A Brief Word From Johnn Before we dig into pacing tips though, a couple of quick items. Get Help With Your Campaign August 26, 2023 – Wizard of Adventure Q&A Zoom. If you are a Wizard of Adventure, here’s details and the link. Feel free to bring questions about your world, campaign, encounters, NPCs, technique, […]
Continue readingWhat Makes An Adventure 11/10? In my Master of the 5 Room Dungeon Workshop, I advocate that you can “amp up your adventures to 11.” In other words, we want engaging, challenging, and thrilling adventures our players will love. A workshop member asked me today, “What makes an 11/10 adventure for you?” Great question! Here’s […]
Continue readingToday’s tips come in the form of a 13 minute video. When I sent out a recent invitation to my Master of the 5 Room Dungeon Workshop, several GMs responded that they didn’t like the method. Fair enough. There are many ways to craft an adventure! However, some readers mentioned that the five rooms get […]
Continue readingThe Sneaky GM Trap I Spotted At Start Of This Adventure I was reading an adventure last night (an adventure that I also played in January) and something troublesome jumped out at me from the initial encounter’s boxed text. Here is the first sentence: The stairs leading to the basement of the Otari Fishery creak […]
Continue readingA GM had this tip request: Any ideas of emulating/tracking a robust economy in osr style sandboxes? Good question. Here are a few tips and then I’ll end with some resources. Create a Treasure Budget I call this Treasure Crawl in my sandbox creation checklist. Forecast at each level or tier, to the projected end […]
Continue readingRoleplaying Tips Newsletter #1210 Brief Word From Johnn I just returned from a two week camping trip that was a great and relaxing time. I know I’m stressed when my notebook gathers dust and doesn’t get any new ideas. That was the story of my 2022 so far. But after a few days sitting around […]
Continue readingRoleplaying Tips Newsletter #1204 A Brief Word From Johnn Think too small and think too big. We’ve got a critter making a nest under our deck. We can’t see it because it’s found a good crack to inhabit. But we can hear it. It’s chewing something. Leaves maybe. Paper perhaps. The bones of some poor […]
Continue readingRoleplaying Tips Newsletter #1203 Brief Word From Johnn Last night I found a great course on Udemy about video game design. In part, it dives into the tension between player agency versus game designer agenda. Open world games versus plotted story paths. This is old hat for us though. The first moments behind the screen […]
Continue readingFrom Johnn Four Roleplaying Tips Newsletter #1195 (Join the conversation about today’s tips here.) Here’s an interesting question about encounter building that WorldWibe asks on RPT’s Discord: Is a dungeon-making philosophy that goes: “Every room should have something interesting in it, be it battle, treasure or lore” a good design-methodology? Thanks for the great question! […]
Continue readingFrom Jonathan Roleplaying Tips Newsletter #1184 Siema Johnn! In todays’ Roleplaying Tips Newsletter, I’ve got the following GM tips for you: 3 Simple Ways to Enhance Your Magic Items How can we spruce up magic items so they aren’t boring +1 shields? Jonathan Hardin (sojournersawake.com) shows us how via three quick changes we can make […]
Continue readingFrom JohnnFour Roleplaying Tips Newsletter #1179 Brief Word From Johnn Today I’ve got some secret door tips for you. I also had time to add some reader tips from my backlog afterwards that cover a variety of topics. Before we get into those, I have a request of you. I’m looking to refresh my links […]
Continue readingFrom Jonathan Hardin, sojournersawake.com Roleplaying Tips Newsletter #1178 Hello Sojourner! My players know all of the stats for every villain I place in their path. Through searching on the internet, hours studying monster manuals, and good old fashioned wits, my players have found a way to circumvent the wonder of being surprised in battle. As […]
Continue readingIn 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 on to the last […]
Continue readingRoleplaying 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 […]
Continue readingRoleplaying Tips Newsletter #1149 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 […]
Continue readingRoleplaying 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 […]
Continue readingFrom 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 […]
Continue readingRoleplaying Tips Newsletter #1108 When building cunning locations for your adventures and encounters, build out from their denizens’ point of view. Here’s a way you can do this in 5 steps: Step 1. Original Use Step 2. Who Built It? Step 3. Rooms Step 4. Map & Key Step 5. Recycle Step 1. Original Use […]
Continue readingRoleplaying Tips Newsletter #1024 RPT GM Mark Ariesen asks this tricky question and my answer goes down a dark path. Here’s his question: How do you keep things fresh for your players year-in-year out, when they have seen it all and done it all? One easy way to do this is design your own stuff. […]
Continue readingRoleplaying Tips Newsletter #0751 It all starts with a flaw. The item does not work as expected. This creates surprise, which makes great gameplay. After the surprise, it makes the item distinct and valued because it’s not just another +1 dagger. Design cost-value into your flaws and find that sweet spot where the penalty of […]
Continue readingRoleplaying Tips Newsletter #0764 When I surveyed readers last year about what kinds of adventure design challenges you all faced, one thing that came up was how to solve the PCs rampaging through your encounters without a care in the world. The characters don’t plan, never retreat, and don’t parley. This topic is salient because […]
Continue readingRoleplaying Tips Newsletter #0779 We get stuck in our own heads. What we think will be fun for players is actually ego strokes for our GMing. Don’t fall into this trap. Here’s a perfect example. A GM asked for help polishing their encounter: GM: “As the PCs explore a cavern I plan on having a […]
Continue readingRoleplaying Tips Newsletter #0776 For RPG purposes, I define story as the sequence of events that come out of gameplay. And I think of plot as the GM’s plan for those events. Plot comes first, story comes second. Plot is based on ideas and connections for events and situations. It’s flexible and adapts to character […]
Continue readingRoleplaying Tips Newsletter #0799 If you’re like me, you’ve got a bunch of published adventures on your shelf and your computer. More than you could ever GM. However, I love reading adventures. I get so many ideas for my campaigns this way. I also got an unexpected side benefit from reading adventures after awhile. I […]
Continue readingRoleplaying Tips Newsletter #0790 Guten morgen %FIRSTNAME% I’ve long had a fascination with how game rules affect game settings. Too often in game world products, I see a setting likely created separately as fiction in a word processor or wiki, and then the game patched onto it. What I quest to build is a setting […]
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