Sly Flourish
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- Video● Choosing Monsters for your 5e Game
My simplified encounter building guidelines for 5e games breaks down into two steps:
- Select the number and type of monsters that make sense for the situation.
- Determine if this encounter might be inadvertently deadly by using the Lazy Encounter Benchmark.
This second step is optional. Our goal isn't to design perfectly balanced encounters. Once we have enough experience running our games, we can usually tell if something's going over our expectations for a given combat encounter.
But for that first part – how do we know what monsters make sense for the situation?
There's a lot that can go into answering this question but I'll give you an easy tip. Find some random encounter tables like those found in Xanathar's Guide to Everything or Level Up Advanced 5e's Trials and Treasure and choose the most suitable list of random encounters for the environment that most closely matches the one you're trying to fill.
The Level Up Advanced 5e Trials and Treasure book and the Monstrous Menagerie work well together for this step. Trials and Treasure has large general-purpose random encounters and each monster in the Menagerie has a small table of detailed encounters for that particular monster. The two guides are intended to work together to make interesting encounters and show you which monsters tend to band together with other monsters in a given encounter.
You don't need to roll on these tables. Instead, skim the list and see what jumps out at you. Jot down some of the monsters you think fit well in the environment you're looking at. Sometimes these monsters will be typical dungeon-style monsters like ropers, bulettes, and otyughs. Other times they'll be intelligent monsters – humanoid bandits, veterans, mages, goblins, bugbears, orcs and so on. Sometimes humanoids have monsters with them.
If you're having trouble thinking what kind of inhabitants might be wandering around the location you're preparing, find a good set of tables of random monsters by environment and go down the list until you find a few creatures who work well for your game.
There's another non-lazy trick, though. One that requires work up front but pays big dividends in the end.
Read Your Monster Books
We tend to focus our attention on the stat blocks of a monster but the lore in those books is really valuable. That lore tells us where monsters hang out, what other monsters they hang out with, and how they react when adventurers show up. That lore matters.
Read those monster books, fill your head with that lore, and you'll build some knowledge of which monsters make sense for a given situation.
More Sly Flourish Stuff
Last week I posted a couple of YouTube videos on Surviving a Digital D&D and The Smuggler's Trade Route – Dragon Empire Prep Session 3.
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:
- Lazy RPG Talk Show Number One D&D Podcast by D&D Fanatics
- Professor Dungeon Master on the 2024 DMG
- DM David on a 25 year D&D Wish List
- Elon Musk tells WOTC to Burn In Hell
- Anatomy of a Situation -- Red Eagle Tower
- Tomb of the War King Scenario
Patreon Questions and Answers
Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:
- Favorite Monster Abilities of Players
- Building Your Own Campaign Outlines
- Tips for Playing In-Person 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:
- Use your current favorite TV show as a collection of NPC archetypes.
- Use Staedtler medium point wet erase markers on your Pathfinder basic flip mat.
- Keep generic monster tokens on hand for improvised combat encounters.
- Index cards are one of the most flexible and useful tools in TTRPGs.
- Keep a list of the characters in front of you throughout your game.
- Add a touch of variance to static monster damage by subtracting 3 and adding 1d6.
- Use 10 + dex for static monster initiative. This way some players go before them and some go after.
Related Articles
- Advanced Random Encounter Tricks
- Lazy Monster Damage – Subtract 3, Add 1d6
- My Favorite TTRPG Products of 2023
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: December 2, 2024 - 6:00 am - VideoAdvanced Random Encounter Tricks
Here are some useful tricks for getting the most out of random encounter tables.
Roll Twice
Roll twice on a random encounter table and mix the results together. Maybe the characters find two groups fighting each other. Maybe they find one who just wiped out another. Maybe the two groups are allies. Mixing two groups together adds significant and meaningful complications to what otherwise might be a single boring encounter.
Mix Multiple Tables
Roll on different types of random tables to mix themes, monuments, locations, effects, conditions, and descriptions. Use these other tables to add layers to the encounter and make it unique among all other encounters.
Roll To See What Came Before
Often we do nothing if our roll doesn't trigger a random encounter at the moment. Instead, roll for an encounter that happened earlier. Mixing this trick with the first tip means you might find one group that clashed with another and lost. The first group moved on after destroying the second. Do the characters keep going forward? Do they hunt down the victors? There's lots of agency in stumbling into a situation that already took place.
Add Monuments
When rolling for random encounters during travel or in the wilderness, add an interesting backdrop by rolling for a monument. An old obelisk, weatherworn statue, or a carrion pit gives the scene a clear feeling of place. Add layers to your monument by rolling on origins, effects, conditions, and other tables.
Create and Roll On Your Faction List
Build a custom list of factions for your campaign including gods, historical figures, icons, shady organizations, and any other significant faction. When you roll for an encounter or want to flesh out a monument, roll on this faction list to add the faction's flavor to the rest of the encounter. This list adds relevant history and backstory to the world one encounter at a time.
Attitude
Roll a die to determine the attitude of the creatures you rolled up for an encounter. The lower the roll, the more friendly they are. The higher the roll, the more hostile they behave. Not every encounter needs to be a battle.
Distance
Roll a die to determine how close or far the characters notice the inhabitants. The lower the roll, the closer they are.
Activity
What sort of activities might the creatures in an encounter be engaged with? If you can find a table of potential activities for a creature, you can roll on that table. The Level Up Advanced 5e Monstrous Menagerie includes monster activities for every standard 5e monster, for example. If you don't have a table, roll a die. The lower the roll, the more peaceful or benign the activity. The higher the roll, the more frantic, dangerous, or strange the activity might be.
The Oracle Die
When you're not sure about something in your game, throw a die and build ideas off of the result. Oracle dice in other systems usually tie to a table of outcomes but you can roll the die and see what it inspires. I like the idea that the lower the roll, the less extreme something is. The higher the roll, the more extreme it is. This roll works for weather, attitudes, activities, and so on. When in doubt, roll a die. If you want some awesome and free oracle tables, check out Ironsworn.
More Sly Flourish Stuff
Last week I posted a couple of YouTube videos on Handling Morality in RPGs and The Valley of Blood – Dragon Empire Prep Session 3.
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 on EN World Podcast Talking about the 2024 DMG
- Pathfinder 2 Humble Bundle
- Phantasy Star RPG Preorder
- A5E Monstrous Menagerie 2
- Hard Truths About Crowdfunded RPGs
- Comparing DMG 2024 Advice to Lazy DM Advice
Patreon Questions and Answers
Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:
- Character Home Bases
- Set Piece Battles or Theater of the Mind?
- Best After-Session Notes
- Improving NPC Voices While Roleplaying
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:
- Set up locations and inhabitants separately. Let inhabitants move around depending on what happens.
- Let the actions of the characters drive the story — not your initial big idea.
- Go with the rule of cool. If it sounds cool, work to help it happen.
- Start with what makes sense in the world. Adjust towards what’s the most fun in the game.
- Write down NPC names.
- Write down where your session ended.
- Think about each character during prep. What do they want? What story hooks do they have? What monsters do they like fighting? What magic items do they look forward to?
Related Articles
- Run Meaningful Random Encounters
- Choosing Monsters for your 5e Game
- Running Hex Crawls for D&D, 5e, or Shadowdark
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: November 25, 2024 - 6:00 am - VideoThe Many Right Answers of the TTRPG Hobby
Two truths seem evident to me in the tabletop RPG hobby:
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There are many "right" answers to how we play tabletop RPGs – including which RPGs we play. There's rarely only one right answer to any aspect of this hobby. Instead, there are many right answers, each fitting different people, groups, playstyles, and other circumstances.
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It's hard to understand why other people would choose the right answer that isn't ours.
Common examples are the games we play. Some of us love the character customization, streamlined math, and rich mechanics of Pathfinder 2. Others love the open and freeform story focused games of Powered by the Apocalypse. Others love grim and brutal resource-focused games like Shadowdark RPG.
You no doubt have your preferred RPG and it's hard to understand why other people don't like the game you like best.
But they do. And that's fine.
It's one thing for people not to know about other games and what advantages they hold. It's something else to look at a game and what it does and say "that's not for me". All too often, though, "it's not for me" comes out as "that game sucks". You may hate it but many others may love it.
There are many right answers in many aspects of the TTRPG hobby. It's totally cool for you to like one way and other people to like another.
Focus on sharing experiences and less on proving you're right answer is the right answer.
Other Many Right Answers
There are many right answers for many different aspects of the TTRPG hobby. Here are some examples:
- Some GMs love rolling lots of dice; some GMs don't want to roll dice at all.
- Some love a fully integrated virtual tabletop; some want a VTT as simple as they can get (including none at all).
- Some love online play; some only want to play in person.
- Some love big fancy visual combat displays; some love theater of the mind.
- Some want to use lots of accessories for their games; some want none at all.
- Some love to build vast worlds; some want to focus on the here and now.
- Some love published adventures; some love homebrew.
- Some love published settings; some prefer their own world.
- Some want all-in-one digital tools; some prefer a stack of specialized tools.
- Some love high production value games; some love the ones you can print on one sheet of paper.
- Some GMs want games where they control much of the world; some GMs want the players to build the world with them.
Variants in False Dichotomies
There are wide ranges of answers across these ideas. It's rarely a "yes" or "no" or "this one" or "that one". It's rare for anyone to fit perfectly on one side or the other. Instead, each of us are complex beings falling into a wide range of different opinions on many topics.
Luckily, this hobby has tons of stuff to offer. We can pick and choose what best fits our desires and the preferences of our group. We don't have to argue why we like one thing or another – we each get to choose what works for us.
If it works best for us and our group, that's all that matters.
"That's Not For Me"
Here's a tip to improve TTRPG discourse. Instead of attempting "objective" judgements about any one path or choice someone else makes in the hobby, simply say "that's not for me". Switching from "that thing sucks" to "that's not for me" helps you remember your point of view isn't truth. If there are enough people playing a game, using a system, or following a style that you've heard of – it means someone loves it. If it's not for you, it's not for you. That doesn't make it the wrong choice for everyone.
Share experiences instead of judging the choices of others.
There are many right answers – many different paths – in the TTRPG hobby and all of them are right for someone. Often we can't understand why someone else follows a path different than ours. But we're better richer people for recognizing views different from our own – and we might learn something along the way.
More Sly Flourish Stuff
Last week I posted a couple of YouTube videos on Top Ten Lazy Tricks for D&D and 5e and The Desert Heist – Dragon Empire Prep Session 2.
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:
- Blades in the Dark Deep Cuts
- What Do You Need to Prep Your Session?
- Encounter Building in the D&D 2024 DMG and the Lazy Encounter Benchmark
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:
- Use static initiative of 10 + dex for monsters so some players go before them and some go after.
- Use little adhesive tabs to bookmark monsters in your monster books. There’s no need to copy them elsewhere.
- Draw small simple maps so players can see what they’ve explored so far.
- Staedtler wet erase markers work very well on the Pathfinder basic flip mat for drawing maps and tracking damage done to monsters.
- Use a mixture of random treasure and magic items selected for particular characters. Prep treasure parcels ahead of time.
- Plan a strong start. What happens at the very beginning of your next session to draw players into the game?
- Prep what you need to help you improvise during your next session.
Related Articles
- Being a Good Steward of the TTRPG Hobby
- Find Local Players for Tabletop RPGs
- Focus Extra Prep Time on the Characters
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: November 18, 2024 - 6:00 am -
- VideoTwo Goals for Improving Your Game
For those of us who spend a lot of time thinking about improving our games, our minds often dive into the details. How can we speed up combat? How can we draw the characters deeper into the story? How can we offer more meaningful choices? How can we prep enough to fill out the world?
These questions are useful but there's the larger question of why. When we're considering a new approach to our game, or a new tool or accessory we want to use at the table, or a new feature of a VTT – why do we pick the ones we pick and omit the ones we don't?
In Return of the Lazy Dungeon Master I focus on getting more out of your RPGs by preparing less. We can break down this goal into two parts:
- Make RPGs easier to prepare and run.
- Make RPGs more fun for us and our players.
There's a careful balance between these two goals. Sometimes, however, the techniques that make our games easier to prepare and run also make our games more fun for us and our players. Here are some examples:
- If we prepare less, we might be able to run more games. More games = more fun.
- If we prepare less, we're less likely to railroad our players down a big complicated story we built ahead of time.
- If we prepare less, our players have more agency to follow different paths and build out elements of the world we haven't built ourselves yet.
- The less we have prepared, the more we're likely to listen to our players and focus on the game as it plays out instead of focusing on what we prepared ahead of time.
- The less we prepare, the less stress we have to stay true to our material and the more we're willing to watch the game unfold.
Sometimes, it's worth extra time to prepare the elements of the game that really matter – the things that bring the most fun to the game. Here are some examples:
- The more time we spend thinking about the characters and their stories, the more we can integrate them into the adventure or campaign.
- The more solid the world around the characters, the more players feel like it's real.
- The more lore we know about the world, the more interesting flavor the characters can discover as they explore it and the easier it is for us to drop in this lore during the game.
- The better we understand a location and its inhabitants, the more we can improvise what happens there as the characters traverse it.
- The better our tools for combat encounter building and the better our understanding of the characters' capabilities in combat, the more fun, heroic, and nail-bity combats we can run.
- The more we spend thinking about treasure, the better that treasure can fit the desires of the characters.
- The more time we spend on a solid strong start, the easier it is to get the players and their characters into the adventure.
The eight steps from Return of the Lazy Dungeon Master are my thoughts about where we can spend our time to bring out the most fun in our games. Other GMs and other groups have their own lists of most beneficial activities to prepare and run their games.
Think about where you spend your time on your prep and ask yourself if that activity makes it easier to prepare and run your game or truly makes the game more fun for your players.
If your approach makes it both easier to run your game and more fun, that's awesome. If your approach does one or the other, that's fine too.
If your activity isn't making your game easier to prep or run, and isn't bringing more fun to the table, why do it?
More Sly Flourish Stuff
Last week I posted a couple of YouTube videos on Is Shadowdark the Best Intro to D&D? and The Ghost Walkers – Dragon Empire Prep Session 1.
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:
- Draconics the Peaceful Way to Play 5e
- Wonderous Worlds by Nord Games
- D&D 2024 Free Rules Giveth and then Taketh Away
- D&D 2024 Dungeon Master's Guide Thoughts and the Four Gamemaster's Guides
- Avoid NPC Betrayals
Patreon Questions and Answers
Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:
- Favorite Short Adventure Books
- Expanding a GM's Reading List
- Focusing on Prep for the Next Session
- Needing to Improvise with Shadowdark
- Top House Rules for Shadowdark
- The Urgency of Multiple Quest Hooks
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:
- Aim for four players.
- Get into the head of your NPCs. What do they want? What do they fear? What do they have to offer?
- Choose monsters based on the situation even if they’re really easy.
- Keep track of the magic items each character has. Review this list when planning treasure for future adventures.
- Keep a treasure parcel in your prep notes. Reward it, or pieces of it, when it makes sense.
- Require exotic materials for crafting particular magic items. Now the exotic material becomes the reward.
- Prepare for single big monsters to be banished or otherwise completely incapacitated when the characters reach 7th level or above.
Related Articles
- 2016 D&D 5th Edition Dungeon Master Questionnaire
- Using the Lazy DM's Eight Steps At the Table
- Focus Extra Prep Time on the Characters
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: November 11, 2024 - 6:00 am - VideoUsing Obsidian for Lazy RPG Prep
Over the past year I’ve switched from using Notion for my Lazy RPG Prep to using Obsidian. Here’s why:
- Obsidian operates in native markdown files. There’s no conversion necessary and the files sit in your own directories on your own filesystem.
- Obsidian is cross-platform. I use iCloud to share my Obsidian directory across my Mac, iPhone, and iPad. I don’t have to trust a cloud-based system to be up when I need it.
- Obsidian’s interface is fast and clean. Notion feels like it's gotten slower the more extra features they put into it.
I still love and recommend Notion if it works for you. My switch to Obsidian doesn’t mean you need to switch to Obsidian or away from any set of tools you use to do your prep.
Organizing a Lazy RPG Campaign in Obsidian
I have a simple setup for using Obsidian for Lazy GM prep. While many Obsidian GMs love the huge amount of plugins one can use with Obsidian, I like to keep things simple. I only use the templater plugin to set up session note templates.
Download my Lazy GM Campaign Obsidian Template. Patrons of Sly Flourish also access to my Obsidian campaign templates for my current games.
Here’s my directory structure for a typical Obsidian Lazy RPG Campaign folder:
- Campaign Name folder
- Session Notes folder
- Individual Session Note file
- Attachments folder (for pictures or PDFs)
- NPC file
- Character file
- Locations folder
- Attachments folder (for pictures of maps)
- Location description file (if needed)
- Session Notes folder
I create extra pages as I need them. For example, in my Shadowed Keep of the Borderlands game, the characters are headed to the drow city of Erelhei-Cinlu from D3 Vault of the Drow. The drow city is complicated enough with the various houses and their secrets that I have a “drow houses” and “drow secrets” file to keep on hand.
For the "NPCs" file, I have two headings: “Current NPCs” and “Past NPCs”. I write their names and any relevant notes about the NPC in a single line. Some GMs want far more information on NPCs but usually a few words are all that I need for the campaigns I run.
For the "Character" file I have each character as a header and then bullets containing any relevant character info like race, species, lineage, heritage, class, and background. I can put character connections or story connections here. I can jot down magic items they received, stars and wishes, or any new abilities they pick up on a level. Put whatever is useful for you to run your game.
Session Notes
The session notes file includes headers for each of the eight steps from Return of the Lazy Dungeon Master and bullets for each of the items underneath. I use a custom stylesheet so Obsidian's Export to PDF outputs a nice two-column page I can print out and use them in my three-ring campaign binder.
Keeping Things Simple
The way of the Lazy GM is a focus on simplicity and impact. We only use the tools we need to run the game we run. Use what works, omit the rest. Instead of going straight into a complex Obsidian setup, start first with the basics — a file with an outline of the eight steps. This outline keeps me focused on the thing that matters the most — the next game I’m playing with my friends.
Other Resources
Other GMs, developers, and Obsidian power users have come up with tons of plugins and systems for using Obsidian with D&D, 5e, and other RPGs. Here’s a list of some Obsidian RPG resources:
- D&D-tagged notes
- Getting Started with Obsidian for D&D – PhD20
- Nicole van der Hoeven's D&D and Obsidian YouTube Playlist
- Nicole's RPG Obsidian Notes
- Non-Lazy DMs use Obsidian for D&D
- Obsidian for Tabletop Roleplaying Games (collection)
- Obsidian TTRPG Tutorials
More Sly Flourish Stuff
Last week I posted a couple of YouTube videos on Comparing Four 5e RPGs: Tales of the Valiant, Level Up Advanced 5e, 2024 D&D, and 2014 D&D and Scourge of the Dragon Empire Session Zero .
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:
- Defiler of Moonsilk Keep
- Horizons Magazine Issue 1
- Frontiers of Eberron
- Adventures in Teaching and Learning with TTRPGs
- Dwarven Forge Dungeons Reforged
- Experiences at Gamehole Con
- Pool Table Game Mastering
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:
- Make sure your players are good with the controversial choices of the characters.
- Avoid betraying NPCs. Use shady NPCs with valuable information instead.
- Jot down the Lazy Encounter Benchmark during prep. Improv combat encounters during the game based on the unfolding situation.
- Imagine your game as a pool table with characters and NPCs like the balls. Who knows where they’re going to end up until you hit them with your cue.
- Keep a good list of NPCs in your session notes. Update it every session.
- Print maps and annotate one or two word descriptions on the rooms.
- Take turns during downtime. Make sure everyone gets a chance to say what their character does.
Related Articles
- The Simplest Way to Annotate a Map
- Organize RPG PDFs and Other Digital Stuff
- Share PDFs With Your Players
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: November 4, 2024 - 6:00 am - VideoScenario Model: Opening or Closing the Portal
Like the adventure models in the Lazy DM's Companion, sometimes it's useful to have models for more specific scenes or encounters in our 5e RPGs. Today we're going to dig into one such scenario model – opening or closing a portal to another world. This model is both a common situation and a fantastic one, one in which all the characters can be challenged to either close a gate that shouldn't be open or open a gate that shouldn't remain closed.
Something for Everyone
It's important that players and characters all have something to do in a situation like this scenario. We don't want some character just sitting back or spamming the same ability over and over. We also want to mix up the activities, sort of like traveling through the wilderness, so that everyone has a different type of activity.
The In-World Situation
Instead of jumping straight to mechanics, we want to understand the situation as it is in the world. First, we have a big ancient gateway – one that isn't entirely stable. It's old. It's cracked. Energy leaks from it when it's active – energy that must be dealt with somehow. Also, things can get through. Whether you're opening it or closing the gateway, it attracts things – not very nice things. Maybe these things come from the world beyond and that's why the group wants to close it. Or maybe these things come from somewhere else. Maybe there are cracks in the edges of the portal leading to other worlds best left alone.
The portal can be powered by several arcane anchors – pillars with crystal spheres or glowing runes set outside of the portal. Channeling arcane or divine energy into these pillars activates them or, likewise, can draw energy out of them when trying to close the portal. Pouring energy or drawing energy out of these pillars has a nasty tendency of projecting the energy of this portal to those nasty things we talked about earlier – they want to get through the portal really badly.
The Roles
With this understanding of how the portal operates, now it's time to think about how to deal with it. Someone needs to channel energy into the pillar or portal to pull energy out. Those characters best suited to this task are those characters who are either trained in arcana or religion or who can cast divine or arcane spells. This channeling takes an action to begin but only a bonus action to keep it going. It does, however, require concentration. If concentration is broken, the instability of the portal grows violent.
The difficulty class of the check to succeed at this action is based on the state of the portal. If it's in reasonably good shape, it might only take a DC 10. If it's really coming apart it might take a DC 15. Channeling the energy of a spell always succeeds in opening or closing the portal but failing at the ability check causes instability. A blast of lightning might arc out from the pillar and strike the channeler or even someone else. It might target a wild magic surge on someone in the chamber.
Divine and arcane casters can choose to use their spell slots to reinforce their checks. For each level spell they want to expend, they can reduce their check for the round by 5.
And, of course, things are coming out of the portal. They probably start coming out as soon as the channeling begins. These things might be demons, devils, aberrations, or undead – all seeking to sink their fangs or wrap their tentacles around mortal flesh. That's where the other characters come in. The other characters have to hold off these monsters from the channelers.
We can give defenders a new reaction here, the "dive in front", reaction. If a creature attacks a channeler in the area, the defender can take their reaction to dive in front of the attack and save the channeler.
After three or so rounds, the portal is successfully opened or closed. This scenario assumes it's critical that the characters succeed, so instead of having the gate fail to open, it simply brings on more pain on a failure. A TPK is still possible, of course.
Scaling the Encounter
This encounter probably works best at 5th level and above since it takes a lot of coordination between the characters. You can use the Lazy Encounter Benchmark to get a general idea how many monsters might be inadvertently deadly. You can also break up monsters into waves. A few small creatures on round 1, a couple of bigger creatures on around 2, and a boss on round 3.
As far as the amount of damage the pillars might inflict, we can use the following guidelines for each tier for blasts of energy (fire, cold, force, necrotic, or lightning – your choice):
- Tier 2 (5th to 10th level – CR 8). +7 to hit, 28 damage.
- Tier 3 (11th to 16th level – CR 14). +10 to hit, 49 damage.
- Tier 4 (17th to 20th level – CR 20). +13 to hit, 70 damage.
A Reusable Model
You probably don't want to use it every session but this model is generally reusable for this common situation – opening or closing a portal. The model focuses on what it's like in the world, some interesting roles for characters to take, and a fun situation with lots of moving parts. Hopefully this model gives you a nice scenario you can drop right into your own game.
More Sly Flourish Stuff
Last week I posted a couple of YouTube videos on One Year with Shadowdark and Expanding Doom Points from Tales of the Valiant.
Last Week's Lazy RPG Talk Show Topics
I was away at Gamehole Con, which was awesome, so there was no Lazy RPG Talk Show last week. Sorry! You can enjoy past episodes and subscribe to the podcast)
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:
- Avoid damned-if-you-do, damned-if-you-don't choices too often. Offer choices with a clear gain and risks.
- Limit source material to focus a campaign and make it unique among all other campaigns.
- Check in with players every few sessions to make sure your game is headed the way everyone enjoys.
- Keep track of magic items distributed to which characters. Better yet, ask a player to quartermaster and post the distribution.
- Build characters from the story and situation first. Then measure against potentially deadly benchmarks.
- Index cards and a Pathfinder Basic Flip Mat are hard tools to beat for improvising your game.
- The d20 is a swingy die. Don't expect it to behave the way you want. Plan for and enjoy its high randomness.
Related Articles
- D&D Environmental Effects: The Unhallowed Pillars
- Anatomy of an Environmental Effect – Chernobog's Well
- Our Ability Check Toolbox
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: October 28, 2024 - 6:00 am - VideoUse Physical Tools for Online Games
There's a false dichotomy when it comes to playing RPGs. We either play online or we play in person. Sometimes it feels like it's all or nothing. If we're playing in person, it's pencils and paper and dice. If we're playing online, it's a fully featured, fully integrated virtual tabletop.
But lots of GMs mix things up. In-person GMs use big monitors, sometimes embedded in their gaming table. Players might run their character sheets off of a tablet.
The same can be true for running games online. Sure, if you're wired into a fully integrated VTT, like Roll20 or Foundry, you might not see much need for physical tools. But sometimes they're really handy.
What are some examples?
Dice. You don't need a digital dice roller. Use your real dice. Try it out. It's fun. It's fast. I have a kit of dice next to me when I run RPGs online and it's far faster for me to roll physical dice than to roll online. I'm sure that's not true for everyone but I know it's often true with players when they need to roll for something not already pre-planned on their digital character sheets.
Note cards. I use my favorite text editor, BB Edit, to jot stuff down like initiative, marching order, and abstract combat notes. It's very fast to copy and paste things around from BB Edit but it's also super-fast to use index cards. They're always in front of you. You won't accidentally close the window or need to switch screens.
Books. Many GMs seem to hate using physical books but boy, they're fun. Use little adhesive tabs you can buy at any drug, grocery, or department store to tab the pages of different monsters or other pages you need to reference during the game. Get a folding book stand so you can set it upright like monks did in the 1700s. Enjoy playing the game the way we've played for 50 years. It's ok to have to look things up. The whole game doesn't need to be a perfectly well-oiled machine.
The Flexibility of Physical Tools
Using physical tools for online games isn't just about nostalgia. There are practical reasons as well – the big one being flexibility. Physical tools just work. A blank index card and a pen offers tremendous freedom over more locked-in tools. Rolling physical dice means doing some math but you don't have to worry if you accidentally hit the "advantage" button or not. If you're given a weird modifier to a roll, you don't have to figure out how to add that into the equation. Flipping through a physical book can be faster than searching through one online or realizing you accidentally closed the window.
Using physical tools also doesn't limit you to just the online tools or sourcebooks you have in whatever online tool you're using. When you open yourself up to using books, all your books become available to you – campaign sourcebooks, monster books, adventures, and more.
Next time you're running a game online, try using physical dice. Try using a physical monster book. Try keeping an index card in front of you to jot down turn order.
Embrace analog play, even in an online game.
More Sly Flourish Stuff
Last week I posted a couple of YouTube videos on NPCs from TV Shows and my Shadowdark Gloaming Finale.
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:
- Call of Cthulhu Humbled Bundle
- City of Arches Key of Worlds Scenarios for Hero-Tier Subscribers
- Dread Thingonomicon Markdown for Obsidian
- Lazy GM Reference Guides in Markdown for Obsidian
- Sly Flourish 2025 Calendar!
- The Trouble with Crafting Systems in 5e
- Advanced Random Encounter 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:
- Adding Subquests and Managing Levels with Campaign Arcs
- Keeping Combat Descriptions Flavorful
- Designing a Heroic Shadowdark-Style 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:
- Keep character name names in front of you. Track turn order outside of combat to ensure players get their time in the spotlight.
- Listen to audiobooks. Study the way the narrator changes voices to represent different characters.
- Break combat encounter locations into several zones. Give each zone an identifying monument or feature.
- Two simple words can increase the challenge of any comment encounter: more monsters.
- Ask for a marching order and a lighting situation anytime the characters delve into dungeons deep.
- Roll twice on random encounter tables and combine the results to build a unique situation.
- Roll two random encounters to show an encounter that took place before the characters arrived. This gives them an interesting investigation along their journey.
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: October 21, 2024 - 6:00 am - VideoThe Simplest Way to Annotate a Map
Find a map that fits the location you need for your game. Print it out. Write evocative location names on the map with a pen.
I haven't found a method for annotating maps easier than that. Even if you use digital tools, printing the map, writing names on it, taking a picture with your phone, and adding it back into your digital notes is still faster than any other digital annotation tools I've used.
5,000 Year Old Technology
Pencil and paper are often faster and simpler tools for prepping our game than digital tools. I've used Obsidian and Notion for RPG prep, but I still enjoy the days where I write my strong start, scenes, secrets and clues, and the rest longhand. There's something simple, direct, and pure about prepping with pen and paper. No distractions. No funky interface to get used to. Just the 5,000 year old technology of putting our thoughts and imagination down on a medium that can last a thousand years.
Simple Maps
I love Dyson Logos for simple, well-designed maps that fit all sorts of different situations. I've written about my love of Dyson maps before. They're easy to print, easy to write on, and easy to copy onto a battle mat using his key. They work well digitally and physically.
Evocative Names – Just For Us
Sometimes we GMs prep like we're prepping for someone else. We write out read-aloud text, develop large random tables, and add details to notes as though we're going to hand our prep over to another GM to run.
Our notes are just for us and they serve one purpose – to help us run our next game. Our notes aren't for anyone else. They're just for us. They don't need to be complete and they don't need to be pretty.
When we annotate our map, we don't need to fill in lots of details. Often a single evocative name for each chamber does the trick. Here are some examples:
- Shrine of Heretical Aten
- Well of Worlds
- Howling sinkhole
- Sinister armory
- Moss-covered mosaics
- Crumbling statues
- Profane dias and altar
- Fiery dragon skulls
- Cracked stone bridge
- Delicate laboratory
These one to three word descriptions, when we write them ourselves, gives us enough of a reminder to fill in further details when it comes to running those rooms. We don't need paragraphs of text for each room – many of them the characters never see.
Our notes are just for us. Our annotations are just for us. We don't need a lot written down to remember what we had in mind or to riff off of should the characters go into a chamber we didn't expect.
Keep Things Simple
Focus on tools that help you run your game – the ones that help you improvise during the game. The more complicated your stack of tools, the harder it is to find the right tool the moment you need it. Often these tools are the oldest ones in existence – a sheet of paper, a pencil, and some dice.
More Sly Flourish Stuff
Last week I posted a couple of YouTube videos on Organizing and Searching RPG PDFs on a Mac and Mugdulblub – Shadowdark Gloaming Session 44 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:
- Sly Flourish After-School RPG Club Sponsorship
- Free Kobold Press Encounter Builder
- Dread Thingonomicon Bundle of Holding for $8
- Goodman Games Humble Bundle
- Grim Hollow Transformed Kickstarter
- Ars Magica in a Creative Commons License
- Two Bandits Talking About 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:
- Single Best Tip for New GMs
- What If Characters Don't Strike Lighting Rods?
- D&D 2024 Tool DCs and DM Agency
- Can You Mix TOV, A5e, D&D 2024, and D&D 2014?
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 each improvised monster an interesting trait to define its story in mechanics.
- At 7th level, don't expect any single monster to bring a significant challenge unless it has legendary resistance.
- Prepare one major scene for every 45 minutes of gameplay.
- Show characters the breadth of cultures from the humanoid creatures they meet.
- Keep a list of names of previous NPCs you can quickly reference when an old NPC comes back into the spotlight.
- Let players level up characters together and discuss the new abilities they're considering.
- Build historical layers to your dungeons. What is it now? What did it used to be? And what was it before that?
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: October 14, 2024 - 6:00 am - VideoTen Types of Stonework Decorations
As characters explore dungeons deep and ancient ruins, they often come across decorations from times past. Such decorations serve as excellent vehicles for secrets and clues, single-sentence pieces of history or lore revealed through play.
Here are ten types of stonework decorations to keep on hand to improvise the revelation of such secrets and clues.
- Relief. The projection of an image in which the stonework around the image is carved back, leaving the image protruding forward. Includes low (bas), high, and sunken. Such reliefs might reveal lost histories or forgotten knowledge.
- Frieze. A long horizontal stretch of painted or sculpted decoration at the upper edge of a wall, room, or object like a sarcophagus. These decorations might not be noticed at first glance but a perceptive character might pick up interesting clues with their keen eye.
- Mural. A piece of graphic artwork painted directly on a wall or ceiling. Murals can depict great wars, images of gods, or rulers of old. Murals might peel away revealing layers of such works.
- Fresco. A vivid painting applied directly to freshly laid plaster. The plaster might break away showing carvings on the wall underneath.
- Mosaic. A pattern or image created from inlaying small pieces of stone, glass, or ceramic. Such pieces of glass might contain magical lights or other embedded spells.
- Runic carvings. Writing of language or ideographs carved into rock slabs or tombstones. A knowlege of history might uncover their meaning.
- Encaustic painting. Using heated wax to apply pigments to a surface, often wood or canvas. The wax might be melted away to reveal something underneath.
- Gilded Engravings. Applying a thin coating of gold over another surface, sometimes inlaid within a carving. Such engravings might conduct electricity or activate a trap when pulled away.
- Marouflage. Applying a painted canvas to a wall with an adhesive such as plaster or cement. Such decorations might hide a secret door behind the canvas.
- Sgraffito. Scratching through the surface of one pigment to reveal the pigment underneath. Scratching away further might reveal a mural painted underneath – like a giant scratch-off ticket.
Keep these art styles in mind to add richness and detail to the characters' discoveries in the depths of the dark.
These decorations have been added to the Lazy GM's Reference Document in the "Core Adventure Generators" section released under a Creative Commons Attribution license.
More Sly Flourish Stuff
Last week I posted a couple of YouTube videos on Finding Players and Building a Resilient RPG Group and Dragon Empire Campaign Building Part 2 – 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:
- Enter the Labyrinth by Kobold Press
- Dragontown and the Darkness Below
- Horizons Magazine by Wildmage Press
- Beadle and Grimm 2024 Dungeon Master's Guide Map Pack
- 2024 Player's Handbook is D&D's Fastest Selling Book Ever
- You Don't Own Your D&D Beyond Books
- Hidden Subclass Compatibility in D&D 2024
- The Current State of Generative AI and 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:
- Industry Standards for Releasing RPG Material Under Open Licenses
- Coming Up with Villains or Fronts in Strange Campaign Settings
- Excluding a Player from 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:
- Mix easy encounters with hard encounters. Don’t always push PCs to the limit.
- You don’t always have to call for an ability check. Sometimes characters just do it.
- Add shortcuts to your dungeons so characters have an easy way to enter and exit big multi-level dungeons.
- Visions or remnant illusions can show moments of history long forgotten.
- Know your wall decorations: mosaics, frescos, reliefs, friezes, murals, tapestries, engravings, marouflage, and encaustic paintings.
- Use waves of combatants to shake up challenging fights.
- Tag improvised monsters with keywords that remind you of unique abilities like “life drain” or “necrotic blast” or “cunning action” or “pack tactics” or “reposte”.
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: October 7, 2024 - 6:00 am - VideoThe Best LLM for Generating RPG Stuff – Your Brain
Your brain, fueled by books and augmented with simple tools, is your best resource for preparing and running awesome tabletop roleplaying games.
Many GMs and players say they find a lot of value out of large language models (LLMs) like ChatGPT and other generative AI tools like Midjourney or Dall-E. Who am I to tell them they’re not finding them as useful as they say they are?
But there's a high cost for generative AI.
- They're built on people’s intellectual property without their permission and without compensation.
- They use tons of power and water.
- They displace workers with shitty AI alternatives.
- They fill the internet with slop.
With this in mind, we can ask ourselves two questions:
- Is generative AI really helping you more than other tools and techniques you have available?
- Is generative AI worth the cost to the world to use it?
Your answers to these questions may be "yes". That's up to each of us to decide and I'm not here to judge. I find LLMs useful for small coding projects but they don't help me with RPGs. They offer the illusion of help, but my best RPG work is the work I do myself.
The Current State of Generative AI in TTRPGs
Creators, companies, and hobbyists of tabletop roleplaying games find themselves on both sides of the generative AI value discussion.
Chris Cocks, CEO of Hasbro (the parent company in charge of D&D) is super excited for AI in D&D, saying:
I play with probably 30 or 40 people regularly. There’s not a single person who doesn’t use AI somehow for either campaign development or character development or story ideas. That’s a clear signal that we need to be embracing it.
On the other side, Wolfgang Baur of Kobold Press issued the No-AI Pledge:
We don’t use generative AI art, we don’t use AI to generate text for our game design, and we don’t believe that AI is magical pixie dust that makes your tabletop games better.
Among 3,700 players and GMs I surveyed, about 3 in 10 use generative AI when preparing for or playing RPGs. There’s a lot of divisiveness between these groups:
It helps me immensely. I’m the type that’ll stare blankly at a screen for hours before being able to write a single word, so having AI to get things started has helped me in everything.
No, and I never will. Never use plagiarism software.
Your Best Large Language Model – Your Brain
You already possess the most powerful computer in known existence – available any time to help you generate awesome ideas for your tabletop roleplaying game. Instead of nuclear power, it runs on meat and plants and other garbage like a Mr. Fusion in Back to the Future. It has no monthly fee. It’s not killing creative jobs, stealing the work of millions, literally boiling the ocean, or filling the internet with crap.
Your best RPG tool sits right behind your eyes.
It’s easy to get caught up in the “magic” of large language models but, in my experience, they’re not great for generating game content when compared to reading books and using your imagination.
Our brains – fed with great source material and simple tools like random tables – give us tons of ideas to fuel our games like they have for over 50 years.
GM Brain Tricks
We don’t need a data center the size of Ohio to think about our games. Here are some fun brain tricks to help you prepare and run awesome games.
- Read sourcebooks. Highlight them. Reference things from other books. Take notes. Connect the dots. Enjoy the experience of diving into lore written by other human beings.
- Think about your characters. Think about your villains. Write down secrets and clues connecting them to the world. Write some flash fiction to show your players where the villains are going and what plans they may be making.
- Think up lists of ten things – NPCs, locations, monsters, quests, factions, secrets and clues, or anything else you need for your game.
- Grab a Dyson map and fill out rooms with interesting features for your next adventure location.
- Mash together random tables. Roll on multiple tables and combine the results into more meaningful random encounters.
- Build your own faction tables for your campaign. Combine them with items, NPCs, quests, or locations for results customized around your campaign. See my Forgotten Realms factions and my Eberron factions for examples.
Find more brain tricks in these articles:
- Creative Mind Exercises for D&D
- Break Conventional Thought with Random Tables
- Play D&D Anywhere
- Develop Your DM Brain Attic
- Get Ideas for your RPGs
- Good Books of Random Tables
- Random Creativity in D&D
Other Fantastic Non-Generative-AI Tools
Here are other fantastic resources to help you shake up your brain, come up with awesome ideas, and run great games for your friends.
- The Lazy GM’s Resource Document. A free creative-commons-released document including tons of random tables from the Lazy DM’s Workbook and Lazy DM’s Companion. Remix these lists to your heart’s content.
- Perchance. An online tool to build your own random generators. The Lazy GM’s Random Generator, a Patreon exclusive feature, is built using Perchance.
- Dyson Maps. Fantastic reskinnable maps. Pick one, jot down short room descriptions, and let your mind fill in the blanks.
- Donjon.bin.sh. A fantastic and venerable random generator for all sorts of fantasy RPGs with a lot for D&D and 5e.
- Stock art on DriveThruRPG. Great art by real artists with reasonable licenses at reasonable prices. If you’re looking for character or NPC portraits for your game, check out Inkwell Ideas’s Portrait Decks available in print and PDF.
- Dread Thingonomicon. A huge book of random tables by Raging Swan for all sorts of fantasy situations.
Give Yourself Time and Space
In our always-on world, we seem to be in a constant state of FOMO. Whatever we’re doing now, there are a thousand other things we could be doing instead. Go for a walk. Do some structured daydreaming. Get away from your phone and computer for an hour. Grab physical books. Roll on random tables. Write your notes longhand. Pretend to be Gandalf in the old library of Minas Tirith blowing dust off old tomes to find ancient secrets.
You don’t need a large language model to read books for you and spit out half-truths and nonsense. Dive in yourself, cross-reference things, jot down thoughts, and come up with awesome ideas yourself for the game you’re going to run with your friends.
You are your best large language model.
More Sly Flourish Stuff
Last week I posted a couple of YouTube videos on Leaving Blanks and Return to Bittermold Keep – Shadowdark Gloaming Session 43 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:
- Pirate Borg
- Run I6 Ravenloft with Shadowdark on Halloween
- Free D&D 2024 Rules with All Twelve Classes
- D&D Adventurer's League Moves to D&D 2024
- D&D 2024 PHB Available Physically and on Four VTTs
- D&D 2024's Handling of Tools and DCs
- Two Words for Increasing Combat Challenge
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 seeds of clues even on low ability checks.
- Use static initiative to better time and pace battles. 5 for slow, 10 for medium, and 15 for fast creatures.
- Spread out combatants and clarify the distances if trying to avoid all the baddies getting nuked at once.
- If a spell you’re not familiar with sounds too good to be true, it probably is.
- Start your prep with a map of a cool location. Print it out. Jot down two word room descriptions. Put your strong start, secrets, NPCs, monsters, and treasure on the back.
- A single sheet of paper is likely all you need for your prep notes.
- Give monsters one cool trait to make them unique.
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: September 30, 2024 - 6:00 am - VideoRunning I6 Ravenloft with Shadowdark RPG
Each year I like to run Castle Ravenloft, either through the original I6 Ravenloft adventure from 1983 or the updated Castle Ravenloft from Curse of Strahd. While I've typically run Ravenloft using 5e, in 2023 I ran it with the excellent "old school feel, modern sensibilities" Shadowdark RPG.
It was a perfect fit.
Shadowdark captures the feeling of dread and horror in Castle Ravenloft better than I've ever seen it. Shadowdark's rules almost perfectly match the mechanics and feeling of 1st edition D&D with a focus on darkness and lighting, flat math, high randomness, and a system of grim horror lurking just inside the surrounding shadows.
Patrons of Sly Flourish get access to a Shadowdark Ravenloft Lazy GM kit including
- a one-page handout for players.
- ten pregen characters.
- a GM reference sheet to keep track of your card draws, character info, and quick monster conversion stats.
- printable i6 Ravenloft handouts.
Patrons can find the Shadowdark Ravenloft Lazy GM kit on your Sly Flourish Patreon rewards page under "Adventures".
Experiences from the Shadows of Ravenloft
Here are some primary observations from running Ravenloft with Shadowdark.
- I used 5th level pregen characters from Shadowdarklings. They worked perfectly. The characters had enough resources to survive the night but just barely.
- I generated 10 pregens for five players. We used every one of them. We had a lot of deaths. New characters would pop in as lost adventurers in the castle as needed. I'd recommend not bringing in new characters in the final battle with Strahd. It's fine to bring in new characters everywhere else when they die.
- The characters definitely want to acquire magic items or use spells to make their weapons magical. Many creatures, including Strahd and other vampires, are immune to non-magical weapons. You might be kind and toss a couple of silvered weapons their way either in the beginning or during the game.
- I used my abbreviated Ravenloft adventure built for a single session. More on this version later.
- We used old-school mapping. I would draw a loose diagram of rooms and one of the players drew their own map to keep track of where they went and what options they chose. In more than 10 years of running Ravenloft, I'm still running into new rooms I haven't seen before.
- We got through a lot of chambers in the three hours of exploring the characters did. Shadowdark makes it easy to move quickly.
- The characters ran from a lot of encounters. That was a good idea given the adventure's lethality and the timing of the adventure.
Introducing Players to Shadowdark
Before our session, I sent out a one-page Shadows of Ravenloft guide to help players understand how this game was going to work. It includes the following list to help 5e players understand how Shadowdark RPG differs from 5e.
- The core mechanics and abilities of Shadowdark match 5e. Roll a d20, add a modifier, match a DC.
- Shadowdark embraces randomness. Die rolls carry a lot of weight. Ability scores are generated 3d6 down the line, and are thus much flatter than standard 5e ability scores. There are no skills – only ability checks.
- Characters have far fewer hit points than in 5e but so do monsters. Damage is a flat die roll, no ability modifier, so damage is lower and more swingy.
- There are no spell slots or cantrips. Casting spells requires a spellcasting ability check. On a failure, you lose the spell. Most of the time, if you succeed on the check, the spell succeeds – targets rarely get saving throws.
- Torches matter, equipment slots matter, and rations matter – Shadowdark has a much greater emphasis on the logistics of dungeon delving.
- Beware the dark! Torches burn in real time, for one hour. When they go out, the horrors lurking in the dark fall upon you.
- You’re always in turn order. We go through turns and rounds regardless of what the characters are doing. Spend too much time dorking around and wandering monsters fall upon you.
The Rules of Halloween Ravenloft
Beyond using Shadowdark for the game, my single-session Castle Ravenloft game runs differently than a normal adventure. Here's a breakdown of how I run it.
- The session is scheduled for five hours. This schedule gives us an hour to socialize and get acclimated before the adventure begins.
- The game begins with the characters in a carriage heading towards Castle Ravenloft. Madame Eva is in the carriage and does the card reading as in i6 Ravenloft.
- With the reading done, the characters arrive at the castle and in they go.
- The characters might meet with Strahd. He offers them the chance to escape Ravenloft with their lives and leave Ireena to him. If they take this deal, he laughs at them and says they'll soon get what they deserve (whatever they choose, he's still going to spend the evening hunting them down in his castle).
- With their meeting complete, Strahd tells them they may explore his castle with what remains of their lives and he will join them in X time. X being whatever time is left for the session minus 45 minutes.
- I set a timer for that amount of time and the time counts down. When the time runs out, Strahd appears wherever the characters are and starts the killing. This timer is separate from torch timers.
- The characters spend their time hunting down the relics of Ravenloft before Strahd shows up.
Modifying I6 Ravenloft for Shadowdark RPG
I6 Ravenloft needed very little conversion to run with Shadowdark. Shadowdark's flat math and I6 Ravenloft's 1st edition AD&D rules work well together. Many monsters in Ravenloft exist in Shadowdark or are easily reskinned. Strahd zombies, for example, can use the normal zombie stat block but with twice the hit points and twice the attacks. The witches can use the acolyte or cultist stat blocks.
For Strahd himself, I used the standard vampire stat block. He was plenty hard. I didn't bother giving him spells but you can give him some mage or drow priestess spells to fill him out. Snuff is a great ability for him to use.
If you're being generous, you may want to throw in a couple of silver weapons early in the session so characters have a chance of hitting Strahd if they don't find the sunsword or any other magic weapons.
Modifications to the Relics of Ravenloft
The items in Ravenloft work mostly fine as-is except for the Holy Symbol of Ravenkind which is simply too powerful. If the characters have that relic, they can stop Strahd dead in his tracks without any effort.
Instead, consider having it impose disadvantage on Strahd's attacks, stop or break his charm, and prevent the regeneration from his blood drain. The vampire's blood drain is already a really powerful ability. I limited his regen to 2d6 per round instead of per hit or else he would have completely overpowered the characters.
Maps for Online Play
If you're playing online you can find these excellent Ravenloft battle maps on the DM's Guild.
You can use a lasso-style copy and paste utility to grab the part of the map the characters have seen and avoid showing rooms they haven't yet gotten to. With some practice, this technique is a fast way to show off parts of this massive dungeon. Owlbear Rodeo is another great option for a fast and lightweight virtual tabletop. With Owlbear Rodeo and the Ravenloft battle maps, I was able to get all of Ravenloft loaded up and ready to go in less than ten minutes!
A Fantastic Combination
I really loved running the classic Ravenloft with Shadowdark RPG. It was a perfect match for the old-school feeling of the adventure. I highly recommend it.
More Sly Flourish Stuff
Last week I posted a couple of YouTube videos on The Most Underappreciated Combat Style and Dragon Empire Campaign Building – 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:
- Worldographer 2025 by Inkwell Ideas
- Shadow City Mysteries
- Level Up Advanced 5e on Bundle of Holding
- MCDM's License for Draw Steel
- Shadowdark Guide to Monster Statistics by Matt Dietrich
- Four Sources of D&D History
- Instant Monsters for 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:
- Handling Back Seat Driving Veteran Players
- Running the City of Arches with Shadowdark
- Managing Secrets with Multiple Paths Ahead
- Building Single-Session Episodic 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:
- Reiterate lines and veils if your game heads towards potentially sensitive areas like body horror or sexual intimacy. Peoples’ feelings may have changed since your session zero.
- Stay in turn order, even outside of combat so you give everyone enough time in the spotlight.
- Give players' roles including quartermaster, cartographer, scribe, and caller.
- Two key pieces of dungeon-crawling structure: what is the marching order of the characters and who's maintaining light?
- Build a faction list unique for your campaign including gods, factions, historical figures, and campaign icons. Roll on this list to flavor items, monuments, and NPCs.
- Roll on behalf of characters when their character wouldn't know if they succeeded or not.
- Offer multiple paths and decisions as often as you can.
Related Articles
- Running Ravenloft / Curse of Strahd in a Single Session
- Delving Into Shadowdark
- Running Strahd Von Zarovich
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 23, 2024 - 6:00 am - 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
- The Many Right Answers of the TTRPG Hobby
- 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: 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