July 5, 2022

July 2022 Sly Flourish Patreon Q&A Thread

Behold the Sly Flourish Patreon Questions and Answers thread for July 2022!

As you ponder your question for the month, I have the following requests:

  • Search the Patreon Questions in the Lazy D&D Talk Show Topic Database using keywords from your question to see if I've answered a question like yours previously.

  • Focus your question on DMing Dungeons & Dragons or other tabletop RPGs.

  • Please limit yourself to one question.

  • Please try to keep your question brief. I love your stories but I get overwhelmed.

  • I'll definitely answer your question here on Patreon. I sometimes answer questions on the Lazy D&D Talk Show or turn the question into a D&D Tip video or Sly Flourish article. Know that if I only answer you here in the thread, I still love you.

I'll be answering Patreon questions each Friday morning.

If you posted a question in the June thread I haven't answered, I'll still go back there to answer it. You don't have to ask it again here.

Thank you so much for helping me do what I do!

Now bring on the questions!!

Comments (121)

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Andy Roark · September 21, 2022

I agree with your take on how hard it is to get players to use 3rd party content for their characters. My players are 100% hooked into Dndbeyond and I don't think they can imagine not having it as a central part of their game experience. Does this mean the future of 3rd party content creators is going to be more about making monsters, maps, adventures, encounters and other things the DM can drop into the game without shaking the dndbeyond character wagon too much? For example, I just ran Shadow of the Dusk Queen from Kobold Press and my players liked it a lot... but they all used standard dndbeyond character options.

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Shadomain · September 6, 2022

Hi Mike, a continuation , based on the "most campaigns don't run to conclusion" topic. How about a poll asking "for those campaigns that don't finish with a satisfying conclusion, how long do they run before they fizzle out?" I tend to run 12-14 month campaigns as you do, so I'm wondering if those that don't work out end after a year, or in the first 3-6 months?

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Matthew Taylor · July 29, 2022

Hi Mike, I am running a one-shot at a local game store and have been asked to create pre-gen characters for potential new and/or unprepared players (Lv3 Characters). How would you design characters fit for a specific game that are flavourful yet simple.

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Sly Flourish · July 29, 2022

Hi Matthew! Obviously I'm a big fan of my Fantastic Adventures pregens: https://slyflourish_content.s3.amazonaws.com/fantastic_adventures_pregen_characters.pdf They cover 1st to 5th level with all of the info needed to run them with no book required. You can also give each character an index card with a character hook tied to the adventure itself. Maybe an important NPC is related to a character or the main villain murdered one of the character's favorite pets. I find players /love/ these built-in motivations. The nice thing is they can be completely abstract from the character sheets themselves so any character might have any hook regardless of the class or race they want to be. Hope that helps!

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simon withers · July 28, 2022

Hi Mike Do you have any advice for making combat more interesting, when I have to improvise the situation? When I plan encounters I can think/plan about the situation, tactics terrain, combats outs, phased monsters etc. But on the fly combats i find tend towards vanilla. Thanks

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Sly Flourish · July 29, 2022

Hi Simon! I have a bunch of YouTube questions on making combat interesting that might help. You can search the Talk Show database here: https://www.notion.so/slyflourish/Lazy-D-D-Talk-Show-Video-Topics-Database-Updated-18-June-2022-81e4c2f5523b4ceda45f6cc1137e6154 and search for "combat" to see a bunch of clips. Some of these get to your question. I think there are a couple of ways to improvise the situation. What features exist in the environment? What could those features do? Granting advantage and disadvantage are good ones. A creature "getting the high ground" has advantage on those below. Cover is an easy one to throw in to give people a bonus to AC and dex saves. Also take a look at cinematic advantage – a way to give characters advantage for using terrain in interesting ways. https://slyflourish.com/cinematic_advantage.html This article also has more: https://slyflourish.com/improvising_combat_with_advantage.html

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Alex Spalding · July 26, 2022

Hi Mike, in the latest Lazy DM Talk show you brought up the idea of having an extra phase in combat between players and monsters. You also referenced older editions such as Basic/Expert rule sets where actions are declared at the top of the round. Could a look back towards past editions help inform wotc on the modern combat design? Further to this, B/X has great rule sets for dungeon delving and wilderness exploration that are clearer and more prescriptive. Do you think they could have a place in the modern game?

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Sly Flourish · July 29, 2022

Hi Alex! On the former side, I don't think I have any real ability to inform WOTC about stuff. They're smart people taking in a lot of input so I don't drive myself crazy thinking that I can influence their decisions. One of my reasons for looking at a "reaction declaration phase" was to give me a tool to help me smooth out the game even if they *do* keep adding new reactions. I need a way to handle it. On the second, I've talked about exploration before and why 5e isn't really suited to the older school rules of exploration. I've talked to Professor Dungeon Master over at Dungeon Craft (an old school DM himself) and he agreed with me. Here's more: https://www.youtube.com/watch?v=HVwD1XVeq3U&t=2440s

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Kevin Brown · July 25, 2022

Hi Mike. Do you have any advice for wrapping up situations where PCs are done with an NPC prisoner? My group loves taking prisoners, and there always seems to be this awkward moment after they have learned whatever it is they need to know. The only options seem to be murdering them or letting them go. I've tried a sudden rescue attempt by the prisoner's allies, but you can only use that so many times. I guess this is why so many spies in old movies have suicide pills. Any ideas on how to make this situation interesting?

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Sly Flourish · July 29, 2022

Letting them go is often the best approach and, as a GM, it's best not to make that the wrong option. A lot of enemies might turn sides, offering good info in exchange for fair treatment. They might even become allies. Lean this way so players don't feel like murdering helpless prisoners is the right way to go. I often have irredeemable prisoners kill themselves or die in some weird ritual (their master can burn them up from orbit).

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ChappyThoughts · July 25, 2022

Hello, just curious if you thought a simple modification that automated DM control enemies would find a market. I've been lucky enough to get a friend of yours to agree to playtest it but I figured I'd pick your brain about the concept.

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Sly Flourish · July 29, 2022

I've seem some systems like this in games like Gloomhaven. I can't say if there's a market for it. 13th Age has enemies that have certain behaviors based on their dice rolls. It'd be something to experiment with, maybe put out a small product to test out the idea before pouring a lot into it. Hard to say! Good luck!

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Alexander Framstad · July 25, 2022

Hi Mike! I'm running my first homebrew campaign and I was wondering if you had any advice about how to let the party interact with the BBEG's plot and win the day sometimes without having the plan become unachievable long before it even becomes a threat? Essentially, he is a lich who wants to cast a big ritual spell to achieve godhood and needs to collect the necessary components. How do I let the party beat him to objects/have victories while still building to an eventful final encounter with high stakes? Or is this setup something I should consider changing before it's too late? Ideas I Had (don’t feel the need to respond to them): -Your "get the majority" method with the spell components. But this doesn't feel right for spell components and may not lead to a big final faceoff. -If the party prevents him from getting items he needs, he turns to drastic alternatives (massive sacrifice). But this feels like punishing the players for success. -Having the obtainment of the items be mostly in the background, and is the party's ticking clock while they try to find his phylactery. But my party likes side quests and I hesitate to make them feel rushed.

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Sly Flourish · July 29, 2022

Hi Alexander! I think I'd go with the "get the majority" idea but as the characters are thwarting the lich, the lich has to sacrifice things *he* needs. Maybe he has a city of worshippers but has to sacrifice the worshippers. Maybe he has other assets he has to destroy. Him finding an alternate path is great and if that path puts him at a disadvantage, all the better. Maybe he's basically invulnerable but has to become vulnerable if he doesn't have what he needs. In short, what does he have to give up if the characters start thwarting his plan? Another way is for the characters to know that he gets /all/ the components, his magic will be basically unstoppable. The more components they keep from his reach, the less powerful his spell (but still plenty powerful). Hope that helps!

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Rangdo · July 24, 2022

I'm going to abuse my patronage to ask a really dumb question. You referred in a recent talkshow to Tasha's "quality of life changes". I don't own Tasha's. Which changes did you mean by that?

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Sly Flourish · July 29, 2022

HI Rangdo! Tashas has a whole section of class changes not tied to subclasses. Rogues get "aim", a lot of classes can swap things in and out, monks get a new ability. A lot of these changes just make the game run smoother and fix some rough edges. I like them a lot so I'd include them even if I didn't include other Tasha stuff.

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Knights of Roleplay Podcast · July 22, 2022

I've started writing my first homebrew campaign setting, just a basic history of the world to support the Spiral Campaign from Return of the Lazy Dungeon Master. Since I started writing I've found that more than one of my ideas, that I thought were original, actually appear in numerous existing campaign source books. I don't want to be accused of being unoriginal or stealing. Should I discard my ideas? Maybe rename them? Or should I just not worry about it?

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Sly Flourish · July 22, 2022

For a home campaign, I wouldn't worry about it! Your players might not even notice. It's perfectly fine to lift whole-cloth from published adventures or settings to drop into your home game. The publishers of these books hope you do so. Wolfgang Baur of Kobold Press told me this directly. He said it's his greatest hope for Midgard that DMs take pieces of the world and use it in their own settings. For a potential published campaign you'll want to shake things up. It's fine to take inspiration from other works but it should be original enough that it's worth buying. Hope that helps!

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Joshua Shaw · July 19, 2022

Good afternoon, My players have put themselves in a position where they will battle the BBEG on their terms. I've got a number of maps that they can choose from, but I don't want to limit them to just one choice. Any advice on how to move combat move across maps? (not in a VTT sense, but more mechanically/narratively). In this specific instance they are in the mountains so I've got caves, peaks, passes, rope bridges and cliff edges all in play. Thanks!

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Sly Flourish · July 22, 2022

Hi Joshua! I don't know if I have outstanding advice. I think finding a good set of maps for them to look at is great. As far as getting from place to place, maybe its teleporters, maybe giant birds, maybe other ways they can think of to get from place to place. It's ok to lead them a bit and give them ideas.

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Bastien Leblanc · July 19, 2022

Higher level adventurers are harder to run, and less material on this. Any advice on finding good tier 3 adventures (and not just "scaled" adventures, I hate to see this a "3rd,8th,14th level adventure", where they just change from wyrmling to adult to ancient dragon in encounters...)? Do you plan to write some more adventures for tier 3+ ? fleshing the city of arches adventures stub like the The Nameless King for example ? (Question copied from discord)

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Sly Flourish · July 22, 2022

Hi Bastien! I definitely plan on more tier 3 and 4 hooks for City of Arches. I don't know about full adventures. The big thing to remember is that tier 3 characters are just plain different and more important. The scope and scale of the game should change. They should be doing kingdom / world-level saving instead of just local stuff. Big events require big heroes. Here's more on this: https://slyflourish.com/tier_appropriate_adventure_locations.html https://slyflourish.com/scaling_the_story.html

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Dan Dredgen · July 19, 2022

Long time listener, first time caller. I have a situation coming up where my players will find a cypher during a heist related to a mindflayer cult. This cypher will contain important information to move the cult plot line forward, including important locations and lore. I’m trying to decide if i should require the party to pass one/multiple ability checks to unlock the information in the cypher or just allow them to spend a week of downtime to decode it with no checks. I worry that if I don’t require any rolls that it will feel cheap to the players but I also worry that they may fail to roll high enough, resulting in no/little information gained. Also if they roll a middling number and I reveal the info anyway it may also feel cheap. Any advice on how I should handle this situation and whether I should require rolls to gain the information? Thanks

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Sly Flourish · July 22, 2022

There needs to be a consequence for failure if you want to have a roll. If they can just keep trying, they should probably just do it. You can do this by saying that whoever has the highest arcana bonus is able to just do it (this makes them feel good about having so much in Arcana). Otherwise you might have a detriment. Does the cypher curse them somehow? Does it sink in some mind flayer hooks? Do they suffer a stress effect on a failure? Even if the stress effect isn't permanent, it's a bit of fun roleplaying. Not everything needs a mechanical detriment but even a story-based detriment for failure is worth doing.

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Oliver Winegar · July 19, 2022

Where would you put Wild Beyond the Witchlight in your list on the video of "Ranking WOTC's D&D Published Campaigns"? My homebrew is ending in a couple session and I am trying to decide on a new campaign and I'm inbetween Wild Beyond the Witchlight, curse of strahd, or possibly wait for the new starterset campaign- dragons of stormwreck isle.

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Sly Flourish · July 22, 2022

Pretty high! I like it a lot. I think I liked Curse of Strahd and Tomb of Annihilation better but maybe number 3?

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SuccessfulGeek · July 18, 2022

Getting ready to run a DCC campaign and it's hard to wrap my head around because the system is so focused on modules and not really a fully connected series of adventures. Because of that I am having trouble coming up with my 6 truths for the campaign. Any tips when trying to tie something like this together?

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Sly Flourish · July 22, 2022

I'm not totally familiar with DCC but you might try to wrap your own larger campaign around the adventures or you might skip it completely. The six truths might instead be about the larger world in which these more focused adventures take place. Hope that helps!

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DrFugue · July 18, 2022

Hi Mike! It occurred to me when listening to the short video about prep you posted today that “the lazy gm method sort of involves the use of quantum ogres, what do you think about their use?”

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Sly Flourish · July 22, 2022

I'm all for it. I've heard people use the term as a pejorative but it feels good and lazy to me. I do try to think about the situation on though. If it doesn't make sense in the world that an ogre would be on path A instead of B, I don't put it there and put something else. If you've watched some of my prep, you'll see that I often don't attach monsters to specific rooms. Instead I let the situation and the game's pacing dictate who shows up where.

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Jason Kemp · July 16, 2022

I have the hardest time creating situations rather than scenes. I understand that situations revolve around conflict, which requires at least two parties. But what about scope, obstacles, etc.?. Could you share a checklist of points that a situation should address, to help me stay on track in my prep?

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Sly Flourish · July 22, 2022

Sure! A situation often has the following things: - A location. Give it multiple entrances, multiple paths, loop-backs, and secret paths. - Inhabitants. I like to usually have two types: unintelligent monsters and intelligent foes. - Behaviors. How would the inhabitants act if the characters aren't there? What are they doing? What events are taking place? - A goal. Something the characters must do in this location. - A complication. What might happen in the middle of the situation to shake things up? Someone else tries to break in, some army attacks, something bursts into flame, the main villain comes home from riding class. Etc. I think that's a good simple and lazy checklist for making situations. Hope that helps!

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ApeInACape · July 16, 2022

Hi Mike, Your series on RoTFM was great, it brought me into the fold of the Mike Shea empire. It also inspired me to run my own RoTFM game! My question deals with describing travel and exploration. Recently I’ve been finding myself having trouble painting the picture for my players as they go from town to town. It usually amounts to “You’ve walked X amount of time and now you come across Y. What do you do?” Do you have any tips for describing travel and exploration in an exciting way? Thanks!

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Oliver Winegar · July 19, 2022

I have this same issue. I look forward to the response.

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Ciarán Lawless · July 16, 2022

What would you do when your characters catch on too quickly to a film-homage inspired encounter that was supposed to be surprising? for instance; i would like to run a From Dusk Till Dawn vampire encounter; as the party are journeying they come across a rowdy dangerous inn but its actually the tip of pyramid protruding from the earth controlled by vampire spawn. Do i just change it enough so it seems different?

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Sly Flourish · July 22, 2022

Hi Ciarán! There's a good study about subjects trying to identify a song when someone else is tapping out the rhythm with their finger. The tapper thought the listener would get it 50% of the time when, in reality, it was like 10%. We /think/ our players will recognize the situation but they probably won't. If they /do/, just roll with it. If the scene would break down because the characters figure out the truth, it's probably too fragile a scene. What would make the characters go into the vampire bar even if they *knew* it was vampires?

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JM · July 15, 2022

Please talk about any ways in which the differences in game mechanics between 5E and Cypher made your Numenera campaign run differently from your D&D campaigns. Did things run differently because of attribute pools vs hit points, how did the intrusion mechanic work for you, were characters any more or less squishy in combat, etc.

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Sly Flourish · July 15, 2022

Hi JM! I'm very likely to do a Numenera retrospective when we're done with our campaign in a month or so but I'll give you some thoughts now: Running Numenera is pretty awesome for the GM. It's really easy to come up with difficulties and to improvise monsters. It has the best monster improvisation system I've ever used. I hardly ever bother to look up a monster except for art. The DM's role really breaks down to describing the situation, choosing difficulties, and dropping in GM intrusions. Because GMs don't roll dice (which I like but may GMs hate), I have more time for that sort of thing. I forget about GM intrusions all the time, though. I really need to focus on dropping them in so every character gets at least one every session. I have *no idea* what the game is like on the player side. I've asked my players and they're enjoying their progression and growth but its such a different system on the player and DM side that it's almost opaque to me. I don't know what's going on over there. Once I got my hands around my story, it's been great fun to put together. That said, there's *so much* material for Numenera that it's a little paralyzing. You really don't *need* much but it feels like a waste if you're running stuff in the datasphere and you don't use "Voices in the Datasphere". There are some mechanically weird bits. The whole idea that you can expend effort to lower a difficulty but the first is reduced by your edge and the second is reduced by one automatically just feels weird and we have to remember it every time. Monsters can quickly become just noise if a character's armor is enough to block the armor. I'm having monsters throw unblockable attacks about half the time due to their story (eye-rays or radiation blasts and the like). Also, I don't know when a monster should get multiple attacks. It feels like they should get an extra attack at level 4, level 6, level 8, and so on so they remain a threat. I just wing it which is really what the book does too. I just could have used better guidance on that. In the end, Numenera has held up to my expectations. I'm loving running it and my players are having a blast. I'm happy to go back to 5th edition but I don't regret playing Numenera at all.

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Walt Winfrey · July 14, 2022

Do you have a "sweet spot" for how many unique types of monsters you like to run in a single encounter? I've read adventures that have upwards of 7 or 8 different statblocks featured in one combat, but anything over 3 or 4 feels overcomplicated to me.

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Sly Flourish · July 15, 2022

One to three. Seven to eight is madness. I ran a game on Wednesday with three different monsters in three books and it was a pain in the ass. One trick is to use one stat block but reflavor them in the narrative so they all sound different. Four bandits or four veterans can use the same stat block but you can reflavor them or use different miniatures to make them *feel* like four unique monsters without the hassle. Thanks for the question!

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Clayton S · July 14, 2022

Thanks for everything you do. I am so happy that Sly Flourish exists. My question is about using Whimsy cards. They are from the Ars Magica era. As a game mechanic "Whimsy Cards [allow] the players [to play a card and ] intervene in the storyline and affect the plot at any time during the game (subject to [DM] veto)" They give the players a bit more agency at the table. In the context of the Lazy Dungeon Master, they could behave like your oft-mentioned single use magic item. They also could also be used by the players (rather than the GM) to "turn the dials" in an encounter that the characters are losing. For example the "An Unexpected Aid" card could rescue the characters from a fight going badly. They could provide a way to insert a plot twist (for example, the "Misguided Love" card) that would otherwise be harder to accept at the game table than they are in a novel. I imagine a card could provide an opening for revealing a secret or clue, .  Any advise or thoughts for on how to incorporate them successfully and/or avoid problems with such a mechanic in a game?  thanks so much. Yes, I'm old. p.s. Here is more info about them. Please see this article about them: https://www.redcap.org/page/Whimsy_Cards. The text of the original cards is here: https://www.darkshire.net/jhkim/rpg/systemdesign/cards/whimsycards.html). They are also available from the drive thru rpg. Additionally, they have an entry in Wikipedia. : https://en.wikipedia.org/wiki/Whimsy_Cards.

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Sly Flourish · July 15, 2022

I haven't seen Whimsy cards but they sound cool. We used to use some Rory's Story Cubes to help us fill in fun details of a story. We might use them to build backstories for un-named NPCs or the players would roll them to come up with things. We did it for a while but the novelty wore off and we're back to our normal styles. I'll have to check out whimsy cards. Thanks!

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Knights of Roleplay Podcast · July 14, 2022

Since becoming a stay-at-home dad my sessions have been forced into two hour blocks instead of four. Adventures are usually all roleplay or all combat. Occasionally a fight will start mid session and I'm forced to nerf the encounter to fit it into the session. How can I maintain the effectiveness of a longer encounter that's forced into only one hour?

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Sly Flourish · July 15, 2022

Hello! I talked a bit with Shawn Merwin who wrote many short adventures on this topic. You can listen to us talk about it here: https://www.youtube.com/watch?v=7rWFXTpmZj8 Here are a few other tips: - Stay in 1st to 4th level as long as you can. - Try to limit your number of players to four or less. - Run combat in the theater of the mind when possible. - Use a single type of monster, change their descriptions in flavor instead of mechanics. - You can get probably three scenes in a two hour game. Plan accordingly. Some of those may not be possible given your circumstances but hopefully they give you some ideas. Good luck!

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Zeke Wilder · July 13, 2022

Hello! My party loves dragging unsuspecting NPCs along with them on adventures, so I was wondering if you have any lazy DM tips for running NPCs that join a normal-sized party (typically for 1-3 sessions). I've tried various methods from the DMs Guild and MCDM as well as just creating monster stat blocks and character sheets, but nothing has hit that sweet spot of "easy to run while still fun/interesting/worthwhile for the players" just yet.

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Sly Flourish · July 15, 2022

Hi Zeke! Tag-along NPCs can be a killer. Most of the time, I ensure that the tag-long NPC can't or won't do anything in combat. If they *do* something in combat, I try to handle it off-screen. Some segment of monsters and the NPC head off and become part of the background. I always want the spotlight to stay on the players. If I have fewer than four players, having one of the players run a simple NPC stat block (like a veteran) can work fine, but if there are four or more players, I try to avoid tag-along NPCs. One great way to have a tag-along NPC is as an intelligent magic item. I *love* intelligent magic items that offer all sorts of info and fun personality to the characters without taking up a slot of combat or time in the spotlight. Here's an article I wrote on the topic! https://slyflourish.com/tag-along_npcs.html Good luck!

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Kevin Davis · July 12, 2022

I have been hearing a lot about people using combat flowcharts for new players or even some people for level 7 and above combat to keep track of what a player can do and when. Have you ever done this or seen it done and if so do you have any tool suggestions for it. I have a table of 10 newer players and am always looking for ways to help them better understand their options and characters. Thanks!

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Sly Flourish · July 15, 2022

Hi Kevin! Unfortunately I've never really dived into flow-charts for characters but I've heard they can work really well. Good luck!

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Cryptic Killjoy · July 12, 2022

Hey Mike, long time very appreciative viewer, first time petitioner for your wisdom. In the process of watching your most recent Talk Show, you struck upon the idea that maybe it's time, as DMs, to start limiting race, subclass and even spell choices. How might you approach a situation where you decide to choose a "focused" group (say maybe a dozen) of races that are in one geographic region that a campaign either focuses on exclusively, or predominantly in early tier play? Essentially creating a list of races that either don't exist at all in your campaign or would be the almost entirely "never-seen", one-off examples if the player chooses to be a "far traveller" from the other side of your fantasy planet. Obviously this would be a session zero topic, prior to character creation, but do you also have any tips for how you might explain this choice to your players?

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Sly Flourish · July 15, 2022

I think it's totally fine to say that certain races are predominant or the only ones that exist in a given situation. That list can be wide or narrow. As you say, I think it's a good session zero topic, but in the end I think its perfectly fine to say that only certain races exist in a given campaign. I think it helps when you include some new ones in the list so players don't see it as a limit as much as a new opportunity. Having faeries and satyrs in a Witchlight game makes sense. Having tabaxi and tortles in a Tomb of Annihilation game makes sense. Having hexborn and vampyrs in a Ravenloft game makes sense. I think talking about it with your players and making it part of your one-page campaign summary is a fine way to go. With the huge range of races now available both from WOTC and from third-party publishers, it behooves us to explain which races make sense for a given campaign. If a player has an idea for a particular race not included but you think it does make sense for the campaign, you can always include it. In the end, the only races that matter are the ones the characters choose.

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J. Collin · July 12, 2022

Hey Mike, thanks for answering questions and for all the DnD insight you offer. I've started writing some one shots and drop-in adventures. Where would you recommend looking and what tips do you have for a first time author looking for an illustrator to draw maps, character art, etc?

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Sly Flourish · July 15, 2022

Hi J! My approach was to look through other third-party products and see the artists they used and reach out to them. The good news is that artists want to be found so it isn't usually that hard to find them. Find art you really like from sourcebooks (usually third party) and reach out to them on Twitter or email. Many of them have portfolios available you can look through. The same is true with cartographers. Look through products similar to yours and see what cartographers you find. Good luck!

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Happy Chthonian · July 11, 2022

How can DMs remind players to put features of their environment to creative use when playing theater of the mind or on a minimal flip mat or owlbear rodeo? Do you write down room features so people see what they have to work with? This question came to mind while watching a Youtube Roundtable in which Critical Role and ExU GMs discussed the pros and cons of using theater of the mind versus elaborate terrains. They said: Terrain can give grist for creativity, as when PCs utilize chains and mining equipment seen on the map The expediency of theater of the mind may come at the expense of such environmental details A downside to elaborate terrain is that PCs may assume what they see is all there is In TotM and elaborate terrain, DMs ought to remind players to ask questions about what’s around them to produce useful environmental details

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Sly Flourish · July 15, 2022

Hi Christopher! I talked about this in a couple of videos I think: https://youtube.com/watch?v=UDyEig99m1c&t=1857s https://www.youtube.com/watch?v=TRDn3pU1XOs&t=2347s Let me know if those don't answer your question!

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Phillip Jones · July 11, 2022

Banning has come up in chat and in your streams from time to time, What things would you ban & why, what goes into the decision as a DM that really tells you "I need to ban this or else or to improve X", how has have these broken "insert spell, item or build" broken your games as examples?

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Sly Flourish · July 15, 2022

Hi Philip! I think there's a difference between "banning" something and not allowing something. I doubt many games out there allow *everything* (every third party product, every wiki-based build, every Reddit idea, every player's home creation). I think nearly all DMs select what material they allow at the game, even if that selection is "everything from WOTC" or "everything on D&D Beyond". So it's not a question of what one bans or doesn't but what one selects for their game. I'm of the belief that WOTC material isn't necessarily better than third party material from a balance or design standpoint. Many former WOTC designers now publish their own third party products and many WOTC designers were once third party designers themselves. I don't think WOTC has a special sauce that makes their material better than everything else (that said, their stuff is really good – don't get me wrong). So that means I want to treat WOTC material the same way I'd treat third party material. Most of the time I have two criteria for selecting what's allowed and what isn't for a given campaign: 1. What fits the theme of the campaign itself? 2. What material makes the game run more poorly for me as a GM or for all of us as players? For the first one, I might say that, for my Empire of the Ghouls campaign, I'm going to include the Player's Handbook, Midgard Heroes, and Tome of Heroes so we have a good selection of Midgard-focused builds and an opportunity to try things out we've never tried before. If I were running a Strixhaven game I might allow the PhB, Xanathar's, and Strixhaven as sources. For a more straight-forward D&D game I might allow PhP, Xanathar's, and Tasha's. For the second one, there are certain sub-classes, spells, and abilities that either make my life harder as a DM or make the whole game harder to run and enjoy. Examples include Twilight clerics who change the whole balance of combat by off-setting damage by like 8 points per character per turn; spells like Heroes Feast which completely negate monsters who use poison; spells like summon woodland beings which give one player nine turns they can take; and other things like that. I've given shit to the spell "Silvery Barbs" from Strixhaven but I don't have to "ban" it because we're not playing Strixhaven so I don't include Strixhaven spells in my regular selection. D&D Beyond doesn't make it easy to filter out spells from sources you're not including which is a problem but I just have to make sure my players are good with it. Overall, given I've been running games for 8 years; I actually "ban" much less than I did in the 4e days where there was simply too much to allow everything. Long answer! Hope that helps!

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Mark Blair · July 10, 2022

Hey Mike, I finally have a question! I played AL for the first time and the DM made no effort at all to include the quieter players. As a result 2 of 5 players said almost nothing for nearly four hours. One player immediately responded every time the DM spoke and left no room for anyone else. As a DM, I could easily deal with this, but as a humble player, I struggled. I tried to engage with the quieter players but felt I could have done more to include the players, but also to signal to the DM that players were being ignored. Suggestions?

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Sly Flourish · July 15, 2022

Hi Mark! First, it's great that you noticed this! Few people do! One question is whether the two people that hardly engaged were upset by this or not. If it's online, it's really hard to determine if they're doing fine or if they really want to engage more. I think your approach of, as a player, engaging with their characters is a good one. Ask them questions about their characters and see how they respond. Again, if it's an online game, you can send a private message to the DM and let them know you've noticed this. You're not being selfish about it or heavily critical so I think it's ok to do so unsolicited. You're not mentioning any criticism of their DM style. You're instincts here are great. Thank you!

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Adrian Márquez (Post Fiction Studio) · July 10, 2022

Hey Mike, on behalf of (I assume many of) your long time followers. Would you ever reconsider doing another actual play. I’m always learning from you, but I think I learned the most when you worked with NewbieDM. You’ve mentioned your regular players just aren’t interested and believe me I get it. Maybe they could be convinced if it was for a good cause? Thank you.

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Sly Flourish · July 15, 2022

Hi A Marquez! I appreciate that people would love to see something like that (it's probably not as many people as you'd think). I'd love to do another short-run adventure like Dragon of Icespire Peak with Enrique Bertran. That was great fun and I think I could get the production value much higher this time around. There's so much work in putting up a livestream game. It's really hard to do well and there are so many of them that I don't think I'd be bringing anything special to that slice of the hobby. I also frankly just don't have the time. It takes a lot of extra time to get a streaming game together and I think I offer more value in other areas of this hobby. Third, I just enjoy playing regular games of D&D with my friends without the added pressure of an audience. I remember hearing Kate Welsch talking about wanting to just play in her own game and what a luxury that is when you're streaming games all the time. I have that luxury now and I don't want to give it up. Thanks for the interest!

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Stephanie Bader · July 9, 2022

Hey Mike, What do you think of the homebrew collections, npc/monsters, custom classes/subclasses, spells etc. in Dndbeyond?

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Sly Flourish · July 15, 2022

Hi Stephanie! I really haven't given them much of a look. I wish I had more to offer!

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mario tafolla · July 9, 2022

Hey Mike, I am about to start WBtW and like your idea of dreadful incursions. My plan is making Acerarak a darklord with a evil wizard/undead Domian. Then I would have incursions happen like you talk about but he will want to take a chunk of his domain out with him, the Tomb of Annihilation. Zybilna will push it out of Prismeer and into the Material plane when she becomes aware. I would then go into that adventure book route but start with the same charecter only just cleaning up the mess that Zylbina made. Would you have any advise on how I could progress the intensity of the incursions or how I can foreshadow the darklord?

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Sly Flourish · July 15, 2022

Hi Mario! Sounds like a cool idea! You can foreshadow in lots of ways including pieces of dungeons sticking out of the ground. Take some of the chambers of the original Tomb of Horrors and have them appear on their own stuck out of the hillsides of Prismeer. If you're playing a domain of dread as they're written in Van Richten's Guide, keep in mind that they're prisons for their dark lords. Who is imprisoning Acererak and why? Does he know it's a prison? What torments him there? Alternatively, you can skip the idea that it's a domain of dread and, instead, describe it as a planar incubator for the dead god Acererak attempts to resurrect. This would fit well into Tomb of Annihilation I think. Good luck!

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Matt Nantais · July 9, 2022

Hey Mike, I have this problem where I'm constantly searching for the "perfect" TTRPG game system (which I know does not exist). Anytime a new one comes out that presents some new and interesting mechanics, I dive in and want to learn everything (EZD6 is my latest obsession). Thankfully my players humor me when I switch things up from 5e, but I just have a hard time committing to one. How do you stay focused on 5e (and the other core staples you play like Numenera), and not be swayed by the latest hotness? I think 5e is actually a great system and there is really no reason I need to look outside it, but alas, the explorer in me is always digging. Thanks for everything!

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Sly Flourish · July 15, 2022

Hi Matt! Some people just dig new stuff! I think it's great to read up and explore other game systems and we can learn a lot by playing them if we have the time and the opportunity. Not all people feel this way, though, and your players may not. As you say, they may humor you but we don't want to take their charity too far. Maybe it's possible to put together another group of players who *also* enjoy trying other RPGs while keeping your main group with the system they like. If you all like trying new things, go with the gods! Nothing says you have to stick to one system. I still love running 5e after eight years or whatever of running it, so it's no burden. I was happy to have the opportunity to run other systems for my Sunday group including Blades in the Dark and Numenera. I'm also happy to switch them back to 5e because I still love and am very comfortable with 5e. Don't worry about looking outside of 5e, it will only make you a better GM.

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Chris Bennett · July 8, 2022

How do you know when you have hidden something to well or just haven’t given the players the right info for them to explore more? I feel like there is also hidden things you give them all the info on it and there was nothing really hidden and at the end of the day they never really went exploring. Do you have any tips as the DM with perfect knowledge of that room to know if they are just not getting it? I been trying to figure out that line of giving them all the info they need so they truley feel like they found the item on there own. This came about because I like to hide something Juicy in every Dungeon or building my players go into, nothing story related. My players tend to go in a straight line with there goals “ The goal is to kill the wizard not see whats in his closet”……but that wizard has his life savings stored there! You often say the players remember 50% of what you say, How can you make sure some percentage of that 50% is the stuff you thing is important at least at that moment?

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Sly Flourish · July 8, 2022

Hi Chris! There's a couple of things that might help. First, you can use a line like "you're confident you've fully explored this room" to make it clear they've found everything if they're spending a lot of time searching one room. This is definitely a "tell, don't show" sort of situation. Just tell the players they've exhausted all they're going to get to get the game moving forward again. If the players have a clear drive towards a goal, they're likely to skip everything except the drive to the goal. One thing you can do is put items they need in areas you want them to explore. You can even do this during the game, moving "keys" to rooms you want them to explore and find other things. They need the key to get where they need to go so they'll go hunting for it. If you have a secret and clue you know the characters need, you can just keep repeating it and eventually they'll get it. Repetition is the best way to get them to pick up and remember vital clues. Hope that helps!

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Robin Goodfellow · July 8, 2022

Pretty much exactly what I was looking for. Thank you.

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Robin Goodfellow · July 8, 2022

Hello Mike, I now exclusively run my rpgs 1 on 1. For long distance play it is much easier. Besides your analysis of Ice Spire Peak, what is your current 1 on 1 D&D advice?

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Sly Flourish · July 8, 2022

Hi Robin! I have a couple of articles that might help: https://slyflourish.com/framework_for_one_on_one_dnd.html https://slyflourish.com/balancing_combat_for_one_on_one.html and this video: https://youtu.be/DZ7vaEqlh6o The Lazy DM's Companion also has a section on one-on-one games. Hope that helps!

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Rich Gubitosi · July 8, 2022

Hi Mike! How do you maximize meaningful player choices in your adventure design? Do you actively think about placing moments where players make informed decisions that come with consequences?

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Sly Flourish · July 8, 2022

This depends on whether you mean a homebrew adventure or a published adventure but the answer is yes in both cases. I always try to offer some sort of meaningful choice at the end of an adventure, some hard situation where the characters must choose. Do they kill the bad guy or try to rehabilitate them? Do they take the powerful artifact or try to destroy it? Which one of the three factions do they form an alliance with? Do they make a deal with the ancient evil that can give them so much useful information or power? I do this all the time and I love it. My players know I'm going to do it, too, and remark on it. To me, one way to make sure it's a valuable question is to put yourself in the seat and ask if you'd be willing to make either of the choices. If you lean only one way, likely so will your players and its worth trying to make the other choice more enticing.

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Miles Grubbs · July 8, 2022

Hi Mike - I was hoping to hear your thoughts on turning Legendary Resistances for "boss" monsters into a way to heal the enemy. Often, when my group is fighting an enemy they think might have Legendary Resistances, they avoid casting saving throw spells at it. Because of this, often the boss dies with a few resistances left, even when i tune the dial of HP. Is there a good way to narrate that the boss has burned a legendary resistance for some healing? What would be a reasonable amount of healing in your opinion?

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Sly Flourish · July 8, 2022

Sure! You can certainly trade legendary resistances for healing. You'd have to guess how much and I suggest playing it by ear. I'd let the players know, maybe out of game, that you're going to change out legendary resistance works so they know what to expect. MCDM is big on removing legendary resistance and replacing it with something that affects the monster in another way like taking away one of its attacks or giving it some other sort of disadvantage. You can try something like that. 2C Gaming actually lets legendary monsters sacrifice legendary actions to use as legendary resistance. Since legendary resistance is mostly used to help the action economy, reducing actions for lost uses of legendary resistance makes sense. Experiment with it but let your players know what you're doing so they're not surprised and disappointed.

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Mikael Dahl · July 8, 2022

Question about publishing: I am creating a dungeon/adventure to publish on DrivetruRPG, and I want to make sure that the language and grammar is correct. how do I find an editor? I am willing to pay a small amount for the service, but being my first product I can't pay hundreds of dollars.

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Sly Flourish · July 8, 2022

Hi Mikael! There are a few things you can do. You can bum editing time from friends who happen to be good at it. I admit to having done this for my earliest work which didn't make a lot of money. Paying anything less than 5 cents a word is probably paying too little so factor that into your budget. You can offer lower pay and a percent of profits but that can be hard to manage. As for finding editors, consider connecting to people on Twitter and asking around. Be clear about what you need, what kind of product you have, and your expectations. You can also try the DM's Guild and DriveThruRPG discord servers and see who you can find. For early projects, consider going with as few words as you can. Shorter products are easier for people to read, cheaper to produce, usually cheaper to buy, and help you learn the whole process. Good luck!

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howtoread · July 8, 2022

Hi Mike, do you have any thoughts/advice on running multiple games a week? I'm strongly considering starting a second campaign for a slightly different group, and was wondering what your experience has been like, especially since you're currently running two different systems altogether.

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Sly Flourish · July 8, 2022

Hello! Yeah, I love running two, sometimes three games a week. That's a lot for anyone but I manage. This is where the ideas in Return of the Lazy Dungeon Master really shine, if you ask me. You're forced to limit your prep because you simply can't run so many games. I find, for published adventures, it means I tend to skim-read the adventures instead of really diving deep which can be a problem. I'm not a great reader and our attention-pulling world hasn't made me better. It's certainly easier if I'm running the same campaign for two groups and I've never found it boring to do so. I love watching the campaign change depending on the characters running it but it still means I get close to double value out of my prep. Try it and see. Running two totally different campaigns in different systems is harder but not terrible. I probably don't give either as much attention as I like but I think we're all still having fun. Limiting myself to 30 minutes of prep for any game I run lets me run more games and I think that's the real benefit of Return of the Lazy Dungeon Master and the eight steps.

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Russell Tassicker · July 7, 2022

Hi Mike, new patron so I apologize if this has been covered before. Not all ability scores are created equal in 5e, and Dexterity is the teacher's pet (boosting AC, initiative, a common saving throw, many skills, attack bonus/damage). I find it's usually the go-to for improvised physical checks as well - agility, balance, coordination, etc. How can I give strength and constitution a bit more time in the spotlight when improvising checks without my players feeling punished for optimising their characters?

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Sly Flourish · July 8, 2022

Yeah, there's a lot of advantages piled on dexterity but I tend not to worry about it. There are many times where strength comes into play. Where sheer brawn is required moreso than dexterity and agility. I know I've often let people roll either dexterity or strength for a lot of physical checks but if it bothers you, you can certainly make it clear that strength is the only one to work – as long as failure is still interesting and doesn't halt the game. Constitution is hardly ever used as an ability check because most things that would trigger constitution are done /to/ you, not /by/ you. A drinking contest, though, would be one way to roll constitution checks. Any sort of endurance check might go that way too. It's one thing to lift a big heavy portcullis. It's something else to /keep/ holding it up. As always, a review of what the different attributes call for in chapter 7 of the Players Handbook is useful. Its easy to forget.

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S.Morgan-MacKay · July 7, 2022

Question: Any tips on how to handle player's spamming the Guidance cantrip without nerfing it altogether?

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Sly Flourish · July 8, 2022

Hi S.Morgan! There are a couple of things you can do. One is to remember the sequence of actions. One cannot guide someone who has already made a check. It's not a reaction to someone making a check. It has to be cast ahead of time. This means you can only do it if you know you're going to actually perform a check like picking a lock or something like that. Two, anyone else in the area knows you're using magic so you likely don't use it on diplomacy checks or other social interactions because its a bit like using charm. Someone knows you're dicking with them. Another thing is just not to worry about it. It's not that game-breaking and, for the most part, we want players to succeed on checks. Whatever you choose to do, have a conversation with your player outside of the game to talk about how you plan to run guidance so everyone's aware before you spring any new approach on them. Good luck!

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Jason C. · July 6, 2022

My players and I are about two thirds of the way through Curse of Strahd and I’m beginning to consider my next campaign. I would really like to run Ruins of Grendleroot, but I worry that my players will associate the celebrations with all the forced celebrations in Vallaki. The forced celebrations really hit home for them the idea that Vallaki wasn’t safe. I don’t know whether to write out the celebrations and find another reason for the girl to get lost in Temple of the Forgotten God or to just tell my players that these people are really having fun and no one is forcing them to do this. Do you have any suggestions? Thank you for helping me become a better DM.

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Sly Flourish · July 8, 2022

Hi Jason! Yeah, that can be a problem. One way to deal with it is to simply tell the players, out of character, that the celebrations aren’t the same. The sinister nature of the celebrations in Vallaki aren’t the same as the genuine celebrations in Deepdelver’s Enclave. You can also skip the celebrations in Deepdelver’s Enclave. Nothing says you have to have them. Or you can make them less frequent or later in the campaign instead of all the time.

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william · July 6, 2022

Question: I have found that MCDM's villain action conflict with lair actions when both are present. What are your opinions on triggering villain actions on rolling initiative, half hit points (bloodied) and a quarter hit points instead? Other stuff: I have also thought about using a mythic monster's second wind to activate my villainous actions. I sent you an email with an example using the Vecna stat block WoTC published recently if you are interested. Big fan, love your work

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Sly Flourish · July 8, 2022

Thanks so much! You can certainly replace one with the other. I forget lair actions all the time. You can also tie lair actions into villain actions. As far as doing them at other time, I think you’re free to try any other way you think it works. Give it a try!

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Kevin NCR · July 6, 2022

Weird, probably premature question: Do you think the Grendleroot would be good for one of the missing Concord Jewels in Radiant Citadel, after, well, at the end of your arc? I'd like to tie the two together for my next campaign. Thanks for all you do!

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Sly Flourish · July 8, 2022

Sure! From what I’ve read, I don’t see a reason why the Enclave or the area around it couldn’t connect to the Radiant Citadel. I’d have to see more in the book but I don’t see why not. Maybe it’s not a full society but more like a small off-shoot coming from a small chamber that whisks the characters through the Ethereal Plane to the citadel.

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simon withers · July 6, 2022

Hi Mike My current group of players are somewhat passive. And I'm struggling with ways to reveal secrets and clues. Meeting an NPC is starting to feel like me dumping lot of secrets on them unprompted. I also so find journals, letters and maps quite a bit. What other methods of reveals can I use? Thanks

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Sly Flourish · July 8, 2022

Hi Simon! Here’s an article that offers twenty ways the characters might find secrets. The Lazy DM’s Companion has even more! https://slyflourish.com/revealing_secrets.html

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Matthew Jelfes · July 6, 2022

Whoops accidentally didn’t send the rest: I’m finding at this stage in D&D there’s so many interesting supplemental rules now available I’ve tried introducing mechanics such as mounted combat from Arcadia or strongholds from kingdoms and followers but they seem to forget them or barely use them. Do you use supplemental rules in your games if so how did you get your players to engage with said supplemental rules?

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Sly Flourish · July 8, 2022

Hi Matthew! I think I've mentioned it before and I just wrote an article for Sly Flourish on this topic. You can see the article here: https://slyflourish.com/subsystems.html I'm not a fan of sub-systems and supplemental rules for the most part because I feel like we all need to learn new things that we only use once. Often they're not particularly well designed. Instead, I just try to fall back to the good old ability check.

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Francesca · July 6, 2022

Hi Mike, I am not an experienced DM, and I struggle with the prices of (not-magical) goods and services. The "I will let you know" thing works, but then I spend a lot of time afterwards to find the most similar object or service and ask myself "maybe is too expensive, maybe is too cheap" etc. Do you have any advice to guess or infer prices? Thanks!

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Sly Flourish · July 8, 2022

Hi Francesca! Welcome to the hobby! The Player's Handbook has a lot of prices for goods and services listed out. Instead of taking it on yourself, you can ask your players to look it up in the PhB as well. For services, the 2 gp per day for a skilled worker helps set costs. How many days of a skilled worker would this service take? For items, it's probably best to compare it to similar items in the PhB. Take a little time to read through the equipment section of the PhB to familiarize yourself but don't be afraid to ask your players to look it up as well. Hope that helps!

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MtbDM · July 6, 2022

What's the best way to keep prep brief? Even using your method from the Lazy Dungeon Master, I find myself writing far too many words and have difficulty editing myself to just the essential.

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william · July 6, 2022

I've found that flash/index cards with bullet points are best for taking concise GM notes. Limit yourself to one flash card for each of the 8 steps. Some of the steps like reviewing the characters may need nothing at all. Keep things like potential scenes to one line per scene as Mike does in his lazy GM prep videos. Describe NPCs with archetypes or pop culture references to keep them brief. You know what you mean cause you wrote it. Hope this helps

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Joe Manning · July 6, 2022

Hi Mike, I've always liked the trope of "magic comes with a price" and wanted to give my PCs some magic items that would work this way. Do you have any thoughts on what the "price" for these items could be? Any example of what I was thinking is an item that casts Fireball 1/day but you can upcast it at a higher level or maximise the effect by taking damage. yourself. For context, this is a grim/dark episodic campaign (Mork Borg style setting) with a mono-class party of all clerics. It's really just for breaks in our regular campaign so no one is too concerned about game balance or anything. Thanks!

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william · July 6, 2022

How about spending hit dice, reducing maximum hit points or burning attributes. Allowing these to be recovered on a long rest

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Sean Bouwmeester · July 5, 2022

I'll try to keep this as short as I can here. Players are tier 3, bordering tier 4. I have a dungeon with three main entrances and the macguffin at the bottom. 3 factions of demons each with a base camp at one entrance descending and encountering one another. Fourth faction inside at the bottom defending the plot coupon. One more demon faction just having fun and causing chaos. Players obviously can approach this in whatever way they think best: stealth, diplomacy, brute force, whatever. Actual question is this. How to make it feel like an active and brutal war of five armies is happening around the players, make the battles make sense, and have realistic and believable outcomes without boring everybody by taking turns for the 500 random npcs that may or may not even be registering the players in any given moment?

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Sly Flourish · July 8, 2022

Hi Sean! Sounds awesome! I think your instinct is right to avoid having the factions fight one another in real time. Instead, having the characters witness the results of the battles can be fun. They might walk in on a fight just about to end. They might interact with NPCs and, through these interactions, change the outcome for one faction or another. You can just roll a single die to see if one faction starts to get the leg up. From the characters' perspective, they can see the results of this war taking place as they explore the dungeon. Seeing one group slain by another. Seeing the remaining veterans of a conflict coming through. That sort of thing. There's lots of fun ways to show the characters the ongoing war without having to actually play it out. Good luck!

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Anthony Albo · July 5, 2022

Hey Mike, I got a question. After getting the Acquisitions Inc book on DnD beyond I thought it would be a good time to try this style of game out. As well as in a new setting, the City of Arches. Do you have any tips for running Acq Inc games in general and specifically how to get started in the City of Arches? Thanks.

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Sly Flourish · July 8, 2022

Hi Anthony! I hate to admit it, given that it was written by three friends of mine, but I've never really dove into Acquisitions Incorporated. I think it'd be a fantastic way to run the City of Arches though. You might have the characters acquire a key to one of the arches that gives them access to some sort of commodity only they can have access to – a particular food or mineral or service or something like that. It might be this tiny little archway in a nook in some old building that they discover but gives them access to something no one else in the city has access to. Think Being John Malcovich.

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Anthony Bella · July 5, 2022

Hey Mike! Loving the content! I’m DMing Call of The Netherdeep and the PCs are about to travel to a massive city with 9 different fleshed out wards/districts. The yam you talk about in WotC adventure design is getting to its most open point. How do you manage large cities like this that seem so daunting? Thank you for your time!!!

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Sly Flourish · July 8, 2022

Hi Anthony! I think the best way to do this is to focus on one particular ward at a time. This is how Dragon Heist made Waterdeep manageable. You can start to expand the city based on what they want and need but you can start by just focusing on a few locations in one district and fanning out. Give them a home base and some local locations that matter to them and expand out as the story drives them outward.

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Victor Navone · July 5, 2022

Hi Mike, the coverage of your Wild Beyond the Witchlight campaign has got me really excited to try something similar. It seems like most published material has a dark tone, and I want to do something lighter. Unfortunately, some of the players in my party have already read/played/DM’ed WBtW. Can you recommend an alternative campaign with a similar sense of whimsy, humor, and less focus on combat? If not, can you recommend ways to adapt other adventures, such as Ruins of the Grendleroot, to get a similar flavor? Thanks for all your advice, and for running such a great Patreon!

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Sly Flourish · July 8, 2022

I definitely tried to have such a tone with Ruins of the Grendleroot, particularly deep delver's enclave. I think you can take a sort of Alice in Wonderland approach with it. Tales of the Old Margreve by Kobold Press has the sort of old-school faerie tale approach but its not exactly whimsical. It can be pretty dark. You might have a look at Grymmworld by 2c gaming as well. Good luck!

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Matt Brooks · July 5, 2022

Hi, Mike! I’m running a game for my son and a friend (both 14 years old). They both take the game reasonably seriously but have sort of silly larcenous characters (Glimbo and Glombo) who aren’t cut out for the usual “save the inn/town/kingdom/world” type plots. I’ve been trying to run heist/treasure hunt adventures but providing a tantalizing hook for them is getting tough. They’re both willing to go along to get along, but I’d like them to feel driven or excited about the adventures. Any ideas for how to draw them in? Thanks!

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Sly Flourish · July 8, 2022

Hi Matt! I think running heists for larcenous characters fits very well. Maybe the drive is *what* they're stealing. You might offer up a few different heists for different things and see what clicks. Are they just seeking out magic items? That itself could be the main motivation. Maybe an out-of-game conversation about their characters can help them solidify their motivations in their own minds and help you drive the adventures. Just a thought.

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Joshua Shaw · July 5, 2022

My players are about to encounter famous NPCs, Jarlaxle and Bregan D'Aerthe. Any tips on how to create authenticity for big name NPCs/factions such as these?

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Sly Flourish · July 8, 2022

Hi Joshua! I'm not quite sure what you mean by authenticity. If your players happen to know who they are, that helps. Otherwise you might use a herald to speak for and about them. Build up their reputation through other NPCs before the characters meet them. Hope that helps!

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Walter · July 5, 2022

Hi Mike- I'm loving the videos and enjoy getting ideas from you while listening in the car or walking the dog. Last year (July 8, 2021) you briefly reviewed the Kickstarter for Dungeons of Drakkenheim. I'd enjoy to see a product review of it, compare/contrast with Dragon Heist, Ptolus or your City of Arches, and what inspires you from big city settings. Thanks!

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Sly Flourish · July 8, 2022

Thank you! I'll have to dig into it more and do a spotlight. I think when I got it, it wasn't yet for general sale. I think it is now.

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Bram Bakker · July 5, 2022

Dear Mike, How do I make sure my players like the patron I have set up for them? I will start my Theros campaign on the 13th of july, and I have a sphinx patron planned. This patron has lost their memories and their lair, and will task the party with collecting lore and conquering her lair. How do I keep this figure interesting and fun for the players to return to?

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Jonathan Charlton · July 5, 2022

This one is tough. I know my players lean on the chaotic neutral side - I once tried to set them up to become special officers in a cool military but they preferred to freelance. I think they have trust issues haha. I had the most success having them be their own patron, running their own private detective agency in Eberron. It was easy to have them be hired by whatever NPC I needed. In your case, I love the sphinx idea. Maybe it would help if the Sphinx's goals line up with the characters? For example: "I need you to help me retake my lair - in return, I believe my lair has the answer to what monster razed your village/thief stole your heirloom/ingredient for the potion you're trying to invent." Good luck!

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Shantha292 · July 5, 2022

How do you handle in game shopping trips?

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Sly Flourish · July 8, 2022

Good question. I might run them quickly. I might take some time with it. I don't typically run a 3 hour shopping session. It's not what I typically enjoy and I don't imagine every player loves to hear every other player roleplaying with the local weaver. Sometimes I'll even do it retroactively. I'll speed things up by saying "you can always assume you bought common items at the town so don't worry too much about getting it right". This is sort of the idea of making a check to see if you had already bought the item you needed. One needs to be careful with pacing in shopping trips. It's an easy way to get caught in some seriously slow pacing.

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Jonathan Charlton · July 5, 2022

I've been thinking about running a 13th Age spy-themed campaign. (Though this would also work in DnD or Cypher System.) Would you recommend homebrewing stealth mechanics to really lean into Splinter Cell/Dishonoured/Thief style gameplay, such as Takedown/Chokehold, Interrogation, or Disable Device actions, or just use the regular skill checks when those situations arise? I would want every character to be able to do cool spy stuff regardless of their specific attribute scores and skill proficiencies. Thanks!

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Sly Flourish · July 8, 2022

I'd probably read a bunch of systems and see which one captured the style and feeling I was going for the most and stick to what it has written. I don't know that I'd jump on a brand new system and start home brewing. Learn the rules before you break the rules and all of that =) Good luck!

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Laura · July 5, 2022

Hi, thanks for all the advice, as always! My Q: There is a lot of advice out there about how to make sure players have fun. But I've noticed that the things that are fun for DMs are not discussed as often. Do you have any advice about how to make sure a DM has fun? What kinds of things are fun for you when you're DMing?

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Laura · July 5, 2022

(I'm mainly looking for help with ways to think about this, and how to talk about this, as a DM.)