News

    -

    BoardGameGeek News | BoardGameGeek

  • Designer Diary: Food Trucks

    by

    Hello, everyone! This designer diary was written by our awesome designer Jose D. Flores, who's also the mind behind Sherlock in Time. From him and all the team at TCG Factory, we hope you love this diary and Food Trucks as much as we loved making it!

    From Juices to Cursed Weapons and Hot Dogs

    Once upon a time, when I was working in the video game sector, I developed a game called Juice Mania. You had to serve juices to clients, and you made the juices by picking different fruits.

    From there, we had some ideas for how to make Juice Mania into a board game, and while the design originally had a board, a client list, and so on, we had to simplify it due to it being too complex for the intended audience. Slowly but steadily, we worked on it, and we finally reached the product you can now play.

    Juice Mania — clear inspiration for Food Trucks
    Everyone has played this type of game at least once in their lives, so it’s fairly easy to learn how to play Food Trucks. On their turn, players can take one of two possible actions:

    • Take ingredients from the common market.
    • Serve orders.

    When picking ingredients from the market, players can choose only one type of food from all the types available, and they must take every adjacent card of the same type as the one they choose (Candy Crush-style, so to speak). When a player has all the required ingredients to fulfill an order, they can discard them and take the corresponding order card, which has a coin value of 1-3. We gave each card a value based on the ingredients they require since statistically they're not all equivalent.

    We pondered having other ways and abilities to level the playing field, but when lowering the game's complexity, we thought this way was the easiest, and it worked fine.

    As I said, we started working on the game with a fruit theme in mind, but we went through lots of different themes! After the juices, a colleague had the idea of theming the design about a shop that lifted curses from medieval fantasy weapons. "Uncursed", as we called it, was my absolute favorite choice, but that theme was way too dark for the line TCG Factory was working on. In the end, we came up with the food trucks option, and we all liked it.

    Juice Mania and "Uncursed" prototypes
    The Secret Ingredient

    Food Trucks is a special game for a couple of reasons. It reminds us of those "casual gaming" games with fruits and gems that got popular a few years ago, and the design has a building pressure thanks to clients who keep coming and adding orders to the pile. But the coolest thing about Food Trucks is that we made three different versions of the game with three types of cuisines, and you don't know which one you'll get!

    On the outside, the boxes look the same, but inside you don't know whether you'll find American, Mexican, or Asian food. This awesome idea came up when we were deciding which food we wanted the food trucks to serve. We had the three options, and when we voted, the results were neck-and-neck. One of the bosses suggested making all three, but having the same box and rulebook. We loved the idea! It was a very original, and everyone likes a surprise, right?

    Surprise! You got the churros!
    Another fun thing about Food Trucks is the name of the restaurants. Coming up with the names was a great experience because we shared a document with everyone at TCG Factory's office, and they all contributed ideas. It was a hilarious process. In the end, we voted and the winners are the ones you get in the game.


    My favorite thing about Food Trucks are the illustrations. I love how everything has come to life, especially having been able to see the evolution throughout the process as I also worked as editor on the project. Going from simple sketches to this amazing art has been an incredible process to watch.

    A quick 3D tryout vs. final illustration
    Tweaking and Perfecting the Recipe

    As Food Trucks was always a game about obtaining ingredients and serving orders, based on an existing casual game, it was always a set-collection game. However, it’s been through a lot of changes since the beginning, especially regarding simplification and making it easier for family audiences.

    Cards were also standardized, so the player doesn't have to be watching out for a thousand different things. We also had to do a great statistical job to make all orders work the same way, while having different scoring and rewards. That problem was solved with different types of ingredients and quantities.

    What?! Only a single coin after all that work?
    A lot of the changes and plenty of ideas came up during testing. Some of the biggest changes were the addition of a "steal" card, the introduction of a second delivery boy, and how orders are introduced. (At one time they entered in columns, making the game slow and heavy.)

    The "unhappy customer" card lets you steal an order that another player has already completed. This was a late addition as in the final tests we realized that the last player had a little handicap. We compensated it with the unhappy customer. The player with this card can steal an order from another player by fulfilling the order like normal, but instead of discarding the ingredients, they give them to the person from whom they stole. The unhappy customer card also goes to the stolen player, who could use it to snatch the order back in the next round, but that's not always a wise move as a new order comes up every round — and if you let them pile up, everyone will get penalized.

    The addition of the second delivery boy was absolutely necessary to control the game's timing. We realized that players had a hard time completing orders before being penalized, so we had to add something to give them more leeway.

    The punishment for letting the orders pile up is an interesting part of the game because it introduces a little bit of co-operation in a competitive game. If you end up with more orders than spaces in your order row, everyone gets penalized, which translates into everyone losing their last served order. Quick-witted players may use this to their advantage and have everyone lose an order when they have none or theirs is less valuable than the other players.

    Game set-up with Asian food
    You can also play the original base game by playing with only one delivery boy in the "Happy Hour" variant. We wanted to keep this version somehow in the game as more experienced players like it better.

    In essence, that's Food Trucks. We had a lot of fun making this game and coming up with surprises for it. Now I can only hope that the game finds its way to tables all around the world and that players enjoy it as much as we enjoyed making it!

    Jose D. Flores Read more »
  • Embody Shakespeare, Design a Dungeon, and Pick Your Nose for Emeralds

    by W. Eric Martin

    I've already covered Thunderworks Games' Citizens of the Spark, due out in Q4 2024, but the U.S. publisher showcased a few other forthcoming releases at GAMA Expo 2024.

    Stephen Kerr's Metrorunner, for example, is scheduled to debut at Gen Con 2024 in August, and you can learn about that game in this January 2024 post.


    Jordy Adan's Stonespire Architects will debut before either of those games on April 9, 2024, with this 1-5 player game set in the world of Roll Player challenging players to construct the most dangerous labyrinth possible. In short:
    Players simultaneously draft and play cards to expand their dungeons, one chamber at a time. Follow a unique blueprint and a variety of scoring challenges. Choose between mapping a path through your underground passages, placing key elements in your rooms, or searching for extra treasure.


    Spend gold between rounds to customize your labyrinth with monsters, traps, treasures, and secret passages. At the end of four years, the player with the most perilous dungeon earns the title of Master Architect!

    Emerald Sparks is a design being Kickstarted in July 2024 in which players roll dice to fill, if I remember correctly, a goblin skull. (I didn't take a pic of this in-progress design, but I don't recall whether I wasn't allowed to or whether I forgot as I was about to run to the airport.)

    On a turn as active player, you roll dice, then place them in the skull — filling the nose, filling the eyes, etc. — with higher numbers going into higher spots. You can stop and score after the first roll, or you can pay to roll more than once, but you bust if you can't place dice of at least the same value. Other players can bet on whether you'll bust or not. "Picking your nose" — that is, removing the die in the nose position — allows you to pull dice from the skull and roll again. Multiple scoring conditions are in play, and the game ends when the shared money pool is depleted.

    • Restoration Games was showing off the newly announced Unmatched: Slings & Arrows, with this standalone addition to the Unmatched game line featuring William Shakespeare as a playable character, alongside three of his wondrous characters: The Wayward Sisters, Hamlet, and Titania.


    Shakespeare's deck, designed by Jonathan Guberman, was one of the winning decks in a 2020 design competition, and it rewards players for completing lines in iambic pentameter. The Wayward Sisters, a runner-up in that competition from Jason Hager, is a multi-hero deck that challenges you to bring the witches' potion machinations to life with cunning co-ordination.

    Unmatched: Slings & Arrows is due out in June 2024.

    • In July 2023, Restoration Games crowdfunded two new versions of the 1983 game Crossbows and Catapults.

    In both versions of this two-player game, each player builds their castle, then players take turns using their weapons to fire discs at their opponent's castle, trying to knock over their warrior figures. Crossbows & Catapults: Castle Battle is the more streamlined version of this game system, featuring only buildings and weapons, with the weapons featuring "spring-powered and pinch-to-fire technology" instead of the rubber bands of decades past that would slowly rot on the plastic bits and prove unreliable in terms of how much tension they provide. Crossbows & Catapults: Fortress War features buildings, weapons, and mercenary miniatures that you play through the use of a deck of asymmetrical tactics cards.


    Restoration Games expects to fulfill the Kickstarter campaign in July 2024, then will ideally have copies for sale at Gen Con 2024 in August.

    • Here's a look at Windmill Valley, a Dani Garcia design due out in June 2024 from Board&Dice that I first covered in November 2023:


    Read more »
    -

    DriveThruRPG.com Newest Items

  • The Elder Scrolls: Call to Arms - Print at Home - Imperial Legion Starter Set
    Publisher: Modiphius

    Protect Tamriel and the Third Empire from your enemies with the staunch heroes of the Imperial Legion. HADVAR provides leadership and tactical expertise to the Legion Troops and is supported by the IMPERIAL MAGE, whose expertise with magic and weapons makes her deadly at range and up close. Finally, three IMPERIAL SWORDSMEN provide a stalwart backbone for your force. 

    This 3D print product lets you print five 32mm scale high quality multi-part The Elder Scrolls miniatures with scenic bases. 

    Files have been pre-hollowed where possible, and all files include supported versions for easier printing. 

    Contents:

    • Hadvar, Hero of Helgen
    • Imperial Mage
    • Imperial Soldier 1
    • Imperial Soldier 2
    • Imperial Soldier 3
     

    Please note: this is an STL ONLY for 3D printing and not the physical product. Requires a 3D printer and knowledge of 3D printing to use.

     

    Technical notes

    • The files have been designed and split to fit within a minimum print bed of 120x60x150mm. 
    • The files are designed for 32mm scale miniatures. 
    • These are high quality 3D print production files intended for resin printing. They may work on filament printers, but we do not support that printing method as standard.
    • STLs are provided in both pre-supported and unsupported forms. We suggest you download the free sampler pack to familiarise yourself with our formats and check compatibility with your printer(s).
    • We suggest a printer such as the Photon 4K or Elegoo Mars as being compatible with the files.

     

    Legal notes

    3D printable file and model ©2024 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved.

    • This is an STL ONLY for 3D printing and not a physical product. Requires a 3D printer and knowledge of 3D printing to use
    • STL files are sold on an "as-is" basis only, we do not accept modification requests and printing and technical support is not provided.
    • 3D Printable files have strictly non-commercial, non-distribution licences and shall be downloaded for personal use only.
    • The customer may not share, distribute, sell, rent, sub-license, host or transfer the 3D printable file.
    • The customer may not 3D print these files for commercial or mass production purposes.
    • 3D printable files may be downloaded for personal only and may not be used for marketing, collecting money, fees, donations, reimbursement or any purposes of remuneration: Including but not limited to selling 3D prints, posting content on Ebay, Etsy, Shapeways, Facebook, store or any other product or file sharing or distribution site or service.
    • Any violation is subject to legal enforcement of intellectual property rights to the fullest extent of the law, including criminal prosecution.
    The Elder Scrolls: Call to Arms - Print at Home -  Imperial Legion Starter SetPrice: $19.00 Read more »
  • Nemesis Collection - Szor'dan
    Publisher: Grim Press

    Szordan_Banner.png

    A dark elf wizard seeking to wield the power of the shadow realm to elevate the city of Noctharin to unmatched supremacy, manipulating political factions and arcane forces from the shadows.

    Nemesis Collection - Szor'dan, The Veilmage contains the following content:
    • CAMPAIGN BOSS - A wizard who wants to unlock the secrets of the Shadow Realm.
    • MULTIPLE TIERS OF PLAY - Quest hooks and statblocks for T1, T2, T3, and T4.
    • NEW MAGIC ITEM - Gloomforged Dagger.
    • TOKENS & MAPS - Unique monster tokens and two encounter maps (150dpi; grid & no-grid versions).
    • FULLY ILLUSTRATED - Unique art for the NPC and magic items.

    Szordan_ss1.jpg

    Szordan_ss2.jpg


    Nemesis_logo_with_slogan.png

    The Nemesis Collection is an assemblage of D&D5e campaign bosses usable in multiple tiers of play, featuring unique quest hooks, statblocks, encounter maps, magic items, and additional content to help you introduce these NPC in your campaign and make an impression on your players.

    Like this content? Get each new release at a discount on:

    Patreon.com | GrimPress

    Nemesis Collection - Szor'danPrice: $4.99 Read more »
    -

    Gnome Stew

  • Planning By Mad Libs

    Planning in RPGs has always been a problem. On one hand, it’s often necessary for a group of players to plan out something their characters are trying to accomplish. On the other, most groups are not adept at planning, and even if they were, the activity is never that exciting at the table – worse if you are the GM who is more of a spectator. All of this is worse if you are under any kind of time constraint, like running a one-shot. 

    That is the problem I was having. In a few weeks, my high school gaming group is having a reunion, and we wanted to play some games. One of our group’s main games was Teenage Mutant Ninja Turtles. Rather than run TMNT, I offered Mutants in the Now, which I think is a better overall game. It will be a one-shot, and likely time bound to 4-6 hours. The scenario I wanted was a raid on an island of the evil genius Dr. Feral. But planning…

    Other games have done a good job of designing around planning, but Mutants in the Now does not have any direct planning rules. So I started to think, what if we didn’t plan everything but the group just made some choices? That is when I got the idea for Plan by Mad Libs. So let’s talk about it. 

    What are Mad Libs?

    A Mad Lib is a word game where one player asks for certain words – a noun, a verb, etc – with little or no context. The words are plugged into pre-written text. After all the words have been collected, the person reads the text, which often results in a silly, but entertaining narrative. For more info see:

    What is a Plan?

    A plan is defined as a detailed proposal for doing or achieving something. There is an objective, and there are the steps to achieve that objective. Typically when this is done in RPGs the group knows or decides the objective, and then works to figure out the steps. This often results in iterative discussions as details that are discussed prompt a new discussion about older details. It can be time-consuming, frustrating, and boring. 

    Plan By Mad Libs

    The idea is to use the Mad Lib format to streamline planning so that we can quickly define the plan and move on to its execution, where the characters are taking action. 

    The idea is to use the Mad Lib format to streamline planning so that we can quickly define the plan and move on to its execution, where the characters are taking action.

    To do this, I needed to take some of the agency from the players, for the sake of time. That is, I needed to come up with the pre-written text – the plan for how the characters would raid the island. I did this using a simple story framework for a typical raid kind of story. The plan would need info on infiltration, a diversion, achieving the objective, and exfiltration from the island. 

    The blanks could then be the WHO and in some cases the HOW. Those choices could be left to the players so that they could customize the framework and make the plan theirs. 

    Here is an example of how I used the WHO to define the infiltration to the island:

    We first have to get onto Dr. Feral’s island. NAME will smuggle themselves aboard Kris Pierce’s yacht in Miami, and arrive on the island at the docks. At the same time, NAME and NAME will take a private flight out of Ft. Lauderdale and will parachute onto the southeast grasslands with our backup gear. NAME got a job as a bodyguard for Linda Davenport and will arrive on the island as part of her entourage, and will be at the arena. 

    Here is an example of how I used the HOW for the diversion:

    While that is going on, WHO will go to the CHOOSE (DOCKS, AIRSTRIP, POWER STATION) to cause a diversion by BLANK (ACTION or METHOD). 

    Implementing the Plan By Mad Libs

    The full plan is written as if one of the characters is going over the plan with the rest of the group (this was highly inspired by a scene from the A-Team movie). The players will fill out the Mad Lib plan and then one of them will read it back to the group. As soon as it’s read, we can jump right into playing.

    Advantages of Planning by Mad Libs

    There are a few advantages to this. The first is that it should be quick. Filling in the blanks won’t take long and we should be up and running quickly. Second, the plan is written out and on the table while we play. There is little chance people will forget the plan with it there on the table. Third, I can prep for the plan, which means that I can add some nice mechanical details that I might miss if I was ad-libbing based on a plan made at the table. Fourth, I can roughly manage the duration of the game based on the size of the plan I write.

    Kind of Sounds Like A Railroad

    Not really. Of course, there will be twists in the plan – some from me and others through the actions of the characters – and that I will manage while we play. The players can abandon the plan as soon as we start, or they can follow it all the way through. Both work.

    The goal of the Mad Lib plan wasn’t to control the whole adventure, it was to minimize planning and get into the execution of the plan. The Mad Lib plan accomplishes that goal. 

    One-Shots vs. Campaigns

    For sure, this idea works great for one-shots, but could it work for a campaign? I think so, if the players were to buy into the concept. Hijacking a bit of agency in a one-shot is not that big of a deal, but in a campaign it could be more of a complex topic. 

    I think it would work in a campaign where planning was not the norm, where the core loop of the game is something other than planning and for a specific story there needs to be a plan, and you use the Mad Libs format to streamline things so that the story goes smoothly. For instance, I would not use this for a Night’s Black Agents op, but I might use it for a one-off supers heist in the Marvel Multiverse game. 

    Anything But Planning

    Planning is not a fun activity in most RPGs. There are a lot of ways modern designers are trying to reduce or remove planning from games, all for the better. That said, there are plenty of games out there that need a design for minimizing planning. For those games, something like a Mad Lib plan can help.

    I hope that this Mad Lib plan will help my table come up with an interesting and entertaining plan that unfolds into an exciting session. 

    How do you manage planning at your table? Would you try a Mad Lib plan?

    Read more »
  • mp3Gnomecast 185 – Taking Over
    Ang, Jared, and JT get together on the mics to talk about all the ins and outs of taking over the GMing duties in an existing group. Links: Pathfinder Mini-Dungeon Tome D&D 5e Mini-Dungeon Tome Coriolis: The Great Dark Kickstarter Stewpot: Tales from a Fantasy Tavern Read more »
    -

    RPGWatch Newsfeed

  • Geneforge 2 - Infestation - First Impressions
    Mortismal Gaming checked out Geneforge 2 - Infestation: Geneforge 2: Infestation - First Impressions Thanks Couchpotato! Read more »
  • Hellgate London - Successor announced
    IGN reports that a successor of Hellgate London is in the works: 17 Years Later, Hellgate: London Makes Surprise Return With New Game From Original Developer Bloody hell. Remember Hellgate: London? The dark fantasy action role-playing game came out in 2007 for PC, a year before developer Flagship Studios went bankrupt.... Read more »
    -

    Sly Flourish

  • VideoRunning Missions and Quest Chains

    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.

    This series of articles includes:

    Your own categorization of adventure types and how to 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.

    Understanding Missions and Quest Chains

    In mission-based adventures the characters accomplish several goals across a series of scenes. The scenes may be linear or run in a network where players choose different paths leading to different future missions.

    Often mission-based adventures take several sessions, perhaps an entire campaign, to complete. Each leg of the mission might be its own adventure.

    Each mission or quest of the quest chain might be small – like killing a fire giant boss at a burned out watchtower, acquiring one of several needed items, or getting information from the shady vendor in the Lower Reaches. In a series of wartime missions, the characters accomplish specific missions while war rages around them.

    Missions might also be built so the characters attempt to accomplish tasks before the bad guys, or the characters face a rival group attempting to complete the same or parallel quests. This competition results in an ever-changing situation as both groups follow their chains of quests.

    Some example missions include:

    • Collecting three keys (out of 5) to open the vault of Ibraxus.
    • Destroying the four sub-lieutenants of King Lucan the vampire lord.
    • Disabling the four obelisks to prevent the opening of the doorway of the Black Cathedral.
    • Conducting four missions to thwart the hobgoblin armies of Lord Krash.
    • Recovering four powerful artifacts required to defeat Orcus, Lord of Undeath.

    Preparing Mission-based Adventures

    GMs may prepare for mission-based adventures by

    • determining the overall goal of the mission or quest chain.
    • building an outline or tree for the quests in the chain.
    • filling out the adventure details of the next quest or mission in the chain with the eight steps such as locations, NPCs, monsters, and treasure.
    • outlining which quests might follow the next one.
    • determine the path and progress of rival groups following these same quests if any.

    Running Missions

    When running mission-based adventures or campaigns, the GM should

    • clarify the goals of the overall quest chain.
    • clarify the paths the characters can take and choices they can make when conducting their missions.
    • run the current mission or quest as its own typical RPG scene or adventure.
    • offer the choices for the next possible quests in the chain.

    Mission or Quest Chain Pitfalls

    When running mission-based or quest-chain adventures, GMs might encounter the following pitfalls:

    • The choices aren't clear. Players don't know which mission to follow next.
    • Players forget why they're following these quests.
    • The mission paths don't offer meaningful choices. Characters just follow the steps in a predetermined order.
    • Large chains of missions can be thwarted when only one mission is accomplished (see all or nothing collection quests).

    Avoiding Pitfalls

    GMs can avoid these pitfalls by

    • regularly clarifying the goal of the mission or quest chain.
    • clarifying the options the characters can take and ensuring each option is meaningful.
    • not running too many missions.
    • ensuring each leg of the quest chain shows clear progress towards the goal.
    • ensuring the success of a single mission doesn't thwart the large plans of the villains or characters by using the three of five keys quest model.

    A Common Adventure Style

    Mission-based adventures are one of the most common styles of adventures. Hopefully these guidelines help you keep your mission-based adventures on track with meaningful choices, clear options, and dynamic situations.

    More Sly Flourish Stuff

    Last week I posted a couple of YouTube videos on Roll Twice and the Elven Orb – Shadowdark Gloaming Session 24 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:

    • Show players the results in the world of the choices they made.
    • Show players how powerful their characters have become.
    • Throw in lots of low CR monsters to fireball or turn or otherwise blow away.
    • Always lean towards putting meaningful choices in front of the players.
    • Clarify goals selected by the characters often -- at least once per session.
    • Bring old NPCs back and show how they’ve changed.
    • Mix your adventure types. Dungeon crawls, heists, and intrigue all work together into a unique mashup of an adventure.

    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 Overland Exploration and Travel Adventures

    This article is one in a series where we look at particular adventure types and examine

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

    This series of articles includes:

    Each article describes one angle on these adventure types. Your own approach may differ and 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.


    A quick note – the Lazy DM's Companion, my book of RPG tools, guidelines, and adventure generators, is on sale for 50% off the PDF and 20% off the softcover and PDF package!

    The sale ends 21 March so pick it up today at:

    https://shop.slyflourish.com/products/the-lazy-dms-companion


    Understanding Travel Adventures

    For the sake of this article, overland exploration and travel adventures follow the characters as they travel from one place to another, usually over significant distances across the surface of the world.

    Sometimes the characters know clearly where they're headed. Other times they might only be following vague rumors. The paths they follow might be well known or something they discover as they go.

    Travel adventures might be run as hex crawls, pointcrawls, or linear paths of connected locations. They could be a quick journey during a single game or run over several sessions.

    Resources for Travel

    Your chosen RPG might include material for running travel scenes. Two books offer excellent guidance and systems for running travel adventures for 5e games: Uncharted Journeys by Cubicle 7 and Trials and Treasure for Level Up Advanced 5e by EN World publishing. Uncharted Journeys offers a solid system for travel and a huge range of potential encounters. Trials and Treasure includes excellent random encounter tables, character roles, weather options for various climates, and more. If you choose only one book, start with Trials and Treasure.

    Preparing Travel Adventures

    Preparing for an overland exploration or travel adventure might include

    • defining the starting point, the destination, the distance, and the path.
    • understanding how you plan on running the journey – point crawls, hex crawls, a linear series of encounters, or a single encounter during the journey.
    • defining potential paths.
    • preparing a list of roles and activities the characters engage in during travel.
    • preparing a random weather table.
    • writing down potential encounter locations along the journey for each node in the pointcrawl or within one or more of the hexes along the journey.
    • preparing a list of encounters – random, fixed, or a mix of both.
    • writing down secrets and clues, NPCs, or treasure the characters might discover along the journey.

    Running Travel Adventures

    Like dungeon crawls, travel adventures can follow a particular model of gameplay. This procedure includes

    • clarifying the starting point and destination for the journey.
    • asking each player to select a role for the journey – scout, pathfinder, quartermaster, etc. Characters might instead choose to aid someone else.
    • roll on a weather table each day to determine what weather the characters deal with that day.
    • expend daily resources such as food and water.
    • have the characters roll ability checks based on their role. A scout may notice creatures before the creatures notice the characters. A pathfinder may stay on course or get lost. A quartermaster may give the characters temporary hit points or lose resources.
    • roll for monuments or other notable features as they travel or use one of your predetermined locations.
    • roll for random encounters. Even if they don't encounter something, you might roll to see what came by recently or what might be coming. You might roll twice and mix two encounters together.
    • move on to the next day.

    Pitfalls for Travel Adventures

    Here are some common pitfalls for travel adventures:

    • Too much time is spent on travel when the real story is happening at the destination.
    • Too many downward beats or hard encounters – it feels like a slog.
    • Travel feels like a needless chore or time-wasting filler.
    • Travel doesn't offer meaningful choices or actions.

    Avoiding Travel Pitfalls

    Here are some ways to keep travel on track.

    • Drop in relevant secrets and clues the characters discover during their journey to tell them about the world, its inhabitants, and elements of the larger story.
    • Include interesting monuments to solidify specific locations and encounters and act as catalysts for secrets and clues.
    • Include roleplay and exploration scenes, not just combat encounters.
    • Run some easy encounters the characters can resolve many different ways.
    • Let characters get the drop on monsters and give them the choice to fight them or not.
    • If travel isn't interesting or challenging, shorten it or skip it completely and get to the more important scenes the players care about.

    A Bridge Between Other Adventures

    Travel adventures are often a bridge between one part of the story and the next part. With careful planning and execution, travel can offer stories just as interesting as other types of adventures.

    More Sly Flourish Stuff

    Last week I posted YouTube videos with Thoughts on Obsidian for TTRPG Prep and the Lazy DM's Companion Sale.

    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:

    • Challenge high-level characters by attacking several vectors: AC, various saves, area attacks, advantageous terrain, flippable environmental effects, and so on.
    • Benchmark encounters with the Lazy Encounter Benchmark: A battle may be deadly if the sum total of monster CRs is 1/4 the total of character levels; or half of character levels if they're 5th level or above.
    • Tweak the Lazy Encounter Benchmark based on what you know of the characters. Really powerful? Pretend there is one additional character of the party's level.
    • Warn players when they're going to enter a long fight. Change the fight midway and keep up the story to make long battles interesting.
    • Include switchable terrain that works against the characters at first and for them later on. For example, an unholy effigy gives evil creatures advantage but gives characters advantage when turned into a holy effigy.
    • Level characters after significant accomplishments in the story.
    • Damage is the biggest threat a monster offers that doesn't take agency away from the characters. Want a bigger threat? Do more damage.

    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 »

Begin typing your search above and press return to search. Press Esc to cancel.