July 6, 2023

July 2023 Sly Flourish Patreon Q&A

Welcome to the Sly Flourish Patreon Questions and Answers thread for July 2023!

Ask your monthly RPG-related question in the comments below!

Every Friday morning I answer every question on this post. Some questions make it to the Lazy RPG Talk Show, 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

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

Now bring on the questions!!

Comments (162)

J
James · August 8, 2023

Hi Mike. Now that you have run a game of Shadowdark and are wrapping up Scarlet Citadel, how do you think Scarlet Citadel would run as a Shadowdark campaign? Or are there particular parts of Scarlet Citadel that would lend itself to Shadowdark?

S
Sly Flourish · August 11, 2023

Hi James! I don't think I'd run Scarlet Citadel with Shadowdark (or any RPG). It's problem isn't the system but the pure piles of text it throws at the GM without easy ways to reference it during the game. Kelsey's style of writing for Shadowdark is much preferred. I haven't yet decided what campaign or series of adventures I want to run for Shadowdark but I wouldn't use Scarlet Citadel I don't think.

D
Delaney Nevins · August 8, 2023

Im sure you must have answered this somewhere before but I wouldn’t even know what to search for. When planning secrets and clues, I often feel like “this location” or “that npc” would be an ideal source of specific secrets or clues. If the players miss the opportunity to acquire that information, I’m easily flexible enough to have the secret be found somewhere else, but is anticipating specific sources of the secrets and clues while doing prep Ill-advised?

S
Sly Flourish · August 11, 2023

Secrets and clues serve you! If they're working well for you, they're working. https://slyflourish.com/secrets_serve_you.html Certainly there are times where a secret best comes from a particular NPC or location or whatever, and that's totally fine. We typically don't want to lock an important secret behind just one point of discovery but as long as we're willing to move things around, there's no problem assuming a particular secret comes from a particular source.

J
Jason Sunday · August 7, 2023

August Question: I have both Flee, Mortals! and Forge of Foes and love both. I want to run Curse of Strahd in the near future, but I want to beef up some of the monsters and Strahd (CR 15). I really love your monster stat design of Count Rhodar Von Glauer (CR 19). Given that you worked on both of these products, how would you convert (down grade?) Count Rhodar Von Glauer to be used as Strahd?

S
Sly Flourish · August 11, 2023

I think an easy way to do this would be to take the baseline stats from forge of Foes and use those instead of the baseline stats for Von Glaur in Flee Mortals but use all the rest of his abilities. This is a good way to respec any given monster to any given CR. Alternatively you can use the baseline vampire in Flee Mortals and give him some legendary actions and resistances.

S
Slim Chance · August 7, 2023

Dear Mr Flourish, with almost no experience with TTRPGs,I started 5e GMing earlier in the year as a way to find a game. Despite locating your resources, which I credit for getting me to where I am today, it became apparent that there wasn't a resource that seemed to directly cater to new GMs, particularly those who have little to no history in D&D or TTRPGs in general. So I have two questions: 1. Is there a resource that already caters to those wanting to GM with little to no experience in the game? I found the DMG to be modestly useful for a total beginner - chapter 8, while your resources were much more so. I am thinking along the lines of a highly practical companion to the DMG - what you need to know and do at the table. 2. What do you think are the key areas that could be the focus of such a resource from a lazy perspective? Your articles, books, and videos hold a treasure trove of info and tips, but having it laid out in a way that helps a new GM would be a real boon (hint, hint). While I would love to see you make such a guide, I recall hearing you say that you won't, so I am considering putting together a short guide of this nature. Probably with the help of your resource document. Thank you for you amazing contributions to this awesome hobby!

S
Sly Flourish · August 11, 2023

Hey there! I just answered this question on the August thread. Thanks for moving it over!

P
Purple Martin Games · August 2, 2023

I run a Level Up: Advanced 5e game and have previously run vanilla 5e games. For years now, I have scrupulously avoided ever having my players fight the same monster twice, even across multiple campaigns. (I have most of the major 5e monster books in at least PDF form and several in print, so I don't lack for stat blocks). I recently received some feedback from my group that while they appreciate the dedication to keeping things fresh, it's frustrating for them to know they will *never* be able to use the knowledge they gained in one fight in any subsequent fights. Fair enough! Good-faith feedback and well worth acting upon. I have settled on the idea of making "faction rosters" for my various villain groups with lists of the various monsters/NPC villains they could field, but want a way to organize them. I was initially thinking of a spreadsheet with a tab for each faction, but wonder if you had any better ideas?

S
Sly Flourish · August 4, 2023

Hm. I'm not sure I get the idea behind faction rosters. Your group may just be saying to you "sometimes it's fun to just fight a giant spider". Remember you can always reflavor a monster with interesting characteristics and yet the monster is still clearly the monster. A skeleton is a skeleton. A wight is a wight. A bugbear is a bugbear. You just make each of them unique in appearance or weapon type or mannerisms or things like that. I don't think I'd go through the trouble of trying to recategorize monsters. Instead, during your session prep, think about what monsters make sense for the given situation. List a few out and bookmark them in your book when you're getting ready to play. Hope that helps!

M
Matthew Werner · August 2, 2023

I DM a 5e group. Something my players often do is attempt to nullify enemy threats through heroic maneuvers. For example, my fighter climbing up a fire giant and hacking their arm off so they can't attack or my paladin jumping on the back of a dragon and stabbing it in the eyes to blind it. I love the creativity, but I also don't like the "one-shot" opportunities this gives, or the instant massive threat reduction on boss-like monsters (if it was a typical grunt, I'd have no issue on occasion). These don't seem to fall in the Legendary Resistances category. I've tried gating these attempts with ability checks, or higher AC's for specific "aims" but it feels clunky and a little reactive, however at level 15, failure is rare; not to mention my players seem unsatisfied on failure. However, I can't help but feel that one-shotting/nullifying a boss or even sub-boss would be equally unsatisfying for everyone else at the table. How can I encourage my players to stay creative with ideas, reward them for it, but also not break my encounters?

S
Sly Flourish · August 4, 2023

The idea of nullifying a monster with an improvised action isn't part of 5e. There are other spells and abilities that pull off that sort of thing. When it comes to improvised actions, I almost always lean towards it offering advantage on the next attack. If that feels like a nerf to players who are used to hacking off the arms of giants, it may be worth an out-of-character conversation to say "look, we love it when we see cool improvised abilities but here's how they're generally going to work. You describe your improvised action, I'll set a DC and applicable ability and skill, you make the roll. If you succeed, you get advantage on your next attack. If you fail, the situation is likely to give the monster advantage on it's next attack against you." More on this idea here: https://slyflourish.com/cinematic_advantage.html This can still be flavored with things like trying to blind the monster or wounding their arm. You just don't get to nullify a monster completely with a single successful DC check. Hope that helps!

m
mash@十番町の会 · August 2, 2023

If someone offered to translate your work for publication in another country, what conditions would you accept their offer? (e.g., matching the page design as much as possible, the translator has a good understanding of the game, regular meetings (online or offline) with the person in charge, etc.) What conditions do you consider necessary to be able to grant permission for translation?

S
Sly Flourish · August 4, 2023

Hi Pipe. As a small business with just myself and my lovely spouse managing things, we just don't have the time to really dig into translations. It's a very complicated process even when someone else is doing the translation. It's very hard to conduct quality control. The contract negotiations are difficulty to manage. And all of that takes away from working on new things. One of the reasons I put a lot of Lazy DM material into a Creative Commons is to help out those who want to translate it into other languages. They no longer need my permission to translate anything in the Lazy GM's Resource Document: https://slyflourish.com/lazy_gm_resource_document.html But right now I really can't offer more than that. Sorry!

T
Tay · August 2, 2023

Hi Mike. Do you have any advice on restocking dungeons without it being a slog? My party decided to leave the dungeon when they got a glimpse of the boss, rather than short rest and fight. I can easily get them to return, but it doesn’t feel right to make the boss harder to make it a challenge with full resources. On the other hand, there’ll be no drama if I leave it as is. Story wise, I can restock the dungeon, but I’m pretty sure it would just be a series of combats that will take the entire session (the cultists are beyond negotiation). Any tips on managing dungeon restocking or adding consequences but avoiding slog? Or is this just a matter of the social contract? I note I’m new to dungeon design and in retrospect needed something to drive more urgency in the story so the party took the risk of fighting the boss immediately (or after a short rest). Thanks!

S
Sly Flourish · August 4, 2023

This is a good situation where it's worth starting with what makes sense in the world and then modify it in a way that makes it fun for the group and for the game. As you say, it may not be fun if its just another series of battles. Instead, you might think of the whole thing as a situation in which the characters *see* ahead of time that the cultists have restocked and repopulated and the characters have to find a different way to the boss without just murdering them all. It's also possible the leader only used low-level cultists to restock so they're really easy to cut down (depending on the level of the characters). Since the characters know the layout of the location, they might find another way to get back in that doesn't involve fighting a million cultists. Maybe there's old sewers below or a haunted catacomb they can navigate. In Scarlet Citadel, it's fun to see how each level repopulates after the characters have gone through it. In my own campaign, the ooze queen has completely taken over level 2 and is starting to take over level 3 while the characters are dealing with levels 5 and 6. But they have vertical shortcuts to take them right from level 0 to level 5 so they're all set. In short, I'd try to think of the whole thing as a big situation or heist. Let the characters learn about the repopulation. Give them a goal. Give them some alternate paths. Let them navigate it as they choose. Hope that helps!

K
Keotep · July 31, 2023

How do handle sharing visual aids other than maps during your online game when also using owlbear 2.0? I’m trying to figure out a best method as i like to use a lot of art for evocative scenery, monsters, every npc i can 🤔. Owlbear 2.0 is a joy to use, i really dig it.

S
Sly Flourish · August 4, 2023

In my own group, we play in Discord so we have a channel called "Maps and Handouts" where I can paste screenshots of images, maps, and other visuals so the players can see them and archive them. I use it regularly for overland maps, location images, and images of NPCs or monsters. It works really well. A couple of features I'd recommend getting used to: learn how to do a lasso-style screenshot in whatever operating system you use so you can grab a piece of an image you have on your screen and share that. Also, on a Mac, the Preview app now has a "remove background" feature that gives you a cool transparent PNG of a monster image snatched out of a monster book. It's a great way to share full images of a monster instead of just relying on tokens. I don't use Owlbear Rodeo for anything other than managing a map with tokens on it. One of the reasons I like it is that it solves one particular part of the equation without trying to do everything.

S
Schizogen · July 30, 2023

Do you have any tips for using the Forge of Foes on other non-5E based systems. I am specifically interested in Dungeon World, but I imagine other people would be interested in a more general answer.

S
Sly Flourish · August 4, 2023

The mechanical parts of Forge of Foes won't work with non 5e games but most of the chapters in the book are system agnostic. Even a lot of the mechanics of monster powers can be refactored into a different RPG with just a little work. I think its worth understanding how monster mechanics work in any game so we know what happens when we reskin or if we want to tweak the stats. So yeah, Forge of Foes can help a lot regardless of the system you're using. Many of its concepts have come from experiences running dozens of different RPGs including just about every previous version of D&D – thus, many of those ideas work with other systems as well. Hope that helps!

G
GMG · July 29, 2023

Sorry for the long one: Almost every time I bring or see a discussion about a ruling for some edge case not completely covered by the rules in any d&d forum, there is always the reply to go with “the rule of cool” or whatever the players think is the most fun, with no effort to find a ruling that makes sense. One case happened in a very famous stream on youtube, when a player casted animal friendship in an aberration and the dm rolled with it because “that would be fun” (when a much higher spell level would be needed to make that work). I understand that everybody is playing the game to have fun, but then I think things stop making sense. Why use any rule at all, if you are ignoring them whenever someone comes up with a fun idea that would not work by the rules? Can you discuss this balance between “rule of cool” and “by the rules”? Keep in mind that this is coming from someone that gms heavily homebrewed games, and “you are being a pain in the ass” is a completely acceptable response.

S
Sly Flourish · August 4, 2023

I like to think that the rules have springs attached to them. The springs want to pull us towards using those rules as they are whenever we can but we can pull on those rules and stretch those springs, when we think it leads to a more fun game and a better story. Maybe a Ring of Mind Shielding doesn't exactly work the way we run it in our story but it makes the story work a lot better when it does. The further we stretch away from the rules, the more tension we feel in those springs. So I think it helps us to know those rules and it probably helps to pull away from them only when it really makes the whole time at the table better. We don't just throw them all away and do whatever we want – we start by knowing what the rules do and why and then we can pull away from them, increasing that tension in our rules-springs, when we think it makes the game better.

A
Adrian Márquez (Post Fiction Studio) · July 29, 2023

Mike, thanks for all your fantastic work. Any chance you can give us all an update on the new City of Arches material? Can we still expect it soon? Really looking forward to this addition!

S
Sly Flourish · July 29, 2023

This next update is a big one and is going through an editing pass so it may be a couple weeks into August.

M
Mistborn · July 28, 2023

Hey, Mike! What are your thoughts on an official psionics system for 5e? Should there be one, and if so, should it be a character option like the psionics powers from Ad&d 1e, an original system like the point-fueled skill-based system from Ad&d 2e, a magic-like system like the one from 3e/3.5, a distinct class/power set as in 4e, or a series of subclasses with appropriately flavored abilities like the ones from Tasha's?

S
Sly Flourish · July 28, 2023

I honestly have no real opinion on it. I've used psionics on the DM side of things by just reskinning spells. I think it'd be cool if psionics had its own system but I don't hang onto that desire too strongly. I think a lot of people care more about psionics than I do.

S
Scott Vanden Warsen · July 27, 2023

I've loved using the 8 steps to prep my sessions, but I find myself unable to foreshadow upcoming events, NPCs, hooks/twists that might come to pass in the adventure. Simply put, I haven't put in the time to prep further ahead in the campaign, and am focusing on next session's prep. Any advice for being able to foreshadow future events without spending a lot of time on big campaign prep?

S
Sly Flourish · July 28, 2023

Don't worry about it. If you see a chance to drop in some foreshadowing, that's great but you don't need to go out of your way for it. Introduce villains, maybe. Heralds can be cool too. But you don't need to foreshadow events because you really don't know what they may be. I tend to not worry about foreshadowing too much except for villains and their current actions. The characters may see what villains are up to which feels like foreshadowing but really isn't. Above all, give yourself a break. You're doing great =)

G
GMG · July 27, 2023

Just watched an older talk show where you talk about pacing, where you say something like: "If you want to have this boss fight by x time, when the time arrives, get your players there", but how to push the players there in a smooth way? Example: last session of the players needed to go in a portal, but the portal was protected by a red dragon and its "spell". They probably spent 1 hour or more discussing plans and how to approach. I tried pushing them forward multiple times, but sometimes they just get stuck discussing possibilities and the game does not move.

S
Sly Flourish · July 28, 2023

Hi Gabriel! See my answer to Jason Kemp just a few posts above you. Pacing can be hard and sometimes we just have to shield-push players forward, helping to narrow down their choices, maybe set some sort of external timer like "in 20 minutes the portal is going to close – better make a choice!" Shadowdark RPG uses torchlight as a way to move things forward. That doesn't work perfectly for D&D but it gives you an idea. One of our roles is to arbitrate group decisions. Run the tally, reinforce the options, show which ones they choose, and move things forward. Hope that helps!

B
Bo Thomsen · July 27, 2023

Hi Mike, thank you for another month of great content. I was wondering something because you briefly talked about the new Crucible system for Foundry VTT, which seems very crunchy, and when you of hand mentioned during a show that you felt like Pathfinder combat was so long that you might as well play a game while people decided what to do. Do you think that making combat super crunchy and in a way very detached from everything else in the system, like the exploration and social encounter pillars, has any value in an RPG? Or would it feel for both the players and the GM like playing two different games, and therefore run the risk of being hard to keep everyone engaged if they are only interested in either the combat or the more fluffy parts of the RPG?

S
Sly Flourish · July 28, 2023

I think its really up to the taste of the GM and the players when it comes to the amount of crunch one wants. I know groups that *love* their super-crunchy systems and deep characters. They love big thick tactical combat with lots of odds and ends. They like breaking down actions into three smaller actions. Other groups want fast and furious without worrying about pesky squares and with randomly generated and randomly growing characters like those in Shadowdark. I think deciding which style of combat and the level of details a group wants in a game is an important thing for that group to figure out. I know, and have heard from, many Pathfinder 2 groups that love the system. I knock it as a gag sometimes but I recognize that it's well loved by many.

S
Scott Miller · July 27, 2023

Do you think Kobold Press's Scarlet Citadel could translate to a Shadowdark campaign? It'd require quite a bit of reworking to fit the spells, items, and monsters of Shadowdark, but it sounds like the perfect candidate!

S
Sly Flourish · July 28, 2023

Maybe, but I tell you, the style of adventures are very different. There are many great Shadowdark adventures you might consider before jumping into Scarlet Citadel. The theme fits well enough and it's not hard to reskin creatures in Scarlet Citadel into Shadowdark monsters but I probably wouldn't bother. Run some fun Shadowdark adventures instead.

J
Jason Kemp · July 27, 2023

How do you make your scenes go faster? My game sessions sometimes drag out, and I usually only get two or three significant scenes in per 3 hr session. I'd like to get more gaming packed into each session, and I'm hoping you can help me.

S
Sly Flourish · July 28, 2023

Hi Jason! Keeping pacing moving is a really hard and really useful for keeping a whole RPG moving forward. Sometimes, if our group doesn't grab onto actions as much as we hope, we have to move things forward ourselves. If it's a problem we're having trouble with in-game, we might need to have a conversation out of game about it. Something along the lines of "I notice sometimes it feels like things bog down and go slow. When this happens, I'll make this gesture to help get thing moving forward again". Help the players navigate choices in front of them. Tell them things they might otherwise spend a lot of time figuring out. Tell them when they've exhausted all of their options or fully searched rooms. Combat is a whole other issue. Higher damage lower hit point monsters can work. Running theater of the mind helps for smaller battles. A big one is running with fewer players. Three or four can be a great game and runs much faster than six. Heavens help you if you have more than six players. Hope this gives you some ideas!

j
judge309 · July 26, 2023

Any ideas on engaging players between sessions? I have some, but I'm interested in any ideas. Not everyone can make every weekly session and I was looking to engage people in the off weeks in particular.

S
Sly Flourish · July 28, 2023

If you use Discord, you can run some off-line asynchronous scenes using a Discord channel. I also find emailing microfiction can be good fun. If the in-world timing is right, you can do some individual roleplaying with one or more of the players out of the game – just in pure conversations. You can even do this as flashbacks – roleplaying scenes with the characters that had occurred in the past. Offer some prompts in email or some form of chat and see if the players bite on it.

G
GMG · July 26, 2023

Have you replaced Strahd statblock by the vampire lord you made for MCDM? If so, how did it compare?

S
Sly Flourish · July 28, 2023

I haven't and Von Glaur is a little high CR to be a true drop-in replacement for Strahd. He'd be great for a high level vampire but that CR 12ish Strahd might require something a little less lethal. Apparently Von Glaur destroyed many groups in playtesting.

B
Ben Hodges · July 26, 2023

Hey Mike, New patron and very excited! I just have a quick question, if you use puzzles/non-combat encounters for your game where do you source them from if anywhere? Any tips would be appreciated! Thanks!

S
Sly Flourish · July 28, 2023

Hi Ben! I actually rarely use in-game puzzles in my games. Instead, I focus on the situations in the world and let the players figure out where to go and what they want. I use non-combat encounters all the time but this is usually exploration and roleplaying in which the characters navigate locations, learn secrets and clues, and talk to NPCs. This gets done with ability checks for the most part. I used to use more advanced puzzles but they usually didn't make much sense in the context of the story, took time to prep, and didn't really resonate with my players so I tend to skip them now. Thank you and welcome to the patreon!

R
Rangdo · July 25, 2023

Hi Mike, In previous Patreon answers, you've said you "suck" at taking notes during a game, and also at reflecting on a finished session immediately after. I'm the same. But in every prep stream, you seem to have a pretty detailed handle on what happened in the last session, whereas my experience is that after a week of work and life, those details have faded and I rely on players' notes to remind me. Do you just have a very good memory, or are there habits or tricks you've developed for the week between sessions that help you when it comes to prepping the next one? Relatedly, you prep your Sunday game just an hour before running it: is that your ideal timing for prep, i.e. just before the session? I guess I'm asking about what you do in that period from the morning after the session before to when you start your eight steps that might help you with prepping and running the game.

S
Sly Flourish · July 28, 2023

I think being able to go back and see what I prepped in the previous session helps me remember what happened. Reading through old scenes, old secrets, old locations and old monsters helps me remember what happened. It isn't always easy. I do like prepping as close to the session I can and still give myself some room if the prep goes long. I prep my Saturday game on Saturday, my Sunday game on Sunday. My Wednesday game usually on Tuesday and a little on Wednesday. I don't really do any prep for my Scarlet Citadel game outside of the show. I might read more of the book to get myself familiar with whats there but I don't write anything down.

T
The Anti-Tourist Trap · July 25, 2023

I'm wondering how to tackle a published setting for a campaign. For example, I feel overwhelmed by the sheer size of Midgard and don't know where to begin. What did you do to get familiar with the setting and prepare for your Midgard campaigns?

S
Sly Flourish · July 28, 2023

One bite at a time! It's worth digging into things like a little bit of the history and intro to the regions and the gods. At that point, pick one particular location for your adventures and focus on that location, its history, its gods, and its lore. You don't need to know the whole world. Just a region, even just a town or city, can be enough to build out your next couple of adventures. Even when running a big scope adventure like Empire of the Ghouls, they still hit each region one at a time. One chapter might be in Zobeck, one in the Cantons, one in the Northlands, one in the Southlands, and two in the undercities but you still need only focus on one such region at a time when running your games. So yeah, take it in small steps focusing on just the region you intend to run.

J
Jason Sunday · July 24, 2023

I am interested in the 5 Room Dungeon style adventure design for my bi-weekly Fantasy Age 2E game. How would you use the for the 5 Room Dungeon design outside of a Dungeon?

S
Sly Flourish · July 28, 2023

Hi Jason! I'm not really the expert on 5 room dungeons so I can't dig into it too much Johnn Four is the real expert and has wonderful examples on his website and in the booklet you can get for signing up for his news letter. https://www.roleplayingtips.com/5-room-dungeons/

T
Thomas · July 24, 2023

Hey Mike! Thank you for all you do :) Usually I just ask questions in the discord, but this one is big for me, so I wanted to ask here: After our last session, which included a boss type encounter, I realized that I find it very hard to make tactical decisions that will kill the player characters. In the moment I don't want to take the "fun" from the players by incapacitating/killing their characters. Even though it would be the most narratively logical choice. How do I get over this?

S
Sly Flourish · July 28, 2023

I hear you. It's up to you if you want to pull your punches for the drama of the game. We start with what makes sense given the world but also what would be fun for the situation. If you really think the drama of a character death would be an interesting turn in the story, you can *make* yourself do it by rolling in the open and explaining what's going on to the players as enemies make their choices. I try to telegraph potential death early. Monsters rear up to make their fatal moves with more character turns ahead before such a blow falls. That way the players *know* its coming. They steel themselves for it or they do something to avoid it. But yeah, it can be a hard situation in which to follow through. Knocking a character to zero, though, I do that all the time.

J
Jonathan Weidert · July 23, 2023

I've been listening to you talk about Shadowed Keep on the Borderlands and Scarlet Citadel as two different takes on modernized dungeon-centered campaigns. Can you talk about the pros and cons of each relative to one another? Do they lend themselves toward cannibalizing each other if you only run one?

S
Sly Flourish · July 28, 2023

Hi Jonathan! At this point, I highly recommend Shadowed Keep on the Borderlands and can't recommend Scarlet Citadel. There are probably parts of it worth stripping. The maps are fantastic. But the text is so verbose that you have to do a ton of work to draw out what's happening. I would just run Shadowed Keep and build your own adventures off of it.

B
BB SS · July 20, 2023

I’m a GM who doesn’t have a group or get the opportunity to play regularly. Much of your advice focuses the game around the fun of being at the table. While this has greatly improved the quality of my games, when I’m between groups, I feel at a loss for what I can prep that I will actually use in my next game. What GM prep activities do you feel bring the most value and are the most fun for when you don’t yet know who your next players will be?

S
Sly Flourish · July 21, 2023

Hi BB! That's a great question! I think there are a few places I'd spend my time. Even if you don't know who the characters are, the other seven of the eight steps from Return are still useful for whatever adventure you're building next: The strong start, scenes, secrets and clues, monsters, npcs, treasure, locations – all of those are still worth spending time filling out. Beyond your next adventure there are some fun and useful areas: - Really understand the region in which the characters adventure. If this is a town or city, really know that town or city. The more you fill your mind with the details, the easier it is to improvise during the game. - Understand the most relevant gods and pantheons. Again, whether published or your own, knowing the gods and how they relate to the world around the characters can be useful. - Same thing for factions. Who are the notable factions? What do they want? How do they clash? Who are the notable NPCs for those factions? - HIstory. World history isn't terribly important but regional history is. History, factions, and gods are fantastic layers to overlap with your notable locations for any adventure. They make mundane locations unique. - Situations. Think about interesting adventure situations the characters might get involved with. Don't determine *how* they'll deal with them but setting up situations is fun. The three-hex-out method is a good time, what are three notable adventure locations within a day's journey of your starting location and what is the situation at them? That sort of exercise can be useful. Hope this helps!

D
Delaney Nevins · July 19, 2023

Hey Mike, not so much of a question as much as an, "I'd love to know Mike's opinion on the topic." Today (July 19th) Dave Chalker posted a brief commenton mastadon about the new Planescape books and his concerns. It sparked a very interesting discussion with alphastream and Jared Rascher about WotCs lack of follow-through regarding 5e sourcebooks lately. particularly non-Forgotten Realms ones. I feel the same way. I'm a Dragonlance junkie. I own almost every novel ever published, but for people that are new to the setting I think its almost unfair how little resource material is for the recent adventure and to expect new users to dig online for 2e modules and 20 year old novels is unreasonable. On the other hand, the 5e dragonlance is amazing. To compare that book to the flappy little 2e modules is unrealistic. So, I'd love to know your opinion on the topic. Do you think that Wizards is dropping the ball on the alternate settings? Are they responsible for providing future books on them or are the single experiences that are (mostly) well executed a reasonable tactic? You've mentioned regularly how much you love Dark Sun. I know nothing about it but from what you a say it sounds great. I think if they had a one-and-done publication on it, you and I would have a very different experience with it. Thanks Mike. Have an awesome day.

S
Sly Flourish · July 21, 2023

I know first hand that WOTC likes to experiment with formats and designs for their products. I actually had a conversation with Chris Perkins about how the focus of various adventures changed. From more narrow-path adventures like Tyranny of Dragons and Out of the Abyss to huge widespread adventures like Storm King's Thunder. He said yeah, that experimentation was definitely how they looked at things (this was about six years ago at Origins I think). I think they're experimenting with campaign book design as well. Do they do big widespread campaign books like Eberron and Ravnica or focused adventure books like Dragonlance, Strixhaven, and Spelljammer? I have a clear preference. I want big campaign books like Eberron. I'm happy with a starter adventure and some campaign outlines or hooks (like I'm doing with City of Arches) but I don't think Dragonlance, for example, scratches my itch for an actual modern Dragonlance sourcebook. Worse, this is the *only chance* we're going to have for books like these. No one else can write them and WOTC doesn't tend to go back to a world and write it again. Even Van Richten's Guide is far enough away from Curse of Strahd as to be a totally different book (I love Van Richten's Guide for example). But that spelljammer boxed set we got is the only one we're going to get for maybe a decade and it doesn't have a sourcebook. There's almost no material to build your own campaigns in Spelljammer. To me, it failed at its duty. Light of Xaryxis is a fine adventure but now it's done and I doubt I'll ever open those books again. Eberron, however, I use all the time. Same with Van Richten's Guide. I'm really hoping Planescape offers more sourcebook-style material so I can build my own adventures in that domain. It's 64 pages longer than Spelljammer, so that's nice, but where they put their attention matters a lot. I'm hopeful but also wary.

P
Peter S. · July 19, 2023

Hi Mike! What is your experience in running two consecutive campaigns in the same setting? Do players dislike restarting at lv1 after having experienced the high level adventures in the same world? First thing I will be changing the area in the world, of course. Do you have other tips?

S
Sly Flourish · July 21, 2023

I've run consecutive campaigns in the same setting but the campaigns themselves are different enough with a different enough theme, drive, location, and character options that the players are excited to try something new. Here's what I'd recommend: - Offer different character options (this is one big reason why we shouldn't let players choose anything for any campaign). - Ensure it's in a different region of the campaign setting. - Ensure the overall theme is different (low / high magic, etc). - Make sure your central drive for the campaign is clearly different (Dragon Queen vs Storm King's Thunder vs Waterdeep Dragon Heist vs Tomb of Annihilation). Change enough of the variables and the whole thing feels fresh.

B
Bram Bakker · July 18, 2023

How do you invigorate a long running campaign? I am a year into my Mythic Odyssey’s of Theros campaign and it has been going pretty well. However, I feel like the wow-factor of mythical monsters, divine conspiracies and supernatural boons has become less exciting over time. The heroes are about to enter the Underworld, collecting some McGuffin, but after that they have about 3 in-game weeks of time left before a blood moon begins the return of the chaotic Titans. Wind Walk has made all travel arbitrary (which I don’t mind), but I am not sure how to both fill those weeks AND make them exciting. How do you spice up long running campaigns? How do you make in-game time pass without having the players lose agency?

S
Sly Flourish · July 21, 2023

Ah, hard problem! Is there a way someone, maybe a god or powerful villain, rolls the time forward? Is there a way they might get stuck somewhere and time rolls on faster than they realize? Traveling to another plane, for example, can dork with time quite a bit and bring them out with only a couple of days left. I often leave myself wiggle room for events like this so I don't get too locked into them needing to do something at a specific time and either missing it because of one extra long rest or being there three weeks early. Even if you come up with a bullshit reason to move time forward, your players will scoff but they'll understand why. If they're headed to the Underworld, making the underworld time move faster or slower than main-world time is a good way to get out of those extra weeks. A nice shadowy surprise when they return home!

T
Thiago L. · July 18, 2023

Hi Mike! What do you do with a campaign in the case of an honest TPK? By honest I mean, players planned very badly, got overconfident despite warnings from multiple sources and didn’t roll well on top of it. Do you just fold the campaign and start another or do the players just create new characters and continue on from where the previous ones left off, or what? P.S: this has not happened yet in my campaign, but I’m seeing signs of my PCs growing arrogant and feeling like whatever happens, I’ll tailor every single encounter to be manageable and if things go south they will get rescued by some NPC (happened once in the beginning of the campaign) – an assumption that is becoming a bit pervasive in this new generation of TTRPG players compared to those of us who started with AD&D or before. I fear I might throw an encounter that will just outright kill them not because the difficulty was too high, but because they got way over their heads.

S
Sly Flourish · July 21, 2023

Hi Thiago! I actually talked about this a little bit here: https://www.youtube.com/watch?v=V3MABNQT5Og&list=PLb39x-29puaoZke5BVk7fjyyyjWXcxCu1&index=18&t=3620s I would definitely have in mind an idea what you want to do if it *does* TPK. Do they get resurrected a century later after the big bad has ruled the world? Do they come back as a new group of characters? Are they actually captured and turned into wights but they suddenly have memories of who they were and now need to figure out how to thwart their new master? Think about how your campaign might pivot on a TPK. I think that's a lot more fun than just having them all die. What happens to the world when they die and how do they come back into it?

B
Baptiste Blanchet - Alakokain · July 17, 2023

Hello Mike, you were saying a while ago that the The Lazy GM's Resource Document was translated in Japanese. Are you aware of other teams translating in other languages ? If there is a french one i might be interested to lend a hand to them ^^

S
Sly Flourish · July 21, 2023

Hi Baptiste! I don't know of anyone currently converting it into French. Part of the selfish reason I released it was so that I didn't have to keep track when teams decided they wanted to translate it. I'm no longer the one holding people back! As I hear about new translations, I'll be sure to mention them and add them to the reference document page.

E
Ernesto · July 17, 2023

Hi Mike, recently you were talking about how some of the modules you are running were a pain to prepare because they had way too much text. By the moment you finished reading a chapter you more or less forgot many details about the different encounters. My favorite setting is Warhammer Fantasy and many of the modules suffer from the same issue too much "fluff", which is a contradiction for me because I like Warhammer lore but at the same time a module is a technical document that should be first written for the GM and to be easy to digest and run. On the other hand, one of the best things about the OSR movement is the style of writing modules, IDK if you have read "Halls of the Blood King" which is an Ennie award winner short gonzo-ish Castlevania-like module, and is the best module that is have ever read of any TTRPG system. Is the type of module that you can run it directly from the book, without having to make notes in a separate medium (notebook, notion, etc). I have two questions if you don't mind: 1. Why do many "mainstream" publishers write adventure modules like if they are writing a novel, blocks, and blocks of text, the map in a single place and you have to constantly flip back and forward when trying to understand it? 2. Why the OSR style of adventure modules haven't been picked up by the major publishers when an argument can be made that is better written for GM? Also, if you have the time please take a look at "Halls of the Blood King" is incredibly well made. Thanks!!

S
Sly Flourish · July 21, 2023

I actually have Halls of the Blood King in a physical book right here! I pulled it off the shelf when you mentioned it. I haven't given it a super deep dive but I remember very much liking the abbreviated style. It's a style Kelsey over at Arcane Library also uses for her 5e and Shadowdark adventures. I think, in the case of Scarlet Citadel, their intention was to offer a more opinionated old-school style adventure that included design notes right in the text. There's a lot of *how* you should run a location instead of just what's in the location and what's going on. There's a lot on monster behavior, attitudes, feeling, theme, and other sorts of writing that, I think, the intended to use to help teach GMs how to run it but I think all of that gets in the way when you're actually trying to run it. On the flip side you have more abbreviated OSR-style adventures. Many of these authors embraced the idea that these need to be easy to run right at the table. Use as few words as possible. I expect adventure writers lean away from this because there *are* matters of feeling and theme they think would be lost if you abbreviate it too much. I think that's a real risk too. I think a lot can be done with the design of an adventure to separate out designer notes from the details you actually need to run it at the table. I also think there isn't a perfect answer and different GMs have different preferences. It's a real hard problem.

f
flibbertygibbit · July 17, 2023

Hi Mike! What recommendations do you have for RPGs that emphasize theater of the mind? I am working on a list of options for our 5e group to try and would like to add some tactics-light, imagination-heavy options. Thanks!

S
Sly Flourish · July 21, 2023

13th Age is where I came to love abstract distances in combat and the system itself hangs on tight to it. Lots of other RPGs other than the two big ones – D&D and Pathfinder – have moved to abstract combat. Numenera, Blades / Forged in the Dark, any of the Powered by the Apocalypse games, any Fate-based game, Shadowdark, Knave, EZd6, Index Card RPG. The upcoming Shadow of the Weird Wizard will use zones.

P
Peter Hohenstein · July 15, 2023

Hi Mike :-) I've come to realize that I really don't like it (and that's an understatement) when my players execute their prisoners. I didn't discuss this during session 0 (we did discuss no torture but not this) but will do so in the near future. Of course I could simply have every monster fight to the death or have lightning from their boss strike them before they get caught, but a) that doesn't sound like fun in the long run either; b) it loses a lot of role playing opportunities; and c) it robs me of ways to disperse information, secrets and clues. When I will be discussing this with my players I want to give them clear examples of what they could do with prisoners in different situations (for instance, options will be different in a city than 3 weeks from the nearest settlement) after they got the information they need out of them without simply killing them while bound to a tree. Any suggestions? Other things I should be keeping in mind with this?

S
Sly Flourish · July 21, 2023

Hi Peter. This definitely sounds like a case where it's worth having a mid-campaign discussion about it. You can just tell the players, outside of the game, that you really don't like running a game where the "heroes" are torturing prisoners. Tell them that, when there's information to be gotten, they can get it other ways. You don't need an in-game explanation for this. You don't need to come up with ways in world for them to miss the opportunity to torture prisoners. You just really don't dig it and torture won't be a gate to any information they'd receive. Instead they can get it with compassion or deception or whatever, but not torture. The same might be asked about executing prisoners. That might not be cool either depending on your view and that of your group. Redemption is always an option.

J
Joaquim (RolRàpid) Ball-llosera · July 14, 2023

Hi Mike, I'm planning a 5e Sci-fi game. My main rulebooks will be Ultramodern, with some Strafinder and Carbon 2185. But, do you any any other sci-fi 5e game systems where I can pick other rules? specially for Cyberimplants and psionics? Do you think "pick'n'mixing" rules for several games is a good idea? Or would you stick to a single system?

S
Sly Flourish · July 14, 2023

Definitely Esper Genesys. It's a pure 5e Mass-Effect-style game written by my friend Rich Lescuflair. You can also get a lot of great material for generating adventures from Ironsworn Starforged. I think mixing up games is fine but you probably want a core set of rules for your players.

B
Brent Revello · July 14, 2023

How can one effectively manage intricate storylines and character arcs that engage players and provide a satisfying resolution, while also ensuring that the leveling process does not extend over too many sessions? I have noticed that the pacing of the adventures I create for my players tends to progress slower than desired in terms of leveling. For instance, there are situations where a higher-level spell like 'Speak with Dead' could potentially bypass an entire adventure or mystery. One approach I have considered is keeping the characters at a lower level, thereby restricting their access to such spells. However, as the story naturally unfolds and the players take action, the sessions quickly pass by before the story reaches its resolution. Consequently, the characters may level up to a point where the original challenge becomes effortless. Should I simplify the adventures to align with the desired leveling pace, or should I slow down the leveling process to match the complexity of the adventures we seek?

S
Sly Flourish · July 14, 2023

I don't think you have to hang on too tight to match leveling with specific adventures but I think knowing how to move adventures forward into new challenges as the characters get more capable with spells like speak with dead, zone of truth, fly, and other spells that change how their entire interaction with the world works. Thinking about how the game shifts as the characters get new capabilities, I think, is an important part of how our adventures and campaigns grow. You can find some ideas about how that scope changes here: https://slyflourish.com/tier_appropriate_adventure_locations.html I wouldn't restrict access to spells. I'd change the types of adventures they have as they level. Hope that helps!

N
Nathan Veale · July 13, 2023

Hi Mike, how would you deal with a player who is frequently complaining that the magic items in the campaign don't 'fit his build' well enough? We are finishing Curse of Strahd, and for ex. the +2 blood spear isn't good enough for his reach focused sentinel/polearm echo knight... Do you tailor/respec module items to fit your players builds? The heart of the issue might be that I, as the DM, do not prioritize magic items. I don't really care about them, I'm more interested in the story, the characters, the encounters, etc. This player is the classic power gamer stereotype. His character is already pushing the most damage out by far. Looking for advice. Thanks!

S
Sly Flourish · July 14, 2023

We may not care about magic items but players definitely do. I do indeed tailor magic items around characters along with dropping in random magic items to shake things up. There's a reason it's one of the eight steps for lazy GM prep. It's worth focusing on. Check out the relevant chapters in Return of the Lazy Dungeon Master for more info.

M
Michael Smedley · July 13, 2023

I deleted my previous question about what the term deadly meant in your deadly benchmark before you answered because I found the information after reading further into forge of foes 😀. So ill ask something else instead if that's OK. Have you ever had a campaign in which the players failed at the ultimate goal? For example stopping the rise of tiamat and becoming Dragon food. I was pondering on the question of what should be there chance of success in a campaign. In most epic movies the task always feels near impossible but somehow inevitably they will succeed.

S
Sly Flourish · July 14, 2023

I haven't but I've come close. I was convinced in my big 4e campaign against Orcus that Orcus would win in their final fight. I had this whole plan for how they'd come back 10 years later when Orcus is running the show and have to find a way to deal with him again. It was going to be awesome. Thinking about how the world might change if the villains won and then dropping the characters back in like the resistance against a big empire could be a lot of fun. What would the world be like if Tiamat won? Write that situation and then bring the characters back resurrected after 10 years by a secret cult looking to thwart the queen of dragons!

P
Patrick W. · July 13, 2023

Often GM advice suggests you lean into your strengths and/or practice to shore-up your weaknesses. How can you identify these areas for yourself? Is player feedback the only way? Do these realms align to the parts of GMing that I find least stressful?

S
Sly Flourish · July 14, 2023

Feedback is definitely one way – both direct and non-verbal. Talking to players as a group. Using your "Stars and Wishes". Using campfire tales. https://slyflourish.com/campfire_talk.html This can hopefully give you an idea what the players are enjoying. You can also look internally and look at other GMs to see what you notice about other styles. Liveplay shows and podcasts are good for that. Here are a couple of articles that may help: https://slyflourish.com/path_for_dm_expertise.html https://slyflourish.com/dms_reading_list.html

T
Tim · July 13, 2023

Hiya Mike -- I have been DM for awhile now, starting in AD&D moving through 3.5 then taking a long hiatus after college till about my Mid 40s. I have never been able to convey the same depth of cities that you read in source books and online. Even the cities we spend a day in dont seem to have the feel I want. a few inns here to choose from, a place or two to buy adventurers gear which may or may not have magic items and maybe a few guilds. How do you get the city to have the feel you want it too without describing everything? Thanks!

S
Sly Flourish · July 14, 2023

Cities are definitely hard. I recommend sitting down and thinking of the few fantastic places in the city that the characters themselves want to go to. Where would your barbarian like to go? Your rogue? Your wizard? What places can you focus on that you think the characters and the players would really dig? You can read more about it here: https://slyflourish.com/build_cities_around_the_characters.html

P
Plate · July 12, 2023

Hey Mike, I just watched your mastering dungeons episode with Sean talking about the Orc licence. In the video you made it clear that having your mechanics licence-able was a bad thing. My question to you is, as a first time game designer should I not post under Orc and stick with the OGL? I'm a bit concerned as to which would be the most beneficial. I am not too happy with Wizards and want to support Orc but it seems to be a major draw back.

S
Sly Flourish · July 14, 2023

I'm sorry you got the impression that I thought having licensable mechanics was a bad thing. I don't think that at all. I think ORC is probably right that a lot of pure mechanics can't be (or shouldn't be) copyrightable. My main issue with ORC is that it forces all downstream products to use ORC instead of being able to choose other licenses – including no license at all. I think it's too heavy-handed in this approach. Instead, I think taking the material you want to release and putting it out under a CC BY license is better. That licenses the whole thing and only requires one or two sentences to reference the original work. That would be my recommendation. You can see how I did that with the Lazy GM's Reference Document: https://slyflourish.com/lazy_gm_resource_document.html

F
Frigid AK · July 12, 2023

Hi Mike, I’m a new DM and about to run my first campaign. My players are about to to go on a nautical adventure. What advice do you have that would help make the adventure come to life on the high seas?

S
Sly Flourish · July 14, 2023

Check out Ghosts of Saltmarsh which has fantastic material for running adventures on the high seas. A lot of people pointed at it as an example of what WOTC should have done with Spelljammer. I'm also just a fan of focusing on flavor. Use your words! Describe what it's like out there. Give them lots of islands of adventure to explore. Let them build their crew and build their own little cabins the way they want them. Let their ship become their mobile home base. An adventure like this is a fantastic model. Enjoy!

M
Michael Rees · July 12, 2023

Hi Mike. My daughter (16) is very keen to run a DND game for her friends. I bought her Dragons of Stormwreck Isle as it’s a good starter adventure. She is dyslexic and although she reads well these days I think large swathes of text can put her off. What could I do to help her? What advice would you give to someone who struggles with reading but really wants to DM?

S
Sly Flourish · July 14, 2023

If you have the time, going through and creating index cards for each of the locations and maybe for the rooms would be great. A few bullets is all one really needs. Check out the Arcane Library which has fantastic adventures written in this very short and abbreviated way that may help a lot. She can also run her own adventures and then doesn't need to read anything at all! Half of DMs run their whole lives this way. Good luck and I'm glad to see her coming into the hobby!

G
Graham Dyer · July 11, 2023

Hi Mike, I think most DM screens are designed backwards. I am working on customizing my screen for my own needs. I am legally blind, so I like to have reference stuff for myself in very large print. I have a four-panel screen that has “sleeves” on each side that you can slide an 8 ½” x 11” piece of paper into. I reviewed the WotC screen (Dungeon Master's Screen Reincarnated), and I think that most of the material that is on the DM’s side – conditions, actions in combat – should just be on the players’ side. I can always ask one of the players if I can’t remember what the Blinded condition does (ha ha). On the DM side, I am just going to have stuff to help me run my game. Probably mostly stuff specific to the session – I can basically have my 8 steps printed in front of me. I could also have some more general tools, such as a list of random NPC names, or some of the tables from the Lazy DM Workbook, such as the quick encounter builder. I don’t think you personally use a screen, and I am sure I am not the first person to think about this, but just wanted to share!

S
Sly Flourish · July 14, 2023

Great thoughts, and I agree! There should be player screens too (or reference sheets). I use a big acrylic sheet on my table and under the sheet I have quick reference materials I use all the time. I've had a dream for a while of making a Paizo-style flip mat that has reference materials for players and GMs around the outer edge of the mat. One day I'll have time to do something like that.

D
Demian Schkolnik · July 11, 2023

Hey! I wanted your thoughts on a "new dial" for tuning encounter difficulty that I think you have not mentioned explicitly: Abductive monster tactics (Abductive reasoning is a form of logical inference that seeks the simplest and most likely conclusion from a set of observations). So let's say that the characters are losing and you want to swing the encounter in their favor. Enemies start making tactically wrong desisions: leave melee and provoke opportunity attacks, trying to hit the tanks, turn and flee (even though they are winning). What has worked wonders for me is justifying all these actions with abductive reasoning, for example: - Leave melee and provoke Attack of opportunity: "The ogre has had enough of your axe attacks, so he locks his gaze on the wizard, who looks way squishier, and promptly starts walking towards him." - Try to hit the tank (even though that has not worked our so far): "The young dragon looks frustrated and angry, so he lashes out again with all his might and attacks you three times" - Turn and flee (even though they might be winning): "Two of the kobolds scream in fear as they see the sorcerer casting a spell. They were definitively not expecting magic against them. They turn and flee". What I've found is that this empowers the players, they don't question bad enemy tactics because there is a good reason for enemies to behave that way, and they feel smart because they "outwit" enemies this way. Dialing this up the other way is easier: just use better tactics (focusing fire, using cover, etc.). Here you don't have to justify your actions.. because monsters know what they're doing.

S
Sly Flourish · July 14, 2023

I definitely use these ideas but I don't really think of them as a dial. Choosing tactically unsound ideas is a fine way to go but its very situational so I think of it more as a general good idea instead of something fixed like a monster dial. Great techniques though and I love the name!

J
Jun Miyazaki · July 10, 2023

I have a problem with a certain type of magic-using opponents, specifically those who use paralyzing or charm effects. As a player, I don't enjoy being sidelined for even a single round due to some paralyzing magic. Once as a game master, I successfully charmed a character who helped the BBEG against their own party for a couple of rounds, but I realized it was a foolish move during the game. However, there could easily be spellcaster characters who operate with similar tools - they paralyze others or disturb their minds. How could such a character be effective in combat without taking away player agency or removing the character from the fight for several rounds? What kind of magical effects could be used?

S
Sly Flourish · July 14, 2023

There are a couple of things you can do. Instead of paralyzing or incapacitating characters, you can remove their movement, bonus actions, or reactions like a slow spell. You can also give them the opportunity to break out of a stun-like effect by taking 1d8 psychic damage per every even level or per CR (or half CR) of the monster inflicting the effect. I use that a lot. For a charm-like effect, I like to take over the characters reaction by making them immediately move and make an attack against an ally but then they have their full turn next round. Those are some of my ideas. We talk about this in both Forge of Foes and the Lazy DM's Companion under the "stress effects" chapter.

R
Rich Gubitosi · July 10, 2023

Hi Mike! Can you recommend a product that gives practical advice on running tactical combats on physical or digital maps? I know you avoid tactical combat, but my players expect it. For example, how large should the map be? Where do you place the monsters and characters to maximize movement rates? Where do you place difficult terrain in a way that the monster can exploit?

S
Sly Flourish · July 14, 2023

Hm, I don't know a great single source of tactical combat advice directly but everyone loves the Monsters Know what they're Doing by Keith Amman. You might start there!

M
MtbDM · July 10, 2023

Hey Mike, I have a question and a few shout outs. My question is what succinctly presented rpg materials have you gotten the most mileage from. Mine are: the amazing Thousand Thousand Islands Zines by Zedeck Siew and Mun Kao, The Pamphlet module Bakto's Terrifying Cuisine from itch.io, the pamphlet module Crypt of the Crocodiles from Stockholm Kartell, the Tomb of the Serpent Kings, all the old One Page Dungeon contest collections, and the excellent (and darkly humorous) old school module Crypts of Indormancy by Ezra Claverie.

S
Sly Flourish · July 14, 2023

I'll have to check that out! The example of good clean succinct writing I use nowadays is Light of Xaryxix which packs a lot of fantasy into not a lot of words.

C
ChappyThoughts · July 10, 2023

Hey Mike, I was listening to your star spawn anecdote and it got me thinking: what if there were a universal PC ability called "Escape" that a player could either choose to take anytime or be forced to take after 3 failed "death" saving throws during non-boss fights that would simply remove them from the combat. I don't have a group to test it on so I figured I'd ask an expert.

S
Sly Flourish · July 14, 2023

I lean towards less mechanic-focused solutions and let the players know directly "you have an opportunity to escape if you want it" and let them know they won't get stuck. Sort of holding both shoulder-buttons in Final Fantasy to run away.

C
Catavarie · July 9, 2023

👋 When running a game in a published adventure how do you deal with a player that insists on correcting you on any lore which you either change or straight up didn't know?

S
Sly Flourish · July 14, 2023

It may be worth having a conversation out of game explaining how it interrupts the flow of the game and also that the world you're running isn't exactly the same as the one they might have in their head. You might also take the opportunity to switch worlds when the time is right. But really, such disruptive behavior is probably worth a one-on-one conversation.

t
thePooka · July 9, 2023

Hi there! Watching your live session prep on Sunday mornings for your Sunday (later) game - no pressure! - makes me wonder. Do you wait until the day to prepare because you're just busy and that's when the prep time fits in your schedule or is something to do with staying fresh and excited for the day's session or something else?

S
Sly Flourish · July 14, 2023

I think its handy to prep as close to a session as I can. It keeps it fresh in my mind and I'm ready to go. If I find myself prepping early for a session, I try to do a quick review of all my notes before I run the game itself also to push it into short-term memory.

G
Great Diviner Games · July 9, 2023

Hi Mike, how do you balance rewarding creativity of players that want to try out fun stuff while not giving too much spotlight time to them? Example might be making a check to swing from a chandelier, and land on the enemy, plunging a sword into them. Inversely, I find it easy to accidentally give less time to players whose turn is very succinct. I want to make sure I am giving everyone the same spotlight time, and not "giving away" extra actions by mistake. Thanks in advance!

S
Sly Flourish · July 14, 2023

I always love those sort of creative interactions so I just go with them. It is part of your job to make sure such actions don't eat up too much time and give those same options to other players who might be more character-sheet focused. Let them know such options exist for their character in various circumstances. Offer deals to quiet players. I throw this all under the category of "cinematic advantage": https://slyflourish.com/cinematic_advantage.html

A
Arash Steindamm · July 9, 2023

Aloha, Mike! My group is about the engage with an "auntie" hag who part of a hag coven. This specific hag is subservient to another "granny" hag who leads the coven. The granny hag resides in a domain of dread and has her auntie hags leave the domain of dread to capture people wandering in the forest and have them work in her toy shop. However, this granny hag is not the darklord of this domain of dread and she is just using it to hide out in. In fact, the characters are primarily after the darklord. Also, the the domain of dread can be vanquished if its anchor, a shadowy dark mirror that holds a remnant of a betrayer god, is destroyed. This particular auntie would definitely be interested in the characters helping her overthrow the granny hag. I'm hoping to have the characters avoid having to another side quest by them learning that if the mirror is destroyed, the hag is banished to to another realm and her entire operation goes "poof." My questions are as such: 1) Does this solution/option above seem to be too passive? At this point, the granny hag has nothing to do with the anchor, only the darklord does. 2) What is a good/plausible outcome of where all of the people she has captured end up? This includes the characters themselves, once the mirror is destroyed, where do they end up?

S
Sly Flourish · July 14, 2023

It's hard for me to offer concrete advice without knowing more about the campaign (and I'm really too busy right now to dig in much further – sorry!) I think it can work out fine as a side quest and side story. I think it can be fun for the characters to learn themselves how to banish the grannie hag by shattering the mirror (which sounds like it deals with other problems of theirs). As long as its the players who discover this fact, I think they'll still dig it even if it seems sudden. Hope that helps!

G
Graham Dyer · July 8, 2023

Hi Mike, have you ever run or reviewed a Kelsey Dionne (Arcane Library) adventure? If not, I would highly recommend checking one out. I ran “Born in Blood” as part of my Storm King’s Thunder campaign. Not only was it a fun (spooky) adventure, but it is so well presented! It’s the antithesis of everything you have been complaining about with Scarlet Citadel. Each encounter is on its own page, with just the details you need. And each encounter has a note for a “Dramatic Question" and "Transition”. As you have frequently commented, her work is designed to make the DM’s job easier. Arcane Library is now my go-to website if I need to find an adventure for my group!

V
Victor Navone · July 8, 2023

Agree that Kelsey's stuff is great! Mike did a segment on Arcane Library here: https://youtu.be/scdG4YXGKss?t=1033s

c
codechemist · July 8, 2023

I'm considering running Light of the Xaryxis. In your recent tips video, you suggested letting NPCs accumulate on the PC's spelljammer so that the PCs could develop relationships with them, and they could play a role in the big finale. I like this idea but I'm worried my players will try to convince them to join them on their adventures, and I generally don't like tag-along NPCs. How can I keep these NPCs around, but keep them plausibly too busy to join the party? What did you do in your play-through? Thanks!

S
Sly Flourish · July 14, 2023

I think you have to be firm both in and out of game that the NPCs won't join their group most of the time. You can set up situations where the NPCs go on away missions outside of what the main characters are doing. But you want to clarify to the characters AND the players "these guys aren't going to go on jobs with you. That's your job". It's always fun when Blastimoff says "I'd love to go with you but, you know, my back".

P
PhD20 · July 8, 2023

What (if anything) have you learned from the major streamed D&D shows? Anything that could be valuable for other GMs?

S
Sly Flourish · July 14, 2023

I don't know if I can pick one specific thing but I really love what Brennan Lee Mulligan does in his games. Fantasy High was awesome and Escape from the Blood Keep is just fantastic. It's always eye-opening to see how he builds off of what the players bring to the table.

D
Dichotomous Dragon · July 7, 2023

Hi Sly! I am desperately trying to craft a one-shot to introduce 5 new players to D&D. I feel like I need to do something super cool and creative to get them hooked on the best type of game there is, but my idea well is dry and nothing feels good enough. Thoughts?

V
Victor Navone · July 8, 2023

There are so many good one-shots out there already, why burden yourself with creating a new one? You could take and existing adventure and mod it or mash it up with other elements to your heart's content.

R
Ryan McIntyre · July 7, 2023

No hurry, but would love to hear you do an in depth piece on Shadowdark. The random tables and focus on largely reacting to player actions and random encounters (that are simple to run / improv) seems like a good fit for your philosophy as far as running the system’s published adventures.

S
Sly Flourish · July 14, 2023

I'm hoping to run at least a short shadowdark campaign when we're done with Scarlet Citadel.

K
Knightmares · July 7, 2023

I have tried to do cliffhanger endings for my game, and my PCs always want to react and do things, so we end up playing a little longer and then the session fizzles out (rather than ending on a bang). What can I do to telegraph that the big event/cliffhanger is something that can be responded to next time? I will start to describe what happens and am gearing up to say “and that’s where we’ll pick up next time”, but my players want to do a perception check or cast a spell. I want to keep their agency while still having a cool ending.

S
Sly Flourish · July 14, 2023

I have a key phrase I use at the end like that "And that's where we'll end today's adventure". I use it in all of my games and its a good way to close the book on the session even if it's in a cliffhanger. If a player tries to jump in, I'll say "we'll see how that works out next week" or something like that. It can also be a good time for a "pause for a minute" and say "game's over. We'll get back into it next week!".

A
Alvaro Cavalcanti · July 7, 2023

After 1.5y DMing, when I look back the main issue I see in my games was when I tried to force the story to progress in the direction I had in my mind rather than fully support my player's decisions. Looking back at your experience DMing, what do you see as your main issues and how did you address them?

S
Sly Flourish · July 14, 2023

I was definitely focused on building particular scenes for particular approaches – mostly developing combat encounter scenes in 4e like battle arenas in Gears of War. I outlined my scenes ahead of time, built these big set pieces a lot of the time, and had a lot of expectations about how they'd go. Moving to 5e and its more old-school approach showed me the value in letting go of defined scenes and focusing on situations. I'm a lot happier with my games now but I definitely do have players who miss the tactical battles I used to run.

S
Spike Hemphill · July 7, 2023

I am using Forge of Foes to create rival adventurers for my party. Besides using your book, what other advice can you give make adventurers npcs or npcs with classes levels?

S
Sly Flourish · July 7, 2023

Focus on flavor! You can do a whole lot with just descriptions doing the heavy lifting. You can use five CR 4 monsters using the base stats and then just flavor how they're different. An archer or a mage or a rogue or a paladin can all feel different even if their core stats are the same. If you want, give each one a unique ability that exemplifies their class. Rogues with backstab, mages with some sort of crowd control or area bursts. Fighters with higher C. Stuff like that. Good luck and thanks for supporting Forge of Foes!

C
Ciaran O'Dowd · July 7, 2023

Hey Mike, really loved the forge of foes preview and looking forward to the book! When you run downtime, how do you get your players thinking on what they'd like to do? I've just come out of a session where my players weren't sure what they wanted to do and realised possibilities after the session. I mentioned it at the end of the previous session and linked the DMG and Xanathars pages for them for reference.

S
Sly Flourish · July 7, 2023

Forge of Foes is now out in PDF! You can preorder it if you haven't backed it and next time we lock orders, you'll have your copy. When I know I'm going to run a downtime scene, I try to focus the options around things I know the characters would want to do. Here's an article on the topic: https://slyflourish.com/running_downtime_sessions.html

B
Broccoli · July 7, 2023

Hi Mike! I'm thinking about running a 1-on-1 D&D campaign and want to use a published adventure from WotC. To make them playable for only one PC you need to adjust how you play (e.g.: give them a sidekick and reduce the number of enemies). It might break the immersion a bit if there's always only a low number of enemies or easier encounters because you don't want to overwhelm your single PC + sidekick. Do you have any advice on running 1-on-1 games using published campaigns in general and when it comes to scaling encounters?

S
Sly Flourish · July 7, 2023

I do! I wrote about it here: https://slyflourish.com/running_one-on-one_dnd_games.html https://slyflourish.com/balancing_combat_for_one_on_one.html https://slyflourish.com/framework_for_one_on_one_dnd.html The immersion breaking of a fewer number of enemies isn't any more immersion breaking when you have four to eight bad guys versus your party of five. Minions and hordes are a good way to throw a lot of monsters at even a couple of characters but you'll still want to wait until they have an ability to handle them. See the horde rules in Forge of Foes or the Lazy DM's Companion. The Companion also has a section on running games for one-on-one play.

W
Wayne Stewart · July 7, 2023

I’d be interested in hearing your thoughts on WOIN? https://www.kickstarter.com/projects/enworld/woin

S
Sly Flourish · July 7, 2023

I really haven't looked into it. I just haven't had the time.

D
Diobovinius · July 7, 2023

I've been looking for a good campaign to run after I finish running Rime of the Frostmaiden. After the disjointed hellscape that comprises the sandbox making up that campaign, I'm after a solid 5e campaign that has a linear design. Side quests a-plenty and lots of options for players to get distracted but the main campaign having a more linear design. As a bonus question, what are you thoughts on linear vs railroad? Pointy Hat did a great video on it and I was interested in your thoughts. Feel free to ignore the cheeky second question there....

S
Sly Flourish · July 7, 2023

It's a bit of work but I'm enjoying Empire of the Ghouls. I also loved running Wild Beyond the Witchlight and Light of Xaryxis. There's also no reason you can't run your own more linear adventure in a campaign setting of your choice. I think you can still offer choices to characters even in a linear adventure. It's more like a series of situations and goals the characters have to navigate but the path is still clear. Whether they take a shadow road, a red portal, a walk along the trail, or a sand barge – they're still going to the city of Siwel to find the key they need.

G
Grinning Rat · July 6, 2023

Additional question, do you still use fronts as a part of your campaign prep? From listening to your Scarlet Citadel prep videos, I can't quite tell if you don't or if you just wrap it up in other prep. Cheers!

S
Sly Flourish · July 7, 2023

Honestly, not so much. I still think about what villains are up to such as how Daneska Maskelov has become a giant sentient slime creature and is busy taking over the upper reaches of the citadel. I don't always label it as checking fronts but I still think about what the villains are up to. Where is Gellart the Gruesome going? And so on.

G
Grinning Rat · July 6, 2023

I frequently find myself chafing against one of the Lazy DM steps: "Create Fantastic Locations". I'm wondering if you have any particular high-level thoughts on ensuring there are consistently "fantastic locations" for the party to encounter. If you have a session in Phandalin, for example, what is fantastic about that? It's a frontier town with, as provided, pretty boring things going on aside bandit problems. Obviously you want to make it exciting but beyond weird creatures showing up or fun stuff to interact with, it still ends up feeling like a mundane location with "fantastic" stuff simply being there coincidentally. Advice is appreciated as always to your process!

S
Sly Flourish · July 7, 2023

Even for published locations, we can do a bit more service by talking about the one thing that makes the town interesting. It doesn't always have to be a giant stone hand reaching out of the ground but old monuments are a good one. The black obelisks that WOTC has stuck in most of their adventures are good ones. Old statues to old heroes can help. Monuments in general are a good option to make even a mundane town feel special. You can generate some for ideas using the Lazy GM's Random Generator: https://slyflourish.com/random_generators/sf-random-generator.html Sit back and think about your favorite fantasy series or setting and ask what sorts of things might make the location fantastic. Write ten down and pick the one that works for you.

D
Daniel Collins · July 6, 2023

Hey Mike! Last session was session 0 for an AD&D game. There are two players and a DM, my fellow player rolled up a magic user and was getting rather frustrated with the fact that he will only have one spell slot then be “useless”, he also took all combat spells. How can I, not as the DM, but a player, help him to realize the potential for a character outside of max DPS? I tried to show him how powerful something like Charm Person is in AD&D but he didn’t bite. Maybe AD&D just isn’t enough of a power fantasy for the group?

S
Sly Flourish · July 7, 2023

It's definitely a different style of game and if someone's looking at it from the perspective of D&D 3rd edition or above, those 2e characters are going to look pretty weak. The sleep spell is crazy powerful though, if I recall. Recommend that to them. You can also have them read Dragons of Autumn Twilight where Raistlin Majere was 1st level forever and went bananas when he found Magic Missile in a spell scroll. But yeah, I think it needs to be reinforced how a 2e game plays out compared to a 5e game. Maybe a run through the Old School Gaming manifesto to understand the different approach. https://lithyscaphe.blogspot.com/p/principia-apocrypha.html

J
Justin Colussy-Estes · July 6, 2023

Hi Mike-- I've run several campaigns in the past few years, and every campaign has come to an end at the second tier (5th-8th level). No matter how I level up the characters (milestone, points-- I even had an all spellcaster party that leveled up every time they encountered the equivalent of a wizard's library), or how much time we take, or whether the conclusion is epic or regional in scale, this just seems to be where we hit an end. Both me and my players are looking to push past this-- what am I doing wrong? Any suggestions for developing the muscles of both me and my players to get into high level play?

S
Sly Flourish · July 7, 2023

It's hard to say what is going wrong. You are in control of the pace, however. What if you made a mandatory "level every other session" or even "level every session"? I know it sounds extreme but that's surely one way to do it. The game Shadow of the Demon Lord expects to be played like this - one session for each level of the game. Write short episodic adventure sessions with some downtime in between each one and hammer then up the levels!

C
Chris MacDougall · July 6, 2023

Hi Mike, I'm currently working on putting together a guide for Convention DMing for our local convention in Edmonton, Alberta. I was wondering what you look for in convention games both as a player and as a DM.

S
Sly Flourish · July 7, 2023

Hi Chris! That's a big question. Shawn Merwin and Teos Abadia probably have better answers than I do. I'll offer up some material though: https://slyflourish.com/deep_dive_with_david_christ.html https://slyflourish.com/dm_deep_dive_organized_play.html https://slyflourish.com/running_games_for_the_adventurers_league.html https://slyflourish.com/ten_tips_from_gencon_2015.html https://slyflourish.com/pacing.html Hope that helps!

D
David Prothero · July 6, 2023

You do a lot for Sly Flourish (videos, newsletters, etc) and it all seems to come out like clockwork. Care to give us a peek behind the curtain and show us how you're able to be so organized? Are you actually a robot?

S
Sly Flourish · July 7, 2023

Hi David! So I'm probably 30% robot – and I'm only slightly kidding. I do have a pile of Python scripts and various processes and procedures to let me get a lot of stuff done easily. I have scripts to manage my Mastodon account, scripts to manage my blog and newsletter and YouTube channel. All the content is mine, of course, I'm not Chat-GPTing articles or anything, but the actual behind-the-scenes plumbing is a lot of Python. I'm also a longtime user of David Allen's "Getting Things Done" system, although certain steps I've been skipping a long time. Along with a to-do app that lets me schedule regular events (like doing the Patreon Q&A on Friday mornings!) and lets me bump tasks until the day I know I'm free to do it. I wrote more about this whole thing on this Notion page at the bottom: https://slyflourish.notion.site/How-to-Make-It-in-the-RPG-Industry-3b2b2fd121204578b57bf1dd3deafeb5?pvs=4

R
Rigoberto Vigil · July 6, 2023

There's a lot out of advice and homebrew out there for running low-fantasy, grim-type games. I've been wondering what swinging in the other direction might look like. What if I want a cozier DnD? I know there are games that aim for that, but what could you do to try and elicit that in a 5e campaign?

S
Sly Flourish · July 7, 2023

Yeah! It's interesting to me that a lot of the more simple OSR games also tend to focus on high-risk and quick-death grimdark fantasy. I wonder what a more simple 5e version would look like where characters are still more empowered and heroic instead of always at terrible risk. I haven't seen a variant that focuses on both of these ideas. For more heroic fantasy, I definitely recommend 13th Age which I adore. They have a new version coming out I'm excited to see. It's not what I'd call rules-lite but I think its probably slightly less crunchy than 5e with more of a story focus. 5e itself, I feel, is more of a heroic fantasy RPG. If you're looking for a simpler version, go with the default rules of no feats and no multiclassing. Even further, you can stick to the D&D basic rules and have only the one subclass per class that's really the "default" like champion fighters and life clerics. https://media.wizards.com/2018/dnd/downloads/DnD_BasicRules_2018.pdf You can also keep levels low. Below 7th level.

J
Jim Baird · July 6, 2023

Hi Mike, how are you?

S
Sly Flourish · July 7, 2023

Hi Jim! I'm doing well! Forge of Foes is out which is fantastic but there's still lots to do. My head is spinning with all the crazy new social media stuff going on. Things are good! How are you?

J
James · July 6, 2023

Hi Mike, I started DM'ing 5e again online for my old buddies from my 90s 2e game. Thought would be fun for their kids in their 20s to join and we ended up with 7 player characters, half newbies to rpg. Ten sessions in and up to level 3, but now it is sloooow to run combat. Like easily over two hours per combat. Help! Any suggestions without turning away players?

S
Sly Flourish · July 7, 2023

There's no fantastic way to run with seven characters. It's just a lot of people across which to spread the spotlight. One thing you can do is when someone can't make it, run it anyway with fewer characters. Here are some other things you can do: - Keep the environment simple. - Use only one type of monster. - Run easier battles. - Run some battles in the theater of the mind. - Run hordes of monsters with simplified horde rules (see the Lazy DM's Companion or Forge of Foes for examples). - Keep your monster strategies simple (deal lots of damage). - Use static monster damage. - Always give monsters an initiative of 12.

S
Shantha292 · July 6, 2023

Hi Mike How do you challenge a party when one of them has a very high AC and the rest don’t. I have one who has AC 22 just with +1 platemail and +1 Shield, the rest have around 13-17AC I don’t want to take the armour away but also don’t want to hit the other characters all the time with high to hit opponents. What is your advice?

S
Sly Flourish · July 7, 2023

I have a similar situation in a couple of games. You can threaten those characters with saving throws – often wisdom or charisma saving throws can do a lot. See the stress effects chapter of the Lazy DM's Companion for a general-use supernatural stress effect they might run into anytime they see something weird or otherworldly. Don't overuse it but it can work. Second is to let them be the shield for the party. They went that way because they like it. But yeah, that doesn't mean the whole party isn't threatened. Ranged attackers can shoot overhead. Teleporting enemies can get behind. And so on. I'd mix up situations where that character gets the fun of holding back hordes of melee attackers while the rest get to eat them away and other times where that strategy doesn't work.

E
Esemwy · July 6, 2023

Since we’re all talking about “RPGs” instead of just “D&D,” I’m curious to know, what other systems, if any, are you running or playing?

S
Sly Flourish · July 7, 2023

Hi Esemwy! I've recently run Blades in the Dark and Numenera for my Sunday group and I'm hoping to run some Shadowdark RPG when we're done with Scarlet Citadel. My other games are all 5e at the moment but heavily invested in Kobold Press material instead of WOTC material.

N
Nick · July 6, 2023

Hi Mike, A common piece of worldbuilding advice I see from YouTubers is to not worry about building your world, pantheon, currency system, etc. all at once and before your first play session (I’m using ‘play session’ here so as not to confuse with a session zero). The advice says to start small and build only what you need for your next game, relying on improv to help “in the moment” after which you can flesh out in your next planning session (spiral campaign development). This advice comes from experienced DMs who say they made the same mistake for years and realized it wasn’t necessary and costs too much in prep time. I think they are discounting the skills they developed when building full settings from scratch in their formative DM years. For example, if they’ve thought through a whole pantheon for a previous campaign they will be better equipped to improv deities in any future campaign even if it’s set in a totally different world. I know you recommend different media in your books to help with imagination but I think there is something deeper gained from the exercise of building out a full setting at least once. Curious if you think there is benefit here or if what I’m describing will come soon enough as a consequence of DMing your first few campaigns?

S
Sly Flourish · July 7, 2023

Hi Nick! You could be right that there's some personal growth in worldbuilding but I don't know that GMs can't get that from absorbing published campaign worlds instead of going through the trouble of building their own. I also think it comes down to the focus that the GM has. Some GMs love worldbuilding so why tell them to stop? Others really focus on the game they have coming up and worldbuilding can be paralyzing – even stopping them from running sessions at all. I'm not going to tell anyone that worldbuilding isn't useful to them if they find it useful. We each get to decide what's good for us. I'm still a subscriber in spiral campaign development, though, and think we can get a lot from published campaign material that would take is far too much time, energy, and money to do ourselves.

M
Michael · July 6, 2023

Hi Mike, could you recommend any actual play series that excel in showcasing exciting combat encounters? While reading and listening to combat tips is helpful, observing a master in action is another valuable way to learn. Additionally, do you have any upcoming content plans where you will record yourself providing insights into combat, analyzing DM decisions, or offering tips through actual or simulated play?

S
Sly Flourish · July 7, 2023

I loved the following two Brennan Lee Mulligan series and thought they did a great job with exciting combat: Escape From the Bloodkeep https://www.youtube.com/watch?v=GiEQO77PV9Q and Fantasy High https://www.youtube.com/watch?v=_zZxCVBi7-k

c
cordialgerm · July 6, 2023

Hey Mike, I'm loving Forge of Foes! In fact, I'm feeling incredibly inspired by it to create an online monster builder using the ideas that you and your coauthors put out in Forge of Foes. I want my generator to use your ideas of base statblocks, monster type templates, role templates, and monster powers to quickly and easily have randomized or drag and drop monster creation. Then support the ability to export the monster as a Foundry actor or even with Open5e's monster schema so it could be used by other tools. So my question is - how much of Forge of Foes will be available in CC for the community to build on? My wishlist would be these sections as I think that would really allow the community to build cool things using this work. Monster Statistics by Challenge Rating - page 6 Common Monster Type Templates - page 7 - 11 Common Monster Powers - page 11 - 12 General Use Combat Stat Blocks - page 13 - 14 Monster Powers - page 15-20 Monster Roles - page 22 - 26 Monster Difficulty Dials - page 27

S
Sly Flourish · July 7, 2023

The monster powers and monster roles chapters won't be in the CC. The common monster powers are and you can probably come up with your own alternative set of monster powers. We feel there's enough variance and examples in the common powers chapter to give people the inspiration to come up with their own. Monster difficulty dials is already in the CC on the Lazy GM's Reference Document: https://slyflourish.com/lazy_gm_resource_document.html#monsterdifficultydials The rest, I believe, is on our list to put in the CC. I think we're going to start looking into that in August once we've sent the PDF off to print.

J
James Klingler · July 6, 2023

Mike. I often make use of Monster Dials when adjusting combat encounters on the fly. Do you have some Lazy DM advice on how to make adjustments to Spell Casting Monsters? I find that I turn the dials on other features, but leave the spell list alone, but I find that I end up with an overpowered or underpowered foe. Thanks again for all the great advice!

S
Sly Flourish · July 7, 2023

Hi James! Great question! With the recent redesigns to monsters, the easiest way is to create new spell-like abilities and use the dials on those abilities. You can use the Forge of Foes monster stats by CR table as a guide: https://slyflourish_content.s3.amazonaws.com/Monster_Statistics_by_Challenge_Rating_Table.pdf Alternatively, you can reskin the spells they have into something relatively unrecognizable and then turn the dials on those spells. Now if it's not damage spells you're talking about, that's a bit harder. The monster's DC is a dial but you don't want to change it once you've used it. You could come up with some sort of improv power where they channel their inner demonic force, trading hit points or armor class for a bump to their DC. You can also use their entire spellcasting trait as a big dial. Give them the spells they'd likely have given the situation. Beef them up if its warranted.