If you’re a dungeon master, you have a choice of running your players through published adventures such as Storm King’s Thunder, Curse of Strahd and the Tyranny of Dragons duology, or writing your own material from scratch. I’ve usually taken the latter approach, although with my current players—a group of mostly newcomers to Dungeons and Dragons—I’ve opted for a mix, starting them off with The Lost Mine of Phandelver, then a homebrew quickie, then Tyranny of Dragons peppered with personal sidequests.
Published adventures often give little or no guidance on how monsters—especially ones in random encounters—ought to behave, and occasionally, what guidance they give is inconsistent with what would be optimal, given a monster’s abilities and features. So a large part of my motivation behind writing this blog has been to provide that guidance, so that other DMs don’t have to figure it out on the fly, potentially resulting in lackluster encounters.
But when you’re writing your own material, you have all kinds of freedom. You decide what environments the player characters will travel through. You decide what villains they’ll fight, what those villains’ plans are and what kind of minions those villains will have. You decide what kind of help and hindrances the PCs will encounter along the way. And here’s a point of underrated importance: You draw the maps. (more…)