Since I started playing Dungeons & Dragons back in 1987 I've had many characters. With some of them I played long-term campaigns and with others just a few sessions. With time I started playing other games than D&D. This blog is dedicated to all of them and the hours of fun we've had together. Here they are along with other musings...
Friday, May 16, 2025
Orn
Thursday, May 15, 2025
How Technology Affected My D&D Table: From Graph Paper to Google Docs (Without Replacing It)
The situation has evolved. However, not in the manner that people think.
I haven't made the transition to fully virtual tabletop systems. Even if I run my Greyhawk campaign on Roll20, some still use actual dice to roll. We still play in person, or as close as possible, and many of our maps are created by hand.
However, technology has subtly crept into our sessions in ways that are hard to overlook. And truthfully? It has improved the game.
Memory, Meet Machine: Recording and Summarizing Sessions with Fathom
Fathom.video, a platform that was initially created for business meetings but is now used to record and summarize our online D&D sessions, is one of the most helpful tools we've recently embraced.
It produces precise, searchable summaries of all events. A player only needs to go over the highlights if they miss a session; they don't require a half-hour recap. What happens if someone forgets a name, the reason behind an NPC, or the actual meaning of that mysterious note? The summary contains all of it.
Memory is no longer our only option. We have an objective record of the game thanks to it. That's crucial in a campaign that lasts a long time. The telling of the story is being preserved, not replaced.
Shared documents and cloud notes
The days of searching for the "one notebook" that contained the timeline or party inventory are long gone. We now keep track of campaign history, session notes, and character backgrounds using shared Google Docs. A living journal is kept by one player. A spellbook file is kept up to date by another. My direct message notes are organized into folders and connected to tabs for towns, NPCs, rumors, and previous occurrences.
Players remain involved in between sessions because of the accessibility. When the session concludes, the campaign need not end.
How Memes, Messaging, and Chat Turned Into Game Tools
We communicate in a Telegram group chat. Initially used as a scheduling tool, it soon became a feature of the game. In-character meme sharing, strategy discussions, and even in-world arguments are all done by players.
That area developed into a sort of channel for "downtime roleplay". Occasionally, in between sessions, on the spur of the moment, without dice, the best lines and character development occur.
Technology Enhances Imagination, Not Replaces It
What I love is that these tools don't take over the game. They are in favor of it.
If given the time I continue to hand-draw my dungeon maps. I don't make use of animated tokens or dynamic lighting anymore. However, I would be happy to have a digital archive of the players' wild theories or a searchable transcript of that intense interrogation scene.
Making D&D into a video game is not the goal. Because they won't have to waste mental energy recalling what happened three weeks ago, players will be able to immerse themselves more fully in the world. They are aware of what took place. It is recorded. They can now play.
Looking Ahead
I'm curious about what will happen next as the game keeps changing, but I'm also cautious. Our sessions have already become more focused and accessible thanks to these tools, and I can already see the allure of additional technology encroaching on the edges.
It's OK to use AI to create NPC portraits that instantly correspond with given descriptions. Or, to cut down on preparation time, write a few impromptu treasure hoards, town gossip, or tavern menus. Or, turn a description into an image for those who have trouble imagining them.
The problem is that none of that takes the place of what really counts.
At the table, or virtual table, between people, the true magic takes place. When a player befriends the villain or destroys the town you spent hours creating, there are unexpected turns that no algorithm can foresee. The intensity of a tense silence before a dice roll cannot be captured in a transcript.
I will therefore continue to experiment. When technology can assist, I'll let it. However, the essence of the game remains secure as long as the story is shared and the laughter is genuine.
Tell me in the comments what technological aids you use in your games.
Monday, May 05, 2025
A Deep Dive Conversation With Joe Bloch
Great interview by Joethelawyer to Joe Bloch (Greyhawk Grognard) from BRW Games!
Tuesday, March 25, 2025
Campaign update
Just realized I haven't posted since November!
After helping Captain Eclan and his crew to capture the drow galleys from teh Temple of Lolth in Erelhei-Cinlu (Y2-Z2/54-57), the rebel flotilla sailed down the Pitchy Flow to a svirfneblin trading post and shanty town (B2/24). There, they unloaded several exiles from the drow city and did business with the deep gnomes (sold some goods and bought lizard mounts). Later, Cpt. Eclan arranged for the party to be sailed to the caverns of a svifneblin stronghold (J2-K2/26-28), where they secured an agreement with the gnomes. In exchange of clearing some nearby caves (L2/31 - Sanctum of the Absent Mage) they provided guides through the Underdark to the dwarven stronghold of Bhun-Farhun, set on the western slopes of the Crystalmist Mts. overseeing the Duchy of Berghof. Away from the interferences of the Underdark, the party contacted Melf via Sending and organized to be brought back to Celene through Countess Tillahi's Mirror of Mental Prowess.
They then spend some days on Tillahi's estate, resting and recovering, repairing their gear, eating decent food, enjoying the sun, and talking about everything that has happened in the nearly two months since they used the same magic mirror to go to the Hill Giants' Steading. Stengar (Cav10) and Teodric (Pal7), the paladin of St. Cuthbert rescued from the Kuo-toas and now in service of Meriven (Clr9), retrieve their mounts left to them by Stengar's henchmen, and take advantage of the opportunity to ride. The unicorn, rescued from the Eilserv's estate, also enjoys prancing around the elven fields, always to return to Meriven. Rivers (TA11) and Qinren (T9) spend their time fraternizing with the local elves. Countess Tillahi takes an interest in Delavda, the half-drow exile also in service of Meriven, and her life in Erelhei-Cinlu, while Kothar (MU10) meets with Melf to talk about arcane matters and seek advice.
The group returns to their fiefdoms, the Moathouse in Hommlet, Twilight Falls and Sobanwych, and make plans for the future. Rivers set off to Dyvers to buy a merchant ship and hire a crew, the beginning of his shipping company like he said. In the ship's figurehead he discovers a secret compartment holding a waterproof scrollcase with a map inside. Kothar handles Áladram, his half-elven apprentice, the task to oversee the building of a library and shrine to Delleb, god of reason, intellect and study, in Twilight Falls. A young curate from Verbobonc, Adso of Mol, travels to Twilight Falls to be in charge of them when they're finished. Meriven seeks the approval of the church of St. Cuthbert in Verbobonc to build an abbey in Sobanwych. Since the liberation of Sobanwych from the Witch Queen (Markessa The Green) and the defeat of the Temple of Elemental Evil, the town and surrounding areas were claimed by Verbobonc and given by the viscount to Stengar as a gift for his role in bringing down both dangers. The Free City of Dyvers protested but, not wanting to engage militarily with the Viscounty, negotiated a solution and the whole situation was to be decided by a joust. We used the jousting rules from The Axe Lands.
Weeks pass, and Stengar and Meriven make plans to return, as they promised, to Lost Fenrill in the Pomarj to liberate the abandoned town of its strange curse. Also Meriven sets up a place in the Moathouse dungeons as a recall destination. It is made casting a ritual using an artifact taken from the Dark Druids of the Suss forest. The drawback is that there is a slim chance (daily 5%) of summoning a vrock. Kothar helps to secure the place with some spells. At one point Stengar and Kothar receive a letter from his father, Sir Elric, a veteran of the Battle of Emridy Meadows, asking for help to find a fellow dwarf. After retiring from adventuring the dwarf got into the mining business. Recently he got the deed of a silver mine in the Suss forest near the town of Badwall. The dwarf´s family is worried since they haven't received any news for some weeks.
They decide to travel to Dyvers and take Rivers' new ship, Rivers' Bargain, up the Nyr Dyv, down the Selintan River, into the Wooly Bay and the Wild Coast. At the port city of Safeton they secure a route between there and the city of Fax, for the ship to make as they travel to Badwall in search for the missing dwarf. After some days of inquiry they get to the silver mine and the dwarves. Clues lead them deep into the Suss forest to a ruined castle...
Wednesday, November 20, 2024
BECMI D&D cover 3D sculpture at Lucca Games & Comics 2024
A wonderful 3D sculpture of Larry Elmore's famous art piece for the cover of the BECMI D&D edition appeared this November atLucca Comics & Games 2024 (Italy) and it was painted live for the audience by artist Silvia Corso.