Running the Game
There are plenty of ways to augment your game so that dying isn’t a terrible thing.
Soft prep is every aspect of game preparation that doesn’t involve mechanics, story, or gameplay.
Eventually, every dungeon master winds up guilty of illusionism: You offer the players a choice that seems to matter, and then rearrange the game world so all the options lead to the same outcome.
To be defensive is to react with an overprotective mentality to a situation that perhaps doesn’t warrant it.
D&D is a complex game, though, and, handled badly, combat has the chance to become repetitive, frustrating, or tedious. How, then, can we make combat as exciting and evocative as it should be?
In the middle of combat, one of your players, the Barbarian, “Would like to rage”. Great! So now they get a whole slew of bonuses, one of them being resistance to slashing, piercing, and bludgeoning damage. But…What exactly does this mean?
I have recently been thinking about why I prefer using Experience Points to Milestones.
Music, temperature, isolation, and lighting all contribute to horror.
Let your players know when you start a campaign that it is okay if they fail. That some of their characters may die, but they can keep playing.
If you’re trying to give guidance to the group, but don’t want to put them on the Plot Express, here are a few things you can try.