Expanding Crime (Downtime Activity)

One of my players – a bard – asked if he could extort shop owners during his downtime. The rogue is already stealing from them, so why not extortion and blackmail? The “Crime” downtime activity – as given in Xanathar’s Guide to Everything – requires three checks with random DCs. It basically represents a burglary. For Blackmail, those checks don’t make sense. So, let’s uses … Continue reading Expanding Crime (Downtime Activity)

Bad Design: The AD&D Monk

In my last essay, I discussed the relationship between hit points, armour class and the survivability of the character. It occurred to me that in Dungeons & Dragons 5E, Armour Classes exist in a fairly narrow range and are achieved by two primary methods. Either by having a good Dexterity and wearing light armour or by wearing heavy armour and caring not about Dexterity. A … Continue reading Bad Design: The AD&D Monk

The Tension between Armour Class and Hit Points

Players looking at the original form of Dungeons & Dragons may be surprised to discover how little Plate Armour costs. You could get the best non-magical Armour Class as a starting character. I find this interesting. In the beginning, a level 1 character had 1d6 hit points. If a monster hit you, you would take 1d6 damage. When you reached 0 hit points, you died. … Continue reading The Tension between Armour Class and Hit Points

Actions, Rewards, and Consequences

I delight in running all levels of Dungeons & Dragons. You can always throw exciting challenges at the party, and they can always surprise you with their solutions. I find nothing better than setting a challenge without knowing how to overcome it and watching the players invent something in front of my eyes. As the DM, you are the interpreter of the adventure environment. Use … Continue reading Actions, Rewards, and Consequences

Rules and Rulings

Tabletop Roleplaying Games (TTRPG) exist in a unusual place. To quote Gary Gygax, “Unlike Chess… the rules are not cut and dried.” (AD&D Players Handbook, 1978). That is to say, Dungeons & Dragons and its ilk rely on a base set of rules and then on the referee’s judgment to fill in the gaps (or even interpret the rules). So, to define things, a “rule” … Continue reading Rules and Rulings

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

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

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

Steading of the Hill Giant Chief as an Adventure Environment

Steading of the Hill Giant Chief, one of the first “adventure modules” produced for Dungeons & Dragons, has many things that fascinate me. One of those elements is how it is presented: not as a scripted piece of action, but as an environment to explore and interact with. This is the format of many of the early adventures, which make few assumptions about the actions … Continue reading Steading of the Hill Giant Chief as an Adventure Environment