Valinard's Tower

RedHack

Trying to make upkeep costs interesting and characterful by making where a PC rests their head a meaningful choice.

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An exploration of Red Hack character advancement.

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In games of The Red Hack, when is damage short term, long term, mortal, or life-changing?

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I start working on wilderness travel mechanics for The Red Hack.

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I look for ways to streamline carrying capacity in The Red Hack.

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A major change to D&D combat for The Red Hack – introducing reactions to allow PCs and monsters to act out of turn.

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I look at a method for streamlining downtime resolution for The Red Hack.

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