Category Archives: RPG Actual Play

Unleashing the New 2024 D&D Dragons in My Pathfinder Game

When I heard about the dragon updates in the 2024 Dungeons & Dragons Monster Manual (on sale February 18th, 2025), I couldn’t resist digging into the details. Dragons are the apex of fantasy monsters, full stop. These changes aim to make them feel as legendary in gameplay as they are in lore.

While I’m a die-hard Pathfinder First Edition GM, these updates are too good to ignore. I’m already planning to integrate some of these changes into my game, and I’ll walk you through why they’re a game-changer (pun intended).


Dragons, Elevated: What’s New?

If you’ve ever run a dragon encounter and felt it didn’t live up to the hype, you’re not alone. The new Monster Manual seems to have taken that criticism to heart, overhauling dragons to be more dynamic, dangerous, and memorable. Here’s what caught my eye:


1. Dragons with Complex Mechanics

Dragons are no longer just big lizards with hit points and a breath weapon. They’ve gained mechanical depth, especially at higher challenge ratings.

  • Spellcasting Built In:
    Adult and ancient dragons now include spells that reflect their cunning and magical nature.
    • Example: A black dragon can hurl acid with Vitriolic Sphere, while a green dragon can twist minds with Modify Memory or Geas.
    • For Pathfinder, I’m considering changing my dragons to have more thematic spells. Why does an adult red dragon not cast Fireball or Wall of Fire?
  • Legendary Actions with Personality:
    Each dragon’s legendary actions now align with its temperament.
    • Red dragons dominate others with their commanding presence, while black dragons summon swarms or unleash sonic booms.
    • I’ll be tweaking my homebrewed Pathfinder legendary abilities to reflect this, like giving a blue dragon a “storm surge” to call down lightning on enemies.

2. Distinctive Personalities and Lore

One of the more interesting updates is how dragons feel unique at every life stage. They’re no longer just “a bigger version of the same dragon” as they age.

  • Chromatic Dragons:
    Their destructive tendencies are tied to their themes.
    • Black dragons thrive on decay, often surrounded by undead minions.
    • Red dragons are tyrannical rulers who hoard treasures and command armies.
    • For my Pathfinder games, I’m leaning into the undead angle for black dragons. Imagine a necromantic black dragon raising skeletal knights to guard its lair.
  • Metallic Dragons:
    Now considered heroic but flawed, metallic dragons are no longer perfect do-gooders.
    • Gold dragons might see themselves as stewards of ancient duties, clashing with adventurers who disrupt their plans (which they tend to do on the regular.)
    • Silver dragons, chivalrous and overconfident, could drag your players into their overzealous schemes.
    • I love the idea of a silver dragon recruiting the party for a “heroic” crusade, only to discover the mission is more reckless and morally gray than it originally appeared.

3. Artistic Inspiration

The new art direction for dragons is impressive. Each image tells a story, from green dragons lurking in shadowy swamps to ancient red dragons surveying volcanic peaks. It’s a reminder that dragons are more than combat encounters—they’re world-shaping entities, as they should be.

For my Pathfinder games, these visuals are pure motivational gold. I’m already planning to rework lairs to reflect the personality and environment of each dragon. A blue dragon’s cavern, for instance, might crackle with static electricity, while a green dragon’s swamp could ooze with toxic, bubbling pools.


4. Tactically Rich Encounters

Perhaps the best update is how these changes make dragon encounters more dynamic. Dragons now intelligently use their entire suite of abilities, leveraging their environment and legendary actions.

  • Lair Mechanics:
    Dragons gain extra legendary actions and resistances in their lairs, turning the environment into a weapon.
    • For Pathfinder, I’m considering giving lairs regional effects—like volcanic eruptions for red dragons or acid rain for black dragons.
  • Long-Range Threats:
    Dragons aren’t just melee bruisers anymore. They’re deadly at all ranges, with spells, mobility, and legendary actions to dominate the battlefield, which they sorely needed.

Why These Changes Matter

Dragons should feel like epic encounters, not just a tougher troll with wings. These updates elevate dragons to their rightful place as the pinnacle of fantasy monsters, both in combat and story.

Even if you’re running Pathfinder like me, these ideas are easy to adapt. By incorporating thematic spells, tailored legendary actions, and distinct lair mechanics, you can make your dragons unforgettable.


Final Thoughts

Whether you’re a D&D or Pathfinder GM, the 2024 Monster Manual updates are worth exploring. They add mechanical complexity, rich lore, and breathtaking visuals that breathe new life into these iconic creatures.

I’ll definitely be tweaking my Pathfinder dragons with these ideas—what about you? How do you make your dragon encounters legendary? Share your tips in the comments, and don’t forget to check out the video for more inspiration!

Transform Your RPG Campaigns with South Park’s ‘Therefore/But’ Storytelling Method

If you’ve ever felt torn between running an immersive, player-driven campaign and sticking to the carefully crafted beats of a pre-written adventure path, you’re not alone. I’ve been experimenting with ways to strike that balance, and recently, I stumbled across a method from an unexpected source: South Park.

Yes, you read that right. Trey Parker and Matt Stone’s storytelling technique, the “Therefore/But” method, is great for tabletop RPGs like Pathfinder and Dungeons & Dragons. Inspired by a video (linked below), I’ve started using this approach to give my players more agency in what might otherwise feel like a “railroad” campaign. Here’s how it works and why you should try it too.


What Is the “Therefore/But” Method?

At its core, this method is about replacing boring, disconnected storytelling with something dynamic and meaningful.

  • The Problem: Stories that rely on “and then” lack cohesion and depth. (“The players fought some goblins, and then they found treasure, and then they moved to the next town.”)
  • The Fix: Swap “and then” for “therefore” (cause and effect) or “but” (conflict/obstacle). This simple shift creates interconnected narratives where events flow naturally and feel significant.

Why It Works for RPGs

As a GM, you’re not just telling a story—you’re reacting to a living, breathing world shaped by your players. The “Therefore/But” method is perfect for this because it builds on player choices, making their actions feel impactful and driving the story in unexpected directions.

There are definite perks to using this technique:

  • Player Investment: Players are more engaged because their choices have visible consequences.
  • Simplified Prep: GMs can focus on the big picture and improvise based on the players’ decisions, rather than over-preparing every detail.
  • Surprises for Me: As a GM, this method makes the story unpredictable in the best way.

How to Apply the Method

Here’s how to use it as part of your GM prep:

  1. Start with Broad Story Beats: Outline major milestones—like the villain’s ultimate plan or key artifacts the party must recover.
  2. Let the Players Drive the Details: Instead of railroading them toward specific outcomes, let their actions and decisions shape the journey.
  3. Use “Therefore” and “But” to Evolve the Story: For every choice they make, ask yourself:
    • What changes in the world as a result? (Therefore…)
    • What new challenges arise from this? (But…)

Tips for Using “Therefore/But”

  • Lean on NPCs: NPCs are a great way to show cause and effect. Did the party spare an enemy? Therefore, that NPC might warn them about an ambush. Did they steal from a merchant? But now they’ve got a bounty on their heads.
  • Foreshadow the Domino Effect: Drop hints about how the world is changing. For example, if a town is burned during a battle, the refugees might crop up later, needing help—or seeking revenge.
  • Be Flexible: Sometimes, your carefully planned “therefore” or “but” will get derailed by players’ actions. Roll with it! The method thrives on improvisation.

Transforming Railroad Adventures

One of the coolest things about this method is how well it fits into pre-written campaigns. Adventure paths often feel linear, but by weaving in “therefore” and “but,” you can create the illusion of a player-driven story.

For example:

  • The villain flees after a failed battle, but leaves behind cryptic plans that spark new quests.
  • The party defeats a bandit leader, therefore a rival gang moves in to take control.

Even in a structured campaign, these cause-and-effect moments make the story feel alive.


Why You Should Try It

Incorporating the “Therefore/But” method can make your sessions more vibrant and collaborative. Players constantly ask, “What happens next?”—and even the GM won’t always know! That unpredictability keeps the game fresh for everyone.

If you’re tired of predictable storytelling or feeling trapped by your own prep work, give this method a shot. It might just transform how you run your games.

Check out the video (linked below) for more inspiration, and let me know in the comments: How do you balance structure and player agency in your campaigns? Let’s swap ideas and make our stories unforgettable.