The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
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The SCP Foundation is a fictional secret organization created through a wiki-based collaborative writing project. It's also a treasure trove of ideas for role-playing games.
Jon Peterson's thorough retelling of the origins of Dungeons & Dragons is less about the game and more about the two men who helped create it: Gary Gygax and Dave Arneson. Their fraught relationship haunts every page as the two wage a “great war,” lining up friends and allies that would go on to influence Origins, GAMA, Gen Con, Avalon Hill, and so much more.
Oz has been associated with kid literature since its debut, but there's a darker side. These creatures are proof that nobody should be alone in the woods at night in Oz.
Traditional medieval tactics involving overwhelming numbers are no guarantee of success. It's true in Oz and thanks to high level spellcasters, true in D&D too.
In Oz, like in high level Dungeons & Dragons campaigns, wishes are everywhere. How do you manage access to these wishes without it spiraling out of control?
In Oz, there are many ways to die and far more ways to not die but suffer for eternity. For tabletop role-playing games, it's a great example of how a campaign can deal with characters who never stay dead.
In the previous article we talked about the possibilities of using L. Frank Baum's Oz as a replacement for the Feywild. But there are a few misconceptions DMs will want to address before they do.
I've written before about the world of Oz as created by Lyman Frank Baum. The setting has several appealing aspects for campaign building, including the fact that it's a well-known universe, much of it is public domain, and it ties together a bunch of different genres. In short, if you're looking for a non-traditional replacement for the Feywild, Oz is a great place to start. Also, Santa Claus...
My recent D&D session at Boy Scout camp forced me to make some hard choices about what maps I could realistically bring with me. So which maps work best?
In the last article I explained how I (over)prepared for a week-long adventure with my Boy Scout troop. Now it was time to play. Things didn't work out the way I anticipated.
I've been recently named Scoutmaster of my Boy Scout troop, so I thought it'd be a good opportunity to introduce Dungeons & Dragons to my younger Scouts during camp downtime. But first, I had to come up with something for them to play.
With The Making of Original Dungeons & Dragons: 1970-1977, Wizards is going back to the roots of the game, presenting material other histories have not.
For its first book of D&D's 50th anniversary year, Wizards is going big with a multiverse-spanning, multiverse-threatening adventure where players will face off against one of the game’s most legendary villains.
With The Making of Original Dungeons & Dragons: 1970-1977, Wizards is going back to the roots of the game, presenting material other histories have not.