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Let the Players Decide How They Fail

Let the Players Decide How They Fail

Game Master (GM): Elembreth, as you carefully examine your surroundings you notice that there is something unusual with one of the tiles on the floor in front of you. The mortar that should join it to the surrounding tiles is missing, leave a thin gap that is a subtle...
Give Them What They Want Part 2

Give Them What They Want Part 2

As a game built upon exceptions-based rules, each choice made during character creation is very likely to reflect upon the player’s desire to connect with specific parts of the game. There are a limited number of these choices available and getting the most out of...
Give Them What They Want

Give Them What They Want

The Dungeon Master’s Guide does an admirable job of encouraging would-be DMs to build balanced adventures by advocating for a mix of encounters that involve the core ‘three pillars’ of the game – combat, exploration, and social interaction. It gives some...
Fictional Position

Fictional Position

If you have ever run a tabletop roleplaying game, chances are you’ve thought about fictional positioning even if you don’t know what it is. Does this sound familiar?   Dungeon Master: Pushing open the door you feel the cool, stale air on the other side hit it. It...
Alignment Problems

Alignment Problems

As the heroic band of adventurers prepares to confront the kingdom’s apathetic ruler and attempt to persuade him to take action, a lone figure stalks the shadows at the periphery of the throne room. The players prepare their serious, passionate, and thoughtful plea....