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Here are the top ten articles for the Role Playing Games Site! These rankings are live and get reset at the beginning of each month, so check back often to see what your fellow visitors are most interested in!
1. Stronghold Builder's Guidebook Review
Perusing the shelves for Dungeons and Dragons Third Edition books? If you've come across the Stronghold Builder's Guidebook, I've got some advice before you buy it. Especially if your group isn't hardcore into that system.
2. Populating Your World With Somebodies
Portraying the rest of the world surrounding the party can seem quite the daunting task. You don't want it to seem dull yet you might not know who the characters will interact with. Instead of crafting each person or assuming people insignificant to the adventure are the same, make types.
3. Noncash Treasures for Player Characters
Riches don't consist strictly of coins. Don't gloss over all wealth as money instead, view it as a way to enrich the verisimilitude of your campaign world. Add some complexity to those hoards! People can be rewarded with items, service or land just the same.
4. Secret Organizations and Potential Masterminds
Threading any given object or NPC into a campaign means that it can be destroyed by the party. Never introduce anything in the hopes that it won't be trampled underfoot no matter how unlikely that is. How then does one create a secret organization within the world the PCs occupy?
5. DaVinci Code Style Puzzles in D&D
Learn how to use exciting puzzle encounters to make your players chomp at the bit for the next clue.
6. The Purpose of GM Authority
Why does the GM even need authority over the players? Can't the party just do whatever they want anyway? There's a balance which varies among parties and GMs across the board. Here are four reasons GMs need some control to help the game flow. Each is backed with responsibility to the group.
7. The Truth About Dice
Dice have no heart. They can be cruel or they can be kind. What are their intentions and how do they line up to yours? What could probability possibly have to do with dice? There is 'magic' when it comes to rolling dice but where it stems from may surprise you.
8. Coping With Dungeon Master Burnout
Surely every DM has felt game-haltingly bored at some time or other. When this happens it is like a big warning sign to your group saying "this is a chore." How do you manage it? Will it always be like this? Here's some advice on how to bring fun back to your games.
9. Villain Motivators and Antagonist Intentions
When you've reused the same villain for three adventures, your players might get bored. How can you come up with fresh material? Well, if you start with the basics the reason they are villains it's pretty easy to branch in different directions. Here's five common roots for evil villains.
10. Tips for Call of Cthulhu Campaigns
Call of Cthulhu lends itself more to horrific one-shots, yet a campaign can be fun, too. Here are some tips on running a great campaign.
Be sure to visit the Role Playing Games Archives for all the articles!
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