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Reading the Room

Reading the Room

GM lesson: Reading the Room, by Aaron Hübrich You’re the GM. You’re running your game and you look up from behind your screen and notice a player (or two) drifting off into space. Not physically (that would be amazing BTW) — but you see it in their eyes...
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...
Flipping the Script

Flipping the Script

Monsters and creatures provided in the Monster Manual and additional supplements are full of detail and provide plenty of inspiration to DMs for shaping encounters and creating fun or challenging situations for their party. However, there comes a time when you and...
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...