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  1. GDGD

    Adventure Writing Basics: Part 2

    Great point. That falls into the "fail forward" design philosophy. You don't write an adventure where failure is impossible, rather you empower the DM to keep things rolling even when a failure occurs.
  2. GDGD

    Adventure Writing Basics: Part 2

    While empty rolls are well-avoided, it's great to sprinkle other rolls, like skill and ability checks, liberally throughout. I find it's a great way to bring the adventure background, which often the PCs don't get to see much of, into the foreground. Give the druid a chance to notice something...
  3. GDGD

    Always learning

    Always learning
  4. GDGD

    A Blackbirds Review

    Thanks for an excellent write-up. This looks like a great product. Question: "Magic feels like it was written by someone frustrated that D&D warlocks relationships have more intrigue." Was that meant to be "relationships "don't" have more intrigue"?
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