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How to Set Traps in D&D: Causing Chaos, Mayhem and Problems for Your Players

Older players who look at the D&D 5E rogue would be forgiven for thinking traps aren’t in the game anymore. In fact, throughout the 5E Players Handbook, traps are given less attention than in previous editions. But that doesn’t make them any less important to the game, or any less tricky for the DM to … Read more

D&D and Mental Health: Therapy, Autism and Exploring the Things We Can’t Just Say

A few weeks ago, a listener reached out and asked how we manage players with special circumstances. She was DMing for her brother, who’s on the autism spectrum, and hit a trigger that made him feel like his character was ruined. And even though she’s a therapist, that reaction surprised her. None of the 3 … Read more

RPG Communication Breakdowns

It’s one of the hardest things for any DM to handle: What do you do when the way you see the game and the way the players see the game is no longer in sync? You describe something as super dangerous, and a PC runs up to give it a hug — then the players … Read more

D&D Errata: Love It or Hate It, Here’s How We DM It

WotC as a company has long used errata as a way to keep its competitive games, like Magic: The Gathering, working as intended. But just several years into D&D 5E, they’re still releasing new errata that impact books printed years ago that have been used at tables for years since. Some of it just clarifies … Read more

Theater of the Mind: Is It a Better Way to Play D&D?

There’s a myth that “old-school” Dungeons & Dragons was mostly a minis game. That may have been the case in the very earliest days, but throughout 1st and 2nd Edition, we played without minis and maps. Our game happened entirely in “The Theater of the Mind.” And, in many ways, it was a different experience … Read more

Rolling the Dice: How to Balance Randomness, Story and PC Agency in TTRPGs

The dice never lie, but they don’t tell great stories, either. (We mean, they’re dice, they don’t even talk!) So how much of your game do you want to leave up to the dice? When should you roll them and why? What kind of game are you teaching your players to play? Can rolling the … Read more

Famous Fictional PCs: Should You Let Players Run Pop-Culture Clones in Your RPG Campaigns?

How do you feel about a player who wants to play a famous fictional character in your game, like Drizzt, Riddick or Gandalf? Do you let them or ask them to come up with something more original? How much do you adjust the game world or homebrew mechanics to support it? That’s a question one … Read more

3 Ways to Design RPG Campaigns: Railroad vs. Open World vs. Dave

How do you create your own RPG campaign from scratch? Do you build a railroad straight through the story, or an open world for the players to explore in their own way at their own pace? Or do you do what DM Dave does, and try to split the difference between a tight story and … Read more

RPG Economics: What Can Players Do With All That Gold?

Gold and jewels are all over the treasure tables in the Dungeon Master Guide. Player characters can get filthy rich from adventuring! But then … What can they do with it? After a 1,500 GP suit of plate mail, the only expensive things left for players to buy in the D&D PHB are boats. How … Read more

Digging Into Character Backstories for Fun and Pathos

Some players come into any RPG they play with a 4-page character origin and personal history that drives them to adventure — others can barely pick a name. What do you do with player character backgrounds like these? Would you rather have the deep story, and the story baggage that comes with it, or the … Read more