D&D Adventures – What I’m waiting for

At present I have two D&D groups. One is halfway through Savage Tide, the other is moving towards the conclusion of my homebrewed County of Ulek campaign. Most of us are very interested in 4th edition. One “advantage” that I have is that the groups meet every fortnight. Why is this an advantage? Well, if I use published adventures, it gives them a chance to … Continue reading D&D Adventures – What I’m waiting for

Dungeon Design: Tailored to Distraction

In my last article, I discussed how adventuring in a “megadungeon” allows the players to choose their own difficulty level. It’s a very useful style for new DMs and players to use in their initial play of D&D. To a large extent, the megadungeon provides the training wheels of D&D, an environment that allows the players and DM to come to grip with the rules … Continue reading Dungeon Design: Tailored to Distraction

D&D: Understanding the Megadungeon

If you want to go back to the purest form of D&D, the form in which it was developed, you need to understand the megadungeon environment and its implications for the game. The design of D&D using the megadungeon made a few assumptions that may be incorrect for the modern game, but the legacy issues are important to know about. Of course, I am speculating … Continue reading D&D: Understanding the Megadungeon

Balancing Encounter types in D&D

One of the key design precepts of 3e was that roleplaying penalties should not balanced mechanical advantages. I still subscribe to that precept. I’d like to offer something else that I think should be adhered to in 4e design. Discuss as you like: * Characters need to be balanced in combat activities. That is, during a combat they should always have “fun” things to do … Continue reading Balancing Encounter types in D&D

Islands in the Wilderness

Rich Baker’s latest article, Points of Light, describes a form of the D&D campaign world that really hit the spot for me. It’s also apparently the default D&D world in 4e. Some may see this as the “Wild West” version of a D&D setting; or alternatively a “Dark Ages” mediaeval setting. Either way, it connects with me. Partly because it also evokes one of my … Continue reading Islands in the Wilderness

Improvisation, Interesting Encounters and Roleplaying

I wrote this as a reply to Mike Mearls’ blog, but it’s worth standing on its own. I learnt the art of improvisation when I ran my Amber Diceless RPG campaign back about 15 years ago. You pretty much had to do it. Of course, when improvisation failed, there were some pretty awful sessions. 🙂 Making situations interesting is great. The more players have to … Continue reading Improvisation, Interesting Encounters and Roleplaying

I really hate 5 foot wide corridors

I posted about this on EN World earlier today – I really, really hate 5′ wide corridors. Last session of Savage Tide was ruined by their overusage, as I think Craig, Rich and Bradford can attest. An entire dungeon of 5 ft corridors is not fun. It is especially not fun when you have a party of 6 PCs (not unknown in the D&D world). … Continue reading I really hate 5 foot wide corridors