High-Level Campaigns For Fantasy Roleplaying Games

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”

Your First Pathfinder Roleplaying Game

How do you get started with the Pathfinder Roleplaying Game? How to get started with the Pathfinder Roleplaying Roleplaying Game? What do you need to get started? What books to get? Do you go for first or or second edtion? This is not hard, but you have some choices to make. Continue reading “Your First Pathfinder Roleplaying Game”

GM Tips For Roleplaying Game Sessions

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”

The Heresy of the Faithful

The Faithful of the gods walk a challenging path, as a successful cleric must battle heresy, delve into church politics, smite evil and reclaim lost relics. This post presents hooks for your next story or roleplaying adventure for Dungeons and Dragons and the Pathfinder Roleplaying Game.

The Faithful serve something greater than themselves, a higher purpose, a deeper meaning, the divine. The path is unclear, and the dangers are many. The clergy deciphers truths from sign and portents, old relics, musty old tomes and voices in their head. The tasks at hand are daunting, the answers are few, but fortunately, there is strength in faith.

What can go wrong?

Continue reading “The Heresy of the Faithful”

Religion For Roleplaying Games

A crucial early stage in creating a fantasy roleplaying game setting is designing its religions. A religion’s role in the campaign setting work on two levels: the deities themselves and the followers.

The deities themselves may or may not be an active part of the story, depending on your preference.

The followers are often more interesting than the gods themselves because now the mortals enter the picture, and faith, heresy, sin, and redemption become part of your story.

This post is a follow-up on a previous post Writing Fantasy Religions with gaming in mind, and focus on the nuts and bolts of making religious deities, characters, villains and nonplayer characters work in your campaign setting. Continue reading “Religion For Roleplaying Games”