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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?

“Heeeere’s Johnny!”: The Long-Awaited Return of 3 Wise DMs

After several months off, and the start of a brand new year, DM Tony and DM Dave are pleased to announce the return of the 3 Wise DMs podcast!

Not Just For Beginnings: How Session Zero Can Serve As An Ongoing Tool In Your D&D Games (And Other RPGs)

Does what you’re currently running still feel fresh and fun? Are your players as invested in it as they were in the beginning? Does something feel missing? Are you burning out?
Beginning to look at what Session Zero does for us at the start of a campaign can assist us in gauging what is happening in an ongoing campaign.

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.

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.

The Epic-Tier Divide: Bringing Your DnD Campaign Into the Wild World of High-Level Play

Epic level play can turn even a visit to hell into a weirdly casual game.

Super-powered archmages, alien vampire gods, Tiamat and the devil himself – once your campaign crosses about level 15, it’s all on the table. But the same is true for super-powerful spells, legendary artifacts, and a hundred other things that make the players as tough as your wildest villain creations. This is why epic-tier play just isn’t the same as everything your campaign has been through before.