DM Tip: Look for the Middle-Ground

I apologize for the delay, but let's get started with another great topic for DM's and Storytellers: Knowing how to straddle the line between planning and improvisation. You may ask, "But Guru, why shouldn't I meticulously plan every step of the adventure? That way, my players know they have tons of reliable content ahead of … Continue reading DM Tip: Look for the Middle-Ground

DM Tip: Incorporating Magic Items in Your Party

This topic is tricky on multiple levels, and needs to be considered on a case-by-case basis. The advice I list below relates to my personal experience running groups, and I hope it helps you when you decide to give players access to magical items. This article pertains mostly to fantasy-genre RPGs like Dungeons&Dragons/Pathfinder. To shake … Continue reading DM Tip: Incorporating Magic Items in Your Party

DM Tip: World-Building (2/2)

While my last article (here) covered how to build a new world from the ground-up, this time I'm going to cover how to give your own spin to a pre-existing world. While this article, like others, was written with a Fantasy setting in mind, you can utilize some of these practices for any setting you're … Continue reading DM Tip: World-Building (2/2)

DM Tip: World-Building (1/2)

Albeit a *tad* later than I expected, here's my second post about making the most of your Dungeon Master (DM) experience. If you haven't had a chance yet, take a peek at my first article, Know Your Audience, by clicking here. Since there is so much to discuss about world-building, I'm going to split this … Continue reading DM Tip: World-Building (1/2)

DM Tip: Know Your Audience

I figure we'll start this first tip at the basic of basics: Describing the DM/GM role, and how to best work with your game's players. Dungeon/Game Masters construct and narrate every experience the players' characters encounter during the game. The DM/GM must also serve as a final verdict on player questions or conflicts as they … Continue reading DM Tip: Know Your Audience