Optional Rule

Shadowdark · Lore

Introduction to the World of Etherea

Etherea is the initial idea for a setting I’ve crafted for the Shadowdark Tabletop Roleplaying game, designed to foster a sense of intrigue and danger inherent in the exploration of magic and the supernatural. The core concept of the world, the Umbraweave, is meant to evoke a persistent sense of mystery and unease, underlining the idea that behind the veil of reality, potent emotions and intense events birth spirits that drift in the shadows. The aim is to instill a constant sense of tension and wonder in the players, offering them a world where magic is as unpredictable and dangerous as it is powerful.
RPG Resources

Revised Injured Condition

Introducing a lasting injury system in Dungeons and Dragons 5th edition can greatly enhance the depth and realism of your adventures. Combat, a cornerstone of the game, gains significant weight as each encounter carries potential long-term consequences. This system not only makes every decision in battle consequential but also turns health into a crucial resource that demands thoughtful management, adding a layer of strategic complexity.
RPG Resources

The Return of the Write Spell - A Nostalgic Callback or Unnecessary Complexity?

As fans of Dungeons and Dragons 5th edition, we’re always excited to see what new playtest material the developers come up with. Recently, there’s been a proposed change to how wizards scribe spells into their spellbooks that has stirred up some debate in the D&D community. The change involves introducing a spell called “Scribe Spell” to handle the scribing process, a concept that harkens back to an earlier spell called “Write” from the first edition of Advanced Dungeons and Dragons. In this blog post, we’ll dive into the history of these spells, their potential purpose in the 5th edition, and whether they add value or just unnecessary complexity to the game.
RPG Resources

Injured Condition For Lasting Damage

Injuries in Dungeons & Dragons are important for two reasons: they add realism to the game and they can be used to add humor. By making injuries last longer, it gives the players a sense of realism and danger that they may not feel if they simply healed back up to full hit points after every battle. It also allows for some interesting role-playing opportunities, such as a character with a permanent limp trying to negotiate a difficult terrain. Finally, it can be fun to see how creative the players can be in dealing with their injuries and add depth to a game.
Analysis

The WoTC Errata, Long Past Due

Greetings, adventurers! It’s always exciting when the landscape of our beloved game, Dungeons & Dragons (D&D), shifts and morphs, opening up new pathways for our collective imagination. The latest errata issued for D&D 5E has brought such a change, one that holds significant implications for how we understand and play our favorite tabletop RPG. Among a host of clarifications, there is one change that stands out: the removal of alignment references for races in the Player’s Handbook.
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Tavern Games - Darts for your D&D Game

Mini-games can be fun distraction for your players in any TTRPG campaign. Downtime or social sessions can create a lot of opportunities for this in your game. With the release of The Wild Beyond the Witchlight adventure, players have asking about mini-games to use. So I thought I’d share the rules for my simple mini-game for Darts.
Analysis

Sampling Random Ability Score Generation

Using randomly generated ability scores is a recurring topic on many 5e forums. Although, standard array and point buy are the most common method by far, rolled ability scores is the default method for 5e. Indeed, random ability scores were the standard for most of the history of Dungeons & Dragons,. Point buy was introduced with 3rd edition, and the Standard Array didn’t come out until Xanathar’s for 5th edition. While I consider standard array better for ensuring parity between players, the appeal of random ability rolls is still there for many.
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Perilous Journeys in 5e Part 2

Exciting journeys in 5th edition engage the party and give them meaningful actions as part of the adventure. Last week I posted Perilous Journey’s Part 1, which turns travel into a series of encounters like any other dungeon. This week, I’ll look at defining some ways that party members can take meaningful actions during journeys. These Journey Actions provide gameplay for the travel experience, as well as create dependencies between members of the party.
RPG Resources

Perilous Journeys in 5e Part 1

Perilous journeys are a mainstay of fantasy literature and adventure, yet 5e provides little game play in the way of travel and discovery. This is primarily because the system focuses on encounters per day, which limits long form narrative game elements. First, the long rest reset means encounters or delays seem little more than annoying distractions. Second, characters have little in the way of meaningful game play to engage them in travel. or interact with one another. These rules present a few simple modifications to add some game play spice back into your journeys to help make the exploration pillar exciting again.
Misc

Discord Channel is Here

I just opened a discord server for rules discussions, workshops and the like. People interested in thoughtful discussions on 5e or TTRPG rules, adventures or more are welcome to sign up. Please note that general rules of good social interactions and good-faith conversations apply. This will likely be a small server but anyone is welcome who wants to get into a deeper conversation than Twitter allows. Please feel free to share this link. The server just opened this weekend and is still getting set-up.