Archive for the ‘Storytelling & Roleplaying’ Category

How to Make Hit Points = Morale

Tuesday, May 29th, 2012

It was a couple of days before the recent and lovely Hit Points, Our Old Friend article hit the D&D site.  I had actually been experimenting in my 30th level D&D tribal campaign with hit points and morale, blending them together like a fine, time-saving… erm… wine?  Cheese?  Taco?

Whatever!  I’m actually a little suprised that Mike Mearls’ definition of hit points in that article didn’t include morale.  It includes just about everything else – all good stuff, too.  What gives?  Morale seems obvious to me.  It should be there!

(more…)

D&D Next: What About Magic Item Complexity?

Tuesday, May 8th, 2012

We’ve seen a lot of class and race tidbits, and DM options when it comes to setting our D&D Next complexity slider right where we want it. 

Modular D&D is on its way so we can play whatever style or complexity level of D&D that suits our playgroups best for any particular game or campaign – and that’s a great thing!

And yet there’s one other important thing when it comes to complexity that’s really ramped up in 4e: magic items are very much styled like powers, and like powers, have a large range of complexity as well. 

(more…)

60 Good Minutes of D&D Next @ Pax East 2012

Tuesday, April 10th, 2012

Want to know what D&D Next or 5e is all about? 

Mike Mearls and Jeremy Crawford do an excellent job of just that at Pax East.  If you’re a die hard D&D fan, player and DM like me, you owe it to yourself to watch and listen carefully to this excellent hour of D&D conversation. 

Clocking in at around 80% fan questions and designer answers, it’s an excellent listen.  It’s so good, I don’t want any die hard D&D fan or Leonine Roar follower to miss it! 

Or skip to my bulleted favorites after the video and then hit play!

Here’s some of my favorite tidbits:

(more…)

Campaign Endings: Destroy the World!

Tuesday, April 3rd, 2012

The end of days in near.  The heroes have literally commandeered a storm giant king’s sky fortress, a castle riding upon an electrified expanse of roiling storm clouds. 

The destination?  The Frozen Death.  A place so cold, so dark, that only one thing could survive there – a primordial. 

The heroes have learned that the lava, magma and heat of the world has been not only drained, but stolen into the depths of the Frozen Death itself.  Why?  The Storm King has a primordial to thaw and unleash upon the world!

So much for the simple tribal life for our heroes, right?

World destruction is wonderful campaign theme, perfect for wrapping up the epic tier of play.  It’s one of my favorites and once we hit 30th level – it shouldn’t be just the world that’s in trouble.  Epic scope – go!

(more…)

A Simple Injury System for D&D

Tuesday, March 13th, 2012

Ever wish creatures and characters’ injuries actually mattered?  Hit points are an abstraction of wounds, physical toughness, weariness and even morale. 

Yet a specific injury system has always been difficult to implement without slowing the game down or creating an administrative nightmare. 

So what works andwhat doesn’t work?  Initially inspired by the Dragon Age video game’s injury system and now by Dragon Age II’s more streamlined version, here’s how you can adapt some easy-to-use injury rules to your D&D game.

(more…)

Enter The Combat Swipe File Contest – Deadline Feb 27

Sunday, February 26th, 2012

Ever struggle with vivid and fantastic descriptions of combat?  Have trouble getting the playful banter and insults just right? 

We all do, whether we’re GMing or playing D&D 4e, Pathfinder, or any RPG.

Have some cool descriptions of the action to help fellow gamers out?  Head on over to RoleplayingTips.com and enter the contest!

Prizes?  MyInfo software and some cool PDF GM books!

Two more days only, so don’t miss out on your chance to win.

Great Escapes: 8 Ways to Help Villains Get Away

Tuesday, February 21st, 2012

Recurring villains are great in our favorite stories, books, movies or TV series.  What separates recurring villainy in those mediums from tabletop RPGs is that it’s easier to execute villain escapes.  The writers take some creative license and weave at least a mildly believable story or tactical reason for a villain’s escape.  And that’s it – we’re not chasing them ourselves, so we don’t get that upset.  (Well, maybe a little!)

In D&D, however, it’s just not that easy.  Recurring villains don’t get to graduate to “Level 2: Recurring” often.  Why?  During first contact with the party, they’re usually pin downed and killed well before you can say “You’ll pay for this!”  With the amount of truly debilitating effects that D&D 4e powers and attacks are capable of, it’s only become a bigger issue.

(more…)

The Monstrous Vignette in 8 Quick Steps

Tuesday, January 24th, 2012

One of the most enjoyable storytelling tools you can put to use is to show a radically different perspective and scene in your campaign’s ongoing story.

Even better, one of the most engaging things you can do is play out that scene with your players still being the stars of the scene or encounter. 

A monstrous vignette is also a great opportunity to unveil a few secrets of the story and world as well as an opportunity for your players to play a refreshingly different character – or monster!

(more…)

A Year Has Passed… How to Include the Passage of Time in Your Campaigns

Tuesday, January 3rd, 2012

Ever rush from one adventure to another, following shiny and wicked connections and surprises alike?  The hooks come hard and strong, as do the monsters and villains you need to chase and cut down. 

And then one day, you suddenly wonder how all your teen or 20-something heroes got to 20th or 30th level in just a few in-game months? 

Got the Glory, Got the Time?

It happens to us all, and has in every edition.  We gravitate towards heroics, whether we’re playing or DMing our D&D adventures, so it might seem strange to take breaks in the story and ongoing campaign. 

After all, what about all those loose ends?  The bad guys that got away?  The treasure maps to places we’ve yet to explore?  The mighty dragons, giants, mindflayers, and assassins that are always on our tail? 

(more…)

True Holiday Treasures

Tuesday, December 27th, 2011

I wasn’t sure what to write today except that I knew it had to include a few things that D&D and gaming have always brought us: joy, laughter, thanks and appreciation.  The stories and characters, our fellow players and our DMs – we create and share a unique and inspiring hobby together, and in that I know I am not alone in feeling so fortunate and thankful.

Passion and Poetry

While I love to write, and have always loved spelling, language and etymology, prose was always my strength.  Poetry never came as easily to me, however.  It was so different from prose.  Sometimes its bizarre look and rhythm was crazy beautiful, and sometimes it was simply nothing more than crazy! 

Yet with a new and exciting year upon us, here is a poetic gem I found to remind us about what really matters when we play – in D&D, in any game we play and in life:

(more…)