Skills in Challenges

One of the detractions you occasionally hear lobbied against Dungeons & Dragons is that it doesn’t handle skills well. This is particularly in relation to social challenges, but I’ve seen it in other contexts. The more nuanced version of the complaint is that D&D is too binary: that its skills are purely pass/fail. It does not handle partial successes. These, much though I hate to … Continue reading Skills in Challenges

Thinking about Wilderness Travel

Running an interesting wilderness travel session is hard. Part of that is because there are different reasons for that session. Do you just want to get from point A to B to continue the story? Or is there something in the wilderness you need to find? One of the odder random wilderness encounters in a published adventure was a multi-room monster lair. The problem? It … Continue reading Thinking about Wilderness Travel

Economy is Hard: Soul Coins

Making a good economy in any RPG is a challenging affair. Many players have noticed how the current edition of Dungeons & Dragons has trouble providing things for characters to spend gold on. So, what happens when you invent a new currency for an adventure that the players can spend on stuff? Well, what’s most likely to happen is that the designers don’t think through … Continue reading Economy is Hard: Soul Coins

Keep Your Non-Player Characters Around

Here’s my advice to anyone wanting the players to really bond with the other non-player characters (NPCs) in the setting. Keep them around. Keep them interacting with the heroes. But pay attention to which NPCs the players enjoy interacting with. Those are the ones you want to keep. The other side of it: You need to enjoy running the NPC! It’s no good doing something … Continue reading Keep Your Non-Player Characters Around

I hate “Just handwave it”

The game of Dungeons & Dragons runs on rules. Something I expect the designers of the game to do is respect those rules. In this case, from Phandelver and Below: The Shattered Obelisk, they did not. In the original version of this room in The Lost Mine of Phandelver, there are two bandits. The revision, which keeps adding monsters to make it a more challenging … Continue reading I hate “Just handwave it”

The Perils of Flying and Adventure Design

If you’re writing a D&D adventure, one of the things you’re probably not thinking about is “Are the characters using flying in this adventure”. Unless you’re doing an adventure for your home group, and you know they will be. Most of the times when you buy a published adventure, it also doesn’t consider “do the characters fly?” What effect does that have on the adventure? … Continue reading The Perils of Flying and Adventure Design

Adventures, Designer Assumptions, and GM Capabilities

Wizards of the Coast have put out several big campaign adventures for D&D. And many of them left some DMs wondering “How the eff do I run that?” It’s important to note that this feeling is not confined to their products. It’s true of every adventure publisher, but people are most likely to have seen those big campaign adventures for D&D. I believe that some … Continue reading Adventures, Designer Assumptions, and GM Capabilities

Dungeon 23: Area 1 – Entrance Chamber

Area 1. Entrance Chamber (30 ft. square) Stone steps lead down from the ruins above to this chamber. An iron door, scratched and dented, stands in the middle of the opposite wall. The floor is likewise scratched and scored, and dried blood covers a lot of it. In the corners of the room, broken crossbow bolts and bits of metal rust away. The gnomes and … Continue reading Dungeon 23: Area 1 – Entrance Chamber

Uncovering the Campaign’s Big Bad

I rarely run Dungeons & Dragons campaigns where I know in advance who the Big Bad of the campaign is. Well, that’s not true – I do know when I run published adventures. However, for my homebrew campaigns, it is something that I work out as the game progresses. This is not the only way to do it. I know many of my friends know … Continue reading Uncovering the Campaign’s Big Bad

Two Wandering Monster tables

For our play of the Castle Greyhawk campaign, I’ve been developing my own Wandering Monster tables. For the most part, these are aimed at providing danger – thus foes – for the players. Especially when – on the Labyrinth level – this was the main thing that would challenge the party. Let me say: Using only wandering monsters? Not good. You want areas of interest … Continue reading Two Wandering Monster tables