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. Repurposing Prematurely Ended Campaigns
You know that campaign you put so much work into but it never got to finish? There's that wonderfully epic battle waiting for the party, but each of the players have all moved or aren't game to play anymore. If you can't reuse it, recycle it into it's own fictional work.
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. Focused Prep is Practical Prep
While brainstorming is great for jumpstarting your imagination, creative meandering can detract greatly from your session preparation time. Creativity shouldn't be kept to a strict schedule, either. Here's how to make sure you have what you need prepared with limited segues.
5. 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?
6. 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.”
7. 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.
8. Alternatives to Removing Absent PCs
Three of four players are in their seats, ready to roll dice. The GM reports to the rest of the table that the fourth isn't going to show. What do you do? Here's four more options than canceling the game or just calling their character a late sleeper and damaging your campaign's cohesion.
9. Legends in Your Campaign
The most incredible stories wind through people like currents, fueling their transfer from one person to the next. Travelers are introduced to locals via such storytelling as well. Done right, your players may keep your homemade legends alive. Here's how to plan your own legends.
10. 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.
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