A day later than planned, but it’s finally here!
OUT NOW: The Campaign Handbook is finally LIVE!
A day later than planned, but it’s finally here!
Not an article, this—just a brief update. I really thought The Campaign Handbook would be releasing today. Unfortunately, I completely forgot (or never knew) that, before a product can be made public, DriveThruRPG need to approve the submission. And this can take one to five working days. ARGH. Entirely my fault, but I am a … Continue reading A delay…
Like many DMs, I broadly follow Mike Shea’s eight steps in Return of the Lazy Dungeon Master, and the Campaign Handbook is built on a similar skeleton.
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.