Spells that let players skip the dungeons in Dungeons & Dragons

In today’s Dungeons & Dragons game, player characters gain experience by overcoming obstacles and defeating monsters. In the original game, PCs got most of their experience for claiming treasure. (For more, see “The fun and realism of unrealistically awarding experience points for gold.”) Back then, if you skipped monsters and traps on your way to […]

The Dungeons & Dragons spells Gary Gygax never meant for players

Dungeons & Dragons first supplement, Greyhawk, raised the game’s highest level spells from 6th level to 9th. None of Gary Gygax’s players had reached the level required to cast the new spells. Tim Kask remembers that as he and Gary worked on the Blackmoor supplement, they figured players faced little chance of even reaching level […]

Divination in D&D: Spells that fish for spoilers

The Tomb of Horrors begins with Gary Gygax boasting of a “thinking person’s module.” This description makes players suppose that the tomb rewards puzzle solving and ingenuity. But the tomb never plays fair. The poem in the entry hall promises clues, but it’s a trap as much as an guide. The tomb rewards painstaking caution, […]

Spells that ruin mystery and treachery

In my last post, I explained how Dungeons & Dragons includes a variety of spells that can ruin adventures. Confined to the original megadungeons, spells like Know alignment and Commune caused no trouble. But as D&D grew to embrace more types of stories, such spells caused problems. Which spells prove troublesome, and how does fifth […]

Spells that ruin adventures, revisited

Have you ever had an adventure spoiled by a spell? Through the history of Dungeons & Dragons, a variety of spells carried the potential to short circuit or spoil whole categories of adventures—at least without significant planning to avoid the spells’ potential. Many of the adventure-spoiling spells existed in the early days, but given the […]

How fifth edition keeps familiar spells and a Vancian feel without breaking D&D

In my last post, I described the how Dungeons & Dragons tended to break once players gathered too many magic items or certain combinations of items. Earlier editions included several rules that worked to prevent the problem, but fifth edition’s attunement rule and rarity system provide the best measures yet. Of course not all game-breaking […]

Designing for spells that spoil adventures

In my last two posts, starting with Spells that can ruin adventures, I discussed the various spells with the potential to spoil Dungeons & Dragons adventures, turning hours of fun into a quick ambush. You may say, “Why worry? Just rule that these spells don’t exist in your campaign.” Clearly, you have enough foresight to carefully examine […]

Spells that can ruin adventures

Have you ever had an adventure spoiled by a spell? Through the history of Dungeons & Dragons, a variety of spells carried the potential to short circuit or spoil whole categories of adventures—at least without significant planning to avoid the spells’ potential. Spells like Detect Lie (later Discern Lies) and Zone of Truth threaten to […]

Turns and Turn Order Are the Worst, so Why Do Roleplaying Games Make Us Spend So Much Time Deliberating Them?

What rates as the most exciting phrase spoken in a Dungeons & Dragons game? “Roll for initiative.” What rates as the most unwelcome task? After those three words, the minutes of bookkeeping required to set the initiative order. Instead of riding the excitement of an attack, the chore drains the energy from the game. Rather […]

5 Tropes that Make Exciting Stories But Ruin D&D Games

Stories like those in movies and books thrive on setbacks. Everyone relishes a tale where disaster complicates the heroes’ predicament, leaving them facing seemingly impossible odds. Perhaps a trusted ally betrays the heroes or they become trapped and imprisoned. Gamers love when sessions deliver similar twists, so dungeon masters feel tempted to set up matching […]