Category Archives: Advice

D&D Locations and Tactics that Encourage Dynamic Combat Scenes

Last summer, I played in the Dungeons & Dragons adventure Hecatomb. The multi-table event put numerous parties on a massive battlefield. Our characters scrambled to destroy arcane obelisks while fighting monsters. To start the event, the dungeon master pointed to … Continue reading

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How to Get D&D Players to Make Unforgettable Character Introductions That Take a Minute or Less

Whenever I serve as a dungeon master for strangers at conventions, I learn things that improve my game. But the games where I play Dungeons & Dragons teach me too. I try to start convention games by giving players a … Continue reading

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D&D’s Designers Can’t Decide Whether Characters Must Rest for Hit Points and Healing, but You Can Choose

In the original Dungeons & Dragons game, ordinary monster attacks inflicted just 1d6 damage. Yet characters still died, frequently. Clerics gained far fewer spells and much less healing than today, so most damage took a trip out of the dungeon … Continue reading

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Avoiding the Awkward D&D Moment When a Priest, a Wizard, and a Dwarf Enter a Bar and Nothing Happens

A few recurring types of adventure scenes make me want to fast forward the game. For instance, I dislike when an scenario starts a party in a tavern, masquerade, or other social gathering, and then expects them to spend an … Continue reading

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5 Reasons Someone Might Build a Dungeon Filled With Clues, Tests, and Riddles

Dungeons & Dragons features a long tradition of dungeons built with tricks and puzzles to test and confound intruders. Funhouse dungeons filled with odd challenges such as White Plume Mountain and Ghost Tower of Inverness rate as some of the … Continue reading

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My Scheme to Draw Dungeon Battle Maps Without Counting Squares

For my game, I like to draw battle maps of key locations in advance. I use gaming paper or easel pads marked with a 1-inch grid. When I copy an adventure map to a big sheet, I hate counting squares, … Continue reading

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Most Advice for Encouraging Role-playing Stinks, But I Found the Good Stuff

Before I wrote this post, I scoured the Internet for help encouraging Dungeons & Dragons players to role play. Sometimes Dungeons & Dragons players tell me of a session where no one rolled a die because everyone role played for … Continue reading

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5 Situations That Tempt Every Dungeon Master to Railroad Their Players

If you believe countless Dungeon & Dragons adventure reviews, nothing ruins an scenario as quickly as a linear design. In a linear adventure every group follows the same plot thread, through the same scenes, to the same conclusion. At best, … Continue reading

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Do Dungeons & Dragons Players Hate Linear Adventures? Not When DMs Avoid Two Pitfalls

A linear adventure is written, or at least planned, so every play group follows the same plot thread, through the same scenes, to the same conclusion. In Dungeons & Dragons, linear dungeons set the pattern, with walls and doors that … Continue reading

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The Fun Thing D&D Players Love that No One Mentions and that the Game Almost Lost

Game mastering advice tends to lavish attention on what players enjoy. Things like playing a role, enjoying a sense of power, plotting strategies, and so on. Another pleasure of role-playing games ranks just as high, even though the folks who … Continue reading

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