Intro At last the follow up to This piece on some of the structures postal services can take in medival-esque settings. In the piece we covered everything from the Early Middle Ages through to the Industrial Era in terms of analysing real-world analogues.This piece is going to focus on why we may want to actually … Continue reading So You Want To Run A Postal Service Part 2 – Why
So You Want To Run A Postal Service Part 1 – How
Intro This one’s been a long time coming. Back in March I posted this piece about how medieval banking actually worked and how we can integrate banking into our games to make them more immersive. I mentioned off-handedly that I would write a piece on medieval postal services at some point. Here is that piece, … Continue reading So You Want To Run A Postal Service Part 1 – How
Yes And Is (Probably) Not Helping You
Intro This has been on my mind for a good long while and I’ve struggled to articulate exactly what my position is. In fact, I’m still not sure that I’ll do this topic justice. Still it’s worth a try, because quite frankly I think the touting of ‘Yes And’ as the key to good DMing … Continue reading Yes And Is (Probably) Not Helping You
State of the Press
Hey guys, it's been a little quite here for a while so I wanted to drop a quick update on what I've been up to and what's been going on in my life. I Ran a Tabletop Convention That's really the bones of it! I've not posted on here because I've been hard at work … Continue reading State of the Press
Running the Sandbox: Finding the Quest
Intro So here I am now writing the 3rd piece in what was supposed to be a one-off explanation of a useful game concept. I guess I have more to say about this than I originally thought.Once again we must go back to the first piece in this series wherein I discuss the shift from … Continue reading Running the Sandbox: Finding the Quest
Revisiting the Clockwork Setpiece: Roguelikes
Intro So a little under a year ago I posted This Piece that discussed something called the ‘Clockwork Setpiece’. This is a convenient catch-all terms used to describe things like time loops and other resetting challenges. I’m incredibly proud of that piece. I would say it’s one of my best.I’ve recently re-explored the concept in … Continue reading Revisiting the Clockwork Setpiece: Roguelikes
So You Want To Run A Bank
Intro Alright, it’s time for the last piece in this series. Or at least the last piece for the time being. As always I might revisit this if I find there’s more to say.So far we’ve broken down how currency was actually used in medieval societies and used that as a framework to more realistically … Continue reading So You Want To Run A Bank
Managing Multiple Currencies
Intro It’s time to tackle this tricky topic I first talked about over in This Piece. If you haven’t read that one then it’s not the end of the world, but it is highly related. If you’re reading this piece because you want a better understanding of medieval economics then you’ll find that piece helpful … Continue reading Managing Multiple Currencies
You’re (Probably) Using Currency Wrong
Intro So this has been loosely on my mind for a while. In the endless strive to have my games feel more immersive I’ve started running up against a few problems when it comes to money. You may well have come up against these problems yourself. The PHB’s price lists relative to villager wages are … Continue reading You’re (Probably) Using Currency Wrong
Design Insights: Defining Success
Intro We’re continuing the Design Insights series with a bit of a different topic. It’s one that’s probably more fundamental than the ones we’ve covered off so far, but I wanted to get the other ones out first to set the tone of the series.Anyway, the whole point of this series is to help you … Continue reading Design Insights: Defining Success
Design Insights: Power Budget
Intro We’re continuing to unpack various design concepts to make ourselves better at homebrewing and creating 3rd-party content for D&D 5e. In the last piece I mentioned Power Budgets, so this piece is going to focus on that concept. Before I dive in, this is going to be almost exclusively relevant for designing classes and … Continue reading Design Insights: Power Budget
Running the Sandbox: Overarching Narratives
IntroWell I wasn’t necessarily intending on following up my piece on Reactive vs. Proactive questing in the context of a sandbox campaign, but there was something contained in that piece that I think could stand to be elaborated on.I discuss in that piece how in a sandbox things will tend to start off as Reactive … Continue reading Running the Sandbox: Overarching Narratives
Design Insights: Static Bonuses
Go into any homebrew community and post a non-item brew that gives a +1 bonus to something (like a subclass ability that gives a +1 to saving throws). You will get eaten alive. Why is this?
Running the Sandbox: Reactive vs Proactive Questing
IntroI’ve been thinking about this for a while, and for a good span of time I felt there was a concept missing from the subject I was trying to tackle. Earlier today (at time of writing) MCDM discussed something fundamental about how rewards drive player motivation and suddenly the final piece of this write-up clicked. … Continue reading Running the Sandbox: Reactive vs Proactive Questing
Memory and Longevity: Anomalies NOW LIVE ON PATREON!
Big Loud Link, Click Here to Read I've been promising since the founding of this blog that there would be Patreon-exclusive pieces, and I'm aware some of you then went and backed me on Patreon in anticipation of this content. Well I'm pleased to announce that the first of these pieces is now available! The … Continue reading Memory and Longevity: Anomalies NOW LIVE ON PATREON!
The Three Layers of Storytelling
IntroToday I want to talk about what I would say is one of your most powerful tools as a DM. In order to do that, I need to lay out what I call the Three Layers of Storytelling. I’ll be discussing what these layers are, how they combine to make a cohesive narrative, and how … Continue reading The Three Layers of Storytelling
Memory and Longevity: The Failings of WotC
Intro I have, over the last few months, gone to great lengths discussing the ramifications of having long-lived races in our DnD settings. I’ve discussed how the length of their lifespans influences the cultures they develop. I’ve discussed how to reconcile those different lifespans and cultures into a single cohesive campaign world that doesn’t buckle … Continue reading Memory and Longevity: The Failings of WotC
A Tiny Teaser
So by now the last Runic Language has been released over on Patreon (do check it out if you've missed the releases so far). It's time to post a small teaser of what's in the works... I love this cosmological model of the elemental planes. I grabbed it from an old 2e supplement and commissioned … Continue reading A Tiny Teaser
Memory and Longevity: Half-Elves
Intro We have been discussing the long-lived races of the D&D multiverse. They bring with them a fundamental challenge of reconciling the length of their lives with the need for a timescale approachable to our mere human selves, both narratively and historically.We have used the anchoring concept of memory, its limitations, and how those limitations … Continue reading Memory and Longevity: Half-Elves
Ready-To-Use Backgrounds
I have a pretty simple post for today. This is a bunch of backgrounds that I've developed for my campaigns. You may find them useful for your own games, flavour permitting. They're relatively setting-agnostic, but some may not be suitable for certain settings (such as Apprentice Golem Smith). The backgrounds are, in alphabetical order: - … Continue reading Ready-To-Use Backgrounds