
DMDavid Blog
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Dungeons & Dragons design, advice, rules, and inspiration. David Hartlage is a dungeon master at weekly D&D encounters sessions, occasional adventurers' League games, and judging at the big gaming conventions.
DMDavid Blog
3d ago
One of the great innovations of roleplaying game design came in 1977 when Steve Perrin and his Runequest design friends realized the advantage of using the same mechanic for attacks and skill checks. One core mechanic replaced the jumble of different mechanics that D&D used to determine if an attack landed, if a lock opened ..read more
DMDavid Blog
1M ago
D&D is best when its corporate owner isn’t paying attention. When I asked who deserved credit for that observation, it proved too widespread and too old to name a source. The D&D team started sharing the notion soon after 1985, when D&D’s co-creator Gary Gygax lost control of publisher TSR and non-gamers started managing the ..read more
DMDavid Blog
2M ago
When gamers imagine an attack in a game like Dungeons & Dragons, they picture a wind up and sword swing, perhaps one second of motion. So two combatants only need a few seconds to trade blows, even with extra attacks. But in the Advanced Dungeons & Dragons Player’s Handbook (1978) Gary Gygax wrote that a ..read more
DMDavid Blog
3M ago
In fifth edition Dungeons & Dragons, characters and monsters calculate the difficulty class (DC) number needed to save against their spells and powers using the same formula: 8 + proficiency bonus + ability score modifier. That means a 7th-level wizard and a CR-7 mind flayer, both with Intelligence 19 and a +3 proficiency bonus, both ..read more
DMDavid Blog
4M ago
At Gen Con in 1999 Wizards of the Coast revealed plans for a third edition of Dungeons & Dragons, scheduled for release in 2000. The upcoming release would preserve the “essential look and feel” of D&D while introducing intuitive changes like a unified d20 mechanic where high rolls meant success. Free t-shirts teased the upcoming ..read more
DMDavid Blog
11M ago
Dungeons & Dragons started with slightly different rules for monsters and player characters. In the dungeon, doors that players left open always swung shut, but “doors will automatically open for monsters, unless they are held shut.” Mostly though, the same rules applied to heroes and monsters, a carryover from the game’s wargame roots. In the wargames that led to D&D, players competed to win, while the game master—the referee—just interpreted the rules. Even in early D&D games, players sometimes battled each other in the race for treasure.
By D&D’s third edition, the game’s sy ..read more
DMDavid Blog
1y ago
If games to suit every play style and new games bringing fresh ideas makes a golden age, then the best time for gamers is now. In the past weeks, I’ve played preview releases of two upcoming games: the MCDM RPG championed by Matt Colville with lead designer James Introcaso, and the Daggerheart RPG championed by Matt Mercer with lead designer Spenser Starke. Both games play in the same genre and style as D&D, but each aims to prove more fun for certain styles of play. The MCDM RPG seeks to recreate some of the tactical play exemplified by fourth edition D&D in fast-paced, cinematic batt ..read more
DMDavid Blog
1y ago
Over the 50-year history of Dungeons & Dragons, the game has changed enough that some gamers prefer the early versions of the rules to duplicate the play style of 1974. Have the qualities of good dungeon master changed too? For a tour of DM advice over D&D history, I sought the D&D adventures that included advice, from In Search of the Unknown (1979), to Peril in Pinebrook (2023), and pulled the best, worst, and most dated guidance. Most advice remains timeless, revisited in print over the decades, so this post only mentions guidance when it first appears.
B1 In Search of the Unkno ..read more
DMDavid Blog
1y ago
The latest D&D Studio update on the 2024 core rule books should have excited me, but it just made me apprehensive.
Fifth edition Dungeons & Dragons started as a game with a strong foundation, strong enough that when I imagined the changes that would best improve the game, I just wished for replacements for the annoying spells, overpowered feats, and toothless monsters—the game’s features atop the foundation.
So far, the playtest and design team’s reports excited me, because the preview showed that the team understood the pain points in the 2014 game and sought ways to relieve them. But ..read more
DMDavid Blog
1y ago
The play loop at the heart of a roleplaying game session focuses on decision making. The game master describes a situation. When the players face a decision they make a choice, and then the rules help determine an outcome and the game master describes that result. The situation changes, leading to a new decision. Repeat until everyone breaks for pizza.
In a role-playing game, scenes focus attention on the times when players fight a battle, talk to a non-player character, or or rush to escape the caverns beneath an erupting volcano. During scenes, players take moment-by-moment control of their ..read more