I’m about to enjoy an evening of D&D at ArneCon 2! Up first, Castle Blackmoor using original Arneson maps & design notes. Yeah!
Peace,
RC
I’m sold. No more having players make an initiative roll to determine turn order in a combat encounter. After spending a few months running sessions without this mechanic, I’ve come to realize that such rolls are usually unnecessary. Instead, I’ve simply been adjudicating combat sequences based on a few established guidelines (taken primarily from Chainmail) while simultaneously accounting for encounter context and declared intentions. For my players, this alternative approach has supported an increased level of tactical consideration. Anecdotally, combat encounters have also been more exciting.
Due to the inconsistency of in-person gaming, I’m going to try my hand at running a D&D game online (3LBBS only). I tried doing this last fall, but the game flopped right out of the gate. Lots of pre-game interest with a number of players messaging me and declaring that they would play; however, most never showed up. I’m told that’s normal. Still sucks.
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