10 April 2026
What is the OSR
26 January 2023
On Adventures vs Campaigns
01 March 2022
Delvers and Denizens: Design Goals
solo training adventure for new players
training adventure for dm
gm book-how to run, how to make rules, how to make setting
setting book-special rules and fluff
21 December 2021
On Modules
28 May 2021
Degrees of Difficulty
30 April 2021
Wilderness Exploration and Journeys
For a long time now I've wanted to develop a robust rule-set for traveling on long journeys as opposed to the classical hex crawl of D&D. What I mean by a journey is when the PCs want to go from city A to City B and they take the King's Road or some such. They aren't mapping or getting lost or doing any kind of exploration. They just want to get to the destination, and it is anti climactic to just say you travel for eight days and you get there, or they travel for 3 days, random encounter, travel, for 2 days, random encounter, travel for 3 days and they arrive. It never feels like they actually traveled.
So towards that end, I've been looking at the house-rules of other people, and most recently examining The One Ring and its 5e adaptation Adventures in Middle-Earth. I was working on converting it wholesale when it hit me: long journeys and detailed wilderness exploration don't need separate rule-sets. Sure I can have a robust travel ruleset that expands on the normal D&D rules by giving PCs tasks of scouting, or foraging, etc, but I can use the same method for both aspects. The only real difference between the two modes of travel is the navigation, or getting lost. Just skip that step when the PCs are on a road or river. Resolving all the travel tasks every day, instead of trying to figure every 3 days or 5 days like TOR, can give the journey a sense of length. Every single day matters.
I'm also of the opinion that wilderness exploration should not be done on a day by day basis, and even the 4 hour watch may be too long of a time frame, because the PCs are exploring and don't have a destination in mind; if they did they would be following a road or river. But that's beside the point. Journeys require the same day to day resolution of tasks as wilderness exploration, discounting navigation rolls.
17 March 2021
Weapon vs Armor Adjustments
Go to the Delvers and Denizens Index
Dan Collins at Delta's D&D Hotspot recently did a statistical deep dive into the weapon vs armor table in the 1e AD&D PHB. Essentially the numbers come from the Chainmail man to man melee table, but Gygax did his math wrong. This is why the numbers in the PHB don't even remotely reflect historical reality. The numbers in Chainmail aren't exactly historically precise either, but at least they feel like they could be reasonable.
In my last effort at putting together houserules for OSE I considered using a weapon vs armor table, but since the one in AD&D is so ridiculous I tried to make my own. To do this I thought about restricting AC just to specific armors as originally intended and have dex add to hp instead of con. However, in the end I decided against it because if AC equaled actual armor types then I would have to redo the AC for every single monster, which I wasn't about to do. So AC is an abstract concept representing how difficult it is, or how much effort is required, to actually cause a significant injury. I tried assigning specific +or- values to hit for each weapon vs armor types, e.g. giving +2 to hit chain for maces to represent the fact that the chain doesn't protect against bludgeoning weapons, but the padding underneath would. I found it too fiddly though, and I ended up giving certain weapons Target Specialization(granting advantage or disadvantage) vs certain armor types, such as chain, or padded, or plate, and this bonus would apply to monsters with a similar type of 'natural armor' like dragon scales, etc. So this is what I came up with:
So spurred on by Dan's analysis and by this post with a further conversion of the chainmail numbers, I decided to do my own take.
05 August 2020
What is a Class?
31 May 2020
Milestone XP
After playing in a 5e game for a while now I have come to detest Milestone Awards for xp or leveling. In the past I have played in D&D games where xp was awarded through 'milestones', yet it was always xp that was awarded and not direct levels. I have also played in skill based games where xp was awarded based on story milestones. In both cases I tolerated the practice, yet now with a new perspective I see the perniciousness of milestones in conjunction with D&D.
Level based games, like D&D, exacerbate the problem. In D&D it can take a significant number of sessions to level up when using standard XP awards. In skill based games, some XP is usually earned every session, and so even if the awarding of the xp is arbitrary and based on milestones, the player can still feel invested in their character. When a DM doesn't ever give out XP and just tells the players when the PCs have gained a level after 4 or 5 session or some arbitrary story point is passed, the significance of the increase in level is lost. That sense of reward and gradual increase that comes with every single session is gone, and the new level is just some new numbers on the character sheet. I don't feel like I earned that new level. And no matter how much work we put into the game as players, we have no idea how close we are to leveling up. There is no longer the incentive to do a little bit more so we can get that last 100xp. And in addition levels don't matter, not just because everything is scaled based on challenge ratings, but because being level 10 doesn't feel any different than level 1; my investment in my character hasn't increased over 10 levels. I don't feel like my character is more powerful. There are different numbers on the page, but we haven't changed our behavior in the game world. We don't act more powerful or experienced and the NPCs don't treat us any differently.
04 March 2020
Railroad vs Sandbox
I listened to the plot points episode about ravenloft on my drive back from Sacramento last week, and then I was thinking about the railroad vs sandbox argument today again. In the podcast Ben Riggs makes the argument that Ravenloft is really a sandbox from the point to entering Barovia to the end where Strahd is defeated; as long as they accept the end goal of killing Stahd they are free to wander around Barovis and do whatever they want; all you know is the beginning and endpoint. He makes a pretty persuasive argument, but I think he's wrong.
First off let me start by saying there are issues with using the terms 'railroad' and 'sandbox'; the terms themselves don't really represent what we mean when talking about rpg campaigns, Alexis and others have discussed this. But for the sake of this argument I'll be using those terms because they are so widely accepted and understood in the gaming community.
Ravenloft is not a sandbox because the adventure requires the PCs to complete a singular goal! Most published adventures are not sandboxes for this same reason; the PCs are given an objective, usually defeat a villain, and then sets up obstacles to hinder them from completing that goal.
IF THE DESTINATION IS KNOWN THE GAME IS A RAILROAD!!!!
I'm going to go ahead and say that's what separates a sandbox campaign from a railroad campaign. This doesn't mean the railroad is bad in and of itself, just that there is a clear dividing line, and that line is drawn at how the players set their goals. If their goals are dictated by the dm or module writer then they are on a railroad, if the players create their own goals that they personally care about they are playing in a sandbox campaign.
When the players choose from a list presented to them by the dm, they aren't playing a sandbox. Just because they have multiple hooks to latch onto does not mean they are playing in a sandbox game. These games where the dm claims it is a sandbox because the PCs can go in any direction and there is always a hook for adventure are still railroads, simply with many branches. they are railroads because the dm is the one to present the options to the players, and like sheep they follow wherever the dm leads. When the players go and create an adventure out of something which the dm did not intend to be a hook is when those games can become true sandboxes.
In a sandbox the PCs will create their own goals and do things which are unheard of in most gaming circles. You won't have players setting out to become druglords, or wanting to own a farm, or organizing tournaments so they can prove they're the best fighters, or building modern nation states, or becoming vassal to two different kings, or founding a cult. I could go on. These types of events are not the norm when someone thinks of a D&D adventure, but they all happened while I was either running or playing D&D and not some other system designed to let us be crime lords or farmers, etc. These events occurred because the players set their own goals and set out to achieve them, sometimes unsuccessfully, and they were given the opportunity to do this while playing in a true sandbox. In a sandbox, the world is presented and the players decide what to do in the world; the DM has the world react to the PC decisions. Whereas in a railroad the players react to the world as presented by the DM, the players are always reacting and never making proactive decisions.
The difference between a Sandbox and a Railroad campaign are who is setting the end goals of the campaign.
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Ok, I guess that was a rather longer rant than planned. I should be putting a post up about my conclusions from analyzing the cleric spell list pretty soon. Also I've been reworking the turn undead table as a means for casting clerical spells, and I've almost finalized a set of new houserules for use with BX/Old School Essentials. Oh yeah, and in the near future I will starting a series of posts as a tutorial of how to build a set maps for your fantasy world using QGIS.
26 January 2020
Broken Rules?
19 January 2020
Success in D&D
Here Alexis clearly explains what I meant when I discussed the need to be a cooperative DM.
Yes, you can 'win' D&D; It's not when you reach 20th level or 36th level or attain immortality, it's when you as player achieve a goal. The players succeed when they accomplish something they set out to do, not when they complete 'the plot' a DM has devised. And this success is only meaningful if the players feel they have earned that success. Therefore, the DM must cooperate with the players to allow them to seek out their own goals within the game and also to make the accomplishment of those goals mean something. The DM has earned that success as much as the players; It's something they've accomplished together.
10 October 2019
The Cooperative DM
I talked about the players giving me a constantly changing challenge that the AI of strategy computer games can't. Following that line of logic, why don't I just play multiplayer mode for those games? I would be challenging myself against a human opponent who I would have more difficulty predicting and manipulating. The answer lies in how the strategy game changes in multiplayer mode.
For me, these strategy games are a mental exercise and challenge. As soon as I enter multiplayer mode, it becomes a competition. First of all I don't like the hassle of setting up a multiplayer game in the first place, and second I don't like to lose (who does), which I often do because of how I play. I don't play strategy games to win; my goal isn't to 'beat' the AI. I will often draw the game out so it will last longer when I could have 'beat' the game fairly quickly. I don't care about competing, so when I do play against another human, my opponent often defeats me fairly easily because I'm not playing to win. So I usually stick to single player and spend the time to enjoy the game. My goal when I play a strategy game is to develop a strategy and see if I can execute it. It's an exercise of my mental faculties. I get enjoyment just from the play itself and the complex challenges that arise out of play.
I DM RPGs in the same way, I get enjoyment from the challenge of the play itself. In my last post about this, Scott Anderson said he doesn't see the DM as being oppositional or antagonistic. Well, I don't either, as I tried to explain in my reply. The reason RPGs are superior to computer strategy games is the human factor involved, as I explained in my previous post. And as I said above I don't play to compete. I don't take on a competitive stance when I DM. D&D is a cooperative game, and not just for the players. The DM has cooperate with the players just as the players have to cooperate with each other. I prefer to run D&D than to play strategy games because there is the human factor, but also because it is a cooperative game. I'm not out to kill the PCs, or stop their plans, my job is to cooperate with the players by presenting the setting as it is and narrating the consequences of player actions and how those actions affect the setting. My role is purely dependent on the players, so I have to cooperate with them to play the game in the first place. If I take an antagonistic role, the game will be over shortly and no one will have enjoyed themselves.
19 September 2019
The Necessity of Rules in RPGs
Alexis Smolensk on the Tao of D&D blog has often explained the need for codified rules in an RPG with an emphasis on the Game aspect of Role-Playing Game. I generally tend to agree with what he has written on the subject. The more we treat RPGs as games and less as story-telling devices, the more varied and meaningful our game sessions will be.
However, some of my experience contradicts this sentiment. My best friend, Christian, invented what he called "Mind Games" before I met him or introduced him to D&D. These games were very similar in play to RPGS. He would take the role of narrator and anyone else would play a character. Before the game would start, Christian would describe the setting, and each player would describe their character. He would then describe events based on what we chose to do. There were no dice or paper or pencils or anything to keep records, except sometimes we would draw a map. Consequences of actions were decided by what is now called 'DM fiat' though we didn't know of the term at the time. In many ways it could be called a 'story-game'. Yet the game played out in a manner very similar to our D&D games run by my father at the same time. In my view at the time, it was D&D without any rules.
So, I guess the takeaway is that RPGs don't need rules if a certain style of play is wanted and if you have a good DM.
30 August 2019
Why I DM
I was reading this post over at Paul's gameblog, and I had an epiphany; of course there are many contributing factors to why I like to DM so much, but the main reason I do so is the same reason I like to play large scale strategy computer games. I like to be challenged mentally, having to juggle several different variables and making on the fly judgement calls. It's all about strategy and planning and adapting to new circumstances. After so long playing these strategy computer games (Civilization, Age of Empires, Total War) they become stale and I begin to lose interest because even if the situations are new and the variables are never the same, the game engine is programmed and predictable. Once you learn how to manipulate the game, it is no longer a challenge. Even if the situation is different the solution will be the same. The game is programmed and therefore cannot have infinite variety and continuous challenge. D&D and other RPGs never have that problem, every situation is different and and every group is different. The challenge is always there and it will never seem stale.
25 May 2019
The Expert Amateur
I think these ideas are also applicable to the RPG hobby, specifically the idea of the expert amateur. So much product in this hobby is put out by people who are basically amateurs; they haven't been trained in writing or publishing or game design or cartography. Despite this lack of training, many of these individuals are the best possible people that could be chosen to produce the material they work on because of their expertise. It is because individuals like Thorfinn Tait and Daniel Collins and Jon Peterson and Anna Meyer, among many others, are experts in their respective areas of interest that such great products can be made. It is through the work of these amateurs who are also experts that this hobby continuously expands and pushes new boundaries. You don't need to be a professional to be an expert, and sometimes the lack of training can be beneficial, giving the opportunity to see things from different perspectives.
20 March 2019
A Vision for the Future
Upon watching this video of Rutger Bregman I was struck by something he said at 3:27, "we need some kind of vision for the future." He then mentions how MLK didn't have a nightmare, but a dream; Hillary Clinton said in an interview that she was the only thing standing in the way of the apocalypse; and how 'the left' is anti-everything, but don't have anything they are for.
I think this can be applied to the fantasy genre in general and even more specifically to RPGs. Let's first look at the root of most fantasy fiction, The Lord of the Rings. The basic plot of the trilogy is driven by the need to stop Sauron, and we're never really sure what his goals are. Essentially the heroes of the story want to maintain the status quo. This may work for this work of fiction where morality is black and white and certain species are clearly good or evil, yet this same idea of maintaining the status quo is juxtaposed with more modern fantasy settings where morality has more grey area. One of the most popular modern fantasy characters, Drizzt Do'Urden, who stars in 20+ books is a prime example of this. Excepting maybe the Homeland trilogy, where he has a goal to escape his stereotypically evil family, Drizzt never has a goal of his own, he is always working to stop a villainous plan or some great catastrophe. In some cases, yes he will assert himself, or more likely one of his friends will, and decide on a productive goal to accomplish, but this is only used to lead to the greater conflict in the book and he ends up having to stop a villain from accomplishing their goals. It is never about what he wants, it's about what he doesn't want. You can see this same pattern in so many different cases of modern fantasy fiction.
So, RPGs? Well, we see the same issue, especially among new players or DMs, and D&D games more than other RPGs I think (though this may be because new players/Dms come into the hobby through D&D). DMs have to create a 'plot' and lead the players by the nose to follow it. Then everyone is up in arms about railroaded adventures, but they still want to play in a planned adventure. And people claim that they are playing in a sandbox world when they are just given the option of following 3 different 'railroad' adventures. Whenever players are given the opportunity of unstructured play and the ability to pursue their own goals, complaints arise about the DM not doing their job. So the cycle continues, DMs create railroad adventures where some evil matermind is hatching a diabolical plot with worldshattering consequences, the PCs must work to stop the villian usually by killing him, the world is saved, the players retire their characters, and the DM has to create a new 'campaign' oftentimes in a different, but essentially the same setting. It's always about stopping the villain and not creating something new or improving some aspect of society in the fictional game world. That would be too hard and require too much foresight and introspection.
This may not be the case in all games or groups, but it is definitely the norm. I think this is more of a player problem than a DM problem, most DMs who have a little experience would be happy to run a different type of game. Therefore as players we must strive to make a difference in the game world, not through just maintaining the status quo, but by working as force of progress. Why is it the villain often has goals that the players in the real world might agree with, but the consequences are always 'the end of the world.' Perhaps, the PCs could work to upend society with a goal of 'Utopia' and the villain is the one trying to stop them and maintain the status quo? I just feel that players have a larger role in shaping the nature of the game than the DM, and it is our responsibility to realize that and have our PCs pursue personal goals and not just react to whatever the DM throws at them.
I meant to talk a little more about the state of politics and the messed up party system in the US, but I think I'll leave it fairly short. This same general advice from above can be applied to the real world as well. Your vote always counts, vote your conscience, not your party. In this 'information age' parties are more unnecessary than they have ever been. If you want a better world, do something about it, pursue your dreams and goals. Have a dream to begin with.
01 January 2019
Being a Better DM
30 July 2018
The Creation of a Character
22 July 2018
The Right Way to Play
And Alexis wrote some commentary on it, basically saying that the right way of play lies in the deconstruction and design of the game.
Relating to my post from the other day, this is the same problem with every map made for RPGs. Cartographers(if you dare call them that) just start drawing and make maps haphazardly without looking at the purpose of the map. Examine your purpose before laying pen to paper. This is why I'm finding it so hard to actually know how I want to change the maps I make for RPGs. What is the purpose of a map in an RPG? The answer is so varied and vague, that I am beginning to think one map will not be able to accommodate all that is needed. Maybe I should start making multiple maps of the same area for different uses? I really don't know.
Getting back to playing the game wrong, there is one big offense that I see throughout the hobby, among all age groups, in stores and among the games hosted at someone's home. The prevalence of dms or groups to tell others that they are full and aren't looking for new players. Not everyone does this, but in my experience a large majority of gamers behave like this. The idea that you can't dm a group larger than 5 players, or that someone can't join the campaign after the first session, or that they can't play with you because they're not your personal friend is completely wrong. In a hobby as small and niche as ours, it's a tragedy when someone doesn't have a chance to try a game and has a bad opinion of RPGs because they weren't given the chance. So for those few, who actually read this blog, please just never turn away a prospective player!


