High Difficulty is the sonic screwdriver of RPG design. While not technically necessary, it does SO many things, comes with SO many advantages to make your games extremely difficult that I can barely imagine a running a game without it.
Don't set your encounter in an empty box.
Why does D&D's own Creative Manager include "Throw out what the rulebooks say about building encounters" in his advice to new DMs? Because the rulebooks have been leading us wrong for years. Tune in to find out how you can shake things up and make your players scream. Whether it's in delight or terror is up to you.
DMs have to create tons of characters to fill their world. Here's how to make them interesting and memorable.
Players want meaningful choices that determine what happens in their adventures. Here's how you can add them to your game without needing to create lots of extra content.
The Dungeon Master's Guide provides useful and practical advice on how to deal with a DM's greatest challenges. In the process, we learn about game design. It's as awesome as it sounds.
Derailing is like any crime, it needs motive and opportunity. Here's how to solve it.