How We Roll #180 – When Do You Call for a Roll?

How We Roll #180 – When Do You Call for a Roll?

When should you request your players attempt a task or try recalling information, and when should you simply provide a narrative answer without a single die rolled? Today we tackle when you should – and should not – request dice rolls.

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How We Roll #179 – Magic Items, Part 2

How We Roll #179 – Magic Items, Part 2

In part two of our discussion on magic items, we discuss how to distribute magic items in the story, including some notes on magic item stores and how to make the items valuable to the party.

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How We Roll #178 – Magic Items, Part 1

How We Roll #178 – Magic Items, Part 1

This week, we answer a question about cool items, and help guide you on how to select the best way to decide on magic items for your games!

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How We Roll #175 – Tone

How We Roll #175 – Tone

Every Thursday, our own Mike Christensen shares his stories, advice, and opinions on the subject of tabletop role-playing games. This week, he shares the three best descriptions for the tone of his games.

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How We Roll - Velvet League Final Thoughts: I'll Leave You With This...

How We Roll - Velvet League Final Thoughts: I'll Leave You With This...

In the wake of our first major Friday Night Quests campaign, we turn to our Dungeon Master, Jay Jones, for a few final bits of DM advice…

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How We Roll #167 – The Ocean’s 11 NPC Exercise

How We Roll #167 – The Ocean’s 11 NPC Exercise

This week, in honor of Waterdeep: Dragon Heist, we use Ocean’s 11 to show you how to break down characters from a film into archetypes/templates you can apply to your game.

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How We Roll #146 – Consequences as Conditioning

How We Roll #146 – Consequences as Conditioning

This week, Mike discusses the ways your behavior as a DM can influence the players… sometimes in ways you may not have intended.

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How We Roll #128 – Xanathar’s Guide to Everything Review, Part 2: Dungeon Master’s Tools

How We Roll #128 – Xanathar’s Guide to Everything Review, Part 2: Dungeon Master’s Tools

Part 2 of our review of Xanathar’s Guide to Everything, the new D&D handbook, where we focus on the new tools for Dungeon Masters.

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How We Roll #123 – How To Run a Published Adventure (Princes of the Apocalypse Recap)

How We Roll #123 – How To Run a Published Adventure (Princes of the Apocalypse Recap)

This week, Mike talks about his advice for how to run a pre-written adventure, from the perspective of someone who has been doing it totally wrong. 

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How We Roll #116 – What We Can Learn from Harmonquest

How We Roll #116 – What We Can Learn from Harmonquest

This week, Mike takes a look at the streaming series Harmonquest and breaks down the lessons that can be applied to your home games.

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How We Roll 114 – How Do You Handle Criticals?

How We Roll 114 – How Do You Handle Criticals?

This week, we talk about natural 20s and natural 1s – how do you handle critical successes and critical failures?

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How We Roll #113 – Reading the Room

How We Roll #113 – Reading the Room

This week, Mike talks about how he recently shifted the tone of a Valkyries game to better line up with the group’s sensibilities.

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How We Roll #106 – Initiative Tracking

How We Roll #106 – Initiative Tracking

This week, we look at the different ways to track initiative in D&D, since it can be difficult to find a method that does what you need.

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How We Roll #101 - Behind My GM Screen

How We Roll #101 - Behind My GM Screen

This week, Mike takes you behind his GM screen to see his notes and his workspace for when he runs games.

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How We Roll #97 - The Setting as the Adventure

How We Roll #97 - The Setting as the Adventure

In this week's article, we look at the current "Friday Night Quests" adventure and analyze the setting-first approach to adventure design.

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How We Roll #95 – The Fantastic and the Mundane

How We Roll #95 – The Fantastic and the Mundane

This week, we talk about blending the fantastic and the mundane in order to lend some verisimilitude to the bizarre worlds of RPG games. 

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How We Roll #94 – Playing it Straight

How We Roll #94 – Playing it Straight

This week, Mike talks about a rule he tries to employ in his games, regarding avoiding joking around out-of-character as much as possible (especially for the GM).

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How We Roll #76 – Dungeon Master Analysis – How Should You Recap?

How We Roll #76 – Dungeon Master Analysis – How Should You Recap?

We continue our series on boiling down Game Master styles by talking about recaps – how should you remind your players about what happened in the last session?

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How We Roll #75 – Dungeon Master Analysis – Should You Use A DM Screen?

How We Roll #75 – Dungeon Master Analysis – Should You Use A DM Screen?

This week we kick off a new series designed to help you decide what sort of Game Master you want to be, starting by tackling the Dungeon Master’s screen, why it exists, and whether or not you should use it in your games.

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How We Roll #74 – Punching Up Your Villains

How We Roll #74 – Punching Up Your Villains

Every Thursday, our own Mike Christensen shares his stories, advice, and opinions on the subject of tabletop role-playing games. This week, we share advice on making your villains more frightening…

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