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.
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.
Sometimes the weird is bonkers. And sometimes it’s just incongruous. Like the hippo-people of Spelljammer. Or as we like to call it, D&D in Spaaaaacccceee!
When is an NPC not an NPC? When it’s a villain. Because villains are more than mere NPCs. Because villains create plots. And I don’t mean evil schemes. I mean stories.
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.
As we gear up for the holiday season, it’s a good time to look back. Specifically, it’s time to look back through the old Angry e-mail and answer some more reader questions. Here’s some questions about illusionist villains, elven aging, and running solo adventures.
I’m feeling reflective. Let’s reflect on some design elements from D&D 4E that definitely shouldn’t have been left out of 5E that can definitely make you a better monster builder.