Tag Archives: Gary Gygax

The Scandal of Palace of the Silver Princess, the D&D Adventure that TSR Printed and Trashed

In 1981, Dungeons & Dragons publisher TSR printed an adventure so scandalous that when new copies reached key TSR management, they ordered the entire print run sent to dumpsters rather than to distributors.

The story of the adventure, B3 The Palace of the Silver Princess, began when Dungeons & Dragons co-creator Gary Gygax hired Jean Wells as the first woman to join the design team at TSR. After a year working mostly administrative tasks, Jean finally landed a creative assignment writing an adventure that would introduce D&D to new players. Perhaps the company’s management expected a woman to deliver a gentle module that would nurture D&D’s burgeoning young audience. Instead, she wrote a sandbox with the same grown-up sensibilities as prior TSR products.

Gygax had hired Wells because he liked her ideas, and she wanted her first module to show her unique voice. She feared that other developers would meddle, so she had Gygax remind the development team to leave her ideas intact and to limit changes to proofreading. Artist Erol Otus remembers “The module was sent in and the editors were told hands off. Don’t change Jean’s stuff. Send it through.”

TSR editor Stephen Sullivan says that the adventure “was what Jean wanted it to be. It was her baby. And for another place and another time, it probably would have been just perfect.” Wells and Sullivan collaborated on one of the module’s illustrations.

The liberty that Gygax granted the project gave artist Erol Otus a sense of creative freedom. For the module, he illustrated a group of 3-headed creatures called ubues. He says, “I remember asking Jean if the ubues could be male/female. I remember being thrilled when she said yes. I remember being really happy to put male and female together in different combinations and just thinking about what they’re lives would be like.”

Home of the Ubues by Erol Otis

Ubues by Erol Otus

Work on the adventure came after some recent firings, leaving tension between TSR’s management and creative staff. “We [artists] were down with the editors and designers,” says Otus. “We felt like we were a team.” In the spirit of team and perhaps as a cheeky dig at management, Otus drew the ubues’ heads so they resembled members of TSR’s creative team.

Ubues besides TSR staff photos

Photos in reading order: Lawrence Schick, Dave Cook, Jean Wells, Dave LaForce, Skip Williams, and Darlene

When the module reached print and upper managers saw the drawing, they saw the resemblances, but could not figure out who the picture mocked. Designer Lawrence Schick says, “There were a lot of in-jokes in there. And if you aren’t ‘in’ on the in-jokes, it can be easily misinterpreted.” Designer Kevin Hendryx says, “Management was very sensitive about mutiny in the ranks at the time and took all these perceived slurs or snoot-cockings as an insult and a challenge.”

Forty years later, Otus no longer remembers more of the creative process behind the picture, or even who the likenesses match.

Even though management found Otus’s picture of the ubues troublesome, another illustration in the adventure actually landed the print run in the garbage.

For the adventure, Wells imagined a new monster called the decapus that used illusion to lure prey. “I created the decapus to draw paladins into the room quickly without thinking and to be the first in. I wanted them to rescue the maiden whose clothes were torn and seemed to be surrounded by nine ugly men taunting her. Editor Ed Sollers thought it was a good idea and so did our boss Harold Johnson. It went through the channels with no problems at all until it had been printed.”

Illusion of the Decapus by Laura Roslof

Illusion of the Decapus by Laura Roslof

Artist Laura Roslof drew the creature’s illusion as Wells described. A woman dangles from a ceiling beam, bound by her own hair. Men taunt and poke her, “pulling at what few clothes she has on.” Just a year ago, such an illustration might have passed unnoticed. After all, in the October 1980 issue number 42 of Dragon, TSR printed a picture of a bound, naked woman on her knees before the corpulent, goat-headed figure of Orcus.

But in 1981, TSR no longer just catered to an older audience of wargamers and sci-fi fans. James Dallas Egbert, a gifted and troubled 16-year-old studying at Michigan State University, disappeared in 1979, and the detective searching for the teen blamed D&D. The case fired a media sensation that introduced D&D to America. Dragon magazine editor Tim Kask wrote, “Dungeons & Dragons is getting the publicity that we used to just dream about.” The attention led to rocketing sales, but news reports also consistently painted D&D as a “bizarre” game enjoyed by “secretive” and “cultish” players. By 1981, TSR strategy focused on making sales to younger gamers while comforting the parents who might worry about a game full of evil creatures and supernatural make believe.

The decapus illustration threatened to alarm parents. Worse, the drawing appeared in a teaching module for the basic D&D line, all targeted for younger gamers. “D&D was under attack by religious conservatives at the time,” explained Lawrence Schick, “and TSR thought that releasing the original B3 would be just throwing red meat to the mad dogs.”

According to Gygax, when copies of the newly printed module reached Brian Blume, he “pitched a fit.” Blume held a seat on the TSR board and was part of the family that controlled TSR. Only he and his brother held the power to overrule Gygax.

Jean Wells and her editor Ed Sollers were called into the office of art director Dave Sutherland. She remembered that TSR vice president Will Neibling waited “mad as hell.” She and Ed knew they were in trouble, but had no idea why. Neibling asked, “Why did you write S&M into a child’s module?”

According to Wells, neither she nor Sollers knew what sadomasochism was. “Ed and I just looked at each other and went, ‘What’s S&M?’ Will didn’t believe us, but we just stood there looking dumbfounded because we didn’t know.”

Kevin Hendryx remembers the blowback. “It happened very, very fast. One day they were handing out our office copies, and then one day we were told that supervisors were collecting copies, telling people to turn theirs in. Most of us, having got a whiff of what was going on, were busy squirreling ours away.”

Stephen Sullivan estimates that the print run numbered between 5,000 and 10,000 copies. Management made sure that TSR handyman Dan Matheson supervised the work of moving the stacks to the landfill and personally witnessed their burial. “I find it funny that management was so concerned about anyone filching copies of B3 that they had employees like Dan—who was a big, imposing bear of a fellow, burly and bearded—riding shotgun on the garbage dump,” says Hendryx.

“It really was just a tempest in a teapot,” Gygax wrote later. “Had TSR not made a fuss about it, I think it would have passed largely unnoticed. They’re going now for really high prices, but I think most of the people who get them are really disappointed because there’s nothing really very wrong in the thing.”

“Jean held onto her filing job, but her only shot at success was blown,” writes TSR insider Frank Menzer. “Tom Moldvay rewrote the module significantly, removing most of Jean’s flavor and replacing it with his own style and preferences.”

The trashing of her creative work left Wells feeling soured, but she rallied and pitched more creative projects to TSR. “Everything I suggested to someone, anyone, was shot down as not a good idea.” Soon, Wells would leave TSR, marry, and raise two sons. She died in 2012.

Related: 

The Story of Palace of the Silver Princess, the Adventure so Scandalous That the Print Run Went to a Landfill

In 1981, Dungeons & Dragons publisher TSR printed an adventure so scandalous that when newly printed copies reached key TSR management, they ordered the entire print run sent to dumpsters rather than to distributors. According to legend, the art featured a bound, naked woman menaced by leering monsters, and another art page that mocked TSR’s owners by putting grotesque versions of their faces on three-headed creatures. The legends proved exaggerated, but because surviving copies sold at auction in shrink wrap for sky-high prices, few knew the truth.

B3 Palace of the Silver Princess“I think that the reaction to the module is more interesting than the module itself,” said TSR design head Lawrence Schick. “The actual content of it is only mildly eccentric by current standards. It’s more a matter of what light it shines on the management reaction at the time, and the ‘Satanic Panic.’ It’s like Bigfoot, except the first edition of this module actually exists. It can be seen.” (Teaser: Schick’s likeness appears as one of those monstrous heads.)

The true story mixes the trials of the first woman to work at TSR as a D&D designer, a cheeky bit of rebellion by the TSR art staff, and executives fearful of provoking angry parents at a time when the media consistently painted D&D as a “bizarre” game enjoyed by “secretive” and “cultish” players.

In 1979, 23-year-old Jean Wells responded to an ad in Dragon magazine seeking game designers, D&D co-creator Gary Gygax liked the ideas she pitched well enough to hire her. “Gary and I corresponded from around Thanksgiving until mid-January when he flew me up,” Wells said. “I spent three days at his house.” Wells became friends with Gary and his wife Mary, who Wells taught how to make southern fried chicken and tried to show the game. “We liked each other, but Gary knew I didn’t know how to really write rules. He told me he’d teach me how to do them his way. He was hiring my imagination and would teach me the rest.”

Gygax said he wanted “to give the game material a feminine viewpoint—after all, at least 10% of the players are female!”

D&D insider John Rateliff wrote “Wells’ hiring was a deliberate attempt by Gary Gygax to expand beyond the all-male perspective that had dominated the design department for the company’s first eight years—no doubt with an eye toward attracting a female market to match the burgeoning youth market the game had already tapped.”

Wells became The Sage who answered rules questions for Dragon magazine. Readers enjoyed how she answered even the strangest questions with poise and wit. She contributed art for the eye of the deep and for the rat to new printings of the Monster Manual. For Gygax, she edited B2 Keep on the Borderlands (1981). When Gen Con needed an extra DM to run the D&D Open competition, Jean stepped up. “I grabbed my stuff and met the team and did that. One of the semi-washed teenaged boys on the squad there looked at me, gaping, and said, ‘It’s a woman!’. I said, ‘10 points for perception.’”

However, Gygax lacked time to develop her design skills, and no one else filled in. Instead of getting design assignments, she got filing and administrative tasks. “I don’t think my sex had anything to do with it being difficult for me,” she said. “I lacked a proper mentor and that is what I believe made it difficult. I believe that lacking a mentor cast me into the role of token female.” She underestimates the disadvantage of being dismissed as a token.

Still, Wells paid her dues and earned an assignment writing a teaching module for D&D. That project became B3 Palace of the Silver Princess (1981). But now, her friendship with Gygax may have hurt her chances of success.

The adventure let players explore the haunted ruins of a castle and dungeon 500 years after its silver princess mysteriously disappeared. The adventure includes clues to the princess’s fate for players to discover, and the discoveries can prove surprising. Reviewer Merric Blackman praises the adventure’s attention to non-player characters. “Wells’s work gives hints to the palace existing in a greater world: there’s a wilderness outside it, and NPCs that are described to be more than simple opponents or allies.”

Wells delivered something more than a first adventure; she created the foundation for a campaign. The original describes the wilderness around the palace and includes rumors and random encounters. Wells created the keep above the dungeon to give characters a home base for future adventures. The dungeon includes multiple collapsed tunnels and advises, “To expand the dungeon, the DM need but open up the blocked passageways and add new and challenging dungeon levels.”

But in 1981, such an old-school, sandbox design might have just seemed old fashioned to the rest of the design team. Surely, one of Wells’s instructional tricks seemed outdated. Like in B1 In Search of the Unknown (1978) by Mike Carr, Wells left blank spaces for new DMs to fill with their own traps, monsters, and treasures. Gygax had already dropped that technique when he wrote Descent Into the Depths of the Earth (1978). To be fair, Wells improved on the method by leaving the spaces for rooms that start empty but that a DM might want to fill later. Justin Alexander writes, that the space “emphasizes that dungeon keys are designed to evolve and change over time: These rooms are empty now, but perhaps they will not be the next time the PCs come here.”

Later when Tom Moldvay redesigned Silver Princess to create the version that reached stores, he abandoned the content that created the backbone for a campaign. He reworked the sandbox adventure in favor of the newer fashion of designing for a particular story. For example, he eliminated a staircase leading to the lower level, forcing players to take a more linear path through the dungeon to the final foe and to the story’s climax.

For all the original adventure’s virtues, it suffered from inevitable rough edges. “Jean did pretty well, though there were a few errors characteristic of a newbie who didn’t know the ropes,” wrote TSR insider Frank Mentzer. “I was also involved in the playtests. I helped a bit, critiquing some of the details, but didn’t give it a full checkover. I didn’t have time.” Mentzer assumed development and editing would lead to improvements, but Wells’s friendship with Gygax let the project skip some of the usual development process.

After a year of paying dues, the adventure stood as even more than Wells’s big shot, it also gained a personal investment, perhaps too personal. “The Silver Princess character was also her persona in the Society of Creative Anachronism—a hauntingly lovely woman who destroyed hearts,” artist Bill Willingham wrote. “It was clearly the private fantasies of the author.”

Wells wanted to protect her work, and so she leveraged her relationship with Gary Gygax. Game developer and designer Kevin Hendrix wrote, “When this thing came through, and the development people wanted to edit it, Jean went to Gary and said—and I know I’m going to make this sound more harsh than it actually was—‘They’re changing my stuff, tell them not to do it.’ And Gary reminded us all that we were not to change the designers’ word or intent in the work.” So, a new hire, editor Ed Sollers, got the project and only did proofreading.

Despite the flaws that skipped development, Menzer still rated it as publishable “and potentially popular for Jean’s style (notably different from other writers).”

Instead, the adventure’s art destroyed Well’s chance at design success and landed virtually the entire print run into a Lake Geneva landfill.

Part 2: Scandal!

The Astral and Ethereal Went From Interchangable to Overcomplicated. How Can D&D Fix Them?

As introduced in the original Dungeons & Dragons supplements, the astral and the ethereal planes seemed like two names for the same place. D&D characters visited both planes for the same reason: to snoop undetected. Either way, travelers pass through walls. On both planes, travelers braved the psychic wind. Monsters with attacks extending to one dimension invariably touched the other as well. The two planes shared the same encounter tables.

dosctor strange etheral selfToday, thanks to decades of new planar lore, the astral and ethereal now differ. Instead of psychic winds, ethereal travelers face ether cyclones. On both planes, travelers fly around at will, but on the ethereal, creatures have a sense of gravity. Planar diagrams show the astral plane touching outer planes like the Hells and Limbo, while the ethereal touches the elemental planes. (Nonetheless, characters will still use plane shift and portals to travel the planes.)

Despite these differences, when the fourth-edition designers simplified the lore in their Manual of the Planes (2008), they dropped the ethereal plane. No wonder fans felt incensed!

How did D&D wind up with the Coke and Pepsi of planes? Do their redundancies just add useless complication to the game’s cosmology as the fourth edition designers seemed to conclude?

Signed Greyhawk CoverTwo magic items that appeared in Greyhawk (1975) introduced the ethereal to D&D. Both oil of etherealness and armor of etherealness put characters “out of phase,” letting them through solid objects and making them immune to attack except by other creatures that can also become out of phase. Only a mention of creatures that can see ethereal things reveals that ethereal travelers are invisible rather than merely intangible.

One spell that debuted in Greyhawk introduced the astral to D&D. The astral spell let casters send their astral form out of their body. The form can fly at the speed of 100 miles per hour or more “and nothing but other astral creatures could detect it.” so the spell offered a superb way to find the best treasures and the worst traps in the dungeon.

The astral spell offers no more detail about astral travel, but fantasy gamers in the early 70s likely understood the concept. In Doctor Strange’s comic book appearances of the time, the Sorcerer Supreme frequently traveled in ethereal, astral, or ectoplasmic form; the superhero’s writers used the terms interchangeably. Gary Gygax included every idea he found in fantasy and folklore in his game, and gamers in his circle knew Doctor Strange. Brian Blume, the co-owner of D&D publisher TSR, was a fan. The teenage artist Gary recruited to draw the original D&D cover patterned the image after a panel in a Doctor Strange comic. Gamers could also consult books like the Art and Practice of Astral Projection (1975). Back then, astral projection attracted popular attention and even the U.S. Army took the paranormal seriously enough to launch a research effort that included astral projection.

The Eldritch Wizardry supplement (1976) frequently mentions ethereal and astral travel together, making the two dimensions interchangeable except for the magic item or spell required to reach them. The distinction between oil of etherealness and astral spell created one big difference in play. The oil made the body ethereal, so when the effect wore off, the user gained substance wherever they had traveled. With the astral spell, the caster’s astral form left their body behind and then returned to their body when the spell wore off or when something destroyed their astral form. This let someone scout while nearly immune to harm, but they could not physically travel to another place.

Until the plane shift spell debuted in the Advanced Dungeons & Dragons Player’s Handbook (1978), characters could not bring their bodies to the astral plane. Plane shift enabled travel to and from the astral and ethereal, making visiting either plane equally simple.

In the AD&D Player’s Handbook, Gary’s urge to gather ideas from other sources led him to complicate the astral spell with more lore from astral projection. Some real-world investigators into astral projection claimed that during their out-of-body experiences, they saw an elastic, silver cord that linked their astral form to their physical body. Based on this, the astral spell added cords that tether astral travelers to their flesh and blood. Breaking the cord kills the traveler, so the cords potentially add some risk and tension to astral projection, even though “only a few rare effects can break the cord.” When Charles Stross created the astral-dwelling githyanki for the “Fiend Factory” column in White Dwarf issue 12 (1979), he wisely gave them swords capable of cutting the silver cords, adding some real peril to astral travel.

In the July 1977 issue of Dragon magazine, Gary Gygax printed a diagram that showed a difference between the astral and ethereal planes. The astral stretched to the outer planes like Olympus and the Hells, while the ethereal reached the inner, elemental planes. This proximity hardly made a difference in gameplay, since Gary never explains how astral travelers can navigate to Olympus, or why someone might care in a game with plane shift on page 50 of the Player’s Handbook. Besides, with Queen of the Demonweb Pits still years away, a DM who allowed players to travel the planes lacked any example to follow.

doctor strange ectoplasmicAs far as players cared, the astral and ethereal just offered ways to snoop while undetectable and unblocked by walls. The choice of plane depended on the available magic. In 1977, D&D co-creator Gary Gygax would write about how astral and ethereal travel “posed a headache for DM’s.” In Tomb of Horrors (1978), he writes “Characters who become astral or ethereal in the Tomb will attract a type I-IV demon 1 in 6, with a check made each round.”

The Manual of Planes (1987) finally created differences between the astral and ethereal that factored into game play.

The astral no longer overlapped the material plane, so astral travelers lost the power to scout and spy. At best, astral travelers could find a portal called a color pool leading to the material plane and use it as a window to scry. Instead, the astral became a crossroad of connections to other planes. The astral gained those color pools and also conduits that work like portals but looked different. Years later, the fourth-edition designers fully realized this idea of the astral connecting to the outer planes when it made the Heavens, Hells, and other outer planes domains floating in the astral sea.

The ethereal still allowed invisible, intangible scouting, but it now extended into the deep ethereal, a place that connected to the elemental planes and various demi planes. The deep ethereal seems like a useless complication that stems from a diagram Gary printed in that 1977 issue of Dragon, because it resembles the astral plane, and besides players travel by plane shift and portal.

By the 90s, as D&D settings started proliferating, D&D designers started looking for ways to connect them. The Spelljammer setting gave characters a way to pilot their fantasy spaceships between Faerûn, Krynn, Oerth, and so on. The Planescape setting uses the deep ethereal to create similar connections between D&D worlds.

The astral and deep ethereal are different thanks to Coke versus Pepsi nuances of flavor and because each plane led to different places. (Does that feel like too much complexity for few gameplay rewards?) In practice, plane shift and portals mean that few visit the astral except to fight githyanki and no one visits the deep ethereal ever. In today’s game, the new Spelljammer setting uses the astral sea to connect D&D worlds, leaving the deep ethereal with no reason to exist. (Update: The Radiant Citadel of Journeys Through the Radiant Citadel exists in the deep ethereal, which provides the feel of a magical place disconnected from the ordinary, but without the problems created by locating a city in the astral where nothing ages.)

If I were king of D&D, I would adjust the astral and ethereal with some changes:

  • Drop the deep ethereal, keeping the ethereal as the sole, overlapping plane of creatures out of phase. The deep ethereal rates a description in the 2014 Dungeon Master’s Guide, but I suspect no fifth-edition character has ever visited it.
  • Drop the astral projection spell and the silver cords. The ability to spy from the astral plane disappeared in 1987, so the astral spell just rates as a pointless nod to a passing interest in the paranormal.
  • Make the astral sea the plane of portals and conduits that serves as the crossroads of worlds and planes.

Related: Queen of the Demonweb Pits Opened Dungeons & Dragons to the Planes

How Shadowdark Delivers Old-School D&D Intensity With Modern Game Mechanics

The Shadowdark game by Kelsey Dionne of The Arcane Library bills itself as delivering old school gaming with modernized mechanics. Shadowdark hardly rates as the first game with this approach. Into the Unknown (2019) boasts 5E compatibility combined with old-school mechanisms such as “morale, reaction rolls, random encounters, gold for XP, and henchmen.” Still, with a Kickstarter closing in on a million dollars, Shadowdark stands as an unprecedented success.

I played Lost Citadel of the Scarlet Minotaur, an adventure from the Shadowdark free quickstart set, and marveled at how well the game duplicated so much of the charm of D&D in 1974—except with zero confusion over inches, initiative, and what Gary Gygax meant by writing that elves could “freely switch class whenever they choose.” Make that year 1975; Shadowdark has thieves.How does Shadowdark create the experience of early fantasy gaming with rules that echo fifth edition Dungeons & Dragons, from the ability score bonuses, to advantage, disadvantage, and inspiration?

Death always seems near

In my Shadowdark party, two characters started with 1 hp and one had 2. Sixty percent of the group would likely drop from a single hit! Those rock bottom numbers come from the game’s randomly rolled hit points and from the lowly stats that result from rolling 3d6 in order. My character suffered a -2 Constitution adjustment. To be fair, Shadowdark offers PCs one advantage over brown box D&D. Characters who drop to 0 can be revived. But stabilizing a character takes a DC 15 check and spells often fail, so forget the popular fifth-edition strategy of just letting characters drop to 0 before healing because damage beyond 0 heals for free.

This risk of sudden death gives Shadowdark a sense of peril that I’ve never felt in a fifth-edition game. That makes for a tense, exciting game.

Treasure is the goal

Shadowdark awards experience points for treasure gained and not for monsters slain. This mirrors the original D&D game, which awarded characters much more experience for winning gold than for killing monsters.

D&D players could take their characters anyplace they chose, but the XP-for-gold mechanic rewarded them for risking the dungeon crawls that made the original game irresistible fun. The lure of gold joined priests and rogues, law and chaos, together with a common goal. Plus the quest for treasure resonated with players. Gary wrote, “If you, the real you, were an adventurer, what would motivate you more than the lure of riches?” (See The fun and realism of unrealistically awarding experience points for gold.

Battle becomes a last resort

In addition to rewarding players for seeking fun, the XP-for-gold system offers another benefit: It creates a simple way to award experience points for succeeding at non-combat challenges. As a new character, potentially with 1 hit point, you stand little chance of leveling through combat. Players joke that D&D is about killing things and taking their stuff, but in the original game and in Shadowdark, you are better off using your wits to take stuff. So long as your cunning leads to gold, you get experience.

In modern D&D games, fights routinely drag on until one side is wiped out, often because monsters that surrender or run can spoil the fun unless dungeon masters cope with the hassles of broken morale. To most D&D players, an escape feels like a loss, and nobody likes to lose. But when battle is a dangerous setback in a quest for treasure, monsters who break and run give players a quick and welcome victory. Shadowdark offers morale rolls that make fights quick and unpredictable.

Wandering monsters quicken the pace

Wandering monsters can improve D&D play, mainly by giving players a sense of urgency. Gary recommended “frequent checking for wandering monsters” as a method to speed play. In a perilous game like Shadowdark, players can slow the game with meticulous play, searching everything, checking everything, accomplishing nothing. But the game’s wandering monsters turn time into danger. Every passing minute gives foes more chances to find the party. Wandering monsters rarely carry loot and the XP reward that it brings, so idle characters just face danger with scant reward. Players keep moving, risking the next room in search for treasure.

Players choose their difficulty

In the early D&D game, players chose the amount of difficulty they wanted. Every level of the dungeon corresponded to a level of character, so the first level offered challenges suitable for first-level characters. Players could seek greater challenges—and greater rewards—as they went deeper. This system gives players a choice they rarely get in today’s D&D, and it adds a element of strategy. To lure characters to danger, the 1974 game doubled the number of experience points needed to advance to each level, then matched the increase with similar increases in treasure. (See The Story of the Impossible Luck that Leads D&D Parties to Keep Facing Threats They Can Beat.)

The Shadowdark quick start game doesn’t explain this approach, but the structure is there. Treasure and XP rewards escalate as characters rise in level, coaxing players to delve as far down as they dare.

This design frees DMs from the burden of designing encounters that make players feel challenged without killing characters. Instead, players decide on the risks they dare to face, and if an encounter proves unbeatable, players can run. After all, skilled players avoid fights.

Success requires conserving resources and planning for escape

In the 1975 Greyhawk supplement to D&D, the 6th-level cleric spell find the path focused on escaping dungeons. “By means of this spell the fastest and safest way out of a trap, maze, or wilderness can be found.” In the original books, the sample tricks and traps aimed to get PCs lost in the dungeon where wandering monsters and dwindling resources might finish a party. When Gary’s shifting rooms and unnoticed slopes made the PCs hopelessly lost, find the path offered a way out. (See Spells that let players skip the dungeons in Dungeons & Dragons.)

Shadowdark includes rules that make dungeons as risky as the underworlds that made find the path merit a 6th-level spell. All characters need light to see, so the guide explains, “In this game, a torch only holds back the pressing darkness for one hour of real-world time. There isn’t a moment to waste when the flames are burning low.” In darkness, the characters suffer disadvantage and wandering monsters rush to prey on the vulnerable.

A supply of torches and other light sources become essential, and the tracking the supply becomes more than bookkeeping. The game boasts a simple encumbrance system that matches the one Runequest offered as an old-school innovation in 1978. Characters can carry one item per point of strength. Torches and other light sources fill those precious inventory slots.

Shadowdark also lifts the burden of totaling time in the dungeon by dropping 10-minute turns in favor of the simple method of making 1 hour of play equal 1 hour in the dungeon. This speeds play by spurring players to act with the same urgency as their characters.

In the game I played, as we lit our last torches, we knew we only had an hour to escape the dungeon with our loot. And the wandering monsters made that escape no sure thing. This made our run to the exit as tense as our descent into the underworld.

Ability checks become unusual

Some gamers say that ability checks make modern D&D less fun. These fans of an older style prefer a game where instead of rolling perception to spot a trap door, characters tap the floor with their 10-foot pole.

Shadowdark includes D&D’s modern rules for d20 ability checks, but the game favors an old-school reluctance to make checks. The Game Master Guide recommends “giving players the opportunity to make decisions that rely on their creativity and wits, not on their dice rolls or stat bonuses.”

Faced with a challenge, players must observe and interact with the game world. Instead of scanning their character sheet for solutions, players rely on their wits and ingenuity. Ideally, the game tests player skill more than character stats.

Characters develop through play.

Before starting my Shadowdark game with my 1 hp character, I joked that I’d just finished writing his 8-page backstory. For modern D&D games, I appreciate players who invest in backstories; for a 1 hp character, such a document is pure folly. Instead, the story of a Shadowdark character evolves from playing the game and from the random luck of the die. Starting with characters rolled using 3d6 in order, Shadowdark asks players and GMs alike to surrender control to the dice. Forget planning a story and nudging characters along. Things like wandering monsters and morale rolls take the game into into an unknowable future. Even when characters advance, they roll their hit points and new talents. This trades the fun of building characters in favor of the challenge of playing a character that fate and the dice delivered. Characters stories begin and end as part in the shared story everyone experienced at the game table. (See D&D and the Role of the Die Roll, a Love Letter.)

Modern mechanics

With so many nods to the D&D of 1975, why play Shadowdark instead? The game gains from a foundation built on the fifth edition rules and the nearly 50 years of innovation in the modern game.

So Shadowdark includes cyclical initiative instead of a reference to a system that only appeared in the Chainmail rules.

In the original D&D game, ability scores hardly mattered. Characters with a high score in the most important ability for their class might get at 10% bonus to XP, but otherwise the scores meant little more than a +1 on certain attacks.

In the Blackmoor campaign that led to D&D, Dave Arneson used ability scores as the basis of tests that resemble modern saving throws or ability checks. “Players would roll against a trait, Strength for example, to see if they were successful at an attempt,” writes Blackmoor scholar D. H. Boggs. However, when Gary penned the D&D rules, he lost that effect. Gary favored estimating the odds and improvising a roll to fit. Now, GMs and player alike prefer a clearer system for deciding whether a character succeeds. The d20 mechanic delivers that transparency. (See How Dungeons & Dragons Got Its Ability Scores and Ability Checks—From the Worst Mechanic in Role-Playing Game History to a Foundation Of D&D.)

Rather than the system of ranges and movement in inches that made sense to a tiny audience of miniature wargamers fluent in inches on a sand table, Shadowdark puts distances into close (5 feet), near (up to 30 feet), and far (within sight during an encounter or scene). You can still play on a grid, but narrative battles play fine too.

Gary’s early games would sometimes put as many as 20 players into a party. The 1975 D&D tournament at Origins gathered parties of 12 for a trip into the Tomb of Horrors. Such large parties designated a caller to speak for the group. Nowadays, gamers speak for themselves. In Shadowdark, everyone takes turns, even outside of combat. No one feels like a spectator. Disciplined parties avoid scattering and becoming easy prey for wandering monsters.

As for elves switching classes, Shadowdark opts for the the 1979 innovation of separating race and class, and the 2020-something innovation of calling “race” something else (ancestry).

As a mix of old and new, Shadowdark lands in a good place.

Why D&D’s d20 Tests Make Experts Look Inept and How to Make the Best of It

Decades ago, I read game designer Steve Jackson explain why he swapped the d20 to-hit roll in Dungeons & Dragons for the 3d6 roll used in his alternative combat system Melee (1977). Steve considered the 3d6 bell curve so superior that he trashed the d20 without a second thought. His roleplaying games The Fantasy Trip and GURPS use 3d6 core mechanics. Then, I struggled to grasp Steve’s dislike of the d20.

Now, I understand Jackson’s disdain, but I love D&D. Like esteemed game designers such as Jeremy Crawford and Monte Cook, I find reasons to embrace the d20.

In Cook’s designer’s notes for his Numenera RPG, he describes the d20’s flaw. “Using the d20 introduces a great deal of randomness into a game. It’s difficult to use a d20 as a task resolution die and still have character aspects play a big part in success or failure without all of a sudden finding yourself using pretty big numbers.” He gives an example like this: Suppose two archers try to hit a bullseye by rolling a 20 or higher. An untrained person with a decent 12 Dexterity gets +1 and hits 10% of the time. In comparison, a 12th-level ranger trained in the bow and boasting an 18 Dexterity gets a +8, but still only hits the bullseye 45% of the time.

D&D games show this dynamic when the DM asks everyone to roll an Intelligence (Arcana) check to recognize ancient sigils, and then the brainy wizard fails while the barbarian knucklehead succeeds. That outcome may seem funny the first time, but similar scenes play frequently and can feel disappointing. Instead of rewarding the player who chose to make a character good at something, the d20 roll often makes experts look inept.

If D&D used bigger bonuses, then experts would get a boost. Suppose the expert archer gained a +25 and hitting the bullseye required a roll of 30. Now, the sharpshooter feels more like Annie Oakley. But that arrangement makes difficult tasks impossible for unskilled characters when we really want success to become rare.

Instead of using big modifiers, fifth edition’s bounded accuracy uses modest bonuses that give every character a chance of success at the price of making experts inconsistent.

Monte describes an alternative. “Now imagine that you used 2d10 instead. 2d10 gives us a more normal distribution. In other words, you end up with a much better chance of getting a 10 than a 20. Using the same bonuses, the archer still hits the bullseye 45% of the time, but the unskilled guy only 3% of the time. That makes more sense.” With a 2d10-based game, clumsy newcomers at Faerûn athletic competitions luck into fewer medals. (In one of my very first posts, I grappled with a related issue.)

This more natural range of outcomes leads game designer Steffan O’Sullivan to write, “I’m not fond of dice systems with a flat distribution. I’m solidly in the bell-curve camp.” O’Sullivan created the Fudge RPG, which became the basis for the popular Fate system. Both games use a set of four special 6-sided dice marked on two sides with a plus (+), two with a minus (-), and two blanks. “When you need to roll dice in Fate, pick up four Fate dice and roll them. When you read the dice, read every + as +1, every blank as 0, and every – as –1. Add them all together. You’ll get a result from –4 to +4, most often between –2 and +2.” No roll requires counting past 4, so even little kids add the results easily. “The fewer mathematical calculations used to figure out a dice result, the more likely you are to stay in roleplaying,” O’Sullivan writes. “So Fudge Dice were born, and I like them a lot. They’re a joy to use and don’t slow the game down at all, one of my early design goals.” The system’s bell curve makes results of -4 and +4 rare, but possible. So a +4 (1.23%) matches my real-life chance of a bullseye, while an Olympic archer scores a bullseye on any roll better than -4.

Despite the virtues of the bell curve, Monte Cook still opted for a d20 for Numenera and D&D creators Gary Gygax and Dave Arneson chose the d20 for to-hit rolls and saving throws. The d20 rolls beautifully, it generates a big range of numbers without adding, and the icosahedron feels deliciously different from the bland cubes in countless games like Monopoly. Gygax became particularly enchanted with the exotic new dice from Japan.

Most importantly, d20s yield predictable odds compared to mechanics that combine multiple dice. Monte Cook explains, “If you’re using a system where the GM has to assign a target number for a task, it’s a lot easier to do that on the fly with a d20 than, say 3d6 or 2d10. Why? Because with a d20, the difference between, say, 17 and 18 is the same as the difference between 8 and 9. They’re basically just 5% increments. With a bell curve, that’s a lot harder to figure for the GM, particularly on the fly.”

In 1974, D&D lacked ability checks. To decide between success and failure, Gary Gygax suggested that DMs estimate the chance of success, and then improvise a roll that fits the odds. A d20 roll made the math easy.

Playing D&D means learning to embrace the d20’s swings. To help gamers love the d20, D&D’s current rules architect Jeremy Crawford offered advice on the October 3, 2019 episode of the Dragon Talk podcast. “Any time the d20 is in the mix, that is a swingy die so get ready for the unexpected. What I encourage groups, players and DMs alike to do, is rather than viewing that as something to chafe against or be unhappy about, embrace it as a storytelling opportunity. Over the years, the longer I play D&D and DM D&D, the more I have come to love the unpredictability of the d20, because so often it will create moments that will challenge the DM and the players to really stretch their storytelling ability to come up with a fun reason for why this transpired. Why did the ace rogue who triggered this battle, why did she end up going last?

“When the d20 throws you a curve ball, catch it and follow through with the curve. Just see where it leads you rather than saying, ‘this is dumb’ or ‘this isn’t how it should play out.’ No, in D&D, what the d20 does is really showing how this is going to play out. Let’s ride it and see where this craziness goes.”

If I were magically transported back to a version of 1974 that somehow lacked Gary Gygax and Dave Arneson, would my attempt to bring dungeons and dragons to the world use a d20? I might choose Fudge Dice, but I would never stop giving those new icosahedrons from Japan forlorn looks.

Related: D&D and the Role of the Die Roll, a Love Letter
When You Describe Outcomes, Flatter Your Game’s Heroes and Monsters
In D&D, Letting Everyone Roll Certain Checks Guarantees Success, So Why Bother Rolling?

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.

7 Discarded D&D Rules That Could Still Improve the Game

Past editions of Dungeons & Dragons include many, many rules that fifth edition drops. No one misses racial level caps, any of the old grappling rules, or the unplayable AD&D initiative system. But old editions also included rules that improved the game, often in subtle ways. Some might have improved the fifth edition. Still, the D&D designers dropped each rule for a reason, but did they make the right choices?

1. Add the bloodied condition

Fourth edition included a bloodied condition triggered when creatures lost half their hit points. The designers likely dropped bloodied because it seemed to offer too little benefit to merit the weight of another condition. Besides, DMs hardly need a rule to describe the status. The Dungeon Master’s Guide explains, “You can describe a monster taken to half its hit points as bloodied, giving the players a sense of progress in a fight against a tough opponent, and helping them judge when to use their most powerful spells and abilities.”

But the bloodied condition added more than a sense of progress. The bloodied condition can trigger extra abilities that show a creature’s rage or desperation, adding a useful way to bring a second stage to boss battles. Just as a showdown settles into a familiar pattern, a bloodied monster could gain new powers, transforming to add new excitement. The bloodied trigger proved so irresistible that the D&D designers designed something similar when they gave some high-level monsters the mythic trait. “If you wish to increase a battle’s stakes, though, using a monster’s mythic trait results in some mid-battle twist that changes the way the monster behaves, restores its resources, or provides it with new actions to use.” The bloodied condition could enhance monsters of all levels.

2. Limit hit point increases after 10th level

By the time fifth edition D&D characters near level 10, few monsters inflict enough damage to seem threatening. Obviously, DMs can still create challenging encounters by adding more and more dangerous monsters, but that solution can prolong battles, turning exciting fights into grinds.

The obvious fix to high-level creatures and their feeble damage is to make monsters’ attacks deal more damage. This adds challenge, but it makes concentration spells much weaker.

What if the solution doesn’t come from the monsters? What if characters at double-digit levels just have too many hit points? If high-level characters had fewer hit points, high-level monsters with their puny attacks would suddenly become a bit more threatening. Lower-level monsters could pose more of a threat to high-level heroes without becoming too dangerous to low-level characters. High-level PCs would still rip through weak foes, but the survivors could deal enough damage to seem dangerous rather than laughable.

Lower hit points at high levels would suit the reality that characters typically enter every fight at maximum health. In more battles, foes would seem like credible opponents.

Up to D&D’s third edition, when D&D characters reached level 9 or so, they started gaining hit points at a much slower rate. In Advanced Dungeons & Dragons, fighters rising above 9th level gained 3 hit points per level with no bonus for constitution. Other classes gained even fewer points. Continuing to let characters gain a full hit die plus a constitution bonus at every level defies D&D’s origins.

In a fifth edition version of this rule, after level 10, barbarians that gain d12 hp per level would only gain 3 hp, d10 classes like fighter would gain 2 hp, d8 classes like cleric would gain 1 hp, and wizards would gain 0 hp. High-level wizards get plenty of goodies to make the difference.

Suppose Gary Gygax had hit points right all along. Would D&D play better if characters stopped gaining so many after level 9? For more, see Would Dungeons & Dragons Play Better If It Stayed Loyal to How Gary Gygax Awarded Hit Points?.

3. Award skills for high Intelligence

In modern D&D, Intelligence vies with Strength as the most common stat where players dump their characters’ lowest ability score. See Should PC Intelligence Matter? Of the classes in the Player’s Handbook , only wizard requires Intelligence, a prime requisite that rarely figures in saving throws. Unlike in earlier editions, high Intelligence no longer brings more skills or even languages, contributing to the attribute’s low value.

The D&D designers found good reasons to stop awarding smart characters more skills. Fifth edition awards skills based on background instead. This emphasizes the importance of a character’s history by pairing it with mechanical benefits. By ignoring Intelligence, the designers let every character gain enough skills to get ample mechanical benefits based on their history. Besides, if Intelligence led to even more skills, wizards would check almost every box and those brainiacs show off enough.

If the game awarded fewer skills based on background, class, and race, and awarded more skills based on Intelligence, then Intelligence would switch from an easy place to dump a score of 8 to a worthwhile choice.

4. Require some recovery period after dropping to 0 hp

In first edition, characters reduced to 0 hit points needed a week of rest. “The character cannot attack, defend, cast spells, use magic devices, carry burdens, run, study, research, or do anything else.”

All that rest seems too limiting for a heroic game, but fifth edition not only lacks any consequences for reaching death’s door, the game offers a sort of reward. Players intent on wringing every advantage from the rules will only heal characters when they drop to 0 hp, because damage below 0 heals for free. Imagine being injured but denied healing until you lie dying on the dungeon floor because the magic somehow works better that way. As an adventurer, I would find a less psycho group of comrades in arms.

The remedy ranks as one of fifth edition’s most popular house rules: Characters who fail a death save suffer a level of exhaustion.

By making characters who fail a death save suffer a level of exhaustion, the dying condition becomes something to be realistically feared rather than an inconvenience where players can exploit their metagame understanding of fifth edition’s lack of negative hit points.

Players gain an incentive to heal their allies before anyone drops to 0, losing the incentive to let party members drop and revive in a macabre dance.

5. Require magic ammunition to overcome resistance

When you blog about D&D long enough you gain a limited ability to see the future. So when I post, I can predict many of the comments. For example, if I gripe about an overpowered character feature, some readers will advise countering by giving foes the same capability. As if players would return for a campaign where every monster took the Sharpshooter feat.

If I gripe that the fifth edition rules make archers too effective, readers will remind me that historically, bows do beat swords. Weapons that let you poke holes from a distance always rule. For example, polearms also beat swords. Still, thanks to millennia of promotion by a ruling class of men on horses with swords, we romanticize swords and most D&D players favor them over polearms.

Like punching monks and loincloth-wearing barbarians, D&D gives swords and other melee weapons a boost to make fun but fanciful characters attractive options.

Still, the boost falls short. The rules make ranged weapons far better than swords, axes, and such. This imbalance weakens the game. Players choosing swords and spears for their characters must accept weaker characters. Also ranged combat usually proves less fun. Movement and terrain disappears. Instead, characters stand at the door and shoot, tallying damage until the battle ends. I could list more consequences, but I already did.

Fifth edition skips a few rules that made ranged attacks a bit less attractive in past editions.

  • Arrows shot into melee used to suffer a chance of hitting allies.
  • Ranged attacks used to lack a damage bonus based on Dexterity to match the damage bonus melee attacks gained from Strength.
  • To overcome resistance to magic weapons, attackers used to need magic ammunition rather than a magic bow.

The first rule deserves to stay on the scrap heap. Hitting allies hardly feels heroic and the risk creates bad feelings between archers and melee attackers. No one wants to shut down their ranger once the barbarian reaches melee.

As for the second rule, D&D’s math rests on damage bonuses based on Strength or Dexterity. Removing the Dexterity plus for ranged weapon damage would crack the game’s foundation.

The third rule boasts potential. In D&D, ranged martial attacks gain their biggest edge because no one bothers tracking arrows or crossbow bolts. Even if a DM required the chore, a 1 gp quiver of 20 arrows only weighs a pound, so players will argue they can easily carry 20 quivers totaling 400 arrows. Some gamers recommend using toothpicks to track arrows. That’s a lot of toothpicks. But what if only magic ammunition overcame resistance to bludgeoning, piercing, and slashing from nonmagical attacks?

Such a rule makes sense; after all, the silver arrow hurts the werewolf, not the silver bow. Even if DMs give out more magic ammo, magic arrows merit counting. At low levels the lack of magic arrows would hardly matter, but as levels rose and more foes brought resistance, a demand for magic arrows would create interesting and realistic resource management choices.

6. Use healing surges or hit dice as a limit to healing

In early D&D editions, limited healing challenged players to carefully manage their hit points and healing spells. Except for days of bed rest, the game offered no easy substitutes for healing spells. Players faced thorny decisions over how to best use their healing resources. Should the party delve deeper into the dungeon toward greater rewards despite the risk of running low on hit points and healing?

Third edition erased that resource management strategy. Even 2nd-level characters could afford enough wands of cure light wounds to completely heal between fights without using a single spell. In modern D&D, inexpensive healing potions create the same effect.

The fourth edition designers aimed to return some of the old resource management strategy to the game. The edition added healing surges to limit the healing characters could use between encounters. Characters had a set number of healing surges. During a short rest, players could spend surges to restore lost hit points, so healing surges worked much like fifth edition’s hit dice. But healing surges also capped the magical healing available to characters. In battle, spells and healing magic like potions let characters trade surges for hit points without stopping to rest. Fourth edition’s treatment of hit points and healing ranks as one of the edition’s best innovations.

Without a limit like healing surges, fifth edition campaigns can’t recapture the slow loss of healing resources and the strategy that limit created.

For a house rule that turns hit dice into a resource more like healing surges, see D&D’s Designers Can’t Decide Whether Characters Must Rest for Hit Points and Healing, but You Can Choose.

7. Add the dazed condition

The stunned condition brings a harsh penalty. Stunned shuts down a player for a turn or more. A stunned monster can’t take actions, turning a potentially fun battle against a legendary evil into a quick beatdown of a helpless opponent. I’ll roll my damage in advance and go make a snack. The most common source of the stunned condition comes from the monk’s Stunning Strike ability, a power that can turn every boss into a piñata and that tempts DMs to “cheat.” Well-designed monks stun frequently enough to diminish the fun. Other players wind up beating helpless foes while the DM just counts damage and runs monsters with cartoon stars circling their heads.

A redesigned monk that remains fun to play calls for a condition that counts as half stunned, something like fourth edition’s dazed condition. Attacks against dazed creatures gained advantage. On a dazed creature’s turn, they could choose between moving, taking an action, or taking a bonus action. A more fun Stunning Strike ability could daze first and then stun if the dazed creature took a second strike. Such an adjustment would bring Stunning Strike down to the power of the monk’s other abilities that cost ki points. This lesser stunning strike would weaken the monk class, but a bigger allotment of ki points could make up for the change.

Of course, returning the dazed creatures could improve more than the monk. The dazed condition would add flexibility, allowing new character and monster abilities that just won’t work with a condition as punishing as stunned.

From Hommlet to Phandalin, Villages Written as a List of Locations Seem Ready To Run. They Lie

Villages written with nothing more than a list of locations imply that DMs need nothing more to bring adventure. They lie and I’ve fallen for it. I should know better by now.

Many starting Dungeons & Dragons pair a village with a dungeon or wilderness. D&D co-creator Gary Gygax began the custom in 1979 with T1 The Village of Hommlet and the pattern endures because most players want more than dungeon crawls in an empty world. Starting characters need a place to stay, hear rumors, gather supplies, and so on.

My mistake comes when I read keyed locations for a village and think I’m ready to run. I imagine that my players will enter town and shop, mingle, gather rumors, and, say, suspect the cult activity that leads to adventure. After all, some DMs boast of players who will enter a strange town and happily spend an evening chatting with folks for just the fun of roleplaying. Such players are a treasure.

Maybe my in-game descriptions of bystanders never prove inviting enough. In my games, the party enters the tavern, dismisses the lovingly crafted cast of characters as mere color, and then waits expectantly for me to start the adventure. (See Avoiding the Awkward D&D Moment When a Priest, a Wizard, and a Dwarf Enter a Bar and Nothing Happens.)

To avoid repeating my mistake, I know I can’t just study the locations and stop. I have work to do. That work includes checking a few boxes:

  • Consider the players’ goals at the location and how these goals could lead to interaction.
  • For any non-player characters the party should meet, contrive events that lead to the meeting.
  • For any clues, rumors, or hooks the party should uncover, imagine interactions that lead to the disclosure.

Not every DM needs so much preparation. Many DMs improvise interactions that engage players. Mike “Sly Florish” Shea favors making a list of secrets and clues, but improvising reveals. Nonetheless, almost every DM needs to spark engagement. If you don’t, thank your all-star players.

Most villages need more than keyed locations to engage players. Here are some methods that work.

Start players with a goal

Village of Hommlet starts with this introduction for players. “You are poorly mounted, badly equipped, and have no large sums of cash. In fact, all you have is what you wear and what you ride, plus the few coins that are hidden in purses and pockets. What you do possess in quantity, though, is daring and desire to become wealthy and famous.” Gary Gygax immediately frames a goal: Shop for equipment and find ways to earn enough for better gear. To succeed, players must meet the people of Hommlet. Along the way, players learn of the Temple of Elemental Evil. You may have heard of it.

N1 Against the Cult of the Reptile God (1982) pairs the village or Orlane with adventure. This one starts players with rumors that hint of evil and a mystery. For example, “People in Orlane are being altered (true), and the ‘changeling’ can be recognized by fang marks in their throats. (false).” To uncover the truth, the players must seek interaction with the people of Orlane. (See How N1 Against the Cult of the Reptile God Changed D&D Adventures For Good.

Nowadays, most players create characters with individual goals, often in collaboration with the group. When players bring goals, think of ways they can lead to interaction with your supporting cast.

Add notices

Posted wanted notices make an instant adventure, but other notices can invite players to interact. How about a sale notice for a map, a magic trinket, or even something billed as a Slaad control gem? Want to buy a windmill cheap? (Must not fear ghosts.) Anything that lures players to seek folks out and ask questions works. If the players spot a “lost pet” poster showing a child’s sketch of an imp or an owlbear, the players will probably investigate. I love notice boards because they become menus of rumors and quests where players can select whatever strikes their fancy. If the players find the notices at the end of a session, you can prepare for the post they choose to investigate.

Bring non-player characters to the players

New arrivals make people curious. Townsfolk see visitors as a source of information or as an opportunity. I like having folks ask adventurers for news, usually with questions that reveal rumors. “Did you see the dragon blamed for the attacks on the High Road?” or “Did you travel past that strange storm near the standing stones?”

If the group brings a reputation, folks treat them as celebrities, buying drinks and asking for stories. People might suggest new adventures or inform on threats the party should investigate. Is the old timer really conducting diabolical experiments in his broken tower or just perfecting a recipe for the next baking contest?

A more subtle invitation can also prove potent. D&D freelancer Scott Fitzgerald Gray suggests, “In a tavern or restaurant, have one of the characters notice an NPC staring at them, as an invitation for the characters to make contact (often a stronger beat than having an NPC approach the characters). Why they’re staring depends on what hook you want to use them to reveal.”

Have someone offer to guide

People interested in learning about visitors and gaining a relationship might offer a village tour. They may even make introductions like a host circulating new guests to a party. This works especially well for guides with big personalities.

DM Rebecca introduced players to Bryn Shander by having them meet sheriff’s deputy Augrek Brighthelm, a character patterned after spitfire southern belle who volunteered to guide the group through the town. “It immediately gave the players a recognizable character they could interface with.”

Some guides might ask for coins for the service. Perhaps the party offers a few silver or perhaps they spurn the guide and he grumbles, “I wouldn’t leave your horses unattended if I were you.” How the players react reveals character.

(See Don’t Make a Pet NPC, But Sometimes You Can Play a Guide.)

Create events that foster interaction

In the Acquisitions Incorporated hardcover adventure, a visit to the town of Luskan triggers events that offer a choice of actions. “Just ahead of you, a wagon has broken down in front of a tavern. The elderly human driver calls out for help, but passersby ignore her. As she calls out once more, the tavern door behind her opens and two guards toss a young male human in bright clothing out into the street. He tumbles into the old woman, sending both of them sprawling to the ground. The door closes, then opens once more as a mandolin comes flying out of the tavern.”

I love the flying mandolin. Everything about that scene invites interaction.

Some favorite events include a fire that the villagers need to organize to quench, a panicked horse dragging someone, an argument overheard, and a child seeking a lost pet. Rescue the cat and gain a guide. Almost anything works. The thatcher might be caught on a roof after his ladder slipped down. Two women might ask the bard to judge a singing contest; neither carries a tune.

Alexander Davis offers scenes that reveal character. “Someone’s been caught stealing. The local laws against thieving are serious, and the criminal looks pathetic. Does the party intervene to save them, fetch the militia themselves, or try to talk everyone into some sort of deal?

“The local cleric approaches the party, asking for alms for the poor. He looks untrustworthy, but there are also people visibly within the nearby temple who are receiving help. Does the party donate, help directly, or even investigate the suspicious cleric?”

Some events can come from events like festivals or fairs. These can offer contests for characters to join or reveal backstory about local history.

Add visual aids

A map handout encourages players to explore. They remember the locations that raised interest even after the hunt for the cat. Sometimes, I also show pictures of important NPCs. The pictures help players notice and remember key cast members.

Artist Brandon Darrah gives extra effort. “I use over-world tokens for my maps where I draw all my PCs and NPCs. I usually draw unique/weird/cool/cute NPCs to draw in my players and that usually does it.” I’m impressed.

Related: What Murder In Balur’s gate taught me about engaging players in role playing

If Dungeons Offer Riches, Why Don’t the Authorities Loot Them?

During the 70s, the debates that raged in the pages of fantasy game fanzines mostly matched the gaming topics argued on Facebook and Reddit today. For example, forty-some years ago, gamers debated if dungeon masters should break the rules for the sake of story.

But we have forgotten some arguments that raged in places like Alarums & Excursions. Today’s post revisits an interesting debate that now seems as contentious as angels on pinheads.

First, some background. The original Dungeons & Dragons rules recommend 20 players as an ideal number for a campaign, although the text says one referee can handle as many as 50 players. Of course, 50 D&D players probably never crowded a basement at once. Smaller parties formed from the available players and mounted treasure hunts into the huge dungeons that dominated play. At the peak of the  Blackmoor and Greyhawk campaigns run by D&D co-designers Gary Gygax and Dave Arneson, such sessions ran several times a week.

Instead of talking about a dungeon master’s campaign or game world, most gamers talked about a DM’s dungeon, because that’s what they played. (See When Megadungeons Ruled Dungeons & Dragons.) Active players took characters from one DM’s dungeon to another. As long as DMs played in similar styles, that worked. (Early fanzines included much talk about coping with PCs coming from incorrectly run dungeons, but no one agreed on, say, the correct ratio of casualties to treasure.)

Popular dungeons saw lots of traffic from twenty or more players, each with a collection of characters at different levels, some recuperating from injury. Gamers started to notice that these dungeons resembled tourist attractions that drew crowds hoping a few risks would lead to a quick score, much like Las Vegas.

Dave Arneson and his group saw how much his dungeon resembled a tourist trap and they exaggerated it. The elves who managed the site of Blackmoor dungeon created a faire at the entrance boasting “hundreds of fabulous deals (some worth what you pay for!)” The elves constructed turnstiles at the dungeon entrance and charged 1 gp admission.  “You can also sign the Adventurers Book, which gets you a genuine ‘I Visited Blackmoor Dungeon’ button when you come out the main entrance. No winners yet.”

In the First Fantasy Campaign (1977), Arneson described the entrance to his dungeon.

After the second destruction of Blackmoor Castle, the EIves were made responsible for the care and protection of the area and it’s defense. Our
Elf player took a number of steps to do this:

  1. They have set up a barricade at the foot of the hill leading to the Castle that forces each entrant to pass a test of Purity (generally anti-Vampire), including a drink of Holy Water for each (provided at bargain rate by the Church of the Facts of Life run by Bishop Carr).
  2. Making it through that, the would-be adventures enter the Castle where the Elves have set up a great fair that fills the courtyard. There are  hundreds of fabulous deals (some worth what you pay for!) and some shady types (cutpurses and the like). This lets the Judge wheel and deal with the players to empty their purses and make them wonder what is going on.
  3. There are now turnstiles into the Dungeon (1 GP admission as well as taking an Elven Tour (since canceled when the two Dwarves let Fang out of his box) (see attached short tout sample). You can also sign the Adventurers Book, which gets you a genuine “I Visited Blackmoor Dungeon” Button when you come out the main entrance. No winners yet.
  4. Each of the regular exit/entrances from the Dungeon are heavily guarded by Elves armed with Holy Water Hoses, and other anti-Evil charms plus an Elven Prince and two Elven Lords! So, if you can reach a door and are still good, the pursuit will break off and the Elves let you in.

Other DMs treated dungeons as tourist attractions, although with less silliness.  In the Forgotten Realms, a famous tavern called the Yawning Portal monetizes the main entrance into the Undermountain dungeon. The innkeeper “Durnan charges adventurers 1 gp each to descend into the well, whether they opt to use the rope or not. The return trip also costs a piece of gold, sent up in a bucket in advance.”

The debate came when game masters wondered how authorities would react to the heavily trafficked dungeons that made homes to monsters and sources of treasure.

Arduin Grimoire Volume IX End War

Ed Simbalist and Wilf Backhaus, the creators of Chivalry & Sorcery (1978), favored adventures outside dungeons. They imagined a society that eliminated dungeons. “A large concentration of ‘evil’ will attract the Church and might bring down a ‘Crusade’ against it. A large concentration of loot will attract the King, a personage always in need of money. Nor is it possible to keep such a dungeon complex secret for long. Myths and legends about such a place and what is to be found in it soon become common knowledge.”

Meanwhile, Dave Hargrave loved dungeons. Page 1 of The Arduin Grimoire Volume IX includes the topic, “Dungeons and why the authorities don’t shut them down,” which counters the opinion voiced in C&S.

Nowadays, few campaigns run in the style that made Blackmoor seem like Six Flags, so few wonder why the Lords of Waterdeep never send their troops into Undermountain for coin. But if anyone asks, some of Dave Hargrave’s points seem plausible.

Dungeons and Why the Authorities Don’t Shut Them Down by Dave Hargrave

I am sure the question of why local authorities don’t just run troops into the “dungeons” of the land has come up now and again. I mean, what could be a more intelligent and logical method to deal with the creature-ridden madness and loose magik of these places? Here are a few reasons to wet your appetite on why they don’t just do that.

  1. With such a large contingent of troops away from their stations, it would be easy to attack the kingdom directly since there would be fewer defenders to face.
  2. It would be too easy for a “bad guy” associated with such a place to trap the soldiers in the dungeon, perhaps sealing them away forever. This directly relates to point one above.
  3. With the high casualties of this kind of action, soon there would be few willing to join the constantly thinning ranks of the army, no matter what the price. Most men are not fools when it comes to dying for no good cause. Again, this directly relates to point # 1.
  4. The troops mucking about in one of these places could open some old gate or cause some awesome and terrible bane to come forth upon the land, thus turning the people against the fool who caused such a calamity.
  5. The “dungeons” act as a constant “honey pot” that ensnares the more adventurous (read that as trouble makers) and any loot they manage to bring out, is, of course, taxable. A hell of a lot cheaper way to make money.
  6. With such a spot to attract undesirable things, it is easier to be aware of just what nasty beings are about. You don’t have to go hacking about the dark and dreary countryside; you know where all the uglies are hiding.

There are still other reasons, but I hope I have made my point. It just isn’t worth all the risk for a king to send his troops into such a mess.

The Movies and Stories than Inspired Dave Arneson to Invent the Dungeon Crawl

Around 1971 Dave Arneson and his circle of Minneapolis gamers invented games where players controlled individual characters who grew with experience and who could try anything because dice and a referee determined the outcomes. The group tried this style of play in various settings, but Dave invented one that proved irresistible: the dungeon.

Dave’s Blackmoor game—the campaign that spawned Dungeons & Dragons—began with a gaming group playing fictional versions of themselves in a fantasy world. The characters became champions in a series of miniature battles featuring armies clashing above ground. Without dungeons, the Blackmoor game might have stayed miniature wargaming rather than becoming D&D and a game nearly as well known as Monopoly. But by creating the dungeon crawl, Dave invented a new activity that transformed the campaign and ultimately made a lasting addition to popular culture.

The dungeons under Castle Blackmoor began as a minor diversion to the campaign’s fantasy battles above ground, but the Blackmoor bunch spent so much time underground that Arneson ultimately declared the above-ground conflicts lost to forfeit. In a recollection of that first dungeon adventure, player Greg Svenson writes, “By the end of the weekend I had fallen in love with the game.” Dave Megarry of the Blackmoor game wanted to capture the dungeon experience during Arneson’s down time, so he created the Dungeon! board game.

The dungeon crawl contributed as much to the initial popularity of D&D as roleplaying. In the dungeon, D&D brought a fun and evocative activity for a group of players. See (How the Dungeon Powered the Success of D&D and the First Role-Playing Games.

The strangest thing about focusing a game on parties of adventures who explore monster-infested dungeons for treasure is that this activity never happens in the fantasies that inspired the game. At best, you can find elements: traps and treasure in the mummy’s tomb, orcs in Moria, and so on.

The Kibri Castle Branzoll like the one owned by Dave Arneson

The Blackmoor campaign first adapted the Chainmail rules, co-written by D&D co-creator Gary Gygax. But Chainmail never mentions dungeons. At most, the rules suggest using graph paper to map efforts to tunnel under fortifications.

Dave’s Blackmoor games featured a toy castle, which served as the focus for the above-ground battles. Castles can have dungeons, although in 1971 the dungeon of popular fiction was an underground jail rather than a sprawling compound stocked with monsters and treasure.

Nonetheless, in 1972’s second issue of the campaign newsletter, the “Blackmoor Gazette and Rumormonger”, Arneson reported on dungeons below the castle where “heroes went looking for adventure and treasure.” In Playing at the World, Jon Peterson writes, “By this point, Arneson had mapped, on a pad of graph paper, a dungeon six levels deep beneath the castle, with each level containing progressively more formidable adversaries.”

How did Dave Arneson invent the dungeon crawl? By the time people started asking about it, he no longer remembered all the details. Enough clues remain to reveal the specific stories and movies that probably inspired his creation, likely during a June weekend in 1971.

The Hobbit and The Lord of the Rings offer obvious inspiration. J.R.R Tolkien imagines parties of heroes who keep finding themselves in sprawling, underground compounds.

The Hobbit takes readers into the goblin king’s warrens under the Misty Mountains, where Bilbo gets lost in the tunnels and encounters Gollum. Later, Bilbo and his party reach the abandoned dwarven city under the Lonely Mountain, where Smaug sleeps in the “great bottommost cellar or dungeon-hall of the ancient dwarves right at the Mountain’s root.” Even though the tunnels under Lonely Mountain do not fit the definition of a dungeon as an underground jail, Tolkien takes a bit of poetic license and refers to the halls as a dungeon. The Lord of the Rings revisits the dungeon again with Moria, the vast underground compound where the fellowship encounters both orcs and the demonic Balrog.

Dave cites a different inspiration for dungeons. In a 1978 interview that appeared in Wargaming issue 4, he explains. “A local TV station had on several old monster movies, which I watched while eating popcorn and reading old Conan novels. It was then that Blackmoor Dungeon was first conceived.”

Different Worlds issue 3 June/July 1979

His next account of inventing the dungeon crawl comes from his “My Life in Role Playing” article for Different Worlds issue 3, from June/July 1979. “How did it all start in Blackmoor? I can’t really say. I had spent the previous day watching about five monster movies on Creature Feature weekend (ch. 5), reading a Conan book (I cannot recall which one but I always thought they were much the same) and stuffing myself with popcorn, doodling on a piece of graph paper. I was also quite tired of my [Napoleonic] Campaign with all its rigid rules, etc., and was perhaps rebelling against it too (in fact I’m sure I was!!).”

Dave forgot the Conan book and never names the movies that sparked his imagination, but clues lead to some likely answers.

To start, the Horror Incorporated Project compiles a list of all the creature features broadcast on KSTP-TV in Saint Paul – Minneapolis throughout the 1970s.

Blackmoor started with Dave’s toy castle. “I had this neat German plastic kit and I just imagined what sort of fantasy setting it would make,” he recalled in a 2009 interview in Kobold Quarterly issue 9. Meanwhile, on Saturday May 29, 1971, The Black Room (1935) aired on the local station. The movie features a baron’s castle that, like Castle Blackmoor, sits atop a rocky hill and includes a bricked, secret room. But most revealing, the names of the movie and of Dave’s creation just swap two letters. “All this happened a few weeks before the first adventurers caught sight of [the castle].”

So Dave had a castle backdrop for fantasy miniature battles, but perhaps no dungeons yet.

Two weeks later, House of Dracula (1945) aired. This one movie might seem like five because it features all of Universal’s most famous monsters, Dracula, the Wolfman, and Frankenstein’s creation. In a remarkable piece of detective work, Daniel H. Boggs lists several similarities between the House of Dracula castle and Blackmoor. Both stand on rocky pinnacles overlooking a graveyard, a village, and the sea. Both include laboratories and torture chambers. Tunnels underneath both lead to seaside caves.

Castles with underground tunnels, monsters, and torture chambers offer much inspiration, but the Conan book surely provided even more.

While Robert E. Howard never has Conan willingly enter a dungeon, the barbarian often finds himself trapped in dungeons, forced to overcome monsters to earn freedom.

Weird Tales 1935 -The Hour of the Dragon

In “Hour of the Dragon,” Conan is imprisoned in the dungeon under the palace of King Tarascus in the Nemedian empire. A sympathetic slave girl gives Conan a rough map of the tunnels, and then warns, “Beyond these dungeons lie the pits which are the doors to Hell.” To escape, Conan defeats a monster that was one of “the goblins of Hyborian legendry, and were in reality ogres of the natural world.”

In “Rogues in the House,” Conan is lost in the pits below the house of the Red Priest, where he evades the traps that slay companions who lack Conan’s “steel-spring quickness.” Although the covered city of “Red Nails” lies above ground, its interior shares the ambiance of a dungeon.

Still, one story presents a dungeon that best resembles those in D&D. In the “Scarlet Citadel,” Conan escapes from “tunnels and dungeons” where an evil sorcerer “performed horrible experiments with beings human, bestial, and, it was whispered, demoniac, tampering blasphemously with the naked basic elements of life itself.” With a torch and sword, Conan explores a maze of tunnels while overcoming monsters.

In 1971, Dave Arneson started with a toy castle, a location inspired by creature features,  and the notion that something might lurk underneath. “[The model] was too small for the scale I wanted,” Dave said. “But it was a neat kit and I didn’t want to abandon it, so the only way to go was down [into the dungeons].”

He added a treasure hunt from Tolkien, traps from Robert E. Howard, lurking monsters from both authors—and perhaps from some creature features—to invent a new activity for the characters in his Blackmoor campaign. When Gary Gygax played one of Dave’s Blackmoor games, the experience so fired Gary’s imagination that he went on to flesh out the game that would become Dungeons & Dragons. In the process, Gary’s imagination and broad knowledge of sword and sorcery would add countless details inseparable from the game. Ultimately, the dungeon crawl proved so compelling that it took root in popular culture.