- In 1978 I picked up the original first published Judge's Shield by Judges Guild. This was really made for OD&D using the Greyhawk supplement, but it worked for our D&D gane until the Dungeon Masters Guide was released around the summer of 1979. (I made a canary yellow Advanced Labyrinth Lord screen in honor of my old and worn Judges Guild screen.)
- During this period of the late 70s through the 80s is was also common for Dungeon Master's to just use gatefold record albums. This did not provide any helpful tables, but did hide the DM's notes and often the record albums were chosen for their trippy art.
- Later (not sure when) I acquired or most likely shared the T$R AD&D (1st Ed.) Dungeon Master's Screen. This is probably the most classic and well known screen, even had a separate 2-panel screen just for psionics!)
- When I restarted our game with new rules in 2004 I used the Ver. 3.5 D&D Deluxe Dungeon Master's Screen which was my first landscape paneled screen (my older screens basically had panels in portrait orientation). I really enjoyed being able to see over the screen better without having to stand up.
- When I developed a 3rd Ed./AD&D hybrid rules we used in our game starting in 2012 I found the original 3rd Edition DM screen from 2000 and just clipped a whole bunch of alternate tables on top the screen.
- During 2018 when we switched to a modified 5th Ed. I used Dungeon Master's Screen, Reincarnated (2017) which was the first landscape-panel screen I used in game play and was hardbacked instead of cardstock (4th Ed. had the first landscape/hardback screen I ever purchased, however we never ran our campaign in 4th Ed.) I ended up over time covering this screen in stickers.
- When we switched to Advanced Labyrinth Lord retro-clone in 2019 I made the aforementioned canary yellow Judges Guild tribute screen.
- I also created homemade ref screens for Arduin games I've run for Green Hell in 2022 and a more generic Arduin screen in 2023. And also made a little mini-screen for Lamentations of the Flame Princess off of art for a future screen that hasn't yet been published.
- During 2024 we first started our new 5th edition campaign I used the 5e screen from the 5e Wilderness Kit (the screen art is very cool), then when the 2024 revision books were released switched to the 2024 standard screen.
Tuesday, November 25, 2025
Splendid Isolation
Sunday, November 9, 2025
Attuning Fork (or I Almost Started Loving Myself Again)
Decide whether the item requires a character to be attuned to it to use its properties. Use these rules of thumb to help you decide:
Number 1 can be dealt with in other ways such as limits on the number of uses or the time between uses, or having the item be restricted to certain classes, species, etc. This is kind of silly as a reason because even with attunement items granting "lasting benefits" could be passed around.
- If having all the characters in a party pass an item around to gain its lasting benefits would be disruptive, the item should require attunement.
- If the item grants a bonus that other items also grant, it's a good idea to require attunement so that characters don't try to collect too many of those items.
- You no longer satisfy the prerequisites for attunement.
- The item has been more than 100 feet away from you for at least 24 hours.
- If you die.
- If another creature attunes to the item.
- If you voluntarily end attunement by a 10 minute Ritual-like focus and contact with the item unless the item is cursed.
Saturday, October 25, 2025
To Touch the Annulus
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| (Matrox Lusch and Sick Rick bookend newcomers' viewing "The Annulus") |
- Drive: 2 hours each way from the Bay Area to Mountain Ranch up in the Sierra foothills.
- Jam: We did have a pretty fun set, plus had our Geo Pigs singer Sumerled for a couple of covers "Last Days of May" and "Guns of the Roof."
- Feeding Frenzy: Jeez, 3 flavors of BBQ chicken, steak, salad with homemade dressing (Thanks Michelle!), 2 different sorts of cheesy bread, etc., etc., etc...
- Pre-Game Business: So J.A.S. daughter visited with her beau and she hadn't gamed regularly with us since the ver. 3.5 "High Fantasy" days. They ended up playing Grady, the plane and time-hopping techno-barbarian from the 20th century. Then also, because the last time we played this party was in 2022 there was a bit of clean up like folks who couldn't find their current character sheet, what happened last time, stuff like that.
- The Game: It was actually very exciting considering there were only a couple of encounters (well, 3, except the party purposefully avoided one). I did good when I mixed up the stats for the Grimlocks with another critter and gave the Grimlocks 4x damage from their claws due to their bodies producing a corrosive enzyme. Har, Plus I rolled 3 natural 20s on J.A.S.'s Pixie. (The Grimlocks use echo-location by emitting a soft clicking noise, to the Pixie's invisibility was nullified.) Fortunately I wasn't using the Arduin critical hit table or the Pixie would have been toast. On natural 20s I use exploding max damage, then if a character drops below zero then Zak Smith's Death & Dismemberment table. Raspatan the Elf cleric-assassin shifted himself over to the Astral Plane along with "7" the half-orc, Elf cleric mage Darrius, and the mercenary Sando Brech. It was Brech who grabbed the Annulus, and the characters also spotted not one, but two Mind Flayer "Engine Consummate" adrift on the Astral waiting to travel through time...
- Interlude Journey: Was there? I am not sure.
- Stacking: Unfortunately no, we do not all drink nor as hard for most of those that do.
- Wind-Down: Indeed we chowed more sugar and discussed where to play the next session.
- The Ride Home: Some did stay for breakfast. Me and a couple others headed back home at 1:30am, barely making a gas station in Mountain Ranch for a 12-pac of Budweiser just before 2am.
Saturday, October 11, 2025
Party Like It's 1979
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| (Art by Cynthia Sims Millan, 1978) |
We had fun using in our game the critical hit table from Arduin which, as often mentioned in many commentaries, is daft because over time odds are your PCs are going to suffer many more double natural 20s than any individual monster they are presently fighting. What happened over time is crit tables became more watered down (no more having a spine severed in one blow).
An excellent replacement is the Death and Dismemberment table by Zak Smith of Playing D&D With Pornstars. Basically, the Death and Dismemberment table is an alternative to death saves in 5th edition. Once a character falls below 0 hit points, a single roll is made with a variety of modifications against a table ranging from the very bad (hey, my spine can be severed again!) to characters getting that second wind and single hit point that comes with it.
The fairness of a Death and Dismemberment Table is that someone has to already drop to zero hit points before it's rolled on. To get there you use the standard critical hits of double damage (although I am experimenting with an exploding damage die on crits). This method is more fair to PCs, but still leads to broken bones and scars.
Another thing, that I am somewhat on the fence about, are divine intervention rolls. These used to be pretty common back in the day as a last ditch before character death or TPK, although it doesn't seem to be very common in the same way nowadays. The latest edition asking for divine intervention and expecting results is limited to 10th level clerics receiving a free cast of 5th level or lower spell or a 20th level cleric getting a free wish. And looing like RAW the cleric can call upon their deity as often as they meet the rest requirements.
I kind of like the idea that only the divine magic practitioners may call upon their personal deities, I had several religiously ne'er do well characters who asked for divine intervention without even listing a deity on their character sheet. But I still thing there should be some rules a'la the 1st ed AD&D Dungeon Masters Guide (pgs 111-112) that deities may refuse or even be angered by excessive requests for extra special boons. I have a table that expands on the original olden rolls, and will be working on something to make the clerical divine intervention interplay a little more robust. And perhaps offer some kind of an expansion to any character that regularly practices their religious faith.
What other gems have I tried to maintain over the years...? Ha, I do like weapon to-hit mods by armor type (although I've become attached to Anthony Huso's idea of tying the modifications to numeric base armor class sans dex & magic modifiers). I noticed character's age, height, and weight tables are missing from the latest versions. Ditto for eye and hair color. I mean, you could just pick an abnormal color - but those special Arduin tables were fun too.
Saturday, October 4, 2025
Half-Round Combat
This allows for two opportunities to act per round with a movement and possible bonus action or by taking an action. How a creature may act is limited per phase dependent on the choice of which opportunity to act is taken first.
Mechanics
1. Initiative
• Roll initiative as normal.
• Each round is split into two phases.
2. Action Economy Per Phase
Generally split actions like this:
Phase Allowed Actions
A Movement + Bonus Action
B Action or Reaction Setup
This motivates players to plan ahead, creating tactical depth.
3. Spellcasting
• Spells with casting time of 1 action occur at the end of a Phase/3 seconds.
• Concentration checks and reactions can occur during either phase.
4. Reactions
Reactions still occur outside a creature's turn during any phase of an opponent's subsequent turn, or during a subsequent phase of the creature reacting.
5. Status Effects
• Effects like “stunned until end of next turn” now last two phases.
• Conditions should be clarified to specify which phase they end on.
Pros
• More tactical combat: Players must think in smaller increments.
• Faster pacing: Movement and action separation speeds up decision-making.
• Cinematic feel: Feels like bullet-time or split-second dueling.
• Complexity: More tracking for DMs and players.
• Balance issues: Some classes (e.g., monks, rogues) may benefit disproportionately.
• Longer combats: More phases can mean more time per encounter.
Options
• Legendary Creatures: Give them actions in both phases to emphasize threat.
• Initiative Time Drift: Shift a creature’s turn to start 1 second later per each 5 points of initiative less than the highest initiative score.
• Environmental Effects: Trigger hazards or changes between phases.
Tuesday, September 30, 2025
Portal to Adventure OSR Bundle - Kickstarter Live!
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| ("Portal to Adventure" box art by Roland Brown) |
Saturday, September 13, 2025
Binding Combat Turns With Time in a Round
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| (J.A.S. 15th Level Paladin "Alancrost" by J.A.S.) |
"But with regard to the material world, we can at least go so far as this — we can perceive that events are brought about not by insulated interpositions of Divine power, exerted in each particular case, but by the establishment of general laws."
Whewell: Bridgewater Treatise.
On the one hand a result of taking full-round turns sequentially in order, rather simultaneous turns, is that game play is easier. The counter-intuitive abstraction is that there is potentially an infinite amount of time within each 6 second round bounded only by the number of combatants taking turns that round (i.e. in our combat with the Reavers the first combat round there were 13 sequential 6-second periods, 6 PCs + 7 Reavers, in total 78 sequential seconds of combat turns had elapsed). The rules abstract the turns as simultaneous, however there is no simultaneous effect.
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Rounds are an abstraction of 6 seconds.
- Action (cost is 3 seconds)
- Movement (cost is 3 seconds)
- Brief Communication (cost is 0 seconds, duration is less than 6 seconds)
- Interact with 1 object or feature of the environment (cost is 0 seconds)
- Ready Action/Movement (cost is 0 seconds)
- Bonus Action (cost is generally 0 seconds, duration is 1 second or less)
- Reaction (happens outside of your turn)
However, movement is different than an action such that while you can take an action for additional movement, a combatant cannot substitute an additional action from not moving.
- Take an action (with or without a bonus action or extra attack); or
- Make a full movement (with or without a bonus action); or
- Make a partial movement and begin or conclude an action (with or without a bonus action or extra attack).
Saturday, September 6, 2025
A Cascade of D&D
Saturday, August 30, 2025
Anatomy of A Grown-Ass Dysfunctional Dungeons and Dragons Game: The Movie
A portion of AC/DC's "Back in Black" is in the background during a segment of this video. The song is globally blocked by SEM Entertainment Group in unofficial videos on YouTube. The offending audio has been replaced with an excerpt from my original music: "Teacher Summertime Blues"
The Blipping Campaign, Saturday July 27, 1996
Magic Item of Note: Star Trek Armored Space Shuttle (The “Agencourt”); Jump Drive A = Jump 2; Movement Drive A = 2 Gs; Power Plant A = 40 tons fuel; 2 staterooms; Mod. 3 Computer (CPU = 5, Storage = 9); 2 low berths; 20 point force field; 10 ton cargo area; Triple Turret = Beam laser, Sandcaster, Beam Laser; Computer = (1) Jump 1 – 1, (2) Jump 2 – 2, (3) Library – 1, (4) Navigation – 1, (5) Target – 1, (6) Gunner Interact – 1, (7) Auto Evade – 1, (8) Return Fire – 1, (9) Launch – 1, (10) Anti-hijack – 1, (11) E.C.M. – 3.
Game Background Music: Yes, (?), U2, Queensryche, AC/DC, Neal Young, Mr. Bungle, Jethro Tull.
Saturday, August 23, 2025
Anatomy of Grown-Ass Dysfunctional Dungeons and Dragons Games
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| ("How it started" by Sumerled) |
As my gaming group hit the 1990's and individual players our late 20's into our thirtysomethings, we left a trail of alcohol bottles, cigarette butts, vomit, hanger heads, stacked and painted people, and fucking hellacious games.
Our DunDraCon game sessions were so renowned we designated them with proper nouns: The undercover Flower People ('92), Pee-Wee Herman's genie-inspired Jambicon ('93), methamphetamine-fueled Jitterycon ('94), insanely drunk dungeon mastering Revenge of the Son of Greg ('95), and the Wild Turkey 101 extravaganza Executive Decision ('96).
Now I wouldn't recommend drinking, drugs, insanity to anyone. And eventually they exact their pounds of flesh. As these epic games progressed through the decade I entered the Dark Times from 1997 through 2004, coming out of that for our group to begin running some things where sessions were more, say, congruent?
However, while reviewing another one of our old videos, this one from 1996, I remembered we did have a rhythm to our games that sat on top of whomever was running the game and whatever the details were of the adventure. I always said our sessions were like poker games where you didn't lose any money. All night affairs to avoid imperial entanglements. In general if you were there for the game you were there for the night.
We generally ran about 6-8 games each year rotated to different locations, including annual games at DunDraCon and a variety of camping locations for our annual camping trip.
Each game had distinct parts that recurred each session...
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| ("By Crom" by Shel Kahn) |
Friday, August 15, 2025
The Astral Asshole
The Blipping Campaign, Friday November 29, 1996
Magic Item of Note: Mithral Torch (+1 to Wisdom, True Sight line of sight, it burns twice as bright as a normal torch (80 feet). Once per month everyone within the light has protection from evil and undead within the light are effected as if by sunlight.)
Game Background Music: Old Dick Dale (I think), Ministry, and the Steve Miller Band.
So from where J.A.S. is indicating in the Deities and Demigods we were battling Cthulhi Mythos, namely Nyarlathotep in this session. Plus it seems to have some friend with him. It seems creatures from the Far Realm (called the “Aberrant Realm” in my game) are fleeing from something even worse – The Old Ones.
In my pre- and post-End of Time scenario then the New Old Weird World adventuring party (or parties) could encounter two Illithid time-traveling starcrafts, one from the Illithids preparing to travel backwards in time to escape the End of Time event and the second the first Illithids’ ancestors who traveled forward in time to escape the Githyanki. Both are aware of the impending End of Time event and presumably would be aware of involvement by the Old Ones.
The Cthulhu connection from the Blipping Campaign is interesting because the New Old Weird World campaign also intersected with some Cthulhu mythos after escaping from a future Sigil. We departed from the besieged Cthulhu lands by way of resetting the mysterious “Great Portal of Broya,” ending up in an unstuck, time and space-wise, Tegal Manor.
Now I have a couple tricks to play with:
1. One is my thoughts of using the Decanter Room extradimensional space broken through to the Shadow Plane (a colloquial name, not any “official” Plane of Shadow); and
2. How the Old Ones intersect with the End of Time even and their essential indifference to the rest of reality.
Wednesday, August 13, 2025
More Slippery Time ...
However... it seems the New Old Weird World campaign must have started before the end of time event, although definitely far in the future of the campaign multiverse and seemingly near the end of time event itself.
This also happens to be the last video from our classic AD&D 1st Edition period of gaming which lasted from December 1977 through February 2005. (Out of preservation for our battered original rule books and to have some welcome updates to the somewhat confusing original Gygaxian rules, whenever we’ve played “AD&D”-style since we’ve used some retro-clone.)
Friday, July 4, 2025
Slipping Time in Dungeons and Dragons (Another Essay Wherein It Is Good Players Do Not Read My Blog)
Anyhow, that is a long explanation being the good news is that I do not need to answer any of these questions quite yet. I can preserve a timeline of my campaigns to date (below) to set some parameters, then just see what direction where go the present campaigns.
- New Old Weird World Campaign: A flat disc planet (on the back of a turtle?) on pocket plane (post “End of Time” event) but passes through a far future Sigil to Penumbra prior to Illithids fleeing (pre-"End of Time" event)
- Wilderlands of the Torment Nexus: Wilderlands of High Fantasy on Prime Material Plane (Pre-"End of Time" event), sent to Cube World on pocket plane (Post “End of Time” event)
- Psychedelic Deadlands / Dreamer of Dreams Campaign: On Outlands and Prime Material Plane (Post “End of Time” event)
- Wilderlands 5th Iteration: Wilderlands of High Fantasy on Prime Material Plane (Post "End of Time" event and pre-"End of Time" event???)











