Airships, enemy turtles, and some familiar-looking plumbers invade The Great Dungeon.
Dave recaps his 2014 as a freelance game designer in both tabletop and RPG, and learn how too much clicking can seriously derail a plan.
Does the DMG fill in the gaps? Is it more for new DMs, experienced DMs, or all? What about all the rules modules discussed earlier in development? Find out in this full review.
The following is part adventure recap, part DM strategy session, and part after action report. I’m approaching this edition of D&D with game design/writing credits and a love for story and indy-game approaches. Ultimately, I want The Great Dungeon series to be informative to the reader, but also provide a method to refine the approach to my own DMing.
I tried to ask questions about what the group collectively wanted. After listening a bit, and trying to steer the conversation towards what game experience people desired, I scrawled out a grid of game traits and players. Then, I began marking off what people wanted (and didn’t want).
Find the ruined temple where the cult of Nam-Shub sits on one of the world’s last stockpile of pure Thaumium rods… and TAKE IT!
In short: I strongly encourage you to check this game out, and throw money at it until it arrives at your house and does a flying elbow through your door.
With a fantastic design, writing that inspires the imagination, and mechanics that make monsters fun to run and fun to fight, the Dungeons & Dragons 5th Edition Monster Manual may very well be the best monster book ever written.