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Returning 35 results for 'confusing recent game to have run'.
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Spells
Player’s Handbook
the old feat and gain the benefits of the new one. You can’t replace a feat that is a prerequisite for any of your other feats or features.
Roll Redo. You undo a single recent event by forcing
game. Similarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item’s current owner. If your wish is granted and its effects have
Monsters
Mythic Odysseys of Theros
one another and the land. Only in recent times have some leonin started guardedly looking beyond their homeland and wondering what role they might take in the wider world.
Most leonin hunters are tribal
warrior;tribal warriors, but those who hunt the servants of the gods rather than game are known as leonin iconoclasts.
Monsters
Mythic Odysseys of Theros
. In recent memory, the massive menace rose from the waves to topple the Pyrgnos, Meletis’s great repository of scholarly knowledge. Since that day, the polis keeps a watch specifically for
:
The titanic monster’s carapace cracks, revealing a pulsing, red-purple heart buried amid heaps of blubber and muscle. Fissures run across the beast’s ancient shell, revealing three
Backgrounds
Sword Coast Adventurer's Guide
;n. Recent events in your homeland have led to the abolition of slavery, and a corresponding increase in the traffic between Mulhorand and the distant parts of Faerûn.
Those who leave behind
reacting to ignorant invasion of my own.
2
I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting.
3
I have a
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
miles on a side, with each tribe hunting in the lands nearest to their colony, ranging farther should game become scarce.
A typical colony consists of one large, open-roofed nest made of woven vines
lies on the slopes of the Star Mounts’ southernmost mountains. At the headwaters of the Unicorn Run, the Last Aerie is home to several dozen aarakocra. Recently, aarakocra elders detected
Monsters
Fizban's Treasury of Dragons
power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back, dancing and shifting with
normal rate.Cold, NecroticChange Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the
Monsters
Fizban's Treasury of Dragons
dragon’s psionic power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back
, but new ones form at a normal rate.Cold, NecroticChange Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This
Wish
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
could make yourself and all your companions immune to a lich's life drain attack.
You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn
were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might
backgrounds
Once, even before your most recent travel to Druskenvald, you rode the deathly train known as the Ghostlight Express. Your memories of that journey might be hazy and dreamlike, or they could be sharp
confusing, but you realized you now may be able to find the departed spirit of a loved one once thought lost forever.
3
A specific spirit returns to speak to and through you repeatedly.
4
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
After the Horror It’s always a good idea to check in with players at the end of a session, but this rings especially true for adventures where tensions run high and the stories can elicit strong
emotional responses. At the end of a horror game session, leave time to check in with players and ask them how the game went, how they’re feeling, and what they liked about the session. You might ask the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
After the Horror It’s always a good idea to check in with players at the end of a session, but this rings especially true for adventures where tensions run high and the stories can elicit strong
emotional responses. At the end of a horror game session, leave time to check in with players and ask them how the game went, how they’re feeling, and what they liked about the session. You might ask the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
How to Run a Session This section explains how to run a game session.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
How to Run a Session This section explains how to run a game session.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 15: Running the Game This section contains rules that help will help Dungeon Masters run the game. For more information to help with being a Dungeon Master, see the Dungeon Master's Guide.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
How to Run a Session This section explains how to run a game session; later on, chapters 4 and chapter 5 detail how to combine sessions into adventures and adventures into campaigns.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
rules (discussed in part 3), and the type of game you want to run. Describe to the players how you envision the game experience and let them give you input. The game is theirs, too. Lay that groundwork
early, so your players can make informed choices and help you maintain the type of game you want to run.
Consider the following two exaggerated examples of play style.
Hack and Slash The adventurers
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 15: Running the Game This section contains rules that help will help Dungeon Masters run the game. For more information to help with being a Dungeon Master, see the Dungeon Master's Guide.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
rules (discussed in part 3), and the type of game you want to run. Describe to the players how you envision the game experience and let them give you input. The game is theirs, too. Lay that groundwork
early, so your players can make informed choices and help you maintain the type of game you want to run.
Consider the following two exaggerated examples of play style.
Hack and Slash The adventurers
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
you’re playing a kenku, constant attempts to mimic noises can come across as confusing or irritating rather than entertaining. You can just as easily describe the sounds your character makes and what
tapping a stone to show how bored he is. He plays with his dagger and studies the Lords’ Alliance agent sitting at the bar.” Creating a vocabulary of noises for the other players to decode might sound like fun, but it can prove distracting and could slow down the game.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
you’re playing a kenku, constant attempts to mimic noises can come across as confusing or irritating rather than entertaining. You can just as easily describe the sounds your character makes and what
tapping a stone to show how bored he is. He plays with his dagger and studies the Lords’ Alliance agent sitting at the bar.” Creating a vocabulary of noises for the other players to decode might sound like fun, but it can prove distracting and could slow down the game.
Compendium
- Sources->Dungeons & Dragons->Stranger Things
right or being perfect as a DM (that’s short for Dungeon Master). Just relax, let things happen naturally, and enjoy playing the game. If things get confusing — especially in combat — do what seems
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
How to Run a Session This section explains how to run a game session; later on, chapters 4 and chapter 5 detail how to combine sessions into adventures and adventures into campaigns.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Every DM Is Unique The preceding example of play shows how one Dungeon Master might run an encounter, but no two DMs run the game in exactly the same way—and that’s how it should be! You’ll be most
successful as a DM if you choose a play style that works best for you and your players. The Rule of Fun
D&D is a game, and everyone should have fun playing it. Everyone shares equal responsibility in
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Preparing for Horror Before you run a horror game, consider the following steps to ensure the willingness and full engagement of your players. If a group gathers to play a fun, low-stakes adventure
but is immediately thrust into unexpected horror, the game can feel like a trap. You should avoid this. Rather, set expectations with your players about what a horror-focused game means, and determine what topics and themes will encourage or discourage players’ participation.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
How to Use These Rules These rules are organized in three parts. The first part helps you decide what kind of campaign you’d like to run. The second part helps you create the adventures — the stories
— that will compose the campaign and keep the players entertained from one game session to the next. The last part helps you adjudicate the rules of the game and modify them to suit the style of your campaign.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
How to Use These Rules These rules are organized in three parts. The first part helps you decide what kind of campaign you’d like to run. The second part helps you create the adventures — the stories
— that will compose the campaign and keep the players entertained from one game session to the next. The last part helps you adjudicate the rules of the game and modify them to suit the style of your campaign.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Preparing for Horror Before you run a horror game, consider the following steps to ensure the willingness and full engagement of your players. If a group gathers to play a fun, low-stakes adventure
but is immediately thrust into unexpected horror, the game can feel like a trap. You should avoid this. Rather, set expectations with your players about what a horror-focused game means, and determine what topics and themes will encourage or discourage players’ participation.
Compendium
- Sources->Dungeons & Dragons->Stranger Things
right or being perfect as a DM (that’s short for Dungeon Master). Just relax, let things happen naturally, and enjoy playing the game. If things get confusing — especially in combat — do what seems
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Running the Adventure This is for the Dungeon Master. It contains a complete Dungeons & Dragons adventure, as well as descriptions for the magic items and creatures in the adventure. It also teaches you how to run a D&D game.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Every DM Is Unique No two DMs run the game in exactly the same way—and that’s how it should be! You’ll be most successful as a DM if you choose a play style that works best for you and your players
. The Rule of Fun
D&D is a game, and everyone should have fun playing it. Everyone shares equal responsibility in moving the game along, and everyone contributes to the fun when they treat each other
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Every DM Is Unique The preceding example of play shows how one Dungeon Master might run an encounter, but no two DMs run the game in exactly the same way—and that’s how it should be! You’ll be most
successful as a DM if you choose a play style that works best for you and your players. The Rule of Fun
D&D is a game, and everyone should have fun playing it. Everyone shares equal responsibility in
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
zero.” Tasha’s Cauldron of Everything outlines how to run session zero discussions, but in general, use this session to discuss the game’s content, social contract, and house rules, and to create
characters. Reinforce Expectations Make it clear that D&D is a group storytelling game. As the DM, you have a role in crafting adventures and arbitrating rules, but you aren’t solely responsible for how
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
background. This requires everyone to step out of the game world a bit and suspend disbelief, but it might be the easiest solution. Act as if the character were absent, but don’t try to come up with any
in-game explanation. Monsters don’t attack the character, who returns the favor. On returning, the player resumes playing as if the absence never happened. Narrative Contrivance. Decide the character
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
rivalries and complications during franchise tasks to drag characters into that part of the game. Between Adventures Using the traditional approach to downtime, franchise tasks can be run at set break points
game to try to push the pace of the campaign. Characters might try to avoid taking downtime of their own in favor of having franchise employees take care of all that boring not-adventuring stuff. But
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Running the Adventure This is for the Dungeon Master. It contains a complete Dungeons & Dragons adventure, as well as descriptions for the magic items and creatures in the adventure. It also teaches you how to run a D&D game.