Having looked back at the various campaigns I've run, here are some thoughts about what makes
role-playing work well. These are every bit as much reminders for myself as pointers for others!
Tips for good gameplay
Add lots of characters. The general fun level of a session seems to increase at least directly
with the number of unusual characters.
Let players run more characters. I like the Savage Worlds approach of having players run
multiple characters, usually a primary Wild Card and then selected allied Extras.
Have each mission end with a climactic event. It could be a battle or a scenario that puts
your players' heroes to the test.
Add details to make things memorable. Human perception and memory both latch onto small
details. Instead of just fighting Skeleton 1, Skeleton 2, and Skeleton 3, fight a Sapphire
Skeleton, a Ruby Skeleton, and a Diamond Skeleton.
Inject lots of side interactions into the gameplay. If the characters go into town to buy
gear, maybe someone tempts them to a game of chance, or they're the victim of a robbery
attempt. The interaction can remain a short side event, or can weave itself deeper into the
story.
Let the players' excitement and interest drive the gameplay. Sometimes players want to dive
into quests, and sometimes they want to goof off while taking their character shopping.
Play up critical successes and failures. A character has a crit fail when swinging a sword at
a troll? It gets stuck in a door and the hilt gets caught in her sleeve. On a significant
success, the sword knocks the troll off balance and makes them fall into a trough.
Write up what happened at each session. The players love having their gameplay immortalized -
and you'll give yourself immense enjoyment years later (and kick yourself when you didn't!).
Where gameplay goes wrong
Don't let the campaign plot arc overpower the individual missions. The gameplay of the mission
is the heart of role-playing. My worst gaming sessions have been where I've got too lost in
the plot arc.
Don't bog down the session with lots of background. If you develop a significant background as
game master, that's great, just express the depth of the world you created through the
happenings, interactions, and gameplay, don't burden players with a huge background story.
"Show, don't tell."
Don't drag out a session just to finish a mission. If the players' attention is dragging, wrap
up the session and let them build some excitement to complete the mission next time - even if
it's mid-battle.
Don't let any player go too long without direct interaction. Sometimes the action splits
between different characters. If so, make sure you "cut" to the other action every few
minutes. It's better to cut between two sets of actions; it keeps everyone on their toes.