M.T. Black
Hero
There is a lot of D&D and RPG material being published online, much of it free! Each week, I send out a list of the ten most interesting D&D articles I've come across.
Following is a compilation of the hundred links I sent out between September and November:
Following is a compilation of the hundred links I sent out between September and November:
- Sly Flourish suggests you incorporate the "Flee" action into your game. And I just did.
- Uncanny Ramblings shares an extensive list of OSR setting books. Many of these are commercial, but there are at least a dozen free options that you should have a look at. I frequently open up other setting books to inspire my Iskandar campaign.
- Lacrimis Draconis has just ended a campaign and shares the lessons learned. I enjoy posts like this tremendously.
- Tetsujin Nollama has published a lot of historical RPG settings and shares some helpful guidelines. These are very good.
- Sorcerer's Skull is also writing about settings. Here, he tells you the thing your weird setting history should do, and it's excellent advice.
- Blue Mountain reflects on sparse dungeon keys, and I like the example she gives very much. We have similar ideas on dungeon keying.
- Richard is all about architecture and shows you how to tell a story with spaces. This article is one for advanced worldbuilders.
- Dreaming Dragon Slayer wants to make monsters monstrous. I enjoyed her recasting of some malevolent creatures from a children's classic.
- False Machine shares some D&D lessons from the Thief video game. If you want to skip the lengthy (but interesting) preface, the lessons start about halfway down.
- The DM Lair provides 5 tricks to take D&D combat to the next level. Solid!
- Monsters and Manuals shows how the planet Mercury can inspire a fantasy campaign. This brief article is a masterclass in worldbuilding.
- Goblin Punch gleans some lessons from Elden Ring to apply to your D&D game. They are excellent!
- The ever-helpful Alexandrian demonstrates how to roleplay the 5E Help action. Great advice!
- Paul Hughes, a renowned expert in 5E mechanics, delves into the numbers for the new D&D24 monsters.
- This tool has been around for a while, but I only just discovered it. Following a template established by Matt Coleville, this Donjon webpage generates the essential elements of a new campaign. It is terrific! If you've ever considered creating your own campaign world, give it a try.
- Deathtrap Games explains that worldbuilding is a separate hobby from roleplaying--and why that matters.
- Dungeon Fruit catalogs 50 Magical Wizard Robes. These are splendid, and a few might pop up in my campaign.
- In Lists of Cool Things, Rise Up Comus helps you overcome the tyranny of the blank page. We've all been there.
- Daily Adventure Prompts presents a new D&D class: The Cartographer! It's undoubtedly a little different.
- Devil's Dice is a simple mini-game that simulates your character's deal with a fiend. The mechanic is very thematic.
- The Smithsonian Magazine explores how Dungeons & Dragons sparked a revolution in how we play everything. I enjoyed this article, though I wish it had gone a little deeper.
- The Kobold Press gang explain how to handle romance in the game. Many of us find this a perenially awkward topic.
- Scarlet Heroes is a D&D clone designed for solo and one-on-one play. In this post, Seed of Worlds tests the adventure generation tools. It is a terrific example of using random tables to create an evening's play.
- Grumpy Wizard states that non-player characters should be the focus of a sandbox campaign. In my experience, he is correct.
- DM Micycle presents a simple set of fortune-teller mechanics. I need more seers in my game.
- Quajzen argues that empty rooms should be just that. This advice mainly applies to larger dungeons and is well worth heeding.
- Mekhami declares that solutions are for players and explains why you should drop the word "if" from your adventure prep.
- Weird Wonder explains how to implement complex social dynamics into your campaign. The goal is to create rich and immersive social settings.
- Tabletop Joab presents a spell guide for the mending cantrip. He has devised several use cases I had not thought of. Does anyone use any "wear-and-tear" rules on their equipment?
- Johnn Four shared the LEGEND encounter template for better boss battles. It's pretty straightforward, but the acronym is cool.
- Seed of Worlds created a D&D adventure using the Donjon adventure generator, then played it as a one-shot. It's a great example of how to use this free tool.
- Johnn Four shares an extensive list of friendly NPCs you can meet in a hostile environment. These characters represent a terrific way to put social encounters into your dungeon and wilderness crawls.
- Scott Fitzgerald Gray explains the why and how of creating a gamemaster pipeline. We need more gamemasters!
- Dump Stat Adventures explains how to share lore with your players. It is very sound advice.
- The Alexandrian explains how to share your system mastery with your players. This article complements the previous one.
- Ars Technica reports on a recent study showing that Dungeons & Dragons helps autistic players in social interactions. This news is no surprise to many of us, but it's good to have some scholarly confirmation.
- The DM Lair explains 15 D&D worldbuilding mistakes you should avoid. There are some excellent tips here.
- Roll to Doubt describes how to set up an old-school D&D sandbox. The article is long and links to many resources. It's a great way to get started with this style of gaming.
- Dice Goblin demonstrates how to present a medieval-style religion in your TTRPG setting. Worked examples like this are a goldmine for your campaign world.
- Gnome Stew has some solid advice on designing thematic bosses. A few extra details can go a long way toward creating a memorable encounter.
- Rascal published this peek into Iran's growing D&D scene. Onward and upward!
- Beth from D&D Duet discusses the best "nat-1" she ever rolled. Let the dice speak.
- Monsters and Manuals presents a simple method for creating inspiring locations. It is a wonderful hack!
- Attronarch shares 21 lessons she learned after running 100 sessions of D&D. There's also a great Q&A at the end.
- Grumpy Wizard shares how he does worldbuilding for his sandbox campaigns. It looks like a robust method on the "lower prep" end of the scale.
- Scroll for Initiative explains how to create a better map for your campaign. Excellent advice.
- Tabletop Curiosity Cabinet explains why his Troika campaign flopped. There are valuable lessons here, and some go against the accepted wisdom.
- The 7yo DM shares 10 tips for running games for kids. I haven't run a game for kids for many years, but I hope I get the chance again.
- Sſtabhmontown did not like the find familiar spell, so he devised a fascinating alternative. I'm impressed by how he overlapped the ability rolls to use a single table.
- Weird Wonder explains "people-centered" adventure design. Yes.
- A group of castle enthusiasts have shared the floorplans of dozens of castles. It is a fantastic resource for your campaign!
- Kobold Press just released the KP Encounter Builder. I've only spent a little time using it, but it looks good.
- Omnes Exeunt examines what makes a monster fun. She has some good tips.
- One of the Boffins at the DM Academy argues that gritty realism is the best optional rule in the DMG. I think I agree!
- Dump Stat Adventures describes 5 ways to fail a skill check. It's not just about your incompetence!
- The DM Lair explains how to run social adventures in D&D. It's a step-by-step guide.
- Black Planet says flat planets are tremendous and thinks you should run them. Iskandar has a Ptolemaic cosmology, meaning the "planet" is flat.
- In My Campaign explains how to make fictional history. I especially liked the list of resources at the start.
- Choir of Fire judges most crafting systems as inadequate, but she has an alternative. Is crafting a big part of your campaign?
- Roleplaying Tips explains how to improve dull adventure hooks. The chamber pot table is excellent.
- Trilemma explains how to run an intrigue adventure in RPGs. It is a long article with much insight.
- Prismatic Wasteland shares 31 free taverns from the Barkeep Jam. I've only looked at a few of these, but they are great!
- D&D Beyond shares a whole bunch of free D&D resources. There is some high-quality material here.
- Grognardia reflects on the use of character trees in Dark Sun. This idea might be suitable for your next campaign.
- Merric is now playing D&D 2024 and has encountered a few things that surprised him. Merric plays a lot of D&D, and I value his assessment.
- D4 Caltrops presents d100 monster special defences and other abilities. This table is a marvellous resource for your monster building.
- Gnome Stew discusses how to make failure interesting. It is challenging, but there is magic at the table when you do.
- Let's finish up with some game hacks! Murkdice introduces a simple method to make factions.
- Next, Sly Flourish explains a simple method to annotate a map.
- Personabler presents a simple method for worldbuilding.
- Scroll for Initiative suggests we should write adventures like cookbooks. He includes 15 practical tips.
- Dump Stat Adventures describes how to make skills exciting with skill challenges. I like running skill challenges, though there have been few opportunities in my recent campaign.
- Did your character die? No problem! Prismatic Wasteland explains how to play as a ghost.
- Tabletop Joab presents 13 terrifying adventure hooks inspired by Rob Zombie. Just in time for Halloween!
- Aggregate Cognizance explores being a fan at the gaming table. It contains lots of solid advice.
- AEDyssonance discusses how to make a villain memorable.
- Roleplaying Tips has a simple tip: let your players have the last word! I'm going to try this out.
- Merric, inspired by Metaphor: ReFantazio, is musing on time management in RPGs. I'm interested to see how he develops these ideas.
- Widdershins Wanderings discusses what makes an excellent player-facing pointcrawl.
- Jangle Friary says that DMs need to do less, more frequently. Not all will agree, but she makes a good case.
- Silver Arm Press suggests you engage players by having them build your lore. This approach to worldbuilding can be fabulous fun.
- Blog of Holding assesses the encounter budget tables in the new DMG. This article is very mathematical and very thorough.
- Kontent Punch shares some ways to maintain the tempo at your table. I use a lot of these tips in my ongoing game.
- Rise Up Comus created a fun puzzle called the musical minotaur maze. Are there other ways we can gamify sound effects at the table?
- Brandes Stoddard suggests awarding titles and honours to your PCs. I always mean to do this, but I rarely do.
- Sly Flourish explains how to gamify opening a magic portal. You can use this general approach with other narrative aspects of the game.
- Playful Void discusses juicy plot hooks. This aspect of the game is more complicated than it looks.
- Harbinger Games is running a 45-year-old D&D campaign. In this article, he explains the secrets of campaign longevity. These are good tips!
- Aeons & Auguries introduces undead handmines. These are a fun little hazard to add to a cemetery!
- Lord Gwydion considers how to make players care about hirelings. I think hirelings are a neglected aspect of the modern game, and that's a shame.
- Have you ever thrown too much at the party? Konsumterra presents some ways to de-escalate an encounter without fudging dice rolls. As a bonus, he also presents several ways to ramp up an encounter when it's undercooked.
- Grognardia examines the necessary role of low comedy in your high adventure game. Laughter is an essential ingredient.
- The Kobold Press Gang considers what happens to the villains after the campaign finishes. These dialogues are always good value.
- Josh shares a new puzzle called The Lady and the Unicorn. It features a nice gimmick.
- Grumpy Wizard discusses how to use published adventures in a homebrew sandbox. These are worthwhile tips.
- Darkvision is a common racial trait in 5E, which can reduce the dread of dungeons dark and deep. To address this, DIY Dragons devised several alternative racial abilities.
- Jack explains what to do when one player is in the spotlight. His focus is on narrative games, but I'd like to know if there's a way of incorporating these ideas into D&D. What do you think?
- M&M shows how to reduce, reuse, and recycle unused parts of your adventure. I frequently do this with published material.
- Bogblins explains how to prep a pointcrawl. She has a solid method.
- Mekhami suggests that you use the hero's journey to explore who your character is. I like this idea.