Menu
Select Page

Jetpack7 Official Blog

Flipping the Script

DMs need a good hook to delve into their lore with their playgroup. Having a high profile creature act completely against what makes it high profile is a fantastic hook for fleshing out your world for you and your players.

read more

Give Them What They Want Part 2

Designing an adventure, campaign, or even one-shot that empowers your players to have the kind of experience they will most enjoy requires examining these choices for the wealth of information that they can provide. In the second installment of this three-part series, we will examine a few of the classes that can have the strongest relationships with the narrative of the game and ways to accommodate the players interested in the experiences they offer.

read more

Give Them What They Want

Building an adventure tailored to the strengths and weaknesses of the specific group of players at your table lets you optimize your game to give everyone the maximum impact while they’re in the spotlight. It also helps you avoid accidentally stepping into moments where no one can meaningfully contribute to moving your story forward.

read more

Tavern Tales – The Adventuring Party

First, we must establish what roles actually make up a band of heroes. Then, we must discuss their purpose for joining together. Being, an adventurer yourself, you must have your own ideas. If you can, toss those aside for a moment and follow me down this purple worm hole. I only jest! There is no purple worm nearby. If you have questions, please save them for the end of our discussion.

read more

Homebrewing Classes

Homebrew. An endless pit of creativity and anxiety revolving around making up stuff for you and your friends. That could be an oversimplification, but that’s how I always end up viewing it.

read more

Playing with Class Pt 3

The last three classes we will be looking at are; the Sorcerer, Warlock, and Wizard. Each of these magic using classes has their own special way of manipulating the magic in the world around them. Each one is unique from the other, offering different and enjoyable ways to cast spells in and out of combat.

read more

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...

read more

Working with Character Flaws

Let's face it. If we name three of our favorite heroes from books, movies or video games, there is a good chance most of them have some very distinct weaknesses. Indiana jones can't stand snakes, Marty McFly goes berserk when he gets called chicken, and Robocop? Well,...

read more

Playing With Class – Part 2

Welcome back! I hope you read the first article in this series! If not, you should check definitely it out! The multiverse of dungeons and dragons is one of adventure and intrigue. Those who seek adventure must hone their skills and choose a path to follow, one that...

read more

Even the Playing Field: Monster Tactics

Challenging a party in Fifth Edition can be one of the more difficult tasks a Dungeon Master can face. Unfortunately, little official guidance is given beyond how to choose roughly appropriate monsters for a particular encounter. As DMs, however, we do have tools at our...

read more

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....

read more