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Category: Running The Game (Page 1 of 2)

7 Haunting Horror Stories for Halloween

As the nights get darker and the days get colder (at least for those of us tuning in from the northern hemisphere!), it’s become a tradition at this time of the year for D&D players to embrace the scarier side of fantasy. Now, given that our favourite tales of horror are often rooted in helplessness […]

Challenge Player Resources with ‘Adventurers Rests’

In my last post I complained that 5e spellcasters have too many spell slots. They almost never run out of the buggers. This can cause issues in all kinds of scenarios, and one of them, on my table, is during travel. I’m not one for hand-waving travel, nor do I want to make travel an […]

Let’s Talk About Slots, Baby…

…let’s talk about all the good things and the bad things that may be… 🎶 Well it’s mostly good things, let’s be honest, especially if you are full caster. Spells are freaky powerful in Dungeons & Dragons, and once you hit 5th level you basically never run out of slots to cast them with. At […]

Passive Skills Checks… A Solution to Swingy Dice?

One of D&D’s most infamous foibles is how frequently improbable, and even nonsensical, results are generated by the use of the d20, the game’s main determinant die. The classic example is the wizard (with 8 Strength) hoisting up the portcullis that the barbarian (with 18) failed to shift; with the barbarian later deciphering the esoteric […]

Why The Authorities Can’t Help Out…

D&D works best as a game when it pits four or five player characters against a series of problems or obstacles and lets them go at it. However, in the reality of the worlds we create, often the most sensible thing the PCs can do is recruit some extra help, enlisting the local militia, city […]

How To Run (Murder) Mystery Adventures in D&D

Last year I researched and wrote Candlekeep Murders: The Deadwinter Prophecy, a murder mystery adventure for 5th edition Dungeon & Dragons that I’m immensely proud of… hey, if Ed Greenwood gives you the thumbs up, you can afford to pat yourself on the back a little, right? My research not only included taking in the […]

Stripping Your Players of Plot Armour

When I wrote Dragonbowl, on top of writing the storyline, I found myself including little bits of advice that DMs might profit from in their bid to extract maximum drama from the adventure. Perhaps the most interesting was a box out about plot armour. And the reason it’s interesting (for me at least) is because […]

Describing Spells Like Matt Mercer…

Ever since I watched Matt Mercer DM in Force Grey, I’ve been thinking: wouldn’t it be cool to have a list of Mercer-esque descriptions for all of D&D’s most common incantations to hand come game night? The chance of me being able to ad-lib something as evocative as Matt’s description of tongues, when the target’s […]

Does No One Search for Secret Passages Any More?

Back when Dungeons & Dragons was about clearing out dungeons, there were some tasks that players performed in EVERY room they entered, more or less in this order. Search for traps / hidden monsters Loot the corpses of dead monsters (having killed them) Search the room for additional loot and Search for secret doors / […]

How Surprise Works… And When Never To Use It!

This post was intended to serve as a short tip for DMs saying: “Never surprise a 1st level party!” However, as I started to research the topic a little more, I saw that many folk are confused about how surprise works in 5e. I’ll be honest and say that – after messing up the Ready […]

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