Monday Monster: X-Rex


Compatible with Dragonbane RPG.

TYRANNOSAURUS X

Description: It has a scaly hide and large mouth full of razor-sharp teeth as its dinosaur cousin would. It shares the same height and rough build as well—with one critical difference. It has long, ape-like arms ending in wicked claws, making it the true king of the apex predators.

It is unclear whether or not the X-Rex was created in an advanced science laboratory or by magic. Regardless, the creature didn’t stay contained long. Could there be a draconic, aquatic, or winged variant running around somewhere?

Ferocity: 2             Size: Huge.
Movement: 20     Armor: 4 Natural           HP: 66

MONSTER ATTACKS

D6 Attacks:

  •  Terrifying Roar: A fierce, deafening roar blasts everyone within 30 meters radius of the creature and forces them to make a Fear Roll.
  • Ferocious Bite: The creature’s huge maw descends upon up to two adjacent creatures within 4 meters of it for 3d10 Slashing Damage plus 1d6 bleeding damage per turn until a successful CON roll is made. All Parry attempts are made with a Bane on this attack.
  • Claw Swipe: The creature swings its massive arms at up to 4 adjacent creatures within 2 meters dealing 2d10 slashing +1d6 bleeding damage and knocking them prone at the start of their turn. Affected characters also take an additional 1d4 durability damage to their armor every time this attack hits.
  • Pounce and Maul: The X-Rex leaps into the air and lands on one opponent within 4 meters dealing 2d10 slashing damage +1d6 bleeding. The target creature is pinned under the weight of the X-Rex allowing for a Ferocious Bite attack on the creature’s next action unless it is distracted or the victim makes an opposed STR check vs 16 to wiggle free. (AGI may be substituted for STR if higher.) This attack can’t be parried.
  • Thrash About: The monster lashes out at every target within 4 meters dealing 1d10 slashing + 1d6 bleeding damage and begin their next turn prone. A successful EVADE moves the character back 4 meters to the nearest edge away from the creature. This attack can’t be parried.
  • Playing With Its Food: The Rex grabs one creature within 4 meters and launches them into the air. (Characters may attempt a free Acrobatics roll to tumble out of the way.) Launched characters then have a chance to find themselves in the creature’s mouth, taking 3d10 Slashing Damage +1d6 bleeding damage per round AND are trapped in the Rex’s mouth at the beginning of their next turn. An opposed STR roll vs 16 allows the character to break free of the creature’s jaws and start their turn on the ground next to the Rex.
  • *Bleeding damage can be stopped in a number of ways. If the player makes a successful CON roll at the start of their turn, no further action is needed. If the character or ally uses the Healing Skill on their turn as an action, they can stop the bleeding. Magic healing via potion, spell, or item automatically stops the bleeding. The bleeding can also be stopped without any roll during a Stretch Rest. The damage stops as soon as pressure is applied, presumably at the start of the rest.

    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License. #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgwriter

    Ask the Old Guy: When Is It Okay Not To Roll?


    Yet another discussion I can’t believe we’re having.

    In the annals of “You’re playing make believe with dice wrong,” we have this messed up notion that a well-known Game Master waived off a die roll in the name of progressing play. Not only did this GM waive off the die roll on account of the player’s incredible oration, but he granted a Natural 20 result in lieu of the die roll.

    This, of course, set off a firestorm on social media of the old guard yelling, “You’re doing it wrong!”

    One old head went so far as to say, “…if you’re telling a story, you’re not playing the game. Roleplay can and should be rewarded… With XP, bonuses or advantage, or in some other way. It does not however change the game into a campfire tale.”

    To which several of us rolled our eyes. Several older members of the Dungeons & Dragons community chimed in for or against this notion. I even added an “ugh” originally. Heck I even reposted one video responding to this whole screwed-up incident but then later deleted the post due to lack of engagement. (I know I’m pretty boring.)

    Were it any other table, I’d say the whole thing was no big deal.

    But this whole incident with the die roll being waived happened during the popular “Live” Play Show, Critical Role. Let me just say I’m not a big fan of Brennan Lee Mulligan and a couple of the players this season, but I stopped watching a while back. The man does not get the concept of a West Marches campaign. It’s disappointing to me.

    What’s possibly more disappointing is the battle over whether or not Critical Role is scripted. Matt Mercer even went so far as to go on Dungeoncraft and claim it wasn’t scripted. However, we found out recently that they film three episodes at a time. Um… what happened to “Actual Play?” These aren’t the result of three 4-hour games in a row we’re seeing. What gives?

    Even the person who responded to the ditched dice roll said, “Critical Role’s Brennan Lee Mulligan ditched D&D’s dice in Campaign 4: no roll needed because a PC monologue was ‘too good.’ Performance now overrides actual gameplay. This isn’t D&D. It’s scripted celebrity theater pretending to be gaming. They. Don’t Really. Play.”

    There’s now a Community Note from the Dungeon Master’s Guide on the post about the DM being able to forego a die roll in lieu of excellent problem-solving or roleplay on the part of the players. While I kind of rolled my eyes at this being a Community Note, I do agree with the sentiment regarding dice rolling. However, I also have become even more skeptical than ever about CR not being at least heavily outlined if not actually scripted.

    Again, if this happened at any other table, I wouldn’t have cared. I would have likely called the guy popping off on social media a royal buffoon and moved on. (That’s okay, he has me blocked on at least one site, like half of DungeonTube and some of the OSR. Pfft. Join the club, dude.) But because the CR cast are literally trained and paid voice actors pretending to roleplay in a TTRPG, I have to raise an eyebrow in skepticism.

    Critical Role fans were the new flock of gamers that came in around COVID. Critical Role was supposed to be leading the charge of new players getting into the game. Several big name DungeonTubers allegedly got into D&D or got into YouTube after seeing the success of CR. CR was/is supposed to be setting a good example of D&D play. I look at this whole fracas and wonder; are they?

    The massive single player (actor) monologue that led to the auto Nat 20 success was pretty impressive, admittedly. I listened to the whole thing. I would have waived the die roll if it were one of my players. Supposedly that whole monologue was not scripted. But other big narrative-moving player monologues in the past have been pre-scripted. At what point are the old guard justified in calling bullshit on Critical Role.

    It’s not a good look when the Dungeon Master is so determined to tell a story, and admitted so on Day One, that no one can derail the plot train, as even Matt Mercer himself tried to do. Letting one player deliver a massive speech that keeps the train chugging down the tracks might make for fabulous YouTube views, but is it really the essence of what a good roleplaying game is? Is this really the message we’re trying to send?

    Here’s my beef with this whole freaking scenario.

    Can/should a DM or GM hand wave a die roll following an epic in-character speech? Absolutely. It’s well within their prerogative. You’re not going to get it wrong. No one is coming for your gaming books or your dice even if you did.

    It doesn’t even matter if CR is scripted or not. Who really cares? Except wouldn’t it be great if the producers were being honest with the audience? The only problem is that level of honesty is rarely good for YouTube, X, or whatever. If you’re going to make an audio drama, why pretend to have rulebooks and roll dice?

    Should the DM of the arguably world’s most popular D&D campaign, Critical Role, be setting a good example for all of us? Absolutely. We used to worry about the Matt Mercer Effect ruining our home campaigns. I think it’s safe to say none of us worry about the “Mulligan Effect.” I think it’s because he’s so determined to tell his story that he sees the die rolls as inconsequential. Maybe not the image we’re looking to send there, guys.

    But that’s not even my real beef. What I have the most trouble with is the amount of Grognard hate that this has brought out (again) on social media. We know that the Critical Role fans, aka “Critters,” are well known for being incredibly toxic toward anyone and everyone who they take even the slightest issue. It’s like arguing with random strangers on the Internet only 1,000 times worse. Most random strangers don’t threaten to injure, dox, or kill people over trivial disagreements. (Sometimes even CR cast members and their families. Ick.) I’ve even had friends on YouTube report similar experiences. (And no, you don’t get their names. Just take my word for it.)

    So I didn’t even bat an eye when a couple of other DungeonTube channels reacted rather loudly to the whole kerfuffle over on X (Twitter.) I guess I should have expected as much. But wow, way to go out of your way to hate on us old white guys from the Midwest flyover states. As if dude’s loudmouth posts didn’t do enough damage to the old guard’s reputation, some of the finest examples of old fart gamers chimed in their poop-covered two cents worth. And thus we had polarization again.

    Am I surprised in the slightest? No. Am I annoyed? Oh yeah.

    Time to tap the sign and move on before I get into real trouble.

    Look, I don’t care how Brennan Lee Mulligan runs his game any more than I care how any other rando on the Internet runs their game. I don’t care how he runs CR, either. Some of his players deserve him and vice versa. Best of luck and best of wishes to them.

    The time-worn statement of what works best for you and your table may not work at mine and vice versa. Do what works best for you and your group. We say this about once per month around here, sometimes more.

    Maybe Mulligan hands out automatic Nat 20s like candy. Maybe some other GM/DMs hand out Advantage, XP, or Heroic Inspiration instead. Personally, I’d say don’t roll the dice unless the outcome is uncertain and failure means something. We’ve had entire games at my table where no dice were rolled. We’ve had whole games where we were rolling constantly for one thing or another.

    Another thing I say around here frequently is “Don’t be a douchebag to your fellow players in person or online.”

    Please just try to treat our fellow real-world humans with kindness, understanding, and empathy. These very simple principles could have prevented this whole fiery shitshow on social media. I think it was more driven by the idea that negativity, especially on social media in our hobby, drives clicks and attention in an economy where attention is everything.  

    It’s really not my place to say if you or any other GM/DM is running the game “correctly.” If your group is okay with it, fine. Personally, I’d send Mulligan and a couple of other people packing back to Dimension 20 again, but not my place to say. And not because of the die roll situation, but because they kinda don’t appeal for other reasons. Once upon a time CR was about Matt Mercer and his voice actor friends playing Pathfinder for fun. I digress.

    Maybe the best approach would have been to take to social media and just say, “I disagree with how this was handled on Critical Role. I would have run it ‘such-and-such’ way. I’ve had better results with it in my group.”

    We’ll never know, of course. Instead people had to go the most vitriolic, venomous, toxic route possible on both sides of the fence and here we are. Dear TTRPG “Community:” Do better.

    I say it every year, but I think 2026 bears repeating it. This year I intend to write more, read more, and discuss cool TTRPGs as well as supplements. Most of all, let’s just have more fun. Let’s explore. Let’s save the kingdom from the evil warlord. Let’s discuss all the fun stuff in gaming that we love.

    With the world in the state it finds itself in today, please be kind. Please be considerate to one another even if we don’t agree. Lastly, please pursue the thing that brings you the most joy without harm to others. Thank you!

    #Critters #Dnd #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgwriter #BrennanLeeMulligan #CRCampaign4 #CriticalRole #DD #MercerEffect #RPGGenerationGap #TTRPGAgeism #TTRPGGrognard

    Behind the Screen: Balance In TTRPGs.


    Balance in a tabletop roleplaying game takes many forms.

    The Law of Balance in and of itself is a statement of true neutrality. If light, so there must be darkness. If right, then so there must be left. Duality and separation are constantly in a state of flux with one evening out the other somewhere down the line. Without getting deep into spiritual symmetry, Taoism, Zen, or anything else where the forces of the Universe are constantly tugging on one another, let’s talk games.

    The dungeon gets combative.

    The first thing most of us gamers young and old think of when the term “balance” comes up is combat. This comes from the early days of wargaming where hypothetically both sides had the same number of points from which to draw their armies. Unless, of course, you were playing in a wargame that was historical reenactment where things rarely balance that well on a real battlefield. Or maybe a game like old Dungeons & Dragons where the PCs were occasionally expected to run from the fight or not start one at all.

    Fast forward 28-ish years or so to 2000 when D&D 3rd Edition gave us this neato mosquito way to adjust the number and size of the monsters with the party’s number and levels of characters. I think I’m one of the few DMs on Earth who actually crunched all the math and tried to use this balancing mechanic. I mean, it usually bombed outright in the party’s favor, but worth a try.

    Fast forward past 3.5 and 4th Edition to 2014. Imagine my disappointment when the 5th Edition Dungeon Master’s Guide was void of such tables. What they gave us for combat balancing was lackluster and weak sauce on a good day. Later on we found out that’s not even the same system they were using in-house at Wizards of the Coast. I actually feel embarrassed for the designers at this point.

    But why even bother?

    Before all the Old School keyboard warriors get up in arms about all this, I get it. We never used to try to balance encounters. If you ran into an adult Red Dragon or some gnarly demon your group wouldn’t be able to handle, the idea was to have them run away. Did they? Most often not. Then we went back to character creation.

    It was fun. I guess? Personally I get a little peeved if I have to return to character creation after getting to Level 7 or even 13 and then end up a stain on some dragon’s floor. On the other hand, maybe we should have disengaged as soon as things started to fall apart, so maybe it was our own faults.

    I’m astonished even now in games such as Dragonbane where death can be horrible and instantaneous that more groups don’t break and run when things get ugly. There’s not a ton of healing magic available, or magic of any kind for that matter. There are no unbeatable combos or broken characters in Dragonbane. If one of my monsters or even something out of the book that the players might recognize pops up, there could easily be a TPK. The group has to be careful.

    Mechanical game balance is a myth.

    Is there ever a “fair” fight in TTRPGs? Most often the PCs are the ones who triumph, which is ultimately the goal of most games. If players just go in and watch their characters get butchered every week, what’s the point of showing up? Personally, I wouldn’t show past week two or three if my characters kept getting splatted. I think the end goal of a “balanced encounter” is one where the characters expend a significant amount of resources and still come out ahead.

    The group has to stop and think once they are running out of spells, ammo, and hit points. That’s not to say stop immediately and run out of the dungeon to recover, but to think carefully before engaging in more combat shenanigans. Suddenly stealth, negotiations, and maybe some creative magic casting might be better options than running in headlong into another gory fight.

    Then there’s the second kind of balance.

    I don’t talk much about story gaming these days. In fact I rarely walk into a game with the agenda of following a specific plot these days. Sure, I throw lots of plot hooks or adventure seeds out there to see what sticks. Most days I wait to see what the group is going to take interest in before going ahead with anything resembling a plan.

    This aspect of gaming is where I’m also going to say good old Session Zero plays a hand in things. Some expectations need to be established before the game starts and probably before characters are even created. What is the world like? What kind of mood is the GM trying to establish. Obviously if the world is supposed to be grimdark and somber, making a purely comedy relief Halfling Bard is probably not the best way to go. Gallows humor in a one-off line by the Fighter might be more appropriate.

    It boils down to the GM setting basic expectations for the overall mood of the game with the players. If we’re playing a beer-and-pretzels, gonzo, anything goes dungeon romp, then I don’t care if someone shows up with a screwball character that has an even more absurd name. But if we’re doing survival horror, that same goofball character will have to be packed away in a folder and a new character should replace him. Basically, don’t show up to a hockey game wearing baseball gear. The opposite is true as well. Don’t show up to a screwball comedy affair with an uber-serious character.

    Truthfully, I think most fantasy games land somewhere in the middle. It’s like watching an episode of Xena: Warrior Princess where there are a few laughs and some serious moments as well. Sometimes we even get a moral of the story at the end of an episode or game session. I don’t often plan for such things as a GM or try to force them. However, if they come up through the natural course of play, I try to find some way to reward it. Always reward the good, fun stuff. Never punish the PCs for the worse stuff. Consequences should at least appear natural.

    Roleplaying GMs can often be like doctors. We offer an illusion of control. The doctor knows that a surgery is necessary but still has to present it as a choice to the patient. The patient then sees the operation is in their best interest and agrees to it. The reality is there was never really a choice, but it sure looked like one.

    The same goes for a TTRPG group. All we can do is drop hints, clues, and obstacles in the group’s path, but the end goal stays the same. I’m not necessarily advocating for a quantum ogre, but in a roundabout way, it could happen.

    Another type of balance to come up in fantasy games especially is loot.

    I know everyone wants that one crazy cool magic item on their character that will make them stand out in a truly unique way. In the books maybe only one hobbit carries The One Ring. Only one warrior wields Stormbringer. The group’s cleric of Thor finds themselves worthy of a hammer that looks a lot like Mjolnir. Only one rogue is gifted the Cloak and Boots of Elvenkind. I think almost every player wants that special item, and I try to give everyone that chance if the game goes long enough.

    That’s why in the magic item book I’m currently writing I’m trying to come up with one artifact to appeal to every play style, every type of character, and at least one member of every party. I’m not saying every item is perfect, but hopefully the GM can find something for any given character to aspire to. Maybe they get a hint about a staff, a piece of armor, or even a potion that does something truly incredible for the group to quest for. I’m trying to include a little something special for everyone.

    That having been said, the third and often hidden balance issue usually comes in the form of magic items and/or spells. An early Gary Gygax D&D session once pointed out the perils of giving a character a Ring of Teleportation that had line of sight range. Suddenly the character was teleporting from one mountain to the next and then another landmark until the DM ran out of map and had to start winging it.

    Wish or reality bending magic is often another source of many GMs’ frustrations. Death suddenly becomes no big deal. Money is no longer an obstacle. There’s nowhere the group can’t go and nothing they can’t do. How can anyone put that genie back in its bottle?

    Magic is often the thing that makes the game amazing and fun or a complete nightmare for the person running the game. Entire campaigns have been ruined because some wily player came up with a combo of magic items, spells, and actions that left the rest of the group standing on the sidelines asking, “Why us?”

    At that point the campaign usually ends through player attrition or downright outrage. A player’s purpose should never be strictly to watch the poor GM rip his or her hair out. Nor should the GM’s purpose be to compete against the players outright, determined to win at his/her own game. Just play the darn game and have fun with it.

    There is no right or wrong way to balance gameplay as long as the group is cool with it overall. Sometimes the hardest part is making sure all of the players share the spotlight equally, that they all have something they’ve earned for their character that is special to them. It doesn’t have to be all at once. As long as everyone is relatively assured (through the illusion of control) that their turn will come as long as they continue playing their role.

    I think the main point here is communication is key. GMs, please talk to your players fairly regularly and listen to their concerns. Take note of their feedback and implement what you can. This also applies to homebrew situations as pointed out in the previous article.

    I say it every year, but I think 2026 bears repeating it. This year I intend to write more, read more, and discuss cool TTRPGs as well as supplements. Most of all, let’s just have more fun. Let’s explore. Let’s save the kingdom from the evil warlord. Let’s discuss all the fun stuff in gaming that we love.

    With the world in the state it finds itself in today, please be kind. Please be considerate to one another even if we don’t agree. Lastly, please pursue the thing that brings you the most joy without harm to others. Thank you!

    #Dnd #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgdesign #Ttrpgwriter

    Gates of Krystalia: Last Deux Expansion.


    Opening Vibe / First Impressions

    I’m really thrilled and excited that someone made a Game Master book almost right out of the gate so to speak. For those who might not know, Deux is the term for GM in Gates of Krystalia. It’s also a term to describe the gods of the in-game world as well. This will come into play further on in the book.

    What Makes Last Deux Stand Out?

    Every good TTRPG needs a solid Game Master section, a whole book being preferable. Last Deux delivers in spades along with great art, monster creation guidelines, and lots of setting lore. Gates of Krystalia is a very rich setting that covers a lot of subgenres in anime/manga. As a bonus, they included solo rules in this tome as well.

    Features That Hit Me Right Away:

    There are a lot of really nice sections of Last Deux. I think the two that jump out the most are the various worlds because they had me at “Mecha.” The other thing I really liked is the basic how-to-run-the-game section in the first chapter. The setting is rich and the whole book is perfect for TTJRPG Game Masters just starting out. Also, did I mention Mecha?

    Who This Supplement Is For:

    Obviously, this one is aimed at players in the Deux role for Gates of Krystalia Honestly, I’d recommend this for fantasy GMs, TTRPG GMs, and anyone new to Game Mastering regardless of the system. GMs with a strong anime/manga background would really benefit from this book. Also, someone coming from RIFTS would benefit from giving this book a look.

    Closing Thoughts:

    I really love this supplement. Much like the rest of GoK, even if I don’t use it for the game it’s written for. Great advice. Lots of good setting construction. I’ll have more on this book at a later date. Please give Gates of Krystalia: Last Deux a look if you get a chance. My DTRPG Affiliate Link for this book.

    I say it every year, but I think 2026 bears repeating it. This year I intend to write more, read more, and discuss cool TTRPGs as well as supplements. Most of all, let’s just have more fun. Let’s explore. Let’s save the kingdom from the evil warlord. Let’s discuss all the fun stuff in gaming that we love.

    With the world in the state it finds itself in today, please be kind. Please be considerate to one another even if we don’t agree. Lastly, please pursue the thing that brings you the most joy without harm to others. Thank you!

    #DD #Dnd #GatesofKrystalia #GoK #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgwriter #gaming #TTRPG

    THE GOAT MAN


    Description:
    A towering, hairy humanoid with the head of a black-eyed goat. Its almond-shaped eyes are glossy and depthless, reflecting no light. The mouth hangs too wide, too slack, as if unhinged. Its fingers are long and rake-like, ending in splintered claws. It smells of damp earth, rot, and wet fur. It does not speak, but sometimes it laughs.

    Resistance: Immune to fear. Takes half damage from non-magical fire.
    Ferocity: 2 Size: Large
    Movement: 12 Armor: 3 (matted hide and dense muscle) HP: 32

    MONSTER ATTACKS

    D6 Attacks:

  • Horn Gore: The Goat Man lowers its head and drives forward doing 1d12 Bludgeoning damage. If the victim suffers damage, they are knocked prone at the start of their turn..
  • Claw Rake: A sweeping strike at 2 opponents withing 2 meters with elongated rake-like fingers doing 1d10 Slashing damage to each target.
  • Severe Rend: The Goat Man focuses entirely on one target within arm’s reach with an overwhelming slashing attack that does 2d6 Slashing damage.
  • Chunk Bite: The gaping mouth clamps down and tears away flesh on one character for 1d8 slashing damage. If damage penetrates armor, the victim must a Fear Check due to shock and revulsion.
  • Black-Eyed Stare: The Goat Man locks eyes with one target within 10 meters must make a Fear Roll.
  • Disheartening Presence: All characters within 24 meters must make a Fear Roll as the creature emits an unearthly howl-scream that frightens all nearby wildlife and strikes terror into the hearts of all who hear it.
  • Combat Note: The Goat Man is meant to be a shadowy mystery above anything else. If reduced to half HP or if one combatant is dropped to 0 HP (or even appears to be deceased) the Goat Man will attempt to flee and/or hide from any and all pursuers. Sneaking 14.

    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License. #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #MonsterMonday #Roleplaying #Roleplayingblog #Roleplayingblogger #Roleplayingcommunity #Roleplayinggame #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #Ttrpgamenight #TTRPGblog #TTRPGblogger #Ttrpgdesign #Ttrpgnewplayers #Ttrpgplayer #Ttrpgwriter #DoD #Dragonbane #MarchMonster #MonsterMarch

    Behind the Screen: Setting Up Success.


    Today we’re talking about Game Mastering.

    Yes, setting others up for success applies in other areas of one’s life, but in this case we’re referring to Game Masters. I’ve learned some difficult, nigh onto painful lessons over the years about this topic. I want to share what I mean by all this today in hopes I will save some other GM from a similar fate.

    Failure to plan ahead a little bit can be the death knell of a long running campaign. It could even signal the end of a friendship while the group is breaking up. You don’t always have to go to Reddit for interpersonal drama. Sometimes it comes to you, the GM, in the form of your regular gaming group.

    GM, please don’t be the one driving the plot wagon.

    Those poor players. Some of them never saw it coming. Others did, but perhaps not in time. The plot wagon rolled into town right over the top of everyone. There were no survivors. Let me explain.

    A lot of times we train/teach new GMs/Dungeon Masters how to run and set up adventures in a very linear fashion. The adventure goes A-to-B-to-C-to-D-to-E. The climax of the story usually occurs around C or D. Loot, if any, at about E. Experience, etc. afterward. There are variations on this formula, but it’s the easiest and most obvious things to teach most people because it looks like the structure of most books.

    The problem comes in when some GM/DMs never move beyond it. Unfortunately, a lot of commercially written fantasy adventures are written this way. It’s like the GM has a novel to write and they just need the players to fill in the dialogue between scenes.

    Then, just when the players think they have an original solution, the plot wagon pulls up and runs them flat. Basically, the GM decides that the players’ wackadoodle plan isn’t actually in the module, so they’re just going ahead with what is written in the module/book regardless.

    Unfortunately this approach is often referred to as “railroading.” It leaves a lot of experience players feeling like maybe their choices don’t matter at a time when they 100% totally should. The game, at the end of the day, is all about the players. I get it. It’s hard to step back sometimes as a GM and just let it run..

    A lot of online (YouTube) discourse lays the railroad tracks.

    There are probably a good number of us old-timers who know what I’m talking about. I hear a good amount of talk, especially on YouTube, which usually tells new Dungeon Masters about creating plot, narrative, and story structure in their games. Hey, I’ll admit it. Back 30 years ago I was guilty of giving some of that same advice. I wouldn’t now, of course.

    I’ll be brutal with this advice: If you want to create a story from start to finish and the players are expected to go along with every story beat, write a book. I know that might be hard to swallow for some D&D 5E or 5E.2024 Dungeon Masters. Sorry.

    However, there is light at the end of the tunnel.

    You don’t have to script every NPC dialog or figure out exactly where the group is headed next. Take some time during prep to build some NPCs, even if they’re generic, to drop into the characters’ lives whenever needed. That way you’re never caught completely off guard without a character for them to interact with.

    I like to create minor NPCs with three notable traits, a description, and maybe a desired goal. No real stats unless I wholeheartedly believe they could potentially be involved in some sort of combat. Major NPCs get a description, important stats if needed, six traits, motivation, and a goal. I also put gear, spells, and a bit of personal history on them. They still take up less than a full page in most cases.

    This technique can also be applied to locations the group could potentially visit. Inns, taverns, blacksmiths, bowyers/fletchers/arrow smiths, stable keepers, some random kid that hangs out around the practice area, stables, etc. In other words, people that the PCs could potentially encounter just walking down the main street of a village. I might also cook up something for a few random farmers, food vendors, townsfolk, town elders or other significant political figures, royalty (if any,) and maybe a shadowy individual who may or may not be attached to the thieves guild. Oh, and let’s not forget some military/law enforcement figures in the town. (For some reason that always seems to come up with the PCs…)

    Next, not every NPC has to point the group in a specific direction.

    Maybe the innkeeper really is clueless when it comes to the goings-on of the local townsfolk. Perhaps the blacksmith hasn’t ever heard of the magical MacGuffin the group is looking for. Maybe the farmer has never seen the giant ant monster that is reportedly terrorizing the other farmers. Not every character the group meets is a walking lore drop.

    Sometimes the linear structure starts branching off. There are some dead ends. There are some false leads. There are some encounters or NPCs that aren’t even on the line. Some of my adventures started looking like a grid with a bunch of relationship notes and motivations. Unless it’s a dungeon with hallways that only connect certain rooms, of course.

    The key here is to disconnect as a GM/DM.

    Don’t pretend you know exactly what the group is going to do next. Yes, they might tell you at the end of the session, “We’re going to go to ______ (town) and talk to ______ (character.)”

    Only to go a completely different route and talk to completely different character the next game. This is actually why I stopped keeping meticulous notes about plot and storyline. For one, I’m pretty sure my wife and one of my players who was a roommate were sneaking looks at my notes. For another, no plan ever survives contact with the PCs or the time table.

    A lot of times I will have the name of the town, a few people who live there, and a vague idea of what they might run into. For everything else, there are random tables if I really get desperate. Otherwise, I try not to plan more than a session or two ahead. Maybe more if we’re doing a hexcrawl. (Long story for another time on that one. Yeesh.) Anything more than that and I’m probably wasting paper or pixels. The group usually manages to bypass, blow up, or overcomplicate anything specific I had plotted out, which is why I switched up my paradigm. (Which is pronounced, “pair-uh-dig-gum”)

    But what about my BBEG and his plans for world domination?

    If the group ignores whatever breadcrumbs and keeps offing his minions at every turn, maybe his plan goes ahead as scheduled because the group failed to interfere in time. Now the group has to wonder why the sky suddenly turned a shade of lime green and dragons are flying around everywhere like hummingbirds. Why wait for those meddling kids to interfere if they’re off starting a black smithy/bakery or hanging out with some random goblin they met at the inn? Don’t be afraid to lay down some consequences if they completely blow off that raid on the Death Star. Sometimes the villain gets their way and finishes their agenda. Now what will the group do?

    Most of what I’m referring to so far is a sandbox style of play.

    But there are some suggestions of other things that work. Sometimes it’s okay to have a plot in mind, but don’t get too attached. Most adventures still boil down to Who, What, Where, Why, possibly When and How. What matters to me as a GM is getting the ball rolling.

    You can have the most elaborate sandbox campaign ever laid out on a hex map just waiting for the PCs to come spread some love, but it won’t do a lick of good unless they have some motivation to go explore. You can have the most sinister of BBEGs waiting for them with some crazy scheme to take over the Tri-Kingdom Area, but it does no good if the group never finds out about it and more importantly why they should get involved.

    If the session or maybe the campaign starts in media res, the threat is imminent and the group must react in order to survive. Beware of overusing this tactic as players will begin to expect it. But once in a while it’s fun to leave them stranded on a mysterious island in the middle of nowhere with no idea how they got there.

    Yes, PC backstories have a role to play in their motivation. Assuming they gave you anything to work with and it wasn’t a 39 page novel of their own, working some of what they gave you into the sandbox is usually pretty easy and will help later on in answering one of the big six questions above.

    Other formats that might work for you.

    My friend Kelsey Dionne talked about it in her monthly newsletter back in 2020. There can be a happy medium between sandboxing and railroading. I forget what she called it now, but it’s a format that starts out immersing the group in a story and then letting them decide if/where they want to run with it. Sometimes the group is fickle and they don’t. From what I know of Kelsey’s games, they usually do.

    When I ran a lot of Cyberpunk, Werewolf, Deadlands, and superhero games, I usually didn’t have an elaborate plot in mind. The group had their home base and familiar NPCs that they saw daily. There was usually a villain out there, or several in some cases. All I needed was an inciting incident to get the ball rolling and maybe some sort of reward for going after the villain.

    Having familiar NPCs that the group might be somewhat attached-to is pretty good motivation sometimes. The bank’s being robbed? Oh, Rex’s girlfriend was going to the bank this morning. Sure hope she’s not in the middle of a hostage situation… Of course we all know she will be. It’s not a railroad, but that one is hard for our heroes to turn down. Yes, they could let the boring old police handle it or they could hero up and go do something about it. (I used that “hero up” line once and nobody caught onto the reference until way later.)

    You can build a corkboard or a marker board with names and relationships on it. If a business relationship between two NPCs falls apart, the group might be in for some financial tough times in a Cyberpunk game. If someone’s crush admits to it in the screamsheets right before the big concert, the following media scandal might make it hard to get out and do the real running. I’ve cooked up very elaborate relationship dynamics in the past. It’s fun, but the more NPCs you add, the more moving parts there are to keep track of from one week to the next. More on that in another article.

    I’ve also done multi-branch linear style games where things might go A-D-C-H-Z with a lot of branches and dead ends going everywhere. Some points of the adventure didn’t even have a line drawn to them and were planned on the off chance the group pulled out something I hadn’t anticipated yet. Sometimes the outside world reacts to what the group is doing, other times NPCs have their own agendas to carry out, and the heroes may or may not interfere. Stop the train robbery or figure out why Farmer Barley’s cows are suffering from demonic possession. The stranger realization comes when the two are related.

    I would also suggest taking a look at what novel writers are doing for more inspiration. Not everyone has a game modeled after a well-known actual play series. Not every GM is blessed with a dozen talented and well-paid voice actors in their cast, either. Sometimes novel writers will come up with interesting approaches that can be sandwiched into your game formatting.

    I can talk about plotting and character development all day.

    I used to deal with this kind of thing quite a bit. As I said originally, we teach new GM/DMs the linear formula because it’s the easiest to grasp and doesn’t require a ton of player motivation. Some people still prefer that style 20 years later.

    However, some players don’t like to be told where to go and what to do. Setting them up for “success” is simply a matter of giving them NPCs, situations, and loot for them to interact with. They’ll find the adventure. It’s only a matter of when and how. Sometimes you have to just throw the module over your shoulder and ask the group, “Okay. What do you want to do now?”

    As always, do what works best for you and your players. It’s fun to experiment with different presentation styles and adventure formats until you reach that sweet spot. Then just keep going. The group with thank you for keeping things interesting and engaging.

    I say it every year, but I think 2026 bears repeating it. This year I intend to write more, read more, and discuss cool TTRPGs as well as supplements. Most of all, let’s just have more fun. Let’s explore. Let’s save the kingdom from the evil warlord. Let’s discuss all the fun stuff in gaming that we love.

    With the world in the state it finds itself in today, please be kind. Please be considerate to one another even if we don’t agree. Lastly, please pursue the thing that brings you the most joy without harm to others. Thank you!

    #Dnd #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgwriter
    Friday Flap: DungeonTubers and New GMs.

    I want you to be a Game Master for whatever system you choose at least once. Trust me, if you can play the game, running the game is just a step or two away. Please do not let DungeonTubers chase y…

    Jeff's Game Box

    Friday Flap: DungeonTubers and New GMs.

    Dispelling myths and rumors about being a Game Master.

    So I hear all this nonsense going around again on YouTube about how “Game Mastering is (supposedly) hard work,” and “GM burnout is a scary real thing.”

    The short answer is “No” on both counts. If you wonder why DungeonTube is dying, this is the kind of thing right here that is driving nails into the proverbial coffin. STOP CHASING PEOPLE AWAY FROM GAME MASTERING!!! Arrgh!

    Side Note: Please stop hyping up these DungeonTubers whose sole purpose in life is to hype up their appearance a Green Dragon Fest which is a super elite convention that only a select few GMs and players can afford to attend. One of these days I’m going to spend more time addressing this tomfoolery. Until then please understand that I have a very dim view of the people running this thing. <cough> Gatekeeping. <cough>

    Where was I? Oh yes, this week’s DungeonTube myths and rumors. Let’s just do a quick rundown of a few things:

    Being a GM is fun and engaging. I’ve talked about this before on the blog but let me go over the highlights.

    • You don’t need any special skills or talents to run a game. If you can play, you are already qualified to be a GM. It’s really just a matter of playing more than one character.
    • Prep time for a Game Master can be hard work. But it can also be fun and exciting. Do as much as you need to in order to feel ready for the game. The rest will fill itself in.
    • You don’t have to be “Professional Quality.” Just be you. Your players might actually enjoy that more. Besides, they’re probably not professional voice actors. Most GMs aren’t in this for money. If you are in it for the money, then that’s cool. Just do the best you can with what you have.
    • You DO NOT have to have the rulebook memorized. Some GMs don’t even allow rulebooks at the table. Yes, a familiarity with the system helps. When in doubt, make a ruling to the best of your ability and look it up after the game. (Helpful hint: GMs can take lots of notes to help after the session.)

      Once you get used to being a GM, you can run anything, anywhere, any time. You can walk into a convention, pick up a game, look over the scenario, and rock it with only minimal rules knowledge. Knowing how to roleplay goes a lot farther than rules memorization. (Helpful hint: you can usually recruit a player to help with the technical rules if you really need exacting detail.)

    • There are no bad GMs. Sure, feedback and experience help. The main factors are motivation and communication. If you have a rough session, keep going. At a certain point you can only get better and better.
    • Everyone starts somewhere. Even the “great GMs” of our hobby were new once. Like I said, keep going. Run that next session. You got this. If you listen carefully, there are hundreds of other people cheering you on somewhere in the background.
    • COMMUNICATION is key! Listen to what the players are saying both in and out of combat. Let them speak. Remember the wise person listens while fools only ramble on.
    • Do NOT get attached to any plot or storyline you’ve created. The players almost always take even the most well thought out story beats and run 90 yards in the wrong direction with them. It’s okay. Remember you’re running a game, not writing a novel. The rule of thumb here is: No plan ever survives contact with the players or the timetable.
    • Many GMs love having random tables on hand. Sometimes a random encounter will give a GM time to breathe, maybe even get to the end of the session so you can regroup and prepare for what might be coming next.

    This notion of “GM Burnout” is sensationalized to get YouTube clicks.

    If I ever make a GM Burnout video on this channel that completely contradicts what I’m about to go into, please someone call me out on it? I’ve talked about this before on my blog. I think the whole notion of being “burned out” as a GM is completely farcical.

    Most of the time being “burned out” as a GM has little to do with the game or the players and a lot more to do with whatever is going on in the GM’s life outside of the game. Unless you’re running multiple games per day and at least one game every night of the week, you probably don’t need to step back and take a break from Game Mastering. Even then, it’s a phenomenon more common to “paid, perfeshional GMs.” For the average GM on the street, running a game once or twice per week really doesn’t cause stress, grief, or anxiety.

    Game Masters are people, too. We often have jobs, classes, relationships, and even offspring in out lives. Like regular humans (or so I’m told) we have stress in our lives from these various things, especially the offspring… Most of the time the game sits on the backburner of our lives.

    Occasionally things happen that are going to put prep time if not the game itself on temporary hold. Cars break down, relatives get sick or worse, bills need to be paid, relationships experience strife or end, and any other number of weird things happen in the real world that cut into our real lives. Yes, that stuff is stressful.

    Yes, sometimes that leads to sessions getting cancelled, one-shots being pulled out at the last minute instead of the regularly scheduled game, or an impromptu boardgame night/social gathering with the group if it’s in person. Life happens. It’s usually a good idea not to run a game if you’re too stressed to think straight as a human.

    Mental health is important. Knowing when to step back and engage in self-care is important. Knowing when to talk to a professional such as a therapist is important. If your group has any sense of empathy, they will be cool with you taking a breather.

    Nine times out of ten, this ridiculous notion of “GM burnout” is because of things that have nothing to do with the GM’s game, prep, or play style. In-game issues are pretty easily fixed most of the time. Player-GM interpersonal issues are pretty easily remedied as well. It’s all about communication as I said before.

    Please be willing to at least try running a game session. It’s not as hard as it sounds. There are dozens if not hundreds of advice articles, tips, and strategies out there for new GMs. If you have any roleplaying chops as a player, being a GM is lots of fun.

    Please do not let some of these DungeonTubers scare you away from being a GM or a player for that matter. I’m starting to think some of these guys are only into gaming for the money. Please do yourself a favor and listen to real GMs that have run a lot of real games. The bulk majority of us are here to legitimately help people.

    I say it every year, but I think 2026 bears repeating it. This year I intend to write more, read more, and discuss cool TTRPGs as well as supplements. Most of all, let’s just have more fun. Let’s explore. Let’s save the kingdom from the evil warlord. Let’s discuss all the fun stuff in gaming that we love.

    With the world in the state it finds itself in today, please be kind. Please be considerate to one another even if we don’t agree. Lastly, please pursue the thing that brings you the most joy without harm to others. Thank you!

    #Dnd #DungeonTube #DungeonTuber #DungeonTubers #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgwriter #GameMasterAdvice #TTRPGInfluencer #TTRPGYouTubeCreator