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.
 

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Michael Tresca

Michael Tresca

It’s worth saying that the prep for a VTT. Building the map and stocking it, is a really good way of thoroughly learning the material if you’re running a published adventure. Kinda two birds with one stone.
 

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It’s worth saying that the prep for a VTT. Building the map and stocking it, is a really good way of thoroughly learning the material if you’re running a published adventure. Kinda two birds with one stone.
Unless you're in a situation where either by choice (i.e. your usual style is to improvise) or by necessity (i.e. the players went somewhere you really didn't expect them to go) you're making it up as you go along, and the players still want a map.

Online systems don't support this well, but in person I can draw something on a chalkboard mighty quick.
 

It’s worth saying that the prep for a VTT. Building the map and stocking it, is a really good way of thoroughly learning the material if you’re running a published adventure. Kinda two birds with one stone.
Absolutely true. The work is significant but you know the map, tokens, stats, inside out by the time you're done.
 

Unless you're in a situation where either by choice (i.e. your usual style is to improvise) or by necessity (i.e. the players went somewhere you really didn't expect them to go) you're making it up as you go along, and the players still want a map.

Online systems don't support this well, but in person I can draw something on a chalkboard mighty quick.
Well this isn’t really related to preparing for running published materials but you are correct. That is the big downside to VTT. Though even if face to face I don’t like drawing maps mid session. I would rather go full theater of the mind than sketch something out.

One solution is more prep. So for my Waterdeep campaign I have prepped a map for every type of building I can can think of, and the first three levels of Undermountain just in case they decided to go down there (which they did). It’s also worth saying that a VTT scene doesn’t have to be a battle map. It can be a piece of art that represents a location that you can stick a token on. I often do that for scenes where combat or exploration is highly unlikely - a temple or a local shop for instance. I have some generic street scenes for general interactions about town. In the unlikely event combat does break out there is still a grid and you can still run a combat on that scene.

All that said, if I needed a scene I haven’t prepped, I reckon I could find, upload and put tokens on a battle map which didn’t need dynamic lighting and give you a good run for your money speed wise if you were drawing one out and looking for your minis. I keep several battle maps titled such and organized, that a simple search would pull out a couple of choices. It’s a button click to create new scene. Another couple to upload the map which takes seconds and a couple of clicks to turn off dynamic lighting and set a grid size. Maybe 20 seconds tops. It will look beautiful too.
 
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Unless you're in a situation where either by choice (i.e. your usual style is to improvise) or by necessity (i.e. the players went somewhere you really didn't expect them to go) you're making it up as you go along, and the players still want a map.

Online systems don't support this well, but in person I can draw something on a chalkboard mighty quick.
I don't know the other VTTs well , but in FG it's not hard to sketch out something on a moments notice. The drawing tools are rudimentary, but probably still better than a piece of chalk on a chalkboard or even a handful of markers on a wet erase mat. I think it's just familiarity, most folks are familiar with sketching out something with chalk or wet-erase. If you spend a little time with your VTT tool, sketching out a hasty map should be no more challenging.

And, if you want to spend a little more time (say the party is on a bio break), you can (at least with FG) throw together something that actually resembles a full color battlemap that you couldn't do in person.

But, again, it requires you be familiar with the drawing tools.
Here's something I did in less than 60 seconds:
Screenshot 2026-09-26 082853.png

And here's something I did in way less than 5 minutes for an actual play session:
Screenshot 2026-09-26 083634.png


Neither are amazing works of art, but both serve their functions; which is to illustrate an encounter and keep the game flowing without delay. The same things a chalk sketch does.
 

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