Showing posts with label Best. Show all posts
Showing posts with label Best. Show all posts

Monday, 17 February 2025

Crude But Effective. Simple tactics for humanoids

(Dragon #199)

Derek Jensen explores humanoid tactics with a side of fiction. I loved the Uruk Hai battle manual, so this kind of article is right up my alley.


What’s it about?

It opens with fiction—something I don’t like in my RPGs. Derek argues that most DMs treat humanoids as disposable, but since they live in a constant state of war, they should rely on patrols, ambushes, traps, and tricks with a complexity that varies based on intelligence.

Scouts should be stealthy, fast-moving pairs or trios focused on discovering threats and sounding alarms. Smart monsters might lure enemies into ambushes. Patrols, about a dozen strong leading animals with keen senses, engage intruders while sending a runner to sound the alarm. With the runner away they should disperse. Lawful humanoids execute these plans well, while chaotic ones take a sloppier approach.


Lawful creatures set up permanent ambush sites and consider the approach, height, accessibility, cover, concealment and retreat. Lures and clear trails encourage the enemy to the ambush site. Pits, nets and rockslides prevent escape. Attacks from the dark on torch wielding parties are encouraged.


Humanoid traps are simple like pits, nets and deadfalls. Place them away from daily tribe activity. A few clever tricks are included like using smoke from a fire to disrupt invaders vision—use these sparingly.

The article provides a few tactics covering numbers advantage, ganking casters, reach weapons, defensive terrain (tight tunnels), hit and runs, keeping the pressure up, using fodder and dumb monsters, and the role of a strong leader - perhaps an evil wizard. A smart leader will elevate the humanoids tactics. Always plan an escape or surrender.


Is this a keeper?

Yes. The fiction was a turnoff but the patrol and ambush guidance are solid and feel fitting for humanoids. I love monster tactics, so this one’s a ‘best of’.

Friday, 14 February 2025

A Guide to Dungeon Mastering. Part I: Setting up Adventures

(White Dwarf #34)

Lew Pulsipher tends to repeat his advice, making it hard to track where certain tips originated. Hopefully, this Dungeon Mastering series offers some fresh insights.


What’s it about?

Lew suggests generating ideas by reading the rules and considering their implications—what would you do as a beholder? He recommends carrying a notebook to capture ideas immediately, even if they sit unused for months, and reading fiction and folklore voraciously. Borrowing from other DMs and players is encouraged.


He describes two types of adventures: scenarios built around the characters and site-based environments like dungeons. He advises novices to stick with site-based adventures since they’re more resilient to mistakes. I agree they’re more robust, lacking even the hint of rails.


Preparation is key. He recommends pre-rolling wandering monsters, tracking time carefully, and using index cards for quick reference. Status effects should be noted in advance, and miniatures help clarify combat.


For treasure and experience, he suggests adding variety with ancient coins, art objects, and valuable information. Heavy treasure creates logistical challenges. He notes that few use the DMG’s leveling system due to its high gold costs, so he only applies training fees from levels 5+. For advancement he recommends 2 adventures x the level you're going to as about right and believes high level play is broken. In his view, a good DM maintains control with slow advancement and low character deaths.


In closing, he replaces the initiative system with a custom approach and advises against using burning oil.


Is this a keeper?

Yes. Lew’s advice on keeping a notebook, reading widely, favoring site-based adventures, and varying treasure is all solid. While I don’t agree with everything, this is a ‘best of’.

Wednesday, 12 February 2025

Banditry Inc - A Referee’s Guide to Thieves Guilds

 

(White Dwarf #76)

White Dwarf’s best era for AD&D-focused content spans issues 10–40, with later issues featuring broader system-agnostic material. Here, Olivier Legrand explores thieves guilds—an underdeveloped aspect of the core game.

What’s it about?

The article frames thieves guilds as medieval mafias. Not all thieves are members—muggers operate independently—but specialists like locksmiths and burglars are typically involved. PC thieves, unless incognito, are approached within 24 hours and blindfolded before meeting the guild. Membership requires signing a contract outlining duties and benefits; betrayal means assassination, refusal means exile.  

Guild members owe a 20% cut of all thefts, though it’s unclear if dungeon loot applies. I’d prefer this fee folded into training costs to avoid bookkeeping and player frustration. The guild offers jobs, but this feels best suited to one-on-one sessions, as many party members are not suited to a guild job session. Interestingly, the guild won’t rescue captured members—though I’d allow the guild to have jailers ‘on the take’.

Legrand details guild hierarchy: lieutenants oversee districts or operations (kidnapping, racketeering, recruitment), and the Guildmaster could be anything from a noble with a double life to a crime lord who is either feared or praised by the poorer townsfolk based on how cruel and ruthless they are. The article covers street-urchin apprentices, instructors, specialists, and the make-up of a spy network, with contacts in inns and shops to protect informants. It also explores guild headquarters, political ties, rival factions (merchant guilds, local authorities, assassins), and internal power struggles.

It's worth noting that the guild structure outlined feels less secretive than a cell-based one that I often see. 

Is this a keeper?

Yes. This article not only explains a guilds operation and structure but also provides neat guild based adventure hooks. This is a ‘best of’.

Monday, 10 February 2025

Monsters Have Feelings Too


(White Dwarf #38)

Oliver opens with a story showing a contrast: a dull goblin ambush versus a well-planned evil party assaulting a merchant caravan. His point? There's no reason monsters shouldn’t be as tactical as players.

What’s it about?

Monsters—aside from the undead and constructs—value their lives and shouldn’t attack without reason, whether it's racial hatred or sadism. Oliver states 'If a monster can achieve its aims without resorting to out-and-out violence, and therefore putting its life at risk, it should do so'.  Animals are noted as not attacking things that aren’t easy kills. He makes the oft repeated point - if players use oil and poison, so can monsters. He concludes by suggesting you bring the monsters to life just as the players bring life to the PCs.


The article then shifts as Graeme Davis presents ‘Extracts from the Uruk-Hai Battle Manual’. It's a fun brief read and the heart of the article. This well-written, practical guide covers lair defense: terrain, sentries, alarms, force composition, morale, spellcasters, and traps.


Is this a keeper?

Yes. The opening is fine, but the Uruk-Hai Battle Manual is essential, packed with actionable advice for organizing humanoid lairs. A definite ‘best of’.

Sunday, 9 February 2025

The Naked Orc - A Study in Orcish Society


(White Dwarf #53)

A short article on Orc’s with lots of evocative John Blanche artwork to fire the imagination.

What’s it about?

Art inspires the reader and elevates RPGs. Russ Nicholson and John Blanche make White Dwarf feel so much bigger. In this article Rufus Wedderburn looks to move orcs beyond their Monster Manual depiction towards Tolkien.


The article introduces various orc types: cowardly Snaga slave-orcs, disciplined Soldier Orcs, elite Uruks, and the fearsome Olag-Hai (an orc-troll hybrid). Stats are provided for males, females, and children—except for the Olag-Hai. However, I find the stats questionable. A base movement of 15’ makes orcs faster than all player races without explanation, though this is easily adjusted. Soldier Orcs are given 2–4 HD, making them too strong for a level 1 party; they will have to fight Snaga instead. 


The various breeds of orc are described, as are the types of leaders they look to, favored weapons and armor, and combat tactics. It also details clan composition, breaking down the ratios of males, females, children, and different orc types.


Is this a keeper?

Yes. Orcs are given variety and fleshed out, returning them to their Tolkien. It provides a model for expanding on a staple humanoid and keeping them credible across levels. This article helps establish orcs as a formidable force in your world—more than fodder, but a rival civilization. I'm adding it to the 'best of'.

Thursday, 6 February 2025

The Dungeon Architect Part III: The Populated Dungeon


(White Dwarf #27)

Last in the series. Roger Musson tackles the challenge of filling a dungeon with monsters and treasure.

What’s it about?

Roger sees dungeons as a fallback when inspiration runs dry, offering routine through reconnaissance, mapping, target identification and looting. At the same time dungeons feel productive—yielding XP, treasure, and items—the real work lies in populating rooms, which can be daunting with hundreds to fill.


A fully random approach is quick but unsatisfying, often failing to balance risk and reward. If using randomness, he advises tweaking results and placing treasure deliberately. His preferred method is structured: determine the percentage of occupied rooms, generate encounters and treasure, then assign manually to ensure logical distribution and variety.


For unprepared areas, he suggests an Emergency Room Register—a list of 20 pre-made rooms with monsters, loot, and details. If the players enter an unprepared space, roll a d20 and pull from the list.


Joke dungeons, he warns, can easily derail immersion.


Treasure can go beyond gold and magic items. Maps should reveal parts of the dungeon more often than lead to new sites. False maps can misdirect players into traps. Documents—clues, riddles, or descriptions like “I hid the Widowmaker in the oval room past the Hall of Wights”—are a sort of treasure. Minor magic items, like a Badge of Orc Impressing, serve as flavorful, low-impact rewards. Keep a list of minor loot to reward clever searches.


To make a dungeon feel real, monsters should have lairs and finite populations—30 orcs means 30 orcs, with no replacements. Patrols, guards, and any magic items should be used, and off-duty monsters should roam. Dungeon denizens should interact, and conflicts independent of the players can make the dungeon feel real, where things happen.


Is this a keeper?

Yes. Lots of good actionable advice. This is a ‘best of’.

Monday, 3 February 2025

Beyond the rule book: Procedure and style tips for good GMing

(Dragon #75)

How do you DM—not the mechanics, but the approach? Lew Pulsipher offers 20 tips in what may be his magnum opus for Dragon or White Dwarf.


What’s it about?

Lew stresses consistency, logical application of rules, and establishing clear boundaries - don’t let players push you around. Not all published rules are good, so apply them sensibly. Avoid mid-session rule changes, share house rules beforehand, and revisit rulings if players make strong arguments. Prepare enough to keep the game flowing—i.e. pre-rolling treasure to eyeball its appropriateness—but don’t overprepare. Let players face consequences of reckless actions, even character death, and address disruptive players directly. If needed, remove them.


Balance levity by allowing players to joke, don’t be that DM that treats every joke as an in-game action. Lew supports mild fudging to keep characters alive should the dice turn against them (I disagree). He emphasizes building a group that aligns with your DM style, as blending theater-focused role-players and war-gamers often leads to mismatched expectations.


Lew suggests advancement be as slow as possible while maintaining player interest and criticizes double-digit level play as unbalanced (I disagree). He advises erring on the side of stinginess, halving the treasure you’d normally give—another point where I differ. Stick to the rules, even if they stomp an encounter, and avoid making major changes like letting magic-users wield swords or introducing anachronisms like gunpowder. Don’t remove the fear of death—it keeps the game exciting. If players devise clever solutions, let them succeed, and write flexible scenarios that can handle player creativity.


Is this a keeper?

Yes. Despite some minor disagreements, the article offers valuable advice. It’s one of Lew’s best and deserves a spot on my “best of” list.

Friday, 24 January 2025

The Necromancer


(White Dwarf #35 republished in Flipping and Turning #4)

Lew Pulsipher’s Necromancer is a standout class article, alongside his iconic My Life as a Werebear. While not inherently party-friendly, it could work in a group of neutral characters... sort of ... maybe...? Themes of degeneration, isolation and paranoia are woven throughout.


What does a Necromancer get?

  • Control Undead. Communicate with all undead and turn them as an evil priest. A "D" result means permanent control. Friendly undead can also be permanently controlled with a turn check, but rolling a 1 causes them to attack the necromancer. Control HD = 10 × level.
  • Undead Immunity. Immune to special powers of undead with fewer HD than the necromancer.
  • Infravision at level 2.
  • Fast leveling. Uses the cleric XP chart and hp.
  • Necromantic Abilities. Instead of spells, you gain thematic abilities usable at will. These include Animate Dead and Speak with Dead at lower levels, escalating to draining hp and adding to your own with every hit and summoning spectres by level 10. Additional abilities are detailed in White Dwarf #36.

The Downside

  • Universal Hatred. Lose 1 CHA point per level starting at level 2. At 0 CHA, your presence unnerves people so deeply you’re barred from towns.
  • No Healing. Healing requires sacrificing humans or demi-humans, restoring half the victim's hp to the necromancer. This is where the party stops playing with you.
  • Regular Sacrifices. Devotion to the god of death demands escalating sacrifices. By level 9, you must sacrifice a pregnant woman annually. Yeah... about that....

Why add the class? 

As an NPC, perfect. As a player character it starts manageable but degenerates into an evil that I struggle with, even keeping the worst stuff 'off screen'. Still I admire what Lew has done here. It's the perfectly crafted vile necromancer and it's making the ‘best of’ list.

Thursday, 23 January 2025

An Introduction to Dungeons & Dragons: Part II Dungeon Mastering Styles


(White Dwarf #24)

Lew’s series is aimed at beginners. Is it good advice, and does it offer something for veteran DMs?


What’s it about?

Lew points out the DM sets the game’s tone and outlines styles on a spectrum: simulation, wargame, absurd, and novel. He advises players to seek a different DM if their style doesn’t suit them.


He dismisses simulationists, arguing D&D is fundamentally a wargame. Absurd elements, creatures like “spelling bees”, are fine in moderation. Most games fall between wargame and absurd.


Lew criticizes the novel style, where the DM narrates a story, since players become passive participants—though it may suit passive groups. Players tend to prefer frequent combat with occasional puzzles to keep things varied.


He stresses balancing risk and reward. His low-risk/reward approach, where veteran players rarely lose characters and level after 10 adventures, feels too slow for me. Lew claims the game isn’t built for 10th+ level play, becoming too complicated, but works best from levels 3-6, the old “sweet spot.” I think 10+ level play is viable.


The DM’s job, Lew argues, is to provide many meaningful choices, allowing skilled players to improve their odds of survival. He advises DMs to be neutral judges, not "gods" demanding the players entertain them, and to avoid attachment to creations, as they’re meant to be defeated. Finally, he encourages DMs to stick to their chosen style once they've worked it out.


Anything insightful?

  • Most games blend wargame and absurd—sounds like my game.
  • Players favor combat over puzzles.
  • Work out your risk / reward ratio.
  • Focus on giving players many meaningful choices.

Is this a keeper?  

Yes - Lew gets it. His points on risk/reward, player choice, and the DM as a neutral judge are essential lessons. Rejecting novel play, avoiding excess simulation, and reining in absurdity is good advice. This joins the ‘best of’.

Psionics is different . . . And that’s putting it rather mildly


(Dragon #78)

Dragon #78 is the psionic issue and in this article Arthur Collins outlines psionics and their mechanics.


What’s it about?

Arthur explains that psionics originate from the mind, unlike magic, which draws power from the multiverse. He highlights the randomness of psionics—their availability, level, and chance of acquisition—justifying their placement in the appendix. He controversially allows all characters, regardless of race, a chance at psionics.


Mechanics are detailed, starting with Attack and Defense strength. When powers cost points, they are evenly deducted from Attack and Defense, even splitting into half-points if needed. If one is depleted, the other compensates, requiring extra bookkeeping.


Defense modes cost points per round or until a psionic attack occurs. Collins redefines "level of mastery" from the PHB unworkable version to: "The level of mastery equals the number of experience levels the character has gained while possessing the discipline, starting at the level when it was first acquired."


In psionic combat, either side can trance, allowing attacks every segment. Non-trance psionics can perform other actions but are limited to defense modes only. Trancing is like spellcasting—no move or attack, and ongoing powers are disrupted if damaged. A trancing psionic can use a defense mode and either a power or an attack mode. Against non-psionics, psionics act like spells, resolving alongside missile fire. To streamline gameplay, Arthur suggests dividing psionic combat into five segments at the start and end of the round instead of going segment by segment.


Anything insightful?

  • How to deduct power costs from Attack and Defence.
  • Workable definition of “level of mastery”.
  • Guidance for psionic combat.

Should I share this with my players? 

Only if they have psionic characters. This article clarifies psionics and for that makes the ‘best of’ list.

Half-Orcs


(Dragon #62)

Roger wraps up his exploration of PHB races with half-orcs, focusing on orc society and how half-orcs fit in. This approach makes this article already more useful than his piece on half-elves.


What’s it about?

Orcs are social Darwinists, where only the strong and clever thrive. They must survive in harsh environments, forcing the weak into servitude or eliminating them to preserve resources. Friendship and love are seen as weaknesses to exploit.  Orcs are made this way by their gods. Orc tribes eternally war with other tribes for food and territory. 


Orc women are relegated to childbearing and maintaining the cave, which feels uninspired. Orcs live entirely in the present, with no concern for the future. Half-orcs often excel in orc bands, using their intelligence to rise to leadership positions. 


The article also touches on orc religion, their relationships with other humanoids, and their enmity with elves—rooted in their oppositional natures (short life vs. long life, short-term vs. long-term views). Personally, Corellon shooting out Gruumsh’s eye feels like a more compelling basis for their grudge, especially given the active role orc gods play in the lives of their tribes.


Anything insightful?

  • The "survival of the fittest" and short-term mindset make orcs distinct from other PHB races.
  • Smart half-orcs as the leader of orc bands is a good idea.

Should I share this with my players?  

Yes. Approaching half-orcs through an orcish lens makes for compelling characters. This is making the ‘best of’ list.

The elven point of view


(Dragon #60)

Roger Moore explores elves, straying further than usual from Tolkien-inspired depictions. Again he tries to blend the PHB, MM and DMG rules into the elven story with mixed results.


What’s it about?

Elves are defined by their 1,600-year lifespan, witnessing civilizations rise and fall. Time is irrelevant to them—there’s no need to rush. They accept death as a natural part of life and are unfazed by the mortality of others. 


The article stumbles when it tries to rationalize game mechanics into the world, like linking a ghoul’s paralysis to fear of death and contrasting that with elves’ lack of such fear - hence their immunity. However, it does highlight their cautious nature, shaped by their long lives and the inability to be raised from the dead. To counter boredom that comes with their long age, elves embrace a frivolous, chaotic demeanor that aligns with their broad alignment.


Moore abandons Tolkien further when discussing elven leadership. Elves follow leaders only if they respect their knowledge in a specific area, resulting in disorganized governance. Elven kings or queens might exist but likely as powerless figureheads. The article also describes their unique "sleep," and notes that Corellon, their creator god, is seen by some as male and others female—possibly the origin of the androgynous elf trope.


Anything insightful?

  • Building an entire cultural perspective around elves’ long lifespans is smart.
  • The chaotic government/leadership feels unique and alignment appropriate.
  • Could this be the origin of the androgynous elf trope?

Should I share this with my players? 

Yes. Like other “point of view” articles, it fills gaps left by the PHB. It’s on the ‘best of’ list. Plus, the Errol Otus art is amazing!

***

The half-elven point of view article in this same issue is a miss for me. Its brief (one page), as half-elves take their cues from either the human or elf society they are raised in, they have none of their own. The society stuff is the heart of the other articles and its absence hurts. There's nothing here to help my players get a feel for what makes half-elves distinct.

The halfling point of view


(Dragon #59)

Roger Moore credits Master of Middle Earth as a source for fleshing out the races in his "Point of View" articles. Are his halflings just hobbits?


What’s it about?

Roger weaves rules into lore while exploring halfling society. Fun fact: they’re called halflings because they’re half the size of humans. With a favorable racial reaction table, they get along with everyone, which explains their survival in a harsh world—they have strong allies. If you know the Shire, you’ll recognize much of the halfling lore: peaceful farmers with the occasional misfit adventurer, often thieves due to their natural stealth. 


However, Roger struggles to reconcile the idyllic Shire-like halflings with their game mechanics as woodland stealth snipers. The "take no prisoners" 1–4 surprise rules and +3 to hit with bows & slings feel at odds with their community-minded, pastoral lifestyle. 


Anything insightful?

  • More justification for halflings’ +3 to hit with bows and slings.
  • Halflings struggle to take prisoners because they’re too short to subdue them properly.

Should I share this with my players? 

Yes. This article, along with the dwarf article and probably the other "Point of View" pieces, belongs on the "best of" list. They provide missing context to players and supplement the PHB’s sparse race descriptions. While Moore leans more toward Tolkien than Gygax might prefer, it’s no secret Tolkien heavily inspired the core races and the game itself.

The dwarven point of view


(Dragon #58)

Roger Moore delves into dwarven psychology and society, though much of it will feel familiar if you know The Lord of the Rings or D&D lore.


What’s it saying?

Roger explores dwarven life so you can better get in their heads. He explains that two-thirds of dwarves are male, and most don’t marry. Dwarves have a strong work ethic and find happiness in their labor. Marriage ends adventuring careers, as it’s seen as abandoning family duties. Surplus males often turn to adventuring or war, likened to “going Viking.” 

Dwarf society is portrayed as suspicious, materialistic, and fiercely protective of wealth, killing pickpockets. They are vengeful and hold grudges. The god Moradin, father of the dwarfs, forged them from the earth which is why they feel an affinity to being underground. Roger also describes funeral rites and weaves scattered rules from the PHB, MM, and DMG into cohesive lore.


Anything insightful?

  • The male-to-female ratio as a plausible reason for dwarves to take up the axe and go adventuring.

Should I share this with my players? 

Yes. It consolidates the bits of dwarf lore scattered in the rules and could help bring the Lawful Good dwarven mindset to the table. While not groundbreaking, it’s an enjoyable read, though not quite worthy of the “best of” list edit: I changed my mind - this article supplements the PHB race descriptions perfectly and belongs on the 'best of' list.

An introduction to Dungeons & Dragons - Part IV: Fighters and Thieves


(White Dwarf #26)

The fourth entry in Lew’s series explores Fighters and Thieves. Without the distraction of spells, I hoped for practical advice—and Lew delivers.


What’s it about?

Lew grimly notes fighters are often casualties. He envisions a 12-person party with five fighters: 2-3 up front (preferably dwarves) and bow-wielders behind them. Elf fighters are described as rare, and the strongest low-level fighters pointed out as multi-classed. He recommends proficiency in swords (for better odds of finding magic ones), bows, and military picks for armor penetration. His advice is practical: avoid reckless fights, engage when the odds are in your favor, and maximize party's attacks while minimizing foes - solid tactics like spear ranks and fighting in corridors. Lew has a few words about the monk but mislabels them as a fighter subclasses - I find them to be thieves for much of the game.


For thieves, Lew stresses their poor combat ability and advises beginners to choose demi-human thieves for the skill points and infravision—essential for scouting the dark. He warns against party theft and highlights useful roles: invisible scouts, magic-user eliminators via a back-stab, and trap specialists, emphasizing positioning when tackling traps. He recommends avoiding over-reliance on Move Silent or Hide in Shadows and suggests securing invisibility early on. His weapon recommendations (longsword and daggers or darts) are practical. Sadly, assassins receive only a brief mention with no advice.


Anything insightful?

  • Dwarves leading with bow-users behind.
  • Fight only when the odds favor you and maximizing attacks while minimizing the enemies.
  • Practical weapon picks for both classes.

Should I share this with my players? 

Yes. The focused advice on Fighters and Thieves is ideal for beginners and a solid refresher for veterans. This article earns a spot on the “best of” list.