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  • Master Maple Syrup, Shake Up Piña Coladice, and Make Your Sausage Sizzle

    by W. Eric Martin

    What are putting on the table today? Food or games? Well, how about combining the two to get a taste of both?

    Sausage Sizzle! is a new edition of Inka and Markus Brand's 2012 dice game Würfel Wurst that publisher 25th Century Games will release in October 2024.

    You start each round by rolling the eight dice: four showing six different animals and four showing the numbers 5, 4, 3, 2, 1, and 1, with the 1s being represented by sausages. Set aside at least one die, then re-roll the remaining dice, continuing to do this until you decide to stop or are forced to. Choose an animal that you haven't yet scored in the game, then score points equal to the number of this animal you rolled multiplied by the lowest number you rolled. Sausages are normally terrible, but if all the number dice show sausages, then you multiply the number of animals by 7 instead of 1.

    After six rounds, whoever has scored the most points wins.

    • If you're like me, you accompany breakfast sausage with maple syrup, so let's turn to Sébastien Bernier-Wong's Masters of Maple Syrup, self-published through Firestarter Games.

    In this two-player tableau-building game, players take turns choosing the action that both players will take, with the active player getting a slightly better version of this action. Develop your property by adding trees to harvest sap from and utilities to improve your syrup production. When any player has ten cards in their tableau, the game ends, and players tally their score based on the value of cards in their property, along with any scoring bonuses granted by cards played.

    The first edition of Masters of Maple Syrup is no longer available, but Bernier-Wong plans to crowdfund a new edition.

    • Breakfast might be too early for drinking, but if not, give Piña Coladice a try.

    Each turn in this dice game for 2-4 players from Yann Dupont and IELLO, you roll the five dice up to three times, ideally then claiming one of the coasters in the 4x4 grid. The earlier you claim a coaster, the more points it's worth — and if you place four of your cocktail markers in a line, you win instantly. Piña Coladice is due out in July 2024 in France, with an English-language edition coming as well.

    • Another breakfast accompaniment might be Toasty Toasts, the first game from designer Coco Chen, who crowdfunded the game in mid-2023 and now has it for sale on her website.

    In this 2-4 player card game, players draw cards at the start of each turn, then take two actions, such as adding toppings to their base toast, creating flavor combos, starting more toast, playing action cards, or covering their toppings with another piece of bread to create action-immune sandwiches. When the "Time to Eat" card is drawn from the deck, everyone stops playing with their food and tallies their points.

    • Should you care to order out instead, perhaps you can engage the services of a dabba walla — but unless you live in Mumbai, that's probably not going to happen.


    Dabba Walla is a game for 2-4 players from Felix Leder and Patricia Limberger that publisher Queen Games plans to debut at the Origins Game Fair in June 2024 before it hits retail later in 2024. Here's an overview of the setting and gameplay:
    Every morning in Mumbai, over five thousand workers dressed in white swarm out to deliver more than 200,000 "dabbas" (multistoried lunch boxes) to the offices of the Indian metropolis. These "Dabba Walla" have been an iconic fixture in the cityscape since 1890. The food is freshly prepared at home by families, then collected from their front doors by the Dabba Walla. Even though some of the dabbas travel very far, they are delivered punctually via a network of intermediate stations with an amazing reliability of 99.999%! Now it's time to join the Dabba Walla on their daily journey through Mumbai...

    The game Dabba Walla consists of two phases:

    Pick-up phase: Take turns moving your Dabba Walla through Mumbai to collect dabba cards. Each time you pick up a card, you then play one of the three in your hand to take the depicted dabba tile — a polyomino of 1-4 squares — and place it in your cart, stacking tiles higher and higher as the rounds progress. Dabbas come in four colors, and you must place them on flat surfaces, filling holes with empty dabbas if needed. If you connect two half-chai symbols on tiles on the same level, you draw a random chai tile with a bonus action. Keep all played dabba cards in a personal discard pile.

    Delivery phase: After everyone has placed fifteen tiles in their cart, it's time to deliver lunches! Pick up all the cards you played, then complete a number of delivery rounds equal to the highest level that someone has stacked their dabbas. Each round, each player plays and reveals one dabba card from their hand, optionally playing chai tiles as well. Sum the value of each color of dabba, then everyone scores their dabbas on the current level based on these values, removing the tiles from their carts. (Note: If not all players have dabbas on the current level being scored, they still play a card, but they score nothing.)

    Once all the dabbas have been delivered, players score for their remaining chai tiles, then whoever has collected the most tips wins.

    Dabba Walla contains two expansion modules to provide additional ways to score or change the value of dabbas being delivered.
    Read more »
  • VideoPublisher Diary: Calico Goes Digital...and Starts a New Adventure

    by Molly Johnson

    I don't play a lot of digital games. In person, at the table, holding a deck of cards in my hand, moving pieces on a board — that's my preference. My colleagues Shawn and Robb at Flatout Games, however, really love digital games. They have played a lot over their lifetimes.

    When we were developing the first Flatout Games CoLab board game, Calico, the team — which included designer Kevin Russ, developer David Iezzi, and graphic designer Dylan Mangini — decided that the rulebook should include scenarios and achievements, "like a video game would". We've heard that many players, particularly those who play solo, like this feature, and we've since included it in all of our bigger box games: Cascadia, Verdant, Fit to Print, and Nocturne.

    I don't think we ever had digital implementation in mind exactly, but the team would tell you that having their board game turned into a video game is an ultimate achievement.

    By the time Calico fulfilled its Kickstarter backers, we were several months into the Covid-19 pandemic. We'd all been playing more board games digitally — thanks, Board Game Arena! — and digital games, specifically digital implementations of board games, were on our minds.

    And out of the blue, in 2021, Monster Couch reached out. Would we consider making Calico a digital game? Holy noodle! Would we ever!

    Monster Couch is a small company of about 25 people based in Poland, whose previous project was Wingspan, including all of its expansions. The team at Monster Couch was looking for games that could be adapted to include new — and stand out — content, and we were excited to be working with a company that focuses on a small number of projects at a time.

    With Calico, they wanted to take the concept (making a quilt, attracting cats) and create a digital game with its own identity. One of the biggest ways that they have done this is by adding a story mode. Players take on the role of an aspiring quilter in a series of mini-games that use Calico's mechanisms, and you visit an extraordinary world inspired by the works of Studio Ghibli in which cats have great power and influence over people's lives. This has taken Calico far beyond its original puzzle and has the potential to appeal to both fans of the original game and new [digital] audiences.

    We really like this approach. The adaptation of an analog game into a digital game should build on the features that lend themselves to digital games. For example, cats are clearly the stars of Calico. In the digital version, players are able to customize their cats, allowing each player to personalize the game. The Monster Couch team also focused on the 3D animation of the cats, making sure, for example, that the quilts yield under the weight of their paws when they inspect your handiwork.

    The Monster Couch team also built on the scenarios and achievements of the board game, taking the "Master Quilter" challenge further than we had in the analog version, although as with the analogue version, this remains a great way to test your skills.

    The perk everyone probably talks about with digital implementations of board games is that the scoring is programmed. Can I place a tile here? Does it score? The digital version will tell you! I've certainly stumbled through many first plays of digital games, learning the rules as I go. While the Flatout Games team spends the time figuring out the best phrasing in a rulebook to support this, a digital games development team needs to make sure all the coding is spot on.

    For Monster Couch, they aim to make learning the rules of a game as seamless as possible. As anyone who has played digital games knows, this is done through a tutorial. This part of digital game development is challenging and demands lots of trial and error.

    While the Monster Couch development team pushed themselves in new areas of animation and story building, there was also one tiny change we had to agree on: What to name the game? There was already a digital game called Calico on Steam, and Monster Couch was clear that we needed to distinguish the games. The team landed on Quilts & Cats of Calico, which is a mouthful, but I think it conveys a bit about the digital game's story mode.


    A lot of people play the Calico board game because of its solo mode. In some ways, this probably makes the design a more natural fit for a digital implementation. An element of Quilts & Cats of Calico that the Flatout Games team appreciates is that it is easy to play a quick game, without losing the charm of the analogue version. This new implementation means that people who prefer digital games will have the opportunity to try out the Calico puzzle.

    Additionally, one of the reasons that Monster Couch looks at analog games to bring into the digital world is to allow friends and family to play these games even if they live in different parts of the world. The Monster Couch team, while focused on digital games, really enjoys tabletop games. It was a big task to create four-player games in which each player can have their own set-up and be able to see other players' boards, but the Monster Couch team believed it was worth taking on.


    This whole process has been a window into the digital games world and piqued my interest in coding. I have also been trying out more digital games, such as the Monster Couch implementation of Wingspan (love it!), the new Snufkin: Melody of Moominvalley (Hyper Games), and even (so so late to the party) Slay the Spire — but I am happy to stick to making analog games and letting the experts run with their skills and creativity.

    And now Quilts & Cats of Calico is out there in the world on Steam — and coming soon to Nintendo Switch! It has been fascinating to see a digital version of our game come to life. I can say with a lot certainty that Monster Couch poured many, many hours of heart and soul into the implementation, and we hope that Calico fans, old and new, are enjoying it!

    Molly Johnson

    Youtube Video Read more »
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    DriveThruRPG.com Newest Items

  • Svenska scenarier [BUNDLE]
    Publisher: Chaosium
    This special bundle product contains the following titles.


    413673-thumb140.png[Swedish] Brunkebergsåsens hemlighet
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    Detta äventyr utspelar sig på 1920-talet och går ut på att undersöka underligheter vid Sankt Johannes kyrkogård i Stockholm och/eller den närliggande Brunkebergstunneln. Händelserna hänger ihop och har kopplingar till byggandet av kyrkan och tunneln c:a 30 år tidigare. Upplägget är av “sandlådekaraktär”; det finns flera möjliga vägar in i historien, ingen tickande klocka och olika sätt för utredarna att lösa utmaningar de ställs inför. Äventyret passar för 2-3 utredare som inte behöver vara så erfarna, men det är en fördel om de upplevt åtminstone något äventyr tidigare och på det sättet fått lite insikt i Cthulhumyten....

    472004-thumb140.jpg[Swedish] Den vita cirkeln
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    Detta scenario utespelar sig i Stockholm 1921 och passar för 2–4 utredare som inte behöver ha tidigare erfarenhet av Cthulhumyten. Lämpliga yrken är journalist, författare, agitator, jurist, läkare, sjuksköterska, missionär eller präst, men andra ingångar är också möjliga. Någon i gruppen kan gärna ha en bakgrund i social utsatthet; kanske har hen vuxit upp på barnhem, haft alkoholism eller annat missbruk i familjen under uppväxten, och/eller själv är engagerad i frågor som barns villkor, hemlöshet, missbruk etc. En grupp självutnämnda “sociala ingenjörer” vill genom magi rädda Sverige från “kriminella, sinnesslöa, tattare och slödder” – och låta oönskade element försvinna från vår verklighet. En medlem i gruppen får samvetskval och ber utredarna om hjälp att stoppa detta. Men har de vad...

    454092-thumb140.jpg[Swedish] Förbjuden kunskap och hemliga sällskap
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    I denna modul presenteras tio fiktiva svenska organisationer, sällskap, nätverk, myndigheter och andra verksamheter, som på olika sätt förhåller sig till esoterisk och ockult kunskap och litteratur. De är inte kulter som dyrkar Cthulhumytens gudar, men de kan komma att intressera sig för utredare som söker efter relaterade saker. Tanken är att spelledare ska kunna låta sällskapen och deras företrädare vara kunskapskällor, sidospår eller grus i maskineriet för utredarnas undersökningar. Det ges även exempel på två representanter vardera för samtliga tio sällskap. I värsta fall - ur utredarnas perspektiv - kan dessa bli sekundära antagonister, vid sidan av egenskrivna eller köpta äventyrs egentliga huvudmotståndare. Modulen är skriven för att kunna användas till Call of Cthulhu Sverige, m...

    404472-thumb140.jpg[Swedish] Händelser vid Svarttjärn
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    Det är 1920-tal och utredarna är utsända av byggbolaget Kreuger & Toll för att förhandla med de boende i en ensligt belägen jämtländsk by om ersättning för att få dem att flytta. Byn hotas nämligen av översämning när bygget av vattenkraftsdammen i Hammarstrand är färdigt. Men byn skyddas av mäktiga krafter som verkat i trakterna kring Svarttjärnsmossen långt innan människor etablerade sig här. Äventyret går att spela med en del detektivarbete eller genom att kasta utredarna rätt in i handlingen. Med det senare alternativet kan äventyret bli relativt kort, men långt ifrån utan dramatik. Detta äventyr vann första pris i en tävling 2022 om att skriva ett scenario för Call of Cthulhu som utspelade sig i Sverige under 1920-talet....

    407208-thumb140.png[Swedish] Pusselbitar
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    Tio korta scenariokrokar avsedda för 3-4 utredare. De är skrivna som inspiration till äventyr, för spelledare att spinna vidare på, snarare än att vara färdigutvecklade. Scenarierna utspelar sig på olika platser i Sverige under 1920-talet, såväl i större städer som i ensliga byar på landsbygden. Vissa är platsberoende men de flesta går att förlägga där spelledaren önskar. De saknar detaljer som grundegenskaper, färdighetsvärden etc. för personer och varelser som utredarna kan komma att stöta på. Varelser, gudar och besvärjelser beskrivs i Väktarens handbok. De tio scenarierna saknar medvetet ett sammanhängande tema; de är alltså inte delar av en större berättelse. Däremot är de inte heller motstridiga, utan kan mycket väl alla utspela sig i samma spelvärld. Vissa scenarier har inbyggda ...


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    Svenska scenarier [BUNDLE]Price: $11.45 Read more »
  • CAC 21 - Olympiad
    Publisher: Adventures in Filbar

    With the 'big meeting' coming to a close in Cacophony between the nations, a good natured event has been planned. In honor of this year's Olympics, we return to Cacophony where our trio of 5th level of heroes competed against the best of the best of the other nations...enjoy!

    Cacophony is one of our home campaigns and it never fails to provide some fun. This scenario was written for three, fifth level PCs and set for a two hour time limit. If you enjoyed this offering, we suggest you check on some of our other scenarios as well!

    CAC 21 - OlympiadPrice: $2.00 Read more »
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    Gnome Stew

  • Give Them a War Room: Player Facing Threat Maps

    I love a good front. Of all the tools to come out of Powered by the Apocalypse games, fronts are probably one of my favorites. (Second only to clocks, really.) Because fronts allow me to keep track of everything from the arrival of the catastrophic doomsday event to the minor rival NPC’s petty revenge plot, and they give me the tools I need to not only figure out what the bad guys are up to but also how they’re going about their nefarious deeds.

    (Confession: Even though I’ve read a bunch of Powered by the Apocalypse and Forged in the Dark games, I’ve only ever run a single session of one (the original version of Dream Askew), and I’m pretty sure I ran it completely bass-ackwards. And yet my love of fronts endures.)

    Of all the tools to come out of Powered by the Apocalypse games, fronts are probably one of my favorites. (Second only to clocks, really.)

    You know what else I love? Putting my PCs in positions of power. I love foisting eldritch artifacts or ancient magics onto their shoulders. I take glee in giving them influence within an important organization and seeing what they’ll do. It allows me to ask tough questions about how and when they use their great power responsibly (thanks, Uncle Ben). Plus, it gives my players the power to enact real change in the game – something all of us can sometimes feel powerless to do in our real lives. (My group’s go-to power fantasy is making the world a better place.)

    These two loves, though – they are at odds with each other. At least, they are when it comes to my villains’ devious plotting because those fronts happen in the background. Yes, I can write down that Professor Bad Guy’s Ultimate Plan of Evil has six steps, and I can plant clues throughout the game’s narrative that could potentially lead my characters to put the pieces together and figure out his plan.

    Still, I can be an anxious GM at times, worrying that my clues are too obtuse or that my players will reach the wrong conclusion. And if I fail to deliver, then they’ll fail to figure it out in time, and The Ultimate Plan will succeed without the players having had a chance to thwart it.

    Now, I know some games have done a wonderful job of systematizing when fronts advance. Still, when you’re porting the concept into a game that doesn’t already have them baked into the mechanics, you’re basically running that background minigame on vibes. And on the one hand the GM can basically do whatever they want (as long as it serves the story and creates a good time for their players).

    But on the other hand, the GM can basically do whatever they want, and oh gods, I was already working with themes of using power responsibly, so now I’m second-guessing my second guesses!

    GIVE THEM A WAR ROOM

    Fronts are meant to be a GM-facing tool — a little mini-game the GM plays with themself between sessions. When I run games, I like to flip it around and, instead, give the players a “war room.”

    Maybe it’s an actual war room in the command center of their base. Maybe it’s an oracle-like NPC or familiar that keeps track of their enemies’ actions. Maybe it’s the murder board in their detectives’ office. Regardless, all of these war rooms have one thing in common – the threat map.

    When you’re porting the concept into a game […], you’re basically running that background minigame on vibes.

    Just like fronts, the threat map is a big circle with all of the campaign’s (known) threats arranged around it like a clock. At the center of the circle are the PCs (or their town, their ship, their community, what-have-you). Each threat has it’s own number of steps, and as those steps are completed, they get filled in from the outer rim, moving towards the PCs in the center.

    At the end of each session, I show my players the threat map, and together, we discuss what threats they addressed and those threats don’t advance (or get crossed off if they eliminated it).

    The ones they didn’t deal with, though. Those tick down. Getting closer and closer to completion.

    Of course, the threat map is fluid. As they discover more threats, they’re added to it. When they eliminate one of the threats, it’s removed.

    A war room with a threat map gives your players several things – it gives the players a feeling of control (or at least the potential to feel in control), it gives them a way to prioritize the most immediate threats in the game world, and gives them a core list from which they can build out what they know about the villains’ schemes. It basically gives them a quest log.

    A war room with a threat map gives your players several things – a feeling of control, a way to prioritize, and a core list of tasks to complete.

    Depending on the tone of the game and just how many enemies the players have made, I may also introduce a mitigation mechanic – some way for them to delay a threat without actually dealing with it in the session. Sometimes, it’s a die role at the end of the game. Other times, it’s a resource cost. (This is also a great place to use an NPC delegation system.)

    Because while the threat map can keep your players focused on the main tasks at hand, it can sometimes make them too focused. Any mitigation mechanic you introduce will allow them to breathe and indulge in ancillary role-play that wanders a bit.   

    IT’S NOT FOR EVERYONE

    I don’t always use a player-facing threat map when I run games. It works best in games where your players have the means to not just react to dangers but also get out ahead of them. I wouldn’t use this tool in games like Shiver or Camp Murder Lake, for example, because those games are about not being in control.

    That said, introducing the threat map at a point in the game where the characters have crossed a certain power threshold could be a great way of driving home the fact that they’ve got bigger responsibilities now.

    THE LAST THING I LOVE

    Besides my spouse, my dog, and my library of books and games, I love one other thing — a good template.

    Here’s the threat map I used when I was running Starfinder. Feel free to download it and make it your own, and tell me how you think you might incorporate player-facing threat maps into your next campaign!

    Read more »
  • 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 »
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    RPGWatch Newsfeed

  • Together in Battle - One Year in Early Access
    The Strategy RPG Together in Battle is now one year in Early Access - Craig Stern informed us that he needs one more year to finish the game: Together in Battle hits one year in Early Access! @ Craig Stern "Well, hello there! I'm here in your inbox to drop you an Official Update about Together in Battle, the solo-developed indie gladiator management SRPG (with rave player reviews) that I've described as "a gladiator management strategy RPG with vibrant characters, emergent relationship-building, and time management mechanics.... Read more »
  • Wizardry: Proving Grounds of the Mad Overlord - Release Date: May 23
    The Otaku Authority reports that the Wizardry 1 remake Wizardry: Proving Grounds of the Mad Overlord will be released on May 23: Wizardry: Proving Grounds of the Mad Overlord remake launches May 23 for consoles and PC Digital Eclipse has announced that its remake of Wizardry: Proving Grounds of the Mad Overlord will leave Early Access and launch for PlayStation 5, PlayStation 4, Xbox Series, Xbox One, Switch, Steam and GOG on May 23.... Read more »
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    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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