Academy · 1 live, 9 in the works
Learn to GM, properly.
Every "how to DM" guide is the same twelve bullet points. We're building the opposite: long, dense, interactive lessons you can actually play with. Roll the dice. Stress-test your encounter. See what the math looks like before your party does.
Free. No account needed. One system at a time.
Foundations
System-agnostic. The craft of being a GM.
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What a GM actually does
Half referee, half novelist, half stage manager. The job description nobody writes down.
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Session zero, in 45 minutes
Lines, veils, tone, and the eight questions that prevent six months of friction.
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Improv for GMs who hate improv
NPCs, names, and "yes-and" without theatre training.
D&D 5th Edition
The most popular system. Most of the audience starts here.
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Running your first combat
The action economy, the dice math, the rulings, and a Monte Carlo sandbox to stress-test your encounter before the table sees it.
Start lesson → -
Social encounters that don't collapse into "I roll Persuasion"
Stakes, info, and the three-roll rule. With NPC voice presets you can borrow.
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The 30-minute session prep
How to prep a 4-hour session without spending 4 hours doing it.
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The action economy in depth
Lair actions, legendary resistance, minion rules, and why your boss fights die in three rounds.
Pathfinder 2e
Tighter math, three-action economy.
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The three-action economy
Why PF2e combats feel different — and how to design encounters that exploit the tradeoffs.
Blades in the Dark
Position, effect, and clocks. The PbtA descendant that punches above its weight.
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Clocks, position, and effect
The three levers that drive every Blades scene. With an interactive clock board you can build for your own crew.
Call of Cthulhu
Atmosphere over action. Pacing horror is a different sport.
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Pacing horror & sanity
Why most horror tables descend into camp by hour three, and the cadence that prevents it.