I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.
- William Blake
Monday, August 10, 2026
Single saving throws
Saturday, August 01, 2026
One (single magic item) to rule them all
Monday, June 08, 2026
It is time to ditch the "good GM"
The myth of the "good GM is required to play" is an old tale in our hobby. I thought the myth had been laid to rest, but it is often raised from the dead with talks of "elite GMs" that know all the rules by heart, or "great GMs" that are skilled voice actors or that have amazing improv skills.
It is time to ditch this idea. In fact, it’s long overdue.
The "good DM" was often used as an excuse for “difficult” games: “this confusing game is great, it just requires a good GM to function.” Or, more neutrally, as a warning: “this game is good BUT it requires a good GM to run.” For me, it should be used as outright criticism: “this game is not easy to use, and it requires a GM that is above average to make it work.”
There is no objective way to measure or evaluate the quality of GMs, and no serious research exists AFAICT. People who usually talk about “good GMs” are often just talking about themselves in a display of arrogance and bravado.
Until we have objective evaluation, we can imagine that GMs divide into good, bad, and average, with the majority (around 68%) sitting in the middle of a normal curve. If you’ve read the DMG or know basic statistics, you understand this.
Imagine rolling 3d6 for your GM skill as a "prime requisite": requiring a result above “average,” say 13–14, would exclude most people unnecessarily from the “class” of GM.
A good RPG should be good for most players and GMs, except when you’re deliberately making niche content.
In short: most GMs are mid, great GMs are rare, and that’s fine. A game that is only viable or fun for the highly skilled is doomed to fail; even chess, poker, or football can be fun for beginners.
Great creativity, memory, improv skills, mastery of 200 pages of rules, and vast literary knowledge are wonderful things to have, but they shouldn’t be required to run a good game.
In fact, we all remember the time (often as kids or teens) when we barely understood the rules, had never read any RPG theory, and still managed to have memorable adventures. RPGs should be fun for the averages and even below-average, not only the self-professed “elites.”
In addition, RPGs should help me run a game, not force me to fight the system in order to make it work.
That’s why I try to create good tables and tools, so you (or, frankly, I) don’t need to be an awesome GM to make something great with them. I don’t want to put all the burden of creation on your shoulders if you’re using my games; in fact, I want to save you as much work as I can.
[Here is one example. My goal with the setting is not to require you to read Edgar Rice Burroughs, Clark Ashton Smith, Lovecraft, or Roadside Picnic in order to enjoy it, even if I would recommend you do. The idea is that you can get the same feel I enjoy simply by rolling the tables as written, without needing to construct it all yourself].
One of the happiest feelings I have after creating random tables is rolling, combining and realizing the combinations instantly generate cool ideas I hadn't considered. In other words, not because I thought of something cool, but because I found something I hadn’t thought.
Likewise, when I’m running (or writing) a module, I want things to be simple and clearly spelled out. I don’t want to be unexpectedly forced to train my creativity or improv skills. My focus should be on running the game and responding to the players’ choices—not wrestling with the text.
In conclusion:
By all means, read all the rules, memorize (or even tinker with) the most important ones; dive into Appendix N books if you want (you know I do); learn how statistics work; try improv; make voices; crack jokes; write your own adventures, and tweak or complete existing ones.
These are all useful, fun skills, and they will make you a better GM and a better player. But they are absolutely not required to play RPGs.
Tuesday, February 24, 2026
Hiatus, Thoughts and Plans
This is a rant. You've been warned. ;)
Some of you might have noticed I'm writing a lot less these days. A few things have changed in my life, mostly for the better. I finished a long campaign — I definitely have to make a post about that. But I'm rethinking the usefulness of some of the stuff I do, and I think a bit less about RPGs these days (probably because I'm not playing as much either).
Many of the things I write are things I'd like to use myself, or have used. But I still want everything I write to be useful to someone else (or I wouldn't publish it).
I've been through a brief period of AI disillusionment, feeling that now AI can write faster, longer, and sometimes better than me. Well, from what I've seen, it is not quite there yet, but it might be in 2-3 years. So I was asking myself what is the point of taking the effort if AI will do it better in a couple of years.
And I'm still not 100% sure. But I'm seeing something. AI works with an ocean of trash. It can make a quick or detailed review of The Diamond Throne but it will not tell you it is terrible or why it is terrible (if you liked this book, I hope you don't mind my example).
AI is great at writing the easier, most obvious, most popular answer to your question. But it is not really trained to be contrarian, inquisitive, politically incorrect, etc. It can give you what you want but it is not really good at giving you what you didn't know you wanted.
So I guess I still have something to offer. It is a bit niche, but I've always been a bit niche (well, except for some 5e campaigns back in 2016 when everyone liked it).
BTW, the anti-AI sentiment has not been very helpful either. I got some flak for mentioning AI in my latest book, and I barely used it — it was more experimentation, dice-rolling and some brainstorming. But now that I know how to use it, I feel that NOT using it at all would be masochistic luddism at best. The time it saves when it corrects my typing errors is worth it by itself.
OTOH, I will NOT use AI art in my books. Not because of some moral high ground, but because I think it looks UGLY. The thing is, I'm a WRITER and not an ARTIST. So I feel that I can revise anything that AI gives me to ensure I'm not giving you AI slop. If I were an artist, I could maybe work with an AI somehow, but I'm not, so I prefer working with real artists that have real TASTE, even if I have to use stock art.
Which by itself is probably a contrarian view, as it is pro-AI and anti-AI at the same time.
Anyway, here are some future plans.
I'm going to continue working on Prismatic Planet and posting here. I might make the whole book available for free before I publish it. These posts do not get many views but that's probably the seed of my next campaign, and what I want to write.
I might write about a few books I've read: Norwegian Wood (weak and overhyped), The Stranger (not great), Amber (good but not great), etc. I was a bit discouraged for not having many nice things to say about them, but again, the contrarian view might be useful.
BTW, I have another blog called Inspiring Ideas. I haven't been using it but since I've been reading lots of self-help and self-improvement stuff, maybe it becomes more active this year.
Also, Knight of the Seven Kingdoms is some of the best fantasy TV ever, and I have to write about that — at very least to discuss the realistic medieval battles.
So, that's what I've got for now. As I mentioned, I write for myself first, and this has been my attempt to convince myself to continue writing. It brought me lots of joy over the years.
And, as always, I'm immensely grateful for everyone reading this.
Friday, September 05, 2025
Reconsidering random encounters (again)
The idea that mountains and deserts should have lots of encounters feels both unrealistic and unnecessary.
Do we really need different tables for each terrain? It makes some sense, but when I started reading the AD&D tables, I noticed something odd. In alphabetical order, there are no giant ants, badgers, beetles, or beavers listed for mountain terrain. That’s not very precise either. In B/X, there are no undead in forests and no insects in mountains. Is there a reason? This probably deserves some revision.
Well, anyway, I've been looking for the perfect random encounters and I haven't been able to find them. I fixed some things I disliked in Basic Wilderness Encounters, if you want to check it out. I've also made a small app to quickly check for encounters and weather. But I guess I'll keep looking for ways to improve these procedures.
Friday, August 15, 2025
B/X random encounter/travel generator
Sunday, April 13, 2025
Should you PAY your GM?
Monday, February 03, 2025
D&D 2024 monster stats
Saturday, January 18, 2025
Magic Item inflation in AD&D
The problem starts on level one. As @ericbabe noticed, in "Lord of Darkness", a classic AD&D module:
For defeating 12 skeletons and a 5-hp crazy woman the first level party earns:- a ring of invisibility- a ring of feather falling- two maces +1- 800 gp
Tuesday, August 06, 2024
Synergy (momentum, skills, challenges) + Conan 2d20 ramblings
Friday, June 28, 2024
12 odd things about B/X wilderness encounters
2. Adventurer groups are incredibly diverse, considering how difficult is to find dwarves and other "demi-humans" in the tables. Any adventurer in a group of experts in 36% likely to be a "demi-human".
3. Expert adventurers, up to level 10-12, still adventure in the wilderness (despite many people thinking you should start "domain play" sat level 9 and stop adventuring.)
4. There are parties of high-level clerics, MUs, and fighters, but no thief parties (thieves only appear in more mixed parties, or as groups of "bandits" that apparently have no thief skills/talents). This might be because there were no thieves (as class) in the original D&D.
5. Mountains are extremely dangerous - at least 50% chance of encounter per day, and 25% of encounters are with dragon-like creatures (mostly dragons but also hydras, etc.), not to mention the possibility of a 36-HD giant Roc.
6. Swamps are dangerous too... Troglodytes are horrific; 2 HD, 5d8 appearing, camouflaged and always murderous. Desert and "barren" encounters are just as dangerous and almost as frequent (2-in-6, like forests), which I find odd, as desert fauna should be scarcer.
7. Swarms of common insects only appear swamps, but killer bees are everywhere.
8. The "unusual" table contains basilisks, which are more common than bears or ordinary hawks - or Halflings, etc.
9. In fact, there are NO ordinary bears in the tables, only cave bears and werebears.
10. Pirates (Chaotic, Morale 7) and Buccaneers (N, ML6) are nearly identical. They are also the largest groups; fleets can have more than 200 people in it.
Tuesday, April 30, 2024
Simplifying encounter procedures
There are some simple ways to shorten this procedure significantly - mostly by reducing encounter checks to ONE per encounter (instead of two to six) and folding distance, surprise and initiative into a single roll.
Number appearing
Not much to say or fix here (excepted as noted under surprise and initiative, below), but let me know if you have any ideas!
Surprise and initiative
These rolls are connected. You usually only for initiative if you are not surprised. I find this redundant; you can just roll 1d6 for each side to decide both surprise and initiative (with one caveat: if only one side is surprised, it cannot take action in the first round).
If you want to make surprise/initiative more detailed, you could assign a bonus (+1 to +3) to the smaller side, if there is a significant difference. A group of five PCs is very likely to hear 40 brigands approaching – or maybe even a big creature (such as a hydra) in a forest. Alternatively, you can describe someone surprised by a dragon or army as temporarily paralyzed by fear!
One important thing to remember is that rolling for initiative does not mean starting a combat. The side that gains initiative has a good opportunity of running away or making a sign of good will before the other side can act.
Distance
Encounter distance in the wilderness is 4d6 × 10 yards (or 1d4 × 10 yards if either side is surprised). This post suggests that the surprise/initiative roll could replace this - a very elegant solution!
To be honest, I simply do not want to simplify the reaction roll. On the contrary, I like the social mini-game it can create.
Friday, December 29, 2023
Encounter balance - how I avoid using it
I half-jokingly mentioned that if "encounter balance" was real, the monsters would win half the battles [I heard this one from @rbalbi, who credits Carlinhos Malvadeza].
Ended up having a great conversation with balbi, my friend @JensD29 and @optionalrule, which you can check here.
Balbi and Jens had a great back and forth, but I didn't feel X was a good medium for that, so I decided to write this blog post instead of elaborating there.
First, Jens and optionalrule defended that a "balanced encounter" does not mean fair - it is only a way to measure how challenging an encounter is (usually, when compared to the existing party).
They are right. Most people use the expression to indicate how much effort or resources the PCs need to apply to win the fight (not usually to evaluate IF they can win the fight, or the odds of a TPK).
But if "balance" means the PCs always have the upper hand, it should be called "unfair advantage" or "plot immunity".
This is my main problem with "balanced encounters", IMO: it is a misnomer. “Challenge rating”, from 5e D&D, is a better term.
| "Balance" sounds like two sides are (or should) be similar in power. |
Worse, the idea that the monsters the PCs meet should be previously measured against the PC’s capabilities also often carries a lot of (unspoken) assumptions I do not like, such as:
- The world revolves around the PCs. For me, this ruins the feeling of "immersion", or the idea that the setting is a real place and not a playground with clear limits (and height requirements).
- The PCs can solve anything with a fight - since all creatures they encounter is level-appropriate. This may also lead to the belief that every encounter is a fight, which impoverishes the game as it discourages other creative approaches, such as negotiation, planning, sneaking, finding allies or even escaping.
- Every fight is winnable. If the PCs ever see a dragon attacking a city, they know they CAN win. They lose the sense of progress that they would get by encountering a foe that's just too strong for them at first... But that they can defeat later, after they get more XP and magic items.
- The GM picks the fights for the PCs. This is an implication that ties balanced encounters to railroading: why would the GM need to ensure balance if it was up to the PCs to decide if they'll fight a goblin or a dragon next?
Now, I'm not 100% against balanced encounters, as they are useful in a number of ways – for example, writing “for 4-6 characters of levels 5-8” in the cover of an adventure module, or to give you an idea of how many orcs were needed to destroy the kobold city the PCs have just entered.
By the way, I think saying a module is “unbalanced” is fair criticism IF the module indicates the PCs have to fight impossible odds to win (if there are ways AROUND those challenges, the module should disclose that to the GM).
But my games did become a lot better after I stopped worrying about “crafting balanced encounters” for the PCs. Instead, I scatter challenges around, and let the players choose where to go. If they choose violence, well, I have no kobold on this fight - now it is up to the dice.
However, I think that balanced encounters are a (sometimes misguided) solution to a real problem: nobody wants the PCs to be thrown into a fight that they have no chance of winning against their will.
If feels unfair and unfun. It robs the players of choice and even of their own PCs through no fault of their own, and can end a campaign for no good reason.
I think we can avoid this issue without having to worry about how “balanced” the encounters are.
Here are a few suggestions:
- Information – To avoid entering unwinnable fights, the PCs must have some ways to gain access to information about the capabilities of their foes. There are innumerable ways to do that.
Consistency is important – if the PCs fought a giant, they know what to expect when they face his biger cousin. Monster stats do not vary that much under most circumstances (which is one of the reasons I disliked 4e minion rules).
The easiest way to balance fights to the PC's capabilities is probably using something similar to dungeon levels (i.e., the deeper you are in the dungeon, the more dangerous the monsters become). In this case, it is up to the players - not the GM - to decide how far they are willing to go ("wilderness levels" is a subject I am tackling soon...)
But the players do not simply pick their encounters - they must know they have options even after they encounter a creature. They can avoid, parlay, escape, etc.
But this is another matter, for another post... maybe in 2024!








