TTRPG Party Dynamics: How We Want Players to Work Together and What We Do When They Don’t
In this episode, the 3 Wise DMs talk about what they want in the RPG parties and players they DM for, what they care about, and what they let slide.
In this episode, the 3 Wise DMs talk about what they want in the RPG parties and players they DM for, what they care about, and what they let slide.
In our latest episode, we answered a listener’s question regarding how to handle players missing sessions. This led to a brainstorm about how to build a campaign that turns this apparent weakness into a strength. Starting from the basic idea of a West Marches-style campaign, I offer you “The Cannonball Run.”
The ultimate BBEG for any tabletop RPG is the calendar. And judging by the vast gallery of memes about this topic, that villain is nigh unbeatable. Whether our schedules are hard to align or players have important things that come up or someone in your group is just flakey, every DM has to deal with some level of absenteeism. It’s always a little bit disruptive, and sometimes it can outright kill your campaign … How do you handle it?
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.
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?
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.
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.
To help you to have a successful villainous campaign, I will provide four guidelines that have worked for me in the past. And trust me when I say they can make the difference between a party wiping each other out or creating their own evil pantheon. (And who wouldn’t want to do that?)
Most TTRPGs, including D&D 5E, run best with 3-5 players. How can you run them smoothly with 6, 8 or even 10 PCs? Here’s how the 3 Wise DMs handle it.
We all stand on the shoulders of giants in games, whether those are metaphorical giants, literary giants or literal giants. In this episode, the 3 Wise DMs talk about the things that shape their games and how they directly impact what they do.