Over on BluSky and Mastodon Dice Camp, I’ve been posting daily fantasy roleplaying game tips for GMs and players. At the end of each month, I’ll be posting a full collection of that 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.
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GM Tip: Breaking a complex task into subtasks makes it easier for the players to dig into those tasks. Needing to decide between five things can be tough. Needing to do a thing, then choose between two things, then choose between two things creates a clearer throughline for success.
GM Tip: When thinking about fun roleplaying hooks for villains, focus less on the big boss and more on their lieutenants. The NPCs the characters go toe-to-toe with over and over again often create a more lasting impression than the boss who they face only in the final adventure arc.
GM Tip: Especially for starting characters, don’t be stingy with beneficial magic found as treasure. Claiming healing potions and useful scrolls after a tough fight always feels good — and is much more rewarding than having an adventure patron offer those things up front.
Player Tip: Enjoying playing your character is the ultimate goal of the game. So if that isn’t happening, talk to the GM about what might be going on. Sometimes the smallest changes to backstory, motivation, or feature choices can make a huge difference to how a character feels.
GM Tip: Giving players advantage on rolls is one of the best ways to reward and encourage roleplaying and out-of-the box thinking. Whether it’s a fervent speech at court before a Persuasion check or leaping off a balcony before a final strike, look to reward each player this way every session.
GM Tip: Some players aren’t keen on killing all their enemies, even when those enemies deserve it. If it suits your campaign, make use of having foes corrupted by supernatural evil, who then have that evil driven out of them when reduced to 0 health and are left unconscious and alive.
GM Tip: The best campaigns are built on foundations of the fantasy you love. For the purpose of the games you create with your friends, there’s no harm in paying tribute to your favorite books, films, and other media by outright stealing ideas, inspiration, plots, characters, and more.
Player Tip: It's fine to play an older starting character, but it’s good to know why your veteran sellsword or caster isn’t any better at what they do than the fresh young adventurers around them. An easy option: Turning their back on the past means they have to now relearn what they once knew.
GM Tip: In a freeform campaign where the characters’ choices drive the story, ask the players at the end of every session what the characters plan to do next. Doing so lets you optimize your prep time around one or two immediate goals, rather than trying to prep every possibility up front.
GM Tip: Especially for newer GMs still working on running multiple types of monsters at once, build encounters around a single moderate-threat foe plus two or three environmental effects. Because such effects play out the same way every round, they’re much easier to manage than additional foes.
GM Tip: Asking players for a list of three goals their character hopes to achieve is one of the easiest ways to keep a character grounded in a new campaign. Rather than trying to fine-tune encounters, reveals, and rewards based on what you think the characters and players will like, just ask!
Player Tip: A GM is often a much more generous source of magical loot than a video game algorithm. Use your potions and other consumables regularly rather than saving them for the best possible time, because a good GM will note you using consumables to do cool stuff and make sure you find more.
GM Tip: In campaigns favoring combat, having the heroes opposed by multiple groups of foes can easily push the threat level too high. But in campaigns that favor roleplaying and intrigue, characters can easily pit multiple groups of foes against each other rather than taking them on in turn.
GM Tip: For every encounter, have multiple end conditions in mind. In every combat, think about foes surrendering, bargaining, or fleeing. In every social encounter, think about diplomacy, observation, threats, or pilfering as equally valid options for the characters to get what they need.
GM Tip: Think of the games you run as serving your players a meal. When you notice that they really love what you served up in a previous session, serve that up again. For most people, it takes a long time to get tired of a favorite dish or dessert.
GM Tip: Some players love cliffhanger endings to sessions. Other players find them stressful, especially if the characters or the NPCs they care about are left in real peril. Talk about that in session zero, alongside asking if it’s okay for sessions to run long in order to avoid cliffhangers.
Player Tip: The reluctant hero is a great fictional trope. But characters not interested in adventuring can grind a campaign to a halt in a hurry. Always give the GM a clear understanding of what hooks will give your reluctant hero their “I will take the ring to Mordor!” moment.
GM Tip: Nothing in any game functions in isolation. In any encounter — combat or otherwise — stay open to what the characters’ actions in that encounter might lead to next. For every villain or NPC, think about what else they might do in addition to their primary narrative goal.
GM Tip: Using evil or corrupt organizations as the villains in your campaign is totally fine. But you can often build more interesting stories that favor roleplaying over combat by having a good organization fall victim to misguided motivations, leading its members to tyrannical acts.
GM Tip: The pacing of a game is often in the players’ hands, as they decide how much time the characters spend in exploration and roleplaying. Whenever possible, be flexible in how long your sessions run so that you don’t have to stop in the middle of a rich, complex scene in a clumsy fashion.
Player Tip: One old-school technique that every newer player can benefit from is writing things down. Digital character sheets are cool, but handwritten notes detailing stats, features, magic, gear, and more will burn those details into your brain far better than watching an app fill them in.
GM Tip: It costs nothing to let players retroactively decide they purchased common supplies at some point in the past. A player can forget to write down “rope” or “healing draught” on a character sheet far more easily than the character would forget such essential gear in the world of the game.
GM Tip: Improvising while running games shouldn’t feel overwhelming. Starting with a sense of “Anything can happen!” can freeze your creativity if it leaves you not knowing where to begin. So start instead with “One of the following four things can happen” and improvise within a set space.
GM Tip: When characters hit a turning point in an especially challenging fight, say so. “The demon goes down, and you see fear flash across the faces of the cultists.” Letting the players know they’ve gained an edge is a great way to reenergize a long combat.
Player Tip: It’s not metagaming to interact with and understand the world of the game as your character would. Pore over your game’s equipment and magic sections at will, and make notes on anything worth acquiring or seeking out that might make your adventuring life easier.
GM Tip: You don’t have to turn every moment of the game into a soliloquy, but try to punctuate key events and revelations with description. A critical hit, the realization that an NPC is a traitor, a clutch saving throw to avoid peril — go full-on theatric to bring those story beats to life.
GM Tip: Especially if you’re running your game online, don’t be beholden to battle maps. For straightforward encounters in common locations — a town square, a path through the woods, et al. — run combat without a map and have fun letting the action play out as description only.
GM and Player Tip: If everyone at the table hates sitting out combat because a character or monster is immobilized or stunned, introduce a house rule where you can take damage or lose healing to shake off effects that would leave you unable to act.
GM Tip: At different points in the campaign, make note of or ask the players about new personal goals or ambitions the characters have decided to work toward. Then look for ways to work those goals into the story while it plays out — especially as the campaign starts to come to a close.
GM Tip: It’s always good to end a session on a high note, but there are more ways to do that than a successful combat encounter. Figuring out a key plot point, achieving a roleplaying goal, uncovering sought-after lore, or avoiding an unexpected threat can all create a solid feeling of success.
GM and Player Tip: Don’t read your game’s core books with an exclusive focus on the mechanics and features you want to make use of. Read them to let yourself be drawn into the space defined by the feel of the game, so that story and characters can come fully to life in that space.