Dungeon Master

The Pillars of a Roleplaying Game

The Pillars of a Roleplaying Game

For a decade now, we’ve been told that Dungeons & Dragons (and roleplaying more generally) rests on three pillars of play: combat, exploration, and social interaction. This was brought up throughout the D&D Next playtest and laid out most clearly in the 2014 Player’s Handbook.

Popping the Hood on Published Scenarios

Popping the Hood on Published Scenarios

The cool part about being a GM for hire is that I’ve learned a huge amount about adventure structure, design, and utility over the last 5 years. Because I make an effort to fit whatever material I’m running into my own particular style, I’ve developed an approach to “popping the hood” and messing with the inner workings of these adventures.

System (Absence) Matters in Horror Games

System (Absence) Matters in Horror Games

Horror games are my favorite. I love to be scared and I love scaring other people (if that’s what they want). Getting lost in the tension and dread is a high I chase constantly, with each experience making it harder to do again. I want to go into a horror game with assurance that I’ll get that.

Your Combat Slows Down at Character Creation

Your Combat Slows Down at Character Creation

It’s a turbulent time in the D&D sphere! We’ve gotten through nearly 10 years of fifth edition and in that time there have been seismic shifts in the roleplaying game community: fads and crises and critical darlings have risen and fallen in that time. I’m still processing just how much fifth edition D&D (and its culture of play) have changed since 2014.

Sorcerous Origin: Blood Magic

Within your veins lies the darkest and most dangerous form of magic. Blood is a powerful arcane channeler. Only the foolish or the very wise tamper with it as a component, and those who do often suffer as much as they excel. As a blood sorcerer, you substitute self-mutilation for study.