Understanding Role-Playing Games Basics
Understanding Role-Playing Games Basics
Role-playing games consist of portraying fictional roles, assigned by the particular game; these
games are usually set in gothic or mythical environments, in places with mythological beings capable of
employ magic and other supernatural attributes.
Well, in role-playing games, several people can participate, who will represent
these various roles or parts. Except for one, who will serve as the referee or narrator of the
history. It is this person who will play the most complicated role, as they must handle it very
well the story in all its magnitude. In fact, it is the narrator who proposes the story to the rest of
the participants. Likewise, the narrator must handle the rules of the
role-playing games. Even though, these rules are not entirely strict, since otherwise, it would not allow
space for imagination and naturalness in the development of the story.
Since role-playing games are just that. Creating a story. For the same reason, each
participant who will interpret a role, based on the story given by the narrator, is shaping
his character, based on his tastes. Likewise, he will have to explain everything necessary about
to know, regarding your character. Clothing they wear, age, etc. It is for the same reason that many times they
Have paper and pencil, so that each character can be developed in it, for knowledge.
of the rest.
In this way, the narrator provides the foundation of the story, just like in a tale, and the rest of the
Participants are creating or developing from that, the rest of the story. Likewise
In this way, the narrator will be able to interrupt the story to add new elements at his disposal.
That is why the action takes place around a table. Where everyone sits and goes
creating the game as such. Certain utility elements can even be used to give them a
greater realism to the characters.
Likewise, role-playing games involve dice. These are rolled to achieve objectives.
described by the narrator and indicated in the manuals that contain the aforementioned rules.
marked.
The primary idea in role-playing games is to achieve an objective. Just like any board game.
or society. But the positive thing is that role-playing games are based on cooperation and not
competition.
It is for the same reason that in role-playing games, participants do not compete to win over each other.
but they must help each other to reach the end of the story.
Now, role-playing games recreate fictional or distant scenarios from reality. Therefore, they stimulate the
participants' imagination. Like the previous point, it fosters camaraderie among the
people who participate. It is common for role-playing games to place participants in eras
past events, which stimulates the study of history. Since the participants will want to know
those times, to learn more about them and the characters that could emerge
to represent. Since in that way, various elements of realism are inserted into the story,
with which role-playing games become more interesting. Likewise, role-playing games,
They stimulate reading. Since the participants are interested in history books and even in the
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rule manuals, which are complex. Therefore, they will be able to access a higher level of reading,
wider than the rest of the people. Similarly, role-playing games promote the
socialization, as they are played by various participants. Likewise, they promote the
enrichment of the participants' vocabulary, since the game is purely verbal.
Now, regarding the history of role-playing games, they were created in the 1970s.
in the United States. And it came from the imagination of the contestants, since in these, not
neither boards, nor pieces, nor very elaborate rules were used. Many of which were born from
as the role-playing games were taking place. Just like today's role-playing games,
it only took the imagination of the participants and the desire to create a great adventure together with
the friends.
Narrator: the DM determines the pace of the story and presents the different challenges and encounters.
that the characters must overcome.
Monster controller: the DM controls the monsters and the villains against whom they fight
the players, deciding their actions and rolling dice for their attacks.
Referee: when it is not clear what will happen next, the DM decides how to apply the rules and
continue the story.
The DM controls the monsters and villains in the adventure but is not your opponent. The DM's job is to...
It is to provide a framework for the whole group to enjoy an exciting experience.
it involves challenging players with interesting encounters and tests, keeping the game in
movement and apply the rules fairly.
Many D&D players find that being the DM is the best part of the game. Taking on the role
being a DM is not something that should be permanent; you and your friends can take turns as DM in the
different adventures.
09.- Be entertaining. Play the NPCs as if each one of them were a real person.
Use voices, facial expressions, gestures, posture, supports, illustrations from the books or from the
magazines, diagrams, sketches, sound effects, music or anything possible. Even if you
you look like a fool (because it at least entertains).
08.- Start designing your campaign. Congratulations, you have a world for your Dungeons &
Dragons. Now, create a campaign to go along with it, so that your players have
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Really something to do. After all, saying 'Here is the world... No, I really don't 'have' it.
"adventures for you..." is perhaps the worst thing someone could do in Dungeons & Dragons. So
Start now, MC, and remember: half of the work is already done. If you are running a game
quite beautiful 'dreamy,' you can probably give the game a big kick with barely
a little preparation and planning. Don't be scared of a bit of work. Your players it
they deserve.
07.- In reference to the previous section, start with a reason why the PCs are together in
a match. Perhaps they have been friends for a long time or have been hired by the same
person or people to complete a task that requires a group. Be original, unless your
players are beginners, the old man at the edge of the village who says there is a treasure
near a cave will be your cliché. You might also want the PCs to explore the cave filled with
globins, but make the hook of the adventure more interesting.
06.- Be serious and create your world in detail. The more details you have in your world, the more
players will want to play in it. Credibility comes from the details. At this point, you will have to
start keeping records. You will need to draw some maps, at least sketch them. You are going to
need to make lists of key information for the towns as well as Non-Playable Characters
(NPCs) and presents the players with a world they can understand, in which they can believe, and
about who can take care. Don't do anything to remind the players not to
they are really characters in a fantasy environment. It is truly difficult to reach.
likelihood enough to have distractions from you.
05.- Be consistent. Know the rules, or at least the rules you need to play.
the character tries to attack an enemy, he must work exactly as he did the last time he attempted.
Know your world. If there was a broken window in the tavern the last time the PCs were there,
It should be broken when they return - or show obvious signs of recent repair.
04.- Be fair. Even if it doesn't end the way you want. Even if it makes you look silly.
03.- It is the group's game and yours. It is not the game of the game designers, it is not the game of
module writer, it is not the game of the regulars on the interest list or the game of
store owner's game. Do what you (and your players) desire.
02.- Pay attention to what kind of game their players want to play. Make sure it is what you are
providing (as well as the type of game you want to run).
01.-Introduce the hook of the adventure in time. Nothing worse for PCs than wandering without
Heading trying to find something to do. Be creative! The campaign must have direction.
before the first adventure is over. Low-level campaigns are also good
time to start establishing the medium and high level enemies against which the
PCs will face off later. EXAMPLE: If your goal is to have PCs fighting against the Baron
From-Whoopass at the 20th level on the dock of his flying pirate ship, make it appear now,
that some towns suggest that the baron is looking to recruit experienced wizards
in woodworking. It's not bad to steal pieces from various prepared adventures, to
incorporate them into your own campaigns. It's not bad either to use a prepared adventure.
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How to run a C&D campaign
funny
Dungeons and Dragons, also known as D&D, is a fantasy role-playing game that seeks to
be fun. It also seeks to be a collaborative effort. Both the dungeon master and the
players have a part of the responsibility to make the game fun and keep it
Interesting. If your campaign has started to feel like a routine instead of a game, there
things that dungeon masters and players can do, both in the game and outside of it
this, to improve the experience and ensure that everyone has fun.
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even if it's just a random encounter. If they groan when you ask for an initiative roll, do the
easier fight or continue with the next role-playing game encounter.
7. Take the hobby seriously. Role-playing is a hobby that can be beneficial.
to study it and understand it. Listen to role-playing game podcasts, read role-playing game blogs
roles, or buy a book that deals with adventure ideas, tips for dealing with players
problematic and ways to be flexible.
8. Be part of the team, C&D is not a competitive game. It shouldn't be a test of
skill between the players and the dungeon master. Your goal, as the dungeon master,
You should make sure that the story is good and that the players have fun. It is not
defeat them in combat, win against them with riddles or prevent them from succeeding.
THEADVENTURE
Every adventurer needs adventures. A Dungeons and Dragons adventure consists of a
series of events. When the players decide which path they are going to take
continuation and how their characters will develop with the encounters and challenges that arise
they produce, turning the adventure into an exciting story about their characters.
Adventures feature action, combat, mystery, magic, challenges, and many monsters!
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There are adventures ready to play, written by professionals, but also many DMs
they prefer to create their own Dungeons and adventures, designing encounters and creating it to their
craving.
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possible description, including some things like physical appearance, personality, vision of the
life and level of skills and attributes.
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Make sure that the heroes and villains meet before the final confrontation.
In the "kill the dragon" scenario we started with, the characters encounter the
dragon just to kill it. Good stories have heroes who encounter villains
before the final battle. The previous confrontations establish an antagonistic relationship, which
results in a better final battle.
Below are some tips that may help you when creating your own
dungeon or cell
1. Start with a general concept of what the dungeon will be like and where it will be located, at
continue, work from there, adding content to the details.
Decide on a specific area and the general style of the dungeon. Is it underground, in
a castle, deep in an isolated forest or in a completely different plane of
existence? If it is underground, is it in the sewers below or in a city, or such
"It is a series of tunnels dug by goblin sappers and their supervisors."
Scarecrows? Is the castle an abandoned ruin or is it being used by a wizard?
wicked?
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3. Calculate how many levels or rooms the dungeon will have. A dungeon intended for a
low-level match will probably have to be smaller, as the characters that it
Explorers will have fewer resources at their disposal to sustain the adventure for a period.
prolonged time. At least, there should be several 'safe' areas where the group
may rest in the midst of the encounters.
4. Show yourself with a plausible reason for the existence of the dungeon and for it to have the
configuration that you will do by hand. A sewage system filled to the brim with
all kinds of expensive traps designed by experts and occupied by giants that do not fit
Entering through the main door doesn't make much sense; however, a temple long...
forgotten deep in a mountain that has been taken over by a group of ogres
marauders is more believable.
5. Draw a map of the dungeon on graph paper, leaving aside the characteristics.
principals of each room and the creatures that can be found there, so
the player will not know in advance what they are going to find. Mark each room with a
code, for example, 'B1' and 'F6', then make a cheat sheet in which the
the room description matches the code, so you can quickly see it
what is happening in any section of the dungeon.
6. Imagine how the inhabitants of the dungeon would live their normal day, and how they would react.
when the players' characters burst into this. The soldiers don't just sit down
in their barracks 24 hours a day waiting for armed adventurers to
they set an ambush; they will instead be moving around, going to the kitchen to
searching for food, making incursions to the restroom and patrolling the facilities to
detect the intruders. The most chaotic and disorganized creatures, such as kobolds and
Orcs are less likely to have regular patrols or sentries, but they will not stay.
motionless in the same room for all eternity.
7. Put the enemies in the dungeons that are of the same appropriate challenge based on the
level of the characters that will fight against them. Make sure to check the statistics of
the enemies and the special rules associated with them. A flying monster does not have
a great advantage in a low-ceiling cave, but in the desert, the same creature is
much more dangerous.
8. Place the traps for the group only in the areas where they are.
sense. A trap that shoots arrows through the main entrance of a tower would be
a good obstacle for the players' characters, as they would be the people who
They live in that tower.
9. Don't forget the real attraction that draws the characters to the dungeons, which is the
treasure. The players want to be rewarded for the assault on the castle and for eliminating
the trolls who murdered the royal family, and that reward should be in the form of either
gold or magical objects that enhance the characters' abilities.
10. Create a final boss that either controls the dungeon or is strong enough to
the other creatures that live there give him a wide margin. Each dungeon must have a
final challenge that really tests the ingenuity and muscular strength of the characters
of the players; the more grandiose and intimidating it is, the more confidence they will feel
players who have managed to overcome it. The dungeons at a low level, probably
they will have a normal creature, like an orc that has a couple of levels in a class
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of characters or a magical object that enhances their abilities. The dungeons of a
higher level will require increasingly spectacular enemies, such as ancient dragons
red, demons from the pit of the nine hells, an immortal wizard of 1,000 years of
antiquity or an entire clan of the hill giants.
As a player, you create a character. This adventurer is part of a team that ventures into
dungeons, combat against monsters and explore the darkest wild territories of the world.
A character generated by a player is called a player character (PC). As the
protagonists of a novel or movie, the PCs are the center of the action of the game.
When you play with your character, you get into their skin and make decisions as if you were them.
character. You decide which door you will open next, whether to attack a monster, or to negotiate with
a villain, etc. You can make these decisions based on personality, motivations, and goals.
of your character, and you can even talk or act within that role if you want. You have control
almost unlimited about what your character can do and say in the game
Creating a character in D&D is one of the most exciting experiences of the game because you are you.
who gradually builds the character until you are comfortable with him.
Below in the next section, all the basic races are listed:
Races
A whole variety of cultures and societies populate the world of D&D, some formed by
humans, but others composed of fantastic races such as elves, dwarves, and tieflings. The adventurers
and heroes can arise from any of these towns. Your choice of race provides you with a
basic set of advantages and special abilities.
Your character's race not only affects your ability scores and your powers, but also
it also provides the first clues to build your character's story.
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Race: Humans culture and appearance Dots and Modifiers
Of all the civilized races, humans Medium size
they are the most adaptable and varied. Base speed: 4
find human settlements in goalkeeper
any part, and morality, customs and -Additional gift
the interests of this breed vary greatly. at level 1
4 points of
additional skills
(of bonus) in
level 1 and another point
additional for each
next level.
Additional language:
anyone.
Common Alignment: any
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descend from the trees. bonus of +2 in the
They build their homes in Saving Throws against
harmony with the forest, so spells and effects of
perfectly united, that the enchantment.
Vision in twilight, 6
travelers often do not
they discover that they have entered into
boxes distinguishing colors and
details still with a very light
an elven community until scarce.
what is too late Weapon proficiency:
they receive as dowries
additional competition with
martial weapon in longsword,
Automatic languages: common and Alignment: stock, longbow and bow
elvish. Preferably Neutral short
-Additional languages: Favorite class: wizard or Bonus of +2 to the
draconic, gnoll, gnome, orc, Ranger. tests of Avistar, Search and
silvano and goblin. Listen.
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Race: Halfling - culture and appearance Dots and Modifiers
Medium
The mediocrities are ready opportunists and Small size
competent. They prefer problems. Size modifier
before boredom and the people them +1 to Armor Class
tends to look with suspicion, although (CA), +1 to the rolls of
Among them, there are honest people. They usually attack and +4 to Hide
being very curious, it is said that no -Velocidad de base: 3
they know fear and have a strange goalkeeper
lucky that gets them out of trouble. They are a Bonus +2 to tests
small breed, known for its wit, to move
cunning and their nerves of steel. They are a Silently, jump and
nomadic people that traverse the rivers climb.
of water and the swamps. No one has Bonus +1 to all
traveled further nor seen more than the the casts of
what happens in the world of the salvation (TS)
mediums. Bonus +2 to morale
Automatic languages: Any alignment against fear, that
Common and average. Favorite class: Bribon adds to the general +1 to
additional_languages all the TS
élfico, enano, gnomo, orco - Bonus +1 to the
and goblin. attacks with weapons
throwing weapons and slings
-Bonus +2a
Listen
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Race: Drows culture and appearance Dots and Modifiers
The Drows are similar to the elves of the Medium
surface, although a little lower. Base Speed: 3 squares
the main difference between them is that their Modifiers of
skin is Gray/Black that takes on shades Skill +2 Dexterity, +2
Charisma or Wisdom
Blues under the sun, and their hair
Modifiers of
usually silver or white. Their Skill+2 Intimidate,
eyes are very pale, to such an extent that Secrecy 2
they seem to be completely white, Everything Drow has the
although in reality their irises can be fire spells
lilacs, pinks, blues or silvers. Due to the fairy-like, dancing lights,
notoriously evil behavior of like innate spells
the Drows as a race, and to their physiology available a number
distinctive, normally a Drow no matter how sometimes equal to the level for
well, it won't be pleasant day.
Veneno Drow: The blood
welcome nowhere
Drows is highly
Common and Drow Alignment: Between Legal Cotico and Neutral venomous. Upon doing 1
Additional languages: Chaotic. damage point
draconic Favorite Class: Assassin and Sorcerer
you can add language to your list of Favorite class: Rogue and Mage painful
class skills for any class doing harm
that I adopt. Speaking a language is a 1d4
skill based on Charisma. Changlings Skills:+2
Get a natural stimulus 6 For in the bluff,
speaking language ability intimidate, and
To find out
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Race: Tiflin culture and appearance Dots and Modifiers
Heirs of an ancient lineage Medium
Infernal, the tiflins have no realms Speed: 6 spaces
own, but they live inside the Point. Characteristic: +2 to
kingdoms and human cities. They are Intelligence, +2 to Charisma
descendants of noble humans Skill enhancers:
they negotiated with dark powers and +2 to Deceive, +2 to Stealth.
a long time since their empire Search for blood: wins
he subjugated half of the world. But the a racial +1 bonus to
the empire collapsed and the tieflings were the attack rolls against
abandoned to find their mangled enemies.
own path in a world that to Fire resistance: you have
he is afraid of them and is resentful towards fire resistance 5 + the
they. half of your level.
Common and Other Alignment: Between Legal Cotico and Infernal anger: you can use
to choose Chaotic Neutral. Infernal wrath as a power of
Preferred Class: Assassin and Sorcerer I find +2 in the fight.
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questions to a semi-orc about their come in black and white
origins, perhaps you will hear one of these (they retain the details).
stories; or maybe you will win a Brawny resistance: you have
punch in the mouth for asking questions advantage in the rolls of
so impertinent.
salvation against poison and
you have damage resistance to
poison.
Fast charge: you get a +2 to
your upload speed.
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Race: Forged culture and appearance Dots and Modifiers
Created as soldiers for a war Point. the feature:
which heralded the end of an era, the +2 to Strength, +2 to
forged are artificial beings that Constitution
show a human level of intelligence Size: Medium-
and knowledge. The consciousness of a Large - Giant
forged developed as an effect Speed: 3–4 -- 6
collateral of the desire of its creators to boxes
to have units of adaptation to the field Vision: normal
of battle, completely functional. Forged mind:
Without a great war to fight, none You get a
ancient legacy to claim, and only with the racial bonus +1
vestige of a culture developed in the your defense of CA.
last century, the forged are a town Modifiers of
emerging. Integrated into societies of +2 to skill
people more numerous than them, Hold on, +2 to
forged metals are famous for their resistance and Intimidate
his concentration, both in work and Resolution of flooring:
in combat. You can use
Languages: Those that are in Alignment: any Resolution of the flooring
an amount equal to its as power of
intelligence modifier. meeting.
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Race: Goliath culture and appearance Dots and Modifiers
The giants are nomads. Giant
mountaineers who see life as Base Speed: 5 squares
a great competition. Its groups Bonds in statistics: +4
scattered have never played a Fuerza, -2 Destreza, +2
important role in the policy of Constitution
the lowlands, but they have bagged Level adjustment: +1
through the mountain ranges of They can climb quickly
world since the primordials only a -5 to the test.
shaped for the first time into
its peaks and ravines. High and
enormous, the goliaths worship the
primordial power of Nature
and they use it to enhance their strength
internal.
Languages Alignment: Any
Other additional languages Favorite class: Barbarian
son Dwarf, Giant, Gnoll
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Race: Semi Drow culture and appearance Dots and Modifiers
Normally very thin, they have medium-sized skin
pink in color. The most common thing is that Speed: 4 squares
they have silver or white hair, and their +2 to a score of
eyes should be of the same colors as those of the characteristic of your choice
humans, although they are capable of seeing Adaptability: +2 to any
in total darkness. Aside from that, specific skill that you
they share the same characteristics as Elija. You must choose that skill
the other half-elves. Being so at level 1, and it cannot be
physically resembling a drow, change in a moment
they usually "enjoy" it posterior
bad reputation that they
Languages: Common and Alignment: Preferably Neutral
Drow Chaotic
Favorite Class: Scoundrel and Assassin
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of the elves. They usually also have a hide when a
plump figure, with a round face and belly, older creature makes you
due to his fondness for food, drink, and shade.
a rather sedentary life. Hobbits
they are also characterized by their nature
friendly and peaceful, and they detest wars
Classes or Professions
Your class is the basic definition of what a character can do in the extraordinary environment and
magic from the world of Dungeons & Dragons.
More than a profession, it is your character's vocation. The choice you make of class
It will configure every action you take during your adventures in a fantasy world.
wrapped in spells, filled with monsters and torn by battles.
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Will you be a young and bold warrior with a firm sword? A sorcerer bound by a pact with ties
questionable? A cleric who worships the gods and knows too much? An extravagant rogue with
a hidden dagger in the sleeve? A tattooed magician with a crystal staff? The choice is yours.
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Listed tips will help you create deeper characters because the more effort you put into it
In creating your character, the closer you feel to them, the more significant what happens to them will be.
What type of person is your character? Are they an optimist, hypochondriac, manic-depressive?
bully, passive-aggressive or snob? Knowing your character's personality will help you in the
search for ways to describe it to your Master. Sometimes, having a trait of
A strong personality in your character will help to go a long way in the description.
from this to your Master since he will also have preconceived notions of how it will look
character of that type.
Depending on what type of person your character is, ask yourself how they would look. People
They have preconceived ideas about that particular personality type. But, what if you want to go
against the current? For example, what would happen if your shy Gnome actually looks like
A beauty queen? Or maybe the womanizer is actually a chubby nerd.
Haz una lista de las descripciones físicas de tu personaje. ¿Es tu personaje alto o bajo? ¿Es
slim or overweight? Do they have acne or perfect skin? What is the color of their hair, the
eyes, the skin? Does he/she have large or small hands? Does he/she have a distinctive mole or
physical deformities? Try to visualize your character and write how you think they should look.
based on what you already know about their personality and how it will affect the
history. In this case, using an image to describe his physical appearance is very useful and
It can help you imagine why it looks like that in that image.
Make a list of other attributes of your character. How does it sound? How does it speak? Is it incapable
Does he express himself or is he a scholar? How does he walk or sit? How does he look or sound when
Are you happy or angry? Do you tend to blush when you feel embarrassed? Ask yourself questions
about his character. Try to get as many attributes as possible about him.
You may not even use all these details in the story, but you will have a better
idea of who your character is and how they will act in the various situations that arise.
What are your character's attitudes towards life? Are they happy and carefree or are they
cynical? What about his religious background? Is he Protestant, Catholic, Baptist, or is he a
atheist? How do you feel about work? About politics? About love and
marriage? These details will also help you in forming the descriptions of
your character.
Describe your character's tastes. What kind of clothes or shoes do they prefer to wear? What type
What music do you listen to? What kind of furniture is in your house? Do you like to cook and what type of...
cooking? French, Italian, gourmet? And why.
Remember this character is you but at the same time it is not.
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