A Sense of Direction

More play of Elden Ring has led to more thinking about how it handles quests. Elden Ring is not filled with quests in the same way that games like Skyrim,The Witcher 3 or Baldur’s Gate are filled with quests. You can explore lots of locations, but mostly, you don’t have a reason to go into them except “because they’re there”. But Elden Ring does have … Continue reading A Sense of Direction

The Elden Ring Sandbox

One of my hobbies over the last year and a bit has been computer games. Yes, I know – I’m a computer programmer, don’t I play computer games? Well, yes, I do, but during the covid lockdowns I started playing games more intently. The game that really got me into playing Open World games was Cyberpunk 2077. I have over 700 hours on that game … Continue reading The Elden Ring Sandbox

Buying Magic Items – Revisiting Xanathar’s

I am quite fond of the downtime activities in Xanathar’s Guide to Everything, and I have used them extensively in my Monday night campaign (the Weekend Adventurers game). However, there are a few points where I have found them lacking. In particular, the way that you purchase magic items. I never allow the players to select an item and just buy it. It’s always a … Continue reading Buying Magic Items – Revisiting Xanathar’s

AD&D Adventure Review: Quest for the Heartstone

Quest for the Heartstone, with an identification code of XL1, was published by TSR in 1984. It is an oddity – the only adventure written to support a couple of action figures. The action figures in question? Warduke and Strongheart (and some of their friends). Although I was active in the game around this time – and bought the adventure a few years later – … Continue reading AD&D Adventure Review: Quest for the Heartstone

Expanding Crime (Downtime Activity)

One of my players – a bard – asked if he could extort shop owners during his downtime. The rogue is already stealing from them, so why not extortion and blackmail? The “Crime” downtime activity – as given in Xanathar’s Guide to Everything – requires three checks with random DCs. It basically represents a burglary. For Blackmail, those checks don’t make sense. So, let’s uses … Continue reading Expanding Crime (Downtime Activity)

A Little Quest – Notes on Improvisation

My Monday night Greyhawk campaign is currently using a format that we’ve dubbed “Weekend Adventurers”. That is to say: each session is what happens on the weekend. The party then go back to their regular jobs for the rest of the week. That is, they have a week of downtime between each session, which they might spend working or pursuing other activities. The rogue of … Continue reading A Little Quest – Notes on Improvisation

Bad Design: The AD&D Monk

In my last essay, I discussed the relationship between hit points, armour class and the survivability of the character. It occurred to me that in Dungeons & Dragons 5E, Armour Classes exist in a fairly narrow range and are achieved by two primary methods. Either by having a good Dexterity and wearing light armour or by wearing heavy armour and caring not about Dexterity. A … Continue reading Bad Design: The AD&D Monk

The Tension between Armour Class and Hit Points

Players looking at the original form of Dungeons & Dragons may be surprised to discover how little Plate Armour costs. You could get the best non-magical Armour Class as a starting character. I find this interesting. In the beginning, a level 1 character had 1d6 hit points. If a monster hit you, you would take 1d6 damage. When you reached 0 hit points, you died. … Continue reading The Tension between Armour Class and Hit Points

Actions, Rewards, and Consequences

I delight in running all levels of Dungeons & Dragons. You can always throw exciting challenges at the party, and they can always surprise you with their solutions. I find nothing better than setting a challenge without knowing how to overcome it and watching the players invent something in front of my eyes. As the DM, you are the interpreter of the adventure environment. Use … Continue reading Actions, Rewards, and Consequences

Rules and Rulings

Tabletop Roleplaying Games (TTRPG) exist in a unusual place. To quote Gary Gygax, “Unlike Chess… the rules are not cut and dried.” (AD&D Players Handbook, 1978). That is to say, Dungeons & Dragons and its ilk rely on a base set of rules and then on the referee’s judgment to fill in the gaps (or even interpret the rules). So, to define things, a “rule” … Continue reading Rules and Rulings