Surprise! Here’s a preview of an upcoming article. It’s a set of rules I built for crafting nonmagical herbal items in D&D 5E using the herbalism kit (and proficiency therewith). Feel free to check out the rules and then come back soon to find out how and why they were created.
Every campaign can benefit from a well-run Session Zero. How do you run a good Session Zero? I can’t tell you that until I tell you what a Session Zero is actually for.
It’s time for that thing that I do occasionally but not nearly often enough. It’s time for a Site News Update thing.
Is there any value to hidden content in D&D? Not just optional content, but actual, concealed, hard to find, totally missable content? Of course there is.
Starting a new campaign isn’t just about building a world, coming up with some story details, and telling the players what characters to make. It involves resolving dilemmas and making hard choices.
There’s lots of things GMs might hide in their adventures. For example, traps. But how does D&D handle traps? Why does D&D suck at handling traps? And how should it handle traps?
Clarity, transparency, and illumination. Three words that could describe the Word of the Week that can also describe the subject of our discussion: glass.
Conflict lies at the heart of every story. And when we think of conflict, we think of the struggle between good and evil. Especially in D&D. But what if I told you that good and evil aren’t in conflict at all? And that D&D alignment is complete and utter gibberish that never made any sense?
A well-designed, well-paced adventure hangs on the exit map. And designing a good exit map is more about incentives and psychological tricks than it is about walls and doors.