Inspiration for DMs and those who want to become DMs in the world of D&D and beyond.
Here's the Latest Episode from DM Gives Inspiration:
Everyone loves a populated battle—a pack, a horde, an army—but managing it on the DM side is difficult and time consuming. It also comes with its own set of CR balancing. Here's how to better manage large encounters.
Kyle describes how to run a dragon as a solo encounter using the Young White Dragon as the primary example.
This mailbag is a doozy! Kyle addresses player problems; missed sessions; schedules; turning one shots into campaigns and subplots; and rules clarification.
Using arithmetic as an ally, Kyle gives a rundown of some of the criteria to follow and warning bells to look out for when selecting that big monster for your climactic first boss encounter at level 1.
Make the most of your space. What is hidden and what is public knowledge? Divide and conquer but don't burden yourself with being the answer to everything. Kyle also shares some of his personal equipment for the job.
NPC quest givers ground and set up your entire adventure to come. Whether or not you can add a twist or action-packed start is entirely based on the savings in your emotional bank account.
Your players' abilities will sneak up on you and you need to be prepared! Work portals and teleport spells into your world early and avoid the tragic pitfalls of magical escalation and bureaucracy.
In this final episode of Season 4, Kyle answers a myriad of questions concerning things like invincible players, item lists, big bads, downtime, and reincarnation.
RAW, RAI, RAF, and ROC. What do these mean and how can they help you establish your players' expectations for your game? Kyle also gets into how to make rulings should a disagreement come up.
Don't reinvent the wheel! Making a dungeon from scratch doesn't have to be hard. Follow three simple rules to populate yours with puzzles, traps, and combat in a way that allows for players to enjoy each piece while also feeling like they completed a great journey along the way.
The best way to have a challenging boss fight for your group is to custom build a monster for your group's exact makeup. To do so, we need to understand the basics of D&D balance while ignoring all the trappings of creating official content.
Don't go burning all your prep time making the perfect board game. Don't be limited by fantasy art. Make your own using the philosophy of MIND GRAPHICS!
Too many 20s? Not getting to play enough? Stepping down as DM? Staying Organized? All this and more on this week's DM Gives Inspiration mailbag episode!
Chase scenes are a classic part of any action story. Today we learn how to mechanically pull it off on the tabletop with some house rules to make sure the chase doesn't fall flat.
What do Ghostbusters and The Terminator have in common? City building! Join Kyle as he talks you through building your first city. From designing locations using the district method to coloring a town based on the reactions of the locals to the players, crafting a city doesn't have to be complicated.
Kyle goes over how to make the most of your tabletop maps, including better ways to work in difficult terrain, vision, elevation, traps, water, and more.
Season 4 of DM Gives Inspiration kicks off with a blast as Kyle explains time travel in D&D. Learn how to take on the past, the near future, and the future. Hint: destruction is much easier than creation.
In this mailbag episode, Kyle answers your questions, including how to work in guest characters, take feedback as a DM, and start games with higher level characters.
Clerics, druids, paladins, sorcerers, warlocks, and wizards. Kyle continues the discussion about leaving room in your campaign for player classes to shine by feeling unique. Just remember to keep your closet stocked and your decorative skulls handy.
Ranger, fighters, barbarians, bards, and rogues. Kyle discusses leaving room in your campaign for player classes to shine by feeling unique. Just remember to watch out for those bards and rogues.
Kyle discusses the reality of home games and drawing inspiration from things you love.
When alignment doesn't matter, it's up to you as the DM to create a compelling balance in the world through villains.
In this mailbag, Kyle discusses creating custom abilities, how to match the work you put into your campaign to how much planning time you actually have, kid-friendly campaign ideas, and more.
Kyle explains how to gather information for your campaign during player character creation and use it to set the tone for your table.
Kyle explains how to conduct rest in a way that is effective and meaningful for your players.
Kyle goes over how to work with money and how to work around it.
Kyle describes how to tell stories through NPCs.
In this mailbag, Kyle goes over balance on the fly, too many NPCs, and house rules fresh from the Fergusson table.
Kyle talks spells—how to read them, how to help your players read them, and how to add just the right flavor.
Kyle goes over how to build a living, breathing dungeon.
Kyle addresses how to bring horror to your D&D adventure.
Kyle goes over descriptive ways to approach combat in D&D.
Kyle delves into mailbag number three with answers regarding exploration, one shots, and the Force.
Kyle discusses loot—when to give it, what to drop, and how to not totally break your game.
Kyle breaks down how to build your first encounter and how to extract strategy from stat blocks.
Kyle discusses resting, camping, and watches in D&D.
Kyle goes over travel in an RPG setting and how to make it more fun and more meaningful.
For production quality and producer sanity, every ten episodes Kyle will take a week off to plan the next string of topics and ideas. See you next week for the start of Season 2!
Kyle answers questions about downtime, taking 10, something always happening, calculating time, organizing ideas, and tracking ability checks.
Kyle goes over how to run a first campaign and how to do so digitally.
Kyle explains ways to deal with character death and how to incorporate deities.
Kyle explains how to build better maps for your campaign.
Kyle answers questions about role playing, accents, and designing level-appropriate encounters.
Kyle explains how to take a quest from The Witcher 3: Wild Hunt and use it in your own game.
Kyle explains the bare minimum you need to start your own D&D campaign.
Kyle provides insight on what to do on your first adventure as a DM.
Kyle outlines how to deal with your everyday problem players: bummers, slow bros, rival DMs, meta gamers, and jokesters.
In this inaugural episode, Kyle walks you through his plans for upcoming episodes as well as how to make traps fun for the whole party.