What’s The Story, Muthur?
To the point, tabletop gaming
Popular Posts
How To Run A Dungeon - Fixing The Lost Mine of Phandelver
Here’s the problem, if you grew up in the 90’s or later, and have only ever played 5e - it’s likely that your only detailed point of reference for what a dungeon experience is like comes from video games - maybe something like Zelda (Ocarina of Time - best game ever made. Fight me!) The issue here is that they teach the player that a dungeon is this linear place, to be solved in a set way, with battles in predefined places.
GM Burnout - When You Just Can’t Anymore
GM Burnout is a unique form of creative burnout, where a lack of inspiration and joy from the creative aspects combines with the drain of the relational and performance demands of the role.
I Posted A Blog Once A Week For A Year, Here’s What Happened - 2025
According to my Squarespace analytics, DoMT has had 35,000 visitors in all of 2025, which works out on average to be about 2,900 per month.
9 Meta TTRPG Bitter Pills to Swallow
The internet is full of advice on the nitty gritty of TTRPG play. I thought I’d leverage my experience slightly differently today and focus on some solid tips that are way more wide angle.
5 Cuts To 5e That Make The Game More Interesting
I know I'm gaining a bit of a reputation as someone who doesn't like 5e, but the truth of the matter is that I actually think that there's a very solid game there, it’s just hidden under layers of interdependent ill-considered bloat.

A core dice roll is a bundle of variables that shape how a game feels, how players assess risk, and how much work the GM has to do. This post breaks down the five big factors inside the dice loop: who sets the target, what shape the randomness takes, how odds get modified, how outcomes are interpreted, and when you should actually roll in the first place. Each of these choices changes tension, pacing, tone, and player responsibility.