Essays on tabletop roleplaying, homebrew design, and what actually happens when the dice hit the table. Posts live here and on Substack.

Dark Sun returns after sixteen years. A first look at how 5e's flexible engine must adapt when scarcity, survival, magic, and psionics define the setting.

An offhand offer became a two-session endurance encounter through 500 miles of bootlegger tunnels: the d12 table, the vehicle HP buffer, and why I let the players roll their own encounter checks.

An AD&D veteran and a current 5e DM compare notes on the 2024 Player's Handbook: what the classes and species look like now, how alignment used to be enforced, and what has not changed since the Red Box.

Gary Gygax created Mordenkainen as his own player character in 1973, played him for twelve years, and lost the rights to him in 1985. The rules kept getting replaced. The character never was.

A game master's approach to D&D character creation. It is the why, not the what, that turns a backstory into a character worth playing.

What I use, what I don't and why

The Material Plane's mirrors: the Feywild and the Shadowfell. A DM's tour of the planes sorted by party level, starting with the two your table is most likely to visit.

A natural 1 does not have to sink the scene. How the worst roll on the die becomes the moment everyone retells later, and why leaning into failure makes for a better game.

A DM's first look at the new 5.5e Ravenloft expansion: the Domains of Dread, running horror at the table, and the two new subclasses worth embracing.

Homebrewing Old Gods of Appalachia into 5.5e: setting, monsters, encounters, and the lessons that turned up along the way.
What in the world am I doing here? A short note on why this blog exists and where it is headed.
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