Wednesday, April 24, 2019

Comfort Levels at the Table

Dungeons and Dragons at its core is a game of pretend. Anything can happen at the DM's discretion. Players are removed from themselves and placed into that of a fictional character. That is what makes D&D such a beautiful game. However, sometimes something can happen in the game that shocks the player at an emotional level, offends them, or otherwise causes them to feel uncomfortable.

This was especially present during the game's early days, when it was dominated by men in a time where women really weren't seen as equal. While it isn't nearly as much as an issue now, it still prevails in a hobby that is still a majority male. In this article, I will talk about some strategies a DM and players can employ to make sure everyone at the table has a fun and comfortable time.

Monday, March 25, 2019

The Digital Tabletop

D&D and other TTRPGs (tabletop roleplaying games) have had an immense popularity resurgence this past decade, and because of this the genre is melding with modern technology for the first time in its history. But is this change good for the game? Or does it take away from the gameplay and companionship the creators originally intended?

Saturday, February 23, 2019

Enhancing the Experience - How to up your gaming experience

As you get into D&D and play in more and more groups over the years, you tend to learn some of the commonalities or patterns that DMs fall into every time. Games can start to meld together, and you may start to feel like you're losing the spark of energy your table once had. How can you save it? Well, two little things called ambiance and player immersion can really save a game and make it stand out to players for years to come.

Combat Options - The Pros and Cons

D&D 5e has really two ways to go about dealing with combat: on a tactical grid map with miniatures, or "theater of the mind." There are other options now thanks to the age of the internet, but I want the focus of my blog to remain on groups who can meet up in person. Both really have their pros and cons, and in today's post I'm going to be briefly going over them and what both of them have to offer a DM. 

Tuesday, February 19, 2019

Session Zero: What to Cover

As mentioned in my previous post about table etiquette, session zero is a very important meeting that I feel many DMs don't take advantage of. There's a few things that can be done during a session zero that make your life as a DM and your friends' lives as players much easier throughout the campaign.

In this post, I'll describe the different steps I'd recommend taking during a session zero to get your campaign rolling in a great way.

Thursday, February 14, 2019

Etiquette at the Table - What's OK?

Groups can be very different in how they approach table etiquette during the game, and many factors can affect it. Some groups say no food at the table, some people have pizzas as centerpieces. A DM might say absolutely no phones where another couldn't care less.

How does one establish table etiquette? Well, that's usually something to be talked about during Session Zero. For those unfamiliar, Session Zero is the term used for the meeting between DM and players before a campaign starts, where everyone can lay down expectations, house rules, preferences, and the like for the campaign. Other common topics during a Session Zero include character creation and backstory development, topics players might want to avoid in the game, and any other things that will make a player more comfortable. I'll get more into Session Zeros in a later post.



Typically, the DM has final say on table etiquette, though it is good to have a democratic process with your players in determining what is acceptable. Do you want food and drink at the table? Is alcohol allowed during play? Are players allowed to stand and leave the table mid-game, or will the DM have intermission or break periods at specific moments of the night?

Establishing what you expect from your players from the get-go is a very important piece of preparing for a campaign. Mutually agreed upon rules will help prevent conflict and confusion when you're actually playing, making your life as a DM a whole lot smoother.


Monday, February 11, 2019

The Case for Cardboard

Miniatures can really make a game stand out in the eyes of the players, but amassing a collection big enough to be able to use them in every situation is daunting for any DM. A set of three official D&D miniatures is around $20, and they are a random selection in each box, meaning you may need to buy multiple before you get the mini you want. Individuals can resell their own minis, but they're always exorbitantly priced unless you find an extremely kind seller somewhere.

However, I believe I have finally found the light at the end of the tunnel. The perfect solution for me as a poor college student with next to no storage space. And that solution is: Pathfinder Pawns.


Pathfinder Pawns are box sets of hundreds of cardboard miniatures and plastic bases made by Paizo Publishing, creators of rival TTRP Pathfinder. Each box set is themed around one of their many monster manuals, with examples including Bestiary, which contains animal and feral monsters, Monster Codex, giving you access to hordes of sapient monsters like orcs and goblins, and NPC Codex, which gives you a city's worth of civilized folk to work with. Each box, containing hundreds of miniature pawns, only costs around $60 each.

Each pawn is a relatively flat piece of cardboard with an image printed onto it that can slide into one of the plastic bases to keep it upright. The simple assembly and disassembly, combined with the easy transporting and storage, makes them the perfect miniatures for the college DM.

While not as visually exciting as a fully sculpted three-dimensional plastic miniature, buying a box set or two gives you all the miniatures you will ever need.