SotDL Adventure Review: He Sees You When You’re Sleeping

Shadow of the Demon Lord (SotDL) is a brilliant game, which has seen a lot of love around my table. Take a ruleset that has elements of D&D, throw in inspired mechanics to aid the playing of mini-campaigns and add a fallen world, and you’ve got something that is tremendously fun. And more than a little creepy. Jerry LaNeave’s adventure He Sees You When You’re … Continue reading SotDL Adventure Review: He Sees You When You’re Sleeping

An Encounter in the Savage Jungle

The latest adventure compilation by Jeff C. Stevens, Encounters in the Savage Jungles, is now available on the DMs Guild. It’s a collection of short adventures and encounters to use in any jungle-based campaign, such as Tomb of Annihilation. It’s not D&D Adventurers League legal, but that shouldn’t bother most of you. It’s also a product I can’t review. Why? Because I contributed to the … Continue reading An Encounter in the Savage Jungle

Examining a Subclass: Path of the Courageous Heart

I’m fascinated by the new subclasses in Xanathar’s Lost Notes to Everything Else. In fact, most new class designs fascinate me, although actually evaluating them? It’s hard. You need to playtest them. As it happens, the element of D&D that will see more play than anything else after the basic systems are the character classes. An individual spell that goes wrong can be easily excluded. … Continue reading Examining a Subclass: Path of the Courageous Heart

Xanathar’s Lost Notes to Everything Else – A First Look at the Subclasses

One of the interesting innovations of the DMs Guild and Wizards of the Coast this year has been to elevate the work of a group of skilled designers. Titled the “Guild Adepts”, these designers have had early access to upcoming D&D products, and have crafted supplementary products. The latest of these releases is Xanathar’s Lost Notes to Everything Else, an 87-page pdf that covers a … Continue reading Xanathar’s Lost Notes to Everything Else – A First Look at the Subclasses

The Joy and Frustrations of Investigations

I’m currently writing a Convention-Created-Content adventure for premiere next year. It also happens to be an investigation. Yes, two things I’d never thought I’d do. Investigations are tremendously popular as D&D Adventurers League scenarios, but they’re very different to the D&D scenarios I grew up with. Those scenarios involved some wilderness travel and a lot of fighting monsters in a dungeon, perhaps with some interesting … Continue reading The Joy and Frustrations of Investigations

Decisions and Consequences

Why do you put a puzzle in a game of Dungeons & Dragons? The answer: To challenge the players. I feel it is a great mistake to believe that it’s there to challenge the characters. They’re imaginary. They’re not playing the game. It’s the players sitting around the table with you who the puzzle is for. And, if your players don’t like puzzles, it’ll be … Continue reading Decisions and Consequences

Examining Phandelver: Side Quests

One of the excellent aspects of Lost Mine of Phandelver is that it includes a number of side-quests. These are quests which don’t advance the main storyline that you can get from NPCs you meet. Side quests allow a Dungeon Master to present a view of ongoing life in the world. Necromancers investigate buried ruins (and cause problems with wandering zombies), orcs strike from a … Continue reading Examining Phandelver: Side Quests

Player Choices: Into the Land of Iuz

In the World of Greyhawk, there’s a kingdom ruled by an evil demigod. The kingdom and the demigod have the same name: Iuz. In the past 20 years, I’ve run a lot of campaigns set in Greyhawk, and we’ve often flirted with the idea of dealing with the threat of Iuz. His priests and orcs have popped up every so often, but they’ve never been … Continue reading Player Choices: Into the Land of Iuz

Hit Points Through the Editions, part 2

One aspect I didn’t touch on in my first article about hit points was the rate of natural healing. For those of you who began with the current edition, it didn’t work the same way. It was slower. In Original Dungeons & Dragons the rate of healing was one hit point per day, except for the first day when no hit points were restored. This … Continue reading Hit Points Through the Editions, part 2

Hit Points Through the Editions, part 1

In the beginning, there was Chainmail. And, in Chainmail, characters were either alive or dead. A single hit was enough to kill most characters. However, this was a miniature game, and a single player controlled many characters. Well, figures or models. The more powerful characters, such as the Hero or the Superhero required several simultaneous hits to kill. A Hero required four regular men to … Continue reading Hit Points Through the Editions, part 1