Everything in D&D is marked in 5-foot squares. So it makes sense that the whole game is meant to be played on a grid. But everything is also marked out in minutes and seconds and hours. Where’s the grid for time. That’s a weird question, I know. But answering it leads to a powerful tool.
Hacking is bad for your game. That’s an undeniable fact. So, if you’re going to hack your game, be prepared to fight for it. Even if you’re only fighting yourself.
We play games because we don’t know how they are going to turn out. And games use several tricks to keep us from knowing the outcome. The problem is GMs only ever use one of those tricks. And it’s the worst one.
Before we can build new modes of play, we need to admit that the core rules of D&D 5E have a few oddities and are lacking in a few things we’re going to need. So let’s get out our tweaking tools and tinker with the core.
I can’t help how my brain works. I get distracted from solving problems by solving totally different problems. But before I invent more goddamned game mechanics, it’s worth questioning whether I should.
I don’t have time to evaluate every monster, class, and rule that everyone sends me. And I don’t have time to help you build every monster, class, and rule that you want me to. But I DO have time to teach you how to build and evaluate your own creations for yourself. Welcome to my new series on Becoming a Hack.
There’s a difference between a game’s mechanics and its metaphor. But that doesn’t mean the two are separate. Or even separable. But it does mean you can empower yourself to create one by understanding the other.
They say that the journey is its own reward and that getting there is half the fun. Yeah? Well, not in D&D. Overland travel in D&D sucks. But here I come to unsuck it. Or to help you just get rid of it altogether. Either way is fine. Just pick one.