After a very bloody round of combat , my players became aware that I wasn’t planning to parcel out encounters in tidy, balanced packets (especially since I didn’t have the Dungeon Master Guide at the time). They rapidly started looking for alternatives to becoming monkey chow. Franky: Mush will use Minor Illusion to create the sound […]
Redbeard, Mush and Jack sailed out of Ereborn and set for Volcano Island. I started things with a sailing challenge, asking for roll. I forget if it was Wisdom, Intelligence or Dexterity. I was clear to let them know that they wouldn’t get lost, as the volcano’s plume was visible from anywhere in the archipelago. Flubbing the […]
If you’ve been reading my recent posts, you know we managed to create new D&D characters and the basis of a campaign settings in less than two hours. When we were done everyone was ready to go, excited to see how the game would go. I dove right into it and grabbed the setting’s index cards into a stack. […]
A few weeks before the 2014 end of year holidays, I made my usual group a double proposal: Give D&D 5e a honest try and invite my 12 y.o son Nico to play with us. (Remember Nico?) I had no adventure ready, my plan was to slum it one-shot style with pre-generated characters, like I did […]
This is an excerpt of my second blog post, published in July 2007 This fall, after a 2 year campaign characterized by many missed games and a DM that finally decided to tackle and recover from a severe depression, we decided that we needed to start a new one. I’m pretty excited by the new […]
(Trying something new here. I’m challenging myself to write 3 short articles a week about D&D. If you like the idea, please let me know!) I’ve been playing RPGs for more than 30 years. I’ve been a Game Master for 95%+ of that time. It’s the role I like most, for reasons that have evolved over the […]
30 Second Summary 13th Age feels like the spiritual successor of 4th Edition Dungeons & Dragons mixed with the storytelling mechanics of games like Fate and Fiasco. Rob Heinsoo and Jonathan Tweet give us a fully refined RPG mixed with a pile of house rules we can drop into any d20 game. While it’s great […]
Here at Critical Hits, we’ve been following the advice of Bill Cavalier, Adventure Coach AKA “The Dungeon Bastard” for some time now. At first it was because we mistook him for someone else entirely, but we grew to value his advice on WINNING Dungeons & Dragons after years of treating it as a collaborative activity […]
In which Chatty shares is experiences as a Wizards of the Coast freelancer. The good and the bad. He shares many of the lessons he learned from his experiences should you want to give it a try.
Back in one of my earliest Architect DM posts I said that structure was one of the most overlooked elements of dungeon design. These days most of the published dungeon maps that I see are not bad with regards to structure, but from what I’ve heard this is still something that a lot of people would like to learn about for their personal, hand drawn dungeon designs.