Kobold Guide to Worldbuilding
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Narrated by:
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Ray Greenley
About this listen
The essential elements for building a world.
Roleplaying games and fantasy fiction are filled with rich and fascinating worlds: the Forgotten Realms, Glorantha, Narnia, R'lyeh, Middle-earth, Barsoom, and so many more. It took startling leaps of imagination as well as careful thought and planning to create places like these: places that readers and players want to come back to again and again.
Now, 11 of adventure gaming's top designers come together to share their insights into building worlds that gamers will never forget. Learn the secrets of designing a pantheon, creating a setting that provokes conflict, determining which historical details are necessary, and so much more.
Take that creative leap, and create dazzling worlds of your own!
Essays by Wolfgang Baur, Keith Baker, Monte Cook, Jeff Grubb, Scott Hungerford, David "Zeb" Cook, Chris Pramas, Jonathan Roberts, Michael A. Stackpole, Steve Winter, with an introduction by Ken Scholes.
Nominated for two Ennie Awards: Best Writing and Best RPG-Related Book.
©2012 Open Design LLC (P)2017 Open Design LLCYou may also enjoy...
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- Narrated by: Ray Greenley
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Overall
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Performance
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Written by: Gail Simone, and others
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- Narrated by: Colby Elliott
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Performance
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Overall
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Performance
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-
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Written by: Timothy Hickson
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Sly Flourish's Return of the Lazy Dungeon Master
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Overall
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Performance
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Story
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-
-
Spend less time preparing your session than you do playing it.
- By Brennan on 2023-03-30
Written by: Michael E Shea
-
The Monsters Know What They’re Doing: Combat Tactics for Dungeon Masters
- The Monsters Know What They’re Doing, Book 1
- Written by: Keith Ammann
- Narrated by: Kevin T. Collins
- Length: 25 hrs and 21 mins
- Unabridged
-
Overall
-
Performance
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Story
In The Monsters Know What They're Doing, Keith Ammann lightens the DM's burden by helping you understand your monsters' abilities and develop battle plans before your fifth edition D&D game session begins. Just as soldiers don't whip out their field manuals for the first time when they're already under fire, a DM shouldn't wait until the PCs have just encountered a dozen bullywugs to figure out how they advance, fight, and retreat.
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