The beginnings of a week-long series on quick and easy adventure creation.
A relatively short one by the standards of this series, as I try to figure out exactly how this campaign is going to be built and run. We’re still talking hex/pointcrawls, but I’m starting to develop a method for building the campaign that allows for both narrative and exploration.
The best new releases from the DMs Guild, and XMas in July!
Why the campaign I’m writing won’t be a hex crawl.
Simple rules for Flying Carpet Jousting, because why wouldn’t you want that?
Discussing standards in RPG book design, and why I think they need to change.
Dissecting the structure of Paizo’s Adventure Paths.
In which I talk about sea turtles, and flesh out the history of our setting.
10 more adventure hooks to use when you have a game in an hour and haven’t prepared anything.
How does magic change the way your world functions on a basic level? We’re looking at information storage and communication methods in a world where people can manipulate time and space at will.