February 28, 2025

FRPG Tips — February 2025

Over on BluSky and Mastodon Dice Camp, I’ve been posting daily fantasy roleplaying game tips for GMs and players. On the last day of each month, I’ll be posting a full collection of the previous month’s tips for your reading pleasure. And please feel free to follow me at either of the above locations to get new tips every day, fresh out of the idea forge.

A magical quill scribbles fantasy roleplaying game tips on a weathered parchment.

FRPG Player Tip: The best type of character is one who’s an extension of you, reflecting your own interests and personality. The other best type of character is one who’s completely different from you, letting you explore new sides of yourself. Try one approach. Try the other. Meld them. Have fun.

FRPG GM Tip: We notice cliches and coincidence in fiction much more than in real life — and an RPG feels like real life when we’re in it. Don’t be afraid to have NPCs show up in taverns, or to leave convenient notes and journals lying around. As long as it advances the story, the players won’t care.

FRPG GM Tip: An encounter that feels flat can be easily energized by a ticking clock. A magical shrine threatens to explode. Guards have been called and the duke must be won over quickly. As long as any outcome advances the story, tell the players they have a time limit and see the tension rise.

FRPG GM Tip: When it’s clear that the players — especially young players — don’t want to kill every foe they meet, think about building the biggest battles of your campaign around constructs, undead, fiends, and enemies who have freely chosen a path of irredeemable evil.

FRPG Player Tip: Characters don’t necessarily need to be balanced in their features and roles to have a fun game, but balance in look and feel is usually a good idea. Your “Bob the Fighter” can feel out of place next to more “realistic” characters, so ask the other players how they feel about that. 

FRPG GM Tip: When characters attempt to sneak or hide, avoid opposed rolls in favor of setting a DC based on your sense of the challenge. Sneaking by a tired town guard at night? An easy check. Hiding by day from a pack of wood elf scouts all wired on amphetamines? Probably a hard check.

FRPG GM Tip: If the party ever ends up divided by circumstance rather than by choice, set out clear guidelines for how to bring everybody back together. Whatever subgoals emerge from being separated, make sure that reuniting is the overriding goal, and that the players know how to make that happen.

FRPG GM Tip: Players picking less-than-perfect builds or doubling up on party roles isn’t an excuse for you to run a game that’ll teach them a lesson about character optimization. It’s an invitation to show off how you can shape an adventure — even on the fly — to be a fun challenge for any group.

FRPG GM and Player Tip: When playing face-to-face, some folks are fine with food and drink at the table. Others prefer to keep game time and snack time separate. Talk to each other to make sure everyone’s happy with the snack situation. And if appropriate, snacks for the GM make a great thank-you.

FRPG GM Tip: Perfect encounters don’t happen by design. They happen because of all the unpredictable things that can unfold during a game. So the best way to encourage perfect encounters is for your encounters to be loose enough to absorb a maximum amount of unpredictability.

FRPG GM Tip: For a first session with a new group of players — especially inexperienced players — let appropriate humor play out in the adventure, even in small ways. Laughing during a session can help players overcome initial nervousness, and quickly establishes that having fun is everyone’s goal.

FRPG Player Tip: Your character’s flaws or dark side should never become an excuse to disrupt or derail the game for other players — especially the GM. Antiheroes who don’t play nice with others make great characters in fiction, but a campaign is about shared narrative, not solo stories. 

FRPG GM Tip: Don’t do this for every foe, but key encounters can be made much more interesting by having one or two enemies flying. Flying magic exists in most games, so as long the characters have effective ranged attacks, give the bandit chieftain a potion and let them soar.

FRPG GM Tip: Writing little bits of in-game fiction is a great way to help players remember key developments in the campaign. But whether a letter, a journal, a cargo manifest, an arrest report, or what have you, keep it brief. Too much overall detail makes it more difficult to remember key details.

FRPG GM Tip: Asking for feedback is one of the most difficult things to do for any creator — but the campaign you create will benefit from it. Every few sessions, ask your players what they’re enjoying most about your games. Then ask what things you can do to make them enjoy your games even more.

FRPG Player Tip: Skipping the murder-hobo vibe of a fantasy RPG you otherwise love can be as easy as asking the GM, “Hey, can we skip the murder-hobo vibe?” Start by talking about house rule options for all attacks and spells to leave creatures incapacitated, so killing foes isn’t the only option.

FRPG GM Tip: A session where the players spend two hours planning how to undermine foes, then one hour in combat against those foes, can be just as much fun as the characters doing zero planning before spending three hours in combat. Embrace helping players avoid the trouble you’ve planned for them.

FRPG GM Tip: When thinking about which elements to make recurring features of your campaign, let the players decide for you. Take note of which subplots, NPCs, locations, and threats they talk about most after the fact, then prep those things for a follow-up appearance.

FRPG GM Tip: Especially for starting characters, a number of easy-threat foes are often a better combat choice than a single high-threat foe. A group of foes deals less damage each time one of them is taken out, but a single foe deals full damage right from the start of a fight to the end.

FRPG Player Tip: A good backstory is more about asking questions than making statements. Statements can only tell you where your character has been. Questions covering the things your character wants to knodw or is looking for will set up where you’re going, and that’s what the game is about.

FRPG GM Tip: Any spell available to the party — or to any character of the same power level if the party is short on casters — makes a perfect treasure reward. Whether a scroll, a potion, or a one-use magic item, another use of a spell the characters already have can’t possibly unbalance your game.

FRPG GM Tip: One downside to loving the GM’s life is having no time to play in other people’s games. So make the time. Find a campaign to play in alongside yours. Pitch your friends on running one-shots. Nothing helps you see your own game from the players’ perspective better than being a player.

FRPG GM Tip: Thinking about your character’s story can be one of the best parts of being a player — so don’t forget to have that same fun with your key villains and NPCs. What are their ambitions? Their hopes and dreams? What are they afraid of? What secrets do they least want to see revealed?

FRPG Player Tip: If you’re new to the game, focus first on the narrative side of a character’s features and traits, not the mechanics. You can develop and fine-tune your understanding of mechanics as you play. But building a character story based on the rules of a game is almost always a bad idea.

FRPG GM Tip: Don’t be afraid to pass on tactical tips to the players that their characters would be well aware of in the midst of combat. If you know the front-liners will break if their captain is taken out, work that into the narrative of the fight — especially if the characters are struggling.

FRPG GM Tip: When asking players “What do you do?”, make sure two or three default options are already laid out. It’s great fun when someone picks the fourth or fifth option you hadn’t thought about, but having no sense of what’s possible can easily freeze up a player’s ability to make a decision.

FRPG GM Tip: Swapping damage types is one of the easiest ways to make foes stand out in a fight. Mercenaries of the Flameblood Company whose weapon attacks deal fire damage. Wolves serving pestilence druids whose bites deal necrotic damage. Even a minor change can make a stock threat feel fresh.

FRPG Player Tip: Arguments and disagreements can make for great roleplaying. But unless you know your group well and have established suitable boundaries, don’t look to create real conflict between characters. An adventuring party is about strength in numbers, and conflict eats away that strength.

(Art by Dean Spencer)

February 17, 2025

The Focus of the Fight

The way combat plays out in D&D depends on a large number of factors, with the foes you choose to have face off against the characters usually chief among them. But the most memorable fights in the game are often the ones where the focus shifts beyond monsters and villains and the process of bashing away at them. Unexpected events, creatures doing things they don’t normally do, unusual environmental effects, and more can all inspire the players to engage with the fight on a level beyond baseline attack rolls and damage. Thankfully, there are plenty of easy ways to encourage that engagement for players and characters alike, including any of the following.

From the cover of the D&D 5e 2014 Monster Manual, a fight against a beholder is made more difficult by magical lightning erupting across the battlefield.

Talking Things Out

One of the most straightforward ways to shake up a combat encounter for most groups is to drop a social encounter into the middle of it. Have characters notice foes who look as if their hearts aren’t really in the fight — junior bandits, conscript cultists, monsters who realize the characters have them hopelessly outclassed, and so forth — and give them the opportunity to persuade or intimidate those foes into standing down. Successful roleplaying or skill checks can help thin the enemy ranks, but might also inspire those foes who are left to fight with renewed fury as they try to keep their side’s morale up.

Playing Against Type

Combats in the game often play out against a sense of how relatively tough each foe in the fight is and what kinds of damage and effects they dish out. As such, any minor adjustment to the foes’ baseline combat stats can easily freshen up a fight, especially for experienced players who know what monsters do. Changing up damage types is a dead easy tweak to make, with corrupt cultists dealing necrotic damage with their weapon attacks, monsters in an elemental shrine dealing acid, cold, or fire damage, and so forth. You can also add an extra 1d4 or 1d6 damage of a new type to just about any creature without messing up the difficulty of an encounter.

You can also make matched changes to any monster’s baseline stats to mix things up, pairing up a benefit and a detriment for balance. An easy example is lowering a monster’s AC to make them easier to hit, while giving them enough extra hit points to keep them in the fight for an extra round. Or in a group of identical monsters, let one attack with advantage even as you cut their hit points by half, creating a front-line foe whose combat prowess will freak the characters out, and whose early demise will feel like a huge win.

Turning the Tables

One of the best ways to make a combat encounter memorable for all the wrong reasons is to have a fight suddenly go way harder or way easier than you expected. One way to narratively adjust the threat level on the fly is to introduce some element during the fight — a conveniently spotted relic that a character grabs up, a suddenly active magical effect, a mysterious sound heard in the distance — that gets all the foes’ attention. Then have that element drive foes into a fighting frenzy with short-term bonuses or advantage on attack rolls to turn the heat up in a fight, or have it inspire a number of foes to flee if the combat is going unexpectedly hard. When the fight is done, you don’t even need to figure out why the chosen element has this effect on the party’s enemies. Instead, let the players speculate, then quietly adopt their most interesting idea.

Going to Ground

A static battlefield too easily lends itself to characters and foes not moving. So at the end of the first round of combat, have that battlefield go wonky. If the setting is a magical shrine, maybe that magic starts going haywire to turn stone to mud, to make the floor buckle, to cause creatures to spontaneously levitate against their will, and so forth. Out of doors, constant rain can fuel sudden ground-slips or sinkholes, or errant fire damage can set dry grass or trees alight to create quickly shifting areas of flame. Any ground-based effect that deals minor damage or imposes a short-term condition can help keep combatants in motion.

Where’d They Go?

Elements of the battlefield that hinder the perception of characters or their foes work especially well to keep ranged attackers and spellcasters from holing up at a safe location and strafing the other side. Shifting fog can be an easy addition to an outdoor encounter, while magical darkness might crop up around any old shrine or magical pool, or as a magical trap ready to be accidentally tripped during the fight. Keep areas of concealment moving whenever possible so combatants can’t just lock down alongside them. Or for an even higher-magic approach to the same end, have shifting pockets of teleportation magic scattered around an ancient ruin or wizard’s sanctum randomly fling characters into new locations, forcing them to move to regain optimal attack position.

Blast From the Past

Fighting in ancient ruins is a mainstay of the game, so don’t be afraid to let those ruins come back to life for a bit. When magic is unleashed or a character or monster crashes into a rusting lever, let the battlefield get nostalgic for what it once was. Have a dormant magical shrine come back to life, dealing damage or granting benefits to creatures who start their turns within a certain distance of it. Let an old fountain start spewing muddy water, whether laced with magic or simply making the floor around it dangerously slippery. Or have spectral threats manifest in response to being disturbed, whether as additional undead foes or deleterious environmental effects. 


January 31, 2025

FRPG Tips — January 2025

Over on BluSky and Mastodon Dice Camp, I’ve been posting daily fantasy roleplaying game tips for GMs and players. On the last day of each month, I’ll be posting a full collection of the previous month’s tips for your reading pleasure. And please feel free to follow me at either of the above locations to get new tips every day, fresh out of the idea forge.

A magical quill scribbles fantasy roleplaying game tips on a weathered parchment.

FRPG GM Tip: Softening failures with small benefits can dramatically improve the fun of a game. The next time a character goes prone for the second time in a fight, give them a defensive edge against an area effect that mostly whooshes past over top of them.

FRPG Player Tip: A foundational character-creation exercise from fiction writing can go a long way toward shaping an RPG character with the durability for an extended campaign. Ask “What does my character want?” Then ask “What does my character need?” Then make sure those two things aren’t the same.

FRPG GM Tip: A great way to get characters and players thinking is to throw a randomly generated powerful magic item into a treasure cache that no character has an obvious need for—or even the ability to use. Then see what kind of story ideas they come up with as they figure out what to do with it.

FRPG GM Tip: Full-detail maps are great, especially for online games. But don’t be afraid to sketch out a rough map on paper or drop basic shapes onto a VTT page to set up a combat scene. The players’ imaginations will fill in the details you describe. That’s literally how the game is meant to work.

FRPG Player Tip: A willingness to learn the rules as they apply to your character is essential. Mastery of those rules is optional. A group of players is as much a party as the characters are, so don’t be afraid to rely on your fellow players for rules help and advice when you feel you need it. 

FRPG GM Tip: If players don’t want to kill every foe they come up against, fine-tune your campaign and house rules to accommodate them. Letting the characters know they can spare bandits, cultists, and other minor enemies without having them automatically come back for vengeance is a great start.

FRPG GM Tip: Creating fiction for the public means shaping story that matters to a wide range of people. Creating fiction as the facilitator of the narrative of your game means shaping story that only needs to matter to the other players. So use that insight to shape the story the players want.

FRPG GM Tip: For published adventures, books make the best content delivery system and the worst reference setup. So create your own setup with a notes app or index cards, summarizing locations, scenes, NPCs, and foes, and using their page numbers as “links” to the book when you need to go there.

FRPG Player Tip: Setting a marching order for the party can feel archaic, but the strategy behind a marching order is a great way to organize party tactics. Who’s best at soaking up ambush damage? Who’s best at spotting that ambush? And how can those characters work together to best effect?

FRPG GM Tip: Game balance can always be attained by adding more weight to the game’s lighter side. If characters are hitting too hard, don’t worry about how your encounter-building math went wrong. Just let their foes hit harder with extra damage, and let extra health keep them in the fight longer.

FRPG GM Tip: For characters, combat has a tactical goal — defeating foes, fleeing danger, et al. But players have an emotional goal — a satisfying outcome. If a fight is fun, let it run long. But if combat becomes tedious, shortcut the characters’ tactical goal to feed the players’ emotional goal.

FRPG Player Tip: Looking up spells and other complex character features can be cumbersome during play, especially if they’re in different books. But by copy-and-pasting those features as text or photos into a document or a notes app, you can create a focused player’s guide that’s just for you.

FRPG GM Tip: Having dying foes explode for low area-effect damage when it feels thematically appropriate (undead, constructs, malignant cultists, et al.) is still one of the best means of messing with the characters in a way that will make the players go, “That was pretty cool, actually…”

FRPG GM Tip: For most people, it’s easier to be spontaneously funny than to be spontaneously dramatic. Using moments of humor to punctuate even the most serious adventure can go a long way toward encouraging roleplaying, especially for players nervous about showing off that side of themselves.

FRPG Player Tip: The freedom to have your character be whoever they want to be is foundational to RPGs — but it doesn’t override the importance of the game being a group activity. If conflict and antagonism between characters threatens the group’s enjoyment, talk it through before the game suffers. 

FRPG GM and Player Tip: It’s easy to lose track of time while playing, so don’t forget to move. Discuss with your group the idea of hardwiring regular 5- or 10-minute breaks into your sessions every hour or so, so everyone has a chance to stretch, snack, hydrate, unhydrate, or what have you.

FRPG GM Tip: Splitting the party can be a great way to heighten tension and let characters focus on what they’re good at. But you don’t have to split the players as well. When each subgroup is doing their thing, let all players see what’s happening and weigh in with thoughts and suggestions.

FRPG GM Tip: Sometimes it’s fun when a foe with single-digit health hangs on for an extra round. Sometimes it’s fun when a healthy foe drops anyway because a character pulled off an awesome attack. Use the flow of the battle and the reactions of the players to guide you toward the correct choice.

FRPG Player Tip: Metagaming isn’t when you as a player know things your character doesn’t. Metagaming is when you try to turn that knowledge into benefits your character doesn’t deserve. The game is about pretending to be someone you’re not, so just pretend to not know what you know. It’s easy.

FRPG Player Tip: Owning a ton of dice can be fun, but being happy with one set you love is just fine. If you need to roll a lot of dice from time to time but don’t have enough, use a dice roller app alongside your dice, or ask the GM about using average damage for spells and other high-damage effects.

FRPG GM Tip: Random encounters can become a slog if you treat every random encounter as automatic combat. But a random encounter can just as easily be about avoiding a fight through subterfuge or exploration, watching other creatures to learn information, or meeting potentially useful NPCs.

FRPG GM Tip: As long as your game uses health as a measure of character power, whittling away at health is a most effective way of raising tension outside of combat. Most characters will take a tiny bit of damage from the environment without caring. But do that enough times and it becomes a threat.

FRPG GM Tip: Don’t spend too long on a comprehensive description of the environment. Instead, break description up and reveal it in stages, giving the characters the opportunity to assess and ask questions at each stage. You always have permission to break up the boxed text in published adventures.

FRPG Player Tip: All players have different comfort levels regarding how much they like to talk. If you enjoy listening to others, it’s totally fine to be on the quiet side. But if you feel like you’re not being given a chance to speak, talk to the GM about setting up opportunities to do so.

FRPG GM Tip: Turning negative story beats into positive beats is one of the best ways to reward the players during a tough fight. Does a boss battle come with a magical or environmental effect that’s been pounding the characters? Let them figure out how to turn it against the boss in the end.

FRPG GM Tip: When describing scenes, think cinematically. A location is a wide shot. The creatures in a location is a medium shot. What the creatures are doing is a close-up. Then present your shots in the order that creates the most drama — including starting with a close-up in combat encounters.

FRPG Player Tip: Across almost all fantasy RPGs, magic-focused and spellcasting characters are more complex to run than straightforward combat- or skills-based characters. If complexity isn’t your forte, there’s nothing wrong with sticking with the simplest characters for as long as doing so is fun.

FRPG GM Tip: If the player of a noncombat-focused character starts to lose focus during a battle, let them be the one who notices a threatening environmental effect or a hidden foe. There are plenty of ways for characters to engage with a fight scene even if they’re not fighting.

FRPG GM Tip: For a campaign with a lot of active story threads, set up a point-form summary of those threads — discoveries, rumors, lore, key NPCs, and so forth — in an online document everyone can access. It’s hard for players with busy lives to remember everything their characters know.

FRPG GM Tip: The so-called average creature is an abstraction, whether in the real world or the game world. When running foes with average hit points, you know that most of them are tougher or weaker than indicated. So adjust hit points on the fly in whatever way feels most dramatic.

FRPG GM and Player Tip: Fantasy has always been the most popular story type in RPGs because fantasy lets us slip into a world of imagination when the real world feels overwhelming. Even if it’s for an hour, joining friends in shared fantasy can make stepping back into the real world easier to bear.

FRPG GM Tip: Sometimes the ideal pace of an adventure will be undercut by the characters constantly resting. So drop in caches of potions, friendly healers, magical pools that restore limited-use features, and other opportunities for characters to gain the benefits of a rest without resting. 

FRPG GM Tip: If the players are uncertain about theater-of-the-mind combat, especially when playing online, try starting small. Simple encounters in familiar locations — a tavern, a city street, outside the dungeon entrance, and so forth — can be a great introduction to that style of no-map play.

FRPG GM Tip: Give foes whatever features they need to make them fight effectively. If an enemy monster’s ranged attack options are weaker than their melee attack options, just swap modifiers and damage to create an artillery variant capable of rousting characters who hang back from the fight.

FRPG Player Tip: It’s fine for the GM to ask you to play a specific character type because the party needs that role. It’s also fine for you to say no because it’s not your favorite character type or you had something else in mind. A need for party balance can be addressed in lots of different ways.

FRPG GM Tip: Use your own experience as a player to set the tactics of enemies in your campaigns. If your character would have wanted to set an ambush rather than rush headlong into a specific combat-focused scenario, then have the bad guys you’re running do just that.

FRPG GM Tip: Giving the characters access to short-term flying or climbing magic is a great way to liven up a long exploration scene. They won’t discover anything they wouldn’t have discovered from the ground, but being able to make use of magic makes the mundane more exciting.

FRPG GM Tip: Never be afraid to take the campaign in a new direction based on the players wanting to do something unexpected. But if that would force you to improv too much on the fly, use a prepared random encounter or two to fill out the current session, giving you time to prep for what’s next.

FRPG Player Tip: When you’re learning the rules for your character, make notes to shape your understanding. When playing, make notes of names, locations, and campaign events. Notes help anchor details in our memories, and are an essential player tool both during character building and during play.

FRPG GM Tip: Unless it truly disrupts the game, don’t worry about players breaking character or having out-of-game conversations. Knowing they can freely step away from the story for everyday discussions can make it easier for players to call for a pause when feeling uncomfortable or unsafe.

FRPG GM Tip: To get players and characters into the mindset that it’s okay to flee fights, turn one or more creatures in an encounter into magical or environmental effects. An undead with a necrotic aura might demand to be defeated. A roiling cloud of necrotic energy is something to run from.

FRPG GM Tip: Rolling out foes round-by-round is a great strategy for a big combat. It keeps the players guessing how tough the fight is going to be, prevents characters from focusing fire on the boss at the start, and quells the urge to lock down because the battlefield is so full no one can move.

(Art by Dean Spencer)


January 16, 2025

Roll for Narrative!

Everyone hates random encounters! Or at least that’s the common wisdom. Random encounters derail the throughline of an adventure. They break the momentum. They force characters to use up valuable resources that’ll be needed later in the set-piece encounters still to come. In the worst-case scenario of characters being so tapped out of spells and limited-use features after a random encounter, everything grinds to a halt while the GM figures out how to work a long rest into what was supposed to be a time-sensitive adventure.

A mocked-up random encounter table escalating from a modest 6 kobolds to a ridiculous numbers of combat-focused monsters, including 60 cultists, a storm giant and 20 acolytes who can all cast flame strike, a vampire hit squad, and the tarrasque on meth.

And all of that is absolutely true — if you treat every random encounter as an automatic combat encounter. Particularly a random encounter in which the wandering foes are automatically set to fight to the death. But combat is only one part of the story a fantasy RPG can tell — and as the facilitator and outliner of that story, you can do way more with random encounters than roll for initiative every time.

What’s the Story?

I go on about story in D&D (and by extension, all of its many offshoot games) from time to time, because I believe quite strongly that story is the foundation and end goal of all RPG play. So it should come as no surprise that I treat random encounters as just another part of the GM’s story-generation machine, by focusing not so much on the mechanics of what kind of encounter is called for and how tough that encounter should be, but on what kind of narrative the encounter can help build.

In keeping with the general bent of the game to define itself as being supported on three pillars of social interaction, exploration, and combat, those three facets of the game make a good starting point for thinking about how every random encounter might play out. But we can then add an additional layer to our random-encounter triad, thinking about random encounters as a means of delivering lore and exposition in a nicely dramatic package. 

Social Interaction

As pretty much every version of D&D is quick to point out, not every monster is a monster. Which is to say, the world is filled with creatures who adventurers can meet, and those creatures can have motivations other than fighting, killing, or eating said adventurers. More interestingly, even some of the creatures who do want to fight, kill, and eat the heroes often have motivations that can tame those urges.

So how do characters find out what type of monster they’re dealing with? By talking, of course. A well-armed adventuring band is generally a daunting presence, giving a lot of monsters reasons to listen if the characters make an immediate offer of no hostilities. A group of wandering creatures with no real interest in what the characters are doing might simply agree that both parties should go their own way. The initial sense that combat feels imminent makes for a nice moment of tension, and a successful parlay to prevent that combat creates a sense of success that all the players can share in.

Lots of different kinds of social encounters can play out with a wandering band of intelligent creatures, from those creatures being lost and looking for directions, to creatures looking to trade equipment, magic, or information, to a protection racket where creatures more powerful than the characters ask for payment to let the party go. You can dial up the social aspect of that last encounter even more with some roleplaying or an increased payment, letting the characters convince the creatures to go ahead of them and clear out any other random encounters that might lie ahead.

Exploration

As has been said, the best offense is often a good defense, which makes avoiding a fight the ideal way to win it. Outside of a scenario where two groups confront each other coming around the corner of a dungeon corridor, you usually get to decide the distance at which a group of wandering monsters is seen. So by giving the characters enough lead time and a bit of initial cover, you can easily build any random encounter into an exploration mission dedicated to getting around or away from the imminent threat.

Exploration-based random encounters can be simple. Literally two minutes in game as you describe what the characters see coming toward them or following behind, and the players telling you what approach they take to staying unobserved while they go around the threat. But even the quickest and most seemingly uneventful avoid-the-monsters encounter helps flesh out the story, reminding the players and characters (and you) that the world is an active, dynamic place where things happen and the characters are going to stumble into those things from time to time.

Combat

All this talk about not making every random encounter into a combat encounter shouldn’t be taken to mean that random encounters should never be combat encounters. For most groups, combat is great fun. But you want to make sure that combat random encounters don’t start draining the characters’ resources in a way that’ll mess up the progress of the campaign.

First, focus on easy encounters that shouldn’t drain too many of the characters’ resources, whether that means combat with lower-threat foes or fights with more daunting foes who run as soon as they realize the characters aren’t going to fall as easily as first thought. And in the event that the characters do spend resources in a fight that you’d rather they didn’t, you can make sure a combat random encounter gives them a chance to replace some of those resources. If taking on debased cultists leaves one or more players with long-term conditions, give the cult leader a couple of spell scrolls of lesser restoration or greater restoration. If driving off a pack of dire wolves leaves the characters in a hit point deficit, maybe there’s a magical pool nearby that acts as a potion of healing once per week for any creature — and is what the wolves were protecting when they attacked the characters.

Lore and Exposition

Random encounters are often set up in a way that wants to detach them from the main narrative of an adventure. But beyond whatever fun you can have with them as you play, every random encounter can also serve to push specific bits of lore and exposition into the story — even lore and exposition you hadn’t thought about before. 

Lore and exposition are often most closely associated with the social encounter pillar, but both can be worked into combat and exploration as well. Whenever the characters encounter other creatures, those creatures might have information they can reveal. A behir has heard a rumor and is willing to trade it for a favor. Avoiding a gnoll ranger patrol lets the characters see the gnolls use a secret trail leading to their hideout. A bandit chieftain who flees a fight drops a satchel full of maps that will give the party an edge as they seek a lost temple. Any time you have information ready to drop into an adventure, a random encounter can make a great time to do so. 

But there’s another level of lore that random encounters let you play with, as you think about the encounter’s place in the adventure — letting the encounter becomes its own lore as you patch the appearance of monsters and other foes into the story. Roll up an orc war band during an adventure where the characters are going after evil stone giants? Guess what! You just determined that the giants are using orc mercenaries to patrol the territory around their lair, even if that wasn’t part of the adventure setup. Roll up a chuul in an environment where a chuul doesn’t make a lot of sense? There’s suddenly a portal to the Far Realm nearby that the players will never know you just made up on the spot.


December 24, 2024

Heroic Gifts 2

I had great fun with this concept last year. So I thought it would be fun to revisit the seasonally appropriate idea of gifts, awards, and recompenses for the heroes as potential story and adventure hooks. Any GM can leave a vorpal sword or a headband of intellect wrapped up under the tree for the characters this year. But a thoughtful GM can create the personalized gift of unusual offerings and honors that grateful benefactors, patrons, or persons saved from peril might bestow upon the characters, rewarding them for an adventure well done.

The Book of Vile Darkness — a malevolent evil tome whose brass-embossed cover features the image of a feral demonic face — is set with a lovely Christmas-present bow.
Unhappy Guardian

A grateful long-retired knight bequeaths the characters with a magical token given to them by the late king they once served. Though the knight never had cause to use the token, it is said that breaking it performs a one-time summoning of a powerful celestial who will defend the wielder and follow their orders. However, what the knight doesn’t know is that the celestial bound to the token was ordered to serve them and only them, and won’t react kindly to being summoned by others. When called upon, the celestial might grudgingly defend and assist the characters, then demand a favor or quest in return — or else. They might agree to aid the party in exchange for first taking over its leadership, then leading the characters into peril far outside their pay grade. Or the celestial might assume that the characters are ignoble sorts who’ve robbed and murdered their dear knight, and set about seeking retribution.

Borrowed Power

A powerful priest or the magic of a mysterious shrine might grant the characters a permanent magical boon in lieu of magic item rewards — a once-per-day combat assist, the ability to cast a cantrip or spell, a boost to AC or a saving throw, or some other benefit appropriate for the characters’ level. But what the characters don’t realize at first is that those benefits are fueled by life force stolen from villains cursed by the priest or shrine, who take an equivalent penalty or lose access to magic bestowed upon the heroes. Now those cursed villains are looking for a way to get back what’s been taken from them — and the characters are in their sights.

Noblesse Oblige

To show their gratitude at the party’s heroics, the monarch of a small, not-particularly-wealthy realm bestows upon each of the characters a noble title vacated because its previous holder and their heirs were slain in whatever war/disaster/monster incursion the heroes were instrumental in overcoming. However, what the monarch didn’t mention is that each of those titles comes with extensive debts and obligations — perhaps including obligatory and potentially deadly quests — that the characters are now on the hook for.

Shared Accommodation

The characters are gifted with a talisman that allows them to access a wondrous extradimensional space — a magnificent mansion, demiplane, or similar sanctum. But what they learn only after using the sanctum for a time is that the space appears to also be used by other heroes, with evidence of their presence appearing each time the characters enter the space. The characters might end up taking the other group’s treasures stored in the sanctum, assuming them to be some sort of magically appearing gift — or have their own stored treasures disappear for the same reason. They might find lore or notes left by the other group, which point to mysterious adventure narratives the characters can get caught up in while they try to track that group down. They might discover that the other adventurers using the sanctum are actually a group of villains related to their own quests, allowing them to use the space to seek those villains out — or to turn the sanctum into a deadly ambush site.

Giving What We Can

Rescuing or saving an impoverished community sees the grateful members of that community gift the characters things their meager incomes allow them — homespun goods, folk art, trinkets, and so forth. But over time, increasingly powerful monsters and villains start to be drawn to the party, and to one of those gifts in particular. Eventually, the characters realize that the innocuous gift is an artifact that was hidden away in that form by a deity or powerful spellcaster. Now the artifact is pushing them toward an adventure in which the characters are meant to restore the powerful relic to its true form — or die trying.

The Gift of Friendship

As a reward from a powerful high priest or deific agent, the characters receive a soul boon — a powerful magical ward that protects them against death in some way (advantage on death saving throws, boosts to healing, automatic temporary hit points, or whatever). But what they don’t realize is that the cosmic power who grants the boon does so by lumping all the characters’ souls together — along with the souls of other heroes the boon has been granted to. This soul mixing might manifest first as the characters learning each other’s secrets or having strange dreams of being other people. It might escalate to compulsions to engage in quests that other soulbound heroes failed at. And it might culminate in the characters seeking out the deity who granted the boon in the hope of figuring out a way to see its power reworked or undone before they lose all sense of their own identities.


November 26, 2024

Points of Interest

One of the interesting things about worldbuilding in D&D and many of the games it’s inspired is that D&D claimed to be set in a pseudo-medieval European realm — and then mostly ignored the actual demographics of medieval Europe. Though its population was nowhere near what it is today, Europe in the Middle Ages was positively full of people, most of whom lived in tiny settlements scattered between larger towns and occasional cities. However, D&D in its earliest days created a baseline sense of the adventuring world as being mostly frontier, with villages scattered at distances of a day’s walk apart or more.

A map showing an area predominantly in light green, suggesting farmland, with crisscrossing roads (solid brown lines) and tracks (dotted brown lines) connecting dozens of small settlements.

A lot of fantasy GMs who are into this sort of thing got an initial sense of what a real pseudo-medieval milieu might feel like from “Medieval Demographics Made Easy” by S. John Ross, whose mechanics have been implemented all over the internet. That approach to fantasy game demographics talks about villages as being home to the largest segment of any territory’s population, scattered in large numbers and often less than an hour’s walk away from the nearest other villages. Of note, though, “Medieval Demographics Made Easy” shares with the D&D 5e rules the use of “village” to cover a wide range of settlements with populations of 1,000 or less. D&D 3e broke that category down into villages (maximum 900 population), hamlets (maximum 400) and thorps (maximum 80). And for me, hamlets and thorps set only hours apart from each other in settled lands have always been a great baseline for worldbuilding.

Using thorps, hamlets, and villages as touchstones while adventuring heroes are traveling is a great way to help create a sense of the world that those heroes are fighting for. Which is to say, small settlements remind characters that there’s actually a world of people around them, not just empty landscape. Villages, hamlets, and thorps are small enough that they don’t need a lot of development when the characters are just passing through. Random name generators for settlements are easily had, and a baseline sense of what a village, hamlet, or thorp looks like can be improvised fairly easily, inspired by prevailing culture, environment, and the industry derived from that environment (farming, mining, fishing, and so forth).  But on top of that baseline, you can make a village, hamlet, or thorp memorable with a defining unusual characteristic using the following table. This is the table I use in my own campaigns, including a current game focused on a lot of short-distance traveling through densely settled lands as the characters track down lore and secret dungeon sites long lost to history. 

Some of the features on the table are overtly magical. Some are clearly mundane. And some can swing both ways, letting you decide how far to lean into the fantastic in your own campaign.

Unusual Small Settlement Features

d100   Feature

  1. Abundant household animals
  2. A freshwater pool of unknown depth, its bottom never sounded
  3. Locals wear distinctive clothing or jewelry
  4. Old watchtower
  5. Outdoor clock
  6. Well water acts as a healing draught for ill and injured livestock and mounts
  7. Copious flower gardens
  8. Ancient statue randomly bestows magical benefits to those who touch it
  9. Geothermal spring or vent
  10. Ancient shrine sometimes bestows good luck to those who meditate before it
  11. Raised walkways cross over difficult or dangerous terrain
  12. Trained animal messengers
  13. Colorful lanterns
  14. Beautiful fountain
  15. Ramshackle buildings
  16. Brightly painted buildings
  17. Outdoor gallery of statues
  18. Clockwork labor-saving devices
  19. Unusually large cemetery
  20. Well dispenses limited amounts of holy water
  21. Well-groomed parks
  22. Wild green space
  23. Several awakened animal residents
  24. Polluted well
  25. Extensive fishponds
  26. Colorful flags
  27. Tall spire
  28. Burgeoning local theater or music scene
  29. Tall spire
  30. Unusual-colored stone in buildings and field walls
  31. Proliferation of sign languages
  32. Carnivorous domesticated animals (bears, lions, and so forth)
  33. Glowing moss or flowers
  34. Shrine holding ancient bones
  35. Standing stones
  36. Ruins hold a magically floating altar
  37. Locals wear tokens of good luck
  38. Scattered statues are clearly petrified creatures
  39. Abundant birds
  40. Copious pleasant arthropods (butterflies, crickets, and so forth)
  41. Copious unpleasant arthropods (roaches, flies, and so forth)
  42. Freestanding arches
  43. Underground tunnels connecting buildings
  44. Mechanical lifts for ascending tall buildings or steep terrain
  45. Large heated communal pool
  46. Vines or trees bear fruit even in winter
  47. Life-sized statue of a dragon
  48. Local landscape sometimes yields up cut gemstones
  49. Old bell tower 
  50. Superior local beer, wine, or spirits
  51. Rooming house is a secret thieves’ guild safehouse
  52. Elemental fire vent
  53. Stone disks are intermittently functioning teleportation portals
  54. Locals raise and competitively race dire animals
  55. Crystal geodes are common decorations
  56. Local oracle correctly predicts the future exactly half the time
  57. Communal barn has a large extradimensional space within
  58. Unseen creatures pilfer non-valuable items from those passing through
  59. Ancient giant-sized structures repurposed to humanoid size
  60. Protected by retired mercenaries
  61. Noticeably cooler or warmer than surrounding environs
  62. Fully lit up at night by swarms of fireflies
  63. Local wild flying mounts (griffons, hippogriffs, and so forth) will transport characters in exchange for delicacies
  64. Ancient shrine to a forgotten deity
  65. Settlement protected by local lycanthropes
  66. Fey creatures common in area
  67. Wind chimes on most buildings play soothing music
  68. Arched bridge doesn’t cross over any obvious obstacle or barrier
  69. Teleportation portal connects to another nearby settlement
  70. Grand statue magically takes on the visage of one random person in the settlement each midday
  71. Ancient lightning rod retains electrical energy from recent storms, arcs out to zap anyone engaging in violence
  72. Extensive and elaborate topiary
  73. Settlement is built partly underground in repurposed dungeon ruins
  74. Benevolent ghost of settlement founder watches over locals
  75. Large number of gamblers
  76. Proliferation of edible mushrooms 
  77. One or more buildings are built on ancient stone foundations that float above the ground
  78. Roving floating glass orb allows anyone touching it to telepathically communicate with anyone else in the settlement
  79. Crumbling wall sends back unnaturally loud echoes
  80. Healing spa bestows temporary hit points
  81. Cheap alchemical reagents sourced from local bogs
  82. Glass obelisk retains the images of the last people to look into it
  83. Wild animals (bears, lions, eagles, and so forth) protect the settlement and patrol the outskirts
  84. Area of wild magic grants a one-time ability to cast a random cantrip
  85. Large magical sundial also tracks local weather for the next three days
  86. Earthbound or swimming wild animals can magically fly within a hundred paces of the settlement
  87. Built around the bones or skull of an ancient monster
  88. The sound of wind is heard even when the wind isn’t blowing
  89. Ancient shrine randomly summons low-threat creatures who serve nearby characters for 1 hour
  90. Harmless giant arthropods escort travelers into and out of the settlement
  91. Always shrouded in light fog
  92. Exceptional local cuisine or baked goods
  93. Natural scrying pool activates randomly once per month
  94. Huge boulder grants spider climb ability to anyone while climbing it
  95. Ancient pump dispenses limited amounts of lamp oil
  96. Unusually high number of local poets
  97. Visitors who eat local food learn one bit of secret lore
  98. Ruined library contains a magically shifting array of books
  99. Retired master smith repairs one nonmagical weapon, suit of armor, or shield at no cost in exchange for a promise to do good
  100. Awakened tree willingly serves as a children’s adventure playground


September 18, 2024

The Gamemaster Pipeline

One of the universal truths of roleplaying games is that players outnumber gamemasters by a significant margin. And one of the universal problems of RPGs is that players outnumber GMs by a significant margin — because without a GM, there’s no game to play.

An aside — I absolutely know that there are many amazing RPGs that don’t require a GM in the traditional sense of the baseline GM-plus-players setup that D&D invented. (One of those games — En Garde! — is almost as old as D&D!) But for the purposes of this discussion, most of us live in a world where no matter what our game of choice, if we’re players, we need a GM.

Eddie Munson standing behind the AD&D 1e Dungeon Master’s Screen, arms wide in welcome.
Eddie Munson, Gamemaster extraordinaire, from “Stranger Things"

I don’t know how ubiquitous this experience was for gamers of my generation, but back in the day and among the group of friends I played with, everybody was a GM. We all started as players in campaigns run by the two friends who had learned the game as players in other campaigns, but it took no time at all for us to start running our own games — because we all understood pretty instinctively that running games was an incalculable amount of fun.

It was also the case back in the day that it felt relatively easy to get players to try their hand at running even a one-off game or two because being a GM felt like the best way to understand the game. If you loved the game, if you enjoyed the experience of embracing the rules of the game, then why not explore those rules to the absolute maximum?

Regardless of my own experience, though, I get that a lot of players perceive stepping up to be a GM as a daunting task. And to be fair, those players aren’t wrong. It’s definitely more work being a GM building a narrative framework for the game and running a limitless crowd of NPCs and monsters than it is to simply focus on a single backstory and a single character. For me, though, all the things that make playing a single character fun are amplified a thousandfold in the experience of running games. 

So as experienced GMs, how do we express that idea to players? What can we do to show off the fun of running games and building worlds to those still waiting to take the first steps toward sitting on the other side of the screen or the map, then saying, “So what do you…?”

Finding Likely Players

In the games we run as GMs, we can easily set out to give players a small taste of what it’s like to do what we do. But as the first step of this process, we need to figure out which players are most interested in becoming a GM. In the best-case scenario, you’ll have a player who actually expresses that interest. But if not, keep an eye out for players already expressing a natural interest in some of the things a good GM does. 

Do you have a player who loves digging into the rules? Maybe even a player you make use of to remember rules details when you don’t? That’s an amazing candidate to take on the role of GM. How about a player who loves not just building a backstory for their character, but adapting that backstory to better fit the story of the campaign and the backstories of the other characters as the game progresses? That’s potentially someone with the interest in building shared narrative that’s a core strength of a good GM.

Moving Multiple Pieces in Combat

Once you’ve got players with whom you want to share a bit of what it feels like to run a game, think about asking those players to test out an essential GM skill by running multiple creatures in combat. In any scenario where one or more NPCs lends the party a hand in a fight, give the players those NPCs’ stat blocks and ask them to direct those characters tactically and narratively. Or if your party has a spellcaster who’s prone to summoning multiple creatures, getting multiple players to take the responsibility for those creatures out of your hands is a great way to lighten your load as a GM — even as it gives players a chance to develop a knack for thinking in parallel during combat.

Invitation to Improvisation

Outside of combat, a GM’s greatest skill is probably the ability to improvise — and improvisation is a great thing to have players take on from time to time in a campaign. For a lot of GMs, getting players to help with the improv nature of world-building in a game is a kind of Holy Grail. When asking players to engage with the game that way, though, keep in mind that improvisation is always easiest within a framework of possibilities. For GMs, that framework is our sense of all the things we know about the story that the players and characters don’t. But because the players don’t have access to that framework, we need to create one for them by establishing bounds on the kind and degree of improvisation we ask for. 

Here's an easy (and classic) example. The characters are entering a new town or neighborhood, and looking to find a tavern to ask around for information. Normally, you’d come up the name of the tavern, decide what it looks like, and provide details for the NPC the characters need to meet. For you, that’s probably easy, because as a GM, you have enough sense of the scene and the world around it to narrow down specific options from a broad range of possibilities. But if you ask the players to come up with the name of that tavern and the NPC, the broad range of possibilities might feel overwhelming in the moment. So instead, provide a name for the tavern and ask the players what kind of place it sounds like based on that name. Describe an NPC and ask the players what that NPC’s name is based on their appearance — or vice versa.

Likewise, whenever the characters are in a town or city that one of them knows well, ask the player what some of their characters’ favorite places in that settlement are. Anyone playing an RPG has the requisite imagination to easily come up with answers to all these questions and more — but giving the players a specific focus can help keep them from being overwhelmed by not knowing where to start. 

Magical Fun

Custom mechanical design — of encounter areas, environments, traps, hazards, magic, and more — is one of the biggest jobs of a GM. And although many of those things are outside the scope of what players can be reasonably asked to contribute to a game, there’s one bit of mechanical design that many players gravitate toward all on their own — magic items. To get a would-be GM’s creativity flowing, feel free to ask players not just for their wish lists of stock magic items (as many GMs do). Ask them to design a magic item they’d like their character to have, within any general creative boundaries you establish (including item rarity appropriate for the character’s level). For potentially more interesting results, ask each player in your group to design a custom magic item for another player’s character. 

Designing magic is something that it’s surprisingly easy to get players into — even those who profess they don’t have any real interest in digging into the nuts and bolts of the game. And each player who discovers how much fun it is to tinker with the wider world of the game is a potential GM in the making.