Creating Interesting Worlds For Tabletop Games

Creating a setting for a tabletop roleplaying game is a lot of work. Regardless of whether it is supposed to be the backdrop for an entire campaign or a temporary location your players find themselves, it takes a lot of work to get it ready. I have had a lot of experience creating worlds, given that it was always my favorite part of writing stories and running D&D games, and I’ve learned a lot of lessons about how to do it effectively and quickly. Not every setting can be created quickly, of course, some things just take time to work out, but I have a few tips and principles I stick to that help me create something I can use without making it so rigid that there’s no room to improvise and adapt as your players (or characters, for written stories) explore.

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I Got To Play D&D In Person For The First Time In Over Two Years

Thanks to a friend coming into town for the first time in a few years, I was able to run my Sunday night Dungeons and Dragons game in-person for the first time. There is the unfortunate caveat that the game was 4/5ths in person, since one of the players was still remote, but that’s a setup I’ve dealt with many times in the past (it was the default for my pre-pandemic Sunday night game for pretty much the entire time I’ve had a Sunday night game). This time, though, the guy who was usually the remote player got to be there in-person! It was a fun change of pace, even if I had to basically dismantle my computer and office in order to get the whole setup working since most of my notes, resources, and tools are digital these days.

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Together, We All Grow As Storytellers

I’ve been running Dungeons and Dragons games for over a decade now. Twelve years, this summer. For the last six years, I’ve been running Sunday evening games for a group that has changed many times, with the exception of two players. These two people, friends I’ve known to some degree about as long as I’ve been running Dungeons and Dragons, have been an endless source of amusement and fun for me as a dungeon master. From tragic beginnings, moments of hilarity, grave failures, and a general willingness to go wherever I lead them, I don’t think I could ask for more from any players of mine.

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What Makes A Story A Gaming Campaign Or A Book

I wish I had the time and energy for more weekly Dungeons and Dragons games. Specifically, the time and energy to run them. At present, I’d like to get myself to one weekly game (that, you know, actually plays weekly) and two every-other-week games that alternate so I can run two games a week but have more time to prepare the two that alternate. If I didn’t have to spend time working a full-time job, I could probably run a game every day. Do prep in the morning, run in the afternoon, and have evenings to myself. I’ve thought about trying to get into the “Game Master as a day job” gig, but I’ve decided that for now, I want to keep this as just a hobby. Still, if I had more time and energy, I’d love to add another game or two into rotation.

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Potential Timeline Hijinks Aren’t a Risk, They’re an Opportunity

I’ve been recycling a Dungeons and Dragons campaign that, in its first run, dramatically changed during the time it was transitioning from the “early introduction to the mechanics, world, and general themes” phase to the “initial major plot threads and character story incorporation” phase. Because of some players withdrawing due to pandemic-related stress and removing a player due to violating table rules and interpersonal conflicts, the scope of the campaign had to be drastically reduced since two of the early-plot-essential player characters were no longer in the campaign. And while I could find a way to make it work without them, the players left weren’t as interested in continuing those story arcs the way they’d been going. So I made some major changes, moved their campaign around in time, and changed how a lot of the story was being told. As a result, I had an entire campaign’s worth of world prep, plot notes/ideas, and cool magic items just sitting around.

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All This To Say I Just Want To Talk About Stories

There is nothing I love more than talking about stories and storytelling with people. A mix of literary criticism, careful analysis, delighted comparison, and rampant speculation, nothing gets me as fired up, recharged, and happy as a long talk about beloved stories with someone who shares my enthusiasm. It is something that has been in short supply lately, given my isolation and what feels like the rising toxicity of the internet. Most of my friends who enjoy stories don’t really care for the level of analysis and discussion I would like, and the few places I have access to this online, there’s a degree of rabidity that makes me uncomfortable to engage with others past a surface level.

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A Gift of Self-Analysis

As someone who is examining low-cost holiday present ideas for this absolute disaster of a fiscal year, I’ll admit that I find myself somewhat frustrated that I can’t really fall back on my creative talents. Musicians can record songs, visual artists can offer pieces of their work, and craftspeople can give excellent handmade gifts. If your skill is words, it is a lot more difficult. I had an excellent gift from a friend that was a treasured memory written in beautiful prose, but I myself am not so inclined. Partly because I’m skilled at producing lots of words but feel like the weave of my prose is lacking, and partly because I genuinely don’t have many memories that aren’t tinged by sadness or loneliness.

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Halfway Through National Novel Writing Month

As of writing this, I have passed the halfway mark of National Novel Writing Month. I am about twenty-one hundred words ahead, a lead that was growing steadily until a recent spate of just-enough-to-hit-average days due to stress and the reason I’m back in the depths of my depression wave rather than still riding the peak. Still, I’m far enough ahead to take a day off if I want one and feeling pretty good about my overall progress.

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Writing For Myself

We’re approaching the halfway point in the month as this goes up, but it’s only the end of the first week when I’m writing it. I hope I’m still doing as well with my NaNoWriMo challenge when this posts as I am when I’m writing this. Right now, I’ve not only written every day, but I’ve also passed the daily average for National Novel Writing Month’s 50,000 word goal. I’m, you know, only five days in, so there’s plenty of time for that to change, but given that I was able to do last night’s words in about an hour, I think I’m in a good place to succeed.

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A Verbose Guide to Vexatious Villain Introductions

It is always dangerous (and frequently difficult) when introducing a villain in dungeons and dragons, especially a big villain meant to last a while. If they’re near the players in power initially, there’s a good chance the players might just take them out immediately, bringing their villany to a premature end. If they’re too powerful, the players might take a shot at them and be wiped out by the response. Additionally, there’s the stretch in credibility that comes when a super-powered entity doesn’t just lay waste to the plucky young heroes at their first meetting. You can make a good story out of the villain taunting the weaker protagonists, egging them on for some dramatic final confrontation, but that requires a certain style of story and it is difficult to smoothly employ in a shared storytelling medium like a tabletop RPG.

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