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Tabletop Roleplaying Games

Druids are a particularly interesting class to take up as they often defy expectations. When players hear the word druid, they might conjure up images of some kind Disney princess who walks barefoot through the woods and talks to their animal friends. While there are plenty of druids who do those things, that isn’t all they can be. 
The newest UA material looks to me like it’s going to be a blast! In Subclasses04, we get two new archetypes: the College of Spirits for the Bard and the Undead Patron for the Warlock. WotC seemed to be in a thematic mood for this one (maybe because of the release of their updated Curse of Strahd campaign?). Both of these archetypes have to do with the (un)dead. Follow along in the document as we take a look at these spooky new options.
So, you can’t handle just being the badass of one class huh? You’re the kind of person who can’t settle on just one flavor of ice cream right? I know what you’re going to say. “But oh wise one! All of the classes are so cool! How can I pick only one?”  Well thank you, I know I’m wise.
D&D 5e is about to celebrate its sixth birthday! With all the momentum that the hobby has gained in recent years, it seems like the system has been around much longer. Wizards of the Coast has done a fantastic job of continually supporting players with free content, mainly in the form of Unearthed Arcana playtest material. Much of this material is eventually finalized and compiled in books like Sword Coast Adventurer’s Guide and Xanathar’s Guide to Everything. But there’s still a lot of material out there. In this article, we’ll take a look at some UA content that makes me feel refreshed and excited to keep playing with this system
Almost every tabletop roleplaying group adds some form of House Rules to their game. On the other hand, organized play such as you might find in D&D Adventurers League needs to run without extra or altered rules in order to make the game accessible to the widest number of people. If you prefer the latter type of games, you probably won’t find this article very applicable. However, I think the majority of us in the TRPG scene benefit from having at least some House Rules. These additions or slight changes to the Rules as Written (RaW) can help the group settle common disagreements or reconcile different playstyles before major problems arise
What happens when plain old damage isn’t doing the trick? A lot of times, we as players can get away with just piling on the damage with our characters: take out the enemy faster than they can do the same to you. I think this playstyle became especially prominent due to the rise of MMOs and the different roles a character can play in such games.
Did you find a mysterious object or stumble into a situation that led to you being contacted by some kind of otherworldly being? Did they offer to give you arcane abilities in exchange for something of their choice? Did you go from average village person #7 to total BAMF overnight? Well if you answered yes to all of the above, congratulations traveler you just became a warlock. 
In this article, we’ll be looking at the process of creating a full adventure from a combination of just 4 ingredients. By the end, you’ll have a full 10,000 adventure seeds for your next one-shot! Hell, you’re even free to use this method in all of your adventure planning, especially when you find yourself short on prep time. (Here, we’ll only be discussing plotting for a one-shot, but you can also check out this article on running a successful one-shot.)
In this article, we’re going to talk about why you should run a one-shot if it’s your first time as a GM. We looked at the fundamentals of running and playing in any one-shot here, but here we’ll get a little more specific about why a one-shot is perfect for a brand-new GM.
One-shots can be a little polarizing in my experience. Players and GMs who like long, complex plots or rich character development, one-shots are going to be found wanting. On the other hand, some players love rolling up new characters all the time and/or testing out cool character builds, etc. One-shots are remarkably well-suited to the latter type of player. If a character concept doesn’t work out as expected, once the session is over, the player can tweak or shelve that character without a fuss.
Smooth narrative flow, complete with peaks and valleys, is what makes the difference between “Oh, that was a fun game tonight,” and “That was exhilarating! My heart was racing when the dragon. . .” Naturally, there are many differences in play-styles. Having an engaging - dare I say, EPIC - session may not be what some players are looking for. Maybe you’re at the gaming table just to hang out with friends, have some munchies, and roll some dice. Fair enough. This article might not be for you. On the other hand, if you want to level-up your game and help pack every session you play with energy and dramatic events, read on!
For diehard nerds, the nerd-aligned, and hipsters everywhere, there’s little better than Dungeons and Dragons night. After all, it’s enjoyable, creative fun, and it (presumably) won’t lose you any friends, unlike the evil Monopoly. But if you opt to be a Dungeon Master rather than a typical player, your fun and games will be peppered with some additional responsibilities.

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