Interview
The Cisco Kid
The Colossus of the Drylands writer had a hit with Pistolheart. Now he’s back with a bullet.
Dispatch
Sinful Adversaries, waggish Dodos, and colossal capers. Then, using pre-game maps and timelines, pointcrawl dungeons, and node-based design. There's a Wolverine and golden retriever, and executive appointments and industry accolades. Finally, lore casts and blocks.
Dispatch
Medieval dungeons, tourneys, and one-shots. Then, how to direct the spotlight, craft NPCs, and build-a-boss. A space saga reveal, Predator vs Teenage Mutant Ninja Turtles vs Kill Bill, and a chorus of demons and undead. Then, it’s Brigands vs Knight and a final girl’s dreams.
Dispatch
Panic attack, melee math, and necrotic adventures. Then, deep dives with the devs, ten house rules for your table, and the final hours of the final girls. Plus: some golden nuggets, Incan intricacies, and rules for hexcrawls and traversals. Finally: learning the medieval mindset.
Dispatch
Creator Crowns, bandits and boars, and sky-high fantasy. We look into experiences, armor, and dice dilemmas, while keeping an eye on player prompts and social engineering. Plus: Motherboard Adversaries, a Dispatch adventure, and delightful design resources.
Dispatch
Kiwi kooks, platform plays, and convoluted combat. Then, bandits and brigands take a beating, time folds in on itself, and artwork from the ages. Plus: tips for editing your RPG, the Nakatomi Tower as dungeon, inspo from ILM, and a journey inward.
Dispatch
Spotlight of the Year, a clash for the crown, and magical dragon eggs. Then, a Tier 3 combat, a terrifying Tennessean transformation, and a caravan adventure along a fractured coast. Plus: tips for editing your RPGs, a half-dozen character sheet options, and epic free artwork.
Interview
Eric Lazure quit his job for Daggerheart. Now, three days from the launch of his first Kickstarter, he’s testing just how far hope can carry him.
Dispatch
A publisher-palooza, Encounter manager, and dyslexic-friendly SRD. We spotlight GM tips for modular prep, exploration, and boss encounters. Then—World of Warcraft, Pistol Heart, and a map-making soothsayer. Plus: a Discord dice bot, Dispatch character sheets, and Talespire Sablewood assets.
Dispatch
Amidst all the recent Daggerheart announcements was the art. Stunning, daring, exciting illustrations bringing to life new Ancestries, Communities, Transformations, Classes, the Dread Domain, and Campaign Frames.
A bi-weekly newsletter for Daggerheart GMs, players, and creators looking to prep smarter, play better, and stay connected to the community.
Drakkenheim crushes Kickstarter, Foundryborne v1.2, and lab results for Blood Domain and Hunter. Then, GMing Lord of the Rings, a Severance-style campaign to send you back in time (and then forward), and designing for Daggerheart. Plus: free art, printer-friendly GM screens, and an NPC generator.
The Blood Hunter rises, Mulligan the monarch, and three new adventure campaigns. Then, advice for captivating characters, managing meta-currency, and designing dastardly dungeons. PLUS: NPCs into allies, naval adventures, and a campaign wreathed in rot.
The Dudes unveil Drakkenheim, a masterclass from Mylod, and publishing your campaigns. We look at managing minions, tips on converting a treacherous Vampire, and a new Vault for your valuables. PLUS: Final Fantasies, dark dirges, good-ol-Gus, and a Kickstarter to bring hope to your household.
We looked at the data. We re-read all the entries. Here are the Discussions that mattered most to you, so far.
As a kid, playing D&D pulled John Gronquist from the dark. Fifty years later, Daggerheart is helping him show players the light.
Ditching the dice, failure as a feature, and crushing the Kickstarter. We look at five NPC archetypes, alternates to attacking, and a Battle Points planner. PLUS: a saltier Sablewood starter, and deep-dives on how to publish your modules.
Over 200 GMs shared how they plan, prep, and run Daggerheart. Here’s what we learned about the habits and tools needed to deliver a great player experience.
New GM tools, '90s neon, and ditching rather than pitching your backstory. We unpack travel, manage a Colossal fight, and bow to a Seraph/Druid built to beat the baddies. PLUS: a Pratchett-inspired campaign, advice on selling your stories, and a free map.
The Nazgûl, Godzilla, Dementors, Mindflayers, and Beholders join the Daggerverse; tips on goals and objectives; and an ancient Mediterranean grotto. We dig into tricky buffs that need encounter balance, fantasy street-food adventuring, and fungril networks that function like FaceTime.
A cursed MMO boots back up, Waterdeep’s defences crumble, and a new AP kicks off in the sun-scorched Drylands. We dig into extreme damage, gender gap in game design, and how Hope and Fear really roll. PLUS: long rests, Gothic typefaces, GM boards, and the purpose of action scenes.
A GM wins big, Fearne makes the leap, and Oxventure joins the AP roster. We explore how 2d12 reshapes difficulty, GM hacks, and how the right zone can turn chaos into choreography. PLUS: Fungril swole-mates, froggy name generators, and a podcast built for your worldbuilding brain.
A mutant pig makes a mess, Demiplane adds a ruler, and AP creators get a crash course in packaging. We break down Tier 4 monsters, Environments, and spotlight a new book on building enemies from the ground up. PLUS: LFG buzz, DIY class design, world builders.