Props in Tabletop Games

Utilizing props is one of my GMing trademarks. I think it is a great way to spice things up and keep a story interesting for the players. Whether it’s a one-shot or a campaign you have run for years, props can help the players immerse themselves more fully into the game world and make events more memorable.

However, before you add props to your game, ask yourself why you are doing it. Think about the type of game you are running. Are the players the type that would appreciate a little extra spice? Are they already roleplayers who may just need a little something extra to inspire them? If you have doubts, you might want to bring it up to them first. There are some types of players (*cough* min-maxers *cough*) that won’t appreciate your efforts. If you think your players would benefit from them, consider the setting and tone of your game. What type of props will best serve your needs?

Items from the Story

Prop items from the story are easily used by the GM to influence the game. The easiest to make are paper items that the characters need, such as maps, letters, paintings and photographs. When I ran a game set in the Salem Witch Trials, I created individual letters for each character that served as their motivation for teaming up to save their town. They also had maps of Salem on parchment paper. Having a contract or wanted poster in their hands immerses the players in the story. These props are really easy to make with the help of a computer and some parchment resume paper. There are a variety of simple methods for aging paper using common household items if you are running a historical or fantasy campaign. Sealing wax or ink stamps are a fantastic touch to finish off important documents.

Other items can also be used to move the story along and give the players information. Books, jewelry, crystals, potion bottles, and so much more! Use your imagination! I made wands and spell books for a Harry Potter game which kept the table lively and in character. It’s much more interesting for the players to study a real book for clues than to roll dice and have you describe what they notice. Once I used jewelry as a way for the party to identify each other as allies. It’s a great visual for them to reference during the game and then is a great souvenir for them after it is over.

Room Decorations

Decorating the table or your gaming room can be a great way to set a specific tone for your game session and it will help players get into character. I suggest starting with the lighting, because that will make the most difference to the vibe in the room. If your players are in a dungeon or if you are playing something like Vampire the Masquerade with a dark tone, turn down your overhead lights. Bring in some other light sources, like table lamps, so that the players can still read their character sheets. Buying colored light bulbs from your local hardware store is another great way to change up the look of a room without moving too much around.

Decorate your table too! We were delighted when one of our players brought candelabras for our Vampire game. They became such a staple of our game that when we couldn’t burn candles anymore, we replaced them with cheap battery powered ones from the Halloween store. Small things like this can give a campaign some unique character and can be fun for the players.

Food & Drinks

Providing themed refreshments makes the players very happy. It fills their bellies while also immersing them in the game world. The plates and cups you use to serve the food are also props. I often find myself holding my beverage of choice like my character would hold it, swishing or sipping a pewter mug or wine glass in character as well. There are many resources online with recipes from Star Wars, Lord of the Rings, Star Trek, A Song of Ice and Fire, and other fictional sources. Historical foods are also a great way to add to a campaign. I highly suggest that you test and taste a recipe before serving it to your gaming group!

Costumes

I love costumes, but I am not always a fan of them around the gaming table. Individual items, such as a hat or elf ears, can be a great addition and help a player stay in character. I suggest talking to your group and starting slow. Really consider how each costume piece will add to the game. Goggles or glasses can add a chance for in-character mannerisms, like nervously adjusting them or cleaning them when they are thinking about something. A longsword may be entertaining the first session, but eventually it will probably end up leaning against the wall and forgotten. Full costumes can get uncomfortable or distracting during a game. Plus, why wear a full costume when you only see each other from the table up? Don’t sacrifice comfort and fun to look the part. There are a number of online costume shops that can help find individual pieces for historical and fantasy games, as well as futuristic and science fiction games. I always suggest checking out your local thrift store or Goodwill before dropping a large amount of money online. I’ve put together whole costumes from second-hand stores. You never know what you will find!

Miniatures

The most common prop in tabletop RPGs are minis. It’s easy to forget that these are props and that they really help with keeping the narrative clear for all the players. The Happy Jacks D&D campaign, Desert of Despair, really made me appreciate how much miniatures help the group visualize what is happening. Having actual spiders or giants to fight, instead of using paper clips or extra dice as stand-ins, can make a big difference. You don’t need to drop a fortune on specific minis for each combat, but using something that is about the right shape is always helpful. If you play D&D or other games that involve miniatures, consider building up a diverse collection of miniature foes for your players to face.

 

Once you decide that you want to add props to your game, choose carefully! Not all props are created equal! It’s better to add one perfect prop than to drop tons of stuff on the party that will detract from the game rather than add to it. Props will not save a bad game, but if you use them wisely, they can be a fantastic way to add a little dramatic flair to a game.

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Tabletop RPGs: Tips for New Players

"I'd love to play D&D but I don't know how and don't want to mess up the game."

I've heard this statement from many people over the years, many of whom became avid gamers with a little assistance. Playing tabletop RPGs is a lot of fun, but it can also be intimidating for new players.  Unlike most board games with a set goal and predicable player experience, RPGs change with every choice that the characters make during the game session.

Not having a "right way" or rails to fall back on can make inexperience players feel unsure and self conscious, but don't let that keep you from joining a game!

Nobody learns to play a tabletop RPG without sitting at a table and actually playing.

You can memorize everything about the game, but becoming a good RPG player takes practice. You will learn as you go, and even after playing for decades you will keep learning from new experiences. Just like the characters we play, we get XP as we go!

It always helps to have some guidance though, and so, I'd like to impart some knowledge that will be helpful to new players.

Who is in charge?

GMThe Game Master (GM), or Dungeon Master (DM) if you are playing D&D, is in charge of running the game. It is their job to make sure that the game is engaging, follows the system's rules, and that everyone is having fun. They are, in many ways, the "god" of your game world. They create the setting, non- player characters, monsters, situations and everything else that you and your fellow players will face in the game.

It is important to note that the GM does NOT get to make your choices for you.

They can create the dungeon with a dragon inside, but they cannot make your character walk in and slay it. That has to be your choice. If you want your character to head to the local tavern instead, you have that right! (But I can't guarantee the GM won't turn around and make the dragon attack the tavern!)

It's a good idea to befriend your GM. They are the best resource for everything related to your campaign and can help you with any questions you  have along the way. Work closely with them as you learn the system and show your appreciation for all the hard work they put in to keeping the game going. You show up and play once a week, but they spend hours prepping before every session. Without the GM, there is no game.

How do I build my character?

crazymageI could write a whole post about creating a character (and I probably will in the future!) but for now, I will try to keep it short and sweet.

Talk to your GM before you start making your character and ask for their advice. Different games have different flavors and you don't want your character to bring a gun to a magic fight, or be an evil character in a group of holy paladins. Or maybe you do want that, but you should get permission from your GM before adding that type of complexity to the game.

All systems have a set of mechanics to help you build a character's abilities, so make sure that you read that section of the players handbook thoroughly. If you have questions about the process, your GM and fellow players are your best resource to help you make your character. There are also many online forums where you can ask any questions that you might have during character creation.

CharStatsMake sure that your character's stats (strength, intelligence, etc) support the skills and abilities that you select for them. For example, most fighters will need a lot of physical stat points, such as strength and constitution, while magic users or investigation types will need more intellectual stats. It's not helpful to have a fighter who isn't strong enough to wear their armor! Chose your stats and abilities wisely, because they change slowly once the campaign starts!

Next, develop your character's personality. Hopefully, you had something in mind while you were working on his/her stats and skills. Some game systems have personality stuff built in to character creation which give you a basic framework for a personality and back story. If so, great! Just use that as a basic structure and add in some smaller details. If not, you have a bit more to do to create your character.

What can my character do?empowering players

Your character can TRY anything that you'd like, but they won't always succeed. Take chances and think out of the box. Every problem should have multiple solutions. Success is determined by your dice rolls and the GM's choices. Choose wisely! Saying, "I shove a sword up his butt!" may not be as funny as you expect when it actually happens in the game.

Be an active participant!

Tabletop RPG game sessions can last a long time, usually several hours for a single session. The time can sometimes pass slowly, especially during combat, it's important to take an ACTIVE interest in everything that is happening during the game. That means listening and participating in character, maybe even taking notes so that you can remember important details later.

Combat can take time, but it's important that you are paying attention to what other players are doing on their turns!

There is nothing worse than being in the midst of a difficult combat and having a player do something useless because they have no idea what the last player did on their turn. Be aware of what players are doing so that you can make good tactical choices and contribute to the battle!

What is metagaming? Why is it bad?

metagamingMetagaming is making decisions based upon out of game knowledge. For example, you saw your GM's notes and know that there is a dragon in the dungeon. If you have your character avoid the dungeon, you are metagaming. Your character doesn't know there is a dragon waiting to eat you. You are using PLAYER knowledge to make a choice in game, not CHARACTER knowledge. For obvious reasons, metagaming can really mess up a game. DON'T DO IT!

Ask Questions!

Nobody expects you to know everything! Asking questions, in character or out of character, is a natural part of the game. Everyone does it, no matter how long they have been playing. Why do you think gamers carry around the game rule books all the time?