Between conventions and store games I do a decent amount of my DMing on the road, and over the years I’ve built up a kit-list that helps me strikes a balance between ease of transport and running a fully-featured game.
If I could write the rules of DMing, chief among them would be ‘never point your PCs at something you don’t wish destroyed.’
I don’t understand DMs who can run an entire campaign without including at least one airship.
One of the core rules of storytelling is that power should always come with a price. The greater the power the more you have to pay for it, and few things demonstrate this better than the Potion of Blazing Luck.
One of the easiest ways to spice up combat encounters is to add some real depth to them – literally.
I love intrigue, politics and drama, but sometimes it’s fun to kick back and relax with a dungeon crawl.
Should DMs pull their punches for the sake of the campaign, or stick to their guns and provide the players with natural consequences to their actions?
Sometimes, originality is overrated. When you’re creating a character or dreaming up a story for your next campaign put aside your worries and embrace the cliche – I almost guarantee that it’ll make your game better.
Names are an important part of creating a world, so it’s vital that a DM is able to come up with memorable and believable options with barely a moment’s hesitation.
How should DMs deal with character deaths? Is is best to let the dice decide, even if it derails the story?