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Mastering Dungeons – Spelljammer Adventure Review, Part 1

  • Mastering Dungeons
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Space, the Final Frontier… Again. Once more unto the breach, Shawn and Teos break down the classic Spelljammer Adventure, Wildspace, the first adventure published for the original Spelljammer boxed set! Get ready for a wonky ride!

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  • Follow Teos at @Alphastream on Twitter and check out his blog at alphastream.org.
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May 12, 2022

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Weekly Misdirected Mark Productions News – May 15, 2022 → ← Gnomecast #140 – The Many Settings of D&D

4 thoughts on “Mastering Dungeons – Spelljammer Adventure Review, Part 1”

  1. Eric Kamander says:
    May 12, 2022 at 9:59 pm

    Wow, you two really got into it, almost.

    Regarding leaving things up to the DM, even though everything is ultimately at the DM’s discretion, I think many players need to believe that there’s a degree of plausible objectivity to how adventures unfold and the seemingly random events that can occur. As an example, I use critical fails at my table and make up unfortunate results based on whatever seems most appropriate in the context of the situation. Other DMs have told me that making up the fumble results would never fly at their table (even though the DM is making up so much that determines the fortunes of the PCs.) Personally, I prefer systems that acknowledge that the DM can choose the result or roll randomly from a table.

    Regarding the potential for awkwardly unrealistic results from relying on dice rolls, I have a house rule that some skill challenges, especially contested challenges, may use dice other than d20s to reduce the randomness of the challenge. For instance, an arm wrestling or tug of war contest might be contested using d6s. Similarly, I have everyone double their initiative modifiers.

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