Deep Space and Dragons

Dungeons And Dragons Players Will Do Anything But Dungeon


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We trade war stories about what makes a tabletop RPG adventure sing, then roast the modules that look great on paper but collapse under real group pacing. The big takeaway is simple: shorter, modular adventures and anthology books usually create better DnD and Daggerheart play than sprawling campaign tomes.
• cardboard crafting plans and the weird economics of “free” boxes 
• scheduling chaos and the reality of replacing players 
• what makes an adventure portable across systems 
• Daggerheart’s The Wish Thief as a clean, dynamic intro module 
• why Sunless Citadel drags and what old dungeons assume about play 
• converting set pieces like Forge of Fury’s burning bridge using Daggerheart environments and progress counters 
• Tomb of Horrors as system-agnostic misery and why White Plume Mountain works 
• why campaigns fall apart without weekly play and why players skip dungeons in a dungeon game 
• why Candlekeep Mysteries and Golden Vault style anthologies are easier to finish and easier to steal from 
• using Adventure League one-shots as varied, reliable campaign glue 
download the free DaggerHeart stuff. Like, I gave you heck for this in our podcast. Like, I don't know if I can do this. Like, you go on the website, the entire rule book on the SRD format, you can just click download, the event you can click download. It even comes with little standees you just cut out with scissors.


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Deep Space and DragonsBy Richard Kevis & Karl