Build Guides
Class Guides
Species Guides
DM Guides
How to Build a Balanced Encounter
XP budgets in plain terms, why the number of turns matters more than CR, and how to save a fight that is going wrong while it is still on the table.
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How to DM Your First Session
The prep that matters, a fifteen-minute session zero, an opening that starts in motion, a first fight that teaches, and an ending that brings everyone back.
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How to Improvise NPCs
The players just asked the innkeeper's name. A name, a want, a secret and a voice hook, ready before they finish the question.
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How to Run a One-Shot
One night, one story, a real ending: pick a tight premise, hand out pregens, run three or four scenes on a clock and land the climax before everyone goes home.
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How to Run a Solo Game
Be your own Dungeon Master: ask the oracle good questions, weight the odds honestly, read the answers fast and let random events surprise you.
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How to Run Travel and Exploration
The road between towns is part of the adventure. A daily procedure, weather that changes decisions, and stops worth stopping at.
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Guides include material from the System Reference Documents 5.1 and 5.2 by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License. TableForge is not affiliated with Wizards of the Coast. Full licenses.