RPG MythBusters: Never Split the Party! … Or Should You?

In this episode, Thorin, Tony and Dave play MythBusters: One of the old, unwritten rules of most TTRPGs is “Never Split the Party!” We tease our players with the risks and watch things go haywire when they don’t listen. But is splitting the party actually so bad? Can you play “Character Karaoke” and make sure everyone still has fun?

How to End Your Campaign the Right Way

Every story needs a proper ending, especially if it’s one of epic proportions. And few tales are as epic as an RPG campaign that reaches the end of its final story arc. Unfortunately, some endings are like The Sopranos, which left the audience thinking “WTF?!” for all the wrong reasons. Others feel rushed, forced or downright unsatisfying. After being on both sides of this equation, I would like to share some tips to prevent your story from tanking in the 11th hour and leave everyone glad they showed up for the final game.

How to DM Epic-Tier Games: 19 Tips for Running – and Ending – High-Level TTRPG Campaigns

How do you challenge RPG PCs who wield actual cosmic power? How do you bring that campaign to a satisfying end? The time for killing rats is past, here’s how the 3 Wise DMs run and end high-level campaigns.

7 Big Things D&D PCs Could Do With a Little Downtime

Many D&D campaigns assume that the players change the world most by their adventures. But downtime activities can be every bit as important to shaping the campaign and the world. Sometimes the things done during downtime turn out to be the most memorable parts of your game. Here are 7 of the coolest things I could see players do with downtime and how I would adjudicate them off the cuff.

Party Downtime: When, How and Should You Let the Players Pursue Their Own Character Goals?

Do you actually give your player characters downtime? Or do you keep them slaloming down the plot with barely a weekend to get their equipment sharpened?

Is the Game Interesting If the Players Always Win?

In any game, just like in life, no one enjoys constantly losing. Most people would quickly get discouraged and want to move on to another game or stop playing such games at all. If the players always won, wouldn’t the reverse also be true? Instead of being frustrated with consistently losing, the players would start phoning in every scene and battle because the chance of defeat is less than zero. That’s why the risk of failure is just as important as the risk of death to a good TTRPG game.

When the DM Isn’t Having Fun: How to Fix an RPG Campaign That Feels Like a Chore

The DM is a player, too. If you’re not having fun, there’s no game. Here’s how to figure out what’s wrong and get back to a game you enjoy running.

The Case for the DMPC

Understandably, many DMs and players feel strongly against adding a DMPC to the table. However, I am here to tell you that, if done correctly, this NPC could not only be valuable to the party dynamic but also provide the DM with unique perspective that you’d never get from the other side of the DM screen.

When Metagaming Goes Wrong: How Do You Stop Out-of-Character Knowledge From Ruining Your Game?

It may be the DM’s world, but the players know the game too. They have access to all the books, all the lore, even all the monster stats! What do you do when they can’t keep personal TTRPG knowledge separate from PC knowledge?

Schrodinger’s DM Prep: Every Encounter Is a Quantum Encounter Until Your Players ‘Open the Box’

Is the key encounter/NPC/Lost Tower of Super Badness this way or that way? Maybe it’s both and neither? Everything in your world can be simultaneously alive and dead until the players open that box and find out what’s inside. Here’s how to use that to your advantage and save time on DM prep.