Category Archives: Advice

Preparing to run an adventure as a dungeon master at a convention

In 1984 at Gen Con, I first served as an official dungeon master for a table full of strangers. I ran the adventure that would become I11 Needle. As I explained in “Running I11 Needle at Gen Con in 1984,” … Continue reading

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Illusionism: if player choices seem to matter, does it matter if they don’t?

Eventually, every game master winds up guilty of illusionism: You offer the players a choice that seems to matter, and then rearrange the game world so all the options lead to the same outcome. An illusionist GM prepares an encounter … Continue reading

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How to improve your game by forcing characters into tough choices

As a game master, my favorite moments during session come when I sit idle as the players’ debate the tough choices open to their characters. Each option balances hope with a price. All the options lead to consequences that will … Continue reading

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You roll for random encounters wrong (and so do I)

Original Dungeons & Dragons made rolling for wandering monsters more a core part of play than rolling a d20 to hit—d20 rolls were in the optional combat system that everyone used. Over the years, as D&D evolved, random encounters fell … Continue reading

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Delegate to run better role-playing game sessions by doing less

If you are a game master, the easiest way to improve your game sessions might be to do less. Rather than doing all the tasks of running the game, delegate some to the players. This lesson took me a long … Continue reading

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Running Shackles of Blood: Making the good adventure into a great session

The free, issue 4 of Dragon+ includes the Dungeons & Dragons module Shackles of Blood by Joshua Kelly. This adventure comes from the Adventurers League Expeditions program. Normally, this program only lets you play such adventures in public venues such … Continue reading

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How to forge the most epic multi-table role-playing event ever

Third-edition Dungeons & Dragons reached stores in 2000. Its popularity fueled a number of “living” campaigns similar to today’s Adventurers League and Pathfinder Society. One such campaign, Living Arcanis hosted an event called The Battle of Semar at the Winter … Continue reading

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A dungeon master’s guide to Glyph of Warding

From the beginning, Dungeons & Dragons has included a few spells for dungeon masters. In my last post, I cited Magic Jar as inspiration for adventure. Player characters won’t cast it, but villains might. In today’s game, Glyph of Warding … Continue reading

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The evil wizard’s guide to defense against murderous treasure hunters

Every evil wizard occasional faces the threat of treasure hunters, do-gooders, and other barbarians. In order to exterminate such vermin, you must learn to defend yourself from their attacks. Preparation Alarm [1st-level Abjuration] (V,S,M) (casting time: 1 minute) (duration: 8 … Continue reading

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Saving fifth-edition D&D’s evil wizards from meddling do-gooders

In more than a year of fifth-edition Dungeons & Dragons, I’ve pitted player characters against a lot of wizards. Often, a published adventure or one from D&D Expeditions offers a spellcaster as a climactic encounter. These showdowns typically follow the … Continue reading

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