The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
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Lew was Contributing Editor to Dragon, White Dwarf, and Space Gamer magazines and contributed monsters to TSR's original Fiend Folio, including the Elemental Princes of Evil, denzelian, and poltergeist. You can follow Lew on his web site and his Udemy course landing page.
If you’ve played tabletop RPGs long enough, you’ve probably been in an adventure where your party got lost. Yet it’s much less likely to happen nowadays.
In AD&D, there was a training requirement to advancement that didn’t reflect how people actually learn. In this column I’ll talk about how the real world works in this context.
Years ago I devised a framework that can be applied to “all” games, to help aspiring designers of board and card games. Let’s see how it applies to RPGs.
For those who prefer "realistic" numbers in RPGs: Inflated numbers of combatants for battles litter history books, derived from wildly inaccurate contemporary histories. We can do much better in figuring out actual numbers.
Adaptations of any fiction from one medium to another tend to suffer from unnecessary changes, including tabletop role-playing games. Unfortunately, what’s necessary and unnecessary is often a matter of opinion.
Like sports fans, RPGers want consistency of GMs rulings. This is both in the “meta” mode, what characters do aside from adventures, and adventures mode.
A few years ago for an online course about strategic wargame design I devised a list of about a dozen dichotomies between warfare and games. The paradox of wargames is that warfare and games are polar opposites! After writing some 150 “Worlds of Design” columns I decided to do the same for RPGs, relying in part on some of my columns.
Moderns are accustomed to cheap and readily available maps that show distance as well as road connectivity. That kind of map is rarely going to exist in a low technology/Medieval setting.
If you’re building a full-scale world for your campaign, that will likely involve armies. Let’s discuss what happens in the real world so that you can avoid straining the disbelief of your players.
With The Making of Original Dungeons & Dragons: 1970-1977, Wizards is going back to the roots of the game, presenting material other histories have not.
For its first book of D&D's 50th anniversary year, Wizards is going big with a multiverse-spanning, multiverse-threatening adventure where players will face off against one of the game’s most legendary villains.
With The Making of Original Dungeons & Dragons: 1970-1977, Wizards is going back to the roots of the game, presenting material other histories have not.