Tag Archives: Chris Perkins

From B1 to Pinebrook: Every D&D Adventure That Includes DM Advice and What They Taught

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 Unknown (1979) by Dave Carr

Most adventures that include advice aim to help new DMs through their first session. Later printings of the 1977 Basic Set packaged In Search of the Unknown as a start. Originally, this Basic Set just included unkeyed dungeon maps that DMs could cut apart and rearrange into different configurations. Following the original dungeon design standards, new DMs could just roll for monsters and treasure to stock the map. B1 keeps some of this learn-by-doing approach. The adventure included vacant locations along with separate lists of monsters and treasures to pair with the open locations.

Designate a caller

One player in the group should be designated as the leader, or ‘caller’ for the party, while another one or two players can be selected as mappers (at least one is a must!).

Early on, DMs proved much scarcer than players so groups often included 8-12 players and D&D co-creator Gary Gygax ran sessions for as many as 20. Designating a caller to speak for the group helped speed play. For more on the lost role of mapper, see The Dungeon Mapper: From Half of D&D to a Forgotten Role.

Make the game enjoyable and challenging

The DM’s foremost concern should be to provide an enjoyable game which is challenging to the players. A good DM does not attempt to influence player actions or channel the activity in a particular direction. Although you may set up situations to challenge players, you must understand that you are not their adversary, nor are you necessarily out to defeat them. However, if your players abandon caution or make stupid mistakes, let them pay the price—but be fair.

As Dungeon Master, you are the game moderator. This means you set the tempo of the game and are responsible for keeping it moving. If players are unusually slow or dilly-dally unnecessarily, remind them that time is wasting. If they persist, allow additional chances for wandering monsters to appear—or at least start rolling the dice to make the players think that you are doing so.

In the 1979 Dungeon Master’s Guide, Gary Gygax suggests speeding characters by rolling dice behind the screen, mainly to hint at the threat of wandering monsters. As random encounters fell out of favor, I figured this advice became outdated, but a recent adventure discussed in this post, The Hidden Halls of Hazacor (2018), recommends the same trick. For some of my advice on the subject, see Getting Players Moving, Especially When No One Wants to Drive.

Lastly, it is important to remember that the Dungeon Master is the final arbiter in his or her game. If players disagree with you, hear them out and reasonably consider their complaint. With human nature as it is, players will undoubtedly attempt to try to talk you into (or out of) all sorts of things; part of the fun of being a DM is this verbal interplay. But in the end, what you say is what goes.

T1 Village of Hommlet (1979) by Gary Gygax

By 1979, D&D publisher TSR had split Advanced Dungeons & Dragons from the original game. As an introduction to AD&D, Gygax penned Village of Hommlet, a module that added a village as a home base complete with non-player characters the players might not kill. For more on creating NPCs that players might not kill, see How to Create Loveable Non-Player Characters While You Supercharge Your Sex Appeal. (That title is not pure click bait; the post really does explain how to supercharge your sex appeal.)

Roleplaying NPCs

The persons met at the inn, along the road, and so forth, are you; for the Dungeon Master is all-monsters, NPCs, the gods, everything. Play it to the hilt. Do it with flair and wit. Be fair both to the characters and to yourself. Be deceitful, clever, and thoroughly dishonest when acting the part of a thief. Be cunning but just when in the role of a warding ranger. Actually think of it as if the part you are taking is that of a character you are playing, and act accordingly, but temper actions with disinterest in the eventual outcome and only from the viewpoint of that particular role. Wearing two, three, or a half dozen or more different hats is challenging, but that is part of being an outstanding DM.

For more on roleplaying NPCs and modelling good roleplaying for players, see Most Advice for Encouraging Role-playing Stinks, But I Found the Good Stuff.

B2 Keep on the Borderlands (1979) by Gary Gygax

In 1981, Keep on the Borderlands replaced B1 in the Basic Set. The adventure reprises the familiar advice, but Gygax adds a lofty pep talk for novice DMs.

As DM you are to become the Shaper of the Cosmos. It is you who will give form and content to all the universe. You will breathe life into the stillness, giving meaning and purpose to all the actions which are to follow. The others in your group will assume the roles of individuals and play their parts, but each can only perform within the bounds you will set. It is now up to you to create a magical realm filled with danger, mystery, and excitement, complete with countless challenges. Though your role is the greatest, it is also the most difficult. You must now prepare to become all things to all people.

If all of this seems too difficult, never fear! Just as your players are learning and gaining experience at D&D play, so too will you be improving your ability as a DM. The work necessary to become a master at the art is great, far greater than that necessary to be a top player, but the rewards are even greater. You will bring untold enjoyment to many players in your role as DM, and all the while you will have the opportunity to exercise your imagination and creative ability to the fullest. May each of your dungeon adventure episodes always be a wondrous experience!

Roleplaying monsters

When the players experience their first encounter with a monster, you must be ready to play the part fully. If the monster is basically unintelligent, you must have it act accordingly. Make the encounter exciting with the proper dramatics of the animal sort – including noises! If the encounter is with an intelligent monster, it is up to the DM to not only provide an exciting description but also to correctly act the part of the monster.

B10 Night’s Dark Terror (1986) by Jim Bambra, Graeme Morris and Phil Gallagher

In the 80s, the D&D line sold in a series of boxed sets. The Basic Set started players with dungeon adventures, and then the Expert Set expanded the game to the wilderness. Night’s Dark Terror helped introduce players to the great outdoors. This adventure rates as one of the best ever.

Fudging rolls

Adventuring is, above all, about enjoying yourself, and sometimes in order to do so it is necessary to overrule some dice throws. It is your job as DM to give your players an exciting and fun time, relying entirely on the dice is not always the best way to do so—they are an aid, not a means in themselves. But be discrete—you don ‘t want your players to get the idea that you are pulling any punches!

No other adventure suggests fudging die rolls, but when Peril in Pinebrook (2023) suggested that DMs play to avoid killing player characters, the recommendation took heavy criticism from some gamers. That adventure appears later in this post.

B11 King’s Festival (1989) by Carl Sargent

By 1989, most of the earlier introductory adventures lapsed out of print, so TSR started a new set with B11 King’s Festival.

Description and the senses

Never forget that you are the eyes and ears of the player characters during the game. Players are wholly dependent on you to tell them what their PCs see, hear, and so on. Good DMs are able to convey the feel and atmosphere of an adventure, the thrills and scares, by using good descriptions of what actions are taking place and what the PC can see around them.

A good DM details more than simply what PCs see. Don’t forget noises (scurrying vermin, voices, whistling wind, owl hoots, the scraping of something on stone-is it metal, chitinous claws, or something even more horrid?), smells (food, garbage, the reek of a filthy ogre aiming a club at a PC), and tactile senses (“you feel hair rising at the nape of your neck,” or “the stone feels cold and slimy as you touch it”).

For more, see Narrating Your D&D Game: The Essentials and How To Make Descriptions Vivid and Evocative.

DDA2 Legions of Thyatis (1990) by John Nephew

Legions of Thyatis continued the line of B-series adventures that started with B1, but TSR feared the high module numbers hurt sales, so they restarted the series with DDA1 and DDA2.

Characterizing NPCs

One quick way to characterize an NPC is to visualize him as an animal, and picture that animal as you describe and play him. Another way to create stock characters is to use foils, or opposites. One example is the wimpy, fast-talking thief teamed up with a hulking mountain of a thug.

Winging it

“Winging it” means running an adventure without a detailed script or area key. Like all skills, doing it will be easier after you’ve tried it a few times. When winging a plotted adventure, just identify the main turning points of the plot; how the players get there is less important than the fun they have doing it.

Don’t worry at first if the encounter sends the party away from the main plot—you can practice steering them back to it! Players depend on you dropping clues to guide them, and they can easily get lost if they miss something vital. Don’t panic; keep giving them chances to get on the right track until they connect, if your first clues were too subtle. If they don’t connect, you can decide after the session whether you want to get them back on track or modify the adventure to go in their direction.

If the player characters scatter, think ahead to the next point in your plot at which you can bring them all back together. Try to do this as soon as possible; it’s most important to have all the players in the game, for player boredom is certain death for an evening’s fun.

Finally, you may have a situation where things have gone out of control. In such cases, stopping the game for a few minutes to sort things out is perfectly okay.

WGA4 Vecna Lives! (1990) by David Cook

Unlike all the prior adventures on this list, Vecna Lives! targeted experienced DMs. However, this module aimed to create a more structured story and a more horrific mood than a typical D&D romp.

Story beats

Allowing the player characters to succeed against a seemingly major villain, deadly trap, or a puzzle increases their confidence. This victory may be followed by a stinging defeat or the discovery that their accomplishment was only a small part of something greater and more powerful.

This technique must be used sparingly, however. You don’t want to take away all your player’s accomplishments or they will get discouraged. Wait until they are overconfident and cocky, then give them a reverse and it will remind them that things are not as easy as they seem.

Building tension

To make your players sweat, you must let them know they are in danger before anything actually happens.

Which creates more tension—the player characters open the door and discover the monsters, or the player characters hear a strange noise on the other side before they open the door? In the second case, the players suddenly stop and have to judge the amount of risk. They know something is there, but don’t know what.

The trick is to give your players hints that they are in danger without revealing enough for them to avoid that danger. In movies, this can be done by showing the audience the threat (the monsters lurking behind the door) but not showing it to the hero (about to open the door). This is a little harder in a role-playing game, since players are both audience and heroes.

You can use foreshadowing techniques to some extent. Fleeting, incomplete, and inaccurate glimpses of the major villains will put characters on their toes. The characters can discover Vecna’s grim handiwork just moments after the fact. Ancient manuscripts suggest the full extent of Vecna’s power. Even his Hand and his Eye, as powerful artifacts, only suggest the full extent of Vecna’s power.

Eye of the Wyvern (1999) by Jeff Grubb

Eye of the Wyvern and its twin adventure Wrath of the Minotaur both teach the game using sections with titles like “Funky Dice,” “The Physics of a Gaming Session,” and “The Fine Art of Winging It.”

The adventures even include scripted text for the DM to read to new players who apparently have no idea what activity awaits them.

“What we’re going to do here is tell a story, a story that you’re going to help create. Each of you has a character: a fighter, a wizard, or a rogue. The story takes place in a world filled with monsters, treasure, and adventure. I’m going to be the Dungeon Master, or DM. I’ll describe what your characters see, and you’re going to tell me what your characters do in response.“

Dead characters

The adventure gives advice for character deaths that I’ve never seen before or since. “Just replay.” in video games gamers routinely replay bad outcomes often, but on the tabletop the suggestion feels like a violation of the social contract. Perhaps replaying should not feel like a transgression, especially with a table of new players.

With some lucky dice rolls for the ghoul and some unlucky ones for the characters, the ghoul might be able to paralyze and defeat all the characters if it decides to stay around and fight. This might be a cruel thing to do to the characters (and their players), but it would be a good way to show the players how dangerous a monster like the ghoul can be. (And you can always back up and start the adventure over, or just replay the scene in the library, if you want to give the characters another chance.)

Sock puppets

Eye of the Wyvern includes ravenous little lizard-gremlins called wyverlings, and Grubb gives DMs fun advice for playing them while using your hands as puppets.

One easy prop to use to show wyvernling action is to hold up your hand, thumb in front of the palm. Touch the ring and middle fingers to your thumb and extend the whole outward. You now have a rough approximation of a wyvernling head, which you can use to demonstrate all types of wyvernling activity. Sock puppets work, too, but this is good on the fly.

Crypt of the Smoke Dragon (1999) by Jeff Grubb

Despite already publishing two starter adventures in the same year, TSR later printed a third, free intoduction also by Jeff Grubb. Crypt of the Smoke Dragon uses a “demo version” of D&D that only requires d6s. It includes 3d6 rolls to hit and for ability checks. Plus, none of the foes have parents, so it meets another of my starter adventure rules. (See 6 Things to Include in a 1st-Level D&D Adventure.) It even includes a (smoke) dragon boss battle.

Make the adventure your own

When the heroes try something that isn’t covered in the text, just make it up! Even better, make something up in each scene so that the adventure is uniquely your own. That’s the fun of the D&D game.

Call to adventure

Crypt of the Smoke Dragon gives each pregenerated PC a motivation to go adventure even though the players will proceed just because they sat for a D&D game. One seeks the destruction of evil, one treasure, one knowledge, and one just feels loyal to the other PCs. For more on motivating adventurers, see The D&D Adventures That Stumble by Missing the Hook.

H1 Keep on the Shadowfell (2008) by Bruce Cordell and Mike Mearls

The fourth edition’s introductory adventure, Keep on the Shadowfell, makes subtle change that marks a big improvement. The 1999 introductory modules included four characters, three male and one female. This adventure leaves the names and genders of the pregenerated character blank so players set a gender. Too bad all the PCs’ illustrations appear male.

Way back in 1987, I embarrassed myself by creating a batch of male pregenerated for my event at Gen Con. A woman sat down and asked if any of the characters were female.

Hint: If you ever create characters for other players, always leave the gender unspecified. The (hopefully) ambiguous names I used for my last batch of PCs include Doc (cleric), Lucky (rogue), Sparky (wizard), Sprig (druid), Moxie (fighter), Roamy (Ranger). I could have left the names blank, but making names proved too much fun.

Make the adventure your own, part 2

You want to create a seamless world that seems both deep and exciting. You can accomplish this by adding story elements to the game when the opportunity arises.

Perhaps you think Wrafton’s Inn needs a bard stroking a lyre by the fire as he sings of Sir Keegan’s tragedy. Or perhaps you want to add flavor to a mundane object, such as the wyrmpriest’s necklace from the Kobold Ambush encounter.

Anything you can do to add your personal touch to an adventure makes it that much more distinctive and memorable to your players. Immerse them in the story, and you’ll all be rewarded with a unique experience.

The adventure recommends making NPCs distinct by giving them an accent or favorite saying, showing them with a favorite thing like a lucky coin or pet cat, or adding a personality-related adjective like “greedy, bored, suspicious, tired, enthusiastic, sly, nervous, dumb, zealous, and so on.”

Helping indecisive players

Sometimes when you ask players what they want to do next, they won’t know. If this happens, try to move them in a certain direction by asking a leading question. For example, if players spend a long time after the kobold fight considering what to do next, you can ask, “Are you ready to continue toward Winterhaven?”

This advice works for novice DMs running their first adventure, but if the players have already decided to travel to Winterhaven, you can typically let their decision stand without revisiting whether they want to continue. To break through indecision while giving players a better sense of autonomy, list their most promising three options, and then remind them that they can chose an entirely different action. See The Best DM Tricks for Helping a Party Make Choices.

Lost Mine of Phandelver (2014) by Richard Baker and Chris Perkins

Fifth edition’s introductory adventure, Lost Mine of Phandelver, still rates as one of the best for the game’s current version.

Don’t let rules questions stall the game

When in doubt, make it up! It’s better to keep the game moving than to get bogged down in the rules.

Be consistent. If you decide that a rule works a certain way in one session, make sure it works that way the next time it comes into play.

For advice on delegating rules questions, see Delegate to run better role-playing game sessions by doing less.

Share the narrative

It’s a shared story. It’s the group’s story, so let the players contribute to the outcome through the actions of their characters. Dungeons & Dragons is about imagination and coming together to tell a story as a group. Let the players participate in the storytelling.

Make sure everyone is involved. Ensure every character has a chance to shine. If some players are reluctant to speak up, remember to ask them what their characters are doing.

This reverses the early advice to designate a caller to speak for the party.

Read the table

Pay attention. Make sure you look around the table occasionally to see if the game is going well. If everyone seems to be having fun, relax and keep going. If the fun is waning, it might be time for a break, or you can try to liven things up.

Cloud Giant’s Bargain (2016) by Teos Abadia

When an Acquisitions Incorporated game streamed live to theaters, audiences received Cloud Giant’s Bargain as a perk. Although the adventure works for character levels 5-7, it also seeks to encourage fans of live play to run their first game.

If you are a new DM, it is perfectly normal to feel a bit apprehensive before your first session. Just remember: players need DMs to play. What you are doing is valuable and coveted. You don’t need a perfect understanding of the rules or to have Chris Perkins’ improvisational skills for players to have a great time. When in doubt, make decisions that you think the players will enjoy. The more often you run games as a DM, the easier it gets!

See Why Faking Confidence Makes You a Better Dungeon Master.

Name tents

Create a name tent by taking a note card or similar piece of cardstock and folding it in half. Open the fold to a right angle, so that it forms a display tent when the edges are placed on the table. Give one to each player and have them write their character’s name, race, and class on each outer side of the tent. This will allow you and the other players to remember character names and important details.

For advice on name tents and more, see 11 Great Dungeon Master Tips Revealed at Winter Fantasy 2020.

Going off script

If players lose sight of their goals or start chasing red herrings, the adventure recommends luring them back. “One thing to remember is that players often respond to something exciting, interesting, or profitable.”

An old school approach to failure

Unlucky dice can always turn against characters, however, allowing them to be overwhelmed. Defeat is always a possibility in Dungeons & Dragons-but that’s what makes victory so sweet.

The Hidden Halls of Hazacor (2018) by Scott Fitzgerald Gray

Most introductory D&D adventures come directly from the TSR or Wizards of the Coast. After all, D&D’s publisher stands to reach virtually all new DMs first. Nonetheless this independent adventure, The Hidden Halls of Hazacor, gives first-time DMs an adventure stocked with guidance. And the adventure stands out for being the first and only adventure to give advice for some situations that have vexed DMs since 1974. The adventure targets kids and the writing aims for youngsters, but the advice works for any age.

Dealing with murderous treasure hunters

When some new players start playing a game that allows any choice of action, they relish the chance to shatter society’s rules of behavior, often in ways that disrupt the game for players who want to work together without making war with villagers.

Characters can be arrested in the stronghold for getting into fights, stealing from NPCs, climbing the stronghold walls, or trying to break into shops or apartments. So if any players talk about their characters wanting to do such things, it’s up to you to convince them it’s a bad idea.

Describe how there are guards everywhere in Purdey’s Rest, patrolling the streets and the market court. But also, characters will see guards eating in the taverns and visiting people at the inn. Purdey’s Rest is a safe place for its people, and the guards will keep it that way by kicking troublemakers out of the stronghold. If you need to, remind the players that they’ll have lots of chances to fight things in the dungeon.

For more on players who feel tempted to attack townsfolk, see Two weird D&D questions no one asks anymore, answered by the City State of the Invincible Overlord.

Helping distressed players

If you see that a player is uncomfortable with your descriptions, change what you say so it doesn’t seem as real. A player will feel better about monsters and scary descriptions after they play for a while. One way to help with that is to give the player a chance to feel like a hero. During combat, describe how a successful hit by a character makes a monster stagger or fall back. This lets the player know they are in control, and that they don’t need to worry.

For a time my scary descriptions may have wrecked the fun, see My 5 Biggest Game Mastering Blunders Ever and What I Learned.

Running for empathetic players

When you run adventures as a GM, you might see that some players don’t like the idea of killing intelligent creatures, or monsters they feel sorry for. Some players might be upset if they feel as though the game is making them kill other creatures. So it’s important for you to remind the players that they always get to decide what their characters do. Instead of killing intelligent creatures like orcs, goblins, and kobolds, the characters can defeat them in combat, then threaten them into leaving.

The crates, barrels, and boxes of loot that the orcs and the goblins have collected are all stolen from merchants and travelers. It’s okay for the characters to take the stolen loot and sell it if that’s what they want to do. If any players are worried about taking things that were stolen, they can return the stolen goods to the guards in Purdey’s rest instead of selling them.

Arguments among players

Sometimes arguments are more serious. But you can still solve many serious arguments by talking to the players. If two of them want their characters to kill goblin bandits but the other players want to let the goblins go, ask all the players why they feel the way they do. The players who want to kill the goblins might just be worried that the sneaky goblins will come back and attack the party again. So ask for Wisdom (Insight) checks if you want the characters to know that the goblins are too scared to come back, and that the players don’t need to worry.

Sometimes you might have a different situation. Most of the players don’t want to kill the goblins because they feel sorry for them. But one player says they’re going to kill the goblins just to make the other players feel bad. You might have a player who ignores other players when they want to talk to monsters, and who always attacks instead. Or a player might say that since their character killed most of the monsters in an encounter, they deserve more treasure than anyone else. Fixing those kinds of arguments is harder. Because when a player tries to wreck the fun for other players on purpose, that’s a kind of bullying.

Just like with other arguments and problems in the game, you should try to fix bullying first by talking. Remind everyone that characters do best in the game when they work together. Tell the player that as the GM, you want everyone to have fun, and what they’re doing is hurting the fun for the other players. But sometimes a player who’s being a bully won’t stop. And if that happens, that’s the one time when you get to use your power as the GM to tell the player that their character can’t do what they want. You might even need to tell the player that if they don’t stop, they won’t be allowed to play in your game.

For more on player cooperation, see A Roleplaying Game Player’s Obligation.

Summarize the boring parts

When you decide things aren’t important, you can give the players a short summary instead. Traveling is often best summarized. If the characters leave the dungeon to rest up, then come back, you don’t need to play out having them move through every room like you did when they first explored. You can just tell them that the dungeon is dark and quiet as they go back to where they left off.

See Just Because a Dungeon Numbers Every Room Doesn’t Mean Players Have To Explore Room-by-Room and What Choose-Your-Adventure Books Can Teach Game Masters About Pacing and Decisions.

Peril in Pinebrook (2023) by Shawn Merwin

Peril in Pinebrook is a free, introductory adventure designed for new and young Dungeons & Dragons players and inspired by The Practically Complete Guide to Dragons. For a more accessible experience, it includes a simplified version of fifth edition’s rules and premade character sheets.

Let players succeed

Use “Yes, and …” or “No, but …” Allow the players to succeed as much as possible, and let them participate in the telling of the story. If they want to try something unexpected, try to say “yes” and then work their ideas into the story. If you have to say “no” to a player’s idea, suggest options that let them do something similar.

Allow Alternatives. D&D is a game of fantasy, where heroes use wits, skill, and determination to overcome obstacles. Sometimes those obstacles are defeated with weapons and spells. But characters can succeed in other ways. Communicating with monsters, tricking them or frightening them away, or avoiding a fight while cleverly sneaking past a challenge can be just as much fun. Such options are ideal if anyone playing the game wants to avoid violence.

The advice to let players succeed reminds DMs to allow player ingenuity rather than looking for whatever solution we have in mind, but still acknowledges that not every idea works. See Challenging Your Players’ Skill Without Risking Frustration and Sometimes I Tell Players No, but “Say Yes” Made Me a Better Dungeon Master.

Listening as a safety tool

Encourage your players to speak to you, publicly or privately, if something in the game upsets them. Then respond appropriately. For instance, you can move past upsetting topics by quickly narrating a resolution to a scene, then quickly move to the next part of the story.

Avoid character deaths

Peril in Pinebrook started a controversy by suggesting ways for DMs to avoid killing new player’s characters. “You can intervene if the characters seem to be losing the battle. For instance, you can give the characters advantage on attack rolls or give the monsters disadvantage on attack rolls.” The adventure also advises DMs to avoid focusing fire on a single PC. For more on sparing characters, see How To Adjust Combat Difficulty on the Fly Using the Magic of Roleplaying.

Before scorning the advice, consider that even Gary Gygax recommended occasional mercy for characters. In the original Dungeon Master’s Guide (p.110), he wrote, “Now and then a player will die through no fault of his own. He or she will have done everything correctly, taken every reasonable precaution, but still the freakish roll of the dice will kill the character. In the long run you should let such things pass as the players will kill more than one opponent with their own freakish rolls at some later time. Yet you do have the right to arbitrate the situation. You can rule that the player, instead of dying, is knocked unconscious, loses a limb, is blinded in one eye or invoke any reasonable severe penalty that still takes into account what the monster has done. It is very demoralizing to the players to lose a cared-for-player character when they have played well.

The One D&D Playtest: Big and Small Surprises and Why I Like the Controversial Critical Hit Rule

Fifth edition Dungeons & Dragons started as a game with a strong foundation, strong enough that when I imagined 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.

The D&D team agrees. “We did a smart thing with fifth edition by listening to the fans and what came out of that process was a system that is stable, that is well loved, that incorporates the best elements of earlier editions.” Designer Chris Perkins says. “Now that we have that, we are no longer in a position where we think of D&D as an edition. It’s just D&D.”

The D&D team started fixing trouble spots years ago. For example, newer books like Xanathar’s Guide To Everything revisits the rules for downtime with a more evolved take. Tasha’s Cauldon of Everything includes the most updates, with a new way to assign ability score bonuses, alternatives to game-stopping summoning spells, and new beast master companions that strengthen the ranger archetype. The changes improve the game without invalidating anything in the 2014 Player’s Handbook. (See D&D‘s Ongoing Updates and How a Priority Could Lead to New Core Books.)

In 2024, the D&D team will release new core books, making that 2014 Player’s Handbook obsolete. In a way, this 2024 update resembles the jump between first edition Advanced Dungeons & Dragons and second edition. In the 80s when designers started work on second edition, copies of first edition adventures and books like Oriental Adventures were staying in print and selling well for years. TSR management wanted to keep those evergreen products earning, so they required that second edition remain broadly compatible with first. Second edition’s most important goal was “to make sure the game was still the one you knew and enjoyed.” Of course, first edition had already seen changes and new options would continue to evolve second edition. (See The Dungeons & Dragons Books that Secretly Previewed Each New Edition.)

For the next 12 to 18 months, the D&D design team plans to release monthly playtest packets, enabling gamers to sample and provide feedback on the game’s 2024 release. “You’re going to be able to use all of these playtest docs with your existing core books,” says designer Jeremy Crawford. “We’ve designed these docs so you can take each one, and other than the places where we tell you here’s an update, all of this material works with the core books you already have.”

The D&D team emphasizes how the new release will just build on the game we play today. Their claim and my feeling that the game’s foundation is good leads to the playtest package’s biggest surprise: The document makes changes to rules such as critical hits and conditions—changes at D&Ds foundation. Make no mistake: I’m fine with these changes and the package convinces me that the designers will improve the game.

The changes to D&D’s foundation hide in the packet’s unremarkable sounding “Rules Glossary.” Roleplaying game design often means making choices between the benefits and drawbacks of a particular choice. To weigh the choices revealed by the playtest, I like looking at both sides of this equation. My listing of the drawbacks of a choice doesn’t mean I wouldn’t choose the same.

Critical Hits rate as the candy of D&D. No one ever accused D&D co-creator Gary Gygax of giving players too much candy, and he hated crits. (See page 61 of the original Dungeon Masters Guide.) Like candy, crits give joy, but they’re also bad for us, and especially bad for our new characters. Forget bugbears and goblins; blame most new character deaths on a natural 20. First-level characters lack enough hit points to survive the extra damage. D&D’s designers aim for a game that makes players feel like characters can die while rarely actually killing them. (Some gamers enjoy a more dangerous game, but fifth edition needs optional rules to cater to that taste.) Removing crits helps D&D avoid wasting new characters, but we love our candy, so the test rules allow only player characters to score crits—a change that would have appalled Gary. I like it.

As a DM who speeds play by using average monster damage, monster crits add extra friction. That 20 interrupts my flow and forces me to hunt for damage dice to roll and total. (Yeah, I know I could find a short cut.) A crit and a miss deal less damage than two hits, so the slowdown adds little to play.

Some folks complain that not letting monsters crit makes them too weak, and I’m sympathetic because D&D’s mid- and high-level monsters are too weak, and I’ve complained as much as anyone. But the fix comes from much more damage than the occasional critical hit delivers. Hopefully, the 2024 Monster Manual will deliver the power bump foes need.

The test critical hit rule also affects players. Spell attacks no longer deal crits. This just brings the rule in line with what new players expect: Only weapon attacks and unarmed strikes crit. We D&D enthusiasts can master this change.

The new critical rule also changes the damage formula: Only weapon damage dice get doubled. The designers probably aimed to weaken characters designed to farm criticals with feats like Elven Accuracy. The new formula hinders paladins and rogues by eliminating doubled smite and sneak attack damage. Paladins rate as one of the game’s strongest classes, so this change helps bring them down to Oerth. Rogues suffer more from losing a double sneak attack damage.

Still, in D&D specific rules beat a general rule. The critical rule works like this in general, but a class like rogue might gain a feature that adds additional damage to crits. If that feature worked for melee attacks and not ranged attacks, then it would help make up for the inferiority of melee-focused rogues. A guy can dream.

Rolling a 20. Another change deals monsters a more serious blow than losing critical hits. Based on the new rules for rolling a 20 and inspiration, characters will rarely fail saving throws. Now players gain inspiration whenever they roll 20 on an ability check, saving throw, or an attack roll. Players gain more fun candy for their high rolls. If you already have inspiration, you can pass the award to another character. “We wanted a way to feed people inspiration through the system itself. What the system is intentionally doing is encouraging you to use the inspiration.” Dream on. Inspiration proves so much more valuable for saving throws that I plan to continue hoarding it until I need to make a save. I suspect this will bring my characters closer to never failing a save. When I run games, players like me who hoard inspiration make monsters much less fun to run because characters rarely fail a save and so many monster abilities amount to “Action: Waste a turn while every single character laughs off your biggest threat.” At tables using the widespread house rule that lets players spend inspiration to re-roll, the heroes’ edge grows even stronger.

Instead of the players fighting ice cold dice who could use a lift, the inspiration-on-a-20 mechanic awards more success to the character already rolling 20s. Perhaps if a 20 let you inspire another character in the party, the rule would feel better.

Nonetheless, I have mixed feelings about the inspiration-on-a-20 rule. As a player, I love rolling natural 20s and hate failing saves. But even more, I love challenges that press my characters to the limit.

Ability score bonuses. The playtest’s update to ability score improvements rates at the playtest’s least surprising change. Now instead of pairing each race with set of ability score bonuses that reinforce a fantasy archetype, every player chooses where to put a +2 and a +1 bonus, or alternately three +1 bonuses.

Since first edition AD&D, each race has gained ability score modifiers that match the fantasy archetypes of robust dwarves, agile elves, and so on. This started back when everyone rolled characters at random and when good play meant making the most of whatever the dice gave you.

Now most players build characters to match their tastes, so ability score bonuses limit freedom to create capable characters who defy stereotypes. Also, for many, such adjustments raise troubling reminders of how real ethnic groups can suffer from racist stereotypes that paint people as lacking certain aptitudes. Sure, elves, dwarves, and half-orcs are imaginary species, but they become relatable reflections of us in the game world. After all, imaginary halflings, I mean hobbits, just started as Tolkien’s stand-ins for ordinary folks.

Setting ability scores should require just one step: Assign the scores you want to suit your character. Instead, the current design asks players to assign scores and add bonuses as separate steps, likely adding some back-and-forth friction as players find the right values. I would like to see a process that folds the two steps into one. That would work easiest if the game simply offered a few standard arrays of scores with the ability score bonuses included.

Feats at first level. Originally, the fifth-edition designers sought to make new characters as simple as possible. This returned to D&D’s 1974 roots. Then, characters just started with 6 ability scores and a class. Characters developed in play. Those simple characters proved especially easy for new players. You could immerse yourself in your role and play without knowing the rules. If you’re a hero with a sword and a monster charges, then you know your options: talk fast, hit it, or run. Now text like “a number of times equal to your proficiency bonus” weighs races, 1st-level feats, and classes. If you’re coaching a new player, prepare to explain “proficiency bonus.”

The playtest rules make a new character’s history feel more important by bolstering it with mechanics. “I’m super excited about this whole approach that we’re taking with backgrounds,” says Jeremy Crawford. “It’s all about building your character’s story and making certain meaningful game-mechanic choices that reflect the story you have in mind for your character.” Or instead, you can take the Lucky feat.

For new players, the added “game-mechanic choices” risk making the game feel overwhelming. Maybe that’s fine. New players confronted with a pregenerated character always find it overwhelming, but the end of the session, they typically feel comfortable with the basics.

The designers seem enchanted by the phrase “a number of times equal to your proficiency bonus,” but I wish fewer feats added things to track.

The playtest feats include a change that strike me as ingenious. Each feat includes a level. “One of the ways to make sure that feat selection is not overwhelming is to break feats up into smaller groups, and one of the ways that were doing that is with levels.” Credit Pathfinder second edition for adding this innovation first.

Grappling. The playtest changes the rules for grappling. Now, if your Unarmed Strike hits versus AC, then you can grapple the target. Likely this change aims to make grappling for characters work like all the monsters that grapple by hitting a target. Starting a grapple with an attack strikes me as odd because it defies a fifth edition design principle.

Fifth-edition designer Mike Mearls once explained that to determine whether to use an attack roll or a save, designers asked, “Would a suit of plate mail protect from this?” Armor protects against darts, scythes, and so on, so traps using such hazards make attacks. Poisonous fumes, lightning, and mind blasts all ignore armor, so targets make saves. Attacks to grapple fail this test. Surely though, rules for saves to avoid a grapple would add more complexity than the designers want. Besides, D&D hardly needs another reason to favor Dexterity over Strength.

Credit D&D’s Push Into to the Multiverse for Spelljammer

Wizards of the Coast releases new settings for Dungeons & Dragons faster than ever. Those settings include worlds borrowed from Magic: The Gathering like Ravnica and Theros, a world taken from Critical Role, older settings like Eberron and Ravenloft, and now the Spelljammer setting. The last time the D&D team released so many settings, the flood of options split the D&D market and helped send TSR, the game’s owner, to the brink of bankruptcy. Then as now, D&D players only have so much time and money. Faced with a game store full of D&D campaign options, most customers will skip some. Each setting still costs to develop, but it competes with others, splitting the D&D customer base and potentially leading to financial losses.

Clearly, today’s D&D team doesn’t fear repeating the history that brought TSR to ruin. Part of that fearlessness comes from D&D’s surging popularity. So many folks play the game now that numerous campaign releases can profit despite a diluted audience. Of course, some enthusiasts buy them all, so more of my money goes to Hasbro.

Also, the product lines for D&D settings released now just include a set of miniatures and a book, or for Spelljammer a slipcase of 3 slim harcovers. From 1989 to 1993, the original Spelljammer line included 4 boxed sets, 6 adventures, 11 accessories, plus novels and comics. A committed Spelljammer fan could spend their entire budget on D&D in space without buying other products. TSR spent money creating all these products to support a setting that surely trailed other D&D settings in popularity.

In 2015, Wizards polled to rank their campaign settings’ popularity and then reported the results. “Our most popular settings from prior editions landed at the top of the rankings, with Eberron, Ravenloft, Dark Sun, Planescape, and the Forgotten Realms all proving equally popular. Greyhawk, Dragonlance, and Spelljammer all shared a similar level of second-tier popularity, followed by a fairly steep drop-off to the rest of the settings. My sense is that Spelljammer has often lagged behind the broad popularity of other settings, falling into love-it-or-hate-it status depending on personal tastes.”

Gamers mostly remember Spelljammer for its silliest ideas, like hippo people and giant space hamsters powering ships by running on wheels attached like paddle wheels. “The infamous giant space hamster also came out of ship designs,” writes original Spelljammer designer Jeff Grubb. “The gnome ship looked like a galleon and a sidewheeler slammed into each other. Someone asked what the big paddle wheel housings were for, since there was no air other than in the air bubbles. I said they were giant hamster wheels. Roger Moore (editor of Dragon) thought that was hilarious and it was off to the races with the giant space hamster.” Sometimes Spelljammer treats D&D as seriously as the 60s Batman TV show treated the dark knight. To some fans, Spelljammer felt like a setting that mocked their passion for D&D by making the game seem ridiculous and childish.

For years, D&D enthusiasts online joked about any slim hint of a Spelljammer revival by announcing, “Spelljammer confirmed!” The humor came from treating a sometimes ridiculous second-tier setting as an eagerly awaited release when in truth Spelljammer seemed like one of the least likely targets for return. Even Chris Perkins, the architect of Spelljammer’s return, jokes about Spelljammer’s lesser popularity.

So if the gleeful shouts of “Spelljammer confirmed’’ come from a joke rather than a groundswell of fans, then how did Spelljammer get confirmed? Credit Chris Perkins’s true passion for the setting. He even embraces the setting’s gonzo elements like killer space clowns and murder comets—ideas that made some gamers snub the original.

Mainly credit D&D’s new emphasis on the multiverse for Spelljammer. D&D’s lead rules designer Jeremy Crawford explained the shift. “We’ve been letting fans know for the last year or two that we are going out there to other worlds, to other planes, and there’s going to be a lot of exciting journeys ahead.” D&D is headed to “this wonderful array of worlds that make the D&D multiverse special because it’s not just one fantasy setting, it’s a dizzying array of fantasy settings, including each DM’s home setting all in one massive multiversal setting.”

Rather than asking players to select a world and stick to it, the focus on a multiverse encourages D&D fans to dabble in different settings, skipping from world to world or gathering their favorite bits for their own worlds in the wonderful array. Hints of a D&D multiverse date back to Queen of the Demonweb Pits (1980) where the Demonweb included gates to parallel worlds on the material plane, but Spelljammer made the game’s worlds accessible by Spelljamming ships.

The multiverse gives D&D room for settings that feel less conventional. By design, Spelljammer delivers. “I wanted to push the envelope on what D&D fantasy was,” Jeff Gubb writes. “We had done Forgotten Realms and Dragonlance, but those had been written down as typical fantasy worlds. Vanilla fantasy. Default fantasy. Background static. Here was a chance to go out on more of a limb and push the envelope. So this was the chance to do D&D in space. I’m sorry—Innnnn Spaaaaaaace!” Spelljammer brings a different tone than those grounded settings. Fans love the setting’s swashbuckling flavor, ships like the mind flayer nautiloid, heroes like the hippo folk on safari, villains like the half-spider/half-eel neogi, and the chance to explore strange new D&D worlds.

Jeff Grubb pitched Spelljammer by describing a knight standing on the open deck of a ship in space. Based on the preview of the new Spelljammer, the setting moves from shining armor and wizards in pointy hats to the Guardians of the Galaxy and a cast as varied as the Star Wars cantina scene.

Spelljamming lets characters take the scenic route while they travel the D&D multiverse, leading to more adventure than using spells like plane shift. “Spelljammer was initially thought of as being AD&D in space, but soon became obvious as a way to tie the existing campaigns together.” In the revised setting, D&D worlds exist in spheres of magical space called wildspace. In wildspace, even objects as small as ships have enough gravity to capture bubbles of air and for sailors to walk the decks.

The emphasis on the multiverse shows in changes to the Spelljammer cosmology. In the old version, indestructible crystal spheres locked each world into a bubble suspended in phlogiston, “a turbulent, unstable, multicolored, fluorescent gas.” The designers imagined the crystal shells to account for different gods and rules in different spheres. “Want to run a hard science version? It works that way in the sphere. Want the constellations to move around? There you go. Want a flat world resting on elephants, with iterative turtles below? Go for it.” But the crystal barriers strike me as unnecessarily clutter separating magical pockets. Meanwhile, phlogiston overlaps too much with existing D&D lore around the astral plane. So at the edge of wildspace, the bubbles now transition to the astral sea where explorers might meet gith, astral dreadnoughts, and planetoid-sized bodies of dead gods. Here, Spelljammer blends into Planescape. Planescape confirmed!

19 Adventures in the Running for 10 Greatest Adventures Since 1985

For my list of the 10 greatest adventures since 1985, nominations, reviews, and reputation led me to consider many more excellent adventures than fit a list of 10. Today’s post reveals the adventures that fell short of my 10 greatest, but merited consideration.


Treasure Hunt (1987) is a first-edition Advanced Dungeons & Dragons adventure by Aaron Allston.

Raw characters with no class levels wash up on the lost island of the pirate Sea King. They advance to first level and beyond.

“As a first adventure for initiates, this can’t be beaten. For old hands who may be tiring of AD&D, it will be a welcome change.” – Carl Sargent in White Dwarf issue 93.


King’s Festival and Queen’s Harvest (1989) are basic Dungeons & Dragons adventures by Carl Sargent.

A pair of adventures that introduces new players to D&D with a variety of linked missions.

“Absolutely the best introductory adventures in print for D&D-game-style fantasy role-playing games (FRPGs). Presented simply and clearly enough for young folks, these adventures are also challenging and entertaining enough for experienced gamers.” – Ken Rolston in Dragon 171.


Ruins of Undermountain (1991) is a second-edition Advanced Dungeons & Dragons adventure by Ed Greenwood.

The first three levels of the mega-dungeon under the city of Waterdeep presents its content with different levels of detail: Some rooms have complete descriptions, while others have terse notes. Most sections remain empty, a canvas for the dungeon master’s creation.

Rated 17th greatest adventure by Dungeon magazine.

Ruins of Undermountain was as much stuff from Ed Greenwood’s original gaming sessions as he could fit into a box. I give Ruins of Undermountain an A+. It will make you a better DM regardless of your skill level. This is a glimpse behind Ed Greenwood’s screen, giving the reader a chance to study his methods, which are very sound.” – Advanced Gaming and Theory


Vecna Lives! (1991) is a second-edition Advanced Dungeons & Dragons adventure by David “Zeb” Cook set in Greyhawk for characters of level 12-15.

After the Circle of Eight, Greyhawk’s legendary adventurers, die trying to stop Vecna’s return, their successors hunt the villain in a chase the across the world of Greyhawk.

Vecna Lives! is one of my favorite adventures from second-edition Advanced Dungeons & Dragons and I’m ecstatic that it’s been made available on dmsguild.com. Even if you never play the adventure, you should go out of your way to read/download/borrow it just to see what an incredible example of storytelling and adventure writing it is.” – Die Hard Game Fan


Night of the Walking Dead (1992) is a second-edition Advanced Dungeons & Dragons Ravenloft adventure by Bill Slavicsek for characters of level 1-3.

Characters investigate a series of murders an disappearances in a village plagued by walking dead.

“The actual adventure is one of the better blends of plotted adventures and old-school adventuring found in the ’90s. Though, there’s a deep, underlying story, it’s not a railroad. Instead, players must investigate and interact with NPCs to figure out what’s happening. Some events act as set encounters, but there’s also a big dungeon (cemetery) to crawl through at adventure’s end. The result maintains player agency while still telling a real story.” – The Fraternity of Shadows


Merchant House of Amketch (1993) is a second-edition Advanced Dungeons & Dragons Dark Sun adventure by Richard Baker for characters level 4-7.

In an event-driven adventure, characters work to end a trade in beetles with a bite that neutralizes psionic power. The quest pits the party against the most powerful merchant house in Tyr.

“This adventure has everything for me: intrigue and adventure coupled with the potential to save the world from a great threat that has just been exposed. So it’s 5 out of 5 stars.” – Warpstone Flux


City of Skulls (1993) is a second-edition Advanced Dungeons & Dragons adventure by Carl Sargent for characters of level 9-12.

Players infiltrate the demi-god Iuz’s nightmare capital to free a military commander needed to defend the Shield Lands.

Rated 26th greatest adventure by Dungeon magazine.

“Periods of stealth and quiet punctuated by short bursts of terrifying combat.” – Retro Gaming Magazine


Night Below: An Underdark Campaign (1995) is a second-edition Advanced Dungeons & Dragons adventure by Carl Sargent that takes characters from 1st level to as high as 14th level.

Billed as the “ultimate dungeon adventure,” this campaign goes from a ruins crawl, to a mine crawl, to a long journey through the Underdark.

“Night Below won’t be to some peoples’ taste, but the vast majority will absolutely adore it. Quite simply, it’s one hell of an adventure.” – Cliff Ramshaw in Arcane magazine.


Return to the Tomb of Horrors (1998)  by Bruce Cordell.

Years after adventurers gutted the original Tomb of Horrors, a dark community has built a city of necromantic evil on the tomb’s site. Even the inhabitants of this fell city have no idea of the true evil that waits beneath them.

Rated 10th greatest adventure by Dungeon magazine.

“The new material is really excellent. Return is a whole mini-campaign, not some rehash of previous work … It offers more by far than the old Tomb of Horrors, and it is more deadly too.” – Gary Gygax


Dawn of the Overmind (1998) is a second-edition Advanced Dungeons & Dragons adventure by Bruce Cordell for characters of level 8-10.

To stop a resurgent mind flayer empire, character visit a world of ancient ruins in search of an artifact of Illithid manufacture. This adventure brings a taste of Spelljammer and sword and planet adventure to conventional D&D.

“This is the third part of the Mind Flayer Trilogy, which was pretty much awesome from start to finish. One of the best D&D adventures of all time.” – Power Score


Die Vecna Die! (2000) is a second edition Advanced Dungeons & Dragons Adventure for characters of level 10-13 by Bruce R. Cordell & Steve Miller.

Die Vecna Die! takes the heroes from the Greyhawk campaign to the demiplane of Ravenloft and then to the Planescape city of Sigil in a quest to claim the Hand and Eye of Vecna—the key to stopping the evil demigod Iuz.

Die Vecna Die! pulls out all the stops, and the result is a massive but tightly constructed adventure with a truly apocalyptic feel. I’m surprised I’m recommending Die Vecna Die! as strongly as I am, but it’s just that good. It’s a great high-level adventure for any campaign.” – Fearful Impressions


Forge of Fury (2000) is a third-edition Dungeons & Dragons adventure for levels 3-5 by Richard Baker.

In a dungeon that captures the flavor of some of D&D’s original, classic adventures, characters battle though five levels of a dwarven stronghold overrun by evil.

Rated 12th greatest adventure by Dungeon magazine.

“I’ve always been impressed with the adventure; for my money it’s one of Wizards of the Coast’s best 3rd Edition era modules. As a basic, flavoursome dungeon crawl I think Forge of Fury is particularly well executed.” – Creighton Broadhurst


Return to the Temple of Elemental Evil (2001) is a third-edition Dungeons & Dragons by Monte Cook designed to take 4th-level characters as high as level 14.

Power rises again in the Temple of Elemental Evil. “Characters battle the power of darkness in Hommlet and beyond, forging their way through hundreds of encounters before reaching the fiery finale.”

Rated 8th greatest adventure by Dungeon magazine.

“Go out and buy the Return to the Temple of Elemental Evil. You will not regret it, and it will become a valuable part of your D&D library. It is one of the best adventure modules ever written.” – Talon on ENWorld


City of the Spider Queen (2002) is a 3.5 edition Dungeons & Dragons adventure by James Wyatt designed to take 10th-level characters up to level 18.

“Daggerdale is reeling from a sudden series of murderous drow raids. As a grave threat to the entire surface world develops in the war-torn dark elf city of Maerimydra, intrepid heroes must discover its source and destroy it, if they can.”

Rated 24th greatest adventure by Dungeon magazine.

City of the Spider Queen is an excellent addition to anyone’s Forgotten Realms campaign or with modifications, any Dungeons and Dragons third-edition game.” – Mania.com


Reavers of the Harkenwold (2010) is a fourth-edition Dungeons & Dragons adventure for characters of level 2-4 by Richard Baker.

In an adventure patterned after Red Hand of Doom, the characters join the resistance and take missions to thwart the army of evil that invaded the Duchy of Harkenwold.

“Definitely one of the best 4E adventures. – Will Doyle.

“I would love to see a 5E update of Reavers of Harkenwold.” – Chris Perkins


The Slaying Stone (2010) is a fourth-edition Dungeons & Dragons adventure for 1st-level characters by Logan Bonner.

Years after goblins overran and occupied a town once settled by humans, the characters enter seeking a lost Slaying Stone, the last of the magic stones created to protect the settlement.

“This is an adventure you won’t want to miss: Not only is it fun and non-linear, but it shows a DM how to better design her own adventures, and that’s something worth reading for any DM, no matter how experienced.” – Kevin Kulp


Dreams of the Red Wizards: Dead in Thay (2014) is a fifth-edition Dungeons & Dragons adventure for characters level 6-8 by Scott Fitzgerald Gray.

Teams of adventurers cooperate to explore a massive dungeon in search of the keys to a phylactery vault held by the evil Red Wizards of Thay.

“A ton of fun. Things get more and more hectic as the alert level of the Doomvault rises. It’s got good pacing, a narrative to it, and some fairly challenging encounters.” – Bell of Lost Souls


Cloud Giant’s Bargain (2016) is a fifth-edition Dungeons & Dragons adventure for level 6 characters by Teos Abadia.

Led by a talking skull, Acquisitions Incorporated interns enter a cloud castle floating over Neverwinter to determine what threats it holds. This superb adventure combines combat, exploration, and interaction with interesting choices into a single session of play. Plus it adds a touch of humor and an unforgettable guide.

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 printed as stand-alone titles under the D&D or Advanced Dungeons & Dragons brands. For more on why I chose to rank adventures published after 1985, see Why Did So Many Classic Adventures Come From 7 Years of D&D’s 45-Year History?

10. The Gates of Firestorm Peak
The Gates of Firestorm Peak (1996) is a second-edition Advanced Dungeons & Dragons adventure by Bruce Cordell for levels 5-8. The adventure that introduced the Far Realm to D&D starts as a well-crafted dungeon crawl, and then builds into an unsettling confrontation with Lovecraftian monstrosities. See the full review.

9. Tomb of Annihilation
Tomb of Annihilation (2017) is a fifth-edition Dungeons & Dragons adventure by Chris Perkins. Will Doyle, and Steve Winter for levels 1-11. Tomb of Annihilation mixes the dinosaurs and lost world of Isle of Dread, with the overgrown jungle ruins of Dwellers of the Forbidden City, with a deathtrap dungeon inspired by Tomb of Horrors. Every one of those influences appears on the Dungeon magazine’s 2004 list of 30 greatest adventures, and the mix plays better than any of them. See the full review.

8. Sunless Citadel
The Sunless Citadel (2000) is a third-edition Dungeons & Dragons adventure by Bruce Cordell for levels 1-3. As the introductory adventure to third edition, Sunless Citadel delivers the monsters, treasures, and even the dragon that new players expect from D&D, but the adventure serves much more than D&D comfort food. Start with a deeply evocative location: a castle dropped into a rift by some cataclysm. Add a lost dragon wyrmling, a tainted tree at the heart of the ruin, a fresh humanoid monster, and one of D&D’s most unforgettable characters, Meepo. See the full review.

7. Vault of the Dracolich
Vault of the Dracolich is a D&D Next adventure By Mike Shea, Scott Fitzgerald Gray, and Teos Abadia for level 4 characters. Vault of the Dracolich rates for its outstanding execution of a multi-table adventure. By design, a team of dungeon masters runs several tables of players who explore different parts of a dungeon at the same time. As the adventure runs, groups can interact, briefly gathering, exchanging resources and coordinating plans. The event ends with all the groups fighting a climactic battle. See the full review.

6. Madness at Gardmore Abbey
Madness at Gardmore Abbey (2011) is a fourth-edition Dungeons & Dragons adventure by James Wyatt with Creighton Broadhurst and Steve Townshend for levels 6-8. Madness at Gardmore Abbey combines the best qualities of fourth edition’s encounter design with a sandbox of adventure locations, villains, and a single powerful thread that binds them all together. That thread comes from the scattered cards of a Deck of Many Things, perhaps the most irresistible artifact in D&D. See the full review.

5. Dead Gods
Dead Gods (1997) is a second-edition Advanced Dungeons & Dragons adventure by Monte Cook for levels 6-9.
Dead Gods boasts more than the best title of any D&D adventure, it features the most audacious storytelling. For example, in one chapter, players create temporary characters to play out past events. The adventure spans the planes, ending in a climax that brings the party to the astral plane where they battle atop the 4-mile-long corpse of the demon lord to stop the creature’s resurrection. See the full review.

4. Curse of Strahd
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. Curse of Strahd captures everything great about I6 Ravenloft and expands it into a full campaign. While Ravenloft mainly stayed in a castle, Curse of Strahd gives players the freedom to roam the cursed land of Barovia. Although Curse of Strahd features a strong design, the vampire Strahd and the fearful gloom of his domain make the adventure’s best parts. See the full review.

3. Lost Mine of Phandelver
Lost Mine of Phandelver (2014) is fifth-edition Dungeons & Dragons adventure by Richard Baker and Chris Perkins for levels 1-5.
The adventure that introduced fifth edition serves D&D’s expected and favorite ingredients. To longtime fans, the elements may be familiar, but superb execution makes the adventure a winner. After the first encounter, players experience samples of dungeon crawls, quests, and mini-adventures. The adventure provides enough clues to keep even new players from feeling lost. See the full review.

2. Red Hand of Doom
Red Hand of Doom (2006) is a 3.5 edition Dungeons & Dragons adventure by Richard Baker and James Jacobs for levels 6-12.
Red Hand of Doom starts with the fantasy trope of an army of evil sweeping the land, and then casts the characters as heroes working to slow the march. Their missions span the landscape and vary from diplomatic meetings to dungeon delves. Along the way, the adventure accounts for the players choices, successes, and failures. See the full review.

1. Night’s Dark Terror
Night’s Dark Terror (1986) is Basic/Expert Dungeons & Dragons adventure by Jim Bambra, Graeme Morris, and Phil Gallagher for levels 2-4. The adventure starts strong with a widely-imitated episode where the characters defend a freehold against a goblin attack. The events of the siege make the night of terror. After the first episode, the adventure’s scope expands. Players explore more than a wilderness, with eighteen locations, including a number of mini-dungeons, a ruined city, a riverside village, a frontier town, and a lost valley, while active villains oppose the characters. See the full review.

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 recipe by sticking to the dungeon, but Lost Mine of Phandelver brings a more ambitious design and succeeds brilliantly. The adventure rates so highly because it allows players freedom to roam while offering enough structure and guidance to ensure that a new DM succeeds.

For new players, the adventure serves D&D’s expected and favorite ingredients. To longtime fans like Mike “Sly Florish” Shea, the elements may be familiar, but superb execution makes the adventure a winner. “Even years after its release, Phandelver remains one of the most popular D&D adventures for 5e and is my personal favorite.”

The adventure takes place in and around the town of Phandalin. This setting introduces more of D&D than a dungeon crawl can offer. Alex Lucard describes the scope. “There’s a mix of straightforward dungeon crawls, fetch quests and even sandbox-style mini-adventures, so DMs and players alike get a sampling of various adventure tropes. It’s very well done!”

Merric Blackman explains the design. “Phandelver has a directed storyline, where you’re investigating the kidnapping of a dwarf and the secret of the Lost Mine of Phandelver, and a sandbox feel where many of the characters you meet have their own goals and can send you on missions not directly related to the main quest. This isn’t a linear quest: after the initial encounter, you can choose which way to proceed through the storyline. There’s enough clues and direction so that you’ll rarely feel lost.”

The individual encounters invite more approaches than combat, so players get chances to win friends and outsmart foes.

“Phandelver is a great adventure full of opportunities for you to relax, play loose, and let the story evolve from the choices of the players and the actions of the characters,” writes Mike Shea.

“Overall I have to say Lost Mine of Phandelver is fantastic,” writes Alex Lucard. “Not only is it a great way to introduce new gamers to Dungeons & Dragons, but it’s a very solid campaign in its own right.”

Merric Blackman rates the module this way: “This is an extremely well-designed and well-written adventure. It’s fun to play and run, and offers a lot of scope to the players and DM to make it their own, while still being accessible to newcomers.”

Next: Number 2

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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. Curse of Strahd just draws from just one: Ravenloft (1983) by Tracy and Laura Hickman. Ravenloft’s 32 pages spawned a campaign setting, so it easily brings enough inspiration to fill a hardcover. Ravenloft ranked second on Dungeon magazine’s list of the 30 greatest adventures, beaten only by a compilation of 7 adventures.

Curse of Strahd captures everything we loved in I6 Ravenloft, and expands it into a full campaign,” writes Mike “Sly Fourish” Shea. “Of all of the published campaigns, this one is the most solid, with a clear motivation and excellent locations.”

While Ravenloft mainly stayed in a castle, Curse of Strahd gives players the freedom to roam the cursed land of Barovia. Most of the fifth-edition hardcovers aspire to play as a sandbox, but only Curse really succeeds as one. Credit a foundation borrowed from Ravenloft. To defeat Strahd, characters must collect 3 artifacts. Early on, the party gains clues to the items’ locations. This structure gives players a goal and a sense of direction.

Curse of Strahd borrows another brilliant device from Ravenloft. A card reading from Barovia’s version of a tarot deck reveals the location of the magic items and the roles of key non-player characters. This gives the story a random element that feels vital.

Although Curse of Strahd features a strong design, the vampire Strahd and the fearful gloom of his domain make the adventure’s best parts.

Strahd’s history sometimes makes him seem relatable—or even capable of redemption. But that lie just makes him more horrifying. Tracy Hickman calls Strahd “a selfish beast forever lurking behind the mask of tragic romance, the illusion of redemption that was only ever camouflage for his prey.”

The adventure never lets characters forget Strahd’s threat. “Stahd isn’t a villain who remains out of sight until the final scene. Far from it—he travels as he desires to any place in his realm. The characters can and should meet him multiple times before the final encounter,” the text explains. “When Strahd wants to terrorize the characters, he pays them a visit, either under cloak of night or beneath overcast skies. If they’re indoors, he tries to charm or goad a character into inviting him inside.”

Strahd’s presence taints his land with dread. “Many of the locations and towns seem to be quite ordinary or mundane at first glance…until you dig deeper,” explains Tyler Biddle. “The imagery is at times hauntingly beautiful and tragically grotesque. Barovia’s characters as well as its horrors will stay with you long after you’ve left the table.”

Wary of making the adventure too gloomy, the authors added notes of twisted humor. No player will forget Blinsky’s toys.

“Creepiness abounds, with locations and characters who just drip gothic horror,” Chris Stevenson writes. “Groups that hate being ‘railroaded’ will love the sandbox nature of Barovia. Curse of Strahd is the best 5E campaign book yet.”

After playing the adventure, the author of the Mindlands blog summarizes the experience. “Curse of Strahd is the best published adventure that I’ve ever played in. The atmosphere is fantastic, the locations, non-player characters, and villains are interesting, tragic and funny.”

Next: Number 3

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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 Abyss mixes the Underdark with Alice In Wonderland. Storm King’s Thunder crosses Gary Gygax’s classic giant modules with King Lear. And Tomb of Annihilation mixes the dinosaurs and lost world of Isle of Dread, with the overgrown jungle ruins of Dwellers of the Forbidden City, with a deathtrap dungeon inspired by Tomb of Horrors. Every one of those influences appears on the Dungeon magazine list of 30 greatest adventures, and the mix plays better than any of them.

The story lands characters in tropical jungle land of Chult, a place with dinosaurs, volcanoes, pirates, and, well, frost giants. The players work to stop a world-spanning curse that blocks resurrection magic and wastes away anyone who returned from the dead.

“By far and away the ‘best bit’ of Tomb of Annihilation is the inclusion of some of the most fantastic and exotic locations seen in fifth edition so far,” writes Simon Yule for Geek Dad. “Most of these are stumbled upon as the party explores the thick jungles of Chult. They include the giant mud shrine at Dungrunglung, home of the frog-like grungs; the epic 300-foot-tall spire of Firefinger, patrolled by ferocious Pterafolk; the floating cave the Heart of Ubtao, complete with lich and zombie gorilla monsters; and the carnivorous garden of Nangalore.”

J.R. Zambrano from Bell of Lost Souls writes, “There’s a sense of adventure that pervades each of the book’s 5 Chapters. Everywhere you turn, there’s a cool location or a unique NPC or some sequence of events that makes you excited to get out there and play.”

Part of that flavor stems from the best, most evocative art of any D&D book. Pictures depicting the Port Nyanzaru street scene, the flametongue-wielding, snake-tailed villain Ras Nsi, and especially the overgrown first level of the tomb all make unforgettable calls to adventure.

The players’ quest leads to lost city, and then a multi-level deathtrap created by Acererak, the architect of the Tomb of Horrors. “Careful thinking, genuine puzzle-solving skills, and thorough trial-and-error exploration is something players will need to get through it all,” Jonbolds explains for Critical-Hits. “The dungeon beneath the city is a living environment with awesome links between areas requiring strategy and tactics from the players to overcome.”

Shawn Ellsworth reviewed the adventure for Tribality. “This is my favorite adventure to come out for this edition of D&D. Many of my favorite adventures have my players exploring deadly wilderness, searching ancient ruins full of puzzles and traps, and battling some mysterious lost people. If you are a fan of Indiana Jones, Clive Cussler’s Dirk Pitt, and Tomb Raider, this adventure brings a real pulp adventure feel to Dungeons & Dragons.”

“From beginning to end, this is a masterclass in adventure building,” writes J.R. Zambrano. “Tomb of Annihilation takes players into the forgotten lands of Chult and really brings it to life. If I had to pick the one thing this book does best: it captures the character of the setting.”

Next: Number 8.

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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 he called on Will. “I realized I would not be able to justice to the maps unless I brought in someone to help. There’s this wonderful collaborator, a freelancer named Will Doyle. He had done some work for me back when I was editing Dungeon magazine and I was always impressed with the style of his maps and the amount of effort and devotion that he put into them. I’m very, very meticulous when it comes to map creation, and he has those same qualities.”

In Tomb of Annihilation, Will mapped and designed the adventure’s centerpiece, the Tomb of the Nine Gods. He made Acererak proud.

Will’s maps attracted notice when his adventure Tears of the Crocodile God appeared in Dungeon issue 209. Chris Perkins called the adventure one of the best to appear in the magazine. You don’t have to take his opinion alone, because I agree. Chris has only worked professionally on D&D for decades; I have a blog.

When I gained a chance to talk with Will, I asked him for a secret to making a great dungeon map. He gave me five:

1. Cross the map with a river, rift, or similar connecting feature.

Will recommends splitting your dungeon map with some kind of central feature that characters can travel. Tomb of the Nine Gods includes three connecting elements:

  • An underground river links sites on the first and fifth levels.
  • A grand staircase and vertical shaft connect the dungeon’s first five levels.
  • An underground lake spans the fifth level.

During players first hour exploring the tomb, they could easily find all these features.

These features connect many rooms and passages, giving players choices. Instead of forcing players along a linear path, the dungeon teases explorers with perils and routes to discover. In a study of designer Jennell Jaquays’ dungeon maps, Justin Alexander explains how a well-connected dungeon gives groups agency and flexibility. “They can retreat, circle around, rush ahead, go back over old ground, poke around, sneak through, interrogate the locals for secret routes. The environment never forces a pre-designed path.”

Of course, a corridor could also serve as a connecting feature, but such features feel dull. Rivers and the like add variety to dungeon travel. “You row down the river, rope across the rift, fly down the magic wind tunnel, which makes it fun and memorable,” Will explains. “In play, it’s also easier to say, ‘let’s go back to the river and try another route, rather than ‘let’s go back to that long corridor and try another route.’”

2. Show the final room first.

Will suggests revealing the player’s final destination early in the adventure. Perhaps this location shows the locks to open or a task to complete. Such designs set the characters toward their goal and gives the adventure focus.

While more video games use this technique, a few table-top adventures follow the pattern. In Tomb of Annihilation, both the Lost City of Omu and the Tomb of Nine Gods make finding the players’ goal easy, but both send characters searching for keys.

In Storm King’s Thunder, the forge of the fire giants has massive, adamantine doors that lead from the mountainside directly to the hall of Duke Zalto, the players’ target. But to reach the Duke, the characters probably need to climb 1500 feet and battle down through the mountain’s interior.

If the final room is a metaphor for a visible goal, many more adventures start to follow Will’s advice. For example, in Curse of Strahd, Castle Ravenloft looms visible through the adventure, but the players learn they must gather certain artifacts to stand against Strahd. Teos Abadia drew inspiration for his adventure DDEX2-13 The Howling Void from Will’s Tears of the Crocodile God. The characters enter an elemental node where Earth motes float like aerial islands. Players can see the node the must reach to stop a ritual, but they will visit others to weaken their foes before a final confrontation.

3. Give players goals that compel them to explore.

Linear dungeon adventures come from designers who only plant one goal in the dungeon, usually its villain and its hoard. Players have nothing to find but the end, so authors feel tempted to put all their ideas along the path to the end.

Instead, Will designs his dungeons with elements that draw characters to explore.

For example, the dungeon in Tears of the Crocodile God draws players with several goals. First, the characters aim to save four human sacrifices wandering the dungeon. Second, the dungeon’s four areas include clues that enable the characters to confront the crocodile god. As a bonus, this premise leads the characters to hurry to rescue the sacrifices before the dungeon’s monsters and traps claim them.

In another example, Tomb of Annihilation sends players chasing five wandering skeleton keys.

4. Make the dungeon a puzzle.

In the D&D Adventurers League scenario DDAL07-14 Fathomless Pits of Ill Intent by Eric Menge, the dungeon becomes a puzzle. Early in, players find a puzzle that unlocks a portal to the main villain. Players must explore the dungeon to find the keys to the puzzle. This design combines two of Will’s other suggestions: It shows the final room first and and draws players to explore. Plus, the adventure turns the dungeon into a puzzle. Tears of the Crocodile God mixes a similar brew with its scattered clues.

Most dungeons will follow this suggestion less rigidly. Perhaps the dungeon merely works as something to unravel, location by location. As an inspiration, Will cites the levels of the Doom video game. To progress, players must find a series of keys. Each key brings the heroes deeper into hell.

5. Give each level a distinctive theme.

The Doomvault from Dead in Thay

In larger dungeons, flavor the levels or areas with themes that add variety and make regions seem distinct. This practice dates back to D&D’s second dungeon, which sprawled under Castle Greyhawk. Gary Gygax included levels themed around types of monsters.

Large, contemporary dungeons such as the Doomvault in Tales From the Yawning Portal or Undermountain in Dungeon of the Mad Mage feature stronger themes. For instance, Doomvault includes areas bubbling with slime and oozes, overrun by underground gardens, and corrupted by the far realm.

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 we’re heading there.”

Later, he put the goal in a different light. “No one at Wizards ever woke up one day and said, ‘Let’s get rid of all our fans and replace them.’ That was never the intent. With fourth edition, there were good intentions. The game is very solid, there are a lot of people who play it and enjoy it, but you do get those people that say ‘hey, this feels like an MMO, this feels like a board game.’”

By 2010, when Mearls defended the goals of fourth edition D&D, nearly all the team behind the game had left Wizards of the Coast. The virtual table top was 2 years late and on life support. Pathfinder, a game descended from the D&D edition that fourth edition tried to replace, now drew players alienated by fourth edition. Rumors circulated that Pathfinder sales exceeded D&D sales.

On the fourth-edition team, Mearls ranked as a secondary contributor. Now, with the most of the team sacked, Mearls rose to head D&D’s design. He remained to take the heat for “ruining D&D” and to salvage fourth edition until something new could replace it.

What had gone so wrong?

The business plan for fourth edition centered on enticing players to subscribe to D&D Insider, where they could play online using a virtual tabletop. At the edition’s announcement, the team emphasized online play so much that some wondered if D&D would remain playable without a computer.

But weeks after the game’s release, real-life tragedy shattered plans for a virtual table top. Joseph Batten, the senior manager leading development murdered his estranged wife and then killed himself. Apparently, Batten’s work on the project proved unusable. A beta version of the tabletop took 2 more years to reach users, and that version looked nothing like the demos shown in 2008. While the demos promised 3D rendering and an extension of other DDI tools, the beta version retreated to 2D tokens and still lacked integration. Nothing set the beta apart from other VTTs already available. In 2012, after the announcement of D&D Next, Wizards pulled the plug. “We were unable to generate enough support for the tool to launch a full version to the public.”

Of course, D&D Insider had moved ahead without the tabletop. Subscribers still gained access to rules, a character builder, and magazine-style articles. But the lack of a tabletop forced Wizards to charge less and to scrap plans for selling digital assets like virtual miniatures and dungeon tiles. Without the virtual tabletop, the D&D team could never gain the $50 million in revenue needed to lift D&D to a core brand.

Despite trouble with the online initiative, a hit game might have carried the edition. But while many current players loved the new edition, as many others rejected it.

From the designers’ perspective, the rejection stemmed from two causes: The game dared to change too much at once, and the designers ran out of time.

D&D’s second edition tried to be broadly compatible with the original game. Third edition succeeded by adopting decades of role-playing game design experience while preserving “sacred cows” that made D&D familiar. Players had embraced the leap. The fourth-edition designers felt confident that existing players were ready for another step. “I expect that the improvements in game play will convince even reluctant players to switch over to fourth edition,” designer Chris Perkins wrote.

For the new edition, the design team “took time to imagine D&D games that took a different slant than any of us would have imagined,” team lead Rob Heinsoo explained. They turned sacred cows into barbecue and delivered a game very different from any other edition.

To designers the gap between third to fourth edition seemed smaller than the gulf most gamers saw. “I think of D&D as a conversation, in terms of game design, between the designers and the audience,” explained Mike Mearls. “To designers—and players who followed every release—the transition to fourth made sense.” Some fans followed the conversation by playing 3.5, Player’s Handbook 2, Complete Arcane, and then playing with the at-will magic in Complete Mage and the martial powers in Book of Nine Swords. To them, the step to fourth seemed small. (See The Dungeons & Dragons Books that Secretly Previewed Each New Edition.)

But few players kept up. “If you got a 3.5 Player’s Handbook and that’s the only D&D book you have and the only one you read, and then you got the fourth edition Player’s Handbook there was a gap,” Mearls said.

Steve Winter, a designer since D&D’s 2nd edition, wrote, “Fourth Edition was a glorious experiment that succeeded technically. Unfortunately, its breaks from the past were too severe for many fans, who didn’t pick up the new banner.”

The designers came to regret changing so much so fast. Fourth edition’s lead, Rob Heinsoo wrote, “Knowing what I know now, I might have worked for smaller changes in the world, since shifting both the world and the mechanics at the same time proved difficult for some of the D&D faithful to swallow.”

More players might have accepted the change if the developers had gained time to perfect the edition. “We just ran out of runway.” Mearls explained “That’s kind of the story of fourth edition in a lot of ways. We ran out of runway as we were tying to get the plane up in the air.”

The rush to deliver hurt the system. For example, player surveys reveal that the simplest character classes rate as the most popular, but fourth edition lacked simple classes. And all the classes played the same. “The things I would have wanted to change about fourth edition mostly center on the knowledge that the class design project wasn’t entirely finished upon release,” Heinsoo said. “I’d never wanted to use the exact same power structure for the wizard as every other class, for example, but we ran out of time, and had to use smaller variations to express class differences than I had originally expected.”

Also, the lack of development left more than the usual number of bugs in the new system. The numbers behind complex skill challenges made success nearly impossible. The math behind difficulty classes needed revision too. Higher-level monsters lacked the punch to challenge characters.

The power system designed as the game’s irresistible hook led to unintended consequences. As characters rose in level, their growing number of choices overwhelmed players, slowing decisions. Characters gained more ways to interrupt combat turns, so each player’s decision paralysis extended into other player’s turns. Characters gained powers that targeted every foe on the battle map leading to more attack rolls than ever. Instead of delivering dynamic combat, battles showed to a crawl.

In 2010, the D&D team’s bid to salvage fourth edition reached players in a line of Dungeons & Dragons Essentials products. The designers had solved the bugs. Classes played differently. Some were simple, others granted ample options. Monsters challenged characters. The math worked. The newest classes sped combat by limiting choices, reactions, and battlefield-spanning powers. Essentials recaptured familiar spells, monsters, and even the look of past editions. But the rescue came too late. By 2010, the D&D team knew Essentials could only buy the time needed to develop a new edition.

Imagine an alternate history. What if the design team had been given time to deliver a game as polished as Essentials? Would the game have succeeded? Surely such a launch would have kept more players loyal, but would it lure the flood of MMO players the designers sought? Computer games offer frantic action and vivid graphics that D&D can never duplicate. By trying to match the appeal of a video game, the edition stumbled.

“We really lost what made D&D unique, what made Dungeons & Dragons as a role-playing game distinct from other types of games that you could play,” Mearls said.

The new fifth edition of D&D ranks as the most successful yet. Rather than attempting to match the strengths of online games, fifth edition offers limited, elegant rules so players can focus what makes D&D special: playing through a story created when a 5 or 6 people join together as characters in a world open to anything.

Video games can never duplicate the same experience because they lack the same personal interaction and a dungeon master ready for the unexpected.

The fourth-edition designers aimed to make the dungeon master’s role easy—something a computer could handle. So the rules discouraged the sort of ingenious or outrageous actions that break the game and create unforgettable moments.

Fifth edition lead designer Jeremy Crawford even credits making the grid optional with some of the newest game’s success. “It’s a really simple thing, but in 5th, that decision to not require miniatures was huge. Us doing that suddenly basically unlocked everyone from the dining room table and, in many ways, made it possible for the boom in streaming that we’re seeing now.” Fourth edition did more than require a grid; it dwelled on one.

Fourth edition never emphasized D&D’s unique strengths. As Mike Mearls put it, “I think what was happening was [fourth edition] was really focusing on really hardcore mechanics, the intricacies of how the rules interact. It really became about the rules and about mastering the rules, rather than about the story, or role-playing, or the interaction between the DM and the players.”

By the end of fourth edition’s run, the designers had perfected a game about building characters and showing them off in dynamic fights. Perhaps they lost some of what makes D&D uniquely compelling.

Next: The Unintended Consequence That Ruined Fourth Edition D&D’s Chance of Success, But Proved Great for Gamers

Related: How the end of lonely fun leads to today’s trickle of D&D books