Why Roll for Characters

The author discusses the differences between point buy and rolling methods for character creation in RPGs. They favor rolling, arguing it fosters a unique play experience with less attachment to characters. The randomness of rolling can model rarity in character classes and races, enriching the game’s narrative and challenge.

Lethality: Why RPGs Need Stakes

The author critiques the uninspired nature of five-card draw poker when played without stakes, paralleling it with tabletop RPGs lacking lethality. They recount a personal experience where a character’s self-sacrifice was undermined, leading to disinterest. The text advocates for games that incorporate risk, suggesting that stakes enhance player investment and enjoyment.

Why go OSR?

The author reflects on balancing nostalgia for past D&D experiences with present gameplay challenges. While yearning to recreate the simplicity of earlier versions, they recognize the need to adapt as an adult DM. They anticipate shorter, deadlier combat and modular play, embracing current OSR practices for a more engaging experience.

The Revenge of 5E

The author reflects on their experience transitioning from 5E to OSR gaming after running a campaign in Nentir Vale. They encountered challenges with prep time, plot complexity, and player autonomy in a sandbox setting. Ultimately, they conclude that 5E’s structure does not support true sandbox gameplay, leading to valuable lessons for future games.

I’m Going OSR

The author expresses dissatisfaction with D&D 5E, feeling it emphasizes structured encounters and character optimization over creative gameplay and engagement. They yearn for simpler rules fostering imagination, advocating for a play style that allows players more freedom and risk. Future campaigns will focus on shorter sessions with varied RPG systems for enhanced enjoyment.

The Argument for Padded Armor

The author reflects on recent D&D predictions regarding the potential removal of padded armor. They argue that padded armor, akin to a gambeson, serves a crucial protective role beneath heavier armor and can mitigate blows and arrows for players. This insight stems from the author’s extensive interest in historical armaments and D&D mechanics.

On THAC0

The discussion explores THAC0 in Dungeons and Dragons, highlighting its evolution from earlier editions to 2E, which simplified hit rolls by consolidating charts into a single number. While THAC0 improved gameplay, the transition to ascending AC in recent editions raised questions about balance between character classes, especially between Fighters and spellcasters.

The CR System Is Broken and WOTC Shouldn’t Fix It

The discussion around the CR system in Dungeons & Dragons reveals that its effectiveness diminishes with increased party size and experience. The author reflects on personal gameplay experiences, emphasizing the need for DMs to consider various factors beyond monster toughness to create challenging encounters, ultimately viewing encounter design as an art rather than a science.

Should I Retire my Character?

The author reflects on their experience playing a naive Paladin in “Waterdeep: Dragonheist” and highlights the importance of recognizing when a character’s purpose is fulfilled. They emphasize open communication with the DM, exploring whether a character is still enjoyable, and considering retirement when diverging from campaign themes. Transitioning characters should be thoughtfully planned.

Running Sandbox Games: “Rage of Demons” to “Storm King’s Thunder”

The author shares insights from running Dungeons & Dragons adventure campaigns, emphasizing the importance of creating a believable open world. They discuss different sandbox types in published adventures, identifying strengths and weaknesses, and suggest modifications for home games. Ultimately, the focus is on embracing creativity rather than strict adherence to single plots.