Just like a book or a movie is composed of a long series of scenes, a game of Dungeons & Dragons (and other tabletop roleplaying games) is, in essence, composed of a long series of encounters.
Planning encounters in Dungeons & Dragons is one of the most important DM jobs: how much is too many, and how much is not enough?
One of the questions I get asked often is how I keep things fresh and different. How do I change things up from the usual dungeon delve: encounter, trap, or combat grind?
You can bust out a map and miniatures for as many encounters as you want, but those alone don’t make an encounter tactical.
Chris polled members of the GMMastery Yahoo group for benign wilderness encounter ideas and then added a few of his own to come up with this awesome list you might find useful for your own campaigns.
I’m working on a phone app for DMs called 5e Inspiration. It’s a tool for populating your game world with people, locations, maps, monsters, and treasure.
Simplifying the process of building combat encounters has been a focus of Sly Flourish since the fifth edition of Dungeons & Dragons has come out.
Roll up, roll up, welcome to Honest Mart’n’s New and Used Random Encounter Emporium.
Encounters are an important part of every RPG. They are basically the smallest chunk of game when we plan our sessions. But creating great encounters is no easy task.
If you want to really take your encounters to the next level you’ll need to add complexity. Today we’ll be discussing complex encounter design.