Dungeons and Dragons – the Cartoon

35 years ago today, the Dungeons & Dragons cartoon premiered on Saturday morning network television.

As a young gamer, I cannot adequately put into words how “big” of an event was for me. Long before the internet and social media and Youtube, Saturday morning cartoons were life if you were a child, pre-teen or even a teen. Every fall, the dread of going back to school was offset by the inevitable arrival of the fall Saturday morning television schedule. Imagine my surprise when I saw that my favorite game that almost no one played was getting its own cartoon. This was everything to me and my 12 year old world.

Watching the show now, it hasn’t aged well. They got so many things “wrong” about the show, from the incredibly limited magic items being the only real class abilities the party had to putting a Cavalier in the group rather than a paladin to the complete and utter lack of anyone in the party who could cast healing spells. On paper, they wouldn’t have gotten far in any adventure. On the television screen in 1983, they were the most amazing and best party ever.

Image result for dungeons and dragons cartoon tiamat episode 1

Besides, what party doesn’t fight Tiamat in their first episode?

Thanks for 35 awesome years of fun, Dungeons & Dragons cartoon. You helped me loved the game even more at a young age and there are countless other adults now who have you to thank for bringing the game to life for the first time ever.

Sometimes its Good to be Bad

Recently the group for my local game store’s role-playing community had some good discussion about how to play an “evil” character. I wanted to bring to light something I have always looked to as great advice on how to play evil-aligned characters in a role-playing game.
Back in 2016, Paizo published two Adventure Paths: Hell’s Vengeance and Hell’s Rebels. The two paths told the same story but fro m two different perspectives – one from that of good aligned characters and one from that of evil aligned characters. Paizo always publishes a free player’s guide to each Adventure Path they publish. In the player’s guide for Hell’s Vengeance (the evil aligned campaign), they had the advice listed below.

 I thought it was fantastic advice for how to play an evil character. Just because you’re evil doesn’t mean you’re dumb, stupid or reckless. Darth Vader didn’t eat his breakfast with a force grip on the cereal bowl.
Its my opinion that playing a character that is wantonly reckless, selfish, and out to cause utter chaos with no regard for others is not evil – its playing a character who’s an asshole and a jerk. The best villains in stories throughout history as well as real life weren’t based on those principles. The best villains often don’t realize they are evil or at worst they don’t want the world to know they’re evil. True evil is often revealed only when the villain’s power is so secure that they know they can reveal their true nature without fear of being killed or usurped by the forces of good.
Just some food for thought and discussion. Everyone has their own view of how evil and good should work out in a game and even though this is mine, yours can most definitely be different. As always, keep it civil in the comments.

Spa Con 2017

In September, I coordinated the RPG games at a con in my home city, Spa Con. This blog post is a quick recap of the weekend with lots of pictures from the con. Enjoy!




The incredible Spa Con program.





Day 1 – Registration










The Black Lodge Photo Booth





Friday night was interesting, as most of the con activities had not started yet. RPGs were also split across two rooms so initially I was worried that our turnout might not be that great. Boy was I ever wrong! The first picture below looks sparse but within an hour 2 tables in that room were full of gamers playing RPGs. A great start to the weekend.



Tomb of Horrors – Game 1







Delve Playtest
& Delta Green





So much gaming!






More gaming!






Tcho Tchos?
Yes, Tcho Tchos!


Saturday was our biggest day. From the RPG panel to 2 sessions of RPG games, this was by far the busiest time for both the RPG rooms as well as the con.



Discos & Dragons





Dungeons & Dragons
Beginner Game






Tomb of Horrors






GURPS Transformers G1






Star Wars RPG











Room 103





Sadly I was so busy I didn’t get any pictures of the RPG games but I was able to attend Professor William Tsutsui’s panel on Godzilla! It was one of the best panels I’ve ever been to on any subject. I’ll be uploading the audio from that panel in a separate post.











Dr. William Tsutsui.







The Spacademy Awards Ceremony





Somehow I managed to get both
Robert J. Schwalb and Stephen
Radney Mac-Farland on my radio show!






The con organizers gave me a
Medal of Honor for my work on the
RPG room.


Goodbye Spa Con! See you in 2018!





Embrace the Playground

In the April 13th episode of Dragon Talk, the official Dungeons & Dragons podcast, Mike Mearls gives some of the best Dungeon Mastering advice ever. The discussion is about the differences between adventure design concepts over the editions and how that has change from AD&D to 5th edition. He’s asked what advice he would give for Dungeon Masters who are picking up Tales from the Yawning Portal and want to run it for their group. Here’s what he said:

“Embrace the idea that these are environments that you are supposed to change and modify in reaction to what your group does. I think some people read this style of adventure and they look at it and they just don’t like it at all. Its like its just a room with monsters and another room with monsters and  so on. But what they miss…what I think makes these adventures fun, is that this as a Dungeon Master is your playground.

Part of is what you have to bring to the table is that performance element of really playing the role of the monsters and being as creative as the players can be. So rather than just say you see two orcs standing in the room and you fight them and they sit there and wait for you or whatever, do the thing like have the orcs run away. Have them try to plan an ambush and things like that. Don’t fall into the trap of running each room one after the other because I can guarantee if you do that – run the text strictly as written and don’t bring any creativity to it – you’re going to be bored because that’s not Dungeon Mastering. That’s just “I’m moderating a game” – I may as well be playing a video game.”

That last line rings so true with what Dungeon Mastering is all about. As the Dungeon Master, you don’t moderate the game. You bring it to life. You give the monsters, NPCs and areas life. You are what brings those things to the characters not as static events or individuals. You are what brings those things to life in a way that affects the PCs and their goals.

I love video games. I’ve been playing them since the Atari 2600 first hit the shelves and I’ve dumped enough quarters into arcade machines to finance a second home and a spare car. Having said that, video games have their place in storytelling. They do this by describing the characters, places and monsters you meet in ways that look, sound and feel (via that wonderful Rumble feature) like things you can identify with and remember. Before playing the new Mass Effect game, you had no idea what the characters and their stories would be like but once you started playing how they were introduced, how they spoke, acted and reacted began to give you memories of who or what they are. Take that concept and apply it improvisationally as you run your games. Change encounters as you play. Don’t make NPCs static or follow a specified course of action if you feel its not a good scenario for the game at hand. Don’t be afraid to change things, as these NPCs, monsters and areas are your tools to use as you see fit.

I’m currently running a group through the Sunless Citadel. This isn’t my first time running the adventure but this time through is radically different from my previous games. I’ve created 3 factions for the players (goblins, kobolds and the evil druid) and soon they’re going to have to make a decision which one or ones they are most loyal to. The others will then either become their enemy or pay fealty to the party if they feel the party is more powerful than they are. None of this is in the published adventure as I made it up on the fly as a reaction to the party wanting to just rush onwards through the dungeon. I saw that they needed a reason to fight and explore. By the time we’re done, I have no idea which faction they’ll choose but its going to be fun seeing them have to give up the other two.

Gygax said it best when he said the secret we should never let the gamemasters know is that they don’t need any rules. This is the key to having fun both as a Dungeon Master as well as for a successful Dungeons & Dragons game – as the DM you let the dungeon & monsters be your tools to having fun with the game and the group, and in no way are you limited to what the rules say, what the adventure text says, or what other people think you should do with your game. You aren’t a moderator of text – You are the Dungeon Master!

Nolzur’s Marvelous Miniatures – Initial Impressions

Today I stopped by my Friendly Local Game Store and picked up 3 blister packs of the new unpainted miniatures for Dungeons & Dragons from Wiz Kids. Nolzur’s Marvelous Miniatures are a brand new line of iconic monsters and heroes from Dungeons & Dragons lore. The name of the miniature line comes from the magic item “Nolzur’s Marvelous Pigments”. I picked up 3 packs:

Kobolds – Each had different weapons, with 1 wielding a shortsword, another with a bow and the third carrying some sort of 2 handed spear or polearm.

Gnolls. Both were wielding 2 handed axes:

and Mind Flayers, 1 of which was holding a staff:

All 3 blisters retailed for $3.99 and included bases for each miniature.

I am very impressed with all 3 releases. One of the nice features for these miniatures was that the entire line is pre-primed with Vallejo primer:

The size of the miniatures is surprising considering the amount of detail on the sculpts. I have yet to see this level of detail in an unpainted plastic miniature.

U.S. Penny included for size comparison. The bases that came with the Kobolds are the smaller size whereas the Gnolls and Mind Flayers had the larger bases included.

Each blister comes with bases that are of great quality but a bit thin in comparison to most standard bases. The bases are solid and lack the usual lip that most plastic bases have. I have yet to paint or glue any of these miniatures to the bases but I think this is going to be a “good thing” in that their thickness and solid construction will give the miniature less chance to fall over, a common problem with plastic miniatures on the slotta bases that are not completely solid in construction.

The only con I could find with the miniatures was that they did still have mold lines on them. This is standard fare for all cast miniatures but do remember to reapply primer to any areas that you remove mold lines from.

You can see the mold lines on the Gnoll’s right arm and the head of its axe.

I’ll post more pictures once I paint a few of these but for now I am very impressed and look forward to using these miniatures in one of my games soon!

D&D Beyond – Initial Thoughts

Wizards of the Coast and Curse gaming recently announced their new project, D&D Beyond.

From the official page:

“We are excited to announce development of D&D Beyond, an official digital toolset for use with the Dungeons & Dragons fifth edition rules. We have partnered with Curse to take D&D players beyond pen and paper, providing a rules compendium, character builder, digital character sheets, and more—all populated with official D&D content. D&D Beyond aims to make game management easier for both players and Dungeon Masters by providing high-quality tools available on any device, empowering beginners and veterans alike!

Today was the first day of the open beta and so far the basic rules compendium rules material is available for use. I’ve played with it for a few minutes now and here’s my initial thoughts:

  1. The search function is very good. Very, very good in fact. Wildcards aren’t necessary as the search function returns any results containing your search parameter. As shown in the screenshot, when I searched for “Goblin”, it returned both “Goblin” and “Hobgoblin”. That was really nice as I often forget to use wildcards when searching and that can lead to me missing related information.
  2. Sorting works extremely well for search results.
  3. Filters are great for when you need a monster for a particular challenge rating, size or environment. I was able to quickly make a list of Arctic monsters then sort them by challenge rating. This will be extremely helpful for when you need to make an encounter quickly.
  4. Item results being color coded based on rarity is a direct port from World of Warcraft and a fantastic move! I’m an ex-WoW player so I admit bias here but it was nice to quickly see how rare an item is when I was searching for random items.
  5. The Compendium is excellent but sorely lacking a search feature.

That’s all for now. More as I use the program over the coming weeks. Overall this looks to be a fantastic tool for players and DMs alike. If the mobile apps work as well as the web version, this is going to be an incredible resource for the game!

Appendix N

The original Dungeon Master’s Guide had numerous appendices but perhaps the most well known is the legendary Appendix N. Gary Gygax was a voracious reader, his father having filled his childhood with numerous stories and tales told to him & his siblings. Gary felt that this was one of the strongest sources of inspiration for Dungeons & Dragons, so when writing the Dungeon Masters Guide he included a list of authors who helped build his love of fantasy and science fiction.

I believe it is important for every DM to have his/her own list of books that inspire them and help them in their work as masters of the game. Here’s my own version of that list. Some of these are directly related to running the game while others are just good stories that fill me with ideas.

Robin’s Laws of Good Game Mastering by Robin Laws

Role-Playing Mastery by Gary Gygax

Master of the Game by Gary Gygax

Dungeon Masters Guide from Advanced Dungeons & Dragons

Dungeon Master’s Guide 2 from Dungeons & Dragons 4rth Edition

The Elric Series by Michael Moorcock

The Conan the Barbarian series by Robert E. Howard, L. Sprague De Camp and Lin Carter

The Witcher series by Andrzej Sapkowski.

What books are on your Appendix N? Share your list in the comments.


Delta Green

My campaign launches this weekend. My players are already missing key points on things they’re seeing.  Ok, I’ll be nice and say maybe they’re just not talking about them but I’m more leaning towards the latter.  This is a great thing, as Delta Green often bombards players with information and they have a short period of time to sort out what’s real, what’s not real and what will help them keep alive.

It should be a lot of fun. Delta Green is my #1 favorite RPG of all time and this will be the first time I’ve run something longer than 1 shot. The new version of the game has a lot of really awesome mechanics for representing the players and their struggle to stay sane while combating cosmic horrors. Bonds are a particular area I’m excited about that. More on those later. For now, its all about the buildup to the first session.

I’m using all manner of tools to make this game go far past the table. From social networks to real life locations and people, the players are going to see and experience a whole different kind of roleplaying game.

So far, the players are going to be connected and receiving information that’s relative to the game in these mediums:




-?? via phone number (Yet to be revealed but they had to provide me a phone number)

-?? via email (Yet to be revealed but they had to provide me an email address)

I have a full schedule of fun things planned for the players for this whole week. We’re only on day 2 and things are just now starting to ramp up. Tomorrow is going to have twice as much as today did. (That’s my tease for any of my players who might be reading this).

Do you mind if I do this thing?

One of the most common questions I get asked when I’m running games at my local gaming store is “Do you mind if I do ________?” I like it when players ask this question as it shows me they are thinking of things they want to try. That part I am 100% supportive of and encourage people to keep doing.

The part I’m not supportive of is the asking of my permission.

Dungeons & Dragons is a game. Its something people play for fun. I’ve been playing this game for a long time and I’ve seen people experience all manner of emotions over it. Laughing, crying, happy, sad, scared, anxious, worried and even depressed – no emotion is safe from Dungeons & Dragons touch.

I’m sure Jack Chick had lots of emotions about Dungeons & Dragons

A big part of playing in a game is investment. Buy-in. Active participation. Whatever you want to call it, games need players to be involved else they stop being games and either end or become expositions for the other players.

When a player asks me, “Do you mind if I do ________?”, my response is usually something along the lines of “This is your game. Your character. Not mine.” I don’t want to kill that spark of imagination when a player dreams of something they want their character to do. A huge part of roleplaying is being someone or something you’re not. Most of the time that persona is something you could never be in your own life so you tend to do things that you would never do when you’re not at the table. So once that process of breaking down psychological barriers begins and a player dreams of something they want to do, then #1 easiest way to hinder or kill that urge is to tell them, “No the rules won’t let you”.

This isn’t a picture of Dungeon Master telling Hank and Shelia what they can’t do.

Granted, this doesn’t mean players can do whatever they want however they want it. You start by not telling them “No” and then help them find how the rules of the game can be used to fit the mental picture they have of what they want their character to do. This, to me, is one of the most fundamental parts of being a Dungeon Master. I never have liked the term “referee” when referring to Dungeon Masters/Game Masters of any game system. I don’t feel its the Dungeon Master’s job to watch the game and make sure the rules are being enforced “correctly” but I see the job as more of an interpreter for the rules. The players know what they want to say – you just help them say it in the language of the game.

As a DM, I feel we need to encourage players’ imaginations. We are all in the game together so (with due apologies to families who do play together) we’re not in a parental/child role when it comes to the Dungeon Master/Player interactions. We’re a team of equals who work together to find a solutions on how to bring imaginations into the game and have fun together.