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Travis Miller's Blog About Sword & Sorcery Fiction and Classic Fantasy Adventure Gaming

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Category: design theory

The Run as Written Debate

On May 5, 2022November 30, 2023 By Travis MillerIn blog dialogue, design theory, musings7 Comments

Can you run an adventure as written? I think you can. Does it matter if you don't?

Review: The Elusive Shift: How Role-Playing Games Forged Their Identity

On March 31, 2022October 14, 2024 By Travis MillerIn design theory, recommended, Review4 Comments

The book begins with "What is the thing that we call a role-playing game?" Jon Peterson doesn't answer that question but he did document the first conversations of people attempting to.

Why Do Old School Role-Playing Games Emphasize Teamwork?

On March 24, 2022March 26, 2022 By Travis MillerIn design theory, musings5 Comments

Old school games emphasize teamwork more than contemporary designs. The reason why is hidden behind another characteristic of old school games.

How Many Wizards?

On December 23, 2021December 5, 2022 By Travis MillerIn design theory, game mastering advice4 Comments

When I'm creating a campaign for Swords & Wizardry one of the first steps in my process are to define the groups that exist in the setting. I start with very broad strokes and ideas. In the beginning...there is swirling Chaos that becomes more clear as I make progress. I start by thinking about the …

Continue reading How Many Wizards?

What Is “The Game” of Dungeons & Dragons?

On December 16, 2021October 11, 2025 By Travis MillerIn design theory, musings6 Comments

Conceptual Model + Mechanical Apparatus + Player Choice + Game Master Adjudication = A Role Playing Game

Why Is This Monster Here?

On November 11, 2021November 11, 2021 By Travis MillerIn design theory, game mastering advice1 Comment

Why tells you What and How for everything in your game.

What are Hit Points?

On September 30, 2021May 15, 2023 By Travis MillerIn blog dialogue, design theory, house rules1 Comment

I enjoy tinkering with games. I like borrowing and ideas from other referees to modify and insert into my games. For me, modding games is at least as much of the hobby as playing. Hit points, damage and healing is one of those areas where I have borrowed from other bloggers and modified the rules. …

Continue reading What are Hit Points?

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Travis Miller

I write about tabletop role-playing games, sword-and-sorcery fiction, storytelling, and heavy metal. 

The friendships I’ve forged while playing adventure games, listening to heavy music, and sharing stories saved my life and made it worth living.  

I live in a suburb of Cleveland, Ohio. America’s most underrated city.

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Cover of a a roleplaying game product titled "Hogwater: Village of Secrets" by Travis Miller

If you aren't logged into DTRPG or have your account settings to see adult content, Hogwater won't show up for you when you click on the link. The "adult" content is limited to the cover and bit of suggestive text in one encounter.

Hogwater: Village of Secrets is a starting location for a sandbox campaign. It includes everything you need to begin a campaign while still having the space to add your favorite old school modules or build your own. There are factions, non-player characters, unique monsters, locations, and a series of pre-written hooks for you to introduce players to the village of Hogwater and its troubles.

Immortals Inc, one of Cleveland's best Friendly Local Game Stores, keeps signed copies of Hogwater in stock. They ship to locations inside of the United States or you can pick it up yourself if you happen to be in the area. Great shop and great people. I also run special events and appear on their YouTube channel from time to time.

Buy Hogwater on Lulu in Print. Send me the receipt and I'll send you a PDF for free.

Buy Hogwater in PDF on Lulu

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