Tag: Playing D&D

  • Happy birthday to the dungeons and happy birthday to the dragons

    Happy birthday to the dungeons and happy birthday to the dragons

    My experience with Dungeons & Dragons doesn’t go back to the beginning. That would be kind of hard, as I’m not 50. It does go back to some of my earliest memories. For me D&D always started as a storytelling game, probably because the way the first DM I played under introduced it to me.

    Derek convinced us to play because he was and is a storyteller. He knew that I loved The Hobbit, Narnia, King Arthur and Robin Hood. The pitch was simple — “Do you want to tell your own stories in the world?”

    The answer was simply “Yes.”

    We played with, those simple dice that needed a Crayon to color in the numbers. For some reason I only remember d6s and dungeons.

    Two old d6 showing the number 5. They are a green like the color of exposed old copper.

    D&D is what started me on my journey to tell stories. I always thought those stories I would tell would be fiction. As of yet, conventional publishers haven’t accepted any of the short stories I’ve pitched.

    But it also started me on the journey to be a journalist, and that worked out to be sports (mostly soccer) and then marketing tales. Derek’s connected to that journey too, but that advances several years into high school and again to when I was an emergent baseball blogger (which didn’t work out).

    Later in my journey Dungeons & Dragons became the central point of my strongest friendships in those harsh teenage years. Like many GenX suburban white males, I was a latchkey kid in a neighborhood with cul de sacs and basements.

    Those basements provided our play space and our avoidance. We avoided thinking about divorcing parents, impending nuclear annihilation, ozone depletion and whatever other terror the nightly news foisted on us.

    Erik, Justin, Abel, Colin, Jacob, Andy, Chris, and the others — we hid from all of that. There were early video games, many board games, and other role-playing games, but it was D&D that was our unifying factor. The stories we told via rolling oddly shaped dice and convoluted rules gave us an escape. We were big, damn heroes. We were anti-heroes. We were thieves and priests and archers and wizards. We adhered to the noble codes that our imperfect real lives could not. We violated those codes to see what would happen.

    That late 80s to early 90s version of D&D that we played was sometimes in dungeons and always dragons. Every world we played in had dragons in the background providing terror, often ending in a TPK.

    My second D&D era was about avoidance. The stories and people helped me make it through the bad times — puberty, divorces, fights with friends, being the outsider from the in-cliques. Without that group I’d be a horrible athlete, the storyteller incapable of finishing a tale, a ‘gifted’ kid who avoided hard work, someone with constantly broken ankles and a body that doctors considered brutally altering because I was dramatically smaller than my peers.

    In the Army I nearly avoided D&D. During my time at DLI I did participate in a Vampire: The Maquerade LARP in Pacific Grove, California. That was the only place I met non-military people while in that hybrid college-military experience. In 5th Group one of the 18D (combat medics) invited me to do solo play with him as the DM. That was basically impossible to keep up because our deployment schedules didn’t quite overlap. We also never played when deployed together. I’m pretty certain no one in his ODA knew that’s what we did when we hung out outside of work.

    Then D&D disappeared from my life.

    I thought I grew up.

    I thought I didn’t need the funky dice, the tales.

    5th edition brought me back after not playing regularly since 94 (the 5th Group experience was 97-98).

    My current era of D&D is broader in playing styles, stories told and the people I play with. There have been two dozen people who have played in the now-seven campaigns within the World of the Everflow. Plus I’ve been a player in four campaigns and hosted a charity actual play for YachtCon.

    Where my first era of D&D planted the seeds of creativity and the second era taught me math (and kept me as sane as I’ll be due to avoidance), this third era of my Dungeons and my Dragons is about exploring fellowship, exploring philosophical issues, confronting the issues of the era rather than avoiding them.

    On this 50th birthday of D&D I discover that my eras of D&D are the eras of my life, showing a maturity in my life while being skills and abilities I continue to use in this life.

    My game doesn’t really have dungeons. Dragons aren’t omnipresent. But it’s still the same game.

    My game doesn’t roll characters. They’re created for story rather than optimization. It’s still the same game.

    My game isn’t in the Forgotten Realms or another official world (or third party world). It’s a world concocted by me and mutually, continually created by us. It’s still the same game.

    For forty years this game has been present in my life. At times it has been my most defining hobby. Other times it was locked behind a haunted door in my head, hidden but influencing my personal journey.

    Today I don’t lock my passions away. People get to see them. They can judge me — whatever.

    We’ll play in public today. Something that was nigh impossible in the 80s, when even my own family thought D&D meant devil worship.

    Today we roll for initiative.

  • Lore 24: Mijdaf, the paddler

    Lore 24: Mijdaf, the paddler

    One of the great parts of Dungeons & Dragons is the impromptu nature of it all. When you’re at the table, especially for a homebrew campaign, things just happen. The participants riff off of each other and a story is created that shouldn’t exist and can never exist again. It is a moment in time. Mijdaf was born in one such moment recently.

    Mijdaf, the paddler

    Mijdaf is an NPC in the current campaign. He started because the group needed transportation up the river from their neighborhood to one on the very edges of urbanity.

    Me: There’s a barge pulled along the ropes on the side of the river.

    The PCs: That seems slow.

    Me: There’s also a paddleboat operated by a goliath.

    The PCs: We take that.

    That’s how a desert goliath living in the largest city of the region started to grow into relevance in the game. But at this point he’s just a ferryman in a boat. Sure, he’s huge and can paddle upriver faster than those humans can pull themselves, but he’s not yet unique.

    PCs: What kind of birds does he have?

    Me: Four seagulls that mostly rest on a branching perch above his head. He asks where your companions are.

    PCs: We’re trying to get a new one for Lauray. Do you know a good breeder?

    As Mijdaf I talk about two options and why he has one that he prefers. It’s one that doesn’t recognize the current government. Mijdaf starts talking about the history of the region that connects to an artisan that they’d met in the previous session.

    They riff off of this, pulling more information from the goliath. It’s interactive at this point. They roll very well. I start playing into Mijdaf being willing to talk, constantly. Soon the PCs figure out that the reason that Mijdaf was available is because no locals will ride in his boat.

    He’s not just a talker — he’s a conspiracy theorist.

    Mijdaf pulls out a slate with tangential connections between various politicians, professors and military leaders. He keeps going.

    At the table this was great. The players with me that day were smiling, nodding and laughing. The total scene may have been 10 minutes. There were some social dice rolls and a lot of me as the DM picking up on table clues to see what the group was enjoying and emphasizing that.

    And then Mijdaf reached the destination, dropping them off. He and they never expected to see each other again.

    A day later in game time the group needs to get back from the nearly rural neighborhood to their home base deep in the port city. They recognize a paddleboat, but don’t see Mijdaf. They steal the boat.

    That’s how Mijdaf, the paddler, went from a simple single scene NPC into a character with purpose, gaming joy, and just possibly a problem for the future.

  • Proctors of the Everflow: Campaign one sheet

    Proctors of the Everflow: Campaign one sheet

    This is an introduction to the seventh campaign set in the World of the Everflow. The most significant difference between these and the previous campaigns are that the player characters are all members of the Proctors, a group that once completely restricted magic from entering the Land of the Six Kingdoms.

    The campaign will start in the city of Ras Rurulit in Daoud shortly after the PCs were dropped off there. They have a safe house. Operating in the city either in hiding or in open defiance of convention will be up to the party.

    Campaign Premise

    Your group of Proctors are working together to capture and contain the Book of the Word and the Book of Dance, two groups of Scholars active in southern Daoud. You are authorized to use any measures necessary to control this group. They have been teaching well beyond just a Scholar and two Students – end them.

    Background

    In the last passing of the Dragon, the fourth moon, the World of Everflow experienced the return of magic, the introduction of goblins with smog teknologies, and empowerment of animal companions. Native to the Lands of the Everflow, the Kin all have animal companions, some learning minor magics. Rarer are those whose companions are empowered.

    The fey Ken object to these souls casting spells. Their Proctors crush the spread of magic and seek the Lorebooks from the seventeen schools where spellcraft was trapped. As the Ken invade from the west and the Six Kingdoms’ borders are rewritten, a forgotten peoples float on airxips from the north. The Kon are a smog-punk society with klackety, noisy tek coming from an island of guilds and invention.

    Heroes rise with their animal companions joining their journey. From humble beginnings these heroes show the power of fellowship and share knowledge with the greater world.

    In this case, the PCs are not heroes. They are not antiheroes. They are the Ken, people of knowledge, hoarding and limiting magic from the common people in the Six Kingdoms.

    This map is what the initial intelligence of the Ken thought the Six Kingdoms looked like. It’s quite wrong. Your group of Proctors are in the far south of Daoud, a rough land similar to the non-desert coastal Maghreb.

    Grand Conflicts

    • Proctors versus Scholars
    • Proctors versus the rare Gobkon in the south
    • Do the Elder Dragons really know best?

    Factions

    • The Book of the Word – book based spellcasters
    • The Book of the Song – music based spellcasters
    • Fleet of the Silent Knight – Daoud’s force responsible for maintaining control of the bay.
    • Isarnalijik and Isamamimir’s Squadron – the remnants of land forces who insist they are the rightful heir to the desert lands.

    Rumors

    • There are many colleges and universities in the land.
    • Magistrate Sas Rurulit is the greatest singer in Daoud’s history.
    • Ishurrumukuf has been taken over by one of the trade guilds of Qin
    • A great storm is coming from the West.

    Facets

    • The group are a collection of secret agents or special operators. They may act undercover or violently during the mission.
    • They have one ally to start, Sabrinigha. She runs the safehouse and is a halfling of the born generation slowly discovering spell craft.
    • The lack of animal companions will be obvious. They’ll need a cover story.
    • In traditional D&D this mission would be Lawful Evil.

    Variant Rules

    • Ken start with a Feat that grants a 1st level spell such as Magic Initiate.
    • Short rests are 8 hours. Long rests need sanctuary and 12 hours. This leads to a pace more similar to a novel.
    • Find Familiar and similar spells are banned from PC knowledge at the start of the game.
    • 50% of Enchantment spells no longer exist. This will not impact your spell choice.
    • Use point buy or standard array for starting attributes. If you want something random, the redrick roller gives random point buy valid stats.
    • Start at 7th level because the Proctors are powerful.
    • There are several custom backgrounds and tools available. We will use cultures, not languages. Each character will start with “Daoud (Common to the area) and Ken” for their cultures. If your PC would have more languages discuss that with the DM.
    • Each character will start with 500+1d10*25 gold to spend on mundane items or to put in a pouch and use as spending money.
    • Each character will start with TWO COMMON magic items, plus an Oriq Mask (see Strixhaven) and one RARE item based on the character’s Background and role within the Proctors. That Rare item will have story elements to it, may get stolen. May level up. We’ll see.
    • Each character must be be a spellcaster, but no Druids or Clerics or Rangers. Proctors serve the Elder Dragons, not gods or nature.
    • Every character must represent one of the Proctor factions – Seeker, Defender, Striker. The chart below shows a few examples.
    SeekerDefenderStriker
    Wizard
    EvokerX
    DivinerX
    AbjurerX
    Warlock (dragons)
    ArchfeyX
    FiendX
    Great Old OneX
    Sorcerer
    DraconicX
    WildX
    Rogue
    Arcane TricksterX
    Paladin
    AncientsX
    Devotion
    Monk
    Four ElementsX
    Fighter
    Eldritch KnightXX
    Bard
    LoreXX
    ValorXX
    Artificer
    ArmorerXXX
    ArtilleristXX
    AlchemistXX
    Battle SmithX
    Subclasses in other 5e Wizards of the Coast and Kobold Press books may be used as well.
  • Finding fantastic locations in the normal world

    Finding fantastic locations in the normal world

    Driving off into the wilderlands of Oregon my thoughts wandered to the D&D world I’ve created. Creating names for places on the fly is hard. Often people get consumed with making something that feels like Tolkien, Jordan, Weis, Bardugo or other greats. These names are complicated and often involve invented languages.

    You don’t need to be so impressive that linguists study you.

    Your world will feel alive borrowing from our own world.

    These are great names for a fantasy space.

    Seven Devils Road and Old Seven Devils Road is perfect for any Dungeons and Dragons game. You don’t need to stretch to far for there to be both an incident that involved seven devils and for the now ruling empire to have a newer, more popular road that carries the same name.

    West Beaverhill Road could mean that it is west of Beaverhill. I submit that your fantasy world is more Lewis when you have every cardinal direction have a Beaverhill Road. Each of those is for a different beaverhill. Make those beavers talkative and have them part of the empire to capture some Fillory vibes too.

    Whiskey Run Road is just down the way from where we are staying. In my fantasy world that road probably started as a minor trail used by some bootleggers. Now, as they gained power within the realm, thanks to their whiskey runs making money, Whiskey Run Road is the main thoroughfare between the capitol and its not-quite-satellite city. What was once a former smuggler cove is now the headquarters of a major influence on a failing state.

    Hidden Canyon Road is something I’m fairly certain I passed by driving to get a cranberry turnover this morning. But my memory of this road is fragile as the road may not exist. The canyon might not exist. I never saw it. In a fantasy world Hidden Canyon Road could be a road, and a bridge, that exists over a fey gulch. There are nights when the gulch exists on most days the hidden canyon and covered bridge is just a normal passage with no need of a bridge at all. But on those nights with a few moons waning the fey canyon is back. Elves and their friends come out of the gulch demanding tax from those who use the bridge.

    tl;dr

    Take a few road names with you and be ready to create them as fantastic locations using the techniques from SlyFlourish’s Lazy Dungeon Master series. These quite normal names create a world of magic and wonder. Use placenames in reality to inspire your fiction.

  • Meet Passive Aggression and Izzy Handball, two more characters inspired by the soccer team I sponsored

    Meet Passive Aggression and Izzy Handball, two more characters inspired by the soccer team I sponsored

    I went and sponsored a soccer team. It’s a pub league team with several friends I met through Sounders soccer. Rather than advertise my soccer blog they all know about already I put the logo for Full Moon Storytelling on their kits. And then I offered to make any of them an Adventurer’s League legal character that represents some of their favorite soccer players and themselves.

    A character sheet in Dungeons & Dragons is a story told in short hand.

    Here’s the story I was trying to tell with Passive Aggression.

    With Passive Aggression, one of the first things I wanted to do was have a little honey badger companion (in Reroll I used a cat). Ozzie Alonso was Seattle’s honey badger for so long that I must, must honor him. The player who submitted their favorite players requested a minotaur, which also suits Alonso well. It is easy to imagine Alonso lowering his head and charging through someone.

    The other guidance is the maestro Luka Modrić. Ranger helped with this, because the bit of magic makes sense. Luka is one of the more technical players in the world, with the titles and individual recognition that makes sense. When the player is that exceptional only magic makes sense. Zephyr Strike seemed perfect for that representation.

    I chose the subclass Gloom Stalker because of the Our Flag Means Offside FC player sees themselves as someone who can be a support player across the battlefield, Entangle and Dread Ambuser helped capture that story

    Here’s the story I was trying to tell with Izzy Handball.

    Roger Levesque is a legendary Sounder, from the time before they were in MLS. He also puts on a great pirate impression. Pelé is the world’s greatest player, ever. Young people please don’t come at me with your modern faves — Izzy Handball will slay you.

    Combining a cult legend and the world’s greatest was a fun challenge. I started with the pirate, which meant Swashbuckler Rogue, which also fits Pelé’s personality. He loved to go one-on-one, or one-on-four, whatever. Dual-wielding swords made sense because Pelé would strike rapidly, constantly and with both feet.

    A wood elf was chosen to further lean into Pelé’s pace, his fey ancestry and his charm.

    With both of the soccer players the Folk Hero made sense. Whether form the streets of Brazil or the artificial turf of Starfire, Levesque and Pelé became legends with tales growing taller every year.

    Character graphics are made using ReRoll app. All eight players who submitted their favorite players and idealized playing styles to be imagined as D&D characters can be seen on DnDBeyond.

  • Sports in Fantasy with Cutting Edge Cosplay

    Sports in Fantasy with Cutting Edge Cosplay

    After one of my regular D&D sessions at Logan Brewing someone watching us started asking me about my campaign. I just couldn’t stop talking. We eventually got to talking about Sports in D&D.

    That’s when Bears invited me onto her podcast, because I’m a talker.

    The Cutting Edge Cosplay group were great hosts. I’ve listened to all of their other episodes and enjoy how much they share their passions for performance via cosplay.

    This episode is also available as a podcast.

    Share your passions, open up to others — you never know the friends you can make.

  • Meet Davy Jones, an exceptional striker and brave defender

    Meet Davy Jones, an exceptional striker and brave defender

    I went and sponsored a soccer team. It’s a pub league team with several friends I met through Sounders soccer. Rather than advertise my soccer blog they all know about already I put the logo for Full Moon Storytelling on their kits. And then I offered to make any of them an Adventurer’s League legal character that represents some of their favorite soccer players and themselves.

    First up is Davy Jones. Why Davy? Because that persona is on the reveal graphic.

    A character sheet in Dungeons & Dragons is a story told in short hand.

    Here’s the story I was trying to tell with Davy Jones — the name on the back of one of the players’ shirts. I didn’t look up the real players to build these. I did use their soccer-name as inspiration.

    The soccer players provided in the prompt questions were Fredy Montero, DeAndre Yedlin, Zlatan. In some of the prompts there were references to Jessica Jones and Ljósálfar.

    D&D is an imperfect way to represent these things. My attempts here are to capture the vibes of a potent showperson, a striker from distance and a stout defender. An Aasimar is more similar to the light elves of Nordic legend than the current version of D&D, plus that helps add more magic to Davy Jones — Zlatan has to have magic, so does Fredy “Golden God” Montero.

    It was Fredy that helped the lean towards Paladin, as well as the Jessica Jones mention. Jones helped the decision towards Oath of Vengeance. Having Compelled Duel was another touch point towards Zlatan.

    With DeAndre Yedlin still to be incorporated the Background choice was obvious — Folk Hero. Yedlin was the first MLS Sounder to rise from the Academy, the first to play in the World Cup because of their performance as a Sounder and the first to be sold to Europe. He’s a legend in his home town, and so is Davy Jones.

    Each skill, weapon, spell is chosen to emphasize the combination of mystical striker, bewitching technique and the willingness to be a stout defender.

    That’s Davy Jones.

    Character graphics are made using ReRoll app. All eight players who submitted their favorite players and idealized playing styles to be imagined as D&D characters can be seen on DnDBeyond.

  • Best part of D&D Direct? The new player onboarding site

    Best part of D&D Direct? The new player onboarding site

    Earlier this week Dungeons & Dragons held a “direct.” These events are about announcing new product. It was a bit odd to see a D&D Direct already, since the full slate of hardback books for D&D is already known. So what did Wizards of the Coast show the fans?

    A lot, much of it not related to the game of D&D, but to the brand of D&D.

    But for me the winner was about the game — there’s a new onboarding site for players. This is obviously launching because the highly rated movie Dungeons & Dragons: Honor Among Thieves is out in theaters on March 31.

    • Dungeons & Dragons Comes to Minecraft – read more at Polygon and get new monsters on D&D Beyond.
    • Honor Among Thieves trailer and a Magic: The Gathering Secret Lair.
    • Hasbro March Monster Madness – new toys and stuffed animals with D&D themes are fine. I’ll probably get one or two (Kristin you didn’t read this)
    • New Life-Size D&D Figures from Wizkids – I’ll probably get one of these too.
    • R.A. Salvatore on Drizzt and a Neverwinter Module – The Neverwinter MMO is starting to feel like forever winter. The staying power of the game is impressive
    • D&D Virtual Tabletop – read more at EN World
    • Joe Manganiello’s 50th Anniversary D&D Documentary
    • A Look at Future D&D Sourcebooks and Adventures – there’s a lot to take in, from four more books coming out this year, plus hints at new books over the next two years. Many were thrilled to see Planescape’s coming art.
    • D&D Play Events at Local Game Stores – I like this because FLGS need more support than ever, but also because it helps new people discover the game.

    I love adding new people to D&D.

    It makes me feel good knowing that this once niche hobby where I was constantly mocked and derided is now popular.

    More important than me feeling good is that new players mean new stories.

    More players = more stories

    I can’t tell you all of my stories, let alone tell you everyone else’s story.

    The only route to more stories is more players. By finding new people the original, the mix and the remix at each table is amplified. Playing with the same people all the time is a great way to retell their stories. But the power of life, the power of roleplaying games is story — big, fat, emotionally loaded stories from all the varieties of people in the world.

    Story creep is always better than power creep.

    That’s why Tasha’s was good. That’s why Radiant Citadel is excellent.

    Learning D&D can be hard. There’s no hiding from that. Finding ways to teach new players, especially those not joining a current table is the hardest thing facing any RPG.

    The cover image of PlayDND.com. The words "Welcome to the world of Dungeons & Dragons" and "Begin your adventure" sit over a cavern with burning embers floating through it.

    PlayDnD.com

    This is a brilliant onboarding portal that addresses the most common question I get from the now-hundreds of people who have asked me about Dungeons & Dragons “Where do I start?”

    You start at PlayDnD.com. It starts with an intro video.

    The Starter Set of course!

    But maybe those five characters aren’t right for you. PlayDnD has 11 pregenerated characters. Clicking on those pulls up a fully filled out page on D&D Beyond with a video tour of the character page!

    There’s also three adventures, for free!

    • Lost Mines of Phandelver (which is about to have another sequel, this time in hardback, later this year). This is a mini-campaign
    • Frozen Sick is a first level adventure
    • Prisoner 13 is a multi-session adventure set in the prison Revel’s End. Revel’s End is part of the Honor Among Thieves, part of Rime of the Frostmaiden (and co-developed by John Francis Daley who co-wrote and co-directed Honor Among Thieves) and part of Keys from the Golden Vault

    The first two can be run by people only semi-familiar with D&D and other fantasy tropes. Prisoner 13 is better for a more familiar DM.

    Maybe you need help building a your own character? There’s guide to that.

    There’s the prequel to Dragons of Stormwreck Isle as a pick-your-path adventure with a d20 called Before the Storm. If there’s one negative it’s that Before the Storm is so far down the page.

    After that is a bundle to get the Dragons of Strormwreck Isle in both digital and physical at the same time.

    There’s a final carousel of clickthroughs that includes ads for D&D Beyond, the D&D Discord, and another item that makes me very happy — help finding your local gaming store.

    Play D&D and discover stories of heroism, of diversity, of found family. It just got a lot easier.

  • D&D just released a Starter Set prequel

    D&D just released a Starter Set prequel

    Before your first time player heads to Stormwreck Isle, have them play this pick-your-own path adventure on DnDBeyond.com.

    Similar to the classic books Choose Your Own Adventure, Before the Storm starts a single character on their path to becoming a hero. It uses two to three options at each path, connects those choices to how the game of Dungeons & Dragons runs, and then rolls a d20 to see if you succeed or not.

    There are five different characters, which seem to be the same options as the pre-generated characters for the current Starter Set – Dragons of Stormwreck Isle (at your local game store or DnD Beyond).

    Weaving a familiar and simple pick-your-path story with the D&D mechanics is an excellent introduction to what D&D is. People unfamiliar with role-playing games should catch on fairly quickly. The cycle of the D&D process is pretty simple.

    • Action is described
    • You make a choice
    • Does it succeed?
    • What happens next

    That fits a simple computer program easily.

    What makes role-playing with a real person so much more interesting is that the stopes for Choice and What Next aren’t confined to pre-programmed options. They’re up to the people at the table, together.

    What else makes D&D special is that, unlike Before the Storm, is that it captures that idea that a diverse group is vital to succeeding in life. Everyone has different strengths, different weaknesses. By working together your group is more than the sum of its parts.

    Before the Storm is strongly recommended for people who think – I want to play Dungeons & Dragons but don’t know how.

  • Using ‘third places’ to add cultural depth to your D&D campaign or character

    Using ‘third places’ to add cultural depth to your D&D campaign or character

    The trope that starts nearly every Dungeons & Dragons campaign is “So, you meet in a tavern.” Which is fitting. For most campaigns start with a diverse group of characters who don’t have strong connections throughout the group. They are a cross-cultural, cross-class, cross-Class, cross-everything group that wouldn’t meet at most places in the medieval-Renaissance-ish fantasy world that is D&D.

    But the tavern, via the trope, has become a third place. It’s not home (though it often becomes that). It’s not work (though it often becomes that). It’s the place between. And these places between are frequently where subcultures within a society connect.

    Various cultures have had different third places. For modern America it is now the coffeeshop and used to be bowling alleys. In the Ottoman Empire in the classical age had its cafes, where philosophy, music and political debate occurred.

    In New England during the American Revolution public houses were the gathering point, for many at that time the first place was a co-located home with work and the second were churches.

    The Greeks gathered on the steps of temples. Finns and Russians gather in bathhouses.

    Sporting venues have been third places, before they became economically stratified. Travelling carnivals and festivals can be a third place.

    No matter the type of third place, it tells you a bit about the culture.

    Using third places as a character backstory tool

    When creating a PC think about the place where you mingled with peoples unlike you. Where did your dwarf first meet an elf? Where did your farmer first meet a noble? Where did your follower of Lathander meet an unbeliever?

    This decision will help tell you about your own history.

    It will connect them to a place and associated behaviors that aren’t mechanics, but are fuel for the social pillar. Their own stories about a trip to watch a great debate between philosophers, a visit to the library, or the type of ale they enjoyed at the pub are stories that add more depth to the shared story that is D&D.

    Adventurers have the place where they sleep (a cave, a cove, an inn), the place where they work (dungeons), and the places where they spend time meeting strangers with odd quests. Once they start their adventure they have the third place that was cross-cultural communication when they were growing up and now the place between — and that’s up to the whole party of different peoples.

    Using third places as a world building tool

    Dungeon Masters generally are more active in creating the world. There are a few ways they can use third places in that world.

    • Collect each players’ third places in your notes. Give them the opportunity to revisit them in new lands.
    • Start the campaign at the typical third place for the origin culture of the campaign. “So, you meet on the steps of the temple.”
    • When the group comes to a new land and looks for their comfortable third place (the tavern) demonstrate how that locale is different from their expectation and what the unfamiliar culture would use as their non-stratified place that welcomes outsiders.
    • Use maps of abandoned third places to show how different the older ages were from the one in which you campaign.
    • Have an NPC name-drop their favorite third place. This can show how they are familiar to most of the group, or different. Each NPC can have their own place, they should!
    • Have two third places in the same town share similarities but still be unique beyond their name. Maybe the Rusty Clam is a working pub and the Silver Nail is for the merchant class — and yet the players are welcomed at both.

    These are flavor elements, but flavor is story in D&D. And story is what tables build together, usually because Dungeons and Dragons is now our third place.