Skip to content

Starting a Tabletop Roleplaying Game

Work in Progress

 

What is a tabletop roleplaying game?

A tabletop roleplaying game, or ttrpg, is a game where players assume the roles of specific characters within a fictional setting. These player characters (PCs) interact with the world as their players describe or roleplay the character’s actions within a scene. Generally, one player acts as a Game Master (GM) who details a scene and assumes the role of all other non-player characters (NPCs) within the game. The GM describes what happens when PCs and NPCs take actions (or inaction). This interaction between the GM and the PCs creates the core gameplay.

Beyond the core structure, a ttrpg generally follows the creation of one or more stories. PCs pursue some goal within the setting. Thus, a ttrpg is really a game where players attempt to achieve a goal while acting as a specific character within a setting, and against challenges, described by the GM.

The game mechanics of a ttrpg exists to define the limitations and capabilities of characters within the game and to allow the influence of chance within a story. Without mechanics, players would always need to agree together on whether or not a character could do something, and whether or not the action itself succeeds. By adding an element of chance, a ttrpg becomes more than a collaborative narrative, but a game where success and failure can alter the fate of characters at any moment.

The Player Guide
Aside from understanding the core mechanics of how to play the game, there are several other concepts that players should follow during the game.

Although players are roleplaying as their characters within the game world and scenes, that does not mean a character should or should not do anything specific. It also does not mean that a player has to avoid taking actions because the player personally wants to do it, but the character they are playing would not. Instead players should always be asking themselves “Why would my character do (or not do) this action?” or “How can I get my character to take this action or be engaged in the scene while staying true to their character?”

Answering these questions is a core focus of a ttrpg’s gameplay, and they allow players to roleplay a consistent character while staying engaged with the story and other players. These questions can also help a player avoid ruining the fun for other players. If something happens in the game where a player is having difficulty answering one of these questions, they should feel welcome to ask the other players for advice.

The GM Guide
GMs openly have more work than other players. It is a fun and rewarding role, especially for people who enjoy roleplaying multiple characters, building game worlds, and thinking of the implications of events. The GM controls the spotlight, the setting, and the non-player-character actors within the scene. Beyond those in-the-moment responsibilities, the GM also needs to consider how actions happening within a game’s “present” time will affect the scenes in the game’s “future.” Essentially the GM sets the stage, the players act on the stage, and the GM then decides an appropriate reaction to help alter the current stage or set future stages.

The Running a Game section provides guidance to help GMs run there games (go figure).

Are there hidden responsibilities in this game?

Witchgates is just one many tabletop roleplaying games out there, but most ttrpgs share common tasks that the all players should be aware of.

  • The Game Master is responsible for the world, potential stories, characters, and events within a game. The rest of the players are are responsible for their characters within that world. Each player should work with the game master to help tie their characters to the game world and story.
  • All players are responsible for their characters’s engagement in the game. A core part of the game is coming up with a reason for a character to actively engage with the current story. The Game Master and other players can help you by using their characters, but ultimately, the decision to engage must be from you.
  • All players are responsible for their own enjoyment of the game, as well as the enjoyment others are having. Aka, everyone should want everyone to have fun.
  • Scheduling and hosting games. Whether you plan on playing a one-time game, or a game that spans multiple sessions, somebody needs to plan when and where the game will be. All players are expected to come prepared for the game by the scheduled time. If someone needs to cancel or will be late, it is that person’s responsibility to tell the scheduler and work with the other players to decide if the game needs to be delayed or not.
  • Be prepared to address group issues. Ttrpgs are social games that often encourage emotional investment into characters and the story. There are plenty of reasons frustrations can go outside of the game world.
    Someone thinks another person is cheating. Someone is always late to the game or never prepared. Someone hogs the spotlight or never pays attention to the game. Someone is ruining the tone of scenes or trying to force awkward interactions.
    The first step to resolving issues is accepting that they might arise. Talk it out with other players and/or add a safety tool to the game to help manage issues.

How do you start a game?

Session 0

A “session 0” represents the gathering of all players before the game itself is started. This first meeting has two core purposes: to allow all players a chance to meet each other before starting a game together, and to ensure all players are on the same page about the type of game that will be played. Beyond those two purposes, the session 0 can also be a great time to make characters for the actual game, as everyone is together and has already scheduled time to do so.

Same Page
Before starting a game that exist mostly in imaginary space, it can be helpful to ensure everyone has the same expectations of what that space looks like. Furthermore, players might expect different behaviors from other players within the game. Use the session 0 to agree upon the themes and behaviors of the game. Some core topics to consider are:

  • Game Tone?
  • GM behavior towards player characters: antagonistic vs helpful/guiding vs unbiased
  • Expectations towards character death?
  • Off-limit topics that players do not want to occur in-game. Some topics may allow “fade to black” scenes while others topics might be best avoided entirely.
  • Player characters teamwork expectations: PC vs PC? All PCs are expected to always work together?
  • Scheduling: How often will sessions occur? Where? And who will manage it?

The Same Page Tool, listed in the safety tools section, provides one organized method of handling tracking expectations.

Story Themes
The players need to discuss what kind of story they want to tell. Stories can go over a multitude of genres, but some players may want to focus on specific ones. Only when the players have a general idea of what kind of stories the game will cover will they know what kind of characters they want to play within that story. Some thematic examples include: Survival, Espionage, Political Power Structures, Revolution, Exploration, Investigation, Mercenary for Hire, Horror, and Save-the-World vs Save-the-Cat stakes.

Story themes can overlap, stories can have multiple themes, and many groups may want their games to cover multiple themes. The Doorways adventure address multiple themes across three acts but has an explicit focus on exploration and mystery around a city or town. The stakes are personal, although GMs are encouraged to consider extrapolating the effects of the adventure’s outcome.

World Building
Although Witchgates details what is happening in the world and different ways people are adapting to the supernatural, the game does not define where things are happening or what is happening locally. Even the introductory adventure module Doorways avoids explicitly describing what locality the adventure resides in.
Instead, the players together should discuss the types of locations they would like the game to focus on and if they would like to travel across different regions. The GM can then use the  setting guide to further enhance the setting.
When discussing where your game will be located, here are some key points to consider:

  • Myths, legends, and folktales in the area
  • Figures and Organizations of power in the area, including the government, authority figures, criminal sects, and corporations.
  • How might the geography affect the story: Oceans, Deserts, Forests, Rivers, Swamps, Mountains, Snow, Islands, Cliff faces, Fog, Severe Storms, Grass Plains
    • Some areas might be more secluded, allowing more region-locked plots or intense survival-based travel, while other areas might act as travel hubs which allow players to see the adaptations of many cultures and hear stories from far off regions.
  • Population Level: City, Suburban, Rural, or isolated?

Character Building
O