Tag: dungeons-and-dragons
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A Post-mortem of My Hot Springs Island Campaign
My group recently gave up on Dark of Hot Springs Island. Given the campaign’s reputation, I think it’s worth trying to figure out why. How much of it is the published campaign has problems? How much of it is a skill issue on my part? How much of it is that the published campaign leads…
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Randomizers
As every gamer knows, we generally use randomizers within our games. As regular readers of this blog know, I have a working knowledge of probability. As such, I figured I’d give a brief non-technical primer of types of probability distributions and how to approximate them at the table. Some of this is widely understood in…
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Dungeons as networks
A Melan diagram is a way to simplify a dungeon design to its bare topology to show if it is Jaquaysed (i.e., not linear or branching but with loops that allow meaningful choices). In the comments to a Justin Alexander post on Melan diagrams, there’s a discussion of whether explicitly invoking graph theory adds anything…
