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  • Designer Diary: The History and Evolution of Bribing in Barbarian Kingdoms

    by Christophe Le

    "Gold is the lifeblood of the war!"

    As the Hun horde swept across Europe, the Germanic tribes moved within the borders of the Western Empire, ultimately causing its collapse. In the twilight of antiquity and at the dawn of the Middle Ages, these so-called "barbarian nations" founded kingdoms on former imperial territory.

    In Barbarian Kingdoms, an asymmetrical and competitive strategy game, each player controls a nascent kingdom vying for supremacy over Western Europe. The first player to control seven territories or eliminate two opposing kings is declared the winner.

    Players can recruit warriors, collect taxes, invade provinces, reposition units, or claim control of provinces. The most original and surprising mechanism of the game is the bribing system used during battles, which balances the battles while adding chaos, bluffing, and a lively atmosphere to the game.

    In this developer diary, we delve into the intricacies of the bribing mechanism, exploring its inspirations, the design process, and the refinements that shaped it into a core element of Barbarian Kingdoms. By understanding the evolution of this feature, you'll gain insight into the strategic depth and dynamic gameplay it brings to the table.

    Battle Resolution

    In Barbarian Kingdoms, battles are resolved by determining the majority of battle points. Players first commit their units to the battle, with kings worth 6 points and warriors worth 3 points each. The player controlling the province in conflict receives an additional 2 points. After this, both players secretly place a portion of their treasure (tremis) into purses, which are then exchanged. Each tremis wagered adds 1 battle point to the player's total. Battle points are calculated by summing the unit values, the province control bonus, and the bribed (i.e., bid) tremis. The player with the most battle points wins the battle. Regardless of the outcome, the money wagered is kept by the opponent, adding a strategic layer in which players must balance immediate gains against future resources.


    The Genesis of the Bribing Mechanism

    The idea for the bribing mechanism was inspired by Poker, particularly its zero-sum nature in which what one player wins is lost by another, as well as the continuous stack management throughout the game.

    I aimed to capture a similar sense of resource management throughout Barbarian Kingdoms. Initially, players had visible stacks of money, and during battles, they would hide their stacks to secretly decide the amount to bet. They would then swap their bets, essentially exchanging the difference from the higher bettor to the lower bettor to balance the outcome.

    Originally, this mechanism was themed as paying mercenaries and collecting weapons post-battle. However, this theming wasn't convincing. Early feedback highlighted the fun of the swapping mechanism and the preference for hidden stacks, which was quickly tested and approved.


    Refining the Bribing Mechanism

    Some early testers felt that being able to bet everything was too harsh, so I experimented with dials and cards to bet discrete values, with players needing only to swap the differences between bets. However, this led to issues with players betting more than they owned, often unintentionally, introducing an unintended bluffing element.

    Managing this within the rules became overly complex and punishing for calculation errors, so I reverted to the idea of betting only what players physically owned. This decision was motivated by the fact that, even if the "no limit" betting was not to the taste of some expert players looking for more control, the fun it provided was highly appreciated by the target audience of the game.

    The game was developed during the COVID-19 pandemic, influencing the decision to use purses for the money swap, tying into the new theme of paying bribes. This ensured bets were secret, was manageable even with small hands, and prevented betting more than one owned, simplifying the rules and removing unintentional bluffs.


    Comparison with Rising Sun

    Barbarian Kingdoms' bribing mechanism is often compared to that of Rising Sun, a favorite of mine. Here are the key differences:

    Single Bet: Unlike Rising Sun's four separate bets resolved successively, Barbarian Kingdoms features a single, simpler combat system.
    Zero-Sum: In Rising Sun, the winner gives their bet to the loser, while in Barbarian Kingdoms, each player takes the other's bet, circulating money without changing the total in play.
    Persistent Stack: Players in Barbarian Kingdoms manage their treasury throughout the game, similar to poker, unlike Rising Sun where money resets after each war phase.
    Hidden Information: In Barbarian Kingdoms, players do not know their opponent's total money before betting, adding uncertainty and strategy.


    Testing and Final Adjustments

    In early designs, stacks were visible, so there was no need to track them. After changing to hidden stacks, some expert players still engaged in counting because all money flows were publicly known.

    To discourage this behavior, which wasn't fun and extended playtime, I introduced random placement of secret chests and a unique diamond treasure. These changes added uncertainty and made precise calculation difficult, even for skilled players, emphasizing intuition and strategy over memorization and calculation.


    Discussion of a Suggested Variant

    While some players have suggested making bets secret and revealing them only between the two players involved, this variant introduces several potential drawbacks. It would add excessive chaos, diminish the strategic depth, and disengage other players from the outcomes of battles.

    Moreover, it could make the game less accessible to those with dyscalculia and reduce the overall enjoyment for players who thrive on the balance of strategy and fun.

    While players are always free to adapt the game to their preferences, I firmly believe that the existing implementation of the bribing mechanism is the best fit for our target audience, providing an optimal blend of excitement and tactical depth.

    Conclusion

    The bribing mechanism in Barbarian Kingdoms is a core element that enhances the game's strategic and atmospheric appeal. Its current design brings a unique touch to the game, offering a well-balanced mix of strategy and fun that resonates with casual and intermediate players. By encouraging both bluffing and strategic thinking, it creates a lively and engaging experience that keeps players coming back for more.

    Christophe Lebrun

    Read more »
  • VideoSpiel des Jahres Jury Bans Designer Matteo Menapace from Future Events; Menapace Responds

    by W. Eric Martin

    At the 2024 Spiel des Jahres ceremony on Sunday, July 21, Daybreak from Matt Leacock, Matteo Menapace, and CMYK won the Kennerspiel award, which is aimed at somewhat experienced game players.

    The ceremony was livestreamed in both German and English, and on the German broadcast, some viewers commented on a logo or symbol that was visible on Menapace's shirt.

    At a press conference the following day, SdJ chairman Harald Schrapers issued a statement about the Kennerspiel ceremony, with that statement being reprinted on the SdJ website, along with background information to give context to that statement. Here's a Google-assisted translation of the statement and background information:
    "The Spiel des Jahres Association has been supporting the 'Spielend für Toleranz' ['Playing for Tolerance'] initiative for years and thus unequivocally positions itself against any form of racism and anti-Semitism. We find it intolerable that a game author we invited wore a symbol on his clothing on stage that must be perceived as anti-Semitic by Jews. With his action, the author also behaved in an extremely uncollegial manner toward the others involved in his game (author, editorial team, publisher)."

    A screenshot of Matt Leacock (l) and Matteo Menapace during the ceremony
    Background:
    An author who received an award from the association wore a sticker in the Palestinian national colors, depicted as a watermelon, on stage. Because the sticker shows the outline of a "Greater Palestine" that denies the existence of the State of Israel, it has exceeded the limits of what must be accepted as a legitimate political expression of opinion. During the stage event, the relatively small sticker attached to the T-shirt did not attract the attention of those involved in the program. Immediately after the event, Harald Schrapers and Christoph Schlewinski [chairman of the Kinderspiel des Jahres jury] asked the author to hand over the sticker to them and prohibited him from showing this symbol in the hall or in the photographs taken there. Matteo Menapace is no longer welcome at events organized by the Spiel des Jahres association.

    I contacted Menapace to see whether he had a response to this statement, and he wrote that he was "working on a statement to clarify that my intention was to express solidarity with Palestinians, not to suggest solutions like dissolving Israel (which people extrapolated from the shape of the melon)." On July 26, 2024, he posted the following response on Medium that I'm reprinting in full:
    My decision to wear a watermelon sticker on the Spiel des Jahres (SdJ) stage on Sunday was to show solidarity with Palestinian civilians.

    The watermelon is a symbol of Palestinian resilience in the face of decades of oppression. I bought the sticker from Wear The Peace, an organisation that donates 100% of their profits to humanitarian aid.

    I acknowledge the current and historical context that has led to SdJ as a German institution to respond with heightened sensitivity to allegations of antisemitism. I take those allegations very seriously.

    However, debating the shape of the sticker and pushing for an antisemitic interpretation is a distraction. Instead, I want to draw attention to the reality of thousands of Palestinian people who are being wiped off the map, and are in dire need of humanitarian and medical services.

    No human being or group of people should be erased because of their ethnicity, religion or nationality. I hope we can all agree on that.

    All humans deserve peace and justice. I believe this won’t be possible until the end of what the International Court of Justice has recently defined as unlawful occupation. What we can do as citizens of Western nations is to put pressure on our governments to take responsibility for their historical role in this injustice, and end our complicity with their funding and enabling of war crimes.

    These actions and views are entirely my own, and do not necessarily reflect those of anyone else involved with Daybreak / e-Mission.
    Read more »
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    DriveThruRPG.com Newest Items

  • Coastal Battery Map & Assets | Roll20 VTT
    Publisher: Limithron

    Law-abiding citizens of the Caribbean need protecting, so the military powers that be created these Coastal Gun Battery locations to fortify important port cities. Massive stone strongholds, stretched out along the water's edge to give every cannon the best angle in a fight. Did these forts discourage piracy in the area? Probably so. Will they do the same for your campaign? Time will tell!
           

    To provide a wide range of options, there are 16 variations of my Coastal Battery map. Among these are a version at sunset; a "no guns" option; day and night versions where the battery has caught fire; and several other adventure inspiring situations. All are non-gridded, hi-res JPEG files.
           

    Variations for this map (50 x 30, Hi-res JPEG files) include:
    - Coastal Battery: Dark
    - Coastal Battery: Fire (Day)
    - Coastal Battery: Fire (Night)
    - Coastal Battery: Fog
    - Coastal Battery: Haunted
    - Coastal Battery: Night (No Lights)
    - Coastal Battery: Night (Torches)
    - Coastal Battery: No Cannons
    - Coastal Battery: No Props
    - Coastal Battery: No Water
    - Coastal Battery: No Water, No Trees
    - Coastal Battery: Original
    - Coastal Battery: Rain
    - Coastal Battery: Sunset
    - Coastal Battery: Temperate
    - Coastal Battery: Temperate (No Guns)
           

    Come have a look at what else I'm creating at my Patreon page. You'll be the first to see all my upcoming projects, and be able to weigh in on polls to guide my efforts! Hope you'll come join our crew!

    Coastal-Battery-DTRPG-1.jpg

    Coastal-Battery-DTRPG-2.jpg

    Coastal-Battery-DTRPG-3.jpg

    Coastal Battery Map & Assets | Roll20 VTTPrice: $5.99 Read more »
  • City Port Docks Map & Assets | Roll20 VTT
    Publisher: Limithron

    Ah, to spend your days down at the docks. Crack open an old bottle of rum, go fishing on the docks, sell your catches in the marketplace, then pass out in an alley under a palm tree. It's a pirate's life for me!

    Whether you envision a confrontation over smuggled cargo, escape from a military embargo, or pirates just being pirates, the City Port Docks have something for you. This might be my favorite map yet.... I just love the vibe. I want to live here. Hopefully your players will love it just as much.
           

    11 Variations for this map (55x40, Hi-Res JPEG files, no watermark) include:
    - Original Docks
    - Empty Docks map – set up your own port to meet your scenario's needs.
    - Night
    - Temperate Climate
    - Docks with Ships (my speciality)
    - Mörk Borg
    - Grim Dark
    - No Lighthouse – let ship captains beware!
    - Haunted
    - Bioluminescence – a jellyfish migration, perhaps?
    - Stormy
           

    Plus I've created 27 PNG assets – buildings, the lighthouse, docks, and more – to customize your docks just the way you like them, or use on other maps.

    Want more great maps like these? Come join my crew and support me on Patreon to get all my map releases and hear what I have in the works.

    Enjoy, and happy sailing!

    City-Port-Docks-DTRPG-1.jpg

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    City-Port-Docks-Night-DTRPG-3.jpg

    City Port Docks Map & Assets | Roll20 VTTPrice: $5.99 Read more »
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    Gnome Stew

  • Care for a B-Plot?

    I love a campaign with a good central plot, but as much as I love those, some of my favorite times and revelations at the table come from the B-plots; those small scenes and stories that are tailored to one or a few characters. I find a place for them in nearly all my games. Over the years, I have a formula for working them into my games. So let’s talk about it…

    What are B Plots? 

    The B-plot, according to Google, is a subplot or secondary narrative, that runs parallel to the main plotline (sometimes known as the A-plot). In RPGs, these are little side scenes or stories that you work into the session. While they can occur at nearly any time in a story, they tend to appear more when the A-plot is not actively being worked on. This could be before or after the A-plot or during a break in the A-plot. 

    A B-plot can center on a single character or a group of characters. My preference is 1-2 characters, otherwise, it’s creeping up on an A-plot. More about that in a few min. 

    In the games I run, the B-plot gets 1-2 scenes before we move back to the A-plot. However for a full table of 5 players that may be 5-10 scenes, in which the entire session could be just various B-plots. I am comfortable with that for my home games, but in a one-shot or convention game, I may not run a B-plot and if I did I would not go past 1 scene per character.

    What do they do? 

    Combining these first two things…spotlight and personal stories create player engagement.

    The B-plot can do a few things for your players and the session. Here is a short list:

      • Spotlight Time – When you create a B-plot scene focused on just one character, you are creating spotlight time for the character. You are dedicating a portion of the game for them to shine, to have the attention of the GM and the table. 
      • Depth of character –  Often the A-plot is about some larger thing happening in the world, and while the characters will grow by their interaction with the A-plot, with the B-plot you can narrow in on just one character and focus on their personal stories. The things you make up for these scenes and the actions the character takes will help to make the character deeper. 
      • Engagement – Combining these first two things…spotlight and personal stories create player engagement. The player will become more attentive and will be emotionally engaged. This will raise the quality of play at the table for that player and everyone else.
      • Experimentation – A-plots have a lot riding on them, and need to progress for the main parts of the campaign to be successful. Not B-plots. B-plots can be nearly anything, something taken from the character’s background, a wish the player had, or a GM thought experiment (i.e. I wonder what they would do if someone tried to steal their staff?). You are free to try stuff out, and if something doesn’t work, no worries it was just one scene in the game, you can find something new next session.

    Some Tips for Good B-Plots

    These are just some of my tips for making a good B-plot. They may or may not work in your game, story, campaign, or group. Like any buffet, take what looks good… 

    • Simple – I keep my B-plots simple; few twists, no red herrings. They typically have a single large goal for the whole plot. For example: Chad will discover his uncle is embezzling from the family business.
    • Episodic – My B-plots are episodic, meaning that whatever scene or two is played in that session, incrementally moves along the overall plot. In future sessions, the plot will be moved further until its conclusion. For example: In tonight’s session, Chad will see his uncle skulking around in the office after closing. He will have a chance to confront him or observe.
    • Not tied to the main plot – My preference is for the B-plot to be something independent of the A-plot so that the player feels free to do what they want without worrying that it will affect the whole group. It also gives a break or a beat change from the A-plot.
    • Only a Scene or Two – Most of the time, I have about a scene-worth of material prepared for this, and then break it into two parts to keep the spotlight moving.
    • A B-plot for everyone – Every player character in my game gets a B-plot so that everyone can have some spotlight time.
    • Phone A Friend – Sometimes, I like a B-plot to be for a single character, but if they want to pull others into a scene I welcome and at times encourage it.

    Where to fit the B Plot?

    I have a preference for where I put my B-plots. This is not the only way to do it. It is my preferred way to do it. 

    I like B-plots between A-plot stories (not sessions). After an A-plot story has concluded, after any leveling up, and before the next A-plot story starts, I like to put in a round of B-plots. It looks something like this:

    • Session 1: A-Plot Story 1 (start)
    • Session 2: A-Plot Story 1 (middle)
    • Session 3: A-Plot Story 1 (end), Experience, Advancement, etc
    • Session 4: B-plots & Start of A-Plot Story 2
    • Session 5: A-Plot Story 2 (middle)
    • Etc

    This way we have finished an A-plot story, the characters have progressed, and in most of my campaigns, some time will pass before the next A-plot story starts. This place, where time has passed, is a perfect place to put in these B-plots. 

    It is not the only structure that works, it’s just one that is easy because the A-plot is out of the way. Depending on your game there may be other places where those could occur. For instance, if your starship was on a long warp jump, in the middle of the A-plot, you could switch to B-plots to see what the characters are doing during the jump, and then return to the A-plot as they come out of warp.

    Just A Small Plot… it’s Wafer-Thin

    B-plots are a nice break from the main plot of a campaign and are a great way to spotlight and build engagement in your players. Good B-plots are simple and incremental, moving along a larger plot or question, a scene at a time. An easy place to place B-plots is between larger A-plot stories, but with some creativity, you can fit them into other parts of the story.

    Do you like B-plots? What is your favorite B-plot in a game you have played/run? Where do you like to run your B-plots in your overall campaign? 

    Read more »
  • Adventure Design: Story Hooks

    After you have your story arc put together, you’ll notice that the PCs will need clues and information to get between the various plot points. The first bit of information they receive is the story hook. This launches the whole adventure. If the story hook doesn’t grab them, then the adventure screeches to a complete stop before it gets up to speed. You don’t want this to happen.

    Your opening salvo of information needs to be timely, pertinent to the PCs, actionable, achievable, and not too horribly risky at first glance. Once you have momentum in the story, your future bits of information can be helpful in nature, but if you can make each piece of information along the way as vital to the PCs as the opening story hook, all the better.

    Timely

     Your hook needs a sense of urgency. 

    If your opening story hook does not have a sense of immediacy or urgency, it’s going to fall flat, be ignored completely, or the PCs will decide to “deal with it later.” In gaming terms, the “deal with it later” category is a death knell for an adventure hook as now it becomes a casual side quest that will most likely be forgotten. Get the hook in their face and demonstrate to them how urgent the hook is.

    Pertinent

    Your hook needs to be pertinent to the PCs.

    Even if the plot hook is urgent, it needs to be pertinent to the PCs. A plot hook of “A scout has discovered that the goblin tribes are going to attack the village on the other side of the range of hills in a week,” will most likely not entice the PCs into action. Sure, it’s timely. They have a week to stop the goblin incursion, but it’s going after “that other village over there” not the village the PCs live and breathe in.

    However, if the PCs have NPC connections to that village on the other side of the hills and it’s a four-day travel to get there before they can setup defenses for the village, then you have a pertinent and timely hook.

    Actionable

     Your hook needs some action the PCs can take. 

    Make sure the story hook has some action in it the PCs can take. If they have an unmarked, barely decipherable treasure map to a section of the world they’ve never seen, heard of, or can get to, that treasure map will go in someone’s pack until such time they feel like figuring out where the treasure map leads.

    In my example above about the goblin tribes attacking a nearby village, the PCs can take a variety of actions to save their NPC friends in that village. They can travel to the village and setup defenses. They can venture into the nearby wilderness to directly confront the goblins and disrupt the tribes’ abilities to mount an attack.

    Regardless of what actions the PCs can take, make sure the action that is similar to “I go to the capital city and beg the king to send his army to defend the village,” is off the table. Make sure the king or capital city are too far away to be of assistance. Make sure any “powerful wizard” (you know the ones I’m talking about) are conveniently out of town or away on vacation or some such. This will allow the immediate, pertinent actions to land squarely in the PCs’ laps.

    Achievable

     Your hook needs to setup something achievable. 

    When presenting the story hook, make sure the PCs have a clear, understandable, and calculable chance of success. If “the goblin tribes” are too much, maybe scale it down to “a goblin tribe,” but definitely don’t use “all twelve hordes of demons from the underdepths below are going to wipe out that village.” Of course, if the party is higher level, then multiple goblin tribes may be what the adventure calls for. Likewise, if the party is very high level or has a great deal of competency and/or prowess, maybe they could face down all twelve hordes of demons.

    Regardless of what power level you’re playing with in your game, do not throw the impossible (or something perceived as impossible) in front of the players. This will almost guarantee that they will call upon someone or something more powerful than themselves (like the king’s armies or that vacationing mega-wizard) and this will then make it “someone else’s problem.” You’re trying to create a cool story with obstacles for the party to overcome, not for them to circumvent by recruiting others to blow up the obstacles for them.

    Risk

     Every adventure has risks. Hint at them in your hook. 

    If a venture is not risky, then it’s a travelogue with lots of walking (or riding a horse or transporting in a spacecraft). There will be risk involved. The risks you are going to plant in front of the party do not need to be called out in the story hook. The risk should be implied in the presentation of the hook, but you as the designer and/or GM do not need to lean hard into this area. Here are some segments of sample hooks that imply risks. Can you figure out what risk (or risks!) these segments imply?

    • The night of the lawless purge will arrive in the city in four nights, and you’ve been hired by a noble family to secure and protect their home.
    • The treasure map you’ve found clearly marks the loot’s location as being in the center of a cemetery in the ruins of a large city five days horse ride to the north through the Gray-Finger Forest.
    • The full moon is coming in five days, and your faction’s benefactor was bitten by a werewolf last night. You must find the cure before the full moon or prepare to kill your benefactor.
    • A pyramid has risen from the sands outside the city, and demonic forces have poured from openings on all sides. While the demons aren’t approaching the city, they are disrupting trade, travel, and supply trains. Also, the largest oasis in the area happens to reside immediately next to the pyramid, and water supplies are running low. You are the city’s best, and perhaps only, hope of chasing the demons back into the pyramid.

    See how easy that was? Of course, a hook can have more elements to them than my above samples, but I was trying to illustrate risk more than any other component of a hook.

    Momentum

     Keep dropping clues! 

    Once you have your initial story hook in place, you need to continue dropping clues that will get you and your PCs to the next section of the story in the adventure. This is where designing the adventure from back to front makes setting clues and hints easier. If you’ve followed my advice on this topic, you already know what is happening next. You just need to establish a set of clues that will point the party in that direction.

    What kind of clues work as continuing story hooks? Well, I’m afraid you’re going to have to wait around a few more months. This is the fourth installment of this series, and I do a deep dive on the clues, rumors, and connective tissues of adventure design in the eleventh installment. I apologies for you having to wait until then, but it’ll be worth it. I promise.

    Upcoming Months!

    The first set of information you established for your adventure was mood, tone, and theme. In the upcoming months, we’ll be breaking down the thematic elements of adventure design. Namely, I’ll be looking at thematic environments, thematic bosses, and thematic mooks across the next three months.

    Read more »
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  • Coridden - Feedback wanted
    The devs of Coridden want your feedback: We need your feedback! Greetings, Shifters! We wanted to give you a quick update on what's going on at Coridden  Right now, we're in the middle of a playtest, and we're testing out an Alpha build of the game.... Read more »
  • SKALD: Against the Black Priory - Review
    Ye Old Entertainment checked out SKALD: Against the Black Priory: Skald Review: How does it compare to Moonring? Is this RPG worth getting? Thanks Couchpotato! Read more »
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    Sly Flourish

  • VideoUnderstanding 5e's Core Interaction

    The Kickstarter for my latest book, The City of Arches, begins August 6th! Sign up to be notified on the launch of this high-fantasy city sourcebook for Lazy GMs!


    1. The DM describes the environment.
    2. The players describe what they want to do.
    3. The DM narrates the results of the adventurers’ actions.

    The above list is taken from page 6 of the 2014 D&D Player's Handbook. It's the core interaction of D&D 5e.

    It seems simple – almost too simple to be worth paying attention to – but it's critical to the game and things can go sideways when we forget about it.

    5e, and probably most RPGs, might be described as a large network of nodes, each node containing those three steps within them. An adventure or session is built from dozens of those three-step nodes. Each node leads to new nodes based on the results of the previous node.

    And here's a key point to internalize:

    *We don't know which path of nodes we'll follow until they happen.

    It's folly for us to hang on to the idea that we know exactly what's coming — what the players are going to do and how the world reacts to their actions. We rarely do.

    Adjudicating the Results of the Players' Actions

    For GMs, the biggest step of the core mechanic is step three – narrating the results. We describe the situation, the character describes their intention, and we figure out whether they can do what they want, what other options we might present as alternatives, and what happens afterwards.

    If their action is easy, they just do it. You don't need to roll to put your pants on. Not all GMs get this. A lot of player intentions and character actions fall into this category. The GM describes the situation, the player describes what they want to do, the GM determines if there's difficulty or risk, and the character does it if not. The situation resolves and we're on to a new node.

    Sometimes players want their characters to do something risky or difficult. This situation is where ability checks come in. If something is risky or hard, the DM determines the difficulty and applicable ability or skill, and the player rolls a d20. Based on the roll, the GM adjudicates the result, leading to a new node.

    Lots of other things can happen based on what the player wants to do. They could cast a spell or punch someone or do anything else. We adjudicate those actions too and the story moves on.

    Studying the Basics

    It's important to review the core mechanic from time to time. It's easy to get caught up in sub-systems or big world plots or detailed combat encounter building and forget what makes the game move forward. It also gives us a great reminder that the thing we should spend the most time doing is understanding what's going on in the world so we can describe it accurately to the players. When the game feels complicated, remember it's all about those three steps and the unforeseen network of actions and results that propels the story forward and makes our worlds unique.

    • Describe the situation.
    • Let the player describe what they want to do.
    • Adjudicate the results.

    More Sly Flourish Stuff

    Last week I posted a couple of YouTube videos on Using an Oracle Die and The Death of Moragin – Shadowdark Gloaming Session 37 Lazy GM Prep.

    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:

    Patreon Questions and Answers

    Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:

    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:

    • Shake up adventure types across your campaign: dungeon crawls, infiltrations, investigations, intrigue, overland exploration, and so on.
    • Include upward beats in your dungeon crawls.
    • Plant future adventure seeds in your existing session. Outline three possible adventure options revealed and decided upon before the end of your next session.
    • Clarify where rests can take place and where they can’t.
    • Show pictures of NPCs.
    • Give characters a home base or common hangout. Don’t constantly threaten it.
    • Ask players how much leeway you have to integrate their backgrounds into the campaign. Don’t change a player’s character away from their intent.

    Related Articles

    Get More from Sly Flourish

    Buy Sly Flourish's Books

    Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.

    Read more »
  • VideoGetting Ideas for your RPGs

    The Kickstarter for my latest book, The City of Arches, begins August 6th! Sign up to be notified on the launch of this high-fantasy city sourcebook for Lazy GMs!


    Over at the Sly Flourish Patreon I get asked where ideas for our games come from. For me, great ideas come from great fiction.

    Chapter 25 of Return of the Lazy Dungeon Master offers a list of fiction I found fueled my own GM's brain attic. It's been a few years so I extended the list with the one below.

    These books, TV shows, movies, and games are sources of fiction that spoke to me. They may not speak to you. Instead, write up and share your own list.

    Books

    • Bloody Rose by Nicholas Eames
    • East of West by Jonathan Hickman
    • Fairy Tale by Stephen King
    • Gideon the Ninth by Tamsyn Muir
    • Kings of the Wyld by Nicholas Eames
    • The Hundred Thousand Kingdoms by N. K. Jemisin
    • Tress of the Emerald Sea by Brandon Sanderson

    TV Shows

    • Andor
    • Book of Boba Fett
    • Castlevania
    • Dark
    • Dracula by Mark Gatiss and Steven Moffat
    • For All Mankind
    • Good Omens
    • Locke and Key
    • Love, Death, and Robots
    • Mandalorian
    • Midnight Mass
    • One Piece
    • Peaky Blinders
    • The Expanse
    • The Outsider
    • The Witcher

    Movies

    • American Werewolf in London
    • Avengers Infinity War & End Game
    • Blade Runner 2049
    • Clash of the Titans (the old 1981 one)
    • Color Out of Space
    • Doctor Sleep
    • Dungeons & Dragons Honor Among Thieves
    • Dune part 1 & 2 (Denis Villeneuve)
    • Eternals
    • Everything Everywhere All at Once
    • Hereditary
    • It Chapters 1 and 2
    • John Wick 1-4
    • Midsommar
    • Nope
    • Pan's Labyrinth
    • Prey
    • Snowpiercer
    • Tenet
    • The Endless
    • The Green Knight
    • The Witch
    • Thor Love and Thunder
    • Wakanda Forever

    Games

    • Baldur's Gate 3
    • Diablo 4
    • Elden Ring
    • Horizon Forbidden West
    • Remnant 2

    Other RPG Products

    The amount of material published for fantasy RPGs is tremendous and it's all useful to fire up your imagination. Borrowing ideas for your game from published RPG material is a time-honored tradition. Wolfgang Baur, lead kobold at Kobold Press, said that people stealing ideas from Midgard and bringing them into their own world was his greatest hope for the setting.

    For some excellent 5e-based products to boost your creativity, check out Notable 5e Products and Ten Notable 5e Products for 2022.

    Shaking Up Your Brain with Random Tables

    Another great tool to shake up your brain and generate some great ideas are random tables and generators. Whether it's a random monument, NPC generator, magic item, or something bigger like a whole world; random tables get your mind out of a groove and push it in a new direction.

    I built the Lazy DM's Companion with this need in mind. It offers story-based adventure ideas, each with lists of twenty options for several variables to give you all new ideas.

    It's Jaws but with a chaotic chimera awoken from a long slumber that sprays acid living in a volcanic cave protected by hags and hunted by greedy bandits.

    Raging Swan has some awesome random tables if you're looking for random tables beyond those in the Companion.

    Fill Your Mind Palace

    Generating good ideas comes from all of the sources you let into your brain and the practice of transforming them into new ideas. Our favorite RPGs let us do this transformation every week if we exercise it. Watch some great shows, play with some random tables, and draw upon your own list of awesome ideas for your game.

    More Sly Flourish Stuff

    Last week I posted a couple of YouTube videos on Excellent Short-Form 5e Adventure Publishers and Ulgar – Champion of Ramlaat – Shadowdark Gloaming Session 36 Lazy GM Prep.

    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:

    Patreon Questions and Answers

    Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:

    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 two or three paths for longer journeys to adventure locations.
    • Break up travel with interesting encounters at fantastic locations.
    • Add interesting lore to typical random encounters.
    • Stage random encounters at notable locations.
    • Give the characters the latest news through town or city heralds.
    • Let the characters see the long term results of their heroic actions.
    • Give the characters a nice coffee shop they enjoy hanging out at between adventures.

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