Living Dungeons of the Dragon Empire

When I first started playing 13th Age, the living dungeon concept didn’t really click with me. Having spent over two decades in the world’s most popular tabletop roleplaying game, I was used to dungeons as static, trap-filled architecture: dead places built by someone, looted by someone else, and left behind. Dungeons that live, move, and […]

View from the Pelgrane’s Nest July 2025

Hey everybody, it’s writer and game designer Robin D. Laws. Now that I am also Creative Director here at Pelgrane Press custody of this column has been turned over to me. This is my first time stepping into the Pelgrane’s nest and I have to confess to feeling somewhat overwhelmed. The miscellaneous bones and bits […]

Swords of the Serpentine as High Fantasy

By Kevin Kulp High Concept Want to adapt Swords of the Serpentine to play a high fantasy game instead of swords and sorcery? Use these guidelines and house rules to capture a classic fantasy feel that features non-human heroes, classic magic, and gods who grant prayers and provide miracles. Character Generation Professions If you’re coming […]

Constraints in Page Turners

Page Turners, the forthcoming game of dramatic interaction for one player and one GM, enables you to create a story that feels like a novel or a play. To help get you there, each scenario provides Constraints, a set of ground rules both participants absorb in advance. These storytelling guide rails ensure that you jointly […]

See Page XX: Take the Ball

Ball in air, hands upraised to take it

A column about roleplaying By Robin D. Laws When asked what one can do to be a better player, the first thing I always say is: the mere fact that you’re concerned about this suggests that you’re probably already most of the way there. The second thing I say is: see where the ball is, […]

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