Michael E. Shea's Blog, page 10
February 4, 2024
Tune Monsters with Extra Attacks
Not all monsters are created equal for their challenge rating. Some monsters don���t hit very hard at higher challenge ratings. Others hit well above their weight class.
I���ve talked about the four dials of monster difficulty before:
The number of monsters in a battleA monster's maximum hit pointsThe number of attacks the monster hasThe amount of damage those attacks inflictWe can tweak monsters, either before or during a fight, using these four dials. Has a battle overstayed its welcome and gotten boring? Drop those monster hit points. Is an otherwise fun and challenging battle becoming boring because it's too easy? Jack up that damage.
If this topic is of high interest to you, please check out our book Forge of Foes with tons of great advice and tools to help you run monsters in your 5e games.
Adding or reducing the number of attacks a monster has is an easy and powerful way to change the difficulty of a monster. We don't have to do any complicated math or calculations in our head for this modification. We don't have to roll more damage dice. Instead, we just have a monster attack again or have it make one less attack.
This "number of attacks" dial has a big impact. If a monster only has one attack and you give it two ��� you're doubling its potential damage output. If a monster attacks three times but you only have it attack twice, you're removing 50% of its damaging threat. It's a big dial but it's an easy one to turn and create a big effect.
Normalizing the Action EconomyWe might turn the "number of attacks" dial to account for a big delta in the action economy. Four characters versus a single monster has a big sway in the action economy ��� the number of actions (attacks) the characters have versus the number of attacks the monster has.
In a case like this example, giving the monster more attacks helps even out that delta. We probably don't want to have the monster make all of its attacks against a single target, though, instead spreading them out to other members of the group.
Reducing the ThreatLikewise, if a particular monster proves too deadly for a group, it can attack less. Just because Agdon Longscarf can make two branding iron attacks doesn't mean he has to every round. Maybe he does so if he's surrounded. Maybe he does a jaunty dance instead of that second attack. Monsters don't always behave optimally.
Fixing Sub-Par MonstersOften higher CR monsters hit below their challenge rating. I think this is due to overweighting the extra abilities these monsters have. I argue these monsters need those extra abilities to challenge higher level characters. The result of these overweighted abilities is a reduction in damage. It's not uncommon to find lower challenge monsters hitting at 10 damage per challenge rating (the thug hits at 20 per CR!) but higher challenge monsters hit for 5 or 6 damage per CR. Their extra abilities don't make up for that drop in damage.
If a monster isn't holding up its end of the fight, give it another attack.
Think About Why You're Doing ItIt's important to know why you're adding or subtracting attacks. Are you really adding to the fun of the game or just making yourself feel better? I like to imagine the dials have resistance to them. They like to spring to the average. They need force to move. We don't just move them willy nilly. We need a good reason. What are some good reasons?
A monster is significantly outclassed in the action economy.A monster hits below the challenge it represents in the fiction of the game.A big boss is really only threatening one character instead of almost all of them.The amount of damage the monster inflicts is boring.A lower challenge monster faces higher level characters and would otherwise be completely useless without more attacks.We want to increase the threat without making battles longer.Why shouldn't we give a monster more attacks?
We're mad at the players.We want to punish the characters.We're sad our monster rolled so many failed attacks.An Easy Tool for the ToolboxOf all of the dials of monster difficulty, adding or removing an attack to a monster's arsenal might be the easiest to implement and have a significant impact on the situation. Keep this tool handy and use it to tune your game for the most fun at the table.
More Sly Flourish StuffEach 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:
Vault 5e Crafting and Alchemy by Cubicle 7Making Your Lore Optional by PHD20Bob World Builder on 15 Different RPGsKelsey Dionne and Baron de Ropp on RPG DesignTegan J Gaming on a Defense of Dungeons & DragonsDwarven Forge VTT BackdropsTTRPG Tips from Baldur's Gate 3I also posted a YouTube video on the Tomb of Kytheros ��� Shadowdark Gloaming Session 19 Lazy GM Prep.
Patreon Questions and AnswersAlso on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:
Are Casters Better than Martial Characters in 5e?Running Single-Session One-Shot Games On TimeRunning Too Many NPCsWriting Adventures as Good as Published OnesWolfgang Baur on WorldbuildingRPG TipsEach week I think about what I learned in my last RPG session and write them up as RPG tips. Here are this week's tips:
Keep the situation dynamic in big battles. Change up the tactics and environment. Roleplay villains in combat. What do they say? How do they react to the characters?More monsters are a bigger threat than big monsters. Boss monsters almost always have allies. Intelligent magic items are tag-along NPCs who don���t take up the spotlight. Did a character die? Give their player an NPC to control. Set up hard set piece battles with lots of monsters and then lean in on cool character ideas. Related ArticlesThe Dials of Monster DifficultyWhat Does Challenge Rating Mean in D&D 5e?Customizing MonstersGet More from Sly FlourishArticlesNewsletterBookstorePatreonPodcastYouTubeBuy Sly Flourish's Books Return of the Lazy Dungeon Master Lazy DM's Companion Lazy DM's Workbook Forge of Foes Fantastic Lairs Ruins of the Grendleroot Fantastic Adventures Fantastic LocationsHave a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
January 28, 2024
Lazy Monster Damage ��� Subtract 3, Add 1d6
This tip is a trick I first heard attributed to Chris Perkins. I've used it a lot and love it. First, I'm a huge proponent of using static monster damage. It's fast, easy, and moves the game forward at a good clip. It's super lazy.
Some don't like how static damage is so, well, static. So here's a trick to add variance without a lot of work.
Subtract 3 from the static damage of a monster and add 1d6.
It adds just enough variance to make the damage feel different but needs only a single d6 and the math is easy.
What About Critical Hits?For critical hits, double the static damage, subtract 3, and add 1d6. Sure, crits hit harder than usual but monsters can use the love.
Ignore for Lower Dice DamageYou really only need this trick if rolling monster damage uses two or more dice. If it's a single die and a modifier then subtracting 3 and adding 1d6 isn't making things easier. When a monster inflicts two or more dice worth of damage �����often on a multi-attack ��� rolling all those dice slows things down.
That said, if you want to use a d6 for everything, you can still subtract 3 and add 1d6 to every static damage value you come across.
Give it a try!
More Sly Flourish StuffLast week I posted a couple of YouTube videos on Building Fantastic Monuments in D&D and 5e Combat and a Forge of Foes Deep Dive.
Last Week's Lazy RPG Talk Show TopicsEach 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:
Tales of the Valiant Gamemaster's GuideGate Pass Gazette 2023 for Level Up Advanced 5eWhat Is 5e?Using the Eight Steps At the TablePatreon Questions and AnswersAlso on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:
How Many Battles in a Dungeon?Should We Demand Players Read the Books?Player Rolls or Player Skill for Puzzles?RPG TipsEach 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:
Expect single monsters to be taken out with a single ability above 7th level. What did this location used to be?The enemy of their enemy may be their friend.Be very careful taking agency away from a character.Go around the table for quick initiative during small battles. Use a d6 as an oracle die to determine things like guard patrols or other random events. Ask players to discuss new abilities when they level up. Write them down.Related ArticlesThe Case for Static Monster DamageUse Static Initiative for MonstersHow Do You Feel Rolling a Crit?Get More from Sly FlourishArticlesNewsletterBookstorePatreonPodcastYouTubeBuy Sly Flourish's Books Return of the Lazy Dungeon Master Lazy DM's Companion Lazy DM's Workbook Forge of Foes Fantastic Lairs Ruins of the Grendleroot Fantastic Adventures Fantastic LocationsHave a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
January 21, 2024
Replacing 5e's Inspiration with Luck
In the Tales of the Valiant 5e RPG and their Project Black Flag system reference document, Kobold Press introduces us to the Luck mechanic�������a direct replacement for the standard 5e "Inspiration" mechanic. Here's how it works.
The Luck SystemEvery time a character misses an attack or a saving throw, they gain one luck point.They can only hold up to five luck points. If they gain a sixth luck point, they roll 1d4 and that's how many luck points they have now.They can spend one luck point to get +1 to a D20 roll after they roll.They can spend three luck points to re-roll a d20 check.GMs can award luck points for good roleplaying, brave behavior, and other times we might award inspiration but players will primarily gain luck with missed attacks and saving throws (not ability checks.)
I've used this luck mechanic in my 5e games for a while now and I love it. It takes the burden off of the GM to award inspiration, something I often forget. For players, it takes the edge off of the disappointment of rolling a missed attack or saving throw. It's an entire system managed primarily by players and yet we GMs can still offer luck points to incentivize heroic deeds. We can also use luck points as bargaining chips with players when they want to do something risky but are worried about consequences of failure.
Introducing LuckIf we do decide to bring in luck, or any other new mechanics into our game, it behooves us to have a conversation with our players about it. Ask them if it's something they're interested in. Maybe give it a trial run and see if people like it before using it regularly.
Expanding 5e's MechanicsLuck is one of the many new mechanics we're seeing designers bring into the larger 5e space. Because it's encapsulated, we can remove inspiration and replace it with luck and nothing else needs to change.
I think we're going to see a lot of cool ideas like this one come out over 2024 and I'm excited to see them. Not every variant needs to work for all groups �����you may not like the luck mechanic, and that's fine. But you might like some other mechanic like Level Up Advanced 5e's "Strife" condition or its use of "Supply" for exploration and resting. You might like the way exhaustion worked in the early 2024 D&D playtest where each level of exhaustion was -1 to D20 checks.
With all of these variants and sub-systems coming out, we can build the version of 5e we want for our own table. None of them need be the same. If it works for you and your group �����it works.
More Sly Flourish StuffLast week I posted a couple of YouTube videos on Blocking Rooms in Owlbear Rodeo and Mummy on the Bridge.
Last Week's Lazy RPG Talk Show TopicsEach week I record an episode of the Lazy RPG Talk Show (also available as a podcast) in which I talk about all things in tabletop RPGs. Here are last week's topics with time stamped links to the YouTube video:
City of Arches UpdateJennell Jaquays Passes AwayDon't Throw Away 5e Because of HasbroWeapons of Legend for 5e by Jeff StevensAdd the Black Flag Luck System to your 5e gamesPatreon Questions and AnswersAlso on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:
Pacing Quests for Villainous PlotsPricing Magic ItemsBest Quest Vehicles in City of ArchesPreparing Players for a 2e CampaignRPG TipsEach 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:
Write out a loose outline of scenes even if you know they could go off track.Prep NPCs with appearance, mannerisms, and motivations. What do they want? What would they be doing if the characters aren't around?Avoid chains of hard combat. Throw in easy fights, conversations, and elements of exploration.What can the characters learn in your next game?Use maps and minis for conversations. Use theater of the mind for combat.Let characters knock bad guys into their own traps and make your players love you forever.Put choices and options in front of your players near the end of a session so you know what to prep next.Related ArticlesAlternative Standard Arrays for 5e Ability ScoresDescribe your GM StyleFocus Extra Prep Time on the CharactersGet More from Sly FlourishArticlesNewsletterBookstorePatreonPodcastYouTubeBuy Sly Flourish's Books Return of the Lazy Dungeon Master Lazy DM's Companion Lazy DM's Workbook Forge of Foes Fantastic Lairs Ruins of the Grendleroot Fantastic Adventures Fantastic LocationsHave a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
January 14, 2024
My Favorite TTRPG Products of 2023
Over 2023 I've been lucky to look at a lot of various tabletop roleplaying game products and I wanted to give you a list of my favorite five for 2023.
First, I have some disclaimers. I didn't see everything published and I didn't even read everything I've received. I'll likely find new gems in all the stuff I've picked up the further I get into them. Second, this list is just my opinion. If you disagree, that's totally cool. If you have favorite products not on this list, that's also cool. We each get to decide what we love.
Without further waffling, here are my favorite five RPG products of 2023.
Shadowdark RPGWow. Shadowdark. This book nails its intentions of "old school style, new school sensibilities." Anyone familiar with 5th edition D&D can easily understand the stripped-down mechanics of Shadowdark but its style of play is very different from 5e. Shadowdark is grim. It's dark. Characters die...a lot. The characters struggle with inventory. They struggle with travel. But they mostly struggle to stay in the light. I've been running a regular Shadowdark RPG for seventeen weeks now and my players and I love it. I ran it with the original I6 Ravenloft and thought it fit perfectly with the classic 1st edition D&D adventure. Shadowdark is an opinionated RPG. It's not about clean character arcs, deep background stories, or character growth over a campaign. It's about diving into dangerous holes in the ground and finding treasure before you're murdered by a bugbear.
Flee MortalsMCDM's monster book exploded on Kickstarter and the results do not disappoint. Flee Mortals is what I like to call an opinionated RPG book. It wants to do certain things a certain way and it focuses on those things. Monsters in Flee Mortals all have unique and interesting things they do. Many of them can replace monsters you'd typically find in a core 5e monster book but not all of them. I don't really think of it as a replacement to a core monster book the way I think of the A5e Monstrous Menagerie. It has the best examples of Matt Coleville's "action oriented" monsters and a unique style for creating and running minions. I'm clearly biased in my opinions of Flee Mortals ��� I had the awesome opportunity to write the vampires in here along with consulting on the book's encounter building guidelines.
Uncharted JourneysCubicle 7 got a lot of praise for the exploration system they put into the Adventures of Middle Earth roleplaying game. They took that experience and put it into the more world-neutral Uncharted Journeys. This thick book focuses on creating and detailing exploration scenes, encounters, and journeys. It has a section on the four roles characters can take while exploring but the bulk of the book focuses on the details of various regions and tables of potential encounters for different types of beats like "a chance meeting", "monster hunt", and "a place to rest." It's a big book with a lot of ideas so it's best used to help you fill out scenes during prep ��� not during play. With hundreds of different potential scenes, there's a lot to dig into in this book.
Zobeck Clockwork CityZobeck Clockwork City is a book put together from the previous material Kobold Press published on the city of Zobeck from their Midgard campaign, stretching back to earlier Pathfinder material and including stuff from Warlock magazine. It's an awesome city sourcebook adding life and depth to this central city in the world of Midgard. If you're planning on running Midgard and beginning your campaign in Zobeck, this book is an excellent resource to fill it out.
Tome of Beasts 1, 2023 EditionKobold Press revised their first book of monsters and updated them into the new style we're seeing for 5th edition monsters. But, more importantly for me, the new book is printed on beautiful glossy paper instead of the more rough matte paper of the original book. The old paper didn't carry darker colors nearly as well as the new one. The new monster designs are great, but if you have the old one, you don't need to buy the new one unless you really want to. If you don't have it, however, Tome of Beasts 2023 is an excellent book of monsters.
Just the Tip of the IcebergOur hobby is rich with awesome products, these days. I don't think there's ever been a better time to enjoy the full breadth of what the TTRPG hobby has to offer. Keep yourself open to RPG material from lots of different publishers. These five products are only a small sample. Keep your eyes open and enjoy the wealth of materials so many creators have to offer.
More Sly Flourish StuffLast week I posted a couple of YouTube videos on Use the Lazy DM 8 Steps At the Table and Vault of Shune ��� Shadowdark Gloaming Session 17 Lazy GM Prep.
Last Week's Lazy RPG Talk Show TopicsEach 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:
A Player's Primer to Level Up Advanced 5eGM Screen for Lazy GMs Portrait ModeBen Riggs on the Fall of 5eMaking 5e Your Own on the GM Side of the ScreenPatreon Questions and AnswersAlso on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:
Tracking Alternative Endings for CombatGetting Shadowdark Treasure RightBest Designs for Published AdventuresSecrets and Clues and the Quantum OgreRPG TipsEach 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 ways to get the characters into the room. Hallway fights are boring.Build a series of rooms together as one big multi-dimensional encounter.Use GM rulebooks and sourcebooks from many different 5e publishers.The Trials and Treasure book from Level Up Advanced 5e is a fantastic drop-in replacement for the DMG.Give characters the chance to craft interesting magic items.Build environments that showcase character abilities.Build your own game from your favorite components behind the GM screen.Related ArticlesD&D Beyond, Wizards of the Coast, 5e, and YouNotable 5e ProductsFocus Extra Prep Time on the CharactersGet More from Sly FlourishArticlesNewsletterBookstorePatreonPodcastYouTubeBuy Sly Flourish's Books Return of the Lazy Dungeon Master Lazy DM's Companion Lazy DM's Workbook Forge of Foes Fantastic Lairs Ruins of the Grendleroot Fantastic Adventures Fantastic LocationsHave a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
January 7, 2024
Bathe Your World in Lore
Lore matters. The histories and backgrounds of the worlds we run in our RPGs makes them unique among all others. We don't need to write a thousand pages of lore for our world but we need enough lore continually flowing during our game to make our world and our campaign stand apart from every other fantasy world out there. The lazy trick is to take lore from published settings. If you're making your own world, be ready to keep digging ever deeper into the lore of your world: gods, history, people, factions, and empires. Continually reveal these facts of your world through secrets and clues as the characters explore the world around them.
Setting Our Games ApartWithout the lore in our games, each game would feel very similar. You delve in dungeons. You walk across dangerous lands. You have hard conversations with people. You pick up treasure. You fight monsters. What keeps us going week after week, year after year, for decades?
The story. The lore.
It's not just a dungeon ��� it's a lost laboratory of the shadowy Netherese. It's not just a ruined tower ��� it's a ruined watchtower of Thrakus the Witch King. It's not just another noble fop �����it's Artinias Faine, whose bloodline goes back over fifty generations to the empire of Vorigan.
Lore MattersWhen we talk about spiral campaign development we talk about focusing worldbuilding around the characters and their location. You don't need a full pantheon of gods, fifty thousand years of history, and a detailed atlas of the twelve empires ruling across the world.
Or do you?
Well, not really, but it sure helps to have enough details to set your world and your campaign apart from every other generic fantasy world out there. This is why secrets and clues are so powerful ��� you can take a bunch of lore and break it down to ten one-sentence bits you can drop into your game wherever you need it.
Embrace Published SettingsIn a previous article I talked about running homebrew adventures in published settings and I think using lore from published settings is the most valuable lazy way to ensure your world is set apart. Your typical adventures of dungeon delving, overland exploration, and NPC interaction feel completely different if you're running them in Eberron, the Forgotten Realms, Midgard, or the Gloaming. The setting makes our adventures unique and published settings have already done the heavy lifting. They have the pantheon, the history, the people, and the empires all written up and ready for you to break down into secrets and clues the characters discover in the game.
Staying One Step AheadBut maybe you're stubborn and want to run your own world. You don't have to write a 400 page sourcebook to do so. You can start small ��� keeping the focus on what the characters find around them. You don't need all the gods, just the ones the characters follow or the gods followed by those individuals and groups who oppose the characters. You don't need a world history, just the history of the local town and the dungeon below it.
Focusing on just the stuff around the characters keeps you one step ahead without needing to overprep. Each session you'll want new pieces of the world you might reveal that slowly teaches them (and you!) what this world has to offer and what makes it unique among fantasy worlds.
Don't Forget the Importance of LoreLore is easy to forget. We get caught up in the game's mechanics, the stories of our individual sessions, the actions of the characters, and all the rest. It's lore, however, that makes our adventures truly unique and noteworthy in the sea of fantastic worlds in which we surround ourselves.
Bathe your game in lore.
More Sly Flourish StuffLast week I posted a couple of YouTube videos on Balancing Encounters with Waves of Combatants and A Troll Named Barborog ��� Shadowdark Session 16 Prep.
Last Week's Lazy RPG Talk Show TopicsEach 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:
Adding Free Monstrous Menagerie Tokens to Owlbear RodeoCORE20 RPG Playtest5e Artisanal Monster DatabaseA Look Back at 2023Sly Flourish 2024 CalendarPatreon Questions and AnswersAlso on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:
Best Adventure to Learn Shadowdark RPGUsing The Books We BuyWhen Will You Run Drakkenheim?Leaving a Game GracefullyDealing with Missing Players in Character-Focused AdventuresWhat To Do with Players of Dead PCs?RPG TipsEach 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:
Build complex combat encounters with two or three complementary monster types.Use simple stat blocks for lieutenants of more complicated boss monsters.Use environmental effects that either side can turn to their advantage. Focus on the flavor of spells more than their mechanics.When your players come up with something awesome, lean into it.Print maps, write simple descriptions.What would be going on at this location if the characters weren't around?Related ArticlesSpiral Campaign and World Building in D&DFive Ways to Integrate Characters Into Your CampaignFocus Extra Prep Time on the CharactersGet More from Sly FlourishArticlesNewsletterBookstorePatreonPodcastYouTubeBuy Sly Flourish's Books Return of the Lazy Dungeon Master Lazy DM's Companion Lazy DM's Workbook Forge of Foes Fantastic Lairs Ruins of the Grendleroot Fantastic Adventures Fantastic LocationsHave a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
December 31, 2023
Alternative Standard Arrays for 5e Ability Scores
Here's an easy house rule to help players more easily select ability scores when building characters in 5e games.
Instead of using a mixture of point-buy systems and either racial or background-based ability bonuses, suggest the two following standard arrays, applying them to the player's abilities of choice. These standard arrays already include any potential racial or background bonus:
16 (+3), 14 (+2), 14 (+2), 12 (+1), 12 (+1), 8 (-1)
or
16 (+3), 14 (+2), 14 (+2), 12 (+1), 10 (+0), 10 (+0)
These standard arrays work for whatever flavor of 5e you happen to be playing including the 2014 D&D Player's Handbook, Tales of the Valiant, or Level Up Advanced 5e. Each of these 5e variants has their own ways to handle ability scores and bonuses but they're all close enough to these standard arrays that any differences don't really matter.
Experienced players who want to get into the weeds can use the ability point-buy rules of your chosen 5e flavor and apply additional bonuses based on whatever ability bonus points the system provides.
New players, and players who just want to get on with their adventures, may find these all-in standard arrays much easier to understand and apply without needing to worry about any complex point-buy systems and ability bonuses from other parts of character creation.
Add these standard arrays to your session zero guide to help players more quickly build their characters.
More Sly Flourish StuffLast week I posted a couple of YouTube videos on Music for RPGs and Owlbear Rodeo for Lazy GMs.
Last Week's Lazy RPG Talk Show TopicsEach 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:
Numenera Bundles of HoldingKobold Guides Bundle of HoldingDetailed Random Encounters with A5E's Monstrous Menagerie and Trials and TreasuresPJ Coffey's Intro to Level Up Advanced 5EPatreon Discord ServerTravel Options from 5e BooksPatreon Questions and AnswersAlso on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:
Tips for One on One GamesWhat To Do with Weeks of Prep Time?How Much is Too Much for Describing Scenes? How Much Do I Need to Get Buy-In from Players on a Future Campaign?Offering Feedback to Other DMsRPG TipsEach 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:
Never forget ��� your goal is to have a great time laughing and sharing stories with your friends.Keep things simple. Focus on prepping a fun session for your friends. We each get to decide what D&D is to us. Don't be afraid to make it your own.Focus characters around factions for deadlier games so character motivations continue even when characters die. Don't let others determine your happiness with your games. Boil your next game to the essentials and build up from there. Ask questions. Write down answers. Read your sourcebooks. Related ArticlesAsk Players to Describe New Character AbilitiesDescribe your GM StyleDo We Need a New D&D Player's Handbook?Get More from Sly FlourishArticlesNewsletterBookstorePatreonPodcastYouTubeBuy Sly Flourish's Books Return of the Lazy Dungeon Master Lazy DM's Companion Lazy DM's Workbook Forge of Foes Fantastic Lairs Ruins of the Grendleroot Fantastic Adventures Fantastic LocationsHave a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
December 24, 2023
Hard Conversations
Whether we like it or not, whether it's fair or not, GMs often find themselves in the position of needing to have hard conversations with people. Maybe it's a player who isn't fitting in well with the group. Maybe it's someone upset with the way the game is going. There's lots of reasons but beyond just running the game, we often find ourselves in the position of managing the group. Group Management is hard for anyone����� not just GMs. But when we find ourselves in this situation, it's best to have some ideas for how to handle it.
Address the Problem, Not the PersonFirst, we need to understand the problem. What's really going on? What are all the sides and views? Focus on the problem, not the people. If we attack the person, we're not going to get anywhere. It's not our job to fix people. It's our job to get our game running in a fun direction. What are the behaviors and the circumstances causing problems? Address those issues directly.
Don't attack the behavior of the person themselves. Focus on the situation and its causes affecting the game at the table. Look at the situation objectively and separate it from the individuals. Certainly people are responsible for their actions at the table but it's the situation you're trying to correct, not the person.
Know Your GoalWhat do you want your hard conversation to accomplish? Maybe write down your goals and objectives and the things you need to reach them. What are you aiming for with your hard conversation? Are you trying to modify behavior? Are you trying to have a player demand less of the spotlight? Are you trying to avoid arguments during the game? Are you trying to give quiet players more attention? Are you trying to make sure you're having fun at the table too? Write down, review, and try to really understand the goal of your hard conversation. What would it look like if it all worked out?
Recognize Your Own BiasAll of us approach situations from an angle. None of us has objective truth. There are many variables we're not seeing. We are not the people we're talking to. We don't walk in their shoes. So we know that what we're seeing is our own observations and our own feelings. It's best to conduct the conversation recognizing this view. This is where the idea of stating how you feel and what you're seeing is better than dropping "truths". People often simplify this idea to statements like "sometimes I feel like X" where X is the problem going on. It's cliche but it can work.
Handle It One-on-OneYou might be tempted to have such hard conversations in a group but public confrontation is almost always a bad idea. Handle hard conversations one-on-one. Step away from the group. Talk in a separate channel if you're online or in a separate room if you're in person. Have such conversations either in person, with face-to-face video, or in an audio call. We're always tempted to have such conversations in text or email because it's much easier but it's almost always the wrong way to handle it. It's hard but direct conversations are best.
Be Honest and DirectGiven your own recognition that what you're saying isn't objective truth, it's still best to be as honest and direct as you can. Tell them what's going on. Be specific. Tell them what needs to happen for the game to continue and what happens if it doesn't work out.
If you're dealing with a situation and, after you've done your deep dive into the cause, recognize that the only way forward is for a member to leave the group, it may be best to just go your separate ways.
"I'm sorry but having you in this game isn't working out. I'm afraid I have to ask you to leave the group."
It's easy, in the stress of the situation, to fill the air with lots of words, get into arguments, and so forth but it's often best to just say it and move on. Let them say what they're going to say but stand firm if you really think it's not going to work out.
No one likes being kicked out of a group. As social animals, we have hundreds of thousands of years of evolution fighting against leaving a group. That's all going to come up with situations like this. Defensiveness, anger, remorse, bargaining; all of it may come up but, if you feel it's not going to work out, best to just focus on the goal and move on.
Handle Big Problems Right AwaySometimes things can get really nasty during a game. As a GM, unfortunately, it's your responsibility to shut down harmful behavior fast. These behaviors might include racism, misogyny, sexual harassment, violations of safety tools, or anything that hurts the game or the players playing it. You don't have time to step back and ponder the matter. You need to handle it right away. Pause the game. Talk to people one-on-one. Do your best to keep your own emotions out of the situation. But, above all, handle the situation as best you can at the moment before more damage is done. It���s not easy to do but it���s important.
An Unfair but Necessary JobIt's not fair that GMs get put in this position but we're often in it. It's our game. We're the ones invested enough to bring everyone together. Anytime people get together there can be conflicts. Taking as objective a view as we can and trying to get to a solution we can all live with is the best we can do. We won't be perfect but maybe we can resolve issues with as little damage as possible.
More Sly Flourish StuffThis week I posted a couple of YouTube videos on Lazy Magic Items and Deadly Bridges ��� Shadowdark Gloaming Session 15 Lazy GM Prep.
Last Week's Lazy RPG Talk Show TopicsEach 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:
Last Hours of the Lazy DM Bundle of HoldingHasbro Lays Off 1,100 WorkersGet Exponentially More Value out of Random TablesReadings and Reflections PodcastFavorite RPG Products of 2023Patreon Questions and AnswersAlso on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:
Dealing with GM BurnoutCharacter-Focused Side Quests Versus the Main QuestRPG TipsEach 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 up small improvised encounters with big set-piece battles.Don���t worry about saving time ��� focus on appropriate pacing.Steal ideas from movies, books, TV shows, and video games.Reveal information in the second person. What do the characters discover?Use initiative when characters split up. Keep the spotlight moving.Avoid linear maps. Give players meaningful options. Steer them towards the fun.Never forget ��� your goal is to have a great time laughing and sharing stories with your friends.Related ArticlesRecovering From a Bad GameFocus Extra Prep Time on the CharactersHow Many Rounds of Combat Are Ideal?Get More from Sly FlourishArticlesNewsletterBookstorePatreonPodcastYouTubeBuy Sly Flourish's Books Return of the Lazy Dungeon Master Lazy DM's Companion Lazy DM's Workbook Forge of Foes Fantastic Lairs Ruins of the Grendleroot Fantastic Adventures Fantastic LocationsHave a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
December 17, 2023
D&D Beyond, Wizards of the Coast, 5e, and You
Get $96 of Sly Flourish books for $20 at the Sly flourish Bundle of Holding!
Wizards of the Coast continues to expand D&D Beyond's dominance in 5e tabletop roleplaying games and they've proven they don't always act in the interests of the larger 5e tabletop roleplaying hobby. It's up to us to ensure our handle on the 5e TTRPG hobby remains strong and beyond the whims of any single company.
We can do two things to strengthen our hobby:
Show WOTC how they can better support the larger 5e TTRPG hobby.Make our own use of 5e products resilient to the whims of any one company.Don't let D&D Beyond determine your happiness with 5e.
In addition to this post, you can watch my YouTube Talk Show on the subject or listen to me, Jessica Hancock, and Russ Morrissey talk about it on the Unofficial Tabletop Podcast.
WOTC Built a Resilient 5eEarlier this year, after the OGL fiasco, Wizards of the Coast released the 5.1 SRD into the Creative Commons. This made the core concepts of D&D available to 5e publishers big and small. Not only can people write 5e compatible materials, but they can write D&D-style games with all of the nomenclature of D&D and not worry about getting sued.
They also released the 5.1 SRD in French, Spanish, Italian, and German. By doing so, they helped creators all over the world build 5e products in languages other than English.
Download these documents and save them on your hard drive so they'll be available forever.
Releasing 5e into the Creative Commons makes the larger landscape of 5e publishing extremely strong. Any of us can publish products compatible with 5e (not just the 2014 D&D but all other 5e compatible products and systems) without needing anyone's permission.
That's great for print products and static digital products like PDFs.
But the landscape for digital tools is changing.
Growing Their Walled GardenWOTC's expansion of D&D Beyond, including adding products from other 5e publishers, gives WOTC further control over the larger 5th edition TTRPG hobby �����the very control they hoped to acquire when attempting to violate their own contract by deauthorizing the Open Gaming License. That failed, and, in return, the 5.1 SRD is now under a Creative Commons License.
Digital play of 5e continues to grow. Just shy of 40% of the 3,300 GMs and players I surveyed on YouTube regularly use D&D Beyond (yes, I know such polls are flawed but polls do give us a sense of what trends are emerging). The more players and GMs depend on D&D Beyond to run 5e games, the more they depend on WOTC to dictate what that game is and how it's played. If you're reliant on D&D Beyond,
you're stuck with whatever options are available in D&D Beyond and don't have access to nearly all 5e material published by other publishers.players often expect that everything in D&D Beyond is "official" and anything else is not.you're stuck with their version of 5e, not any of the others like Level Up Advanced 5e or Tales of the Valiant.WOTC can change material on D&D Beyond without notice and with no way to roll back to previous versions.the more you buy there, the harder it is to jump to a competitor.you must live with it even as WOTC changes their business model however they want.WOTC can shut it down at any time, for any reason, and you lose everything you "bought". This isn't hypothetical. They shut down the 4th edition D&D character builder ten years ago.What Can WOTC Do?WOTC greatly strengthened the 5e hobby by releasing the 5.1 SRD into the Creative Commons. Here's how WOTC can further strengthen the hobby.
Let us download PDFs of our purchased material on D&D Beyond. WOTC is one of very few publishers who doesn't offer PDFs of its books.Let us import structured versions of subclasses, spells, items, and monsters from other sources into our D&D Beyond homebrew collections. This access would allow the community to offer open content in a structured format we can import directly into Beyond.Give us an official API to export structured versions of characters, class features, spells, items, and monsters we paid for so we can use them in other tools if we want to.Continue to release D&D products on Roll20 and Fantasy Grounds.Release D&D products on Foundry, Shard, Demiplane, and other character builders and VTTs as they come up.Continue to make physical books the primary product of D&D.Follow through on your promise to release the 3.5 SRD into the Creative Commons and release updated 2024 D&D material into the Creative Commons.Make Your Hold on the Hobby ResilientWOTC may or may not follow through on any of these things but there are things we can do to strengthen the resilience of our 5e TTRPG hobby.
Buy physical books and PDFs from other 5e publishers on their own store even if they're on D&D Beyond.Back Kickstarters. Help fund the development of new 5e products from independent publishers.Offer character options to players from other 5e publishers.Try other online tools such as Shard, Demiplane, Foundry, Fantasy Grounds, and Roll 20.Steer players towards using pencil and paper character sheets. Tug on their nostalgia for a disconnected analog game.Try other systems like Shadowdark RPG, Numenera, 13th Age, Shadow of the Demon Lord. You don't have to leave 5e forever but try some other games every so often.If you're a techie, get your hands dirty converting open gaming content into structured data formats so more tools can use them. Join Open5e and their Discord server to see how you can help.WOTC's Role in the 5e CommunityWOTC is in the unique position to bring more people into the hobby. I want them to spread the word of D&D far and wide. I want D&D postage stamps. I want movies. I want critically acclaimed, popular AAA video games. I want them to bring in every person they can into this hobby, show them how the game is played, and show them the value it can have in our lives.
I want them to bring those people into the larger community and show them that there's more. There are other options, other monster books, other sourcebooks, other adventures �����thousands of products published by hundreds of publishers ��� all in support of this larger hobby we love.
These games enrich our lives. They saves lives. I want us all, WOTC included, to make this hobby as strong as it can be.
More Sly Flourish StuffThis week I posted a couple of YouTube videos on Running Monsters in Dynamic Situations and Saving Barborog ��� Shadowdark Gloaming Session 14 Lazy GM Prep
Last Week's Lazy RPG Talk Show TopicsEach week I record an episode of the Lazy RPG Talk Show (also available as a podcast) in which I talk about all things in tabletop RPGs. Here are last week's topics with time stamped links to the YouTube video:
Sly Flourish Bundle of Holding!MCDM's RPGOne Dollar One-shot by Penny Dragon GamesGame Master Screen for Lazy GMsMike on EN World's Podcast Talking D&D BeyondLevel Up Advanced 5e Adventurer's GuideTips for Using Paper Character SheetsPatreon Questions and AnswersAlso on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:
Secrets and Clues Creating Too Many Adventure HooksRunning a Prequel CampaignPreparing a Big Campaign AdventureRPG TipsEach 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:
Continually expand and contract the aperture of your lens to keep the focus on the fun parts of the game.Know the capabilities of the characters. Showcase their strengths.You're the architect of your game. The books and rules are tools you can use or discard to serve that game.Use paper character sheets.Buy physical books.Support independent publishers.Don't let your game depend on any digital tool.Related ArticlesWhat 5e in the Creative Commons Means to YouYou, Me, and the D&D Open Game LicenseFeedback to WOTC on the OGL 1.2 DraftGet More from Sly FlourishArticlesNewsletterBookstorePatreonPodcastYouTubeBuy Sly Flourish's Books Return of the Lazy Dungeon Master Lazy DM's Companion Lazy DM's Workbook Forge of Foes Fantastic Lairs Ruins of the Grendleroot Fantastic Adventures Fantastic LocationsHave a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
December 10, 2023
Roleplaying Between Sessions
Get $96 of Sly Flourish books for $20 at the Sly flourish Bundle of Holding!
Judge, a Patreon of Sly Flourish, asked the following thought-provoking question:
"Any ideas on engaging players between sessions? Not everyone can make every weekly session and I was looking to engage people in the off weeks in particular."
The idea of playing RPGs when all the players aren't sitting around the table (physically or virtually) is a powerful one. How can both GMs and players stay engaged with the game away from the table?
GMs have lots of ways we can stay engaged in the game �����sometimes so many we feel overwhelmed by the number of options. Figuring out where to spend our time between games is its own problem ��� one I try to tackle with Return of the Lazy Dungeon Master.
But what about players? How can we keep players engaged in the game between sessions?
Flash FictionWriting short bits of flash fiction ��� 100 to 500 words of in-world narrative ��� is a great way to keep players engaged between sessions. You can email these stories out or share them over a campaign Discord server if you use one. Flash fiction doesn't typically involve the characters. It might follow a villain or an important NPC or fill out parts of the story the characters don't witness but the players can. Sometimes this fiction breaks the connection between a character's view of the story and the player's view of the story but that isn't often a problem.
When writing flash fiction, pick a particular NPC for the point of view and a central idea you want to come across. What's the main thing you want to reveal in your flash fiction? Make it specific. Add important details. If you're using it to introduce important NPCs or locations, you might even bold their names to show players what's important. You can also use flash fiction to show the players the results of their actions in the world.
Such pieces of between-session fiction are a great way to keep players engaged in the game and to show off angles or perspectives they wouldn't have otherwise had.
One-on-One RoleplayingIf you have the time and circumstances, you can do some one-on-one roleplaying between yourself as the GM and a player in between sessions. This bit of roleplay could be a simple conversation over lunch, coffee, or during a walk. It could be online over Discord either using voice chat or text. Often this one-on-one roleplaying begins with a particular question like "do you go visit your uncle, the sage, back in the high district?" and then builds off of the results. If it feels weird, you don't have to jump in character�������just talk about what the character is doing and what the world is doing around them.
This idea of one-on-one roleplaying anywhere works great for one on one games in general but it's also a great way to fill in time between sessions.
Such roleplaying works well if the characters are in a spot for downtime, so their actions fit in with whatever the other characters are doing during their own downtime. Downtime isn't required, though. Instead, such scenes could be a flashback�������something they did the last time they were in town.
Between-Session DowntimeIf you're in between adventures and have the option for some in-world downtime, you can run downtime activities in between sessions. Discuss these activities at the end of a session, over email, or in whatever campaign tool you use like Discord if you know your players check it. Like running downtime activities in general, it works best if you offer up a handful of options �����ideally ones tailored to the characters. Then ask them to write up what they want to do and reply back with the results. Downtime works well with this type of asynchronous gameplay since specific time isn't as important in downtime as it is with something like combat.
Prompt-driven Character ExplorationIt's one thing to run one-on-one activities between sessions but doing so puts a fair burden on the GM who's already busy prepping for the game at the table. One way to give players options for in-between sessions that don't require much work from the GM are prompt-driven character exploration activities. For this idea, the GM gives a prompt to one or more players to fill out some of their backstory, drives, motivations, or character development. Campfire prompts are an example of the sorts of questions we might ask.
Here are a handful of potential prompts:
Back in the city, how do you train as you level up?Thinking back on what's happened, how do you feel about the direction you're taking?Tell me about your relationship with your grandmother, the hero of the battle of Twin Oaks?Describe what it's like to research your new arcane rifle.Tell me one of the adventures you had with Parlina, the NPC you grew up with.Now that the truth is revealed about your origin, how does that change your character's view of the world and the direction they're taking?Tell me about your training as a young warrior with the Daughters of Perunalia.Back in Zobeck, how does HB try to organize things back at the Southern Mirage?As you use the infernal machine to strip your soul and protect it in a soul vessel, how does it change the nature of your character?What letter do you write to your family back in Zobeck?These one-sentence prompts are a good way to pass ideas to your players and give them the prompt they need to engage with the game in a way that doesn't require a lot of extra work for the GM.
Other ResourcesWhile researching this topic, I found three useful resources discussing this topic:
Bluebooking by Justin Alexander on the Alexandrian. This excellent article talks about the history of "bluebooking" in which players kept their own journals of activities and shared player to player roleplaying outside the eyes of the GM.
De Profundis by Michal Oracz and Cubicle 7. Recommended by Justin Alexander, this game is a roleplaying game in which players share Lovecraftian-style letters to one another, all in character, describing the weird stuff they see in their journey. It's a cool look at asynchronous roleplaying.
Invisible Sun by Monte Cook Games. A very different sort of mysterious worlds-outside-of-worlds roleplaying game which has multiple phases of gameplay����� only some of which happen at the table. Invisible Sun is sometimes available as a Bundle of Holding for a low price. The book The Gate includes descriptions of these phases of gameplay including an out-of-game "Development Mode" where characters develop outside of the normal game around the table.
Another Option for RoleplayingSuch out-of-game activities aren't for everyone. With three games a week, I barely have time to prepare for an actual session, much less engage with different players individually. For groups with a fair bit of time between games and players and GMs eager to keep playing, between-session activities are a great way to stay engaged and enjoy the game we love.
More Sly Flourish StuffThis week I posted a couple of YouTube videos on Adventure Structures for RPGs ��� Adventure Crucible by Robin Laws and Empire of the Ghouls Deep Dive
Last Week's Lazy RPG Talk Show TopicsEach week I record an episode of the Lazy RPG Talk Show (also available as a podcast) in which I talk about all things in tabletop RPGs. Here are last week's topics with time stamped links to the YouTube video:
Sly Flourish Bundle of Holding!Raging Swan 2021 5e MegabundleDrake Koboldson's Exotic Weapons and GadgetsDyson Royalty Free Maps GalleryOther 5e Publishers on D&D BeyondWhat Can We Do to Strengthen 5e?Is D&D Beyond Good for Publishers?Why D&D Beyond's Issues Matter to GMsWhat Can Wizards Do For the 5e Community?What Can We Do For a Resilient 5e Hobby?You Can Get InvolvedWOTC's Role in the CommunityHigh Value Prep ActivitiesPatreon Questions and AnswersAlso on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:
Helping Players Discover Secrets and CluesHigh-Level Monster TacticsAlignment for FactionsRunning Aerial CombatRevealing Lots of Campaign Info as Secrets and CluesRPG TipsEach 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 depend on digital tools for your happiness with your favorite RPG.Offer multiple paths. Prep enough to fill out whichever ones your players choose.Restate and reinforce the characters' goals often.When things get complicated in the story, add another complication.There's always another faction.Fill your mind with fantastic fiction����� books, movies, TV shows, games.Layer history under the streets of your cities.Related ArticlesRunning Downtime SessionsWriting Great Flash FictionPlaying D&D AnywhereGet More from Sly FlourishArticlesNewsletterBookstorePatreonPodcastYouTubeBuy Sly Flourish's Books Return of the Lazy Dungeon Master Lazy DM's Companion Lazy DM's Workbook Forge of Foes Fantastic Lairs Ruins of the Grendleroot Fantastic Adventures Fantastic LocationsHave a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
December 3, 2023
Offer Secret Paths in Dungeons or Overland Journeys
Get $96 of Sly Flourish books for $20 at the Sly flourish Bundle of Holding!
Good dungeons and overland travel paths offer choices to the characters. We make such scenes interesting not by forcing one direction but by offering meaningful choices to take one path or another.
One of the easiest ways to expand options is to include a main path and a secret path. If the characters seek to infiltrate a hobgoblin fort, they can fight their way in through the main gate or they can sneak in through the abandoned sewers below. If they're traveling through the Shadow Realm, they can stay on the main path of the Archer's Walk, or they can take the shorter and hidden path along the Cliffs of Mother Matrede.
A secret path not only offers an alternative path but information as well. A secret path means staying hidden but perhaps running into unknown dangers. Hidden paths make the players feel good because they've discovered something �����something other people don't know.
And here's a real dirty trick for you ��� players almost always pick the secret path. Secret paths are unique and cool. Main paths are typical and boring. Players still have the choice of one over another but the lure of the secret path is almost always too good to pass up. It's worth having a rough idea what would happen if the characters went down the main path but more useful to assume the characters take the secret one.
When you're planning a journey across the wilds or building a dungeon down in the depths, add secret paths. They'll excite your players and give them the feeling of getting a leg up on the challenges they face.
More Sly Flourish StuffThis week I posted a couple of YouTube videos on Pacing in D&D ��� Prep or Improvise? and Build a Goblin Town ��� Shadowdark Gloaming Session 13 Lazy GM Prep.
Last Week's Lazy RPG Talk Show TopicsEach 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:
Grimtooth's TrapsSeekers Guide to Enchanting EmporiumsBig Sales This MonthEN World's Article on Free and Bundled RPG ProductsAwarding Treasure in 5ePatreon Questions and AnswersAlso on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:
Best Features for FunnelsForgetting Things in CombatRunning Short Episodic SessionsAdding Spells to MonstersRPG TipsEach 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:
Print or share pictures of NPCs with names and titles. Draw and share maps of cities, towns, and settlements noting important locations and landmarks. Have encounters in your back pocket that go against the potential flow of the adventure such as combat encounters for mostly roleplay sessions or upward beat NPC interactions in dungeons.Set up larger "situations of situations" where characters can choose many locations or factions to follow or thwart. Have locations of light in the darkest cities. Let the characters' reputation precede them. Offer paths and clarify gameplay styles. Negotiate your way through city streets or fight monsters in the sewers. Related ArticlesRe-Using Secrets and CluesHow Many Rounds of Combat Are Ideal?Focus Extra Prep Time on the CharactersGet More from Sly FlourishArticlesNewsletterBookstorePatreonPodcastYouTubeBuy Sly Flourish's Books Return of the Lazy Dungeon Master Lazy DM's Companion Lazy DM's Workbook Forge of Foes Fantastic Lairs Ruins of the Grendleroot Fantastic Adventures Fantastic LocationsHave a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
Michael E. Shea's Blog
- Michael E. Shea's profile
- 39 followers
