Sly Flourish
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- VideoFind Local Players for Tabletop RPGs
Finding and maintaining a great RPG group remains the biggest hurdle for the RPG hobby. It's the topic of memes all over the internet. With all of our technology and interconnectedness, it hasn't gotten significantly better.
But there's hope.
Today we're going to look at best practices for finding local players for your tabletop RPG. For those of you who play online, do not fret. I plan on a similar article for finding great online players. In the meantime you can read my article on Interviewing New D&D Players for Online Games. Online play is a fantastic way to enjoy RPGs but today we're going to focus on finding local players.
Many suggestions here came from some fantastic discussion on this YouTube community thread. I've consolidated the many responses I received when I asked how GMs best find players for local games.
Where to Find Players
Here's a list of common places people found players for local games:
- Local game shops
- Colleagues at work
- Family members
- The local library
- Local meetups and conventions
- Schools and universities
- Asking new friends
- Facebook groups
- Meetup.com (I don't know if this option is still a good one but it used to be)
- Local Discord servers or Reddit groups
- Local Adventurer's League meetups
- Local bulletin boards (actual physical boards)
- Local volunteer groups
Run Games
It's much easier to find players than it is to find gamemasters. GMs are still the rare commodity in this hobby, so if you're willing to GM, it's easier to find players. The last time I saw a poll on it, most GMs became GMs because no one else would take the role. So take it and you'll find it easier to find players.
Try One-Shots
When you're first finding people and inviting people to play, consider running single-session or short-run campaigns in public places. This trial run gives all of you an element of safety and helps you ensure you mesh with players before you commit to a regular game or a long-term campaign.
If you have the chance, you might meet up with potential players, either physically in a public place or online, just to see how well you get along before you sit down to a game but the real test will be gaming itself.
Focus On What They Want to Play
You might have a huge stack of different RPGs you want to play but new players don't know you at all yet. They might know what system they're already comfortable with – likely D&D. Start with something familiar to them. Run a few sessions. Show them what kind of DM you are and gauge what kinds of players they are. Once you've built some trust, you can talk to them about running other systems if you want or you might find you're enjoying the game you're running.
If you start off trying to bring players in for a lesser-known game system, it may be harder to find people. They don't know you and they might not know the system, so why jump in?
Worth the Effort
Finding a group to play RPGs is worth the effort. RPGs are important. They build stronger connections between us than most forms of entertainment these days. They matter to peoples' lives. It take time and energy and likely involves some false starts and frustrations to put together a great RPG group, but it's worth it in the end.
Be patient, be persistent, and be hopeful that you'll find an awesome group to enjoy your favorite RPG.
More Sly Flourish Stuff
Last week I posted a couple of YouTube videos on One Night with Level Up Advanced 5e amd Haldrin the Lich – Shadowdark Gloaming Session 42 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:
- Mike Loses a Bet
- D&D 2024 and Free D&D on D&D Beyond
- Rich Lescoulflair Talking Phantasy Star RPG on Morrus's Podcast
- Matt Coleville on Eldritch Lorecast Talking About Project Sigil
- Free Hex Crawl Rules from Cursed Scroll 4
- Broken Weave for 5e by Cubicle 7
- Distance, Activity, and Attitude for Random Encounters
Patreon Questions and Answers
Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:
- Rewriting Published Adventures for Table Use
- Building Your Own Pantheon
- Using the Eight Steps for Published Adventures
RPG Tips
Each week I think about what I learned in my last RPG session and write them up as RPG tips. Here are this week's tips:
- Don’t start your game with a huge hard battle. It might wipe out your players’ energy just as things get started.
- Give characters multiple paths to research problems and discover answers.
- Abstract clues from their location and method of discovery. Improvise their discovery during the game.
- Add meaningful choices to every scene.
- Drop one interesting encounter in the middle of travel.
- Roll and mix two random encounters together.
- Use random encounters to show what passes by before.
Related Articles
- Finding and Maintaining a D&D Group
- Building Stronger Friendships through D&D
- Describe your GM Style
Get More from Sly Flourish
Buy Sly Flourish's Books
- The City of Arches
- Return of the Lazy Dungeon Master
- Lazy DM's Companion
- Lazy DM's Workbook
- Forge of Foes
- Fantastic Lairs
- Ruins of the Grendleroot
- Fantastic Adventures
- Fantastic Locations
Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
Read more »Source: Sly Flourish | Published: September 16, 2024 - 6:00 am - VideoMonuments of Power
Like the best lazy GM tricks, monuments serve multiple purposes in our fantasy RPGs.
A monument is a physical object sitting in the middle of a room, location, or scene. They draw our players' attention – making a location feel real. Monuments can act as vehicles for secrets and clues, markers to remember past locations, and artifacts of power to change up combat encounters.
Today we're going to look at the steps for building out encounter-changing monuments of power.
Step 1: Build a Monument
The best monuments are built from the context of the scene. See Chernbog's Well for an example of an in-world monument with some great environmental effects.
Here's a list of baseline monuments from the Lazy DM's Companion:
- Sarcophagus
- Obelisk
- Orb
- Bone pile
- Skull
- Megalith
- Pillars
- Throne
- Statues
- Well
- Orrery
- Effigy
- Arcane circle
- Spire
- Altar
- Pit
- Fountain
- Archway
- Cage
- Brazier
Random tables help us shake up ideas for monuments. Often, a monument itself isn't enough so we can tie it to conditions, effects, origins, species, gods, moments of history, and other potential variables. You can find useful tables like these in the Lazy DM's Companion as well. It often helps to build your own custom god, faction, or history tables for your own campaign setting and tie those aspects to a monument.
Step 2: Choose CR and Stats
How powerful is the monument? Use your same encounter benchmarks to determine how difficult a monument might be. You probably don't want a monument of a higher CR than the average level of the characters. It likely shouldn't be the most dangerous thing in the room all on its own. Smaller monuments have lower CRs.
Monuments of power may have different effects on the battle. If monument powers are mostly defensive, they might just make the battle longer. If they're offensive, the difficulty might be much higher and have a greater impact on combat. If they can be turned in favor of the characters, manipulating the monument might shift the battle halfway through.
When you select a CR for the monument, you can choose its AC, DC, and hit points from the Forge of Foes quick monster builder, available in the sample chapter. You also give the monument an attack bonus and damage per round if you need it for the effects it produces.
Monuments are immune to psychic and poison damage and probably all status effects. You might give them resistances, vulnerabilities, or immunities depending on the type of monument as well.
Some characters want to bash monuments in which case they attack its AC and do damage like normal. Others may want to perform ability checks to disrupt or turn a monument. In those cases, its AC can act as a DC.
For example, a CR 5 monument has a AC / DC of 15 and 95 hit points. A successful intelligence (arcana) check might inflict 35 damage. You may want to base the amount of damage the character does with an ability check on the damage it otherwise would do in a round. A 9th level character, for example, can likely inflict 35 damage in a single turn so that makes sense.
You might include multiple smaller monuments instead of one single big one. Reduce their CR appropriately for their number and effects.
Step 3: Choose Effects
Monuments of power radiate powerful encounter-changing effects. Here's a list of twenty potential powers a monument might have.
- Offers advantage to particular creatures on attacks and saving throws.
- Increases damage to particular creature types.
- Reduces damage taken by particular creature types.
- Unlocks particular abilities of creatures.
- Gives access to particular spells they wouldn’t otherwise have.
- Obscures vision.
- Prevents or reduces healing.
- Prevents teleportation.
- Acts as a vessel for extra spell concentration.
- Has an ongoing protective spell effect.
- Offers regeneration.
- Animates dead minions.
- Grants temporary hit points to nearby creatures.
- Grants resistance or immunity to a specific damage type.
- Gives a +2 bonus to attack rolls to certain creatures.
- Adds damage to the attacks of certain enemies.
- Grants the ability to fly.
- Summons and controls a powerful creature.
- Offers legendary resistance and shrugging off other debilitating effects.
- Radiates damage.
Some of these monument effects can protect bosses. Others can throw out damage. You choose what power you want to add to a monument based on the in-world situation and what would be fun for the battle.
You can also tie spell effects to monuments. Here are a few spell effects that work well when tied to a monument:
- Globe of invulnerability
- Fire shield
- Spirit guardians
- Spiritual weapon
- Darkness
- Stone skin
- Protection from good
- Greater invisibility
- Silence
- Antimagic field
Step 4: Ensure They're Fun
The line between a fun monument and a tedious monument is thin. The wrong monument with the wrong power can feel like a slog instead of an interesting tactical decision in a big battle. Ensure the monuments you create add to the fun instead of just slowing everything down. In particular, avoid monuments that take away agency. Monuments should add interesting choices to a battle, not take choices away. If a monument is too powerful, the characters have no choice but to go dork with it. But a monument that gives villains an edge creates a choice for the players – do they just bash the boss or go disable the monument?
One great trick is to let players reverse a monument instead of destroy it. Looking down the list of potential effects, ask if there's a way the characters can channel it in their favor instead of just destroying it.
Shaking Up Big Battles
Our 5e games remain interesting session after session because every battle is different. The environment changes. The mix of monsters changes. The situation changes. And with monuments in our bag of tricks, we can change them even further. Our bosses become harder. The characters have to move around. Extra variables create battles completely unique from one game to the next.
More Sly Flourish Stuff
Last week I posted a couple of YouTube videos on City of Arches – Running Summervine Villa and Haldrin's Tower – Shadowdark Gloaming Session 41 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:
- Follow Up on D&D 2014 Material in D&D Beyond
- Lost Worlds of Gygax Humble Bundle
- D&D Direct Announcements
- Knave 2 by Ben Milton
- Twelve Types of Medieval Artwork and Architecture for Dungeon Delving
Patreon Questions and Answers
Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:
- Convincing New Players to Try a New System
- 18 Months Since Other Publishers Published on D&D Beyond
- Using City of Arches with Theros
- Empire of the Ghouls Out of Print
- Favorite Campaign Sourcebook and Setting
RPG Tips
Each week I think about what I learned in my last RPG session and write them up as RPG tips. Here are this week's tips:
- Build layers of gods the characters can discover as they explore the world around them.
- Improvise gods by shifting the names, appearances, genders, and domains of existing gods from fiction or history.
- Study types of historical artwork and decorations to improvise such features in your game.
- Lean in on the characters’ cool abilities.
- Change up encounters so the characters discover two groups already engaged in battle.
- Mix roleplay, exploration, and combat even in the deepest dungeon.
- Warn players that they might not have everything they need, should they have to backtrack in a dungeon.
Related Articles
- Anatomy of an Environmental Effect – Chernobog's Well
- Character-Focused Ancient Monuments
- Lost Monuments of Chult
Get More from Sly Flourish
Buy Sly Flourish's Books
- The City of Arches
- Return of the Lazy Dungeon Master
- Lazy DM's Companion
- Lazy DM's Workbook
- Forge of Foes
- Fantastic Lairs
- Ruins of the Grendleroot
- Fantastic Adventures
- Fantastic Locations
Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
Read more »Source: Sly Flourish | Published: September 9, 2024 - 6:00 am - VideoScenes – The Catch-all Step of the Lazy Dungeon Master
The eight steps for game prep from Return of the Lazy Dungeon Master include:
- Review the characters
- Create a strong start
- Outline potential scenes
- Define secrets and clues
- Develop fantastic locations
- Outline important NPCs
- Choose relevant monsters
- Select magic item rewards
Obviously, with so many different types of games and many different adventure models, these steps are intended to flex and shift as you need them.
One step in particular holds a lot of weight and contains a lot of flexibility: outlining potential scenes.
This step can act as a catch-all for many different things depending on what you need for your session. This includes:
- Adventure hooks – what draws the characters into this session's adventure?
- Forks and options – what paths might be open for the characters in this session?
- Five scenes – What scenes might happen in the game? You probably need about one scene for every 45 minutes of gameplay. Writing down this handful of short scene descriptions is the default use for this step.
- Potential shifts in the story – where might the world move to in the short-term if certain things happen?
- Next steps – what options do you want to put in front of the players this session to figure out where they're going in the next session?
- Steps required to accomplish a task – what do the characters need to do to accomplish a goal? This works well with the three of five keys idea.
You don't need all of these things for any given session, of course. Sometimes the hooks are already firmly planted. Sometimes there aren't clear forks or there are so many forks (like when exploring a dungeon) that you don't bother to break them out into scenes. Sometimes you know where the characters are going next so you don't need to outline the next steps.
A Flexible Catch-All
Use the "scenes" step to apply whatever glue you need to hold your session together and give you what you need to prepare the next one. There's no fixed format for this step (or really any of the eight steps). Like secrets serving you, this "scenes" step serves you to help you get your hand around the session you're going to run and helps you get what you need to keep your game going in the right direction.
And, of course, you can omit it completely. None of the eight steps are mandatory. Each step is there to help you get your hands around what you need to run an enjoyable session for your friends. If a step doesn't serve that purpose, skip it. If you feel like you already have what you need, toss out anything else.
More Sly Flourish Stuff
Last week I posted a couple of YouTube videos including Regions and Biomes of the City of Arches, Let's Build a Character in Shadowdark RPG, and Return to the Gloaming – Shadowdark Gloaming Session 40 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:
- D&D Designers of All Editions Talk About and Play D&D
- Kelsey Dionne of Shadowdark on Morrus's Unofficial Tabletop RPG Podcast
- D&D Beyond Changes, Then Reverses, How They Will Handle 2014 Characters
- Track the Characters
Patreon Questions and Answers
Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:
- Running Short Games for Large Groups
- Favorite D&D 2024 Rule?
- Running Mastermind and Dark Nemesis Bosses
- Releasing the Forge of Foes Generic Monster Stats into the CC
- What's In your DM - GM Kit?
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:
- Bathe dungeons in layers of lore.
- Give characters a customizable home base.
- Write down names of NPCs associated with the characters
- Drop in quick combat encounters in looser exploration and downtime scenes to focus peoples’ attention.
- What cool magic item reinforces each character’s theme? Take notes and review them during your prep.
- Think of encounters as situations the characters can navigate instead of purely tactical combat encounters.
- Write your own quick random lists to bring locations to life.
Related Articles
- Using the Lazy DM's Eight Steps At the Table
- The Eight Steps of the Lazy DM – 2023 Review
- Choosing the Right Steps from the Lazy DM Checklist
Get More from Sly Flourish
Buy Sly Flourish's Books
- The City of Arches
- Return of the Lazy Dungeon Master
- Lazy DM's Companion
- Lazy DM's Workbook
- Forge of Foes
- Fantastic Lairs
- Ruins of the Grendleroot
- Fantastic Adventures
- Fantastic Locations
Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
Read more »Source: Sly Flourish | Published: September 2, 2024 - 6:00 am - VideoThe Flee Action – A 13th Age Rule You Can Use Today
13th Age is an awesome fantasy roleplaying game built by Rob Heinsoo and Jonathan Tweet as their love letter to D&D. There's much to love in this book but today we're going to focus on one feature:
The Flee action.
Fleeing in D&D is a problem. Monsters get you locked down and by the time you know you should flee, two of your characters are down and the others are going to take a mountain of opportunity attacks if they try to run. Players already hate running from a battle, but often by the time they think they need to, they mechanically can't. By the time players realize they need to run, it's already too late.
13th Age has an elegant solution for this dilemma.
The Flee Action
Here's the flee action from the 13th Age SRD (known as the Archmage Engine):
Flee: Fleeing is a party action. On any PC’s turn, any player can propose that all the characters flee the fight. If all players agree, they successfully retreat, carrying any fallen heroes away with them. The party suffers a campaign loss. The point of this rule is to encourage daring attacks and to make retreating interesting on the level of story rather than tactics.
In short, if your group says they want to run, they run. They get away, carrying any downed characters with them – but at a story cost.
This is an easy rule for handling retreats – something players surely want to avoid but one which doesn't penalize them for mechanical idiosyncrasies like being locked down by potential opportunity attacks or dropped to zero hit points. It isn't a matter of the tactics or mechanics that let them flee – it's a matter of the story and what it means in the fiction.
The Cost of Retreating
Retreating has a cost. But we don't want this cost to be too severe or we'll still steer players away from the option of retreating. Instead, we want this cost to be interesting. We want it to move the story forward, just in a different direction. It doesn't end the situation, it begins a new one.
Here are ten example campaign shifts when the characters flee from combat:
- A ritual succeeds and a portal to the hells is opened.
- An important NPC is killed and the politics of the city becomes chaotic.
- The villains acquire or complete the construction of a powerful artifact.
- An unearthly horror is released into the world.
- A new cult forms around a creature the characters didn't defeat.
- Armies of disparate warbands now convene around a central warlord.
- One of the two ships the characters had in their possession is destroyed.
- The characters find themselves in darker and danker chambers below the site of their exit.
- Prisoners the characters hoped to rescue have become thralls.
- The Cult of the Black Harbinger activates the obelisks and discovers the doorway of the Black Cathedral.
Planning Costs Ahead of Time
When we're prepping a big dangerous battle, or a series of battles, we can ask ourselves:
"What happens if the characters lose this fight?"
It's one thing to assume the characters all die but what if they escape and the villain's plan moves forward? Fleeing from a battle shouldn't be the end of the story, it should be a new and interesting beginning.
Tell Your Players
The flee action isn't helpful if your players don't know they can do it. You may want to add it to your session zero checklist or your list of house rules and describe it as an option before the players need it. That way they always know they have this feature available to them if they want it.
If you don't think calling it the "flee" action will sit well with your players, call it the "retreat" action instead so they don't feel so bad using it.
An Easy Way to Focus Fleeing on the Story
This house rule for fleeing can be a great addition to our games. Instead of focusing on avoiding opportunity attacks or saving downed characters, shift the conversation back to the story itself. Let you and your players find a new path and a new angle in the ever-changing tales we share at the table.
More Sly Flourish Stuff
Last week I posted a few of YouTube videos including City of Arches Campaign Paths, Lazy GM Kit 2024 – Tools of the Lazy Dungeon Master, and Let's Build a Character with Tales of the Valiant.
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:
- Horror at Devil's Run on Foundry
- Rob Heinsoo on Gnomecast
- Free League Publishing Pulls PDFs from the Alchemy VTT
- Thrones and Bones Player's Guide by Lazy Wolf Studios
- Letters to Washington Post About D&D
- Running an Infiltration in Summervine Villa
Patreon Questions and Answers
Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:
- Do We Need to Change Forge of Foes and the Lazy Encounter Benchmark for D&D 2024?
- Can a Paid DM Run Your Books?
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:
- Track magic item rewards per character. Don’t let a character fall significantly behind.
- Let random treasure tools inspire your own parcels and rewards.
- Keep character names in front of you. Track turns even outside of combat.
- Keep the lazy encounter benchmark on hand to tell you if a fight is way too difficult or not. A battle may be hard if the total of monster CRs is greater than one quarter of total character levels, or half of total character levels if the characters are 5th level or above.
- Prep handouts and secret villain notes. Use them to keep yourself and your players focused.
- Clarify goals in open situations, heists, or infiltration adventures.
- Give characters a home base.
Related Articles
Get More from Sly Flourish
Buy Sly Flourish's Books
- The City of Arches
- Return of the Lazy Dungeon Master
- Lazy DM's Companion
- Lazy DM's Workbook
- Forge of Foes
- Fantastic Lairs
- Ruins of the Grendleroot
- Fantastic Adventures
- Fantastic Locations
Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
Read more »Source: Sly Flourish | Published: August 26, 2024 - 6:00 am - VideoThe Perfect Distance – 25 Feet (or 10 Meters)
"How close are the gnolls?"
"25 feet."
Understanding distance when running combat in the theater of the mind can be tricky if players have their heads still wired around 5-foot-per-square distances in gridded combat. It's hard to break this focus on spatial representation, so GMs often find themselves answering a lot of questions about distance.
How close or how far a creature is from a character isn't the real question they're asking.
"Can I get up the gnoll and hit it with my hammer?"
That's the question they're asking.
"Can I blast it with eldritch blast?"
Players want to know if they can do stuff. The distances don't really matter. We want the characters to do stuff. So we have an easy default answer.
25 feet.
25 feet is a perfect distance for lots of things. It's within range of just about every ranged attack. It's within the distance of any character's move.
It's also not yet in melee. So characters can move without taking opportunity attacks. 25 feet is the perfect distance to give characters options for just about anything.
Next time you're running combat in the theater of the mind and a player asks you how close or far something is. Instead, think about the real question they're asking – can they do the thing they want to do?
Yes.
How close are they?
25 feet.
For our Metric-Using Friends
If you're using the metric system for your game, treat 5 feet as 2 meters. It's close enough and as long as you're consistent across the rest of the game, the extra meter won't matter. Most characters, for example, move 12 meters in turn.
How close are the gnolls? 10 meters.
More Sly Flourish Stuff
Last week I posted the following YouTube videos:
- City of Arches – The Obsidian Skull
- Let's Make a Character with Level Up Advanced 5e
- Unblurred 2024 D&D Player's Handbook Deep Dive
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:
- Amazing Encounters and Dungeons
- The Perilous Void
- Follow-Up on Blurring 2024 D&D PHB Videos
- Mike on Morrus's Unofficial Tabletop Podcast on Blurgate and Project Sigil - the D&D 3D VTT
- More Character Builds with Tales of the Valiant and Shadowdark
- WOTC Designers on Eldritch Lorecast
- Tales of the Valiant on Herolab and Shard
- Biomes of the City of Arches
Patreon Questions and Answers
Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:
- Bifurcation of the Hobby Between 3d Online and Tabletop Play
- Handling Simultaneous Events
- Is a D&D Beyond Content Subscription Service Acceptable?
- Which To Buy – D&D 2024 PHB or Shadowdark?
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 the characters and players clear goals and meaningful options in open-ended situation-based adventures.
- Gauge the types of interactions players are interested in while running situation-based adventures.
- Work with players to coordinate their activities in larger open situations.
- Prep a handful of solid NPCs the characters can meet in social interactions.
- Steer players towards the fun even if you have to just tell them where it is.
- Write notes during your game. Keep track of what's important to the players.
- After your game, evaluate what worked well and what could be improved.
Related Articles
Get More from Sly Flourish
Buy Sly Flourish's Books
- The City of Arches
- Return of the Lazy Dungeon Master
- Lazy DM's Companion
- Lazy DM's Workbook
- Forge of Foes
- Fantastic Lairs
- Ruins of the Grendleroot
- Fantastic Adventures
- Fantastic Locations
Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
Read more »Source: Sly Flourish | Published: August 19, 2024 - 6:00 am - VideoBeing a Good Steward of the TTRPG Hobby
On a previous episode of Mastering Dungeons, Teos Abadia and Graham Ward answered an excellent question about whether Hasbro / Wizards of the Coast was being a good steward of D&D.
Graham turned the question around, asking whether we were being good stewards – a far more useful question. We can't control what Hasbro does with D&D. But we can influence how we promote our love of tabletop roleplaying games to others.
Embrace the Diversity of the Hobby
I think the most important thing we can do to be good stewards of the hobby is recognizing that there's no one right way to enjoy tabletop RPGs. Embrace the wide range of games we play and how we play them. Embrace the diversity of the people playing them. Embrace the breadth of books and accessories we have available to add to our games. Embrace the wealth of knowledge and experiences people in the hobby share. Embrace the different ways people come to the hobby.
Being a Good Steward
What are some specifics for being a good steward of the hobby? We each get to decide, but I'll offer some thoughts:
- Welcome new members. Show them how awesome and important the hobby can be. Teach them how to play. Listen to them.
- Get to the fun fast. Lower the barriers to play. Start small and simple.
- Teach what players want to learn. If they want to learn D&D, teach them D&D. Don't steer them away from the game that drew them in.
- Show them the breadth of the hobby. Talk about different games. Talk about different supplements. Expose them to the many excellent publishers and products that exist in the hobby.
- Focus on what matters. Show people how these games help us enjoy a fun and creative time with our friends.
- Always be learning. Learn from players' new experiences. Expand your view of the hobby. Recognize when your preconceptions might be wrong.
Things to Avoid
What are some things we can avoid so we're continuing to be good stewards of the hobby?
- Don't gatekeep. Players and GMs don't need to prove themselves to enjoy the hobby. They can enjoy this hobby many different ways from our own. Don't alienate people who come into the hobby through avenues different than yours. Someone who starts playing because they love watching Critical Role or Dimension 20 isn't a tourist, they're a fellow member of the hobby.
- Don't bash other games. Don't promote one game by tearing down another. Let people choose the games that speak to them even if their chosen system isn't for you.
- Avoid alienating jargon. Describe games using real words people understand.
- Don't brag. Avoid throwing around how long you've been playing. Someone playing for only a few months is just as valuable to the hobby as someone playing for decades.
- Don't promote a single "right" way. There are many right ways to enjoy the hobby – don't assume yours is the only right way.
Keep an Open Mind
Recognize that the way we enjoy the game doesn't have to be the same as those we talk to. This hobby evolved continually over fifty years. People of all different ages, backgrounds, experiences, drives, and motivations come at it from all different angles. They enjoy different things. They have different experiences.
Learn from new players as much as you teach them.
More Sly Flourish Stuff
Last week I posted a couple of YouTube videos including Golgoron Rises – the Intro Scenario for the City of Arches, Let's Build a Character with the 2024 D&D Player's Handbook and the Temple of Saint Terragnis.
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:
- City of Arches Kickstarter!
- Victoriana 5e by Cubicle 7
- WOTC Made Me Blur My D&D 2024 Videos
- Shadowdark Wins Four ENNIES!
- Survive a Future Digital D&D
- City of Arches Campaign Outlines
Patreon Questions and Answers
Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:
- Maps and Mapping At the Table
- What Makes the City of Arches Unique?
- Awarding Treasure to Specific Characters
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:
- Even if characters chase a red herring, give them something valuable for their effort.
- If a character fails the save to fall a great distance, give another character a chance to succeed on a check to catch them before they fall.
- If you use music in your game, build playlists for relaxing, sinister, and combat music.
- Let your players know if they're at risk of missing something awesome.
- Add one secret tied to each character's story during your prep.
- Mix up monster types. Don't fill crypts with nothing but undead.
- Jot down three noteworthy features for larger locations. Use one feature for smaller rooms or chambers.
Related Articles
- Letters to New and Veteran Dungeon Masters
- How to Survive a Digital D&D Future
- D&D Beyond, Wizards of the Coast, 5e, and You
Get More from Sly Flourish
Buy Sly Flourish's Books
- The City of Arches
- Return of the Lazy Dungeon Master
- Lazy DM's Companion
- Lazy DM's Workbook
- Forge of Foes
- Fantastic Lairs
- Ruins of the Grendleroot
- Fantastic Adventures
- Fantastic Locations
Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
Read more »Source: Sly Flourish | Published: August 12, 2024 - 6:00 am - VideoHow to Survive a Digital D&D Future
Hasbro may be hurling D&D towards a digital future but we already have everything we need to enjoy this game for the rest of our lives.
Hasbro is super-excited for a digital D&D future. They're tired of selling us, as Penny Arcade perfectly describes, a single hamburger we can share with our friends every week for thirty years. Hasbro wants subscription revenue from every player every month – not just the single purchase of a book you can keep, share, and use for the rest of your life.
Hasbro doesn't want to sell you D&D. They want you to pay rent.
Chris Cocks, Hasbro's president and former president of Wizards of the Coast, is pushing hard for a digital future. He already said they're running experiments with artificial intelligence saying "D&D has 50 years of content that we can mine". The new head of Wizards of the Coast, the subsidiary of Hasbro in charge of D&D, is a former Blizzard executive who replaced a former Amazon and Microsoft executive. They posted a new D&D product architect job with a clear focus on digital gaming and a new "monetization designer" which is as close to "professional enshittifier" as I've heard of in a job description.
So yeah, Hasbro is really excited to charge monthly fees and microtransactions for D&D and ensure you never stop paying for it.
But I have good news for you. It doesn't matter.
Here are four reasons why:
- The three D&D core books are the only D&D books that really matter and they're going to be physical books.
- With rulesets released into the Creative Commons, anyone can build digital tools, adventures, supplements, and even entire RPGs – all fully compatible with D&D.
- We have 50 years of previous versions of D&D we can play, multiple competing and compatible 5e variants from other publishers, and hundreds of other RPGs we can enjoy.
- We have several independent digital platforms we can use to run our games online.
Let's look at these reasons one at a time in case the list alone doesn't convince you.
The D&D Core Books are Physical and They're All That Matters
We know the D&D 2024 core books are going to be physical. People already have the D&D 2024 Player's Handbook in hand and the Dungeon Master's Guide and Monster Manual are coming out in the next six months. Once we purchase them, they're ours forever. These books aren't hobbled products that require some monthly subscription to keep using. You can whip up a character on a piece of paper in 30 minutes and play for a couple of years.
The core D&D books vastly outsell other D&D books. Once we have the core books, we don't need anything else. Big crunchy character option books like Xanathar's Guide to Everything and Tashas's Cauldron of Everything are popular and change the game in fundamental ways, but they're not necessary. Other publishers also publish crunchy character books. WOTC doesn't have a monopoly on 5e character options.
Once the physical core books are out, it doesn't matter if WOTC tries to digitize the rest of D&D. We have our books. They can't take them away.
Multiple Open Licenses Exist for 5e
The 5e ruleset, the core rules of D&D 5th edition, exists under multiple system resource documents released under Creative Commons licenses including the 5.1 SRD by Wizards of the Coast and the fully-independent Level Up Advanced 5e System Reference Document by EN World Publishing.
In May 2024, WOTC promised to release the core rules of D&D 2024 into a new 5.2 SRD at the end of February 2025. This new system reference document would open the updated D&D 2024 rules to other publishers who can fill in any gaps left behind as WOTC focuses on digital gaming.
These licenses mean people can make alternative character builders, VTTs with integrated rulesets, new character option books, new compatible supplements, and entire compatible RPGs. The only limitation is what people are willing to produce and whether they can get customers to support it. WOTC isn't in the way.
We Already Own D&D and Other Fantastic RPGs
I own six older versions of D&D, all of which people still play in one form or another. My friend Chris is running a 2nd Edition D&D game in Dark Sun and my friend Rob is running a 1st edition game.
There are millions of copies of the 2014 D&D Player's Handbook out there and ways to legally purchase all previous versions of D&D. These older versions of D&D brought the same fun to the table we enjoy today and all are still fully playable. It doesn't matter if WOTC wants to stop selling us a 30 year hamburger. We already have a stack of them.
Outside of D&D we have Tales of the Valiant and Level Up Advanced 5e offering excellent fully-compatible updates to 2014 D&D. Shadowdark took 5e and stripped it down to the old-school feel of D&D from the 70s and 80s. There are tons of other excellent RPGs out there that aren't 5e-based like Dragonbane, Shadow of the Weird Wizard, 13th Age, Knave and others.
We have plenty of other systems to try. WOTC is trying to build a moat in the middle of an ocean.
You Can Play D&D on Several Digital Platforms
Hasbro is super-excited to get you to pay for D&D on D&D Beyond but it's not the only online platform to run RPGs. WOTC plans to release 2024 D&D on Foundry, Fantasy Grounds, and Roll20 as well. The 5e compatible Tales of the Valiant is available on those platforms, Shard Tabletop, and Herolab as well. EN World Publishing is building a free character builder for Level Up Advanced 5e. You don't even really need online rulesets anyway. You can play D&D online using physical books, real dice, communication platforms like Discord, and rules-independent VTTs like Owlbear Rodeo. 5e's open licenses means anyone can build better tools to support online play and don't need anyone's permission to do so. WOTC isn't in the way.
It Only Matters to You And Your Group
Regardless of what Hasbro wants to do with D&D, the game itself is just you and a few friends sitting at a table (virtually or physically) to play. Whether you're playing D&D or another RPG, it only matters to you and your group. If six people anywhere in the world are playing a particular RPG, that RPG is still alive.
Finding good reliable players for RPGs is hard – likely the hardest part of this hobby. It's hard to find reliable players. It can also be hard to convince those players to step away from the most popular RPG to play one they've never heard of.
But if your group trusts you, if they enjoy the stories you share, talk to them about trying other systems once in a while. It can take some work but WOTC's not in the way. Getting great players to your table regularly who are open to trying other systems isn't easy but we can get there.
And, of course, we can always play D&D. We can use our physical books and a resilient stack of software to play D&D however we want and no one can stop us.
We can't change Hasbro's direction towards a digital rent-focused D&D. Like Penny Arcade says, we're not rattling sabers, we're rattling those little plastic swords used to hold sandwiches together.
We can strengthen our own hold on the hobby. More than almost any other form of entertainment, the RPG hobby is incredibly resilient to the types of moat-building Hasbro attempts as they move to their digital D&D future.
The real future of RPGs is ours.
More Sly Flourish Stuff
Last week I posted a couple of YouTube videos on Why Open RPG Licenses Matter to GMs and The Forgotten God – Shadowdark Gloaming Session 38 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:
- City of Arches Kickstarter Next Week!
- Lots of D&D 2024 Info Next Week
- Solodark Solo-play Video by Kelsey Dionne
- When We Were Wizards Podcast
- Nimble 5e
- City of Arches Obsidian Skull Walkthrough
- Handling Questions of Morality in TTRPGs
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 character-focused options for downtime activities. Alert them before the session begins so they can think of what they want to do.
- Ask players to talk about what new features they got when they level up.
- Mix multiple random encounters together.
- Use a table-less oracle die for distance, attitude, morale, weather severity, and more. The lower the number, the less extreme.
- Draw quick maps on paper or dry-erase boards or mats to help players understand the situation.
- Add backgrounds and details to quest-giving NPCs like names, intentions, etc.
- Write down notes during the game to keep track of important information for your next session's prep – NPC names, where the game ended, and other details to help you prepare the next session.
Related Articles
- D&D Beyond, Wizards of the Coast, 5e, and You
- What Is 5e?
- What 5e in the Creative Commons Means to You
Get More from Sly Flourish
Buy Sly Flourish's Books
- The City of Arches
- Return of the Lazy Dungeon Master
- Lazy DM's Companion
- Lazy DM's Workbook
- Forge of Foes
- Fantastic Lairs
- Ruins of the Grendleroot
- Fantastic Adventures
- Fantastic Locations
Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
Read more »Source: Sly Flourish | Published: August 5, 2024 - 6:00 am - VideoDelving Into Shadowdark
For the past few months, I've been running and enjoying the Shadowdark RPG by Kelsey Dionne of the Arcane Library. After a very successful Kickstarter, Kelsey delivered the book both digitally and physically within a year. The product quality is fantastic, as are its Cursed Scroll zines, its half-height GM screen, pre-generated character cards, and Shadowdark Quickstart booklets.
You can download the Shadowdark Quickstart PDF package for free. It's a great way to see if this RPG is for you.
Here are some key features of Shadowdark:
- It uses common 5e conventions such as ascending AC, attack bonuses, the six core stats, advantage and disadvantage, and other familiar elements. If you and your group understand 5e, you'll pick Shadowdark up easily.
- The math is very flat in Shadowdark. Ability scores are 3d6 down the line which means ability bonuses are often flat, slightly positive, and commonly negative. Hit points only add constitution modifiers at first level so hit points are very low. During the first couple of levels, characters can often drop after a single hit.
- The core mechanics of Shadowdark are extremely simple. There's no skill list and no proficiency bonus. You can write a character down on a 3x5 card and roll one up in a couple of minutes.
- Talents replace feats and subclasses. You roll to determine your talent at certain levels meaning even character progression is random.
- The truly flat math of the game means a lot of weight is put on die rolls themselves. Damage dice really matter since you rarely add modifiers to them.
- Gameplay focuses more on player decisions and questions than rolling checks. Where 5e might have a Wisdom (Perception) check to find a trap – in Shadowdark, characters find traps if they carefully look for them. This style of play is a fundamental drive of Shadowdark and other old-school games – you rely less on rolls and mechanics and more on player questions, choices, and decisions.
- The writing is brief and focused. It's easy to pick up, read, and run.
- Shadowdark focuses on two gameplay mechanics to reinforce the dark and gritty feel – limited equipment slots and torch timers. Characters can't see in the dark but monsters can so torchlight is critical and lasts only one real-world hour. It keeps the pace moving fast.
- Likewise, characters have limited equipment slots so deciding what they can carry matters, including torches and rations.
- There are no spell slots. Spell attack rolls and opposed saving throws are replaced with a spellcasting check. If you make it, the spell works. If you fail, the spell fails and you lose access to the spell for a day. Failure can be a drag if you burn your only use of a spell the first time you try to cast it.
- There are no reactions, bonus actions, opportunity attacks, or multiple attacks on a turn. Combat is super speedy.
- The game uses abstract distances like close, near, double-near (my favorite distance name), and far.
- Monster design is simple. There are loose guidelines to compare monster power but you're not supposed to build "balanced" encounters. Let the world and the dice decide what the characters face.
Who Would Enjoy Shadowdark?
My Sunday group loves Shadowdark. They're all experienced GMs and very experienced with D&D and other RPGs. The mechanics are simple, straight forward, and focus on player experience and decisions instead of continual skill checks. If you look for a trap the right way, you find it.
Those folks who yearn for the old days of D&D should appreciate Shadowdark. "Old-school gaming, modernized" is the core motto of Shadowdark and it accomplishes this goal. There are no odd rules from the past like saving versus wands, weapon speeds, and descending armor class. There are enough ways to customize your character and watch them grow to keep experienced players interested mechanically.
You might expect a mechanically-simple RPG to not work well for long campaigns but our campaign just crossed 37 sessions and we all eagerly await it every week. You can watch my Shadowdark game prep videos to follow along and see how I prep each session of the game.
Shadowdark is super swingy in its early levels because hit points are very low. Even 2nd and 3rd level characters might get dropped by a single good damage roll. Only when you reach 5th and 6th level characters can the characters hold their own against several successful attacks. Players need to be on board with this swingy nature to enjoy the game.
If you're looking for fast, simple, classic dungeon delving that feels like the D&D of the 80s without all the weird rules, Shadowdark is a perfect choice.
Who Wouldn't Like Shadowdark?
If your players are into building heroic characters up with a lot of mechanical crunch, there's not much of that in Shadowdark. If your players are focused on their own hero's journey, that's not likely to work out for them too. In 36 sessions, we've had only one character who survived since the beginning and she died in session 37. We were all distraught but the player leapt into her new character within 30 seconds. Most players are on their fifth or sixth character. Characters can die a lot.
Shadowdark also seems to assume you already know a bit about running RPGs and you'll likely have to fill in some blanks. There are some oddities like both leaning in on detecting traps through logical discussion but then giving advantage on trap detection checks. Which is it? You'll have to decide. How exactly does surprise work? You'll need to work that out. What happens if a character at 0 hit points takes damage? Up to you. If you're looking for a tightly defined ruleset, Shadowdark isn't likely the game for you.
I wouldn't call Shadowdark a "heroic" fantasy RPG. I'd put it in the category of a dark fantasy or fantasy survival RPG.
Tips From Over Thirty Sessions
I've run a bunch of Shadowdark and my group is made up entirely of other gamemasters so we talk about it a lot. All of us love it but all of us recognize things about how it plays that we either need to more deeply understand or just plain want to change. Here are a few of these observations:
- With such a focus on the results of the dice, the game offers alternative rules that focus on luck points – re-rolling a d20 on a failed check. These range from super-hard-core "die at zero hit points" rules to pulp mode which gives players 1d4 luck points they can use for all sorts of things they typically can't be used for. Luck points might be more valuable than hit points which is why the game focuses on them for the feeling of the game. I've decided to give out one luck point at the beginning of a session and determined that luck points cannot be spent to change a monster's roll but can change any player's roll. It's often best used on a failed spell which is often a double-whammy of missing the spell and losing the spell.
- With characters dying often, you might start a quest with one character and then lose the quest when that character dies. Consider including a core faction the characters all belong to so that when they die, their new character joins in already tied to the same faction and is following the same quest.
- You'll have to decide how much treasure to give out and how often. The game has guidelines but you may want to speed it up or slow it down depending on how fast you want to level. The amount and quality of treasure characters need to level up continually increases so you need to consider how often you increase it as well.
- The game doesn't offer guidance for what level to introduce new characters. We decided to introduce new characters at the same level as their previous character with experience points reset to zero. There was definitely some gamification of putting characters up front who had just crossed a level and had few experience points to share but whatever. It was a small price to prevent characters from always starting at 1st level.
- Exactly how characters die when they're down to zero hit points also wasn't clear. You roll 1d4 when the character's turn comes up but what if they're hit in the meantime? We house ruled that if it was some type of passive damage, the number of rounds until you die goes down by one. If, however, a monster wants to kill you and succeeds on their attack – they kill you.
- Dyson maps are awesome for Shadowdark dungeons.
GM Experiences
I found Shadowdark to be great fun to run. I didn't find it easier or harder to run than 5e, but prepping and running 5e is really streamlined for me after running close to a thousand games and writing a whole book about game prep. I probably spent too much time worrying about whether I was running Shadowdark right when I sometimes fell back to my 5e ways. I sometimes found myself getting hung up on trying to maintain turn order all the time and tracking rounds all the time. Sometimes I just like to roll with whatever the group wants to do and lose track of in-world time. So I just grabbed a die and rolled for random monsters when it felt right.
My best way of tracking always-on turn order was by writing all the character names in front of me on my dry-erase map and using a little token to keep track of whose turn it was so I know who went next.
The Best Intro to D&D?
Given Shadowdark's simple mechanics, I think Shadowdark may be an excellent introduction to D&D and RPGs overall. The math is very straightforward. Character sheets are super simple. I might give new players a break and start their characters off with max hit points and I'd still warn them their character can drop often but it's no worry to try another character. The Shadowdark Quickstart Set is awesome and affordable, reminding me of the original D&D white box. It's also available to download for free. If you're a fan of Shadowdark, consider using the Quickstart Set to teach people how much fun these games can be.
Recapturing the Purity of D&D
I love 5e. I also love Shadowdark. When I ran my yearly I6 Ravenloft game for Halloween, I ran it with Shadowdark and it fit like a glove. Ravenloft was scary again. Rounds moved fast. Characters explored and avoided dangers. Characters died. The 1st edition D&D math for monsters fit almost perfectly to that of Shadowdark. Not everyone loved it – some missed their more heroic 5e characters – but as a GM, I thought it fit perfectly and many of my players enjoyed it too.
Shadowdark isn't for everyone. The GM and players need to all accept the type of game Shadowdark is. If one is expecting more than the core mechanics of 5e – particularly crunchy heroic characters who have to take a good pounding to drop to zero – Shadowdark may disappoint them.
If one wants to recapture the feeling of the way D&D felt, or we imagine it felt, back in the 80s – Shadowdark is an awesome RPG.
I highly recommend it.
More Sly Flourish Stuff
I was away at a gaming convention so there was no Lazy RPG Talk Show or game prep video. I did post a video on Being Good Stewards of the Hobby.
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 enemies a story they can share during combat.
- Expose secrets and lore through ghosts, visions, mosaics, carvings, inscriptions, lost tomes, and the characters' own knowledge of history.
- Give bosses a finite number of "dark blessings" that let them break the rules but only a couple of times per battle – like super-legendary-resistances.
- Let bosses pull their underlings into attacks.
- Give bosses abilities to threaten all the characters in a fight.
- Run fights with multiple bosses at the same time.
- Notify players of upcoming downtime scenes.
Related Articles
Get More from Sly Flourish
Buy Sly Flourish's Books
- The City of Arches
- Return of the Lazy Dungeon Master
- Lazy DM's Companion
- Lazy DM's Workbook
- Forge of Foes
- Fantastic Lairs
- Ruins of the Grendleroot
- Fantastic Adventures
- Fantastic Locations
Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
Read more »Source: Sly Flourish | Published: July 29, 2024 - 6:00 am - VideoUnderstanding 5e's Core Interaction
- The DM describes the environment.
- The players describe what they want to do.
- The DM narrates the results of the adventurers’ actions.
The above list is taken from page 6 of the 2014 D&D Player's Handbook. It's the core interaction of D&D 5e.
It seems simple – almost too simple to be worth paying attention to – but it's critical to the game and things can go sideways when we forget about it.
5e, and probably most RPGs, might be described as a large network of nodes, each node containing those three steps within them. An adventure or session is built from dozens of those three-step nodes. Each node leads to new nodes based on the results of the previous node.
And here's a key point to internalize:
*We don't know which path of nodes we'll follow until they happen.
It's folly for us to hang on to the idea that we know exactly what's coming — what the players are going to do and how the world reacts to their actions. We rarely do.
Adjudicating the Results of the Players' Actions
For GMs, the biggest step of the core mechanic is step three – narrating the results. We describe the situation, the character describes their intention, and we figure out whether they can do what they want, what other options we might present as alternatives, and what happens afterwards.
If their action is easy, they just do it. You don't need to roll to put your pants on. Not all GMs get this. A lot of player intentions and character actions fall into this category. The GM describes the situation, the player describes what they want to do, the GM determines if there's difficulty or risk, and the character does it if not. The situation resolves and we're on to a new node.
Sometimes players want their characters to do something risky or difficult. This situation is where ability checks come in. If something is risky or hard, the DM determines the difficulty and applicable ability or skill, and the player rolls a d20. Based on the roll, the GM adjudicates the result, leading to a new node.
Lots of other things can happen based on what the player wants to do. They could cast a spell or punch someone or do anything else. We adjudicate those actions too and the story moves on.
Studying the Basics
It's important to review the core mechanic from time to time. It's easy to get caught up in sub-systems or big world plots or detailed combat encounter building and forget what makes the game move forward. It also gives us a great reminder that the thing we should spend the most time doing is understanding what's going on in the world so we can describe it accurately to the players. When the game feels complicated, remember it's all about those three steps and the unforeseen network of actions and results that propels the story forward and makes our worlds unique.
- Describe the situation.
- Let the player describe what they want to do.
- Adjudicate the results.
More Sly Flourish Stuff
Last week I posted a couple of YouTube videos on Using an Oracle Die and The Death of Moragin – Shadowdark Gloaming Session 37 Lazy GM Prep.
Last Week's Lazy RPG Talk Show Topics
Each week I record an episode of the Lazy RPG Talk Show (also available as a podcast) in which I talk about all things in tabletop RPGs. Here are last week's topics with time stamped links to the YouTube video:
- ENnie Voting Goes Live!
- Dyson Maps Bundle of Holding
- Level Up Gateway Online Character Builder
- City of Arches Kickstarter Coming August 6th
- Top Ten Lazy 5e Tricks
Patreon Questions and Answers
Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:
RPG Tips
Each week I think about what I learned in my last RPG session and write them up as RPG tips. Here are this week's tips:
- Shake up adventure types across your campaign: dungeon crawls, infiltrations, investigations, intrigue, overland exploration, and so on.
- Include upward beats in your dungeon crawls.
- Plant future adventure seeds in your existing session. Outline three possible adventure options revealed and decided upon before the end of your next session.
- Clarify where rests can take place and where they can’t.
- Show pictures of NPCs.
- Give characters a home base or common hangout. Don’t constantly threaten it.
- Ask players how much leeway you have to integrate their backgrounds into the campaign. Don’t change a player’s character away from their intent.
Related Articles
- Scenes – The Catch-all Step of the Lazy Dungeon Master
- What Does Your Room Look Like?
- High Value Prep
Get More from Sly Flourish
Buy Sly Flourish's Books
- The City of Arches
- Return of the Lazy Dungeon Master
- Lazy DM's Companion
- Lazy DM's Workbook
- Forge of Foes
- Fantastic Lairs
- Ruins of the Grendleroot
- Fantastic Adventures
- Fantastic Locations
Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
Read more »Source: Sly Flourish | Published: July 22, 2024 - 6:00 am - VideoGetting Ideas for your RPGs
Over at the Sly Flourish Patreon I get asked where ideas for our games come from. For me, great ideas come from great fiction.
Chapter 25 of Return of the Lazy Dungeon Master offers a list of fiction I found fueled my own GM's brain attic. It's been a few years so I extended the list with the one below.
These books, TV shows, movies, and games are sources of fiction that spoke to me. They may not speak to you. Instead, write up and share your own list.
Books
- Bloody Rose by Nicholas Eames
- East of West by Jonathan Hickman
- Fairy Tale by Stephen King
- Gideon the Ninth by Tamsyn Muir
- Kings of the Wyld by Nicholas Eames
- The Hundred Thousand Kingdoms by N. K. Jemisin
- Tress of the Emerald Sea by Brandon Sanderson
TV Shows
- Andor
- Book of Boba Fett
- Castlevania
- Dark
- Dracula by Mark Gatiss and Steven Moffat
- For All Mankind
- Good Omens
- Locke and Key
- Love, Death, and Robots
- Mandalorian
- Midnight Mass
- One Piece
- Peaky Blinders
- The Expanse
- The Outsider
- The Witcher
Movies
- American Werewolf in London
- Avengers Infinity War & End Game
- Blade Runner 2049
- Clash of the Titans (the old 1981 one)
- Color Out of Space
- Doctor Sleep
- Dungeons & Dragons Honor Among Thieves
- Dune part 1 & 2 (Denis Villeneuve)
- Eternals
- Everything Everywhere All at Once
- Hereditary
- It Chapters 1 and 2
- John Wick 1-4
- Midsommar
- Nope
- Pan's Labyrinth
- Prey
- Snowpiercer
- Tenet
- The Endless
- The Green Knight
- The Witch
- Thor Love and Thunder
- Wakanda Forever
Games
- Baldur's Gate 3
- Diablo 4
- Elden Ring
- Horizon Forbidden West
- Remnant 2
Other RPG Products
The amount of material published for fantasy RPGs is tremendous and it's all useful to fire up your imagination. Borrowing ideas for your game from published RPG material is a time-honored tradition. Wolfgang Baur, lead kobold at Kobold Press, said that people stealing ideas from Midgard and bringing them into their own world was his greatest hope for the setting.
For some excellent 5e-based products to boost your creativity, check out Notable 5e Products and Ten Notable 5e Products for 2022.
Shaking Up Your Brain with Random Tables
Another great tool to shake up your brain and generate some great ideas are random tables and generators. Whether it's a random monument, NPC generator, magic item, or something bigger like a whole world; random tables get your mind out of a groove and push it in a new direction.
I built the Lazy DM's Companion with this need in mind. It offers story-based adventure ideas, each with lists of twenty options for several variables to give you all new ideas.
It's Jaws but with a chaotic chimera awoken from a long slumber that sprays acid living in a volcanic cave protected by hags and hunted by greedy bandits.
Raging Swan has some awesome random tables if you're looking for random tables beyond those in the Companion.
Fill Your Mind Palace
Generating good ideas comes from all of the sources you let into your brain and the practice of transforming them into new ideas. Our favorite RPGs let us do this transformation every week if we exercise it. Watch some great shows, play with some random tables, and draw upon your own list of awesome ideas for your game.
More Sly Flourish Stuff
Last week I posted a couple of YouTube videos on Excellent Short-Form 5e Adventure Publishers and Ulgar – Champion of Ramlaat – Shadowdark Gloaming Session 36 Lazy GM Prep.
Last Week's Lazy RPG Talk Show Topics
Each week I record an episode of the Lazy RPG Talk Show (also available as a podcast) in which I talk about all things in tabletop RPGs. Here are last week's topics with time stamped links to the YouTube video:
- City of Arches Kickstart Coming August 6th!
- The Negative Feedback of D&D Beyond's Exclusive Offers
- The Lost Modularity of D&D and How to Get it Back
- Is Shadowdark the Best D&D Starter Set?
- The SlyFlourish.com Downloadable Archive
Patreon Questions and Answers
Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:
RPG Tips
Each week I think about what I learned in my last RPG session and write them up as RPG tips. Here are this week's tips:
- Give two or three paths for longer journeys to adventure locations.
- Break up travel with interesting encounters at fantastic locations.
- Add interesting lore to typical random encounters.
- Stage random encounters at notable locations.
- Give the characters the latest news through town or city heralds.
- Let the characters see the long term results of their heroic actions.
- Give the characters a nice coffee shop they enjoy hanging out at between adventures.
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- Good Books of Random Tables
- Breaking Conventional Thought with Random Tables
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Get More from Sly Flourish
Buy Sly Flourish's Books
- The City of Arches
- Return of the Lazy Dungeon Master
- Lazy DM's Companion
- Lazy DM's Workbook
- Forge of Foes
- Fantastic Lairs
- Ruins of the Grendleroot
- Fantastic Adventures
- Fantastic Locations
Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
Read more »Source: Sly Flourish | Published: July 15, 2024 - 6:00 am - VideoBuild Your Own Vecna Campaign
I'm not going to spend a lot of time on details but I wasn't a fan of the plot of WOTC's Vecna – Eve of Ruin adventure. Without spoiling, I'll say that the adventure hinges on one bit of deception that, when revealed, unravels the whole purpose of the rest of the adventure.
But fear not! We can build our own Vecna adventure!
This article contains a campaign outline you can use directly or use to inspire your own Vecna-based multiverse-spanning adventure. You can use it to refactor material from Vecna – Eve of Ruin or you can save yourself $60 and build your own Vecna-based adventure exactly the way you want it.
Here's one potential outline for your own Vecna-based adventure.
Vecna's Motivation
As a mortal-become-god, Vecna continually sought the one thing he wanted most – power. Until, at the culmination of his might, he realized his folly. In his quest for power, he lost his happiest moment forever – a moment side-by-side with his partner, Kas, before the two of them began their individual quests for power. This drive for power destroyed them, sending Kas to the domain of Dread known as Torvag after his betrayal of Vecna and Vecna on his insatiable quest for godhood.
Realizing his loss and recognizing he can never find that happiness again, Vecna seeks to undo reality. He wants to roll back the multiverse to the moment before he and Kas focused on power above all, leading to Kas's betrayal. In doing so, he will destroy everything and everyone in all worlds that followed after that one moment.
Thus, Vecna travels to Pandemonium to conduct the ritual of unmaking and it's up to our heroes to stop him.
Kas and the Cult of Vengeance
In their search for power, Vecna and Kas once stood side by side. Vecna forged a powerful weapon and gifted it to Kas, the legendary Sword of Kas. None know what led to Kas's betrayal. Some say the sword itself suggested it to Kas. But it's well known that in his attempt to slay Vecna and usurp his power, Vecna lost his eye and his hand while Kas lost his life – becoming a vampire trapped in the prison world of Torvag, bound by the chains of the Dark Powers.
Kas now believes he has escaped his prison world of Torvag not realizing the Dark Powers holding him there wanted him to escape. Along with his fanatical followers, Kas plots revenge against Vecna. He seeks the Rod of Seven Parts, spread across several worlds of the multiverse: Oerth, Athas, Krynn, Toril, Eberron, Barovia, and the Astral Sea. Kas knows only the rod, and the entity it releases, can give him the power needed to defeat Vecna. With the Rod of Seven Parts in his possession, he can call forth one of the most powerful horrors in the multiverse, Miska the Wolf Spider.
Kas's Cult of Vengeance spreads out across these worlds seeking the pieces of the Rod of Seven Parts.
Heroes of the Wizards Three
Our heroes begin by infiltrating a forgotten temple deep beneath Neverwinter where they face a powerful cult of worshippers of Vecna, including a lich in his service. After the lich's defeat, the characters discover that Vecna has begun a ritual of unmaking in the plane of Pandemonium. They are contacted by three wizards – Mordenkainen, Alustriel, and Tasha.
The wizards three know the only way to defeat Vecna is to gather the pieces of the Rod of Seven Parts which can pierce through his divinity and bring him down to his original archlich self. They are currently unaware that Kas too seeks pieces of the rod. The wizards aid the characters by discovering locations where the pieces might be found, teleporting the characters to those locations, and attempting to contact the gods for aid (which is unsuccessful – the gods simply don't believe them or the severity of the threat.)
Quests Across the Multiverse
The wizards offer three locations to the characters where the wizards know pieces of the rod might be kept. When the characters reach the second location, they run into members of Kas's Cult of Vengeance also seeking the pieces of the rod. The piece at the third location, the wizards discover, has already been captured by Kas's cultists. The wizards then offer the next three locations.
After the characters return from their fourth world, the cult of Kas has recovered two pieces from two other worlds, leaving a final piece in play. At this final location, the characters face the strongest followers of Kas and attempt to recover a fifth piece.
Final Confrontations with Kas, Miska, and Vecna
With their own pieces in possession and knowing that Kas has the remaining two pieces, they travel to the prison realm of Miska the Wolf Spider. There they face Kas, weakened by his lack of pieces of the rod, and Miska. Should they successfully defeat the two forces, the characters receive all seven parts of the rod.
With all seven pieces in hand, the characters assemble the rod and face Vecna himself in the center of Pandemonium. Their use of the rod makes the elder god mortal once again, though extremely powerful. If the characters succeed, the multiverse is saved. If they fail, all reality is unmade to a time thousands of years previous – the last happy moment for the archlich.
Level Progression
This campaign would begin at 12th level and take the characters to 20th level before they face Vecna. Adventure progression is as follows:
- Defeat the Cult of Vecna – 13th Level
- Recover the first piece of the rod – 14th Level
- Recover the second piece of the rod – 15th Level
- Recover the third piece of the rod – 16th Level
- Recover the fourth piece of the Rod – 17th Level
- Recover the fifth piece of the Rod – 18th Level
- Defeat Kas – 19th Level
- Defeat Miska – 20th Level
- Face Vecna
Choosing Locations
This campaign outline lets you choose which worlds you want to offer to the characters. You can choose whatever worlds are meaningful to you and your players. This way the players can choose which ones they want to visit. Let them know that they only get to choose two of the three before the piece of the rod at the third is taken by the cult.
You can choose one world for the final piece of the rod if you have a favorite.
You can add your own side-quests as well. Perhaps the wizards send the characters to worlds where Kas's cult already acquired a piece in order to learn more information. The characters might also go to Kas's former prison domain of Torvag. Perhaps the characters can unravel why the Dark Powers released Kaz in the first place. Perhaps those Dark Powers seek Vecna himself to add to their terrible menagerie of villains. You can expand this campaign wherever your shared story takes you.
Your Own Take on Classic D&D Worlds
This outline gives you freedom to build a flexible campaign for your players based on the material you want to run and your players' choices. Choose the worlds and sites you want to visit. Choose a map, select inhabitants, add some secrets and clues, reskin some monsters, and bathe it in the lore of these classic worlds to build awesome adventures for your group.
More Sly Flourish Stuff
Last week I posted a couple of YouTube videos on Splitting Up Components of your Game Prep and Last Watch – Shadowdark Gloaming Session 35 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:
- Dyson's Delves Bundle of Holding
- Monte Cook Games 50% off 5e Products
- D&D 2024 Class Videos
- 2024 D&D Needed a DM Advocate
- WOTC Says the Quiet Part Out Loud
- Is Tales of the Valiant the 2024 D&D We Want?
- Comparing Four Versions of 5e
- Expanding Tales of the Valiant's Doom Points
Patreon Questions and Answers
Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:
- Running Games for Young Neurodivergent Kids
- Comparing Monster Spellcaster Styles
- Asking Questions to Players Without Tipping Your Hand
- Tips for On-Call Players and Their Characters
- Tips for Evaluating Published Adventures
- Missing Stat Block Info When Running Monsters
- Why Are Gaming PDFs Crappy for So Many Devices? Publishers, Publish ePub!
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:
- If players have a name for an NPC different from yours, go with their names.
- Build NPCs from goals and motivations. Get into their heads and react as they would.
- Reskin monsters often to make each one unique. A simple skeleton can be a skeletal jailer with a cage over their skulls or a blackfire skeleton that does necrotic damage instead of piercing and slashing.
- Assume one scene for every 45 minutes of gameplay.
- Take breaks every 90 minutes or so.
- Leave time at the beginning and end of your game for chit-chat.
- Add environmental effects and options that showcase the characters and their abilities.
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- Lightning Rods – Showcase Powerful Character Abilities
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- Bathe Your World in Lore
Get More from Sly Flourish
Buy Sly Flourish's Books
- The City of Arches
- Return of the Lazy Dungeon Master
- Lazy DM's Companion
- Lazy DM's Workbook
- Forge of Foes
- Fantastic Lairs
- Ruins of the Grendleroot
- Fantastic Adventures
- Fantastic Locations
Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
Read more »Source: Sly Flourish | Published: July 8, 2024 - 6:00 am - VideoTips for Paper Character Sheets
Though the technology is 5,000 years old, there are new tricks we can learn to more effectively use paper character sheets in our TTRPGs. Using paper character sheets gives us a degree of flexibility and resilience we lose when relying on digital tools. Get used to using paper-based tools and find ways to make them as easy and fun as possible to use.
Why Use Paper?
With all of the awesome technology we have these days, why would we ever consider using paper-based character sheets? Here are some reasons:
Flexibility. Paper character sheets don't lock you into whatever a digital tool wants you to fill in. You can write anything you want, any way you want, on your paper sheet. It fits core rules, rules published by other publishers, or your own house rules. Nothing is locked in.
Disconnection. In our always-on digital world, sometimes it's nice to set our electronics aside and live in the moment with our friends and our physical character sheets. Even for the roughly half of surveyed DMs and players who play online, you can still enjoy using a paper-based character sheet and keep your online tools focused on communication instead of game management.
Resilience. Paper-based sheets can last a long time – far longer than electronic records, tools, services, or devices. If you care for them, your character sheets can last your whole life. You can also take pictures of them if you want online versions.
Independence. Removing your reliance on digital tools means you never need to worry what direction a particular digital tool takes. If you're comfortable using physical books and paper-based character sheets – nothing can change that situation. No one can remove or edit your existing physical books. If you rely on remotely managed digital tools, you must live with whatever the company running that tool wants to do with it.
Nostalgia. There's something fun about playing these games we love the same way people played them fifty years ago. Regardless of the technological advances in that time, we can still enjoy the game the same way it was enjoyed half a century ago.
Top Tips for Paper-Based Character Sheets
Here are some top tips for using paper-based character sheets.
Write Down Page Numbers. Write down page numbers of spells and class features on your sheet. Use your character sheet like a custom index of the rules in your RPG sourcebook you need to run your character.
Use Index Cards. Use index cards to track continually changing features like hit points, damage, short rests, luck points, spell slots, and other consumables. GMs can write down magic items and their effects on index cards or print them out on small pieces of paper you can hand out to players when they're acquired. Use paper clips to keep index cards organized.
Use Sheet Protectors and Dry-Erase Markers. Some players use sheet protectors to make their entire character sheet a dry-erasable white board. Others put pieces of packing tape or dry-erase tape over key areas of their character sheet like the hit point box.
Use Quality Paper. Print character sheets on good quality 32 pound paper. It's more durable and feels great.
Other Quick Tips
Here's a selection of other quick tips from players and GMs on EN World and YouTube:
- Write lightly with a pencil so it's easy to erase.
- Use a kneaded eraser so you don't wear out your sheets.
- Transfer character info over to a new character sheet when your current one gets too messy but keep your old ones.
- Use different colored pencils or highlighters to note different features, abilities, or action types.
- Use a pen to draw boxes for limited abilities like long rests, short rests, or spell slots. Use a pencil to mark them off so you can erase only the checks.
- Track damage received, not hit points remaining. It's faster to add than subtract.
- Organize actions by action type – actions, bonus actions, reactions, etc. Note action types next to abilities (Action, Bonus, Reaction, Move, etc.)
- Make quick-reference sheets or cards to remind you of your character's primary actions during the game.
- Draw pictures of your character. Let yourself be a kid again.
- Enjoy the soda stains, scribbles, and other bits of wear and tear. These marks make your sheet unique in the world.
Enjoy Your Analog Game
Tabletop roleplaying games are so different from the digital entertainment that surrounds us. We control our games. We run our games. No one but us and our group decides what game to run or how to run it.
Embrace pencils, papers, and books. Enjoy the game using tools humankind has used for thousands of years and keep your game flexible, resilient, and fun.
More Sly Flourish Stuff
Last week I posted a couple of YouTube videos on the Two Different Games at our RPG Table and War on Nighthaven – Shadowdark Gloaming Session 34 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:
- Esper Genesis on Bundle of Holding
- Magic Item Card Generator by Inkwell Ideas
- 2024 D&D Core Book Videos
- D&D 2024 Monster Stat Block -- Yuck
- The 2024 D&D Players Handbook is the Only Book that Matters
- The Specifics of D&D 2024 Compatibility with 5e
- Mobile Character Builder for D&D 2024 on Roll20
- Return of the Lazy Dungeon Master On Sale
- Use NPC Archetypes from a Single Show
Patreon Questions and Answers
Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:
- What Digital Tools Would Help Us?
- Managing Teleportation in Campaigns
- How Would I Run Vecna Eve of Ruin
- How Do You Run Maps?
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:
- Know your players’ tolerance for tales of horror and gore.
- Ask yourself what worked well in your last game. What can be improved?
- Draw small maps on a dry-erase mat as players explore a dungeon.
- Shake up your ideas with random tables.
- Print and collect your favorite random tables from your most valued sources of such tables.
- Write down notes at the end of the game you know you’ll need in your next game’s prep.
- State clearly the goal and reward for the characters’ exploration.
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- Write Down Page Numbers on D&D Prep Notes and Character Sheets
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Get More from Sly Flourish
Buy Sly Flourish's Books
- The City of Arches
- Return of the Lazy Dungeon Master
- Lazy DM's Companion
- Lazy DM's Workbook
- Forge of Foes
- Fantastic Lairs
- Ruins of the Grendleroot
- Fantastic Adventures
- Fantastic Locations
Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
Read more »Source: Sly Flourish | Published: July 1, 2024 - 6:00 am - VideoWhat Does Your Room Look Like?
Having your players build out parts of the world in which you play can seem daunting. The world's a big place! What if they take off in six different directions? You now have to tie these scattered ideas together and make them true.
There are, however, a few ways to draw on our players' imaginations to build out smaller pieces of the world.
"Describe your killing blow" is an easy way to draw players into the fiction of the game instead of thinking just about their mechanics during combat.
"Describe an interesting physical characteristic of this enemy" gives players agency over a small part of the fiction that also helps manage combat by giving unique ways to identify enemies. See A Troll Named Handbag.
Here's another one:
"What does your room look like?"
When the characters get some sort of home base, be it a room at an inn, a fancy manor, or a flying airship; give each of the characters their own spot in this home base. Then ask them "what does your room look like?"
It's like giving the characters a chance to build out their own dorm room however they want. Do they build a nest? Do they set up a secret passage to the cargo hold below? Do they adorn it with trophies of their defeated foes? Each character's room often matches their personality. Thus, as they describe it, you learn more about the characters.
Write It Down
Write down your players' descriptions of their new domiciles so you can draw upon them in later sessions. Don't put these areas under threat without careful thought. Bring up scenes in their rooms and recall what they described so they remember it and they know you paid attention. When you describe it, it feels that much more real.
Find ways to draw our players into the world – even if it's just one small detail. When you tie those things to the characters, it strengthens the whole game. Players relate better to their own characters. You relate better to their characters. Their characters bond more with each other and the world around them. The whole bond of the game gets stronger.
Next time they're in their home base, ask your players to describe what their characters' room looks like.
More Sly Flourish Stuff
Last week I posted a couple of YouTube videos on The Skull of Memnon – Shadowdark Gloaming Session 33 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:
- WOTC Begins Posting to EN World
- Solodark for Shadowdark RPG
- More Purple More Better Character Builder for 5e
- 5e Artisanal Monster Database
- Finding Players and Building a Resilient Group
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:
- End the current session after the characters have chosen a clear path for the next one.
- Prep one scene per 45 minutes of gameplay.
- Build scenes from fantastic locations, interesting NPCs, and intriguing secrets.
- Try to include one battle, one roleplay scene, and some interesting exploration in a session.
- Build secrets from the characters outwards.
- Ask players what their characters’ dwelling is like.
- Write down where your session ended and any major plot arcs or NPCs the characters met.
Related Articles
- Focus Extra Prep Time on the Characters
- Scenes – The Catch-all Step of the Lazy Dungeon Master
- Calm Pre-Game Nerves with Session-Focused Character Hooks
Get More from Sly Flourish
Buy Sly Flourish's Books
- The City of Arches
- Return of the Lazy Dungeon Master
- Lazy DM's Companion
- Lazy DM's Workbook
- Forge of Foes
- Fantastic Lairs
- Ruins of the Grendleroot
- Fantastic Adventures
- Fantastic Locations
Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
Read more »Source: Sly Flourish | Published: June 24, 2024 - 6:00 am - VideoRunning Hex Crawls for D&D, 5e, or Shadowdark
I've been enjoying running a lot of Shadowdark RPG games recently, the prep of which you can watch on my Shadowdark Prep YouTube Videos channel. During this campaign we began the process of crawling hexes through the Gloaming, the setting from Cursed Scroll 1. It's a lot of fun but I wanted to refine the process for more easily running the hex crawl.
There's many tools and processes for running hex crawls – and the whole topic is new to me. I wanted an easy and straightforward process for running hexes and here it is.
While I put this together in consideration of my Shadowdark RPG, these thoughts and steps can be just as easily used in a 5e fantasy game like D&D.
Planning a Hex Crawl
Here's my abbreviated list of steps for planning out a hex crawl. When prepping a hex crawl determine
- the planned destination, direction, distance, speed, and terrain covered.
- the roles each character takes in the exploration.
- the risk and danger of travel.
- the weather.
- the possibility of getting lost.
- interesting monuments they might find along the way.
- potential random encounters.
- the expense of rations or other consumables.
Let's look at each of these as steps for our hex crawl.
Plan the Destination, Direction, Distance, Speed, and Terrain
Where do you want to go? What direction will you take? How far is it in hexes and how much does each hex represent? What terrain does it cover? How fast are you going to go? How easy is it to get lost?
We can offer meaningful choices here for the characters. Do they want the well-maintained road but run into gossipy or shady travelers more often or take the back paths and risk dangerous monsters?
You can usually determine the answers to these questions once for the whole journey.
Choose Character Roles
What roles do the characters take during the hex crawl? I like the following three roles, each which results in a potential ability check. Multiple characters can take on a single role, granting advantage to the character with the highest ability bonus for the check.
-
Pathfinder. Intelligence (History) or Wisdom (Nature, Survival). Characters taking on this role help ensure the group stays on track and heads in the right direction. They reference maps and physical distinguishing features to ensure the characters don't lose their way. The harder the path they follow, the higher the DC will be. Traveling along a road or well-known path is an automatic success but can become dangerous if hostile creatures control the road.
-
Scout. Wisdom (Perception, Investigation). Characters taking on this role keep an eye out for nasty creatures and signs of recent activity (or activities yet to come). They're watching out for trouble.
-
Quartermaster. Wisdom (Nature, Survival). Characters taking on this role ensure the health and well-being of the party. They make sure food stays unspoiled, enough water stays on hand, everyone's staying well-fed and well-hydrated, and everyone's socks are clean.
You can usually determine roles once for the whole journey.
Determine Danger
How dangerous is the path? In Shadowdark, the level of danger changes how often you roll for random encounters. You can do the same thing in your 5e games. The scout's job is to try to detect these dangers before they run right up and bite you.
You can usually determine the overall threat once for the whole journey unless you're traversing different biomes where the threat of danger changes.
Determine Weather
What's the weather like? You can use a simple table-less system of rolling a die. The higher the result, the more extreme the weather.
You could also come up with your own custom weather table for your particular region. The book Uncharted Journeys has a lot of outstanding examples of weather for different regions (as well as lots of other material related to making longer journeys across the land).
Determine weather daily.
Determine the Risk of Getting Lost
If the characters are going off the beaten path, your pathfinder determines whether you get lost or not. Depending on how nit-picky you want to be about checks, you can roll on behalf of the pathfinder so players don't know how well they did. If they fail, you decide which direction they headed towards instead or roll for it.
Determine the risk of loss once per hex.
Choose Monuments
If you want to fill in the hex with something interesting, you can drop in a monument flavored with lore from your campaign or world. Monuments are fantastic vehicles for secrets and clues and create a backdrop for any potential encounter the characters run into.
Select monuments once per hex.
Roll or Drop In Random Encounters
For Shadowdark you roll random encounters based on the danger of the situation and the time taken for travel. On a 1 on a 1d6, the characters face an encounter. You might instead determine that an encounter fits well for the pacing of the game and drop it in. You'd want to roll for or determine the distance, potential detection of the characters, and behavior as well. An easy table-less way to do this is to roll for distance (the lower the roll, the closer they are) and motivation (the higher the roll, the more hostile they are).
Even if the characters don't run into a random encounter, they might find indications of one – either one that already passed by or one coming soon. You can roll for two encounters and find the remains of the situation in which those two encounters clashed. Combining two encounters is a fun way to give the characters something to investigate without running an entire encounter.
Shadowdark has random encounters right in the book. If you want some excellent 5e random encounters, check out A5e's Trials and Treasure.
Determine random encounters once per hex. The more dangerous the terrain, the greater the chance based on your roll (1 on 1d6, 1-2 on 1d6, or 1-3 on 1d6).
Expend Resources
If you're tracking rations and other consumables, track expended resources daily. How many torches did it take to start a fire? How many rations did the characters need to eat to get a full rest? If you're looking to add resource management to your 5e games, Level Up Advanced 5e has a "supply" system for doing so.
If your game is more heroic, high-fantasy with all your goodberries and create foods and drinks, you may not need to worry about it.
Determine resources expended daily.
Summarizing the Steps
Here's a checklist for running our simplified hex crawl:
- Each journey – determine the destination, direction, distance, speed, and terrain.
- Each journey – have players select roles – pathfinder, scout, or quartermaster.
- Each journey or change in terrain – determine the overall danger level.
- Each day – determine weather.
- Each hex – determine the risk of getting lost.
- Each hex – choose or roll for a monument if desired.
- Each dangerous period – roll for or select a random encounter, signs of previous activity, or signs of activity yet to come.
- Each day – expend resources.
More Sly Flourish Stuff
Last week I posted a couple of YouTube videos on Reach and Run Awesome Campaign Conclusions and Vault of Memnon – Shadowdark Gloaming Session 32 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:
- Happy Pride Month
- How to Get More Engagement on YouTube!
- Roll20 Buys Demiplane
- Voidrunner for 5e by EN World Publishing
- Infiltration of Bonespur Keep
- Organize Your Gaming PDFs
- Searching PDFs on MacOS
- Search PDFs with Finder on the Mac
- Alfred for Searching PDFs on a Mac
- Search PDFs with Ripgrep All
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:
- Build a resilient group by having six full time players and two on call players. Run with as few as four and it takes five cancellations before you can’t run a game.
- Build episodic campaigns like a tv serial so it doesn’t matter too much if a particular player can’t make it.
- Keep lair-style adventures on hand for side quests and improvised sessions.
- Describe, don’t define.
- Keep passive perceptions in front of you. Tell players what their characters see.
- Add healing potions to loot hoards generously.
- Tie NPCs the characters saved to more important NPCs so the players can see the benefits of their actions.
Related Articles
Get More from Sly Flourish
Buy Sly Flourish's Books
- The City of Arches
- Return of the Lazy Dungeon Master
- Lazy DM's Companion
- Lazy DM's Workbook
- Forge of Foes
- Fantastic Lairs
- Ruins of the Grendleroot
- Fantastic Adventures
- Fantastic Locations
Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
Read more »Source: Sly Flourish | Published: June 17, 2024 - 6:00 am - VideoUsing the Lazy DM's Eight Steps At the Table
Return of the Lazy Dungeon Master offers eight steps for game preparation to help GMs focus on the most valuable material one can prepare to help them improvise during their game. These steps include:
- Review the characters
- Create a strong start
- Outline potential scenes
- Define secrets and clues
- Develop fantastic locations
- Outline important NPCs
- Choose relevant monsters
- Select magic item rewards
Not all steps make sense for all games or all GMs, of course. They hopefully help GMs focus on the critical aspects we often need to run our games.
But how do we actually use these steps at the table? Preparing them is one thing – how they manifest during the game is something else. Return discusses this topic too – and if you're having trouble, consider giving the book another read – but it doesn't focus on how we directly use these steps to run a game.
Prepping Dishes to Cook at the Table
I like to use the metaphor that using the eight steps during our game is like preparing ingredients ahead of time to cook at the table – like a big hibachi dinner. We don't cook the full meal and just plop it out. We have our dishes ready to improvise the meal as we go. It's not a perfect metaphor but it may help clarify that we prepare components to piece together during the game.
Preparing to Improvise
Often GMs prep scenes intended to be run one after the other. Each scene has all the components it needs to run like the location, NPCs, situation, monsters, and other stuff. This style doesn't lead towards the flexibility we often need when the players make a choice we didn't expect.
The eight steps don't help you build a procedural set of scenes run one after the other. Thus, the material you prepare doesn't fit perfectly into each scene of the game. Most of the steps give you materials you can drop in at the right time. Secrets, locations, NPCs, monsters, and treasure can come up at different times depending on how the game plays out. This lack of a clear procedural matchup between the eight steps and the scenes in the game we run can be hard to understand – but it's a feature, not a bug.
When do you typically use these steps at the table? Let's look at each step.
Review the Characters
This step often doesn't come into direct play at the table. Instead, this step helps you frame the rest of your prep around the characters. Reviewing the characters puts them into your mind so you can fill in secrets, NPCs, treasure and other components with direct character hooks. It helps you focus on the most important actors in the game – the characters.
Create a Strong Start
This step definitely has a clear place at the table. Once everyone's sitting around the table – after you've asked the players to catch everyone up on what happened last time (or you've done it yourself) – you jump into your strong start. Something happens. What is it? What can the characters do? What do they do? Make something happen and then put choices in front of the characters fast.
Outline potential scenes
Scenes are a catch-all for lots of different potential elements of our prep and our game. It could be a list of the five big scenes you plan to run or it could be a nest of scenes that might happen. It could be a strong start and a big catch-all like "explore Bittermold Keep". It might be a list of scenes and then three possible options you want to drop in at the end of the session.
Because it's a catch-all, outlining scenes could be used many different ways at the table. You might review it to know where to move to next after one scene is done. You might reference the three possible options for the next steps at the end of the game. It's mostly there to help you understand the framework of the game you're going to run – not help you run it directly.
Define Secrets and Clues
I often get feedback asking for better definitions on where to reveal secrets and clues but the answer really is "anywhere they make sense". During play, you may have them in your mind or in front of you in your notes. When the characters explore somewhere, discover something, talk to someone, or otherwise pick up a clue – that's the time to drop them in. Think of secrets like treasure you reward the characters for doing stuff.
Remember, you don't have to reveal all your secrets. I typically reveal half of the ten in a session. It's totally fine to only give out a few of them. Secrets serve you. You're under no obligation to use them or reveal them. They're there to help you fill in the lore of the game when it makes sense to do so. But it's still important to have enough secrets to fill in the blanks during the game. you may only give out half of your ten secrets but you don't know which half.
Develop Fantastic Locations
How you develop your fantastic locations and how you use them at the table depends on the kind of adventure you're going to run. A dungeon crawl with lots of rooms means you can focus on a map and add a few one- or two-word descriptions for each room. These short prompts give you something to riff off of when you're running the game. If your session focuses on a smaller number of more detailed locations, you probably want to fill them out with names and three notable features the characters can use.
At the table, you'll have the map in hand and use it to draw out or reveal rooms for a player-focused version of the map. Using maps at the table is its own challenge. However you use maps with your players, though, you'll still want your list of locations and notable features in front of you during the game. Use these maps and notes to help you fill out the room when the characters get there.
Outline Important NPCs
How you use this step depends on how much help you need when running an NPC at the table. Some GMs can get away with just a name. Other people need a list of appearances, mannerisms, goals, maybe even notable quotes they might say. I think it's worth getting better at improvising NPCs since you're likely to need to do it anyway. The most important aspect of an NPC you're going to need during prep and during play is the NPC's name. It's easy to forget names and they're really important. Write them down when they come up during your prep and write down new ones when they pop up during the game itself.
Like locations, you can reference your list of NPCs when it's time for them to step into the scene – using any of the notes you find useful to flesh them out as you describe them. During your prep, consider what you needed to run the NPC during the game and what you ignored. Now skip the stuff you ignored.
Choose Relevant Monsters
You'll find a trend here. How you use your list of monsters depends on the sort of game you're going to run, but most often it's a simple list of monsters you think you might need and either links to digital stat blocks or page numbers to monster stat blocks in the books you plan to run. During your prep you might also use your list of monsters to select miniatures or prepare digital tokens. A set of generic monster tokens is a fantastic aid for improvising combat encounters.
At the table, you decide which monsters and how many monsters make sense for the situation. Then you use your list and references to look up the stat blocks and run them at the table.
Select Treasure
During your prep you might outline some interesting treasure and magic items the characters might find. Write down these parcels of treasure including links or page numbers where needed.
During the game, you decide if a situation warrants the discovery of treasure and use your list to drop in the treasure that makes sense. You can split up treasure parcels if it doesn't make sense for so much money to be in one place or to pick particular magic items that suit the situation.
Little Dishes of Flexible Prep
The eight steps from Return of the Lazy Dungeon Master intend to help you get your hands around the most important stuff you may need during the game. They're focused on things to help you improvise during the game. You're not planning the game when preparing them. You're not building a story. You're setting up little dishes of pre-cooked food so you can improvise the meal at the table. Each of these items, and each of the lists they contain, are intended to help you quickly reference the stuff that's hard to improvise without putting in so much detail that improvisation is hindered.
Prepare what you need to run an awesome game.
More Sly Flourish Stuff
Last week I posted a couple of YouTube videos on Which Prep Steps for Which Situation and Nighthaven – Shadowdark Gloaming Session 31 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:
- Cover Art for 2024 D&D Dungeon Master's Guide
- Sly Flourish and Elderbrain Video on Adventure Design
- Are Actual Plays Building False Expectations?
- Dwarven Forge Virtual Tabletop Backdrops
- Leaving Blanks
Patreon Questions and Answers
Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:
- GM Tips for Players
- Managing Monster Stat Blocks
- Integrating Prophecies and Fate into D&D Games
- Medium-Length Campaigns
- Players Projecting Micro-Aggressions
- Committing Time and Energy to Prep a Game
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 pictures of NPCs.
- Tie loot to the story of the campaign.
- Write down improvised NPC names.
- Note new character features when they level up.
- The smallest dungeon can have one open path and one secret path.
- Roll for a monster's motivation.
- Build handouts to focus both you and your players around the oncoming story.
Related Articles
- The Eight Steps of the Lazy DM – 2023 Review
- Scenes – The Catch-all Step of the Lazy Dungeon Master
- Choosing the Right Steps from the Lazy DM Checklist
Get More from Sly Flourish
Buy Sly Flourish's Books
- The City of Arches
- Return of the Lazy Dungeon Master
- Lazy DM's Companion
- Lazy DM's Workbook
- Forge of Foes
- Fantastic Lairs
- Ruins of the Grendleroot
- Fantastic Adventures
- Fantastic Locations
Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
Read more »Source: Sly Flourish | Published: June 10, 2024 - 6:00 am - VideoHigh Value Prep
"Get more out of your RPGs by preparing less."
This is the core motto of Return of the Lazy Dungeon Master which follows with eight steps designed to help you get the most value out of your prep.
There's a near limitless set of activities we could work on when prepping our tabletop roleplaying games. Yet all of us have limited time to focus on that prep.
Where do we focus that time? What activities matter the most?
The eight steps are my best take on the areas most vital for running a great game – and even all eight aren't needed for every game. See Choosing the Right Steps for a discussion about which steps help with which types of games.
Today, though, we're going to look at the question of high value prep from a different angle. I don't know that I can help overlapping with some of the steps from Return but I'm going to do my best to take a different look at the problem.
Where is your time best spent when prepping your RPG?
The Characters
Well, shit. I already failed. Reviewing the characters is clearly the first step from Return but boy howdy is it important! The characters are the focal point of the game. They matter because their players matter. No one really cares that deeply about any given NPC but characters are the players' representation in the world. They really matter.
So what should we focus on with them?
Their backgrounds and stories. Who are they? What do they want? Where did they come from? What matters to the players about the backgrounds of their characters? How can we know this? Ask your players. Run campfire tales. Or just ask them about their character and what matters to them. Write it down.
Their mechanics. What do the players enjoy about their characters from a gameplay standpoint? Watch their behavior and see. What do the players get excited about using? What sort of fun mechanical effects do they enjoy? When they leveled up, what new things did they pick up? What new feats or spells or abilities did they choose? Ask them and write it down.
Their treasure wishlist. What sort of loot are they hoping for? What types of magic items make their character complete? Write it down and think about it while prepping your session's treasure hoard.
Character-focused secrets. Yes, another tie to one of the eight steps. When we're thinking about the characters, we can gain some efficiency by thinking about what secrets tied to that character might be revealed in the next game. Character-focused secrets are a great way to make our session richer and tie the characters closer to the game at the same time.
The Hook
Ok, I'm cheating a bit here too. The "Strong Start" is the second step from Return and what is a strong start if not a hook to draw the players into the adventure. But we'll take a different angle on it here. Yes, you want to grab the players and draw them into the game but you also want them to get hooked into the adventure you have planned. Focusing on a strong hook isn't a railroad. They should have choices about how they approach the situation, but you want them to at least follow loosely to whatever you had planned for an evening of adventure.
Think about the hook. Think about where it leads. Think about how it draws them out of our real world and into our fantasy world. How can you tie the hook back to the characters?
The Situation
Situation-based adventures are just plain fun. Pick a location and a map. Add inhabitants. Give the characters a clear goal. Think about potential complications. Set the stage for the adventure and then let it play out at the table.
Situation-based adventures break away from adventures focusing on a story or plot. With plot-based adventures, the story goes in one direction. Character choices have small effects but not big ones. Situations change that dynamic. You don't have any idea what the characters might plan. You might have thoughts about potential directions but nothing concrete enough to write out in an outline or build scene-by-scene.
Setting up a situation also covers other steps from Return including the location, NPCs, monsters, and probably some secrets. In this case, though, we're munging it all together to focus on the overall situation itself.
Spending your time thinking about the situation in your next session is time well spent. The more details you add – details not dependent on particular actions of the characters – the better.
The Next Adventure
When you're planning this adventure, think about what you need to put in front of the players so they can select the next adventure. I like to offer three choices for where they might go next. We often want to put these in front of the players when they're done with whatever arc of the adventure they're currently on but before they leave for the night so we know what to prep next. I talk more about this advice in Two Horizons Out. What's in front of us now and what's over the horizon? Where are things going to go next?
What Do You Need for Your Next Game?
What do you need in front of you when you're ready to sit down for your next game? Sit down and think about it. If you can, sit down where you plan to run your game and imagine your friends around the table (physically or virtually). Visualize that game, think about what you wish you had, and work on those ideas. Focus on what you know your players enjoy, what makes your game run smoothly and what you can put down that empowers the players to make interesting choices and show off their cool characters.
Focus on what matters for your game.
More Sly Flourish Stuff
Last week I posted a couple of YouTube videos on Taking Notes During and After your TTRPG Session and The Vile Well – Shadowdark Gloaming Session 30 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:
- Iskandar Adventures Volume 1
- Torrents of the Spellhoarder by Elderbrain
- Rob Heinsoo on Mastering Dungeons
- Scroll for Initiative on Pass Without Trace
- Bob World Builder on Gridded, Abstract Maps, and Theater of the Mind
- New Poll Results on Combat Styles
- The Lost Art of Abstract Maps
- Running a Quick Conclusion to a Campaign
Patreon Questions and Answers
Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:
- Are Secrets Always True?
- Upward Beats for Dungeons
- Appropriate Challenges, Quests, and Adventures for 1st Lvel Characters
- Taking Away the Characters' Stuff
- Buying Material Multiple Times on Different Platforms
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:
- Leave blanks. Let your players fill them in with their imaginations.
- Describe monsters, don't define monsters. A hulking behemoth covered in rough tattoos wielding an axe the size of a carriage door is far scarier than an ogre.
- Sandwich mechanics with fiction.
- Write down ten fictional characters you dig. Keep them handy as NPC archetypes. Change appearances and genders to keep them fresh.
- Use a mixture of theater of the mind, abstract combat, and tactical combat. Keep all the tools in your toolbox.
- Try using backdrop pictures in your VTT instead of grid-aligned battle maps.
- Write down the factions of your campaign setting. Roll on this list to flavor items, monuments, encounters, NPCs, quests, or situations.
Related Articles
- The Eight Steps of the Lazy DM – 2023 Review
- Focus Extra Prep Time on the Characters
- Using the Lazy DM's Eight Steps At the Table
Get More from Sly Flourish
Buy Sly Flourish's Books
- The City of Arches
- Return of the Lazy Dungeon Master
- Lazy DM's Companion
- Lazy DM's Workbook
- Forge of Foes
- Fantastic Lairs
- Ruins of the Grendleroot
- Fantastic Adventures
- Fantastic Locations
Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
Read more »Source: Sly Flourish | Published: June 3, 2024 - 6:00 am - VideoTie Characters to Factions
Tying characters to factions is a great way to connect characters to a central hub in your campaign. Building and using these realtionships in game give players a choice in how they want to approach that campaign.
I've been running a lot of Shadowdark recently and I love it. Characters, however, die often and sometimes their quests die with them. This situation can get awkward when a group of characters enters a dungeon driven by a quest and then die off, leaving their replacement character to wonder why they ever bothered coming to this terrible place.
Linking new characters to existing factions can avoid this problem. A faction acts as an abstraction between quests and characters. A character might be allied with a local adventurer's guild. The guild has the intention to find the cure to a terrible curse. Thus, the character tied to this faction has this quest but so does their replacement character since they both come from the same faction.
I used a similar system in my 4th edition D&D Dark Sun campaign. Players had a choice of a stable of characters they could use for any given adventure, all coming from a guild of former gladiators. It made perfect sense when a player switched from their wizard to their fighter – they're just two different members of the same guild.
Eberron's dragonmarked houses and the five Forgotten Realms factions described on page 21 and 22 of the 2014 Dungeon Master's Guide also work well. That whole section of the DMG has interesting advice for earning and benefitting from renown with particular factions.
Offer a Choice of Factions
There are a few ways to introduce factions and different reasons why you might choose one over another. You might choose a single faction the characters are all tied to as part of your campaign. That's a little forced, though. Instead, you might offer several factions and ask the players to pick one for a whole campaign. Turning the decision over to the players gives them a choice about how they want to shape their approach to the campaign.
For example, you might offer four dragonmarked houses the characters can be tied to for an Eberron game – each with their own take on the world around them. You can tie these choices to specific alignments – the lawful good House Jorasco, the lawful neutral House Lyrandar, the chaotic good House Tharashk, and the chaotic neutral House Deneith (I'm almost certainly going to receive email and comments about getting those alignments wrong but you get the idea).
One Faction per Character
Another more complicated way to do it is give each character a connection to a faction of their own choosing with their own quests, hopefully overlapping with those quests from other factions and NPCs. This system can get complicated, however, and there's no guarantee that the motivation of one faction syncs perfectly with the motivations of another faction. Choose this option if the quests overlap enough that you can still get some individual flavor but the group as a whole is moving in the same direction.
A Simple Abstraction between Characters and Quests
Tying characters and quests to factions is a great way to ensure that quests don't get lost should characters change. It gives players a common source for quests and the agency to select which faction they want to support.
The next time you're starting a campaign, select a handful of factions and ask players to choose one. Use that faction to drive the quests and direction of the campaign, keeping continuity should old characters depart and new ones jump in.
More Sly Flourish Stuff
Last week I posted a couple of YouTube videos on Character Faction Tips and The Green Knight Queen – Shadowdark Gloaming Session 29 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:
- Cypher Humble Bundle -- $570 of books for $25
- New Covers and Greyhawk in 2024 D&D Books
- Support Victims of Rio Grande Flooding with this $20 RPG Bundle
- Rob Heinsoo Interview on La Taberna de Rol
- Tales of the Labyrinth by Kobold Press
- Tales of the Valiant on Shard Tabletop
- Myre's End Adventure for Patrons
- One Night with Level Up Advanced 5e
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:
- Typical scenarios become unique with the lore and details you include.
- Spread around the threat and damage in combat.
- Keep the characters’ names in front of you.
- Replace NPCs in published settings with NPCs important to the characters or even the characters themselves.
- Drop in magic items that fit the characters.
- Write down a quick summary of important events and where the session ended right after the game.
- Keep two or three options in front of the characters.
Related Articles
Get More from Sly Flourish
Buy Sly Flourish's Books
- The City of Arches
- Return of the Lazy Dungeon Master
- Lazy DM's Companion
- Lazy DM's Workbook
- Forge of Foes
- Fantastic Lairs
- Ruins of the Grendleroot
- Fantastic Adventures
- Fantastic Locations
Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
Read more »Source: Sly Flourish | Published: May 27, 2024 - 6:00 am - VideoAward Treasure and Magic Items in 5e
Looking for a good system for managing treasure in your fantasy RPGs? Use a mixture of random treasure and hand-selected magic items that fit the characters and their players' desires based on wish lists. Roll random treasure parcels and customize which parcels to offer and what's in each parcel based on what brings the most fun to the group. It's quick, easy, and provides a high value for our game.
How much treasure should you reward? A couple of RPG community members did great work breaking down how much treasure one can expect across a campaign. DM David did so in his article "What is the typical amount of treasure awarded in a fifth-edition Dungeons & Dragons campaign?". So did Paul Hughes and Andy Pearlman. If you want to dive deep into the math, these articles have you covered.
Like many aspects of 5e and RPGs, I argue it's better to hang on with a loose grip and not worry too much about the math.
How Often?
The breakdowns linked above, and books like the 2014 Dungeon Master's Guide, and Level Up Advanced 5e's Trials and Treasure recommend offering one to three hoards per character level. That feels right to me too.
I like to prepare one hoard, with a couple of potential permanent magic items for each session. I may not give them out, but I like to have them on hand.
Drop in hoards when they feel right and when the opportunity arises in the story of the game.
How Much?
Chapter 7 of the 2014 Dungeon Master's Guide has fine tables for rolling treasure hoards. Choose the challenge rating of the biggest monster defeated or pick a CR based on the overall danger of the quest (or even just an equivalent CR to the level of the characters if you have nothing else to base it on) and roll on the appropriate tables.
The equivalent random treasure tables in the Trials and Treasure book for Level Up Advanced 5e are better but adding all the CRs of the defeated monsters isn't as straightforward as focusing on the highest CR monster. You can half the CR values in A5e's tables and use them the same way as the DMG tables and things work fine.
Online random treasure tools often work better than rolling lots of dice. It's fast to roll a treasure hoard using tools like Donjon's Treasure Generator, the Level Up Advanced 5e Random Treasure Generator, or the Lazy GM's Random Generator (a reward for Sly Flourish Patrons). Because it's so fast, you can roll a bunch of hoards and pick the one that best fits the situation in the game and the fun of your group. Which random magic items look cool for the current situation? Does the hoard have too many or too few consumable magic items? Keep rolling until you like what you see.
We're not beholden to the results of such random treasure hoards. Roll again or roll on individual magic item tables to drop in specific items. Feel free to pick items directly for your characters if random rolls aren't bringing up things they want or can use. Sometimes, though, strange oddities can be used in interesting ways so it's ok to toss them into the pile.
Add Items from Wish Lists
Ask your players what kinds of magic items they're interested in for their character. Write this wish list down in your notes and review it when reviewing the characters for your next game (step 1 of the eight steps from Return). Then, if the time feels right, drop in an item for one of the characters, ensuring you're keeping track of who got what so no one's left out.
Add Story and Campaign Flavor
The "Special Features" tables on page 142 and 143 of chapter 7 in the 2014 Dungeon Master's Guide offer fantastic ways to customize magic items based on the item's creators or intended users, history, minor properties, and quirks. These tables inspired my "condition", "description", and "origin" tables on page 6 of the Lazy DM's Companion and the "origin", "condition", and "spell effects" tables on page 13 and 14 of the Lazy DM's Workbook.
You can also build your own faction or origin table to flavor magic items based on the campaign world you're running – either homebrew or published. Here's an example of some factions of Midgard:
- Veles the Great Serpent
- Freyr and Freyja, the Twin Northern Gods
- Loki the Northern Trickster God
- Sif the Northern Sword Maiden
- Thor the Northern Thunderer
- Wotan the Northern Rune Father
- Khors the Crossroads Lord of the Sun
- Lada the Crossroad Goddess of Dawn, Love, and Mercy
- Perun the Crossroad God of War and Thunder
- Rava the Crossroad Gear Goddess
- Volund the Crossroad Master of Fire and Anvil
- Addrikah the Mother of Madness
- Boreas the Devouring Wind
- Chernobog the Black God
- The Goat of the Woods
- The Hunter, God of Relentless Pursuit, Skill, and Primal Instinct
- Mammon the Lord of Greed
- Marena the Red Goddess of Winter
- Vardesain the Ghoul-God of the Bottomless Maw
- The White Goddess of Bright Pain
When you're playing in a campaign world, build your own faction list like the one above to flavor your own monuments, one-use magic items, weapons, and armor.
Tie your custom magic items to your secrets and clues so your players discover more of the world around them while enjoying their new fine loot.
The Lazy GM's Random Generator
Sly Flourish Patrons get access to the Lazy GM's Random Generator. This tool is a generator for monuments, one-use magic items, treasure, quests, NPCs, and more. Each component can be flavored with over ten different campaign worlds and include spells from the 2014 Player's Handbook, Level Up Advanced 5e, and Kobold Press's Deep Magic books. It's a great resource to help you build fantastic situations for your games. Join the Patreon and get access right now.
More Sly Flourish Stuff
Last week I posted a couple of YouTube videos on Tier-Ranking D&D and RPG Campaigns and Building a Faction List .
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:
- WOTC Announces the Upcoming Release of 2024 Rules in the Creative Commons
- Black Flag SRD Released Under ORC
- Tales of the Valiant Released to Backers
- Oracle Monster Generator by Nord Games
- 13th Age version 2
- Nine Perfect Things for Your D&D Games
- Why Cults Are Awesome
- Why Open Licenses Matter to GMs
Patreon Questions and Answers
Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:
- Games Getting Too Complex Above 10th Level
- Getting Players Excited for Homebrewed Campaigns
- What Drains Your Energy In Your 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:
- Read over your material just before running your game.
- Give players plenty of time to build characters together at your session zero.
- Run one scene to pull characters into the campaign at the end of your session zero.
- Define clearly what sets your campaign apart to get players excited to play there.
- Give players a choice of their group’s primary faction or patron. Use ranked-choice voting to determine the preferred patron.
- Show pictures of important NPCs.
- Build plots and conspiracies through the actions of NPCs.
Related Articles
Get More from Sly Flourish
Buy Sly Flourish's Books
- The City of Arches
- Return of the Lazy Dungeon Master
- Lazy DM's Companion
- Lazy DM's Workbook
- Forge of Foes
- Fantastic Lairs
- Ruins of the Grendleroot
- Fantastic Adventures
- Fantastic Locations
Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
Read more »Source: Sly Flourish | Published: May 20, 2024 - 6:00 am - VideoWhat Is 5e?
The term 5e defines compatibility between the products of hundreds of publishers and the 2014 version of the Dungeons & Dragons tabletop roleplaying game – known as 5th edition D&D.
In early 2023, Wizards of the Coast, the current holder of the D&D brand and developer of D&D 5th edition (as well as 3rd and 4th editions) released the core rules of D&D 5e under a Creative Commons Attribution 4.0 license in the 5.1 System Reference Document. I know it sounds boring as hell but it's super valuable and important for the whole tabletop roleplaying game hobby.
With this release, 5e became an open platform for roleplaying games. 5e is like Linux – a platform usable by anyone to build any 5e-based RPG game or supplement they want without needing permission from or paying royalties to Wizards of the Coast.
So now 5e means something different.
I argue the term "5e" no longer means "the 5th edition of D&D" but now acts as a stand-alone term defining compatibility between thousands of 5e RPG products.
For example, by early 2025 there will be at least four different core 5e systems:
- 2014 D&D by Wizards of the Coast
- 2024 D&D by Wizards of the Coast
- Tales of the Valiant by Kobold Press
- Level Up Advanced 5e by EN World publishing
One could argue the excellent old-school-style RPG Shadowdark is actually a lightweight 5e variant (it references the 5.1 SRD in its core book). The French-produced Fateforge is another stand-alone 5e RPG. The Iskandar Player's Handbook by MT Black is a fully self-contained 5e player's guide for $4. I'm likely missing others.
D&D is the most popular version of 5e by probably two orders of magnitude but that popularity doesn't matter for you and your own game. You can choose whatever version of 5e meets your preferences, or mix and match from all of them to build the game you want to run for your players.
Beyond the several different core 5e systems, there are thousands of 5e compatible supplements with character options, spells, magic items, monsters, adventures, campaigns, world books, and alternate sub-systems produced over the past ten years. You can use these products to change your own version of 5e any way you wish, all built on this open 5e RPG platform.
You can also modify 5e yourself however you wish. Homebrewing is a time-honored tradition going back 50 years.
So what is 5e?
5e is your system. Use the vast library of 5e products to build your own version of the game and enjoy it as you wish with your friends around the table.
More Sly Flourish Stuff
Last week I posted a couple of YouTube videos on Choosing the First Adventure that Works and Horned Devil Bakis – Shadowdark Gloaming Session 28 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:
- Shadow of the Weird Wizard Impressions by Gnome Stew
- WOTC Stops Selling A La Carte Items on D&D Beyond
- Bob World Builder D&D and WOTC Popularity Survey Results
- Delve by Bob World Builder
- Regnum Rattus the Rats in the Cellar
- 4,000+ DM Tips in the Creative Commons
- The GMs Miscellany by Raging Swan
- Being a Good Steward of the RPG Hobby
Patreon Questions and Answers
Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:
- Should a New DM Run Fateforged?
- How to Expose Midgard and Big Campaign Settings to Players?
- Handling a TPK in Witchlight
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:
- At the end of your campaign, ask the characters to describe where their characters are one year later. Write down and share their stories.
- Ask players what they want and where they want their characters to go as you close out your campaign.
- Have players build characters together at a session zero so they can build their characters off of one another.
- Mash up multiple encounters into one big fun complicated scene.
- Build encounters around an interesting set piece or monument to define the physical location and give players something to play off of.
- Keep track of current and previous NPCs in a big list with a name and a few descriptive words.
- Roll a d20 to see how the lives of off-screen NPCs have been going. The higher the roll, the better things have been going for them.
Related Articles
- What 5e in the Creative Commons Means to You
- D&D Beyond, Wizards of the Coast, 5e, and You
- How to Survive a Digital D&D Future
Get More from Sly Flourish
Buy Sly Flourish's Books
- The City of Arches
- Return of the Lazy Dungeon Master
- Lazy DM's Companion
- Lazy DM's Workbook
- Forge of Foes
- Fantastic Lairs
- Ruins of the Grendleroot
- Fantastic Adventures
- Fantastic Locations
Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
Read more »Source: Sly Flourish | Published: May 13, 2024 - 6:00 am - VideoTwo Free and Fantastic Resources for Online TTRPG Play
Here are two free resources to help you run your games online.
Owlbear Rodeo
Owlbear Rodeo is my favorite virtual tabletop. It's lightweight, fast, easy to use, reasonably priced (including a free tier), and system agnostic. Players don't have to create accounts to join in. You can run it on a phone. It's quick to get a map up and running with a fog of war and some default tokens. It also works for any RPG, whether it's Shadowdark, Level Up Advanced 5e, Numenera, or Blades in the Dark.
Owlbear Rodeo switched from a more lightweight locally-hosted version 1 to a full cloud-based version 2. It can take some re-learning to make it just as fast and useful as it was in the old version but I believe it is just about as easy as it was once you get things wired right.
I recorded a YouTube tutorial on Owlbear Rodeo for Lazy GMs intended to help people get their hands around all the features and how to use them easily during play.
Owlbear Rodeo includes some awesome default tokens representing monsters and characters but you may want a better set of tokens to represent most monsters in fantasy roleplaying games. That's where this next resource comes in.
Level Up Advanced 5e's Free Monster Tokens
EN World publishing released a full set of monster tokens representing core 5e monsters from the A5e Monstrous Menagerie for free. It includes 178 tokens representing all the core monsters you're likely to find in the D&D Monster Manual or other 5e core monster books.
They work really well when imported into Owlbear Rodeo. In order to import them most effectively, however, you'll want to do a few things:
- Create a new collection and import tokens into this collection so you don't flood your main collection with nearly 200 tokens. You can import the tokens all at once.
- If desired, set the default text of the token set to "Copy Image Name". It automatically removes file extensions so you'll get a nice token name like "Troglodyte" or "Demon, Balor" under the token. If you'd rather add the names yourself, you can skip this step.
- If you do decide to use token names, select the right font size. I like 36 so the name is easy to see.
This set gives you a huge collection of tokens for monsters in Owlbear Rodeo – a collection you can use in any game you plan to run.
More Sly Flourish Stuff
Last week I posted a couple of YouTube videos on Choosing the Right 5e Stat Block and Myre Castle Ruins - Shadowdark Gloaming Session 27 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:
- Roll20 and Discord Integration
- Alphastream on the Summit One Year Later
- Return of the Witch King Adventures for Shadow of the Demon Lord
- Kobold Press Offers Sourcebook Subscriptions on Shard
- Tales of the Valiant Monsters Hitting Too Hard?
- Forge of Foes Monster Stats Tool
- Use an Oracle Die
Patreon Questions and Answers
Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:
- Managing One Year Later Montages
- Sticking With the City of Arches
- Help Players Tap Into Their Emotions
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:
- Help every character shine.
- Lean into the characters’ BS.
- Focus on enjoying spending time with your friends.
- Run lots of monsters sub-optimally.
- Add flavor and story every turn in combat.
- Set up monsters to show off character abilities.
- Build awesome boss fights with a variety of monsters, waves of combatants, cool environmental effects, and wild terrain.
Related Articles
- Owlbear Rodeo: A Simple D&D Virtual Tabletop
- Crafting Lazy Monster Tokens for D&D
- Seven Fantastic Tools to Play RPGs Online
Get More from Sly Flourish
Buy Sly Flourish's Books
- The City of Arches
- Return of the Lazy Dungeon Master
- Lazy DM's Companion
- Lazy DM's Workbook
- Forge of Foes
- Fantastic Lairs
- Ruins of the Grendleroot
- Fantastic Adventures
- Fantastic Locations
Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
Read more »Source: Sly Flourish | Published: May 6, 2024 - 6:00 am