April 10, 2025

April – June 2025 Patreon Q&A

Welcome to the Sly Flourish Patreon Questions and Answers thread for April, May, and June 2024!

Ask your monthly RPG-related question in the comments below!

Every Friday morning I answer every question on this post. Some questions make it to the Lazy RPG Talk Show or fuel an RPG Tip video or Sly Flourish article. Don't be upset if your question doesn't make it to the show – only a handful do.

As you consider your question for the month, please

Comments (164)

t
topher mehlhoff · July 9, 2025

A question about pacing/cutting to the action. I find that what slows down my sessions the most is players deliberating. How do you feel about players taking time to make moves? Is there a way to get players moving without rushing things too much or taking away player autonomy?

S
Sly Flourish · July 11, 2025

It can be tough! My best advice is to try to solidify the options the characters came up with and get them to make a choice about one of them. Designating a "caller" who speaks for the group can help. You can also tell them directly that you plan to jump forward but they won't be screwed if they wanted to do something beforehand. Let's say a shopping episode is getting too long – you can say "we're going to jump ahead but if you want to montage back to having picked something up you forgot, we can totally do that."

G
Gary Weinheimer · June 28, 2025

This is more of a concept based on one of your ideas. Lately I've been listening to all your old podcasts whenever I drive and ran across one that his been clanking around my brain since I heard. It was the one that talked about giving your villain a nickname. What a cool idea. But then you talked about the fact that they could have multiple nicknames throughout different parts of the region or whatever and that's when it hit me... What if the villain had turned groups of "people against the heroes by whatever means. Maybe multiple groups. These people have never seen the heroes before so they, the heroes, could wander into a community and be asked about this group of ne'er do wells that are wandering around murdering innocent people. They could have even been told some nicknames, maybe "The Butchers of Hobb's Creek" or some such. This would open a whole string of possibilities. Do the townspeople eventually recognise them? Do our heroes actually become the butchers they were "Alleged" to be to get away? Do they use some sort of hypnotic spell to "deprogram" them? They could go to different towns and find they have acquired multiple nomicures with growing dastardly reputations. If the villain pulls the rug from our heroes how do they gain back their reputations? (Think Spiderman, Far From Home). I would love to hear your thoughts on this idea.

S
Sly Flourish · July 4, 2025

Yeah! Absolutely. I think that's a great idea. I'd be a little worried that the characters my turn into those murder hobos if pushed too far but that might be covered in a session zero. Having communities turned against the characters sound like a pretty cool situation.

L
Liam McManus · June 27, 2025

Hey! I’ve recently started listening to your podcast. The 3-2-1 quest system intrigues. I also recently listened to an episode where you answered a question about roughly planning sessions and saying something to the effect of having your “North Star”/end goal. So my question is, is there a more organic way to implement the 3-2-1 quest system when your “North Star”/ type of campaign doesn’t it lend itself well to a job board type of system? For example, my groups’s current driving goal is to prevent the return of Orcus and prevent the broken wand of Orcus from being reassembled. Again, the tone doesn’t quite lend itself to a job board style system but players still have choice in how they want to tackle the problem/the order. But the 3-2-1 system sounds like a great way to prep/present possible scenes. So I’m just confused on how to do that more organically.

S
Sly Flourish · July 4, 2025

yes, definitely. The 3-2-1 quest system fits well with a job board style quest but almost any campaign of note is going to go beyond finding two or three jobs on a bulletin board. In our campaigns, these quests can come from anywhere: - NPCs the characters know might give them out. - The characters themselves might build their own quests. - The situations they get involved with spawn new quests. - New NPCs show up with new quests. The two or three quests of a 3-2-1 quest style system don't have to each come from the same place. One might be a new NPC they met. One might be a sort of self-guided quest. One might be a quest from an old ally. I think the key is to try to have two or three quests in front of the characters that still drive towards that north star. In a "stop the return of Orcus" style quest, the characters might go after three parts of the wand they know exist while their researcher NPCs seek the others. Of course, be wary of the all-or-nothing collection quest model that can end up being brittle. What happens if half of the pieces are collected by the cult of Orcus and the other half are in the possession of the characters? Does the whole quest fall apart if either side happens to have just one piece? Here are a couple of articles that talk about this potential problem: https://slyflourish.com/all_or_nothing_quests.html https://slyflourish.com/three_of_five_keys.html https://slyflourish.com/vecna_tears_of_unmaking.html So yeah, the short answer is that you can still do the 3-2-1 quest system with more story-focused campaigns. It's all about ensuring those options are in front of the characters and clarified. The quests themselves can come from anywhere.

N
Nate Gerlach · June 27, 2025

Disclaimer: this is not really a GM advice question. You give so much away for free to the community via CC licenses. You also make a ton of stuff for the Patron community (insert shameless plug for the Patreon here) that you could arguably make money off of in some way. What drives or motivates you to give so much for free?

S
Sly Flourish · July 4, 2025

To me, it's more important that I'm able to share things that help people connect with their friends and create awesome stories. I'm less concerned with how to make money from it and more recently I'm trying to even be less concerned when I see ideas of mine being used in the wild and people don't even realize it came from me. That's more of my own attempt to check my ego. I'm a fan of the Walt Disney quote that goes something like "we don't make movies to make money, we make money to make movies". I'm lucky to be in a position where our business is doing fine and our own personal expenses are low so trying to monetize every single aspect of what we do isn't critical. I also have a bit of a desire for a legacy and I don't want that legacy to get caught up in copyright issues after I'm gone. I want this stuff to be out there, freely available and freely usable, after I've disappeared. So yeah, I plan to keep giving things away and giving more away year after year. I don't know how all of that will manifest. Mostly I want to give away the big crunchy stuff – all the stuff you can find in the Lazy GM's Resource Document (which I continue to expand every few months): https://slyflourish.com/lazy_gm_resource_document.html So yeah, the short is that I want my stuff to eclipse me and benefit the whole hobby and the money is less of a concern for me than that.

M
Michael Putlack · June 24, 2025

Due to the monster descriptions being so succinct in Shadowdark, do you think that in order to get the most out of the game you have to come into the game with more of an understanding of fantasy conventions, lore, and tropes? Essentially, if a person wasn't familiar with what a troll was, would they still get as much of the roleplaying experience? All they know about trolls from the Shadowdark flavor text is: "Green, lanky giants with warty skin and territorial rage. Lair in deep forests and swamps." They would also know from the attacks that Trolls bite and claw, you know they don't fly, swim, or burrow from the movement, and you know they can regenerate because it is one of their talents. Compare that to the 2014 D&D Player's Handbook that has an entire page dedicated to trolls. Does the 5e way of doing things enrich the experience for players new to the fantasy genre in a way Shadowdark can't?

S
Sly Flourish · June 27, 2025

I really don't know. It's hard to say what any given new GM already brings to the table from fiction. Maybe it's from anime or manga instead of tolkein. I will say that it seems we have much more access to lore about monsters than we did back in the 80s and 90s. Then it was all basically Tolkein or bust. Now we're one search away from finding out more about trolls than we could ever absorb. So I don't think its much of a problem. I also don't expect a lot of new GMs are grabbing Shadowdark without any context with the larger sphere of D&D. I do think it helps a system to say "this is what a troll is like in our world" – particularly if the world and the system are joined together. Shadow of the Weird Wizard has specific lore surrounding orcs and trolls and other monsters that don't necessarily fit with what D&D 5e says about them. So in that case I think its worth a publisher explaining explicitly what a troll is in their world.

L
Lindsay Cullen · June 24, 2025

I’m about to start GMing Daggerheart with a new group. The plan is to do a couple of short adventures (including the QuickStart), then if we all like it maybe extend into a campaign. I’ve been thinking of offering them a few different styles for the campaign if it happens, including the Witherwild campaign frame (outdoor, naturey), or else doing something with City of Arches (urban) or the Grendleroot (underground exploring). Do you have any tips or know of resources that would help me convert your 5e content to Daggerheart?

S
Sly Flourish · June 27, 2025

I don't think campaign worlds like this need much when it comes to converting from one system to another. I would look at the monsters and see if you can find replacable monsters from Daggerheart to replace those that show up in Grendleroot. City of Arches shouldn't need any conversion at all. It's very system agnostic. My best advice for converting from one system to another is to hang on with a loose grip. Grab the main story arcs and then use the mechanics of your chosen system, Daggerheart in this case, to resolve the game itself. Rarely does an adventure or campaign have such a close connection to the mechanics that you can't rip it out and replace it with another. Only when the theme of an RPG doesn't match the theme of the world do things become difficult – say Shadowdark in the world of Eberron. But all the ones you mention feel like they'd work well with the high fantasy nature of Daggerheart.

R
Rien Van Dingenen · June 23, 2025

For about 7 months now my time has been stretched thin between renovating our home, transitioning between jobs and running our household. I’m finally in a place where the pace of life is leaving me a sliver of air to breath but I don’t see our busy schedule calming down to the point where I can actually run D&D in the near future. What are ways to consume and experience a little bit of D&D when your schedule just simply does not allow for the full experience?

S
Sly Flourish · June 27, 2025

Oh there are a lot of ways! Just reading the books and enjoying what you read is one way. Watching liveplay videos is another – I imagine lots of people enjoy the hobby by watching others play. Doing your own world building can be fun as long as you recognize that it won't necessarily come to anything when you do get your group together. Journaling games like Thousand Year Old Vampire is a great way to let your creative brain go wild with some fun prompts. More crunchy games like Ironsworn can stretch your GMing muscles in ways that even typical games cannot. Shadowdark has a solo mode now called Solodark that you might want to try out. If you can find one other person to play with, one-on-one games can fit much better into peoples schedules than full big-group games. Those would be my thoughts!

K
Kevin Tones · June 23, 2025

In the Lazy Campaign: Why tell the players things like what you listed? They all seem to be things the characters should discover along the way, not something they should know up front. For my campaign, "Arcane magic is being rediscovered by humans" is a truth to share with them. Not the location of the antagonists and what they are pursuing. Perhaps I am misunderstanding something basic here?

S
Sly Flourish · June 27, 2025

Players need to know what's going on in the campaign. They can't build characters focused on the world and the story if they don't know anything *about* the world and the story. Players are really great at building characters and, without knowing what direction they're headed or what the world is about, they'll build characters that may be unsuitable for the world you're planning to run. Of course, you can keep back information you want the characters to learn but having some good understanding of the world, the current situiation, and their place in it helps players build focused characters built to follow and have fun with the campaign you're planning. Does that make sense?

P
Patchwork Paladin · June 22, 2025

Hey Mike! I asked around and no one seems to be willing to "fire" players who are disruptive to the group unless their behaviour is really extreme. Instead, people would rather fold the campaign than directly say to anyone they don't want to play with them. Have you ever fired a player? Would you ever? I'm curious about this topic.

S
Sly Flourish · June 27, 2025

I wouldn't say I've "fired" a player but I've had discussions with players where we recognized that the game wasn't a good fit for them and it was time to move on. Really only once and it ended badly and I'm still sad about it. I lost a friend over it, someone I still greatly respect but who clearly is very angry about the situation and doesn't want to talk to me anymore. This sort of thing gets beyond just managing a game and gets into human nature. As pack animals, being rejected from the pack is one of the most tramatic things we can face. I remember not being invited to a party all my friends put together. It hurt. Bad. And it can hurt in our D&D games. One of the reasons I push so heavily on finding ways to vet your players before they join a regular campaign is because you really want to set up situations where you can feel out a player for your group without yet committing. It lets you learn about things in a way where you don't have to fire them if it doesn't work out. In the specific circumstance I brought up before, I didn't vet them because I knew them and knew what they had done before and thought they'd be perfect. But it didn't work out and it caused a lot of pain for both of us, clearly. Here's more on vetting players: https://slyflourish.com/finding_players.html https://slyflourish.com/interviewing_new_players.html So I think we have to be careful about this. We're all playing games with dragons and swords and spells but we have real human beings around the table who can be hurt by how we handle things like this.

J
Jesse Massaro · June 18, 2025

Hi Mike! My question is related to converting 2024 content BACK to fit with 2014. My campaign is still using 5e and a player is using the Witch class from World's Beyond Number. They released an update that does address some of the issues of their v1 class but they also updated it to hang with 2024. Specifically some of the spells which have been improved have been asked about, but generally if we can convert things from 2014 to 2024 then why not in reverse? lol I ask because I recall you mentioning conversions, but am only finding monster conversions. Curious if you've put any thought towards this topic.

S
Sly Flourish · June 20, 2025

The answer is "sure"! I have a one word cure-all to D&D 2014 to D&D 2024 conversion woes: "relax". Don't worry too much about it. Work with your player, tune the effects. Come up with something that makes sense for both the player and for you running the game and you're fine. Give yourself license to change things if they're either too overpowered or underpowered and ensure you have that agreement with the player. Be on the same team as they are when it comes to figuring out what works best but generally we don't have to worry about it. There isn't a perfect system for converting 5e material from one flavor of 5e to another but that's ok. It's a beautiful mess and we get to forge our own games out of it.

V
Vplayer21 · June 18, 2025

Hello! I wanted to ask a question about your bluesky posts. Do you hand write your RPG tips or is it a sort of not that picks random tips from the archive? If you do hand write them, are you inspired by things you see people talk about in games or in your own when you pick them? Thanks for your time and the content!

S
Sly Flourish · June 20, 2025

Thank you, Pepples! Every week on Thursdays, after my Wednesday game, I write seven tips I learned from the game I just ran the night before. I add these seven tips to a text file on my webserver which now has (looks it up) forty such tips in a queue. Every day I have a Python script which reads the tip at the top of that file, posts it to Mastodon and Bluesky, and then removes it from the list. It then *adds* it to a dnd_tips_archive.txt file which has all the tips I've posted in the past ten years or so. That file has 4,202 tips in it =) The same script that posts a new RPG tip posts a "tip from the archive" daily, pulling a tip at random from that list and posting it. So every tip posted to Bluesky and Mastodon is a tip I wrote. Some of them are probably a month or so old based on the game I ran the night before I wrote the tip. The others are tips I've written over the past ten years or so pulled randomly. So yeah, they're all hand-written but at different times in my life.

K
Kaique de Oliveira · June 17, 2025

Hello Mike, Thanks for your latest blog post. I really enjoy content about organizing prep notes. In your post, you mentioned that you stopped using individual location pages and started using only individual maps. In some of your prep videos, I remember you would take an individual location page and write about the rooms—usually in a clockwise order—and list some monsters specific to that location. My question is: now that you're no longer using individual location pages, where do you keep your notes about the rooms and inhabitants of each specific location?

S
Sly Flourish · June 20, 2025

I've started either keeping those location descriptions in my session notes or I print the map and handwrite the annotations on the map itself. I also wrote a new map annotator tool in the 5e ADB so I can quickly annotate a map but I haven't actually used it yet.

D
Destino ROL · June 17, 2025

Hi, Mike! Thanks for all the answers to all these questions. Imagine someone wants to start a Youtube channel + newsletter + any other social network to reinforce the business. What would you suggest them? To make videos about what they like to do / create in roleplaying games or to stick to what the algorithm says they should create to be in business, even if that's not their kind of material? Thanks again for all these answers.

S
Sly Flourish · June 20, 2025

Hi John! All my best advice on this topic I wrote here: https://mikeshea.net/how_to_make_it_in_the_rpg_industry.html I even got some other major prominant RPG creators and influencers to have a look who agreed with a lot of my sentiments.

A
Andreas Van den Abeele · June 14, 2025

Hey Mike! Boy Am I a huge fan of the 5e Artisanal Database. I already thought the monster database was a godsend and have been using it for prep every single session since it came out, but this big database is incredible. I know it is a work in progress still so I'll be eagerly waiting what things you will add next to it, but I was wondering already if these features will be part of it eventually: - Filters in monster, item and spell databases to sort through sources, types and rarity/level (without having to use the search function) - A way for custom damage or healing in the combat tracker - being able to change the AC after adding a combatant - when using an official monster (say a Balor) you can click on the name and it takes you to the monster stat block (in the monster database) I hope some of these will make it in! Thanks for all the amazing work!

S
Sly Flourish · June 20, 2025

Hi Andreas! I've done a ton of updates to the 5eADB including a lot of the things you mentioned! Monsters, Items, and Spells now have dedicated filters. You can type in +24 or -24 in the combat tracker text box for damage and it will subtract or add that to the monster's current HP. You can now edit AC in the combat tracker. There's not a great way to link to a monster because its a text field you can edit. I'll have to think about how to do this more. There's also a lot of other changes across the ADB including a whole new app-wide search with filtering by source and type that includes an "I Feel Lucky" button that jumps to the first selection. This also lets you add the &lucky=1 URL parameter to jump straight to the first hit, great for a Kagi-like "bang". Lots of stuff got changed over the past couple of weeks! I hope you dig it!

J
Jason Kemp · June 12, 2025

This is more of a light-hearted question, but I'm still curious as to your answer. Do you have any table rules for players bringing snacks for the table, and do you have any preferences in the snack department? I ask that if people choose to bring snacks, that they are going to share, they should take other people's medical and dietary needs into account, when possible. I also award good choices for snacks with either a benny, inspiration, or a small XP award.

S
Sly Flourish · June 13, 2025

We don't have any particular rules for snacks at our tables. We put out some snacks that we buy when we're hosting people. Some of our players add to it with their own snacks. There's usually a food order that goes in but Michelle and I eat ahead of time so I don't have to be eating while trying to run the game (which doesn't work well for me). On Sundays, my friend cooks awesome lunch meals for us most of the time and others bring snacks. But we don't have any hard rules for it. Sorry to disappoint!

P
Peter W · June 12, 2025

I just saw an ad for an upcoming kickstarter for a card game to play during session zero of an RPG game (system agnostic, although maybe geared to fantasy). The premise seems to be that through the card game you can generate PCs and/or details aboout the setting that can promote player engagement. This product is called Storycaster. I have no affiliation but it seemed unique to me, and potentially promising a level of player engagement that I feel somtimes eludes me. Maybe there are other products out there you know of that do this?

S
Sly Flourish · June 13, 2025

I don't know of a lot of products like this. I know Life Well Lived by Cubicle 7 was similar to that but more of a series of rolls instead of a card game. I think there's a lot of room for ideas like this but sometimes players just want to whip up a character the "normal" way. I think it's cool to experiment though!

J
Jim Baird · June 10, 2025

Hi Mike! I seem to remember that you had a template for displaying D&D creature stat block in Notion, but I can't locate it. Is that something that exists or am I misremembering? Thanks!

S
Sly Flourish · June 13, 2025

The monster stat blocks in the 5e Artisanal Database (see your Patreon rewards in the pinned post) can be copied and pasted into Notion. It passes along both HTML and markdown. As far as custom monsters, I don't really have a template for that but you could use one of the monsters in the ADB as a template for future ones.

P
Peter Hohenstein · June 7, 2025

Hi Mike. In your prep videos you recently started to tie some secrets and clues to specific characters. Do you simply give these to them at the right moment, like ' as a cleric you know that...' or 'since you grew up in blah blah blah you recognize that..' or would you still put finding out this secret or clue behind some perception or investigqation check that only the specified character cgets to make? If so, would you specific ask for these checks or wait for the player to ask for it?

S
Sly Flourish · June 13, 2025

Like the rest of secrets and clues, I use these as improv prompts. Maybe I just tell them. Maybe its an ability check. Maybe it never comes up at all or morphs into some other part of the information they received. I don't really have much of a plan on how they'll discover these tidbits of info – or whether they'll discover them at all. The only difference between character-focused secrets and normal secrets is that they're tied to the character. That's really it.

S
Sam · June 6, 2025

Totally unserious question, and feel free to just skip right over this one . . . but does your mom ever join your streams at the beginning? It seems like you always comment that she's here partway through the show :D

S
Sly Flourish · June 6, 2025

Ha! She likes to drop in early in the show to say hello to people.

R
Rob C · June 5, 2025

Hey Mike, or anyone who feels like adding some advice as well! Do you ever worry about leaving fun at the table? Running the Red Headsman adventure. I never specified he was a red dragon man. And the mini I used was green. At the end of the adventure the monk is punching the Headsman, and the Druid uses the last of the fireball necklace. Big boom. Leaned way into the Friday the 13-ness and described the boxing scene in Jason takes Manhattan and the opening of Jason Gies to Hell. Players got it, loved it. Big cinematic end. All good. Everyone had a great time. When I was cleaning up, I realized I never used the Headsmans breath weapon. His fire breath. Because he’s a red dragon, and they used a fireball on him. Again, all of us loved the ending, but now I wonder if I missed even more fun on the table that we could’ve had with a longer fight, if I’d remembered what he could do. Frustrating.

S
Sly Flourish · June 6, 2025

Hi Rob! It's easy to feel like we left good ideas a the table but I think we just have to push past that. I joke that I've never effectively ran a lich in the past ten years of 5e but really, people had fun so it doesn't matter. As the guy who wrote Red Headsman (I'm so glad you liked it!) I see nothing wrong with reskinning the dragon as a green and it doesn't matter that he didn't use his breath weapon as long as you and your players enjoyed it. Worry less about leaving things at the table if you can. If something comes up think about how you can use the lesson to make future games better. What can you learn from this that can help in the future? Otherwise, worrying about stuff that happened in the past doesn't really help us.

B
Bernie the Wordsmith · June 4, 2025

I watched a video from XP to Level 3 (https://youtu.be/AFTYLrVYSlw?si=fREh2bnwBoQQb_dD) about Pathfinder's spells and they are crazy! I wish D&D would have stuff like that in the core books. Aside from making my own, where can I find that kind of wild stuff? Any spell book (pun intended) recommendations?

S
Sly Flourish · June 6, 2025

Take a look at Deep Magic by Kobold Press. It has a ton of wild spells in it. It's in the 5e Artisanal Monster Database so you can have a look there but if you like it, I suggest picking up the PDF or physical book.

p
paul brandson · May 31, 2025

Hi Mike, I'd love your advice on this: I find that using maps breaks immersion for me. They pull me from a first person experience crawling through dungeons to a third person view, watching tokens move from box to box. As a DM, I use less description, i think because I'm stuck in the map instead of the room. For those reasons, I'm a big fan of theatre of the mind. The problem is, my players like maps. Also, maps can sometimes add a lot to dungeon crawls and it can add some spice to combat. I feel like this is something I need to work on as a DM, how can I juggle those two perspectives to bring maps in while maintaining the immersion?

S
Sly Flourish · June 6, 2025

Great question! I'd suggest a few possible things you can try: - Try describing the circumstances before you put down any sort of map or before see the map of the next room. This way they have to imagine it before they see it. - Use abstract map distances so they don't get caught up in minutia. If you're running on a VTT, use gridless maps without putting down grid-lines. - Use maps with less detail. Dyson maps are great for this. - If you're in person, draw small maps of the layout as they explore with few details just to give them an idea how things are positioned. You can even use a line and block chart just to show how things are arranged. - Use big tactical maps for big battles so players can enjoy the cruncy part of the game when it really matters.

R
Ryan J. · May 28, 2025

My friends have expressed interest in playing a "weird western," think Louis L’Amour meets H.P. Lovecraft. Do any modules or other readings jump to mind? Bonus question, what system do you think lends itself best to this style of campaign? I'd like to keep this a short, tight and focused campaign. Thanks for all you do!

S
Sly Flourish · May 30, 2025

I think I'd take a look at the Deadlands RPG. They have a Humble Bundle going on right now: https://www.humblebundle.com/books/deadlands-reloaded-megabundle-books There's also a Cthulhu old-west game: https://www.chaosium.com/down-darker-trails-pdf/ And Haunted West by Darker Hue Studios: http://www.darkerhuestudios.com/shop/5jzf1ll837tdgeyhcb1csp03d6qpsu Hope those help!

J
Justin Sheets · May 28, 2025

Hi Mike, What would you do to "practice" GMing or continue engaging with TTRPGs if your schedule didn't allow you to run sessions? Read books? Watch/Listen/Read GMing content? Try to sneak in Solo sessions or Duet sessions with spouse? Between a stressful job, a newborn, and schedule conflicts with my existing group, my availability for running TTRPGs is currently slim to none. I use my commute time to listen to content focused on GMing (especially yours!), but unfortunately passive listening doesn't magically become applied experience. Curious if there's anything else you'd prioritize if you only an hour or two tops per week to engage in the hobby. Thanks!

S
Sly Flourish · May 30, 2025

Hi there! Yeah, I think you hit on a lot of the things I'd do: - Run solo games like Ironsworn and Ironsworn Delve, Thousand-Year-Old-Vampire, Solodark, and other solo RPGs. - Read RPG campaign books and sourcebooks for inspiration, write down my ideas that I could use in future campaigns or just stash cool ideas in a notebook (virtual or physical). - Watch liveplay shows to enjoy the flow of RPGs even if I'm not in them. - Play RPG video games. I'm really into Solasta at the moment. It's a fantastic 5e video game. Baldur's Gate 3 of course, but also maybe Baldur's Gate 1, 2, and Planescape Torment. - Read and listen to fantasy novels. Think about how the narrator switches characters in audiobooks. - Run duet games with a partner. Use the Sherlock Holmes model to fit sessions into small amounts of space: https://slyflourish.com/framework_for_one_on_one_dnd.html I hope those ideas help!

L
Luke Baumstark · May 27, 2025

Good day, sir! I think that you had mentioned once or twice that there were things that your group loved about the Cypher System/Numenera, and things that didn't go over as well. I am likely to dip my toes in those waters in the not-too-distant future, and am wondering what could have gone better, and if you had any thoughts as to how to do so. Many thanks!

S
Sly Flourish · May 30, 2025

Hi there! I did a deep dive into our experiences with Cypher and Numenera here: https://youtu.be/TUCxPJhlVAU Players generally felt like the whole process of burning lots of their resources to lower rolls falls apart at higher levels, which I think was true. Making the sacrifice of hit points to lower a roll is a tough one to swallow because you're sort of damned if you do and damned if you don't. I sort of wish they were separate pools. That's the big takeaway I remember. I still love the simplicity of the system and how, on the GM side, everything is just a level between 1 and 10 whether it's a tiny rock the characters have to leap over or a world-ending cybernetic planet eater.

T
Tay · May 24, 2025

Hi Mike! What are your thoughts on high stakes negotiation for an adventure climax. I’m preparing a one-shot for my nieces where they may wish to persuade a witch hunt to leave their target monster (an actually friendly wraith) alone. But as that’ll be the climax of the adventure, I don’t want the end to fall flat with just a couple of persuasion rolls ending the tension. I may have the witch hunt have different groups of NPCs which can be successively persuaded to leave, but not so sure what to do about the inquisitor. While they should be hard to persuade, I don’t want to railroad into a combat if the players choose a non-violent option. Potentially a skill challenge situation? Any idea on how to make any such negotiation still feel suitably epic?

S
Sly Flourish · May 30, 2025

Instead of skill challenges I like to set up the situation in the world and let the players navigate it. If they have to convince several groups before the witch herself will be convinced, that makes sense. Instead of setting up some formal subsystem to handle it, though, go with the flow of it. Maybe they do a good job convincing some but not others. Maybe they have to go on quests to convince them if their initial negotiations fall short. Maybe they have to rough up some bullies before the bullies actually listen to them. I'm a fan of a mix of combat and negotiation. They don't have to kill the witch but they do have to break her down before she'll listen to reason. Or the witch has some guardians they have to defeat before the witch feels vulnerable enough to negotiate. My main lesson is to set up the general ideas without putting hard rules on them and always have some flexibility so the whole thing doesn't hinge on a single roll or not.

D
Destino ROL · May 20, 2025

Hi, Mike! You mentioned on the show that PC abilities from levels 1 to 4 are not like the ones from level 5 and up. I understand, then, that the GM style (or at least the prep style) has to change when characters make that 4th to 5th level jump. I guess some of those abilities can destroy your encounters or even entire adventures if the GM doesn’t take them into account at prep (or run) time. For example, personally, I don’t like mind-reading or alignment-detection abilities, as I think they can solve a mystery before it even begins. My question is: can you talk about those PC abilities that can break your adventures or encounters if not managed properly by the GM—especially those gained at 5th level, which is the first big jump in power? Thanks in advance for your answer. Have a great week.

S
Sly Flourish · May 23, 2025

I don't know that I have all of them in my head but a few come to mind: - Hypnotic pattern can incapacitate a ton of monsters all at once. - Create Food and Water can remove any real issues of resources while traveling. - Fly can often let characters circumvent any open dungeon or castle environment. - Invisible (which they can technically get at 3rd level) can make recon much easier. - Fireball can take out a ton of smaller enemies or do a bunch of damage to bigger enemies. - At 7th level, banishment can take pretty much any monster out of the battle that doesn't have legendary resistance. There are ways to handle a lot of these things but it does require thinking differently about how we run the game. The key isn't to fight these new capabilities but to recognize how our story changes as the characters become superheroic. The truth is that Zone of Truth exists in the world so mysteries operate differently. It means we have to rethink how our games run and how the stories play out. Expect the characters to use these abilities and let the situation dictate what happens.

R
Rafael Padilha · May 18, 2025

Hi Mike! In the "Monster combinations for a hard challenge" tables in Forge of Foes, one of the columns provides a "1 Boss + 2 Lieutenants + 8 Minions" configuration. When running encounters with higher-leval parties using this set of monsters, I am unsure on how to easily track the 8 minions, especially when they have multi-attack. For example, an 11th-level party with 5 characters would face 8 CR 2 minions, which might account to 16 attacks (+ the boss and 2 lieutenants). Besides the tricks and tips that you share in the Minion section of FoF, are there any advice that worked best for you in practice for such cases? Thanks for the help and useful content as always!

S
Sly Flourish · May 23, 2025

I think its a powerful trick to find a way to run lots of monsters without becoming too much of a burden. One way to do it is to group a monster's multi-attack into a single attack. If a veteran normally has two attacks that do 8 damage each, you change it into one attack that does 16 damage. That way you only roll once for the veteran. You can go further by combining multiple attacks into a single roll. Say you have six skeletons attacking one character, you can split it into two groups of three, roll twice, and triple the damage on a hit. A faster way is the "one quarter succeed" idea which says that in any group of attacks or saving throws, one quarter of them succeed. This is great when you have a *lot* of minions, like 30 or more. You don't really need to do this with eight. In Forge of Foes we offer several solutions and those are really the best advice we have for it. You mentioned you read it but just to be sure, the "Running Minions and Hordes" on page 54 is the main advice. Hope that helps!

B
Blake · May 16, 2025

Hello Mike! Thanks for all you do. I have a question concerning VTTs. I recently finished Rime of the Frostmaiden and am now starting Empire or the Ghouls and I was wondering how you handle secret rooms in a VTT. My players want to explore everything in a dungeon, even if it doesn’t serve them, so when they little piece of fog of war, they want to know “what’s in that room”, if I say “there is no door, it looks like there is no room” they immediately say “oh! Secret rooms!”. The provided maps from campaigns often feature the hidden room on the map but I find that frustrating because it tells the players “hey there is a hidden room”. Do you have any suggestions for this? I have considered adding things in “empty” rooms in dungeons that would make them less inclined to explore but punishing exploring is not something I’m a fan of and I also thought of remaking maps to not have the secret room on the map but that seems like a lot of work. Thanks (sorry for the long question)

S
Sly Flourish · May 23, 2025

Hi Blake! Most VTT-compatible maps have a buffer zone between the secret room and the entrance to it so you can use a fog of war to hide the room and it isn't clear that there's a hallway. Not every map does it this way. I've used a draw-able fog of war to cover a tiny spot of the wall so it looks like I messed up the fog but really I've just covered up the marker that shows it as a secret room. It really depends on the map and how it's laid out but a carefully drawn fog of war can usually hide a secret room without giving it away to players. Hope that helps!

A
Adam Rosalky · May 14, 2025

Hi Mike, will you be updating your lazy DM's random generator to the 5.2 SRD?

S
Sly Flourish · May 16, 2025

I don't have any other changes to the lazy generator planned at the moment. What parts would you want to see updated with the 5.2 SRD? I do have a new D&D 2024 treasure generator: https://slyflourish.com/random_generators/dnd-2024-treasure-generator.html As well as a Tales of the Valiant treasure generator: https://slyflourish.com/random_generators/tov-treasure.html But I don't plan on changing the treasure generator in the lazy random generator right now because I like mine better. What changes would you like to see?

M
Moritz Meier · May 12, 2025

Hi Mike. After running several campaigns in a row, I wanted to play a PC myself again. I was able to convince two of my groups to start a new campaign as Archkeepers in the City of Arches with a rotating DM. Each DM was to lead a portal journey of two to three sessions, with me DMing parts of the ‘Key of Worlds’ campaign every fifth adventure. However, after 10 sessions, in a group that is normally very story focussed, I am experiencing a decline in interest in the individual adventures and therefore for the campaign itself. My question: How can I maintain the excitement of a campaign if, due to a rotating DM, there is only a weak coherent storyline? Thx Mike! P.S.: Loving the City of Arches and looking forward to the printed version here in Europe.

S
Sly Flourish · May 16, 2025

So glad you're digging the City of Arches! You might work with the other GMs to decide when you can hand over one of the story parts of the campaign for them to run in a dungeon or portal world so that it still ties to the story. That can be a little harder to run. I think an "adventure of the week" can still work in City of Arches – it's built for that kind of thing – but the group has to behind that style of play. If they're just not that interested in the more ala-carte adventures and instead want to focus on the story, maybe focus on that now and switch later? I'm not sure that's a fantastic answer.

G
Gabriel Lencioni Lovate · May 12, 2025

If you were to have all your knowledge of 5e erased from your brain, and you had to pick one book to get you from no knowledge to GMing, with the added benefit of having access to the 2024 core rulebooks for dnd, which book would it be (It can't be one of your books ;)?

S
Sly Flourish · May 16, 2025

If you're assuming one would already have the D&D 2024 Dungeon Master's Guide (which is a fine book on its own) and I'm not allowed to offer my own book "Return of the Lazy Dungeon Master" (which would be my next choice). Maybe Dungeon World? It had a lot of great advice for GMs outside of what we normally hear about in most gamemaster guides and it changed my perspective a lot on GMing. I'll go with that – Dungeon World. It was very influential to me.

J
James Geluso · May 11, 2025

I have a player who has to leave the campaign in a few sessions. Since we know it’s coming, we’ve decided to give her character a glorious sacrificial death, ideally one that will give the party some kind of artifact or benefit to make up for losing their cleric as they close in in facing the BBEG, a lich. I haven’t been able to find anything in your or others’ archives about planned deaths. Can you point me to advice for how to construct a memorable death scene for this player’s exit?

S
Sly Flourish · May 16, 2025

I'm not much of a fan of a planned death. I would probably leave it up to the player to describe what happens – maybe giving them a "one year later" montage to decide what befalls them. I'd be wary that they'd actually feel bad later for killing off their character and there's no reason they have to die – they could just go somewhere else. Anyway, I'd probably leave it mostly in the hands of the player so they get what they want. You can tie it together to some in-game benefit once it's actually happened. A daily use of the "bless" spell or "aid" spell or something like that.

T
Thomas Connolly · May 10, 2025

May '25 Question Q: What is the purpose(s) of the magnetic discs as part of the Lazy Monster Tokens you taught us how to build? I'm going to attempt that craft project soon. Thanks, Thomas Connolly

S
Sly Flourish · May 16, 2025

The fact that they're magnetic isn't really the important part. It's their weight and feel on a battle map or table that makes adhesive magnets work well. Any base heavy enough to give the token some heft would work fine. Some have said they use little felt adhesive disks you put on the bottom of furnature but those sound like they'd be too lightweight.

J
JunderlandGames · May 9, 2025

How would you utilize the lazy DMs eight steps in a west marches style mega-dungeon crawl

S
Sly Flourish · May 16, 2025

Hi Justin! I'm not really sure how a mega-dungeon-crawl works with West Marches but my understanding of West Marches is that the players select where they're going to go and let the GM know so they can prepare that area. I think the same can work for a dungeon crawl. If they say they're going to the kruthik ruins, you can focus on just preparing the kruthik ruins. Some elements, like the Strong Start, may not come into play depending on how you run your West Marches style game but that's true for the 8 steps in general – choose the steps that make sense for the game you're going to run. So, in short, I'd break up your megadungeon into regions and then offer the regions to the players. When they select a region they're going to explore for your next game – focus on that region.

M
Michael de Nie · May 9, 2025

Hi Mike, I have a question about your Scourge of the Dragon Empire Campaign and open-ended campaigns in general. All of my previous campaigns have been somewhat linear, with clear narrative arcs and a final goal/final enemy at the end. I am prepping my second Midgard campaign, set in the recently conquered region of the Mharoti Empire, and I plan to use your 3-2-1 quest model to enable the players to drive the story. I know that it will be a while from now, but I am concerned about how to bring the campaign to a satisfying conclusion. How do you see your Dragon Empire campaign coming to a close? Is it best to just allow the final enemy or goal develop organically over the campaign and then just end things when it feels right? Does a campaign always have to end with a bang to be satisfying? Thanks for any insights that you can offer!

S
Sly Flourish · May 9, 2025

Hi Michael! I think we can hang on to a possible conclusion with a loose grip, thinking of it like a guiding star instead of a clear definitive plan for the ending. I sometimes have players ask me "when do you think this campaign is going to end?" and often I have no idea. For my Dragon Empire campaign, I know I have three antagonist dragons – Parsis, Ibbalan, and Atashah – but I don't know exactly what becomes of them. Do we get to the point where the characters fight and kill them? Maybe! Does something else happen? Maybe! I figure a conclusion will come to me when I get closer to it but, for me and for my players right now, I think just riding the plot to "disrupt the tyranny of the Dragon Empire" is enough to move forward. I know we want to have firm conclusions in mind to feel comfortable but it's that discomfort of the unknown future that propels our creativity and the whole game in areas we never expected.

C
Chris Wilson · May 9, 2025

I've just picked up Ruins of the Grendleroot and plan to run it as a duo with my 9 year old. Any tips for running for a smaller party? I was planning 1-2 sidekicks, fewer monsters etc.

S
Sly Flourish · May 9, 2025

That sounds awesome! All of my best one-on-one advice is here: https://slyflourish.com/running_one-on-one_dnd_games.html https://slyflourish.com/balancing_combat_for_one_on_one.html https://slyflourish.com/framework_for_one_on_one_dnd.html I think one-on-one adventures can work really well for Grendleroot. Good luck!

A
Andrew · May 9, 2025

Hey Mike How do you go about keeping the tone of a campaign consistent? I am into the back part of my first campaign and its been a lot of fun but looking back over it I think the tone has veered into the chaotic and silly, which while fun and everyone is enjoying it, made me wonder how after setting the tone expectations in session 0, you consistently maintain that throughout the campaign without constant above table reminders. Thanks and love the show. Andrew

S
Sly Flourish · May 9, 2025

Honestly, I don't worry too much about the tone of a campaign. It goes where it goes and that tone comes from the players as much as me. If I want to steer things towards a particular style of feeling, I'll focus on that tone for the session I'm going to run and the worlds I use to describe it. Games do end up silly a lot of the time, which is fine for me, but I can still steer it back to some serious themes. I think bringing in ideas from our favorite fiction is a great way to add that theme in. If you're thinking about Nosferatu or Guardians of the Galaxy, you're going to have different feelings when you manifest some of the feeling of those movies into your game.

B
Ben Hodges · May 8, 2025

Hey Mike! Within the next couple of months both Daggerheart and Draw Steel will release. Do you plan on doing deep dives into either or both of them?

S
Sly Flourish · May 9, 2025

I haven't paid much attention to either very much. I'm excited to see what Draw Steel does because the lead designer is my good friend James Introcaso and I love all the work he does but I've been avoiding it because I want to experience it when it's finished. I figure I'll hear all about Daggerheart when it comes out and see what I think. I wouldn't be surprised if I picked up both but I don't know if I'll do a deep dive or not.

B
Brie Reynolds · May 7, 2025

An interesting debate has become a recurring problem at my table. Sometimes, player characters will be privy to knowledge that other player characters don't know. For various reasons, sometimes the players decide not to share that information with the other player characters. Typically this is backstory related and they just want to reveal it when the story calls for it. This is NOT malicious and imo not done in a toxic way. The party is generally cohesive and working toward the same goals. However, because of this, the players who's characters don't have direct knowledge, will sometimes infer or presume their character knows information that they may not reasonably know. This can create debates as to how to determine what a character may know vs what the player knows. How can I adjudicate this at the table? I've tried to steer my players toward an honor system where they try their best not to metagame information while also conveying to them that they shouldn't police what each other's characters may or may not reasonably be able to know. Any advice is appreciated!

S
Sly Flourish · May 9, 2025

That's a tough question! Maybe bring it to the group and ask them how they want to handle it? I think a mixture of in-character and out-of-character discussions can probably navigate the situation. Some of the suspicion about what a character knows or not can be interesting in the story of the game – what dark secret does she hold back? But it can't be done at the expense of real-world trust between the players and yourself. I'd say have an open conversation about it and see what people think.

A
Alvaro Cavalcanti · May 7, 2025

Hey Mike! So, I'm running Curse of Strahd and even though things have been going great (we just crossed the one year mark) I have been wanting to make some improvements. More recently I've put extra effort to strong starts and ambient music, that had a really positive impact. But the point I want to work on now is "Review the Characters". I've read your article on Choosing The Right Steps, and even though it highlights that this point in particular is one of the three points that are still valid for published adventures. Here's my question: what specific advice can you give on how to review the characters for published adventures, more specifically for the ones less open ended in terms of lore, like Curs of Strahd, where the PCs are taken from their familiar places, and has a very specific theme?

S
Sly Flourish · May 9, 2025

There are a few things we can do when reviewing the characters that work for published adventures or our own homebrew adventures. - What magic items does the character have? Are they due for a new one? - What cool stuff does this character (and player) like to do? How can we reinforce that? - What does the character think about what's going on in the game? Where does their mind go in the past and what are they thinking about in their future? (campfire tales) - What secrets in the next session might connect to one of the characters? What secrets might they know or discover? That's not all-inclusive but it's a good list to consider when looking at the characters regardless of the type of adventure you're running.

K
Kreggar · May 6, 2025

May question: Hi Mike, happy Friday! Now that you’ve completed your review of the Big 4 (*headbangs to the Thrash reference) game master guides for 5E, are there any other full 5E systems of this type that you have your eye on? What about supplement books? Where you would categorize books like LotR 5E or Grimhollow in this context? I know that’s multiple questions, but that’s how the thought made sense to me. Thanks!

S
Sly Flourish · May 9, 2025

The only other big full 5e compatible system I know if is Fateforge which is very cool. I haven't dug into it to a big degree but I like a lot of what they've done with it. I'm always looking at supplemental books and some, like Cubicle 7's books, are almost complete wrappers of 5e. Same with Grimhollow and others. So yeah, I'm always keeping my eye on these books and getting ideas from them. At some point, though, we just have to sit down and play our games. We need to figure out which books we want to use for that and sometimes its just easier to use the core books and go.

B
Brandon Sampson · May 5, 2025

Hi Mike! I know you’ve written and talked a lot about the 3-2-1 Quest structure. But, wanted a clarification, when you talk to players about potential quest options. Are you asking as the patron in game seeding rumors or you talking as a GM directly to your players on what the options are and what direction they are most interested in?

S
Sly Flourish · May 9, 2025

Probably both. I'll let the quests come out organically but at some point I'll break character and clarify to the players what they have in front of them and what it means if they select one over another. I don't want stuff to get mixed up because I held my cards too close.

R
Ryan McIntyre · May 5, 2025

Hey, what’s your recommendation for the best one on one published adventures? I want to pitch one of my players that we try out one on one D&D. Unfortunately this player has already experienced the Essentials Dragon of Icespire Peak, and most of Fantastic Adventures, and is playing in my current Grendleroot game, and City of Arches is already lined up for the group after Grendleroot.

S
Sly Flourish · May 9, 2025

Outside of Icespire Peak, I don't have one adventure in particular that I think is great for one-on-one play. I think just about any adventure can be modified to support such a game with some tweaks – mostly to the number of monsters in any given situation. Check out the work of https://dndduet.com and see if their stuff resonates with you. They've done a lot of work on one-on-one games.

M
Marius Hofbauer · May 4, 2025

Hi Mike, is there a relatively simple way to add the monsters from the 2025 MM to my Artisanal Monster Database in Notion? I've tried with no success so far. I want to keep my Notion database because I've been adding custom entries, but now I'm looking for a simple way to import the hundreds of new monsters from the 2025 MM. Any tips for someone who is not familiar with Python or anything too techie? Thanks!

S
Sly Flourish · May 9, 2025

There isn't a great way because notion started to choke when I put in so many monsters. Instead, I'd recommend keeping the artisanal database handy and pasting in the markdown for a monster into your notion database when you need it. There are programmatic ways to import data into Notion but it was pretty extensive and again, the performance of the whole notebook started to go down. Sorry!

B
Brydon Marks · May 4, 2025

Hi Mike, I'm coming up on making my first medium/large dungeon, and I don't really understand how to "stock" a dungeon. Is there an equivalent to the "Lazy DM Deadly Encounter Benchmark" for the dungeon overall? Or any guidance you can give about how many CR of monsters to scatter around? (Bonus Question: the same question but for "ups" rather than "downs" -- treasure, resting places, etc.) I want it to be a challenge but not a slog.

S
Sly Flourish · May 9, 2025

My approach to stocking a dungeon is having a list of the types of monsters that make sense for that dungeon, or that section of a dungeon if it's split up. I'll then improvise encounters from that list based on what makes sense for the story and what fits the beats and pacing of the session at the table. The Lazy Encounter Benchmark is only there to tell us if a single encounter may be inadvertently deadly. There's no Lazy Benchmark for stocking a whole dungeon. There are too many variables to consider and it would make the whole thing too predictable and gamey if there was. So the lazy approach is to list monsters that make sense and choose the number and mix that fit the situation and the fun of the game. Hope that helps!

H
Herth Nimblefingers · May 3, 2025

Hi, Mike. I just finished watching your video about the new SRD 5.2, so I downloaded it. I am considering publishing some content myself, and the SRD will come in handy. I have a couple of questions, though. I understand that the creatures in the SRD are effectively in the Public Domain, but what are the limits to creatures that are not in it? As an example, can I mention "Shadow Demon?" Can I say or imply that it has Darkvision without detailing the stat block? Thanks.

S
Sly Flourish · May 9, 2025

This is where you really need to do your own homework and, if you're really worried about it, talk to a lawyer. I am not a lawyer and I am not your lawyer. But... If the name of a monster is not trademarked and not clearly the intellectual property of a particular company, you should be fine. Mentioning *shadow demon* is almost certainly fine. So is death knight. Dracolich? That's tougher. Maybe switch to Dragon Lich (which is what Kobold Press did I think). You can see how we threaded the needle in City of Arches to see what we thought about it. I think the real question is "are we taking away a publisher's ability to make money with this thing? Are we hurting their brand or their own products or their ability to license things to others?" Also, keep in mind that the 5.2 SRD isn't in the public domain. It's still a license even though it's a very permissible license. It's worth doing some research on that too. Where I would draw the line is "am I using a specific term that very clearly belongs to WOTC?" and "am I copying significant text from their book outside of what's available in the 5.2 SRD. I would avoid both of those things. Hope that helps!

T
TJ Becki · April 30, 2025

Mike, I tried Shadowdark after you spoke about it on the podcast and thoroughly enjoyed it. The more I’ve gotten into it, the more I find myself wishing there was a “Mike Shea” of Shadowdark who made different tools, encounter building benchmarks, random generators, etc. for the system. I’m really missing the lazy gm benchmark for creating encounters and scenarios; Shadowdark is really lacking a resource in that department. Do you have any plans to create tools for Shadowdark in the future, or do you know who the “Mike Shea” of Shadowdark might be for these resources? Thanks in advance

S
Sly Flourish · May 2, 2025

I've got the product for you! https://nightnoongames.itch.io/shadowdark-monsters This is made by Michael Putlack, a fellow SF patreon and who works over at Arcane Libary helping Kelsey deliver Shadowdark. It's a fantastic book that covers how to build monsters for the game. As far as a lazy benchmark, the Shadowdark book itself has reasonable guidelines for encounters on page 193. I find that thinking of a monster as 1:1 works well enough. A monster is a hard challenge for a character if its level is equal to a character's level. You can also add up all the levels of monsters in a shadowdark encounter and compare it to the total levels of the characters and its a good gauge for a potentially deadly encounter. The level:level comparison is useful. One thing to keep in mind is that Shadowdark isn't built around the idea of "balanced" encounters. Instead you roll randomly, determine what monsters make sense, roll for reactions, roll for distance, and potentially other factors to determine what happens. This is a big depature from 5e. In games like Shadowdark, combat is sometimes considered a failure-state. The players should have options and be considering how to avoid the danger of monsters instead of running into battle the whole time.

C
Clym Arnold · April 30, 2025

Hi Mike! What tips have you got to keep control of bespoke magic items? It turns out I'm overgenerous with all the cool which in turn makes it impossible to balance out higher end combat encounters. My party made very light work of an Adult Black Dragon who was supposed to be one of the biggest bads of the campaign. I want my guys to have lots of impressive toys to play with but now I've turned them into Super Smash Bros!

S
Sly Flourish · May 2, 2025

I try to keep a general idea on which characters have which magic items but I mostly keep track to ensure players are getting good and interesting toys. There are some magic items that can have a big effect on the game but a lot of magic items don't change things so much that I have to worry about it from a balance standpoint. In 5e, anyway, characters have so many character-based abilities that magic items don't always have as big an effect. There are some magic items, however, that have a *big* effect – instruments of the bards, particular staves, the new enspelled weapons, armor, and staves, things like that. Some items its really worth asking what sort of effect it'll have on the game. I thin the D&D 2024 DMG has a lot of "landmine" magic items that can make games much harder to run.

L
Leon Obrenov · April 30, 2025

Hey Mike! As someone that’s GM’d lots of games for lots of players over the years, do you perceive a difference between players who have GM experience and players who don’t? If yes, do you think GM experience generally makes for a better player, a different player, the same player, or a worse player?

S
Sly Flourish · May 2, 2025

It's really player dependent but yeah, I think I find GMs as players to be pretty engaged with the game and have an understanding of both sides of the screen. They're more conscious of things like spotlight time and inter-party connectiveness but players who don't GM pick this stuff up too after enough time. It's really dependent on each player what they bring to the table regarding their GM experience or lack thereof.

T
Thiago L. · April 30, 2025

Hey Mike, it's been some time since I last wrote you a question! Sometimes I just wish there was some breathing room in-game, some proper downtime, to show the passage of time and seasons and have the players really get the feeling they have been at this for a long time. But it's difficult to tie the PCs down without also making the campaign stretch in numbers of sessions. Do you have any good advice for that? Here's two examples that come to my mind: 1. When I played Curse of Strahd, our party went from nobodies to Strahd killers in 3 weeks of in-game time. Makes you wonder how did he survive for hundred of years when someone can get so much done in 3 weeks. 2. When I was GMing Rime of the Frostmaiden, I would pack each in-game day with events happening around the PCs, to slow down their progress, but this in turn also prolonged the campaign massively. 34 sessions in and they were level 5, and I would say at least 1/3 or more of those sessions were homebrew adventures and ideas I put in to keep them busy and prolong in-game time. Anyway, I checked your question database and saw that you generally don't worry about it much yourself, but if you have any advice, that would be appreciated! P.S: Looking forward to hearing how you will mispronounce my name this time! :D (no worries, I find it funny)

S
Sly Flourish · May 2, 2025

Hi Te-a-go! (I think I have it right!) You're right, I tend not to worry about the timeline of a campaign too much. I know Gary Gygax famously said something like "if you don't have a calendar, you're not playing D&D!" or something similar. I've never bothered and it's never really come up in my games. I do try to drop in points of downtime. I'll mention that they had a week or so in town to recouperate after a particuarly monumental event or adventure but we don't have to spell out every day. Instead, the characters can talk about things they want to do during that time and I'll narrate it. I even let them retroactively fill up that downtime later. If, later on when we're in the throws of a big adventure, they say "oh, back when we were taking it easy, I would have asked about X and Y" I think that works fine as long as its not too obviously tied to the very thing we're doing now. But yeah, I play fast and loose with downtime. I still haven't really dug into Bastions in D&D 2024. They're not well loved from what I've heard but there might be some interesting things to drop in. But in general I tend not to worry about the length of time going on in the adventure. I get that it can be weird if you add it all together and characters went from 1st to 12th level in like six weeks but that's ok if you ask me.

J
Jason Kemp · April 29, 2025

Mike: How could I adapt the Eight Steps to help me as a player improve my gaming experiences, such as better note taking, stronger character development, etc.? Being the GM 99% of the time, I am interested in utilizing this wonderful tool from a player perspective, and hope you might have some suggestions. I have my own thoughts, of course, but I expect you might have better (read "more effective") conceptual approaches to offer.

S
Sly Flourish · May 2, 2025

I don't know that the eight steps directly map over to the player side of things. I think just taking notes at all puts you above the median of players and it's a great way to stay engaged in the game. I like to just jot down bullets but each of us have our preferred style I think. You can focus your notes around the characters and things you notice about them and notable NPCs you encounter. I know names for me are always important to write down (as a GM or a player). Otherwise, I imagine good practices for note-taking in general work well for note-taking during games.

R
Ryan McKenzie · April 28, 2025

Hey Mike. I imagine you've talked about this at one time or another, but this is something that comes up in my games regularly. We play D&D 5e24 currently -- moving to ToV soon. How do you handle questions from your players regarding capabilities of the monsters they encounter? For example -- the Wizard player wants to know what his character "knows" about the Cult Fanatic they're confronting (resistances, vulnerabilities, high attribute scores, specific attack types or spells, etc.). I'm also typically asked "how formidable the monsters look," since they want to gauge whether to spend limited resources early on. I typically just have them roll against History, Nature, Arcana or whatever I can most closely surmise would fit the creature in question, then give information proportionate to the roll result. Appreciate any advice you have here -- thanks!

S
Sly Flourish · May 2, 2025

I think there are some things their characters can discern pretty easily like fire mephits and fire elementals being immune to fire. Other stuff they might have to find out. You can always ask them to roll intelligence (arcana or religion) or wisdom (nature) checks to learn more stuff at your leisure. I don't think you're typically forced to tell them everything unless a spell or ability does so. I think the way you're doing it is fine. Think about what the characters would know or can figure out by looking at it.

M
Mr. Smith · April 26, 2025

Just purchased Lazy DMs companion and am excited to use it in my upcoming games. I am a little confused about what to do with the Keep adventure scenario, having not seen the film it's based. What are some ways you can use this scenario to the fullest?

S
Sly Flourish · May 2, 2025

The premise of the keep is that a being is trapped in some sort of vault and citadel and you have groups either trying to kill it, free it, or just happen to be around. You can read the plot of the Keep here: https://en.wikipedia.org/wiki/The_Keep_(film) To make the most of it, don't build around an expectation of what the characters will do and focus on the factions surrounding it. You probably want a group of minions trying to free the creature so the characters have some direct friction. Other than that, I'd say roll on the tables in the Companion and see what you get!

j
jcmoney · April 25, 2025

Hey Mike I'm running a homebrew campaign with a lot of intrigue and its turning into a rather complex plot. I've been toying with the idea of sending each player a discord message before each session with a bullet or two about "what their character knows" - like a personal secret or clue that they dont have to discover because its tied to their character. What they choose to do with it would be up to them. I'd do this in addition to regular secrets and clues as a way to 1) Get more out of the "characters" step, and 2) nudge my characters toward clarity on the myriad plot threads that are dangling., in a narratively interesting way. Curious to hear your thoughts on this and any ideas this brings to mind.

S
Sly Flourish · May 2, 2025

Sure! It sounds like a great idea. I do this sometimes with flash fiction (little 100 word in-world stories sent in email) and sometimes I'll have conversations with players about things their characters know. I think it's a great way to enrich the game without plotting it out. Great idea!

G
George PR · April 25, 2025

Hi Mike. It sounded like A5E was a little too complicated for some of your players. Do you think having the A5E gateway would change that answer?

S
Sly Flourish · May 2, 2025

Hi George! It would help, I think, but the overall assessment from myself and my group is that a lot of the extra complications in skill mastery and other stuff wasn't worth the effort. Having an online tool helps but we didn't find the extra stuff worth it. A lot of it is really cool, though, and transportable to other games like Supply.

J
Joe Morris · April 24, 2025

Hi Mike, I’m running Forge of Fury in Tales from the Yawning Portal, and my players are headed down to the Black Lake next, where a young black dragon lives. It’s a very advantageous lair for an amphibious dragon (you can probably easily find the map online if you don’t have it at hand), and I’ve Googled tactics, but when I think about all the articles I’ve read on how to make encounters interesting, I worry that it isn’t dynamic enough, with changes to the environment, moving parts, etc. I’m already adding an alternative combat out by having the dragon need divine restoration for an illness and being willing to threaten or perhaps even bargain for it, but what else would you do to make sure this is a memorable encounter? Or should I try to run it mostly as-is to get & give the old-school module experience? Have you run this adventure? Thanks as always for sharing your extensive experience with us!

S
Sly Flourish · April 25, 2025

A black dragon on its own is already a big memorable encounter. I really don't think you need to do much else environment-wise to make it more so. Use of the dragon's ability to swim and hide are probably the biggest things to focus on. Even when they're just conversing, having it move from one part of the lake to the other, using stealth to hide sounds really fun and scary. You might give it the ability to cast darkness, replacing one of its attacks, to make things more interesting. Good luck!

K
Kreggar · April 22, 2025

Hi Mike, happy Friday! My players will be wrapping up our first campaign, we’re all new players, of Icespire Peak soon and our next campaign will be set in Faerun. I know some players will want to continue with the same characters, but I will be asking the players to switch from 5E14 to 5E24 and reset to level 1 so they can learn the new systems as the level up again. My main concern is how to handle the magic items they have received, since they will be more attached to those than gold and I can explain the level reset in-fiction. Especially concerned about the items which have a big impact mechanically or in balancing combats. Such as my Paladin of Bahamut who will have the Dragonslayer sword and a custom set of Bahamut Mithral chainmail that has a minor spell attached, or the Rogue with Bracers of Archery, or a Wizard’s Necklace of Fireballs. Any thoughts on explaining the “loss” of those items in-fiction, or how to handle letting them keep the items?

S
Sly Flourish · April 25, 2025

I think it's a good idea to do a full character reset unless you plan to expand the campaign with their current characters completely. Alternatively, you can ask them to switch from D&D 2014 to D&D 2024 rules, converting their current characters from one to the other. I don't think I'd do a mix of the two. Either do a hard reset or let them continue on with their current characters. If you're running another published adventure, like Tyranny of Dragons or Storm King's Thunder, you can slow down level progression until they catch up to the appropriate level in the game. Whatever you choose, have an out-of-game conversation with them about it and take their feelings into account but also make it clear what you need to run a fun game. Good luck!

K
Kaique de Oliveira · April 22, 2025

Hi Mike. I'm thinking about starting a Dolmenwood campaign with my 5e players. In Dolmenwood, by the book, players generate stats using the '3d6 in order' method, just like in Shadowdark and older editions of D&D. How did your 5e players react to this in your Shadowdark campaign? Were they on board from the beginning, or did they turn up their noses? Did their reaction change as the campaign progressed and new characters were generated to replace dead ones?

S
Sly Flourish · April 25, 2025

Ability score generation like this makes a lot more sense for games like Shadowdark and, I assume, Dolmenwood, because the rest of the math of the game accounts for the fact that you have lower averages on ability scores. I'd start by explaining that if they complain. Also, characters aren't expected to be staying around for entire campaigns (again, I haven't yet played Dolmenwood but knowing its OSR roots, I'm making this assumption). My group just accepted that the 3d6 down the line was the way to go and we all sort of understood that the rest of the math followed this idea. Monster AC isn't as high. Monster attacks aren't as high. The DC ladder isn't as steep and a lot of things you do in the game don't require a check at all. You can have a charisma of 6 and still negotiate with the king's viceroy if you, as a player, take the right approach. There's overall less reliance on ability scores in the OSR gaves I've read and played and that means a 3d6 down-the-line approach works fine for them.

F
Floris van Kuijen · April 18, 2025

Hi Mike! I've recently been told by a player that she actively dislikes getting magic items, since it's essentially more clutter and she gets overwhelmed (their party is 10th level right now). My other two players in the group do like magic items, so now I'm left scratching my head. How or with what can I reward her that's unlikely to cause analysis paralysis, but still feels meaningful, while I continue rewarding the other two players with (magic) items? Thank you for everything you do, I really love listenting to the show and your prep process.

S
Sly Flourish · April 25, 2025

In 5e, magic items aren't required to keep up with the rest of the math of the game and any other reward you're likely to offer in a similar vein might likewise further complicate things. You can stick to rewarding flat-bonus magic items for her that she can calculate once and then forget about. You can ask her what other sorts of rewards she might be interested in. You can also just slow down the number of magic items she receives so its a little more managealbe. You can also throw in more utilitarian magic items that the whole group can benefit from and let her decide which ones she wants to take. I'd keep the lines of communication open and continue to give magic item rewards for the rest of the group.

D
Destino ROL · April 16, 2025

Hi, Mike! The way AIs are changing our lives grow every year. I have the impression that the RPG industry have very clear ideas about what not to use AIs for in the production of roleplaying products, like not generating text or image contents with AI, but I feel there are other uses of AI that are in limbo so to speak. As a person earning a living with RPGs, I would like to know your opinion on the use of AI in the RPG industry in general, and specifically in the case of: - content translation to other languages - information research in order to create a product (like asking AIs about ancient Egypt in order to be well informed and create a quality product instead of doing the searches yourself in Google) - content editing (not directly the creation, but correcting it) - idea brainstorms for content. Thanks for everything you give to the community.

S
Sly Flourish · April 18, 2025

I still feel like good old web searching does a better job than an LLM. I love the Kagi search engine, by the way and highly recommend it) I don't know about language translation so I can't speak to that. Traditional information reesarch on places like ancient egypt by reading books and websites and watching youtube videos from actual people likely offer a more complete picture than an LLM would. It's possible to have an LLM offer suggestions for writing but you can also just ask people to read it and give you suggestions. I have friends who love using LLMs for brainstorming. Again, brainstorming with actual people works well too. There are only two use-cases I've found where LLMs really help me: writing small pieces of code and helping me with small data conversion tasks. More here: https://slyflourish.com/best_llm.html

D
Don · April 16, 2025

Hi Mike, I appreciate your product and creator recommendations through the pod, and the crazy value I get through your Patreon, but do you have any other Patreon (or other creator subscriptions) that offer a high value?

S
Sly Flourish · April 18, 2025

I'll offer up four I really like that I think bring a ton of value for the patreon dollar: https://www.patreon.com/jpcoovert/ https://www.patreon.com/keithbaker/ https://www.patreon.com/dysonlogos/ https://www.patreon.com/ragingswanpress/

A
Axem · April 16, 2025

Your video discussing 1:1 games came a day after I ran my first ever! It went so well that I'm questioning what I'm doing wrong in my normal games.. It was a published adventure of middling quality, yet this was the first game of dozens that I felt I truly understood "the game". We were so engrossed in the world and our characters, everything flowed at the right pace with no sidebar or worries of stepping on another's toes.. Have you experienced the same with 1:1 games? How do you get to that intimacy, that 'flow state' in a larger group?

S
Sly Flourish · April 18, 2025

One on one games definitely have a laser focus on the one character and that can really change how the game feels in a great way. It is harder to maintain that focus when you have four to six players all hoping for their own time in that same spotlight. Step 1 of the eight steps is intended to help us build some of that spotlight into our games for the characters but it does mean switching around a lot. I also think there's just a fun synergy between five to seven players around a table (including the GM) that you don't get with just a one-on-one game so I think each has their advantages. But yeah, the focus of character and story in a one-on-one game can be pretty great.

A
Alex W. · April 15, 2025

Hi Mike! I'm running Tomb of Annihilation and one of my players wanted to be from Port Nyanzaru (the opening city in Chult) and they read the wiki page for it and now I feel like they know everything already and it won't be fun for either of us as this was mostly supposrd to be a city for them to discover (I wouldve told them bullet points of what they know ahead of time, but they went ahead and read it). Do you have any suggestions for making things work without it sort of ruining the whole opening of the campaign? I guess I'm struggling with the "lore" being so widely available online to players with Forgotten Realms published adventures. My perspective is that stuff is really for the dm to unveil, but I also know it's fun to read up on and get immersed into!

S
Sly Flourish · April 18, 2025

I think its ok to have one player and character who knows the city. They can serve as a vehicle to tell the other characters what's going on in the city. I don't know how much material they read about the *story* but you could change the story up a bit based on your own campaign so they can't guess at what's going to happen. But knowing about the locations, politics, factions, and daily activities probably isn't bad. One character knowing that stuff shouldn't break the rest of the game. You might want to have an out-of-game conversation with them to let them know the story of *this* game is going to be different from anything they've read so they won't know everything going on. Hopefully that helps!

T
Thomas Connolly · April 14, 2025

April '25 Question Would you consider making available the raw (PSD or other) file for the monster template for the Lazy Monster Tokens? I would like to build more variants by using colors, but I'd like my symbols to be in the correct places without a lot of trial and error. Thanks, Thomas Connolly

S
Sly Flourish · April 18, 2025

Hi Thomas! I made these up in Pixelmator so it has a .pxm file. Here they are: https://slyflourish_content.s3.amazonaws.com/ff98052f30d610b78a3b_patreon_files/monster_tokens.pxm

M
Melanie · April 14, 2025

Hello Mike, I am having some problems with combat difficulty in DnD 5. I am playing LMoP with my players and some of the Monsters just hit really hard. I did dial down the damage of the bugbears a bit at the start, but now with the characters about to reach lvl 4 I feel like I shouldn't have to do that anymore. It's not like characters are dying but often after only one or two encounters my players feel the need to short or long rest because one or two characters just lost so many hitpoints they don't feel like they can risk taking another fight. It often feels like encounters are either super hard or super easy and the deciding factor is more the dice rolls than the encounter difficulty level.

S
Sly Flourish · April 18, 2025

Lost Mine of Phandelver can be brutal at lower levels. I like to joke that WOTC wrote Phandelver this way so that not too many people would get into D&D all at once – those who die would move on to other hobbies. 1st level is particularly brutal in 5e, especially given how long it takes to make a character. 2nd level is still rough but not nearly as rough. Once the characters hit 3rd level it should be more straightfoward and once they hit higher levels, the game definitely steers towards the characters in difficulty. The d20 die is a big variable – definitely – and battles can go easy or hard depending on the situation. The lazy encounter benchmark can help you gauge whether an encounter may be deadly or not. You can always halve it for a "normal" battle. https://slyflourish.com/the_lazy_encounter_benchmark.html But yeah, at low levels, its worth knowing how much damage monsters do and comparing that to the average of character hit points (7 x level + 3 is a good equation to keep in mind as the average of character HPs).

R
Robert Scumaci · April 13, 2025

Hi Mike! I have a question about P.C. motivations , specifically as between 5e variants and Shadowdark. I am moving back to Shadowdark as a DM, but my recollection of playing and DMing OSR style games back when I started in ‘78 was our PCs really had no motivation beyond “getting loot.” It was the Players (not the PCs) that were motivated to get XP and level up (kill monsters and get loot.). I’ve read through the Shadowdark materials and backed it all and I don’t see much on this topic. In Shadowdark is this just a hand-waved thing where the Players just agree the PCs desire for loot overcomes the seemingly overwhelming odds they face? Or in your campaigns did you supply a more 5e type player motivation for your PCs?

S
Sly Flourish · April 18, 2025

I'd say Shadowdark's default is "go into dungeons and get loot". It's the primary play cycle of the game – adventure, get loot, engage in downtime, get experience from treasure, level up. We don't *have* to play it that way. That sort of story doesn't excite me very much. Instead, we can have larger overarching stories going on – or smaller stories going on at specific locations. The one thing I recommend is tying the characters to a faction and having quests and goals come from the faction instead of tying them directly to the backgrounds and stories of each character. Characters can die in Shadowdark pretty frequently but you still want the *player* to be tied to the quest and the way to do that is to ensure each character is tied to the faction and thus has the faction quests built into them. That way you can have big overarching stories that still propel the characters in a way treasure alone does not but not worry about the plot getting lost if a character dies.

C
Chris Housenick · April 13, 2025

Do you have any advice on running or managing games where time in the real world is the same as time in our fantasy RPG world? There are some RPGs like Five Torches Deep and Deathbringer where an hour in the game world is tied to one hour in the real world. I am considering using this approach for my Alien RPG convention scenario. The players have a limited amount of time to investigate something, and instead of keeping track of time, I am thinking that the next time I run the scenario just saying "You have three hours and enough O2 to complete your mission" and starting the timer (which works well for a 4 hour convention game).

S
Sly Flourish · April 18, 2025

I do this for my time-constrained games like convention games and my yearly Ravenloft game. I tell them that at a certain time a certain thing is going to happen. Like the Scarlet Minotaur will know where they are and hunt them down when there's 30 minutes left in my Scarlet Minotaur Shadowdark convention game. I think its important to give players some extra time to finish whatever their goal is when time is tight. Maybe they don't accomplish *everything* they need to do but they know it's time to bug out or they're going to get killed by aliens! Yeah, that can work well.

S
Sam P. · April 11, 2025

Hey Mike, do you have any suggestions on how to use Forge of Foes to level up key recurring villains throughout the campaign, a la Heroic Monsters in Monstrous Menagerie 2? I really like the concept of EN Publishing’s heroic monster progression system in MM2, but I find it (a) a bit too crunchy for me and not super conducive to a lazy DM approach, and (b) limited in the recommended features that monsters get as they level (versus all of the trait and ability options in FoF’s Monster Toolkits). Thanks for your help as always!

S
Sly Flourish · April 18, 2025

Hi Sam! I think it can be as easy as using the Monster Statistics by Challenge Rating table to update the villain's stats. Depending on the villain's fiction, you can choose one to three powers to lay on top of them or use the power templates in FOF to design your own. A lot depends on their fiction, of course. I'm a big fan of always-on auras and damage shields to keep the threat of a big powerful monster always active. You can also use Dreadful Blessings to steer the battle in the boss's favor when needed: https://slyflourish.com/dreaded_blessings.html It's really up to you to decide how much you want to change the mechanics of your boss. I lean towards a light hand.

s
sebastian rossböck · April 11, 2025

Do you have any recommendations for games that are crunchier than OSR, but more "old school" than 5e? On a related note: Do you have an opinion on Tales of Argosa? (it looks like it sits in this niche)

S
Sly Flourish · April 11, 2025

I don't know about "old school" but games that are crunchier than full OSR that have my attention are: - Shadow of the Weird Wizard by Robert Schwalb. It's his love letter to D&D and Greyhawk in particular. - 13th Age by Jonathan Tweet and Rob Heinsoo. It's definitely not old school but its less crunchy than 4e and pretty high power. A true high fantasy RPG. Those are the two I'm most looking forward to running this year or early next year. I don't know of Tales of Argosa. Sorry!

M
Marius Hofbauer · April 11, 2025

How do you calculate the difficulty of an encounter with multiple waves? Specifically, is each wave measured against the Lazy Encounter Benchmark, or the encounter as a whole with all the waves combined? I find that the PCs, after 5th level, can handle multiple near-deadly waves but it drags out the combat immensely. On the other hand, making the whole encounter, instead of each wave, near-deadly makes the combat run smoothly pacing-wise but each wave feels like a throw-away, easy combat. How do you deal with encounter difficulty in a multi-wave combat?

S
Sly Flourish · April 11, 2025

We have a whole section of Forge of Foes that talks about waves and how to balance them. A lot of the question rests on how closely you run the waves together and this becomes another dial in monster difficulty. If you spread your waves apart quite a bit, the overall battle will be easier. If you smush it up together so they're facing the end of one wave while also facing a new wave, that gets harder. There's no perfect math. You have to have a good understanding of the characters and their capabilities and the situations of the battle. So much is circumstantial that you really need to feel it out. You probably don't want the equivalant of three hard battles in a three-wave fight. Maybe total CRs for two hard battles split across three waves as a start? The composition of the waves also matters a lot. I like to do: - One monster per character in wave 1 - Two to four monsters per character in wave 2 - One big boss monster. Sometimes I might throw in some big lightning rods into wave 2. Hope that helps!

C
Chris Wilson · April 11, 2025

Ever done Play By Post, or the modern Discord variant that is becoming popular online? Any tips?

S
Sly Flourish · April 11, 2025

I have not. Sorry! I wish I had some tips but I really don't.

G
Great Diviner Games · April 11, 2025

What section or subsections do you find are often missing in GM guides of ttrpgs you read? Or what is a subsection that you’ve seen in a book you wish others had?

S
Sly Flourish · April 11, 2025

Woo. Great question. A big one is a random list of monuments. I think monuments are fantastic improvisational aids for scenes – the physical centerpiece of a location. Many GM books focus either on big things, like whole rooms or whole big multi-room locations – or small things like cups and the decorations on chests or the filgerie on a doorknob. For me, the central monument is super valuable. It can anchor a scene, reveal secrets and clues, be used as a landmark for a point crawl or hex crawl, emit some sort of actual effect in a battle – there are tons of things you can do with a monument and it's often missing from GM books.

A
Aaron Warner · April 11, 2025

In Return of the Last Dungeon Master section on lazy campaign building there is a step for grim portents. How does this step mesh with only planning for the next session?

S
Sly Flourish · April 11, 2025

While our prep focuses on the next game, we might have ideas in mind for the larger arc going on which we tend to focus on the villains, their goals, and their actions. Those "grim portents" are really the actions the villains are undertaking and how they're exposed to the characters. Often these come up as secrets and clues but they might be a strong start. "the clouds above the sky turn dark and a booming voice echoes in your mind 'I have returned!'" Think about Gandalf and Pippin standing in Minas Tirith and seeing the big green beam cutting into the sky as the Witch King begins sending armies to the ruins on the river. That's a grim portent. So really the fall into either strong starts or secrets and clues but their intent is to show the characters that the villains are up to something.

D
Dorr Perkins Dearborn · April 10, 2025

Question: Have your players consulted an NPC Sage to uncover truths (lore) in any of your games? There are so many ways to get information into the player's hands (heads). The real challenge is getting the players to simply investigate by "asking an expert" in-game. Like casting an adjuration type spell, praying to their god, or consulting a sage. What thoughts and suggestions do you have to make it obvious to players that there is information out there and they could consult someone like a sage.

S
Sly Flourish · April 11, 2025

I think this is why having secrets and clues separate from their point of origin is so useful. Players can learn things from all sorts of people or places including sage-like NPCs. I often have NPC sages give information to players. In our game one of the characters has a sage hireling who is with the group the whole time. He's a non-combatant but sort of always around. As far as letting people know there's a sage, you can just tell them. "You remember that the old priest at the Shrine of the Three sisters is quite learned. You might consult with him to learn more." Be explicit about the options the characters have.

B
Brandon Sampson · April 10, 2025

Hi there! I'm planning to start a monthly Shadowdark game using the Western Reaches setting as a sandbox/West Marches style campaign. My players will include two experienced DMs (who run our D&D campaigns) plus some complete TTRPG newcomers. Two questions I'd love your insight on: 1. What lessons should I keep in mind when starting a new table with this mix of experience levels? I'm aiming for a flexible, monthly game - any tips to set myself up for success? 2. Do you see any potential issues with applying your Lazy GM Prep method to a sandbox/West Marches style game? Thanks :)!!

S
Sly Flourish · April 11, 2025

Starting with question 2, I think the eight steps of Return work just fine with Shadowdark and likely with west-marches style games (as I understand them). The key is that the players tell you where they're going before you have to prep the game for them. So once they say they're going to the Twilight Tower, you know to build an adventure around it. You might skip stuff like the Strong Start or you might drop something in just to get people going. Scenes might not be as important because its mostly about exploration. You won't know which characters are there so tying in the characters might not be quite as important. Secrets and clues, NPCs, monsters, locations – all of those are still valuable for the location I think. I think having a mix of experience levels is fine. Shadowdark is great for new players from what I've experienced. Good luck!

W
Weston Henry · April 10, 2025

Because of grad school/dating/wanting to meet new people/ect, I'm thinking of moving away from DMing campaigns. I am instead very interested in hosting multi-DM, multi-party one shots like your Vault of the Dracolich, as well as multi-DM, multi-party tournament one shots like Temple of the Green Devil or Plague Jewels of Sekhmet for Shadowdark. Do you have any advice on gamemastering multi-DM, multi-party one shots? Do you have any advice on converting "regular" pre-written one shots for this style of play?

S
Sly Flourish · April 11, 2025

I think the first thing I'd do is find the other GMs and talk with them about it. I don't know that you have to build a full living campaign and, instead, let groups dance between GMs and adventures set in the same area. A friend of mine ran the City of Arches as a multi-group location with different adventures they went on and they seemed to have a great time with it. Full epic-style adventures where many groups are doing the same thing are harder to do but you can take a look at the epics on the DM's Guild to get ideas how they work. They can be trickier to run but have some nice features like a stricter timing. Usually such adventures break things into stages – often three stages, with some big thing dancing between tables from time to time. They're fun, but I don't think I'd go overboard. Just having groups playing games is fun enough.

K
Kush poddar · April 10, 2025

So, I have a problem with my current group, in that they never actually check or look around for things like traps or secrets in any of the dungeons/rooms they explore. This has led to them missing out on several cool items as well as just outright taking permanent damage and debuffs from traps. I even hint about the traps, sometimes very directly as well. How do I go about making sure they respect the traps and secrets and don't just run through rooms without a second thought?

W
Weston Henry · April 10, 2025

Sounds like your players are either not familiar with this more old-school, dungeon crawling with a 10-foot-pole style of play, or find searching for traps and secrets tedious and just want to skip to the parts they care about. I think this is incredibly normal, and may even be the norm with most tables.

J
Jonathan Dano · April 10, 2025

Are the four main 5e systems (DND 2014, DND 2024, Tales of the Valiant, and Level up: Advanced 5e) truly compatible with each other, and if so, If you could only pick one player's guide, one GM's guide, and one monster guide from any of the systems but you could only use those three books to run 5e style games for the rest of your life, what books would those be?

S
Sly Flourish · April 11, 2025

It really depends on what "compatible" means. There are always rough edges depending on the depth of compatibility you want but I'd argue they're "compatible enough". For some, compatibility means being able to run an older adventure without a lot of changes. I think it meets that level of compatibility. Can you use a monster from one in another? That's also pretty straight forward. I'd say all the 5e monster books are compatible enough – at least as compatible as the range of variance within any one system. Magic items and spells are largely compatible. They might not be fully and perfectly balanced but again, that's true even within one system. Backgrounds are compatible with a little bit of conversion work. Subclasses may need some revision to work from one system to another but again, I think we can get there. So it really depends on the level of compatibility you're looking for but my argument is that they're working just fine. If you held a crossbow to my head, I'd say that I'd take the Tales of the Valiant suite of books but I do really like D&D 2024 so it's very close. I might take D&D 2024 just because it has so many subclasses available and TOV lacks that. It's hard. They're all good. I can't give a great answer. D&D 2024 is really good though but it's missing stuff I want from the other books. Gah! I can't choose!

R
Ryan McIntyre · April 10, 2025

Is there a lost FoF “Three Characters (HARD CHALLENGES)” table? My group is a reliable trio of players, and I love the FoF table on pg 68 for quick combat builds like the “Boss + Underlings” colums etc. Did you playtest a 3p version? If not, any advice on building my own? I’m wondering how much to consider the action economy dip of a party below 4 PCs.

S
Sly Flourish · April 11, 2025

I would probably stick to the Lazy Encounter Benchmark and build encounters like that. The LEB scales well for the number of players, their levels, the number of monsters, and their CRs. It's super flexible that way. As always, be wary of too many monsters versus the characters. Action economy has a big factor. You can probably do some spreadsheet work to build a FOF-style table for boss + underlings but I don't think you need to go through that level of work. The LEB is the easiest way to manage encounters that I've found. It's what I use for all my games.

E
EldritchMunchkin · April 10, 2025

What do you think about running a DnD session (the Lazy Way) with only index cards? The idea here is to split the content of the session into various cards.

S
Sly Flourish · April 11, 2025

I think whatever medium works for you is great! Sometimes I use a small Moleskine notebook. Most of the time I use Obsidian. The original Lazy DM book recommended index cards but I think it really had too few steps to be useful. I don't think I'd use a separate index card for every secret or clue or something like that. That's a lot of cards to manage. Don't let the medium get in the way – make sure it serves you and your prep.

V
Victor C · April 10, 2025

Have you run an EZD6game? If so, any tips for a new GM in that system?

S
Sly Flourish · April 11, 2025

Hi there! Unfortunately, I haven't run EZD6. I have it and it looks awesome but I've never had a chance to play it or run it. Sorry!