October – December 2026 Patreon Q&A
Welcome to the Sly Flourish Patreon Questions and Answers thread for October, November, and December 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
search the SF Patreon Q&A database, the Lazy RPG Talk Show Topic Database, the Sly Flourish website, and the Sly Flourish YouTube Channel to see if I've done an article or video on your topic previously.
focus your question on tabletop RPGs.
stick to one question each month.
keep your question brief. I love your stories but I get overwhelmed.
Comments (20)
This question may just be a "me" thing, but my group and I are making an effort to try new systems every 3-4 months, taking a break from our regular 5.5E (soon to be Daggerheart) main campaign to do 3-6 session jaunts with something new. I'm somewhat of a kinesthetic learner, and am severely ADHD. It's difficult for me to digest new rules, even when they contain familiar elements, until I've played a couple of sessions and get a good feel for the flow of the game. But when we're only going to play a few sessions, I'd like to be better prepared so that I'm not struggling along with my players as they get up to speed so that we get several good sessions in before returning to the main smash. Anything you do, or can advise us to do, to help a GM wrap one's head around new rule sets more quickly, or at least more effectively without committing to an overwhelming prep schedule? Do you ever spend time simulating combat or other mechanical encounters to test them out? And does that make one no longer lazy? :D
Hi, Mike! I've really liked your tips for resilient player groups, and what to do to try to make cancellations as infrequent as possible. Still, if the GM can't make it to a game, that one person causes the session to be canceled, and if the GM decides to not play anymore, the whole game ends. Do you have anything you do for your games to keep the game going when you miss a session, or any ideas for what others can do?
Hi Mike! I bounced off Daggerheart for many of the same reasons you did, but your article about improvising Daggerheart monsters exploded my brain! I never realized that the hope/fear turn system made the action economy irrelevant. I immediately started thinking about going beyond minions, with hordes of 5 or 10 monsters per HP swarming the party. My question is: can you think of a way to homebrew the daggerheart monster/PC turn order into 5e or another system? Initiative and turn order systems are often easy to lift into another game, but this seems really tied to the roll mechanic and I'm having a hard time stealing it.
So much of the information in your 'Lazy' books is invaluable. I have been using the LEB to good effect and have avoided many a TPK whilst the players still have challenging fun. However, one of my players has observed that no matter what level the characters are, their encounters always seem to be "at the right level" in terms of their opponent(s). He says that avoiding 'walk-over' and 'potential TPK' extremes denies the party the associated role-playing opportunities (e.g. Do they take pity on the band of kobolds at their mercy? Do they abandon the princess to demonic sacrifice to save their own hides?). I think he has a point and I may have become too reliant on the LEB. What are your thoughts on when it is, and when it is NOT, appropriate to apply this useful tool?
Hello, Mike! How do you prep Elden Ring-Style exploration/dungeons? I'm trying to recreate the feeling of those huge, looping and multilayered areas/legacy dungeons, ie the Raya Lucaria Academy, traversing rooftops, huge staircases, jumping over chandeliers, etc. but can never accomodate the scale. Thank you!
Oh gods, I love Elden Ring! I think there are a few tricks to make more Elden-Ring-Like dungeons in our games. First on physical design. Elden Ring uses a trick many designers use and love — they often show you the ending before you can reach it. You'll run into doors you can't normally open until you get much further. You'll see the arena of the big boss well before you can reach it. We can do this in our games too — big locked doors (no, it can't be knocked or picked) requiring several keys (maybe three of five keys!) to open. The standard list of good dungeon designs works well here: Include loop backs, multiple paths, secret paths, changes in depth, multiple connection points to lower maps, and so on. Cutting across several layers of a dungeon with something like a big crack in the ground is fun too. You want more than just a single stair that leads down deep. You can have several connections that connect levels of a dungeon. You don't even have to build the whole dungeon out for this — you can just hint at it, like finding a huge sinkhole that traverses several layers and goes down into the lowest depths. Adventurers would be fools to go down that far. So the list of good dungeon designs help a lot: - Multiple entrances - Loop backs - Secret passages - Changing elevation - Multiple points to cross levels A big fun one to make dungeons more Elden-Ring-Like is to have shortcuts. This is more like Dark Souls where you suddenly find yourself in an elevator that takes you all the way back to your original starting place, but you can do that here. They go super far into a dungeon and then find a shaft that takes them right up top again. It's a fun looping discovery. Elden Ring and the Souls games have two other major aspects worth considering. Environmental storytelling is a big one. It's not well know that the reason I have Secrets and Clues in my eight steps goes back to playing Bloodborne on the PS4. I loved how every object in Bloodborne revealed a little piece of the story and thought that works well in our RPGs too. You can, of course, do the same thing. Don't blurt out the whole story of a location at once. Instead, share it in little bits as the characters explore the dungeon. Second is scope and scale. Make things big and epic. Double the size of the chambers so they can feel the vast scope of what's going on here. I had a lot of Elden Ring influence in City of Arches so you can see how I took some of those ideas and put it in there. Huge statues, vast chambers, deep shafts, grand halls — signs of a mighty empire now long lost and forgotten. I think its a great way to add depth to our dungeons.
Good Morning. I am a Pathfinder 2e GM. I know you mainly run 5e and its derivatives but I was wondering if ya had any tips or tricks from your 4e days for modifying the 8 steps to play better with this more tactical system. Specifically, the game is a little stricter on what can be put in front of a group to fight so having a menu of monsters can be a little tricky to put together to form a good encounter on the fly. The system also has very cheap / free out of combat healing. I believe I heard somewhere that the designers expect characters to go into each fight with close to max hit points, however, I dont know if in a dungeon I should be putting more time pressure on the PCs since medicine checks do take 10 mins each time they use it. Or if I should be super generous and allow for the PCs to heal back up to full so long as a character in the party has the skill. Finally there is out of combat challenges. The system really shines in combat but outside of combat I tend to struggle with coming up with ways to challenge the characters in a way that isnt resolved with a single skill roll.
The eight steps should serve Pathfinder 2e just as much as any other RPG. But what you put *in* the steps might change. Instead of having a loose list of monsters who might go anywhere, you might instead outline encounters already pre-built that you can drop in when they feel right. Your prep might be designing the encounters. Pathfinder 2 does have some quick encounter building guidelines on page 76 of the GM Core book. - Boss and Lackeys (120 XP): One creature of party level + 2, four creatures of party level – 4 - Boss and Lieutenant (120 XP): One creature of party level + 2, one creature of party level - Elite Enemies (120 XP): Three creatures of party level - Lieutenant and Lackeys (80 XP): One creature of party level, four creatures of party level – 4 - Mated Pair (80 XP): Two creatures of party level - Troop (80 XP): One creature of party level, two creatures of party level – 2 - Mook Squad (60 XP): Six creatures of party level – 4 That gives you a good rough gauge of how many monsters at a given level will challenge the characters — sort of a lazy encounter benchmark for Pathfinder 2. I've not run it so I don't know how well it works but it's a start. It sounds like a creature of a certain level in Pathfinder 2 is roughly equivalent to like 1.2 characters or so. Three creatures for four characters? Not the easiest math but probably not bad. You know that if you have an equal number total creature levels to the total character levels its probably a difficult battle. So you can still follow the eight steps, but you'll probably want to handle encounter building differently than you might if you were running Shadowdark. Hope that helps!
I have a question about prepping dungeons quickly. I noticed you have a pretty loose method for building your dungeons. If I understood it correctly, it’s something like having a menu ready that you pick from as the session unfolds. By “menu” I mean: monsters, traps, challenges, and the location of the MacGuffin. I thought that was brilliant. Coincidentally, I’d been trying something similar, but I never landed on a method that felt solid enough to actually use. One complicating factor is that I mostly play on VTTs, which in a way demands more prep work. If it’s not too much to ask, I’m curious to see an example of a real game situation where you used your method. Cheers!
There are a few ways to prep and run dungeons and I don't focus on only one. I think it's fine to prepare and run dungeons in several ways depending on the time you have, the effort you want to put in, and what you're comfortable with. I'll offer up a couple of ways. First, you can print out a map and take a pen and write down one or two words to describe what each of the rooms are. You can write down traps if you want or note things you know will be in any room. You can list out NPCs and monsters separately or if you know certain ones are in certain chambers, you can do that too. A looser way is to list out *potential* chambers in their own list and then improvise the rooms as you run the dungeon, dropping in particular chambers when they make sense depending on where the characters went. This is looser, and requires more improvisation at the table, but it's faster to prep I think. Here are two examples from my Nimble game this week: - **Vaults of Nevernight**. collapsed walls, ancient sarcophagi, Ruined demonic cage Lord Scale the Knight of Chains; Ornate primeval spire of tentacles of Gothin the Thing in the Pit; Secret relic vaults and guardians; decayed walls and slimes; collapsed vault; relic portal chamber. Secret door of teeth. - **Nevernight**. Outdoor patio, inner foyer and greeting room, sitting room, kitchen and dumbwaiters, fighting room, library, relic chamber, private relic chamber, dining room, upper serving room, servants quarters, upper patio, private patio, guest quarters, master bedrooms, outdoor roof patio. Outdoor fighting pit. This worked out well because I ended up not using the vaults of nevernight. They just went in for a party. I did find myself with extra time to prep this game so I also hand-wrote notes on a map too. Probably more prep than I needed, but it helped me when I ran the location. So it's really about doing what you have the time to do and are comfortable doing. Try a few different methods and see what works.
I've heard you mention several times on the show how your players liked your Blades in the Dark campaign but you did not enjoy running it. Could you elaborate on what was difficult for you? I've played in one Blades campaign. have run a Slugblaster campaign and now am prepping for a Blades '68 game. I certainly have had stuggles improv'ing player challenge and keeping the game a game, often times looking forward to the procedural nature of the downtime so I can get a break. Just wondering if your feelings were similar.
I think I had problems with a few parts of Blades. I think it's a great game and I totally get why people love it. But I had some hard issues. First, it's actually pretty complex in a few ways: - The world is rich and there's a lot going on that I felt like I needed to processes to run a game. - There's not only character sheets but crew sheets, region sheets, and headquarters sheets. So there's a lot of mechanics across the whole game. - There's so much character-driven narrative that it's hard to make anything solid for the game itself. It's been like five years since I ran it so I don't know if I would have the same problems with it now that I had back then but that's what I hit. I still think it's great, but I don't know that its for me.
Hello, Mike! I have a serious conundrum: to AI, or to not AI? I have been poking around on Questportal, which is an amazing VTT platform that will do all of the things that I find tedious for me. Because my crew and I play on a VTT (normally Roll20 or Foundry), a lot of what I have to do as a DM feels like I am setting up a video game: virtual maps, online character sheets, rollable token, special effects...it takes a long time, but because we are all staring at a screen (vs. sitting around a table), it feels unavoidable. I have been playing with these same bozos for decades, but since the pandemic, we've played MORE than ever because of the conveniences of a VTT...but the VTT has changed HOW we play. There is less description on my part; each session has become dependent on maps and grids and tokens vs. theater of the mind. I have been tempted to say, "Let's just use Google Meets for A/V, print out paper characters sheets, and use OwlBear Rodeo for simple die rolling and very limited maps." At the same time...am I just an old man yelling at the clouds? AI isn't going anywhere, it would make my life much easier, and I think my crew would really dig it. I am torn. I want to point out that various companies have licenced their materials to Questportal, so they have given their permission for the AI to use their stuff. Your expertise is most welcome, sir. Be well, and thank you from a big fan. MC
I'll start off with a few things. First, I'm not your priest. Nor am I your role model. We each have to decide what we're going to do with this new technology taking the whole world by storm. I think it's always worth keeping in mind the environmental, economic, and social impacts AI is having. AI isn't going to kill us all — we can do that all on our own with massive economic funneling to the top, filling the atmosphere with carbon, and using AI to push totalitarian regimes. But generative AI is just technology, as Cory Doctorow points out. We have to decide where it helps us do what we want to do and where it's taking away the things we enjoy doing ourselves or where we should be putting that effort. I don't condemn anyone for their use of AI as long as they're not hurting other people (stealing their work, lying to them, filling the internet with slop, etc). Nor do I condemn those who want absolutely nothing at all to do with it. There are good reasons to feel this way. I think it's probably a better conversation to have with your group to see how comfortable they are with it. For me, the question is whether generative AI is doing the things I really want it to be doing or if I should be doing these things myself. Handling tedious work that no one wants to do? Probably ok. Doing creative work? I'm not a fan. I don't think it destroys humanity to generate an image of an NPC or a token or a map but also, we have lots of pictures of NPCs, tokens, and maps available made by actual human beings. Maybe take a look through those first. So yeah, we each have to decide where our lines are on this one. I'm not going to draw them for anyone else.
Question: when planning shorter sessions, do you lean toward planning fewer scenes or having fewer elements in those scenes (fewer monsters, fewer rooms/areas, or simpler encounters)? Due to a medical condition of one of our players, my Tales of the Valiant group decided to limit our sessions to 2 hours. We meet twice per month. I’m not as adept as I’d like to be at managing tight sessions that are entertaining. I want to keep interesting plot threads and character goals that extend into other sessions. At the same time, it makes sense to have the sessions be largely “bottle episodes” to some extent. I’ve been reading Return of the Lazy and outlining my next few sessions more intentionally. In Return, the author suggests that sessions could get roughly 1-2 scenes per hour. So my outlines are fairly simple. I originally wanted to lean on Empire of the Ghouls as a framework for this campaign. Although I still want to hit some of the highlights of that, I’m really trying to simplify many of the interactions of factions and plots. Any insights will be helpful. Thank you! -Bill
This is really tough. I would probably break away from longer form stories and build more episodic games, which can still be a lot of fun and still tie into a larger story but something more like the Mandalorian than the Star Wars movies. You can probably fit two to three scenes in two hours — two big ones or three smaller ones. Sometimes you can run shorter scenes with fewer elements, as you describe, and other times you can shrink the overall story. Fewer rooms in a dungeon, fewer encounters along a journey. For something like Empire of the Ghouls, you'll almost certainly want to cut down the travel. The travel in Ghouls is really long. One encounter along the way is probably good. Think about running shorter dungeons and ensure the scenes you run all have a meaningful motivation in the campaign. Also, fewer players and lower levels in less complex systems can help =)
Hi Mike, thanks again for all the work you do for the community! I'm a longtime DM who is playing in games being run by less experienced DMs. I own the adventures we're running through, and because I like having a clear understanding of what's going on, but that understanding isn't always materializing at the table, I've started reading through these adventures, intentionally avoiding getting ahead of where we are at. Could reading the adventure books like this be problematic? My DMs know I'm doing this but I worry about the impact on other players if I'm operating on information they don't necessarily have. (This is purely for narrative purposes, not to gain mechanical advantage)
I would probably avoid reading the adventures you're currently playing in. Do your best to just enjoy the game you're in. Find positive and constructive ways to dive deeper into the game and take some of the burden off of the DMs your playing with. Offer to be the note take for the game, or the cartographer, or the quartermaster, or all three! Build characters that tie into the hooks the DM is bringing to the table and those that complement the other characters in both mechanics and story. When you're done with a campaign, you can look back to see how yours differed but looking at them while you're running could break your connection to the world actually taking place at the table and move you towards "that's not how I would have done it" territory which isn't great for you or the DM.
I would love to get good at layout. What are some good resources for this? I won’t have the money to pay for layout, but I’ve read raw and unfinished ttrpg texts from major publishers and it makes a huge difference. I am willing to do it myself and put my money towards art.
A lot of people like Affinity Publisher. https://www.affinity.studio/page-layout-software I use Word for my layout and you can actually get pretty far with it but it's not fantastic. Others like Pages which comes for free on Macs. I'd probably take a look at Affinity and some tutorial videos.
