Hello fellow dungeoneers and dungeon masters! Guest blogger Sean O'Connor reporting for nerdery. Your host blogger, Casey Steven Ross, asked me to do a write-up of my insights and experience designing the latest session of my home game. Mr. Ross has the pleasure (misfortune?) of being one of my players, he's seen me fumble a few times and experienced some gems of times in my home game. He specifically asked me to write about the last game because of the fun that I was able to squeeze out of it, and the major departure it took from our normal campaign. I'll give you a small amount of background before I get into the nitty gritty. Half of my group consists of a few "hardcore" players. I use the term with the utmost respect. These are a steady stable of guys I know I can rely on to let me try crazy stuff and will tackle what I throw at them head on with reckless abandon. The other half of my group are slightly less into it. I don't mean to say they are bad players, they just don't put as much focus on it and stand further on the outskirts of full immersion in the system. The group is a good mix, we all get along very well, and generally have a good time. The dichotomy of the group often has me in the mindset of trying to super balance my encounters and make sure I've got something for everyone. This leads me into the meat of this post, what became of our last session, and how I've now completely uprooted my DMing style and philosophy for, hopefully, the better.
**I would like to preface the rest of this article with one disclaimer. I in no way claim that anything I'm doing is by any means the best way to handle dice chucking for every person. This is simply what worked for me and allowed me to push through a DMing barrier with which I was faced. If this process and insights help you, HOORAY!**