In a large dungeon or megadungeon (such as Gloamhold) you (the GM) can never be perfectly prepared. No one has the time—or I suspect the patience—to prepare hundreds of different encounter areas.Read More
In my continuing design of Gloamhold I’ve begun to think deeply about monster placement. On the face of it, this isn’t the massive of a deal—just stuff the dungeon full of monsters and treasure, and unleash a pack of blood-thirsty, treasure-seekers into the dungeon!Read More
Many heroes walk the land in search of gold and glory. Just as many villains lurk in the shadows ceaselessly plotting their nefarious schemes. However, not all heroes (or villains) are equal.Read More
I was having breakfast with some gaming chums the other, when a rather interesting question barged into the conversation and plonked itself down at the table.
What does your perfect campaign look like?Read More
Literally the bedrock of the hobby, megadungeons have a special place in my heart, and in the hearts of gamers everywhere. But can you have too much of a good thing? Can you have too much megadungeon?Read More
There’s been a lot of thought and discussion in recent years about the old-school style of gameplay. For me, this is best embodied by 1st and 2nd edition Dungeons and Dragons. I’m a huge fan of the old-school style of play, but I love the mechanics of 3rd edition and Pathfinder.Read More