Dungeon Master
Currently I run 2 weekly D&D 5e games on Tuesdays & Wednesdays over at Twitch and YouTube in which one of my players organizes all the streaming elements.
Here is a VOD of one of my most recent Tuesday games titled, “Hand of God”, that is a 100% original campaign set in the dangerous and fantastical Underdark.
In this session my players continue their journey to find an ancient dwarven vault that may hold a divine artifact, the “Hand of God”. In this session the players engage with a unique overworld mechanic that connects narrative, environmental and combat encounters that are tied to player handouts & large scale combat maps.
This is an older VOD of my Wednesday game titled, “The Shattered Obelisk: Return to Phandalin”. In this game I use the official module produced by Wizards of the Coast, but have changed the plot, story structure and balance to fit a more seasoned group of players & adventurers.
In this particular session, I designed a combat encounter that modifies/ “mutates” a creature type that the adventurers have encountered several times before in earlier quests.
I also modified a quest for my players to “deal” with a massive machine further in the mines given by “Ashen Wights”. Originally this section of the module was quite bare-bones and didn’t really allow for player engagement, but by altering the quest to encourage player choice & agency, I feel that not only was this quest challenging and fun for my players, ultimately it led to stronger storytelling & a memorable boss fight.
SECTION UNDER CONSTRUCTION
Tomb of Annihilation
Over six months ago I completed my longest running campaign, Tomb of Annihilation or ToA for short. This campaign ran for over 125 sessions of the span of 2 years.
While designing all the quests for this campaign, the most important thing that I adhered to was creating a sense of ever-growing dread, and a build up to the all powerful lich, Acererak. One major influence in my narrative and quest design process was influenced by the great Yoko Taro and his process in creating NieR & NieR Automata. The key thing I learned from his process, “backwards scripting”, is to flush out the desired “ending” and working backwards from there. I took the idea of “backwards scripting” by focusing on the end goal of my quests, and then building out from there the options players may take and those conclusions leading to that ultimate “ending” with Acererak.
Fane of the Night Serpent dungeon
Before & After player interactions
Before & After player interactions
Make it stand out
Whatever it is, the way you tell your story online can make all the difference.
Make it stand out
Whatever it is, the way you tell your story online can make all the
difference.