Jetpack7 Official Blog
Mastering Modules (It’s Not as Easy as It Seems)
While you may not have the same anxieties, I’m sure all of you who have tried to run published games have had to wrestle with ways to master the material presented before you. In the wake of so much information, how do you possibly recall those details in the heat of playing the game?
The quick answer is, you don’t.
Reading the Room
Some players “run the show” and a lot of players will follow their lead. That happens a lot, but occasionally, consider putting the spotlight on the other players that may not get to shine very often.
Let the Players Decide How They Fail
Clearly, there are times when failure can be fun. When there is a lot riding on the results of a roll, tension rises quickly with each failure. What isn’t fun is when repeated failures leave a player feeling like they have accomplished less than nothing. Giving them back some of their lost autonomy by letting them describe the nature of their failure provides an opportunity to play their character despite a string of bad rolls.
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.
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.
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.
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.
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.
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.
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...
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,...
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...