What makes a megadungeon?
It’s big, but is it mega? There’s been a lot of chatter in my own little corner of the OSR web lately about megadungeons, and this is a thing that I both enjoy and encourage. For obvious reasons, I’ve got Read More
It’s big, but is it mega? There’s been a lot of chatter in my own little corner of the OSR web lately about megadungeons, and this is a thing that I both enjoy and encourage. For obvious reasons, I’ve got Read More
A question for the Peanut Gallery. When you’re running or playing in an adventure module, do you like it to have a single consistent “tone” (role-playing, combat, exploration, dungeon crawling, etc.), or do you like to mix it up and Read More
Just like the good old days, there’s a debate flying around certain centers of the OSR blogosphere, and naturally I’ve got a thought or two. The debate is (yet again) about innovation in the OSR. Some people seem bound and Read More
Even though I’m probably best known for megadungeons, the style of play I personally prefer is the sandbox. The thing is, the sandbox, while it seems on the outside to be relatively simple (throw a lot of random stuff together, Read More
Tenkar’s Tavern asks the question, At what point do house rules become their own rule set? I think it’s an important question, and one that deserves a conversation larger than just one blog (no matter how excellent I think said blog Read More
One thing I’ve always struggled with is wilderness adventures. Not sandboxes. That I can do in my sleep. Preset encounters sprinkled across a wilderness, with clues stretching from one place to another to point the PCs in the right direction. Read More