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#dmtip — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #dmtip, aggregated by home.social.

  1. A good campaign ending gives the players a choice on how to finish their character's story, even when all their storylines have been finished. #DMTip #GMTip

  2. A good campaign ending gives the players a choice on how to finish their character's story, even when all their storylines have been finished. #DMTip #GMTip

  3. A good campaign ending gives the players a choice on how to finish their character's story, even when all their storylines have been finished. #DMTip #GMTip

  4. A good campaign ending gives the players a choice on how to finish their character's story, even when all their storylines have been finished. #DMTip #GMTip

  5. As I close out this campaign, I remember once simple truth to share. Campaigns go on because the players and the DM keep coming back together. Breaks may last weeks, months, or even years, but when you always make sure to return, you can keep going. #GMTip #DMTip

  6. As I close out this campaign, I remember once simple truth to share. Campaigns go on because the players and the DM keep coming back together. Breaks may last weeks, months, or even years, but when you always make sure to return, you can keep going. #GMTip #DMTip

  7. As I close out this campaign, I remember once simple truth to share. Campaigns go on because the players and the DM keep coming back together. Breaks may last weeks, months, or even years, but when you always make sure to return, you can keep going. #GMTip #DMTip

  8. #DnD #ttrpg #DMtip : Don't ask for active perception checks then say "you don't notice anything". Give PCs an in-character reason for rolling:

    "You hear a sharp click. Roll perception. Failed? Ok. You can't identify it. It could have been gravel falling or a stick breaking or even giant ant mandibles clicking for all you know. You strain your ears for a few heartbeats but the noise doesn't repeat. You're not sure what direction it came from."

    In-character, they know they missed something.

  9. #DnD #ttrpg #DMtip : Don't ask for active perception checks then say "you don't notice anything". Give PCs an in-character reason for rolling:

    "You hear a sharp click. Roll perception. Failed? Ok. You can't identify it. It could have been gravel falling or a stick breaking or even giant ant mandibles clicking for all you know. You strain your ears for a few heartbeats but the noise doesn't repeat. You're not sure what direction it came from."

    In-character, they know they missed something.

  10. #DnD #ttrpg #DMtip : Don't ask for active perception checks then say "you don't notice anything". Give PCs an in-character reason for rolling:

    "You hear a sharp click. Roll perception. Failed? Ok. You can't identify it. It could have been gravel falling or a stick breaking or even giant ant mandibles clicking for all you know. You strain your ears for a few heartbeats but the noise doesn't repeat. You're not sure what direction it came from."

    In-character, they know they missed something.

  11. #DnD #ttrpg #DMtip : Don't ask for active perception checks then say "you don't notice anything". Give PCs an in-character reason for rolling:

    "You hear a sharp click. Roll perception. Failed? Ok. You can't identify it. It could have been gravel falling or a stick breaking or even giant ant mandibles clicking for all you know. You strain your ears for a few heartbeats but the noise doesn't repeat. You're not sure what direction it came from."

    In-character, they know they missed something.

  12. #DnD #ttrpg #DMtip : Don't ask for active perception checks then say "you don't notice anything". Give PCs an in-character reason for rolling:

    "You hear a sharp click. Roll perception. Failed? Ok. You can't identify it. It could have been gravel falling or a stick breaking or even giant ant mandibles clicking for all you know. You strain your ears for a few heartbeats but the noise doesn't repeat. You're not sure what direction it came from."

    In-character, they know they missed something.

  13. Generate excitement by releasing short excerpts in advance of starting to fill in some world details and set up the situation. You will see this used in literature as the introduction to chapters. #GMTip #DMTip

  14. Generate excitement by releasing short excerpts in advance of starting to fill in some world details and set up the situation. You will see this used in literature as the introduction to chapters. #GMTip #DMTip

  15. Generate excitement by releasing short excerpts in advance of starting to fill in some world details and set up the situation. You will see this used in literature as the introduction to chapters. #GMTip #DMTip

  16. If at first you don't succeed, further attempts will come with consequences. If there is no chance of consequences, why would you roll? #GMTip #DMTip

  17. If at first you don't succeed, further attempts will come with consequences. If there is no chance of consequences, why would you roll? #GMTip #DMTip

  18. If at first you don't succeed, further attempts will come with consequences. If there is no chance of consequences, why would you roll? #GMTip #DMTip

  19. A session zero is great. Having everything written down for players before session zero is even better. Clear communication keeps games running smoothly. #DMTip #GMTip

  20. A session zero is great. Having everything written down for players before session zero is even better. Clear communication keeps games running smoothly. #DMTip #GMTip

  21. A session zero is great. Having everything written down for players before session zero is even better. Clear communication keeps games running smoothly. #DMTip #GMTip

  22. Choose and communicate the type of game you are running. Are the PCs the main characters or just the start of a long line of dead PCs lost to the dangers of the game? Players need to know. #DMTip #GMTip

  23. Choose and communicate the type of game you are running. Are the PCs the main characters or just the start of a long line of dead PCs lost to the dangers of the game? Players need to know. #DMTip #GMTip

  24. Choose and communicate the type of game you are running. Are the PCs the main characters or just the start of a long line of dead PCs lost to the dangers of the game? Players need to know. #DMTip #GMTip

  25. Unexpected things may happen in your games. Take a read periodically to ensure that these things are helping the PCs as much as they are complicating the situations. #GMTip #DMTIp

  26. Unexpected things may happen in your games. Take a read periodically to ensure that these things are helping the PCs as much as they are complicating the situations. #GMTip #DMTIp

  27. Unexpected things may happen in your games. Take a read periodically to ensure that these things are helping the PCs as much as they are complicating the situations. #GMTip #DMTIp

  28. Understand the motivations of the player characters, and use those to guide them naturally through the plot. #GMTip #DMTip

  29. Understand the motivations of the player characters, and use those to guide them naturally through the plot. #GMTip #DMTip

  30. Understand the motivations of the player characters, and use those to guide them naturally through the plot. #GMTip #DMTip

  31. Repeat a pattern of a previous encounter or story arc, but then throw in a twist at the end to keep them guessing. #GMTip #DMTip

  32. Repeat a pattern of a previous encounter or story arc, but then throw in a twist at the end to keep them guessing. #GMTip #DMTip

  33. Repeat a pattern of a previous encounter or story arc, but then throw in a twist at the end to keep them guessing. #GMTip #DMTip

  34. Never throw the same thing at your players twice. Keep them guessing. #GMTip #DMTip

  35. Never throw the same thing at your players twice. Keep them guessing. #GMTip #DMTip

  36. Never throw the same thing at your players twice. Keep them guessing. #GMTip #DMTip

  37. Generally, DMs do not punish. If you are thinking of punishing a player, you might be on the wrong track. Handle player problems out of game, usually with an adult conversation. #DMTip #GMTip

  38. Generally, DMs do not punish. If you are thinking of punishing a player, you might be on the wrong track. Handle player problems out of game, usually with an adult conversation. #DMTip #GMTip

  39. Generally, DMs do not punish. If you are thinking of punishing a player, you might be on the wrong track. Handle player problems out of game, usually with an adult conversation. #DMTip #GMTip

  40. Rule 1. The GM makes the rulings. Try to be prepared as a DM to make the call. If it is something new, look it up if it is going to come up often, otherwise make the call and review later. It is a good reason to try to learn the rules as well as possible, so you can make the calls quickly when needed. #GMTip #DMTip

  41. Rule 1. The GM makes the rulings. Try to be prepared as a DM to make the call. If it is something new, look it up if it is going to come up often, otherwise make the call and review later. It is a good reason to try to learn the rules as well as possible, so you can make the calls quickly when needed. #GMTip #DMTip

  42. Rule 1. The GM makes the rulings. Try to be prepared as a DM to make the call. If it is something new, look it up if it is going to come up often, otherwise make the call and review later. It is a good reason to try to learn the rules as well as possible, so you can make the calls quickly when needed. #GMTip #DMTip

  43. Prep is great, but don't let prep keep you from taking the most fun direction, even if it is going to be improvised. #GMTip #DMTip

  44. Prep is great, but don't let prep keep you from taking the most fun direction, even if it is going to be improvised. #GMTip #DMTip

  45. Prep is great, but don't let prep keep you from taking the most fun direction, even if it is going to be improvised. #GMTip #DMTip

  46. Rule 0; Everybody has fun. It is a statement of both intent and a guiding principle when making choices about your game. Take it to heart. Don't let the 'shoulds' get in the way of it. #GMTip #DMTip

  47. Rule 0; Everybody has fun. It is a statement of both intent and a guiding principle when making choices about your game. Take it to heart. Don't let the 'shoulds' get in the way of it. #GMTip #DMTip

  48. Rule 0; Everybody has fun. It is a statement of both intent and a guiding principle when making choices about your game. Take it to heart. Don't let the 'shoulds' get in the way of it. #GMTip #DMTip

  49. About 10 years ago I moved from a city to a small town and lost my in-person group at the FLGS. I switched to roll20 online and found a whole new group and way of gaming. Now I have both -- an online group and an in-person group. I wouldn't want to give up either. They are different and both amazing in different ways. Some day I want to try PBP and solo play too. #ManyWaysToPlay #GMTip #DMTip

  50. About 10 years ago I moved from a city to a small town and lost my in-person group at the FLGS. I switched to roll20 online and found a whole new group and way of gaming. Now I have both -- an online group and an in-person group. I wouldn't want to give up either. They are different and both amazing in different ways. Some day I want to try PBP and solo play too. #ManyWaysToPlay #GMTip #DMTip