Our Second Test of a Low-Cost, Home-Built Projected Table-Top

For those paying attention, we've been working on physical resources--not just digital ones--this month.  If you haven't looked at our first projector build you can click here.  Since then, we decided to take the basic concept and put a little more engineering into it. But, first principles... we still wanted to keep the build itself... Continue Reading →

Our First Test of a Low-Cost, Home-Built Projected Table-Top

It's all the rage and just started up as a fad... using projectors to cast an image onto a table top for the running of games like D&D (honestly, I've not heard of it used anywhere else, but it would be hugely useful for complex combat-oriented games like Dark Heresy as well).  I first saw this... Continue Reading →

On Itemry and Trappery – Part 1

As my own 5e Eberron game returns to my table this week after a month on hiatus (players on travel and vacation), we'll be getting into the dangerous world of life as the secret spies and adventurers for a growing city-state surrounded on all sides by enemy nations and vile conspiracies... Normally, in a given... Continue Reading →

Building a Campaign From the Ground Up

So you want to be a DM. You want to craft the ultimate adventure. There’s a craving deep inside of you that wants to develop nightmare inducing monsters and memorable NPCs in a campaign that keeps players playing until 4 AM and obsessively plotting for their next encounter. Well, I have the same desire. So... Continue Reading →

Orcs, the Panic of Banjos

This is part of a series exploring some advice on how to use certain monsters in your games–a resource for flavor and occasional combat tips. This is from an old post, being reposted--I expect I'll revise in the near future. By and large, I think most people feel they have a grasp on most monsters--so... Continue Reading →

Secret & Safe: A Look At Codes and Spies For Fantasy Games

The history of espionage, even in the Classical or Medieval or Renaissance periods that so frequently inspire elements of fantasy settings, is enormous and deep. It's also probably filled with holes in information, because so many resources were probably destroyed or lost due to their covert nature. So, if you plan to use spies and coded messages in your game, how can you turn those story elements into challenges or hooks for player characters? Below are a few brief thoughts on the form that spies might take, along with notes on how they might be treated, and a few example methods for passing secret information that could be slipped into any game.

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