October – December 2025 Patreon Q&A
Welcome to the Sly Flourish Patreon Questions and Answers thread for October, November, and December 2025!
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
search the SF Patreon Q&A database, the Lazy RPG Talk Show Topic Database, the Sly Flourish website, and the Sly Flourish YouTube Channel to see if I've done an article or video on your topic previously.
focus your question on tabletop RPGs.
stick to one question each month.
keep your question brief. I love your stories but I get overwhelmed.
Comments (211)
All done with the Oct - Dec 2025 Q&A! Please ask any new quetions on the Jan-March 2026 Q&A thread: https://www.patreon.com/posts/january-march-q-147233067
December question: Hi Mike! I think you've answered something like this before in general terms, but could you speak on how to build deadly or challenging combat encounters when the party has pets, companions, or sidekicks? I have tried the sidekick features in Tasha's, Monstrous Menagerie II, and played with some of stuff in the previews of EN Publishing's upcoming Pets & Sidekicks, but it still seems like the party (and their Amazing Friends) steamroll all the monsters any time they have a boost from these semi-PCs (or even NPCs who join combat). I've tried playing around with your CR/Level benchmark AND Forge of Foes to sort of reverse-engineer a working method, but math is not my strong suit and it never seems to help. (For example, per the lazy benchmark, a CR 1 creature would be equivalent to a Level 4 PC, a 5 creature would be equivalent to a Level 10 PC, etc.) Any tips are greatly appreciated!
There's not a fantastic way to adjust the lazy encounter benchmark for hirelings, henchmen, summoned pets, and so on. There are two ways to adjust the benchmark depending on the power of the group: - Treat them as though they're a level higher (which I don't recommend) - Treat them as though they have more party members than they do (which I do recommend) I recommend the second one because it doesn't have an inadvertant jump at 5th, 11th, and 17th level. You can adjust the number of characters easily and it increases the benchmark. You can decide how much to increase it – maybe pretend the group has one additional character for every two pets or something like that. It's a loose dial, not a firm equation, so adjust as needed. For example, if you have five characters and they have three summoned pets or hirelings or tag-along NPCs, you can start by pretending they have six characters. If that still doesn't feel accurate, you can increase it to seven and so on. Don't hang on too tightly to the math and instead just pretend the group is bigger than it is as needed. Hope that helps!
I hope you are still taking questions but QUESTION: What would you say is the core gameplay loop of pathfinder 2e, or even dnd 5e? Torchbearer has: -> adventure phase to get treasure, and camp checks -> camp phase to use checks to partially recover from adventure phase -> town phase to fully recover from adventure, to spend treasure to restock on supplies and downtime. Blades in the dark has: Scores -> then downtime -> then scores If you can think of any other examples feel free to chime in.
What procedures does 5e have or encourage?
Do you have any Best Known Methods for conducting character creation during Session 0 via Discord? Back in the 1e days we just rolled up what we wanted and brought them to the table. Much more recently I've had new-to-RPG players and pre-gens worked perfectly. But now I'm looking at starting a Traveller campaign where players may or may not be experienced with the rules, and thus need a lot of coaching which is hard to do online. The best idea I've come up with is have pre-gens available that they could grab and then watch and learn from the more experienced players as they create theirs. What are your suggestions to get it done efficiently and build connections between the characters? Thank you sir!
I think its ok to spend an entire session zero just making characters if you think the campaign is going to be long enough to manage it. From my understanding of Traveler, half the fun is going through the process of making a character. I've only played a Traveler campaign once but we enjoyed the process of making those characters and I think that might get lost with pregens. If you just want to try the system out for a short campaign, pregens can work just fine. But if the campaign is longer, I'd consider taking the time to build characters together. I think there's a benefit to this even if it can feel clunky sometimes. Building characters together helps build those connections you described as well. Players can talk about how their characters know each other. You can use character connection lists too like those found in the Lazy GM's Resource Document: https://slyflourish.com/lazy_gm_resource_document.html#connectingcharacters Good luck!
I saw one of your recent tips was "Give players a sense of scale of the huge locations they explore" what are some strategies you've used at the table to help convey a sense of scale?
I think there are two ways to give off the sense of scale: size and age. Big things and old things. The easiest way to give that sense of scale is to tell them. Talk about how big some of the monuments are or talk about how old something is. For the latter, you can frame it from the perspective of the characters who are best able to determine a thing's age. I like what Rodney Thompson described as the Three Fs. Fantastic, functional, familiar. What makes something familiar to the players? What is the function of the thing? And what makes it fantastic? We need to ground some of the awesome descriptions we have with real-life things so they feel *real*. That can be hard to do sometimes but I think it gives that extra edge of authenticity to fantastic locations and monuments. If you're looking for fantastic inspiration, use origin, conditions, and effect tables. Roll on them and see what sorts of combinations you get. You can find them in the Lazy GM's Resource document: https://slyflourish.com/lazy_gm_resource_document.html#coreadventuregenerators
First time question asker! Love the show, and your 8 Steps have really made it so that I no longer dread planning my game. Before Lazy GM, my prep was writing modules in the format of WOTC published adventures (I had no other frame of reference!). My question. Is there a lazy way to learn a new game system? I now have so many non-DND 5e systems I want to try but the idea of reading those tomes cover to cover causes me to leave them on the self. Thank you!
I'm glad the eight steps from Return helped you out! I do think publishers create a false impression that GMs should write adventures the same way they publish adventures. Even though many GM books describe it differently, it ends up being a problem. I think the new 2024 DMG and recent books like the FR books show a better way – at least a shorter way – to write out adventure prompts. As for learning new systems, I don't have a scientifically proven approach that's better than all the others but I do have some thoughts. Here are a few things I try to do: - Read the intro to the book - hopefully it gives an idea how the system works. - Flip through the book to see where it spends most of its time. - Look at the character sheet and see what I recognize and what looks different. - Find the chapter on the core mechanics of the game. Often each game has a clear chapter on how the game itself works at the table. It's usually not too long. - Look at character creation. How does one make a character? Often big RPG books are full of things like spells or abilities or magic items that fill out most of its pages. That sort of stuff you don't need to read right away. Flipping through the book often tells you where it spends a lot of its time and it usually isn't on the chapters you need to read to understand the system. Lately I've also tried to run some solo versions of any games I want just to learn how the system plays at the table before I'd inflict it on my friends. That takes more effort but it's good fun.
I'll use my question to say this instead: Mike thank you for all the gift you give us constantly through the year, it is very much appreciated and i hope an wish for the best to you and your family for the year to come ❤️ i do not exagerate when i say you make a differenfe in people lives, more than you could ever think. Happy Holidays and Happy New Year!
Thank you so much! It's my great pleasure to give you stuff to hopefully entertain you and your friends. Happy holidays to you as well! Exciting times in 2026!
Mike, I have a question about conducting a campaign retrospective. I recently finished an almost three-year campaign of Rime of the Frostmaiden. I would like to get the most out of this experience and reflect on what I've learned by conducting some sort of retrospective. I have created a feedback form for my players as homework, asking what they liked, what they didn't like, and what I could do better. But, what questions do I ask myself? For context, we played online and I used the Eight Steps and Notion for prep. Thank you the content and all your advice that got me through those three years. The Eight Steps alone were a life-changer and greatly increased my ability to enjoy being a GM. Also, Merry Christmas!
I think it's cool to get some feedback but I wouldn't get too formal about it. Some self reflection and some feedback from players is good but you don't want it to end up demotivating you or making you doubt the skills you clearly have having finished a three-year campaign. Not a lot of groups ever finish a campaign so first, be happy about that! Like the rest of our lazy GM prep, have a loose grip on this sort of stuff. You don't need to do a deep and brutal self-analysis. Instead, rejoyce at having had such a wonderful campaign with your friends!
Hi Mike, I was re-reading Return of the Lazy Dungeon Master and I noticed you had a line about Pathfinder, saying that "the challenge rating of a monster is roughly equivalent to the level of a character minus two." Am I correct to assume that was Pathfinder 1E? Did you ever do a Lazy Encounter Benchmark for PF1E? More generally, do you find yourself handicapped by a lack of benchmarks in non-5E systems, and how do you compensate?
I do find I have to figure out what sort of encounter system is in place for any given game i'm running. Dragonbane and Daggerheart, for example, have very different methods of determing encounters. Dragobane really doesn't have one and Daggerheart has it based on tier. The LEB doesn't work for any game outside of 5e, of course. But most games have some system similar to it. I never worked one up for Pathfinder 2 but reading the Pathfinder 2 GM Core Revised – it looks like it has the same sort of math as PF1 – four creatures of a level equal to 2 minus the group's average level looks like a normal match for a standard encounter. I think PF2's system is pretty straight foward with a budget built on the comparison of characters and monsters. I think it still helps to have an idea, for any given system, what type of monster is a normal match for a single character at a certain level. When you know that, you can usually calculate the rest.
Hi Mike, I've only run Shadowdark one-shots, but I'm thinking of running Cursed Scroll #2 as a campaign. When you were running CS1, did you plan to have a certain number of sessions between level-ups and award treasure accordingly? Or was it random depending on where they went and what they encountered?
I didn't plan out a certain number of sessions. I let the campaign go where it would go based on the evolving situation. That's pretty much how I run all my campaigns. Level-ups were based on treasure. Sometimes they found a lot and leveled up quickly. Othertimes they didn't and didn't level up. I had items in the game that were key to the story of the game so those awarded a lot of XP. But otherwise it went how the game went.
Hi Mike. I have a question for you about running timed encounters or sessions. I recently ran a scenario that had a 45 minute real world timer. The players were challenged to complete as much as possible before time expired. Of course, running the game itself takes time — describing settings, looking up things, making a ruling — and I could tell the players would get anxious about the clock ticking. Do you have any tips for running the game with a real world timer to keep it fun and not get too stressed out?
I think its important that it isn't an all-or-nothing situation where the characters have to accomplish everything. Instead, they have several things they can try to accomplish and get as many as they can. You don't need all six artifacts to succeed at Crypts of Karigulon. You don't need all three items of power in Ravenloft or Scarlet Minotaur. Instead, there are degrees of success. That helps. Also, telling the players not to stress too much about it is also helpful in the beginning. You want a timer, of course, but you don't want the whole thing to be too stressful because of that timer. If you want, you can include some extra time in your game for breaks and rules-lookups and let them know that you've accounted for it. It wont' change much in the end. Most people know why you have this timer going – the session *has* to end at a certain time. So they'll forgive you. At least that's been my experience.
Hi Mike I’ve been playing 5e for about two and a half years and I’ve been DM’ing about two years, so I don’t get to be a player very often. I was recently asked if I wanted to take part in a one-shot, which could possibly become a campaign, by a member of my regular group and people he’d meet at a D&D event. As it gave me the opportunity to play, I was very eager to take part. The session was being put together by a first time DM who asked us to make a 5th level character, with the idea being that we were a known group of heroes with several adventures under our belts. The playing group were friendly, funny and easy to get on with. The session was going great, if a bit tough, until the end when the bad guys we’d been chasing summon an antient red dragon and teleported away. Needless to say, we were all annihilated and the DM told us that was the plan all along and he wanted to kill our characters, so we’d hate the bad guys and want to go after them in the upcoming campaign using new characters. Having this happen didn’t make me hate the bad guys, all I felt was greatly disappointed and let down. I’m not the most experienced DM but I would never do this to my players, have them spend time creating characters for a possible campaign just to kill them off. I laughed it off at the time and I would play with them again, as they’re a great group of people, but I wanted to know what you thought of this style of play/campaign set up.
Yeah, no. That's an unfortunately common idea among brand new DMs who watched or read too much George RR Martin. https://slyflourish.com/avoid_removing_player_agency.html https://slyflourish.com/dm_mistakes.html Any sort of planned event that goes against the characters is almost never going to play out well. Character agency is really important and you have no agency of the GM is just going to summon an ancient red dragon. The GM said they were doing it to make you feel a certain way – that's a no-go as well. Build situations, spotlight the heroes, let the game play out at the table – these are fundamental GM principles I've seen come up time and again: https://slyflourish.com/top_advice.html
Have you noticed from the GM side any particularities of Tales of the Valiant characters? For example, are spellcasters more likely to use rituals since most get specific rituals in ToV?
Hi Ryan! The main thing I've noticed is that martials have, in my opinion, too much stuff to do now and take a long time to finish their turns. We have a mechanist / fighter who gets four attacks a round with 1d6 + 1d8 on each attack (more than a greatsword) because his hands count as light weapons and he can get the extra attack with dual wield. I have no idea why they thought having *another* attack on a bonus action would be a good idea. Our fighter has a huge range of martial maneuvers he can do and it takes a long time to adjudicate all of them. We had a game this past Sunday and both of those two players were missing and folks remarked at how much faster the game went. So that's the main thing I've noticed. I haven't seen anything going on with rituals, though.
Hi Mike! My group has been playing together for about 3.5 years now. We have been playing published adventures in the Forgotten Realms setting (started with me DMing Rime of the Frostmaiden, a friend DMing Tyranny of Dragons, and now I am DMing Dragon Heist). We are making the setting our own and no one is super familiar with the ‘canonical’ lore so it has worked very well. I have heard you mention on the show that you ran Tyranny of Dragons, Dragon Heist, and Storm King’s Thunder for one of your groups. Are there any other published adventures or just interesting ideas that you’ve run or heard about that could be good for expanding the interconnected world that we’ve created together? (Definitely interested in non-WotC products such as City of Arches.)
I think Tomb of Annihilation is a lot of fun and is still set in the Forgotten Realms. You can take a look at Princes of the Apocalypse and see if its for you – it's not for everyone. The new Forgotten Realms books have lots of cool FR locations and small adventure writeups you can expand into larger campaigns on your own. That's on the FR side. You could reskin Dungeons of Drakkenheim into Neverwinter if you wanted to stay in the FR or just throw Drakkenheim in your own version of the world instead. That's a very well loved adventure. Of course, as you say, City of Arches can fit in well as can Ruins of the Grendleroot if you want some undeground flavor. You can tie Grendleroot into Out of the Abyss for some fun underdark adventuring. Hope that helps!
I'm going to run an encounter with Strahd von Zarovich versus 4 level 20 characters who also have two NPCs, both of whom have 100 hit points, and one of whom has the ability to heal characters. The Strahd stat block from Curse of Strahd won't cut it, but Count Rhodar von Glauer might. Do you have any advice on running Count Rhodar von Glauer against my party of six.
I would expand his spears of the damned to be more like dreaful blessings: https://slyflourish.com/dreaded_blessings.html That way he can use them to do lots of other things and give you a bunch of freedom to use them or not as you need. Against four 20th level characters and sidekicks, I'd probably also put some simple but powerful vampire minions in there. For me, I'd reskin basic Forge of Foes stat blocks so I don't have to remember too much. CR 10 AC/DC 17 HP 155 Atk/Prof +9 DPR 65 Atks 3 × 1d6 + 22 Something like that with a bonus action to move without provoking and ranged attacks like necrotic bolts or something.
Maybe this has been answered before but I couldn’t find it in the talkshow topics and Patreon questions. Why play 5e? What about 5e makes you want to play 5e? Matt Colville had a video about this topic 3 years ago called “What are dungeons for?” I’m finishing up a campaign, and looking to start a new one. After the OGL and backing, reading, and playing many new RPGs, these questions are becoming more and more prevalent in my mind. These If it’s dungeon crawling, resource management, and exploration. I’d suggest playing Shadowdark, or Torchbearer 2e, Dragonbane or many OSR style systems. If it’s challenge or combat, tactical play try draw steel, lancer, DND 4e or pathfinder 2e. If it’s creating a narrative with your friends, with mechanics that inspire, maybe try many Forged in the dark and Powered by the Apocalypse games, or Fate. Like Daggerheart, Blades in the dark or 13th age. I personally don’t think dnd 5e or its variants, is great at any of these. It’s many DMGs I feel don’t encourage how to go about making it an interesting combat game, or a dungeon crawler.
Of course it always goes without saying that you like what you like, and will play what you like. No shame in that. Just genuinely curious.
Merry Christmas Mike! I'm having a hard time with WOTC forcing characters into adventures (mordenkainen in COS, Tasha in WBTW, etc.) I don't know if I'm doing it wrong, but it feels like there's supposed to be some big reveal (this character was actually THAT character the whole time!) but it just falls flat. Am I doing it wrong, or is WOTC smashing things into places they don't belong?
Yeah, these cameos aren't always the best. I introduced the villians from old D&D lore in Wild Beyond the Witchlight and no one had any idea who they were. That's fine, though. The cameo is now a new character if they don't know who they are. You can just play them out like any new NPC only they have this bit of history. I can't say if it's a big problem across all of WOTCs products but certainly I don't think it matters to everyone that Venger is on the cover of the DMG, for example. Of course, you can always replace these big named NPCs with NPCs of your own.
How do you help players track previous events and remember and reconcile the secrets and clues that are revealed during earlier sessions? I am running the Dungeons of Drakkenheim setting for 6 players. We are about 30 sessions in (level 7, about halfway through). The campaign is a sandbox, encourages personal quests for player characters, and has multiple factions. There is a lot going on. Because the campaign is non-linear, the relevance of secrets and clues is often delayed because players chose to follow a different thread, and the players forget the info before it becomes relevant.
I would let such things play out organically. Important points will come back. If no one remembers (including you), is anything lost? I think it really helps to have one of your players take on the roll of a "scribe" who takes notes and shares them with the group. This can keep old secrets in context and help players discover them again when they need them. But I also think its ok to have a loose grip on such things and let it play out as it plays out. Important stuff comes back.
Hi Mike, hope you're taking it easy this holiday season! As I continue with my Wild West DnD game, my players voted to continue by dismantling the evil empire that tried to invade their home. Dissent begins to grow in said empire, so the party wants to help the revolution to dismantle the empire. So my question is: How would you make a revolutionary game? Especially as the party is high level - how would you make a revolutionary game impactful, fun, and adventurable?
It really depends but this is exactly what's happening in my Dragon Empire game. I think some quests the characters could go on include: - Rescuing a deposed ruler - Stealing money from the tyrant - Breaking supply lines - Assassinating the empire's key figures - Acquiring powerful weapons to use against the empire - Forging alliances with outside groups - Setting up smuggling operations - Funding insurgents and rebellion groups - Destroying equipment - Engaging in propaganda campaigns - Conducting espionage against the tyrant Watch Andor for some great ideas as well.
Hi Mike, happy Friday! Following your segment this week on “prep through villains”, how transparent do you make this to players? Is it dependent on them discovering the NPC or faction which is carrying out the objectives of one of the three villains? Or might you drop that info as part of a secret/clue that some friendly NPC could convey as a rumor?
Great question! The output of the villians, their goals, and their quests can come about through secrets and clues discovered during sessions. The characters might run into minions of the villians, or pick up portents, or get written clues, or other ways to find out what's going on. A villain's herald might announce them outright at a local bar. So yeah, secrets and clues are a great way to expose what a villian is up to.
Hi Mike! I recently ran a one-shot and tried the approach you’ve mentioned for convention play—specifically, telling the players up front when the big bad would arrive. It worked great. The scenario was a demon invasion: the party had to defeat a demon boss and close three portals to sever the connection to their world. To make the final fight feel bigger and more dramatic, I added civilians and a local militia to the scene. Unfortunately, that part didn’t land as well as I hoped. Even with heavy abstraction, resolving their actions took a long time and ended up feeling very “gamey.” Do you have any recommendations for handling non-combatant NPCs or allied forces in large-scale fights in a way that feels natural, dramatic, and efficient at the table?
For me, I handle such situations in the narrative of the game and not so much in the mechanics. I mgiht mention that they can't use an area attack spell in an area without hitting civllians or something like that. Or that civllians might be in the way making movement difficult. But I largely abstract such things to not take away from the rest of the game. I love your idea and I'm glad the timed boss worked well!
Hi Mike, Im also interested in your take on daggerheart, particularly around having currencies tied to rolls. It's the only part of daggerheart that kind of concerns me. Do you think it might lead GMs or Players to ask for rolls purely in an attempt to get resources to fuel their mechanics, particularly if one side was already flush? I think resource dispersal via the rolls is sufficiently balanced but its still random, which could cause one side to have more than the other. I don't have players that i think are overly keen to abuse the games, (i asked a similar question around roll-under abuse) its just that i think about these things in terms of design and they feel abusable.
That's two questions but I forgive you. I can't say but I don't think it'll be a problem. The GM still decides if a roll is warranted and, in Daggerheart, that roll is based on what the possible outcomes could be. Otherwise they just do the thing or not.
Hi Mike, Love your work. Intrigued a bit by dragonbane's roll under mechanic but wonder, doesn't that take away a bit in terms of varying difficulty? Seems like hucking a boulder should be harder than hucking a skipping stone but in a roll under system they'd have the same success criteria. Do you think players will try to abuse it by doing things on the edge of possibility when they know their chance of success in advance? Or as a GM do you just not call for rolls anymore for things that wouldn't equate to like, a DC20 or higher? Ya know, something sufficiently difficult.
Not being able to vary difficulty is a feature and trait of a roll-under system like this but I don't think it gets in the way. We've only had a couple of sessions so I can't say for sure but so far it's fine. Since the math is all pretty flat across characters across the whole game, you don't need a sliding scale of difficulty independent of the characters. There *is* a way to increase difficulty and that's boons and banes which is essentially adding more d20s to your roll and choosing the best or worst. It won't matter too much if someone has an 18 in a skill, of course, but it can double the odds of failure. Anyway, time will tell, but I think it's fine.
Hey there, I’m a 49-year-old who’s fallen back in love with TTRPGs after first playing them as a kid in the late ’80s and early ’90s (heavily homebrewed of course). I’ve been collecting games again since around 2017, and every year I tell myself I’m finally going to run something for my small group of 2–3 friends. But I get stuck, mostly out of fear that I’ll mess up or freeze during a session. So I end up just buying more books instead of actually playing. You mentioned in a video that Ironsworn can really helped hone your improvisation skills, and that hit me hard in a good way. If I could get more comfortable with improv, I think I’d finally feel confident enough to run a campaign or one-shot without worrying about getting caught flat-footed. So my question is: how can I use solo games like Ironsworn to genuinely improve my improv confidence? And do you have any other solo RPG recommendations for developing those skills?
Solo RPGs is a great way to get used to a system and wire our brains for good improv play, but that's not what's going to help you get started running games for other people. I don't have the best answers on what might be keeping you from starting but my only suggestion is just to start. The new D&D Heroes of the Borderlands set is a great place to start. It's intended for brand new GMs and has everything in the box you need. Don't get yourself too worked up about running the game. Just run it. Bring two or three friends and run a session for an hour or two. Don't make a big deal out of it. Try to spend some time considering what's holding you back. Try to put what it is into context but then set it aside and just focus on scheduling a game and running one. More products and more systems isn't likely to help in this case, I don't think. Good luck!!
Hi Mike. I am starting two new campaigns in the new year, and wrapping up a third. As someone who runs multiple games yourself, how do you find inspiration/ideas when all three games are of a similar genre (pseudo medieval fantasy)? I play in different settings, but I find I reuse the same situations and monsters across all the games. It wouldn't matter to much but some players are in multiple games. Thanks 🙏🏼
I try to really think about what makes each campaign different from the others. That focus on the characters and the current villains, their goals, and their quests helps me separate one group from another since those are so group specific. Lately all my campaigns have been very different from one another so I haven't had any trouble separating them. Of course that means I can't benefit from sharing material between campaigns like I was able to when I ran the same published or homebrew campaigns for multiple groups at the same time. My advice is, put the characters foremost into your mind and think through the eyes of your villains.
Hello, sir! I stumbled upon your article "Weird Lists" in my copy of Warlock Grimoire III the other day. What a fun read! I definitely plan to use some of the ideas in there, and it earned a tab in my book. So congratulations on what is clearly your greatest accomplishment yet in the TTRPG space (I don't just go throwing tabs around willy-nilly). My question is this: how did writing that piece come about? Did you apply to do it? Were you approached by Kobold Press? Do they pay a negotiated rate, or is it flat? (Several questions, I realize, but all on the same relatively narrow topic. That's got to count for something, right? Dammit! That's another question. I am going to stop now.)
Yeah! That was a fun project for Kobold Press. I think they just pitched me on doing weird lists and I came up with the ideas for the nine lists. It's also weird that it's nine. They approached me about the work. I had already done some Warlock work for their Patreon magazine. I don't remember the first work I did for them – maybe a monster or a lair for Tome of Beasts. They were aware of the other work I did and reached out to me I think. I don't think I applied to them. The rate was word-rate-based with an understanding that lists have fewer words than normal projects so the word-rate was higher. I still let publishers know what my minimum rate is for a project and that number has gone up. The rates too have gone up though so that's good. Lately I've turned down a lot of work because I have so many things I want to do for you guys! For me, I have to ask whether the project is fun enough to work on, pays well, and helps expand my work and my name out beyond my normal sphere. Otherwise, working for myself on projects for you guys is a better use of my time and effort – which is often the case these days. I'm lucky to be in that position! One thing about freelancing and working for larger publishers is that just about the time they come knocking on your door is the time you don't really need to work for them anymore. Everyone's looking for an angle and leverage. As a freelancer, you're hoping to leverage getting your name out in a big publisher's product. Once you *have* a big name, publishers want to capitalize on *your* name to help sell *their* product. It's a continual balance and not always fair in either direction. The Weird Lists project was a great mental exercise in coming up with the ideas for the list topics and then the twenty items for the list. I really recommend the "come up with ten ideas" approach for brainstorming. I think it's a great way to get your mind nimble and flexible to build out lots of stuff in your RPGs. Try coming up with your own lists for things you need for your own campaign!
Hi, Mike! I've listen to your show recently and heard you've talked about campaigns and difficulty of naming stuff! Have you heard about the Tome of Worldbuilding and The Nomicon? It's from Matt Finch, the same guy who did the Tome of Adventure design. I was wondering why you've never did a product spotlight on those two, since it seems like it would be right up your ally. Especially the Nomicon, as it's full of naming tables!
I haven't seen Nomicon. I have a copy of Tome of Adventure Design on my shelf but it's so big that I find it kind of difficult to find the stuff I need at any given time. For me, I need something that focuses down on the things I really need to roll randomly (which I try to do in my own products) because trying to reference everything in a book that big is just too much work for me. That's really why I haven't done a spotlight on it.
I've created a villain that the players love hating. He does all the wrong things, and the players despise him. That's great, but he's kind of a wimp, and the players are getting more powerful--it's time to take this villain down and move on to a bigger one. I'm about to do something that you hate. I'm going to admit that I lied to the party and break their trust. He's not the villain, he's now a puppet controlled by the bigger boss, and he wants to be one of the good guys. I'll transfer some of the party's hatred towards the next boss, and I'm going to do it by admitting that it wasn't this little boss doing the bad stuff. He was under the control of the bigger boss the whole time. There wasn't any foreshadowing of this. I always provide obvious foreshadowing. They'll know this is just a sudden, disconnected lie, but they'll hate the next boss twice as much as the little boss. I don't have a question. Instead, please talk me out of this.
I don't think that's a bad idea! Finding out there's more to the toady villain isn't as bad as revealing that a trusted NPC is actually a villain. That sucks. But turning a villain into a good guy is fun. Be ready for the characters to not give a shit, though. My players still hated the villain-turned-ally. I played into it a lot and they still begrudgingly accepted his help at certain points. Alternatively you can skip this idea and let them have a satisfying time kicking the hell out of him and calling it done.
Hey Mike! Love the ongoing updates for your 3-by-5e game. For that campaign, how do you handle the divergences in rules for spells, conditions, etc., that appear across the three rule sets? For example, exhaustion is a core mechanic in 5e, but is replaced by strife and fatigue in A5E. Thanks as always!
We mostly didn't worry about it. I could inflict strife or exhaustion as needed and most of the time it worked across all three systems. Sometimes I'd have the character affected from the rules of their own system if it had a connection to the characters. Exhaustion wasn't so tied in that it mattered much and I don't think I inflicted much exhaustion that I can think of. So we mostly hand-waved it and figured it out as it came up. Most of the time it was fine. Sometimes we had a laugh about how weird it was but moved on. I don't recommend running a big mix like this. Instead, I'd stick to one central agreed-upon core book and then let any other rules wrap around that and modify as needed.
Question: How often do you incorporate other combat ending objectives in your adventures? Are all or often your combats either kill or be killed? I’ve been running a lot of Shadowdark, Dragonbane and Daggerheart recently so I have been thinking about this topic. Like many OSR games, Shadowdark and Dragonbane strongly encourage your players to solve problems without combat (if not heavily favored in your direction, often called combat as war.), because combat is often fatal. (Many modern games, since DND 3.5, have combat systems that are intended to be “balanced” also know has combat as sport. Even though players are 99% likely to win a death match with no casualties) Shadowdark does curb this by having reaction rolls and morale checks, so fighting to the death is not often, if you follow the rules. If you fight to the death and fail you often just make a new simple character And on the opposite end with Daggerheart you are very unlikely to die and only if you choose to. So what is the consequence of failure? How do you design your adventures where combat isn’t the only option? And How do you design your combats to not be a fight to the death slug fest?
Here's a list of combat objectives that don't just have one side wipe out the other for an upcoming project I'm working on: 1. Defeating the boss. 2. Rescuing a prisoner and getting out. 3. Destroying one or more monuments or artifacts. 4. Stealing something and getting out. 5. Disrupting a ritual. 6. Allowing a ritual to complete. 7. Destroying a powerful weapon. 8. Causing the area to fall apart. 9. Crossing an area. 10. Escaping the area. 11. Waiting for reinforcements. 12. Convincing minions to turn on their leader. 13. Waiting for an event to take place. 14. Waiting for an artifact to power up. 15. Breaking a protective barrier. 16. Turning one force against another. 17. Holding off enemies so others can escape. 18. Redirecting enemies from another target. 19. Breaking enemy morale. 20. Opening a portal. I think its important to ask why the other potential combatants are there – sometimes the situation helps determine what the outcome should be. This list of quests could also determine what characters, or even NPCs or monsters, might be doing that isn't just being ready for a fight: 1. Find an item 2. Kill a villain 3. Rescue an NPC 4. Uncover a secret 5. Clear out monsters 6. Protect a monument 7. Protect an NPC 8. Steal an item 9. Return an item 10. Close a gate 11. Open a gate 12. Activate a monument 13. Disable an artifact 14. Recover an item 15. Convince an NPC 16. Awaken a monster 17. Put a monster to sleep 18. Bury a secret 19. Discover a monument 20. Dig up an artifact
I'm running Heroes of the Borderlands for my wife, her best friend, and another couple. Everyone is a novice except for me and one other player. We're two sessions in and everyone is having a good time. My wife, however, says she's struggling not to treat it as "a game to be won" instead of an immersive storytelling experience. In our most recent session, the group was given a quest to explore some caves. Everyone else was happy to roleplay, carouse, and explore town. My wife came along but later said, “Let’s just go to the caves. That’s the quest.” Any advice, tips, or tricks I can use to help her enjoy the journey and not treat the game like Oblivion where she skips all the NPC dialogue (lol)?
Being able to enjoy the journey over the destination may just have to come out in play. One interesting thing about the starter set is that it really *has* no quests. It's meant to be pretty self-directed. Some players also just enjoy the action and spending a lot of time hanging around town isn't that interesting to them. Having some interesting scenes coming up while in town might shake things up. Look for books of town and city encounters like the Waterdeep City Encounters book (one of my favorites).
When balancing upwards and downward beats, What counts as a downward beat? Last night my group successfully procured a powerful weapon and defeated major antagonist. But it was a fairly embarrassing victory with lots of misteps and bad dice rolls. And yet they were ultimately victorious. Should I be planning a more difficult encounter for next time? Or does a frustrating victory count as a downward beat?
A downward beat is any moment in the game where the players aren't pulled up by what happened. It's all about the feelings. Are they yelling and cheering like the kids in Stranger Things or looking at each other and saying "wow, that was rough". You can't know that any given situation is going to really be an upward or downward beat until it happens. Because of this, you have to prepare to improvise – having a handful of prompts to generate upward or downward beats given the situation you're going to run. In answer to your question, I think a frustrating victory counts as a downward beat. Here are some articles on the topic: https://slyflourish.com/upward_and_downward_beats.html https://slyflourish.com/beats_of_a_dungeon_crawl.html https://slyflourish.com/deep_dive_with_robin_laws.html
Since you are starting two new campaigns, What is your thought process in choosing your three primary antagonists( fronts) at start of campaign ? Like what details are do you consider important at the beginning. Like relationships to each other, theme, or power level. How many are individual actors or organizations? Do you prefer leave one blank to see if your players suggests one?
I've been writing about this for a little while recently. I think it's useful to start thinking about threats after a session zero but you don't need to have them fully filled out in order to run your first sessions. Out of a session zero you usually have enough for your first couple of games. I like to have cascading threats – low power, medium power, and high power. Maybe they're all part of one organization or maybe they're acting independently. But this gives them bosses a little closer to what they're doing now and big looming threats far off. For threats, I like to come up with three. For each of these threats or villains, I like to have a goal and three quests they're working on or will work on to accomplish their goals. That's usually enough for me.
I'm running a tier 3 campaign and I'm struggling to find the balance between presenting events that challenge/interest the PCs and the feeling of "why does it always seem like the world is about to end" a.k.a. "why are there 3 infinity stones in NYC?" Any advice from your recent high level games?
Yeah, at tier 3 it's really about apocalyptic threats and I think that's ok. Hopefully in your campaign those threats were foreshadowed early enough. Going to other worlds and planes of existence and dealing with things there is also a good feeling tier-3 threat. But at tier 3, those are the sort of threats tier 3 characters are going to face. Otherwise, they might as well retire!
When you’re running a convention game or otherwise need to finish your scenario at a fixed time, what strategies do you use to bring the game to a close in a way that feels natural and unhurried?
I actually just talked about this in yesterday's Readings and Reflections! I like the idea of timed events where you know a big conclusion is going to happen at a set time no matter what the characters have done or where they're going. See my articles and posts about running i6 Ravenloft in a single session, Scarlet Minotaur in a single session, and the hero-tier adventure Crypts of Karigulon. I'm trying to think of other models for these fixed-timed scenarios but I need to do more thinking before I have great answers for it. Those are good models though.
December question: Is there a good way to make your players want to become their own patrons. I’m trying to make more of a sandbox exploration Westmarch game. But my players seem more content with a 3,2,1 quest model. I’m just wondering if there a way to encourage them to make their own quest or not.
I really don't know. I'm always the one to put quests in front of the characters. I think you might really need to tell the players in the group that it's up to them to build the motivation to explore locations in a more west marches style game. But I think it's also appropriate in West Marches to have rumors that feel like quests like "the goblin warbands avoid the tower of black spires for some reason but it's said a powerful weapon is hidden within!". Enough of those and hopefully your players are excited to go there. I don't know how much motivation one needs to put into locations in a West Marches game but I bet it isn't none.
How do you approach running a premade setting with lots of content and lore? I'm fine running games where I can make things up on the fly, or using prebuilt adventures (shout out to your Fantastic books, I scattered a lot of those throughout my campaign), but when I see a game with a rich setting with tons of lore (example: I just got Dolmenwood in the mail) I get overwhelmed and don't know how to approach running the game without having to memorize everything.
I just got Dolmenwood too and haven't had a chance to really dive into it too much but it is thick! In general, I recommend picking one particular physical region and learning what's around there. You don't need the whole setting memorized if you're just going to be in one town or region. I'd start with that. These days, more sourcebooks are written to be generally absorbed and then focused down to particular regions so hopefully that can work. But don't feel like you need the whole setting in mind to run a game there – focus on where the characters begin.
When you’re running games at conventions (or similar situations) do you ask the players to introduce themselves in any way as you begin the session? When I’m running a session with strangers, my facilitation experience compels me to go around the table and ask people their names, where they’re from, and to share some “fun fact” (RPG they’re eager to play, recent movie they saw, etcetera.) I have gotten some pushback on this and I admit it might be a bit too much. On the other hand, I continue to be surprised at how many convention GMs dive into a session without even asking their players’ names. But it seems like most other players are not bothered by it like I am. What’s your take? Do you have any particular method for meeting the group and/or building rapport as a convention session begins? Have you experienced anything that worked really well?
I don't get a lot of details but I do ask for player names and character names. I think, at conventions, people really just want to get into the game so I can see where some of the pushback comes from. I can see it being fun, though, so maybe making it somewhat optional is a way to go. But yeah, convention time can be tight so I can see people wanting to just get into the game. Maybe save the introductions for the time before you start or after the game is done?
How do you go about integrating features from multiple versions of 5e into your game. I've picked up some of the Level Up Advanced 5e books and love a lot of the features from trials & treasures, aswell as the additional skills, combat options and spells in the adventurers guide. I love Flee Mortals and how they design action oriented monsters. Overall though I enjoy D&D 2024, feel most confident with it as a ruleset, and feel it gives the best player options. Is it better to make my own frankensteined D&D with all the homebrew books and things I want, or have a streamlined game and stick to easy to follow rules.
Having just finished a total 5e mashup of D&D 2014, D&D 2024, and Level Up Advanced 5e – and having played Tales of the Valiant with another group at the same time, my recommendation is to have a baseline ruleset that everyone follows with a single core player's handbook that everyone uses. Then you can add ideas from other systems to this core set: - Supply and exploration ideas from Level Up Advanced 5e - Monsters from Flee Mortals - Doom points and luck from Tales of the Valiant And if you want, you can bring some sub-classes over from other systems and work with your players to make sense of them within your core rules. So yeah, in your case I'd stick to D&D 2024 and then build off of that. In the end, all the 5es can really be supplements to any existing 5e just like we had supplements for D&D 2014 for the past ten years.
Hey Mike, do you have any advice for "pausing" a quest chain? My paladin is close to capturing the first of the gang of villains who murdered his family. I originally thought it would be fun to catch the lowest guy in the gang, work his way up to the lieutenants, and finally fight the gang mastermind... But now I'm afraid it would give him too long a personal quest, hogging the spotlight from the other players. Can you give me any advice for the best ways to step away from this player's quest and come back to it later? (And/or how to balance the needs of the narrative with the need to share the spotlight among the players?)
I think you can do two things. First have some part of the quest that's out of the control of the paladin and the rest of the group that some group of NPCs has to work on. "Come back later when we have more information" sort of thing. Maybe the gang goes underground and is silent enough that the group can't investigate further until they rise back up again. But also consider just telling the group that that quest line is paused for a bit. They'll understand. You have a group of real human beings at the table who can get why something like that is happening and that's fine. Not everything needs to be in-world. We can state clearly to our players why we're doing a thing and it really helps smooth things out many times.
I am in the fortunate position of running for two active groups. They both, independently, asked me to run the same published adventure (Strixhaven). Do you have any advice on running the same campaign for two different groups at the same time? I know you did this the Rime of the Frostmaiden and was hoping you had some lessons to share based on that experience. I'll obviously get the benefit of getting to run encounters a second time for the group that is further behind, which will allow me to tailor them a bit. Thanks, and I'm using Forge of Foes to add cool monsters as needed!
I really enjoyed running the same adventures for multiple groups and did so many times with both published adventures and homebrew adventures. I saved a little bit of time in processing the adventures but the events of both groups took them in very different directions and that was a lot of fun. I wouldn't try to get crafty and have both groups operating in the same world. Only you would know about it and it'd likely make it harder to prep without a lot of gain. Running two independent instances of the same adventure can work really well.
Question, to anyone not just Mike. I'm finishing up my level 1 to 20 campaign and preparing for, what should be, our last 2 or 3 sessions and need some help. I have a group of 6 to 10 players and the final BBG battle is coming, should the final battle be the end of the game or should there be another session, the finale, Afterwards? I'm a big fan of the one year later idea and want to give it to my players but with 10 of them the end battle will take a long time, as seen in the past, and I fear I will not have enough time to do both. I also fear that a session just for the Year later could be lame. I'm thinking at this point though to run the session and maybe have just a good couple of hours to talk about and take notes on what they did and didn't like for what I hope in a new campaign.
I wouldn't try to pack everything into one session. I think its ok to have a session aftermath and then maybe just a fun social time talking about the campaign and what you liked and what you're looking forward to next. I would be more afraid of short-changing the campaign ending – both the boss fight and the one-year-later montage than I would be of feeling like you have too much room.
Do you have any suggestions on how to help players become more active and involved in collaborative campaign design and emergent game play?
I am asking myself this very question as I prepare my Daggerheart game! I think there are a few things we can do to have players help build the world. First, we can ensure we leave parts of our world blank so players and their characters' histories can fill them in. We don't need to open up the whole world to our players. Instead, we can focus on specifics that they bring to fill in those parts of the world. In my DH game, I'm purposefully leaving things like histories, factions, and gods blank for now until I see if the players come up with some ideas for those. A lot of the texture and tapestry of the world can remain blank until we, as a group, fill it out. I think we can also prepare and ask specific questions. like "tell me about the god your character worships" or "tell me about where the other members of your guild like to hang out". One thing for my group, and I bet I'm not alone, is trying to avoid joke replies. I might state clearly that humor is great but let's not default to joke names and domains for all the gods if we can. Try to get into the world itself before making everything a gag to make other players laugh at the table. Once in a while is fine but if we're building a world, the joke is going to get stale.
Currently working on a homebrew world and creating the BBEG. Its going to be a false hydra that has been using a cult to spead it across the world. Do you have any tips on how to build the cult?
A cult of a false hydra seems awesome and truely mind-bending! There could be rings of cultists – some of whom are dedicated to simply keeping the false hydra in view so they don't forget. Then other outer-ring cultists who know that there's this void in people's lives and know that these inner-facers (wallfacers if we're going to steal from The Three Body Problem) know the truth. Like the Nameless King, there's a void in people's minds. They know something was there. That people once existed that are now forgotten and something is responsible but they don't know what, but it is still worth their worship. Maybe they believe that not knowing is the true answer to enlightenment. It's a great idea for a cult!!
Once again I dragged my feet taking one of your suggestions and once again, it seems you were right. My question is about Dreadful Blessings. I ran a boss last night and, as everyone was very high level, he got five. The party monk burned through those with one stun attempt after another and everyone was glad when the final DB was expended. Here's the question: legendary actions - do those require the use of a Dreadful Blessing too? I would think not but I dunno. Do you just spend them on legendary resistances and breaking through force walls and so forth? Current monster has legendary actions and three legendary resistances. With Dreadful Blessings, that monster has: 1. Legendary actions and n Dreadful Blessings or 2. Dreadful Blessings and nothing else?
Dreadful Blessings aren't needed for legendary actions. Legendary actions are already balanced into the math of the monster so it's just what they do. But you can use dreadful blessings to give monsters *more* actions if you feel like their action economy isn't keeping up. *When* you use a dreadful blessing also matters. Sometimes you can eat a stun and let the monster simply be stunned until its their turn and *then* use a dreadful blessing to break the stun and dump out a bunch of attacks. This gives the stunner some fun and still doesn't remove all the monster's agency. It also ensures the monk doesn't chain-stun (a big problem in D&D 2014 if you ask me) on the same turn because its already stunned. I do replace legendary *resistance* with dreadful blessings since they can do similar things, but not legendary actions.
Hi Mike. I was just thinking about the 8 steps. 8 is a great number but I think there might be a hidden 9th step missing: One that ties a session you just ran to the next session. A kind of process, maybe, for collecting those ideas about what factions are up to, what that egg the PCs found might actually contain, what the Princess secretly thinks of the Bard. How do you deal with this? (I currently collect these "Geistesblitze" in a Google Keep List on my phone and various messy journals) - a step for between preps.
Every so often something comes up that feels like it could be another step: the adventure's hook or faction / villian quests and the like. I think most of this can be captured in other steps like secrets and clues or scenes. The eight steps are big buckets. You can put a lot of different things in each step with that higher-level category in mind. "Fantastic Locations" can be big set-piece scenes or tiny one- or two-word dungeon rooms. Scenes can include quests, hooks, next steps, things on the horizon, or lots of other things. NPCs can be chunky dossiers or just the names you need to remember. But, specifically for faction movement, I'd probably put those into secrets and clues so they're more player and character-facing. You can always create a new step if you want but I'd try to find a way to include it in existing steps first.
I see that you have GMed up to tier four recently and that you use dreadful blessings (DB) to ‘help’ the foes at that level. Could you expand more on those experiences? For example, how did you decide on 5 DB each for your two foes at the end of your level 20 campaign? Does your lazy encounter benchmark still ‘work’ as a guide at such high levels (with or without DB)?
Hi Ides! I chose 5 DBs at tier 4 because it felt right. I'd usually burn them out or come close by the end of a battle and there weren't so many that players felt like they could never use them all. I think having three at tier 2, four at tier 3, and five at tier 4 worked well for my games but I'm still experimenting. The size and importance of the boss matters too I think. But somewhere between two and five feels right. I talked more about Dreadful Blessings in this video: https://www.youtube.com/watch?v=YulwEOVRLvU&t=2078s No major changes to how I use them, I think, but boy did they help me run high-tier games. I also think its great training for Daggerheart's Fear mechanic!
November Question: I've been running a family 5e game on/off for about 3 years. I've gotten frustrated at our lack progress because my siblings are very easily distracted (grabbing drinks, table talk, the NFL game, etc). It's gotten under my skin bad, however this game has been important just for bring my siblings and friends closer together. Ive tried to keep table talk to a minimum but I feel like an ass when I gotta keep shushing them. How do I run a loose, causal 5e game that can keep me sane plus staying fun for the family? (Setting is CoA)
That's tough and it's probably a balance between talking to them about how best to manage the game and also give them the valve they need to chat about other stuff. Common advice includes: - Ensuring you schedule some time before the game so they can chat then. - Making it clear when the game is on and going. - Have another break about 90 minutes into the game so people can chat more. - Gently bringing people back to the game when conversations stray. It's all easy to say but hard to implement. I go back to probably my most common piece of advice: talk to your players about it out of character. Before a game begins, talk to them about wanting them to have the chatter but please do it before, after, or during a break to be kind to the other players who have the floor and are focused on the game. The other part is managing your *own* expectations. Sometimes conversations stray. Make the adventures and quests a little more lightweight and demand less time for them to be completed to account for the extra table chatter. It's not ideal but maybe the two approaches can meet. One other thought is to ask one of the players to help you manage this – or even all of them! Police thy neighbor! If someone breaks out of the game during the game, please bring them back to the game.
Question, but first a fun fact related to it : FUN FACT : TLDR --> Friend of mine learned something from the Laze Companion Long Version --> Recently, I've had a friend who's in teaching and has a problematic group. To a point where she's wondering if she'll be able to show them all she's suppose to by the end. It usually happen a bit and she's use to some stuff not being showed. Recently, while talking about how i was going to plan my one shots, i was telling her about how you do it in the Companion book, and how i should have learned about that years ago when i did my last One Shot, which spread to 3-4 games instead. I was telling her about the important part of the One Shot and how some part has to be shaved to get to the important part. As much as she knew and did that a bit, she never really thought about it deeper and came back to me some day later telling me how she might actually be able to teach them the best she can possibly can. This made me think about how much the way to think about how to plan a game or campaign changed my way of thinking about other stuff in live, and how to plan things, how to prioritize things above other, about management, etc. QUESTION: Did you notice something similar, or heard about people changing their way of doing thing OUTSIDE of the hobby, but BECAUSE of the hobby?
I have a friend who does facilitation and loved a lot of the concepts in the 8 steps and used them in his corporate facilitation jobs and in presenting in general. The strong start, the outline of potential scenes, secrets and clues, the characters (knowing your audience). It ended up being valuable for him! I think there are lots of other connections between RPGs and other aspects of our lives. It's used in therapy and in treating other conditions quite a bit these days.
When tying story elements to PCs' back stories, what do you do when a back story connected element is planned to be introduced when a player is absent. I have an NPC that is tied to the next location the PCs are going to be who is a PC's father. But that player won't be there! Is it better to introduce the npc when the most connected PC isn't there, or save the npc for a future session when they'll be sort of ham fisted into the story? Or something else I haven't thought of?
If you have the chance to move the NPC to a game in which the player of the PC is there, that's obviously preferred. I've had it where entire arcs of a session were intended for a particular character and the character missed it. It's a disappointment but it happens. I think we just move on. So yeah, any opportunity we have to shift things around to ensure the PC hook is there for the player of that PC we should take but sometimes it happens. Another thing we can do, though, is just have an out-of-game conversation with our players and move things around. Say they all agreed to go to the tomb of Kendal Olimar's ancestor but that player can't make it. We can just explain the real-world situation and suggest they go to some other place instead. They'll understand.
November question: Happy Friday, Mike! What are your views on, or experience with, PCs who are not inherently heroic? I want to do a campaign where the PCs are hired by the Harpers to explore Myth Drannor and retrieve any dangerous or historically significant relics and items to keep them from evil forces or greedy “private collectors”. Heroic version: the PCs can keep pretty much anything they find that isn’t the specific item detailed for that mission. Maybe even some powerful magic items, so that they can keep exploring to retrieve further relics. Thieves guild version: the PCs are recruited from a thieves guild by the Harpers, so the PCs may be more tempted to fence some of these items. Interesting, but potentially problematic to handle! Carrying that logic further, what’s to stop my players from deciding to take the initiative to do their own side quest and go looting nearby villages or the Harpers? Personally, I prefer the style of always telling the players “your characters are heroes here to do ‘X’” and “D&D is a game about heroic adventurers”, if for no other reason than avoiding the “rogue with a criminal background” player being a thieving jerk.
Yeah, I definitely prefer heroic characters. I think games can get nasty if they're too focused on greed and leaning into an "evil" campaign. Some groups love them – that's fine for them. It's just not my thing. So yeah, I tend to push hard on the main driver and motivation of the characters *before* players start to build character concepts in their head. It's hard to do, though!
Hey Mike! Listening to you talk about Dolmenwood (mine is still en route) and I started wondering if you’d looked at Hit Point Press and Loot Tavern. I’ve been using Heliana’s Guide to Monster Hunting and am reading an early release of Ryoko’s Guide to the Yokai Realms. What really blows me away about these books is the strong mechanics offered inside. Heliana’s includes strong overland tracking challenges to take on powerful Monster Hunter inspired creatures while Ryoko’s has kaiju-inspired gargantuan monster fighting guidance. (I’m also a fan of the zine style On the Shoulders of Colossus, which came out years before Ryoko’s launched.) I totally share your “how much did I spend?” when I get these, but have loved what I’ve gotten. Just curious if you’ve spent any time with these.
I have them but haven't had a chance to really dig into them. Sorry!
Heya! GM's have lots to do, so distributing work among the players is probably a good idea. Obvious examples are managing initiative, handling playlists, tracking HP and other mechanics. Do you have, or have you heard of, any other appropriate player jobs? Providing cool accompanying titles will grant inspiration!
Some that jump out to me: - Looking up rules - Taking notes for the group - Managing loot - Acting as a "caller" and facilitating choices among other players - Ordering food and managing such orders Those are the ones that leap to mind but I'm sure there are others.
Starting a new pirate themed campaign and one player has chosen to be a warlock of the Fathomless (it's technically a different system than 5e, but the Fathomless Warlock a pretty good equivalent to what she chose), which is a fantastic choice, but I've never had a warlock player before and I'm not sure how to bring that into the story in a satisfying way... The Fathomless patron has a very sinister deep-sea vibe (think Cthulhu, Dagon, etc.) which is part of what makes it cool, but I don't want to trap the player into serving an actually evil force that they might regret accepting a pact with. How can I make the patron of my player's warlock an interesting part of a largely heroic story without completely neutering the sinister vibe that the Fathomless is going for?
An interesting thing about warlocks and their patrons is that they don't need to get along or even be aligned the same way. Just because you're drawing power from that patron doesn't mean you have to serve it. A creature like the fathomless could have a lot of fascets going on – some of which are self-destructive. Thus, the warlock could be acting directly against the will of the patron and still be following a direction it has in some segment of its vast mind. You could tie the patron to an entity that isn't the main antagonist of the campaign, but some deep forgotten entity that doesn't directly come into play except through the warlock. So yeah, the player can absolutely play against the draw of the entity who serves their power. It's a fun struggle.
In the past, I've written detailed adventures for pay. When I run these adventures, I feel the most prepared and run my most memorable games, even better than running other people's published adventures. Have you had a similar experience running your own published adventures? If I had the time and inclination, I would do this for all my games. But the reality is, I don't have the time or the desire to put in that level of effort. Instead, I primarily use the 8 steps to help me prep my sessions, which is great, but still not at the same level as when I've written out a detailed publishable adventure. Do you have any further advice for getting that level of gameplay the lazy way? My apologies for asking two questions.
Hi Christopher! I think there's probably no better way to be tightly tied to an adventure than to write it out yourself – assuming the type of adventure you write is the type you like running =) But yeah, that's not realistic for every session of every game any GM wants to run. We all need different things to feel like we have a handle on the game. I know that my own style of writing adventures (more like scenarios) is filling out the stuff I tend to use at my own games. I think a useful way to go is to look at the stuff you find most valuable when writing and running your own published adventures and see how you can get more of that in your more lightweight prep. For me, even just cutting down the sentences into fragments and ignoring the stuff I already *know* helps me quite a bit. I don't typically feel like the stuff I've written for publication is easier for me to run than my normal prep but that's just me I think. Hope that helps!
Hello Mike, my group has established a campaign pattern that works well for us. We begin a new campaign every January and conclude the adventure at the end of October. We then take November and December off. So far, we have stuck to shorter adventures (e.g. Dragon of Icespire Peak, Lost Mine of Phandelver) and expanded them to play 20 - 25 session campaigns. What advice would you have to take a longer module, and condense it to fit within the same 20 - 25 session format? For context, my group is interested in running Curse of Strahd for our 2026 game. Thank you and I appreciate all the hard work you do on your Patreon!
Sounds like a really good pattern you have! I think up front, it's worth taking a look at the long-form adventure you're considering and deciding what can be cut down. You may not need to cut as much as you think depending on how things go, but you want to be sure to get where you need to get when you start to get closer to the end. For Curse of Strahd, I'd start wtih the drawing of the cards to see where the items of Ravenloft end up in Barovia. Then you can focus down on those locations and see what areas you can trim to keep things to your schedule. You also want to bookmark enough time for the big conclusion in the castle itself – I don't know exactly how you can gauge how many sessions that takes – probably at least four depending on where Strahd is. You can also use the "strahd comes to you" idea from my ravenloft one-shot as a way to say "however it goes, you're going to face him in the final session wherever you are". Going back to the deck, you can tailor the deck before players draw cards to cut things out. Maybe you don't want them traveling all the way to the amber temple or whatever it is, so you remove that card. You can do the same for other locations you think are too far out of the way. Maybe ensure at least one item is in the castle itself to consolidate it. So my main advice is to read through the adventure and see what you want to focus on and what to cut and try to figure out the pacing so you can keep things on schedule across the sessions you have to run it.
Hi Mike! First time with a question here. I really appreciated the clarity you provided recently about the purpose of the podcast being to help DMs. I’ve found both the lazy prep steps and the lazy encounter benchmark to be helpful tools with my prep. As a longtime player but newer DM I find myself leaning on published adventures for scaffolding and then jazzing them up with some homebrew ideas. My players (half of whom are forever DMs) have told me they enjoy the sessions much more when I am clearly improvising rather than following a module. The challenge I have is that when I improvise, I’m so focused on being in the moment that I forget what I said or did, or what the players said or did. Do you have any tips or tricks for keeping track of what you improvise at the table? Do you pause to take notes during the session, even if it disrupts the flow? Improvising during combat isn’t an issue because I’m already constantly noting damage, effects, etc, but when role-playing non-combat encounters, I haven’t been able to find a routine that works. Thanks!
Hi Vernon! Jasper F right below you asked a very similar question! For me, the most important thing for me to remember is where the last session ended. I can usually riff the rest. I honestly don't worry too much about the continuity but if I wanted to keep better track, having a list of the things that happened in the game can help and updating any NPC trackers I might have helps too. Usually the important things that happened happened to NPCs or characters. Jotting down those notes helps a lot. It also really helps if you can ask one of the players to take and share notes so that you can the rest of the group can reference them. Adding that to a session zero can really help a lot. Good luck!
Hey Mike, I'm running Dragon of Icespire Peak for four players. I really enjoy adding a lot of connections to their backstories and making the world a rich and dynamic place. As we play once a month and my players don't take notes it's hard to "restart" the game after a month. I just realized I should probably keep track of the secrets they already uncovered. Any tips on how to keep the story flowing and continuing?
If you can, asking one of your players to take notes will better engage you and them in the story. It's great when it works. I find, for me, I mostly have to remember where the previous session ended and that clues me in enough to read over the past notes and see if any secrets are still relevant or not. That's about the only secret tracking I do. If you have the time and energy, a few bullets of the activities in a previous session is often enough for you to remember what happened and what they learned. Not always, but most of the time I'd guess.
Hey Mike, here again with another question about the 5e artisanal database, which is still my favourite GM resource ever. In trying to fiddle with the data inside to make my own custom personal version of it, I noticed that for the magic item entries both the html and md files lack attunement specifics. For instance a Staff of power from srd 5.1 requires attunement by sorcerer, warlock or wizard, but the entry from the database just says attunement: no. Is this something still in the works and might get an update later or does it have to do with the conversion of all the srd data being a pain for items with more specific attunement requirements and thus will stay as is in the database? Thank you so much again for all the work you put into this amazing resource for GMs.
Yeah, I'll have to look into that. The Artisanal Database is built from the open 5e material available at https://open5e.com It's a volunteer-run organization and effort and people have other things going on in their lives so it's not always up to date. The 5.2 material in particular is still getting updated. When I have a moment (which seems slim at this point), I can try to go update items like that myself. But time is always tight. Sorry! It is easy for me to update the database when open5e updates their records. I'll spend a little time on it today and see what I can do. Update: I checked and yeah, Open5e's data format doesn't include the option for *who* can attune an item so that's not something I can pull into the 5eADB. I brought it up with them but it might be a big change to incorporate and all the data would have to be reingested which may take some time. Sorry!
Hi Mike, our group has decided to embrace the DND 5E 2024/2025 material, and do a campaign within the Greyhawk setting. We are about four sessions in at this point. I am not sure if we are going to go to the city of Greyhawk, but I feel like it is inevitable. I am nervous about running a significant part of the campaign within a large city, which I have never done. I know that the idea, spiral campaign-wise, is to start small and build out. But I’m nervous about how that will work in a large, established, with lots of lore, city. Do you have any suggestions?
I think breaking down the city into districts and focusing on one particular district at a time can help. I know it's not Greyhawk, but the Waterdeep City Encounters book on the DM's Guild has a lot of fun ways to make a city come alive. https://www.dmsguild.com/en/product/251816/waterdeep-city-encounters Running big cities can be tough but focusing on the goal of the characters and the locations of most interest to them can help, I think. Your players don't want to be overwhelmed anymore than you do. The material on Greyhawk in the D&D 2024 DMG does a good job of focusing on the quarters of the city and offering useful starting places for adventure. I'd focus on that and add locations as you need.
Hi Mike, I'm curious about your thoughts on hurrying players up. I think most of us have played with someone who starts reading their character sheet when it gets to their turn, or spends a long time deciding between spells, etc. As a DM I've always felt partly responsible for the pace and flow of the game - I want to keep the immersion and momentum, and don't want other players to zone out or start looking at their phones. So I do hurry players up from time to time. But though dnd is my "main" game, I also play boardgames and casual mtg (commander) - and there its considered bad manners to hurry other players up, even in a good natured way. So I'm concerned I might have developed a bad habit. Is it bad mannered to hurry players up in dnd, or is the type of game different enough that it's more acceptable in dnd?
I think there are a few things you can do to help with this. A big one is clarifying who's "on deck". I do this when I want the pace to speed up. I'll tell the person who's turn it is and then I'll address the *next* player on the turn and tell them they're "on deck" so they know they're up next. This usually speeds things up and also clarifies to the players that you *want* to speed things up. You can also have a conversation at the beginning of the session before anything begins and say "Sometimes the pace of the game can slow down when we get into combat. Please be ready before your turn with whatever you need to do on your turn. Look up your spells. Look up your class features. Be ready to go when your turn is called so we can move things along". That might help a little bit too. Asking players to note the page numbers of their spells and abilities and having their books ready can help too. The other tricks for faster games are more brutal: - Run with fewer players - Run at lower levels Those are the two clearest ways to speed things up but they're not always possible. I have six to seven players in my 20th level game next week!
Hey Mike so I’m about two three sessions into a campaign that started as a one shot. Half the group is new to TTRPGS. I’ve notice some players have motivations and others don’t know what they want since they are so new. Is it worth it for me to now have a session 0 for the whole group or should I try to have a session 0 in between sessions? I’m debating sending out a primer in between sessions and asking if anyone wants help to Contact me and I’ll work with them or is it better to have a more railroad approach. (PS this is my first time DMing and they still seem to be having fun.)
I think it can be worth taking some time at the beginning of a session to re-baseline a campaign since you're switching from a one shot to a longer campaign. You can email them and let them know you'll be doing so and what your goals are for the session zero: - Explaining the campaign arc and truths - Clarifying the roles of the characters in the story and as a group - Giving the players opportunities to build out their backstories and tie them to the larger story going on. Honestly, characters with limited backstories aren't nearly as big a problem for me as characters with backstories that don't follow the theme of the campaign. Welcome to the hobby!!!
Sly! I know you’re completely against the trope of the party patron betraying the characters but what do you think of the patron turning out to be evil? I’m running a Norse-themed Shadowdark campaign and historical Odin is different from Marvel Odin. He used to incite conflict in order to send more brave soldiers to Valhalla for the final conflict at Ragnarok, which is pretty repugnant by mortal morality. I’d like to spring this on my players but I’m not sure if it counts as a betrayal. Thoughts?
Do the characters know he's evil? Are they going to get duped? I think its ok to have a patron who's suspicious as long as the players have the opportunity to find it out. I think it can be a rug pull if it turns out this good guy god you've been working for has been bad all this time. That feels like a betrayal to me. I have a lot more fun with sinister complicated factions and patrons than ones who hide their devious ways.
Hey Mike! I forgot to post my October question so if it’s too late no worries, but just in case: I am deep into running a few play-by-post campaigns and they’re going surprisingly well, but something that keeps coming back to bite me is the fact that there’s a written record of everything I’ve ever said as a DM. I know you don’t play play-by-post, but just in general, how do you maintain consistency/continuity for your players or mitigate any disagreements about what was said or how something was phrased in a previous session? I’m more referring to secrets and clues and things that are more plot-dependent, not rules stuff. Thanks so much!!
Yeah! That seems like a great advantage of play by post. Notes you can always go back to. I think asking players to volunteer to write notes and share those notes with the rest of the group can help. In one of my games, the notes are fantastic. In the others, people take notes but its in paper notebooks and the like. I play fast and loose in my games so sometimes we lose the details or I'll ask someone to remind me of a name that slipped out of my head. With three regular campaigns going, it's hard for me to remember everyone and everything and I don't think that completely breaks the game. Asking your players what they remember of a situation can help. Reviewing your own prep notes to look at previous secrets and clues and ask if those came out or not can help too. But also, we can be kinder to ourselves and remember that it's ok if things are messy sometimes.
Mike! I appreciate how you emphasize publishers providing PDFs of their products. Why don't more game shops participate in the Bits & Mortar system that allows customers who buy physical copies of a product to also get access to the PDF versions? I love to put my hands on the real, physical book or zine in some contexts, but I also like to carry a library of all my PDFs to read on an ipad when I'm riding the bus! I have four or five good game shops to patronize, but only one of them (the least convenient of course) has an active Bits & Mortar setup. I find myself holding out on actually spending money and buying things until I have a chance to visit that particular shop. I ask now and then at the other shops, but they typically just shrug and say no. They're missing out on my business!
I can't say why more shops don't use Bits and Mortar. It might just not be something they understand or want to deal with. If you're able to have a constructive conversation with the stores owners and managers about it – maybe as an email sent their way – explaining that they have the option to send out digital versions of physical books that costs them nothing and gives their customers a better option than just buying it online, maybe that can help. I'd suggest finding their customer support email if they have one and asking them to set it up. Show them how, maybe.
Hi Mike! Loved your thoughts on the new Forgotten Realms books. Similarly, I’m excited for the opportunity to run a campaign someday using the regional overviews like with the Dalelands. I’m familiar with spiral campaigns and what you’ve written about session zeros in Return of the Lazy GM. But with your recent experiences with the Dragon Empire do you have a framework or set of steps you’d recommend going through to do the right amount of prep to get a handle on the content + create a campaign one sheet to do a session zero?
I still follow my own advice for spiral campaign development and the campaign one-sheet design even for games as complicated as my Dragon Empire game. I think we can spiral out as the characters spiral out by diving back into the source material and learning more about what's going on. Digging into the Midgard Worldbook, for example, gives me more ideas for factions and situations I can bring into my game but I didn't need to do so all at once. I can do little bits as our adventures continue. I still think focusing on the session I have ahead of me is better than worrying about the bigger world stuff going on.
Hello Mike. I wanted to ask a question about how much information is too much and how little is too little when writing an adventure? Some systems can be wordy, others like Shadowdark can be minimalistic. How do we as creators ride that fine line and take into consideration the "average" DM's experience to balance out that amount of information to provide?
I think there's no perfect format for a published adventure. Even WOTC, who has been doing this for 25 years based on the work of TSR who did it 25 years previous keeps changing their format. I applaud them for trying new things like the short 500 word adventure outlines they have in the DMG and now in the Forgotten Realms Adventures in Faerun book but they're obviously not for everyone. Over on the discord, I wrote a list of what I think are good criteria for an adventure: - Material we can't easily come up with ourselves. - Options for all three pillars. - Room for different character types and motivations - Lots of room for character agency and choice - Engaging location and map design - Clear, useful, and differentiating lore - Strong ties to the world's lore – more than just proper names but how the elements of lore fit in the world. I definitely think shorter is better these days.
What inspires you to prep? What gets you in the mood to prep? Not just any specific adventure in your campaign, but just in general. Suggest some, music, movies, videos, video games, that when you listen, watch, play, etc, that get in the "prepping" mood. Thanks in advance! <3
Having time to break away from doomscrolling on my various platforms and just sort of disconnecting for a bit to think about my game helps me. I get inspired a lot by thinking about my games as I go to sleep at night. It's my way to count sheep. I try to dive into whatever I think the cool bit is in my campaign. The "What if" sort of questions that can shift things around and aim the spotlight on the most entertaining stuff. I love video game music. The BG 3 soundtrack, Horizon Forbidden West, Warhammer 40k Darktide; those are some of my favorites right now. I'm inspired by all sorts of books, TV shows, comics, video games and other fiction. Too many to count really. I love horror movies a lot and bring ideas in from them: Hellraiser 1 & 2, Midsommar, Hereditary, Nosferatsu, The Ritual, Bone Tomahawk, and so on.
Hello Mike. I watched your video on running Castle Ravenloft as a one-shot with Shadowdark, and you mentioned that you let the players map the dungeon on graph paper while you described it. I wanted to recreate the same old-school experience, but I’m a bit worried that it might slow the game down, since the players could get confused trying to figure out where each door and passage connects—especially in a dungeon as large and interconnected as Castle Ravenloft. How did that work out for you, and which parts of the map did you focus on making sure the players got right based on your descriptions? Adjacent question if I may: Do you describe directions as North/South/West/East or Front/Back/Left/Right (more immersive but more thinking)?
I'm actually running it tomorrow! My plan is to draw a loose map with lines and boxes instead of a detailed map. I also wouldn't recommend the players draw an accurate map. There's no way they can keep up. The idea of describing things and making the players map it I think is too hard for a dungeon as complex as Ravenloft in a single session with a timer running.
Hello all. I'm running a campaign using the Return of the Nameless King framework (from CoA). I'm at the Secrets of Summervine Villa portion, and I seem to recall a potential reward for the party being they are gifted the Villa as a headquarters. I can't find it in the book or the videos from the search, so was this mentioned from Mike's game recaps on Youtube, or am I misremembering? Thanks!
Hi there! There is a home base put into the City of Arches sourcebook, the one published and funded on Kickstarter. However, you can find that material in Uncovered Secrets Volume 2 as well for you patrons. Take a look there.
Hi Mike. I I noticed that the new monster manual has monsters that hit harder than the same ones in the monstrous menagerie, but I like the way the monsters in the LU book have more cool things that they can do. Would it be a serious imbalance if I just change the monstrous menagerie attack numbers to the ones from monster manual or would that increase its CR? I tried to compare it to what I read in the Forge of foes and it seems like it’s high but still on the same CR. What do you think?
I think you can use the standard FoF stats to turn any A5e monster into a monster hitting as hard as the 2024 monsters do. Most of everything there is balanced fine except damage which works best as 7 x cr total damage output per round or 10 x CR for legenary monsters or monsters above CR 20ish. That alone can turn them into great powerhouses. Like you, I really like all the other stuff A5e has in the Monstrous Menagerie.
I recently started a new campaign (placing the City of Arches as the capital city of a homebrew setting - thanks for that!) and one of my PC’s backstories involves his family farm and him trying to raise funds to keep it afloat. Most NPCs he meets, he tries to pitch investment to them or at least provide them with samples of his farm produce, or tries to arrange meetings with city civic leaders etc that could lead to support. This isn’t something I’d planned for when prepping the overarching campaign and it’s caught me a bit off guard. How can I add or build interactions to make this element of the campaign engaging for him (while not hogging the spotlight from other players), and do you know of any rules resources that could help with the mechanics of running a business in this way?
This sort of thing can be tough if the rest of the group isn't into it. There are some fun things you could do like make his family farm a home base for the characters. Something they can build out into a big estate over the course of a campaign. Try to find ways to bring the other characters into the farm and then turn it into a big expandable bastion-style thing. That's one way. If you don't think it's going to gel with the other characters and players, you might need to have an out-of-character conversation with the player or the group to get things straightened away. I had trouble with a player who really wanted a home base but wanted it to be *their* home base. It didn't go well.
Our rpg club is planning to run a multi group event of "Vault of the Dracolich" with the Shadowdark System. Do you have any further pointers/ideas on that besides your "5e conversion" article?
That sounds like a great time! It's been a long time since I read through or ran Vault of the Dracolich but I think it should work fine with Shadowdark. It was actually written to be run with 3e, 4e, or 5e in mind when it first came out!
Hi Mike, I've ended or paused two long-running 5e campaigns and am excited to try some new games with my players. I'm particularly interested in lighter-rules systems like Shadowdark and Mausritter. My players really enjoy roleplaying and deep character backstories, but I worry that the simpler character building and deadlier nature of these old-school games might turn them off. What has been your experience running these kinds of games? Do you notice your players roleplaying less or being less invested in their characters?
Some players dig the folk-heroic player-challenging style games like Shadowdark while others like the more super-heroic high-fantasy character-challenging games like 5e and others. My recommendation is to give it a try. Ask to run just a few sessions of a system like Shadowdark. Explain how the game works and the style they should expect but ask to just give it a try and see. It usually takes more than a session to figure it out so ask for two or three. Maybe four. Then re-evaluate and see what you all think. More here: https://slyflourish.com/how_to_get_players_to_play_other_rpgs.html As far as what my players felt, it was a mix. My Sunday group loved Shadowdark and would definitely play it again but were happy with the crunchier Tales of the Valiant. I'm going to see how my big 5e Wednesday group feels about Dragonbane.
Wazaaaap! I’m running a campaign for a group of 4 lvl 3 characters and I’ve got to make a decision about the endgame of our current campaign: I want them to resolve a conflict with a lieutenant of the BBE (by fighting or negotiating or something third) but I’m not sure if I should make the encounter so CR heavy that the players can’t do it on their own (and will need to bring allies) or if it should be feasible for them to handle the encounter (in case of a fight) on their own. What is most satisfying for the players while also keeping the threat credible?
I think scoping a boss with the intention that he isn't beatable isn't the way to go. Instead, the boss should be whatever CR they should be given their context in the story. Compare them to monsters of various CRs to gauge what CR you think they should be and then build the situation around them. Maybe the players figure out a way to even the odds against them or not. Aiming for a particular outcome, particularly one where the characters can't defeat a foe, usually isn't the right way to go. Instead, build around the context of the story, give players information so they can make meaningful choices, and then let them decide their path. If the characters are only 3rd level, the campaign ending might be pretty far out so maybe you don't need to worry about it quite yet anyway!
Hello Mike, Like you, I have a large collection of TTRPG PDFs, and I'm curious to know how you organize your digital files. I currently organize my files first by game system (5e, Daggerheart, Shadowdark, etc.), then by publisher (Ghostfire Gaming, Hit Point Press, Kobold Press, etc.). However, this system sometimes means I cannot easily find certain files (i.e. Who was it that published that crafting system I liked? Was it Nord Games? Cubicle 7? Someone else?). I have tried organizing files first by game system, then by type (for example, Monster Manuals, Campaign Settings, Magic Items), but this too presents a challenge. Some resources have a little bit of everything, from monsters to magic items to subclasses and more, while others seem to belong together despite being different types, such as the Grim Hollow Campaign Guide, Player's Guide, and Monster Grimoire. I don't believe there is a perfect solution, but I'm interested if you have a system that works for you. Thanks!
I use a program called Compass which is super helpful. You can assign each of your pdfs a tag, like monsters, spells, adventure, etc. A pdf can have multiple tags. That way you can find all of your monster books or what have you with one click. You can also open your pdfs directly out of the program, along with linked webpages. It will not help you with how you file the pdfs in your folders, but once the tags are assigned, you will not need to sort through a super organized file tree to find things. You can learn more about the program at https://www.compassapp.info/.
Hi Mike, When you prep secrets for a session, do you find yourself thinking of "types" of secrets to diversify the information you present? My session prep template has some generic secret types (Information, Foreshadow, Strength, Weakness, etc.) that I reference often when I'm stumped to inspire me to think outside the box. I'm curious if there is a list of secret types you use to help you creatively think of different information to reveal in a session. Thank you!
Like you, I think it's useful to have some secret type definitions on hand to help inspire me if I'm struggling to come up with secrets and clues. I wrote more about those types here: https://slyflourish.com/types_of_secrets.html - Character secrets - Location secrets - Historical secrets - NPC or villain secrets - Plot-revealing secrets - Adventure hooks But often I don't need to worry about the types until I actually struggle. Otherwise, if secrets come out easily enough, I don't worry about types. I do worry about context though – ensuring that the secrets I'm coming up with really are relevant to the situations likely to happen in the next game. I'll consider that context more than I consider the types. Still, it's useful to know those types. Anything that helps you is a help!
Hey Mike, thanks again for all your amazing content. I see that you have mentioned going to Gamehole Con and how much you enjoyed yourself there again this year. My question is, in your opinion, what do you think makes for a good gaming convention? In other words, if you ran SlyCon, what would that look like?
Hi Borius! Great timing on this question since I just got back from Gamehole Con. Here are a few ideals: - Close enough that I can drive there in five hours or less. - At least a couple of thousand people but not much more than that. - A good fun vendor hall. - Lots and lots of games in lots and lots of different systems so I can try a lot of stuff out. - Games that focus on 2 and 3 hour slots instead of a lot of 4 hour slots. - Clear rules on harassment and protection for women, people of color, and LGBT folk. - Lots of access to clean water, clean bathrooms, and moderately healthy food. - Big enough to have a lot of people but not so big that you can miss entire swaths of folks. - Affordable and accessible hotel accommodations. I think that's about it!
Hi Mike, I kept wondering how to actually make the best use of Dyson's amazing maps. Do you use the maps in your style of play more as a reference for you to riff off or do you also put them as they are in your VTT of choice
Hi Tokkosanji! I use Dyson maps as a reference and draw them out on a big Chessex battle mat during play in my two in-person games. For online games, I'd use Owlbear Rodeo and their fog of war to display them. So the answer is – however they best serve me and you is how we best use them! Here's more: https://slyflourish.com/use_dysonlogos.html https://slyflourish.com/drawing_maps.html https://slyflourish.com/your_only_dungeon_map.html https://slyflourish.com/owlbear_rodeo.html Hope that helps!
Hi Mike, I have a campaign structure question for you. Does the traditional three-act structure to storytelling fit into your improvisational approach? Is it perhaps a useful concept to keep in mind while planning out each game? Or is it not a good fit, as your campaign may not be a single cohesive story (perhaps being an anthology of adventures instead). If the three-act structure is not appropriate, then how do you recommend keeping an eye on pacing, planning ahead, and knowing when to move between stages of the adventure?
I think the three-act stucture (setup, confrontation, climax) can work fine and we can think about it in the scenes we're prepping. Certainly the strong start fits the idea of a setup and then we have scenes the characters might follow. Often these get to a final conclusion – acquiring the artifact you're looking for or fighting a big boss. Pacing is a whole question in itself. Chapter 24 of Return of the Lazy Dungeon Master talks about pacing, in particular alternating upward and downward beats: https://slyflourish.com/upward_and_downward_beats.html As far as moving between stages, timing is good and considering when it's time to cut from the boring middle to the end. Some adventures have this built in. See how Crypts of Karigulon does it!
Hi Mike, I could use your advice for how to handle the corruption of a character: A vengeance paladin in my game is on a quest for justice (to kill the men who killed his son). I would like to have a shadowy figure try to tempt him into making a dark pact... but I don't really know how. Any advice for making this a fun story, probing the gray line between justice and vengeance? Mechanically, what might a fiend offer or demand in return that would be more impactful than just extra damage dice in exchange for the intangible soul of a fictional character?
I think this can be cool but first, you want to make sure you have the consent of the player and the rest of the group to go down this course. I don't know the best way to get that without spoiling the surprise but I think you want to be careful that the player doesn't feel betrayed by the choice and that the other players don't feel betrayed by that character if they take that dark pact. I think a dark entity could offer lots of things beyond just mechanical effects. Information on the men who killed his son, blackmail for the son's soul, information leading to weapons they could use as the vehicles of their vengeance. Things like that. For bonuses, you can look at your system of choice and look for boons that aren't magic items and offer those boons. If you're playing 5e, Tashass has tattoos of power which could act like this. Essentially they're magic items that don't have a physical connection. Anyway, above all, you want to make sure the story is going the way your players want it to before you dive into the darkness.
I'm enjoying the use of AI as a GM Assistant for doing some of my grunt work, but I'm curious: how could you use AI as a player to improve your gaming? A few options come to mind, but I suspect some of that is more my own wishful thinking as a DM. If there are ways to use this tool to make the game better for myself or others as players, I'd love to hear about them.
Honestly, I'm not big on using AI on either the GM or player side. I certainly won't tell anyone that they're not finding value out of something when they are, but, for me, I prefer to use books and random tables to help fire off my own imagination instead of getting average results out of an LLM. I wrote more about it here: https://slyflourish.com/best_llm.html We have an AI chat channel in the SF discord where you can ask other folks about it. There we poke at the technology from all sides – good and bad.
Hi Mike, Do you think the TOV luck system would work in shadowdark? It still seems less powerful than pulp mode, but I'm not sure it matches the intent of the game, and it would also affect some class/race/spell features. I'm also considering the call of Cthulhu "push your roll" mechanic, where you can try a reroll (outside of combat only) but the consequences for failure go up dramatically if you fail again. I like the first option because it softens the feel bad moment of a miss. I like the second because it gives the players interesting and meaningful choices. I'm worried that both together would be too powerful. What do you think?
I don't know why luck wouldn't work in Shadowdark. The only thing to consider is that a +1 bonus matters more in Shadowdark than it does in 5e. But you can always try it out and see! Maybe limit it to three luck tokens instead of five? Give it a try!
Have you considered making the artisanal DB accessible via a module for Foundry VTT? It would make it so much easier to use in my games if were. I know you're a fan of some of the other simpler VTTs, but having something like that for patreon members would rock! It would allow treasure generation, pulling in monsters, etc. from there so easily.
Some folks have had luck using monster stat block converters to bring monsters from the ADB into Foundry. I'm not experienced enough with Foundry to get it to work directly, unfortunately. Development for Foundry is a pretty developer-intensive situation that I just can't devote the time to right now. Sorry!
I run a home brew game that's Star Trek by way of Spelljammer-ish. It's very episodic and the premise gives a built in excuse for dropped in published adventures with different themes and tone to work as well as taking pressure off me to build a long narrative. Often times I'll be flipping through a bestiary or monster book and come across a monster that I think would be a great encounter or episode big bad only to see that the monster is level 12 and my characters are level 3. Given the episodic nature of the campaign, what do you think of jumping around levels (level 5 for one adventure, up to 11 for the next, back down to 7 for the next, etc?). I would imagine the feels bads (awww, I'm losing four levels) would be offset a bit by the feels goods (we get to be level 20 for an adventure, sweet!). The idea that I could just drop in a published one shot or short adventure without having to worry about scaling is nice too. While I suspect the end result is just going to be "talk to your players and play how you want to play," I'm curious to hear your thoughts on the idea. Some additional context: I play Pathfinder 2e where monster bands are a bit stricter than 5e, but I think it's still applicable (level 3s aren't fighting a red dragon, after all).
I wouldn't worry about the feelings as much as the challenge in learning and re-learning one's character between sessions. It would make character building really hard. If you have to go from level 3 to level 11 and then back to level 5, that's a lot of character sheet management for Pathfinder 2. I'd stage out the monsters you think make good sessions to fit the levels of the characters so big nasty monsters come in later sessions and more manageable monsters come out in earlier sessions. I think that best fits the level-based system of Pathfinder than the more open idea that you can face any monster at any level. I bet you can make a list of those monsters you think are cool and drop them into level ranges. I don't know if Pathfinder has an idea of tiers (like tier 1 through tier 4 of D&D) but that could work. Anyway, that's how I would handle it.
Hey Michael, I was wondering if you had advice around narratively running a league of antagonists that serve your final boss over the course of a campaign. I've had the idea of a league of seven very different lieutenants that towards the midpoint of the campaign reincarnate the BBEG. The benefits that draw me to this is it means I can have a bunch of different flavours of monsters and minions (giants, machines, undead) without having the party zigzag between different factions, and that I can tie player backstories to different lieutenants to add some motivation while still avoiding the “Throngar killed your wife?! What a coincidence! Throngar enslaved my parents!“ conversation. Love to hear any thoughts or considerations you might have around running Leagues of antagonists
yeah! I think it's a great idea. You can treat them as main villains or sub-villains and have them each with their own agendas, goals, quests, and things going on. You can review them between sessions to think about what they're doing. As you mention, you'll want to foreshadow what these lieutenants are doing so the players get to see what they're up to. Seven may be a little too many. Five might work better if it fits your story. You can always have some come in, get killed or defeated, and bring in more. But yeah, this can work very well.
Rant/question: being a Player in TTRPGs is boring. What am I doing wrong? So I am mainly a GM. And I have mainly run 5e. But I’m trying to run more different games. Played a few games of Shadowdark, pathfinder, and Monster of the week. Maybe I’m just a selfish control freak but I find myself getting bored at the table. Combats almost always become a slog where not much happens. Outside of combat not much happens either. When I have run games for my wife and family, they also find it very boring. But I frequently run for a group who I now consider friends, but they keep coming back to my games. And I don’t know what I’m doing right so that they keep coming back. Let me know how you feel and what you think. Am I a bad player, how can I enjoy myself better at the table? How can I have my family have more fun at the table? I know it’s not for everyone but I’d like to try.
In one of the essays in a Kobold Press Guide, Wolfgang Baur said that he got feedback once from someone outside of the hobby that RPGs felt like 5 minutes of fun in a four hour bag. Sometimes it definitely feels like that. As GMs, we're always on. I can't focus on anything other than the game when I'm running a game. But when I'm playing? There's a lot of downtime. Like you, I can get bored pretty quickly as a player and sometimes I'm just a really bad player who isn't invested in what's going on. I just played a bunch of games at Gamehole Con and I'm happy to report that I enjoyed all of them and was into all of them. A lot of that had to do with fantastic GMs and also game systems that moved the spotlight around quickly. 5e can be pretty heavy when it comes to the length of a turn and that can take a lot out of it. But Shadowdark and Dragonbane don't have that problem. You do your one thing and you're done. I much prefer it. I think bonus actions and reactions (and the plethora of new free actions in D&D 2024) don't help the game when I compare it to faster games. As a player, though, there are a few things we can do to help in our fun and also help us be good players. This includes: - Taking notes. - Building off of the other characters. - Leaning in on the story the GM's telling. - Paying attention to what other players and characters are doing. - Building our characters as support characters. Bards! More here: https://slyflourish.com/be_a_great_player.html
One of the first questions I had immediately following OGLgate was "With the new plethora of (similar) gaming systems hitting the market since OGL/ORC, do you think that small press/3PPs will 1) primarily devote themselves to one system or 2) create content with conversion "errata" for each system 3) create system neutral/agnostic content or 4) create wholly different versions of each product tailored to each system?" We're coming up on three years since The Crisis; D&D has survived, gone CC (and thrived, if the number of companies on Beyond is any indicator), and I've noticed all four types increasingly in the marketplace. Do you see the trend continuing, and do you have a preference or feel any one of them have advantages over the other?
Good question! I've certainly seen all four. I've seen some bigger products still focusing on D&D 2014. Other companies like Ghostfire are moving over to D&D 2024 (primarily to ensure they can publish their material on D&D Beyond). Others like Kobold Press publish for Tales of the Valiant with a hand-wave to general 5e – which I think is smart. And others still produce system agnostic content which is where I'm mostly headed for the foreesable future. There's another angle too which is the vast amount of high production value RPGs that have their own system: 13th Age, Shadow of the Weird Wizard, Dragonbane, Land of Eem, Pendragon, The One Ring, Nimble 5e, Shadowdark, and so on. As a GM speaking for GMs, I think this is fine. We have so much material to choose from that there's no lacking of excellent products to bring to our game. I don't think any one avenue is clearly dominating over the others (D&D 2014 versus D&D 2024 versus other 5e variants versus other RPGs). As a GM, I think we have so much awesome stuff that it's great for us. As a publisher, it's a little hard to decide what to focus on. My recommendation to other publishers is publish what you dig and hopefully people come to it. I think we're in a great time for RPGs!!
One of the things I’ve been interested in doing more is giving magic items to my player characters that are more meaningful and connected to their characters. So what Ive been toying with is the idea of giving them magic items that level up with them as they progress so they don’t have to feel like they need to give up a magic item they like as well as earned in a character quest. I first got this idea from reading the different magic items from Critical Role’s Tal’Dorei Reborns Magic items where they had various states that unlock as the campaign progressed. Is there a “Lazy GM” method you might recommend to be able to do this with magic items? Both as a homebrew and with existing ones?
I think having legacy magic items that upgrade is a great idea. I have a couple of these in my current 5e games. The easy way is to have some tier-based milestone in which the weapon upgrades from like +1 to +2 to +3 (at roughly tier 2, 3, and 4). You can also add a single-use spell effect to a weapon and then add another at the other tiers. That's probably my laziest recommendation. Flavor is important too and fun personalities for intelligent magic items is also a great way to add a new NPC that's always with the characters but doesn't get in the way.
Hello Mike. I was at Pittsburgh Gaming Expo last weekend and attended many panels to gather knowledge on building my brand, expanding my footprint, etc. My question is how much is too much? I am basically a one man show, I write, draw maps, playtest and project manage. I hire out art because stick figures are not very marketable and I love to support artists. I have a few people who help out with editing and proof reading, playtesting. I hire out design and layout current but I am learning. One of the panels talked about starting a You Tube channel but with the social media, newsletters and everything mentioned above, I fear the "upkeep" will be too much and suck the fun out of doing all of this. How do you decide on what is necessary and what extra is nice to do? Thanks in advance. Hope to see you at PAGE again.
I am in a wonderful position to be able to decide what I want to do and base that on what's fun for me. I'm not really into doing livestream games or short-form video so I just don't do that stuff. I also don't think those avenues actually bring a lot of people to the work we do at Sly Flourish. I love writing newsletters and I love doing the Talk Show and lucky for me, those things *do* bring people to the work we do. Finding the right way to market our work is really hard and its a continually changing environment. Right now, I think YouTube is one of the last big platforms to draw attention to work outside of a given platform. You might be able to get tens to hundreds of thousands of views on a video on Tiktok or Instagram (or YouTube Shorts) but getting those people to do anythong other than watch the next video is near impossible – like 10x harder than getting someone to follow your work with an email. I wrote more about all of this here: https://mikeshea.net/how_to_make_it_in_the_rpg_industry.html Hope that helps!
Hey Mike. I recently got the new dnd starter set. After running low prep homebrew adventures using the 8 steps, other than some adventures from the arcane library, I find reading and running many published adventures difficult. The published adventures typically are very linear with no room for anything else to happen other than what the author intended. In the recent starter set, there are many sections where a PC is expected roll to “accomplish” something but they say in the text that nothing happens on a failure and that the PCs can just try again. Often the reason is because the adventure will not continue if they don’t accomplish the fast. This often makes it feel like rolling the dice is just pointless. Now to my question. What are some more easy to improvise to move the story forward even on a failure? I often find it difficult to come up with things on the spot. I know you have some examples but I would like more ways to come up with my own. Old school dnd had random encounters meaning a failure meant time passing but that’s often not the case with modern adventure design. Some RPGs encourage the GM to inflict a condition on a PC to fail forward. See torchbearer.
Good question! I haven't read all of the adventures in the Starter Set yet so I don't have specific context but, as you say, a failure on a role should generally do *something*. Maybe it makes guards more alert. Maybe it increases the chance of being discovered. Maybe it forces a roll for a random encounter. Often the answer is "it takes up time". But also, it can just be a flavor thing. We're using rolls to narrate a story happening in front of us. Taking three times to bash open a door is still interesting in the story. It's different than a critical success on the first roll. This falls into my "not everything needs a mechanical outcome". Sometimes its just flavor for the story.
Hi Mike, now that the new D&D Starter Set is out. I'm thinking about the comparison to the Shadowdark Quick Start Set. Obviously a very different price point, and a different game system. But you've mentioned before the Shadaowdark might be a better introduction to D&D and TTRPGs. Is that still true with the new Starter Set out?
The new D&D Starter Set is a marvel of product engineering but I just spent the week with the Shadowdark Quick Start rules at Gamehole Con and I still think it's the best way to bring new players into the game. The whole ruleset is so streamlined and there's so much play on that small $20 packet. I think I still prefer it.
Oct-Dec question/RPG Tip Video suggestion: Rolling or not or what in front of your players - what is your take on it? How can it enrich our game? I know that you commented on this occasionally, but getting your thoughts on this topic, assembled in a single place, would be nice.
I am a fan of rolling in front of my players. I don't use a GM screen because I like to be there fully present in front of my players like any other player. Only occasionally do I hide a roll and only if it makes more sense that the players don't know the result of some outcome. But most of the time, I roll in the open. I think it pushes me to stay true to the randomness of the situation and push me to improv. I like to say "I don't fudge die rolls but I fudge everywhere else".
October question: What are your thoughts about mentioning City of Arches (and Key of Worlds) IP in blog posts and other content? Just to sort of understand where you stand - is it ok to post a list of 10 Encounters in the Endless Warrens? Or write some fanfic about Shella of the Red Teeth? How about session notes from a Key of Worlds scenario? Or a map of the Nethers?
I have no problem with it! I ask that you link back to the City of Arches page: https://shop.slyflourish.com/collections/sly-flourishs-adventures/products/the-city-of-arches and ensure your work is your own and not copied from the book. I'd ask that you not publish products for money (like PDF products) using lots of proper names from City of Arches or saying that it's built off of City of Arches. One day I want to open up the City of Arches so more people can write against it as a backdrop but I have to figure out how best to do that. In the meantime, ten encounters in the Endless Warrens and fan fiction about Shella of the Red Teeth are fine as blog posts – just not finished products for money.
October question - What hardcover would you recommend for a DM planning to run it as part of AL (Adventurers League), and why (optional)?
I'm not sure I understand the question. What is "it"? Can you clarify what you mean?
Hey Mike, I recently had an experience playing Shadow of the Weird Wizard with regards to too much table-talk. At first, there was a lot of table talk as we were learning the system, and that is totally fine. During the 4th quest, though, it became clear that a slide had occurred where my players had replaced rules-based questions and discussions with strategic ones. One player clearly felt left-out while the other three plotted. I'm planning on talking to me group about it and asking that they try to stay in-character during battles so we can have more exciting play for everyone. Do you have other advice for helping players wean off table talk (especially during battles)?
I think its also ok to let them have their table talk. If players are engaged in the game, talking among themselves about what is going on in the game, that feels like a win to me. As an adjudicator, it might help if you included the players who aren't talking as much, asking what they think about what the others are planning. It's really a matter of what the expectations are among you and your players. It's worth a meta-conversation to make sure you're all on the same page. But I don't mind table talk. It means they're engaged! Just make sure you can help get *everyone* engaged.
Hey Mike, So just ran my first game last week using Shadowdark with the borderland supplement. My players were a bit creative and smart in their adventure. They also rolled really well. While I think everyone had fun I was wondering what dials I can manipulate with Shadowdark to give my bosses some more fighting power. I’m thinking of trying to use doom points for this but would love your take on it. Ps they sneaked around a lot of encounters and they did use a fair bit of their abilities. Maybe I’m just not familiar enough with running the game to really know how best to bring this out
I wouldn't worry about the dials too much. Shadowdark is really intended to have a random variance of difficulty based on your rolls and the situation. I doubt they'll be able to steamroll everything they run into but random rolls of the dice are the name of the game. I think its probably ok to include Doom-style mechanics if you find bosses are getting totally overwhelmed but I wouldn't worry about it. If you want to increase the threat, add more monsters. But overall I'd stick to focusing on what the situation offers instead of trying to tune things.
Mike, I watch you prep sessions and it looks like you usually just kind of brainstorm your way thru it, thinking of different ideas as you go. It doesnt seem like you are much of a random table guy. Im wondering if you have every tried to make up a session by almost entirely using random tables? A separate but related question - I agree with you that creating secrets & clues for each session is one of the most valuable things you can do to prep for a session. I come up with enough secrets to fill a d12 table. I also make a random dungeon encounter table and a random wilderness encounter table for each session. Do you think that is a waste of time?... Have you ever thought it valuable to create encounter tables per session?
I do use random tables a lot in my prep. You'll also see me use the 5e artisanal database random generators or random tables in things like the Tales of the Valiant game master's guide random encounters. I use that stuff often. I have generated entire adventures from random tables and have a few videos where I did so. https://youtu.be/RYkn1qzLt2Q As far as building out a d12 table of secrets and using encounter tables for wilderness, I think it's fine if its valuable to you. I don't get to decide if you're wasting your time or not. Only you do. If you find you're getting use out of it, that's great! I probaby wouldn't make *big* random encounter tables. Just a handful with some prompts are good. But also, you can likely roll random stuff and generate preplanned encounters and that's fine too. It all depends where you want to put your randomness. But if it's working for you, it's working!
I'm writing/designing a TTRPG for younger audiences (8-16yr) that likely do not have any experience with TTRPG's. What advice would you give for such a venture? (I don't think this matters, but...The TTRPG is set in a non-spell, fantasy-light setting). It does utilize a GM. Using a d6 system to make entry as accessible as possible.
Can I suggest Dhaka Jaar: a 30 page long gdr and comic book ( in italian only but with llm you can tranlate). Is done for entry level, with 3 stats, low math. Is a fantasy low magic. Setting is not ok for kids, but still a good starting point. ( sorry for this comment but I think only an Italian person would know this title 😅)
Hi Mike. Writing to let you know that I am living your dream of running The Styes as a False Hydra adventure. It has been amazing so far. Thank you for the inspiration (and the Shadow Over Innsmouth recommendation)! I was wondering if you have any particular monsters, modules, or scenarios on your "D&D Bingo Card" that you are eager to run in the future but haven't done yet. Similarly, are there any scenarios that you wish you had done differently and could have a do over on?
Glad Styles as a False Hydra is working! I forgot about that! I've been running a ton of 5e these days and have two very high-level games so I've gotten to run pretty much every monster I haven't had a chance to run. There isn't any monster right now where I'm super excited to run it. There are a lot of adventures and sourcebooks I'd love to run: - More Eberron, I love Eberron. - A Forgotten Realms Cormyr game. - Dungeons of Drakkenheim - Ptolus by Monte Cook Games - The D&D Starter Set and lots of RPGs I want to run - Cairn - More Shadowdark with the new Cursed Scrolls - Daggerheart - Mothership - Shadow of the Weird Wizard - 13th Age Rev 2 - A full D&D 2024 game
Hey Mike, always love the content. My question is in regard to running public games. I really want to try running an open table DCC game at my local game shop. Do you have any experience or tips on how to handle sign-up sheets, scheduling, how to structure sessions, etc? Thanks kindly!
I don't have any fantastic advice, I don't think. Doing some sort of sign-up so you don't end up with too many players is definitely a good idea. Go for the largest group you can comfortably run and expect one or two won't show up. I'd aim for single-session games at first and see how they go. Eventually you might find a core group that comes week after week. That's how my in-store group turned into one of my home games. Eventually we just kept playing with the same group for years on end.
What DM advice, games, books, life experiences, etc. have influenced your DMing skills/style/practices over the last year?
Wow. Everything influences me at different levels! Over the past year I've been playing a lot of 5e so the books for D&D 2024 and Tales of the Valiant influenced me a lot. Some fictional influences might be: - Elrich of Melniborne (first time reading it) - Berserk the graphic novel (trigger warnings ahoy!) - Hellraiser and Hellraiser 2 - Twin Peaks - Clair Obscur Expedition 33 OSR stuff still bleeds into my games; travel, weather, distance, attitude rolls. Stuff like that
Hello! How trasform prep in a solo game? Can you give a list of tools, random chart and plot frames to achive this goal? ( better if without llm and system agnostic-like) ( i'm thinking use tarrots like future tellers, but i'm sure some one makes something better somewhere)
Hi Woody! I don't think we prep solo games the same way we'd prep a game we're running for our friends. Most solo games I've seen have their own built-in instructions for running them and I think we're best off following those instructions to enjoy them the way the writers intended. I'd check out Ironsworn's solo rules since they're free. https://tomkinpress.com/collections/downloads-for-ironsworn The solo rules in Dragonbane are cool too but you have to buy the whole core set to get them. https://freeleaguepublishing.com/shop/dragonbane/dragonbane-core-set/ Mythic Game Master Emulator is also really great: https://www.wordmillgames.com/page/mythic-gme.html
Hi Mike, I want to slow down level progression (going from first to tenth in a few weeks of in-world time feels off to me). But I also want to let the players get their 'fix'. What are some strategies (without changing the features gained at each level) to balance these two competing interests?
You can mix in more in-world downtime activities between adventures to mark the passage of time a bit more. I think its fine to slow down level progression overall – be sure to let your players know. You can also decide what events account for a level increase and do it at big milestones instead of smaller milestones. Again, I'd talk to your players about it so they know what sort of things will level them up. Hope that helps!
[I moved this one over from July-September, where I posted it a few days ago.] Greetings and salutations! How do you deal with players who want to place a fireball or other area of effect spell hyper precisely? For example, a wizard who wants to drop a fireball 15 feet behind opponents who are fighting him or his teammates, such that the enemies are hit, but the PCs with whom they are engaged are not? I have been the player attempting this plenty of times, so no judgment, but it seems like the kind of thing that would be hard to do in the heat of battle. Do you have players make a check of some sort to see if they can place it precisely where they want to? What happens if they fail? Please advise. Many thanks!
Howdy! I answered over there too. I'll repost it here: I have a few rules of thumb for fireball placement (or things like that). First, if they want to hit one target and no one else, they almost always can. Because they can position a fireball in a 3d space, they can form it to just hit one person somehow. Otherwise, I try to keep in mind roughly how many creatures should typically get hit by a fireball (about four or so) and then move it up or down based on the circumstances. If you're trying to fireball a handful of guys who are already fully engaged with the characters, it might be harder. If there's a horde of orcs running in a 20 foot radius circle, you can hit them all. I have no problem with precise positioning to hit the maximum number of bad guys. I always have more bad guys.
Hi Mike! I, like you, like cultists as antagonists and am prepping to run the Collision of Worlds Arc. There is one thing I always struggle with though: As a known connoisseur of cultists, how do you explain the paradoxical drive of cultists who seek to summon an entity destined to annihilate both their world and themselves?
I think the paradoxes of their existence is part of their charm. Some people just want to take the whole world down and all of existence. I think its ok if their motivations don't make sense to most people. Slime cultists think everything should be in a primordial state. Void cultists think existence shouldn't exist. Fire cultists want the world to burn. Demogorgon cultists want to live in a hazy mental world instead of the real one while fungus eats their useless bodies. I think it's great fun to imagine why cultist would do what they do but they don't have to make sense. Rarely do cultists make sense in the real world so they certainly don't have to in our fictional ones.
