Start with Why: Running D&D with Purpose

Simon Sinek’s Start with Why has inspired countless leaders to dig deeper into their motivations and clarify their purpose. His message is simple but powerful: “People don’t buy what you do; they buy why you do it.” When applied to leadership, business, or creativity, this mindset can be transformative.

But what if we applied it to Dungeons & Dragons?

Whether you’re a Dungeon Master or a player, understanding your “Why” can elevate your game from a fun pastime to a truly memorable and meaningful experience—for yourself and everyone at the table.

Why are you playing?

Let’s start at the broadest level: why do you play D&D?

  • Is it to blow off steam and have a laugh with friends?
  • To experience epic, cinematic fantasy stories?
  • To scratch that creative itch—worldbuilding, improvisation, writing?
  • To connect more deeply with your friends, family, or coworkers?

Being honest about this can help you set expectations, choose the right tone, and avoid burnout. When you know your “Why,” you can shape your approach and make sure the game aligns with what you’re hoping to get from it.

As a Dungeon Master, this becomes even more important. You’re not just playing; you’re facilitating. So ask yourself:

Why am I running this game?

  • Is it to give new players a chance to fall in love with D&D?
  • To tell a dark, emotional story you’ve been imagining for years?
  • To create a low-pressure space where friends can just have fun together?

Your Why becomes the compass for your style of prep, how you run sessions, and even which rules you emphasize or ignore.

Simon Sinek’s Golden Circle applicable to business and D&D!

Why is this campaign happening?

Once you’ve got your own purpose clear, zoom in on the game you’re running. Every campaign needs a “Why” behind the story, or it risks feeling generic and forgettable.

You can ask:

  • Why is this world worth exploring?
  • Why are these characters central to what’s going on?
  • Why does this story need to be told now?

When your players understand the thematic or emotional core of the campaign—whether it’s rebellion, redemption, survival, legacy, or something else—it helps them buy in. They’re not just reacting to plot beats; they’re engaging with the story on a deeper level.

You don’t have to spell it out in a monologue. Just make sure your theme is present in the way you frame quests, describe NPCs, or react to player choices.

A campaign where “Why” is clear might look like:

“This land was conquered long ago, and the people are still suffering. You’re part of a fragile spark of rebellion. Will you fan the flames or protect what little peace remains?”

Now the game isn’t just about killing goblins. It’s about choosing between safety and justice.

Why is each character here?

Encourage your players to think about their Why too—not just backstory, but purpose.

Why did this character leave home? Why do they keep going after that near-death experience? Or even, why do they care about the group?

When players define their characters’ core motivations, they make better decisions in character, and the party becomes more than a random collection of murderhobos. Even better? Ask your players how their Why might evolve. Give them the space to change. Because just like in real life, a good “Why” can grow as your story deepens.

Running D&D like a Purpose-Driven Leader

If you’re a DM, you’re already leading a team—even if you don’t think of it that way. Applying Start with Why means you’re leading with intent.

  • Your prep becomes more focused.
  • Your storytelling has more depth.
  • Your players are more emotionally invested.
  • And your games—no matter how light-hearted or intense—feel more meaningful.

It doesn’t mean you need to be serious all the time. A campaign where the “Why” is “laugh until we cry every Wednesday night” is just as valid as “explore grief through fantasy allegory.”

The point is to know your Why. Share it. Revisit it when things start to drift.

Final thoughts on Start with Why

Simon Sinek’s idea isn’t just for boardrooms and brand strategists—it’s for anyone trying to create something with heart. In D&D, whether a DM or a player, knowing your “Why” can be the spark that takes your game from good to unforgettable.

So before your next session, pause and ask yourself:

Why are we sitting around this table?

Then build everything from there.

MartyCon 2025 Wrap Up

Last April saw a group of friends made their way to rural WA for MartyCon 2025, a weekend of gaming shenanigans. Getting away from everything and focusing on games and laughing with your mates is such a great thing to do. It didn’t take much to organize and let us all take turns running games and exploring systems that we hadn’t tried before.

Much like last time we had some incredibly creative sessions including:

  • New Zealand game inspired by the Peter Jackson film Bad Taste. Kiwi accents were mandatory.
  • Wild West Horror game involving pioneers finding that an evil cult has taken their refuge. Betrayal and sacrifices, holy guardians and gun fights. Very cinematic!
  • The Raid miniatures skirmish for 8 people. The Gangers thrashed the Enforcers. for a description of the game check out my post on the game design.
  • Harrowing submarine horror game based on the zine Crush Depth Apparition. Incredibly creepy and unsettling.
  • Paranoia, a game of dystopian future frustration and clone death…
Some of the crew getting ready for the first game of the weekend.

As you can see we had a broad variety of games. We also played board and card games throughout the weekend, went for walks and generally chilled out. The perfect mini break based on mates and gaming!

The Raid Synopsis

I was planning on running two miniature skirmish games, but unfortunately we only had time for one. So we ended up playing the Raid. This asymmetric wargame saw five underhive gangs take on three well disciplined Arbites (law) fire teams.

The game ended up being a real nail biter. The Arbites teams were dominating during the first half, basically trapping any over eager gangers. However, the gangs started working together pretty quickly and ended up swamping the Arbites patrol and winning by a huge margin.

The game was great fun and everyone stayed involved and engaged. However, having 8 players at the table was only just manageable and I think stretched the ruleset a little too much. If I have that many players next year I would split the battles over three separate boards with the outcomes all adding to the story of an overall conflict. I’m already thinking about a desperate siege. Battles could include, destroy the bridge to prevent reinforcement, silence the battery and break the line. Perhaps we need another MartyCon sooner rather than later.

An Arbites Enforcer keeps an eye out for the encroaching gangers.
The battleground
Gangers getting ready to rush the Law

Run Your Own Con

Why am I writing this you might ask? If you are part of a group of friends who enjoy playing games together why not run a mini con together. Grab an AirBnB, get everyone to chip in for food and you’re sorted.

Everyone has games that they want to play but have never had the chance to run. Well now’s your chance. Have a friend who’s always wanted to DM, give them a shot. As you can see above our games are very varied and all run by different people. It’s the perfect time to experiment.

Start small. The first MartyCon only had 5 attendees. But it was a great weekend that spawned a great tradition amongst our gaming groups. So grab some friends, plan some games and create a Con. I can almost guarantee you’ll have a great time!!

MartyCon 2025

All in all a fantastic weekend. So jam packed with games and laughter that I was absolutely exhausted by the time I got home on the Sunday afternoon.

Let me know if you are running your own mini Con. I’d love to hear what works for your group.

Planning a Kick-Ass D&D Campaign with Minimal Effort

Planning a Dungeons & Dragons campaign can feel overwhelming, especially for Dungeon Masters who want to keep their preparation time manageable. However, by borrowing concepts from Dungeon World Fronts and embracing minimalist planning, you can create a dynamic, player-driven experience that feels rich and engaging without requiring hours of prep work. I use this methodology in many of my own campaigns and I can say from experience that it works a treat.

What Are Dungeon World Fronts?

Dungeon World, a narrative-driven RPG, uses Fronts as a way to organize campaign threats and storylines without rigid scripting. Instead of planning each session in detail, you create major factions, events, and dangers that will evolve naturally based on player actions. These Fronts act as living forces in the world, ensuring the story unfolds dynamically.

Step 1: Define Your Fronts

A Front is a significant force or conflict that drives the game’s narrative. Examples include:

  • A Rising Cult – A mysterious order gathers followers to summon an ancient deity.
  • A Warlord’s Ambition – A power-hungry warlord seeks to conquer the region.
  • A Failing Empire – The once-great kingdom crumbles due to internal corruption.
  • A Forgotten Curse – An ancient evil begins to stir beneath the land.

Each Front has:

  1. A Core Threat – The central danger or goal of the Front.
  2. Grim Portents – Steps showing how the Front advances if unchecked.
  3. Impending Doom – The final, catastrophic outcome if players fail to intervene.

It is best to have 2-3 Fronts in play. This creates interesting moral dilemmas for the players. Do we find the rising cults source of power, or stop the Warlords ambition in the border lands? Combatting one will leave the other unchecked for a time and closer to reaching it’s impending doom.

Example of Dungeon World fronts used for a Castle Ravenloft campaign

Step 2: Keep Session Prep Minimal

Instead of spending hours scripting intricate encounters, use situation-based preparation:

  • What’s Happening Right Now? – Consider what the antagonists are currently doing.
  • What Might Happen Next? – Think about the logical consequences of past events.
  • What Questions Need Answers? – Let player curiosity drive exploration.

This method of play does require getting comfortable with improvisation. For some tips on upping your improve game you can check out my previous article on the subject.

Step 3: Build NPCs and Factions, Not Plots

Rather than rigid story arcs, create motivated NPCs with clear goals. If you establish what each faction or villain wants, they will naturally push the world forward, reacting to the players’ choices.

This keeps the game very fluid and flexible. It will actually create intricate and compelling stories without the rigidity and time spent on creating these beforehand.

Step 4: Use Player Backstories for Hooks

Weave your players’ backgrounds into the campaign. A character’s lost sibling, old rival, or mysterious prophecy can become central elements of the story, creating organic engagement without extra planning.

Step 5: Let the World React

One of the best ways to keep a campaign like this engaging is to make the world feel alive. To do that use the following:

  • Actions Have Consequences – If players ignore a threat, it advances.
  • Factions and NPCs Adapt – Enemies respond to failures and successes.
  • The Story Evolves – The campaign unfolds based on player choices, not a fixed script.

Final Thoughts

By using Dungeon World Fronts, embracing minimal prep, and letting players drive the story, you can create a rich, immersive D&D campaign without hours of meticulous planning. While this type of campaign can seem too freewheeling, it does in fact take less effort while creating adventures that the players get fully engaged with. By focusing on dynamic factions, evolving conflicts, and player-driven narratives, and you’ll have an unforgettable game that practically runs itself.

The Downside of Darkvision: It Takes the Fear Out of D&D

Darkness has always been a powerful storytelling tool, evoking mystery, fear, and uncertainty. It limits perception, raises tension, and forces players to make choices based on limited information. However, in Dungeons & Dragons, Darkvision—a trait possessed by many races—often removes that tension entirely, making darkness little more than a minor inconvenience. I believe that the prevalence of characters with Darkvision greatly diminishes the immersive horror and suspense that darkness is meant to bring to the game.

The Problem with Darkvision

Here are a few of the issues I have with Darkvision.

  1. Eliminates the Fear of the Unknown – In a game where exploration and mystery are key elements, darkness should be a real obstacle. When most of the party can see in the dark, the natural fear of the unknown is drastically reduced. Instead of inducing tension at the table, entering what should be a forbidding cavemouth becomes rather meaningless.
  2. Renders Torches and Light Spells Unnecessary – Traditionally, adventurers needed torches, lanterns, or spells like Light to navigate the depths of dungeons. But when the majority of the party has Darkvision, these become redundant, reducing strategic planning and logistical concerns. The decision to risk going deeper with a limited number of light resources is now completely gone.
  3. Breaks Immersion in Horror and Survival Themes – Darkness should be oppressive and unsettling, especially in horror or survival-focused campaigns. When creatures lurking in the dark can be seen as easily as those in daylight, that eerie sense of tension disappears. Think of the film Alien. You hardly ever see the monster, instead only suggestions of it. This keeps the sense of fear really high. Fully revealing the monster evaporates the fear.
  4. Unfair to Humans and Other Non-Darkvision Races – In most campaigns, humans and other races without Darkvision are at a clear disadvantage. This often leads to everyone choosing a Darkvision-capable race to avoid being the only one struggling in the dark.
Alien uses the dark to great effect. Use films like this for inspiration for your own games.

How to Restore the Fear of the Dark

If you want to bring back the eerie uncertainty of darkness in your D&D game, consider the following house rules and strategies.

  1. Make Darkness More Than Just Visibility – Even with Darkvision, creatures might have trouble distinguishing details, reading text, or perceiving color. Enforce these limitations more strictly to make darkness feel more oppressive.
  2. Introduce Supernatural Darkness – Spells like Darkness create magical darkness that Darkvision cannot penetrate. Incorporating such effects more often makes light sources necessary.
  3. Limit the Effectiveness of Darkvision – In my home games we house-rule that Darkvision only allows creatures to see in grayscale, with reduced clarity and range. This forces players to rely on additional light sources for full visibility.
  4. Use Monsters That Thrive in Darkness – Creatures like Shadow Demons or Underdark predators (e.g. shadows, darkmantles and ropers) may have advantages when attacking creatures relying on Darkvision alone. Using ambush tactics and stealthy enemies can make darkness truly threatening again.
  5. Encourage Light Sources for Roleplay and Strategy – Give players reasons to carry torches or lanterns. Maybe certain symbols or texts are only visible under torchlight, or enemies are repelled by bright flames. Reward creativity in using light as a tool, rather than letting Darkvision replace it entirely.

Final Thoughts on Darkvision

Darkness should be more than just a mild inconvenience—it should be a challenge that adds depth and immersion to your D&D game. Darkvision ruins this. By reintroducing the unknown, enforcing visibility limitations, and making darkness more than just a lack of light, you can bring back the tension and excitement of exploring the shadows. After all, what’s an adventure without a little fear of the dark?

Launching the Promethium Wars: Designing a Narrative Kill Team Campaign

Those who have been reading this blog for a while will know that I love the idea of stories emerging from game play. While this is obvious in games like D&D, I’m also interested in trying to create similar emergent experiences with other game systems. I’m a member of a local wargaming club where we play games of Kill Team and 40K on a weekly basis. I think there’s something special about a wargaming campaign that tells a story. Not one written in advance, but one that emerges—slowly, chaotically, gloriously—from the dice rolls, the table banter, and the narrative fragments players build together. With that in mind I volunteered to run a narrative campaign for the group. As a result, Promethium Wars, a narrative Kill Team campaign, was born.

I wanted something simple enough to run with minimal admin, but rich enough to spark real engagement amongst the participants. Something where a quick game on a weeknight could feel like part of a bigger war. Games would no longer be transactional affairs, but rather threads forming a larger narrative. And with twelve players already signed up—divided evenly across the Imperial, Chaos, and Xenos factions—it’s clear the idea has struck a chord.

Design Principles

Narrative and Emergent Storytelling were at the core of the campaign design. I didn’t want to script the campaign’s twists and turns. Instead, each week’s outcomes will steer the story. Players can dive in as much (or as little) as they want—whether that means writing full-blown battle reports, communicating in character or just rolling dice and watching the story evolve.

To keep things light and playable for everyone, I leaned into the principle of Limited Admin. No complicated map-tracking or bookkeeping for the campaign manager (me) or the players. Just clear weekly themes, short prompts, and a shared space for storytelling. Every game counts, but you don’t need to log three hours on a spreadsheet for it to matter. The minimum admin for each participant is to log game results and send them to me. Of course, if the players get really into the game the Discord server should begin to grow with narrative reports and banter, but it is not a requirement.

Each faction has its own win condition, giving players a reason to show up and push their agenda forward. The Chaos and Imperial factions want control of Pyrothis V and must win the most number of games. The Xenos faction, who can fight for either side, wants to grind both enemies down to an ineffective stalemate, wins if the Chaos and Imperial sides are effectively tied (two points difference). Regardless of the game mission being played, there’s always a motive. The stakes are casual but meaningful—exactly the balance I was aiming for.

My Imperial Navy Breacher Team, ready to help rescue Pyrothis V.

Structure and Themes

The last principle was Short Campaign Length. I don’t want the campaign to fizzle out. Keeping it short ensures that the high energy at the start can be maintained. Short, sharp, explosive. I hope that this will keep the players coming back for more campaigns in the future.

Therefore, the campaign unfolds over four weeks, with a new theme each week to guide missions and inspire storytelling. These themes won’t constrain players—they’re meant to be narrative fuel. Players are encouraged to run games when and how they like, as long as it fits the week’s vibe. The four themes are:

  • Week 1: Infiltration and Sabotage
  • Week 2: Open Conflict
  • Week 3: Firestorms and Disaster
  • Week 4: Final Gambit

Once reports begin trickling in from the front lines, I’ll be putting together a short newsletter each week to highlight key developments, turning points, and of course, the faction scores.

For more detail on the background, win conditions and campaign set up, you can download the players pack below:

A Living, Breathing War

Perhaps the most exciting part of any narrative kill team campaign is the player energy. Already, folks are crafting characters, naming squads, and giving them relevant back stories. And while there’s no pressure to write stories, every player is invited to contribute. These tales—written, spoken, or just shared at the table—are what will give the campaign its true shape.

Ultimately, Promethium Wars is a story we’re writing together. And the pen happens to be shaped like a bolter.

Final Thoughts on Narrative Kill Team Campaign Design

The campaign is started mid April and will run to mid May. I’m aiming to learn from this experience to hone the opportunity for emergent narrative play and see what comes out. Depending on the actions of the players I’m considering running a multiplayer finale to cement the end of the campaign. But the fact that this is an emergent experience I guess I’ll have to wait and see how the whole thing pans out.

Once the campaign has finished, I’ll post the results along with any lessons learned from the experience.

To find out how the campaign went and to read the weekly journals check out my summary post here.