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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....
Leveling Up as a TTRPG Player

Leveling Up as a TTRPG Player

There is a lot of advice out there for Dungeon Masters, but much less advice aimed at helping players improve – even though players are one of the most critical resources for every game. Punctuality, common courtesy, and participation are assumed basics, but...
Embracing Passive Skills

Embracing Passive Skills

Passive skills get only a cursory explanation in the core rules, even though passive perception has a place on the official character sheet. They’re vital to detecting hidden creatures, but not explored in great depth. Some Dungeon Masters avoid passive skills,...