Tag Archives: Dungeons and Dragons

The Modern TTRPG Battlespace

Through its nearly 50 years of existence, Dungeons & Dragons has changed the battlespace of the hobby several times. TSR pioneered supporting media as a cartoon, various comic book series, and extensive novel collections. In 2001, now under Wizards, they broke the taboo of controlling your game’s core mechanics and introduced the OGL, launching the d20 era and many careers. In 2016, they pioneered a new level of community content creation with the DMs Guild, creating a closed ecosystem for creators to have free rein on allowed IP. Then in 2017, Wizards did it again with D&D Beyond. Now, as we approach 2024, they’ve announced One D&D, a comprehensive single portal for all things D&D and the best deals on official D&D stuff. But what does any of this mean from the level of A list small publishers to Indie level creators in the hobby?

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Holistic World Building: Deserts

Deserts have been a part of the RPG scene and world design since the early days of the hobby. They’re fantastic locations for adventure, offering environmental and physical challenges outside of the norm offered by the temperate/cool temperate European coded base locations many games use as their “core” setting. But this hasn’t been without challenges or pitfalls, so this world building post is all about diversifying your deserts!

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D&D’s Lore Struggle

Why does D&D struggle with lore? This is a question that has seen me type 5000+/- words in drafts over the back half of 2021 after Jeremy Crawford’s bombshell at D&D Live 2021. After I was provided a copy of Lost Omens: The Mwangi Expanse by Paizo for review purposes, the quandary deepened. How was Paizo rocking and rolling with lore while its senior in the genre of D&D Fantasy was struggling? Why was the Van Richten’s Guide to Ravenloft so threadbare? So this is it. Let’s dive into D&D’s Lore Problem.

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