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D&D’s 40th Anniversary: Words to Celebrate, Part One

It’s hard to believe that Dungeons & Dragons is celebrating its 40th anniversary today! To help commemorate this most glorious occasion, we asked several folk who are working in or who have worked in the RPG industry to share their memories of the game with us. Come see how they answered four questions we posed […]

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4 New Adventures from Kobold Press

Summer’s almost here! With convention season coming and school letting out, there are more opportunities to play. You could probably use some new adventures to run, yes? The Kobolds have you covered with four new adventures for Pathfinder Roleplaying Game and 4th Edition Dungeons & Dragons. Over at Paizo.com you’ll find two new adventures for Pathfinder

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1,000-Word Rebuttal: Against the Fetish of Progressive Design

This blog hosted “Penny Dreadfuls: Against the Nostalgia Fetish in Fantasy Roleplaying” yesterday, a pleasant-but-perhaps-confused rant against nostalgia in roleplaying game design, and in favor of progress and modernity. Maybe I’m just old enough to see the upside of the conservative worldview, but let me be the first to say “bah, nonsense!” and offer this

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Defenders of Midgard Are Here! Seven New D&D Themes and More

The next edition of Dungeons & Dragons is on the horizon, and players have more options than ever to get their tabletop fantasy fix. It’s in this spirit that we present The Defenders of Midgard, available at DriveThruRPG and Paizo, with 7 outstanding new themes — and lots of other crunchy D&D goodness — made

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Kobold Quarterly 23 Now Available

Bursting from the infernal depths in a cloud of fire and brimstone comes Kobold Quarterly’s Fall 2012 issue! Either this is the promised “demons and devils” issue, or the magazine is being guest-edited by Ronnie James Dio. This issue is packed with Stygian foes, diabolical adventure, cannibal demon apes, soul-sundering artifacts and evil chocolatiers. Kobold Quarterly #

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You’re Cursed!

Imprecations—curses—are as old as recorded memory. They appeal to supernatural powers to inflict harm on a person or group. Practiced by many cultures, the curse usually involves crafting an effigy of the victim with clay, stuffed cloth, wax, or wood, and marking or painting to represent the target. Though malicious and spiteful evil magic, the

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Howling Tower: The Tongue-Tied Bard

The introduction of skills into D&D and its offshoots solved some important problems in the game, but those solutions came with costs of their own. The earliest editions had rules for fighting and not much else. That’s not surprising, considering they were written by wargamers, for wargamers. No one yet understood what a roleplaying game

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From Diablo 3 to D&D: Memorable and Challenging Boss Battles (Part 2 of 2)

Today we’re going to finish talking about boss battles in your tabletop games, including how you can borrow a few ideas from Diablo 3 and other titles as well. Arenas, Temptations, and Movement: Providing a Memorable and Challenging Environment Another idea to borrow from Diablo 3 when it comes to boss battles is to crank

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The Lost GM Scrolls: Mike Mearls on Stepping Up and Taking a Poke at the World

Back in the fall of 2009, Chris Dinkins and I interviewed a host of game designers and novelists who were also experienced game masters. We sent around too many questions to too many GMs and received far too much material for one article to hold. As a result, a lot of great material got scrapped.

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From Diablo 3 to D&D: Memorable and Challenging Boss Battles (Part 1 of 2)

Today we’re going to talk about boss battles in your tabletop games, including how you can borrow a few ideas from Diablo 3 and other titles as well. Making these climactic encounters a true apex to your adventures is crucial, and they are loads of fun to dream up. Remember, folks, D&D invented the “boss

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Howling Tower: Placing Traps to Serve a Larger Purpose

The trap is a D&D icon. Classic dungeons such as Tomb of Horrors and The Hidden Shrine of Tamoachan are famous for their mechanical ambushes. Traps are so central to the concept of dungeons that an entire class—the thief—was developed to deal with them (along with locked doors). In real life, of course, archaeologists have

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