Thursday, January 1, 2026

Year's First

Happy 2026!

It's 4:54am, Mexico time, and everyone has finally gone to bed. Well, everyone in our house anyway...there's at least two parties still going on this block (I can hear Achy Breaky Heart playing in Spanish outside my bedroom window...and it's playing LOUD).

*sigh* Mexico.

But I'm not tired (note that I'm blogging instead of sleeping). Might have something to do with the caffeinated coffee I've been on since I got here. It doesn't help to be up till 3am every night and then drinking coffee from noon till 4pm. Just...rough. But a good time, too. I'll be back in Seattle by Saturday night, but I'm not sure how long the readjustment will be. 72 hours? Hopefully.

Looking back at last year's resolutions, I see that I hit on two of them. Which kind of sucks but whatever. THe main thing I wanted to do was sell my (deceased) mother's house. Unfortunately, I had to evict my brother first, which was an eight month legal process, lasting from April till October. Now that he's gone, that's again at the top of the list and will be my "January project;" the holidays were just too busy to get shit done.

SO, let's see; here's the list of resolutions for 2026:
  • Sell the house.
  • Coach Sofia's volleyball team to the playoffs.
  • Coach Sofia's soccer team (in the fall) to the playoffs (again).
  • Publish my two Blackrazor Cup tournament adventures.
  • Finish the first draft of my "How to DM" book
That's it...still a fairly modest, fairly doable list, so long as I don't get too sidetracked by "stuff."

I would like to keep up a good pace of blogging...158 posts in 2025 was my most in a single year since 2011 (although 2012 saw me post 157 times). If I can just keep a 100+ pace, I think I'll be doing fine...better than fine, really. But that book needs to get written, too. Maybe I'll just post some excerpts as it comes along? Maybe. 

Okay. That's it. I can't keep my eyes open and the screen is swimming in front of my eyes. 5:21am and it's time to call it. Good night everyone...hope your New Year turns out excellent! Cheers!
: )

Wednesday, December 31, 2025

"Dear JB" Mailbag #52

Over the course of 2025, I've done 52 of these...an average of one per week. While it made for an amusing (if sometimes frustrating) series, I'm done now. This last one I just dredged up by going to the "r/dnd"...it was the first thing that came up, though it was from four years ago. As usual, Wednesday's child is full of woe....


Dear JB:

Been DMing for 15 years and I think I just played my last session of DnD. I just don't want to do it anymore. Built a world and no one remembers any details. Add a puzzle and no one even tries. 

It might seem minor but this last session frustrated me more then it should have. Players walk into room. Huge obvious McGuffin in room. Only detail provided is a bunch of books are also in the room. No one explores. No one tries to read a single book. "I'd like to examine the bookcases" is literally all they had to do to get the knowledge they needed for the knowledge puzzle. Could have also examined the floor or climbed a staircase but that was less obvious. But no one bothers to do any of it.

I end up trying to change the encounter last minute to prevent a party wipe because they didn't get a piece of info they needed. Whole encounter ends up being clunky and bad because of it. This is a constant thing.

I don't want to DM if I have to hand feed every detail to the players. I also don't want do nothing but create simple combat encounters. So I'm gonna take a week and think it through but I think I just don't want to play anymore. Sucks.


After 15 Years DMing I Think I'm Done Playing DnD


Dear Done:

I've seen (and answered) several "quitting" type letters. Yours is the only one who said he was quitting after DMing for 15 years.

Fifteen years is a long time. I worked for the same organization for fifteen years. Hoo-boy...that is a LONG time to spend on something you don't love and aren't passionate about. Truth be told, I was passionate about it...probably for the first decade or so. After that, it was mainly just a paycheck and benefits.

Did your DMing net you a paycheck and benefits?

According to your profile, you wrote this letter when you were 37 years old. I turned 52 last month; it's been fifteen years since I was 37 years old. That was 2010...I'd been writing this blog for a year and a half at that time. Had been playing D&D (and other RPGs) for more than a quarter-century at that time. Had zero desire (at that point) to quit playing.

Why? What's the difference between you and me?

Am I just a bigger nerd than you are? Or a more stubborn one? Do you just have a "quitter gene" in your DNA, while I do not? Hardly. I've quit plenty of things. Hobbies. Jobs. Relationships. Always for good reason. Fencing for example...I loved fencing. But at the age of 30 my knees were starting to break down and I didn't like the direction my physical health was heading. Rehab (via years of yoga) helped put me back together. 

Hell. I loved smoking, too. Again, I quit that for health reasons. Decided I preferred to live longer than my pack-a-day habit (two-a-day on weekends) was going to allow.

But you, Mr. Done...what's your reason for quitting this activity you've been engaged in for the last 15 years? Because your players are bad at D&D? Huh? What?

Look: you either enjoy being a DM or your don't. If you enjoy being a DM, then it doesn't matter what your players do or don't do. I mean, maybe I'm weird. I just like making adventures and running them. Players that make poor decisions in my games usually see their characters end up dead. Which is (often) amusing for Yours Truly. Most of the time, this incentivizes players to get better...i.e. to become better players. And I do mean "most of the time." I just don't see a lot of players quit on me out of a dislike of the game play...in fact, I can't think of ANY off the top of my head.

[although that's with regard to D&D...I have had at least one player quit on a Vampire saga, because he decided he didn't like the game and its themes]

So, yeah...I run a straightforward game. Players get good or their characters get dead. Players come back for more until other priorities (life, etc.) get in the way. Yeah, that's about the extent of it. 

For me...I don't care. I just enjoy running D&D. I'm a Dungeon Master...that's what I do. I don't build worlds for my players; I build worlds for ME. I don't insert puzzles for my players to solve; I insert puzzles because it makes sense, or feels right, to have such a challenge in a particular adventure I'm designing. If the players can't figure it out...tough. If the players get killed in a fight...tough. THAT'S THE GAME. It continues to amaze me that folks don't seem to get this...even after fifteen years of being a Dungeon Master.

But I'm being silly, I know. I didn't understand what it was to be a Dungeon Master back in 2010 (after 25 years of running games for people). No one ever explained it to me, and I was too dim to see it myself. It wasn't until the last seven or eight years...maybe ten...that I've REALLY, truly grasped what it means to be a Dungeon Master. What it means as a calling...as a vocation. I've had it all along, but I didn't have the words to articulate it or the right ideas to conceptualize it. Now I do. 

Which is why, of course, I need to get back to writing my book on the subject.

Hey, Mr. "Done With D&D:" you need to stop worrying about whether or not your players are jackasses or fools. You need to stop worrying about whether or not they give a rip about your world building (spoiler alert: they DON'T except insomuch as it directly  affects their characters). You need to stop bitching-and-moaning about the shit your can't control, and start focusing on the shit you CAN control...like whether or not an encounter is "clunky."

Be okay with the total party wipe. Your players are (apparently) okay with it...otherwise, they'd try a little harder and pay a bit more attention. I'm so glad to hear you're tired of feeding them details...I can assure you that you are not doing your players (or yourself!) any favors by hand-holding them.

Just kill them already. Get over it.

*sigh*  Fifteen frigging years. Man, if I could go back to my 37 year old self with the knowledge I have today... Man, if I could go back to my 25 year old self (15 years into starting to DM)...

Eh. I probably wouldn't have listened to me, either.

Allow me to be frank: chances are you're not a terribly good Dungeon Master right now, even after fifteen years of taking the role. Yeah, probably not. Because from the words in your letter it's pretty obvious you don't know yourself very well in the "Know Thyself" Socrates kind of way. Because if you did, you wouldn't be whining NOW about an issue that's probably been going on for every one of these last fifteen years. Oh, what? It's only a problem after a decade and a half?

Hey, Done: this is the last one of these "Dear JB" letters I plan on writing...the very last. So I'm going to pull back the curtain for the people reading this blog. More than 1.7 thousand people replied to this letter of yours. And all the advice is of the stupidest kind: Find new players. Communicate your feelings. Take a break from DMing to "recharge." Use "quantum" encounters. Read "The Lazy  DM." Blah-blah-blah.

Garbage. All of it.

You don't need to communicate your feelings; you need to run the game. You don't need to take a break from gaming; you need to bring focus and attention to your work. You don't need to get new players; you need to train the players that come to your table. You don't need to use quantum encounters; you need to stop having attachments to whether or not the players take a particular specific action. And for the love of CHRIST, please, Please, PLEASE spurn the "lazy DM" and all his unholy works. Get thee behind me, Satan!

Your frustration, your discontent, and your lack of satisfaction all come from your approach to the game. That's it; that's all. If you want to fix those things, you need to fix your mind; you need to fix yourself. Nothing else you try is going to solve your problems until you get your head screwed on right.

After fifteen years, I'd say it's worth a shot before quitting.

Sincerely, 
JB

Monday, December 29, 2025

"Dear JB" Mailbag #51

This guy.... 

Dear JB:

My friends and I are new to D&D. Actually, I've been consuming D&D content for about a year, so I have a bit more experience. We started with a one-shot, and I had a good time, and I think they did too. Then I decided to run the Lost Mine of Phandelver with them, and that's where the problems started.

The least of them is that after the one-shot, I let them level up, and I think the encounters are too easy now. For example, they defeated Klarg the Bugbear and his wolf with very little difficulty, even though I tried adjusting the encounter to make it harder. I'll try keeping them at their current level for a few sessions.

The real problem is how they're playing. To give you some context, they either chose a chaotic neutral alignment or something in between, but they're actually unbearably evil. They try to rob, have sex with, and sacrifice every NPC, using them as bait, or they simply don't care what happens to the main NPCs. I got tired of this and told them directly that we wouldn't get anywhere if they kept playing like this, since they can't just do the same thing to every NPC. They told me that "that's what their characters would do" and that I should try to make the NPCs meaningful to them and interesting, but I simply can't continue like this. How do they expect me to try to make them more significant if I don't feel heard by them? It doesn't bother me that they don't follow their alignments, and it's true that I'm not very good at roleplaying. The issue is that I'm tired of what they do in-game, and they don't realize that I'm not enjoying it. I don't think they understand that I'm also new to D&D, and the fact that they don't appreciate the effort I put into each session is making me rethink whether I want to keep playing or not. I like to think that through all, there is some hope that they will understand that the only way that i could make the story more meaningful is if they respect the story im trying to tell.

All advice is welcome and very needed.


I Can't Deal With My Players


Dear ICDWMP:

As we approach the end of 2025, it's not unusual for people to want to reflect upon the past 12 months considering missteps and errors we've made, and thinking of ways in which we can improve our lives and actions. Reflection is good; striving to be better is admirable.

But first, of course, we have to be willing to admit our failings. Since you "welcome" "all advice" and, in fact, acknowledge that it is "very needed" ...well, it's only right that I start by advising you to take stock of your situation and realize that all these problems are of your own making.

Not the game. Not the rules. Not your friends. Not even the publisher. Just YOU.

"Consuming D&D content" does NOT translate to "experience." Running a "one-shot" (whatever the hell that means) does not prepare you to run a campaign. Ignoring instructional text and simply "leveling up" players when you feel like it is not a mark of proficiency.

And, no, no player is ever going to "appreciate" what it is you do. If you are DMing solely for the sake of being appreciated by your players, you are going to be DISAPPOINTED. Over and over again.

SO...let me help you. Please. Let me help you. Listen...or, rather, READ...what I have to say. And know that I write these words with a motivation that stems from love.

Mostly. Also, it annoys me to have terrible Dungeon Masters walking this planet.

Now I'm not going to lie: the 5E Starter Set has some pretty TERRIBLE advice in it ("When in doubt, make it up!" and "It's a shared story!" are just two examples). But, a new DM has to start somewhere and if you're insistent on learning that [5E] edition, you might as well start with a "starter set." However, when learning ANY new skill...and running D&D as a Dungeon Master IS a new skill...you want to make sure you follow the instructions.  The first part of Phandelver is written for a group of 1st level characters, who only level up AFTER their encounter with Klarg the Bugbear. If you make them 2nd level to start, than YES, the adventure is going to be far too easy, and NO you do not have the experience or 'chops' at this point to adjust the thing on the fly. You are still a rank novice...I don't give a hoot if you've been "watching D&D content" for a decade or more!

Just run the adventure, dude. Run it as written.

Once you've done that, perhaps you'll be ready to try DMing your own campaign. Perhaps. But first you've got to take a good, hard look in the mirror and make an honest assessment of yourself:
  • Do you have the brains and fortitude to read the rulebooks and digest the instruction they provide?
  • Do you have the interest and creativity to take on the (often) thankless job of adventure design and world building?
  • Will you find the running of the game, with or without accolades, with or without players, to be a joy in and of itself?
  • Do you have the courage to commit yourself to the 'long haul?' To run the game consistently even in the face of your players' complaints, objections, and (occasional) idiocy while remaining an impartial referee and God of your universe?
If you can at least answer these questions with the word "maybe" then, okay, we test the hypothesis and maybe you won't be wasting your time. However, if you KNOW that one or more of these questions is a resounding "no," then you should probably hang it up now...find someone else's game to join as a player, if the game still entices you, but do NOT even start down the Dungeon Master's path. You're not ready. And maybe some day you WILL be ready (and that "no" answer will change to a "yes"), but that time is not now. Admit it. Acknowledge it. Accept it.

It's okay. You're not a bad person.

IF you are ready (or think you're ready or are "pretty sure" you're ready) we can get down to brass tacks.  First off, by this point you already have at least one "starter adventure" under your belt (and you've run it twice...once in a fashion that was WRONG, and once "by the book"). Now, we move to "Phase II:" read your instruction manual. That means buying a copy of the PHB and DMG and reading them as many times as you need to A) understand the overall scope and general procedures of game play, and B) know where and how to look up material and spot rules that are likely to come up in play as you (slowly) master the system in practice.

Once you've finished doing that, you take your first steps into world building by designing a small, yet tempting dungeon/adventure along with a town that can act as a base of operations for the PCs. 

Then you run the game. 

Ah, but what about the players being assholes? I hear you asking. Players are largely simple-minded...they get their jollies off of playing D&D and if you, the DM, don't make it fun for them, they will make their own fun. If you force the players to interact with townspeople and 'local color' instead of giving them ACTUAL adventures to pursue, they will treat the town like a dungeon: raping and robbing and murdering their way across it. 

The players have signed up for Dungeons & Dragons. Are you giving them Dungeons? Are you giving them Dragons?

When the players have an adventure on which to focus, focus they shall, assuming they joined your table in good faith of wanting to play the game. NPC "personalities" are a means to an end...and that end is adventure.  If the NPCs aren't advancing the players towards that end goal, things are not going to go well.

At the same time, your adventures have to be rewarding. If you put a "magic shop" or "gold bank" in a town, it may seem infinitely easier for the players to rob THOSE places, instead of risking their characters in some filthy hellhole filled with monsters and boobytraps. While it's easy enough to make the consequences of such actions discouraging (having the town guard show up in force and hanging the PCs from the nearest tree), it is even easier to simply NOT have such places available. A village or town should be a place to resupply, sell loot, and (perhaps) pick up healing or advice from a sage...and that's it. If you, as the DM, want the players to throw over the "evil Baron," or knock over the Duke's palace, well, that's just designing a different type of 'dungeon.' Which is totally cool and fair game. But recognize that YOU, as the DM, control what incentivizes your players based on what you put into your world.

Here's the hard truth: players don't care about NPCs...and neither should you. NPCs are completely imaginary, invented as needed, and are completely and utterly expendable. 

Every. Single. One. Of. Them.

Look. You want an Elric or Conan or Red Sonja or Gandalf clone in your game? Fine: make one. And if the players kill 'em? Make another...the long lost twin of the one they just killed. Now bent on revenge (if that serves your purpose). Or simply bring them back to life...this is D&D we're playing, right? There're still wishes and raise dead spells, yeah?

But really, you just need to stop worrying about making "meaningful" or "significant" or "interesting" NPCs. There's no such thing. Just worry about making adventures (i.e. "dungeons") that are dangerous and rewarding. Do that, and you won't have to worry about players "following their alignment." Heck, you might even (one day) come to the same point I'm at and just chuck alignment out the window. 

However, that's down the road. Learn to play 'by the book' first. 

Make adventures that are dangerous but rewarding. Run those adventures. Give your players experiences..these create memories which, in turn, provide the campaign with "meaning." Not individual NPCs. Not even individual adventures. The game and the campaign you run using the game rules is what the players will (hopefully) sing the praises of. 

Not that you'll care all that much. You're not doing this for accolades. You're DMing for the joy of creation and the satisfaction of mastering your craft. If you do it right, your players will keep coming back for more, allowing you more joy of creation and more satisfaction of mastering your craft.

That's what it is to be a Dungeon Master.

Sincerely, 
JB

Sunday, December 28, 2025

"Dear JB" Mailbag #50

I think I can do one more of these before 2026...man, these were nearly one-third of my posts in '25...


Dear JB:

Honestly I just need help trying to decide between AD&D 1e or 2e. I like both games, and different aspects of both. I lean more towards 1e but think 2e is easier to use at the table. 

What are y’all’s preference?


1E or 2E


Dear Questioner:

I prefer first edition AD&D. That is the short answer to your final question.

But you want more than just my "preference;" you want "help trying to decide" between the two editions. I know there are quite a few people out there who, if asked, would simply suggest you combine BOTH editions into one Franken-brew mash-up that you can live with...but I assume you've already considered this option and discarded it, else you'd have no reason to write.

SO...you want me to go all "Edition Wars" in print?

Here's the level truth, friend: beginning with 1E, every edition of D&D was purposefully designed. Regardless of whether I (or anyone else) says otherwise, there are reasons each rule set includes the instructional text it has. And let me further add THIS: when I (or anyone else) tells you that one ruleset works better or best in comparison to other editions, what we mean is "better" or "best" for ME. For MY sensibilities.

Got that? I dislike 2E, but I dislike it because it fundamentally changes aspects of game play in a way that the game then fails to fulfill the promise of what it was in the version I learned, thus failing to meet the expectations that were instilled in me from the game that initially introduced me to Dungeons & Dragons.

These expectations are no small things, and is why D&D gamers tend to be most loyal to whatever edition they first grokked and that first EXCITED them about D&D.  IF (for example) you were first drawn to D&D because it provided you with the means to tell epic stories of heroism (a la 2E) with a more streamlined ruleset, then guess what? 2E may well be your huckleberry, and you'll find 1E's draconian nuance as off-putting as 3E's micro-managed construction set.

What is it that you want from your D&D game? This is the fundamental question you have to ask (and answer) for yourself. You write that you "lean towards 1E?" Why? What is it about first edition that tickles your fancy? Half-orc assassins? Wandering harlots? Obfuscated combat procedures? Random disease and parasite tables?  I mean, sure...what's not to like?
; )

Each edition is designed to meet certain types of play objective. I'm not talking about objectives like "game goals" (finding treasure or creating stories)...I'm talking about the STYLE of play that occurs at the table. Each edition of D&D creates a very different gaming experience when run in the manner in which it was intended. The play of By The Book second edition is DIFFERENT from first edition despite 2E's "backwards compatibility" with 1E materials and surface similarities. Customization of characters (specialist wizards, adjustable skilled rogues, themed clerics, "kits," etc.) focus players on their characters; advancement systems based on profession encourage players to have different priorities IN PLAY. That makes the 2E game VERY UNLIKE first edition AD&D, despite the inclusion of similar spells, monsters, and terminology. It is a different way of playing, not "better" or "worse," but DIFFERENT.

And that difference is going to hold different levels of appeal for different people. For me, it holds little appeal...but I can only speak for myself. Other people have different expectations of play.

SO...it would behoove you to determine what are YOUR priorities and expectations of play. "Easier to use at the table" is a dumb reason for choosing a system...plenty of editions of D&D have simpler systems than 2E if that's the main thing driving you! But the fact of the matter is this: you can get good at ANY edition's system with practice and dedication...or, what some might call TIME and EFFORT. I find first edition AD&D to be quite easy to use at the table (certainly a lot easier than editions that require me to create "battle maps" for every encounter)...but, as I wrote in an earlier post, the process of learning AD&D took a few years.  For me, I'd say it was worth the trouble. Then again, back in the min-80s I had no other choice (there was only ONE version of Advanced Dungeons & Dragons prior to 1989)!

Anyway, reading over this missive, I can guess I'm probably not giving you what you want. Here are what the two editions in question have to offer:
  • 1E: cooperative, tactical game play, with a robust rule system that encourages long-term (extended) campaign play and world building with attention to "real world" considerations like economic stresses and political/military movements, while still providing fantasy escapism on an undreamt of scale, supported by system.
  • 2E: character customization, prioritization on "story" or "meaning" with focus on the individual, generally of a "good" or "wholesome" nature (I think it's easier to make 1E clean and shiny than it is to make 2E grim and dirty), rewarding groups who are "on the same page," thematically. Unclear how extended game play is supported by system, but short-term thematic play is definitely supported in 2E.
You'll note that neither of these descriptions say anything about "ease of play" at the table. Figure out which one you want to run/play and then learn the rules (which were designed to facilitate their objectives of play). Don't be lazy; the job of being a Dungeon Master entails a lot of work, so you might as well start on the right foot by studying up the system that best delivers the game you want.

Sincerely,
JB

Friday, December 26, 2025

How I Run (AD&D) Combat

Two different folks asked me (on a recent post) to describe how I run combat using the AD&D system. The short answer is: "mostly By The Book." What follows is an elaboration of my standard operating practice, whether I'm running for two players (my kids, for example) or 8+ (such as my sessions at Cauldron last October).

It all works the same.

First, you have to approach combat...and the AD&D game...with the proper mindset. Understand that it's meant to be fast and furious; understand that it's meant to be abstract. Above all, understand that while combat is a Very Important Part of play, it is only part of the game...only part of the adventure.

Give combat the respect that it's due...and nothing more.

The procedures provided in the instructional text are there to serve play, not vice versa. Some things are, or should be, obvious...and the edgecase rules that exist are there to cover possibilities and provide a means of dealing with any particularities more complex than the back-and-forth of two swordsmen whacking away at each other. Again: the procedures SERVE play, not the other way around. Trying to fit your play into a checkbox paradigm of if-then-what-next is missing the point.

Next (now that you, hopefully, have the right mindset), combat ALWAYS starts with the situation. As Dungeon Master, you have to understand, and be able to visualize, the circumstances of the battle about to commence. Not only must you be able to visualize it in your own mind, you must be able to explain your vision to the players, such that they can react accordingly to the situation. These days, I always carry a few miniatures for the players to represent positioning in the imaginary "battle space;" back in my youth, if I had an especially complex situation to describe, I'd do a quick sketch to help my players visualize what was going on.

But that's in a second...first, you need to check for surprise.

As in real life, surprise can be decisive and game-changing with regard to combat situations. Understanding surprise in AD&D is pretty darn essential...fortunately, it's pretty straightforward. Each side gets their BEST chance to surprise (and be surprised) which, on occasion, may mean no surprise is possible (again, this is why understanding the situational situation needs to come first). Otherwise, multiple surprise segments may occur. These days, I only worry about partial (1 segment) or complete (2 segment) surprise...I honestly can't remember if I used to award 3+ segments of surprise back in the days of my youth, but currently, I'm okay with two segments being the maximum. In my opinion, 12 seconds is plenty of time to recover your wits, unless you happen to be REALLY slow, wit-wise (i.e. a cleric with a DEX <6).

Once surprise has been dealt with, we move onto combat proper.

DECLARATION OF ACTIONS...this is the first thing we do after I've outlined/described the tactical situation to the players. I go around the table and address each player, asking what they want their character to do. Order is usually determined by relative positioning and situational awareness. Ask the guys in the front rank what they're doing first, then  the secondary row guys, etc. If one character kicked in the door to a room and stumbles into a pack of wights (or whatever), for sure I want THAT person's declaration first and foremost.

Declarations of action are kept snappy. No dithering, hemming or hawing. In a situation where players actually get the drop (i.e. surprise) on an opponent, I'm a tad more lenient with declarations, especially in instances of complete surprise (PCs may well have the luxury of a whispered conference prior to taking action). My players generally have an idea of their particular "order of battle" anyway as...long before any actual encounter...I've established things like marching order, who's carrying what in their hands (weapons, shields, light sources, etc.). Sharp players will, of course, have planned out some battle tactics in advance, otherwise things are likely to devolve into a chaotic free-for-all.

Which is fine. There's verisimilitude in that. 

After getting their asses handed to them once or twice, they'll start to figure things out, and go into situations better prepared. And that's fine, too...again, this is true to life. These are not well-drilled U.S Marines with extensive training in CQB...they're hardy adventurers working their way through dark and dank tunnels (or deep dark forests or mountain passes or well-lit castles or whatever), sword-and-torch in hand.  A lot of players are used to smaller tables...three to five PCs...and large groups (such as one finds in convention games) can take some adjustment for the players, especially those who haven't worked together before. And, again, That's Okay. Combat is only part of the adventuring process.

SO...declarations. Players who dither or are overwhelmed (or just cautious) are passed over for the players who are more decisive. And this is FINE. Often, the player who's unsure what action to take is a spell-caster who's considering the proper spell for the situation...and he/she can fall back behind the rest of the gang, while considering. Again: this is verisimilitude.  There's no need to go off half-cocked...maybe the rest of the party will take care of the bugbears withOUT the need for that web spell to get cast. And that's fortunate and saves resources for later...yay!

ALSO...no, I do not require players to write down their "orders" separately from each other. In a combat situation, I assume the players are actively communicating with each other (yelling "cast the fireball!" or "loose arrows!" or "set spears!" or whatever) even as some PCs' actions...notably charging...requires not much communication at all.

As for the opponents' actions, I (as DM) already have an idea of what they're going to do in that first round, based on their temperament, their capabilities, their numbers relative to the party, etc. Again, this is based on comprehending the SITUATION. After the first round, the situation will have changed, and the actions/reactions of the opponents will have changed as well...for me, situation determines how the NPCs are going to act. It's not about an optimal "Tucker's kobolds" screw-the-players approach to battle, it's about verisimilitude. Humanoids armed with spears are not going to throw their only weapon, unless they plan on running/escaping afterwards. Animals are unlikely to fight to the death (or fight large numbers  at all) unless defending their lair/young. Etc. 

Back to procedure. So we've got a declaration of actions from the players. Great. Now we dice for initiative. Depending on actions chosen by players, I ask one player to roll for the party, choosing the person whose declared action is most immediate and/or most likely to be affected by the outcome of the initiative dice. For example, when facing undead, if a cleric is going to attempt to turn the creatures, I'll usually let the cleric roll the initiative die for the party. Why? Because the result might well mitigate or eliminate the entire threat the group faces.

Now let's talk segments and spell-casters. When a caster declares they're casting a spell in combat, the number on the initiative die is going to be important, due to casting time and the chance of being interrupted by an opponent.  Magic-users are the most likely to cast a spell in combat given A) they're the most likely to feel "useless" outside of their spells, and B) players have a tendency to stockpile offensive magic. Fortunately, most MU spells have a casting time equal to the level of the spell (1 segment for 1st level spells like magic missile and sleep, 2 segments for second level spells like stinking cloud and web, 3 segments for 3rd level spells like fireball and lightning bolt, etc.) which is easy to remember, and outlier spells...well, with time and practice you remember that some spells (strength, for example) have a longer casting time than expected. Other than command, most clerical spells take a LOT longer to cast...hold person, that combat staple, takes 5 segments, despite being a 2nd level spell. Again, there are so few clerical spells that are useful in combat (compared to the magic-user) that you get to know the casting times after a few repetitions.

When a player wants to cast a spell, I always ask the casting time, and I'll usually have the casting player roll for initiative telling them "okay, so you need to win by x number or else you have a chance of your spell being interrupted" (assuming that there is an opponent targeting the spell-caster). FOR EXAMPLE:
Tim declares he's going to cast fireball on the bugbears who are gearing up to charge. I note that the bugbears are 30' away from the party and can easily reach the PCs, although it will take two segments to do so (as they only move 18' per segment). I thus say: "Okay, Tim, roll for initiative; if you win by 3 or more, your spell goes off before they arrive; if you win by 2 they get to attack you AND the spell goes off. If you only win by 1 they'll have a chance to hit you and interrupt the spell before you cast it."

Thus knowing the stakes, Tim and I roll initiative with everyone hanging on the results of the die rolls.
But what if Tm the wizard was facing a squad of plate-armored goons (movement: 6")? And what if they were 40' away, not 30'? It would thus take four segments (at 12' per segment) for the goons to get to Tim...how is this resolved?

Well, for me, it goes like this:
  • Tim wins initiative by 3 or more: Tim's spell will go off before chargers get to Tim.
  • Tim wins initiative by 2: Tim's spell and the charge attack are SIMULTANEOUS (spell goes off, even if the attack hits); with the EXCEPTION of and initiative roll of 3-1, in which case Tim's spell would go off before the goons arrived (since they need four segments to get to Tim). 
  • Tim wins initiative by 1: the chargers arrive first and the spell can be interrupted; with the EXCEPTION of an initiative roll of 2-1, in which case Tim's spell goes off before the goons arrive, or a 3-2, in which case the spell and charge are SIMULTANEOUS.
  • Initiative results are TIED: while it's subject to debate, I'd probably rule that a 1-1 allows Tim to get his spell off first, a 2-2 results in actual simultaneous actions (spell goes off AND chargers attack) and any other result allows the chargers to strike first, possibly interrupting the spell.
  • If Tim LOSES initiative, the goons are probably going to get to him before he can cast his spell. However, if he only loses by a roll of 2-1 (DM gets a "2;" Tim gets a "1"), then the spell and the charge are going to happen SIMULTANEOUSLY. Why? Because the spell will complete on segment #4, and the goons won't arrive till then. 
[please note: for ME, the first segment of action counts as the first segment of casting time. So if the spell caster commences a 3-segment spell on segment #2, the spell will be completed on segment #4]

But here's what I'd ACTUALLY say to Tim:
"Okay, Tim, roll for initiative; if you win by 3 or more your spell goes off before they arrive; if you win by only 2, then their attack happens simultaneously with your casting and if you lose or beat them by only 1, they'll have a chance to interrupt your spell. However, it's going to take them four segments to cover the distance, so depending on what the actual die roll is, you might get a break...let's roll and we'll figure it out afterwards. Just know you want to beat them by as much as possible."
There's only about 6 chances in 36 of getting one of those "odd results;" 30 times out of 36, the initiative dice are going to come up with a number that's easy to adjudicate...I'm be beating Tim nearly 50% of the time just by rolling higher than him. In all likelihood, there'll be no need to work out the math ahead of time, and if it's close and the dice rolls are low (knowing that it takes the goons 4 segments to cross the distance), I'll be able to eyeball it pretty accurately.

Now if the distance were greater than 40' or if Tim were using a faster spell (say, magic missile with its 1 segment casting time), it might well be possible that the DM (me) could WIN initiative, and the spell would STILL go off before the charge arrived. In this case, the spell is not much different than missile fire which, for me, will usually occur BEFORE a charging combatant can come to grips with their foe...depending on the type of missile weapon being used.

[for the record, devices like wands and staves have a number of segments of "operation" and, in general, I just treat them as spells (i.e. with casting times) that cannot be interrupted. "Spell-like abilities" of various monsters are NOT spells and do not have casting times, nor do I treat them as interruptible]

With regard to bow-fired arrows, daggers, and darts...all of which have a rate of fire greater than 1...I treat them the same as a combatant with "multiple attack routines," thus firing both before and after initiative. While the rules are not explicit on whether or not to treat multi-fire missiles as such, I can look back to Chainmail (from whence AD&D gets the 1 minute combat round) and see that this is indeed how archer missile fire was treated: archers would receive one shot SIMULTANEOUS with movement (so the archery would be resolved against chargers prior to resolution from melee at the end of the charge) and then a second shot would be allowed at the end of the turn provided both A) the archers did not move during the turn, and B) they were not engaged in melee at the end of the turn. As with many things AD&D, I find this very obvious: charging a position of missile-armed combatants is going to get you lit up. With regard to slower weapons (crossbows and such), initiative would still be rolled and shooting is determined based on the die result AND the amount of distance the charger needs to cover.

Once battle is joined (melee...yay!) things become very straightforward, especially declarations. "You're still locked in melee, do you want to continue to attack?" Characters who break from melee (fleeing) suffer the consequences of their cowardice; otherwise, the initiative roll every round determines which combatant throws their D20 first, so long as neither opponent has the "multiple attack routine" thing going on. Once an opponent is downed, they can move to attack another opponent in combat (no attack roll is allowed when performing this movement/target switch, unless the new opponent is already in melee distance). With regard to facing, given the abstract nature of AD&D combat and the length of time in a round, I do not award "flanking" bonuses or back attacks unless an opponent is already engaged in melee (in which case, I dice randomly to see who the opponent is facing) OR the opponent is unaware of the flanker (usually because the flanking attacker just downed their own opponent and has either charged, or moved to engage an opponent that was already distracted by fighting).

With regard to the unholy section of the DMG 66-67 ("Other Weapon Factor Determinants")...eh. It's fairly straightforward, even if ugly. This section only occurs when a combatant is in melee with an opponent who is trying to do something "other than striking blows:" casting a spell, using a wand, drinking a potion, etc. You subtract the losing result of the initiative dice (1-5) from the speed factor of the melee weapon, treating negative results as positive numbers(!!) and compare the result to number of segments that it takes the non-weapon wielder to complete their action, in order to determine "what happens first." When initiative results are tied (i.e. when combat would otherwise be "simultaneous") nothing is subtracted and speed factor is simply compared to the segment time of the non-melee action...an odd choice as this can give advantage to many spell-casters one-sixth of the time. 

What is NOT explicit...although I believe to be implied...is that the "losing initiative die roll" is ONLY subtracted from the weapon speed factor IF it is the melee combatant who loses initiative. If the melee combatant WINS initiative, they strike their blow BEFORE the non-melee activity takes place. This gives the advantage in melee squarely to the person with a sword, which is as it should be...Gygax writes at length about the difficulty of casting a spell during the chaos of combat; it makes little sense to give a wizard an advantage over a sword-swinger with spells like lightning bolt and magic-missile. Casting a spell while engaged in melee should ALWAYS be a desperate maneuver on the part of a caster! It only rarely comes up in my games because neither my players, nor my NPCs casters are likely to try it.

[again, NOTE: this rule only comes into effect after combatants are already engaged in melee. It does not apply during other parts of initiative when the easier "compare die results with casting time" procedure applies. I readily forgive DMs who prefer to ignore it altogether and simply use the "standard procedure" 100% of the time

ANYWAY.  As said, once combatants have come down to melee, combat gets incredibly straightforward. Initiative moves back and forth, combatants maneuvers as opponents are downed, and everyone keeps a close eye on their hit points. Morale becomes a factor for some types of foes/monsters (less so for others) and fights usually end up being to the death. For me (as the Dungeon Master) the trick is to resolve the combats QUICKLY...once combatants get "stuck in," the battle should be resolved in a few minutes. Declarations are fast. Dice are rolled fast. Damage is removed.  Morale is checked. It grinds out in rapid fashion, and thank goodness, because we all (DM and players alike) want to get back to the adventure and exploration that led us to the battle in the first place.

Okay. I think that's about it. I'll answer specific questions in the comments section.

Iron Fist


Thursday, December 25, 2025

Merry Christmas To All

Currently in Mexico, staying up way too late and eating way too much. Tis the season.
; )

I know not all of my readers share my religion, but know that I wish you all peace and love and happiness and joy on this day, and in the days and New Year to come, and that I hope more of us will endeavor to embody the spirit of Christ in our relationships to our fellow humans. I know I'm going to try.

In gaming news, there's a new Classic Adventure Gaming podcast episode discussing this year's (2025) Cauldron Convention. I was originally going to appear on this one, but I totally flaked (mea culpa) but the guys do a great job of describing the new venue, etc. all on their own. Voices heard include Prince, Melan, Attronarch, and Grützi (winner of the Best DM award this year)...as well as podcast host Gus, who made his first trip to the con this year (a very nice man, with a VERY impressive mustache). Not a bad listen on a lazy, holiday morning....

Also, speaking of Cauldron, Iudex sent me his write-up of his running of my tourney adventure at HOOT, the Hungarian Oldschool Open Table, a monthly gaming even in Budapest. More on this later, but...what fun!

Aaaand...that's it. I just didn't want the day to go by without wishing people a happy one. Enjoy your families, your loved ones, and your gaming, folks. Best wishes!

Thursday, December 18, 2025

"Just A Game"

A long, long time ago...probably in the first year or two of this blog...I tried (at least on one or two occasions) to communicate my feelings for the RPG hobby and D&D specifically...the profundity of the thing, this activity, this game. Yes, yes, it's FUN...of course it's fun, duh...but I somehow have long felt that it is somehow important, too. And I tried to name why I felt that way (that this silly game of fantasy adventure was somehow "important"), and pretty much failed to find the words. Or even the reason.

Over the years (sheesh, 15+ I've been blogging!), I gradually came to the conclusion that the reason, if there was one, didn't really matter at all. The game was important to me, and that was enough. Perhaps whatever intuition I had that made me feel D&D somehow mattered on a larger scale than "personal" was confused narcissism: a justification of my own passion/obsession for the hobby. Lots of people have passions and obsessions; just throw me in the same category as collectors of stamps or baseball cards, rather than the research scientist looking for a cancer cure.

[by the way, I can make a case for the value of collecting; apologies if I offended with that last sentence]

However, as time has continued to pass and our world has continued to trend in a particular direction, I've come back to this inner feeling, this idea that gaming...specifically D&D gaming...is important and does have value beyond just being a "fun game." Surprisingly, I feel its importance more than ever in its value of creating human connection between people. Not just in the way that shared fandom of a sports franchise cuts across boundaries of race, gender, religion, economic background, etc. (one of the great things about sports), but in the way it promotes shared activity between people. If I'm wearing my Seahawk jersey (as I will be tonight in a Lord-I-hope-we-win game against the damnable Rams) I can make eye contact, nod, high five, or dap up any other person wearing the same jersey, no matter what our respective backgrounds happen to be. But playing D&D, I can sit down with someone and share an intimate imaginative space, holding discourse and trading ideas. D&D allows people to have a 'meeting of the minds' on a deeper level than most any activity outside our non-shared spaces (family, school, church, workplace, etc.). 

That shared activity is so much more profound than just shared recognition. 

So there's that. And I think that meaning and value and "importance" is going to become more meaningful and more valuable and more important as our world continues to move in the same direction it's been going the last decade or two. We'll see.

By the way, this holds true for any RPG, or any edition of Dungeons & Dragons. Those 5E people who are playing the game in a fashion unrecognizable to moi? They're still making human connections. That's a good thing...we NEED more human interaction between our fellow humans. So...yay!

HOWEVER, while that's the underlying importance of RPGs (as I see it), and something many (most?) of us might agree on, there are additional benefits to playing AD&D that I hadn't quite noticed until just recently...this morning, in fact...that, in my estimation, elevates my chosen edition in certain subtle ways above the hoi polloi of other RPGs, especially those with "modern sensibilities" like 5E and Shadowdark.

AD&D, in particular, is not about self-expression or collaborative storytelling. It is a structured game with fixed procedures, real consequences, non-subjective objectives of play, and an impartial referee. That structure creates trust which, in turn, enables risk. The risk makes choices matter, and out of that comes real camaraderie.

AD&D quietly teaches...and reinforces...things that modern life tends to erode:
  • Respect for External Authority (the game has rules that exist outside personal preference)
  • Negotiation Within Constraints (you can't just "try anything;" choices have costs)
  • Delayed Gratification (progress is earned, not guaranteed or a matter of fiat)
  • Risk Acceptance (failure is real and consequential)
  • Social Trust (the DM is neither adversary nor servant, but the facilitator of the game/world)
While many modern games claim to support "social play," they generally shift authority inward (play "what feels right"), cushion failure, automate judgment, and prioritize individual expression over group coherence. Meanwhile, in AD&D authority (i.e. the rules) is external and known, the outcomes are constrained by procedure, failure is both possible and meaningful, and the group (based on the PREMISE OF THE GAME) is forced to work and adapt together.

This produces consistency, and it is through that consistency that trust is earned; it is not negotiated minute by minute.

What makes this especially powerful is that AD&D does all this while masquerading as nothing more than a game. It doesn't lecture, or moralize, or have some grand statement of "this is important." Instead, it presents the rules, a dungeon, and asks 'what do you do?' And week after week, the people playing:
  • learn to listen
  • learn to plan
  • learn to balance risk
  • learn to accept loss
  • learn to trust someone else's judgment
All in the presence of others.

There is something deeply valuable about a game that requires presence, attention, cooperation, and acceptance of outcomes that cannot be endlessly revised or curated. Yes, AD&D is "just a game," but it's the kind of game that we could stand to have more of. The longer I live, the more I appreciate it.
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