In our first episode of 2021 myself and Hannah are looking at five simple tips you can use to encourage people to stay in-character during your games.Continue reading “5 Tips for Staying In-Character”
In this episode we discuss how you can use that most powerful of all magics, wishes, in your D&D game.Continue reading “Wishes”
Running NPC heavy scenes can be very challenging for both GMs and players, in this episode we’re offering some tips to help lighten the load a little.Continue reading “5 Tips for Running NPC Heavy Scenes”
It’s been a long day here at Red Dice Diaries, so I thought that–whilst Hannah is running her Star Trek game on my desktop upstairs–I’d offer some advice on running a game when your well of creativity has run dry or you’re feeling low in energy.
It’s bank holiday Monday here in the UK, and Hannah has some questions about what do to when players “go off the rails” or spin off into a random tanget.
It’s Wednesday and we’re offering some tips to make running your first session of a new system go a little smoother.
It’s the middle of the week and–given the current situation worldwide–many people are planning on taking their gaming online.
In this episode Hannah and myself often ten tips for making your online gaming experience as smooth and enjoyable as possible.
In episode 18 of the podcast I talk about one of the tools I use to keep track of plots in my games:
It’s Tip Tuesday here on the Red Dice Diaries blog, and for this post I thought that I’d give you a tip for campaign creation.
A lot of GMs make the mistake of trying to detail out their entire campaign world to the nth degree. What tends to happen with this approach is that it takes a lot of time and can be very frustrating as a lot of the information doesn’t get used or is ignored.
In order to keep a sense of logic and verisimilitude to your campaign world I wouldn’t recommend just making everything up as you go along, this can lead to contradictions and a patchwork feel. I stead, sketch out the very broad strokes of your setting.
For example: You might decide that there are two kingdoms in your world, in the north and south separated by a mountain range. One is a theocracy lead by a Priest King the other s feudal kingdom ruled by a hereditary monarch.
In this example we’ve got enough detail to give the players the broad strokes of our setting and can expand parts of the setting as needed. But crucially we’ve not exhausted ourselves nor have we boxed ourselves in, there’s plenty of room to incorporate new ideas.
Once you’ve decided where your player party is going to begin the campaign (normally a small settlement or something similar), zoom in and detail that place more thoroughly. The PCs are going to spend their first few session there between dungeons, buying provisions, drinking in taverns, etc it’s worth having a few NPCs, some encounters and other bits and pieces prepared in advance.
You can use this time to determine what you’re going to need to detail out in future, bait your hook with hints about the wider world (using your sketched out world outline) and see which ones the players bite.
When your players bite into one of your baited hooks, use your world outline to improvise more world details, make sure to take notes so that you can portray the world (and any NPCs, locations, etc) consistently.
It’s Tip Tuesday here on Red Dice Diaries, and in this video I’m talking about some of my favourite handouts, newspaper clippings and letters: