Front Page

Life | The Universe | Everything | Advanced Search
 
Front PageReadTalkContributeHelp!FeedbackWho is Online

or register to join or start a new conversation.

 
The Art of Running a Tabletop Roleplaying Game

WORK IN PROGRESS

Scenarios and Adventures

From the simple hack and slash dungeon crawl to the Machiavellian intrigues of a royal court every good roleplaying game session needs a scenario to drive it.

Campaigns

A campaign is a series of more-or-less linked scenarios, often with the aim of taking the characters from relative obscurity all the way to saving the world.

Settings

Whether your making it up as you go along or using a published game world a good setting is vital to any decent roleplaying game.

The Forgotten Realms campaign setting for Dungeons and Dragons is an excellent example of a diverse and complex world that successfully combines fantasy cliches with original ideas.

What You Will Need

  • A copy of all necessary rulebooks.
  • At least two of any dice necessary for playing the game.
  • A neat and easy-to-follow copy of the scenario you are running1.
  • A notepad.
  • A pencil.
  • A pencil sharpener.
  • A rubber2.

These represent the bare minimum any good GM should have at every session they run. Even if you're planning on bringing a laptop with everything needed for the game on it, you should still bring most of the things on that list because you never know when you might need to pass a note to a player, or if someone might have forgotten their copy of the rules3.

Describing The Action

This is a lot more important than many give it credit for. The simple fact is that just reeling off a list of dice roll results is boring, it's much better to describe things in exciting terms that give a real sense of action.

Compare:

Your roll of 18 was enough to hit the orc and [pause] 4 points of damage was enough to finish it off.

With:

You swing your battleaxe into a gap in the orc's armour and with a crunch of bone you swiftly send the creature to whatever hell awaits it.

Dos and Don'ts


1 This is especially true of self-written scenarios. This Researcher has attempted to run games using hastily scrawled notes and it never goes well.
2 Eraser.
3 Some GMs consider it bad form to 'allow' the players to have their own rulebooks. Many more think that's silly and selfish.

Discuss this Entry  Click here to be the first person to discuss this Guide Entry





Add your Opinion!

There are tens of thousands of h2g2 Guide Entries, written by our Researchers. If you want to be able to add your own opinions to the Guide, simply become a member as an h2g2 Researcher. Tell me More!

 
Entry Data
Entry ID: A87714688

Edited by:
Mr. Dreadful - Give a man a fish and he might not like fish and you've just wasted a fish...


Date: 25   October   2011


Text only
Like this page?
Send it to a friend


 


Front PageReadTalkContributeHelp!FeedbackWho is Online

Please note that Not Panicking Ltd is not responsible for the content of any external sites listed. The content on h2g2 is created by h2g2's Researchers, who are members of the public. Unlike Edited Guide Entries, the content on this page has not necessarily been checked by a h2g2 editor. In the event that you consider anything on this page to be in breach of the site's House Rules, please click here .


About | Help | Terms of Use