Category: RPG Tips

  • The Eternal Struggle: Scheduling Games as an Adult Gamer

    The Eternal Struggle: Scheduling Games as an Adult Gamer

    Gathering a group of adventurers to save the kingdom is hard enough in Dungeons & Dragons. Add the challenge of aligning adult schedules, and it can feel like a quest designed by the cruelest Dungeon Master. For adult gamers, juggling work, family, and life commitments often means scheduling the next game session is harder than defeating a dragon.

    But why is scheduling such a pain?

    The Scheduling Conundrum

    The problem boils down to competing priorities. Most adults have demanding jobs, school, kids, or other hobbies that vie for their time. Unlike when you were younger and could game into the night, adulthood comes with responsibilities. And let’s not forget unexpected emergencies or illnesses. Suddenly, that perfectly planned game night gets derailed.

    In tabletop RPGs like D&D or the Cypher System, consistent attendance matters. Missing just one player can break immersion or disrupt key story beats. It’s especially tricky in story-driven games like Shadowrun, where the team’s hacker or face missing a session could mean rewriting half the mission.

    Finding Solutions

    While scheduling may never be easy, here are a few tricks to make it manageable:

    1. Pick a Regular Day: Choosing a consistent day (like every other Friday) creates a predictable routine. Everyone knows to keep that time blocked off.
    2. Use Scheduling Tools: Apps like Doodle or Google Calendar make it easy to find overlapping availability for busy adults. If tech-savvy, even Discord bots can help with reminders.
    3. Embrace Flexibility: If someone can’t make it, have a backup plan. Perhaps you play a one-shot using a lightweight system like Star-Fall RPG’s Open D6, or run a side story to keep momentum alive.
    4. Play Virtually: Online platforms like Roll20 and Foundry VTT allow players to join from anywhere, cutting out commuting time.

    Scheduling may always be an obstacle, but with patience and creativity, it’s one that can be overcome. After all, the bonds formed around the gaming table make the effort worthwhile.

  • Using Software to Enhance Your RPG Game

    Using Software to Enhance Your RPG Game

    Running a tabletop RPG like Dungeons and Dragons or Shadowrun can be a thrilling yet demanding experience. Keeping track of initiative orders, NPC stats, player character sheets, and sprawling maps can leave even the most prepared Game Master (GM) feeling overwhelmed. Thankfully, a variety of software tools are available to make your RPG sessions smoother and more immersive. Let’s explore how you can use software to level up your game—no paid endorsements here, just honest recommendations!

    Virtual Tabletops (VTTs): Immersive Worlds at Your Fingertips

    Virtual tabletops like Roll20 or Foundry VTT are indispensable for GMs running games online. These platforms allow you to upload custom maps, create dynamic lighting effects, and manage character sheets, all in one place. Even for in-person games, a VTT displayed on a large screen or tablet can add a modern twist to the classic tabletop vibe. For example, you could use Roll20 to streamline your Cypher System encounters, ensuring that players can roll dice and track Effort without flipping through rulebooks.

    Learn more about VTTs and how to pick one that works for you.

    Campaign Management Software: Stay Organized

    If you’re juggling multiple NPCs, plot threads, and session notes, campaign management tools like Notion or World Anvil can be lifesavers. With these programs, you can link lore, character backstories, and session recaps in a cohesive and searchable way. Using software for campaign management is especially helpful in systems like Star-Fall RPG, where worldbuilding is often as important as combat.

    Dice Rollers and Automation Tools: Speed Things Up

    For GMs who dread doing mental math on the fly, dice-rolling apps like D&D Beyond or DiceCloud are game-changers. These tools not only automate dice rolls but can also calculate modifiers and track ongoing effects. In systems like Shadowrun, where dice pools and edge points are integral to the game, a digital roller can keep gameplay moving at a steady pace.

    Embrace the Balance

    While software can make RPGs more manageable, it’s essential to strike a balance. Don’t let the tech overshadow the storytelling and face-to-face connections that make tabletop RPGs so special. Test tools before your game, and ensure everyone is comfortable using them.

    Looking to incorporate more tools into your sessions? Check out this guide to RPG tech essentials.

  • Reverse Railroading GM Technique

    Before we talk about reverse railroading we need to talk about what is railroading.

    Railroading is a commonly debated and somewhat controversial game-mastering method in the realm of tabletop role-playing games (RPGs). In this approach, the Game Master (GM) exerts a high degree of control over the game’s narrative, often guiding players along a predetermined plot or story path. This term derives from the idea that players are metaphorically placed on a “railroad track,” with limited freedom to deviate from the planned storyline.

    In a railroaded campaign, the GM meticulously designs the game world, plot events, and encounters, leaving little room for player improvisation. The storyline unfolds with a predetermined sequence of events, and players are expected to follow along. While this method can ensure a tightly woven narrative with well-defined arcs and dramatic moments, it can also lead to player frustration if they feel their choices and creativity are stifled.

    Railroading is a divisive technique; some players enjoy the structured experience it offers, appreciating the clear objectives and storyline, while others prefer a more open-ended, player-driven approach where their decisions have a more significant impact on the game world.

    The Reverse Railroad game master technique

    Balancing railroading with player agency is crucial for a successful RPG experience. Experienced GMs may employ railroading selectively, using it sparingly to maintain the overall narrative while still allowing players to explore and make meaningful choices. Ultimately, the choice of whether to use railroading in an RPG campaign should be made with the player’s preferences and the game’s overall goals in mind.

    The Reverse Railroad

    So what happens when a Gamemasters needs a specific end and yet wants to give the players control of how they get to there? This is where the reverse railroad comes in.

    The reverse railroad GM technique is where you provide a scene similar to many of the crime dramas on TV. The players are looking over the body of the Queen who was obviously stabbed in the back with the rouge’s knife. The King walks in and catches the players over the body…… “Two Days Before”

    Setting Up a Reverse Railroad

    It’s all about expectations and fun! Think about the movie Titanic. The ship sinking wasn’t considered a spoiler because the interest lay in how it happened and who survived. The same principle applies to reverse railroading.

    When setting up the reverse railroad, you need to be clear with the players:

    • What will happen at a certain point
    • What control they have in their methods of reaching that point
    • Rewards for not exploiting their knowledge of how the session ends
    • Penalties for using that knowledge
    • Extra bonuses for making it seem seamless

    For example, in the last episode of the Star-Fall Actual Play podcast Season One, the players were told that the villain “Jeramia Lightfoot” had “plot immunity” because he is a key character much further down the plotline. While they needed to fight him, they could not kill him. As the GM, I would alter the effects to make sure he survives:

    • Players were aware they could not kill him.
    • Players were told he, however, could kill them.
    • Players would be given extra XP for finding a reason not to perform the “deathblow” if they knocked him out (“You deserve to die, but that is not justice” or “I pull the trigger at the gun pointed at his heart, and it goes… click”).
    • Players were not told how they would get there or what would lead to that point, only that there would be a fight, and he could not die… wound, capture, maim, yes… die, no.

    While I expected the players to resist this, they loved it. They knew before the game even started what was going to happen, but not how it would happen.

    Tips for Running a Reverse Railroad

    1. Communicate with Players: Don’t surprise the players with a reverse railroad. Let them know that it will happen and give them time to think about it. This is not something you want to announce at the beginning of a battle. It should be done at the start of the session (or earlier).
    2. Reward Pretending and Roleplaying: Be generous with rewards for pretending and roleplaying. Extra XP, magic items, etc., are all appropriate rewards for good roleplaying.
    3. Reward Not Exploiting Future Knowledge: Be generous with rewards for not exploiting future knowledge.
    4. Penalize Exploiting Future Knowledge: Warn players about strict penalties for exploiting future knowledge. For example, just because a player knows they’re alive in a future scene doesn’t mean they won’t suffer significant setbacks if they exploit this knowledge.

    Reverse railroading can create memorable and engaging sessions when done right, providing structure while still allowing for player creativity and agency. By balancing predetermined outcomes with player-driven actions, you can craft an exciting and dynamic RPG experience.

    This blog post was sponsored by “Lithgow Tech Services” builders of custom gaming computers https://www.lithgowtech.com

  • Setting a Non-Combat Scenes in Your Roleplaying Game

    Setting a Non-Combat Scenes in Your Roleplaying Game

    How can you prevent your players from causing issues with the NPCs during Non-Combat Scene? This is a common concern among gamemasters. Players often tend to misbehave in these situations, such as when a mage conspicuously casts spells to impress a court wizard, a barbarian scratches or belches loudly, or a thief contemplates mischief in the king’s courtroom. After all, it’s a role-playing game, and players should have the freedom to do as they please, right? However, what if such behavior hinders the story’s progress? This article aims to assist gamemasters in managing non-combat scenes more smoothly.

    men in british military costumes sitting by the table having a feast Non-Combat Scene in an RPG Game
    Photo by cottonbro studio on Pexels.com

    Why Include Non-Combat Scenes in RPGs?

    The first question you should ask yourself as a gamemaster is, “What do I aim to achieve with this scene?” Many gamemasters, including myself until a few years ago, overlook this question. Have you ever watched a poorly edited film where certain scenes seem entirely irrelevant? Why was it crucial for the characters to visit a corner store and buy milk in the middle of the movie? In a role-playing game, every moment should hold significance. It could be as straightforward as wanting players to delve deeper into their characters or providing them with an opportunity to be suspicious of an NPC Mage secretly working for the Dark King. The crucial aspect for a GM is to know the reason behind the Non-Combat Scene. You can choose to share this reason with your players or keep it a secret. If you can’t come up with a compelling reason, it might be wise to skip that part of the game.

    Setting Expectations with Your RPG Party

    It may not be obvious, but in the “Zapperburger Episode” of Star-Fall, I informed The Fifth Crew about my expectations. They entered the game understanding that they were in a non-combat scenario and should avoid causing any disruptions. The result was just as enjoyable as the players used the fast-food restaurant setting to explore their characters further.

    While the exact mission goals might be obscured, the key to success lies in conveying that they should avoid causing trouble while searching for something.

    Keeping Pranksters and Murderhobos Satisfied While Others Roleplay in the Non-Combat Scene

    Thieves, pranksters, and murderhobos often pose challenges in such scenes. One technique I employ is allowing a knowledge roll with a substantial bonus “due to their expertise.” If they roll even moderately well (did I mention a significant bonus to the dice roll), you can inform the player that their character is clever enough to refrain from causing issues in this situation. You can find various reasons for the character to exercise caution. By making it the character’s decision (and something that reflects positively on their expertise), players are less likely to disrupt the scene in the king’s court.

    Keeping Thieves in Check

    You notice that the King has placed an alarm spell on everything; only an amateur would attempt to steal anything from this room.
    You spot some “Thieves Cant” writing, warning you that stealing anything is a trap, and the real treasures are hidden elsewhere.
    You recognize your former mentor working as a consultant for the king, and they signal you to “back off” with the promise of future communication.

    Dissuading Murderhobos

    You identify a hidden guard ready to take you down if you get too close.
    You recognize one of the guards; you’ve witnessed their combat prowess, and you know you’re no match for them.

    Deterring Pranksters

    You realize this is the one occasion to behave appropriately.
    Before entering the room, you overhear the guards discussing the consequences faced by the last person who played a prank in this room.
    The King is aware of your pranks and mentions it; it’s best to be on your best behavior here.

    Using Consequences to Guide Player Characters

    Expanding on the examples above, being creative in devising consequences is an effective way to maintain control over mischievous players. Personally, I don’t believe in punishing players, as it can foster an unhealthy mindset. Instead, I favor “natural consequences,” where actions logically lead to outcomes. For instance, attempting to steal from the King could lead to facing a hangman’s noose. It’s crucial to provide ample warnings to prevent characters from making foolish decisions. However, if they persist despite multiple warnings, it doesn’t mean they have to die; they might find themselves spending time in a dungeon until the bard can persuade the King to release them.

    Using Rewards to Encourage Compliance

    Understanding your players’ motivations is essential. Knowing that a social interaction will result in tangible benefits can motivate players to behave appropriately. This doesn’t mean you should let a barbarian with a Charisma score of 4 handle all negotiations. However, informing the thief that having the King as an important patron outweighs any potential loot from the throne room can keep pranksters in check. Informing players in advance of the advantages of a successful social interaction or at least avoiding a failed one can deter disruptive behavior.

    Listening to Your Players, Because It’s About Them

    Sometimes, as a gamemaster, you might have a brilliant idea, but the players may not find it enjoyable. I once attempted to run a heavily political module for my friend’s 10-year-old son and his friends, all of whom had names like Wolf Shadow, Blood Shadow, Shadow Blood Wolf, and headbands with swords – a mismatch for such a game. Non-Combat Scene was never going to happen.

    Your primary responsibility as a gamemaster is to ensure your players have fun. Therefore, it’s essential to understand what they want to do. If you have a group of murderhobos, then provide them with a game that suits their preferences. Asking players about the type of game they want doesn’t limit your creativity; instead, it aligns expectations for the game. I personally seek players who fit the game I want to run, but if they’re already at my table, it’s my responsibility to ensure everyone has a good time.

  • How to play an asshole and have the other players not hate you.

    The whole point of Role playing games is to play someone you are not. This is why a lot of people like to play Fighters or Wizards. Me I like to role-play asshole character, you know those people who you rather not spend any time with. T
    he problem is that a lot of the players like to do carbon copies of the “Wolverine” basically an asshole. But they do this in a way that makes the other players not want to play with them.

    When playing an asshole give them a reason

    “Logan” has been done to death. Friends don’t let friends play another Logan. I say this because most of the time the people that are attracted to playing a Logan character are not really thinking about their character backstory beyond the whole orphan with no memory and claws bit.

    Having a good backstory about why your character is an asshole is important because it not only makes your character more interesting but will give you more to draw from.

    For example Jaro my Wood elf Ranger is not a likeable person. He was in the last Orc war and had seen a lot of bloodshed. He saw the forest that he loved being burnt to the ground to gain a tactical advantage. And while he did fight the Orcs he never blamed them for the bloodshed. To this day he will treat an orc with the respect they deserve (They did not order the burning of the forest)

    Jaro does not like people or cities and is really grumpy when he has to deal with either. He is happiest when he is resting in the forest with his Mastiff Sono

    Now that we have his backstory this gives me a reason for his actions. Generally I make him grumpier when in the city and more relaxed in the forest.

    But how to keep the other players from hating you?

    I have seen this a hundred times. Someone decides they are going to play and asshole so they can get away with being a total jerk to the other players. No not their characters but the players. And the moment someone calls them on their bad behaviour they say “But that is what my character would do” (In other words I’m not going to be accountable for my behaviour and fuck you) Then be grumpy when they are not invited to other games.

    Some players also have a hard time separating the difference between someone and their character .. here are some tips.

    Let other players known the difference between me as the player and my role-play as an asshole character

    Part of what I do is make a general announcement to the gaming group that I am playing an asshole character and he will insult other characters on a regular basis. However I as the Player is not an asshole.

    By declaring this to the other players they can see a difference between me and Jaro.

    Use a different voice

    This sounds silly but anytime you do something as your character use a different voice or accent. This will clearly mark that you are acting as your character and not your self as a player. This is very important when there is anything having to do with an insult

    play and asshole character
    Photo by Pixabay on Pexels.com

    Accept feedback without fighting back

    This is a hard one. The difference between you an a real asshole is that the real one will not accept feedback from the other players. If someone says that what you have done or said is “Not cool” you need to accept that and apologise.

    If you take it personal you are not playing an asshole you are one. You need to accept the feedback.

    Find another character to hate and get permission to do so

    IF you are ever in the room with me and my wife when we play together as players you will know our character will almost always hate each other. We do this because I can always be an asshole toward one of her characters without fear of actually hurting her feelings as she knows my true nature.

    While some people think this may sounds silly there is a good reason for this. It allows you to play your character to its fullest and have another player you trust play off your characters personal traits

    Have a redeeming value

    While Jaro will insult anyone who walks near him he tends to be very kinds with animals and will go out of his way to be their champion. While he has no problem hunting (Have you ever tried to keep a Mastiff fed … yeah that is a lot of meat ) he is always humane In his hunting methods and never hunts for sport.

    That said while he will insult any of the party members he will always ..Always have their back and will risk his life to save them. Grumbling all the way.

    Asshole monolog

    This is an underused method of role-play asshole character without actually hurting any of the players feelings. When you are asked to do something your character goes on a monolog about how the idiots are in command and you need to do as you’re told . OR find some reason to complain.

    Jaro: “What the hell why do we always need to go into town. (In a baby voice) Look at me I am a bard I like cites because because I need attention blah blah bal . Fucking bards .. why do I need to babysit a bard who is just going to piss off the towns guard … again ”

    While this is funny it is also clear that my character is bitching about something and is still being useful .

    So this is how torole-play asshole character without being a real jerk yourself

  • Obsidian RPG Notes

    Obsidian RPG Notes

    If you are like me you as a player or a GM like to take notes during a game. Or have one place on your phone, computer or Tablet to store all those images, character sheets and Sourcebook PDFs. Obsidian RPG notes is what you need.

    Notes for everything not just RPGs

    I use obsidian in my Mac Repair business in the Lithgow and Katoomba area to keep track of jobs and case notes. Obsidian uses a great feature of being able to connect notes to each other using hyperlinks.

    Instead of having one massive word document you can create individual pages for your character sheet and other notes and create hyperlinks. You can even embed images an pdfs into the notes

    There are a ton of plugins you can add to Obsidian including a dice rollers etc.

    what I like the most about Obsidian other than it is free is that it works well with iCloud while still being cross platform.

    the learning curve for Obsidan is not too bad. While it does take a little bit of getting used to how to create links and headings it does not require any HTML skills .

    if for whatever reason the App stops working the files are still in a format that most computers can read. So even if Obsidian goes bankrupt you will always be able to access your notes

    I may consider writing more tutorials on how to use obsidian for gamers in mind if there is a demand.

    Obsidian RPG notes for players and Gms
  • Hunter’s Mark Spell

    Hunter’s Mark Spell: Enhancing the Hunt in D&D

    In the vast and mystical realm of Dungeons & Dragons, where every adventure teems with challenges and creatures both magical and malevolent, the Hunter’s Mark spell stands out as a vital tool for the cunning hunter. Available to rangers, this 1st-level spell encapsulates the essence of focused tracking and predatory prowess, allowing adventurers to heighten their senses and become relentless trackers of their chosen prey.

    Hunter's Mark Spell Arrow is on target
    Photo by Pixabay on Pexels.com

    Hunter’s Mark is the embodiment of the relentless pursuit, granting those who cast it an uncanny connection to their target. Once a target is marked, the spell bestows several advantages. The hunter gains an additional 1d6 damage whenever they hit the designated quarry with a weapon attack. This extra damage represents the precision and determination with which the hunter seeks out and exploits the target’s vulnerabilities.

    Hunter’s Mark

    Beyond the immediate damage boost, the spell allows the ranger to maintain a heightened focus on the prey. If the target dies before the spell’s duration expires, the ranger can easily switch the mark to another quarry, ensuring that the hunt never falters. This fluidity showcases the versatility and adaptability of rangers, underscoring their expertise in the wild.

    The true strength of Hunter’s Mark shines in its synergy with rangers’ other abilities. Whether it’s a rain of arrows from a distance or a stealthy melee attack up close, the additional damage applies to every hit, further amplifying the ranger’s effectiveness in combat. As the ranger levels up, the spell’s potency increases, offering greater damage potential and reinforcing the connection between hunter and hunted.

    As adventurers traverse dangerous landscapes filled with goblins, beasts, and even more formidable foes, Hunter’s Mark remains an indomitable asset. Its ability to enhance damage, focus on a single target, and adapt to the ever-changing dynamics of a battle highlights the spell’s essence: the primal connection between the ranger and their environment, evoking the image of a lone figure, eyes narrowed, bow drawn, and senses honed on the thrill of the hunt.

    My Ranger Jaro

    This is perhaps my favourite spell for Jaro! While it is tempting to use the spell first thing when I enter combat. I tend to save the spell for a creature that I need to hunt down or is the biggest mofo the GM throws at us.

  • Arcane Ward useful spell

    Gather ’round, brave adventurers, and let me regale you with the tale of a spell that has saved countless lives and turned the tides of battle: “Arcane Ward.” A magical marvel found within the tomes of level 2 spells, Arcane Ward is a potent shield that grants protection beyond armor and steel.

    Arcane Ward useful spell

    When a mage casts this spell, a shimmering, translucent ward springs into existence around the caster, a radiant barrier woven from the fabric of arcane energies. This ward acts as an extension of the caster’s own vitality, absorbing blows that would otherwise find their mark. The Arcane Ward starts with a reservoir of hit points and can absorb damage from attacks, spells, and even environmental hazards.

    What truly sets Arcane Ward apart is its versatility. While armor can be sundered, and shields shattered, the Arcane Ward remains resilient, reinforcing the caster’s defenses with a supernatural durability. It’s not just a shield, but a guardian, vigilant and unyielding. As the caster advances in power, the Arcane Ward’s capacity to absorb damage grows, making it an ever-present bulwark against the forces of darkness.

    But beware, dear adventurers, for this spell is not without its limits. It requires concentration to maintain, demanding the caster’s focus to keep the ward intact. And like any shield, it can be whittled away over time. Still, when timed well and used judiciously, the Arcane Ward can transform a perilous encounter into a manageable challenge, allowing casters to navigate through danger with a measure of confidence that only magic can provide.

    So, whether you find yourself standing against a dragon’s fiery breath or the onslaught of a horde of undead, remember the tale of the Arcane Ward. For within its ethereal embrace lies the promise of protection, a gift that can turn the tides of fate in your favor and ensure your place in the annals of legendary adventurers.

    • Class: Wizard (Abjuration school)
    • Level: 2nd level
    • Feature Description: Starting at 2nd level, when you select the Abjuration school, you gain the ability to create a magical ward that provides you with additional hit points. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage first. If this damage reduces the ward to 0 hit points, you take any remaining damage.
    • Recharging: You can recharge your Arcane Ward by expending a spell slot of 1st level or higher. The ward regains a number of hit points equal to the level of the spell slot expended + your Intelligence modifier (minimum of 1).
  • New app for RPG equipment drawings

    New app for RPG equipment drawings

    While RPGs are theatre of the mind that does not mean we can’t give our minds a little help with images. After all the whole point of fantasy art is to expand the imagination. Some of us can draw, some of us can’t, some of us can draw but would rather be rolling dice. I have found an app that can help. Why not download an app for RPG equipment


    https://apps.apple.com/au/app/instant-armory/id6448971386

    Instant Armory fun and easy to use

    So I decided that I wanted to try to design weapons for my Wood elf Ranger Jaro, (He’s a bit of a jerk and is always dirty) early on I decided he was going to be a two handed fighter vs a ranger who prefers ranged combat (don’t worry he still carries a bow)

    As a former soldier he would have preferred the short sword. Now I am an artist but there are times that I just want some quick designs or maybe even some inspiration.

    instant Armoury was a quick download from the App Store. Basically you select the different parts of the weapon and choose colour. But that was not what I liked about the app.
    After choosing the design and colour the app gave me the option to export the image to a few different formats what could you ask for in an app for RPG equipment

    parchment

    png (transparent background for adding to other images)

    equipment card (Holding a space for description and stats )

    What was even cooler was I was able to export directly to my files on my phone… that just happen to be the Obsidian App folder (The app I use as a database for all my RPGs as a Gm And a player)

    app for RPG equipment

    Unlocking all the features.

    Like most apps on the App Store there are free features and to unlock the whole version you need to make a few micro transactions.

    While I did think I would not spend this as a player as a Gm this might be useful to prep for a campaign.

  • Tabletop RPG Glossary

    Tabletop RPG Glossary

    1. Game Master (GM): The person responsible for creating and running the game world, controlling non-player characters (NPCs), describing scenes, and guiding the players through the story.

    2. Player Character (PC): A fictional character created and controlled by a player. PCs are the main protagonists of the story.

    3. Non-Player Character (NPC): A character controlled by the GM. NPCs can be allies, enemies, or neutral individuals that interact with the player characters.

    4. Campaign: A series of interconnected adventures and scenarios that form a larger story arc, usually played over multiple gaming sessions.

    5. Session: A single gathering of players during which a portion of the campaign is played. Sessions are typically a few hours to an entire day long.

    6. Roleplaying: The act of assuming the persona and behavior of a fictional character. Players make decisions and solve problems as if they were their characters.

    7. Character Sheet: A record of a player character’s attributes, skills, abilities, and other relevant information. It helps track the character’s progress and development.

    8. Dice: Typically, a set of polyhedral dice, including d4 (four-sided), d6 (six-sided), d8 (eight-sided), d10 (ten-sided), d12 (twelve-sided), and d20 (twenty-sided), used to determine outcomes of actions and events.

    9. Roll: The act of throwing dice to determine an outcome. Rolls are often associated with specific attributes or skills of a character.

    10. Critical Roll: Rolling the best or worst possible result on a dice roll, usually resulting in significant success (critical hit) or failure (critical miss).

    11. Initiative: A roll to determine the order in which characters act during combat or tense situations.

    12. Dungeon Master (DM): A term often used interchangeably with GM, specifically in games like Dungeons & Dragons.

    13. Character Creation: The process of developing a player character, including selecting attributes, skills, abilities, and backstory.

    14. Experience Points (XP): Points earned by characters for overcoming challenges and obstacles. Accumulating XP leads to character advancement.

    15. Level Up: The process of a character gaining experience and becoming stronger, usually by acquiring new abilities, skills, and increased attributes.

    16. Hit Points (HP): A representation of a character’s health. When HP reaches zero, a character becomes incapacitated or dies.

    17. Armor Class (AC): A measure of how difficult it is to hit a character in combat. Higher AC values indicate better protection.

    18. Skill Check: Rolling dice to determine the success of a character’s attempt to perform a specific task, usually linked to a skill.

    19. Ability Check: Rolling dice to determine the success of a character’s attempt to perform an action based on their inherent abilities, like strength or charisma.

    20. Campaign Setting: The fictional world, universe, or environment in which the game takes place. It includes geography, history, cultures, and other relevant details.

    21. Homebrew: Customized rules, settings, or content created by the GM or players to modify or enhance the game.

    22. Critical Hit: Rolling exceptionally well on an attack roll, resulting in increased damage or extra effects.

    23. Critical Failure: Rolling exceptionally poorly on an action roll, often leading to unintended consequences or failure.

    24. Roleplaying Encounter: An interaction between characters that involves conversation, negotiation, or investigation rather than combat.

    25. Min-Maxing: Creating a character by focusing solely on maximizing strengths while minimizing weaknesses.

    26. Metagaming: Making in-game decisions based on information or knowledge that the character wouldn’t realistically have.

    27. Railroading: Forcing the players to follow a predetermined path or story, limiting their agency.

    28. Loot: Items, treasure, or rewards acquired by characters during their adventures.

    29. Quest: A specific task or goal that characters are tasked with completing, often driving the overarching narrative.

    30. Rulebook: The manual that outlines the game’s rules, mechanics, and guidelines for players and GMs.

    Remember, the above glossary is just a starting point, and many more terms are used in the vast world of tabletop RPGs. Each game system might have its unique terminology as well.