A Sense of History

I have been spending a lot of time listening to podcasts and reading books on history over the past couple of years. The history of revolutions. The history of Rome. The history of the late medieval period in Europe and the transition to the modern world. The study of the Late Middle Ages is of particular interest to me because of Dungeons & Dragons and … Continue reading A Sense of History

First-level Dungeons & Dragons Adventures

I love running low-level adventures for Dungeons & Dragons. The early levels of the game can provide memorable experiences. However, there are things I dislike seeing in adventure designs for that level of play. I do not enjoy it when first level is one incredibly dangerous combat and that’s it. I am also not particularly fond of party fighting a lone boss monster at level … Continue reading First-level Dungeons & Dragons Adventures

More on High-Level Play in Dungeons & Dragons

My basic strategies for high-level play are as follows: Make the action feel significant Let the characters feel powerful Pump numbers (AC, damage, to hit bonus) if they’re not sufficient. Keep challenges different Make the action feel significant The basis for the closing stages of my Greyhawk campaign is this: A war has started between Ket and Veluna. Due to escalating events, the gods themselves … Continue reading More on High-Level Play in Dungeons & Dragons

Short Quests and the Living Campaign

In my Greyhawk campaigns, I have a tavern the characters use as a base. (It’s the Green Leaf Tavern in my new game). And these taverns have notice boards that list a few potential quests for adventurers. And I add to that a few rumours the characters hear. I should emphasise that this is for a more sandbox-based campaign, where I rely on player input … Continue reading Short Quests and the Living Campaign

Thoughts on Adventure Structure and Railroading

In the beginning, there were no published adventures. And then there were. The initial offerings tended to be in the terms of “Here’s a location. Here are its inhabitants. You figure out what to do with this product.” And then things changed. Adventures were designed more with goals in mind – the players were in them for a reason! And more structure formed around them. … Continue reading Thoughts on Adventure Structure and Railroading

Two High-Level Encounters

My Greyhawk game has reached the City of the Gods. And they met some blue “goblins”. After sneaking around in the previous session, it was time for a fight! So, the session began. And the “goblin” leader opened his mouth and said, slowly, “Do you understand me?” Yes. Not goblins, but in fact explorers from an advanced technological plane! Which led to a hilarious conversation. … Continue reading Two High-Level Encounters

Running Curse of Strahd: Endings

After about seven months of weekly play, typically with 3-hour sessions, my Wednesday group finished Curse of Strahd last night. They found the last of the artefacts at the end of the previous session, and – having already found Strahd – they began the session by confronting him in his lair. Two rounds and one action later, he was dead. It turns out that a … Continue reading Running Curse of Strahd: Endings

Adventures in Greyhawk – A City of Gods

My World of Greyhawk campaign has now reached the quest for the fifth segment of the Rod of Seven Parts. The characters recovered the fourth from the lost treasure vault of the Great Kingdom. For the fifth part, I decided to set it in the most northern City of the Gods, which lay somewhere within the land known as Blackmoor. For those unaware of the … Continue reading Adventures in Greyhawk – A City of Gods

The Town outside the Dungeon

In the early writings about running Dungeons & Dragons, Gary Gygax and others suggested you create a base for the characters (the town) and a nearby dungeon (the dungeon) wherein the monsters guarded the treasure. Over the years, I have done a lot of play based on that idea. And it is rare I detail the town to any great extent. This the thing about … Continue reading The Town outside the Dungeon

5E Adventure Review: Adventures from the Potbellied Kobold (part 1)

Adventures from the Potbellied Kobold is a collection of 15 adventures for 5E, designed by people who have done a lot of work in the industry. Clocking in at 172 pages, it presents adventures from level 2 to 9. Usefully, each adventure has a suggested run-time. The shortest is 60 minutes, the longest 4 hours, with most sitting at about 2 hours about right for … Continue reading 5E Adventure Review: Adventures from the Potbellied Kobold (part 1)