I Tried. A poem.

I tried to make you happy
And not to bring you down
But again I failed so inevitably
Thorny crown upon my brow

I tried to make you happy
But perhaps the stage was set
For another lonely scene of remonstrance
A monologue of regret

I tried to make you happy
But it seems to be my fate
To swim against a surly tide
And to drown in history’s wake

For more Poetry, click here.

poetry books - stevestillstanding

For more of my poetry, check out Poetry for the Sad, Lonely and Hopelessly Endangered and The All or the Nothing, available in print or e-book formats.

Click here to find out how to get your copy.

Sh&t Show. A poem.

This sh&t show never ends
I would change the channel
But the remote’s on the fritz
And there’s nothing else
Worthwhile on anyway
And even if there was
I’m too apathetic to care
And too down to get up today
Too spent to make some change

And too

Too

This sh&t show never ends
Until I
Finally

Tell it to

For more Poetry, click here.

poetry books - stevestillstanding

For more of my poetry, check out Poetry for the Sad, Lonely and Hopelessly Endangered and The All or the Nothing, available in print or e-book formats.

Click here to find out how to get your copy.

Currents and Whirlpools. A poem.

Somewhere along the way
I lost sight of yesterday

Drifting on currents and whirlpools

Threatening to take me
Down to places I’d rather not be

And so I fell as deeply as one could
As far down as one never ever should
A stone and leaden weight
Sinking deeper into fate

Violent currents and whirlpools

Threatening to spin me right around
To run my hard fought world aground
Like a ship without a helm
Like a lifetime overwhelmed

And after all that, I survived
Left somewhat ragged and indecisive
Yet I struggled, rose to my feet
An embittered revolutionary

Fighting currents and whirlpools

(That won’t take me there again
Won’t spin me down the drain)

Although I live with constant hurt
The culmination of this work
I will walk with head held high
Still standing and not crying

And to all those currents and whirlpools

I am not afraid of you

For more Poetry, click here.

poetry books - stevestillstanding

For more of my poetry, check out Poetry for the Sad, Lonely and Hopelessly Endangered and The All or the Nothing, available in print or e-book formats.

Click here to find out how to get your copy.

My Lady Waits. A poem.

My lady waits in conscious thought,
Precluded and abstaining,
With fickle motions bought
And sold in a moment’s notice.
She stands and lies and shivers,
Like summer rainfall or icy leaves
At winter’s end, when all delights
Must finally shake those fickle traces
And embrace their bitter finality.

My lady waits and presents
Herself to me, and now I shiver
As the wind that fills my heart
And blinded, new swept soul
Lifts me up and casts me aside
In another long felt gesture
Of indignation and unkempt desire.

My lady waits for me,
And I listen for her call.

For more Poetry, click here.

poetry books - stevestillstanding

For more of my poetry, check out Poetry for the Sad, Lonely and Hopelessly Endangered and The All or the Nothing, available in print or e-book formats.

Click here to find out how to get your copy.

Laidback DM – Free D&D 5e Adventure

Hi all,

Here’s a free copy of one of my adventures from Shotglass Adventures volume 1. It was a winner in the 2019 One-Page Dungeon Contest.

This image is 1200 dpi so you can view it easily on tablets and PCs. Just right click on laptop/PC or hold your finger on the image on your phone or tablet to save it, then print and play!

Laidback DM Free Dungeon

And if you like that, why not check out my other products, available at DriveThruRPG!  Click on the link below for more.

Game on!

Steve 😊

 

For more Laidback DM posts, click here.​ ​

You can find my D&D 5e and OSR products at​ https://www.drivethrurpg.com/browse/pub/13989/Laidback-DM MYPWDF Ad - Laidback DM

Laidback DM – Running Big Parties

Nope – this isn’t a post about hosting huge drunkfests the whole street will remember. But nerdfests? Bring it on…

There’s a reason most modules are written for four players. Over time this was considered the average number of players most DMs could get together for one game session. Times have changed though, and with D&D reaching a level of popularity far beyond the original golden years of the ‘80’s, parties are bigger, tables are bigger and the associated problems of running games are bigger. Yep, facilitating large parties of players can be fun, but they can also be awkward and fatiguing. I’ve regularly run large parties of players. Here’s a few things I’ve learned over the years to help run big games and avoid some of the pitfalls.

  • Set ground rules – this is important for any game, especially big groups as they can become unruly faster than a smaller one. Establish your basic game ground rules early: no insulting, no vilification, don’t humiliate other players, etc. get your players’ input in coming up with ground rules so the group is not only accepting but knows where they shouldn’t go regarding discussions/behaviours.
  • Involve everyone – managing a party of players is like managing a team in a workplace – everyone has different strengths and motivations. Over time you’ll get to know your players well, and you’ll know what best motivates and engages them. Use that knowledge. Directly involve your players in some time of the administration functions of the game. Got some who are rules experts? Ask them for help on rules decisions, if needed. Got overly responsible players? Let them take over roles like organising initiative, mapping, marching orders, etc. Got vocal players? Give them opportunities to role play and describe their scenes. Got quiet players? Be inclusive, give them opportunities to speak and be heard. Give everybody opportunities to shine. In short, let them make your job as a DM easier, while playing to each player’s core strengths and motivations.
  • Manage the pace – make sure the story is moving along. This may sound a little obvious, and it’s true for any game, no matter what size: slow pacing kills engagement. Make sure your game doesn’t drag. If the wilderness encounters are tedious, drop them and so a travel montage instead. Better still, get one of your players to describe the flow of days on the road. If there’s a part of the adventure that’s boring, move through it quickly. And combat? “Many battles do not a good game make,” said Yoda. Even if your party are die hard hack-and-slashers, every game should be a balance of role play and combat, so that everyone gets to do something they enjoy.
  • Let your players contribute to the story – give each of your players the time to describe what they do in down time, or how they react to a new environment or new NPC. But beware the over-talker! If someone’s going on too long and the other players are switching off, acknowledge that player’s contribution and continue to move the game forward.
  • Run faster combats – big parties mean more down time between turns. This is ok for those players who are intensely involved or planning their upcoming turn, but there will be a few who aren’t – playing with phones or side conversations about non-game stuff are an indicator. Use faster combat to keep players engaged. Forego some of the lengthy descriptions of battle. Make the combat fast and keep everyone involved and excited. Theater of the mind becomes tricky the more players and monsters are involved, but it’s still quicker than using a grid. That said, the bigger the party, the better a grid for combat becomes as it’s easier to manage where the PCs are in relation to opponents. It’s your call, just remember to drop the unnecessary bits.
  • Increase the challenges – as mentioned earlier, adventures are generally written for four players. If you have more, up the ante. Parties of eight are easy – just double the number of bad guys. But what about the big bad? Rather than duplicate him/her, increase their hit points. Give them legendary actions. Up their armor class. Give them a powerful magic item to wield (if they don’t have one already). Remember, the more players, the more actions they have and the more hits the bad guys take, thus lessening the threat. You need to counter player character overkill by ensuring each combat encounter and the final boss remain suitably epic.
  • Consider more role playing opportunities – large parties of people respond like large groups of people. Often they split into cliques, or favour particular people in the group they know or identify with. Role playing encounters give an opportunity for groups to play as a party and introduce some ‘game’ conflict into the mix. Just make sure it doesn’t become REAL conflict – as facilitator, maintain control of the flow of discussion and immediately cut off anything that vilifies or denigrates another player.

Big parties are lots of fun to run. Just make sure they don’t run all the way over you.

Game on!

Steve 🙂

PS Do you have any hints for running big parties? Leave a comment! Heck, I’ll even respond to the ones about wild drunkfests.

For more Laidback DM posts, click here.​ ​

You can find my D&D 5e and OSR products at​ https://www.drivethrurpg.com/browse/pub/13989/Laidback-DM
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Laidback DM: Pathfinder 2e Reviews – Lost Omens Character Guide

I’ve been buying most of the Pathfinder 2e products, so I may as well review them.

Paizo has a monthly release schedule for their products, which is great for those of us with collector mentalities that like to have everything (but terrible for our erstwhile budgets). I was pretty impressed with the Lost Omens World Guide, so it was a no brainer I would pick up the Lost Omens Character Guide.

A slim volume at 135 pages, the Character Guide manages to squeeze a lot of content in. There is expanded lore for all the Core Rulebook ancestries, new heritages and ancestry-specific feats. I was most interested in the new ancestries: the militaristic Hobgoblin; nature guardian Leshies (I love how Gourd Leshies can store physical objects inside their hollow heads); the patient and adaptable Lizardfolk. Each of these ancestries has multiple heritages with specific abilities, and ancestry feats. Want a Lizardfolk from the desert – try the Sandstrider. Or maybe an Unseen Lizardfolk which has chameleon abilities. How about an Elfbane Hobgoblin with resistance to elvish magic? Leaf Leshies are so light they can fall any distance and not be hurt.

One of my criticisms of the P2e Core Rulebook was the lack of new ancestries other than the Goblin, but these additional ones start to make up for that. They are all substantially different from the D&D takes on these races and there is the promise of more to come.

Next up is organisations, with detailed entries on the ostentatious Firebrands, the dogmatic Hellknights, stalwart Knights of Lastwall, the ancient magical Magaambya, and the adventurous Pathfinder Society. Not only is there a wealth of information on these organisations, how PCs join them and how each organisation relates to one other, there’s also loads of new items specific to each group, new abilities and archetypes, and feats galore. The Firebrands have access to an Insistent Door Knocker that whispers hints to you when you’re trying to unlock another door. Knights of Lastwall gain access to the new Sun Blade spell. Magaambyan attendants can gain Mask Familiars.

This book is a treasure trove of ideas for P2e players, especially those who like to get deep into their character’s background story and customise their skill sets appropriately. GMs will be happy, as well. Aside from all the lore available, the end of the book includes an NPC gallery with low and high level NPCs from each organisation, along with guidelines to apply themed templates to create organisation NPCs at differing levels and using other ancestries.

Paizo has impeccable production standards for their products, but it doesn’t make them perfect. I’ve mentioned before I’m not a fan of having rules and information spread out over multiple books. There are feats and archetypes in the Lost Omens World Guide that flow into some of the archetypes in this book. When you look at that book and this one, it seems like one book was split into two to ensure a regular flow of product. I have no problem with companies safeguarding their bottom line, especially when the products they produce are so good, but I usually like to have most things in one place. I’m not a fan of lugging my books around, so I use PDFs on a tablet for reference during games. Even jumping between PDFs can be a pain, but I am happy Paizo had the foresight to include page references when referring to feats or archetypes in other books. I guess I’ll just have to live with an annoyingly high number of rules sources.

Lost Omens Character Guide is a worthy addition to your P2e library (and believe me, with all the content being released, it becomes a library VERY quickly). There’s great content here for players and GMs, and it will definitely add some spice to your herb rack (a terrible analogy, but you know what I mean).

Rating: 9/10

For more Laidback DM posts, click here.​ ​

You can find my D&D 5e and OSR products at​ https://www.drivethrurpg.com/browse/pub/13989/Laidback-DM
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So. A stream of consciousness poem.

So.

So so so.

So, a lot of people seem to have an issue with uncertainty. About where they are headed, about the meaning of life. You know. The big questions.

I’m one of those. Sometimes.

So.

So, I know I’m on a path. I’m a believer in predestination. Destiny. Fate. Call it what you want. I never used to be, but too many things have played out in my life to be coincidence. Believe it or not.

So.

So, yeah, I’m a believer. And as such, I’m not really uncertain about where I’ll end up, big picture-wise.

But I am pretty uncertain about where I’m gonna be with the little stuff. The nitty gritty. The stuff that drags us down. Money problems. Love. Family. Getting by.

So.

So, I write poetry, and I use it to express myself and talk about sh&t that worries me and stuff I need to get off my chest. I bet you do, too.

Even this train of thought is a poem. It flows. It expresses. It’s me.

So.

So so so.

So, yeah, I worry about stuff all the time. Just like you. Just like every f&@$ing person in the whole world. But I’m selfish, like every f$&@ing person in the whole world.

And although I think and worry about others, deep down I worry more about myself because I’m just a selfish pr$ck.

Who swears a lot.

So.

So, a train of thought doesn’t always have to stop at the station to make its point, you know.

Sometimes it just has to ride along those tracks.

Even if it never quite gets to its destination.

So.

So, uncertainty sucks.

So, let that train get to the station.

And try not to worry so.

For more Poetry, click here.

poetry books - stevestillstanding

For more of my poetry, check out Poetry for the Sad, Lonely and Hopelessly Endangered and The All or the Nothing, available in print or e-book formats.

Click here to find out how to get your copy.

Laidback DM: Products Available Now!

Hi all!

Far be it for me to spruik for a living, but hey – it’s how I make a living now. So, here are some of my products available on DrivethruRPG in print/PDF/digital. You can buy any or all of these fine products by visiting this nifty little link:

https://www.drivethrurpg.com/browse/pub/13989/Laidback-DM?term=laidback

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Laidback DM Ad - Shotglass Adventures 1 and 2

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Game on!

Steve 🙂

For more Laidback DM, click here.​

Briars and Thorns. A poem.

All these briars and thorns—
Sticking and slicing,
Pricking and enticing—
Patterning my body
And reflecting my somber discontent.

Marking a trail upon this empty flesh—
A patina of scar tissue,
A fleshy, vertiginous map—
To guide me like a lost,
Angst-filled, wayward child.

Back from the emptiness
Of my long congealing heart.

For more Poetry, click here.

poetry books - stevestillstanding

For more of my poetry, check out Poetry for the Sad, Lonely and Hopelessly Endangered and The All or the Nothing, available in print or e-book formats.

Click here to find out how to get your copy.

Laidback DM: Pathfinder 2e Reviews – Tomorrow Must Burn

I’ve been buying all the Pathfinder 2e products, so I may as well review them. Sorry it’s taken me a while to get to this adventure path. Just call me lazy.

Limited Spoilers!

Tomorrow Must Burn is the third part of the epic Pathfinder 2e adventure path Age of Ashes, containing three adventures for characters of 9th-11th level. The PCs face off against the Scarlet Triad, the slavers behind the Cinderclaw Cult and the adventure path’s overarching conspiracy (which I won’t spoil).

Tomorrow Must Burn is set in the country of Ravounel, which gained its independence in a previous adventure path (remember I said a while back these adventure paths have a real impact on the game world?). It’s nice to see a return to a previous adventure location (even if I get the faint impression this might have been to save on production time).

There are several interesting town and city-based adventures and a showdown with the slaver boss in a remote quarry location, and although the investigations and missions have less variety than the previous adventure in the series, they are nonetheless enjoyable.

As usual, Tomorrow Must Burn includes loads of additional information for GMs, including a gazetteer of Ravounel, all about Dragons, seven new magic items, three pages of new feats that can be learned from NPCs (the Lacunafex spy network and Bellflower underground railroad that frees Halfling slaves), 10 high-level monsters and three detailed NPC overviews.

All of this wonderful added content can be an issue in the long term, however. When spread out over multiple supplements—a concern with Pathfinder 1st edition and also with the various new Lost Omens hardcovers—it can become problematic trying to find references during your future games. Perhaps Paizo will consolidate all the new material at some point, however the current example of division of Lost Omens’ content makes this doubtful. I hate having to look through multiple books for references (D&D 5e is getting this way as well). It’s inevitable as games age and new content for players and GMs is released, but P2e has only been around a few months and it’s already racking up a significant supplement count. Having said that, it’s the GM’s choice to use the additional content or not.

One other quibble: the Ravounel gazetteer is a bit of a letdown – it reads like a bland travel brochure and there are next to no adventure seeds. WOTC managed to cram Baldur’s Gate full of them, and although that gazetteer was much bigger it shows what can be done with a city supplement. Having additional adventure seeds can really help GMs (especially new ones) with building and running their own campaigns.

The nature of adventure paths means they tend to lead PCs from one specific outcome to the next, in a somewhat linear fashion—they’re a path, after all—and there’s not much room for improvisation. Having said that, Age of Ashes compensates by providing a full and interesting campaign from 1st-20th level, and WOTC has only managed that in one of their many campaign adventures. Age of Ashes is more varied and challenging than that somewhat staid multi-level dungeon crawler.

Although Tomorrow Must Burn has less mission variety than Cult of Cinders, it will keep players interested and engaged throughout the many sessions of play in this book. I’m enjoying these adventures, and look forward to the next.

Rating: 8/10

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Drowning Not Waving. A poem.

It’s so easy
to wave
And then
slide below
And let the tide
take me
Wherever
we’ll go

Waving
not drowning
Just a puppet
on show
Drowning
not waving
Behind a
curtain of woe

For more Poetry, click here.

poetry books - stevestillstanding

For more of my poetry, check out Poetry for the Sad, Lonely and Hopelessly Endangered and The All or the Nothing, available in print or e-book formats.

Click here to find out how to get your copy.

Laidback DM: Pathfinder 2e Review – Cult of Cinders

I’ve been buying all the Pathfinder 2e products, so I may as well review them. Sorry it’s taken me a while to get to this adventure path. Just call me lazy.

Spoilers!!

Cult of Cinders is the second part of the Age of Ashes adventure path. It contains four adventures taking PCs from 5th-8th level, set in the vast and danger-filled jungles of the Mwangi Expanse.

Laidback DM: Cult of Cinders review

This adventure has a great balance of role playing and fighting missions that include befriending the local Ekujae Elves via hunting, attending a feast, matchmaking and storytelling (among other activities); deactivating a number of protective dragon pillars throughout the jungle; disrupting a mining operation and an intense showdown with the Cinderclaw Cult antagonists in the fossilized remains of a giant dragon. Along the way the PCs learn the cult is linked to another, bigger conspiracy, and gain a key to another Elvish magic gate (and thus another part of the Inner Sea Region of Golarion). Age of Ashes is a good introductory campaign as it uses portals to take the PCs to multiple countries across the game world, providing varied environments and challenges in each new instalment.

Along with the adventures are additional rules enabling repair and upgrade of the citadel the PCs took over in Hellknight Hill, copious information on the Ekujae Elves, new treasures and diseases, extensive background information on two major NPCs and 15 new monsters.

Cult of Cinders has the usual high levels of presentation and writing we’ve come to expect from Paizo. It’s less linear than the previous instalment, with more mission variety that also very effectively demonstrates the various P2e rules for downtime and NPC interactions.

Rating: 9.5/10

For more Laidback DM, click here.

Delineate. A poem.

Let me draw an outline
Around your heart
And delineate
The love between
Let me itemise it
Systematically
Congruently
Congenially
Tangentially
Until it is so defined
That it no longer
Means a thing
To either you or me
Because logic
And love
Are not the same
And you and I
Delineate it
Differently

For more Poetry, click here.

poetry books - stevestillstanding

For more of my poetry, check out Poetry for the Sad, Lonely and Hopelessly Endangered and The All or the Nothing, available in print or e-book formats.

Click here to find out how to get your copy.

Three Years!

Wow.

It’s been three years of blogging, poetry, D&D, films, comics, stories and stuff. I trimmed down recently to just poetry and role playing game blogs, but the site is still going strong!

58000+ views, 1000+ posts, 1600+ followers, 3000+ comments (according to my WordPress stats). That’s not bad for a site I originally started to encourage me to write every day and to vent about my sad life.

Thanks for your support. Onwards and upwards! Or sideways. One of those.

Cheers

Steve 🙂

Want to read my very first blog (no one’s forcing you to)? Just click on this link: https://stevestillstanding.com/2017/01/09/so-why-a-blog/

Blame. A poem.

I took the blame
For it was my lot
To stumble and toil
And make my weary way
Back to life
From whence I was cast
Aside

But blame should be
Apportioned
Fairly and to each
For blame lies not in one
But in the actions
And inactions
Of all

Forevermore

For more Poetry, click here.

poetry books - stevestillstanding

For more of my poetry, check out Poetry for the Sad, Lonely and Hopelessly Endangered and The All or the Nothing, available in print or e-book formats.

Click here to find out how to get your copy.

Murder of Crows. A poem.

A tendency to exaggerate.
Variable and inconsistent,
A migratory bird, unaware
Which hemisphere is up
Or what time of year it is.

A mountain and a molehill,
Keynotes of your dependency.
Furtive and insecure
And longing for approval;
All wayward illegitimacy.

Time to find the truth within
And not try so hard
To be party to an
Estranged and inconsolable
Murder of crows.

For more Poetry, click here.

poetry books - stevestillstanding

For more of my poetry, check out Poetry for the Sad, Lonely and Hopelessly Endangered and The All or the Nothing, available in print or e-book formats.

Click here to find out how to get your copy.

Laidback DM: Pathfinder 2e Reviews – Hellknight Hill

(I’ve been buying all the Pathfinder 2e products, so I may as well review them. Sorry it’s taken me a while to get to this adventure path. Just call me lazy.)

Hellknight Hill is the first in the Age of Ashes Adventure Path for P2e, taking PCs from 1st-4th level. The first mini-adventure sees the PCs fighting a fire in the town hall, before accepting a job to chase down the fire starter in the citadel on Hellknight Hill, just outside of the town of Breachhill. Next up is a dungeon crawl through the citadel, rescuing a band of local goblins and defeating the fire starter. The last part of the adventure sees the PCs investigating the dungeons and caves below the citadel, fighting the Cinderclaw cult attempting to invade the region through a magic gate and discovering a series of portals that tie directly into future instalments of the adventure path. They even get to keep the citadel as a fixer-upper to use as a home base, which is a nice touch.

Overall this adventure is a well put together, somewhat linear adventure, with bonus materials including campaign information, a detailed town with a mysterious secret, 3 major NPCs, 2 new magic items and 9 new monsters. The writing, maps and art are good and the levels are decently designed (although there are the occasional questionable monster placements that seem to be there just to make up the XP level requirements rather than for logical reasons).

This adventure makes a good introduction not only to the Age of Ashes Adventure Path but also to P2e itself. I also like the fact the Adventure Path enables the PCs to significantly impact the game world (assuming they play it through to its conclusion at level 20). As with all of Paizo’s campaign materials, this is very closely tied to the Pathfinder world of Golarion, but any DM/GM could cull bits to use in their own homebrew campaigns if they wished.

Rating: 8.5/10

For more Laidback DM, click here.

For Laidback DM products, in print/PDF/digital, visit https://www.drivethrurpg.com/m/browser/publisher/13989.

Paramour. A poem.

These metaphors,
So sorely overused,
Are now circumspect
And reeking of apathy.

I long to find
Such cunning words
That would spin
Symphonies of ardency.

This paramour,
In evidence alone,
Has proven they
Can break your heart so many times,

Yet always have you
Coming back for more.

For more Poetry, click here.

poetry books - stevestillstanding

For more of my poetry, check out Poetry for the Sad, Lonely and Hopelessly Endangered and The All or the Nothing, available in print or e-book formats.

Click here to find out how to get your copy.

Practice Makes Perfect. A poem.

I reach
And yet
Everything
Is so
Far away

Unknowable

My fingertips
Brush
The surface
Of something
I cannot

Grasp

No matter
How hard
I try

But that
Won’t stop
Me from

Persevering

Because

Practice
Makes
Perfect

For more Poetry, click here.

poetry books - stevestillstanding

For more of my poetry, check out Poetry for the Sad, Lonely and Hopelessly Endangered and The All or the Nothing, available in print or e-book formats.

Click here to find out how to get your copy.

Switch. A poem.

I
stopped
to
think
and
thought

Perhaps I shouldn’t do so
Perhaps I should just stand and rise
Above all the crap I’m floating in
All the muck and detritus
I’ve let gather around me
All these years and tears
And heartfelt fears
That congest the waters
And drag me down
A skeletal grip upon my ankle
Clasping while I writhe
And shake in heedless contempt
Until I’m submerged within myself
And every opportunity to
Reach the light above
Is taken from me

As
easily
as
flicking
a
switch

For more Poetry, click here.

poetry books - stevestillstanding

For more of my poetry, check out Poetry for the Sad, Lonely and Hopelessly Endangered and The All or the Nothing, available in print or e-book formats.

Click here to find out how to get your copy.

The Wait is Over. A poem.

The wait is over
And although you were active
All along
Spewing literary concerns
Like jaded opinions
And late afternoon enfilades
The time has come
For release
From this future tense
To revel in the irony
That what kept you going
Was a bitter sense of yesterday
And wanting
To get far away
From all the things you loved
Just a little too little
And just a little
Too much
The wait is over
And now the real journey
Can begin

poetry books - stevestillstanding

For more of my poetry, check out Poetry for the Sad, Lonely and Hopelessly Endangered and The All or the Nothing, available in print or e-book formats.

Click here to find out how to get your copy.

Laidback DM – Lost Omens World Guide (Pathfinder 2e) Review

I’ve been buying everything Pathfinder 2e related over the past few months, so I thought I’d do a few reviews.

Lost Omens World Guide is exactly what you think it is – a gazetteer of the world of Golarion, Pathfinder’s official setting. Okay, it’s actually the Inner Sea region, Golarion’s analogue of Europe, Africa and the Middle East, but there’s also some general info on the rest of the world.

Lost Omens World Guide and poster map

One thing that hit me about this book (aside from the surprising thinness of the tome) is the sheer volume of ideas thrown in. There are so many tropes at play in this fantasy setting it’s safe to say the authors used a ‘kitchen sink’ approach. In many ways this is good for GMs – there are so many different environments that you are likely to find a place you like that will suit the theme and style of your campaign. Like science fantasy? Try Numeria, where a spaceship crashed in ancient times and remnants of tech can be found across the land. Like Wild West fantasy? Alkenstar produces firearms. French Revolution? Galt is perpetually revolting and has a magical guillotine that traps souls. Post-Wars of the Roses Britain? Try Taldor. Ice age? Realm of the Mammoth Lords. Ancient Egypt? Osirion. All the analogues are here, but each has a creative spin that makes it fresh and original. And there are plenty of seeds for campaigns or stand alone adventures.

I especially like the fact that Lost Omens World Guide has direct mentions of previous Pathfinder Adventure Paths, and that the world’s history and various countries have been affected by them. It gives the world a “lived in” feel and shows that the official adventures have lasting consequences. If you have a group who played through those first edition campaigns, the players will feel like they truly changed the world. And who doesn’t want to feel that?

There are new PC backgrounds related to each country, new magic items, spells and feats. These are all usable in the game and help to personalise your PCs more. And all laid out in the consistent P2e style.

The artwork and maps are excellent, and the writing and editing is good (only a few typos). There is a double-sided poster map of the Inner Sea region in two styles, which is pretty awesome.

The book itself is a wee bit thin for my liking (130 pages) but then I found it much easier to read than a 350 page volume. The text is tightly packed – I think a larger font would have been easier on the eyes, but I realise they are keeping a consistent look and feel for P2e.

Another sore point: a number of the names are awful – Norgorber? Please, I can’t be scared of an evil god with such a dumb name. And regional consistency in naming doesn’t seem to exist in many places (I’m sure Tolkien is rolling in his grave). But it’s fantasy, after all, and I guess it could be worse.

There are other books coming out to support the Lost Omens World Guide, and I get the impression they all could have been combined into one. I’m going to forgive Paizo for this, as I know they’re not as big as WOTC and release a crap load of regular (and quality) product every month (while WOTC seems to release content at a dribble).

Good job Paizo, yet again.

Rating: 9/10

For more Laidback DM, click here.

To support my Kickstarter for Maps Your Party Will Die For, click on https://www.kickstarter.com/projects/laidbackdm/maps-your-party-will-die-for-for-5e-pathfinder-osr-rpgs

The Whole Shebang. A poem.

Attitudes entrenched by years
of disbelief, tears and fears.
Shaken, abused and confused;
broken, taken and refused,
again and again,
until there’s nothing left
but regret and emptiness.

An anger that shakes these
foundations of resentment,
these skyscrapers of doubt.
Twisting and turning
this rage about
until there’s nothing left
but wanton disregard.

Enough to sedate
a deafened mind and soul,
that’s no longer whole
but wasted
on you
and me,
and the

Whole

Damn

Shebang

For more Poetry, click here.

poetry books - stevestillstanding

For more of my poetry, check out Poetry for the Sad, Lonely and Hopelessly Endangered and The All or the Nothing, available in print or e-book formats.

Click here to find out how to get your copy.

Laidback DM – The Quiet Player

I’m willing to bet money you have a group that has at least one quiet, introspective player, who tends to not speak up much (I’ll refrain from calling them an introvert as sometimes introverts can be outgoing, too). I’m also willing to bet that you’ve DM’ed a game with an unfamiliar group with subdued players in it. And what tends to happen with those quiet players? They get drowned out by the rest of the crowd.

Hey, you in the back! Yes, you! Bet there’s something you’d like to say...
Hey – you in the back. Speak up!

Here’s some tips to prevent that:

  • Make sure your quiet players get the opportunity to contribute. All too often the loud players (and I won’t refer to them as extroverted, as some extroverts aren’t loud or over the top) have all the say. It’s important to involve everybody in the game, and addressing your less confident players directly can do that. Ask them what they want to do, or if they have another option to the one being pushed by the more confident players.
  • Use open questions with subdued players. Closed and open questioning techniques are used in different situations, depending on the type of information sought. A closed question generally has a yes or no answer e.g. “That’s the course of action you’re taking?” An open question allows the questioned person to provide a fuller answer e.g. “What course of action would you like to take?” Use open questions with your quieter players to allow them the opportunity to speak more.
  • Highlight the quiet player’s character. Often an outgoing player’s character is a reflection of the player, and thus may grab the spotlight more often. Make sure you know what the subdued player’s character is capable of, and use them. Set up some situations for their character where they have opportunities to shine.
  • Speak to quiet players before and after the session. Get to know all your players, but find out if your quiet players like to lead, of if they have a particular backstory or subplot they would like to explore. Build an adventure around their backstory. Maybe they don’t like speaking and prefer to stay quiet and observe. If this is the case, honour their wishes, but make sure you stay up to date with their situation as this may change as they grow more confident and willing to speak up in the game.

Quiet players are often the introspective thinkers of the group. They may be more inclined to think through situations, rather than charging in blindly (but not always). Remember to involve all at the table – don’t let quiet players get drowned out by the more vociferous ones. Tabletop RPGs are for everyone to enjoy, after all.

Game on!

Steve 😊

For more Laidback DM, click here.

To support my Kickstarter for Maps Your Party Will Die For, click on https://www.kickstarter.com/projects/laidbackdm/maps-your-party-will-die-for-for-5e-pathfinder-osr-rpgs

Centre Stage. A poem.

Saw you again the other day,
ring on finger, centre stage.
I smiled, a little whimsically,
through sad and bitter memories.

I looked back amongst the bric-a-brac,
how we laughed and walked, and fought like that.
And played and talked and teased again—
sometimes enemies, sometimes friends.

I realised, despite the lies of youth,
I was glad you found your personal truth.
Happy your road led to this place,
when another path, might mean disgrace.

Happy the circle is now complete,
That it helped you rise from your defeat.
Now, I’ll carry you in head and heart,
Until from this life, I do depart.

For more Poetry, click here.

poetry books - stevestillstanding

For more of my poetry, check out Poetry for the Sad, Lonely and Hopelessly Endangered and The All or the Nothing, available in print or e-book formats.

Click here to find out how to get your copy.

Laidback DM: Designing Dungeons

So, you have a map of a dungeon / building / ruin / chasm / extra-planar setting / landscape, etc. Now, you just have to stock it with some monsters and traps.

Here’s some hints for designing cool dungeons:

  • Who’s the Boss? Decide who your big bad is going to be from the beginning. Select ancillary monsters to suit the boss’s main theme. Then take those ideas and add a twist or two e.g. a Vampire Lord will no doubt have vampire spawn, dire wolves, bats, humanoid prisoners, zombies. But…maybe the Vampire Lord has gone crazy from a mysterious undeath disease, the Vampire Spawn are revolting against him as a result, the zombies are actually human adventurers in disguise attempting to sneak in and rob the place, and the dire wolves and bats have mutated into combined forms as a result of the undeath disease—flying wolves, baby!!
  • Why are the monsters there? When you select monsters, think about their personal reason for being in the dungeon. You should err on the side of logical. Maybe a monster is guarding a particular tomb. Maybe the monster is part of a tribe that lives in another part of the dungeon and it’s lost. Maybe a monster is a demon trapped in a room by adventurers hundreds of years ago. No matter what monsters you choose, and no matter what reason you come up for them being there, make sure they all relate to each other in some way e.g. the lost monster is searching for the the tomb, it has heard rumours a demon is trapped in a room near here. He thinks the demon might be able to help him get past the tomb guardian. There’s nothing more boring then a collection of random rooms with random monsters. If you want that for your group, then why not play a computer game.
  • Don’t fill every room. There should be a smattering of empty rooms, to lighten things up a big, introduce tension (nothing like players thinking the room has something nasty in it…), and to give PCs a place to rest if they need it.
  • Traps should be there for a reason. Once again, logic wins the day. A tomb might have several traps, all preventing the PCs from getting to the sarcophagus. A lair might have traps to prevent attackers from breaching the first line of defence. If there is no real reason for a trap, then leave it out.
  • Make the environment interesting. Think about what you can do to make the environment (and the encounters within the environment) challenging. Maybe the floor has broken away in part of one room and continues to break up during any fight. Maybe the corridors shift as the result of a magical curse. Maybe the lava flow in one or more areas occasionally shoots a jet stream into the air, splashing those around it with burning magma.
  • What’s the hook? There should be a good reason why the party is invading this dungeon. It’s often good to link it in some way to a PC’s backstory (although you shouldn’t do this every time) e. g. a PC’s sister has gone missing in a vampire attack on the local town. In the dungeon, she has been transformed into a vampire spawn. Save her, or kill her? Moral quandaries are always my favourite.

Game on!

Steve 😊

PS want some examples of adventures made from single maps? Check out Shotglass Adventures Vol. 1 and 2 at the link below.

For Laidback DM products, in print/PDF/digital, visit https://www.drivethrurpg.com/m/browser/publisher/13989.

To support my Kickstarter for Maps Your Party Will Die For, click on https://www.kickstarter.com/projects/laidbackdm/maps-your-party-will-die-for-for-5e-pathfinder-osr-rpgs

Steak Sandwich. A poem.

Brown, blood-streaked
breadcrumb entree
Built to serve
Consistently
It roils and rocks
In the mouth, awash
Then on it floats
Sea of acid wash
A meal of kings
A grand entry
Ignominious exit
Consistency
Brown, blood-streaked
A warning bell
To the doctor, now
And time will tell

For more Poetry, click here.

poetry books - stevestillstanding

For more of my poetry, check out Poetry for the Sad, Lonely and Hopelessly Endangered and The All or the Nothing, available in print or e-book formats.

Click here to find out how to get your copy.

Laidback DM – Free Old School Map!

Time for a free map! I love drawing maps for Dungeons & Dragons adventures. I have far too many, though, so I give away my old school hand-drawn maps any chance I get.

This week: Bandit Ruin

The Bandits of the Murkmire prey on small villages on the periphery of the swamp. Your party has been hired to take them out at all costs and return any kidnapped villagers. Unfortunately, you’re caught attempting to sneak up on them, held in the dungeon below and are forced to fight in vicious pit fights against all kinds of unsavoury creatures. Time to escape! But what lurks behind the bricked up passageways? You can hear something moaning at night, putting both bandits and the kidnapped on edge. And that incessant tapping on the wall – is that something trying to get out?    

LAIDBACKDM_BanditRuin_600DPI_stevestillstandingcom

Above: Just right click and save.

This map is free to use for non-commercial purposes, as long as you acknowledge me and my website stevestillstanding.com. If you want to use it commercially, please send me an email and we can talk terms.

Happy Gaming!

Steve 😊

For more Laidback DM posts, click here.

For Laidback DM products, visit https://www.drivethrurpg.com/browse/pub/13989/Laidback-DM?term=laidback​

Laidback DM Ad - Battlemaps and Screen

Laidback DM: Anatomy of a (not quite) break up

So, I’m taking a break from DMing to hone my ‘player’ chops. Part of the reason was my increasing work and study loads and part of it was burn out. I just needed a break from all the work involved in preparing and running a game each week, from my brain constantly thinking about D&D all the time.

Being a player has been fun. The lack of responsibility and generally less-onerous workload for each game (read: none) is incredibly liberating. But I’ve found I’m now a bit too laidback. Without the need to be the final arbiter of rules decisions, I find myself not bothering to remember rules. Where I once kept track of every detail, now I cant be bothered to remember stuff that happened in the game last week (I’m playing several games a week, but that’s just an excuse). I find myself being enticed by other RPGs (but then, I always have been). Pathfinder 2e is turning out to be an arguably better D&D than 5e, despite the density of its ruleset (“what sacrilege is this?!” I hear you say). Whodathunkit?

Laidback DM - stevestillstanding.com
Hey, you in the wagon – stop dawdling! Damn these laidback Dragonborn…

My university studies are drawing to a close and once I finish this final assignment I should (theoretically) have more time on my hands to DM. But do I want to? I still find myself drawn to the idea of guiding a group of semi-crazed individuals through a fantasy world of wondrous choice and flexibility. I still find myself drawn to contentious rules decisions and bizarrely humorous indignation as players split their party and suffer the inevitable consequences. I’m still drawn to the idea of telling improvised stories and building worlds of imagination and magic with friends and acquaintances. But can’t I do that as a player? Do I really need to be a DM?

I guess I can do both. Have my RPG cake and eat it, as it were. So, yeah. I’ll DM again. I guess the decision was already made before I started writing this. Because DMs never die. They just take a break for a while, realise the grass isn’t greener on the other side, and then come back with fireballs blazing.

Game on!

Steve

PS DMs – it’s okay to admit that you sometimes need a break from the game. Life goes on.

For more Laidback DM, click here.

Laidback DM Ad - Battlemaps and Screen

For Laidback DM products, in print/PDF/digital, visit https://www.drivethrurpg.com/m/browser/publisher/13989.

Upstart Photographer – Heart Tree

I take photographs. I write poetry.

Here’s some poetry and photography, in equal measures.

Cheers

Steve 🙂

Heart Tree. A poem.

Light shines through the trees above
Forming a shape, too like my heart
Coloured by light and silhouette
Reflecting all of my life’s regrets
And if I stare for a little too long
My vision is burned, my heart is wronged
So move along, let heart trees be
And continue on, consequentially

For more Upstart Photographer, click here.

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