August 2023 Sly Flourish Patreon Q&A
Welcome to the Sly Flourish Patreon Questions and Answersthread for August 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, an RPG Tip video, or Sly Flourish article. Don't be upset if your question doesn't make it to the show – few do.
As you consider your question for the month, please
search the Lazy RPG Talk Show Topic Database using keywords from your question to see if I've answered your question previously. You can also search Sly Flourish and the Sly Flourish YouTube Channel to see if I've done an article or video on the topic.
focus your question on tabletop RPGs.
ask only one question each month.
keep your question brief. I love your stories but I get overwhelmed.
Thank you so much for helping me do what I do.
Now bring on the questions!!
Comments (138)
You often stress the importance of moving the dial between positive and negative beats when pacing a session. When running games with procedural exploration and random encounters (e.g. Shadowdark but any OSRish game), do you find you have less room to do that? Does the procedure produce an adequate cycle of tension and release all on its own? Or is it just that everyone has to accept the premise that if this session is all negative beats, the players only have their own decisions (and the dice) to blame?
I'm still figuring out that question in my Shadowdark RPG. I'm still hanging onto the idea of upward and downward beats and I'll move the needle for the fun of the game. I always tried to start with "what makes sense in the situation" before I leaped to changing things. I can do the same with random encounters. Let me see what the dice come up with first and only if I think its truly antithetical to a good time do I change things up. I think we can enjoy Shadowdark and other OSR games and still have a handle on the beats of the story.
Hey Mike, about a year ago or so you started a conversation about how to get campaigns to the finish line and why so many GMs struggle with it, after conducting a survey on YouTube. Back then you said you wanted to explore the topic further as you didn’t have much to say at the time. I was wondering if this could be a topic of the week sometime. Personally, my question is how does one stays committed to a campaign when there are so many good, inspiring games, modules and setting books coming out every other month? I want to explore a lot of games beyond 5E and even within 5E, there are many settings I’d like to GM for my players… how to maintain balance?
Hi Thaigo! I haven't had the time to dig into the topic more deeply than the last time I talked about it. I think focusing campaigns down so that we can run more of them is a fine way to go. How do you get the most out of Dragonlance or Midgard or Ptolus in just a short ten sessions, say. Shadow of the Demon Lord and Shadow of the Weird Wizard is built around the idea of ten to eleven sessions. I think we can take this to other RPGs as well. One thing I've enjoyed is fitting smaller campaigns with different systems and settings between larger ones. I did this with Blades in the Dark and Spelljammer and I'm currently in the middle of what I think will be two shorter campaigns: Shadowed Keep on the Borderlands and Shadowdark RPG. My other suggestion is to find the one that grabs you the most and run with it – focus on what's fun and know that one day you'll get to jump into those other settings. Finally, we can always be inspired by these other settings even if we don't use them. It's great just to live in them for a little while while we read them. Hope that helps!
Hey Mike. Recently Professor Dungeon Master posted an interesting video on DND actual sales numbers. Just curious if you’d seen/heard of it, and as a guy who has sold quite a few books, what you may have thought about it. Thanks.
I didn't watch the video but I've seen a lot of people throwing around a lot of numbers. All of them are incomplete, however, so I don't find them particularly useful or interesting since there are variables that could change the whole story. I also find people use these data to try to reinforce their existing beliefs: "WOTC's sales show how strong the OSR community is!" "Critical Role's new RPG is killing D&D!!". Honestly, even if they *were* accurate, it does't really matter. What matters is what we run for our friends each week.
Hi, Mike. You've recently been talking about building situations instead of scenes and encounters. However, I am having trouble wrapping my head around how to put the situation, one have built in ones head, to metaphorical paper in Lazy GM prep method. Do you have any advice?
I usually put it in the "Locations" step but it really can spread around multiple steps including "scenes", "npcs", "secrets and clues", and "locations". Really the eight steps help you build the pieces of a situation: - Locations (Locations) - Inhabitants (Monsters and NPCs) - Behaviors (secrets and clues) - Goals (Scenes, secrets) - Compilations (Monsters, NPCs, secrets) and then the situation comes out as you run it.
If you had to pick one monster book/tome/manual?..........
Definitely the Monstrous Menagerie by Level Up Advanced 5e's En World Publishing. It covers all the monsters in the Monster Manual plus a bunch of others, has some excellent tables for monster loot and monster lore, and far better designed monsters overall. It's fantastic. It was my favorite product of 2022. Here's what I said in my favorite products of 2022: A drop-in replacement for the standard Monster Manual, the Monstrous Menagerie is one of the three core books of the Level Up Advanced 5e RPG system. Developed by Paul Hughes of the Blog of Holding, the mathematics behind the monsters in the Menagerie is top-notch — far better balanced than what you'll find in the Monster Manual. The monster design leans towards complexity, so if you prefer simpler monsters, this might not be for you. Advancements like epic monsters gives you true powerhouse boss monsters sure to put your heroes on their toes. This book is absolutely packed with awesome monsters and gets my personal award for best 5e product of 2022 even though it came out in late 2021.
Hi Mike, Newbie GM here. How do/would you handle "story fixing" time in terms of missed foreshadowing details? Or should I just let go? In my previous two sessions, I've forgotten to mention important details for foreshadowing and/or clues. The first time it happened I panicked and did a scene rewind later in the session, which felt awkward. I'm running a linear campaign and I'm afraid that some things won't make sense later with these missed important clues. –P
I'd let it go. The real story is the one happening at the table, not the one we develop ahead of time. If some foreshadowing gets missed, such is life. The other thing is to figure out where to drop in those elements later. The value of abstract secrets and clues is that we can keep a handle on them and find new places to drop them in. Good luck!
What are your thoughts on the best way to use maps during in-person play? Drawing it out on an erasable battle mat? Getting the players to map on graph paper? Printing out the map beforehand and covering up unexplored sections? etc.
Hi Adam! I just wrote an article about this a couple of months ago! https://slyflourish.com/drawing_maps.html This episode of the Talk Show also covered maps a lot: https://www.youtube.com/watch?v=waRV3ZNjevc
Hi Mike! Your session prep videos are always a great way to get my imagination going for my own campaigns. I live in Canada, and as much as I want to buy books directly from smaller producers like yourself, I find shipping to be prohibitively expensive outside of the US, and end up using Amazon. I even resorted to buying the PDF of a Monte Cook supplement, heavy duty paper, and using my color laser printer to print the whole book... I saved about five bucks doing things this way, but it was a smaller book. My question is this- When looking to support independent creators, do you have any idea on how people outside the country where the books are produced might find a way to spend their money, in a way that up to half of it doesn't end up in the hands of courier companies?
Yeah, shipping outside of the US (even inside the US) is a real nightmare right now. It's *very* expensive. I get complaints all the time about our overseas shipping prices and we're actually covering *half* of those costs ourselves. Its just terrible. I think the best thing to do is buy a PDF, find a local printer that can do a spiral binding, and have them bind a spiral color version. The cost isn't cheap but its way cheaper than shipping an expensive book. Some countries have better access to print on demand copies through Amazon and DriveThruRPG. We here in the Sly Flourish empire are trying to find ways to ensure other countries can get print on demand copies cheaper. But that's not a perfect solution either. Printing a PDF at a local printer is my best suggestion.
Hi, Mike, thank you for your constant help and guidance, be it via your books or your podcast which I am listening to avidly. In the last couple of podcasts, you have mentioned that you love the Ravnica source book. As a huge Magic the Gathering and D&D fan, it is one of my favorite worlds as well, even though I have not yet had the chance to play or DM it. My question is thus: What do you like about the Ravnica book or Ravnica itself? Or maybe asking more generally, what makes a good sourcebook and is the Ravnica book a good example for a source book? Thank you again for all your content, I can not wait to read Forge of Foes. Regards and greetings from Germany, Hendrik
I love the format the book took, with its focus on lots of material from which I could build a campaign for my group. I thought the world itself had lots of opportunities for adventures. I *loved* the art. I thought the ten factions were really interesting and offered a lot of opportunity for different types of quests and tension between factions. I think I liked that book almost as much as I liked the Eberron campaign sourcebook. It's just a really useful book I could come back to years later and run a campaign with.
I enjoyed the discussion in the Aug 27 Talk Show about different adventure structures. One question that came to mind: we’ve sometimes talked about how gaming groups might enjoy doing medium length mini-campaigns (eg a 10 session campaign) rather than just big level 1-12 campaigns or one shots (especially as a way to try out new systems or genres). How would you think about applying those adventure structures to something slightly bigger like a mini-campaign? Use one primary structure but make it involve more steps? Use one structure as the overarching framework but nest other structures inside for individual sessions? Chain together different structures in sequence (like three acts of a story)?
I tend not to have an overall structure or theme to an entire campaign. Some campaigns might lean one way or another on their own but I don't start with a "this is going to be an adventure of political intrigue" versus "this is going to be an adventure of dungeon delving". Again, I might find that a campaign leans one way or another but I don't define them by an overall structure. Instead, I like to let the structure of each smaller part of the adventure, or even the session, define itself. I think this leads to a more open-ended structure for the campaign itself that defines itself as the game moves on.
Is there a downside to having too many secrets and clues? My party just walked up to the cliffs of Omu in ToA and I have: secrets about Omu, secrets of the trickster gods, secrets of the history of the city, secrets of the Fane of the Night Serpents and Ras Nsi, Secrets of the Tomb and also secrets about the character's back stories. Granted, the pressing clues are the ones relevant to the near future, but still... I re-read Chapters 3-5 again and jotted what I thought would be juicy clues and I must have at least 50! I love dishing out secrets and my players eat them up! I've got one player who's an obsessive note-taker (in a good way), and the rest of the group supports her so tracking the secrets and clues won't be an issue.
Yes, there can definitely be too many secrets and clues. Ten is a good number and your own number may vary but too many and you can't keep them all in your head at any given moment. Keep these focused on the question of what the characters may learn *in the next session*. Don't fill it up with bigger secrets that happen later. Focus on what they're likely to know *now*. It's fantastic to have someone really invested in the lore they pick up. That's awesome.
When yoi have more players interested in gaming with you than you have seats, how do you determine who gets to start off with a seat at the table and who goes on the waiting list? Interview? Voting? Character background submissions? Dice off? Eeny meany miny mo? Seniority (or lack thereof)? Who played last campaign vs who didn't? Comes closest to guessing the number you rolled on a d100? GM fiat? Campaign contributions? Other? (Had to come up with a list of 10 options, per one of your creativity suggestions.)
Hi Jason! Seniority first probably. If someone's been consistent at the game for along time, they get to keep their seat from campaign to campaign. Next would be availability. If one person is more often consistently available, I might ask someone who isn't as available if they're willing to be "on call". I don't think I'd use other systems other than that. Clear, open ,and careful adult conversations are important here. Feelings can definitely get hurt.
Hey Sly, I'm running an episodic campaign for tweens at my local library. One thing they definitely love is getting treasure. But sometimes it's hard for me to justify why there is treasure lying around. Am I overthinking it? Or are there lazy ways to justify the presence of magic items showing up?
I can't say if you're overthinking it or not but treasure can be there for lots of reasons. For fun, think up ten ways treasure might be around in a lair or dungeon. Here's my list: * Dead adventurers left their gear. * Secret treasure-laden shrine to a forgotten god. * Someone hid a hoard and forgot about it. * Bandits stashed stolen goods. * Tomb of vault to a dark god (something you don't mind robbing). * Gift of dowry never recovered. * Bait to lure in adventurers. * Tribute to a powerful beast. * Objects of a villain's admiration. * Transporting the goods for someone else.
Hi Mike, thank you again for making lots of great content every month and answering Patreon questions. Since the release of BGIII I have started to think a little more about rolls and how to handle DCs. Mainly my concern was that I noticed that I had been using group checks a lot in my games, but then I noticed that setting a DC of 10 means that there only is a ~6% chance of failure in a group of four players, whereas even a DC 15 gives the players will have a ~30% chance of failure. Both of course assuming +0 modifiers on the players ends. Of course we want to have the players succeed and have a fun time. But in order to avoid too much randomness with who succeeds and why, would it be better to only have one player roll most of the time and use the DMG guidelines more strictly to set the DCs instead of having the whole group roll? And if the whole group rolls, should the DC be higher to reflect an equal difficulty in carrying out a task, so that the DC wouldn't just be trivial with a large number of PCs in the party?
Hi Bo! My article on "Our Ability Check Toolbox" covers a lot of this topic: https://slyflourish.com/ability_check_toolbox.html The main thing is to focus on what the ability checks and DCs mean in the world first – not what is a challenge or not a challenge. If it makes sense that a whole group can try a particular check – let them. If it makes sense that only one character can attempt it – limit it to just one. Choose the DC based on the actual difficulty in the world. If it's below, say, 10 – just skip it and tell them the answer. If someone's really good at something, just let them do it. You don't have to roll for every lock picking of shackles by an 8th level rogue or something. Group checks may always succeed but *who* succeeds may be the interesting part of the story. Focus on that.
Hey Mike! I picked up empire the ghouls and am very jazzed to run it. However I find I like to run adventures that take about 8 months in real time, much more than that and I usually start to feel myself and my players itching for something new. How are you finding the length (in real time) of the adventure, anything you’d change to slim it down ?
That's a good question! I can't say for sure until I run the whole thing but a big part of what i'd cut is likely travel. I think I'd say right up front that you're going to handwave a bunch of travel, maybe offer some campfire tales and downtime as the characters move from place to place. Look at each chapter and ask what the big beats are. Focus on those beats, avoid sub-quests and tangents, and follow the main outline of the adventure. If it's eight months of weekly games, that's still a lot of time to enjoy the adventure. But cutting down the travel time and turning it into brief montages would be my first big effort.
Hi Mike! I had a player lock up and freeze at the end of a session recently. I did take your earlier advice and really let the players have their moment to mop up the encounter. What is a good metric of time to push a turn ending and the approach you'd take in this situation to move along the combat finish?
That's a hard situation (and I know you discussed it in the Discord server as well – I didn't really have anything valuable to add). I'd try to make sure they're ok and offer some options, including taking the defend action to imposed disadvantage on attacking creatures if they need more time to move on. It really depends on the person and what happened. Some just get overwhelmed with lots of choices and no clear optimal path. I'd try to gently steer them towards a good path and try to move forward. I might have a conversation with them afterwards to explain my approach and see if they need help in such situations in some other ideal way.
Hi Mike, I just finished running a mini adventure for my group. One of the players asked why I was crossing things off during the game and I told her she had just revealed a secret. At the end of the game the group asked if there were any secrets left on my list and I truthfully said they missed one. They found this exciting and I think it ended the session on a cliffhanger even though we reached the adventure’s conclusion. Do your groups know about your secrets and clues, and do they ever wonder if they missed anything?
Typically secrets aren't something you *miss*. They just didn't happen. Secrets aren't *real* until they happen in the game. They can change. They can be invalidated by new directions. I don't typically share unshared secrets because they could come up elsewhere. My players haven't asked, though, but I probably wouldn't reveal them because they're not necessarily true or real. What happened in the game is what's true and real.
Hi Mike, one of my preferred ideas of the Lazy DM is the strong start. But I usually play 3 hours sessions, and for a one shot the obligatory scenes are: get the job, one exploration scene, one social interaction scene, and two combats. With these scenes, a strong start is difficult to fit in the time of a game. How do you make strong starts fit in your short games?
Strong starts don't need to take a lot of time. A common strong start is a battle of some sort but it needn't be a *big* battle, or even a battle at all. The key to a strong start is "something happens". An NPC comes into the bar bleeding and screaming for help. A meteor streaks across the sky and blows up over the horizon. A swirling red storm portends a villainous plot. See the example strong starts in the Lazy GM's Resource Document for more examples: https://slyflourish.com/lazy_gm_resource_document.html#strongstarts These scenes shouldn't take away from the time of your session – they're *part* of that session. Some can be short, some can be long, but they're just as important (maybe more important) as any other scene in the game. For a one-shot, consider the strong start being a jump-cut right into the action. Instead of *offering* them the job, they already *have* the job. You can always flash back to how they got there and what the goal is but maybe the first thing that happens is the ground collapsing under their feet as they end up in the hidden shrine of tamoachan.
Hi Mike! I've been using the LDM method for over a year and it's perfect for me! However, an issue I often run into is delivering secrets and clues. Unfortunately, I reveal about one or two secrets per game despite my efforts. Do you employ any strategies to help reveal secrets to players, or write secrets in a way that are easier to discover? Thank you for all you do!
I typically reveal half of the secrets I prepare. Secrets serve you and your players – you are under no obligation to use them or reveal them. They're a tool to help your game run on time. https://slyflourish.com/secrets_serve_you.html One good trick I use is to review my secrets right before the game and then during the game itself to make sure they're fresh in my mind when I'm running the game. Secrets are the rewards of exploration. If you already feel like the players are getting those rewards, you're all set. Don't beat yourself up on how many secrets you reveal. They're there to paint the scenery.
Hi,Mike. Several campaign setting books have been published for 5e, but I would like to know what criteria you use to select the descriptions and data you incorporate into your own campaigns, and how much explanation you give to participating players when you incorporate data from other source books. (I understand that this varies from DM to DM, but I would like to hear about Mike's case. I think monsters are fine as they are (players don't care where they come from), but when you introduce new mechanics (Flee, Mortals! Villain Actions) or new rules (I personally think the Doom Point system is cool), how do you explain them up front? ) or new rules (I personally think the Doom Point system is cool), I would like to know how to explain them in advance.
I definitely explain them up front. I've recently added the luck mechanic from Tales of the Valiant into my D&D games. I did so through an in-world method (recovering an amulet to the Wyrdweaver, the god of luck) and then explained the mechanics. I think explaining the mechanics is a good way to make sure the players are on board. Same with legendary monsters or minions. I haven't run Flee Mortals monsters yet but I'd definitely explain their differences in a general level before the players start seeing new mechanics they're not used to.
Hey Mike, I’ve been running a bunch of online “convention games” this year, as a way to gain more varied experience. However soon I’ll be running some “irl convention games” any advice on things to consider and perhaps differences from online games or running games for friends?
Hi Jay! A couple of things. First, pacing is critical. Cut the boring middle if you have to. Don't rob the group of the conclusion. Be ruthless with time because time is ruthless with you. Second, make sure you have the physical stuff you need to run the game. Print out maps and handouts if you can. Know how you're going to run the various parts of the game physically. Lay it all out ahead of time so you know what you need and what you have to run your game. My deep dive with David Christ of Baldman Games can be of use: https://slyflourish.com/deep_dive_with_david_christ.html And here are some other articles to note: https://slyflourish.com/running_games_for_the_adventurers_league.html https://slyflourish.com/dm_deep_dive_organized_play.html https://slyflourish.com/streaming_changes_op_paige_leightman.html https://slyflourish.com/pacing.html Hope this helps!
Hi Mike, I love following you and hearing your thoughts and learning from you. What other creators or analysis do you follow and learn from?
You can take a look at the blogs I follow here: https://dndblogs.com/rpg_blogroll.html I really learn by looking at awesome products, many of which I spotlight on the talk show. I tend to learn more from these than I do from other sorts of media.
Hi Mike, I've always been interested in running a sandbox game -pun not intended - in a desert or badlands type of region. However, I really struggle to think of ways to keep such a region interesting given the rarity of vegetation, oases etc while it feels much easier to do in a more fertile environment. What advice do you have for running a desert/badlands setting and keeping interesting long term?
One way is to treat the desert like you'd treat any land you might travel over. What are the locations in the desert and what are the paths that can take you there? For location ideas, take a look at the recent City of Arches section I put together called the Western Deadlands. You can also check out Southlands by Kobold Press and many different books have random locations for desert sorts of places. I find what works best is to sit down and try to think up ten or twenty interesting locations the characters might find in the desert and the twenty potential paths that might take them there like "trail of bones" or "dried riverbed" or "the stretched dead wyrm". That sort of thing. I think the desert is as interesting, if not more interesting, than most overland locations through which the characters might travel.
For those enjoying Baldur's Gate 3: what one-shot / short adventure would you recommend to run?
Good question! I've only played a little BG3 back when it was in early access and now I'm waiting for the PS5 version. I might recommend running some adventures along the line of my Githyanki vs Mindflayer campaign thread: https://slyflourish.com/1_to_20_githyanki_campaign.html The Spelljammer adventure might also be fun.
How do you handle life/game balance? I am currently running two alternating games, one a week, one Virtual (4 players) one In person (10 players) and am finding it more and more challenging to keep up with everything. My Virtual game is literally roll for some traps and play as it's taking place in but I don't have the same level of detail in it that i have in my in person game that I usually take about 24 hours a week to build out. The 10 player game is approaching session #40 and each session seems to be getting harder and harder to plan for as Work life, not a creative one, eats up more and more of my time. I ran a one shot, Don't say Vecna, as historical flashback to see if premade adventure would make things easier but it really came out to be about the same amount of work. You been doing this for some time and i do use some of the Lazy tools but looking for some more advice on keeping things going when getting busy. Thanks Vin
First off, running a game for ten players already sounds exhausting! I tend to find the game breaks down above six players. Also, 24 hours of prep time likewise seems like an awful lot. Last I heard, Matt Mercer spent about eight hours prepping for a critical role episode that had hundreds of thousands of viewers. I think its worth taking a step back and looking at where that time is being spent for your game prep. Write down each of the major components, how long they take, and how important they are. Look for the high-drag low-value activities and see if you can find an easier way – a faster way. This is what the whole Lazy DM process is all about – prepare what you need to run your game and nothing else. You can also set goals for yourself to help you get more prep done in less time. What if you only had an hour to prep? What steps would you do? But yeah, I'd take a hard look at that 24 hours of prep and see what I could do to trim it way down.
Christmas came early! :) Within just a few months, we received the "Forge of Foes" and "Flee, Mortals!" supplements. I really like both of them; they're fantastic products. I'm also a fan of the optional Doom rule in the "TotV" alpha release. I've started brainstorming ways to mix the concepts and ideas from these different sources, which could lead to some really crazy encounters. What do you think? How much is too much? Should I stick with a "pure" monster from "Flee, Mortals!", or is it safe to spice things up with some extra powers from "Forge of Foes"?
One of the great things about being on the DM side of the DM screen is that we can try all sorts of stuff and it's no harm or foul (unless we inadvertently TPK). We can try stuff all we want, throw out what doesn't work, and keep what does. I haven't tried out Doom rules yet from Tales of the Valiant, but I love the luck mechanics! Feel free to modify monsters however you want to suit the game you want to run. No designer knows you or your group specifically.
I'm trying to relax my GM approach instead of trying to "control" the story (your videos and books have helped a ton) but I'm stuck on one concept, and it's a bit hard to articulate. It's a simple question, but hard for me to explain, so I provided several examples. Please bear with me: Are there anything "wrong" with repurposing encounters and concepts into the whims of the characters, or does this detract from player agency? Example 1: Say I am running an adventure where an important artifact needs to be found inside of a chest in a specific goblin hut, but the party decides to leave the goblin village and explore deep into a nearby forest. Can I just adjust the adventure on the fly so that they find the artifact in an abandoned goblin pack in the forest? Or is that being too flexible, or too railroad-y? Would the better alternative be to find a way to encourage players to go back to the goblin village and explore their huts? Example 2: You once described an adventure in which a key, if found too early, refuses to cooperate with the party until they accomplish a certain task. I was confused about why this was frustrating. Why not just not let the key be found until that point? The players wouldn't know one way or the other. Or is that unfair to the players? Example 3: If I wanted the party to meet a specific NPC who would reveal specific information, but they somehow burn bridges with that NPC. Could I just make the next NPC they encounter reveal that info, instead? Or is taking away from players' agency? Sorry for the lengthy question; I know there's a simpler way to put it but I couldn't think of it!
The answer to all of your questions is – of course you can do it that way. Moving Macguffins around is totally fine. (https://slyflourish.com/timing_and_pacing_adventures.html). If you have a key the characters need to find, moving the key is totally fine. If you have a particular piece of information the characters should learn, moving that info to the NPC the characters run into is totally fine. Some DMs think that breaks the game somehow. I don't think so. I think it's a slog to have to go through every corner of an adventure to find the stupid thing you need to move forward. The key that didn't cooperate came in the adventure Waterdeep Dragon Heist and it was there to force a chase which sucks. THAT is railroading. Changing the situation around so the path the characters chose leads down the path to a better story isn't railroading. That's paving the path in front of the characters.
I LOVE the Deadly Encounter Benchmark to get a better idea for how an encounter will play, but would like to be able to have a little more control over difficulty. If you were to use the DEB to make an average encounter and then one for an epic boss encounter, how would you use it? 75% DEB for average and 125% for epic? I know this is counter to the Benchmark being a maximum, but I'd like to have two targets for my encounters that's as easy as the DEB and nobody designs them like you! LONG MESSAGE - THANKS!!!
Honestly, the way 5e plays out, there isn't a good way to get better control over the difficulty. We have some tables in Forge of Foes that breaks out potential difficult encounters based on the number of monsters and their mix of CRs. But really, there are too many variables for any given specific situation to come up with a more accurate system. One thing you can do is take notes on the characters themselves and how they manage different types of encounters. Of course, they're changing too as they gain levels and get new items, but it's more accurate to look at your own characters and what is difficult *for them* and then judge based on that. As far as waves go, you can use the DEB for each wave keeping in mind how soon one wave triggers after another. If they're wiping out a whole wave before the next shows up, that won't be as hard as a battle where only half of the first wave is dead before the second one comes out. I don't know that I'd assign a fixed percentage to it, though. You'll have to use the DEB as a gauge and work from there.
How do you encourage RP from players who constantly stay passive? I have 2 players who fail to engage unless pushed and its dragging things along for the group from time to time. Would you: A) directly ask them to describe things their char does more often? B) put them into frequent and critical npc convos / backstory moments? C) have chats out of game to help them better flesh out and understand their characters? D) something else? Or all the above?
First, we shouldn't force players to enjoy the game in a way that's different from the way they want to enjoy it. It's ok if they don't want to roleplay the same way (or at all). They may not be comfortable getting into character but they may be comfortable talking about their character in the third person. Some ways to get players into the story is to ask them what they see, what their character looks like, what their particular attacks look like, what their killing blow looks like, identifying interesting physical characteristics of the monsters they're fighting. You can also use campfire tales to have them describe what they're thinking through the eyes and minds of their characters: https://slyflourish.com/campfire_talk.html
Hello, so I am about to run my first larger dungeon for my group with a big map with 60 plus rooms in it. As I approach this new DM challenge I was wondering how you would do this in your game? Any tips for running a large dungeon in a lazy way or any problems I may run into as I run this over the next several sessions? (sorry if this has been covered before I did not see anything at a glance in the database..)
I've run some pretty big dungeons. I think the key is to make sure it remains interesting. Watch those story beats. Ensure it's not just a slog through bad stuff. Let them surprise enemies. Let them find hidden areas they can rest in. Let them discover and disarm traps. Ensure they're learning new things as they go through it. Scarlet Citadel was a great big dungeon but it always felt fresh. New places to explore. New NPCs to meet. And they got to watch the dungeon evolve as they cleared out particular enemies.
Howdy Mike! Any chance you have additional system deep dives on your list of content to come? Your deep dive on Shadowdark was excellent! That made me go back and listen to your deep dive on Numenera, which was also excellent. I am going to put both systems on my growing list of alternatives for my 5e group to try out. Your game descriptions paint a really good picture of what the game is like, especially from a 5e player perspective. That's very helpful for me as a GM to know what I'm getting into, and also to help sell my players on a new system. Thanks!
The YouTube search on the Sly Flourish channel might help you find other deep dives of 13th Age and Shadow of the Demon Lord. Blades in the Dark is there too. I run such deep dives when I actually run the system and I run it when it feels like I want to and feels like my groups would enjoy it. So it's not an organized thing. It just happens.
Several times, I've heard you mention that you like to give your players three (or so) options for upcoming sessions. They choose and that helps you focus your prep time. When / how(ish) do you do that? Is it an end of session thing where instead of a cliff hanger, you describe three possibilities? Is it off-line? I like the idea!
Yeah, I try to do it at the end of a session when I can, or close to it. You could even basically have them make the choice for the next direction even if they're in the middle of the last one. It might be an out-of-game discussion "if you're not all killed by the two-headed crocodile, where do you think you might head to next? The haunted fortress? The cairn under the dead tree? Or maybe the corrupted temple?"
I'm wrapping up a campaign and soon to begin a new one. In gathering my thoughts for the next story, I wanted to define some player roles (not character) in the session 0. What are your thoughts in what the roles and tasks for players could be, outside their character? Currently, one player is taking on all notes on the story, corralling decisions from the other players, etc. I'd like to spread this responsibility beyond just one person.
I just read a section of the Kickstarter for Dolmenwood https://cdn.shopify.com/s/files/1/0017/2330/1933/files/Dolmenwood_Preview.pdf?v=1689023512 On page 44 it has four player roles: Caller, Mapper, Quartermaster, and Chronicler. I think this is a really cool idea. You might have your own list of player roles but I dig the idea of a Caller or Leader who ensures the group comes to a consensus on any given decision, a dedicated mapper, and chronicler. I think that's pretty cool and I may suggest it for my Shadowdark RPG game. One other I might add for 5e is the rules lawyer who looks up particular rules and an initiative tracker who can track initiative in combat.
I like "sneaky" plot twists (having prepared for a villain's plan in advance, taking the (proverbial) bullets out of a gun, the time-travel battle at the end of Bill & Ted). I also like the Blades in the Dark mechanic where you can go back and describe how you prepared for something now. Do you have any tips on how to combine the two without taking agency away from the players (i.e. pushing "my" solution on them)?
In my experience, players don't mind when you offer suggestions or options they hadn't thought of or didn't even know they could do. I wouldn't shy away from such suggestions as long as they don't totally dominate the players' choices. As long as they have meaningful choices to make on their own, I think it's fine to suggest things.
A constant topic that regularly rears it's head is the concept of imbalance between martial and caster characters. I'm someone who likes the granularity of using XP vs milestones and I tried to do so in my latest campaign but unless you are "punishing" people (for want of a better term) for not showing up or whatever, everyone is making the same amount of XP, which defeats the purpose. It occurred to me that in previous editions of D&D the imbalance between martials and casters was taken care of by the fact that different classes advanced at different rates because they required different amounts of XP to level. While I'm aware that XP accounting is not "Lazy DM" friendly, do you think that potentially moving back to an XP based advancement system with classes requiring differing amounts of XP to level would solve the problem of the "martial vs caster" "balance" issues? I use quotation marks because I don't really see it as a problem except in a more powergaming group (not throwing shade at groups who prefer that by the way). Interested to hear your thoughts.
Dee-oh-bow-vin-ee-us!
Any advice going from high concept campaign setting like Spelljammer to more classic fantasy game ?
I think its all about framing the campaign and making that frame clear to the players. My group was ready for a typical old-school D&D fantasy game after the whimsical mayhem of Spelljammer. Just because its back to Euro-centric dungeon-delving doesn't mean it's boring. The focus is just different. The main thing, I think, is ensuring your players are on board with the transition and clarifying what sets this new campaign apart from the previous and all other potential campaigns. I don't think we have to apologize or make up for going back to a classic fantasy game. A lot of players are actually eager to return to the roots of the game.
Hi Mike, when you ran the Shadowdark level 0 funnel adventure, you only had one PC per player at any given time. How did you describe in-story replacements later in the adventure, past the first fight? I know you mentioned a new boat of people showing up one round into the first fight. Later on, did new people always happen to show up 6 seconds after the previous PC died? Did they get to pick up the extra loot they must have passed on the way in due to limited carrying capacities of the first PCs? I know everyone bought into the premise, but it just seems to strain immersion / credibility a bit. Contrasting with the Arcadia funnel adventure I ran where everyone came in with 4 PCs and no replacements, but it was a mess of people running around, and I worried about killing all 4 of one player’s PCs and none of another’s. 🤷🏼♂️ Thanks for your time and this great Patreon benefit!
Immersion and credibility usually take a back seat when the players understand how the whole system or process works. We just had new characters wander in when old ones died. They'd show up the very next turn of the player. They did get to pick up the loot which added to the humor "he only had one hit point but he had a torch!". These sorts of adventures aren't about building a cohesive in-world character-driven story. They're about throwing dice and laughing as your third character is beheaded by a rusty bandit's sword.
Hello Mike, I have been playing running various TTRPGs since 'Advanced D and D' and it's lots of fun, I have lots of different books, some great some okay. But yesterday I bought Chris Spivey's 'Haunted West' (I also own his book 'Harlem Unbound') and it is the first book I would say is 'Important' within the TTRPG world and beyond. It brings so much into the spotlight that needs to be seen I believe. However do you feel that there is a responsibility for creators to work this hard thinking about the impact of their work on the world. Or should TTRPGs just be fun and not worry about accepting the responsibility of the impact of their work?
I definitely think we have to think responsibly for the work we make. I don't think that means it can't just be fun. The idea that it has to be on a spectrum like that is probably part of the problem. I don't think every RPG product needs to be solving every problem in the world but I think we can build fantastic products and fantastic worlds that are better than our own, even if they have truly awful villains. Radiant Citadel is a good example. It's just plain fun besides the fact that it breaks away from cultulral stereotypes and Euro-centric fantasy. I see my own City of Arches that way. I wanted a world where any species was viable for character options and one where any species could have any behavior or alignment (including bad ones) based on the magic of the arches themselves. I didn't see it as a way to make it important or solve racism and bioessentialsim in the world but I did see it as an opportunity to build a world that breaks away from the boring humdrum Euro-centric colonialist tropes of the RPGs of yore. So I think it can focus on both fun and responsibility. I don't think one precludes the other.
Hi Mike! What do you think about expression of a player character’s uniqueness with or without in-game mechanics? I see a lot of talk on forums and discord about how a D&D class or subclass *feels* with its mechanics. On the OneDnD play tests, it has been a criticism that a character doesn’t feel like a “nature cleric” until level 3, or that they don’t worship their deity until level 3. I worried that people focus too much on mechanics making story. I personally play a grandma bard, who doesn’t need mechanics to inspire people with cookies. Have you experienced a disconnect between mechanics and character yourself?
I think both players and GMs alike have a tendency to focus on the mechanics as the way to define the story of a character or monster or whatever when that's simply not true. The crunchier the game, the more players and GMs depend on that crunch to define the story, which is a bummer. Sure, clerics can start defining themselves before they get a subclass. Sure, a bard who gives out cookies is awesome. We don't need a grandma bard cookie subclass. Whenever I hear "monsters are just a boring bag of hit points" I want to respond with "the monster's not boring. You're boring!" but then my wife yells at me. Showing by example is a good way to get others to see this. Describe your own character. Describe monsters, ask them to describe their characters away from their mechanics. Flavor is free, man!
Dear Mr Flourish, 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 who have little to no history in D&D (which included me at that point). 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. 2. What do you think are the key areas that could be the focus of such a resource from a lazy perspective? Thank you for your amazing contributions to this awesome hobby!
All of the experiences people have, including the advice I give in my books, are levers to help GMs get some benefit from others' experiences. It's knowledge others have learned that newer GMs don't have to learn on their own. But at some point, all the levers won't help and the best way to learn is simply to do it. Run games. Play. See how it comes out. Use those shared experiences but also see what works for you and your group. That said, I still think simple starter adventures are a great way to go. Lost Mine of Phandelver, Dragon of Icespire Peak, and Dragons of Stormwreck Isle are great adventures to run – straight forward and simple. But really, at some point, one just has to run games. It's easy to get hooked on all of the advice out there but nothing teaches like experience as they say.
I started playing D&D mostly as DM. While I’m a gamer at heart, I’ve quickly come to enjoy the rich stories we can tell using a game like D&D. Whenever I do get the chance to sit at the table as a player, I find myself trying to create a cool story with my character and most importantly placing that priority on top of trying to “win”. Most of my players view D&D as something to interact with and ultimately beat or win at, but don’t put any emphasis on trying to create cool or meaningful story moments (much like they’re playing a boardgame). I’ve discussed this out of game and the desire for these moments is there, but once we’re playing that fades and turns again into being optimal, at the cost of creativity or expression of their characters. How can you as a DM enable your players into playing with their characters and their story in mind, rather than viewing D&D as something players have to win at? Is that even something you can motivate or encourage or is that just something players will have to discover on their own?
This is highly dependent on the players and the GM. Some players and GMs prefer that sort of competitive, tactical play. Others want to focus more on the story. Sometimes the system can help dictate that direction. Gumshoe feels different than 5e which feels different than Call of Cthulhu. As far as getting players to play more to the story of their character, I think there are ways we can drive that home: - Ask them to describe what their moves look like in the world. What did that sword cut look like? What was their final blow like? - Ask for campfire tales. While hanging around a campfire on a long rest, what are their characters thinking about? Where did they come from? Where do they want to go? - A favorite of mine is to include intelligent magical items the players can talk to and learn from. It's a good way to always have some roleplaying going on.
In a more improvised game, do you think there’s a risk of saying “yes, and” too much? I find my go-to reaction to my players theories is to make them true unless the idea contradicts something “true” that’s a leg my prep or published adventure needs to stand on. In my latest adventure, the players encountered a minor devil who was on a mission so didn’t try to start a fight with them, and instead the devil and party engaged in banter to try to get information out of each other. As the session had been a bit slow paced, I then decided to throw a quick surprise encounter with some undead at the party just to let them hit something after the devil had left them. The party all assumed that the devil had arranged this ambush, which I then leaned into (taking this essentially “secrets and clues dispenser NPC” encounter and making the devil a reoccurring minor villain). Afterwards, I started reflecting on this being a very set pattern for me, and I wonder if I need to check myself before my players catch on.
What you're doing sounds great to me! There's actually a few good RPG variants on "yes and": "Yes, but": Yes, that thing happens but so does this other thing. Or yes, you can do that but at this cost. This is a great improvisational technique for RPGs. "No, but". No, that thing isn't true but this other thing is. No, you can't do that but you can do this. There's not really a "no, and" which would just be a big negative "no, and this other shitty thing happens". The only time "yes, and" sort of improv breaks down is if it breaks down the verisimilitude of the world. Too much "yes, and" and the world starts to feel ethereal. It loses its reality. Its sense of stability. Anything can happen. This is why we prep things that feel real.
I am in the process of preparing for my next campaign, and I've taken inspiration from your suggestion that we can inspire a certain theme or vibe in a campaign by limiting sourcebooks and including non-WOTC content. My concern, though, is that my players will be intimidated and/or annoyed by the idea of having to step outside the box and research new options rather than defaulting to those found in the core books we've always used before. How do I encourage them to explore these new options with open eyes?
In my experience, players are eager to try new stuff out. If its a choice between Tome of Heroes by Kobold Press and the crusty old subclasses from the Player's Handbook, I bet they go for the options in Tome of Heroes. Otherwise, if they're enjoying the material from the core book, let them. But I bet if you offer those options, they'll go for the new cool shiny stuff. The trouble only really happens if they're using D&D Beyond and want to use *all that other stuff* that D&D Beyond doesn't filter out like Xanathars, Tashas, and all the rest. That's another problem.
I'm running a homebrew campaign in a homebrew world . I'm building the world starting small and building outwardly as the players explore expanding my world. I have a basic structure and overview of the world but limited details. My question is, do you have any advice for building a world during a campaign in this way and how I can get the most out of my preparation time, I tend to get bogged down as I find it hard to know when to stop and what information I actually need as players explore new areas. Thanks in advance
This sounds like a great way to do it! I recommend thinking two horizons out: https://slyflourish.com/thinking_two_horizons_out.html Focus on the next session, think about what you have to build out for the world to support that session and maybe lead into the next. Think about three possible locations they might visit. Let them choose one at the end of a session, and then build out that location during your prep. Repeat when they complete a location. As far as new areas go. They likely need a hook, a map of the location (if its like a dungeon), some inhabitants, and some secrets to discover. Hope that helps!
How do you handle a character or npc being a hostage and it not playing out with a single dice check to see if the character can be saved or not before being fatally wounded or having different stakes than making the player characters stop without death being on the table?
Hello! You probably don't want something like this to hang off of a single check but it could hang off of a series of checks or abilities. First off, its worth noting that the players will be a *lot* happier if they manage to pull off an escape than they will if they fail. It's like finding a trap. Getting hit by a trap isn't nearly as fun as discovering and disabling it. I wouldn't try to pre-stage the situation. I'd let it play out naturally. If the players come up with a creative way to rescue the NPC before the blade drops, give them that opportunity. Otherwise, give them a series of checks they can make to try to get around it. If the series fails, the NPC dies. This could be initiative (to see if they can act before the NPC). It could be an intimidation check. It could be a medicine check to try to save the NPC *after* they get knifed. Hanging important things off of a single check probably isn't the best answer but a series of checks and going with the flow of the situation may work better.
I found that I really enjoyed the prep methods of yours in your books, and I find them super applicable to adventures that have a smaller scale. Eg, head into a haunted house to fight a vampire lord. How do you use your prep methods for longer travel sequences, multi location adventures etc? Do you enjoy these larger adventure scopes or prefer smaller ones?
Empire of the Ghouls is a campaign that definitely has wide-ranging travel sequences and multi-location adventures. The key is that our game is still run in sessions. We still need material for our next game. I find pointcrawls to be a great way to offer options for travel and still run typical adventures. I like to drop in set piece encounters during travel to include interesting scenes. You can see how I prep these longer wider-scope campaigns in my campaign notebooks for Eberron and Empire of the Ghouls: https://slyflourish.notion.site/Empire-of-the-Ghouls-6b6e88a7c74748c39c9698cef7227ec0?pvs=4 https://slyflourish.notion.site/Eberron-Second-Mourning-b267948972aa422887029eb1fbd80eb4?pvs=4 And more on point crawls and travel: https://slyflourish.com/running_travel_scenes.html https://slyflourish.com/pointcrawls.html Hope that helps!
More talk here on GMing Shadowdark. Much of the current tug of war we are seeing from SD GMs revolves around making it more "5e Friendly" for players. What mechanics though do you see within the system that Kelsey has designed as "sacred stingbats" and worth preserving rules as written? What elements of other non 5e systems do you think would be fun to incorporate or use for light embellishment in your SD game? And finally, what do you think of B10 Night's Dark Terror as a front runner for best OSR TSR module to convert and play as a level 1 SD beginning adventure? (Honorable mentions being The Lost City and Village of Hommlet) Keep playing SD! I double death dog dare you to run a SD campaign to level 10 ;)
I can't speak to Night's Dark Terror. I think Village of Hommlet would be great. I'd recommend running Shadowed Keep on the Borderlands, the Raging Swan take on that style of adventure. It's fantastic. I think the sacred stingbats of Shadowdark include the following: - Torchlight is critical to survival. - Inventory management is baked into a lot of decision making. - Randomness is important for character growth. - Initiative is always on. - Death is swift and brutal. I think some of the 5eisms that could still make it work would be max hit points at 1st level just to give them a little more robustness. I don't know that I'd bring in other mechanics from other systems at this stage. Let's just play the game and see how things work out.
You've discussed your misgivings about WotC's 5e setting sourcebooks a few times. The crux of the problem you've identified is that some, like Spelljammer, have too little material to support a full, long-term campaign. Further, it is unlikely these settings will have any follow-up support for years, if ever. What about the material already available on the DMs Guild? Obviously the previous edition crunch won't work, but wouldn't it behoove WotC to "fill the gap" of support material by vigorously pointing gamers to the DMs Guild, and allowing "official" 5e updates? Even without such updates, isn't that material still worthwhile for filling out these orphaned setting books?
I'd rather they just make more products like Eberron Rising from the Last War, Ravnica, and Van Richten's Guide. I don't think the longer form adventures do service to an entire campaign world. There's a level of production quality for WOTC hardcover books that DM Guild products just don't meet. Sure, we can use old books but there's a new approach to source material these days that builds off of a lot of experience gained over the decades. I think WOTC made a decision to experiment more with bigger adventures as the driver for a campaign world instead of a real campaign sourceobook and I think that leads to a product with a lot less valuable shelf-life for our money.
Are you enjoying shadow dark enough to start investing building tools for it like forge of foes?
I only have one Shadowdark game under my belt but, so far, I dig it. I don't know if I'll build tools specifically for Shadowdark but my hope is to build tools, campaigns, adventures, and what not that help run lots of different types of RPGs.
I've begun to DM with my daughter (11) and her cousins and friends this year. Everything has gone really well. My daughter, though, doesn't really care for combat aspects of the campaigns. She will actively avoid combat, which I can appreciate. But when others in the group are playing barbarians or fighters, I don't feel like combat can be avoided altogether. What can I do as a DM to help make combat more in line with the narrative of the campaign story? And how can I encourage her to engage her character in the combat in a way that feels interesting to her?
Have you talked to her about it? It might be worth finding out what she likes about it or doesn't like about it to see how you might approach it in the game. Sometimes players are acting like their characters so much that they avoid the part they actually like. Players sometimes go way out of their way to avoid a battle when a battle is precisely what would be the most fun for the situation. You might also work with her on her character to build their background or motivation into one that embraces battle instead of avoiding it – but again, do so knowing that this is what she, as a player, wants. I'd start with a conversation. Ask questions and listen to her answers before coming to a conclusion.
I see in the Forge of Foes preview that you have a section on Decolonizing Monster Design, so I assume that's something that's been on your and your co-authors' minds. To reduce a complex topic to a short question, how do you keep recurring themes that make fantasy so fascinating -- travelling to strange lands, meeting other cultures, taming the wild frontier, uncovering secrets from lost civilizations -- without the colonial undertones that can put off some of your players?
Yeah, from the get-go we knew this was a chapter we wanted to add. Forge of Foes offers our advice on the topic but to give you a few ideas: - Avoid the white savior problem (see Avatar and Dances with Wolves as an example). Oh us poor native folk would never survive if it weren't for you powerful, smart, and strong white dudes! - Don't stereotype the culture of indigenous folk. Add some richness to the lives of goblins, kobolds, and orcs. For a great example, see how goblinoids and orcs are handled in Eberron. - Shake up convention. Orc paladins, goblin sages, elf bandits – break the typical tropes of D&D. - Be careful with tomb raiding. It's one thing when a deity or ghost asks the characters to recover a relic so it can be used to stop an oncoming evil. It's something else to just rob tombs of old cultures. Robbing the tombs of evil cultures, however, may not be so bad. Above all, I think its important to remember that breaking away from these colonialist stereotypes makes the game more fun. It makes it more interesting. It makes it richer. It's been done since the very beginning of D&D as well. This isn't really new.
Long time Patreon subscriber, first time posting a question: How do you use the Lazy DM’s benchmark for combat encounter difficulty when an encounter is intentionally designed into waves of monsters? Here is my example: Four second level D&D 5E characters are coming up to a jungle island encampment of goblin pirates. The goblin pirates are split between three huts, and each hut contains three goblins and one goblin boss (all stock from the 5e Monster Manual). The combat encounter framework is that the PCs will engage one hut worth of goblins (the ones that are awake and on patrol) during round one of combat. Subsequently, on round two a second hut of goblins and their boss would activate and join the fray, and the last hut activates on round three. For the benchmark math, this gives the party a CR rating of 2 and each goblin hut a total monster CR of 1.75. Therefore, for the first combat round, this encounter is below the deadly encounter benchmark, but how might I mathematically account for the additional monsters in round two and three before initiative is rolled? A total CR of 5.25 for every monster who might eventually join the battle seems way too high in this case. I know a ‘dial’ I can use for these low CR goblins is to add or remove goblins from each hut as they activate, but my question and goal is how to mathematically have the encounter better dialed in before the shooting starts.
First, don't hang on to the benchmark too tightly. Remember it's just a loose gauge to give you a general idea how many CRs worth of monsters a group can take on before it might become deadly. It isn't a perfect model to use in every situation. The challenge of a multi-wave battle is largely determined by the overlap of monsters. If the monsters are overlapping significantly, the battle could be a lot harder. If there's some room between waves where the characters are just finishing off remaining opponents when the next wave comes on, it becomes easier. The main thing is to build the situation, know the benchmark, and let things play out – maybe tugging on the dials of monster difficulty if you need them. Instead of having the waves come out at predetermined times, give the players a chance to gauge the situation at the camp and let them navigate it. Maybe they can take out some of those waves before it becomes a huge battle. Maybe they end up fighting them all at once. Hang on loosely is my big suggestion. The benchmark is just a gauge – it's not how you drive the car.
I’m not sure there’s an easy solution for this one. We’ve been playing a Strixhaven campaign and finished Freshman year. Frankly, I’m ready to move on to a different campaign, but my players want to finish the 4 years. What do you do when you’re ready to change campaigns and even games but your players want to continue in the current campaign?
There are a few things you can do. First, stick it out. Find the parts of the campaign you like and focus on those for your own entertainment but keep going through the campaign. Second, you can trim it way down. Focus the campaign, cut the cruft, and get through the remaining years faster than you normally would. Like the first, you can focus on the parts you think are the coolest. Third, you can talk to your players about moving on to something else. If you're really not into it, talk to them about setting it aside and going somewhere else. For me, I stick them out. I find the parts I like and build off of those. If I'm getting bored, I focus down on the main story and get it done. I feel that way about Scarlet Citadel right now – I'm ready to be done but I want it to end.
Hi, new subscriber thanks for all your videos! My question is in regards to movement in combat. How do you create incentives to have your players move around the battlefield? I find my players run up to an enemy and stay put even if there is a different worse threat because they are afraid of attacks of opportunity. I don’t wanna punish my players for staying still, but I find that the lack of movement is making the combat less interesting.
Hi Joshua! Yep! Getting characters to move is a trick. We actually cover ways to get characters moving around in Forge of Foes. Here are a few other ideas too: First, we can think of this as a carrot and stick. What are places the characters might want to move to because they *want* to? Advantageous positions, environmental effects they can manipulate, annoying ranged attackers they realize they have to go after, zones offering them bonuses on magical attacks and things like that. Or we can move them because *bad* things are happening. Maybe fire is slowly enveloping the room or an enemy spellcaster creates a zone they want to get out of. I often have trouble getting characters out of the doorway to some big chamber. They want to just sit in the door and fire ranged attacks. So I have to push them in with some sort of detrimental effect or a monster that will just continually fireball them if they sit in the same spot. As far as OAs are concerned, your *monsters* can provoke them by running away or moving towards another character. This frees up the character and give the player a fun chance to roll an opportunity attack. Don't play optimally!
Hi Mike, I'm in the middle of running a published hardback adventure and find myself feeling stifled and missing the freedom of homebrew. I don't want to break away, because my players are enjoying it and dropping the adventure at this point would be very unsatisfying. Do you have any advice for me to help keep it fresh, exciting, and inspiring while I finish out the module?
It very much depends on the hardcover adventure and how railroady it is but trying to find the elements of it you love and focusing on those can help. Adding other side quests and cutting out the boring parts can help too. Taking a railroad adventure and turning it into one with different paths and options with some of your own material in it might also work. Making published adventures your own is really the expectation with these sorts of adventures. The more structured and linear it is, the harder that might be but often you can break it apart and make it into something more free flowing with your own ideas mixed in. Hope that helps!
Hey Mike, was very exciting to hear my July question on a recent video! For this months question I have one regarding prep. I recently ran a couple of Call of Cthulhu sessions and had some struggle apply the lazy dm prep rules for it. Do you have any tips on prepping for more investigation based games such as that? Possibly upping the amount of secrets and clues and maybe reformatting them could help but any other tips would be appreciated!
Hi Ben! For a more investigative game, I definitely think more secrets and clues can help. You obviously don't need to spend as much time on things like monsters and treasure but focusing on people, places, and clues I think can help a lot. For more story-focused games you tend to need more material because you're not spending 70% of the time in combat. You might need to dig more into NPCs as well. Backgrounds, motivations, archetypes from fiction – the stuff you need for good roleplaying. I tend to think, no matter the game or genre, RPGs still focus around characters, NPCs, places they explore, and things they learn. The more of that material you have and are familiar with, the easier it is to run the game.
What's your day job? You seem to put out so much stuff that I wonder how you find the time. I run a 2 hour game once a week via Roll20 and sometimes I struggle to find the time to prep. However, I also have a penchant for going into rabbit holes of lore and/or maps...
I still have a day job but only part time these days – enough to cover heath care (thanks US health care system...). Time is always an issue, I think. It's always hard to fit in everything we want. Roll20 definitely seems to ask GMs for a lot of work to get maps ready. I haven't found a perfect solution for something like that.
As a DM what methods do you use to encourage party talk and banter. I find games often center around conversations between NPCs and PCs rather than the PCs themselves. I want to encourage more party talk as I believe it leads to more memorable moments for everyone, while giving the DM a chance to sit back and watch.
Sometimes players have to bring that themselves. I think it works a lot better in in-person games than it does in online games. I think this is a good point where the GM has to act as a faciliator for the conversation, prompting one of the characters to talk to the other and vice versa. Put out a topic. "How does Bruno feel about Durrim's experimentation with that magical artifact?" "How does Durrim respond?". Sometimes it takes a little prompting but, of course, make sure your players are into it. Maybe an out-of-game conversation describing your hopes for it might help.
I’m running a campaign for 2 players. One is a Warforged Paladin (AC 19) and the other is a Wizard (AC 13). I’m having trouble creating encounters that give them both a chance to shine. At the moment the Paladin is taking most of the spotlight and is rarely experiencing any sense of danger because of the high AC and the high damage output. And the Wizard rarely has an impact on the outcome of the encounter. What are ways to challenge them both?
It depends on the wizard's capabilities but often it comes from battlefield control and blasting lots of monsters. Hoards of monsters is a good way to do this. The paladin can only deal with one or two but a wizard can blow away dozens of them. I love running hoards. Here's more on that: https://slyflourish.com/running_hordes.html It's also in the Lazy DM's Companion and Forge of Foes.
With the influx of new 5e systems on the horizon (TotV, C720, etc) I find myself excited to use them all. Then I realize what a mess that would be... I like the idea of having tons of options and styles for my players but I'm quickly realizing tracking them all will be a chore. How are you approaching this expansion of 5e? Sticking with just one version, mixing them together, picking and choosing only mechanics? What's the best way to utilize the resources coming our way in an efficient manner?
Great question! I think, when it comes to what we run at our table, we pick one of them to be the *main* game. Maybe we choose A5e or ToV or 2024 D&D or whatever – but we pick one to be our *core*. As GMs, we can use whatever monsters or items or any other GM-facing ideas from any book we want. That's pretty easy. If we want to offer come character-focused things, we might incorporate them as houserules (like including Luck from ToV in our other 5e games). We can also take spells or things like that and make them "loot". We don't have to include *every* new spell or variant but we can include one at a time through a new scroll or a magic item. So I think the answer will be choosing one 5e system as a core for a given campaign and then bringing in ideas, house rules, monsters, items, spells, or whatever from the others as our own set of third-party house rules.
After a recent session, I realized my biggest pitfall as a DM is rushing. I have a lot to get through, and our sessions only go 3-4 hours, so I end up not giving as much time to descriptions or character moments as I should. We don't meet as often as I'd like, and I have a player moving in a few months, so I'm trying to get through the story I have prepped. How can I slow down while still collaboratively telling a story in a satisfying way?
Hi Julia! First off, do your players agree with you? Are you sure? Are they frustrated with how fast things are going? I'd expect that pacing in the other direction – going too slow – is a more common problem. Not always, but often. As far as getting in the campaign while not rushing, I've talked about that issue here: https://www.youtube.com/watch?v=5SLyQl4gxLE&list=PLb39x-29puaoZke5BVk7fjyyyjWXcxCu1&index=8&t=3061s
Thoughts on the Free Player Guide teaser from RUNEHAMMER'S Crown and Skull? I think it brings a lot of fresh and interesting ideas — the idea of equipment/skills being your hp and how that forces interesting choices when you get hit, the choose-your-own-initiative format, and the player-driven progression through hero points are really a breath of fresh air. Would love to hear your perspective!
I've glanced at it but haven't dived in too deep. It sort of lost me when I tried to get my hands around it and I got caught up reading and digging into other systems and settings. There are so many awesome games right now, I can't really dive deep into all of them.
Loved your recent videos on Shadowdark. I backed it and have played a little. Really love the brutal simplicity of it. Can't wait to play more. On the other end of the "crunchy" spectrum, my local group has recently delved into Hackmaster 5th ed. Upon first reading it I thought it was going to be too much. If Pathfinder2 is crunchy peanut butter, H5 is just a jar of peanuts. However, after giving it a try, I am LOVING it. Have you looked into Hackmaster 5th ed at all?
I have not and being on the crunchier-than-PF2 side doesn't really grab me as a sales pitch =) I like my story-focused games with enough character options to keep players interested week to week. That said, I bet we could enjoy any game if we got into it enough. Really, I don't think there's such a thing as a "bad game" that a lot of people know about. If enough people know about it, there are people who love it.
As a DM, what would be the best way to run a campaign that is more roleplay focused?
First, and most importantly, is to talk about it with your players and make sure they're all on board. I know, for me, personally, and for a lot of my players, we'd want a balanced game – not one that just focuses on roleplaying. You might also consider a system that lends itself better to roleplaying like a Gumshoe or Cthulhu-based system that has lots of skills outside of just combat stuff. It's not necessary but having a game built for that style of play can work better than taking something like 5e where such a big part of it is combat.
What third party materials do you consider almost as essential as the PH, DMG, and MM?
A good solid book of random tables. I think the Lazy DM's Companion is essential. I know I use it all the time. A better DMG might fit that slot but not right now. Honestly, we really don't need much.
Ben Milton (Questing Beast on YouTube) once described OSR games in this way: “The best description of an OSR campaign might be an immersive, open-ended fantasy challenge simulator.” How would you describe the type of game you generally write/talk about?
That sounds about right and, honestly, a challenge simulator isn't exactly what I love about these games. I'll see how a longer Shadowdark game feels to me, hopefully soon! For me, I'd probably describe it like: A shared stochastic tale of high fantasy.
I’m looking for system neutral settings. I’ve found several for fantasy campaigns, but science fiction and urban fantasy have alluded me. Any suggestions? I know fantasy is your specialty, but I’m hoping “you know a guy that has something.”
I don't really know any SF or urban fantasy system neutral settings but I don't think you have to limit yourself to just system neutral ones. You can grab the whole Numenera setting and run it with 5e if you want. You can grab CY-BORG and run it with Fate, I bet. Really *all* settings are system neutral if you're willing to strip out its mechanics and reskin the setting to fit your own choice.
Do you experiment with solo playing? I've been solo playing for quite a while now and I document my sessions on my site at theoldbard.com where I hope to help others learn how to solo by example. I find it an excellent way to learn new systems and I'm curious if you may by chance to either learn new systems or just to try out techniques and villains etc for inclusion in your games.
Hi there! I've really enjoyed Ironsworn and talked about it here: https://www.youtube.com/watch?v=jeVvCcCEXKk&list=PLb39x-29puaoZke5BVk7fjyyyjWXcxCu1&index=42&t=1084s I've also played 1000 year old Vampire (which has a crowdfunding campaign going now I think) which I also enjoyed. https://www.youtube.com/watch?v=i4YZArzluk0&t=125s I think solo RPGs are a great way to scratch the RPG itch and do some good GM cross-training. Documenting your results sounds like a fantastic way to make the whole thing "real".
I recently picked up the starter set for Modiphius' Dreams and Machines RPG because of the Horizon: Forbidden West-like premise and the promise of being able to play a short campaign out of the box. What qualities do you look for in a starter adventure for players new to the hobby?
Good question! First, I *love* Horizon Zero Dawn and Forbidden West. I think they're the best games I've ever played. As far as starter sets go, I want a good adventure that shows off the setting of the RPG. I want simple enough rules that I can read them and get my players into them without a ton of work. I really think pregens help. I don't think character creation should be part of a starter set unless it's really straight forward. Powered by the Apocalypse games tend to have easy character creation so that's an exception. Probably a good price point. If it's more than like $30, I don't know that I can leap on it.
