Retrospective on D&D 4e, part 2

Having examined lessons learned from running a lengthy 4e campaign in the previous post, today I will take a look back at this very blog. Over the years I’ve used it to consider the problems raised and ideas inspired by my game, and try and find solutions for them. That, and lots of theoretical blathering. […]

Retrospective on D&D 4e, part 1

Having completed my 140-session D&D 4e campaign (I know, I know, I’ve mentioned this last time; I’m still proud, shut up), what have I learned? While I’m done with the system, perhaps you aren’t. So let me be your guide. We’ll take a look at 4e itself in this post, and then at the ideas […]

Odds & Ends

I’ve done it. I’ve finished my long-running 4e campaign. 140 or so gaming sessions, 3.5 years. I feel I’ve squeezed every last drop out of the system, done everything I could have with it. I won’t be GMing it anymore, which means I won’t be writing about it anymore. That is, after I make a […]

Psychodrama on the battlemat

Reviewing DramaSystem and analyzing how it handles inner character conflict got me thinking of how I’ve handled this in my 4e campaign. The fact of the matter is, 4e and D&D in general offer little to no support for creating drama. They provide rules for actions, but how character motivations inform those actions, and how in turn […]

A Fistful of Gold Pieces

Come in son, take a seat. Lets talk about money. “Money” is an incredibly complex idea, one that permeates our society and influences many aspects of our life. Its roles are many, its mechanics are arcane, its biases are poorly understood by most of us. Generally, we accept that the more of it you have the better, […]

Inconsequential Combat

A while back I wrote a post on the inconsequential nature of most fights in D&D. Summarizing (and by all means, do read it, it’s probably the best post I have here), combat is inconsequential because its purpose is resource ablation. Originating in the dungeon crawling roots of D&D, this default approach allows the party […]

Dragon Tipping

This idea was brought on by recent discussions of save-or-die, as well as omnipresent lamentation of the way solo monsters get brought down by status effects in 4e, and finally something I have touched upon in a past post: intuitively, it should be harder to trip a dragon than it is to trip a goblin. But […]


Following is a substantial mod of 4e, an attempt to cut away many of its unnecessary complications by getting rid of legacy elements and any attempts at simulation. Pure gamism & narrativism. No Red Queen’s races, no sacred cows. At the same time, the goal was to keep most of the original material viable and […]

Marvelous initiative

New Marvel RPG came out a few days ago to general praise of various roleplaying blogs. I haven’t read it yet, though it’s quickly making its way to the top of the “to play” list. In the  meantime, this post caught my attention. It describes the way initiative works in MRPG (is that the official […]

Patient Two

In the previous part, after months of preparation the party had delivered their oldest enemy, the lord of madness called Patient One, to the one place where it could be destroyed. They ventured down into its prison, dragged it out of hiding and watched it burn. Just as it looked like it was about to […]