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!
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.
OUT NOW: The Campaign Handbook is finally LIVE!
A day later than planned, but it’s finally here!
One week to go: how to prep fast with The Campaign Handbook
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.
Launching soon: The Campaign Handbook
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.
Gear with Grit and Story, Part Two: Weapons!
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.
Gear with Grit and Story: How to Choose Your Loadout (Part One)
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?
Awesome climate and terrain: Part 2!
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.
How to build an awesome fantasy world with climate and terrain
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.
Seven twists to make your D&D world unique
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?