There’s nothing more frustrating in a game of Dungeons and Dragons than a prolonged combat with uninteresting and flat action descriptions. “You hit,” “That’s a miss,” even descriptions in the vein of “Your sword swings wide, narrowly missing the enemy,” all feel unsatisfying, especially in unchanging repetitive doses. As DMs, we already have a lot of moving pieces to manage in our games, especially when running combat. Between tracking initiative, managing monster and NPC statistics, maneuvering physical or digital maps and tokens, moderating rules quibbles, our plates are full to overflowing. Is there a way we can improve the narrative quality of our combat without significantly adding to our mental load? I’m going to attempt to codify an approach that has helped me informally in my games, which once understood can be easily integrated into our combat management workflow.
Continue readingAuthor: Jeffrey Chapman
Greetings adventurers, and thank you for checking out my new blog! I want to start this project with an earnest disclaimer: I AM NOT AN EXPERT. I am, in fact, little more than an avid enthusiast with a lot to learn and the passion to do so. I love TTRPGs, and as I stumble through the process of becoming a better and more informed Game Master, player, and member of this community, I hope to share the knowledge I gain along the way to help others avoid my many missteps.
Please enjoy my musings, ramblings, and occasional gems of insight as I explore my passion to constantly learn and share about the games we love, and the stories they tell.