This is a site where I publish tips for GMing and playing tabletop games, resources for GMs, original one-shots, campaign notes, homebrew details, and much more. There's over 250 guides, games, and articles as well as full campaign recaps and philosophy of gaming, so take a look around and get ready to step up your game!
Saturday, June 28, 2025
Homebrew Setting Clans: Gnomes
Wednesday, June 25, 2025
Homebrew Setting Clans: Half-Elves
Sunday, June 22, 2025
The Solar System in My Homebrew Setting
Lately, I've been working a lot with a character who is an astronomer--Niela from Of Gods and Dragons, specifically, a woman whose knowledge of the stars gave rise to the campaign in the first place. It struck me that I've carefully mapped my world, created an accurate globe for it, and written about it in detail here, and yet I've never looked beyond. The one thing I know is that the planet that is my homebrew setting is called Izar. That said, I should know more, especially given that I have a regularly featured character who specializes in astronomy--she knows what she's talking about, so I need to.
When it comes to scientific knowledge in my setting, things are deliberately incomplete. I teased in both Listen Check and Lethanin's intro session in Of Gods and Dragons that there was more to the world than people know, and so this accurate information is known only by a few leading experts willing to delve into esoterica and theorize on their own. And since Niela is just such an expert, this will be information she has and can talk about. All of this said, here's a guide to the solar system Izar resides in.
Wednesday, June 18, 2025
Homebrew Setting Clans: Elves
Monday, June 16, 2025
Homebrew Setting Clans: Orcs
Saturday, June 14, 2025
Homebrew Setting Clans: Dwarves
Thursday, June 12, 2025
Homebrew Setting Clans: Faninites
This guide is part of a larger series in which I delve into the clan identities of the groups in my homebrew setting. This accomplishes a couple of important things--partially, it allows me to have a number of important families and organizations in my world to refer to; it also gives me the opportunity to think more in detail about the way my cultural groups work; and third, as I saw in the entry for the Daltoners, my setting's other group of humans, it lets me add some variation to the group. Before I created my entry for the Daltoners, I treated them as a uniformly evil and colonial group of people who embrace racism and misogyny, so every time a Daltoner appeared in a campaign, they adhered to this group of unsavory traits. But as I wrote the guide to their clans, I started to recognize that the group is not homogeneous and created a few clans that departed from the evil stereotype I'd had in my head. Think about that--an entire eighth of my homebrew setting was a vague archetype that kept all encounters with them very similar, but writing about their clans allowed me to vary and differentiate them in ways that will enrich my DMing. Similarly, I'm setting out to find out the depths of my other groups of humans, the Faninites, who I've always treated as natural-loving, peaceful folks akin to Vikings, but more calm and gentle. So let's see what groups are the foremost among the Faninites.