Is encounter-building that a big deal? In short, yes. So how has it changed in 2024?
Encounter balance in 2024: better or worse?
Is encounter-building that a big deal? In short, yes. So how has it changed in 2024?
My last post seemed to get a bit of interest, and a few of the comments asked if I could provide an example of its principles in action, perhaps using The Wild Beyond the Witchlight as a case study.
I’ve recently started DMing The Wild Beyond the Witchlight. I’m about four sessions in, and so far, it’s been fun. But it hasn’t been without its frustrations. And actually, the more I think about it, the more I feel my frustrations with the adventure are not just limited to Witchlight specifically. There are general issues … Continue reading Write Adventures Like Cookbooks: 15 Tips For Better Information Architecture
A few weeks ago, I tried Dragonbane for the first time. It’s a great game—full review here—but it’s the map that got me thinking about today’s article. Take a look at it. Gorgeous, isn’t it? Francesca Baerald’s work is outstanding, and without knowing anything about the system, it lures me in and makes me want to … Continue reading Plan better campaigns: the adventure site model
If you’re tired of 5e and really want something fun and fresh, then I cannot recommend this game enough.
Here’s a confession I never thought I’d make: I’m not excited about D&D 2024. In fact, I have serious misgivings about it. And I thought I’d write an article about it.
I thought it would be cool to have a kind of flowchart or checklist to help DMs design adventures around its principles. So: I made one!
I have now completed the second part of Tier 2, 8th to 10th level. I hope you like it! Constructive feedback is always welcome. You can download it over on my Patreon (link). I see Tier 2 as the 'fun and games' section of your campaign—'the promise of the premise' where all the 'trailer moments' … Continue reading Update: The Campaign Handbook
What if there was a way of making your character unique without any new rules? A way of making them more distinctive, more memorable? What if there was a way of creating new spells monsters without complicated new stat blocks? What if you could make the game your own with a quick and simple hack? It already exists! And it’s one of my favourite tools as a player and DM.
This is probably going to end up as an appendix of The Campaign Handbook, and if you think I've missed anything, I could do with your help!