RPG Evolution: Run an RPG Campaign Online

On Saturday at Gen Con 2026, our schedule shifted operations entirely over to Lucas Oil Stadium, where we presented our final two tracks back-to-back under Mal and Tal Enterprises, LLC. The first was Run an RPG Campaign Online.
Run an RPG Campaign Online_Final.jpg

Structuring our two seminars back-to-back proved to be an advantage against the day's broader scheduling challenges. Back-to-back sessions made it way easier to set up and mean we weren't rushed out of the room (a frequent concern, since prior seminars were supposed to end 15 minutes beforehand and rarely did). The audience engagement was great; participants took notes throughout the presentation, and a significant portion of the crowd stayed well past the hour mark to ask questions. Here is the framework and practical guide we broke down during that presentation.

Choosing Your Virtual Tabletop​

When you decide to move your campaign online, your choice of Virtual Tabletop (VTT) becomes your digital gaming room. I primarily use Roll20 and have been doing so for years. Its longevity, built-in marketplace, accessible browser-based interface, and integrated character sheets make it an easy anchor for long-term campaigns. However, it is far from the only option available today, and the market offers several alternatives depending on your needs.

For tech-savvy Game Masters who crave community ecosystems and customization, Foundry VTT offers dynamic lighting and modular control. Meanwhile, Fantasy Grounds serves as a heavy-duty option with rulebook automation and database tracking for complex systems. There are other options too, like Owlbear Rodeo, which provides a lightweight, streamlined layout.

Ultimately, the key is selecting the platform that fits your group's comfort level while providing the tactical grid and character tracking your campaign requires.

Global Connections and the Time Zone Puzzle​

One of the greatest gifts of online play is that your player pool is no longer limited to people within driving distance, allowing you to assemble players spanning from New York to London, Tokyo, and Sydney. But with this incredible global reach comes the head-scratcher of global scheduling, requiring strategies to keep a international campaign alive.

Establishing anchor times is vital, meaning you should use UTC/GMT as your baseline reference point when scheduling, or rely on tools like World Time Buddy and Discord’s native timestamp formatting to automatically convert session times to each player’s local timezone. Players and game masters must also account for international daylight saving differences; different countries flip their clocks on different weekends throughout the year, which can shift a working March slot by an hour come April.

Blending Multimedia Seamlessly​

In-person games often rely on a single Bluetooth speaker tucked safely behind the DM screen, but online play lets you build a full sensory experience inside your players' headsets. Tools like Syrinscape, Tabletop Audio, or Roll20’s integrated audio jukebox allow you to layer ambient background soundscapes like a busy tavern or wind howling through ruins beneath subtle atmospheric music.

The ultimate rule for multimedia deployment is seamlessness; a Game Master should never interrupt the game’s momentum to hunt for a specific sound effect. Organizing and preloading playlists and visual handouts is a must. If a piece of media takes more than five seconds to cue up, drop it entirely and keep the narrative moving.

Massive Swarms and Digital Initiative​

Digital play can also make it easier to run tactical combat management. Staging an in-person battle against forty or fifty goblins means buying, painting, storing, and physically moving individual plastic miniatures while simultaneously tracking separate health pools. On a digital grid, a Game Master can simply copy and paste fifty tokens, drop them across the map, and track automated hit point bars directly on the tokens themselves.

Initiative is easier to manage too; automated trackers built into the virtual tabletop (Roll20 in my experience), takes the tedious arithmetic and turn-sorting entirely off your plate. With a single click, the entire encounter is ordered and ready to go.

The Homebrew Hurdle and Character Sheets​

While digital character sheets excel at auto-calculating attack modifiers and tracking spell slots, they introduce a homebrew hurdle because online toolsets generally do not tolerate house rules very well. Most standard virtual tabletop character sheets are hardcoded to enforce system mechanics, meaning that if you introduce custom classes, modified rules, or non-standard stat calculations, the automated system may break or override your inputs.

To manage this hurdle effectively requires some homework on both the part of the game master and the players; it may require manual overrides or a dedicated house rules document pinned in your campaign channel. The golden rule is to never fight the software during a live session; if an automated sheet refuses to calculate a custom homebrew bonus, simply record it manually in a note tab and keep the game moving.

Fighting Screen Fatigue​

Fighting online screen fatigue requires attention to campaign pacing, timeframes, and computer etiquette. Sitting in front of a monitor, wearing a headset, and maintaining visual focus wears down human mental energy much faster than sitting around a physical wooden table sharing snacks. While in-person games can easily run four to six hours, the sweet spot for an online session sits tightly between two to four hours, making it more effective to structure your campaign around tighter, episodic arcs where each session has a clear goal.

Because players are sitting at PCs loaded with web browsers and social media, the temptation to multitask is massive, requiring rules against secondary gaming during the session. You should encourage cameras to stay on whenever possible to maintain critical eye contact and non-verbal cues, implement push-to-talk discipline to eliminate background noise, and practice active GM engagement by calling on players by name to keep everyone locked into the scene.

Keeping the Party Together Between Games​

An online group can easily drift apart if interaction only happens during game time, so communication hubs help to keep the party together between games. Within twenty-four to forty-eight hours after a session ends, ask someone (if not you as the game master) to post a narrative recap to remind players where they left off, highlight cool choices, and hopefully spark chatter throughout the week.

Discord remains the industry gold standard for hosting these community hubs due to its native voice channels, text channels, and bot integrations, though private forums also work well for play-by-post summaries. To structure your channels for maximum efficiency, create separate spaces for session recaps, out-of-context quotes, and character lore. Roll20 has its own chat forum for this purpose.

A Permanent Shift in the Hobby​

Online tabletop gaming exploded out of necessity during the COVID-19 pandemic lockdowns, as tables everywhere scrambled to move their physical games online. But far from fading away as the world reopened, digital play has integrated into the gamign landscape. It has allowed long-running groups separated by moves and life changes to stay together, while opening doors for international play that simply didn't exist at this scale a decade ago.

You can download the full presentation for free at our Patreon. We had one more session to go, The Art of the Interview, led by my wife Amber, in the same room immediately afterward. We'll cover that seminar in the next article.
 

log in or register to remove this ad

Michael Tresca

Michael Tresca

The difficulty in homebrewing is the curse of online play and one that I feel will have longterm impact on how people play RPGs.

In person with dice it is simple as heck to change modify or design rules and such, but as you note very difficult on most VTTs. Overtime people will view the game as a rigid system versus the more fluid rule set that RPGs have been for a long time.

I think it also hurts ameture designers. Hard to find folks to play online if your homebrew game doesn't have a Roll 20 charachter sheet and built in dice roller to handle you d12 dice pool mechanics. To be fair its always been hard to get people to try your homebrew game, but at least in person you didn't have a second barrier.
 

Good call-outs. Note that a lot of what VTTs offer is nice, but not really necessary to play. Character sheets don't have to be online, and most games allow you to play theater of the mind. Dice rolls don't have to be online either, although in my experience the game is enhanced when everyone can see the roll in real time. What I value most personally is to replicate the face-to-face experience as much as possible with good voice and video connections.
 

Lots of good advice here. That definitely tracks with my experience. A session write up - I use a landing page that I update after the session - helps a lot. I also find the discord server I set up for the campaign is great for building out of game links. Even if it’s just fun skits and memes. Also good for ironing out rules questions and talking about the system.

I’m not sure that I agree that a camera is important. We ran with cameras for the first few sessions but they dragged down performance and to be honest if you have an interesting game space going on I find we’re too busy looking at that and our character sheet to worry about what other people look like. I also find one of the upsides of online play is that you can make a cup of tea without being disruptive. I think people need to own their own behaviour. Bring on camera can be extra pressure - particularly with strangers.

The big challenge is of course preparation time increases. This can be sped up with a good module and compendium of resources but provided you enjoy it then the result can be excellent.

I’ve been blown away by Foundry VTT. It’s gone from strength to strength. I’m not a programmer by any stretch but there is so much support. It used to be that it was all fan-made stuff for many major systems but now the publishers have gotten on board and there are brilliant official system modules for most of the big players. The D&D 5e is frankly amazing, as is WFRP 4e. In D&Ds case Arcana Unleashed was available straight away. With all the system rules and programming built in. I would say it has overtaken Fantasy grounds for automation as far as I can see.

I also love the functionality. I spent spare time at the weekend building 10 scenes for dungeons of Drakkenheim, complete with fading roofs to building, lighting, sound effects and effects like fog or ravens flying across the map. These things might be small individually and certainly aren’t necessary but they combine to build a better aesthetic.

I also think it’s great that as a Brit I can game with two Americans, a German, another Brit and a Pole around the same VTT. All bringing our own experiences of a game we love. Or in the case of my other group, friends from all over the country that I have previously gamed with face to face, that would be very difficulty to gather for a regular game.
 
Last edited:

I think it also hurts ameture designers. Hard to find folks to play online if your homebrew game doesn't have a Roll 20 charachter sheet and built in dice roller to handle you d12 dice pool mechanics. To be fair its always been hard to get people to try your homebrew game, but at least in person you didn't have a second barrier.
It's hard to find VTT support for any small game using d12 - my game group considered playing a campaign of Tephra (a steampunk game using only 12s) but an old Roll20 character sheet was the only option for online play. If I won the lottery, I might throw some money toward devs supporting a favorite game, but on my own I simply don't have the skill set to put a new ruleset on Foundry. Maybe I could bodge a character sheet - for my own homebrew I don't need to worry about permissions, and I know who to ask for Tephra content - but the automation that makes online play so compelling requires technical capability I no longer possess.
 

The difficulty in homebrewing is the curse of online play and one that I feel will have longterm impact on how people play RPGs.

In person with dice it is simple as heck to change modify or design rules and such, but as you note very difficult on most VTTs. Overtime people will view the game as a rigid system versus the more fluid rule set that RPGs have been for a long time.

I think it also hurts ameture designers. Hard to find folks to play online if your homebrew game doesn't have a Roll 20 charachter sheet and built in dice roller to handle you d12 dice pool mechanics. To be fair its always been hard to get people to try your homebrew game, but at least in person you didn't have a second barrier.
Yeah the homebrew thing is kind of devastating. I can do things with Roll20 but the level of effort to make the homebrew worth it (besides my own monsters) just piles on MORE effort atop the labor to homebrew in the first place.
 

Global Connections and the Time Zone Puzzle​

One of the greatest gifts of online play is that your player pool is no longer limited to people within driving distance, allowing you to assemble players spanning from New York to London, Tokyo, and Sydney. But with this incredible global reach comes the head-scratcher of global scheduling, requiring strategies to keep a international campaign alive.

Establishing anchor times is vital, meaning you should use UTC/GMT as your baseline reference point when scheduling, or rely on tools like World Time Buddy and Discord’s native timestamp formatting to automatically convert session times to each player’s local timezone. Players and game masters must also account for international daylight saving differences; different countries flip their clocks on different weekends throughout the year, which can shift a working March slot by an hour come April.
This is why I advocate for eliminating timezones (and of course DST). :D

It's hard to find VTT support for any small game using d12 - my game group considered playing a campaign of Tephra (a steampunk game using only 12s) but an old Roll20 character sheet was the only option for online play.

I there's a LOT of systems that can work in Fantasy Grounds. For example TOR, I'm not familiar with d12 systems so not sure what to look for. XCore is super-flexible in what you can make, as is MoreCore
 

I have been running games online since the 2E era (using a Java chatroom, yikes), an ongoing play by post campaign since 2006 and live games via Facebook Messenger (!) and then Discord since 2000.

You don't really need a lot of technology to play -- the only VTT we've used was the Mothership app -- but what technology you use makes a big difference. I made what I thought was a good decision in 2006 to set up a MediaWiki (the software that runs Wikipedia) for my campaign, which has been great on many levels, but it's also meant that I've signed up to be a systems administrator for phpBB and Mediawiki for the past 20 years, which I deeply regret.

I would start small, personally, picking just the basics -- probably setting up a Discord channel -- and then add pieces slowly. You can quickly get yourself committed to a ton of subscriptions for services you don't necessarily use, not to mention the added time requirement involved in setting up more than the most basic VTTs each week.

That said, playing online has been a huge success for me and my friends, both with our ongoing campaign (20 years and still going) and our live games. We've had people in four countries across half the globe playing in the same games, something that wouldn't have been remotely possible otherwise. And friends who otherwise can't find anyone to play with locally now have regular games, which is a huge win for them.
 

The difficulty in homebrewing is the curse of online play and one that I feel will have longterm impact on how people play RPGs.

In person with dice it is simple as heck to change modify or design rules and such, but as you note very difficult on most VTTs. Overtime people will view the game as a rigid system versus the more fluid rule set that RPGs have been for a long time.

I think it also hurts ameture designers. Hard to find folks to play online if your homebrew game doesn't have a Roll 20 charachter sheet and built in dice roller to handle you d12 dice pool mechanics. To be fair its always been hard to get people to try your homebrew game, but at least in person you didn't have a second barrier.
I've found Foundry to be incredibly flexible for my needs. Nearly every time I think about creating a new module or hack of Foundry for my game, I do a quick search and find somebody has already done the work! To be fair, ive also run into a fair amount of people that can barely understand a basic VTT functionality, so this isnt going to be easy for everyone. Though, with time I think it will only get easier and faster for folks to customize their VTT to their games.
Yeah the homebrew thing is kind of devastating. I can do things with Roll20 but the level of effort to make the homebrew worth it (besides my own monsters) just piles on MORE effort atop the labor to homebrew in the first place.
Which is where the rub comes in. VTTs are very flexible, but it can take time and effort that you may rather spend on session prep than VTT prep. I expect this to change over time as VTTs become easier to manage.
 

Map and visibility management is certainly a strength. For a system like Pathfinder 2E, where there is a strong expectation of tactical movement and positioning on grids, where many maps are expected to be mostly unknown to players ("fog of war"), where you might have an invisible combatant whose position still needs to be precisely tracked -- this is all helped a lot by using appropriate software tools.

Pathfinder 2E also has a fair number of conditions and statuses that can be applied, and traits and other creature statistics that can interact with other mechanics in readily-automated ways. Software's again useful for tracking such things. Somebody has an aura that should be automatically doing things to everybody within a certain radius? Another creature is currently on fire and there should be rolls to see how much damage they take and whether the burning ends? Again, tooling helps ensure that such things don't get missed.

Something at the more complex-and-capable end of the VTT pool (Fantasy Grounds VTT, FoundryVTT in particular) has a lot to offer for such a system (along with a lot of licensed content for a number of systems, allowing a money/time tradeoff).


For something like Call of Cthulhu? Less need for that complexity. Most content for that pretty much assumes theater-of-the-mind. Images can be shared, including rough maps, to give players an idea of where they are or who or what they're seeing... but you can share images over Discord while using its voice chat, and you can even get die-rolling bots if you need to. There's also the less-complicated, TOTM-oriented tools like AlchemyVTT (don't know if the tooling and implementation is actually good, but they do claim to have such things as a licensed conversion of Masks of Nyarlathotep for instance).
 

Related Articles

Remove ads

Remove ads

Top