Oh? You’re Approaching Me? Closing The Distance in Dungeons & Dragons Encounters

Most of my systems and posts are about adding interesting, meaningful choices to TTRPG procedures that tickle the players' sense of risk and reward. This particular system was originally written for ships at sea, but can be repurposed just as well for on-foot encounters in the wilderness - or spaceships venturing into parts unknown. This … Continue reading Oh? You’re Approaching Me? Closing The Distance in Dungeons & Dragons Encounters

The Things We Find Along The Way – Filling The Gaps In A Hexcrawl or Pointcrawl

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

We Cannot Get Out: Giving The Underdark A Mines Of Moria Feel with Noise & Alerts in Dungeons & Dragons

"Quietly now. It's a four-day journey to the other side. Let us hope that our presence may go unnoticed." Gandalf This is a specific implementation of my Noise & Alert system, applied to travelling through the Underdark. Part II of this post is up here: I Have No Memory Of This Place: Navigating The Underdark … Continue reading We Cannot Get Out: Giving The Underdark A Mines Of Moria Feel with Noise & Alerts in Dungeons & Dragons