February 2023 Sly Flourish Patreon Q&A
Happy new year!
Welcome to the Sly Flourish Patreon Questions and Answers thread for February 2023!
Have an 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 RPG Talk Show or turn the question into a RPG 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 tabletop RPGs.
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Thank you so much for helping me do what I do.
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Comments (142)
Hey friends! Please post new questions to the March 2023 Q&A. Thanks!
Thank you again Mike for months of great and inspiring content. During my walk a couple of days ago I was thinking about running map (titled maps, not world map) exploration on VTT and I was wondering if a going around the table in turn order would fit for engaging all players in what is going on in the game, rather than have a few people dictate the flow of exploration. Then I heard in this weeks episode a short sentence about the Shadowdark RP using a similar system. I wonder if you could maybe expand a little on your opinions/experiences in running exploration this way, especially geared towards the VTT experience where map exploration can be made very dynamic compared to when playing at the table.
Hi Bo! I really don't have any experience running a turn order for dungeon exploration. I break out of initiative and let the characters explore in free form. I haven't played Shadowdark myself so I can't really say how well it works but the idea that initiative is basically "Around the table" makes things easy to track in or out of combat I think.
Mike, I’m running my first 5e dragon and against 9 players. As it is a Black dragon in a swamp I’m using spell casting, water, line of site, a shambling mound reskin and an endurance roll for non-magical items to make it a challenge. Any advice on further ways to make my dragon more difficult without having it wipe them out because they can’t hit it? Level 9 characters and I’m using the modified layer actions in Fizban’s. Thanks!
Damage! Throw that damage around. Nothing makes a monster more dangerous than adding damage. The only other thing to worry about is getting pinned down by save or suck abilities (or just plain suck abilities). You can't go wrong with a damage aura either, though.
Hey, hey: So I listened to the last episode of Scarlet Citadel prep and the dwarfen hammer sparked an idea and I have no idea if it is any good: Combo-Items. Meaning that two PCs are bound to one item: The hammer has the normal attack action by the fighter, but on a successfull hit also allows the wizard (any caster) of the groupe to use the hammer as the origin of a spell via reaction. So for example (once per day) eventhough the wizard is 60 ft. away, when the fighter hits a monster right in front of him, the wizard could add via a reaction onto the successfull attack with a shatter or cone of cold, originating from the hammer. Might be overpowered or overcomplicated, but it might be a way to increase the teamwork between players. Thoughts?
Sounds interesting! It also sounds complicated. I typically don't have the bandwidth to design such things for my own games but if one does, why not give it a try!
No March Q&A posted yet so I'll ask here. In TWBTW, it seems there aren't good opportunities to do the classic D&D style shopping for magic items and such. Also, it seems extremely skinny on ways to obtain GP (not a lot of deadly combat with corpses to loot or hordes of treasure to raid). How do you handle that desire from players to obtain the magic items they desire to round out their character builds? I've considered just asking for a wish-list so that I can add items in where I can, but that feels less satisfying than normal. Thoughts?
March's Q&A will come out next Thursday. The Kickstarter put me behind =) There are a couple of ways to add shopping for magic items. Many of the NPCs, including the Hourglass Coven could offer to buy or sell magic items. I think it's fun to think about the kind of currencies that work in the Feywild. Memories, dead toads, teeth of children, the whispers of a sprite; these are the commerce of the Fey. Pretty much any of the NPCs in Prismeer might become a merchant of sorts. Fuel them up with a handful of weird random magical items and you're all set. Wishlists can work well too. Knowing what the characters want and then seeing the overlap with random rolls on a magic item table can make things really interesting.
How would you adapt the 8 Steps of the Lazy DM to a Call of Cthulhu/Delta Green game? If it helps you answer, I'm using the GUMSHOE system. You've done a good job making the steps system neutral, but admit that they work best for fantasy RPGs. I've identified the key differences are: 1. Less combat 2. Adventures are driven by mystery 3. Setting is the real world, but supernatural locales/enemies can appear. So do you have any tips for adjusting the method to better fit that style of game?
I think a lot of RPGs, including Gumshoe (I've mostly played Nights Black Agents) can still benefit from these steps. Sure, combat might be less important but that's really only one step. Same with threasure. For a gumshoe-based system you might just make slight modifications to the eight steps. Treasure might become macguffins – things that link physical objects to your secrets and clues. A focus on the characters, a strong start, an idea of what scenes might play out, the secrets and clues the characters might discover, the locations they might explore, the NPCs they might talk to, the enemies they might face, and the objects they might find – I think those are pretty system and setting independent and can work for gumshoe as well as 5e or any other RPG.
With the present day incredible abundance of intriguing new (and old!) games to learn and play, outstanding supplements to read and implement, and amazing adventures to run or borrow from, all stacked on top of desire to continue creating a homebrew setting, do you have any advice or tip(s) or mindset frame to spend one’s precious time wisely?
I think it's always useful to focus on the next game you're going to run. It helps laser in on what really matters. What helps for *that* game? What do you need for that game. Find the sources that inspire you for that game. I think reading a lot of supplements is great, though, and not a waste of time. I think there's a lot of things we probably waste our time on far worse than reading good RPG supplements. But don't worry if you don't see how you're going to /run/ them. Instead, just focus on running a great game for your friends in the next session you're going to run.
Bernie here. Trough our gameplay, my group of players has a considerable amount of magic items. Add this to their current level (9) and I find myself struggling to balance combats and to find the right foe for them. Does the Deathly encounter benchmark account for magic items? If not, what other methods can I use when designing an encounter for a well equipped team?
Hi Bernie! The lazy encounter benchmark is a loose gauge so it doesn't take lots of things into consideration including magic items. There's no great way to balance it. If you find your characters are really powerful and handling those deadly fights with ease, you can increase the benchmark in two ways. First, you can pretend there's an extra character in the group (pretend there's six instead of five and so on) and recalculate that way. The other way, which is a little easier, is to assume they're a level higher. The first method is a slight increase to power. The latter can be considerably more difficult. Try them out and see how they work!
Hey Mike, I'm loving the new preview of the Forge of Foes. I've been wanting a book like this for a while. My question is related to the "monster stats by CR Table" on pg. 7. Why does it seem like the HP is so low - like almost half of what the example 5e monster would be? According to the table a CR 2 Monster would be 35hp but the example monsters like Orge (59hp) has almost double? I know Ghast and Priests, which are also CR 2 have lower hp, but is compensated for by other abilities. I've been following you since the beginnings of Sly flourish, so I've heard you talk about 1/2 hp + 2x dmg and I was wondering if this had any part to play in the answer. I've been looking through the whole table is there a way to put like an upper and lower limit of hp 35-60hp? I'm wanting to be very lazy... like you taught me. Thanks
We may have to have another look at the table to see how things turn up. Monsters with too many hit points can be a slog and we did aim the table to be a bit more threatening with damage and a little less in defense but we may have gone too far. You're always free to up or lower the HP as needed so we probably won't put a range on there. Thanks for the feedback!
Hey Mike do you have any advice on how to handle a prewritten campaign that requires a lot of heavy lifting to make work? I am running the third party Heckna campaign, and it feels like a sandbox full of fetch quests. I really like the settings aesthetic and it's characters. However, the actual adventure has just been boring because it gives the players too many things to do with no reason to do them. My last session was pretty rough because my players could tell I was getting frustrated as I realized real time the story as written doesn't work. Fixing it feels like more work than just throwing out the story. (BTW if this question is answered in the podcast I'd appreciate if you don't mention the campaign by name)
This can definitely be a problem with published adventures. Good ones give you the tools you need while "bad" ones make you do a lot of work to move them forward. I talked about this with my Scarlet Citadel game. It takes a lot of work to wrangle it into the sort of adventure I want to run. You can always toss off the adventure part and fill in the setting with your own adventures. You can also try to wrap the adventure with your own stories, NPCs, plots, and motivations like I'm doing in my Scarlet Citadel game. I had to do the same thing in my Rime of the Frostmaiden game. /Why/ would the characters go to this place? You might use some of the motivations in the quest builders and adventure seeds in the Lazy DM's Companion for inspiration.
My question is how do you deal with shopping sessions and giving items that the players want. I notice that in your prep sessions you don't talk so much about giving out items or what the party will find as treasure. For me I don't like to look through the hundreds of items available to decide what are good items for the players but because I do this the players feel they need to do these long shopping sessions everytime we enter a town or city. I personally dislike spending a session having players ask me do you have this or that and then spending another 20min just to figure out that they can't afford that +3 suit of armor. I was thinking of having my players make a list of things they want and put it all together in a pool that I could choose and pick from these items to use for shop items or items that they would find in their adventures. What do you think of this approach and what could be the possible downfalls to doing it this way?
Hi Mark! Chapter 10 from Return of the Lazy Dungeon Master has some discussion of this and the Treasure Generator on page 22 of the Lazy DM's Companion makes rolling for treasure pretty easy. Here are some tips: When the characters go to a town or city, tell them that anything in the PHB gear is available up to a certain GP value. The smaller the settlement, the less high-value things they have for sale. It may be 50 GP or 100GP or 1000 GP. For magic items, roll on the uncommon random treasure table three times. Those items are available for sale. I don't have an easy answer for how much they cost but probably 1,000 to 2,500 gp. Periodically asking your players for their magic item wishlist is also good to do – not just for shopping but to seed such items in treasure as the characters hunt for them.
How do you deal with parties with mixed play-style preferences? I have a group of 4 where two players are hardcore completionists and feel the need to search every possible room in a dungeon "just in case" there's some magic item they missed. The other half is more focused on the story and wants things moved along, and get bored when things slow down. The story focused players are pretty hesitant to split the party and leave the completionist players behind (for obvious reasons), but this means they get frustrated and often let the completionist players do their thing, which ends up with them (the completionist players) getting to hog the spotlight while the story driven players wait around. I know this is an issue for them because they've said so after the games. My own preference is to run a tight, story-focused and I also get frustrated with the pacing of the game slowing down. This is primarily an issue when I'm playing online and have a pre-generated map, so the completionist players know there's still blacked-out areas they haven't explored, and it's harder for me to say "nevermind, that room doesn't exist," like I could if I was using a flip map or something similar. Any ideas on how to the game moving in such a situation and not let the more thorough players hog the spotlight?
There's a powerful phrase that can help here: "You thoroughly explore the area and find nothing else of note or value". This is a queue to the completionists that they've exhausted the location and can safely move on. Even on a fogged battle map you can say "the other areas are blocked by debris". Sometimes, though, you want to give some locations where the completionists can enjoy searching every nook and cranny, making sure you telegraph to the story-focused players that this is the "right" direction. Of course, you can't go wrong having an out-of-game conversation explaining these two phases of the game, making it clear to the completionists that sometimes its easier to just move forward and they're not "missing" anything and to the story-focused players that sometimes they'll want to explore every corner to find what they want and need. Hope that helps!
Hello there, I have just seen the M.T Black Iskandar handbook for £2 on Drive Through RPG, any thoughts on this deal or product
Yes! I'm going to give it a spotlight on the show this Sunday! It's a pretty awesome idea and a good deal.
I've always had trouble with political intrigue adventures and campaigns. I have trouble with figuring out the various archetypes of political figures, their motivations, and how those motivations intersect to form scenarios and adventures that are cool, engaging and internally consistent. How do you handle political intrigue games, and what advice can you give someone trying to branch out into this type of campaign?
I try not to typecast my games too much by saying one game is more political intrigue and another is more hack and slash. Sometimes campaigns flow back and forth between one style and another. Mostly, I try to follow the idea of "villains" (or "Fronts" if you prefer), their individual motivations, and the quests they go on to get there. This might be politics. This might be assassinations or theft or other power plays. I'd say start with the people. Who are they? What do they want? What are they going to do to get there? Steal archetypes from a movie or TV show if you're having trouble with ideas. Then drop in the characters and see what happens! Some of the NPCs will work with the characters. Some work against them. Things change based on the actions the characters take. Think of it like a big pool table with each ball a character. When they collide, who else do they collide with and where do they head next? Which ones smash into others and which ones end up in pockets off the board? https://slyflourish.com/pool_table_barovia.html Good luck!
Short: What would you put in an "RPG Emergency Kit"? Long: On a vacation, with a group of friends/visitors, on a train ride, ... one often has games that you can just start playing. I'd love to have something like this for D&D. An "RPG Emergency Kit": - for people who have or haven't played D&D - with simplified rules (and pre-gen character sheets) that can be explained while playing - incl. adventure notes to get a quick (2h-ish) game going right away I actually started simplifying character sheets and rules (very similar to your Lightning 5E but with more types of dice, people love rolling weird dice!). What would you put in the mobile RPG kit? Any ideas for mini-adventures suitable for new players?
You can't go wrong throwing a set of the books from Dragon of Icespire Peak. It has a bunch of small adventures from 1st to 6th level and character creation guides for a handful of classes. For me? I'd throw in a couple of printouts of Lightning 5e, a few Dyson maps, and some adventure generators from the Lazy DMs Companion along with other parts of my DM kit. Here's an article about my convention kits: https://slyflourish.com/lazy_dm_tools.html https://youtu.be/7dZrA2JKuYE
HI Mike, thanks for the free sample of Forge of Foes! Looks awesome. On a similar subject, I wanted to give my players (6 x level 5) an appropriate seafaring challenge as they were currently sailing on the high seas. I reskinned a Kraken taking out all magical properties, removed it's resistances to bludgeoning and slashing and took away it's siege monster status. With more luck than judgement it made for an epic contest but now my players think they've defeated a Kraken with 5e stats. How do I re-assess the XP that my new Lesser-Kraken generates?
Hi Clym! I think your best bet is to show them a /real/ kraken later in the game. Maybe they see it eat a ship from far away or something like that. Oh, that one you fought and defeated? That was just its offspring! As far as calculating XP, I'd give them XP you think fits the challenge rating of the Kraken they faced, not the one in the book. Maybe a CR 10?
Oh hi Mike I'm running Empire of Ghouls at the moment and I'm overwhelmed by the amount of lore Midgard has to offer. How do you get into a whole new world like Midgard?
Oh boy! Yeah, Empire of the Ghouls is the deep end of campaigns in Midgard. It goes *everywhere*. In order to get your handle on the lore, stick to the campaign book and the Midgard Worldbook. Don't bother to add in other sources unless you're ready to open up. There *are* some marvelous tie-in sourcebooks like Zobeck – Clockwork City and the Southlands campaign book, but you only need to add them if you're ready. I'd start with the specific regions the characters are going to be in. Start with the Crossroads and Zobeck. Read up on that section in the Worldbook. Then, in chapter 2, it's worth reading up on that section in the Worldbook as well. I also think its worth reading up on the gods of Midgard in Chapter 12. Write up your own random table of gods and, when the time is right, roll on it and wrap a deity around items, monuments, NPCs, locations or anything else. This lets you paint the world with Midgard lore as you run it.
How do you accommodate players who have very specific ideas about their characters, and aren't willing to deviate? One of my Icewind Dale players wants to be a barbarian who has a warlock patron-like relationship with an ancestral or beast spirit (official path TBD). She wants to have frequent conversations with this spirit and have it share meta-knowledge about the world. She also wants it to be a prominent part of her character development. While I think having a "genie in a bottle" spirit-voice-in-your-head is interesting, and there are elements of the adventure that I can massage to fit, having to constantly remember to talk as her spirit is not fun for me and makes me feel pigeonholed creatively, because she has such a fixed idea of what this relationships should be. Is there a way we can both have fun?
Sometimes a player just wants more out of the character and the game than you as the GM can give them. It's usually worth having an out-of-game conversation one-on-one to describe this. It feels like this could be what I refer to as a "spotlight" problem. One player simply wants more of the spotlight than their 1/5th or 1/6th of the group. If they're disappointed that you're not interacting enough with them through their spirit, that's probably worth this out-of-game conversation. The idea that the spirit isn't in the control of the player is important too. It's /your/ NPC and maybe it's just silent. Such tag-along NPCs are a fantastic way to open up the history of the world, though. They're great vehicles for secrets and clues. Trying to come to an agreement about how much actual screentime the spirit will have is probably something to work out out of the game.
Is it wrong if I do not allow Variant Human and Custom Lineage at my gaming table? Started a new 5e campaign up last year and those were the only two race options I did not allow. I gave every race a free level one feat instead to make up for it and didn't want the option of people to pick two free feats at level one. I am not trying to run that kind of mid/maxing power game. One of my friends, who isn't in my gaming group, argued with me that I was forcing diversity in the game by not allowing the options and that I took my player's agency away by doing so. Was I wrong to not allow those two racial options or is my friend just talking out of his butt? Thanks.
Hi Mat! What ever works for you and your group works. Your friend doesn't get a vote. It's worth hearing other peoples' experiences but none of that should hold weight over what you and your players want around your table. That's the only thing that matters. That said, one option is to leave variant humans and custom lineages available but they don't get an extra feat along with anyone else. If people really want those species, they can choose them knowing they're probably missing one other ability. I don't think it hurts the diversity of the game. The world you create determines what species make sense for characters. I would recommend having a discussion with it during your session zero to make sure you're all on the same page.
What did you do with the unicorn horn in TWBtW? I know you discussed giving it to Drakov, but I wasn't sure how it actually ended up.
They got it about half-way through the adventure and returned it to the unicorn who gained an astral one and then the physical one stayed with the character who recovered it as a magic item. That worked out well. They knew they had the blessing of the celestial unicorn and could still keep the item as a rod of healing or something like that.
Do you review Homebrew? I've been inspired by your Lich of the Nameless King as the BBEG in my campaign is a truly nasty lich. I think I have arrived at a memorable BBEG but I'd love a second opinion
I'm afraid I can't review homebrew stuff. I'm just swamped. Sorry!.
Following the way of the lazy dungeon master, my preference would be to run theatre of the mind, abstract distances in combat, and generally put as little effort into maps and miniatures and counting squares as I can get away with. A couple of my players have neurological conditions that make it hard for them to visualise the combat and keep things straight in their heads between turns. Do you have any suggestions for running low-effort combats with players who rely on visual aids?
Abstract maps can help people get a visual idea how things are lining up in battle without worrying about grids or detailed maps. Here's more on how I use abstract maps: https://slyflourish.com/the_abstract_battlemap.html
When it comes to designing monsters that are intended to be released for publication, how do you determine what CR a monster should be? Do you start with "I need a CR 6 Monster" and design it that way? Or do you build the monster you need and then figure out its CR? Is there a method you've found that works best for calculating CR so that its helpful for the consumers of your products? Thanks in advance for the advice :)
It depends on the purpose. Sometimes a publisher might ask for a particular challenge rating but most often they ask for a creature first and you determine the challenge rating as part of the iterative process of building the creature. When I built the vampires for Flee Mortals, I didn't have a CR in mind to begin with. I had a general range of CRs I talked about with James Introcaso, the lead editor of Flee Mortals, but if they ended up one or two above or below, that wouldn't be a problem. The best way to calculate CR is to look at other comparable monsters of that challenge rating and ask if its hitting above or below that weight class. I tend to stick to the 5.1 SRD monsters so I don't get too much float in CRs by looking at newer monsters or monsters from other publications. The tables in the DMG also give you some idea about what general weight class a monster should hit but the best gauge is comparing it to other monsters and seeing how it looks. And then there's playtesting which tells you if the monster runs at the intended challenge.
Hopefully there is an insight you can provide on how to frame and improve my secrets so that the party doesn't mind a few days or a week in downtime activities.
The players might be telling you that they're not that interested in downtime if they grab on to every hook and run with it. Secrets and clues are usually the *results* the characters learn during downtime instead of the things leading the characters *into* downtime. Downtime has worked best for me when I'm able to offer a menu of activities they can follow; some story focused, some character focused; but focused somehow to offer the players some interesting things to follow. During these activities they may learn things on their own, which come from our pile of secrets, and then they might grab those and run off on an adventure. Downtime is generally tricky to run in my experience. It's not nearly as clear as running other type of activities in our game.
My question is to do with downtime and the secrets and clues. I would like to see the party taking advantage of downtime in their home base port. But every secret and clue they get becomes the next adventure and its hard to get them to take a few days off.
Hey Mike, in your recent City Of Arches update I found the Arcane Weaver feature of the Lich of the Nameless King. I am thinking of turning that into a metamagic feature for a sorcerer. So quick rules question: how many sorcery points do you think should switching the damage type cost a sorcerer: one or two? Thanks a lot in advance:)
I'm not really sure. What you might do is look at the other sorcerer metamagic abilities and see what those point costs are and ask yourself if you'd be willing to spend points like that on an ability like the arcane weaver function. I'd probably say 1 or 2 points but your mileage may vary.
Hi Mike! I’ve been influenced by the idea that magic might be emergent rather than established and familiar in one’s campaign setting, as it was in Dragonlance, where quests might be needed to unlock spells (Disks of Mishakal and the spellbook of Fistandantilus). Do you have any suggestions for how to implement that in one’s game—from communicating with players,session zeroes, and how or what to constrict—from PCs, NPCs, or both?
It sounds like a really cool idea. 5e is sort of built on the idea that spells are already accessible but you could create a list of some magic the characters have access to and other spells they must "discover". Level Up Advanced 5e has some cool "rare" spells the characters can discover as loot. That's a fun way to do it.
Death by sandbox. I started with a "simple" idea for a campaign: stopping a slaad from becoming an evil god of havoc. However, as I tried to tie in the backstory of each character it became more of a sandbox (that were NOT tied to the main idea of the campaign) . Now the players feel frustrated with too many plot hooks and none of them resolved. How do you know when to end a campaign and do it elegantly?
You might have a mid-campaign session zero. You can talk to the players about it, restate either the starting goal or a brand new goal, and talk to the players about finding motivations with their characters to seek out that goal. A session zero is a great time to make *sure* the characters are invested in the arc of the campaign. It's harder to do it in the middle but I think it can still be done. You can create a brand new theme or focus for the campaign based on what you can squeeze out of the current motivations for the characters. What would draw them to focus on a single big threat (or maybe three big threats) and get them all headed in that one direction?
A few weeks ago I tested ChatGPT to generate a 5E adventure. The result was surprisingly usable - I'll definitely use that material in my campaign later. IMHO the current version of ChatGPT is not a threat to DMs or the authors publishing good adventures - definitely not capable to replace DMs. However I found it as a useful tool to spark creativity. As I understand you really like random tables - as I found ChatGPT can replace random tables with an interactive way. What are your thoughts about using AI for DM preparation? How would you use AI for lazy DM-ing if you are willing?
Hi Jun! I'm still pretty inexperienced in it. We do have an AI thread going on the SF Patreon Discord. I also talked a little about it here: https://youtu.be/cXhFbDp1kX4?t=3551s https://youtu.be/1-zltP88JVY?t=2707s
Thanks, Mike!
:-)
I find it difficult to run a theater of the mind dungeon crawl. Some dungeons are large and it can be easy for for players to get lost with more than a handful of rooms. What tips can you provide for someone running a large dungeon crawl?
I think its worth having a visible map when crawling a dungeon. I just answered a similar question above so let me put it here as well: I like to use larger maps for dungeon crawls, often from Dyson Logos. I'll put the whole map in a tool like Owlbear Rodeo and use the fog of war to show what they've explored. One trick is that I almost always boost the size up 2x so a single square is ten feet instead of five. This drives players who focus on the grid nuts but it gives a lot of room to explore and makes everything bigger. I think its worth showing a map of some sort, even if its pieces printed out on paper or snapshots shared through Discord. Trying to describe a dungeon crawl can get really confusing quickly without some sort of visual.
Hi Mike As a GM, how much do you influence party balance during a session 0? Will you offer feedback if you feel the party might have difficulty with combat or other aspects of the adventure or will you let the players decide and just adjust the adventure as you go? Thanks, Andrew
Hi Andrew! I don't focus too much on it but in general I might mention it if its clear they don't have either a front-line fighter or a healer. With the two of those, you can pretty much have anything else and the game still works. So I'd steer the group to have one front-line character intended to absorb damage and take on big guys toe to toe and one healer able to keep the others on their feet. It also really helps to have a "face" character with good charisma scores to handle character interaction and potentially characters good with other skills. There's a distinct advantage to having the players build their characters together during a session zero to clearly see if there are gaps like this and address it before players get too rooted into their characters. It also helps them balance out their skills so the group doesn't have a big gap in skills.
Hey Mike, thanks for always offering your insights! You've shared your intentions to continue showcasing other rpg systems and you have demonstrated game prep using Numenera. With many D&D players looking at other systems, what tips do you have for learning a new system or "testing driving" new system?
Probably two big things. First, get the rules to the players so they can help you understand them as well as themselves. Work on it as a group activity where you're all responsible for understanding and digesting the rules – not just you. Second, I'd focus on a one-shot or limited number of sessions beginning at the lowest level of the game (assuming it has levels). Don't dive into a big campaign. Give it a session or two to see how it feels and help you and your players get comfortable with it. I'd also probably run a session zero after you and the players have had time to read the rules to discuss how it works, talk about the campaign you want to run, and get into it. I also wouldn't spend a lot of time talking about the rules instead of just playing, though. Get into the game. Let it be messy. Look stuff up when you need to. But get playing. Fast.
Hi Mike, I am currently diving into running a OSE campaign set in Dolmenwood. Can you offer any advice on ways to modify The Lazy DM method for Old School play, especially for Hex Crawling.
Hi Benjamin! I don't have any experience running an OSE game so I can't say for sure but having used the Lazy DM style with other RPGs, I think it should work just fine. I don't think there's anything specific to OSE that would require a different set of steps. Give it a try and see how it goes! For hex-crawling, all of that can feed into your "locations" step. Each notable location within a hex is probably worth noting in your prep. I wouldn't go too crazy with it, filling out a hundred hexes with details instead of focusing on the three hexes surrounding the characters.
Hi Mike! I've been gathering data from random places about my question as to why someone became a DM and it blows my mind that the vast majority is out of necessity. Either they had bad experiences and knew they could do better or just no one available and sucked it up to get started. I think out of 60 responses I have read in different discords and on twitter, 1 said they thought it sounded fun. It kind of proves my point that different game systems need to work harder on selling the idea of being a GM/DM. Would be curious what your take on this challenge and how it relates to the lack of DM's issue and what potential solutions there are.
My own polling supports your conclusions. Most GMs become GMs because they want to play and no one else picks up the mantle. That said, I think GMs who *remain* GMs do so because that part of the game suits them and they enjoy it. Some people enjoy being the master of ceremonies and others just want to jump in and play once a week. I think there are certain people for whom these games really become something more than a weekly past-time and *they* find themselves in the GMs seat because there's so much more to do as a GM. It's interesting to think how game systems can make GMing more suitable. I found Numenera to be a fantastic system to GM and found Blades in the Dark particularly hard for me (though not for other GMs). I'm not exactly sure what an RPG can offer me as a GM that draws me in more. Simple and easily improvised mechanics are one part. Good session-building tools is another. I haven't dived too deep into it but Worlds Beyond Number seems to have a lot of awesome tools to help GMs build worlds and adventures.
Hey Mike! I just got killed by Count von Glaur during an MCDM test, just wanted to let you know you can add five more checkmarks to your deathlist :D My question is: how can you sleep at night???
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Howdy Mike! I'm wondering if you have any advice on how to take better notes while running the game as a GM? I find that when I'm playing I can take impeccably detailed notes, but almost none while running the games. I wind up relying on the players for details with questionable reliability. Appreciate any insight!
I'm not great at it! I do have a notes section in my Notion notebook and I do keep paper in front of me for in-person games but I'm still not great at it. That tends not to be too much of a problem, though, except for NPC names. I forget names all the time so I try hard to write down a name the minute its spoken. I'm also helped by players who take notes during the game themselves and I can ask them to help me fill in the blanks. I recommend asking your players to take notes and asking them to help fill in your blanks.
Due to recent events I will be GMing my first game of Pathfinder 2e soon. What advice do you have, from the multiple systems you have ran, to prepare the players for different experiences and to get rid of pre conceived expectations they have from 5e?
Because they're reasonably similar games, I think the thing to focus on between Pathfinder 2 and D&D are the differences in mechanics and character building. I'd definitely start at 1st level and go slow, letting the players learn the system as you run it. For other systems, I think one-shot games are a great way to do it and to reinforce what sorts of things players might /think/ work a certain way because of D&D that don't actually work that way. Don't spend *too much* time trying to explain the differences, though. Instead, just get into the game in a one-shot and let them experience it while playing. One thing that can really help is to get the players on your side with regards to reading and understanding the rules. Share the rulebook with them using something like Google Drive with download and printing permissions turned off and ask them to help you understand and interpret the new rules. I did this with both Cypher and Blades in the Dark and it was really helpful.
Hi Mike! During your Scarlet Citadel prep videos, you've mentioned how the module isn't user friendly, with dense texts that can't be easily skimmed. Why do designers write this way, and what's a more effective approach?
There's a balance between making an adventure easy to run and making it fun to read. I think the design philosophy of Scarlet Citadel was to lean in on old-school dungeon crawling games and that required a lot of text not just to describe what's in a room but how it plays out and how the GM should handle it. That style isn't really for me and my lazy style. It also doesn't help that that sort of killer-GM old-school style isn't the style I like to run. I want a character-focused evolving story of high adventure, not a deadly romp through a series of ever-more dangerous chambers without a real purpose or goal. So I have to do a lot of work to run it. Eventually when I'm done I'm going to give my review and assessment. Right now I'd say its fun but it requires a fair bit of work as a DM to wrangle it into the right style for me and my group.
Hey, Mike! What advice would you have for a GM looking to combine two different adventures? Specifically, I’d like to combine Ghosts of Saltmarsh with Candlekeep Mysteries, but I’m not sure of the direction of an overarching plot or if there should be a singular BBEG. Have you combined different modules before, and what pitfalls or treasures should I watch out for?
My friend Jeff Greiner at the Tome Show does this all the time. There are a bunch of ways to do it. You can make one of the adventures the core adventure and one of them like side quests. I did this when running Tales of the Yawning Portal alongside Storm King's Thunder. You can also run them in parallel, each with their own villains doing their own things and let the players decide which direction they want to go. The only pitfalls is that eventually the characters are likely to focus on one plotline and let the other one die out so too much prep of too many big adventures may not serve you. When I've done it, I usually have one core adventure and then steal elements from other adventures to widen it out but I don't typically run three side-by-side like Jeff does.
Hi Mike! Like many others, I have been a D&D 5e DM exclusively and I'm opening myself to the idea of playing/running in some new systems (I got Avatar Legends recently). What do you think are skills and ideas that are used in D&D 5e that could be transferable to other systems? What are skills we could lean on, and what are things that probably would only work in a D&D game?
Tough question! Basic storytelling story sharing skills will serve you well. A lot of RPGs hang onto D&D styles already because it was first so most games have four to six players with character sheets rolling dice and sharing stories whether it's Pathfinder 2e or Blades in the Dark. I don't know if there's a particular element of 5e that works well in other games. Maybe the idea of exploration, roleplaying, and combat as the focus for activities might work for other games but other games might have their own foci that don't fall into that model. So I'd say that the basics of D&D work well just to understand the structure of the games but I can't think of one big element of 5e in particular that transfers well.
How do you run dungeon craws? I'll draw up or print out or even build maps with terrain and that works great for the combat encounters, but seems clunky for the actual exploration of the dungeon. Is it better to run them more theater of the mind and switch to the battle map during combat? Or is it better to have the full map and let the players move their minis around until they trigger a trap or fight? Or something else I'm not considering? Thanks!
I like to use larger maps for dungeon crawls, often from Dyson Logos. I'll put the whole map in a tool like Owlbear Rodeo and use the fog of war to show what they've explored. One trick is that I almost always boost the size up 2x so a single square is ten feet instead of five. This drives players who focus on the grid nuts but it gives a lot of room to explore and makes everything bigger. I think its worth showing a map of some sort, even if its pieces printed out on paper or snapshots shared through Discord. Trying to describe a dungeon crawl can get really confusing quickly without some sort of visual.
Hi Mike - thank you for all of the effort you put into your work, it really shows and has helped me when running my game. My question is on PC battle tactics. I'm a reincarnated 2e DM (yes, it's been awhile) and I'm now running a game for my family, who are brand new to the genre. We're having a lot of fun, but their battle tactics are really poor and are starting to cause issues (e.g. splitting the party, not focusing attacks, not utilising all of their resources or not using them effectively). I'm struggling on how to address this, do I have a "time out" session and walk them through some examples? Any other ideas or resources I can lean on? Thanks in advance.
Hi Jason! Welcome back to our wonderful hobby! Your family may have a different style of play they're bringing to the game than you may be used to from the 2e days – which tended to focus on bad choices leading to dead characters pretty quickly. There are a few ways to deal with it. First, remember that they may be having fun the way they're playing and that it's just a different style. Tactical optimization may not be their goal or the part of the game they enjoy the most. Second, you can handle it by letting the players know what their *characters* would know. If they're about to make a really bad decision, maybe reiterate what their characters know about the situation from their own eyes and experiences. Remember that players, particularly new players, are only picking up about half of what you're describing. Third, you can have an out-of-game conversation about some of the dangers in the game that they're not picking up. Sometimes I just joke about this stuff in-game when a villain thanks the characters for not focusing damage or sarcastically talking about horror movies where all the heroes split up. As new players to the game, they may just need to pick up the experiences as they go themselves. Don't lean too hard on punishing them for bad choices but the situations may show them that there are better ways. Most importantly, focus on the fun they're having around the table and lean in on that.
Dear Slyish Mike, thanks for all the great stuff you put out. Looking for some how to run a dragon advice. The thing is, i'm with my first group for over a year now, and now we have a chance to meet a dragon, and i'm not sure how to do this! What's missing for me is how to build towards it. It's very easy for the dragon to run away, and specifically this one doesn't have a lair, so they will try to goad it. He's a blue dragon, with a knack for making people hallucinate stuff, and they have an NPC who want revenge on him for blah. I want to make their [first] dragon a very good one. Any advice?? 🕊
Think of the dragon like an NPC. Give them the ability to shape-shift or even make a simulacrum of themselves. I ran Iymrith from Storm King's Thunder this way and it was *awesome*. https://slyflourish.com/iymrith.html
Hey Mike, I got the updated version of Dungeons of Fate after you mentioned it, and the date given for the update is next year.
Sorry, where are you seeing the updated date?
You've done some spotlights before on things like Zobeck and Iskander, and mentioned books like City of Cats and Ptolus, etc. (Excluding the best of the them all: City of Arches) out of all the "city" sourcebooks that you've seen, which would you recommend as the most useful for DMs to use and adapt to their campaigns -which is easiest to digest and build situations and encounters with for a "large city"? (Is there one that knocks it out of the park in terms of giving DMs what they need without requiring excessive creation work while also not requiring excessive effort to wield?)
I'd say Iskandar is probably the easiest but Ptolus looks like it'd be the most fun. Of course, let's not forget the City of Arches!!
Too Many Choices. I have the type of personality that wants to absorb all the DM content out there before prepping my session. It slows me down to a crawl and I'm starting to get really frustrated with myself. Want a random monument? Check out the 1 billion books/PDFs with that etc. I need ONE book for inspiration/ideas when prepping and ONE book for inspiration/ideas when running. Help.
I'd suggest the Lazy DM's Companion and Lazy DM's Workbook but of course I would! Learning to just focus on the *best* tools you've found and just using that is fine. Maybe shake up which ones you use from time to time but yeah, don't let your library become an anchor. Just pick one and go with it =)
What tips do you have for running Dnd (or a stripped down version) 1:1 for a 5 year old?
wow! Yeah, I'd strip it down a lot. I recently put together a one-sheet D&D PDF that might help. It boils down a lot of D&D to material you can fit on a single sheet and can help you work with your 5 year old player to build a character built on the concepts. Hopefully it helps! https://slyflourish_content.s3.amazonaws.com/one-sheet_5e.pdf
What changes, additions, or extra work would you put into your routine/template for a once monthly 6-8 hour session as opposed to a more standard 3-4 hour session?
Hi Snark! I have a couple of previous questions that cover this topic: https://www.youtube.com/watch?v=WkkJlOmGgR4&list=PLb39x-29puaoZke5BVk7fjyyyjWXcxCu1&index=4&t=2164s https://www.youtube.com/watch?v=V3MABNQT5Og&list=PLb39x-29puaoZke5BVk7fjyyyjWXcxCu1&index=18&t=3242s
Aloha Mike, What do you do for reference rules and materials when playing obscure TTRPGs? Though I am a collector, I don’t expect my players to all go out and buy source books like I do but I also don’t feel it is right for me to freely distribute the paid PDF version I have because I feel that’s unfair to the creator. (I know it happens but I’m trying to do my part.) One of the benefits of DnD 5e is its proliferation - most people have a PHB or access to DnD Beyond. For other systems,I find that without being able to hand the players something to take home to read, they don’t get the same grasp of the game. Back in the day, we’d just photo-copy relevant pages and give them to the players for reference - this is certainly an option (and not too much better than handing out PDF for free) but I didn’t know if you had a more modern take on this? Thank you for all you do, specifically the thought leadership in the TTRPG space; congratulations on your EnWorld win!
Yes! This is a tricky problem but I've found a good solution! Google Drive! With Google Drive you can share a PDF with certain people and remove permissions so they can only view it, not print it or download it. This makes it legal to share PDFs with your players. See this desription: https://support.google.com/a/users/answer/9308868?hl=en
Hi Mike, as my current campaign is drawing to a close one of my players expressed an interest in running a 5e one shot or short campaign. How do I best support them so I get to play for the first time in a million years?
First, let them do it! Then do everything you can to be a good player: https://slyflourish.com/be_a_great_player.html Some clips from the Talk Show also cover this topic: https://youtube.com/watch?v=ba5ZgCaYa3E&t=2300s
Hi Mike! I've been DMing for 5 years and I've currently only run Wotc 5eproducts (+ one homebrew campaign) for my group. With the recent D&D debacle, I'd love to branch out and have my next campaign come from a 3rd party publisher. I've seen a lot of campaign settings, but I'm pretty busy at the moment and could use an actual campaign book. Any recommendations? My group is heavily into RP and exploration if that helps at all. I'd like it to be 5e compatible since I'm trying to avoid having wrangle a new setting and new rules to a group of 6 players. We play entirely online via discord and owlbear.
Take a look through my "top ten notable products of 2022" list: https://slyflourish.com/top_ten_products_of_2022.html and my "Notable Third Party Products" page: https://slyflourish.com/notable_third_party_products.html They have a lot of potential options that might grab you.
Hi Mike, I've run using your prep methods for awhile and am finding myself drawn back to putting at least locations, scenes and monsters back together in "encounters" for ease of use during the game (each encounter fits on my screen). But there are good things about separating them as well (flexibility is made easier) if I do both I end up with a doc so long I'm "search"ing to find basic info. I want short prep, but don't want to lose good ideas and associations between them. Ayuda, por favor!
Hello! Yes, you're right that sometimes its useful to put them all together and othertimes its useful to list them out. The typical prep we find is to build out each encounter but I find that makes it too cookie-cutter. Instead, I sort of like to think about the whole location and who inhabits it and where they might be. This way I can let the story and pacing of the game dictate what becomes an "encounter". Try both and see which ones work for you!
Hey Mike! I love your Lazy Campaign Notion template and use it all the time, and now my brother does so too after I recommended it. The latest updates added the creature database, which says it's still under construction. What are the things you would like to add to it? Just more creatures or also new tags such as "environment" which could be useful to sort these when building an encounter. Thanks so much for your time and work you put into this!
I never know what I'm going to add or pull away until I do. You mention the environment tags which I actually just dumped because my new datasource doesn't really have them. I know its a potentially useful tag but its sporadic at best. I may add it in at some point. I've been doing a lot of work on it and using it in my games so once I finally feel like it's solid, I'll probably do a new video showing off the features.
Empire of the Ghouls update?
Just at the end of Chapter 2! I'm really digging it but I'm changing a lot.
In the Return of the Lazy DM, you listed some inspiration from non-RPG sources, such as books and movies. Any updates to that list?
Good question! It's important to note that these are ones I liked. You may have many more and you may not like some of these. We have a new "Great Fiction Club" on the Discord server where we can share such things with one added rule to our regular Discord rules – no criticizing or debating anyone else's great fiction. Here's my list since the publication of Return of the Lazy Dungeon Master! Books Bloody Rose East of West Fairy Tale by Stephen King Gideon the Ninth (but not the others) Kings of the Wyld The Hundred Thousand Kingdoms TV Shows Andor Book of Boba Fett Cadfael Dark Dracula (Netflix three-part series) Foundation Good Omens Locke and Key Love Death and Robots Mandalorian Midnight Mass Peaky Blinders Star Wars Visions The Expanse The Outsider The Witcher True Detective Movies American Werewolf in London Avengers End Game Avengers Infinity War Blade Runner 2049 Clash of the Titans (the old 80s one) Color Out of Space Dune (Vellinvue) Eternals Everything Everywhere All at Once Hereditary It Chapters 1 and 2 Midsommer Nope Pan's Labyrinth Prey Snowpiercer The Endless The Green Night The Pale Blue Eye The Witch Thor Love and Thunder Wakanda Forever Willow
Hi Mike, what 3rd party content/resources would you recommend for world building basics? I’ve just finished running Icewind Dale (thank you for your videos btw) and want to start designing my own campaign. All advice is greatly appreciated.
Hi there! The various Kobold Guides including Worldbuilding volume 1 and 2, and Plots and Campaigns are pretty great sources of a bunch of essays from a lot of folk in the industry on this topic. You can find them here: https://koboldpress.com/kpstore/product/kobold-guide-to-worldbuilding/ https://koboldpress.com/kpstore/product/kobold-guide-to-worldbuilding-volume-2/ https://koboldpress.com/kpstore/product/kobold-guide-to-plots-campaigns/ All of the Kobold Guides are like well-published blog posts from lots of people who have been doing this a long time (me included!): https://koboldpress.com/kpstore/product-category/all-products/guides/page/1/
I am a new-ish DM and I have a group of very new 8 players. The backstories they selected are vague and I'm struggling to get them to engage with the story and other PCs. Could I reveal secrets about player characters' past, families, homelands, etc., essentially filling in the gaps of their vague backstories, or would that hinder their creative freedom? More details below, if you have time/interest; thank you Mike!! Here is what I have in mind: Prior to this first adventure (DoSI), all of the PCs were involved in a major battle that ended with the enemy's magic artifact erasing the heroes' memory of their life's details prior to the battle, as well as memories of the battle itself. Now, they find themselves reunited, with only vague knowledge of their previous connections (this will incorporate the vague backstories they've already created). For example, Violenta (PC) remembers making a heroic last stand with Balkan (PC), while Ram (PC) remembers attending a meeting at a nearby pub with Balthazaar (PC) right before the fighting broke out. My goal is after DoSI, Runara will present them with a magic item that will allow them to "re-live" battle from the beginning, memories of the future (including the events of DoSI) in tact, to discover what happened and "re-meet" each other. I will have secrets to obtain and goals to achieve within this battle, but I still want the players to tell the story of how they achieved their connections. After the battle memory is unlocked, the PCs will ideally become closer than ever. However, secrets will remain. At this point (if you're still reading), I have a few more specific questions: - Two PCs have the same peculiar birthmark. Can I, as the DM, gradually reveal through the campaign why they have that birthmark (cursed by another PC's cultist adoptive father)? Or should the players be choosing who their family is and everything about them? - Can I, as the DM, reveal, at some point during the campaign, who a PC's parent(s) really is? Or do they have to come up with that? - Two of the PCs, a giff and a tabaxi, both have the same identical trinket. Can I, as the DM, come up with something that happened to the PC as a baby/toddler that they wouldn't remember to explain why they both have this? Or is that meddling too much into their creative freedom? - If a PC remembers murky details about something that happened to them in their childhood, can I, as the DM, gradually reveal through the course of the campaign what really happened?
Hey there! It's important to remember that new players don't have any context for these sorts of things. It's hard even for *experienced* players to come up with story elements on the fly. I'd lean in on the improvisational technique of "yes and". Offer a prompt or an idea and, if they're interested in taking it further, they can, otherwise you can go with what you offered. Asking them to just come up with big pieces of their story on the spot can be hard for any players, much less new players. You can also offer it up as homework. Let them unlock something and ask them to spend some time thinking about it with a specific prompt to help guide them and let them figure it out outside of the session over email or something like that. But, above all, remember that new players are still figuring out their character sheets and might not have the neurons wired to come up with elaborate stories for their characters.
Hi there, quick question about skill challenges for Numenera. I've run 2 sessions and I'm not getting a handle on making skill tests a challenge. With training, edge, effort, devices that ease the challenge by a step, cyphers, help... My level 5 challenges are often an easy task. I don't like making things a higher test rating just to compensate (feels cheap) but I want there to be an element of dramatic dice rolls. What's your opinion?
Not everything needs to be a tremendous challenge. A level 5 challenge is a 15 more on a d20 without any other factor thrown in. Two steps takes it to a greater than 50% chance of success. So a level 5 isn't really intended to tremendously challenge proficient characters. The important part of Numenera is thinking within the scope of the world. Some things are easy. Some things are hard. What are the challenges in the world that the characters face and what level are those challenges? Maybe they're easy, maybe not. But the story flows from what happens in the world more than the mechanics you put in front of them. The world of Numenera is a big wild place and huge hulking war machines might be wandering out there in the wilds!
I have too many monsters running around. In books, DDBeyond, PDFs, in Monster books, in Adventures. Do you have any tips on how to keep these organized, especially in a way that’s usable as a reference? My lazy approach is usually sorting what I have on Beyond and not taking time to look at the non-WotC stuff when doing prep.
Pick your favorite monster books for your given campaign and focus on those. When I'm running Kobold Press adventures, I focus heavily on Kobold Press books with a sprinkling of 5e or A5e monsters when I need to fall back to something basic. When you pick a new campaign, think of one or two monster books you think work well for the theme of that campaign and try out those monsters. This works just like limiting character options for the campaign. We don't want to allow every 5e player option book so we pick one or two for a given campaign. We can do the same thing for monsters and still add a lot of variety to our campaigns without it being overwhelming.
Afternoon Mike, long time follower and patreon but never took advantage of this q/a. My question is: ideas of co-DMing with my group? We are about to finish a long 2+ year campaign where I've had the privileges' of DMing a group of 8 players from lvl 1 to 20. It has been a wonderful time but it has also been a lot of work. We are planning on continuing playing together with the dragonlance series but I've shared that I can't DM such a large group again. We have decided that we would like to try two groups with me DMing one group of 3-5 players and another player DMing another group of 3-5 players. We are planning to still play together at the same time and do the same campaign. Do you have any resources and thoughts about how to do this well?
Hi Mark! I think your idea sounds great! The big question is whether you want your two games to share the same world. That might be harder to do because you're each trying to figure out what the other group has done to change the first. It's probably easiest (and laziest) to just run the same campaign but let the two groups live in their own instance of the world and just share the stories of how things worked for each group. You and the other GM can still talk about what happened and what will happen which can help you both a lot, I expect, but not have the difficulty of trying to maintain continuity across both groups. So my recommendation would be to share the same time and same campaign and you and the other GM can share ideas and experiences but run each game separately so you don't have to try to tie together the activities of both groups which can end up being a hassle.
Hey Mike, with your recent change from the Lazy D&D Talk Show to the Lazy RPG Talk Show, do you have plans to deep dive other systems (other than 5e)? Since a lot of gamers have jumped ship from 5e in light of the OGL debacle I’d love to see some deep caverns diving into Pathfinder Second Edition 😎. Thanks again for all you do!
I'll probably be continuing to focus on 5e for the time being but I'm eager to try the new 13th Age and Shadow of the Weird Wizard systems. Pathfinder 2e is a little too crunchy and grid-focused for my tastes.
Hi Mike, My group just hit level 12, (hooray!). They tend to prefer shorter mini storylines that take only 1 or 2 levels to complete, and I’ve run a 50/50 mix of published and home-brew adventures. As we’ve gotten higher it’s become more challenging to create level appropriate content. They’ve gone from saving a city, to saving a region from civil war. The adventures are starting to feel derivative, like most super hero movies. I guess I can have them go fight a dragon who has a lair in a dungeon, but that feels a little cliché (and they’ve already done it). Do you have any thoughts for interesting regional, or world saving plot threads? Or maybe where to look for inspiration?
I think looking at the Marvel Cinematic Universe can probably give you some good ideas for high-tier adventures. Think superheroes and the sorts of threats they have to deal with. Going to the outer planes also helps. There's something inherently high level when one steps out of one world and into the next. Check out MCG's Planebreaker book for lots of otherworldly ideas.
Ryan Dancey, in his discussions about the OGL mentioned “heartbreak” systems, systems created by people that ultimately get little to no play because people know D&D and the amount of content maintains its market share. Since the OGL shenanigans there has been a call to play other systems and many publishers are making their own systems. Everyone is saying this is great as a diversified TTRPG sphere will be healthier than what was the status quo prior. Can you speak to your thoughts on this? My own thoughts: one can imagine a continuum of number of systems, on one hand there is only D&D and there is a ton of 3rd party products leading to great creativity and business. On the other end, a hundred systems, each with only ten players each, a campaign setting book only or maybe one additional adventure, lots of creativity but not many products for any one system. We were more towards the former end. This seems better than to me than the latter because the number of players that know the system you run is huge, and the number of options you have for settings and adventures is huge. Under the latter, you have a hard time finding players and have to make everything your self (not lazy). I feel that Kobold Press, MCDM, and other larger 3rd parties should agree on a new shared system thus ensuring many products and players rather than further fracturing the sphere.
This please. I’ve mentioned it several times on various YouTube channels and would love to have someone with reach start the conversation. D&D, because of the OGL, had become the “industry standard” rather than just the dominant player.
Hi Mike, First of all, thank you for the heads-up on the Kobold Press Humble Bundle. I only recently have gotten into Midgard, and did not own any of those PDF’s so that was an amazing deal. And I haven’t seen “Gangbusters” since I was a teenager. I bought a copy of the Index Card RPG rule book in January (go figure). I threw together a “trial game” for my wife and a friend this past weekend, so we could get a good grasp on how the system works. I actually had wanted to explore ICRPG for a while. I am visually impaired (legally blind) and thought the abstract game style might be easier for me to run. Anyway, the ICRPG system itself did not win me over. I still prefer the crunch and level advancement that a 5E system provides. (I was still happy with the use of index cards instead of a grid.) However, there were a few aspects of this game system that I really liked: • Standard DC for a room • Spellcasters having to roll (against the room’s DC) to cast their spells • The death system – rolling a d4 to see how many rounds before a character dies Even though our game was an off-the-cuff series of random encounters, we found ourselves in a situation where my Healer was trying to cast a Cure spell on my friend’s dying character. With a DC of 15, while we were still under attack. The tension was very exciting. Do you have any thoughts on how to similarly adapt a roll-to-cast spell system to a 5E game? I think it would be much more interesting if the cleric can’t just assume their Healing Word will get a party member back on their feet. Thanks again for all that you do, Graham Dyer
I've not played ICRPG but I like those ideas a lot. These are the sorts of things we can houserule into our 5e games if we want or even just use them for particular locations. Maybe an unholy temple forces a check to cast divine spells with a set DC or death saves change to 1d4 instead of three because of some unholy monument. One trick is trying out these house rules tied to a particular location, monument, or monster so we can try them out before we use them everywhere. Cool stuff!
Do you have any advice on how to effectively run short sessions that are approximately 2 to 2.5 hours in length? The game sessions happen every other week. How do you suggest balancing game play, character development, and story progression within these shorter time frames while also ensuring that players can pick up where they left off and maintain their engagement in the game?
My games only run about three hours with a 10 minute break so they're not much longer than 2.5 hours. I think its a lot harder if you go under two hours but over two hours should give enough time for all the things you're considering. That's about three big scenes in 2.5 hours. A couple of things that can help: - Jump right in with a strong start tied to the rest of the session's activities. - Run smaller battles with fewer foes, fewer different types of foes, and weaker foes. - Get comfortable (And get your players comfortable) running more battles in the theater of the mind. - If you're able, run with fewer players. Run even if players can't make it. Three or four players works better than five or six. During your prep you can think about the scenes and the secrets you're prepping and make sure they're focused on the characters for their development and the story for the campaign. Hope that helps!
How would you add a storyline to a West Marches campaign? I'm running an episodic West Marches style campaign with a pool of about 8 players. The composition of players for the sessions is always different so I'm not sure how to integrate an overarching story. I don't want it to feel like a bunch of one shots that don't lead to anything.
I'm not a West Marches guy so I can't offer a lot of advice but I think part of running a West Marches game is that there *isn't* an overarching story. Instead, each little segment is its own story. You might add a loose one over the top of it, some big bad or set of big bads like clouds on the horizon but I wouldn't run them as dynamic villains doing things or you end up with just a normal campaign. Instead, think about your villains like Sauron in Lord of the Rings. He's doing things but they're subtle and take a long time. Each of those things might be something the players select when they're picking which paths to go in the West Marches campaign. Hope that helps!
Has it always taken you only an hour or so to prep for a game? How did you get to the point where you could generate ideas so quickly and feel confident running them? Thank you!
Hi Brooke! Sometimes it takes me longer but usually because I'm doing something like building a big layout either in Dwarven Forge or online with Owlbear Rodeo. The meat of prep probably hasn't taken me more than an hour in eight or nine years – since I started the whole Lazy DM thing. Generating ideas, for me, comes from a few places: - Reading, listening to, and watching great fiction. - Stealing liberally from that great fiction. - Using random tables to generate ideas and break me out of mental ruts. - Running published materials that give me a head start. - Not letting perfect be the enemy of good enough. This is a good seed for an article, thank you!
Hey Mike. I’m an elementary school teacher and I run D&D for groups two days a week. The only problem I’m having is that I need dms. The interest from the students is huge. Do you have any thoughts, ideas, experiences on training up some 13/14 year olds with limited D&D experience on how to be a Dm?
You can do what they do with Adventurer's League and run a Table Zero. Try to see who wants to be a GM and run a game for *them* with the adventure you intend for them to run for their groups. I'd say the goblin caves from Phandelver is a good one for a single session. Dragon of Stormwreck Isle is good but probably best over a couple of sessions. Show the potential DMs how you run the adventure, talk to them about what various things mean, and then act as a pit boss during the actual running of the games instead of running one yourself at the same time. Go from table to table and see what help they need. That's how I'd do it probably.
Hi Mike! In discord you expressed that you weren't too happy with your finale to numenera. If you could go back and change it, how would you?
That's a really good question. First, I'd have probably separated the final battle from the rest of the session – extending things out a bit to fill two sessions instead of mashing it up together. That would have helped a lot. I think I'd have made sure that the characters had other opportunities to shine by battling lower level foes so they can use some of their fun abilities instead of fighting all level 8s and 10s. Going too high level too often hurt the game I think.
I'm pitching different ideas to my players for campaigns for me to run since our last one ended. We had it narrowed down to three options, and 4 of 5 players ranked one of the adventures (Drakkenheim) as their first choice, and the 5th ranked that one last. How do you deal with situations where not everyone can agree on the best adventure/campaign?
This is that good time to have a conversation and try to reach a unanimous decision. I'd probably try to find out *why* one of the players ranked it last. If they have specific concerns, you can try to make sure those are addressed when running it. I tend not to put a lot of options in front of the players when choosing a campaign for this reason. Instead, I suggest a new potential campaign that *I'm* interested in and ask if they'd be interested in that. Most of the time they're on board. If not, I toss it and consider a different one but I tend not to bring three campaigns because I don't want split votes.
Hi Mike, thanks for all you do for the community. I recently started a big 1-20 published adventure and I am feeling incredibly intimidated and overwhelmed with the scope of the campaign. I've only run homebrew in the past and I admit I thought running a published adventure would be both simpler and less work; I was wrong. Do you have any advice for dealing with that feeling of being overwhelmed? How do you take something with such massive scope and make it feel doable?
Ativan
