Tag Archives: RPG

TOp 10 D&D Publications & Works for DM’s

When it comes to RPG material, the quality of the various publications and writing can vary dramatically. Back in 2017 I did a Top 10 RPG Modules list of all time which was both one of the most popular articles on this blog, but also the one I doubt I will need to update anytime in the next decade.

In this list we broaden the scope a bit to talk about various RPG publications which go beyond adventure models. These are books and books series I think are not only a core part of D&D history, but very much applicable material that any good DM should own and read. This is material that will advise you, inspire you and make you a better DM.

I think it would be impossible for me to rank these so, I simply decided not to. Enjoy the list.

1st Edition Advanced Dungeons and Dragons Dungeon Masters Guide

There have been many Dungeon Masters Guide for the game of D&D, not to mention countless supplemental and advice books for running games, but to me the original works of Gary Gygax are the equivalent to what I would consider the bible for Dungeons and Dragons.

The 1st edition Advanced Dungeons and Dragons Guide was reprinted in a glorious leather-bound book a few years back along with the rest of the core books, selling out instantly, proving that these books are every bit as important today as the day they were printed.

The book is written in a style that speaks directly to the DM in a commanding voice offering you advice that though can sometimes be tough to swallow in the light of modernization of the game is as true, as factual and as indisputable today as the day it was written. It’s a bit like a self help book written by your dad who doesn’t try to spare your feelings and rather focuses on preparing you for real life.

While the book is chalk full of advice, don’t be so arrogant as to assume the rules are “out dated”. The book is a literal gold mind of supplemental rules that can be universally applied to any edition of the game, quick resolutions using rules that are well suited for the abstracted concepts on which Dungeons and Dragons is founded. More than that you will find a treasure trove of magical items and an endless array of tables for quick randomized information. There are rules that cover concepts like henchmen and hirelings, magic item creation, world building concepts and a wide variations of approaches to campaign styles that are all universally applicable.

I have never run a game of D&D without this books influence regardless of edition, it is a must read and a must have for any serious DM.

The Mystara Gazetteer’s

There are many settings created for the game of D&D, but you would be hard pressed to find a setting that does a more thorough of job creating a diverse, living, breathing world in which to set your game that are directly applicable to game sessions. The Gazatteer’s were written over 16 books that detail every culture and every region of the world, but the focus of the books is to give you material you can use and it is here where most settings kind of fail for me.

The Mystara Gazetteer series was a bright, colorful series of books that inspired you with its art and attention to detail, but the most valuable aspect of the books is their usability at the table.

The amount of inspired writing, unique story hooks and NPC characters in excessive detail makes this one of the most usable campaign settings ever written in my humble opinion.

More than that however is the fact that Mystara is a truly unique setting, not reliant on the endlessly repeating clichés found the many settings written for Dungeons and Dragons in the following years. It breaks the mold before there ever was one to base your setting off of. Since Mystara settings have been largely variations on the same concepts and it can be tough to distinguish the difference between the Forgotten Realms and point of light.

Thanks to RPG Drive Thru and print on demand, getting access to these books is relatively easy, a well worth investment for any aspiring DM looking for a place to create their adventures.

Pathfinder 2nd edition Core Rulebook

While as a DM I generally prefer simpler and more classically driven systems for my D&D like B/X or BECMI, when it comes to modern renditions of the modern game of D&D, Pathfinder 2nd edition is without question the gold standard.

It makes quick work out of complex rules while serving to provide highly involved and exciting game session. This is a game so fine tuned, so well thought out, streamlined and brilliantly diverse, that it works not just as a D&D clone but a universal fantasy system.

Paizo has shown that fantasy role-playing can be stretched in a variety of creative and interesting ways, with Pathfinder 2nd edition they have effectively created a new sub-genre of Dungeons and Dragons.

Pathfinder ensures that players have maximum creativity and options in their hand, while ensuring the DM can manage it all, keeping it straight for the table without having to do constant rules look ups. Pathfinder 2nd edition does everything right, including correcting the many things D&D has done wrong for 40+ years like its core action management systems.

If you are looking for a modern D&D system, before you consider 5e, consider Pathfinder 2nd edition. It is the definitive modern version of the game that is superior to everything that is out there today.

The Reavers of Harkenwold

I think the saddest part of the Dungeons and Dragons 4th edition as a game is that despite a really terrible mechanical focus, it had some of most inspired adventure and setting writing, with some of the best writers in the business providing the material. Guys like Richard Baker and Bill Slavicsek were at the helm of some of this material which included The Dark Sun Campaign book, Kyhber’s Harvest for the Eberron setting and one of my absolute favorite adventures, the two parter, Reavers of Harkenwood (The Iron Circle & The Die is Cast).

Reavers of Harkenwold was released as part of the Essentials Line for 4th edition as a two part introductory set, but the love that was put into this book shows just how fantastic of a content creator Richard Baker is.

What I love about Reavers of Harkenwold is that its one of those rare instances where an setting for the adventure is so well written you can run it as written and its absolutely brilliant. That is really rare in adventure writing, I can only think of a small handful of adventures that pull that off.

Reavers of Harkenwold however is more than just an adventure, in fact that is not why its on this list, what this is really is a very well thought out mini campaign and its written in a style that really makes it system agnostic which is also something that is really rare in adventure writing. Its a setting, its an open world, it has a great villains and above all else it tests the morality of an adventuring group. By the time your troupe is done playing through this adventure, they will know who their characters are, but they will also care about a place, become involved in the setting and establish themselves as part of it. That is really what makes Reavers of Harkenwold so great as a publication.

Reavers of Harkenwold didn’t make my top 10 modules of all time list but the truth is that I have never viewed this as an adventure module, to me its a mini campaign as what makes it great is less the story and more the setting it presents.

The Rules Cyclopedia

The Dungeons and Dragons Rules Cyclopedia to me is the most definitive work ever done for Dungeons and Dragons. It combines all of the original 1st edition Dungeons and Dragons core rules under one roof before the game diverged into the “advanced rules” concept which arguably could be construed as a good or a bad thing.

This very thick book is the absolute definitive collection of rules for the 1st edition D&D system and its very accessible today via RPG drivethru using their print on demand service.

To me personally the Basic and Expert Dungeons and Dragons sets combined to form THE best version of Dungeons and Dragons as a game system. To me, once the advanced rules came along with concepts like the race and class split is where most of the problems in Dungeons and Dragons started. Balance issues, rules complexity issues and all of the minutia that comes with that complexity that have driven decades of arguments what about D&D should and shouldn’t be. The B/X set never suffered under the weight of rules complexity, it was a system that was designed to be played and to this day it is the most commonly used system as a base for D&D variant. Their are more fantasy games based on B/X rules then all other D&D systems in existence times a hundred.

The rules cyclopedia is a compilation of the Basic and Expert rules, but it also includes the companion, master and immortal supplements which bring in concepts like kingdom management, high level play and topping it off with the ascension of characters as gods. Using the rules Cyclopedia is the only way a group of D&D fans can play the same D&D game for decades and never run into the balance issues of high level play. It is the most complete, all in one rule set for running D&D and its the first and last book you will ever need to run D&D forever.

Its a masterpiece in my eyes and though I prefer to run only the B/X rules myself, its great to have all the added support in the event a campaign stretches into those higher levels.

1st edition Forgotten Realms Box Set

Not to suggest that 1st is always better, but the 1st edition Forgotten Realms Box set to me is the unquestionable definitive work for this setting and everything that followed played second fiddle to it. Not only as a description and definition of the setting, but in how it was written and what it focused on.

The Forgotten Realms is a iconic D&D setting, but never in its history was in as good a shape as it was in its original box set release, if you love the realms, these are the books you should be using.

This box set was designed to be used at the table, offering the GM key information about events in this place, events that would lead to modules linked to the original setting material. Strangely this approach was largely abandoned after this box set, transitioning to the way settings are written today where the material is “general information” about the world with an assumption that creating a story in the setting is up to the GM. I prefer the way it was done in this book as it ties key stories and events of the setting to the player characters with other fantastic material like The Pool of Radiance, The Curse of Azure Bonds and other classic stories like Expedition to Undermountain and City of the Spider Queen.

It was also before anyone started fiddling with the history of the setting to try to fit it into modern editions of the game that constantly expanded the races and classes of the game, breaking a lot of the nuances of the setting, those subtle elements that would take the setting from a believable real place to an obvious attempt to fit the latest players handbook into it.

The 1st edition Forgotten Realms setting was the only version of the setting that did not take the rules of the game into consideration, focusing on the lore and history of the world, directing its events based on the story, rather then the latest rules.

When it comes to the Forgotten Realms, this is the box set to own.

The Scarred Lands Campaign Setting

Born from the remnants of the White Wolf writers, The Scarred Lands Campaign Setting is styled after the story first concept so much of the amazing writing that was done for the world of darkness. The Scarred Lands is perhaps one of the most unique settings that exists for Dungeons and Dragons, originally published for 3rd edition D&D.

The Scarred Lands, like Mystara, had incredible detail among countless books released for the setting, each effectively its own mini campaign setting, but because it was written by former White Wolf writers, it has that dark and almost disturbing twist blended into its pages.

It’s a setting that defines in absolute perfect detail some of the most unique places ever inked for a Dungeon and Dragons world. Whether your talking about Calastia: The Throne of the Black Dragon that brings one of the most amazing political villains ever written into your world, The City of Hollowfaust, essentially a city run by necromancers and the undead or awesome books like The Wise and The Wicked that describe the many unique people of the world both villain and hero alike, The Scarred Lands is just chalk full of exquisite detail.

The Scarred Lands setting to me is one of the few out there written for D&D that completely breaks expectation, discards the cliques and gives the players a place to explore that will truly surprise them and again, it does this on a level so detailed that every single book written for the Scarred Lands becomes a campaign setting in of itself.

So good, it hurts.

Old School Essentials

One of the issues many modern gamers have with old school systems like 1st edition Basic D&D and Advanced D&D is that the rules are considered incoherent, hard to grasp, inconsistent and difficult to run. It has always been a problem for modern gamers to even try out old school systems to see the differences, to see what they are missing, to understand that piece of history and why their are so many fans of these old school systems. Its an unfortunate situation, one old school GM’s like me contend with all the time because frankly its all true. Old school systems are indeed written in a style that makes them really difficult to implement at the table.

I will never be able to say enough about how highly I think of The Old School Essentials books, this is the finest, most streamlined and impactful release for D&D in 40 years to me.

In comes Old School Essentials, essentially a true down to the last detail replication of Basic/Expert rules but with modern organization to make the game as comprehensible, as easy to understand and use as the original rules desired to be. It took 4 decades for someone to unravel the mess of the original works and create a book that makes the whole thing comprehensible and not only has Old School Essentials done this successfully, but it did it better then what we see even in modern rule books.

Old School Essentials brings all the fun, excitement and glory of the old days in a easy to understand and absorb way proving that not only are the original B/X rules amazing, but it is everything modern gamers want modern D&D to be, but simply never quite gets their.

One of the best books written this decade, oddly enough using rules made 4 decades early. A masterpiece resurrected for the modern day.

Pathfinder: Kingmaker & Ultimate Campaign Guide

The 1st edition of Pathfinder was really just a spruced up version of D&D 3rd edition, but because of the timing of its release, being after 3.5 which was an extremely long running edition of the game and during the 4th edition of D&D which was one of the least popular editions of the game in the D&D franchise, 1st edition Pathfinder was the edition I actually played the most next to Basic/Expert rules.

Pathfinder Kingmaker was updated for 2nd edition in a single book for the entire adventure path. To me this was an instant classic that deserves mention in any conversation about Dungeons and Dragons campaigns.

In the course of its run, I found most of the material released for the game to be quite suitable, but it was the adventure path Kingmaker and its related source book, The Ultimate Campaign Guide that really brought the game to a whole new level.

Pathfinder takes an old D&D concept, Empire/Kingdom building found in classic D&D modules like Test of the Warlords and campaign settings like Birthright and makes it comprehensible. While the rules for domains were covered reasonably well in the BECMI system, the word comprehensible would not be how I would have described it their either for all the love I have for the system.

Kingmaker made domain running for D&D a pure joy and because the module had a great story and setup for players to take throne, it ended up being one of the most popular adventure path in Paizo’s history, so much so that they made a video game out of it.

Ultimate Campaign uses the same core system for kingdom management as Kingmaker, but expands on it and other campaign running features that allow you to create your own kingdom building stories.

Of all the stuff that came out of Pathfinder, I count Kingmaker and Ultimate Campaign Guide as the absolute best of the best and what is really great with the Ultimate Campaign Guide is that it is mostly system agnostic so you can apply the rules of kingdom management to your favorite D&D system not to mention that Kingmaker itself as an adventure path has been converted to both Pathfinder 2nd edition rules and 5th edition D&D rules making it that much easier.

Fantastic content worth getting even if you don’t use the 1st edition Pathfinder system.

1st edition Oriental Adventures

The offensively named book is to me one of the best supplements ever written for 1st edition Advanced Dungeon and Dragons and that is saying a lot as their have been quite a few that competed for a space like this.

Oriental adventures was effectively an alternative version of 1st edition Advanced Dungeons and Dragons, a self contained alternative for fans of Asian lore. No one has done as amazing of a job bringing this style of play to the table as this Gygax did with this book.

I’m a huge fan of Japanese and Chinese lore. What Oriental Adventures does is D&D’affy it, creating not only a fantastic sub-system for Dungeons and Dragons with all new races and classes with mechanical constructs way ahead of its time like Ancestry and Honor, new spells, new equipment, but a great setting. It effectively refreshed Dungeons and Dragons using the endless well of Asian lore, doing so not only respectfully but with a fantastic fun twist.

I adore Oriental Adventures and because it’s written by Gygax, it has that commanding voice legibility to it, making it not only a fun, applicable book for the table, but a great night stand read.

There was a 3rd edition of this book and of course their are entire systems dedicated to this setting like the amazing Legend of the Five Rings, but if you already love D&D and you want an Asian twist, this is the book to get.

That concludes our list, hope you enjoyed it!

GM Theory: Creating the Perfect Game

If there is one universal truth about being a GM is that with each new campaign, with each new writing effort we are always looking for ways to improve, trying to create that truly great RPG experience that encapsulates all of our hopes and dreams for a game.

We watch shows like Critical Role and wonder, how the hell do they pull it off? Well the short answer is that they are professional actors and do create a professionally produced show for a living, which of course gives them a major advantage that most of us simply don’t have, but there is more to it than that. Even a professional show like Critical Role could fail, there are plenty of great methods for creating that perfect game and while there is plenty of advice on the subject from wonderful storytellers like Colville, Mercer and the like, since I’m currently on a high of success, I thought I would write my own article on the subject of how I finally achieved that truly great RPG experience.

First a bit of history on my RPG experiences in recent years. Now I have been running games for nearly 30 years and though I would like to claim that my success as a GM is attributed to all of the experience I gained of what to and not to do to create a great game that ultimately yielded the great results I have today, I don’t think that would be the complete truth.

Of course experience is a contributing factor to success but I don’t think you need to have 30 years under you belt to pull off an amazing game. In fact, in many ways, my long experience often works against me as you become kind of stubborn and set in your ways from running games a certain way for a long time. You begin to think that you have it all figured out and can become rather defensive about taking advice, about listening to player complaints and adapting to the many great evolution’s that take place in the RPG hobby. In essence you can become an old Gronard who thinks they have it all figured out and stop developing as a GM which is something that not only does happen, but happens far more frequently then it doesn’t. In fact it has happened to me many times and entire decades of potential progress as a GM was lost and many games ruined because I refused to change and accept certain fundamental truths.

Point here is that experience (being a veteran) is often presumed to be the key to being a good GM, and while this has some truth to it, their is a whole lot more to it then that and today we are going to crack open the knowledge basket and see what falls out as we explore some of the methods you can use that go beyond experience to create that perfect game.

The Group Dynamic is Key

All the writing, effort and experience in the world will not help you create that great RPG experience without a good group, a lesson I have learned the hard-way more times then I can count.

Now when I say good group, I don’t mean good people, good role-players or good anything else. A good group is a placeholder for a type of group that fits into the mold (your version) of what a perfect RPG experience is. They fit into your style of running and create a dynamic with each other that works at the table.

You might be tempted for example to bring together “the best role-players you know” and think that, this is the route to creating the perfect game. The reality is however that sometimes two amazing role-players when put into the same game can result in a disastrously bad game.

A good group, aka, a good group dynamic that works is something that just happens and there is no sure fire way to artificially create it, it takes experimentation. You put people in games together and it either happens or it doesn’t. When it does work its magic, when it doesn’t it may not become immediately apparent, but eventually it will slowly sink the game and derail the experience. The game might still be ok, fun even, but you will never achieve that high level of play you wish to have, that magic that comes only from great group dynamics.

So the advice here is to understand that when you form up a new group this is a testing period of the group, not an opportunity to run a campaign. If you want to achieve a great game sometime in the future you have to be ready to do some intermediate stuff to find out how the group dynamic works and be ready to make changes. Don’t create your masterpiece campaign for a new group and expect amazing results because you think your campaign is that good. A poor group dynamic can destroy any game, no matter how much work you put into it.

The goal anytime new players get together is to find out what the dynamic of that group is, what kind of fit they are for each other and for you. What are the complaints, is the focus of the game where you want it to be, do people get along, is there jealously or hostility in the group, is everyone in agreement about what is and isn’t important and good in the game or in RPG’s in general.

All of these things need to be tested and its best to run short campaigns, trying out different games, different approaches and testing the groups reaction to find out what works and more importantly who fits and doesn’t fit into the dynamics of that group.

Eventually you may realize that most of the group except for one or two people function and this is a hard realization to make. At some point you will know who in the group has to get politely asked to leave and that can be difficult, ney impossible in some cases because they might be friends, co-workers or family.

Its here where the first real pain to perfection comes in as its critical to ensure that you have a very strong, positive group dynamic that works for everyone without doubt or conflict. This is key to creating that awesome RPG experience and it actually is physically impossible to have even a marginally passable game that you will be satisfied with if the group dynamics just don’t work.

Its painful and uncomfortable to ask a player to leave a group, but often the first necessary step to take when trying to create a great troupe that will be able to achieve the heights of a truly great role-playing experience.

Don’t Skim over Character Creation

I can’t stress enough how important character creation is to the process of creating a great RPG experience. This isn’t just about vanity as a GM, aka, its not about saying “hey if you want to play in my game you need a deep robust backstory”. It’s not about control, or trying to be some sort of artist. This is a practical matter.

The reality of RPG’s is that it’s a game that focuses on the players, on their roles in the game and as such, its less important for you to know who the characters are and more important for the players to know what character they are running. Creating backstories, writing backgrounds and personalities is not something players do for you as the GM, but rather something they must do for themselves.

This is largely for their benefit and of course to a degree, for the benefit of the game as a whole. They need to understand who their characters are, how do they behave, how will they react to different circumstances, how does their world view ties into the setting. This cannot be understated, great games come from great characters and great characters are born from in depth understanding of them which needs to happen before the game starts.

Its important to understand however that in depth understanding and fleshing out of characters is not necessarily the product of great writing. In fact, some players can produce very real, very believable characters and never put a word down on paper. Its enough that they spend time thinking and planning in their head exactly who this alter ego they are creating is. So don’t be hung up on the printed word in this regard, most people are not great writers, in fact, its far more common that people don’t write at all.

The important thing here is that players do more than produce a character sheet and personality quirks. You always know your in trouble when as a GM you ask a player to tell us who their character is and they use 3rd person generalities to describe them “He’s a savage Half-Orc Barbarian that doesn’t take shit from anyone” is not a character, its a caricature.

Push for depth, push for background, make sure your players really know their characters and have done the diligence required during the character development process. In most cases this means you have to give the players time, don’t let the excitement of playing an RPG push you to the table before the characters are really ready.

Great games are not about great story writing

One of the hardest lessons and most difficult thing to do for GM’s is to realize the very humbling fact that great games don’t come from great writing, but from great storytelling. Its not what the story is, but how you portray it.

What this simply means is that the plot doesn’t need to be a complicated, multi-layer onion for the players to peel involving lots of characters and in depth mysteries. In fact, an approach like that will most likely derail your game rather then make it great.

Great RPG experiences come from the moment and the moment doesn’t have to be part of a complex plot, but rather a simple situation made to feel real and authentic. As a GM you play the cast of characters with whom the players interact and these characters are what make the story and the world feel real, authentic and believable. How you define the scenes and portray the characters is far more important then the complexity and depth of the plot and it is the secret to great GMing and a great RPG experience for your players.

Its important to note however I’m not talking about wacky voices or the use of adjectives. Imagery can be simple, while remaining authentic, choosing your words carefully knowing when to define something or when to let the players imaginations take over is a subtle but important skill to learn, though notably its much easier then trying to become a master writer.

The game lives in your players minds and its your job to paint the first strokes and let them fill in the rest. If you make the world a believable place, that picture in their head will be clearer. You can mess that up by making things too complex and too involved as easily as you can by being too vague. So find that middle ground and understand that as a GM its your job to give players space to exist, its their story not yours.

Session Pacing is Vital

Most people when they watch a movie don’t realize how critical pacing of the story is as its such a very subtle art form, however the editing of a movie, the pace at which the story progresses and the time each character in a story is given is without a doubt one of the most technical and difficult things to get right and it is no different in an RPG session with one exception. The editors of a movie can do trial and error, they can edit a movie over and over again until they get it just right where as a GM you only get one shot at it in a live session where all decisions about pacing have to be made in the moment.

This vital and often difficult skill is unfortunately one of the things that really comes from experience of running games. However so many GM’s never truly learn how to do this correctly, not because they are incapable or because its so difficult, but because they aren’t consiously aware of it.

The pressure of running a session, managing the rules, thinking about the plots, portraying the characters, defining the world… there is already so much going on that it can feel like an impossibly daunting task to also be self aware of the pacing of the game and so it is largely something GMs tend to ignore. The result is a game where pacing can bounce around in a session from going way too fast where important details and emotion are lost, or too slow where the game bogs down and comes to a crawl.

It becomes even more complicated when you realize that different settings and worlds require an adjustment, require a different pace. There is a big difference between running a horror game and running a fantasy adventure and each requires its pace.

Fortunately if you are aware of pacing in your game and make a conscious effort to control and manage it, you will very quickly find the right pacing and become proficient in maintaing and controlling it.

Its very subtle but very important component of creating a great RPG experience for your players.

Find the Right Players, or Adapt to The Players You Have

If there is one hard lesson I have learned from years of GMing that probably didn’t need to be as painful as it was, its understanding that you cannot change what you players like and don’t like. While this goes to group dynamic to a degree, this is really more about choosing the right game for the group you have and there are two approaches to this.

The first approach is adapting to your players. What this means is that when you are choosing your game, when you are deciding on the style of the game and the method in which you will present it, you must understand the preferences of the players. Its vital, that the game you are running for your group is something everyone is overwhelmingly excited to play. If for example you are running a science-fiction game because you love science-fiction, but your players want to play a fantasy adventure, that mismatch (though it should be obvious) will never work.

Preference of settings, or style or game type are irreconcilable, meaning you will not be able to convince players to like something that they have already decided they don’t and there is no sense in trying. Run the game they want to play.

Now alternatively you can find another group that matches your preferences and while it may seem mean spirited or selfish the opposite is also true here. A GM running a game that they are not into, that they aren’t excited and overwhelming eager to run will be just as big a failure as running a game the players don’t want to play. You will never successfully achieve a great RPG experience running a game you don’t like.

It has to be a perfect match and your options in this matter should be clear, run the game your players want to play and make sure you love it as well, ensure that game is like its your first born child.

Conclusion

The truth is that running RPG’s is a challenging labor of love and while it’s by no stretch of the imagination an easy thing to create a truly great RPG experience, I do believe that if you are really aware of some of the subtleties that go into creating such a game you are far more likely to achieve that far earlier in your GMing career then if you ignore them.

It’s important I believe to not get hung up on the technicalities of the game, sure knowing the rules is important, being prepared is important, but these things are the standard stuff of running a game. The more subtle things like group dynamic, focus on character creation, understanding the important distinction between story writing and storytelling, the strategy of pacing and the sort of equilibrium of picking the right game are far more subtle yet far more critical components of creating a great RPG experience.

Often these things aren’t talked about and addressed by GM’s who are eager to simply play a game and while this can be fine for some GM’s who are a little less eager to perfect, those of us who are striving for that Critical Role level experience, these subtle things become paramount. Knowing and understanding them is the key to success.

My advice is of course just one point of view, but I do attribute all of my success as a GM to the subtle changes I have made in my style and approach to running games, as they say, the devil is in the details and its clear to me that really is the case when it comes to chasing that perfect role-playing experience.

Good Luck Out There!

D&D Theory: The Old School Complaint

I’ve spoken on a number of occasions about old school vs. new school D&D, the old school movement, the designs and theories behind classic and AD&D, but today I’m going to try to illustrate not so much why those movements exist, but what those movements complain about when it comes to modern versions of D&D. What their main beefs are with modern systems and why they continue to use the old systems despite considerable advancement in modern design of mechanics.

I think the conversation is appropriate because only a month ago we got yet another variation on modern version of D&D in Pathfinder 2.0. As I write this I’m only 1 day away from playing in my first session and I’m very excited to try out the new system. Unfortunately I also know what I’m walking into. Like most old school D&D players, while I can certainly enjoy modern versions of D&D (and I do very much so), I know that the experience will be lacking in certain areas and all of my complaints that I have about modern D&D will still be present in some capacity in this latest version of the game even from a courtesy reading.

What are the complaints of this old school gamer when it comes to modern versions of D&D? That’s what today’s article is all about.

Combat is dreadfully slow

Dungeons and Dragons has always been a game of heroic combat to a great degree. We make great fighters, powerful magic-users, stealthy back stabbing thieves and divine clerics and much more and all of these adventuring characters are built from the ground up to kick-ass and take monster names. D&D as a premise is about heroically taking our characters into danger, fighting monsters, finding treasure, exploring unique locations and living in the theatre of the mind through the eyes of our characters.

At its core it is a staple of D&D to fight, but it is not the point of the game as a whole. This rather odd discrepancy between “what the game is about” and “what you do often in the game” is a delicate formula that Dungeons and Dragons got right way back in AD&D and has been struggling with in every edition of the game ever since.

The simple fact is that a D&D combat should take about 10-20 minutes tops, maybe 30-45 if you are doing a big climatic boss battle. It should be fast, furious, dangerous, violent and over quickly. A 5 hour session of D&D could (not necessarily should) have 4-5 combats and the session should still be mostly role-playing. In other words, you do a lot of fighting and still the game is not focused on fighting.

This is a fundamental and important element of a game that is about exploration and that comes with 300+ page book of monsters.

My biggest complaint about modern D&D is that combat has been getting slower and more dissociated from the narrative (more on dissociation later) with each new edition up until about 5th edition (so between 2nd-4th edition including Pathfinder 1.0 it grew more and more sluggish).

4th edition Dungeons and Dragons was certainly the worst of the modern D&D games when it came to combat speed, an average fight being 2-4 hours, but Pathfinder, 5th edition D&D and certainly the new Pathfinder 2.0 are still fairly slow by comparison to classic versions of D&D like AD&D.

In our session 0 Pathfinder 2.0 game our GM ran a simulation combat. 5 players versus 6 goblins. It took the better part of of an hour and change, the average wait time for me between actions was 5-10 minutes. It suffices to say that comparatively this was certainly a huge improvement over say 3rd or 4th edition, or even Pathfinder 1.0, but still considerably slower then AD&D which would have wrapped up the entire fight in 10-15 minutes.

Now I will say this upfront. All of the modern D&D editions including 4th edition have very interesting, involved and well thought out mechanics. These aren’t bad games, or bad mechanics they are just slow and this lack of expediency is just one peg in the leg that holds the chair (game session) together.

It’s also important to note that as an old school gamer and I feel quite comfortable speaking on behalf of the OS movement that there is no opposition to making combat tactically interesting. In fact, most AD&D and Basic D&D players use either house rules or published material to enhance, improve and expand on the simplicity of the tactical elements of the core rules for their game. The balance between speed and interesting combat is a fragile one and will differ from group to group and DM to DM, but among old school gamers both simplicity and speed are typically more important to creating a deeper, more complex tactical game. Its a preference and a peg to the leg, but its certainly not the deal breaker.

The real issue most old school gamers have is that most of the rules weight added to make the tactical combat more interesting in modern games, comes in the form of dissociated mechanics and it’s here where modern and old school gamers really differ in what they want to see in the way of enhance tactical combat mechanics.

Dissociated Mechanics

To understand what Dissociated Mechanics are and really the RPG design theory behind it, you really have to do some research. This is a long, involved and complex subject which I won’t cover here beyond the sort of paraphrased version.

The short version is that in modern D&D (and many modern RPG’s), many mechanics (in some cases most mechanics) are there not as part of a role-playing mechanism, but as a game mechanic. In other words, the mechanic is not associated with the abstracted reality, from the perspective of the character. These mechanics are not associated with the decisions the character makes. They are dissociated, meaning, disconnected from the characters reality, in the hands of the player making decisions in a tactical mini game added for the purpose of creating tactical and character building options.

Disassociation of mechanics in RPG’s began about the same time PC versions of RPG’s and in particular MMORPG’s were born. The concept of balance, the concept of character progression and builds all triggered the shift in pencil and paper RPG’s. In a sense, modern RPG’s were designed for modern gamers which came to the table with PC and video game experiences. Their expectations were to have the same levers available in their pencil and paper RPG’s as they had in their PC and Video game equivalents. It may seem odd, since PC and Video game RPG’s were born from Pencil and Paper versions, but the digital versions of RPG’s evolved differently and then began to influence their ancestry, pushing their pencil and paper equivalents to adapt to them.

An example of a Dissociated Mechanic is the Combat Maneuvers mechanic for a 5th edition fighter. With this mechanic, the fighter gets “combat maneuver points” that can be spent on special combat actions. These points represent an abstraction of fatigue, concentration, knowledge and Will I suppose. You can do things like trip your enemy (causing them to go prone), rally an ally (giving them extra HP), or command another player (giving them an extra attack).

This mechanic is really not associated with the characters reality, aka, a dissociated mechanic. When the character rallies another character and gives them extra HP, it’s really such a heavy abstraction in on its own as it is, but on top of that, he can only do it 3 times before taking rest, or he can rally someone twice, but then only trip an enemy one time So to the character because he rallied someone, he can’t trip someone later.

If you start to see the picture here, you should realize that the combat maneuver points, the way they are applied, the abstracted mechanics they trigger are all disassociated from reality. It makes it more disassociated and really paints the picture when you start asking questions.

Why can’t a thief learn a combat maneuver? Is tripping someone that complicated? Is it not possible for a Paladin to rally his troops, or command fellow character to get an extra attack? Why does me rallying my team and commanding them, exhaust me and prevent me from tripping someone or getting a bonus attack. How are these things related to each other.

Now there is a term for this called suspension of disbelief that is often applied, I would argue incorrectly. Suspension of disbelief is to accept something as fact that is clearly invented fantasy. For example characters in a fantasy world know that orcs and dragons exist, that magic is real and gods actually come down from the heavens and influence mortal beings. These are facts for the fantasy world and require the players to have a suspension of disbelief to accept. It is not suspension of disbelief when we ask a player to accept that he is fatigued from commanding people, so he can’t make a riposte or a trip attack as a result. We are not asking their character to believe in magic or dragons, we are asking them to accept a mechanical construct applied to a game for the purposes of balance as real.

Modern D&D is full of dissociated mechanics and this is so because these mechanics were not created to represent character choices and decisions within the realm of a abstracted fantasy reality, they were added for classes to have interesting activatable abilities, for the purposes of balance and entertainment as part of a miniatures combat game. They are not only dissociated from the make believe reality of a fantasy world, but from the very premise of a role-playing game (aka, taking on a role of a character).

These disassociated mechanics are very disruptive to role-playing though modern players are not entirely aware of it because again, they are so accustomed to these mechanics existing in other games (namely PC and Video games) that it feels natural and normal to have them. Modern pencil and paper RPG players are more likely to discuss class builds, class balance and “what options are good picks or not”. To the modern gamer, this is part of the role-playing experience and though these mechanics are disassociated, modern gamers are not bothered by the disruption, though disrupt them it does.

To a modern player, choosing your race and class, your feats and skills and your spells are mechanical choices they expect to make. They expect progression, they expect balance, they expect lots and lots of options. In fact, the size of core rulebooks have grown substantially for many of these games. Pathfinder 2.0 for example weighs in at over 600+ pages, easily the largest RPG rulebook that has ever existed. This book is overflowing with character building options. One must ask the question why? Why do we need this many options for a game that is about playing a role in a game of collaborative storytelling?

Dissociated mechanics are partially the cause, or at least they compounded the issues that lead to increased length of combat. As more and more of a session is taken up by making tactical choices, with a plethora of activatable abilities, the slower the game is in combat and the more often the players are pulled out of their role in the role-playing game and pushed towards player centric top down decisions about which abilities to use, which resources to spend, what tactical choices they should make. None of which has anything to do with role-playing their character, thinking through their character or seeing the world through their character. These are, for all intents and purposes, mechanics designed for a game.

4th edition D&D for example was often accused in reviews of being too much like a board game or an MMORPG. This assessment while facetious, is not really that far from the truth as in many ways, because the game is built on so many dissociated mechanics (just like board games and PC games are), that its perfectly reasonable to get that sense from the game. In 4th edition D&D you spent most of your session using mechanics that would have no in game, in character logic to them.

Is it all bad?

The answer is no. While certainly things have changed a great deal since the AD&D days when associated mechanics were king, the RPG revolution has begun to revert from its PC game evolved roots back to the golden age thinking. This is happening very subtly, but slowly with each new iteration of D&D. We have seen the PC and Video game world have less and less influence and the old school world of RPG’s have more and more. Modern players have begun to evolve the pencil and paper RPG’s away from the digital rpg’s. and into their own thing. Now its not exactly an old school movement, but many ideas from old school games have found their way back into modern designs.

A good example in Pathfinder 2.0 is the skill system. Any AD&D player should find this system very familiar, it is almost an exact replica of Non-Weapon proficiencies.

Why has Pathfinder 2.0 brought back Non-Weapon Proficiencies? The answer is quite simple. The purpose of a skill system is to describe what your character can do, not necessary to define how the rules work. Its sort of like saying, here is a gauge, rather then, here is an applicable rule. Its to ensure that while a player runs his character, he understands what his abilities are from the perspective of his character.

For example if you are trained at swimming, you know you can swim. That is an in character understanding (an associated mechanic). Certainly there can be rules for swimming (Difficulties set for different conditions for example) but the important thing for the player and his character is to understand, hey I know how to do that and here is how good at it I am. Trained, expert etc..

The movement to more associated mechanics however isn’t just about reverting to old school mechanics, there are very modern versions of associated mechanics we have never seen in old school games, but still fit neatly into the ideology. This supports the idea that associated mechanics aren’t just an old school thing, modern gamers and designers are becoming very aware of it as well even if they don’t fully verbalize it.

For example the 2D20 Momentum and Threat mechanic is a great example. Here we have a very associated mechanic that is inspired by concepts of inspiration and stress, a gauge of a very relatable concept we have in our real lives. When a person is inspired, he becomes motivated and is more likely to succeed and ever exceed in tasks he is performing. Who hasn’t had that day at work when everything is falling into place, motivating you to push it further, that moment when we are on a roll.

Vice versus with threat, its a little like stress. We can feel our stress levels and they impact us negatively. The more stressed we are the less productive we are, the more mistakes we make, we lose sleep, we are less attentive when we drive. There is all sorts of impact on our lives from stress (aka threat).

This sort of mechanic is brilliant in representing something very relatable, yet it is very modern, an invention of an associated mechanic for the new age of role-playing games.

The move away from dissociated mechanics might not ever reach the same levels as AD&D which on a design level had a real aversion to it going so far as suggesting that even the use of dissociated house rules in your game is heresy. Still modern gamers are becoming more evolved role-players. More and more, players are becoming concerned with their stories, with their backgrounds, with the invention of character and the designers of these systems are responding by giving them the mechanical structure on which to base those inventions, which come in the form of associated mechanics.

In Pathfinder 2.0, I found it refreshing and far more natural to build a character, a really great sign that the system is moving in the right direction. The dissociations of choosing hyper abstract mechanical options have been minimized, replaced with mechanics designed to help match functionality to written backgrounds and give players narrative fuel. We already saw this greatly improved in 5th edition D&D and Pathfinder 2.0 has taken yet another step in that right direction. An almost full 180 from systems like 4th edition D&D which lived in the world of dissociated mechanics almost exclusively.

Conclusion

The conclusion is that while we still call the old school movement and game systems like AD&D old school, modern games are becoming more and more familiar to us old gonards. The distinction between new school and old school is becoming blurred, there are more and more commonalities between the two concepts and rules. I find some of us Gonards have a hard time making peace with that, as old school has other more mythical connotations, but I consider this sort of thing very judgy for the sake of being judgy. It’s just some hipster shit, that out of date “it was better in the olden days” mantra. The reality is that the bridge is being built and the question is if old school players can get their head out of their asses long enough to make the crossing. I have my doubts about that.

Role-playing has changed a great deal in the last 30 years, but in a way, its less a progression forward and more an evolution and refinement on the original material. Sure, there was a brief moment in time (about 10 years worth) when the influence of digital games on the pencil and paper games was disturbing, I will be the first to admit that I thought it was shit in, shit out at the time, but even from those periods of design some good came out of it. Perhaps it was a lesson on what not to do, but I like to think of it more along the lines of designers coming to grips about what was great about role-playing games at the table and how it differs from the digital experiences. It was an affirmation that us old Gonards were right all along, we fucking told you, you wouldn’t listen and so you spent 10 years getting your asses kicked. While I feel high and mighty, I welcome you back.

Mind you I love MMORPG’s and CRPG’s, Baldur’s Gate was one of my favorite games of all time and it was a very close approximation of the rules of AD&D. It just doesn’t work to run pencil and paper RPG’s in this manner and we shouldn’t try to make mechanics that allow you to so, its pointless and It just doesn’t work well.

Pencil and Paper RPG’s are also more than just one thing and the old school gonards like me have to really come to grips with that as well. There are a wider range of perfectly acceptable ways to play D&D and those players aren’t doing it wrong, they are doing it their way and doing it your own way IS always the right way. Designers are going to continue as they always have to cater to all walks of RPG life, which will include these ever widening styles of play.

I do however agree with the old school movement that D&D is its own thing, it is not to be fucked with. If you want to make a Forbidden Lands that has some unique spin on the RPG genre, go for it, but if you are going to put the D&D label on something, you will follow the rules, or we will make someone who does the king of RPG’s (like Paizo). There are sacred cows like associated mechanics that simply cannot be trifled with, else you will end up with commercial failures like 4th edition D&D. Note I said commercial failure, not design failure. 4e had its merits, it just wasn’t D&D because it failed to heed important lessons about what D&D should be, which includes a game about fast combat, associated mechanics and countless key tropes that are ingrained into the fan bases psyche If you want to include D&D players from all generations of the game, there are simply some design constructs that must be followed. Call them sacred cows if you will, but those are the terms, abide by them or suffer the consequences.

In my opinion the future looks bright for the old school movement and the modern gamers as well. Systems like Pathfinder 2.0 are clearly designed for a more seasoned group of players, but there is no mistaking its intention to include old school veteran’s of D&D and the old school movement within its walls. I look forward to this next edition of the game.

Exciting times ahead!

D&D Theory: Why Old School?

Recently I have gotten myself into a 5th edition Dungeons and Dragons game as a player, as well as wrapped up a second season as a GM in my Game of Thrones RPG game while simultaneously preparing a new RPG for online play with my friends back in the states. Suffice to say, role-playing has suddenly become “it” in terms of where all my gaming time is going. In so doing I have been kind of jotting some notes down for future articles, the loot from many conversations and I realized this week I finally have enough to put one together. In today’s D&D Theory article I’m going to be musing about the concept of “Old School Gaming”, which I think is a very relevant topic these days given the rather sudden shift of Wizards of the Coast to return the game of D&D to a more classic or old school state with the release of 5e last year.

Now I say Classic/old school state with a grain of salt as the exact definition of what that is, is a bit murky. After all D&D is 40+ old, has had many editions, sub-editions, clones and spin-offs and as such what is “classic” or “old school” is probably different for everyone depending on which generation of the game you started in and how far back you go.

Whether you love old school D&D play or not, you should thank it for some of the wonderful settings it produced.

As such I think it’s relevant to first identify what “old school” gaming is, which as I found was a deep and fairly complex, albeit interesting topic that took me quite a bit to get my head around. The question really is, is it a “feeling”, is it a “mechanic” or is it some sort of “conceptual design or philosophy”? All good questions and today I’m going to try to answer them!

I started my research in perhaps the most obvious place, first edition of D&D and tried to identify what in that early version(s) of the games like Basic, Expert and Advanced rules system differs in approach, feel, design, mechanics etc. as it compares to modern systems like 3rd, 4th and 5th edition of the game.

At first, it was quite unclear to me. While certainly the mechanics were different in many respects, the fundamentals where very much the same, D&D as a concept in 1e is really not any different than any other edition that has come out since. To me it was clear that early editions of D&D weren’t as streamlined, and refined, there was certainly a lot less standardization and quite a bit more limitations on character classes and races, and players in general. Though I can’t imagine how having those limitations and lack of rules clarity really altered the experience for the better. Fewer options sure, but I didn’t find anything within the scope of the mechanics that couldn’t be accomplished in a modern RPG if you really wanted to include it or exclude it as the case may be. A DM for example could simply say “hey in my game Dwarves hate and never use magic so they can’t be any kind of Arcane caster”. Is having the limitation as a rule in the book as opposed to an option for the DM “old school”? I don’t believe so, there had to be more to it.

The realization didn’t really strike me until I read and was reminded of one very unusual rule in 1st edition AD&D called “XP-Treasure Conversion”. The basics of this rule was that if a character hauls out treasure from a dungeon of some sort and brings it back to a safe place like a town, the value of that treasure can be converted into XP. Gygax explains and reminds us in the DMG (paraphrasing here) that while the rule doesn’t make narrative sense, D&D is a game and games have rules and this is one of them. Simply put, the rule was there to remind and motivate players (not characters) that the premise of the game is that the players characters and their alter egos (PC’s) are in fact treasure hunters. Another words that the core premise of D&D is that you go into dungeons, kill monsters and take their treasure.

Now I would imagine a modern gamer would have a real problem with that explanation when defining what they do when playing D&D. After all, what that rule & premise suggests is that the cliché about D&D is a less a myth and more a fact. That D&D really is just a light hearted adventure game about going in dungeons, killing monsters and taking their treasure. I think most modern gamers would disagree with that assessment of what D&D is. The question is however, is that the source of “old school” or “classic” gaming mentality, another words is that the goal of “old school” gaming to capture that feel of this classic premise?

While I think at this point I was getting close, I don’t believe this was it in its entirety. One clear aspect of early editions of D&D was that the game itself was very unforgiving. This concept of the dungeon crawl as a core, was layered by the uncanny deadliness of the game itself in particular as it applies to the core premise of fighting monsters. Simply put, fighting monsters in early editions of D&D was extremely dangerous, something to actually be avoided hence it was at odds with the core premise on which its founded. Mind you when I say deadly, I really mean it. I recall in the 1st edition AD&D days, having one or two characters die each session was fairly common. 1st level characters were so fragile most of the time you would make 2 or 3 in advance, create them without back story’s, hell sometimes without a name and put them in the game to see which of them survived long enough to hit 2nd or 3rd level at which point you would flesh them out a bit and give them some much needed dimensions.

The most notable aspect of all of this was that none of it had anything to do with the story of the game. The premise of the game, the deadliness of the game, and this concept of detachment from characters, it all pointed to one thing. It was less a game about story and more a game about, well the game. Putting that question to old school gamers came with its own reactions as they rejected the idea that the game was not about story. In fact, they adamantly insisted that old school gaming was “real role-playing” and what they do in modern editions is “playing CRPG’s”.

The logic was that the story wasn’t about individual characters, the story was about the world and its events, the characters were parts in it. Sometimes those parts were small, insignificant and short lived and sometimes those parts were epic, elaborate and detailed. Your roles in the game might change periodically as a result of death of an adventurer, but the story lived on with new characters. A campaign was bigger and more to them than any individual character and they were adamant at saying that there was no detachment from their characters, but rather the solemn reality that adventuring life was dangerous as it should be and the results were often tragic. Interesting concept and I think Shakespeare would agree!

Still I believe I’m right at least in one thing. I believe early editions of D&D were less about a focus on characters and more of a focus on players. I believe there is a lot of evidence to support this theory and I also believe within that logic is actually the reason that “Old School” is a premise that is different from modern gaming. I don’t believe it’s purely rules or feel related,  some part of this movement is about nostalgia.  Still I think there is a concrete difference that is identifiable between modern D&D and early (1st edition) D&D as a design concept.

That premise or concept if you will is the difference between Character Centric game design and Player Centric Game design. I will define both but it’s worth noting up front that these aren’t always rules driven concepts nor are they mutually exclusive in that all RPG’s have some Character Centric elements and some Player Centric elements. It’s just that in 1st edition D&D, the Player Centric design is both more prevalent and more firmly defined as a part of the expected flow of the game and vice versus for modern game design as Character Centric systems.

Old School RPG’s are definitely about nostalgia, but Old School design is a lot more than that.

Ok so let’s define Player Centric and Character Centric Design. The principle is really quite simple.

Character Centric design means that by the logic and premise of the design and by the implementation of mechanics into the game, a player character is the focus of the rules and ultimately the mechanics of that character are what drive the resolution of challenges and conflicts. Another words, when a players character is faced with a problem, there is a mechanical property on his character sheet that is designed to address it via mechanical rules.

For example, if a player needs to search a room, in a Character Centric design, that players character will have a skill or attribute available that he or the GM can activate to resolve the search and determine if the character finds what he is looking for. So a player will say, “I search this room for the magic ring, I think it’s here somewhere” and the GM determines “Ok make a search check, let’s see if your character finds it”.

It’s worth pointing out that Character Centric design doesn’t mean the GM is obligated to character centric play, a distinction with a difference. However it is kind of presumed that when you make a skill check, as a player you roll the dice, you know what the result is and hence know if you succeeded or failed the check. Hence if you find nothing, you know it’s not here, else you find it, vice versus if you fail you know you have failed hence you know, it might still be here, but you just didn’t find it or the ring may in fact is not here in the first place (boy that’s a mouth full!). You can also further layer this by having the GM make the roll in secret, in which case you have no information about whether or not you fail the roll, hence, if your GM tells you that you find nothing you don’t know if it’s because the ring is not there or if it’s because you failed the check and simply didn’t find it.

Creating characters in AD&D was something you did often, because they died often. Fortunately in a Player Centric design, what is on your character sheet is not nearly as important to your success as what’s in your own imagination.

Regardless however as a Character Centric designed mechanic, the activity of searching is mechanized and the results are determined with the dice.

In a Player Centric design the challenge and obstacles of the game are instead directed at the player, and it’s the player who is expected to resolve these challenges through a narrative exchange with the GM as opposed to a function of mechanics associated with his character.

Taking the same example of searching for the ring, in a Player Centric design, the GM would describe the room and situation and the player would feed the GM instructions about his activities. For example he might say, I check under the bed, in the mattress, under the pillows, all the drawers in the dresser, I search for loose floor boards and check behind the paintings and so on. The GM in turn would respond to the activities of the player. It’s presumed the GM knows where the ring is hidden so if the player says, I check in the flower pot, he finds the ring, otherwise he does not.

The point here is however that there is no mechanical function of the character that assists or somehow affects the outcome of “searching the room”. The event exists purely in the narrative, a strictly player driven resolution and it’s typically (or at least it was the case in 1st edition) because no “search” mechanic actually exists. There is no search skill, you don’t make attribute checks. It’s simply a narrative exchange between the GM and the player.

1st ed. AD&D didn’t really add skills untill later supplement books, triggering the concepts that lead to more Character Centric designs.

Again just like Character Centric design, Player Centric design is not limited or somehow unable to switch and become Character Centric at the GM’s discretion. A GM might call for some sort of dice roll based on the attributes of the character anyway, perhaps asking him to roll his IQ or lower to see if he finds the ring. It is however just like Character Centric design, outside of the premise or core function of the rule-system, it is in a sense a “GM call”.

This concept of Player & Character centric design however is a core fundamental difference between “old school” D&D and “New School” D&D. Original AD&D is very much a player centric design, while modern games starting as early as the end of 1st edition AD&D with expanded books like the Survival Guides and 2nd Edition core transitioned into a more Character Centric design with each new edition. By 4th edition the adherence to Character Centric design was so firm, it even went so far as to add “skill challenges” to avoid Player centricity as much as possible..

I think in part why Old School gamers look at modern system and make classic comments like “That’s not real role-playing” is because the game they know is heavily buried in Player Centric play, which is by nature much more narrative as it lacks the ability to resolve challenges and obstacles with mechanics.

The main commonalty all D&D systems share is that they are all, since the very beginning, purely character centric in the execution of Combat. For some reason, no one argues or has issues with combat being purely character centric, but in other areas of the game there is a never ending discussion as to what degree a game should be player or character centric.

The cliches and myths about D&D being about going in dungeons, killing monsters and taking their treasure is a definitive core of the game supported by its mechanics. However combat itself is squarely Character Centric.

One thing to note however as mentioned earlier is that combat in 1st edition AD&D was very deadly and unforgiving and as such, just by the sheer volatility of characters, the meta of characters in its own right is very player centric. So while combat might not be player centric at all in any editions of D&D, most of what’s involved around it in early editions is and I think this is also a part of the definition of “Old School” gaming. As my friend pointed out, the game is about the campaign, about the story and the events in the story and while it’s focused on characters to a degree as they act as our avatars, it’s clear that all players understand that sooner or later their characters will die and they will make a new one, but the game is not over. They as players steer the avatar and it’s their decisions, their actions, their activities that bring the resolutions to conflicts, not their characters (in the meta of course) hence it doesn’t matter which character you are using all that much as their mechanics are not involved outside of combat.

Making characters and doing so considerably more frequently than in modern design is just part of the experience of old school gaming. In Character Centric games, characters getting killed is not desired and considered more of an “event”, as it’s their abilities, skills, attributes and powers that drive conflict resolution and in essence much of the narrative. They are an important component of a players success. Character Centric designs is why we have terms like “Character Build”, as the avatar is not just a representation of a character in the narrative sense for the player, but also his abilities, skills and influence over conflict within the confines of the game. In essence in Character Centric play, the player has considerably less influence over the success of his character as he is reliant on the mechanics to resolve conflict as opposed to the player’s narrative exchange.  I will point out that I think its weird that no one has issue with overcoming challenges with character centricity in combat, but for some reason its a big fight when it comes to resolution for conflicts outside of combat.  Weirder still are the exceptions like pick pocketing and climbing walls, suddenly, its ok in 1st edition AD&D, but only for the thief class, for everyone else, I guess you just die trying?  The logic of this player vs. character centric design is a strange beast.

The use of modules in many ways is also part of the decor of early D&D play, but its not like it ended there. There were more modules produced for 3rd edition D&D then all other editions combined.

It’s expected in Character Centric games that characters are relatively safe and they walk into dangerous situations that are kind of rigged in their favor mechanically. Which is why things like CR ratings, the concept of balanced encounters, death rolls and other survival mechanisms exist in modern games, it’s all in the name of saving characters from death but more specifically in the name of preserving the importance of the narrative. Characters are an intricate part of the story, not because of their narrative but because of their mechanics and removing them from it, is in general bad. It means a new character needs to be made and the story components of the previous characters are lost, in particular for the player, as well as the mechanic advantages that reigned in his success. In a way in character centric games, characters have a greater importance.

The question is then which is better? Get ready for me to drop some life affirming knowledge, the answer is modern is better and the reason is that it’s the same fucking thing!

You might argue about old school mechanics vs. new school mechanics, but to me, Old School art blows what we put out today out of the water 10 fold.

In the end, any sub-system, mechanic or function that is added in a system becomes “available” anything that is omitted is “unavailable”. Availability however does not require or assume use, its simply there and as a GM in any system be it 1st or 5th edition, the decision, the ruling if you will of what mechanics to use and when to use them is entirely up to you. Hence in a fully Character Centric game, you can with virtually no effort go fully Player Centric at any time. Its 100% fully backwards compatible, however in a Player Centric system you cannot just “switch” to a character centric system as the rules do not exist for you to use and fall back on. If search doesn’t exist, you can’t make a search check and as a GM you’re going to have to make a mechanic up on the fly to fill in for the missing rule, if the search does exist and you want to play out a search scene, simply don’t allow the check. The obvious logic is obvious!

That said, there is a problem with running a Character Centric system in a Player Centric style, which is of course player expectation.  Consider that a players character is his investment, hence in a Character Centric system, the player invests points, or other advancements into various skills and abilities.  If as a GM you choose to go Player Centric and ignore those aspects of their character, you are kind of cheating them out of their investments.  Hence, if you are a GM (like me) who has a Player Centric style (aka old school) then you should stick to Player Centric systems if for no other reason than to ensure expectations match the result and you are not ignoring parts of the mechanical character the player might deem important to his role/story or whatever.

Old School gaming is all about enforced limitation. I find it odd that because the rulebook tells you something is not allowed, or simply by omission makes it unavailable that this somehow makes a game better than one in which all options are available to use at your discretion. It’s a silly concept and I actually hate conversations like this with Old School gamers even though, on this little blue planet there is no bigger old school gamer than me.  Still, I do understand it from a player perspective that if a mechanic exists, in particular as it applies to characters, it should be used and used often.  You wouldn’t deny someone spells or combat abilities that their character can perform, hence you should not ignore other aspects that are on the character sheet either.

If you ever wonder if new school designers have any affection for old school gaming, you need look no further then the latest releases from Wizards of the Coast. Strahd is as old school as you can possibly get, his appearance in a 5e module should quell any doubt about where modern designers loyalties lay.

I adore limitations, deadly game systems, player centric gaming, Gold to XP conversions and all that great stuff, but at the same time I don’t see why having a lift on limitations in a book, or having safety nets in a system or the absence of a Gold to XP rule changes anything at all. I’m a damn GM, if I want or don’t want something in the game, I snap my fingers and it happens. I don’t care if there is a search skill, if I say “there is no check, if you want to find something tell me how you are looking for it”, we are instantly in Player Centric gameplay, the system cannot stop me, I’m basically the god of the game. It is however a problem if I want to make a skill check and the rule for it is not available, and then I’m forced to invent shit on the fly. I don’t really see how that will result in a better experience old school or otherwise!

Hence Character Centric games do not change anything for me at all, I actually largely prefer them because it really just gives you more options on how to handle stuff. Even as an old school gamer I recognize that sometimes, stuff is just irrelevant and I want to get through a scene quickly. Skill checks are great for that. Oh your searching this room, go ahead make a check, oh you failed, great, scene done. I don’t have an obsessive need to waste time on irrelevant shit in my game and I don’t believe this makes me “new school”, it just means I’m a good GM, I know how to spend session time to keep the game fun and interesting.

Of the many things that are unequivocally classic, Keep on the Border should be a picture in the dictionary by the definition of the word.

Now I will say this. I adore, I mean truly love 1st edition Advanced Dungeons and Dragons and I will happily run a campaign anytime. I think Gygax’s work is absolutely fantastic, I love the light hearted adventure and the player centric concepts of dungeon delving, for me D&D IS going into dungeons, killing monsters and taking their treasure. Is that simplistic? Is it really role-playing? Hell I have no idea, I just know that it’s absolutely fun and I love doing it in the confines of the many restrictions and funny concepts of 1st edition. I love 1st edition modules, I love its deadly nature, I adore the natural progression of meta characters from farmers with a rusty dagger to Lords of Castles and everything in between. I love watching beloved characters getting killed, I love creating new characters, I love everything about the system. I am, without a doubt an Old School gamer.

I do believe however, the argument that someone who plays modern games is “not really role-playing” or that it’s somehow a different experience is quite ridiculous. I hate these old Gonards that think their way is the right way, or even that somehow they do it differently than the rest of us. It really is absolute bullshit. I can turn 5e into 1e in a two page document, hell I can run a D&D game without you even knowing what system I’m using. It really is not that hard to add limitations, it is however hard to design RPG mechanics on the fly.

Rules are just that, rules, they are not the definition of role-playing nor do they quantify your style as a GM. You can be old school in the new school. It’s a different cover, different rules, but we are still the same GM’s.

So there you have it, research complete. I can say without question that I understand Old School gaming, there are far more nuances then that of Character & Player centric play, but at the end of the day, role-playing games is a dynamic, infinitely diverse activity. Quantifying it fully is not really possible and while I do think it’s more than just a “feel”, it’s definitely achievable in all its glory in pretty much in any system. Sure, many things about modern system irk me. A Dwarf Wizard? Get the fuck out of here with that nonsense! But that’s my world, I share it with Gygax and 1st edition, but using a modern system does not exclude its implementation. I don’t need to use 1st edition to get rid of Dwarf Mages. I might prefer it (sometimes), but I don’t see how using a system that allows it, or allowing it in a system that doesn’t creates a disparity of classifiable groups like Old School and New School. I do think Old School is a thing, but I adamantly reject the idea that Old School is only achievable in Old School systems, or that somehow adding a rule like a skill check, or offering some extra options to a character some how breaks “old school” gameplay.

I’m just going to put this here because its one of my favorite modules 🙂

Well this brings us to an end, I know that many of you role-players out there have had this conversation and  so I hope that perhaps you found something useful in this little theory-crafting article!

Top 10 Dungeons and Dragons Modules of All Time

Ok so with my last theory article about the art of GMing, I thought it was about time I created a top 10 list on the subject of RPG’s.  Top 10 Modules seemed like a good choice and while I understand that new generations of players might froth at the mouth with a list that insults them by putting old school modules on a pedestal, the fact remains that as an old school player for the most part the modern age of D&D has been largely disappointing.  But don’t fret too much, some new-ish stuff made the list as well!  Enjoy the list.

Oh and I’m doing this backwards from now on so we are starting at number 10 and working our way down 🙂

10) Queen of Spiders

The Queen of Spiders is actually a module series and it is the only module on this list I have never personally run, but rather participated as a player which kind of makes it both unique for this list and of a different perspective than the others.

The Drow are among the most memorable villains in D&D, a favorite among DM’s to use as antagonists.

I think my favorite aspect of this module was of course the introduction of Dark Elves or The Drow if you will.  I recall this being my first experience encountering them and unlike today where we are quite familiar with the species, back then they were truly unique and GM’s weren’t exactly sure how to envision them resulting in some pretty fun interpretations.  I had a really great DM who cave the Drow a less sinister and more “Moriarty” vibe, kind of that super intelligent type of villain.  It imprinted this module in my mind for all time and I just knew it had to be on this list.

This module featured a compelling story that escalated upwards from start to the most climatic and unexpectedly epic ending, it featured lots of tough fights, lots of dungeon crawling and exploring and plenty of unique role-playing opportunities and problems to solve.  These modules are definitely among my most memorable campaigns I experienced as a player and unlike many modules on this list, it has been converted to several modern D&D systems.  I had the pleasure of playing both the 1st edition and 3rd edition versions.  Both were excellent.

9) Keep on the Borderlands

Nothing says classic D&D to me like Keep on the Borderlands.  To this day their is a copy of this module among my collection of books and while I don’t think its a particularly extraordinary module even for its time, what it lacked as a module,  it made up in the purity of its D&D’ness.  It is the essence of classic D&D game-play and has served as an introduction to D&D for just about every group of players I have ever DM’ed for.

Classic modules like Keep on the Borderlands are nostalgia bottled up, its as much a piece of D&D as the funky dice themselves.

While it was a simple cliche it did feature a sort of open endness that I think Gygax was trying to convey, a sort of mini campaign module rather than a linear story.  The idea was that you would explore the keep, areas around the keep and ultimately find your way to the Caves of Chaos.  Each area with its classic D&D moves like Giant Spiders, Mad Hermits and those lovable Kolbolts.

More than anything though Keep on the Borderlands is a great introduction to being a DM as its easy to run, offers plenty of workable NPC characters all the while keeping things nice and simple.  Great module that has created many great memories, worthy of finding a place on this list.

8) The Tomb of Horrors

There are a lot of reasons to love a module as either a GM or a player but for me personally The Tomb of Horrors is the module I pull out when it’s time for a campaign to end.   When characters have become so powerful that there really seems like there is no way to challenge them anymore.  In comes Tomb of Horrors, sure to challenge any player no matter how god like they become.  The truth is that, there has never been a more sure fire way to ensure a painfully and horrific end for an adventure party then this largely mean spirited, but wonderfully designed module.

A more appropriately named module/dungeon has never existed, it really is one of the most impossible adventures to complete. Even in 4e it was stupidly hard, a recipe for a TPK if there ever was one.

Now of course to the players this is the ultimate challenge, if you can simply survive it and walk out with treasure you have done well, if you can reach any level of success beyond that as far as I’m concerned you have won D&D.  Pulling it out and setting it on the table lets the players know that, this is the big show, it’s time to put on your big boy pants and most importantly to hug your character sheet one last time.

My groups in the past that I have run this game for have always taken it in the spirit for which it is intended, it’s a challenge, it’s the end of a campaign and everyone simply looks forward to discovering the horrible way their characters meets their maker.

One other thing, as it is a great challenge to be a player in this module, it is also the ultimate challenge for a DM to run.  Its an absolute blast to see how this massive dungeon crawl is connected and intertwined, it requires a high level of understanding of the module and for the sadistic GM who loves a challenge, its just pure joy.

7) Dragonlance Series (Dragons of …)

In D&D there are several very famous and recognizable names, Weis and Hickman are among perhaps the most recognizable after Gygax.  The Dragons of Novels are among my favorite and of course to be able to re-create the story in an a D&D module series using unique characters creates an opportunity for an epic campaign, and epic is exactly what Dragonlance is all about.  There are tons of modules to this series that will take you through the entire storyline, it would be hard to pick a favorite, but as a whole it’s an absolute blast even if you have read the novels and know the story.  It’s a little like watching Star Wars, there is a comfort to the story that supersedes the need for something new.  It sort of taps into that inner child.

If as a DM you want a complete story driven campaign that is sure to be memorable, you really can’t go wrong with the Dragons of series.

For me personally however it was always an adventure series that introduced us in great detail to the Dragonlance setting which was a kind of cross between being more down to earth middle ages Europe with a extremely high fantasy twist, full of Tolkien epic level storytelling.  Of course the core of the story is a great war that involves Dragons giving players an opportunity to face the ultimate in D&D enemies.  There is something magical about knowing at a early humble beginning of an adventure that to finish it you will need to fight dragons.

Absolutely love this series and if you have a group of players that don’t know the story, its really a must run campaign!

6) Hollowfaust: The City of Necromancers

I remember when 3rd edition was first released very clearly because the era of D&D being first in line at game tables had come and gone.  White Wolfs World of Darkness was front and center, everyone was playing Vampires and the company itself was jam packed with amazing writers who where creating stories unlike anything we had ever seen before.  It was very dark, there was a sense of dread to everything put out by White Wolf, in a sense, they evolved the genre of RPG to include adult themes and the timing was perfect as all of us old school RPG’ers were quite a bit older then in the days of D&D.

The Scarred Lands is without question one of the most unique settings for D&D, for some it might almost be too bizzare. Places like Hollowfaust really break the mold of what a Fantasy City is.

When White Wolf announced that they were going to create a D&D setting, it was a very exciting moment and really brought us back to high fantasy D&D.  What would a White Wolf D&D setting look like!?  Well they gave us the wonderful Scarred Lands, without question one of my all time favorite D&D settings.  Among some of the themes and concepts of Scarred Lands we got what really is without question one of my favorite places in any setting, Hollowfaust, The City of Necromancers.

Now while its technically a source book and not a module, the Hollowfaust source-book for Scarred Lands was jam packed with adventure ideas, hooks, locations and characters that were more then sufficient to run a very long and exciting campaign.  It’s a page turner, one that will inspire you to run a type of D&D adventure no other module could ever really do.

Easily one of the most memorable D&D supplements of the 3rd edition era in what is without question one of the best and most creative D&D settings to be created.  No surprise to me at all that it was created by brilliance of White Wolf Publishing who at the time was quite literally the center for creativity in the RPG market.  This book is so good that even if you don’t like RPG’s but just like to read fantasy its worth getting and reading, its that good.

5) Ravenloft

If Hollowfaust is one of the most memorable places in D&D, certainly Count Strahd Von Zarovich has got to be one of the most memorable villains in D&D.  A rich, fleshed our character that brought a sense of renaissance to D&D, and really showed off how much more creative the game can be beyond the standard fantasy cliches.  This module was all about the infamous vampire with whom the players must play a cat and mouse game, one left up to the a wide range of circumstances for which it was impossible to prepare for.  I think really that’s what made the module so memorable for me, every time you faced Strahd it would be in unexpected circumstances that no matter how hard you tried to prepare for you never could be quite ready.

Strahd makes a return in 5th edition, I’m not surprised. 5e was really trying hard to capture the old classic feel of D&D and nothing says D&D like a return trip to Castle Ravenloft.

While certainly Strahd took center stage in this module, really this entire module is filled with vivid and imaginative writing that really inspire and give you a sense of place and time.  The lands of Barovia, Castle Ravenloft and the rich history written into the main NPC’s of the story gave the entire thing almost a sense of proper literature. It inspired an entire setting that was created around it.  In my humble opinion this was among the best ever written for Advanced Dungeons & Dragons, a part of D&D history that no fantasy fan should miss.  Its as valid and exciting today as it was way back then.

4) The Red Hand of Doom

In my humble opinion while the amount of material, in particular modules that where written for 3rd and 3.5 editions for D&D was enormous, there actually where very few that truly stood out from the crowd.  The Red Hand of Doom was definitely among them and comes in at number 4 of my top favorites.  There is no doubt my love for Richard Baker’s writing and style played a big part in my appreciation for this module, but it was in fact one of the most unique and challenging modules to come out of 3rd edition era.

Red Hand of Doom really put the players in the position of leadership, its about the equivalent to a D&D version of Star Wars: A New Hope. A rag tag group of rebels fighting against impossible odds.

The Red Hand of Doom was really much more then a module, it was really the basis for an entire campaign, one driven by concepts like mass combat, politics and open ended conflict.  It certainly had a structure going from A to Z, but really it gave the players an enormous amount of freedom.  It was one of those open play modules that really could and most likely did go just about anywhere for every group that ran it.  It was generic enough to fit into any fantasy setting world, yet specific and unique enough to really inspire the imagination and set a strong sense of time and place.

Of course this in itself would not have been enough to catapult it this high on the list, it also boasted some wonderfully written characters and places, memorable not only for their personalities, but for how they where designed mechanically.   Among my favorites was the Half-Dragon commander of the force that stood against you Azarr Kul, oh what a bastard he was.  This is one of those modules that really had a bit of everything in just the right proportions to keep it fresh, thinky and fun to both run and play.  More than any other module on this list, this is one that still very much begs to be played regardless of which D&D system you prefer.

3) Test of the Warlords

Ok into the top 3 now, this is definitely among the best of the best.  For me, Test of the Warlords was an absolute must add to this list, I knew the moment I decided to make it.  Test of the Warlords is a high level campaign adventure built around the concept of exploration and settling of a wild frontier.   Players take on the roles of kingdom builders, working their way from humble explorers to kings of country.  This is another end game module, one that will not only test the skills of the players but their ability to conceive and create a D&D empire of their own, one among a politically heated environment designed around some truly fantastic characters.

Its truly a rare D&D campaign I run that is not influenced by this module in some way even if I’m not directly running it. For such a slim product, its amazing how much you get out of it.

This was Game of Thrones before there was a Game of Thrones full of life and plenty of room for a GM to get creative.  I have run this module as a campaign more times then I can count, its an absolute masterpiece in my eyes.

2) Temple of Elemental Evil

This shows up on a lot of top 10 lists and its no surprise to me.  This classic master piece is without question the best module created during the TSR era.  It really is the foundation for everything that D&D stands for and aspires to be.  From the humble beginnings of would be adventure wet behind the ears to heroes of the realm facing gods themselves.

I have run this adventure/mini campaign at least a dozen times at this point, no group has ever succeeded to date. It’s a true role-playing challenge.

This is a module that covers the entire spectrum of fantasy adventure from mystery, horror, to dungeon crawls and politics.  Players can approach this campaign from a uncanny amount of angles with its open ended experience, with new tests of courage around every corner.

Sure at this point perhaps its a walking, talking cliche, but D&D cliches were invented somewhere and there is no doubt in my that this module defined many of them.  Absolutely love it, as valid today as the day it was written.

1) Morricks Mansion

Ok here we go, my top, favorite module of all time for D&D absolutely has to go to Morricks Mansion brought to you by the masters of darkness, White Wolf Publishing.  Without a doubt one of the most creative story’s ever put to paper into a D&D module, its creepy mystery, fantastic back story and awesome NPC characters make this adventure absolutely pure joy to run.  White Wolf really put their best foot forward with this one, yet oddly I rarely find it on anyone’s top 10 list.

Morricks Mansion is in that sweet-spot level wise (3-5) in which 3rd edition was at its best.

If you really want to surprise the hell out of your players with a true master piece, this is one of those movie moment adventures that will more then deliver.  Its certainly very different from your typical fantasy trope adventure and this definitely one of the core reasons why it sticks out in my mind, but more then that its about the fantastic back story that delivers on all pistons.

Pitch perfect must play module!