QQ&A: How do you make whips cool?
The whip is awesome on paper, but mechanically pathetic. Besides bumping the stats, what can we do to make it worth using?
Unboring Barbarians: more than clones of Conan
Barbarians aren’t “angry” and they aren’t all uncivilised nomads. If you’re sick of playing the same-old half-clad warriors, then it’s time to draw inspiration from history.
Bafflingly boring bros and babes
If you met a PC in real life, they’d be the most fascinating person you’ve ever come across. So why are so many of them so horrendously dull to play?
Unboring angels: more than haloed humans
Angels can make any fantasy campaign more exciting. Then again, they can also just be yet another monster for the party to fight. Here’s one way to keep them special.
QQ&A: Spicing up the tavern meeting
After a while, your players will have begun many campaigns. So how do you keep the beginning fresh without tossing away the tavern?
Change the shape, not just the skin
Think Klingons and Vulcans are too human? “Yeah, it’s just a little bit of makeup!” Oh, that’s the least of the issues…
Unboring soldiers: More than cannon fodder
Town guards, frontline soldiers, initiates in a cult… why are they in that line of work? Based on how they usually act, it’s so they can die at a PC’s hand. Here’s a richer approach.
QQ&A: A simple way to create mysteries
There are many ways to run a mystery. This one works quickly and… well? Well enough, anyway.
Unboring halflings: more than just smallfolk
If halflings are just hobbits but without the risk of lawsuits, then why do any become adventurers? Frodo was literally exceptional. Also… how could halflings, of all people, live so peacefully?
Give them a world that lives and breathes
Take your humble campaign. Now imagine it avoids the blunders a billion-dollar studio stumbled into. How cool is that, hey?
QQ&A: How to do horror
How do you add horror to D&D? The first step is seeing how you can’t.
Unboring drow: more than just cave-elves
The drow have some of the most awesome roleplaying fodder of any race. It’s a shame so many folks ignore the unique and awesome parts of the race. Here’s how to make them special.
Many alarms and a few surprises
How do your players know what’s around the next corner? “They don’t because you haven’t rolled the random encounter yet?” Bah. You don’t need randomness to surprise them - in fact, it helps if you design your worlds deeper.
Unboring mimics: more than “gotcha!” traps
Most mimics are boring HP leeches that teach players to play in the dullest way possible. That’s a shame, given how terrifying they’d be in real life. Here’s how to add fairness, horror and even humour back into your mimics.
Star Trek’s biggest oversights
Star Trek, despite its many successes, failed on two fronts. The first is technological. The second is harder, but I show you how to overcome it.
Why do graveyards exist in your world?
At first glance, graveyards in a fantasy world make no sense. They’re a risk - an easy target for any necromancer. Here’s why your villages would have them anyway.
Unboring half-orcs: more than civilised brutes
Half-orcs - the go-to race when you want to play someone savage and wild. That’s not the only way to run them, though. Here’s how to add some spice to your half-orc characters.
My ugly, picture-free creature guide
I couldn’t have made this guide less flashy and striking if I’d tried. The dull design isn’t a bad thing - here’s why I think it’s Footprints’ feature.
Unboring tieflings: more than charismatic pariahs
Sick of demonspawn who are dull, derivative and self-contradictory? Unboring Tieflings shows what they can look like with a bit of extra spice.