Welcome to DimgaardEmail address:
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First, thanks to all the patreon patrons, and kickstarter backers that have made Dimgaard a huge success.
To the left are links to the current Dimgaard offerings.
In January, 2015, Dimgaard released the first independent adventure for D&D © 5th edition: DG1 Secrets in the Dark (see below). Hundreds of adventures and supplements later, Dimgaard is helping to continue the adventure with monthly releases via kickstarter and patreon. After the releases, all that content will make its way here (including the hundreds of titles previously published), so check back often to see what's been added.
As always, if you have suggestions or comments, we would love to hear from you at: email@example.com.
Dimgaard predates 5th edition. It was originally developed in the mid-90s. Over time, philosophy about adventure development has congealed into these six principles. (Each of these points is expanded on below.)
We have decided to host our own content moving forward. There are a variety of reasons, but the salient point is, we will be migrating all the Dimgaard titles here over the coming weeks. (And updating them!!!)
Here are the lead ins for the current two campaigns. We hope you enjoy them.
Here is that first adventure that started it all:
You can join the patreon.
Volume XXIV is live on Vol. XXV on Kickstarter.
And of course Dimgaard is on reddit.
There's a login on the menu, but here's a link to make things just a little easier.
A Strong StoryBack
Certainly "A strong story" is ripe for interpretation, so the Dimgaard principles have refined this further.
Adherence to RAWBack
Many - even experienced producers - feel no compunction at shedding the RAW. For example, 5th edition guidelines are quite clear about the requirements of the Adventuring Day, however not a single module from the (very popular) Adventurer's League's first two seasons properly implemented the Adventuring Day. Even recently the highly touted Lost Tales of Myth Drannor glaringly polymorphs medusas into iron golems
Why are the RAW important? If one is presenting a home game to familiar players, frankly they are not. However, for an adventure that will be played by diverse groups, the RAW become quite important. When a module (like Lost Tales of Myth Drannor) presents such a glaring rules violation, it leaves the DM in a terrible position - present a flawed module, or rewrite the module to adhere to the rules. There is no good choice.
Dimgaard titles avoid this by carefully ensuring that RAW are implemented.
Largest Set of Player OptionsBack
There are a large number of options available to players (inlcuding DMs). In addition to the officially released WotC books, there are third party sources including many online options. Dimgaard is flexible enough to allow the DM to bring in as much additional content as desired.
Challenge the PCsBack
An epic story implies the real possibility the heroes will fail. If there is no challenge there is no drama.
This can be difficult for DMs in 5th edition, and is a huge advantage for Dimgaard DMs. However, at the end of a DM adventure, players will be thoroughly challenged, and failure is a definitely a real possibility.
Low DM Prep TimeBack
This needs little explanation. Running a Dimgaard session requires only about fifteen minutes of preparation by the DM. This is a stark contrast to most prepared modules - for example, a typical Adventurers' League module will typically require as much time to prepare as it does to present.
Of all the Dimgaard principles, this is the most fluid. For example, many DMs prefer extensive read-aloud-text (RAT). For these it is a huge benefit to have the producer thoroughly set up the action with a great deal of detail. Others have the opinion that RAT is an obstacle to role-playing; these prefer only as much RAT as necessary to establish the elements of the scene, and then want to get character or jump to initiative. Striking a balance is a tricky endeavor.