Guides hub
Practical guides for advanced-era nights
Notes you can skim before a module session or hand to a co-referee.
For a weeknight advanced-era session: one keyed wing, a morale reminder, and two NPC wants—then stop prepping.
Session zero for advanced-era D&D
Agree segments, morale, and lethality before the first corridor. Write henchmen expectations once.
Clocks, resources, and pacing
Torch clocks and travel turns beat novel backstory. Pressure is the engine; empty rooms are allowed.
NPC and faction sheets that stay small
One want, one lever, one module tie. If the sheet needs a second page, you over-prepped.
Teaching the table without a lecture
Hand the glossary for THAC0 and segments. Run one short keyed wing before explaining the matrix.
For a weeknight advanced-era session: one keyed wing, a morale reminder, and two NPC wants—then stop prepping.
For a weeknight advanced-era session: one keyed wing, a morale reminder, and two NPC wants—then stop prepping.
Track light, hirelings, and travel like hit points—those clocks decide whether a delve feels tense.
When you need depth, open Guides, Glossary, or Resources—then close the laptop and run the module.
Acaeum scholarship, Dragonsfoot threads, and named edition histories beat anonymous 'AD&D explained' listicles.
Related desks in this neighborhood
Edition neighbors for OD&D, fifth-edition, and broader OSR desks sit nearby when your campaign crosses rule dialects.