When running a campaign in D&D, as discussed before, it is more than possible for your players to stumble into a situation that they are not prepared for fight or for things to go poorly in a standard fight. For those players less stubborn to suffer a TPK (which is also a perfectly legitimate way … Continue reading From the DM’s Chair: Session 14, Cinder’s Grave
Player freedom or, for a more appropriate term, player agency is a main reason why people play Dungeons and Dragons. Even in 'rail-road' campaigns where the story flows on one single path that the players can't change, moments where players can dictate their own actions, dialogue and character development ultimately serve to help enhance the … Continue reading From the DM’s Chair: Session 13, Discord.
As a DM, it is common to see your players reach a point and for you to take a step back and wonder the age old question: are they going to survive this? Is this the moment they're going to break? But the one thing that DMs, young and old, usually forget is that our … Continue reading From the DM’s Chair: Session 12, Cinder’s Seat
Dungeons are all well and good in a D&D campaign, but what happens when your party aren't out adventuring? They'll need a place to go shopping for supplies, interact with NPCs and find work from rich investors. All of these things are possible in your campaign's towns, settlements where your players can delve into their … Continue reading From the DM’s Chair: Session 11,Cinder’s Grove
A hero is a hero, but everyone loves a good villain. It's just the way things are. Villains have elements to them that make them far more compelling than heroes can be, unfettered by the position of a main character status or the role of a hero. Their unique world view and their twisted schemes … Continue reading From the DM’s Chair: Session 10, Repose.