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?

7 Ways Better Leadership Will Improve Your D&D Games and Any Other RPG

Party leader is part commander, part babysitter.

You may be asking, “How in the Nine Hells could leadership skills improve a collaborative interactive tabletop game between friends?” It admittedly sounds strange, but hear me out, because the answer is it can improve your game in many ways. This is why we’ve composed a list of 7 common sense leadership techniques that will help you improve both the flow and fun of your games.

Will Player Character Secrets Ruin Your RPG Campaign?

What gives RPG players feelings of power? When they have secrets the rest of the party doesn't know.

Secrets: Are they powerful character-building tools or TPK time bombs waiting to destroy your RPG campaign? We’ve seen it go both ways, from character background secrets that added depth and immersion for the player to secrets pacts that saw PCs murdered in-game by other PCs. Is that second one a failure? That depends on your group, but it certainly wasn’t what the DM had in mind.

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.

Playing With the Future: How to DM Foreshadowing in Dungeons and Dragons and other TTRPG Campaigns

Foreshadowing is a powerful tool for any storyteller, but it can be hard to use effectively at the campaign table. Whether you’re playing D&D or another role-playing game, you’re really DMing against your players’ distractions. And a table full of food, phones and click-clackety math rocks can hide subtle hints more effectively than the rug you put them under. On the other hand, if you hit your players over the head with foreshadowing, it can ruin your surprises and turn the plot into a running table joke.

The Problem With the Servant DM: The Fastest Path to Dungeon Master Burnout

Every DM and GM puts together their campaign to have fun with their players. You want everyone to have a good time. But by chasing that goal too hard, many DMs take all the pressure and responsibility for the players having a good time on themselves, and they lose site of running a game they’ll have fun DMing. This is the problem of the servant DM. If you’re not careful, it can be the fastest path to DM burnout, and even falling out with your players in real life.

The Pregnant PC: Handling Odd Character Creation Requests in Dungeons and Dragons and Other RPGs

Would you allow a player to bring a pregnant PC into your game? That’s the question listener Joel brings to us for this episode. And while at first, it caught us off-guard, we realized this doesn’t need to be a deal-breaker. In fact, not many PC backstory requests need to be a deal-breaker. It all depends on how you implement them in your fantasy game.

100 Episodes of Dungeon Master Advice: The 22 Most Important DM Lessons From 2 Years of Gaming and Recording 3 Wise DMs

What are the most important things every dungeon master (or game master) needs to know? In the 100th episode of 3 Wise DMs, Thorin, Tony and Dave run down the biggest things they’ve learned about running RPGs from Dungeons and Dragons to Marvel to Call of Cthulhu over two years of intensive gaming and discussion on this podcast.

Are Red Herrings Derailing Your D&D Game? Here’s What to Do About It

Rich, vivid descriptions bring your fantasy world to life. Unfortunately, they can also lead your players to think that the intricately carved and decorated elven bridge they’re crossing has to be an important clue or secret! If it weren’t, why would the DM have given it such a cool description? This is the curse of the red herring: When you’re casually monologuing details to give the world depth, and the players lock onto something that you meant to be insignificant. Next thing you know, they’re spending 3 hours trying to investigate a mystery that isn’t there. d Dave talk about red herrings they’ve seen get out of control and what they do in their games to try to back to the story … if they can.

How Many Players Are Too Many for One D&D Game? What About Other RPG Systems?

The oldest Dungeons & Dragons books said the game was for 4 to 50 players, and we know people who DMed white box D&D campaigns with groups in the 20s. But that was then, and D&D 5th Edition runs into a lot of issues once you pass a certain number of players. So, what do you do when your game is already at 6 players and 3 more want to join? That’s the question posed by one of our listeners in this week’s episode of 3 Wise DMs.