How Dungeons and Dragons Makes You A Better Writer

I started playing Dungeons and Dragons on
a regular basis about 2 years ago, and not a day has gone by since where I haven’t
thought about the game in some capacity. From late nights poring over my campaign journal,
trying to decide how to best introduce the next plot hook to practicing voices of NPCs
while in the shower, Dungeons and Dragons has become my go to creative outlet. And that seems to be the case for a lot of
people. Although D&D has had a solid player base for
decades, the release of its 5th Edition, which aimed to make the game more accessible to
a wider audience, dramatically changed how the public viewed the game. Due to exposure from streams, podcasts, artwork,TV
shows and, maybe above all, word of mouth, D&D has shifted from being that thing that
even a lot of nerds thought was a bit too nerdy to something my normiest of friends
are interested in trying. Whether it be D&D or some other tabletop RPG,
these kinds of games have found a place in the spotlight because they have something
to offer everyone. While there are many reasons I keep coming
back to them one of the biggest is that they offer a space for me to improve my skills
as a writer. I’ve been writing fiction since one of my
high school english teachers told me I wasn’t entirely terrible at it. Honestly, a major reason I continue to make
stuff for this channel is so I can breakdown what makes any given story special and apply
what I learn to my own writing. Dungeons and Dragons has given me the chance
as both a player and dungeon master to workshop the sea of raw ideas floating around my head
and it has forced me to consider the different ways a story can be told. At its core, D&D is a game about a cast of
characters going on adventures set up by the Dungeon Master, or DM for short, that more
often than not, involve killing things. For a lot of players though, what makes D&D
special are the stories that come from playing through these scenarios, which is why I think
a lot of writers, actors, and artists are drawn to the game: it gives a platform to
explore stories, ideas, and characters. DMing seems to especially appeal to writers
because it allows them to present a story to an engaged audience, who, through their
characters’ actions, give immediate feedback on the kinds of story beats that are interesting
to them. Obviously, writing a story is a vastly different
experience than playing Dungeons and Dragons, but I do think that a lot can be learned about
writing from this game. In D&D, stories are formed from the constant
give and take of three sources: the DM, the players, and the dice. The DM establishes the setting of the world,
sets up scenarios, and reacts to the players actions, the players interact with the setting
and scenario, deciding how they will try to move forward, and the dice dictate the success
of the players’ plans. DMing has taught me a lot about the importance
of setting a scene: not only through describing what things look like, so that players can
find various ways to interact with the world around them, but to also get across what any
given place feels like through other senses. A lesson I learned from DMs far more capable
than me is to try and describe any given setting with two senses other than sight. Telling players that a tavern is gross gets
the idea across, but describing the sound their boots make as they walk across the ale-soaked
floor, gives them a better sense of the kind of place they are in. While understanding a layout of a room is
important in DnD, hearing how a room feels is far more valuable. This extends to literature as well. I’ve never found reading extensive descriptions
of places to be all that interesting, but I do connect better with stories when I can
feel like I am a part of them, and DnD constantly challenges DMs to establish this sort of thing
for their players. Aside from exploring a setting, DMing has
gotten me to think about how to present a longform narrative. One of the biggest challenges with DnD is
that it can take months or even years to get through a campaign, and a lot of information
will be forgotten by players between sessions. Meaning, any DM who loves to run a long con,
which, let’s be serious, is all of them, it is imperative to sprinkle hints of what
is to come and subtle reminders of what has happened in the past in order to make sure
that when a big moment does come along, players aren’t saying, “wait, who is that again?” In general, when players reach these bigger
moments, especially when they have some sort of twist, if they can’t look back and see
the connections to a reveal, it may feel random or cheap. It’s gotten me to rethink the importance
of foreshadowing not just as a way to build tension, but as a way to establish and/or
reestablish information. For example, in one of my campaigns, the party
has had a running feud with a Rakshasa named Mevi. By the way, a Rakshasa is pretty much a humanoid
tiger demon with backwards facing palms who is all about deceit, greed, and revenge. Through magical means, he disguised himself
as a wealthy mine owner. The party discovered and exposed his true
identity, forcing him to flee. Having read their minds before leaving, he
knew their final destination was the far off city of Valia, so he went there to set a trap. It took them about 30 sessions until they
made it to Valia. I knew it would take awhile until they got
there, so I consistently place red herrings along the way, having them encounter various
people who came off as very suspicious, leading them to always be on their guard for the Rakshasa. They realized that anyone could be the Rakshasa,
and proceeded with caution. This helped the villain stay fresh in their
mind despite it taking nearly a year of real life time until they’d face him again. In any longform story, especially those that
are spread over different books, reminding readers of various elements of a story without
being incredibly obvious that they are about to play a major role is important. However, observing the elements of DnD that
are distinctly out of my control are what have caused me to rethink how I tell stories
the most. As a DM, the only thing that you can 100%
expect from your players is that they’ll do things that you’ll never expect. These moments are typically equal parts exciting,
hilarious, and frustrating, because they often lead away from the tight arc the DM pictured,
and into a true and utter mess, but I find them to be valuable. They give insight into how other people view
the story, showing what they are most interested in interacting with. While DMs naturally want players to be most
interested in the carefully crafted story they planned out, that’s not always the
case. Of the NPCs who are now major characters in
my campaign, most of them were made up on the spot, and that is because the players
latched on to something about them that turned out to be an interesting thread to follow. Furthermore, understanding why a player makes
certain choices can help show how other people interpret the information a DM puts out there. While writers shouldn’t curtail everything
they make to appease the visions of readers, considering how different people may interpret
or misinterpret a story can help writers decide when to be more specific or vague depending
on how they want readers to look at it. Something I have noticed from jumping between
being a player and a DM is that players only get a small part of the picture, which means
that it is on the DM to provide enough meaningful information to the player so that that part
of the picture is still engaging, and the same thing applies to writing fiction. It is normal to keep an audience in the dark
about certain elements, but there is a point where it stops being an interesting mystery
and just starts being obscure. DnD is a really solid tool to help find that
line, because feedback from the audience is immediate. Most writers have editors and beta readers
in order to work on these aspects of a story, but placing story threads that you might want
to use in an actual piece of writing inside a DnD campaign and seeing how your players
digest them is a really interesting way to explore your ideas. These moments where players diverge from an
expected path are also useful because they force the DM to consider how to resolve a
situation on the fly, which can obviously create some messy storytelling, but it can
also lead to incredibly memorable moments that the DM never would have thought of without
being put under that pressure. While players provide a look at the different
ways a situation can be approached, dice have gotten me to consider the different ways a
situation can play out. Anytime a DM asks a player to make a roll,
they need to consider how the scene could change depending on a success or failure. Scenarios that seem predictable on paper can
quickly cascade into something entirely unexpected with enough out of the ordinary rolls. So whether it be the two characters with the
highest dexterity in the party failing their dex saving throw and almost falling in a pit
of lava, forcing the weakest member of the party to find a way to save them or the bard
with crazy high persuasion and deception failing to talk his way out of trouble, leading to
him being sent to jail for the night, dice rolls give a chance to rethink how a story
should play out. When working on writing outside of DnD, I
sometimes like to have a d20 sat next to me, and anytime a character tries to do something,
I give it a roll and write the resolution of it based on the roll. Regardless of whether or not I end up keeping
that version of the scene, I always feel like I end up learning a lot about a character
that I never would have if I just wrote it with my original intention. Seeing how a character responds to failure
and success can bring a lot of insight into who that person is, and I think that is why
DnD characters end up being so robust and interesting: they experience tons of extraordinary
moments that go terribly wrong and unbelievably right, and everyone at the table gets to see
who they become in all of these situations. While it is easy for me to go on and on about
why DnD is great for those who love to write, I wholeheartedly believe that everyone should
play either DnD or some other tabletop RPG. Whether it be spending time with friends in
a creative space or stepping into the mind of a different person for a few hours, tabletop
RPGs have a lot to offer. They get people to problem solve the wildest
of situations in the weirdest of ways. They challenge people to view the world from
a different perspective than their own. And they offer a space to work through real-world
problems, ideas, and emotions in a cathartic way. I’ve become more immersed in DnD than I
ever would have imagined. I’ve spent countless hours prepping, running,
and playing; I’ve gotten invested in other people’s games, to the point where, after
finishing the first campaign of Critical Role, I was compelled to write fanfiction for it. One could say that I’m in deep. DnD is my favorite hobby because it checks
so many boxes. It lets me tell stories with close friends
where we strategize and improvise together, creating unforgettable moments. Tabletop RPGs are special for this reason,
and, as someone who will hopefully write something that gets published one day, I’m so lucky
to have a hobby that’s helped me become a better storyteller.

100 thoughts on “How Dungeons and Dragons Makes You A Better Writer

  1. Ey! I have been wanting to talk about Dungeons and Dragons on the channel for a while now, so I hope you enjoy this. It is my favorite pastime, and it is my goal in life to share it (and TTRPGs in general) with as many people as possible.

    On the back end of stuff, there has been a bit of a gap between videos as these last two have been more ambitious than any project Jesse (my wonderful and talented editor, illustrator, and animator) and I have ever done before. With that said, expect a handful of videos over the next few months. Based on the support the channel has been getting on Patreon along with simply getting more views, the dream of this becoming, like, an actual sustainable thing is starting to become a real possibility, meaning we have been and will be able to put more time into it. So, thank you for watching, and if you want to support the channel, share videos you enjoy (like this one hopefully), engage in the comments, and, if you have the means and desire to, check out the Patreon.

    I appreciate you, and I hope you have a great day and/or night.

  2. Interesting video, it really did help put into perspective some things about D&D, however, I was only half watching while I listened, then I saw the clip from Heroes and Halfwits and kinda just… sat bolt upright in my chair because I fucking love that show.

  3. The very first session of D&D I ran in college, the players took a job to raid a bandit hideout and recover stolen goods. They killed the leader and took his lightning-imbued sword, also choosing to spare two of the lackeys. I didn't expect this, but I went along with it. Having just watched The Dark Knight Returns, I named them Ron and Don and sort of went for a comedic buddy-buddy tone with them. The players asked me what the two bandits' alignments were. Checking the MM, I saw that bandits could be "any non-lawful" alignment. So, I rolled a d6 for both of them (1=NG; 2=CG; 3=TN; 4=CN; 5=NE; 6=CE).

    Ron got a 1.
    Don got a 4.

    Right then and there, the party began to talk amongst themselves. Within minutes, they unanimously decided to make Ron, this random lowlife bandit with a heart of gold, the hero of their campaign. I decided at the same time to make Ron less of a comedic character and more of an insecure, low-confidence character, which only made them latch onto their idea even more. Considering the quality of their weapons (level 1), they gave him the lightning-infused scimitar, and encouraged him to give it a name. He asked them to name it for him, but they insisted he name it. And so, "the Arcrider" was born.

    Grateful that their lives were spared, Ron and Don were persuaded to follow the heroes for the rest of the session. A battle erupted in the village they started out in, cultists of Cthulhu aligned with sahuagin attacking and kidnapping people left and right. Smoke filled the air as the wooden structures began to burn, and sounds of chaos filled the party's ears. The party sprung into action, making a heroic counter-charge in the streets.

    Don was killed in the first round of combat.
    Ron went solo into the burning smithy to look for innocent people.

    The heroes engaged in battle against the cultists, eventually coming face to face with their leader (plot twist: it was their employer). Whenever it came to Ron's turn (I rolled behind the DM screen for his success, since they couldn't see him), they filled in the blanks. The fifth round of combat, Ron emerges from the smithy, the blacksmith's arm around his shoulders while his two daughters fled. To my surprise, they were almost more overjoyed by this than their own success against the cultists, proceeding to convince me that Ron's sword was also stained with blood because he single-handedly took on numerous sahuagin while rescuing the smith and his family. Mechanically it didn't make sense (one CR 1/8 vs multiple CR 1/2), but I didn't step on their toes and make it legit.

    The battle against the head cultist was starting to take a sour turn. The paladin was down (again), the fighter was almost below 0hp, the ranger and monk were doing their best, and the cleric was being a coward (totally in-character). The head cultist was using a spiritual weapon that was focused on occupying the characters at range while a few sahuagin minions tried to block the melee characters. Was it a hard fight for level 1? Sure, but not impossible.

    Eventually the monk goes down, and I have Ron come running down the street, his flimsy crossbow in hand. The party knows that the spiritual weapon's still in play, and they all warn him to stay away. His response? "N-No, my friends need me!"

    New objective: save Ron.

    The party didn't try to move him away, but knowing that the boss was low on HP, knew they had to focus on him. The ranger's turn comes up, and I say, "[The boss] is pretty hurt, but he's furious. If you don't kill him on your next attack, he'll target Ron." Nervous remarks spread through the players' ranks, and they all look intently at the ranger. He grabs his dice, shakes his hands with a look of pure desperation, and rolls for attack. Hit. Roll damage… 7. BBEG falls to -1 hit point.

    I'm sure you can imagine just how joyous those next thirty seconds were.

    Honestly, I don't think I could have DMed a more compelling or exciting Session One for a handful of mostly inexperienced players. They took this random NPC that I had given absolutely no thought toward ahead of time and made him the highlight of their adventure. They invested themselves in the story and created something special, a common goal that will last for probably the entire campaign. Ron is barely above a young adult peasant in almost every aspect of his character, but my players are determined to have him be such a large part of their story that he becomes the world's most triumphant unlikely hero.

    Of course, I would never let Ron completely steal the spotlight from the players, knowing all too well that DMPCs have that habit. A lot of the time he doesn't talk, simply following along with the party and fighting alongside them during combat. If they want his opinion or something, I'll play his character accordingly, but I never awkwardly force him into anything without the players taking the initiative to include him first. Ever since his introduction I agreed to their demands of making Ron a low-key badass, much to the delight of my players. He has very little self-confidence and talks with a stutter, relying on the players to guide his actions, but when the chips are really down he comes in full force with his lightning sword. I always roll for Ron in front of the players, and let's just say the dice gods have a funny way of making effectively dramatic moments every other session or so.

    Ron is definitely not a crutch for the players. In fact, I always keep him a level or two lower than the rest of the party so he doesn't get too powerful. They are the protagonists of the story and they know that, but honestly I'm more than happy to build a story around Ron with them. Often times the best experiences in D&D are those that are least expected, and being a narrative-oriented DM, there's nothing I love more than to work with my players on shared storytelling.

    Sorry for the long post, but if you read through it all, I hope it was at least entertaining and somewhat relatable!

    TLDR: My players befriended a random bandit at level 1 and are now actively working with me to make him the hero of their campaign. I couldn't be happier to oblige.

  4. I decided to have some fun during my first session dm-ing. The party were a dragonborn thief and a femal3 dwarf fighter. So the thief sneaks into the take out guards, but then he meets a situation where the guards were impossible to isolate, on top of being on high-alert, so he decides he'll call the fighter in, have her engage the guards then backstab them. Problem was drawing the fighter's atention. He tries once, the fighter fails her perception roll. Tries twice, same thing. Decides to throw one of the darts with juuuust enough strength to hit her but without dealing damage. He fails the roll, so I have an abnormaly strong gust of wind blow it back inside, alerting the guards but having one of them go investigate it, leaving the other open to a knife in the buttocks.

  5. Look out for a game called Deadlands, at least check out what it is. I've played a lot of pen of paper, Deadlands is easily my favourite and everyone I've ran it for.
    For tabletop, Battletech.

  6. While I do think running tabletop RPGs may have some merit if you want to learn storytelling, I think you need to be a bit careful with this sort of thing. If you want to master writing fiction, the best way is still actually writing fiction. Telling stories via roleplaying has considerable overlap but ultimately develops a slightly different skill set.

    Most notably you have no control over the main characters of the story as a DM, so your ability to integrate their characterization, actions and motivations into the plot and theme of your story will be extremely limited at best. Player decisions and randomized consequences can derail the intended plot to the point where you are incentivized to never strongly commit a solid, carefully planned narrative and may force you to abandon any notions of formal narrative structure altogether, which is not a good habit for a writer of fiction. It does have merit as a method to practice improvisation, but that is of limited use compared to the storytelling skills you will be neglecting.

    It's sorta like how some people believe writing fanfiction is good practice, or "training wheels", for writing original fiction, which I don't quite agree with. Don't get me wrong, I write fanfics myself and I'm very positive towards it as a hobby, but ultimately it is a slightly different discipline with different priorities. Writing a lot of fanfiction will indeed improve original fiction writing skills to some degree, but it mostly serve to improve your skills at writing more fanfics. In the same way, running D&D campaigns will primarily make you a better D&D Dungeon Master.

    Mind you, I'm not saying you shouldn't roleplay or write fanfiction if you aim to become a writer. I'm just saying that if that's your goal, you should take care to consider them supplements to regular writing practice, not replacements.

  7. 6:40 – this is a wild setup. looks like a pretty new laptop, with a usb hub attached to it. then he attached a usb to ps/2 converter, only to attach a at last 20 year old keyboard to it 😀

  8. If you had a million vids on this topic I'd watch all of them in a day. I love your perspective as a writer on DnD

  9. I find it quite interesting that you use a d20 to help in your writing. If you've never looked into it before, you should check out FFG's Narrative Dice system they use for the Star Wars RPG. That system involves more than just success or failure, it also adds in advantage and threat, which cause the players and the GM to have to think even more outside the box on how a scene plays out because you can succeed a check, but still have something bad accompany it; or you can fail a check, but still have something good come out of it. It makes for some pretty engaging moments. The first time I played the Star Wars RPG I thought "this system would be fun to try and use in a writing experiment."

  10. so is it actually possible to play dnd online with strangers?
    and how long does one campaign usually take?

  11. Thank you so much for this, just starting to learn about D&D and have been neglecting writing for years, this video really linked a lot of things together for me in my head and you articulated the value prop so well!

  12. I landed here after following a link on Game Maker Toolkit's video about synergies. Good stuff! I'm stealing your idea to roll dice when a character does something, not to keep it, but just to imagine how it'd play out, just for the unpredictability value. You have your characters succeed or fail for a narrative reason most of the time, so you actually already have a really good picture in mind of how they feel and act in those particular circumstances, but adding the unpredictability value does sound like it'd teach you as a writer a ton about them. I love that idea.

  13. Thank you so much for this. I have to say one thing, it looks to me you have already written something that has been published… by making this and other videos. Might not be a novel, but it's still your ideas and vision being shared with many many people. You've earned yourself a fan. And that d 20 by the computer while you write! I'm gonna try that.

  14. In one session I ran in a modern urban fantasy setting, the players were saving one of their friends from a kidnapper (long story). When they interrogated the guy who was guarding the lock-up, he off-handedly and sarcastically mentioned that he was working for a ghoul. Ghouls in this universe are basically mindless vampire minions, so this was obviously sarcasm.

    BUT: the players didn't think that he worked for a ghoul. They got it into their heads that he worked for The Ghoul. And as a result, the main villain was born. A shadowy, underworld figure. Unknowable. All-powerful. Constantly one-step ahead.

    Eventually, the players all killed each other over a misunderstanding (the showdown was actually RPed really well, so there were no sour grapes). I like to think that The Ghoul was the final winner at the end of the day.

  15. the last time I played as the dm my brother ended up with a poop knife he gave 100s of years of magical power allong with a pit fiend named pazuzu, he killed every one and destroyed a city.

  16. This is a really neat video, more like these please. I would watch an entire series about your opinions and thoughts on DMing and writing fiction in general. I thank you for the tidbit about using two senses apart from sight, never thought about before but it is a good rule of thumb. Here is my personal trinary rule of writing:

    1. The Plot
    2. Character development
    3. World building

    Unless it is related to one of those three then it is irrelevant and needs to go away. It helps me keep things focused and I mix and blend the three to keep things interesting and you would be surprised how many things that can fit in those three categories.

  17. 3:03 this is why i always hated tolkien's writing style,the fellowhsip of the ring stopped to drink water and fill the waterskins?? procceed to waste 5 pages on describing the landscape

  18. The ironic part is that I think most DM's do that… I just created a really funny NPC today named Launam Retsnom, he's a crazy, crotchety old adventurer that complains about today's privileged adventurers.

    "Back in my day every adventurer was a human! If you wanted to be anything else you had to take the Class of Elf, Dwarf or Halfling!"

    "You young adventurers and your proficiency bonuses, back in my day we had THAC0… and we liked it!"

    I basically gave him the voice of Grumpy from snow white and the seven dwarves.

  19. I tried to DM only for a short few years over the 20 plus years I had played D&D total. I stumbled, failed and progressively got worst as time went on. I think a lot of my faults lay on the fact I'm really bad at sudden turn of events or if a player does something to be more disruptive to the game then add to it. I become a mess when trying to come up with an outcome on the fly and if I try I usually make it worse. The problem with this is I can't just take 10-15 minutes break and have something ready in a short time. I really need to think about it, I'm slow and this is why I'm a bad DM.

    If I took the time to figure out how to deal with every twist and turn players were to throw at me the game would never get done it a life time. I tried to even use what I knew about my friend to anticipate what they might do, even going way off the rails, but they always find a why to go further beyond. Another matter is I think I was the only one just trying to have fun, not trying to become to worried about rule in the end, but my friends would always forgot that it should be more about fun and not rules.

    I always felt when I was DMing they'd weren't taking things serious when they should've and moment that shouldn't they would. In the end I think we all were just a very bad mismatched group and had harder time finding a common ground to agree upon.

    As for my other issue, I'm a very easy person to intimidate. I hate conflict and if there is any issue in the game with a player causing problem or anyone not paying attention I'm unable to do anything about it. DMing isn't from what I gather for the timid and weak minded. If you're unable to handle the issues at the table between you and the players then you probably should just give up. I could never tell any of my friends what they're doing feels disruptive to the table and if I ever need to kick someone out the group I couldn't do it.

    I'd sooner just give up being a DM or give up D&D as a whole then have to make such a choice. Which is probably why I to this day have no group or friends. I'm a door mat and I'll always be walked upon in the end. All the fun hobbies that require social interaction I'll never really understand how to get to that level of, "fun." I can't even keep up with single player game these days, everything seem so complex, I miss the simpler days of the 80's. Sure I didn't have much, but at least I had a better grasp of stuff.

    Feel like I should've been born early 1900's and should be in my grave by now. I feel in another 5 to 10 years and I won't be able to even function in society anymore.

  20. I just found you, and after only three videoa I'm already a subscriber. You have a real talent for this. Bet you'd be an execelent DM.

  21. You have campaigns that last over a year?

    Takes me 4 months to get people together to say they want to play. Lol

  22. As a novelist, I honestly really understand how DMing fits in with my writing. I'm DMing for the very first time, and I got way more excited than I thought I would

  23. I wish I had people to play DND with! It sounds super fun but I only have 1, maybe 2 friends who would play it with me, but they're always super busy. Plus, you need to get dice and the handbooks, which aren't exactly super cheap.

  24. This… 100% this! I recently finished writing my first book, haven't got an editor yet as I can't afford it at the moment. I've been doing D&D for 15 years, primarily as a player, and as I've dived in deeper and deeper into DMing I've found the opposite that you have, that my writing has helped my DMing descriptions and world building an immense amount. I can't wait to publish my book and see how my writing has improved with the second book in the series. 🙂

  25. My first real campaign started with four disinterested players basically trying to kill themselves, i had to pin a character to the ceiling to keep them from setting themself on fire.
    Fast forward a year and they're all Arch Mages and the party had nearly doubled in size with some truly iconic characters i still love thinking about to this day. This engine is a wonderful thing and i'm so happy i tried it.

  26. I don't know your channel but I'm really impressed and happy to hear the impact that d&d can have to writers. I am I writer myself or at least try to be one but since I DM, I just can't find the time to concentrate and be creative in two different worlds and circumstances.
    You probably won't see this but if you or anyone else in a similar situation reads this: Do you have any tips, any solutions for this problem? I don't want to stop DMing but I don't think that I can fullfill my dream and become an author that way…

  27. I saw Patrick Rosthfuss DM‘ing I think. Dose someone have a link to that? Was looking for it and dit not find it.

  28. What about writing down a D&D campain one once had with his party and filling in some details/colorizing it with nice language?

  29. As someone who loves to draw and make fantasy stories, I really want to play D&D because of how much I can put out my creativity into this game

    However my only problem is that I probably have to wait till I’m in college to finally play it because my parents will probably never buy for me because they say “Only Adults play D&Ds”

    Because apparently, if a game is old it means only adults are allowed to play it and not a Junior in High School

  30. I don’t play dnd, hell I barely know the rules really I have no real reason to like it.
    the adventure begins, they were always beside you. Your nerdy best friends and the dm to guide you. And they rise from the flames for the battles ahead villains beware ‘cause your bout to be dead!
    Ok ya it might be because of critical role

  31. If you're going to tell us how great Once Upon a Roll is right before I'm looking for background noise, could you put a link in your description so we can listen more easily?

  32. wait, that animation looked familiar after you said podcast, i remember there being a video of i think a halfling barbarian with a friend and the gm talking behind the characters investigating a cave entrance and puzzle, what was it?!

  33. I wish I could play d&d but none of my friends do and all the groups I could find are just not people I get along with

  34. "DMing seems to appeal a lot to writers"
    It's the whole reason I figured out I am a writer. Now to actually write something instead of just creating synopsis.

  35. Alright, so, I got a story to tell

    I spent about half a year working on a campaign that gave each player free reign over what their character did, so if there were important characters, they could kill them, if they wanted to leave the party and explore on their own, they could.

    We spent more than a year playing it and honestly, it was one of my best campaigns I had ever ran.

    I took inspiration from The Witcher (specifically the third game) and several inspirations from Greek mythology and even games like Dead Space and Half-Life, to drive a sense of dread in players' actions.

    Basically, the campaign made every player "immortal", but they still die, only, any wounds they receive, including death, will be healed in one hour.

    Though, the campaign was very interesting, I am actually writing a story on it now, since there was a TON of events for a story.

    But yeah, DnD is good for story-telling and helping people learn how to write.

  36. In the most recent campign I'm a Dragonborn Paladin looking for Hephestus hammer. I play CG so I'm having fun. Near the beginning of the campign I tried putting a fire out but kept it going while trying to put it out so that made for a good laugh.

  37. I love D&D and many of my friends are interested too, but none seem as gripped by it and so I DM for them to try make it fun for everyone, however I do not and never have cared in the slightest for creative writing. I run from pre written adventures but feel bad whenever my players want to do something else and I just can't think in that way, nor do I have the drive to practice/learn. I love the mechanichs and stuff and I enjoy putting together combat encounters but much more than a location and vague theme for the monsters and I just can't be bothered. I feel like they deserve better but I'm just not that kind of person.
    Kinda rambling to no one in particular but if anyone has any thought hmu

  38. I once gave a baby dragon flanked by a low level dragonborn barbarian and a crazed dryad as a boss encounter. They decided to spare the dragon and are hoping to tame it.
    What was I going to do? Object to it? That's not how DMs roll. I gave them a fair chance at it, knowing it was more fun that way. The dragon is presently enjoying life in a natural reserve right next to an elven settlement. The players didn't inform the elves about this. To be continued…

  39. To be completely honest, I hate writing, but I've never been a player, I've always been a dm. I feel that sometimes people get TO wrapped up in the writing and story building and forget that while yes when push comes to shove, it is your story, the whole group writes it.

  40. I've never played D&D. The woman I like keeps trying to drag me to play. Eventually she will succeed, so I need a primer lol

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