Tag Archives: dnd

Salvation and Saving Throws

“Dungeons and Dragons,” my friend gasped, then whispered to my son out of concern, “You know that’s demonic, right?”

I had an interesting conversation with a loved one recently. We were chatting about all manner of small-talk topics. “How’s the weather there? What have you been doing lately? I heard this new song I like…”

Then they paused, got serious, and said, “I don’t know how to say this other than to ask directly, but… David, you call yourself a Christian…”

I call myself a Christian? Oh my, where is this going, if my very salvation and my devotion to the faith I’ve held almost 40 years is in doubt?

“… But you also play Dungeons and Dragons. So, how do you reconcile these two things that are so diametrically opposed?” (I admit, ‘diametrically opposed’ may not be the exact phrasing, but I think it was.)

When my friends or family (generally older and generally religious) ask these kind of questions or make these kinds of statements, part of me really wants to ask them to describe D&D for me as they understand it. I guarantee that 95% of the time, it’s not going to line up with what I’ve experienced in fourteen years of running D&D games.

But I don’t want to come from a position of attack or put people on the defensive, so instead, I hope to share my own experiences and trust that those who know me can breathe a little easier when they understand where I’m coming from.

You call yourself a Christian.

So, first things first, I love this person dearly and I am not offended. They asked a direct and honest question from a place of concern and care. They’re going off of what they’ve heard over the years from people they trust, and if that’s all you know on a given subject, that’s the opinion you’re going to hold.

Back in the 80s, there was a period for D&D called the Satanic Panic.

Some pastors and religious figures had heard stories of kids developing an unhealthy investment into this strange game, and they delivered strong warnings to the faithful. Comics and movies were made to warn of the danger of this dark game where you pretend to be all these weird characters and you act out what they do in their fantasy worlds. Stories circulated of kids believing they WERE their made-up character, and some reports circulated of these kids committing suicide if their in-game persona died.

On top of those concerns, toss in game rules for heroes using magic powers, and a book of monsters to fight that includes demons and devils… which translated into worries that this game was a springboard into actual satanic indoctrination, a gateway to genuine witchcraft, an excuse to perform real rituals and even sacrifices, or an open door for summoning demonic spirits.

Well, who wants their kids to be exposed to all that? Point being, I understand the concern even though I believe it’s (mostly) unfounded.

Playing Pretend, But With Dice

When my brother and I were young, we would line up our toys like opposing armies on the field of battle that was his room. He was always the history buff and strategist, arranging his troops in formations and marching them against my army in organized waves – cannon fodder first, then good but expendable forces, then those he still cared about, followed by his strongest and most favorite toys. We never got that far unless he felt like having his best guys beat the mess out of mine for story’s sake.

I would get caught up in the stories between characters – the rivalries and friendships, the alliances and betrayals, the romances and battle-forged bonds of brotherhood. “My guy is upset,” I would explain, “because this other guy is in love with this lady, and—“

“Sure, whatever,” my brother would respond, “but my first wave is running into your camp carrying bombs and they just blew up all these idiots along with themselves.”

Occasionally we would argue:

“My guy beat your guy for sure, because he knows jiu jitsu and taekwondo.”

“Yeah but my guy is genetically enhanced and he’s wearing special armor that gives him faster reflexes.”

“But he can’t dodge a laser—it’s too fast.”

“Nah, he dodged it.”

“No way!”

“Way!”

Back to my phone conversation. “It’s like that,” I explained, “except there are some dice and rules to determine who actually beats up who, or how good someone does when they try something heroic. That’s really all D&D is… playing pretend with friends, and some dice, and some rules.”

“If anything,” I added, “I think that’s a bigger concern and a better argument from a Christian perspective for why D&D might be bad. Like any hobby or luxury, it can be an incredible waste of time.”

What is D&D?

“I was watching these groups play D&D on YouTube, and I’ve never played before, but I think it would be cool to try… but I don’t know how it works and I’ve never played anything like this.”

I’ve had the pleasure of running a few introductory sessions for coworkers and friends, usually as a result of a statement like the above. Where D&D was once the province of social outcasts and nerds, tabletop roleplaying games are enjoying a massive surge in popularity.

D&D and most tabletop RPGs are about collaborative storytelling. Most games have a “master” of some sort, who functions as the rules referee and final authority on what actually happens in the story everyone’s telling. (e.g. did my guy beat up my brother’s? or did he dodge lasers with his genetic enhancements, which is obvious cheating trash? Let the game master decide.)

1. Storyteller describes what’s happening.

2. Players choose an action.

3. Roll dice.

4. Storyteller determines results and goes back to Step 1.

That’s the short version of the whole game.

The storyteller or gamemaster sets the scene, describing what’s going on and where everyone is. What’s available in the room that the heroes can use? What monsters are trying to stop them? What dangers do they face, or who must they persuade in order to accomplish their goals?

“You’re in a dank cave that stinks like mildew and rotting flesh. You peer into the darkness, but without any sources of light, everything is pitch black. All you hear is the low rumble of a sleeping beast deeper inside, its billowing snores creating an uncomfortable breeze of hot moist air that smells like decay.”

The players declare what they want to do.

“I want to light a torch.” (Are you sure? You might wake the beast.)

“I want to feel around for some of the treasure we’re sure is in here.” (You might make some noise.)

“I want to whisper to the mercenary we brought from town – does she know anything about what’s lurking in this cave?” (Ah, but do you trust her? What if she lies?)

“I want to sneak toward the beast, maybe see if I can look for some weakness.”

“I think we should leave. Who’s with me?”

The storyteller asks them to roll a die and add the result to some number on their character sheet that reflects how good (or bad) their character is at the given task:

Tyrion Lannister is going to have a harder time jumping across a broken castle rampart than Jon Snow.

Frodo Baggins will struggle to lift heavy rocks to find his buried friends, but Boromir and Strider can toss stones with ease. (But not a dwarf; no one tosses a dwarf!)

Tony Stark can come up with the secret of time travel over a cup of hot cocoa, but Groot is never going to succeed no matter how well the player rolls.

Then the process repeats, and hopefully, a thrilling story develops.

No one has to show up dressed like their character, though some gamers find that fun. Depending on your group, some people will talk “in character,” maybe affecting an accent or memorable speech pattern. For some players, it’s fun to come up with an extensive backstory – all the details of their character’s life and previous relationships which might come into play during the course of the group’s game.

Some players contribute to the story and the heat of the moment by going in-depth with their descriptions of the fighting style of their hero or the way divine might radiates through their holy symbol as they call upon higher powers. My son (who was warned about the demonic nature of D&D) made his character a Christian and quoted scripture in-game, as part of his character’s story and his personal preference.

For others, simple is fun. “I am Barg. Barg is strong. Barg smash everyone bad.”

You Write the Script Together

Think of Game of Thrones. A lot of fans were upset with the final season. It wasn’t even just complaints that this or that character didn’t win and take over as King or Queen. Many fans complained about plot threads that got left out, or plot twists they felt hadn’t been built up in a way that made sense.

Wouldn’t it be great if you could put your own spin on the story?

If you’ve ever really gotten into a TV series or movie to the point that you care about the characters and what happens to them, imagine helping tell the story of what happens next and deciding how your heroes should respond to the challenges that come their way.

That’s what a good game of D&D is: collaborative storytelling. The players and the storyteller all have input into what happens and how the story progresses. It’s like a group reading of an old Choose Your Own Adventure book, where everyone takes turns making decisions and every page has a thousand options.

Admittedly, some groups will put objectionable content into their games, just like some movies are too dark or disturbing for certain viewers. Game of Thrones certainly wasn’t for everybody, either.

Like any hobby, some things can be taken too far. As Christians (and I think as people in general), we should be careful about what we dwell on and how much we get invested into our interests.

Reconciliation

As I said, I have no ill will over being asked “As a Christian, how can you justify playing D&D?” I think there are valid concerns that should be taken into account, as with all the ways in which we spend our time, our resources, and our energy.

I can take a step back and consider, “Am I just making excuses? Am I lying to myself about this? Am I ignoring conviction?”

I’d like to think that people with no experience with the game can also take a step back and consider whether what I’ve described from firsthand experience is the dangerous deception they’ve been led to believe it is.

Like D&D, life works best when we can hear each other out, find common ground, and collaborate to make it better.

Day Fourteen: Supporting Actors

Day Fourteen in the “30 Days of D&D” challenge is Favorite NPC.

Players are the heroes, the stars of the epic adventure, upon whom the spotlight shines and about whom the story is meant to be told.

Non-Player Characters are supporting actors filling up the world, the “everybody else,” almost always played by the DM. Whether it’s the innkeeper or the salty guard captain or the evil necromancer raising an undead army, the NPCs are there to spice up the game and create interaction, but they’re not meant to steal the show.

When played well, some NPCs can still garner significant attention and affection from the group–either as a trusted ally or a hated foe.

I know I’ve done something right when the party keeps bringing up the name of someone they’ve encountered, and several have achieved that status.

Faelynn, the washed-up, binge-drinking former leader of a band of rival heroes, is one my players reference for laughs.

The leader of a small quest-hub town is a guy whose Pathfinder miniature figurine is like fantasy Nick Fury holding two axes over his shoulders. My daughter threatened to disown me for not calling him “Samuel El-Axen” from the moment he entered the scene… and that is now his name.

I wrote about Fleuris the good necromancer and Asslya the mentally scarred spirit-talker, both of which I love to add to the mix.

Right now, my favorite NPC is a little male goblin no wait male halfling no wait female elf sorcerer who has a knack for getting reincarnations off that Wild Magic surge table.

Early on in the game, the low-level heroes found out that some goblins were sneaking into the town and filching supplies. The PCs followed the tunnel to the goblins’ lair and had a good fight with some ranged magic users and archers. I took advantage of the description of “booyahg” as the goblins’ limited understanding of magic in Volo’s Guide to Monsters, and so I really wanted to bring that out in the game.

One of the goblin casters got a fumble. Yes, I’ve been using fumbles on nat 1s and crits on nat 20s, combined with a crit hit deck and fumble deck which are unfortunately designed around 3.5 rules. The fumble card I drew said “Wild Magic surge,” and had some minor bad effect… but that seemed like perfect justification to roll on the surge table for the goblin.

Come to think of it, unless I misread it, Volo’s says that you roll every time the goblins cast, because they suck at magic. Or maybe that’s how I wanted to read it. 

I rolled the effect that grants an immediate cast of reincarnation if the creature dies within one minute. Needless to say, the PCs knew that caster = bad, and my poor goblin wasn’t long for this world.

They flipped out when suddenly a cloud of light enveloped the dead goblin and it got up as a halfling, then ran to hide in a secluded room of the cavern. The bloodthirsty players charged toward the hiding goblin halfling, ready to strike… until a pathetic attempt I made at distracting them actually made them feel pity for this little guy.

Cue role-playing, lengthy discussions of “Are you REALLY going to try to change and not be evil?” and warnings that they would be watching his every move. Based on the cloud of light, we named the halfling “Brightborn,” and he guided the PCs through the rest of the cave.

Well… he also accidentally dropped a fireball on top of himself and the party, then played it off as a sign of power from the chaotic evil gods, shouting, “I AM THE EMISSARY OF KURNN!”

He popped up a few more times over the course of many sessions, most recently via a handwritten note to come to the Laughing Mountain Inn and “look for the elf.”

They enter and find a blonde female who waves them over. “Hey guys, it’s me,” she whispers with a nervous grin. “I’m the emissary of Kurnn and all that. So… um… you won’t believe what happened…”

Day Thirteen: Sum of the Parts

Day Thirteen of “30 Days of D&D” is Favorite Trap / Puzzle.

I’ve clearly fallen victim to the traps of life and distractions since I’m a few days behind. Time to fix this! Sleep? Who needs sleep?

Favorite trap… you mean, other than the mimic chest to catch the greedy PC who loots the bodies and the treasure in the middle of a battle?

I’m going to extend “trap” to “potentially harmful terrain features” rather than the by-the-book definition. One of my favorite moments involved a dungeon with conduits of power pumping magical energies into something deep below.

I used some of a Dungeon Tiles set, and found a long straight one, with a hall maybe six squares wide. Two rows of four pillars filled the space, each with enough room to maneuver between them.

I figured this would make for a narrow chokepoint that might force the players to be in a little danger… especially when one or two of the columns randomly flared with damaging magical energy, zapping anyone around it. A d8 roll would tell me which pillars to flare, keeping it random and chaotic.

It didn’t all go the way I planned. The players used smart tactics to minimize their exposure to the area effect, and they tore down the monsters in the encounter quite easily.

The best moment came when the Tiefling cleric studied those pillars.

“Ok… I know I don’t have a prehensile tail, but… can I maybe wrap my tail around a pillar and use Arcana and my skill with magic to maybe channel the energy into something harmful? I know it’ll hurt me some…”

Uhh, YES. Gimme a roll…

I’m not saying it was an effective trap, just a fun one.

Puzzles on the other hand… I’ve included a few along the way. I gave one of my players the equivalent of a cryptoquiz, where a message was scrambled by using a simple cipher using a special font full of strange runes.

In the course of running a few campaigns over the years, I’ve always wanted to include a puzzle item related to a major quest, where the players start finding pieces with little to no explanation other than whatever they get from Arcana or History checks and such…

Some of these would do nicely.

And then more of the bad guys end up having these things which are clearly connected, and some bad guys are searching for the pieces lost deep in ancient ruins and flooded dungeons, or taken by tribes of feral, cannibal gnomes…

Of course, the idea is that piecing the puzzle together is the key to stopping the Big Bad and the evil plan that threatens the realm. Players being players, I suppose it could also be the key to becoming the Big Bad and threatening the realm.

By the way, if you haven’t seen this or don’t really know what D&D is about, this video explains it really well. Also, if you’re looking for a way to explain D&D to a newbie, or to try to convince your religious friend that you’re not summoning demons in the basement, this might help:

Day Twelve: I’ve Got Options

With the word “dungeons” as a part of literally the name of the game, it’s surprising how easily these can be forgotten. I know that, for me, if my players are going to have to explore one, it needs to matter.

It’s day twelve of 30 Days of D&D, and the topic is Favorite Dungeon Type or Location.

Video games like Skyrim are awesome for the quality of the sandbox the player is placed in. I remember hearing that as soon as you finished the tutorial / intro, you faced an unstated choice:  Follow the road to the next storyline quest location, or wander in whatever direction you liked, exploring the region and its assorted scenic points.

D&D can be like that. Some DMs prepare that way, sprinkling the setting with a whole lot of everything else that’s going on in the world. I think that’s a good component of a game, especially if you’re trying to maintain a sandbox style or at least feel.

At my best, I keep a few of those parts of the world at the ready in a computer file or hard copy folder, just in case the players decide their current plan isn’t as interesting as some bit of news or rumor they hear, or some random clue they find in the wild.

On the one hand, I don’t want them to feel like they’re on rails in any way–“You can only go east because, um… reasons.” Namely, because that’s where the thing I prepared is on the map. (I did have to admit that to a group of players once. Didn’t like it.)

That said, I also don’t mind if they end up mysteriously coming across the orc cave I’ve prepared, regardless of whether they turned north toward the mountains or east into the forest. It feels natural and unexpected, because I haven’t tied myself down to “this dungeon exists at this partiuclar spot, period dot, end of story.”

Even more than location, what matters to me about dungeons is purpose. Every dungeon or mini-dungeon I build is meant to have some kind of meaningful end result.

I don’t remember what, but something powerful and BAD happened at that altar, carving a deep ditch through the stone.

Maybe it’s finding out more information about a bigger threat to the region or discovering an item necessary for the Big Bad’s ultimate evil plan.

Maybe it’s a plot twist or even a low-scale moral conundrum. Those goblins you thought were a threat? They’re actually in trouble, oppressed by the kobolds who moved in with the young dragon they serve, or deceived by their newfound friend, the hag. This sort of thing has led to some great role-playing and even a few recurring NPCs of an unusual variety.

Ancient Ghost
A picture card I made for an ancient ghostly NPC the players had to deal with in order to enter a key structure within a ruined city…

Maybe it’s just some object of great power, the knowledge and details of which have been lost to time. I don’t know why, but I always love the “ruins of the ancient, more advanced civilization” background to a dungeon, with objects that exude strange powers, interact with the players in various ways (usually bad), or reveal secrets about the world on a much larger scale.

I care far less about the location or type than about why it matters for these heroes to stomp through this particular network of tunnels and caverns.

Day Eleven: Adventure Time

Today’s topic in the 30 Days of D&D (or yesterday’s… don’t judge me!) is:

Favorite adventure you ran

I’m thinking the creators of the post might mean published adventure content. D&D puts out a bunch of rule books or setting content, stuff that gives you and your players great big worlds to play in and great big heroes to portray, and that’s most of what I purchase.

They also put out scripted adventures – story arcs designed for characters at certain levels with enough details provided to run games, in case you’re not looking to try to design your own. While these might have enough details to provide a setting or add onto a campaign already in progress, they’re also designed around providing some villain or villains, who are enacting some evil plot and must be thwarted.

I’ve never run one of these.

A lot of people get excited about the new stuff, like when Tomb of Annihilation came out (late last year? I think? Wasn’t paying attention). More power to them; I certainly don’t have anything against people playing the scripted books. Sooner or later, I hope to run a game of Curse of Strahd, which is like D&D in a horror/vampire setting.

There are advantages to the adventure books – they usually have a lot more thoughtful details put into the encounters and immediate locations. Someone has mapped out the dungeon, or they’ve laid out the blueprints of the castle, along with all the traps, monsters, plot twists, and treasures. They’ve probably been more inventive and varied in their approach than the stuff I come up with on my own. Maybe they’ve put a lot of backstory in, or they’ve set out some additional plot hooks so that the group can continue playing and building upon the story after the published part is over.

The heroes try to rescue a (supposedly) good necromancer from drow captors and their elemental minions, in order to get to the bottom of a surge of undead swarming the mountainous region…

For better or worse, I have only run homebrew settings. Usually, I’m trying to explore a corner of the world in my fantasy works, building upon the little bit I’ve already established in my head or in my books and drafts. This is invaluable to me, as sometimes what the players do can spark a creative idea for a scene using my established fictional characters.

In a way, running a game based on the world in my head makes the improv part of my in-game storytelling job easier. I know what has transpired in this or that part of the world, and what someone in one town might know about what’s going on in the region. Even though there aren’t a lot of details written down, I feel more comfortable describing the world to my players than I would if I had to remember a bunch of details in a published book.

This might feel like a cop-out answer, but my favorite “adventure” that I’ve run is the ongoing story of the world I’ve made, and the players’ contributions to the events that shape its future.

Day Ten: In the Dark

I’m working my way through 30 Days of Dungeons and Dragons, and today’s topic is: Craziest In-Game Experience.

Side note: The concerned reader might ask, “Where did day nine go?” Actually, it was D&D session day, and after that, my brain is usually pretty fried. Additionally, the topic of “Favorite PC you’d like to play” is pretty close to my answer for Favorite PC in day eight. Given the chance, and the DM’s permission if it fit the story or setting, I would play a PC of “the good necromancer.” I wrote my thoughts on that concept, as well as a fantasy fiction scene imagining how it might work out.

Now for day ten!

I’ve enjoyed some really lovely groups, with some excellent role-players and a ton of laughter. Most of the crazy in-game moments happen when villains get slaughtered all too easily, or when players come up with insane requests that I can’t help but agree to.

Despite coming up with some prepared events and ideas of what might happen, a DM is often left feeling in the dark until moments play out, then forced to adapt. On the one hand, that can feel like panic, when everyone looks to you asking, “What happens next?” On the other hand, it creates a wild spontaneity, an energy born of impromptu acting, planning, and adjusting.

The collaborative part of tabletop RPGing is a key component to having a great game. Players who can act out a roll of 1 as well as they describe a roll of 20 are a great boon to my already-taxed mind when trying to keep the action going.

We had a moment where our rogue was trying to withhold some information or mislead a suspicious ruler in a city. Two of the players in this group were fans of rolling certain skill checks and then playing out the result of the roll. “It sucks when you come up with a good speech and then you roll a 1 on your diplomacy check. It feels off… so I’d rather roll, and then I can play it well or poorly based on how my character did.”

Any DM will say, “Yes, please, more power to you.”

So he rolls, gets a decent result, and offers a pretty good effort at giving the ruler what she needs without exposing compromising information. However, before I can respond in character, his buddy the fighter says, “I’m gonna help.”

He rolls a 1 and starts laughing. “Uhh… yeah. So…”  He turns to his friend and whispers as loud as a normal speaking voice, “SHE’S TOTALLY BUYING IT. YOU SHOULD LIE TO HER.”

I think my first lesson concerning how easily a DM’s plans go off the rails came in the first session I ran. We had our 4th Edition characters ready: a dwarf paladin, a couple elf rangers, a halfling rogue, an eladrin warlord, and a half-elf NPC.

I went with “you’re hired as merchant guards for a caravan, on your way down the road when–Bandits!” That first fight went well and got us a little bit used to the combat rules. Of course, the party wanted to chase down the bandits that got away, and maybe find their hideout.

The dwarf paladin’s player starts up this elaborate plan, being all diplomatic and “let’s see if we can work some arrangements out” and “we come in peace.” He rolls well, and my bandits are suspicious but eventually, the party and the bandits are standing around the campfire under the night sky.

Things seem to be going well, though I’m surprised that the players went with parley as the plan.

“So,” the dwarf’s player declares, “as we reach this agreement… the bandits are all human, right?”

Me: “…yes?”

“I attack the fire.”

Me: “…wat”

“It’s night time,” he says. “All of us have darkvision.” (4th Edition was so generous with darkvision.)

“I attack the fire. I want to hit it like a golf swing, just–you know, catching the main logs and throwing the embers up into the bandit leader’s face… but ultimately, I want to scatter the fire to where it’s no longer giving off that light.”

Me: “… roll, I guess.”

Two short rounds of combat later, cue the Final Fantasy victory music, because those bandits literally didn’t see what was coming for them.

And that’s when I learned what I was in for if I was going to keep DMing.

And that’s also when I decided I loved being on that end of the table, behind the screen, in the dark.

Day Eight: Never Again (again)

For the last week, I’ve been working my way through this lovely “30 Days of D&D” series:

Today’s topic is Favorite PC of your own.

I don’t often get the chance to play characters. Since I started playing D&D, I’ve been the DM for six different groups.

I’ve played a dreaded DMPC in a few of those, and very quickly learned how terrible that idea can be. I had two chances to make a character and play through a short session, once as part of playtest materials when 5E was still in the works, and once as part of a new group at the local library. I also created a fun character for a Pathfinder game that had to stop soon after it started.

Point being, many times, my NPCs are characters in the world who I would love to play as PCs if given the chance. My favorite character that I actually played as a PC was one I made to round out a small party for an intro session with my two sons, giving them a feel for their characters’ powers and skills.

We explored the first half of “Death House” from Curse of Strahd, and I played Assyla, a warlock haunted by her tragic past, who spoke with spirits whose voices no one else heard, and fought to ensure no one else suffered the same fate.

The face card I use for Assyla as an NPC. Face cards are amazing for building NPC recognition from your players.

Given an Old One style pact, twisted spells made the most sense (stuff like Arms of Hadar and Dissonant Whispers). I gave her a creepy way of talking where she repeated the last few words of anything she said, but in a raspy hiss like it came from a strangled throat (strangled throat).

I also arranged the role-play traits I felt would best suit her:

A person with no trust in divine beings, who refuses to be a victim or allow others to be victimized. “The gods won’t help us, so we must help ourselves (help ourselves). Rest assured, we won’t let anyone hurt you (hurt you).

She was chaotic good – not beholden to some laws or moral ideology, but certainly willing to sacrifice on behalf of others.

Even so, her flaw was assuming the worst in people–that, and the whole “talking to spirits” thing. As an NPC (or briefly as the DM PC to round out the party for my kids’ intro to playing 5E), she served as an unreliable voice that could give the party misleading “insight.”

The ‘haunted one’ background in Strahd includes another key component – a harrowing event that set the character on their path into some form of darkness. For Assyla, that was the day her entire village was slaughtered before her eyes. However, when the shadowy beast found her, it froze and stared at her for a moment before calmly walking away, never to return.

One day, in fiction or in a campaign, Assyla will have her time in the spotlight… but for now, she’ll appear as an NPC, providing heroes the questionable wisdom of those beyond the grave (beyond the grave).

Day Seven: Story Trumps Powers

Today is Day Seven of 30 Days of Dungeons & Dragons, and the topic is:

Favorite Edition

ok. It’s actually day eight for me… I failed my saving throw against sleep after getting home from work around 10:30 PM, so my post is late!

I feel like we’ll all get over that.

Full disclosure: I really only have two options to choose from, 4E and 5E, even though five editions exist. I suppose it might be fair to say that since I’ve tried Pathfinder, I’ve played something much like D&D 3.5, but I absolutely hated the mechanics of that system, so I won’t address it further.

I liked 4E. I love 5E.

I first started playing D&D when 4th Edition came out. Unbeknownst to me, having no previous experience with which to compare the new books, 4th Edition focused heavily on all the cool powers your characters possessed.

Every class had a variety of options. Some could be used all the time, at-will. Some were complex or taxing enough that you could only use them once per encounter or combat. Some were the best abilities in your whole bag of tricks, and could be used only once a day.

Fighters didn’t just get better at swinging a sword or ax as they leveled up… they learned amazing techniques and maneuvers that they could employ much like how a wizard might cast a spell.

I honestly enjoyed 4th. It felt like a big deal when one of my players declared, “I draw back my bow, glare at the enemy, and unleash a Thunder-tusk Boar Strike.” Then he rolled a nat 20, and everyone cheered at the ridiculous damage inflicted on this rando bad guy.

It also felt a lot like learning your button rotations in World of Warcraft or some other MMO. Use these abilities when fighting trash mobs, and then use all these “cooldown” super abilities when fighting a boss.

4E got a lot of grief for putting the spotlight on tactics and combat, powers and spells, while leaving the story in the dark corner at the edge of the stage. I think that’s an unfair perspective–if story mattered at your tables (as it always did to my players), you could make sure the collaborative storytelling aspect shone through.

It’s an unfair assessment in my opinion, but it’s one I hear often.

Not surprisingly, from the playtest materials of 5th Edition, the D&D team made sure to sprinkle hints and ideas throughout their works, like plot seeds ready to sprout into epic campaigns.

The character sheet dedicates prime real estate to jotting down reminders for role-playing, covering what matters to the character:

  • Personality Traits, like “I have a quip for every situation, the more inappropriate, the better” and “People, like feral beasts, are not to be trusted unless broken.”
  • Ideals, such as “I’ll always lend a helping hand” or “I’m not afraid to use my strength to get my way.”
  • Bonds, such as “I would do anything for a member of my old traveling troupe” or “One day I will find my missing sister and make those who took her pay.”
  • Flaws, such as “At best, I immediately forget the plan. Most days, I directly disrupt it” or “I can never resist a pretty face.”

When you make a character, you establish these aspects and have them readily available to answer “What would Grobthar do in this situation?”

One bit that caught my eye was the character backgrounds, particularly the starting equipment that you get for being a sage instead of a charlatan, for example. The sage starts with, among other things, a letter from an old friend with a question you haven’t yet been able to answer. What question? Who is this old friend? Where might the answer be found? Why does this information matter? 

The charlatan starts with a particular scheme they use to dupe their marks – do they forge documents, run con games on street corners, or make some easy gold by selling worthless trinkets to the naive? How would you role-play this in town? Who have you fleeced in the past? Who might be looking for a refund for the fake holy relic you pawned off on them?

The trinket tables in the DMG and Curse of Strahd are full of interesting and/or creepy options that can tie into a campaign or provide additional fluff for the setting.

Also, there are rules for laser guns, jetpacks, and bombs–if your campaign needs those. Haha… “needs,” as if there is any other option.

Newer 5E books like Volo’s Guide to Monsters and Mordenkainen’s Tome of Foes break down the story and background elements for a variety of monsters, allowing a DM to create enemies that feel like real personalities operating inside a vivid world, with unique motivations and intentions along with distinctive features or quirks.

With Volo’s, for example, common enemies like a hag, an orc chieftain, or a gnoll pack alpha become much more than bags of hit points and loot, pursuing some obscure, vaguely evil threat while waiting for a party of heroes to come slay them for XP.

To me, 4E felt like a great game, well worth the time spent playing.

With every section of every book, the 5E materials feel like pieces of a living world that welcomes you into a story which is already being told, already ongoing, just waiting for the answer to the age-old question:

What do you do next?

Day Six: You Need the Villain

In my 30 days of D&D blog challenge, today’s topic is:

Favorite Deity*

*in Dungeons & Dragons

As a Christian who grew up in America in the 80s, there’s this sense that it’s wrong and EVIL™ to answer such a question. Clearly, D&D is a tool of the devil.

D&D is (usually) framed in a fantasy setting. Well, multiple settings, actually. As such, there are dozens and dozens of made-up deities, and sometimes historical pantheons are also included. If one of the fifty (or five hundred) existing divine beings doesn’t suit the needs of a campaign, just make up another!

(There’s an atheist joke in there somewhere, but I won’t make it for them.)

So, the answer for today depends on the rigidity of my options. If I have to choose from a published work, Lolth is what got my campaign-writing (and thus novel-writing) started. If I can be a little more liberal, I’ll choose my main homebrew villain, An’Khel, who is a sort of Lolth 2.0.

When the core rulebooks for 4th Edition released, I started devising a long-term story arc for my players. I delved into the details provided about the setting, including the deities described in the Dungeon Master’s Guide.  It didn’t dawn on me that the first books contained a bare minimum to run a game, instead of an exhaustive list of all possible options.

The wonderfully charming or chilling actor Christoph Waltz is quoted as saying, “Well, you need the villain. If you don’t have a villain, the hero can stay at home.”

More specifically, I needed a Big Bad Evil Guy… or God… or Goddess.

Of the options presented, two were listed as Chaotic Evil. Not simply “take over the world” bad, but “burn it all down” bad. Oddly enough, they seemed night-and-day different in how they approached that goal.

Lolth, a spider-goddess of deception, used elaborate plots and intrigue to draw her victims into her web. Gruumsh, the god worshipped by orcs, seemed more like an out of control wildfire, sending forth his minions to “Raid. Kill. Conquer.”

Surely, over the course of millennia, they had to develop some kind of rivalry, right? A bit of “Anything you can do, I can do better” sparring or one-upmanship? “My way’s better than your way” and all that.

Originally, my idea of Gruumsh was very much Lord of the Rings style orcs. “Burn. Crush! KILL!” and mindless rage along with some unhealthy pyromaniacal tendencies. Then I watched The Dark Knight and realized what a chaotic evil villain could look like.

Naturally, in my homebrew settings and novels, what started as the destructive god of rampaging orcs has taken a much stronger turn toward the chaotic side of the alignment.

With Lolth, I started reading the Drizzt books by R. A. Salvatore, trying to get a feel for a proper D&D setting as well as for this main villain. I love the schemer, the killer you don’t know is bearing down on you until the spider’s fangs have already dug into your flesh and the venom is taking its effects on your innards… and yet, with a Joker twist on my Gruumsh, I knew his objection to my Lolth would be all those plans of hers.

By definition, plans aren’t chaos, and even mind-games have rules.

…unless the plan is to flip the table and scatter the pieces.

Thus, my version of Lolth grew beyond mere deception or a “mua-ha-ha,” mustache-twirling sense of evil bent upon destroying the empires of the goodly races. (She’s already done that anyway.)

When there are established and fairly balanced dichotomies of good and evil, life and death, light and dark, order and chaos, and so on, it’s not enough to tip the scales one way or another.

The truly chaotic thing to do would be to toss a rock in the gears and bring the whole system crashing down into nothingness.

Rocks fall. Everything dies…

…unless those pesky players can stop her.

Day Five: Gimme a Roll

Today’s “30 days of D&D” topic is:

Favorite die or dice

I’ve bought several sets of dice over the years. I imagine that’s true of any tabletop gamer. It’s like every shelf of dice sets at the local game store or online has a +5 to all charm effects, and my Wisdom save is REALLY low.

When I started out, playing Middle Earth Role Playing with my brother and his friend, that system used percentile dice – two ten-sided dice, one for the tens, one for the ones. I didn’t need a set; having two different colors made it easy to play “fair” by declaring which was the tens and the ones. (I don’t recall seeing d10s printed with the double-digits like most sets provide.)

Eventually, my brother and his friend got started on BattleTech, which is all d6s all the time.

A little foray into Palladium’s Robotech RPG forced a purchase of some varied dice, as it used a little of everything.

I think I eventually bought some of those dirty Dungeons & Dragons dice, with all their ridiculous variety of sides and shapes, but it was out of novelty rather than need.

In that vein, I recently purchased a “quality” set of dice—something meant to be special, sturdy, lasting. Metal dice sounded amazing, and the weight in one’s hand makes each roll feel like you’re about to drop something powerful on your enemies.

Turns out, they thunk on the table in a disruptive, annoying way, even in a felt-covered dice tray.

I also picked up a set of dragon dice, black and red, something a little more ornate than the usual. Turns out they’re not always easy to read, and in the middle of a bogged-down combat, I don’t want to waste time trying to sort out what my monsters rolled against the PCs.

I’ve got a blue and silver set and a deep crimson set with clear, legible numbers, and those are my go-to game dice… but they’re not the ones that mean the most to me.

My favorites? Back in the BattleTech days, I had a pair of black six-sided dice with white pips that I used every chance I got. When I started writing a set of short stories about an Old West gambler-prophet whose dice seem to foretell the future, the black-and-white changed to black and red. I ordered a stack of those dice for use in games and for writing inspiration.

One of these days, I’ll put together the whole novel… but for now, I’ll be rolling these lovelies for D&D spell damage and BattleMech hit locations.

How about you, fellow gamers? What’s your favorite set of dice, and what game do you use them in? Hit me up with a comment and let me know.