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Thinking on Your Feet: How to Improvise When Your Players Surprise You
You don't need an answer for everything. Learn a practical approach to thinking on your feet when your RPG players take the adventure somewhere unexpected.

Lynn
Sep 135 min read


They Ignored the Plot. Now What? How to Handle Players Who Go Off Script
By Lynn | The DM Corner — Killer Bee Press You spent three hours designing the haunted mill. The players heard the rumors. They questioned the only survivor. They discovered bloody footprints leading directly toward it. You even described the unnatural green light flickering behind its broken windows. You've got maps. Encounters. NPCs. Treasure. You're ready. Then somebody looks at the mountains on the edge of the map and asks: "What's on the other side of those?" The other p

Lynn
Sep 75 min read


How to Prepare for Session One Without Overpreparing
By Lynn | The DM Corner — Killer Bee Press Session Zero is finished. The characters are built. Everyone knows the kind of campaign they're playing, and the first real session is on the calendar. Now comes one of the easiest traps for a Dungeon Master to fall into: Trying to prepare for everything. You can't. Players have an extraordinary ability to walk past the door you carefully described, ignore the mysterious stranger in the corner, adopt the goblin you expected them to f

Lynn
Sep 74 min read


Beyond the Tavern: Inventive Ways to Bring an Adventuring Party Together
When starting a new campaign, one of the first challenges a Dungeon Master faces is bringing several completely different characters together and giving them a believable reason to stay together.

Lynn
Sep 75 min read


How to Run a Successful Session Zero for a New Table
A successful Session Zero does not need to feel like a business meeting. Keep it conversational, cover what matters, and give your players plenty of opportunities to contribute.

Lynn
Sep 63 min read
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