How do you create and run a high-level campaign for fantasy roleplaying games like Dungeons and Dragons, or the Pathfinder Roleplaying Game? It’s all about grander scale, more significant scenery and added complexity in both story and rules. Continue reading “High-Level Campaigns For Fantasy Roleplaying Games”
Running a roleplaying game is both fun and rewarding. Here are my best GM Tips and practices to run the best possible rpg sessions for Dungeons and Dragons, Pathfinder RPG and other fantasy roleplaying games. Continue reading “GM Tips For Roleplaying Game Sessions”
How do you create a fantasy roleplaying game adventure? It can be daunting, and you need to prepare smart to get the best results. This post shows one way to organize your ideas for excellent results with minimal effort. I wrote this with beginners in mind, but everyone is welcome to join in.
I’m going to assume the adventure is a one-shot or part of a series of self-contained adventures. Keeping things simple is a great way to start for beginners, or if your group includes busy people with low attendance, and you want everyone to feel welcome.
Creating a new character for a roleplaying game is one of the highlights of the game. You both get to create a new alter ego – good or bad – for yourself, and enjoy figuring out the character’s relation to the other characters.
This post is not about creating the characters themselves – your system of choice will explain that – this post is about making the characters fit in the story. There are many things to consider, for players and game masters alike, so let’s get started. Continue reading “Create Roleplaying Game Characters”
Creating new roleplaying game campaigns requires three decisions: create characters, pick a setting, and pick a story or at least a theme. You can do this in any order you like, or all at once. I’ll discuss one possible way to do this in the following post.
Outlining is the most exciting stage of creating a roleplaying game campaign for me. The group collectively picks a theme and hook. I create a possible ending for the campaign, then bullet-point three acts, where most of the first act focuses on resolving semi-random character background. The middle part should be dark and disastrous, and usually, fall into place quickly last.