My hooks often start with a concept for an encounter or story element. I have an ongoing list of encounter ideas I’ve recorded down for Dungeons and Dragons.
In this short guide, I (Jonas Greve) will describe the rule tweaks, and explain my motivation for applying them. I will also address a few official optional rule choices.
Bluntly speaking, the rules of Dungeons & Dragons can be daunting. Even the basic rulebooks that come with the various starter sets clock in at 32 pages, which for some us is nothing, but for others, is more than they read in a year. And that’s ok! This article discusses some things to consider when running games for new players!
Not everything has to be narrated. It’s ok to simply say what happens, without having to stick to 100% realism, narrating every small interaction. You (probably) don’t narrate your PC’s going to the bathroom either. In my experience, your players won’t mind, they want stuff to happen too! It is a tabletop role-playing GAME after all. It’s not meant to be a 1-to-1 representation of what life would be like in this fantasy universe.
In this guide we will be discussing how to use Wolf’s 3 factors of invention, completeness and consistency, and apply them to your worldbuilding!