“Begin with the end in mind,” is a well-used adage when managing a project or writing a novel. The end of Battlestar Galactica, for all the hype, all the anticipation, was as vacant and un-inspired as so many other shows on television. It began so well; established a sense of mystery and completeness; and when the curtain drew back we saw it for what it was – another example of mediocrity. We accept that long-running T.V. shows are written in committee and the story unfolds with a limited degree of continuity. With a well documented termination point, I had hoped that BSG (Battlestar Galactica) was in a class of its own. Sadly, I was wrong.

Well, it's finally out. This is the review you've been waiting for, the one you expected as well as the one you secretly hoped you'd never read. They've finally released D&D 5th Edition! Of course, a lot's changed about the publishing industry and the way we read books since 4e came out, so it's probably no surprise to see 5e now. In fact I wouldn't be surprised if we started getting new editions every few years, since it's all just a download away, on your computer, Kindle, console or iPhone.

Ed. You may also wish to read this article for further thoughts about 4th Edition.

Recently, events in my life have conspired to bring my schedule from incorporating gaming several times each week to running only one weekly game. This was a tough adjustment at first, but rather paradoxically I've found that gaming less has heightened my appreciation for and interest in my long-time hobby. I'd love to hear your reflections on this topic now that I'm sharing my own.

On September 11, 2000, I posted on this site my first impressions of D&D 3rd Edition. Now, 8 years and change later, I thought I would post my impressions of D&D 4th Edition. These are not first impressions, however; these are based on my having played the game for several months now. They may very well incite a riot. Line forms on the right.

Ed. You may also wish to read this article for further thoughts about 4th Edition.

What I learned from falling in love with the game that everyone else hated: White Wolf's Hunter.

Gaming is about many things. Some of us game for fun, some for the social aspect, some to win – but for most of us, it’s some combination of those interests that attracts us to gaming. So, for the moment, let’s look at a couple of games and consider strategy as a way to make games more fun for all the players. Let’s face it, it’s more fun if you’re not getting womped all the time and as we play across ages (generations in fact) in my game group, some level of strategy is important to keep the ‘tweens from feeling like there’s no point in playing if you’re not a grownup.

Many role-playing games include a system meant to model the characters' moral compasses or beliefs (or lack thereof). But is such a mechanic really necessary in a roleplaying game? If so, what's the best way to implement it? I'll share my opinions on what works and what doesn't in my own gaming experiences; you can (and should!) do the same in the comments.

A description of two characters from one of my past campaigns illustrates the topic of what it really means to depict and focus on both genders fairly and equally in your role-playing games. It also shows that if you're interested in making sure that your game gives equal time to men and women, doing so may be an easier task than you think.

Recently, I've found myself in the unusual situation of being an experienced gamer with little experience in the game my primary group is playing - and that game happens to be D&D. Many gamers take D&D experience for granted in their new players, which can cause groups to run into trouble when that isn't the case for some players. These are a few of my experiences as a D&D newbie; knowing about them may help you when dealing with new players.

Large molded and painted pieces dominate Lego sets of today. They look cool, but can rarely be used for anything other than their original design purpose. The same might be said of the design components of RPGs such as Dungeons & Dragons, which has evolved quite far from its roots. The following article is a critical examination of the loss of narrative interactions in tabletop role-playing, as exemplified by D&D.

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