Review: Thunderstone (Base Set)
Game Night Blog Carnival Greetings readers! I’ve recently become part of the Game Night Blog Carnival, wherein once a month some of us RPG bloggers […]
Game Night Blog Carnival Greetings readers! I’ve recently become part of the Game Night Blog Carnival, wherein once a month some of us RPG bloggers […]
Hatorade, Vancian Magic, Tactics, and Other Things I’m here at DDXP and after yesterday’s Class Design Seminar, the internet has seemed ablaze with irrationality. I’d […]
So when sitting down to think about the “core” of Dungeons & Dragons I thought to myself about what really makes D&D, D&D. While much die rolling and resolution mechanics came to mind I tried to expand outward more, and I think one thing I’m always forgetting about is modules. There is a lot to be learned from running published adventures and I think the core of the game actually has a lot to do with adventure modules. Here’s why…
Recently I was given some interview questions for an article about the next edition of D&D for the CNN geek blog. I really enjoyed answering them and put a lot of thought into them, considering today’s news I thought I should share my full transcript just to see how you guys felt about the whole thing. I feel it is relevant, and rather than writing an entirely new piece I do believe it sums up things rather well. Agree or disagree, I’d like to see how your thoughts compare to mine. Below is our full exchange, along with my plea to the community.
Winter Cometh! So my work in the winter issue of Kobold Quarterly, which was just released contains some pretty awesome racial utility powers for Tieflings, […]
Here’s another episode for you guys! This time we talk about the differences between older versions of D&D and newer in regards to how things […]
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