Here I aim to flesh out the step between “you are traveling” and “you found a dungeon” in a hex- or pointcrawl, in a way that hopefully feels natural and like actual exploration. I’ve taken some inspiration from, yes, Skyrim. It aims to add a bit of risk-reward to the process: discovering new locations might … Continue reading The Things We Find Along The Way – Filling The Gaps In A Hexcrawl or Pointcrawl
Category: Worldbuilding
Have A Little Faith: A Religious War in D&D in 9 Simple Steps
Before you startThis post is a demonstration of the system I wrote that allows you to run a cult or religion in D&D. Start with that one! Meet Myra Myra is a kind-hearted 6th-level Human Cleric of Finrimbel, God of the Sun, with a problem. She just arrived in Khobai, the City of a Thousand … Continue reading Have A Little Faith: A Religious War in D&D in 9 Simple Steps
Now I’m A Believer: Run A Religion (Or Cult) In Dungeons & Dragons (Or Other TTRPGs)
I wrote an extensive example of this system in use, if you're curious! What This System Tries To Do Provide possibility for emergent storytelling through progress. Starting a real-life religion is probably pretty tricky (I never tried it), but just as Adventurers are capable in combat, I'm assuming that player characters setting out to spread … Continue reading Now I’m A Believer: Run A Religion (Or Cult) In Dungeons & Dragons (Or Other TTRPGs)
Straight To The Moon: Adding A Stock Exchange To Your Dungeons & Dragons Economy
Gold has a bit of a weird role in D&D - it is generally expected to be desired, yet a default out-of-the-box D&D campaign does not provide a lot of things to do with it. An option of investing is sometimes mentioned, which gave me the idea of adding a living macro economy to my … Continue reading Straight To The Moon: Adding A Stock Exchange To Your Dungeons & Dragons Economy
Using Storytelling Conflicts To Create A Captivating Campaign
A central conflict inherently provides themes to structure your campaign around, and can provide motivation and background for one or more Big Bad Evil Guys within your campaign. These conflicts provide context to narrative choices made by your players, and will (hopefully) have them think about their choices and consequences until long after the session.