Rethinking D&D: Design Oriented Conversations to Improve the Game

“Rethink D&D Gameplay”

Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=T2pHaAcKDbo


Transcription

[00:00:00] I want to start talking more about Dungeons Dragons and game design So far on this channel it's really been a news style kind of coverage where new things are happening new books are releasing and so forth But one of the things I've experienced and probably a lot of other people have as well is that Dungeons Dragons hasn't really improved as a game over the last many editions I started playing Dungeons Dragons at 3.5e Many of you probably were around the same time Maybe there's a lot of 5e players originals out there or there's you know basic or advanced Dungeons Dragons players I love Dungeons Dragons It was my introduction to the TTRPG hobby and TTRPGs are one of the main pillars of my life in a way I've spent most of my life making games creating supplemental


[00:01:00] material for Dungeons Dragons exploring some of the lesser-known TTRPGs the indie games and trying to understand why I love it so much and then bring that joy to as many people as possible in as many ways as possible I think there's a lot of ways to play this hobby But one of the disappointing things to me is that D&D 3.5 compared to say 5.5e now is there's still a lot of things I prefer in 3.5 And as I've learned about basic and advanced D&D there's a lot of things I prefer even in those games So if you're not getting what you really want out of Dungeons Dragons this is kind of the direction I wanna take things I still love D&D This channel isn't gonna become about roasting D&D or even necessarily going to a ton of other TTRPGs and reviewing them And I mean there's a million other games out there you can try and a lot of them are great Pathfinder Daggerheart I've reviewed a


[00:02:00] lot of them on the Eternity website But what I wanna do is present some of the ideas that myself as a game designer I've come up with over the last Well I I've probably been designing or editing games since I was about six Uh I think I was 12 when I first made a map where people could play through and you know actually engage in a a full-fledged game that I made So Let's say twenty-four years of game design experience for myself I'm a at this point a hobbyist so I'm not a professional I've never worked for Wizards of the Coast or any other publishing company I have published my own TTRPG and I'll be sharing that more in the future But all of that aside I wanna start talking about in this channel still some of the news things that are coming out but I wanna share it from the framework of here's maybe how you can take this and make it better There's a lot of elements in


[00:03:00] D&D that I wanna be talking about that I think are cool but we could make a lot better So some of those topics number one being initiative I think initiative is very uninspired There's nothing wrong with it right Like the initiative system for D&D gives you everything you need to play a combat encounter It's very simple You roll a d20 you add your modifiers If you have like the alert feat in 5E Then you get to go faster and going faster typically means that you're gonna get like one extra turn than a lot of your other friends at the table or enemies that you're facing Because say you're you're seven rounds in you're taking your seventh turn they've only had six but then all the enemies are dead um that's kind of the the value of initiative right Like so going first does matter but it's not that exciting is it Like you just roll you add your bonus and then you're locked in like a static initiative for the rest of the battle


[00:04:00] And these kind of issues with D&D lead to very stagnant situations where people take their turn and then they pull out their phone and they know that it doesn't really matter if they're engaged at the table because for the next five ten fifteen minutes going around the table for everybody to take their turn depending on how well the dungeon master runs a combat encounter they could have literally nothing to do especially if they don't have any reactions so forth So you kinda see this with initiative number one You see this w even with basic things like hit chance and these kinda tie in a lot because players will roll saves when it's not their turn and it gives them sort of something to do at least But with AC it's just a static value it's a situation where the dungeon master may not even need the player because a lot of DMs they write down their player's AC Before the battle even starts So they know when they're rolling behind their uh little table or you know whatever however they


[00:05:00] use it maybe as a DM you're just rolling out in the open so anybody can see the D20 Other people hide that number but if they roll a five and the monster's got a plus ten or whatever they just know that they hit somebody who has a fourteen or lower right So they don't even really need the player You just Dungeon Master rolls you take X amount of damage and then all the player has to do is record that on their character sheet then they can get back to their iPhone right Like that's lame There's a lot of situations like this that could be improved I also think it's really interesting looking at old school D&D and other


[00:06:00] channels talk about this kind of thing a lot and I think it's something that we could bring back to modern D&D with very good results would be things like the dungeon turn or random assigning of how enemies or NPCs feel towards the party I don't think that the critical role way of playing D&D the the theatrical way of playing D&D is necessarily the best way of playing D&D And I don't have anything against that I really like narrative gameplay A lot of the dungeons um a lot of the campaigns that I have dungeon mastered for have been fairly narratively driven And I really like I I've never written a novel but I like writing the the campaign style novels and then being free to adjust that as my players make decisions But I also think it it isn't necessarily the best way sometimes I've


[00:07:00] been very inspired as a dungeon master and I've come up with great narrative plots that my players are super into and it makes for an amazing twenty-five to thirty-five session campaign over the course of a year year and a half that people love and we still talk about And there's been a lot of times as well where I'm not very inspired but I'm still trying to rely on those kind of plot points that older styles of D&D don't make you use because they generate a lot of that for you Emergent storytelling is the term I'm looking for where you don't necessarily know what plot is going to come out of the story but sometimes that's much better because at those moments in my own campaign creating where I haven't been the most inspired those campaigns can die really easily Those are the campaigns that last anywhere from two to seven sessions and just like you often hear about most campaigns die after seven sessions Those are the ones that don't make it


[00:08:00] So I think that there are a lot of great older ideas that for some reason the newer versions of Dungeons Dragons didn't bring forward I also think that D&D being a fairly old game and don't get me wrong I love older games I play them all the time but it's surprising the lack of innovation I think that has been in the industry over the past What I mean when did D&D come out I Is it I can't think off the top of my head Is it forty fifty years I'm surprised there isn't better stuff Um and don't get me wrong I I love the other games too I love Pathfinder I love Daggerheart I think they're all cool but I think we can do better And so I'm not necessarily saying I have all the ideas for what could make it better but over my twenty years of designing games twenty plus I've come up with some very simple ideas that I wanna share with you and I think that when you try them out for yourself give me some feedback let me know what you think um I think together we can come up with something that is


[00:09:00] substantially better And so that's my goal Everything from the mechanics of initiative in combat to the way campaigns develop narratively to player agency to things like allowing dungeon masters to also play characters in their own campaigns within limited scopes perhaps sharing the roles of dungeon master I think there's a lot of things that we could do to actually truly advance the TTRPG hobby genre beyond what we've seen so far So that's the direction that I plan to take with the channel moving forward I'm looking forward to some of these first videos We're gonna talk about the initiative system We're gonna talk about the hit chance system and I can't wait to get your feedback on it But hopefully this is a turn for me away from just new style stuff and towards stuff that you can use in your campaigns


[00:10:00] like tomorrow And I hope that you enjoy it and I hope to hear from you on topics that you want to see improved in your own D&D games And again I think together we can come up with some truly amazing improvements So until next time talk to you then.

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Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

Dear reader, I hope you enjoyed this article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

September 4, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=DP5OwjeAVBE Transcription [00:00:00] Welcome back to Eternity TTRPG YouTube, where I go over things going on in the tabletop role-playing community, um, from D&D to Crooked Moon to other games that we see. And this might be, for me, my most exciting one that I've gone over to date. Um, we have some very exciting news. I know if you've watched our channel in the past couple weeks, in the past couple months, um, you've seen videos talking about this card game, Battler, and we even did, um, a bit of an interview style talking about this game and its origin story and why it's so important to us. And the short version of that is my husband has been working on a tabletop role-playing game for 30 years at this point, you know, since he was a boy. And now here we are at the point where we have [00:01:00] something manufactured, published, and ready to sell, and it showed up at our doorstep this week. So we had this 750-pound pallet with 28 boxes of our game show up. Here it is. Sparks of Eternity Emanation. It is here. It is just-- It's better than, you know, we imagined it would be with just... It's just amazing. You know? You always talk about these things happening and these dreams coming true and, like, making a product. And to finally have it is an amazing experience. So, you know, we of course took the time this week to revel in that a little bit and, you know, we took the pictures. We [00:02:00] did the time lapses of everything. We just-- We got to see our dream come true this week. And, you know, this was his dream first, and I got to join in with it. And especially in the past year, um, this game was, you know, an idea from me, and he made it come true with his game. And it's just been a great experience getting to work together on it and play test it and everything. So let's go ahead and get into what is in the box. The guide, of course, you know, the how-to manual, how to play, what everything is, what all the symbols mean. And then of course you have the credits on the back with our artist on there as well as, you know, my husband and I's name, which is pretty incredible getting our name on something. And then you go into the box, and you get to see that there are six dice because it is a six-player game. [00:03:00] It can be up to six players, and you can obviously have more if you have more of the, um, uh, class decks. And then you have your life sparks, the red and the yellow, the red depicting, um, five hit points and the yellow depicting one. So, you know, some characters will start with that five hit points, and some will start with six or seven. And then I've seen hit points get all the way up to twenty-one if the healing ends up going super well. And then jumping into each of the classes that you see in this box, you are going to have the judge, the druid, the oracle, the, um... Oh, gosh You have all these different classes that we decided to put into what is considered the base game. And that is just amazing to see all of this artwork and getting it put together. And then on top of all [00:04:00] that, you have, um, the different effect cards. So your dazed, your blinded, your charmed, um, as well as some additional rules and details and your turn overviews to help you with the, like, getting going and your different turns. So that way you don't have to reference the how-to guide as often, the, um, instruction manual as often. So between my husband and I, because, you know, we've been play testing this for a year at this point, it has been a full calendar year, we have gotten to the point where we can play games in under 10 minutes. Um, however, this does state that it can take up to 30 when you are just learning this game. Um, of course, when you're just learning, you take a little more time with your turns and making sure everybody understands what is going on. Because the goal is to get to play faster [00:05:00] and to dive into this world a little bit quicker, you know? You want to be able to really enjoy this class that you're taking a part of and understand like, hey, this is why the druid is the druid. The druid gets to use these different shapes, the wolf and the griffin, to do more powerful attacks. Whereas the assassin, of course, has different things to help his assassin hit harder and guarantee that it hits and it can't be blocked. Um, so there's just all these little nuances about what you're playing with to see how it goes. So, you know, it's here. We are getting the final touches on everything for shipping, getting the sales page up, um, getting, you know, the different tiers because we are gonna offer a couple different things. Like, yes, we do have the box game, [00:06:00] but we also have a PDF version that has other classes available that you can just print off at home without having to have the box. Um, the other thing is we're looking at putting together a higher tier that is gonna have the box itself, but also a dedicated art book with all of the art that, um, has been used, we intend to use, that our artist has done. And there are a few other things with that tier that you're just gonna have to check out. But with all of that being said, we should be available to ship these within the next week. So we're gonna put that link below and if you don't mind waiting just a little bit longer, you can go ahead and order. However, once we get past this first week, we are gonna be shipping on a more regular schedule and we're excited to see the, uh, demand that these games will have. Of course, we have family and friends that want to see this, but we also want to grow the community with everyone else. So any support that you want to [00:07:00] give is greatly appreciated and it helps us achieve our dreams further and hopefully we can support others on their dreams. Um, so with that, comment, like, subscribe, let us know how we're doing. If you have any questions on the game, please let us know. And if you really would like to, please, uh, hit that button to order now. Thanks so much. Bye.
August 28, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=3t2a-i3pyRk Transcription [00:00:00] Welcome back to the Eternity TTRPG channel, where I discuss different happenings in the tabletop role-playing universe, as well as talk about the game that my husband and I are actively creating. So one thing I wanna talk about this go around is a bit of the origin story of tabletop, um, as well as where it could be going and what's different about it and all those kind of things, right? So to start this off, when To start this off, I always thought of D&D as just D&D, right? D&D is [00:01:00] the premise of all tabletop role-playing. It's the genre itself. It's what I use to define the genre, is D&D. Because I think it was the first thing, right? It was the first thing where you could sit at a table with this book and go through a campaign and a dungeon and play this way. And then other creators said, "Hey, what if we take this thing that was created, and let's try it this way and go through this dungeon instead and this dungeon instead? And what if we add, you know, other universes now, like Star Wars and Avatar: The Last Airbender, and explore those worlds?" And the way that I look at it is that D&D was a way for people to come together and this singular person to lead you through their imagination, right? And now we come into today's day and age, and everybody has a lot of different ideas and imagination [00:02:00] going on. And with that, you have all of these different tabletop role-playing systems coming out and all these different campaigns coming out. But what are we trying to do, I guess? And how does D&D today translate to all of this? So the way that I'm starting to look at it is that these other systems could have just been, you know, the group of friends in the basement that was like, "Hey, I wanna try it this way." And it caught on and they're like, "Hey, my friend's like this. Let's make this an actual thing." And here comes all of these other role-playing games now. And the thing that we hear so much when I hear people talk about their other tabletop role-playing game is, "Oh, well, it's different than D&D. Oh, it does this that's [00:03:00] better. Oh, this is, you know, an easier system." And, you know, that's great and all, but the second you say tabletop role-playing or you say the words D&D, I just think D&D because D&D is the foundation of this entire genre, and it's going to continue to be, even with all of these different tabletops coming in and trying to change the system and all these different things. So when I realize this and everything, and I start to think about the game that my husband has been working on for 30 years and started in a basement, right, with a group of friends, um, I start to think, well, what makes it different? And the thing is we tend to use different in a way to make it seem better than what's already out there, right? And I don't think that's what [00:04:00] we're trying to do, but it's how it comes across in normal society. So with that being said, right- Just because we're different, it doesn't, you know, make us better. It just gives us other options in life. So the thing that I'm seeing the most when people say things are different is you're just getting a different campaign style. You're just getting a different, you know, way to play the game, perhaps a better entry point into tabletop role-playing. And I think in the end, all that we're trying to do is grow a community, right? You're trying to get to be more than just, you know, those 30, 40, 50-year-olds that were growing up playing it in their basement, and you're trying to get the younger generations to continue it. And I will say Stranger Things did help with that. Thank you, Stranger Things, for, you know, bringing it to light a little bit [00:05:00] more. But this thing with imagination is starting to gain so much popularity because we're starting to see so much more of the world, right? So I feel like I'm on a soapbox with this whole news channel because it is just my thoughts right now with this video. But let's just think about this for a second. We really hit... Actually, let's go back When we were in, you know, 1950s, 1960s, 1970s, '80s, '90s, we were using libraries and books, encyclopedias, and it was, you know, kind of difficult to travel the world and have the money to do that, and you didn't always know what you were getting into. And it's like the world itself that we lived in held so much imagination [00:06:00] that we didn't know what to do with it, and we were able to go and do these things and strive for these things and just let it all explode and experience it realistically. Now, you hit the 2000s, the '10s, the '20s, and we had technology hit. We had social media hit. And we had access to these places just expand, and now we have everything that we want in this world in the palm of our hand, you know, in front of our faces. We can see it. We can hear it. The only thing we can't do is tangibly touch it unless we actually go there. But with this greater access and faster time to this greater access, w- I feel like our imagination has gone [00:07:00] down. So now, here's where we come into tabletop role-playing and why this connects, right? So we have this big push for tabletop role-playing, other systems, the original D&D system, because that's all the imagination we really have left. Now, I know that's a big statement, and you can rip me apart for that later. But take a moment and think about that. We have everything we could ever want in the palm of our hands except for this world that we can create and never actually see. And now, this is where imagination is coming back, the tabletop role-playing is coming back, because we've already encountered everything else. So now we have to make up these [00:08:00] stories in our heads to create a boost in our brains to just get something else that our phones and our computers and our technology can't give us And that is a lot to take in and think about So with that happening, I know that was a bit of a long soapbox, but with all that happening, we have these people once again that are trying to share their imagination, but they want to be different than the original D&D. But different isn't bad and options aren't bad. So with that in mind, I challenge you to go try a different RPG than you are used to. Get out of [00:09:00] your comfort zone and just give it a try. Because with the world being in the palm of our hands, we have to be exploring different worlds. We have to try these different things because that is the only way that I think we have left to grow. So I know that is some interesting thoughts and I don't know if I'll ever actually post this video, but if I do, comment, like, subscribe, give me your thoughts below and we'll catch y'all next time.
August 23, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=M-H39bG14JM Transcription [00:00:00] Welcome back to the Eternity TTRPG channel, where I talk about different tabletop role-playing things in the universe, as well as the TTRPG that my husband and I are making and releasing products for. So this time, I want to continue, uh, the Crooked Moon series, talking about the different races, and I'm gonna cover two more. So this go around, I want to talk about two characters that are a bit creepier than what they usually look like or what you expect, right? Um, so the first one I'm gonna go on about is the Silkborn race. So the Silkborn, if you don't like spiders, is immediately creepy. However, um, the lore behind them is what makes me stop and think, "Are they really that creepy?" Okay, so the idea of the Silkborn in Crooked Moon is that they have a whole [00:01:00] underground cave system covered in webs, gemstones everywhere, and they harness their power from these gemstones, which I think is actually a really cool idea, 'cause you get to take this, you know, thing that is, in my opinion, kind of creepy and turn it into something beautiful. I think about, like, g- going on walks and seeing spiderwebs out on my walk, and I'm like, "Wow, the architecture of that is really cool." But imagining it in a cave system, it becomes just another world, right? So with that, I think when you would build a Silkborn race character, you'd really lean into their idea of what's beautiful, what's not, and how would that structure society around them, right? What would they worship? How would their family dynamic be? Because this idea of [00:02:00] this character is that they would just emerge from a cocoon, a web cocoon of sorts, right? And then they emerge, and here is this city built of just webs that is creating these nets going back and forth and these glowing crystals. And then you start to wonder, well, where would their social hierarchy be maybe, right? Is it based on the size of the spider or perhaps the color of the spider? Or if the spider has X number of gemstones or X number of eyes, how do they compare in the world to others? So then we start to wonder about different character concepts that you could go on with these, right? So let's say you have this spider race, the Silkborn, join your D&D party, and they are an architect in their normal underground city, and they come to a human city, and [00:03:00] they're just bored at looking at it, and it feels very sterile, and there's not much natural beauty. Could that be a storyline, right? Or could we talk about maybe the gems and why they're so important to their race, and perhaps the spider is just wanting to collect gemstones, um, to better harness them, right? And then the other perspective you could take is that the spider Silkborn is an alien of some kind, right? So they could be, of course, the we don't know if we want to accept them into our party, but they have this information. Maybe they aren't so evil, so let's try and, you know, use them or accept them and how does that go, right? So the Silkborn is definitely a very interesting idea on a race that I don't think we've seen before and some people could find [00:04:00] very interesting Real quick to interrupt. Eternity TTRPG is releasing a card game battler which emulates combat from the D&D tabletop role-playing genre. Sparks of Eternity: Emanation is fast-paced, easy to learn, and features six classes from your favorite TTRPGs. Each class deck comes with its own set of unique abilities, which everyone plays at the same time, so there's never any downtime at your table. Each turn, everyone's characters levels up, giving players access to even more options. If you're interested in taking a look, we have our pre-sales page live now, packed with details. No payment info needed. Just let us know if you want an email when the product becomes available. Now, back to your video Switching gears, um, I'm gonna talk about the second race that I found, which is definitely a play on cute and creepy. Um , and that would be the threadborn. [00:05:00] So the threadborn, in what I'm finding, is this doll that is created, and they come to life. So I start to think of the classic Pinocchio, "I'm a real boy," and stuff like that, right? Because all Pinocchio wanted was to be a real boy and be living and, you know, work in the workshop and explore the world and all these different things and whatnot. So with that in mind, with the idea of the threadborn, I start to think of, of course, who created them and what are they gonna be like in this world now that they're created? Right? So this gives you a couple of different ideas for character concepts and where to go. The first one being, um, that, of course, as I mentioned, they're made not born. So what happens when the doll that's made outlives its creator? And [00:06:00] are they going to become super heartbroken and always on the search for this family that they lost? Um, and this could go into a whole thing of like, how long do threadborns actually live, and do they decompose after time? Because, you know, I think everything decomposes eventually, even if we don't expect it to. Um, so there's definitely that side of it, and do they meet younger generations of their creator, right, and make that their family? Um, another idea is that they're very helpful because if you're creating something like a doll, you're creating it for companionship, right? You're creating it to help you feel better about the world around you, that companionship, and with that companionship does come helpfulness. And perhaps the character concept is that they're too helpful. They're too willing to jump in. They're just [00:07:00] gonna go straight into battle without thinking because they know that's the thing that needs done. That's where we have to go. So that's definitely another side of it, the too helpful side. And then the other thing is that to some people, and I start to think of when I was younger, and every birthday up until I was eight, my grandmother got me a certain doll, and the doll was like a part of a set, and it was those porcelain dolls with the eyes that I swear would follow me, right? And I had a shelf of them to display them because that's what my parents wanted. I could not wait to take those things down because when you have those eyes following you in the dark, it's actually pretty creepy. Um, but that's the thing is dolls wouldn't know that they're creepy. They're just happy, smiling, eyes always open, watching you, and it becomes a whole question of this is normal for [00:08:00] them, but how does this translate to normal society? And it sounds like a bit of a nightmare to me, no matter how cute they are. So with that being said, I'm gonna wrap this up here. And what do you think? Would you rather play a spider or play a doll? And what kind of character concept would you go with? As always, like, comment, subscribe, and we will catch y'all next time. Thanks
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