
A blog about storytelling, game design, and the craft of DMing, by DragnaCarta.
| Platform | Pricing | Only free issues | Publishes | Weekly | |
|---|---|---|---|---|---|
| Issues | 15 | Subscribers | Read | dramaticquestings.substack.com |
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In a previous article, we discussed the importance of balancing encounters—why it matters that an encounter is “winnable” or not for a given party’s size and composition. But this raises the question: How do we balance encounters, anyway?
Why do D&D modules have so many insanely deadly encounters?
You’ve decided that you’re done designing for heroes. Instead, you’re going to run campaigns about parties with vested interests that conflict with DMNPCs with active interests of their own, and let the TTRPG’s game engine decide who wins.
Tell me if you’ve heard this one before: The players have just arrived in a new town when an NPC asks them for help.
The writers behind this newsletter.
Author of Curse of Strahd: Reloaded. Writer for FlutesLoot. Former DM of Curse of Strahd: Twice Bitten. Veteran Dungeon Master, resource creator & purveyor of hot takes. He/Him.
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