Every Adventure’s a Dungeon

Structure is the glue that holds your adventure together and every adventure needs a good structure. Fortunately, it turns out there’s only ONE actual structure. I’ll prove it through the magic of Commodore 64 adventure games and tentacles!

What the Actual F$&% is an Adventure Anyway?

You can’t learn how to build adventures until you know what an adventure actually is. So sit down, Daniel-san, and listen to your Angry-senpai as I explain how encounter is like cracking an orc’s skull and watching it bleed. While holding the Triforce. I s$&% you not.

Help! My Players are Talking to Things!

What do you do when your players actually decide to talk to things? How do you handle social interaction? The same way you handle every other f$&%ing action. But if you need more detail than that, read this article.

Adjudicate Actions Like a Motherf$&%ing Boss!

This is it, the big one, the massive motherf$&% that tells you how to think like a GM. How do you handle it when a character does absolutely anything? You read this f$&%ing article!