fbpx

Time Is On My Side: 7 Tips To Run Quick Yet Satisfying D&D Games

According to the almighty Google, the average D&D game lasts somewhere between four and six hours. This may explain why scheduling is so difficult, because it’s like trying to get your friends together to watch not one but two full games of football back to back. 

So what if carving six hours out of everyone’s weekend just isn’t going to happen? We’ve put together a list of tips which can help you run shorter, but still enjoyable, games. A game that still hits all the beats of a full session (but won’t require everyone blocking off a time slot four weeks in advance that someone will inevitably double book and tell you about the morning before the game). Instead, everyone will just hop on Roll20 or other VTT whenever they are available, for about an hour or two, so the adventure can continue.

A Murder Most Foul: 7 Tips on Running a Murder Mystery Game in any TTRPG

Here at 3WD, it’s no secret that we love one-shot adventures and holiday-themed games. They can spice things up or provide a welcome change with the routine of your campaign. And with Halloween having just come, what idea could be more of a low hanging fruit than a murder mystery? However, this being a different style of game, it can be tricky – which is why we made a list of seven tips to guide you through making your own in-game murder mystery something that will be remembered. 

Strange Magic – The Best Ways To Adjudicate Spell Effects In Your D&D and TTRPG Campaigns

Spell effects in Fantasy TTRPGs are easily the times when we as DMs and GMs have to respond on the fly to changing parameters. In systems like 5e, we’ve discussed how they’ve crafted a system that does some of the heavy lifting for you when it comes to rulings. But, no matter how many rules exist, you are going to have times that interesting uses of spells make you have to adjudicate in a completely new way.

In this episode, Tony, Chris, and Dave discuss ruling on how spell effects change the landscape and/or battlefield that we ran into in one of our most recent games. Regardless of your newness or your experience, this discussion helps us realize that the old adage of artists is true… “if you want to learn to paint great bricks. Paint one thousand bricks.”

Let’s Give ‘Em Something To Talk About: Our Best Tips To Get Your Players Roleplaying And Talking Amongst Themselves In Your D&D Game

Roleplay. It’s commonly understood to be one of the three pillars that make up the game of D&D. But, roleplaying between the DM and player is one thing… how do you get your players roleplaying amongst themselves?

In this episode, Tony, Chris, and Dave discuss their best tips in getting players to roleplay amongst themselves, drawing from their games in Tomb of Annihilation, Shadow of the Dragon Queen, Journey to Ragnarok, and their homebrew world of The Further.

A game full of great roleplay can get you super jazzed… so how do you get to bed when it’s a school night? Dovetailing into a listener question from Dr. DM, Tony, Chris, and Dave discuss strategies to deal with late night games during the week and how to decompress and “turn your brain off”, so that it doesn’t lead to DM burnout.

Tribute to the Greatest Game In The World: The 3 Wise DMs Share The Lessons Learned From Running A 12 Player D&D Game

12 players. 2 DMs. 6 dragons. Tiamat. 2 birthday cakes… and a whole hell of a lot of fun! As a companion piece to DM Tony’s recent article, the 3 Wise DMs are joined by some special guests to discuss and detail the lessons learned from running our largest endeavor yet – a massive, multiple-campaign ending game that required 2 DMs to pull off. If you’ve ever thought of running a massive Endgame-style game, or toyed with the idea of co-DMing, this is the episode for you!

The Summer Blockbuster: 8 Quick Tips To Running D&D and TTRPG Sessions With A Ton of Players

One of the hardest decisions a DM can make is deciding on who they plan to invite on their adventure. Because if you have a huge crew who all enjoy gaming, it sucks not being able to include everyone. Scheduling issues aside, ‘why not just invite everyone,’ you might ask? Well my short answer is that most RPGs fall apart when you have too many players faster than Thanksgiving dinner the moment your uncle starts talking about politics. 

Case in point, In August we were staring at the possibility of having twelve character’s in one game. Which, to be fair, lands between a bad idea and a total disaster. Yet, somehow, we were able to gather more characters at the table than was in the Fellowship of the Ring for an evening and have a great time doing it. This is why we have compiled a list of eight tips which will allow you to run a one-shot adventure where you can invite whoever you want as long as you have a big enough place to host.

To Roll or Not to Roll? The 7 Best Times To Roll The Dice In Your D&D Game And When Not To.

In the immortal words of The Bard… “To roll or not to roll, that is the question…” Rolling dice is the cornerstone of TTRPGs, because without them, as DM Chris says, we’re just telling a story as we play with our GI Joe’s in the backyard. So, when you’re running a session, when do you decide to have the players, and yourself, pick up the dice?

In this episode, Tony, Chris, and Dave springboard off a listener question that deals with trying to speed the game up in a homebrewed superhero campaign. From here, the 3 Wise DMs delve deeper into the big question of when to roll and when not to roll.

Live and Let Die: Dealing with Anti-Murderhobos in Curse of Strahd and Players Who Don’t Want to Confront the Enemy in Your TTRPG Game

Murderhobos. It’s one of the most discussed issues in any TTRPG discussion. Players who don’t feel like there’s no encounter that can’t be solved by casting “Sword.” But what happens when your party turns out to be what we refer to as “Anti-Murderhobos”? What if the party isn’t motivated to engage and/or end the evil machinations of the Bad Guys?

D&D Accounting: 11 Tips and Pitfalls to Tracking Treasure in your TTRPG

Gold. It’s the perfect representation of the reward mechanic from the earliest days of the White Box. Hell, it even used to represent experience! As a companion piece to our 19th episode on RPG Economics, Tony, Chris, and Dave delve into not just how to make things worth using the gold for, but also the idea of how do you, or DO you, account for the treasure that the party finds?

When Good Gaming Groups Go Bad: 3 Wise DMs Tips On How To Continue Your TTRPG Campaign With Only One Player

Game groups fall apart. It’s as inevitable as the rain. What do you do when your current group goes south, but you still have a player who wants to continue? Do you continue with the current campaign? Do you now run the entire rest of the party, the monsters, and all the NPCs? The 3 Wise DMs answer long-time listener Jared’s question about his Rime of the Frostmaiden campaign and delve deeper into utilizing Sidekicks, DMPCs, and other tips with one-on-one gaming. And, as an added surprise, we introduce our newest co-host…