Michael E. Shea's Blog, page 4
April 20, 2025
Use an Oracle Die
Ask questions. Roll a die. See what happens.
I first heard the concept of an oracle die from the excellent RPG Ironsworn but I expect it's been around longer than that.
The concept is simple. Ask yourself a question, assign a probability to the potential answers, roll a die, and see what happens.
You can use pretty much any die. A d6, d10, or d20 works well. Choosing odd numbers or even numbers gives you a 50% probability on any die. Odds, this thing happens. Evens, something else happens. Roll and see what happens. Make sure to assign the results before you roll of course ��� even if it's just in your head.
For more complicated situations, you can keep a table in your head. On a 1 or 2 on 1d6, a random encounter occurs.
An oracle die represents randomness in the world. Sometimes the weather is mild ��� sometimes it's severe.
The Table-Less Oracle DieWe don't need to have fancy tables for every roll. Instead, the oracle die can tell us the general severity, attitude, distance, or other factors just by how low or high the roll is. The lower your roll, the less severe the result. The higher your roll, the more severe the results. This severity works for weather, attitudes, behaviors, morale, and so on. We can also use it for distance. The lower the roll, the closer they are. The higher the roll, the further away something or someone is.
Other Oracle ExamplesWe can use our oracle die anytime we want to shift the direction of the game away from our own decisions and pass the decision over to the die. We can do so in the open too:
"On a 1 to 5, the guards check the room you're in. On a 6 to 20, they go over to another room. Melissa, roll for us."
Using an oracle die is a great way for the GM to become a player as well. We don't know what will come up. We don't know how the game will fork one way or another. The die tells us.
Here are ten other ways you might use an oracle die in your game:
Determining how alert some guards might be.Determining the path a guard takes through a dungeon.Deciding if a badly injured adversary runs or stays.Determining if a monster acts wisely or chaotically in battle.Determining which character a monster might attack.Determining if a servant is in a room or not.Determining if a wandering monster is looking one way or another and which direction they are moving.Determining the type or harshness of weather (the higher the stronger).Determining the time of day.Deciding if the object vital to the quest is here or has been recently moved.The Oracle Isn't Character FocusedTypically the sorts of things we roll for using an oracle die aren't character-based. It's not a replacement for determining a difficulty class. The oracle die helps determine what's happening in the world when chance plays a part. Characters don't affect the oracle. But the oracle can definitely affect a character.
Keep your oracle die handy and use it to shift what's going on in the world.
Ask questions. Roll a die. See what happens.
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.
Last Week's Lazy RPG Talk Show TopicsHere are last week's topics with time stamped links to the YouTube video.
Jeremy Crawford Leaves Wizards of the CoastState of the OSR PodcastCity of Arches Available in Hardcover in US and CanadaSF Books for Friendly Local Game Shops through ACDRunning the D&D 2025 Monster Manual BeholderHow do RPGs Die?One-on-One Adventures in Dragon DelvesRunning One-on-One GamesPatreon Questions and AnswersAlso on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers.
The Lazy GM Eight Steps on Index CardsEncounter Building for Three CharactersAre 5e Systems Compatible and Which Would I Choose if I Had to Pick One?Talk Show LinksHere are links to the sites I referenced during the talk show.
Jeremy Crawford Leaves WOTCState of the OSR Gencon Panel PodcastCity of Arches Hardcover available in US and CASly Flourish ACD Distribution for Local Game ShopsOne-on-One Adventures in Dragon DelvesTips for One-on-One playLast week I also posted a couple of YouTube videos on D&D 2024 Dungeon Master's Guide Tips versus the Top Tips of the Lazy Dungeon Master and Graymist ��� Dragon Empire Prep Session 20.
RPG 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 a handle on combat pacing. Don���t just run one hard fight after another. Have the characters walk in on the tail end of a battle between two other competing foes. Give characters an opportunity for a long rest or an equivalent magical restoration service like a healing fountain after several hard battles or a long dungeon crawl. Include multiple possible solutions to hard problems. Keep a general gauge of hit points to damage in mind. Roughly how many hit points do the characters have? For 5e it���s roughly 7 x level + 3. Include NPCs to roleplay with even in the darkest dungeons. Offer multiple paths and secret paths to navigate complex dungeons. Offer enough details so players can make informed choices. Related ArticlesAdvanced Random Encounter TricksLazy Monster Damage ��� Subtract 3, Add 1d6Understanding 5e's Core InteractionGet More from Sly FlourishArticlesNewsletterBookstorePatreonPodcastYouTubeBuy Sly Flourish's Books City of Arches Return of the Lazy Dungeon Master Lazy DM's Companion Lazy DM's Workbook Forge of Foes Fantastic Lairs Ruins of the Grendleroot Fantastic Adventures Fantastic LocationsHave a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
April 13, 2025
Build Characters Quickly in D&D 2024
The following guidelines help you quickly build a character using the 2024 D&D Player's Handbook. These guidelines modify the steps for character creation outlined in chapter 2.
DMs can offer these guidelines as house rules for your own D&D 2024 game.
Write Down Page NumbersWhile building your character, write down the page number of every notable character feature on your character sheet. Write down page numbers for:
Class & Class FeaturesBackground InformationSpecies & Species FeaturesFeatsSpellsTreat your character sheet like a custom index of the book. Looking stuff up in the book isn't a failure and it won't slow the game down if you write down page numbers.
Be kind to your future self ��� write down page numbers for anything you may need to look up.
Simplify Ability Scores and BonusesInstead of taking ability bonuses from backgrounds, use an "all-in" standard array. The standard array is:
17 14 14 12 10 8
Put them in your preferred attributes. You can use the Standard Array by Class table on page 38 as a guide, adding +2 to the 15 score and +1 to the 13 score. Having a 17 in your primary ability means you can bump it to an 18 when you get a feat at 4th level.
Ignore the ability increases offered by a background if you use this all-in standard array.
Add Two Skill Proficiencies of Your ChoiceWhen choosing skill proficiencies for your class, add two additional proficiencies of your choice. These extra proficiencies replace those associated with your background.
Add a tool proficiency if desired. You can select this tool later if you want.
Default to the Tough FeatInclude the Tough feat as a default feat, adding +2 hit points per level to your maximum hit points. This feat replaces that of your background. If you want to choose another origin feat instead, you can do so, but for a quick character build, default to the Tough feat.
Add a Healing PotionInstead of choosing equipment associated with your background, add a single healing potion.
Choose a Background Based on Story and FlavorChoose a background based on your character's story or make your own. Talk to your GM about possible backgrounds tied to the campaign. Ignore any background mechanical features.
Write Down Only Trained SkillsOnly write down skill proficiency bonuses for skills you are proficient with. Save yourself the time of filling in the whole chart.
Quick Character Build SummaryHere's a quick summary to help you quickly build a D&D 2024 character.
Choose a classApply ability scores to attributes (17 14 14 12 10 8)Write down class traitsHit points (max at 1st level)Saving throw proficienciesSkills ��� when choosing skills, select two additional skills and an optional tool proficiencyWeapon proficienciesArmor trainingStarting equipment (choose A)Add a healing potion to equipmentWrite down class featuresProficiency BonusClass featuresSpells (choose defaults)Choose a species and write down species traits with page numbersSizeSpeedFeaturesAdd the "tough" feat (pg 202)Choose a thematic background of your choice or ask your DM for campaign-specific ones. Ignore background mechanical features ��� we covered them above.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.
Last Week's Lazy RPG Talk Show TopicsHere are last week's topics with time stamped links to the YouTube video.
Scepter of the LightbringerChris Perkins Leaves Wizards of the CoastTariffs and TTRPGsBG3, Stardew Valley, and Thoughts About CopyrightLevel Up Gateway for Level Up Advanced 5e and the Current State of 5e Character BuildersBuild a D&D 2024 Character On Paper in Ten MinutesPatreon Questions and AnswersAlso on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers.
Managing Perception and Passive PerceptionDescribing Terrain Mechanics in Combat EncountersManaging Boring but Effective Character StrategiesIntroducing Old Monsters as New MonstersHow Long to Get a Feel for a New RPG?Talk Show LinksHere are links to the sites I referenced during the talk show.
Scepter of the Lightbringer KickstarterChris Perkins Leaves Wizards of the Coast EN World DiscussionTariffs and TTRPGs EN World DiscussionStardew Valley, BG3, and WOTC DMCA Takedown Discussion on EN WorldLevel Up Gateway for Level Up Advanced 5eDungeon Master DiariesYour Ability Check ToolkitWhat Does Passive Perception Show You?Last week I also posted a couple of YouTube videos on 2024 DMG Encounter Building versus the Lazy Encounter Benchmark and The Blackspire Heist ��� Dragon Empire Prep Session 19.
RPG 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:
Tailor magic items for your characters. Boss monsters almost always need some minions. Assign hit points to detrimental monuments in complicated battles so they can be destroyed with either ability checks or raw damage. Each successful ability check inflicts damage to the monument. Keep the simple DC ladder in mind: easy 10, medium 15, hard 20. Offer multiple options for the conclusion of big battles. Do they re-bind the pit friend? Do they kill him and send him back to hell? Do they convert the hellfire into a radiant pillar of holy light?Don���t offer options you don���t want the players to choose. Plan one scene for every 45 minutes of gameplay. Related ArticlesAlternative Standard Arrays for 5e Ability ScoresWrite Down Page Numbers on D&D Prep Notes and Character SheetsLet Characters Automatically Succeed SometimesGet More from Sly FlourishArticlesNewsletterBookstorePatreonPodcastYouTubeBuy Sly Flourish's Books City of Arches Return of the Lazy Dungeon Master Lazy DM's Companion Lazy DM's Workbook Forge of Foes Fantastic Lairs Ruins of the Grendleroot Fantastic Adventures Fantastic LocationsHave a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
April 6, 2025
Gems of A5E's Trials and Treasures
With 5e having expanded beyond just D&D, we find ourselves with several game master guides including:
The D&D 2014 Dungeon Master's GuideThe D&D 2024 Dungeon Master's GuideTales of the Valiant's Game Master's GuideLevel Up Advanced 5e's Trials and TreasuresThis article digs down into Level Up Advanced 5e Trials and Treasures and the gems contained within.
A5e's Trials and Treasures is fantastic. Like the three other game master guides, it includes advice for understanding types of players, building adventures, building worlds, session zero and safety tools, and other common advice to help game masters build their games.
The sections below I think are particularly noteworthy.
Tab Your BooksI'm a huge fan of tabbing your books ��� putting little reusable adhesive tabs to mark the parts of the book you're most likely to use at the table. Use the sections below as a guide for which sections to tab but also tab your own most-valued sections as needed. I like to start at the back of the book and work forward, putting tabs on the outside edge from the bottom to the top. This way, when you're done, your book is tabbed from top to bottom from the front to the back.
Encounter BuildingA5e's Trials and Treasures pre-dates the Lazy Encounter Benchmark but the designers of Trials and Treasures use a similar and compatible system that works just as easily. You can find these encounter building guidelines on page 40. They include adjustments for building easy, medium, hard, deadly, and impossible challenges. The advice in this section is very good.
Encounter ElementsPage 48 begins a section on various effects you can drop into an encounter to make things interesting. Pools of acid, brown mold, crowds, extreme cold, and so on. The book includes five pages of such options and they're worth reviewing regularly so you know what you have.
ExplorationThe exploration rules in Trials and Treasures, beginning on page 53, are my favorite from all four game master guides. They include advice for building travel encounters, a system for managing resources called "supply", and fourteen possible roles and activities the characters might take during a journey.
Random EncountersPart of the exploration section includes 37 pages of random encounters for more than a dozen different regions with tables for each tier beginning on page 64. This section also includes "dungeon" tables often missing from books of random encounters. Each encounter section includes possible weather and changes to the various exploration activities. These tables include not just monster encounters but exploration encounters as well, tied to other sections in the book.
These random encounter tables also tie directly to the encounter tables in each monster in the Level Up Advanced 5e Monstrous Menagerie ��� a fantastic book of monsters for 5e that includes potential encounters at various tiers for most of the monsters in the book.
The book also includes d100 tables of social and travel encounters.
Exploration ChallengesChapter 5 of A5e's Trials and Treasures, beginning on page 108, includes dozens of exploration challenges tied to the random tables in the exploration section. Each of them stand on their own should you want to improvise such challenges. These challenges include events like Bridge of Sorrow, Corrupted Druid Grove, Dark Allies, Endless Plummet, God Corpse, and many others. Each event runs as its own challenge with opportunities for the characters and ways to shake up other encounters. There are 50 pages of such challenges to dive into and choose from ��� way more than any other GMG.
TreasureThe Rewards chapter, beginning on page 171, includes fantastic tables for distributing treasure ��� the best I've seen for 5e. They're quick to roll on and provide useful context and value for the treasure parcels you give out.
Magic Items with CostsLike other GMGs, Trials and Treasures includes piles of magic items ��� each with an associated cost. You can use these prices should the characters have the opportunity to purchase an item or a potential payout should they wish to sell it to NPCs. You'll have to decide which items work for your game and which are better left out.
Each item likewise includes components for crafting such an item. By tying specific components to the crafting of an item, GMs can control how easily a character can make such an item. This limitation is important to ensure players don't get every item they ever dreamed of ��� making any future rewards pointless.
A Fantastic Addition to your 5e GM LibraryWhatever flavor of 5e you play, the Level Up Advanced Trials and Treasures includes tons of valuable resources you won't find in most other guides. It has tons of tools, tables, and concepts to fuel your game for decades to come.
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.
Last Week's Lazy RPG Talk Show TopicsHere are last week's topics with time stamped links to the YouTube video.
Free5eAlien RPG Evolved EditionNew Miniatures for Sigil? Where's my Gold Dragon Docker??D&D 2024 5.2 System Reference Document Coming "Soon"Memoirs of a DracolichSlow, Medium, and Fast InitiativePatreon Questions and AnswersAlso on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers.
Promote Better Behavior for Online PlayChoose Your Gamemaster's GuideIncentivizing Movement for Ranged AttackersStealth and Hiding in D&D 2024Forge of Foes for Shadowdark?Lazy Encounter Benchmark for Tales of the ValiantTalk Show LinksHere are links to the sites I referenced during the talk show.
Free5e KickstarterAlien RPG Evolved KickstarterD&D Mimic Miniature for Sigil5.2 SRD "Soon" Discussion on D&D BeyondGinny Di on Better Online BehaviorMerric Blackman on HidingJustin Alexander on Better Stealth RulesShadowdark Monster StatsCreating and Adapting Monsters for use in Shadowdark RPGThe Lazy Encounter BenchmarkComparing D&D 2024 to the Lazy Encounter BenchmarkLast week I also posted a couple of YouTube videos on Avoiding NPC Betrayal and Path to Blackspire ��� Dragon Empire Prep Session 18.
RPG 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 basic monster stats on hand to improvise monsters during your game. Simple 5e monster stats: AC / DC = 12 + 1/2 CR, HP = 15 to 20 per CR, Attack + Primary Save = 4 + 1/2 CR, Damage Per Round = 7 x CR. During prep write down the Lazy Encounter Benchmark for a potentially deadly encounter and the max CR for any single monster. Mix up easy combat encounters, roleplay scenes, exploration, and hard encounters. When time is tight, cut from the boring middle instead of the exciting conclusion. Bathe dungeons in multiple layers of history and purpose. Know your wall decorations: murals, mosaics, frescoes, bas-reliefs, friezes, wax paintings, gilded engravings, and marouflage. Related ArticlesNotable Sections of the 2024 D&D Dungeon Master's GuideChoosing Monsters for your 5e Game2024 RPG Gift GuideGet More from Sly FlourishArticlesNewsletterBookstorePatreonPodcastYouTubeBuy Sly Flourish's Books City of Arches Return of the Lazy Dungeon Master Lazy DM's Companion Lazy DM's Workbook Forge of Foes Fantastic Lairs Ruins of the Grendleroot Fantastic Adventures Fantastic LocationsHave a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
March 30, 2025
Shadowdark House Rules
I love Shadowdark. I ran a year-long campaign in Shadowdark and learned a lot about the system. The following is a list of house rules I've used that have made the Shadowdark experience more fun for my players and I.
Don't Lose a Spell Until You've Succeeded At Least OnceInstead of losing access to a spell when you fail a spellcasting check, you instead lose the spell only if you've cast it successfully at least once.
This rule is forgiving but it ensures a character gets to successfully cast a spell at least one time before they lose it.
One Hour Minus 1d12 on Torch TimersThe GM subtracts 1d12 from the torch timer so no one is quite sure when it's going to go out. This alteration adds a little fun variance.
No Torch AlarmsPlayers aren't allowed to use a timer to keep track of torches on their side. They can look at their watch or phone and note the time but they can't set a stopwatch or timer to keep track of torches for them.
This limitation puts more responsibility on players to remember to deal with their torches before they go out.
Lighting a Torch in the Dark takes a DC 12 Int or Dex Check at DisadvantageLighting a torch when you can see requires no check. Lighting a torch in the dark requires a DC 12 Intelligence or Dexterity check at disadvantage (since you can't see).
This check isn't exactly a house rule but it came up often enough that I'm explicit about it. Being in the dark should be really scary.
No Stabilization �����You have One Hit Point or You're DyingCharacter's can't be stabilized at zero hit points. Characters either have at least 1 hit point or they're dying. Stabilizing someone can bring a character back to one hit point if you roll a 20 but otherwise they're dying.
This rule prevents players playing an unconscious character when they just want a new character to jump into the action. I've seen variants where characters who were stabilized return to 1 hit point after ten minutes �����just long enough to be out of combat. I don't hate this idea but I haven't tried it.
Start with One Luck PointCharacters start with one luck point at the beginning of a session and luck points generally don't come back. If, for some reason, they already begin with one luck point, they instead have two luck points. Luck points can be shared among players and can let them reroll any d20 roll but they cannot use luck points to force monsters to reroll.
No silvery barbs here...
Characters Begin with Max Hit Points1st level characters start with maximum hit points and add their Constitution modifier if it's above zero.
I haven't used this one myself yet but a lot of people said it works well ��� just taking the edge off of the super-deadly nature of Shadowdark. I'm going to try it out.
The GM Rolls Death Rounds in SecretWhen a character drops to zero, the GM rolls 1d4 in secret to determine the number of rounds before that character dies. Then the GM looks at the player, forlorn, shakes their head slowly, and forces a tear to drop from one eye.
[Editors note: facilitator for storytelling my ass.]
Lose One Death Round for Damage TakenWhen a character at zero hit points takes damage, they lose one round on their death timer. Determined monsters can coup de grace a character at zero hit points if they choose, killing dying characters instantly. GMs should warn players if death is likely to happen given the situation.
More to ComeShadowdark is a superbly hackable game so I expect this list to grow but, for now, I think these house rules add a lot of fun to the game. What are your favorite Shadowdark house rules?
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.
Last Week's Lazy RPG Talk Show TopicsHere are last week's topics with time stamped links to the YouTube video.
Delta Green, Dragonlance, and Kobold Press Humble BundlesZamanora Ballad of the WitchSigil's DemiseWhere's the 5.2 SRD?Shadow of the Weird Wizard Initial ThoughtsDefending Yourself Out of the FunTalk Show LinksHere are links to the sites I referenced during the talk show.
Delta Green Humble BundleDragonlance Novel Humble BundleKobold Press 5e Player Option Humble BundleZamanora Ballad of the Witch KickstarterHas Wizards of the Coast Given Up on Sigil?Gizmodo ��� Hasbro Is Scrapping Dungeons & Dragons���s Ambitious Virtual TabletopShadow of the Weird WizardSoren Johnson ��� Players Optimize Out of the FunDungeon Master Diaries with Kelsey DionnePatreon Questions and AnswersAlso on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers.
Catching Characters Up to Higher Level AdventuresRunning Heroic Adventures with ShadowdarkWhich Monster Book Do You Reach For?Experiences with Level Up Advanced 5eLast week I also posted a YouTube video on Pool Table Game Mastering.
RPG 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:
Try to ensure a single character doesn���t get pinned down and is unable to act in combat.Roll randomly for monster attacks when no path is clear. Also act towards the most fun for the entire group. Avoid picking on any single character in combat unless they���re really asking for it. Plan three options for the characters��� next quest. Offer them and get consensus on a single path before the end of your session. Always aim towards character decisions and actions. What can they do?Write down one way to connect each character into the next session. Focus adventures on goals, locations, and inhabitants. Make them direct, focused, and practical. Related ArticlesDelving Into ShadowdarkReplacing 5e's Inspiration with LuckThree Reasons to Fudge Monster Hit PointsGet More from Sly FlourishArticlesNewsletterBookstorePatreonPodcastYouTubeBuy Sly Flourish's Books City of Arches Return of the Lazy Dungeon Master Lazy DM's Companion Lazy DM's Workbook Forge of Foes Fantastic Lairs Ruins of the Grendleroot Fantastic Adventures Fantastic LocationsHave a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
March 23, 2025
The 3-2-1 Quest Model
Dragon of Icespire Peak in the 2019 D&D Essentials Kit has a wonderful quest model worth paying special attention to. I'm calling it the "3-2-1 quest model".
First, put three quests out in front of the characters. They pick one of those quests and go on the accompanying adventure. When they return, they find the remaining two quests still available to them. They pick another and go on that adventure. When they return, you throw out the final quest and offer three new quests for them to choose.
This model works well for a few reasons:
It always gives the players a choice among two of three quests.It gets rid of quests the players passed over twice.It wastes little of your prep since you're only tossing out one of three potential quests.You don't overwhelm players with too many quests. You're cycling out older quests in favor of new ones so they don't pile up.Here are some tips to make the 3-2-1 model work well:
Clarify to your players how it works so they know one of the quests gets thrown out out of the three.Don't make players feel bad for skipping one of the quests. Characters shouldn't fail because they never chose the "right" one.Don't hang on too tightly. It's fine to change this model to better fit the story and the quests.This 3-2-1 quest model is a solid way to keep quests flowing in front of your players ��� giving them choices about the direction of the game without being overwhelmed with choices ��� but don't be afraid to break away from it. Maybe that third quest doesn't disappear if your players are really interested in it but never had a chance to go on it. Maybe you have four quests because circumstances worked out that way. That's totally fine.
Here's another tip. During your prep, if the characters are close to the end of an adventure, prepare your next three quest descriptions so you can drop them in front of your players. You don't have to prep much. A single sentence will do ��� someone in need wants you to do something heroic somewhere fantastic.
Then, at the end of your session, put these quests in front of your players so they can choose one before the session ends. That way you know which quest to prepare for your next session. Even if the story hasn't progressed to the point where the characters choose a quest, you can ask your players to choose one so you know where they're going. This decision gives agency to your players to choose their path and also gives you a focus and direction for your prep.
Use the 3-2-1 quest model to keep fresh options in front of your players ��� letting them choose the quests they want to go on and skip the ones they don't.
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.
Last Week's Lazy RPG Talk Show TopicsHere are last week's topics with time stamped links to the YouTube video.
Beyond the WoodsShadowdark Western ReachesShadowdark Price Ranges and FOMOWhere Shadowdark Sits Among 5e GamesHouse Rules for ShadowdarkCity of Arches Hardcovers and the Key of Worlds Scenario PathAdditions to the Lazy GM's Reference DocumentForge of Foes on AudibleTalk Show LinksHere are links to the sites I referenced during the talk show.
Forge of Foes on AudibleBeyond the Woods KickstarterShadowdark Western Reaches KickstarterShadowdark Quick Start Free PDFShadowdark Quick Start SoftcoverCity of ArchesLazy GM's Reference DocumentPatreon Questions and AnswersAlso on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers.
Alternatives to CultistsSuggestions for Short Adventures and One-Shot RewardsLast week I also posted a couple of YouTube videos on Random Encounter Tricks and Shopping Cliffhanger ��� Dragon Empire Prep Session 17.
RPG 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:
Can only a handful of players make your game? Run a one-shot game for a new system you���ve always wanted to try. Beyond challenge rating, pay careful attention to the damage monsters put out, especially at first level. Have six regular players and one or two ���on call��� players willing to jump in when there���s a seat free. Play with as few as three or four. Run games at the same time every week and play with whoever can make it. Draw small dungeon maps on a Chessex or Paizo battle map as the players explore it. Small fishing tackle boxes are a great way to store pencils, index cards, miniatures, tokens, and the other odds and ends you need to run a great game. Run online games with a stack of independent pieces of software and physical books so you���re not dependent on a single online platform that can go down or change in ways you don���t like. Related ArticlesTroublesome Quest ModelsThree of Five Keys: A Quest Design PatternTie Characters to FactionsGet More from Sly FlourishArticlesNewsletterBookstorePatreonPodcastYouTubeBuy Sly Flourish's Books City of Arches Return of the Lazy Dungeon Master Lazy DM's Companion Lazy DM's Workbook Forge of Foes Fantastic Lairs Ruins of the Grendleroot Fantastic Adventures Fantastic LocationsHave a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
March 16, 2025
Assign Player Roles
Before we begin, I wanted to let you know that our book for building and running awesome monsters, Forge of Foes, is now available as an audiobook narrated by Colby Elliot! Colby has narrated other Sly Flourish books and each recording is outstanding. Pick up the Audible version of Forge of Foes today!
Games that harken back to the old days of D&D ��� often called "OSR" games or "Old School Revival" or "Old School Renaissance" games bring up an idea from these hallowed times ��� player roles. The idea being that players take specific roles for the game outside of just playing their character.
These assigned roles ��� scribe, cartographer, quartermaster, and caller ��� offer great benefits to GMs, players, and the whole game. Old-school games embraced these roles once again ��� best articulated to me in the fantasy RPG Dolmenwood.
Like the best Lazy DM tools, assigning roles serves multiple purposes ��� they help players better connect to the in-game world, they keep players engaged in the game, they help GMs and players track events from session to session, and they build artifacts for the campaign that can be held onto long after the campaign has ended.
Here are some examples of roles we can ask players to pick up:
ScribeThe scribe is the official notetaker for the game with an intention of sharing these notes with other players and the GM. These game notes keep the notetaker engaged in the game (as do the rest of these roles and activities) and also bring solidity to the game overall. Events really feel like they happened when they're captured in notes. These notes also help the GM remember where things are headed and what stuff the players paid attention to. These notes also serve as a lasting record for the whole campaign at the end.
Scribes can share their notes in a shared file like a Notion notebook or a Google Doc or email them around to everyone. Even hand-written notes can be sent as images to the group. Ideally every player and the GM should have a copy and keep them together so they can have a full chronicle of the campaign.
CartographerTraversing a dungeon and drawing how it connects helps keep the group grounded in the events of the game. It lets players really explore the dungeon, knowing where they've been and what they've missed. Drawing maps helps them discover how the dungeon works. Drawing maps can be tricky, because often the player's version of a map doesn't match the GM's version but that's ok. One need not be an expert cartographer either. A stick and box chart works just fine. Drawing maps isn't as necessary if you're using a virtual tabletop but for in-person games or games where screenshots of rooms are shared, a player-drawn map can help everyone keep the layout of a dungeon in mind.
QuartermasterWho's keeping track of the loot? Who's telling everyone the split of gold? Where's that all-important magic item again? The quartermaster keeps a full list, maybe even using double-entry bookkeeping to note what loot was picked up and who it was distributed to. Without a quartermaster, stuff gets lost. Even with a quartermaster, players should still keep track of their own loot and inventory ��� that's the second part of the double-entry bookkeeping.
Like the other artifacts of this job, a loot list is best if it's shared with the group. A spreadsheet in Google drive is a great way to share it but even a digital or handwritten list will do. Keep track of the date, the item, and who it went to. Ask the quartermaster to periodically remind everyone of unclaimed loot which their character might want to claim.
The CallerThe caller is a new role for me. The caller's job is to adjudicate choices of a group and give the GM a final determination. They are a facilitator for the group, asking people's opinions, taking votes, working through disagreements, and coming to an answer they can give to the GM.
This role, more than the others, requires a player who's able to facilitate choices ��� keeping in mind the players feelings as well as an in-world understanding of what's happening to the characters in the game. It's worth a conversation with the caller to understand the delicate nature of this skill. It's definitely a people-focused role to take but a powerful one when assigned.
Jobs with Multiple BenefitsAssigning these roles to your players serves many benefits. Each role helps solidify what's going on in the game. They keep players involved with the game and the world we're all sharing. They keep players busy and assigning roles gives them a responsibility to their fellow players. In a world filled with distractions, assigning player roles is a fantastic way to keep players engaged in the game we're playing.
Have a mid-campaign session zero and talk about these roles and how they can help all of you enjoy your games even more.
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.
Last Week's Lazy RPG Talk Show TopicsHere are last week's topics with time stamped links to the YouTube video.
Mork Borg Bundle of HoldingPotbellied Kobold Bundle of HoldingDungeon Crawl Classics Humble BundleSecrets of Magic for FateforgeD&D 2025 Starter Set InfoWhat WOTC Products Matter for the RPG Hobby?Sci Show on Science of Scheduling a D&D GameBob World Builder on RPG KickstartersRPGs I Want To PlayThe Retreat ActionTalk Show LinksHere are links to the sites I referenced during the talk show.
Mork Borg Bundle of HoldingPotbellied Kobold Bundle of HoldingDCC Megabundle Humble BundleFateforge Secrets of Magic KickstarterD&D Starter Set Video OfficialD&D Starter Set Demo at New York Toy FaireEN World ThreadSci Show on Scheduling RPG GamesBob World Builder on Crowdfunding Historical TrendsThe Retreat ActionPatreon Questions and AnswersAlso on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers.
How Does Fog Cloud Work with Advantage?The Eight Steps with Big DungeonsPlayers Forgetting Character AbilitiesDealing with Players Whose Characters Run AheadDM Screen on Small TableLast week I also posted a couple of YouTube videos on Two Bandits Talking About the Characters and The Sunless Stream ��� Dragon Empire Prep Session 16.
RPG 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:
Increase combat difficulty by adding more monsters. Speed up combat by increasing damage and lowering hit points. Let boss monsters spread damage to minions or suck out their souls for temporary hit points. Expect and prepare for characters to focus on the boss in any boss encounter. Limit long rests when needed through nightmares, premonitions, and unholy auras. ���You won't find a long rest until..."Build dynamic dungeons where multiple factions battle each other while the characters explore it. Let them hear the chaos and witness the aftermath in other chambers. Flavor chambers with murals, frescoes, and bas reliefs revealing secrets and clues. Related ArticlesTwo Different 5e Games at the Same TableRoleplaying Between SessionsWrite One Page of Prep NotesGet More from Sly FlourishArticlesNewsletterBookstorePatreonPodcastYouTubeBuy Sly Flourish's Books City of Arches Return of the Lazy Dungeon Master Lazy DM's Companion Lazy DM's Workbook Forge of Foes Fantastic Lairs Ruins of the Grendleroot Fantastic Adventures Fantastic LocationsHave a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
March 9, 2025
Build a Campaign-Unique Faction List
Build a list ��� or several lists ��� of the gods, factions, campaign icons, and historical figures of your campaign world. Roll on this list to flavor items, monuments, NPCs, or locations. Use these factions to flavor your world as your characters explore it.
Without the unique story and lore of our game world, one game can seem much like the others. Lore sets apart one campaign from another. It wraps the framework of our RPGs in tapestries depicting many worlds beyond this one.
Such rich lore can get away from us, though. We can feel like we have to fill three-ring binders with ancient histories, deep theologies, and interwoven political factions without knowing how this lore manifests in our game.
One lazy trick to manage this lore is to build a faction list. A faction list contains major individuals or groups that matter to the world and to the characters. Often this list includes gods, historical figures, major political factions, and world-changing icons.
Like Secrets and Clues, a faction list turn our world's lore to specific things the characters interact with during the game. Faction lists turns fuzzy concepts into a practical list we can use in the next game we run.
Here's an example faction list from the City of Arches:
Arazuun, Fallen Prince of RevviaThe Black HandElvenya the Star's SongThe ArchkeepersGod-queen SettThe HungerIbraxus of ChoulKarigulon the Dread FangLady StraytheThe Lower TwelveMother AvantaThe Nameless KingPredalion, God of Travel and TradeSulin, Goddess of LightThe Three SistersVithra the Serpent KingVrys the FallenThe World's EndXereth ��� Oblivion's EndXrake FiendbloodWhenever the characters stumble across a monument in the Endless Warrens, I can roll on this list to flavor the monument. Maybe it's tied to the Hunger ��� the ancient elder evil lurking in the deep lake to the north. Maybe it has a connection to Oblivion's End or God-Queen Sett. Suddenly those static monuments become something more ��� something drawing characters into the history and world of the game.
For other example faction lists, see my 1d100 Eberron Factions or my 1d100 Forgotten Realms factions.
Mix your faction list with more general lists of random items, magic weapons, monuments, locations, NPCs, and more. Faction lists stack onto these other lists to make them something else.
If you want something more detailed, break out your faction list into separate groups: gods, political factions, historical figures, and big campaign icons. This separation lets you decide if you want a faction with an older or newer history ��� something that makes more sense for the location or object you're tying the faction to. If it doesn't matter, roll to see which table you roll on or build one big table containing everything when it doesn't matter.
To make your faction list even more useful, note what symbol or icon the faction uses. A noted symbol makes it easier to improvise what the characters see when they look at the object tied to the faction. That bloody defiled fountain of Saint Cuthbert can be identified because of the etching of Cuthbert's starburst on the side of it.
Whether running a published campaign setting or building your own setting ��� write a numbered list of factions you can roll on to inspire unique creations in the world. Use this list to flavor the specific objects or people the characters run into so that unique flavor is always in front of them.
Bathe the world in fantastic fiction.
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.
Last Week's Lazy RPG Talk Show TopicsHere are last week's topics with time stamped links to the YouTube video.
City of Arches in Markdown and EPUBBlog of Holding Monster Manual 2024 Stats in the Creative CommonsChallenge Rating Deep DiveTalk Show LinksHere are links to the sites I referenced during the talk show.
City of ArchesBlog of Holding 2025 Monster Manual on a Business CardWhat Does Challenge Rating Mean in D&D 5e?The Lazy Encounter BenchmarkPatreon Questions and AnswersAlso on the Talk Show, I answer questions from Sly Flourish Patrons. Here is last week's question and answer.
Fantastic Locations in Contemporary WorldsLast week I also posted a YouTube video on the Shrine of Isis ��� Dragon Empire Prep Session 15.
RPG 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:
Don���t be afraid to have out of game conversations about in-game character dynamics and relationships. Let players retreat from battles gone wrong, escaping with any downed characters but with a potential story loss. Run easy fights. Use tools that help you improvise during the game. Build battles first from what makes sense in the situation. Tune them for the fun of the game. Have the outcome of a TPK in mind when running hard battles. Where does the story go if the characters all drop?Write a list of ten to twenty factions you can roll on to flavor items, monuments, and encounters. Related ArticlesTie Characters to FactionsAdvanced Random Encounter TricksBathe Your World in LoreGet More from Sly FlourishArticlesNewsletterBookstorePatreonPodcastYouTubeBuy Sly Flourish's Books City of Arches Return of the Lazy Dungeon Master Lazy DM's Companion Lazy DM's Workbook Forge of Foes Fantastic Lairs Ruins of the Grendleroot Fantastic Adventures Fantastic LocationsHave a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
March 2, 2025
Write One Page of Prep Notes
When prepping my game using the eight steps from Return of the Lazy Dungeon Master, I like to narrow my prep down to one page of notes. Lately I write my notes in Obsidian and have a custom stylesheet to export it to PDF in a nice single-page two-column format. I print this page out for each game ��� whether playing online or not. I don't include things like annotated maps in my one-page of prep ��� I print those separately. Some GMs may be able to stay down to one page of notes with a map but I'm more comfortable with a page of notes and a page with an annotated map for most games.
But for my prep notes themselves ��� I stick to one page.
Why is a single page of prep notes ideal?
It's Easy to ReferenceWhen you only have a single sheet of notes, it's easier to find the things you need when running your game like the proper names of NPCs, towns, political groups, locations, and other stuff. It's easier to reference your secrets and clues when they're all on a single page. You can skim your notes quickly just before a game when it's on a single sheet.
It Limits Your PrepOverprep is a common problem with many game masters. GMs often find themselves prepping a lot of material ��� too much for one game. I think the drive to overprep comes from the nervousness of being creative in front of our friends. When GMs overprep, however, many lament that the material they prepped never gets used. Limiting prep to a single page helps break this cycle. The more comfortable you are when keeping your notes to a single page and seeing how your notes support you at your table, the more comfortable you'll be recognizing how little prep you need to run a fun game for your friends.
It Gives You a StructureThe eight steps from Return of the Lazy Dungeon Master aren't the end-all be-all of RPG prep instructions. GM books rarely offer a clear structure for game prep because they know there are so many ways to do it. Return offers the eight steps, but I recognize that this structure isn't the only way to do it. Structure for prep, whatever system you prefer, is important. Focusing on a single sheet ensures you find a clear structure that fits on that page. Whatever your own steps, you only have one page to fill.
It Focuses You on What MattersOne page isn't a lot of room so something has to be cut. Maybe you don't put in entire custom monster stat blocks. Maybe you don't write long paragraphs of read-aloud text. Maybe you don't describe every room in a dungeon. You must choose what to put on a page and those choices help you focus on the things most important for your prep. Limiting prep often forces you to eliminate non-essential things so you have the things you really need.
It Takes Less TimeNot having enough time to prep a game is probably the second biggest reason GMs have trouble running games�������the first being finding and maintaining a great RPG group. When you refine your system of prep down to a single sheet, it has the beneficial side effect of reducing the time you take to prep. Less prep means your prep fits easier into your life and lets you run more games.
It's FunThere's something fun about the constraint of writing all your notes on a single sheet. It feels refined. It sharpens your blade. It makes you feel like you have what you need and sets a boundary on the game itself ��� it doesn't need to be any harder than what you have on that page. It's a good feeling.
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.
Last Week's Lazy RPG Talk Show TopicsHere are last week's topics with time stamped links to the YouTube video.
Kobold Press Black Flag SRD in MarkdownCreating and Adapting Monsters for ShadowdarkMike Mearls on Dungeon CraftHow Bonus Actions ChangedGM-Focused Products as Advanced Software for Advanced UsersExperiences with the D&D 2025 Monster Manual Adult Black DragonLegendary Resistance AlternativesThe End of One D&DTalk Show LinksHere are links to the sites I referenced during the talk show.
Kobold Press Black Flag SRD in MarkdownCreating and Adapting Monsters for Shadowdark KickstarterMike Mearls on DungeoncraftPatreon Questions and AnswersAlso on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers.
Running Frostmaiden with ShadowdarkAdditional Roles for ExplorationDid I Negate Character Abilities and Take Away Player Agency?Should I Kill Shadowdark Characters with Big Backstory?Is Your YouTube Channel Dying?Last week I also posted a couple of YouTube videos on The Top Tip for New GMs ��� Lazy GM Tip and The Red Portal Part 2 ��� Dragon Empire Prep Session 13.
RPG 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:
Build scenes from locations, inhabitants, and situations. Be prepared for the characters to negotiate with even the worst villains. Assign a quartermaster to keep track of all loot and who received it. Have them share a spreadsheet. Give players additional roles like cartographer (mapper), quartermaster (loot tracker), scribe (note-taker), and caller (arbiter of choices). Be ready for characters to bypass combat encounters through subterfuge or negotiation. Use random tables during prep and play to shake up ideas and come up with unique situations. Related ArticlesThe Simplest Way to Annotate a MapUsing the Lazy DM's Eight Steps At the TableFocus Extra Prep Time on the CharactersGet More from Sly FlourishArticlesNewsletterBookstorePatreonPodcastYouTubeBuy Sly Flourish's Books City of Arches Return of the Lazy Dungeon Master Lazy DM's Companion Lazy DM's Workbook Forge of Foes Fantastic Lairs Ruins of the Grendleroot Fantastic Adventures Fantastic LocationsHave a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
February 23, 2025
Offer Choices in Every Scene
I have two great reads for you today. The first is the chapbook Adventure Crucible����� Building Stronger Scenarios for Any RPG by Robin Laws. This book inspired my series on adventure types, starting with Dungeon Crawls. You can find links to the others at the top of that article.
The second great read is a blog post from the Arcane Library called How to Design Exciting D&D Encounters. This article at me from the Arcane Library newsletter ��� subscribe here.
Both pieces cover ways to ensure scenes and adventures in our RPGs excite our players and both cover one particular element we do well to consider �����offering choices.
Choices are true actions of the characters in our RPGs. Characters can only make meaningful choices if there are other options they could choose but decide to skip. The more narrow this range of choices becomes, the more boring the game might become. When a character has three to five possible options in a turn during a battle �����all of them viable ��� they feel empowered. If they only have one thing they can do ("I hit it with my sword") that's not much of a choice.
One reason combat takes such a prominent place in fantasy d20 RPGs is because combat choices are typically clear. Different attacks, different movement options, different bonus actions, different spells, different abilities �����all these possible actions offer choices to players. They're intellectually stimulating.
Consider including such intellectually stimulating choices in all scenes. The characters go to town and meet an important NPC. The NPC tells them about the dangerous cave outside of town in which local treasure seekers sought a powerful idol but never returned. Will you brave adventurers go in there and seek it out? What choice is there? Sure? What the hell else are we going to do?
That's no choice.
But now our heroes come to town and meet with the local adventurers' guildmaster. "Hey, I have three jobs for you. Pick one. Pick another when you're done with that one. The last job we'll farm out to some other group." That doesn't sound particularly stimulating but it offers a choice. It matters which quest they pick and which they leave behind.
The characters come into town and meet a priest who wants to tell them about the marriage of the gods Rava and Volund. Ok, great. We'll sit here and hear all about these gods. That's not a choice. That's exposition.
Instead, a dwarf merchant is pissed off at the heretical priest's statements about this "marriage" between Rava and Volund and threatens to have his mercenaries beat the priest if the priest doesn't shut up. And that priest just can't shut up. What do the characters do? Who do they side with? What happens next?
That's a choice. That choice builds an interesting scene.
Whether your scene is delving through a dungeon, negotiating with a local thieves' guild leader, researching old magic in an arcane library, or fighting a horde of undead ��� ask yourself what choices you leave open for the characters and their players. Are there options here? Are they viable? You don't need to define each and every single choice but there should be some range of possible choices and players can certainly come up with their own.
Otherwise all we've done is offer a single path in which we spew forth our own narrative while our players sit back bored in their chairs.
Noting Choices During PrepConsider identifying potential choices when prepping your game, perhaps during step 3, the "scenes" step, of the eight steps from [Return of the Lazy Dungeon Master]. When you jot down a quick description of the scene, maybe meeting the hag Lady Bloodnails in the dragon's grotto, ask yourself what options exist for the characters. Can they negotiate with her? Can they fight her? Can they sneak around her or learn something else about her from her environment? What can they do here? Three options are usually good. You don't always need an option. Maybe fighting Ourivax the Sallowsworn is really what everyone wants to do. But you don't want a series of scenes that all just lead to the next. Think about what options the characters can choose from and jot them down next to your short scene description.
So the next time you're prepping your game, ask yourself: what choices do you offer in each scene you intend to run in your next session?
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.
Last Week's Lazy RPG Talk Show TopicsHere are last week's topics with time stamped links to the YouTube video. Lots of deep dives into the new D&D 2025 Monster Manual!
Hexploration DecksMike on EN World and Kobold Press PodcastsAll Three D&D 2024 Core Books are Released2025 Monster Manual is the Most Important DM-Focused D&D 2024 BookIs the 2025 Monster Manual Better than the 2014 MM?Is the D&D 2025 MM the Best 5e Monster Book?Could It Have Been Better? Of Course.2025 Monster Manual Monsters Hit at Their Challenge RatingOther Designers on the 2025 Monster Manual Monster MathD&D 2025 Monster Manual Compared to Forge of Foes2025 Monster Manual Effects Don't Negatively Impact Damage Anymore2025 Monster Manual Vampire2025 Monster Manual Requires Looking Up Spells2025 Monster Manual Cultist FanaticThe Language of the 2025 Monster Manual2025 Monster Manual Has No Orcs, Drow, or Duergar2025 Monster Manual Static Initiative Scores2025 Monster Manual Crappy Treasure "Tables"2025 Monster Manual Crappy Ability Score Tables2025 Monster Manual Awesome Contextual Random Tables2025 Monster Manual Alphabetically Sorted Most of the Time2025 Monster Manual What Else Is Missing?2025 Monster Manual Day 1 Errata2025 Monster Manual Final ThoughtsTalk Show LinksHere are links to the sites I referenced during the talk show.
BackerKit: Hexploration Decks by Inkwell IdeasMike on Morrus's Unofficial Tabletop Podcast (YouTube ��� MM starts at 1:18:00)Mike on Morrus's Unofficial Tabletop Podcast (Podcast Recording)Mike on Kobold Chat Talking About Doom PointsPaul Hughes on 2025 Monster Manual on a Business CardAlphastream YouTube Monster Manual AnalysisBob World Builder on the Monster ManualLast week I also posted a YouTube video on The Red Portal Part 1 ��� Dragon Empire Prep Session 12.
RPG 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:
When it works for pacing, have minions flee or die when their bosses drop. Let some bosses suck the life out of minions for temporary hit points. Show players how many legendary resistances or doom points a villain has so they can see their progress at eliminating them. Give yourself a good 60 to 90 minutes to run a big boss fight. Add interactive terrain and monuments to big boss battles. Add 25% more HP to a boss for each extra character above four.Add roleplay or exploration scenes before a big boss fight where the characters can reduce the forces they have to fight. Related ArticlesAre Actual Play Games Hurting Home-Game GMs?Making the Most of the Monster ManualCustomizing MonstersGet More from Sly FlourishArticlesNewsletterBookstorePatreonPodcastYouTubeBuy Sly Flourish's Books City of Arches Return of the Lazy Dungeon Master Lazy DM's Companion Lazy DM's Workbook Forge of Foes Fantastic Lairs Ruins of the Grendleroot Fantastic Adventures Fantastic LocationsHave a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
February 16, 2025
Don't Get Lost in the Zeitgeist
If you're really into this hobby, like I am, it's extremely easy to get caught up in all the big news, scandals, conversations, and controversies that surround this (and any) big hobby. Gods know, I do.
It's important to remember that, when we think about reading and running RPGs, we're talking about a handful of books, dice, paper or digital tools, and the friends we have around our table to enjoy a fun game.
When the D&D 2024 books came out, I spent a lot of brain power on it. I watched and read everything I could. I talked with friends, RPG colleagues, patrons of Sly Flourish, and other fellow fans. I analyzed and hypothesized. I tested theories. I talked about it a lot on my talk show.
In the end, I can hold all three D&D core books in my hands. That's the entirety of the game ��� three hardcover books I can stuff into a backpack. That's it. Right there. That's the whole game.
We know the game is bigger than just the books themselves. RPGs mean a whole lot to many of us. I think RPGs save lives. When I'm sitting at the table playing games with my friends, it hits all of the most important parts of my life ��� relaxing and spending time with friends and loved ones together creating tales of high adventure.
That's why we get so focused on all the RPG news, debates, ideas, and attention applied to this amazing game. RPGs really matter to us.
But RPGs are also just a game.
RPGs are built from the books we use at our table, or load up online, once a week or so and spend a few hours away from the rest of our lives to enjoy some time in a world we all share in our minds together.
The zeitgeist surrounding the RPG hobby really doesn't matter that much. New products show up ��� some good and some bad. Some products we bring to the table. Others we skip. We and our friends decide what we want to play and how we want to play it. None of the rest of it actually impacts us directly.
It's easy to forget that, for each of us, the game at our own table is the only one that really matters. I forget this all the time. I spend hours on Discord or EN World debating the hobby, the products, the business, and all the rest, almost forgetting that I have a group coming over tomorrow night and maybe it's worth spending more of that time thinking about how to draw their characters into the game.
It can be fun to dive into news and discussions surrounding the larger RPG hobby but remember that the larger hobby doesn't dictate what happens at your table ��� you do.
Focus on the next game you're going to run for your friends around the table.
More Sly Flourish StuffI was away at Winter Fantasy last week so there was no Lazy RPG Talk Show (also available as a podcast). Maybe take a look at previous episodes you missed!
Last week I posted a YouTube video on The Best Large Language Model for your RPG ��� Your Own Brain.
RPG 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:
Puzzles and riddles are like tapping out songs with your finger. They���re totally obvious to you and no one else has any idea what you���re talking about.Have at least two ways to get past a puzzle.How did the creator of a puzzle door use it themselves? Why did they lock their door with a Sudoku?Let players roll all their dice even if you know it���s a fatal blow. Don���t take away their fun with the math rocks. If you love your players and their character does 52 damage, tell them the monster had only 51 hit points left. If you don���t love them, tell them their foe only had four. Let players use character shenanigans during skill challenges. Don���t force them to just make ability checks the whole time.Add beneficial and detrimental environmental effects to get characters moving around the battlefield.Related ArticlesBeing a Good Steward of the TTRPG HobbyHow to Survive a Digital D&D FutureFind Local Players for Tabletop RPGsGet More from Sly FlourishArticlesNewsletterBookstorePatreonPodcastYouTubeBuy Sly Flourish's Books City of Arches Return of the Lazy Dungeon Master Lazy DM's Companion Lazy DM's Workbook Forge of Foes Fantastic Lairs Ruins of the Grendleroot Fantastic Adventures Fantastic LocationsHave a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
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