And in addition to "keep the story moving", they introduce the classic wandering monster tables... which do nothing but slow the story down and drain party resources. I struggle with published D&D adventures, trying to keep fights meaningful, when D&D tends to think fight _is_ story. It can be, but generally in D&D it is not.
Every fight in a roleplaying session should have a purpose.

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D&D's _Lost Mine of Phandalin_, a hand-holding adventure for 1st-time DMs, says keep the story moving during overland travel, but use interesting description.
“A light rain dampens the rolling plains as you travel north. Around midday, you break for lunch under a lonely tree. There, the rogue finds a small rock that looks like a grinning face, but otherwise you see nothing out of the ordinary.”
That rock is going to cost you half an hour's delay, as the PCs try to determine its significance.

I find it interesting that I have come full circle... I started with D&D (Erol Otis cover Basic Set) and wandered through Champions to very minimalist and free-form games, found there is such a thing as "too free-form," and ultimately decided that although D&D/Pathfinder isn't my ideal cup of tea, the large community and product support make it very, very attractive. And modern D&D has adopted a smidge of indie sensibility.

So tried out Foundry VTT this weekend, after a well of experimentation and prep. I really like the one-time fee and self-hosting, and the vast array of customization with plugin modules. A few quirks, one outright bug, but overall I like it better than Roll20. R20 has barely changed in over five years, and there needed to be more innovation.

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