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Divine inner conflict
What happens when two warring tribes worship the same god? In a fantasy setting, things can get weird.
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Strategic communications of the gods
How do powerful beings spread their messages? Why do bards have magic powers? What if both questions have the same answer?
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Next Gen Princes 01: The Future
Welcome to my new project: creating a glimpse of the future of tabletop roleplaying games
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Surreal weather
Want to inject some mundane fantasy into your setting? Don’t neglect the weather. Here are a few ideas.
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Beyond handcrafted
Is everything in your world “handcrafted”? Should it be? Here’s how even mundane objects can have fantastic origins without making them overpowered.
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QQ&A: AI
ChatGPT is impressive. It summarised psychoneuroimmunology for me, while also creating poems glorifying stoicism. But can it help with your campaign prepping?
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QQ&A: Pitching puzzles
How do you design a puzzle that’s not too easy and not too hard, but just right? That’s far simpler than you might think.
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QQ&A: Control freak GMing
Can you be a control freak and a great GM? The conventional wisdom is no. Here’s how that wisdom might be wrong.
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QQ&A: Dwindling resources
Do you track ammo? Rather than counting the arrows in your quiver or having an infinite supply, there’s a richer way to track resources of any kind.
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Improv 8: The Full Improv Process
It’s been a fun journey. Here, I lay out everything we covered in less than 250 words. Thanks for reading.
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QQ&A: Overwhelm
Game Masters have a lot to keep track of. That means it’s easy for the players to overwhelm them, deliberately or otherwise. Here’s the mature way to stop that.
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The best stories tell themselves
Bold claim: the disasters of Game of Thrones’ last season were preventable, if only the writers had read this simple guide I wrote for Dungeon Masters.
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QQ&A: Splitting the party
Hardcore players get “Never split the party” tattooed on their sleeves, and for good reason. Here’s how and why you might encourage them to do it anyway.
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Improv 7: Alluding to the encounter
You’ve improvised an encounter, but the players don’t go for it. Is that the end of the story? It doesn’t have to be.
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QQ&A: Levelling’s ludonarrative “lunacy”
Is this a problem? Of course not. And here’s the solution.
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Improv 06: Running the Encounter
You’ve built the encounter - now what? What you do next can really sell the idea that you’d planned this all along, even if you just pulled it out of hammerspace.
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QQ&A: Simulating Stupidity
Today, I share a simple algorithm I often use when running encounters. It mixes up the fights and (usually) lets the players feel smart, cool and professional.
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Unlocking psychological warfare
Psychological warfare in D&D isn’t great, boiling down to just a few basic skill checks and spell saves. That’s because GMs need to add this before it can work.
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Improv 5: Getting Personal
This is Step Four of my encounter improv process, where we add yet another layer of fun and uniqueness.
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QQ&A: Balancing a party
What does a GM need to do to balance a party? Depending on the situation, either something or nothing. Here’s how to tell the difference.