers

Roleplaying Tips Newsletter #0780 The other day I talked about a classic GMing technique called Hook, Line & Sinkers. Use this three-part method to generate encounter skeletons fast. I remember first coming across this method in the Knights of the Dinner Table Magazine. Each issue would have a few to inspire your game. Victor Diaz […]

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The Hook, Line & Sinkers Method Will Inspire Your Encounters

Here’s a great way to create encounter seeds for your next game via RPT Reader Victor Diaz. It’s  called the Hook, Line & Sinkers method. From the RIFTS Adventure Book, page 38: Hook, Line & Sinkers ™ is the popular Game Master’s tool created by Jolly Blackburn. The idea behind it is simple — give […]

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The Phantasmal Pessimist and Other Living Spell Examples

A couple weeks ago I offered a tip on creating Living Spells using a three step recipe. At the end was a challenge to use the recipe and create your own Living Spells. In today’s Musing I share with you four Living Spells, crafted by your fellow readers, that caught my eye. Here’s a link […]

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A Slick Three Step Wandering Monster System

Ever since running B1: In Search of the Unknown I’ve enjoyed wandering monsters. As PCs quested for the legendary treasure of Roghan and Zelligar, I’d roll and run all sorts of monster encounters. It gave me yet another opportunity to be creative during the game. This month’s RPG Blog Carnival hosted over at Moebius Adventures […]

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