What’s session zero? The GM gathers a group and informs them about the game; you discuss expectations and characters. Where did it come from?
RPG Tips Articles
Read all of Geek Native's posts about RPG Tips. This collection covers topics in Tabletop & RPGs.
Freedom from Mechanics: Smoothing out your solo-RPG experience
Jacob White, the author of the indie project A Many Tale, which began life as a solo-RPG shares some wisdom and learnings around escaping from mechanics and smoothing out kinks from your solo experience.
Genre Police: Strange Brew
We’ve finally got to the point of my articles about universal terminology in the RPG community, where we need to talk about the term ‘homebrew’.
Genre Police: Too Cool For School
Ok, this is maybe the most frustrating thing I have encountered as a player.
Maps, Meteorology & Magic: Don’t begin your next quest without a weather check
When you sojourned through your last RPG session, did mountains help or hamper you? What about a freak snowstorm? Were a river’s rapids gentle and shallow or Class 5 widow-makers?
RPG Tips: 5 ways to hook players into a dark murder mystery
But how do you get players interested in a challenge that can’t be dealt with steel or silver weapons?
Genre Police: Not The Destination, but the journey
So you have a group of wandering heroes. They need to get from a village in a woodland to the far north, an orcish settlement surrounded by ice and snow, to see if they can treat with the leader of the clan.
Genre Police: Sand in the Eyes
You thought you were ready. You’d planned a series of twenty or so hooks in the city. A massive hotbed of intrigue and factions. Session three, the players leave the city because they’ve angered the law and never look back. You have to improv in the wilderness. None of it sounds as good as the city would have done.
Genre Police: Staying On Track
In reality, some of the comfort of certain games comes from their predictability.
An argument for more sophisticated Tier 1 adventures
I will go over some reasons for why many of the Tier 1 adventures are designed as simple fetch or kill missions and over some exceptional books you can use to fuel your need for more sophisticated Tier 1 Dungeons & Dragons adventures.









