Encounter Design: Boss Fights in Tabletop Games

Tabletop games, like video games, have long had a concept of a “boss fight,” a climactic end to an adventure or series of adventures. Starting from that similar position, though, video games have done far more creative things with the concept, while tabletop games have scarcely advanced beyond what MMO […]


D&D Storyline Postmortem: A Well-Turned Heel

A few weeks ago, I ran a session of D&D in my Aurikesh campaign that everyone at the table really enjoyed, and I wanted to write about what made that particular session and storyline work, what minor things I could have done better, and so on. To do that, though, […]


D&D 5e: Problems in the Warlock Design 10

In case you aren’t already reading it, I’m still writing a weekly column on Tribality.com exploring the history of D&D’s classes. Once I got to the end of the Druid, I took a vote on what I’d write next. It looked like the Paladin would score an easy win, but […]


D&D 5e: Elemental Evil Player’s Companion

The Elemental Evil Player’s Companion is now available for free download on several sites, and since the price is right, people interested in 5e should pick it up even if the Princes of the Apocalypse storyline isn’t something you expect to use. This 25-page PDF, by Sasquatch Game Studios and WotC, offers […]


D&D 5e Playtest: Mass Combat Rules

I love that the new Unearthed Arcana column on the Wizards website offers public-playtest versions of future material for D&D. This week, there are rules for mass combat – always one of the sticky design areas for tabletop games intended for focus on individuals. In part to make sure I understand […]


D&D 5e: Exorcism Domain

Let me start by freely acknowledging that the Cleric class is better-supplied with subclass options than any other class but Wizards. I expect that for a lot of people, adding an Exorcism domain is painfully extraneous. On the other hand, in my homebrewed D&D setting, I specifically need characters specialized […]


D&D 5e: Training as Treasure

There are two little paragraphs in the 5e Dungeon Master’s Guide, plus three bullet points, that offer a wonderful amount of room for expansion: Training, p. 231. In the 4th edition Dungeon Master’s Guide II, there are a few pages on Alternative Rewards, and the group I played 4e with […]


D&D 5e: At-Will Attack Options

This post is about one item on the short list of problems I have with 5th edition D&D. On the whole I think the new edition is brilliant, and if there’s a list of problems… well, they are fewer in number and less egregious than any edition prior. Specifically, I […]


Monsters from Myth II: Soulblighter for D&D 4

Okay, I don’t know how many of you played Bungie’s excellent Myth series of turn-based tactical games, with releases in 1997, 1998, and 2001. Judging by the fact that the series hasn’t seen a release since 2001, I’m going with “not enough of you.” I don’t pretend that I was skilled […]


Review: Paper Sorcerer

Paper Sorcerer, developed by Jesse Gallagher, displays just how far a game can go on a unique visual aesthetic and a classic format and feel. It offers some additions to traditional dungeon crawl that other games could stand to lift, and it deserves considerable praise for that. It is, on […]