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 The Minnie Haul GM
Posted: Tue, 07 Jul 01:35:37
Category: Treasure Rewards & Items, Adventure & Campaign Building, Mage

So I’m a cheap bastard. That’s number ten on The Gamemaster’s Hall Of Shame: Monty Haul’s Top Ten Cousins all the way back to Roleplaying Tips Newsletter #3: 10 Minnie Haul Players in previous campaigns joke about it. I like to pretend there’s no treasure chapter at all. Mice must’ve eaten those pages. But the […]

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 Balancing Magic, Bears & Hit Points
Posted: Thu, 02 Jul 02:14:02
Category: World Building, Design, NPCs & Roleplaying

Happy Canada Day! While swatting mosquitoes and sipping cool bevvies, let’s look at a dilemma that community member Sir Tainley poses about explaining the strength of commoners in certain game systems: I’m designing a world for a D&D 5e clone. I want magic to be reasonably common, and taught in the universities. But, powerful enough spells […]

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 Try This Fantastic Adventure Mad Lib
Posted: Tue, 30 Jun 04:56:01
Category: Adventure Building & Campaigns, Adventure & Campaign Building, Combat & Action

On the Roleplaying Tips Discord, @Kodia Tomekeeper reminded me about the fantastic template Pixar used for story spines. It works well for our own adventure, campaign, and even world seeds: Once upon a time there was ___. Every day, ___. One day ___. Because of that, ___. Because of that, ___. Until finally ___. Let’s […]

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 What’s the Point (Crawl)?
Posted: Sat, 27 Jun 00:46:59
Category: Adventure Building & Campaigns, Adventure & Campaign Building, Design

Here’s a tip for new GMs or those new to point crawls. What’s a point crawl? I don’t know the official definition, but mine is an adventure you make based on story gates characters must get through. When the final obstacle’s been beaten and that gate traversed, the party’s won. Creating a point crawl confused […]

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 When Players Derail Our Prep
Posted: Thu, 25 Jun 02:38:16
Category: Running Games, Agile Gming, Encounters

GM’s Log #7 went out to CampaignCraft members yesterday, and it teaches my 5 Actions Framework that anticipates 90% of encounter derailments and broken adventures. After you complete the tutorial’s six steps, players can still surprise you, but they’re much less likely to break your encounters. One of my favourite examples of players ruining my […]

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 Retroactive Clues
Posted: Tue, 23 Jun 02:40:19
Category: Running Games, Agile Gming, GMing - Advance

Happy Monday, Game Master! Friday’s tip about using flashbacks for backstories garnered a great response from the community. You sent in several fantastic ideas on how to take this mechanic even further. Today, let’s look at a great breakdown from GM Allen (pictured here with his Magic 8 Ball USB button) on how to use […]

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 Try Flashbacks For Backstories
Posted: Sun, 21 Jun 01:56:16
Category: Players & Characters, Agile Gming, Improvising

The first time I encountered a flashback mechanic was at Intrigue Con here in town in a Night’s Black Agents game. The second time was the following morning playing Blades in the Dark. The cool thing about flashbacks is you can add them to any game system. I’m doing it right now for my Lost […]

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 How to Create Non-Combat Encounters
Posted: Fri, 19 Jun 00:56:25
Category: Adventure Building & Campaigns, Adventure & Campaign Building, Encounters

A Brief Word From Johnn Hola Game Master! First, a quick note to say that yesterday I fixed the broken video links in the 7-Day GM Organization Challenge. To get the fresh links, you can re-join the challenge or feel free to email me and I will send you the link list directly. Today’s tip […]

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 Make Your Battlemap Worth Fighting Over
Posted: Thu, 18 Jun 09:38:09
Category: Combat & Action, Design, Preparation

A quick trick to make melees more exciting from this week’s GM’s Log. Ankhegs are one of my favourite monsters. Looking at their stat block, they’re a one-trick pony. Just a brute that deals damage. But their strategy involves verticality, making the critter agile, reusable, and always a challenge. Ankhegs burrow, but most characters cannot. […]

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 How To Cure GM Overwhelm When Your Brain Runs Out Of RAM
Posted: Tue, 16 Jun 03:09:22
Category: Running Games, Gming - Beginner, Organization

Instinct vs. Prep. A GM in our community recently shared a struggle many of us face: “I generate NPC actions by zen and instinct, but eventually there are too many pieces to track. My notes become random, unactionable noise, and the prep becomes an exponential amount of work. How do I stop my campaign from […]

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 What’s The Heart Of An Encounter?
Posted: Sat, 13 Jun 03:13:08
Category: Players & Characters, Encounters, GMing - Advance

Read Time: 3 Minutes What’s one thing I do to make every encounter better? This morning I was drafting up a document explaining my CampaignCraft membership program, and I got to writing about my core GMing philosophy of encounters being the atomic unit of gameplay. Players judge our campaigns by how they feel last session […]

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 Today’s GM Tip: How To Create Dynamic Battle Maps
Posted: Thu, 11 Jun 01:58:01
Category: Combat & Action, Design, Preparation

A 1-Minute Read My game on Sunday proved to me again why a bit of combat prep matters. One encounter featured a collapsing bridge, tricky terrain with barnacles and kelp, and a channel with strong tidal water. The other encounter offered only minimal terrain and lacked interesting routes, positions, and discoveries. Guess which one turned […]

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