Deconstructed: Head Vampire
A terrifying example of classic horror tropes!
A terrifying example of classic horror tropes!
A thousand GMs reveal how they play, what they buy, and which tools are winning over their tables. Here’s what is and isn't working in Daggerheart.
Put the fear of losing on your party’s plate this spooky season! Plus: a T2 Adventure!
The Bloodthirsty Baron and a festival of fear. Ritual casts, deathless duels, and a colossal dragon. Then, Stephen King on skills, Aaron Sorkin on conflict, and the mechanic behind panic. Plus: a VTT for Obsidian, Blade Runner textures, and how to map and use a fortress.
Once upon a time, there was a knight in shining armor who brought a small army with them wherever they went.
Adversaries for when you need an army. Conscripts need not apply!
Fight a fallen god, then fight them again, but harder!
Daggerheart’s first big brand and C4 spotlight. A Darrington Guild? The Gilmore Girls, the White Horse of Lowvale, and Battlestar Galactica. Then, 20 ideas for your table, and an answer about 2 GM Moves. An Adversary forge, a player’s guide, and a spice spaceship. Plus: how to market your game.
If knowledge is power, and power corrupts, then this T1 Mage from H&F is the end result! Plus: a brand new Encounter Frame.
This Time, Nobody Dies. Certainly not the Brawler, nor the Norwegian nixie. There’s a continent to explore, adversary cards to fill, and a map to the mad wizard. A monster approaches, as does a Bundle and a FAFO Bard. Plus: a framework for social encounters and a medieval village to uncover.
Bandits, highwaymen, and criminals, oh my! Plus, a new Jagged Knife Boss, Environment, and Loot Table.
An ENNIEs sweep, a sweeping roadmap, and Foundryborne swept up. Then, a swole SRD, systemizing hexcrawls, and Pistolheart subclasses. Plus: sad sack Sallowlands, minion slaughter, and a sexy Fey court. Finally, a smart scheduler, slick statbock software, and a sweet Domain wheel.
Interview
On the path to Critical Role, the one constant in Rob Hebert's life was change.
Dispatch
Anger management, milestones, and a sneak peek at a new VTT. Then, Elven kingdoms, Dwarven cities, and Fey cocaine. A Bastion of Hope and a beacon of brooding. Plus: the ultimate GM screen, dungeon design tips, and guidance on rules and lore.
Interview
Star Trek writer Carlos Cisco talks to the German trio behind the The New Unknown, the ambitious Daggerheart sci-fi system.
Dispatch
Hope & Fear draw near while an alchemical VTT appears. Duets take the stage—but perilous play takes a spotlight. Then, plunging the dagger into your player’s heart, mapping the perfect encounter, and cultivating the commons. Plus: a new 80-page ocean adventure.
Dispatch
A forest fiend, Fantasy Grounds, and free illustrations. Then, nine optional rules, a monster design guide, and a tag team flowchart. Plus: knight time, a Severance starter, and resources without robots. Bonus: Map Prepper, a gambler's die, and building a local gaming community.
Dispatch
Devious devices, army antics, and Dungeon Crawler Carl. Then, a planetary playtest, gnolls and demons, and a Bastion of Hope. There’s a primer on pacing, an analysis of armour, and meditations on metaphysics. Bonus: a Daggerheart database and a narrative mystery framework.
Interview
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.