Pathfinder 2 Impressions: Ruins of Gauntlight

In recent weeks, I have been running my players through the Ruins of Gauntlight, the first of three adventures in the Abomination Vaults adventure path. Yes, I’ve been running Pathfinder 2nd edition. (My ongoing D&D 5E World of Greyhawk campaign also continues). The Abomination Vaults is of special interest to D&D players, as Paizo intend to release a version for 5E at some point. As … Continue reading Pathfinder 2 Impressions: Ruins of Gauntlight

AD&D Review: Dragons of Mystery

Dragons of Mystery (DL5) describes itself as an Official Game Accessory. It is one of the most unusual releases from TSR: a 32-page sourcebook for the Dragonlance series of adventures. It is also a product I love dearly, flawed though it is. The Dragonlance series was TSR’s first attempt to tell a major narrative adventure path. At the time of the release of Dragons of … Continue reading AD&D Review: Dragons of Mystery

Updating Adventure Lists

For the first time in a while (almost two years), I’ve been updating my list of D&D 5E adventures – https://merricb.com/dungeons-dragons-5e-adventures-by-level/ It’s always an interesting endeavour. Many of the DMs Guild entries tagged as “Adventure” don’t make this list. Mainly because (a) they’re for Roll20/Fantasy Grounds and they have a separate PDF entry or (b) they’re part of a bundle. (In which case, they should … Continue reading Updating Adventure Lists

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

Pathfinder 2 Condition Chaos

Dungeons & Dragons 5E reduced the number of conditions in the game significantly. Pathfinder 2 did not. What this allows the game to do is more varied in the effects that spells, attacks, poisons, curses, diseases, potions, and other phenomena have. However, it also puts on a fairly hefty burden on players and GM to keep track of everything. Honestly, I’m not sure how easy … Continue reading Pathfinder 2 Condition Chaos

What makes a new edition of Dungeons & Dragons?

Dungeons & Dragons has some of the weirdest, most inconsistent approaches to how it defines its new editions. There are very few games that have changed that much over the years, but the number of changes aren’t quite reflected in the edition numbering. It doesn’t help that there were two different strands of D&D for a decade. Changes in the game have been big and … Continue reading What makes a new edition of Dungeons & Dragons?

A Grumpy GM and a Giant Scorpion

I feel I’m becoming a grumpy, middle-aged man. “Becoming?” someone mutters in a corner. “You’ve been that for a while now.” There are a lot of games I bounce off rather hard, but there are some that I think I should like a lot more than I do. And so, I keep trying to play them, even though it might not be the best idea. … Continue reading A Grumpy GM and a Giant Scorpion

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