Showing posts with label dnd. Show all posts
Showing posts with label dnd. 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.

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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.

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In D&D, the Big Bad is the Main Character

 By RJ on 16 April 2023.


This far into the life of Dungeons & Dragons, many people understand the player characters are important to the game. Without them and their antics, the game dies. However, they're not the most important characters. They are not even the main characters. The player characters may be the protagonists, but they are reacting to someone else's plots; they are the antagonists in someone else's story: the big bad.

Shocking, right? I may have just scorched the outlooks of a few people. Give it a ponder, though. It's true.

  1. The big bad is the center of the plot.
  2. The big bad regularly interacts with other characters, both PCs and NPCs.
  3. The big bad is the most important and influential individual in the campaign or adventure.
  4. The big bad's actions provide the impetus for the player characters' reactions.

In most D&D games, the big bad is the main character. They can make or break an entire game. Thus, like every great character, they need serious thought put into them. To explore this, let's analyze one of my most treasured villains...with a twist. This big bad, despite me checking every box, failed.

Meet Lazarus the Glutton.

A D&D Villain: Lazarus the Glutton

My third D&D campaign, called The Enoach Desert, revolved around the recovery of an ancient necromancer's scattered organs. Vaugashir was the deceased spellcaster's name and of course, he was an ultra-powerful red dragon. Each of the big bads in the campaign possessed or was in pursuit of one of these valuable organs which a forward-thinking faction scattered across the desert to ensure his soul could never reform a new body or reunite with his old one. 

A yuan-ti anathema called Sevra Tan sought Vaugashir's heart. The ancient blue dragon Nauthog searched for his claw. Meanwhile, Platyz Aphidious needed the dead necromancer's brain. However, my favorite and by far the best was Lazarus the Glutton.

As his name suggests, Lazarus was a ravenous entity. Trapped in his lair, he was an obese red dragon. After decades of unhindered consumption, he was barely able to move but had dominated a host of minions into scouring the surrounding lands for more and more food. In his lair, he feasted. Days turned into months which turned into years.

Essentially, he was big, he was bad, and he was connected to the characters.

Much of the conflict surrounding the characters stemmed from Lazarus. Their early adventures, their personal plight, and the greater plot centralized around the dragon. While some of this, my input (the early adventures and greater plot) was planned, all the personal problems with the dragon emerged organically.

That's the key: every character needs to have personal connections to the big bad. The main character of the story should have a reason to interact with every character within the said story, especially the other important individuals.

Alongside these connections, Lazarus also had a variety of motivations. This spawned plots of his across the region. He wasn't only looking to eliminate a rival blue dragon. He also sought to scour the entire land of all the food and treasure he could find! He wasn't only keen on preventing the resurrection of his red dragon necromancer of a father, he was in a loose relationship with the Aphid Alliance and needed to siphon some of his own hoard to these thri-kreen criminals.

This long list of motivations ensured if one plot succeeded or was stifled by the party, Lazarus remained a threat and in the story. The only way Lazarus would disappear was if he was dealt with directly...or if the party up and left the region, which is always an option!

Why Did My Villain Fail?

Now that you know Lazarus the Glutton's background, motivations, and relation to the group, you're prepared to witness how he failed as a villain. Here's the funny part: he didn't. Instead, the group did.

This particular big bad never actually met the characters. Although his name was mentioned plenty, the party's plans revolved around his machinations, and they nearly encountered him in the flesh, he failed as a villain because the group fell apart.

Despite the group's desire to eliminate Lazarus and his rampant gluttony, interpersonal conflict and scheduling difficulty broke it. I learned from that experience and gained confidence from that failure. In good time, I'll write a full-on article about it, but for now, it serves as a focal point for the failure of one of my favorite D&D villains: Lazarus the Glutton.

Keep in mind: you might craft a great big bad, but they may never get the chance to shine. That's okay, it allows their plans to play out now and affect your world, or it gives you fodder for a future campaign.

How Will I Rebound With My Next D&D Villain?

Sometimes, our worst nightmares tear apart our greatest dreams. Lazarus the Glutton was my perfect D&D villain but he failed, in the end, due to no fault of his own.

In one of my ongoing campaigns, the Bannerless, the big bad is a human noble named Corin Calgrast. More particularly, his name is Lord Corin Calgrast, Duke of Desmaine. Here is a one-pager about him and his motives.

Even though I missed out on playing Lazarus with the party, I've brought that energy into my next big bad. Lord Corin is ready to confront my latest group. Any prior unfortunate events are learned from and in the past. Now, I look toward the future.

Don't let past mistakes or nasty events affect your current game in any negative manner. Learn from them and push forward.

Lessons Learned

That was a fun one to write. Here's what we learned this week:

  • Villains are the main characters in most D&D campaigns. Their actions affect the world just as much as the player characters. Most of the time, the PCs are reacting to the big bad's vile machinations.
  • Proper villains need a background, multiple motivations, and connections to player characters. This makes them easier to organically play and gives every player a reason to hate or become invested in the story of the villain.
  • If a villain doesn't work out, learn what went wrong and rebound with your next villain. Sometimes, a big bad not working isn't even your fault, it may be out of your hands. Do not like that discourage you.
  • Never linger in the past, learn from it.

Did you enjoy this article? If the answer's yes, check out last week's post all about crafting D&D monsters with the ranger player class.

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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.

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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.

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The OGL Fiasco is Over, Presently

By RJ on 27 January 2023.


After about three weeks of absolute chaos in the broader tabletop roleplaying game and Dungeons & Dragons community, today Wizards of the Coast and Hasbro backed down. Forevermore, the existing open game license will be applicable to all current and past D&D content. Everything in the D&D SRD is published under Creative Commons, there's no more pursuit of a vicious virtual tabletop policy, and there's no need for third-party publishers to fear...for now.

While plenty of damage was done to Wizards of the Coast and D&D, it worked out for the community. Tens of thousands of D&D players are looking into other tabletop roleplaying games and systems, hundreds of third-party publishers united against a greater foe, and I even began to design my own RPG!

After their complete reversal on the OGL and establishment of its future protection, I shall support Wizards of the Coast and broader D&D products in the future as long as the quality is there. Our protest worked, they responded, and we won.

It's good to win sometimes. It feels good to force a billion-dollar company to change.

For the first time since this debacle began, I'm positively shocked and looking forward to the future of D&D. Even if I dislike the current course of the system, I'd still like to be able to try and play it in good conscience. I can now.

Good work, TTRPG community, good work.

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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.

Do We Want One D&D?

By RJ on 9 January 2023. 


Since writing this article, more has become clear about Wizards of the Coast's intentions with One D&D, monetization, and updated terms with D&D content creators. The rest of this prewritten article explores this, but essentially: refrain from financially supporting Wizards of the Coast. Make your voice heard with money.

Now, onward to the article.

Do We Want One D&D?

As time trudges ever onward and the sixth edition of Dungeons & Dragons, dubbed One D&D, approaches, I've pondered more and more about the necessity of this forever-revamp. Besides Wizards of the Coast, who really desires it?

Generally, the D&D folks who play 5E D&D seemed satisfied with the state of the hobby until WOTC began prepping for One D&D's arrival.

There's a surprising number of people who run older editions as well. The largest group is likely the OSR players. They use a plethora of systems, but all revolve around original or slightly updated D&D.

In the online circles I frequent, not many folks see a need or hold a want for this new ruleset. Again, I've read more opinions of confused, disinterested, or even jaded folk on Reddit, Facebook, and Twitter than people excited for One D&D. Even the One D&D subreddit doesn't seem lively.

At home, the updates puzzle people. Some plan on sticking with 5E D&D. Others already moved to Pathfinder 2E. A few recently became players of the game and are worried everything they purchased and learned will soon become obsolete. Their worry is warranted.

I'm a wanderer myself. Initially, One D&D shocked and excited me. 

Interesting racial abilities? Excellent.

More customization options? Great!

An extremely open development cycle? Lovely.

All appeared positive, but as time has passed, I've grown more skeptical of WOTC's intentions and the system itself.

I'm cautiously pessimistic about One D&D presently.

It's no secret as to why. WOTC has done more than enough to douse my fiery excitement:

  • Driving home the need to monetize D&D for all.
  • Forcing massive mechanical changes.
  • Forcing massive core lore changes or removals.
  • Committing the sin of double speak.

The rest of this article explores each, beginning with the most frightening of all: D&D microtransactions and the unlimited possibilities these will bring.

One D&D and Microtransactions

It's true: the D&D brand and system don't make as much money as they could.

Wizards of the Coast is on the record stating that about 20% of all D&D players are Dungeon Masters. They purchase the most content by far. Non-DM players may pick up one of the player-focused rulebooks like the Player's Handbook, Xanathar's Guide to Everything, or Tasha's Cauldron of Everything, but it's very unlikely they'll buy more.

With a switch to focusing on a virtual experience, this shifts in more ways than one for players and DMs.

There will still be rulebooks, I'm sure, hardcover and PDF, but there will be shiny layers on top. Players will be able to purchase miniatures and cosmetics for them to be used on the virtual tabletop. Perhaps they'll even be able to purchase spell packs that revamp the spell effects. Have you ever wanted an explosion of ice to replace your fireball? How about a big nova of acid? WOTC might sell it. Cosmetics won't be everything a player can get, quite likely. WOTC may venture into selling tiny rules supplements for a low price: new fighter subclasses, a set of new items, a brand-new race or even a slight update or addition to a current one.

Then there's possible further monetization of Dungeon Masters, who usually spend quite a bit already. If everything is built for a virtual tabletop, then the DM will likely need to purchase items to enhance their game. WOTC might sell entire tilesets of cursed crypts, forbidden woods, grave troughs, and dry seas. They could put up monster packs for sale that include virtual miniatures, cool stat block integrations, and ways to manipulate the creatures that wouldn't be possible without buying the pack. Would you like to easily edit a stat block? Here you go, that functionality comes with a monster pack! But worst of all, I think DMs might be subject to a monthly subscription to even access the virtual tabletop. 

Microtransactions and subscriptions, the unholy duo of gaming, especially in the tabletop landscape.

Truly, there's no way to avoid their unceremonious arrival. I also play video games like Path of Exile and Guild Wars 2 and microtransactions make both games a huge sum of money. WOTC would like a slice of the microtransaction pie with One D&D, and I'm certain they'll get it from a certain section of the community.

Others, though, will move on, continue to build their own content, and ignore WOTC's monetization of Dungeons & Dragons.

The Mechanics of One D&D

Initially, I was intrigued by the mechanical updates in the testing phase for One D&D. Not anymore.

The changes are so drastic and untrue to the core of D&D that I've decided to build my own tabletop roleplaying game. If the latest iteration of D&D, something I've always leaped on, isn't something I desire or recognize, why continue following WOTC?

Understand this, though: everything is a playtest right now, nothing is set in stone. I may not like the mechanical changes and additions, but WOTC has not said anything on whether or not they're staying. Now, I'm sure certain aspects are solidified such as the split of classes into four groups (Martial, Mage, Versatile, and Divine), but others like always succeeding on the roll of a 20 and failing on the roll of a 1 are up in the air.

Regardless, between these vast changes and the new language and stance on the lifelong lore established in D&D, you're better off making your own game or finding one that suits your preferences.

Updating or Removing Core D&D Lore

I've read a decent number of articles, blog posts, and threads in addition to about ten videos debating WOTC's current plans for D&D's problematic terms and lore.

It's a large, touchy topic with plenty of intricacies, I understand that. Some pieces of D&D and its world can be removed as the game evolves, of course, but with the constant erratas of the current 5E books, I'm frightened of what might happen with One D&D and the perpetually online nature of the system.

What happens when a few people get upset over a concerning character? Will WOTC remove them from the official product?

Will WOTC defend their vile villains and inane plots? Or will they bend to those offended over them?

How will they react if a group of people claim a particular monster is problematic, then the movement gains steam online? Will they stay or be slain?

All arrows point toward WOTC bending and not defending their game. One idea I point toward is adding the word typical to all monster alignments or changing their alignment entirely in their latest products. Those who use monster books should know each stat block is already of a typical monster, say a red dragon, orc, or flumph, not the red dragon, orc, or flumph. People were quite upset that stat blocks seemed to deem all orcs as evil, even though that's clearly not the case in many settings, including the default D&D setting. Ultimately, it's up to the worldbuilder to form the factions and creatures of their own world: if their orcs are typically evil, that's fine. If their halflings are typically evil, great. If their drow are typically good, sweet! There's no need to be outraged over almost anything in an official WOTC product, but here we are.

If any outrage exists, it grows, WOTC sees it, and it gets changed. This will mount ten times with One D&D, especially if the products exist primarily online.

WOTC and Double Speak

Saying one thing and doing another is a sin committed by many, especially the most powerful in our society. This includes Wizards of the Coast and their parent company, Hasbro.

During the writing of this article, the entire D&D and RPG community imploded due to the leaked release of WOTC's revised open gaming license (OGL) for One D&D and beyond.

For those unaware, the OGL essentially allowed creators to write and sell content for D&D without the need to pay WOTC royalties. It gave people freedom to use ideas like Armor Class and Ability Scores and the quintessential delving into a dungeon to fight a red dragon as a scenario without fear of WOTC coming after them, as the former stewards of D&D, TSR, did so commonly, people often joked that their company's acronym stood for "They Sue Regularly".

With the revised OGL, WOTC and Hasbro seek to disallow creators from making content without the need to pay royalties to the caretakers of the D&D brand by establishing a new, more strict set of rules for One D&D and attempting to nullify the old OGL that has been in place for over two decades.

This all comes after an article released on D&D Beyond by WOTC stating that any change to the OGL only sought to foster D&D creators, prevent corporations from abusing the brand, and create a community more open than ever. This was false, if the leak is true.

Pure double speak.

You can read the leaked OGL and more about it in this Gizmodo article.

In Summary

I'm no longer excited for One D&D. In fact, I've grown quite pessimistic about the next version of D&D. Time to create my own systems and try out other games, methinks. Remember:

  • One D&D will have microtransactions. Do you support this?
  • D&D's core mechanics are likely changing greatly. Change is fine, but how drastic can the changes be before the game is unrecognizable?
  • D&D's lore can be reformed by the community, WOTC bends to anger online. Are you okay with constant errata to books and products?
  • WOTC's and Hasbro's double speak is ridiculous. I won't be patronizing WOTC presently, will you?

Quite the downer article, but it needed to be written. Research for yourself, look around, watch some videos, and think. Do you want One D&D? I don't.

If you enjoyed this article, check out last week's post on keeping your RPG group alive and well.

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

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.

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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.