It is always dangerous (and frequently difficult) when introducing a villain in dungeons and dragons, especially a big villain meant to last a while. If they’re near the players in power initially, there’s a good chance the players might just take them out immediately, bringing their villany to a premature end. If they’re too powerful, the players might take a shot at them and be wiped out by the response. Additionally, there’s the stretch in credibility that comes when a super-powered entity doesn’t just lay waste to the plucky young heroes at their first meetting. You can make a good story out of the villain taunting the weaker protagonists, egging them on for some dramatic final confrontation, but that requires a certain style of story and it is difficult to smoothly employ in a shared storytelling medium like a tabletop RPG.
Continue readingTabletop Gaming
Playing Outside The Session
I’ve been experimenting with different ways of playing Dungeons and Dragons lately. Not in a “these are the rules of the game” kind of way, but in how the sessions are formatted, how time passes, what kind of activities are available during those times. That sort of thing. I was prompted by my desire to run three d&d groups combined with my inability to run three groups every week. One game stayed weekly, another is monthly, and the third is sort of every two or three weeks, depending on people’s availability during the one time each week we all had available.
Continue readingI Forgot I Have Fourteen Sets of Digital Dice
It has been a while now, since D&D Beyond created their digitial dice. I haven’t used them enough to get a sense of whether they actually roll in a truly random manner (some dice rolling apps don’t), but I have used them enough that I can confidently say that no other dice rolling application or tool I have ever encountered has ever felt as close to actually rolling dice as theirs does. The click-clack of tossing a bunch of dice down to roll them is an essential part of the experience, the key to the feeling of satisfaction, and D&D Beyond delivers. Even more so if you roll them on a phone. There’s the perfect amount of vibration when you roll on your phone so that it feels like you just shook up a bunch of dice and had them clatter into a box in your hand. It is so incredibly satisfying.
Continue readingDelving Into A New Dungeon
Post-Publication Edit: One of my friends on Twitter helpfully pointed out that one of the creators of this game, Adam K., has been involved in some awful controversies and, as these horrible things have shown, was apparently never a terribly nice person despite the persona he cultivated online. I can’t suggest buying the book at this point since I don’t think this guy should get any more money, but the other creator seems to be grappling with the failings of this system (e.g. the fantasy racism spread through the examples of how to use the rules and narrative guidelines in play) and his co-creator in a potentially healthy way (I’ll admit I’ve spent only an hour reading up on all this so there might be stuff I’ve missed), so I suggest getting fully informed before you make a decision.
As you’ll see below, I like the narrative style of the system and the light, story-centric rules, but those are common to most Powered by the Apocalypse games, not just Dungeon World, so I suggest you look elsewhere in that system if you want a fun game that doesn’t support someone whose actions are antithetical to my primary principles as a storyteller and GM.
Continue readingA Focus on Power Fantasies Ruins TTRPGs For Everyone
I saw someone post on Twitter that Dungeons and Dragons is all about power fantasies and, as a result, most people play characters that are like them in an effort to roleplay situations that make them, personally, feel powerful. I have a lot of mixed feelings about this idea and a WHOLE lot of thoughts about how it can play out in actual games. Part of the problem, of course, is that making any blanket statement based on your personal experiences shows your personal biases, privelege, and frequently overlooks the experiences of people who aren’t like you. I’m going to try to avoid making any such statements here by talking about my experiences specifically, but I will have to generalize a bit unless I’m going to write an entire novel. Which has a certain appeal, but this isn’t really the medium for discourse at length.
Continue readingAlignment Systems Lack Nuance
I’ve been thinking about alignment in tabletop RPGs a lot lately. It came up because the game that I’ve been playing lately, Pathfinder: Kingmaker, has an incredibly clunky alignment system that pushes characters towards lawfulness and goodness (on a 9-alignment system of good vs evil and lawful vs chaotic with neutral separating each alignment from the others) because the basic assumption is that a decent person is “neutral good.” Anything that is a little orderly is lawful, anything even a bit self-oriented or anti-established norms is chaotic, anything other than being decent is neutral, and anything absolutely reprehensible is evil. I disagree on so many levels it is difficult to find a place to start other than the very basic assumption: I think most people, even allowing them to be decent human beings, is “true neutral” or unaligned.
Continue readingPlayer Engagement Is a Key GM Skill
I have not always been a good DM. I think it might still be presumptive to call myself a good DM and that I would be more comfortable saying I’m a decent DM with a few specialities, but I think I wouldn’t argue against anyone if they called me a good DM. I think the lesson I learned that made me an alright DM was to never, under any circumstance, take away player agency. They’re free to do whatever they want in the game and I should support their endeavors, but they’re also free to suffer the consequences of their actions.
Continue readingPost-D&D Glow
There’s nothing quite like that post-D&D Session high. It’s like exhaustion, a headache, and a stomach bug all rolled into one. Basically a hangover. So incredibly unpleasant, but a sign of great times now over.
I don’t really drink much these days, so maybe that’s me romanticizing my early to mid twenties than a reflection of how I feel about hangovers, so maybe don’t drink to excess.
Continue readingMaking a Monster

Creating a good D&D 5e homebrewed monster is a matter of balance. Like all things within the bounded-accuracy system of fifth edition, most of the specific numbers for attacks, armor class, and attributes are unnecessary. What you need to know is how to land within certain likelihoods for damage input and output, understand how to balance the action economy of fifth edition, how the difficulty of a fight is set, and the purpose of legendary/lair actions. While this seems like a lot to keep in mind, most of it falls under a series of general rules that make it easy to adjust a fight as it happens so you wind up with what you, the Game Master, expected.
Continue readingVisible Versus Hidden Dice Rolls
When it comes time to make a skill check, every DM faces an eternal conundrum: do you let the players roll it or do you roll it? Is it better to allow the players to make every roll for every check, save, or attack or is it better to keep some of them to yourself so they don’t influence the way your players choose to act in the moment? Sure, there are roleplayers out there who won’t flinch at a botched stealth roll or who can resist summoning dreadful images in their head if they roll single-digits on a saving throw, but most people aren’t that good at separating what they know from what their character knows or can infer.