D&D 5e: A Beginner's Guide

For decades, Dungeons and Dragons was seen by much of the public as a niche game that found its home in the hearts of school-age outcasts as a way to spend (or waste) their time playing in fantastical worlds as a distraction from the real world around them. It was even seen, for a longer time than seems possible, as a gateway into Satanism during the height of the Satanic Panic.

However, in the past decade, D&D has fully entered the cultural zeitgeist and has become a mainstream form of entertainment in the age of Stranger Things and the ever-increasing popularity of Critical Role and other Actual Play Podcasts. There are more people playing the game than ever before as it has climbed out of the basement and into the broad daylight of kitchens, dens, breweries, and computer screens. And with more people means there are new players and New DMs (*wink*) every day.

So, I figured if you’re here and you’re new to this hobby, I’d give you a complete beginner’s rundown of Dungeons and Dragons. Take a moment to grab your sword and spell book and let's dive into this dungeon.


What is Dungeons & Dragons?

Dungeons & Dragons (D&D) is a tabletop roleplaying game (TTRPG) originally created by Gary Gygax and Dave Arneson in 1974. D&D was inspired by wargames and miniature wargaming, however, Gygax and Arneson wanted to create a game that would allow players to experience the thrills of wargaming without having to use miniatures or maps.

While the game was initially slow to gain popularity, it eventually became a huge success, becoming the most popular TTRPG in the world in the ‘80s. D&D has been revised and updated several times over the years. Its popularity has waxed and waned over the years and systems. The current edition of the game is D&D 5th Edition, which was published in 2014 and there is no doubt that it is more popular than ever right now, which is likely thanks to 5e’s simplified system as well as the ease which the internet has added into finding groups and playing virtually.

Now, you may be asking, since I’ve said it multiple times here:

What’s a TTRPG?

A tabletop roleplaying game is a game where players (typically) create their own characters and go on adventures together (or sometimes solo). These characters made by the players are known, unimaginatively, as Player Characters (PCs).

The game is led by a Dungeon Master (DM) – or Game Master (GM) if it is any system other than D&D – who is responsible for creating the adventure and controlling the non-player characters (NPCs). TTRPGs can be played by any number of players, but generally, it is a group of four to six, where the players control their PCs and navigate the adventure the DM has put together (aka a Session). Over many sessions, players can explore the world, fight monsters, solve puzzles, interact with NPCs, and much more, to create a cohesive and collaborative story known as a Campaign.

While D&D is a TTRPG with core rule books, canon monsters and classes, and pre-built worlds, what it really is, at its core, is a collaborative storytelling experience where the DM and players work together to create a story. The DM creates the setting, the NPCs, and the challenges that the players face. The players then use their imaginations to decide how their characters react to these challenges and, in many situations, go to places the DM never imagined.

The stories that are created in D&D can be anything from epic quests to lighthearted adventures. They can be serious or silly, dark or delightful, but generally, they are a mix of everything, as is the way with life. The possibilities are endless.

How do I get started?

Now that you have a basic understanding of what Dungeons and Dragons is, let’s look at how to dive into the world and embark on your first adventure.

1. Gather Your Party: As much as many of us introverts wish it wasn’t so, there’s no playing D&D without first getting a group together. The easiest way to do this is to convince your friends to join you on this quest, for some people that will be easy, especially if your friends already show an interest in gaming. However, that isn’t always the case. That’s when you have to branch out.

Find a local game store, pub, or even library hosting D&D nights. Search online platforms like Roll20 and Discord for virtual gaming spaces. Join a game over on RPG Club with a professional DM and a group that will likely never miss a session since it is a paid service. Or, do what I did, and head over to Looking For Group on Reddit, you can either post what you’re looking for or scour the thousands of posts looking for a group that matches what you want (just remember to play it safe when meeting strangers, pick a public space to at least start out at).

2. Choose Your Edition: As I pointed out above, D&D has been around for a long time with many iterations. There are people who swear by each and every one (especially 3.5) for any number of reasons. I personally would suggest starting out with the 5th Edition for its accessibility and player-friendly mechanics. However, you can choose any edition that interests you with the caveat of finding the rulebooks for each.

3. Designate the DM: Without a Dungeon Master there is no Dungeons & Dragons. One person in the group is going to have to rise to the occasion and dawn the cowl of DM. If no one is stepping up, there is no better person than yourself to take the helm.

It may seem daunting to be a DM, and I won’t lie, there are times that it is, but it is also an incredibly rewarding experience and in my time being a DM I have learned more about D&D than I ever did as a player, which, in turn, has made me a better player when I do get the (rare) chance.

If the thought makes you too nervous, that is where the online D&D spaces really shine. There are countless people online who are experienced (and New) DMs who are looking to get a consistent game going.

If you do step into the DM seat, might I suggest giving my DMing Basics Guide a read?

4. Learn the Basics: In order to play D&D you have to have at least a passing knowledge of the rules of the game. The best way to learn these is to get three books: The Player’s Handbook (PHB), The Dungeon Master’s Guide (DMG), and the Monster Manual (MM). In my opinion, that is their order of importance for reading, though they all are necessary to read if you plan on playing long term.

However, as I wrote in my post about Everything You Need to Start Playing D&D, you don’t even have to purchase the books to play, you can get the free PDF of the Basic Rules from D&D Beyond. Familiarize yourself with the core rules, especially combat, skills, and character abilities. Don't worry too much though; you'll learn as you play!

5. Get The Essentials: As you learned in the history of D&D, the game was made to be able to play with almost nothing. Now, if you’ve looked into it at all, I’m sure you’ve seen all the stuff people get to make their games as visually stunning and dynamic as possible.

But, you don’t need all that. Get a basic set of polyhedral dice (d4, d6, d8, d10, d12, d20) which can be found at your local game store or online for less than $10, a pencil, an eraser, some paper, and some character sheets (which can be downloaded for free). That’s it. Everything else is frills.

6. Choose Your Adventure: Whoever takes on the role of DM will have to come up with the adventure that you will be running. While I highly suggest building your own world and own adventure (let that creativity shine), there are countless places out there to get pre-made adventure modules. These can be perfect for a New DM who is still learning the ins and outs of the game. Sign up on D&D Beyond and you get the fantastic Lost Mine of Phandelver adventure to run for your group. Or check out Dungeon Master’s Guild where there are countless free or inexpensive adventures like the ones I recently wrote about.

7. Create Your Character: While the DM is focused on the adventure, the players should be busy creating their PCs. Dig through the Player’s Handbook and let your creativity run wild! Choose a race (elf, dwarf, human, etc.), a class (wizard, rogue, warrior, etc.), and a background to define your character's story.

If it is your first time playing, I highly suggest going with a more basic build and not branching out too far as some of the more out-there builds, while incredibly fun, can be daunting and you have a better chance of misusing or completely missing your abilities. Prior to building a character, I also highly suggest checking out my guide to Creating Unforgettable Characters.

How do I Play?

You’re all set to play. Now what? Well, first you’re going to have a Session Zero.

What’s a Session Zero? As I put it in my post about How to Run a Successful Session Zero, “A Session Zero is an initial meeting before a campaign begins where the Dungeon Master and players gather to collaboratively set expectations, discuss campaign themes, establish character connections, introduce safety tools, and outline rules. It's also a great time to build excitement and camaraderie among the players, especially if you’re bringing together a group who maybe doesn’t know each other that well.” And I stand by that definition.

Now it’s time for Session One. Going into your first session will be a moment filled with excitement and probably some nervousness. Don’t be too worried, you’ve prepped yourself for it, plus, everyone should know it’s your first time, and if they’ve done it before they know how you’re feeling and should be willing to help.

However, here’s the most basic way to remember how to play the game if you get overwhelmed. Remember that dance game that was the bee’s knees in the early aughts, Dance Dance Revolution, aka DDR? Well, DDR in D&D is how the game is played Describe, Decide, Roll.

  • Describe: The DM describes a situation or scenario that prompts the players into action.

  • Decide: The players decide what actions they will take.

  • Roll: If any of the players’ actions require a roll, the necessary dice are rolled. The outcomes of these dice rolls are then described by the DM. Rinse and repeat.

It really is as simple as that. You could stop reading here, go and do the steps above, and start playing D&D. However, this is a guide for complete beginners, so if you want a bit more continue down below. If not, happy adventures!


While it is that simple. When it comes to the rules, there are some that are the most important to know in order to play. The rest you’ll get better at remembering over time. However, before I jump into the must-remembers, I want to share a little common D&D lingo that will help you read not only this guide, but others you check out. Plus, you’ll be using these shortened terms at the table in no time.

I’ve already started you off with DM (Dungeon Master), PC (Player Character), NPC (Non-player character), and TTRPG (Tabletop Roleplaying Game). Here are a few more:

D(X): X-sided Dice. If you are rolling a d20, that is a 20-sided die. D6 is a standard 6-sided die.

AC: Armor Class. This is a measure of how difficult it is to hit a character with an attack.

HP: Hit Points. This is a measure of a character's health.

XP: Experience Points. Points earned by characters for defeating enemies and completing quests which are used to level up.

Crit/Nat20: Critical Hit/ Natural 20. Rolling a 20 on a d20 for success.

Crit Fail/Nat 1: Critical Fail/ Natural 1. Rolling a 1 on a d20 for failure.

BBEG: Big Bad Evil Guy. This is the main villain. You’ll typically have smaller ones for each adventure and then a bigger one for the campaign.

Session: Each time you and your group get together and progress the story.

Adventure: An arc of the story you are creating at the table. An adventure can last many sessions, and you will have many adventures in your campaign.

Campaign: The entirety of your story. All of your sessions and all of your adventures are adding up to your campaign.

Homebrew: Custom content created by players or DMs, expanding beyond the official rulebooks.

TPK: Total Party Kill. A situation where the entire player party is defeated.

RAW: Rules as Written. This refers to following the game rules strictly as written in the official materials.

Railroading: When the DM forces players into a specific storyline or limits their choices. You don’t want to railroad (too much).

Metagaming: Using knowledge from outside the game to make decisions within the game. For example, a player might metagame by refusing to interact with a certain NPC because they know that the NPC is a traitor, or even worse, knowing a monster's weaknesses because you’ve read the Monster Manual and allowing your character to have that knowledge even if they wouldn’t. Metagaming can ruin the immersive experience of D&D, try your best not to do it.

Party: Let’s end on a fun one. Your party is the group you’re playing with. Make sure you have fun with your party.

Main rules to remember:

  • Initiative

When you enter combat the DM will say something along the lines of, “Everybody, roll initiative.” This will determine the order in which combat will play out. Everyone in the combat, including NPCs, will roll a d20, and combat will start with whoever has the highest roll + dexterity modifier, go down in order until the last person has gone, and then return to the top of the roll order.

  • Action Economy

The key to making the most of your character is knowing their action economy, meaning all of the actions you are allowed to take in a single turn. In D&D, each turn in an encounter takes up six seconds of in-game time. In those six seconds, you can do many things, but the most basic breakdown is Movement (M), Interaction (I), Action (A), Bonus Action (BA), and Reaction (R).

Movement: You can move a distance equal to your speed. This can be broken up into Move, (I, A, BA, R), Move if it makes sense.

Interaction: You can freely interact with objects during your turn or communicate with others in the scene. (Open a door, draw a weapon, hand an item to someone, etc.)

Action: This is your main action during your turn and is limited to one per turn (unless you have special abilities). Typically it will be attack or cast a spell, however, there are many actions listed in the PHB (Dash, Disengage, Grapple, Hide, Stabilize, etc.) Get familiar with actions as they all can come in handy in certain situations, not every action needs to be an attack.

Bonus Action: Like your Action, you get one BA per turn and it is often determined by your race, class, and/or feats you have taken.

Reaction: Reactions can be made at any time during combat, typically in response to a trigger. You get one reaction per round and they renew at the beginning of your turn. The most common is an opportunity attack if an enemy leaves your reach during their turn, however, there are many other Reactions that you can pick up along the way.

  • Ability Checks

Ability checks are used to determine whether or not your character succeeds at a task that is not covered by any other rules. Typical ability checks are things like Strength or Athletics checks to see if you can climb a wall, Perception to see if you happen to notice a trap or a nearby threat, Insight to recognize if someone is lying to you, or Deception to lie to someone. To make an ability check, roll a d20 and add your character's proficiency bonus (if they are proficient in the ability being checked, which you will see on your character sheet). If the result is equal to or higher than the difficulty class (DC) set by the DM, your character succeeds at the task. If the result is lower than the DC, your character fails at the task.

  • Saving Throws

Saving throws are used to determine whether or not your character avoids the harmful effects of a spell or other effects. You may have to make a Dexterity saving throw to jump out of the way of an object, a Constitution save to avoid poison damage from a monster’s bite, or a Wisdom saving throw to not fear a seemingly terrifying magical effect. Saving throws are dealt with in the same way as ability checks, however, your proficiencies will be different.

  • Attack Rolls

Attack rolls are used to determine whether or not your character hits a target with an attack and will be likely the most used roll in the game. Once again you pull out that handy D20, give it a roll, and add your character’s attack bonuses. With attacks, you are rolling against a target’s Armor Class and the rule is, meets it beats it, meaning if your roll is equal to or greater than their AC, you hit. Anything lower and you miss.

  • Advantage and Disadvantage

Advantage and disadvantage are two special game mechanics that can be applied to rolls. The DM will often let you know if you are rolling with either, but if you have a skill or item that gives you either, it is on you to remember and to use them. When you have advantage, you roll two d20 and take the higher result. When you have disadvantage, you roll two d20 and take the lower result.

  • Death Saves

You have a certain number of Hit Points, which represent your character's health. If at any point your HP reaches 0 or below, you fall unconscious and start making death saving throws each time it is your turn in initiative. You roll a d20. 10 and above is a success, and 9 and below is a failure. Three successes and you are stabilized but still unconscious. Three fails, and your character dies.

  • If at any point your character receives any form of health, you stop making death saves and come back to consciousness with however many points of health you received.

  • If you are hit while making death saves, that counts as one automatic failure.

  • If you roll a 1 on the die (aka a Nat 1) you take two failures.

  • If you roll a 20 on the die (aka a Nat 20) you become conscious and regain 1 HP.

One major thing to remember is if you are hit and the damage is more than your current HP + your max HP, you die instantly. So, if your HP max is 20 and you are down to 7 HP and an enemy hits you for 28 damage in one attack, you do not make death saves, you are dead.

What else should I know?

Outside of these basic rules the most important thing you can do, especially if you’re a player, is to know and remember your character’s abilities. The DM often has a hundred things running through their minds all at once and by making sure that you know how to run your character correctly is one way to help take away one of their spinning plates.

Things to know:

  • Your Spells and how they work

Know casting time, spell range, duration, damage type, and if you roll or the enemy rolls.

Remember: Spellcasters are harder to play than Martial classes because of spells, so if it seems daunting stick with Fighters, Barbarians, and Rogues to start out.

  • The Story (up ‘til now)

Take notes either during or post-session and do your best to remember what has happened so far. Good DMs are constantly working in player backstories and weaving back in details from earlier sessions. Nothing sucks worse as a DM than bringing back an NPC or major piece of lore from earlier in the campaign and no one knows what you’re talking about. Don’t be that player.

  • Your Current HP

The DM is tracking every NPC’s HP, spells, attacks, movements, etc. You can keep track of your own health.

  • Item Effects

Same thing goes here. If you have a +1 shield, or an amulet that makes you immune to poison, or anything like that, it is your job to remember that. You should want to anyway, it usually is to your benefit.

  • Status Effects

In the same vein as items, sometimes you’ll get hit by a spell and you’re blinded or stunned. Do your best to remember that, and if the DM forgets that you poisoned that monster, speak up and remind them.


If you keep all of this in mind you will be walking into your first D&D session ahead of most people. And the most important thing to know and remember is if you happen to forget some of this or you make a mistake, it doesn’t really matter. Don't worry about being perfect. Everyone makes mistakes, especially when they're new to the game. Just have fun and learn as you go.

With that said, a good way to avoid making mistakes is by not being afraid to ask questions. If you're not sure how something works, ask your DM, a more experienced player, or if you’re all newbies, take a moment to look it up. Remember, D&D is a cooperative game, so it's important to work together with your fellow players to make the game the best you can.

And the most important rule of all to remember is … it’s just a game. That’s it. It’s for fun. Don’t let yourself get bogged down by the rules or allow it to become something more serious than it needs to be. Go by the rule of cool and just have some fun with your friends making a badass story together. If you’re not having fun, you’re not doing it right.

Now get out there and get playing. Happy adventuring!

Creating Unforgettable D&D Characters

Decided to mix it up a bit this week since I’ve been playing some (too much) Baldur’s Gate 3 and it reminded me just how fun it can be to create one single character with the goal of lasting a whole campaign. 

Zarien, my Drow Great Old One Warlock, would not have lasted a whole campaign as I recently lost him and everyone else to a TPK from some minotaurs. In real Dungeons & Dragons, I would’ve been devastated to lose my beautiful boy and had to start rerolling a new character. Luckily BG3 just takes you back to the last save, so I’m just gonna return to the minotaurs a bit further down the road. 

BG3 aside, playing it made me want to share some of the tips I’ve used over the years to create some of my favorite characters when I was on the other side of the Dungeon Master screen. And for the DMs there, I use these same tips for creating memorable NPCs. When you’re playing D&D (or most any TTRPG) creating a memorable character is the key to unlocking a truly immersive gaming experience. 

So, follow me on this journey to discover the secrets of crafting characters that leap off the character sheet, ones that you’ll be excited to get back to the table and continue playing for dozens to hundreds of sessions, and who may weave their way into the hearts of your fellow players (and DM). 


Choose your Species and Class 

These two choices will be what everything else about your character is built upon, they determine nearly all in-game aspects of your character including physical traits, skills, spells, and abilities. 

Now, you may be a person who likes to play optimized characters. If that’s the case, you’re going to make this choice based purely on that: you wanna get up in the mix, you’re a Half-Orc Barbarian; take jabs and stun all around the battlefield, hello, Tabaxi Monk; sit back and blast spells while being able to keep concentration, Yuan-ti Pureblood Sorcerer all day, every day. There are sites all over the internet for building the most optimized 5e characters and that can be fun as hell to play that way. 

However, if you don’t care about all that and you just love playing gruff little Dwarf guys, or want to be an otherworldly gorgeous Elf, then you can be that and any class you want. You have in your head that you want to sneak around, steal stuff, and slit throats, be a rogue. Take the time to dive into the lore and characteristics of each species, and consider the ones that resonate with you. After all, you should already be ruminating on step three, which is unsurprisingly your character’s backstory, and these choices should complement the narrative brewing in your mind.

In the world of D&D, your character's unique qualities will shine, and if you're blessed with a thoughtful Dungeon Master, the campaign will adapt to embrace your character's quirks and strengths. So, embrace the species and class that ignites your excitement and sets your imagination ablaze.

Craft a Unique Appearance

With your species and class choices in hand, it's time to sculpt the outward identity of your character, the face they present to the world. In Dungeons & Dragons, appearances matter; they're the first brushstroke on the canvas of your character's story. While the adage "don't judge a book by its cover" holds wisdom, it's human nature to form initial impressions based on appearances, and D&D is no different. What your character presents to the world will define how NPCs, and PCs approach interactions with them. 

Now, let's dive into the details. What does your character wear, and what motivates their choice of attire? Do they adorn themselves with distinctive features — a scar tracing a mysterious history, a tattoo symbolizing a past allegiance, or a piece of jewelry with sentimental value? These nuanced touches will set your character apart, but remember, less is often more. Unless you intentionally seek to make your character physically arresting or peculiar, select just a few unique quirks to weave into their appearance. Subtlety can be a powerful tool in making your character memorable without overwhelming the narrative.

As you refine your character's visage, consider how their appearance reflects their species and class. Do they carry themselves with the grace of an Elf or the rugged demeanor of a Dwarf? Does the attire of a rogue suggest stealth and cunning, while a wizard's robes hint at their command of arcane mysteries? In the world of D&D, your character's appearance is a window into their soul, a mirror reflecting their story. So, craft an image that will captivate, intrigue, and leave a lasting impression on all who cross their path. 

What your character presents to the world will define how NPCs, and PCs approach interactions with them. 

Develop Your Personality

As I said above, this should already be in your mind. Species and Class will define your in-game aspects, the ways in which you can play your character within the bounds of the rules and regulations. Personality and backstory though, there are no rules or regulations to constrain those outside of the world you and your group have chosen to play within. This is where you will really start to bring your character to life.

Start with the basics, the foundational elements that define your character. What is their name, where is their hometown, and who and where are their family? But this is just the beginning; you must also venture into the realm of thought-provoking questions. What does your character fear most? What profound lessons have they gleaned from their life's journey? And what are the flaws that both shape and burden them, the shadows they yearn to overcome?

Crafting your character's personality is a journey of self-discovery, much like stepping into their shoes and seeing the world through their eyes. Are they known for their courage, or do they navigate life with a cautious heart? Do they wield sarcasm like a blade, or do they approach each day with earnest sincerity?

But remember, no one is one-dimensional, and neither should your character be. Just because you're a rogue doesn't mean your existence revolves solely around stealth and theft. Perhaps you have a penchant for culinary arts, a skill passed down by your beloved grandmother. Maybe a fondness for dogs stems from a childhood devoid of friends, where a loyal street dog was your sole companion. Those daggers at your side? They also serve as tools to carve intricate figurines, each one a cherished memory of those who've touched your heart.

Creating a memorable character requires infusing them with authentic characteristics, making them feel like real people with dreams, fears, quirks, and aspirations. While it may be challenging to step outside your own skin and think as another being, the rewards of this endeavor are immeasurable — moments of catharsis, insights into the human (or non-human) condition, and the fulfillment of breathing life into a captivating character that will forever etch their mark on the annals of your gaming adventures.

Define Your Backstory

Personality and backstory are intertwined threads that weave the intricate fabric of your character's existence. It's often useful to craft them in tandem, for a character's past experiences are the crucible in which their personality is forged. Much like the layers of history that shape our own lives, your character's backstory is the sum of all that occurred before the first dice was rolled, before the journey began. 

Dive deep into your character's past, unearthing the pivotal moments and formative events that sculpted their identity. Did they spend their early years in the serenity of a quaint village, or were they orphaned on the unforgiving streets of a bustling city? The richness lies in the details, in the personal tapestry you weave. The more vivid and engaging your character's backstory, the more they come alive.

While it's valuable to outline your character's backstory and personality, leave room for flexibility. It’s important to remember that your character's history can evolve as the campaign unfolds. Dungeon Masters often find inspiration in these untold stories, using them to craft personalized hooks and challenges for each character.

As someone who's ventured behind the Dungeon Master's screen, I've come to appreciate the power of player character backstories. They provide essential ingredients for immersive storytelling, allowing a DM to introduce meaningful NPCs, antagonists, or allies tailored to your character's journey. The childhood bully who tormented you may reappear as a baddie that you and your party get to whomp on for a bit, or maybe they get to redeem themselves by aiding you on your quest. Either way, you’ll have a more emotional connection to the situation as it is a part of your character’s past.

Your character's backstory can also be a source of shared experiences and character development within your adventuring party. Hidden secrets may become revelations, drawing your fellow player characters closer as they help you confront or resolve the past. These interactions breathe life into your character, creating moments of camaraderie, conflict, and growth that enrich the storytelling experience.

In the world of Dungeons & Dragons, your character's backstory isn't just history; it's the key to unlocking a vibrant, evolving narrative that deepens the connection between player and character. So, as you define your character's past, remember that you're not just shaping their history — you're forging their destiny.

There are countless places on the web and in print to find question lists to answer for creating your character. I’ve used many of them and they are all helpful in their own ways. However, I’ve compiled a list of questions that I personally like that work best for me, and who knows, maybe it will work for you too. Get it right here and get to making that character.

Creating a memorable character requires infusing them with authentic characteristics, making them feel like real people with dreams, fears, quirks, and aspirations

Set Character Goals and Embrace Character Arcs

While the first four items are the most important aspects of creating an intriguing and memorable character. There are a few other additions that will give your character and you that extra nudge toward greatness. For one of these additions, imagine your character as a ship sailing through the boundless sea. To navigate these uncharted waters effectively, your character needs a clear destination — a purpose that drives them forward. These purposes come in various forms, spanning both short-term and long-term objectives.

Short-term goals might include proving your worth to skeptical townsfolk, becoming the most well-regarded singer in town, or discovering the truth behind a mysterious artifact. Long-term objectives, on the other hand, are the distant shores on the horizon — avenging a fallen mentor, invoking the mercy of a god to revive a loved one, or vanquishing an ancient evil that threatens the world.

With these objectives in mind, your character will inevitably encounter trials and tribulations along the way. These experiences, both triumphant and harrowing, shape your character's narrative arc. Picture this arc as the evolving path that guides your character's development — a journey of transformation and self-discovery.

Character arcs can take various forms. The classic hero's journey, where a character starts as an ordinary individual and evolves into a hero, is a timeless archetype. Alternatively, your character might embark on a more complex arc, exploring themes like redemption, sacrifice, or moral ambiguity.

The key to a compelling character arc lies in embracing change. Allow your character to react and adapt to the challenges they face, letting these experiences mold them into a different version of themselves. As they grow, you'll find that your role-playing becomes more nuanced and realistic, breathing life into your character.

Immerse Yourself in Roleplaying

This one isn’t for everyone, as roleplaying can be uncomfortable for some and just isn’t done, nor required, at every table. But, if you’re up to the task, and enjoy it, roleplay can truly be the finishing touch on creating a memorable character. Fully immerse yourself in your character’s persona during gameplay. Speak in their voice, make decisions as they would, and embrace their flaws and quirks. The more you commit to roleplaying, the more your character comes to life and the more you and the others at your table can connect with them. Also, as someone who took some getting used to roleplaying and not feeling anxious about it, I promise, it you keep trying it gets easier and (if you’re at the right table, which is most tables) no one is going to make you feel anything but good for trying.

Collaborate with Your Party

Lastly, and it’s something that I will likely harp on in some way in nearly every post I ever write, D&D is a collaborative game. While it may be tempting to embody the lone wolf (and it can payoff if you play if right), the magic of D&D blossoms when the party works together. Your character's destiny is intertwined with those of your comrades. Embrace the opportunities for interaction and cooperation, and allow your character to develop through their relationships with others. 

Characters evolve not only through their personal quests but also through their connections with others. These relationships breathe life into your character, adding depth and nuance to their journey. A shared laugh, a moment of vulnerability, or a tactical alliance can all shape your character's growth.

Collaboration isn't just about planning tactics or solving puzzles together; it's about investing in the narratives of your fellow adventurers. It's about listening to their stories, respecting their choices, and embracing their flaws. Through this collective storytelling, your character becomes part of something greater.


Crafting a memorable D&D character is an art that combines creativity, storytelling, and a dash of imagination. By building a solid foundation, breathing life into your character, fostering their growth, and immersing yourself in role-playing, you can create a character that not only enhances your gaming experience but also leaves a lasting, positive impression on your fellow players, Dungeon Master and one that you’ll share the stories of years down the road.

Unveiling Corpse Kings: A Spine-Tingling TTRPG Adventure

Are you a fan of Ravenloft (no, not that 5e redo) the original AD&D setting? Of TTRPGs that drop you into dark, eerie worlds where danger and death lie around every corner? Of any and all things horror?

Welcome to the City of Na-Zaii, a Gothic city of the dead, and setting of the world of Corpse Kings. Corpse Kings is an upcoming tabletop role-playing game set to launch on October 1st, 2023 and I recently got the opportunity to get the inside scoop on the game from its creator, Wade K. Savage of Strange Glass Games.

Wade was able to share his inspirations for the game, a bit about what players can expect, his future aspirations for the game and its world, and a little more info on those mysterious, yet powerful titular beings, The Corpse Kings.


The New DM: You reference D&D, and especially the AD&D version of Ravenloft as an inspiration for the game. What drew you to Ravenloft, and what aspects of Ravenloft did you aim to capture in Corpse Kings?

Wade K. Savage: Primarily, we wanted to capture the schlocky and spooky sense of classic horror that early Ravenloft created. Early Ravenloft plays on classic horror tropes but works hard to present its worldbuilding with a lot of thought. Strahd and Barovia played a big role in how we shaped Na-Zaii, with a focus on mystery, dread, and intrigue. All the AD&D books back in the day have a wondrous edginess to them, but it's all executed with a real sense of sincerity. We really hope that's how people feel when they visit Na-Zaii.

TNDM: The press release mentions that Corpse Kings uses an original rules light system with a focus on fear and fun. Could you elaborate on how this rules system works and how it enhances the atmosphere of fear in the game?

Savage: Our system is incredibly simple – each player has four Core Attributes which they check against and a whole host of Skills and Spells interconnected with those attributes. At the time of writing, we're aiming for 100 Spells and Skills. Each Skill or Spell has six outcomes based on a D6 roll – the thing is, players can crush an enemy with a few lucky rolls and a little bit of strategy, but the same can be done to the player. 

We're currently testing, but we know things get pretty wild, pretty quickly – which means the chance for character death is really high. We want gameplay to represent the inherent risk of exploring this city, especially as players are already playing powerful Supernatural creatures. Our idea is, that there's always a bigger fish – so the threat to our players needs to be tough and thematically existential. Or you can kill skeletons in a dungeon – you can have both. 

We know things get pretty wild, pretty quickly – which means the chance for character death is really high.
— Wade K. Savage, creator of Corpse Kings

TNDM: Love the idea of being able to take on the roles of more monstrous creatures as players, how does this shift in perspective from traditional adventurers impact the gameplay and storytelling?

Savage: Each "Being" or Race has its own history within the timeline of the city, with its own issues and threats. Human Beings are called Unnatural in this city, and players are welcome to play them – but humans are ostracised and distrusted. Vampires stereotypically have the most power in the city but are generally disliked and considered aristocratic and out of touch. Werewolves have been slow to integrate and prefer the woods. Undead are the backbone of the city, with the biggest population. Wraiths are feared and misunderstood, whilst Ghouls are powerful but vicious. We also have a series of lesser Beings that I've written specifically for this setting. 

At the end of the day, each Being provides some nice context and gameplay, depending on how players want to explore the City, but each and every one of them has their challenges. 

 

Undead in a snowy, dead forest from Corpse Kings

 

TNDM: How did you go about building the lore for the city of Na-Zaii, specifically the Corpse Kings themselves?

Savage: The idea for the setting is well over 10 years old and originally started as a board game – but I always knew that the game world begins after the Corpse Kings had conquered the Known Lands. Basically, the bad guys have won and there's nothing you can do about it – in fact, you're a part of it. 

I've kept the identity and notion of the Corpse Kings themselves really vague, as they are so powerful and god-like – almost living myths. I think it's more interesting if they're this horrific necrotic power, that at the end of the day, they are unknowable. 

 

“The Corpse Kings themselves (are) really vague … they're this horrific necrotic power … they are unknowable.”

 

TNDM: You mention a classless system that allows players and GMs to adjust the difficulty. Could you explain how this system works and how it empowers players to tailor their experience?

Savage: Buildcrafting and Theorycrafting are reliant on Skills, Being Choice, and Gear. Players can combine various Skills (or Spells) and theorycraft who they want to be. As the core ruleset is really simple, there aren't many limits to the kind of creature or class you can build – it's all up to you. 
How the City and others treat you is a whole other issue. When it comes to difficulty, we're incorporating a very simple GM Status Sheet that allows them to gather XP based on how hard they make things for their player group. For example, a GM can easily require higher rolls for specific checks and then earn more XP on their Status Sheet as the campaign moves on. 

We're currently nailing down whether or not we have levels at all for players, and we make XP a currency that players use to buy Blessings for their Skills and Attributes. Because every action is reliant on a D6 outcome, it's pretty easy for a GM to either lower or raise what they require despite the Skill's standard six outcomes. 

The bad guys have won and there’s nothing you can do about it.
— Wade K. Savage, creator of Corpse Kings

TNDM: What led you to want to craft your own TTRPG? And more specifically, what drew you to a darker, more horror-focused world?

Savage: I love horror. I used to be a filmmaker and horror films were my absolute favourite thing in the world. I still love horror literature. The Strahd novels by P.N. Elrod are also a huge inspiration for Corpse Kings. I also love the playfulness of horror as a setting, and how it's pretty easy to go really grimdark or really fun and Halloween with something. I love Horror aesthetics, especially anything classic and Gothic. The idea of living in and exploring a City of the Dead is just so fun to me. I love TTRPGs and videogames and a dream of mine is to one day turn this into a videogame, but for now what I want to do is build a game people love with the right kind of community and audience. 

TNDM: The press release mentions that the game's art is created by AI, acknowledging the controversial nature of AI-generated art. Can you discuss the decision to incorporate AI art?

Savage: Truthfully, this project wouldn't exist without AI Art. It's comparatively cheaper and allows for incredibly fast iteration and implementation. I know for a fact that people will see that our art has been created with AI and refuse to engage instantly – which I completely understand. There are a lot of issues regarding this technology at the moment and some of the responses to AI range from the understandable to completely hysterical. 

I honestly believe that real artists and real art are far superior and that real artists should be paid more – period. I use AI art because I want to make a dream come true on my own terms without relying on something like Kickstarter. Some people will like it and some people will really hate it and I have to accept that. At the end of the day, what really matters most to me is what our fans and players think. 

TNDM: Finally, a more fun one. If you could be any kind of monster, undead, demon, etc. what would you choose and why?

Savage: Either a Vampire (boring, I know) or some kind of Lovecraftian Deep One. I'm terrified of the ocean, but I love ocean-based horror (could be a fun expansion one day...).


We can only hope to see that expansion — "Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn". My key takeaway from this and everything that I’ve seen of Corpse Kings is that it promises to offer a unique blend of classic horror tropes, deep worldbuilding, and a sense of dread and intrigue.

It also seems like it will be a versatile experience, allowing players to build and play the game they want every time they step foot in the City of Na-Zaii, plus, with the high risk of character death, you’ll get the chance to play through all of the classes quickly rather than being trapped in one class over months or years. I’m personally looking forward to playing in a world where I get to become a creature of the night, and I, as boring as Wade, will likely be playing a vampire.

Whether you're a die-hard horror fan or a tabletop gaming enthusiast, be sure to mark your calendars for October 1st, 2023 when the game launches on Drive Thru RPG at a sale price of $15 USD.

The Corpse Kings and the Dead City of Na-Zaii await your arrival!

Everything You Need (and don't need) to Start Playing D&D

Embarking on the journey into the captivating realm of Dungeons & Dragons and the world of tabletop role-playing games is akin to opening a magical door to endless adventures.

If you're new to this captivating universe, you're likely diving into the corners of Instagram, TikTok, Twitter, or whatever social the kids are on nowadays. Everywhere you look, a plethora of accounts showcase intricately designed gaming setups that could easily belong in the pages of a fantasy novel. Picture-perfect wooden tables nestled within castle-like rooms, meticulously painted miniatures that breathe life into every character, exquisite dice sets that seem to have been forged by dwarven blacksmiths, and intricately detailed maps reminiscent of those found within the epic volumes of The Lord of the Rings.

In your quest to immerse yourself in this hobby, it's almost inevitable to succumb to a twinge of FOMO as you witness these awe-inspiring creations. It's tempting to believe that running a truly immersive D&D campaign requires amassing all these fripperies and fineries, fearing that your players might scoff if your setup falls short. It would be easy to go out and spend hundreds to thousands of dollars just starting off on this journey. But dear New DMs, let me be the first to reassure you: most of us don't wield such opulent arsenals, and you absolutely don't need to either (and likely never will).

So, gather around as I share a curated list of absolute necessities for running a remarkable 5e campaign. And, subsequently, a compendium of non-essentials that can undoubtedly elevate your game's excitement, though they remain entirely optional.



Up first, the essentials:

However, that comes with a quick caveat, you only need the books if you’re running a full-scale campaign. If you’re just interested in testing the waters, well, then all you need is the free PDF of the basic rules. If you want to go even more in-depth, Wizards of the Coast also has their SRD, System References Document for free. Combining the Basic Rules and SRD will get you pretty far for free. And while it’s nice that the SRD is available through Wizards, I think this site makes it all a bit more digestible. 

  • Character Sheets: Along with the Rulebooks (or BR and SRD), you’ll also need Character Sheets. Each player will need a character sheet to track their attributes, abilities, and progression. And as a DM, you’ll want some for your main NPCs. Good news, those can also be found for free from Wizards too. Just print it out, or, if you don’t have a printer because it’s 2023. Head over to DNDBeyond.com sign up for a free account and literally all of this is there for you, a free subscription even gives you the Lost Mine of Phandelver adventure to run for your group. 

  • Adventure Module or Setting: Speaking of an adventure to run, that falls under a gotsta have item. Starting with Lost Mines of Phandelver or a different pre-made adventure module or setting can significantly ease your workload as a New DM. If you’re interested in pre-mades, there are tons of free ones available, I’ve found that the best place to get them is over at the Dungeon Masters Guild, which you should be using as a go-to place for info and more. However, as I’ve said before, I prefer building out your own world, and the good thing about that is you’re only bound by the limits of your own imagination. Make the world you want to play in and put your friends in it.

  • Dice: If you’re going to play digitally, DNDBeyond even has free digital dice for you. If you like rolling real dice, that will cost you, but, fear not, a set of dice can be super cheap. I suggest these $4 sets from Chessex. Or head to your friendly local game store and grab a set of polyhedral dice for less than $10 pretty much anywhere. All you need is a standard set, which is a d4, d6, d8, d10, d12, and d20. 


That is all you absolutely need to run your first Dungeons and Dragons campaign, at least physical essentials. Outside of that, there are a few things that you need, and all of them are free as well. These may seem a bit cheesy in ways, but, in my opinion, all of these are necessities to run a good D&D campaign.

  • Imagination and Creativity: If you’re playing D&D, you likely have these in droves, and they are your true magic items. Your ability to craft engaging stories, embody diverse characters, and adapt to your players' choices is what truly defines the D&D experience.

  • Team Spirit: At its heart, D&D thrives on collaboration and weaving shared narratives. That said, a cooperative and enthusiastic group of players is essential. As the Dungeon Master, it's your role to forge a partnership with the players, constructing a world and a story where everyone's having a blast. The shared commitment to the tale, the game, and the camaraderie – that's the foundation of a legendary campaign.

  • A Willingness to Learn: Dungeons & Dragons is a dynamic game with intricate rules. Being open to learning, adapting, and occasionally making rulings on the fly is part of the joy of being a DM. Plus, the time you invest upfront to learning and retaining the core rules, the spells, the magic items, the monsters, pays off handsomely as you journey deeper into the game, enriching the experience for all. 


That is truly all you need to play Dungeons and Dragons. Anything more than that is just fluff. And the truth is, yes, the fluff can be fun and can add to the game, but it is far from necessary. Still, the realm of D&D is vast and filled with delightful enhancements that can elevate your experience. And so, I’ll add in here the little treasures waiting to be uncovered along your journey that will add to your game over time.


The things you don’t need, but may want eventually: 

  • Perfect Knowledge of the Rules: This one you want to work on having more quickly than anything else here, but don’t let your lack of expertise with the rules stop you from beginning your campaign. D&D can flow smoothly with basic understanding, and you can always check the rulebooks as you go along. Plus, the more you play, the better your understanding and memory of the rules will get. The important thing is to play and to have fun, don’t let rules get in the way of that, it is just a game after all. 

  • Accents and Acting Skills: If you read my post with DM tips, and the subsequent one with actual play podcast recs, you may have started off on your journey by listening to some of the best actual play podcasts out there. And, I stand by my belief that it is a good place to start and a good resource for any DM. However, remember that most of those shows star either actors, improv folks, or people who have been playing this game for decades. And, they are literally making a show that is meant to be heard by thousands of people. You aren’t doing that, and you and no one at your table has to try and do that. Now, playing in character voices and using accents can be entertaining, and useful as a DM to help players realize which NPC they are speaking with, but it's not crucial. As long as you're engaged and having fun, your natural voice works just fine.

  • Limitless Artistic Talent: In the TTRPG spaces on social media, especially Instagram, you will find endless artists sharing their beautifully painted characters, intricate maps, unique magic items, terror-inducing monsters, and more. And those are some of the best accounts to follow to get ideas for all of those things and to praise those people for their talents. But, while it's great to have artistic players who can draw maps and characters, it's not a requirement. Simple sketches, or, if you’re like me, stick figures, with abstract descriptions can do the trick. If you’re interested in upping your art game in order to share visuals with your players, that’s awesome, you do you, but there is already so much on your plate as a DM, and adding a new skill may not be the best way to spend your time.

  • Elaborate Miniatures: While miniatures can enhance the visual aspect of combat, they're not essential. Theater of the mind style play can be just as immersive, allowing everyone to focus on the narrative without worrying about precise positioning. Another layer of this is to remember that while many people spend hours honing their miniature painting skills and bringing them to life, that’s not necessary. Using gray little plastic monsters works just as well (that’s what I do because I suck at painting, plus, I’m a busy bee) at showing where characters and monsters are on a battle map. 

  • Intricate Maps: Although maps can be handy for tracking movement, they're not obligatory. Once again, theater of the mind is always an option. Descriptive storytelling can create vivid mental images, keeping the adventure flowing smoothly without the need for physical maps. But, if you’re wanting maps, it can be simple. You don’t need to be Mike Schley. There are countless map maker sites available. Donjon is a great free option, paired with Medieval Fantasy City Generator, it is a perfect way to build battle maps and cities simply and cheaply. I personally use Inkarnate for city, continent, and world maps and Dungeondraft for battle maps, but those both come with a bit of a cost. When I began though, I did the easiest way possible and simply used dry-erase markers to draw basic maps (and I’m terrible at all forms of art/drawing) on clear plexiglass sheets over a grid board

  • Fancy Dice Sets: Maybe you’re all set to become a Dice Goblin. They seem to be the most common mythical creature in all of D&D. And, I get it, special dice are cool. I personally get a specific set for each character I play when I’m not DMing. But as I said above, a basic set with the standard 7-dice types works perfectly. You don't need to shell out $60+ on glittering or custom-made dice to roll for your character's fate, but eventually, you most likely will.

  • Thematic Background Music: While it can set the mood, playing without background music won't ruin the experience. The heart of D&D lies in your imagination, not the playlist. But, if you are looking to up your game’s soundscape, this is one that can be really, really cheap and honestly change the feeling of your games up a lot. My personal suggestion is to use all of this awesome, free music from Michael Ghelfi to add to your sessions’ ambiance. 

  • Official Rulebooks for Everyone: Having just one set of rulebooks for the group is enough. You don't need a rulebook for each player. Sharing can encourage collaboration and discussion. However, as you get further into the game you’ll likely branch out from the official books to other indie publishers and have a whole library of books and PDFs full of monsters, encounters, NPCs, adventures, and more. And, as nice as physical rulebooks are, I find that being able to use a search function in PDFs and online sources to actually be much easier and more productive. But, who am I to say anything, I still always have the physical copies on hand. Some people are Dice Goblins, I’m a Book Gremlin? Lore Horder? Tome Troll? 

  • Expensive Accessories: From ornate dragon figurines to magical-looking spell cards, these extras can be fun but aren't mandatory. D&D is about creativity, not how much you spend on props. However, there are few better feelings than pulling out that massive Kraken mini (is that an oxymoron?) and setting it next to your PCs on their ship sailing across The Trackless Sea. Or, your Wizard PC actually remembering all of their spells because they have handy dandy spell cards. 


Remember, Dungeons & Dragons is about collaborative storytelling and having a great time with friends. Embrace what brings joy to your table and let go of any unnecessary pressures to conform to certain expectations. Now get out there and begin your adventure!

Gen Con 2023 Recap: A Few of my Favorite Things

Greetings, New DMs! I have something a little different to write this week as I just returned from my three-day sojourn to Gen Con 2023 (which for me wasn’t much of a sojourn as I luckily live about 20 minutes away from the Indianapolis Convention Center), and I wanted to share a quick review of 2023’s Best Four Days in Gaming. 

The Good:

Daggerheart: I was lucky to snag a ticket to play the much-anticipated TTRPG system from Darrington Press early on Friday morn. The system isn’t set for release until 2024, and the group I played with was part of the fourth set of players to ever play it. I’ll be posting a full breakdown and review of Daggerheart soon, but I will say here, the system didn’t disappoint. 

In comparison to Dungeons & Dragons, character creation was a breeze and we were able to start our quest in 30 minutes or less (just in time for pizza to arrive *wink*). They had pre-made sheets with different classes to choose from. I lucked upon a class that I hadn’t heard of before called Guardian, and it played out in my head as a sort of non-religious Paladin, made to get up in the mix, take some hefty damage, and guard others in my party. For our characters’ species, known as ancestry in this system, we simply picked a card. I was a Galapa, which was adjacent to a Tortle and it gave me a bonus to my armor. We then drew cards for our community, which represented what part of society we came from, and gave each of us minor buffs in-game, like the ability to roll with advantage when being lied to or searching for places to hide. Finally, we were given cards on our foundations, which are class-specific cards, and pre-game you choose the ability on one side or the other and that is a specific boon you have throughout the game. 

They also had a fun way of coming up with the one-shot quest, we passed a paper around that had mad-lib-style options for each person to choose from. We ended up on our way to Smut Con 2023 when there ended up being a raging fire, causing chaos in the city and sadly stopping the con. Oh, and also there were ghosts. We had to come up with quick connections for how we each knew at least one of the other PCs and we were up and running. 

It was a relatively fun experience in a three-ish hour session of learning a new system and playing with complete strangers. We had a bit of a “murder hobo” at the table who quickly derailed the main storyline. Still, I enjoyed the system and can see adding it into a rotation when it comes out, especially if I’m trying to get someone new to understand and enjoy tabletop games. The hope and fear system seems like it would be nice as a GM to be able to be more thoughtful on PCs attempts to do things, because, unlike D&D it isn’t a straight failure or a straight success, there is some nuance which I liked. 

I don’t see it overtaking D&D as the go-to campaign-length TTRPG system, but it will undoubtedly going to be a hit, and I can't wait to see how it evolves over the next year.


Illimat: Where to start with this game? Firstly, I have to thank the folks over at the One Shot Podcast Network and Campaign: Skyjacks for bringing this game to my attention. If you haven’t listened to that podcast, do, and check out the others on my list of favorite actual plays. But, they have integrated Illimat into their campaign, which is interesting, but I never quite understood what it was. 

So, when I heard they were going to be demoing it at Gen Con this year, I figured I’d give it a shot. It was the best find and decision I made at Gen Con 2023, and I even found $8 all-day parking on Saturday. The game is simple and beautiful. Truly. As with any game I mention here, I’ll have a full review, but for now, the basics are it is a card game, in the most classic sense. Think of bridge. Or rummy. Or, being from Indiana, euchre. It feels like one of those games but with the added magic of tarot cards, a board that represents the changing of seasons, symbolic tokens called okuses, and a few other touches that make it feel older, witchier, mythical. 

There were about 50 or so players in the demo at 8 p.m. on Friday evening, each table had 4 players, as that is how the game is meant to be played, though there are ways to play with more or less, there is even a solitaire version. The people running the game were a few of the actual folks behind Campaign: Skyjacks as well as the creators of the game, Keith Baker and Jen Ellis, of Twogether Studios. We ran through a single round with Keith and then they let us go. Never have I been more quickly drawn into a game, it is easy to understand, easy to play, and yet as we played it became obvious just how strategic and dynamic the game could get, especially amongst veteran players. 

At my table we played through three rounds, learning the ins and outs of the game, what the various Luminaries do (that’s what the tarot cards are called), twisting and turning the seasons to block people from harvesting, sowing, or stockpiling in various fields. We even engaged the syzygy coin, a fateful touch that kept us on our toes. In the end, I was the (let’s be honest) lucky one to reach 17 points first. All of us were newbies, so it was mostly up to chance. But, I walked away winning the syzygy coin, a postcard of The King of Stars, a book of Variants & Apocrypha, and a special Luminary card called The Audience. Trust me, that's solid free swag for this year’s con.

 
A Luminary, book of variants, syzygy coin and more from Illimat.

That’s a whole lot of free swag from one game.

 

The next day, I was straight to their booth to purchase the game, two bonus packs of Luminaries, and an extra syzygy coin to morph into a necklace for my partner. Now, all that's left is to find some fellow gamers to share this treasure with.


Trash Talk: Sometimes a game comes out of nowhere and just completely surprises you. Trash Talk is that game for me. One of the players in my D&D group (Michael) said he’d stopped to play it on the show floor and recommended it, when he described it, it seemed a bit silly for my typical taste in games. But, Saturday, when I saw the booth, I had to give it a shot. And, yes, it is – as Michael’s Barbarian Aubrie would say – “indubitably” silly. And that's what makes it amazing; it is a masterpiece of simplicity and absurdity. Anyone can play it, but don't be fooled, it's not a walk in the park.

It's a party game for two or more players, but trust me, more than four or five might be a headache. One player is a raccoon, complete with a sort of DM screen. The other players are possums or opossums, I remember something about an o being there from elementary school and I don’t feel like Googling at the mome. But, just because you’re all trash-loving critters doesn’t mean you can speak the same language. So you have to try and understand one another by using, well, trash. 

I'll dive deeper in my full review, but let me just say, it's fascinating to watch how people's (or critters') minds connect the dots between trash and words. During the demo, a guy in his 30s-40s and a tween girl synced up their brains to earn six cards, while my leaps of logic were way off track. If you're hunting for a quick, enjoyable game, Trash Talk is the answer. And don't forget to BYOT (Bring Your Own Trash) to mix up the fun with your friends.


Dragonbane: Okay, so let me spill the beans on how I stumbled into this gem during my Gen Con adventure. Truth be told, it was a bit of a happy accident. I was roaming around the convention center, and on a poster in a hallway, there was this art that just grabs me. It's got a Darkwing Duck vibe but with a dash of darkness and rogue energy. Naturally, I find myself at the Free League Publishing booth – couldn't resist. The classic art is like a magnet, but I didn't quite hit the "buy now" button. It's Friday, after all, and I wanted to curate my shopping list smartly.

 
Duck Rogue by Johan Egerkrans from the game Dragonbane.

See what I mean? It’s Darkwing, but so much cooler. Credit to: JOHAN EGERKRANS

 

Fast forward to Saturday, first game of the day done, and I bump into a couple I play 5e with. We chat, and they mention Dragonbane. They drop the golden nugget that there's a free quickstart guide at the booth, plus it might just vanish from the shelves soon. Ding ding! As soon as we part ways, I'm booking it to that booth, grabbing that guide like it's the last slice of pizza. Five minutes later, I'm clutching the full system – my first buy of the con. Good thing, because it's all gone when I swing by later.

With the little that I’ve dug into it, it seems like Dragonbane is a fantasy TTRPG for the ages, kinda like mixing 5e, Call of Cthulhu, and, surprisingly, Daggerheart into a magical brew. You roll the dice aiming for low numbers – a twist for a 5e devotee like me, but intriguing nonetheless. Think Call of Cthulhu style, where you can push your luck, making things juicier and riskier. The Daggerheart vibes continue with the promise of lightning-paced, no-fuss gameplay, with a focus on getting the game going.

I’m looking forward to digging further into the larger book when I get a moment to get a better understanding of the world of Misty Vale. It boasts eleven complete escapades, each standalone or ready to be woven into the epic Secret of the Dragon Emperor campaign. Another intriguing and unique option is it has a solo-play option called Deepfall Breach. Sometimes gathering the gang isn't a walk in the park, and having a solo option on hand is like having an extra dessert.

Bottom line: I'm pretty stoked to whip this out when we want to take a breather from our marathon 5e campaign. Plus, the art alone is like eye candy. Stay tuned, because down the road, I'll serve up a full review of this baby. Just give me a bit to marinate in the Dragonbane universe.


Caper: Europe: A sleek two-player game that's not just easy on the eyes but promises a thrilling heist experience. Color me intrigued. I have to admit, it was the box and the art that reeled me in like a fish on a hook. Between Caper and Dragonbane, I'm starting to think I'm a bona fide art sucker – a real "judge a book by its cover" kinda guy. The demo made it seem like a breeze to get into, perfect for a casual gaming session. So, I nabbed a copy as soon as the demo ended. Oh, and hold onto your hats, folks. Guess who got the last box of Caper: Europe Mastermind Edition at Gen Con? Yep, that was me. I pulled off my own caper of sorts. My partner and I haven't had the chance to dive into it just yet (fingers crossed for this weekend!). But, I’m guessing, either there's a whole squad of art enthusiasts like me out there, or this game is seriously good. Time will tell and so will I once we run our first game.


Mysterium: You mean the game that released in 2015? Yes, that one. I admit this is a bit silly to add here, but I had to. I’ve seen Mysterium on the shelf at my local game shop for years and every time I look at it I’m drawn to it. I love a good mystery. I love co-op games. And, I love the art of this game. But, our board game closet is chock-a-block full of games we rarely are able to play as is and so I’ve never bit the bullet and bought it. But, I saw it being demoed this year in a time slot where I was free, alas, I gave it a shot. I’m glad I did.

Mysterium plays out like a better version of Clue. Imagine a ghost DM using gorgeously illustrated cards to guide you, the investigators, through a whodunit to solve their own murder. In my group, we had ages ranging from ten-ish to sixty-something, and our host, Stess, was a game enthusiast who brought the game to life. We made our way through the mysteries and in the end we nabbed our killer.

I know here in a few months when I run to The Game Preserve after wearing out some of my Gen Con purchases I'll be snagging Mysterium for my collection. It's the perfect go-to for a 45-minute mystery fix.


Miscellaneous: 

  • Walking through the Kingdom Death booth was like stepping into a mini-monster wonderland! Those meticulously crafted monster minis were hands down some of the coolest sights at the con.

  • The cosplay parade this year? Mind-blowing. Seriously, it was like stepping into a universe of creativity. Countless costumes that were jaw-droppingly well-made.

  • So, truth be told, I wandered around solo for most of the con, and guess what? Quick chats with random strangers made the whole experience top-notch. As always, the Gen Con crowd is like a friendly breath of fresh air.

  • Had an absolute blast with my crew during a Kobold Press D&D game called Tales from the Wastes: The Sanctum. This was my first group game at 10 a.m. Thursday morning and it was like an instant camaraderie party – a bunch of strangers turned into adventure buddies. Not gonna lie, it set the perfect tone for the whole con.

  • I gotta admit, the food trucks got a serious upgrade this year. More trucks and a tad more elbow room. Even though the lines were still kinda nuts, the setup was on point. Sure, Georgia Street is a bit closer, but IMHO it didn’t come close to comparing. I hope they stick with it next year. 

  • Just the convention as a whole was great. There were so many people every day and it was wonderful to see downtown Indy bustling and vibrant after a few years of hard hits from the pandemic. Hats off to the entire team behind Gen Con. I can’t imagine how difficult it is to pull off such a massive event every year and this year was one of the best. Thank you for all you do for the gaming community and my hometown. Also, huge shout out to all of the volunteers who run the games. I had nothing but great interactions with everyone who worked the convention.

  • Finally got some hang time with my D&D gang. We've clocked in countless hours in 5e campaigns, but this time it was all about kicking back, playing games, and tossing back a cold one. Big shoutout to Gen Con for giving us the perfect excuse to unwind and enjoy each other's company. Oh, and you know what? It was so busy that planning a session went out the window. Instead, we did a game night the next week – a fresh twist with all those new Gen Con games we snagged.


That wraps it for The Good, which is the majority of my experience at every Gen Con I’ve ever attended. But, the sweet is never as sweet if you’ve never tasted bitter, and I have to admit, there were a few less-than-stellar things at this year’s con.

My next blog post will cover those, so stay tuned. Until then, share your highlights with me and the community either in the comments below, or by emailing me directly at cmthenewdm@gmail.com

My Favorite Actual Play Podcasts

Are you in search of epic tales, immersive storytelling, and unforgettable adventures? Look no further! In this blog post, we'll dive into the realm of actual play podcasts and explore ten of my absolute favorites. From hilarious antics to heartwarming moments, these podcasts will transport you to extraordinary worlds where heroes rise, quests unfold, and friendships are forged. Get ready to embark on a journey of audio delight as we unravel the magic behind these captivating actual play podcasts.

1. Not Another D&D Podcast: There is no better actual play in my opinion. From the moment you press play, you can feel the camaraderie of the group pulsating through your speakers. Led by four talented CollegeHumor alums, this podcast delivers a heavy dose of comedy that will have you laughing out loud. But it’s much more than goofs. They masterfully craft engaging characters, build high-stakes scenarios, and bring gut-wrenching and heartwarming scenes to life. With Murph at the helm as the DM, he ensures the group has a blast while reining in their wild shenanigans and meting out fair consequences. Each player brings their unique strengths to the table, enhancing Murph's dynamic battles, entertaining NPCs, and captivating quests. With over 200 episodes in the main feed and counting, including multiple side seasons, this podcast is an absolute must-listen. So start from episode one and get ready for an unforgettable journey that will leave you yearning for more.

Suggested listening: Indulge in the entire journey, starting from episode one, and let the magic unfold before your ears.


2. Dimension 20: It’s hard not to put this at the top of the list, but I had to give it the second position because, well, it’s technically not a podcast. It is a truly remarkable show that pushes the boundaries of what an actual play can be. With its fully-realized set designs, multiple seasons, and a rotating cast of players and DMs, it delivers a true spectacle that will leave you awestruck. Each season presents a completely unique and immersive experience, showcasing the incredible improvisation skills of the players, particularly the core cast which includes the talented Murph and Emily from NADDPod. Comedy seamlessly blends with poignant moments, tugging at your heartstrings. The brilliance of Rick Perry's set designs adds an extra layer of visual grandeur to the already captivating storytelling. 

However, the real gem of this show, especially for new DMs, is Brennan Lee Mulligan's DM-ing. Brennan's mastery of the craft has personally impacted me like no other, forever shaping my perspective on the game and the role of DM. While reaching his level may seem like a lofty goal, it's not necessary (I keep telling myself this). What matters is the inspiration and knowledge you gain from observing his expertise. With the inclusion of mini-seasons featuring top-tier DMs, Dimension 20 provides valuable insights into different campaign styles, helping you refine your own DM-ing approach. Whether you're a seasoned RPG enthusiast or a curious newcomer, Dimension 20 offers a season tailored to your taste, keeping you entertained and craving for more.

Suggested listening/watching: You can currently only listen to Fantasy High, The Unsleeping City, and Escape from the Bloodkeep for free, everything else requires a subscription to Dropout. So, start with Fantasy High or The Unsleeping City (EFTBK is my personal least favorite season). If you go for Dropout, my faves are A Crown of Candy, Neverafter, and Starstruck, but honestly, there is something magical in every season and the latest season, Dungeons and Drag Queens is the talk of the town right now, especially for newcomers to D&D.

3. The Adventure Zone: What’s that old adage? You never forget your first love. This holds true for me with the first season of TAZ. This was the first D&D podcast I listened to, and I’m glad I listened to it when I did before I knew all of the rules. While the initial season, Balance, may stumble in the mechanics department, its storytelling prowess is unrivaled. One caveat to this season is it definitely takes time to find its footing as the McElroys were pretty new to the entire concept of actual play and they were simply running The Lost Mine of Phandelver module from the D&D Starter Set

Once it breaks out of the module, it blossoms into something magical, especially once Griffin started adding in music. The McElroys are at their best in this, and it weaves together hilarious goofs, captivating storytelling, lovable characters, and unforgettable moments that will leave you on the edge of your seat. It is one of the most important pieces of media that I’ve ever experienced and I will never forget standing in my backyard and crying by myself multiple times during the final few episodes. What it lacks in mechanics, it makes up for with heart, and story that I’ve returned to multiple times. The other seasons are very hit-and-miss and move away from Dungeons and Dragons, but season one is pure gold. 

Suggested listening: Obviously, Balance. But I would honestly suggest every season minus Graduation, it started off decent and then just crumbled, in my opinion. Also, don’t go into the next seasons with high expectations, they’re all good, but if you go in expecting too much you’ll be disappointed. Keep an eye out for the newest season, Steeplechase, masterfully helmed by Justin — it's shaping up to be a close second favorite in the series.

4. Worlds Beyond Number: It may be a bit too early to drop this in the fourth slot (the first episode dropped merely 3 months ago), but its potential is undeniably captivating. With a dream team lineup of talented players like Lou Wilson, Aabria Iyengar, and Erika Ishii (all familiar faces from Dimension 20), and the exceptional DMing prowess of Brennan Lee Mulligan, this long-format game holds immense promise. I’m especially excited to hear BLeeM world-build without the constraints that are inherent with such a tightly bound project like Dimension 20. From the inception of The Wizard, The Witch, and The Wild One, the journey has begun in earnest, with a childhood arc that beautifully sets the stage for their epic campaign. Delighting in their remarkable roleplay, immersive world-building, breathtaking soundscapes, and that oh-so-wonderful fox familiar, every episode has been a joyous experience. I eagerly await the unfolding of their adventure and what lies ahead.

Suggested listening: Dive into everything available thus far. While not mandatory, I highly recommend joining the Patreon to enjoy The Children's Adventure—a compelling eight-episode arc that establishes the characters, their relationships, and the vibrant world they inhabit.

5. Join the Party: If you are new to the world of D&D 5E or TTRPGs in general, I honestly can’t recommend listening to another show on this list more. This is the ultimate podcast to kickstart your adventure. What sets it apart? Well, they have a few beginner episodes that gently introduce the game mechanics, perfect for those who are just starting out. Not to mention their Afterparty episodes, jam-packed with valuable tips for both rookies and seasoned players alike.

But that's not all—once you dive into the show itself, get ready for a thrilling journey in a meticulously crafted world, where lovable characters will steal your heart from the very beginning (especially in campaign one, which I can vouch for). It's like sitting at a familiar table with close friends, making you feel right at home while embarking on a fantastic adventure.

Suggested listening: I can only suggest season one, but there are now three campaigns available and I literally plan on beginning season two this week after bingeing season one and loving it.

6. Encounter Party!: I’m pretty new to this series, but it has me hooked already, which is exciting because I have 80-ish more episodes to go. This campaign blends the worlds of D&D and Magic: The Gathering into a mystery that is fun to unravel as a listener as the players do the same. As someone who knows absolutely nothing about the world of Ravnica and MTG, I was a bit on the fence about listening to this, but I’ve found that it doesn’t really hinder my experience. And I’ve found the group to be fun, the storytelling to be intriguing, and in an early episode you learn that the stakes are very, very real, which was a nice change of pace to some other actual plays I’ve put on here. They have three full seasons (making up all of one campaign) to binge which means there’s plenty to listen to already. And they recently announced that their second campaign has added a new member and will be releasing as a TV show under the Wizards of the Coast umbrella on the upcoming free streaming channel, Watch DND Adventures.

Suggested listening: There is currently only one campaign out, so there’s only one place to begin.

7. Dungeons & Daddies:  Don't let the name fool you — this is not a BDSM podcast. While the rules of D&D take a backseat here, it remains a delightful actual play experience that deserves a spot on any must-listen list. Brace yourself for an uproariously funny journey as a group of dads from our world, along with their kids and trusty Honda Odyssey, find themselves transported to the wondrous Forgotten Realms. What follows is a delightful fusion of epic quests, dad jokes, and surprisingly poignant moments that will keep you thoroughly entertained.

What sets this show apart is DM Anthony Burch's fearless approach to crafting unconventional quests that defy expectations. With a refreshing willingness to experiment and push boundaries, Dungeons & Daddies consistently delivers fresh and unexpected storylines. Prepare for abundant laughter and occasional heartstring tugs as you dive into this exceptional show.

Suggested listening: Begin with the first season to fully immerse yourself in the narrative. Although the second season is now underway, I strongly advise against starting there due to spoilers and the need for context. Both seasons offer their own unique charm, even if the second takes a bit of time to find its rhythm.

8. Critical Role: No compilation of actual play podcasts would be complete without mentioning the behemoth that is Critical Role. Widely regarded as the pinnacle of actual play podcasts, this show has garnered an immense following within the TTRPG community and beyond. What began as a humble home campaign among a group of talented voice actors has evolved into a cultural phenomenon, with its own animated series and an ever-expanding empire.

At the heart of Critical Role is the incomparable DM, Matt Mercer, whose deep knowledge and mastery of the game mechanics are unparalleled. The world of Exandria, a meticulously crafted realm brimming with intricate lore and multifaceted characters, has even found its way into official D&D publications. The players, in turn, dive headfirst into this immersive world, crafting captivating narratives that leave a lasting impact.

While some (me included) may find the episodes lengthy and the party size daunting, Critical Role has undeniably left an indelible mark on the actual play landscape. It's worth noting that, personally, I ventured around 30 episodes into the first season before giving up, but I acknowledge that my experience definitely differs from the majority. However, many seasoned fans recommend starting with the second season, and I intend to explore it in the near future, and I’ll be back with my thoughts here afterward.

Suggested listening: Although you can begin anywhere, as stated above, it's often suggested to start with the second season for a fresh entry point.

9. Rusty Quill Gaming Podcast: Quick caveat. Unlike the others featured here, this podcast ventures beyond the realm of D&D and utilizes the open-source Pathfinder D20 system. While I initially found myself unfamiliar with this system, my devotion to the talented group behind Rusty Quill, known for their spine-chilling podcast The Magnus Archives, compelled me to persevere. And I'm grateful that I did.

The captivating storytelling, unforgettable characters, and unexpected moments of laughter kept me engaged throughout. Despite the lack of D&D, the show rewards tenfold with a masterfully crafted narrative. It was also surprising to have the group behind the frightening storytelling of The Magnus Archives deliver delightful, hilarious moments in this podcast.

One of the unexpected benefits of listening to the Rusty Quill Gaming Podcast was gradually gaining a rudimentary understanding of the Pathfinder system. While I may not have explored it extensively yet, the experience has sparked a curiosity within me to delve deeper in the future.

Suggested Listening: I’ve only listened to Season One, but there are currently five seasons available. Considering the quality of Season One, I have no doubt that each subsequent season holds its own magic. So, if you're a fellow completionist at heart, I encourage you to embark on this journey from Episode One.

10. Campaign: Skyjacks: I broke my rule of D&D podcasts with Rusty Quill so I figured I’d throw in another that uses a completely different system, but is a must-listen. I found this after reading a few of James D’Amoto’s invaluable The Ultimate RPG series (I truly couldn’t recommend these enough). This led me to his podcasts and, well, Campaign: Skyjacks is incredible. It uses a system called Genesys, which for the life of me I can’t quite fully understand, but the lack of understanding the system doesn’t take away from the overall story. The entire crew of The Uhuru is outstanding, the collaborative way of building the world and NPCs is something I aspire to be able to do one day, and the music is spectacular. It is a story about airships and sky pirates set in the intriguing world of Spier, but, it is much more and it will bring you to moments of crying from laughter, to cheering for big and little wins, to crying for “umm” other reasons. I can’t recommend it enough. BONUS TIP: They also use Illimat in this show, which is my favorite board game, maybe ever?! Check out my review of playing it at Gen Con 2023.

Suggested Listening: There is the original Campaign, which takes place in the Star Wars universe and I’ve been told is fantastic, however, I haven’t listened through it yet. I started with season two and as I said above, I can’t recommend it enough.

Get ready to immerse yourself in these captivating actual play podcasts, where imagination knows no bounds and extraordinary tales come to life. Whether you're seeking laughter, heartwarming moments, or gripping adventures, these podcasts have got you covered. So grab your headphones, prepare for a wild ride, and let the storytelling begin!

Have your own AP podcast suggestions you think I should check out? Shoot me an email at cmthenewdm@gmail.com!