Roleplaying Resources

Campaigns

Running a Game

Four rules for conduct at the gaming tableplugin-autotooltip__default plugin-autotooltip_bigFour rules for conduct at the gaming table

* No Selfishness. The table is here to have fun together. Grabbing all loot for yourself, PVPing for no purpose other than bloodlust, trying to get the party hurt or killed, and any other form of “fun vampirism

Safety and Consent in Roleplaying Gamesplugin-autotooltip__default plugin-autotooltip_bigSafety and Consent in Roleplaying Games

By the DM, 2019-09-18

Roleplaying games can be intense, and they can visit topics outside of your comfort zone. This is often a good thing. Many of us want to use roleplaying as a way to address difficult issues or act out situations that would make us uncomfortable in real life. The purpose of this article is not to discourage the creative self-expression that comes from roleplaying. It's to help GMs and players gage when they've gone too far.

A Guide for the Lazy DMplugin-autotooltip__default plugin-autotooltip_bigA Guide for the Lazy DM

Tips to avoid work, from the wizards.com “What's a DM to do?” board, started on 08-27-03 06:10 PM.

Some DMs work hours rolling up NPCs, designing towns and settingup encounters. They map extensively and know everything there is to know about every facet of the game.

Creating Good Encountersplugin-autotooltip__default plugin-autotooltip_bigCreating Good Encounters

From

Design general descriptions and encounters before the game.

Usually when GMs prepare for a game they work out the main plot encounters and so forth which are going to happen, with a general notion of when they'll happen. This is definitely a useful thing to do! However, I've also found it very useful to design some bits of description and minor encounters which can be inserted anywhere…

Funny Campaignsplugin-autotooltip__default plugin-autotooltip_bigFunny Campaigns

3/5/01 “Drew Id”

As someone else mentioned, it can be hard to create a plot that is designed to be funny, but you can take a basic plot and fill it with NPC's that are designed to be funny. The best advice I can give is to have the goal of the small side quest be something stupid, but important to some people, like kidnapping the princess's dog, or something like that. Then throw in the stupidest NPC's you can think up, and then make them even stupider. N…

Guide to Solo Campaignsplugin-autotooltip__default plugin-autotooltip_bigGuide to Solo Campaigns

Extracted from the WotC message board: What's a DM to Do? This discussion went on long after I stopped paying attention, but I think what I have here gives a good introduction to solo campaigns. Here's the full thread:



And here's a distilled version of the first 500 posts of so of that thread:

Horror, Fear and Tortureplugin-autotooltip__default plugin-autotooltip_bigHorror, Fear and Torture

Here's a useful article: Horror in Roleplaying.

Quick Notes on Creating Fear

You don't have to kill the PCs. That puts an end to the story and can actually relieve the tension. But be prepared to hurt them. You can do this in subtle ways. Reduce their hitpoints for no reason they understand. Reduce the effectiveness of healing magic. Create unseen enemies, or just the impression that an unseen enemy might be lurking nearby (loose rock falling, scratching sounds, etc).

Creating a Low-Magic Campaignplugin-autotooltip__default plugin-autotooltip_bigCreating a Low-Magic Campaign

November 9, 2011

Creating a Low-Magic Campaign

Some game systems, such as D&D, don't lend themselves to a low-magic world. These systems have assumptions about wealth at any given level, and the amount of magic characters will have access to. However, it's not all that hard to adapt any game system to work with your low-magic concept.

Low Magic Castersplugin-autotooltip__default plugin-autotooltip_bigLow Magic Casters

Published by on 2013-04-18

In D&D 3.5, magic tends to get out of control at the higher levels, while being overly weak at the lower levels. Here are some simple adjustents to balance it out, and give the entire campaign a lower-magic feel.
: Balancing spellcasters for a low-magic campaign.

Low Combat Campaignsplugin-autotooltip__default plugin-autotooltip_bigLow Combat Campaigns

From: SSK7882@deimos.ucs.umass.edu (Sarah E Kahn) Subject: Re: Getting adventures away from combat Date: 30 Nov 1994 04:27:14 GMT "How to avoid combat in campaigns?"

The obvious answer to your question is: don't put the characters into situations in which combat is necessary for them to accomplish their goals. Think of other obstacles that might stand in their way. After all, how many times has physical violence been the means by which you have resolved important conflicts…

Non-Experience Awardsplugin-autotooltip__default plugin-autotooltip_bigNon-Experience Awards

This dry list was compiled from various posts on rec.games.frp.dnd.

Rewards to give characters besides experience and gold: These are good because they can add to the interest of the game, and can all cause as much harm as good.

Running a PBeM (Play-By-Email) Gameplugin-autotooltip__default plugin-autotooltip_bigRunning a PBeM (Play-By-Email) Game

Posted by Zioth to the WotC boards on 9-24-03

I've been DMing an email game for seven years now, and it's been a lot of fun. Email does change the dynamic of the game though...

Advantages

* Major combats can be a lot more dramatic, since you have plenty of time to think out responses.

How to save your adventure without railroadingplugin-autotooltip__default plugin-autotooltip_bigHow to save your adventure without railroading

by the DM, 2017-12-05. Revised 2024-09-25

What is railroading?

Railroading is when the GM forces players down a specific path. No matter how hard they try, they can't get off that train. In its worst form, the GM blatantly gets in the way of everything they try to do.
: Tips on directing the campaign where you want it to go while maintaining the illusion of player agency.

Edgy games require trust: An article about how to run an “edgy” or “dark” campaign.

Realism

Running a Better Medieval Campaignplugin-autotooltip__default plugin-autotooltip_bigRunning a Better Medieval Campaign

Path: news.eunet.cz!EU.net!howland.reston.ans.net! math.ohio-state.edu!magnus.acs.ohio-state.edu!lerc.nasa.gov! usenet.ins.cwru.edu!usenet From: jtk3@po.cwru.edu (Jason Kuznicki) Newsgroups: rec.games.frp.dnd Subject: How to have a GREAT AD&D campaign Date: 1 Sep 1995 14:21:04 GMT Organization: Case Western Reserve University Lines: 186 Message-ID: <4274sg$l26@usenet.INS.CWRU.Edu> NNTP-Posting-Host: b61718.student.cwru.edu

Life in medieval timesplugin-autotooltip__default plugin-autotooltip_bigLife in medieval times

From the wizards.com board, What's a DM to Do?

Life in medieval times

Questions

From From Sunchaser, February 27, 2003 11:43 PM

What was life like back then? I know D&D has magic that makes life a bit easier than our real world medieval times were, but I want to introduce a little bit of realism into D&D.

Farmingplugin-autotooltip__default plugin-autotooltip_bigFarming

Disorganized Notes

Random farming notes, compiled by from various posts to rec.games.frp.dnd.

Raising animals for meat

An acre under normal conditions produces 1d8+8 months of food per month. Large animals require twice that (so little because some things (wheet) leave a lot of fodder, and a lot of the land lies fallow for extra grazing).

Adventuring in Cold Weatherplugin-autotooltip__default plugin-autotooltip_bigAdventuring in Cold Weather

This list was originally written by an unknown poster in rec.games.frp.dnd. It was recompiled and reorganized by , but I take no credit for the ideas herein.

Adventurers in winter do 8-10 miles/day. Half that without trails.

British and Sweedish Measurement Unitsplugin-autotooltip__default plugin-autotooltip_bigBritish and Sweedish Measurement Units

British Units Liquid Measure 1 fluid ounce = 8 fluid drams 1 quart = 2 pints 1 gill = 4 fluid ounces 1 gallon = 4 quarts 1 cup = 2 gills 1 hogshead = 2 barrels 1 pint = 2 cups 1 barrel = 31.5 gallons

Taxesplugin-autotooltip__default plugin-autotooltip_bigTaxes

Not sure who wrote this...

Taxes

Taxes would be for merchants. Consider fees, as well. Remember that a large portion of the income of a medieval Lord was not cash, but in kind i.e. labor, grain and goods.

Traditionally, in return for land to farm, tenants turned over a portion of the harvest (often above 50%!). Tenants were usually required to work one day a week on projects of the Lord, be they irrigation, roads, timber harvest etc. Only once that day's work was accomplished were they …

What did houses look like in the middle ages?

What did people do in a medieval city?

Medieval Demographics: Medieval Demographics Made Easy, an article by S. John Ross.

A Boke of Gode Cookery: James Matterer's collection of medieval recipes which he has translated and adapted for the modern cook.

Blue Moon Aurora: This site has some well-constructed adventures, advice on duet roleplaying, and some roleplaying tips.

The Medieval Technology Pages.

Ancient and Medieval Law.

Combat

Making Combat More Excitingplugin-autotooltip__default plugin-autotooltip_bigMaking Combat More Exciting

2/28/01 “Drew Id”

Describe everything in as much detail as possible. A thesaurus can be your best firend here, and don't be afraid to put together a list of good words or phrases to use for later. It doesn't take long to create a list of 100 combat phrases to describe misses, hits, and wounds. Try to describe (and encourage your players) to go an entire combat without ever using the words

Making Little Monsters Challengingplugin-autotooltip__default plugin-autotooltip_bigMaking Little Monsters Challenging

Here are ideas on making wimpy little monsters more of a challenge to higher-level parties, collected from rec.games.frp.dnd.

Hit & Run and Goblins

From: “Tiuz” Subject: Re: Making the Most of a Little (Monster)

Misc

The Campaign Builders' Guild Useful forums for campaign building, with a play-by-post section.

The FidoNet AD&D Compendium Version 2.1plugin-autotooltip__default plugin-autotooltip_bigThe FidoNet AD&D Compendium Version 2.1

The Great FidoNet Compendium 2.0 was published to the AD&D FidoNet group on January 22nd, 1997. It was adapted to the internet as Version 2.1 on August 21, 2011. Last updated July 29, 2014.

Introduction

The previous version of this compendium was released close to fifteen years ago. With FidoNet long gone, and plain text out of style, I figured it was time to reformat this thing for the internet. This version includes seven spell submissions that didn'…
: A collection of classes, monsters, spells, magic items and whatnot else for 2nd edition, created by the FidoNet community.

Encyclopedia Mythica, a thorough reference on real-world myths and legends. This is very useful for giving your campaign world a unique feel. Don't like the standard D&D goblins or kobolds? Look them up in the encyclopedia and see what you find. Wikipedia is also a good reference for this.