Minis or No Minis? Depends What Kinds of Memories You Want to Create

August 13th, 2012 by Ed Grabianowski

One of the great ongoing RPG debates is “Grid combat with minis” versus “Slightly abstract combat without minis.” It’s particularly interesting right now, with a new edition of D&D in development. There is, of course, no correct answer. But something odd occurred to me this weekend that will forever shade my views on the subject.

Kobold Guide to Game Design is Must-Own for RPG Designers & Adventure Writers

May 9th, 2012 by Ed Grabianowski

Imagine a book filled with essays on the art and science of designing role-playing games and RPG adventures, all written by some of the biggest names in that eldritch field of endeavor: Wolfgang Baur, Monte Cook, Rob Heinsoo, Michael Stackpole, Ed Greenwood and more. That’s exactly what this book is, and it’s pretty damn awesome.

10 Amazing Real-World Locations for Fantasy Worldbuilding

March 5th, 2012 by Ed Grabianowski

When you’re crafting the setting of your fantasy opus, it’s tempting to layer on impossibilities like islands floating in the sky and huge arboreal elf cities. It turns out the world we live in is full of fantastical settings and bizarre natural formations aplenty. Want to ground your fantasy world in reality? Check out these [...]

Recurring RPG Villains Come Back Like a Bad Penny

July 28th, 2011 by Ryk Perry

So there I was spending all sorts of time, crafting monster stat blocks for a chief-lieutenant type of recurring foe for my players and what did they do? They beat the holy living bejeezus out of him before he could even fire off his heaviest powers. Now my recurring foe was recumbent in death. So [...]

Exceptional Items: Keeping the Party Geared Up in a Low-Magic Campaign

April 22nd, 2011 by Ryk Perry

A while back Ed posted an article about “gritty” campaigns and referenced one that I was running for our group. Addressing all the mechanics for such a campaign will take several articles, so I decided to start with equipment, both because I think it’s very important to a gritty campaign and because it’s on my [...]

A Sandbox RPG Campaign Based On Building a Civilization

March 1st, 2011 by Ed Grabianowski

Despite the infinite variety of stories that can be told with RPGs, most fantasy campaigns revolve around the same story: a band of mercenary adventurers schlepping from kingdom to kingdom in search of gold, magic items and vengeance (somebody is always avenging something or other). What if you had a more concrete goal for your [...]

Plot Twist Cards: What Fortune Cards Could Have Been

February 15th, 2011 by Ed Grabianowski

D&D Fortune Cards may have been a bit of a let-down, but to be honest, I didn’t have very high hopes. I knew they were going to be mechanical “crunch” cards instead of something a whole lot more interesting. Here’s my pitch for what Fortune Cards coulda shoulda woulda been.

Lights Out: My First Night as a 4e DM

August 19th, 2010 by Gavin O'Brien

Gavin O’Brien took over as DM of the regular Robot Viking D&D group this week, his first stint in the 4e DM’s chair. He helpfully explains what it was like to take his former companions for a spin on the Wheel of Pain.

Draft Beer, Things Overheard at Gen Con and Hardcore 4E

August 11th, 2010 by Ed Grabianowski

Here are some interesting ideas, blogs and gaming sites I’ve been checking out lately. If you like beer with your games, non sequitur gaming chatter or frequent character death, there’s something for you here.

5 of the Best House Rules for Your RPG

July 6th, 2010 by Ed Grabianowski

One of the defining characteristics of role-playing games is that they can be customized in an infinite variety of ways. The most common customization is the almighty house rule. If something isn’t working for your gaming group, you can make a change on the spot. Here are five of the best house rules I’ve found [...]

Turn Up the Heat with a Cold Open in Your RPG Adventures

July 2nd, 2010 by Ed Grabianowski

It’s all too easy to start your adventure with a meeting in a tavern, a summons to talk to the king, or a messenger offering a commission. That works well enough to get the story rolling, but adventure writers would do better to ramp up the action immediately with a classic cold open.

Take Your RPG Back to Basics with the “Grim and Gritty” Campaign

June 24th, 2010 by Ed Grabianowski

The default setting for most fantasy RPGs is high-magic, with a wizard in every party and a potion shop in every podunk village. What happens when you strip a campaign down to bare steel?

MegaMinions — a New Combat Option for 4E DMs

April 6th, 2010 by Ed Grabianowski

Don’t you hate it when your players catch on that a bunch of monsters in an encounter are minions, then metagame their strategy the whole time? “Don’t waste an encounter power on it, it’s just a minion!” I offer one possible solution: the MegaMinion.

TinyPlots – A Way to Manage the Many Plot Threads in an RPG Campaign

March 29th, 2010 by Ed Grabianowski

There’s an archnemesis whose evil conspiracy has been hinted at since the PCs were second level. There’s the current adventure’s story, the seeds of which were sown in the last adventure. There’s the bard, who’s been searching for a family heirloom stolen by a golden dragon; the paladin is avenging something or other; the thief [...]