Ten Cool D&D Things #141-150
These items were emailed between November 16th and January 2nd, 2025.
Onieladb suggests that things get interesting when the big boss gets it wrong.
Roleplaying Tips explains when to roll the dice.
D&D Beyond shows you how to prepare an adventure using the 2024 Dungeon Master's Guide.
Explorer's Design presents a five-step method for designing anything.
Alone in the Labyrinth shares more curses.
Kobold Press presents a D&D mini-game called Dungeon Chase.
Noisms introduces a method for campaign creation called Small Worldism.
Eric Diaz has a world-building method that uses the Pareto principle.
Glass Ziggurat presents 50 magical paradigms.
Elfmaids & Octopi asks where spells come from.
Prismatic Wasteland shares d20 RPG gift ideas that aren't dice.
Kobold Press introduces new figurines of wondrous power.
DM David sent a wish list for D&D to WOTC 25 years ago and marks their progress.
Tabletop Joab provides tips for D&D romance.
Fae Errant defends mediocre content in your campaign.
Kontent Punch suggests you should roleplay like you wrestle.
Roleplaying Tips shows how to build better adventures using Cyberpunk's beat chart.
Lexchxn looks at the limitations of "rulings not rules."
Nerdarchy supplies a list of charisma quirks.
Grognardia considers how to wrap up a 10-year campaign.
Sly Flourish shares advanced tricks for creating random encounters.
Signs in the Wilderness explains how to use oracles or seers in your game.
D4 Caltrops presents 100 peculiar portals and distinctive doors.
Press the Beast introduces Ye Compleat Manual of Unmannerly Fighting.
Gnome Stew describes how to create combo encounters.
I Cast Light suggests what your wizard should do when they run out of spells.
Rise Up Comus lists starting equipment packages for His Majesty, the Worm.
Aboleth Overlords explains why metagaming is fine in D&D.
Personabler argues that low lethality is fine in old-school games.
Grinning Rat shares tips for creating unforgettable worlds.
Merric revisits wilderness travel in D&D.
Foreign Planet suggests using ability scores to create backstories.
Traipse has a worldbuilding tip called one, ten, or a million.
Knight at the Opera reflects on ten years of D&D 5E.
Grumpy Wizard explains what makes a good encounter.
Roleplaying Tips shows how to use charisma as an NPC personality generator.
Fail Forward suggests you need just one thing per hex when doing a hexcrawl.
Goblin Punch presents six more dungeon merchants.
Dice Goblin finally made a dungeon after much procrastination.
Tabletop Joab reveals the ONE question that will help you make better characters.
D4 Caltrops shares his expanded dungeon stocking table.
Exilian discusses how to create a location that feels alive.
Patchwork Paladin explains running outdoor exploration with the Lazy DM's eight-step process.
The 8yo DM presents 14 tips to make your dungeons amazing.
Explorers Design considers alternative currency systems.
Grumpy Wizard explains why, when, and where to place secret doors.
Illusory Sensorium describes interstitial game scenes.
Dododecahedron has a d20 character connection table.
Duvelman's Vault shares a list of megadungeon building resources.
Tabletop Joab wrote a guide to minor illusion.
Dododecahedron identifies 10 common problems with D&D adventures.
DM David reflects on a secret error in Fifth Edition that remains today.
Scott Gray shares Heroic Gifts for your PCs.
Lou Anders reveals an example of his creative method.
Sly Flourish thinks Legendary Resistance is too limited and proposes enhancing it with dreadful blessings.
Attnam wants to eliminate Legendary Resistance and provides six alternatives.
Bankuei describes six causes of DM burnout.
I Cast Light suggests 20 old-school alternatives to Keep on the Borderlands.
Rancourt Substack presents a survey of overland travel methods.
Mythic Mountains describes how she used a wargame to generate her campaign world.
Vulture published a D&D feature article called The Most Dangerous Game.
Guy Eats Food declares there is no such thing as an overshare.
Merric muses on the home base as an adventuring hub.
The Alexandrian explores what to do when the characters don't finish an adventure.
Methods & Madness explains how to create a sandbox map in 7 easy steps.
Explore Beneath and Beyond shares a previously unpublished megadungeon called The Tower of Mrannor.
Fae Errant suggests that dungeon corridors are a forgotten art.
Monsters and Manuals reflects on using the game fiction as your advancement system.
Root Devil has created a BSD diagram generator.
Patchwork Paladin introduces an interesting travel encounter table.
Sachagoat Blot introduces the 64 finalists of the 2024 Bloggies competition.
Goblin's Henchman uses wordplay to turn old monsters into new monsters.
Rise Up Comus is releasing a free designing dungeons course.
Lungfungus shares "How to Design Dungeons," taking a deliberate old-school approach.
New School Revolution explains how to do D&D play-by-post.
Sly Flourish suggests you should steal characters from a single TV show.
Mindstorm explores the concept of a narrative baseline when worldbuilding.
There's a TTRPG For That shares a list of hexcrawl tools.
Fail Forward introduces the 2500 hp dragon.
I Cast Light shares the ingredients for a fairy tale adventure.
Prismatic Weekly presents her favourite RPG articles from 2024.
Sly Flourish explains why we should let characters auto-succeed sometimes.
Ben Holder has created a faction-generation tool.
Yumdm demonstrates the importance of downtime in D&D.
Playful Void is demystifying dungeon creation.
Leon Barilleon outlines the LICHES method of boxed text descriptions.
Skeleton Code Machine unpacks what makes a dungeon crawl good.
DWiz explains why her games result in defeat, not death.
Sean McCoy suggests we should write dungeon rooms in pairs.
Dodecahedron suggests we need to share unreliable rumours with our players.
Methods & Madness suggests your D&D character should have scars.
Prismatic Wasteland shares her favourite trap and explains why it is so good.
Rise Up Comus shares some thoughts on interesting treasure.
Johnn Four shares a 5-room dungeon outline generator.
Skeleton Code Machine reviews various dungeon generators.
Josh and Warren have published chapter 5 of their dungeon design guide.
Deathtrap Games explores how the Atari philosophy relates to Cairn.
Merric is musing on the D&D reward economy.
Will-em Jan suggests we use real-time as a resource in D&D.
Heavy Lies the Axe explains the simple prep method for his ongoing sandbox game.