Does this sound cool? Well, it is really easy to setup your own RPG, basically without any materials! There are a few things that you need to pick up, though.
* A set of multi-sided dice. There are many different kinds, including the oddly shaped 32-sider!
* Any fanasty books, or even D&D is great to get started! Don't be afraid to modify the super-complicated rules if they are too much for you.
* A campaign adventure set up before you play. The next chapter tells how to setup a campaign.
Before you even read the next part on Roleplaying, I'd like to let you know that if you are the GameMaster, you are telling a story, not trying to kill the players off! You'll just make them want to quit playing. Just like any other game, you should make it easy enough for the players to complete easily, but let the plot twists intrege them into going further. If you are a player, skip this part.
Now, if you plan to not spend the money to buy a sourcebook (a book with all the rules), then I suggest that you take this approach: Let the players pick their own class and race. Class is what that character does, and the race is what kind of character it is. For example, you can have a Fighter Half-Elf. Just make sure they have a few stats. Players love rolling dice to make their character! =)
When you are building your first adventure, make sure you keep your players in one area, preferably in the area where most of the action is. Also, lead players on with hints, because players almost always follow hints given out by the Game Master! =)
The really basic game night is when your player are dungeon exploring. The most simple way to do this is to make the first level of a dungeon with a few traps, monsters, and some small treasures. If you are using your own rules instead of premade rules, or if you even have NO rules, one of the easiest ways to solve a monster battle is saying that this monster dies on a roll of a 4 or more on a 6-sided die. This doesn't account for magic spells and such, so you might have to improvise a little bit. Also, add modifiers on the die rolls. For example, a monster catches on fire, so you'll need to reduce the number to hit that monster. Just as long as you make it entertaining to the players, you can do just about anything! =)
The more advanced mature players want a plot. This means you are required for the players to interact with NCPs, or Non-Player-Characters. They can be anything from a lovely barmaid, to a evil mage. As the players mature, they will want more interaction and less battles. Also, most game nights with advanced players are mainly trying to get information and such. This is where the storytelling part of your game comes in. If you tell a rich and exciting story in your game, the players will be much happier.
Now, if you have bought a rulebook, follow it's basic instructions on Campaigning. They have great tips specific to their game system. Also, read their example level, to get the feel of how strong your level should be.
Unless you are playing with a whole bunch of newbie, RPGers who think that playing RPGs is akin to simulating the big Braveheart battles, encourage them to play out their character. It adds more to the atmosphere to the game. Besides, have you ever tried to talk like a very excitable halfling?
Speaking of newbies, remember this, if you have a group of old-time players, and you want to get a newbie involved, make sure you pay equal amount to them. This way, they won't quit halfway through your first adventure.
So you have your gamers together, and now you need to do a few things before you weave your story among your players. First, make sure they build decent characters with a past. It makes it harder for you to build your levels around the characters later on in the campaign. Second, let players with weaker stats reroll, to be fair. Finally, you might want to take a whole game night to build characters. Some people find building characters and their background is just as fun as roleplaying.
When you start playing on the next game night, make sure you draw the players together by a common cause. For example, say that all the players are poisoned and they are looking for the antidote, making them work together and form the party. This takes a little work, but it is infinitly better than the "you all find a hole into a dungeon" setup.
Remember, when you are playing, make sure no players die, well, at least not permanently. When a party dies, it really discourages the players. Also, don't give the players too much of a break on death. They might expect you to give them breaks once too often and go charging into a no-win battle. Stupidity shouldn't be rewarded.
Also, make sure the players handle all character advancement after the game. Tally up their bonuses before the game, and add more bonuses when they do something fitting with their character. These bonuses are called experience points. When a character gets enough experience points, give them a stronger stat. The best stat to improve is the ability to take damage, then their abilities to do what their class details. This adds another purpose to the characters: to make their character stronger.
If you are just beginning to roleplay, I suggest that you play a few games if you can. Try playing over the 'net, reading fanasty novel, watch plays, anything to see what roleplaying is like. If you like in a small town, you'd be better off playing on the 'net. Trust me, I know. =)
Once you've learned a RPG like D&D, try and designing a better one. If it looks good, then try it once with your players. They might like it.
Study as many different resources as you can from the 'net! These will help tremedously. (It helps to be familiar with D&D terms, because most 'net text files are D&D related.
If you are the Game Master, and you want a break, tell them to roleplay with each other while you get a snack, and prepare for the next adventure! =) Thanks for reading!