January 2023 Sly Flourish Patreon Q&A
Happy new year!
Welcome to the Sly Flourish Patreon Questions and Answers thread for January 2023!
Have a D&D- or RPG-related question you wanted to ask? Ask it in a comment below!
Every Friday morning I'll answer every question here on this post. Some questions I'll answer on the Lazy D&D Talk Show or turn the question into a D&D Tip video or Sly Flourish article. If you don't see your question on the show, please know I still love you.
As you consider your question for the month, please consider the following:
Search the Lazy D&D Talk Show Topic Database using keywords from your question to see if I've answered your question previously. You can also search Sly Flourish and the Sly Flourish YouTube Channel to see if I've done an article or video on the topic.
Focus your question on D&D or other tabletop RPGs.
Please ask only one question.
Please try to keep your question brief. I love your stories but I get overwhelmed.
Thank you so much for helping me do what I do.
Now bring on the questions!!
Comments (196)
Hello Sly Flourish Crew - So, I have begun two RPG groups, one for 6th graders at my school, and I'm about to start a third for colleagues and former colleagues. In starting these first two gaming groups I have neglected a useful, productive segue way by using other small publisher/indy RPG titles rather than D&D. I'm fixing that now starting with this detailed forum message. Now, to the meat of the situation: The game club that I run for the school is running into an attendance issue (low number of players and one of the players is my joint adult supervisor that often has to skip). One of the more RPG aware parents suggested something interesting. He suggested that I just run a series of "one-shots". The first things that came to mind was the five-room dungeon concept! The next thing that came to mind was I still want a plot/circumstance that ties them together (a campaign). So, it occurred to me that I could design a guild that contracts out the PCs to clear ancient underground ruins for expansion and exploitation of the kingdom (with hidden plots to be discovered). This "guild" could have a pool of Player/PCs that may or may not be available at the same time (accounting for my attendance issue). The problem is how do I give some continuity to their leveling up with potentially unequal and inconsistent availability of experience points? What are your thoughts on this or for that matter do you have other formats with similarities to this guild idea? Thank you, Vince
Hi friends! Thus ends the January 2023 Patreon Q&A! The February Q&A will open up on Thursday, 9 February 2023! I'm running a little late these past months =)
At that high level, the characters should have lots of resources available. I'd make sure to let the players know that they shouldn't expect a long rest. You can scale the battles a bit so the early ones aren't that hard and they get worse as the seals get broken. That gives you a chance to really push them in their final battle. Just be aware as you build encounters that they're going to have to hold their resources back. You can also give them some sort of mid-day blessing through an artifact or monument they find that gives them the equivalent of a long rest. I'm a big fan of the glowing healing font.
Hello Mike My party just finished Tyranny of Dragons (and thank you for your advice in October btw). I am adapting blocks from the Scales of War 4e adventure path to get the party to forge a God-Killing-weapon and go to Avernus and Kill her. The party (level 17 or 18) will go shortly to Hestavar where they have to break 4 seals to get a shard to forge this weapon. I want to drive this part as a series of events (the 4 seals) that need to happen in the same day. As the party breaks one seal the whole city guard will become aware and it would not make sense to let the party take any long rest. How can I plan for the encounters and encounter difficulty this way? There will be 3 seals + 1 final seal which represent 3 mini dungeons and a big boss battle at the end all spread out through Hestavar in a range of a day. Sorry for the long question and the best of luck with your new book launch!
Hallo Mike, I hope I am not to late for January. Did you test the new Notion AI feature for game prep? Or will you never use it in your process? happy prepping
Hi there! I signed up but I haven't used it yet. Just too much to do! I'm willing to let the AI bots help me prep, sure. For me it's not much different than using a random table.
Hey Mike. Do you have suggestions for places to find beta testers for a digital rpg tool? Many of the communities I'm aware of (such as various sub-reddits) forbid self-promotion, which seeking beta testers arguably is. Any thoughts?
I'm sorry, I really don't. Pulling people's attention to your new thing is just hard to do no matter what it is. I'd probably try to go to the bigger discord servers and see if you can find places willing to give you feedback but recognize that everyone's attention is pulled a lot of ways. It's a hard thing to get. Consider putting together some tightly produced YouTube videos that show off why this tool is so good and posting it to various social media sites or Reddit asking for feedback. Offer some sort of free version and get people to look at that so it's not promotion of a commercial tool. Something like that. Sorry, not a lot of help.
Just became a huge fan this week!! I'm somehow ended up with a HUGE D&D group? I'm a librarian and have been doing one-shots here for years, and I've dabbled with friends, but this is our first legit campaign. There are 9 total players are sincerely committed to weekly sessions, but there are 7 others who show up when they want to show up. How can I pace things in a way that's more fun for everyone? Is it just plain TOO much? Should they just be guest stars or... teleporters..? Any advice is appreciated!
Hi there! I just answered a similar question here: https://www.youtube.com/watch?t=1971s&v=QhpiJezR7VE&feature=youtu.be The short is, any more than six players is really going to be a problem. Better is to either schedule separate groups or find someone interested in DMing and split the group into two. It's not easy but running for nine really isn't going to work from my experiences.
Hey Mike. Listened to the recent podcast today. Your ideas for lair actions were so clever. The positions of advantage for the characters too. Will you include lists of these two ideas in your new book?
Yep! We have a bunch of examples in that chapter itself. I may expand it on my next pass.
Hey, anything interesting happen lately? Yikes, what a month. So, no question this month. I thank you for your speaking up on your public platforms in youtube, podcasts and articles. Its hard to believe, but now that 5e srd is in creative commons, the entire community now owns 5e! We own 5e! I’m not dreaming here…We own 5e!
Yeah, holy cow. I don't think the hobby can ever be the same. Maybe that's good, maybe not. Time will tell.
Thank you so much Mike for your fair and level-headed approach to the whole OGL debacle. (Question is after the next paragraph) I'm 48 and have been playing D&D since I was 12, starting with the basic box set. I switched with my friends to Pathfinder 1st edition when 4e edition came out, and then back to D&D when 5th edition was released. It is my favorite edition, and despite WOTC's recent mess, my friends and I don't plan on changing system. There may be a number of executives that make bad decisions for that company, but I'm not going to stop them from playing the game I enjoy (I own all the physical and digital 5e books [well... "unlocked" them]), but I will continue to encourage 3rd party products. I did take a look at Pathfinder 2 when it came out, but it didn't appeal to me the way 5e did... Still too 3.5-ish to my (our group's) taste. I'll continue to buy official 5e content -- there are a lot of good people that work on these products, and I'm supporting *them* if anything -- but I am glad 3rd party content creators got a good deal in the end. Question: DMing Curse of Strahd right now, with the PCs caught in the politics of Vallaki. Last session finished with an encounter that could have been a TPK. I played the adventure as written for the combat encounter (# of monsters, their CR...), but I knew it would be very powerful against a group of four level 4 PCs. I had Strahd's minions stop the combat and offer the PCs a way out instead. "Now you know the real power of the Lord of this Land. But He is merciful. Leave Vallaki and never return" or something to that effect... but it still felt forced. By this point, I see no reason why Strahd would have his minions spare the troublemakers. Why does he, in fact, let the PCs wander Barovia in search of the artifacts? I know the way the adventure offers another way out for the characters, but why doesn't he simply kill the party? Any idea besides "he likes to toy with them" ? (Feel free to shorten the question :P )
For me, Strahd was really interested in shaking up his fishbowl. Strahd's been stuck in Barovia for centuries watching things play out again and again. He wants chaos and he wants things to change and outsiders are the only thing to do that. If he thinks they're going to be killed before their time – before they're really able to shake things up to his satisfaction – I could definitely see him sparing them but he'd be "disappointed". Maybe they're not the excitement he was after but maybe, on a whim, he lets them live.
If you were to design an adventure inspired by the recent events surrounding the OGL, what would it look like?
Oh wow, I'd really rather not. Sorry! One of the worst things coming out of WOTC for this whole debacle was their constant D&D metaphors "we rolled a 1!" sorts of shit. When it comes to the hobby and the business, I think it's best separated from the content of the game itself. This whole thing completely killed my creativity for a month. That said, I'm trying to get my hands around this whole Fish Blade meme that came out of it.
Hello, with the D&D "exodus" 99% of the recommended systems are roll d20+some bonus, have you tried other types of systems like d100-based e.g Warhammer fantasy, and dice chain-based like Savage Worlds? Do you have an inside how the system's dice mechanics affects the game?
Hi Ernesto! I've tried a bunch of non-d20 systems including Fate and various Powered by the Apocalypse games. I've played Savage Worlds once and Fantasy AGE grabbed my attention too but I've not really played them in depth. I think there are a few ways that the types of dice can affect the system: 2d6 or Fate style dice have a very steep pyramid curve and often have some sort of "success at a cost" concept going. I think that's pretty cool compared to a d20's very flat very wide distribution. Dice pool games like Cortex are interesting too. They help players avoid focusing too much on numeric improvements because its really hard to know the odds when you're taking the top two best dice out of a handful of different dice. Beyond that I don't know that I have much insight to offer.
As my patronage is shortly coming into its 3rd year, I thank you for your continued inspiration and materials. I've found your one-page guides to be excellent and your recently released "Dungeons of Fate" one-page guide to be no exception. I'm considering introducing a group of teachers to TTRPGs in general and would like to use the "Dungeons of Fate" rules in a teacher's conference for this purpose. This is my request for permission to use the materials. Thank you in advance for your consideration regardless of the answer.
Thank you so much for your continued support all this time! I really appreciate it. I just changed the license of Dungeons of Fate to put it out as a Creative Commons Attribution 4.0 license. You're free to use it however you want, any way you want, including commercially, as long as you attribute the original material to Michael E. Shea at https://slyflourish.com Other than that, you can use it for anything and I hope you do! Neither you or anyone else need my permission to do so! I plan on expanding it a bit in the future but no big plans yet.
Hello Mike! I always struggle with roleplaying encounters in published content, because I'm afraid to overwrite the canon. When a player asks about something that isn't on the page in front of me, I'm afraid to make up an answer, because it might contradict other information that will come later. I know to read through the whole adventure before gametime, but I can't memorize every facet of a 200-page adventure. How do you deal with this?
It's hard but the best thing to do is not worry about it. You can always change the canon later too. It's good to have a handle on the direction a big published campaign is going to go but you're probably not going to screw up the bigger important parts with a small change early on. It's not the best answer but "don't worry about it" is really the way to go. Having your list of ten secrets and clues gives you a chance to fill in those questions with information you've put together ahead of time. If you have the time you can build those secrets and clues and verify that they're not breaking anything in the future.
Hey Mike, At our last session I navigated myself into a difficult position as a DM. The party arrived into a middle of a huge battle - two armies clashing against each other. I'm using some homebrew mechanics to handle the armies. But there are some some important NPCs on each side, plus the player characters. While I runned the session I had the feeling like playing chess against myself. There are the PCs turns, and the important NPCs turns, the NPCs sometimes attacking the PCs, sometimes the armies... No one complained after the session - at some point I just narrated some of the actions instead of rolling each possible outcomes to speed up the fight. But this felt like I'm cheating (which is not my intention). We finished the session at a big turning point in the middle of the battle - but the next session should continue and conclude this battle. So, how do you handle big battles with lot's of NPCs? I want to keep the random factor, I want to keep the chaotic feeling of being in the frontlines... but I don't want to spend endless minutes to keep rolling for each possibilites. Because I think these minutes could be potentially boring for the players - I want them to take the spotlight. Any advice? Also I don't want the next session to be just be an endless dicerolling - I don't want to turn this into a Warhammer 40k skirmish. Do you have any advice how should I inject more RP elements between rounds? How should I dish out secrets in the middle of a big battle? How should I create some short, interesting conversations between turns? Cheers, Jun
Hi Jun! I think falling back to narrating the bigger battle is definitely the way to go. I wrote about this more here: https://slyflourish.com/running_wars.html You can let the actions of the characters help dictate the sway of the battle but I'd say its always best to keep the spotlight on the characters and what they're doing as part of the bigger war than, as you say, rolling against yourself in front of the players.
Hi Mike, Do you have two or three favorite short 5E adventures you could recommend? By short, I mean roughly 2-6 sessions long. Love listening to the podcast and appreciate all the work you do! Josh
Certainly my own! Check out Fantastic Adventures and Fantastic Adventures Ruins of the Grendleroot. They're independent adventures but they can be hooked together into short campaigns. They also have a free previews so you can check them out. https://shop.slyflourish.com/products/fantastic-adventures https://shop.slyflourish.com/products/fantastic-adventures-ruins-of-the-grendleroot-pdf-map-pack
Hi Mike After our last session, my players started asking questions about the dungeon we just finished. They enjoyed the dungeon and wanted to know if they missed any important NPCs or treasure. How much would you reveal to your players in this situation? I feel like giving a behind the scenes summary of the dungeon could be fun for them to see that the world is full and fleshed out. On the other hand, I'm worried it breaks verisimilitude because the NPCs are not roleplayed or revealed organically and can feel like just pawns on a chess board. What are your thoughts?
I don't really have a hard rule to it. If they want to know, I'll probably tell them enough that doesn't spoil anything in the future. I wouldn't push it if they're not asking. It's a careful line on how much we pull back the curtain.
Aloha Mike! My players have a few side quests going on where the party has been temporarily split up. To be able to determine the outcome of these side quests my players and I are going to try to do text based adventure on a shared Google Doc. These side quests shouldn't take too long to do so I think it's doable and even potentially fun. We're resorting to this only because we can't really meet more than we already do. I believe this is similar to how people play RPGs on forums. Any tips or suggestions for playing this way. Thanks for your help and support!
Hi Arash! I've only briefly played any sort of asynchronous play by post game so I really don't have any good advice. You might post the question in the GM's Workshop channel of the Discord server. Someone there likely has some advice to offer!
Hi Mike, Not a question, but check this ChatGPT prompt I made using the LazyDM’s workbook. Copy/paste it into ChatGPT. If it stops, type “continue.” Here it is: Act as a Dungeon Master for a game of Dungeons & Dragons, and create a listing for a Session Outline using subject headings. Each subject heading might have instructions or examples in brackets {like this}; if there are examples, DO NOT USE THE EXAMPLES IN THE LISTINGS they are for example purposes only. Please fill in the details for each of the following subject headings: “Strong Start {Set the stage for the session and define where a game session starts getting as close to the action as possible - when in doubt, start with a fight}: Potential Scenes {Create a short list of 4 to 5 potential scenes that might unfold. Usually, it’s enough to come up with only a few words per scene to help the DM think about what might happen during the session. For example, ‘Investigate the armored caravan’, ‘Talk to the NPC about the book the monsters wanted’, ‘Talk to the archivist about the history of the estate’, ‘Find the creature who escaped from the battle’, ‘Follow the monsters’ trail back to their hideout’. DO NOT USE THESE EXAMPLES IN THE GENERATED LISTINGS}: Secrets and Clues {Make ten secrets and clues A secret or clue is a single sentence that encapsulates a piece of your game world, its history, or the current story. It’s a piece of information the characters can discover as they explore the world and interact with its inhabitants. But secrets and clues are never trivial. For example, ‘the archivist for the noble family, is a secret cultist’, ‘The monsters have taken over a ruined mountain fortress’, or ‘monsters haunt the old watchtower, which sits above tunnels connecting it to the lower levels of the city’. DO NOT USE THESE EXAMPLES IN THE GENERATED LISTINGS}: Fantastic Locations {Create eight or nine evocatively-named fantastic locations each with aspects of the location written after the name. For example, ‘The Hill of the Great Skull — Huge saber-toothed bestial skull bursting out of the ground; sharp bone shards thrust up out of the earth; circle of glyphs on the skull’s forehead’, ’The Bridge of Teeth — Narrow bridge of bone spanning a gorge; bones tied together with cracked and splitting leather and sinew; howling wind sounds like moaning’, ‘The Path of Screams — Icy path winding around sheer mountainous drop; faces frozen screaming in the icy walls; continuous small avalanches’. DO NOT USE THESE EXAMPLES IN THE GENERATED LISTINGS}: Important NPCs {Create a list the main NPCs who drive the session. That includes major points of contact for the player characters, primary quest givers, notable villains, and other NPCs critical to the story. Build out their appearance, mannerisms, and the ways in which they interact with other characters.}: Monsters {Create a list of the relevant monsters for the session. Ones that make sense for the story, situation, and location. Make sure to include the tactics of the monsters. Make sure to make the boss extra interesting.}: Treasure {create a list of magical items that are relevant to the adventure. Items that make sense for the story, situation, and locations}:” You must ALWAYS ask questions about the session BEFORE you answer so you can narrow down the type of adventure the questioner is seeking.
Ha! Interesting
First off, want to gush. I appreciate all that you’ve done for TTRPGs, and I consider your ‘Return of the Lazy DM’ to be the DMG 2 for 5E. I could go on, but I know you have questions to answer. Anyhoo, onto the question. I hope I clearly communicated it. I’ve been thinking about how system generic settings/campaign books could be done well before the OGL debacle, but now it is on everyone’s minds. I thought one way to do it would be to simply write qualitative/narrative descriptions for maps, NPCs, towns, enemies, and abilities. Obviously, some folks need stats in order to make such things useful. I was also thinking of assigning a challenge number scale of 1-10 on different aspects of a setting/campaign. 1 would be a weak challenge/monster, and 10 would be nearly impossible. So an easy area of a map (Frolicking forest) could be 2, while a foreboding fortress in the plane of shadowfell could be a 6. An NPC tavern owner could be a 1 when it comes to persuasion checks, but a king could be a 7. This sounds like the Numenara system you spoke about last year. I also imagine the 1-10 numbers can be converted to the “ladders” of other systems. For example, 5e has a set of DCs (10-30), and CRs for Monsters (1/4-25, think Paul Hughes Monster Manual on a card) that can probably convert from the 1-10. FATE and Worlds without Numbers also have set number spreads that can probably easily convert a 1-10 number to their own statistical spreads. I feel like this is such a smart idea, but, I don’t know why it hasn’t been implemented yet. My feeling is there is an obvious flaw, and that is why it hasn’t been implemented yet. Your thoughts? Are there better ways to make system neutral resources/settings? Is the idea of getting a base stat that can easily be converted between systems is a pipe dream?
I think that's a fine idea but I think you can also figure out which system you're generally aiming towards and use those DCs. I'd probably go with something more like a verbal scale such as "low", "medium", or "high" and then define those somewhere else (maybe in a PDF supplement) so that DMs know what they should be aiming for. I'm pondering something like this for the City of Arches but time will tell if I still just aim towards 5e and let people convert it as needed. I think having two different numerical scales (1 to 10 in your adventure compared to the 1 to 30 in D&D) could get confusing. A natural language scale might work better. I haven't tried it in an adventure yet, though, so I'm not sure how well it'll work.
Hi Mike, Just wondering if you have impressions about your Empire of the Ghoul campaign? I know Scarlet Citadel feels antagonistic towards the players, I was curious if this one did as well.
I'm enjoying it a lot. My campaign has definitely strayed from the adventure as they all do and there are things I've been fixing along the way but Empire of the Ghouls really shows off Midgard way more than any adventure path I've found. We're still on chapter 2 so its a slow burn, definitely, but I'm really enjoying it. I'll certainly do a video on it as I get further in or when I end it. Empire doesn't have the same sort of antagonistic flavor that Scarlet Citadel does. That's unique for that adventure and I think that's the intent.
Hey Mike! I’ve been DM'ing a lot of virtual one-shots recently where my PCs battle hordes of monsters. Each round is a new wave of creatures added to the initiative tracker. (PROBLEM) I’m implementing minions (group attacks) and rolling attacks/damage dice together to speed up combat, but it’s still taking a lot of time. I want each wave to feel fast paced and action packed, and I don’t want my players sitting around simply waiting for their turn while I roll dice. (MY SOLUTION) To speed up combat, I will create a table in Excel (and title it “Bite Pool” or “Flail Pool” for instance) and record dozens of dice rolls that I actually make with d20s. Then, during the game, when the Gnoll steps up to the Barbarian and uses their Flail attack, I just grab the first number I rolled on the table. To take this further, I’ll even add a second column that adds the attack modifier (+4) to the roll, so I know that the “8” that I rolled in my pool is actually “12” to hit. (QUESTION) I’ve found this is immensely helpful in speeding up combat, and it allows me to be more narrative if I see ahead of time that the attack is going to hit/miss… But I wonder – Is this cheating in same way? Am I robbing my players of something important I’m not seeing? Thanks for all you do!
Hi Joseph! There's no cheating on the DM side if you're focused on the fun of the game. I think your approach works very well. I've tried a lot of things when running big waves of monsters against characters. You can find options for it in the Lazy DM's Companion and here on Sly Flourish: https://slyflourish.com/running_hordes.html One trick I like is grouping up a bunch of monster attacks at once so you roll maybe two rolls per character. Let's say you have five skeletons attacking each character (+4 to hit, 5 damage), Instead you group the damage together (25) and split it among, say, two attacks. Each attack is for 12 damage. Ignore crits. It's a nice fast.
Good evening Mike, I'm planning an Eberron One-Shot and looking to establish the tone of the setting in a quick and effective manner. Do you have a method for introducing a new setting in session 0 or 1? Cheers, Josh
Hi Josh! I wrote all about session zeros here: https://slyflourish.com/running_session_zeros.html In particular, I think its important to focus on the five things that make this setting unique among settings. Eberron does this really well in Rising from the Last War. I highly recommend checking out the first few chapters of that book.
Hey Mike :) With everything going on with D&D at the moment I've lost my enthusiasm for the 5e adventure I was writing. I'm thinking I might rework it to be system-neutral, but haven't a clue how to go about writing a system-neutral adventure. Have you any advice on how to approach it?
That's a good question! One I'm pondering myself with the City of Arches. I think you can write a pretty agnostic adventure and still include things like the names of monsters and NPCs (which are often easy to convert from system to system). You can describe the difficulty of challenges and traps abstractly and offer guidance in another section of the adventure. The main thing is to avoid monster stat blocks, and specific 5e mechanics (I don't think you *have* to avoid these things but you will for a system agnostic adventure). Take a look at some Old School Essentials adventures and any other system agnostic adventures and see how they do it. I haven't yet done it myself so I'm not exactly sure how at this point but I think there's a lot we can do that doesn't violate WOTC copyrights and still offers an adventure compatible with 5e and other systems.
Hi Mike, I'm running a campaign where my players are now 8th level. I have an idea for a character related fun side quest/dungeon, but I feel that balancing it for level 8 characters wouldn't make sense for the story. Is keeping it at a low level balance a good idea, or should I be putting effort into making it balanced to their level?
If the quest and the situation call for lower power stuff, there's nothing wrong with that. You might find some other way to challenge 8th level characters such as moral dilemmas or external threats. It's hard to say without knowing what the situation is around the dungeon. You can also have mostly easy threats in the dungeon except for one really hard threat (like the demilich in Tomb of Horrors).
I'm looking to move away from D&D for the time being with everything going on ATM and was curious on your thoughts for some replacement systems. Which of these would work best for a longer campaign in a high fantasy setting? Staying away from a grid if possible. - 13th Age - Cypher/Numenera - Blades in the Dark - Shadow of the Demon Lord - Worlds Without Number - Warhammer Fantasy Roleplay 4e - Other suggestions you may have?
I haven't played a few on your list including Worlds Without Numbers which many people love. For me, I'd say 13th Age. It's fantastic. For a dark apocalyptic fantasy I'd say Shadow of the Demon Lord. Enjoy!
Hey Mike. I just started running a campaign in the Old Margeve from Kobold Press and want to tie it in with elements/adventures from Tales from the Shadows and Book of Ebon Tides. There is so much content between them but I think my main plot focus will be to have the threat of the Shadow Fey and the Dusk Queen be the main “antagonist” and slowly present a threat of an invasion from the shadow realm into Midgard. I had an idea to create some kind of “alliance” between the dusk queen and other powerful being from the shadow realm such as the empire of the ghouls who reside there. I also have 2 players who are playing fairy brothers whose father is a vassal of one of the fey lords, the River King. I have developed a backstory driven plot for them about their family which is inspired by dredgen yor and thorn from the game Destiny. Any tips for integrating the margeve and the shadow realm in Midgard and advice for developing a growing threat using adventures from the books I mentioned? Sorry for the rambling lol Thanks!
Joining up Tales of the Old Margreve and material from the Book of Ebon Tides should be pretty straight forward and I think you're on the right path! One thing about all of these books is that they themselves don't paint a clear picture and a single direction – you have to build the actual hooks yourself. For example, the adventures in Margreve really show up all over the forest instead of near each other so it's not clear how they'd get from one place to another. The gazetteer section of Tales of the Old Margreve is fascinating, though! As a Patron, you have access to my big random generator which builds monuments for both Midgard and Ebon Tides. You can find it here: https://slyflourish.com/random_generators/sf-random-generator.html It can help you build interesting monuments the characters might find in the woods or in the Shadow Realm. Good luck!!
Hi Mike, did you ever have players who were so opposed in their gaming tastes (such as character focus vs. combat focus or PHB only characters vs. more exotic ones) that you had to cancel or restart games because of that? What’s the best strategy here? My group and I hadn’t played for a long time and rushed into Session 1 without a Session 0, and now I don’t know the best way to move forward. Thanks in advance! Cheers, Axel 😊
Hi Axel! It may never be too late to do a session zero and help you and your players all get on the same page. I'm not sure it will work but you might let them know ahead of time that part of your next session will be a chance to talk together as players about the style of game, the focus of that game, and the sub-selection of rules you will use for that game. Even if it's mid-campaign you can still get some value out of re-baselining the players and yourself around a common goal and focus for the campaign. Hope that helps!
Hi Mike, A former boss of mine once told me that people go through three stages when they are facing a significant change: Stage 1 – Oh my God! (As in, “my world is falling apart!” Stage 2 – What’s in it for me? (Hm, what’s in these changes that I can use to my advantage?”) Stage 3 – Let’s talk (“I have adjusted to the new norm, let’s move forward.”) I don’t know about the rest of the D&D community, but I am at Stage 3. At this point, I would like to thank WotC. The changes and uncertainty of WotC’s OGL seemed to be the catalyst we needed to bring the rest of the community together. “The Time of the Orc has come.” Paizo has communicated about the ORC (Open RPG Content) License they will be producing, and putting into the control of a non-profit. Kobold Press has also so stated that their new core rules set will be based off of the ORC License. It feels like we are moving to a more community-based D&D system. My question is: Has Wizards lost control of what the gaming community will view as the TRUE core rules of modern D&D?
I really don't know how all of this is going to turn out. Like you, I was really happy to not only see third party publishers band together but also the rest of the community who loves their work. I think that was a wakeup call for WOTC who thought that everything about D&D was /theirs/. Their most recent changes to their plans I think show they've got some idea of the risk. I think 5e is going to become a system unto itself somewhat. I think there's a lot of 5e we can play without needing WOTC or their products. I still love WOTC's D&D and the core books and all of that but I'm getting closer to being able to play the whole thing with or without them. This is good. It means they have to work hard to get me to want their stuff over everything else. That said, WOTC still has the monopoly of D&D Beyond and that's a hard nut to crack for a lot of people. We're going to be working on this for a long time but the hobby is resilient. D&D is ours.
Hey Mike, I'm going to run my Session 0 for The Wild Beyond the Witchlight next week, and I'm planning to use your Dreadful Incursions idea. I've been making my way through your episodes about each chapter while I've been reading the book, and I haven't made my way through all of the episodes yet - apologies if you answered my question in a later episode. You mentioned that you worried your players would feel that resorting to combat (without incursions) was a failure in a campaign where nonviolence is always an option. Did you do anything in your session zero to make it clear that there might be these dreadful incursions where violence is the solution? If not, would you do anything differently if you were to do the session zero again - perhaps some warning or other that might mitigate some of the loss of the sense of whimsy you talk about throughout your episodes on the campaign? If you have any ideas I'd love to hear them! ------ Unrelated to the above - I posted a question a while back about running a one shot based on your Blackweald mimic. It was an absolute blast - quite literally, with several cartloads of construction explosives being the eventual solution to the Blackweald problem. Thanks for that and your great episodes/ideas for WbtW!
So glad you got to run the Blackweald! That's so awesome =) I did mention in my session zero that there are a lot of encounters for which combat doesn't have to be the answer and then there are some where they shouldn't feel bad and I'll be sure to telegraph a little bit which ones they're going to face. We talked all about the idea of dreadful incursions in our session zero so the players were all on board and understood what was going on. They definitely wanted the option for guilt-free combat.
I am interested in asking maybe a 2 part question, however it may have the same answer. For someone brand new to, or wanting to start playing some TTRPGs, as a player or a GM what games would you recommend as a starting point? For the new player I would recommend 'Ten Candles' and for the GM Mutant Zero by Free League. Your thoughts?
I think you can go really far with the D&D Starter sets with pregen characters. You can also try my Dungeons of Fate hack for something that's D&D like but a little easier to play. Fate is a great one because its pretty simple and focused on the story. http://s3.amazonaws.com/slyflourish_content/dungeons_of_fate.pdf
Hi Mike. I was curious after your review of your Numenera campaign and ran the numbers about the cost of applying effort and the resulting average damage and compared it to the average damage without using effort. And the result is in normal circumstances using effort is not worth it, if the only bad result is damage. So I plan to make a Cypher System campaign, where combat is something really rare. Do you know of a resource with lots of engaging and interesting non-combat encounters? P.S. If you'd like, I can translate my document into english and send it to you or upload it somewhere. Even when tripling the damage it is rarely worth it to use effort to defend yourself against an attack or trap.
Sounds really cool! There are a bunch of adventures for Numenera in their books "Explorer's Keys" and other books of short-run adventures. They're pretty great.
Hi Mike. It seems campaigns are often divided into either wilderness settings (monsters, survival, dungeons) or urban ones (guilds, politics, sewers), but that leaves out rural/countryside/pastoral settings, where the landscape is dominated by farmland, river valleys and villages: i.e. still civilisation, but outside the cities. How would you go about making a campaign setting with a distinctively rural feel?
Who wants to hang around a bunch of farmers all day? =D I kid, of course, but often rural living doesn't lend itself to high adventure. Now you could certainly have a somewhat rural settlement built atop ancient ruins to explore. There's nothing wrong with that. I think a lot of campaigns do this, actually. Phandelver and Redtower are example locations that aren't big cities but sit atop or near areas of high adventure. I always love the idea of NPCs just going about their day feeding the pigs while big dragons fly overhead at war.
Hey Mike. Given your history in analyzing and building around the 5E CR system and the emergence of the “Lazy RPG Talk Show”, what are your thoughts about putting forth a set of “monster converters” to other popular fantasy RPG systems? While I know others exist, I can think of no one better suited and more trusted to put out this kind of product. Thanks for being a pillar of our community!
I think the best and easiest solution is to reskin using the stat blocks from the new system. Try to find a stat block in the new system that best matches the monster you want to convert. So instead of trying to do a bunch of math and mechanical work, you just use a stat block from the current system. If the systems are similar at all, that's often all you need to do.
I have seen and heard you mention Fate Condensed in your e-mails and videos and I was wondering if you had experience with Fate Core or Fate Accelerated. If so, what sets Condensed apart from the other two? EDIT: I think you answered this with the "Ten Great RPGs that Aren't D&D" video today (1/18/2023)
Yep! I've run all three of them. I like Condensed because it feels almost as briefly written as Accelerated but has more up-to-date ideas from more recent Fate-based products. It's the Goldilocks of Fate games for me.
Hi Sly! My preferred in-person map is the classic Chessex wet erase mat because it has complete flexibility for me the DM, while still giving the players enough visual information to understand what's happening — especially in combat. However, one of my party is now permanently remote so we need a digital solution I use Owlbear now, but have felt constrained by needing to find the right map instead of drawing one up on the fly Do you know of any digital tools that approximate the flexibility of a wet erase board — namely, the ability to draw whatever you want, share with players and have some mechanism for moving tokens around? Or do I need to rip the bandaid off and go full mind-theatre in order to have the flexibility that I desire? Thanks for everything you do for the TTRPG community 🙏
Owlbear Rodeo has some nice default terrain maps. I think if you get used to drawing with the tools in Owlbear, it can come close to having the flexibility of a blank map. You can also write down feature names as note cards instead of drawing them out and just use the map for positioning representation instead of an accurate map. There's also something to be said for a really beautiful map and it's much easier to find them and set them up online than it typically is in physical play. But I'd start by spending some time getting used to the generic terrain maps in Owlbear. They can be plenty flexible.
Hi Mike, last month you shared Teos Abadia’s article with me, on why no other company would ever beat WotC as leader of the TTRPG industry. But what if it wasn’t one company, but a community of companies? I wonder if there is an opportunity for collaboration amongst third-party stakeholders. A few of the larger publishers are already planning to release their own rule sets. Roll20 and Fantasy Grounds will be threatened by WotC’s D&D Beyond VTT. Would it be possible for these groups to work together and publish a shared base rules set? A community System Reference Document? This may be a left-field idea, but I am curious to hear your thoughts. Cheers, Graham Dyer Alberta, Canada
Disregard this post - I think recent news has made it obsolete! Adding an updated post below.
Hail to my pal, Mike! Suprise: it's isn't a question, but i HAD to wrote it, so sorry for that :) I've been playing D&D since the early nineties and there have been some nasty affairs between roleplaying game publishers in Hungary (I know; small country, small problems, but from our point of view they were pretty rough) but I never felt so betrayed, even when they cancelled the print-ready Hungarian D&D edition for financial reasons (or rather greed/control mania). I admit, I was sceptical about your "remember, WotC is a billion dollars company, not a charity foundation" kind of statements before, but I saw you were right, so it wasn't totally unexpected. We didn't get to play over the holidays, but last week and this weekend we did, we finally got to sit down and play D&D. (We're about to get to the fourth chapter of the Avernus campaign, finally.) There was a little nervousness in me, in us, about how we were going to feel, and you know what it was? It felt damn good. :) Sitting there at the table with my friends, having fun, rolling dice, laughing big - it just felt damn RIGHT. Then I had a flash of a thought I've heard from you several times, but yesterday it seemed truer than ever: they don't own D&D, we do - the players. So, yeah... we have our dice, we have our books, but mostly we have the people we like to spend time with and have fun with. The things that really matter haven't changed a bit. And I LOVE that, a LOT! :D So, keep up the good work everyone, keep up and play D&D - or any other RPG, it doesn't matter, just play! My pal, Mike, you do what you've been doing; I'll be watching you like, I always have! ;) Sincerely yours, Gabor "Rex" Hegedus, from Hungary
Thanks so much, Rex! Indeed, it seems the best cure for this OGL horror show is to play more games with our friends.
You’ve highlighted a LOT of wonderful third-party content on the Talk Show; any favourite products or publishers you recommend we invest in? I have some extra spending money at the moment because of…ahem…reasons. Assume we’ve already bought all the Sly Flourish stuff. :)
Jumping in early before Friday but I'd definitely get in on that 13th Age Bundle of Holding: https://bundleofholding.com/presents/13Mega
A dungeon is in essence a way for the DM to limit choices of PC’s; Left, right or through the door. I have many years of experience and have noted that players will take their PC’s into any cave, cavern, crypt, castle, tunnel, dungeon or mine. But I have noticed on more than three occasions that players are less willing to enter restricted space without a ceiling. I recently set up a walled maze without a roof and my players tried everything to not enter. I played a game where we had to escort a wagon through a high walled canyon and some of the other players wasted nearly the whole session trying to avoid the walled canyon in the scenario. I once ran similar a walled canyon at a convention and it seems to me that players often try to avoid reduced choice features while outdoors, but recklessly head into any dungeon or tunnel where they are even more restricted. Is this something you have noticed and how do you fix it?
I think they're right to be scared of it. That open ceiling means nasty beasts from above can really throw it down on them. I think they're acting pretty smart. I don't know a great way to *make* them go in. There's a good logical question on "why" they have to go in through the most vulnerable part instead of walking around it or climbing up it. They just simply don't want to be ambushed. Putting something down *in* the canyon that they need to reach. A doorway or some other monument they must defend – that could be one way to go. Good luck!
Hey Mike! You're probably sick of the OGL questions by now, but I was just hoping for some clarification on one of your statements in your "Thoughts on the OGL 1.1" page regarding the Jan 13th update. You said that WotC's response "says nothing regarding their attempt to cancel the OGL 1.0a", but I interpreted them saying that "[c]ontent already released under 1.0a will also remain unaffected" to mean that they are planning to leave 1.0a alone for content that is already using it in perpetuity - I was just hoping you could elaborate on that a little. I really appreciate the work you do for the community - your Notion template (with a few additions to suit my own thought processes when I prep) have been a massive help!
That's a good point. I'll fix it. My point is they said nothing about how they're going to "deauthorize" a license they themselves couldn't be deauthorized.
Hey Mike, huge fan of everything you do! Your notion page and lazy DM books have literally saved my game, and let me do things I would not have been able to do before! My question is in regards to a creature from Kobold Press' TOB3, the venom drake. I loved the creature, although a couple of my players did not. The group is level 6, there are 5 PC's with 2 sidekick's (more or less from Tasha's, I count them as 1 pc for the lazy DM encounter threshold) and I threw 2 venom drakes at them. There is a cleric, but still only 6th level. The party was ambushed (this was an encounter plagued with bad rolls) and the barbarian failed his con save vs the venom. The players with issue felt the Drakes were unfair (they do not have greater restoration being level 6), possibly even broken, as the party couldn't fix the venom. I argue my encounter design was at fault. (no foreshadowing, laying a scroll of greater restoration somewhere prior, using them as "random encounters" instead of a story unto themselves, still hitting the barbarian a few times, when incapacitated) I did compensate mid encounter by dialing back hp, and at a certain point the 10 INT drakes felt the jig was up, tried to flee and were subsequently slaughtered. It didn't save the barb from bein incapacitated for 3 rounds during it (I don't remember why he kept getting hit but he did). What are your thoughts on the drakes and where I went wrong, if I did? Ps, sorry it's long, I tried!
Hi Benji! The venom drake poison can be cured with a greater restoration OR a long rest. Taking a rest is clearly the easier option. Two CR8s are going to be pretty tough, even at 6th level with five characters and two sidekicks. Without the sidekicks, the deadly encounter benchmark says they're in the red (16 CRs versus a lazy benchmark of 15). Their venom really is nasty, that's for sure. Some monsters are just really mean!!
Mr. Shea, another OGL question, but more curious about it from a 3PP and finance angle. I think one thing the OGL allowed is for new publishers the ability to tap into a large, established consumer base. If that base is fractured among several different systems, could that impact the 3PP market as there is no longer that base to tap into? For example, if MCDM didn’t have a 5e base to generate successful kickstarters, would they even be in a position to launch a new system? My worry is these new OGL restrictions coupled with several new possible systems would make it harder for new 3PP to flourish (pun intended). Thanks!
Oh yeah, its never good when the community fractures like this and many new publishers just getting their start won't have 5e to build off of first if this goes the way it's going. It's a horror show. Just so I'm being consistent, here are the two articles I wrote about the OGL: https://slyflourish.com/you_me_and_the_ogl.html https://mikeshea.net/thoughts_on_the_ogl_1_1.html
Are you planning on using the new ORC license that Paizo is funding after the OGL fiasco?
Hi Gustavo! I'm very happy to see their progress with the ORC license. It's too early to say what I'm going to do. I'll probably just not use any license at all and, if I want to release stuff, use Creative Commons. But I'm not saying no to anything at this point.
One of my players sold their Mirror Image to a Hag and I want to create a Monster out of it for them to fight. On a cursory search I didn't find any good examples of that in the published content, which surprised me. Do you have any Tips on creating Monsters from concepts in general and any ideas on Mirrors in fights in general?
Hi Mary! I think I might try to find any interesting monster, maybe from a third party monster book, and reskin it into a sort of mutated version of the character. So instead of it being a mirror fight, they're fighting a monstrous version of themselves. That way its a bit more of a surprise. It's also way easier on you than having to custom build a mirror stat block. Just a thought!
Hello! What's your advice for a DM who wants to introduce their players to a new game/system? How to introduce, convince, etc? In my case my players have only ever played 5e and are reluctant to put any time towards learning a new game, but there are several that I'd love to run for them. Thanks in advance for your reply!
This is a great question and one I plan to dig into further. I don't have a great answer for you right now but I hope to hit up other DMs and players and see what worked well.
Mike! Given all the OGL drama I am looking at other systems - a good exercise regardless - I was wondering if you had experiences/opinions on non-d20 systems. There's so many I'm trying to find some sort of general overview of some of the more common ones.
Hi Jonathan!! Hope you're doing well! I have a list of other RPGs, some D20 and some not, that I've played or heard really great things about. I listed them in my OGL thoughts article: https://slyflourish.com/you_me_and_the_ogl.html
Got a Lazy Approach to Running a Chase? Mike, what's your take on running a good old fashion chase, but not any old chase... a lazy approach. I need some mechanics and advice when that foe turns for the hills to get out of dodge. I imagine there are variables that could always complicate a chase scenario like bystanders, the environment, wandering dogs and an occasional tree branch, right? Thanks!
Hi Craig! I have a little bit about why chases are a troublesome quest model here: https://slyflourish.com/troublesome_quest_models.html I don't think you need any special mechanics for a chase but you could use something like a Blades in the Dark style progress clock: https://slyflourish.com/progress_clocks_in_dnd.html Basically, the characters have to find a way to catch up to their quarry before the quarry gets away. The DMG does offer some suggestions for a chase. Some of them are good, like the random complications. Others, like exhaustion, aren't great. Personally, I never find chases very rewarding.
Hello! I was curious if you’d tried Ars Magica. It looks like an interesting game. My group have been playing Curse of Strahd since 2021 and the end is slowing hoving into view. I’m quite keen to try a different system and have been looking at Ars Magica, Forbidden Lands, the Dark Eye, Call of Cthulhu amongst others. Cheers.
I'm afraid I have not. Sorry!
Hello Mike. I love the City of Arches! I was wondering if at some point you might consider adding an Arena. Perhaps the Arena of Fate. I know the one page in the secrets 2 has the fighting rules, but I would love a mini arena setting with perhaps combat training featers, or betting rules, and champion reward systems, ect. I know I could coble something together, but I would love to see your creative take on this. If not in The City Of Arches, than maby a few suggestions would be much appreciated! Thank you for your time, and all that you do!!
Good idea! There's an arena in the text and on the map but I didn't add anything specifically for it. You can certainly use arenas of fate there. I'll add more arena stuff to the list.
Hi Mike!, so are you in a "wait and see" on the OGL 1.1 fiasco, or are you in the "stripping the OGL" camp yet? OH! and If Kobold Press does come out with a suitable game license, are you going to migrate? I know you make predominantly DM tools and not so much GL dependent products, but I would still like your take on it as if you were more dependent.
Hi Roger! I wrote more about my feelings on the OGL here: https://slyflourish.com/you_me_and_the_ogl.html https://mikeshea.net/thoughts_on_the_ogl_1_1.html
Aloha Mike! I see a lot of energy for people to get Hasbro/WOTC/Dungeons and Dragons to reverse the (leaked) revocation of OGL 1.0; but, in your infinite wisdom as a fan, publisher, and industry insider, wouldn't it benefit the entire TTRPG community to have these changes in OGL 1.1 be a catalyst to promote and push other systems with flexible and accessible OGLs? I understand D&D has name recognition in the GenPop, but what are ways that we, fans of the TTRPG space, can help ensure the creators, artists, game designers, and writers who depend on system OGLs for a living do not need to rely on a monolithic brand that is beholden to shareholders? It's 2023 and marketing, publishing, and dissemination are much more democratized and accessible now to creators than in the oughts but what do you see as barriers to entry? (I'm encouraged to hear things like Blades in the Dark being adapted to television; as consumers, how can we help ensure more of this happens?) I always appreciate your thoughts and perspective; thank you for doing all you do to inspire, inform and educate us DM/GMs/Keepers! Aloha!
I am going to pile onto Tatum's question, as they have put it much more eloquently than I could. In reply to my question from last month, you commented on an expected schism in the D&D community. With both MCDM and cobalt press indicating that they will be releasing their own RPG rules systems this year, it looks like that chism is developing. To add on to Tatum's comments, it feels like we may be moving to a more community friendly collection of game mechanics. What are your thoughts on this?
Hey there, DM here: we are having the last couple of sessions of our 2 year campaign, with an upcoming fight against the bbegs of course and some revelations and last things to do. I notice that I'm re-designing monsters and possible endings again and again to make sure I can think of everything that might happen, which is of course exhausting. How would do you handle the stress/anxiety to really finish everything in a satisfying way?
Hi Tutenclown! Here's a couple of articles that might help: https://slyflourish.com/ending_campaigns.html https://slyflourish.com/improving_boss_fights.html Like any part of D&D prep, its important to ask where your prep can go to facilitate the session itself. Tuning the mechanics of the boss might help to a point but there are probably other things you might spend your time on. Here are some ideas: - What might the characters discover in the battle? - What interesting environmental effects or features might come into play. How do they work in the world? - What elements can you add to the battle so the characters can show off their best stuff? Those are some ideas to consider.
I asked this on the Discord, but to maximize visibility I'm also asking here: is there a list of OGL titles on DriveThru that everyone should get before they go offline this Friday the 13th? I'm poring over the OGL listings there and there's so much content that I don't want to miss out on something really good before it is too late. Would you be able to put out such a list before Friday or it too short-notice?
Jumping in early to answer this one. I see no indication that products are going to disappear unless the producers themselves pull them down. My understanding is that WOTC intends to deauthorize the OGL 1.0a for future products but doesn’t expect to try to kill existing products. That would be an even bigger nightmare than they’re already facing. Of course, I could be wrong.
For my next campaign I plan to run "Dragons on Stormwreck Isle" and use "Stars Over Stormwreck" to transition into "Light of Xaryxis". My question is how to incorporate character backstories into adventures with such remote locations. Usually I ask the players for a list of NPCs and factions they might be affiliated with, but in the case of Spelljammer adventures, I can't imagine many plausible situations in which these NPCs or factions would come into play. Can you offer some other ideas shaping the adventure around the characters?
Hi Victor! Yeah, there's not a great way. Light of Xaryxix makes it really hard to have any sort of connection. You might, for fun, have old NPCs of the characters just randomly show up in space. That could be fun. But really, the best advice I have is in Stars Over Stormwreck.
Hi Mike! Do you have any advice from one consumer of D&D to another, on how to navigate this OGL nonsense. I own hardback copies of most all of 5e and play it exclusively. I really hate what the leaks are showing and don’t really want to support the evil overlord that is Hasbro. Should I even be worried or feel bad about using what I already own?
I wouldn't feel bad about what we own and the games we run. Whether we keep supporting WOTC during these times is something we each have to ask and answer. I wrote more about all of this here: https://slyflourish.com/you_me_and_the_ogl.html https://mikeshea.net/thoughts_on_the_ogl_1_1.html
Happy New Year Mike! After diving in to two long and complex campaigns as a new DM, I've learned a lot and now look back on my growth as a Dungeon Master. I find myself with a new desire to go 'Back to Basics' and refine the skills that I have picked up over these big and wild campaigns. Do you ever have impulses like this, and how do you like to approach working on your DM craft?
Yes! I love trying to forget all of the craziness and deep thought we put into D&D and just get back to what a D&D game really means – having fun with our friends around a table. Nothing else really matters. I wrote a little about this here: https://slyflourish.com/minimum_viable_dnd_game.html https://slyflourish.com/your_most_important_game.html Hope that helps!
Good morning Mike! I'm taking a play from your book and trying to have a regularly scheduled game, where we play no matter what PCs are available. Do you have any suggestions for what to do with PCs that are not in attendance for a given session? How do you handle that for your games?
HI Jamey! I have an article that hopefully helps with this question! https://slyflourish.com/handling_missing_players.html
Hi Mike Big fan! My question is this...what is the best way to deal with players making "interesting" decisions that conflict with their character's alignment? For an example a player with a Lawful Good alignment decides to stab someone they are interrogating. I don't want to take agency away from the characters but I do feel a check is necessary. Thanks
Hi Clym! I tend not to worry about character alignment. I let the players decide how their characters act and what repercussions that has in the world. I think it can be interesting to watch a characters' view of the world change. That said, I definitely set some baseline expectations on how the characters should behave in the framework of the campaign. In my own campaigns, for example, I steer away from any sort of character-initiated torture or murder, any sort of PVP activities unless both sides are good with it, and the like. I set baseline behaviors I want for the story I want to see unfold. Other than that, I let the players decide how their characters act and how the world reacts to that.
Regarding social encounters in mega dungeons: I'm running a rather large 3rd party dungeon that I dropped into my campaign. It's been fun; My players enjoy the exploration aspect with puzzles and traps (which I struggle to create on my own). Naturally there’s lots of combat encounters. But they typically take multiple sessions to finish, which is a long time to go without the social pillar. I've inserted NPCs here and there to help with this, I’m interested to hear your thoughts on how to spice things up in that department (for example what can I do when the party is three floors under an ancient pyramid).
Hi Ryan! I have an article that talks a little about this: https://slyflourish.com/including_pillars_anywhere.html Big dungeon explorations really require thinking about those other upward beats. How do you give them *good* things to find? Interesting people to meet? Things to discover? That takes some extra work whenever the characters are deep in a dungeon.
O, dang, Mike. Sorry to hear you started the new year with COVID. Hope you're feeling better soon. And good luck to us all with the uncertainties WotC has gifted us. Game on!
Thank you! Good luck to us all.
Have the show times changed? Am I missing something?
Hi Spencer. I've been out sick the last couple of weeks so there hasn't been a show. Sorry!
How do you handle conflicting wishes at the table? Mostly my players agree on the next steps but every other game they start arguing in and out of character for a multitude of reasons. I thought about "Orcs attack" out of the blue... but that just postpones the discussion. I also do not want to railroad them. Yesterday the final decision was made bye "me" when they asked what encounter I had fleshed out the most.
Hi Michael! I have an article and a couple of videos on this topic that might help: https://slyflourish.com/facilitating_choices.html https://www.youtube.com/watch?v=LGzfuxhcpQE https://www.youtube.com/watch?v=ezfC3IHioQo
Do you have any spells you recommend home brewing changes to or have played with homebrewed changes? That might be spells like Jump that are considered underwhelming or spells like Shield that some consider op.
I'd definitely come to some sort of agreement about the "conjure animals" and "conjure woodland beings" spells. A single character suddenly getting nine turns in a round can really bog the game down. Finding a way to turn that big summon into "wolfball" where a bunch of enemies take damage and maybe get knocked prone isn't bad. Or just use the new Tasha variants which are much better. I really hate Heroes Feasts' ability to get rid of all poison damage. I'd tune that down to "resistance" instead.
Happy new year! I'm setting up a level 10-20 D&D story for my home group which will use the Kobold Press Dragon Empire and the Magdar Kingdom conflict. I anticipate war will be a strong theme. Other than Red Hand of Doom, what other adventures should I consider reviewing for plot inspiration?
The new Dragonlance adventure has some good ideas for war. I'd also recommend checking out War-Themed campaigns on page 41 of the Lazy DM's Companion. I think the best way to handle big wars is to keep the spotlight on the characters and show how the war changes based on their activities and results.
Hey Mike, happy new year, mate! Any suggestions for Lazy One Shots? My regular campaign had a week off so I prepped a one-shot D&D adventure from Radiant Citadel and boy, did that end up being a lot of work. A one shot is so different; there is no momentum and I often have 3-4 hours to get to a conclusion. I've run one shots in other systems, like Feng Shui, and they are awesome experiences. How can I capture that in 5e?
I've definitely run some really fun D&D 5e one-shot adventures. Of course, I'd recommend my own. You have access to a whole bunch of one-shot adventures in your Patreon rewards page: https://www.patreon.com/posts/exclusive-for-34953933 The City of Arches has some short low-level adventures you can try. Here's a link that might help as well: https://slyflourish.com/tips_for_running_oneshot_games.html Good luck!
Hey Mike, no question--just a hello to say I've been thinking of your great work (both the Lazy DM stuff + everything you do to highlight really good 3p 5e products) with this whole OGL nonsense. I've been a fan for a couple years and a patron for about one. I've loved watching your Numenera videos and am now watching your stuff on Blades in the Dark as I prep to try that out with my Sunday group. Who knows where we go from here, but as you always say our own tables are the only ones that really matter.
Thanks so much! I wrote a couple of articles including one coming out on Monday on my thoughts on the whole OGL fiasco. It's just awful. I don't know where it's going to lead but here are my thoughts right now: https://slyflourish.com/you_me_and_the_ogl.html https://mikeshea.net/thoughts_on_the_ogl_1_1.html
What drains your energy at the table? Could be D&D mechanic or it could be player behaviour. For me it's when players interrupt each other or try and make every sentence a funny punchline. Also kinda when a player intentionally give their characters a disadvantage like being blind or not being able to speak. It's fun for a session or 2 but gets old and annoying very quickly.
Interruptions to the flow of the story. Maybe it's Counterspell. Maybe it's shield. Any sort of mechanical optimization just doesn't fit with the style of play I enjoy. It breaks me out of story-thinking and into game-thinking which I just don't dig. 4e really broke me when it comes to stuff like this. I even saw bits of it in Numenera with "Player Intrusions".
Another one, since I asked a question answered in Return of the Lazy DM (and now I'm just seeing the response): is there a tradeoff between the "plot-based" style where the DM has some idea of what's going to happen + character backstories can be a main driver of the drama, vs a "location-based" style where the players encounter a very open situation optimized for perpetrating shenanigans?
Q inspired by questing beast https://www.youtube.com/watch?v=2RBUR_gzsm0
Happy New Year Mike! <br> After listening to your December 26th episode, I jumped into the show notes and found a link to your article called “The Lazy Encounter Benchmark”. I have heard you discuss this method to determine encounter deadliness many times before. I am a HUGE fan of this approach, and I use it all the time. This article is a great reference. My question is this. Toward the end of the article under Benchmark Assumptions, you state, “it assumes you don’t have more than one legendary monster in a battle” and “it assumes you’re using more than one monster in a battle.” I think I understand the reason considering legendary actions, action economy and such. That said, what are your thoughts on adjusting the math for these types of encounters? Is it possible? If so, how?<br> FYI. Choosing monsters based on the story and not an encounter is something that needs to be sung from the rooftops.<br><br> -Colin
As far as a single monster is concerned, I think Paul Hughes has the best idea which is that a single monster may be deadly if its CR is more than 50% greater than the average character level. A CR 16 monger might be dangerous to a group of 10th level characters. That might end up getting weaker the higher level the characters go. I wouldn't be surprised if it was more like 2x the character's average level above 11th level or so. As far as running multiple legendary creatures together; it's hard to do just because of managing all the legendary actions. You can, instead, just pack the legendary actions into the creature's main actions so you don't forget them. You don't want to dump the legendary actions all together because they're wired into the monster's challenge rating. You could, maybe, double the damage a monster does with its main actions and then skip legendary actions. You'll want to look at the monster and see how that plays out.
Happy New Year Mike! You have had several discussions now regarding encounter benchmarks, CR and designing memorable encounters. An issue that is often brought up is the imbalance in action economies between the party and monsters (especially in "boss" encounters), which can result in combats feeling very swingy as the monster unleashes a barrage of attacks on their turn before the party burst it down in one go during the sequence of theirs. I'm generally not keen on the reliance of monsters on multiple hits, generally splitting them between the last characters to deal damage to the monster (or those in range). I wonder if you have considered allowing certain monsters (without minions) to have multiple turns within the same combat round to balance the action economy out a bit and spread attacks and damage out throughout the round? To your mind would this require massive rebalancing? Or would this allow higher CR creatures to live up to their level a bit more, without the need to up their HP or damage?
What you describe is very similar to legendary actions, which is something you can add to any monster if you want. An easy way to do it is to let creatures make extra attacks between turns. Let the players know they're facing a legendary monster so they're familiar with the mechanics. Maybe the monster makes one, two, or three extra attacks in between other characters' turns. You'll have to see how many attacks makes sense and how many is just *too* many. Another thing you can do is give a creature some type of aura. Look at fire shield or spiritual guardians as examples. These sorts of effects scale up with the number of characters because each character has to deal with it. Big auras are an easy way to balance the action economy (or at least the damage economy) in a way the characters and players can understand. As far as balance is concerned, you only need to worry about it as far as it works for your own group of characters. Turn those dials!
Anxiety over creating your own content: I've been meaning to create my own one shot adventures. I have tons of inspirational material, both official and unofficial, but whenever I actually put something to paper I just think that my efforts can't be as good as what is already out there in terms of published adventures. How do you cross that line to actually finish creating something and have enough confidence to bring that to the table? I don't have any trouble running published adventures or campaigns.
Hi Nisho! I like to think of it the way Ed Wood thought of it. It was ok to suck. Check out the Ed Wood movie. It might be inspirational. Recently I started the Dungeon23 project where one writes out one room of a mega-dungeon each day. It was a daunting decision to get started but I gave myself the following rules: - I can quit whenever I want and jump back in wherever I want if I want. - I can totally fail at it and that's fine. - I have full authority to suck at it. This sort of set up a bottom floor for me. It meant I couldn't really fail as long as I had those rules in place. It was all up from there. I think, for bigger projects, the big question I ask is "how is this helping someone? What is this doing that nothing else out there has done?" Whether it's a super-light-weight one-on-one adventure or a way to play D&D solo or just a fun easy to prep adventure, I try to think about what angle it takes. Getting past the desire for perfection is tough, though. I say just do it.
Hello! I'm in the middle of running a campaign and have been feasting on your Eberron prep series; shamelessly stealing ideas (a self-aware crazy war train with a chaos engine? Hell yea.) Anyways, around episode 35(I think) you mentioned a potential Achilles heel in the Lazy Dungeon Master system: Keeping track of all the plot threads that you end up creating during the development of an extended campaign. I believe you were referencing how you had a great NPC that was essentially taken out of the game because of a mix-up of two magic items - you had messed up and thought it worked like another. That was about 2 years ago so I was curious if you have any evolutions, ideas, or guidelines that someone could use with the Lazy Dungeon Master rules to more effectively track the hundreds of plot threads that end up created towards the end of a campaign. Thank you and happy New year.
Oof! That was so long ago I'm afraid I don't really remember. If you have a link to the video it might jog my memory. These days I keep track of NPCs and factions in Notion and I think it can work well to put the hooks in there and review the NPCs to remember them later. Yeah, my style really focuses so much on the next game that sometimes it loses track of long-term threads. I tend to fall back to the Stephen King idea that "if it was really important, it'll come back". I do think its ok to lose threads sometimes. If a player wants them, they'll remind you, particularly if you ask them.
Happy new year! Last year you played Blades and Numenera, do you have plans for playing another system this year? if so which ones?
Hi Dr. Fugue! Right now I'm thinking about trying the new 13th Age playtest and I'd love to see the new Shadow of the Weird Wizard by Robert Schwalb if I can get into the playtest of that. I've played both variants of both games before and loved them – as did my players. As much as I love the Cypher system, my players really didn't dig it as much as I did, which makes me sad but it's just the reality of the situation. Some systems just don't gel with all players.
Combat encounter length: It depends, of course, but do you or your players have a base expectation of how many rounds feels too few or too many for a main story-related fight? You often talk about buffing hit points on monsters and villains, is that because you expect them to last a minimum number of rounds? Thanks Mike! - Hayley
Roughly three. You can certainly have fewer or more than three but three is probably the expected target. Big battles with waves of combatants can take significantly more. Battles against easier foes or fewer foes can take significantly fewer. I wouldn't worry too much about the number of rounds. It's the pacing and the feeling of the battle that I'd worry about. Is it dragging on? Are people getting bored? Are *you* getting bored? I worry about that more than I worry about the number of rounds. Great question!
I am looking to create a BBEG based off an existing PC character sheet. Is there a suggested process to do so? Or should one start with a monster stat block and update that instead?
Hi Andrew! I'd definitely go with the latter. First, start with a stat block, even a third party one, that fits as close as possible to your intent for the BBEG. Second, reskin some of its abilities to fit the theme of the BBEG, third, modify the mechanics as needed. A lot of work went into the design of monster stat blocks that you can't easily replicate and, frankly, your players aren't going to know.
A most basic 5e question: can skills be trained? because I'm seeing a mention of proficiencies in the manual but no reference yet to skill level.
HI Gustavo! There's really only proficiency in a skill although some classes, and I think feats maybe, have ways to become an expert in a skill and boost it even higher. I think the dungeon master's guide has optional rules for training to level up but that's not exactly the same thing. Sorry I don't have a better answer!
Dear Mike, my group is entering a vast and dense forest to find one specific location. I was planning on creating a mega dungeon-style forest with three fractions living in there. Your tips on mega-dungeons were very helpful, especially the adventure recommendations (DotMM and Scarlet Citadel). Can you recommend some media that goes in the direction of a forest mega dungeon?
Hi Jasmine! I'd definitely take a look at Tales of the Old Margreve by Kobold Press. The sourcebook section has some awesome ideas for running old and creepy forests.
Since you recently shared your product of 2022, the Monstrous Menagerie by Level Up 5e and also recently highlighted your vampires of the Flee Mortals monster book by MCDM, I was wondering which book you would recommend if I were to get one as a replacement for the monster manual. Both seem really interesting but I would probably only get one. Do you have a recommendation? Thanks!
Hi Andreas! Right now I'd get the Monstrous Menagerie unless you're completely on board with Matt Coleville's style in Flee, Mortals. The Menagerie more closely follows the general 5e style and it's already out. I already know it's excellent!
Hi Mike I’m about to start running Empire of the Ghouls. In the book, when looking for treasure, they often write things like “rose quartz ring worth 15 gp”, “silver hand mirror worth 50 gp”, and “bright red garnet worth 100 gp”. What do you do? Does the party have to return to a merchant and sell their loot or do they just get the money, not needing to play out the transaction every time? And what do I do when the party gets extremely wealthy, and the adventure doesn’t give them anywhere to unload their wealth? Invent a castle for them to buy? - Jeppe
I just wing it. I tell them the stuff they got but unless it really matters to the fun of the game, I just assume they'll liquidate it when they hit the next town. I think if my players wanted to spend more time selling the weird stuff, they could let me know. Some players do see something like "gemstone reading glasses" and say "shit yeah, I'm wearing those". I definitely lean in on that.
I'm starting up a campaign in the Brancalonia setting (Spaghetti Fantasy in fantasy, medieval Italy) and I've found that the plot of a lot of disney movies (beauty and the beast, hunchback, the movie with the mermaid chick, etc) fit really well with the themes and overall feel of the setting. How would you reskin a plotline so it's not too obvious to the players what you're stealing from? Hope you had a great christmas and a happy new year! - Colin
Hi Colin! I don't think you have to hide the plot line too much. Remember that study where very few people knew what song you were tapping out with your finger even if you thought they'd surely get it. You can obfuscate by changing up the NPCs involved. Change their genders, change their species, change the Macguffins, etc. I don't think you have to work too hard, though. Some players might "get it" but even that can be fun.
Hey Mike, as I accumulate more awesome TTRPG content, I am faced with the struggle of keeping track of them all. Do you have any suggestions or tips for how to keep track of such a rapidly growing collection of pdfs/files? Thanks!
Hi Joe! I answered a similar question to this here: https://www.youtube.com/watch?v=k2kVG2w73Z8&list=PLb39x-29puaoZke5BVk7fjyyyjWXcxCu1&index=8&t=2129s I really like the idea of "RPG stuff/system/publisher/" to organize things but there are other ways too. Hope that helps!
Hi Mike. I want to run more dynamic combat encounters, and I think the problem stems from a lack of interesting environments or “battle arenas.” I try to get lair actions and things to change up the surroundings, but having trouble developing a “process” to address the combat environment during prep. How do you approach making a more engaging and dynamic combat space? Thanks, and I hope you’re recovering well from Covid
Thanks Lukas! I'm doing ok, thanks! Back when I spent more time on building out combat arenas for my D&D games, I had a process like this. You can see it in my Dungeon Master Tips book I wrote back in 2011: https://slyflourish.com/dm_tips_ebook.html#11 I recently saw a great reddit post about "keeping characters moving" as a key to building a good environment: https://www.reddit.com/r/DMAcademy/comments/zpqsjg/want_to_make_combat_interesting_just_force_the/ I think when you're thinking about an environment, it can help to think of the following: - What does the area look like? What's the layout? - What strange environmental effect is going on? This might be zone-wide. - What obstacles or traps or hazards might be in the way? - What advantageous positions are there? What goals might the characters have to get them moving? - What elements can the character use to their advantage? Can they drop a big statue on the bad guy? It's important to project all this sort of thing so the players know they can do cool stuff. Hope that helps!
Hi Mike. How are you doing?
Well, I've been better! I got covid last week and have recovered but it's had some side effects I'm not fond of – either covid or the drugs I was on. And now we have this whole OGL fiasco which stresses me and the rest of the third party community out. It's really hard to stay positive and keep creating things when you feel like a bit wave is about to crash in and change the entire industry. It's not a great time for third party publishers right now. I think, mostly, the stuff I make is safe, but who can really say. It's really taxing. The game will survive. Our love of RPGs will survive. But it's a really weird time. So... yeah....
Several of the classic adventures ( Keep on the Borderlands, Isle of Dread, et. al.) seem like they might be good fit for Lazy DM-style spiral campaign development. If you were going to start a new campaign using one of those adventures, how would you handle that?
I've run both and I think they're great. A lot of old-school adventures like those were heavy on locations but light on story. So I'd probably try to make sure there's some overarching theme or goal the characters can grab onto. I think I did that for both of those adventures when I ran them.
Depth crawls (e.g., Emmy Allen's "Stygian Library"), seem like a fun way to create entropic and dynamic point crawls. The Alexandrian has done two excellent posts discussing the mechanics. For my dungeon23, I am building a location, description, treasure, event, and encounter table for each floor/region (one region a month). I aim to use depth crawl procedures to present the illusion that the dungeon floors are large in scale and scope. I also suspect it will be useful for running low-prep open-table games. What are your thoughts on the depth drawl procedure and generating content for it?
I haven't really dug into depthcrawls. I've read through Justin Alexander's posts on the issue but I'm still getting my head around it. It feels like a mashup of random tables to inspire adventures which, of course, I agree with. The hard part is finding the right balance of random elements and our own ideas to build what feels like a living world. I'll have to dig in more.
Hi Mike, ever try to foster a strong start by skipping forward to the drama and letting the players figure out what happened since they last played? Did it work? is there something you did to make it work? My players just stepped through the mirror in the Witchlight Carnival. They have no idea what's on the other side, so that was a cool ending to the session. But what actually is directly on the other side is exposition: you're on top of a pillar, in a swamp, and you see a balloon, then you have no problem getting down especially if you're the fairy, then the DM literally does a song and dance, then he probably explains some feywild rules, and THEN you make your first important decision. Instead of blah blahing at the players, I'd like to skip into the conflict with Jebbek (in my case there is an unconscious new PC on the snail's back) and drip feed impressionistic Hither details as he explains the rule of ownership and demands the PCs memory. This way the players are piecing together the situation on their own during a tense moment. Is it a bad idea, and if not, tips on making this work?
I think that can be a fine way to go. Knowing the right pacing for you and your group is critical. I don't have any specific instances or tips for doing this but I think you should be free to play with how your scenes roll together to match the pacing you want for the game. I think it's a great idea.
Hi Mike! Love your practical approach and great advice. Adapting or lifting parts from old published content seems a natural part of the lazy DM way, and many folks have offered suggestions for updating to 5e or even procedures for improving them mechanically—like Justin Alexander’s three clue rule. Do you have any suggestions for updating old content to improve representation and a broader, more diverse world view? Do we make the mayor a they/them, change the identity of the damsel in distress, or give the kobold tribe a more complex motivation? A set of things to consider when updating old sourcebooks and adventures would be awesome!
Hi Will! Great question! First, as an old cis white dude, I'm likely not the best person to ask or the best source to get advice. There are definitely people in the RPG community who spend a lot of their time and energy ensuring games are more diverse. Ajit George, the lead designer of Radiant Citadel, for example, but there are many others. I'd probably take a look at Radiant Citadel and see how they've done it. Radiant Citadel is a book built to show diversity and representation in D&D worlds and from what I hear it does an outstanding job. As far as some rules of thumb: Avoid codifying an entire species around an attitude – all goblins are little thieves, all orcs are bloodthirsty killers. Instead turn these stereotypes on their head. Have an orc paladin protecting the village. Have a goblin who runs the bar whose absolutely charming. It's ok to have bad guy goblins and orcs but *why* matters. Goblins of Maglubiat? They're dicks. Orcs of Gruumch? What out for those jerks. But the orcs of Torm? They're good folk. As far as other representation, sprinkle it in. Switch gender on NPCs after you've already built them out. The head of the thieves guild is just like Al Swearengen but a woman. Add gay couples to your games. It doesn't have to be overt but you might mention the two men, spouses, who run the local tavern – Mike & Mike's or whatever. If you want, you can use some random rolls to determine things like this during prep but its easiest to just switch the genders as well. Good question!
Happy New Year! Apologies if you've answered this previously but I love and utilize your suggestion of dropping single-use magic items - typically in the form of "{trinket} that casts {spell} when {how to use}". However, there's some friction with coming up with how the characters know, for example, that the snowglobe they found casts Tiny Hut when they smash it in the ground. When I handwave and outright tell them what it is, it feels like it cheapens the discovery a bit - "how does my character know that?". Whereas, if I just say it's a snowglobe, the players never give it a second look and miss out on some cool stuff. Any suggestions?
I do like to just tell them what a one-use magic item does. You might have it project a vision of what it does when they spend some time with it. You might require that they identify it the same way as any other magic item. You can have them roll an arcana check. I think there are ways to make it clear to a character that the thing they're holding is special. Glyphs around the outer edge. A glow. A lack of any sort of decay even though its piled around with 100 years of old stuff. Think of them the same way you'd think of a potion or scroll. Characters can figure those things out without a lot of work. The same can go for trinkets.
Hi Mike! My players are part of an adventuring guild and they have recently arrived in a new city, which will be their “home base” for the foreseeable future. The players have expressed an interest in starting some sort of business enterprise. What are some challenges or hurdles I can place it front of them to make the acquisition of a business or start up make it feel like an epic adventure to add a fun element to this business venture. Thanks and keep up the great content!
Different Mike, but I can recommend 'On Downtime and Demesnes', a book for downtime activities and how to run them. Starting a business is definitely in there. It's full of procedures, events and hurdles to spice up anything your players intrinsically want to do.
Happy new year! You've created so many cool locations and adventures. (And it's been fun, on Patreon, to see City of Arches grow!) How do you get your creativity flowing? Do you have any tips for DMs working on creating new worlds or adventures, or aspiring adventure writers, about how to generate new ideas, and how to filter them? (Which ones to invest in more, and which to discard?)
Hi Laura! Thanks so much for the complements! Yes, the whole topic of creativity comes up often. Here are three articles I've written on the topic that I think best articulate my thoughts: https://slyflourish.com/getting_ideas_for_dd.html https://slyflourish.com/creative_mind_exercises.html https://slyflourish.com/randomness_creativity_and_dnd.html Section 3 of Return of the Lazy Dungeon Master is also packed with ideas to help get one's creative mind flowing. Hope that helps!
My players are about to enter a city run by a council of 5 guildmasters who can all become patrons or rivals for this next leg of our campaign. The party is in a hurry to seek the aid of the city so they are most likely barging into a council meeting. How do I manage introducing 5 key NPCs and their conflicts all at once without both overloading the players and having a 5-way conversation with myself?
Hi Mike! First, I'd consider using artwork or face cards or some way to visually represent the NPCs. Second, I might not introduce them all at once. You might show all of them but only have one or two talking to the characters and then have the others introduce themselves a little more slowly in scenes to come. You might want to make it clear to the players (or just tell them) that they shouldn't latch onto the first councilmember they like. Instead, let them know that they want to likely meet them all before they make a choice. But most of all, I'd use visuals and I'd spread it out.
Hi Mike, thanks for the podcast version of all your material! It’s very useful to me. I’m about to start a new Wild Beyond the Witchlight campaign with up to 7 players. 😳 The adventure doesn’t list how many players are expected, but I’m pretty sure it’s less than that. 😉 Do you have any advice on adjusting the adventure material for that many players, beyond your usual monster dials?
Honestly. there's no great way to handle seven players. For me, six is the limit. I've run games with seven but never for long. One thing you can do is make it clear that you're running the game even if there are fewer players. With seven players, its likely *someone* can't make it. That can actually help you when you have as many players as this. Other than that, I don't think there's any specific ways to adjust the adventure to help with seven players. As you say, for combat, the dials can help but every battle is going to take a long time with seven players. I wish I had better news!
I’m going to run Wild Beyond The Witchlight for two very new players, with a DMPC to round out the group (his “lost thing” will be language- so he can’t talk with NPCs or solve puzzles, and his combat role is support). Do you have any ideas about establishing the world OUTSIDE of the Feywild, to set the context for how weird and wonderful the things in the carnival and Feywild are? I’m having a hard time figuring out how to express what’s strange when they don’t have any idea of what’s normal in this world.
One idea I had to emphasize the “not in Kansas anymore” feeling is to strictly limit what species are available in session 0, but make clear that it can actually be changed later. When they arrive in the Feywild, their “true natures” are revealed and change their species to whatever they want. Example: No Tabaxi in the outside world, but the character’s cat-affinity transforms them into effectively a Tabaxi in the Fey
Any best practice recommendations for navigating the "Experienced DM being a PC in a new DM's first campaign" relationship? I'm loving the experience so far (first time I've been a PC since 2e was the current edition...), and I think the "sit tight and focus on staying in character, offer explanations when asked, and otherwise get out of the way" approach is working ok so far. But I'm concerned that there may be some pitfalls that I just don't know about yet, so I'd love any perspective on how you've done this successfully in the past. Or, perhaps more importantly, lessons learned from when you've done it UNSUCCESSFULLY and learned from those mistakes.
Hi Jaron! I think my best advice on this topic can be found here: https://youtube.com/watch?v=ba5ZgCaYa3E&t=2300s https://slyflourish.com/be_a_great_player.html good luck!
I enjoy when you share mechanics or approaches from other TTRPGs that help any game master run great games, regardless of system. I’m curious if you’ve seen anything from Pathfinder 2E that you think would benefit all GMs. I’m curious about that system in general but haven’t explored it.
I'm afraid I've only played it once and it was still in testing. I haven't really played it since so there's no central mechanic I've grabbed onto. Sorry!
Hi Mike. Simply put, how do you keep your games from ballooning out of control? I’m currently running a modified version of Curse of Strahd. I’m finding that despite cutting storylines and “streamlining” less relevant sections my custom material keeps getting bigger and bigger. It’s not because I want it to, but my PC’s keep engaging minor NPCs or digging deeper into storylines that I never meant to be whole acts on their own. I don’t want to discourage their play style, but I’m also having a hard time getting the game back to Strahd. Thanks very much in advance!
I think always zeroing in on that central theme of the campaign – Kill Strahd – can help. Even if the game has lots of subplots and lots of new NPC spotlights, you can still remind them through theme or the mouths of the NPCs that the goal is to get to Castle Ravenloft and kill Strahd. In this case, Strahd can be out there, talking to them, sending them letters, watching them. There's lots of ways to foreshadow the central theme of the campaign even when the characters head left. I think this works in general too. As the DM you can continually reinforce what the theme and drive of the campaign is and draw them back without killing their side quests. The other trick is to tie the side quests and off-hand NPC interactions back to that story. How does the central story involve them? This can be a bigger problem for adventures like Storm King's Thunder where the theme of the adventure is really loose already. And, as always, I recommend reinforcing the campaign's theme during a session zero: https://slyflourish.com/running_session_zeros.html
Hello, more than a question is suggestion. Last year you did two campaigns using Cipher System and Blades in the Dark, and at the end you did a review of the systems, what did you players think about them, etc. What do you think about making of that a thing and do limited edition 3 to 5 session adventures using other systems. I would like to propose Pathfinder 2e and Shadow of the Demon Lord as candidates if you are interested. Thanks of your work and Happy 2023!
Glad you liked them! One thing that's important to understand about this whole thing of mine is that the fun of myself and my group comes before whatever I publish and produce for videos or what-not. I'm always excited to bring things fro my game into the world of Sly Flourish but I'm trying to make sure I decide what's fun for my own group before I think about what makes its way into Sly Flourish. The players in my groups aren't industry people. They're just players enjoying the game like everyone else. When we find a system or campaign that excites us, we run it and I glean info from the results but I don't take industry side stuff and bring it to the table nearly as much as I used to. I did run Shadow of the Demon Lord for one of my groups and it was fantastic. That was in the days before I did my game prep and what-not. Here's an article based on our experiences with Shadow of the Demon Lord: https://slyflourish.com/running_episodic_games.html https://www.youtube.com/watch?v=8M69UYQOTMw&list=PLb39x-29puaoZke5BVk7fjyyyjWXcxCu1&index=26&t=2209s
Hey Mike, I have been having an issue with a couple of players and preparing spells. I run a weekly-ish (sometimes we play more) homebrew campaign where I have a player who has been secretly cheating when it comes to preparing spells. We play over Foundry and the other week between sessions I was checking the player's character sheets in case anything wasn't working (we use a lot of homebrew and third party materials) and noticed that he had 13 spells prepped when he should have only been able to have 8 prepped at once. I talked to him about this and he told me sometimes when he's nervous in session he will just click random buttons on his character sheet and they must all be mistakes. Last session I had a section where an incredible niche spell was needed to find a secret and he, of course, had luckily prepared it. I don't want to spend my time watching his spell list all game to make sure he isn't cheating but I don't know what to do. Is this something small enough that I should just let it go? Thanks for your input.
That's a real tough one. You might ask if they're willing to have one of the other players help them keep an eye on things. You can ask to see their prepared spell lists before the game. You might just need to find a way to gracefully step away from the player. These are always hard problems and maybe in the biggest problems we face as DMs – managing groups.
What would your ideal replacement of Red Tower in Scarlet Citadel look like? I.E. What are the most important aspects to include for a mega dungeon home base.
Hi Evan! I don't know that there's a difference between a home base for a megadungeon and one that you'd use in any other adventure. Here are two articles I've written on the topic: https://slyflourish.com/introducing_towns.html https://slyflourish.com/build_cities_around_the_characters.html Major points: Something fantastic that will keep the town memorable in their minds. Individual locations the characters themselves will be interested in. Good luck!
