It finally happened, both the BX Red and BX Blue are now available on DriveThruRPG as POD.
A website dedicate to games of all favors and varieties, from video games to good old D&D.
Monday, July 6, 2026
Finally! BX Red and BX Blue!
Sunday, May 17, 2026
Pickpocketing 101
One of the hard parts of being a DM is the characters doing random things, like pickpocketing a random person. Here is a list of 101 random things that could be found in a pocket. Two notes: I run a post-apocalyptic campaign where modern items might be found, plus in the Middle Ages, "pockets" might be larger pouches and bags than what you would expect.
- A hard-boiled egg
- 7 pieces of bullion (for broth)
- A box of matches, two crushed packs of cigarettes, and a couple of Tic-Tacs
- A pack of Fruit Stripe gum
- One nugget of gold
- a Polariod of Meri, Pippin, and Treebeard
- Half a turkey sandwich in waxed paper
- 17 ketchup packets
- 3 fortune cookies, two are broken, but the third still functions
- A spork and a knife
- A bar of soap and one sock
- A cheese knife and a wedge of cheese
- A multitool
- Hockey tape and puck
- A sling and 7 bullets
- A sewing kit
- One large onion
- A ball of twine
- 7 quarters and 3 dimes
- A jar of Grey Poupon
- A pair of gloves and a trowel
- A Zippo lighter
- 3 perfect skipping stones
- A pair of glasses
- 3 silver bars
- A bundle of parsley, sage, rosemary, and thyme.
- A set of files
- A measuring tape
- Scissors and a piece of chalk
- A small first aid kit
- A heel of bread
- A small box of snuff
- 4 tubes of paint and a brush (white, vermillion, ivory black, and yellow ochre)
- A balisong
- A pipe, a tobacco pouch, and a cleaning tool
- A laser pointer
- A small pouch
- A tin cup and a tea ball
- A can of grease
- A lucky coin
- 3 chess pieces, one bishop, one queen, one rook.
- An Uno deck
- 3 bungee cords
- A paperback book, "What is Dungeons and Dragons?"
- 6 ball bearings, 1" steel
- 12 copper pennies in a snap pouch
- A kalimba
- A pair of small nunchucks (1d3 damage)
- A folding pocket knife with the letter "P" engraved on it
- Archery bracer and finger gaurds
- Steel wool
- Pegs for a lute
- 15 safety pins
- A compass
- A small oil lamp, empty
- Sunglasses, pink with rhinestones
- A hymnal
- Three tiny screwdrivers and a 10 mm socket
- A pack of clove cigarettes and a book of matches
- A tube of toothpaste and a well-used toothbrush
- 3 votive candles in glass and wire holders
- 3 Sharpie markers, orange, brown, and black
- 6 sheets of paper, the 6th has plans for a garden
- A small book: "The Early History of Rome" by Levy
- A pair of pliers and 8 nails
- A canvas roll for paint brushes
- 3 cards: a Jack, a Queen, and two, all clubs
- A roll of Duct Tape and a small razor
- A brush and soap in a cup
- 3 carabiners and three iron spikes
- A tiny 6" hammer
- A play program from "Guys and Dolls"
- A box with 3 gears on the front
- 6 packets of seeds: tomatoes, zucchini, cucumbers, onions, lettuce, and goblins
- A kitten
- 24 cough drops
- 72" of wick and a ball of wax
- An oil can, full
- A fabric map of France
- A set of dominoes
- Wolfsbane
- 17 wooden dice, all 1d6
- A set of shot glasses
- Two ferrets
- A straight razor and a small leather strop
- A jar of Nutella
- A brass electric torch
- Thieves tools
- Brass wire and cutter
- A set of guitar strings
- A can of chicken noodle soup with a P-38 can opener
- 23 recipe cards
- A flask of brandy
- A bottle of fluid, clearly labeled "food poisoning"
- A glass cutter
- 3 quartz crystals on a lanyard
- 3 packs of sugar and 16 packs of saccharine
- A glass jar full of milk
- A pair of mittens and a hat
- One rubber spatula
Monday, March 2, 2026
Review: Craft of the Wise: The Pagan Witch for Basic Era Games
Publisher: The Other Side Publishing
Author: Timothy S. Brannan
Year: 2019
Pages: 67 pages
Rating: 5 of 5 stars
I think... I hope I have all of these witch-themed books by Timothy Brannan. I was hunting for a particular ritual for an upcoming game and post, and couldn't find it. Well, that is because this one title doesn't pop up in the search for "Witch" in the DriveThruRPG app.
The Pagan Witch has all of the same great artwork you'd come to expect from Brannan's prior works. Again, I took the date above from the forward, which provides excellent insight into why these books were published. The whole series has a great layout and detailed explanations in each chapter. There are no surprise changes from book to book.
This title focuses on Pagan Traditions. This goes hand in hand with my love of the Romans. While not Roman at all, they were there alongside them. And of course, they didn't get along much. This book covers what it means to be a witch while highlighting what THAT means to other characters, like magic users and clerics. Backtracking to the Introduction, Brannan pulled in the modern-day depictions of a witch.
Like the other books, it starts with the class description, cowens (assistants to the witch), and familiars. Personally, I think familiars are more "witch-like" than "wizard-like" and enjoy the details given to them in this series. From the class description, he moves on to spells, rituals, monsters, magic items, and NPC witches. This book is well constructed to get the most out of the concept.
My reason for reaching for this book this weekend was that I needed a ritual spell to cast a particular character in a special light. You'll be seeing Gabby in my next post for X2 - Castle Amber.
Sunday, January 18, 2026
Character Challenge 2026 - Catching Up - Willy Pete and his Merry Band
Let's start with the overt commercial:
I use Necrotic Gnome's Old-School Essentials, but picked up the boxed sets from a Kickstarter. You can approximate this with two titles: The Referee's Tome and The Player's Tome. Or you could taste test it with the Basic Rules. These are free.
When I create characters for myself, I love to create backstories for them. The odder the better.
Meet Sergeant William Peterson, U.S. Army. He was drafted back in '71 and served in Vietnam, quickly becoming a sergeant. With a name like William Peterson, the jokes flew like crazy. At mailcall, soldiers would "mail" him anything labeled "White Phosphorus": grenades, canisters, box lids, etc.
Good times.
After the war, he married his high school sweetheart and started a family. Jenna and William had a daughter named Jane. William became a chemist at a local factory. He kept close ties with his Army buddies.
In the late 70's, there were strange happenings at the local Army base. All kinds of weird shit was happening there. Lights in the sky, strangely dressed people, creatures no one had ever seen before. Before anything was resolved, the base closed up, and William's former unit was moved clear across the country.The former base was supposed to be converted into a public park, but the funding stalled. It was too far from the town. Besides a few picnic tables, a playground, and a lonely OV-01 display, the park was never completed. Jane, Jenna, and William pressed the local government to continue the project, but it was an uphill battle. For the most part, only the Petersons visited the place for weekend picnics as the base slowly decayed.
One rain-soaked morning on their weekend outing, the Petersons disappeared. Again, strange lights in the sky were reported, but like the park, nothing ever came of the investigation. The family simply vanished.
William and his family awoke on the Isle of Dread, near location 10. The Phanton Settlement. Using his knowledge of jungle environments, William carved out an encampment for his family and hid the family car. They quickly discovered the Phantons and made friends with them. They have a mutual support pact with the little creatures. They have loose contact with the other natives of the island.They tried to find a way home, but as time passed, they adopted the ways of the people of the island. William is a Magic User/Fighter. Jemma is a Cleric/Fighter, and Jane has chosen the middle ground, becoming a Druid.
William Peterson Fouth Level Fighter and Fourth Level Magic User
Strength: 12
Intelligence: 11
Wisdom: 13
Dexterity: 11
Constitution: 7
Charisma: 12
Hit Points: 39
Armor Class: 9 He doesn't like to wear armor
GP: 117 SP: 0 CP: 0 EP: 0 PP: 0 Gems: None
Spells: Various fire-related spells
Languages: Common
Equipment:
Axe
Dagger
Crossbow
Alice Pack:
2 canteens,
7 Days of Rations
Bedroll
Change of Clothes
Shoulder Bag
Map
![]() |
| The Peterson Compound Sans Trees |
Jane Peterson Fourth Level Fighter, Fifth Level Cleric
Strength: 14
Intelligence: 16
Wisdom: 10
Dexterity: 13
Constitution: 14
Charisma: 16
Hit Points: 49
Armor Class: 6 Leather Armor and Shield
GP: 117 SP: 0 CP: 0 EP: 0 PP: 0 Gems: None
Spells: Healing spells mostly.
Languages: Common
Equipment:
Hammer
Dagger
Crossbow
Alice Pack:
2 canteens,
7 Days of Rations
Bedroll
Change of Clothes
Shoulder Bag
Map
Jane Peterson Third Level Druid
Strength: 14
Intelligence: 13
Wisdom: 10
Dexterity: 11
Constitution: 16
Charisma: 10
Hit Points: 20
Armor Class: 6 Leather Armor and Shield
GP: 117 SP: 0 CP: 0 EP: 0 PP: 0 Gems: None
Spells: Druidic spells
Languages: Common, Phanton
Equipment:
Dagger
Spear
Backpack:
6 Torches
Tinderbox
2 Waterskins
2 Sacks
7 Days of Rations
Bedroll
Change of Clothes
The Petersons don't have magic items, but William has surrounded their treehouse with working mortars and tripwire flares to defend against dinosaurs. He can make excellent fire-starting tools like firebows and tinderboxes. Jane and Jenna know modern first aid and CPR. The villagers tend to avoid the "weird ones" but will bring the injured and sick to the family for assistance. The Phantons are on very good terms with the Petersons.
Being a chemist, William has a cave to the west (2 hexes or 12 miles away) stocked with dangerous chemicals and a makeshift lab. Of course, some of this is Willy Pete. He does keep small amounts of materials closer to home, but since the house is wooden, he doesn't like to keep a lot around.
Saturday, January 10, 2026
Character Challenge 2026 - 10 Days Late - Nodonn, Human, Fighter, 4th level
Let's start with the overt commercial:
I use Necrotic Gnome's Old-School Essentials, but picked up the boxed sets from a Kickstarter. You can approximate this with two titles: The Referee's Tome and The Player's Tome. Or you could taste test it with the Basic Rules. These are free.
As before, I stole Nodonn from a book. Nodonn Battlemaster is a lord from the book The Nonborn King, a part of the Many-Coloured Land Series. He is an alien, but I cast him as a human. His people, the Tanu, are the prototype for Elves. The link above goes to Amazon. As an Amazon Associate, I earn from qualifying purchases.
Nodonn Human Fourth Level Fighter
Strength: 15
Intelligence: 11
Wisdom: 13
Dexterity: 13
Constitution: 13
Charisma: 10
Hit Points: 33
Armor Class: 3 Ghosty Platemail (+1)
GP: 12 SP: 0 CP: 0 EP: 0 PP: 20 Gems: None
Spells: None
Languages: Common
Equipment:
The Ghosty Armor (Plate)
Two-Handed Sword
Dagger
Bow and 24 Arrows
Backpack:
6 Torches
Tinderbox
2 Waterskins
2 Sacks
7 Days of Rations
Bedroll
Change of Clothes
Shoulder Bag
Ah, Ghosty equipment is diabolical.
I'll do a full write-up later, but the basics are: it is hard to perceive. It bothers people. It imparts bonuses because people can't see it.
This is not magical armor, but high-tech armor. When I run X2, Castle Amber, I will see how well it works out. I have a couple of plans to make it work, plus a few fallbacks because I don't want a passive item to cause too many saving throws.
We will see.
Character Challenge 2026 - 10 Days Late - Ana Khouri, Post Human, Fighter, 4th level
Let's start with the overt commercial:
I use Necrotic Gnome's Old-School Essentials but picked up the boxed sets from a Kickstarter. You can approximate this with two titles: The Referee's Tome and The Player's Tome.
Next topic: My campaign world is post-apocalyptic, so Ana Khouri is stolen from a series of science fiction novels, Revelation Space.
Ana Khouri has travelled to the stars before returning home to Earth. She is thousands of years old, thanks to high-tech rejuvenation nanites and time dilation. She has been many things: spacer, soldier, mother, and assassin.
Ana Khouri Fourth Level Fighter
Strength: 15
Intelligence: 15
Wisdom: 11
Dexterity: 17
Constitution: 8
Charisma: 12
Hit Points: 32
Armor Class: 4 Elven Chain
GP: 34 SP: 0 CP: 0 EP: 0 PP: 0 Gems: None
Spells: None
Languages: Common, Elvish, Halfling
Equipment:
Elven Chain Armor
The Ghosty Sword (+1)
Dagger
Bow and 24 Arrows
Backpack:
Lantern
4 flasks of oil
Tinderbox
2 Waterskins
2 Sacks
7 Days of Rations
1 Flask of Brandy
Bedroll
Special Abilities: Infravision, Starlight Vision, Max Hit Points per level, effectively immortal.
The "character sheet" above is adapted from the ones that appear in BSOLO - Ghost of Lion Castle.
Since she is a post-human, I wanted to give her some special abilities without making them overpowered. She receives max hit points per level due to her nanites, despite having a low Constitution. Ana receives no bonus hit points for her stats and has lost the hit points she had in her various past lives.
The nanites also make her immune to the spells Slow and Haste, for better or worse. Her vision is incredible. She can see in the dark like a starlight scope or use infravision. It takes a round to switch. She might be momentarily blinded by a sudden change in light levels, but she is quick to adapt.
As mentioned in a prior post, Ana probably started with 18 in every stat, but these are slowly falling, leaving her pretty average. She is not subject to aging in the normal sense. Ana is effectively immortal unless killed by something. Ana was once an Assassin, but that was so long ago that she has forgotten all of those skills. Besides, that was another world or two ago. She doesn't have access to those types of high-tech weapons anymore.
Ana Khouri does have one high-tech weapon: The Ghosty Sword. It is a +1 Vorpal long sword. It has one other trait: it is hard to look at or focus on, improving the wielder's AC by 1. I will post more about Ghosty equipment because several of these new characters have them.
Saturday, December 27, 2025
Out of Order in the Court!
First, the Bills are in the playoffs. Second, the party is too small. Third, I have a bunch of laser crafts to finish. And suppose that someone should do the dishes and laundry.
Ok. Laundry and Dishes are done.
I'm back to the main issue at hand.
I need more characters. So I rolled up a few to reach the 36 levels needed for X2. I'll describe a few of them after the list, because I stole their names from good books.
Yes, this is turning into an Amazon Ad.
- Merry the Halfling, Paladin, 4th level
- (Ana) Khouri, Post Human, Fighter, 4th level
- Lance, Human, Fighter, 1st level
- Alexei, Elf, Bard, 2nd level
- Pizzaballa, Elf, Cleric, 2nd level
- Nodonn, Human, Fighter, 4th level
I stole the following names from books: Merry is from The Lord of the Rings, Ana Khouri is from Revelation Space, and Nodonn Battlemaster is from the Many-Colored Land Series. Pizzaballa was stolen from a real person: He is a Cardinal at the Vatican. I find that hilarious.
Let's start with Merry. In every edition of D&D that I own, Halflings are not allowed to be paladins. In 3.5 and beyond, it is possible. The reason I allow Halfling Paladins is, according to LotR lore, by any imaginable measure, Merry, Pippin, and Sam all became powerful heroes and leaders. Technically, they do not remotely match a D&D Paladin except in name, but I allow it.
Nodonn Battlemaster is a lord from the book The Nonborn King, a part of the Many-Coloured Land Series. He is an alien, but I cast him as a human. His people, the Tanu, are the prototype for Elves.
The last character I stole is the most interesting, in my opinion. My campaign world is post-apocalyptic, so Ana Khouri is stolen from a series of science fiction novels, Revelation Space. She has travelled to the stars before returning home to Earth. She is thousands of years old, thanks to high-tech rejuvenations and time dilation. She has been many things: spacer to soldier, mother, and assassin.
With that background in place, she should have all kinds of superpowers. I decided against that. She does have some special abilities: She has infravision and vision like a starlight scope. She has machines in her blood that make her immune to two very particular spells: slow and haste. This is because she has been engineered for long life. She also receives the maximum number of HP per level.
Mechanically, she started life having 18s in every stat, but as she ages and becomes more removed from the high-tech society that did this to her, all of her stats are falling. She appears typical for a human fighter of this epoch. Her highest stat is a 17 in Dex. She is agile like a dancer, but not inhumanly so.
Having described these new characters, I can list off the remaining characters from my B2 sessions:
- Solvo, Elf, 3rd level
- Thomas, Cleric, 3rd level
- Jude (aka Punch), Knight, 2nd level
- Rety, Thief, 3rd level
- Dorian, Cleric, 3rd level
- Sybil, MU, 4th level
- Belaphon (aka Bel), MU, 3rd level
The next challenge will come soon enough. I need to plan a dinner for 13 people at Chateau d' Amberville. I shall consult with my family.
Friday, November 21, 2025
Returning to the Party
I used the OSE rule set for my last solo campaign run. You can get a copy from DriveThruRPG. This is the super bundle; you can actually pick and choose from various titles rather than purchase the whole bundle.
I plan on taking the party to the Isle of Dread; however, I need to reboot the group.In the last session for the Keep on the Borderlands, the party lost several characters: Lefty and Slammer, Celia, and Dorin, plus several other unnamed NPCs. Additionally, some of the characters have changed wildly.
Punch now uses his real name, Jude, and has become dedicated to the priests at the Keep. I imagine this is a tiny religious group based in the kingdom to the west of the Keep. Jude is now adventuring to become a fine and proper knight, with lordly guidance. In this case, he is seeking a religiously minded lord. While this might sound more like a Paladin's quest, it makes sense in the context of how he became a Knight in the wilderness.
Sybil took an evil, murderous turn. She has returned west with the party to seek out her family and get herself back. Rety has joined her. Sybil's father is a magic user and adventurer, and her mother is a ranger. The two women hope to find some solace from the wise and experienced parental units. Rety isn't traveling with Sybil for support, but for self-healing. At the family home, Rety spends her days on a small boat on the family pond, trying to find some way to pick up her life after the disaster in the Caves of Chaos. She lost many friends and blames herself.
The rest of the party: Dorian, Thomas, Belaphon, and Solvo took the same path as Sybil, Jude, and Rety. The tables have turned, and they now follow Simon the Drover and his two daughters. They have been making ends meet by performing guard duties for various shipments and caravans, but the work is very boring.
On the positive side, Hender and Sonny have tagged along, and the party is vaguely amused by Sonny's attempt at a relationship with one of the drover girls. He has no idea what he is doing, which pleases Bela and Liz to no end. They haven't had this much positive attention before. Simon is less enthusiastic about Sonny's misadventures with his daughters, but remains aloof. It's a lot like watching a puppy learn how to socialize. Or house broken. Or something like that.
The first issue I have in setting up X1 - Isle of Dread is that the party has no ship. They also have very few funds. In fact, Simon, Bela, and Liz are the only people with any significant funds, as Rety was paying them a lot. The adventuring party could sell of some of their goods to make up the funds and supplies they lost. Rety did leave several thousand gold back at the Keep, but that leaves them dozens of thousands short to purchase a ship.
I am tinkering with OSR Solo to brainstorm ideas. There is a lot of meta going on here, as I run down things that seem reasonable, but after reflection are somewhat unworkable. I'll let you know how that goes.One choice that I have solidified is that Hender, Sonny, Liz, Bela, and Simon will be on that ship, but as NPCs that won't adventure much. That leaves the core group of Jude, Dorian, Thomas, Belaphon, Solvo, and Sybil. They will need new friends to adventure with. These new adventurers will not be the remnants of the NPC party they met in the Caves of Chaos. They are done as adventurers and have set up shop in the Keep. Maybe they will come back someday.
I really haven't been using figures for this project, but I have to tell you, a collection of plastic dinosaurs sounds great right about now.
I hope you join me for this new adventure coming in December or, more likely, January 2026.
Wednesday, October 29, 2025
Let the Fall Begin
This is also the time of year when I struggle to get people to play games with me. I am gearing up for two pre-holiday trips, one personal and one business trip. The Bills are on, hockey is on, and the holidays are rushing at us. I can get people over here, but there are too many distractions to play games. This is the season of friends and family, sports and food.
As of late, I am doing a solo run through of Keep on the Borderlands. I am on session 10, and I don't plan on running past session 12. I would like to complete this in the next week or two and move on to painting figures. You can see that I have the figures I need in session 10.
Since I want to end the year painting, I would like to play some more Battletech. I also have a game called A Billion Suns that I'd like to play.Once the Keep sessions are complete, I want to kick into planning posts for next year. To that end, I'm sharing the last couple of modules and books I've purchased.
OSR Solo: Since I have been playing solo, this book is instrumental for solo play. I am pretty good at improvising, but this throws some curves into gameplay.
B2 The Keep on the Borderlands (Basic): Levels 1 to 3. Made for B/X, but I have also played it with AD&D. AD&D causes issues, which I will talk about at the end of this series of posts. Click this link to read the sessions.
L1 The Secret of Bone Hill (1e): Levels 2 to 4, for AD&D. True fact, when I was in sixth grade, my school had a collection of D&D books in the library, and this was the only module they had. We had a D&D club and played it twice.
X1 The Isle of Dread (Basic): Levels 3 to 7 for B/X. Assuming anyone survives the Caves of Chaos, this will be my next solo play-through.
B1-9 In Search of Adventure (Basic): Levels 1 to 3, for B/X. I have never played this set of modules. Maybe I can gather a gang of humans to run through all 9 adventures in 2026.
S2 White Plume Mountain (1e): Level 5 to 10 for AD&D. I have never successfully completed this module, either as a player or a DM. It's deadly, and I can't believe it's meant for 5+ level characters. It has 3 of the most iconic AD&D weapons in the lore. I want my characters to get those.
G1-3 Against the Giants (1e): Levels 8 to 12, for AD&D. Again, this is a modole of I have never completed. It is pretty deadly for the party.
Old-School Essentials Adventure Anthology 1: This is a great series of adventures, ranging from levels 1 to 9. It was written for my new favorite set, OSE.Fiend Folio (1e): This one is not a module, but an old AD&D companion book to the Monster Manual. Since I received this book fourth, I never actually obtained Monster Manual II. I might pick up Monster Manual II.
Do Not Let Us Die In The Dark Night Of This Cold Winter: This is a standalone game that can plug into D&D. I have played through a couple of times and really enjoy it. I would like to see if I can do a play-through with friends again before the end of the year, but it is really the opposite of the holiday season. We'll see if anyone feels like it.
I also have this cool D&D product I'd like to review.
I have a few other non-blog projects planned, like a mini-staycation at the beginning of December. I will be doing a cleanup and decluttering of the house and garage. I also need to do some work in the basement. That might come up on Tog Side Channels.
Thursday, September 11, 2025
Review - The Basic Witch: The Pumpkin Spice Tradition
Publisher: The Other Side Publishing
Author: Timothy S. Brannan
Year: 2019
Pages: 65 pages
Rating: 5 of 5 stars
Reviewer's note: The date is taken from the forward; this could be the most recent update rather than the original publication date. If that is the case, my apologies, but then that also means the author is providing an excellent experience by routinely updating his works.
Tuesday, September 2, 2025
Dungeons and Dragons Adventure Begins game
It might be the tangibles that come with these sets that get me. The set includes:
- 4 mini-figures,
- 4 Boss tiles,
- 4 20-sided dice,
- 10-sided Dungeon Master die,
- damage clip,
- 4 health trackers,
- plastic deck holder,
- 20 character tiles,
- 4 dungeon boards,
- 24 gold,
- 4 adventure decks,
- item deck,
- 4 reference cards,
- 8 backpack cards,
- 12 gatekeeper cards,
- And the rules booklet.
Thursday, June 12, 2025
Let Me Off, This Is My Stop
Speaking of Myst, this blog started as a Myst fan site, and it changed into something better because I started writing about other stuff I also enjoy. I don't plan to go too far afield on the blog. If you like oddball stuff, please follow me on MeWe. I post about music, gardening, and giant rabbits in addition to games.
Tonight's topic is obviously about railroading players in RPGs. Typically, I post about D&D, but refusing to railroad players is good form for all RPGs.
I think that railroading comes from a couple of places:
A. The DM provides a setting for players to engage in storytelling. Having created that setting, the DM wants to tell their story. Sometimes it's hard to break the setting from a story, and painful for the author to let their setting free to have different stories. Obviously, this comes from all the time the DM invested in creating it. But there is a difference between setting and story.
B. The next reason is shock and awe. EVERY player on the planet can flabbergast the DM with a wild and unique set of choices that defy all coping because it is so correct for the scenario. Get used to it. Even the best improvisationalist will get caught out by a wily player who says something smart and correct.
3. Sometimes, railroading is good, but it is rarely "this time". In this scenario, the players and their characters choose a path, do or die. As a DM, this is the time to railroad. The scenario becomes a one-trick pony show. The players laid out the parameters, you have to perform. Make sure you have all of your ducks and dice in a row and let them have it.
Part D. There are many ways to "win" and the players always decide what winning is to them. Sometimes it is simple survival, and other times it is obtaining something they want. The DM picked the presentation events; they don't get to pick what is viewed as valuable to the players or characters. The players may value defeating the dragon more than taking the treasure.
Now that I have spelled out why railroading happens, here are 4 options to avoid it.
1. and 2. If the players don't like your setting and scenario, or come up with something else, let the characters out. The easiest way to snap the players out of a specific set of circumstances is to forget the players and listen to the characters' voices. This is an important distinction. The characters are the participants in your setting, not the players. If the players say, "Aw, not pirates again," forget it. If the character says, "I'm never getting on a ship again," run with it. What the player says is an observation; what the character says is an instruction.
The opposite of pirates is a dungeon. Don't try, just do it. Again, without railroading. Let the party explore other options.
The obvious problem with a change, or when you get caught flatfooted, is what happens to the original story you set out for the players?
Personally, I like the slow fade. You don't need to express how surprised you are by the change. "Stay cool, man." The story happens without the players. Make sure they get news about it; it keeps your setting intact without overshadowing the players' activities. In the pirate vs. dungeon example, the players may return to town after slaying the orcs to witness an epic battle in the harbor.
The outcome of a massive battle in the harbor will have to conform to reasonable expectations, but doesn't need to impact the players except to provide a simple point of interest. Your setting is still there and intact.
"Yup, that was too dangerous." Let the players be right. This also covers Option C, when you are forced to perform a desirable railroad. Let the players have fun being right.
You may have to tool up or down to hit the right notes, but it can work. If the characters demand a massive set piece battle, don't be surprised if they outperform you in every way. It is 4 or more brains against just you. You are going to have to tweak things to get it right. You might be shocked to find the 15 giants you threw against the players aren't enough because the two major traps the players overcame at the start of the adventure are now being used against the giants. Just remember, when the characters do things to the giants, they aren't doing anything to you. Celebrate the madness and creativity.
Part 4 is the easy part. There is no "winning" in an RPG, except for the continuation of the game. Run with that and keep it coming.
Tuesday, April 29, 2025
A Non-review of Champions of Krynn
Anyway, now that I have both the SSI Gold Box games and paper copies of the Dragonlance modules, I want to revisit and review them all. You can check out copies of Dragonlance here on DTRPG.
Saturday, March 29, 2025
The Evil Ones
Why do I let "the evil races" like kobolds not behave evilly? Why do I let players play them?
Saturday, March 22, 2025
I Think Marvel Multiverse Role-Playing Game Taught Me To Play D&D e5
I am having a failure to campaign. I wanted to do a Star Wars campaign, but my potential players spotted the Marvel Multiverse Role-Playing Game on my shelf and dove into a rabbit hole of Super Heroes. I wanted to playtest some ideas for my module POP-001 Reverants of Revenants of the Lost Temple but got sidetracked by prototyping a new RPG. Add in the new laser, the tablesaw, and the 3d printer and I am at a loss for what to do first or now.
So back to basics. I am going to review the games I have acquired over the last year to 18 months. I just need to pick a good one to start on.
To get this game design bug out of my head, I want to talk about the Marvel game.
Marvel... it is inescapable right now. We have a couple of movies and TV shows coming out at the same time that the company is kicking out all kinds of new comic books. That's a mighty big rabbit hole to live in. When my kids and friends saw the Marvel RPG, instead of playing the game we ended up watching 3 movies while digging through a box of comics and perusing the rules.
Friends, I have wasted a day.
I'll review the Marvel rules eventually, but I THINK I understand what changed between my D&D of the 1970s and 1980s and e5 thanks to this Marvel ruleset.The social purpose changed. As a historian, I like this concept. In history, historical people wanted to focus on the ills of the world, but could not effectively mesh the current massive problem with underlying social issues which were also occurring. It usually results in half measures and more problems. The idea the gaming changed on the social side is neat.
D&D started as a tactical game; it evolved from wargaming. I have X guys and you have Y guys, let's throw some dice to see what happens. Ok?
D&D adds special abilities and roleplay to a tabletop game, which changes that random dice dynamic. Individuals become heroes, it is important for them to have a past, present, and future and now we have Player Characters.
When I think of a classic movie, it will be from the 40s, 50s, or 60s. Many of these were big-budget affairs that depicted massive set-piece battles but also had an undercurrent where a gang of scrappy heroes would be the solution. Or they were low-budget and had to have a gang of oddball heroes to compete with big-budget movie spectaculars. This humanized the story and was a satisfying use of characters. Nobody saw the oddball scrappies coming.
It doesn't even have to be a war movie. Flight of the Phoenix is a movie about people literally building a plane in flight. Just like war movies, it elevates individual characters to heroes or solution-maker status.
Even though there were far fewer character choices in OD&D, Basic D&D, and e1, not all of the rules were harmonized in the mechanics. Because the mechanics were often unique to the class or monster, it was hard for the DM to determine if a scenario was a real challenge. Add in wily player characters, and really strange things happen. This mirrors the movies of the day. No one saw the ending coming and DMs didn't try to adapt to the players. They just rolled with whatever happened because as long as the players were willing to play, there were always new bad guys and challenges.
Today, if you ask someone about a "classic movie", the answers are very different. It's Star Wars, Batman, Harry Potter, Kill Bill, The Usual Suspects, etc.
What is different about these films from older classics? Usually, the viewer has awareness of the heroes from the get-go and the bad guy has the advantage of knowing the heroes just as well as the viewer while the heroes are unaware of their opposites' goals.
Back in the day, D&D didn't have a Session 0. The DM designed his campaign or story in a vacuum and the players subvert this by building the plane in flight. Session 0 was a vague idea when the DM told the players about the world their characters lived in as they rolled up characters, but it occurred at the same time as Session 1. The players are adapting to the DM's world, without the DM thinking about what the characters were all about. Sure there were minor questions to be answered, but those were usually no big deal:
"Sure you can be a paladin, an assassin, or a cleric! Any class you like is available."
"Yes, you can have full-plate armor, everyone does. It's all the rage, you are cool."
"You want a pseudo-dragon as a familiar? Awesome!"
It was almost unseemly for the DM to try to negate a character's abilities by reshaping the previously written materials. Yeah, we have all played those games where clerics can't heal, paladins are evil, or wizards are hampered by widespread anti-magic. Those results are really horrible and DM's usually learn not to do those things.
An excellent modern movie that depicts this idea is Dungeons & Dragons: Honor Among Thieves. The DM created a scenario in a vacuum and has no idea that zero players have thieving characters. The antagonists think they know what is going on, but usually, they are wrong. The PC's subvert expectations, just like classic D&D. The link above is a post all about the idea where the PC's subvert the basic tenets of the scenario.
It's great! Everything goes sideways for the DM because they have to cope with the fact zero people are conforming to their original idea. The plane is going down. That is ok because everyone is out there working on the wings.
In Star Wars and in the MCU, the bad guys know exactly who the heroes are. The author/DM is now creating a checklist of tasks that are measured against the known. The prevalence of Session 0 is almost universal. The harmonized mechanics of D&D e5 make it so simple for the DM to swap out specific antagonists or scenarios to counter the heroes in a way that makes sense... at least in terms of what the DM desires.
I personally don't like this tactic, but I see the appeal. It makes the game more superhero-like or like a video game while avoiding the trope of simply taking away the hero's abilities, tools, and gear. It is almost fair and just barely dodges railroading. Anything is preferable to taking stuff from the players or railroading, but I dislike this option of plug-and-play gaming. But I understand it.
I think this is where the idea of DM as a storyteller became overpowering and all-consuming. It's like you are playing against the DM, which is not fun. I have always been a storytelling DM. I create a unique world for the players. BUT I am not "storytelling" in a way to prevent or pervert the player's intentions and goals. There is a difference.
For example, pawnshops are just as common in my world as magic item shops. New players may not have thought they could find such a thing, but I am not making them shop there. They just know. Horses are also common, the players won't have trouble obtaining one but they don't have to do it. I will tell the players if they are in a kingdom or a republic or something else, which changes a lot of the dynamics of society. I will also let them know if there is a town guard, a marketplace, a city hall, a bank, and whatnot and populate them appropriately. This is the storytelling I do for them. It makes them react if they so choose, it doesn't force them to make specific choices or force them to be something.
I think I understand e5 better now. What do you think?
Thursday, November 14, 2024
Accommodating the Unrequested
One of my co-DMs favored oddball player characters, usually a druid or illusionist but he really liked the idea of an archer. The real class was Fighter or Thief depending on the stat placement, but with a bow and always unarmored.
And it drove me nuts.
First, he would sink into the background trying to avoid melee. Then the player would switch to DM mode after the combat and wanted to roll a 1d20 saving throw against a crushing blow for each and every arrow fired. As a DM with a table full of characters, I have better things to do. But I couldn't stop him. He would fixate on it.
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| The HAPPY archer |
How annoying.
The problem was hidden and had to do with the archery rules in AD&D. He led the pack of players as archery comes before melee in the rules. From his perspective, he was making a couple of rolls and sitting idle for far too long. Eventually, he'd run out of valid targets and his combat role was nullified.
To spice things up for him, I addressed the problem with environmental conditions. I encouraged him to carry a ridiculous number of arrows in multiple quivers. A quiver on his back, a quiver on his horse, a pair of quivers on the pack animals, and maybe one or two more on the horses of other players. I didn't want him focused on "preserving arrows" from the start.
| A firing position |
Later, I added special rules to make him feel more engaged. He had a collection of special rules that gave him a choice of pros and cons to choose from in combat.
While this may seem unbalancing for the rest of the party, like I was making the archer more special, it did not. What it did do is break up the whole "marching order" shenanigans into something more realistic and slightly more badass.
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| Ah... Ranks. |
With the archer acting as overwatch, the party would naturally break up into groups, with no one "in the rear", like a real tactical unit. The front is everywhere. The melee types would form up as a small group or two with the archer lending his firepower and sweeping the battlefield. By not having every character visible from the get-go, thieves and assassins were free to blindside attackers. This often created situations where the squish wizard got to engage in front-line action by having one fighting guardian and an archer overwatch. Or placed the squishies under the direct cover of the archer, seen, but unreachable.
It really envigorated combat.
It allowed me, the DM, to use more enemies and track them more easily. The party told me what to do with them so I didn't have as much to track. I have a table rule that characters including monsters don't die until -10 hit points, allowing me to reuse unique enemies. And unique characters remember. The players' tactics create my tactics.
"What are they doing?" asked the party.
"One of them is approaching you. The others are looking around for something."
"They don't see me?" asked the archer.
"No, they don't."
This is all very organic.
And it adds a nice meta, which is rare and cool. We all know the trope where the players hear the DM's dice rolls, right? Well, with the characters' tactics dictating the flow of combat, this diminishes the cause-and-effect observation of these die rolls. They are never unnoticed but somehow fall into the background.
A good example of this is skulking characters moving silently or hiding in shadows. I roll the dice, get a result, and make a choice. There is a delay between the roll and the visible action. There is nothing better than a good move silently roll resulting in an opponent turning away from a stalking assassin.
It also hides the obviousness of morale rolls. The enemy isn't retreating because of a die roll, they are retreating from a superior force. This can eliminate the anticlimactic "we're out of targets" situations by replacing it with "how bad do we want to chase the targets?"





































