News

    -

    BoardGameGeek News | BoardGameGeek

  • Designer Diary: Dungeons of the Oak Dell

    by Przemysław Fornal

    Hello everyone! My name is Przemysław Fornal, and together with Michał Łopato, I co-create the Oak Dell game series. In 2023, we released Villagers of the Oak Dell, and for 2024, we've been working on Dungeons of the Oak Dell. I would like to tell you about the process of designing this new game.

    •••
    While creating the Oak Dell series, we wanted to pay homage to the classic video games that had a huge impact on us in our childhood. Villagers of the Oak Dell was inspired by The Settlers, also known as Serf City: Life is Feudal, while Dungeons of the Oak Dell draws from classic RPGs such as Eye of the Beholder, Dungeon Master, and Legend of Grimrock.

    When we began the project, we started by defining the key elements that we wanted to emphasize. We quickly realized that all of these elements — combat, character development, and dungeon exploration — were equally important. However, the first-person view and combat became our priorities. Together with Michał, we decided to focus on creating a unique combat system that would be highly immersive.

    Since our game series is based on roll-and-write mechanisms, it was natural that the writing tool would also serve as a sword to fight monsters by drawing lines. This was a good starting point; we just needed to develop mechanisms that would allow for diverse combat tactics and a variety of monster classes.

    Our first idea was to use a grid on the monster where life points (circles), monster attack points (triangles), and miss points (X) were located. The player had at their disposal a set of weapons that could be used depending on their choices. The monster would be defeated after marking all of the circles and triangles. This system was somewhat reminiscent of Tetris but had the advantage of drawing lines. However, its main drawback was its tediousness. Decisions about weapon choice and attack location slowed down the gameplay significantly.


    To solve the problem of long pauses between actions, we decided to simplify decision-making. In the second version of the game, players chose a die from an available pool. (I'm skipping the dice selection system as it's not the most important part.)

    The new system involved drawing a line from a point marked as a die. The length of the line depended on strength, while possible turns depended on dexterity. The monster's life and attacks remained unchanged, but we removed the miss points and added points outside the monster that provided additional rewards (torches, potions). The new version was faster, but still unsatisfactory.


    Seeing potential in this system, we decided to improve it by removing the dice to further reduce downtime. In the new version, players could draw lines from an external point, with the restriction that each point could be used only once. This was interesting but still did not meet our expectations.

    Upon analyzing the system, we concluded that the problem lay not in the choice of actions but in the line drawing itself. The multitude of possibilities and the need to analyze each subsequent move made the gameplay too complicated and less immersive. Additionally, we did not like the effect of the grid and points on the monster.


    It was time to change our approach to line drawing. As we started thinking about what cutting monsters should feel like, we spontaneously drew quick lines on their silhouettes. This was our first glimpse of what combat in our game should truly be. We drew several points outside the monster and tested whether there was potential in this idea. There was!


    A simple mechanism in which two intersecting lines create a point turned out to be excellent. The rule for drawing lines was straightforward: draw a line from point X to point Y. When designing the matrix for strikes, we had to determine the average number of strikes needed to defeat a monster. We decided that six moves should suffice to defeat any creature. This gave us twelve points from which a strike could be launched. Additionally, we divided the points into four sections to increase the variety of choices.


    Next, we explored different shapes for strikes to allow for more diversity. Unfortunately, we had to abandon this idea because all shapes, except for the circle, resulted in imprecise intersections of lines. The example below shows an intersection grid that zooms in on intersecting lines.


    For our system, we needed a "clean" grid with appropriate distances between line intersections. Here is what our system's hit map looks like:


    With such a map, we drew several conclusions:

    • Assuming that each intersection with a line deals damage, we must exclude the central point that would deal 1, 2, 3, 4, or 5 damage. Exclusion means omitting this point in the monsters' silhouettes. (We will return to this later.)
    • Objects cannot be large blobs.
    • The outline of the monster must be at the right distance from the line intersections to easily identify hits or misses.

    The more we worked on this system, the more we liked it, mainly due to its "depth" and immersiveness. Adding additional fields with rewards on the monster's board and creating new monsters with unique abilities that change combat style became simpler.

    We present two types of monsters as examples:

    The first is the Strzyga, which has a large silhouette with many "easy" points to hit. However, its HP increases (marked by dashed lines) when it deals damage to the player, forcing a quick elimination to prevent a shortage of points for strikes.


    The second type of monsters is the Spiders, whose difficulty lies in their numbers. Each has 1 HP, but each must be hit separately, making it harder to optimize actions. For this monster, we avoided the problem of stronger points to hit as they simply cease to matter.


    Looking at the grid overlaid on the monster, it might seem that hitting it would be easy. Nothing could be further from the truth! In the game, you can't use a ruler or closely examine the angles. You simply declare from which point to which point you are drawing the line, and slash! But don't worry, we added a skill that allows for precise measuring of strikes.

    Of course, a ruler is helpful for drawing straight lines. Specifically for this game, we created a shield-shaped ruler equipped with a special grip that allows for comfortable and quick use. We also included a universal writing tool handle to transform it into a real weapon...


    In short, this is how our combat system was created. Naturally, we also had to design an action selection system, dungeon maps containing different scenarios, and a hero board with unique abilities. These elements also contain interesting solutions, but they are not innovative enough to delve into here.

    Thank you for reading.

    Read more »
  • Graphic Design, Ghosts, and Games for the Generations

    by W. Eric Martin

    • On October 3, 2024, Routledge released Graphic Design for Board Games, a book by designer/artist/graphic designer Daniel Solis, who has more than two decades of experience in the industry. A summary of the book:
    With a sense of humor, plenty of examples, and simple tips, Graphic Design for Board Games covers everything from typography to retail presence. Learn how to effectively use graphic design elements to enhance player experience. Create stunning game components, clear rulebooks, and effective game boards that will keep players engaged...

    Newcomers will learn introductory concepts of visual communication. Intermediate designers will find ways to anticipate common visual obstacles and improve playtest results. Experienced veterans will find insightful comments shared by fellow professionals.

    Graphic Design for Board Games is the second book in the CRC Press Guides to Tabletop Game Design series following January 2024's Thematic Integration in Board Game Design by designer Sarah Shipp. (More on that book here.)

    • The third title in this book series will be Cardboard Ghosts: Using Physical Games to Model and Critique Systems from designer Amabel Holland, with this book scheduled for release on January 13, 2025. An overview:
    Games can be used to model systems because they are themselves systems. Video games handle this under the hood and teach you as you play, but because board games are operated manually and require the player to understand the system beforehand, they can be a valuable tool for recognizing, understanding, and critiquing real-world systems, including systems of oppression. These systems, often unseen and misunderstood, haunt our world. Board games turn these ghosts into pieces of cardboard we can see, touch, and manipulate.

    Cardboard Ghosts: Using Physical Games to Model and Critique Systems explores both the capabilities and limitations of overtly political board games to model systems and make arguments. Two major approaches are considered and contrasted: one, built around immersion and identification, creates empathy. The other, applying the Verfremdungseffekt to distance the player from the game, creating space for reflection. Uncomfortable questions of player roles and complicity when modelling oppressive systems are examined.

    Throughout this book, board game designer Amabel Holland draws connections to computer games, literature, theatre, television, music, film, and her own life, framing board games as an achingly human art form, albeit one still growing into its full potential. Anyone interested in that potential, or in the value of political art in today's world, will find many provocative and enriching ideas within.

    • During SPIEL Essen 24, Funforge and Stonemaier Games announced a deal in which the former sold the Tokaido game line to the latter, effectively giving Funforge a lifeline that would allow it to complete its long-delayed Kickstarter project for Monumental: African Empires and continue as a business.

    The same cannot be said of Mythic Games, with co-owner Leonidas Vesperini posting a long note on BGG on October 1, 2024 that can be summarized as "we have no money, and please stop harassing us". (Given the responses on that thread, the request did not succeed.)

    In a January 2024 post on Kickstarter, Mythic Games stated that CMON had acquired the intellectual properties of both HEL: The Last Saga and Anastyr, two long-delayed releases that will be further delayed since in its acquisition announcement CMON states that "Upon careful evaluation of both titles, we have concluded that neither HEL: The Last Saga nor Anastyr are currently ready for publication in their current state and will require substantial effort to complete them." (I contacted CMON in October 2024 for an update on these projects and have not yet received a response.)

    Nucleum from Simone Luciani, Dávid Turczi, and Board&Dice has won the 2024 Jogo do Ano, the Portuguese game of the year. The other nominees were Evacuation, Hegemony, Horseless Carriage, and Scholars of the South Tigris.

    • To catch up on an older national award, in June 2024 the Österreichischer Spielepreis, Austria's annual game awards, were named, with Daniel Greiner's Mycelia from Ravensburger receiving the top prize, the "Spiel der Spiele".

    Other winners included Germán P. Millán's Sabika (expert category), Mathieu Aubert and Théo Rivière's Bag of Chips (trend), Julien Prothière and Juan Rodriguez' Featherweight Fiesta (families), and Fabrice Chazal and Anthony Perone's Garden Heist (children).

    • For a lesser-known honor, let's look at the Generationenspiel, an irregularly-granted "seal of quality" to games that are suitable for play across all generations.

    The Generationenspiel is issued by Spielecafé der Generationen, a non-profit organization in Pfarrkirchen, Germany that aims to create meeting spaces for all generations.

    In September 2024, the card game Odin from Gary Kim, Hope S. Hwang, Yohan Goh, and Helvetiq was named the newest Generationenspiel winner, with Johannes Goupy's Rainforest having been selected in April 2024 and Richard Garfield's Dice Hunters of Therion chosen in January 2024. You can view all previous winners here.

    Read more »
    -

    DriveThruRPG.com Newest Items

  • Medusa stock art Inktober Special Edition
    Publisher: anaislalovi

    "Medusa stock art Inktober Special Edition" illustration made entirely from scratch in digital format. 

    This product includes:

    • 1 JPG full illustration (signed) with background (420mm x 297mm 300ppi RGB)
    • 1 JPG full illustration (signed) with background and margins (perfect for framing) (420mm x 297mm 300ppi RGB)
    • 1 PNG line art without background for use it with the background that you want or printing in special sheets (420mm x 297mm 300ppi RGB)

    Non-exclusive licence.

    Terms of Use and Licence: 

    www.anaislalovi.com/terms-of-use-and-licence-stock-art

    Medusa stock art Inktober Special EditionPrice: $7.50 Read more »
  • Chaos is a Spoon
    Publisher: Rarr! I'm A Monster Publishing

    Chaos is a Spoon

    Rules of Nonsense

    Dive headfirst into a world where the absurd reigns supreme and logic has fled the scene! Chaos Is A Spoon invites you to embark on an unpredictable journey through a universe where reality twists and turns like a noodle in a bowl of soup. Here, the sky tumbles sideways, mountains bounce in mismatched socks, and the sun whispers riddles about forgotten vegetables, each word dripping with delicious nonsense.

    Your adventures are not bound by the chains of conventional storytelling. Instead, you and your fellow players will craft surreal vignettes filled with bizarre encounters and laugh-out-loud moments, embracing the delightful chaos that unfolds with every roll of the dice. As you search for the legendary Forgotten Spoon—an object of absolutely no significance—you’ll discover that the journey itself is a treasure trove of creative destruction and whimsical absurdity.

    Characters will evolve through the art of tearing apart their own goals, replacing the mundane with the ridiculous. Imagine convincing a flock of invisible birds to sing songs made of spoons or teaching the mountains to wear sunglasses! Each session is a canvas where the only rule is that there are no rules, allowing your wildest imaginations to flourish.

    In Chaos Is A Spoon, every moment is a joyful celebration of nothingness, where the only constant is unpredictability. Gather your fellow misfits, embrace the nonsensical, and step into a chaotic playground of creativity and laughter. Will you uncover the meaning of the Forgotten Spoon, or will you simply revel in the delightful mayhem? The answer, much like everything in this game, is wonderfully unpredictable.

    Chaos is a SpoonPrice: $3.68 Read more »
    -

    Gnome Stew

  • Worry About Failure

    “Only make the players roll when the results are interesting.”

    I try to take that advice to heart, but I also take it one step further – I figure my players should only roll when failure would be interesting.

    And while, on the surface, that sounds like perfectly reasonable advice to me, when I stop and think about it there is one big problem that always trips me up in the heat of a good session – how do I know when the roll will be interesting?

    Well, a couple weeks ago, I had the pleasure of recording a podcast with Ang and Carl about stakes – GnomeCast Episode 198: How Do You Like Your Stakes? – and while we were talking about things like player agency, respecting the power of backstories, and how to offer meaningful choices, it all clicked for me.

    Interesting rolls are rolls that – if failed – raise the stakes!

    Worry About Failures, Not Successes

    Consider this scenario: your court wizard is trying to figure out how an elusive phantom thief has stolen the queen’s diamond from a locked vault, seemingly without a trace. You ask them to make a knowledge check. You’ve planned for what happens if they succeed – you’ve figured out the clues that will put them on the trail and allow them to capture the culprit.

    But, really, in the moment of that roll, you shouldn’t worry about what happens if they succeed. After all, you already know what’s going on with the thief. Why they’re stealing royal gems. How they’re pulling off their heists. Presumably, you figured all that out during your session prep.

    What you should worry about is what happens if they fail, because if the answer to that question is “nothing,” well then the stakes of the scenario are gonna die right then and there and start stinking up the session like microwaved fish.

    Every chance you give the players to fail – in other words, every time you ask them to roll the dice – should be a chance to make the story more interesting by way of the consequences of their failures.

    It’s consequences, after all, that propels most stories in new and interesting directions. It’s what the game books mean when they say “fail forward.”

    If a failed roll results in nothing happening, then we’ve halted all forward momentum and entered a kind of stasis (and as any Mage: The Ascension player out there knows, stasis = badness).

    Failing forward, though, keeps us tumbling down the hill to our inevitable conclusion and (hopefully) a big finish.

    Easy concept to grasp.

    Difficult concept to pull off.

    The trick, though, lies in knowing your stakes.

    Medium Rare

    There are two kinds of (sometimes overlapping) stakes I try to focus on in the moment when I’m running a game: situational stakes and personal stakes.

    SITUATIONAL STAKES are the ticking clocks counting down during the course of your encounter, session, or campaign. The bombs are about to go off. The villagers are about to be sacrificed. The jewels are about to be stolen by that phantom thief. Situational stakes typically apply to the entire party of adventurers and are closely tied to the main plot of the story. “Will the detectives catch the serial killer before he takes his next victim?” That’s a situational stake.

    But situational stakes don’t have to be big things. In fact, the stakes in any given moment of an encounter are probably much smaller (if no less important). For example: picking the lock on your cell before the guard gets back from his lunch break, or maybe lying to your boss about why you’re always falling asleep in meetings (so he doesn’t find out you’re moonlighting as a masked vigilante).

    PERSONAL STAKES are similar to situational stakes (and depending on the story, they’re likely to overlap), but personal stakes are less focused on the over-arching plot and more focused on the characters, their backstories, and their personal motivations.

    Every chance you give the players to fail should be a chance to make the story more interesting

    Failing to catch every Pokémon. Disappointed your ancestors. Flubbing your prom-posal and getting laughed at by half the school. These are all personal stakes. Do they make a difference in the grand scheme of things? Probably not. Do they make a difference in the lives of your characters? You bet your ass they do!

    (One could argue that the closer the Venn diagram of Situational and Personal stakes is to a circle, the better your story is, but YMMV. For more ways you can make this happen, check out this article.)

    Going Up

    So, now that we know our stakes, how do we raise them? This is where we have to get mean because you’ve got to identify ways in which the situation can get worse. Twist those screws. Make their lives harder.

    – Maybe that manifests in more physical danger to their characters. A monster shows up; more monsters show up; a meteor shows up, and it’s falling straight at them.
    – Time pressure is another good way to turn up the heat. The proverbial bomb ticks closer to zero.
    – Don’t forget about emotional damage! This reminds you of the time you disappointed your father right before he died in that wildebeest stampede.

    Back to the Dice

    This brings us back to the original question – when do you ask for a roll from your players? The answer is, as we’ve been discussing, “when it raises the stakes if they fail.”

    Now we know what it means to do that. We ask ourselves what important aspect of the story could be enhanced with a failed roll, and if the answer is “nothing,” then don’t call for a roll!

    In systems that have skill lists, it’s tempting to have your players roll their skills for everything. After all, they invested those points during character creation. They might as well get use out of them, right? If they dumped a lot of points into investigation, and you just hand out the clues, then it kind of feels like they wasted their points on the ability to find those clues.

    But if the roll’s not important, it’s okay to just let them succeed based on their previous experience and expertise in the subject matter. Let them be competent and succeed without effort. It’s a great way to make them feel like the heroes of the story, after all.

    In Practice

    So, let’s go back to that knowledge check example. Since you’ve already prepared your notes, you already know what happens in the event of a success.

    You’ve determined the roll is important because if the wizard investigator doesn’t figure out how the phantom thief pulled off the heist, the thief will strike again and steal a priceless artifact this time. You also know, thanks to the character’s background, that the wizard learned everything they know about forensic magic from their ex-girlfriend, who runs her own detective agency.

    So now you have options for raising the stakes in an interesting way, and instead of a “no, you can’t figure that out” on a failure, you could raise the personal stakes by saying, “The magic resonance is familiar, but the only person you know who could decipher the meaning is your ex-girlfriend.”

    Or, you could raise the situational stakes and say something like, “You figure out how the thief did it, but it takes you the whole day, and by the time you realize they’re using the Magic Boots of Wall Walking, they’ve already snatched the next diamond.”

    It’ll take practice to get into the habit of asking for rolls this way (lord knows I haven’t perfected my technique yet) but as you fail, I guarantee, you’ll be failing forward.

    Read more »
  • Shard Tabletop VTT Impressions

    If you give me the ability to customize something, whether its fonts, colors, formatting, whatever, I’m going to end up spending way too much time playing with those options. Even when I know this is the case, it doesn’t stop me. The best thing I can do is to find a tool that lets me spend all that effort on customizing something that I’ll actually use, instead of letting me drift into setting up something I won’t use for months, if even then.

    I’m mentioning this because I’ve spent a lot of time seeing what I can and can’t customize on a VTT platform recently, so I wanted to touch base on what I’ve learned so far. I’m going to talk a bit about Shard Tabletop today, a VTT platform that is customized specifically to work with 5e SRD games.

    Disclaimer

    While I started exploring Shard VTT on my own for a while, I received several products from both Lazy Wolf Studios and Shard Tabletop to look at for review. I made purchases and started my customizations before I received those items. I have run a session on Shard, and I have been a player multiple times on Shard.

    How Did I Get Here?

    My exploration of Shard is something that’s has started and stopped multiple times, and then went into high gear more recently. During the sheltering at home days, I was avoiding VTTs as long as I could, but eventually, I realized I was going to need to learn how to game on a VTT if I was going to get the gaming in that I wanted.

    There were three main VTTs that I looked at, Fantasy Grounds, Roll20, and Shard. I’m going to avoid direct comparisons where I can, but I did want to touch on why I didn’t end up using Shard Tabletop from the beginning.

    I played a D&D campaign on Fantasy Grounds as a player. It did a lot of things I liked, which weren’t easy to do on other platforms. For example, I loved that you could actually target a token, and the VTT would keep track of your success and failure without the DM even getting involved, and you could apply damage directly. That said, there were things I never felt were intuitive (adding gear to a character sheet), and other things that felt like it just had one more step than it needed to have, and that extra step was easy to forget. I reminded me of some of the software I’ve worked with working in data in the education field.

    I spent a lot of time playing though some scenarios on Shard Tabletop. The biggest mark against it, at the time, was that it could only run 5e SRD, and I was running multiple systems. I wanted something that was going to have tools for multiple game systems, but I came back to Shard multiple times to run “simulations,” where I was able to see how different characters fared against different monsters.

    Roll20 won out. I don’t know that its more intuitive than Fantasy Grounds, but I would say that some of the unintuitive aspects of Roll20 were clustered together in a few places, rather than spread out across the interface. It had a decent range of official product support, as well as the character sheets, which made it useful for games that didn’t have official support. In some cases, these character sheets made it must faster to roll dice pools or count successes.

    Because I had been happy with Shard for my “simulation” scenarios, I talked to Ang detailing what I liked about the platform but mentioned that it didn’t have official D&D support. Ang used it way more than I did and learned the ins and outs of importing characters and building out monsters and encounters.

    I returned to Shard Tabletop because I wanted to start playing with characters and options with Tales of the Valiant, especially making characters at different levels and using the heritage and lineage system. While there are multiple platforms that were included as options for VTT support, only Alchemy and Shard Tabletop had their implementations up and running. Since I was already somewhat familiar with Shard, I went there to start exploring options in the Black Flag Reference Document.

    I liked what I saw, but my current D&D campaign was on Roll20, I had all of my official content on Roll20, and even though I could get Kobold Press material on Shard, that would require me to purchase everything that I owned over again for a new platform, and I wasn’t thrilled with that prospect.

    Playtesting and Frustration with Roll20

    I did some playtesting of the D&D 2024 rules as various Unearthed Arcana documents came out, but not as much as I would have liked. Part of the problem with this is that if I wanted to use Roll20, I had to build out the class/subclass/species options individually on the character sheets. Nothing was persistent. A new class, subclass, or spell would only exist on the character sheet where you customized it. I couldn’t keep up with that, especially when there were more and more spells included in the playtests.

    I had the same problem with the Tales of the Valiant playtest documents I received from the crowdfunding campaign. That became even more frustrating because I could just use the base class and change a few things that were different. Because subclass levels were changing, I had to remove and replace several features.

    There were also an increasing number of companies releasing playtest material, most of which would have to be built feature by feature for each pregenerated character. I could duplicate the character and change things around, but it still felt like I was putting a lot of work into one specific character sheet, not into that campaign. Even some of the custom items from different publishers may or may not work as well as official options. For example, the Kobold Press Witch and Theurge classes were included if you purchased Deep Magic Volume 1 and 2, but the spells available to those classes and several class features weren’t functioning as expected.

    The Subscription Model

    Before we get into some of the newer subscriptions, it’s probably important to touch on Shard Tabletop’s subscription levels. You can use the basic functions of the site without a subscription, but you don’t get access to the expanded 5e OGL options included in the subscriptions. It also determines how much you can share with your players. These levels include:

    • Adventurer–$2.99/month
    • Gamemaster–$5.99/month
    • Gamemaster Pro–$9.99/month

    Adventurer lets you do some customization. You can get fancier dice, you can have two campaigns active at the same time, and you get a bunch of the race, subclass, spells, and feats that Shard offers, which are mostly options that Kobold Press has allowed them to use for these purposes. This option gives you unlimited characters. If you don’t have a subscription, you’re limited to six. You can only share what you own in one campaign (but you can only have two active to begin with). You also get the ability to customize your character sheet with different borders, colors, and images.

    Gamemaster expands the number of campaigns you can have active at once to six, you can swap out tokens to customize appearances, and you don’t have access to free products in the Marketplace unless you have this option. You also get access to a split screen mode that lets you display the player view when you are using Shard for an in-person game.There is also a watch mode available where you can let others watch your game as it unfolds. You can share what you own in five different campaigns.

    Gamemaster Pro gives you an unlimited number of campaigns that you can have active. You can do additional customizations with your tokens, like borders or multiple images you can switch between. The watch mode allows the watchers to interact with people in the game. If you are comfortable creating art elements within the parameters used by the site, you can create your own custom token elements and dice.

    I’ve got the Gamemaster Pro subscription, in part because I like setting up a lot of “potential” campaigns to test options out, and I don’t want to worry about exceeding the number that I can have. I haven’t done much with creating borders or dice myself, but Ang, awesome person that she is, created some custom dice for me, and I have purchased borders from places the DriveThroughRPG, so I can have the special borders around my legendary creatures. It’s an affection I picked up from my World of Warcraft days, so it’s fun to be able to do something like that in a tabletop game.

    I haven’t done anything with view sharing options, but even though we haven’t been playing in person, we have played with the split screen options in the game that Chris is running for Ang and me.

    Company Subscriptions

    The newest subscriptions offered by Shard Tabletop are company specific subscriptions. Currently, the following companies have subscription models on the site:

    • A Tiny Living Room
    • Kobold Press
    • Troll Lord Games
    • Underground Oracle Publishing

    I can’t really speak to the other bundles, but I have subscribed to the Kobold Press bundles. And I did say bundles, because Kobold Press has multiple tiers to their subscription models. It’s probably worth mentioning that Kobold Press has a ton of material on the site, so there is a decent amount of material in these bundles.

    • Gamemaster Subscription
    • Kobold Hoard Subscription
    • Player Subscription

    All these bundles have new items have had items added to them over time. There are still a few special products that are released that do go into any bundles, but the only example I have for this so far is the Free RPG Day adventure digital version that has been released on Shard.

    The Gamemaster subscription includes the campaign setting material, sourcebooks, and adventures. It also includes the Tales of the Valiant Monster Vault. It’s worth noting that while there have been several shorter adventures released for Tales of the Valiant, most of these items are pre-Black Flag RD 5e SRD material. That’s not a giant hurdle for most of these products, although some of the sourcebooks with subclasses are a bit trickier, and older spells are split out into the new, broader spell lists.

    The Kobold Hoard Subscription includes the material from Kobold Press’ discontinued Warlock zine, as well as some of the short supplements from the website. These also include the blog article products that get reformatted and released after some playtesting and development.

    The Player Subscription includes all of the player facing books that Kobold Press has released for the 5e SRD, including the “thematic” player guides (Southlands, Underworld, etc.), and the larger player facing sourcebooks Kobold Press has released, including the Midgard Heroes Handbook and the Tome of Heroes, as well as Deep Magic Volume 1 and 2. These sources are a little trickier to use, since they include a lot of subclasses and feats that don’t fit the Tales of the Valiant format, but converting isn’t insurmountable. If you’re interested in Tales of the Valiant, this is the option that gets you the Player’s Guide options, as well as the recently released Lineages and Heritages Volume 1.

    This is what got me to commit to setting up a campaign to play on Shard. This lets me have access to the Kobold Press material that I currently have for Roll20, and don’t want to purchase over again.

    Revisiting Playtesting

    One of the things that made Shard more attractive for playtesting scenarios is that you can create classes, subclasses, spells, feats, talents, species, lineages, or heritages and save them, making them available over and over once you build out that game option. As an example of some of the playtesting options I have entered into Shard, I’ve entered the Ghostfire Gaming Monster Hunter class, as well as the Worlds Beyond Number Witch class.

    You can also save other game elements, like monsters, which is possible in other VTTs as well. You can also create handouts for your players that you can make available for your players, which can be something like an in-game entry in a book that’s relevant to the campaign, or a document summarizing your campaign’s house rules.

    How Do I Get What’s Out Here, In There?

    Books do what you expect them to do when you purchase items from the marketplace, meaning there are pages you can read, where you can click to the next section and read the next topic. Books can also be used to facilitate importing information. If you put a spell or a monster stat block into a book, and you import that book, Shard can convert that information into game elements that can be saved and used like any other item of that type.

    You can’t just drop any information in and hope Shard will figure it out, but it is easier than I anticipated. You need to make sure that certain sections of the stat block or rules elements have a certain header type associated with it, and if you want an expression in the text to allow you to click on it to roll dice, you need to bold that section of the text.

    I’ve had a lot of luck importing monsters and spells using this method. If you get the hang of what formatting goes to what section, you may get a simpler monster to just work as soon as you click on that section and then click on the option for Shard to convert it. Even more complicated monsters usually look pretty usable and may only require a little bit of cutting and pasting to make sure some information that ended up in the wrong section goes in the stat block where it belongs.

    You can attempt to import things like classes or subclasses, but I’ve had a lot less luck getting those to work well, and the amount of reworking I’ve had to do has just convinced me to just copy a similar class or subclass and then add and delete the options I want to see.

    When you are creating classes and subclasses, if you name a feature something similar to a feature you already have saved, there is a lightbulb icon that you can click, which shows you all of the similarly named rules elements, which you can click on to import that into the current class. This is handy for something like making a front-line fighting class that you want to give the class the fighting style feature that many of them get, or when you want to give a class an ability from another class in a subclass.

    The modeling features are very robust, but in some cases, they are also very specific. You can easily just drop in a description of what the ability does, but you can also link in everything that the ability does and apply those effects, if you add all the bells and whistles. You can do more complicated things, like having a class feature that lets you pick three specialized class features, each one working in a slightly different way.

    You can also create custom versions of classes, swapping out abilities that you want to change, but when you still want that class to count as the class you are modifying. One thing to keep in mind is that if you do something like this, you may want to save this as a separate class with a distinct name, even if it’s something like Fighter (House Ruled), because if you save any changes to a rules element, when there are updates to those classes, they won’t populate. You still won’t automatically get them in your custom class, but if you’re using the standard fighter in another game you play in, and you are only using your custom fighter in one of multiple campaigns you are running, the standard fighter will get updated regularly.

    One of the best features that Shard had doesn’t work anymore, and that’s the import function from D&D Beyond. At one point in time, you could post a link to your D&D Beyond character, and Shard could look at your character and convert it over to working in Shard. Some features didn’t work perfectly, but it did an amazing job of bringing most of the functionality over, including copying the classes, subclasses, feats, spells, or species that aren’t present in Shard. You still needed to own those things on D&D Beyond, but once you have that character set up, you could bring it over with very little difficulty, and even be able to level the character up with those options. Unfortunately, the 2024 implementation on D&D Beyond has broken this function.

    Shard Tabletop has created a number of rules packages that emulate some of the subclasses from Xanathar’s, or Tasha’s, for example, but you need to connect a few dots and rename some things, since they don’t bring in information directly from those sources.

    Campaign Setup

    Another series of customizations you can make is to allow very specific things into your campaign. This is extremely powerful compared to some options that you can use to customize campaign options on other platforms. D&D Beyond never seems to filter out exactly what you want to filter out, and Roll20 can exclude or include an entire source, but you can’t go into the individual options in the book and restrict specific spells or feats, for example.

    Shard has multiple ways to customize information that appears in your campaign. Extensions are broad sets of rules, which might include or exclude a few things that aren’t meant to work with that implementation. For example, the 5e SRD might be one extension, Esper Genesis might be another, and Black Flag RD may be another. If you directly modify an extension, you can customize your campaign, but as with classes above, that keeps the extension from getting updated when updates are released. Which means if you’re going to be tweaking things, you may want to make a copy of the extension and give it a unique name.

    Once you add that into your campaign, your extension has a number of packages, the best example of which are all the rules bundled into a specific product. You can exclude any of these packages, but if you like some of the options from that package, you can also set preferred or restricted content. When you do this, you can restrict that handful of spells you really don’t like from that one book that you want to include, for example.

    If you’re obsessive like me, you can also do things like adding unique languages to the Extension or remove languages that you don’t want to be available in the game. Are you, like me, annoyed that Ignan, Auran, Aquan, and Terran are all just dialects of Primordial? Then you can remove Primordial as an option. If you add an ancient language that was just recently rediscovered, you can add those in as well.

    There are a few options that live in all of the Extensions, even if they aren’t a default in that set of rules. For example, you can turn on Luck from the Black Flag RD versus Inspiration in the 2014 5e SRD.

    Going back to my playtest examples, it’s really easy to restrict options in a playtest campaign so that you are testing the material with a closed set of options, rather than throwing everything official and third party at your playtest at the same time.

    Ongoing Adventures

    When I was setting up my testbeds in Shard, I didn’t fully understand the assumed way to utilize this function. I just opened a map, added tokens to the map, and then ran the combat. For the published adventures, you open a blank book. You can detail whatever notes you need to have to run your game, and then you add the map to the book. On the map, you can then pin encounters to the map.

    When you click on the pinned encounters, you can start running the encounter. In addition to what you can do when you just add tokens to a map that you’ve imported, building an encounter lets you add inactive participants that you can activate, for example if there is a possibility for reinforcements to show up. Additionally, you can add treasure packets to the pinned encounter, which you can reveal once the PCs interact with where that treasure is located, and the treasure can be automatically distributed across all the PCs when you end the encounter. You can also assign XP at the end of the encounter based on the monsters you have added to the encounter, and within the encounters, you can also add additional XP amounts detached from the creatures in the encounter.

    Most of the spells have an icon attached to them that lets you drop a token on the map showing the spell’s area of effect, but the GM can also drop templates of different sizes on the map. These have their own icon to click on, rather than sorting through artwork to find the templates, although if you have special artwork for your tokens, you’ll need to pull those out of your artwork normally.

    There is an area where you can click on to start the encounter, and all the creatures the GM has added to the map will automatically roll their initiative and line up. The PCs can all roll their initiative themselves, and then they slot into the encounter in order. If you click on the spell you are casting, the initiative tracker will keep track of how long the spell has been in effect, as well as if it requires concentration. That’s extremely handy as a reminder. Additionally, whenever you have a condition, your token has an icon attached to it, and you’ll see the name of the condition by your character’s name. It’s also really easy to assign custom conditions, which can be handy for on-the-fly narrative elements you want to make sure to track.

    Making Characters

    If you’re making a character from inside the campaign, the campaign options will limit what you can use for that PC. If you build a PC outside of the campaign, you won’t have those items restricted, but the GM has to allow the character to join the campaign. So, if you want to make sure you’re not using something that your group has already agreed to exclude, you want to make sure to go into the campaign you have access to first, then create the character from there.

    What’s very interesting is how Shard has implemented the Tales of the Valiant rules. When you first create the character, you get a dropdown asking for what ruleset you are using, the 5e SRD or the Black Flag RD. Regardless of if you pick the 2014 5e SRD or the Black Flag RD, you have a few decision options that lets you pull in things from either ruleset. For example:

    • You can choose either Race or Lineage and Heritage
    • You can choose 5e SRD backgrounds or Black Flag RD, which gives you a talent.
    • You can pick a class from either ruleset, for example, the 5e SRD Cleric or the Black Flag RD Cleric
    • Subclasses are attached to the class, meaning you can’t pick subclasses that aren’t designed for that version of the class to use with that class.

    Because you get feats or talents based on when those come up in your class progression, which one you have access to will be based on the class you picked, but if you picked the Black Flag RD background and then picked the 5e SRD class, you could still pick up a single talent that is related to the background.

    If you’re making a 2014 5e SRD character, and you pick a species that is from a source that still assigns character ability boosts, you have the option to change your ability score boosts to whatever ability scores you want. If you picked the Black Flag RD, you get the slightly larger standard array or point buy option, but if you then use a 5e SRD species with that, you get the +1/+2 from that option, so if you are going to mix and match, makes sure you know all of the interactions that are going on.

    In addition to customizing the rules, if you have one of the subscriptions, you can make some modifications to your character sheet. Everything will stay in the same place no matter how you modify it, but you can change things like the background color, whether outline elements are rounded or squared, and change what color the fonts are based on themes. You can also upload artwork that you can use as background to your character sheet as well.

    There is a section for “heroic abilities,” which is a collection of special abilities that a character may pick up as part of a campaign, rather than as part of character progression. There is also an icon for shape changing which lets you replace your stat block while you are transformed, as well as a section of the character sheet where you can assign companions or other NPCs the PCs may have access to in the campaign.

    Practical Experience

    In our Heroes of Hovel’s Way campaign, Chris has created custom subclasses for us, as well as building out companions and NPCs. Ang and I both have the companion characters assigned to our character sheets, where we can click on them and bring up their stats, when we need to run them in class. We’ve also got a custom spell added into the campaign as well. Ang and I have added custom dice for our characters, as well as using custom tokens.

    Every ability I’ve used so far that gets reset on a short or long rest has reset on that rest. When rolling for attack damage, you can reroll individual dice that are displayed. I’m playing a paladin, so I can click on a box to add in my smite damage when I burn a spell slot. The GM can hover over a token and assign damage based on a list of recent rolls.

    I did some customization for my Tales of the Valiant game, which I’m running in the Thrones and Bones setting. For example, I swapped around some of the languages, and I restricted some of the lineages and heritages that are available. In the notes section of the characters, I could post how they arrived at the beginning of the adventure we were playing. Because I had more players than the adventure assumes, I added a few extra characters to an encounter, and it took virtually no effort to do so. It’s also been easy to navigate the adventure using the index for the book that appears next to where the page information appears.

    Before we settled on Thrones and Bones for our game, I was adding in additional Kobold Press material that hasn’t appeared on the site yet, like the Tales of the Valiant options available in Campaign Builder: Castles and Crowns. I didn’t get stumped too often as I was adding the lineages, heritages, or subclasses that appear in that book.

    For someone that spends hours thinking about what dials to turn and what new material from various products to include in a campaign, I love to add bits and pieces as I have ideas about what I would like to do with those new widgets. I used to write fairly detailed campaign documents spelling out what was and wasn’t going to be used in the campaign, sometimes explaining how some of the books we wanted to use were on the table, but some specific options inside it are off limits. I can focus a lot more on other topics like theme, lines and veils, and people and locations the PCs want to include in the game.

    A Note on Finding What You Want

    Most functions that interact with images have an internet search associated with it. If you look for a token for a monster, you can use a single click to search the web based on the name of the game object. For example, I imported Strahd’s stat block as a test, and it was very easy to find an image of Strahd. It was also very easy to find alternate artwork of a swarm of bats, which I could switch to when Strahd changes form.

    I could also find general map terrain easily using simple search terms. If you find terrain images you can create a grid at whatever scale you want, and if you have a gridded map, there is a template you can use to measure the size of your grid that resizes the map based on that template and where you line it up.

    All this works well, and if you’re not running a professional game, or raising money for your actual play based on streaming your videos, its probably not a problem. That said, there are tons of resources for maps in the Marketplace, as well as frames and token images. It’s also worth noting that all of the 5e SRD creatures have assigned images that are pretty functional as well.

    What I’m Really Enjoying

    There are a number of functions I really like on Shard that make it very attractive to use to run a 5e SRD based game.

    • Customizing available character options
    • Easily modified standard content
    • Subscription options if you want access to Kobold Press material
    • Powerful import tools for monster and spell stat blocks
    • Easy to modify encounters
    • Quick transition into initiative
    • Damage and conditions are easily applied
    • Easy to interact with rerolls that interact with dice pools
    • Can save customized game elements to be used persistently
    • Highly customizable character sheet appearance
    • Automatically assign treasure and XP
    • Can save completed encounters to a journal to be referenced later
    • Ability to create a custom ruleset from multiple options
    • Can upload sounds and play them during encounters
    • Developers active on the Discord and quick to respond not just to bugs, but modeling questions

    What I Wish I Didn’t Have to Contend With

    There are still some aspects of the VTT that I’m not particularly deft at navigating, and there are some things I wish were available or worked differently.

    • No official D&D support
    • Limited 3rd party 5e SRD support
    • Learning curve to understand some of the terminology in the ruleset
    • It’s easy to pull spells or monsters from a different ruleset than intended
    • Limited tools for controlling sound clips, outside of manually starting and stopping
    • No 3-D capability, which makes it look a little less shiny than other VTTs
    • No dynamic lighting, so all visibility on maps must be done manually
    • Easy to accidentally mass delete items from your personalize content (ask me how I know)
    • Its easy to accidentally mark artwork as a different type of artwork, locking it out of what you want to use it for (for example, marking something as a background instead of a map)
    • The map and encounter building tools work well, but you need to understand books and how adventures are structured to utilize it

    Final Thoughts
     I said a long time ago that a VTT built for a specific RPG is going to be better for running that game than one that tries to accommodate multiple, potentially very different game systems. Shard is a proof of concept of that statement. 

    I’m really impressed with what I can do with Shard. I said a long time ago that a VTT built for a specific RPG is going to be better for running that game than one that tries to accommodate multiple, potentially very different game systems. Shard is a proof of concept of that statement. Like a lot of robust toolsets, there are times you can get lost in the options, but I feel more like it’s a matter of understanding terminology instead of learning a structure that is overly cumbersome.

    I would love to see more 3rd party 5e SRD companies convert material for this VTT. I realize that takes time and effort, but I feel like the people at Shard understand how to implement what appears in these supplements better than some other VTTs that sometimes feel like they are snowed under trying to get a large number of systems and supplements to play nice in their system.

    If you want a 5e VTT that lets you pick up and go, I can almost recommend Shard, but that’s going to depend on what products you want available in your campaign. If you want to engage with Kobold Press material, you’re solid. If you’re a fan of some of the other 3rd party 5e SRD companies that have been gaining momentum over the last few years, or you really want official D&D content, I don’t know if the ease of use in game will offset time you need to take to set things up, even if you can set things up exactly the way you want them. But if you’re the type of person that has a favorite font, and you know exactly how big you want your cells to be in a spreadsheet, and you have default conditional formatting you like to apply, I think this is going to be something that will be very rewarding (it’s me, I’m talking about me).

    Read more »
    -

    RPGWatch Newsfeed

  • Archaelund - Update 0.8.1 released
    The Early Access title Archaelund got a new update: Beta release: update 0.8.1 is out! You can join Beta and start testing the new content now, or wait a little until it gets publicly released.At long last, it is here! The first major update to Archaelund has arrived.... Read more »
  • Age of Wonders 4 - Dev Diary #35
    Couchpotato spotted the dev diary #35 for Age of Wonder 4: Dev Diary #35 - Ways of War: Tomes and Wildlife Hello again! I am Luis Ferreira, a senior designer at Triumph Studios. This time we are going over the Tomes and Wildlife that will be available to you on the first pack of our second expansion pass, Ways of War.... Read more »
    -

    Sly Flourish

  • 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.

    1. 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.
    2. 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.
    3. 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.
    4. Fresco. A vivid painting applied directly to freshly laid plaster. The plaster might break away showing carvings on the wall underneath.
    5. 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.
    6. Runic carvings. Writing of language or ideographs carved into rock slabs or tombstones. A knowlege of history might uncover their meaning.
    7. 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.
    8. 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.
    9. 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.
    10. 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:

    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:

    • 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

    Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.

    Read more »
  • 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.

    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.

    Find more brain tricks in these articles:

    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:

    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

    Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.

    Read more »

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