Days of High Adventure

Days of High Adventure is The Escapist's column that focuses on the art, craft, and history of roleplaying games.

Days of High Adventure

For a better story-driven experience, structure your tabletop RPG adventure using scenes rather than encounters as your building blocks.

Days of High Adventure

Want your players to look back on your campaign as something more than a series of encounters? Lend your story cohesion with themes.

Days of High Adventure

Giving arcs to player characters and important NPCs will lead to greater engagement, higher player retention, less campaign burnout, and an increased desire to see how the story develops.

Days of High Adventure

Awarding bonus XP has been a tabletop tradition for generations. But is there a better reward structure we can use?

Days of High Adventure

How can we encourage players to adopt desired behaviors in tabletop RPGs?

Days of High Adventure

After a few days with the Starter Set, do we like it?

Days of High Adventure

Will 5th Edition save D&D?

Days of High Adventure

Yawn... Can I press the "skip" button on this quest giver's spiel? Too often in tabletop RPGs, conversations between NPCs and the the players are like computer RPGs, here's how to fix that.

Days of High Adventure

The Three-Act structure is one of the oldest storytelling forms in western society - here's how to exploit that to make your games better.

Days of High Adventure

Matt Forbeck delves deeply into the process of writing a tie-in novel from concept to finished product.

Days of High Adventure

You've always wanted to join a Dungeons & Dragons cult, admit it.

Days of High Adventure

Do you ever wonder how exactly your favorite game or series makes its way to the Barnes & Noble bookshelf? Matt Forbeck, author of of over a dozen tie-in novels, is here to walk you through the arcane art of the tie-in.

Days of High Adventure

In the early days of tabletop RPGs, creating a character looked very different from how we know it today.

Days of High Adventure

Remember: In Dungeon World, if somebody asks you if you're a god, you say "Yes"!

Days of High Adventure

Allen Varney gives an in-depth look at the ridiculous moral panic surrounding the "Satanic" Dungeons & Dragons in the 1980s.