Spelljammer: Adventures in Space is a must-buy D&D set because you need magic space boats in your campaign
Spelljammer: Adventures in Space is a massive set of three different supplemental materials for Dungeons and Dragons DMs to explore, and this article will give you some concrete examples of how to use it in your own campaign -- beyond the naturally effusive praise afforded to magic space boats, of course. Spelljammer comes with three books, the adventure Light of Xaryxis -- which, as an adventure, is basically designed for you to use it in a game -- the monster book Boo's Astral Menagerie which by virtue of being a book full of monsters is even easier to use in a campaign, and finally the Astral Adventurer's Guide.
Tips for making a memorable start to your next TTRPG campaign — and not just have everybody meet in a tavern
I understand that for a lot of people, running a TTRPG campaign is stressful enough -- we all want to do a good job and make sure our players have fun -- so that when it comes to starting off your campaign there's just no time or energy in the budget left for anything other than the usual start point, the trusty everybody meets in a tavern approach.
Some DMs will tell you that as a new Dungeon Master you should be aiming to craft your own world and personally design each and every adventure your party embarks on.
Some people are what's called eternal DMs -- they got into Dungeons and Dragons or other TTRPGs and started running games at some point, and it became almost all they ever do.
Should you answer the Call of the Netherdeep, the next D&D Adventure set in the world of Critical Role?
Call of the Netherdeep is the latest adventure published by Wizards of the Coast for 5th Edition Dungeons & Dragons, and it's the first that takes place in the Critical Role setting of Exandria.
When you're starting a homebrew D&D campaign — building your own adventure in your own world — it's okay to not have everything planned out in advance.
When you're planning to write your own unique Dungeons & Dragons campaign rather than a pre-made, fully-realized campaign -- also referred to as homebrew -- it can be incredibly fun to go hog wild on the worldbuilding.
I am an ardent believer that not only is it fun to play a wide variety of TTRPGs, it can also improve your skill as a player or game master in every system you play.
Fizban’s Treasury of Dragons brings more Dragons, more ways to use them, and hints of their cosmic importance
Fizban's Treasury of Dragons is a new sourcebook for Dungeons and Dragons 5e, and it's all about Dragons.
Learning to improvise in Dungeons and Dragons: How to salvage a session when your players are Chaotic Neutral
Tabletop players are unpredictable -- that's what makes Dungeon Mastering fun, ultimately.