Tag Archives: Dungeons & Dragons

B/X spells don’t disrupt adventuring?

One often lamented thing about D&D is that many potential adventure situations can’t really be done because there’s a simple single spell that can solve the whole problem. And with 3rd Edition this is definitely the case. Continual Flame? Detect lies? Zone of truth? Teleport without error? What the hell were they thinking?! Any time you have an idea for a spell because “wouldn’t it be neat if you could do that?”, you really have to stop and think how this would affect the obstacle it deals with in the long term. Teleport without errormeans the party will never have to prepare for the return trip out of the dungeon or back to civilization. Any time they face real difficulties they can instantly go to a city or castle of their choice with a single spell. Are you looking for a traitor? Get all the suspects together and have them say “I am not a traitor” after the cleric rested and prepared detect lies. This is such a problem that seemingly every second high level dungeon has magical interference that blocks teleportation and every villain wears an amulet of mind shielding. It’s a ridiculous situation and probably contributed a good deal to 3rd Edition and Pathfinder adventures being overwhelmingly linear combat. And to make matters worse, these games let you very easily make scrolls of all spells you know and even wands with 50 charages. One knock spell isn’t a disaster. A wand that holds 50 knock spells is an entirely different story, though.

So this week I went through the spells in the Basic and Expert sets again to see at which character levels certain kinds of obstacles become easily negated with spells. And to my surprise, B/X is actually doing really well in this regard. There are a few spells that are really extremely useful but they are few in number and even those are not making obstacles completely redundant.

Read Languages

With this spell a 1st level wizard can read any unknown script and language. While it says “any code”, I assume this to mean that it can decode any cipher but still will give you only a literal decryption but not tell you the meaning of secret code words and phrases. While you can read any written texts it doesn’t give you the ability to write in languages unknow to you so you can’t use it to communicate across language barriers. Two wizards who both have the spell prepared could do it if they can make their intention to do so clear, but even then it lasts only for 20 minutes.

Detect Evil

This spell lets a 1st level cleric sense “evil intentions, or evilly enchanted objects”. Since there is no evil alignment in Basic it can not detect that. The spell only provides a feeling of evil but no specific thoughts and it’s explicitly stated that GM has to interprete what evil intentions means in the specific campaign. This spell is not “find the guilty one”.

Continual Light

This spell allows you to make a torch that lasts until dispelled. Or lost or stolen. I’m not really happy with parties not really having to bother with lamps or torches (or only keeping some as emergency backups) from 3rd level on if a wizard gets this spell but it’s not a real disruption of actual major obstacles.

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Session Reports and Incentives

Because technical reasons are probably going to delay the start of my (now long) planned Ancient Lands sandbox campaign until early summer, I still spend a lot o time on refining ideas and getting better prepared to running such a thing myself.

One special consideration  when running a game online with changing players is to keep everyone updated on what’s been happening so far. I could write a summary of each session myself, but that wouldn’t be very fun and it’s always difficult to get players to read anything between games. Having the players write the reports makes it easier for me and should be more fun to read for the other players.

How do you motivate players to write such reports when they are notoriously lazy about doing homework for the game? In this particular case I have the situation where the PCs are going to be explorers who are searching for knowledge about the supernatural. Collecting information and sharing them with other explorers of the (hopefully) constantly changing party is at the center of the campaign. And as such it feels not just justified but also really appropriate to give additional experience points to players when they write reports about their adventures and make their discoveries accessible to others. Fighters don’t get XP for fighting and witches don’t get XP for casting spells. Through the system of XP for treasure, everyone gets XP for being successful finders and retrievers of treasure. And compiling and organizing their discoveries on paper is certainly an activity that should increase  characters ability to find and secure treasures.

I think I will go with giving a bonus of +10% of the last session’s XP to every player who posts a report of that game. Doesn’t matter if there’s multiple accounts or how good those reports are. I believe once you get players to write about their exciting adventures to tell other players who weren’t there, they are not going to half-arse it just for a few XP. The only difficulty is to get them motivated to start, and if there’s one thing that motivates players it’s XP. Not free XP, but earned XP! And the way XP and level advancement works in Basic, 10% extra is not actually going to make much of a difference. Every now and then a player who always writes reports will reach the next level one session before the other players but the next two or three times it might very well again be at the same time. But still, +10% is +10% percent and players are greedy.

Old School Basic – A new forum for everything Basic D&D

I have long been looking for a forum dedicated to the B/X, BECMI, and Rules Cyclopedia editions of Dungeons & Dragons and the retroclones based on them, but apprently such a thing didn’t exist.

So I made one: Old School Basic

I guess the chance of this one really taking off are pretty slim, but I already have the webspace and database support and know how these things work, so it is costing me nothing.

But if a forum for OD&D can make it, then the potential for a Basic community is certainly there as well. There are some D&D forums that have small Basic sections tucked into back corners and of course the forums of the various retroclones. But it’s all very scattered around and with few visitors there’s little activity that makes it worthwhile to just browse around to see if there are any interesting current discussions. Yet most questions and ideas are not really specific to any single version of the rules and of potential relevance to all players and GMs of any Basic based game. So maybe this might actually work out.

We’ll have to wait and see, but in the meantime I am inviting anyone interested in Basic D&D and its descendants to visit and contributing a little to make it a place worth visiting for a broad audience.

A Basic D&D Forum?

There’s a forum for AD&D 1st edition, a forum for OD&D, and kind of a forum for 3rd edition, but even though Basic has become pretty much the standard for OSR games these days, there doesn’t seem to be any forum specifically dedicated to that. Sometimes I look at the forums of specific retroclones or the Basic sections at Dragonsfoot or Giant in the Playground, but all of these have pretty much negligible activity.

I could set up one myself. I’ve been forum admin before and was able to set up this site and mediawiki, so from the technical side it shouldn’t be a problem. But would anyone care?


XP for magic items?

While I am usually rather against mechanics that are obviously made for gameplay reasons and not for getting reasonably realistic results, encumbrance is one element where I make a big exception. I am a huge fan of inventory slots in pen and paper games. Not because they are in any way realistic but simply because any attempts to measure items by weight or volume end up as such bothersome bookkeeping that people usually end up ignoring encumbrance entirely.

Which in a game of exploration expeditions and treasure hunting is a real shame. You lose so much of the experience of dungeon crawling and wilderness travel when you don’t have to worry about being slowed down by carrying too many supplies. And even worse, when the PCs can carry as much supplies (which are dirt cheap) as they want, then it also becomes redundant to track how many more torches and rations they currently have with them. And really: What’s left then? A Pathfinder adventure! I mean combat! Bookkeeping is not fun, but having to worry about running out of light or throwing away all your food to be able to outrun a monster while still hanging on to all your gold is something I never would want to miss again. And in AD&D 1st Edition and the Basic/Expert gold is not primarily money. Most importantly gold is experience. Your XP take up inventory space and can slow you down on your way to safety.

It always amazes me how deeply interconnected the various elements. Encumbrance, XP for treasure, and random encounters only look like completely different things but they are all a single unit of resource management that really is at the heart of the oldschool experience. If you drop one, the other two no longer work either and there’s nothing to keep the party from having 15 minutes adventuring days and rest after every fight, which is the huge glaring flaw of 3rd Edition and Pathfinder.

As such,I am really a big fan of the Encumbrance system in Lamentations of the Flame Princess which gives each character a number of inventory slots and every item takes up one slot. It doesn’t adjust the item limits based on character Strength but otherwise it’s clearly the right approach. The typical character sheet has a section for items with one line available for each item. Just mark after how many lines the encumbrance limits are reached and you never need to even count how many items your character carries. As long as you leave no lines empty you just have to check whether your item list passes the marked lines. That’s an encumbrance system you can actually use at the table without annoyance.

But now finally to XP: In my Ancient Lands campaigns there is very little use for money. It’s really only needed for big bribes, tributes, ransoms, or for buying really big things. And most people rarely use coins in daily life. So I don’t even bother with individual coins anymore. Instead I simply go with treasure items. In LotFP,a bag with 100 coins takes up one inventory slot. Like LotFP, I think silver is a much more sensible standard coin for normal business and it makes finding gold much more exciting when it’s not something people see every day. So the standard treasure item is worth 100 XP, with a bag of silver coins being the benchmark for how valuable such items commonly are on average. In addition to that I am also using great treasure items that are worth 1000 XP, or as much as a bag of gold coins. This reduces bookkeeping again by a lot. (I really hate bookkeeping.)

XP for treasure is a great system because it rewards players for behavior that you want to see as the GM. It rewards them not for slaying a monster but for getting the treasure guarded by the monster. It seems a bit silly that characters would get better at fighting by collecting coins, but then it’s no more realistic to learn more spells by shoting people with a crossbow. XP for gold encourages players to explore and sneak. XP for combat encourages combat. It actually discourages sneaking and negotiating except as means to get an advantage for a coming fight. I like XP for treasure much better, but the concept behind the Ancient Lands is not just one of treasure hunters but a game of knowledge seekers. Gold and jewels are not meant to be actually that thrilling for the PCs who are striving for a higher goal. Something else is needed to which the players are encouraged by the lure of XP.

By default characters get no XP for magic items. Magic items are useful to the party and give them advantages while in an oldschool game money usually doesn’t. Unless you eventually get into building castles,there’s not really much to do with all the massive piles of gold characters gain on their progression to higher levels. But in my campaigns the search for and fighting over rare magic items takes center stage and so I want to reward it with XP as well. Since magic items are meant to be rare, the players won’t getting their hands on a lot of them. At the same time gold and silver are meant to be less lustrous so I can simply hand out less of mundane treasure to even out the total gain of XP. The main difference is that magic items are worth much more XP but still take up only one inventory slot. But again,this can be countered by giving more silver treasues (100 XP) and fewer gold treasures (1000 XP).

Now assigning specific values to magic items is difficult as they don’t have a value that could be measured in coins. But in the end the XP are awarded for the challenge of getting them and so I consider it a good solution to simply set the XP for retrieving a magic item to 1000 times the dungeon level on which it was found. By which I don’t mean the actual physical story of the dungeon but the difficulty of the Wandering Monsters table that is used for the dungeon level. Often that will be just three or five times the value of a regular gold treasure,but then the players can also actually use the item’s power to their advantage, making it worth more to them than just the XP. I think it’s also a nice rule of thumb for special treasure items like huge gems.

Forest of High Adventure sandbox campaign

The Forgotten Realms were my first campaign setting back when I first got into RPGs and while I eventually got put off by its kitchen sink approach I still have some fondness for The North. The North is maybe 5% of the area of Faerûn but can stand as a complete setting on its own. The Sword Coast has become the default region for Forgotten Realms material and I believe the de facto officially supported region in 5th Edition for good reasons. While I don’t have a strong yearning to revisit this setting, I am still very fond of the High Forest in particular. I really got into RPGs when I played on a Neverwinter Nights server set on the eastern edge of the High Forest and eventually became one of the GMs and senior level designers. And my first steps into worldbuilding began with an attempt to take the hinted at past of this region and expand it into a proper playable setting. Eventually I dropped the connection to the Forgotten Realms entirely and now over a decade later it led to the Ancient Lands in its current state. But I always was a bit disappointed that I never got to run a campaign that goes really deep inside the forest and has the players explore its ancient mysteries.

I had planned to start a new Ancient Lands campaign next winter, but by now “next winter” has become “this winter” and its going to be delayed until next spring. And with still a good amount of time ahead, I still have not entirely commited to what I am going to run. Earlier this week I read a great recent post by the Angry GM about making wilderness travel more fun. And though I had last planned to do something simple and episodic, it put the sandbox bug back into my ear. I had written about a workable travel system for pointcrawling in the wilderness a while back which is quite similar, but as usual Angry made a great improvement over it by making it work without prepared precise maps. A pointmap was to be a compromise over a hexmap, but being able to track travel times and random encounters without a highly detailed map is even better. And unlike with a pointmap it’s really easy to handle a party getting lost.

In previous attempts to make a sandbox I found it very efficient to simply grab a bunch of old modules that fit the theme and put them all together on a map. One that came to mind was Hellgate Keep, which is set on the edge of the High Forest. And that got me the idea to use the whole High Forest chapter from The Savage Frontier as the base for my sandbox. It’s the original inspiration for my Ancient Lands setting and as such pretty much everything from it fits perfectly into it. While the North in later publications is a nice place, I think the original version from The Savage Frontier is by far the coolest. It’s classic 80s Jaquays goodness that still has a nice lingering Judges Guild smell. I am not exactly sure why, but the next time the region was described all the best places where destroyed and the most interesting characters dead. And a lot of it is great sandbox material:

    • Hellgate Keep: An old elven fortress city overrun by demons and their half-demon and undead minions. It’s not just a dungeon but a city, and one way too powerful to assault head on. Not really suited for a dungeon crawl but in a sandbox it can get a lot more interesting to visit.
    • Nameless Dungeon: This ruin of an underground stronghold has been closed off and put under heavy guard by elves after adventurers found some magic weapons and armor there. Later books provided an explanation for this odd behavior by making it the long forgotten prison of elven sorcerers who had consorted with demons to usurp the throne of an ancient realm. And now they are waking up and some have already escaped into the forest. I really quite like this one.
    • Blue Bear Tribe: This barbarian tribe has fallen under the control of their evil shaman who is a disguised hag in league with the demons of Hellgate Keep. They were banished from their ancestral shrine by its spirits for their evil ways and are unable to find it again.
    • Tree Ghost Tribe and Grandfather Tree: Some of the Blue Bear tribesmen have split of from their kin and renounced their evil ways. They hope to become worthy again in the eyes of the spirits and rediscover the location of the giant magical tree that they worship.
    • Star Mounts, Endless Caverns, and Stronghold of the Nine: The Star Mounts are a mountain range of incredible hight and somewhere below them are the Endless Caverns that lead into the Underdark and hold the bones of a huge dragon whose treasures have never been found. Not far away is the Stronghold of the Nine, the base of a group of famous heroe who have been turned mad by an evil artifact they discovered and begun to turn the castle into a battlefield fighting each other.
    • Citadel of the Mist: A magic castle that is home to a powerful sorcerer who is one of the main opponents of Hellgate Keep and ally of the treants that live in the nearby forests.
    • Lost Peaks: Mountains that are said to hold the Fountains of Memory that show visions of the past.
    • Dire Woods: A strange part of the forest that is much larger on the inside than the outside and somewhere near its center lies the ancient city Karse, which holds the giant undead heart of a demigod sorcerer.
    • Ruins of Decanter: An old mine that is crawling with monsters created by sorcerers of old and left to their own devices, but recently an illithid known as the Beast Lord is bringing them under his control.

There are also some other places in the Savage Frontier that can easily be transported into the High Forest and fit very well into it.

  • Cave of the Great Worm: This huge cave is home to a tribe of barbarians who are led by an ancient benevolent giant reptile. Would fit well into the Star Mounts.
  • Gauntlgrym: An ancient dwarven city that was famous for its wealth but was lost for unknown reasons. It supposedly can be reached from the Cave of the Great Worm and would be well placed under the Star Mounts so it can be reached through the Endless Caverns as well. I say its mysterious fate is something inspired by the Dead Trenches from Dragon Age and Dead Space!
  • Lonely Tower: A tall tower with no visible doors and windows standing in a huge circular clearing in which no plants grow. It’s the home of a alchemist sorcerer from another world.

That’s a lot of great sandbox material, but to make my work easier I also want to add some classic modules that make for great additions.

  • Against the Cult of the Reptile God: I’ll make it Against the Cult of the Succubus Princess and it should provide a great introduction for the demonic forces of Hellgate Keep.
  • Hellgate Keep: This module describes the keep after its destruction but provides a lot of information on how it looked and what was going on when it was still there. It includes the half-demons Kaanyr Vhok, Aliisza, and Sarya Dlardrageth, who all could be interesting NPCs.
  • The Forgotten Temple of Tharizdun: I love this thing. I’ve wanted to run this for a long time and always felt that it would work best if the players have no idea what kind of crazy awaits them beyond the empty gate of this black ziggurat. It’s perfect as a random location that is spotted in the distance as the party is travelling through the wilderness on their way to somewhere.
  • Rahasia: This one lends itself very well to be adapted to tie in with the Nameless Dungeon. Instead of a chaotic priest randomly finding the spirits of three elven witches in a temple, it can be one escaped half-demon from the Nameless Dungeon trying to resurrect his daughters who were killed in the uprising and whose spirits he stored in the basement of his mansion before he was captured and imprisoned. Or he’s a loyal minion who is resurrecting his mistresses who had a somewhat flawed plan to avoid falling into the hands of the attacking elves.
  • Escape from Meenlock Prison: I had so much fun the first time I ran it and meenlocks make for great creepy fey monsters.
  • Sons of Gruumsh: A straightforward but interestingly build dungeon that is occupied by three warlords believed to be blessed by their god. Would make great opponents for the tanarruk of Hellgate Keep.

Additional ideas include making Gauntlgrym inhabited by derro who are descendants of the original inhabitants and making the local orc tribes enemies of Hellgate Keep who want to take revenge for their people being taken to create the demonic tanarruk. Good factions are the key to a great sandbox and there are already a good dozen of them with none of them necessarily attacking the party on sight but all of them having lots of enemies and potential allies.

So much material and I’ve not really lifted a finger yet. This is about four hours of thinking what existing material I can use to make my own sandbox. I am still going to make this an Ancient Lands campaign, but I think most changes will be primarily cosmetic. There are different gods and races aren’t exactly the same, but overall I think it will be still very recognizably the High Forest.

Quick and Dirty Slow Casting Magic System for LotFP

A simple and completely untested variant system for casting spells in Lamentations of the Flame Princess. It should also work with other OSR games, but LotFP allows mages to wear armor and use weapons, which makes a severe toning down of spellcasting much less disruptive for players.

Spells work pretty much the same way under this system except that you don’t need to prepare spells in advance and all casting times are at least 1 minute (10 rounds) long. You still need to have spell slots available which are used up for the day when a spell is cast. The effect is that spellcasters become much more flexible in picking their spells when the situation comes up but at the same time lose the ability to quickly intervene with spells in the middle of a fight. All magic requires at least a bit of time to prepare during which the spellcaster can easily be interrupted by any hostile creatures or violent environment conditions.

Many spells need to be cast from hiding, either in cover or in plain sight, to be of any use. I think that I would rule that it’s sufficient for a spellcaster to stand or sit and do nothing and quietly recite the magical incantations at low volume. It would be easy to spot by people who are standing close enough to the caster to hear the magic words or who are keeping an eye on him. Loud background noise or some kind of distraction would be necessary to cast a spell unnoticed while in a crowd. The changes also make a good number of spells effectively useless. The following spells I’d remove from the game. (Fireball and lightning bolt are already not part of the LotFP rules.)

Cleric Spells

  • Command
  • Heat Metal
  • Protection from Evil
  • Protection from Evil, 10′ Radius
  • Remove Fear
  • Sanctuary
  • Silence

Magic-User Spells

  • Army of One
  • Chaos
  • Confusion
  • Death Spell
  • Faithful Hound (if the duration is indeed correct)
  • Feather Fall
  • Globe of Invulnerability (Greater and Lesser)
  • Grasping Hand
  • Haste
  • Hold Person/Monster
  • Interposing Hand
  • Lucubration
  • Magic Missile
  • Magic Sword
  • Maze
  • Mirror Image
  • Mnemonic Enhancer
  • Power Word Kill
  • Power Word Stun
  • Prismatic Spray
  • Ray of Enfeeblement
  • Spell Turning
  • Witchlamp Aura

Modified Spells

  • Charm Person/Monster: The target makes a saving throw at the start of the casting of the spell. If it fails it will simply listen to the casters words and not take any action unless the casting is interrupted by an outside source. The caster of the spell does not look like he is casting a spell on the target but has to keep talking for the entire casting time and observers might notice something strange going on with the target.
  • Enthrall: The crowd starts listening to the caster immediately but can only be persuaded to do something after at least a minute of talking to them has passed.
  • Polymorph Others: The target of the spell slowly begins to change during the casting time but reverts to its original form if the spell is interrupted in any way.
  • Sacrifice: The caster has to be in contact for the entire casting time of the spell, usually making it necessary to restrain the target.
  • Suggestion: The target makes a saving throw at the start of the casting of the spell. If it fails it will simply listen to the casters words and not take any action unless the casting is interrupted by an outside source. The caster of the spell does not look like he is casting a spell on the target but has to keep talking for the entire casting time and observers might notice something strange going on with the target.

A hazy idea for a new OSR magic system

Work hours have been a bit chaotic this month, with frequent evening hours and weekend workdays, so I have not really spend much of the long hours of tinkering with ideas that usually lead to me writing things. But all the overtime hours will get me a lot of shorter workdays after Christmas and there’s not really much to do in a gardening store in January anyway. There’s a lot of ideas floating in my mind that I want to pursue further on lazy afternoons and loudly proclaim my conclusions.

Right now I am occupying my free periods during the day with thinking about adapting my new idea for a magic system to an OSR rules system. Which actually turned out a bit more tricky than I thought.

The main concept is that all characters have an amount of spellpower that is calculated by adding the modifier from Wisdom to the number of levels in the mage class. A 4th level mage with a Wisdom of 16 would have a spellpower of 6 (4+2). Any time a spell is cast or a ritual performed, there is a chance for a missfire based on the character’s current spellpower score. At the end of the casting the spellpower score is reduced by a certain number. Dabblers in magic have a high chance of misfires when performing rituals (which does not require any specific character class) but so do even experienced mages who have already cast several spells that day. I like the concept but don’t have any good idea for how to calculate the chance of failure and how to make a die roll to check for a missfire.

I also think about having three categories of magic. Spells, which take one round to cas; incantations, which take 1 minute to cast; and rituals, which take 1 hour to cast. Only characters of the mage class can learn spells and incantations of limited numbers, but rituals are open to anyone who gets his hands on the instructions. However, I found that I have really very few ideas for traditional spells that would fit with my image of how magic performs in action.

One interesting oddity I noticed a few days ago is that all the effects I wanted my old magic system to do no longer fit with the new system. And a good number of things I deliberately chose to exclude seem highly appropriate for the new system. (Except teleportation, which is still out.) My old approach was highly inspired by Star Wars and Avatar, which spells being extensions of the body and mind. Now I feel much stronger drawn to witchcraft and sorcery that focus on dealing with external supernatural beings. Having just read Hellboy again (a review is one of the things I want to write) probably had a huge impact on that change of mind.

5th Edition Sword & Sorcery

With the basic framework for my next Ancient Lands campaign in place and wanting to use the opportunity to give the 5th edition of Dungeons & Dragons a try, I’ve sat down to think about ways to give the sandbox a proper Sword & Sorcery feel. Here are my general ideas for running a D&D campaign to go adventuring like Conan, Elric, Jirel, and Kane:

Maximum Level

I think that the higher level spells of D&D don’t fit with Sword & Sorcery. There are two options to deal with that. Either cap all PCs and NPCs at 10th level and allow no further progress, or if you want to run a longer campaign with even more powerful PCs remove all the spells from 6th to 9th level from the spell lists. Since many spells can be used to greater effect with higher level slots, spellcasters above 10th level still increase their magic power and of course also the amount of spells per day. (You could also put the cap at 8th/4th level or 12th/6th level if you want the cutoff point higher or lower.)

Giant Animals

Even though they are not terribly common in most stories, few things scream Sword & Sorcery to me like giant reptiles and giant insects. Probably because they are mostly unheared of in other types of fantasy. Huge bears, tigers, and apes are also great and similarly rare in other fantasy. In addition to giant sized normal animals, 5th edition also has ankhegs, behirs, bullets, carrion crawlers, owlbears, remorhazes, and wyverns which are also all very nice fits.

Monstrous Humanoids

There are good number of really bestial humanoids in the monster manual like ettercaps, ghouls, gnolls, harpies, hags, minotaurs, yuan-ti, and also grimlocks. I would mostly rely on these for humanoid opponents instead of the usual goblins and orcs which are still very humanlike in both appearance and behavior.

Dens of Debauchery

I think for Sword & Sorcery the taverns need to have a strong character and be given a good amount of detail that goes beyond “table, beds, barkeeper”. Taverns are were a great amount or even majority of social interactions will take place and are the best location to show off the rowdy life of adventurers and scoundrels. Taverns or the halls of kings and warlords should be presented as loud and crowded and stuff should be happening there. NPCs spying on the party or trying to steal from them or attempt assasinations, and of course the occasional bar fight. Taverns should not feel like the game menu screen.

Carousing and Long Rests

I got this great idea from Beleriphon at the Giant in the Playground Forum: The Dungeon Master’s Guide has an optional table for carousing and waking up the next morning with possibly interesting results. In the spirit of Conan, Fafhrd, and Gray Mouser, carousing is the perfect situation for the characters to level up at the end of an adventure. They are back at their current place and are enjoying the spoils of their exploits. I would even go a step further and make it mandatory for characters to go carousing to gain the benefits of a long rest from a night of sleep. Or a late morning and noon of sleep. Even with a bad headache, the heroes are then back to their full strength.


Sword & Sorcery games are exactly the type of campaign for which Inspiration exists. The DMG recommends aiming at giving each character inspiration once per play session but I think that’s severely underusing it and making the whole mechanic superflous. It only grants advantage on a single roll. That’s really not much. You can give characters inspiration much more than that. And in Sword & Sorcery you should!


When a player does something balls to the wall awesome that is daring and reckless but sounds really cool, give the character inspiration to one of the dice rolls involved in that action. Don’t be stingy. In a Sword & Sorcery campaign you want the players to try crazy cool stuff as often as possible.

Weird Dungeon Architecture

Almost all dungeons I’ve seen in fantasy RPGs feel very much like being either castles, abandoned basements, or military bases with natural cave walls. For Sword & Sorcery this is not enough. Sometimes the adventure does lead the party into a normal castle or a well maintained prison, but most of the time, dungeons in Sword & Sorcery are magical and unnatural places that have only passing resemblance to the normal world outside. Even when they are small they are Mythic Underworlds. In my own campaign, which is a very animistic world with lots of spirits, I actually make the entrances to these dungeons portals into the Spiritworld.

There’s probably a huge range of options to do that which someone could write a book about. (Note to self.)

Uncertain Outer Planes

Even though Planescape is great and could be seen as Sword & Sorcery in its own quirky way, I think the standard outer planes of D&D don’t really work with a more mainstream kind of Sword & Sorcery, particularly the good planes. Everything from Pandemonium to Gehenna could work really well, but being able to open a gate and walk among the gods and angels in Elysium and Celestia just doesn’t fit a Sword & Sorcery game.
One approach that I could see working quite well would be to have Heaven and the Hells to be very different in nature and not be analogous and matching opposites of each other. Heaven can be an unknown place unreachable by mortal magic while the hells are open to visitors and demons very willing to answer mortals and listen to their offers of bargains. Or if you want to go down that route, there could be no Heaven, only numerous Hells.
In my campaign the only two other planes are the Spiritworld (Feywild) and the Void (Astral), which can not be visited but is the home of demons.

Few Magic Items

Sword & Sorcery heroes rarely carry more than one or two magical items with them and often don’t have any enchanted weapons or armor at all. If they have something it’s usually protective items that directly counter specific abilities of magical creatures. And alchemy. Lots of alchemy. If you want to give players a good amount of magical help in a Sword & Sorcery campaign, go nuts with potions.

5th Edition Spell Lists for the Ancient Lands

This is a continuation from my last post on houserules on D&D 5th Edition for the Ancient Lands setting. It’s something of a draft as I am still not completely happy with it, particularly the witch spell list being much longer than the shaman spell list. But I think overall this is pretty much what I’ll be going with to give the game a try in my setting.

Ranger Spells

The ranger spells are largely based on the standard ranger spell list but I removed a number of spells that seemed to flashy to me.

1st level

Animal Friendship
Cure Wounds
Detect Magic
Detect Poison and Disease
Fog Cloud
Hunter’s Mark
Speak with Animals

2nd level

Animal Messenger
Beast Sense
Lesser Restoration
Pass without Trace
Protection from Poison
Spike Growth

3rd level

Conjure Animals
Plant Growth
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall

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