A short post this week, but two bits of news.
Christmas in July and a Patreon Exclusive
A short post this week, but two bits of news.
I’ve described the Labyrinth as ‘an ancient prison of a dreaming god’. But so far, I haven’t really gone into detail about who or what this ‘dreaming god’ might be. So let’s do it!
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.