I’ve been a Pathfinder 1st Edition player and GM since the game released. I love the rich complexity of the game and the stories it allows you to tell and share with friends.
For all that, though, the idea of a 5e game has been growing in the back of my mind of late. Perhaps it’s the seductive (apparent) simplicity of the system and speed of play or perhaps it’s the rise of Pathfinder 2nd Edition that is prompting me to take the plunge coupled with my desire to play a game actively supported by its publisher. Whatever the reason, I can’t shake the feeling it’s time to try 5e again.
So—to the point of this article—if you play or run 5e, I’m after your advice.
Given I’m an old fart gamer/grognard of a certain vintage what should I know about 5e (beyond the rules) before starting to play? How do its assumptions and play style differ from Pathfinder or earlier editions of D&D? What am I going to find different (or perhaps problematic)?
If you’ve got any insights, or links to handy resources, please leave a comment below.
I’ve just posted up the most recent session summary of my Adventures in Shadow campaign over at gloamhold.com
Hit the image above to check it out!
In my Adventures in Shadow campaign the party have finally reached the dismal village of Coldwater.
They’ve been trying to get to the village for weeks of real time, but a forgotten tomb, an owlbear hunt and other distractions have stymied their attempts. Last night they finally made it!
Come visit Coldwater with them!
I’ve just posted up a brief history of the fall of Vongyth over at Gloamhold.com. Several of the party are dwarves hailing from the fallen hold and their long-term goal is to free it of whatever yet lurks within.
Thus, I thought it a good idea to present a potted history of the place’s fall.
You can check out the article here (or click the image above). While you are there (because I love paranoid players) why not leave your guess in the comments as to what yet lurks in the hold’s eternal darkness.
As part of my ongoing design of Gloamhold and its innumerable shadow-drenched, doom-shrouded halls I’ve been thinking deeply about the nuts and bolts of adventure design. Here, I’m not talking about what monsters lurk where or what treasures they might guard. I’ve done that top-level plotting about the dungeon’s various denizens.