Fanzine-Style TTRPG Advice Articles
Create compelling advice articles in the tradition of classic RPG fanzines: personal, practical, and rooted in actual play experience. These are 1000-2000 word pieces that feel like a seasoned GM sharing hard-won wisdom over coffee.
The Fanzine Voice
Core characteristics:
- Personal and conversational - Write like you're talking to a fellow GM, not lecturing from a podium
- Opinionated with humility - Have a clear perspective, but acknowledge other approaches exist
- Grounded in experience - Every piece of advice should feel tested at actual tables
- Practical over theoretical - Focus on what you actually do, not abstract RPG theory
- Honest about failures - The best advice often comes from things that went wrong
Tone markers:
- Use "I" and "you" freely - this is a conversation
- Occasional self-deprecating humor about GMing mishaps
- Direct address to the reader's likely concerns
- Modest confidence - "Here's what works for me" not "This is the only way"
- Enthusiasm for the hobby without being preachy
Structure
Opening Hook (100-200 words)
Start with one of:
- A specific anecdote from your table that illustrates the problem
- A provocative statement that challenges conventional wisdom
- A relatable frustration most GMs have experienced
- A concrete scenario: "You're fifteen minutes into the session when..."
The hook should make the reader think "Yes, this is exactly my problem" or "Wait, I've never thought about it that way."
The Core Argument (600-1200 words)
Present your advice in a natural flow, not a rigid list. Typical patterns:
Problem → Solution → Implementation
- Articulate the challenge clearly (with examples)
- Explain your approach and why it works
- Walk through how to actually do it at the table
Common Mistake → Better Approach
- Describe what many GMs try (and why it fails)
- Present the alternative method
- Show the difference in actual play
Principle → Applications
- State the underlying insight
- Show 3-4 concrete examples of it in action
- Address common objections or complications
Techniques throughout:
- Use concrete examples from actual play, not hypotheticals
- Include dialogue snippets when they illustrate the point
- Address complications and edge cases honestly
- Acknowledge when something won't work for every table
- Give specific, actionable steps rather than vague principles
Sidebar/Callout Suggestions
Include 1-2 clearly marked boxes with:
- Quick Reference - Condensed version of the main advice for at-table use
- Three Things to Try Tonight - Immediate, practical applications
- Warning Signs - How to tell when this approach isn't working
- Quick Example - A vivid illustration in 50-100 words
Format these clearly with headers and different treatment (indent, use of dashes, etc.)
Closing (150-300 words)
End with:
- Brief recap of the key insight (1-2 sentences)
- Acknowledgment of trade-offs or limitations
- Encouragement to adapt the advice to the reader's table
- A final concrete image or example that drives the point home
- Optional: "Your Turn" - a question or challenge for the reader to consider
Content Principles
What Makes Advice Effective
Specificity wins:
- BAD: "Make NPCs memorable"
- GOOD: "Give each NPC one concrete detail that engages a non-visual sense - the baker who always smells of cinnamon, the guard captain whose armor squeaks when she moves"
Show the moment:
- Include snippets of actual table dialogue
- Describe the physical reality of running the game
- Paint the scene: "You're shuffling your notes, the druid is asking about the forest, and you realize you have no idea what they'll find there..."
Address resistance:
- Anticipate "But what about..." objections
- Acknowledge when advice is context-dependent
- Be honest about the work required: "This takes prep time, but here's why it's worth it..."
Avoid:
- Abstract RPG theory without application
- Advice that requires elaborate prep systems
- Condescending "You're doing it wrong" tone
- Assuming every table plays the same way
- Unexamined received wisdom from the internet
Topic Categories
Strong topics for fanzine articles:
- Specific prep techniques that work (or don't)
- Improvisation strategies for common situations
- Managing particular player dynamics
- Running specific types of scenes (negotiations, chases, mysteries)
- Adapting published material to your table
- Handling difficult situations with grace
- Creative use of game mechanics
- Session pacing and energy management
- Building specific types of atmosphere
Length & Structure Guidelines
Target: 1000-2000 words
- Under 1000: Probably not enough depth or examples
- 1200-1600: Sweet spot for most topics
- Over 2000: Consider if you're covering too much ground
Paragraph rhythm:
- Mix short (2-3 sentences) and longer (5-7 sentences) paragraphs
- Use paragraph breaks to create breathing room
- One main idea per paragraph
- Use transitional phrases to maintain flow
Sectioning:
- Articles should flow naturally, not feel overly structured
- Use subheadings sparingly (2-4 maximum) and only when they aid navigation
- Let the narrative carry the reader rather than relying on formatting
Examples & Anti-Patterns
Strong Opening Example
"The dragon negotiations were going great until the bard said, 'So what's your deal with all this gold anyway?' I watched the player's face light up with what they clearly thought was brilliant character work - challenging the dragon's motivation, creating dramatic tension. What they'd actually done was skip past thirty minutes of careful diplomacy I'd just improvised and insult a creature that could end the party in two rounds. As the dragon's eyes narrowed, I had about three seconds to decide: Do I have the dragon attack, undermining player agency? Let it slide, making the dragon seem toothless? Or find a third option?"
Why this works:
- Immediate concrete scenario
- Real stakes and tension
- Relatable GM dilemma
- Sets up the article's actual topic (managing improv consequences)
Weak Opening Anti-Pattern
"Improvisational Game Mastering is one of the most important skills a GM can develop. In this article, I'll discuss several techniques for improving your ability to improvise during sessions."
Why this fails:
- Abstract and generic
- No hook or entry point
- Sounds like a textbook
- Doesn't establish voice
Strong Body Paragraph Example
"Here's what I do instead: I keep a 'principles cheat sheet' taped to my GM screen - not rules, but the three core truths about my setting. For my current campaign that's: '1) Magic is feared, 2) Debts are sacred, 3) The forest remembers.' When a player throws me a curveball - 'Can I convince the guards to let us go?' - I glance at those principles. The guards fear magic? They'll let you go if you seem dangerous. They value debts? Maybe you can negotiate an exchange. The forest remembers? Perhaps they're more worried about something in the woods than they are about you. Suddenly I have three possible directions for improvised dialogue, all of which reinforce what makes my world distinct."
Why this works:
- Concrete, practical technique
- Specific example of implementation
- Shows the thinking process
- Immediately actionable
Production Notes
- Use italics sparingly for emphasis or game terms
- Bold for key phrases you want to stand out on a scan
- Avoid excessive formatting - this is zine aesthetic, not web content
- Include em-dashes for asides and parenthetical thoughts
- Let your personality show in sentence structure and word choice
Quality Checklist
Before finalizing, verify: