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 Reducing GM Pressure: Phase In Your Jobs
Posted: Thu, 19 Feb 03:29:16
Category: Running Games, Agile Gming, Gming - Beginner

Reducing GM Pressure: One Thing Added, One Removed Go easy on yourself. And keep it simple behind the screen. I ran Night’s Black Agents for the first time on Sunday. We did the chase scene with the nuclear briefcase. Great game. Tricked my players to play again in March. The PCs are super agents. The […]

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 Use Moves To Beat Brain Freeze & Deepen Play
Posted: Fri, 13 Feb 04:49:50
Category: Running Games, Agile Gming, Design

How to simplify things at the table and drop dynamic game pieces onto it. In response to a description tutorial I sent out, Wizard of Adventure GM Will asks: I want to know more about the “Moves” section Thanks Will. I first discovered Moves in the Dungeon World RPG. At first, I didn’t understand the […]

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 Solo RPG Suggestions
Posted: Tue, 10 Feb 03:19:55
Category: Running Games, Campaign Logger, Gming - Beginner

Do you play solo RPGs?  That’s you, a game system, some dice – maybe, and a quill and parchment.  If you quest for some sci-fi solo evenings, here are several recommendations from Wizard of Adventure @ExileInParadise based in response to a recent newsletter about asking the right questions to oracle in solo games.  Exile’s a mod […]

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 How To Fix A Dull Setting (Without Writing More Lore)
Posted: Wed, 04 Feb 02:31:57
Category: World Building, Agile Gming, Campaign Logger

A great way to craft and maintain a consistent atmosphere without the heavy prep. I’m experimenting with a Sensory Bible for my Obsidian Invictus campaign to solve a specific problem. How to keep the vibe consistent without writing a tome of lore? One of my first steps was creating a Sensory Bible for the city, […]

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 Make Melees Faster With Combat Outs
Posted: Mon, 02 Feb 02:54:37
Category: Combat & Action, Agile Gming, Design

How to end combats without grinding down to the last health point every time. Roleplaying Tips GM Paul asks: One thing that has always been difficult is that when the party have relatively low skills in combat and magic. A fight can take up to 2 sessions to get through. Fatigue playing a major part […]

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 Design First, Draw Second
Posted: Thu, 29 Jan 03:10:41
Category: Adventure Building & Campaigns, Adventure & Campaign Building, Agile Gming

5-Minute Megadungeon Maps. You have a great idea for a massive complex. But the thought of drawing every 10ft. corridor before you even know what goes where is so daunting that you never actually start. I’m faced with this proposition right now as I need to map the megadungeon for my Obsidian Invictus campaign. I […]

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 Dungeons in Modern Games
Posted: Tue, 27 Jan 03:00:14
Category: Adventure Building & Campaigns, Adventure & Campaign Building, Design

Running “dungeons” in any genre or setting. Roleplaying Tips GM Richmond grabbed my book, Logical Dungeon Design: Tactical Cartography, and sent me this note: Johnn, I have read the first chapter and part of the second. I don’t know how useful it will be for the game I am currently running, but I may be […]

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 Create Dynamic Dungeon Maps & Levels That Make Sense
Posted: Sat, 24 Jan 03:20:50
Category: News, Adventure & Campaign Building, Design

Have you ever been running a dungeon crawl, feeling good, when suddenly a player asks a question that stops your dice cold? “Wait, why is there an ice room right next to a lava chamber?” “What do these monsters actually eat?” “Why are the ceilings only ten feet high if giants live here?” I call […]

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 My Heuristic For Better Descriptions
Posted: Fri, 23 Jan 05:55:13
Category: Running Games, Descriptions, Improvising

Today’s word of the day is indite, which is also today’s tip. So, here is how I indite better descriptions. Earlier this month I shared my 3-step description trick in a Tuesday Tutorial with Platinum Wizards of Adventure. I call these descriptions Lore Drops. They give us a robust mental framework we can apply to […]

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 Solo RPGs – How To Ask The Right Questions
Posted: Thu, 22 Jan 02:44:27
Category: Running Games, Running the Game, Self-Improvement

Ack Ack Johnn! Before I give you today’s tip, I have exciting news. First draft of my new book on dungeon design is done! It’s called Logical Dungeon Design: Tactical Cartography.  Here’s the cover: It’s about how to design dungeon maps and levels that respond to the players. Living Dungeons. This book is also about […]

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 In A TPK They Can’t Hear You Screen
Posted: Tue, 20 Jan 13:42:18
Category: Running Games, Gming - Beginner, Johnn's Games

To screen or not to screen, that is the question from Roleplaying Tips GM Eli: Johnn! Thank you for these wonderful articles. I was wondering, could you tell me why you do or do not use a DM screen? I’m interested to hear what you think! Thanks Eli. I stopped using a GM screen in […]

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 Why Dungeon Maps Feel Fake – The Dungeon Timeline Method
Posted: Fri, 16 Jan 04:13:05
Category: Adventure Building & Campaigns, 5 Room Dungeons, Adventure & Campaign Building

How to make logical dungeon maps. Nonsensical maps were a major theme in the fantastic feedback I received from Monday’s request about your biggest pain point with dungeons: How to make dungeons make sense and believable? Most GMs think they need to design a dungeon for the adventure they are running right now. You sit […]

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