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!
Update: The Campaign Handbook
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
Loot by environment
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!
The Complete Guide to Charms and Enchantments: Part One
A couple of weeks ago, Sly Flourish recently featured my pass without trace article on the Lazy RPG Talk Show (which you should definitely watch). As part of the discussion, he mentioned similarly problematic spells like charm person, and I thought: yes, that’s my next article!
12 reasons to stop worrying about pass without trace
Sometimes in 5e, you come across a spell that isn’t necessarily broken but runs the risk of causing a few problems. Pass without trace is a prime example of this, and for a long time I’ve agonized about how to handle it.
How to make legendary items feel special
Magic items should feel special. Right? So… why don’t they?
How many liches does your world have?
Should the world level up with the players? The question gets me thinking about the ecology of my game world. How rare is an ancient red dragon? A storm giant? A bulette? That’s really what this article is about: trying to find a framework for monster rarity.
Treasure Hoards and Magic Items in 5e
How much treasure should your players receive in D&D? Gems, coins, art objects, magic items? The answer might surprise you.
How to make D&D challenging at higher levels
If you have played 5th edition D&D in Tier 3 or 4, you will know how difficult it is to challenge players at these levels. A well-optimized party can steamroller through encounters without breaking a sweat. So how do you stop the game getting stale?
How to run low fantasy D&D
Low fantasy is gritty, grounded, and high stakes. How can we make that work in 5th edition D&D?