Organising Your Game – DM Advice

As of writing I am running three campaigns in three different systems, planning a fourth, and playing in a fifth. I play D&D, as a DM or player, about once every three to four days. As a result, I have a lot to remember.

Three Worlds at your Fingertips

Every game I’m involved in has a different setting:

  1. My urban campaign (Arantal, in Talomire)
  2. My Sci Fi campaign (Warp Shell)
  3. Lost Mine/Storm King’s Thunder (Sword Coast, Forgotten Realms)
  4. Curse of Strahd (Ravenloft)
  5. Zakhara (Al-Qadim, Forgotten Realms)

This is a lot to hold in my head. Generally it’s not too bad, but trying to create an interesting meta-narrative that acts in the background can be a bit much to organise without a solid set of notes that I can access and change easily. So, here are some of the tools I’ve used to keep track, and avoid having to admit that I can’t remember an important NPC’s name, or what the hell the point of the quest is…

1 – DM Journals

These things are the reason this blog, or an following I have, even exists. Putting pen to paper in a way that shows the growth of you ideas chronologically, that can be carried easily, and that you can just add to on the fly is an amazing tool. I heartily recommend that everyone immediately go and spend real money on a notebook you are excited to write in, and just jot down, sketch, or scrawl every idea you have into it.

What I did discover, though, is that it does not suit my style of DMing. When I think of DM journals, I think of Hankerin Ferinale, of Runehammer fame. His stripped back style of gaming is beautiful to behold, and it suits a journal perfectly; planned nights of gameplay (not railroading, but certainly very scene-based), with simple design elements and the fat trimmed. By contrast, my games are hulking behemoths, with recurring NPCs galore, a complicated meta-narrative operating in the background (usually with a legit calendar to complicate things further), and story beats I’m working towards. I discovered fairly quickly that a journal was not something I could reliably DM a campaign from. Planning a single night of gameplay left me vulnerable to any number of other things, and flicking to certain pages became tedious within a few sessions. The journal became a planning tool, and an archive for ideas I wanted to keep a hold of. It also led me to my next idea…

2 – DM Folders

So I’ve talked about these before, so I won ‘t go into too much detail. Suffice to say that this is a lever arch file, consisting of everything I might need for a specific campaign. As an example, take my Forgotten Realms folder. Every time I run a campaign in a setting, I make sure it is running in the same version of that setting that any to my previous campaigns was played in. So my current Forgotten Realms game (Lost Mine of Phandelver/Storm King’s Thunder), for example, is happening alongside the game I used to run, the last session of which occurred in Undermountain (a link to the story of that game can be found here). This means my folder contains all my sessions notes, every NPC, villain, all my maps, background material, etc. It also contains spare maps, whole adventures (I usually keep Village of Homlet, Against the Giants, and a few Dungeon magazine ones in my folders), prices for shops, NPC name lists, and a few rules and other bits and bobs.

I love DMing from folders. The major problem is real estate. A folder, and the books I need to run a game can easily take up an entire table on their own, never mind players and the like. These days folders have become a prep tool; something I use to keep track of adventures, but that I rarely use at the table.

3 – Spiral Bound Notebooks

For my Arantal game, I decided to use a spiral bound notebook. This took up less space on the table, but also gave me enough information to properly track my sessions. Realistically though, it suffered from the same problems as a notebook. I was having to dodge back to old session notes and find important NPC names (which had changed at times, if the players hadn’t found out their name yet), which just led to confusion. Now, I use these for in-game notes, to keep track of what has happened, and to make sure I have access to what I think is going to happen that night. Generally my prep notes will consist of a series of Dramatic Questions (thanks @thearcanelibrary), such as “Will the party find_______?, or “How will the party deal with ________?, as well as any other pertinent information. I will always, however, have a full database of my campaign world to hand, should I need to go off script. Which brings us to…

4 – One Note and Lion’s Den Gamemaster 5e

I have used both of these products, and both of them have their pros and cons. Gamemaster 5e was my app of choice for a long time. With the ability to split a campaign into multiple adventures, the ability to have campaign wide, or adventure specific NPCs, being able to track your PC progression, to pre build encounters and have the stat blocks to hand in their initiative tracker…this app is amazing. The one thing is not good for though is tracking campaigns. Their notes section is shockingly bad, isn’t searchable, and is difficult to use. With a better way of tracking locations, NPC motivations and plans, or even somewhere to properly put maps, this app would be world beating. Unfortunately, it isn’t.

One Note, while it certainly has it’s failings, is where I keep my world databases now. With nested notebooks and pages I keep track of my NPCs, locations, plot hooks, magic items, and everything else. Not only can I do that, I can also hyperlink between pages, meaning that if I need to link two characters for some reason, I can immediately go to the page of the related character without having to search for them. It’s wonderful, and can work offline on laptops. While it takes more work to organise, since everything has to be typed out by hand, it’s worth it in the long run, as you create a series of interconnected pages that take the worry out of remembering every little detail.

Curse of Strahd is set to be the first game I ever DM from a laptop, using only One Note. I’m in the process of typing the whole book up into One Note, in a note form that I can read quickly and easily, and it’s my hope that this means I can run the game as a true sandbox, with everything I need at my fingertips.


I hope you’ve found that useful in any way. Organisation is something that will always evolve, as we find new tools to help us remember everything. For some, that’s a journal, for others it’s a series of notebooks, and for me it’s a laptop. Fire a comment or a message with your findings on the matter, and we can compare notes. Until then, though, have a good ‘un.


D&D Official Releases – An Overview

Since the publishing of Dungeons and Dragons Fifth Edition, in late 2014, Wizards of the Coast has kept up a steady stream of releases. From the ‘Core Three’, to Curse of Strahd, to Mordenkainen’s Tome of Foes, each has its own audience and purpose. So grab a coffee, take a seat, and let’s have a look at what we have to work with.

The Books

WotC’s D&D releases generally fall into three categories: Core, Adventure, and Supplement. The Core books are the big three; Monster Manual, Dungeon Master’s Guide, and Player’s Handbook. These books, while no technically essential, are the cornerstone of Fifth Edition, and the foundation upon which everything else builds. Adventures are just as they sound; complete campaigns for DMs to run straight from the book. For the savvy DM, though, they can be much more, becoming treasure troves of dungeons, ideas, maps and creatures. Finally, Supplements are the optional books filled with rules, monsters, and other things the Core books don’t include.

The Core Books

While I believe the Core books are the first D&D purchase your should make after the Starter Set, it’s worth talking quickly about what’s in them, as well as some of their less well known uses.

The Dungeon Master’s Guide

The DMG is the most daunting, but also the most useful of the Core books. Filled with disparate information on a variety of subjects, the book gives DMs far more information than they are ever likely to need. Filled with background information on the planes of the D&D multiverse, advice on how to build and run settlements, NPCs and enemies, and a tonne of optional rules, there is something for everyone, no matter your game style or experience level.

Personally, I use this book more as a reference, jumping to the information I need, rather than reading it cover to cover, and I’d recommend any new DMs do the same. The book has very little in the way of core rules (almost all of which are in the Player’s Handbook), so reading everything is as likely to confuse people new to the game as it is to aid them. I do heartily recommend reading Part 2, and the first few sections of Part 3 (if you’re newer to the game), though, as the advice in this part of the book is useful for old and new DMs alike. Finally, for those of you more comfortable with the game, the Dungeon Master’s Workshop section has some fantastic optional rules to flavour your game. Be it futuristic weapons, permanent injuries, or introducing new ability scores, these rules can help to give a campaign a mechanical flavour, which transfers over into other aspects of the game.

Player’s Handbook

The essential book for players, the PHB is every bit as useful for DMs, with a fantastic spell-list, solid equipment section, and plot hooks galore in the class and race sections. While there is little in the way of background, compared to the DMG, or some of the supplements, there is more than enough in this book to keep campaigns running for a long, long time. If DMs can only choose one book, this is the one I would buy, having run a successful campaign out of this book alone.

Monster Manual

While the Monster Manual might seem to be nothing more than 300 pages of stat blocks, it is so much more than just that. Simply flicking through its pages is inspiration enough for myriad encounters, while monster descriptions are filled with background material and plot hooks. While the PHB is the only book you need to run games, the MM is all you need to write incredible stories.

The Adventures

WotC’s adventure books are generally very well written, and well produced books, though there are a few, well documented, short comings.

Horde of the Dragon Queen

Horde of the Dragon Queen (and Rise of Tiamat, to a lesser extent), suffer from being the first of their kind. The adventure feels strange, and it requires some serious reworking to run, in my personal opinion.

That is not to say, however, that this book is worthless, or without serious merit. The book is filled with wonderful maps, and while the story itself feels railroaded and dull at times, a truncated and edited version of the adventure will make a fantastic sidequest, or lead in to your own adventure.

Rise of Tiamat

Following on where HotDQ left off, Rise of Tiamat suffers less from the railroading of its predecessor. Introducing the players to the political structure and intrigue of Waterdeep, the first chapter of this book is useful for running urban, intrigue-based games. The basic premise of the adventure, the race between the party, and the Cult, is a very good example of offering two ‘end states’ of the campaign. Rise of Tiamat culminates in a battle, with a realistic possibility of Tiamat rising, and destroying the party. Any good campaign should have fail states, from which the party must make the best of their situation; the end of Rise of Tiamat is as good as any to steal for a home game.

It’s also worth noting that the game we’re playing is called ‘Dungeons & Dragons‘. The dragon encounters, and the environments they take place in, are great. Each lair is flavourful, and ripe for being picked from, or lifted into your own campaign. No, we don’t want to just run stereotypical games, but come on…everyone wants to fight a dragon.

Princes of the Apocalypse

A reworking of the classic Temple of Elemental Evil, Princes of the Apocalypse chronicles the rise of four Elemental Cults, and the party’s attempts to thwart them. This all takes place in the Dessarin Valley, on the Sword Coast of Faerûn. If you want to run a game in that setting, then this book is one of three adventures I would recommend buying. The Dessarin Valley is well thought out, filled with lore and history dating back to 2nd edition AD&D, and presented with beautiful maps that can very easily be handed out to players.

The setting also helps mitigate the issue that HotDQ and RoT suffered from, by introducing the players to a sandbox world, while giving them specific areas to investigate. This setting is fairly easy to reskin, allowing you to fit the encounter tables, NPCs and locations into your own world, or another setting of your choice.

Finally, Princes of the Apocalypse’s climax centres on a megadungeon made up of four quadrants. While not amazing, it is good, and be flavoured to your game with ease, if not lifted wholesale.

Out of the Abyss

Out of the Abyss, while having many failures as an adventure, is a treasure trove of ideas, maps, and encounters for any DM wishing to take their game underground. Presented as a hexcrawl, it is filled with great ideas, tables, and locations. What it fails in is lack of variety. In such a large environment, the party very quickly come to see the same encounters time and time again.

One way around this is to create your own encounters, or variations of the ones in the book. Rather than a simple encounter with a Drow patrol, you might have a list of potential encounter to flavour that encounter. Maybe the patrol were caught in a ceiling collapse, and they appreciate your aid, or perhaps you happen upon them eating? The tables, maps, environments and locations in this book can be the foundation of a game, though I recommend some work is done to liven them up and give them a more unique feel.

Curse of Strahd

Curse of Strahd is an absolute must-have if you want to run a gothic horror game. Even if you don’t, some of the encounters and locations of the campaign can be lifted and placed into myriad settings. Hell, I have even taken the Mad Mage found in the book, and thrown him into Lost Mine of Phandelver! Places like the windmill, the abbey, and Castle Ravenloft itself are all worthy of being placed into games and settings galore. The adventure may have its failings, but I honestly believe every DM who reads it will be better for the experience.

Storm King’s Thunder

A huge sandbox that leads the players around the northern Sword Coast, Storm King’s Thunder has no end of things to steal, be it Triboar, and the locations found within, or the lairs of the giant lords, the random encounter tables, or the tale of intrigue as dragons seek to destabilise a fragile alliance. I myself have set up SKT as something the party can investigate themselves, introducing them to a major NPC in their early travels, only to hear of her death later on. So much of the adventure relies on the unique political structure of giant culture, and the maliciousness of dragons, that it barely needs reskinning to fit into your own games either. A great book with a tonne to offer, and plot hooks your players will actually want to look into.

Tales from the Yawning Portal

My favourite part of Tales from the Yawning Portal is the first chapter. In no other WotC release have they described a tavern in such depth. While I have yet to do it myself, I can’t imagine why you wouldn’t be able to take the first chapter of the book, re-work it to your own ends, and place it into a city of your own making. The place would make for an incredible hub for the players, filled with intrigue, spies, rumours and trails to danger.

The adventures within, of course, are also worth a look. All perfectly reasonable adaptations of old adventures, they can be dropped into your campaign at various levels to give the players an interesting sidequest, or a little slice of D&D history to break up to main narrative. Some can even be used as major plot points (the Tomb of Horrors, for instance), or additional encounters in a grander campaign (using Against the Giants in SKT, for example).

Perhaps the most regularly useful aspect of the book, however, is the range of design encountered in the book. Covering 30 years of D&D design, studying the dungeons, encounters and traps can breath fresh life into your own dungeons, with rooms, concepts or traps making their way into your creations.

Tomb of Annihilation

Another great sandbox that suffers from a lack of variety in encounters. For those wishing to run a jungle game, or to play out ‘Heart of Darkness’, this book is simply a must. The cities and encounters are like nothing you will find in other WotC adventures, and the rules for dinosaur races can be utilised to give your own cities life outside of combat and adventure. The final dungeon, while relying a little too much on puzzles, is characterful and interesting, with loads to be implemented in your dungeons.

Also, it has rules for an undead T-Rex that vomits zombies. Tell me that’s not worth the money.

Dragon Heist, and Dungeon of the Mad Mage

At the time of writing, these adventures have yet to be released. I wanted to give my thoughts, however, based on what I have heard about them.

While several of WotC’s adventures have included elements of political intrigue, and urban gaming, they have yet to set an entire campaign in one city. That is set to change. Both Dragon Heist and Dungeon of the Mad Mage are set in, or underneath, Waterdeep, and will apparently contain rules for playing in the city. This is incredible news, as systems of law, urban locations, and ways to play a traditionally combat heavy game in a new way are sorely needed. I can’t wait to take Waterdeep’s rules and place them into my own cities, and run my own games using them, not to mention DofMM’s rules for going ‘off-map’ in Undermountain. I wait with bated breath.

The Supplements

The Supplements are books released to give new options to players and DMs. Often these contain background and lore elements, as well as more mechanical options.

Sword Coast Adventurer’s Guide

In truth, Sword Coast Adventurer’s Guide is the worst of the D&D supplements. While not bad, it is exactly what it sounds like; a history of the Forgotten Realms, specifically the Sword Coast. But, don’t get me wrong, that doesn’t make this a bad book, just one that needs to be used correctly. If you play in the Realms, this is a must have, with a potted history of the setting that can help you contextualise the published adventures, and go off-piste with them. The player options at the back, as well as the new spells, are a great way to inject flavour into any game. Imagine introducing your players to Bladesingers for the first time, or a racial subtype they’ve never seen before.

All in all, the book is good, though not for everyone. As a writer, I’ve found it has suited me best as a template for creating my own worlds, giving me a good idea of what it is a I need to be creating, and how much of it I need to create.

Volo’s Guide to Monsters

Volo’s Guide is incredible. Giving DMs a load of great information on monsters big and small, the first half of the book is a plot hook treasure trove. With maps of Mind Flayer colonies, Kobold lairs, and even the homes of Beholders, Volo’s is a must have for those wishing to build their own campaigns. The second half of the book is just stat blocks for new monsters, giving depth in some races (orcs and kobolds, most notably), and introducing us to new ones entirely. Outside the Monster Manual, this is the single best book for building encounters with.

Xanathar’s Guide to Everything

Simply put, Xanathar’s is the best book WotC have released so far, outside the Core Three. Filled with material for both DMs and players, this tome is jam packed with new subclasses, rules clarifications, additional options, and even NPC name tables from every conceivable naming tradition. I cannot think of a single person who would not benefit from this book, and I only just stop short of lumping it in with the Core titles. Really, it is that good.

Mordenkainen’s Tome of Foes

Another fantastic release, along the lines of Volo’s, Tome of Foes deals with the major conflicts of the D&D multiverse. Be it the Blood War, the tension between the Elves, or why Halflings are lucky, this tome generates nothing but plot hooks, character backstory and other vital elements of running D&D. Any elf character should decide how they feel about the split between elvish types, and tieflings will begin to feel so much more a part of the world when the Blood War becomes a part of their lives.

The monster stat blocks are another winner, with a gruesome array of high level monsters provided to terrify the party. While there are a number of great options (and some Spelljammer classics hinted at pretty strongly), nothing can get the Oblex out of my head. A creature that feeds on memories, and created by my favourite monster (the Illithids), the Oblex grows to the point where it can create humanoid representations of the people it has eaten, all connected to the Oblex by a thin cord. This is body horror at its best, and my dream encounter is now to have an entire town eaten by one, only to be repopulated by the Oblex’s simulacra. Oh, the distrust that would create…


There is no such thing as a useless book. Every WotC release has its merits and its failings, and both are useful for us as games designers and writers. It’s my hope that this post gives you a bit more information into how I have read these titles, and used their content in my own games, and how each title has influenced my own game design.

Please, let me know your thoughts in the comments. How have you used these books? Have you found stuff particularly useful, or not? After all, I wanna learn from you guys too!

Till next time, cheers!

DM Resources: Running Your First Game

Watching D&D livestreams like ‘Critical Role‘, ‘Dice, Camera, Action!‘, or ‘Acquisitions Inc‘, can make Dungeon Masters seem like masters of storytelling. The deep, nuanced and colourful worlds that Mercer, Perkins and Holkins have created are as intimidating as they are immersive and awe inspiring. So obviously, as a brand new DM, this is the cost of entry – a complete world, filled with meaningful and interesting NPCs, each with engaging backstories and unique voices.

Except, no. That’s ridiculous.

“How Do I Get Started?”

Getting started in DMing is as easy as getting started as a player. Really. Why? Here’s why.

Simplify the rules.

Dungeons & Dragons is by far the most popular role playing game in the world, followed closely by systems such as Pathfinder (itself based on D&D’s third edition), Call of Cthulu, Shadowrun, and many other games. The common factor between these games is the relative complexity of the rules. Dungeons & Dragons basic rules, for example, are 177 pages long, over two PDFs, while their complete core set trifecta is close to 1,000 pages. That is a ridiculous amount of reading to play make-believe. Thankfully, there are other rule sets on the market that can give you valuable DMing experience, without having to remember the rule for every little thing that will happen.

Index Card RPG

The bestselling brainchild of Hankerin Ferinale, of Runehammer Games (née Drunkens&Dragons) fame, ICRPG is an amazing game for DMs who want to master the game design element of the craft. My full review of the game’s first edition (the second edition was recently released, and contains a tonne more content) can be found here, but I want to quickly summarise why I think it should be one of the first games you look at before hitting the table.

  1. It’s short.
    ICRPG’s core rules cover about 6 pages, and the very basic rules are free (click here). It’s an incredibly short read, and the complete rulebook tops out at just over 200 pages long. That might sound like a lot, but bear in mind that, rather than the traditional American Letter size of RPG books, this tome is 6″x9″, and mostly written in a larger font, making it easier to read at the table. It also contains all of the rules on character creation, two world primers, monsters galore, and enough adventures to keep you going for a couple of months.
  2. It’s malleable.
    More than any other game I have encountered, ICRPG is designed to built by you, the DM. This might sound scary at first, but the rules outline the creative process, giving you the tools to go and build monsters, traps and even whole new rules for yourself. Using Hearts and tags, it gives you, the DM, the means to build anything on the fly. Need a new monster? Choose a dice modifier, a number of Hearts, and whatever you feel it’s defining feature it, and go hog wild. Need a troll? Well, how about 2 Hearts, +4 to all rolls, a club which deals Weapon Effort, and a vomit attack that all CLOSE characters have to avoid with a Dex check, but that can only be used once every 1d4 rounds.
  3. It’s quick,
    More complex games can very easily get bogged down. While this isn’t always a bad thing, it can be difficult as a new DM to know how to make these points interesting. ICRPG doesn’t have that problem. Keeping things in a traditional boardgame turn order, the action keeps moving along, and it is absolutely possible to run an adventure that would take weeks in D&D in the course of an afternoon.
  4. That damned Game Mastery section.
    I don’t care if you played Tunnels & Trolls in the ’70s, or don’t know what RPG stands for, the ICRPG Game Mastery section is a must read. It breaks down the very essence of running a role playing game, and all of the concepts within it are system neutral. Reading this will make you a better DM, whether or not you ever use anything in it.

Dungeon World

Dungeon World is another small press title, itself a mod of the Apocalypse World system. The value of Dungeon World, in my honest opinion, is not so much in the rules themselves (though they are incredible), but more in the collaborative nature of character and world creation.

While the rules are free, I don’t recommend going to them first. Check out videos of the game being played, and you’ll see a master class in how to DM well. To quickly summarise, though:

  1. Always ask questions.
    One of your players decides they would like to be an elf. The very first question you ask? “What are elves like?“. Well, in this world, elves are four feet tall, with scaled skin, and eyes which burn like embers. Their affinity for magic was stripped for them in eons past by a vengeful god, and they have strode to rekindle their arcane nature ever since.

    By asking that question you have done three things. 1 – You gave the player creative control, meaning that immediately they have a clear idea of what their place in the world is, and what their culture looks like. 2 – You found out what the player wants. Over the course of the campaign you know that the elf character wants to rekindle the arcane spark which has long laid dead. Gives them opportunities to move towards that goal, and to either succeed or fail in it. 3 – Your player has built a part of your world, and that world’s history, for you.

    Never stop asking those questions. Of course, make sure they hold a consistent logic, but allow your players to build the world around themselves, and use the things they tell you to craft adventures they will immediately engage with with ease.

  2. “Draw a map, but leave plenty of blank space”.
    One of the bits of DMing I love most is crafting worlds. Talomire is one of my true loves in life. But even this world, designed to be published for other DMs to use, is filled with blank space for players and DMs to fill.

    Draw yourself an outline of a map (or check out some of the resources below), and give it one or two major landmarks that you would like to use; a mountain range, a natural port, or a major city for example. During the first session, when players are creating their characters, and you’re asking questions, discuss what the world looks like. What is the climate? Who lives here? Where is the town you grew up in, and what is it called? Fill in the map over the course of the campaign, through the answers your players give, and the adventures you lead them on.

Outsource your prep.

Preparing a game can take time. For some of my more serious games I’ve spent tens of hours prepping a single 2-4 hour session. You do NOT need to do that. Prep enough for a single night of gameplay, around 3-6 encounters or rooms, and have enough content to one side to allow you to improv a game (trust me, DMing is like herding cats) if you need to. The resources I discuss below are all things I use at my table all the time, and I highly recommend you make the most of them.

  1. Predrawn maps.
    Drawing maps is not easy. Crafting dungeons or towns that have character, while still making sense, is time consuming work. Of course, there’s no need to use maps at all, you can simply mind map how the rooms in your dungeon link together, or how the buildings in a town relate to one another. If you do want to use maps, however, check out Dyson’s Dodecahedron. With over 500 incredible maps, there is enough here to never need to draw a map in your life. I regularly print out six or seven of them, just incase my players decide to ignore what I’ve prepared!
  2. Index Cards/Magic the Gathering.
    The Index Card RPG Volumes (seperate, but related to, the ruleset I mentioned above) are a great resource for a number of reasons. They’re fantastic tabletop resources, providing visual aides for players, but they’re also an important adventure-crafting tool. Here’s an exercise. Draw three cards, one after the other. The first card denotes the location, the second the obstacle, and the third the goal.

    I drew a bear trap, a waterfall, and a cave entrance which looks like the gaping maw of a dragon. So, my location is a beartrap. What could that mean? Well, the location could be a trap, somewhere we were lured by those who mean use harm. It could be a hunt, one we were invited upon by a local noble. It could be a torture chamber, from which we must escape to our freedom. The waterfall could be a literal waterfall, one we must cross to achieve our goal, or it could be a metaphorical one; a torrent of enemies we need to avoid or dispatch. The gaping maw, to me, dictates an entrance to something far more dangerous beyond.

    There. That could be a full night of gameplay, where the waterfall is at the end of a river you have to navigate on your escape from prison, or it could be the first room of a dungeon, where you have to escape your bonds and flee down a waterfall into the prison proper. Magic the Gathering cards work just as well. Imagine drawing Sulpher Falls, Jace the Mind Sculptor, and Sword of Feast and Famine, for example.

    Actually, that M:tG example was pretty pricy…anyway!

  3. Two Minute Tabletop and Paper Minis
    Miniatures and battlegrids are not compulsory. Theatre of the mind is a wonderful way of telling stories, and one I have enjoyed playing and running for years. If you enjoy tactical combat, or want to take some of the weight of remembering where everyone is in relation to one another, you needn’t buy 3d minis and craft beautiful maps. Paper minis are incredible. Cheap, easy to make and customise, and free with each ICRPG book and volume, they are a great choice for any DMing just starting out. The simpler the aesthetic the better, too, as it allows players to fill in the blanks with their imaginations, with the mini simply informing their interpretation of the character or creature.

    As for maps, Two Minute Tabletop is a goldmine for battle maps, and a few other bits and bobs. Best printed on A2, it’s easy enough to have these printed on decent paper, and kept in a roll tube for when you need them at the table.

Closing thoughts.

I hope this post has cleared up some of the mystique of DMing. Rather than the labour-intensive slog it can often appear, I like to see it more as an improvisational story, built on the back of the desires your players have voiced, and where game mechanics serve the story and get out of the way, rather than becoming the defining element of a session.

If you have any thoughts, questions, or complaints, fire me a comment or an email (, and I’ll make sure to get back to you!

Until next time though, thank you!


Talomire: The Players’ Primer

Behold, the next step in Talomire’s evolution – the Players’ Primer!

The Players’ Primer is designed to tell the reader about Talomire, from the perspective of the people who live in it. Be that the nobility, in their high towers and townhouses, or the peasants in the fields and smithies of the realm. Beginning at character creation with details on how each race and class can be used, to advice on how to craft Talomire to your own ends, to the real nitty gritty on how my fictional land operates, the Primer aims to help you build a character and craft their world view, even build a backstory that can fit within certain setting parameters, while giving space for both player and GM to build stories, cities and legends to suit their own purposes.

And this is only the first step of many. The next two releases slated are the Game Masters’ Primer, and Volume One of the Talomiran Gazette.

The Game Masters’ Primer is designed to give GMs the tools and advice I have to help build plot hooks and stories in Talomire, as well as the secrets and lies of the realm. It will reveal the truth of much of what is included in the Players’ Primer with the intention of helping those reading it the tools to build engaging meta narratives which subvert the world view of the characters.

The Talomiran Gazette is a much smaller project, aiming to be a monthly, or bi-monthly publication, containing Talomire-specific subraces and subclasses, complete towns, which will include NPCs, locations, maps, and single page adventures which can be used in that town, as well as bits of Talomiran history explained in some detail. Volume One contains an account of the final battle of the war with Hochbreg to the south, in 1188 BR, the Halvt Folk subrace for the halfling, and the town of Wildthorn, in the north of Terracrios.

Much further down the road are the GMs’ and Players’ companions. Three to four times larger than the Primers, these books are designed to be complete sourcebooks, with Talomire-specific mechanics, maps, towns, subclasses and subraces, a bounty of single page adventures and adventure hooks, as well as homebrewed rules and other content. I’m really looking forward to these, and I’m even beginning to consider running a Kickstarter, if i feel there is interest in such a project!

Thank you. Your attention and feedback keeps me plugging away at Talomire. The fact that this little passion project has resulted in a podcast, and now published pdfs (and soon to be print on demand books) is mindblowing, and it’s all down to you. Thank you so much.

The Art of Adventure Prep

In my time running D&D games, there is one constant that has plagued me – bad prep notes. Try as I might, getting all the information I need into a form that leaves me able to accurately run the game I planned has eluded me, leading to one of two outcomes; a game where I feel strangled by my notes, or an entirely improvised game that is fun to play, but overly complex to build over multiple sessions.

Here, I’m hoping to spend some time critiquing my various prep methods. I hope this is useful to you (and myself), planning games in future. Also, please let me know if you prepare your notes differently. I’d love to learn from you guys too!

The DM Folder.

Of all the methods I’ve used, this is by far my favourite, but by the far most unwieldy. In the Sunday Night games I ran (after which this blog is named), I had a lever arch folder split into various sections. These ranged from a section devoted to the city of Waterdeep (maps, charts for shops, detailed descriptions of areas of interest, etc), a section devoted to NPCs (name scratch sheets, stat blocks for NPCs the characters had met, or could meet), and a section devoted entirely to pre-built adventures and spare maps.

This method was wonderful for a number of reasons. I had everything at my fingertips, all in bullet pointed format and easy to rattle off. I could make notes to my heart’s content and print off additional material when I needed. Flicking to the place I needed was made easy by good sectioning, and good labelling. The method’s huge downfall is the sheer amount of space it takes up. Before even beginning to worry about DM screens, dice trays, handouts, minis, 3d terrain and maps, and the rest of those things that we DMs love to use, the majority of our gaming table was dominated by my folder, even on a 6’x4′ table.

This method is something I use outside of the game now. My Talomire setting is wrapped up entirely in one folder, giving me all the resources I need to build adventures and plan nights of gameplay. It’s not something I can use at the table anymore, unfortunately.

The DM Journal

This single item is responsible for the vast majority of my RPG related creativity over the last few months. Constantly carrying a journal that is dedicated to maps, concepts, mechanics and lore means that so much of what would once have been lost to the aether has instead been codified and kept. The rampant creativity, the ability to riff on ideas over time, the ability to come back to ideas and maps down the line; these are all invaluable, and I recommend it unreservedly.

When it comes to running games from a journal you gain a lot of the advantages of a DM folder, but without the ability to properly organise it. It also requires you to be disciplined in your creativity, writing what needs to be written in order. With the way my mind works, this makes it difficult to run anything beyond a one-shot from my journal. Truthfully, this is entirely down to my own lack of discipline. My second journal, I’m hoping, will be much more organised, but I’m not really too hopeful.

My Notebook

With my latest campaign I decided to try and combine the two methods I’ve tried before. I bought a ringbound notebook and took notes on the published adventure I was running. Edge of Darkness is a free Dark Heresy adventure, designed in the Warhammer 40,000 setting. I took bullet point notes on each of the areas, cutting out the descriptive elements from the adventure and highlighting all the elements of that section that I felt were needed. My issue with published adventures has always been making them my own. Reading from the book I feel I need to keep to their vision, and as a result I stop improvising and creating. With this adventure I felt I was able to tear out the things I needed, shave off the parts I felt were surplus, and really make the adventure my own.

The problems I found were mainly due to my failings as a DM, rather than the method. I found myself reading the descriptive text, rather than using it as a guide. As such my descriptions were two-dimensional and lacking a certain something to really make the city immersive. Which leads to…

Prep Moving Fowards

Moving forwards I have two games that I’m planning, and I’m planning on preparing each game in different ways.

  1. Warhammer 40,000
    My 40k campaign is designed to be an open world, investigative game. As a DM that means I have to have all of my information in one place. If the players decide they have a lead on one planet that leads to a completely different planet, then I need to be able to flip to that information. The idea is to condense all of the preparation I need to run the campaign into bullet point format, and run from a ringbound notebook. Each NPC will have a specific motivation, and their movements will be jotted in sections at the back so I can keep track of them. Rather than large block of descriptive text, I plan on filling the book with artwork that depicts the scene I want to portray, with notes on each of the five senses to add flavour (no pun intended).

    A lot of my conceptual preparation for this campaign will be done in my journal, then  moved across to the notebook fully formed.

  2. The Monthly Brew Dog Game
    The Brew Dog game is going to be made up of a series of one-shot games. As such, this game will be run entirely from my notebook. A single map, with each room named to give flavour, and a quick rundown of the mechanics of the encounter within will cover a double spread or two, allowing me to improvise as much as I want without having to worry too much about continuity.

Final Words

I hope any of this is helpful. I plan (when my PC decides to start working again) on making a video detailing how I prep adventures, which should make a lot of what’s written here make more sense. I’ll post that up here when it’s done.

If you’ve got any thoughts, fire me a comment or a message. I’d love to hear how you prepare your games, so please teach me your ways!


The Chamber Of Red Fang

“Birthed in the belly of a demon, an ancient and terrible blade awakens. Across Alfheim heroes are drawn to the depths of Dur Moro, their Doom to seek amongst those ruins of old…”


1) The Pool of Lost Heroes, and the Tree of Death.

A dark pool fills most of the cavern. The water is stagnant, but shows no sign of the life associated with that state. Totally opaque, it reflects the scene like a mirror, giving no clue as to what lies beneath the surface. A tall willow tree rises from the centre of the water, it’s drooping branches terminating beneath the glassy surface. It’s leaves are grey, but show no sign of loss or decay. The stench of undeath is cloying…

As the party look into the pool, one of them makes eye contact with their reflection. The eyes begin to dim, becoming glassy. The flesh around the sockets shrinks and turns to grey. A dead face breaks the surface, staring idiotically into oblivion. Above, the willow begins to move, it’s branches rising from the deep. With them come the bodies of lost heroes, terrible unlife given them by powers beyond comprehension…

2) Hidden Depths and Terrible Sigils.

Darkness. Complete darkness is all the party can see in the depths. Like an axe wound dealt by a vengeful god, the crevasse goes on forever. A single, sturdy looking but ancient bridge crosses from one side to the other. Beyond that a huge sigil sits in the cavern floor. The angles are deeply wrong, and seem to shift and change, subtly, before the eyes. The whole circle is carved of red stone, the deep channels running downhill to the centre, each one of them stained a deeper red. The circle demands blood, drawn by the giver’s own hand, and it will have it’s red toll.

3) Tunnel of Cracks and Circle of Stones.

A narrow ledge leads to a broken corridor. The rocks hold tentatively, and any wrong move could cause a devastating cave in…

Beyond, a circle of stones ring the figure of a dwarf. He breathes not, but he lives. As his eyes open, he sees you. He knows you. He cannot let you leave. Doom and Ruin are his weapons, Fate wielded as a blade. The future is his gift, and his burden.

4) The Chamber of Red Fang.

You look on, unsure, as your friend and companion walks certainly towards the sigil. Standing at it’s apex, directly in front of the wall behind it, he lifts his head. “Devour me, Lord; for your queen, She Who Seeks Ruin, I shall be your Fang, and you strong arm!” From nowhere a red, ethereal blade flashes into existence, as your friend raises his arm. As you cry out in anguish, he drives the blade deep into his own neck, tearing it out with gurgle of horror and awe. He falls, his life blood leaking out and filling the channels of the sigil around him. As the life finally fades from his eyes, the wall before him shifts and dissolves to nothing.

A clear pool of water, deep enough to submerge the tallest Hillman sits in front of the entrance to this new cavern. Behind it, on a tall plinth, is an altar. A body, wrapped in a black cloak and holding a res-bladed greatsword lies in state atop it. As you enter, the body shifts, then turns and sits up. Rising, it descends the stairs, stopping at the pool. Your watch as the friend you just watched die removes the cloak, flinging it into the pool, and raises the greatsword in a patronising salute to you. The cloak begins to sink, the water around it turning a deep crimson.

As your friend stalks towards you, you see a shape rise from the pool, now filled entirely with blood. Soon, a tall, lithe figure stands before you in a black robe. No body is visible beneath the hood, except for a trail of blood dribbling sickly from where the creature’s maw would be. One decrepit, decaying hand holds a jet black obelisk that seems to absorb the light around it. A red aura links this thing and your friend. Together they attack, and desperate battle is joined.

Rambling On The Control Of Time In RPGs

This is the first post (if you ignore my first ever post) where I want to ramble about a concept that’s been on my mind. Don’t expect anything mindblowing, or anything fully formed, more a stream of conscious on a topic. I really hope it’s useful, and/or entertaining…

Time is an elusive concept in role playing games. For the players, time is incredibly subjective, and is impossible to keep track of. They dip in and out of character so often, and so fluidly, that time becomes meaningless. For the DM, time is one of those things that you tend to ignore until someone asks you about it. Keeping track of it is difficult at the least, and often almost completely impossible. That said, time can be an incredible resource in your campaign, one that the players must manage, and that the DM can use and abuse. Time in an RPG can relate to either in-game time, or table time, and each needs to be controlled in different ways.

In-Game Time

ICRPG deals with the issue of time by spending the whole game in a form of initiative. The game is essentially turn based, with each turn taking up moments, hours, or days. The DM can then control time by introducing timers and the like. My only issue with this is the breakdown of party discussion that I’ve seen happen when compared to much more open systems, such as traditional D&D. My problem, therefore, is how to combine these two concepts; structured time, with the team discussion and interaction of less structured systems…

This might seem incredibly obvious, but my current thought is to run a variation of initiative. First, allow the party a short period of time to discuss what they want to do. After that they each get two actions (move, make a check, etc). This ’round’ could cover anything from a few moments to weeks, depending on what the party are aiming to do. In reality the exact length of time doesn’t matter so much as the illusion that time is passing, and that wasting that time will have consequences of some sort.

To use an example, I’m about to start running a game based in the Warhammer 40,000 world. The party play an Inquisitorial group, investigating a planetary system. Behind the scenes the bad guys make their moves, fight one another, and work to attain their aims. Money is no resource, the team have regiments, battleships and the unrestrained authority of the Imperial Inquisition at their disposal. What they do not have is time. In general the campaign will run in large blocks of time. What do the party want to do over the course of a week. If they want to spend a week researching something, interrogating someone, or overseeing military operations, then a few rolls will be made, and that’ll be that. If it requires more detail, then we can delve into the details and run that period of time like a traditional D&D adventure.

I think that makes sense…I think.

Table Time

Round timers do a great job of creating tension. The players know they have limited in-game time to do something, and it sharpens their minds to the task. The opposite happens when you break out the egg timers and ask them to do something in three IRL minutes. Physical timers can be a great way to bring the tension that the characters would feel during the in-game timer to the players. This is the kind’ve timer I’m usually worried to break out, but that I’m often glad I did when I use them right. This, I feel, should be used at points where the players are beginning to feel comfortable, and in situations where the player’s characters would really begin to feel the pressure of time. Maybe the ship they’re on is crashing, or the room they’re in is filling with sand. Many of the same events that a random round/turn timer would deal with, the physical timer is a similar, but fundamentally different, way of adding tension.

Final Thoughts

Really hope that all makes sense. Like I said, I’m still formulating my own thoughts on this matter, and I would love to hear what you think about it. Comment down below with your ideas, what you’ve done in your campaigns, and how time has affected your characters. Until next time, cheers!