Our Team and Ethos

We believe in making games that are as easy to pick up and play as possible. With every product, we ask ourselves “how can we make this easier to run?” in an attempt to bring more people into the game and ensure that even the busiest people can get to the table come game night.

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We believe in making games that are as easy to pick up and play as possible. With every product, we ask ourselves “how can we make this easier to run?” in an attempt to bring more people into the game and ensure that even the busiest people can get to the table come game night.

DM Resources

Here’s a collection of useful tools and other tricks of the trade for any aspiring DM. It includes affiliate links for all the campaign and rulebooks (which partially support us), as well as tools for generating free maps, level-appropriate encounters, and other useful stuff!

D&D 5e: Beginner DM Tips

D&D 5e: Beginner DM Tips

Start small; develop the world as you go. You should also be enjoying yourself when playing. Take inspiration from everywhere. Don’t bother studying the rulebook; study key basics, then learn as you go. Embrace chaos, stop the game when needed, and adapt the world to the party. 

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5e: How to Run Horror Adventures

5e: How to Run Horror Adventures

The horror genre covers a broad spectrum of scenarios. What unites them are the feelings of mounting dread and powerlessness. Though D&D 5e is ultimately about acquiring power and beating the odds, you can still achieve a riveting horror experience through narrative and careful tweaking.

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5e: Slow vs Haste

5e: Slow vs Haste

In older editions, there was a clear winner between Slow and Haste. In 5e, however, they are equally useful but in different contexts. Against a group of weak-ish enemies, you want to use Slow to control the battlefield. Against a single foe, Haste is better to maximize your action economy.

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5e Grappling: Build a Luchador Extraordinaire

5e Grappling: Build a Luchador Extraordinaire

n 5e, grappling lets you keep an opponent from moving, forcefully move them, or even make them an easier target. You can drag them out of cover, make sure the rogue can Sneak Attack (depending on turn order), keep them Prone to give your allies advantage, and combo with Feats for extra nastiness. 

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5e Gold: All that Glitters Shouldn’t be Gold

5e Gold: All that Glitters Shouldn’t be Gold

1 gp is roughly 100 USD. Characters can spend money on lifestyle, transportation, toolsets, magic items/services—depending on playstyle—even on training and real estate. Often, adventuring is so lucrative that PCs hoard cool stuff in a way that feels unearned. But it doesn’t have to be so.

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5e: How to Make and Run One-shots

5e: How to Make and Run One-shots

One-shots are different from regular D&D sessions. Time constraints force a more linear structure. Increased DM guidance is both necessary and expected. When running one, you need to roll with the punches players throw at you. Be careful not to over prep; one or two pages will do. 

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5e: How to Run an Evil Campaign

5e: How to Run an Evil Campaign

The key to running a great evil campaign is knowing that—at its core—it is still about creating a shared, fun experience. This means teamwork, respect, player agency, and flexible DMing. The campaign must be player-directed for the evil to mean anything unless you’re going for cartoon evil.

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5e: Why is Booming Blade Good?

5e: Why is Booming Blade Good?

Booming Blade is not great. It fills a niche that makes it a subpar cantrip for most casters, but it has its uses for battlefield control. Best used by melee casters, like eldritch knights, arcane tricksters, artificers, warlocks, etc. Note that it doesn’t allow Extra Attacks for martial classes.

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5e: Attacks of Opportunity

5e: Attacks of Opportunity

An opportunity attack is a melee attack you make against an enemy that you can see leaving your reach. You use your reaction to make this attack and must use whatever you have in your hand. Ranged attacks do not count, and some perks and subclasses can add extra utility to these attacks.

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5e: Ability Checks vs Saving Throws

5e: Ability Checks vs Saving Throws

Ability checks and saving throws are both dice rolls used to decide your success or failure at certain tasks. Ability checks are for when you attempt a challenge; saving throws are for when you resist external factors—like spells, traps, or poisons. Though there’s slightly more to it than that.

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