Category Archives for "Roleplaying Tips Newsletter"

RPT#662: Combat Parley

Do you struggle to make it clear the party doesn’t have to fight to win? As GM, it’s all in your delivery. The right words said the right way get your party thinking about their non-combat options rather than just mindlessly rolling initiative every time the bad guys show up.

So how do you narrate the party’s options with clarity and drama? How do you delight players with meaningful choices in the tension-filled earliest moments of conflict? You’re about to learn how with today’s tips.

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RPT#661: Five Hazardous Elemental Dungeons

This article is inspired by the hazards from Jesse’s fascinating article in RPT #647: 6 Interesting Hazards. I’ve picked several hazards and woven each into a five room dungeon I’ve created.

The dungeons described below are presented as outlines for you to expand upon according to taste, and the requirements of your rules. The intention is to show you different ways of using hazards within the five room dungeon format.

I’ve also linked these dungeons into a single narrative as a campaign outline. You can choose to use each five room dungeon singly, or as part of a longer plot by an evil Cabal of Elemental Lords.

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RPT#658: When Players Don’t Show Up – What Do You Do?

I’ve had more players cancel in recent years than during any previous gaming stretch. Families and jobs demand more time as we get older. And we have more things tugging time away from us these days.

So what do you do when a players texts you to say he’s bailing? Do you cancel the session or game on? You game on, of course! And here is a list of ideas and tips, combined from those two RPT newsletters plus some extras, on what to do with that #$?#%#@ player’s character.

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RPT#656: Quest Cards

Brief Word From Johnn Johnn Chats With Playing Lean [toc] For those into game design and making a side business building games, you might be interested in a Hangout I had with Tore Rasmussen where we chatted about his new game, Play Lean. Currently in Kickstarter mode, Playing Lean teaches you how to start and […]

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RPT#654: How to Use Meddling Gods to Make Life Very Interesting for Your Players

Five different ways to make lives interesting for the PCs with meddling gods. My world-building framework always starts with the gods because they influence my fantasy games so much. Gods should be active agents in games. Meddlers in conflict with one another. And possibly in conflict with cosmological evils. This instantly gives me adventure hooks, villain ideas, and campaign possibilities. The gods don’t just sit back and watch their favourite show on World TV. Instead, they play chess, sacrificing pawns to capture rooks, knights, queens, and kings. And as always, the PCs are affected.

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RPT#652: Walking the Faction Pyramid, Magic Trinkets, Magic Banking

In RPT#644 I showed you how to use a tool called the Faction Pyramid Technique to create organizations that will drive your plots, adventures, and hexcrawls.

I went beyond the simple goals and structure of an organization and added the unique philosophies, lines, and limits of individual nodes to create specific factions. This time, I'll touch on the nodes with more detail including changes over time, layers within the factions, and character interaction with the organization as a whole and their individual nodes.

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RPT#648: War-Winning Missions

War-Winning Missions How to send the party on decisive missions that turn the tide of war Tony Medeiros, Faster Combat and Leonine Roar Ever struggle with how your PCs can make a difference in war campaigns while the battle rages on all around them? I have the solution for you today: make them war heroes. […]

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RPT#644: The Faction Pyramid Technique

Factions Part II: The Faction Pyramid Christopher Sniezak, Misdirected Mark As a companion piece to last week’s great article by John Large about factions, today we’re gonna get into organizations and factions because you can’t have factions without organizations. Why? Glad you asked. An organization is a group of persons organized for a particular purpose. […]

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RPT#626: Making Undead Cool Again

Making Undead Cool Again Earlier this month, Roleplaying Tips kicked off the RPG Blog Carnival with the article Making Undead Cool Again. Featured in both the Roleplaying Tips Newsletter on October 6th, you can find the article here. Remember that if you want to get the earliest access to the Roleplaying Tips Newsletter, as well […]

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RPT#623: Happy House Ruling – How to Use Game Design to Create New Gameplay Experiences

Johnn Four Introduce constraints through house rules and game design to offer unique gaming experiences and encourage creativity. A couple of old school AD&D modules come to mind. EX1: Dungeonland and EX2: Land Beyond the Magic Mirror I think are the names. (All my books are in boxes in the garage at the moment.) The PCs are shrunk to […]

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