For more than 30 years, we have been developing concepts, tools, and accessories for the role-playing games that we love to play. We have spent years creating art, models, campaign settings, scenarios, and even entire game systems for our games. Now that the site is live, we plan to publish these materials, develop digital tools, and offer unique gaming products to gamers everywhere.
Being a game master is a lot of work, often a lot of thankless work. We spend hours, days, and even weeks putting together adventures and content for our games, only for everything to go off the rails. Everyone is different, and while some try to plan for every contingency, others thrive on the chaos. How we react to the chaos defines who we are as game masters.
In all my years of gaming, it never occurred to me that this would be an article I would write. As you and your players get older, this sort of thing becomes more likely, but truthfully it can happen to anyone. So how do we handle it when one of our players suddenly and unexpectedly passes away?
In an ideal world, the enemies we add to our adventures fit the story, but finding enemies to fit the encounter level and story can be difficult. Encounter levels and challenge ratings are meant to help, but there's probably a better way to use enemies that fit the story with minimal effort. In this article, we look at a couple of potential ideas for a different way of dealing with enemy levels, difficulty, and challenge ratings.
Now that we're getting some exposure and have had a chance to iron out some of our launch bugs, we wanted to talk a bit about our plans for the future. These are still early days, so we don't currently have timing for these updates, but this is what we're planning to add over the coming months and years.