The 4M Method
Recently I took to Twitter after finishing up my work on Star Beneath the Sands to discuss a method I use for planning out some […]
Recently I took to Twitter after finishing up my work on Star Beneath the Sands to discuss a method I use for planning out some […]
Oh, Gamers… There are myriad of qualities tabletop RPG folk exhibit when it comes to their own gaming beliefs and idiosyncrasies. Preferences down to the […]
What’s Old Is New Again Clocking in at 248 pages, Tales from the Yawning PortalĀ brings home 7 classic D&D adventures filled with dungeoney goodness that’s […]
Tools of the Trade I’ve been using a lot of accessories for writing and adventure design lately, among my many tools, a few of my […]
You descend a wide set of marbled steps, dimly lit by sconces crafted to look as if flame were spewing from the mouths of the iron skulls that adorn them. The low groan of metal reverberates through the chamber that is otherwise silent, aside from a muted hum sounding like thousands of gears in perpetual motion.
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…
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