The Joy of Wandering Monsters

I am very fond of wandering monsters. This is partly due to me still running large dungeon complexes, but I also use them in wilderness adventures to break up the play and provide moments of unscripted action. The original version of wandering monsters in the dungeon was a check every 10 minutes, with a 1 on a 1d6 roll indicating monsters encountered by the party. … Continue reading The Joy of Wandering Monsters

The Game of Attrition

Dungeons & Dragons is a resource-based game. For most of its editions, you have a limited amount of resources, with hit points and spells being the main two resources you deplete. However, if you look at its original presentation and then compare it to the current version, there are a few rather significant changes to how things are handled. Particularly concerning access to healing – … Continue reading The Game of Attrition

How many Monsters in an Encounter?

One of the bits of advice I give new DMs is this: Have more than one foe in a fight. The trouble with solo monsters is that they’re often underwhelming or, alternatively, far too powerful. This can derive from their ability to focus fire on one hero. In a fight against four goblins, it is very difficult for those goblins to all attack the same … Continue reading How many Monsters in an Encounter?

Weekend Adventurers – September 5th 2022

The basis for this week’s session was the short adventure The Chieftain’s Barrow, available on the DMs Guild, plus wilderness random encounters from Lost in the Wilderness (no longer available). The party heard rumours of undead troubling a village in the Cairn Hills, so set out to investigate it. On the first day of travel, they came across a small house near a pond, where … Continue reading Weekend Adventurers – September 5th 2022

The New Dungeons & Dragons Playtest

As I write this, it is the 19th of August, 2022, and I’ve just become aware of the new Playtest for Dungeons & Dragons. While Wizards are code-naming it “D&D One”, let’s call it what it is – Dungeons & Dragons 6th edition. While they say it will be backwards compatible with the current edition (5th edition), I’m betting that it’ll be about as compatible … Continue reading The New Dungeons & Dragons Playtest

Monster Choice in First Level Adventures

I have a few problems with the humanoid monsters often suggested for first-level Dungeons & Dragons adventures. Quite frankly, a lot of them are just too scary for first-level adventurers to face. Over the years, I’ve developed a few points about what sorts of monsters I want first-level characters to face. They possess these traits: The monster is easy to hit, The monster has trouble … Continue reading Monster Choice in First Level Adventures

Deadliness, Options, and Risk

How deadly is your Dungeons & Dragons game? Do players go into each combat wondering if their character will survive? Do they avoid combat? Or do they rush in, knowing their chance of losing their character is very low? People enjoy different things. And, even in the early days of the game, there were varying desires for how deadly it should be. Consider that hit … Continue reading Deadliness, Options, and Risk

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