How Low Can You Go? The Things Every DM Needs To Know When Creating Low Magic Settings in Their D&D And TTRPG Campaigns

Magic. It’s the thing that separates Fantasy RPGs from all others. Every other TTRPG can have combat, exploration, social situations… but magic is the secret sauce that makes fantasy special. Many DMs and GMs toss around the idea of “low magic” worlds, but what does that mean exactly?

Journey & Council: Making Travel and NPC Interactions in Your D&D game Epic Like J.R.R. Tolkien With 2 Simple Mechanics From The Lord of the Rings RPG

The Lord of the Rings Roleplaying Sourcebook by Free League contains new races, classes, rules and generators for D&D 5e to help you bring the world of Middle-Earth to life at your table. It’s available in both hardback and digital copies, but be forewarned that you’ll need access to the rules of 5e as well. The sourcebook only contains the new information and lore, so the basic rules and combat are still handled in the traditional fashion

Come Together: 3 Wise DMs and Tabletop Journeys Come Together to Discuss the Best Tips to Running a Shared TTRPG Campaign World

At some point, most DMs pursue the idea of a world and/or a campaign where multiple DMs are running the game. This is an audacious and exciting project, so in this week’s episode, 3 Wise DMs teamed up with our friends, Lewanika, Josh, and Glen at Tabletop Journeys, to discuss shared worlds, shared campaigns, and shared universes… as well as all the other discussions that happen when you try to corral six DMs into a conversation.

The Old School Renaissance: 3WD’s Top 4 Pros and Cons to Returning to Basic Dungeons & Dragons With the Basic Fantasy RPG

A change of pace can be nice, and when it comes to gaming it’s no exception. Case in point, we recently played two basic style D&D games using the Basic Fantasy RPG, and they were interesting to say the least. The rules are based on the Moldvay system from the 1980s which is about as old school as you can get without playing the White Box.  

If you haven’t tried this system, you might have heard things like: it can be a lot of fun, but you better bring several character sheets to the game. Because if you make it to the end of the adventure it probably won’t be with the same character you started the session with. 

So does this classic stand the test of time and is it worth playing today?  To answer this question we put together a list of reasons both for and against so you can be the judge.

Baiting the Hook: How to Create Immersive Adventure Hooks When Running the Game and in Dragonlance: Shadow of the Dragon Queen

All kidding aside, putting the time into creating a believable, character-centric hook to the upcoming adventure does a lot of the heavy lifting for you by increasing player buy-in to the story and giving them a seriously good reason to risk life and limb to go adventuring.

D&D Calisthenics: The Benefits of Solo Gaming And How It Can Help You Improve Your DM Skills When Running Your Own TTRPG Sessions

I can understand why it seems odd to many, but the real secret is that it isn’t really DM-less. In fact, it can be quite the opposite. DM-less and solo gaming help us to learn to use our imagination at run-time. So much preparation is geared towards anticipating scenes and encounters ahead of time that we often feel afraid to let the story run its own course. Using a DM-less system like Mythic Role Playing or a solo system like 5e Solo Gamebooks can help develop your imagination in ways to help improvise while the story is evolving. 

Rewrites: 3 Wise DMs 7 Tips to Craft Your Homebrew Ideas Into a Published D&D Adventure

Greetings gamers from all systems, places, and timelines! When preparing to run a new campaign, one of the questions you should be asking is how this game will be different from the last? A shift of scenery is nice but it should mean more than just the places and names changing, where instead of being … Read more

Terrain, Maps & Minis, Oh My! The Long Tradition of Using Terrain and Minis in D&D to Enhance Your Game

In this episode, Tony and Dave sit down with our good friend and fellow gamer, Scott Washburn of Paper Terrain to discuss the tradition of using terrain, maps, and minis from the earliest days of the game up to our current times. Along the way, we discuss how we have used and continue to use physical props to enhance our games as well as the tips and tricks to ease the burden on the DM.

Strahd’s Maker: How 3 Wise DMs Kitbashed an Epic Finale to Their Curse of Strahd D&D Campaign

It’s easily one of the most iconic settings in all of D&D history and we’ve gone into detail about how we homebrewed sections of Curse of Strahd for our table. But, what do you do when the long-running adventure you’ve been running ends at around 10th level? How do you handle it when your players want to continue with this set of characters and take it all the way to epic tiers?

How to Continue the Game When the PCs Reach Level 20

Shrek vs. The Avengers: The feeling of level 1 D&D vs. level 20.

While there are definitely reasons why a campaign should end when the group reaches level 20, there are also plenty of reasons why it shouldn’t if the players wish to continue. This article will not focus on the philosophy of when a game should end, it will instead look at options making play past level 20 possible. Let’s see if we can accomplish this without reinventing the wheel or rewriting every class – and keep experience points as a viable reward.