News
- -
- ● Designer Diary: Monkey Palace
by David Gordon
Initial Brainstorm and Early Testing
In early December 2022, TAM and I received an email call for proposals for a game design using LEGO elements. We were fortunate to have been referred to the publisher Dotted Games — an Asmodee studio started by the owners of Bezzerwizzer Studio — by Bryan Bornmeuller of Office Dog (another Asmodee studio), who we had been working with on our game Crafting the Cosmos, which is due to come out in early 2025. Thank you, Bryan!
We were excited to have the opportunity and immediately began brainstorming ideas. TAM came up with an early idea, and he came over to my house to dig through my old bins of LEGO elements.
Jen Gordon, Ben Gordon, and Joshua Hilson tested a lot of early versions
Quickly we recognized a spark in the simple idea of collectively contributing to a central build while competing for points. We tested and iterated several times over the next couple weeks. We worked hard to make sure that our game and PowerPoint presentation touched on and conveyed key points the proposal brief had highlighted and submitted our proposal on January 19, 2023.
Seven-year-old twins enjoyed it!
Signing
Just a few weeks later, on February 6, 2023, Birgitte Bülow, the CEO of Bezzerwizzer Studio and Dotted Games, wrote that they were interested in the joint building of a centerpiece that would grow organically over the course of the game into a grand final structure. We scheduled a video chat and were able to walk her and her team through the design and answer questions.
On March 3, Birgitte informed us that we had made the short list. On April 3, Birgitte wrote us the most wonderful note, telling us that after their thorough review, they had selected our game! We were overjoyed and still to this day are thrilled and amazed to have been chosen.
David and TAM playtest with the wonderful Elizabeth Hargrave
Development
Birgitte let us know that there would be a very tight timeline. They wanted to target SPIEL Essen 24 for a release, but in order to do that, they would need to have all the components in place by the end of June 2023 — which left only three months for development!
Scientists at Rockefeller University
She introduced us to Jonas Resting-Jeppesen, their Head of Development, who we would quickly get to know and love. In April, May, and June, we worked closely, meeting once or twice a week with Jonas, fellow developer Jeppe Sand Christensen, and Jaume Fabregat, Board Games Lead from The LEGO Group, to sharpen the design and ensure it passed The LEGO Group's standards. Jonas' team tested the design several times a day, and it was also tested internally at The LEGO Group.
We worked on the systems, refined the rules, and tweaked the components. Incredibly, by the end of June 2023, Monkey Palace was ready.
David Gordon
A test during the 2024 New York Toy Fair
A big thank you to all the playtesters and the people who went above and beyond in our tests:
Amara Myaing
Amy Meckler
Ashwin, Dhaya, Sahana, and Neela Ramarajan
Betsy Cannon
Caleb Elias Reyes
Chris Backe
Dakota Amar
Elizabeth Hargrave
Forrest Cardamenis
Jacob Michalski
Jen, Benjamin, and Arielle Keiser Gordon
Jennifer Prestor
Jon, Galen, Jamie, and Milo Busky-Sherwin
Jon Lee
Joshua Hilson
Jonathan Gilmour-Long
Josh Gaylord
Kristina, Karl, and Linnea Hedbacker
Maggie Langhorne
Richard Wright
Rob McIntosh
Tun Myaing
Willa Tracy
(There were many additional testers on the publisher and The LEGO Group side.)
Thank you also to all our parents and family, who have been wonderfully supportive!
This document does not contain official text from The LEGO Group.
Dr. Reiner Knizia puts his mark on Monkey Palace at SPIEL Essen 24 Read more »Source: BoardGameGeek News | BoardGameGeek | Published: March 21, 2025 - 6:00 am - CMYK Quells Quacks Qualms with Quaint Quality QuirksWolfgang Warsch's The Quacks of Quedlinburg — which debuted in 2018 from German publisher Schmidt Spiele and won the Kennerspiel des Jahres that same year in Germany — has been released in more than twenty languages and sold more than a million copies worldwide. By almost any measure on the modern game market, Quacks has been a continued success.
And yet U.S. publisher CMYK — which picked up the English-language license in 2021 — thought that it could improve the look, packaging, and components of the game to better suit its market. "We wanted Quacks to look as iconic as its gameplay,” says Alex Hague, CMYK's CEO, so the company reached out to Schmidt Spiele to see whether it would be possible to rebrand the game...and Schmidt Spiele agreed that they could.
What's more, CMYK changed the name of the game to reflect what many call it on a regular basis: Quacks. Yes, Quedlinburg is a real town in Germany, and the look of its buildings is reflected in the Dennis Lohausen artwork on the cover — but "Quedlinburg" doesn't mean anything on the U.S. market, so why not ditch it for a punchier name that will be more suggestive to an audience discovering the game for the first time?
To go with that title, CMYK commissioned a new look from Japanese artist Ryogo Toyoda, who creates 3D claymation-style images. Says Hague, who served as creative director for the redesign, "Ryogo Toyoda's art brings a visual energy that matches the deranged fun of the game. We can't wait for longtime fans and new players to push their luck once again."
Starting on March 20, 2025, CMYK will sell three version of Quacks through its website, with the game reaching retail outlets, hobby shops, and the Target retail chain in Q2/Q3 2025. Those editions are:
Quacks — which is the same as the base game sold previously, but with new art and graphics and a lower US$40 MSRP.
Quacks: Deluxe Edition — which is the Quacks base game upgraded with bakelite-style ingredient tokens and "deluxe potion bags for a more tactile play experience". This edition retails for US$60.
Quacks: All-In Edition — which is Quacks: Deluxe Edition, along with the two previously released expansions: The Witches (which was previously The Herb Witches) and The Alchemists. Read more »Source: BoardGameGeek News | BoardGameGeek | Published: March 20, 2025 - 1:09 pm - GAMA Expo 2025: Tricky Kids, Beasts, 365 Adventures: The Dungeon, and Ham Helsing: Monster Hunter▪️ In September 2021, Fireside Games announced that it would adapt Ham Helsing — a three-book graphic novel series from writer/artist Rich Moyer that features a monster-fighting pig — for tabletop play, with a "Kickstarter for the project in 2022".
That crowdfunding project did not happen, and more than three years later Ham Helsing: Monster Hunter is now scheduled to debut at Gen Con 2025, with a retail release in September 2025. Here's an overview of this 1-4 player game from Justin De Witt:
In this co-operative, deck-crafting adventure board game, you play as Ham, Ronin, Malcom, and Lobos as they attempt to save the world! Each character has a special ability and their own deck with custom cards that fit their style of play.
On your turn, use the symbols on the cards in your hand to travel to new locations (some of which allow special actions), to defeat minions before they overrun a location (each of which has a limit), and to use Knuckles (the "fearless" mercenary bear) to scare off minions. When battling minions, you need to match their color(s) with the cards you play. Some minions will bite back, so keep an eye on your health as well.
For each minion defeated, you gain skills and money, and with enough skill points, you'll get free attacks. Spend your cash to buy attack cards and special cards at the Rat Market. Attack cards let you do more damage in battle, move, heal, and more. Special cards allow for combos, shared bonuses, and damage boosters. These upgrade cards are transparent, so if a symbol can fit on your card, you can slip that upgrade into the sleeve of a starting card to improve it for the rest of the game.
When you feel strong enough, go after the villain. The game includes four villains, each with a different starting health, special ability, and power-ups; villains power up when a location on the board is lost.
After each round, the villain moves one location closer to Mud Canyon. If you haven't brought the villain's health to 0 by the end of the last player's turn at Mud Canyon, your bacon is burnt.
▪️ In an earlier GAMA Expo 2025 round-up, I mentioned that Pandasaurus Games plans to release a new edition of Wolfgang Kramer's Hacienda in 2025 — and I missed out on including a fourth Kramer title in that post because I didn't realize that he was co-designer on 2003's Gulo Gulo along with Jürgen P. Grunau and Hans Raggan.
I bring that up because Pandasaurus also plans to release a new edition of Gulo Gulo in 2025, with Daryl Andrews now being listed as a co-designer in this game. (Andrews is also a co-designer on two other Kramer titles being refreshed for the current market: Donald Duck in Happy Camper, which was first released as Goldland, and Leylines, which is based on Auf Achse.)
▪️ Other titles coming from Pandasaurus Games in 2025 are:
• Shackleton Base: A Journey to the Moon, a 1-4 player development game from Fabio Lopiano, Nestore Mangone, and Sorry We Are French that's due out in August and that you can read about in Lopiano's designer diary.
• KADO, a gift-giving card game for 2-5 players from Antoine Bauza and Lumberjacks Studio that I previewed in October 2024 and that is due out in the U.S. in September.
• Paper World, a drafting card game for 2-4 players from Alexandre Aguilar, Benoit Turpin, and Lumberjacks Studio that I also previewed in October 2024 and that is due out in September.
• 365 Adventures: The Dungeon 2026, a solitaire game from Lee Ju-Hwa and SWAF that combines a calendar and an adventure game. Here's an overview of the setting and gameplay:
Whispers of a dark force deep within the dungeon, the master of the undead, spread fear throughout the villagers. That's why Mira, armed with her magic, her bow, and an unshakeable will, sets out into the dungeon. She knows that only by conquering these horrors can she bring peace to her homeland.
Day after day, guide Mira through the dungeon, exploring each floor and confronting the shackled undead and unexpected surprises. Keep track of your monthly score, upgrade your gear with magical items, and unlock new rules as you progress.
You need only five minutes maximum each day to play: Move your hero to the current day, roll your dice up to three times, then choose a monster of the week to fight. At the end of the month, note down your score and move on to the next month, where a new atmosphere text and a new rule await you.
I'll note that copies of the 2025 edition of 365 Adventures: The Dungeon will be among the door prizes that people can take home at BGG.Spring thanks to convention sponsorship by SWAF.
One of the pages from the 2025 dungeon
• Tricky Kids, a trick-taking game from Danielle Reynolds in which you set the values of the seven cards in your hand each round, with those values adding up to 21.
• Beasts, a co-operative card game from Clarence Simpson.
Read more »Source: BoardGameGeek News | BoardGameGeek | Published: March 19, 2025 - 1:00 pm - Oink Games' Jun and Goro Sasaki on Deep Sea Adventure and a 10th Anniversary BoostEditor's note: Here's a history of Oink Games' best-selling title and its spinoff titles, told in the form of a Q&A session. —WEM
Starting from a Second Grader's Idea
Question: We've heard that you based Deep Sea Adventure on inspiration from your son Goro's idea, but could you tell us more about that?
Jun Sasaki: We made Deep Sea Adventure in 2014, when Oink Games had gained independence and was just starting its transition from a focus on contracted work to internally directed development. That was when we started to work on board game development in teams.
We also started internal smartphone game development over the same period and had to prioritize it, so it was quite hectic — and as always, I was struggling to come up with a concept for a board game. Maskmen had come out that same spring. My son was still in second grade then, so I happened to chat with him about ideas when I was getting him to take a bath.
Goro Sasaki: I remember a lot of our conversations, even from that age. My dad always used to talk about not having ideas for games, and he often asked me, "Do you have any good ideas?" when puzzling over that. Then I turned the conversation to what makes a good idea for a game, and he told me how a dilemma is vital for a good game. From there, it turned to what sorts of games have central dilemmas, and how games aren't fun without dilemmas. I remember that process going on for a while. I don't remember the actual idea or inspiration from me at all, though.
Jun: The inspiration at the time was the idea of having to dive to the sea floor for treasure and getting it, but struggling to make it back as you run out of oxygen and get slower. I think the actual source that gave me the inspiration for the concept was a submarine game they had on the Nintendo 3DS at the time, or the submarine outfit and undersea game from Wii Party.
Goro: We hadn't really arrived at the idea of submarines specifically at the time. The idea was more of divers each descending from their own ship instead. We hit on the idea of a submarine when thinking of package designs.
Jun: The submarine idea really came from the concept of a shared oxygen tank that drains over time.
Fine-Tuning the Game's Rules and Mechanisms
Q: How did you fine-tune the original idea for Deep Sea Adventure and its rules? What form did that take?
Jun: The idea Goro was talking about back then was about diving down in the sea and collecting treasure, but not being sure you can make it back due to the treasure's weight. I thought that was a good dilemma. It's easy to tie dice rolls into a story about difficulty on the way home, which gave me the idea for a Sugoroku-type game. Then the idea grew out from the story, and it just sort of naturally took on its current shape. Having the treasure be the board/route fit so well with it, and that idea felt very good to me.
Image: Daniel Thurot
In the early stages, I think the concept was that you would get the treasure, then your oxygen starts to deplete. The rule initially was that your oxygen went down each turn. I think that's partly because the rules and their simplicity are extensions of his original idea.
Then Goro did the illustrations while explaining the game's backstory. At that stage, they represented the game's central dilemma.
The Importance of Simplicity in Game Design
Q: How much emphasis do you place on simplicity?
Jun: It's incredibly important. I work toward simplicity in everything, but in terms of games, I want the gameplay and the way it develops to be more complex. It's quite challenging to design a game with a simple structure that still creates a complex development.
Incredible Ideas Born from Idle Office Chat
Q: I heard that someone at the office had the idea of everyone sharing oxygen. Could you tell me more about how you polished the idea within the company?
Dan: I don't really remember the period that well. I do remember it being completed quite quickly, and I suspect my memory's weak since we finished it without too much testing.
Fumihiro: I traced this back in some internal communication tools, and we had developed the setting for an ocean floor exploration game set in deep-sea ruins and all players having to share oxygen by August 19. It seems like it was finished as of that summer.
Jun: I believe we playtested it that day, then made notes afterward.
Yoshihiro: I don't remember all that well either...but I had the idea for everyone sharing oxygen. My impression of it was that Mr. Sasaki had been talking about not having ideas during the development of Deep Sea Adventure, then Goro gave us the inspiration we needed out of the blue. Then I just sort of spit out the thought that it might be fun if everyone shared the oxygen supply.
Jun: I think we all presented original starting ideas, then Mr. Shindo came out with that idea, then we did a playtest. For the first playtest, we used a pair of dice with only 1s, 2s, and 3s. I think we had it mostly finished from that starting stage.
Dan: I don't remember any trial-and-error at all. I remember trying all sorts of things with Kobayakawa and Maskmen, but I don't remember struggling with Deep Sea Adventure...
Jun: We really didn't struggle with it. Sometimes that results in a game that's more fun than anything else.
A Story Players Imagine for Themselves from a Simple Title
From sea to spaceQ: Where did you get the title Deep Sea Adventure from?
Jun: Well, the Japanese title for Deep Sea Adventure — 海底探険 ("Undersea Exploration") — is a good title for a game, huh? (laughter). It gives me a sense of old-timey adventure stories, like an aged hardcover novel. Something like Jules Verne's Twenty Thousand Leagues Under the Seas, or Edogawa Ranpo's The Fiend With Twenty Faces or The Transparent Fiend — they're simple stories but grow within children's imaginations.
That's why we went with the title Deep Sea Adventure just as it was. We didn't have any other candidates; the title was an easy decision. We also consciously went with a children's book-style cover font for the text. I typically think up the rules first, then worry over the themes and story later when designing games, but those were set from the start with Deep Sea Adventure. That made the title an easy choice.
Q: The Japanese title emphasizes "adventure", right?
Jun: People often ask about how that's written in Japanese. I felt like the idea of "adventure" and the way we write it — using the characters for "search" and "investigate" — didn't match up well, so I changed the spelling accordingly. The way we write it uses the character for "harsh conditions". It caused more confusion than we expected when we first named it (laughter).
10th Anniversary Impressions
Q: How do you feel now that Deep Sea Adventure is celebrating its tenth anniversary?
Dan: I still see it with the same freshness, uniqueness, and general image it had ten years ago. It's quick, polished, and exciting...and my impression of it being that way hasn't changed. I guess it might be our best work, and I think our value, presence, and strength at Oink Games would all be diminished without Deep Sea Adventure. We'd be a different company without it. It really was that big of a deal.
Yoshihiro: I feel like it all comes down to the phrase "It never gets old." Ten years passed in no time at all, yet it's still selling and being played, even digitally... It's powerful to think of how we had no idea at the time.
Jun: Deep Sea Adventure was the first game that spread the name Oink Games to the world. It was an important release for us in that sense. A single hit keeps you going forever. Just a single breakaway title is enough. You don't have to worry about subsequent hits not measuring up. I might even make a lot of games that won't sell, knowing Deep Sea Adventure will keep earning us money (laughter).
I think it's a beautiful game, but I did have things I wish we had done differently, so I'm glad I got to make adjustments for its tenth birthday. I've played it so much that I'm bored of it, as the creator (laughter), so personally, I almost react with "Really?" when people say they always play it. I'm glad I got to increase the options for dilemmas to give it more longevity. With that and the story of the parent-child teamwork for it, it's basically perfect.
The Enhanced Deep Sea Adventure Boost
Q: The game has evolved into Deep Sea Adventure Boost with its tenth anniversary. Could you tell us about that?
Jun: Well, first, I wanted to remake the game for its tenth anniversary. It was hard to decide how much to change when doing so. The original Deep Sea Adventure wasn't too variable, and it felt like it was relatively light on choice frequency and density, so I saw room for improvement. When finally doing the remake, it was hard to tell how much to remake as new.
We went with backward compatibility with Deep Sea Adventure. As it stands, Deep Sea Adventure Boost is a superior version of Deep Sea Adventure, and I think it will go into circulation, so we've included the original dice to let people play with the same rules as always. We worried over ideas like adding roles, shifting to something like Moon Adventure and coming up with missions and so on with the update, but we didn't want to make big changes.
That's why we decided it had to be played with three dice. I think we settled on a good level of variation. I feel like the rules for boosting were good, too, which we came up with later on. Also, there were ideas for changes to chip layouts, but we settled on just the boost and the dice. The game plays differently with just those. I think even people who have gotten bored of the existing Deep Sea Adventure will enjoy this version. It was already a polished game, so it was hard to change too much with it.
From the Father/Son Design Team
Q: Do you have anything to say to the people that play the game?
Goro: Thank you for playing. I'm glad my ideas caught your interest.
Jun: The game mixes all sorts of influences, including German gaming trends while retaining the traditional air of legendary Sugoroku-type board games, so I hope you have a good time. I'd love it if my games influence anyone to take an interest in the depth of game design and the practice of design itself. A lot of different things come together beautifully in it, making it almost a textbook for game design.
Q: What sort of games would you like to create in the future?
Goro: I'm currently designing games solo, and I want to make games that pose dilemmas and have real depth. The tendency is toward games with optimal solutions, whereas what I want to make is something that requires a lot of thought to play. I've been raised on the idea that it has to have dilemmas to address, ever since I was young (laughter).
Jun: I want to continue making games for a wide range of people as I always have. I want to keep focusing on simplicity in rules and graphics. Like camping gear, I would like to aim for something that is minimally refined, yet highly functional.
Read more »Source: BoardGameGeek News | BoardGameGeek | Published: March 19, 2025 - 6:00 am - GAMA Expo 2025: Ape Town, Feed the Kraken, Shadow Ninjas, and Disney Villainous Unstoppable!Time to keep marching through the GAMA Expo 2025 halls three weeks on(!) from when it took place. It would be more expedient to embed a camera in my forehead and livestream everything, but then I'd never be able to wear a hat again, so I'll stick with this approach:
▪️ Canadian publisher/distributor Outset Media has licensed Reiner Knizia's Ape Town from Austrian publisher Piatnik and plans to debut the title in Q4 2025, ideally at PAXU 2025.
In February 2025, Outset released Clans and Glory, a Gabriele Bubola and Leo Colovini title that German publisher HUCH! debuted in late 2024.
Outset has picked up other titles over the years that I never noticed previously, such as Don Eskridge's 2019 game Spies & Lies, which I covered at the time and which Outset released in 2021.
▪️ Shadow Ninjas is a one-vs-many game for up to five players from Kedric Winks, with the one player controlling two guard dogs and the other players controlling a set of ninja tokens, most of which show a shadow ninja on its reverse side and one or more of which show a real ninja.
Players take turns rolling dice and moving their tokens — the dog player moving only the dog tokens and the cat player(s) moving any of the ninja tokens. If a dog gets line of sight on one or more cats in the labyrinth, then you reveal those tokens, with real ninjas being eliminated from play and shadow ninjas being returned to the starting area. If the dogs eliminate all four real ninjas before a real ninja steals a koi from a pond in the dog's area, the dog player wins; otherwise the koi thief wins.
▪️ Guildlands is a tile-laying game for 2-6 players due out in Q3 2025 from Ken Boyter and Kedric Winks in which various clans, such as the gardeners, score in particular ways, and you're trying to place, rotate, and move tiles in order to maximize your score.
▪️ Inter-Galactic Plumber is a 2-6 player game along the lines of Hey, That's My Fish! in that players claim space debris over the course of play, ideally stranding opponents where they can no longer collect tiles for points.
▪️ Feed the Kraken is a 5-11 player game from Maikel Cheney, Dr. Hans Joachim Höh, and Tobias Immich that German publisher Funtails released in 2022.
Players secretly take the role of sailors, pirates, or a lone cultist, with the sailors trying to reach land, the pirates the Bermuda Triangle, and the cultist the spot that will raise the Kraken and liberate everyone...from their life. Each round, the captain chooses a lieutenant and a navigator, after which the crew can spend guns to mutiny, with a new captain then being chosen. The captain and lieutenant give their movement orders to the navigator, who doesn't know who gave which cards, but who chooses and carries out one of those orders. The cultist can convert others to the cult as the game progresses.
Outset Media will release Feed the Kraken in North America in May 2025.
▪️ Ravensburger revealed the final cover of Horrified: Dungeons & Dragons just ahead of GAMA Expo 2025, but had nothing on display for this game at the show.
▪️ Also on display was the Burgundy collection and a mock-up of Mycelia: Prisma, an expansion for Daniel Greiner's 2023 title Mycelia that's due out in Germany in September 2025.
▪️ Filippo Landini's Gloomies was one Ravensburger title that was on display. Here's an overview of this 2-4 player game that will appear in Germany in March 2025 and in North America later in 2025:
In the first half, you play cards to strategically place flowers on the board in rows, setting yourself up for good bonuses, then draw new cards. Once that's done, your discarded cards become your deck for the second half of the game. Play cards to strategically harvest flowers from rows, once again trying to set yourself up for good bonuses. In the end, you receive points for your harvested flowers and any Gloomie decoration orders you've completed.
▪️ Finally, here's a look at the components of Disney Villainous Unstoppable!, which was announced in February 2025:
Read more »Source: BoardGameGeek News | BoardGameGeek | Published: March 18, 2025 - 4:00 pm - Designer Diary: Takeover, or How I Stopped Hating Ladder Climbers
by Ron Sierra
I used to hate ladder climbers, that is, card games that have players essentially outbidding each other with increasingly stronger sets of cards. It's a genre that never worked for me and one that I was (and still am) frankly bad at: the lockouts, a merciless must follow structure, the forced passes, unwinnable opening hands — it all felt frustrating.
And that's why on March 23, 2025, we're releasing Takeover: Ladder Climbing Tactics, a card game for 2-4 players, at Game Market West. Why the change of heart? Well, it all started with an embarrassing attempt to dethrone a classic.
Taking on Big 2
My non-gamer friends love Pusoy Dos, a.k.a. Big 2, a Filipino variant of climbing games with Cantonese origin. Pusoy — the San Francisco Bay Area name — is a ladder-climbing game that utilizes poker hands and a standard 52-card deck. It's fast, simple, and deceptively deep, but for reasons listed in the intro, I'd rather play another card game. The fact that Big 2 is a staple with my non-gamer friends did, however, make me think that my design partner and artist, Phillip Du, and I could make a middle ground.
We conducted market research (e.g., looked at the BGG hotness), studied the best ladder climbers (535, anyone?), tapped into our impeccable taste in games, and used that knowledge to create a "better" version of a beloved classic that millions of people have played for decades. Easy, right?
A few months later, we delivered printed copies of "Pusoy Bois" — "bois" is gender neutral in our friend group — exclusively to our friends. The game was designed to make ladder climbing more flexible in two ways:
1. Replace passing with two action cards to let you play cards from a market, swap those cards with cards from hand, or draw four cards, then discard four cards.
2. Break the rigid "must follow with the same type of meld structure", making it so that runs could beat sets and vice versa.
All in all, it's a gambley, swingy, and open-ended take on Pusoy Dos. Reviews among the "bois" were split. One friend said, "You did it. This is a good alternative for players who have played a lot of Pusoy." Nice.
Another said, "You shouldn't have called it Pusoy." Oof.
A year later, what game do you think they're still playing?
While we had achieved some of the flexibility we were aiming for, we'd also created a more convoluted and luck dependent game than Big 2. "Pusoy Bois" also lacked the deduction element, intuitive poker hands, and table reads of the base inspiration. The additional options that replaced pass were welcome, but overly complicated in procedure. Ultimately, "Pusoy Bois" failed to understand the game it was responding to and came short of its impossible ambition to dethrone a classic.
Every one of these lessons eventually made it into Takeover.
The Road to Game Market West 2025
In 2024, board game designer and event organizer Johnny Chin announced submissions for Game Market West. This event was admirably created to replicate the magic of the legendary Tokyo Game Market here in California, offering indie game designers a place to showcase and sell their games.
With "Pusoy Bois" fresh on our minds, we figured creating a spiritual successor would be the best path forward. The goal to create a ladder climber with "outs" remained, along with the flexible follow structure, but we added a new theme, usability improvements, and meld-based powers that let you do things like steal the initiative.
Fast forwarding to testing, "Pusoy Bois 1.5" was underwhelming at best and forgettable at worst. Even with new well-received additions like powers, players didn't seem invested in the action. I decided to write a mock review to figure out why the design wasn't working. Here's an excerpt from, uh, myself:
While the tit-for-tat hierarchy at the game's core allows for major flexibility and regular shedding, it also narrows options for building towards an intentional plan.
Ironically, the game's flexibility resulted in a lack of control. Pair this open-endedness with RNG-heavy actions based on you hoping for a hit, and players ended up feeling like their decisions didn't matter — win or lose.
To boost the control and predictability, we reworked the special card actions that replaced pass to make them more reliable. We added an almost trick-taking game-like structure to make rounds more strategic. Four melds total would be played in a round versus continuing until someone couldn't beat the meld. That just left the meld powers, which were being used almost randomly.
As part of our ongoing research, we played Thomas Lehmann's Chu Han, a sharp and tense two-player ladder climber set in dynastic China. I noticed something here that I saw in Taylor Reiner's ingenious almost-shredder Seers Catalog and Lee Gianou's Bridge City Poker: powers were dedicated to a single card versus a whole meld. Why had all these designers chosen the same solution? Must be something about their games, I told myself so that I wouldn't have to give up our "original" take on powers. That stubbornness held for only about a week.
Throughout our tests, one power that forced only singles out surfaced as a regular player favorite. It added a control and predictability that was inherent to traditional ladder climbers. You could deduce which cards might get played and plan accordingly. Testers wanted more of that.
So what if we tried something wild? What if we went back to forcing players to play the same type of melds against each other? You know, a traditional ladder-climbing structure integrated into the new round and action system. In short, it was time to make a new game.
This pivot brought deduction and predictability back in and as was foreshadowed we moved to a single-card power system, increasing their reliability and impact. All these changes took us from "Pusoy Bois 1.5" to what would become Takeover.
Playing Beyond the Hand You're Dealt
Across all versions of our ladder-climbing designs there had been one constant: a shared market that could be used to better your hand or play melds from. These community cards gave us the flexibility we were looking for, a way for players to play beyond the hand they were dealt.
In Takeover, instead of passing your turn as in traditional ladder climbers, you have two alternative actions: deploy and plan. Deploy lets you discard a specific power card for its effect. Plan lets you draw 1-3 cards from the deck and place those cards into a shared market called The Undercity, after which you make one of two choices:
• Plan A: Use cards in hand with cards in The Undercity to play a viable meld.
• Plan B: Swap or take cards from The Undercity.
These options don't come without risk. The Plan action takes up your whole turn, and when drawing you might hit one of three defect cards that force you to swap out the strongest card in your hand with a potentially weaker one from the market.
These market-related actions are what you could call Takeover's hook, our twist on the genre. These flex actions get around the lockouts, let players improve their hands, and add some depth in the form of baiting plays and opening up long-term hand building. This doesn't give players complete control, though, as the plan and deploy actions give away information, opportunities, and tempo to opponents. All together, players get a decision space rich with pushes for tempo, risky gambits, tense turns, and late game pivots. Wait, is that what ladder climbers were about this whole time?
I Had Ladder Climbers All Wrong
As design wrapped on Takeover, I finally understood that my dislike for ladder climbers and shedders was due in part to a huge misconception. The must-follow-melds "lockout" and the bad hands I saw as flaws in the genre are the critical constraints that make ladder climbing compelling. It's the puzzle of those restrictions in tandem with the bidding battles that generate a story and the sport of the card play.
This all comes down to a cliché you hear in creative writing classes. To break a rule, you must understand the rule — so what did I come to understand? Being forced to follow meld limitations created the need to sequence out your hand, not unlike trick taking, while also providing opportunities for gambits, minor bluffs, clever table reads, and strategic blunders. The rule that seemed to get in the way of the fun was actually making the fun.
The solution for Takeover was never to mess with what works, but to alleviate the more controversial elements of ladder climbers. In doing so, I think we've ended up with a fresh take on the genre and at the very least a newfound appreciation for everything that frustrated me about ladder climbers.
To try or buy Takeover, come out to Game Market West on March 23, 2025 at the Guildhouse in San Jose, CA. It's free and will showcase indie tabletop games from all over. Alternatively, you can get the game directly from the FinalFinal Games website.
Ron Sierra
Read more »Source: BoardGameGeek News | BoardGameGeek | Published: March 18, 2025 - 6:00 am - GAMA Expo 2025: For All Mankind, Verdant Arizona, Gems of Iridescia, Vine, and Gnomes & Wizards▪️ At GAMA Expo 2025, Douglas Beyers described For All Mankind, which he co-designed Julia Drachman and they released in early 2025 through their Bad Cat Media brand, as "CATAN in space with nukes". The slightly longer description on the BGG page reinforces that blurb:
For All Mankind is a fast-paced game of strategic exploration, clever trades, and diplomatic shenanigans. Build your empire across the ever-changing solar system. (Careful, the planets move!) Gather, trade, and invest your resources — and do whatever it takes to stay ahead of the competition.
Expand: Grow your empire with colonies (more loot!), research (more power!), and espionage (more nukes!).
Scheme: All is fair in interplanetary domination, but you would never double-cross a friend...right?
Profit: Be the first to reach 10 points, and see your name etched in the stars forever!
▪️ Galen McCown debuted in 2024 with Super Snipers, the first release from Galen's Games, and in late 2024 he crowdfunded a "mint tin series" of four games due out in Q3 2025. Those games are:
• Heritage Farms — a 1-2 player game from McCown based on the puzzle of how a farmer gets his fox, chicken, and corn across a river without one of those things eating another. Now two farmers face off to get two sets of items across the river first, with market bonuses allowing one-time actions that help you or confound your opponent, ideally leading to them losing three of their goods and the game.
• Verdant Arizona - a Robin David design for 1-2 players in which you collect cacti and arrange them in a personal garden, with your pick for the round determining what your opponent can grab.
• Dice Clash - a game from McGown, Jonathan Carnehl, and Ryan Sromek with 1-2 players controlling a warrior with a special power and a 3x3 battle grid that you'll assign dice to in order to attack, parry, re-roll, and use your warrior's unique power.
• Mint-Tin Monster Mash-Up - a 1-2 player game from Chris Backe in which you are a mad scientist who mixes the front and back half of various monsters to create that creature's battle stats as well as a unique "if-then" statement from the front "if" and the back "then", e.g., "If you roll <5, then +1 damage" or "If your first roll has a 1 or 2, then flip one of your dice". You then use dice and a rock-paper-scissors-ish system to attack your opponent, trying to be the first to wipe out three monsters.
▪️ Roberto Panetta of Rock, Stone & Dice Games showed off the final look of Gems of Iridescia, which he crowdfunded in Q4 2024 and expects to release in Q3 2025.
▪️ Gnomes & Wizards from Bobby Powell of CavernWire Games went through a nearly identical production cycle, but advanced one year, crowdfunding in Q4 2023 and hitting the market in Q3 2024.
▪️ The next title from Powell and CavernWire Games will be Vine, a 1-5 player tile-placement game that will be crowdfunded in 2025 and that plays as follows:
Grow your beanstalk from the ground up to absorb more light, propagate, and produce green beans ready for harvest. The light engine-building card game Vine leverages an action-point system used by players to compete to develop the highest-yielding garden of pole beans. Cut back your plants to grow more veggies throughout the season, develop additional root systems to absorb more sunlight, and let your vines climb high to produce the most points by the end of the game.
▪️ To show a bit more of the Louisville, Kentucky environment, here's a piece of public art that I dubbed "Detached Fly Wings":
Mmmm, I'm sure you're craving something to eat now... Read more »Source: BoardGameGeek News | BoardGameGeek | Published: March 17, 2025 - 6:00 am - Designer Diary: Blabbi, a Game of Made-Up Words
by Adrian Yu
Hey! I'm Adrian Yu, co-founder of the independent game company Blabel and co-designer of Blabbi: A Game of Made-Up Words, which my younger sister Olive Yu and I created as our pandemic project.
As a multidisciplinary artist, film director, and creative director, I never imagined I'd create a board game. I'm a big gamer (mainly video games), but growing up, my parents often warned me that while games are a great outlet, they aren't a career. I always disagreed but never seriously considered it as a career path.
However, when a paradigm-shifting event like the pandemic occurs, things can change for the better.
Both Olive and I were new to the board game world, and over a period of twelve months, we learned through trial and error what it takes to create a game from scratch: concept, design, branding, marketing, logistics, and everything in between. We bootstrapped the entire project with help from friends along the way.
It hasn't been smooth sailing the whole journey, but we wanted to share our story to learn from the community and hopefully help others learn from our experiences!
Beginnings
As children of immigrants from Hong Kong, playing games has always been a family tradition, though we often stuck to more casual games due to the language barrier. Olive and I particularly enjoyed Scrabble, but as native English speakers, we had a distinct advantage over our Cantonese-speaking parents.
Our family was also particularly comedic, thanks to our Hong Kong roots and the Cantonese language. Cantonese is a hilarious and incredibly difficult language with its nine intonations. I liken it to singing; you must hit the right note to convey the right word, even if the consonants are the same. This makes Cantonese ripe for double entendres in which words that sound similar have very different literal and figurative meanings. For example, the colloquial word for old person, "Lo Bang", translates to old cookie or cracker but also connotes being musty and dry.
At home, we often spoke Chinglish, mixing Cantonese intonations with English words. This created our unique family language, and we had a blast with it.
Fast forward to November 2019, the entire family was together for our French family friend's wedding in the northeastern woods. After the reception, Olive and I were bored and stumbling around the cabin with the last of the wine. We found an old Scrabble set in the basement and decided to play.
One problem: We were too faded to come up with real words. "Scrabble is so lame. Why don't we just play with made-up words only?" one of us suggested — so we did, using Scrabble pieces to come up with whatever crass and silly words we could muster with the few brain cells we had left. The approach was rudimentary, with only letter tiles and no topic cards or voting, but it ended up being absolutely hilarious.
The next day, we raved about our game to family and friends for about two minutes, then forgot about it. We returned to New York, I resumed my commercial film projects, Olive went back to their studies at NYU, and our game was forgotten.
The Start
In March 2020, Olive and I heard rumors that NYC was going to shut down, so we flew back to our family home in Los Angeles, uncertain about the future. With little to do while quarantining, we returned to our love of playing games. After exhausting the classics, we remembered the made-up word game from the wedding.
Over several months, we refined the game, introducing mechanisms like topic cards and a voting system. Using index cards and Scrabble tiles, we created prototypes. The topic cards added humor and structure, while the voting system made the design more social and engaging. Our parents loved it, and we realized the game's beauty lay in its language agnosticism. Unlike traditional word games, which disadvantaged ESL players like our parents, this game valued humor and wit.
Encouraged by our successful prototype, we decided to produce a small run for our friends. The first step was naming the game. Initially called "Blabel" (a mix of the Biblical tower of Babel and "blah blah blah"), we found a Kickstarter project with the same name. To avoid competition, we renamed the game to something cuter: Blabbi.
Next, we focused on design. As a graphic designer, I found the process straightforward. I collaborated with designer Eric Hu on the logo and word marks, while I handled packaging design, game pieces, and art direction. We aimed for a design-driven approach: something inviting that would look good on both a coffee table and a shelf. We chose Neue Haas Unica as our primary typeface for its simplicity and slightly softer character than Helvetica.
Creating the game pieces was tricky. We wanted a party game that was truly designed to party: non-slip for table knocks, waterproof for spills, and portable without a board. We experimented with magnetic letter tiles but found them difficult to remove without disrupting the set-up. We settled on silicone tiles for their waterproof coating, surface grip, and pleasing texture, like little erasers.
The cards were simpler. We made them smaller and cuter since they didn't need much text. Initially, we used coated cardstock, but newer editions are made of PVC. The cards fit into a snug box, and everything was packaged in a blister box for clear compartmentalization.
The design process took about nine months, involving back-and-forth prototyping with manufacturers in China and the U.S. By 2021, we were ready to launch, but given the ongoing global situation, we paused for a year, waiting for a more opportune and ethical time to release our game.
The Launch
By 2022, the world was gradually returning to normalcy, and people were eager to resume real-life experiences. As a creative, I lacked logistics experience, making it challenging to get our products from China to the U.S. After much trial and error, we partnered with Flexport to handle the shipping.
We prepared for a holiday 2022 launch, selling directly to consumers through our custom website and Shopify. We leveraged social media to generate initial interest. To create high-end product photography and editorial/lifestyle imagery, we organized a two-day photoshoot with photographer Tom Keelan and our friends, aiming for a look akin to fashion magazine spreads. Given the shift in 2020, younger people were now embracing in-person gaming, so we wanted our brand to straddle both gaming and culture/fashion.
The launch made a modest impact, selling a few hundred units during the holiday season. Our grassroots approach helped us reach a new audience of casual gamers, but maintaining momentum proved difficult due to our high costs. After a few months, we reduced our product's MSRP by 40%, sacrificing margins but reviving interest. This move caught the attention of the L.A. Times, leading to a feature story by our writer friend Lina Abascal, which further boosted our visibility.
Getting into Retail
After the article was published, we caught the attention of a buyer at Barnes & Noble. Earlier in 2023, we had sent a sample to a junior buyer at B&N without success. However, following the article, I received an unexpected call from the founder of sales reps Enchanted Moments, informing me that B&N was interested in placing a nationwide order. At first, I was skeptical, but it turned out that someone in B&N's buying department had seen the article and reached out to Enchanted Moments to negotiate the deal.
We were both thrilled and nervous. Securing a spot in one of America's largest book and gift retailers was a dream come true, but the retail environment posed new challenges compared to direct-to-consumer sales. Larger chains have strict regulations, so we embarked on another redesign process to meet these compliance requirements. This involved months of co-ordination between our lawyers, manufacturers, and buyers to finalize the new stock.
After nearly six months of trial and error, we succeeded in getting our game into almost every major Barnes & Noble nationwide. However, our next challenge was figuring out how to attract customers to brick-and-mortar stores.
We started employing a grassroots and social media strategy, commissioning various board game and culture influencers to create content that highlights our game and directs attention to Barnes & Noble. Additionally, we discovered that B&N does not host gaming events at the corporate level, so we need to contact each store individually to organize events with their local events managers. This requires significant effort with our limited resources, but we are hopeful that it will be worthwhile.
Epilogue
So there you have it: a brief history of Blabbi. I hope this bit of rambling helps any independent game designer out there learn more about the industry and what it takes to get a game out into the world. We're eager to learn more from other designers as we continue to ride this wave.
As we enter 2025, we've been focusing our efforts on our core strengths: developing the Blabbi world with new content verticals, merchandise, and digital innovation. We're not career game designers, but creative technologists and visual directors, so putting our heads together on how to innovate in the tabletop gaming space is what keeps us locked in.
Give us a shout at @blabbigames on all social media and find us at Barnes & Noble nationwide if you're keen to try us out! Just make sure you gather all the goofiest friends you have — this game is best with a whole gathering...
Read more »Source: BoardGameGeek News | BoardGameGeek | Published: March 16, 2025 - 6:00 am - VideoCMON Warns of Financial Losses, CATAN Awaits a New Champion, and Why Scrabble Isn't a Word Game▪️ In February 2025, Natasha Dangoor of The Wall Street Journal profiled Nigel Richards, a Scrabble world champion in English, French, and Spanish...even though he doesn't speak the latter two languages. An excerpt:
What Richards lacks in linguistic ability he more than makes up for with an encyclopedic memory and an unrivaled ability to decode patterns, according to friends and opponents.
"He memorizes words as soon as he reads them once," said Hector Klie, who has represented the U.S. in Scrabble since 2003 and competes in Spanish. "He doesn't know whether a word is a verb, noun, adjective or any other grammatical form that would typically help native speakers learn words more easily. For him, all words are equal in his memory, and he doesn't need to know their meaning."
And another:
Some of Richards' games have become Scrabble lore. During one English-language match last year in India, Richards had the letters A-C-E-N-O-R-T and, given the words already on the board, could have used all of his tiles (for a bonus 50 points) in four different ways — ENACTOR, COPARENT, SORTANCE and SARCONET — scoring between 70 and 89 points.
Instead, he racked up 92 points by using the P in ERUPTION and the word TED to create PERNOCTATED, with the A sitting atop NON to form ANON. The moves sent much of the Scrabble world into varying degrees of ecstasy.
▪️ On BoardGameWire, Mike Didymus-True reported on March 13, 2025 that "CMON's board issued a profit warning to the Hong Kong Stock Exchange yesterday, estimating its losses for 2024 at between $1.4m and $2.1m – with the final, audited total expected to be revealed in the company's annual report by the end of [March 2025]." He continues:
At the mid-point of that range the 2024 losses would almost completely wipe out CMON's $1.8m profits across the previous three years combined – bringing to an end several years of improving performance as the company recovered from losses of almost $5m in 2020 due to the Covid-19 pandemic.
▪️ The 2025 CATAN World Championship will take place in Stuttgart, Germany April 5-6. A press release from publisher KOSMOS notes that "[Ninety] players from 60 countries will compete at the Württemberg State Museum to crown the new world champion. The choice of venue is particularly symbolic: In 1995, the world-famous board game CATAN was published by KOSMOS, the long-established games publisher in Stuttgart. To mark its 30th anniversary, the city will now host the World Championship for the first time."
For more details on the event, visit the CATAN.de website.
▪️ Speaking of CATAN, in the 2025 book Careless People, author Sarah Wynn-Williams, Facebook's former director of global public policy, wrote that Meta founder Mark Zuckerberg "refused to admit that his employees were letting him win at the board game Settlers of Catan, expressed admiration for notorious slavery advocate President Andrew Jackson, and vocalized his desire to have a "tribe" of children", to quote an article by Lydia O'Connor on Huffpost. Obviously the CATAN item is the least concerning of the three listed, but I'm focusing on games here.
A (paywalled) March 11, 2025 article on Business Insider from Lindsay Dodgson says "Wynn-Williams, who worked at the company from 2011 to 2017, wrote that her fellow players never stole from Zuckerberg and failed to block his victory."
On Threads, Dex Hunter-Torrick — the head of executive communications at Facebook until 2016 — denies this story: "[T]hat's not what happened at all. I chose to eliminate the weaker players so I could then go after Zuckerberg, who was the toughest player. The game then ended with something more interesting: Zuckerberg said he was tired and wanted to sleep, and convinced the others to gang up on me so he could win!"
I haven't played much CATAN, but this story doesn't sound right. How does eliminating "the weaker players" in CATAN help you beat the player in the lead? Also, how does Hunter-Torrick's story negate what Wynn-Williams claims? In his own words, the other players ganged up on him so that their boss could win the game.
▪️ To close, here's another round-up of older material I've re-discovered while zapping my social media posts, including dozens on Facebook:
• In January 2015, a Pandemic fan posted LEGO versions of all of the roles that players can choose.
• On Eurogamer, Christian Donlan details "Monopoly's secret war against the Third Reich", that is, how someone created a way to secret maps, files, compasses, and money in Monopoly games distributed to prisoners of war.
• In August 2014, Eric Zimmerman shared one of his lessons from a game design class that challenges players to "[m]odify a 'broken game' into a more meaningful play experience". Writes Zimmerman:
Designers must first understand the core mechanic of their "broken game" and why it is failing to provide meaningful play. Then they need to redesign the core mechanic in order to tease out more meaningful play experiences for players. The idea of meaningful choice is so fundamental to game design that in fact every exercise and assignment in my class addresses it in some way or another.
• In July 2014, Chris Marling warned that in comparison to all the hype created by those using Kickstarter — which was the only such site around back then — "traditional board game publishers seem woefully off the pace in terms of getting their message out and if they don't get with the program, they could be a few years away from trouble."
Part of that prediction relied on Marling seeing an end to the upward spike of board game sales — "...when this growth curve flatlines, which it probably will, traditional board game publishers may get a shock." How does this warning look ten years on? Which non-crowdfunding publishers do a bang-up job of getting the word out about their new and upcoming games?
• I'll end with a non-game item that's too cool not to share. Artist Patrick Hughes creates a type of work dubbed "reverspective". Here's one example:
Youtube Video
And another with the artist briefly talking about his approach — with the viewers of his work kind of putting on a show of their own:
Youtube Video Read more »Source: BoardGameGeek News | BoardGameGeek | Published: March 15, 2025 - 1:00 pm - Designer Diary: 23 Knives
by T. Brown
Intro
In the summer of 2007, I was living in Rome on a study abroad program, taking history classes, and spending my free time getting lost among ancient ruins, historic basilicas, and labyrinthine streets.
I came to Rome with the notion of becoming a writer, idolizing the poet John Keats on his deathbed overlooking the Spanish Steps and Bernini's Barcaccia. The romantic allure of Rome — its history, its lifestyle, and its passions — influenced everything in my life. It was there, studying history, that the title 23 Knives burrowed itself into my brain, even though I had no idea it would turn out to be a board game.
A few years later, I entered a master's program in my home state of Wyoming, and I started to get invited to game nights at the university. My friends were playing Catan, Betrayal at the House on the Hill, and Through the Desert. Apart from a lot of Risk and traditional card games and roll-and-move type board games (which I had loved when I was younger), my passion for board games was limited, so these modern board games were a revelation.
Academia and writing was tiresome by the time I graduated, but gaming reinvigorated my creativity. Gaming was mental and intricate and filled with meaning, just like writing. The understanding and guidelines that the structures of games provided also gave me a great amount of solace when I needed it.
In games, you know the rules and the limits of what can and can't happen, whereas life can get complicated and change quickly. It was with this in mind that I started focusing on creating board games as a kind of practice or exercise to deal with the things I couldn't control. I had fiddled with a few games trying to map or work through inner issues — pretty much tantamount to writing poetry as a teenager: It made me feel better, but no one should ever read it.
My first attempt at making a game that I thought other people would enjoy started in 2018. The theme was easy: ancient Rome, because who doesn't like ancient Rome? And I already had the title: 23 Knives.
I was playing a lot of social deduction games at the time, which seemed like a promising foundation. I decided the game needed to end with Caesar living or dying, and his fate had to depend on whether there were more or fewer than 23 knives. The next step was how to make it into a game and discover what kind of game it would be.
The progression from prototypes to reality
First Lessons
23 Knives started as a simple social deduction concept. Some players would have the objective of murdering Caesar, and others would attempt to save him. Throughout the game, they would have to deduce who was and wasn't on their side, while placing knives or warnings into the Campus Martius in order to kill or save Caesar.
My first attempt at social deduction failed. I focused on the social aspect, encouraging table talk, thinking that this was the most important aspect of social deduction.
It's not.
This early iteration of the game allowed players to move to different locations and resolve effects that would eventually allow them to secretly place knives into the Campus. This worked on a mechanical level; players were getting cards and playing them into the Campus, and they were doing what I had intended: trying to save or kill Caesar — but when players moved to locations and placed cards into the Campus, no one knew what anyone else was doing. It was all very secret. My friends were not impressed.
My first lesson: In order for deduction to work, information must be revealed.
Who, me?In Werewolf, you hear the players next to you move around nervously, but that movement is information. It leads to suspicion, and that suspicion allows the deduction aspects of social deduction to happen. In games like The Resistance, everyone knows who was sent on the mission, so if the mission fails, you are 100% certain that at least one of the people that was sent on the mission was responsible. In the next round you narrow that down, and so on. The Resistance is a crisp, clean example of social deduction because it relies heavily on that deduction aspect.
When I reflected on this, I realized that I had created a guessing game. It wasn't fun, but I was learning...
In my next iteration of 23 Knives, I replicated some of the mechanisms in The Resistance. The Campus triggered once a number of cards were present. The cards were shuffled, then revealed, which allowed players to deduce who played the knives and who played the warnings. This still felt wrong — not sure why exactly, but I didn't like it, and it felt disingenuous.
I find that most social deduction games end with almost everyone knowing who is who, which leads to a dull endgame experience. I wanted to create a more climactic and memorable endgame. I wanted all the cards to be revealed one-by-one as a final tense surprise. I didn't want to slowly reveal cards throughout the game, so I decided instead to rely on the locations to help reveal information about players' intentions.
Originally, locations allowed players to gain cards and affect other players. (Spoiler alert: They still do.) The locations were variable, though, and set up randomly each game in a circle around a public area. Players moved clockwise to new locations, and each time they moved, they had to discard a card to the public for each step they took. Thematically, the more players moved around Rome to take actions, the more they had to reveal about themselves by which cards they discarded.
Functionally, the locations haven't changed much since that first iteration, but I had a playtest at BGG.Spring in Dallas where a playtester asked me, "Why are the locations variable for each game?" I didn't have a good answer; more importantly, I didn't really care, so I knew it needed to be removed. I had to wake up to the fact that intentionality should be in every moment of a game (lesson #2).
All the locations I thought should be variable
I started to focus on making the locations distinct and meaningful, and since I realized that variability doesn't create replayability and that giving players five different ways to do the same things was a bad design decision, I made the locations static and allowed players to move around them however they wanted, which allowed players more meaningful choices.
While I was at it, I dug deeper into the thematic elements of the locations and nailed down what would fit better for Rome: The Campus Martius became the Theatrum di Pompeii, and then more specifically, into the final Curia di Pompeo as I did more research; the Public was folded into the Tiber River, Caesar Domus was scrapped entirely in exchange for the Temple (which I'll talk more about later).
The beginnings of a real board with set locations
Now that I had worked out how I needed to create an intentional experience and uncluttered the idea of social deduction, the game slowly revealed itself to me. I didn't want it to be the same as other social deduction games. I always hated the hope of being dealt an exciting role, then getting one I thought was boring, which led to a game I was less invested in. Essentially — and I don't think I am alone here — I hated being a villager when I was so excited with the possibility of being a werewolf, or a hunter, or a smattering of unique characters. I wanted a choice. To work around that, I chose to make the design more about manipulation and less about deduction, and I did this by using sway cards.
One of the big differences between 23 Knives and comparable games like Secret Hitler, Blood on the Clocktower, etc. is that your allegiance can — and most likely will — change. If you start as a Nazi in Secret Hitler, you remain a Nazi, and your responsibility is to make sure fascist policies pass or Hitler becomes Chancellor. In 23 Knives, you may start as a Loyalist wanting to save Caesar, but throughout the game you can affect your own allegiance and work toward becoming a Liberator, while at the same time manipulating others' allegiances.
Each citizen begins with a specific allegiance: You want to kill or save Caesar — or a neutral, in-between role, but this option didn't exist until later in the design when I realized what it obviously should be. The range of each citizen's allegiance starts between one and three and is indicated by how many blood drops or laurels are present on the card. If you have two laurels, then you are essentially a value two Loyalist to Caesar; if you have three blood drops, you are a value three Liberator.
Throughout the game, this allegiance changes and shifts. Other players can place sway cards in your tableau that depict one or two laurels or blood drops, and these icons combine with the laurels and blood drops on your citizen card, with each laurel and blood drop counting against each other. You may not know exactly which side each player is on, but you can certainly try to manipulate them one way or the other. The only game I could think of that had similar aspects to this was Dȗhr: The Lesser Houses, so I knew I was on the right track to create something unique (though later I learned about Homeland, which has a similar mechanism as well).
Originally, the game ended with either the Liberator or Loyalist team winning. All players on the team would win. It was a fine conclusion, but I didn't love it. In ancient Rome during the conspiracy, nobody was safe. Caesar's closest friends turned on him. Nearly everyone was self-obsessed and selfish. I wanted to recreate that around the table. I wanted players to look at their teammates and think, "I know you want to kill Caesar, but I also want to kill him AND I want to win." This added a layer to the game that captures the mood of the conspiracy, as well as the paranoia. Early on, I changed the victory condition so that only the player most dedicated to killing or saving Caesar would win. In case this isn't clear, that means you would try to sway others to your side, but at the same time keep those "teammates" at a distance — then sway them toward the opposite side so that only you would win.
A Small Aside on Aesthetics and Discouragement
At this point in the design (probably much too early), I decided I needed to have real art and real cards. There's definitely a few lessons to be learned here, but the one that sticks with me the most is that for a designer who obsesses over aesthetics, sticker paper is wonderful. Even bad art taken from Google that's thrown together, printed on sticker paper, and stuck to the backs of old Magic cards or cardboard looks much nicer than hand-drawn bits and helps players visualize the story you're trying to tell. This is the game design version of the old writing adage "Show, don't tell".
So many designers rail against spending time making prototypes pretty, but plain white cards stickered with decent art will get much more attention at prototyping events and game nights and help bring the game to life. I also recommend this much more than drawing two hundred mini knives, doves, blood spots, and laurels...
The first version had hundreds of hand-drawn knives, laurels, and doves — not a process I recommend
This leads to my next point in this aside: burnout and discouragement.
Living in Wyoming, I have a tough time finding people to play games with — and even fewer people who are willing to play prototypes. I have a great game group and bless them for playing my prototypes as much as they do, but the small population and tiny gaming community can be tough.
I deal with this discouragement by making things pretty. I find it a similar, but different creative outlet than game design, so when I am depressed and think my games will never get played or I am unable to find playtesters (or simply too anxious to ask), I distract myself and take a bit of pride in making them more presentable for the moments they actually get seen and played.
Not sure if anyone needs to hear this, but there it is: If you get discouraged, finding a parallel way to work on a design you're sad about is a great way to work through those slumps and help reignite some of the initial excitement.
Prufrock, my cat, who is excellent at helping me stay happy and sane with my game designs
Theme and Control
Okay, back to the design.
You might be wondering: If you can manipulate others, how well can players control their own citizen's allegiances? Well, control was and is a particularly tough problem...but I approached it in three ways.
First, the citizens in the game were real people. They lived through this point in history, they walked the streets of Rome, they touched the marble columns that form the foundations of the monuments that still stand today.
Ancient sources list sixty or so conspirators. I started with eight — mostly the ones Shakespeare used to prop up his history — but there needed to be more and they needed to be special; they needed to represent who these people were historically. I wanted the history to really hit people in the face, I wanted it to come alive, because, this is — after all — a historical game.
Each citizen begins with an allegiance that, as closely as I could discover, matches their opinion toward Caesar in 44 BCE. Marc Antony loved Caesar and would follow him anywhere, so he starts with three laurels. Decimus Brutus, one of Caesar's closest friends, begins the game with two laurels. Historically, Decimus led Caesar to his death and was one of the five to stab him during the initial scuffle, while Antony — who was held outside by Trebonius (an Opportunist with no allegiance) — remained loyal to Caesar even after his death, defending him and tracking down many of the conspirators.
The original citizens, without flavor or life
After a few months of playtesting, I realized I needed players to be invested in the figures/characters they were playing. The importance of players being invested in their citizens came from reading Geoff Englestein's book, Achievement Relocked. Now, who knows how well I understood his explanation of the Endowment Effect, but I nevertheless came to the conclusion that players needed this flavor text to understand the background of each historical figure and what made them special. More importantly, they needed abilities. With the background and special abilities, I felt I had a way for players to be invested in their unique and exciting citizens.
Each citizen has an ability that becomes available once it is revealed (a slight nod to Cosmic Encounter). Each ability is based on the citizen's historical personage. For example, Decimus' ability allows them to remain secretive in nearly every sense, so no one really knows their intentions; Antony, while at the Forum, can protect Caesar by limiting how players can add knives to the Curia; Trebonius can force — or help — players remain in their current locations, just like he did to Antony on the Ides of March.
They eventually felt like real people
Each citizen in the game has their ability that they can use to assert control over the game in various ways. Whether that control will be exactly what players wish for during each and every game is not likely, but throughout the shifting allegiances and shifting game state, players must learn how they can use their abilities to assert control as best they can. The control's not perfect and it can be a rough edge, but it traces the historicity of the event and gives players' a sense of agency.
The second way I tried to add control to the game were conspiracies, which eventually became the issues. Now, I also built these as a small biography of Caesar thematically: telling players why they should or shouldn't want to kill Caesar to get them invested in the thematic and historical elements that the citizens were thinking about and feeling in 44 BCE — but I designed these effects primarily to give players an element of control.
The issues took some balancing, but also a lot of letting go of the idea that everything needed to be balanced. I think some of the most interesting games are those with excitable moments in which players are thrilled or frightened by the possibilities. The issues give players a sense of control while they hold the deck, which makes them the Tribune and allows them to break ties. Players vote between two presented issues, which change the game in different ways: some slight and some significant. This process lends itself to the information I mentioned earlier in regards to deduction, but it also lends itself equally to the social aspects. Players get a chance to voice their opinions, call out others, try to get people on your side to choose the desired issue, etc. Depending on the issue, you and your allies assert control by being able to manipulate allegiances, reveal information, give resources, or shut down locations. The control here is more subtle than before and relies on communication and other people.
The third focus to provide control is the Temple, a location in the game where players can go to sway themselves and change their own allegiances. Players must burn a card from their hand, but once they do, they're allowed to play a sway on their own citizen or burn a sway from their own tableau. With the Temple, it doesn't matter which citizen you're dealt at the beginning of the game. You can start as Marc Antony and personally be determined to kill Caesar, so then all you need to do is work toward adding knives to the Curia, then visit the Temple to make sure your allegiance matches your goals. Obviously, this isn't as easy as it sounds, but I have to leave some things up to the experience of the game, right?
Control is hard. Like I said before, games are a way for me to find solace in facing whatever is going on in the real world, providing respite and giving me some illusion of control over moments. 23 Knives, in a way, gives me that same sort of control, but I hope it can also help remind me that I can also let go, change my path, get swept up in history, and still be happy (or at least accept) the experience.
Tyler J. Brown
The final version looks so pretty that I still can't believe it's real Read more »Source: BoardGameGeek News | BoardGameGeek | Published: March 15, 2025 - 6:00 am
BoardGameGeek News | BoardGameGeek
- -
- ● Print-n-Play Battlemaps Tile FloorsPublisher: Piranha Squirrel Productions
Each page has a 1-inch grid on it perfect for miniatures. Just print the page you want to use and you have a ready-to-go map. The tile battlemaps have been designed to work modularly. Most maps fit end to end. Connet the three tiles of one map to three tiles of another to make an extended map. You can place the maps side by side or top to bottom. So you can make endless combinations of rooms. If you would like to have two of the same room back to back, print off duplicates. You can also rotate the maps for increased variation.
These maps were drawn by hand, scanned and then digitally edited.
Happy Dungeoneering!
Price: $2.00 Read more »
Source: DriveThruRPG.com Newest Items | Published: March 21, 2025 - 2:29 am - ● Graffiti Dreams: A College Campus Horror One Sheet For SWADEPublisher: Pinnacle Entertainment
This is a Novice Ranked Horror One Shot adventure for SWADE.
This horror adventure can be set in any world the GM wants. The players should be students, staff, or relatives. They are mentioned as Mystery Club Members.
Graffiti Dreams
“Alright, students, enough is enough. The proliferation of graffiti someone or a group has been placing across campus is getting out of hand and making our lovely school look bad. We haven't figured out how you are entering the buildings after hours, but it will stop. Further, entering a student's dorm room and tagging your “art” can be considered criminal trespassing. Additionally, students who have been experiencing discomfort while looking at these graffiti tags should report to the campus supervisors or the on-campus medical staff. Keep our campus clean.”
Strange swirling graffiti patterns appear in the campus's darkest corners within
dorm rooms, libraries, and alleyways. Is it an artist making a point or something
more sinister?This adventure utilizes Savage Worlds and Savage Worlds Horror Companion.
Setting Rules:
- Chase Combat, Foot and Bike
- Heroes Never Die
Price: $1.00 Read more »
Source: DriveThruRPG.com Newest Items | Published: March 21, 2025 - 1:17 am - Larry Spotter and The secret supplement )2nd Edition)Publisher: Relentless Fiction
Welcome to Pigsnorts School of Magic, where the halls crave wizard blood, the wands sneeze glitter, and a klutzy kid with a possum-foot tattoo might just be the “Chosen One”—or so a chattering hat claims! In Larry Spotter: A Witch Girls Adventure Supplement, you’ll dive into a crumbling castle of chaos, armed with ridiculous spells like Glittero Dazzlus and brooms that hop more than they fly. Face off against a frilly-dressed dark lady stirring from her prison, dodge a potions teacher who hates everyone, and unravel mysteries as silly as they are sparkly. With random wands, quirky Traits, and a headmaster who naps through disasters, this is magical mayhem at its messiest. Grab your robe, shout your incantations, and join Larry’s crew—destiny’s calling, but it’s probably just detention again
For more of the series go to
https://www.drivethrurpg.com/en/publisher/2733/relentless-fiction/category/26836
Price: $3.99 Read more »
Source: DriveThruRPG.com Newest Items | Published: March 20, 2025 - 11:04 pm - Dead in the DarkPublisher: Nashcraft
Dead in the Dark – A Grimdark Survival Horror Module for Shadowdark RPG
Trapped in a forsaken manor deep within the Deadlands, the only thing between you and an endless tide of the undead is crumbling walls, dwindling supplies, and your own wits. Dead in the Dark is a brutal survival horror module inspired by Dawn of the Dead, where players must endure multiple nights of relentless undead assaults, scavenge for resources, and uncover a means of escape—if one even exists.
► Ideal for Levels 1-3, or 0-Level Gauntlet!
► Can scale Zombie Horde generator for higher level play! How long can you last?This module features:
► A dynamic siege experience – Barricade doors, reinforce windows, and fight tooth and nail to survive the night.
► Exploration-driven horror – The Deadlands hold terrible secrets, hidden magic, and long-forgotten paths that might just lead to salvation.
► New monsters & magic items – Wield occult relics against the dead, but beware their curses.
►d100 tables for survival horror gameplay – Random events, desperate finds, and grisly fates.
► A hex map for open-ended play – Brave the nightmare beyond the manor… if you dare.
► Optional Level-0 Gauntlet Mode – Throw hapless survivors into the horror and see who (if anyone) makes it out alive.The dead do not tire. The dead do not wait. Can you outlast the darkness?
Price: $3.99 Read more »
Source: DriveThruRPG.com Newest Items | Published: March 20, 2025 - 10:15 pm - Journal Page #23 POTIONS!Publisher: Dices N Ink
RPG Potions Sheet (A4) – Dices N Ink
This sheet is perfect for tracking potions and drinks, adding depth and detail to your RPG journal. Easily record names, effects, and quantities to keep your inventory organized.
Key Features:
✅ A4 Size – Conveniently formatted for easy printing and seamless integration into your RPG journal.
✅ Print at Home – Instantly print as many sheets as you need to customize your adventure log.
✅ Customizable Journals – Part of a larger collection of RPG sheets designed to work together. Mix and match with other products from our store to create a personalized journal that fits your style.Keep your potions organized and your adventures immersive! ????✨
Price: $1.50 Read more »
Source: DriveThruRPG.com Newest Items | Published: March 20, 2025 - 9:57 pm - Gifts From the GodsPublisher: Old School Role Playing
This is an adventure for Cepheus Engine.
The recently discovered world of Yenia Prime lies on the border between the Sonora sector and unexplored space. The world has become somewhat of a mystery as a few of the primitive native tribes on that world have been discovered to wear ornamental stones consisting of rare minerals. What makes it confounding is that initial mining surveys of that world do not show any of these minerals as being present on this world.
The local natives only say that these stones were gifts from the gods. When asked where one might find similar stones the natives point to the sky.
A recent geographical and geological survey has indicated a few anomalies that exist on this world. There appears to be deep cavernous excavations on an island in a lake near one of the largest tribes of natives on Yenia Prime.
The Angel Mining Consortium has sent survey teams to this island which have, so far at any rate, not returned. The Consortium owns the mineral rights to this newly discovered world and is eager to begin extracting minerals of value to compensate for the money it spent bidding for rights to this world.
Exploitation rights of such worlds in the Sonora sector have been limited to an extent lately by the activists and agitators of the Sonoran Indigenous Peoples Association. These fruitcakes have been chaining themselves to mining vessels and committing acts of eco-terrorism to prevent mining operations of Angel and other mining concerns. They are desperately worried about the local natives on such worlds and the effects that mining has on their way of life.
Supervisor Sophia Tanaka contacts the travelers to discuss a business proposition. She needs someone to go visit the island and find the excavations on the island and explore them. She also wants to know what has become of the survey team that she already sent to this world. She offers CR 250,000. She also offers CR 10000 per surviving member of the Survey Team that is rescued.
Price: $3.00 Read more »
Source: DriveThruRPG.com Newest Items | Published: March 20, 2025 - 9:53 pm - Final PulsePublisher: White Wolf
A homebrew aimed at streamlining parts of the system, like character creation & Disciplines, created to allow my group to transition from other RPGs to my beloved Vampire. The design facilitates fast story-driven play, keeping all of Vampire's anguish, punk, humanity & loss themes.
Play-tested and decorated by my 3 gaming groups, of which I am (mostly) storyteller.
Price: $1.00 Read more »
Source: DriveThruRPG.com Newest Items | Published: March 20, 2025 - 9:37 pm - The Sorrowed SoulsPublisher: Moon Gate Exploration Co.
The Sorrowed Souls
A chance encounter with a sinister ritual sets the company on a path of horror. A young girl’s soul is stolen, trapped within a glowing blue crystal. A broken witch warns of countless lost, and as night falls, their soulless husks come clawing from the darkness - the empty remnants of the missing. A dying father’s plea leads them deeper into the mystery, to the ruins of an abbey where the shrouded ritualists lurk. Beneath the stone halls, a demonic entity stirs the spirits, feeding on the stolen souls. The company must destroy it, or become fuel for its endless hunger themselves.
The Sorrowed Souls is a 5th Edition compatible mystery/haunt for 4-6 players with an Average Company Level of 3 to 5. The adventure incorporates socialization and exploration with interesting combat elements as the company travels through desert canyons toward the three-level Abbey haunt. The multi-session adventure can stand alone or serve as a side exploration for your campaign.What's Included in the zip file:
- The 35-page full-color PDF of the mini-campaign
- Full-color map pack of 28 maps - the day and night versions in both 150 and 300 dpiThis adventure is designed to provide a small look into the dangers found in the Desert Realm of Damaz.
Experience the full campaign with its unique magicks and wondrous locations in Sands of Fate - also available on DriveThruRPG! https://www.drivethrurpg.com/en/product/499012/sands-of-fate
Through the Moon Gate
As the Moon Gate Exploration Co. travel through the arched stone portal, they find themselves in unfamiliar lands filled with dangers and horrors untold. The terrain, towns, and even the creatures encountered therein may not resemble any that they have seen in their previous travels. Or they might seem much too familiar for their comfort. Regardless of the risks, exploration is their business, and the company sets forth to map yet another uncharted realm.
Enjoy this mini-exploration in the Desert Realm of Damaz!
~NamaStacyPrice: $4.99 Read more »
Source: DriveThruRPG.com Newest Items | Published: March 20, 2025 - 9:28 pm - D100 Things To Find In an AlleyPublisher: Mellow Golem Games
Cities can be intriguing and dangerous places, and of all the locations
they hold nothing exemplifies these traits more than the alleys that
criss-cross their interior. Inside, shady characters lurk, backdoor deals take
place, and items are hidden from the light of day.
In this supplement you’ll find 100 items, events, and encounters to populate your city’s alleys. This table is system agnostic and written with a generic fantasy setting in mind making it great for a variety of systems (5e, Pathfinder, OSR). It can fit in other genres, but more may need to be done to tweak the results.
Price: $0.99 Read more »
Source: DriveThruRPG.com Newest Items | Published: March 20, 2025 - 9:21 pm - Heroic Maps - Storeys: Cave of the Fire ShrinePublisher: Heroic Maps
Cave of the Fire Shrine
Blistering heat and deadly lava
A printable battlemap compatible with any RPG/Dungeon-Crawl game. Use as a standalone gameboard, or combine with any same-scale tileset.Contents: A multi level battlemap depicting a dwarven shrine in a volcanic caveLevel 1 (20x30) - cavern tunnels leading to a lava-fallLevel 2 (30x30) caverns including a bridge over lavaLevel 3 (30x30) Lava river and tunnelsLevel 4 (30x40) - dwarven shrine and temple complexIncluded:
A pdf with 300dpi tiles ready for A4 printing
A set of 300dpi full size jpeg files, for poster printing
A set of 72dpi (140x140px) jpeg for Roll20 & other VTTs
--Price: $11.50 Read more »
Source: DriveThruRPG.com Newest Items | Published: March 20, 2025 - 8:35 pm
DriveThruRPG.com Newest Items
- -
- Adventure Design: Node-Based Design
This is the final article in my adventure design series. Over a year ago, I put out a call on social media for ideas that people wanted me to include in the series. I guess my list of ideas (the previous 11 articles) was comprehensive enough because I only received one idea from Michael Morton, and his request was for me to write an article about node-based design when it comes to adventures.
Many articles have been written on this very in-depth topic. Because there are so many ideas packed into this single topic, I’m barely going to scratch the surface. Given that this is a high-level overview of how to approach node-based design, I’ll link off to other resources at the end of this article.
The Basics
At a high level, node-based design is breaking your story into distinct elements, locations, encounters, and/or NPCs the PCs will interact with. Each node represents a scene that plays out and leads to the next node (or set of nodes if the PCs have a decision to make). If you design a scene that has no “next steps” outcome for the PCs, then you need to circle back to your adventure design and figure out why the node is a dead end. After all, if it’s not the last node in the design, there needs to be forward movement in the storyline the PCs are following and telling along with you.
Why Node-Based Design?
This approach is highly effective when there is a powerful mystery element to the story. The PCs will start with one major question (the story hook) that will lead them down pathways between nodes that will open up more questions, answer some previous questions, and guide them to wanting to find answers for the new queries that have arisen. If, at any point, the PCs run out of questions to answer or mysterious elements to explore/discover, then they’ve missed something, information wasn’t presented properly, or the adventure’s design failed to expose those new questions to the party.
This approach can also be used when there are increasingly powerful and more organized opponents in the way. As obstacles increase in potency, the PCs will be working their way up the “food chain” of bosses and their mooks. The Night’s Black Agents approach of the Conspyramid is a great and classic example of how node-based design can be applied to a whole series of bosses, lieutenants, mooks, and other NPCs the party will encounter throughout the story.
Previous Article: Back to Front or Top to Bottom
When detailing your nodes, I suggest you start at the last node the PCs will encounter and work your way toward the opening scene (node). This will help you keep your ideas organized and allow you to place the proper clues. If you haven’t designed node #3, it is more difficult to put the proper clues in place in node #2 to guide the PCs to traverse to the proper node.
Also, if you have a bifurcating pathway through your nodes, this will allow you to properly sprinkle in the right clues and rumors to allow the PCs to make educated decisions about which pathway to follow through the nodes.
For more detailed information about designing “back to front,” check out this article in the series.
Previous Articles: The Meat of Each Node
My articles on Story Hooks, Thematic Environments, Thematic Bosses, Thematic Mooks, Supporting and Opposing NPCs, and Clues, Rumors, and Connective Tissue all apply on how to build each individual node. Many elements from one node can bleed to the next, or they can remain entirely distinct from one another. How you approach building each node is entirely up to you, but I recommend that the flow between themes in the nodes make sense to the players as they guide their characters between each node. Don’t suddenly jump from a romantic node to a horror-themed node unless the “logical exit” from the romance is somehow horrific in nature.
Railroad vs. Player Decisions
Many people view a single line of nodes as a railroad situation. This can be true, so be careful in how you present each node, each node’s exit, and what comes in the next node. Railroading, at its most base level, is removing or negating PC agency. If they can’t make decisions or their decisions always lead from A to B to C regardless of what they do, this is most likely railroading. This is why I recommend avoiding linear node-based design.
Instead, go with nodes that have multiple exits to allow for PC decisions to matter. Each set of clues can lead to decisions down different paths the PCs might want to take. Yes, this will increase the load on your adventure design efforts as you may create nodes that are never visited. That’s perfectly fine, but be aware of this. This awareness will prevent you from spending extraordinary time on nodes that might be skipped.
While I’m thinking about linear design and decisions, I do recommend that the first 2-4 nodes be linear in nature. This will allow for the story to gain momentum, be a guided experience, and get the players accustomed to their characters, your GMing style, each other player’s play styles, and so on. It lowers the mental effort needed from the players if they don’t have many decisions to make. Keep these nodes small and brief if possible, though.
Chokepoints
If you have a key node (remember nodes are scenes) that must happen during the course of the story, don’t allow the PCs to choose pathways that bypass this key node. Bring them back to what is called a “chokepoint” in the story. If node 5 can lead to one of nodes numbered 6, 7, or 8, but you need them to encounter something or someone in a latter node, then each of those three paths will focus in on bringing the PCs to the chokepoint, so they must pass through node 12 at a later time.
Floating Clues and Information
Another option to chokepoints is to “float” your clues or information. Don’t lock down information that is absolutely necessary to a single node or location. If the PCs happen to bypass or miss the vital node, then they will miss out on critical information that will play a part later in the game. An option is to “float” your clues, rumors, and information in a manner where they can be dropped into almost any logical node where the PCs are currently having a scene. This is akin to the “quantum ogre,” but it’s in the benefit of the party and the story to ensure the information they need will be encountered at the proper time.
Other Resources
Here are those resources I mentioned that I’d link to:
- The Alexandrian: Node-Based Scenario Design
- Halfway Station 3.0: Conspyramids and Vampyramids
- The Bardic Inquiry: I Tried Node-Based Design in my Mystery TTRPG Campaign, Here is What I Learned
Conclusion
I hope this brief overview of node-based design helped you out. Thanks to Michael for the suggestion. I would have never thought of this topic on my own!
Series Conclusion
I hope you had a great time in this year long exploration of adventure design. I learned quite a bit coming up with the detailed thoughts for each article, and I hope you learned along with me. This has been quite the experience for me, and I greatly enjoyed the entire process and adventure that we’ve gone on together.
This all started as I got to my man-child’s bus stop too early and had time to kill. This entire series almost leaped from my forehead fully formed in just a manner of seconds. Fortunately, I keep a pen, pencil, and notepad in my center console. I snagged the pen and paper and hastily scribbled down ideas. The funny thing is, I was still scratching out ideas when the bus arrived, and my son had to wait on me to finish capturing my thoughts before I drove him home. That’s okay. He knows I’m a writer and is used to waiting a little bit for me as I finish jotting notes that capture my ideas.
Read more »Source: Gnome Stew | Published: March 19, 2025 - 10:00 am - mp3Gnomecast 208 – Tracy Sizemore and The Han ClusterJoin Jared and Tracy Sizemore as they discuss her Savage Worlds setting The Han Cluster, an optimistic sci-fi roleplaying game. Links: Han Cluster Website Backerkit for Han Cluster Read more »Source: Gnome Stew | Published: March 12, 2025 - 12:00 pm
- Prep Your Published Adventure
I generally don’t use published material for my games; I have always enjoyed running my material. From time to time and depending on the game, I find that the published material can either be better than what I think I can create (in the case of Dungeon Crawl Classics) or I don’t have a good feel for how the situation of the game should work, and I want to see how the publisher did it, so I can learn (as in the case of Triangle Agency). Last week, I needed to prep a published adventure for the first time in a while, and I thought we could talk about it.
What is Prep?
I feel like prep is often misunderstood. When people lament about it on the Internet, they evoke images of reams of paper or a cascade of words in a document. Some bash it, saying that the OneTrueWay is to abolish prep. All of that is garbage.
Prep is what you need to do to feel comfortable running the game and the story.
Prep can take on many forms based on what it takes for you to feel comfortable. Prep is dependent on the person and the game. It is everything you need it to be.
Regarding the misconceptions above, most people do not take an active role in streamlining their prep or have learned their prep from someone else. If that sounds like you, check out Never Unprepared and make prep your own. End stump.
Published Adventures
We all know what a published adventure is, and most of us have used them at some point in the hobby. Nothing wrong with them; there are many great published adventures in the world.
What a published adventure does for you is present you a story in the way of the game’s Situation. It is made for a generic group of characters and, in many cases, makes assumptions about who those characters may be. It can be a time-saver because someone has written the story and prepared maps or other components for you.
There are some disadvantages. The first is that it was created for a generic group of characters, so it lacks any specificity to the characters in your game. Also, it was created external to you, meaning that your brain did not build this story from an idea through the prep, so you have to get the material into your head to understand what is going on.
Quick note. Published adventures can come in a physical format (Book) or electronic format (PDF, VTT, etc). Some of the techniques I am going to mention work the same with both of these, using similar tools. Unless specified, you can use the advice below for either format.
Prepping Published Adventures
Prepping published adventures requires three activities to make the material playable. These can be worked on at the same time or can be done separately, but they all need to be completed.
Integration into your Group and Campaign
If the material you are running needs to be part of your campaign, you are going to have to do some writing to integrate this material. This can take the form of two activities:
- Bookending the story – You will need to create an on-ramp and an off-ramp for the story so that your characters can enter the story, and when they complete it, they can move to the next story.
- Customizing the material – Depending on the game and your characters, you may need to do some editing of the material to make it fit your group. For example, if your group does not have a Cleric, but the published material requires one for an encounter, you will need to make a few edits to make that encounter work for your group.
For bookending, I use whatever platform the rest of my campaign info is stored in. For me, that is OneNote. I will write my on-ramp and off-ramp material in OneNote and refer to it during the game. For any edits, if the edits are small, I may put a post-it note in the text with the edit, or if the edit is more substantial, then I will take it into OneNote and rewrite the scene.
Load The Story Into Your Head
The next activity is to get the published story into your head. You need to have a broad understanding of the story in your head so that as you are reacting to the characters’ actions, you have an idea of the consequences of their actions on the greater story.
When you write your own material, you are synthesizing it in your head organically, and by the time you have finished your prep, that material is loaded. For a published adventure, you need to upload the material.
For that, you need to read, read, read. Reading the material will make you familiar with it. You don’t have to commit it to memory, but the better you understand it, the better you will be able to determine what to do when players take actions within the story.
I typically do a surface read, where I don’t worry about memorizing anything but rather get a feel for the story, what it’s about, its structure, any twists, etc. Closer to game day, I do some deeper readings, making sure I understand how each encounter works, if there are any special rules, etc.
Create A Reference Document
The third activity is that you need to prepare the document to be a table reference. Here is a major shortcoming for published adventures. Published adventures come traditionally from a print publishing background – they are books. As such, they were laid out the way books are laid out, columns, paragraphs of texts, pages, minimization of white space, etc. That is great for reading. We are conditioned to read material that is formatted in such a way.
When we are at the table, though, we need a reference document. We need something that we can scan in order to find information quickly. If we are in the middle of adjudicating a combat, or moving the spotlight between characters, or the dozen other things we do in the game, and we need to find that specific rule about the trap door in room 12 on floor three — what page, paragraph, and column is that in?
This kind of searching can create dead air at your table and impact the flow of play, the tension of scenes, etc. Worse, if you can’t find the info you need you run the risk of skipping it or making a mistake and needing to do some ret-con to fix things later.
Reference documents are sparse, with bullet points, simple facts, and white space to make the text less dense. It is a formatting that is conducive to scanning glances and quick lookups. Rarely is material published in this format.
When you prep your own material, you develop your style of writing out the adventure. My prep in OneNote is written as a reference document to be used in the game. It heavily uses bullet points, simple tables, and headers. It contains the information germane for the scene.
Sadly, I do not know of any publishers who want to create both the text version of the game and a reference document for play (hey…if you know one who does, shout them out in the comments, and let’s give them the duly deserved praise).
So you need to do something to the published text to make it a reference document. For this, I typically use highlighters and different colors for different things (green for text to read out to the players, yellow for rules, etc). In more extreme cases, and when my time was far more plentiful, I would make my own reference document in OneNote, but those heady days are long gone.
To be fair, you don’t need to do this activity, you can rely on your ability to scan full text and find things in a timely manner or just commit the whole story to memory. For me, I do not like to memorize things, and I do not like the time it takes me to read through a document to find specific info.
Read Twice…Highlight Once
Published Adventures are a great way to run stories for your group. You are purchasing the imagination and work of a team of people. To make it useful for your game, you need to integrate it and customize it for your group, become familiar with the story, and make a reference document to aid in running the story. Make no mistake, it’s prep, and it can be just as much prep as someone who is writing their own games.
How do you prep published adventures? What are your tricks for making the published text into a reference document?
Read more »Source: Gnome Stew | Published: February 28, 2025 - 11:00 am - mp3Gnomecast 207 – With Great PowerJoin Ang along with Jared and guest Andy Jaksetic as they talk about the immense responsibility of running Super Hero RPGs to the best of your abilities! From street level to cosmic, they talk about all the various types of super heroes you can bring to your table. Links: Origins Game Fair Untold Stories Project Untold Stories Project Twitch Specatculars Setting Book Pinnacle Entertainment Group Read more »Source: Gnome Stew | Published: February 26, 2025 - 1:00 pm
- Adventure Design: Clues, Rumors, and Connective Tissue
To get your PCs to move from one scene to the next logical scene, you need a series of connective tissues. These can come in the form of clues, rumors, lies, truths, and red herrings. Each one of these serves their own purpose and come from a variety of sources. Some of these will come from evidence found via investigative efforts. Some of these will come from conversations with NPCs. Some of these might even be sourced by overheard conversations.
At the end of each scene, the PCs should have some hint as to where to move next. Without these hints (or strong suggestions), your adventure will grind to a halt. If the party has gained a piece of connective tissue, but they’ve forgotten about it or downplayed its significance, it’s perfectly fine to remind them of their discoveries without pointing to the next scene directly.
Clues
Clues are generally found through investigation of a scene. These can be notes or letters left behind from the NPCs that occupied the space before the PCs barged in and took over the space. These can also be symbology, left over magical efforts, evidence of past encounters at that location, or deliberate hints left for the PCs to follow.
Let me delve into evidence for a moment. This can be your typical crime scene things like blood splatter, murder weapons, footprints, fingerprints, DNA, and the like. However, make sure each piece of evidence narrows the mystery a little bit. Footprints can clearly mark that the shoe is of a certain size, perhaps of a certain make, and might be scarred or contaminated in a certain way to narrow suspects. Likewise, DNA samples can be easy to gather, but take an excruciatingly long time to analyze. In your games, it’s fine for the PCs to pull some strings or use some advanced technology (or magic) to expedite the analysis to keep the game moving forward.
Rumors
Rumors are bits of information nested in truth the PCs receive from NPCs. The rumors don’t have to be totally true, but they need to be mostly true. If a rumor is mostly false, this falls into the arena of a red herring (read below) and may cause the players to make improper decisions on their next steps. Rumors are generally verbal in nature and can be couched in their deliver with some doubt or hesitancy to clearly show that the NPC giving the information is not absolutely certain of the details.
Lies
There will be times the PCs encounter NPCs that don’t want the PCs to succeed. This will lead to the NPC in question delivering an outright lie to the PCs to get them off track. If you decide to employ this approach of lying to the PCs, make sure the pathway down the wrong information is resolved quickly and with the obvious truth. You don’t want to waste precious time at the table with the PCs following a lie.
Truths
There will be times that an NPC or a note or a missive or a clue found will be the absolute truth. Hang a lantern on these facts and do your best to impose upon the PCs that these are truths, not rumors or lies. However, don’t tip your hand and allow them to 100% know that this information is to be trusted in their heart. If the PCs know the truth of the matter to be absolutely true, then they will close all doors to other options. This is rarely something you want. You want to keep the story options open. Also, dropping a 100% known truth on the party might feel a little like railroading to the players. While this is not always true, this is a feeling you want to avoid.
Red Herrings
Don’t.
Just don’t.
Red herrings are intentionally misleading sets of information that push a character (or group) down the wrong path. While this is perfectly acceptable (and even rewarding) in literature and movies, this can backfire on your game. This is because in literature a single author has total control over what the characters do and how they react to red herrings. In your games, you have no control over how the PCs act/react to red herrings you throw their way. This can completely derail your adventure by having the players treat a red herring as a truth and chasing that trail to waste endless hours of your game time.
In short, don’t blatantly lie to your PCs with incorrect information. You clearly can have an NPC with motivations to do so lie to your characters, but there should be some hints that the NPC is untrustworthy.
Gentle Suggestions
Lastly, you can have a meta-game or “out of game” conversation between you (the GM) and the players to remind them of clues, hints, and rumors that they’ve encountered thus far. There are plenty of times the players will lose track of information you’ve given them. This is especially true if you have a game that’s heavy on investigation and clue gathering. You don’t have to be blunt about it, but something along the lines of, “You seem to recall that George the Snitch dropped you a note about his arch enemy. Do you remember what that note said?” If they do, great. If not, you can gently guide them in the right direction.
Read more »Source: Gnome Stew | Published: February 24, 2025 - 11:00 am - Navigating the Cosmere – Designing in Someone Else’s Sandbox
In a recent episode of Panda’s Talking Games, Senda and Phil discussed the best ways to handle known characters from established properties – your Han Solos and Scott Summers and Gandolfs, etc – at your table. The episode is fantastic (as always) and you should totally go check it out.
Meanwhile, I had the opportunity to talk about licensed TTRPG games from the other side of things when I sat down with two of the writers working on some of the biggest IPs in the TTRPG industry right now: Lydia Suen and Meric Moir have worked on properties as varied and diverse as Arkham Horror, Achtung! Cthulhu, Star Trek, The Expanse, and most recently Brotherwise Games and Dragonsteel Production’s Cosmere RPG, the game that brings together fantasy author Brandon Sanderson’s expansive universe of stories into a single game line and the game that raised over $2 million dollars within hours of its Kickstarter launch.
We talked for over an hour about wrangling such an impressive universe into a playable game, the power of fandoms, and what to do about canon at your table. The following is just some of our discussion.
Game Settings VS Licensed Property Settings
We start by talking a bit about process. Both Lydia and Meric have worked on a wide range of properties, and I wanted to know more about the similarities and differences when writing for a setting built for an RPG versus a setting that was a book or TV series before it was a game.
“Research is always the first step,” Lydia said.
“I don’t think you should work on a licensed IP if you don’t enjoy research,” she said. “Because you need to understand the setting in and out. I like to figure out what elements of the setting are based on real-world locations or cultures and what parts of the setting are very much their own creation because I want to understand all of those inspirations so I can build a better game.”
Meric added that when talking about game settings versus fiction settings, there’s a fair amount of research that goes into either, but that writing for settings that were originally created for games like D&D or writing for games that are based in history like Achtung! Cthulhu is easier because history books and game books are written in a way that’s meant to be referenced, but when writing for a game like Star Trek or a Sanderson novel, the setting information is mixed in with the narrative.
“A throwaway line in one book of the Cosmere can change something that you’ve spent months working on,” Meric said. “You have to find ways to turn those lines into something that’s digestible but also gameable.”
Meric pointed out that while writing for historical games gives you an abundance of material to draw upon, it can also be more emotionally taxing. “When I was working on the Vive La Resistance book for Achtung! Cthulhu, I had to take significant breaks in between coming up with what the Nazis were doing.”
When trying to distill a property as expansive as the Cosmere, it can be a daunting task to know where to focus your efforts. “You have to trust your instincts and lean into the parts of the setting that are interesting to you,” Lydia said. “Especially if there are parts of the setting that people haven’t seen much of yet. If you have an idea for how to bring them to the forefront, you should go for it.”
Loading the Canons
As Senda and Phil pointed out in their podcast, how closely you want to stick to canon is an important discussion to have at your table.
“It is so hard when you’re playing in worlds that have established canon and trying to make your own story that doesn’t feel like it’s exactly the canon but respects the canon,” Meric acknowledged.
“Yeah,” Lydia said. “You can’t just tell your usual D&D, Wednesday night game group, ‘Hey, can you just download these thousands of pages of novels into your brain by next week? Thanks!'”
For the Cosmere RPG, the game writers are constantly asking themselves, “What do people need to be able to play in this space?”
To that end, they created The Stormlight World Guide, which is a wide overview of the world of Roshar, the first location for the Cosmere RPG’s setting. It gives you details on lands and people that are only hinted at in the novel and gives players and GMs the opportunity to build their own stories within the canon without impeding on the ground the novels cover.
“We really wanted to make sure the Cosmere RPG was accessible to folks without needing to read the novels.”
That’s why they also have a section of the rulebook dedicated to canon and continuity that gives you ways of talking to your group about your game’s relationship to canon. That way, if you have a table full of Sanderson mega-fans who know all of the information inside and out and want to play a strictly canon game, you can. Or if you have folks who are new to the setting and don’t want to feel awkward because they don’t know the difference between sapphire wine and orange wine, then you can take a looser grip and riff on the setting in ways that allow you to play with minimal knowledge (or even make the setting completely your own thing)!
“Also,” Lydia made sure to state. “If there’s anything in the setting you don’t like or anything that makes people in your group uncomfortable, you can just leave it out completely.”
Interestingly enough, though, there is a completely 100% canon adventure coming out via the Kickstarter in the near future – Stonewalkers. Meric had the very cool opportunity to work on the adventure. The outline, originally written by Brandon Sanderson and Dan Well, was given to the team at Brotherwise with a beginning and an ending and about three pages of story beats. Then, the designers got to ask, “How do we turn this into a game?”
All of the locations and challenges in the adventure are canon to the Stormlight Archives. Lydia explained. “Even though the books are long, there’s still fun little lore nuggets that Brandon doesn’t have time to cover, so this adventure pulls some of those together in really interesting ways.”
And, of course, there’s handy advice for GMs who want to keep the story of Stonewalkers as canon as possible because, at the end of the day, players are going to be players. “We know diverging from canon is going to happen at your table. We give you the tools to either support that divergence or get your group back on track by the end.”
The Power of Fandom
Meric talked about going to the massive Brandon Sanderson convention he attended in December. “This was my first year at Dragonsteel Nexus,” he said. “I got to interact with a huge number of fans, and having hundreds of people reacting in real-time at these panels was really energizing.”
“It’s been cool while working on the Cosmere RPG,” Lydia said. “Because the fanbase has been very encouraging, and they see our team’s passion.” She went on to add, “I consider myself a fan, and I think that’s an important part of what helps me do my job well and helps me meet the needs of the primary audience—the fans.”
And, of course, it’s that fandom that closed out the successful Cosmere RPG Kickstarter campaign with over 52,000 backers collecting over $14 million, making it the most successful tabletop Kickstarter to date.
When those fans bring that all energy to the table — some pretty epic stories are bound to happen.
—
Lydia Suen is a thematic game designer with a background in developmental editing. She is best known for her work on the Cosmere RPG, Arkham Horror RPG, and Adventures in Rokugan. Lydia specializes in working with established IPs but also enjoys building settings and systems from scratch. Bold introspection, horror, and unfettered whimsy are hallmarks of her work.
Meric Moir is a digital marketing manager at an international engineering company, a MacEwan University graduate from the sadly defunct Professional Writing (PROW) program, and a constant storyteller and worldbuilder. He’s written TTRPG content for The Expanse RPG, Star Trek Adventures, Achtung! Cthulhu, and the Cosmere RPG, and he runs an actual play channel called Sky Hammer Press. Find him on BlueSky @skyhammerpress.bsky.social
Source: Gnome Stew | Published: February 22, 2025 - 1:57 am - What is Mappa Mundi? – Kickstarter Campaign
When George from Three Sails Studios approached me with a beautiful-looking game that focuses on the exploration and research of magnificent creatures instead of battling them, I could not contain my excitement. That premise sounds incredible and we really don’t have enough non-combat-focused RPGs.
I created characters, read through the rules, and asked some questions to the creator, who quickly provided me with answers and gave me everything I needed to fully understand the system. I knew coming in that this would be a project that is still in the making, some things might change or aren’t fully finished, so that is something you should take into consideration from this review. Here I want to highlight the reasons why I believe this game to be cool to talk about and help fund. However, I will also talk about the things that I believe could need some polishing so you (the reader) know what you are getting into if you intend to buy a copy.
What makes Mappa Mundi stand apart?
Mappa Mundi knows very well that most games focus mostly on combat and it goes in with a very different approach. In the same vein as Pokemon, you have the core games about trapping them and using them for battle, you have the Pokemon Snap and Pokemon Ranger games (sadly neither got to be a full long series) that have the player doing exploration and research. This game is exactly that. The fact that you don’t have combat doesn’t mean there won’t be any dangers or fail-state. In fact, you can’t even die in Mappa Mundi (unless the GM and player agree on it). However, the game looks for every encounter with these magnificent monsters to feel like a boss battle. The ground trembles, you must detect as many of the behaviors of the individual before it notices you and escapes, or feels intimidated by you and tries to confront your group in self-defense. The Mappa Mundi Institute doesn’t abide by causing damage to these individuals, so you better manage the situation with utmost care.
In a similar vein to when we are watching those documentaries of people trying to get close to a cheetah to catch the best camera angles and study them, Mappa Mundi has your characters put themselves into danger in a ton of different ways. These monsters are often linked to Fate (the magic of this world) that interacts with the environment as well. This grabs that research gathering and pushes the danger in it up to eleven!
The Three Phases
Most of the game revolves around the three phases. These can either last a few minutes or even be stretched out to entire sessions if you are going for a bigger, more interesting monster to research. The Research Phase has plenty of what we have already seen in other games, so it is the Journey and Encounter Phases that will show us more of what this game is mostly about.
Research Phase
The Research Phase involves the members of the Mappa Mundi Institute (the player characters) having to talk with the people who know about the creature they are tracking and may be causing a problem. Similar to when you are running a mystery, the research in this phase is all about gathering clues. These may have to do with the lands you will have to traverse to encounter the Monster, the flora and fauna you may find on the way, and any details that could be of use about the creature, allowing you to gather more information about it in the last of phases.
Similar to the most popular RPGs, this part of the game involves plenty of talking with NPCs, using skills, and rolling dice. There is not much structure to this phase apart from that, being closer to games like D&D and Pathfinder in the way you interact with the system. I believe this doesn’t take the players’ hands as much and allows for plenty of things and problem-solving to occur during it. However, that also means it will require more prepping to be done. During the research, depending on the bits of knowledge the players get, the GM will grab cards from the Journey Deck (a tarot-sized deck filled with landscape cards) and set them apart. Depending on how the skill goes, a card can achieve a side it will be in, thus affecting the player characters in the Journey Phase. By talking with one of the designers, I was told that the prep needed for your full three phases is choosing which monster they will find and which cards make sense for the player characters to find in this section depending on the encounter monster and the environments it moves in.
With the game leaning so much into a narrative game sort of approach, I was surprised to see it have binary ability checks that mostly rely on you passing a check or not, over things such as Powered by the Apocalypse Moves, for example. I feel the game could benefit from having skill checks that helped the story move forward and mechanize a bit more the roleplay elements. The way skills work (more on them below) does work around this problem a bit.
Journey Phase
Once the players feel they have enough knowledge about their travel, they begin their journey. This is when the cards the GM set aside come into play. If the player characters got an information piece about one of the biomes to travel correctly, you place the card in the deck rightwise. If they found a wrong piece of information or didn’t find anything about one of the biomes prepared to be on their way, you place it inverted.
While journeying, the GM will take out one of the previously chosen top cards from the deck and show it to the players on the side it was placed (rightwise or inverted). Depending on the side, you know how difficult traversing through that biome is going to be. All cards have a section in the book that tells you more about what they usually mean and more specific details about it depending on which region from the book setting you are playing in (the book provides different regions that take inspiration from different locations from Eurasia in general. There are many cultural consultants in the book, so I like to think that these locations were managed with a lot of care). After checking out the adventures being played in Actual Plays and the way they are written, it has me thinking that unless you are really good at coming up with things on the spot, you will also have to think as a GM of possible problems and things that occur if you get a reversed card.
During the Journey Phase, players and GMs will “shape” the world. This is a system that the game relies a lot on, which is pretty much a systemized way of having the players describe the surroundings and the things they encounter in each of the biomes they travel. This collaborative narration mechanic has everyone making each section more interesting, and you can’t step over other people’s shaping. You have to add to it. I believe that this is a style of play that doesn’t work for all TTRPG groups, but for those who do, it will be amazing. I know groups that prefer to have the GM detail everything they find and encounter; this will not work as much for them, especially because shaping doesn’t give you any mechanical benefit. However, as indicated by the creators, while the Narrator may intend a cliff to be very difficult to climb, a clever player can Shape handholds into it, thereby making it easier for everyone to climb. This makes it so there are some possible mechanical benefits to be obtained from it, and you as a GM will have to step up and make it so the players can’t ease their path as a landslide. So… again, with the right kind of players this works in a sublime way.
I do have a nitpick about the cards, which play a pretty important role in the game. Having them be tarot-sized and having a reverse side makes it weird that they are not used in the game mechanics as tarot cards are read. Instead of being used as a deck of tarot cards, they are used more as handouts for inspiration to the players. There is no randomness in them as regards the side they will be drawn on, or the order they come up in the game. That is mostly predetermined by the GM, chosen during the Research Phase.
Encounter Phase
Even though there can be some mini-encounter phases during the Journey Phase, like getting the research details from a bear of this region, the Encounter Phase is when you finally do get to meet the Monster. I felt a bit weird that the designers decided to name these creatures ‘Monsters’ when there is such a negative association with that word. However, after a chat with George, he let me know the following: The etymological root of the term Monster comes from Latin, monstrum, which means ‘divine omen (especially one indicating misfortune), portent, sign’ Given that our Monsters are manifestations of Fate, we consider them to be portents, signs, omens of Fate.
The Research and Journey phases before will shape what the Encounter Phase will be like. Judging from the adventures and streams, I could get that depending on the decisions taken while doing the Journey, you may not be able to find all Behaviors of a creature. This works in a similar manner to how in videogames you can get an S score or a C in a level if you don’t get to do it as optimally. It sort of gives a video-gamey element. But what is a Behaviour? This is what you come to get from a Monster, that is all the ways the Monster behaves, which strange properties they have, the way they mate, etc. You need to collect as many of these pieces of information via seeing them in action, graphing them out, collecting samples or whatever you can get. All Monsters have 8 Behaviors, some of them tiered at times, meaning you need to get a certain Behavior to unlock more. Characters can use their skills or interactions in order to capture these details. Interactions are specific skills you have in your class to gather the benefits.
Depending on the cards’ side you draw in the Journey Phase, you get how you will encounter the Monster in this phase. If most are inverted, the Monster has the Aggressive Posture. If most are rightwise, then it will have a Passive Posture. In addition to that, the Journey Phase can alter Threads, which is a tiered way to classify things in the game, but for this particular case, it is how you will encounter things in this phase. For example, if you take time to rest during the journey, a thread could get severed, meaning that an NPC you could have found to help you during the Encounter Phase is found dead instead of alive. Again, I believe this means you will have to do some extra preparation for the session in order to have these interesting things ready.
Layout
The book itself is quite big, filled with art, and with many quality-of-life choices. I REALLY like the way they handled the layout. However, I do have some notes about it.
The book is divided into colored sections. The rules, setting, character creation, etc., are all assigned different colors, which cover the borders of the book. This is fantastic in a physical product, as you can quickly find the section you are looking for by seeing the color from its side. The margins don’t take up much space, so they don’t affect the amount of content on the pages.
The fonts are really good choices, as well as font size, making it easy to read. However, there was a decision taken in which practicality was put over looks. The skills section for each class displays many skills that are all blocks of text. These were made so that if you have a physical book, you can get a spread view of all the ones from your class at once instead of having to flip through pages. While incredibly practical, it ends up looking like a huge chunk of text all together. Since the first time I saw it I told the creators about it – they know of it and have improved it. It’s a thing that might not be a problem for many, but I know it will scare some people off.
The rest of the book has a really good balance of art and text, making every page catchy and beautiful to flip through. I do think they nailed the layout. It is all about being concise and grouping stuff in a way that is very simple to read and find, such as having the rules all together in just 6 pages that you can get in three spread views.
Art
Just LOOK AT IT! It’s glorious, majestic even! If you told me the book only had the art in it, I would still buy it. Every single art piece displays a colorful, incredibly imaginative image. While I believe a few pieces that I am pretty sure are final could have been done differently to look better, most of them fill me with lots of ideas, and I believe that a book that goes all in to create a mechanic to have both players and GM improvise a world on the spot relies on its art to make it work.
As for the Monsters, even though I don’t have the art for most of them at the moment of writing this early review, they look impressive. I don’t know if they were taken from legends or out of the minds of the designers, but they give incredible Monster Hunter and Shadow of the Colossus vibes and that’s everything I want in a game of this style. Having to enter their habitat and research them already feels like it is going to be a lot of fun!
Character Mechanics
Classes and Skills
Character creation is pretty straightforward and with plenty of depth. The skills mechanic the game provides helps the players have something that the character is immediately so good at you don’t need a roll (most of the time). These are narrative abilities that intentionally have names that make it extremely easy for you as a player to immediately get what the skill is about. If in doubt, you can check the text out to get the details, but it is pretty straightforward. As you level up, you can get new skills from a skill tree section, similar to videogames. This adds plenty of replayability to create cool character builds, without it being so crunchy that one is the better choice, as these all are narrative skills. On top of the skills, the characters have abilities: Traversal, Observation, Deduction, and Exploration. These work just like the Kids on Bikes, Ryuutama, and similar games, having one die associated with an ability, that you roll to surpass a difficulty.
Character Development
The game offers many different ways your character can grow, aside from just having a Level. One very cool thing in fact is that the game rewards you more for failing than succeeding!
When enough successes and failures have been accumulated, the player may upgrade that Ability’s die as long as they’ve done the following:
Succeed on a number of relevant Ability Checks equal to the number of faces on the new die (six times for D6, eight times for D8, etc.). Fail a number of relevant Ability Checks equal to half the number of faces on the new die (three times for D6, four times for D8, etc.)On top of that, you can get expertise with certain things. These you get when you use your skills, making the skill used get points. This will later allow you to buy more skills within the branch being followed in the skill tree.
Lastly, a character may get specializations and endorsements. As your character grows, they may end up getting more specialized in something, having it increase in level. This way, you can finally end up with an endorsement as well, which is like a capstone specialization, granting you more cool stuff you can unlock.
There’s plenty of stuff to keep track of as you play, allowing you to improve your character in numerous ways. In essence, it feels video-gamey, which might be cool for some people and not that great for others. I personally do enjoy this much variety and would love to try out the different kinds of characters you can create within one same class, or Starting Licences, as the game names them. These are Archivist, Diviner, Fixer, and Guardian.
Injuries
The game of Mappa Mundi can’t kill your character. Nothing in the system can cause it. However, you may still get injuries, minor and severe, as well as fall unconscious. Unless you as a player want to retire your character, you can keep on playing them. Still, these injuries your character may receive, with the GM determining how big they are, have mechanical effects in the game, forcing to make certain decisions, and challenging players. For this very reason, the Journey Phase has a very good chance of hurting a character, which will cause you to think wisely about how to face the Monster during the Encounter Phase.
Not being able to die doesn’t mean you can’t get serious injuries that may complicate your gameplay.
Additional details
These things aren’t big enough to deserve a section of their own in the article, but I still wanted to showcase them because I think they are important:
- The game has ten different regions, which along with the monsters, take most of the pages of the book. These are detailed and filled with inspiration to create very different stories in each of them, taking inspiration from locations from our real-world Europe, Asia, and North Africa.
- Mapping and chronicling are vital in this game. The character sheet has plenty of space for characters to take notes of everything they find. If they do, the game rewards them by unlocking Behaviors from monsters and similar stuff. In addition to that, the game comes with blanked-out maps from all regions, for the players to map out and create their own version of the world.
- The difficulties for the ability checks are set by the GM, who is encouraged to use the die size the player is using when setting it. It is arbitrary, and unless impossible for the player character, the GM will determine a difficulty that the player character should be able to reach with the die they are using.
- The game will launch with 4 pre-written adventures as tutorials, teaching players and the GM how to play before you create your own stories together. Some of these have already been streamed in Actual Plays, in case you want to see how the game is in action (see in KS page below).
- The game comes with a 70-card tarot deck. This is beautifully illustrated, showcasing a plethora of biomes the player characters can encounter, and includes one card for each of the game’s 30 Monsters.
Conclusion
Mappa Mundi is a perfect game for those looking to play something akin to Monster Hunter, Shadow of the Colossus, Pokemon Snap, or Pokemon Ranger, not focusing at all on combat and being very much about research and being awed by everyone’s descriptions at the table. This is not the kind of game for those looking to battle those huge monsters, those who want the GM to be the only one narrating and adding story elements, or those GMs who would rather improvise every session.
In addition to that, the gameplay style is very particular, which makes it in my opinion a weird choice if you are looking for a game that can fit a continuing plot. I know the many locations in the world have many factions, but I can’t say for sure if they can work as a rival BBEG or similar thing. Still, the game while finished may receive some last changes before release. This is what I have got from reading the rules so far.
If I had to give a personal recommendation, I feel this game would be much better appreciated physically over digitally, considering the way the layout works and how beautiful the art is.
GO BACK MAPPA MUNDI IN KICKSTARTER
IT’S ALREADY FUNDED!Source: Gnome Stew | Published: February 19, 2025 - 11:00 am - mp3Gnomecast 206 – Splitting the Party
https://polygamero.us/wp-content/uploads/2025/02/CG_206_SplittingtheParty.mp3 Join Ang, Josh, and JT as they talk about the dreaded, forbidden topic of splitting the party! Is it good? Is it bad? Does it depend? They’ll talk about it all.
Links:
Read more »Source: Gnome Stew | Published: February 12, 2025 - 1:00 pm - Prepping Your Character for Play
Tools for prepping
We spend a lot of time on GM game prepping, and comparatively little time talking about players prepping for games. I want to propose a method for players to prepare characters and the stories they want to tell in the next session or campaign.
Like a GM might prepare a session, players can also do things to prep their characters before a game session. Among these are reviewing what happened in the last session, coming to terms with recent changes, and updating their character.
How much time should you take with this character preparation? In general do not spend too much time on this unless you’re really inspired. If its a liner or GM driven adventure or module, you wont have to do much at all as the story is mostly ready for you to play. The opposite is true if you’re in a sandbox/PC driven campaign, because the PCs are the driving force for the game. Another major factor is spotlight and time management. This is a shared story and you shouldn’t plan so much that you take the spotlight away from other PCs or the GM’s story. Remember, most game sessions only last four hours or less so you only have time to make one or two points in a night.
- Review the Session
- Update the Character and Story
- Bring the Updates to the Table
Reviewing the Last Session
It is important to be engaged in the game while playing, because it not only makes the game more enjoyable in the moment, it helps you keep track of important moments that will help your play in the future. Reviewing allows you to understand the character’s place in the campaign. This process can include one or more of these: talking at the end of the game with the group, reviewing the game in your head, or reading over your notes.
Traditionally we sit around at the end of the game talking about the game. This is totally fine as it often captures the feelings of the game as the group decompresses. Modern game theory has formalized this into several approaches with names like Debriefing, Roses and Thorns, or Stars and Wishes. My favorite is Stars and Wishes: Stars give players and the game master positive feedback for their action, while Wishes let all players share their desires for future games. A strong round of Stars and Wishes gives you information about where the other players/GM want to take the story, allowing everyone to be on the same page, and should be applied when creating scenes in step three.
I am terrible at taking notes, so I embrace the mental playback step. This needs to be done as soon as you can since you are relying on your memory. It allows you to move the mind’s eye around like a camera, zooming in and out of the game, replaying scenes from different angles and points of view, allowing you to see things that resonate with you. While Stars and Wishes is a group activity, this is an individual activity where you focus on how you and your character saw events of last session. This helps with updating your character and in developing scenes for your story.
Taking notes while gaming is a skill a lot of us need to master, because it helps capture key details of the session. Note takers not only have access to last session’s activities, but a history of the previous sessions linked to people, places, and things. This allows you to center yourself in the story with more story details than just running through your mind. Even if you cannot take notes at the table there is often someone taking group notes, or even transcripts if you’re in a VTT that you can access. While a strong source of information, you have to review and use these notes or you are wasting a lot of energy.
Updating Your Character and Story
Putting these different methods together, you get a good view of where everyone’s character is going in the next session(s). Now it is time to update your character. Though we are all familiar with updating your stats, we also need to update story aspects: their motives, relationships, and their place in the setting.
Though we are all familiar with updating your stats, we also need to update story aspects: their motives, relationships, and their place in the setting.This starts with the motivation of the character for both the mechanical and story updates. When updating a character, ask yourself about the character’s reason for the updates and how you can explain these in a story, not just out of character. By doing this you create a more complex character. Motivation is important to telling the story arc or where the character is going. Blowing up the GM’s enemy invasion fleet might save the world, but what does the character get out of it? Think about what the character wants out of the next few sessions and move them motivationally and mechanically towards that. You want to be a spy? Focus on the skills and events that get you there.
With the work on your character done, it is time to take a good look at their relationships. How did the session affect the relationships between the other party members and the NPCs? What is your character going to do about any changes? This is a chance to sketch out the drama you want to bring to the table while advancing your and your friend’s characters forward. You have advanced those spy skills, but where do you use them? If your group are on a trading starship, what spying are you doing? This is where you think about about those steps and scenes you need.
In character creation you often develop background stories for your character even if they are just mental sketches. When talking about campaign changes, it is about how the campaign changes or adds to these backgrounds. If these are significant changes then they need to be brought to the table.
Bringing it all to the Table
With the session review done and updates prepared it is time to bring the drama to the table and shine. To shine, like all stars, you need to prep the key points you want to bring to the session. Lots of people resist this type of prep, preferring to adlib the events at the table – but this is about prepping so you have room to adlib. Keep in mind even the best actors know the story and characters they are acting as, so the adlib is not out of place or character and they can add to, not distract from, the story. In the end you cannot adlib your character spying if all you’re doing is fixing engines, so be a proactive actor and help the GM get you where you need to be.
Yes, your character shines, but everyone should be working together to shine like a galaxy of stars at the table. You do not want to outshine others at the table, so you should help the GM with moving the spotlight to show fairness to each player.
Lets see how this works out through our space spy. Reviewing the last session, you realized with a little bit of work your character can become a great spy. You start by improving the mechanics you need for it. Some narrative help is needed, so you pull out from your background that your uncle has the Lord’s ear, and they can get you started. With two scenes in mind you tell the GM you need to talk to your uncle and the Lord. He agrees, reminding you that you need the other players’ help to get your character to the uncle and Lord.
Now you have to work in a scene where you talk to the other players’ characters. Then you have to travel to the two contacts. You have three scenes now, so you might have to split it up into two sessions, allowing other players including the GM to do their scenes. This opens up a lot of questions. Do the other characters just agree to your need, or do you have to cut a deal? Do you get there quickly or are you attacked by pirates along the way because the GM has plans too? You have to play to find out.
Notice, too, that this is perfect for a sandbox game where players often struggle with what to do next.Here the PC has a whole arc to hand the GM.These three steps are all about taking the time to prepare you and your character to help tell the story in the next game session. Making this effort will help you take control of your character’s arc, and role playing will improve at the table because you are engaged in the story. This engagement enhances your story by allowing you to really explore the world through your character’s eyes.
I would love to hear how you bring your character to life at the table!
Read more »Source: Gnome Stew | Published: February 7, 2025 - 1:00 pm - Coaching Yourself At The Table
I give you all a lot of GMing advice. I also take my advice as much as possible. The hardest kind of advice for me to take is the kind that affects my table style. It’s not that I am dismissive of my own advice, but rather, in the heat of running the game, the changes I want to make get lost in the myriad of other GMing activities I am doing. The end result is that any time I want to affect my table style, it takes longer than advice like prep, campaign management, etc. So I started to think about why this is, and how might I overcome the issue. So let’s talk about it.
Table Style
We all have a table style when we run. You may be laid back or energetic, you might be organized or a hot mess, you might run it like you prepped it or you may be tossing your notes and winging it – or had no notes to begin with. Your style is inherently you, and as long as safety is intact and folks are having fun there is nothing wrong with it. There is no one right way to GM.
That said, there are always going to be things about our table style that we like less or things that we want to improve. That is ok too, your style is not fixed. One of the great things about being a GM is the chance to improve your craft through play. I love this about GMing, it is one of the reasons it still holds my interest after doing it for 40+ years. I am always striving to improve something or change something about my style.
What to Improve?
That could be anything. I could make ten articles with lists of things you could improve. I will share some of mine in a bit. The best way to determine what you might want to improve is to do some introspection. Spend some time thinking about your most recent games. What do you wish you could have done better? What parts of the game did you struggle with? Those are things you want to improve.
Conversely, think about what parts of the game you enjoy the most. Is it the table banter, is it the way you portray NPCs, give descriptions of things, etc? These are things you want to ensure make it into your sessions or improve upon.
I recently did some mind mapping about what elements make up the best games that I have run. I came up with six things:
- Focus – everyone paying attention to what was happening at the table.
- Intensity – the session is creating strong feelings in all of us.
- Vibrant Characters – PCs and NPCs that were detailed and engaging.
- Surprising Action – being surprised about how things played out at the table.
- Exciting Stories – stories that had plot twists, high stakes, action, drama, etc.
- Mastery – understanding the game mechanics and using them well to support the game and story.
Of those things some of them I do well at (Surprising Action and Exciting Stories) and others I could improve upon. Mastery, while important at the table, is something that I can do between sessions, by doing some studying. The rest are things that I could incorporate into my Table Style.
After more brainstorming and reflection I decided there were two things that I wanted to start with:
Focus
I have two problems with Focus. One, I don’t always have good self-control and sometimes tangent into things not pertinent to the game. I need to improve by not saying everything that pops into my head while running, and rather save some things to talk about during breaks.
Two, I sometimes tend to be too chill and don’t command the table, which sometimes results in other people, who also do not have self-control, derailing the table or hijacking the focus. I need to assert some control, and shut things like that down to help maintain focus.
Intensity
Another struggle I have, and I have talked about this in previous articles, is that I am always afraid that I will be “too much” at the table, and so I tend to be a bit more reserved, more chill, when running a game, when I really would like to be a bit more animated, even if that comes off as we old folks say, as a bit of a spazz. I want to be more bold and animated when I run.
The 8 Things
Before we can talk about the challenges in trying to improve your Table Style we need to talk about something that my co-host Senda and I jokingly call “The 8 Things” (shameless plug for my podcast: Panda’s Talking Games).
On the show, we often refer to the 8 Things or skills that GMs are doing every moment they are running a game. The joke part is that it’s 8. I made the number up one day, and when you have a bit, you commit to the bit. The truth of it is that when you are running a game, you are performing a host of skills all at the same time, such as:
- Adjudication of rules
- Reading the table
- Acting
- Narrating
- Controlling spotlight
- Managing the story
- Recalling information (rules, setting, story)
We do these things continuously while we run the game, often cycling through these things over and over.
Toss in Another Ball
For me, the new thing gets lost in the running of the game. I get caught up in what is happening at the table, and I wind up focusing on keeping the game going and struggle to remember to make the desired change.This is where you can, and certainly I, struggle when it comes to improving or changing my Table Style. I am already doing the 8 Things and sometimes working pretty hard to keep those 8 Things going, and now I need to consciously add/stop/change one of those things. For me, the new thing gets lost in the running of the game. I get caught up in what is happening at the table, and I wind up focusing on keeping the game going and struggle to remember to make the desired change.
The Need…
So we have a desired change. We have a struggle to implement it. We now need a solution.
I pondered this for a while and what I realized I needed was some kind of external artifact to remind me of the desired change. Something that I would see in the middle of the game, reminding me of the change, so that I could be mindful of it so that when opportunities came to make the change, I would not forget.
To be clear, this solution is very much for me, based on who I am. I am hoping that it will also resonate with you, but recognize that it is not the only solution to this problem.
Implementation
I did a lot of thinking about external artifacts. Did it need to be literal, like a card saying “Be Bold” or could it be symbolic, like a special die that I could put in my GMing space? How big would it need to be? How much space could I spare, to fit it in with my other materials? How prevalent did it need to be in the space? Did it just need to be on the table, occasionally covered up with cheat sheets or other ephemera, or did I need to be able to see it all the time?
My first solution was to keep it simple – the duct tape of the RPG table, index cards. I took two index cards, one for Focus and one for Intensity, and I wrote some words on them: “Maintain Control” and “Be Bold”. I put them out on the table with my other gaming gear for the session.
Results and Improvement
And it worked. Having them on the table helped me to be mindful of both concepts as I was running the session. I did notice that they did get swallowed up from time to time, with other handouts and cheat sheets.
I now want to improve on this, in two ways. The first is that I want to make the cards easier to see. To that, I ordered an acrylic playing card holder. It’s about a foot long and holds cards at a 70-degree angle. I plan on putting it out toward the front edge of my GM space and standing the cards up horizontally. It will be like a very low-profile GM screen (note I generally don’t use a GM screen). There should be enough room in the holder for both cards, or more if I orient the cards vertically.
The second thing I want to do is make better cards. This will require my amateur graphic design skills, where I can use some fonts and some simple graphics to make more visually appealing cards. I can also consider making them playing card size so that I can utilize the holder better.
Applying This Technique
So if you are interested in trying this, here is what you need to do:
- Identify what you want to improve. I recommend 1-2 things for starters.
- Think about a visual artifact that you can use to remind you.
- Think about where you can place it in your GMing space while you run.
This could be as simple as a post-it note inside your GM Screen or it could be index cards, or you could 3D print something. As long as it fits in your space, and catches your eye while you are playing, it’s a solution.
Be Your Own Table Coach
GMing is an art form that benefits from constant improvement. As such, changing your table style can help elevate your sessions. The challenge in improving your table style is to remember what you are trying to change among all the other things you have to do, to keep the game running. By creating a visual artifact that can grab your attention, you can coach yourself into the changes you want.
What would you like to change/improve in your table style? What reminder do you need to leave yourself?
Read more »Source: Gnome Stew | Published: January 31, 2025 - 11:03 am
Gnome Stew
- -
- The First Berserker: Khazan - More TrailersSome more trailers for The First Berserker: Khazan: The First Berserker: Khazan | El RavacaThe First Berserker: Khazan | Fatal Encounters: TrokkaThe First Berserker: Khazan | Fatal Encounters: ShactukaThe First Berserker: Khazan | Fatal Encounters: ... Read more »Source: RPGWatch Newsfeed | Published: March 20, 2025 - 6:03 pm
- Atomfall - Pre-Launch TrailerAtomfall will be released on March 27: Atomfall - Pre-Launch Trailer | Xbox Game Pass, Xbox Series X|S, Xbox One, PC, PS5 & PS4 Read more »Source: RPGWatch Newsfeed | Published: March 20, 2025 - 3:30 pm
- Atelier Yumia - ReviewThe Kiseki Nut reviewed Atelier Yumia: Atelier Yumia 72 Hours Later - A Flawed Diamond Read more »Source: RPGWatch Newsfeed | Published: March 20, 2025 - 2:12 pm
- Assassin's Creed Shadows - ReleasedAssassin's Creed Shadows has been released: Assassin's Creed Shadows Experience an epic action-adventure story set in feudal Japan! Become a lethal shinobi assassin and powerful legendary samurai as you explore a beautiful open world in a time of chaos.... Read more »Source: RPGWatch Newsfeed | Published: March 20, 2025 - 2:08 pm
- New Arc Line - The Art of SpellcraftLearn more about the spellcrafting system of New Arc Line: New Arc Line: The Art of Spellcraft Greetings, Magicians and Technologists! Your wish is our command, and based on the poll we ran recently, you have chosen an in-depth look at the Spell Crafting System as the topic of this article.... Read more »Source: RPGWatch Newsfeed | Published: March 19, 2025 - 5:57 pm
- Harrowed World: Portents In Red - InspirationsLearn more about the inspirations for Harrowed World: Portents In Red: From Bloodlines to Lovecraft: Inspirations Behind Our Vampire RPG and World With the resounding success of our closed demo and ongoing development of both ‘Harrowed World: Portents In Red’, our modern gothic vampire RPG and the DLC stories for ‘Harrowed World: What’s Past Is Portents’, our gothic vampire visual novel, we wanted to pull back the curtain and share some of the inspirations that shape our world, one steeped in gothic horror, supernatural intrigue, and the eldritch unknown.... Read more »Source: RPGWatch Newsfeed | Published: March 19, 2025 - 5:54 pm
- Avowed - Review @ RPGamerRPGamer reviewed Avowed: Avowed Review An Empire of Mushrooms Obsidian Entertainment is in a much different place today than when it Kickstarted the original Pillars of Eternity. A move that ended up saving the company after a string of cancelled projects, it was also one of the first wave of titles to bring isometric RPGs back into the popular sphere.... Read more »Source: RPGWatch Newsfeed | Published: March 19, 2025 - 5:51 pm
- TLoH: Trails through Daybreak II - Introducing TAA and DLSS SupportVersion 1.2.8 introduces TAA and DLSS support for The Legend of Heroes: Trails through Daybreak II. Read more »Source: RPGWatch Newsfeed | Published: March 19, 2025 - 5:48 pm
- Remore: Infested Kingdom - New DemoThe Turn Based Lovers report that Remore: Infested Kingdom got a new demo: Survival Tactical RPG Remore: Infested Kingdom Tech Demo now available and updated The Survival Tactical RPG Remore: Infested Kingdom has recently updated its playable demo, which can be accessed upon request via its Steam page.... Read more »Source: RPGWatch Newsfeed | Published: March 19, 2025 - 5:43 pm
- Heroes of Might & Magic: Olden Era - New TrailerCouchpotato spotted a new trailer for Heroes of Might & Magic: Olden Era: Heroes of Might & Magic: Olden Era - New gameplay trailer! Read more »Source: RPGWatch Newsfeed | Published: March 19, 2025 - 5:40 pm
RPGWatch Newsfeed
- -
- VideoAssign Player Roles
Before we begin, I wanted to let you know that our book for building and running awesome monsters, Forge of Foes, is now available as an audiobook narrated by Colby Elliot! Colby has narrated other Sly Flourish books and each recording is outstanding. Pick up the Audible version of Forge of Foes today!
Games that harken back to the old days of D&D – often called "OSR" games or "Old School Revival" or "Old School Renaissance" games bring up an idea from these hallowed times – player roles. The idea being that players take specific roles for the game outside of just playing their character.
These assigned roles – scribe, cartographer, quartermaster, and caller – offer great benefits to GMs, players, and the whole game. Old-school games embraced these roles once again – best articulated to me in the fantasy RPG Dolmenwood.
Like the best Lazy DM tools, assigning roles serves multiple purposes – they help players better connect to the in-game world, they keep players engaged in the game, they help GMs and players track events from session to session, and they build artifacts for the campaign that can be held onto long after the campaign has ended.
Here are some examples of roles we can ask players to pick up:
Scribe
The scribe is the official notetaker for the game with an intention of sharing these notes with other players and the GM. These game notes keep the notetaker engaged in the game (as do the rest of these roles and activities) and also bring solidity to the game overall. Events really feel like they happened when they're captured in notes. These notes also help the GM remember where things are headed and what stuff the players paid attention to. These notes also serve as a lasting record for the whole campaign at the end.
Scribes can share their notes in a shared file like a Notion notebook or a Google Doc or email them around to everyone. Even hand-written notes can be sent as images to the group. Ideally every player and the GM should have a copy and keep them together so they can have a full chronicle of the campaign.
Cartographer
Traversing a dungeon and drawing how it connects helps keep the group grounded in the events of the game. It lets players really explore the dungeon, knowing where they've been and what they've missed. Drawing maps helps them discover how the dungeon works. Drawing maps can be tricky, because often the player's version of a map doesn't match the GM's version but that's ok. One need not be an expert cartographer either. A stick and box chart works just fine. Drawing maps isn't as necessary if you're using a virtual tabletop but for in-person games or games where screenshots of rooms are shared, a player-drawn map can help everyone keep the layout of a dungeon in mind.
Quartermaster
Who's keeping track of the loot? Who's telling everyone the split of gold? Where's that all-important magic item again? The quartermaster keeps a full list, maybe even using double-entry bookkeeping to note what loot was picked up and who it was distributed to. Without a quartermaster, stuff gets lost. Even with a quartermaster, players should still keep track of their own loot and inventory – that's the second part of the double-entry bookkeeping.
Like the other artifacts of this job, a loot list is best if it's shared with the group. A spreadsheet in Google drive is a great way to share it but even a digital or handwritten list will do. Keep track of the date, the item, and who it went to. Ask the quartermaster to periodically remind everyone of unclaimed loot which their character might want to claim.
The Caller
The caller is a new role for me. The caller's job is to adjudicate choices of a group and give the GM a final determination. They are a facilitator for the group, asking people's opinions, taking votes, working through disagreements, and coming to an answer they can give to the GM.
This role, more than the others, requires a player who's able to facilitate choices – keeping in mind the players feelings as well as an in-world understanding of what's happening to the characters in the game. It's worth a conversation with the caller to understand the delicate nature of this skill. It's definitely a people-focused role to take but a powerful one when assigned.
Jobs with Multiple Benefits
Assigning these roles to your players serves many benefits. Each role helps solidify what's going on in the game. They keep players involved with the game and the world we're all sharing. They keep players busy and assigning roles gives them a responsibility to their fellow players. In a world filled with distractions, assigning player roles is a fantastic way to keep players engaged in the game we're playing.
Have a mid-campaign session zero and talk about these roles and how they can help all of you enjoy your games even more.
More Sly Flourish Stuff
Each week I record an episode of the Lazy RPG Talk Show (also available as a podcast) in which I talk about all things in tabletop RPGs.
Last Week's Lazy RPG Talk Show Topics
Here are last week's topics with time stamped links to the YouTube video.
- Mork Borg Bundle of Holding
- Potbellied Kobold Bundle of Holding
- Dungeon Crawl Classics Humble Bundle
- Secrets of Magic for Fateforge
- D&D 2025 Starter Set Info
- What WOTC Products Matter for the RPG Hobby?
- Sci Show on Science of Scheduling a D&D Game
- Bob World Builder on RPG Kickstarters
- RPGs I Want To Play
- The Retreat Action
Talk Show Links
Here are links to the sites I referenced during the talk show.
- Mork Borg Bundle of Holding
- Potbellied Kobold Bundle of Holding
- DCC Megabundle Humble Bundle
- Fateforge Secrets of Magic Kickstarter
- D&D Starter Set Video Official
- D&D Starter Set Demo at New York Toy Faire
- EN World Thread
- Sci Show on Scheduling RPG Games
- Bob World Builder on Crowdfunding Historical Trends
- The Retreat Action
Patreon Questions and Answers
Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers.
- How Does Fog Cloud Work with Advantage?
- The Eight Steps with Big Dungeons
- Players Forgetting Character Abilities
- Dealing with Players Whose Characters Run Ahead
- DM Screen on Small Table
Last week I also posted a couple of YouTube videos on Two Bandits Talking About the Characters and The Sunless Stream – Dragon Empire Prep Session 16.
RPG Tips
Each week I think about what I learned in my last RPG session and write them up as RPG tips. Here are this week's tips:
- Increase combat difficulty by adding more monsters.
- Speed up combat by increasing damage and lowering hit points.
- Let boss monsters spread damage to minions or suck out their souls for temporary hit points.
- Expect and prepare for characters to focus on the boss in any boss encounter.
- Limit long rests when needed through nightmares, premonitions, and unholy auras. “You won't find a long rest until..."
- Build dynamic dungeons where multiple factions battle each other while the characters explore it. Let them hear the chaos and witness the aftermath in other chambers.
- Flavor chambers with murals, frescoes, and bas reliefs revealing secrets and clues.
Related Articles
Get More from Sly Flourish
Buy Sly Flourish's Books
- City of Arches
- Return of the Lazy Dungeon Master
- Lazy DM's Companion
- Lazy DM's Workbook
- Forge of Foes
- Fantastic Lairs
- Ruins of the Grendleroot
- Fantastic Adventures
- Fantastic Locations
Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
Read more »Source: Sly Flourish | Published: March 17, 2025 - 6:00 am - VideoBuild a Campaign-Unique Faction List
Build a list – or several lists – of the gods, factions, campaign icons, and historical figures of your campaign world. Roll on this list to flavor items, monuments, NPCs, or locations. Use these factions to flavor your world as your characters explore it.
Without the unique story and lore of our game world, one game can seem much like the others. Lore sets apart one campaign from another. It wraps the framework of our RPGs in tapestries depicting many worlds beyond this one.
Such rich lore can get away from us, though. We can feel like we have to fill three-ring binders with ancient histories, deep theologies, and interwoven political factions without knowing how this lore manifests in our game.
One lazy trick to manage this lore is to build a faction list. A faction list contains major individuals or groups that matter to the world and to the characters. Often this list includes gods, historical figures, major political factions, and world-changing icons.
Like Secrets and Clues, a faction list turn our world's lore to specific things the characters interact with during the game. Faction lists turns fuzzy concepts into a practical list we can use in the next game we run.
Here's an example faction list from the City of Arches:
- Arazuun, Fallen Prince of Revvia
- The Black Hand
- Elvenya the Star's Song
- The Archkeepers
- God-queen Sett
- The Hunger
- Ibraxus of Choul
- Karigulon the Dread Fang
- Lady Straythe
- The Lower Twelve
- Mother Avanta
- The Nameless King
- Predalion, God of Travel and Trade
- Sulin, Goddess of Light
- The Three Sisters
- Vithra the Serpent King
- Vrys the Fallen
- The World's End
- Xereth – Oblivion's End
- Xrake Fiendblood
Whenever the characters stumble across a monument in the Endless Warrens, I can roll on this list to flavor the monument. Maybe it's tied to the Hunger – the ancient elder evil lurking in the deep lake to the north. Maybe it has a connection to Oblivion's End or God-Queen Sett. Suddenly those static monuments become something more – something drawing characters into the history and world of the game.
For other example faction lists, see my 1d100 Eberron Factions or my 1d100 Forgotten Realms factions.
Mix your faction list with more general lists of random items, magic weapons, monuments, locations, NPCs, and more. Faction lists stack onto these other lists to make them something else.
If you want something more detailed, break out your faction list into separate groups: gods, political factions, historical figures, and big campaign icons. This separation lets you decide if you want a faction with an older or newer history – something that makes more sense for the location or object you're tying the faction to. If it doesn't matter, roll to see which table you roll on or build one big table containing everything when it doesn't matter.
To make your faction list even more useful, note what symbol or icon the faction uses. A noted symbol makes it easier to improvise what the characters see when they look at the object tied to the faction. That bloody defiled fountain of Saint Cuthbert can be identified because of the etching of Cuthbert's starburst on the side of it.
Whether running a published campaign setting or building your own setting – write a numbered list of factions you can roll on to inspire unique creations in the world. Use this list to flavor the specific objects or people the characters run into so that unique flavor is always in front of them.
Bathe the world in fantastic fiction.
More Sly Flourish Stuff
Each week I record an episode of the Lazy RPG Talk Show (also available as a podcast) in which I talk about all things in tabletop RPGs.
Last Week's Lazy RPG Talk Show Topics
Here are last week's topics with time stamped links to the YouTube video.
- City of Arches in Markdown and EPUB
- Blog of Holding Monster Manual 2024 Stats in the Creative Commons
- Challenge Rating Deep Dive
Talk Show Links
Here are links to the sites I referenced during the talk show.
- City of Arches
- Blog of Holding 2025 Monster Manual on a Business Card
- What Does Challenge Rating Mean in D&D 5e?
- The Lazy Encounter Benchmark
Patreon Questions and Answers
Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here is last week's question and answer.
Last week I also posted a YouTube video on the Shrine of Isis – Dragon Empire Prep Session 15.
RPG Tips
Each week I think about what I learned in my last RPG session and write them up as RPG tips. Here are this week's tips:
- Don’t be afraid to have out of game conversations about in-game character dynamics and relationships.
- Let players retreat from battles gone wrong, escaping with any downed characters but with a potential story loss.
- Run easy fights.
- Use tools that help you improvise during the game.
- Build battles first from what makes sense in the situation. Tune them for the fun of the game.
- Have the outcome of a TPK in mind when running hard battles. Where does the story go if the characters all drop?
- Write a list of ten to twenty factions you can roll on to flavor items, monuments, and encounters.
Related Articles
Get More from Sly Flourish
Buy Sly Flourish's Books
- City of Arches
- Return of the Lazy Dungeon Master
- Lazy DM's Companion
- Lazy DM's Workbook
- Forge of Foes
- Fantastic Lairs
- Ruins of the Grendleroot
- Fantastic Adventures
- Fantastic Locations
Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
Read more »Source: Sly Flourish | Published: March 10, 2025 - 6:00 am - VideoWrite One Page of Prep Notes
When prepping my game using the eight steps from Return of the Lazy Dungeon Master, I like to narrow my prep down to one page of notes. Lately I write my notes in Obsidian and have a custom stylesheet to export it to PDF in a nice single-page two-column format. I print this page out for each game – whether playing online or not. I don't include things like annotated maps in my one-page of prep – I print those separately. Some GMs may be able to stay down to one page of notes with a map but I'm more comfortable with a page of notes and a page with an annotated map for most games.
But for my prep notes themselves – I stick to one page.
Why is a single page of prep notes ideal?
It's Easy to Reference
When you only have a single sheet of notes, it's easier to find the things you need when running your game like the proper names of NPCs, towns, political groups, locations, and other stuff. It's easier to reference your secrets and clues when they're all on a single page. You can skim your notes quickly just before a game when it's on a single sheet.
It Limits Your Prep
Overprep is a common problem with many game masters. GMs often find themselves prepping a lot of material – too much for one game. I think the drive to overprep comes from the nervousness of being creative in front of our friends. When GMs overprep, however, many lament that the material they prepped never gets used. Limiting prep to a single page helps break this cycle. The more comfortable you are when keeping your notes to a single page and seeing how your notes support you at your table, the more comfortable you'll be recognizing how little prep you need to run a fun game for your friends.
It Gives You a Structure
The eight steps from Return of the Lazy Dungeon Master aren't the end-all be-all of RPG prep instructions. GM books rarely offer a clear structure for game prep because they know there are so many ways to do it. Return offers the eight steps, but I recognize that this structure isn't the only way to do it. Structure for prep, whatever system you prefer, is important. Focusing on a single sheet ensures you find a clear structure that fits on that page. Whatever your own steps, you only have one page to fill.
It Focuses You on What Matters
One page isn't a lot of room so something has to be cut. Maybe you don't put in entire custom monster stat blocks. Maybe you don't write long paragraphs of read-aloud text. Maybe you don't describe every room in a dungeon. You must choose what to put on a page and those choices help you focus on the things most important for your prep. Limiting prep often forces you to eliminate non-essential things so you have the things you really need.
It Takes Less Time
Not having enough time to prep a game is probably the second biggest reason GMs have trouble running games – the first being finding and maintaining a great RPG group. When you refine your system of prep down to a single sheet, it has the beneficial side effect of reducing the time you take to prep. Less prep means your prep fits easier into your life and lets you run more games.
It's Fun
There's something fun about the constraint of writing all your notes on a single sheet. It feels refined. It sharpens your blade. It makes you feel like you have what you need and sets a boundary on the game itself – it doesn't need to be any harder than what you have on that page. It's a good feeling.
More Sly Flourish Stuff
Each week I record an episode of the Lazy RPG Talk Show (also available as a podcast) in which I talk about all things in tabletop RPGs.
Last Week's Lazy RPG Talk Show Topics
Here are last week's topics with time stamped links to the YouTube video.
- Kobold Press Black Flag SRD in Markdown
- Creating and Adapting Monsters for Shadowdark
- Mike Mearls on Dungeon Craft
- How Bonus Actions Changed
- GM-Focused Products as Advanced Software for Advanced Users
- Experiences with the D&D 2025 Monster Manual Adult Black Dragon
- Legendary Resistance Alternatives
- The End of One D&D
Talk Show Links
Here are links to the sites I referenced during the talk show.
- Kobold Press Black Flag SRD in Markdown
- Creating and Adapting Monsters for Shadowdark Kickstarter
- Mike Mearls on Dungeoncraft
Patreon Questions and Answers
Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers.
- Running Frostmaiden with Shadowdark
- Additional Roles for Exploration
- Did I Negate Character Abilities and Take Away Player Agency?
- Should I Kill Shadowdark Characters with Big Backstory?
- Is Your YouTube Channel Dying?
Last week I also posted a couple of YouTube videos on The Top Tip for New GMs – Lazy GM Tip and The Red Portal Part 2 – Dragon Empire Prep Session 13.
RPG Tips
Each week I think about what I learned in my last RPG session and write them up as RPG tips. Here are this week's tips:
- Build scenes from locations, inhabitants, and situations.
- Be prepared for the characters to negotiate with even the worst villains.
- Assign a quartermaster to keep track of all loot and who received it. Have them share a spreadsheet.
- Give players additional roles like cartographer (mapper), quartermaster (loot tracker), scribe (note-taker), and caller (arbiter of choices).
- Be ready for characters to bypass combat encounters through subterfuge or negotiation.
- Use random tables during prep and play to shake up ideas and come up with unique situations.
Related Articles
- The Simplest Way to Annotate a Map
- Using the Lazy DM's Eight Steps At the Table
- Focus Extra Prep Time on the Characters
Get More from Sly Flourish
Buy Sly Flourish's Books
- City of Arches
- Return of the Lazy Dungeon Master
- Lazy DM's Companion
- Lazy DM's Workbook
- Forge of Foes
- Fantastic Lairs
- Ruins of the Grendleroot
- Fantastic Adventures
- Fantastic Locations
Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
Read more »Source: Sly Flourish | Published: March 3, 2025 - 6:00 am - VideoOffer Choices in Every Scene
I have two great reads for you today. The first is the chapbook Adventure Crucible – Building Stronger Scenarios for Any RPG by Robin Laws. This book inspired my series on adventure types, starting with Dungeon Crawls. You can find links to the others at the top of that article.
The second great read is a blog post from the Arcane Library called How to Design Exciting D&D Encounters. This article came at me from the Arcane Library newsletter – subscribe here.
Both pieces cover ways to ensure scenes and adventures in our RPGs excite our players and both cover one particular element we do well to consider – offering choices.
Choices are true actions of the characters in our RPGs. Characters can only make meaningful choices if there are other options they could choose but decide to skip. The more narrow this range of choices becomes, the more boring the game might become. When a character has three to five possible options in a turn during a battle – all of them viable – they feel empowered. If they only have one thing they can do ("I hit it with my sword") that's not much of a choice.
One reason combat takes such a prominent place in fantasy d20 RPGs is because combat choices are typically clear. Different attacks, different movement options, different bonus actions, different spells, different abilities – all these possible actions offer choices to players. They're intellectually stimulating.
Consider including such intellectually stimulating choices in all scenes. The characters go to town and meet an important NPC. The NPC tells them about the dangerous cave outside of town in which local treasure seekers sought a powerful idol but never returned. Will you brave adventurers go in there and seek it out? What choice is there? Sure? What the hell else are we going to do?
That's no choice.
But now our heroes come to town and meet with the local adventurers' guildmaster. "Hey, I have three jobs for you. Pick one. Pick another when you're done with that one. The last job we'll farm out to some other group." That doesn't sound particularly stimulating but it offers a choice. It matters which quest they pick and which they leave behind.
The characters come into town and meet a priest who wants to tell them about the marriage of the gods Rava and Volund. Ok, great. We'll sit here and hear all about these gods. That's not a choice. That's exposition.
Instead, a dwarf merchant is pissed off at the heretical priest's statements about this "marriage" between Rava and Volund and threatens to have his mercenaries beat the priest if the priest doesn't shut up. And that priest just can't shut up. What do the characters do? Who do they side with? What happens next?
That's a choice. That choice builds an interesting scene.
Whether your scene is delving through a dungeon, negotiating with a local thieves' guild leader, researching old magic in an arcane library, or fighting a horde of undead – ask yourself what choices you leave open for the characters and their players. Are there options here? Are they viable? You don't need to define each and every single choice but there should be some range of possible choices and players can certainly come up with their own.
Otherwise all we've done is offer a single path in which we spew forth our own narrative while our players sit back bored in their chairs.
Noting Choices During Prep
Consider identifying potential choices when prepping your game, perhaps during step 3, the "scenes" step, of the eight steps from Return of the Lazy Dungeon Master. When you jot down a quick description of the scene, maybe meeting the hag Lady Bloodnails in the dragon's grotto, ask yourself what options exist for the characters. Can they negotiate with her? Can they fight her? Can they sneak around her or learn something else about her from her environment? What can they do here? Three options are usually good. You don't always need an option. Maybe fighting Ourivax the Sallowsworn is really what everyone wants to do. But you don't want a series of scenes that all just lead to the next. Think about what options the characters can choose from and jot them down next to your short scene description.
So the next time you're prepping your game, ask yourself: what choices do you offer in each scene you intend to run in your next session?
More Sly Flourish Stuff
Each week I record an episode of the Lazy RPG Talk Show (also available as a podcast) in which I talk about all things in tabletop RPGs.
Last Week's Lazy RPG Talk Show Topics
Here are last week's topics with time stamped links to the YouTube video. Lots of deep dives into the new D&D 2025 Monster Manual!
- Hexploration Decks
- Mike on EN World and Kobold Press Podcasts
- All Three D&D 2024 Core Books are Released
- 2025 Monster Manual is the Most Important DM-Focused D&D 2024 Book
- Is the 2025 Monster Manual Better than the 2014 MM?
- Is the D&D 2025 MM the Best 5e Monster Book?
- Could It Have Been Better? Of Course.
- 2025 Monster Manual Monsters Hit at Their Challenge Rating
- Other Designers on the 2025 Monster Manual Monster Math
- D&D 2025 Monster Manual Compared to Forge of Foes
- 2025 Monster Manual Effects Don't Negatively Impact Damage Anymore
- 2025 Monster Manual Vampire
- 2025 Monster Manual Requires Looking Up Spells
- 2025 Monster Manual Cultist Fanatic
- The Language of the 2025 Monster Manual
- 2025 Monster Manual Has No Orcs, Drow, or Duergar
- 2025 Monster Manual Static Initiative Scores
- 2025 Monster Manual Crappy Treasure "Tables"
- 2025 Monster Manual Crappy Ability Score Tables
- 2025 Monster Manual Awesome Contextual Random Tables
- 2025 Monster Manual Alphabetically Sorted Most of the Time
- 2025 Monster Manual What Else Is Missing?
- 2025 Monster Manual Day 1 Errata
- 2025 Monster Manual Final Thoughts
Talk Show Links
Here are links to the sites I referenced during the talk show.
- BackerKit: Hexploration Decks by Inkwell Ideas
- Mike on Morrus's Unofficial Tabletop Podcast (YouTube – MM starts at 1:18:00)
- Mike on Morrus's Unofficial Tabletop Podcast (Podcast Recording)
- Mike on Kobold Chat Talking About Doom Points
- Paul Hughes on 2025 Monster Manual on a Business Card
- Alphastream YouTube Monster Manual Analysis
- Bob World Builder on the Monster Manual
Last week I also posted a YouTube video on The Red Portal Part 1 – Dragon Empire Prep Session 12.
RPG Tips
Each week I think about what I learned in my last RPG session and write them up as RPG tips. Here are this week's tips:
- When it works for pacing, have minions flee or die when their bosses drop.
- Let some bosses suck the life out of minions for temporary hit points.
- Show players how many legendary resistances or doom points a villain has so they can see their progress at eliminating them.
- Give yourself a good 60 to 90 minutes to run a big boss fight.
- Add interactive terrain and monuments to big boss battles.
- Add 25% more HP to a boss for each extra character above four.
- Add roleplay or exploration scenes before a big boss fight where the characters can reduce the forces they have to fight.
Related Articles
- Are Actual Play Games Hurting Home-Game GMs?
- Making the Most of the Monster Manual
- Rolling Lots of D20s? Assume One Quarter Succeeds
Get More from Sly Flourish
Buy Sly Flourish's Books
- City of Arches
- Return of the Lazy Dungeon Master
- Lazy DM's Companion
- Lazy DM's Workbook
- Forge of Foes
- Fantastic Lairs
- Ruins of the Grendleroot
- Fantastic Adventures
- Fantastic Locations
Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
Read more »Source: Sly Flourish | Published: February 24, 2025 - 6:00 am - VideoDon't Get Lost in the Zeitgeist
If you're really into this hobby, like I am, it's extremely easy to get caught up in all the big news, scandals, conversations, and controversies that surround this (and any) big hobby. Gods know, I do.
It's important to remember that, when we think about reading and running RPGs, we're talking about a handful of books, dice, paper or digital tools, and the friends we have around our table to enjoy a fun game.
When the D&D 2024 books came out, I spent a lot of brain power on it. I watched and read everything I could. I talked with friends, RPG colleagues, patrons of Sly Flourish, and other fellow fans. I analyzed and hypothesized. I tested theories. I talked about it a lot on my talk show.
In the end, I can hold all three D&D core books in my hands. That's the entirety of the game – three hardcover books I can stuff into a backpack. That's it. Right there. That's the whole game.
We know the game is bigger than just the books themselves. RPGs mean a whole lot to many of us. I think RPGs save lives. When I'm sitting at the table playing games with my friends, it hits all of the most important parts of my life – relaxing and spending time with friends and loved ones together creating tales of high adventure.
That's why we get so focused on all the RPG news, debates, ideas, and attention applied to this amazing game. RPGs really matter to us.
But RPGs are also just a game.
RPGs are built from the books we use at our table, or load up online, once a week or so and spend a few hours away from the rest of our lives to enjoy some time in a world we all share in our minds together.
The zeitgeist surrounding the RPG hobby really doesn't matter that much. New products show up – some good and some bad. Some products we bring to the table. Others we skip. We and our friends decide what we want to play and how we want to play it. None of the rest of it actually impacts us directly.
It's easy to forget that, for each of us, the game at our own table is the only one that really matters. I forget this all the time. I spend hours on Discord or EN World debating the hobby, the products, the business, and all the rest, almost forgetting that I have a group coming over tomorrow night and maybe it's worth spending more of that time thinking about how to draw their characters into the game.
It can be fun to dive into news and discussions surrounding the larger RPG hobby but remember that the larger hobby doesn't dictate what happens at your table – you do.
Focus on the next game you're going to run for your friends around the table.
More Sly Flourish Stuff
I was away at Winter Fantasy last week so there was no Lazy RPG Talk Show (also available as a podcast). Maybe take a look at previous episodes you missed!
Last week I posted a YouTube video on The Best Large Language Model for your RPG – Your Own Brain.
RPG Tips
Each week I think about what I learned in my last RPG session and write them up as RPG tips. Here are this week's tips:
- Puzzles and riddles are like tapping out songs with your finger. They’re totally obvious to you and no one else has any idea what you’re talking about.
- Have at least two ways to get past a puzzle.
- How did the creator of a puzzle door use it themselves? Why did they lock their door with a Sudoku?
- Let players roll all their dice even if you know it’s a fatal blow. Don’t take away their fun with the math rocks.
- If you love your players and their character does 52 damage, tell them the monster had only 51 hit points left. If you don’t love them, tell them their foe only had four.
- Let players use character shenanigans during skill challenges. Don’t force them to just make ability checks the whole time.
- Add beneficial and detrimental environmental effects to get characters moving around the battlefield.
Related Articles
- Being a Good Steward of the TTRPG Hobby
- How to Survive a Digital D&D Future
- Find Local Players for Tabletop RPGs
Get More from Sly Flourish
Buy Sly Flourish's Books
- City of Arches
- Return of the Lazy Dungeon Master
- Lazy DM's Companion
- Lazy DM's Workbook
- Forge of Foes
- Fantastic Lairs
- Ruins of the Grendleroot
- Fantastic Adventures
- Fantastic Locations
Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
Read more »Source: Sly Flourish | Published: February 17, 2025 - 6:00 am - VideoAre Actual Play Games Hurting Home-Game GMs?
A friend passed me a post where someone described how their child, a GM, got feedback from their players stating "I think Matt Mercer would have done it differently".
This comment fired up a common question I've seen discussed for years now:
Are high production liveplay games like Critical Role and Dimension 20 building false expectations among players?
Probably not.
I have three main points on this topic:
- There still aren't enough GMs for all the players who want to play.
- Players generally enjoy the games they're playing in.
- Only your game and the expectations of your own players matter.
Let's start by examining points 1 and 2.
Feedback from 100,000 Players
Whatever people's expectations for a game, there continues to be too few GMs for the players who want to play games.
I asked David Christ at Baldman Games about this topic. Dave has facilitated tens of thousands of games run by hundreds of GMs at hundreds of conventions for decades. He gets surveys on each of these games – over one hundred thousand of them – and had two main points towards this conversation:
- He still has too few GMs to run all the games players want to play.
- Satisfaction scores given by players about the games he manages average 92%.
These games aren't just hard-core Adventurer's League games either where there's a fixed group of players who play AL differently than everyone else plays D&D. Most players, Dave states, are new to D&D.
Organized play adventures are almost the exact opposite of Actual Play games like Critical Role and Dimension 20. GMs usually don't know the players or their characters. Players often don't know each other. GMs often run multiple games a day which can be exhausting. GMs are limited in what table props they can use because they have to travel with them. The environment is far from the incredible million-dollar studios of actual plays – often a fold-out table in a big area with dozens of other tables.
And still, there are more players who want to play games than GMs able to run them and still their satisfaction with their games is high.
Only Your Game Matters
Now on to point 3.
No one put you in charge of ensuring that players across the world all have the right expectations for any given game and that GMs are sheltered from criticism stemming from expectations garnered from actual play shows. Your job is only to run great games for the players you have around your own table.
It doesn't matter that Baldman Games has a hundred thousand surveys with a 92% satisfaction rate. Only the satisfaction of your players matters.
That, of course, doesn't mean your players won't have false expectations based on actual play, but you only have to worry about them, not the entire hobby.
So how do you manage these expectations?
Talk to Your Players
Ask them what they want in the game. Ask them what they hope for. Ask them about their characters – their goals, their motivations, what magic items they're excited for. Use campfire tales and stars and wishes to get feedback throughout your campaign.
If their drives and expectations go beyond what you can provide – talk to them about it. Let them know what you're capable of. Let them know if you're likely not to hit on every thread of their character's backstory. Set these expectations during your session zero.
Listen to them too. Maybe there are things they want that you can bring into your game. It's not just a matter of telling players how it's going to be. Use that feedback to steer your game as well as manage their expectations about what you can provide.
It's Probably Not the Problem You Think It Is
I suspect the anxiety GMs feel to perform at the level actual play shows is self generated more than brought on by actual players. Most players just want to play. As long as you're not railroading their characters or being a jerk, your game is likely to be fine. Follow the top tips for GMs and things should go well.
Enjoy your time at the table with your friends sharing some laughs and fun tales of high adventure.
More Sly Flourish Stuff
Each week I record an episode of the Lazy RPG Talk Show (also available as a podcast) in which I talk about all things in tabletop RPGs.
Last Week's Lazy RPG Talk Show Topics
Here are last week's topics with time stamped links to the YouTube video.
- Horizons Magazine
- Alphastream on 2025 D&D Monster Manual Math
- D&D at Madison Square Garden
- Mike Mearls and Ray Winninger on the Past and Future of D&D 5e
- 2025 Monster Manual Initial Thoughts
- D&D 2025 Monster Manual Lich
- Avoid Getting Caught in the Zeitgeist
- Talk Show and Patreon Q&A Databases
Talk Show Links
Here are links to the sites I referenced during the talk show.
- Horizons Magazine
- Alphastream on 2025 D&D Monster Manual Math
- Ray Winninger and Mike Mearls on Past and Future of D&D 5e
- Printable Heroes
Patreon Questions and Answers
Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers.
- What D&D Classes and Features Do I Ban?
- Making Flat Paper Character Minis
- Dealing with Agency-Stealing Effects like Stun
- Basic Rules or 5.1 SRD for New Players
Last week I also posted a couple of YouTube videos on Instant Monsters for 5e & D&D and Ziggurat of Thoth-Hermes – Dragon Empire Prep Session 11.
RPG Tips
Each week I think about what I learned in my last RPG session and write them up as RPG tips. Here are this week's tips:
- Use long rests to ask players about their characters' backstories.
- Mix up easy combat encounters, hard combat encounters, and NPC roleplaying scenes.
- Introduce enough gods to keep your world unique but not so many your players can't keep up.
- Fill large locations with several factions – each of which might be allies or enemies of the characters.
- Mix multiple random encounters to build unique scenes.
- Roll a d6 for hostility and distance during random encounters. The lower the number the closer and less hostile they are.
- Bait dangerous situations with shiny treasure.
Related Articles
- Offer Choices in Every Scene
- Find Local Players for Tabletop RPGs
- Two Different 5e Games at the Same Table
Get More from Sly Flourish
Buy Sly Flourish's Books
- City of Arches
- Return of the Lazy Dungeon Master
- Lazy DM's Companion
- Lazy DM's Workbook
- Forge of Foes
- Fantastic Lairs
- Ruins of the Grendleroot
- Fantastic Adventures
- Fantastic Locations
Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
Read more »Source: Sly Flourish | Published: February 10, 2025 - 6:00 am - VideoTwo Different 5e Games at the Same Table
When we sit down to play a 5e game at our table, we're actually playing two different games with two different sets of rules, sometimes from totally different publishers.
Players play one game – with a focus on their characters and the rich mechanics surrounding them. GMs play another game – with a focus on monsters, treasure, scenes, situations, world building, and more.
These two games mesh together on a shared and agreed-upon baseline of rules. We can change both sides of the game significantly and still play a fun game at our table.
The easiest example of GMs playing a different game is when gamemasters use a different monster book than the default monster book for our chosen 5e system (likely D&D but possibly Tales of the Valiant or Level Up Advanced 5e). Switching monster books is common. We can use 5e monsters from lots of different publishers, including building and improvising our own. We can use simple and straightforward stat blocks like those in the Tales of the Valiant Monster Vault or crunchy tactical monsters like the stat blocks in Flee Mortals. Even with vastly different design philosophies, these monster sources still work with other 5e systems.
It's not a huge revelation to note that GMs are playing one type of game at the table and players another type. But when we think of it this way, it opens further possibilities to change up and customize our game – getting back the modular feeling that 5e's designers intended in the 2012 to 2014 playtest of D&D Next.
There are many ways we can shake up the game on the GM's side such as
- including the journey rules from Uncharted Journeys.
- using safe havens and "supply" from A5e's Trials and Treasure.
- using doom points from Tales of the Valiant.
- giving out spells from Deep Magic 1 or 2 as special rewards, single-use magic items, or strange powers for monsters.
Likewise, we can talk to our players about changing things on the player-side of the game by
- selecting a different core sourcebook for character options such as D&D 2014, D&D 2024, the Tales of the Valiant Player's Guide, or the Level Up Advanced 5e Adventurer's Guide.
- offering multiple flavors of 5e on the player's side in the same game! It seems impossible but I'm doing it right now and it works just fine.
- replacing inspiration with ToV's "luck" system.
- allowing character options from books like Kobold Press's Tome of Heroes.
It's trickier to mess with the game on the player's side because changes we make there affect everyone and are permanent unless we pull them back. On the GM side, we can change things all the time. If we don't like how our change worked, we can throw it out and never use it again.
Thinking Differently About the Game We Play
Thinking of our game as a series of components – with a separate game being played on the player side and GM side – gives us lots of interesting ways to tweak and change things to fit the style of game we enjoy.
More Sly Flourish Stuff
Each week I record an episode of the Lazy RPG Talk Show (also available as a podcast) in which I talk about all things in tabletop RPGs.
Last Week's Lazy RPG Talk Show Topics
Here are last week's topics with time stamped links to the YouTube video.
- Weapons of Lore by Jeff Stevens
- Gate Pass Gazette by EN World Publishing
- Mike on Kobold Press Talking Doom Points
- Ray Winninger Interview with Stan! on YouTube
- No Roll20 Tales of the Valiant Character Builder
- Thoughts from the Philadelphia Area Gaming Expo
- RPG Communities on Independent Spaces
Talk Show Links
Here are links to the sites I referenced during the talk show.
- Weapons of Lore Kickstarter
- Gate Pass Gazette Annual 2024
- Mike on KP talking Doom Points and Monster Vault 2
- Ray Winninger EN World Discussion
- Ray Winninger on Stan!'s Show
- Stan!'s 50 Years YouTube Playlist
- Bring On the Discourse – Yochai Gal
- EN World
- forums.rpg.net
- Mastodon — dice.camp
- Mastodon — chirp.enworld.org
- Mastodon — mastodon.social
- Bluesky
- My Blueskky Starter Pack
- TTRPG Blogs
- RPG Blogroll
- ttrpg.network
- Top Rated RPG Podcasts
Patreon Questions and Answers
Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers.
Last week I also posted a YouTube video on Blood Magic – Dragon Empire Prep Session 10.
RPG Tips
Each week I think about what I learned in my last RPG session and write them up as RPG tips. Here are this week's tips:
- Call on individual characters during online games.
- Clarify options and ask for decisions from each player.
- Assign a “caller” who gets consensus from the group.
- Assign roles to players including scribe (game notes), cartographer (mapping), quartermaster (loot tracking), and caller (choice consensus).
- Ensure each scene has choices and options for the characters’ to take.
- Have characters describe their new features to the group on leveling up.
- Keep narrative descriptions brief and focus quickly on the options in front of the characters.
Related Articles
Get More from Sly Flourish
Buy Sly Flourish's Books
- City of Arches
- Return of the Lazy Dungeon Master
- Lazy DM's Companion
- Lazy DM's Workbook
- Forge of Foes
- Fantastic Lairs
- Ruins of the Grendleroot
- Fantastic Adventures
- Fantastic Locations
Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
Read more »Source: Sly Flourish | Published: February 3, 2025 - 6:00 am - Notable Sections of the 2024 D&D Dungeon Master's Guide
A while back I wrote about Gems of the DMG in which I captured what I thought were the most notable sections of a book typically ignored or vilified among 5e D&D DMs. I think it's an underrated book but it's certainly a flawed book.
Now, with the new 2024 Dungeon Master's Guide in hand, we can look for similar notable sections of this book.
I have good news. The 2024 Dungeon Master's Guide is well organized and does a great job introducing new dungeon masters to the craft of running D&D games. That was its primary goal and I think it meets this goal.
But how much do we want to use the 2024 DMG at the table? How often will we refer back to it? What parts of the book should DMs, new and old, keep in mind to help us prepare and run our games?
Let's dig in.
First, a DM's Trick
Before we go in, I have a trick I really love. Use little adhesive tabs to mark your favorite and most-used sections so you can reference them easily at the table. Tabs run a couple of bucks at a drug store and make all your books far more table usable. Work from back-to-front, putting tabs along the edge opposite of the spine starting low and working up. This way, by the end, you have neatly organized tabs running from the top to the bottom. If you don't get anything else from this article – tab your books!
Notable Sections of the 2024 Dungeon Master's Guide
Ok, let's have a look at the 2024 DMG sections we're most likely to reference.
Dungeons – Page 65. A nice big list of dungeon quirks that can help fire up your imagination for the dungeons you want to prepare for your game. I wish there were more dungeon-focused tables, frankly. I feel like the 2024 DMG is missing tables to help inspire DMs to build out lots of different kinds of dungeons.
Running Mobs – Page 82. This section includes good information for running a large number of monsters. It has a cool table telling you how many monsters in a group succeed on a given attack roll or saving throw target number. This section also includes a table to determine how many targets are likely in an area when running theater of the mind style battles which I appreciate. It's only missing a way to handle hit points for lots of monsters other than letting low HP enemies just die. I use my own idea for pooling damage when running a lot of monsters. We offer other ways to handle lots of monsters in the Lazy DM's Companion and Forge of Foes that I think work better but this section works fine.
Common Names – Page 85. Everyone needs a good list of names and here they are in the DMG. Bookmark this page.
Poisons – Page 90. Poisons can be used in lots of different ways in your game. Heroes can acquire them. Bad guys can use them against your heroes. Traps can be poisoned with exotic poisons. It's a good section to remember.
Settlements – Page 93. These two pages offer lots of tables to help you build out settlements. I always love a good tavern name generator.
Supernatural Gifts – Page 98. It's easy to focus on tangible magic items but cool supernatural gifts and charms are a great way for the characters to be blessed by monuments or the will of the gods. Some effects permanent while others are temporary so they offer some good flexibility.
Traps – Page 100. These four pages of traps give you good models you can reskin into hundreds of different tailored traps for the lairs into which our heroes adventure. It includes specific traps with ranges for different levels and a trap-building table to build your own traps.
Adventure Situations – Page 107. Four tables offer ten to twenty different adventure situations for the four tiers of play. These tables are great when you need a quick sidequest or adventure idea and help us understand the types of adventures appropriate for characters at different levels.
Common Map Symbols – Page 109. Get out your Pathfinder Flip Mat or Chessex Battle Map and practice these simple and common map symbols to help you draw out awesome maps for your game. I wish they had included more of Chris Perkins's Map Fu article here.
Adventure Hooks – Page 111. Good tables describing the way characters can learn of the adventures they might undertake. These hooks are also good ways to reveal secrets and clues when needed.
XP Budget Per Character. This table to help you build and understand the threats of combat encounters is much improved over the convoluted two-dial system in the 2014 DMG. I would have preferred a system based on challenge rating that you can keep in your head instead of an experience-based table you must continually refer to and do a bunch of math with. Luckily, I offer such a CR-based encounter building system.
Monster Behaviors – Page 116. Good tables for monster hostility, personality, and relationships to shake up your random encounters. Too bad there aren't any random encounter tables in the book. Another big miss if you ask me.
Random Treasure Hoard – Page 121. An excellent and simple table built for session-based treasure hoards. Nothing fancy here and no tables to break out hoards into gold, bars, gems, jewelry and the like but enough to tell you how much gold you expect so you can break it out yourself. I love the simplicity.
Planar Adventure Situations – Page 179. I love these fantastic adventure hooks. While we often think of planar adventures as high-level adventures, some of these situations can work at mid-levels too.
Tour of the Multiverse – Page 180. The multiverse section of the 2024 DMG is about 30 pages long and this, along with the Greyhawk section on page 143, is where you can really dive into the lore of D&D. It's common to think you only care about this stuff when the characters are plane-hopping but this sort of lore can flavor dungeons and monsters at any level of play. It's worth the time to read through this whole section to fill your head with awesome D&D lore you can spout out during your games in all sorts of ways. Don't skip it.
Magic Item Special Features – Page 222. The 2014 DMG had this table too and I used it all the time. The creator and history tables are fantastic for any magic item. Who made the item? What is special about it? You can use these tables to flavor single-use magic items, trinkets, permanent magic items, and all sorts of other things. These tables are super-valuable. Keep them bookmarked.
Random Magic Items – Page 326. These tables are common in any good gamemaster's guide but always worth mentioning. Mixing up random magic items along with items tailored for the characters is the easiest and best way I've found to make players happy and make your game exciting. These tables break things up well and are easy to roll on to find interesting items for your characters. I wish they didn't mix consumable items and permanent items together. Sometimes I want to offer one without the other.
Maps – Page 365. I love Dyson maps for many reasons and I'm extremely happy to see a good pile of them at the end of the DMG. There are fifteen maps in here covering a wide range of common locations you find in D&D. These maps are fantastic for improvising adventure locations when time is tight. They include:
- Multi-level Crypt
- Small campsite
- Small village
- Ruined temple / Dragon's Lair
- Dungeon hideout
- Farmstead
- Keep
- Manor
- Mine
- Roadside inn
- Ship
- Spooky house
- Underdark warren
- Volcanic caves
- Wizards tower
A Useful Book to Have At Your Side
Often the trickiest part of using the Dungeon Master's Guide is knowing what's inside. When you have the time, maybe once or twice a year, go through it and remind yourself what you have. Mark it with adhesive tabs so you can easily reference useful bits while you prep and run your games.
More Sly Flourish Stuff
I was at the Philadelphia Area Gaming Expo the previous weekend so I didn't have any YouTube videos or podcasts this week.
RPG Tips
Each week I think about what I learned in my last RPG session and write them up as RPG tips. Here are this week's tips:
- Give players a way to hack the dungeon such as secret passages, puzzle bypasses, and ways to get the jump on bad guys.
- Set up a goal and a situation and let the story unfold during the game.
- Avoid a series of hard combat encounters in a row.
- Improvise combat encounters by what makes sense in the story and then what is the most fun for the game.
- Tell the story of a location through the discoveries in each chamber.
- Layer histories in your dungeons. What was it before? What is it now?
- Modify dungeons as you play should they overstay their welcome. Cut off hallways. Collapse chambers. Move things around.
Related Articles
- Gems of the D&D Dungeon Master's Guide
- Award Treasure and Magic Items in 5e
- Random Tables of the Dungeons and Dragons 5th Edition Dungeon Master's Guide
Get More from Sly Flourish
Buy Sly Flourish's Books
- City of Arches
- Return of the Lazy Dungeon Master
- Lazy DM's Companion
- Lazy DM's Workbook
- Forge of Foes
- Fantastic Lairs
- Ruins of the Grendleroot
- Fantastic Adventures
- Fantastic Locations
Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
Read more »Source: Sly Flourish | Published: January 27, 2025 - 6:00 am - VideoRolling Lots of D20s? Assume One Quarter Succeeds
When you need to adjudicate a whole bunch of checks — say rolling two dozen saving throws for a bunch of skeletons hit with Turn Undead — simplify the situation by assuming one quarter succeeds.
This quick rule-of-thumb is part of the Running Hordes section of the Lazy DM's Companion but it's a good tool to keep in our toolbox for lots of situations. Sometimes you need to roll a bunch of attack rolls against a single character. Sometimes you need to roll a big pile of ability checks. Sometimes you need a big group to make a bunch of saving throws.
Assume one quarter succeeds.
You can slide this scale up or down depending on the situation. If the creatures making the checks have advantage, assume half succeeds. If they're at disadvantage, assume it's one on ten. This calculation also works if the target number the roller would have to shoot for is particularly high or low. Keep the math easy.
If you want to add some variance, subtract three from the number of successes and add 1d6. This change shakes things up and shows players that there's some variance to the result instead of what feels like an arbitrary number.
This "one quarter succeeds" guideline is based on the idea that the creatures making the check need to roll a 16 or better to succeed. It assumes these creatures are generally weaker than the character they're attacking or the spell they're saving against. It's a skeleton (+4 to hit) versus an armored paladin (AC 20). Many times this guideline is in the favor of the characters (and the players) which makes it easier to accept.
Assuming one quarter succeeds lets you abstract lots of dice rolling and get back into the fiction and action in the world. Instead of rolling two dozen saving throws you get to say:
"Eighteen of the twenty four skeletons surrounding you are destroyed as your waves of radiant light turn them to dust! The remaining six claw forward and attack!"
If you're looking for more tricks for running hordes of monsters against the characters, check out Running Hordes: The Lazy Way to Run Lots of D&D Monsters.
More Sly Flourish Stuff
Each week I record an episode of the Lazy RPG Talk Show (also available as a podcast) in which I talk about all things in tabletop RPGs.
Last Week's Lazy RPG Talk Show Topics
Here are last week's topics with time stamped links to the YouTube video.
- Monster Vault 2 by Kobold Press
- Crit Happens iOS Dice Roller
- Free5e
- Sly Flourish Newsletter Adventure Generator and One-Page 5e
- 2025 Monster Manual Videos
- What Do I Want From WOTC After the Monster Manual?
- When and How to Fudge Your Game
Talk Show Links
Here are links to the sites I referenced during the talk show.
Patreon Questions and Answers
Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers.
Last week I also posted a couple of YouTube videos on Distance, Reaction, and Activity Rolls for Random Encounters and The Puzzle box – Dragon Empire Prep Session 9.
RPG Tips
Each week I think about what I learned in my last RPG session and write them up as RPG tips. Here are this week's tips:
- Choose monsters that fit the story and environment. Wrap them in historical lore.
- Swarm characters with lots of one- or two-hit low CR monsters. Let players enjoy their big area blasts.
- Include big brutes in battles who are intended to be banished or controlled.
- Give magic weapons or suits of armor a cool name, theme, history, and daily-use spell effect.
- Let mechanists and artificers understand how magical artifacts and arcane machines operate.
- Roll on behalf of characters attempting to detect traps so they don't know if they failed or if there was never a trap to begin with.
- Include several ways for characters to traverse a dungeon – vertical chutes, deep cracks, collapsed elevators, and so on.
Related Articles
- Free Dice Roller
- Let Characters Automatically Succeed Sometimes
- Lazy Monster Damage – Subtract 3, Add 1d6
Get More from Sly Flourish
Buy Sly Flourish's Books
- City of Arches
- Return of the Lazy Dungeon Master
- Lazy DM's Companion
- Lazy DM's Workbook
- Forge of Foes
- Fantastic Lairs
- Ruins of the Grendleroot
- Fantastic Adventures
- Fantastic Locations
Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
Read more »Source: Sly Flourish | Published: January 20, 2025 - 6:00 am - VideoLet Characters Automatically Succeed Sometimes
My friend and Forge of Foes partner, Scott Fitzgerald Gray, wrote a great post called Embracing the Awesome (subscribe to his newsletter here!) extolling the virtues of letting characters automatically succeed at ability checks more often than we typically do.
Letting characters auto-succeed sometimes is a useful way to keep the pace of your game moving forward and showcase the characters' role in the world. When should you let your characters auto-succeed at a check?
- When it makes sense that they could just do it.
- When failure isn't an option or a failure is boring.
- When the task isn't very difficult.
- When doing so spotlights the characters' proficiency in the task.
Certain character capabilities make them more likely to auto-succeed on some tasks. These capabilities include a character's
- background.
- class.
- subclass.
- species, ancestry, or race.
- skill proficiencies or specializations.
- tool proficiencies.
- religion.
- family or regional background.
- ability bonus.
- feats.
- spells.
Focusing on these character features means we can spotlight individual characters and what they're good at.
"You Succeed but Roll Anyway"
Sometimes one or more of the characters are going to succeed on a task but we want to know how well they succeed. Those trained in history may know most of what they need about the gods of the underworld but those who roll significantly higher than the difficulty class (DC) can learn even more.
We often treat the d20 roll on a DC check as a binary pass or failure but there's no reason we can't think of it as an analog gradient. The higher the result, the more the characters learn or the better they succeed. The lower the roll, the more clumsy it is even if they succeed anyway.
Move Things Forward and Spotlight Characters
A friend of mine once described a game in which the GM had them rolling checks to put on every article of clothing before making it to the briefing for the actual adventure. All the characters came with a hodgepodge of shirts, pants, underwear, and one sock. Putting on one's pants does not a hero make.
Have characters automatically succeed on some checks. It helps you move the game forward when failure isn't interesting and spotlights characters and their unique roles in the world. Such powerful tools are the perfect addition to the lazy dungeon master's toolbox.
More Sly Flourish Stuff
Last week I posted a couple of YouTube videos on Twelve Types of Medieval Artwork for your fantasy RPGs and Unending Thirst Part 2 – Dragon Empire Prep Session 8.
Last Week's Lazy RPG Talk Show Topics
Each week I record an episode of the Lazy RPG Talk Show (also available as a podcast) in which I talk about all things in tabletop RPGs. Here are last week's topics with time stamped links to the YouTube video.
- Most Anticipated RPGs of 2025
- Two Year Anniversary of the OGL Fiasco
- Talk Show Database with 2,000 Topics
- Improvisation and the Eight Steps
Talk Show Links
Here are links to the sites I referenced during the talk show.
- Most Anticipated RPGS of 2025
- OGL Article by Lin Codega on 5 January 2023
- The Story Behind WOTC's Blurring of D&D 2024 Videos – Lazy RPG Talk Show
- Lightning Rods – Showcase Powerful Character Abilities
Patreon Questions and Answers
Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers.
- Lightning Rods for Control Wizards
- Running for a Mix of Online and Offline Players
- Homebrewing Character Buffs
RPG Tips
Each week I think about what I learned in my last RPG session and write them up as RPG tips. Here are this week's tips:
- Break up long sequences of narration with clear opportunities for player-driven decisions.
- Call for ability checks to keep things moving.
- Let characters break out of debilitating effects by taking damage.
- Know the purpose of an NPCs appearance. Why are they in the scene?
- Review your prep notes right before your game.
- Break up a long series of roleplay scenes with exploration or combat.
- Offer multiple vertical connections between the levels of a big dungeon – sinkholes, collapsed floors, waterfalls, and, of course, staircases.
Related Articles
- How to Choose DCs for Your 5e Game
- Rolling Lots of D20s? Assume One Quarter Succeeds
- Steal Character Archetypes from a Single Show
Get More from Sly Flourish
Buy Sly Flourish's Books
- City of Arches
- Return of the Lazy Dungeon Master
- Lazy DM's Companion
- Lazy DM's Workbook
- Forge of Foes
- Fantastic Lairs
- Ruins of the Grendleroot
- Fantastic Adventures
- Fantastic Locations
Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
Read more »Source: Sly Flourish | Published: January 13, 2025 - 6:00 am