January 2022 Sly Flourish Q&A Post
Hello Patron of Sly Flourish and happy new year!
This post is our official January 2022 Sly Flourish Patreon Q&A post!
Please add a comment with any D&D or RPG related questions you'd like me to talk about. I'll either reply here, cover it on the weekly Lazy D&D Talk Show, or save it for a short D&D Tip video.
Thank you so much for your support!
Comments (136)
Hi Mike! This comes one day late, but I hope that's OK. The question: My table consists of me (DM), 3 people playing physical and 1 person playing remotely. Currently we have her on discord, all the maps on foundry and we use dndbeyond. So the tech part works fine. My question is - how can I make sure the remote player stays awake and involved in the game? All tips are welcome! She has said herself that she finds it less fun, but doable at this point. (We have been playing like this almost weekly since july 2021).
Hey Mike, when players miss a session, who's responsibility would you say it is for the missing player(s) character(s) to be involved? My party almost TPKd during combat because no one thought to utilize the missing player's characters. I kept waiting for one of the players present to do something with one of the missing player characters and no one ever did (I turned it in to my own little experiment to see if anyone would catch it)... and I quickly turned down the Death Kiss dial! While in combat, instead of 6 characters fighting, only 4 where fighting. Our missing players don't mind letting other players utilize their characters, usually doing the easiest, simplest attacks and spells. Thoughts? This situation going to be one of my session zero notes moving forward... who's responsibility is it for missing player characters being utilized?
Hail to my pal, Mike! I bought the Companion (it's cool AF) in PDF, bc the "analog" version's transit fee is too much for me. I like to use physical book, so it's legal to print the PDF and make some spiral binding for personal use? And your other books? (I have only one version in physical version The Return of the Mike, bc i saw that in a hungarian rpg FB group and i grab that faster than Gollam the One Ring :) )
Hi my pal Gábor! Yes! You are free to print it and bind it however you want for personal use. Thank you for picking it up!
Hey Mike, I've been brainstorming a campaign idea to introduce my players to Numenera as outsiders who aren't from the Ninth World, with the campaign starting as they arrive there. What kind of info should I be giving in Session 0 in a case like this, where their characters should share their unfamiliarity with the world, or I guess any other campaign based around the party being in a strange new place?
Hi Atsu! Added to the list! You might skip things like the Six Truths, although they will likely come up during the game itself so it's useful to have them. In this case, they'd learn them like secrets and clues in the adventure. I think you can still tell them what *kind* of campaign they'll be playing though so the players know what to expect. I think you can still answer the question "what would the characters know the minute they're plopped into this setting?" Like where did they come from? What pulled them in? Do they know nothing at all? Maybe even that is a "truth". Try to think of it from their perspective and the info you want the players to have to have fun in the campaign.
Hey Mike, how do I get my players to role play with each other? My players are all very good friends, we've been playing for years, and we have a great time. I've noticed, though, that they almost exclusively engage with me. I've tried friendly reminders like, "one of your party members might have more information about that religion" etc. This only seems to work once and the behavior returns to each player only engaging with me DM'ing. How can I get them talking to each other?
Different groups want different things and its important to remember that they can have fun the way they wish too. I wouldn't force it if they're not into it. If they *are* into it but just tend not to do it, you might consider asking questions of one character about another character (as you seem to do). Maybe jot down a bunch of questions like this and bring them up when the characters take rests. How do they feel about what is going on with another character? Are they worried about someone else? Stuff like that. Added to the list!
Heyo Mr. Flourish! I have come to really love traveling and the implied downtime of using the rest rules for Gritty Realism. Lately, my players have really been wanting to craft more with their downtime and I'm all for but half my group (only 4 players) want something more in-depth. I mostly used the rules from Xanathar's Guide but how do you handle giving your players the depth they want without forcing it on everyone without overburdening yourself? Do you have any tips or recommended reading for crafting?
Hi Chrome! I've never really looked into crafting systems beyond what's in Xanathar's. I tend to avoid over-complications. I know there's a lot of third-party material offering crafting systems. Nothing jumps right out at me, though. Sorry!
Hey Mike! Me again. Just wondering if you already have some videos out about tips on running a premade module. Thanks again!
Hi Steve! I have a bunch of articles on the topic. Here are some links! https://slyflourish.com/how_to_customize_published_adventures.html https://slyflourish.com/choosing_the_right_steps.html https://www.youtube.com/watch?v=S12yX3QULlg https://slyflourish.com/reading_published_adventures.html https://slyflourish.com/using_published_adventures.html https://slyflourish.com/case_for_published_adventures.html https://www.youtube.com/watch?v=H8Xgct3N9JU
Hi Mike, I'm starting WBW next week and I love your idea for the dread incursions, but I'm concerned about the rewards. Just looking at your session 0 you are giving level 1 characters (realistically level 2 by the time they use it) a 4th level spell . I know it is only one cast but I feel like it will trivialise any encounter in chapter 2, possibly 3 as well. They wouldn't be able to cast it as a spellcaster until the final chapter. Do you just roll with it and if they walk an encounter so be it? or do you tweak the encounters to account for the increased power level? Thanks!
Hi Chris! Yes! It's totally overpowered which is what makes it so exciting. It will likely trivialize one encounter, even a big one, but given that encounters in Wild Beyond the Witchlight are already circumventable with a crucial conversation, I don't see that being a problem and it will sure be memorable. For me, because they're single use, they don't trivialize *all* encounters, just the one in which it's used. In my Frostmaiden game, a player pulled out a reverse gravity item I forgot I gave them and it completely changed the final battle. It was awesome.
Hi Mike, My players spend a lot of time during combat discussing strategy and planning their turns. This means a typical combat encounter often takes over an hour. Sometimes, a single player's turn can involve a 15-minute discussion! While they generally enjoy these tactical elements of the game, they have now suggested several times that we try to speed up combat. Do you have any suggestions on how to do this? I've tried restricting a player's turn to 60 seconds, but I haven't been very good about enforcing this (keeping track of a timer also adds to my mental load). And sometimes we do need more time to clarify the rules or the situation, so perhaps a rigid limit is not appropriate. Thanks!
Hi Seb! I added this to the show list! There are a handful of ways to speed up combat but, for some groups, this comes at a cost. First, things are faster with fewer characters and lower levels. Avoid companion NPCs if at all possible and talk to your players who try to squeeze in more turns than just their own (I'm looking at you summon woodland beings). Keep the number of monsters low and stick to as few different types of monsters as possible. Keep the environmental effects low or non-existent. A fight against a single ogre in a square room may be boring but it's fast! Of course, I am a big proponent for including easy battles and battles in the Theater of the Mind. You can always, of course, run big tactical battles but you can mix them in with small skirmishes that go quickly. Hope that helps!
Hey Mike, I picked up Aeon Trinity, because I think the theme and setting is fantastic, but it uses the truly dreadful D10 system. I was considering other systems for storytelling, and while FATE seems the best, do you have any specific experience converting settings to a different system? Do you have any tips for running FATE and getting your players enthusiastic? Thanks!
Hi Devon! I'm not familiar with Aeon Trinity. I love Fate and recommend taking a look at Fate Condensed. What I think makes Fate so powerful is the simplicity of the system and the ability to quickly build characters right at the table. To get your players excited, I'd suggest combining a session zero and session one together - let them build their characters and get right into the story. Fate is crunchy enough to keep people interested but I've never run a longer campaign in Fate so I can't speak to how well it works for that. Good luck!
Hi Mike, I've started running Ruins of the Grendleroot for my group and have the hope of running it into tier 4 to complete the overall story arc you have laid out. Any suggestions on other material (other than yours, all of which I already own) that I can use to help flesh it out once I get done the adventures in the book?
Hi Ryan! That's a great question. I'm really not sure what material best fits those scenarios. Of course, I love maps by Dyson Logos and think you can fill in a lot of the locations in that outline with those maps. I think it might be easier to fill it out on your own than try to wrap a different published adventure around it. Goo luck! Added to the list.
My 11-year-old son wants to play a one-on-one game with me and he wants to DM. Any advice for how I can help coach from the player's side of the table?
Hi Luke! I'm asking a friend of mine with experience in this sort of thing but I'll offer my thoughts. I think my advice in "Getting Started with D&D" applies to all ages but maybe there are aspects you think are too advanced. Let me know! https://slyflourish.com/getting_started_with_dnd.html
Hi Mike! I'm planning to offer a short adventure for free on the DMs Guild. I used your Lazy DM prep to organize it, particularly the inclusion of secrets and clues. How do you prefer to be credited?
Hi Rich! "Inspired by *Return of the Lazy Dungeon Master* by Mike Shea with a link would be awesome. Thanks!
Hey Mike, I’ve never run point crawls for my group and am very interested in doing so but not too sure how. Looking at the overland point crawl map in the DM’s Companion, would you give the whole map to the players or just describe certain sections / pathways? Thanks
Hi Gary! Great question and added to the list. I'd start by building the pointcrawl for you and maybe building a second pointcrawl map for the characters with pieces of it that get exposed as they learn about it. They might learn of certain points and certain paths during their conversation. They might learn about alternative paths when they reach them. Hidden paths are fun – and I'd mention to the players that there *are* hidden paths so they can seek them out. I bang this drum a lot but the players should see what the characters know about. Hope that helps!
Hey Mike! I am currently running a sort of darker gritty campaign and the character are in this abandoned town that is being reclaimed. While the characters are there as muscle and to complete story missions they have shown interest in actually helping out in the town rebuild. How would i go about this and what sort of skill checks activities and things like that do you think i should add?
Hi Steve! Added to the list! There are probably some great supplements to help with this sort of lair / world building. I'd probably focus on what is happening in the world and build out from there. Who are the key NPCs? What sorts of things are they doing in the world itself? How much does it cost? What skills do they need to use to do it? I like to promote thinking first how all of this looks *in the world* and then wrap D&D's core mechanic around it rather than coming up with a whole new subsystem you have to test and debug.
Hi Mike! Finished up a big 1 to 20 campaign last summer and I'm now thinking about starting up another campaign. I've been juggling with the idea of running Waterdeep: Dragon Heist into Waterdeep: Dungeon of the Mad Mage. My question is what are your overall thoughts on Dungeon of the Mad Mage and have you heard about anyone actually running Dragon Heist into Mad Mage. Thanks!
Hi Mat! I actually never ran Dungeon of the Mad Mage. I've heard mixed things but nothing really bad other than the obvious – that it's a huge 6th to 20th level dungeon. I'm afraid you'll probably have to get any practical advice elsewhere. Sorry!
Hey Mike! I have been running a fifth edition campaign for my two very good friends, both of whom are much more experienced than I am, as they have been playing D&D since second edition. We have been playing in the Forgotten Realms campaign setting for 14 levels, and keeping up with their knowledge of lore has been exhausting. We’re planning on “going vertical” and Spelljamming our way to greener pastures after they finish up sabotaging a re-apotheosis or two. Do you have any advice for high-level Spelljammer-esque campaigns, both in terms of spelljammer combat mechanics and campaign/adventure/encounter style? Things seem like they’d operate much differently when players can just pick-up-and-go whenever they’d like, and I’m having trouble wrapping my head around the boundless nature of things to come.
Hi Jason! I wish I had better guidance for running Spelljammer games. Maybe someday! I'd probably dig into the old 2nd edition Spelljammer books (I happen to have a copy on my shelf!). I may change your question around a little bit for the show and talk about what one might do when one has very experienced players who know more about the campaign world than you do. Good luck!
Hey Mike. New DM here (12 games so far). Can you help me better track monsters in combat when there are more than 1. I have tried the dndbeyond combat track which works well with an encounter with the same monster type but really falls down when there are multiple types and multiple of them. Any tips?
Hi Octain! Can you talk about which aspects of tracking you're talking about? Is it moving tokens around on a map or describing their position in a description? Is it tracking hit points and damage? Tracking initiative? Which part are you struggling with? I just want to tailor my response. Thanks!
Hi Mike. How do you present and integrate monuments in your games? Do you tell your players a "crumbling necrotic slaughterfield of the frost giants" is over there and leave it to them how they'll interact with it? If the adjective typically denotes a detrimental state, do they quickly deduce not to mess with these monuments? Thanks for all the tips and inspiration!
Great question! I use the monument generator to shake my brain in new ways and then I usually describe them with a bit more flavor. Some aspects may be readily apparent. Some may be hidden until they're further explored. If the monument is part of a big combat encounter, I might make it clear what the monument does or make it clear to the character most likely to figure it out (like those trained in Arcana). Added to the list!
Hail to my pal, Mike! A follow up questions; how YOU "lead" a cca LVL 7-8 party from the Grendelroot campaign to the middle of the Avernus modul? 😀 I have a loose idea about a kind of Black Star Archmage hunt... My player form a strong bond for their Grendelroot characters and they want to ride with them if we will able to play that modul. I never did that before; transfer party from one setting to a megamodule. Have fun, your new microphone is awesome 😃
Hi Gábor! Added to the list! That's a really tough question. Both adventures are really different. You could have all of Deepdelver's Enclave drawn into Avernus and need to be rescued, maybe through a pact of a Grendleroot villain with a devil in the nearby city of Shadowreach. Maybe the whole city of Shadowreach gets pulled into hell through some bad pact and then the characters have to complete the adventure to restore Deepdelver's Enclave and Shadowreah back to the world. Hopefully that helps!
Great stuff, as always! In a few recent videos you touch on the rumors of the next generation of D&D and whether they’d limit what third parties could produce. Do you think the OGL has helped the incredible growth of D&D compared to other systems that never opened up? Ie would Namenera have a larger following if it also had an OGL?
Added to the list! I don't know if Numenera would have opened up if it had an OGL but maybe. I'd love it if they did. I do think the OGL has helped the growth of third-party D&D products; definitely. It's a big question on whether they will update the OGL with the new stuff from the core books. I expect they won't but if its mostly backward compatible, I don't think it will matter anyway since we can always write around the older one. It does mean that certain monsters will be "the old way" in third party products. Hard to say until we see it.
Hi Mike! Sulicius here. Back at it again with the request for high level advice. At this point I see more and more monsters who can use devastating debilitating effects against my players. For instance, soon they will face an Adult Amethyst Dragon In it’s lair. It can cast Forcecage psionically as a lair action every turn! It might feel like “giving the players a taste of their own medicine”, it taking out the barbarian for the whole fight without any counterplay just sounds frustrating to me. What would you do? Make the effect less invulnerable? Not use such an ability? Mind you, the barbarian is a Zealot who can’t be killed with damage.
That Amethyst dragon sounds like a bit of an anomaly. Anytime you take away a player's actions you're taking away their agency and it really hurts them. You might give the character an opportunity to use their superheroic strength to break out of the Force Cage if they're willing to make a skill check and take damage if they fail. I often find dishing out damage as an alternative to being stuck is a good trade-off. If you think the other characters can help with the situation, that might still be ok. If I did it, I'd probably only do it once. Added to the list!
I’m going to start running a West Marches style Eberron campaign soon. I plan on having some core players who are usually there and I want a somewhat through-line story from chapter to chapter but I’m concerned that 10 secrets per session is a lot for the players to keep track of in a West Marches game. 5 or less just feels right to me. Any advice on this and in general about the Lazy DM approach to West Marches games? (Btw, I’m watching your prep series on Eberron and I’m stealing a bunch of ideas so thank you!)
Added to the list! I haven't run a West Marches game so I don't have any useful advice. As far as secrets go, remember that the intent isn't to reveal all 10 secrets. It's to have them on hand so you're ready to drop them in if you need them. I'd still recommend ten secrets even if you only expect to reveal five. I find I only ever reveal about five per session anyway.
What is the best way to gradually reveal paper maps? I use Dyson Logo maps, and I'd like to geep the secret doors secret, and reveal the maps over time. Arohanui, Anton.
Hi Anton! I love to use a big 36" by 48" piece of plexiglass on my dining room table and I slide maps underneath it. This lets them lay perfectly flat. I'll use construction paper or other coverings to hide parts of the map as we go. It works well enough. Added to the list!
For a campaign, such as Wild Beyond the Witchlight that you are preparing now, how often do you add in encounters or sidequests into the story line? Such as CZRPG's Encounters in the Feywild or Crooked Roots while traveling during the campaign, or a whole level increasing module as a side quest? Every five sessions of the normal book? Eight sessions? Random? When the story lags? Thanks!
Probably rarely. I do add in random encounters for fun and I'll pull in products like that from time to time if I see a gap but it's not terribly often. I did a lot for Waterdeep Dragon Heist with the City Encounters product. Added to the list!
How has your experience been with using “devastating critical hits”?
Hi Pete! Because we've been using D&D Beyond and it automatically manages critical hits we went back to the normal way. I don't think it was worth the effort of a new house rule.
I would love a rundown of how you run a game online. I know you use owlbear, but do you use two monitors/expect your players to? Do you use Dndbeyond with it? How do you handle initiative (use tokens in owlbear or just write it down? I struggle with screen management running online games and VTTs so really curious how you do it/what is shared with your players.
Added to the list! I use a single monitor and I keep up Notion, the D&D Beyond Encounter Builder, Discord, and, if I need it, Owlbear. I just switch tabs as I play. It's not perfect but it works well enough. Here's a playlist of YouTube videos on the tools I use: https://www.youtube.com/playlist?list=PLb39x-29puarQqip16MTucSRR0OlDctz5 and two Sly Flourish articles: https://slyflourish.com/playing_dnd_over_discord.html https://slyflourish.com/owlbear_rodeo.html https://slyflourish.com/text-based_battle_maps.html https://slyflourish.com/running_dnd_online.html https://slyflourish.com/lazy_dnd_with_notion.html
I'm starting a new campaign shortly (after finishing RotFM at the end of last year, similarly to yourself) and have prepared a one page campaign summary. The six truths are on there, but it is my first time running a game in a homebrew world, and I feel like the players will want/need more info about the world to build their characters, and have good links to the world and knives for me as DM to stab them with. It's hard to capture stuff like regions, factions and relations between them in one page, and the homebrew is pretty basic stuff like "Dwarves good, but Elves bad" and "there's lots of Undead over here, but good faction don't do anything about it because they're at war over there". Maybe I just have more than six truths?? Would you include this sort of thing in a separate, optional to read handout, maybe 1-2 pages in a gazetteer style? Or just leave it to the players and hope they ask lots of questions?
Ask yourself if you really need to reveal all of that stuff up front and what the characters can learn as they explore the world. Some big stuff for character creation is probably important but regional threats could be learned as secrets and clues as they go. You're right to focus on what they need to make a character for the campaign. If you need more, you need more. If you HAD to do six, what would they be? What would get lost? Is it really needed?
I have used the lazy campaign template with great success! It really does help to keep me organised. How would you use the template to track factions throughout a campaign? Through NPC/Villian cards or would you ever create a new category?
Added to the list! I would make an NPC or Villain card and just jam them all in there. You can, of course, add a new tag for faction if that works better for you but over-organizing is something to keep an eye on. Do it if you need it and need to filter on it but otherwise, just stick it in the database and go with it!
I'm toying with the idea of running a D&D campaign at work. However the only real time available would be our lunch hour. Do you have any tips for hour long sessions? Are these even feasible?
Hi Jim! Great question and one I added to the list. You can check out the video I did with Shawn Merwin who wrote a bunch of adventures intended for sessions like this here: https://www.youtube.com/watch?v=7rWFXTpmZj8 I think you can. The key is to really boil down an adventure to its barest parts. Here are some thoughts: - Run with as few players as possible. - Expect no more than one battle. - Keep it low level. 1st to 4th level if you can. - Expect maybe three scenes. - Run an episodic story, more like a one-hour drama TV show instead of a movie. Check out the intro adventures to many of the D&D Adventurer's League seasons for other examples.
I really enjoyed the one-on-one videos you did with enrique. have you, or do you intend to, published any other live-play videos? (either one-on-one or a larger party?)
Hi Zach! Enrique and I would love to but schedules are really hard to coordinate and both of us have pretty much maxed out our time. We're hoping to do another one one day. I also feel like there's a lot of excellent liveplay shows and I think the value I can provide to the hobby is in other areas. Added the question to the list!
Dear LDMaster: I have picked up a free adventure entitled, The Sanguine Tide by Nicholas Martignago, it's about Vampires interjecting in the affairs around Neverwinter from the Forgotten Realms. He uses vampires who are trying to take over locations. The local villages he uses are named differently in relation to the more common local villages around Neverwinter (LMoP and DoIP). His challenge rating for these vampires is a solid 3 with AC of 16 and an average hp rating of 144. This seems a little off and maybe too much downplay of a Vampire within the MM especially around the Neverwinter campaign area. My question is how you would downplay a vampire into CR 3 if it is at all possible using your dials that you talk about on your videos? Also, he uses Lesser Vampires at CR 1 with AC of 15 and HP of 45, is this even possible to set-up such a CR for Vampires? Both have legendary resistance, regeneration, a bite and grappling ability. To me it sounds a little wonky for a low-level Vampire Adventure. DMTimothy
Hi DM Timothy! I took a look and I don't understand how the stat blocks work in that adventure from my quick glance. Obviously a legendary vampire with 144 HP is higher than a CR 3. The Monster Manual has them at CR 13 but I think, as written, a vampire is more like a CR 9. Still, way harder than a tier 1 group should be able to deal with. If it were me, I'd use weaker vampire spawn stat blocks. Lower their hit points and reduce their attacks to one instead of two. A vampire spawn is CR 4 so going to 3 isn't a big deal. This brings up the larger question of whether it's even appropriate in a story for low level characters to face and defeat a full vampire. In my mind, vampires should be tier 2 threats, not tier 1. And big elder vampires should be tier 3+ but we don't have great stat blocks for high-tier vampires unfortunately. Maybe one day!
Hail to my pal, Mike! First thing first: Happy New Year! :) As you perhaps remember, i'm DMing the Grendleroot campaign (which is cool, my players & i like it) fitted in my homebrew world. Before that we played the BG's Descent to Avernus campaign, but bc some real world things we have to cancel it. (the player group disbanded bc personal reasons, Covid, etc) Two of my players played in there and they (and i have) kind a "unfinished business" feeling about that. So, perhaps i will do that (i'm not sure)...just a curious question: if you have to do that, you have any idea how the Hell i can involve a new party in the middle of the Avernus campaign - to the HELL ?!? The first party is about to find the Hellriders crypt after some kind of vision quest...
Hello to my pal Rex! Interesting question! I'll add it to the show list! My initial thoughts is to add new characters by way of the various gangs riding around in infernal war machines. Lots of mortals seem to be tied up with that. They might be prisoners or former operators in these various gangs, including Mad Maggie's gang. That's probably how I'd introduce them. Lost souls also work. They've simply been wandering the hellish wastelands with no idea how they got there or how long. Cursed souls brought to mortal flesh once again. Lots of ways!
I bought a copy of Fantastic Adventures and I really love the pregen character sheets and the way levelling up is presented there. Can you provide a template for that sheet so we can prepare our own pregen characters? Levelling up is always a hassle when playing casually. Thanks
Hi Luis! We've talked about it but each sheet is customized for each class. We don't really have a great blank template to offer. Sorry!
I was a late backer through backer kit. Do late backers get advanced preview copies of DMs Companion, too?
Yep! Check your downloads on BackerKit and you should see it there.
Happy New Year Mike! I'm DMing for a group of 5 players and recently got the feedback from them that they feel like our combat encounters could be more interesting. And I agree with them! I usually try to use some tactics and think about what the monsters would do in certain situation. But a lot of times the bad guys just end up attacking once or maybe twice and then getting killed. With tougher enemies that do not die that quickly, I also often struggle to keep things interesting because they end up being "big bags of hit points", attacking multiple times but being too stationary. Do you have any thoughts on how to make interesting encounters so that they don't feel all the same and keep players engaged in combat?
Hi Brogle! I added this question to the list! Mixing up monster types so you have some interesting synergies can be fun. Interesting environmental effects can work too. Rocks being throw off cliff faces or big pools of molten lava into which creatures might be hurled. Changing and shifting environments work too. This is one area where 4e had more to offer than 5e typically does. Third-party monster books often have more interesting crunch. Check out the Level Up 5e Monstrous Grimoire or any of the Kobold Press monster books.
You are slowly creating resources for DMs to have at their table during prep and during play, I feel like a natural progression for you would to create a DMs screen. Have you thought about this before and what do you think you’d put on it?
I see a lot of the material in the Workbook as the sort of stuff I'd have on a DM screen. I actually don't like DM screens very much. I don't like the wall it puts in front of us between us and the players. If I *were* to make some sort of accessory, it'd be a dry-erase mat with DM stuff on one side and useful player stuff on the other sides. Maybe someday!
One more question: TL:DR: What can you suggest for a lazy whole party retreat mechanic? The details: My PCs are reluctant to retreat in the face of an overwhelming adversary or group of baddies because it doesn't "feel right" or, on the whole, work out well. Disengaging and running feels cowardly to them and - maybe more importantly - doesn't allow for enough movement to flee to safety. Also, if one PC is left behind because of their location on the battlefield while others run, that lone PC faces an uphill battle to survive. Anyway, this idea of whole party retreat came up on a recent stream by The Alexandrian so I thought I'd ask if Sly Flourish had any ideas on the topic. Cheers.
Added to the list. This is a great question. D&D 5e frankly doesn't have great rules for a full retreat and it's a noted problem. Once combat has started, we can't expect the characters to retreat. If they *do* choose that option, I suggest breaking from initiative and working with the group to describe how they might make their retreat. Let the battle part stop and go back to the "exploration" mode of the retreat. Give the characters the benefit of the doubt since they have so few tools to reasonably escape.
Hi Mike! I'm about to start my second campaign with a group that I have DMed for over the last 3 years. During our last campaign, Tomb of Annihilation, I worked to incorporate aspects of the characters backstories into the adventure, especially various small 1-3 session adventures during the hex crawl. I noticed that while all of my players enjoyed having their character's story spotlighted, some were more hesitant to be thrust forward as a the main driver of the parties story. In preparing for my next campaign, should I ask all my players individually how much they want their individual character's backstories to drive or play into the larger campaign plot? How do I make sure players don't feel left out if their character's backstories aren't as tightly integrated with the larger campaign plot?
Added to the list! Yeah, I think asking them how much they want isn't a bad idea. I'd err on the side of giving them a good amount of spotlight and pulling back if it feels too much. Most players enjoy having their time in the sun.
I'm all for reskinning monsters rather than making new ones from scratch. However, I feel like a spend a lot of time combing through the monster manual to find the right monster to reskin. I know you have some go-to monsters you like to reskin but I wonder if there is a more robust/generalized way of using the custom monster table from the DMG (pg. 274) to generate stats on the fly for monsters. Any thoughts on this?
Good question and added to the list! I think its worth the time to get a good grasp of the monsters in the Monster Manual because it serves you for your whole D&D hobby. That said, the quick-build stats aren't bad. The only problem is that you're almost certainly going to want to customize them further and that takes time. Reskinning is still usually the faster answer if you've done the homework to know what's available. Often even a good skim can give you ideas.
Using your Three of Five Keys design, I've set up five conditions/McGuffins for a slaad apotheosis but I'm struggling with how to present the quests in a "fantastic" manner e.g., "You see before you the Legend of Havoc the Slaad and the 3 of 5 things he needs to become a god". I think that sounds weird. Does that sound weird? Maybe it's just me...
where does he go over this 3/5 keys? i haven't heard of (or possibly remember) that one
Do you have solutions for players that race for treasure? As a player, I've been in a long-term game where a player was very grabby. Five levels and months into the game, and everyone was still being nice, but the problem player had two magic weapons (only one of which he could use), and the rest of the party had less money and no magic items. As a DM, I've had tables where players (mostly younger players) that would grab everything for their character. I and my DM eventually resorted to assigning items, mandating even splits of coinage, and ignoring in-game positioning by players hoping to grab up the best loot. What else could we have done to address this problem?
Good question and added to the list! Sometimes a firm hand has to be applied to players like this. We have a player who can be particularly grabby with magic items too and we just have to pull in his reigns. I try to get a good idea what magic items characters have, who might be short, and be sure to offer magic items to those who need them or who are particularly suited to them. It can be tough with a bigger group and might be a good session zero topic to discuss before the loot starts hitting the table.
Villains and plot exposition - any tips on making this seem more natural in the three rounds of combat that they are likely to last? I have my list of secrets and clues, but sometimes it feels a little awkward or forced to have them be revealed in the BBEG's last breath!
Added to the list! Lots of ways but a big one are villainous heralds! Put out info about the BBEG and their plan well before the characters face them. https://www.youtube.com/watch?v=sRN1yw5g5D0
Hey Mike, sorry for making this post so long and not really a question. Feel free to ignore it :) The Numenera setting and the Cypher system as a whole make a part of the experience points (XP) awarded to the players dependent on them making discoveries about the world. When they discover something that is useful to them (which is important!), then they get 1-4 XP depending on the size of the discovery/usefulness. I have therefore replaced the "Secrets and Clues" step with a "Discoveries and Clues" step for my prep in Cypher. The differences are that 1) I do not just create 10 secrets which the players might not care about, because I always have to come up with at least one important use for the discovery. 2) I actually have a reason to come up with at least some Clues (as in the name of the step), which you intentionally do not do because clues should be improvised. I ask myself "How do I expect my players to at least learn where there is something to discover, so that they can do the rest?" Do you have any thoughts on this and the discovery theme of Numenera, given that you said you will play in this system and setting soon?
I think that's a fantastic way to go and hits on the big reasons I have secrets and clues. These are all about things the characters can discover. I think keeping them abstract can still work though, even though you know you need to drop it in. One way to think about it is to ask what three ways someone might discover a clue. This helps you ensure they're flexible enough to drop into your game.
Happy New Year Mike! Do you have any recommendations for good 4th edition adventures to run in the Nentir Vale setting, using 5e rules? I'm doing Harkenwold for a group, and I would like some other ideas to continue the game after that.
Check out Madness at Gardmore Abbey. It's considered one of the best 4e adventures that ever came out. I still like the nine H1 through E3 series that came out. You can get Keep on the Shadowfell for free from Wizards of the Coast.https://www.wizards.com/dnd/files/H1.pdf
I'm in a few Discord servers besides the Sly Flourish one, and I'm interested in running games with players drawn from them. Do you have any tips on recruiting players from Discord Servers that aren't explicitly set up for games, but bring people together with a shared interest, that is in the same kind of realm as TTRPGs?
Added to the list but I don't think I have a great answer. I think just asking is a good way to do it and do your vetting to make sure you get the right players as always. Having your own discord server where you can talk to people about it can work too.
When I dm, I think a lot about how npcs/monsters approach a fight, and one of the things I have a hard time with is morale. The dmg rules don’t really make sense to me, and I haven’t yet hit upon a good solution of my own (mechanically), so I usually wing it. I’m wondering if you have any tips on this topic.
I really don't overthink it. I think the DC 10 wisdom save that the DMG recommends is just fine. It's fast and interesting and off we go. Added to the list!
Do you have a sense for why third-party content creators don't release their content digitally along the lines of D&D Beyond? Is it the lack of a good platform like D&D Beyond that's open to them to publish their content? (I am assuming D&D Beyond must not be open to publishing third-party content as they haven't so far.) PDFs just aren't the same experience.
Good question for the show! In short, there isn't a single platform to host it. Roll20 is probably the big one and lots of third-party publishers post there digitally. Otherwise it's PDF. D&D Beyond indeed isn't open for third-party publishers.
With techniques like failing forward and turning the dials of monster difficulty, it's possible to virtually assure PCs never die. Under what circumstances have PCs died in your game, and how often has character death happened?
Added to the list! I don't turn the dials to save characters, usually. Most often I'm jacking those dials into the harder categories because monsters are already weak. Sometimes this means a character goes down faster than I thought. Most of the time deaths happen outside of the dials anyway. I'm definitely not a killer DM but characters have definitely died in my games.
If you were to look at the core rule mechanics of 5e and how they are implemented in your current 5e game at the table, what would rank currently as the 3 biggest "time sinks" (either for your players or yourself) that you'd like to see streamlined or even eliminated from the game either by revision of ruleset or collaborative consensus with your player groups? To offer some examples; 5e encumbrance going to a slot based system, tedious and incremental wealth tracking moving to abstract resource style (the 80's TSR Marvel game did this well) or Exhaustion rules crippling entire pillars of play (disadvantage on skills).. Interested to hear what you'd like to still cut out or refine out of your 5e game. Happy New Year!
Added to the list! If it's cumbersome, I don't do it. I've never bothered to track encumbrance or rations or ammunition except when it really mattered. Otherwise I let it go. So three big time sinks? - Summoning things, particularly summoning swarms of stuff that act independently. - Casting area-of-effect spells that don't kill monsters like hypnotic pattern and turn undead. Dealing with the results is often lame so I just hand-wave it and get rid of those affected as fast as possible. - Characters with lots of options and tons of bonus actions who take a long time on their turn at higher levels. Bonus actions are pretty overloaded at this point and make turns take a long time.
Hey Mike, Do you have places where to get “bite-sized” lore or inspiration for D&D sessions? Something like one paragraph or page for a fantastic locale, monument, quest hook, NPC or other stuff you want to use. The tables on your website and in your books are already a great resource, but what if I want more of that? :)
Hi there! I think the core books are great places for lore and there are a lot of articles and YouTube channels with more. For your own games, writing out the lore you find useful is always a good trick. I think more than a sentence or two about a particular monument is probably more than players care to have but your results may vary!
I'd like to hear your thoughts on the benefits and problems associated with D&D "canon". When does it help and why, and where is it problematic? I've heard your thoughts across multiple streams on D&D being "our game" but I wonder if there's a way to pull all those points together so it might be a reference point for the community.
I thought I wrote or spoke about this before but I can't find it. I added the question to the list! I think we should probably hang onto canon a little looser. It's useful to have a shared experience with people, particularly our players, but we should also be free to change it and sometimes those changes are really interesting. Like many things, hang on to canon with a loose grip.
Hi Mike, Do you use callbacks in your games like they do in movies and books? If so, what are some good ways to build in callbacks that are memorable. Something I'm guilty of of is turning random NPC's that might get mistreated by the players into a bad guy later on. Not the Big Bad, but one of their minions etc.
I'm not quite sure what you mean by a call back but if you mean something they did early on that comes back later, sure! I try not to overdo it and I'm not great at remembering but if there's an opportunity to bring back NPCs the characters loved or loved to hate, I do it.
I would like to see some discussion about how you would build the World without heroes teaser you just posted? How would you combine the various published modules etc?
Good question and added to the list! World Without Heroes doesn't play tightly to the adventures so I'd only use those to harvest NPCs and locations probably. Otherwise I'd build it like any campaign. I'd put together a one-pager for a session zero and then start with where the characters begin and what's going on there. I don't know if that helps. In the article itself I talk about a bunch of potential starting locations.
There's a lot of good advice out there about running successful scenes or encounters but I have more trouble with the transitions between scenes. How do we find the right "resolution" for transitions for them to feel natural? Narrating a whole transition from scene to scene can sometimes feel a bit abrupt (and rob the game of potential gameplay) but allowing the characters to enact each tiny step on the way can bog things down somewhat.
Really interesting and advanced question! Added to the show list. Honestly, I don't know. I sort of go with how it feels at the time. If players want to play out a transition, they do. If its time to move things forward, I jump-cut to the next thing. I don't play too tightly to the boundaries of scenes anyway. Sometimes they bleed right into one another. Good question!
Hey there! (1) (I think you explain this somewhere, but) how come you suggest settings DCs between 10 and 20, rather than the full 10-30 range? (2) Do you find yourself setting DCs differently for identical challenges based on player level? (silly example, a performance check for a dance is dc 15 for a low level character, but the same dance is dc 10 for a high level character, simply because they are assumed to be more capable in general at a higher level?)
Great question! I choose 10 to 20 because that feels like what would be chancy but possible for normal people. Only superhuman threats would be above 20 really but they can certainly happen. I'm pretty adamant about setting DCs regardless of the characters. Ropes don't get harder to climb because a 12th level character is doing the climbing. Good question for the show!
Hello, Mike! I've always ran homebrew adventures, but for the first time, I'm incorporating short published adventures into the campaign. The problem is, I don't really know how to evaluate whether an adventure is good or not just by reading it. Do you have any advice on how to spot problem areas in a published adventure before I run it? And are there any red flags I should keep an eye out for? Thank you!
Outstanding question. I'd say the big thing is whether it grabs you when you read it. Do you like what you see? Does it inspire you to build a fun story? Is it cool and interesting? That matters a lot, I think. Is the design clear enough that you understand how this adventure is going to play out? I think Princes of the Apocalypse is fun but its a weird structure and it took me running it three times to understand how it plays out. The main thing, though, is whether it grabs you when you're reading it and inspires you to run games.
In 2015, you joined Matt Click and me to talk about "One Year of D&D 5E" in a YouTube livestream. I asked the question, "what are your favorite and least favorite things about 5E." I believe your favorite was the speed of combat and what that opens up in the game. Your least favorite was "debilitating effects on boss monsters" (save vs suck or things like force cage). I'd love to know if your answers to that have changed after another 6+ years.
Fantastic question and great to have you here on Patreon! Thank you! I'll have to think about this and answer it on the show. I love it. Off the top of my head: Favorite things: At a high level, it is the version of D&D I've had to tweak the least to enjoy for the past seven years. I think it has the right balance of crunch and ease of play to hold up really well as written for a long time. I think the advantage and disadvantage mechanic is great. Least favorite things: I wish it had better support for theater-of-the-mind baked in, at least as an option. There are like fifty ways to handle gridded stuff but only two paragraphs for theater of the mind even though WOTC developers themselves often play in the theater of the mind. Also quibbles with specific spells but right now the summon spells bug me because they give characters so many extra turns a round.
Hello Sly, I have a world I have been building for years now, since 3rd edition, and I want to turn it into a campaign that I might be able to publish but I have a couple of issues that I was wondering if you could weigh in on. Some of my content is stuff I created on the fly for specific players and characters but turned out really well and I want to incorporate this into the world as an adventure path but as they were created for specific characters should I just make those characters NPC’s that the players can help or set rules and a structure about how to apply it to the players characters? Example is I had a player who didn’t like their Assimar Paladin so I created a Mad Paladin of another god that gained a relic of power that allowed it to slay their god and as the last Paladin of their order they were bestowed the gods power to slay the Mad Paladin. I merged this with another players patron story to make it a prophesy that the two of them would slay the Mad Paladin. As this was something special they got to basically play level 20 versions of themselves and fight the cr 20 Mad Pally. How would you handle making this generic enough for an adventure path?
Leave it to the world builder to write a huge question =D I really don't have a great answer. The best advice I can offer is to really consider whether a reader who *wasn't* in that campaign is going to care about it or not. Focus your attention on the person who wants to buy your world to make their lives easier. Is it fun for them? Is it interesting? Is it useful? It may mean a lot to you and your group and mean nothing to anyone else. Added to the list!
Hi :) How do you handle an unexpected PC death at your table? One that comes totally out of the blue, maybe in a random encounter? My players got dangerously close to two of the PC's dying and I just wanted to know your thoughts on the matter.
Good question and added to the list. With as much respect as one can and recognizing that it may be a big deal for the player. Surprise deaths can be interesting but also powerful. We should be careful with them.
Hi! How do you prepare more sessions in advance for home-brew campaigns using the Notion template? Would you create the next locations and NPCs or try to guess what would be the scenes two games upfront? Thanks for the content, your Notion template and Lazy DM book are helping me a ton DMing for the first time. It's been easy and a lot of fun prepare the sessions, and the players are loving it.
Hi Tom! Thank you for the complements! Honestly, I tend not to prepare more than one session out and don't recommend it unless you have to. I recall someone saying they were running four sessions in two days and wouldn't have time to prep each one. I believe a good way to handle the might be to set up the game in big blocks and do your prep for each block – so yes, one set of 8 questions per session. But I wouldn't do that unless one has to.
Hi Slyflourish! Your advice on sticking to value-adding preparation for our games has really been helpful, but it also got me wondering - have you ever revisited stuff that you previously deemed non value-adding, and found a new worth in it, and if yes, what did you change your mind on? For context, I previously decided to give up on nerding out on unique cuisine and dishes in my setting, but when I recently went back to it and introduced my players to a special dish when they were staying at a tavern, two of them discussed it with me after the session, and told me how they loved stuff like that, giving the world a unique feel of authenticity. Felt pretty awesome! :)
Very interesting question! Sometimes things like handouts or complicated environments come up and surprise me with their effectiveness. Nothing else comes to mind. Added to the list!
Any tips on running with less than 4 players? I'm running Ghosts of Saltmarsh with 2 experienced players and one who's never played an RPG before.
Added to the list! Check out Balancing Combat for One-on-One play. https://slyflourish.com/balancing_combat_for_one_on_one.html Generally reduce the number of monsters and you should be ok.
Ok, two questions for you: 1. In a day or so I'm having a child. So obviously the question is how young can you start playing RPGs with children, and if you have any suggestestions vis a vis systems or how to approach it. 2. In more of a short term question. I've been trying to revisit Hamlet's Hit Points for advice on getting into better pacing. My problem is that I'm often far too easygoing to allow for enough downbeat. Any advice for internalizing and exercising Hamlet's Hitpoints in your gaming
Congratulations!! Questions added to the list. I think probably four or five is the right age from what I heard but I'm no expert at all on this. I'd check out RPGKids by Enrique Bertran or No Thank You Evil by Monte Cook Games. For Hamlet's Hit Points, you might try writing down ten downward beats relevant to your next session to get your head around it. This is a Dungeon World hard-move sort of situation. What environmental challenges may occur? What story complications might take place? Think about the three pillars and what ten downward beats might make sense for it.
Hey Slyflourish! I published my first adventure on DMsguild last year and am hoping to produce more ttRPG content in 2022. Thinking about shorter projects maxing out at 5ish pages, what do you think are the most useful 5e products that you see out there in the community at present? I think you've mentioned locations and short encounter prompts before, but wondering if your thoughts have changed or if there are others you've come across and liked. Thanks and keep up the great stuff!
Good question. I added it to the list. I don't now that I have a great answer. I'd focus on small settings, locations, and maybe sets of thematic encounters of roughly a paragraph. Short delves area also excellent. Take a look at Warlock Lairs and the work of MT Black.
Do you have any advice on constructing "complicated" (political) intrigue for a lazy DM?
Good question! Added to the list!
I have 2 questions about gaming rituals: (1) What, if any, start-of-game rituals do you have to help the players settle into the gaming space and get ready to adventure anew? (2) What, if any, end-of-game rituals do you have? How do you reflect on the just finished session and look ahead in a structured and predictable way?
HI Lawrence! Added to the show questions. 1. "who wants to describe what happened in last sessions game?" 2. "And that's where we'll end tonight's adventure." I wish I had a good answer for 3 but I don't really reflect in a structured way until its time to prep the next game.
Copied here at your request: I’m excited to start a Ruins of the Grendleroot campaign this year, and I was wondering when you like to give out a one-page campaign guide to your players? Neither your post on this topic nor the one on session zero actually says when. During session zero, to simplify talking people through the world and answering questions, and maximize the chances that players build their PCs together? Or before session zero, to give players a chance to read over and absorb the material, and have time to think about how they would like to tie their PC into the world? Thanks for your time and advice!
Good question for the show! The answer is before our session zero but not that much before. I want players to read it but not yet build a character so they can build their characters together.
Any chance of getting your work on roll20? Also are you working on any more adventures to post online or in a book etc?
Hi Steve! I'll mention it on the show but the answer is that I just don't have the extra time and I'm not convinced it would pay for the amount of effort it would take. I try to ensure my books are VTT-friendly but its a lot of extra work to completely port it over and there are a lot of different ones to consider.
