Creating new rules isn’t as simple as coming up with a fun idea for a system and then making it. There’s a whole thing in the middle where you actually spend a bunch of time working out how not to accidentally make a turd. Too bad WotC didn’t know about that step when it came to their crafting rules.
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.
Thanks to the Angry GM’s constant interruptions at the GenCon 50 Live Show, we had to cut out a lot of interesting stories about dragons. As punishment, the Angry GM was forced to turn those cut stories into a Lost Episode.
After four years of missing it, I decided to participate in David Chapman’s #RPGaDay blog carnival discussion thing. And, because I’m me, I decided to do the entire thing in one day at the last minute. Enjoy.
A good campaign starts with a good Session Zero. But how do you even Session Zero? In the third part of this one-part series, I’ll tell you.
The secret goal of every Session Zero is to evaluate the players at your table and figure out what the hell they actually want from you. Fortunately, players aren’t that complicated and there’s an easy way to classify them. But it’s not the system you think.
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.