State of Play: Why Do Publishing Houses Exist?
CEO and Kobold-in-Chief Wolfgang Baur talks about why we even still have publishing houses in this era of expedited self publishing.
State of Play: Why Do Publishing Houses Exist? Read More »
CEO and Kobold-in-Chief Wolfgang Baur talks about why we even still have publishing houses in this era of expedited self publishing.
State of Play: Why Do Publishing Houses Exist? Read More »
CEO and Kobold-in-Chief Wolfgang Baur gives some straight facts on how to get into professional game design.
State of Play: Breaking into Professional Game Design, a How-To Read More »
Both as the Kobold Press CEO and as a game designer, I’m pleased to say that Kobold Press’s policy on AI is simple and direct: We don’t use generative AI art, we don’t use AI to generate text for our game design, and we don’t believe that AI is magical pixie dust that makes your tabletop games better.
State of Play: Kobold Press Issues the No AI Pledge Read More »
So here we are, smack dab in the middle of a Golden Age in tabletop RPGs. I’ll give a quick summary of the field, and then talk about where Tales of the Valiant fits into the industry, and into many player’s plans.
State of Play: I [HEART] Oozes OR Hail the Ooze Mage King, Baby Read More »
So here we are, smack dab in the middle of a Golden Age in tabletop RPGs. I’ll give a quick summary of the field, and then talk about where Tales of the Valiant fits into the industry, and into many player’s plans.
State of Play: Everyone’s New Edition, and a Major Award Read More »
So here we are, smack dab in the middle of a Golden Age in tabletop RPGs. I’ll give a quick summary of the field, and then talk about where Tales of the Valiant fits into the industry, and into many player’s plans.
State of Play: Tales of the Valiant at Launch! Read More »
If you want to share your creations with the world, it’s easy with the Black Flag Reference Document (BFRD). Here’s an overview of what the BFRD is, how it works, and how you can publish your Black Flag RPG adventures and creations.
How to Design and Publish With Black Flag Roleplaying Read More »
My lifelong love affair with castles started when I was about 11 years old. Ever since, I’ve thought that while dungeons are cool for creepy stuff, castles are just as cool, and more practical for high adventure in fantasy gaming. Let’s look at why.
Castles & Crowns: Why I Love Castles Read More »
Wolfgang Baur talks about design decisions for Playtest Packet #3, Monsters!
Valiant Friday: Playtest Packet #3 Design Diary Read More »
The gnomes of Niemheim are not the only gnomes of Midgard, but they are by far the best known. Mostly, this is because they are particularly dangerous and entirely willing to kidnap, murder, and steal as needed to protect their strange woodland realm.
Warlock 34 Excerpt Read More »
The Eleven Hells of Midgard are the least-visited, least-studied, and most-feared planes known to the mortal world, ranking in the realm of whispered horrors and extremely scanty documentation. Those who visit rarely recommend them.
Warlock’s Apprentice: A Grand Tour of the Eleven Hells Read More »
The news from the Ironcrag Cantons is always of interest to lowland humans, given how often the followers of Mavros hire dwarves to serve as mercenaries in the Seven Cities or to help the Magdar Kingdom hold the line against the Mharoti in the east. In recent years though, many small dwarven companies are forming
Warlock’s Apprentice: Dwarves at War Read More »
Among all the northern folk, the feast halls and the long halls are a gathering place for entire jarldoms, families, and clans. The enormous shield-hung rafters, the roaring fire pits, and the long benches and tables are unlike the more genteel dining and drinking halls of Dornig or the south. Beyond their warmth and sense
Warlock’s Apprentice: Feast Halls of the Northlands Read More »
Most branches of the great World Tree are noisy and full of powerful spirits: the battle cries of Valhalla, the shrieking of various hells and planes of torment, the fulsome chorus of celestial planes devoted to the harmonious celebration of the divine. The Dry Lands: The Plane of Mot, Dark God of the Undead By
Warlock’s Apprentice: The Dry Lands Read More »
Elvish courts have always been strange places—to mortals anyway. They are somewhat like royal courts among humans, but because of elvish and fey longevity, the fey courts are far more dominated by single figures and for much longer periods, and these factors invariably leave their mark across centuries, setting down quirks, customs, traditions, and arcane
Warlock’s Apprentice: Owls, Roses, and Thorns Read More »
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