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5 Guidelines to Allow Character Agency Without Letting Your Players Break the Game

How could players having too much agency possibly be a bad thing? Especially as player input not only builds investment in the game but can add a greater degree of depth to the world itself? Well, some character concepts may be vastly different from the flavor you intended for the game or its power curve. We’ve composed a list of guidelines that will give your players all the agency they want without giving in to every request until it takes a herd of Tarrasques to challenge them.

3WD’s 2 Tips for Playing God With Epic Boons in Your D&D 5e Campaign (With Free Examples!)

Gods or powerful spirits bestowing extraordinary powers to heroes has been an effective formula in countless stories. This also provides opportunities in TTRPGs as well by providing unique and interesting ways to reward the players. This should not only add a shot of flavor to your overall game but increase the investment your players have in their characters. 

3 Wise DMs Guide On Running Scenes Outside Your D&D Game

Sometimes you may need or want to run a scene outside of the main campaign. This could be because a player couldn’t make the session, the information being shared isn’t for everybody or even a player is looking for some extra interaction between games. If used properly, this can be a fantastic way to help improve the flow of your game and the engagement of your players.

5 Things RPG Players Can Do to Make Their DMs Glad They Came to the Table

Here at 3WD, many of our articles have been geared towards providing advice and tips on how to improve the quality of your games for everyone involved. But the DM is one of those involved, and often their energy is spent trying to everyone else entertained. So, this time we would like to do something a little different and look at some things that players can do to keep their DMs energized and inspired.

5 Ways to Strengthen Your D&D Adventuring Party

Some characters excel while marching to the beat of their own drum but not so much when in a group. The problem is, generally speaking, that D&D is a collaborative game. So, that lone wolf will need to learn to hunt in a pack. This is why we’ve put together a list of tips to help your group of adventurers work more effectively together during whatever path their choices and story takes them on.

8 Tips for Your DM’s Tool Chest From 100 Episodes of 3WD

Here at 3WD, it has been our mission to provide DM’s everywhere with content to help them improve both their gaming experience and the experience for all involved. One hundred episodes later, the time flew by, and a lot of ground was covered. Through all the jokes and stories shared, we hope some solid advice was given that you could take back to your groups and use. Building on our 100th Episode Podcast, here’s a deeper dive into some of my most valuable takeaways from the past 100 episodes and the games we played during them.

Magic Item Workshop: Supercharging Your Wand of Wonder

About a year ago, we released a list of magical items that had been homebrewed for our Storm King’s Thunder campaign. Since then, we have been busy crafting new, over-the top-items that are intended to allow players to go above and beyond the norm without tossing the game into a dumpster and setting it on fire. With that said, we just created a new magical item that is a little more than just extra. In fact, it is easily the most complex magical item any of us have created. So, without further ado, we present to you the Wand of Wondrous Chaos – a super-charged version of one of the game’s already most audacious magical items: the Wand of Wonder.

6 Ways DMs and Players Can Deal with Campaign and Character Fatigue

Whether you’re running a campaign or playing in one, it can be a huge commitment in terms of real-life time. Case in point, nearly all the games we are currently running have been going anywhere from a year and a half to three years. Over that time, it’s not hard to imagine how playing a character or even the world itself might start to feel a bit stale. However, not all, or even most, of the members of the campaign may feel that way. They could still be having a great time. This is why we’ve composed a list of tips to help both DMs and players overcome the fatigue of their current games until it’s time to bring down the curtain.

Signature Magic Items: What They Are, How to Run Them, and Why You Should Put Them in Your RPG Campaigns

The Master Sword, essentially a signature magic item.

They say a hero is only as good as their weapon, which may not be true but if you’re Thor, She-Ra, Drizzt Do’urden, or Trevor Belmont, but it gives them one hell of an edge.  Not to say that their amazing magic weapons or objects of badassery define them as characters, but they definitely add to their personas. The same concept can apply to D&D characters.

DM Time Management: 7 Tips to Ensure Your Game Has Just Enough Material to End Where and When It Should

Wasting RPG session time.

As the DM, when game day finally arrives of course you want your game to be both as fun and memorable as possible. However, you don’t want your adventure to come off like a bad action movie that feels like three forgettable plots sandwiched into one. Nor do you want your game ending after just two hours because your crew ran through your content like they chugged a six-pack of Red Bull. This is why we have created a list of tips, so your session will have a satisfying amount of material but not so much that a one-shot adventure takes 12 hours to finish.