Because of those three modes of play, only one is an actual useful thing, and they gave that one a stupid name.īroadly speaking, we can divide D&D into four different major modes of play. And that just goes to show how bats$%& insane the designers at WotC are. In fact, D&D references three specific modes of play: exploration, combat, and interaction.
Those are the modules that pertain to the mode of play in D&D that we might call “exploration.” And, look, I don’t like that name exactly. The rules tweaks I’ve described above – some of which we will be fixing today – will form the core of what I might call the Exploration Modules. Which is why we have to fix them.Įxploration the Angry Way: The Exploration Master Module In short, those rules tweaks and the time pool bulls$&% will – with some heavy revision – serve as the core rules from which other modules will be built. You could use any of the modules you want, but all of them would require the master module. I’d have a master module that contained the big rules changes to various parts of the game and then I’d have all the other actual modules listed after them.
DUNGEON CRAWL WIZARD MODE MAKING ITEMS PDF
See, if I were to envision is as working toward something publishable – like a PDF or a book or whatever – I’d probably group a bunch of modules together. Others were identified by readers, some of whom politely pointed them out and others of whom were massive bags of d$%&s about them.Īnd that brings me around to what I’m doing today. Some of them, I found through testing and tweaking. The problem is that there were some wonky bits in those two articles. Remember that bit about Tweaking the Core? That stuff about building the Time Pool? Those were the foundational work. As I mentioned before, before I can build anything useful or fun or modular, I need to build an underlying framework of slightly more advanced rules. Why is it important to understand how modules can be grouped together? Because we’re going to start by building an Angry Master Module – which is a name I just made up for the thing I’m doing today. Why? The Master Module: Exploration the Angry Way In fact, that’s going to be important today. That said – and this is f$&%ing important given the way I’ve outlined and planned this project – that said, modules can be grouped together and they can use other modules as prerequisites. And no one wants the mass combat rules spread across three different modules. No one wants rules for mass combat mixed in with rules for traps and rules for social interaction scenes. It should be easy to say what the rules module does and when it should be used and what experiences it will add to the game. That means a rules module must be a self-contained chunk of related rules.
But I will try to keep those changes minimal. Of course, I will tweak or fix rules when I feel it’s important. To me, a rules module is a set of rules and mechanics that extend the existing rules of D&D and allow for added mechanical depth of play.
What is a Rules Module?īefore I start building the first module, it’s important to define what a rules module actually is. I figure I should get about a dozen f$&%ing articles out of this s$&%, which will alternate with my articles about building and running games. We’re going to come up with rules for building complex scenes of different types. We’re going to develop solid systems for social interaction.
DUNGEON CRAWL WIZARD MODE MAKING ITEMS CRACK
We’re going to crack the holy grail that is crafting.
We’re going to change the way the players poke and prod the dungeons for secret doors, hidden treasure, and traps. We are going to hack the s$%& out of the game. All right, it’s time to bite the f$&%ing bullet and get started on this project I’ve been building up for some time: building rules modules that extend D&D to allow for different modes of play and improving the bits that already exist.