Spelljammer’s errata says that every player should start with a Feat. With that becoming the new norm in 5e D&D you shouldn’t limit yourself to the three suggested Feats.
Getting rid of Traits, Ideals, Bonds and Flaws is a mistake that reduces story opportunities rather than expand story. There is another way.
Add lair actions to a PC group defending their homebase
The smogpunk Land of Kon counts a little differently than the rest of the World of the Everflow.
Tracking plot points in order to award experience for non-combat events that move the story of Uprising and Rebellion forward.
5e D&D rogues need some bludgeoning options to expand the stories we tell via our games. Here are two that help with that.
With the upcoming boom in Dungeons and Dragons players you should structure you campaign to welcome them.
All that you need to know about the campaign Gendarmes of Sheljar
What nearly every person would know about the Land of the Six Kingdoms. This campaign two-sheet supplements the mechanical rules from a one-sheet.
Reblogging this because josechurape summed up my feelings about the hottest show on Amazon Prime — Critical Role’s The Legend of Vox Machina