Michael E. Shea's Blog, page 20
June 1, 2022
Take a Break
Take a ten minute break every 90 minutes of gameplay.
As DMs, it's easy to lose track of time when running our game. We're fully on when we're running the game. We're in the zone. We're in a state of flow. One characteristic of this state is losing track of time. We start our game and, before we know it, hours flew by.
But we have physical bodies, and so do our players. We need a break. Maybe it's to go pee. Maybe it's to grab snacks. We need that ten minutes to get up from the table and walk around.
How do we remember to call for a break? Continually watch the clock. Set an alarm if you need to. One of the best DMs I've played with used to keep an hour stopwatch throughout his game and he never had a problem with pacing and never had a problem taking a break.
There are a lot of hidden advantages to taking a break beyond the obvious.
As DMs, this break gives us time to step out of the game and see where we are. Are we where we expected to be in the game? Have we given out the [secrets and clues] we expected? Are there any we should prepare to give out in the remainder of the session? Do we have a big conclusion planned? How close are we to it and what can we cut to get there quickly? These ten minutes give us the time we need to step back, figure out where we are, and prepare for the rest of the session.
Take your own time to take a physical break but, if you have the chance, give your lazy DM prep notes a skim and see if you've missed anything important.
Players can use this time too. Ten minutes outside of the game helps them think about what they're doing, where they are, and what they need to go. Maybe they've lost the thread and need a reminder. Players miss about half of what's going on. Use the 10 minutes to get everyone back on the same page.
The next time you're running a game, keep your eye on the clock or, better yet, set an alarm for 90 minutes and call for a break. Use the time to recenter yourself in the game and give your players the chance to do the same.
Related ArticlesPrepare a D&D Game in 15 MinutesImproving PacingHow Long Does it Take You to Prep Your D&D Game?My Top Advice for D&D DMsDungeons and Dragons Tips From Gencon 2015Get More from Sly FlourishRead more Sly Flourish articlesWatch Sly Flourish's YouTube videosSupport Sly Flourish on PatreonBuy Sly Flourish's Books Return of the Lazy Dungeon Master The Lazy DM's Companion Lazy DM's Workbook Fantastic Lairs Fantastic Adventures: Ruins of the Grendleroot Fantastic AdventuresMay 29, 2022
Upward and Downward Beats
Pacing may be the most important skill we GMs bring to the table and can be notoriously hard to do.
We must always have a gauge on the current pacing and feeling of the game, slowing things down or speeding things up when appropriate.
RPG luminary Robin Laws wrote an excellent book on the topic called Hamlet's Hit Points. Robin uses the pacing and beats of movies as examples of how to keep an audience engaged. While typical movie plots often don't make great RPGs, the concepts of beats fit well.
Hamlet's Hit Points covers a large range of different types of beats but us lazy DMs can focus instead on two: upward beats and downward beats. In addition to this article, chapter 24 of Return of the Lazy Dungeon Master expands on this topic.
Upward beats occur when anything good happens to the characters. Upward beats occur when the characters
meet a friendly NPC.recover some treasure.find a safe place to rest.uncover a secret.find a secret tunnel.successfully sneak around an enemy.thwart a rival.get a good deal in a negotiation.face weak enemies.open a powerfully locked door.Downward beats occur whenever something bad happens to the character or whenever they get through something but with a big struggle. Downward beats occur when the characters
face a powerful foe.get discovered while sneaking.get thwarted by a villain.trigger a trap.get drained of resources.battle through a tough encounter.find a dead end.die.lose a valued NPC.get surprised by enemies.Oscillating Upward and Downward BeatsWe keep players engaged with our game by oscillating between upward and downward beats. Good things happen and then bad things happen and then good things happen and then bad things happen. Too many upward beats and the game gets boring and stale. Too many downward beats and the game becomes helpless and frustrating. Mixing upward and downward beats keeps things interesting and keeps them moving.
This oscillation shouldn't be perfectly symmetrical. A few upward beats followed by a big downward beat can work, as can the opposite. The main thing is to vary between upward and downward beats when running our games.
Improvising BeatsOur game is dynamic. We GMs rarely know how the beats will fall out before running it. We generally can't plan beats ahead of time. Instead, we can learn to improvise upward and downward beats. This means being ready to drop in an upward or downward beat as we're running the game, wherever they are.
For example, be ready to either add or remove monsters from upcoming combat encounters based on the current pacing. If the characters have had a string of hard battles, it may be time for an easy encounter. If they've had an easy time recently, add more monsters to a future encounter. Be ready to turn the dials to change the pace of combat if the dice aren't already doing it for you. When planning adventures, keep potential upward and downward beats in mind for the area you're running.
A Lazy Trick for a Hard TopicPacing RPGs is hard work and takes a lot of practice. Luckily, tricks like oscillating upward and downward beats can help. As Robin Laws described, eventually you get good enough managing beats that you don't even think about it. It becomes second nature.
Oscillate upward and downward beats and keep your players engaged in the story you share at the table.
Last Week's Lazy D&D Talk Show TopicsEach week I record an episode of the Lazy D&D Talk Show in which I talk about all things D&D. Here are last week's topics with timestamped links to the YouTube video:
Free Phandelver and Acq Inc on D&D BeyondMonsters of the MultiverseMurder in the Shielding PeaksTreacherous TrapsEncouraging Player IngenuityRunning Dungeon CrawlsDescribing Irregular Caves in a Dungeon CrawlWitchlight with Three PlayersResource Management During TravelRelated ArticlesImproving PacingThe Beats of a Dungeon CrawlRun Easy BattlesDM's Deep Dive with Robin LawsGM Intrusions and Complications in D&DGet More from Sly FlourishRead more Sly Flourish articlesWatch Sly Flourish's YouTube videosSupport Sly Flourish on PatreonBuy Sly Flourish's Books Return of the Lazy Dungeon Master The Lazy DM's Companion Lazy DM's Workbook Fantastic Lairs Fantastic Adventures: Ruins of the Grendleroot Fantastic AdventuresMay 25, 2022
Offer Choices at the End of the Session
When you have a game with multiple paths the characters can take, describe those paths and get the players to pick one before the end of the game. This helps you stay lazy and still offer a range of choices to the players.
Offering choices and getting decisions at the end of a session works well for adventures like Rime of the Frostmaiden where the characters have numerous quests at any given point and must choose a direction for their adventures. Instead of needing to prepare every possible option, you can time things so those choices land at the end of the session and the players make their decision before the session ends. Now paths collapse and you know exactly what you need to prepare for the next session instead of needing to prepare for all contingencies.
Timing is critical for this trick. Ensure you end the main event of a session ten or fifteen minutes early so the players can discuss, debate, and choose options before the game's over. It won't work well if players have to rush through their choices. Keep an eye on the clock and move the story forward to give yourself this time at the end of a game.
Great games come from laying out lots of options and watching the world come alive from the choices the players make. Open worlds with options can be hell on DMs who must prepare for all potential paths. By timing your sessions to offer meaningful choices and eliciting decisions from your players at the end of a session, you can offer those option and reduce your prep at the same time.
Offer choices at the end of a session.
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Tying Characters to a Campaign's Theme
The value of tying characters to the theme of your campaign during a session zero cannot be overstated. It avoids tons of problems often plaguing long-term campaigns in which the caracters' motivations aren't clearly tied to the plots and themes of the campaign. Though it seems heavy handed, wiring the character's motivations to the theme of the campaign pays dividends throughout the entire campaign.
A Valuable Piece of a Session ZeroSession zeros offer tremendous value for our RPGs. They ensure we and our players manage our expectations before our campaign starts. They help ensure players build characters together with a clear cohesion to the rest of the group. They expose the most important elements of the campaign and the world to the players so the players know what they're getting into and can build their characters appropriately. They ensure we're all playing the kind of game we're comfortable with including a good escape button.
Session zeroes also give the DM the opportunity to wire the central theme of the campaign into the character's backstories before the players run wild with their ideas and ended up with characters that don't fit the campaign's theme.
Example 1: Descent into AvernusThe hardcover adventure Descent into Avernus has a problem with themes. I wrote about this in my series of articles on Descent into Avernus previously but to summarize, as written, the characters have little motivation to actually go into Avernus to save a city they have no connection to. The solution to this is simple:
Tie the characters to Elturel, the Hellriders, and Reya Mantlemourn.
During character creation we can reinforce this by writing the following in our one-page campaign handout and discussing it during our session zero:
Your characters work together with Reya Mantlemourn and the Hellriders to protect and serve the city of Elturel.
Right up front we've tied everything together. The players can choose how their characters fit with this theme but they'll understand the theme of the adventure. They may be ambassidors from another city. They may be knights or squires or sages or priests. They can decide the particulars. What they can't do is decide they don't give a fig for Elturel and wander off when the city falls into a hell-pit.
Example 2: Rime of the FrostmaidenAs written, the hardcover adventure Rime of the Frostmaiden could have a similar disjointed theme if we don't handle it right. If the characters' theme is to end the endless night surrounding Icewind Dale, they won't have much reason to complete the quests in and around Ten Towns. Thus, it's important that we wire the theme of the early campaign to the backgrounds of the characters as well as the larger goal. Thus, we end up with:
Your characters work together the help the people of Ten Towns survive the Endless Night.
This theme fits with the quests in the early part of the book as well as the late. If the theme were to stop the endless night, the characters would question why they were doing all of these unrelated odd-jobs for townfolk that seem to have nothing to do with the endlesss night of Icewind Dale. If the characters find themselves later able to do something about it, that still fits the theme of helping Ten Towns survive it.
Knowing how the theme you push fits all of the adventures your going to run is critical when designing this theme.
Push the Theme HardOn the assumption your players are on board with the overall theme of the campaign in the first place, they shouldn't have much trouble accepting the theme as it relates to their characters. It's important to push this theme before they start working on their characters. It's harder to shoehorn the theme onto a character if they already have one built.
Characters Working TogetherPart of our theme should always reinforce that the characters work together. They are a group, not a bunch of infighting hermets. They can have their own individual backgrounds and motivatons of course but they're working together towards the fulfillment of the campaign's goal.
Guided Character DevelopmentMany D&D games ignore connecting characters to the theme of a campaign. It can feel like railroaiding before the campaign even began. However, when the players build characters with a clear focus on the theme of the campaign, everyone's going to be happier with the result. Many questions fall away and everyone enjoys their time going on adventures with their friends.
Tie characters to the theme of the campaign.
Last Week's Lazy D&D Talk Show TopicsEach week I record an episode of the Lazy D&D Talk Show in which I talk about all things D&D. Here are last week's topics with timestamped links to the YouTube video:
Mordenkainen's Tome of Foes Comes Out on 16 MayCan't Buy Tome of Foes or Volo's Guide to Monsters on D&D Beyond after 17 MayAbove VTTCampaign Builder - Cities and TownsHex FlowersIntroducing Villains in your CampaignChallenging Characters vs. Players with PuzzlesDealing with Bickering PlayersEvoking High Adventure in our RPGsPacing Games with Split PartiesWhat To Do With GoldFocusing a Homebrew CampaignRelated ArticlesBuilding a Great D&D CharacterWriting a One-Page Campaign GuideReinforce Cooperative Character MotivationsRunning Session ZerosRime of the Frostmaiden Session ZeroGet More from Sly FlourishRead more Sly Flourish articlesWatch Sly Flourish's YouTube videosSupport Sly Flourish on PatreonBuy Sly Flourish's Books Return of the Lazy Dungeon Master The Lazy DM's Companion Lazy DM's Workbook Fantastic Lairs Fantastic Adventures: Ruins of the Grendleroot Fantastic AdventuresMay 15, 2022
Including D&D's Three Pillars Anywhere
The D&D Player's Handbook describes three pillars of gameplay: exploration, social interaction, and combat. We can think of these pillars as things to discover, people to talk to, and monsters to fight.
When we're doing our prep, we can build opportunities for all three pillars regardless of the circumstances. It doesn't mean all three always come into play, but the opportunities are there if the players want to grab them.
We can make a quick checklist of these opportunities while we prep. For any given adventure do we have the options for:
someone or something to fight?secrets to uncover?someone (or something) to talk to?Exploration is DiscoveryExploration is the least well-defined pillar in D&D. We know what social interaction is — roleplaying between characters and NPCs. We know what combat is. But what is exploration?
For me, exploration is about discovery. It's about learning things. It's about moving through old dungeons and uncovering of its history or examining piece of art and learning of an old empire.
Exploration is often built around ability checks but it doesn't have to be. Sometimes characters just learn stuff. The concept of preparing ten secrets and clues in Return of the Lazy Dungeon Master directly supports exploration. These secrets are what characters learn while exploring.
Pillars for Every SituationSome situations seem like they don't support all three pillars. What opportunities are there for combat at a fancy dinner party? What opportunities are there for social interaction in the dungeon lost and sealed up for a thousand years? We need some creative thinking to drop in these less obvious pillars.
Combat at the Dinner PartyA fancy dinner party obviously has great opportunities for social interaction and roleplaying. There's also good opportunities for exploration and discovery as the characters listen to other guests and examine the location. But what about combat?
Here are a few ways to offer the option for combat at a fancy dinner party:
Mercenaries attack the dinner partySpies launch an attackThe manor's lord has a secret dungeon in the cellars below filled with constructsA monster gets loose from a monstrous menagerieA trapped demon gets loose when someone messes with an artifactA mimic lurks in one of the studiesOne of the guests summons a wyvern to assassinate the hostThe host's budget flesh golem servants go inadvertently berserkA painting of a vampire and their spawn comes to lifeThe host shows off their latest purchase, an ancient sarcophagus containing a thousand year old mummy lord who's not pleased about the acquisitionThese are just a few ideas. Figuring out how to offer options for combat in a dinner party isn't as easy as figuring out opportunities for roleplaying but it can be done.
Roleplaying in the Lost DungeonWhat about opportunities for social interaction in a dungeon sealed up for a thousand years? The big key here is that NPCs don't have to be people, or creatures at all! Here are some potential NPCs for roleplaying in a sealed-up dungeon:
An explorer lost for centuriesFriendly or confused ghostsA talking skullAn intelligent swordTalking relics or artifactsTalking statuesAn illusory tour guideSpeaking paintingsA galeb dur working on a thousand year sculptureA dungeon denizen turncoatThere are lots of things to talk to in every part of the world.
Injecting Options, Not Planning ScenesWhen we talk about dropping in the three pillars, this doesn't mean building scenes around each pillar. It means having the options available if the situation arises. Instead of planning a combat scene, a roleplaying scene, and an exploration scene; build situations and let the pillars flow from the characters' choices and the evolving situation.
Preparing to ImproviseThinking of the three pillars while setting up situations is a great form of "preparing to improvise". We don't know what the characters are going to do but we've set up our situations and found ways to include all of the pillars so our players can choose the approach they want to take. Set up the situation, drop in hooks for the three pillars, sit back, and see what happens.
Related ArticlesUnderstanding the Exploration Pillar of D&DD&D Environmental Effects: The Unhallowed PillarsBuilding for the Three PillarsBuilding Situations in D&DRevealing SecretsGet More from Sly FlourishRead more Sly Flourish articlesWatch Sly Flourish's YouTube videosSupport Sly Flourish on PatreonBuy Sly Flourish's Books Return of the Lazy Dungeon Master The Lazy DM's Companion Lazy DM's Workbook Fantastic Lairs Fantastic Adventures: Ruins of the Grendleroot Fantastic AdventuresMay 1, 2022
Build Resilient and Evolving Villainous Plots
Chapter 16 of Return of the Lazy Dungeon Master describes the use of fronts as a way to move campaigns forward through the goals and progress of its villains. This concept comes from the Apocalypse World and Dungeon World RPGs but works very well in our D&D games. A "front" may be a natural disaster or supernatural phenomenon but most often it's a sentient villain.
Here's an example villain from my Eberron game.
Villain: Leto Skalle. An oni and former member of the Daask, the monstrous nation ruled by the hag sisters known as the Daughters of Sora Kell. Leto is now a member of the aristocratic society known as the Aurum.
Goal: Build a second Weapon of Mourning. Leto wants his own Weapon of Mourning to control his own destiny. He could use it to take over the Droaam and have the Droaam added to the Treaty of Thronehold to make the monstrous state "official".
Steps Required
Acquire the massive Eberron Dragonshard from Xen'drik.Acquire the Tome of Cul'sir.Find the location of Clawspire, the House Cannith laboratory in the Mournland.Travel to the Clawrift.Build the second Weapon of the Mourning.Evolving and Resilient PlotsOf course, during our game, the characters likely thwart some of these steps. What happens then? What happens when the characters acquire the Tome of Cul'sir? What if the characters blow up Leto's big dragonshard? What if they grab the location of Clawspire before Leto Skalle does?
Our villain's steps must evolve. The villain's plot needs to be resilient. One way to make a villain's plot resilient is to give each step a backup step. What can they do to keep their plan moving even when their steps are thwarted?
If the characters blow up Leto's dragonshard, he knows that the Daughters of Sora Kell have another. He can negotiate with them to get it. Not ideal but doable.
If the characters grab his Tome of Cul'Sir, he can work with the quori to steal into the world of dreams and find the information he needs there.
If the character capture the location of Clawrift, Leto can hire Emerald Claw necromancers to rip the location from the spirits of the dead.
Resilient villains engage in resilient quests. See the three of five keys quest model as an example resilient quest.
Failure is an OptionOr maybe Leto just loses. Certainly the characters might succeed in destroying a villain's plot. That's why we have three villains. When one villain gets thwarted, two others move their plans forward and maybe a new villain appears.
When a villain is thwarted, they might make one last desparate plunge. Maybe they have an all-out attack against the characters. Maybe they conduct a last desparate move. Or maybe they just lose! Arrested and shamed on the front page of the local newspaper.
Don't Force the PlotAvoid villainous plots so fragile that we have to force the plot forward even if the characters thwart it. Avoid having villains steal the keys back from the characters without any hope that the characters stop them. Villains may make such a move, but the villain's failure to acquire what they hope should be an option.
A Campaign Driven by Villainous Quests and Character ActionsVillainous plots evolve every session. Our villains are not static entities sitting atop a throne waiting for the characters to show up. They're doing things. Their minions excavate million-year-old superweapons and research ancient spells in hellish towers. The characters see this stuff and counter it. The villain evolves. Their plot evolves. The story keeps going. Some villains die. New ones rise. Three villains, each with their own goals and quests, build a complicated interwoven tapestry leading to fantastic adventures. Weave the tapestry and watch it evolve every game.
Last Week's Lazy D&D Talk Show TopicsEach week I record an episode of the Lazy D&D Talk Show in which I talk about all things D&D. Here are last week's topics with timestamped links to the YouTube video:
Lots of Wizards AnnouncementsThe Monstrous Compendium Volume 1Campaign Case - CreaturesCampaign Case - TerrainD&D Starter Set - Dragons of Stormwreck IsleSpelljammer Boxed SetDragonlance - Shadow of the Dragon Queen and War of KrynnShadow Under Hardflint HallWho Do I Listen To, Watch, and Read?On Fudging Rolls and Choosing TargetsDealing with Familiars and Dungeon ReconnaissanceThe Order of Describing Room ContentsHow Do we Actually Begin our Sessions?Introducing Players to Other Game SystemsMaking NPCs DistinctHow Strict to Represent Time PressuresShould I Worry about my Evil PC?Projecting Evil Humanoid CreaturesWhat Bad Habits Have I Broken?Checklist for Homebrew FinalesRunning Deadly Standoffs in D&DRelated ArticlesBuilding Villains Like Pro-WrestlersQuests for Villains Facing Insurmountable FoesHow to Protect Your Villains Thinking Through the Eyes of our VillainsGet More from Sly FlourishRead more Sly Flourish articlesWatch Sly Flourish's YouTube videosSupport Sly Flourish on PatreonBuy Sly Flourish's Books Return of the Lazy Dungeon Master The Lazy DM's Companion Lazy DM's Workbook Fantastic Lairs Fantastic Adventures: Ruins of the Grendleroot Fantastic AdventuresApril 27, 2022
Understanding the Exploration Pillar of D&D
D&D is built around three pillars of gameplay: combat, roleplaying, and exploration. Of these three, exploration is the least well understood. I struggled to understand it myself early on in 5th edition's release and that led me to the value of secrets and clues as aids for exploration.
Part of the problem is that exploration is the largest pillar in the game. Combat is well-refined and well-understood. Roleplaying isn't that hard to understand either. We know what both of those look like.
But exploration? It can be everything from watching your step in a dank dungeon to going on a ten week journey along the High Road to Waterdeep.
Complaints abound about the lack of solid tools and frameworks for exploration. The Dungeon Master's Guide offers suggestions for dungeon and overland travel but most of it is loose at best.
So how do we deal with this huge open pillar of gameplay?
Let Go of the LabelOne way is to worry less about defining it as a pillar of gameplay. Different circumstances require different approaches. Running a dungeon crawl is different than running a long overland journey and any one journey is different than the next.
Sometimes digging into the details of a situation is better than worrying about what pillar it's in.
The Core Mechanic and Ability ChecksD&D's core mechanic follows three steps:
The DM describes the situation.The player describes their intended action.If it has an interesting chance for failure, we call for an ability check.The player rolls.The DM adjudicates the result.This core mechanic fills out much of the exploration pillar. If the intended actions of the character are difficult or uncertain, we call for an ability check. The attributes and skills of a character are their interface to the world. Those actions the characters take and the checks they make when they can't simply do a thing are the way they engage with the exploration pillar.
Thinking About DiscoveryDiscovery is the key to exploration. All throughout the game the characters learn things. They discover things. This might be the layout of a dungeon or the secret to defeating a stone giant lich. It might be learning the 30,000 year history of the war between dragons and giants (and why they should care about it). Exploration is about learning things and uncovering things. It's about seeing things that haven't been seen before.
When we're thinking about how to fill in our exploration scenes, we can start by asking ourselves a simple question: what might the characters discover?
Fantastic Locations, Secrets, and CluesExploration and discovery requires interesting places. Fantastic locations are hard to improvise (it's why I wrote a book about it) so it's worth spending time to either steal locations from published adventures or jot down fantastic features.
Whenever I need a map for such a location, I head to Dysonlogos and find the first one that fits my need. With over 1,000 maps online, it's a hard source to beat.
Secrets and clues, a core step from Return of the Lazy Dungeon Master also drives the concept of discovery. When we ask ourselves "what can the characters discover?" we can jot down ten answers to this question every time we're preparing a session. This is a quick way to ensure we have something to fill those scenes of discovery without writing a novel.
Twenty DiscoveriesIf we keep going with our concept that exploration is about discovery, we can take a look at twenty examples of the sorts of things characters might discover while exploring. Let's take a look.
The inner workings of a trap in a later chamber.An entombed vampire lord.The secret truth about the king's bloodline.The story of the sleeping horror frozen under fifty thousand years of ice.The truename for the elven sword carried by the rogue.The name of the dragon sorceress who nearly destroyed the world with her single terrible spell.The bloody spellbook of the lost mage Creston Bluecloak.The buried ruins of the lost city of Al'Kanan.The key to the Vault of the Dragon Queen.The glyphed spear of the Bloodrain lizardfolk tribe.The blood-covered dagger of the assassin Soulwhisper.The lost verse of the song sung by the singing statue in the town square.The map to the temple of the All Father.The glyphed tooth of a dead dragon said to guide the possessor to the dragon's lost hoard.The journal of the gnomish explorer Leopold Spiderchewer.The black gemstone known as the Voidstar said to contain an entire plane of existence within its depths.The half-burnt page telling the tale of the Death King's betrayal.A drow statue thought lost across space and time now half-buried in volcanic stone.The tiny yet ancient Grandmother Tree.A masterwork music box said to contain the song that ends creation.Understanding the Wide Nature of ExplorationUnlike combat and roleplaying, exploration is a wide open field of possibility. With the core mechanic in mind and armed with fantastic locations, secrets, and clues, we can work with our players as their characters explore the world around them. Keep on hand the tools that best help you improvise and let the characters discover the world around them.
Related ArticlesRevealing SecretsTypes of SecretsWest Marches Campaigns in GrendlerootThe Default Adventure SkeletonBuilding for the Three PillarsGet More from Sly FlourishRead more Sly Flourish articlesWatch Sly Flourish's YouTube videosSupport Sly Flourish on PatreonBuy Sly Flourish's Books Return of the Lazy Dungeon Master The Lazy DM's Companion Lazy DM's Workbook Fantastic Lairs Fantastic Adventures: Ruins of the Grendleroot Fantastic AdventuresApril 24, 2022
Three Choices
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Whenever your adventure or campaign reaches a moment of decision, offer three good choices to the players. Whenever the characters complete a quest or story arc, give them enough new quests to get back to three choices. Let old choices fall off the list when they become irrelevant and let the players add their own choices if they have some.
Three choices offer enough variance to let players make meaningful decisions without so many options that the players become paralyzed with indecision.
Offer Reasonable ChoicesThese choices should all be reasonable and you, as the DM, should be ready to roll with each of them. There shouldn't be a "bad" choice or one that's too obvious. Each of these choices should hold some potential interest to the players and none should lead to pure disaster.
Offer Choices at the End of the SessionIf you're coming to the end of a quest, give yourself extra time at the end of the session to offer three choices and let the players make their decision before the session ends. This way you know where the game is headed next and don't have to prepare three different paths for your next session depending on what they would choose at the beginning of the session. This goes hand-in-hand with thinking two horizons out. You want enough information to see past the next horizon so you know what to prep for the next session.
Facilitate DecisionsLet the players discuss where they want to go next. Often they come to an agreement on their own. Sometimes, however, you'll need to help facilitate the conversation — clarifying the details and trying to bring them to a consensus. In the end, you're seeking a unanimous decision or at least one where everyone is ok with the choice. If someone clearly does not want to follow one of the choices for a particular reason, re-open the conversation and see if the group can come to a consensus on a different path. Ideally the group can all agree where to go even if some of them aren't 100% happy with it.
Reveal Gameplay Options Through ChoicesUse choices to identify particular paths of gameplay. The characters may have the choice to either meet with the emperor and her advisors to help build a strategy to deal with the Red Spear hobgoblin siege, explore the old sewers beneath the city to see if they can find a way past the Red Spear lines, or travel over the wall and attempt to slay the Red Spear wizard Kallax Graytongue in the ruined watchtower south of the city. Each of these options offers very different gameplay from the others and gives the players a chance to guide what sort of game they'll enjoy.
Offer Meaningful Directions Without Paralyzing DecisionsThree choices gives just enough options to the players to truly steer the direction of the game in new and interesting ways without getting bogged down in continual debate and in-decisions. Offer three choices and enjoy the new story that unfolds.
Last Week's Lazy D&D Talk Show TopicsEach week I record an episode of the Lazy D&D Talk Show in which I talk about all things D&D. Here are last week's topics with timestamped links to the YouTube video:
Sly Flourish Bundle of HoldingWOTC Buys D&D BeyondD&D Direct Announcements Coming Thursday 21 April 2022Flee Mortals by MCDMVolo's Vetted VendorsSeeding Future Quests Without Starting ThemHandling AuguryManging Sources and Books for Game PrepHandling Curses That Remove Curse Doesn't FixRunning a RebellionUncomfortable Roleplaying NPCsPassing Complex Lore to PlayersHandling Mounts in CombatStrong Starts and Cold OpensRelated ArticlesOffer Real Choices Facilitating ChoicesOptimizing Towards FunGiving Characters Hard ChoicesMusic for D&DGet More from Sly FlourishRead more Sly Flourish articlesWatch Sly Flourish's YouTube videosSupport Sly Flourish on PatreonBuy Sly Flourish's Books Return of the Lazy Dungeon Master The Lazy DM's Companion Lazy DM's Workbook Fantastic Lairs Fantastic Adventures: Ruins of the Grendleroot Fantastic AdventuresApril 17, 2022
Optimizing Towards Fun
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I got an email from Tatum V. who mentioned that, as their group changes a few players, they're looking to experiment by running published adventures and other RPGs instead of homebrew D&D games. They asked if I had any advice and I offered some thoughts I thought I'd share with you as well.
Focus On the Fun of Your GameYou don't owe RPGs anything except providing a good time for you and your players when you run your games. All your prep, all of your tools, all of your stories, all of your systems; all of that can focus on one thing — running a fun game.
You don't owe your tools anything. You don't owe any steps of your preparation anything. If you don't want to try other systems, you don't have to. You may learn a lot by trying out other systems but not at the cost of having a good time. I certainly wouldn't run a published adventure as-is at the cost of a good time. Bend everything towards the fun of your game.
There's great value in trying out new things when we run our games. We can learn from everywhere and everything. We can learn a lot running other systems and other adventures for other groups of players. We all learn a lot talking to one another and sharing our ideas and experiences. But should we try things out at the expense of the fun of our group?
Last year I ran a published adventure because it was popular and I wanted to help other DMs run it well. I got caught up in the hype. It was a mistake. I wasn't happy with the adventure as soon as I'd started reading it and struggled for a year to run it. We had a good time but it wasn't my best. There are other less-hyped campaign adventures I like better in reading them and I missed opportunities to run them.
How do we know what's fun? Do you like the thing you're reading? That's a good start. If you aren't digging the system or the campaign world or the adventure you have in hand, give it a pass. Just because everyone else likes something doesn't mean you have to run it. You and your friends get to decide what you want to do, independent of everyone else in the world. Talk to your friends. See what they're interested in — or really not interested in. As the GM, you have 51% of the vote, though. If you don't like it, you don't have to run it. But it's always worth making sure the rest of your friends like the thing you do.
Aiming towards the fun goes deeper than a system or campaign setting too. If you're running a campaign or adventure, you have full rights and authorities to change anything you don't dig for something that you do. Change out that dungeon for another one. Switch that map for one that grabs you. Replace NPCs with those near and dear to your heart and, especially, the heart of your players.
Nothing published is sacred. No time is more valuable than the time we have with our friends and loved ones creating fantastic stories at our table. No book, no tool, no system, nothing else deserves more attention than those times. Focus on the fun times you share with them in these fantastic worlds of ours. That's your priority.
Last Week's Lazy D&D Talk Show TopicsEach week I record an episode of the Lazy D&D Talk Show in which I talk about all things D&D. Here are last week's topics with timestamped links to the YouTube video:
Sly Flourish Bundle of Holding! $100 of PDFs for $20!City of Arches Update with Amazing Side-View Cutaway MapKenku.fmTome of Adventure DesignFast and Slow Initiative in D&D 5eRun Eberron in Sharn and in the WildsFive Elements of Storytelling in D&DPlayers Running NPCs or MonstersTactical Combat in Theater of the MindManaging On-Call PlayersRecovering from a Bad GameRelated Articles2016 D&D 5th Edition Dungeon Master QuestionnaireThe Case For Published AdventuresUsing Published AdventuresHow to Customize Published Campaign AdventuresChoosing the Right Steps from the Lazy DM ChecklistGet More from Sly FlourishRead more Sly Flourish articlesWatch Sly Flourish's YouTube videosSupport Sly Flourish on PatreonBuy Sly Flourish's Books Return of the Lazy Dungeon Master The Lazy DM's Companion Lazy DM's Workbook Fantastic Lairs Fantastic Adventures: Ruins of the Grendleroot Fantastic AdventuresApril 13, 2022
Wielding Knives in D&D
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I first heard about the concept of "knives" at Pax Unplugged 2019 in a panel on Worldbuilding for Lazy Dungeon Masters with Mackenzie De Armas, James Haeck, Renee Rhodes, and Morrigan Robbins.
A "knife" in this context is a bit of fiction you take from the players in your game and use to make the story more interesting. It might be a piece of character backstory, it might be an off-hand remark, it might be a description they throw out. Whatever it is, we grab it and run with it. Like a real knife, this bit of fiction may have sharp edges and someone might get cut.
For a video on this topic, check out my YouTube video on Wielding Knives.
As an example knife, in my Ghosts of Saltmarsh game, one of the players bluffed an NPC into believing that the characters' boat had been attacked by an "acid kraken" to explain the big acid arrow blast in the side of the ship. I carefully filed that bit of lore away and, many sessions later, they faced the actual acid kraken.
Wielding knives is like using the improvisational technique of "yes, and" but with a gun loaded with yetis.
We need to be careful not to take a knife and just plain stab our players. We use knives first and foremost for the fun of the game. We need to be careful not to break trust with your players. We shouldn't use a knife to take away character or player agency. If cutting with a knife might leave a permanent scar, we should check in with our players to make sure they're cool with how we're running with their idea. We don't use knives to screw characters. We use them to build opportunities for heroics and fun.
Like many advanced DM techniques, we can start with a small knife. We can use a knife to change the mannerisms or appearances of NPCs. We can use them to make small changes to the world; or things those monsters say. A knife might make an overhang unstable or a lock more complicated than we had intended. We start by using knives to change the world in small and interesting ways. We don't cut too deep.
When the opportunity is right, when you know your players and you know yourself and know it will bring fun and excitement to the moment, start cutting.
Properly using knives is an advanced DM technique. It requires careful use with trusting players who understand what you're doing and, like you, are here to play to see what happens.
Related ArticlesPlaying D&D Anywhere2016 Dungeons & Dragons Dungeon Master Survey ResultsImprovisation for New D&D Dungeon MastersEasy Tricks from DMs on TwitterEmpowering Player-Driven StorytellingGet More from Sly FlourishRead more Sly Flourish articlesWatch Sly Flourish's YouTube videosSupport Sly Flourish on PatreonBuy Sly Flourish's Books Return of the Lazy Dungeon Master The Lazy DM's Companion Lazy DM's Workbook Fantastic Lairs Fantastic Adventures: Ruins of the Grendleroot Fantastic AdventuresMichael E. Shea's Blog
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