In this month’s Fanservice BS, I look at how to make race and culture actually matter. Whatever the hell that means.
It’s not enough to create open-ended obstacles in your game and hope your players will come up with some clever way to defeat them. Never create a problem without creating several solutions.
After four years of missing it, I decided to participate in David Chapman’s #RPGaDay blog carnival discussion thing. And, because I’m me, I decided to do the entire thing in one day at the last minute. Enjoy.
A good campaign starts with a good Session Zero. But how do you even Session Zero? In the third part of this one-part series, I’ll tell you.
The secret goal of every Session Zero is to evaluate the players at your table and figure out what the hell they actually want from you. Fortunately, players aren’t that complicated and there’s an easy way to classify them. But it’s not the system you think.
Every campaign can benefit from a well-run Session Zero. How do you run a good Session Zero? I can’t tell you that until I tell you what a Session Zero is actually for.
Is there any value to hidden content in D&D? Not just optional content, but actual, concealed, hard to find, totally missable content? Of course there is.
Starting a new campaign isn’t just about building a world, coming up with some story details, and telling the players what characters to make. It involves resolving dilemmas and making hard choices.