Sly Flourish

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    Sly Flourish

  • VideoRunning Travel Scenes in 5e

    Travel scenes can be hard to run. Like downtime, travel scenes can lack structure, not offer any meaningful actions to the characters, and not offer any interesting choices to players.

    Some GMs run a travel montage – describing what happens and asking for checks to survive in the wilderness. Others hand-wave the whole thing. "After three weeks of grueling travel, you reach Castle Kaverice".

    For more on this topic, Ginny Di has an excellent video digging into interesting travel encounters.

    Pointcrawls offer an alternative – turning travel into an almost dungeon-crawl-like experience with locations and paths instead of chambers and hallways. Sometimes, though, we don't need anything as complicated as a network of routes and locations. There's one main road, the characters are on it, and off they go.

    How can we make these journeys meaningful? One way is to run encounters during the journey.

    Some GMs roll random encounters right at the table. Sometimes they're fun – particularly of the GM is good at improvising such encounters and making them relevant. Other times they're a drag. Instead, consider rolling random encounters during prep to build interesting and relevant encounters the players might enjoy more. Here's how:

    Develop a Location

    Where does the encounter take place? What makes this location interesting? Random tables help. You might use the random monument tables in the Lazy DM's Workbook and the Lazy DM's Companion to build out interesting central monuments for travel scenes. Roll a bunch of times until you get one you like. Build your encounter around that monument and use the monument itself as a vehicle for secrets and clues, giving the characters discoveries relevant to their drives and goals.

    Add Some Creatures

    Fill out the location with creatures. Maybe they're monsters. Maybe they're nice people. Maybe a mix of both. Maybe roll on a random monster table a couple of times and mix two encounters together. This is a great way to make an encounter rich and deep. Not every encounter should be just one or more hostile monsters. Sometimes they're just friendly travelers or wary lizardfolk. Combat isn't always the goal.

    Want tools to improvise creatures on the spot? Check out Forge of Foes!

    Build a Situation

    What's happening at this location? Maybe a monster already passed through and the characters can follow its trail (or not). Maybe the characters witness one group fighting another or stumble on one group who just defeated another. Maybe it's just an argument between a dwarf merchant and an acolyte of a god the dwarf hates.

    Offer Choices

    These situations should offer meaningful choices. Do the characters defend one group against another? Do they get involved in a heated argument? Do they track a monster to its lair?

    Players want to make choices and have their characters do things, not just listen to you describe the journey. Get the players involved as fast as you can. Are there meaningful choices in the situation you developed above? If not, keep building.

    Add a Reward

    Ensure the characters are rewarded for their choices. Maybe they find a random magic item or some well-needed gold. Maybe the characters learn valuable information or a treasure map. What do the characters earn for their effort?

    Chain Travel Encounters Together with Routes

    Returning to pointcrawls, we can connect such encounter locations with routes. If we have the time and it makes sense, offer multiple routes with useful information to help the characters choose their route. Do they want to take the well-traveled but longer route or the shorter but more dangerous route? Offer useful options to help them decide which route to take.

    Consider adding secret routes as well. Maybe a surviving goblin from a goblinoid ambushing party shows the characters a secret shortcut through the nearby mountains. Maybe the characters find and activate a fey gate taking them along a shadowy road cutting a long journey into a short one that has a strange toll.

    One Encounter Between Major Locations

    We probably don't want too many encounters during a journey. One works well between every two major locations the characters visit. This single encounter can give the players a good feeling for the path they took in the same way Weathertop highlights the fellowship's journey from Bree to Rivendell in Lord of the Rings.

    One Option of Many

    Encounters like these are only one way we might make travel more interesting during our 5e games. Campfire tales offer another in which the players describe what their characters are thinking and feeling while resting underneath the stars. Player-driven travel montages like those in 13th Age hand the story over to the players to describe what happens along a journey. Or we might simply handwave the boring parts and get back to the interesting parts of the story.

    More Sly Flourish Stuff

    This week I posted a couple of YouTube videos on Reusing Secrets and Clues and Empire of the Ghouls Part 3 – the Blood Marriage.

    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 timestamped links to the YouTube video:

    Patreon Questions and Answers

    Also on the Talk Show, I answer questions from Sly Flourish Patreons. 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 D&D tips. Here are this week's tips:

    • Use a mix of theater of the mind, drawn maps, printed maps, and 3d terrain for various types of combat. Don't force any one approach all the time.
    • Keep the tools on hand to help you improvise during the game.
    • Ask yourself how you can hook each character into the next session. What's in it for them specifically?
    • Run homebrew adventures in published campaign settings – get the best of both worlds.
    • Borrow liberally from published material. Take what works for your game. Dump the rest.
    • Modify published adventures to fit what you and your friends enjoy at the table.
    • "That's what the adventure says" is as bad as "that's what my character would do".

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  • VideoCreating Villains

    Villains often drive the story of our RPG. They frame the situations in which the characters find themselves. Good villains drive the game forward, building momentum and reacting to the characters actions.

    Return of the Lazy Dungeon Master talks about building villains in chapter 16 on "building a lazy campaign". Return uses the term "fronts" from Powered by the Apocalypse". A front, like a weather front or the front line of an army, is a force moving the story in a particular direction. It's a nice term that includes drivers outside of conscious foes. The burning sun of Athas in Dark Sun could be considered a front.

    But the lingo can be hard to grasp, so I'm moving to the term "villains". You're free to use whatever term best suits you. I recognize that villain can be an alien moon, a series of earthquakes, or the deadly sun of Athas. But most of the time, a villain is a sentient entity thwarting the region or world in a way the characters do not like.

    Building Villains

    There's a series of simple questions Lazy DMs can use to build villains and fill them out enough to drive our campaigns but not so much that we overprep.

    Who Are They?

    Who's this villain? What are they called? Are they a powerful blue dragon sorcerer? A vampire lord? A world-devouring lich? A beholder crime lord? Get a basic idea who your villain is before answering the rest of the questions.

    If you're stuck looking for a villain, the Lazy DM's Companion includes a villain generator on page 21. You can also find a random list of villains and motivations in chapter 3 and 4 of the 2014 Dungeon Master's Guide. Or steal villains from popular fiction.

    A villain can be a monster, a powerful undead entity, a cult-leader, or a selfish wizard. It can just be someone who wants to watch the world burn. Most important – villains act against the goals and desires of the characters.

    What Do They Want?

    What drives your villain? What's their goal and desire? The Lazy DM's Companion includes twenty possible villainous motivations but you can often come up with your own. Do they seek power? Do they seek wealth? Do they seek destruction?

    Good villains have understandable motivations. Magneto knows what happens if the world is left to its own devices hunting muntants. Often the best villainous motivations make sense but are done in the wrong way. Killmonger isn't wrong; he's just an asshole.

    These villainous motivations help in several ways. They guide the villain's actions. They guide the villain's reactions once the characters start mucking up their plans. They guide how villains roleplay with the characters. These motivations might even cause the villain to change perspectives when it turns out their drive isn't antithetical to that of the characters.

    What Quests do Villains Undertake to Achieve Their Goals?

    Our final question asks what they're doing about it. How are they trying to achieve their goal? What quests are they going on? Villainous quests move their plots forward. Good villains don't sit around waiting for the characters to come and kill them. They're doing stuff. They're sending lackeys to accomplish things. They've sent heralds far and wide.

    Choose three quests for your villain leading toward the villain's goal. These quests should be resilient. Villains shouldn't rely on a single branch of their quest to succeed in their goal.

    Choose Three Villains

    For a nice rich campaign, develop three villains using the steps above. Each villain has an identity, a goal, and three quests they undertake to accomplish their goal. Three villains create a rich tapestry of movement, actions, and reactions as the characters get involved in thwarting these quests. Sometimes villains work together. Other times they're independent. As one villain goes down, another villain might stand up in its place.

    Building Campaigns from Villains and Characters

    Three villains, with goals and quests, give the characters an evolving and dynamic world. Things are going on. Situations are changing. During your prep, instead of trying to figure out what's going to happen next, ask yourself "what are my villains up to?" and see where the question leads.

    More Sly Flourish Stuff

    This week I posted a couple of YouTube videos:

    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 timestamped links to the YouTube video:

    Patreon Questions and Answers

    Also on the Talk Show, I answer questions from Sly Flourish Patreons. 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 D&D tips. Here are this week's tips:

    • Find music that inspires your game – both during prep and play.
    • Offer chances for villainous redemption.
    • Offer multiple paths for long-distance travel.
    • Keep quick build monster stats on hand. Whip up a simple stat block when you cant be bothered to look up a monster in a book.
    • Give custom monsters one or two notable abilities based on their fiction.
    • Give every magic item a name and a cool ability.
    • Spells are encapsulated mechanics you can tie to monsters or magic items.

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  • VideoHow Many Encounters Per Day in D&D?

    How many encounters should you run in a typical adventuring day?

    As many or as few as make sense for the story and the situation in the world.

    The Dungeon Master's Guide describes the "Adventuring Day" in chapter 3 on page 84 and begins with the following passage:

    "Assuming typical adventuring conditions and average luck, most adventuring parties can handle about six to eight medium or hard encounters in a day." (emphasis mine)

    Many DMs think this means characters should face six to eight medium or hard encounters in a day. That's not the case. The guideline above intends to show you how many they can handle but the actual number of encounters can vary as much as makes sense for the story.

    If you want to see a video on this topic, check out How Many Encounters per D&D Adventuring Day?

    What Makes Sense for the Story?

    The question "what makes sense in the story?" is powerful GMing. We can ask it all throughout our time prepping our D&D games. Which monsters should we include? What treasure should we include? What ability challenges should we include? What DC should we select?

    What makes sense in the story?

    Which monsters make sense? How many? Which pieces of lore make sense to reveal? How hard should the DC be given how hard this situation is in the story? How would the NPCs react to the characters if they were real?

    "What makes sense for the story" is incredibly useful. It pushes us into a story-focused direction when planning out our game.

    How Many Encounters Per Day?

    The same question holds true for encounters per day. How many encounters will the characters face? Who knows. Will they even use combat to defeat those encounters? Will they sneak by? Let's play to find out!

    Forcing characters to face six to eight medium to hard combat encounters per day pushes us out of the story and into a series of interlinked encounters of which the only intended solution is combat.

    How often should the characters be able to rest?

    What makes sense in the story?

    Are they in a safe place where they're likely not to be interrupted? Are they in the middle of a wraith-infested hell-hole? What makes sense for their current situation?

    Are your characters facing enough combat encounters before a full rest? Don't worry about it. Worry about the story. Build interesting situations for the characters to get involved in. Let the characters navigate situations as they come up in the game in ways that make sense given the story. Maybe they sneak by. Maybe they talk their way out. Maybe they fight like a pack of angry barbed devils.

    What to Do Instead

    What do you do instead of preparing six to eight encounters an adventuring day? Focus on giving yourself the material you need to share the story as it makes sense in the world and as it entertains you and your players. Use your eight steps to prepare what you need for the session. Use your dials of monster difficulty and your upward and downward beats to help you manage pacing.

    Worry less about the mechanics of the game and the balance of combat. Focus on prepping the components of your game that lead to an interesting story and let the story evolve in ways you can't predict.

    More Sly Flourish Stuff

    This week I posted a couple of YouTube videos on Prepping Session 23 of Scarlet Citadel.

    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 timestamped links to the YouTube video:

    Patreon Questions and Answers

    Also on the Talk Show, I answer questions from Sly Flourish Patreons. 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 D&D tips. Here are this week's tips:

    • Mix factions in a single location.
    • Mix random and hand-selected magic items.
    • Print rooms of a big dungeon on single sheets of paper. Show each one as discovered.
    • Check in player when dorking with their backstory. Make sure they're cool with your ideas.
    • Have a big dinner or pot luck with your group an hour before the game.
    • Celebrate player birthdays.
    • Add interactive objects into big combat encounters. Have improvisational tools for the effects.
    • When going into a dungeon, ask about lighting and positioning. Remind them of the limitations of darkvision (disadvantage on perception checks, -5 on passive Perception).

    Related Articles

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  • VideoUsing Maps for In-Person Games

    Broccoli, a Patron of Sly Flourish, asks:

    Do you have any tips on preparing and using maps for in-person games?

    After fifty years of different approaches there is no perfect solution for preparing and using maps at in-person games. Instead, there are many different popular solutions. These include:

    • Hand-drawn maps on paper, dry-erase, or wet-erase mats
    • Published laminated battle maps
    • Terrain tiles
    • Professionally printed poster maps
    • Large digital displays
    • 3d tabletop terrain (either 3d printed or purchased)

    You can read more on these different types of battle maps in my Battle Map Comparisons article.

    Each of these solutions come with tradeoffs including:

    • Cost
    • Time
    • Space
    • Quality
    • Flexibility

    With these tradeoffs in mind, here are some best practices for using maps for in-person games.

    Draw Maps Ahead of Time

    I'm a huge fan of the Pathfinder Basic Flip Mat for drawing maps right at the table, but when drawing maps ahead of time, nothing beats drawing maps on big sheets of paper. Drawing maps this way takes time time and requires particular tools but it's relatively cheap, doesn't take up a lot of space, and provides great results when you need a detailed map for your game.

    Choose the Right Paper

    If you're drawing maps ahead of time, try drawing them on big sheets of paper with a 1 inch grid. Big pads of 1" graph paper provide the best value. These come 27 inches by 34 inches and provide over 2,000 square inches per dollar – way better than gaming paper and likely better than even cheap wrapping paper. I like drawing with big sharpies but they bleed through so put a spare sheet underneath before you start drawing.

    Learn Your Drawing Style

    Practice your style and symbology when drawing maps. Seek techniques that help you draw maps quickly and also capture the details of the environment. Consider these excellent resources:

    • Chris Perkins's 2012 Map Fu article. Chris shows useful shapes and design ideas for drawing maps. Ten years after its original publication, this remains the best article I've found for drawing maps.
    • The Dyson Logos map key. A key of simple and evocative symbols for fantasy maps. Print out the key and keep it handy when drawing your own maps.
    • JP Coovert's Dungeon Mapping Video and Drawing Dungeons book. JP shows how to draw a map and keep the symbology simple but evocative. His style took 90 minutes to draw in his video but you can save time skipping the painting of negative space.

    Print Poster-sized Maps as Blueprints

    Some local print shops offer large-format black-and-white "blueprint" or "architecture plan" printouts perfect for black and white maps like DysonLogos. These are much cheaper than color maps and look great. You'll need to spend time in an image editor scaling your map to the right size but the result is a big well-drawn map you can drop right onto your table. Here's an article on scaling maps using Gimp. If you can fit the map into 24" by 36" it'll be much easier to use than a 36" by 48" map. Blueprint maps like this run $5 to $10 and save a lot of time drawing things out.

    If professional printing isn't an option, you can use tools like Adobe Acrobat to print big maps across multiple sheets of regular-sized printer paper and then cut and paste them together. Again, you'll need to spend time properly sizing the map in an image editor before you print it.

    Get a Big Acrylic Sheet for your Table

    One of my favorite tools for in-person GMing is a big sheet of acrylic on top of my gaming table. The acrylic sheet provides a perfectly flat, dry-erasable surface that feels awesome with miniatures. You can put maps, handouts, pictures, cheat-sheets, or other flat props under the surface and draw on top of it with dry erase markers. A couple globs of sticky-tack (another incredibly useful GM aid) keeps the sheet from sliding around. You can usually pick up a 36" by 48" sheet for about $30 at a local hardware store, Home Depot, or other home improvement store. It's an excellent investment that lasts for years.

    Revealing Maps

    If you draw maps ahead of time, you'll need some way to hide what the characters haven't yet found. Cover the parts not yet revealed with sheets of paper or cloth. Sticky tack or heavy objects, like glass tumblers, keep these sheets in place so they don't fly around the table every time someone moves.

    Mixing Theater of the Mind and Gridded Maps

    Be open to running theater of the mind or abstract combat options along with your tabletop maps. Consider using smaller maps of larger dungeons and use bigger detailed battle maps when terrain and positioning really matters. The laziest map to draw is the one you don't draw at all.

    More Sly Flourish Stuff

    This week I posted a YouTube videos on how to Add 2,000 5e monsters in Owlbear Rodeo 2.0 with the Clash plugin.

    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 timestamped links to the YouTube video:

    Patreon Questions and Answers

    Also on the Talk Show, I answer questions from Sly Flourish Patreons. 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 D&D tips. Here are this week's tips:

    • Offer options with different gameplay styles. Let the players choose between combat, exploration, and roleplaying.
    • Let the players see the world through the trained eyes of their characters.
    • Get your player's permission before revealing earthshaking secrets about their character.
    • Pay attention to which characters haven't gotten a good magic item in a while.
    • Print individual rooms of a big dungeon. Piece them together like a puzzle during your game.
    • Print pictures of monsters and NPCs. Pass them around during your game.
    • Offer to run scenes offline for players who miss a session.

    Related Articles

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

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  • VideoOrganizing Digital RPG Materials

    One effective way to organize digital RPG material is by making a directory structure of "RPGs", then by system, followed by publisher (if needed), and finally, by product. It should look something like this:

    /RPGs/5e/Sly Flourish/lazy_dms_companion.pdf

    Skip the publisher if there's only one publisher for the system.

    /RPGs/Shadowdark/Shadowdark_RPG_V1.pdf

    How do You Do It?

    Often on the Sly Flourish Patreon I get asked how best to store digital materials — mostly PDFs of RPG products. I didn't have a very effective system so I put up a YouTube post on the topic to find out what systems others use to store digital files.

    Many don't have an organized process, which can work just fine if you have a good desktop search (see below). A few mentioned the directory structure above and, after switching to it, I love it.

    "RPGs", System, Publisher, Product

    Create a set of directories starting with "RPGs", followed by game system, publisher, and product.

    Here's an example:

    • /RPGs/system/publisher/product.pdf

    and here are some examples:

    • /RPGs/5e/Kobold Press/scarlet_citadel.pdf
    • /RPGs/13th Age/13th_age.pdf
    • /RPGs/Numenera/weird_discoveries.pdf
    • /RPGs/Independent Publishers/knave_1.0.pdf (for companies that produce basically one product)

    You don't have to include a publisher subdirectory unless many different companies write for one system. This is only 5e for me. I also have a /RPGs/5e/DM's Guild/ directory holding all my single-publication DM's Guild products. Both my /RPGs/ directory and /RPGs/5e/ directories have "Independent Publisher" directories with PDFs of publishers who only produced a single product.

    This system is flexible enough to hold lots of products and simple enough to help you find what you want when you want it.

    One organizational trick is to sort directories by "last opened". You're more likely to look for the same files often and sorting by last opened means the files you need are often at the top.

    I spent a few hours reorganizing my PDFs this way and love it, but it probably wasn't worth it. How come?

    Because we can use our desktop search.

    Use Your Desktop Search

    Sorting through piles of files in a directory isn't ideal when we already know what we want. Instead, both Macs and PCs have a desktop search built in. I'm on a Mac so I use Spotlight for search. It never worked particularly well until I spent the time to learn some tricks for it.

    It's definitely worth the time to learn how to customize the search tool of your computer. For example, you'll want to:

    • Limit searches to just PDF. On a Mac, you do this by typing "kind:pdf" in your search query. In Windows 10, type "type:pdf" to limit the search to PDFs.
    • Limit which directories your computer indexes. On a Mac, you can find this under your system settings for Spotlight and its privacy settings to turn off directories you don't want to search. In Windows 10, search for "indexing options" where you can limit indexed locations. Here's more on limiting directories on Windows
    • Limit which types of files and data you want to search. On a Mac, this is under the system settings for Spotlight. Uncheck the stuff you don't want returned. The "indexing options" on Windows 10 described previously lets you limit which filetypes are indexed.
    • Open the file's directory. Figure out how to open the directory containing the result instead of the result itself. On a Mac you do this by holding the command key down when you double-click the file. On a Windows machine, right-click on the file once you found it in search and click "open file location" in the context menu.

    Spending a few minutes learning how to customize and use your desktop search tool saves a lot of time when hunting down RPG PDFs. It's worth the time to learn how.

    Don't Overdo It

    Don't spend too much time worrying about PDF organization. You can waste a lot of time renaming files, moving them around, and organizing stuff that really doesn't need to be organized. Keep your system simple. Keep it flexible. Focus your time on preparing and running awesome games for your friends.

    More Sly Flourish Stuff

    This week I posted a couple of YouTube videos on Designing Interactive Monuments and Prepping Scarlet Citadel Session 23.

    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 timestamped links to the YouTube video:

    Patreon Questions and Answers

    Also on the Talk Show, I answer questions from Sly Flourish Patreons. 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 D&D tips. Here are this week's tips:

    • Monsters don't always behave optimally. Chaos affects both sides.
    • Run waves of monsters in big boss fights.
    • Run some super-hard battles and let the characters get away with lots of shenanigans.
    • Let the characters (and players) get a glimpse of the environment in which they're going to engage in a big boss battle.
    • Keep track of what magic items the characters have. Know who's due for another one.
    • Give the characters their opportunity to shine when they've prepared something really fun.
    • Think through the eyes of your villains. There's a time to fight and a time to run.

    Related Articles

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

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  • VideoBuild from the Characters Outwards

    The characters are the heroes of the worlds we create together. They're the focus of our lens. The world outside of their view doesn't yet exist — except for the villains and their own quests.

    It's hard to keep this in mind when we're building our world. We're driven to write sprawling histories, wide geographies, deep religious sects, and vast cities.

    In the eight steps from Return of the Lazy Dungeon Master, step one is to focus on the characters. Who are they? What are their names? What do they want? Where did they come from?

    This is deliberately the first step we do. It puts them first in our minds as we prep the rest of our next session.

    But we can take this character-first approach to anything we build in our games. Which religions should we fill out? Those tied closest to the characters as either their own domains or those domains they oppose. What elements should we focus on when building a city? Those of most likely interest to the characters, their classes, and their backgrounds. What sort of monuments might they run into out in the wilds? Those with a connection to the characters history, heritage, religion, or the villains they chase. What magic items should we drop in to the game? Those that provide use or interest to the characters.

    We can use random tables to guide such things, but the results from such rolls can inspire us to build something interesting to the characters — something expanding the scope of the world through their own eyes.

    What sorts of things can we focus around the characters and their players?

    Everything.

    What type of strong start might draw them into the larger story?

    What scenes move their story forward?

    What secrets might interest them to discover?

    What NPCs would they enjoy interacting with?

    What monsters might they enjoy fighting?

    What locations might they enjoy exploring?

    What items and rewards suit their characters?

    There's a flip side to this. Players engage well with new things to discover, new religions, new histories, new stories and folklore, new NPCs and villains. In this way, we want to think two horizons out. We can still keep the characters in mind as our own world unfolds around them, feeling real to them as they learn its history and see it alive around them. As GMs, we keep the horizon line always moving outward, just beyond what the characters can see so they know there's a world out there even if it isn't right in front of them.

    It's a delicate balance between building for the characters and building a larger world.

    It's also why we love being GMs.

    More Sly Flourish Stuff

    This week I posted a couple of YouTube videos on Prepping Scarlet Citadel Session 22 and Using Dwarven Forge in Virtual Tabletops.

    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 timestamped links to the YouTube video:

    Patreon Questions and Answers

    Also on the Talk Show, I answer questions from Sly Flourish Patreons. 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 D&D tips. Here are this week's tips:

    • Introduce lasting, non-mechanical flaws for failed stress checks—ink-bleeding eyes, odd limps, etc.
    • Show what came before — slain creatures, broken weapons, warning signs.
    • Give characters reasons to get out of the doorway and into the room.
    • Reward high perception checks by giving the characters the jump on hidden enemies.
    • Use ambivalent undead as secret-revealing NPCs in the darkest dungeons.
    • Let players discover secret passages to the boss's main sanctum.
    • Set up situations to give characters a chance to catch sentries off-guard.

    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.

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  • VideoBuild Your World with Immersive Daydreaming

    Our imagination is an amazing gift. With a little focus and some fine tuning of our environment, we can use it to build fantastic worlds we and our players can enjoy for the rest of our lives. What can we do to further the creation of worlds in the depths of our imagination?

    I've written about this topic in chapters 25 an 26 of [Return of the Lazy Dungeon Master] and in a few Sly Flourish articles including:

    Focusing Your Thinking

    It's not enough to tell ourselves to simply "think about our game" without any structure to the thought. Many GMs over the past half-century discussed how much of their game came from pondering their game while in the shower, out for a walk, stuck in traffic, at a boring meeting, or otherwise stuck in a moment in time where their only distraction was one that came from their own heads.

    If we want to truly benefit from our amazing skull-bound universe-simulators some structure to our thought process can help. We need first to take conscious stock of our intentions — we want to focus our thinking on our game and our world. This involves two steps: setting up our environment and focusing our thought.

    Setting Up our Environment

    First, we must set up the right environment for our universe-building work. Here are some ideas:

    • Remove higher-function distractions. This includes smartphones, computers, audiobooks, and other distractions that force us to listen or read.
    • Add low-function noise. White noise, instrumental music, or the sounds of nature helps us avoid the distraction of pure silence. I'm a huge fan of video game soundtracks but, in particular, I find the music of Siddhartha Barnhoorn to really let my mind wander.

    Some great activities in which we can engage in such active daydreaming include:

    • Taking a walk (my favorite)
    • Exercising
    • Going for a drive
    • Lying in bed listening to music
    • Going to sleep

    It should come as no surprise that all of these should be done away from our smartphones. Don't worry, the world can live without us for thirty minutes.

    Focusing our Thoughts

    With our environment set we can focus our daydreaming by asking ourselves specific questions. I like to think of this as brain-work. What are we going to work on during our next thought-session? Sometimes this can be higher-order questions like "what three ideas do I want to bring to my next game?" but sometimes it can be true immersive daydreaming with a prompt like "What is my villain seeing right now? What actions are they taking? What conversation are they having with their underlings?".

    Here are some potential prompts for your focused brain-gaming:

    • What does my fantastic location look like if I were walking through it? What would I see?
    • What mosaics or frescoes would I see on the walls of this ancient crypt?
    • What does a day in the life of my villain look like? What would I be doing were I them?
    • What does this fantastic monument look like? What would it be like to look up at a 40 foot high floating obelisk hanging over a pit of bestial bones?
    • What do the characters look like as they sit around a campfire on the hills overlooking the untraveled valley below?
    • What do each of the characters look like and what do I think they'd be doing during a long rest?
    • What would this particular magic item look like? Who forged it? What history does it have? What hands previously wielded it?
    • Before this location turned into a ruin, who inhabited it? What did they do with it? What did that look like? What remains of this former use?
    • What would it really be like to face a twelve-foot-tall helmed ogre wielding a two-hundred-pound spiked mace? What would it look like, to face two dozen ancient animated skeletons?

    Thinking First Person

    One interesting way to fill in details of our focused daydreaming is to think in first person. What would it be like if we were really there. Not everyone can do this, a phenomenon called aphantasia affects about one in twenty according to current research. For those afflicted, this idea of thinking in first person — focusing on images specifically — is difficult to impossible. Not being a scientist in the field, I have little help to offer but potentially focusing on abstract questions without the visuals might still focus our minds in ways to build out our games.

    For those of us able to build images in our head, the simulation grows ever more detailed. What does it feel like? What the smell in the air? What would we hear?

    Questions to Avoid

    When we're using immersive daydreaming to build our world and thinking about our game, there are a few directions our thoughts might go that we want to avoid. These include:

    • What are the characters going to do?
    • Where are the characters going to go?
    • What choice will the characters make?
    • What direction is the story going to take?
    • What is the result of the situation in which the characters find themselves?

    We're not writing a novel. We're setting up a world for the characters to explore but we are not those characters. Our players are. We can set the stage, set the environment, and set out the NPCs but we should avoid assuming what the characters will do and what direction they will head. We'll find that out when we actually run it our game.

    Giving Ourselves Time and Space to Go to Other Worlds

    This process of structured daydreaming can do wonders for our D&D game. It lets us imagine the world with all of our senses. It lets us go there. Give yourself the time, space, and environment to use our amazing gift of imagination to build out amazing worlds we and our players can explore together.

    Special thanks to Lilia for conversations on this topic.

    More Sly Flourish Stuff

    This week I posted a couple of YouTube videos on Scarlet Citadel Session 21 and Using "Pause for a Minute".

    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 timestamped links to the YouTube video:

    Patreon Questions and Answers

    Also on the Talk Show, I answer questions from Sly Flourish Patreons. 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 D&D tips. Here are this week's tips:

    • Give characters something to do in every scene.
    • Let players name interesting NPCs.
    • Use third-party spells as features of magic items.
    • Offer multiple paths when traveling overland.
    • Provide a graceful way to flee from combat.
    • Use narrative ability checks when fleeing or chasing enemies.
    • Include interesting non-combatant NPCs in dungeons or hostile regions.

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  • VideoHow Many Players are Ideal for a D&D 5e Group? Four.

    5e works with as few as one player and one DM up to maybe seven players and one DM on the high side. Larger groups aren't unheard of but I imagine they look quite a bit different than what we normally expect from D&D. The Dungeon Master's Guide and Player's Handbook don't offer guidance on an ideal number of players so I'll give it to you now:

    Four

    Four players hits a near perfect balance of player and character synergy while still giving each character enough time in the spotlight. Most D&D published adventures work well with four players.

    Four also ensures the characters aren't overpowered. With each character added to a group, the synergy of those characters increases non-linearly. A group's total power is greater than the sum of the number of characters. It becomes harder to challenge groups with more than four characters. Difficult battles can sometimes be complete cakewalks. And this gets worse the more characters you have.

    Four characters often ensures every role is covered. You'll want to make sure the group has one character willing to stand toe-to-toe with monsters and another able to heal but beyond that, players can choose whatever classes they want.

    Of course, there's another answer to the ideal number of players:

    Whatever number you get to run your game.

    What happens when this number is higher or lower than four?

    Fewer Than Four

    It's possible, and even great fun, to run with fewer than four players. One-on-one games are not only possible, they're a unique style of wonderfully fun. The same is true with two or three players. You have to be careful with combat since the non-linear math for group power works in reverse — the fewer characters, the higher the risk — non-linearly. You can always off-set this increased risk by letting one or more of the players run sidekick characters, either from Tasha's Cauldron of Everything, the D&D Essentials Kit or a simplified player characters. We've talked before about balancing combat for one-on-one play.

    More Than Four

    Sometimes circumstances make it difficult to run with only four characters. Groups of friends don't fit perfectly into groups of four and there are always more people who want to play than GMs willing to run games. Five characters is close enough to four to be a fine way to play. Six can work too but, at least for me, it's right on the edge of chaos. Seven and above is, in my opinion, madness.

    When selecting players for your group, having one or two players "on call" can ensure you have enough to play a game. That said, since playing with three is possible, a maximum of five players, including your on-call players, may work just fine.

    If your roster of players is beginning to get to seven or more, consider splitting them into separate groups or running a West Marches style game.

    While a perfect group of four players isn't always possible, keep the number in our mind as you build out a roster of players and shape your regular games. With the perfect set of of players at our table, there's no telling how awesome our shared stories will be.

    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 timestamped links to the YouTube video:

    In addition to the Talk Show, I posted a couple of YouTube videos on Preparing Scarlet Citadel Session 20 and The Most Important D&D Game.

    Patreon Questions and Answers

    Also on the Talk Show, I answer questions from Sly Flourish Patreons. 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 D&D tips. Here are this week's tips:

    • Give the characters a chance to plan a strategy for a big complex combat encounter.
    • Give characters the option to skip random encounters. Let the monsters wander right by.
    • Lean in on the characters' cool abilities. Put in monsters intended to take in those powerful abilities.
    • Mix up treasure with random rolls and items selected for the characters.
    • What are your three villains doing right now?
    • Focus on your next session.
    • Don't forget how simple this game is. Don't let the vastness of possibility overwhelm you.

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  • VideoSpiral Campaign and World Building in D&D

    Often DMs and designers build worlds from the outside in. The 2014 Dungeon Master's Guide describes worldbuilding through gods, religious organizations, the cosmos and planes, and the geography of the world. The world, and the campaign you build within it, starts big — from the universe inward.

    But there's another way — a lazier wayspiral campaign development. I describe spiral campaign development in chapter 16 of Return of the Lazy Dungeon Master but we'll dig into the topic even more in this article.

    For a video on this topic, see my Spiral Campaign Development in D&D YouTube video. A previous article Thinking Two Horizons Out also touched on this subject.

    What's the Campaign's Theme?

    When engaging in spiral campaign development, we start by thinking about the campaign's central theme, mission, or goal. What's this campaign about? The shorter this is, the better. Ideally one sentence. Maybe even just one word.

    If we look at the hardcover 5e adventures from Wizards of the Coast here are some examples:

    • Help Ten Towns survive the endless night.
    • End the soul destroying engine in Chult.
    • Stop the rise of the elemental cults.
    • Escape the underdark.
    • Restore the Ordening.
    • Stop Tiamat's rise.
    • Save Elturel.
    • Kill Strahd.

    Sometimes these themes change. Sometimes we start with one theme and switch to another. For Descent into Avernus we might start with "hunt down the cults threatening Elturel" and then switch to "save Elturel" once it's sucked into hell.

    A campaign theme helps you and your players understand the focus of the campaign. It lets players know what kind of characters to build and it lets you know what sorts of adventures to prepare.

    What Makes Your World Unique?

    The campaign's central tenants, often described during a session zero, make your campaign and your world unique. I often refer to these as the "six truths." There doesn't have to be six. There can be three. More than seven is probably too many.

    Even though these truths may be big in scale, they matter to the characters right now. They tell your players what the world is like for them and what sort of characters navigate that world. They tell the players what makes this world and this campaign unique among those they've seen or played.

    Example questions that might define these "truths" include:

    • What major war is going on in the region?
    • What dark force is rising and what are the repercussions of this?
    • What changes your world from the default considerations of D&D? Are the gods silent or dead? Does magic come from a different source? Is magic extremely rare or extremely common?
    • What is the theme and feeling of your campaign? Is it wondrous and whimsical? Is it dark and dismal? Is it apocalyptic? Is it beautiful?

    Clarify the theme in these "truths." Let the players know what they're getting into.

    Spiraling Down to the Characters

    Next, laser in on the characters and what's around them right in the beginning of their adventures or campaign in this world. Instead of answering questions about gods, pantheons, planes of existence, government structures, world geography and all the rest — focus on the following questions and ideas:

    • Where do the characters start physically? Where does the campaign begin? Build a small town or settlement.
    • What makes this town or settlement unique? Pick one fantastic feature of the town. Maybe it's a big stone hand sticking out of the ground.
    • What locations exist in this town or settlement that the characters (and players) likely want to visit? Pick one per character.
    • Which NPCs likely engage with the characters? Which NPCs likely matter to the characters in the first session? Pick three.
    • What villains are in play in this area? What do they want? What quests are they on themselves? What friction do they cause? Pick three.
    • What adventure locations are nearby? What ruined watchtower sits atop a nearby hill? What shunned ruin lies just outside of town? What's hidden in the old sewers beneath the town? Pick three such locations.
    • What quests can the characters pick up? Write up three.

    You'll notice these questions feel like building an adventure, not a campaign world, but that's what matters. The larger world and the larger campaign is interesting but only in small pieces revealed to the characters as they explore the world around them. You don't need to know every god in the pantheon — just those tied to the characters or to their enemies. Fill out the rest as the characters go on their adventures.

    Reinforcing the Characters Motivation

    As part of your spiral campaign development, and during your session zero, ensure you reinforce the motivation for the characters. Why are they there? Why group together? Why go on adventures? Make sure this motivation is crystal clear and spelled out early so players have a good reason for their characters to engage in dangerous adventures. Reinforce this motivation often.

    A Focus on the Characters and Your Next Game

    The whole philosophy of spiral campaign development is a clear focus on the characters, what they're doing, what they're going to do, and what the world around them is like. This isn't the end-all be-all of building a campaign. It's a start. Your world can be vast, deep, and old but the way you expose that to the characters, and their players, is through gameplay. It's during the game that the characters learn about the planes of existence, the old gods, the wars that tore apart the world, the lost species, and all the rest. They learn it one line at a time while delving deep into the old dungeons, caverns, keeps, and temples in the earth.

    Focus on your characters and focus on the next adventure you're going to run. Let the world build out from there.

    More Sly Flourish Stuff

    This week I posted a YouTube video on [prepping Scarlet Citadel episode ] and Sharing your RPG PDFs with Players Safely and legally.

    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 timestamped links to the YouTube video:

    Patreon Questions and Answers

    Also on the Talk Show, I answer questions from Sly Flourish Patreons. 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 D&D tips. Here are this week's tips:

    • Don't forget the simplicity of this hobby. It's friends around a table rolling dice and having some laughs. Don't let the game psyche you out.
    • Think about secrets from the points of view of the characters. Which of them are most likely to reveal the secret?
    • Grab what the players bring to the table and run with it.
    • Keep a handful of your favorite monster stat blocks handy. Use them liberally.
    • Scenes are built from fantastic features, interesting NPCs, cool monsters, intriguing secrets, and eye-opening treasure.
    • Roll randomly for treasure during prep but select items you know the players are interested in.
    • Set up situations. Let the players choose their approach.

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  • VideoConverting Adventures Between Systems

    With all of the great RPGs out there, sometimes we want to run an adventure or campaign from one system but with the mechanics of another. Maybe that awesome 5e adventure sounds like it'd be fun in Fantasy AGE or the Cypher system. Maybe that Pathfinder 2 adventure would work well in D&D.

    How do we convert adventures or campaign worlds from one system to another? The answer might be easier than you think.

    When we first think of such an endeavor, we think about converting all the mechanics of the adventure over to our system of choice but we don't usually need to do that. Instead, use the mechanics of your RPG system of choice and overlay the lore and fiction of the adventure.

    Don't worry about the specific details of difficulty checks, monster statistics, or other mechanical bits from the adventure or campaign. Focus on the intention of the adventure and use the mechanics from your chosen RPG system.

    Ensure the Theme Fits

    Certain types of adventures or campaigns don't fit well with certain RPG systems. A Call of Cthulhu adventure isn't likely to work well with vanilla 5e rules — one being a game of gothic horror and the other a game of high fantasy. It's often best if the theme and genre of the adventure fits the themes and genre of the RPG system you choose. High action adventures work well with high action RPGs, for example. Are the heroes from your chosen RPG powerful and empowered or are their lives risky and fleeting? Consider the theme of the adventure or campaign and ensure that theme fits the style of the RPG you want ot use.

    That said, story-focused RPGs like Dungeon World or Fate Condensed work well with more mechanical adventures because the theme still fits. It's more of a problem when the intended feeling of an RPG doesn't fit the feeling of the adventure or campaign.

    Understanding Challenges and Action Resolution

    It's important to know how your RPG of choice handles resolutions like skill or ability checks. How are actions resolved? How do the characters accomplish things? What is the range of difficulty and how do you change it?

    Then look at the adventure or campaign and understand how it expects to handle challenges like this. It's important to understand the underlying system of an adventure or campaign so you know what the actual difficulty of a DC 18 check is compared to a DC 12. Once you understand the ranges of challenges, you can abstract such types of checks into bins of difficulty like "easy", "medium", and "hard". Then convert those difficulty bins over to your new RPG of choice.

    For example, if you wanted to play a D&D 5e adventure using Fate Condensed, you can take D&D's difficulty class range of 10 (easy) to 25 (very hard) and lay it over Fate's adjective ladder of -4 to +8. Thus, a DC 14 in a D&D adventure is probably about a +2 in Fate Condensed.

    Reskinning Monsters

    Many times our chosen adventures and campaigns have a big bunch of monsters in them. Instead of painstakingly converting monsters from one system to another, rip out the ones in the adventure or campaign and replace them with monsters from the RPG you're using. When they aren't a perfect match, reskin the closest monster in your RPG to the one described in the book. Reskinning once again proves to be an invaluable lazy DM tool.

    Make Life Easy On Yourself

    We GMs often take the hard path. I don't know why, but we feel like it's cheating when we find things too easy. What really matters is running a fun game for our friends — not how accurately we stayed within the lines of a published adventure or campaign. When it comes to converting an adventure or campaign to an RPG of your choice, take the easy path. Rip out the adventure's mechanics and replace them with those from your RPG. Take a break. You deserve it.

    More Sly Flourish Stuff

    This week I posted a couple of YouTube videos on

    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 timestamped links to the YouTube video:

    Patreon Questions and Answers

    Also on the Talk Show, I answer questions from Sly Flourish Patreons. 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 D&D tips. Here are this week's tips:

    • Let characters manipulate magical monuments in combat recklessly as a bonus action, potentially suffering damage on a failed attempt.
    • Give as clear description of the situation that you can. Avoid gotchas.
    • See the world, NPCs, locations, situations, and items through the eyes of the characters. What do they see?
    • Let NPCs recognize characters and their reputations.
    • Describe points of interest likely to interest the characters and their specific backgrounds and interests.
    • Build puzzles or riddles that show off a characters' skills and approaches.
    • Use random tables to fuel your prep. Build your ideas off of the results.

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