Category Archives: Advice

How to Start a Sandbox Campaign

Dungeons & Dragons players don’t love sandbox adventures as much as they think, but such adventures can still offer fun. After I took aim at sandbox adventures, some dungeon masters running thriving open-world campaigns offered counterpoints. Michael S has run … Continue reading

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Why Dungeons & Dragons Players Don’t Love Sandboxes as Much as They Think

Many role-playing gamers set sandbox adventures as an ideal. We all agree that railroads make bad adventures, so do sandboxes offer all the virtues that railroads lack? In role-playing adventures, sandboxes and railroads fall on ends of a spectrum. Railroads … Continue reading

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Four Essential Qualities of a 4-Hour Dungeons & Dragons Adventure

Running adventures by other authors has raised my Dungeons & Dragons game. As a dungeon master for organized play, I have prepared adventures that seemed like duds. Sometimes, at the table, I followed an author’s script and saw that their … Continue reading

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What Could be Better than Wandering Monsters?

In a D&D game without time pressure, all the risk and adventure disappear. Players gain time for painstaking caution. After every 5-minute adventuring day, characters can recuperate. As locked doors fall to axes and walls fall to picks, dungeon obstacles … Continue reading

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Three Traits that Good Dungeon Masters Need to Shine in Convention Games

At game conventions, I like to wander the Dungeons & Dragons game tables, watching dungeon masters in action. I see plenty of skills worth copying. Nearly all DMs bring enough from their home games to run a fun session. But … Continue reading

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Challenging Your Players’ Skill Without Risking Frustration

The Zork II computer game from 1981 includes a locked door that you can open by solving a clever puzzle. The door has the old-fashioned sort of lock that lets you look through the keyhole and see the other side. … Continue reading

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The Pros and Cons of D&D’s Ability Checks

In the early years of Dungeons & Dragons, players searched by telling the dungeon master where they wanted to look, and then the dungeon master told them if something was there. The game resolved most actions using back and forth … Continue reading

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Running Scenes and Summaries that Invite Choices and Reveal Characters

My last post explained how scenes and summaries allow game masters to speed past uneventful time in the game world and focus on the action. This post offers more advice on running scenes and doing summaries. Running a scene Before … Continue reading

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How to Use Scenes and Summaries to Focus on the Best Parts of a Role-Playing Adventure

This started as a post on pacing until I checked other game masters’ advice on pacing and discovered that nobody discussed the same topic. Some “pacing” advice helps GMs run at a brisk tempo. For that, see my posts on … Continue reading

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What I Wish the Player’s Handbook Had Explained About Some More D&D Spells

In my last post, I offered some extra explanation for common spells that called for it. This post covers more spells. Hex Until Hex ends, the caster deals an extra d6 damage every time they hit the hexed creature with … Continue reading

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