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 […]
Idea Mining in the Real World Did you know that there’s a tree that’s moved on its own accord in the middle of a lake […]
End of an Era I’ve held off for a good long while to post this. Mainly because other things have gotten in the way, but […]
A harrowing journey into self-assessment, goals, and expectations.
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…
[image_frame style=”framed_shadow” align=”left”]https://dreadgazebo.net/wp-content/uploads/2011/11/Steve_Headshot1.jpg[/image_frame] Recently I had the opportunity to interview my friend and D&D freelance writer Steve Townshend about his most recent project: Heroes of […]
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