October 5, 2023

October 2023 Sly Flourish Patreon Q&A

Welcome to the Sly Flourish Patreon Questions and Answers thread for October 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 – only a few do.

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 (112)

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Sly Flourish · November 10, 2023

Hi friends! October's Q&A is now at an end. Add any new questions to the november thread!

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Demian Schkolnik · November 8, 2023

Hey Mike, it has happened to me on more than once that I flip through the lazy DMs companion or the lazy DMs workbook and I see a cool random table and I think "aww I didn't remember this cool Fantasy Name / Random Trap / Madness / etc table was here"! Is there a lazy way to recall all that's in those books? Like a master index or something.. Thanks!

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Sly Flourish · November 10, 2023

There isn't but many of the random tables are bundled into the Patreon-exclusive random generator I put together which you can find here: https://slyflourish.com/random_generators/sf-random-generator.html It doesn't have everything but its got a lot! Reviewing your favorite books once in a while to remember what they have can help a lot.

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Theuns Greyvenstein · October 30, 2023

Hi! Sorry, I know this is the end of month, so I am chancing it with a late post. Let us hope you see it. I have been using your Notion Template. It is so great. Kudos to you. Lately I have been having huge problems with the speed of Notion. It is basically unusable. Do you have any experience with Obsidian?

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Sly Flourish · November 3, 2023

I haven't run into a Notion performance issue but many Lazy DMs and patrons of Sly Flourish use Obsidian and love it. Hop onto the discord server and chat with others about it. There's a wealth of info. I'd consider switching to Obsidian but it's a big process to switch and there's a lot that Notion just does (like being cloud based and multi-platform) that takes more work in Obsidian. Maybe someday!

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Shoebaloo · October 27, 2023

Hi Mike -- I use your Lazy DM template and have built my campaign following all your best practices around using Notion. Love it. I'm being tempted by a few of the cool features LegendKeeper provides, especially using interactive maps. I don't see any reviews you've done of LegendKeeper. I believe the way you have shown us to use Notion would transfer well to their workflow and Wiki style organization plus all the cool candy that product provides. Any thoughts or plans to provide templates or integrations?

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Sly Flourish · November 3, 2023

Hi there! Unfortunately, I've not looked at LegendKeeper. I just haven't had the time to check out all of the different resources. The nice thing is that the eight steps are largely system agnostic so you can use what works best for you! After a quick glance, the part of LegendKeeper that I'd love to have is map annotations. I know Obsidian can do this too (Obsidian can do anything with the right plugins).

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Unfrozen Caveman Roleplayer · October 27, 2023

Greetings Sly Flourish! I have recently returned to D&D after being in suspended animation since Second Edition. I have spent the last several months immersing myself in 5e, and I am really enjoying playing with my teen kids. But I have so many questions! Here’s my first. Am I ever going to see a comprehensive Greyhawk Sourcebook? Back in the 90’s, I grudgingly accepted that the Forgotten Realms had eclipsed Greyhawk in popularity. I’ve enjoyed immersing myself in the lore of Wildemont and Eberon. And I played the original 1e Ravenloft module, so I’m down with that being expanded into an entire setting. But it grates on me that so much publication time/effort has been taken up with Magic The Gathering settings. All I get is Saltmarsh?

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Sly Flourish · October 27, 2023

We can't count on WOTC to make the products we want. The good news is that we can at least get digital versions of the original Greyhawk products and use those how we see fit. WOTC made Greyhawk products up through 3rd edition I believe. We can also find campaign books published by other 5e publishers that capture some of the Greyhawk feel. Raging Swan's Gloamhold campaign setting is one such example. https://www.drivethrurpg.com/product/204658/Gloamhold-Campaign-Guide I wouldn't say "never" to WOTC publishing a Greyhawk setting but I wouldn't count on it either. Don't let WOTC determine your happiness with D&D!

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John Caramichael · October 26, 2023

Hi Mike — do you have any advice for DMing groups of a mixed age? I am going to DM a oneshot for players at my local library, and their ages range from about 14-22. I am not concerned about making the game “appropriate” because we already have groundrules for that. I am more looking for advice on balancing the range of maturities and interests across ages, especially in a public setting like a library! Thanks so much!!

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Sly Flourish · October 27, 2023

I'm sorry, I don't have great advice to offer. I tend to run only for adults. Our Discord server, however, has many GMs who run for mixed-aged groups. I'd bring the question up there and see what you find.

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Jason · October 24, 2023

Hi Mike. I hate the DMG approach to identifying magic items that players find during their adventures. Basically, it requires nothing more than taking a nap and staring at it intently while cuddling it, to reveal its secrets. It just doesn't make sense, even more so when an item is particularly rare, or when using your utterly bonkers brilliant idea to basically reskin spells to provide killer once-a-day effects to items. I think the DMG rules just don't do justice to the magical mystery of it all. Yes, players can use Identify or pay some mage, but one is just boring, the other often impractical (and probably expensive). Do you have any ideas for other approaches that convey the item is magical, but also retain a bigger sense of mystery?

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Sly Flourish · October 27, 2023

I think we each have our way we like to reveal magic items. I actually think the magic item discovery part of it isn't that interesting unless its really intended to be. Many times I have characters trained in arcana who can figure out magic items so we don't have to waste time with a short rest. Othertimes an item can't be identified unless a separate quest is undertaken. Some items have some properties you can instantly know about, others take some work, and even others might require "unlocking" with a long quest. There are lots of ways to handle identifying magic items and we GMs can choose any or all of them, switching around as it best fits the story or situation.

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Stapled Spine Fanzine · October 24, 2023

Hiya! My party's home base city currently has a fighting pit/gladiatorial arena being built as a tourism pull. Have you dabbled in arena fighting one shots? What worked? What didn't? What are some great ideas you've had on this topic you'd like to share?

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Sly Flourish · October 27, 2023

We actually have a gladiatorial encounter in Fantastic Lairs! I think the big question is "so what?" What part of the story is moving forward because of this gladiatorial fight? How can the characters "hack" the arena to turn it to their advantage? That's something we baked into our gladiator lair in Fantastic Lairs. You could hack the arena, sneaking in the little tunnels underneath where they brought monsters around. So those are my two recommendations: Make sure the story progresses through the gladiatorial fights and find ways for the characters to one-up not only their opponents but the whole arena.

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Matthew Chamberlain · October 24, 2023

How would you go about publishing a campaign setting? For example what do you need to have put together in order to get it to someone who could edit it and determine if it is viable?

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Sly Flourish · October 27, 2023

Hi Matthew! Hard question! First, I'd really focus it down on a small introductory product. Take a look at MT Black's Iskandar setting, the Gloamhold campaign setting by Raging Swan Press, or Arcane Library's Gloaming setting. All three show how much you can do with small black-and-white and low word count products. https://www.drivethrurpg.com/product/364156/Iskandar-City-Sourcebook-5E https://www.drivethrurpg.com/product/204658/Gloamhold-Campaign-Guide https://www.thearcanelibrary.com/collections/cursed-scroll-zine/products/cursed-scroll-zine-vol-1-diablerie I think we all have big ideas for big campaign settings but the reality is they're hard sells for anyone else. We can't convince people to buy a 500 page campaign setting like Ptolus. Focus on the small parts. Focus on what makes your setting unique among settings. Look into your favorite setting books and see what really works and what doesn't. Make sure you're writing it for GMs. This is to help them run games. Does it? Are you giving GMs the tools they need to run adventures in your setting? You're serving them, not you. Great question. Hope that helps!

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Ciaran O'Dowd · October 23, 2023

Hey Michael, I've recently been thinking about encountering benchmarking as my players are getting to higher levels and have more resources to spend. I've been using the Lazy Encounter benchmark to great success in my campaign. Still, my six Players are about to hit level nine and I'd like to start incorporating back-to-back 'gauntlet' style encounters (think fighting through the courtyard. up the castle steps, and encountering the boss inside to save the prisoners). I'm curious how you might budget difficulty off a set of combat encounters in order to mitigate the number of dials you're adjusting mid-combat, and ideally to avoid a total wipe at the boss stage.

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Sly Flourish · October 27, 2023

HI Ciaran! I actually just answered this in an earlier question this month. I'm copying and pasting the answer here: Its probably best not managed in math. I was just writing about this in a freelance assignment I've been working on. The difficulty of waves changes depending on how fast those waves come in. If there's room between waves and they're not overlapping heavily, it'll be easier. The more the waves overlap, the harder it goes. So there's no clean way to adjust the encounter benchmark to account for waves. You're best off keeping it in mind for each wave and then deciding how much overlap there is between waves. Those overlaps are also a dial you can turn. If things look too hard, stretch out the waves or have the next wave include fewer creatures. If they're having an easier time, add more monsters coming sooner. Hope that helps!

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Scott Miller · October 22, 2023

I've been rolling dice as a GM for Shadowdark & D&D in the open for players to see. I also use extensions in Owlbear that show HP bars for tokens, and in doing so I'm removing two of the dials of combat balance since I can't lie about my dice rolls or modify HP without my players noticing. When dice are rolled in the open, and the players can see the HP pools of every enemy, what other dials would could you recommend to add more mystery and terror to encounters?

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william · October 24, 2023

Hi, I have been playing with open dice rolls for a while. There are two of the most common lazy techniques (that you might already be using). 1. Talk to your players. Tell your players that this is going to be a horror campaign/arch is going to be horror. It really helps if they buy in. 2. Flavour. Your descriptions can make a lot of difference. I would recommend using Shadowdark for mystery and terror, this isn't something that D&D does well. There are three reasons to use the dials. 1. The encounter is too easy. In this case, you can introduce more enemies or just let the PCs win. An easy win can be fun (but not really horror). 2. The encounter is too hard. In this case, allow the PCs to retreat easily or send enemies off to complete other tasks. 3. The encounter is dragging. If it is clear the PCs have won then ask them to describe how they finish off the encounter. Otherwise, environmental conditions such as falling rocks, fire or poisonous fog, dealing damage to both sides can effectively decrease the monster's HP. In conclusion, the dials you have access to are the number of enemies, the damage dealt (this is one of the original dials), armour class (this is one of the original dials) and the conditions of the encounter.

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SpoooonBK · October 21, 2023

How much do you like saying Mugdulblub?

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Sly Flourish · October 27, 2023

So much! It takes a bit of work to get it right but once it's dug in, you can say it all day long.

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Dan Dredgen · October 20, 2023

Hey Mike! I was just wondering if forge of foe backers will get an email notification when our copies have shipped. I saw that North American copies have started shipping but wasn’t sure if we would get any sort of confirmation or tracking information. Thanks

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Sly Flourish · October 20, 2023

They're going out through different carriers. Sometimes people are getting a tracking email – sometimes not. Sometimes people get a tracking email after they're already sent. It's a lot of orders going out lots of different ways. I wish I could be more help!

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brofroamothamo · October 20, 2023

Greetings Mike, What are your thoughts on mixing ghosts of salt marsh and tomb of annihilation campaigns together and how would mike shea do it? Thank you for all you do for the Ttrpg community.

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Sly Flourish · October 20, 2023

For me, I'd probably just stick to one of them. Because one is set on a shore and the other goes deep into a jungle, it might be hard to get players to switch from one location to another. You could probably mix in the lizardfolk / sahuagin stuff if the characters are closer to the shores as they make their way from Port Nyanzaru to Omu. I had some shore-side stuff. You could slide Saltmarsh into Chult by having it be an outpost of Port Nyanzaru further down the eastern or western shore. But for me, I think both adventures run fine on their own without having to mash them up.

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Craig Pressley · October 19, 2023

I have recently started using the Mythic Game Master Emulator, 2nd Edition in my games. It's been helpful, but there is a lessening curve for sure. I looked into this in effort to avoid railroading my players and really give ultimate agency to them and the dice using this system. My hope is that it also cuts down on prep time, pre game stress, which makes the game much less fun. This system allows the dice to better guide the story and and other dynamics in the game, such as how NPC's may respond to given situations and much more. I know you're a big fan of tables and what they can do to help with running the game. Curious if you have used this tool and what your thoughts are on tools that can help the GM run the game and avoid being the story teller.

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Sly Flourish · October 20, 2023

I haven't looked at it. I'll have to check it out! From digging into the preview, it reminds me a lot of the Ironsworn tables and oracle system they use. I dig it!

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Jamie Simpson · October 19, 2023

Hi Mike. I had, and thankfully will continue to have, the pleasure of running Dragons of Stormwreck Isle for a group of players totally new to D&D and tabletop games, one had played Baldur's Gate 3 but the rest were unfamiliar and it was a blast. Though by the end of the session everything was going well, there's always a few hiccups in these sorts of things. Rather than going into specifics of my session, I wanted to ask what you think the most important/useful tips would be for introducing new players to the game without getting them confused or overwhelmed with the game itself and just get down to it and have fun. The guidance in the starter set is good, but more info is always appreciated as I hope to introduce more players to the game in the future.

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Sly Flourish · October 20, 2023

Hi Jamie! So glad you're bringing new people into the hobby! Here's a video I shot on teaching new players D&D that might help: https://youtu.be/yaRpkhrvLAU The main thing is to just get them in the game and get rolling. You can walk through their character sheet as you play, showing them what the modifiers mean. I'd definitely go with pre-gen characters instead of going through the trouble of building characters. Save that for when they're hooked and want to do that themselves. Keep the adventure simple and straight forward. Dragons if Stormwreck Isle is a great starter adventure. If you can, use the buddy system. Have a veteran pair up with a player but make sure the veteran doesn't overwhelm them as well. Talk to them ahead of time on how to help the player. Anyway, those are some of my thoughts. Hope that helps!

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Bo Thomsen · October 18, 2023

Thank you again for a great month of content. I am currently thinking how to finalize a long running campaign and are faced with the fact that one of my players had made a number of "bad" (Bad being for example setting loose a Gnoll Warband to roam on Avernus) choices IC and I kind of want that to make that pay off by some consequences to the end of the story. Going back to your Facilitating Player choices video from 2021 I can see that I should have paused with my players during some of these choices, but now it is 2023 and I didn't do that. So before going to the talk to players part, how should I as a GM approach setting realistic consequences for the "bad" choices the player made?

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Sly Flourish · October 20, 2023

I wouldn't to *too* hard on it but it's interesting to see how choices have effects later. They don't all have to be bad, of course. Maybe they're surprising. I wouldn't suck all the fun out of a campaign by showing them how they made poor choices. A gnoll warband roaming Avernus doesn't sound so bad. Gnolls are the least of Avernus's problems. Maybe by releasing them they made an ally of the gnolls among all the demons and devils at war. I always try to start with what makes sense from a realistic standpoint and then ask myself "is that fun?" "Is that cool?" If not, I go back and work the reality a little bit until it IS fun and IS cool.

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Mark Grant · October 18, 2023

Where does Wizards of the Coast officially announce Dungeons & Dragons news on the internet? D&D Beyond doesn’t seem to have a news or updates section. It has Community Update, but that does seem to cover basics like product releases. Am I missing something simple and obvious?

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Sly Flourish · October 20, 2023

The D&D Beyond homepage has now become their place to announce new things. Recently they've been putting out so many products that their own marketing overlaps with their own releases. Planescape just came out this week and already we're hearing about the Deck of Many Things coming out next week. But yeah, D&D Beyond is the place to get news direct for D&D but I follow EN World for my overall TTRPG news and they cover pretty much everything interesting going on with D&D. There's D&D news that WOTC doesn't really want to cover – so that's where I go. https://www.enworld.org They've been writing about TTRPG stuff for 24 years.

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Jason Kemp · October 17, 2023

I can easily envision high level warriors, mages and priests as the ultimate BBEG of a campaign, and the kind of adventures that would unfold in support of such villains. For some reason, I can't envision the same thing for high level rogues, mostly because there doesn't seem to be any high level rogue-based monsters. Could you give me a few examples of high level rogue-based monsters and the kind of campaign level plots these monsters might pursue? Thank you in advance.

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Sly Flourish · October 20, 2023

You might think of vampires as high level rogues. They sneak around, they turn into clouds of vapors, they charm people. They're sort of the ultimate rogues. Any creature that depends on sneaking around or manipulating people could be sort of a rogue-based monster. Guildmasters and master assassins make great high level villains. Artemis Enterri from the Drizzt novels was a pretty badass high level assassin.

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Ryan McIntyre · October 13, 2023

Looking for advice on my online maps setup. For context, I run games over zoom to players who are playing with dice and character sheets. They aren’t using devices to do anything but look at my face and those of their fellow players. When I need to show a map, I drop it in a word processor and use shapes for fog of war. Essentially my shared screen substitutes for the map I’d draw on the table in person. Is there a VTT that I could use that would do this better? It seems all the VTTs assume the other players are using the interface from their end. I just need something pretty to share from.

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Sly Flourish · October 13, 2023

Hi Ryan! I still highly recommend Owlbear Rodeo for a lightweight VTT that doesn't require anything but a browser on the player's end. We even had a player using a phone who got away with it well enough. Alternatively, you can find the "lasso" style copy and paste feature of your PC or Mac and make screenshots that only show what the players see and then share those images. That way you don't have to make weird shapes in Word or something like that. You can just share individual screenshots using Zoom. I think that's the best recommendations I have. Good luck!

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Stephanie Strange · October 12, 2023

In my monthly 5e game, the GM only awards experience points for combat. How many combat encounters would you expect in a session? Would you expect to go an entire session without combat? I'm also curious about your thoughts on campaign pacing. We're running a WotC published adventure and have been playing for just over a year now (approximately 12 sessions), and we're at level 3. How far along should we be in the campaign?

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Sly Flourish · October 13, 2023

That's unfortunate. You might ask your GM about rewarding experience points for other major story beats or accomplishments beyond just combat. To your specific questions: I'd expect one to three battles per four hour session of varying difficulties and complexities. I've gone whole sessions without combat if the situation warrants it but I have to keep a firm grasp of pacing or it'll feel too slow. 12 sessions seems high to only be 3rd level. I'd expect to gain a level every other session or every third session so maybe, level 4 or 5?

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Plate · October 12, 2023

Hey Mike, you've been talking a lot about the DnD update coming in 2024 and I was wondering are you happy with WotC's direction? I want to see the next iteration of the game that takes the good parts of 5e and builds upon them, rip out the guts and leave the bones. Give us guidance for roleplaying as player's and DM and how to run theatre of the mind combat. Reset the subclasses and trim a lot of the fat that's not needed. Clean up the core classes and enhance the play experience. Lastly, fix the broken spells that are frustrating to deal with.

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Sly Flourish · October 13, 2023

Here's some stuff I wrote to a friend recently on this very topic: I’m trying to put less of my emotional currency on whatever happens with the 2024 D&D books. I hope they’re good. They’re probably going to be fine. I doubt they’ll be a disaster and I doubt they’ll be knock-out-of-the-park fantastic. There will certainly be problems. We can just look at their recent books to see where their design space is at is a good example. Monsters are still weird. Subclasses are still weird. They won’t even admit Silvery Barbs sucks. I try to remember that 5e is a platform now. We have many variants we can use. If we want to try Level Up Advanced 5e instead of 2024 D&D or 2014 D&D or Tales of the Valiant or C7D20 or some other variant, we can. We should also be more free deciding that certain things are or are not allowed at a table or how to modify some things. A page of house rules, for example. I only really worry about players who feel like they have to use D&D Beyond. That’s the real monopoly of D&D in my book. I think we GMs are on our own. Pick what works, augment what we can augment, and run the game we want to run regardless of who publishes what.

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Jason Volk · October 11, 2023

You had mentioned in your last podcast episode that chases can be pretty boring (you can basically dash and deal with exhaustion). What do you recommend to make chases more exciting?

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Sly Flourish · October 13, 2023

Hi Adam! Here's what I had to say about chases: https://www.youtube.com/watch?v=wrEaoocazjQ&list=PLb39x-29puaoZke5BVk7fjyyyjWXcxCu1&index=20&t=2904s

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Knightmares · October 11, 2023

I'm running two campaigns in the same setting but not having them affect each other, like you did. Whenever I come up with a good idea for one campaign, I figure out how to make it work in the other one. How did you handle running those games? Did they have the same plot and meet the same NPCs?

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Sly Flourish · October 13, 2023

Sometimes they synched up pretty closely and sometimes they diverged a lot. It really depended. I don't think any two adventures ran the *same* but yeah, I got to re-use a lot. Still, with all the troubles I sometimes had with adventures (I'm looking at you Rime of the Frostmaiden), I always loved running it for two different groups. How does it feel to you?

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Sam Erickson · October 11, 2023

Hey Mike, I’m excited for the upcoming release of the various Planescape materials. I know what I and many others love about Planescape, I’m wondering what pitfalls you anticipate with Planescape?

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Sly Flourish · October 13, 2023

I've had a chance to look at it and while I dig the setting material far more than Spelljammer (in that it actually has setting material), I don't think I'm crazy about the adventure itself. **Planescape adventure spoilers ahead** It's built heavily around Planescape Torment with the same introduction and the same major NPCs. I haven't gotten so far as to see how it diverges but it takes a lot of agency away from players initially by making their characters not know anything about their past (or even have a past). Like Spelljammer, this means the backgrounds the books contain don't really fit since you don't really *have* a background. I just want a normal adventure.

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Jason Volk · October 11, 2023

Do you have any tips for players who consistently turn away from the primary campaign story in favor of side quests and sandbox exploration?

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Sly Flourish · October 13, 2023

Talking to them out of game and wiring their character around the goal of the campaign during a session zero is my best advice for a situation like this. Here's more on this: https://slyflourish.com/running_session_zeros.html https://slyflourish.com/tying_characters_to_a_campaigns_theme.html https://slyflourish.com/integrating_characters.html

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Joaquim (RolRàpid) Ball-llosera · October 10, 2023

Hi Mike, I'm now preping a Hexcrawl exploration campaign and I wondered if you have any good tips for running such a campaign type. I know it's not the "lazy" kind of campaign but maybe you could point me to some good tips to prep encounters and make them memorable avoiding a serial of combat encounters not connected to each other. Also if there is a good hexcrawl system you can recommend me. Thanks, keep up the good work!

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Sly Flourish · October 13, 2023

Hi Joaquim! I actually talked about this in a recent Shadowdark game session prep along with my favorite tricks of rolling encounters that already passed by and rolling two encounters together so the character wander into two groups already dealing with one another. Dig into this video for details: https://youtu.be/J4hKIvkfvdU The video won't be up until noon Friday but check out the link then!

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Michael Smedley · October 10, 2023

In a recent episode you spoke about running an encounter at double the deadly benchmark, how regular might you find yourself running past the benchmark? Would you generally only do that for big boss battles or if the players got themselves into that situation? I tend to stay away from going over deadly to much and wonder if should I be more brave and push the players into some more deadly scenarios.

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Sly Flourish · October 13, 2023

I run past the benchmark pretty often but usually only when the players are wandering into a big situation with a lot of monsters and those monsters aren't likely to act in an optimal situation. It's fine to go over the benchmark as long as you know you're doing so and are ready to manage it – even telling the players "there's no way you could take all these monsters on yourself all at once".

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David Prothero · October 10, 2023

One of the parties I GM for is constantly locked in analysis paralysis, trying to minimize risk at every turn. With other parties, we get through a lot more content than with the overly risk-averse party. Are there things I can do to help them move things along without it seeming like railroading? We've already had an out-of-game discussion about how non-optimal choices can lead to more fun, but their analytical minds (they're all software engineers or IT pros) just can't help themselves.

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David Prothero · October 12, 2023

Ha, you just posted a video on this topic!

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Josh · October 9, 2023

Hello Mike! I really love your seven steps process for preparing rpg sessions, and have been using them in my own session planing for my combined Lost Mine and Icespire Peak campaign (based loosely on Bob Worldbuilder’s old video). One thing I find difficult is coming up with secrets and clues without the context of tying them to specific locations in the adventure map, or specific characters, items, or scenes. I know that improvisation is not my strong suit and I don’t mind the extra prep time. However, aside from npc dialogue, when one or more are actually present, I find myself relying mostly on notes/diaries to reveal things to my players (something I’m used to from video games). Do you have any other go-to methods for revealing secrets and clues in your games to keep things varied? Also some tips tips for improvising those reveals on the fly so that they don’t seem random and out of context would be appreciated.

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Sly Flourish · October 13, 2023

There's nothing wrong with notes and diaries and NPC dialog. Those are fine ways to learn stuff, but there are many more. Here are some links that may help: https://slyflourish.com/revealing_secrets.html https://www.youtube.com/watch?v=3qxYK2DgmW4 As an exercise, try to write down twenty ways characters might uncover secrets in your game. It's a great way to get your mind limber to reveal them when you're running the game itself. Hope that helps!

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kathygkc · October 8, 2023

I've read/watched what you've said about handling the PCs of absent players and also about the benefits of having a stable of on-call players. What about the football in the Venn diagram those two things make? How do *you* handle the PCs of on-call players? Do on-call players run the PC of an absent player – with consent, of course? O! Does that PC have a split personality?!?! Have their PCs been in the background with the regular adventuring party all along? Do they run a recurring NPC for you? Does your adventuring party run into a stranded adventurer who then tags along? Are on-call players' PCs the same from game to game during an adventure or campaign? Thanks, Mike.

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Sly Flourish · October 13, 2023

Hi Kathy! I wrote about my approach here: https://slyflourish.com/handling_missing_players.html In short, I just have characters fade in and out of the game. Everyone knows why. The story can handle it. Sometimes we have a funny jokey reason but we don't need a reason at all. In my games the on call players have characters in the same campaign and same group and their characters just fade away when they're not there.

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Shadomain · October 8, 2023

RE: pacing. I agree with Monte Cook that its the most important skill for a GM to learn. I've read Hamlet's Hitpoints and most of yours and Teos's writings. I've been doing this a long time so I think my session pacing is good. But I'm wondering about overall campaign pacing. In my current 5e campaign in Ptolus the PCs are 13thxh level, so they're dealing with pretty high level threats. I'm concerned that they're jumping from one high stakes mission to another, and maybe there should be some low stakes sessions now and then to ramp down the anxiety. My players haven't complained but if it is going to be an issue I'd like to head it off before it vecomes serious.RE: pacing. I agree with Monte Cook that its the most important skill for a GM to learn. I've read Hamlet's Hitpoints and most of yours and Teos's writings. I've been doing this a long time so I think my session pacing is good. But I'm wondering about overall campaign pacing. In my current 5e campaign in Ptolus the PCs are 13thxh level, so they're dealing with pretty high level threats. I'm concerned that they're jumping from one high stakes mission to another, and maybe there should be some low stakes sessions now and then to ramp down the anxiety. My players haven't complained but if it is going to be an issue I'd like to head it off before it vecomes serious.

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Sly Flourish · October 13, 2023

I certainly think we can throw some low-stakes quests and adventures in our high level games. Seven Samurai can be done at any level. We can also have high stakes games that aren't world-ending sorts of things, just big powerful events that require high level characters. Kill the vampire lord sort of missions. Heists in the City of Brass. Dungeon delving into the crypts of Orcus's realm of Thanatos. They're still optional. They're not going to end the world if the characters don't do something about it. But they can still push powerful characters. Hope that helps!

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James · October 7, 2023

Hi Mike, enjoying the Shadowdark session preps. At this point, would you be comfortable running a one-shot Castle Ravenloft Halloween game using Shadowdark? How would you approach it differently than a 5e game?

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Sly Flourish · October 13, 2023

I think we're going to do exactly that! i6 Ravenloft was originally written for 1st edition AD&D so I think Shadowdark will work just fine for it. I think we're going to use 7th level characters, which is a little high for Shadowdark (which has a cap of 10th level) but it should be fine. Kelsey has a vampire stat block that works well for Strahd too called Hedron: https://www.dropbox.com/s/egk5h446r27rrqr/5%20-%20Lord%20Hedron%20Antioch.pdf?dl=0 I think the main approach difference is going to be very clear with the players that this is a much more hard core game than 5e is – much more deadly – and I'll have a whole set of alternate pregens for them to grab should a character die.

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Dragoras · October 7, 2023

Hey Mike, I'm running Sandbox in Wildemount, and it's our first experience with this kind of game. We have played several prewritten adventures before. We played from level one. Players are at the end of level 4, and everything was smooth until now, big city Zadash. They picked up the quest from the underground boss to investigate the spa. This spa has restricted entry, and in my opinion, they have clues on how to get inside, but they are stuck for the first time in 3 years. In chat after the game, they talked about some ways to get in, and some of them were really good, but they eventually dismissed them for some reason and didn't agree to try them. And finally, my question is: Am I supposed to point them in the right direction? Like, these three things seem reasonable; try one of them because xy. Or do I stay silent, which means they may not have completed this quest? If they fail, there are no serious consequences for the rest of the story; they simply lose 12 hours of play time. My DM brain needs to be pushed in the right direction. Thanks.

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Sly Flourish · October 13, 2023

I think its totally fine to help them see the situation. You can clarify to them that one path may or may not work based on what their characters know of the situation. You can also tell them that you aren't steering them one particular way but you'd be honest if an approach simply won't work. I always lean towards telling them too much than too little.

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Sam · October 7, 2023

Hope it’s ok I’m repeating a question I inadvertently posted in the September Q&A last week. Didn’t realize we were already in October when I posted it originally, so I’m relocating it to the correct month: Hey, Mike, thanks so much for all the fantastic resources you’re putting out there for lazy/anxiety-prone DMs like me! My question: how would you adjust the Deadly Encounter Benchmark to account for the enemies coming in waves, instead of all being present from the beginning? I feel like there should be some sort of upward adjustment to account for the enemy’s reduced damage output, and the ability to focus fire. Obviously doing too much math is antithetical to the Lazy DM approach, but if you/anyone has found a quick rule of thumb like “the deadly benchmark for each wave is 1/2 the normal deadly benchmark” that would be great! (I’m confident my hypothetical example would not work, just using it as an illustration)

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Sly Flourish · October 13, 2023

Hi Sam! I did miss this but ended up answering there. To save you a click, I'm answering here as well: Its probably best not managed in math. I was just writing about this in a freelance assignment I've been working on. The difficulty of waves changes depending on how fast those waves come in. If there's room between waves and they're not overlapping heavily, it'll be easier. The more the waves overlap, the harder it goes. So there's no clean way to adjust the encounter benchmark to account for waves. You're best off keeping it in mind for each wave and then deciding how much overlap there is between waves. Those overlaps are also a dial you can turn. If things look too hard, stretch out the waves or have the next wave include fewer creatures. If they're having an easier time, add more monsters coming sooner. Hope that helps!

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David Pōkiha · October 6, 2023

Hey Mike, This is similar to things you've talked about before with D&D Beyond and Owlbear Rodeo, but I couldn't find a match in database. I like Owlbear Rodeo, and would like to move my next game to it. When I've used it in the past (usually just for seasonal one-shots) my players haven't expressly complained, but have made mildly snide comments about the work to make and maintain their character sheet. I see this as a good thing since they're prone to forgetting stuff on their Roll20 sheet. If you haven't answered this question yet: how can I frame the discussion for my players so they don't just see the added work of maintaining a character sheet outside the VTT?

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Sly Flourish · October 13, 2023

Hi David! I think there are a couple of ways to handle it. One way is to try to connect with their nostalgia for the old days by writing down stuff on a paper character sheet. Some may not be into it but some may like the idea of doing things "the old way". You can also let them track their character however they want, with any tool they want from Roll20 to D&D Beyond to Shard or something else. Let them worry about their character sheets and you worry about running the game. I haven't found a great solution for this, obviously, or I wouldn't be as passionate about it when I dive into D&D Beyond and how it's monopolizing 5e.

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Jachord · October 6, 2023

With all the new systems coming out or already out (1dnd, totv, lua5e, etc.) I’m really excited to add some of the rules and try new systems and things to see how it changes my game. I am a bit hesitant on how to start bringing these changes into the game however. I don’t want to confuse my players with too much or mess with the flow of the campaign with these new “toys” to try and it get in the way of the game or the story. Any ideas or experience with bringing in new systems or changes in the rules for your games? (P.S. any chance we could get a Sly Flourish T shirt?? After spending dozens of hours listening to your podcast and videos I’d love to scoop some merch! )

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Sly Flourish · October 13, 2023

Mrs. Sly Flourish and I are working on some merch! Stand by! I talked about the idea of how we figure out all the different 5e systems on the Talk Show a few weeks ago: https://youtu.be/7bw-VTyCVsc?t=3293s In short, I think we have to pick a core system and then maybe bring in a small number of house rules from another system. The ToV luck system works well with everything, for example. There's also a lot we can do on the DM side by using other monster books or other magic items or rewarding other weird spells from other systems.

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Nick pater · October 6, 2023

hi mike any more deep dives like flee mortals in the works yours was honest and accurate although wierdly i was disappointed by the art nick

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Sly Flourish · October 6, 2023

Almost every week on the Talk Show I do a spotlight. Flee Mortals was a great big one so it took more time. I don't typically spend that much time on a single product but you can see all my product spotlights by typing "product spotlight" into the topic database for the Talk Show: https://slyflourish.com/talk_show_database_897a3ca6dac5f425b98d1ac85cd6962d/

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Ben Hodges · October 6, 2023

Hey Mike! My party was heading for a fight against a large pirate crew that was ravaging the sword coast and sent letters to cities they’ve helped during the adventure to send ships to help with the fight. I am a bit unsure how to deal with it mechanically and don’t want to deflate the fight by having random ships come. How do you logistically or narratively deal with parties trying to set up deus ex machinas for themselves?

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Sly Flourish · October 6, 2023

Is it just one pirate ship? That could be a problem. If it's a big pirate *fleet* you can run the battle against the fleet while the characters take on one ship themselves. Find a way to keep the spotlight focused on the characters and their actions while you describe the rest of the narrative based on the choices the characters made to recruit the town. When the players see how their choices make the world better, even when it's completely narrative, it still makes them happy to see it. You don't need a big ship-battle sub-system. Describing it in the background works just fine.

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Chris Smith · October 6, 2023

Hey Mike - what with "Dungeons & Dragons & the metric system!" The majority of the Globe uses Metric as we do here in Australia. Honestly it’s becoming an annoyance for me. I’ve been running intros to the D&D for school kids and I keep running into the need to explain how far so many feet (etc) is so they can visualise it etc. Its not like the info is not available. The French version are metric and with the release of translations of the Systems Reference Document (SRD) into French, Italian, German, and Spanish I see they have metric within them; So where is an English version? How hard is it? OK OK RANT Over. But found my solution. The great Developer had the same issue and he’s created a browser add in for DnDBeyond that solves it. It's a simple web browser extension that automatically converts all imperial units to metric units, on the D&D Beyond website. The conversion is based on the official translations of the rule books! I tested it out and I’m amazed it's brilliant. As it's open source, I had a look at the code and it seems to me very benign. The extension is called Metric Beyond. And as long as you're using D&D Beyond to read or refer to the content you see it in metric, and with a quick toggle button it's back in imperial. Works great and I'm using it and supporting the DEV. (but why isn't this just part of the core rules in English) More info here: https://www.dndbeyond.com/forums/off-topic/advertisements/161087-metric-beyond-the-metric-system-is-finally-here And on the github page https://github.com/gencys/MetricBeyond

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Sly Flourish · October 6, 2023

Yeah, on behalf of an ignorant nation, I apologize. One easy way to do it is just convert 5 feet to a meter. Sure, it's smaller, but it can still work. 25 feet is five meters. A square is one meter. It means all distances are condensed a little bit but the whole 5 foot square is already abstract so I think you can get away with it and not worry. Divide feet by 5 and you get the meters and everything in 5e is divisible by 5 so its pretty easy. There may be a reason this doesn't work but I can't think of it right now.

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Wopshua · October 6, 2023

Hey Mike! I've only been DMing for a couple of years but I'm ready to move on from premade modules and create my own world. I was curious, do you have any essential worldbuilding tips you'd like to share, as well as the kind of approach you would recommend when it comes to worldbuilding? Start small and build upon the world as players develop, or create a pantheon and develop lots of lore beforehand?

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Sly Flourish · October 6, 2023

I do! I'm a big fan of spiral campaign development. You can find more about it here: https://slyflourish.com/spiral_campaign_building.html

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David · October 6, 2023

Do you have any tips on "streamlining" a campaign? A player stated they wanted our currently running campaign to be "streamlined if possible" complaining about the sandbox nature of the adventure module (Curse of Strahd): feeling like the world had a lot of "side stuff" and they lacked feeling like they'd made progress. The player stated that they want the next campaign to be a "more linear story". The group has actually made progress on different fronts, and all of the "side stuff" is actually tied together one way or another (or more ways). (So I'm trying to think how I can make it more evident that they have made / are making progress; and that feels reasonably easy to improve on.) However, I'm not entirely sure the best ways to "streamline" a campaign in the middle of it, or what that would necessarily even mean or look like.

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Sly Flourish · October 6, 2023

What do the other players think? Have you talked to them about it? There are definite ways to streamline the game. The easiest is to remove subquests. If there's no reason to go to the Amber Temple, they won't go there. I'm a big fan of the three-quest-at-a-time model found in Dragon of Icespire Peak where there's always two or three quests the characters can choose from but because their unselected quests disappear, it stays narrow. That gives some choices but not so many that it's a complete sandbox. You could narrow it further by only having two potential paths and then the unselected path cuts off. Or you could really just have one big quest line with the choices being mainly about approach instead of choosing where to go and what to accomplish next. My Empire of the Ghouls game and most chapter-focused games are more like that. Take a look through some published adventures, especially episodic adventures, and see how those feel. Tyranny of Dragons, Wild Beyond the Witchlight, Light of Xaryxis – adventures like those.

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Chris Blanchard · October 5, 2023

Do you have any tips for running Flashbacks? I ask, because I haven't been very successful at running them in the past, but I'm currently running a game using a published adventure that starts off in the middle of the action, and I want to use flashbacks to give the players the info on how they got where the adventure starts.

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Sly Flourish · October 6, 2023

Flashbacks have some narrative problems. They seem like a good idea, sort of like running dream sequences, except they don't actually get you anywhere. Since they're a flashback, they're not moving the actual story forward and that's what players typically want. I think *starting* with a flashback isn't so bad as long as the actions the characters take in the flashback matter. One other problem with flashbacks is that usually the result is pre-determined. If you're flashing back, you already know how it ends up. But sometimes you can use a flashback to build the future. Which characters and NPCs lived and died in the flashback might determine what the world is like in the future. That's trickier to run too. Giving info isn't usually enough to make it worth playing through a session just to know something that already happened.

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Arash Steindamm · October 5, 2023

I am currently running Wild Beyind the Witchlight. I have just had my session 0 and hopefully will be having our first session soon. I plan to take a page out of your book and use dreadful incursions. However, I was just wondering what your rationale was for how the items which you referred to as anchors got there in the first place. Did somebody place them there from a domain of dread, and in the reverse scenario, how did an anchor from the Feywild get in the domain of dread? I have seen all of your videos and article on dreadful incursions and I don’t think there is any answer to this question. I have some ideas, but I’d like to know what you were thinking.

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Sly Flourish · October 6, 2023

I left it sort of open. Because the two worlds are colliding (the domains of dread and the feywild) sometimes an anchor would pierce through from the domains of dread into the feywild on their own. Sometimes a creature would bring it with them. Sometimes it was something the characters had with them. I didn't define it too tightly except to say that often an item was responsible for keeping open and connecting the two realms together. It would have to be destroyed or thrown back to close the rift. Sometimes the anchor would be a piece of the feywild that fell into the domain of dread and need to be recovered. I actually took some of my inspiration from the game Bioshock Infinite in which a portal between worlds clips off someone's finger and that piece of that finger ended up creating rifts between an infinite number of parallel universes. It was a wild idea.

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Cloaker · October 5, 2023

You've mentioned before the inspiration you've gotten from the HBO series "Deadwood," whether it be characters such as Al Swearingen or just the frontier identity of the town. How do you think the 8 steps of Lazy GMing would apply towards running a traditional old west (non weird) campaign? Which step would be your NorthStar focus and why? How would you go about incorporating a couple of the more fantasy applicable steps (Choose Relevant Monsters, Develop Fantastic Locations)? And what system do you think or have you used before that would have the best bet at achieving the verisimilitude of the setting/style, while having legs enough to run more than 8-10 sessions? Cheers

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Sly Flourish · October 6, 2023

I've never really run a western setting and I don't know what system would be best for it, so I can't answer that. Savage Worlds has Deadlands but that's definitely fantasy western. I think the 8 steps can work for just about any roleplaying setting depending on what system one chooses. Some systems, like Powered by the Apocalypse systems, run differently so you might change up the steps. I think you can still have fantastic locations and instead of "monsters" it's more like villains or adversaries – bandits and the like. I think we could pick up a lot of ideas from good westerns like the Good, the Bad, and the Ugly and the other Man with No Name movies. Deadwood, of course. Unforgiven. Bone Tomahawk, and others. D&D is already basically a western. But I couldn't help myself but add fantasy elements.

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Great Diviner Games · October 5, 2023

What do you find is the best way as a GM to stay excited with a campaign? We are coming up to nearly 6 months of a campaign and my eyes are beginning to wander to new ideas, but my players still love this campaign and their characters.

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Sly Flourish · October 6, 2023

Hi Matthew! I answered a similar question to this last year: https://youtu.be/b0otgh_zIz0?si=KNGtjnslOzLsszY4 I would try to find the parts of the campaign itself you love and focus on that. Stick with it. Enjoy it. The grass isn't greener. That other campaign your excited about would also be the one you're looking to leave for the next thing. Love the one you're with. What elements of the current campaign are *you* excited for? Double down on that. Find what you love in this one and focus on that.

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Jonathan Butler · October 5, 2023

How would you suggest managing a character (not a player) that isn't yet trustworthy? The player has an arc in mind for the character where they grow to trust and be trusted by the others, which is fine (redemption arcs are tried and true), but I don't want this early edgelord phase to be too disruptive. We talked about it as a group after the first session, and we agreed that it's fine for the *characters* to have secrets from each other, but not the *players*, which I think will help, but I'm still worried these shenanigans might waste a lot of time.

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Sly Flourish · October 6, 2023

This is a careful line to balance. I'd want to make sure everyone's cool with this in a session zero (lots of session zero talk in this batch of Patreon questions – see links in other comments). You can always break character and ask if everyone's ok with this. You want to avoid a "this is what my character would do" situation. You might have the conversation with the particular player letting them know that it's cool for them to have an arc but their arc needs to fit the larger game arc going on as well.

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Brad Thomson · October 5, 2023

I'm grappling with a challenge in my Waterdeep-based homebrew campaign. One player consistently leans towards seeking help from city authorities like the Guard/Watch, Magic University, and the Temple whenever they face challenges. They argue it's realistic for a city like Waterdeep to handle such problems. Others in the group are divided on this approach, citing 'realism' and 'lack of heroism' as concerns. I worry it might become the default, lessening my enjoyment as the DM. How can I encourage a more heroic approach from my players and reduce their reliance on continual external assistance or handing off the responsibilities in our adventures?

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Sly Flourish · October 6, 2023

There are probably two ways to handle this. First is out-of-game and the second is in-game. Out of game you probably want to have a refresh just to talk about who the characters are and what sorts of characters are going to have the most fun in the campaign. Usually this is best done in a session zero *before* the players have built their characters so they know that their characters are the ones to take personal responsibility in Waterdeep for the jobs they undertake. Here's more on that: https://slyflourish.com/reinforce_cooperative_character_motivations.html https://slyflourish.com/one_page_campaign_guide.html https://slyflourish.com/running_session_zeros.html The second is in-game. Maybe the characters get *hired* by the groups they're seeking help from. They can get conscripted by the guards. The temple or magic university hires them to figure out the bigger plot. Turn those organizations the character or characters are falling back on as new patrons for the characters to go on these adventures. But sometimes we just have to say "As adventurers, it's up to you to figure this out. The local organizations in the city aren't going to do it for you".

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Jonathan Roy · October 5, 2023

I'm about to run my first hexcrawl and I wonder how much of the map you show your players up front. I see all kinds of different answers and can't quite grok the most satisfying way!

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Sly Flourish · October 6, 2023

I'm doing a hexcrawl in my Shadowdark game and I show them what they would know or learn about. So I use a hex map on Owlbear Rodeo and use a fog of war to hide what they haven't seen yet. When someone tells them about something, or a path to something, I'll reveal it with the fog. It's all about what the characters would know. Maybe they know about the terrain but not the features. If we can somehow find a terrain map *without* features, we can show that. If they learn about Bittermold Keep, I show them the hex with Bittermold Keep. If there's a road, I show them the path of the road since that's something their characters would know about. So that's my best current advice (and I'm far from a hexcrawl specialist). Show what the characters know or can learn about.

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Gábor Hegedűs · October 5, 2023

Hail to my pal, Mike! I recently upgraded my support level on the SlyFlourish Patreon and I have to say it was totally worth it, great idea for a podcast! GJ, Mike! :) And now for the question: in my current running Eberron campaign, I thought I'd run (most of) the Eyes of the Lich Queen module, that was released during 3ed, link in the post-notes below ;) One encounter features (page 33) a dracotaur called Varmystix (originally Monster Manual III 43) and two Blackscale lizardfolk. My question would be how would you recreate/convert for 5E these monsters using the Forge of Foes book? Thanks in advance, hello from Hungary! Your pal: Rex https://www.dmsguild.com/product/54343/EBERRON-Eyes-of-the-Lich-Queen-35?filters=0_0_0_0_0_45348_0_0

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Sly Flourish · October 6, 2023

Hi my pal Gábor! I just so happen to have Eyes of the Lich Queen in my digital archive! To stay lazy, I'd do the following: First, ask yourself what challenge rating the various creatures are. You can use the CR in the adventure or decide yourself how tough you think these creatures are by using the table on page 6 of Forge of Foes. Write down those basic stats for their CR. Then, for each creature, choose a trait that defines them in combat. What single trait or ability can you give them that makes them feel unique? For bigger solo-style monsters you might do two or three but for "normal" monsters I'd stick to just one. The Blackscale lizardfolk don't have anything that jumps right out at me but maybe if you know more about what a blackscale lizard is like, you could add something. If they're attuned to black dragons, maybe they do an extra 1d6 acid damage on their bite attack. For Varmystix, I'd give him a spit fire attack, pulling out some of the damage in the Forge of Foes stat line for a ranged fire burst attack (DC based on his stat line in Forge of Foes). That's probably enough to make him work out well. Hope that does the trick!

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C. E. Housenick · October 5, 2023

Besides foreshadowing, do you have any advice for preparing for a dungeon that is very easy to enter, but the true adventure is the PCs trying to escape? I am calling this a "Venus Flytrap" or "Roach Motel" dungeon? (For a pop culture reference, think the pyramid under the ice in Alien Versus Predator.) I just ran a one-shot Aliens RPG convention game, and I realized during my prep that it was pretty easy for the PCs to get into the adventure location, but once they reached the center of the lab station, everything is designed to go bonkers and they have to fight several different enemies in order to survive and escape.

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Sly Flourish · October 6, 2023

As you say, foreshadowing is one way but also if their characters are clear tactical soldier types, they might realize the precariousness of the situation into which they're entering. They might realize going in that they could get caught and need a way out. I like to think of these as situations moreso than designing it to fit a certain overall feeling. What if they find a crafty way to escape without facing the bonkers enemies coming in after them? Shouldn't they be rewarded for that? Like predefining chases, predefining a situation in which the characters have an easy time getting in but a hard time getting out already presupposes the feeling when we want to embrace creativity from the players to find their own path out. Having things go bonkers at a certain point is fine. Defining how bonkers plays out probably overplans how the adventure is going to go.

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Craig MacCormick · October 5, 2023

What are your thoughts on the Alchemy VTT? Looks like a focus more on theatre of the mind than tactical combat.

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Sly Flourish · October 6, 2023

I've heard about it and a friend showed it off to me. It looks cool. I haven't spent any real time with it, though. There's just so many options its hard to dive into any one of them for very long.

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Matthew TenBruggencate · October 5, 2023

How do you decide when to pile on the consequences for players' choices and when to smooth things out? A tempest cleric opened combat with an AOE spell when several hostages were chained in the area. Zap. Dead civilian. A cleric NPC in their party used revivify to bring the hostage back (I'd previously decided they'd have one casting available) but looking back... should I have let the hostage die and the character's reputation take a big hit in the town?

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Sly Flourish · October 6, 2023

I always try to balance what makes sense in the fiction of the game with what is fun for the group – leaning towards the former first and bringing in the latter if it needs a tweak. I also keep in mind that sometimes the players just lose track of what's going on and need a reminder. Did the cleric *know* they were going to kill the hostages? Did that fit with their outlook of the character given discussions during a session zero? Is killing hostages acceptable? And if revivify would work in the situation, why not let it? How many hostages did they kill and how many stayed dead? Did the trauma of being killed and brought back still hurt the reputation of the characters? There's a lot of potential ways it could go. More on session zeros: https://slyflourish.com/running_session_zeros.html

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Alex W. · October 5, 2023

I'm a children's librarian who hosts a monthly D&D game with kids ages 11-16, and recently we had a group who did not want to leave this tavern. They had a blast, but pickpocketing was getting a little stale, so I had an NPC start choking on a chicken bone (intending for him to survive). None of them helped him, and they even tried to ransack him as he choked. Once he recovered, he declared himself their adversary, and left the tavern. But something felt wrong about having done this to the players. Is having an NPC randomly start choking fair? Or is that an acceptable use of improv? Thank you for all that you do!!

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Sly Flourish · October 6, 2023

Anything's good if it works for you and the group. I tend to aim more towards the fantastic. Instead of choking on a chicken bone, what if they're ovecome by a dark spirit trapped in an amulet they're showing off to a friend? What's the D&D equivalent of choking on a chicken bone?

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Nathan Strohman · October 5, 2023

Do you have any fun obscure monsters you love to run? My favorite are Gremishkas!

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Sly Flourish · October 6, 2023

Nothing leaps to mind but I sure seem to love having sentient skulls as sidekicks. I now get called out on it in every campaign I run – because I tend to have one in every campaign I run... I love me some vampires but those aren't obscure. I think catoblepas are really awesome but I tend not to run them that often.

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Warren Rawlings · October 5, 2023

Also, if this is an intent to have Teamwork in combat, they just need to put that EXPLICITLY in the text so other players will embrace it.

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Warren Rawlings · October 5, 2023

I am a Monk lover in concept but have been waiting for a "rules pass" on the monk for a long time. A LONG Time. I was really upset with the base class re-write in the UA because it stayed with the whole, Monk is a support class that requires a whole extra support character to reliably land it's main function (Mind Sliver + Stunning Strike, or Bane + Stunning Strike, or Portent + Stunning Strike, or some Bard feature + Stunning Strike, followed up by some Silvery Barbs). There has to be a reason for this. Why can't Monk players get a good Monk? There are so many videos that have good viable solutions for this.

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Sly Flourish · October 6, 2023

I don't personally subscribe to the idea that any one class doesn't balance up to other classes. The melee versus spellcaster arguments, ranger versus other melee classes. I get that some classes don't hit the mark for some people but in my own games, I've had players play every class multiple times and still have a good time at the table. Certainly some class combinations are very effective – fighters with sharpshooter can out-damage a ranger with a bow – that sort of thing. Back when I spent all my time on Everquest and World of Warcraft I heard the same arguments – fighters aren't as good as death knights. Why does SOE hate the necromancer so much? It seemed like pure tribalism to me. It's also telling that these problems almost always focus on combat effectiveness which is inconsistent at best. What about how well they do in exploration or roleplaying? My best suggestion is to look at other 5e publishers and find the one with the features you like best for the class. Don't let WOTC determine your happiness with 5e. Don't count on WOTC to fix 5e with the 2024 rewrite. It's just going to be another take on the game with its own warts and imbalances.