D&D 5e’s alignment trap

The 5e alignment system is a useful shorthand and a misleading trap. The Outer Planes as presented in the 2014 Player’s Handbook and Dungeon Master’s Guide only make the alignment system’s problems worse. The perfect overlap between alignments and planes—and the total lack of alternative Outer Planes—reinforces the alignment system’s worst inclinations: easy stereotyping, reductionist thinking, and a restriction of creative possibilities.

So what the heck are you supposed to do?

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No more bland-aids: make your Clerics interesting

Hot take: clerics in D&D 5e feel like the blandest superheroes. Without a clear relationship with a greater power or a faith, it’s easy for them to float in the narrative void like a cornucopia of bandaids. The solution lies in placing more expectations on them, constraining them, and giving them a deeper connection with the story’s world and whatever they serve.

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5e is wrong about Charisma

Hot take: D&D 5e gets Charisma dead wrong. 5e only acknowledges a tiny slice of the greater whole: Charisma isn’t about being likable, it’s about being compelling. It’s about being a metaphysical Mack truck on a highway full of smart cars.

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D&D & Disease (in 5e)

There are a lot of topics that D&D isn’t ready-made to explore. As best as I can tell, disease (chronic or acute) is one of them.

This line of thought came up for me while talking with my sib about dangerous encounters in a weird fantasy / sci-fi / horror adventure campaign I’m running for some friends. It’s a roughly post-apocalyptic setting, based in The Hub, in which the apocalypse(s) in question took place a variable amount of time ago and in different fashions, depending on where the PCs explore. Some of the perils the PCs face include radiological disasters, and radioactive environments or threats.

My sib, naturally, asked what I’d done on the topic of cancer.

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Tidbits from The Hacker’s Guide to D&D

One panel I was on, The Hacker’s Guide to D&D, offered up several good nuggets that I’d like to share.

These are mostly not elaborate system hacks; the focus, rather, is on Continue reading

World Building: Making The Outer Planes Better

500px-Outer_planes

Once again, I find myself investigating the cosmological background of the setting I’ve most recently created.  I was reading through the Dungeon Master’s Guide again, reading the section on planes near the beginning, and I’m in that usual place: somewhere between excited and miffed.  Fortunately, it’s easy enough to change the things that haven’t excited me.

I’m comfortable, for the most part, with the material the DMG offers on things like the Astral and Ethereal planes.  I’m more okay with the DMG’s ideas for the Shadowfell, the Feywild, and the various elemental planes.  I’m not very happy about their ideas for the Outer Planes.  I have some rewriting to do; let me tell you why.

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World Building: The Hells of Errant Souls

Botticellismapofdantesinferno

Hell, courtesy of Dante.

Last time I kept mentioning someone that I decided to call the Most Powerful Devil (MPD), without ever going any further into who or what that was.  But I’ve come up with more background for them since then, and in so doing I’ve also come up with more details for the game-world as a whole.

So, today I have a stupidly simple calendar (though I haven’t yet bothered to give the months names), I have a better idea of what the afterlife looks like (I’ve totally tossed out the basic alignment-based fare in favor of something a bit more complex), and I have a name and backstory for the Most Powerful Devil.  I think you’ll like this stuff. Continue reading

The Duke’s Men: A DungeonWorld Adventure

A few days ago, I ran a game of DungeonWorld for two of my friends.  It went so well, and ended up feeling so much like a classic Dungeons & Dragons adventure, that I thought I would share the basics of the game with you.  It’s somewhere between an actual play and a scenario description.  I’ll put up an honest-to-goodness Dungeon-starter soon, and with a little creativity you should have an easy time converting it into your own single- or double-episode game.

We didn’t look too closely at the backstories of our heroes, but please allow me to introduce you to the adventures of Kate the thief and Jonah the ranger (and Jonah’s wolfhound, Erasmus), the loyal representatives of Duke Blackforest.  What follows should allow you to live out their adventures for yourself, or change things slightly and experience the adventure anew with other people.

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