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 […]

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, […]

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 […]

Tactful tactics

The old dungeon crawl philosophy of going from room to room, kicking down doors and dealing with whatever’s inside one encounter at a time is very prevalent in the design of 4e. In some ways, it is even more pronounced. Whereas in older editions, to successfully overcome a particular encounter you might have needed something […]

Practical Applications of Power

This is a follow-up on the previous theoretical post, in which I claim the link between character’s power and character’s level is much weaker than we imagine, especially in 4e. If you disagree with the idea, I’ll be happy to discuss it in that post. Here I’ll offer one possible model for explicitly separating these […]

I kick sand in his face!

In the previous post I’ve discussed a method to make environmental effects and terrain powers more engaging to the players, making the battlefield itself matter. Still, those are somewhat big things, and it’s not always easy to come up with an appropriate terrain effect to a given encounter. And not every encounter needs them. All too often, […]

Death and Danger in D&D

This topic has been preying on my mind lately. So much, in fact, that I’ve decided to resurrect this blog. Not even blog death is permanent! The question I’ve been asking myself is this: what purpose does death play in RPGs, and D&D4e specifically? 1. Excitement D&D is a game about heroic combat. Kill monsters […]