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    BoardGameGeek News | BoardGameGeek

  • Jamey Stegmaier Offers a New Vantage for Gamers

    by W. Eric Martin

    For several years, U.S. publisher Stonemaier Games has announced games, then shipped them to direct buyers shortly afterward, with the title then hitting retail outlets shortly after that. In short, the publisher has stock of the game in hand before even announcing it, which means Stonemaier can't fail to deliver the game on time.

    For Vantage, though, Stonemaier is taking a different approach. In the Stonemaier newsletter, designer Jamey Stegmaier writes, "Vantage is nearing the end of the playtest process and will start production later [in 2024], but the journey to bring this game to life is too big to cram into our standard 10-day pre-launch reveal."


    Maybe when you read this description, you'll understand why Stonemaier is taking a different approach for this 2025 release:
    Vantage is an open-world, co-operative, roguelike adventure game for 1-6 players that features an entire planet to explore, with players communicating while scattered across the world. With nearly eight hundred interconnected locations on cards and over nine hundred other discoverable cards, the world is your sandbox.

    You begin each game of Vantage on an intergalactic vessel heading towards an uncharted planet. After crashing far from your companions, you have complete freedom as to how you explore, discover, and interact with the planet. You view your location from a first-person perspective, and you can communicate with and support other players, but you are separated by vast distances, so you can see only your current location.

    Vantage is not a campaign game, and it is completely self-contained with no expansions — just a few accessories like metal coins.
    Read more »
  • VideoCorey Konieczka Invites You to The Mandalorian: Adventures

    by W. Eric Martin

    U.S. publisher Unexpected Games has announced its next game release: The Mandalorian: Adventures, a co-operative design by Corey Konieczka for 1-4 players.


    Here's an overview of this Q3 2024 release, followed by a trailer that shows off bits of gameplay:
    When offered a lucrative job, a lone bounty hunter begins a journey that will put his skills to the test and redefine his world.


    The Mandalorian: Adventures allows players to experience a new part of the Star Wars universe on their tabletops. Navigating unique maps and missions, players must co-operate to accomplish their goals and avoid defeat. Play as one of eight unique characters, each with their own deck of cards and strategies that will help you fight enemies and solve dilemmas to complete mission objectives. All of the action takes place in an illustrated map book as players recreate iconic moments from season 1 of the hit Disney+ series. With an intuitive system that's easy to teach, the game grows with new rules, components, and mission types added over time – some even featuring a hidden traitor mechanism...

    Youtube Video Read more »
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    DriveThruRPG.com Newest Items

  • Trilogy
    Publisher: Bridlewise

    Trilogy is a tabletop RPG designed for epic fantasy campaigns. Build your world at the table, create characters to explore it and let the adventure commence.

    Trilogy is designed specifically for players who want to discover their world in play rather than having to consult settings guides and books of existing lore. A world that lives and grows around you, shared by everyone at the table.

    • Worldbuilding built into the game
      During the first session of your game you will build the world together at the table.
    •  Characters play their role in the story
      Instead of a traditional RPG character class you have a narrative arc that helps guide your character and provides their special abilities. 
    • A game for epic fantasy campaigns
      Trilogy is designed to let you play out longer campaigns as your characters grow and move between arcs. 
    • Simple, familiar, dice system
      Built on the widely-used Powered by the Apocalypse system, you only need a couple of six-sided dice to play Trilogy. 
    • Clear divisions between in and out-of-character play
      Trilogy is designed for both “writers room” and in character play – how you choose to balance those is entirely down to what you enjoy as a group. 
    • GM Support
      Trilogy is packed with examples and advice for running the game. Even if it takes some time to put a group together, the ideas in the book will be useful for any other games you play.

    Downloads

    • Trilogy
      A 385 page PDF, readable and cleanly laid out
    • Playbooks and Printouts
      The core moves, playbooks, and GM cheatsheets.

    Game Contents
    Trilogy consists of the following sections:

    The Appendices constitute a system for creating your world at the table - these are designed for collaborative worldbuilding, but you can also use them as a guide to adapt an existing setting.

    The Characters section includes the common moves all characters can do, the 21 character arcs that act as playbooks, and sections on equipment and the vehicle and mount playbooks.

    The Game Process section documents the process of play in sessions and scenes.

    The final section Running The Game guides you through the game from the GM's perspective, helping you to create maximum adventure for minimum homework. It also guides you through creating custom moves and arcs so you can extend the game if you are so inclined.

    Trilogy includes an epistolatory worldbuilding game as an epilogue, in which you play as horrible academics searching for wildlife. This can be used as a fun way to build your world out further and introduce mysterious and dangerous new creatures.

    Character arcs
    Character arcs are Trilogy's solution to the challenge of creating playbooks that can operate in the world you create regardless of setting. Instead of playing a traditional class, your characters have a narrative arc that represents their role in the story. Some of these (such as the Fighter, the Magus, and the Healer) look very like traditional character classes, others (the Defeated, the Volunteer, the Mentor) are quite different. You advance along your arc by leaning into your character and hitting pre-defined beats as you go, gaining new moves and new opportunities as you do.

    And more...
    Trilogy features many other mechanics such as: mounts and vehicles with their own moves and playbooks, lightweight companion characters for when you want to split the party but still give everyone a chance to play, a scene system designed to create a boundary between in-character and out-of-character play, and more. The book is full of examples of play to help you understand how its moves and mechanics can be used to tell a fun, epic story with your friends.

    TrilogyPrice: $21.18 Read more »
  • Showtime!
    Publisher: Catscratcher Studio

    Showtime! is lyric, solo-RPG about hunting monsters, being glorious and earning coins! 

    Players take the role of a magnificent Bard, accompanying a Monster Hunter through wondrous adventures!

    4wtjM0.png

    Here's the catch: hunting monsters is a very competitive business... And your job is to weave the catchiest of tunes about your Hunter's feats, in order to convince audiences to donate some gold to support such noble work! Your stories need not be faithful to how the events actually transpired - as long as they're remarkable and entertaining and leave the people wanting more!

    Build up your companion's legend and coffers with each new song - while building up your legend and coffers as well (after all, you are the true star of the show, no matter what the haters say)! 

    #

    To play Showtime! you will need this rule book; at least one six-sided die (1d6) and one twenty-sided die (1d20); a way to write down your glorious songs and keep track of your journey; and the confidence, style, grace and magnetism of the rockstar we already know you are!! 

    This book contains rules for one-shots and for campaign play, as well as optional rule variants for multiplayer sessions!

    blBlCa.png

    #

    Are you ready to make history?!

    Showtime! was initially published as part of the Solo But Not Alone bundle initiative towards mental health awareness. #

    Showtime!Price: $8.00 Read more »
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    Gnome Stew

  • mp3Gnomecast 187 – Learning About the OSR

    Ang gets JT and Walt on the mics to learn more about what the OSR (Old School… Renaissance? Revival? Retro? The R varies) actually is. Join us and learn more about this style of roleplaying game.

     

    Links:

    JT’s Amazon Book Page

    Origins Game Fair

    Renegade Game Studios

    Read more »
  • The Genre Mash

    One of my gaming groups plays a mashed up game with three genres: Highschool, Swashbuckling, and Urban Fantasy. We call it Children of the Shroud. In the game we play high school kids in a hidden magic world. As part of our magical learning we are part of the Junior Guardians club. It’s a club for magical students at our high school in Buffalo NY. Due to reasons, we got ourselves involved in trying to stop a magic prosperity cult who are using the in-game currency of a video game called Call of Violence to try and manifest a new primal elemental of prosperity. This in-game currency can be bought with real world money. Prosperity magic is outlawed by the magic cops because it can destroy the magical veil which helps hide the magical world from the normals out there. If those normals found out about the magical world they’d get really torch and pitchforky on the magic folks. 

    Our characters are…interesting. My character, Silas, had his girlfriend’s essence bound to his soul when the campaign started and has been trying to make her whole again. Ti is a medusa in a really nice middle class family of medusas. Gunny just figured out he was a wind elemental and his dad isn’t dead, but some big bad criminal, or spy, or both. On top of that we can all manifest magical weapons that let us cast stronger and stronger spells the longer we fight, and two of us are also on the academic decathlon team at school, or the Knowledge Bowl team, as our friend Ti likes to say.

    It’s a mashup. So let’s talk about how you can do something similar.

    Pick Genres

    First, pick three genres. Need a list? You can try TV tropes or here’s a bunch of genre’s to pick from: 

    Action, Adventure, Comedy, Crime, Espionage, Fairy Tale, Hard SciFi, High Fantasy, High School, Historical, Horror, Low Fantasy, Martial Arts or Wuxia (It’s Woo-Shhaaa, say it with me, Woo. Shhaaa.) Mecha, Medical, Medieval, Modern, Mystery, Politics, Post-Apocalypse, Prehistoric (who doesn’t love a big old dinosaur), Psionics, your favorite version of the punk genre, Pulp, Science Fantasy, Soft SciFi, Space Opera, Sports (we need more sports RPGs), Suburbia, Super Heroes, Sword & Sorcery, Urban Fantasy, Western, Zombies AKA Hordes of shambling dead people where the shambling dead are the least dangerous thing.

    Understand Your Genres

    Second, understand what your genres are about. Let’s look at the Children of the Shroud game I mentioned. I’ll be quoting the Cortex Prime rule book for their take on the first two genres:

    High School: Teenagers are complicated, and so are the adults that share their worlds, especially when the drama is dialed all the way up because of exams, proms, drugs, and bullies.

    Swashbuckler: Icons of this genre are pirates, musketeers, and scoundrels, but it really extends to anything where the characters engage in flashy exploits, daring escapes, over the top swordfights, and perilous relationships.

    There isn’t an Urban Fantasy genre in the Cortex book but here’s my best take on it.

    Urban Fantasy: often deals with a world of magic in a modern setting. Most Urban Fantasy has a mystery at the center of these stories, leaning on its roots in noir fiction, but the genre is primarily about mixing the magical with a mundane world and seeing how they interact. The PCs should also have one foot in both the magical and mundane worlds.

    Fit Those Genres Together – Largest Step

    Third, try and look at how the genres can fit together. This examination also lets you take a genre to a different sub genre or lets you add a sub genre. Once again, here’s how we did it with Children of the Shroud.

    In our Children of the Shroud game we decided everyone would have a magical weapon of some sort that they manifested, and the weapon would generate mana as it was wielded through different forms for combat magic. That was the intersection of Swashbuckling and Urban Fantasy. It also let me push a bit of the high school magic animes I enjoy into the game.

    We decided we wanted ritual magic that took longer to use but was more flexible than combat magic and could produce a variety of effects. This strictly fits the Urban Fantasy genre.

    Our GM, and fellow Gnome, Phil, created something called the Shroud, which hid the magical world from the mundane world but it could be strained if magic was used too blatantly. This also meant there was a governing body over magic in the world (the Veil), who helped maintain the Shroud and investigated and prosecuted those who sought to expose the Shroud or use magic in a way that would harm it. This pushed us to a hidden magical world as part of our urban fantasy genre. 

    To help make this hidden world, urban fantasy, and high school genre even more poignant and overlapped, we placed the parents of our characters as part of this magical society in some way. On top of that, Gunny’s player decided his mother doesn’t know anything about the magical world, creating some hidden world genre tension.

    Next we crafted mechanics that pulled in school cliques to highlight the high school school side of play. We called them Roles. This is a feature of Cortex Prime. Our Roles trait set includes Emo, Geek, Jock, Popular, and Performer. They provided attributes, but also our social standing in different school cliques. This is predominantly a highschool thing, but the mechanics also played into the action parts of our swashbuckling since Jock and Geek were used in our dueling rules.

    We also decided our high school would be mostly mundane, but there would be a special club called the Junior Guardians that was a cover for the magical teens attending the school. This club would be where they got their magical education. This hits the high school and urban fantasy genres along with that hidden world sub genre.

    Lastly, we have our important relationships. We started with two in the magical world and two in the mundane world to keep up the idea of being in both worlds from Urban Fantasy. Also, because one of the genres is Swashbuckling our GM decided to also do their best to make some of those relationships dangerous in a variety of ways.

    There’s actually more to it than that, I just threw a bunch of examples of what we did at you. If you break it down there’s really just three things the group needs to consider and one extra the GM should keep in mind. Time for a sub list.

    Setting

    Your setting should do its best to find these overlaps. As human beings we’re pretty good at finding the patterns and intersections where these different genres and their setting elements can intersect. Just ask yourself a few questions such as:

    • Where are the predominant locations the game will take place?
    • Who are the important NPCs and how do they fit into the setting?
    • Why are people or organizations doing what they’re doing? What’s their motivation?
    • Where is the tension and conflict in the setting and how can it be related to the genres being used?

    That’s just off the top of my head. Add questions that work best for your group and creative style.

    Situation

    An addendum to the setting would be situation. What is the initial situation the characters find themselves in or what is the overall situation the game assumes the characters will be involved in? Some folks think of this as a scenario or plot but it’s a little higher level than that. It’s more of a guideline for the players so they more easily craft characters inside the campaign. It also gives starting tensions, problems, and ways for the GM to provide meaningful hooks for the PCs.

    In our Children of the Shroud game we were all a part of the Junior Guardians, which meant we had Junior Guardian missions we had to take part in. On top of that we had personal goals the GM ok’ed as part of the initial situation. Silas had his girlfriend Meseme’s essence bound to his soul and was dealing with the fallout from that. Gunny had just discovered he was magical, and that his dead father wasn’t dead and was also magical.

    Mechanics

    Your mechanics need to find ways to fit the overlaps. Cortex Prime made this easier because we built a game using the Cortex Legos. It was a little more upfront work but made for a very fun experience.The relationships, the roles, our dueling rules, how magic affected the Shroud, and our magic ritual rules all touched on the genres we chose in some way.

    You can look around for a game that just does what you’re looking for. If you want a pulpy weird west with a dash of horror game, you can play Deadlands. But if you’re trying something where it’s not quite as obvious, or there’s not a game that fits what you’re looking for, it’s time to break out some house rules, hacks, and drifts. It’s a whole discussion on it’s own, but here’s a couple ideas for how to go about it:

    • Utilize the core mechanisms of the game to build the things you believe you need to make the game fit the genre.
    • Adapt mechanics and ideas from other games to the game you prefer.
    • Combine the above two ideas.

    What I would advise against is excluding rules for things that would be important to the genre and just leaving it up to interactions at the table. Of course, if your table is ok with GM fiat as a final arbiter for important decisions and moments in the game, then you should do that. Every table is different in what they enjoy.

    Characters

    Your characters should be crafted with the genres in mind, along with the above mentioned situation. Genres have character tropes that fit inside of them and story tropes which help drive character action. Here’s a solid way to come up with an interesting character for a genre mash game. Let’s do an original from Children of the Shroud:

    • Start with a character archetype from one of the genres or pick two and mash them together
      • Manic Pixie Girl with sleep magic (High School / Urban Fantasy) She’s very pro Veil (Hidden World)
    • Put a spin on it
      • She’s really pretty anxious about talking to people about things that matter unless it’s in her dream space. (High School / Urban Fantasy)
    • Pick some kind of story arc you’d like your character to go on
      • Will she still see the Veil as the bastion of order, law, and good she believes it to be after working inside of it? (Swashbuckling / Urban Fantasy)
    • Then play to the motivations of the character, the ideas of the trope, the idea of the story arc, and the spin.

    The above example isn’t really an original, it’s a character named Bo who’s a much more prominent NPC in our game these days. She’s part of the Junior Guardians which is how our PCs know her, and she went to the Prom with Ti. This is just the story I would envision for her if I was playing her.

    Together these steps will give a way to make a character that fits into the game you’ve mashed together.

    Scenarios

    Lastly, let’s talk about Scenarios. It’s actually the easiest part because you just look at the plots and tropes those kinds of genre stories have and build scenarios utilizing them as foundations. Then you can add some interesting bits from your characters, setting, and situation, utilizing your genre tropes where appropriate, and you have yourself a genre mashed scenario.

    Phil did this quite expertly in our 3rd Children of the Shroud story, Smarty Pants. We started with an academic decathlon against a rival school (High School). Silas spied a student on the opposing team, Lowell Thornton, using a magical Altoid to give himself a temporary intellect boost during their one-on-one trivia battle. Thing is, Lowell isn’t magical (Urban Fantasy). On top of that, before we started the story Phil asked us about how we knew our friend Morris who died at a party at Lowell’s house this past summer, drowning in Lowell’s pool (Swashbuckling – Perilous Relationship). I told Phil my character was really tight with Morris, who was the one who introduced Silas to Meseme, my girlfriend whose soul is cohabiting my body (Highschool / Urban Fantasy). We come to find out that the Altoids were imbued with the essence of Morris, who had his soul sucked out of him in a magical ritual (Urban Fantasy). So now our characters are running down who sold the Altoids to Lowell which leads to who tried to kill Meseme in the same way (Swashbuckling / Urban Fantasy). During the entire story Silas is having emotional anger issues. His friends are doing what they can to deal with it, but tensions are high (High School). There’s a running battle in the park with one of the essence dealers, but she gets away (Swashbuckling). Hard conversations are had but eventually Silas’s friends, Ti and Gunny, help Silas commune with Meseme within his soul, which helps calm him down, and three are able to track down and bring some of the people involved with taking people’s essence to justice(High School / Urban Fantasy). This was, of course, in a huge sword fight in an abandoned asylum for the mentally ill in the city of Buffalo, NY (Swashbuckling). Yes, we have one of those here. It’s real.

    Now that you have the list, here’s the most important thing to keep in mind. These items aren’t necessarily done in order. You’ll most likely need to bounce around to each of them, getting little bits of information, making choices, asking questions, and filling things out until you have a clear enough picture to proceed with whatever might be the next logical step in your genre mashup.

    Session 0 or Session -1

    To help this process you might want to gather your game group for this genre mash. Session 0’s are great for this, or even session -1 where you’re just hashing out the above items. There’s a lot to talk about, but here’s a starting list of things to think about when having this discussion.

    Genre

    • Which genres are we going to use?
    • What do the genres mean to each person? 
    • Where do the genres overlap?

    Setting

    • What do the genre overlaps mean for the setting? 
    • Is the setting original or something created whole cloth? 
    • Who’s building or deciding on the setting? Is it a group effort? Is the GM going to take point and get input from the rest of the group, or will you use some other methodology? 
    • What’s the initial situation for the characters going to look like?

    Mechanics

    • What mechanics are you going to use? 
    • How do they fit your genre mashup? 
    • How don’t they fit your genre mashup? 
    • Are you planning on hacking them to make them fit better? 

    It can feel like a lot, but I find this kind of effort to be a fun creative exercise, regardless of whether you’re doing most of it alone or with your group. In my experience, if you just follow the flow of answers and questions as they come up, and refer to the above questions as you find yourself getting stuck, you’ll have a pretty easy time with this.

    I will provide one more bit of advice. If you’re the GM and are doing this exercise with your group, I would suggest facilitating this part just like you run the game. Ask a question, get some answers, take some notes. Always do your best to provide and get clarifications on things that are said. Also, don’t be afraid to say no to things that don’t fit together, or ask the group how those pieces that don’t look like they fit together actually do fit together. You should do your best to control the pace and when things bog down, utilize the people in your group to get unstuck.

    I just want to say thanks if you’ve read this far. Let me recap the steps I think about when putting together a genre mash game.

    Recap

    First, pick three genres.

    Second, understand what your genres are about.

    Third, try and look at how the genre’s can fit together and if you need to take a genre to a slightly different sub genre. When doing this you should think about these things:

    • Setting. The people, places, important history, and current events of the game. These should all reinforce one or more of the genres.
    • Situation. This is the initial set of circumstances the characters will find themselves in.
    • Characters. Player characters that fit inside the genre and can be protagonists in the game.
    • Mechanics. Mechanisms and procedures that make sense with and enhance the genres of the game you’re playing.
    • Scenario. Build scenarios using the aforementioned elements along with the plots and story beats used in the genres you’re mashing up.

    Once you’ve done that you have yourself a genre mashed game.

    Now let me ask you. What kind of Genre Mashups have you put together? How did you do it? How would you enhance what I’ve presented?

    Read more »
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    RPGWatch Newsfeed

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    Insider-Gaming collected some info about the next Assassin's Creed game ('Hexe' German = 'Witch'): EXCLUSIVE – EARLY DETAILS ON ASSASSIN’S CREED HEXE Details on Assassin’s Creed Hexe are few and far between. Officially, the series’ Vice President and Executive Producer, Marc-Alexis Cote, alluded that the game will be different from past entries and developed by Ubisoft Montreal.... Read more »
    -

    Sly Flourish

  • VideoRunning Adventures – Mashups and the Undefined

    Over the past couple of months I've written articles defining adventure types – how we prep them, how we run them, what pitfalls we might run into, and how to mitigate those pitfalls. These articles include:

    Robin Laws's book Adventure Crucible – Building Stronger Scenarios for any RPG inspired my thoughts on this topic.

    Know the Rules then Break the Rules

    Now that we've defined adventure types, it's time to throw them away.

    You see, these adventure types often don't line up with the actual adventures we run at our table. Our adventures might span across multiple types, or they might not be defined by any adventure type at all.

    Our romp through Ironfang Keep might feel like a dungeon crawl, a heist, or an investigation. Our traversal across the ghoul city of Vandekhul might feel like travel or intrigue. Our battle against Camazotz might start as a major combat session but turn into roleplaying.

    Adventures just don't fit cleanly into any given adventure type.

    So why did you bother to read all those articles? Why did I bother to write them?

    Because understanding adventure types can still help us run awesome games.

    Actual adventures and sessions might not fit perfectly into one specific adventure type, but when we break down the elements of these adventure types, they give us a possible framework to build off of. They help us identify pitfalls and mitigation strategies for the elements of our game that do fit.

    Which Adventure Type Best Fits?

    When preparing or running our game, try to identify which adventure type or types best fit our game and use the preparation, execution framework, and tips for pitfall mitigations that make sense for the adventure you're running. Dungeon crawls, heists, defense, roleplaying, and combat situations can all come up during our campaigns or even in the middle of a session. The type tell us how we might switch modes and run that style of game.

    If we're not sure what we need when prepping our game, we can ask ourselves which adventure type best fits what we're looking at and aim our prep around that type. Sometimes finding a suitable adventure type means taking a fuzzy concept and defining it within the bounds of the adventure type. "This situation at the castle feels like both defense and intrigue – let me look at those adventure types."

    Absorb Adventure Types, Then Let Them Go

    The more proficient we are running adventures, the more we can absorb the concepts for these adventure types and then set them aside when we're running adventures outside the bounds of any one adventure type.

    Adventure types help identify different modes of play in our fantasy tabletop roleplaying games. Like many generalities, they often break down when you apply them to the actual games we run at our table.

    Yet we don't have to throw away the underlying adventure type concepts in how we prep, how we run, the pitfalls we might face, and how to mitigate those pitfalls. Those concepts hold up even if the defined shapes of an adventure type doesn't perfectly fit the adventure we run.

    Build Your Own Frameworks

    These articles offer one perspective on adventure types. Through your own experiences you might find other adventure types or choose to redefine them yourself. Your own steps for preparing, running, identifying pitfalls, and mitigating pitfalls might be far more useful to you than the advice in this series of articles. That's fine. That's awesome. Define your own adventure types. Ask yourself what you need to prep, what you need to run them, what pitfalls you often run into, and how you can mitigate those pitfalls.

    Find the adventure types that best fit your actual adventures and use the tools within to run awesome games.

    More Sly Flourish Stuff

    Last week I posted a couple of YouTube videos on Using the 8 Lazy DM Steps at the Table and Swamp King Fronk – Lazy RPG 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 characters and players a warning when they’re facing a foe beyond their capabilities.
    • Use rolls for distance and motivation to change up random encounters.
    • Improvise connections between random encounters and the larger story through secrets and clues.
    • Build your own 5e from the sources that bring you the coolest options for your game.
    • Clarify options and choices.
    • Print maps and write down one- or two-word descriptions right on the map.
    • Build encounters, secrets, NPCs, monsters, and treasure from the characters outward.

    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 »
  • VideoRunning Combat-Focused Adventures

    This article is one in a series where we look at types of adventures and examine

    • how we prepare them.
    • how we run them.
    • what pitfalls we might run into.
    • how we avoid these pitfalls.

    These articles include:

    Your own adventure types and how you run them may differ from mine. That's totally fine. There are many right ways to enjoy this game.

    Robin Laws's book Adventure Crucible – Building Stronger Scenarios for any RPG inspired my thoughts on this topic.

    For a far more in-depth look at running monsters in combat encounters, please check out Forge of Foes, our book on building and running fantastic monsters for your 5e games.

    Understanding Combat Adventures

    Good fantasy RPG sessions most often include mixtures of exploration, roleplay, and combat. Adventures or sessions focusing on only one pillar of play may bypass players' preferences for the other elements.

    But, on occasion, we find ourselves with a session focused almost exclusively on combat.

    Completely combat-focused sessions may occur when characters face a big battle at the beginning of the session and we know this battle is going to take up most of the session. Other combat-focused sessions might happen when the characters face a gauntlet of battles, one right after the other, whether they're exploring a dangerous dungeon, defending a location, or otherwise find themselves with a series of battles staged in sequence.

    Combat-focused sessions should be rare. The best sessions include scenes and situations with opportunities for roleplaying, exploration, and combat. We want situations where the characters make meaningful decisions to move the story forward.

    But combat-focused sessions do happen and thus are worth examining.

    Preparing Combat Sessions

    During prep, GMs can prepare combat sessions by

    • understanding how these combat encounters begin and where they occur.
    • deciding on a style for combat. Are you going to run it in the theater of the mind, on a combat battle mat, or run abstract combat?
    • choosing a goal for the combat encounter. Sometimes the battle isn't all about killing the monsters but achieving another outcome.
    • selecting monsters for each combat encounter. Rich combat encounters often include two or more different monster types with some synergies between them – big brutes up front and nasty ranged attackers in the back for example.
    • choosing the environment surrounding the encounter. What larger environmental effects might be in play in the combat arena?
    • selecting interesting terrain features the characters and monsters might use (see Anatomy of an Environmental Effect – Chernobog's Well)
    • planning potential shifts in the encounter. What events might change the course of the battle?
    • outlining the transitions between each combat encounter. What takes the characters from battle A to battle B to battle C?
    • building out, drawing, or preparing your battle map – either digital or physical.
    • gathering miniatures, tokens, or digital assets if you're playing online.

    Running Combat Sessions

    For 5e games and other fantasy d20 games, combat tends to be the most well-articulated and refined style of gameplay. For combat-focused sessions, GMs need only start the session and get into the first battle. Between combat encounters ensure the sinew is there to connect one battle to the next. The rest falls on the rules of combat for our chosen system.

    Depending on the complexity of the encounters, the number of characters, and their level, combat encounters may be easy or difficult to run. The higher level the characters – the more power and capability they bring to the battlefield – the trickier it can be to maintain a consistent challenge. The dials of monster difficulty can help balance such a challenge.

    When running combat, continue to draw the players into the fiction of the world. Describe the situation from the point of view of the characters. Describe what attacks and hits look like. Ask players to do the same. Reveal secrets and clues when appropriate. Include opportunities for roleplaying with NPCs and enemies before, during, and after the battle. Avoid getting lost in the mechanics of combat and remember the story going on in the world.

    Pitfalls of Combat Sessions

    Here are several potential pitfalls when running combat-focused adventures and sessions:

    • Too many hard combat encounters becomes repetitive and tiresome.
    • Combat goals aren't clear. Players don't know why they're fighting.
    • Combat focuses exclusively on the mechanics with little focus on the story or fiction.
    • Combat encounters are tactically boring.
    • Players resent encounters built to contradict their characters' capabilities.
    • Battles take too long. Players who enjoy roleplaying and exploration miss out.
    • It's easy to forget important monster mechanical details when running lots of monsters, more complicated monsters, or both.

    Mitigating Pitfalls

    GMs can help mitigate these pitfalls by

    • mixing up easy and hard encounters or waves within a single encounter. Let the characters shine while fighting weaker foes as stronger ones come on later.
    • clarifying encounter goals. Tell players how things work in the encounter so they know what they need to do.
    • continually describe what's happening in the fiction of the game. Ask players to describe their actions including attacks and killing blows.
    • include different monster types and terrain features to keep encounter tactics interesting.
    • include lightning rods – monsters intended to show off the powerful capabilities of the characters.
    • include elements of roleplaying and exploration during combat. What do the villains say? What do the characters discover about the world and situation as they fight for their lives?
    • read over monster stat blocks before play and run simpler monsters for those who don't really matter, saving mechanically crunchy monsters for bosses and lieutenants.

    An Uncommon Adventure Type

    Combat-focused sessions are best held for big battles against boss monsters. Other session types in this series of articles offer a better balance of exploration, roleplaying, and combat. Combat-focused sessions are prevalent enough, however, for us to internalize what makes them fun and what we can do to avoid common pitfalls.

    Build fantastic and intricate combat encounters and let the characters shine.

    More Sly Flourish Stuff

    Last week I posted a couple of YouTube videos including Build Your Own 5e and Add Black Flag's Luck to your 5e Games.

    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:

    • Offer opportunities for roleplaying even in the depths of the darkest dungeons.
    • Mix up battles with several smaller foes and fewer large foes.
    • Build encounters first from the fiction. What makes sense?
    • Add motivation and distance rolls to random encounters for unique experiences.
    • Include interactive monuments in bigger battles.
    • Write down connections between the characters and the next session you’re running.
    • Single monsters are at a significant disadvantage against a group of characters. This disadvantage gets worse the higher level the characters are.

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