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Tag Archives for " Traps "

From Parchment to Potions: d12 DIY Prop Ideas

Physical, tangible, visceral props surprise and delight our players, and never fail to engage them. Here’s a fantastic example from Wizard of Adventure Carol: One of the coolest props ever was in a game my daughter is running. She gave my wizard a spell book that was locked with a code. Then she gave me […]

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Poisonous Ideas for Plots, Encounters & World-Building

I was chatting with moderator @ExileInParadise on the Roleplaying Tips Discord about how poison can inspire toxic challenges and venomous adventures. Poison is any substance that causes harm to an organism. It basically attacks a single biological process and takes it out. There’s often a spot in the rule book for how to handle poison […]

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Turn Pit Traps from Pit Stops to Pit Tales

I have a sinking feeling that today’s tips might involve some puns. Don’t fall for them though! I’m going to drop a bunch of ideas to help change a classic trap from filler into great gameplay. No More Pit Bull I like pit traps. They work in any genre. They’re simple. Almost any foe can […]

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A Game Of Clues

Clues My family LOVES hidden object games. We’ve got PC games and iPad games. I’ve got several cool hidden object books on my shelf. And for Christmas, my wife is getting a hidden object jigsaw puzzle. While I don’t use hidden object games as session props (though if I did, I’d make the PCs quest […]

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Why Players Get Bored With Our GMing (But Might Be Afraid To Tell Us)

Why Players Get Bored With Our GMing (But Might Be Afraid To Tell Us) As a player who gets bored easily (thus I am a forever-GM :), here are three reasons based on my experiences why a GM can lose player attention and participation in a game. Hopefully these tips help keep your table engaged. […]

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A Village Name That’s a Funny Puzzle

Roleplaying Tips Newsletter #0705 Here’s a funny, simple puzzle for your game. My mom is reading a book called The Year of Marvellous Ways by Sarah Winman. In it there’s a place called Saint Ophere. Turns out the place was named because someone long ago misread a sign. The sign read: Stop here Stop here […]

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Make Monster Parts Puzzles For Your Adventures

Roleplaying Tips Newsletter #1103 Over at my Campaign Community forum, Doug the Winter shares a great campaign war story. And in that story lies a fantastic tip: use monster parts as puzzle pieces. Here’s a snippet of his story: The Situation The group has been stuck in the feywild due to an ongoing feud with […]

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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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Focusing the Spotlight, Story Overlays, Magic Flags

From John Lewis Roleplaying Tips Newsletter #0649 Focusing the Spotlight, Story Overlays, Magic Flags We RPG players live for those times when all eyes are on our character. Suddenly we are completely in the moment, feeling a rush of adrenalin and a powerful surge of excitement. We sense the other players’ concentrated attention on what’s […]

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Rhyme Clues For Your Campaign

From Coyote O’Reilly Roleplaying Tips Newsletter #0289 Rhyme Clues For Your Campaign I’m preparing a fantasy-horror Rolemaster game where the characters are stationed in a town full of strange events. For inspiration, I’ve looked to European folklore that arose from superstition and fear of the dark, and Tales from the Brothers Grimm. I’ve explained to […]

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