Part One Every West Marches campaign needs its own Keep on the Borderlands: a place where sessions begin and end, where plans are made, and where rumours circulate. Above all, it needs to be a safe location with useful, player-facing options. It is not an adventure site in itself; adventures always happen elsewhere. In this … Continue reading Building a New Campaign, Part 2: the Starting Town
Building a new campaign, Part 1: the one-page overview
In a vast and perilous land, ambitious treasure-hunters chart the wilderness, descend into dark places, and claim whatever riches they can carry.
Forbidden Lands: gritty survival fantasy in a world of endless exploration (review)
Forbidden Lands does many of the things I want D&D to do - and does them better. This game feels old school but has all the elegance of a modern RPG.
How big are your hexes, anyway?
I thought I’d take a break from world-building this week to share a little post about hex mapping. Hexes are useful in roleplaying games because they allow you to travel equidistantly in more than four directions. This is not true of a traditional square grid, where diagonal movement is considerably farther than orthogonal movement. The … Continue reading How big are your hexes, anyway?
Far Cry in D&D
Ubisoft I have recently been playing through some of the Far Cry games, and it occurred to me that much of what makes the series distinctive could also be fun in a D&D campaign. On the face of it, this might be surprising. The Far Cry games are first-person shooters: D&D is a collaborative fantasy … Continue reading Far Cry in D&D