Tag Archives: Chris Perkins

The 10 Greatest Dungeons & Dragons Adventures Since 1985

This list of the 10 greatest Dungeons & Dragons adventures since 1985, draws from ratings, reviews, and appraisals from D&D fans, and then uses my completely unscientific aggregation of opinions to rank the 10 entries. The list only includes adventures … Continue reading

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Lost Mine of Phandelver (2014): Greatest D&D Adventures Since 1985—Number 3

Lost Mine of Phandelver (2014) is fifth-edition Dungeons & Dragons adventure by Richard Baker and Chris Perkins for levels 1-5. Adventures created to introduce new dungeon masters to D&D must be simple to run. Sunless Citadel offered DMs an easy … Continue reading

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Curse of Strahd (2016): Greatest D&D Adventures Since 1985—Number 4

Curse of Strahd (2016) is a fifth-edition Dungeons & Dragons adventure for levels 1-10 by Chris Perkins with Adam Lee, Richard Whitters, and Jeremy Crawford. Fifth-edition hardcover adventures like Tomb of Annihilation pull inspiration from a catalog of classic modules. … Continue reading

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Tomb of Annihilation (2017): Greatest D&D Adventures Since 1985—Number 9

Tomb of Annihilation (2017) is a fifth-edition Dungeons & Dragons adventure by Chris Perkins, Will Doyle, and Steve Winter for levels 1-11. Chris Perkins approach to adventure design seems to start with a collision of classic influences. Out of the … Continue reading

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5 Tricks for Creating Brilliant Dungeon Maps From Will Doyle

If you played the Dungeons & Dragons adventures Tomb of Annihilation or Storm King’s Thunder, you adventured through dungeon maps created by Will Doyle. In an episode of the Official D&D Podcast, D&D’s principle story designer, Chris Perkins, explained why … Continue reading

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Why Fourth Edition Never Saved Dungeons & Dragons

“Fourth edition Dungeons & Dragons is all about taking that things that work in D&D, keeping them in the game, and fixing everything else,” designer Mike Mearls wrote after the edition’s announcement in 2007. “That’s the goal, and I think … Continue reading

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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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How much description should a dungeon key include?

The conventional Dungeons & Dragons adventure includes a dungeon key describing numbered locations on a map. When D&D co-creator Gary Gygax created his first dungeon under Castle Greyhawk, he usually wrote a 1-line note for each room. These notes served … Continue reading

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Dungeons & Dragons at the 2016 Origins Game Fair

For many gamers, the Origins Game Fair feels just the right size. Unlike Winter Fantasy, the convention offers diversions beyond non-stop Dungeons & Dragons and Pathfinder. Unlike Gen Con, you don’t face a city and a convention center crowded to … Continue reading

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