Running the Game
Chase scenes are usually a high adrenaline climax for action movies, but D&D’s turn-based combat can make them feel mundane. How can we fix this?
With so many different types of puzzles, how can you know what types are fun to untangle in D&D, and which will leave you bored?
Milestone leveling does make it far easier by not having the DM bring a calculator, sum all the XP from combat and encounters. Why is it that lots of roleplayers still keep using XP for leveling then?
The secret to any fun encounter is for everyone to remember that they aren’t fighting in a blank void, that they aren’t talking to the king in a void, that they aren’t walking from one town to the next in a void. The world is alive and is constantly changing and morphing.
We at Angel’s Citadel spend a lot of time focusing on, talking, and writing about collaborative storytelling and roleplaying games.
As game masters we sometimes get so caught up in our own “brilliance” that we forget we need the rest of the players to actually make this game work.
Group patrons are an upcoming feature from Tasha’s Cauldron of Everything. They’re a way for Dungeon Masters to unite the party, give them regular opportunities to go on quests without railroading them, and to give the characters achievable goals beyond just gaining gold and experience points.
The most likely place for players to lose interest in your D&D adventure is during combat. Here’s what you can do about it.
This is a discussion of how one decision in game design can make so much difference in how everything works. In this case we’re talking about RPGs, specifically how experience points (XP) are awarded. What are the consequences of using one method or another (or a combination)?
This simple system doesn’t require much load on the DM or player’s part. It happens at the top of the round and provides a way to mechanically talk about how the gods/archfiends/elder evils/etc are doing in the fight by providing a base idea for the DM and players.