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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,…

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…

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…

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…

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…

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…

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…

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…

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…

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…

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…

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?

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