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Category Archives for "Adventure Building"

Spikes Of Danger Tease Your Players While Filling Them With Fear

Roleplaying Tips Newsletter #0841 Spikes Of Danger Tease Your Players While Filling Them With Fear Even though we try to balance adventures, not so much for fairness but for fun, it is tough to get right. There are so many factors involved. Current character health. Whether it’s session start and players are fresh, or session […]

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RPG Theme Example: Beauty, Value, Usefulness

Roleplaying Tips Newsletter #0839 Adventure themes create deeper immersion and better play experiences. It’s like the difference between drawing with random crayons or painting with a coherent colour palette. If the theme you’ve picked resonates with your players, they will see the patterns and theme-connected relationships of your people, places, things, and plots. You can […]

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How To Create Your Own Plot Factory – Part III

Roleplaying Tips Newsletter #0836 With 5 Room Dungeons as our core short-adventure building technique, we can introduce and intertwine multiple plots running at once in our campaigns. We do this so we put the odds in our favour that every session a climax or major milestone will trigger. This keeps our players engaged. And it […]

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How To Create Your Own Plot Factory – Part II

Roleplaying Tips Newsletter #0835 We add more NPCS to your campaign to create more gameplay options and interesting situations (you don’t jealously cling to and railroad NPCs when you have a wonderful abundance of them). We should add more plots or storylines for the same reason. Imagine if every session a plot thread was about […]

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How To Create Your Own Plot Factory – Part I

Roleplaying Tips Newsletter #0834 Unending plots become a grind. Encounter after encounter with no resolution or reward in sight causes players to lose enthusiasm. And when they lose their drive, game sessions fall off the wheels. When Players Sabotage Your Game For example, why roleplay hard to squeeze clues out of reluctant enemies when it’s […]

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Beat Dungeon Slumps With Dungeon Sumps

Roleplaying Tips Newsletter #1099 The first issue of 5 Room Dungeons Zine features underwater gameplay in a location you would not expect to have to swim or fight. Part of the reason I made this unusual environment the 5RD’s Feature Location is to challenge your players to master the underwater rules. When your group learns […]

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Add Spikes Of Danger To Get Deeper Campaigns

Roleplaying Tips Newsletter #1084 An RPT GM asks about a design technique from my Adventure Building Workshop: Hey Johnn, I was reviewing the links in your 2019 Compilation and saw reference to “Spikes of Danger”. What is that referencing? I googled around and couldn’t find anything. Thanks, Paul I replied to Paul directly, but thought […]

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A Simple But Effective Adventure Template

Roleplaying Tips Newsletter #1083 Sometimes all you need is a skeleton. With a few guiding bullet points, you become unblocked and inspired to create next session’s adventure. I’ve featured a couple of adventure design templates in the past, including the Hook, Line & Sinkers Mad Lib (March 2017), the Mad Lib 5 Room Dungeon Idea […]

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Revealing More Information Is Like Making A Peanut Butter Sandwich

Roleplaying Tips Newsletter #1058 I was lucky in school back in my day when we had to roll dice uphill. Both ways. At the bottom of a lake. In one class I learned about algorithms. Simple procedures or recipes for doing things. For example, how do you make a peanut butter sandwich? Two slices of […]

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Crafting Intrigue Adventures — A Couple Of Quick Tips

Roleplaying Tips Newsletter #1055 When I asked RPT GM Alex M. via email about what his biggest GMing struggle is he had an interesting reply: Right now we’re playing an evil campaign in a post apocalyptic setting. My biggest struggle is making smart enough, non-linear / classic intrigue cases . Like political rivalries, behind closed […]

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How To Run Several Plots At The Same Time Without Stress

Roleplaying Tips Newsletter #1045 Players love it when their characters get special side plots built just for them. Side plots hook your players and get them involved in your campaign. Side plots allow PC growth and development in ways character sheet upgrades cannot. And side plots make your campaigns feel deep and personal. Problem is, […]

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Campaign’s Pillars: How to Pacing Your Game’s Exciting Moments

Roleplaying Tips Newsletter #1034 Manage pace during sessions instead of scripting it. This lets you react to your game as it unfolds and is one less strict plan you must track. But, leaving pace to encounter-level decisions burden you with yet another thing. Until you’ve made pacing a habit and can spot opportunities to switch […]

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Storymastery: Don’t Make This Mistake with Your Reveals

Roleplaying Tips Newsletter #1028 Reveal something at the wrong time and it could backfire. But have a little patience, and your grand effects will dazzle. I was on an adventure consulting call last week with Adventure Building Workshop member Michael, and something we discussed was the timing of a prophecy in his campaign. In my […]

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Campaign’s Pillars: How To Pacing Your Game’s Exciting Moments

Manage pace during sessions instead of scripting it. This lets you react to your game as it unfolds and is one less strict plan you must track. But, leaving pace to encounter-level decisions burdens you with yet another thing. Until you’ve made pacing a habit and can spot opportunities to switch energy up mid-session, it […]

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