The monsters you choose to include in your story help define your fantasy world. The overwhelming tide of evil, the dark horror lurking just beyond the reach of your light, perhaps enemies with a uncomfortable familiarity, or do you choose to include everything available? Continue reading “The Monsters of Your Fantasy World”
When you decide your world has magic, you have many more decisions to make. One immediate and tangible choice is where and how magic is learned, which is at the core of the magic-wielding character. As with any other education, good mentorship is incredibly valuable, while bad mentorship can be outright damaging. Continue reading “Colleges of Magic For Fantasy Worlds”
Call of Cthulhu, first published in 1981 by Chaosium, is one of the classic roleplaying games. Call of Cthulhu is a game that rewards cowardice and missed perception checks. It is brilliant. Continue reading “Getting Started with Call of Cthulhu”
Deep in the desert are tombs of past rulers, priests, and wizards – half-forgotten relics of lost kingdoms now buried in the sands.
The map should work for virtual tabletops (vtt), and the One Page Dungeon for most fantasy roleplaying games is a dark flair. Continue reading “The Desert Tomb VTT Map and One Page Dungeon”
Mercenary work can be harsh business, leaving the characters with some hard choices. Here are twenty new sellsword contracts for mercenary characters in fantasy roleplaying games. Continue reading “Twenty Sellsword Contracts for Fantasy Roleplaying Games”