"Party of Seven" by captdiablo (resized) is licensed under CC BY-NC-ND 3.0
This is a general guide to tabletop roleplaying games: what they are, how they work, and how to play them. It will help newbies navigate the hobby and understand the basics most TTRPGs share. If you're curious about games like Dungeons & Dragons but don't know anyone who plays them, this guide is for you. If you have a friend you'd like to share the hobby with but aren't sure where to start, offer this guide to them. It could be the conversation-starter you need.
Many children play imaginative games. They portray characters in fantastic settings, taking on roles or using figurines. Together, kids come up with actions and play out scenes. But many children's games don't have continuity or elaborate rules - kids show up, state their actions, see how others react, and if everyone agrees with how things work out, they move on. Roleplaying games are similar to early imaginative play - people still together and imagine themselves in different roles. They still create scenes through their choices. The differences lie in the complexity that's possible, depending on the group, their means and tastes, and the systems they choose to play.
As of 2024, it's been 50 years since Dungeons and Dragons, the first roleplaying game, started. Since then, a vast array of games have been made but they tend to have the following things in common.
TTRPGs tend to have more rules than our early imaginative play. There are procedures to follow for making characters and deciding what happens, and a director makes sure they're followed properly. This means there are more limits on what players can do, but there are also more safeguards to ensure that what happens is fair to all.
The basic concepts and rules of a game are created so they work together, and together, they form a system. Features of one system may not exist in another or might use different mechanics. These are ways that game lines are distinguished from each other. This also means that instead of coming up with everything on their own, roleplayers usually rely on game designers to furnish systems for them.
Because of this, roleplaying games require some study. Tabletop RPGs have more rules than anyone can remember, so they're usually published in books. "Core books" cover basic guidelines, how to make characters, and how to run sessions. "Supplement books" add material from there. These manuals vary in length, from thick tomes to outlines on bookmarks. Everyone who participates is expected to study at least some material, even if it's just what applies to their own characters.
Many game companies offer material online through wikis, apps, and other digital repositories. Some TTRPG systems are offered entirely free online while others are only available in part without paying. Some companies also allow fans to create and sell content, as long as they adhere to a license.
Most roleplaying systems rely on methods to generate random numbers. Why? To determine the outcomes of attempted actions. After all, just because a character tries to outrun an enemy doesn't mean they'll succeed. While their speed and athletic experience will be taken into account and offer advantages, they could trip or get winded during this chase. To simulate this uncertainty, players will often add characters' bonuses to a randomly generated number. If the total is high or low enough, their character succeeds.
Most games use dice for this purpose. You may be thinking of a six-sided die (called d6 in TTRPGs), such as those used in Las Vegas dice games. Those are commonly used in RPGs. Some roleplaying systems use many different types of polyhedral dice - those with 4 sides, 8 sides, or more - for different purposes. Other systems rely on a single type, such as d10s (ten-sided dice). Some games or maneuvers require gamers to roll multiple dice at one time while others don't. A few game lines employ other randomizers, like tarot or playing cards, instead of dice.
This doesn't mean a randomizer is used for everything: your character should be able to get out of bed in the morning without a problem. But when failure could introduce important complications or when characters are working against each other, a randomizer is usually called for. This injects excitement into the session, since no one knows what the result will be. It also feels fair for many gamers when all characters are at the mercy of chance.
But there's another key reason for randomizers. Roleplaying games aren't usually intended to be acted out physically by the players or to rely on their personal skills. Sessions take place in the imagination and characters' abilities are used to decide their fates. A player gets to decide how their character tries to handle a problem, use their numerical bonuses, and apply a randomizer. Figuring out if the final result succeeds or fails helps everyone envision how the moment is resolved. No one needs to act it out or possess the skill their character is using.
Like books and films, roleplaying games cover many different subgenres, from medieval fantasy to futuristic horror. This is another way that they deliver unique experiences and appeal to more people. If there's a subgenre people love, chances are that someone out there has made a TTRPG for it. Sometimes a game company will pair a subgenre with a particular rules system. This is usually done so the rules reinforce the themes of the subgenre, such as mechanics that reflect characters' fear in horror games. Other times, a company will use the same basic rules system and alter it for different subgenres.
Roleplaying games are played in sessions, but how many and how long they are is up to those involved. A session can last as long as everyone is having fun, but most people play for several hours before stopping. Some games are one-shots with stories that begin and end during a single session. Many games involve stories that are played for a few weeks or months before they end, but they can also go for years or decades. These are commonly called campaigns. In this way, roleplaying games are more flexible than childhood ones: they allow gamers to experience characters and settings for as long as they wish.
Roleplaying games offer many options for players. These options start with character creation. Often, players get to choose from lists of skills, backgrounds, and other unique traits. And once play begins, there's no telling how players may try to handle things. Combat rules cover a variety of maneuvers and weapons, and sneak mechanics could allow players to avoid notice. There are many ways to resolve social encounters, from manipulation to persuasion. On their own, players will surprise you with their perspectives and ingenuity; together, a group can astound you with the audacity of their tactics and plans.
And unlike video games, TTRPGs don't have a certain number of pre-programmed inputs or responses. This keeps things exciting, because you don't know what might happen next.
Roleplaying games are interactive on a level that most books and movies are not. You don't just sit back and watch an actor deliver lines - you say what you want your character to say and decide what you're going to try to get away with. There aren't sets or special effects, but your imagination can more than make up for that. All you have to do is give yourself and your group a chance, and fun hours will pass the way they did during the best days of childhood.
Childhood imaginative games don't always have leaders, but some games could have used someone to defuse arguments and keep everyone on track. Most roleplaying games cut these problems off at the pass by designating one person as the director. What a director is called depends on the game line. In D&D, they're known as the Dungeon Master (DM); other games call them Game Masters (GMs), Keepers, and so on. The director is said to "run" game sessions, but in truth, everyone works together to keep things moving.
The director is responsible for many early decisions: what type of game they wish to run, how many players they can handle, where the action is going to begin, and so on. As stories proceed, the director sets the scene for the players and portrays any other characters required. Once players decide what they want to do, the director helps them determine if they're successful. If the pace begins to stall, the director is expected to introduce complications to get things moving again.
The director, however, also carries a lot of responsibility. They have to keep the world vital and entertaining so the players don't get bored. This involves a lot of creative thinking, sometimes before a session occurs and definitely as it runs. Some directors spend time before sessions crafting encounters, generating possible plots, and so on; this is commonly called "prep." Other directors don't do much or any planning beforehand, relying on their knowledge of the game and stories to improvise what occurs; these are "improv" directors. There's no single best way for all directors to operate - some of them could benefit from thinking things through in advance, and all directors will need to improvise at some point.
The director controls enemies and the environment and has to use them to challenge the players while giving them a fighting chance to succeed. If a director grossly miscalculates a threat, it could result in a TPK - a total party kill, where no player characters survive. This might seem easy to avoid if the director knows the rules well, but that isn't always the case since randomizers are used and foes may prove more potent than anticipated.
Directors also organize combat rounds and other segments where various characters undertake tests to accomplish their actions. And while the players only worry about their own characters, the director tracks the rules and actions of all other actors in a scene. They have a lot on their plate!
Perhaps the weightiest duty of the director is to interpret the rules and resolve disputes. If there's confusion about how a rule works or what should happen as the result of a randomizer, the director is usually expected to step in and guide the process of figuring it out. They are expected to know the system and setting in more detail than anyone else so they can render sound judgments. In some systems, directors are given carte blanche to make final rulings and players are expected to give up on arguments so a session can proceed. In other games, directors are invited - or even expected - to work with players to reach a consensus.
A player is usually responsible for creating and portraying one character in the story, known as their PC (player character). They take on a starring role in the story along with their fellow players. Often, their characters are built with more - or more powerful - options than the NPCs (non-player characters). That's because they're expected to stand out from the norm. However, most games are designed for players to work together and take turns sharing the spotlight. Player characters are usually specialized, so having a party of characters with other abilities enables them to accomplish more than they would be able to do on their own.
While the director can introduce story hooks and larger plots going on in the setting, players don't have to pursue them. It's considered good form for players to at least approve of and be willing to pursue the main premise of the game. It's also considered good form for directors to allow players to pursue their own interests, as well. Players can lead stories through their characters' actions. They're expected to use their characters' abilities to handle situations the director puts before them and to generate situations on their own. That way, the game always has something interesting going on: if the director isn't creating trouble for the players, then the players are creating trouble for themselves.
I've just said that players usually make their own characters for a TTRPG, but how does that work? Well, first they consult character creation rules for the system they're using so they can determine their character's abilities. This often requires using randomizers, selecting options from lists, and imagining personal details. Then they record their results on a special form made for PCs of the system at hand. It has fields for information the player is likely to need, such as combat stats, as well as some fields for basic details, like appearance. This is known as the character sheet.
In face-to-face games, players usually fill out their sheets during a special meeting before the campaign begins. This allows the director to help and answer questions and makes it easy for players to make choices that bolster the group's effectiveness. It also means that playtime won't be lost. Most of the time, players create characters of the same power level so that one PC doesn't dominate or vastly outperform others.
Once complete, the director reviews all character sheets for errors and inconsistencies and can require changes before approving characters for use in-game. It's in everyone's best interest for directors to be flexible and offer options so players feel encouraged rather than stifled. It's also considered good form for players to work within the setting and system to create characters that are fair and reasonable.
Once a game begins, character sheets are consulted regularly. In many games, if you don't have one, you can't play and if something isn't recorded on your sheet, you can't use it or say your character has it. As a character progresses to new levels of power, their updated stats and options are recorded on their sheet. It's normal to make some mistakes, but you should check your math and items at intervals to ensure accuracy. Whenever you're unsure about something, consult your director. Because if you're found to be dishonest about what's on your sheet, you can get kicked out of a game.
Some players print out their character sheets and update them in pencil. This offers a tactile experience and keeps players from relying on electronics, but it also means that sheets will get worn out and need to be replaced at intervals. Some groups let players take their sheets home and rely on them to bring them back; others leave them with the director or host. In groups that allow electronics during play, digital options keep clean copies of characters and online versions mean they're available wherever there's an internet connection.
Most roleplaying games have similar elements on character sheets. They often have basic information about the character at the top: name, role, power level, age, and appearance. Base attributes like strength and intelligence are prominently arrayed and usually given numerical values. Sections that track a character's maximum health and current damage tend to be prominent. Many games have a list of distinct skills, but some offer more than others. Skills usually have points assigned to them to reflect a character's proficiency.
Important gear - namely weapons and armor - often comes next, with a later portion for other valuable items and currency. In some systems, gear is essential to success; in others, not so much. Next comes special abilities, such as spells or unique maneuvers. Somewhere on the sheet, a character's overall power level and current progress will be recorded, but the position can vary.
See the sheet below for an example of how this can look.
Character Name |
Player Name |
Role & Level |
Species |
|
|
|
|
Age |
Gender |
Height |
Weight |
|
|
|
|
Hair Color |
Eye Color |
Skin Details |
Faction |
|
|
|
|
Attributes |
Skills |
||||
Smarts |
|
Analyze |
|
Know |
|
Sway |
|
Coerce |
|
Lie |
|
Allure |
|
Compete |
|
Operate |
|
Brawn |
|
Create |
|
Purloin |
|
Speed |
|
Frolic |
|
Sneak |
|
Vitality |
|
Heal |
|
Survive |
|
Full Health |
Current Health |
Movement |
Readiness |
|
|
|
|
Weapons |
|||||
Name |
|
Type |
|
Damage |
|
Name |
|
Type |
|
Damage |
|
Name |
|
Type |
|
Damage |
|
Armor |
|||||
Name |
|
Type |
|
Rating |
|
Name |
|
Type |
|
Damage |
|
Name |
|
Type |
|
Rating |
|
Other Equipment |
|||||
Name |
|
Type |
|
Rating |
|
Name |
|
Type |
|
Damage |
|
Name |
|
Type |
|
Rating |
|
Spells |
|||||
Name |
|
Type |
|
Damage |
|
Name |
|
Type |
|
Damage |
|
Name |
|
Type |
|
Damage |
|
Name |
|
Type |
|
Damage |
|
Name |
|
Type |
|
Rating |
|
Name |
|
Type |
|
Damage |
|
Name |
|
Type |
|
Rating |
|
Name |
|
Type |
|
Damage |
|
Name |
|
Type |
|
Rating |
|
<< Back to: TTRPG Glossary | Continue to: Part 2 >>
Resources are free for personal use; please do not offer them for sale or claim them as your own work.
Please do not repost material elsewhere; link to this site instead. Thank you, and happy gaming!