You Don’t Need a Campaign for Mothership
A lot of GMs assume Mothership only really works as a long campaign. And because of that assumption, they never run it. They don’t have time to start another campaign…
A lot of GMs assume Mothership only really works as a long campaign. And because of that assumption, they never run it. They don’t have time to start another campaign…
Social scenes fail for one simple reason: nothing can go wrong. The NPC doesn’t really care. Time isn’t pressing. No one important is watching. The players can ask every question,…
A lot of DMs don’t get stuck because they lack ideas, they get stuck because they think they need all the ideas before session one. Whole continents, ancient histories, nine…
Most 5e DMs don’t struggle because they’re bad at the game. They struggle because it’s Thursday night, they’ve had a long day, and there’s a three-hour session on the calendar……
City sessions are tricky. They often drift into one of two extremes:A random brawl breaks out because combat is the clearest “button” players know how to press.Or things slow to…
Fantasy taverns show up in almost every campaign, but let’s be honest: most of them end up feeling like Fantasy Applebee’s. They have the same wood panelling, same barkeep polishing…
Most busy GMs don’t struggle because they’re “bad at improv.” They struggle because, after a long day, they have a 2 or 3 hour game on the calendar and maybe…
GM mistakes don’t happen because you’re a bad Game Master. They happen because you’re a busy human with a job, a life, and a group of friends who also have…
Every campaign needs a great D&D villain, but too often, they end up as a stat block with a speech. You’ve seen it happen. The heroes stride into the final…
It’s 7:30 PM. Your group arrives at 8. You haven’t even started you D&D prep. Your notes from last week are half-finished, your villain motivation is still vague, and the…