You know I’m a huge fan of adventure plot twists. That’s what Room V is all about. But we should try to add encounter-level twists, as well. Then we get to surprise and delight our players several times during sessions! Here is one of my favourite types of twists and d12 examples to help you […]
Continue readingI’ve suffered through my fair share of homebrew disasters. For example, there was The Session Where Nothing Happened. The GM had been bugging me all week, bursting with anticipation of how awesome Saturday’s adventure would be. The weekend comes around. We roll up characters and started off in an infinite plane. We walked and walked, […]
Continue readingRoleplaying Tips Newsletter #1212 Brief Word From Johnn Biggest Eruption In Over 100 Years Did you hear about the volcanic eruption that happened at Hunga Tonga Hunga Ha’apai last January? It’s probably the biggest eruption that’ll happen in our lifetime – the biggest since Krakatoa in 1883 – but due to its remote location it […]
Continue readingRoleplaying Tips Newsletter #1207 By Jonathan Hardin, sojournersawake.com [Comment from Johnn: this is part two of a series Jonathan started here with How to Hook Players Easily Into Your Adventures.] The Power of a Motive Begin your game by highlighting why the player characters choose to adventure. Is it for glory and fame? Wealth and […]
Continue readingRoleplaying Tips Newsletter #1202 Brief Word From Johnn I played in a Pathfinder 2E one-shot on Saturday using Foundry run by my friend Mark. My guy was a big brute wielding a dwarven scattergun trying to save our town from a zombie horde. I played him like Dolph Lundgren meets vodka. And according to the […]
Continue readingBy Johnn Four, patreon.com/johnnfour Roleplaying Tips Newsletter #1191 It sucks when a character dies. To avoid discomfort or upset players, many GMs end up supporting Mary Sue PCs. Or we provide plot armour so thick we earn no drama from combat, traps, and hazards. I support character death as a result of fair gameplay. This […]
Continue readingFrom JohnnFour Roleplaying Tips Newsletter #1175 Last week we talked about Plot Factories as a tool in your GM Toolbox. Think of them like spawn points in a video game. Foes keep emerging to assault your character until you destroy the spawn point. In our adventures and sandboxes, we do the same via Plot Factories […]
Continue readingFrom JohnnFour Roleplaying Tips Newsletter #11731 A Brief Word From Johnn Today’s tips are about one of my favourite GM techniques. But before I share my ideas on Plot Factories, I wanted to let you know about a Kickstarter my friend Mike Shea of Sly Flourish fame is running. He loves clever GM techniques too, […]
Continue readingRoleplaying Tips Newsletter #1166 Make your adventures wondrous with terrific drama. We want tension in our plots and gameplay that escalates as players get close to the climactic ending. To increase drama we raise the Stakes (what’s in it for the characters) and toughen the Conflicts (foes, hazards, obstacles, challenges). However, we shouldn’t make every […]
Continue readingRoleplaying Tips Newsletter #1164 New RPT GM Eddie asked for advice on homebrewing adventures: I love that a campaign can be going strong that long. The one I’m running is like 6 months old. Even though I’m pretty new to the game (less than a year) I’ve been looking more into old school revival and […]
Continue readingRoleplaying Tips Newsletter #1151 Character arcs tell the story of how characters develop by overcoming foes and challenges in pursuit of their goals. This is the ambition of campaign play: to develop cool character story arcs. Such arcs keep players intensely engaged in your games. Why? Thinking about armour, health points, personality scores, and other […]
Continue readingRoleplaying Tips Newsletter #1145 New RPT GM Eddie asked for advice on homebrewing adventures: I love that a campaign can be going strong that long. The one I’m running is like 6 months old. Even though I’m pretty new to the game (less than a year) I’ve been looking more into old school revival and […]
Continue readingWhy do I use factions so much in my campaigns? You know I love my NPCs. They are our avatars and “Agent Smiths” in the game to influence players and direct the characters. Therefore, we get even more value out of groups of NPCs. But random clusters do not make great storytelling. We need each […]
Continue readingRoleplaying Tips Newsletter #1141 Make your adventures wondrous with terrific drama. We want tension in our plots and gameplay that escalates as players get close to the climactic ending. To increase drama we raise the Stakes (what’s in it for the characters) and toughen the Conflicts (foes, hazards, obstacles, challenges). However, we shouldn’t make every […]
Continue readingRoleplaying Tips Newsletter #0876 Here’s an email from RPT GM Sam about campaigning: Hi Johnn! Glad I stumbled upon your stuff over the weekend. I am a gamer from Melbourne, Australia. I’ve been playing RPGs for about 12 years and I’ve been interested in GMing for about 5 years now. My biggest problem is this: […]
Continue readingRoleplaying Tips Newsletter #1111 RPT GM Roy Winfrey asks: Love the rumour post you just posted. I was intrigued by the Knowledge Table. Any chance we might see an article about how to construct that? Thanks for the question, Roy. I first spoke about the idea of a Knowledge Table in my Adventure Building Workshop, […]
Continue readingRoleplaying Tips Newsletter #1027 Gar was a beloved NPC. He was rescued by the party. He was mentored by the fallen paladin PC. He was brought back to life at cost to the players when killed by Orcus’s foul minions. Best of all, he was a stalwart companion ready to dive into the breech to […]
Continue readingRoleplaying Tips Newsletter #0864 It’s better to give players lots of good information instead of keeping it all behind your screen. RPT GM Leigh wrote me and said, “The tricky bit is breaking the bad habit of keeping info secret.” How true. I remember often thinking, “Wow, it’s going to be so cool when I […]
Continue readingRoleplaying 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 […]
Continue readingRoleplaying Tips Newsletter #1109 RPT GM and Adventure Building Workshop alumni Jesse Cohoon reached out and asked if he could help with the newsletter. Thanks Jesse! I asked him to come up with some adventure seeds, as game masters often get stuck for ideas. Here’s what he came up with for us: Fey Games A […]
Continue readingRoleplaying Tips Newsletter #0763 Was chatting with the paladin before a game the other day and he gave me an idea. A core theme of fantasy is discovering you are amazing. Bullied boy or girl in small community learns they have magical powers or are gifted with sword-fighting or some other skill. This resonates with […]
Continue readingRoleplaying Tips Newsletter #0759 On Monday we covered how to get players to care about home bases. Wednesday I showed you a simple three step village creation recipe that you can world-build from. And today I’ll walk you through a quick example that you can also drop right into your campaign this weekend. Note that […]
Continue readingRoleplaying Tips Newsletter #0758 Character Home Bases – Part II: How To Create Villages Fast Last tip I rambled on about building character home bases and several ways you can invite players to care about them. While the Hobos of the Apocalypse will likely be creating a village community from ground up, I will want […]
Continue readingRoleplaying Tips Newsletter #0757 Character Home Bases – Part I: 6 Tips The Hobos of the Apocalypse (formerly The Murder Hobos now reborn as positive change agents) need and want a home base once they emerge from the bowels of the elemental dungeons they currently cleanse. The problem is, they’ve got few stakes in the […]
Continue readingRoleplaying Tips Newsletter #0770 Here’s a great campaign seed from Danish Roleplaying Tips GM Alexander Aubert: A quarantined city where a magical disease is turning everyone, including the PCs, slowly into monsters. These days, when I come across ideas for adventures I do something new. It’s a quick action borrowed from Dungeon World. And it’s […]
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