Tag Archives: Mike Shea

Are the Authors of the Dungeon & Dragons Hardcover Adventures Blind to the Plight of DMs?

Adventure paths reveal their linear design in the name: They follow a path. In a linear adventure every play group follows the same plot thread, through the same scenes, to the same conclusion. For adventure creators, linear adventures bring advantages. … Continue reading

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5 Situations That Tempt Every Dungeon Master to Railroad Their Players

If you believe countless Dungeon & Dragons adventure reviews, nothing ruins an scenario as quickly as a linear design. In a linear adventure every group follows the same plot thread, through the same scenes, to the same conclusion. At best, … Continue reading

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Do Dungeons & Dragons Players Hate Linear Adventures? Not When DMs Avoid Two Pitfalls

A linear adventure is written, or at least planned, so every play group follows the same plot thread, through the same scenes, to the same conclusion. In Dungeons & Dragons, linear dungeons set the pattern, with walls and doors that … Continue reading

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Mixing Threats from Weak to Lethal in a Dungeons & Dragons Game

When megadungeons ruled Dungeons & Dragons, adventurers selected a difficulty level by deciding how deep they dared to go. As the game matured, DMs started to design or select adventures for a party’s level. Players grew to expect that their … Continue reading

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Filling a map with Dungeons & Dragons adventure

When the first Dungeons & Dragons players wanted a break from the dungeon, their characters could explore the wilderness “in search of some legendary treasure.” In original D&D, a quarter of finds on the magical treasure tables consisted of treasure … Continue reading

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Why Dungeons & Dragons Players Don’t Love Sandboxes as Much as They Think

Many role-playing gamers set sandbox adventures as an ideal. We all agree that railroads make bad adventures, so do sandboxes offer all the virtues that railroads lack? In role-playing adventures, sandboxes and railroads fall on ends of a spectrum. Railroads … Continue reading

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Challenging Your Players’ Skill Without Risking Frustration

The Zork II computer game from 1981 includes a locked door that you can open by solving a clever puzzle. The door has the old-fashioned sort of lock that lets you look through the keyhole and see the other side. … Continue reading

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How to Say Yes Without Turning Your D&D Game Into a Joke

In my last post, I explained how challenging myself to say yes to players made me a better dungeon master, even though I sometimes said no. Sometime in the 90s, I returned gaming conventions after more than a decade away. … Continue reading

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Sometimes I Tell Players No, but “Say Yes” Made Me a Better Dungeon Master

As the co-creator of Dungeons & Dragons, Gary Gygax set an example that seemed to encourage dungeon masters to battle players. As soon as players gained an edge, Gygax created something to foil them. When players started listening at doors, … Continue reading

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The dungeon comes alive in the mythic underworld

In 1974, dungeons tried to kill you. More than just the creatures inside, the walls and stone wanted your life. Dungeons changed when you looked away. (See page 8 of the original, brown book, The Underworld & Wilderness Adventures.) Doors … Continue reading

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