August 31, 2026

FRPG Tips — August 2026

Over on Bluesky and Mastodon Dice Camp, I post daily fantasy roleplaying game tips for GMs and players. At the end of each month, you get the full collection of that month’s tips right here 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: Doing no prep can make it incredibly difficult to run an encounter — but too much prep can easily do the same. Always look to find the sweet spot where your prep focuses on things that could happen. Then let the players and the game decide the direction of what actually does happen.

FRPG Player Tip: Especially if you love rich character backstory, leave space in that backstory for connections to other characters. Instead of a specific event having changed your life, leave it vague so you and another character can share the same inciting incident — or be on opposite sides of it.

FRPG GM Tip: Improvisation at the game table isn’t about coming up with story or encounters built randomly from nothing. It’s about having a sense of the many somethings going on in your game, and how those somethings can interact with randomness to create a narrative foundation you can build on.

FRPG GM and Player Tip: Giving enemies unique physical characteristics — notable scar, tattoo, unusual hair, specific gear, et al. — is a great way to keep track of foes during combat. But don’t just leave that to the GM. Every player should get to decide what the foe they’re facing looks like.

FRPG GM Tip: Solo monsters with a ton of extra action options can easily overwhelm a combat encounter, so always feel free to play a solo at less than peak optimization. Even if the dragon can unleash area effects weapon twice a round, maybe they want to kill the characters more slowly than that.

FRPG Player Tip: RPGs are a social endeavor, and as with every other type of social endeavor, patience is often a virtue. When another character has the spotlight, let them take it. Celebrate the other players’ cool moments. Wait for your turn to be the center of the attention, because it’ll come.

FRPG GM Tip: Improv at the game table is about finishing a house that’s already framed. It’s not about trying to install paneling, lights, and furniture on empty air. You don’t know the story you and the players will tell, but setting up supporting walls for that story means you’re ready to build.

FRPG GM and Player Tip: Deciding what to do when a player misses a session is a great discussion for the whole group. Is one player comfortable running a second character with the missing player’s approval? Do all the players want to run a character together, each taking charge of certain die rolls?

FRPG GM Tip: If one character is significantly more threatening than the others — even if just in specific circumstances — it’s totally okay to target that character with beefier foes in battle. The moment a hero’s combat superiority becomes obvious, the monsters should be able to pick up on that.

FRPG Player Tip: If your game restricts the use of magic items, talk to the GM about tweaking those restrictions in the name of fun. If a warrior with a magic sword and an arcanist with a wand doesn’t break the game, each character figuring out how to use the other item instead will work just fine.

FRPG GM Tip: Whenever the campaign shifts its focus to specific characters, it’s easy to forget that the other characters still need a chance to shine. Watch out for particular characters falling into the background narratively and look for hooks that can bring them back in.

FRPG Player Tip: The best way to build a character is to ask and answer the question: “Which of these features is going to be the most fun?” But ensuring you get to have that fun requires a subsequent question to the GM: “What can I do to make sure I get to use this feature as often as possible?”

FRPG GM Tip: An always-on damage-dealing aura is one of the most potent tricks a monster can bring to a fight. But be aware that all such effects can be seen as a way to punish melee-focused characters for doing what they’re best at. Defenses that fight back should always have a way to be overcome.

FRPG Player Tip: Your character has certain things they’re great at, but if those are the only things you ever do, you’re missing out on being part of the game’s full story. That moment when your barbarian gets a critical success to identify magic that the wizard missed will resonate forever.

FRPG GM Tip: Striving too hard to create “balanced” combat encounters can easily lead to encounters that feel arbitrary or lifeless. Instead, focus first on the story of the encounter, starting with which foes would be the most fun to fight. Then adjust the threat level as necessary while you play.

FRPG Player Tip: If mechanics are your jam, don’t be surprised to find yourself caught up in roleplaying eventually. If you’re a natural roleplayer, expect to get strangely excited about your character’s math at some point. RPGs have a way of bringing out all sides of what it means to be a player.

FRPG GM Tip: Betrayal is a great trope in fiction, but fiction is a story that happens to other people. The story in an RPG happens to the players as much as to the characters, so be very aware that having an NPC betray the party can feel personal enough to ruin a game — or upend an entire campaign.

FRPG GM and Player Tip: The ideal number of players for your game depends on the style of that game and what level of complexity you prefer. Five or six players can be great for a fast-moving action-focused story. Three or four might be better for intrigue and a ton of spotlight-focused roleplaying.

FRPG GM Tip: Any time the players react in a positive way to something in the game — an NPC interaction, a fight in a cool location, the way a journey plays out — make note of it. Then try to hit those high points again by revisiting the same tropes and mechanics that worked the first time.

FRPG GM and Player Tip: Especially as part of a new group, talk about the tone of the game the other players are expecting. In-game humor, dread seriousness, high lethality, characters with complicated secrets — everything can potentially make for a great game as long as everyone’s on board with it.

FRPG GM Tip: The best traps offer multiple ways to engage with and overcome them. If the character with thieves’ tools is the only one who can deal with a specific trap, that’s like throwing a monster into combat that only one character can fight.

FRPG GM and Player Tip: In class-based games, some restrictions on what characters can and can’t do are important. Others are strictly flavor, so if that flavor isn’t to your liking, just change it. Druid character can’t use a longbow? Sure they can, because who cares?

FRPG GM Tip: For most fantasy games, history creates useful layers of coolness ready to be added to locations, relics, and more. Everything you create for your campaign, ask yourself, “How long has it been around? Did it used to be something else? What connections to the past does it reveal?”

FRPG Player Tip: Tracking just the important stuff that happens in a campaign can be difficult. Make it easier by keeping a simple session-by-session list of each main location the party passes through and each NPC you meet there. You’ll be amazed how much you’ll remember based on those prompts.

FRPG GM Tip: The player characters are the heroes of the story you and the other players are telling. That doesn’t mean they have to be the only heroes in that story, though. They just need to be the heroes who are in the right place at the right time to make a difference.

FRPG GM and Player Tip: Maps are cool, regardless of how you use them in your games. Use regional maps as a backdrop for your VTT just to set the scene. Print out area maps as decor for your game room. Archive your campaign maps for whenever you want to remind yourself what it felt like to be there.

FRPG GM Tip: If the party takes down a tough foe too easily, sometimes it's okay to let the players have that win. But sometimes it’s okay to have reinforcements suddenly arrive, or to decide that the boss was using magic that brings them back — especially if doing so lets the players win again.

FRPG Player Tip: If your game features downtime, it sometimes takes a bit of tacit agreement to get everyone ready to take downtime at the same time. Take it in stride if your character is the only one without vital downtime plans — and talk to the GM about what you might get up to during the break.

Art by Dean Spencer

August 26, 2026

All Things Random: A Change in the Weather

Especially for a campaign that features lots of outdoor adventuring and travel, keeping track of weather is one of the easiest ways to bring a touch of verisimilitude to your game. Even more fun (for me at last) is tracking the weather as it changes over time.

There’s nothing wrong with simply deciding what the weather’s like on key days in your game, especially if doing so has an intended effect on the story. Sometimes you want a showdown with cultist mercenaries to take place under the lightning-streaked skies of a brutal thunderstorm. But rolling randomly for weather can add a bit of randomness to outdoor encounters, even as it helps to make the world feel actively real to the characters and players alike.

A sandstorm rises along the edge of a trackless desert waste. A skeleton and a rusting sword half-buried in the sand show the dangers the storm might bring.

Weather by the Numbers

Weather is obviously a regional and local phenomenon, meaning no single table can cover every sort of meteorological event you might need across multiple locations and environments. As such, start by defining generic categories of weather, ranging from perfect to bad through varying degrees of better, typical, and worse.

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Keeping in mind the environment in which the party is adventuring, you can then assign specific instances of weather to each category. The sample table below covers three common fantasy adventure environments, which you can easily customize for your own campaign or use as models for other environments.

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Weather patterns are relative to climate and seasons, so that precipitation might cover light or steady rain, torrential downpour, or snow depending on the locale and time of year.

Weather Over Time

If you want to determine the weather on key days in your campaign but have no need to track it as it changes, just roll to see what the dice turn up and summarize how the weather has shifted since the last time you rolled. 

If you want to track how the weather changes over time, make note of the d8 roll on the first day. You then roll a d8 each new day (or every few days, as desired), but not to determine a new weather category. Rather, if the number you roll is higher than the previous roll, the category shifts up by 1 (to a maximum of 8). If the roll is lower, the weather shifts down by 1 (to a minimum of 1). If the number rolled is the same, the weather stays as it was.

Climate Controls

Over time, rolling on the table produces a pattern of shifting weather conditions that hover mainly in and around the “typical” middle, but which veer into perfect or bad weather with regular frequency.

If you want to change that frequency, you can adjust the pattern of the weather over time by adding a bonus of +1 or +2 to the d8 roll (still to a maximum of 8) or imposing a penalty of −1 or −2 (to a minimum of 1). Doing so pushes the weather toward perfect (with a bonus) or bad (with a penalty), letting you account for seasonal variation (wetter and stormier weather in the winter, drier weather in summer), the short-term effects of a nearby natural or magical disaster, and so forth.

Unusual Weather

To provide more variation, whenever you roll a 1 or an 8 on the die (before any adjustments), you can determine a chance for unusual weather. Unusual weather might inspire an isolated rainstorm in clear or overcast skies, a rare dry day in a rainforest jungle, a tornado in an area under the effect of cloud and storm, hail instead of rain as summer precipitation, and so forth. How often unusual weather occurs if a 1 or 8 or is rolled is left to your determination. It might be rare (a 1 in 10 chance) in a temperate inland nation, or might be common (a 1 in 4 chance) on an island or seacoast where sweeping winds can inspire sudden and dramatic changes. Or feel free to ignore the odds and invoke unusual weather whenever it suits the story.

Supernatural Weather

If your campaign is set in a high-magic realm, consider swapping in supernatural weather for any occurrence of unusual weather. The following examples work well for most fantasy campaigns, or can serve as inspiration for supernatural weather of your own. Rework the generic effects described here as appropriate for your game.

Alchemical Miasma: Rain or mist carries potent alchemical power that can deal damage, impose penalties on creatures caught in it, or induce weakness or illness.

Blood Rain: A haze of blood-red precipitation deals necrotic damage to any creature caught in it.

Creature Rain: A storm of arthropods or tiny animals might deal damage to anyone caught in it, and leaves its creatures to subsequently attack as swarms.

Dazing Haze: Rain, mist, or wind limits the actions or movement of creatures caught in it.

Eldritch Squall: Magic is temporarily made inert or amplified in chaotic ways (damage-dealing magic affects unintended targets, spells are reflected back at the caster, magical damage becomes a different damage type).

Elemental Precipitation: Mist, rain, hail, or snow shot through with elemental power might deal damage to creatures caught in it, or could deal extra damage to any creature who takes damage while exposed to the precipitation.

Grueling Storm: Creatures caught in the storm become temporarily physically or mentally impaired.

Illusion Zephyr: Swirling motes of light create pockets of mirage or illusion (creatures who aren’t there, altered landscape).

Necromantic Squall: A gray-black mist or haze causes recently dead creatures to randomly rise as undead.

Restorative Storm: Falling or drifting motes of light cause any restorative or healing magic to work at maximum effectiveness.

Seed Storm: Unusual seeds fall like rain, potentially dealing damage, limiting movement, or making it difficult to breathe. The seeds might then sprout into unnatural or magical plants.

Spectral Storm: Wind or precipitation manifests as spectral figures that might deal psychic damage or frighten creatures.

Telekinetic Gale: A gentle breeze can seize random objects or creatures and fling them about.

Wild Magic Storm: A miasma of eldritch energy disrupts spells and magic items (half damage, disadvantage on offensive rolls or advantage on defensive rolls).

Art by Dean Spencer