After nearly two years of writing and editing, The Campaign Handbook is nearly here! And we have a release date: Tuesday 5 November, exclusively on DriveThru RPG.
Launching soon: The Campaign Handbook
After nearly two years of writing and editing, The Campaign Handbook is nearly here! And we have a release date: Tuesday 5 November, exclusively on DriveThru RPG.
There’s a new book on monster design—and if anyone knows about monsters, it’s Keith Ammann.
This is part two of a series on gear and equipment: how it worked in real life, and how it contributes to your character’s story.
Whatever fantasy roleplaying game you’re playing, you probably have weapons, armour, and other gear. But how much do you think about this gear when you choose it at character creation?
After a long wait, the third tier of The Campaign Handbook is out! It’s the biggest instalment yet—70 pages packed with ideas for high-level adventuring!
Here's what's changed since then.
It isn’t just the DM’s prep that keeps a game alive: it’s the rhythm of the table. Some things energize the session and keep things flowing, but others quietly drag it down. If you’ve ever left a game feeling weirdly drained, this post might help explain why.
I’ve just released Ridgeway Watch, an easy-to-drop-in adventure site designed for four 3rd-level characters, perfect for one-shots or side quests. Once a forgotten military outpost, Ridgeway Watch has fallen into the hands of a small gang of outlaws led by a deserter named Kessel. Now it’s a hideout waiting to be uncovered or raided. Inside … Continue reading Out now: Ridgeway Watch, an adventure for 3rd-level characters
D&D isn’t one game but a framework made up of multiple, overlapping mini-games. They can blend together so smoothly that you don’t notice when you’re switching from one to the other—until something feels off.
I know it’s not a particularly glamorous topic, but the rhythm of the adventuring day is key for establishing an appropriate sense of threat. If encounters are too easy, the game feels trivial; too hard, and every combat becomes a slog. Get the ratios right, and the players feel like badass heroes.