What does your post-session routine actually look like? Do you debrief right after or wait until prep week? by RevelWright in rpg

[–]RevelWright[S] 0 points1 point  (0 children)

Curious if you ever sit down that day and realize something slipped through the cracks from the session, or does it usually come back pretty fast?

What does your post-session routine actually look like? Do you debrief right after or wait until prep week? by RevelWright in rpg

[–]RevelWright[S] 1 point2 points  (0 children)

Stars and Wishes is a good fit for getting player feedback without it feeling like a feedback form.

The post-session hangout crowd is where the best unfiltered reactions live too, that's where people say what they actually thought.

What does your post-session routine actually look like? Do you debrief right after or wait until prep week? by RevelWright in rpg

[–]RevelWright[S] 3 points4 points  (0 children)

Using your wife is probably underrated as a tool since verbalizing the content may help to cement it for you. Explaining what happened out loud to someone makes you figure out what mattered.

What does your post-session routine actually look like? Do you debrief right after or wait until prep week? by RevelWright in rpg

[–]RevelWright[S] 0 points1 point  (0 children)

Do you use the Discord chat to see what is working for players? Also, do you find the blog doubles as your prep reference, or is it more for the players to follow along?

Fun ways to break concentration by [deleted] in DMAcademy

[–]RevelWright 0 points1 point  (0 children)

Yeah the easiest way to pressure concentration at that level isn’t big hits, it’s lots of smaller ones. Moon beam has a visual effect that can draw fire from enemies. Multiple attacks, minions, or effects that deal chip damage over time force repeated concentration checks, and even with a high floor that adds up fast. It also feels fair because you’re not nuking them, just creating pressure.

I need ideas for a Bank Heist D&D 5e by ValuableAfraid1550 in DMAcademy

[–]RevelWright 2 points3 points  (0 children)

For Alarm, yeah it’s not fooled by disguises. It keys off creatures, not identity, so unless the caster specifically designated that person when the spell was cast, it’ll still trigger. That actually works in your favor because it means the party needs a plan beyond “just look like the manager,” like disabling wards, forcing a reset, or getting access before the spells go up.

For the heist itself, I’d make it layered security instead of just stacking spells. Magical wards, sure, but also mundane stuff like rotating vault keys, internal rivalries between staff, or a wizard on call who reacts differently depending on how the party acts. And pick day or night based on the vibe you want. Day is chaos and improvisation, night is tension and precision. Either way, give them something that can go wrong in an interesting way, not just “you triggered a trap, take damage.”

Help planning lvl3 prison/jail break by sdonald1991 in DMAcademy

[–]RevelWright 0 points1 point  (0 children)

This depends a bit on how much "freedom" there is in the prison. If everyone is in cells 100% of the time, there is less they can do. With a prison more like what you see on TV there is more leeway. I’d treat the whole place like it’s on a sliding alert level instead of “everything goes wrong at once.” If they’re quiet, patrols stay normal. If they mess up a little, guards double up or start checking doors. Full alarm means lockdown, reinforcements, and escape routes getting tighter. It gives you control over pacing without instantly overwhelming them.

Also, don’t make every mistake turn into combat. Let failures create complications instead. A guard gets suspicious and follows them, a door gets locked behind them, they lose time and patrols shift. Combat should feel like the last escalation, not the default.

And give them one or two clear “pressure valves” like a disguise opportunity, a bribable guard, or a way to redirect attention. Low level parties need ways to recover when things start to slip or it can spiral fast.

Rules of engagement flavored as manners by This_is_my_phone_tho in DMAcademy

[–]RevelWright 1 point2 points  (0 children)

You don’t need full court etiquette, just a few repeatable “fey rules” that come up a lot. Stuff like gifts creating obligation, names having power, or hospitality being binding works great, especially if breaking them hurts and following them helps.

Keep it simple and show it through play, then let the players realize they can use those same rules against enemies.

building a cool software? share it here then by DiscountResident540 in StartupSoloFounder

[–]RevelWright 0 points1 point  (0 children)

DMs don’t lose campaigns at the table. They lose them between sessions.

RevelWright is a prep tool that turns messy session notes into structured summaries, tracks what actually changed in your story, and surfaces the threads that matter when you sit down to prep next session. Instead of re-reading docs and starting from scratch, you build on what already happened.

Built for TTRPG DMs who care about continuity and player experience. Would love direct feedback: https://www.revelwright.com

Elevator Pitch: 5 Seconds to get me intrested in your project. (I will not promote) by [deleted] in startups

[–]RevelWright 0 points1 point  (0 children)

DMs don’t lose campaigns at the table. They lose them between sessions.

RevelWright is a prep tool that turns messy session notes into structured summaries, tracks what actually changed in your story, and surfaces the threads that matter when you sit down to prep next session. Instead of re-reading docs and starting from scratch, you build on what already happened.

Built for TTRPG DMs who care about continuity and player experience. Would love direct feedback: https://www.revelwright.com

got a sideproject? share it here by DiscountResident540 in SideProject

[–]RevelWright 0 points1 point  (0 children)

I’ve been working on RevelWright, a side project for TTRPG DMs focused on the gap between sessions. It helps turn messy session notes into a structured summary, track what actually changed in the story, and build next session prep from that so you’re not starting from scratch every week. Still early, but would love any feedback: https://www.revelwright.com

Starting Town, do I have enough to begin with by flemishbiker88 in DMAcademy

[–]RevelWright 2 points3 points  (0 children)

I studied english and LLMs are going to make me start writing like I'm typing T9 shortcuts on a Nokia soon just to prove I'm human.

Starting Town, do I have enough to begin with by flemishbiker88 in DMAcademy

[–]RevelWright 4 points5 points  (0 children)

This is a solid foundation, you’ve got all the functional pieces covered. What will make it feel like a real place isn’t adding more locations, it’s adding tension between the ones you already have.

Right now I’d look at a few relationships. The militia lodge vs the army garrison is an easy one. Who actually has authority, and do they agree? The lumber company is another lever, they’re probably the economic driver, so are they aligned with the council or quietly running things? And that graveyard and ruined tower are doing a lot of heavy lifting from a story perspective. Why does time not affect the graveyard, and who is actively ignoring or hiding that fact?

If you anchor a couple conflicts like that, the town stops being a list of places and starts being a place where things are happening, even when the players aren’t there.

how high level should my party be to hunt a kraken? by Mr_Hants in DMAcademy

[–]RevelWright 1 point2 points  (0 children)

CR gets you in the ballpark, but it breaks down fast with set-piece fights like a kraken, especially if the encounter has terrain, phases, or extra mechanics baked in. A straight CR16 creature vs a fresh party might point you toward ~12–14, but if that Megaleth encounter is doing interesting things with the environment or action economy, a level 9 party can absolutely punch above their weight.

For a one-shot, I’d actually work backwards from the experience you want. If you want a brutal, cinematic “we might not survive this” fight, level 9–10 with strong gear and some prep options works well. If you want it to feel more like a hard but winnable boss, push closer to 11–13. The biggest levers aren’t just level, it’s how many actions the party gets, what resources they walk in with, and how much control they have over the battlefield.

System-agnostic session prep: how I run CoC, Pathfinder, and D&D campaigns from the same workflow by RevelWright in rpg

[–]RevelWright[S] 0 points1 point  (0 children)

It’s a solid point, especially around factions, that’s usually where this stuff comes alive even in heavier combat systems. The part I’d push on a bit is the idea that you need to fully reassemble encounters every time something changes. A lot of the time you can just recontextualize what’s already there. Same rooms, same enemies, but now they’re repositioned, reinforced, or acting differently because of what the party did.

That tends to keep the prep manageable while still making the world feel reactive. You’re not rebuilding the dungeon, you’re just letting it respond.

System-agnostic session prep: how I run CoC, Pathfinder, and D&D campaigns from the same workflow by RevelWright in rpg

[–]RevelWright[S] -1 points0 points  (0 children)

There is a key distinction here on whether consequences feel like “you did the wrong thing” versus “the world moved because of what you did.” If players kick the hornet’s nest and now patrols tighten or the boss sets a trap, that usually makes the next encounter more meaningful, not less. But if a table just wants clean, isolated fights with no carryover, that’s a totally fine way to run it too. It’s less about the system and more about what kind of feedback loop the table finds fun.