Thursday, April 2, 2026
The Other Appendix N
Monday, December 22, 2025
Archaeology: Dwarf Class for 5E
Sunday, December 22, 2024
Slush Pile
Thursday, December 19, 2024
Ten Years (Part 3)
You've heard the good, the messy, and the annoying. But here in our grand finale? These are the real reasons I haven't run a 5E game in years. The stuff that makes me sometimes not even want to be a player anymore. To the game's credit, none of these things really bothered me for quite a few years. It took a lot of experience with the game before these issues started really getting to me. I'm sure if I played any game long enough, there'd be some aspect of it that would eventually annoy me this much.
All the criticisms I have in this post fall under two umbrellas: magic and combat.
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.
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
Monday, October 7, 2024
Rules Aren't Knots
Friday, January 5, 2024
Crunch Criteria
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.
Monday, December 26, 2022
Not All Balance is the Same
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| Artist Credit: Wayne Reynolds |
So while you very likely have strong opinions about this word, it might be useful to take a closer look. In this article, I'm going to examine six ways that the word "balance" commonly comes up when discussing RPGs, and why it's important to recognize that they are indeed distinct.
As usual, I will mostly be making reference to ol' D&D as my primary example, but don't mistake that for meaning that this only carries relevance to D&D alone. All kinds of gaming philosophies might benefit from a little bit of thought about these six different meanings for the word "balance," even if there are some that you can safely dismiss. So yeah, balance matters to other crunchy games like GURPS and Lancer and Genesys-system stuff of course, but it can also come up in your rules-lite games, story games, FKR games, lyric games, and so on. If you want to design a Star Wars game and you aren't sure about how to handle the Force, or if you're going to be running a Call and/or Trail of Cthulhu and are crafting a mystery for your investigators, or you're making a random mutation table for a Mothership adventure you're writing, then there's likely something in this post that you should be thinking about. It just might never have occurred to you before because you're only ever thinking of one possible definition out of many.
Tuesday, November 8, 2022
Enough Dweeb Adventures
I have a hypothesis: Wizards of the Coast's 5E adventures are for fucking weenies.
I know, it's a tall claim to make. Let's prove this through rigorous scientific analysis.
[Okay, in all seriousness, I recognize that I'm really preaching to the choir here. But use this article for 1) knowing how not to write dope adventures, and 2) explaining to your friends who are squares what the difference is between dope adventures and mayonnaise adventures.]
The principal variables I want to examine are villains and conflict. They reveal a lot about a designer's sensibilities towards what's cool. Because as we all know, the bad guys are always cooler than the good guys.
Saturday, July 23, 2022
A Primer on Star Wars RPGs
If you've received a link to this article, you may have just asked the question, "what's the deal with Star Wars RPGs?" The first part of this post is a succinct overview of all the major (and some minor) options out there which cover this need.
I decided to write this because in the last two weeks, I've seen at least 4 Reddit posts and a couple Discord messages where people asked that very question, and I get tired of explaining it. So if you see someone asking that question, link them to this article.
Monday, May 9, 2022
Tuesday, May 3, 2022
Hidden Grove of the Deep Druids: an adventure I drew for
Monday, April 25, 2022
Potpourri
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| Artist Credit: Kieran Yanner |
In this post you'll find seven really small RPG-related things I'd like to share which are all completely unrelated to one another. I hope the comments are chaos. They include:
- An idea I had for a particular take on the "Grit vs Flesh" mechanic
- A weird experimental PC I recently tried
- Possibly the most famous example of the power of tactical infinity in RPGs
- A world map I've slowly been working on
- An idea I have for a new monster type to fit into the traditional D&D schema
- How I would run a sandbox in a superhero game
- Doppelgängers
Saturday, December 11, 2021
A Thorough Look at Skill Challenges (Part 2: Analysis)
Tuesday, October 5, 2021
Gritty Realism: Adventuring in Weeks, Not Days
Because apparently this is a 5E blog now, I'm going to talk about the Gritty Realism variant rule suggested in the DMG on page 267. But wait! Don't go! You know me better than that. Of course I'll find a way to make it relevant to you and your rules-lite artpunk post apocalyptic furry heartbreaker as well, since I know you don't play D&D 5E.
- The Warriors
- The Avengers (well, like 90% of it)
- Night of the Living Dead
- Clue
- Dredd
- The Goonies
- Escape From New York
- 24 (the TV show)
Sunday, September 19, 2021
Iterative Design
If you work in any form of engineering then this is probably a familiar idea. I just want to talk about how valuable I find it to be when it comes to RPG design. I've always really liked that the standard in RPGs is to have new "editions", rather than straight-up sequels. And because it is, to greatly generalize, a fairly scrappy and accessible hobby, we get to do lots of communal collaboration. We build on each others' work. We actively encourage the theft of good ideas (within the bounds of intellectual property rights). Most RPGs list their "Rule 0" as being something along the lines of "the GM can and should ignore or change any part of the game they want to if they judge it best for their group." It's like you have a game designer at every table.
The problem is that a lot of folks are pretty amateur as game designers. The single biggest failing, I think, comes from this very gap: not enough would-be designers are engaging with iterative design.
You look at what's come before and you use it as a basis for what you'll create anew. You examine the previous version to understand its design, paying attention to the context which created it and asking yourself whether or not those same factors remain relevant. And at the very least, the common corollary to that rule 0 is this: "a good GM will first make an effort to understand the original rule's purpose before deciding to change it." All-too-often ignored wisdom.
I especially find this to be common in two cases: 1) people complaining about design they don't understand, and 2) people making poorly thought-out houserules. Let's talk about some examples.
Sunday, September 12, 2021
The New School, the Old School, and 5th Edition D&D
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| This was easily the funniest picture I found for "Edition Wars" |
Wednesday, September 1, 2021
Associates vs Parties
- A true party is united by a purpose. They either all have the same patron or they operate a single enterprise together. A party that's also a thieves' guild or a pirate crew or an order of knights or something would be an example of this version. A victory for one is a victory for all, and they are frequently attacked, aided, and rewarded as a group. They probably share a single headquarters. Some games go so far as to create a "party sheet" that's like a character sheet but for elements that only exist as a feature of your unity, and aren't an element of any one single member alone (e.g. reputation or turf).
- Adventurers who merely associate may still go out on adventures every week, delving into dungeons together and saving each other's bacon. But they each have separate goals and will break off from everyone else if they have good cause to. The wizard owns his own tower from which he performs magical research. The rogue owns her own tavern where she smuggles contraband. The cleric has built a temple in order to better serve their personal deity and the fighter has raised an army to conquer a fortress in order to better protect the peasantry. Especially if you're playing an open table game, then you may not even have a consistent party makeup from session to session. There is no "party," there's just instances of adventurers in a shared world choosing to work together temporarily, and the stories we play out are following different combinations of adventurers each time. You'll also almost certainly not all be the same level, and there may even arise competition between you! An old party member may grow powerful and corrupt and become a villain for everyone else!










