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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.

Finish Your Homebrew D&D Campaign With a Bang: DMs’ Breakdown of the Epic Ending of the Woodstock Wanderers

Like Thanos said, in a homebrew campaign, reality can be whatever you want it to be.

We realize that reviewing a homebrew campaign is different from Curse of Strahd or Storm King’s Thunder – after all, you can’t go pick up the contents of Thorin’s head at the bookstore. But everyone should try their hand at homebrew at one point or another, and this episode is choc full of tips and feedback for creative DMs everywhere. That includes frank discussion of what worked, what didn’t, our biggest challenges (looking at you, Roll20), where the world seemed too shallow, and what was most interesting in this long-running homebrew D&D campaign. We hope it helps you craft even better games for your table.

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. 

Creating Fantastic RPG Factions: How to Use Groups, Guilds, Criminals, Guards, and More Organizations in Your TTRPG Campaigns

Every good RPG campaign — Dungeons and Dragons 5E or any other system — has multiple factions for PCs to interact with. How do you build them out?

The 6 Best Dungeons and Dragons and RPG Campaign Worlds According to the 3 Wise DMs

The world you set your campaign in has just as much impact on the tone, story and overall fun of your game as the players you choose to play in it. But which campaign worlds are the best, most fun, and most inspiring? On that, the 3 Wise DMs each have their own ideas. So this article breaks down our 6 favorite campaign worlds, 2 per DM, and why we love them. It’s a lot of Dungeons and Dragons material, but not all of it.