Give the players what they asked for

How do you handle "failure" in Dungeons and Dragons? What about when a player doesn't succeed on knowledge checks of various sorts? I wrote before about avoiding boring failures by using techniques like "success at a cost" and "degrees". But let's talk a bit about what happens specifically when players roll to find out information. … Continue reading Give the players what they asked for

Principles and ideas for a dungeon campaign

As the Variant Roles Dragon Heist "mega campaign" has ended, I've started to think about what I want to do next. While we're still planning for Dungeon of the Mad Mage, that doesn't stop me from thinking about a homebrew dungeon-focused campaign. Principles In the meantime, planning has begun! I don't know yet if this will consist … Continue reading Principles and ideas for a dungeon campaign