Tag Archives: backstory

What game masters (and their monsters) should say during a combat encounter

During a combat encounters, I focus on keeping play moving. A faster tempo means players spend less time waiting between turns. Waiting never adds fun. Despite my focus on tempo, I do more than count initiative and tell players when … Continue reading

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Deciding what backstory to print and what to cut

When I write these posts, I occasionally offer advice aimed a folks creating adventures and game materials for print. I realize that this represents a minuscule number of readers, so I fret about writing to an audience of no one. … Continue reading

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How to reveal backstory in a role-playing game session

Adventures should focus on the present, but they can still draw from your game world’s past. Exposing players to a little backstory makes the world feel more connected and vibrant. The imaginary seems more real. I prefer to reveal backstory … Continue reading

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When to introduce backstory in a role-playing adventure

In my last post, I groused about authors who write thousands of words under an “Adventure Background” heading, without bothering to limit the history lesson to the elements that enter play. This leads to a question: What adventure background should … Continue reading

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The fifth-edition Dungeon Master’s Guide joins the battle against excessive backstory

When I got my copy of the Dungeon Master’s Guide, I first looked at topics that overlap with posts I plan for this blog. If the DMG already said it, I will work on something else. Turns out, as good … Continue reading

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