Running the Game
D&D resting in dungeons should be allowed under certain circumstances. Players can also alter those circumstances and make resting possible.
A common problem in fantasy games is that magic items, no matter how rare they’re supposed to be, end up becoming boring, commonplace tools as far as the players are concerned.
During this pandemic season, a lot of people are taking their games online in roll20 or Fantasy grounds. Some of these will be regular groups who cannot meet up just moving their campaign online. Other people are reaching out to join online games with people they have never played with before.
Many GMs out there complain about players being too trigger happy and jumping in to combat at the drop of a hat. And while that is a valid frustration, many GMs could be taking more steps to discourage combat and encourage noncombat alternatives as viable options.
Creating a D&D home helps your players and makes sense. It is nice to have a place to go back to, and it can help your game if you do it right.
This is the last part of our scheduled Magic Items series.
I am not saying that DMs who homebrew their games are doing it wrong. I’m not saying that restricting player options means you’re a bad DM. I am not saying there is only one right way to play a game. We can all literally do whatever we want, as long as it makes our tables happy.
Baldur’s Gate: Descent Into Avernus suffers from a slow start.
Players derailing your D&D campaign is something that every DM will have to deal with at some point. There are a few things that you need to keep in mind to get back on track.
Phases of play are distinct mechanisms and mechanics for different ways that the game is played.