home.social

#roleplaying-games — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #roleplaying-games, aggregated by home.social.

fetched live
  1. #RPGaDAY: Day 11 – Tact (Associates; Grace; WILD)

    This is the 11th day of #RPGaDay2026. We are close enough to the middle of this month-long event to see it waiting for us at the end of the week. Yesterday we took our first look at how characters are conceived in WILD. Today we will continue to look for Clarity (a little in-joke, there), keeping in mind our weekly filter of Associates, and the daily filter of 'Grace.' The prompt for today is 'Tact.' You might be remembering right now that last week when we hit the Grace filter for Tuesday we added a scenic leg to our journey by adding our dog Grace to the proceedings. This week is no different~

    castingshadowsblog.com/2026/08

  2. Just had a good laugh browsing the Zweihänder Starter Kit, which seems superb so far. There is no way this Patrician character isn’t Father Guido Sarducci. 😂

    #RPG #TTRPG #RolePlayingGames #HorrorRPG

  3. Just had a good laugh browsing the Zweihänder Starter Kit, which seems superb so far. There is no way this Patrician character isn’t Father Guido Sarducci. 😂

    #RPG #TTRPG #RolePlayingGames #HorrorRPG

  4. #RPGaDAY: Day 10 – Secret (Associates; Fair; WILD)

    The tenth day of #RPGaDay2026 invites us to take a dream journey through one of the cool games designed by the founder of RPGaDAY, David F. Chapman. The game is called WILD and it pits its characters against the perils of dreams using a direct line to our imagination and creativity: a custom 78-card tarot deck. On this first day of our trip beyond the wall of sleep, our underpinning concept is the weekly filter of Associates, and the daily filter of 'Fair of Face.' The prompt for today is 'Secret.'

    castingshadowsblog.com/2026/08

  5. Ultraviolet Grasslands and the Black City - WizardThiefFighter Studios and Exalted Funeral Press

    An eccentric Old School System revival of a psychedelic scifi point crawl. Solo or Group play is possible, but mostly I've mined it for amazing setings & a good system for long caravan-based campaigns.

    #ttrpg #rpg #psychedelic #scifi #caravan #roleplayinggames #lukarejec

  6. 🎲 Lojas de Jogos de Mesa 🎲

    Se têm interesse em #JogosDeTabuleiro, #TCG ou #RolePlayingGames, creio que vos poderá ser útil este artigo em que estive a trabalhar nas últimas semanas: inclui 48 lojas portuguesas, mais de uma centena de lojas estrangeiras e diversos agregadores de preços. Sentia falta de uma referência deste género e acabei por meter mãos à obras, como se diz vulgarmente.

    #JogosDeMesa #Tabletop #RPG
    ricardolourenco.art/lojas-de-j

  7. 🎲 Lojas de Jogos de Mesa 🎲

    Se têm interesse em #JogosDeTabuleiro, #TCG ou #RolePlayingGames, creio que vos poderá ser útil este artigo em que estive a trabalhar nas últimas semanas: inclui 48 lojas portuguesas, mais de uma centena de lojas estrangeiras e diversos agregadores de preços. Sentia falta de uma referência deste género e acabei por meter mãos à obras, como se diz vulgarmente.

    #JogosDeMesa #Tabletop #RPG
    ricardolourenco.art/lojas-de-j

  8. #RPGaDAY: Day 5 – Burden (Intellect; Woe; Vagabonds of Dyfed)

    The fifth day of #RPGaDay2026 gives us the prompt Burden. This response remains under the influence of the weekly filter of Intellect. The daily filter sticking its nose in on this Wednesday is Woe. As none of my dogs are named woe or any of the other filters for the week, you will sadly be deprived of a dog picture... until next week. Several of my dogs do participate in my RPG activities, so their inclusion in this event is not a complete surprise. Anyway, none of them are going to show up today, so let's get on with today's response.

    castingshadowsblog.com/2026/08

  9. #RPGaDAY: Day 5 – Burden (Intellect; Woe; Vagabonds of Dyfed)

    The fifth day of #RPGaDay2026 gives us the prompt Burden. This response remains under the influence of the weekly filter of Intellect. The daily filter sticking its nose in on this Wednesday is Woe. As none of my dogs are named woe or any of the other filters for the week, you will sadly be deprived of a dog picture... until next week. Several of my dogs do participate in my RPG activities, so their inclusion in this event is not a complete surprise. Anyway, none of them are going to show up today, so let's get on with today's response.

    castingshadowsblog.com/2026/08

  10. #RPGaDAY: Day 4 – Charm (Intellect; Grace; Vagabonds of Dyfed)

    The fourth day of #RPGaDay2026 gives us the prompt Charm. This week's responses are all under the influence of the weekly filter of Intellect. The daily filter sticking its nose in on this Tuesday is Grace. I will endeavor not to turn this post into one about our Doberman Pinscher rescue of the same name, but there will probably be a picture. No apologies. She embodies her name, is incredibly charismatic, and is one of the smartest dogs I know. Ok. There will definitely be.... there already is a picture.

    castingshadowsblog.com/2026/08

  11. #RPGaDAY: Day 4 – Charm (Intellect; Grace; Vagabonds of Dyfed)

    The fourth day of #RPGaDay2026 gives us the prompt Charm. This week's responses are all under the influence of the weekly filter of Intellect. The daily filter sticking its nose in on this Tuesday is Grace. I will endeavor not to turn this post into one about our Doberman Pinscher rescue of the same name, but there will probably be a picture. No apologies. She embodies her name, is incredibly charismatic, and is one of the smartest dogs I know. Ok. There will definitely be.... there already is a picture.

    castingshadowsblog.com/2026/08

  12. Beast of Reincarnation review – a taxing reflection of human-made damage
    By Diego Argüello

    PC, Xbox, PlayStation 5; Game Freak/FictionsGame Freak channels a post-apocalyptic reality that reflects our own repetitive erosion cycles, with a fair bit of hand-holding

    theguardian.com/games/2026/aug

    #Games #Culture #Actiongames #Roleplayinggames #TheGuardian #DiegoArgello

  13. Beast of Reincarnation review – a taxing reflection of human-made damage
    By Diego Argüello

    PC, Xbox, PlayStation 5; Game Freak/FictionsGame Freak channels a post-apocalyptic reality that reflects our own repetitive erosion cycles, with a fair bit of hand-holding

    theguardian.com/games/2026/aug

    #Games #Culture #Actiongames #Roleplayinggames #TheGuardian #DiegoArgello

  14. #RPGaDAY: Day 3 – Poise (Intellect; Fair; Vagabonds of Dyfed)

    For Day 3 of #RPGaDAY2026 the prompt is Poise, the weekly filter is Intellect and the daily filter has shifted to Monday's 'fair of face.' Let's go where that takes us, shall we, and let's explore a little of Vagabonds of Dyfed while we are at it~

    castingshadowsblog.com/2026/08

  15. Me, Teller of Stories

    People like to tell stories. At times, this could be to make something else seem more interesting or important. Other times it could be to get out of, or into, something. Among people who play tabletop role playing games (TTRPGs), the primary purpose will be to entertain everyone. Regardless of the reason, all good stories will possess six primary items.

    Goal?

    At the core of every story will be some goal. This could be to clean the dungeon, locate some important figure, gather information (usually for some powerful organization), or essentially anything. This goal could be directly stated or implied. At times, the player characters (PCs) will be given their choice of several goals on some bulletin board in the game. The design of that bulletin board could vary depending upon the nature and setting of the game. A fantasy game would have a large wooden board that people post these goals on while a scifi game would require the PCs to access some electronic site for this. Another way to state the goal would be interactions with some important official from the government, organization, business, or other source. This could be where the King summons them for an audience, a business representative will request their aid, or any other form of stating the goal. A third way would be to accidentally encounter the goal. That could the PCs traveling to some city and meets some bandits with information they need. They encounter a derelict spaceship sending out a recorded call for assistance.

    Audience?

    The nature of everyone will make a powerful impact upon how the game advances. A group of murder hobos would be interested in how much (and powerful) combat they would encounter. If there are Sherlock type players, they would desire a worthwhile mystery. Other types will each have their preferred style. While everyone would be willing to attempt other styles, this preferred style will carry them to the end in the most exciting manner. Most groups will involve multiple types, so it will prove to be challenging to entertain everyone all the time.

    Detailed?

    As the person creating the story, it would be easy to believe that the players are all that one needs to consider. However, one needs to consider that as the game master (GM) you are still a player as well. This means both that you must entertain yourself as well and bring in aspects of yourself in addition to bringing in aspects of yourself (which the players will also be doing). If the goal is to rescue this important official, then make that official to be the in-game version of yourself.

    Body Language?

    TTRPGs tend to have little in the way of physical activity. This does not mean they are motionless. People love to exaggerate things through arm movements, show force with table pounding, attention with eye position and movement, among much more. Also, do not forget the importance of voice. A quiet, muttering voice could indicate indecision, while one highly accented might be either high or low intelligence. All of these can be performed while still around the game table. The better one gets at these, the better the game itself will get.

    Clear? Concise?

    No matter how good the goal is, knowledge of the audience, and use of personal details and body language, the game will still have troubles if the players are unable to understand what is going on. When things are described in a manner that everyone can understand, then they will be more excited and want to go through. This means that things should be explained in some manner that the players will understand with little trouble. Being to the point is not always the best solution. There could be instances where using less-than-certain language and manners will be preferred. This could be saying the sword slices through the opponent with blood spurting toward the attacker. Those Sherlock players might desire a description of the scene as being not simply cluttered but mentioning where and how everything is laid around.

    Most Important!!

    The final issue is the most important. It is also the most forgotten. This is to practice and ask for feedback from everyone. Many GMs will assume that by being the game master every (or most) sessions will be enough to satisfy the practicing. As with any activity, the more (and better) one works out will make them improve. It is not as simple as running the game. Just doing that can lock in terrible practices. This is where feedback is important. The players should be willing to tell you where things are weak, or general improvements could be done. Through listening to this advice, a GM make real improvements that makes the game better.

    At its core, TTRPGs are a form of storytelling. Some tellers will perform better than others will. Regardless how good someone is, there will always be room for improvement. There are some core traits that great storytellers will employ to make their stories better. They will attempt to gain knowledge of the group before they even enter the place. That will allow them to tailor the story in a manner they will find amusing. By bringing in some goal, players will be driven into the place and adventure desired. Through personal details from everyone, they will find things that bring them into the story. Body and vocal language will enhance details that are seen as important or deemphasize aspects that are less important. Through clear and concise details, players will be able to know what is the most desirable way of operating. By getting feedback in a timely manner, the storyteller will know where and how they should improve. With all these, everyone will obtain great stories to be able to recreate over several years.

    Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.

    There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.

    Make a one-time donation

    Your contribution is appreciated.

    Donate

    Make a monthly donation

    Your contribution is appreciated.

    Donate monthly #Attributes #Creation #Decisions #Design #Games #Gaming #RolePlayingGames #RPG #Storyteller #TTRPG
  16. Me, Teller of Stories

    People like to tell stories. At times, this could be to make something else seem more interesting or important. Other times it could be to get out of, or into, something. Among people who play tabletop role playing games (TTRPGs), the primary purpose will be to entertain everyone. Regardless of the reason, all good stories will possess six primary items.

    Goal?

    At the core of every story will be some goal. This could be to clean the dungeon, locate some important figure, gather information (usually for some powerful organization), or essentially anything. This goal could be directly stated or implied. At times, the player characters (PCs) will be given their choice of several goals on some bulletin board in the game. The design of that bulletin board could vary depending upon the nature and setting of the game. A fantasy game would have a large wooden board that people post these goals on while a scifi game would require the PCs to access some electronic site for this. Another way to state the goal would be interactions with some important official from the government, organization, business, or other source. This could be where the King summons them for an audience, a business representative will request their aid, or any other form of stating the goal. A third way would be to accidentally encounter the goal. That could the PCs traveling to some city and meets some bandits with information they need. They encounter a derelict spaceship sending out a recorded call for assistance.

    Audience?

    The nature of everyone will make a powerful impact upon how the game advances. A group of murder hobos would be interested in how much (and powerful) combat they would encounter. If there are Sherlock type players, they would desire a worthwhile mystery. Other types will each have their preferred style. While everyone would be willing to attempt other styles, this preferred style will carry them to the end in the most exciting manner. Most groups will involve multiple types, so it will prove to be challenging to entertain everyone all the time.

    Detailed?

    As the person creating the story, it would be easy to believe that the players are all that one needs to consider. However, one needs to consider that as the game master (GM) you are still a player as well. This means both that you must entertain yourself as well and bring in aspects of yourself in addition to bringing in aspects of yourself (which the players will also be doing). If the goal is to rescue this important official, then make that official to be the in-game version of yourself.

    Body Language?

    TTRPGs tend to have little in the way of physical activity. This does not mean they are motionless. People love to exaggerate things through arm movements, show force with table pounding, attention with eye position and movement, among much more. Also, do not forget the importance of voice. A quiet, muttering voice could indicate indecision, while one highly accented might be either high or low intelligence. All of these can be performed while still around the game table. The better one gets at these, the better the game itself will get.

    Clear? Concise?

    No matter how good the goal is, knowledge of the audience, and use of personal details and body language, the game will still have troubles if the players are unable to understand what is going on. When things are described in a manner that everyone can understand, then they will be more excited and want to go through. This means that things should be explained in some manner that the players will understand with little trouble. Being to the point is not always the best solution. There could be instances where using less-than-certain language and manners will be preferred. This could be saying the sword slices through the opponent with blood spurting toward the attacker. Those Sherlock players might desire a description of the scene as being not simply cluttered but mentioning where and how everything is laid around.

    Most Important!!

    The final issue is the most important. It is also the most forgotten. This is to practice and ask for feedback from everyone. Many GMs will assume that by being the game master every (or most) sessions will be enough to satisfy the practicing. As with any activity, the more (and better) one works out will make them improve. It is not as simple as running the game. Just doing that can lock in terrible practices. This is where feedback is important. The players should be willing to tell you where things are weak, or general improvements could be done. Through listening to this advice, a GM make real improvements that makes the game better.

    At its core, TTRPGs are a form of storytelling. Some tellers will perform better than others will. Regardless how good someone is, there will always be room for improvement. There are some core traits that great storytellers will employ to make their stories better. They will attempt to gain knowledge of the group before they even enter the place. That will allow them to tailor the story in a manner they will find amusing. By bringing in some goal, players will be driven into the place and adventure desired. Through personal details from everyone, they will find things that bring them into the story. Body and vocal language will enhance details that are seen as important or deemphasize aspects that are less important. Through clear and concise details, players will be able to know what is the most desirable way of operating. By getting feedback in a timely manner, the storyteller will know where and how they should improve. With all these, everyone will obtain great stories to be able to recreate over several years.

    Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.

    There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.

    Make a one-time donation

    Your contribution is appreciated.

    Donate

    Make a monthly donation

    Your contribution is appreciated.

    Donate monthly #Attributes #Creation #Decisions #Design #Games #Gaming #RolePlayingGames #RPG #Storyteller #TTRPG
  17. #RPGaDAY: Day 2 – Stature (Drive; Blessed; Rivers of London)

    For Day2 of #RPGaDAY2026 the prompt is Stature, the weekly filter is still Drive and the daily filter has shifted to Sunday's 'blessed.' Let's figure out a suitable foil for yesterday's character, shall we?

    castingshadowsblog.com/2026/08

  18. #RPGaDAY: Day 2 – Stature (Drive; Blessed; Rivers of London)

    For Day2 of #RPGaDAY2026 the prompt is Stature, the weekly filter is still Drive and the daily filter has shifted to Sunday's 'blessed.' Let's figure out a suitable foil for yesterday's character, shall we?

    castingshadowsblog.com/2026/08

  19. #RPGaDAY: Day 1 – Discipline (Drive; Hard Work; Rivers of London)

    Here we go with my first response for #RPGaDay2026 where we will take a look at a character I enjoyed playing in the Rivers of London RPG by Chaosium. Our prompt for today is Discipline. The weekly filter is Drive, and the daily filter is Hard Working. It was this specific combination of traits which brought PC Everett Balcom to mind again, and it is the nuance in BRP which makes these special traits something to actively play with, work toward or against, and have matter.

    castingshadowsblog.com/2026/08

  20. #RPGaDAY: Day 1 – Discipline (Drive; Hard Work; Rivers of London)

    Here we go with my first response for #RPGaDay2026 where we will take a look at a character I enjoyed playing in the Rivers of London RPG by Chaosium. Our prompt for today is Discipline. The weekly filter is Drive, and the daily filter is Hard Working. It was this specific combination of traits which brought PC Everett Balcom to mind again, and it is the nuance in BRP which makes these special traits something to actively play with, work toward or against, and have matter.

    castingshadowsblog.com/2026/08

  21. #RPGaDAY2026 Starts Tomorrow: My plan

    August 1st is scheduled to arrive in a few hours and for the next 31 days, there is a lot of positivity and creativity ahead of us on the topic of roleplaying games. I hope you are looking forward to seeing and contributing to it as much as I am. Useful, actionable, relatable positivity is a choice it is often too easy to turn away from. To get the prompts or some direct and specific questions based on them, you can check this post. To watch the launch video with our explanation of the #RPGaDAY2026 event and some ideas for participating in it, you check out this link to YouTube. Now is the time to double-check that everything is in place for an enjoyable run through this month of celebration and sharing.

    castingshadowsblog.com/2026/07

  22. It would be interesting to learn from those who no longer play official D&D (5e) what's the primary reason...

    Is it because you don't like 5e itself?

    Or because you have issues with WotC/Hasbro and its behavior as a corporation?

    #dnd #WotC #ttrpg #roleplayinggames

  23. It would be interesting to learn from those who no longer play official D&D (5e) what's the primary reason...

    Is it because you don't like 5e itself?

    Or because you have issues with WotC/Hasbro and its behavior as a corporation?

    #dnd #WotC #ttrpg #roleplayinggames

  24. In the past two years, I've been the DM for 21 teenagers and 13 adults for their very first D&D game. Cool, huh?

    #dnd #dungeonsanddragons #ttrpg #roleplayinggames

  25. In the past two years, I've been the DM for 21 teenagers and 13 adults for their very first D&D game. Cool, huh?

    #dnd #dungeonsanddragons #ttrpg #roleplayinggames

  26. AMC and Renegade Game Studios have announced a new roleplaying game line based on Anne Rice's Immortal Universe, starting in autumn 2026. #RoleplayingGames geeknative.com/240237/intervie

  27. There Are No Ghosts at the Grand – stripping back the physical and metaphorical layers of a haunted hotel
    By Jordan Erica Webber

    Renovate rooms, investigate the supernatural and watch people burst into song in this surreal British ghost story

    theguardian.com/games/2026/jul

    #Games #Culture #Roleplayinggames #Puzzlegames #TheGuardian #JordanEricaWebber

  28. I had a video come out last Thursday that sparked a much more contentious debate in the comments than I anticipated.

    "When the Table Votes You Out: 3 D&D Stories"

    WATCH: youtube.com/watch?v=BZGY8UJraG4 [22 min]

    #DungeonMaster #DnD5e #DMAdvice #RPGTips #GameMaster #DungeonsAndDragons #TTRPGCommunity #RoleplayingGames #Ruckerworks

  29. I had a video come out last Thursday that sparked a much more contentious debate in the comments than I anticipated.

    "When the Table Votes You Out: 3 D&D Stories"

    WATCH: youtube.com/watch?v=BZGY8UJraG4 [22 min]

    #DungeonMaster #DnD5e #DMAdvice #RPGTips #GameMaster #DungeonsAndDragons #TTRPGCommunity #RoleplayingGames #Ruckerworks

  30. Into the Dungeon!!

    One of the most common tropes that exist in tabletop role playing games (TTRPGs) is that player characters (PCs) will desire to find and clear the dungeon. This is such a long-standing concept that the first adventures in the first TTRPG was developed around this notion. Everyone desires to take care of these dungeons. Before the first PC is able to enter, some initial questions must be answered.

    Why Made?

    Before anything is made, someone will ask what the purpose will be. A company builds a 50-story tower. That will be so they can have someplace for their office and rent out to other companies for the same reason. A vehicle will be constructed so that it can transport people and supplies to where they are or needed. This principle will be no different for dungeons. A dungeon will mostly be built for some reason other than it is currently used. Some possible examples would be a prison, catacombs, connect different places, or other (possibly benign) reason. None of these will be to trouble others. Catacombs are used to bury honored dead, such as the King and Queen. Prisons are meant to detain those who committed some crime or other violation. The current condition of the dungeon will possess remnants of this regardless of the changes time brings.

    Location?

    Most commonly, the dungeon will be located either close to some major place (city) or obscure place. While both are workable, they are not the only possibilities. In or near the city will allow easy access for PCs who desire to explore. However, it also makes problems for the locals since those wanting trouble will have similar ease. In the remote location solves that problem but creates challenges for explorers who try to explore and bring back anything gained.

    Underground Only?

    The first place that people will think of will be that underground dungeon. This is so common that game masters (GMs) will rarely place them anywhere else. Does that need to remain so? Essentially anywhere that can be enclosed and create trouble for the PCs can be called a dungeon. This could include that forest, some castle, abandoned vehicle or station. The only real requirement will be that it is sufficiently large to allow for multiple rooms to explore. Examples for these alternates would include that office tower, a wizard keep, an aircraft carrier, the Death Star, or anything else meeting this requirement. The tower and keep will generally be above ground while the carrier is on some ocean and the Death Star is in space. Have fun and place some dungeon in these alternative places to surprise those pesky PCs.

    Condition?

    Usually when something is built, the builders will attempt to make the place in pristine condition. This does not mean that it will stay that way, especially if not given upkeep. If the original builder or owner abandons the place, then it will fall into disrepair. Over time, other beings will occupy these places probably making modifications that the original never intended. Goblins could move in and make additional rooms, usually with traps. Another problem might be that rooms would collapse making things troublesome to get through. Water or other substance could drip causing things to become difficult to see, slick to travel through, or other problem. Combining several problems would lead to a place that would make even the best and most powerful PC reluctant to enter.

    Treasure?

    PCs will generally take to dungeons so they can gain the treasure within. Before GMs grant said treasure, they should ask themselves who placed it there and why. The common assumption is that they were left from prior adventurers that died. Usually, some later adventurer will not allow those treasures to remain. Goblins will gather such items to use in their travels. Wolves, squirrels, raccoons and similar creatures will sort through them and claim them for their respective function. More intelligent creatures, like the dragon, will pull everything into one central place so they can guard them better. What defenses are around will depend upon the dungeon’s condition and who occupies it

    Size?

    Among gamers, the five-room dungeon has become popular. This simplistic system tells everyone where and how they enter the dungeon, what problems to expect, and how to exit the place. This system will work great for one-shot games or something that is supposed to be solved with little effort. An effort to improve this problem is done through the megadungeon. The idea here is that for some (usually unstated) reason the dungeon has grown to the size that it cannot be fully dealt with in several years of exploration. The Labyrinth could be considered a megadungoen. A problem here is that the size makes them unworkable for even the best teams and locations. Since their real size is unrevealed, they would cause extreme trouble for anyone traveling anywhere several miles around, which could be the size of the U.S. or larger. A simple solution would be to generate a conventional dungeon of the size that the PCs will reasonably explore.

    The most common troupe of exploring the dungeon carries many challenges that usually is either ignored or handwaved away. Issues like the size, when and why made, original and current function will not come up. The problem of the current occupants will be addressed since the PCs will desire to deal with them. Since every issue mentioned will play into its current design, they need to be brought up in some manner, at least by the GM. It will be appropriate if the players want to go into some location that does not currently exist. In that case, simply add it as though it was always there. This can also be if it was placed where the players have no desire to travel to. With that, move it to where everyone wants to be. The most important issue will be making a dungeon that the players want to explore for some reason. When that is done, there will be some exploration that will entice everyone and they will desire to recreate for many years.

    Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.

    There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.

    Make a one-time donation

    Your contribution is appreciated.

    Donate

    Make a monthly donation

    Your contribution is appreciated.

    Donate monthly #Arguments #Creation #Decisions #Design #Dungeons #Games #Gaming #Locations #RolePlayingGames #RPG #TTRPG
  31. Into the Dungeon!!

    One of the most common tropes that exist in tabletop role playing games (TTRPGs) is that player characters (PCs) will desire to find and clear the dungeon. This is such a long-standing concept that the first adventures in the first TTRPG was developed around this notion. Everyone desires to take care of these dungeons. Before the first PC is able to enter, some initial questions must be answered.

    Why Made?

    Before anything is made, someone will ask what the purpose will be. A company builds a 50-story tower. That will be so they can have someplace for their office and rent out to other companies for the same reason. A vehicle will be constructed so that it can transport people and supplies to where they are or needed. This principle will be no different for dungeons. A dungeon will mostly be built for some reason other than it is currently used. Some possible examples would be a prison, catacombs, connect different places, or other (possibly benign) reason. None of these will be to trouble others. Catacombs are used to bury honored dead, such as the King and Queen. Prisons are meant to detain those who committed some crime or other violation. The current condition of the dungeon will possess remnants of this regardless of the changes time brings.

    Location?

    Most commonly, the dungeon will be located either close to some major place (city) or obscure place. While both are workable, they are not the only possibilities. In or near the city will allow easy access for PCs who desire to explore. However, it also makes problems for the locals since those wanting trouble will have similar ease. In the remote location solves that problem but creates challenges for explorers who try to explore and bring back anything gained.

    Underground Only?

    The first place that people will think of will be that underground dungeon. This is so common that game masters (GMs) will rarely place them anywhere else. Does that need to remain so? Essentially anywhere that can be enclosed and create trouble for the PCs can be called a dungeon. This could include that forest, some castle, abandoned vehicle or station. The only real requirement will be that it is sufficiently large to allow for multiple rooms to explore. Examples for these alternates would include that office tower, a wizard keep, an aircraft carrier, the Death Star, or anything else meeting this requirement. The tower and keep will generally be above ground while the carrier is on some ocean and the Death Star is in space. Have fun and place some dungeon in these alternative places to surprise those pesky PCs.

    Condition?

    Usually when something is built, the builders will attempt to make the place in pristine condition. This does not mean that it will stay that way, especially if not given upkeep. If the original builder or owner abandons the place, then it will fall into disrepair. Over time, other beings will occupy these places probably making modifications that the original never intended. Goblins could move in and make additional rooms, usually with traps. Another problem might be that rooms would collapse making things troublesome to get through. Water or other substance could drip causing things to become difficult to see, slick to travel through, or other problem. Combining several problems would lead to a place that would make even the best and most powerful PC reluctant to enter.

    Treasure?

    PCs will generally take to dungeons so they can gain the treasure within. Before GMs grant said treasure, they should ask themselves who placed it there and why. The common assumption is that they were left from prior adventurers that died. Usually, some later adventurer will not allow those treasures to remain. Goblins will gather such items to use in their travels. Wolves, squirrels, raccoons and similar creatures will sort through them and claim them for their respective function. More intelligent creatures, like the dragon, will pull everything into one central place so they can guard them better. What defenses are around will depend upon the dungeon’s condition and who occupies it

    Size?

    Among gamers, the five-room dungeon has become popular. This simplistic system tells everyone where and how they enter the dungeon, what problems to expect, and how to exit the place. This system will work great for one-shot games or something that is supposed to be solved with little effort. An effort to improve this problem is done through the megadungeon. The idea here is that for some (usually unstated) reason the dungeon has grown to the size that it cannot be fully dealt with in several years of exploration. The Labyrinth could be considered a megadungoen. A problem here is that the size makes them unworkable for even the best teams and locations. Since their real size is unrevealed, they would cause extreme trouble for anyone traveling anywhere several miles around, which could be the size of the U.S. or larger. A simple solution would be to generate a conventional dungeon of the size that the PCs will reasonably explore.

    The most common troupe of exploring the dungeon carries many challenges that usually is either ignored or handwaved away. Issues like the size, when and why made, original and current function will not come up. The problem of the current occupants will be addressed since the PCs will desire to deal with them. Since every issue mentioned will play into its current design, they need to be brought up in some manner, at least by the GM. It will be appropriate if the players want to go into some location that does not currently exist. In that case, simply add it as though it was always there. This can also be if it was placed where the players have no desire to travel to. With that, move it to where everyone wants to be. The most important issue will be making a dungeon that the players want to explore for some reason. When that is done, there will be some exploration that will entice everyone and they will desire to recreate for many years.

    Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.

    There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.

    Make a one-time donation

    Your contribution is appreciated.

    Donate

    Make a monthly donation

    Your contribution is appreciated.

    Donate monthly #Arguments #Creation #Decisions #Design #Dungeons #Games #Gaming #Locations #RolePlayingGames #RPG #TTRPG
  32. I asked this on my YouTube channel @ruckerworks, but would like to cross-ask on Mastodon:

    If it were available, would you take an online course from an experienced DM that teaches you how to become a D&D dungeon master?

    #dnd #dungeonmaster #ttrpg #roleplayinggames #training

  33. I asked this on my YouTube channel @ruckerworks, but would like to cross-ask on Mastodon:

    If it were available, would you take an online course from an experienced DM that teaches you how to become a D&D dungeon master?

    #dnd #dungeonmaster #ttrpg #roleplayinggames #training

  34. I'm excited about tomorrow's new video, which uses a new format: 3 D&D tips in 3 minutes or less.

    I intend to add these shorter, more tip-focused videos to my current mix of slightly longer videos (which are typically ~7 minutes) that cover more philosophical-based topics.

    Stay tuned!

    youtube.com/@ruckerworks/

    #dnd #ttrpg #dndtips #roleplayinggames

  35. I'm excited about tomorrow's new video, which uses a new format: 3 D&D tips in 3 minutes or less.

    I intend to add these shorter, more tip-focused videos to my current mix of slightly longer videos (which are typically ~7 minutes) that cover more philosophical-based topics.

    Stay tuned!

    youtube.com/@ruckerworks/

    #dnd #ttrpg #dndtips #roleplayinggames

  36. That is so Spacy

    While the most popular genre in tabletop role playing games (TTRPGs) is fantasy, another genre that many players desire to play will be some form of science fiction. Does this mean that they will be traveling from one planet to another solving problems? Will there be technological gadgetry in place of fantasy spells? Are all the fantasy races not allowed?

    Going Traditional?

    Is the planet-hopping scifi the only way to make scifi? The most common version of science fiction that people think of will be the traditional version. In this, players will be members of some interplanetary society, such as Star Trek’s Federation. Either they will have their own ship or be able to utilize a ship that is able to travel from one planet to another across several light years in a period of minutes or hours at most. Communication will have similar increases of speed. The presence of aliens will be common. Adventures will take place on the ship, in space, on planet, or some combination of all. Going from one planet to another several light years away will be extremely common. Heroes will be normal, although highly trained and skilled, members of whatever race they belong to. For example, if a human, the hero would not be able to possess mental powers unless that is available to every human. This human character could seem so skilled in xenobiology that they know every detail of every alien lifeform in an instant by memory. They could also be such a great target master as to make Hawkeye look like some beginner. Everyone will have access to high technology devices. Such devices will be able to perform instant heal on any wound, instant translation of any language regardless how dissimilar, instant transportation over thousands to millions of kilometers, along with many others.

    That’s Solar

    For those not wanting to make a campaign that goes interplanetary but still maintains the feel of a traditional game they can make a solarpunk game. In solarpunk, Earth has developed some method for travel and survival in space so that they can create societies anywhere in the Sol System. The speed of travel will be anywhere from relativistic to light speed at maximum. The technology seen in Enterprise is seen as extremely advanced in comparison. Technology mostly will be more advanced versions of what can be found in reality. Medical healing will occur faster than modern societies expect but not at the instant rate expected for traditional. Weapons will be limited to what is available in reality. Energy weapons might exist but unreliable, expensive, bulky, or some combination. If there are aliens, there will be some reason that they are not able to use their comparatively advanced technology or evolved on some other body in Sol System.

    Be Punked

    Different people have taken varied views about how society could evolve into the future. The most common versions are listed here.

    • Cyberpunk: During a cyberpunk campaign, government debts reached the point that they broke society. To solve the problem, corporations gained more autonomy and power. Finally, they became independent governments unto themselves. These corporation-states will rewrite boundaries, make their own police force, laws, and everything else that is traditionally done by governments. The characters will either by employed by some company-state or illegal operatives working on their own. If the first, the company-state will pay all expenses, provide all needed equipment, and everything else at the price of demanding total loyalty and following their rules and oversight. When taking the later they will have greater freedom to perform what they want. The price for that freedom will be they are hunted by the corporation-state, need to cover their own costs, provide their own equipment, and everything else on their own.
    • Ecopunk: Here, the environmentalists get everything they desire. Everything artificial has become illegal and no longer used. Every energy source has become some form of renewable energy. No form of pollution anywhere. The players will have challenges that goes along with enforcing such a society.
    • Biopunk: With this, everything is about improving the body. If there is a problem with the arm, replace it with a bionic replacement. Same with any other portion of the body. Desire that arm-cannon? Simply purchase one. Want to run faster or leap further? Get bionic legs. Become bulletproof? Buy bulletproof skin. The ultimate goal is to make the perfect human. Adventures here would be the same with real life, just elevated with the presence of those bionic components.

    End it All!

    The ultimate test of any society is if it can survive the long term. With some debate, most have done this. Every few years, someone will come out with some prediction that they say will destroy everything. What if one or more of these predictions came true? This is the basis for the post-apocalyptic campaign. During these campaigns, society either will be ending or be at some point after the apocalypse. If the first, then those that predicted the disaster will feel vindicated even though everyone is cursing what is happening as society is being destroyed. No one will know what is happening, religions will call upon their deities, and other forces will collide into a chaotic situation. During the later, current religions will either not exist or have mutated into something strange, factions have formed, and other adaptations have been completed. Challenges here would either be one faction against another or survival based.

    Science fiction is a popular way for people to play games. While the traditional way with powerful space ships, aliens, energy weapons, and planets everywhere is the first thought of, that does not mean this is the only version that exists. The speed of the ships can range anywhere from modern rockets (0.001 light maximum) to several thousand or million times that of light speed. Where societies occur will develop in similar manner to that speed. Higher speed will allow greater spread between those cities, either on planet or in space. Alternatively, players could ask what happens when some extreme event happens. This event could be when corporations take over for governments, or environmentalists gain their every desire, or people are able to modify their very body at will in any manner. The final possibility would be asking about the possibility if every society were to collapse and humanity went without any form of government or any oversight. No matter the version that is used, everyone should be able to create interesting stories that they will want to retell over several years.

    Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.

    There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.

    Make a one-time donation

    Your contribution is appreciated.

    Donate

    Make a monthly donation

    Your contribution is appreciated.

    Donate monthly #Gaming #RPG #RolePlayingGames #TTRPG #Decisions #Design #Games #ScienceFiction #Creation #SciFi #Campaigns #Types
  37. Update day!

    There's a new setting: The Dessert. It's hot and largely empty. Don't forget to bring some water.

    In a bid to make thievery worthwhile, you'll now get gold when pickpocketing as well as loot. More gold than you would by killing, too.

    Also new 3d-looking buttons. And a whole lot of new bugs. So many bugs. My todo list is longer than when I started today. Whoops!

    Enjoy!

    #games #browserGames #rpg #gameDev #soloGameDev #roleplayingGames

  38. #RPGaDAY2026 starts August 1st

    RPGaDAY is back for 2026, running through the month of August, as usual, and uniting gamers in praise of roleplaying games across social media platforms and across borders.

    castingshadowsblog.com/2026/07

  39. JUST RELEASED:

    New DMs worry when their players don't seem to be having a good time. Experienced DMs do too, honestly. I cover what's actually going on and what both DMs and players can do about it.

    READ: ruckerworks.com/2026/06/dnd-ga
    WATCH: youtu.be/0AeKMTiuCjk [7 min 21 sec]

    #dnd #dungeonsanddragons #ttrpg #roleplayinggames #DungeonMasters #DMadvice #PlayerAdvice