Save or Die, and other “Bad” Game Design
Video Game Analogies, Because I’m Dumb Yesterday a comparison came up regarding old game design ideals and the evolution of these things in general. My […]
Video Game Analogies, Because I’m Dumb Yesterday a comparison came up regarding old game design ideals and the evolution of these things in general. My […]
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…
Yesterday I brought you Strahd’s Choking Fog for use in your Ravenloft 4e endeavors, (or perhaps any setting) but today I’m definitely bringing to you […]
I think it’s safe to say that I’ve spent a decent bit of time here inside the D&D hive mind. After 26 years, 20 of […]
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