Tuesday, January 13, 2026

Dungeon Master Rating (DMR)

Another interlude from the onslaught of reviews...


Waaay back when I was getting ready for my first Cauldron convention, I was checking the DM Info page and came across the following in their "guidelines" section:
3. There is no upper or lower milliwhack limit.
What the heck is milliwhack, I wondered.

But after some research, I discovered that "milliwhack" (mW) is a non-real measurement, postulated (humorously, I believe) by Michael Prescott in this 2014 blog post as a way to determine the lethality of a campaign, adventure, or Dungeon Master.  One's milliwhack score is based on the number of character deaths (or permanent traumas) suffered by players over a given number of sessions. For example, my mW score for my five sessions of Cauldron 2025 comes out to 341 and change. Which is probably a bit higher than my home game, but the Con players were not raising each other from the dead.

Anyway, milliwhack is supposed to be a joke...but then I started thinking about golf handicaps. If you're a regular golfer, you have a handicap based on how well you play (and, more importantly, how well you've played recently) which is used to give more parity to golfers of disparate skill levels that play together. I don't have a golf handicap (if I did, it would be in the 55+ range...). But if I played with someone good (like my friend Connor) I would get to subtract the difference in our handicaps from my score to make our match more competive.

Here's the thing, though...a match between Connor and I would not be competitive. I've golfed with Connor (his son and mine are good friends and avid golfers, and we've taken the boys out before). He knows it; I know it. And just giving me a +40 stroke advantage (or whatever) doesn't change the fact that I SUCK at golf...and he's pretty good. However, here's the thing about the handicap...more than giving "parity" to disparate golfers, one can look at handicap and say, "Um, yeah...we probably shouldn't be playing together." You can use it to find someone close to your own level or (to put it another way) use it to somewhat judge whether you think you'd get a fun match with one or another of the people playing the course. It's a measurement to give you an idea of what you're getting into.

And I started thinking about this with regard to Dungeon Mastering.

When it comes to Dungeon Masters, the skill of the DM is often judged subjectively. Players describe a DM as "fun" or "challenging" or "deadly" but these descriptions rarely give a concrete sense of what a new player can expect at a table. What would be helpful (IMO), is a numerical, composite measure of a DM's performance...something equivalent to an NFL quarterback's passer rating...that communicates the style and intensity of a Dungeon Master's average game session.

Enter the Dungeon Master Rating (DMR), a method of measuring how a particular DM runs their table.

DMR examines three core aspects of a Dungeon Master's game (pace, reward, and challenge), and compiles them into a single score that can be used to gauge intensity and proficiency. It is mainly of use/interest to people who play "old edition" D&D...if your players are not exploring traditional adventure sites, searching for treasure, and facing the risk of death, then it will be of little use to you. It ranges from zero to 160.3, with a score of "100" being considered good/solid DMing, and anything over 100 to be varying degrees of excellence.

I recognize that DMR is an imperfect score. It does not measure flair, humor, improvisational skill, or rule mastery. It does not account for the relative skill of the players, nor the quality of the adventure being run. It focuses on objective, measurable elements of game play, providing a simple, transparent way for DMs and players to assess what to expect.

Calculating DMR

DMR is calculated in three steps:

1. Enter Your Variables

  • h = hours played in the session
  • e = keyed encounter areas visited/explored during the session
  • p = number of PCs used during the session
  • d = number of PCs killed during the session
  • x = % of x.p. needed that was gained in treasure taken during the session

To explain that last one: add the total treasure take (in x.p.) and divide it by the total x.p. NEEDED of all surviving party members. EXAMPLE: Bill needs 1,870 x.p. to level up, Layna needs 346 x.p., and Al (playing a brand new magic-user) needs 2,500 x.p. Total needed is 4,716 x.p. If the party recovered 3,000 g.p. worth of treasure in the session, then x equals 63.6% (3,000 / 4,716 = .636).

2. "Normalize" Each Component

  • E (exploration/pace) = e/h; divide results exceeding 3 by 1.5; E cannot exceed 5 
  • L (lethality/challenge) = 100d/p; divide results exceeding 15 by 4; d/p cannot exceed 60 (before dividing)
  • T (treasure/reward) = 100x/h; divide results exceeding 8 by 3; x/h cannot exceed  20 (before dividing)


3. Find Composite Score ("DMR")


DMR = 7E + 8L/3 + 5T

  • DMR approaching 100 represents a solid session
  • DMR > 100 indicates high intensity and excellence
  • DMR 150+ represents a near-perfect, elite-level session

This formula ensures that DMR clusters around 100 for solid, balanced gameplay, while giving room to highlight extraordinary sessions.

FOR EXAMPLE, a session with:
  • 13 rooms (keyed areas) over four hours (3.25 rooms/hour)
  • 8 PCs, 2 deaths (25% lethality)
  • 35,826 g.p. of treasure towards 90,000 x.p. needed over four hours (10%/hour)
is normalized to:
  • E = 3.17 (.25 / 1.5 = .17; 3 + .17 = 3.17)
  • L = 17.5 (10 / 4 = 2.5; 15 + 2.5 = 17.5)
  • T = 8.67 (2 / 3 = .67; 8 + .67 = 8.67)
DMR = 22.2 + 46.7 + 43.4 = 112.3

...indicating a solid session with strong exploration, generous treasure, and a healthy level of danger.

The Dungeon Master Rating provides a simple, objective framework for evaluating DM sessions, in an attempt to give a clear sense of pace, reward, and risk. While it does not capture every nuance of DMing, it allows DMs to quantify and communicate their approach. By using DMR, Dungeon Masters can measure consistency, compare sessions, and give players meaningful expectations before they sit down at the table. 

Gauging my own performance over my last eight sessions (the only ones I have real data for) has been interesting. My lowest scores were definitely in the adventures where I felt something "off" or lacking, whereas the ones I felt good about had higher overall scores. My "weighted average" (accounting for some sessions being shorter or longer than others) comes out to a score of 119, but that's adjusted based on some adventures I ran at the con having objectives other than treasure. However, even throwing those sessions out (like my running of the kids through Tamoachan), I still get scores of 104, 105, 125, and 135. That's pretty good stuff. If I was a QB with those scores for my passer rating, I'd be up for a pretty fat contract!
; )

ANYway. Just something I'm digging at the moment. When it comes to D&D, we don't have enough objective measurements to "grade" game play. And I think it's helpful to have them. NOT because we want to make people feel bad ("oh, nos! My DMR is only a 76!") but we want to have benchmarks for improvement. Stats like DMR...or "milliwhack"...don't tell the whole story about a Dungeon Master, but they tell us something...and can give us ideas about how we might refine our game to make it more smooth, more efficient, more exciting. 

For me, it feels like a way to better measure, refine, and control my own game.

[Some Notes: baseline numbers are set per what I feel are solid. An 8% per hour rate of treasure accumulation against x.p. required is considered "good" by my account, but this maxes out at 20%...usually due to character deaths causing spikes in reward for survivors. Lethality includes those PCs who are raised or wished back to life, simply counting deaths (even though later mitigated) as a measure of how challenging the game is; to be clear, body counts can be TOO HIGH as well as too low, and this is reflected above. Pacing is based on "keyed locations" (i.e. numbered "rooms") that a party interacts with over the course of a session, does not count the same room more than once (even when re-visited), and is based on my observations of what it generally possible within a certain time frame.

DMR promotes a certain style of play: snappy, challenging, rewarding. It does not measure whether or not a DM is a "good bloke." Sometimes you want to play golf with someone just because they're a ton of fun: drinking, joking, slicing into the rough, etc. D&D is the same. DMR simply gives a measure for evaluating play, but there are lots of ways to find enjoyment and entertainment at the table]

Monday, January 12, 2026

ASC Review: Dragon And Eagle

The Dragon and the Eagle (Ghri Ziffe)
AD&D adventure for PCs of 2nd level

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


Another decent concept for an adventure site; an ancient, ruined fortress...now the home to some brigand-ish kobolds and their magic-user leader.  It says it's designed to take players of level 2 "halfway to level 3," but it's unclear just how many players we're talking about. Total treasure yield is in the 9K-17K range (depending on whether or not the party decides to sell the ring of protection +1...I would), which suggests a party size of 9-17 based on the designer's own parameters. Hmm.

The adventure is a tad nonsensical. Giant ants hoard treasure in a locked iron box. There are animating killer frog statues on the gates (how? why?). There are a set of magical ovens with different colored flames that have magical effects (again...why? What is this doing in an old fortress?).

The place is also relatively light on encounters: seven of the twelve keyed areas are effectively "empty," while only three have anything overtly hostile. This is made up for by a pretty unforgiving wandering monster table (1 in 4 chance of a rolling a "wilderness encounter" which could end up in a TPK for 2nd level PCs), and the main structure holding about 15 kobolds who will, presumably, fight in an organized manner.

This one is okay...certainly playable with little adjustment. Would have liked to have seen one or two more encounters (maybe a posted guard? Surely the kobolds want forewarning of giant ant attacks). But this is pretty easily ***.

Sunday, January 11, 2026

ASC Review: Crawling Maw Of Malakor

The Crawling Maw of Malakor (Frederic Roelandts)
AD&D adventure for five to seven PCs or levels 3rd-5th

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


A play-tested adventure from the Belgian contingent of the OSR; I had the pleasure of meeting Frederic (aka DangerIsReal) at Cauldron, where he sat in on at least one of my games...as did one or two of the named playtesters. Good, pleasant people.

I'll try not to let that color my judgment here.

Crawling Maw, at first pass, seems to be an EXCELLENT adventure site. The premise is terrific. The map is great. The scope and scale (12 keyed areas) is just about perfect for an "adventure site," while still making good use of verticality with multiple levels. Monster use is quite good: tightly themed use of book monsters (especially MM2) that don't see all that much action...I didn't even remember they were book monsters, till I saw the reference numbers in the module's text. Yeah, the goblins are pretty dumb, but I'm okay with dumb goblins (and/or a manipulative shaman). Good stuff here.

But...there are problems.

Expected treasure take for a site this size for an average of six 4th level PCs should be in the ballpark of 19K to 20K. Instead, we've got a total yield of nearly 115K. That is, quite simply, way too much...players walking home with 5X what they need to level up? After 15 encounters?

Not that they aren't DANGEROUS encounters...perhaps even too dangerous. The stegocentipede is a VII monster. So is the guardian familiar. There are also a crap-ton of monsters in here with poison attacks, including the goblins themselves (who use a paralyzing poison agent on their blades)...against a party of 3rd-5th level PCs who have no access to the neutralize poison spell? There are AT LEAST 13 creatures with poison attacks in the module, not including the 1-in-6 chance of d3 giant centipedes climbing out from under a rock. Rough.

ALSO: goblins can't be clerics. Grubnak can be a SHAMAN (see DMG p.40)...that's not the same as a classed adventurer.

Sorry, Frederic. This one is over-stuffed with both treasure and danger for the level range given. I cannot, in good conscience award it higher than ** (with a "+" for some really good stuff...the concept, the map, the theme, the application of the theme). Boost the level range up to 6th, and we're probably bringing that score up to 4-stars. As it is, this should end up in a TPK unless the low-level party is already fielding a Monty Haul level of magical gear.

Saturday, January 10, 2026

ASC Review: Murder Most Foul

A Murder Most Foul (Jeff Simpson)
An "experiment" for Seven Voyages of Zylarthen

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


I like Jeff Simpson, that wacky Canuck with his whimsical adventures and patented stick-figure illustrations. Last year, however, I strongly disliked his ASCII submission, giving it only one star and placing it near the bottom of my rankings. Despite this, it made the winner’s bracket and compilation book, beating out several worthier entries. As noted, my design priorities don't always align with the other judges.

This year’s submission is worse.

This year’s submission isn’t even an adventure. Instead, Mr. Simpson has offered us a moral quandary situation to insert into our campaign as we see fit.

No. This is not what D&D is. 

Even if the adventure was not already disqualified for a number of assorted violations (no maps, fewer than 8 encounters, written for a fantasy heartbreaker that is NOT “very close” to one of the listed systems), it would STILL fail as actionable content. It is a thought exercise, nor an adventure.

Zero stars. Some might call this “tea party D&D.” Jeff himself suggests his submission may be “moronic.” For me, it’s simply a waste of my time.

Friday, January 9, 2026

ASC Review: Sanctuary Of The Black Buddha

The Sanctuary of the Black Buddha (Seb Howell)
AD&D adventure seven to nine PCs of levels 5th-7th

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


The TL;DR: an ambitious adventure site that’s a bit of a mess.

The first submission by a new author (i.e. one who didn’t participate in last year’s ASC), Seb creates a bona fide adventure site in the form of a Buddhist temple in abox canyon currently housing a group of bandits.

Written for AD&D (with a definite Oriental Adventures feel) the thing, for me, falls apart due to the scope it sets for itself: Seb creates an entire setting-derived situation concerning a rogue Imperial general-turned-bandit who provides an objective of either justice or straightforward robbing of his hoard.

Likewise, the temple itself is good (i.e well-imagined and well-themed by the author) as is the treasure hoard: appropriate both for the site of the theme, and for the expected level range.

But the adventure lacks challenge. There are only a handful of the bandits on hand (plus a chained-up hill giant) and the remaining 150 bandits and leaders of the bandit camp (including the aforementioned General and his magic-using henchmen) are left un-detailed “due to space considerations.” Despite the fact they are key to the order of battle presented in the write-up.

Sorry..this one is lacking and needs a LOT of work to make it playable. Telling the DM to just “use page 66 of the Monster Manual to generate” the appropriate opponents is NOT acceptable for a module.

Two stars (**). However, you get a “+” for having a decent concept and good amount of treasure.

Thursday, January 8, 2026

The European OSR: Magyar Horde

[a short interlude from the ASC judgments...]

The Hungarian contingent
has been a stable and consistent power block at Cauldron since the beginning, and the 2026 season looks to see their numbers swell as Hangyi is schedule to join the ranks of Premier, Chomy, Melan, Iudex, and "VorpalMace" (Tom). Time to talk about this loud, proud bunch.

Not that I really know them...I don't know their lives outside of gaming, don't know anything about their families, their politics, their jobs, not even their real names (other than half of them being named "Gabor"). Still, not knowing them doesn't mean I don't enjoy the hell out of them...they are to the Germans what German tourists are to the rest of Europe: fun, rambunctious, and a tad intimidating. 

If I still played, Vampire the Masquerade, they'd make a great model for a Sabbat pack.

I don't think it's inaccurate to say Hungary has an outsized impact on the OSR scene given its relative size. As a country it has barely more than 11% of Germany's population (9.5M compared to 83M) and less than 8% its GDP; in comparison to the USA, those percentages drop to 2.7% and 1.5%. And yet the quality of gaming material being created by the Magyars is impressive.

Melan is, of course, the most prominent of these creators. Castle Xyntillan is perhaps his most well-known adventure, but his Echoes from Fomalhaut fanzine (13 issues and counting) enjoys a strong reputation, while his Helvéczia RPG is magnificent...I own the deluxe boxed set, and it is a thing of beauty. Melan has been featured on multiple podcasts (Zockbock Radio and CAG for sure), his Melan diagram and discussion of adventure design has been highly influential, and his adventure reviews on his blog are highly respected.  He is an accomplished Dungeon Master, running multiple sessions in multiple systems  in each of the last three Cauldron conventions, and his tables fill quickly; as for his performance as a player, I can attest he is knowledgeable, cautious without being cowardly, and a respected (if reserved) voice of reason. 

Having interacted with him now on multiple occasions, I find Melan to be warm and unassuming, self-confident yet humble, a solid presence that obviously holds the esteem of his peers. Sharp-witted without being mean-spirited...I want to call him "kindly," but this is not an appropriate adjective to describe veteran, hard-nosed Dungeon Masters that have zero problem making "death" a consequence of mission failure. I will say that I have never heard a single negative word about Melan from anyone who's actually met the man.

Chomy, on the other hand, is as boisterous and fiery as Melan is solid. Not that he's not sharp as a knife with serious design chops...Chomy's placed in the top for two out of three NAP contests (winning one) and has published multiple well-reviewed adventures (in different editions). But I know Chomy as a player (and drinking buddy), not as a Dungeon Master. I wouldn't call him the "heart" of the Magyar horde...maybe the fire or, more accurately, the "balls." In any group, there's someone who needs to be the first to sticking their face into the potential danger...there has to be someone pushing, spurring the action. Someone's got to be willing to use the wand of wonder when shit gets hairball. Coupled with his native cunning, it makes him quite the rapscallion in the convention setting...but when it comes to design, that courage and push makes for some excellent adventure writing.

[I am publishing this now before I review his adventure for the ASC3 contest]

But neither Chomy, nor Melan were my impetus for writing about the Hungarian OSR (nor Premier, nor Tamas)...rather, it was what's going on with Iudex.

Iudex is a Hungarian living in the outskirts of Munich, who drives seven hours to Budapest on a monthly basis as part of his profession. While there, he's been working an on-going project called HOOT...the Hungarian Oldschool Open Table, a monthly get-together of rotating cast members at his local gaming club. He's been doing this for the last thirteen months...basically since Cauldron II...relentlessly encouraging "old style" play in his hobby community. Most of this has been with the OD&D rule system, but in November...
"...I decided to level up from cozy OD&D and tackle a proper AD&D first edition game..."
...mainly so that he could run the Cauldron '25 tournament module for the group. 

Not as easy as it sounds (as Iudex details in the five page "after action" report he sent me). However, he also writes:
"Frankly, I was astonished, how quick and how great the system worked during play (although I had to work a lot to arrive at a point where I did not need to open the book during play - well, most of the time)."
I think it's safe to say that most AD&D Dungeon Masters find themselves needing to open their books during actual game play. I certainly do (and I've been doing this AD&D thing for a long time)...if anything distinguishes the veteran from the novice, it is just that I can find a reference quicker, and thus the momentary distraction is nothing but that: momentary.

The important takeaway here...for Iudex and for any DM jumping into 1E for the first time...is to not be daunted or intimidated. The AD&D system works...and allows for some excellent gameplay at the table. The interaction of the various procedures makes for a type of experience that forces the players to engage with and attend to what's going on; this, in turn, makes the immersion process easier.

Knowing there was a desire and curiosity for 1E gameplay (not to mention interest in the Cauldron tournament adventure), in December Iudex deviated from his usual practice and introduced a 'pre-registration' process to the normally "open"call of HOOT...and had ten players show up, some driving from outside Budapest to attend. This is a solid table. Only two of them had actual 1E experience (having played in the 1990s); the others were either new or only familiar with 1E retroclones, like OSRIC.  

Hungarians in their typical subterranean gaming
environment. Note that most of these guys ride motorcycles
and can benchpress a Buick. All own sabres.

All but one was reported to have an excellent time in the four hour session, despite 70% being slain in the usual AD&D fashion. I'm not sure the reason for the single disgruntlement, though I'd hazard to guess it was the halfling thief who was fed (by the party) to a pack of winter wolves in order to make good their escape. Par for the course when it comes to rough justice in the Nagy Alföld...

But I'm digressing (as usual).

This is what I call growing the hobby. There is an appetite for AD&D that is not being tapped...despite the books again being available for purchase...partly due to misconceptions and intimidation but MOSTLY due to a lack of DMs running the game. And the reason for the lack of DMs (in addition to misconceptions and intimidation) is the lack of support for those willing to take up the mantle.

This, however, is changing. Folks like Iudex shows what's possible. Some of these players, no doubt, have their own home games going on. When they leave HOOT, they take their knowledge and experience back with them. Just demonstrating that AD&D is a playable, vibrant game can be the small flame that sets off a conflagration. In Hungary no less (it's already happening in Germany and Belgium). 

Remember that most of Europe was introduced to D&D through the Mentzer Basic set. So far as I'm aware, the first (and only) D&D edition translated into Hungarian was 3rd edition. And yet the old game, the good game, is alive...it is a spark that is being fanned. 

I think that's pretty neat. 

Anyway. I've decided that I will, indeed, be going back to Cauldron in 2026...this time with my son in tow. Entrance fees have been paid; I now have a handful of months to put together plane fare and prep my adventures. I look forward to seeing all these guys...Iudex, Tamas, Chomy, Premier, Melan...once again, clinking glasses and rolling dice. May their kardok stay sharp.
; )

Wednesday, January 7, 2026

ASC Review: Wreck Of The Spinefish

The Wreck of the Spinefish (ShockTohp)
ACKSII adventure for five to eight PCs of levels 4th-6th

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


I’ll be honest…I’m at a loss.

This is a great concept for an adventure site: a beached ship, a former prison hulk, rendered cairn by a demon and now a haunted place for exploration.

But it’s for ACKSII. I don’t know shit about ACKSII.

The first ACKS is a tarted up version of BECMI with a bunch of D20isms (DND3) thrown into the mix. I haven’t read ACKSII (nor do I have any plans to do so) but this seems…more of the same?

“Climb throws?” “Bludgeoning damage?” “Nonspeaking medium incarnations?” What the hell IS this? What the heck is this “Shadowed Sinkhole of Evil (JJ pg 88)” being referenced?

Hey man, I’ll take your word for it that you know what you’re doing. I just don’t have the time or inclination to learn ACKSII.

I’ll give this a *** (playable) rating and allow the more knowledgable judges to make a more nuanced argument, yay or nay, for this adventure.

My apologies.