Dungeon crawling with The Dice Section

The Dice Section #25: ‘Wrath of Ashardalon’ and the Perfect Dungeon Crawl

This week on the podcast, we talk about the perennial geek favorite: the dungeon crawl. Why does the lure of loot always get us back down into those dark, dank catacombs? What makes the perfect dungeon crawl experience, and why do so many games fall just short of what we’re hoping for? We play Wrath of Ashardalon, one of the Dungeons & Dragons Adventure System games, and talk about everything from Descent: Journeys in The Dark to Diablo III.

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D&D Logo

Original ‘D&D’ and 5th Edition, Some Side-by-Side Comparisons Part I

For the past few weeks, I’ve been doing some investigations into “classic” Dungeons & Dragons for an upcoming Adventurers League three-week (six hours) session. Way before Advanced Dungeons & Dragons, and even before the Basic Set (1977) that was my starting point with the game. I’m talking about what many folks refers to as Original D&D or OD&D.

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The Dice Section: Dungeons & Dragons

The Dice Section #22: ‘Dungeons & Dragons’

The Dice Section is a podcast about tabletop games and what makes them great. On and off for the past few years, my co-host, Dave Kirby, and I get together and talk about what we’ve been playing and why. We try to go in-depth with the games we love and explain what’s so special about them, how they fit in with our own personal day-to-day stories, and why we keep coming back to the table to play more.

I’m excited to bring the show over to the GeekDad Podcast Network and host it here.

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Side by Side

A Tale of Two Dungeon Master Guides – 1979 AD&D and 2014 D&D

The circle is complete. Wizards of the Coast has released its 5th edition Dungeon Master’s Guide, and with that book the trio of books that has formed the basis of Dungeons & Dragons for decades is united again in a new edition. Earlier this year, WotC released the 5th edition Player’s Handbook and followed it up with the 5e Monster Manual. Based on reviews and fan reaction and my own informal discussions with numerous players during my own Adventurer’s League gathering every Wednesday evening, the opinion seems to be that the 5th edition is a welcome return to traditional dungeon crawls and role playing to satisfy veteran players while bringing in enough new content and rule updates to freshen up the game and make it welcoming to new players. These reactions, however, have been based on the Player’s Handbook, Monster Manual, and the handful of ready-made adventurers that have been offered up to dungeon masters and players through the Expeditions and Encounters events. The 5e Dungeon Master’s Guide has been the most obvious missing element, but no longer. It’s here…

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A Small Taste of D&D – Attack Wing

If you’ve been waiting for a tabletop aerial combat game that includes more shimmering scales and fewer S-foils — more actual fire power than, you know, “firepower” — you’ll probably be interested in WizKids’ Dungeons & Dragons – Attack Wing, set for release next month. I had a chance to play a short demo at this year’s Gen Con, and it sure seems like fun.

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Players Handbook

A Tale of Two Handbooks — 1978 AD&D and 2014 D&D

Here’s the deal — there are no middle versions of D&D for me. With the exception of a few rare games played over the last 10-20 years, I really stopped playing AD&D consistently in the mid-80s. I only have the D&D Basic Set and AD&D as a comparison with the newest 5e. You’ll get no 2e, 3e, or 4e commentary or debates from me — I wouldn’t be able to contribute anything. In a sense, any feedback I provide here on the new D&D rules should be treated the same as if it were coming from a new player (but a player with experience with RPGs). While I feel it’s a bit unfair to pit the 1978 AD&D Players Handbook against 2014 D&D Player’s Handbook, the reality is it’s not really a battle. AD&D was a product of its time, and it was outstandingly fun. AD&D had its problems (some of which I’ve shared above), but we still played it. A lot. With grins on our faces.

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