Roleplaying and General DM Advice

Roleplaying

Imp (CR 1)

Quasit (CR 1)

Nalfshnee (CR 13)

Crawling Claw (CR 0)

Ancient Brass Dragon (CR 20) (Roleplaying a King)

 

 

General Advice

How to Run Horror

Shadow Demon (CR 4)

Deathknight 2 (CR 17) Large Scale Conflicts

Coutal (CR 4) Streamlining a Story

Drow (CR 1/4) How to run Betrayals

Running Mysteries

Cambion (CR 5)

Doppleganger (CR 4)

Homebrew Ideas

Dragon Homebrew

Balrog (CR 19)

Needle Blight (CR 1/4)

Other Blogs

I want to take the time here to mention articles I wrote for other blogs as guest posts, and to share posts belonging to other blogs that I found  impressive.

My Guest Posts

Meeing the Villain – Gnome Stew. It’s an old joke. The DM introduces a carefully devised villain, and plans to build a whole story around him. The players kill him within eighteen seconds. It has gotten to the point where reputable blogs advise using a cult, so that killing a single person doesn’t ruin your game. I give other solutions.

Dungeon Traps Done Right – Tribality. This isn’t complex traps. It’s the simple ones, the ones that people think of as a dice check, with a penalty on failure. I show you that these traps can be made as fun as any other, and still keep the perception mechanic in place to give rouges their chance to shine. Finally, basic traps worth using.

War as a Roll Playing Oppertunity – Campaign Mastery. A war seems like something far too big for a roll playing game. Wars involve hundreds of participants, how can you highlight a handful of player characters in it. I show you how. This article was published in two part, with Part 1 covering ancient war, and Part 2 covering modern war.

Making Monsters Fun – Geek Native. A lot of people think the best way to make monsters fun is to load them up with “gotcha” mechanics that come out of nowhere. That’s terrible advice. First, I explain why surprise gimmicks hurt the game far more than they help. Then, I show how to make sure your players actually understand the monster’s mechanic. Finally, I’ll share other ways to make monsters fun because the players know what’s coming, and can figure out how to overcome it.

Other sites

The Three Clue Rule – The Alexandrian. His three clue rule is a classic. If you don’t know this, you almost don’t deserve to be a DM.

A Complete Guide to Dice – Dice Dragons. A huge collection of articles about D&D’s most basic tool. The dice.

About Me

I’ve been a DM since I was about 10 years old. (Not of D&D, admittedly, but still.) After growing bored of fights that were all the same, dungeons heavily populated by one monster type, and a general shortage of ideas, I figured I’d embark on my own trip through the Monster Manual, one monster at a time. Feel free to join the quest.

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