Tag Archives: Chris Perkins

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

Adventure paths reveal their linear design in the name: They follow a path. In a linear adventure every play group follows the same plot thread, through the same scenes, to the same conclusion. For adventure creators, linear adventures bring advantages. They’re compact. Authors can devote their energy—and a published adventure’s pages—to content that reaches play.

Adventure paths are episodic campaigns that look linear from a distance. Such adventures offer choices in each episode or chapter, but at the end of each chapter, the path leads to the next chapter. This device enables an entire campaign to fit into a book.

Adventure paths serve dungeon masters by making a campaign with a story arc that leads from start to finish easy to run from a book.

In 2003, the Shackled City adventure path in Dungeon magazine led the format to prominence. Shackled City and its successors proved so popular that Paizo made adventure paths the foundation of their publishing strategy, and the inspiration for the name of their Pathfinder role-playing game.

In the classic adventure path, each episode ends with clues or hooks that lead to the next episode. This arrangement dates to Steading of the Hill Giant Chief (1978). The steading’s treasure room contains a map of the Glacial Rift of the Frost Giant Jarl and a magic chain capable of transporting 6 to the site.

When the designers of the fifth-edition Dungeons & Dragons paired a line of hardcover adventures to the game, they aimed to grant players more freedom than a classic adventure path allows. Each book finds ways to break from the adventure-path model.

The early fifth-edition hardcover adventures avoided hooks connecting the adventure into a narrative. Perhaps the designers felt the lack of threads benefited the adventures by adding some of the freedom of a sandbox. Explaining his design for Hoard of the Dragon Queen, Steve Winter said, “There are specific tasks characters should undertake and a sequence in which they happen, but we don’t hand the DM a script.”

Many reviewers judged this design strategy harshly. Bryce Lynch wrote that the designers of Hoard of the Dragon Queen “clearly have an idea of how the adventure should proceed, but are terrified of being accused of railroading.”

The adventures that followed Hoard of the Dragon Queen avoided a specific sequence of tasks. Most chapters described locations and the designers invited players to roam.

While these adventures experimented with sandboxes, they still expected a good dungeon master to prepare or improvise leads for players who need a nudge.

The 2nd adventure, Princes of the Apocalypse, poses as a sandbox with strongholds to raid and ruins to explore. But the “character advancement” sections on page 41 and 75 reveal a problem with granting so much freedom. Each note lists the character level best suited to the dungeons and sites on the pages to follow. For example, one site is “appropriate” for 6th-level characters; another “works best” for 9th level characters. D&D lead designer Jeremy Crawford explained, “For a lot of our published adventures, we’ll have broad difficulty targets for different parts of the adventure. For example, we might decide that one chapter of one of our adventures is really designed to be not too much trouble for characters of 6th level. Characters of any level can go into that chapter, but really what we’re doing is we want to ensure when an optimal group is there, it’s not too much trouble.

In Princes of the Apocalypse, players can stumble into areas too dangerous or too easy for their characters. “If characters aren’t careful, they can definitely ‘dig too deep,’ going down into dungeons for which they are woefully underpowered,” Mike “Sly Florish” Shea wrote. “Thus, its possible for people to go down a stairwell leading from a fourth-level dungeon to an eighth-level dungeon with just a few steps.”

Jeremy Crawford and the D&D team see such design as a feature. “Our starting assumption in 5th edition is that the game is pretty open ended and sandboxy, and we often like—particularly in our published adventures—dangling out the possibility that you might wander into a fight that you can’t win. We don’t view the game as a series of combat encounters that you are expected to face in a predictable way and then march off with a set amount of experience points and treasure. We view the game as a set of potential combat encounters, some of which you might not turn into combat encounters at all.”

Although mixing challenges of all threat levels feels natural and perilous, this cocktail suffers disadvantages. Weak foes force tables to waste time reaching inevitable outcomes. Overwhelming foes make players feel ineffectual, and may kill characters.

Letting characters find a few mismatched encounters livens the game. Letting them stumble into entire dungeons that don’t suit them probably yields a bad session. If low-level characters go into a high-level dungeon, they can only fight to escape. No player enjoys fleeing a dungeon, and then starting a quest for weaker foes—especially if the dungeon seemed like the best route to reaching their aims.

If high-level characters enter a lower-level site, then the game becomes a rout. Most players enjoy an occasional chance to dominate battles, but when I play and I’m not challenged, I’m bored—and I’m not alone. Mike Shea asked D&D players on Facebook about this topic. Would players rather (a) have their DM scale up an adventure to challenge higher-level characters or (b) keep the low-level content and let players savor their power. Of those responding, 95% preferred a scaled-up challenge. See Mixing Threats from Weak to Lethal in a Dungeons & Dragons Game

Like its predecessor, the 3rd adventure, Out of the Abyss, featured loosely-tied locations, each designed to suit characters of a particular level.

In a guide to Out of the Abyss, Sean “Powerscore” McGovern wrote, “This adventure thinks it is a sandbox, but really it is a railroad in serious denial.” To Tim “Neuronphaser” Bannock, the lack of story threads made Abyss resemble “a sourcebook disguised as an adventure.”

The adventure leaves connecting the locations to the DM. “Be ready to build quest threads and hooks between each of the big areas so the players have one to three clear paths to take as they explore the Underdark,” Mike Shea explained.

Such requirements make designers seem blind to plight of DMs running a 256-page adventure. The designers wrote the book. When they play their own material, they enjoy a deeper understanding of their scenarios than any DM can gain from the text. This mastery makes adjustment and improvisation easy for them. If they need a hook, they know just the walk-on character on page 167 who can offer it. If their players go off book in chapter 2, a designer has no fear of inventing some detail that wrecks the plot assumed in chapter 7.

The designers seem to assume that DMs resist a written playbook as an unwelcome limitation, but most DMs appreciate the help. If a hook or clue doesn’t suit their game, DMs know to ignore or adapt it.

The 4th adventure, Curse of Strahd, ranks as the most successful “sandboxy” design. The Tarokka card reading brings one advantage by hinting at the means to Strahd’s defeat and providing clues that might guide the adventure. The card reading assigns destinations, but as Sean McGovern explains, “it’s up to the DM to figure out how to get the group to these places, and new DMs are going to have a hard time with that. The hooks that take you from one area to another are buried deep in each chapter.” To complicate the challenge, DMs must deal with hooks likely to lead inexperienced characters to their deaths.

The 5th adventure, Storm King’s Thunder, starts with sandbox exploration and finishes as a linear adventure. In between, the adventure leads through 1 of 5 possible strongholds. On the plus side, the choice of giant strongholds gives the adventure unusual variation. As a minus, the strongholds stand as a highlight, but most groups will only explore one. (Still, a party at my local game store chose to battle through them all.)

Of the fifth-edition hardcover adventures, Storm King’s Thunder suffered the second-lowest rating among reviewers on enworld. Reviewers praised the strongholds while criticizing the sandbox chapters.

To start, the adventure shows the menace of the giants, but leaves characters with no clear way to meet the threat. Instead, the characters run errands until they reach the adventure’s true beginning. The errands suffered from such weak hooks that DMs either need to rework them or to face players dutifully following a course because the adventure expects it. Mike Shea advised DMs to “Be ready to fill in a lot of blanks with your own stories, quests, motivations, and dungeons; particularly early on.”

Weak hooks and blank spots can leave DMs to struggle. “I’ve been running Storm King’s Thunder and the first three chapters of the adventure presented nothing but trouble for me,” Snazzy wrote in comments on this site. “I basically did what the book recommended, trusting that it would make sense and my players would want to do what the book suggests. And it turns out that it doesn’t really work. Which is disheartening! I’m a pretty new DM and so when the campaign book I spent all this money on has issues which require significant patching in the very beginning, it shakes some confidence in the product. The whole point of me buying a campaign was so I could game with less prep time required.”

Many experienced DMs share this dissatisfaction. Sean “Power Score” McGovern writes guides that help DMs running the adventures. “My guides to these adventures are by far the most popular articles on my site. To me, that says that DMs need help with these books. That should not be the case! The point of a published adventure is to make it so that the DM does not have to do a lot of work!

“I still think they should be organizing these adventures like Pathfinder adventure paths—linear. If you want a sandbox, It’s not hard at all to make a sandbox out of a [linear adventure]. But it is very time-consuming to turn a sandbox into a path.

“Every single 5e adventure requires a ridiculous amount of homework and I think that is a shame.”

McGovern wrote those words in the wake of Curse of Strahd. But Storm King’s Thunder presents a flow chart to help DMs, and the latest book, Tomb of Annihilation, scored higher with reviewers than any of its predecessors. Is the fifth-edition D&D team helping DMs more? Perhaps. The hardcover line shows consistent improvement and Tomb of Annihilation rates as the entry that best serves DMs. Some of that success comes because Tomb draws from proven styles of play. The first half offers a hex crawl patterned after  Isle of Dread (1981). The second half lays an adventure path through chapters inspired by classic adventures from Dwellers of the Forbidden City (1981) to Tomb of Horrors (1978). The authors Chris Perkins, Will Doyle, and Steve Winter deserve some credit too. Will Doyle once said,  “Adventures are playbooks not novels.”

Still, I’ve heard nothing from the D&D team that suggests they share Will’s insight. Too often, the designers seem to think DMs who read a 256-page adventure can match its author’s comfort and mastery. Sometimes, the designers have hidden linear designs like a stain of dishonor. But an adventure path offers players plenty of choice and freedom within its chapters. And besides, players don’t hate linear adventures as much as designers think.

As works of imagination, the fifth-edition hardcovers contain the some of the best D&D adventures ever. They teem with vivid characters, fantastic locations, and unforgettable scenes that few DMs could match—especially throughout a campaign. But too often they work better as books to read and admire than as blueprints for DMs to run games at the table.

5 Situations That Tempt Every Dungeon Master to Railroad Their Players

If you believe countless Dungeon & Dragons adventure reviews, nothing ruins an scenario as quickly as a linear design. In a linear adventure every group follows the same plot thread, through the same scenes, to the same conclusion. At best, critics accuse linear adventures of eliminating the players’ choices between scenes. At worst, critics say linear adventures require dungeon masters to abuse their power to shunt players along a railroad. Instead of steering the adventure, players follow a fixed story.

In my last post, I explained that players don’t hate linear adventures as much as reviewers and dungeon masters think. We tend to judge harshly because we see the lack of options. In a successful adventure, players never see the walls.

Many gamers conflate linear adventures with railroading, but that mistake tars decent adventures. Players seldom mind linear adventures, but few players tolerate railroading. DMs who railroad deserve player complaints.

“Railroading is not linear prep,” Phil Vecchione from Gnome Stew explains. “Railroading is the game master’s reaction to a player’s action, in an effort to drive the game in a specific direction. That reaction is to typically negate, reverse, or shut down a player’s action, in order to get the game moving in the GM’s desired direction.”

A successful linear adventure invites certain choices and makes assumptions about outcomes, but it never forces a result. Some of the success of an adventure depends on the designer’s ability to predict choices and outcomes. (See Actions Players Always Take and Choices Players Never Make.) When the predictions fail, adventures tempt DMs to railroad.

In some game situations, when the players veer from the plan, the temptation to railroad becomes nearly irresistible. These situations appear in nearly every DM’s career. Instead of succumbing to temptation, what should we do?

1. When an action leads in a direction you never anticipated, improvise.

Every DM eventually faces a player decision that nullifies all the planning that prepared for a game. “If you can’t improvise, you’ll eventually hit a wall you can’t climb over, or find yourself trapped in a corner and unable to talk your way out,” D&D senior producer Chris Perkins writes.

“Improvisation demands equal measures of intuition and confidence. DMs who lack sufficient intuition or confidence tend to have trouble improvising at the game table. The good news is that DMs, being creative souls, rarely fall short in the intuition department. They know a good story from a bad one, a well-developed character from a cardboard cutout, and so forth. However, confidence is a far more rare commodity, and DMs who lack the confidence to trust their intuition often have trouble improvising behind the DM screen. I know because I’ve been there.”

Entire books aim to help game masters improvise, but often the trick comes down to making a leap into the unknown–or unprepared. If you find yourself stuck, call for a break, spend a few minutes finding inspiration, and then go with the idea that seems most fun.

2. When an action may deliver an easy win that cuts an adventure short, reward the ingenuity and then add complications.

Mike “Sly Flourish” Shea likes to note that we DMs match our one brain against the players’ six brains—a serious mismatch. Sometimes players invent a plan that threatens to skip the middle of an adventure and deliver an easy victory.

As one possible response, DMs can grant players an easy win. Players relish a chance to thwart the villain (and the DM) with an ingenious plan. Perhaps the characters built around deception or infiltration get to shine.

But an easy win can’t cut a 4-hour convention adventure to a half-hour assassination. If you want to spare more of your preparation, reward ingenuity with some success, and then add reasonable complications that make the plan unravel. Perhaps the players reach the throne room, but discover that the lich-king has left to sow terror and whatnot. Now the players must decide how long they dare to wait in the heart of an enemy stronghold.

Many ingenious plans start with the players impersonating the villains’ cohorts and seeking a free pass to the boss’s war room. In those scenes, I seek ways to help the heroes while also stirring trouble. Often some of the party must pass as prisoners or foreign allies. What if guards demand to take prisoners to the dungeons and allies to the rest of their delegation? Sometimes I add tests of loyalty. “We’ll take you to the Prince of Murder, but first help us execute your prisoners.” Even when a deception succeeds, such tests suggest that smart foes hold some natural suspicion.

3. When players try to start fights during an interaction scenes, pause the action.

Sooner or later, every dungeon master sees players stop a role-playing scene to start a fight. As the party talks with a scheming queen, a player blurts out, “I hit her with my axe!” Picking a fight during such an interaction typically causes problems because the adventure expects the queen to bridge the way to the rest of the adventure. The attack burns the bridge and leaves players running from her heir and her army.

These scenes tempt me to add a hidden pit trap between the charging barbarian and the queen. Actually, that makes some sense. If I were boss of some D&D land, my throne room would feature a trap door.

If the archer or warlock launches a ranged attack, every DM feels tempted to turn the queen’s guards into invincible minor minions who crush the party. Then the queen threatens to hang the characters unless they continue the scheduled adventure. Steal from the classics.

A better, non-railroad response includes 3 steps: (1) pause the attack, (2) learn the root cause of the attack, and (3) reroute the adventure.

Instead of letting the instigator roll damage, pause the action.

If only one player wants the fight, Teos “Alphastream” Abadia explains how he lets the party intervene in-game. “I’ll freeze time. ‘Everyone can see that your character is about to kill this person. Everybody has a chance to stop this. What do you all want to do?’” Teos makes it clear that the single player stands alone against everybody else in the party. See What To Do When A Player Interrupts A Role-Playing Scene To Start A Battle.

If the whole party seems eager for battle, look for the root cause of the attack.

Perhaps the players see the queen as a bad ally, so when the adventure leads to an alliance of convenience, the players rebel. Murder in Baldur’s Gate assumed characters would support one of three patrons who vied for power. The patrons start unsavory and, as they gain power, become worse. My players wanted no part of it. I needed to find a more agreeable patron.

Often, the players see the queen as a villain they will fight eventually. Why not solve the problem now? As DM, tell the players how their characters’ lifetime of experience in the game world reveals flaws in the players’ plan. “The reputation of the queens’ knights leads you to believe that they can easily defeat you.” If the players attack anyway, finish the fight, and then find another patron.

4. When plot features recurring villains, but the party blocks their escape, plan for escape, but prepare for a new villain.

Every DM loves a recurring villains. But to establish one, you need to introduce the villains and then somehow invalidate the players’ decision to murder them.

Typically, DMs underestimate the players, and so potential recurring villains die during their first scene. Our odds stand at 6 brains to 1. As a slim advantage, we have time to plan. Don’t make a potential recurring villain the most threatening target in an encounter. Don’t leave the villain exposed between their turns. Plant a potential barrier along the escape route. (I’m not above an escape via spinning bookcase.) Start the escape while minions remain to block pursuit and while the villain still has enough hit points to survive the players’ biggest attacks. Accept the (probably) inevitable premature death. Prepare to call another foe from the bench.

In the interest of story, Monte Cook’s acclaimed adventure Dead Gods requires villains to escape the players. “It’s crucial to the story that some of the cross-trading khaasta escape with the thief of charms and some of the stolen beauty. If necessary, the DM can increase the number of khaasta in the encounter or rule that some of the creatures have already escaped through the portal by the time the PCs arrive in the alley (and make it clear to the heroes that this has happened). The latter option foils the use of a gate ward or surelock spell to stop the khaasta.” Unfortunately, once the DM sees the need for such measures, it’s probably too late.

5. When the story includes the players’ capture, but the players win instead, wait for another chance.

The most egregious crime of railroading comes when a DM wants players taken captive. In adventure fiction, heroes get captured regularly. So DMs dream up similar stories, and then try to force a capture despite the players’ determination to never get taken alive.

Notoriously, A4 In the Dungeons of the Slave Lords starts with the players’ capture. This adventure originated as a tournament adventure where players adopted pre-generated characters already imprisoned. When the authors adapted the adventure for home campaigns, they anticipated complaints. “It is likely that [the players] will be angry at the DM for putting them in such an ‘unfair’ situation.”

The Adventurers League adventure Shackles of Blood depended on players getting captured. Some players went along for the ride, but others resented it. I tweaked the adventure so players who thwarted capture could choose to become captives as a heroic gambit. No one resisted that.

To engineer a capture, DMs needs to hide an encounter’s threat to the players, block the characters’ attempts to flee, beat any signs of an unexpected rally, and so on. During all this, if the players see signs of their DM bending the odds to thwart their escape, they will feel railroaded. You can’t plan for a capture.

None of this means your players’ characters will never be captives.

Use capture as an alternative to a total party kill. Save your escape-from-the-dungeon scenario for a time when players ignore warning signs, make bad choices, suffer setbacks, and ignore any chance to run. Those times happen—trust me. Then, instead of rolling new characters, have the old characters wake in chains. The players will feel grateful for a second chance.

How much description should a dungeon key include?

The conventional Dungeons & Dragons adventure includes a dungeon key describing numbered locations on a map. When D&D co-creator Gary Gygax created his first dungeon under Castle Greyhawk, he usually wrote a 1-line note for each room. These notes served as more than just Gary’s reminders to himself. He and co-dungeon master Rob Kuntz shared the notes. For more, see “When megadungeons ruled Dungeons & Dragons.”

Early published D&D adventures such as Palace of the Vampire Queen adopted the same terse style.

Tegel Manor and minimal descriptions

Tegel ManorWhen Judges Guild founders Bob Bledsaw and Bill Owen published Tegel Manor (1977), its rooms featured minimal descriptions:

B8 25’x16’x20’H Picture on south wall depicts living battle scene. Arrow flies out of picture every 4 r. Arrows stuck everywhere.

B9 25’x24’x20’H Dire wolves head E Wall has Ring of Mammal Control in nose. Stuffed Elf, Giant Ant, boar, etc.

In 1978, my friend Gordon tried running Tegel Manor, but the campaign fizzled after his first session. Young Gordon lacked the experience to turn a list of creatures, clutter, and spooky effects into something fun. His manor played as a dreary slog.

In Dragon magazine issue 27, Bob Bledsaw wrote, “Originally we had some bad feedback which indicated that judges felt that the actual description of dungeons was their ‘domain’ and all they desired was a very skeletal framework with the more time-consuming level details worked out. We learned quickly and now design to allow the judge to delete (or modify) that which doesn’t suit the tenor of his play.

Gary Gygax sets the standard

Gary started publishing adventures with G1 Steading of the Hill Giant Chief (1978). He included generous descriptions for every location, even the rooms with little to interest players.

CHIEF’S CHAMBER: This room is hung with rugs and skins and there are hides on the floor. There is a bed, 2 chairs, a small table with a tun of cheap wine on it, an old shield and some of the chief’s weapons (in the corner), a chest with his clothing, and other clothing hanging on pegs. A thick chain (for his cave bear) is set into one wall. Nothing of value is in the place.

Gary’s longer descriptions set the pattern for virtually every adventure to follow.

Longer descriptions

When Gamescience updated Tegel in 1989, they expanded the descriptions. The bedroom with the battle scene gets the following description:

B8 BEDROOM (25’x16’x20’H): Opening into the side hallway that leads from the Master Gallery to the Whistling Hall, this room would appear to have been trapped, and to have claimed a victim already. The door stands ajar and a corpse sprawls partway out into the hall, with an arrow protruding from its skull. Two more arrows are lodged in the wall beyond. Any who examine the room further will find a fascinating sight: The wall opposite the door is entirely covered by a vast depiction of a fearsome battle scene—and the picture is alive! Not only does it continue to move, but every fourth turn another arrow flies out of the picture in a random direction. The other walls of the room bristle with arrows stuck in the woodwork, the bedding, other pictures (one of which—a portrait—is bleeding!).

Longer descriptions free DMs from a need to invent details at the table. Even if you have a knack for description, the ideas that spring to mind first will steer toward the obvious—likely the most familiar and blandest ideas.

The update turns the curiosity of the arrow-shooting picture into a possible trap for players to investigate. The bleeding portrait adds another spooky detail. The fuller description makes the room more fun than the version Gordon ran.

On the other hand, the description of the taxidermist’s bedroom adds some color, but little play value.

B9 BEDROOM (2S’x24’x20’H): Entering this room off the Master Gallery, one is immediately overcome by the strong animal musk that clings to the chamber. A stuffed elk stands in one corner, while heads of boar, dire wolf, great cats and other fierce beasts fill the walls, along with hunting bows and spears, all heavily layered in dust. How one could sleep in such a room without keeping a bonfire going is questionable, especially since the eyes of all heads seem to glimmer and follow you around the room.

This description takes a good, middle sentence and pads it like a school paper stretched to an assigned length. The custom of longer description encourages authors to write something even when they have little to add. The format makes authors feel obligated to describe the shelves and pegs in an empty closet. I have quotes from published adventures. Don’t force me to include them.

Matching description to a location’s purpose

A location’s purpose in the game should also figure into the length of its descriptions. If the player characters meet the sheriff about a wanted poster, no one needs an item-by-item inventory of her kitchen. Even the kitchen in the giant chief’s steading only merits a sentence. In the unlikely event that players care about pots and pans, Gordon can improvise.

The Curse of Strahd adventure lavishes detail on every location. The homes of notable NPCs get pages of room descriptions. To be fair, players might explore some of these rooms and author Chris Perkins fills them with creepy, moody details. But unless your players treat social calls like dungeon crawls, they will never enter the Burgomaster’s scullery, much less care about his spooky spatula. As I read the adventure, many locations interested me until I considered how players might experience them. Often then, I  realized that nothing would bring players to the location. I wonder if any DMs led players to explore village houses like dungeons because the places’ descriptions seemed to invite that mode of play?

An avalanche of description does more than squander page count. It buries many great details might actually enter play. For example, in my Curse of Strahd game, every time I needed to find information about the players’ ally Victor Wachter, I needed to find him buried in the page-long description of his workroom in the 5-page description of his father’s mansion. (I have an idea: Trade 2 pages of mansion for 2 pages of index.)

Boxed, read-aloud text

Even though I seldom read-aloud text verbatim, boxed text consolidates and identifies features that require description. I like box text, but not every location needs it. Curse of Strahd includes it for every location. The descriptions are evocative, but DMs who dutifully present the box text for all the empty rooms in a place like the Argynvostholt dungeon will bore players.

Clearly, writing box text for the endless, gloomy rooms in Curse of Strahd caused Chris Perkins to collapse weeping into his keyboard. His follow-up, Storm King’s Thunder, omits almost all read-aloud text. Find a happy middle, Chris.

For more on boxed text, see “Picturing the dungeon – boxed text.”

The influence of one-page dungeons

A few modern adventures skip long room descriptions. Michael Curtis, author of the well-reviewed Stonehell megadungeon follows a style pioneered for one-page dungeons. Curtis explains that the format provides “the minimum amount of information needed to run the dungeon, allowing the referee to customize the adventure to his own (and his players’) tastes.”

stonehell level 1AStonehell dungeon presents each level on 2-page spread, with most rooms getting a just a couple of lines. Features that deserve special attention get descriptions in sidebars. (You can download a free, 6-page sample of Stonehell.)

Even a novice DM could run Stonehell cold, but I wonder if the sparse details offer enough to bring the adventure to life.

The ideal dungeon description

My ideal dungeon description would adopt the best of both worlds. I want a map overlayed with notes and matched with an abbreviated key on the same page. At the table, the short key offers an easy reference. The latrines, empty bedrooms, and such can get the one line they deserve. More interesting locations can break out into a second, expanded key.

The length of descriptions should match the way players will engage a location. If sofas, throne-like chairs, and urns appear in the kindly widow’s salon, skip the box text. If they appear in the Tomb of Horrors, keep typing.

Descriptions should focus on telling details and plot-critical information—details I can use in play. Don’t bury the evocative bits in lavish descriptions of sleeping pallets and rubbish. If your kitchen description seems like the first thing a typical DM would imagine at the table, you may as well rely on the typical imagination.

How much description do you want in a dungeon key?

Dungeons & Dragons at the 2016 Origins Game Fair

For many gamers, the Origins Game Fair feels just the right size. Unlike Winter Fantasy, the convention offers diversions beyond non-stop Dungeons & Dragons and Pathfinder. Unlike Gen Con, you don’t face a city and a convention center crowded to the limit. In 2015, Gen Con brought 61,423 unique visitors to Indianapolis. Origins 2016 brought 15,479 unique visitors to the similarly-sized city of Columbus. At Origins, you can reserve a hotel room without winning a lottery and you can pay for it without winning a lottery.

I photographed this multi-table megadungeon at Origins 2015

Multi-table megadungeon photographed at Origins 2015

Origins features reasonably priced options in a connected food court. Gamers can also walk to downtown restaurants or cross the street to the North Market. This pavilion features vendors selling Mexican, Indian, Polish, barbecue, Italian, sushi, and many other types of food.

Origins started in 1975 as a convention sponsored by wargaming-giant Avalon Hill in its home town of Baltimore. In tribute to Avalon Hill and its town’s role in the birth of hobby gaming, the convention took the name Origins.

In Origins’ early years, it became the convention where the board- and miniature-gaming enthusiasts could find refuge from the the role-playing gamers who infested their hobby and who took over Gen Con. In 1988, when Origins and Gen Con combined into a single event for a year, those old wargamers grumbled.

Compared to Gen Con, Origins still tilts more toward board and miniature games. It shows fewer signs of fan culture like anime screenings, celebrity guests, and costumes.

In a recap, Andrew Smith writes, “If you’ve been at Gen Con when the Hall opens, you may be envisioning crowds of thousands of people waiting by the doors. Origins is quite different. We got in line a few minutes before opening and were probably behind 20-30 people in a single file line. It’s a completely different atmosphere.” Unlike Gen Con, board game demos spill out into a patchwork of territories outside the exhibit hall. This offers more hours to sample games, more space, and more affordable space for the manufacturers. “Demo lines are shorter and publishers just seem less busy and able to really sit and discuss their games.

This year, Wizards of the Coast made a strategic move to avoid Gen Con and feature Origins. Members of D&D team, including Mike Mearls, Chris Perkins, Chris Lindsay, and Trevor Kidd visited the con, while none will reach Gen Con.

As with Winter Fantasy and Gen Con, the folks at Baldman Games operated D&D organized play. The con launched a new program where conventions can commission Adventurers League adventures for their events. The organizers gain exclusive access to their content for six months before releasing it to the world at the Dungeon Masters Guild. Adventures in this new program will center on the Forgotten Realms Moonsea region.

The new Baldman Games adventures included a trilogy of adventures set in Melvaunt and four adventures set in Hillsfar, which were were reserved for D&D Experience players. On the Down with D&D podcast, the Bald Man, Dave Christ, talked about commissioning top authors to launch his exclusives. “With this being the first one, I wanted to set the bar really high. I wanted to kind of knock it out of the park.

CORE1-2 A Cog in the Wheel

CORE1-2 A Cog in the Wheel

The D&D experience pairs tables of six players with the same, top-rated DM for all four adventures. My table’s judge, Krishna Simonse, did an outstanding job accommodating our taste for combat challenges harder than the adventure’s strong level and our love of grids.

D&D play at Origins 2016 with the D&D Experience in the balcony

D&D play at Origins 2016 with the D&D Experience in the balcony

In addition to the exclusive content, the convention premiered the final, season 4 Curse of Strahd adventures and the kickoff for the season 5 Storm King’s Thunder story.

For me, the con’s best moments came with the return of the D&D Open. I explained what made this classic so great in, “Why the awesome Dungeons & Dragons Championship should return.”

The new Open’s all-star team of authors, Teos Abadia, Shawn Merwin, and Sean Molley captured all the challenge that made the old event such a blast.

In eight hours, the new Open aimed to combine the fun and community of a battle interactive, with a measure of the competition of the old tournaments.

Me in black at the D&D Open—despite our game face, we're having fun

My D&D Open team, with me in black, listening intently to the DM’s description of our next challenge.

Most of the event pitted players against an old-school funhouse adventure set in the megadungeon of Undermountain. Here the challenges proved as fun as any tournament I’ve played. I loved how so many locations wrapped combat encounters with puzzles to be solved. In a maze, PCs raced to gather clues while fleeing minotaurs and mind flayers. In castle ruins, PCs needed to find a way to turn catapults against a Death Tyrant. Best of all, the authors made the new Open hard—none of the namby-pamby, say-yes, everybody-is-a-star D&D in fashion now. Characters died. Our table saw one character Plane Shifted to certain doom and a second slain by a death ray. Save or die! Gary would be pleased.

For a climax, the tables joined forces against a diabolic machine constructed by Halaster, the mad architect of Undermountain.  Sean Molley showed astonishing ability to speak loudly enough to be heard from the far side of the ballroom while still taunting us in the Doofenshmirtz-like voice of Halaster.

I still wish for a more rigorous tournament with pregenerated characters, multiple rounds, and elite dungeon masters striving for consistent rulings and style. The D&D team sees that style of tournament as history. For most players, the new Open probably offers more fun. For an old grump like me, the Open still ranked as my best game of the year.

Wizards is already hatching plans for next year’s Open. Based on the event’s success, I suspect they will offer this year’s adventure to other conventions, but that remains undecided.

In all, Origins 2016 ran twice as many Adventurers League tables as in 2015.

The Origins Game Fair returns to Columbus on June 14-18th of 2017. See you there.

Next: Spells that fish for spoilers

Hitting the to-hit sweet spot

(This post continues a discussion I started in “What does D&D have to do with ironclad ships?”)

Through the evolution of Dungeons & Dragons, the game uses two mechanics to determine an attack’s damage output: to-hit rolls and damage rolls.

In D&D, hitting is fun, while missing feels like a bummer, particularly if you waited a while for your turn. Why not remove misses from the game?  Once characters gain enough hit points to survive a few attacks, D&D could drop to-hit rolls and─with a few adjustments─still work.

Skipping damage rolls

Back in the third-edition era, Jonathan Tweet advised dungeon masters to speed high-level fights by substituting average damage for rolled damage. In fourth edition, first-level characters have enough hit points to make this approach possible at any level. In a The Dungeon Master Experience post, Chris Perkins explains how he uses nearly average damage plus 1d6, added for a bit of flavor.

The Chivalry & Sorcery game (1977) skipped damage rolls, assuming “that the damage inflicted by a particular weapon in the hands of given character will be more or less constant.”

The notion of dropping to-hit rolls may seem strange but here’s the crux: Against high hit points, to-hit rolls just turn into another damage-reduction mechanic. In fourth edition, everyone but minions has fairly high hit points and everyone hits about 60% of the time. The damage dealt in combat would work out about the same if we just assumed everyone always hits and multiplied everyone’s hit points by 1.67.

Of course, your to-hit percentage varies from a set percentage, because armor can make hitting more difficult. How can a system without to hit rolls account for armor class? In my post, “The brilliance of unrealistic hit points,” I explained how hit points in D&D function as an ingenious damage-reduction mechanic. Virtually every tabletop role-playing game that aimed for realism made armor reduce damage. In our hypothetical rules variant, why not use D&D’s damage-reduction mechanic to represent protective armor? Suppose different types of armor multiplied your hit points. Suppose high dexterity increased hit points, giving more ability to “turn deadly strikes into glancing blows,” just like the game says.

Does abandoning to-hit rolls seem crazy? It has been done.

Tunnels & TrollsTunnels and Trolls (1975) stands as the one early system that defied RPG hobby’s early mania for realism. Ken St Andre, T&T’s designer, aimed for greater simplicity. T&T drops the to-hit roll entirely. Combatants simply weigh damage rolls against each other. Like Tunnels & Trolls, most RPG-inspired video games seem to drop anything equivalent to a to-hit roll. The damage simply rises as you click away at your enemy.

Drawbacks of always hitting

While undeniably simpler, and probably about as realistic as D&D, the you-always-hit approach suffers three problems:

  • Especially with ranged attacks, rolling to hit fits real-world experience much closer than assuming a hit and skipping straight to damage. Technically speaking, skipping the to-hit roll feels bogus.
  • The two possible outcomes of a to-hit roll offer more drama than the mostly-average damage roll.
  • The to-hit roll provides intermittent, positive reinforcement to the process of making an attack.

You know all about positive reinforcement. It makes you stay up late chasing one more level when you should be in bed. Reinforcement that randomly rewards a behavior is more powerful than reinforcement that occurs every time. In a casino, the best bet comes from the change machines, which pay 1-for-1 every single time. Intermittent, positive reinforcement drives people to the slot machines. As the Id DM might say, “The variable ratio schedule produces both the highest rate of responding and the greatest resistance to extinction.” In short, hitting on some attacks is more fun than hitting on every attack.

Although D&D uses a d20 roll to hit, the game plays best when the odds of hitting stand closer to a coin flip. At the extremes, the math gets strange. For combatants who almost always hit, bonuses and penalties become insignificant. For combatants looking for a lucky roll, small bonuses can double or triple their chance to hit. Also, the game plays better when your chance of hitting sits around 60%. When your nears 95%, the roll becomes a formality. When your chance dwindles toward 5%, then the to-hit the roll feels like a waste of time, especially because beating the long odds probably still earns minimal damage.

When the chance of hitting stays between, say, 30% and 70%, the game reaps play benefits:

  • The to-hit roll provides intermittent, positive reinforcement to the process of making an attack.
  • Many attacks can hit and inflict damage, providing constant, positive feedback to players while everyone contributes to the fight.

So D&D designers face the challenge of arranging to-hit bonuses and armor classes so to-hit rolls require a result between a 6 and 14, a precious small sweet spot for all the levels, magic, and armor classes encompassed by the game. In practice, designers like to push your chance to hit toward the top of the 30-70% range, because while missing remains part of the game, it’s no fun.

The Palladium Role-Playing Game (1983) recognized the play value of the to-hit roll, but it avoided D&D’s problem of finessing to-hit bonuses and armor classes to reach a sweet spot. The game simply declares that “any [d20] roll above four (5 to 20) hits doing damage to the opponent.” Armor in the game takes damage, effectively serving as an additional pool of hit points.

In upcoming posts, I’ll discuss the very different steps the D&D Next and 4E designers took to find the to-hit sweet spot.

Next: Riding the power curve