Books, and their contents.
Last week we talked about Points of Interest and Points of Encounters, drawing on some design techniques from CD Projekt Red’s The Witcher series to help add some linearity to the hex crawl. This week [more]
I’ve written before about those moments where a solution to a problem presents itself almost fully formed, leaving you saying “why didn’t I think of this before? It’s so obvious!” I had another one of [more]
If in doubt, adventure hooks!
One of the features I’ve always known I wanted this campaign to have is base building. When the party arrive on the island, the only evidence of civilisation will be the small colony settlement – [more]
Putting the loot back in Loot The Room.
Before we build the game, we have to know what the game is.
A guest post by DM Whipstache.