For a better story-driven experience, structure your tabletop RPG adventure using scenes rather than encounters as your building blocks.
Days of High Adventure is The Escapist's column that focuses on the art, craft, and history of roleplaying games.
Want your players to look back on your campaign as something more than a series of encounters? Lend your story cohesion with themes.
Giving arcs to player characters and important NPCs will lead to greater engagement, higher player retention, less campaign burnout, and an increased desire to see how the story develops.
Awarding bonus XP has been a tabletop tradition for generations. But is there a better reward structure we can use?
How can we encourage players to adopt desired behaviors in tabletop RPGs?
After a few days with the Starter Set, do we like it?
Will 5th Edition save D&D?
Yawn... Can I press the "skip" button on this quest giver's spiel? Too often in tabletop RPGs, conversations between NPCs and the the players are like computer RPGs, here's how to fix that.
The Three-Act structure is one of the oldest storytelling forms in western society - here's how to exploit that to make your games better.
Matt Forbeck delves deeply into the process of writing a tie-in novel from concept to finished product.
You've always wanted to join a Dungeons & Dragons cult, admit it.
Do you ever wonder how exactly your favorite game or series makes its way to the Barnes & Noble bookshelf? Matt Forbeck, author of of over a dozen tie-in novels, is here to walk you through the arcane art of the tie-in.
In the early days of tabletop RPGs, creating a character looked very different from how we know it today.
Remember: In Dungeon World, if somebody asks you if you're a god, you say "Yes"!
Allen Varney gives an in-depth look at the ridiculous moral panic surrounding the "Satanic" Dungeons & Dragons in the 1980s.