RPG
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The Cozy Call to Adventure
Cozy is frequently a point of contrast; in discussing what makes a campaign cozy, I’ve previously mentioned that it is one where the world has a warmth to it. Cozy is the prelude and return home, in The Lord of the Rings; it is the taverns and houses, cottages and daily life of settings such Continue reading
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Cozy Magic Continued: Prestidigitation
The prestidigitation spell is a great example of the ‘cozy’ genre of spells that can be created. Continue reading
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Writing Cozy Magic
Deciding what kind of magic your world’s spellcasters have designed for themselves instead of for their enemies tells you about the world you are creating. Continue reading
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On MinMaxing and Table Comfort
Good table communication can help to break down some of the barriers that arise from optimized builds conflicting with ‘balanced’ ones. Continue reading
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Common Magical Items and Cozy D&D
Using common magic items in your game shows a utility use-case for magic, which is substantially within the rules primarily as a martial tool. Continue reading
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The Cozy Character Challenge
One thing that I enjoy doing, as a game master or even as a player if the game master allows for it, is the ‘Character Challenge’. Usually, this takes the form of a question that is fairly straightforward. Sometimes, if the mood takes me and I have both the physical and emotional energy, I’ll spin Continue reading
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What Makes a Campaign Cozy?
Making a campaign cozy is not intended to replace the daring-do or thrills of a standard D&D campaign. Rather, it is another way to frame those adventures. Making this distinction is an excellent use of a session zero, as this is a conversation that is worth having with your players. Cozy campaigns work best when Continue reading
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Getting the Mail: How Writing Letters Can Help Your Game Feel Immersive
Letters from home also make it clear that you’re interested in engaging with a character’s history, in a way that can be less confrontational. Continue reading
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What is a Cozy Dragon?
Fantasy novels lean increasingly toward building cold worlds that are devoid of pleasure because they focus on the saving of the world but not why the world is worth saving. Continue reading
About Me
A long-time roleplaying gamer, I like to focus on the elements that make fantasy worlds come to life – taverns and inns, fairs (and fairy fairs) and fetes, art and stagecraft, and lost treasures that may or may not be magical. I write supplements available for purchase at the Dungeon Master’s Guild.