• I’ve long been more a fan of magical items being discovered as part of adventuring rather than there being a Magic-Mart where adventurers can go in to pick up a six pack of healing potions and a bag of holding. Hence, I’m not a fan of Factions selling +1 weapons to PCs either. But players… Read more

  • I really like Factions but their implementation is frustrating. Guildmaster’s Guide to Ravenica offers alternatives but the setting appears to be even more high magic than the traditional Forgotten Realms. So in running the Tyranny of Dragons adventure I made a few modifications to better fit what I wanted out of Factions. I took full… Read more

  • In D&D 5E, a magic item has far more weight than in some other editions (even though a +1 weapon is rated as Uncommon but that’s a rant for another time). As storytellers, we want that +1 weapon to be special and the distinctive properties (DMG. pg. 142-143) offer great flavor and mechanical effects, but… Read more

  • I’ve gamed at many different tables over the years and even now I am part of at least three different tables per month. You have to pick and adjust your house rules to fit not only that group by also the particular game being played. A swashbuckling game of heroic adventures will not have the… Read more

  • An entire story can be found in a single item, be it magical or mundane. They might spark player inspiration, reflect the personality of an NPC, or lead to a side quest. Consider one of these found pressed into a Call of Cthulhu grimoire, a spell book for your Favourite Fantasy RPG, or a trinket… Read more

  • It was the late 1980s and it was a dark time for DC comics and that was a good thing. Only a few years had passed since the Crisis on Infinite Earths had finished and legends were being rewritten. Frank Miller’s The Dark Night Returns and Alan Moore’s Watchmen were harbingers of things yet to… Read more