The Demon Lord is rising. You know this. Whenever your campaign is in trouble, a demon lord could rise somewhere, and you’ll know you’ll be alright. Not necessarily great, but at least alright.
Let’s dig into the building blocks of a Rise of the Demon Lord fantasy roleplaying game campaign: the Demon Lord, the cults and the cultists, the bargains, the vague texts, the End Times, and all the good stuff. Continue reading “Rise of the Demon Lord”
Dark and wicked cities are great settings for fantasy roleplaying game adventures, as you can quickly change between exploration, combat and roleplaying. Continue reading “City Adventures for Fantasy Roleplaying Games”
How do you run a fantasy war roleplaying game campaign? How do you avoid getting bogged down in tedious battles with predetermined outcomes and few real choices? Regain focus on the characters and make sure every step of the way provide meaningful action. Continue reading “Fantasy War Roleplaying Game Campaigns”
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”
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”