Jared McFarland
jaredonline.bsky.social
Jared McFarland
@jaredonline.bsky.social
http://rollforinsight.blog

My name is Jared, and I've been playing D&D for about 30 years. This game has given me immeasurable joy.
Exactly this. I learned Basic D&D in the 90s and the OSR principles really call back the wonder and excitement of that play style.

I’m excited to lean into it more in my upcoming games.
November 30, 2025 at 5:46 PM
I'm tempted to put the 7 principles on stickies behind my GM screen to remind myself the type of game I want to run.,
November 30, 2025 at 5:26 PM
There's so many facets of TTRPGS (adventure design, mechanics, running the game, playing the game) and ways to approach those facets, it's fascinating.

@dodo-decahedron.bsky.social does a great job of outlining their interpretation of OSR philosophy and include so many excellent links.
November 30, 2025 at 5:26 PM
I think I will try counting each wave as its own encounter and see how that goes.

They can earn victories and re-roll initiative between them.
November 30, 2025 at 1:12 AM
I’m starting a WotC adventure module with it next week.

I made a “translation” guide for my players (i.e. polder -> halfling; hakaan -> goliath; etc)

Working great so far.
November 30, 2025 at 12:01 AM
Hmm that's a bit close - but not quite there. It seems like I'll need to do some experimenting.

For 5e encounters I would count each "wave" as its own encounter in terms of balance. I'll try that approach and see if it's too hard or too easy.
November 29, 2025 at 10:29 PM
Does that make the encounter a bit easier? Taking the enemies in waves instead of all at once?
November 29, 2025 at 7:28 PM
Thank you for this trip down memory lane.
November 29, 2025 at 5:38 PM
Seeing all these posts about PAXU and I'm like... what cons do I need to put on my schedule for 2026?
November 29, 2025 at 4:44 PM
AngryGM has a good post on how to make traps more interactive and less punitive.

I agree with Sly here; the way players interact with the world has to be more than just die rolls.
November 25, 2025 at 4:41 PM
Yea that makes a ton of sense. I was just thinking of the idea of “blending in” and with social status that can go both ways. I would likely notice if royalty was casually wandering around my neighborhood.
November 25, 2025 at 4:28 PM
Are you adding a lower bound as well? Players with a renown that is too high will stand out in certain areas?
November 24, 2025 at 4:44 PM
Oooh what are you gonna play?!
November 17, 2025 at 4:49 AM
I’m excited to try out this proactive approach.

I’ll see if my Draw Steel Rime of the Frostmaiden players are interested in setting goals for their characters.

It’ll be interesting to adapt the module to a proactive approach.
November 7, 2025 at 5:50 PM
A lot of the advice in the book resonates with my story-driven way of building campaigns.

But according to their style, I’ve always built my campaigns in a “reactive” way. The players have a backstory and I tie their history to the campaign. But they’re still reacting.
November 7, 2025 at 5:50 PM
Reposted by Jared McFarland
For this 4 Session cycle, we've got @wanderingdm.bsky.social as our GM! I will continue on as a new Security, @highshelfdavid.bsky.social will be a new Scrounger, we will get to see @laughlovelindy.bsky.social's Intellectual, and our guest player Wildcard is @popeworldbuild.bsky.social!
November 5, 2025 at 1:02 AM