Showing posts with label dming. Show all posts
Showing posts with label dming. Show all posts

The Hidden Stress of D&D

By RJ on 6 May 2023.


I imagine I'm not alone. Without fail, D&D night excites me. Oftentimes I'll think about the upcoming session days beforehand, meandering through my mind about the possibilities, but never putting pen to paper until the night before or the day of. In these winding paths in my head, I'll explore where the party might go, what might excite the players, and why their characters will be challenged and tested.

Ideas flow freely.

The demon the party released and partially defeated? It ravaged a nearby city, creating its lair in the temple of a lawful, good, but absent deity. Might they venture there, or the collapsed cove layered with mysterious treasures they heard about from their talkative tabaxi friend?

Natalie really enjoys love stories, and she's built a great one into her character! When will Mia be reunited or have the chance to meet her lost love? Will he be the same person she remembers, or forever changed by the war he was forced to fight in?

The Bannerless is beginning to make a name for itself, a dangerous idea in this dark land. As a budding organization, others see it as a threat, though some may seek to ally with it. Who will try to take out the party and their faction before it grows too large, and how might that excite the players? Who will reach out and try to build an alliance, calling out enemies before they show themselves?

While I think about what might be fun for my players, I become excited.

I write these ideas down, I weave a loose narrative for the session almost assured it will go off the rails immediately. That's how most of my sessions go, but I love it.

Yet, when the day arrives and the hours pass by, I start to panic.

D&D Day

What if the party doesn't want to go to any of these places? What if they want to go nowhere? What if my world isn't interesting enough?

What if Natalie hates what I try to give her and pushes back. Will I react well enough and find something else to satisfy her and her character's story?

What if any resistance to the party's faction growing is met with anger or disdain?

The "what if's" mount in my head. I stress. I try to be rational, I know my players enjoy the game I run, that's why they play, but I stress regardless. 

The clock continues to tick and the session nears. People begin to arrive. I've already set up the table, they move to their chairs. I take mine and begin the music and a brief recap.

Then...

Euphoria. Storytelling comes with ease. Characters ebb and flow in my mind. Plots grow organically and reactions to character actions and antics are quick. Everyone's laughing and engaged. If someone's not, I immediately pivot to something I know they enjoy or address the faltering fun swiftly.

The session goes well and everyone has fun. However, the next week, I know everything will repeat.

Why?

Dungeon Master Panic

It's all mental, really. I've been running games for over a decade now, but this phenomenon continues to occur. The day of a game, I seem to dread it the closer the game gets. Then, when we all sit together and begin, all the hidden stress washes away.

I cannot place it. I don't necessarily have a fear of public speaking or social interaction. I'm not its biggest fan, but people tell me I'm decent at it. I always shrug at that.

It's not a lack of prep. I've tried preparing oodles of content and seeing if that fixes my day of fear: it doesn't! I know my world well, understand my players, and have a firm grasp of every system I play.

At the end of the day, I think it's ingrained in me. Maybe it assists me in some way? In the face of this huge Dungeon Master panic that climbs throughout the day, I always perform at the table. I succeed. Perhaps the day I fail all this panic will subside? No, I doubt that.

Really, I'd compare this to a feeling I have before a huge presentation at the workplace or a speech I'm supposed to give somewhere. However, all three environments are so dissimilar.

In one, I am paid. I know what I'm doing and everyone else must understand I have a firm grasp on the subject. Usually, I'm teaching others about the topic and there's minimal reaction. Beforehand, though, tension builds throughout the day and breaks once the presentation is over. That's happening less and less as I present more and more and truly learn the subject material. I've been at my current job for four years and I'm almost never nervous anymore.

For the other, speeches, I'm usually asked to give one. People enjoy what I can say or improvise. The same with workplace presentations, the more I do this the less worried or stressed I am beforehand. They're always fun during and I feel great after.

Why is D&D so different? I've been doing this for a decade, but I get that Dungeon Master panic every session without fail. Is it good? Is it bad? Is it hurting my game or my psyche? I don't know!

Am I alone? I don't think so. Let me know in the comments below.

If you missed the last article, give it a read. You have permission to break the rules you set if it's needed to save your game.

Want More RPG Tips & Tales from RJD20?

As always, thanks for reading. Please send all inquiries to rjd20writes@gmail.com or leave a comment below.

Break Your Own Rules If You Must

By RJ on 23 April 2023.


Plenty of the tips and tricks I write about Dungeons & Dragons on RJD20 can be interpreted as loose rules to follow. Most of the time, you stick by them and they'll likely improve your game. However, there are times when you must break your own guidelines. The alternative is the complete standstill of your game or the possibility of a game-ending argument. In order to avoid either or I have a new tip: break the rules you've established beforehand if it's imperative.

This exact situation occurred in my last D&D session.

I hate needing to interfere in the decisions of my players. Thankfully, I don't need to the vast majority of the time. Besides last week, I cannot think of the last time I forcefully entered the discussion and voiced my opinion. But, in the rare situations where this does occur, it's warranted.

Let me set the scene.

In my Bannerless campaign, the party halted a cult's ritual and descended into the depths of their hideout. The session prior ended with them face-to-face with the cult's mastermind, a powerful elf named Hectal Massif. The elf offered the party a deal: join with him and his ally, the duke of a nearby region, in raising an army of men and demons to halt an upcoming peninsula-wide war. If they succeeded, they'd stop the war and slay those who sought a prolonged conflict.

There was a bit of back and forth between Hectal and the party. Then, one of the party members, a gunslinger named Revan Talo, stepped forth and lunged at the elf. The session ended with the promise of initiative being rolled at the beginning of the next one.

So there we were: the next session. Revan gets a surprise attack on Hectal, then everyone rolls initiative. Here is where the debate begins.

Some of the party contemplated siding with the mysterious elf with a demon minion and attacking the party. I quickly entered the discussion and let them know intentional player versus player combat was off the table. A bit of retaliation, but this was resolved quickly.

Elf Wizard from Neverwinter Nights.

Next, a few group members posited just running away and not engaging in combat at all. This debate continued for a few minutes until there was clearly no ground being made. I then jumped in and let the people who were thinking of running know the following: if they were to run, they're gone from the session for the duration of the combat. Think of the game like a movie: the main camera is going to focus on the action of the core characters, not the folk running from said action. They were welcome to run, it was their decision, but typically once a party member makes a decision, they're backed up and the game continues. D&D is collaborative, after all. If they left the battle area and retreated, we would continue the combat. They were welcome to observe.

I could tell there was a bit of resistance to this advice. Like I said, I disliked needing to solicit it, but it needed to be done.

I've long established I do not interfere in the decisions of my players and their characters. I trust them. However, from past experience, if I sense the game is threatened in any way, I will break my own rules to save the game and save the overall fun of the players.

I advise you to do the same.

If you enjoyed this week's article, check out last week's detailing how the big bad is the main character of your D&D campaign.

Related Articles

Want More RPG Tips & Tales from RJD20?

As always, thanks for reading. Please send all inquiries to rjd20writes@gmail.com or leave a comment below.

Renewed Focus, Honing Your Craft

By RJ on 2 April 2023.


Even when I take a break from behind the screen, drift away from my ever-growing world of Eldar, and sucked into the sometimes blinding reality of daily life, I strive to improve my leisurely craft. It's why I might ponder about the innards of the game I run or the structure of my setting while I sit in endless traffic. It's why I speak in comical voices to my daughter when I read her stories during lunch or in the early hours of the morning. It's why I write these articles, why I spur my mind for ideas to help others when I cannot find the inspiration to create solely for myself.

So what do I focus on improving and how do I do it?

Ponder About Your D&D Game

Our daily lives are filled with thought. However, I've been trying more and more to streamline certain aspects of sections of it to alleviate stress in others. For example, I might remove unnecessary steps in a process at work, automating them in some instances or solving the question permanently in others. Another example is the tabs my browser opens in the morning: one tab for email, another for my calendar, a third for my queue of tickets, and a fourth for my personal production board. All these simple time savers and brain helpers allow me to think and do others, more interesting things at the end of the day. Importantly, they let help me ponder & create.

That's advice chunk number one: iterate on constant tasks that require thought until they no longer require thought. This immediately saves your brain some power and allows you to use it for your virtuoso sessions later in the day.

The next chunk is plainly in the header of this section: simply think about your game. There are surprisingly plenty of times to do this in normal life. Here is a concise list for both you and me.

  • Next time you grab your phone to scroll social media, think about your next session. What's something unexpected you could drop into it?
  • As you're driving somewhere solo, expand on a player character's narrative. Is it being addressed? Have you highlighted it recently? What's special about them?
  • On your next run or walk, turn down the music or podcast and create the next major conflict for your campaign or adventure. Which characters might be connected to it already? Who or what will be the big bad evil thing? Where will it take the group? How can you foreshadow it?

For most of us, the most effective change is a swap from watching some of the undisputed cutest cat videos in existence at best and arguing with a fellow human on the internet at worst to putting that mental energy into crafting something memorable. It seems easy. It seems worthwhile. So why wouldn't we do that? Well, many of us (including me) are attached to the ease of information and community provided by our phones. They allow us to find what we want when we want to find it. They connect us to others and allow us to gain insight into what they think without the need to engage in true conversation. Truly, it's all convenient.

Fight the urge for simplicity. As with any run, any weight-lifting, embrace difficulty and challenge; it will improve the end product. I know, a comparison between exercise and worldbuilding and running the game. Wild but appropriate. Choose to think about what's happening in your next game or what you can build in your world instead of delving into the trap of social media.

Practice in Weird, Effective Ways

Not all practice needs serious thought behind it. Truly, all it must be is effective. Try out a few of these simple but effective techniques to practice your Dungeon Master abilities or worldbuilding mind.

  1. Incorporate a real-world location into your homebrew setting.
  2. Read to someone or talk to yourself in a nonplayer character's voice.
  3. Try out the mannerisms of a new NPC at a public place with others: restaurants, stores, parks, et cetera.
  4. Relate a relevant situation in your ongoing campaign to a situation occurring in your actual life.
  5. Flip through a random fantasy book and stop at a page at random; read the page and find a way to tie what's happening in the moment to your world or adventure.

While I can promise all of these techniques are effective and help inspire or improve your creative mindset, they are also a tad peculiar. Even so, they are good to do in all situations, unless you plan on practicing the bodily movements of a mind flayer or beholder in the middle of a grocery store. Please refrain from this advice chunk if that's the case.

Of course, don't discount tried methods, too. Reading through game books will improve your grasp of the rules and how to use them effectively. Reading actual books, fiction or nonfiction, will widen your pool of knowledge to pull from for creation, narration, and reaction to your group's antics. Reading articles containing advice like this one, others found across RJD20, and other creators like Sly Flourish will point you in the right direction or provoke thought. Watching videos or listening to podcasts can also help your game, whether synthesizing written advice in an easy-to-digest format or inspiring your own vocal cords with a brand new voice to add to your repertoire.

Connect Your D&D Game and World to Something More Than Yourself

Countless people force themselves to turn their hobby into a business. While that's completely unnecessary, I think it's because they are trying to accomplish something very particular: they want to grant greater meaning to their hobby. They might care about it deeply, but they want to show it to others, to prove its worth. Unfortunately, a scarce few profitable worlds. Many, though, can pull in others to care about their creation. That's what you should aim for!

Even outside the game, talk to your players about it. Show them you care about their characters, their role in the world, and the setting as a whole. Discuss what's going on in other areas and what future tales might unfold. Sometimes, they might give input or ideas in this out-of-game medium that could truly spiral out your ideas for the adventure at hand.

Speak with your family and friends about it, too! There's no need to keep it contained to those who traditionally enjoy D&D, either. How else do you thrust new players into the hobby? While everyone sits silently on the 9:30am Monday morning meeting, leap into the antics of your latest D&D game. I can already hear the exclamations, visualize the confusion on Zoom: "You did WHAT!? You said WHAT? How could you do that in a GAME!?"

Usually, my passion for the game and my own world pours into every conversation. I get excited. The others get excited. The people who don't understand D&D get confused. We all have a good time. Plus, once I relay these stories to others, some become invested. They ask about my game, my world. Both parties look forward to discussing "the latest in Galen".

Showcasing and discussing your stories with those you care about helps you remember why you enjoy D&D. It also connects them in a way to your world and might even convince them to give the hobby a go. At times, these light conversations might inspire you to accomplish heavier tasks, like finally starting that dead campaign again or driving home a certain character's importance to the plot.

Lessons Learned

We all lose focus on our D&D games and worlds. What matters is how we renew said focus, how we improve ourselves as Dungeon Masters, Worldbuilders, and Players during those breaks in play. Remember the following:

  • Think about your game constantly. How can you improve it? What cool thing can you do next? Which character can you highlight?
  • Hone your craft in weird ways. Read your kid their next story in the voice of the villain. Pick a page from the Bible and relate it to your campaign's current situation. What could go wrong?
  • Connect both your game and world to other people. This invests others into your hobby, pushes you to continue building on it, and might even get new folks to play.

If you enjoyed this week's article, check out the last one about taking breaks from our D&D campaigns. It happens to all of us.

Related Articles

Want More RPG Tips & Tales from RJD20?

As always, thanks for reading. Please send all inquiries to rjd20writes@gmail.com or leave a comment below.

Breaks Happen

By RJ on 26 March 2023.


It has been 85 years! My table is dusty, notes dried up, and my mind muddled. Of course, that's an exaggeration, but it has been quite some time since I last ran a game; just about two months. While this isn't my longest break from wearing the Dungeon Master mantle, due to the absolute whirlwind of family, work, and lack of creative time it feels far longer than just a winter break. As I sit here typing this article, I yearn for an exciting three-hour session in either of my current campaigns...

Does your mind ever wander likewise?

Let us leap back into the world of Golgifell and the treacherous battle in a cultist's cavern. Their dark ritual halted, the party engages their alien elf leader, a man who can wield both sword and arcana with the utmost skill. Will half the party still retreat as planned, leaving their companions to fight the malevolent elf? Will Revan Talo slay the elf, one of the nine Ular who walk the surface of the world? Will Mia Stark succumb to the vile desires of her sentient blade? When will the entire group discover what happened to the city of Wintermount?

As a Dungeon Master, I cannot wait. I'm giddy to get back to Golgifell...one day. Hoorah, for its return land soon, sooner than I think. However, my other campaign might take a tad longer to land.

Caught in Galen, I've not run since October of 2022. October. 2022. Its return is likely to arrive around July of this year, but I'm ready to return to Eldar as well.

68 sessions in, the group of Galen, sometimes called the Heroes of Below, work to keep the world afloat. A hurricane of a monster, Loogodramin, plucks the strings of existence with his abberant spawn, the most malicious among them being his first children: Arzkel, Gorlat, and Nailen. With one of them supposedly slain and Loogodramin's initial plot of worldshifting Eldar into other planes of existence, the Heroes of Below are on the winning side...most think. Alas, those aware of universe-shaking tremors know that's not the case; the party's actions have caused a ripple effect across the cosmos. Now, no one knows which side shall benefit, or if Eldar itself will survive.

The core characters of the story are:

  • Jason Urso is a mastermind rogue with a pension for consuming the bodies and memories of aberrations. This desire has caused his own, human mind to twist, corrupting it with the influence of at least four other sentient, insane entities.
  • Luna is a transmutationist who has cast off the chains of her tortured past and embraced a new life in a new place with new people, consequently becoming one of the biggest movers and shakers of the world of arcana. She witnessed the destruction of her former home, the annihilation of an entire plane of existence, and the cancellation of an epic spell thought long forgotten.
  • Rev is a paladin sworn to an Oath of Redemption who survived the unbridled apocalypse of his home plane: Vapoa, the Plane of Water. Though he is a recent addition to the Heroes of Below, he has already been thrust into the center of a universe-threatening danger kickstarted by the vile Entropic Enclave, the all-consuming Loogodramin, and the party themselves.

Oh, and we return to the campaign in a pocket-dimension housing five pages of the Book of Vile Darkness while the group fights a trio of huge beholders! Hopefully the campaign's "new beginning" isn't a swift end...

For a bit more insight into the campaign, I wrote two pieces of fiction:

Simply typing about Caught in Galen reminds me of the amazing times that group has had at the table. I'm ready to return.

Have you ever had an extended break from your game? How do you cope? Does your mind often wander into the realms of those games? Do you prepare for future sessions, plot out various parts of your setting and campaign, or pause worldbuilding entirely?

Unfortunately, I've done the latter for most of this break. I would like to return to crafting Eldar and Golgifell, though. 

I will.

Related Articles

Want More RPG Tips & Tales from RJD20?

As always, thanks for reading. Please send all inquiries to rjd20writes@gmail.com or leave a comment below.

How to Start a Successful TTRPG Campaign

By RJ on 22 January 2023. 


The day is finally here. You're beginning a new tabletop roleplaying game campaign. It might be your first Dungeons & Dragons session. It might be Pathfinder. Thirteenth Age? Call of Cthulu? Perhaps something incredibly niche and in development...? Nonetheless, you and your friends have agreed to play and are about to make your characters, altogether. You might be the World Master; you might be one of the players. 

There are a few things you can do to ensure you hit the ground running in the first session of your new favorite RPG campaign.

  • Set a consistent schedule that every player agrees to.
  • Craft compelling characters and know them well.
  • Hop quickly into the story and world, with everyone contributing.

I'm here and ready to ensure your D&D or general TTRPG campaign's first session and everything thereafter is an uncontested success. Let's explore each of the pillars supporting that fundamental assertion, shall we?

Join RJD20's Patreon Community

Before we delve into today's article, I would like to highlight RJD20's Patreon. As I work on my upcoming tabletop roleplaying game, Orrery, I'm showcasing all progress to my patrons.

If you would like exclusive access to playtest material for Orrery, in-depth updates on the project, and insight into all else RJD20, please consider becoming and patron and joining our great community. You can support this site, all upcoming supplements, and Orrery for $1 a month. Come on, you want to be a Rat, don't you? 

Already, I've received excellent feedback from my patrons and the collaboration shall continue. Come pitch in!

Scheduling Your TTRPG Sessions

Before anyone gets too comfortable in their chair at the table or computer desk, you need to bring up the schedule for the campaign. As always, there are many options. Everyone needs to be aware of them and agree to a set time and date.

Here are the best ways to set a schedule:

  • Weekly on a recurring day.
  • Every other week on a certain day.
  • Monthly on a recurring day.
  • Every other month on a certain day.
  • The second Tuesday of the month.
On the opposite end of the spectrum, here are a few ways to not set up a successful RPG campaign:

  • Whenever everyone's available.
  • When it feels right.
  • One a year during the summer solstice.
  • Whenever.
  • Every day.

Each one of those options can easily lead to a campaign dying before it really hits its stride or prevent anyone from really enjoying it at all.

Character Creation & Study is Vital

Alright, the schedule is set and it's time to create the characters. What's the best way to ensure the success of the campaign, you might ask... 

Crafting compelling characters, hands down, is one of the best.

As opposed to each player staying isolated and building their character in the silence and safety of their own home, I'd recommend the entire party meeting to make their characters. This way, everyone can collaborate on the party composition if they'd like, or simply talk together as they make their character secretly.

Every player should spend a good chunk of time on their character, if not on their background, then on current motivations and future goals.

Outlined below is a short list of good tabletop roleplaying game character traits:

  • The character stands out among commoners.
  • The character is connected to the world in some manner.
  • The character has flaws, needs, and desires.
  • The character relates to one of the other characters in the party, indirectly or directly.
  • The character has a reason to adventure or be present in the story. 
  • They have goals long-term and short-term.

Almost as important as the character being ready is the player being ready. There are few things worse than a player not understanding their character's abilities. Before the first session, if you're a player, make sure you read through your character's various actions, special abilities, and racial traits. Know and understand them. Your character is what you're initially bringing to the table, and you will be portraying them. Be an expert on them

Don't disrespect the time of others by not understanding how many attacks your fifth-level fighter gets, what your magic user's spell save might be, or whether or not your druid can transform into a grizzly bear. Read and comprehend it before session one, please. Everyone will appreciate it. Everyone. Including me, and I'm not likely there!

Quick Hooks into the Story are Essential

The campaign is scheduled out, the characters are living and breathing, and now it's time for the campaign to truly begin: adventure awaits! What now?

It's all up to the World Master to ensure success, right? After all, they're running the world, pulling the characters together, writing out plot hooks, and trying to grip every player as best they can.

Wrong!

The entire party needs to work together at the start of the campaign to get the ball rolling. It's not just the job of the World Master to weave together a compelling story. It's the duty of every player at the table. Sure, the World Master shall open the game and present the world to the group, but once everyone is in, their characters interacting, each player needs to make an effort to form bonds and mutual drive.

Potential players, please take note of the following concepts:

  • Avoid being edgy and in the shadows. Get out of the corner and speak with the other characters, don't brood or hide from them.
  • Refrain from acting hostile unless other players are good with beginning the game this way. Hostility to start the story usually doesn't work and can quickly derail the campaign.
  • Once the initial meet and greet is over and an obvious plot hook is flung your way, bite into it if it's interesting! The World Master isn't merely throwing out nasty food, they're placing what they believe to be cool events your way.

Not every game begins with a simple meet and greet, but these three concepts embodied by the players can easily be adjusted for any start.

Dungeon Masters, Game Masters, Lore Keepers, World Masters...here's how to begin your TTRPG or D&D campaign's opening session. Once everyone is at the table, characters prepared, players wide-eyed and ready-to-go, start talking.

You could begin the group apart, each member somewhere in a rustic tavern. You might thrust them into an unbridled action sequence, yelping kobolds chasing after the party as they speed down mine carts in a dark mineshaft. Heavens above, you could just drop them in front of the abandoned watchtower, pirate goblins partying inside, and give them the prompt: "Vile goblins inhabit this once great watchtower, innocents trapped in its dungeons. It's your job to save them." 

However you begin the campaign, ooze confidence, and know the difficult set-up is complete. Everyone is there and ready to play as a group. What comes after is pure fun, as long as you've lain a solid foundation.

Whether the RPG campaign begins mid-battle with a horde of goblins on a mountainside, on a stormy sea, or in the bowels of the putrid Abyss, keep these concepts in mind and remember everyone is at the table or desk to play a game, have fun, and maybe tell a kickass and compelling story. Rarely do great campaigns begin with two characters sulking in the shadows of a dark room, another three duking it out over a dice game, and a final one speaking with the planned patron and watching the madness unfold.

Try your best to start the story quickly and in the best way possible. Altogether, it's hard to fail.

In Summary

Whether you are a Player or World Master, you can help ensure your RPG campaign starts in the absolute best manner possible. Remember:

  • Sync everyone's schedules and set a consistent time to play the campaign.
  • Spend enough time on the characters to guarantee they're interesting and fun to play. Understand how their mechanics operate in the game, at least.
  • Rapidly bring everyone into the world and story with awesome but simple plot hooks. It's not only the World Master's job to ensure this happens; every player should aim to assist.

If you enjoyed this week's article, check out last week's post about the tabletop roleplaying game I'm creating: Orrery. It's based on my favorite RPGs and video games, especially D&D and Path of Exile.

Related Articles

Want More RPG Tips & Tales from RJD20?

As always, thanks for reading. Please send all inquiries to rjd20writes@gmail.com or leave a comment below.

How to Destroy a D&D Party

By RJ on 2 January 2023. 


Dungeons & Dragons parties are surprisingly fragile. Despite thousands of groups across the world gathering for countless weeks, months, and years to slay monsters, dazzle unsuspecting NPCs, and explore mysterious realms, many tables fall apart rather easily. How? Well, there are plenty of reasons why D&D groups fail and split. 

To avoid this happening to your table, we're going to explore each major cause for destruction in this article. Altogether, they are:

  • Poor Scheduling
  • Lack of Unity
  • No Clear Direction
  • Problem Players

Please do note, many of the catalysts for dissolving groups emerge in successful ones. As a matter of fact, my own groups are susceptible to a few of these at times, but we're still going strong. As you'll read in a moment, many of these D&D group pitfalls can be avoided or resolved with direct communication. Unfortunately, it's a skill many people lack or are frightened to wield.

Not us. Today, we're going to learn or improve on this vital skill.

Poor Scheduling and Dedication

Regardless of how good your D&D group is, it has encountered scheduling difficulties at some point in its life. We all know and understand.

Usually, the group works together to set an initial date with the DM at the helm. Let's say everyone picks a Tuesday to play a few weeks out. The DM prepares for the session: they build a few encounters, practice a wild voice, and ensure there's a good set of areas to explore. Some, if not all, of the players are excited to play and all looks good.

Alas: something arises for one of the players. Jason pipes up in the group chat and says something popped up, and he can no longer make it. Everyone else chimes in and lets him know it's alright and the DM lets everyone know they'll still play.

The group ends up meeting and playing. They have a blast. A vile hag steals away one of the party's loved ones (a fat hamster) and prepares to use the tiny beastie in a ritual. It's gripping. It's interesting. It's silly.

However, at the end of the session, no date is set. Regardless, the group bubbles in their chat.

"We're gonna save Patchie!" Yelena exclaims.

"Only if the hag plays her cards wrong. We're basically, like, done for. Maybe if Jason comes, we can do it, but I don't know..." Ronald says.

"Yeah, I should be able to! When are we playing next?" Jason responds.

"I can do next Thursday." Yelena responds.

"I can't." quickly replies both Jason and Ronald.

"How about Friday night?" says Isla.

"Nope!" Ziq finally enters the conversation.

"Well, when then?" responds Yelena.

The conversation goes silent. Quietly, Jason is upset that he missed the session and doesn't even want to play now. Everyone else cannot seem to pin down a date, as other things come up. Ronald plays board games with his friends a lot. Yelena and Ziq hit the club a few times a month. Isla really wants to play but doesn't want to force the issue.

No one makes the game a priority. No one tries to truly schedule the next session. Despite a fun first session of D&D, the group dies, destroyed by itself.

You might be cringing right now. You also might remember this happening to one of your old groups. Maybe it's happening presently.

How can you avoid your group dying due to a lack of scheduling and priority?

The answer is twofold and simple: you set up a consistent D&D schedule and make the game a priority. Simple yes, but this is revolutionary for some.

The best way to play D&D is with a consistent schedule. It doesn't matter if you're playing once a week, once a month, or every three months, you need to lock down a regular time to play. Do this at the beginning of the adventure or campaign, working with every player to come up with the best time and cadence to play D&D.

While you set up a schedule, you also communicate a key aspect of D&D and the social contract: the game is a priority, and the players should make they make it one. Everyone is gathering to play, yes, a fantasy game, but it shouldn't be trumped by other areas of life. Sure, someone might get sick or have an important event come up, but people shouldn't cancel because they want to go get drinks, go to the park, or just chill at their house that night. They committed to a time and place to play D&D: they should stick to it. If it's not a priority for them, they should not play. 

Canceling, especially the day of is reserved for situations wherein it's simply not possible to play. That's it. Those happen. That's okay.

Stress this at the beginning of the game and it shouldn't be a problem for the rest of the run. Let everyone know that this is important if not vital for the life of the D&D group.

Without a consistent schedule and the promise that D&D is a priority for everyone, the players are much more likely to destroy the game. With a set time to play and a mutual understanding that it's important, the game is more likely to flourish and finish in a strong manner.

Lack of Unity

In the real world, people drift apart if their interests differ, and they don't make an effort to communicate and come together. The same happens in a D&D group. Of course, many times this is an unintentional pursuit. However, it can quickly become sinister and a catalyst for a D&D table's destruction.

Everyone in the party should want to adventure together, both in-game and out-of-game. They should be united in this desire: happy to play and happy to adventure. If there's nothing uniting them, the wound can fester.

This can be tackled from both a real-world and fictional point of view.

In the real world, ensure you make an effort to be a friend to each other. D&D time might be when you see each other and play D&D, but on other days, check in with each other. 

  • Send a simple text, and start a conversation.
  • Offer to hop into voice chat and discuss life, the game, and all else.
  • Play a video game together, cooperative or competitive. 
  • Venture outdoors to a restaurant or park. 

Working on your out-of-game relationship with each of your party members will ensure the group remains strong interpersonally.

In the game world, make sure every character is on the same team. Interparty conflict is always fine and encouraged if everyone is on board, but at the end of the day, each member of the party should be in pursuit of the same endgame: defeating the ancient red dragon who dominates the nearby kingdom; delving into the Abyss to save a stolen holy relic; making a quick coin off slaying bandits.

At all times, there should be a clear goal that unites the party.

While people may point at the DM as the only one who can ensure this, that's far from true. I've seen multiple groups struggle to unite in-game despite the DM throwing out plot hook after plot hook that would unite them. One character wants to delve into the dragon's lair. Another wants to go east to find a lost monastery. Someone else needs this artifact from the den of a mastermind thief. Up until this point, though, the campaign was based on taking out the red dragon.

In this case: who was in the wrong? I'm a huge proponent of players doing whatever they'd like, going wherever they'd like to go. However, if character motivations suddenly swing outside the norm and clash with the other characters in the group, that's a problem. It can lead to the game stalling out and if not addressed, the party becoming segmented and even jaded.

In-game solutions are what you should go for first. If you're a player and you notice another player's goals have shifted dramatically and suddenly, question it in-game. Make a moment out of it. Perhaps it'll lead to some interesting dialogue and reasoning from the other characters. The same goes if you're a Dungeon Master in this situation: throw a challenge the suddenly dissenting player's way immediately. Don't allow their desire to "leave" the group mount. See what's up in the world.

If in-game solutions don't lead to interesting discussions or resolve the issue, take it out-of-game and address it quickly. Talk to the player one-on-one and see what's up. Ask them why they've suddenly changed what they want to do in the game. Hear them out. If their opinion makes sense or is compelling and not "I just want to" or "it's what my character would do" then perhaps take it to the group. Maybe it warrants a change in direction for the adventure or campaign.

Together and even apart, disunity in the real world and in the game world can destroy a group. Watch out for it and address it when it happens. Don't let it fester and turn the group's motives against each other.

No Clear Style, Genre, or Theme

Some people enjoy playing in a sandbox-style D&D campaign. However, to a lot of folks, this leads to confusion, slog, and a general distaste for the game. There is a reason modules and adventures are popular products and DMs enjoy running them: it's because their players enjoy playing them.

The same is true for a variety of people who enjoy certain genres and not others. Some people adore horror games filled with terrifying monsters, blood-soaked chambers, and unholy artifacts. Other folks love comedic games rife with stupid names, impossible plots, and gag funhouse dungeons.

Themes are important to a campaign as well, though they're usually less evident than certain styles of play or game genres. Ideas like justice, chaos, order, friendship, and destruction. They aren't front and center, but they can permeate almost every piece of a campaign.

All of these relate to player expectations. If any of these things shift constantly, are areas players are not interested in or seem to dominate the campaign, it can lead to the party's destruction. For the most part, the DM is responsible for this beyond the beginning of the campaign. Before it begins, however, it's vital that everyone sits down and sets expectations.

Essentially, you want to run a consistent campaign and create something everyone is interested in. This can be done

  • Run a session zero to set expectations.
  • Adopt a clear style of play.
  • Focus on one or two genres at a time, switching up rarely.
  • Pick six or so themes and insert them into everything across the campaign; look for what your players and you enjoy.

First up: call it a session zero. Call it a conversation about D&D. Whatever its name, it should happen. It's too important not to do this to ensure the survival of the group. I've already written an article on session zeros, though it is from a while ago, I agree with nearly all I wrote then. Essentially, in this session zero, you want to establish expectations.

Set up which style of play the campaign will be. Is it a sandbox, or is it more on the rails? Are you playing a West Marches game or a game with a set group of players? Is it episodic or a continual story that builds week on week or month on month? Is the game going to be serious or silly?

Discuss which genres people enjoy and which they don't, so there's a set group of areas to explore when the game begins and ages. Is silliness okay? How about horror? Westerns? Classic fantasy? Heroic fantasy? Epics? Steampunk? Talk about it all and maybe implement some of the strategies discussed in my article on session zeros.

Next, skip the themes and keep those private. Pay attention to your players and what they enjoy, then insert those various themes into your game.

However, to end the session zero, establish a clear schedule, the importance of the game, and discuss what is completely off-limits. How violent can combat be? Is slavery a bad aspect to include in the world? Is romance good-to-go, or to be avoided?

With that, session zero is all set and we can move to the game itself. How can you stay in the proper style, with the right genres, and pick and play on the best themes?

It all comes down to practice and experience.

In your preparation, think about each of them as you plan. For my Bannerless campaign, it's a pure sandbox focused on building up a faction in the wilderness. The genre is low fantasy with flairs of pulp adventure. The themes? Exploration, politics, and demons (both real are imaginary). As I prepare for the campaign, I think about each.

Everything is centered around both player choice and the faction-building aspect.

The world stays low fantasy, with sparing magic and powerful monsters. The scenes are epic, though, and every encounter is memorable. Most monsters are unexpected, too, as the world is unique. For example, cyclopes are magic-hungry giants who were experimented on during ancient times. Now, they need the very few magical items and people in the world to eat and survive.

The themes sit with me, too. The characters explore different, mysterious portions of the land, from deep, tainted temples to twilight woodland realms of evil fey. They run a budding faction, so the other power players in the region are competing with or trying to work with them. It's an exciting balance. The "primary" villain is a demon alongside demons within each of the characters. That's the focus of every session, in and out. New themes may come and go, but those three are core to the Bannerless.

During the game, too, don't be afraid to reinforce these ideas with the players. They're a part of the campaign creation as well!

Problem Players

Nothing can destroy a D&D party faster than a problem player...or multiple problem players. Of course, it's usually the most difficult issue to solve for many groups and people and we've all run into it.

I've had trouble with this in the past and handled it poorly. However, as I've grown, I'm much more confident and comfortable handling problem players. It all comes down to communication and addressing the problem as soon as possible. As with everything else, don't let it fester.

Here are some examples of problem player behavior:

  • Interrupting other players during their turn.
  • Speaking for other players in the game or acting as the unelected party leader.
  • Forcing other players to follow what they want to do.
  • Taking magic items without question or throwing a fit if they don't get what they want.
  • Multitasking during the game (on their phone doing non-D&D things, leaving the table constantly, zoning out, etc).
  • Making every encounter about themself.
  • Showing up late to the session constantly.

This, though, is something to deal with out of the game. Don't try to handle it inside the game world. If you do, you essentially become a problem player yourself.

Instead, speak with the problem player about their behavior. If it happens during the session, nicely correct their behavior. If it continues, speak with them one-on-one after the session. If you're straight with them and they'd like to continue playing at the table, they should want to work on the issues erupting at the table. Truly, the hardest part is understanding you can address these problems at hand. 

You're all there to play D&D, have a great time, and build a compelling game and world. You cannot do that if someone is actively inhibiting the fun. You have the power to address it. Go for it, be the bigger person.

In Summary

Your D&D party can dissolve quickly if any of the topics discussed above are allowed to fester. Remember:

  • Play on a consistent basis and ensure D&D is a priority for all the players. Don't wait until you're deep into the campaign to set this up, make sure it's known from the beginning. Consistent D&D is the best kind of D&D.
  • Work with your fellow party members, not against them. Intraparty conflict is totally fine, but if it clearly hinders the state of the game, knock it off. Especially in cases when players debate for an extended period of time someone, usually the DM, needs to step in and move the game forward.
  • Clearly state the type of game you'd like to play or run. Discuss your likes and dislikes, as well as what is completely off-limits. You don't want Billy the Barbarian arriving to session one of your high fantasy-style campaigns.
  • Address problem players immediately. Don't allow them to fester and ruin the game for everyone.

Thanks for reading. If you enjoyed this article, check out last week's post in which I discussed, satirically, how multitasking during D&D is easy and improves the experience.

Related Article

Want More RPG Tips & Tales from RJD20?

As always, thanks for reading. Please send all inquiries to rjd20writes@gmail.com or leave a comment below.

Wrathful Wizard Monsters

By RJ on 19 December 2022. 


The wrath of a vengeful wizard is rarely matched. However, when mated with the ferocity of a monster and the skill of a thoughtful Dungeon Master, a monster imbued with the abilities of the wizard class may not only challenge a player character wizard, but an entire party.

Already on RJD20, we've explored mixing monsters with classes like the bard and barbarian, druid and paladin, and now: we move onward to D&D's most esteemed class: the wizard.

Today, we're looking at three wildly wacky wizard monsters for your next D&D session:

  • A pixie arcanist with a wit as quick as her spellcasting!
  • An ettin incredible armed with a barrage of magical abilities and an eerily threatening intellect!
  • An efreeti pyromancer who wields the devastating elemental forces of his blistering home realm!

Each promises a unique experience for your game and your world. How can you pit a pixie arcanist against your party of three murderhobos? Where does an ettin incredible fit in your grand world of sword and sorcery? Does an efreeti pyromancer wield much power in your setting's version of the City of Brass, or is she a jester compared to the warrior-class of the legendary planar settlement?

Before we leap into these monstrous wizards, let this list of eight wizard-based foes inspire you:

  1. An awakened wild boar with a wizard's spellbook stitched to him. Somehow, he's learned how to cast a few cantrips and basic spells.
  2. A deep gnome School of Illusion wizard destined to branch out into the World Above.
  3. A bugbear School of Evocation wizard, also known as an evocationist, who ripped a spellbook from a fallen foe's warm, dead hands and became a master of explosions. She specializes in fireballs.
  4. A wise hill giant School of War wizard specially trained by a resident fire giant sage in the ways of arcane and greater warfare. He has led his tribe to many battles over far superior foes.
  5. An orthon commander specialized in the School of Conjuration, capable of summoning great armies from planes other than his scarred home realm.
  6. An iron giant trained in the School of Enhancement by his archmage creator.
  7. A balor keen in the dark magic of the School of Necromancy, heading a horde of demons and abhorrent undead.
  8. An ancient green dragon wise in the School of Lore, knowledgeable in every single aspect of the world known to mortals...and even some information kept only by those of immortal bend.

Wizard Foe Generator

For this particular strand of foes crossed with one of D&D's most iconic classes, I've crafted the Wizard Foe Generator. Try it out! It provides you with a base monster, where they can be found, and an ability/action inspired by the wizard class from D&D 5E and other editions in the game's history.

Now, let's create three wizardly foes.

Pixie Arcanist

Inherently tricky, tiny creatures, twisting a pixie with the abilities of a wizard makes quite the intimidating enemy...or powerful ally. A pixie arcanist wraps her opponents in sparkling strands of magic, rendering them helpless so her swarms of mystical friends can eliminate them in a swift and safe manner.

They're tricky foes to face

What is a Pixie Arcanist?

The wondrous woodlands of the Feywild glitter with the magic of a thousand peculiar peoples. Hags cackle away in their cursed huts and bone-filled caves. Satyr dance along forest trails singing songs of enchantment. Centaurs roam groves illuminated by the bright Feywild twilight, their hooves stomping along to primal beats that ooze magic. Even the forests themselves bubble with arcane potential: trees talk, leaves whisper, and the animals linger with even the sentience of a normal mortal man.

The stars of the Feywild, though, hold a special kind of magic. And when they fall: only a select few are capable of drawing forth that latent energy.

Feywild stars and their crash sites are dotted with powerful glyphs and words of arcane power, mysteriously written in the most elegant form of the Sylvan language. Pixies, fast-moving and inquisitive, are often the first to arrive to these craters. They scribble down the words and phrases on leaf booklets and scratch them out of the rock and ground. Afterward, they spend months and sometimes years practicing these sky-given groupings of words. Only those who remain dedicated to this practice become pixie arcanists.

The otherworldly spells available to pixie arcanists are from distant stars and often involve glittering, awe-inspiring sights of stardust and bewilderment. 

Some spells channel the energy of a burning star. 

Others freeze foes with the infinite chill of space. 

All are coveted by wizards of the Material Plane...

In Eldar, pixie arcanists quickly find their way from the Feywild into other planes of existence. Some believe the stars of other realms like the Hells or even some layers of the Abyss hide even darker "star carvings." In the Material Plane's largest settlement, Galen the City of Magic, a pixie arcanist teaches a special course on this small but unique sphere of arcana.

In Golgifell, fey crossings to Brisantha are some of the most common "magical" occurrences found and witnessed by normal mortals. Fey usually don't wander into the mortal world if they can help it, but some pixies have been known to guard these fey crossings, ordered to by their commanding Fey Court. Pixie arcanists in particular deeply enjoy gazing at the idyllic starscape of Golgifell, and wonder if "star carvings" exist in this world as they do in their own.

Sample Pixie Arcanist

Here's an example pixie arcanist using the Wizard Foe Generator to attach a new ability and action to the base pixie monster.

Base Monster: Pixie, Monster Manual page 253

Added AbilityFalse Self. The pixie arcanist can cast disguise self at will, but it can also shift between Tiny, Small, Medium, and Large creatures. Huge creatures can only shift to Large size.

Added ActionStudent of Cantrip Excellence. The pixie arcanist can cast up to three cantrips with a single action. Each cantrip can be different or the same.

Plot Hook: Pickpocketing becomes the norm of a bustling port city when a pixie arcanist uses her starry arcana to enhance the skills of a local guild of thieves. Their weird magic perplexes the law enforcement, so they bring in those more versed in the arcane arts.

Flavor both outlined abilities as starry-themed: the creatures the pixie arcanist pretends to become have star tattoos on their body. The cantrips manifest in a burst of stardust.

Ettin Incredible

Ready to surprise your players and subvert their characters' expectations? This is the foe for you. An ettin incredible might turn a predictable, blow-for-blow blow-up with a typical ettin into a fight for survival against a creature that should never be able to handle magical abilities in a regular D&D setting. 

No one expects an ettin wizard.

What is an Ettin Incredible?

Only rarely do giantish gods allow one of their misshapen children the mental prowess to pursue a life of magic. Normal ettins are already weird folk among giant kind, pushed to the edges of society. Most times, they aren't even accepted among giants. They are forced to commandeer goblin tribes, serve the whims of orcs and hobgoblins, or become vicious rivals in troll territory. However, in the rarest of circumstances, an ettin is born with an incredible intellect. These ettins are rapidly sought after by giants at the top of the chain (called the Ordning in many worlds) and trained in the ways of arcane magic.

These very rare ettins are known as ettin incredibles.

Unlike almost any other creature, they are able to cast not one, but two spells concurrently. From one mouth and mind, an ettin incredible might spew forth words of power to conjur a fireball while the other crackles out a lightning bolt. Even more impressive, they can concentrate on two different spells at once: one mind might keep a blur around itself, while the other ensures an attacking barbarian stays affected by hold person as the ettin's fire giant allies eviscerate her.

Some ettin incredibles manage to escape servitude once they learn how to wield magic. These ettin incredibles, even solo, are formidable foes.

In Eldar, ettin incredibles originated in Nargond during Giantfall. Not products of giantish gods, these ettin incredibles manifested the wild magic latent in the air of the world during this tumultuous time. As the empire of giants fell and sent tsunamis roaring across the planet, ettin incredibles further ensured giant kind's doom. They leapt into the world and tore scattered factions apart, obliterating them with intense arcane surges and forgotten spells. As quickly as they appeared, they fragmented and wandered across the broken landmasses. Some bloodlines still exist, ettins capable of immense thought and insight, but the most common way of finding them is pure chance. If they are born into the world, they often become leaders of hill giant tribes or respected sages of frost giant jarls and fire giant citadels.

In Golgifell, ettin incredibles are the norm: regular ettins do not exist. Even though ettin incredibles take on the regular "ettin" role, they are still extremely rare alongside all other giants except hill giants. Encountering an ettin in Golgifell is an event best left unattended. The lack of magic in the rest of the world almost seems to redouble itself in ettins, overwhelming any who interact with them. In the most remote wilderlands like Res Mana, ettins boast huge armies and followers who worship them as gods-on-earth.

Sample Ettin Incredible

Below is one example of an ettin incredible created with the Wizard Foe Generator. Beware: it's powerful.

Base Monster: Ettin, Monster Manual page 132

Added AbilityPerfect Mind. The ettin incredible is able to concentrate on two spells simultaneously.

Added ActionImpossible Arcana. The ettin incredible is able to cast two spells in a single turn with a single action.

Plot Hook: Doom befalls a frontier town when a duo of ettin incredibles dominate both a tribe of orcs and a pack of gnolls. At the helm with extreme intelligence and a horde of formidable minions, the ettin incredibles intend on conquering the town and moving closer to "true" civilization.

Efreeti Pyromancer

No enemy fought by your party before has wielded fire magic quite like an efreeti pyromancer. Area domination, explosive damage, and a temper enraged by the might a thousand fires are all staples of this wizard-like wonder from the Elemental Plane of Fire. 

Did I mention she rides in a sleigh pulled by hippos made of magma?

What is an Efreeti Pyromancer?

The typical tyrannical lives of an efreeti noble bore the wisest among their kind. Those who seek unrivaled power delve into the depths of the Plane of Fire, learning the secrets of primeval pyromancy. They become masters of the most scorching element, wielders of the sacred fire, one of the vital elements of creation.

Once they master the secrets of the sacred fire, they become creators as well. A power thought only known to the gods in the hands of a mere creature. Efreeti pyromancers can breathe fiery essence into normal beasts. They can turn snakes into blazing serpents; giant eagles into phoenix-like birds; massive hippos into beasts of molten magma.

From remote studies, they perfect this craft and plot domination of the Plane of Fire and realms beyond. However, an efreeti pyromancer in a world not its own, such as the Material Plane, can easily wreak havoc. 

Entities of pure flame are not meant to exist in worlds of balance.

In Eldar, efreeti pyromancers began as solitary scholars but eventually formed the Cabal of Eternal Flame. As a unit, they've built a dominion across most the Plane of Fire that rivals the strength of the City of Brass. Some suspect they were behind the Devastation in the Material Plane, wherein a huge swath of Aelonis was elementally destroyed. All know they pay homage to Imix, the Prince of Elemental Fire, though some believe he is not their master: some think they control the archomental.

In Golgifell, there's but one tale of an efreeti who took over the Gulonde. In his reign, he turned the sands black and the rivers to lava. The rivers faded, but the black sand remained and cursed the endless desert forevermore. At times, his bellowing laughter can be heard on the wind during great storms of sand. These storms spawn beasts of pure flame, echoes of the pyromancer's initial scarring of the desert.

Example Efreeti Pyromancer

Here is an example of an efreeti pyromancer built with the Wizard Foe Generator.

Base Monster: Efreeti, Monster Manual page 145

Added AbilitySculpt Magic. Spells that would otherwise damage the efreeti pyromancer's allies no longer do so.

Added ActionPlane Bringer. Once per day, the efreeti pyromancer can summon a creature from another plane of existence that is CR 2 or less. The summoned creature returns to its home plane when a new creature is summoned.

Plot Hook: An efreeti pyromancer enters a jungle realm, transforming it into a woodland of fiery beasts and molten magma rivers. Her spree of terror must end, else it'll spread into the nearby countryside.

In Summary

If you're stuck preparing your latest D&D NPC or encounter and really need some magical inspiration, the wizard class serves as an excellent source. Always remember:

  • The Wizard Foe Generator is a rapid-fire way to form a compelling foe for your characters to face.
  • Schools of wizardry work wonderfully as background information, foe motivations, and even plot devices in your world.
  • Enemies based on wizards don't need to use spells, just re-flavor them as innate abilities and actions.

In last week's article, I explored why the spotlight should be shared amongst all at the table, and how it's not only the job of the Dungeon Master to ensure this. If you enjoyed this post, check out last week's post as well!

Here's to greatening your game and world: cheers!

Related Articles

Want More RPG Tips & Tales from RJD20?

As always, thanks for reading. Please send all inquiries to rjd20writes@gmail.com or leave a comment below.

Careful, the Spotlight Can Burn

By RJ on 12 December 2022. 

The spotlight should never linger too long on any one character in a multiplayer game, be it Dungeons and Dragons or any other tabletop hobby. When it does, it doesn't only burn the highlighted player, it also burns everyone else at the table and potentially turns them sour. 

However, it's not only the Dungeon Masters job to ensure one player and character isn't focused on consistently over the others. The players themselves, particularly the highlighted player/character, can help avert this common problem, too.

As always, if you notice this trend of focusing on a single player character over the others occurring at your table, ask yourself a few questions before thinking up a way to address:

  • How intense is the focus?
  • Are other players outwardly bothered by it?
  • What is the reason for it?
  • Should it be addressed? How?

Let's tackle each pointed question one by one.

Intensity of the Spotlight

We've likely all encountered Dungeon Masters homing in on certain character's stories before. As we'll discuss later, sometimes there's a good reason for this. Other times, it might be a clear sign of favoritism, sheer unawareness, or, in the worst cases, spite.

Perhaps the DM greatly favors the backstory of a certain character. Unlike the other PCs, it relates to their world or connects very well to the Big Bad Evil Person. While that may be great, unless it was specifically outlined in the session zero that this should be the case for all characters, this shouldn't dismiss the importance of the other PCs at the table.

Backgrounds should enhance the experience at the table, not hinder it. 

If the DM is only focusing on the character that relates to the overall world because of their backstory, that's not a good tactic and it should be addressed. Jessie's character might be truly tied to the world, with a backstory relating to the vicious high elves of Jhaeros and their vile manipulating of mortal minds and psychic powers. However, that doesn't mean her character should receive more focus than Guy's character, who might only vaguely be tied to the setting at-hand.

The DM might just be unaware of how much they're focusing on a specific character, too. 

Perhaps this player talks a lot and takes the crown of the party. Naturally, the DM will focus on their story and question them about the game more than others. If other players are okay with taking a backseat to piloting the game's direction, that's fine, but if clearly this is a scenario of a domineering personality driving all questions from the DM and NPCs to them without other player input, it should be addressed. This has happened quite a few times at my table, and at times it has been alright. Sometimes, players are fine with someone taking on the mantle of "party leader". If that's the case for your table, that's all swell!

In the worst case, some DMs focus on characters of players they like and intentionally leave out characters of players they dislike. This is a simple problem to address: directly speak with the other players and/or DM and figure out why this is ongoing. If no one will resolve or address it, leave the game and find another group. No D&D is better than bad D&D.

Does the Focus Bother Anyone?

After the spotlight highlights a certain character too much, it should become evident other players are bothered by it. 

Watch those not explored. Are they clearly bothered by it? Do they stop paying attention to the game and go on their phones? Do they start side conversations unrelated to the game very quickly? Are they taken completely out of the game?

Watch for heavy sighs. 

Be aware of dice-stacking. 

Scout out pencil-flipping. 

Hunt for light rules-reading. 

Look out for sleeping too, that's the worst.

It might not even be outright shown, at times. If you notice someone is getting a lot of the spotlight, other people will too, but as we'll discuss below: don't go and talk to people behind their back about it. If you'd like to address it, don't gossip: go directly to the source.

Succinctly: be attentive. If you notice someone at the table not having a good time, try to address it. We all play D&D to have fun.

Reason for the Spotlight

Sometimes, the spotlight shifts to a specific character and player for good reason. You should be able to detect if the reason is sound or complete rubbish.

Some campaigns have arcs, and the focus might shift from one character to another. Is this the case for the shift? If so, there's likely little to worry about, other characters will likely soon share the spotlight. It's natural. Ian's character might just be the perfect fit for this run of the story, wherein the party battles aberrations in the Realm of Madness for a bit. Next up, when the group returns to the mortal world and a split faction of psionic elves are on the tail of the party's allies? Well, now it's time for Jessie's character to trounce under the light!

Did the DM and a set of players have a fight, in-game or out? If the DM suddenly stops focusing on certain characters because of out-of-game reasons, it should be addressed immediately. That's no fun for anyone at the table.

Are people just not piping up or showing interest in the game? 

That might also be a reason for their characters not receiving major roles in the show. While some players take on this persona, more of an observer than an active mover and shaker, some might just be going through a rough time or not be invested in the current story. If you think it's the former, make sure to check in with them and see how they're doing. If it's the latter, try to rope their character into the latest escapades of the party.

Addressing the Focus

If the points explored before this part decidedly conclude the focus should be addressed, you should consider the best way to handle it.

The best way, always, is to address the problem at its source. Talk to the DM and other players openly about the focus of the game. Explain how you feel about your character not being a part of the game, how you feel you might not get the chance to speak as often as you'd like. At worst, they blow up and act as though none of that is true, which means it's time to find a new table. At best, they'll come up with a solution to include you and your character more and ensure the spotlight doesn't burn too brightly on any one character.

If you don't want to confront someone about the focus or don't think it's too big of a problem at the time, there's a more subtle way even a player can help diminish this: always include and play-off other players.

Even if you're the focus of the game for a session or an encounter, always search for a way to include others in the moment. Bounce off their characters. Ask them advice. Call out their character in some way. Just because one character is the focus doesn't mean others can be included.

For example, if your character is speaking with a dwarven priest about a demon deep within an abandoned mine, they could ask their fighter friend their opinion on delving below might be. Have they fought a demon before? If so, what's the best way to approach it? If not, are they frightened? Then, the DM can bounce off their response as the dwarven priest and pull the fighter player deeper into the conversation.

If you're on a brief solo-mission, investigating the trapped warehouse of a rival in a grubby dock, don't just interact with the DM: bring in the other players! As your character, mutter/ask yourself: what would Ian's character think of this? Even ask the other players what they think you should do. It might be a meta-gaming, but in scenarios where your character is alone and the other players are literally spectators, it's fair to do this to include them in the game.

It's not just the DMs job to ensure the spotlight is shared amongst everyone, the players can easily help this happen, too!

Being a Dungeon Master, though, you are usually in the best position to remedy any focus issues. Watch the table as you play, look for any signs of bother. If you see it, if you notice some is not engaged, quickly find a way to draw that character into the fray! Address a question from the NPC toward them. Engage them in combat. Spring a trap or mystery in their face! Don't let them sit idle and become more disinterested in the game. 

If it recurs, talk to them about it. Are they no longer interested in D&D, or is something else the matter? 

Ask what you can to help them.

In Summary

In games like Dungeons & Dragons, no single player should be the whole focus of the game. It's a collaborative experience, built by the myriad players at the table, not just one or two. Always remember:

  • Share the spotlight at the table. Encourage others to speak up and participate in even moments dedicated to your character.
  • It's not just the job of the Dungeon Master to ensure multiple people share the spotlight. All the players can take part.
  • If sharing the spotlight becomes an issue, never gossip about someone's handling of this task. Go direct to the source and discuss it with the players/DM to resolve the issue.

In last week's post, I explored how to create monsters based on the paladin class. If you enjoyed this article, check it out!

Here's to greatening your game and world: cheers!

Related Articles

Want More RPG Tips & Tales from RJD20?

As always, thanks for reading. Please send all inquiries to rjd20writes@gmail.com or leave a comment below.