Secret D&D Rules Only Old School 1980s Dungeon Masters Still Remember (They’re Insane)

What truly goes on behind the scrim of a veteran Dungeon Master’s screen? For decades, rumors have swirled among new recruits—whispers of cryptic “rules” never printed in any hardcover tome, ancient words slurred by candlelight in the musty back rooms of game shops. These aren’t the sort of rules you’ll find in any official compendium. They’re more like tribal lore, transmitted via coffee-stained notebooks and pencil sketches in the margins of adventure modules from an era when mullets and spandex were cutting edge.

Every grumpy, battle-hardened DM’s playbook is a patchwork: some pages cribbed straight from Gygax, others scrawled out in fits of sleep-deprived genius, and still more entirely fabricated for the sake of table harmony. There’s a mischief to it all, a knowing wink shared between practitioners who understand that D&D isn’t just about rules—it’s about orchestrating delightful chaos. (Even when you have great fantasy AI RPG tools to work with!)

Pull back the dungeon’s velvet curtain and you’ll find a world built as much on campfire stories and running jokes as on official mechanics. These secret rules, though mocked as “table superstitions” or “folk wisdom,” form a kind of oral tradition. They’re the eggshells scattered on the dungeon floor, the little rituals that give a campaign soul and keep everyone on their toes. Most are tongue-in-cheek, celebrated not because they’re effective or fair, but simply because they’ve always been part of the scene. Are they strictly “legal”? Not a bit. But they make the game memorable, unpredictable, utterly human.

You might imagine these rules being handed down like sacred magical artifacts—worn from decades of use, tucked among loose sheets, yearbooks, and the odd arena rock cassette. A veteran DM’s “house rules” are less a list and more a living organism, sprouting new appendages in response to each party’s quirks and every new set of dice. For the old guard, the real adventure has always been in the improvisation, the gleeful abandonment of certainty. If there’s a secret to old-school greatness, it’s the willingness to make it up, tape it together, and declare the duct-tape canon.

What sets these ancient masters apart isn’t a secret handshake or a special binder—it’s the ability to adapt, twist, and laugh in the face of logic. Their tables are theaters of absurdity, where rules metamorphose like mischievous sprites and every session teeters between an epic saga and a sitcom. Sometimes, the most cherished traditions are born from sheer laziness, vengeance upon uppity players, or the kind of caffeine-fueled nonsense that only makes sense at 3:00 a.m. The “rules”? You could say they’re the D&D equivalent of an urban legend: not quite true, but too fun to ignore.

So, let’s pull back the tattered velvet and peer into the old DM playbook. None of what follows is “official.” All of it is true—if you want it to be. Whether you’re a rules lawyer, an improv devotee, or someone who just wants to see a beholder with a monocle and a top hat, these secret rules are your license to embrace the wildest, most ridiculous, most heartfelt version of D&D. After all, in the long-standing culture of chaotic creativity, what matters most isn’t what’s written—it’s what keeps your party rolling (with laughter).

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For newcomers, think of this as your honorary invitation to the Society of Improvised Mayhem. You don’t need a scroll of pedigree. Just a sense of humor, a love of mischief, and a willingness to make stuff up when the official rules run out. Welcome to the wonderful tradition of duct-taped storytelling. Long may your dice roll crooked.

Rule Zero Is a Lie, Rule Negative One Is Real

Everyone’s heard of “Rule Zero”—the so-called DM’s divine right to override the rulebook. It’s quoted in every forum flame war and enshrined in the marginalia of nearly every edition. “The DM is always right,” or so they say. But old-school Dungeon Masters know better. Rule Zero is just the flashy sign at the front of the carnival. The real tricks happen behind the curtain—under Rule Negative One.

Rule Negative One is as elegant as it is dangerous: “If it sounds cool enough, it’s canon now.” Forget carefully weighed mechanics and hours of pre-game preparation. The true power, the secret sauce, is the audacity to say, “Yes, that would be awesome. It happens.” Whole campaigns have swung on the hinge of a player’s wild idea, an offhand joke, or a flash of group inspiration. The old guard thrived on an “improv or die” mentality, where the dice might be present but seldom held ultimate sway. They worshipped at the temple of shared hype, not granular probability.

Picture a table in 1985, a pile of cheap dice, a battlemat splattered with soda stains. The fighter declares, in a moment of dramatic euphoria, that he’ll leap off a parapet, sword ablaze, aiming to cleave an ogre’s helm in two. The dice roll is, at best, forgettable—a middling number, a shrug from fate. But everyone around the table is on their feet, outshouting one another in gleeful anticipation. The DM grins, shrugs, and decides right then: the act changes the tide of war. Why? Because the sword flourish sounded epic, and collective enthusiasm outvoted the dice.

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In these moments, the game becomes more than a collection of rules. It transforms into a collaborative myth. No one at the table remembers which spell slots were expended that night, or whether the initiative order was followed. They remember the feeling—the way reality bent to accommodate a punchline or an act of desperation. The dice are optional; the group’s buy-in is not.

Old-school DMs never forget the core secret: the party’s excitement is the real engine of the game. So don’t let Rule Zero’s stern reputation fool you. Rule Negative One is the real heartbeat. If something makes the group cackle, gasp, or cheer for more, you’ve found the real canon—no matter what the rules lawyers say.

The Dice Know When You’re Afraid

In the murky demi-plane between luck and superstition, there lurks a truth old-school Dungeon Masters rarely confess to outsiders: dice have moods. They aren’t just inanimate polyhedrals. Dice are capricious, even vindictive, and they absolutely know when you’re scared. You can almost see their smug little edges glinting when a crucial roll approaches. It’s not enough to simply roll and hope—veterans know you must perform rituals of respect, or risk inciting the wrath of the RNG gremlins.

Ask any seasoned DM, and they’ll recount the steps. First, you must warm the dice in your hands, as if coaxing some hibernating serpent to benign consciousness. Cursed 20-siders are quickly banished to a special “bag of shame”—never to return until they’ve spent several sessions in solitary. Some DMs insist on whispering negotiations to their dice, bargaining with the care of snake charmers. Others go the strict route—threatening to microwave non-performers, or dangling them menacingly over the garbage bin. The psychological ballet is half the fun.

Players have their own rites, but DMs wield entire toolkits of superstition. The dice bag is a sacred talisman, sometimes lined with tokens of luck: a rabbit’s foot, a half-melted Hershey’s Kiss, a coin pilfered from a Vegas casino. Everyone knows dice rolled on “virgin” surfaces—never sullied by previous failures—behave differently than those rolled atop dog-eared maps or pizza boxes. Is it logical? Absolutely not. But logic has never won a campaign.

The dice also feed on desperation. When the mood sours, when everyone leans in a little too closely, the d20 senses your need and relishes betrayal. It’s as if probability itself cackles in the background, licking its geometric lips. Every DM has suffered the ignominy of a crucial natural one, delivered at the solitary moment when hope had peeked through the clouds. It’s cruel. It’s beautiful. It’s D&D.

Dice Superstitions Old-School DMs Swear By

  • Rolling only on a “virgin” surface (newspaper, empty pizza box, or the DM’s unopened mail)
  • Heating dice in the microwave for ten seconds (just to threaten them)
  • Keeping a “lucky” coin near the dice at all times
  • Refusing to use any die that hasn’t rolled three natural 20s in a row, ever
  • Dunking bad dice in water overnight to “cleanse” them
  • Burying cursed dice in the garden between sessions
  • Making everyone at the table touch the die for luck before a crucial roll
  • Speaking the dice’s full name before rolling them
  • Only rolling with your “birthday dice” on session anniversaries
  • Drawing a “rune of power” under the rolling surface in dry-erase marker
  • Rolling dice clockwise for attack rolls, counterclockwise for saving throws
  • Leaving failed dice in the freezer until they’ve “repented”
  • Reciting a mock prayer or curse before rolling a particularly moody die
  • Blindfolding yourself before rolling, then letting fate “decide”
  • Threatening failed dice with public shaming at next session
  • Rolling critical dice atop the campaign book for “power transfer”
  • Never, ever letting a non-player touch your GM dice set

For new Dungeon Masters, the lesson is simple: find your own ritual, no matter how strange. It’s a badge of honor, a secret handshake that links you to generations of DMs who’ve sacrificed dignity in pursuit of higher numbers. Trust in math if you wish, but when the dice tumble across the table, chaos reigns supreme. Embrace the weird, because deep down, we all know the dice aren’t just tools—they’re capricious little gods, and your best bet is to keep them entertained.

The Monster Manual Is a Suggestion, Not a Law

Many DMs treat the Monster Manual like a sacred text, reverently quoting HP and damage stats as if they were delivered from on high. But for the old-school Dungeon Master, the Monster Manual is less a rulebook and more of a scribbled menu at a sketchy all-night diner. You pick what looks tasty. Maybe you double it and add extra cheese. Maybe you turn the gelatinous cube inside out, paint it purple, and let it recite haikus. The “official” stats are merely starting points, open invitations for the truly adventurous to improvise.

The early days of D&D were chaos incarnate. Monsters grew horns when the group got cocky, sprouted wings because the DM had just watched a Ray Harryhausen movie, or gained resistance to arrows simply because last week’s party minced them too fast. Hit points? Subject to wild inflation if the DM needed to stall for time. Special abilities? Often created on the spot when the table’s energy dipped, or because a player cracked a joke the DM thought deserved comeuppance. The game table was less a courtroom than a mad scientist’s workshop.

Dragons didn’t just breathe fire. Sometimes they shot lasers out of their eyes, or asked lingering philosophical questions mid-battle, forcing the bard into a mental breakdown. Kobolds might suddenly reveal a penchant for synchronized swimming or detonate in a shower of glitter if slain too quickly. The Monster Manual provided inspiration, not limitation—a dare for DMs to one-up themselves.

Here’s the dirty secret: seasoned DMs see official stats as a challenge. “You want to cheese the troll with fire? Fine, but this troll only takes damage from interpretive dance.” The unpredictability keeps players honest. It forges legends—the time the party’s fighter defeated a beholder whose eye rays turned adventurers into sentient root vegetables, or when a hydra regenerated heads shaped like party members’ exes.

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So, don’t treat the Monster Manual as gospel. It’s the jazz sheet of DMing: the real art lies in how you riff, not how you follow the music. If the mood strikes, give those goblins jetpacks and see what happens.

Monster NameOfficial Stat / TraitDM-Modified VersionJustification
Kobold2d6 HP, basic spearExplodes into glitter on 0 HP“Someone cracked a joke about fairy dust”
Gelatinous CubeTransparent, slow, paralyzingTotally invisible, fast as a cheetah“Because you weren’t paying attention”
Bugbear+2 strength, stealthyBugbear twins sharing one mind“It’s Gemini season”
OwlbearClaws and beak, multiattackSonic screech attack, can fly“Because it’s late and I’m cranky”
Beholder10 eye rays, 180 HPShoots mashed potatoes instead of rays“It’s Thanksgiving”
TrollRegenerates, weak to fire/acidOnly hurt by interpretive dance“Because you tried to cheese it”
HydraRegenerates heads when cut offHeads regrow as party members’ exes“You betrayed the bard”
DragonBreathes fire, multiattackLaser eyes, existential riddles“Looked at me funny”
MimicShapechanger, stickyTurns into the party’s favorite pet“Because you care too much”
Goblin7 HP, scimitarJetpack, grenade launcher“It was Tuesday”

Classic DMs know that the most memorable monsters are the ones nobody expects. Don’t let yourself be boxed in by stat blocks. Monsters are flavors to savor, not algorithms to execute. Stretch your wings, set the rules on fire, and let your table’s imagination go properly feral.

Like great jazz, a legendary session comes from daring improvisation, bold choices, and notes nobody saw coming. The next time you reach for the Monster Manual, flip it upside down, roll some dice, and throw your players a curveball worthy of the old school. That’s the true magic of the monster menu.

Initiative Is for Mortals

Initiative: that sacred sequence of who acts first, who cowers, and who gets flattened. For many, it’s the spine of battle. But for some old-school DMs, structure was a mere suggestion, not a commandment. Back in the day, some tables tossed out initiative altogether, opting for pure, unfiltered chaos. Who attacked first? Whoever got there fastest—physically, verbally, or metaphorically.

This anarchic approach turned combat into a raucous free-for-all, equal parts Monty Python and Thunderdome. The party would shout, plead, and pantomime their actions, vying for the DM’s attention. Roleplay became more fluid, with quieter players learning to seize their moment, and louder ones earning well-deserved elbow-nudges from their party. Turn order was measured more by instinct and charisma than clipped stat blocks.

Of course, such a system begat as many arguments as it did laughs. Players would throw potatoes across the table, draw maps on napkins in record time, or launch into action the instant the DM finished a description. Sometimes, snacks became currency—a sacrificial offering setting the order of attacks—or the trusty D20 was replaced by the nearest grapefruit. The point wasn’t fairness; it was flavor.

For some groups, initiative was sacred, a pillar of balance and clarity. But in the old school, fairness came second to hijinks and energy. Sessions that dissolved into barely-contained shouting matches usually ended with everyone grinning and, more importantly, itching to come back next week.

Hilarious Initiative House Rules or Traditions

  • Last to grab a snack goes last
  • First to draw a battle map on a napkin starts combat
  • Whoever yells “I cast fireball!” the loudest gets the first turn
  • Rolling initiative with a potato instead of a D20
  • Initiative order tied to party members’ shoe sizes
  • Whoever brought the beer acts first, always
  • First player to correctly quote Monty Python gets to choose their spot in the order
  • Reverse seating order after every encounter—just because
  • Whoever remembers the DM’s birthday, even months late, claims the top spot
  • Rolling dice off the DM’s chair and using that order
  • Initiative determined by who can balance a die on their nose longest
  • “Rock, Paper, Scissors—best of three” at the start of every round
  • Whoever bribes the DM with chocolate gets a free action
  • The player who brought the weirdest snack acts first
  • Initiate with a limerick contest—the best rhyme goes first

Old-school DMs delighted in these mishmashes of chance and creativity. It wasn’t about precision; it was about joy. If combat devolved into a contest of potato-rolling or snack-tossing, all the better. The memory lingers longer than any well-ordered initiative tracker.

So, if you find yourself itching to mix things up, give chaos a try. Maybe you’ll discover that in the end, what matters most isn’t who goes first, but how everyone goes together. When flavor trumps fairness, you know you’re playing D&D in its wildest form.

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There’s Always a Secret Door

Every old-school adventurer has encountered the phenomenon: no matter how linear the dungeon, no matter how detailed the map, there’s always a secret door somewhere. Sometimes it’s carefully planned; just as often, it materializes out of sheer desperation. The veteran DM knows their true value—secret doors are more than just shortcuts. They’re lifelines, jokes, unplanned plot spirals, and back-pocket solutions for when the narrative needs a good kick in the trousers.

Secret doors might exist purely as panic buttons, ready to save a group teetering on the edge of disaster. They can become narrative detonators, providing a sudden escape or an unexpected twist when things get dull. More than once has a DM thrown one in mid-session, inventing an escape tunnel only after the wizard announced, “I investigate every loose stone for traps.” Sometimes, secret doors are there just to reward players’ relentless curiosity.

For the rogue, the eternal seeker of things unseen, secret doors are both blessing and curse. Many a Dungeon Master has caved under relentless pressure: every five-foot expanse of flagstone, every third candlestick interrogated. Veterans will admit, sometimes the secret passage didn’t even exist until it was found. The true secret? Refusing to place one at all, just to watch the party’s growing paranoia.

Secret doors can also be vehicles for comedy. Entire sessions have hinged on the absurdity of a hidden chamber accessed only by pulling a statue’s pinky finger or reciting the name of a notorious bard’s ex-lover. The more over-the-top the explanation, the greater the legend it leaves behind. Seasoned DMs relish this power—it turns each dungeon into a dialogue between map and madness.

Half the fun, of course, is seeing just how long you can keep a secret door secret, even after you’ve invented it thirty seconds prior. It’s an improv challenge within an improv game, a test of wit and nerve for both DM and players. Sometimes everyone knows there’s a door; sometimes the DM’s bluff is the best-kept secret of all.

Over-the-Top Secret Door Explanations

  • Behind the third tapestry depicting dwarves bowling
  • Activated by saying the bard’s ex-lover’s name three times
  • Hidden inside a gelatinous cube, which was also a mimic
  • Marked only when the dungeon map is viewed upside-down in a mirror
  • Only visible under the light of a spell cast on day-old bread
  • Unlocked by whistling the chorus of “Never Gonna Give You Up”
  • Opened by performing a flawless moonwalk on precisely 17 square tiles
  • Accessible only after bribing a rat with a slice of cheese
  • Concealed within the mouth of the largest gargoyle (who burps when it’s found)
  • Disguised as the back of a painting of a painting of a door
  • Triggers when three party members say “open sesame” in unison but one sneezes
  • Only appears after the rogue’s tenth investigation check fails
  • Masked by the illusion of an ominously quiet rubber duck
  • Found beneath a pile of exploded goblin glitter
  • Requires the cleric’s holy symbol to be arranged in a pentagram with pickles
  • Secret ladder descends after telling a dad joke so bad the DM groans
  • Hidden inside a chest, which is inside another secret door, which is inside a closet

Secret doors are the Swiss Army knives of storytelling. They un-stick stuck plots, grant players delight, and keep everyone guessing. You’ll never regret inventing too many.

The best secret doors are remembered for years, immortalized in inside jokes and campaign memes. So if you haven’t handed your rogue a moment of glory (or comedic defeat) lately, now’s the time. It’s all part of the grand, improvisational legacy of classic D&D.

Critical Failures Are Storytelling Opportunities

Classic Dungeon Masters hold a sacred truth close to their hearts: a critical failure is not a punishment—it’s a chance for glorious, ridiculous chaos. The old school didn’t just mourn the nat 1, they relished it. Where some see failure, a wizened DM sees the seed of legend. Why settle for “you miss” when a backpack explodes, a horse gets decorated with jam, or a slip in battle launches a new running gag?

It’s not about fairness or balance. It’s about crafting moments that stick. When the rogue’s stealth check clatters into a one, it might mean the entire dungeon erupts into a conga line of goblins, bewildered by the sudden parade. A dropped sword isn’t just a loss of damage—it’s the beginning of a wild chase after a now-cursed weapon that whispers the location of lost spoons. Every misstep is an opportunity for mayhem and new plots.

Some tables even compete for the best critical fail moments, eager to one-up last session’s disaster. The DM sets the stage, the dice deliver doom, and everyone else leans in, ready to spin the aftermath into new storytelling gold. Maybe it’s an arrow that somehow hits an ally’s hat, starting a feud. Maybe the sleep spell puts the party into a shared dream about cheese. There are no limits, only new punchlines waiting to be discovered.

In these moments, failure is elevated to an art form. It’s spectacle, it’s schadenfreude, it’s fuel for tales repeated years later. DMs old and new should resist the urge to smooth over disasters—lean in, and see what unexpected comedy or drama hatches from disaster’s cracked shell.

Failed ActionAbsurd ConsequenceLesson Learned (or Not)
Missed melee attackSword flies and hits the bard’s luteDon’t swing so wild, big guy
Botched lockpickEntire door falls off hingesStealth is sometimes overrated
Failed stealth checkStarts goblin conga lineSometimes chaos solves problems
Dropped lanternBeard catches fire, instantly singedKeep flammables separate
Missed arrow shotArrow ricochets into cleric’s holy symbolBeware unpredictable geometry
Failed spell castSleep spell targets whole party, mid-fightRead the fine print, wizard
Broken swordUnearths legendary cursed spoonTreasure is where you lose it
Fumbled acrobatics leapLands in mimic’s lap—now they’re friendsAlways greet new friends
Failed persuasionNPC now convinced party is a traveling circusLean into the bit
Fumbled disarmTrap resets, now fires glitter instead of dartsGlitter is forever
Failed animal handlingHorse insists on riding the partyHorses have feelings too
Missed punchBreaks their own nose—party dubs them “Nosebleed”Nicknames are earned, not given

Next time a critical failure threatens to derail your session, embrace the impending disaster. It’s your invitation to drama, to new plotlines, to the kind of session stories that outlast any tally of successes.

When the worst happens, the best memories are made. So, dear Dungeon Master, lean into the drama and let the dice decide how absurd things can become. The tale will be better for it—and so will your players.

Advanced Techniques for Total Shenanigans

Beneath the battered covers of the true old-school Dungeon Master’s notebook lies a secret chapter: the Advanced Shenanigan Techniques. These are the wild, barely explainable tools passed between only the most mischievous at the clandestine late-night table. The advanced order doesn’t just tweak rules. They set reality itself wobbling. Want to keep your players guessing? Try letting their NPC hireling be a retired paladin/rogue/fishmonger, who refuses to explain how his stats add up.

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“Expert” DMs relish the use of entire towns that shift location for no reason—sometimes to avoid taxes, sometimes because “the wind changed.” Taverns appear only when the party is blackout drunk, leaving even the wizard doubting their spell list. Storylines fold themselves into knots and emerge as meta-commentary: the villain is the players, from a parallel universe, out for narrative revenge. If you ever find yourself rolling dice to check if reality just changed, you’re already halfway to mastery.

These techniques aren’t for the faint of heart or the linear storyteller. They require trust, patience, and a touch of the absurd. For every session crowned with laughter, there’s another with confused silence and hastily scrawled notes. But that’s the beauty: the world bends, rules shatter, and the campaign’s path dances through the fog. The only thing guaranteed is chaos.

What’s the point of such mischief? It keeps the table on their toes, demolishes assumptions, and makes legends out of happy mistakes. If players guess the grand twist ahead of time, just change reality. If they catch a loophole and break the dungeon, let the dungeon break them back—with a wink and a narrative flourish.

In the end, these “advanced techniques” are as much about spirit as style. Impress your party not with logical puzzles, but with sheer audacity and the promise that, in this game, anything can happen—including the rules themselves breaking mid-session.

Legendary Shenanigan Techniques

  • NPCs who lie, even to the DM
  • Towns that relocate whenever the players check a map
  • Taverns that only appear when the party is blackout drunk
  • Magic items that level up when ignored, not used
  • Traps that only activate when the bard flirts with someone
  • Puzzle doors that require a session recap to open
  • Boss monsters who deliver post-battle Yelp reviews
  • The local king is just a rubber chicken with a crown
  • Spells that cause time to rewind three rounds, but only for NPCs
  • Sidequests that are hallucinations, unless completed anyway
  • Shapeshifters who forget what form they took yesterday
  • Mimics posing as helpful signposts, dispensing bad advice
  • Dungeons that add new rooms whenever nobody’s watching
  • Bards whose songs rewrite the last two in-game events
  • Fighting the players’ alternate-universe selves as the final boss
  • The DM’s pet cat suddenly becomes the party’s new cleric, with full spell slots

While these techniques might seem impractical, they’re correct in spirit. True mastery of the game is not in following rules, but in bending, shattering, and gleefully ignoring them when the story demands.

Chaos isn’t a bug—it’s the point. So go forth and shenanigan boldly. You’re walking in the footprints of the ancients.

Final Words from the Grizzled DMs Guild

And so, with dice cooling on a table littered with pretzel crumbs and shattered dreams, it’s time for the grizzled Dungeon Master to dispense some final, whiskey-laced wisdom. These secret rules, passed down like so many battered spellbooks, are not doctrines to live by. They’re seasoning—meant to be sprinkled, tasted, and occasionally tossed over your shoulder for luck. If you ever feel bogged down by the crushing weight of errata and FAQs, remember: the real law of old-school D&D is “whatever makes the table howl with laughter.”

The joy of the game lies not in obeying every rule, but in knowing when to bend, break, or outright ignore them. Some of the greatest sessions ever played wouldn’t survive a single rules audit, but they’d earn standing ovations for their chaos, camaraderie, and wit. The rules lawyers may fret, but the tables that survive the test of time are those where everyone leaves with a story to tell, not a corrected character sheet.

Modern D&D has its strengths. The mechanics are tighter, the options broader, the resources virtually endless. But the old ways endure for a reason—they’re raw fun. They’re messy and unpredictable, like the thrill of poking at a dragon and not knowing if you’re about to be lunch or legend. That culture of improvisation, that embrace of logical nonsense and lovingly maintained house rules, is what makes D&D a living tradition.

So to any new DM nervously fingering your first set of dice, take this advice to heart: find your own secret rules. Imbue them with as much silliness, chaos, and heartfelt weirdness as you can muster. Make up nonsense you can speak loudly and pass it down to your table with mock gravitas. The only tradition that matters is the one you’re brave enough to start.

In the end, the truest rule is the secret that has tethered adventurers across every edition and table: if everyone’s having a blast, you’re doing it right. This is your grand permission slip to go forth and play. Make stuff up. Laugh, experiment, fail dramatically. Whatever you do, remember that tradition is just yesterday’s nonsense spoken with confidence—and the best nonsense is still waiting to be written in your campaign’s margins.

Isaac Hanson

LitRPG Author Isaac Hanson

Isaac Hanson is the wizard behind the curtain when it comes to understanding and dissecting the complex magic systems of Dungeons & Dragons. With a background in mathematics and a love for all things arcane, Isaac has dedicated himself to exploring the mechanics of spellcasting, magical items, and mystical lore. (And rogues. But who doesn't love a thief!) I am Spartacus! I am a wage slave! I am Paul Bellow! At LitRPG Reads, Isaac's articles delve into the nuances of magical classes, spell optimization, magical theory, and much more when he's interested in the topic. His analytical approach brings a scientific edge to the fantastical world of D&D, helping players maximize their magical prowess and understand the underlying principles of their favorite spells. Outside of his writing, Isaac is an avid gamer, both on the tabletop and online. He's also a member of various magic-themed communities and enjoys experimenting with homebrew magical systems. His mantra: "Magic is not just fantasy; it's a science waiting to be understood."