Saturday, September 6, 2025

Game Day

It's 8:36am. I've been up for nearly four hours.

I have difficulty sleeping on game days...well, any day when I'm on the docket for an activity that requires preparation. At conventions (like the one I'll be going to in October) I'm lucky to get four or five hours a night. It's hard for me to get to sleep, and I often wake up hours before my alarm.

Excitement and stress...these can play havoc with one's circadian rhythm.

First day of the (school) soccer season. I am coaching my daughter's team. It has been a madhouse just trying to get practice slots. I've had three since last Friday (the day after I got home from Orcas). Three. The last two were yesterday and Thursday. We'll see how this particular band of misfits performs. 

Of course, I had to be up early for D anyway...he had a cross country meet at 7am. Jeez, these kids. He also has club volleyball this afternoon and club soccer tomorrow. Sofia has her club soccer match this afternoon.

But that's all fine and dandy...that's just driving (and I have a full tank of gas (I mean, since I was up this morning anyway...). This morning's game, I'm coaching. My team. My responsibility. No rest for the wicked/weary.

I'll let y'all know how it goes. It's just nice being back in a sport where I get to yell from the sidelines.
; )

[EDIT: we won, 5-2. Shaky first half, but we pulled away in the second. One in the books]

Friday, September 5, 2025

"Dear JB" Mailbag #40


Hi JB!  So I am a bit perplexed over the situation and would appreciate any advice. Also my blood is boiling, but I'll try to keep this fair and factual. 

Currently I am a part of an online DnD campaign - and it is the best campaign of my life. I am enjoying it immensely, especially since my previous full-blown campaign's ending traumatized me a bit. My new DM - highly recommended - delivered fantastic sessions: great storytelling, balanced spotlight, the works.

Then one day it all changed, when one of the players asked if his wife could join. She’d supposedly been bullied out of another game. We are decent people, so we agreed. Later, we learned she’d been "bullied out" several campaigns with different groups. Red flag number one.

Her first action was demanding her paladin character be a literal anime space princess and would not accept any pleadings, with us being a rag-tag team of homeless scavengers. She would not budge, and the DM compromised, making her an emperor’s illegitimate daughter (not yet confirmed 100%, but enough to keep her satisfied). Red flag number two.

After some travelling she started subtly trying to change other PCs to fit in her narrative, masking it with back-handed compliments. Such as "Wow, your autognome was so much less annoying this time, keep it up!". And my poor autognome monk was not the only receiver of this treatment, this also included comments towards our cute elf warlock and several NPCs; she even started actively referring to other two players (including her husband) as "my simps". Then one day during combat, she threw a fit when the DM hit her 21 AC anime princess paladin several times. "This is not fair! Roll publicly! I don’t trust your rolls!". We were quite taken aback and again tried to reason with her, after which she claimed she was being bullied again before finally calming down.

By this time me and my friend (warlock) already approached the DM to discuss how she was making us uncomfortable. He said that he would talk to her, and for the next session it all died down, so we thought that it bore fruit. Then a week ago came a breaking point.

Princess multiclassed into warlock. The DM suggested a patron and was crystal clear (both directly and indirectly via NPCs): this patron was evil, would corrupt her, and may exploit her royal bloodline for its own ends. She agreed, as her potential patron promised her an ascension to the throne. We all thought: "How cool is that, her anime paladin will finally be going through an interesting ark!" Yet when the DM roleplayed her character’s growing bloodlust (exactly as warned), Princess was shocked. Princess was outraged. Princess said that her character would never-ever feel such dark urges.

After the session during our scheduled feedback time, she proclaimed she had a "joint complaint" against the DM. What exactly is a "joint complaint" if no one of the party participated, you ask? Turns out, she’d complained to out-of-game friends - who knew nothing about our campaign - and they accused the DM of "stripping her agency as a player" as there was "lack of wisdom saves to resist these urges". Guys, she screenshotted their nasty messages and sent them directly to the DM’s DMs. The messages where they mocked my DM and questioned his competence. I am fuming even now.

Seeing our DM - a kind, talented person - shaken was heartbreaking. So I lost my cool. I told Princess in no uncertain terms that this was unfair, highly unethical, and a violation of trust. If she didn’t trust the DM, she should find a DM that she DOES trust instead of trying to walk all over my favorite DM. She abruptly left the session, and I personally spent 20 minutes consoling our sweet DM.

Here’s the problem: the DM let it slip that he still wants to continue playing with her as there are couple of sessions left anyway and he wants to finish her ark. I also suspect that he is afraid that her husband may leave with her, and hubby is a valuable player and has a great and important character. I love this campaign and the storytelling, but Princess’s behavior is ruining my experience, my friends' experience and our DM's experience. How do I support my DM without enabling her? How do we protect his mental health if she stays? I do not want to pressure him to get rid of her, and my other teammates, although uncomfortable, would like to continue as is... 

EDIT: I deem this necessary to state: I am female, my warlock friend is female, we are not bros gatekeeping the sacred masculine DnD by booting a woman


Space Anime Princess Ruining My Game


Dear SAP:

I am angry right now...so, so angry. And it has nothing to do with you, or the world or the government or anything big and over-arching that affects anyone besides myself. It is a very personal issue/problem, relating to my idiot brother and our idiotic legal dispute and the idiotic legal system and the fact that it is forcing me to do all sorts of bullshit that I don't want to do and DEFINITELY don't have the time for, what with everything else on my plate. It is just one FUCKING DELAY AFTER ANOTHER and after waiting WEEKS for my hearing date to move a trial up so we wouldn't keep hemorrhaging money from my dead mother's estate, the judge dismissed the motion as it appeared the "defendant hadn't been served."  Despite me getting up at the crack of dawn and driving through fucking Seattle traffic to get to the Kent Regional Justice Center to file the fucking proof of service five minutes after the court opened (this after having already emailed it to them on August 21st per the idiotic bailiff's instructions). So NOW I have to redo the whole fucking process again in order to lose another month's worth of cash from this thing just because my brother is an asshole that I can't have removed without a court order.

Fucking hoboes. AmIright?

So, I'm angry. Like really, really pissed off, SAP. And since yelling and screaming obscenities won't do anything to help and I REALLY need to vent right now, I'm going to take it out on YOU. And I want you to know it's not your fault that I'm about to unload, it's me, it's all me, but you know what? You're a fucking idiot, too.

First Off: this is your Dungeon Master's cross to bear, not yours. Your DM has to "man up" and boot her himself...IF (and only if!) he has a problem with the person and her actions.

FOR EXAMPLE: Let's, for the sake of discussion, say I was your Dungeon Master. Yes, yes, and we'll assume I'm running 5E, and I'm all about the lovely "role-playing" and "story arcs" of your characters (have I mentioned I ran World of Darkness games for YEARS?). Let me put myself in your DM's shoes, and some new player comes to me with her "joint complaint." And I ask, um, who's complaining besides you? And she tells me "her friends" and puts screen-shotted comments in my face. Here's how I'd handle it:

#1 I'd tell her "Your friends can go fuck themselves."

#2 I'd say, "Remember how I said no phones at the table? Please get that out of my face."

#3 If she emailed me the screen shots I would hit 'delete' without comment.

And I would make it perfectly crystal clear that NO ONE IS FORCING YOU TO PLAY AT THIS TABLE. If you don't like how I run my games, feel free to TAKE A HIKE.

This is easy, easy stuff.

Oh, you're worried the lady's husband will leave? As a Dungeon Master I cannot live in fear that my players will walk out of a game.  CAN. NOT. Do you know why? Because players CAN and DO leave games AT ANY TIME. That is the players' prerogative. Players get jobs. They change schools. They move. The die. They have kids. Etc. You cannot have an attachment to your players such that it dictates control of your game. Period, end of story.

My game = my rules. But YOU don't have to play.

Still, that's NOT your problem, because YOU are not the DM. Likewise, your DM's "mental health" ain't your problem either. Your DM has to take care of his own shit: that's part of being a grown-ass human being. 

You want to support your DM? Show up at his game. That's all the support any true DM needs or wants (though a thank you at the end of a session is always appreciated).

Sincerely,
JB

Wednesday, September 3, 2025

"Blackrazor Cup" (Cauldron 2025)

Not everyone attending Cauldron 2025 this year is on the convention's discord site (though, if you're not, why not?) so I'm posting this notice here for any interested parties that missed it:

Hey, Cauldron-goers! Any Dungeon Masters interested in running this year's "Blackrazor Cup" tournament adventure, should DM me directly with their email address. The module is ready to go, and I want to give folks time to read it, prep notes, and contact me with any questions they have. The adventure is written in English (apologies), and includes pre-generated characters that are to be used in the adventure. As the "tournament director" this year, I'll probably cap the number of DMs at 8 or 9 (plus myself). Thank you!

Since you're reading this message here (and not on discord) you probably have no idea what a DM (direct message) is. Don't feel bad...I'm old, too.  Just email me your interest (my contact info, as always, is in my profile for the blog).

Later, gators...I've got adventures to prep!
; )

Tuesday, September 2, 2025

First Day

Today is my son's first day of high school.

It's pretty wild to think that I started writing this blog...heck, I published my first book!...years before he was born. And now he's a teenager embarking on the next four years of his academic life. Maybe not quite a "young man," but definitely getting there. Getting there.

I am wistful today (as one might imagine). I drove him to school this morning, dropping him off a couple blocks away...per his request...much as I saw dozens of other parents doing the same (probably at their kids' requests). Gave him some parting "words of wisdom." That's about it.

*sigh*

I am so proud of my boy. I could write for many, many paragraphs about all the reasons why, "glazing" him (as the kids call it these days). Hell, why not?

We just finished (yet another) soccer tournament this weekend as he captained his team to a decisive 3-0 victory in the championship round, going 4-0 in the tournament with a goal differential of +22. And I do mean "captained" quite literally: he's the captain of the team (with the armband to prove it), he's (IMO) the best player on the field, he's giving orders and directions like a field general on the pitch, keeping the energy up, keeping the discipline solid. He had five goals himself (plus six assists) and would have had more except the refs refused to award three blatant PK penalties (probably because we were already up 8-0 and 3-0 in those games) and because the coach pulled him in several matches to give bench players more play-time (in games where the result was already decided). Just remarkable what he can do.

Then there's the volleyball thing. He tried out for one of the premier men's volleyball clubs in Washington a couple weeks ago and made the team, despite being a full head shorter than any other player on the court (he's likely going to play libero for the squad); we'll be traveling to half a dozen different national tournaments around the country this year (like I needed that on my plate). But he loves it and he loves the sport, and he's so excited about it...about playing with other kids who love volleyball as much as he does.

Then there's the academics (top honors classes), the charisma and leadership, his ability to make friends (he's already cultivated half a dozen through his summer cross-country training), his devotion to his faith and activity in our church, his discipline, his attention to his appearance (I was never so 'put together' as this kid), his humility when interacting with his friends and peers, his kindness and patience and care for children younger than himself (even his sister...most of the time). He's a good kid...a good kid. He has the potential to grow into a good adult human, something we can always use more of in our world.

I hope and pray that he does get the opportunity to grow into a good adult human. Such is never guaranteed in a country that sees random bullets claim the lives of kids in schools and churches and in the streets and at concerts and...

*sigh*

When my son was just a cute, chubby infant (always those chubby cheeks), I had no idea what he would be like, what he would become. And, of course, he is still in the process of "becoming;" we won't see who he really is for another 20 years or more. But I could not have looked down the road 14 years and imagined the young man he is at this point in his life. He has several of my flaws (now that I could have anticipated...) including a lack of patience, a penchant for laziness and whining when not engaged, and the occasional (and understandable) fall into the trap of arrogance. But I do my best, I do my utmost to help him with those challenges, having frank conversations with him, explaining the whys and wherefores of these lapses, these human frailties that we all have. And he seems to have taken these conversations to heart..he appears to have learnt and grown and is already a better, wiser human than I ever was at his age. 

My boy is not me. We share many interests but not all. He prefers yacht rock to hard rock, for example. He enjoys the theater, but has no interest in acting or performing himself. He is a shorts and sweatpants kid that can easily spend 20+ minutes on his hair, while I wear blue jeans and ball caps year 'round (now, to be fair, I don't have any hair to spend time on these days, but even when I did I still wore a hat). He enjoys running (*sigh*). He is less critical than I am, less prone to see the negative, especially right off the bat.

But in more ways than not, we are alike. He is just a younger, better, more talented version of me...and talented in ways I never was and (in some cases) don't even recognize. Some of that is undoubtably stuff from his mother (duh), but not all of it. Some of it is just...him.

When he was an infant, I would just hold him and love him and marvel at him and cry thinking of how he would grow up and all these young years would be nothing but a fleeting memory. And now that he is grown, I just hold him and love him and marvel at him and cry thinking how he will continue to grow and all these young years will be nothing but a fleeting memory. But now I try to teach him, too. I love him so much. My life, rocky as it is (sometimes) is so good. I want him to have that, too. When he is an old geezer like me, I want him to be able to say, "My life, rocky as it is (sometimes) is so good." I really want that for him. 

Sorry. Just feeling a little emotional today. Thank you for indulging me.

Sunday, August 31, 2025

"Dear JB" Mailbag #39


Dear JB:

When discussing rolling stats and how I wanted the characters to use the point buy system suggested on the D&D Next website. Players really didn't like this by some mumbling under their breaths. In fact, one said if he didn't have a character "with at least two 18 stats" he would suicide the character and re-roll. Implying he would do this until he got the stats he wanted. I communicated with the whole group that I wanted everyone to have fun but this type of power gaming is very difficult to run and make encounters fun and challenging but not turn into a total party kill. They still want nothing to do with it.

This whole situation has turned DM'ing off for me. I've been a DM since I was 16 (50 now). DM'd more than actually played. Idk. Guess I'll just play role-playing video games instead of tabletop D&D.

(Edit) I should add that the suicide character situation came about when discussing alternate stat rolling ideas. The group wanted to roll 4d6 reroll the 1 and 2, keep 3 highest dice. They didn't want to be Heroes, they want to be Demi-Gods in my opinion. 
(Edit 2) In person gaming. These are people I've gamed with for years. Just getting tired of the power gaming. Would rather have story telling adventures. 

Power Gamers Ruining D&D For Me


Dear PGRD:

I am so, so sorry. So sorry that you started DMing 34 years ago. If you learned your chops in 1991, you were learning from 2nd edition AD&D and that was one broken-ass game system when it came to explaining what the Dungeons & Dragons game is all about. TSR did you wrong, fella, and unfortunately, you've got some "un-learning" to do.

I mean, clearly you do, because what you're describing here is far from functional play. If you've been playing "in person" with these guys "for years," and they've come to the conclusion that they need high stats in order to have viable characters, these are based on expectations they've learned sitting at your table, and is typical of the schizophrenic nature of 2E that keeps one in the "game side" of the game, while all the while trying to make adventures sound like grand epic narratives (generally with railroad tactics). 

And now you've decided to lean hard into 5E's narrative ascendant bullshit and the players still want to blow shit up, or want to make sure their skill use is effective enough, or their sword-swingers are pumping out enough damage, or WHATEVER the reason is they feel they need great fistfuls of "18s" to play the game you're creating? First off, let's talk YOU:

WHAT DO YOU CARE WHAT THEIR STATS ARE?

Why does it matter? I mean, why does it matter At All?  Since getting back into AD&D, I've seen my son roll not one but TWO characters with "18/00" strength (and one, I believe, had an 18 constitution to boot). Doesn't matter: both DIED before they reached 2nd level. Having "18s" in your abilities doesn't mean jack or shit in D&D land. You can have all the 18s in the world and still get taken down by a passel of kobolds or have the life force drained out of you by a wight or vampire. Minor bumps in effectiveness are no proof against poor or stupid play.

Are you worried that one player is going to "upstage" the other players? Again, ACTION and BEHAVIOR over the long run will count more for whether or not players are respectful or resentful of their peers. And part of the DM's job (sorry to have to tell you) is MEDIATING the SOCIAL DYNAMIC between the players. You point out to the table what one player's character contributes to the party (that's your job, if no one else at the table has the balls/leadership to do so). The big honking fighter with all the muscles can't pick a lock, or heal an injured party member, or fire off a sleep spell. All the characters are designed to have their place in the adventure. And even characters that have duplicate abilities, build in redundancy, extending the resources of the party, allowing for "deeper delves" (i.e. longer sessions) that contribute to EVERY PARTY MEMBER'S SURVIVAL.

No player should resent the guy who has a couple 18s just because they're highest stat is 16 or 17. Their reaction should be: Oh...that's going to be the guy who kicks in the doors, OR that's the guy who does all the negotiations, OR whatever. We are establishing a TEAM here, and each party member is a part of that team, bringing (and utilizing) their specific strengths. 

So what else are you whining about? "They want to be demigods, not heroes." Again: boo-hoo. This is D&D. If you're playing 5E, then players are already closer to demigods than heroes in older editions, but it DOESN"T MATTER because the game has been SCALED to the power level of these powered up characters. If it doesn't scale CORRECTLY (and maybe it doesn't, I'm not a veteran 5E DM, so my experience with that edition is minimal), then again I will say: I'm so sorry. Play AD&D (first edition) instead.

The FIRST priority of a Dungeon Master is to the game they are playing. Regardless of the edition being played. The rules must have integrity. The rules must be respected. Without rules, there is no game, and you are just sitting around a table shooting the breeze. 

Does 5E allow players to roll characters with multiple 18 dice scores? Than one must assume the designers have taken such a potentiality into account with the game's design and it is FINE AND DANDY if such occurs. Who are YOU to gainsay the designers? Just let it go.

The SECOND priority if a Dungeon Master is to the world they are building. Here is where you, as an experienced DM should be focusing the bulk of your attention. It seems to me that you haven't yet grasped this concept, in part (BUT ONLY "IN PART") because of your focus on "telling stories."

The fact of the matter is that you haven't yet learned or grasped an essential part of Dungeon Mastering. Which, given that you have 34 years of experience with the DM's role, might sound like a substantial put down from Yours Truly. DON'T FEEL BAD. 34 years into MY career as a Dungeon Master, I DIDN'T GET IT EITHER. I know this, because I can read my blog posts from 2016 and see it with my own eyes! It's only towards the end of 2017 that I started to get a true inkling of what the hell I was supposed to be doing...and it really didn't crystalize till a year or two after that.

The issues with 2E...and 3E and 4E and 5E and, heck, even 1E!...only serve to confuse the matter for would-be Dungeon Masters. It's not your fault. Hell, it's not the fault of ANY of us who want to be Dungeon Masters yet can't quite grasp it. BECAUSE THE DESIGNERS THEMSELVES HAD A HARD TIME DISTINGUISHING, LET ALONE EXPLAINING, WHAT THE GAME IS AND HOW AND WHY IT FUNCTIONS AS THE GREATEST GAME OF ALL TIME. Instead (and unfortunately) for the most part they were blinded by dollar signs when they found they could sell this "thing" like hotcakes, and they tweaked their designs to MAXIMIZE PROFITS. Every company that has controlled the D&D brand has (eventually) fallen down this rabbit hole. Taking the time and effort to actually train Dungeon Masters just isn't a company priority; raising the corporate bottom line IS.

So, PGRD, since my own book on how to be a Dungeon Master isn't yet ready for publication, you're just going to have to take my word on this (for now): FOCUS ON YOUR WORLD BUILDING. Use the rules; build the world. Remember what the game is about: adventurers seeking fortune and glory in a dangerous world. Give them the dangerous world with the potential fortune and glory. And then let them go in it and see what unfolds. You won't care at all what their stats are.

NOW, you did say this:
"...this type of power gaming is very difficult to run and make encounters fun and challenging but not turn into a total party kill..."
Which I can interpret a couple different ways:

A) "I don't like doing the work required of a Dungeon Master," OR
B) "I can do the work required to challenge the 'power gamer' but the lazy ass players who aren't willing to up their game are all going to get wrecked."

If it's the former, then it may be that you need to take a break from DMing for a while. Maybe you should play in someone else's (5E) game where the DM is willing to be a dancing monkey to facilitate players sitting around doing their posturing/play-acting and engaging in collaborative "story telling." Let some other rube do the heavy lifting that WotC (and the expectations set by scripted live-stream games) places on its Dungeon Masters. Be a player for a while...make your tiefling artificer with "daddy issues" and piddle around for a few sessions. Relax and recupe, man.

However, if it's the latter interpretation, then I'm sorry but you have to stop molly-coddling your players. These are people you've been playing with for YEARS...it's time for them to get their shit together. Make adventures that the power gamer can cake walk (for very little profit), and more challenging/profitable adventures that will benefit your hardcore players and rough-up the "tourists."

That's how D&D works.

Now I know some people claim that they can make D&D work in other ways, and if they can: great. More power to them. Play the way you want if it works. I know my approach works: that's why I keep trying to hype it to people (here and elsewhere).

*sigh*

Run the game the way it's written. Build your world: the world YOU want to create/build. And then invite the players in (players are the THIRD priority, after all). Forget all about the "story telling." That's not why we're here, man. You want to write a story? Fine. Go write it.

Sincerely, 
JB

Thursday, August 28, 2025

Play-Testing Complete

Still at Orcas. A fine, fine day with plenty of sunshine, hiking, good fellowship, and the eating of seafood. So much seafood.

(*sips wine*)

We also finished my final play-test of the tournament module that I plan on debuting for this year's Cauldron convention. My own players (kids..they're just kids) did quite a bit better than those (adults) who sat down at my last play-test, suffering only three deaths and coming away with some 60k+ in treasure. But it was a pyrrhic victory due to...well, I'll let your imagination fill in the blanks when it comes to the whys and wherefores.

Diego was miffed (for the most part) because, in the end, they'd left so much treasure on the table. The adventure is downright fiendish...I am VERY pleased with how it functions, as it should bring a lot of grief and suffering to the players if run correctly. I need to polish up the text a bit to make sure there's proper instruction for the DMs as to HOW to run it. But this shouldn't be an easy "cake-walk" in the same way (some) people referred to last year's module.

[and just to be clear: when I ran last year's adventure for my home group, it ended in a TPK]

[which reminds me: best line of the evening tonight: "Yes, we suffered two deaths so far. But one was a suicide and the other was, also, technically a suicide." Oh, my. We laughed so hard the kids were worried I was going to faint...]

For a group of 6-8 Euro 1E aficionados...yeah, maybe they'll find a way to break the thing over their knee. And that's fine; that's part of the game. I've been seeing players wreck my crafty machinations since I was a kid...it is what players do (duh). But my job is to make them work for it; it's no good if they find things too easy. 

Iron sharpens iron. And I want my players to be honed to a hair-splitting razor.

SO...polish the text for clarity and context (in terms of running) and then I'll get it out the door to the Cauldron organizers who (it seems) have appointed me "tournament director" for this year's con. Which just means (I think) that I get to decide the winner of the tourney. Which is, like, cool and everything (so long as they provide the medals)...but I'm less concerned with 'winners' and 'losers' and more concerned that people just have a good time running (and playing) the adventure. THAT is what we're all there for, after all.

Besides, I have three more adventures I have to write/prep/test before I leave town. ALSO, I should probably get on the task of buying my plane tix to Germany. Jeez, I'm a disaster!

Okay. It's after 1:30am and I need to get some sleep. Tomorrow's our last day here and it promises to be filled with pickleball and homemade pizza (among other activities), before I'll be catching a ferry back to Sea-Town (by way of Anacortes). It is time for BED, folks...hiking Mount Constitution, watching the Sounders drub LA Galaxy, and spending a couple hours in the dungeon really takes its toll on a person. 

Besides...my wine glass is just about empty.

(*drink*)

; )

Wednesday, August 27, 2025

Orcas

No, not "Orcus." Orcas. As in Orcas Island. Four days (and three nights) I get to spend up here in perfectly optimal weather, surrounded by some of the most beautiful scenery on the planet. Current temperature is 82, but the ocean breeze coming over the water makes it O so nice. The house I'm staying in is massive and gorgeous and perched on a cliffside facing north...taking in the beautiful San Juan Islands (and, on a clear day, Canada), Not my house, of course, but...well, mine for (most of) a week.

A momentary respite from the drama and  challenges of "real life."

*sigh*

God has given me many gifts.  I have so few complaints compared to my abundance of blessings that it seems not just ungrateful, but downright mean-spirited to voice them.

But, man, I needed this vacation. I mean, I really needed it.

While I (mentally) recuperate here in what must truly be my favorite place on Earth (yeah, I'd probably be willing to change Seattle for "island life"...and maybe we will after the kids are grown and gone)...while I rest up here in anticipation of what will be a VERY busy and stressful next couple months, I hope that you, my dear, sweet readers will know and believe me when I say how much I appreciate you all, and the support and attention you've given me over the years.

I wish you nothing but the best. My love to you all.

Saturday, August 23, 2025

"Dear JB" Mailbag #38

Not dead, just in Portland for (another) soccer tournament...life is been especially hectic lately with tournaments, club volleyball tryouts (the boy), last summer excursions/trips, prep for school and the upcoming soccer seasons, and (of course) familial law suits. 

At least I have my health.  ; )


Dear JB:

How do y'all play intelligent, wise, and/or charismatic characters when y'all aren't personally IRL are not those? 

Like, if you play a character who has a notably high score in one of those stats, such as a artificer/wizard for intelligence, monk/ranger/druid/cleric for wisdom, or paladin/bard/sorcerer/warlock, what do y'all do to play them if you wouldn't personally describe yourself as intelligent, wise, or charismatic? 

Or in summary, how do y'all RP as characters with mental traits that you personally IRL do not have?


Curious


Dear Curious:

I have known very, very intelligent, very educated people who were VERY stupid and VERY ignorant about any number of things outside their field of expertise. I've known very sleazy, cowardly, rapacious and dishonorable people people who nevertheless had something that attracted and drew others to them (consider, perhaps, a certain someone living in a certain "white" house at the moment) or who proved effective leaders, highly capable of inspiring people despite being gruff, abrasive, and taciturn. Finally, I've known more that a few "spiritual" and "wise" people who still made a plethora of unwise decisions...mainly with regard to their health (smoking, overindulging in alcohol, being morbidly obese causing numerous ailments, etc.)...and there are plenty of examples of deeply devout, pray-every-day types who unwisely put their faith in charlatans and hucksters who bilk them out of their cash.

D&D is a game, and the game has systems in place that measures the manner a character is effective in a number of game-related ways. In AD&D, intelligence is largely a measure of how well a magic-user can learn learn spells, although it is also determines a character's capacity for learning new languages. That's all it does! Wisdom measures a character's mental fortitude to resisting mind control, and (for cleric types), allows them to call on their Higher Power more often when it comes to the performance of miracles (i.e. spells). Meanwhile, charisma measures the je ne sais quoi of a person when it comes to being likable (reaction) or commanding the loyalty of others...it doesn't mean the person is particularly attractive or articulate or silver-tongued or empathetic, just that people LIKE them and TRUST them...which could be for all sorts of reasons!

What players (and DMs) need to remember is that D&D IS A GAME and, for better or worse, these abilities, despite their evocative names, are just as abstract as "level" or "hit points" as a measure of character effectiveness. And when playing D&D in the correct fashion, that's the thing that matters. It doesn't matter whether the magic-user knows how to balance his checkbook, or knows the history of the realm, or the proper etiquette when partying with a kobold tribe; what does matter is how hard it is for the dude to learn to cast a fireball spell. Because we're going to need that fireball spell at some point (probably). 

We want fighters with higher strength scores because they are better fighters; we want clerics with better wisdom scores because they're better spell-casters...get it?

So, Curious, I realize that you are a 5E player and so you have a different idea of how D&D is supposed to be played and so "RP" (what other role-players...like myself...would call "play acting") is an important thing to you and your friends. But this is just another example of how DIFFICULT that type of play style is. If you think a character with high intelligence should act like some sort of genius planner/schemer on par with a Batman or Lex Luthor, you're asking something very challenging of any improvisational actor (considering especially that literary characters like Sherlock Holmes are written over a long, thoughtful period of time by authors who craft their stories in a way to show and emphasize their "genius" powers of the mind). And, for the record, that's NOT the kind of challenge the game was originally supposed to foster.

Meanwhile, as a Dungeon Master, I'll tell you that there's little that's more annoying than someone taking the OPPOSITE tack: making utterly stupid decisions with their character or behaving in a disruptive fashion just because their character has a low score in intelligence or wisdom or charisma. This is utterly ridiculous! Read Harold Lamb's Khlit stories about the curmudgeonly old Cossack who, despite being uneducated, completely illiterate, and rather blasphemous in his faith, still exhibits more crafty intelligence and experiential wisdom than any of the foes he faces in his adventures.  Just because your fighter has an INT of 5 doesn't mean YOU (as the player) need to choose stupid, stupid actions in the game or behave in a manner that will get you (and your party) killed...it just means you're never going to "dual class" as magic-user (or anything else with a score that low!).

So, forget the "play acting;" you should think of your character as your personal avatar: your vehicle for exploring the game world. Which it is. And just as different vehicles have different capabilities (different strengths and weaknesses) so, too, does your "imaginary person." In this vehicle, you may be capable of swinging a sword well, or learning the most complex of spells, or commanding the loyalty of a huge number of followers...regardless of what YOU (in real life) can do. And that should inform and influence how you play the game with that particular character

I'm not seven feet tall: I'm not going to be playing in the NBA. I don't have graduate degrees from M.I.T.: I'm not going to be a brilliant mathematician. That's just how it is. I, as a not-perfect-at-everything human, am forced (in this life) to work with what I've got. So, too, a player must work with what the dice (and their few choices during chargen) dictate.

Now, I realize that some of the folks who play D&D differently from myself are going to say something along the lines of:

"But JB! Playing D&D with the same old sorry tropes of strong, dumb fighters and wise holy clerics and powerful (but otherwise incompetent) wizards is B-O-R-I-N-G! We want to change things up, make interesting stories with interesting characters. This creates DRAMA without which the game grows O so stale. Without the type of "RP" you describe as "play-acting," the game is just crunching the numbers of hit points and people dying in holes for imaginary gold pieces which are little more than counting 'points.' Your old style method of playing D&D fails to account for the fact that the community...and the game itself (which cannot exist without the community)...has EVOLVED. These questions of how to play characters are important, because role-playing (what WE call role-playing) IS the game, That is what we sign up to play; that is what we WANT to play. If that's not what the game's about, then it isn't the game for us...get it?"

Oh, I get it.

Unfortunately, for folks who insist on playing D&D is this new, "evolved" fashion, I have no help for you. I have no answers to your questions. I have no advice to offer you (other than "play differently"). The issues that arise from your particular style of play are not issues that have to be dealt with in my "boring" style of play...but happily, neither I nor my players find our "un-evolved" style particularly "boring." 

Your preferences are your own, but don't base your paradigm on a false premise. You want to "RP?" Great. Best of luck to you. But the problems that arise from attempting to play a game with mercurial and/or limited rules aren't solvable by retaining a laissez-faire attitude towards the objectives of game play. Sorry.

Sincerely,
JB

Thursday, August 7, 2025

Playtest Results

So, somewhat surprisingly (given that I provided incredibly short notice to people) I had several players show up to last night's playtest.

Vance, Shaina, and Matt were all "older adults" (read: my age, give or take a decade) who were familiar with AD&D. No 5E players sat down at my table but, to be fair, I was a little late getting to the shop and by 6:20 (when I arrived) a lot of tables were already "full up." Matt, bless his heart, was there early waiting with beer in hand for my arrival. As soon as I pulled my 1E tomes from my backpack, he sauntered over to introduce himself.

Vance and Shaina arrived a few minutes later, having just seen my blog post about 20 minutes earlier (!!). I'd actually met them before, at the last DragonFlight convention I attended (2019, I think? Yep)...we'd all sat in on several games together. Anyway, it was both flattering and impressive that they'd show up at the drop of a hat, so I hope I gave them a good game.

[they did say they had a "fun time"]

The adventure was written for six to eight players, as that's the usual number to expect at a Cauldron table, so it was going to be a bit tougher for three. I made adjustments to one or two encounters, but for the most part they handled things in a fairly clever and cautious manner, successfully navigating some 15 out of 24 encounter areas (by "successful" I mean "surviving"). Vance lost two characters over the course of the session, including Bruti the dwarf (a pre-gen from Dwellers of the Forbidden City that I have made a staple of my pre-gens since Cauldron I)...the first time I've seen that character fall in battle. Unfortunately, Bruti was carrying most of the treasure they'd found so when they did decide to retire (being low on hit points and out of healing magic) the party ended up with little to show for their efforts; maybe something like 20,000 gold pieces worth? Out of a potential 500K+.

[due to "circumstances" Bruti's body...and the treasure...were unrecoverable. Mainly because the other party members fled the scene as quickly as possible]

SO...good times. A 40% mortality rate is, perhaps, a little higher than I'm looking for (20-30% is about right) but, again, they were working with a smaller party than expected. Over all, I'd say the group played competently. It will be interesting to compare their results with my own play group (the kids) next Friday; they'll have four players, including one complete newbie (a never-played-before friend of Sofia's). 

Should be fun. Or a bloodbath. Or both.

ANYway...I am slightly (slightly!) disappointed that I didn't get any 5E players at the table; I was expecting to have to give my "conversion spiel" to folks, and missing that opportunity feels, in retrospect, somewhat like...well, like a missed opportunity.  But, yeah, that was my own fault for not giving enough notice (on the shop's discord channel and elsewhere). I was contacted by more than a few people (via email) who had interest in playing but already had other plans for the evening.

I promise that NEXT TIME I'm running a public game (and I hope to run at least three more playtests before the con in October) I'll let people know a couple weeks in advance. 

Now I just need to finish writing those three adventures.
; )

Thank you very much to Matt, Shaina, and Vance. I really appreciate you folks coming out and playing...it made my evening!

Wednesday, August 6, 2025

Playtest

Tonight I'll be running D&D for (presumably) random strangers.

I've finished writing the tournament module for the 2025 Cauldron convention and need to test it. Around the Table Game Pub in Edmonds has an open table "D&D" night on Wednesdays from 6pm till close, and they've told me there's space for me to run a game. 

We'll see if anyone shows up.

[I am suddenly reminded of the first time I tried to run a B/X game at my...now defunct...local game shop and having no one appear. When was that? Oh, yeah: August 8th, 2010, almost 15 years ago. Perhaps history will repeat itself...at least this time I was able to leave a couple messages on the shop's discord channel]

My own players (my kids) want me to run the game for them next Friday (when we have their friends over for a sleepover) and I will, but as this is the tournament adventure for the con -- and will be run by more DMs than just myself -- I'd like to get it tested as early and often as possible before I release it 'into the wild.' 

One VERY interesting thing: the "open D&D night" is open to all editions of the game but MOST people that show up are running/playing 5E. Taking a 1E adventure to Cauldron (where the people are expecting 1E) or running the game for my players (who know what to expect) is going to be a different experience from having to "re-train" 5E players on the fly. Yeah...I'm very interested to see how this turns out.

Hopefully, people will show up.

Regardless, I'll post a follow-up telling how things went.
; )

Tuesday, August 5, 2025

"Deat JB" Mailbag #37


Dear JB:

I think I'm going to give up, I'm running a campaign where I made everything really nice, the world map, the cities, stories, dungeons, enemies, but my table doesn't cooperate. The players are my friends, a barbarian, a cleric, a druid and a bard, but they don't collaborate with the campaign, they always make jokes out of character, they make secret metagames, and this all comes from the bard, druid and barbarian, the cleric is the only one who seems to really want to play, I'm thinking about killing their characters in the next session and making a new world from absolute zero, do I do that?


I Will Give Up


Dear IWGU:

Let me see if I have a full understanding here...
  1. You've create a world map, cities, dungeons, "stories" (I'll assume you mean adventure situations), and enemies for your campaign. 
  2. You're so annoyed by your players that you've all but decided to chuck it all in the bin and start over from scratch (after "killing their characters").
Why on earth would you do something so idiotic? 

I'll get to your "annoying" players in a second, but the only reason to bin a campaign world is because you are dissatisfied with the campaign world. You can ALWAYS find new players...why throw away the work and effort you've already expended? You should be expanding and developing your world, making it deeper and richer, not re-booting. Even if there are things you dislike about your game world, you fix them, you modify, you make adjustments. Why O why would you burn everything down? Are you a child craving attention that you must throw a self-destructive tantrum? Are you going to start cutting on yourself next? 

Dude: grow up. 

Your complaint is that your players "don't collaborate with the campaign" which, frankly, is nonsensical. D&D is NOT a collaborative game. YOU are the Dungeon Master: you create the world, you manage the campaign. Their is no "collaboration." Let's be clear: the definition of collaborate is
"to work jointly on an an activity, especially to produce or create something"
No. You are the Dungeon Master. YOU are the one who does the work with regard to producing/creating the campaign.

If you are laboring under the misapprehension that D&D is somehow a game of "collaborative storytelling," let me burst that bubble right now. It's not. Regardless of what the marketing says. You can TRY to make it that, but you will fail and be miserable more often than not, because it is POORLY DESIGNED for that style of play, mainly because it still bears the fruit of the seeds sown by the original designers and it was never the intention of the original designers to create a collaborative storytelling game. There are other RPGs one can buy that are designed that way, and that function well for that purpose, but D&D isn't one of them, period, end of story.

You want collaborative storytelling? Join a writing club.

You complain that your players "make jokes out of character" and "make secret metagames" (not so secret if you know about it) and imply this is evidence that three of the four don't "really want to play." Are you kidding me? The fact that they metagame implicitly signals that they are engaged with the game as a game...they absolutely want to play! One can only engage with the game in a "meta" fashion by knowing and understanding the game's rules and systems...do you not read all the complaints from DMs about players incapable of grasping or understanding game rules, even after YEARS of play?

And to make jokes is human. You will find all players do this at one time or another. If you're going to let that bug you to the point of quitting, than you're probably not cut out for the job of being a DM.

SO, to sum up: your complaint is nonsensical and your proposed response is childish. You ask the question "do I do that?" referring to killing the player characters and starting the campaign from scratch, and my answer to you is: this would accomplish nothing

Presumably, your players would still continue to be humans who are interested in engaging with and playing D&D, so how would re-building the (imaginary) world change that? What...do you think they are so attached to their PCs that this action would be punitive in the extreme and "teach them a lesson" in how to play the way you want them to play? If that's what you think, you're a jackass who doesn't understand the first thing about Dungeons & Dragons

Rather than waste your time and effort accomplishing nothing, I'd strongly recommend quitting D&D altogether and finding a creative outlet more suitable to what you want to do. Become a playwright, or start an improvisational theater troupe, or write your fantasy fiction serial using all the "nice" content material you originally hoped to purpose for your D&D campaign. Keep your friends as friends and enjoy their company around board games or video games where (hopefully) their natural human behaviors with regard to game playing won't annoy you.

But stop playing D&D. You're doing it wrong anyway.

Sincerely,
JB

Monday, August 4, 2025

"Dear JB" Mailbag #36

This one's from last week; just a little too busy to wrap up my response till now...


Dear JB:

Ok forgive me this is my first post, I was recently in a game with a player I had been the DM for before, he was always a little off and had apparently left multiple Discord Servers because of problem DMs (im now starting to think he was the problem). So for Context we were in a battle and I had cast a spell that had a lingering damage effect and the DM had a magic book that had fallen open that had a Wild Magic effect that would go off every round. Well I forgot once about my lingering damage and brought it up (prob a bit later than I should have i admit) and the damage caused an enemy that had been put to sleep to wake up, which upset said problem player, then without thinking I also reminded the DM about his wild magic effect when he forgot (my mind was ooh maybe we will get one of the funny effects). Problem player proceeded to "whisper under his breath" I hate you. We ended up winning the battle.

A few days later I get a two paragraph message of problem player going off on me saying I was purposely trying to sabotage the party, and its the players job to call out the DM on things because all DMs cheat and try to kill the players because they get tired of their NPCs dying. I didnt know how to respond so I screen shotted the message to ask a friend of mine and he sent be a bunch of stuff that when I read it was what I was basically trying to say. I sent him that and he proceeded to tell me my friend was toxic for saying that the Players and DM should work together to make the game fun because all DMs are against the players, and its our jobs as players to be antagonistic towards the DM and call them out on everything. So I told everyone in the server we were in that I was leaving and why, and that apparently upset him even more.

Oh I had also mentioned to him I "Cheated" as he called it when I DM were I fudge the rolls occasionally so I dont kill the players because Id rather they live and have fun then a total party wipe, which upset him even more. Next thing I know hes on Roll20 posting on my LFG posts telling players they should not join or leave my game because I cheat. I Deleted his posts and blocked him on everything.


Player Believes All Games Are DM Vs Player



Dear PBAG:

All D&D games ARE "DM versus player." That's part of the gig.

Look: the player you're talking about sounds like a reactionary, paranoid asshole (though, to be fair, I'm only hearing your side of the story). But just because he's semi-delusional and a bit of a misanthrope doesn't mean he's not speaking some truth here.

For instance, if you "fudge" dice rolls as a DM, you ARE a cheater with no respect for the game you're playing...no ifs, ands, or buts about it. But we've all sinned at one time or another and you can certainly STOP doing that, and you can (in the future) be a fine and upstanding Dungeon Master who understands the disservice such cheating is. 

But leave all that aside; let's talk about your actions as a player. Reminding the DM of a particular rule or effect that happens to benefit the opposition facing the players isn't "sabotaging" the party...rather, it's just you trying to win under the parameters of the game you're playing (some might call that "winning the right way"). 

If you're playing poker and the dealer accidentally gives you an extra card, the proper recourse is to say "um, you dealt me too many cards." Choosing to instead use the mistake to your advantage is a form of cheating. Calling attention to the misdeal isn't "sabotaging" yourself...it's saying, whoa, let's get this right, rather than have a hiccup call into question everything that comes after (like who wins the money in the pot, who gets forced from the table, how that affects future deals, etc.).

On the other hand, it's not unusual for a referee in a sporting event to "miss a call" here or there, and the prevailing attitude of most players is simply let's play on, regardless of whether or not the call went their way or not. In a fast-paced game (which can include D&D, especially during combat) mistakes occur on occasion...and yet, over the course of the match such errors USUALLY aren't the difference between victory and defeat.  Usually.

That being said, D&D is very different from a football match. While the players could certainly be Team A on the pitch, the DM would be Team B and the referee and the league commissioner all at the same time...hardly a "fair" contest that!  But that's the game, and that's the job, and the thing that helps make it "fair" is that the rules provides some explicit instruction about how to arbitrate the game in an impartial manner, and the game has systems in place that provide the means for DMs to gauge the scale of challenges in relation to the players' ability. 

Plus: characters can always get raised or wished back to life.

So while the player you're complaining about was a little nutso to call your friend "toxic," I would still have called your friend woefully misguided if he truly believed that "the Players and DM should work together to make the game fun." No, this is inaccurate (or, more specifically, only accurate in the broadest sense of, sure, every human should be working to make the world a better place). No...that's not how D&D works.

Should players be "antagonistic" towards a DM and "call them out on everything?" No! Heavens, no! If the players are having to "call them out" that implies a deep mistrust of the DM's authority and capability...and D&D only functions when that trust exists!  

I repeat (because it's important): D&D only functions when trust in a DM's authority and capability exists

But the reason that trust is necessary for a functioning game is specifically because ALL D&D games are "DM versus Player." The DM is the opposition. The DM is the adversary. The DM is the provocateur and antagonist. The DM is the challenge. Each and every game of D&D pits the players against the DM...because the DM isn't just the league commissioner and referee, they are also the other team on the field.

Every game.

The crazy player that you blocked is correct in this regard. But, unfortunately, he appears to have no trust is DM's capabilities to DM in the manner they're supposed to (i.e. with fairness and impartiality). Why this is...who can say? Perhaps he's had DMs in the past that abused him, or that abused their authority; perhaps he has experienced abuse from other authority figures and now projects that distrust on all such individuals, including Dungeon Masters. Perhaps he's just played in too many "rigged" games with DMs inclined to "fudge" (cheat) in an arbitrary manner as they feel best befits the outcome they prefer, dice be damned.

Regardless, he seems to be suffering from some sort of PTSD, which is very sad. Sad because it is very hard to ever find contentment or joy when you lack trust. Distrust is a fast road to fear, and fear is a blockade, not just to action and creativity, but to feelings of security and satisfaction. Hopefully. the player in question has managed to compartmentalize his distrust, and only applies it in the gaming realm. Hopefully.

Now, back to you, PBAG. You wrote:
"So I told everyone in the server we were in that I was leaving and why, and that apparently upset him even more."
Huh? What?

You quit your game? Because a player expressed a belief that you tried to "sabotage" the party (false) and that your friend's everyone-works-together-for-fun attitude is "toxic" (also false)? You just detailed all this misanthropic behavior from a player that you clearly seem to disagree with, and then instead of standing up for you convictions you fold like a paper cup? What kind of lily-liver coward are you?

Seriously: why the hell are you even writing this letter? You just quit

Jesus. Go play CandyCrush or something. You don't have the stomach for D&D.

Sincerely, 
JB


Thursday, July 31, 2025

Scheduling Conflicts

Let's just dive right in.

In slum-bagging it through the ol' Reddit detritus for a cheap-ass "Dear JB" to write, I am constantly assailed with post after post of people bitching about "scheduling:" how hard it is to get a day and time set when EVERYone can attend, or moaning and complaining when people miss a session or drop out because of rando stuff like "work" or "school" or "family."

*sigh*

Once upon a time, we lived in a world where there were far less concerns pressing down on us for our time and attention. There was no internet, no YouTub, no streaming services, no 5 billion different TV shows and movies to watch "on demand." There were no smart phones, no SnapChat, no Instagram, no "Meta," no discord channels to surf for hours on end. There were no pay-to-play phone games that ate up every last free minute that we might have to otherwise use for...oh, I don't know...THOUGHTS and REFLECTIONS or SIMPLE DAYDREAMING. The kind of stuff that would lead to ideas that one could work into their D&D game.

We lived in a simpler age where children were not being trained as polymaths, with music lessons and athletic activities and language classes all going on Every Night Of The Week. Instead you were either a "sporty kid" (with a couple of practices per week and a game on the weekend) OR some sort of arty kid (with a weekly piano lesson or acting class or something) and pretty much no other obligations aside from school, an hour of spiritual worship (pick your religion), and maybe a night of Boy Scouts or Campfire or whatever.

TIME. That precious commodity. We have given away So Much Of It over the years. I know I have...and my family as well. Now it's just a struggle...a struggle to find time to exercise (because it's good for me), to find time to sleep (because it's good for me), to find quality time with my family (because it's good for me), to find time to pursue my own ambitions and creative endeavors (because they're good for me, too). 

Where to fit gaming into this mix? There's not enough hours in the day.

Our time on this planet as humans is finite. We get (roughly) 120 years allotted to us, and this gets reduced considerably by our lifestyle choices...to the point that if we can cross the 90 year mark, most of us are celebrating like we won the lottery (and those last 15-20 years can be fairly burdensome ones to get through, depending on overall health). Those years are broken up into seasons filled with months filled with days and nights filled with hours...and many of those hours are accounted for, just for the sake of the necessaries of keeping us alive. We must sleep, frustrating as that may be...in a million years of evolutionary adaptation, no mutation has come along that keeps us from needing to spend one-third of our lives in an unconscious state.

SO...16 hours a day, 7 days a week for a grand total of 112 hours. Say you spend 40 hours of that on your "job" (whatever that is), 4 hours a day (28 total) on food preparation and consumption, another eight hours per week on bathroom activities (including bathing, grooming, teeth, waste elimination), three hours per week on "moderate exercise" (a bit more than recommended for optimal health but whatever), and, say, another 8 hours for home cleaning / maintenance (varies depending on division of labor in the household, need for lawn care, etc.). Of course some people commute (let's go five hours per week), and maybe you have a weekly "movie night," play, or sporting event with your family or roommates as a bonding activity...call that four hours. That leaves you with...what...16 total hours? That's a full day, right?

But, of course, it's never that easy. And even with those (fairly conservative) estimates time just keeps on slippin-slippin-slippin into the future. The only way you can guarantee your D&D game will happen is if YOU, Mr./Ms, DM makes it a priority to happen. 

Give yourself a four hour window. Pick a day and time that works for you Every Single Time, and commit to that. You don't schedule other activities that day. You plan your daily routines AROUND that time. You honor that time slot the same way you would honor any other important commitment...the same way you would with, say, your job or a university class. You put it on the calendar...weekly, semi-weekly, monthly, whatever...and you stick to it. And when the time comes up, you sit down in your seat (wherever that seat might be) prepared to run the game. 

That's how it works. Long term, that's the ONLY way that works. This haphazard, catch-as-catch-can method of tooling around everyone's schedule, making adjustments on the fly, etc. is all just exhausting, non-productive NONSENSE...and it will, eventually, derail your campaign, no matter how much effort you apply to "making it work."  

The session day/time only has to work for one person: the Dungeon Master. Without the DM, there's no game so, guess what? The DM is the priority.

Once you have your set session date, you inform your potential players of the date. And the players can decide if it works for their schedule, and whether or not the DM's game (YOUR game) is going to be a priority for their busy-busy lives. And maybe it won't be. Maybe they're not available on Thursdays from 6pm to 10pm. Maybe they have church obligations on Sunday mornings. Maybe their kid's soccer club takes them out of town on a lot of Saturdays and that's just not in the cards for them.

That's okay. You're not running a D&D game for your players. You're running D&D because you love it and you want to run it. 

If that's NOT the case...well, heck, I don't know what I can tell you. I love running D&D for my kids...Love! It!...but I don't run D&D for THEM. I run D&D because I love running D&D. If they did not want to play (because they have other obligations, priorities, friends, whatever), I would still run D&D. Because I love running D&D. I ran it before they were born. And I plan to run it even after they've moved out of the house and have lives (and, perhaps, D&D campaigns) of their own. 

It's not about the players. A solid, committed Dungeon Master can always get new players.

So, then, what happens if you HAVE players but one or more of them don't show up to the game? What do you do then?

Easy. When that happens, you just run the game for the players you do have.

As said, the players really don't matter. I don't design adventure scenarios for specific players...I just design adventure scenarios. My mind is on the world and the scenario, NOT on how the players will interact with it. I can't predict how the players will interact. I can't anticipate what they'll do when/if bad luck strikes and (for example) kills the cleric. Will the players abandon the dungeon? Roll up a new cleric? Decide to hire the village priest (because now Bob wants to play an illusionist or something)? Who knows? Who cares? 

Not I. 

I don't worry a whit about what PCs Sally and Bill and Terry are bringing to the session. What concerns me is the part of my game world they're in, and what adventures are open to them in that part of the game world. These days, my players (kids) tend to head "straight to the dungeon" (as soon as they can locate one)...in my youth, my players would futz about a bit more in town, getting into trouble or pursuing various ambitions. All that's fine...eventually their wallets will be empty enough that they'll start looking for some loot-filled adventure or quest. All their grandest schemes (generally) require money anyway. Just as in real life. My job is to make sure there are things for them to do (i.e. adventures) because I'm the DM running the thing and that's my responsibility as a DM.

So it doesn't matter to me whether Sally blows off the session because she's got a date that night, or is writing a term paper or whatever. Sally's character won't be available to the party (because Sally's not available), but the rest of the players can still posse up and trek out to the dungeon. Sally's PC is "off doing something" (sleeping off a drunk, or shacked up with some dude, or meditating at the abbey, or whatever)...adventurers, like their players, are a notoriously flaky bunch. The question isn't "where's Sally's character," but rather "what do Bill and Terry want to do?" Sally's PC can always 'catch up later.'

But what about players skipping a session in the middle of an adventure?

Ah, yes...always a possibility as, depending on how a session goes, it is not unusual for me to end a session with the PCs still two levels underground in some (probably corpse strewn) chamber, bagging coins from some newly discovered treasure chest. This is COMMON...I don't force players to 'return to town' at the end of sessions, and for long adventures (like the D-series of modules or some plane-traipsing extravaganza) such a return trip might be practically infeasible. So then: how do you, DM, explain when the next session opens and Bill can't make it because he came down with the flu? His ranger was bagging gold with the rest of the party at the end of last session, what now?

Again, easy enough: the ranger has gone missing. He stepped outside the chamber to answer the call of nature, or eat some rations without being assaulted by the smell of dead hobgoblin, and got turned around and lost somewhere in the dungeon. While the rest of the party sets about exploring (i.e. participating in the adventure) THIS session, Bill's ranger is hiding and/or wandering trying to find his way back to the party, avoiding wandering monsters, and trying not to get killed. Hopefully, Bill the player will be back to full health by the following session, and the ranger can "rediscover" the party...either in the dungeon or back in town.

But what happened to Bill's ranger "off screen?" Nothing of import. He fought nothing. He found nothing. He expended no resources. Maybe he used a torch...and subsequently found a replacement. Through ranger craftiness or blind, stinking luck he somehow managed to avoid combat and confrontation, and avoided falling prey to a trap. Perhaps he was paralyzed with fear and simply didn't move around much. Perhaps he knows the old ranger adage "when you get lost, stay in one place" and just waited for the other party members to find him. Who knows? But GAME-WISE he did nothing to warrant any change in his character sheet with regard to hit points, experience points, treasure tallies, nada. Somehow, his character just "lucked out."

And if Bill actually quits the game...say, he gets a job that precludes him from re-joining the Tuesday evening session the DM has scheduled...then something terrible has befallen his character. It was eaten by a wandering otyugh or something. Them's the breaks.

[unless the DM wants to use Bill's character as an NPC, of course]

You see, it really doesn't matter whether or not a player or three skip a session; the D&D game is not about individual players. Frankly speaking, the D&D game is not "about" anything at all. The D&D game is just a game. As a DM, I run the game, and I get the great joy that such a creative endeavor brings. The players? They just get to play...if they show up.

Now I understand that a lot of folks who learned the game in a post-DragonLance era are going to have difficulty shifting their brain into the proper mindset because (since DL) so much ink has been spilled and words vomited proclaiming that D&D is "telling a story." And all stories are "about" something. And usually that thing they're "about" are the characters in the story. And you see how THAT logic...built on a faulty premise...leads one to the (wrong-headed) conclusion that the players (or, at least, their characters) are necessary to play the game.

Nothing could be farther from the truth.

The only thing that's necessary to play the game is a Dungeon Master, armed with the proper tools (rule books, dice, etc.). Got it? The ONLY thing. So as far as scheduling "conflicts" are concerned there's only one person whose time and availability matters. 

D&D is an activity...a powerful activity that has the ability to forge bonds of friendship between people. But the game isn't necessary for those bonds to be sustained...people can remain friends long after their time and participation in the game has ended. We make the mistake of thinking that these relationships we create through the activity are contingent on continual engagement with the activity...that we will LOSE our friends if we don't find a way to make the game work for everyone to play. This is inaccurate. As we move through life, we encounter different people in many different activities and environments: at jobs, at school, at clubs, at church, at events, in sports teams, etc. Some of the people we encounter "stick" with us...for whatever reason...and become part of our social circle. And just because we change jobs, leave school, quite the team, etc. doesn't mean we LOSE these friends...we can still see them, and interact with them, as much as works for our (finite amount of) time. It's not the schedule that matters; it's the prioritization of engagement. 

Don't fear loss. Embrace the friends you have. And make MORE friends, build MORE relationships, while engaging in the various activities (like D&D) that you do.

Happy Thursday, folks.
: )

Sunday, July 13, 2025

"Dear JB" Mailbag #35

Still in Mexico and having a great time...


Dear JB:

My sample size isn't dozens and dozens, but I do DM for more than one group. A really sad pattern I've seen from my players over the last few years is fewer and fewer players having actually read the fucking rules. And I don't mean cover to cover. I mean, they haven't read the just the main section of rules for Ability Scores, Combat, and Spells. Those 20 ish pages give you everything you need to actually play DnD beyond reading your personal race and class, and yet more and more players (especially if they are 25 y.o. or younger in my experience) just haven't actually sat down and read the rules. This is doubly true if they got their first exposure through a DnD show or podcast. And this isn't just for new players either. I've had people playing for months and months who, even after deciding they like DnD and want to keep playing have never actually figured it out. Don't actually know what the numbers on their sheet mean. Can't read a spell block. I can't think of any other game where anyone would tolerate playing with someone for months who has never actually read the rules. I've tried to enforce it, and yet no one wants to. So we tolerate the pseudo-understanding of the rules. Instead of sitting down and really understanding it all from day 1, we get constant slowdowns each session from rules confusion. I'm just frustrated. Rant over. 

 Tl:dr Old man shakes fist at illiterate zoomers


No One Reads The Rules Anymore


Dear NORTRA:

So f'ing what?

I've had people with zero experience sit down at my table many times over the last four decades. We make characters and we get them up to speed and then we play the game. Those who enjoy the game will return and play again (when invited, of course); those who love the game will go out and buy the book(s) and read the rules, so that they're informed.

We are talking about players here, right? I often joke (well half-joke) that players are a lazy lot. And they ARE...in comparison to the Dungeon Master. It is imperative that the DM knows the rules because the DM is the conductor and arbiter of the game. The Dungeon Master does the bulk of the work of the game, certainly all the 'heavy lifting' (creating and running scenarios). It's not that players are stupid or incapable; many are very intelligent and very capable. But they don't have the burden of responsibility that a Dungeon Master has. 

That being said, there is a reason that players who -- after trying the game a few times and deciding they love it and want to continue playing it -- go out and buy the books and read the instructions. It is because they want to get better at playing, and having knowledge gives them more power. Power to overcome the consequences of playing a challenging game.

So, NORTRA, let me ask: Is your game challenging? Is it consequential?

Because I'll tell you this: my game is. Players who walk around my world, blissfully unaware that their actions have consequences, usually DIE. Often badly. 

That is to say, their characters die, of course...characters being the avatar and vehicle by which the player interacts with the game world. Presumably you play 5E, so you are probably operating under a myriad of misapprehensions about what D&D is and the objectives of play and whatnot, mainly because the publishers (Wizard of the Coast) don't care whether or not people understand the game or even read the rules, so long as they BUY the rules and put money in their coffers (*ka-ching!*). 

As such (that is, because of those misapprehensions), it is quite possible that you DON'T run a challenging, consequential game. Because 5E play is not about challenging players these days, and it's not about enforcing consequences, certainly not for poor play. With its "death saves" and required "player consent"...are you kidding me? The 5E DM is expected to be a dancing monkey for the players, and it sounds like what you're running up against is that you don't like being a dancing monkey for a bunch of lazy slackers who (suffering no consequences for their ignorance) can't be bothered to lift the smallest finger when it comes to making the game run smoothly.

So, "old man," my advice to you is to run a different game, preferably 1st Edition Advanced Dungeons & Dragons. As the Dungeon Master, YOU get the say over what system you run. It shouldn't matter to players who don't read the instruction manual anyway, and if they bitch and moan just point to the 5E PHB where it says:
The D&D rules help you and the other players have a good time, but the rules aren’t in charge. You're the 5e DM, and you are in charge of the game 

 Ultimately, the Dungeon Master is the authority on the campaign and its setting, even if the setting is a published world
And the 5E DMG where it says:
the DM interprets the rules and decides when to abide by them and when to change them
Then tell the players: "I am exercising my authority as a 5E Dungeon Master to change the entirety of the system to conform with 1st edition AD&D rules."

Once you've done that, you'll find it far easier to manage the game: the instruction you need to give the players (when they fail to read the rules) are plenty easy to explain, and you'll have far more time for world building and adventure creation...the main draws for a person wanting to be a Dungeon Master. What's more, the AD&D rules can be downright punishing to players who fail to learn or give effort; you will soon cull your table of those who wish only to be "tourists" of the D&D game, and instead you'll find yourself with quality people striving to refine their skills and improve the campaign as a whole.

Sincerely,
JB

Sunday, July 6, 2025

"Dear JB" Mailbag #34

I am in Mexico for the next couple weeks; expect posting to be light, as I am using the time to chill out.

Dear JB:

My players never keep track of their abilities. Sometimes they jot down one number with no context on their character sheet, after i tell them to keep track. Other times they tell me "i'll just remember it", and they forget either in the same session or definitely by the next. I've been telling them for months to keep track. This one time they asked me whether i had any feedback for them. The one thing i told them is to start keeping track.

Next session, i plan to ask my players at the start how many spell slots/other "per long rest" resources they have left. The players that don't answer correctly are not allowed to use them.

Is this too harsh? All it takes is writing down the ability names on your phone and changing the numbers after you've used them. Should i do something else? How would you handle this?


Am I Overreacting?


Dear AIO:

Generally speaking, the data recorded on a player's character sheet is theirs to do with as they want. As the Dungeon Master, it is your duty and responsibility to keep your own record of pertinent game resources, such as hit points, experience points, and accumulated treasure.

Here's how I do it:

I keep a spreadsheet for all PCs and henchfolk (NPCs) in the players' party. This records their accumulated x.p., treasure, maximum HPs and current HPs. During the session, I do not use my laptop, but I do have a pad of notebook paper on which I keep notes, especially regarding damage sustained by PCs in the game. I also have a printout of the adventure I'm using (if any) on which I track enemies defeated and treasure found. 

At the end of a game session, I take the notes from my notepad and from my (printed) adventure and update my spreadsheets on the laptop, keeping a running total of accumulated data. I then inform the players of their new x.p. totals, treasure totals, etc. which they can choose (or not) to record on their character sheets. If a PC has gone up in level we roll the new HPs, choose new spells, etc. either then or before commencing play in our next session.

Most abilities and spells in AD&D have a finite use; so it's fairly easy for me to rememeber whether or not a player has already used their "lay on hands" (or whatever) class feature for the day. In my house game, I only allow one use of (non-cleric) spells so, again, I don't have to worry about a MU having "multiple sleep" spells or something...they get one such use, and afterwards, they get nothing before sleeping for the night. Easy-peasy. With regard to clerics, I keep a tally on the same notepad as HPs, so I know when a PC has reached their limit of 1st level (cure light wounds) spells, or whatever. If the session ends mid-day (game time) and we intend to pick up where we left off, I make notes for myself to remember what abilities might still remain for when we start our next session.

I expect the players to keep their own notes as well and, for the most part, they do...players like to know when they are running low on spells and hit points, or when they are getting closer to advancing in level. However, I do not rely on players to track pertinent game records for me...doing that would be shirking my responsibility as Dungeon Master, and inviting a plethora of chaos into my game.

AIO, I understand that you are running a different type of D&D, with "long rests" and class resources and whatnot, but the principal remains the same: it's not the players' job to run the game, it's YOURS. This is the game you've chosen to run, now you have to deal with the consequences of that decision by responsibly and diligently tracking your PCs' (game-affecting) resources. 

That doesn't mean you coddle the players: if they forget that they have a skill, or forget that they have already used it up (and then get killed because they were relying on it to be there), that's on the player, not the DM. The player has the responsibility for knowing the limits of the character they're playing, and the character sheet is the way they have for tracking those limits and abilities. If they don't exercise the opportunity to keep track of their own notes, then they'll suffer the consequences.

However, as the Dungeon Master, YOU need to know where the PCs stand at any given time as well, so that if a player DOES want to do the responsible thing and asks "how many more times can I cast heal?" you can inform them "you have X number of castings left."

See how that works?

So, are you "overreacting," AIO? Clearly, your proposed intention of upending the normal rule procedure as a punitive measure is extreme. But (sadly) I don't think your reaction is particularly atypical: frustration with players' lack of interest and unwillingness to engage with the game and its systems seems to be a 'standard rant' of many would-be DMs these days. I'd even go so far as to speculate that this frustration is one of the reasons so many modern DMs revert their game to a "basic" system (like OSE) or throw out rules willy-nilly, instead simply "winging" game play in aid of not ruining the "fun."

Sad, I say. 

Own your power, AIO. Assert your authority by taking the reins of responsibility and running a tight ship. Build a consequential world with imperative situations that force your players to engage...or suffer. Demand quality game play by holding everyone at the table...including yourself...accountable. Not by being arbitrary, but by running the game as designed.

Sincerely,
JB