So you have a group of wandering heroes. They need to get from a village in a woodland to the far north, an orcish settlement surrounded by ice and snow, to see if they can treat with the leader of the clan.
You thought you were ready. You'd planned a series of twenty or so hooks in the city. A massive hotbed of intrigue and factions. Session three, the players leave the city because they've angered the law and never look back. You have to improv in the wilderness. None of it sounds as good as the city would have done.
In reality, some of the comfort of certain games comes from their predictability.
I will go over some reasons for why many of the Tier 1 adventures are designed as simple fetch or kill missions and over some exceptional books you can use to fuel your need for more sophisticated Tier 1 Dungeons & Dragons adventures.
I think 'The Wangrod Defence' is the perfect example of what happens when we refuse to view the meta.
Meta. The term is mentioned a lot in D&D circles. When someone does something outside of what their character knows, people roll their eyes and say 'uhh..meta'.
When you begin a West Marches game, it's worth thinking about your player base.
Magic items play a huge role in 5e D&D – and I love handing them out to my players. But answering even simple questions such as what an item costs in 5e, where and from whom it can be bought, and how to haggle for a better price, is no easy task for the DM due to the lack of official rules and guidelines for doing so.
People had been using words in game with each other and only sort of even been in the same ballpark.
In the creative dramas a gamemaster wants their players to experience, the idea is to make their choices feel as meaningful as possible, right?