A while back, I posted a list of GM resources. Earlier today, I updated it with some new content, something I’ll be doing whenever I find a resource worth adding.
This time, it was a resource dump from a fellow Reddit user on r/DnDBehindtheScreen (which if you’re not a part of, join).
The dump has loads resources, but my favorite upon first glance was http://www.lordbyng.net/inspiration/. It’s random generator that produces items (weapons, armor, or trinkets) that are magical but less powerful than a +1 item. You can choose if the items should have 1 or 2 magical properties, both of them very minor. Some of the effects are more powerful but only work a few times.
For example: Continue reading
First, you hear him. The clanging of thick metal armor shifts with each forceful step. The only sound louder than his steps is the “breathing.” Rhythmic and horrid, it’s a noise like strips of moist jerky rattling within a throat. Continue reading
[Image from Pixabay.com]
An ancient relic said to belong to a creature known as the Archdemon of Greed surfaced. According to legend, the Archdemon of Greed amassed an unspeakable amount of gold, relics, and other treasures. And if the uncovered relic is real, the rest could be as well… Continue reading
[Image from pixabay.com]
Player limitations can make players more creative and willing to try something new. But the players aren’t the only ones that can benefit from limitations, guidelines, or themes. So let’s talk about those for the GM! (If you’re not sure you can make a whole campaign off an idea, make it a limited campaign, about 4-8 games. If it works, you can keep it going)
[Yay! Thanks for the image, pixabay.com!]
Limitation cultivates creativity. You can find different quotes like that from loads of sources regarding everything from business to art. It can also work for RPG parties. By placing some limitations on the party before character creation, you can all experience something different and fun. You can do this for a regular length campaign, or if you’re not sure how the group will react, you can try it as a campaign with a set length (perhaps 4-8 games). And if they like it, you can keep going.
[Thanks for the image, pixabay.com!]
As a game master, a lot of weight rests on your shoulders. You need to preplan some stories and events to give life and motivation to the world. That world needs to feel larger than the players but also needs to feel accessible. You have to have interesting and fun events happen, both expected and unexpected. You have to be able to improvise or completely alter your plans if the players do something fair but unpredictable. But if you have too little planned or have no story with your events, everything can lose its gravity and feel unfulfilling. Plus you have to come up with names for NPCs, taverns, towns, guilds, groups, religions and maybe even monsters and deities.