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Welcome to Orn – a complex Dungeons and Dragons campaign which offers a whole series of adventures in a strange and remarkable setting

Wednesday, 25 March 2026

What Happens when the Rules Change?

Well, it depends upon the context...

For example, if the 'rules' relate to the Government's tax legislation for small businesses, then once they change, the company must comply with the new instructions from the published implementation date.  This may be good or bad for the business in question - eg depending upon whether their tax liability is going up or down as a result.  Either way, there is a clear break point, after which the new instructions apply.

Something similar happens in sport. Between footballing seasons the authorities may implement a change to the way the offside rule works. From then on, that rule holds. Whether anyone understands it is not the point.

However, not everything is that simple.  For example, every so often our building regulations change.  When this happens, there may be a lot of existing structures that don't conform to the new rules.  Depending on the details of the change in question, there may need to be a long process to bring existing buildings up to scratch (think asbestos removal, or more recently the removal of dangerous cladding after the Grenfell Tower disaster).

And as we've come to understand more about climate change, the necessary move away from fossil fuels has become more pressing. But plotting the right route through that change seems sometimes hard.

But what about D&D?  In the last year, as I write, we have had a change of rules from 5E to 5.5E (or 2014 to 2024, depending on your taste).  These systems are broadly compatible. So simple adventures, or modules can usually be converted.  Illusionists and other subclasses work differently, but could be adapted.  Other things need to be looked at, of course, from spells to the amended combat system, but this should all be straightforward, shouldn't it?

Well, perhaps not. There are a number of subclasses missing in the 5.5E ruleset as I write; for example there are no Necromancers, nor Echo Knights. If an adventure relies on these, then more wholesale restructuring might be required if the game is to be run under the new rules in the near future (later supplements will doubtless address these gaps).  Or the referee could tweak a 'homebrew' variant of those missing elements, allowing the 2014 material to run fairly in a 2024 environment.

In some ways these are still the easy problems. Player characters also need to be considered.  There may be considerable investment of time, thought and care into the development of a character's skills and  personality. Wholesale adoption of the 5.5E rules could well remove some of the key features that the player enjoys about their character, or unhelpfully weaken some of their signature moves.  The 5.5E changes to the Illusionist subclass, or the new rules for the Sleep spell might be cases in point. Again, a sensitive referee could find fair compromises with the player, perhaps exceptionally allowing some of the older features to remain within the new environment.

Often, those organising and playing in a long campaign may simply ignore external rule changes, aiming for consistency and stability within that game. Eventually, however, there may be elements of the new rules that they wish to incorporate.  For example, some of the new rules for Artificers in 5.5E might be attractive, or a player might want to try the new Psi Warrior subclass. Occasionally, some part of the new rules may be retrofitted to the older game environment - essentially the reverse of the previous example; in this situation the 2024 rules are operated in a 2014 environment.   

I suspect that quite a lot of games will make use of such hybrid rules for some time.  And perhaps this should be celebrated.  So long as the players are in agreement, and the adjustments can be made in a balanced way, that is fine. 

The published rules aren't sacrosanct.

Which thought raises the question of 'homebrew' rules. From time-to-time a referee or a group of players may introduce additional or alternative local rules to fill a perceived gap in the published game, or to improve upon it.  These might be small adjustments, or quite major.  As I've written elsewhere, as long as this encourages good gameplay and narrative co-creation, it is to be encouraged. 

But what happens when the published rules then change and fill that gap - perhaps in a different way?  

Given some of the longer history of Orn, this was an issue encountered when the game came to be designed.  Some of the rules I wanted to use in the game were developed to enhance version 1E, back in the late 1970s and early 1980s. In particular, an approach to magic specialisation developed by the late Ken Brown. Clearly, the Wizard class now has a number of well-established subclasses doing something similar, but I quite liked the flavour of Ken's older, homebrew idea.  So they will be found in the Orn material as it develops, as an option.  And a few non-player characters will be encountered who use those older notions. 

So the rules used when the Orn campaign was first played were something of a patchwork, with options.  But that's probably not to everyone's taste, and it isn't mandatory.  The campaign can be run using the latest 5.5E rules, with only a few of the additions mentioned herein.

Or you could add some more ideas of your own, of course.

Sunday, 31 August 2025

Worlds Enough

Universes are quite small things. Titchy, really.  Not that they necessarily seem so, of course, when viewed from the inside; their inhabitants tend to speak of vistas and infinities.  Yet from the appropriate wider perspective they are really, really small.

Milton knew this. In Paradise Lost, Satan, whom Blake identified as Milton’s hero, following his defeat in the battle with heaven, goes through many challenges, traversing the storms and seas of mighty chaos, passing hints of other worlds, before landing on a small, glowing sphere.  He enters within, to find inside our whole Universe.   Milton’s Universe, with all its stars and planets, the great spaces within which Earth abides.

(As an aside, Milton rather dodged the question of whether the Earth sat at the centre of that Universe; it was too controversial a subject in his time).

When compared with the grandeur and complexity of Milton’s cosmos, a single Universe can appear a little insignificant.  Of course, it is his argument that that insignificance is misleading: even the attitude and actions of single person matters.  But that sense of a grand design remains throughout his epic.

Milton wasn’t the only one to use this image.  The mystic, Julian of Norwich – who also wrote And all shall be well. And all shall be well. And all manner of things shall be exceeding well – found the universe in a hazelnut.

Hamlet suggests something similar in his madness:  I could be bounded in a nutshell, and count myself a king of infinite space, were it not that I have bad dreams.

Milton, however, also tells of places outside the universe; in some fashion, he prefigures the multiverse.

As above, so below.  We argue that you can consider at least some of the multiple settings of roleplaying games in the same way, and that this is particularly true of the big daddy of them all, D&D.  From the original Blackmoor setting, to the sprawling Greyhawk universe, and Forgotten Realms, to the more  explicitly self-contained worlds such as Eberron.  Each a Miltonic Universe.

But these published worlds barely scratch the surface.  
Many, many further worlds have been created by individual referees, building multiple scenarios and even whole universes, to entertain their players.

Small worlds contain multitudes.

Monday, 25 August 2025

First Two Adventures now Live

The first two adventures in the campaign are:

These are now live!  

These two adventures, taken together, introduce the merchant Bolsano and his group, and provide an introduction, of sorts, to Orn.

For ease of reading, these two adventures are each organised into three linked pages.  As Orn grows, they may, however, be amalgamated.

There will probably be errors, typos and so forth in these posts, which I would be pleased to hear about, so that I can correct them.


Tuesday, 19 August 2025

How It Came About

WELCOME!

The first design for the game goes back to the second half of 2019, as an attempt to  reflect an idea suggested by the late Ken Brown, back in the 1970s.

During the Covid years, however, it seemed a good idea to play the game online, using Zoom, as a way of staying in touch with people, and to give some relief from the challenges of lockdown.  The first game, after character development and a session 0, began on the 19th June, 2020.  I anticipated it would last a year, given the material I had developed.

It finally reached its conclusion in April 2025, after over 150 game sessions.   

This site will include all of the material from that game, with adjustments made to reflect what we learned by playing the scenario.  In other words, treating that long campaign as the first playtest.  

At the time of this post, the campaign is being played through a second time, by a different DM.  It appears that some of the results have proven to be very different...

The game material will be introduced roughly every fortnight or so, in the order it is encountered in the campaign.  This - it is hoped - will give the sense of slow discovery and revelation intended by the scenario.  At the same time, some of the material encountered early on will be re-evaluated in the light of new findings.

At its heart, Orn is an irredeemably amateur enterprise (as, arguably, all the best games are).  No money is made from this offering. 

Also, as I cannot draw or paint for toffee, this is a surprisingly image-light D&D scenario when compared with the pictorially rich, professionally-published modules.  If the latter is the sort of thing you like, my deepest apologies.

The game is based on the current version(s) of D&D, but also includes some material from earlier versions (going back as far as the Original D&D beige books from the 1970s, and to AD&D), as well as several homebrew additions.

I hope you enjoy it.