I love me some space clouds. Thanks to the advances of modern technology, a whole lot of science, and an even greater amount of international cooperation, we now have some pretty fucking cool pictures of space. I can only imagine that more and more pictures from NASA have come out since I wrote this and if I go online for anything over my vacation, it will have been to look at neat pictures of space clouds. I mean, just look at this thing! It’s so freaking fluffy! Which makes since, since it’s a loosely adhered cloud of space dust that is only visible because we’re so far away from it. Like the haze of humidity during a warm summer sunset, we can only perceive it because we’ve got light bouncing off every bit of it towards our eyes.
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The Devil Is In The Details (And The DM)
One of my favorite things to do as a Dungeon Master is to offer my players and their characters everything they want. Nothing like the temptation of having their goals handed to them for a price that’s probably too good to be true to really stir up some drama and inter-player discussion at that table. After all, everyone has different lines they’re willing to cross when it comes to what acheiving their goals is worth. Some characters are willing to sell their souls, some are willing to part with their life, some are only willing to part with things they have. Some are willing to sacrifice their health and comfort while others are only willing to sacrifice the health and comfort of others. And nothing ever makes that more clear than when you give one, and only one, character in the party a classic devil’s bargain for something that might impact the entire party.
Continue readingSustainable Characters and Short D&D Campaigns
Over the last few weeks, I’ve been playing (as a player, not the Dungeon Master) in a Dungeons and Dragons game. It was conceptualized as a sort of “last stand” type adventure, with four characters taken after the moment of their deaths by some powerful, godly figure, to see how long they could last against various challenges. Restored to the peak of their power (20th level) and given only mundane, non-magical gear, they are thrown together with no warning or preparation time and bounced from one scenario and battle to another, with only two instant-use short rests to allow them to recover. It has been a lot of fun to play a powerful character with no need to manage magic items or a vision for the future beyond how to mechanically apply my abilities and limited recovery from one fight to another.
Continue readingDungeons & Dragons Campaigns Can Last For Years Longer Than You Think They Would
As much as I love my big, ambitious Dungeons and Dragons campaigns, I have so many fun ideas that I want to try out that I’m confident I’ll never do them all. Even with a campaign for every day of the week, I’d probably die before I ran out of ideas. It can be a little frustrating to know I’ll never get to even a quarter of them, because so many of them just seem so interesting and fun to explore. As someone who has been running a weekly game at the same time for the better part of a decade (at least over five years, maybe six? Or seven? It is about six and a half years if I’m doing my math right), I can tell you that even a weekly game can take a long time to play out since very few weekly Tabletop Roleplaying Game campaign actually happen every week.
Continue readingThe New D&D Statblocks Dropped A Day Too Late To Save My Players
A week ago (the day I’m writing this), a much-discussed Dungeons and Dragons sourcebook was released. Monsters of the Multiverse doesn’t add much brand-new content, instead doing the heavy-lifting to update a bunch of older content that has been out-of-line with the design goals of modern D&D 5e. It made a bunch of changes to spellcaster “monsters” (prepared statblocks for various creatures/NPCs that a Dungeon Master might want to reference) in order to make them easier for DMs to reference in combat scenarios. I’m enjoying the changes so far, along with the way they’ve updated many of the various (older) playable races with new tidbits of lore and abilities to better reflect the general states of said races they’ve released in adventures over the last couple years. All-in-all, I think this represents an improvement to the game that is going to make my life easier and help shift away from depictions of these races as monstrous via thinly veiled racism.
Continue readingI Love Running Dungeons And Dragons Games
I ran the first session of a new Dungeons and Dragons campaign last week. This was the game I was building while I wrote last month’s posts about how to do interesting worldbuilding for your Tabletop Roleplaying Game, and that resulted in me spending more time than usual reflecting on the place that TTRPGs have in my life. It went well, thanks to the efforts of myself and my players working to get everything ready and the world built for an engaging first session. It was a lot of fun to run for such a roleplaying-centric group! It’s not that my other groups aren’t interested in roleplaying, it’s just that they aren’t always super invested in roleplaying at the same time. Which is fair, you know? Not everyone plays Dungeons and Dragons so they can do a bunch of roleplaying. Many people play because they want to enjoy the mechanics and mix in some roleplaying between chances to roll dice. Some people just want to roll dice and do math. All of these are valid and acceptable reasons to play TTRPGs.
Continue readingCreating Myths, Legends, and Informational Pamphlets for my D&D Games
As I’ve been working on a setting for a new Dungeons and Dragons campaign, I’ve been thinking about alternate ways to inform my players and manage various things like lore, legends, myths, and what a person in the world I’m creating would consider the truth of things. There’s a lot of willing-suspension-of-disbelief that happens for most D&D games, so there isn’t a lot most GMs and players need to make it work, but the particular game I’m running is reliant on very specific knowledge and mythology. I can expect my players to ask questions to help fill out what their characters know and I can work to understand what the average person in this world would know so I can avoid making my players roll for the basics, but I can also use my degree in English literature to create mythology and legends for the world in a way that establishes the basics. Plus, then I get to have fun writing stuff and I LOVE writing stuff.
Continue readingI Love To Tinker With My D&D Campaign Settings
Lately, I’ve been enjoying making lots of documents for my Dungeons & Dragons games. I know I talk about “understanding can serve you better than knowing” a lot here, but there’s a point where you understand so much you start needing to record it all somewhere so you remember it later. Generally, I like to keep these documents to broad, general strokes without a lot of specifics so I can cleave to my principles as a DM, but it is very helpful to have all the specific, complex systems worked out ahead of time. For instance, in the domain of dread I’ve built for my weekly Sunday D&D, I have a list of the various tiers of effects the players can encounter, the ways various encounters tie into those tiers, how to switch between tiers, and how the world/the people in the world respond to their efforts written down. What I add whenever it comes up are the specific debilities tied to the tiers as my players encounter them. Those I do not have built out ahead of time since I don’t need a name until it’s happening and the name and specific effect should reflect the situation the player character has found themselves in.
Continue readingThe Secret To My Success As A Game Master
In one of my Dungeons and Dragons campaigns, I recently leveled up my players and gave them access to some a few magic items each since the next adventure hook they chose was to explore an incredibly dangerous area that can cause magic to go haywire. In the time since that session, I’ve been working with some of them to select the items they want and ensure that they understand their new abilities or powers. It is fairly typical for this group, but it’s something I provide to any player who needs it because I have a fairly broad knowledge of the content and I know enough to find anything if I can’t remember it. It’s a useful skill to have as both a DM and player, and I feel like I’ve managed to present myself as a resource to other players and DMs alike without being overbearing.
Continue readingMaking Interesting Characters for Tabletop Games
In the final entry of this week’s “Making Interesting Stuff for Tabletop Games” series, we’re going to talk through the process of what makes a character interesting. I’m going to continue to reference stuff from the past few posts, so read up about Interesting Worlds, Interesting Events, and What Makes Stuff Interesting if any part of today’s post is confusing (or, you know, if you’re interested in that stuff). If that’s too much for you to read, the main thing I’ll be referencing are the difference betweening knowing (being able to recite facts you have established) and understanding (being able to make decisions and answer questions for things you never anticipated). There’s a bunch of world building that I reference throughout the series, building further as I go through the posts, but most of it is fairly basic and shouldn’t be difficult to run with.
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