Because sometimes video game mechanics don’t translate all that well.
Ever wanted to run a high-flying dragoon or a shadow-cloaked dark knight from Final Fantasy? Then I've got some good news for you.
The Comprehensive Equipment Manual is 255 pages of new items and systems to use in your games. But is it the right book for your table?
I’ve been thinking a lot lately about something I call Player-Facing Design. I’m sure I didn’t come up with this concept. I bet it’s not even an old one. But it’s something I don’t see people talking about too much, so I’m going to talk about it. The idea comes from consumer-facing initiatives in business.... Continue Reading →
Mike Mearls' newest version of the ranger is a return to form for the class. But is that return to form a good thing, or simply a rehash of what's been done?
Much of monster design in D&D is quite rigid and uniform. Let's mix that up and introduce a little narrative to our monsters, eh?
Not just a monster from a popular video game franchise, but a practice in designing new game mechanics!
They're creepy, they're spooky, and they kinda hump your character model...that's weird. Anyway! They're the redead!