3 Ways to Pace D&D Encounters, Sessions and Games
How much do the 3 Wise DMs plan to get done, and how do they get games back on track when things bog down?
How much do the 3 Wise DMs plan to get done, and how do they get games back on track when things bog down?
I’ve learned over the years from running multiple games in multiple systems for multiple groups of players that the old adage of “the best-laid plans of mice and men often go awry” is all too true. In this vein, I’d like to detail how I prepare for a session that leaves all the room for the organic decision-making that the players are going to bring.
The D&D dungeon master is expected to be the storyteller, referee, manager, entertainer and more. But is that stuff any fun? And what do you do when it isn’t?
Introducing new players to the game is one of the best parts of being a DM. But it’s important that you put new players in a position to succeed, and that means making sure they play a character that helps them fly, not drown. Some classes put new players in a much better position to do that than others.
We revisit the eight player types, how we relate to different types of players (sometimes poorly), and strategies to bring out the best in your party and yourself.
Here are 10 do’s and don’ts for DMing power gamers that will let everyone – including you and the power gamer – show off and have fun.
Thorin, Tony and Dave reveal their player-DM relationship struggles, what makes good/problem players, setting your XP pace, and what to do when players turn on each other.
So you killed the party? Or you overpowered the party? Or they killed something they shouldn’t have? Or they ruined your story? Campaigns broke, and it’s time to restart! … But is it? In this series, we’ll look at different ways to save campaigns you might think are broken, and we’re starting off with the first campaign killer new DMs run into: The Total Party Kill (TPK).
From accidental party kills to evil campaigns that went … well, evil … we’re only Wise DMs because we’ve made all the mistakes more times than we care to remember. What happened, what did we do about it, and what do we wish we’d done differently? We get into all the details and what we’ve learned from them.
What do you do when the game rules clash with the continuity of your world? Lean into them.