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:
Pick a Regular Day: Choosing a consistent day (like every other Friday) creates a predictable routine. Everyone knows to keep that time blocked off.
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.
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.
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.
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.
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.
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.
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
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).
Reward Pretending and Roleplaying: Be generous with rewards for pretending and roleplaying. Extra XP, magic items, etc., are all appropriate rewards for good roleplaying.
Reward Not Exploiting Future Knowledge: Be generous with rewards for not exploiting future knowledge.
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.
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.
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.
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… Read more: Using Software to Enhance Your RPG Game