By level 6 the players were starting to get into a groove, both in party style and in how they worked in the campaign. They’d paid their dues in the early levels, fought some goblins and hobgoblins and such, and beaten their first tower guardian. They were ready for something more exciting than forests and hills. But they were still heroic tier, not high enough level to get to the really fun parts. They needed to go through places and challenges more exciting than starting quests but not so extreme that they couldn’t handle it. In a sense, they needed to find their limitations and how to get past them so they could move on. It was only fitting that their tower guardian was the same.
To be as pithy as possible, Rody was Alex with two campaigns’ more experience and three more rulebooks. While Alex was limited to the rules as written, Rody was working on finding his own voice separate from the vanilla DM the books described. He was very willing and at least partially ready to explore things that the rules didn’t cover to see how he, the players, and the system could handle it. At the same time he held some disdain for the mundane environments of the lower floors and for the party itself.
Rody fell perfectly into the escalation of the tower floors. He still used mundane environments, but he tweaked them in some way to make them a little more fantastic. He sent the players into caves, but with a whole ecosystem that threatened the party instead of a single boss leading a group of humanoids. He gave them a swamp, but one made of poison. He gave them ruins, but with competing players stalking and attacking them more than hostile monsters. In each case he kept the framework of ordinary D&D but modified it a bit to work with his own voice and with the player’s desire for more interesting challenges.
The hardest part of running Rody was figure out how to get some things right and some things wrong intentionally. I wanted Rody to look like somebody who knew what he was doing, but not entirely. Luckily I didn’t really know what I was doing either, so it worked out, though I certainly made mistakes I hadn’t intended.
Some things that went well deserved it. Floor 6 had four groups warring for dominance over the caves, and the players could choose any one of them to fight. Each of them was a sufficient challenge for the players to advance, so they got to measure the threats and pick the one they thought they were best able to stop. Instead of a simple “there are monsters, kill they” plot there were elements of fighting, stealth, and potentially diplomacy in each option. Rody had progressed beyond a video-gaming-style idea of “challenge the players” and was giving them choice and more varied activities.
Some things that went well didn’t deserve it. On floor 10 the party met a group of goliaths, the same race as Rody. They challenged the party to a game of goatball, which Races of Stone tells me is a common goliath pastime. This was supposed to be a bit of racial arrogance on Rody’s part; the last allies the party would meet are goliaths, and to get the golaiths’ help they had to win at a goliath game, because of course goatball is an appropriate measure of heroism. But the party took to it like fish to water. Or, to be more exact, they took to cheating at it. The wizard managed to score at least two goals with a combination of mage hand and the referee’s terrible Insight checks, and there were many skill checks to advance the game in “ain’t no rule” ways. The players won easily, and not by following the rules of the game but by inflicting themselves upon it. We retold stories from that session for months.
Some things didn’t go well like hexes, which deserved success, and flying, which didn’t (though I suppose I’m not the best judge of which of my ideas deserved to succeed). Except for the area of blasts (which I think I understand now, partially, perhaps) 4E seems made for hex-based movement: heavy combat focus, no facing, non-Euclidian distances, probably other reasons. So I tried a combat using hexes. But in what I promise is an unusual display of terrible foresight I also put the players on flying vessels that had a maximum turning radius and minimum forward speed. In my mind it made sense because I cut my teeth on hexes with airplane-based board games. But to the players it was two new, weird mechanics at once, one of which limited their options in combat. I think since both happened at once the flying soured them on hexes. We never tried either again.
But that’s what Rody was about, trying things and seeing what happened. He was a DM with a few campaigns under his belt and he wanted to push the limits of the system to see what bent and what broke. And it helped a lot that I was doing the same. The session between goatball and hexes was the session where I first tested my system for skill challenges, finding the original system lacking. I was designing monsters with new, weird powers. I was giving the players combats made entirely of minions (fun fact, players can handle a lot more minions than the experience point budget thinks they can). I was finally comfortable enough with the game to give the players my favorite sort of puzzle, the type where I don’t know the solution but I expect them to figure something out while I adjudicate it.
At the same time Rody and I still fell into some of the traps of beginning DMs, mostly around “if I like X, my players will.” Mechanically he liked ranged attackers, traps, and damaging terrain (that is, terrain that damages players, not destructible environments). Besides the aforementioned love of goliaths he also liked humanoid enemies rather than monstrous creatures (another trait he shares with me). He liked self-important simultaneously-endearing-and-annoying enemies (a trait my players assure me he shares with me), like the shadar-kai who insisted his name was “Sir” and The Orb who spoke only in third person, who could be beaten with diplomacy. He preferred smaller environments to lands that could conceivably expand infinitely. His opportunity for sending giant constructs at the party was limited by the party level, but he still managed to hit them with one when the players fought him.
I don’t think the players ever picked up on Rody’s list of likes or dislikes. I guess that’s good in that they didn’t roll their eyes and say “oh, a gnoll archer behind a pit of acid, how surprising.” At the time they may have been feeling out their own characters as well, focusing more on how to work with each other and themselves more than the scenery of their story. So Rody was largely left to do whatever he wanted as long as it wasn’t disruptive to the game. It was probably for the best; when a DM is trying to find his voice, nothing shuts him down like the players telling him to shut up.
They did quickly figure out that he was their enemy and he knew it. He had been DMing long enough to know that the players were going to do everything they could to ruin the world he had made, but not long enough to plan for or encourage it. To him the floors were the hero and the players were the villains. They deserved whatever challenges he threw at them (hence a floor made mostly of poison) and if they couldn’t handle it that was their own fault. But he still knew enough to keep things fair and always give them a way out whether they took it or found their own. And, of course, his section of the floor ended with the players beating him and his giant construct in combat. A DM is allowed to be antagonistic if that’s what everybody wants, but he should expect to lose.
The party wasn’t quite as forgiving for the next DM. While they accepted her style, I think they grew weary of it over time despite her attempts to keep things fresh. But that’s another post.

In Defense of the Indefensible
World Engineer has a post about the impending 5th Edition, and I find it hard to disagree with most of what he says. Fighting over editions is bad, there’s no need to convert people, and so on and so forth. But while I agree with what he says, I think I disagree partially with why he says it. I don’t think that people complaining or worrying about 5E are motivated by childishness or spite. I think they’re motivated by fear.
I’ve been going to my friendly local gaming store for longer than I’ve been a friendly local gamer. Now I can’t swing a cat without hitting two ongoing campaigns, but for a while there were only two or three people willing and able to run a regular session. If you wanted to be in a campaign, you had to go through all the normal steps (seeing if a spot was available, making sure you were free on the day in question, arranging transportation, tolerating the other players and house rules) but with the added complication of a limited option pool. If you didn’t like either of the current games, you had no game.
The standard blackjack-and-hookers options didn’t apply either, because the players were similarly limited. There simply weren’t enough people to guarantee a group willing to play in 2nd Edition or try an indie system. Most of the available players were college students, which meant they were playing largely what they knew from high school and what the local clubs supported, and at the time the hotness was D&D 3.0. Even if I wanted to start a GURPS session gathering a group was an uphill climb. Campaigns with only two players aren’t very fun (trust me—I didn’t learn my lesson the first time).
When an edition change occurred, the problem escalated. When 3.5 came out, some 3.0 campaigns stuck around as a show of defiance but gradually petered out. When 4.0 came out, we had the same issue. Anybody who wanted to play in a 3.5E campaign was out of luck unless they managed to get into the one campaign that was playing it.
I suspect a lot of this mindset is still around. Folks in smaller areas or with limited gaming options worry not about the existence of a new system itself but the presumption that it will be adopted locally. It’s a Hobson’s Choice: if I don’t like 5E but every gamer in town moves to it, I can either play in a system I don’t like or not play at all. In that sense, a new edition may actually diminish my enjoyment of the game.
In an online world or with a large enough player pool, the problem is instead merely a dilemma. I can either stick with the people I like and play a game I don’t, or leave the people I like and look for a system I do. There’s something to be said about knowing that my friends are enjoying themselves elsewhere while I’m taking whatever I can get.
This is related to but distinct from the very real expectation that a new edition will prevent a company from expanding the old edition. When 4E was announced, 3E and the OGL went away (until Pathfinder, but it’s not like we knew that would happen at the time). When 5E was announced, 4E stopped as well. The edition died in the same sense as a language. It could not expand except via house rules, and coupled with players moving to the new edition the interest in expanding it faltered in kind.
We’re people. We have a strong loyalty to our favorite things, and anything that is not that thing is in some way less (or else it would be our favorite, of course). A favorite edition is no different. Every person who adopts 5E is a person who isn’t looking for 4E and thus isn’t interested in what I want or have, and the issue is exacerbated when adjacent editions are so different. Players aren’t really attacking people who play other editions because they think those players deserved to be attacked. They’re lashing out as a survival instinct: “if you would do the thing I do and enjoy it as much as I do, the thing I like would not be dying”.
They’re wrong, of course. No system or edition can last forever. Eventually 5E will die, and if it was sufficiently profitable 6E will come out, and we’ll complain about that too because it shows too starkly how dead 5E is. Pathfinder will die too, and in the sense of system expansion it may already be dead so Paizo can focus on world-building and adventure modules. Any gaming historian can rattle off a dozen systems that don’t have the player base they once did. The only systems that stand a chance aren’t really systems as all but vague concepts. Apocalypse World and its related games are large and varied, but that’s mostly because its core concept fits on a sheet of paper and trusts DMs and others to build the system for them. It’s a like a building—a house of bricks may fall, but bricks will still live in another building somewhere.
So while I can see why some players are worried about 5E and what it means for the system they want to play, I’m not. I tend to take a system and pervert it until it’s something I enjoy anyway, so doing it all over again with a new edition strikes me as more of an intellectual exercise than a death knell. But I do think I understand why people are upset, and understanding it helps me. If I know what players liked about a given game, I can adjust my game to work with it, like applying story game principles to D&D. It’s a little more fire, a little less brimstone.
This all assumes that people aren’t complaining about how 5E is a money grab. Of course it is. A business’ job is to find ways to get more money out of their customer base. By this definition your shoes are a money grab. “5E is Wizard trying to get more cash out of us” is no more a valid complaint than “cars travel on roads”. Don’t worry about whether a given game costs money—worry about whether it’s worth that money to you.