How to Role-Play a Goblin

“Originally found in European folklore, goblins were small, grotesque humanoids, known for causing trouble for everyday humans. They are famous for their tempers and greed, obsessed with collecting shiny objects, especially gold. Associated with demons or devils haunting the countryside, goblins were said to lair in the mountains and emerge at night to steal jewelry, gold, and other shiny items from travelers. Goblins in Dungeons and Dragons are very similar to European mythological goblins in all of these regards.”

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How to Role-Play a Guard in Dungeons & Dragons

Guards are part of a defense organization for farming villages, small towns, and established cities. Depending on the size of the city and organization, rules of the land, and the society they protect, the types of guards characters will interact with may vary widely. However, there are some key principles to keep in mind when role-playing guards.”

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10 Character Voices to Inspire Your Next NPC for D&D

Non-Player Characters’ (NPCs) voices can be difficult to quickly create or make truly unique, between the variety of personas the Dungeon Master (we call them Quest Masters) must personify. By borrowing voices from other iconic characters in the media, Quest Masters can easily develop and maintain voices on the fly. Below are some iconic voices you may be interested in using for your next NPC!”

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Rain: A Dungeon Master’s Tool for Storytelling

“Weather is a powerful, world-impacting event that is out of the characters’ control. This makes it a useful tool for Dungeon Masters (we call them Quest Masters) to control story progression, introduce powerful and flexible mechanics to adjust combat difficulty, and introduce vivid depictions of the settings.”

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No One is Perfect: Why Flaws Improve Your D&D Character

“Flaws are one of the most valuable assets your character can have, while also easily lending themselves to intuitive background and character creation. Utilizing your character’s flaws during role-playing situations can lead to unique and enjoyable game-play experiences which are memorable for everyone at the table.”

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Charm Person: Its Potential Uses and Limitations

Charm Person is a 1st level enchantment spell which can be learned by bards, druids, sorcerers, warlocks, and wizards. The spell targets a single humanoid within 30 feet, who must make a wisdom saving throw to resist the effect (the wisdom saving throw is made at advantage if the spell-caster is currently fighting the target). If they fail the saving throw, they are charmed by the spell-caster for 1 hour and treat them like a friendly acquaintance.”

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From AC to DC: How to Make Dice Rolls More than Just a Number

“From AC to DC, RPGs, are filled with numeric thresholds that determine a character’s success or failure. Adding up die rolls, attack bonuses, proficiency bonuses, and weapon bonuses can leave players feeling like they’re taking a math test, rather than fighting an epic battle with an ancient being of darkness. Similarly, Dungeon Masters (we call them Quest Masters) are left juggling so many numbers from stat blocks, effects, and traps, that immersion falls to the wayside. While math can easily become the focus of the game, it’s important to think about what die rolls mean and how they should affect the story.”