GM Toolbox

Generic material collected over decades of running games. None of it belongs to any one campaign, and most of it is system-agnostic. Much was gathered off newsgroups, mailing lists and roleplayingtips.com long before any of us worried about attribution; where I know the source I have said so on the page.

Running a Game

  • Adventure - building one, and the shapes they come in.

  • Plot - plot structures, twists and why they stall.

  • Encounters - designing them; making them more than a fight.

  • Events - things that happen whether or not the party is there.

  • Rumors - what the party hears, and how much of it is true.

  • Weather - weather generation and why it matters.

  • Party Origins - reasons these people are travelling together.

  • Player - handling the people at the table.

  • Rules - rulings, house rules and mechanics I liked.

  • Master - running one-shots, conventions and pick-up games.

Checklists

Run through these when prepping; they are the questions I kept forgetting to ask.

NPCs and Villains

  • NPCs - giving them motivation, voice and a reason to exist.

  • Villains - the ones worth building properly.

Magic and Items

Tables and Inspiration

  • Random - assorted random tables.

  • Creatures - monsters, and making familiar ones strange again.

  • Mythology - building pantheons and religions.

  • Flavor - names, sensory detail, the small stuff.

  • World - worldbuilding notes; cities, cultures, geography.

Odds and Ends