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Howling Tower: Dragons—A Soar Spot

Dragons are the most iconic creatures in fantasy RPGs, for obvious reasons. They ought to be among the most impressive and frightening, too, but that isn’t always the case. It’s not because dragons don’t have the chops; on a stat-by-stat basis, your average dragon is terrifying. Yet player characters bring them down with shocking regularity.

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Archery Styles (Part 4)

A character who favors ranged attacks has many ways to master the bow, and the schools presented in this article series give you some interesting options to round out your player character. This week, we present another school of archery styles by Rich Redman. The first, second, and third parts are available, too. Order of the Warbow

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Howling Tower: The Case for Random Encounters

Once upon a time, random encounters were standard fare in roleplaying games. Somewhere along the way, they fell out of fashion. Players, DMs, and game designers decided that random encounters embodied the worst of lazy DMing. They were indiscriminate party killers. Most of all, they were dumped because they were irrelevant to the ongoing story.

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Howling Tower: The Road from Dullsville to Thrilltown

Journeys are part of the myths we try to capture in RPGs. From the Odyssey and Anabasis of the Greeks, to Huck and Jim’s trip down the Mississippi, to films such as The Hidden Fortress and Saving Private Ryan, journeys serve as both vehicles for adventure and as metaphors for the heroes’ movement toward self-discovery.

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Seize the Tin Crown Entry: The Clockwork Heart of St. Heviticus

In the next several days, we’ll be posting the entries we received for the Seize the Tin Crown contest. These will each be only lightly proofread so that you, our voting public, have a chance to judge them based on your own criteria. After we post the last of the entries, we’ll be calling for

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