Narrative Structure for REAL Morons

This article EVENTUALLY builds a basic narrative structure for gamers. But first, it has to spend a time on some remedial lessons. Apparently, some things didn’t sink in the first time I discussed narrative structure.

Narrative Structure for Morons

The only thing worse than a GM with no sense of narrative structure is one who just learned some new form of narrative structure in school. This is an open letter to GMs obsessed with the three-act structure, the five-room dungeon, and Joseph Motherf$%&ing Campbell to PLEASE STOP E-MAILING ME.

Parfaits Ain’t Easy: Peeling the Onion Campaigns

Mysteries are like pancakes: solving one is satisfying, but solving a whole stack is even better. But when it comes to stacking mysteries into a delicious mystery campaign, it’s easy to f$&% it up.

Don’t Bring Me Solutions, Bring Me Problems

There’s a difference between a puzzle and a problem. And most GMs don’t understand the difference. That’s a shame because most GMs who think they want puzzles in their game actually want problems. And problems work better.

Puzzles Suck

I’m sick of dealing with questions about how to implement puzzles properly from GMs who insist that puzzles just suck. So, it’s time for me to act. By writing 5,000 words about it and then walking away.

These Are the Voyages: Adventure of the Week Campaigns

Sometimes, you just get tired of taking notes and you just want to show up and have a fun adventure. And then another. And another. Enter: The Adventure of the Week Campaign. Which has nothing to do with meatballs. Except when it does.

We Gotta Save; We Gotta Save the World: Epic Quest Campaigns

No type of campaign is more iconic than the Epic Quest Campaign, especially the Save the World Campaign. Well, unless you count Dungeon Delve Campaigns. And Adventure of the Week Campaigns. But shut up. We’re talking about Epic Quest and Save the World Campaigns.

From Zero to Pitch in 24 Hours

It’s time to look ahead to new beginnings. Specifically, the beginning of my new campaign. And since I went through all of the trouble of running a Session Zero and writing a Pitch, I thought I’d let you see exactly how I developed MY upcoming campaign. Merry F$%&ing Christmas or whatever.

How NOT to Teach Newbies D&D

If you give a newbie a game, he’s going to want to a campaign. If you give the newbie a campaign, you’ll be stuck with a terrible player for life. Don’t make that mistake.

How to XP Good

Why don’t people understand why character advancement is important? Why don’t people see the value of point-based character advancement? Why is it so hard to handle XP right? Well, when even Mike Mearls can’t get it right, there’s no hope for you. At least, there wasn’t. Until I came along to tell you How to XP Good.

The Session Zero Blitz (Part Preface): Engage!

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.

Wishing and S$%&ing: Campaign Startup Dilemmas

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.

Hide and Seek: Traps

There’s lots of things GMs might hide in their adventures. For example, traps. But how does D&D handle traps? Why does D&D suck at handling traps? And how should it handle traps?

Plotty Plot Plotting (For Adventures)

If you get over the bulls$&% notion that planning a plot is somehow railroading, you’ll discover just how powerful plot threads are as tools for designing adventures and campaigns. In this article, we’ll discuss the basics of plot points and how to build simple and complex adventures around them.

Glue: The Binds that Tie Your Campaign Together

Every campaign needs something to hold the players together. That’s because players are constantly trying to blast apart. It’s like nuclear physics. Which is why you need gluons. Or glue. Or tortured, mixed metaphors. Whatever.

Don’t Roll the Dice When You Can Hide Them Instead

We play games because we don’t know how they are going to turn out. And games use several tricks to keep us from knowing the outcome. The problem is GMs only ever use one of those tricks. And it’s the worst one.

The Italian Campaign: On Shape and Glue

Designing a campaign is like ordering dinner at The Olive Garden. Except for the parts that aren’t like that at all. Which is most of the parts. Anyway, let’s talk about campaign structures, about the Shape of your game and the Glue that holds it together.

Villains and Characters: Villains AS Characters

Villains are stories, but they are also people. And that means they have personality traits and fears and hopes and dreams and interactions, right? Well, if you want a good game, you don’t want too much of that crap.