July 9, 2026

July – September 2026 Patreon Q&A

Welcome to the Sly Flourish Patreon Questions and Answers thread for July, August, and September 2026!

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

Every Friday morning I answer every question on this post and some questions make it to the Lazy RPG Talk Show. Don't be upset if your question doesn't make it to the show – only a handful do.

As you consider your question for the month, please

Comments (126)

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Sarah Bozman · October 1, 2026

How can I encourage another GM to prep more effectively without taking over their game? I’ve been the GM for my group for several years, and I really enjoy it. However, I’d love to take a break occasionally and experience being a player. My husband has GM’d for the group in the past, so he’s willing to take on the role, but we’ve run into a recurring problem. His style is to do very little preparation ahead of time (we have small children, time is limited) and rely almost exclusively on improvisation. The problem is that, in practice, the players sometimes aren’t given enough secrets, clues, or information to make meaningful decisions. I find myself wanting to help because I know how much easier improvisation becomes when you have a few solid pieces of preparation to build from. When I GM, I use Return of the Lazy Dungeon Master. My prep usually takes about an hour, and I try to fit it in to our busy schedule. So my question is: How can I encourage my partner to invest a little more in preparation in a way that actually helps his GMing, without micromanaging him or turning his game into my game?

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Jason Kemp · October 1, 2026

Mike, how do you setup your backup players? I could not help but wonder if they play someone else's character or their own, when they get called in, if they participate in Session Zero, and other aspects of the social contract that makes up being in that position.

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Markus KP · September 30, 2026

Hello Mike, I would love to hear your opinion about the "mechanic" introduced in the new MCDM RPG "Crows", namely a village, later town, that PCs start and end each session in. The adventures - with they loot and treasure - serve the building of this common resource just as much as they serve the personal PC development. It feels a bit board or video game like, as PCs can come and go while their common good (the village) continues to grow. Is it fantastic idea for all dungeon crawl oriented groups - and will it be emulated in other games? Or do you see enough flaws that it will not become central to this type of games? The equivalent 5E I could think of is offering to the players to build a common Bastion, and offering an expanded procedure to do so. And since I never really saw a group getting hyped on Bastions, I am skeptical and would love to hear your thoughts.

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Rangdo · September 28, 2026

My question is regarding how to write up adventures that you have run. You've often talked about how session notes don't need to look like publishable text. But you have also published adventures, and are currently writing Blood of the Primordials while simultaneously playtesting it. How do you develop your notes into a publishable text? Do you have procedures that you follow, certain things you look out for?

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Element · September 27, 2026

Hi Mike, I have now (mostly) conquered my tendency to over-prep with your help, but even after all these years I still end up falling for the siren song of additional (5e) mechanics. Specifically simulation-like-things such as harvesting, crafting, ship combat, base building, or army battles. These come from the various books sitting on my shelf, just full of *stuff* to use, but frequently I don't think they add to the game in fun way. Do you have any advice on how to evaluate a mechanic's "fun" for a table by just reading it? Or a mantra I can repeat to stop myself from adding it? AND if a mechanic isn't working do you have any tips for removing the mechanic without upsetting the verisimilitude of the world? (word of the month) Best!

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Dan Dredgen · September 27, 2026

Hey Mike. I have been running a campaign in Midgard for about 3 years. The characters just finished a long arc and are about to follow up on a thread that will take them back to the shadow realm. They have a relationship with the black prince of corramel and his sister the pale witch. In this campaign, the black prince made a deal with the the emperor of the twilight empire to resurrect his sister after she was killed. He did so, but now holds a black diamond that is tied to her undeath, which if destroyed will cause he to die permanently. He keeps it as an insurance policy to ensure that the shadow courts keep the peace and respect the borders between the kingdoms. The players have been tasked by the black prince to retrieve the diamond from the twilight empire and return it to him. I own the Midgard world book and the shadow realm books, but are there any other good sources of setting information/lore for the twilight empire specifically? I want to gather as much info as I can before I start having to homebrew to fill in the blanks

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Chris Wilson · September 25, 2026

My party are hyped by a "rival party" in a sandbox adaptation of Saltmarsh I'm running. How do I keep them interesting and competitive as the part levels?

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Sly Flourish · September 25, 2026

I'd use default NPC stat blocks to represent the party and switch to the higher-CR stat blocks as the NPCs level up. They don't have to be a perfect level match so I think upgrading NPC stat blocks can work up to level 11 or so with your mages to archmages and your spies to assassins and so on. You can also reskin NPC stat blocks with Forge of Foes stats to turn them into any CR you want. From a story perspective, I think it's always fun to have rival adventurers out there doing things. A "three of five keys" quest model works well with such a setup — the characters going for one quest while the villains go for another. There aren't a lot of such quests in Saltmarsh but you can certainly add some of your own.

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Rob C · September 23, 2026

Hello Mike! I run a group with just 2 pcs and a sidekick. We are playing Ruins of the Grendleroot, and I thought about adding in Summervine Villa, placing it in Shadow Reach. I asked my players first though, cause they enjoy lots of combat, and I pitched this as a “Mission Impossible type of thing. Lots of NPC interaction, not much combat until probably the end”. And I didn’t want to run it if they didn’t think it sounded cool. They said it sounds good, so….My slightly over dramatic question, have I broken some ancient dm code by running a potential plot by the group before we play? Have you done this sort of thing before? Thanks!

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Sly Flourish · September 25, 2026

You broke no DM Code. There *is* no code! You get to decide what works well for you and your group. No one else! I think telling the players what sort of gameplay experience they'll have is a great idea — a way to give the players agency over the sort of game you're going to run. Tell them if it's a dungeon crawl or an infiltration and heist or political intrigue. Let them choose the kind of game they want to have. Great idea.

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Jason · September 22, 2026

Hi Mike. I was reading Scott Fitzgerald Gray's newsletter on the CORE20 Design Diary, specifically the one on Action Points. It reminded me of Luck Points from ToV, which me and my group love. I was thinking we could take what Action Points are being used for and apply them to Luck Points. Have you expanded out what Luck Points can be used for in your ToV game? For reference, Action Points can be used for: • Gain advantage on a d20 roll before making it • Gain a reroll on a d20 roll already made • Gain an extra move action or minor action • Make an extra attack • Cast a 0-level spell • Turn a critical hit or grievous hit into a regular hit • Automatically recover while dying to return to life with 1 critical point

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Sly Flourish · September 25, 2026

I haven't expanded them beyond the +1 bonus or reroll a d20 if you spend three. I don't need any more extra attacks or extra spells in my 5e games, I tell you, so I wouldn't do that. I also don't like using them to change what a monster does. I think there are lots of other ways we can use them to make deals though, treating them like FATE points or maybe hope tokens in Daggerheart?

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BigNastyBullMoose · September 21, 2026

Hi, Mike! I’m introducing some friends to Shadowdark this weekend by generating a dungeon using the book’s dungeon and adventure generators. It’s going to be a short classic-style dungeon crawl for about 2-3 hours of play, depending on how quickly the characters make their way through the dungeon. What are your tips for creating/incorporating secrets and clues for single-session or randomly generated dungeons and situations? (P.S. A month ago I asked about how to plan for when character’s decisions go horribly wrong. You suggested I update you on the outcome. That campaign is taking a break but I think I’m going to take a page out of your monument generator and introduce a new wrinkle in the pending capture of the player’s by making the obelisk the high-value prisoner is chained to do…something. More to follow!)

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Sly Flourish · September 25, 2026

I think this is one area where Secrets and Clues really shine. For a one-shot adventure you have lots of potential secrets: - Whats going on in the dungeon now? - What's the history of the dungeon itself - Who are some notable factions that are or used to operate in the dungeon? - Who are some notable gods operating in the larger world surrounding the dungeon? Because you don't know where the characters are headed in the dungeon, you can drop in your secrets as they explore and give your players a rich experience during their crawl even though it's only a single session.

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Kreggar · September 18, 2026

Hi Mike, happy Friday! Working from the position that you have settled on the idea that your preferred campaign setup is “running homebrew adventures, spiral campaign style, in a published setting”, have you considered running a full published campaign book again as an exercise in contrast and working different “GM muscles”? Just asking because I know you like to try new things and test your own theories. Have you seen a recently published adventure, or one you always wanted to run, that excited you enough to consider it?

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Sly Flourish · September 25, 2026

My first priority is to run the best games I can for the groups I play with so I don't really choose to run different adventures or campaigns based on larger contexts in the hobby. I might do so for a one-shot but, really, the most important thing is whether an adventure or campaign setting speaks to me and makes me really want to run it over everything else. In recent days I haven't seen a campaign adventure that's made me really want to do that. I've already run a bunch of campaign adventures over the past ten years so I think I already have the contrast you speak of and that's what led me to realize I mostly prefer running homebrew adventures in a published setting. There's no campaign adventure I really want to run that I haven't. There are plenty of settings I'd love to run that I haven't — Drakkenheim, Ptolus, five of the six cursed scrolls for Shadowdark, Dolmenwood (which is on the soon-to-play list), and others who escape me. I'm interested to see how Crown of the Witch Queen looks when it comes out next year but no guarantees!

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Ryan B · September 17, 2026

Not sure if it's too late. I'm running I6 Ravenloft for the 2nd time since last year using your advice with Shadowdark. One thing I didn't do was much was use hit and run tactics with Strahd and his brides. Do you have any tips doing this with Shadowdark? With movement kind of vague in this system for some reason I'm having trouble visualizing what an encounter turn by turn would look like.

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Sly Flourish · September 18, 2026

I wouldn't worry too much about the mechanics of the monster. Use the flavor and the theme of vampires as they make sense in the story. They can still do their hit and run tactics even if it's not on their stat block. But don't be too mean about it — Shadowdark can already be deadly! You don't need to do nearly as much tactical plannning for a solid vampire fight in Shadowdark as you do in 5e for example. Vampires have a hard time in 5e.

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Adam · September 17, 2026

Hey Mike! I am PSYCHED to run Ravenloft I6 in Shadowdark for a Halloween one shot this year. Of course, I will use the tools you provided (thank you), and check out your other material. I have only run about four sessions of any TTRPG, all Shadowdark, and I play 5e regularly. I realize I'm biting off more than I can chew, but I can't resist - you only live once and who knows if I'll get another chance at this. Do you have any advice for a novice gm taking this on? Thanks again, I wouldn't be doing it without you.

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Sly Flourish · September 18, 2026

The map and rooms of Ravenloft can be really confusing. Take some extra time to look at the map and room descriptions. It's deceptively complicated for a short 32 page adventure. Give yourself some time to noodle it through. There are a couple of chambers I always have a hard time with, the elevator trap in K61 and the Golem room in K78. You might need to modify those rooms for your own style because they can be pretty weird otherwise. Give them a read, study the map, and you should be ok.

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Nathanael Thomas · September 15, 2026

Hey Mike, I run D&D sessions once a month for six players that last 10-12hrs. Have you ever ran long sessions like this and do you have any advice for prepping for and running them that’s any different than how you would handle a typical 3-4hr session? I find I almost always have to do a fair bit of improvising in the middle as I just can’t predict how 10-12hrs of play is going to go and the 8-steps have really helped me to do so. I’ve been running the same campaign for the same group for over 7 years now and we just hit 7th level (mile stone leveling). I feel like with long sessions we ought to be able to get a lot done, but we seldom make as much progress as I would like.

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Sly Flourish · September 18, 2026

I know I've talked about this before but I can't find my old discussions on it. My recommendation is to break up your prep into manageable chunks so if you're running a 10 or 12 hour game, break it up into three acts and do your prep for each of those three acts. You may not know exactly how one leads into the other or whether the events of a previous act will change a new one, but you can hopefully prepare some of the material that you'll find useful for that section. Another trick is to plan in some breaks and use those breaks to update your notes based on what happened previously — again, sort of treating a longer game as three shorter ones. Hopefully that helps!

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ahobo · September 14, 2026

Hi Mike! Just wanted to ask if you could do or have done a sorta comparison of the lazy gm prep style against more "traditional" forms of prep like those that are presented to GMs in adventure paths or proposed by Justin Alexander in "How to be a Game Master". This isnt me asking what's better or worst. I am just interested in hearing what you believe is good and bad about "traditional" prep as well as what you think Lazy GM is good and bad at. Thanks.

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Sly Flourish · September 18, 2026

Lots of styles work and it's been a while since I read How To Be a Game Master. If I recall, it had more of a focus on particular styles of play than an actual workflow for prep. One of the things I try to focus on that I don't see a lot in other advice books is a real down-to-the-table workflow for prep. Here's where you start, here's what you fill out, here's what it's like when you're done, here's how you use it at the table. Some games have it like Dungeon World and Mothership but a lot of books and systems don't clarify what it's actually like to do your prep from end to end. I think they're nervous about being too specific when so many GMs have their own style. I tried to thread that needle by offering one approach — one now tested for like eight years — but one that also allows for a lot of customization and flexibility. One thing I see a lot of in GM advice is sort of a "my way or the highway" style. "The game must run this way" sort of discussion. I don't really find that useful. It's an approach, sure, but it isn't the only approach. It isn't the *right* approach. I think I manage to dance that line without being too waffly. So You Want To Be a Game Master is also 500 pages. That's a lot to absorb. I've heard people who appreciate that Return of the Lazy Dungeon Master is easily skimmable in under an hour. I'm trying to keep Rise to be as easily skimmable even though it has a lot more in it than Return has.

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Joel B · September 14, 2026

Thanks for all your great writing and podcasts, I don't think I'd be still running my nearly 4 year long Tomb of Annihilation game without your help! As the enemies level up, and I have more to keep track of in combat, I find myself forgetting to have charater interaction during combat? My players fought Ras Nsi after hearing a lot about him, and hearing him talk to his underlings, but once combat starts I only remember to have 1 or 2 scathing comments, and that felt very hollow. How do I make sure that complex combat doesn't put an end to interesting character moments with villains? Thanks, Joel

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Sly Flourish · September 18, 2026

First, don't beat yourself up. There's a lot going on and a lot to keep track of when you're running a higher level game. I also don't know how much players care about hearing the boss throw out a lot of lore when they're in the middle of fireballing him in the face. If you find some dead time in a battle, like one of the players is deciding what to do, you can quickly scan your secrets and clues and see if there's something new to throw out there. Otherwise you can use that opportunity to have something happen in the world that isn't mechanized in combat. But again, that too might add complications so you don't want to go overboard. But, in general, I wouldn't worry too much about it. Go with what feels right.

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Sam Moore · September 14, 2026

I'm just starting a Nimble campaign and I've enjoyed hearing about yours so far. Have you found that combats are significantly "nimbler" than 5e? How much time do you plan for combats to take? Roughly the same as 5e or are you finding you're able to get through more combats per session in Nimble?

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Sly Flourish · September 18, 2026

It didn't happen right away but now that we're in the flow I think combat is definitely quicker. We're only level 5 at the moment so it's hard to compare to higher level 5e where things definitely slowed down but I don't expect Nimble to get much slower. Evan has a very clear eye for the things that slow things down — it's the main reason he made Nimble if I understand correctly. But combat in Nimble is still pretty detailed and tactical, which my players like. So I think it strikes a good balance — a better balance than other games we've played.

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Bo Thomsen · September 13, 2026

Hi Mike, I hope this question isn’t too far outside the tabletop RPG sphere. How do you recommend reading adventures and sourcebooks? Compared with reading a “normal” book, I often find myself more prone to distraction, because the material makes me want to create something, roll on tables, take notes, or think through how I’d actually run a scene instead of simply absorbing the text. Do you prefer to read with dice, pen, and notes ready and follow those impulses as they come up? Or do you think it’s better to buckle down and keep reading, even when stopping to explore a random table or story beat feels tempting? (Edit: Just to clarify, this is not reading for the explicit purpose of running the adventure/system)

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Sly Flourish · September 18, 2026

Hi there! I have a lot of articles about selecting, reading, and customizing published adventures. This search hits a lot of them: https://slyflourish.com/search.html?q=how%20to%20read%20a%20published%20adventure I think there's a non-linear way to read an adventure book and see what's going on. First, I think its useful to do a skim read of the whole book, just flipping through the pages, to see what's in it front to back. Then I think it's worth reading the synopsis of the adventure so you know what the whole thing is about. Then I might go to each chapter and see what each chapter's summary is about. I don't really read every room in every dungeon across a whole adventure until I'm running that part of it. There's little value in noting details of a room I'm not going to run for months. Taking notes is great, I think. I don't see any problem jotting down notes while you're reading an adventure.

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James · September 9, 2026

Hi Uncle Mike, will you tell us the story of the Vault of the Dracolich? I’d love to hear what creating and playtesting the adventure was like at the time before official 5e, including your experience collaborating with Teos, Scott, and the rest of the team. Looking back more than a decade after D&D Next, how do you reflect on the experience and its impact on 5e?

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Sly Flourish · September 11, 2026

Scott, Teos, and I should do a talk sometime about Vault of the Dracolich and record it. It's a long story but I'll give some key events. Greg Bilsland was a D&D producer at the time and handled a lot of freelance stuff and is now the head of the D&D production team I think (they keep changing titles all the time but he's high up there). He managed a lot of freelance work that Scott, Teos, and I did for 4th edition. Teos and I had done a bunch of stuff and Scott had been doing editing for them for years — back through 3rd edition. Greg came to the three of us and wanted to do Vault of the Dracolich as an in-store multi-table adventure but built for 3rd, 4th, and 5th editions of D&D to sort of focus on the widespread nature of D&D instead of any one edition. I don't remember if we did much with 3rd, really. It ended up being a D&D Next-based adventure. Greg's idea was to have a designer (me), developer (Teos), and editor (Scott) all work together at once instead of in individual independent teams. Normally a designer would write stuff, throw it to the producer who would throw it to the deveoper who would throw it back to the producer who then gave it to the editor with no real communication across the three teams. So now we were going to meet weekly to talk about the work we did and we did and it was delightful. I don't remember a lot of the details about who built what. I do know that I had worked up a map so that multiple teams could work their way to the center hub with several spokes. I turned that in and Greg said "thats how we did things with 4e but thats not how we're doing things now — connect things up. We talked a lot about how the flow was supposed to work if you had like 8 groups all dropping in and out of the same chambers. I rewrote the map and scott built a much cleaner version that ended up in the book and later was published in the 2014 Dungeon Master's Guide as a sample map which we're all proud of. We had a lot of variables to consider: - It could have between 1 and 12 groups playing through it. - Playtime had to fit within a 4 hour session. - It had to have an open floor plan so groups had multiple options on how and where to go. - It was 3rd level but you had to face a dracolich. Honestly, looking back, I don't know how we managed to accomplish it, but we did. But the real treasure were the friends we made along the way. Scott and Teos and I have continued to talk every Friday for a looong time. We built Forge of Foes together. Scott and I have worked together ever since. He's edited every book I've published since Fantasic Locations in 2016. It's been a fantastic relationship between the three of us and we all look fondly on the work we did.

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Mal · September 9, 2026

Mike, I struggle to make space combats interesting in a Star Wars TTRPG. While I try to be descriptive with the narration, it often feels like we just have the two enemies in an open room. First attempt was literally just flying away from each other in open space, which I realized how boring that was once we started going through it. My last attempt involved using a battlemap with asteriods that could be flown around and various space environments that could potentially cause ships systems to malfunction (which the PCs knew about) in the hopes they they might utilize those to create bad environments for the enemy combatants. This basically devolved in to them circling the same asteroid to impact line of sight and trying to shoot each other. I'm wondering if a theater of the mind approach with range bands might be better where I tell them: In the direction you are flying, you see the following types of hazards you could fly in to or avoid, versus a more formal battlemap. I'm using the REUP version of the old WEG Star Wars System, if that makes any difference. Any advice or tips on how to make these combats more engaging and dynamic would be appreciated.

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Sly Flourish · September 11, 2026

I have very little experience with space-based vehicular combat and none GMing it. I'd try to think of ten or twenty possible things you could throw into space to keep things interesting that can include astronomical effects like gas clouds, ion rays, and other weird things. Get some of your star trek ideas in there too. Work on a list of twenty such effects and see where your mind goes. As far as fixed distances versus theater of the mind, I really have no experience here either. Sorry!

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Simone Peruzzi · September 8, 2026

Hi Mike, in the episode More Gencon Thoughts, you said that the level that works best mechanically is the 6th. I agree with you that the 1st and 2nd tiers are the best. I'm trying not to run campaigns beyond 10th level because, as you've said several times, it's a pain in the ass. That said, I have a problem: my players will never get to fight legendary monsters because their level doesn't allow them to do so without a (probable) TPK. How would you solve this problem? Nerfing the monsters? Giving the PCs some powerful artifacts? Thanks, Simone

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Sly Flourish · September 11, 2026

I actually think 3rd level is the best level for 5e games because characters are straight forward but still have a lot of capabilities now that they've unlocked subclasses. I think 1st to 6th level is a great level range but I think you can go up to level 12 before the game really breaks down and you can face some good legendary foes between 6th and 12th level. You can also suffer through and go higher than that if you have the time in your campaign and really throw some big beefy legendary monsters at the characters. Adult dragons can probably be faced as low as 12th level. Certainly young dragons, which still feel ike dragons, can be handled as low as 7th or so. I don't think you're leaving a lot of monsters on the table if you only go up to 12th.

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Nicholas Mayon · September 6, 2026

Hi Mike, I’m in the beginning of running my first long form campaign following a rewritten adventure. I’m wondering what’s too too Railroady and what’s too Sandbox? My current idea is that I’m telling them hey your encouraged to explore for magic items or treasure but you next level up is tied to this objective.

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Sly Flourish · September 11, 2026

With all the talk about the right and wrongs about railroading versus sandbox play (and the infinite variations in between), the real answer is that whatever works for you and your group is fine. I'm a fan of putting multiple objectives in front of the characters and letting them pick one — inserting three choices in lots of places so there's lots of agency about where the characters go and how they accomplish their goal. Even if you have a linear sequence of big objectives, how they accomplish those objectives can change. I'm a fan of the 3-2-1 Quest model which I talk about in Rise of the Lazy Gamemaster and also talked about here: https://slyflourish.com/3-2-1_quest_model.html but you can do variants on it. Your idea of tying levelling to accomplished goals is good but let the players have some agency over what those goals are.

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Pathos Nomos · September 1, 2026

Hey Mike, greatly enjoy the show. As a way of spreading the joy of TTRPGs I volunteer at my local library to run D&D games for teens who need a place to connect to their peers. This time around I have a group of very young players (three of them under 12). What are quest models or campaign types do you think would work best given their age and more chaotic play style? My instinct is to do a lot of dungeon delving, providing a lot of monsters to slay and treasure to acquire with only thin plots and story hooks to keep a basic narrative going. Looking forward to hearing your thoughts.

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Sly Flourish · September 4, 2026

I think keeping things simple works well for lots of games. Give them a choice of specific quests: "kill the rat king", "find the chalace of winter", "rescue Tomvon". Send them to interesting locations, let them explore, and let the game go forward. I think sometimes we overthink complicated campaign arcs when a series of specific quests works fine on their own. Thin plots are fine and plots may develop by them over time on their own. Build the scaffold and let them fill it out.

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MrFlowMoe · September 1, 2026

Hi Mike! I have always been a big fan of the MMORPG Guild Wars 2 and I am currently thinking about starting a DND or Daggerheart campaign in that world (called Tyria). I think I will probably start with the maps of the zones and the lore of the playable species from the MMO as inspiration for my campaign, similar to a TTRPG source book. That brings me to my question: What would be your approach to adapt a world from a non-TTRPG IP (book, videogame, movie etc.) into a playable campaign frame? What would you to focus on first? (And if you are allowing another question: What non-TTRPG world you like to run a TTRPG campaign in?). Thank you for your insight and happy gaming!

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Sly Flourish · September 4, 2026

Answering your second question first, I really don't have a specific IP I'm dying to run a world in. I like RPG settings built for the purpose or I like doing my own homebrew ones. I'm happy to play games in established settings but sometimes I find the IP more constraining than freeing. Fine for one-shots but not something I want to run a long campaign in. That's just my view, of course. Lots of people love playing in established IPs. I think my approach would be to clearly define the aspects of the IP you're going to focus on and what aspects might be different. A friend of mine ran a Star Wars game that started off with the crawl text that said "Luke, Leia, and Han are dead!" just to clarify that the characters were the heroes, not the main characters in Star Wars we already know. So I'd go through your normal process for lazy campaign building — what's the elevator pitch? What are the truths? Where do the characters sit in the story? What's their place? And then where does the game begin and go out from there. I think it works well whether you're homebreweing a world, running in an established RPG setting, or playing in another fictional IP.

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dave b · September 1, 2026

I have found that I often associate secrets and clues with certain locations or scenes. This is mainly because i spend a little time thinking about interesting ways to deliver them. You can only find so many journals that reveal the villain's plans ya know? Sometimes I want a hologram or a ghost, or a crime scene to investigate and interrogate. I want to make sure, for example, that i have some good secrets and clues for when my players walk into a hidden lab for instance. I dont do this with all secrets and clues and i dont do it always, but... often. And i try to keep my mind on opportunities to divulge secrets and clues when a situation comes up where i think it would be appropriate even if they're not in the location or scene that i expect. But i got myself in a corner the other day where i really hoped (and assumed) that the players would go to a certain location and i had some relevant clues that I thought would work well there. However, they were pretty important secrets and clues. When it looked like my players might not go there, i started looking for other ways to get them the information, but then a curious thought occurred... what if i give them all the clues and *then* the go to my assumed location. Now i've got nothing to tell them, or the clues i have left don't exactly match them means of delivery that would be most interesting in the location. I guess ultimately, it doesn't even have to be related to specific locations for the question to still be relevant. If you have 5 important clues that you want your players to have, do you just drop all of them into the first location they go to in case they never bother to go anywhere else or do you just give them two or three and then say to yourself "i guess they'll never know the why since they didn't discover the other bits."?

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Sly Flourish · September 4, 2026

It's a carefull balance on how and when to reveal clues. It's also fine to reinforce an existing clue with new evidence if they go to a room later. Clues can be their own Russian nesting dolls with layers to them you can reveal piece by piece. We have ten secrets and clues so we usually have enough to fill out the rest of a session if the characters find clues early. We generally want more secrets and clues than we're going to reveal in a game. It's fine to have some secrets tied to specific things but yeah, you run into a trap if there's only one way to reveal a secret, that secret is required to move forward, and the characters don't end up going that way. That's why we keep them abstract. If you're able to move the secret to another spot later, that can work fine too. Secrets serve you, of course. You're not using them incorrectly if they're working for you. But finding the balance on making the method of discovery too specific or to loose can be something to work through. As always, hang on with a loose grip. Stay flexible.

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Joshua Brown-Clay · August 31, 2026

Hey Mike! You haven't touched recently on the difficulty of running crawls through complex dungeons. I've been drawing a dungeon map on a large Chessex mat but there's been an increase in physical aids for this sort of play, such as this large Gamefound project https://gamefound.com/en/projects/theshopofmanythings/realm-brew-into-the-depths-production-run-2?utm_source=internal&utm_medium=thank_you_page&utm_campaign=prelaunch_page_views What do you think about this product or problem at the moment? Mahalo!

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Sly Flourish · September 4, 2026

I've used similar products like that and I've seen some others. For me, I find them a bit too fiddly. I have to find the right piece at the right time and that can be a headache. I think just drawing a small map on a blank battle map does a fine job of conveying the situation without needing a lot of extra accessories. https://slyflourish.com/draw_small_maps.html

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Fangor z Jeseniku · August 31, 2026

Dear Mike, Recently I tested the 8 Lazy DM steps during my D&D prep — particularly focused on this question: "If I have to write my potential scene in one sentence, what does it have to contain to be a potentionaly perfect experience?" I understand the 8 steps, but I feel there's something deeper going on. You can take the exact same excellent ingredients and cook either a good or a bad meal out of them. Looking back at your weekend prep, your scenes had that "something." So what is it? I tried to write it down as a consolidated metaphorical sentence — can you please validate it? "We have a cooking team = DM + player characters. A potential scene is a cauldron. Notable NPCs, locations, and monsters (if it's a fight) are the ingredients — built as toys with blanks, so they can be used in more than one way and has it own natural flavour. Secrets and clues are the spice, sprinkled in to season the moment. But no ingredient list makes a meal on its own — the cooking technique is pressure + stakes + choice. That's what turns raw ingredients into an actual dish the players can eat." In my opinion, a perfect scene experience needs pressure + stakes + choice in particular — otherwise even good ingredients and spice can't make it on their own. And we should design our potential scenes with this in mind 🙂.

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Sly Flourish · September 4, 2026

I wouldn't overthink it too much. You're right, that the ingredients alone don't make a great scene. I'd avoid "perfect" because it puts this impossible goal in front of us. Run a good game. Aim for a great game. But no game is perfect and perfection isn't really what we're seeking. There's probably a good list of what our game needs to have in order to be great outside from filling out the eight steps. The steps are intended to help us get there but we still have to know what we're going for: - Meaningful choices for the characters. - A good sense of tention. - Clear goals - The potential for upward and downward beats. - Engaging details that set our adventure apart. - The opportunities for the characters to show off their cool stuff. That's off the top of my head but it's a start!

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Jason Sunday · August 27, 2026

Hey Mike. I am starting a Legend in the Mist game and I am trying to decided which setting to use, because my players want to be adventure level heroes which isn't right for the default setting of LitM. I am currently looking at either Midgard (Kobold Press) or Grim Hollow (Ghostfire Gaming). I feeling a little indecisive here. How do you choose a setting, digest that information, pick a location in that setting, and determine what the campaign will be about? Midgard is huge (400p PDF give or take).

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Sly Flourish · August 28, 2026

Unfortunately I don't really know anything about Legend in the Mist so I can't talk to specifics about which campaign setting might work well for the system. For your question on picking a setting, I like to first read the intro of a setting and see if it grabs me. Midgard has a whole "truths of midgard" thing going on. Then I might flip through the regions and see which grab me. I've never read the entire 400 page Midgard book all the way through so I'm always finding new interesting regions in there to explore. I didn't know anything about the dragon empire until I ran it. Most settings give you a pretty good idea what they're all about in the introduction. The better ones make it clear what kind of adventures you can run in them and help you get on your feet with a focus on what elements of the campaign become gameplay at the table. Others are more fuzzy, focusing a lot on the general setting information and making you sort of figure out how to build adventures out of it. For me, the thing that really helps me choose a setting is how focused the setting is on the sorts of adventures and games I'm going to play there. Do they have good adventure hooks? Do they have good character factions? Do they tell me how the characters interact with the world? Do they give me enough details to build fun adventures but not overwhelm me with minutia? Those are the sorts of things I look for. Of course, you'll want a setting that fits your system too. Superheroic fantasy settings probably aren't great for folk-heroic systems. But often, GMs can make just about anything work if they're into it enough.

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Brydon Marks · August 24, 2026

Hi Mike, how do you adjust the Lazy Encounter Benchmark to include NPC allies? In an upcoming game, I want the party to accompany a group of warrior monks (4 x CR 3 martial arts adepts) and a new PC on a raid on an enemy fortress. I want the players to each control one of the NPCs in combat. (Nobody wants to sit around watching me play D&D with myself.) 6 lvl 8 PCs, gives me a benchmark of CR 24. Should I add 12 to the benchmark (36) to offset the 12 CR allies? That feels like too much. Is there a better way?

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Sly Flourish · August 28, 2026

First, the lazy encounter benchmark is meant to be a loose gauge at best so don't overthink it. You'll have to ask yourself how much extra impact those NPCs have and decide if you want them to count for somewhere between one and four extra characters when calculating the benchmark. You can presume the level of a monster is roughly half of it's CR, so you might count CR3 martial adepts as either level 1 or level 2 monsters. You also have to ask how much more effective the NPCs are. If you already have six level 8 characters, I don't think the extra four CR3 NPCs are going to be particularly effective. I'd probably count them as an extra five or six total levels so your total levels would be 46 and your total CRs for the LEB would be 23. But again, your own experiences will give you a better gauge on how powerful they are based on where the characters are, how effective they are, how well rested they are and other factors.

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Christopher Randall · August 23, 2026

Mike, have you any advice for helping out Wizard PCs in D&D? Whilst the ability to cast some spells as a ritual is useful I’m getting frustrated that Wizards can only cast prepared spells. Too many times now I’ve heard “I have a great spell in my spellbook for this but I don’t have it prepared!” I’d like to emulate the exhaustion that Raistlin Majere experiences in the Dragonlance books when he casts spells. I think Wizards should be able to cast any spells from their spellbook but if they haven’t prepared it then there needs to be some potential negative consequences. Have you any advice for table rule or mechanic to allow the Wizard to cast any known spell but incrementally get fatigued if they are using unprepared spells? Chris Randall (Brightharp Adventures) - England

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Sly Flourish · August 28, 2026

I don't really have any good advice. You can always offer up the ability to scribe scrolls with spells as a downtime activity and with some cost so they can have some reserve spells on scrolls. I haven't really dug into the whole mechanics of the wizard to know what will and won't work well. Sorry!

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Peter S. · August 20, 2026

Hi Mike! One thing that I want to improve in my games is to make the campaign progress faster, which means: more things happening in one session. At the same time I am playing a dangerous campaign, and the players are sometimes more cautious than they would need. My question is: how can I keep adventures dangerous, but still keep things moving fast, without forcing players to take rushed decisions during the encounters?

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Sly Flourish · August 21, 2026

This is a tough one. There are some hard choices to make — things you can do to speed things up but that might not always work for you: 1. Run with fewer players. 2. Run games at lower levels. 3. Run a more lightweight system with faster turn resolution. That's not always possible of course. In the story itself you can skip to the big parts. Move your game towards the moments of important decisions. Skip travel if it's not really interesting. Skip the whole quest-acquisition part and just put the characters at the location where they go on the actual adventure. Think of your game like a serial story. Get to the action fast. As far as being too cautious, you can make it clear out of game when things are safe or when they're not. "You're confident there arent' any traps in this hall" or "you have thoroughly exhausted this room and find nothing else of value". Of course, those statements have to be true. Hope that helps!

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Gordon Sexton · August 17, 2026

Hi Mike, I like the idea of unbalanced encounters, but at the same time I don't want to blindside my players. What are interesting ways to foreshadow difficulty without just saying it out loud? On the same note, do you encourage experienced players bringing their knowledge into a new character's knowledge (ex: That a Gorgon has petrifying breath)?

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Sly Flourish · August 21, 2026

I think there are a few things we can do to include unbalanced encounters and still give our players some agency: First, talk about it in your session zero or talk about it before your game sometime. Make sure it's clear to your players that sometime they might run into an encounter that they likely cannot win head on. Second, have a phrase you can use in-world that makes this clear "you feel in your bones that this foe is beyond you" or something like that. Your players aren't their characters so they cannot see it themselves and know for sure but you can say something. Third, make dangerous monsters easier to spot and avoid. While you might use a roll for distance, behavior, and attitude; you might be more flexible with this for hard monsters. Give the characters a chance to avoid, run from, or assess really hard fights so they have some agency over the situation. Finally, have something prepared should things really go badly. Is it just a plain TPK? Do they get captured? Do they get resurrected in a charnel pit? Those are some of my thoughts.

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paul brandson · August 16, 2026

Hi Mike, hope your summer is going well! This might be more of a question for tech Mike, instead of D&D Mike. You've talked about how you use folders to organize your pdfs, but I'm curious if you've experimented with any software for file organization? I know there's a risk of relying on specialized software that could lose support, but I'd really like to be able to search, sort, and filter my files using tags.

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Sly Flourish · August 21, 2026

I have not. I trust my file system and use my desktop search to find files which is hit or miss. I did vibe-code a little PDF search tool you can find on Github: https://github.com/mshea/pdf_search I sometimes use it but not all the time. It's a good way to do some deep research in particular files or folders. I haven't yet found a better off-the-shelf PDF search tool to help me with that but this does a good enough job. Others really love Calibre but I don't like that you need to reformat your entire library of PDFs into their folder structure. I like the way I have mine.

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TheShadowShackleton · August 12, 2026

Practical Question from me. I was hoping to have a look at your GM Notes for your Shadowdark Gloaming campaign to get a better idea of how you organized your thoughts. I have watched your youtube videos and they are excellent, but where do I find the actual notes? The description on Youtube seemed to suggest I could find them here somewhere on Patreon.

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Sly Flourish · August 14, 2026

They're on the rewards page in my Obsidian Vault. Here's the rewards page: https://www.patreon.com/slyflourish/posts/sly-flourish-34953933 Here's a direct link to the obsidian vault: https://slyflourish_content.s3.amazonaws.com/ff98052f30d610b78a3b_patreon_files/sly_flourish_obsidian_archive.zip The vault is now updated automatically every week!

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Jasper Flapper · August 11, 2026

I love to serve my players a dynamic world. Your posts on creating three villains and factions really help! You probably considered including villains and factions in the eight steps. What are your thoughts (pro's and con's) on including villains and factions in the eight steps?

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Sly Flourish · August 14, 2026

The eight steps are really focused just on your next session so villain-related material might show up as secrets and clues or potentially NPCs. Our thoughts about the three villains, their goals, and their quests manifest as secrets and clues, NPCs, or scenes in our eight steps. At least that's sort of how I designed it. I wouldn't add a Villain's step. I'd let your thought about villains fuel the existing eight steps.

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Nicholas Mayon · August 10, 2026

Hey Mike, Is there an easy way to handle upscaling encounters. I’m following a campaign book but I have 1-2 players more than normal. My plan is to add more monsters and maybe up the hit points. I’m just wondering if there’s anything else to change? Damage?

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Sly Flourish · August 14, 2026

If you're playing 5e, you can use the lazy encounter benchmark to see what total number of challenge ratings best fits your current group. You can always beef up HP and damage but adding more monsters is the easiest way to keep the challenge up. It does add time though, which gets exasperated by also having more players so that's something to consider. You can use the Forge of Foes monster stats by CR to scale monsters up too. It's in the reference document too: https://slyflourish.com/lazy_5e_monster_building_resource_document.html

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BigNastyBullMoose · August 8, 2026

When character’s plans go horribly wrong, how much, if any, do you adjust the dials to give them a way out? My 5.5e players attempted a rescue of an NPC set to be executed. In their own words, they “jumped the gun too early” and tried the rescue when the NPC was still surrounded by a high number of guards escorting them to the execution site. The players had creative ideas, but bad rolls; their spellcasting failed and the enemies’ succeeded. All of the enemy’s rolls were in the open to try to emphasize that the story is emergent through play and not predetermined. They caused enough trouble that I set a “clock” for how many rounds it would take before reinforcements arrived. The session ended with reinforcements arriving and succeeding on a perception check to spot the escaping players. The breakout failed. It looks pretty bleak if the players can’t figure out how to get out of this. I don’t want to minimize the consequences of actions or make choices meaningless, but I also don’t want to accidentally make a situation “unwinnable” and risk less fun at the table. How would you approach planning the next session with the odds firmly against the players at the end of the last one?

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Sly Flourish · August 14, 2026

Yeah, this can be tough and it's sometimes why I think it's ok to put your thumb on the scale for the overall fun of the game. Other GMs disagree but I think the fun of the game is paramount. It's also a good way to stretch one's "fail forward" muscles. What happens if the characters get captured along with those they tried to rescue and now they have to figure that out? What other shifts can take place to put them in a difficult spot but not end the whole situation? It's not easy to come up with such big shifts but when we can, they can be a lot of fun. Also, don't underestimate the incompetence of the guards. Maybe they don't really know what's going on themselves. People get confused, orders get confused. Maybe they don't know who the characters are or what they're trying to do. Mistakes can happen on both sides of the screen. I'm betting that, by the time I got around to answering this, the event is over. I'd love to hear how it ended up. Good luck!

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Knights of Roleplay Podcast · August 7, 2026

On your podcast I heard you mention something that you saw a GM using on the top of their DM screen for Doom Points/Deadly Blessings. Do you know what those were? Maybe a link to where I can get them? Thanks.

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Sly Flourish · August 14, 2026

My friend Teos Abadia had some cool skulls he used for Fear tokens in Daggerheart that would work well for Doom points or Dreadful Blessings. I think you can find stuff like this on Etsy.

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James · August 6, 2026

HI Mike, Excited for the Rise of the Lazy Dungeon Master! I'm helping the grand opening of Miniature Realms & Adventures in Lancaster PA. Professor DM is running his Deathbringer game there that day. Very excited! I'm going to run some one-hour Shadowdark games. Very nervous! One-hour seems so short. What tips can you give me to run a one-hour game to keep the excitement level high at the event?

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Sly Flourish · August 7, 2026

Here are some one-hour tricks: - Run with fewer players — no more than four if you can help it. Split up into separate groups if you end up with more. - Run at low levels — ideally level 1. - Get them started right at the front of the adventure. Tell them the quest they have instead of going through the pantomime of them being offered and accepting a question. - Create a single situation that has all the pillars in it — roleplaying, exploration, and combat. Set up a situation with some interesting terrain features, some NPCs to talk to, and some monsters to fight. Ensure the situation has different possible entry points and solutions. You want the players to be able to make meaningful choices about how they engage. Some example scenarios: - Monsters kidnapped some friendly NPCs who need to be rescued. - The characters have to steal an artifact from an unholy altar. - The characters must disrupt a ritual to summon a powerful being. - The characters have to kill off a powerful warlord to stop a war. - The characters have to destroy a dangerous monument. - The characters must recover a magic item before a nasty beast shows up. Those are some off the top of my head. Hopefully they give you some other ideas too! Focus on essentially a single big complicated scene.

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Mike Foulks · August 6, 2026

Hi Mike, loving your work. My 8 year old is planning on DMing his first game having played a half dozen sessions that I have run for him with friends and family. I am trying to guide him through using the 8 steps but do you have any experience making these more accessible for kids?

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Sly Flourish · August 7, 2026

Hi Mike! I have not had an experience teaching the eight steps to kids. Walking them through it while they prep might be fine but I'd hang on with a loose grip. Let them learn in the way that best suits them and let them get the experience of just running the game itself. We all learned at a young age.

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Cédrick Lemay · August 3, 2026

You have mention in your latest episode of Lazy RPG Talk Show the new One Ring ruleset book that has been announced (with two other book as well), and i'm still not sure if i'll get it, because i already have the original book. The problem with the original book is that it's the first edition, so it is full of ereta. I once bought a book by MCDM that came with erreta corrections stickers, which i found kinda neet. So my question would be: when having a book, and you are aware that there is ereta in them, how do you deal with it? Do you simply ignore it? Write in your book? (that would be one solution for me) Or even just put a sheet in the book with the ereta list?

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Sly Flourish · August 7, 2026

My dirty trick is to take a sharpy and put a little dot or an "E" next to the sections in the book that got errata'd. That way I know to go look for something new. Then I might print out the errata and have it handy. I've been doign that as far back as the 4th edition days.

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David James Shepherd · August 2, 2026

Hi Mike, Loving the show, and looking forward to the new book. Return really helped me run my first (non 5e) campaign. It was janky and I have a lot to learn, but we did get to the end and the players at least said that they had fun :) I am looking to run 5e next. Did you find there was any need to update the lazy encounter benchmark or FoF math for 2024 characters? Does it help to apply any damage boosts to 2014 monsters from say, the Eberron book? Cheers, Dave

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David James Shepherd · August 7, 2026

I just listened to your best 5e podcast where you talk about the crx7 for damage :) that’s probably half my answer.

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Andrew · July 29, 2026

Hi Mike I am getting close enough to the end of my first campaign that I am starting to think about how to wrap things up. I love your advice about the 1 year later montage post the final fight, but I was wondering if you have any advice for a pre-final fight role play moment for the characters that is similar to the one year later idea to allow the characters a moment to share any last words before the battle? Thanks and cannot wait for Rise of the Lazy Dungeon Master! Andrew

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Sly Flourish · July 31, 2026

I think a big final "campfire tale" can be fun. Let your players know ahead of time that you want to have a scene like this — a calm before the storm — where the characters all have a chance to finish any other loose ends, talk to one another, and prepare for what's to come. You can prompt some questions to get your players into the right headspace. https://slyflourish.com/campfire_talk.html

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Jason Kemp · July 27, 2026

How can I improve the pacing of my sessions so I can get more done in a three hour session?

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Sly Flourish · July 31, 2026

Hi Jason! First, if you're not keeing track of time, you might keep a small alarm or chime to let you know as you cross 45 minutes in a scene. That helps ensure scenes keep moving at a good clip. You can also talk to your players about all working together to do more in a scene. If you explain it to them outside of the game, before your game starts, they might keep it in mind during their turns but they'll also recognize why you're moving things forward faster when you do so. Some other tips: - Cut the boring middle. Get rid of filler scenes like travel or transition scenes. - Put the characters right in the most interesting scenes. Hand-wave the rest. - Handwave dungeon crawling or exploration. Focus on the big set pieces. - Always have an eye out for action and decisions. Focus on those scenes. Hope that helps!

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Jaron Mathis · July 26, 2026

Hey Mike, sorry to double dip on the quarterly Q&A! This question is the opposite of my last question about maintaining continuity and prep efficiently a campaign with heavy established lore that the players are aware of. I’m starting a different campaign where everybody is in on the experiment of spiral design and building the setting and story together as we go along with nothing pre conceived. To this end, I wanted to get your guidance on using random tables, and specifically which tables YOU would use either from your own works or other books with useful content. What would be your order of operations if you were attempting to constantly “roll up” the next session using a repeatable flow through a set of tables to get to your NPCs, locations, and scenes entirely based on random table options?

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Sly Flourish · July 31, 2026

I'll share a few that I use for my games — right now I'm running a Nimble game set in my Blood of the Primordials setting. First, I love to have my faction list. You can use some general purpose domains and name generators to build a custom faction list if you don't have one but having a faction list lets me flavor everything else. I use NPC generators all the time. I use the one from the 5e ADB a lot but I also made some custom ones for my Nimble Primordials campaign using their species. So that's a big one. Locations I use a lot — again, the 5eADB or the tables in the Resource Document work well for locations including conditions and effects to add some flavor, and again, mixing in some factions to give me an idea who runs it. Monuments work very well as set-piece markers for travel. When the characters go from one place to another, I roll a monument with the monument, condition, effect, and faction. Then I might roll some monsters or mix up some ideas of my own to build a situation. I have a list of quests too if I need some ideas about what sorts of quests the characters go on. I tend not to use that as much because quests often come out from the previous missions the characters undertake. When I'm filling out a dungeon, I'll use the dungeon rooms to help inspire my own specific ideas for the dungeon I'm going to run. These are in Rise of the Lazy Gamemaster and also in the resource document. I think those are the big ones for me!

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Mountain-Girl · July 24, 2026

Hello! I am a new GM who just started running a City of Arches campaign using Level Up A5e. Thanks so much for all your great tips! I do not have a timing superpower. Losing track of time is one of my IRL faults/weaknesses so I was following your advice to expect about 45 minutes per scene. I was inspired to start with the Vault of the Dread Syphon, tying it to the Apostles of the End. I counted it as a scene and prepped other stuff. They started session 1, job in hand, at the shop whose owner had been contacted by the ghost Lila. I added a mural and an apprentice’s cubby with a journal. They did not go to the northern part of the dungeon. On the way out, I also had them run into some cultists who were there to do research. Everyone was having a great time and we went well over 3 hours. Is this a scenario and how many scenes should this count as? How long would you expect this to take?

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Sly Flourish · July 31, 2026

Hi Mountain Girl! First, don't be hard on yourself about timing. Very few people have the superpower to keep track of time when running a game. If it's ok that a game goes over with you and your group, no problems. The 45 minute benchmark is, like all of my benchmarks, very loose. Some scenes take longer, some are shorter. You'll have to gauge how well it works for you and there are many variables: the number of players, the focus of those players, the system you're running, the amount of stuff to do, and so on. I don't know exactly how many scenes it should count as. It depends on what they did in the dungeon. I'd consider the intro one scene, the battle with the cultists is certainly a scene, and then whatever scenes took place during the exploration. It's worth thinking about how the timing actually played out so you can get a better personal model than the 45 minutes per scene model but, like all things in our hobby, hang on with a loose grip.

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thePooka · July 22, 2026

The 8 steps work great and have been helping me prep since 2022 - thanks for that! Session prep at the beginning of an adventure chunk is relatively straightforward. For instance, my CoA party had agreed to go check out Monastery of Shadows Past. The next big chunk will be Secrets of Summervine Villa. My question is about how to think through the 8 steps in between those two situations. The party spent a couple of sessions in the monastery. They were very nearly done with that bit of the adventure but at the end of a session, we had just a short chunk yet to finish up - not enough to cover the entire new session but stuff they were going to want to see/do. I didn't really want to prep much at that point for the Villa (preferring to start that at the beginning of a new session, rather than in the middle). My solution was to come up with a complication at the end of the Monastery and a couple of encounters each for Lower Reaches and for the Upper City. That worked fine but my question is - how do you handle prep for those weird interstitial sessions? Last session, the team beat the boss of the area and are now ready to find treasure - now to write that strong start...

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Sly Flourish · July 24, 2026

Yeah, the main way to use the eight steps is to focus on your next session and often your next session might be a transition between quests. They might finish up what they have, have a rest, maybe level up, do some odd jobs, and then get on with their next quest. I just ran a game like this on Wednesday. It started with a big fight that took a good chunk of time and then went into the aftermath of a long quest, leveling up, studying their new loot, choosing their next quest, and then returning back to the city. On their way they ran into a situation of serpentfolk trying to pry the eye out of a statue of a gold draon. That's the strong start for the next session. I think the main thing to prepare for transition sessions is any decisions the characters need to make for the *next* session you're going to run. You don't want to get caught at the end of one scenario and not know where they're going to go next. Otherwise, I think you can outline your scenes based on what you think the characters might go through during the next session you're going to run. Your prep notes with the eight steps don't have to fit perfectly inside the box of a quest or adventure — they can span across quests and adventures or they can focus just on one part of the quest or adventure you think you'll get through next. Hope that helps!

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James · July 22, 2026

Hi Mike, I have a question (or two) regarding your experience. For encounter building, does your total hit point method change for tiers of play? Also, how did you find high tiers of play for Daggerheart?

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Sly Flourish · July 24, 2026

I didn't get a chance to play high-tier Daggerheart but looking at the encounter building math for the came in it's core rules — they don't change from tier to tier. I think the hit point method for encounter building and tracking should work just as well across tiers. I don't think it has to change. Again, I didn't do thorough testing like I have with the Lazy Encounter Benchmark so I can't say for sure but I think the 5 to 7 HP per character method is a good benchmark and fits well with the existing encounter benchmarks they have in the core book.

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A Light in the Darkness · July 18, 2026

Hello, I hope you are having a good day. How do you handle a player who always wants to have a big reveal, big secret about their character, pull one over on the players, etc... type of moment? I am in a group who has a player who plans with the DM every campaign for something like this and it gets really old, but it seems to be the thing this player likes the most. I may be running the next campaign and I would like to know how to handle this scenario for when this player comes to me and wants to do this. I don't want to destroy their fun, but like I said before, this is getting old and I'm definitely not going to be able to wink wink over the table throughout our sessions to this player during our games, like the previous DM.

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Sly Flourish · July 24, 2026

I would have a converation with the player about it before you run your campaign and then make it clear that the characters are working together on the goal of the campaign during your session zero. You can have a "no secrets between players" sort of rule too. If you're running the game and its not fun for you or the other players, you can make it clear that that behavior isn't acceptable. They had their fun in a previous campaign — how about playing a character who's above board and on the side with the other characters? Individual one-on-one converations (ideally in person) and clear guidelines for a session zero can hopefully help things get on track.

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Mr. Smith · July 18, 2026

I'm running hybrid game, and we've been playing in Theatre of the Mind for a while, but I'm thinking of switching to Drawing Small Maps as you suggest. What setup would you recommend so our online player can see the hand drawn map?

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Sly Flourish · July 24, 2026

I'm a big fan of using existing maps from the Dyson Logos map gallery or directly off of his website. For my own online games I'll either use a clipping tool to show parts of the map in Discord or I'll put the map into Owlbear Rodeo and use a fog of war to cover and uncover the parts I want to reveal. In my Shadowdark game we could put a little light circle around one of the characters with the torch and the characters could only see what was in the circle. This gave a great sense of mystery as they explored. They still had to draw their own map of where they've been and what they've seen. I don't have any good advice for drawing your own maps. I almost always use published maps.

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heptres · July 16, 2026

Hi Mike, One thing I am experimenting with are magic items (single use lazy artifacts and store bought WotC items) with more minor and major inconveniences (changing hair color, allergy to shoes, ...). I am calling them 'curses', but I do not want them to be actual hard mechanical curses. Now my question: Do you have a table for such minor drawbacks or do you know any supplements for my itch? You have created the Artisanal Database and have the best item generation tools imho, keep up the work and best wishes for your Kickstarter.

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Sly Flourish · July 17, 2026

Thanks so much! I don't have a great list but you can look at tables like chaos tables in various books and supplements and maybe the effects of common magical items. They can inspire you to come up with funny effects like that. Monte Cook Games has "The Weird" which has lots of things like this. You might check it out: https://www.montecookgames.com/store/product/the-weird/

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The Harry Potter Lexicon · July 15, 2026

The players in one of my campaigns are level 20. They are approaching the endgame of a five-year campaign. They have already faced a series of massive boss battles, whittling down the defenses of the final big boss. Last Friday, they were given the option of using a diversion to finish off the final boss using something of an end-around involving a lost temple in a lost city, and they decided to take that approach. That means I need to come up with what will essentially be a level twenty dungeon. I've never created a dungeon at that level. Any ideas for how to make this a challenge for five level 20 players? High level monsters wouldn't be hanging around in some old abandoned temple and I share your disdain of arbitrary puzzles.

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Sly Flourish · July 17, 2026

I think really big powerful guardians would make sense for an ancient temple. Also some potentially trapped alien horror. Maybe something even more dangerous than the threat they face. Super-deadly traps might make sense too. A dying god, an undead god, or some Beast from Below. Maybe a secret vault of a Tarrasque. In Fantastic Lairs we have several high-level dungeons that might make sense: - The lair of a super powerful marilith queen who guards a shard of creation. - The vault of a tarrasque - The lair of a corrupt ancient gold dragon - The vault of a world-eating lich - The arcane forge of a powerful ancient blue dragon wizard Off the top of my head for an ancient temple: - Guardian demons or devils - Guardian celestials - Guardian golems, huge statues, that sort of thing - Trapped alien horrors leaking out - A corrupted lich priest and their minions - A powerful beast (like a tarrasque) bound down in the depths.

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Phil Allen · July 15, 2026

Hey Mike, Congratulations on the Kickstarter progress! I've been buying all your books since Return, and your lazy ways have made all my games better. I follow your advice for only planning for the session in front of me. But I have a tendency to introduce mysterious characters and events when I'm improvising during play. Mysteries I have no answers for. My players usually respond well to the strange and unexpected situations. But then prepping for my next game, much like in the tv show Lost, I have to figure out how all my random additions make sense. Because my players will always pursue the mystery i don't think through. Do you have any suggestions how to improvise turns of events in-game that don't lead to extra non-lazy work to explain later?

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Sly Flourish · July 17, 2026

Thanks for supporting the Kickstarter!! Yeah, mysteries like that definitely come up as we improvise our games. For me, I find it's just useful to jot down the situation and make it part of the new canon of the adventure or campaign. Making fuzzy things become true is part of the fun. Sometimes it does put us in a bind and I think its ok to call for a mulligan and say "that thing I said was true isn't true anymore". Go with it if it makes sense or try to pull it back to something more reasonable if it gets out of control. That's really my best advice.

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Jaron Mathis · July 14, 2026

Hey Mike! I have a question about scaling prep to support lore heavy settings and lore aware players in those settings. I recently started running a campaign in the Forgotten Realms with a set of fantastic players who are bringing a lot of experience and knowledge to the table. I try to be disciplined about only planning for the next session, but I am already experiencing a difficulty of having to make improv decisions about NPCs, Factions, or Locations that I haven’t fully studied up on. In one particular case, a call I made was unintentionally in conflict with established cannon, and seems to have some cascading dominoes of implications that are going to mess with a destination and faction in the world that the players were interested in exploring. I find myself either having to backtrack in order to preserve the continuity of the existing setting material, or needing to now customize and overwrite a ton of stuff to accommodate my impromptu DMing efforts. Have you ever run up against a camping scenario like this, where the continuity considerations seemed to demand prepping and studying a broader horizon of in world lore beyond the focused view of your next session? What recommendations would you have for keeping prep tight, but adjusting tools to still be sufficient for matching an invested vibe at the table with lot of far reaching in world implications for you and your players?

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Sly Flourish · July 17, 2026

For the problem of having broken continuity, you can just call for a reset and get it back on track the right way as one option. Or do your best to steer the shift back to the way they were. "That was a splinter faction but not the main faction" or something like that. I wouldn't worry too much about maintaining continuity. You're all playing a game around the table. You can explain to them. As far as prep is concerned, trying to narrow the focus of your campaign so it doesn't involve a ton of wide-spread places and tons of different factions can help. The people of the town of Corm Orp don't necessarily know anything about what's going on in Icewind Dale or Waterdeep. The regional focus of our campaign can help us keep our attention focused down. You can also ask your more knowledgeable players for ideas that you research between sessions to fill in the next one. You can sort of steer where the path is well trod by figuring out what your players are interested in and aiming things that way. And yeah, sometimes its really worth doing some reading and writing down notes. It can be a lot of fun to cross reference information and figure out the world. I love doing it. It's not lazy prep but the results are pretty valuable.

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Matt Roy · July 13, 2026

Hi Mike! I run the TTRPG club for the high school where I teach. We’ve got a large and enthusiastic club with many kids who want to learn to GM but don’t have strong skills yet. I’d like to run a lunchtime ‘GM University’ where I support kids in learning GM skills. I was thinking that we’d do a mix of practicing skills and common scenarios (like ‘run this goblin ambush’) but also spend time reading/listening to suggestions and ideas. Do you have sources (both your own and others) that you can suggest that I could use for this? Lunch is only 40 mins so ideally we’d need things that we could consume in 15 mins or less and then have a discussion. Your articles are great but which specific ones would you point to for young, very new GMs? Thanks!

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Sly Flourish · July 17, 2026

This is very self-serving but I think going over parts of Return of the Lazy Dungeon Master (and soon Rise of the Lazy Gamemaster) chapter by chapter might be useful. My top tips for gamemasters is another potential resource. I think breaking down the pillars of play might be good too. Things like improvising DCs for situations. Stuff like that. Hope that helps!

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Ryan Shields · July 13, 2026

Any tips for running a Jaws inspired adventure (monster on the outskirts of a town), is it really just an investigation adventure with a big monster at the end?

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Sly Flourish · July 17, 2026

The Lazy DM's Companion has a Jaws-style scenario builder right in it! It's not just an investigation in a big town. We can expand it out with minions too. Here are the major parts of a jaws-themed adventure outlined in the Lazy DM's Companion: What is the creature? What makes it unique? Where does it reside? Who protects the creature? What drives the creature? Who else hunts the creature? Answering those questions gives you a good idea for a jaws-themed adventure I think.

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Lisa S Beasley · July 13, 2026

When you are running multiple games with different systems, how do you keep the rules sorted out and separate? What I have been doing is make a one page cheat sheet of things that are likely to come up . For example, my Shadowdark sheet has player death mechanics.

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Sly Flourish · July 17, 2026

Sometimes I just don't. There are times when I'm running multiple systems (and I've been running multiple systems for three groups sometimes in the same week!) I just count on my players to help me noodle it through. I think the idea that the GM should have any sort of rules mastery is misplaced. We're all playing the game together. Bring the players behind the screen to help you all figure out the rules as you go. And yeah, cheat sheets really help. Tabs in books help too!

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Sam Thompson · July 10, 2026

I've been keeping up with your upcoming book and was hoping to hear you address the "Homebrew vs Official Adventure" question. I know that the 8 steps can be applied to published adventures, but it might be worth discussing on the show. From the content excerpts I've seen, the book seems more designed to target homebrew GMs, but this could be wrong obviously, I have not read the whole thing! As a side note, I think it would be really interesting to see you go through the process of applying the 8 steps to a typical "rigid" situation that published adventures tend to present. What I mean is: Imagine a dungeon crawl scenario - I have a three room cavern, and the adventure assigns specific physical features (an alter, a secret door, a tomb), monsters, and treasure to each room. My understanding of the 8 steps is that we kind of want to ignore the assignments that the adventure has made, and instead, rearrange the monsters/treasure/details in the moment spontaneously, based on what feels fun. I guess my point is just that this is a particular GM skill and situation that comes up when running a published adventure, but doesn't necessarily happen for homebrew.

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Sly Flourish · July 17, 2026

Hi Sam! I've used the eight steps for prep for both homebrew and published adventures and recorded my prep sessions on YouTube and on the Podcast for several years. You can find some playlists here for both: https://www.youtube.com/@SlyFlourish/playlists Rime of the Frost Maiden and Scarlet Citadel are two examples: https://www.youtube.com/playlist?list=PLb39x-29puapm7MfiUn74l4RbR3jeXyLu https://www.youtube.com/playlist?list=PLb39x-29puarlo9ZC9opm3Yf1Uojk7i44 Rise of the Lazy Gamemaster includes information on running with published adventures — the sorts of stuff you might just keep from the adventure and the stuff you still likely want to prep. Most important is that GMs make published adventures their own. It's your adventure. I wouldn't run any published adventure in a rigid style. I'd always decide what works for me and what does not and build around that. Often we get a lot of value out of published adventures but it's still worth us spending the time to twist it the way we want. If a published adventure fills in one of the steps for you, like your location description, you don't have to do that step!

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Alg3braic · July 10, 2026

What are some good ways to hint a monster's lethality (or banality) to players?

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Sly Flourish · July 10, 2026

I'm a fan of "this foe is beyond you" or "this may be the most dangerous creature you've ever faced". Sometimes you can just tell them out of character that a monster is going to be lethal. Make sure, however, that you're not putting lethal monsters in front of the characters just to force the situation. It's ok for them to stumble into something really powerful if that's just how things went in the story, but avoid setting up situations where they have to run.

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Nicholas Mayon · July 9, 2026

Hey Mike, Do you every have times when you know your gonna need more time to prep the next part of your Campaign. How do you fill that part is it more stalling the party with filler or do you like me say “Hey I’m still trying to get this next part ready yall want to play a one shot this week with “insert different system here” I also do this if most the group can’t make the next session where we just run a on shot of a simple but different system

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Sly Flourish · July 10, 2026

I really try not to delve too much into the deep parts of my campaign and instead just focus on the next session and have each session lead to the next. I'd never want to cancel a game because I need more time to prep a campaign — that, for me, would feel like I'm spending too much energy on the larger campaign and not enough on the next session I want to run. That's the session that matters.

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AkikoPotato · July 9, 2026

Hey Mike, how long did it take to generally establish your pool of dedicated players? I've been trying for about 5 years now, pulling amongst family, friends, coworkers, and community, but still have yet to form one - for various incompatibilities. I feel exhausted and I haven't been able to actually GM much!

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Sly Flourish · July 10, 2026

I never have a perfectly solid never-evolving group of players. My groups are always evolving. Some people step away, some other new folks jump in. I'm sorry to hear you haven't been able to find a solid group. Finding and maintaining a good group is the hardest part of this hobby. Even though I have lots of suggestions, that doesn't always make it easier or solve the problem completely. My suggestions are: - Seek players online to play even if you'd rather not play online. - Aim for smaller groups of three players (or even two or one player!). - Be more willing to try other systems and other styles of play if that helps. - Be willing to run even if you have fewer players than your full group. - Seek out people willing to play occasionally. - Shoot for shorter campaigns of roughly four sessions. Build a group of players from those who stick around and who gel with your style. - Offer to run games at community centers, libraries, schools, universities, and clubs in your area. Hopefully that gives some options. But yeah, it can be really hard. I'm sorry it's been tough.

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Eric Feay · July 9, 2026

My question is about how to get through more of a campaign’s story and plot during game sessions. Going through the 8 steps makes me fall in love with the lore and encounters and challenges that will face the characters. But if we don’t get through everything I prepared, session after session then it feels to me like our progress on the story is behind where it should be. I want the group to get to the end of a campaign’s story before real life changes and challenges force a premature end. What can I add to my game prep that will help the group at my table get through more story “content” in our sessions?

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Sly Flourish · July 10, 2026

There are a few things you might do. First, you can think about shrinking the story of your campaign to better match the pace you're able to get through. Often we have big wild stories we want to go through but the pacing of our game just isn't going to match. If you're lucky to have a long-term group, you can let things take time. My Dragon Empire game is well into its second year now for a weekly game and we're all fine with it I think. No one is yet bored. The other trick is to try to cut more of the boring parts and jump right into the action. Start at the entrance to the dungeon instead of spending a lot of time on travel. Have people do their shopping and town visits offline in email instead of running it as part of your session. Hopefully betwen the two of those suggestions, you can better match the story you want to explore with the actual pacing of your game.

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Robert Townsend · July 9, 2026

Hey Mike, Your techniques for prep are good, but sometimes when I finish prepping for my next session, the same day or the day after my last session, then I subsequently forget that I prepped, I wonder if they're TOO good. Do you have any recommendations on *when* to prep so it stays fresh in your mind? As soon as possible so you still remember last session? Last minute so it's fresh for the next session? Somewhere in between?

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Sly Flourish · July 10, 2026

I think it helps to prep as close to the game as possible. I tend to prep within a day or so. If I prep earlier than that, I make sure to give myself time to go over my prep notes again maybe an hour or so before the game so I'm fresh. I think it is useful to jot some game notes down right after a session and then review it when you're prepping your next one — ideally as close to the next session as you can. For my Wednesday game I prep usually Tuesday evening. For my Sunday game, I'm prepping two hours earlier than the game.

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Egill Rúnar Viðarsson · July 9, 2026

Hi Mike! I wanted to ask you for tips on tracking multiple, similar monsters during combat encounters in 5e. I know you’ve suggested adding more monsters to increase the difficulty and lethality of combat encounters. The trade-off is that combats will take longer; especially if the monster statblocks have multi-attacks and other traits. And, my main issue in question, I loose track of the monsters. Here’s an example. 5 twig blights and 5 needle blights ambushed the PCs. I had painted these 10 miniature monsters in various combinations of greens, browns and grays. That way, the theory was that I could differentiate my statblocks “Twig Blight (brown on gray base)” and “Twig Blight (redbrown on green base)” from one another. In the heat of a combat encounter, however, all of the monsters blended together. I forgot which statblock belonged to which mini on the map. I mixed up which monster has a status effect on them from a PC’s spell. Et cetera. To speed things up when it came to tracking HP, I was liberal when applying changes to this or that monster. All the while, the feeling of lying to myself and the players about what’s actually happening at the game gnawed at me. The verisimilitude slips fast in these situations. Imagining a “Flee, Mortals!” minions combat encounter with the above tracking issues frankly gives me a slight anxiety attack. But simultaneously, I really want to improve and not limit myself to a maximum of 5 monsters per encounter. Thanks and good ongoing well-earned luck on the Rise of the Lazy Gamemaster!

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Sly Flourish · July 10, 2026

Having some way to mark miniatures so you can keep them separated is good. In the 4e D&D days we used to use coke bottle rings of different colors to keep track of status effects and the like. You can put little stickers on the base of a mini with numbers or letters ir colors as well. Another trick is to pool damage against a whole set of monsters instead of tracking damage to each monster. I do this when there are a lot of monsters of a lower level than the characters and I make it clear to the players. Instead of tracking the hit points of individual monsters, you pool the damage done in one tally. When the tally takes enough damage to match or exceed the hit points of one particular monster, the monster that just took that damage dies. That way you don't have to track damage to each one.

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paul brandson · July 9, 2026

Hi Mike! Besides the occasional encounter with two drunken goblins falling out of a closet, I want ALL my fights to sound dangerous (claws like spears, wings like hurricane, etc.). The problem is that, on occasion, a fight really is out of their league. How do I telegraph real TPK danger when every fight sounds terrifying? I’ve considered stepping out of character and just telling them, but I’m worried that will create an expectation, so that anytime I don’t do that they’ll expect the fight is safe. Do you have any advice on how to communicate real danger?

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Sly Flourish · July 10, 2026

yeah, I think making monsters sound scary in the fiction is great but you do want to let the characters know when an encounter is potentially deadly. I think its ok to break character and let them know. Their characters are seeing things the players cannot. I'm a big fan of "these foes are beyond you" sort of quotes but really making it clear that's the case. I'll warn you against designing encounters specifically to put them in spots like this, though. Pre-determined un-winnable fights aren't a lot of fun.

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ARC · July 9, 2026

Mike, how do you handle encounter balance when one character is dealing way more damage than the rest of the party? I know that your Dragon Empire campaign has a mechanist that hits harder than anyone else, do you do anything to account for that to make sure they aren't overshadowing other characters? Or do you simply stand by the LEB and your dials mid-fight?

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Sly Flourish · July 10, 2026

I don't do anything special for just one character. I might touch-up the overall difficulty of an encounter to account for it — or change the difficulty if that character doesn't happen to be in the party on a given week. But I don't want to "overfit" the encounter by trying to touch up the difficulty of one particular thing to account for that one character. I will, however, throw in lightning rods so that character can show off. Big creatures with decent AC he can penetrate and do a lot of damage to. Monsters that dish out a lot of elemental damage so his resistances come into play. That sort of thing. I also use dreadful blessings in boss fights which give me some more improvisational room when I need them: https://slyflourish.com/dreaded_blessings.html