TTRPG Articles

Map of the Tomb of Horrors dungeon on aged parchment
By Jacob Tegtman April 2, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=1r1xrclddMg Transcription A piece of classic D&D is coming back… but just not in the way you’re probably expecting.  Wizards of the Coast just announced something that could completely change how many people play D&D—short, fast, old-school adventures are officially returning. And yeah… I don’t think it’s an exaggeration to say that – as so often, depending how well Wizards of the Coast can execute this – this might actually be the biggest shift in D&D storytelling in years. Welcome back to Eternity TTRPG—your go-to party member for all things Dungeons & Dragons. Today we’re breaking down the return of adventure modules, what they are, why they disappeared, and whether this is actually genius… or just another attempt at recovering a piece of D&D that’s already forever sailed away. So this all dropped at Gary Con in Wisconsin, which was March 19-22 nd , just a couple weeks ago. That’s where the VP of D&D, confirmed that modules are coming back. If you’ve only played modern D&D, where campaign books are pretty lengthy and involved, this might not sound like a big deal. But it kind of is a big deal because this isn’t just a new product… it’s a return to D&D’s roots. If you aren’t familiar though, you may be wondering – what even is a module. Back in the early days of D&D, adventures weren’t the massive 300-page books we often see now. They were short, self-contained stories. Think quick, punchy adventures you could finish in a session, or a few sessions. They’re basically the ancestors of modern one-shots. These official D&D modules, which many people absolutely loved, were: Compact Easy to run And perfect for drop-in play, for someone who was a more casual gamer, or for someone visiting, etc. But when 3rd Edition rolled around, D&D itself changed. The game shifted toward long-term campaigns, deeper character progression, and structured storytelling—and short, standalone modules just didn’t fit that vision anymore. This brings up a whole order of interesting topics, but in older D&D (like Basic and Advanced D&D), the game assumed: That you’d jump between adventures Characters might not persist long-term – character death was super common, and almost even encouraged And the game world was only loosely connected Modules fit that style of play perfectly, where you can do a quick story that is compelling, engaging, and action-packed, but doesn’t necessarily try to stretch that narrative further into a larger context. 3rd Edition D&D, however, introduced: Strong character progression systems Feats, skills, and long-term character builds And most importantly, a focus on ongoing story arcs Suddenly, D&D became about one continuous campaign , not disconnected adventures. So instead of a: “here’s a dungeon for the weekend” vibe, the design officially shifted to: “Here’s a story that takes your party from level 1 to 15.” It’s also worth mentioning that with 3rd Edition, Wizards of the Coast introduced the Open Game License . This license meant: That third-party creators could make adventures freely Which inevitably led to the market becoming flooded with small modules. So, Wizards of the Coast didn’t need to focus on short adventures anymore. Instead, they could focus on: Big flagship campaigns that had a longer shelf life, and felt like “premium products” With lengthier and more involved Core rulebooks While letting the community handle smaller content. To summarize the history, D&D once offered “official” short, adventure modules. That module model shifted towards third-party creators with the advent of 3 rd edition. And now, 26-years later, third parties are still creating modules, but we’re also making a return to “official” D&D modules. Moving forward, the big question is: what’s different this time? According to D&D, these new modules will tie into something called D&D Seasons, which we’re already getting a taste of now. Think of themed content sets that last 3–4 months. The idea is basically what Magic: The Gathering does with Card release sets. Every 3months, they roll out a new set, where players can access new content. In this case, with D&D, it’ll be a new module, or new modules, based around the current set’s theme. Examples could include what we’re seeing with D&D Seasons for 2026, which will each be three-month series: starting with the Season of Horror followed by the Season of Magic And then finally into the Season of Champions with this year’s last quarter. These modules will also connect to organized play programs—in-store sessions of quick weekly games, for those local gaming stores that want to host these kind of events. Overall, D&D is aiming for: · Faster games available to more people (meaning like 1-2hr adventures, rather than the 3-4hr sessions many longtime players often get into, with their friends) · Easier prep for DMs · And more accessible D&D overall We don’t know yet if these will be physical books… or digital-only releases on D&D Beyond. My guess is there will be both available. Modern D&D campaigns are a big commitment. Oftentimes you’re talking months… sometimes years. And I love that, personally. Probably, anyone who’s ever been part of a long-term successful campaign, does love that style of play. However, I think we can all agree that not all campaigns make it very far, at all. I’ve heard the average number of sessions for most campaigns is 7-usually before they fall apart because of scheduling conflicts, lack of player interest, etc. So, modules are intended to flip the current long-term D&D campaign dynamic, not by replacing them, but by giving players another choice. Modules aim to be: Easier for new players to get into D&D, Create less pressure on DMs/ less requirement for preparing a long-term campaign And provide alternatives of play that could be perfect for people with busy schedules This might be what the D&D community needs right now. At the end of the day, these modules coming out will essentially be one-shot sessions that D&D provides for anyone who’s interested. My take is that Wizards of the Coast has made some tremendous mistakes with D&D. However, I do think that an attempted return to D&D roots is move that makes a lot of sense. The real test will be in the execution. If Wizards can make this new generation of D&D modules feel fresh and meaningful—then they may be onto something. If, however, they feel like recycled content with a new label… Players will notice, and probably resent the effort a little bit. I’m just saying, we don’t need more content on Strahd, Tomb of Horrors, and many other adventures Wizards has been putting out. I’ve been playing those adventures since the original modules and content on them. Personally, I’d be looking for something new, and that means Wizards of the Coast would have to get creative and take some content risks. Which... is something big companies don’t often like to do. That’s why we see so many remakes of movies, rather than exploring new ideas. Corporations often prefer “safe money” over true art. But, what do you think? Are you looking forward to trying these new modules… or will you stick with longer campaigns? And do you think D&D will create some awesome new concepts, or try to rehash the same adventures people have been playing for years, in hopes of relying on past success? Drop your thoughts in the comments. And if you want more D&D news, updates, and tools to make your games smoother and more enjoyable—hit that like button and subscribe. I’ll see you guys in the next one.
Josiah Mork: Creator of Starset RPG and Pen RPG
By Jacob Tegtman March 27, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=9In5gaz65s8 Transcription Jacob Tegtman (00:01.848) Hey everyone, welcome back to Eternity TTRPG, where we cover really everything tabletop gaming related, Dungeons and Dragons. Now we're finally jumping into some of my favorite topics, which is game design and getting to spend some time with great game designers up and coming, people who are established. And today we're interviewing Josiah Mork, who is the owner and lead designer for Hoodwink Gaming. So welcome to the show. Thanks for being part of the channel. Josiah (00:33.142) Thanks, it's my pleasure. Yeah, it's been great working with you on eternity and getting to swap ideas. So I'm really looking forward to being able to talk through some of that process with you. Jacob Tegtman (00:44.478) Awesome, Ben. Yeah, I've been looking forward to talking with you. We always have a lot of fun when we catch up. I think this will be a really good conversation. There's so many parts of your mini games that I've wanted to ask you about for really such a long time. And it always felt like we were working on some project or discussing something. But now I have a really good excuse to just nail you down for maybe about an hour-ish and hopefully die. Josiah (00:50.028) for sure. Josiah (01:04.972) There's always something. Jacob Tegtman (01:14.352) dive into what you've been doing and why you've made some of the decisions you've made, which I think are really interesting. I'm sure, yeah. So do you just want to maybe start by introducing yourself more, know, who you are, what you've done, and yeah, where you're going? Josiah (01:20.968) Yeah, well, hopefully I've got good answers for you. We'll see. Josiah (01:32.756) Yeah, absolutely. yeah, like you said, I'm Josiah. I'm from Michigan, living just out of DC now. I've been designing and playing board games since my early teen years, I guess I would say. I love creative writing and storytelling. That's just been an amazing way that I've found to connect with people. My actually my undergrad and my grad degrees were in communication and looking at how communication connects us and strategies and stuff behind it. And so I find a storytelling a really compelling way to do that. But before I had gotten into school and whatnot, you know, I was homeschooled. I was in late middle school and I was reading this cartoon. Maybe you are some of your viewers have seen it. Foxtrot comics. And there are some. Have you seen it? Highly recommend, highly recommend. It's really funny. But there are these two characters, they're really nerdy middle schoolers and they were playing Dungeons and Dragons in the comic. And I just thought that was the coolest thing. But my parents, know, I'm a Christian, my family's Christian, fairly conservative. And so my parents were more familiar with like the 80s, like D &D scare, very like Stranger Things season four. And so they were not really like, yeah, not really D &D fans. And so I was like, well, okay, I'll create my own. And that's how it all got started, you know? And then it was a great way to make friends in my Boy Scout troop. You know, we would play, would swap ideas, we would... Jacob Tegtman (02:51.202) Yeah. Jacob Tegtman (02:55.042) Not too far ahead. Sure. Yeah, that's awesome. Jacob Tegtman (03:08.12) time. Josiah (03:09.972) you know, go on crazy adventures with rules that didn't quite work. And then over time, you know, I just realized that there were all of these cool avenues to explore and storytelling that D &D didn't necessarily do. And so I just felt really passionate that this is my way to connect with people and connect people with each other is through writing games. Jacob Tegtman (03:30.508) That's amazing, man. Yeah, it's funny, like the ways that we get into gaming too. Like you mentioned those comics. you ever see Dexter's Lab? Okay. Okay. Yeah, was probably a little bit before. Yeah. There was like an episode that was kind of based on Dungeons and Dragons and I saw it when I was like six and that's what got me into it as well. yeah. Josiah (03:39.616) Yeah, well, I've heard of it. Yeah, I've seen clips from it, yeah. Josiah (03:52.972) It's so funny how it seems like every show, know, Community, Gravity Falls, like, there are all these shows of every different genre, and they all have like a D &D episode for some reason. And I love it, you know, but it's so random. Jacob Tegtman (03:58.679) Yeah. Jacob Tegtman (04:05.302) Yeah, like all of them. Me too. Yeah, it is. Yeah. I also like the takes that different shows have on like nerdy board games. I think was like Parks and Rec had, I forget what the game was called. Yeah, you remember it. Yeah. Yeah. That's so cool, man. Josiah (04:20.81) The Cones of Dunshire, yeah. Love that, love those episodes. Jacob Tegtman (04:29.646) So I want to dive into really all of those things more, but what games do you currently have available then? And your website will post it in the show notes as well, but it is hoodwinkgaming.com for anybody who's interested. But yeah, tell us about some of your games. And again, I feel like I want to go into all of these in more detail, but yeah, give us the summary version at least for now. Josiah (04:55.05) Yeah, so it's a little deceptive at the moment. My original titles and kind of most of the games that I do are under the pen brand. So play easily now is the acronym. We have war game and role playing game. But actually neither of those are on the market at the moment. If you go to my website. Yeah, we've got a landing page for the war game and we've got a preview for the RPG. And I've actually I've got. Jacob Tegtman (05:12.95) really? I was actually, yeah, I was checking it out like yesterday, so. Josiah (05:24.422) know, prototypes of both of those here. But they are still in development because of various different reasons of wanting to refine some ideas or just kind of ended up having to move to other projects. So they're almost launch ready. But those are the ones that they're working on for the longest, just the newest editions aren't quite together yet. Jacob Tegtman (05:29.506) Yeah. Jacob Tegtman (05:39.96) Yeah, nice. Jacob Tegtman (05:46.04) Very cool. Josiah (05:46.164) And then the one that I've been working on most recently, and that we actually have a new project launching next month for, is Star Set. So that's a grimdark survival-oriented tabletop role-playing game that we launched initially a couple years ago, and then just did a relaunch for the second edition for, which is much more crunchy, much more mechanical, and much more narrative-based. So really looking forward to building that out. Jacob Tegtman (06:14.542) That's exciting. Yeah, I can attest that game is great. I really enjoyed reading through it. Everything from the design of the book to the art to the way that you have, especially character building in that, I find super fascinating. You can just tell, yeah, the amount of attention to detail in there is like out of this world. It really feels like you guys... Josiah (06:27.148) Well, thank you. Josiah (06:34.966) haha Jacob Tegtman (06:38.478) You took the lore of the game and you baked it into every part of the game. Whereas I think a lot of games like, you know, we'll talk about D &D later. D &D is like the game that's everything. So it's like if it's in a fantasy book or movie or anything, like we'll just jam it into D &D somehow. And, you know, that kind of has its place, but for building characters and stuff, you know, like you don't, I don't know. It's supposed to be able to fit many different genres and you're Josiah (06:42.72) Mm-hmm. Jacob Tegtman (07:08.612) I think what's so cool about is that when you're playing Star set you're playing Star set Because from the very first thing you do with your character and their background and their skills even it's all based on the lore of this whole universe so Josiah (07:19.902) Mm-hmm. Well, I really appreciate that. mean, that's really the heart behind it when we were working on it is, we had a story that we wanted to tell and really created the universe to tell that story. And one of the things, you know, that I picked up studying communication is that, you know, we are attracted to details. And even if it's details that, we haven't necessarily experienced in our own lives. Jacob Tegtman (07:24.963) Yeah. Jacob Tegtman (07:33.324) Yeah. Josiah (07:45.324) hearing vivid details or strong emotions in other people's stories lead us to be more connected with them. And so that was something that we really trying to flesh out in Star Set. hopefully, from the sound of it, it hopefully worked pretty well. Jacob Tegtman (08:00.352) I think so, yeah, absolutely. So, what do we talk about first, man? Like, what do you want to talk about first? Josiah (08:01.452) Thank you. Josiah (08:11.672) man, I could talk about games for hours and hours, so I better let you guide that conversation. Jacob Tegtman (08:14.944) You Okay, I just want to make sure we cover like the big things before we dive into the nitty gritty here. Yeah. Yeah. Josiah (08:24.332) Oh yeah, I mean, I kind of touched on, I guess I'll throw it out there. I'll throw it out there because it's really important to me and kind of the company into my story. you know, I really do, we're about to, you know, dig into the nitty gritty, like you said, and Dungeons and Dragons and all the different games that are out there. And I just think, you know, before whether you're a designer or a player, whenever you kind of step into a game, I think the most important thing and what's in the mission kind of a hoodwink that we try and do differently is that Jacob Tegtman (08:33.379) Yeah. Josiah (08:53.446) The games are just kind of an excuse. Really, the games are just an excuse to get together with people and to have FaceTime with people. And if working in social media has taught me anything, it's that people need that more than anything. And that's why we call it Hoodwink Games, because we kind of have all these substitutions. get hoodwinked into thinking that socializing is something that it's not. And really, it's just fellowshipping with people and joining community and FaceTime with people. and talking about the things that matter with people. And the way to do that from going from stranger to best friend is in my experience games. And so that's kind of the heart behind it. Jacob Tegtman (09:30.658) That's been a cool one. Yeah. You know, it's interesting you bring that up too, because this is something I've been thinking a lot about recently, especially as everybody's been seeing more AI come into their work, into their lives. And I feel that more than ever, people are wanting that human, real human interaction. And so as good as video games are looking nowadays and as fun as MMOs are and stuff like that, and I like all of those, I don't think I've Josiah (09:43.628) Mm-hmm. Josiah (09:53.004) Mm-hmm. Jacob Tegtman (10:03.53) found anything that's as fun is sitting around playing a tabletop role-playing game, especially in person. mean, even, you over FaceTime like this is fun, but something in person about it just makes it one of the best experiences. Josiah (10:09.729) video. Josiah (10:13.142) Mm-hmm. Josiah (10:18.686) It really does. It's those shared memories and those shared jokes. And, you know, I work in politics, doing social media for politics. And the thing that just aggravates me the most about politics, but also religion, people say don't talk about politics or religion because people care about it so much. And it's like those are things that we care about the most. So we should be able to share those with people. But you can't because as soon as you bring them up, you know, there are all these walls. Jacob Tegtman (10:39.48) Sure. Josiah (10:48.062) and games when you've played for a couple hours with somebody and slayed the dragon and made a couple jokes, then it's like, well, okay, now your opinion isn't the thing that I'm defining you on. The thing I'm defining you on is that, you know, you're a half drunk elf paladin or something like, and it just makes it easier. Jacob Tegtman (10:48.416) I guess. Jacob Tegtman (11:04.014) Yeah, that's so true. That's so true. Yeah, it definitely does break down those walls and give you that sense of shared history, even if it's like a shared mental history, theater of the mind. So, yeah. Josiah (11:17.27) Mm-hmm. Mm-hmm. It's great. Jacob Tegtman (11:21.428) I agree, man. Especially when you're doing... So I haven't read through all of the lore of Starseq. There's just so much in there. I've read through a good deal of it. But I think one of the things that also stands out about at least that game, because I know Penn's still in the work in progress... Josiah (11:38.599) the Jacob Tegtman (11:39.446) that, you know, it does cover a lot of political things and it covers a lot of religious things and you aren't like pushing a view on anybody, but just inherent to human life is politics and religion. so games let you approach these topics like in ways that allow you to explore what could be, but in a safe way and have conversations about what could be without feeling like you're being attacked or told. Josiah (11:53.856) Mm-hmm. Josiah (12:01.6) Thank you. Josiah (12:05.836) Mm-hmm. Yeah, that's really the, again, I'm really glad that you feel that way about the game, because that was one of the number one priorities of it, is there are just really hard conversations that should be had. And that game kind of came out of COVID, where there were a ton of hard conversations people were having. And I think you could spend every day, every minute of every day with people. Jacob Tegtman (12:14.306) Yeah, for sure. Jacob Tegtman (12:23.394) That's right. That's right. Yeah. Josiah (12:33.664) but if they're not people that you feel like you can have hard conversations with, then you haven't really been in community at all. And so having a medium like that, where, like you said, I don't wanna tell anybody what they should believe. There are things that I believe are true about God and about the world and about politics and stuff, but those things have to exist relationally for them to mean anything to you. so... Jacob Tegtman (12:39.788) Yeah. Jacob Tegtman (12:50.542) Sure. Josiah (12:58.954) to have that space to kind of explore and talk and then role play through just makes it fun for one thing, but also makes it so much more personal and so much more impactful, I think. Jacob Tegtman (12:59.374) Yeah. Jacob Tegtman (13:10.772) I agree. So what is the next thing that you said you're working on with StarCert? I think I missed that when you mentioned earlier. Yeah. Josiah (13:16.436) Yeah, so my co-writer, Emily, and her husband Ryan, who did some of the art for Star Set, they have actually written and illustrated the first campaign for it. It's called Echoes on Mars, and that's going to be launching on Kickstarter next month. Jacob Tegtman (13:31.822) Okay. Okay, cool. That's exciting, man. So what number of Kickstarter will this be for you? Josiah (13:38.092) Thank Josiah (13:42.294) That's Josiah (13:46.806) seven maybe six or seven. I'm doing this one well I should say the plan is to do it on Kickstarter but changing a lot of things. I'm still talking to them. My wife is behind me. I still want to talk through some of them with her because it had a lot of very negative Kickstarter experiences and learned a lot. So we're to do this one if we end up doing it on Kickstarter very slim down and very different than some of the other ones. So it's a constant learning experience. Jacob Tegtman (13:48.43) Sort of. Yeah. Jacob Tegtman (13:54.094) Sure. Jacob Tegtman (14:16.43) Yeah, I just remember I feel like every year or so I feel like you're launching something on Kickstarter successfully. So at least from the outsider's view looking in, it's like man Josiah just knows what he's doing with selling games. Josiah (14:30.208) You Well, I know a little bit more than I did last time and that's the goal. Yeah.
An anime-style character with long white hair
By Jacob Tegtman March 25, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=si26EW5kj4Q Transcription Summary Final Fantasy Legend Edition TTRPG discussion covered the game's high customization and free distribution via mythos inspiration and iterative research. Final Fantasy Legend Edition Origin Legend Edition is a medium-complexity TTRPG developed over 4 years to emulate the entire Final Fantasy mythos, avoiding a focus only on the SNES era. The core goal was to create a neutral sandbox emphasizing high customization that supports high fantasy, steampunk, and futuristic settings. Design Philosophy and Research The game is distributed for free to continue the tradition of high-quality, free fan-created content within the TTRPG community. Extensive research was conducted on the IP, including cut content and Ultimania books, which led to the design pillars of iteration and experimentation. Customization and Unique Features Character creation allows hybrid archetypes via the selection of 3 classes from over 50 available options with variable progression speeds. Unique Legend Edition features include row-based combat and active defenses, creating a tactical risk-reward system. Details Introduction to Final Fantasy Legend Edition Project : Jacob Tegtman welcomed Mildra The Monk, the lead designer and spearhead of the Final Fantasy Legend Edition project, to the Eternity TTRPG channel for their first interview of this kind. Mildra The Monk expressed appreciation for being hosted and agreed to begin by discussing their background and the nature of the project (00:00:00). Mildra The Monk's Background and TTRPG Contributions : Mildra The Monk introduced themself as a content creator who has reviewed games, run playtests, and conducted over a thousand interviews in the last five years. They cover third-party D\&D material, indie games, and fan games such as Naruto 5e and Dungeons of the Dragoning, the latter of which started as an April Fool's joke that combined five different RPGs (00:01:03). Most recently, they served as the lead designer and project lead for the Final Fantasy Legend Edition TTRPG (00:02:26). Running a Final Fantasy Legend Edition One-Shot : Mildra The Monk mentioned they had been running a one-shot using the Legend Edition for the past few weeks with rotating party members and ran one for Jacob Tegtman as they were planning content on the game (00:02:26). They noted that a community member has been developing a work-in-progress Roll20 sheet for the game, which had recently received a significant update (00:03:26). Virtual Tabletop Support for Legend Edition : When addressing the question of virtual tabletop support, Mildra The Monk stated that they have not done any real coding in at least ten years and lack the skill set to build a custom sheet from scratch for platforms like Roll20 or Foundry. They acknowledged the community's support, noting that people are using their own time to support the game with tools like the Roll20 sheet (00:03:26). Summary of Final Fantasy Legend Edition : Legend Edition is a medium-complexity TTRPG that took about four years to create, aimed at emulating the Final Fantasy mythos. The project originated from Mildra The Monk's pet peeve that previous tabletop versions of Final Fantasy heavily skewed toward the SNES era (IV, V, and VI), neglecting entries like VII, XIV, and XVI which appeal to newer generations of fans (00:04:21). The goal of Legend Edition is to use the recurring Final Fantasy mythos as a neutral sandbox for tables to build campaigns in any direction, prioritizing customization (00:06:43). Game Design Flexibility and High Customization : The game was designed to be equally viable in high fantasy settings, like Final Fantasy III or IV, as it is in steampunk settings, such as Final Fantasy VI or XIV, and futuristic entries, such as Final Fantasy VIII or XIII. Jacob Tegtman noted that playing the game demonstrated that the number of classes and intricate character details allow players to create characters fitting any Final Fantasy experience they desire (00:06:43). Reasoning Behind Free Distribution of Legend Edition : Mildra The Monk explained that the game is available for free because they came up as a tabletop player seeing high-quality fan games that were just as good as paid games, and they wanted to pass along that torch to the community (00:09:44). They expressed the desire for someone to take their work, hack it, and put up their own version, continuing the chain of free content (00:11:02). Research and Design Philosophy for Legend Edition : A major focus of the project was capturing the soul of Final Fantasy, which involved extensive research, including reviewing existing games, cut content from games, behind-the-scenes interviews, and Ultimania books (00:11:02). The core philosophy derived from this research was "iteration and experimentation," which led to the game's foundational design pillars (00:12:16). The Inspiration to Focus on Final Fantasy : Mildra The Monk is a devoted Final Fantasy fan, but other factors drove the project, including a desire to carry on the lineage of prior Final Fantasy TTRPG fan projects like the mid-90s Returners project (00:12:16). A core motivation was bridging the gap between video games and tabletop gaming, using Final Fantasy because its consistent mythology allows for adaptation that goes beyond merely replicating the video games (00:14:29). Avoiding the Trap of Literal IP Adaptation : Mildra The Monk highlighted a common problem with tabletop adaptations of existing IPs, where designers attempt to adapt the source material wholesale, citing the early TSR run of Indiana Jones as an example where they only allowed players to play as movie characters. Instead, people generally prefer to create their own character within the world, such as being a student at Xavier Academy rather than playing as the X-Men (00:15:49). Emulating the Mythos Over One Game : Mildra The Monk emphasized that designers should emulate the overall mythos of a franchise rather than hyperfocusing on one game or one era (00:17:00). For Final Fantasy, this is supported by recurring elements such as job names, play styles, spell names, summons, and abilities that maintain a consistent theme (00:18:09). Classes, Character Creation, and Flexibility : The customization in Legend Edition is demonstrated by the character creation system where players select three classes with different progression speeds, allowing for a unique hybrid character from over 50 classes (00:21:27). This approach is a compromise that provides the strong thematic elements of the job system without restricting player choices, such as customizing weapon lists to be setting-agnostic and avoid favoring one style of fantasy (00:20:06) (00:22:24). Key Design Pillars of Final Fantasy Legend Edition : Mildra The Monk outlined the three major pillars of the game's design: "mythos not setting," "customization is king," and the **phase structure** (00:24:24). The phase structure involves four acts—preparation, exploration, encounter, and downtime—which is loosely inspired by the Asian four-act format (kishōtenketsu) and the Town-Field-Dungeon trinity pioneered by Dragon Quest (00:25:34). The Research Process as a Favorite Part of the Project : Mildra The Monk stated that the research phase was one of their favorite parts, which allowed them to discover early concepts for the video games that were eventually cut (00:27:50). Examples included the early name for Materia being "spheres," which was later revisited for Final Fantasy X, and a puzzle tattoo mechanic for Final Fantasy X's sphere grid, which was cut (00:28:33). Inspirations and Creative Liberties in Design : The research led to design inspirations such as an unused Chocobo Lancer concept art from Final Fantasy XI resulting in the Chocobo Knight class in Legend Edition, addressing the long-desired idea of Chocobo cavalry (00:29:32). The team took certain liberties, like creating the speed-based Dervish to serve as an answer to the Berserker class, and the Ravager as a spell-spamming class, drawing from inspirations like Final Fantasy XIII (00:31:48). Development of the Yo-kai Class : The Yo-kai class began as an idea for a controllable summon, similar to the Aeons in Final Fantasy X, but was changed to avoid replicating one game (00:31:48). The final concept for the Yo-kai, as avatars for Eidolons, was inspired by the design of Yoko in Bravely Second and the concept of the rider or shioal spiritualist in Voodoo (00:32:43). Impact of Extensive Research on Project Quality : Jacob Tegtman acknowledged that the depth of research, spanning Final Fantasy lore, mythology, and diverse concepts like Voodoo, enabled Mildra The Monk to create over 50 classes, each with up to seven tiers of abilities, amounting to hundreds of unique mechanics that synergize well (00:33:58). Mildra The Monk affirmed that this extensive research, modeled after the preparation of Star Trek producer Harve Bennett before producing *Wrath of Khan*, was a necessary baseline (00:36:10). Historical Context of Final Fantasy Combat System : Mildra The Monk highlighted Hiroyuki Itto, the pioneer of the job system and the Active Time Battle (ATB) system, noting that he cited American football and Formula 1 as inspirations for ATB (00:39:09). Mildra The Monk asserted that the shift toward action-based combat, seen in games like Final Fantasy XV and XVI, was an evolution building on foundations laid decades ago by Itto, not a radical shift (00:40:15). Snapshot of Unique Legend Edition Features : For those unfamiliar with Legend Edition, Mildra The Monk listed key differentiators, including high customizability in the job system, easy creation of hybrid archetypes, fewer but more impactful skills, and multiple character creation/advancement methods (00:41:59). Jacob Tegtman added the unique row-based combat and active defenses, such as parrying and evading, which create a tactical, risk-reward philosophy in the design (00:43:17). Future Vision and Upcoming Projects for Mildra The Monk : Immediate future plans include overseeing support elements like new Excel and HTML solo-play sheets, as well as writing world book guides, which are lighter books focused on emulating individual Final Fantasy entries like FFIII or FFVIII (00:45:13). They are also considering TTRPGs based on 2D fighting games, aiming for a defined setting like a fighting game version of Night City, and they intend to create a fantasy-themed mech game and a Wuxia-themed RPG (00:46:24). Ongoing Efforts to Promote the TTRPG Community : Mildra The Monk is continuing their mission to showcase the totality of tabletop role-playing games by highlighting the international scene, including content from Brazil, Germany, and Sweden (00:50:01) (00:52:17). They mentioned forthcoming streams covering the Spanish Anima Universe, Sword World, and *We's Blade*, a game compared to *Panzer Dragoon* (00:51:15). Availability and Support for Mildra The Monk : Mildra The Monk can be found streaming regularly on YouTube and Twitch, on Twitter where they highlight artists and indie games, and in their personal Discord (00:55:07). While Legend Edition remains free, they have set up support mechanisms like Ko-fi for those who wish to leave a tip (00:56:19).
A gnarled, dark tree stands in a misty forest under a pale moon.
By Jacob Tegtman March 22, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=AuryVcZdp4Y Transcription There are kind two ends of the spectrum for D&D races. There’s Story-specific races: These come with a strong, built-in narrative that fits specific campaign worlds or settings, that almost tells you how to play them. Then there’s more Flexible races. These are much easier to slot anywhere because they don’t necessarily come with an expected tone or backstory. You can sort of fit them into any campaign with ease – like playing a human. Some D&D player races feel like they’re built for a specific kind of story. Others feel flexible enough to drop into almost any campaign. Gnarlborn from Crooked Moon… sit somewhere in between—and that’s kind of what makes them interesting. They have strong flavor, but they aren’t restrictive for your campaign. They come with built-in lore that gives you instant roleplay direction, but they aren’t so specific that you can only play them in your Crooked Moon campaign. Welcome back to Eternity TTRPG.  As you can already tell, today we’re looking at a lesser-known player option for playable races, which is the Gnarlborn from Crooked Moon. If you’ve seen my other videos on the topic, Crooked Moon has become one of my favorite D&D settings of all-time. We’re going through each of the races presented in Crooked Moon, and today getting to the treant-like Gnarlborn. Starting with the basics, Gnarlborn are – well, born – from the soil of a region called Ardengloom, a forest that’s less “peaceful woodland,” and more “haunted, thinking ecosystem.” The forest itself is filled with these massive trees called Elderwoods—each one housing lingering Fey spirits. Gnarlborn commune with these spirts and Elderwoods, forming an intricate and well-connected forest community. So yeah, you’re playing basically “a tree person.” But you’re also playing something that exists in a constant, low-level conversation with ancient, possibly unreliable spirits. That alone gives you a strong roleplay hook without needing a complicated backstory, as your tie to those spirits, and who/ what they are could gain any level of depth that you’d like, over the course of a campaign – or even a few adventures. Visually, Gnarlborn are humanoid, but like the trees in your yard, everything about them is asymmetrical—branches, moss instead of clothing accents, glowing hollows where a face might be. No two look the same. Some might feel ancient and slow, while others might come across as curious or even a little disconnected—like they’re only partially focused on the present. And since they can live for hundreds—sometimes thousands—of years, you can decide how much that actually affects your character. Are they wise because of their age, or are they just... slow? Ok, when it comes to core mechanics, let’s talk about what you actually get—because this is where Gnarlborn become very usable. First, we have: Deep Roots You get advantage on checks and saves to avoid being moved or knocked prone. This is simple, but it can be very useful against certain enemies. Next is: Elderwood Whispers After every long rest, you can pick up a new skill, tool proficiency, or even a language. Temporarily. This is probably the most interesting trait the Gnarlborn have. It’s not flashy, but it gives you day-to-day adaptability, which can be nice. It rewards players who like planning ahead—or improvising, based on expected challenges for the day. Third, we have what may be the Gnarlborn’s most *potentially powerful effect, which is: Grasping Branches As a Bonus action, you restrain a creature if they fail a Strength save. Or slow them if they succeed. The main issue here is the saving DC isn’t very high (it’s 8, plus your Constitution modifier, plus your proficiency bonus). But! Even on a successful save, the creature has half speed for a turn. So, grasping branches can be decent battlefield control without requiring you to be a spellcaster. And because this effect recharges on a short rest, you may just actually use it. It’s not overwhelming—but it’s consistently useful. Root Sense gives you tremorsense out to 60 feet. So, the ability to find Invisible enemies, Creatures behind walls, etc. And lastly, you have: Towering Size Which gives you advantage to end being grappled, and – if your group actually tracks carrying capacity, you can in fact carry more stuff. Nothing flashy—but admittedly, very practical. Playing a Gnarlborn definitely isn’t for every player. They don’t provide anything to spike damage, or even do anything unpredictable, really. But you are resisting disruption, controlling space, and adapting between sessions. They fit really well in parties that need consistency rather than specialization. From the roleplaying side, Gnarlborn also work really well in campaigns that lean into: Fey themes, Haunted environments, or Long timelines with ancient histories since they naturally connect to all of those. Gnarlborn feel connected to something bigger: whether that’s the Elderwoods, nature, fey-touched spirits, or an ancient grove deep in the dark woods. So, if you were to play a Gnarlborn, what direction would you take your character? Would you pick them for their subtle combat control, or more to explore their connection with the wilds? Whether you’ve played them in a campaign already, or you have ideas for what you might like to try, let me know in the comments. Thanks for watching, and I’ll catch you in my next Crooked Moon race guide.
A spirited fantasy character plays a violin in a dusty town
By Jacob Tegtman March 17, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=soOa4Uhr2iM Transcription In Chernabos, survival is more than a question of strength. It’s a question of timing… instinct… and a little bit of luck. Some creatures are shaped by that world. The Ashborn from Crooked Moon are made from it. Welcome back to Eternity TTRPG. No matter how many times I revisit Crooked Moon, or how much time I spend away from it, I always find myself pulled back to this awesome source book. There are so many fun and unique pieces of this Halloween-like world, that I just love exploring. Today we’re continuing our look at the Crooked Moon races, and this time we’re stepping into the ash fields of Chernabos—To take a closer look at the Ashborn. If you haven’t seen them, I’ve already covered two Crooked Moon monstrous races, including the Harvestborn, which are my personal favorite. At this point, I’m pretty confident I’ll actually just be creating a 5-10min video that dives into each of the Crooked Moon races, separately. So, be sure to check back to find those. So, diving right into the Ashborn. Ashborn are small, fiend-touched humanoids, usually standing between two and three feet tall. They carry a distinct, almost devilish appearance—horns, muted red or gray skin, and sharp, expressive features. And most notably—A scorpion-like tail, tipped with venom. They’re comfortable in harsh places, and they tend to carry themselves with a quiet confidence. There’s a sense, when dealing with an Ashborn, that they’re already accounting for how things might go wrong… either, how they’ll respond if things were to go wrong... or how they’ll actually cause things to “go wrong,” themselves, and then benefit from the chaos. Ashborn actually don’t have a lineage in the usual sense. Instead, they form in the wake of volcanic fury—drawn together from sulfur, ash, and something entirely fiendish at its core. They emerge completely aware, capable, and already adapted to a land that would kill any other race – like, most humans, for example - in minutes. As I’d mentioned briefly, Ashborn are small—rarely more than three feet tall. Their features reflect their origin: horned silhouettes, skin in muted reds and greys, and eyes that tend to catch the light in uncomfortable ways. And then of course, there’s the tail. A scorpion’s stinger, carried as naturally as a hand. Most Ashborn carry themselves with a kind of deliberate composure. Even in harsh environments, like with most Crooked Moon races, there’s a sense of presentation—care in how they dress, how they speak, and how they’re seen. To me, it seems that they like to exercise control, even small amounts, and they have a bit of perfectionism to them. Chernabos, the land of the Ashborn, is not a forgiving place. The ground is unstable—split by lava flows and sudden fissures. The air carries ash and sulfur, thick enough to choke. And resources—such as water, shelter, and again, even breathable air—are never guaranteed. Clearly, the Ashborn don’t really need the kinds of things that humans need to survive. However, this kind of dangerous land also tends to favor a certain kind of thinking. Adapting to the environment, Ashborn tend to make quick decisions, have constant awareness, and perhaps their tendency to be a bit perfect in their presentation, they’re probably overall willing to act before they have perfect information... all in the name of survival. Ashborn are shaped by their environment from the moment they come into being. They develop habits that keep them flexible: And this is where their relationship with luck comes in. To an Ashborn, luck isn’t really about chance—it’s more about preparation meets opportunity. Or put another way, it’s about timing: · knowing when to move. · knowing when to speak. · And of course, when to take a risk that others would avoid. Mechanically, when it comes to actually playing your Ashborn, you’ll find that their cultural and personality traits of leaning into subtle control and well-timed disruption really come through. First, you have: Ashen Legacy You start with Minor Illusion, and later gain access to Charm Person and Invisibility. It’s a toolkit designed around Distraction, influence, and the ability to step out of sight when needed. They have Darkvision with the standard 60 feet, which is expected, given where they come from. As a reaction, Fiendish Fortune Allows you cause an attack that would’ve otherwise hit you, to miss, once per short or long rest. Additionally, you redirect some of that damage as force damage, equal to your proficiency bonus. Then we’re onto the Ashborn’s tail, with Scorpion Sting. Their tail grants a natural attack, with added poison. They can deal this extra damage a number of times equal to their Proficiency Bonus. When it comes to roleplaying, you can imagine how many fun directions you could take a halfling-sized devilish imp, with attitude. They fit great as risk-takers, performers, negotiators who are comfortable lying outright to someone’s face, wanderers who pity others for their inability to survive without shelter and water. They could easily be thieves, political statesmen/ stateswomen, or really anyone who enjoys a bit of mischief – and maybe on occasion, a bit of cruelty. I think what makes this race so fun though is that it leans into the devil ish side of things, but they’re still only 3-feet tall. So, they’re a bit more mischievous probably, than menacing. More lighthearted, than truly evil. But, those distinctions are entirely up to you to make. So! The Ashborn fit neatly into almost any kind of story, with their natural rogueish charm, and devilish antics. But I’m curious— How would you play your Ashborn? Or, if you’ve already had a campaign or adventures with one, let me know how that turned out for you! Let me know in the comments. And if you want to keep exploring the Crooked Moon races with me, there’s more on the way. So be sure to subscribe, and check in on future videos. Thanks for watching!
A fantasy illustration of adventurers battling a large dragon
By Jacob Tegtman March 13, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=3N3isve9svc Transcription Wizards of the Coast just brought back a piece of D&D history… and longtime players are doing a double take. After nearly a decade gone, D&D Encounters is officially returning to local game stores . If you’ve never heard of it, D&D Encounters was a weekly organized play program where people could drop into their local game store and play a short, one-session Dungeons & Dragons adventure —no long campaign commitment required. It was basically D&D’s version of Friday Night Magic . Show up. Grab a character. Roll some dice. But the program disappeared back in 2016. And now Wizards of the Coast is bringing it back… which raises a few interesting questions. Is this just a nostalgic revival to bring new players into the hobby? Or is something bigger happening behind the scenes? Let’s break down everything we know. Welcome back to Eternity TT RPG , your party’s source for the latest Dungeons & Dragons news, updates, and community info . And today we’re talking about the surprising return of the classic organized play program . Back in 2010 , during the D&D 4th Edition era , Wizards of the Coast launched something called D&D Encounters . The idea was simple. Local game stores would host weekly D&D sessions where anyone could drop in and play a single short adventure . Each session even revolved around a 60–90 minute encounter , meaning you didn’t need a full campaign commitment. It was perfect for: • brand new players • busy schedules • or anyone who just wanted to roll some dice after work. And Wizards supported stores with exclusive materials , including: • adventure booklets • posters and maps • character sheets • and sometimes even custom miniatures . But in 2016 , the program disappeared. It was replaced by Adventurers League , which shifted organized play toward longer, interconnected campaigns instead of single-session adventures . At that time, D&D Encounters didn’t really fail. Wizards shut it down in 2016 when they reorganized everything under Adventurers League. But now that organized play has gotten complicated again—and new players struggle to get started—Wizards might be bringing back the exact entry point that they removed.” Which, speaking of, on the topic of the D&D Adventurers League. It’s still technically a thing , but its status is also a bit… complicated. · It still exists and people still play it. · But official support from Wizards of the Coast has been much lighter in recent years on that front, as well. So that program itself hasn’t been shut down. But the catch is that support has slowed. · There have been fewer new official adventures produced recently. · Wizards has been experimenting with other organized play initiatives , like we’re talking about today, and seasonal events. · Much of the Adventurer’s League infrastructure is now community-run or maintained through Discord and fan sites . That’s why the return of D&D Encounters is raising eyebrows — some fans wonder if Wizards is shifting toward shorter, store-focused events rather than the larger shared campaign model. Right now speculation in the community is that: · D&D Encounters will serve as an easy entry point for new players, which Wizards of the Coast is likely keen to acquire. · Meanwhile the Adventurers League will remain with ongoing campaign play for long-term, dedicated players But – and as with many things – Wizards hasn’t officially clarified their long-term plan yet. Ok, so all of that background aside, let’s fast forward to 2026 . D&D Encounters is coming back. The announcement happened during this year’s GAMA Expo , one of the tabletop industry’s biggest trade shows. And this new version of it sounds very similar to the original concept. Short… Accessible… Single-session adventures designed for drop-in play. Which honestly makes a lot of sense. D&D has exploded in popularity, but getting new players into their first game is still one of the biggest barriers . A weekly store event could potentially solve that problem. At least in theory, and I’ll get back around to this in a minute. But the basic thought is that new players can show up. Grab a pre-generated character, so they don’t need to worry about min-maxing or even understanding character creation rules. Roll initiative. Boom—you’re playing D&D. So, now the problem with that. This is the same concept that Wizards of the Coast uses with like Magic: the Gathering. I don’t know what your local game store’s like, but when’s the last time you saw a new player come to drop in at your weekly league night? Or even starter deck tournaments, for other games or events? In my experience, the in-person player base is slowly dwindling for most games. And, I think that’s actually pretty sad. D&D is clearly a social game, and I think you can something from the overall experience without in-person play. Not that I mind digital play, and I realize digital also comes with its own advantages. But, the bottom line is that I’m not really sure just opening a weekly D&D Encounters night at local game stores will actually pull in a lot of new players to the game. Ok, so a little bit more framework into this. The new D&D Encounters program will also tie into something that Wizards recently introduced, called D&D Seasons . These are three-month themed releases built around a particular concept. For example, the upcoming three sets will be: • Horror themed adventures • Magic-heavy campaigns • and finally, Champion focused stories D&D Encounters will help kick these seasons off by providing stores with Opening Weekend Play Kits , we think, based around these themes. The kits released for reach segment of the year will launch alongside major D&D book releases . These kits will most likely include: • prewritten encounters • promotional materials • store support tools • and possibly exclusive content. Wizards also mentioned weekly play support , though they haven’t revealed exactly what that includes yet. And they’re planning coordinated community events tied to each release. Basically… They’re trying to turn D&D launches into mini events at local game stores . So why is Wizards of the Coast bring back D&D Encounters now? A big part of it seems to be Wizards refocusing on local game stores . Over the past few years, a lot of D&D play has moved online. Between: • D&D Beyond • Virtual tabletops • and streaming games Many players never step into a physical store anymore. Traditionally, stores have been the lifeblood of tabletop gaming communities . I’m not so sure that’s true anymore. There seems to be a BIG shift away from many traditional models, in the tabletop gaming space. However, D&D Encounters does give stores something extremely valuable: consistent weekly events that make it easy for new players to come in the door. According to Wizards leadership, this move is part of a broader push toward a franchise-style model for D&D releases , led by VP Dan Ayoub . Instead of one-off books… They want ongoing seasonal engagement . Whether or not Wizards is really in-touch still with the D&D community, and this is an accurate call, remains to be seen. But, you can see based on what they think is happening, how they would feel that D&D Encounters would fit that model. So, of course that brings up another pretty big question., which is: w hat happens to the D&D Adventurers League? Because, as I’ve mentioned, the organized play program has been… pretty quiet lately. Like, for a while. There hasn’t been much new official content in recent years, in fact. And Wizards hasn’t said whether D&D Encounters will replace , supplement , or revive parts of the Adventurers League. So, right now, there’s no official answer. But many fans are speculating that D&D Encounters might become the easier entry point , while Adventurers League remains the deeper campaign system. But my impressions at the moment are that unless D&D Encounters really takes off, and creates a need for the Adventurers League to grow, then I don’t think it will be getting any more support from here than what it’s been getting. So, here’s the thing. D&D’s a great game. For many of us, it was the first TTRPG we heard of, and got us into the hobby. It’s... no longer the best TTRPG out there, and hasn’t been for some time. I created a whole multi-article series on this, comparing the top games, on the Eternity TTRPG site – and even that list needs updating. But I think for most of us, we’d love to see the hobby grow. If you’ve ever played TTRPGs in person, around a real table , you know that the dice rolling, the Miniatures clattering, and watching someone dramatically failing a persuasion check – in person, are all magical moments. Short low-commitment sessions like D&D Encounters is offering may be one of the best ways to introduce new players. And that is exactly what D&D Encounters is designed for. If Wizards executes this well… It could become a gateway program that brings the next generation of players into the hobby . Do I want to be pessimistic about this new program working the way Wizards intends? No. Am I though..? Yeah. I think new players will continue to find the hobby, but I think D&D will continue to lose market share. For new players who get into the hobby specifically through D&D, I think this D&D Encounters program will only be generating a very small percentage of those new people. Will I try out a D&D Encounters session at my local game store? ...maybe. Like many of you, I’ll probably wait to see what the buzz is around it first, to see if I might enjoy dropping in. But I do hope that is amazing, and that everything Wizards of the Coast is trying to do with it actually provides what their main audience has been asking for. So what do you think? Is the return of D&D Encounters exactly what local game stores, and the tabletop roleplay game community needs… Or is this a sign that Adventurers League and the overall organized play may be fading out in one final effort ? Let me know in the comments. And if you want more weekly D&D news, community info, and tabletop updates , make sure you like the video and subscribe. Because the dice never stop rolling here.
A vampire sits on a dark throne holding a wine glass, with the text
By Jacob Tegtman March 11, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=2z2fTaAQS3g Transcription For months the D&D community has been asking the same question… “Where are all the new books?” Well—Wizards of the Coast finally answered. 2026 is bringing Ravenloft horror, high-magic arcana, a Feywild heist romance, and… a crochet owlbear. Yes. Really. Today we’re breaking down every single Dungeons & Dragons book announced for 2026 —what they are, who they’re for, and which ones might actually change your campaign. Welcome back to Eternity TTRPG—your party’s reliable source for Dungeons & Dragons news, lore, and tabletop chaos. Today we’re going through the entire 2026 D&D release schedule . There’s quite a few books, so this list is meant to give you the quick, clean, and minimal filler low-down. If anything sounds good, you have something to start on for your own in-depth research. So, let’s get started. The biggest announcement so far for 2026 is: Ravenloft: The Horrors Within , Releasing June 16th, 2026. This new sourcebook expands the Domains of Dread , the gothic horror setting originally ruled by Strahd. For Dungeon Masters, the book adds: • new Darklords • new monsters • and expanded guidance for running horror-themed campaigns . That includes subgenres like: • gothic horror • cosmic horror • and psychological horror. Players get new options too: • horror-themed subclasses • new species and backgrounds • and expanded Dark Gift feats . The book also expands the fear and dread mechanics , which could add some serious tension to horror campaigns. And yes… Legendary monster hunter Rudolph van Richten is making another appearance. Preorders begin April 13th , and digital versions hit D&D Beyond early in June . So horror fans—Is Ravenloft your favorite setting, or are you still loyal to Curse of Strahd? Then in September 2026 , we get one of the most mysterious releases: Arcana Unleashed. Wizards of the Coast calls it a “high-magic sourcebook.” What we know so far is that it introduces new arcane subclasses from earlier Unearthed Arcana playtests. Plus: • new spells • magic items • artifacts • and expanded customization options. But the biggest addition might be a new “evolving magic item” system . That means magical gear that levels up alongside your character, which if done properly – could be pretty cool. This kind of thing could also change how treasure progression works in campaigns. We also know though that if this idea is done poorly… Well… could lead to certain things from this book being banned at some tables. Launching alongside Arcana Unleashed is an adventure expansion called: Arcana Unleashed: Deadfall. This adventure ties directly into the main Arcana Unleashed book and features the infamous Red Wizards of Thay . The story reportedly involves a massive magical war , with new lore about the organization. And interestingly… A Red Wizards adventure was originally teased way back in 2023’s D&D Direct event , so this might finally be that storyline. We don’t yet know if this will be: • a full physical book • or only a digital D&D Beyond adventure . But if you like Forgotten Realms villains… The Red Wizards are about as dangerous as it gets. Next up is something aimed at specifically Dungeon Masters : the Dungeon Master’s Workbook of Worldbuilding, releasing May 5th . This one is all about building better campaigns. The book includes exercises designed to help DMs: • design campaign worlds • create memorable NPCs • build maps • and improve improvisation skills. Which honestly might be the most important DM skill of all. Because no matter how much you prepare… Players will always find a way to kick down the door that has nothing behind it. At least until you create something on the fly, that is. So, this workbook aims to help DMs build living worlds instead of static storylines. I got some really great advise when I first started DMing, which was to steal everything. I think these kind of thought-provoking books help synthesize great material into something that’s also – at the same time – entirely your own. Alongside the DM book, and launching the same day, is something aimed at new players and storytellers . This is an interactive companion to the D&D 5.5e Player’s Handbook . Instead of rules, the book focuses on guided character creation . It includes prompts that help you: • build backstories • connect your character to the party • and design personal motivations that actually matter in the campaign. Think of it like a creative writing workbook for D&D characters. If you’ve ever stared at a blank character sheet thinking… “Uh… I guess I’m an edgy rogue with amnesia? Oh yeah, and I’m an orphan – definitely, always an orphan.” This book might actually help. And I mean that in a kind way. Nearly everyone benefits from a bit of help thinking through interesting character creation, without relying on the same tropes that Final Fantasy characters have been relying on for a few decades. Then, we have something completely different. The Feywild Job releases June 30th . And this one is actually a D&D novel , not a game book. It’s written by C.L. Polk , a Nebula and World Fantasy Award-winning author. The story follows two former lovers turned thieves hired to steal a magical artifact from the Feywild. So imagine: • magical heist story • romantic tension • with chaotic Feywild politics. Basically romantasy meets D&D crime caper. Which honestly feels like the most Feywild thing possible. Every now and then I can get into a D&D novel. Maybe you’re like me and it’s been enough time to give a new novel a try. Finally, we have Dungeons & Dragons Crochet: A Book of Many Patterns. Yes—this is a real official D&D book. Written by longtime D&D contributor Stacy King , it includes 20 crochet patterns inspired by the D&D multiverse . We’re talking: • Owlbear cub plushies • Mini beholders • And even a handmade Bag of Holding So, this obviously isn’t a rules book. It’s basically crafting for D&D fans who want to bring the monsters to life—literally in yarn. Kind of like D&D cook books, but crafts version. Which, by the way, I’ve seen a lot of these kind of things selling like hot cakes at local conventions, so you know it’s going to be in-demand. Buy it for the ladies in your weekly D&D group who are into crochet. Ok, so I lied. There’s a bonus round here, which is one possible future release. There are strong hints that Dark Sun might be returning, which I shared about a couple months ago in a previous video. Recent playtests included subclasses tied to the setting like: • Gladiator Fighter • Defiler Sorcerer • and Sorcerer-King Warlock. Those are classic Dark Sun themes . So, while nothing is officially confirmed… It’s very possible we’ll see a new Athas sourcebook in 2027. And if that happens? It would be the first major Dark Sun release in decades. I’d be super into seeing something like that come down the pipeline. That’s the full Dungeons & Dragons book roadmap for 2026. From crochet monsters… To gothic horror… To evolving magic items. It’s actually a pretty diverse lineup. But, now I want to hear from you: Which of these books are you most excited for? And which one are you skipping entirely? Drop your thoughts in the comments. And if you want more weekly D&D news, lore, and tabletop chaos— Make sure you subscribe. Until next time… May your dice roll high and your players never step through the door that you never prepared for.
Dungeons & Dragons logo with text:
By Jacob Tegtman March 4, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=9vE0niUm8vU Transcription Wizards of the Coast has finally done it. After years of calling it “One D&D(?)”… then “D&D 2024”… and pretending it wasn’t a new edition, while kind of also insisting that it was… They’ve now officially named it what I had assumed the community at-large has been referring to it as now for probably at least a year, which is: D&D 5.5e. Was this the right call? Did, in fact, the community already decide this for them? And does this mean we’ve now officially entered into an edition war era again? Let’s talk about it. Welcome back to Eternity TTRPG — your go-to source for all things Dungeons & Dragons. Today we’re breaking down Wizards of the Coast’s official confirmation that the latest, 2024 rules update is now officially known as D&D 5.5e , what it means for the community, and whether this name change actually does anything. So, after years of brand confusion, Wizards of the Coast has indeed officially confirmed via a detailed FAQ that the 2024 rules update will now be called: Dungeons & Dragons 5.5 Edition. On D&D Beyond, all 2024 material will carry a “5.5e” tag, while legacy 2014 content will simply remain labeled “5e.” According to the FAQ, the reasoning is simple: Players mixing 2014 and 2024 content were confused about which rules applied. Which, yeah. No kidding. And honestly? If you’ve ever tried building a character using mixed subclasses, spells, and feats… you know that confusion is real. For years this thing – this edition – has had an identity crisis. First it was called One D&D — for some reason – positioned as “the future of D&D.” Then marketing shifted heavily toward “D&D 2024.” And now? We’re back to the old-school edition numbering convention. Wizards of the Coast says using “5e” and “5.5e” makes it quicker and easier to tell what rules you’re using — especially on digital platforms. Which, I agree. I actually got my start into D&D during the 3.5e era, so nothing crazy there for my generation. From a UX standpoint I think this also makes sense, especially as D&D continues to push their online gaming and presence. D&D Beyond has kind of always been a bit of a mess, to be honest. So any naming convention upgrade to simplify is kind of a win in itself. But here’s where it gets interesting… Wizards claims that “5.5e” matches how the community already talks about the game. But, to my surprise, it turns out the data tells a slightly different story. According to Google Keyword Planner data (March 2, 2026) — filtered across the US, Canada, UK, and Australia — here’s how the search terms stack up: “dnd 2024” – 6,600 monthly searches (+50% Year over year growth) “dnd 5.5e” – 1,300 monthly searches (+19% Year over year growth) “dnd 5.5” – 1,000 monthly searches “d&d 5.5e” – 140 monthly searches So while “5.5e” and its variant search options is growing… “D&D 2024” absolutely dominates search volume — almost 2.5x higher, and growing substantially faster, it turns out. Now, that doesn’t mean 5.5e won’t become standard over time. Especially with this “official switch,” it will. But this is an interesting choice since – this admittedly limited data, shows – that people were perhaps by-and-large finally beginning to actually adopt the “D&D 2024” title. So, I don’t think I’ve ever mentioned this on the channel, but my main profession is marketing. One small thing that immediately comes to mind is social media hashtags. You can’t use a period in hashtags. That means: #dnd5.5e – that’s out So is it #dnd55e then (?) #dnd2024, however, totally fine All this to say is that from a modern branding and searchability standpoint, “D&D 2024” is cleaner. It’s more searchable. More social friendly. Maybe a little easier to type. So this decision feels less like a marketing move… and more like a database clarity move. This is about tagging systems. Cataloging. Digital sorting. I think D&D is still having a bit of an identity crisis, basically. And with all this, here’s the bigger philosophical question. If it’s called 5.5e… Does that mean it’s officially a half-edition? Historically, we’ve seen this before. Like I’ve referred to a couple times already, Wizards of the Coast released 3.5e back in 2003 — and that absolutely felt like a mechanical overhaul. But 5.5e? Is... more like a systemic refinement. Core math remains largely intact. Bounded accuracy is still king. Monsters hit differently, classes are tuned, spells adjusted… But I’m not sure I’d say it’s such a huge departure from 5e, like perhaps 3.5e was from 3e. The community sentiment is mixed. Some players are relieved there’s finally more clarity. Others feel like the branding mess could have been avoided entirely, and I certainly agree with that. And then there’s the group that’s been calling it 5.5e for two years going, saying: “I told you so.” Ultimately though? The name doesn’t change the gameplay. By most metrics, the 2024 rules have been widely adopted and actively played. Which means whether you call it: 5.5e 5e 2024 One D&D Or “The Patch Update” The dice still roll the same. This move feels like an administrative correction. Maybe it’s helpful for clarity, but isn’t really what D&D needs to move forward right now after all of the mixed feelings people have had about D&D, Wizards, and Hasbro. Wizards of the Coast is aligning the digital ecosystem with how people track rules versions internally. Will 5.5e stick? Probably. Will people still Google “D&D 2024” for years to come? Absolutely. You know they will. But at the end of the day… A game by any other name still crits on a 20. So, what are you calling 5.5e at your table? Thanks for watching today! If you want more weekly D&D news, rule updates, and community deep dives — make sure you like, subscribe, and ring the bell. Otherwise, I’ll see you next session.
D&D book cover: adventurers face a huge monster with a snowy-white head. Emerald and blue hues create a forest scene.
By Jacob Tegtman March 1, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=BvU0p3UMOiU Transcription What if I told you there’s a brand-new D&D book…  where your party is supposed to die? Not “might.” Not “if you roll badly.” But guaranteed total party annihilation. And now it’s officially on D&D Beyond . Today we’re diving into Faster, Purple Worm! Everybody Dies, Vol. 1 — the adventure anthology where death isn’t a failure… it’s the feature. Let’s talk about what’s inside, what’s new, and whether this is actually one of the best low-level chaos tools of 2026. It’s been a minute guys, but welcome back to Eternity TTRPG, your go-to source for all things Dungeons & Dragons — from rule shakeups to purple worm-sized chaos. Last summer, third-party RPG publisher Beadle & Grimm’s released something… deeply unhinged. A 138-page anthology. 15 one-shot adventures. All for level 1 characters. All playable in 1–2 hours. And every single one ends in a Total Party Kill. Not “balanced.” Not “scalable.” Not “talk it out with the villain.” Just. Dead. The book ties directly into the actual play series Faster, Purple Worm! Kill! Kill! , which features celebrity players like Deborah Ann Woll , Seth Green , Anjali Bhimani , and co-founder Matthew Lillard . The whole concept? Lean into the absurdity of low-level adventurers making catastrophically bad decisions… and go full cinematic disaster mode. And honestly? That’s kind of genius. Because most tables never actually experience a true TPK. And this book says, “Cool. Let’s make that the entire point.” So what’s new now that it’s on D&D Beyond ? Mechanically? Same 15 adventures. But digitally? It’s juiced up. You get: 11 Quickplay Maps integrated into the Maps VTT 25 monster stat blocks (9 brand-new creatures + 16 variants) 17 new magic items ready to drop into character sheets 8 shareable handouts That’s actually pretty solid integration. And here’s the real surprise… The price. On D&D Beyond? $19.99. Compare that to: $45 for print $25 for PDF $50 for bundle That’s… unusually reasonable. For D&D... to be honest. Which is not something we say often about digital toolsets. Content-wise, it also leans into classic D&D chaos — including trips to Strahd von Zarovich in Barovia , and even tangling with the beholder crime lord Xanathar . Level 1 characters. Against that. You already know how that ends. If you’re newer to the scene, Beadle & Grimm is known for their ultra-premium boxed editions of official 5E books. We’re talking: Physical handouts In-world props Encounter cards Massive maps High-end collector-tier stuff. Founded in 2018 by Matthew Lillard and partners, they built a reputation on premium experiences. But this anthology? This is original content. Not just luxury packaging. And that’s interesting. Because it signals something bigger: Third-party publishers integrating more directly into official digital ecosystems. That’s a big deal. Here’s why this isn’t just a novelty book. It’s low-commitment D&D. Perfect for new players. It reframes failure as entertainment. Which is actually very healthy for the hobby. We can all take a solid step away from min-maxing, and pretending like we all need to be “good” at our favorite hobby, which to me is often besides the point of “having fun.” Three - It gives DMs a safe sandbox for chaos. Ever wanted to: Drop a meteor? Let the villain monologue uninterrupted? Run a trap that is wildly unfair? Now you can. Because the players know. They signed the waiver. And weirdly? That kind of expectation-setting creates some of the most memorable tables. This also feels very aligned with modern D&D culture — faster, punchier, content-friendly sessions. And for $20 digital? This might quietly become one of the best pickup party-night modules out there. We’ve seen serious campaigns. And they’re awesome. We’ve seen grimdark epics. And they’re also awesome. But this? This is D&D saying: “What if we just lean into the madness?” And honestly… I love it. Would you run a guaranteed TPK night at your table? Or is that sacrilege? Let me know in the comments. If you enjoy weekly D&D news, breakdowns, and community chaos — hit like, subscribe, and ring the bell. And tell me: What’s the wildest TPK you’ve ever experienced? That’s it for today! Until next time all, I’ll see you next session.
Mythical winged beast with horns stands amid fire, titled
By Jacob Tegtman February 3, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=Uajygh5mWSM Transcription “I once knew the kiss of the sun… Now, all that remains is annihilation.” This is how Crooked Moon ends. Not with a dungeon crawl. Not with a mystery. But with a reckoning—between a fallen god, a broken man, and the land they’re both about to destroy. Hey everyone, welcome back to Eternity TTRPG. If you’re new here, I break down tabletop RPGs and the great stories they tell—what they’re actually about, why they work at the table, and whether they’re worth your time. Today, we’re looking at one of my favorite campaign books of all time – and jumping right in to one of the best parts, which is the final chapter of Crooked Moon —the climactic conclusion everything in this campaign has been building toward. Jumping right in: the Wytchwood bends beneath the will of Kehlenn, the Crooked Queen —once the Green Queen, an archfey goddess of rebirth. Long ago, she ruled a world without people. A brutal, cyclical wilderness where life was short, terrifying… and natural. Then Phillip Druskenvald arrived. Somehow empowered, somehow victorious, he shattered her, buried her bones beneath a crooked oak, and reshaped the land into something civilized. Cities rose. People multiplied. And Kehlenn, broken, but somehow still alive, or conscious – remembered every second of it. Centuries of hatred twisted her into something new—not a goddess of renewal, but of vengeance. Her plan has been unfolding slowly, patiently, sacrifice by sacrifice… until now. Because Phillip has finally broken. Phillip Druskenvald was once the most powerful being in the land. Now he’s a grieving man who has lost everything. After the massacre at Rowan’s Rise earlier in the campaign book—and the death of Adela, the love of his life—Phillip retreats to the Green Queen Inn. There, surrounded by the stench of burned flesh and desperation, he turns to forbidden magic. The Old Ways. Resurrection. It fails. And in that failure, Kehlenn finally reaches him. She promises what no one else can: Adela’s soul. Redemption. A chance to undo his sins. So Phillip walks into the Wytchwood like a sacrifice that doesn’t yet know he’s already dead. This is where the players come in. They follow. The Wytchwood isn’t just a forest—it’s ancient, hostile, and alive. And it isn’t empty. Stalking the trees is The Horned King : a three-eyed, whispering embodiment of sin. A creature born from Phillip’s own soul, shaped by Kehlenn to be her consort and executioner. He doesn’t attack, but he tempts. He speaks to characters about their desires. Their doubts. Their secrets. He promises comfort. Power. Relief. This chapter isn’t just about fighting evil—it’s about confronting what your characters want most… and whether they’ll pay the price to get that desire. The whole Wytchwood is like this for the players – numerous challenging encounters, interwoven with direct and indirect influence from the shadowy horned king. Through it all, and finally, at the heart of the forest stands the Crooked Tree . Beneath it, in a root-choked barrow, Phillip kneels—bound, broken, and waiting. Kehlenn doesn’t hide anymore. She tells her story plainly. She was robbed. Forgotten. Replaced. And now, she will unmake everything Phillip built. Civilization. Memory. And identity itself. Phillip’s death, for her, will not be just vengeance—but it’s actually the final ingredient. The roots tighten. Phillip’s last word is a whisper. “Please… Adela.” And then he’s torn upward—into the tree. At this point, The true Horned King is born, with Phillip’s body and soul being the final missing piece. No longer a shadow, but a colossal, winged, horned monstrosity—part goat, part dragon, part man. Kehlenn watches from the bark of the Crooked Tree itself as the final battle begins. This is the end of Crooked Moon as a campaign. Players get to experience an amazing multi-phase fight. There’s ritual circle burning beneath a grinning moon. And, of course, a god screaming encouragement as her consort tries to tear the world apart. And when the Horned King finally falls—when his massive body collapses into blood, bone, and a single goat skull—it still isn’t over. Kehlenn still clings to the land. Sensing this, from the remains of the Horned King, a goat’s skull lies in the burning ritual circle, before the tree —cracked, it whispers to the characters, speaking with Phillip Druskenvald’s voice. Phillip, his soul barely intact, understands that killing the Horned King wasn’t enough. In reality, Kehlenn’s bond to the land still remains. Phillip’s soul, which helped fuel both the Horned King and Kehlenn’s ritual, is no longer fully consumed . So, what’s left of Phillip lingers in the goat skull as a final, conscious remnant. And in that moment, Phillip realizes that Kehlenn can only be severed from the land through sacrifice , not violence. So, the skull speaks, guiding the players toward the only remaining solution. The sacrifice to unbind Kehlenn requires that each character give something up—something meaningful. Fail, and the ritual completes. The Horned King returns. And most importantly, the world ends crooked: it continues, but in a more or less permanently corrupted state where the living are doomed to short, terrifying lives, but in an endless cycle. Succeed, however, and the Crooked Tree burns. If this happens, Kehlenn is bound to the moon she worshipped. Phillip and Adela fade together at last, their story finally at rest. Druskenvald survives. It carries the scars of what happened, and it will never be the same. And this is why Crooked Moon lands so powerfully. The finale is built on tragedy, temptation, and consequence, with an ending shaped by sacrifice rather than spectacle. What matters most is what the players are willing to give up to save the world – not just their combat stats. If you’re looking for a campaign that builds steadily toward a meaningful conclusion—one that rewards emotional investment and delivers a true sense of finality—this is the ending waiting for you in Crooked Moon. No matter how much time I spend in the Crooked Moon campaign setting, I continue to be ever more impressed. If you pick it up for yourself, I’d love to hear what experiences you have with your games! Lastly, to wrap up today’s video, I have a host of other Crooked Moon videos you may want to check out, that give greater context to this awesome campaign conclusion: race deep-dives, other adventures in the book, monstrous playable characters, the bestiary of boss monsters – and so much more. So, be sure to check out those videos if they interest you! Otherwise, thanks for watching, and I’ll see you in the next one.
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