Tag Archives: Steve Winter

25 Years Ago I Posted My Wish List For D&D. How’s it Going?

At Gen Con in 1999 Wizards of the Coast revealed plans for a third edition of Dungeons & Dragons, scheduled for release in 2000. The upcoming release would preserve the “essential look and feel” of D&D while introducing intuitive changes like a unified d20 mechanic where high rolls meant success. Free t-shirts teased the upcoming changes.

During that 1999 announcement, I thought back to 1989 and how AD&D’s second edition rules addressed few of the game’s weaknesses. I remembered the disappointment that I had felt. I wrote, “Second edition had some virtues: It consolidated and organized the rules; it featured leaner, more readable writing; and it dumped some of the clumsier bits like giving distances in inches and dividing rounds into segments. But mostly the second edition just repackaged the hodgepodge of rules accumulated since the first edition. Almost all the game’s inconsistencies and clunky bits remained.”

Since 1974, the roleplaying games that followed D&D featured countless innovations that improved play, so in 1989, D&D’s rules looked as dated as a Model T. The 1999 announcement previewed something different: a third edition that redesigned the game from its foundation. That promise fired my excitement. I posted a wish list of the changes to D&D that I hoped to see. Now 25 years later, how many of my wishes came true? My original post appears in italics.

1. Unify the game mechanics.

Want to find out if you hit? Roll high on a d20. Want to jump a chasm? Roll low. Want to use a skill? Roll high. Want to use a thief skill? Roll low on a percentile. Listening at a door? Who can remember? Look it up. The third edition fails if it fails to make sense of this.

Third edition delivered the mechanic where players add an ability modifier and other adjustments to a d20 roll, and then compare the result against an AC or difficulty class to determine success. This mechanic remains at the heart of the game and ranks as the single biggest refinement over the game’s 50-year history.

Wish granted.

2. Smooth the power curve for magic user advancement.

Playing a 1st-level mage means spending your adventure waiting for your big moment when you can cast your single, feeble spell. The situation improves little until level 5 or so. Some say that this balances the class against the extreme power of high-level spellcasters. I say it’s bad design. Low-level casters should have more than one spell. If this unbalances the class, then reduce the power of high-level casters.

While third edition kept low-level magic users in the game by granting them bonus spells based on intelligence, wizards still surged in power at higher levels, eventually overshadowing other characters. Fourth edition D&D solved the problem, matching the power of different classes by giving every class the same allotment of daily and encounter projects. The uniformity left some gamers unhappy, and that included the designers. “I’d never wanted to use the exact same power structure for the wizard as every other class,” said lead designer Rob Heinsoo, “But we ran out of time, and had to use smaller variations to express class differences than I had originally expected.”

Fifth edition reverted to a magic system that resembled the Vancian magic of older editions, but the game made three changes that check the power of high-level wizards and other spellcasters.

  • Many spells now require their caster to maintain concentration to keep their magic going. Critically, a spellcaster can only concentrate on one spell at a time. Now rather than layering haste, invisibility, fly, blur, resistance, and a few others, a caster must pick one.
  • Spells cast by higher-level casters no longer increase in power simply based on the caster’s level. Now, for example, to increase the damage of a fireball, a wizard needs to spend a higher-level spell slot.
  • Compared to earlier editions, spellcasters gain fewer spells per day, and much fewer high-level spells. In the third edition, a 20th-level wizard could cast four spells of every level including 8th and 9th level. In fifth edition, a 20th-level wizard gets 14 fewer spells per day, and only one 8th- and one 9th-level spell. Sure, the fifth-edition caster enjoys more flexibility, but far fewer slots.

The damaging cantrips introduced in fourth edition also let low-level wizards do something magical every turn, rather than spending most combats flinging darts like exactly zero magic users in our fantasy imagination.

Wish granted.

Related: How fifth edition keeps familiar spells and a Vancian feel without breaking D&D

3. Drop THAC0.

To the folks boasting that they have no problem with THAC0: Don’t spend too much time lauding your math skills. We all can do the addition and subtraction in our heads, but the system remains a clumsy and counter-intuitive vestige of D&D’s wargame roots.

In drafts of the original D&D game, a 1st-level fighting man could figure the lowest d20 roll needed to hit by subtracting the target’s AC from 20. New fighters needed a 20 “to hit armor class zero,” and with each level they gained, their THAC0 improved by 1. The to-hit tables that reached print lacked the same simplicity, but descending armor classes remained. So when the second edition dropped “attack matrix” tables in favor of THAC0 numbers, the game returned to its roots. Still, THAC0 used negative numbers for especially tough ACs, made mental math more difficult, and forced a counter-intuitive concept on players.

Second-edition designer Steve Winter said, “There were all kinds of changes that we would have made if we had been given a free hand to make them—an awful lot of what ultimately happened in the third edition. We heard so many times, ‘Why did you keep armor classes going down instead of going up?’ People somehow thought that that idea had never occurred to us. We had tons of ideas that we would have loved to do, but we still had a fairly narrow mandate that whatever was in print should still be largely compatible with the second edition.”

Third edition dropped THAC0 and descending armor classes in favor of a target to-hit number and to-hit bonuses players added to their roll. Suddenly, the game became more consistent and intuitive.

Wish granted.

Related: The Dungeons & Dragons Books that Secretly Previewed Each New Edition

4. Give complete rules for magic schools and specialization.

The second edition mentions magic users who specialize, but the core rules fail to give rules for magical specialists other than the example of illusionists.

Third edition included rules for wizards specializing in each school of magic. The 2014 version of fifth edition built on the idea by giving specialists abilities specific to their school.

Wish granted.

5. Give rules for different clerics for different deities.

The second edition mentions variant priests for other deities, but the core rules fail to give rules for priests other than clerics. Why shouldn’t a priest of a god of the hunt use a bow? Why shouldn’t the priest of a thunder god be able to cast a lightning bolt? Why should the rules force the DM to answer these questions?

In the third edition, clerics chose two domains such as the air and war domains suitable for a god of thunder. Domains brought extra powers and domain spells like chain lightning. By fifth edition, cleric domains turned into full subclasses with accompanying abilities. Alas, gods of the hunt still lack support.

Wish granted.

6. Make spell statistics consistent.

Playing spells in AD&D either demands that you memorize the details of each spell or that you waste game time thumbing through the PHB. Why can’t most ranged spells have consistent ranges? Why can’t most area-of-effect spells affect the same area? Similar spells should be grouped and should share similar numbers for range, duration, area of effect and so on.

The fourth edition of D&D granted this wish, but I also learned that part of D&D’s charm came from spells like polymorph, phantasmal force, and wish that no cautious game designer would pen. Unlike earlier editions, fourth edition provided spells with effects that confined their effects to grid and to a tightly defined set of conditions. Often spells no longer worked outside of combat. Even fireballs became square.

These changes simplified the dungeon master’s role by eliminating judgment calls over debates like whether a wizard could toss an earthworm above their foes, polymorph it into a whale, and squash everyone flat. The fourth-edition designers aimed to make the dungeon master’s role easy—something a computer could handle. But this approach discouraged the sort of ingenious or outrageous actions that create unforgettable moments. D&D plays best when it exploits a dungeon master’s ability to handle spells, actions, and surprises that no computer game allows.

Although fifth edition returned to spells that demand a DM’s judgment, the spells feature more careful and uniform descriptions than in the game’s early editions. Credit this improvement to a card game.

When the designers of Magic: The Gathering faced the problem of bringing order to countless cards, they used templated text: they described similar game rules with consistent wording imposed by fill-in-the-blank templates. Today, the patterns of templated text appear throughout modern D&D’s rules.

Early in the development of third-edition D&D, Wizards of the Coast purchased TSR. Skaff Elias had served as a designer on several early Magic sets and ranked as Senior Vice President of Research and Development. Skaff felt that the upcoming D&D edition could fix “sloppiness in the rules” by using templated text. Skaff and Wizard’s CEO Peter Adkison told the D&D design team to switch the spell descriptions to templated text, but the team kept resisting his directives.

Eventually, the D&D team readied the release of a playtest document that still lacked templated text. They claimed rewriting all the spell descriptions according to formula would prove impossible because hundreds of spells would need templating in 48 hours to meet their delivery deadline. Nonetheless, Adkison and Skaff took the challenge themselves, working through the night to rewrite the spells and meet the deadline. Even after that heroic effort, the rules document that reached playtesters lacked the templated descriptions from the CEO and the Design VP. The design team had simply ignored their bosses’ hard work.

The failure infuriated Adkison. He lifted Jonathan Tweet to the head of the third-edition team. Designer Monte Cook remembers Adkison’s new directive: “If Jonathan says something it’s as though I said it.” Unlike the TSR veterans on the rest of the team, Tweet had started his career by designing the indie roleplaying game Ars Magica and the experimental Over the Edge. As a member of the D&D team, he convinced the team to adopt some of the more daring changes in the new edition.

7. Make spell power consistent.

Spells of the same level suffer from wildly different power in game play. This means that each spell level includes a few powerful spells that see constant play and many weaker spells that are forgotten. Worse, spells like stoneflesh pose game balance problems.

As long as D&D adds spells, the game will fall short of making their power consistent. The 2024 version of the fifth-edition rules makes changes to nearly 200 spells from 2014. Some changes affect power levels by changing their damage or healing dice, by adding concentration, or even by substituting a different spell for an old name. The changes bring the power level of spells closer to other spells at the same level. Still, silvery barbs remains unchanged even though players widely regard it as broken. And the completely rewritten conjure minor elementals spell joins the list of broken spells often nerfed by house rules.

Related: How new changes created the 4 most annoying spells in Dungeons & Dragons and The 3 Most Annoying High-Level Spells in D&D

8. Shorten one-minute rounds.

Who besides Gary Gygax accepted minute-long rounds as plausible? I recently reread the second edition’s rationalization of why someone can accomplish so little in a minute, but found the explanation as silly as ever. While the length of time simulated by a round makes little difference on actual play, I still prefer some sense underlying the mechanics.

Original D&D specified that a 10-minute turn consisted of 10 combat rounds, making rounds one minute long. Nonetheless, the D&D Basic Set (1977) specified 10-second combat rounds. Editor J. Eric Holmes based the set’s shorter round on house rules like Warlock and The Perrin Conventions common among his circle of California gamers. The West Coast community tended to rely on combat experience earned in fights staged by the Society for Creative Anachronism. To them—and to most gamers—10 seconds seemed like a reasonable time for an exchange of blows. Meanwhile, Gygax stood loyal to D&D’s wargaming roots and favored the 1-minute rounds that let D&D fights mix with Chainmail miniature battles where armies of combatants needed minutes to mount attacks. In the AD&D Dungeon Master’s Guide, Gygax spends a quarter page defending 1-minute rounds against critics who argued that in a minute real archers could fire a dozen arrows and real fencers could score several hits. The second-edition Player’s Handbook dutifully spends four paragraphs justifying the 1-minute round by explaining how a character could easily need a full minute to drink a potion. So much for drinking a potion as a bonus action! When the third edition switched to 6-second rounds, few mourned the 1-minute round.

Wish granted.

Related: How D&D Got an Initiative System Rooted in California House Rules

9. Simplify experience.

Totaling experience shouldn’t require a spreadsheet. Why bother having exacting formulas for combat experience when non-combat experience remains largely up to the DM’s judgment? Newer games use extremely abstract experience systems because calculating experience adds no fun to a game.

Unlike the original D&D and AD&D rules, second edition avoids setting a standard experience point (XP) system for the game. Instead, the Dungeon Master’s Guide reads like a draft presenting two methods: Half the text suggests that DMs improvise awards based on how well players foster fun, show ingenuity, and achieve story goals. Half suggests DMs award XP for beating monsters. The book cautions against awarding XP for treasure. “Overuse of this option can increase the tendency to give out too much treasure.” In the end, the text offers little guidance. “The DM must learn everything he knows about experience points from running game sessions.” Obviously, when I griped about point totals that required a spreadsheet as if that were the only option, I forgot the current edition’s indecisive XP rules.

In practice, the best experience system matches the style of play that gamers want.

For games centered on looting dungeons, D&D’s original XP system worked brilliantly by rewarding players for claiming treasure and escaping the dungeon with as much as they could carry.

For games focused on stories that resemble an epic fantasy tale, awarding experience for overcoming obstacles works better. This builds on the essentials of storytelling where characters face obstacles to reach their goals. Most second-edition players chose to award XP for defeating monsters. This method based XP awards on the game’s most frequent and quantifiable obstacles, namely monsters, so the method avoided relying on arbitrary decisions. However, it fails to account for games without much combat or where smart players reach goals without a fight.

Fifth edition offers an XP system based on beating monsters while suggesting awards for overcoming non-combat challenges.

As a flexible alternative to grant XP for overcoming obstacles, DMs award XP to parties when the reach their goals—the Dungeon Master’s Guide calls these goals “milestones.” Many DMs skip the point totals by simply granting levels for meeting goals.

For gamers who stick to points, the totals still add up to thousands, high enough numbers to merit a spreadsheet. Those high numbers remain as a vestige of the original D&D game where one gold piece brought one experience point.

Related: XP Versus Milestone Advancement—At Least We Can All Agree That Awarding XP Just for Combat Is Terrible

10. Publish fewer rule books.

All the optional rule books make the second edition too sprawling, too heavy, too expensive, and too intimidating. Plus, if you use all the options, then you hardly play the same game.

Ever since TSR Hobbies learned that D&D fans would buy books of campaign lore and character options, the D&D team faced a temptation to publish too many D&D books. As sales sagged in the second-edition era, TSR tried to bolster revenue with more and more books. When the third edition’s sales boomed, Wizards of the Coast tried to capitalize by publishing more books.

But even the most eager gamers can only spend or play so much, so inevitably those additional books meet indifferent players and languish on store shelves. Rows of D&D books in game stores tend to intimidate potential new players who wonder how much they need to buy to start playing and how much they need to master to join existing players. The editions of popular roleplaying games typically end with game store shelves glutted with product. By fourth edition, the D&D team knew this pattern, but they still published hardcovers almost monthly.

Fifth edition stands as the first to stick to a slower release schedule that may avoid the risk of overwhelming fans with products. Until 2018, Wizards of the Coast only published three books a year. Still, the number of D&D hardcovers released annually has climbed to four, then five. Even as a D&D enthusiast, I no longer find time to play or even read every release. Count the wish as granted, but perhaps only through 2021 when five books a year started reaching stores.

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

11. Make healing spells consistent with the hit point concept.

I can accept the rational behind the gain in hit points a character receives with each level: A 10th-level fighter cannot actually survive 10 times more injury than he could at 1st level. Instead, his combat skills enable him minimize the damage from a stab that once would have run him through, so instead of a fatal wound, the 10th-level fighter suffers a minor cut.

Fine. But why does a cure light wounds spell have a negligible effect on the 10th-level fighter when the same spell can bring a 1st-level fighter from death’s door to perfect health?

I admit this issue is more of a peeve than a serious problem with the system, but a bit of consistency would make the rationale for hit point advancement much easier to accept.

Fourth edition granted this wish. In the fourth edition, rested characters gained a limited number of healing surges, and then healing magic let characters trade surges for healing. Because the number of points healed by a surge grew with a character’s hit point total, magic like healing potions cured wounds in the same proportion at every level. Fourth edition’s treatment of hit points and healing ranks as one of the edition’s best innovations, but it needed the edition’s hit point math to work, so fifth edition returned a scheme where a 1st-level cure light spell offers minimal healing to a high-level character.

Related: D&D’s Designers Can’t Decide Whether Characters Must Rest for Hit Points and Healing, but You Can Choose

D&D’s Biggest Controversies Ranked—4. Fourth Edition Sparks an Edition War and the Creation of the Pathfinder Roleplaying Game

While the Dungeons & Dragons team developed the game‘s fourth edition for a 2008 release, they faced problems from several directions. Corporate owners Hasbro brought a big corporate cost structure and return on investment expectations set by Magic the Gathering and Pokémon. As third edition sales sagged, the D&D team endured annual Christmas-season layoffs. World of Warcraft debuted in 2004 and experienced surging popularity. By 2008, the WoW community hit more than 11 million players. D&D fans saw fellow players switch their attention to the online game and disappear from tabletop games.

To compete, D&D needed a big advance—a new edition that didn’t just improve the game but an edition capable of winning Warcraft players by matching some of what drew players to online games. “As far as I know, fourth edition was the first set of rules to look to videogames for inspiration,” D&D designer Mike Mearls said. “I wasn’t involved in the initial design meetings for the game, but I believe that MMOs played a role in how the game was shaped. I think there was a feeling that D&D needed to move into the MMO space as quickly as possible.”

So, the new edition focused on the elements that might appeal to fans of online fantasy games. Mearls recalled that the team felt that “building a player character was the real thing that drove people to play the games. You wanted to choose your feats, your prestige classes and whatnot.” Lead designer Rob Heinsoo sought to give the game an irresistible hook that tied the game together and compelled gamers to play. “The solution James Wyatt, Andy Collins, and I were excited about was to give every PC an ongoing series of choices of interesting powers. Most every time you gain a level you select a new power or a feat. Every combat round you have an interesting choice of which power or powers to use.”

The game didn’t just need to be fun to play. It needed to be easy to run online. Casual DMs could simply buy an adventure, read the boxed text, and then run a sequence of skill challenges and combat encounters. In a skill challenge, the DM just had to decide if a skill helped the players—but only when the challenge’s description neglected to list a skill in advance. Ideally, Players could drop into the virtual tabletop at any hour, join any available DM, and feel confident that a stranger could deliver a fun experience. A thriving virtual table would let players join a game 24/7, just like Warcraft. And all those players would pay monthly, just like Warcraft.

Despite the lofty goals, the new edition divided D&D’s existing players and failed to win a generation of new fans.

While the D&D team readied their game for release, magazine and D&D adventure publisher Paizo planned their response. They sent future Pathfinder designer Jason Bulmahn to a convention that offered gamers and chance to preview the new edition. Paizo founder Lisa Stevens recalled, “We had trepidations about many of the changes we were hearing about. Jason’s report confirmed our fears—4th Edition didn’t look like the system we wanted to make products for.” She led her company to create Pathfinder, a game that boasted compatibility with the existing, third edition of D&D.

For gamers who shared the Paizo team’s distaste for the direction of fourth edition, Pathfinder offered an obvious alternative. And plenty of gamers chose the alternative. By 2010, rumors circulated that Pathfinder outsold D&D. The rumors proved false, but Pathfinder seemed to dominate many conventions and game stores. At Gen Con, its players filled the massive Sagamore Ballroom that had once hosted D&D play. Meanwhile, D&D players became exiles in a much smaller space.

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

From the D&D designers’ perspective, the market’s rejection of fourth edition stemmed from two causes: The game dared to change too much at once and suffered from a lack of design time.

The designers came to regret changing so much so fast. Steve Winter, a designer since D&D’s 2nd edition, wrote, “Fourth Edition was a glorious experiment that succeeded technically. Unfortunately, its breaks from the past were too severe for many fans, who didn’t pick up the new banner.” Rob Heinsoo wrote, “Knowing what I know now, I might have worked for smaller changes in the world, since shifting both the world and the mechanics at the same time proved difficult for some of the D&D faithful to swallow.”

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

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

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

For the full story, see The Threat that Nearly Killed Dungeons & Dragons—Twice.

Next: Number 3.

Whether You Call Them Rumors, Secrets, Clues, Hooks, or Leads, These Nuggets of Information Power Adventures and Campaigns

As soon as roleplaying game adventures left the dungeon, games needed rumors.

Traveller (1977) included rumors in the game’s encounter tables, and then developed rumors as a tool for game masters in its first adventure, The Kinunir (1979). “The term Rumor actually applies to a wide variety of information, including such concepts as leads, clues, and hints. Rumors have three basic purposes: to direct characters toward profitable endeavor, to misdirect them away from such endeavor, and to assist them after they have established a goal for themselves.” Without dungeons to structure play, Traveller designer Marc Miller pioneered new ways to drive adventures; Dungeons & Dragons took years to catch up. (See Why Dungeons & Dragons (and Role Playing) Took Years to Leave the Dungeon.)

In roleplaying adventures and campaigns, rumors and similar bits of information prove so useful that they earn several names. When rumors show a “profitable endeavor,” we call them hooks. When they point players closer to a goal, we call them clues or leads. And when they reveal unknown lore or uncover some of a villain’s covert plan, we call them secrets. “Secrets and clues are the anchors of our games,” writes Mike “Sly Flourish” Shea. “They’re a simple way to build out an adventure, create meaning and story for the players, and connect people, places, and things. Secrets and clues are the connective tissue of an adventure—and, more often than not, a whole campaign”

The term “rumor” suggests gossip from the local tavern (or Traveller’s Aid Society hostel), but bits of useful lore can come from endless sources: from the wags at the inn to dungeon frescoes, a captured letter, or a footprint in the snow. Often, I plan ways for characters to discover clues and accept that a party might miss some discoveries. Other times I take a looser approach advocated by Mike Shea. He prepares for each game by listing 10 secrets or clues that the session could reveal, and then improvises ways for players to discover some of these secrets. Some of his secrets reveal the game world, but others serve as leads for players.

Hooks

Most adventures start with a hook that (1) entices the characters to follow some goal and (2) reveals ways to reach that goal. If a hook lacks any clues the characters can follow to the goal, then the hook fails.

A good adventure hook appeals to both the party’s rogues and paladins. More than popular classes, rogues and paladins represent two ways players often imagine their characters’ outlooks. Steve Winter, a Dungeons & Dragons designer since second edition, writes, “Hooks aren’t about characters; they’re about players.” Rogues and paladins make popular character perspectives because they bring players escapes from either the restrictions or the unfairness of modern life.

In our world, we often feel bound by rules and obligations. Playing a rogue who’s free from ethical burdens and who boasts the power to ignore rules feels exhilarating. Much of the vicarious joy of playing a rogue comes from gaining wealth. Certainly, most players of rogue types would say their character is in it for the money.

In our world, we see misdeeds rewarded, good people suffer, and too often we feel helpless to act. Playing a paladin with the strength to punish wrongdoers, help the deserving, and right wrongs feels rejuvenating. Paladins seek chances to act heroic.

Hooks that only appeal to one type can leave other characters just following along because their players came to play D&D, so a good hook offers both a chance to help the deserving and to gain treasure.

The very best hooks also engage players by including a mysterious, third ingredient, which I will reveal later in this post.

Leads

Leads give players a sense of direction. They lure players through an arc that, looking back, will resemble a plot. In a sandbox campaign, leads can guide characters to the locations that both offer profits and offer fun challenges.

Blogger and game designer Justin Alexander has a rule for giving leads:

For any conclusion you want the PCs to make, include at least three clues.

“Why three? Because the PCs will probably miss the first; ignore the second; and misinterpret the third before making some incredible leap of logic that gets them where you wanted them to go all along.”

By Justin’s three-clue rule, every step in the scenario needs three clues that lead to another step. The surplus clues make the scenario robust. In game, players never wind up so clueless that they lack direction. In life, they’re on their own.

The clues can lead in different directions. Such diversity gives options, breaks linear adventures, and sometimes creates tough choices for players. To keep plots outside the dungeon moving, clues are the engine.

Beyond Hooks and Leads

Hooks and leads spur characters to act, but not every revelation should invite action. Enigmas engage players by teasing them with the unexplained, motivate them to seek new discoveries in the game world, and then reward them with the satisfaction of learning answers. They keep everyone playing, even if everyone feels certain the heroes will win in the end.

The most tantalizing secrets make players ask themselves, “How can this be so?” Call these enigmas.

  • Why have drinks served at the inn suddenly started sliding to the floor?
  • Why does a humble commoner’s name appear listed among the names of adventurers sought by a githyanki raiders?
  • Who ransacked a party member’s room and why did they ignore everything of value?

All these questions inspire curiosity because they need more explanation to reveal the satisfying order that we crave. Filmmaker J.J. Abrams calls enigmas mystery boxes and he champions them as a way to grab an audience’s attention by creating something mysterious, and then withholding an explanation. Mystery boxes sustained television shows such as Twin Peaks and Abrams’ production Lost. Both shows kept viewers tuning in by spawning unexplained events that teased curiosity. The puzzles propelled the shows for years, even though neither shows’ writers proved interested in delivering satisfying answers.

Those writers understood that a mystery box loses its power to captivate the moment an audience learns its secret. But the most pleasing secrets reward players by revealing the explanation to an enigma, giving a satisfying sense of order. So, when characters discover the newly dug tunnels under the town that caused the inn to tilt, the players gain the satisfaction of an answer and become confident that chasing other mysteries will lead to rewarding revelations. Relish the moments when players learn the answer that explains an enigma, and then dream up more teasers.

The absolute best hooks create enigmas that captivate characters and promise satisfying answers. Why did a child hand the party a note that includes his confession to a terrible crime?

Where do Enigmas and Clues Come From?

The best source of enigmas and clues come from the villains in your games and from the signs that show their evil plots advancing toward some goal.

Every villain must have a goal. For bad guys, the usual aims include wealth, vengeance, and ultimate power. To reach that goal, every villain needs a plan. In D&D, villains make plans to conquer kingdoms, bring worshipers to dark gods, and so on. Those plans shape the adventures of the heroes who aim to thwart evil and take evil’s loot.

In a typical D&D game, players must learn of the villain’s plans from rumors of disappearances, clues like the list captured from githyanki, enigmas like the suddenly spilling drinks, and so on. “One of the key components to creating tension is the slow burn,” Courtney Kraft of Geek and Sundry writes. “Don’t show your villain fully right from the start. Perhaps there are mysterious things happening around your heroes. The mystery is fun, so take your time.”

As your villains work their plans, ask how the plan will show in the world around the characters. Give the players enough leads to give them direction, but also create enigmas that tease the players without offering all the answers.

Such enigmas and clues foreshadow coming events, making the game world seem active and giving players a sample of where the game could go next, while keeping the players seeking answers. These hints show movement beyond the party’s view and give a sense of the larger world. When you’re ready for players to act, they become leads or hooks.

Related: Dungeon Masters, Instead of Plots, Prepare Secrets, Clues, and Leads

Event-driven D&D Adventures Aren’t About Events; They’re About Villains

The D&D Adventures That Stumble by Missing the Hook

How the Flawed Hooks in Descent Into Avernus Might Make D&D Players Feel Railroaded

The Twisting Tale of Skills in D&D

Modern Dungeons & Dragons includes both skills and character classes, but in the early days of the roleplaying hobby, gamers often saw skills and classes as incompatible. Some gamers touted skills as the innovation that freed roleplaying games from character classes. Three years after D&D reached hobby shops, new games like Traveller and RuneQuest eliminated classes in favor of skill systems. Advertisements for RuneQuest in The Dragon trumpeted, “No Artificial Character Classes!!” Such games eliminated the unrealistic class restrictions that prevented, say, a fighter from learning to climb walls or from mastering a spell. “Mages can wear armor and use blades.” The ad credits RuneQuest to designer “Steve Perrin and friends.” Remember that name, because Perrin returns to this tale later.

1978 Chaosium ad featuring RuneQuest

1978 Chaosium ad featuring RuneQuest

D&D co-creator Gary Gygax favored classes because they resonated with the fantasy archetypes everyone knew. He warned, “If characters are not kept distinct, they will soon merge into one super-character.” He had a point. Skill-based games gave every character the ability to improve the same common adventuring skills, leading to a certain sameness among adventurers.

Classes let characters make distinct contributions to a group’s success. In a 1984 interview in DRACHE magazine, Gygax said, “The D&D game is based on the theory that there is so much to know and to do that nobody can do everything on his own. The team aspect is important. Each player has to use his strengths at the right place. Otherwise, the group won´t be able to survive.”

As long as Gygax controlled D&D’s development, he kept skills out of the game. His Unearthed Arcana (1985) added weapon proficiencies as a sort of weapon skill, but their narrow scope kept the sharp lines between classes.

Still, TSR designer Dave “Zeb” Cook saw a need for character development beyond class. “One of the things dreadfully lacking from Advanced Dungeons & Dragons was any sense that your character had a real life beyond class skills.” When Cook wrote Oriental Adventures (1985), he brought a taste of skills to D&D in non-weapon proficiencies—skills without the name. These new proficiencies never overlapped with class abilities. Characters gained skills such as calligraphy, etiquette, animal handling, and bowyer. Non-weapon proficiencies “gave players a way to create a more culturally-informed background for their character.”

Checks finally reached AD&D in the Dungeoneer’s Survival Guide (1986). Although this book’s title suggests a focus on player strategy, this guide brought key rules innovations to AD&D. Here, the non-weapon proficiencies from Oriental Adventures became options in the primary game. When players used non-weapon proficiencies, they made proficiency checks to determine the outcome. These checks filled the place of ability checks. The new system of featured all the ingredients of a modern skill system, although class features still covered most of the actions characters attempted during an adventure, so thieves still rolled on their private tables to climb walls and move silently.

In a convention appearance, Dave “Zeb” Cook and fellow designer Steve Winter talked about how these first-edition books led to a second edition. “Oriental Adventures was the big tipping point because Zeb Cook put a lot of really cool stuff in OA,” Winter said. “We felt like, wow it would be great if this was actually part of the core game, but it’s not.”

“Because of the way we had to treat those books, you couldn’t actually consider them canon when you were writing product or doing modules,” Cook explained. “You always had to assume that players only had the Dungeon Master’s Guide and the Player’s Handbook.”

Even after Gygax left TSR in 1985, designers like Cook and Winter lacked the clout to make sweeping changes to the company’s flagship game. TSR management insisted that second edition AD&D remain broadly compatible with the original. The Player’s Handbook (1989) included non-weapon proficiencies as an optional rule. Ability checks entered the core game, but languished in the glossary. Nonetheless, these additions inched AD&D closer to matching the ability checks and skills in other role-playing games.

But TSR sold two D&D games, an advanced version that got more scrutiny from management, and a basic version that offered more freedom to designers. By 1988, RuneQuest designer and freelancer Steve Perrin was gaining assignments writing D&D supplements. His GAZ5 The Elves of Alfheim (1988) for the D&D campaign setting of the Known World introduced skills by name to the game. “Due to their background, elves have a variety of skills that are neither shown in the rule books, nor related directly to combat, thieving, or magic. These are optional additions to your D&D campaign.” RuneQuest’s designer put more cracks in the wall between skills and D&D’s classes.

A year later, GAZ11 The Republic of Darokin (1989) by Scott Haring expanded this skill system beyond elves.

“Each skill is based on one of the character’s Abilities (Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma). When a circumstance arises in which the DM feels the use of a character’s skill is needed, he asks the player to roll a d20 against his current score with the Ability. If the result of the d20 roll is less than or equal to the Ability, the skill use succeeds. A roll of 20 always fails, no matter how high the chance for success.”

The gazetteer listed skills from advocacy and animal training to woodworking, but the options still kept away from the class specialties of combat, thieving, and magic.

In 1991, the Dungeon & Dragons Rules Cyclopedia gathered all the rules from the basic line into a single hardcover that included the skill system. Meanwhile, AD&D would spend another decade forcing players to say “non-weapon proficiency” in place of “skill.”

For D&D’s third edition in 2000, the designers finally gained permission to correct old drawbacks. “We knew we wanted to make a more robust set of skills,” designer Monte Cook said in an interview. “You had thieves‘ skills, which were different and they worked completely differently, because they were percentage based. So we wanted to marry all of that together.” Like RuneQuest and virtually every other contemporary roleplaying game, the new edition would adopt a single, core mechanic to resolve actions. Players made checks by rolling a d20, adding modifiers, and comparing the result against a difficulty class number. Skills now offered bonuses to these checks.

The older D&D skill system and AD&D proficiency checks had created in impression that the third-edition designers worked to avoid. In both systems, skills seemed like a requirement to attempt many tasks, so characters needed gemcutting skill to even attempt a radiant cut. That adds up. On the other hand, surely anyone could attempt bargaining and gambling, yet D&D’s original skill checks only applied to characters with a skill.

D&D’s new d20 core mechanic meant that skills expanded to include actions characters actually did in the game. For instance, rogues got skills rather than a private table listing their chance of hiding and picking pockets. “D&D was still a class based game, but the idea that you were not a thief, so you can’t climb and you can never climb, didn’t really hold a lot of water.” The system allowed any character to attempt to hide and climb. Unskilled characters just suffered worse odds of success. Good luck with the gemcutting.

By fourth edition the games designers worked hard to reach Gary Gygax’s ideal of teamwork—but only during combat. On the battlefield, each character class served a distinct role like striker and defender. For tasks outside combat, the designers contrived a skill challenge system aimed at ensuring that every character gained an equal chance to contribute.

During fifth edition’s design, the D&D designers planned to sideline skills in favor of simple ability checks. “We’re making skills completely optional,” lead designer Mike Mearls wrote. “They are a rules module that combines the 3E and 4E systems that DMs can integrate into their game if they so desire.”

But playtesters liked the depth that skills gave characters. Also finessing the game’s math so it played equally well with or without skill bonuses doubtless proved troublesome. So skills stayed part of the D&D core. The designers still chose to rename skill checks as ability checks. This further avoids from the implication that characters need a skill to attempt certain tasks. Without formal skill challenges, fifth edition allows characters with particular skills to shine more as individuals who bring special talents to contribute to the team.

And in the end, no one had to say or type “non-weapon proficiency” ever again (unless they tell this story).

5 Roleplaying Products That Shaped How I Play Dungeons & Dragons 1978-2000

Tomb of Horrors (1978)

In the early days, I enjoyed plenty of time to create my own adventures, so I had little interest in playing the published ones. But I still drew inspiration from them. Nothing inspired like Tomb of Horrors.

tomb-of-horrors-1e-coverBefore the tomb, dungeons tended to lack personality. Dungeon masters followed the examples in the rule books, serving players bland tunnels, square rooms, and monsters waiting to be killed.

The tomb overflowed with the personality of its fictional creator and its real-world author. Gary Gygax admits to “chuckling evilly” as he developed the tomb. His wicked fancy suffuses the dungeon. The tomb brought a menace unmatched by other dungeons. Its legend still draws players, despite its reputation for dead characters and tedious play.

The best part of the adventure might be the keyed illustrations that revealed its locations. The illustrations transported me into the tomb and tantalized me with potential clues to its the mysteries. I think writers sometimes avoid locations that demand long and unwieldy explanations, so adventurers encounter too many conventional 10’x10’ rooms with a pile of debris in the corner. With the tomb, Gary and his artists loosed their imaginations, and the place came to life. See Picturing the dungeon – keyed illustrations.

For more, see Tomb of Horrors tests patience, but still ranks as Dungeons & Dragons’ best villain.

Queen of the Demonweb Pits (1980)

You can fault some details in Queen of the Demonweb Pits, but not its big ideas. This adventure took the scope of Dungeons & Dragons and blew it wide open.

Q1 Queen of the Demonweb Pits CoverStart with the Demonweb, a web of pathways floating through impenetrable fog. The material of the path moves slightly. “Close examination will reveal faces, twisted and tortured, pressed against some invisible barrier, silently mouthing screams and howls.” These are the lost souls of the Abyss. Along the path, unsupported doors open into extradimensional spaces. At first, these doors lead to Lolth’s creatures. On the last level of the web, the doors open on alternate material planes that she targets for attack or other schemes. In unlocking these planes, the adventure made the world of Greyhawk and its kin seem like specks floating an a sea of creation.

Once players leave the web, they find Lolth’s stronghold, a colossal, steam-powered spider that walks across an alien desert. Many players disliked the spider-ship for its collision of fantasy and steampunk, but I loved it. A diet of Michael Moorcock books and Arduin had already shattered my reservations about mixing such elements. The spider-ship seemed like a fitting creation for a goddess whose power spanned a multiverse. The ship’s inscrutable purpose and destination suited her chaos.

Lolth’s spider-ship, the Demonweb, and its portals suggested a D&D game with a scope that felt breathtaking.

For more, see How Queen of the Demonweb Pits opened Dungeons & Dragons to the multiverse

Escape from Astigars Lair (1980)

In 1980, Judges Guild published Escape from Astigar’s Lair, a slim module that sold for just $2. The adventure so charmed me that after I ran it, I created a similar challenge of my own to unleash on players.

Escape From Astigar's LairThe action starts when the wizard Egad dons a cursed helm and becomes possessed by the evil spirit of the mighty Astigar. Players take the roles of the druid Danier and the ranger Therain, who begin shackled to a wall in Astigar’s dungeon complex. The escape encourages shrewd problem solving. How can you cross a chamber swarming with flying lizards as voracious as piranha? How can you force Egad to remove the cursed helm? The obstacles in the lair inspired challenges that I would add to my own game.

I loved how Escape from Astigar’s Lair showed that combining oddball powers with ingenuity could prove more fun than blasting away.

For more, see Little-known D&D classics: Escape from Astigar’s Lair.

Fez (1980-1985)

In 1981, my buddies and I, at our first Gen Con, stumbled into the Fez tournament and had a blast, more fun than we had in that year’s AD&D Open. For several years, even as our interests wandered from AD&D to other role-playing games, Fez remained the Gen Con event we most eagerly anticipated.FezI The Wizard’s Vale was originally printed as Fez I Valley of Trees

In this blog, I’ve shown how a reliance of skill checks tends to encourage players to focus on their character stats and to take focus from the game world. When a skill check solves any problem in the game world, the details of the problem become unimportant.

When I played Fez, little seemed to demand a roll. Behind the dungeon master’s screen, Fez was a D&D game complete with AC and HP. From my perspective, Fez factored rules out of the game, making immersion the game world all important. Normally, I would not want to play battles without character stats, but in Fez, the objective seemed to be to avoid fights.

Fez featured a play style different from the typical D&D game, and it blew my impressionable mind.

For more, see Little-known D&D classics: Fez.

Dungeons & Dragons third edition (2000)

Game historian Shannon Appelcline calls D&D’s original design chaotic modeling, with inconsistent game systems handling different parts of the game world. So Strength has a range of 3-17, and then 18/01 to 18/00, while other attributes range from 3-18. Thieves roll under a percentage to gain success, attackers try to roll high on a d20, and (in some versions) ability checks require a d20 roll under an ability score. “The fact that the game couldn’t even keep its core range straight (was it yards or feet?) says a lot.”

3E edition launch shirtIn Thirty Years of Adventure: A Celebration of Dungeons & Dragons, Steve Winter wrote, “By 1987, the science and/or art of roleplaying game design had progressed significantly since AD&D’s first appearance. Games such as Runequest, The Fantasy Trip, Chivalry & Sorcery, Paranoia, Pendragon, Warhammer Fantasy, Star Wars, Call of Cthulhu, and many others showed that there were innumerable ways to build a quality, innovative RPG.”

Second edition designers Steve Winter and David “Zeb” Cook did their best to sort out D&D’s “ugly little systems that didn’t integrate with each other,” but the system’s core remained mired in the RPG stone age. In a D&D podcast episode examining the second edition, Steve Winter said, “There were all kinds of changes that we would have made if we had been given a free hand to make them—an awful lot of what ultimately happened in third edition. We heard so many times, ‘Why did you keep armor classes going down instead of going up?’ People somehow thought that that idea had never occurred to us. We had tons of ideas that we would have loved to do, but we still had a fairly narrow mandate that whatever was in print should still be largely compatible with second edition.” So D&D held to chaotic modeling.

In 1997, Wizards of the Coast took over TSR and new head Peter Adkison set the direction for a new edition of D&D. In Thirty Years of Adventure, he wrote, “After twenty-five years D&D was due for a major overhaul, but that the changes to the game should make the games rules more consistent, more elegant, and support more possibilities for different styles of play.” Adkison gave lead-designer Jonathan Tweet and the rest of his team the freedom to bring 25 years of innovation into D&D. The centerpiece of the revamp came in the form of the d20 core mechanic that became the name of the game’s foundation.

Future_of_D+DIn addition to the chaotic rules, D&D’s characters suffered from limitations Gary had created either for game balance or just to make humans the dominant race. “My biggest beef with the older rules were the consistent limitations on what characters could become,” Adkison wrote. “Why couldn’t dwarves be clerics. Why could wizards of some classes only advance to some pre-determined level limit? Why couldn’t intelligent monster races like orcs and ogres pick up character classes? In my mind these restrictions had no place in a rules set but should be restrictions established (if at all) at the campaign-setting level.”

I shared Peter Adkison’s beefs. When Wizards of the Coast made their big announcement leading to the third edition, they produced a shirt giving a taste of the barriers that the new edition shattered. For me, this shirt showed how third edition would embrace 30 years of role-playing game design ideas, and how it swept away senseless limitations. After years often away from D&D, mostly playing other games, third edition welcomed me back.

Related: 1977–1978

The D&D Adventures That Stumble by Missing the Hook

Every adventure starts with a hook that (1) entices the characters to follow some goal and (2) reveals ways to reach that goal.

Appealing to rogues, paladins, and players

A good adventure hook appeals to both the party’s rogues and paladins. More than popular classes, rogues and paladins represent two ways players often imagine their characters’ outlooks. Steve Winter, a Dungeons & Dragons designer since second edition, writes, “Hooks aren’t about characters; they’re about players.”

Rogues and paladins make popular character perspectives because they bring escapes from either the restrictions or the unfairness of modern life.

In our world, we often feel bound by rules and obligations. Playing a rogue who’s free from ethical burdens and who boasts the power to ignore rules feels exhilarating. Much of the vicarious joy of playing a rogue comes from gaining wealth. Certainly most players of rogue types would say their character is in it for the money.

In our world, we see misdeeds rewarded, good people suffer, and too often we feel helpless to act. Playing a paladin with the strength to punish wrongdoers, help the deserving, and right wrongs feels rejuvenating. Paladins seek chances to act heroic.

Hooks that only appeal to one type can leave other characters just following along because their players came to play D&D. For example, Waterdeep: Dungeon of the Mad Mage presents a megadungeon similar to those that D&D co-creators Dave Arneson and Gary Gygax imagined for their first campaigns. But when I ran it, the paladin types kept wondering why they bothered with Undermountain. A mere search for fortune failed to motivate them; they wanted to become heroes. As the delve continued, I sought ways to add heroic missions.

Vicarious wealth and glory make a solid appeal to players, but curiosity can grab players emotions even more. Most D&D games tease a little curiosity with questions like, “What waits under Skull Mountain.” Especially compelling hooks make players ask, “How can this be so?” Television shows like Lost build mysteries that hook viewers who crave explanations.

Missing the hook

Some adventures risk only hooking one character type. Hoard of the Dragon Queen starts with the characters nearing a town under attack by a dragon and an army—foes that add up to near certain death to a 1st-level character. The adventure depends on new characters charging into the town, so it demands heroes willing to ignore impossible odds to do good. If everyone makes a paladin type, the start works. Of course, the rogues and the sensible characters probably tag along because their players came to play D&D, but their players feel the dissonance of making their characters do things they really wouldn’t. A broader hook might add rumors of a wagon load of treasure in the town. Movies like Kelly’s Heroes (1970) and Three Kings (1999) work from a premise like this.

Alternately, the characters could start the campaign knowing they must play do-gooders. Hoard includes an appendix listing character backgrounds that bring them into the adventure. D&D blogger Merric Blackman writes, “Ultimately the Tyranny of Dragons storyline is a heroic one. The characters get into it because they’re heroes.”

Even adventures that start with an appeal to every character can run short of interest for one type, usually the rogues.

An adventure like Baldur’s Gate: Descent Into Avernus can switch goals. At the start, the characters just aim to thwart some evil cultists. The opening hook brings both a payment that appeals to the rogues and a chance to smite evil for the paladins, so it works for both character types. Later though, the adventure asks players to send their characters to hell. The paladins might volunteer, but any sensible rogue would say, “I’m out.”

Nonetheless, the rogue players want to play D&D, so their characters dutifully tag along. Perhaps the expert role players invent a new goal that fits their character. Maybe they go for the sake of their friendship with the team. Maybe, like Han Solo, they go because they discover an unfamiliar desire to do the right thing. Perhaps the player does a bit of improvised world building by imagining a legend of treasure in Avernus. Most likely, the rogues just ignore the dissonance of having to do something their characters wouldn’t.

As the goals of an adventure change, the hooks still need to appeal to the entire party.

None of these missed hooks make the adventures I cited bad. I rate Dungeon of the Mad Mage as the best megadungeon to ever appear in print. Merric ranks Tyranny of Dragons as fifth edition’s best hardcover adventure. DMs grow accustomed to tinkering with hooks—many would consider such adjustments mandatory. After all, every adventure deserves a strong start.

Next: The D&D adventures that falter by letting the hooks stop in the first scene.

The 10 Greatest Dungeons & Dragons Adventures Since 1985

This list of the 10 greatest Dungeons & Dragons adventures since 1985, draws from ratings, reviews, and appraisals from D&D fans, and then uses my completely unscientific aggregation of opinions to rank the 10 entries. The list only includes adventures printed as stand-alone titles under the D&D or Advanced Dungeons & Dragons brands. For more on why I chose to rank adventures published after 1985, see Why Did So Many Classic Adventures Come From 7 Years of D&D’s 45-Year History?

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

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

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

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

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

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

4. Curse of Strahd
Curse of Strahd (2016) is a fifth-edition Dungeons & Dragons adventure for levels 1-10 by Chris Perkins with Adam Lee, Richard Whitters, and Jeremy Crawford. Curse of Strahd captures everything great about I6 Ravenloft and expands it into a full campaign. While Ravenloft mainly stayed in a castle, Curse of Strahd gives players the freedom to roam the cursed land of Barovia. Although Curse of Strahd features a strong design, the vampire Strahd and the fearful gloom of his domain make the adventure’s best parts. See the full review.

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

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

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

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

Tomb of Annihilation (2017) is a fifth-edition Dungeons & Dragons adventure by Chris Perkins, Will Doyle, and Steve Winter for levels 1-11.

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

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

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

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

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

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

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

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

Next: Number 8.

Start at 10

Why Dungeon & Dragons Dropped Assassins and Renamed Thieves

I ran evil-themed D&D campaign once, but only because Wizards of the Coast cornered me. They released Menzoberranzan City of Intrigue and promoted the book with the Council of Spiders season of Dungeons & Dragons Encounters. Fourth edition’s Encounters program hosted drop-in games at local game stores. This season made the players evil drow and fostered backstabbing and intrigue. As an Encounters dungeon master, I questioned the wisdom of the theme, especially in a program geared for new and returning players. Still, I dutifully ran the campaign as intended.

My concerns proved valid. Two of the regulars at my table seemed uncomfortable with the evil theme, and one player, call him Benedict, embraced the spirit of the treachery too well.

Lloth and Drow at Gen Con

Lloth and Drow at Gen Con

In the final encounter, Benedict joined the season’s villain and killed the rest of the party. “It’s not personal. I’m just playing my character,” he apologized. Over the years, when someone excuses their character’s actions with “I’m just playing my character,” I’d grown to expect trouble. This time, two regular players from my table never came to encounters again. Maybe they had other obligations, but I suspect the unsatisfactory season contributed to them moving on.

I cannot blame Benedict. Like him, I started in the early years of the hobby, an era that celebrated a character’s ability to attempt any action, and where simulation dominated role playing. How better to simulate an imaginary world than to portray characters of all stripes? By this early ethos, total immersion in character trumped everything. If you failed to play your character to the hilt, then you did the game a disservice. Any game master who interfered with a player’s freedom of action was guilty of an abuse of power. If players’ actions defied their alignments, penalties might be in order, but if not, anything goes.

And the Council of Spiders Encounters season encouraged treachery.

Even so, I should have discouraged Benedict’s betrayal. Some players relish in-party conflict, but unless everyone at the table welcomes such conflict, in-party feuding just encourages hard feelings and lost friends. Folks who welcome treachery should play Paranoia, a game invented for the play style.

Before second edition, D&D promoted classes that fostered party conflict. With thieves and assassins, the trouble begins with class names that encourage bad behavior. What sort of thief fails to steal, and who presents richer targets than the rest of the party? What sort of assassin fails to murder?

As soon as thieves and assassins reached playtesting in 1974, the Greyhawk campaign run by D&D’s co-creator Gary Gygax saw trouble. On the EN World forums Gary reminisced, “One or two assassin PCs were played, but the party was always chary about them. Minor pilfering of party treasure was tolerated but having a PC offed by an assassin was most annoying. That happened once, maybe twice, with the offending PC then leaving the game, the player returning as a different character.”

Even as late as 1985’s Unearthed Arcana, the original barbarian class provoked trouble: “Barbarians in general detest magic and those who use it,” Gary wrote. “They will often seek to destroy magic items, and if successful, they receive an experience point award as if they possessed the destroyed items.” What could possibly go wrong?

The designers of D&D’s second edition started moving away from classes with names that encouraged trouble. In a podcast recalling second edition’s design, Steve Winter says, “The assassin went away because we had seen through letters from customers and talking to people so many cases of assassins ruining campaigns. People who played assassins felt like that was carte blanche to murder their fellow player characters. We got all the time letters from people asking what do I do with this player? He wants to play an assassin, but he keeps assassinating the other PCs.”

In a Dragon magazine issue 118 article outlining changes coming in second-edition Advanced Dungeons & Dragons, designer David “Zeb” Cook writes, “The assassin is a goner—virtually guaranteed. It is highly unlikely that any amount of appeal will save his neck. He is disruptive to party harmony and, more importantly, presents the wrong image about AD&D games.”

The thief also inspired in-party conflicts. Steve explains, “When you’re sitting around the table and the thief player is getting a little bored, and there is another PC standing right in front of him… I can’t count the times that I was at the table and somebody was like, ‘I’m going to pick his pocket.’ And right away everyone is like, ‘Oh don’t, please don’t,’ because everyone knows it’s just going to cause problems within the party.”

“He’s a thief! He steals from everyone and ruins friendships,” Zeb wrote. But thieves reflected better on AD&D than assassins and offered a more popular archetype, so Zeb defended the class. “This is more a problem of how the player is using the thief, not the class itself.”

Nonetheless, the class name inspired thieving. Second edition started a rebranding by making thieves a type of rogue. The Player’s Handbook explains, “The character classes are divided into four groups according to general occupation: Warrior, Wizard, Priest and Rogue.” By third edition, “rogue” permanently replaced “thief” as a class name.

Related: The Thief’s Strange Trip from Non-Combatant to Battlefield Domination

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Why Fourth Edition Never Saved Dungeons & Dragons

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

“That’s the goal, and I think we’re heading there.”

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

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

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

What had gone so wrong?

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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