Original Dungeons & Dragons is a set of tools and guidance for us to create our own game.
Travis Miller's Blog About Sword & Sorcery Fiction and Classic Fantasy Adventure Gaming
Original Dungeons & Dragons is a set of tools and guidance for us to create our own game.
A topic that emerges every so often in roleplaying game discussion is the question of what is appropriate to include in a game. What should be allowed?
Most referees know the rules and how to make rulings for secret doors. Why, when, and where to use them in a dungeon might is also worth considering.
Modern game designers talk about mechanics or storytelling when they talk about encounters. I have a different approach that goes to the root of why we play.
Encounters are the basic unit of play in a roleplaying game. Understanding what makes up an encounter is fundamental to game mastering and adventure design.
I am working on a series of videos about my method of creating a sandbox campaign. I am four videos into the series. I have seven more shot and I'm releasing them as I get them edited. https://youtu.be/P9SygS7OwRw I originally published this information in a fairly long document in my newsletter archive. If you'd like …
Adventures written by other people can be hard to fit into a sandbox campaign I build myself. There are ways of doing it but it also requires picking adventures that fit the setting I've created. If I create a setting that is very different from the implied or intended setting of the game I'm running then I'll have an even harder time finding an adventure that fits.
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