If many DMs find themselves struggling with particular high level abilities, does that mean the abilities were a mistake, or that the game needs more advice about running games with those abilities in it?
One thing that we’ve seen over the years is that D&D does dungeons quite well at lower levels. Dungeons may not be the answer at higher levels, but do DMs have skills to handle them? Do adventure designers?
There is one glorious feature about dungeons. They’re self constraining, giving predictable paths. That starts falling apart later. How good is the DM at handling non predictable approaches to an adventure?
And predicting “the players will mess up this adventure design” is not a useful prediction, however accurate! ;)
Of course, in published high level designs, things get even worse since you don’t know what the party makeup will be. So, you’re running an adventure that presumes the party has a wizard with teleport, and yet the party are all fighters and barbarians? Huh!

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More from @MerricB

7 Feb
Monsters do not need innovative mechanics to be interesting. The difference in the statistics between kobolds, goblins, orcs, hobgoblins, gnolls, bugbears and ogres in original D&D (and AD&D) is minimal. What makes them different? Culture, organisation, and story.
With any monster, when you're designing a story, you'd like to say "this is the only monster that fits that role." That they're identifiable and iconic enough in both your and your players' minds that it makes sense that they're there.
Dungeons & Dragons delights in having lots and lots of different monsters, but do you need them all in your campaign? You likely don't. Especially when you are building up the cultures and settlements in your world.
Read 16 tweets
5 Feb
If you have an ability in a game that has a chance of eliminating you from the game if you use it, what does that then do to the game?

What does it do to the enjoyment of the other participants?
Older board games were very fond of player elimination - where you could stop playing the game when your position was overrun. And these could be LONG games. Consider Diplomacy, which could be an 8 hour game where players were progressively eliminated.
And that meant that a person might set aside their afternoon and evening for playing this game, but then WASN'T playing for hours.
Read 14 tweets
4 Feb
In previous adventures (about 15+ years ago), the characters failed to stop the necromancer in Feast of Goblyns, and another player character became an important person in the Great Kingdom. #greyhawk #dnd
(I placed Feast of Goblyns in a west county of the Great Kingdom).
It's about 30 years later in the campaign world, and the current characters are about to visit the Court of the Overking. Some of the players played those previous adventures.
Read 5 tweets
3 Feb
My group are fighting on top of Yester Hill. The scale on the map is 1 square = 50 feet, which means the closest enemy is about 300 feet away, and others are 500+ feet away. It's a new experience for the characters!
Spot the tokens!
While the party wait for the enemies get into range, the wizard keeps attacking a statue depicting Strahd.

Ireena is *very* approving of the wizard. Is this a lovely romance starting?
Read 9 tweets
5 Jul 20
If you're interested in giving earlier editions of Dungeons & Dragons a try, I suggest you *also* get a copy of the 1981 Basic Rules, which may have the clearest explanation of some of the procedures those games follow.
Things like the procedures for exploration and combat are described much more clearly there than in OD&D or AD&D. You can then replace them with systems you like better, but it should give you a better feeling for the game. And the Expert rules add in wilderness travel.
I tend to like AD&D more than B/X due to the way it handles character classes, but I found the Basic rules invaluable in understanding the game.
Read 5 tweets
26 Feb 20
In the early days of Dungeons & Dragons, players rolled to determine their ability scores. On 3d6. In order. Certain classes were only available to those with good rolls. #dnd
Note that in the earliest form of D&D, high ability scores did very little. High Str, Int or Wis? That only gave a bonus to XP earned, and only if you were of that class. No bonus to hit or damage from high Strength, for instance! #dnd
As the game developed - and with the release of the "Greyhawk" supplement - ability scores rose in prominence. And, as they did, alternative methods of generating them were needed. I've got a feeling characters with below average stats didn't survive long - if even played! #dnd
Read 18 tweets

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