What makes a good campaign? Ryan and Jay look back on their three original full year campaigns and what worked and what didn’t. Includes tips on making a diabolical villain, a memorable NPC, and a satisfying campaign conclusion. Listen...
Psionics. That strange “other” core game mechanic. Completely unmentioned in the PH and DMG, occasionally referenced in the Monster Manual, and yet such a significant part of the game that it merited a handbook on it’s own shortly after...
The Races Of series started with a bang. Races of Stone proved that Dungeons & Dragons had room for sourcebooks that were more focused on fleshing out information than new rules and options. The third installment, Races of the...
The only official Dungeons and Dragons book of optional rules released in third edition, Unearthed Arcana (UA) promises alternatives to how the game is played. Consider it a collection of house rules for players that might be having trouble...
The follow up to the popular Complete Warrior supplement, Complete Divine promised detailed expansion of divine casters and new options to add a touch of the divine to the other classes, all in the more-crunch-for-your-buck format of Complete Warrior....
Races of Stone is the first release in The Races Of series, bringing valuable background information on two PH races, the dwarf and the gnome, and introducing a new race, the goliath. The goal of the series is to...
When the Player’s Handbook II was announced, it raised a lot of eyebrows. What is to be expected from a sequel to the single most essential sourcebook in all of Dungeons and Dragons? Should it follow the template of...
The latest addition to the D&D Environments series is Dungeonscape, a sourcebook that explores the dark depths of the game’s most iconic villainous lair. To some it may seem like a stretch that a dungeon is an environment, to...