Today, I’m focusing on the town’s immediate environs and how I can turn a loose sense of place—northern frontier with fortified outpost—into a concrete, usable hexcrawl.
Building a New Campaign, Part 4: The Drowned Lands
Today, I’m focusing on the town’s immediate environs and how I can turn a loose sense of place—northern frontier with fortified outpost—into a concrete, usable hexcrawl.
A day later than planned, but it’s finally here!
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.
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?
Last week we explored arctic, coastal, desert, forest, and grassland environments. This week, we've got a few more: hill, mountain, swamp, Underdark, underwater, and urban.
I’ve been reading a lot about worldbuilding and map-making for a while now, so I thought I would put some of my notes in one place.
D&D diverges from our own world in seven major ways. How would our games be different if we moved away from these core assumptions?
I’m probably the wrong person to write this because – whisper it – I don’t really like Marvel films. But you don’t have to love Marvel to appreciate how wildly popular they are. Since 2007, Marvel Studios have produced more than 30 films, and the MCU is now the highest-grossing film franchise of all time … Continue reading Learning from the MCU to make your game epic