Wednesday, December 4, 2024

Ten Years (Part 2)

As you know, I quite like D&D 5E. Hopefully I was able to illuminate some of its positive qualities that you may have overlooked. But let's be honest. This is the moment you've all been waiting for. The bad parts. A lot of people bounce off of 5E at first or they fall out of love with it after a while. But you want to know what a person who's spent a full decade playing it has to complain about. What are the most agonizing parts of this game after all this time?

Well, like before, I have to split them up into a few categories. Because "what makes D&D bad" is not just a long list, but a nuanced one.

Tuesday, December 3, 2024

My (Moderately Tested) Theory of Fear

This post collects a lot of miscellaneous observations and advice, some from other thinkers and some from myself. It's all basic-level. There's plenty of stuff out there far more advanced than this. This is not written with any particular game system in mind, and it includes a mix of game master advice and game designer advice.

Here's the fundamental problem of this topic: most of the time, preserving the players' agency is paramount. But fear complicates this priority. Fear is an involuntary mental state, but it can shape your behavior in profound ways. No heroic adventurer would choose to be afraid when faced with peril.

Ideally, you trust the players to roleplay their characters' emotions on their own. "If it seems like your character would be afraid of this, then try to play them like they're afraid." And if everyone is participating in good faith, they'll try their best. But unlike other emotions, authentically roleplaying fear is much easier said than done.

There are a number of ways to help resolve this problem. Different games and playstyles offer their own answers. Some of them contradictory, some of them mix well. Here's the stuff that makes sense to me based off of all my experience. I'm splitting this into three sections: 1) Player Fear, 2) Mechanical Fear, and 3) The Overlap.

Friday, November 29, 2024

Ten Years (Part 1)

You've probably noticed me blogging a lot more about 5E lately. And if you've read any of that, you'll know I that I have pretty complicated feelings towards it.

It's still my main group's main game. We've been together since early 2017 and have played multiple 5E campaigns together, including one that went all the way to level 20. But I was also playing it from the day it first released, including a few long-term campaigns and a whole lotta one-shots. I wouldn't even know how to begin calculating a modest estimate of the time I've spent with it. Hundreds and hundreds and hundreds of hours.

I myself haven't run a session in 5E in years, though. I've just been too interested in exploring different possibilities. It's how I started in the hobby, and it was inevitable I'd return to that instinct.

I may never end up playing a newer version of D&D ever again. So I thought it might be fitting to write my big retrospective on this game. I hope the amount of experience I have, coupled with my experiences across the rest of the RPG world, gives my perspective some value. At least, more value than 99% of the discourse out there about 5E.

Tuesday, October 8, 2024

In the Mouth of Madness


"Go on in, it's okay. You can see him."

The Dungeon Master was frozen at the door. He was nervous for what he'd find on the other side. But that was his player in there. His friend. After a moment's hesitation, he stepped inside. Just ahead, there were the bars of a secure cell visible. He could hear the Rogue's voice. He was saying something, something unclear. The nurse saw that the Dungeon Master was unsure, and so she stepped inside with him.

"Rogue, you have a visitor. Your Dungeon Master has come to see you."

The Dungeon Master crept further and saw through the cell bars. On the other side was the Rogue. He was pale and trembling. His arms were bound and his surroundings were padded. Their eyes met, but there was no recognition in the Rogue's gaze. He just continued muttering.

"It doesn't even give the length. Not in feet, not in meters, not in squares, nothing."

"The length of what, Rogue?" asked the Dungeon Master.

"Why are those words capitalized? Why are so many words capitalized?"

It was no use. He wasn't talking to them at all. He wasn't in the same room as them, in the same world as them. The Dungeon Master choked. It was too difficult for him to see. His friend of so many years, now a total stranger. The Rogue had changed.

Monday, October 7, 2024

Rules Aren't Knots

[This post exists for Josh to be able to cite. Feel free to do likewise.]

This is actually one of my favorite passages in a 5E text and I want to explain why:


Like, first of all, this is kind of a cute rule, right? Like oh hey that's clever, instead of a binary pass/fail, the result of your check becomes the DC to untie the knot. That's smart. And you reassign Sleight of Hand to the Intelligence attribute instead of Dexterity because it makes more sense. That's a nifty bit of design.

But more importantly, it's not actually included because 5E thought you needed a mechanic for this. It's an illustrative moment to remind you that 5E was intended to be a game that thrives on "rulings over rules," that you should be thinking of creative ways to apply the core mechanic on a case-by-case basis. This idea is stated outright in the PHB and the DMG both, but then also again right here in Xanathar's Guide. They felt the need to include a reminder doubling down on it, by way of a good example.

Rules aren't knots. Rules are rope. A good DM should know how to use rope, because DMing is an adventure in itself.


-Dwiz

Saturday, October 5, 2024

With the Cult of Crimson Revelers: an adventure that I drew for


Directsun, creator of puzzle dungeons like The Seers Sanctum and Aberrant Reflections, submitted this adventure to the Knave 2E Game Jam, and I got to draw the cover! I also got to do a little bit of the playtesting and I really enjoyed it. You should go check it out here on itch.io.

The pitch: the viscount's dumbass son has been kidnapped, but it may not be so simple. Intoxicating mushrooms, ghosts of cultists, and pure nightmare-fuel creatures (illustrated by Munkao). It's smallish-sized, nonlinear, rich in strong details, and has spectacular formatting.


-Dwiz

Wednesday, September 18, 2024

A Response to the Esteemed Dr. Crackpot

That's the title of a little journaling game a friend of mine got off of itch.io, created by Emily Jankowski. You can get it here as a PWYW, although I've also included the game in its entirety below.

I thought this was pretty fun sounding, and so my DM and I gave it a spin. I offered a few suggestions for our scientific field, he picked Faster-Than-Light travel and wrote the first entry (Dr. Lucas Krag). I wrote as Dr. Tycho March. You can read our full correspondence as a pdf here, in all its unedited glory. I hope you enjoy.

Spoilers: Dr. Krag won the fist fight, but was then escorted off the premises by security and lost any semblance of a career he had left.


-Dwiz

Monday, September 9, 2024

H Monsters at the Opera

A B C D Demon Dragon E F G1 G2 G3 H I J K L M N O P Q R S T U V W X Y Z

No, I haven't forgotten this series. It's a backburner project, remember? Opera-goers have been eating pretty good this year. But alas, we still have half a manual of monsters to get through.

Sunday, August 4, 2024

Mothership: Engine Malfunction


This is a review of Mothership, the popular and widely-acclaimed sci-fi horror RPG by Sean McCoy and the folks at Tuesday Knight Games.

It is a pretty negative review.

Yeah, I'm as surprised as you are.

Saturday, July 13, 2024

A True Test of Skill

This is satisfying:


This is unsatisfying:


This is most relevant to competitive board games, but it can also sometimes matter for RPGs.

Luck provides uncertainty. Challenge-based games need uncertainty or else they'll become solved. Without uncertainty, every time you play, you would keep getting the same outcome. But too much uncertainty can undermine strategic integrity. Good luck and bad luck keeps everyone on their toes, but I do prefer games where good decision-making matters more than luck. After all, what's the point of putting effort into understanding a game, into forming a sound strategy, if that effort can't compensate for bad luck? To the competitive mind, there's nothing more thrilling than beating your opponent even though you kept rolling worse than they did, simply because you were better at the game than them.

Luck can also be a great tiebreaker for players who are otherwise evenly matched. Stalemates aren't very satisfying, so luck usually ensures that someone gets to walk away a winner. But I'm tired of playing games that only possess an illusion of skill. Where the winner looks at their own victory and has no choice but to admit, "I didn't really earn that. I just drew a better hand."


-Dwiz

Monday, July 8, 2024

Summer LEGO RPG Setting Jam


Just like everyone else, I was super excited when I read Anne's announcement for the jam. And also just like everyone else, my thoughts immediately turned to adapting my own personal favorite LEGO sets from my childhood. But whereas most of you probably thought of easy themes like Castle or Space, I had a much trickier one in mind.

One year for his birthday, my older brother received the Scary Monster Madness Kit, a collection of four sets that made up a sub-theme of the LEGO Studios theme, which was a fairly obscure product line based on Hollywood movies and filmmaking. In this case, these four sets were inspired by classic Universal Horror movies. It should come as no surprise that my siblings all share my obsessive enthusiasm of all things spooky and Halloween-y, and so you can imagine that those toys were very well-loved in my household.

But there's a problem with the premise. How do you adapt this theme into an RPG setting? Every other LEGO theme presents an imaginary scenario that's not far off from an RPG setting already. Fictional characters, a secondary world, dramatic situations, etc. But the entire conceit of the LEGO Studios theme is that they are not depicting "real" people, places, or situations within the context of the set's universe. They are specifically fictional within the diegesis itself. Each set depicts not an actual scenario of monsters and heroes, but of actors and film crew members playing the parts of monsters and heroes. It's very literally an example of anti-worldbuilding. How do you adapt that? How do you preserve the premise of that theme while also making it into a gameable world?

This is my strange answer to that question. I hope you enjoy it.


-Dwiz

Monday, June 10, 2024

EVERY Initiative Method??

Not really. But maybe, with your help, we actually can. Let's give this a shot.

Every now and then I've seen a blog post attempting to cover this topic and they always just seem to fall short. "There are two methods: individual and side." Please. Not only are there dozens of ways of doing initiative, but many of them are desperately in need of a proper name at this point.

But exhaustively cataloguing every method is unfeasible. There are so many games that have nearly identical methods but with just a teensy tiny little quirk. "Instead of rolling a d20, you roll a d10." Yeah, whatever. I'm not about to list every single one of those as an individual entry. Some degree of broad categorization is needed.

But you will quickly see that my system of categorization is... feeble. I have unfortunately not been able to divine some grand system of fundamental initiative typology, easily charted along 6 key axes or something like that. You'll come to see why pretty soon, and we'll circle back to that topic in the conclusion. I instead tried to order my categories by vaguely-increasing order of general unfamiliarity / difficulty to explain and understand. We'll see how it goes.

Monday, May 27, 2024

Deconstructed Ravenloft for Dinner - Mindstorm Guest Blog


This year, my friend Ty is taking his blog mindstormpress.com on tour, and I'm lucky enough to be honored with one of his highly-prized articles. I've said some pretty harsh things about Ravenloft in the past, so of course I was delighted to see Ty take that as a challenge. I think you'll agree, the results are top notch. Please enjoy this excellent guest post, and be sure to go check out Mindstorm afterwards if you aren't already following his work.

-Dwiz

Deconstructed Ravenloft for Dinner

Since its inception, Ravenloft and the fearsome Strahd have captured the hearts and minds of tabletop gamers everywhere. From the first published edition—made for AD&D—all the way to the mass-marketed, bloated, and hyper-commercialized iteration for fifth edition, people have been delving into the lands beyond the mist and trying to fight the big daddy vampire.

What makes the adventure and setting so dang captivating? And, more importantly, can we break it down into its base components, inspect those components, replace them, and then force everything back together? Sometimes, the best way to play with legos is to smash your big sibling’s castle and then try to put it back together before they get home. Our version of Ravenloft is going to slap because it’s going to be personal, homemade, and filled with our own unique interests and idiosyncrasies.

Strap in. We’re hot-dropping into Barovia for the biggest heist imaginable. We’re taking the ideas.

Sunday, May 19, 2024

The Best RPG Cover of all Time


This is the cover to the original 1977 Traveller boxed set, now commonly referred to as "Classic Traveller." Because of this iconic cover, May 1st is celebrated as "Traveller Day."

There's been a lot of talk lately about RPG covers in the last week (thanks WotC). So I thought, what better time to reflect on the finest one of all?

I insist that this is not merely old school rose-colored nostalgia. It's not merely "good for its time." I really think this is perfect in a way that no other RPG cover has achieved before or since. Change a single word, a single punctuation, a single nanometer to the kerning, and you have something lesser. And if you're not convinced, then I'm going to explain everything that I like about this image and why. Everything. Yeah, this post is ridiculous overkill. About as bad an idea as explaining a joke. But I want it all to be said.

Sunday, May 12, 2024

G Monsters at the Opera (Part 3)

A B C D Demon Dragon E F G1 G2 G3 H I J K L M N O P Q R S T U V W X Y Z

Fret not, my dear Mr. Wasteland. Today's show is brought to you by the letter G. We still have a while before we reach the Puking and Pulling monsters.

Monday, April 1, 2024

G Monsters at the Opera (Part 2)

A B C D Demon Dragon E F G1 G2 G3 H I J K L M N O P Q R S T U V W X Y Z
Credit: Le Pape Formose et Étienne VI ("Pope Formosus and Stephen VI") by Jean-Paul Laurens

Why do you let me do all the talking? Comment below your favorite D&D monster and tell me why. We're here for the long haul, so you may as well have your say. Good gravy just look how many words I've spilled just in this post alone.

Monday, March 25, 2024

No Foolproof Illusions

This post has some required reading: a blog post from Swedish designer (?) Sandra Snan called Blorb Principles.
[By the way, Sandra's blog is absolutely bonkers. She's written about blorb a lot but you'll have to hunt for it. Good luck]
Additionally, you may also wish to read this post from Rise Up Comus and/or this post from Technoskald's Forge. They are both good, although not necessary to follow my line of thinking here.

I like Sandra's blorb principles. When I first read her post, I felt... relief. For many years, I've felt a sharp and uncomfortable distance between my own playstyle and the philosophies described by my colleagues and other popular designers. Sandra's post was the first time I saw someone clearly articulate a set of preferences I've long held but which I couldn't effectively advocate for on my own. It feels nice to see your own philosophy given a name, and to finally have a way to easily connect with like-minded GMs.

But part of why Sandra's post instantly clicked for me is because she was describing things I already believed, techniques that I already rely on. By far the most common response I've seen to the Blorb Principles is still outright confusion. So just like many others before me, this post is my own effort to explain why I prefer a Blorby approach to the alternatives other people offer up. Maybe this will help it make a little more sense to some people.

Monday, March 11, 2024

G Monsters at the Opera (Part 1)

A B C D Demon Dragon E F G1 G2 G3 H I J K L M N O P Q R S T U V W X Y Z
Credit: Ivan the Terrible and the Souls of his Victims by Mikhail Petrovitch Klodt

Yes, there are that many G monsters. Even splitting this into three parts, each post will be ridiculously long. This letter also has the highest density of "Dwiz's favorite monsters ever" in it, unsurprisingly. Apologies in advance if I get carried away with some of these entries. On the other hand, once I finish up the G's then I reckon I'll be about halfway done with this series (at least in terms of monster entries).

Monday, March 4, 2024

F Monsters at the Opera

A B C D Demon Dragon E F G1 G2 G3 H I J K L M N O P Q R S T U V W X Y Z
Credit: more sister art

Part of the reason for this series is because it scratches my itch for the kind of content I associate with "the Golden Age of RPG blogging" but also because it's kinda easy to write compared to my normal faire. I don't know if it's nutritious exactly, or even engaging, but I can at least be confident that my readers will find it highly encherining. Which is really all I ever aspire to.

Monday, February 26, 2024

E Monsters at the Opera

A B C D Demon Dragon E F G1 G2 G3 H I J K L M N O P Q R S T U V W X Y Z
Credit: Yoshitaka Amano

Be thankful that this isn't just a 10,000 word overview of everything ever described under the "elf" entry, with all their many, many subraces clogging up the E section of most monster manuals.

Wednesday, February 14, 2024

Dragons at the Opera

A B C D Demon Dragon E F G1 G2 G3 H I J K L M N O P Q R S T U V W X Y Z
Credit: my sister

The first dungeon I ever made was a chapel of a dragon cult that I spent days painstakingly crafting. It was a pastiche of the cult of Set in the 1982 Conan the Barbarian movie. Every long-running D&D campaign I've ever run since that has been dragon-centered. Even the published adventures I've run that don't have dragons. I'll add a dragon final boss fight if I have to. There is no other fantasy I've spent so much time chasing than the epic climax of heroic adventurers facing off against the ultimate challenge: one big "fuck you"-sized evil dragon.

Monday, February 5, 2024

Demons at the Opera

A B C D Demon Dragon E F G1 G2 G3 H I J K L M N O P Q R S T U V W X Y Z
Credit: Kentaro Miura
Note: direct Berserk comments towards Ben

The title says "demon" but I'm using this post to cover all the creatures that D&D calls "fiends." Demons, devils, and everything in between. Don't expect me to consistently refer to each thing according to D&D's taxonomy. To me they're all just demons.

I felt this warranted its own post in part because there's so many to talk about, but also because I view demons as a particularly important category of monster. They're one of those special creature types that's nearly universal across human cultures, in some form or another. You could easily throw out all other monster types and still have a rich and strange fantasy setting just by having the heroes face off against demons.

Monday, January 22, 2024

D Monsters at the Opera

A B C D Demon Dragon E F G1 G2 G3 H I J K L M N O P Q R S T U V W X Y Z

Welcome to the D's. Demons and dragons will get their own posts. This one is crowded enough as it is.

Wednesday, January 17, 2024

Capsule 💊 Games – Part 3: Goals

Artist credit: Julianne Griepp

"What are you playing?"

"Dungeons and Dragons."

"That sounds cool. What it's about?"

"It's a game where you go treasure hunting."

Sounds like a fine premise to me. Sign me up.

A lot of people find the idea of a "win condition" in an RPG to be utterly baffling. The way that you "win" at D&D is by having fun, right? But like... wouldn't that be true of all games? Isn't that just a bizarre dismissal when you really think about it? People don't seem to balk at sports or board games or escape rooms having a win condition. You can both have the goal of "have fun with your buddies" and have the goal of "win the game" simultaneously, believe it or not. In fact, they often reinforce each other! 

Monday, January 15, 2024

C Monsters at the Opera

A B C D Demon Dragon E F G1 G2 G3 H I J K L M N O P Q R S T U V W X Y Z
Not appearing in this post: charybdis, cerebus, and changeling. Inexplicably appearing: catoblepas. Get your shit together, D&D.

[Next Capsule Game post isn't ready yet so I'm changing up my schedule for this week]

Friday, January 12, 2024

New Year’s Resolution Mechanic: Taking Your Time

This is a joke for everyone except Warren to get

Prismatic Wasteland has issued a challenge to come up with a new mechanic for basic task resolution in RPGs. While I appreciate crossovers, ping pong posting, and pretty much anything that promotes active blogging, I also must state that I find this whole premise downright disgusting, and take great personal offense to it.

So anyway here's my submission to the challenge. It's not a good one. Overthinking simple stuff is rarely fruitful for a pea-brain like me.

This post is in four parts. First, I have to rant for a bit about theoretical bullshit for context. Second, I finally explain the rule. Third, I talk a bit about what inspired it and what I like about it. Fourth, I have an alternative to my rule that's much less fleshed out.

Wednesday, January 10, 2024

B Monsters at the Opera

A B C D Demon Dragon E F G1 G2 G3 H I J K L M N O P Q R S T U V W X Y Z
Credit: Paul Carrick

If you haven't seen the previous post, I've started a series where I'm talking about all the classic(ish) D&D monsters with my brother Ben. Welcome to the B monsters.

Monday, January 8, 2024

Capsule 💊 Games – Part 2: Player Characters

Artist credit: Will Kirkby

Most people would be utterly aghast at the notion of an RPG where you don't get to make your own character. To many folks, they are one and the same synonymous. But why?

Video games don't have any hang-ups about this. Skyrim is cool, partly because you make your own character. But The Witcher is also cool, not even in spite of you playing as Geralt of Rivia, but largely because of it. Nobody has ever been like, "aw man you mean I have to play as Geralt?" No, people are like, "oh hell yes I get to play as Geralt!"

And yet I've seen so many RPG players get bent out of shape merely for having characters randomly rolled instead of personally constructed. I've seen players refuse starting packages like in Electric Bastionland or playbooks like in PbtA games. Which is a real shame! Those games aren't even forcing you to play pre-made characters. They're just trying to suggest details about the world and its inhabitants through character options. That's a really interesting and thoughtful application of design.

Friday, January 5, 2024

Crunch Criteria

I'm gunna be a little self-indulgent and quote myself.
Every piece of crunch you add has a cost. A cost in how much brainpower it takes to learn, to teach, to remember, to use. The essential tradeoff is to make sure that crunch is able to add something really valuable to the game in spite of that cost. I try to only add crunch in the parts of the experience that I think have the most potential for interesting decision-making.
This isn't just talk. I actually have a set of standards I apply when it comes to "justifying crunch" in a system. It's a hierarchy of three levels.

Wednesday, January 3, 2024

A Monsters at the Opera

A B C D Demon Dragon E F G1 G2 G3 H I J K L M N O P Q R S T U V W X Y Z

That's right, we're blogging like it's 2014.

Yes, there are plenty of other gaming blogs that have done this. Some of them with much more to offer than I. But it's fun for me to think about and write about and occasionally it's interesting for you to read about.

This isn't a review or critique exactly, and "analysis" makes it sound a bit too substantive. This is basically just observations and opinions. And sometimes artwork.

My brother Ben helped me write this. Most of our opinions overlap, but I'll note when one thought is particular to him or me.

This isn't based on any specific monster manual or bestiary. Each edition of D&D has its own quirks, but I wanted to talk about the general canon of monsters that appear in most versions of the game. If they're newer, they must be distinct. To create this list, we started by combining the monster books from Necrotic Gnome's Old School Essentials that have been published so far. Some things needed to be added in (they've been saving all demons and devils and whatnot for their own future book, I believe), and some things got cut.

We'll be doing this roughly alphabetically. Some posts will be short, and others will be very, very long.

Monday, January 1, 2024

Capsule 💊 Games – Part 1: Introduction

Artist credit: Katie Hicks

Dolmenwood is now a big deal. But it was a journey to get here. It was originally conceived as a setting by Gavin Norman and Greg Gorgonmilk around 2013, to be used with B/X Essentials (now Old School Essentials). But by early 2016, they began to flesh it out through the Wormskin zine, making it a full on playable hexcrawl. See, most setting guides merely provide fluff. The GM then has to translate that fluff into gameable content. This is the burden of their prep. But an adventure module takes the next step and completes that prep for you. The forest isn't merely described for your imagination. It's described as hexes, and the hexes are already populated with the gameables. But by 2023 we find out that Dolmenwood is also going to contain its own bespoke rule system, too! A fairly simple one, of course. Basically just OSE with some tweaks and additions. But I can't help but notice that, increasingly, there is less and less you'll have to buy or make or decide upon in order to have the complete Dolmenwood experience. They've got it all handled for you. However, it's still assumed to be an open-world sandbox, so ultimately any two groups are still going to have a mostly different experience.

Not too long ago I wrote a review about Jim Henson's Labyrinth: the Adventure Game. I stumbled over a particular part. It wasn't the first time. Every time I've told someone about it, I've stumbled on this part. That part is, "do I call this an adventure? Or do I call this a system? A game? A setting?" The truth is that it's all of them. It's a complete package. Even more interesting, it's a package built to replicate the experience of a movie, while also still being freeform and including audience-authorship of the experience. It's remarkably successful at threading that needle. You play it and it feels like you just played out the movie Labyrinth. But it also unmistakably feels like you played your version of the movie Labyrinth. It manages to feel like both. And all of that was contained within one book (even the dice!).

Yazeba's Bed & Breakfast is also hard to describe. It's simply itself. It definitely is a role-playing game. But there's a lot of assumptions it's breaking. Players don't make their own characters. They don't even select or roll pre-generated characters. Rather, they play as these characters. They play as Gertrude, Hey Kid, Sal, Parish, and Amelie. These characters with these names and these histories and these personalities. Then, they play out sitcom-like slice of life episodes. But not episodes of your own invention. They play through these episodes. About 50 of them. And by completing episodes, progressing through the series, you unlock these new characters and story developments. It also includes a lot of assets, especially the digital version. An entire virtual interface to play through that elevates the experience. In part, this serves to cut down on prep. But also, it makes the experience more specific to the creator's vision.

These aren't all quite doing the same thing, but they're certainly doing a lot of similar things. Things I'm seeing more and more of and that I find exciting.