Tag Archives: Gary Gygax

The D&D Adventures That Stumble by Missing the Hook

Every adventure starts with a hook that (1) entices the characters to follow some goal and (2) reveals ways to reach that goal. Appealing to rogues, paladins, and players A good adventure hook appeals to both the party’s rogues and … Continue reading

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For Better D&D Fights, Use This 1 Simple Trick That the Designers Won’t Tell You

Late in the third edition of Dungeons & Dragons, the design team started presenting each encounter in a 1- or 2-page diagram. By putting everything needed to run an encounter on a page, this “delve format” benefited dungeon masters. The … Continue reading

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The Arduin Grimoire: The “Coolest RPG Book Ever,” also the Book Gygax Mocked As Costing Readers 1 Int and 2 Wis

When creators dream up imaginary worlds, they can go in two directions. They can build their world from a curated set of ideas, and then fit these pieces together into a logical and consistent manner. In a fantasy gaming, these … Continue reading

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XP Started as One of D&D’s Breakthrough Ideas. Now the Designers Don’t See the Point

When Dave Arneson ran a session of his Blackmoor dungeon for his Dungeons & Dragons co-creator, Gary Gygax’s biggest impression came from two innovations: (1) the dungeon expedition and (2) how characters improved with experience. In Playing at the World, … Continue reading

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Demi-Human Level Limits, D&D Adventurers League, Open Rolls, and More From the Comment Section

Time for another visit to the comment section, starting with a request. DM Bill writes, “Could you do an article about humans versus non-humans, and the importance of the First Edition level cap, please!” Until third edition, Dungeons & Dragons … Continue reading

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Turning Character Deaths in D&D Into Deals that Benefit Game and Story

A few years ago, I heard someone suggest what I then considered the worst bit of roleplaying game advice ever: Let players choose whether to allow their characters to die. Except, hear me out, maybe something like that could work. … Continue reading

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How Character Death Lands D&D in a Tug-of-War Between Game and Story

Character death has always torn Dungeons & Dragons between game and story. The threat of death makes the game exciting, but actual death brings a character’s story to an unsatisfying end that can disrupt a campaign. Without characters facing the … Continue reading

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8 Fast Facts About D&D’s Magic Missile Spell

1. Dungeons & Dragons co-creator Gary Gygax introduced the Magic Missile spell in the original game’s first supplement, Greyhawk (1975). “This is a conjured missile equivalent to a magic arrow, and it does full damage (2-7 points) to any creature … Continue reading

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How Dungeons & Dragons Got Its Ability Scores

The earliest character sheet for the game that inspired Dungeons & Dragons includes 8 character traits: Brains, Looks, Credibility, Sex, Health, Strength, Courage, and Cunning. The character comes from Dave Arneson’s Blackmoor campaign, which launched in 1971. See A History … Continue reading

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Secret D&D Games, Sharpshooters, Baby Orcs, and More From the DM David’s Comment Section

Time for another visit to the comment section. At the end, one reader tells a true story of how the Satanic panic drove a group’s Dungeons & Dragons games into secret, and what happened when concerned citizens learned of the … Continue reading

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