The VOIDRUNNER'S CODEX is LIVE! 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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When my family is not playing escape rooms, we're often getting together playing Fortnite. It's something that started with my son, but our three-person team now includes my daughter too. And there's a lot to learn about combat tactics from a third-person massive multiplayer shooter.
My family does a lot of escape rooms, and we've finally gotten good enough to finish one in record time. Those same tactics can help parties in tabletop games at conventions.
Stranger Things depicts what it was like to play Dungeons & Dragons in the eighties ... right down to the end of a campaign and in some cases, friendships.
Stranger Things' latest season incorporates the Satanic Panic into its storyline, but in my experience it wasn't the jocks who became the biggest threat. It was a teacher.
Stranger Things helped thrust Dungeons & Dragons into the mainstream, but it also touched on a lot of gamer archetypes that I found in my high school group.
The hit Netflix series about the 80s-themed tale of extradimensional entities and the kids who battle them features Dungeons & Dragons prominently. And a lot of it is inspired by what actually happened. There's a lot of things Stranger Things got right, but one of them that doesn't match my experience is the Hellfire Club.
Stranger Things tells a tale of inter-dimensional entities battling kids in the 80s. To get around, the kids use their bikes, a genre that launched its own RPG. And yes, kids really did have that much freedom then.
I mentioned previously how I’ve never quite solved adding a halfling culture to my campaign. But I’ve got gnomes all figured out, and it starts with the Guilds of Florence.
Over the decades I've developed my campaign world to match the archetypes my players wanted to play. In all those years, nobody's ever played a halfling.
Publishing in the digital age isn't just about finding customers, it's about navigating the labyrinthine algorithms that determine when and where to show your product.
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.
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.