Laidback DM: ‘Maps Your Party Will Die For’ Kickstarter is live!

Laidback DM - Kickstarter MYPWDF1 Ad4

Maps for all Fantasy Role Playing Game Adventuring Occasions. And Adventure Seeds to boot!

Support the MAPS YOUR PARTY WILL DIE FOR Kickstarter at
https://www.kickstarter.com/projects/laidbackdm/maps-your-party-will-die-for-for-5e-pathfinder-osr-rpgs

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 😊

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Laidback DM: ‘Maps Your Party Will Die For’ is funded!

Hi all,

We’ve achieved our funding goal, plus I’ve added a two new pages to the book with hints and tips for designing dungeons (a much expanded version of a post I did a while back).

Now’s the time to jump on board the Kickstarter, by visiting the link below and pledging for the package you prefer – PDF + Print on Demand book, Digital Package with Royalty Free License, or a combination of both! I deliberately ran this Kickstarter for a shorter period and it finishes soon, so get in while you can!

Now, on to the Stretch Goals!

Cheers

Steve 🙂

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Support the MAPS YOUR PARTY WILL DIE FOR Kickstarter at
https://www.kickstarter.com/projects/laidbackdm/maps-your-party-will-die-for-for-5e-pathfinder-osr-rpgs

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

Laidback DM – ‘Maps Your Party Will Die For’ Kickstarter!

Hi All!

I’ve been working hard on Shotglass Adventures III (finishing a Degree in Communications took precedence), and it won’t be available until the new year. In the meantime, a new KickstarterLaidback DM - Maps Your Party Will Die For Kickstarter

MAPS YOUR PARTY WILL DIE FOR is a book of 20 Full Color Fantasy Maps with Adventure Seeds, compatible with any Fantasy RPG, so you can whip together an improvised play session on the spot, or prepare one before your next game. Each map has a page for DM/GM notes, for use before or during play (it will be your book – why not write in it?).

MAPS YOUR PARTY WILL DIE FOR is currently 48 pages long (it’ll be longer with stretch goals included) and has amazing cover and internal art by Matt Forsyth.

The Map/Adventure Seed titles: The Cavern on the Lake; Templemere; Robber Hood; The Bridge Between Us; Here Be Dragons; Depnir’s Dungeon; The Inn of No Return; Seaworthy Found; Keep it in the Family…Crypt; The Blight Tree; The Pirates of Penzancy; A Barrow of Mon-Ki’s; Caught in a Flood; Mole People of Cave City; The Storm Giant’s Sitter; Hellcatraz; Murder…He Wrote; Portals and Portents; Haste Makes Waste; Get Mel from The Chapel On Time.

There’s a huge variety of maps – dungeons, caves, temples, crypts, island, barrow, inn, thieves’ guild, wilderness, ship, forest, inn, castles, and more – all in 600 DPI full color glory!

Want to know more? Click on the link below!

https://www.kickstarter.com/projects/laidbackdm/maps-your-party-will-die-for-for-5e-pathfinder-osr-rpgs

Game on!

Steve
Laidback DM

Laidback DM - Maps Your Party Will Die For Kickstarter

 

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​

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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.

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Laidback DM: Free Map!

It’s been a while since I gave away a free map. So, without further ado! Okay, just a little…

I love drawing maps for Dungeons & Dragons adventures. I have far too many, though, so I give away my hand-drawn maps any chance I get.

This week: Descending Caves!

Okay, it needs a better name than that, but I’m sure you’ll think of something! The PCs enter from the left, via a vertical cave shaft. Then its down, down, down, as the caves and ledges drop them lower and lower to where some dark and dangerous beasties dwell…  

Laidback DM - Descending Caves - stevestillstanding.com

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

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Laidback DM: World Building

Have you ever spent far too much time drawing a map of your world, developing and designing societies, cultures and religions to fill it, creating reasons for its existence, only to find you didn’t need all that for your campaign or the players didn’t care anyway? I guess all burgeoning DMs have at some point or other. So, how can we go about world building for an ongoing campaign in a way that’s time efficient and campaign-friendly?

Here’s some options and tips:

Use an existing setting

There are a host of fantasy settings available commercially. You can buy one that matches the flavour you and your players like and drop your adventures into that world.

Pros:

  • Most of the heavy lifting is done
  • Great maps, locations and adventure seeds just waiting to be used
  • Can be very immersive

Cons:

  • It may not be exactly what you wanted
  • A lot of reading and familiarising to do

Modify an existing setting

Add to the existing setting. Make changes that work for your players and your campaign.

Pros:

  • Most of the work is already done
  • Can use the maps, locations and adventure seeds available
  • Can make small or large changes as needed

Cons:

  • Adding to an existing setting may change context of some areas or affect continuity of commercially made adventures from that setting
  • Keeping track of what you’ve changed might be a concern
  • Depending on how much you change, might be time consuming

Create your own setting

Create a world on your own or with your players.

Pros:

  • An opportunity to flex those creative muscles
  • You get exactly what you and your players want (assuming they’re on board with the creative process)
  • It’s not too hard to modify commercial modules/adventures to fit your setting

Cons:

  • Can end up being very time consuming
  • You may overdevelop, producing more content then is needed

Tips for world building

Here are some tips for world building, whether you create your own new world or add to an existing one.

  • Start small. Your characters are 1st-level? All you need is a village and the surrounding area. Expand on it with your players as they rise in level and explore.
  • Have a theme. Think about why you need a new setting for your adventures, and what sets it apart from other settings. The theme of your world should support the reason for its being and the internal logic behind your campaign. If it’s a standard high-fantasy setting, a la Forgotten Realms, Golarion, Glorantha, Midgard or Middle Earth, maybe you should just adopt one of those existing worlds. But maybe it’s run by evil Gnomish warlords who have outlawed magic, resulting in steam-powered machine technology and an underground resistance of illegal magic users. There’s no limit to your imagination, just the time it will take for you to develop your world.
  • Develop as needed. You don’t need to create multiple world-spanning pantheons of deities, or the social structure of the capital’s ruling elite (unless it’s essential to your ongoing story). Develop the bits you need as you need them.
  • Leave space for future developments. That timeline doesn’t need all the gaps filled in. Leaving space in your world means flexibility to add more later. Filling in every hole now can limit you later on, when you may come up with new or better ideas, and nobody is a fan of retroactive continuity changes.
  • Build naturally. Add things as part of the story. Another country is invading? Time to put together a culture/backstory for them. Leave any other surrounding countries until they play a part in the ongoing story.
  • Use your players. Your players are going to have interesting backgrounds for their characters. Make these backgrounds part of your world. Connect your players closely to the world—they will be more engaged with the setting and their personal stories will pay off big time. Use their imaginations to supplement your creative process. It doesn’t have to be all up to you.

I created my own setting for Shotglass Adventures 1 and 2, which I’ve significantly expanded on for Shotglass Adventures 3. I started off with a small province in a remote part of a large empire. The theme was high fantasy, so the adventures could be easily slotted into any existing world. As I created adventures I added locations to the setting, developed a province capital and a shady regional government that would cause some moral quandaries for my players. A small pantheon of gods, a little bit of history as the games progressed, but only as much as was needed for the fledgling campaign, leaving plenty of room to expand later. I added new races as they were needed, arch foes as they appeared. The next iteration expands the area of the province significantly, adding lots of new locations, intrigue and adventure seeds. Time will tell how large the setting gets, and I already have notions for the rest of the world. But I won’t develop any of it unless it plays a part in the ongoing campaign. My best advice: use your time wisely, and try not to overstep the mark (you will want to—we all do).

There’s nothing wrong with developing a world setting, even if you don’t end up using it. If you have the time to invest and the desire, then go for it. But time is a luxury for most people nowadays, so use it constructively (yep, that’s a pun).

Game on!

Steve 🙂

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Laidback DM – Pathfinder 2e Product Reviews

I went a bit crazy and bought all of the Pathfinder 2e products currently available. Here’s a short review of some of them.

Pathfinder 2e Gamemaster’s Screen

A strong, 4-panel GM screen with great art and useful tables and reminders: conditions, actions, DCs, death and dying, monster types, etc. P2 is a rules-heavy system, and every GM is going to need some sort of support aid to help them remember everything. I think this screen should have included a separate insert with armor, weapons and inventory items listed on it. I find I use these things with players all the time and so made my own, but including them as reference sheets with the GM screen would have been ideal.

Rating: 8.5/10

Pathfinder 2e Character Sheets

P2 has a pretty complex character sheet. The sheets in this pack have been individualised by class, with a breakdown of specific class feats on the back of the sheet, but they’re still very busy and you will need multiple sheets to keep track of everything (high level characters would be a bit of a nightmare, I imagine). There’s also a handy cheat chart attached to the folder with conditions and actions listed.

Rating: 9/10

Pathfinder 2e Adventure: The Fall of Plaguestone

A cool one-off adventure with a straightforward murder mystery, lots of role playing opportunities, and a few fairly linear dungeon crawls with a great villain and motive. A handy toolbox for GMs at the end of the adventure includes new backgrounds, magic items, monsters and side quests. A very good introductory adventure for beginners and those GMs considering investing in the P2 Adventure Path campaigns.

Rating: 9.5/10

 

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Laidback DM – Descent into Avernus review

I was sooooooo looking forward to getting this adventure. But like so many things in life, the experience didn’t quite live up to the expectation. I’m not going to explain the storyline—by now you would have read the advertising blurb.

Descent into Avernus is a campaign adventure for characters levels 1-13. It has great art, decent writing and a huge amount of campaign information for DMs who want to use Baldurs Gate as a city setting. And then there’s a somewhat short adventure in the city which then continues in Hell which kind of feels like it was tacked on, despite the fact it leads the book and has been hyped to death.

Laidback DM Descent into Avernus Review
Yep, I was so keen for this I bought both the adventure and the dice set with the add ons. We’re they worth the $100 au total investment?

Don’t get me wrong—there’s much to enjoy about Descent into Avernus. Although it’s very linear (yes, that includes the sandbox-style section on Avernus), it has some great ideas and plenty of opportunities for DMs to improvise. Once the players are in Avernus, however, the resolution of the storyline is tied to very specific story paths and an annoying NPC (Lulu the hollyphant) that I can just see my players killing in the first few minutes. (Oh, don’t worry. She’s so essential to the story that she comes back to life later if she’s killed.)

I’ve been asking for monster stat blocks to be included in the main text of adventures for ages (but who’s going to listen to me?). And finally, some blocks are included, with the rest at the back of the book, as usual. But the brevity of the main campaign leads me to believe this decision was more a text padding choice than a specific design one.

I guess what I object to is paying $60 AU for a book that purports to be a full campaign, and ending up with something that may need a fair bit of additional fleshing out by the DM. Each Avernus-based mini-adventure is incredibly brief. The story plot points and quests are so closely connected that Descent feels railroaded. The overall campaign itself is decidedly shorter than any other WOTC has put out. In fact, it looks like it was designed this way to allow community content from DMs Guild to fill the gaps.

And the Mad Max-style vehicle combat and rules that were promoted so much? Well, let’s just say they’re a bit underwhelming. I guess you can homebrew a bit. Or a lot. Or buy lots of DMs Guild supplements. Either way, this adventure feels a lot like a computer game release with DLC to come. All we need now are micro transactions…

As I said previously, the swathe of information on Baldurs Gate (including random encounters, adventure seeds, backgrounds and group secrets/motivations) is great for DMs, but it’s not required to run the main adventure. So, if you’re wanting to run a homebrew campaign with Baldurs Gate as the hub, you have everything you need right here.

Pros

  • Great art, decent storyline
  • Baldurs Gate setting information is detailed and ideal for homebrew city campaigns
  • Almost linear adventure storyline may be ideal for beginner DMs
  • Plenty of opportunities for improvisation for experienced DMs

Cons

  • Not enough adventuring in Hell
  • Most of the adventure’s plot points feel railroaded
  • Annoyingly cutesy NPC for players to drag through the story
  • Infernal War Machine rules and Avernus sandbox sections are a bit light
  • DMs may want to create or purchase additional content to fill out the Avernus experience

Opinion: While Curse of Strahd retains the WOTC campaign crown, Descent is at least better than Princes of the Apocalypse and the Baldurs Gate material is fantastic, even if it’s not required to play the adventure. 7.5/10

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Laidback DM: Weapon and Armor Durability

I know what you’re going to say—in D&D it’s so much easier not to have to worry about weapons getting damaged. But what happens when they do? And how do you have a simple (or laidback, as I prefer to call it) system that doesn’t bog down the game?

Flanked!!

Here’s my personal take on weapon and armor damage:

  • Every time you roll a 1 (critical fumble) on an attack roll, your non-magical weapon takes damage. It loses -1 to attacks and damage. This stacks with further crit fumbles, up to a maximum of -3, after which the non-magical weapon breaks and can’t be used.
  • Armor is treated a little differently: when an NPC or monster scores a 20 (critical hit), you as a player can decide whether you want to take the double damage or whether your non-magical armor is damaged with a -1 penalty to AC. This penalty stacks with successive crit hits up to a maximum of -3, after which the non-magical armor breaks and is unusable. (This option might potentially save the PC from being knocked unconscious or killed by a critical hit.)
  • Damaged weapons and armor can be repaired by an armorer, weaponsmith or bowyer (depending on the weapon/armor) for half the original price of the weapon or armor.
  • A PC can repair their own weapons and armor during down time if they have have the relevant background and tools (e.g. Guild Artisan or Clan Crafter Backgrounds with relevant area of expertise: armorer, bowyer, weaponsmith). They’ll need a forge if the weapon or armor is made of metal. The price for repairing their own weapons and armor is a quarter of the original cost of the item.
  • No matter who repairs the item, it takes 1 day per -1 to fix (i.e. 3 days to fix -3 damaged weapon).

And now you’re going to say, why not just buy a new one? That’s entirely possible, but not every PC may have the money, and it may be the sword is a family heirloom or that shield is the Cleric’s holy symbol. Or the player might just prefer to be self sufficient.

When using a weapon and armor damage system like this, you shouldn’t really use a critical fumble system as well. Or if you do, you could alternate crits with weapon and armor damage. Either way, as long as your players are happy with it.

And remember: monsters with weapons and armor should be affected, too. All’s fair, after all.

Easy weapon and armor damage? Done and dusted!

Game on!

Steve 🙂

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Laidback DM – One-Page Dungeon Competition 2019 Winner

Hi all

I was one of the winners of the 2019 One Page Dungeon competition at https://www.dungeoncontest.com.

I used one of my old adventures from Shotglass Adventures volume 1, which is available in print and PDF from DrivethruRPG (see the link below).

Here’s a copy of the adventure I submitted, which you can download by right clicking and saving. I had to change the name of the major monster because of the system-neutral guidelines of the competition, but it’s an Invisible Stalker. All the other monsters are in the D&D 5e MM.

Cross My Heart Hope To Die - One Page Dungeon Entry 2019 - Laidback DM

Game on!

Steve

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Laidback DM: Treasure Alternatives

All too often, treasure seems to be the major incentive for PCs to complete missions and quests in fantasy role playing games. So what about something else just as beneficial?

Here’s some ideas for things that are just as useful as mo money, that could be offered as alternative rewards for jobs:

  • An ongoing discount at particular traders, armourers and weaponsmiths around town.
  • Elite access to the local Sages’ Guild and their libraries for access to rare knowledge and information.
  • The best horses money can buy and free stables in any town they travel to.
  • Alchemical or magical formulas for crafting rare magic items.
  • A ship and crew.
  • A letter of marque from the local king, lord or mayor that can be used by the PCs to get audiences with important nobles and privileged circles of people.
  • Free travel on stage coaches anywhere in the country.
  • Access to safe houses in multiple major cities.
  • Noble titles and estates, making the PCs part of the ruling elite.
  • Access to street-level networks of messengers and informers, providing an unparalleled information and rumour network in a major city.

Of course, some players will still prefer a chest of gold pieces. Some habits are hard to break.

Game on!

Steve 😊

For more Laidback DM, click here.

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Laidback DM: Pathfinder 2e Review

I bought copies of the Pathfinder 2nd edition Core Rulebook and Bestiary the other week, and after a solid read (they are over 600 and 200 pages respectively) here are my thoughts on the game.

Laidback DM- stevestillstanding.com
Pathfinder 2e is pretty awesome. But veeeeeeeeery time consuming.

Pros:

  • Great layout and design – tabs and index make it easier to find stuff. The PDF is also fully indexed (and where are your official PDFs, WOTC?! And don’t say D&D Beyond, because I object to paying again for content I already own).
  • Superior character options and customisation – you can customise characters very deeply. Ancestry and backgrounds give specific skills and feats. Character creation is straightforward and easy to follow. HPs are standardised, ability boosts add or subtract from a standard ’10 for everything’ array. The Alchemist class is cool!
  • Consistent advancement for every level. Hero points awarded allowing players to re-roll a bad roll or save themselves from death.
  • Alignment is closely tied to some classes – when doing stuff considered anathema to their alignments, Champions and Clerics must atone.
  • Action Economy – everyone has three actions, every activity has an action cost. You can choose to use the actions any way you want, which makes for more tactically focussed combat (movement counts as a standard action, so you can choose to move three times if you want). Much better way of managing actions.
  • D20 rolls incorporate Critical Successes (10 or more above the DC) and Critical Failures (10 or more below the DC) which can modify the outcome based on the check performed. Not as intensive as the spell success and failure tables in the DCC RPG, but a nice touch.
  • Well laid out spells – take up less space and are less vague and open to interpretation. Spells can be heightened, and this is consistently applied (unlike higher-level casting in D&D 5e).
  • Specific spell schools and domains mean less spell lists (but roughly the same amount of spells) as D&D 5e. Rituals are done by groups and make much more sense.
  • Specific Crafting rules – The crafting system is second to none. Rules for general, alchemical and magic items. Specific formulas and costs. No more guess work like in D&D 5e.
  • Levels instead of CR – you can now tell the level a monster or magic item is at a glance, and they’re not as misleading as D&D 5e CRs can be.
  • A detailed story world (Golarion) is fundamentally part of the ruleset. The roles of the gods and their alignments work in directly with Cleric and Champion classes.
  • Very much focused on grid-based combat, for those who prefer this approach to RPGs.
  • Well designed monsters that are just different enough from D&D 5e to keep things interesting.

Cons:

  • So much to read, so little time. The size and cost of the Core rule book may be a disincentive to new players.
  • Lots of ongoing record keeping needed during combat just for the condition effects alone, compared to D&D 5e.
  • Sometimes a rule that has been written to simplify is layered with additional rules to make it more complex, potentially defeating the initial purpose (e.g. Bulk replaces item weights for encumbrance).
  • Less core ancestries than D&D, with only the Goblin standing out as any different.
  • Don’t like Golarion? You’re going to be home brewing some things to fit the new system (e.g. as gods are closely matched to alignments and roles you will need to develop your own pantheon).
  • Don’t like playing on a grid? You can play ‘theatre of the mind’ but be aware it might get a bit tricky (see next point).
  • Big numbers involved in ability, skill checks and combat, especially at higher levels. If you’re not decent at maths you may balk at some of the numbers (e.g. one high level monster has an AC of 42). There is a high reliance on multiple bonuses (see the next point).
  • No Advantage/Disadvantage, one of the best new rules of D&D 5e. (Okay, so there is fortune and misfortune, which is the same thing, but it’s not used to the extent it is in 5e. In fact it’s a sidebar, more an afterthought).
  • Way too many conditions to remember. Luckily you can buy condition cards, if you want.
  • Even with that really well-designed character sheet, you may run out of room attempting to record all the information for feats and the like.

Summary:

  • Pathfinder 2e is a great game for tactical players who love deep character customisation.
  • The rules have been simplified overall, but retain enough crunch to either excite of annoy, depending on your preference.
  • Numbers get really big, really fast.
  • Combat is more tactical but will take longer to run and involve more record keeping.
  • Lots to read and remember – detail and specificity are the middle names of this game. If you are a less is more person, this may not be the RPG for you.

I haven’t had the chance to run a game yet, but I can imagine my maths-deficient players getting their calculators out. Some of the systems are better designed than D&D 5e, while others just make things far more laborious. There is a level of specificity in the rules that eliminates a lot of uncertainty common in other RPGs. I imagine Pathfinder 2e games will take longer to run then D&D 5e. I like it, though!

Good on you, Paizo—a great update that finally sets Pathfinder apart from D&D, and in many good ways.

Game on!

Steve 😊

PS I’m not bagging D&D 5e – I love the game and play it every week. Heck, it’s how I make my living. Given Pathfinder 2e’s roots, though, it was easiest to compare.

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Laidback DM: Keeping Secrets

Are you one of those DMs who finds it hard keeping secrets from your players? This may be the case if you see your players regularly, through work, school or at the pub, and enjoy talking about your game. You may find it’s hard not to blurt out some spoilers.

Telling secrets about your game may make you feel good, but does it make the players happy?

But think about it. Spoilers are exactly what they mean. Your players look to you as a DM to not only provide them with a night of entertainment, they also trust you as a referee, game runner and friend. If you tell them secrets about the campaign, what else are you letting slip? This could lead to concerns about non-gaming stuff they tell you in confidence, questioning your overall integrity as a person.

What are some ways to stop?

Journal – record your thoughts, so you want to talk about them less. Use your phone—who needs a paper diary, nowadays?

Think – before you open your trap. Spoilers spoil—it’s in the name.

Talk – not to your players, but to non-players. Unloading to others means less chance of spoilers for your players (as long as the non-player doesn’t tell them).

Play – maybe you’re not playing your games regularly enough. This can be tricky when your group has commitments, but talk with them about it. Maybe shorter games or a public venue, rather than someone’s house (why a venue? Sometimes people feel more obligated when it’s not just going over a mate’s place, plus there’s less onus on the house-owner to set up, clean up, etc.).

Do – make time for other stuff. Thinking about RPGs all the time is probably not ideal. Get your mind on other things—go out, go to the gym, drive, walk, see the country. Then come back and play RPGs!

So, stop the spoilers. Just think how much more exciting a reveal is for players when it’s unexpected.

Game on!

Steve

PS thanks to Chaoticcolors.net for the idea for this blog 😊

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

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Laidback DM: Easier Encumbrance

Do you use the encumbrance rules as written in 5e? I don’t. I find them…cumbersome, if you’ll excuse the pun. Of all the rules brought across from the various old editions, counting weight in pounds and applying it to a factor multiplied by strength is just tedious. There’s enough math in the game without that as well.

So, time for some simpler rules. Here’s some, borrowed and slightly modified, from a great little game recently launched on Kickstarter, called Five Torches Deep.

Five Torches Deep TRPG
Five Torches Deep is a cool 5e/OSR crossover game, I recently supported on Kickstarter. Find it on DrivethruRPG!

All item weights are expressed as Load, which reflects the weight and bulk of an item. Small items and weapons (such as a dagger) weigh 1, medium or bulky items and large weapons weigh 2. Light armour weighs 1, medium armour 2, heavy armour 4. 500 coins equals a load of 1. Some items will have negligible weight, such as a single scroll, and don’t count towards Load (although a scroll case with multiple scrolls would weigh 1).

A PC can carry their Strength value in Load e.g. STR 18 = 18 points of Load. If they go over their limit, they are encumbered and suffer a 5 foot movement penalty per point of load over their Strength. They also suffer Disadvantage on ability checks, saves and attacks. When their movement reaches zero they are over-encumbered and can’t move. They’ll have to shed something.

For example, a Rogue has Strength 12. He carries his backpack (1), a dagger (1), a short sword (1), long bow (2), quiver of 20 arrows (1) full waterskin (1), 2 weeks of rations (2) a bag of marbles (negligible), 50 feet of rope (1) and wears Leather Armor (1). This brings him to 1 under his limit. He could carry a further 500 coins (1) of treasure, but any more and he’s over the limit—his movement would be reduced by 5 feet for each point over and his ability checks, saves and attacks would be at Disadvantage.

Easy to work out and apply, right? And much less cumbersome.

Game on!

Steve 😊

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Laidback DM: Alignments in Games

Alignments are a leftover from the days of old school role playing. Originally there were three—Lawful, Neutral and Chaotic. Then Mr. Gygax decided in AD&D that he’d spice it up a little by adding Good, Neutral and Evil suffixes to provide a bit more clarity. But are alignments necessary in a D&D game?

Players and DMs generally fall into two categories when it comes to alignments—you either love them or hate them. There doesn’t seem to be a sit-on-the-fence (or neutral!) option here. Personally, I don’t like alignments. I think players like the freedom to play their character how they wish, and alignments are just not that important in running the game.

Cave exit
Escaping the confines of alignments…

That’s not to say alignments are a complete write off:

Pros:

  • They make it easy to role play NPCs and monsters because they provide a basis for their motivation.
  • They provide players with some guidance as to how they might play their character.
  • They can create interesting conflicts for parties containing characters with wide-ranging alignments.
  • The rules are set up to use alignments, particularly where aligned magic items are used or in certain magical areas or traps that only affect specifically aligned characters.
  • They make it easy to tell who the good guys and bad guys are, thus ‘aligning’ the story with traditional high fantasy tropes.

Cons:

  • Players may feel restricted by having to ‘fit’ their role play to the alignment they’ve chosen.
  • Conflict between opposite aligned characters may feel ‘manufactured’ or meta-gamed, rather than natural.
  • DMs may feel restricted by an NPC’s or monster’s alignment e.g. that monster is Chaotic Evil, he would never do something to help out that party!

In the end, everyone has good and bad in them. Nothing is black and white in the real world, and role playing games are a bit like that, too (at least mine are). I don’t believe in the need for alignments, but I can see how they can be useful in helping to guide a player’s ethical decisions. When I’m playing an NPC or monster, I ignore alignment altogether and do whatever fits the story best.

In the end, whether you use alignments or not, you decide how they work in your campaign. Like many of the peripheral rules in TRPGs (i.e. rules that could be considered non-essential) they don’t really make much difference to how the game is played. Everyone will still have fun, whether you use them or not.

And that’s what the game’s really about.

Game on!

Steve 😊

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Laidback DM: Shotglass Adventures II available in print!

The products from my last Kickstarter, including Shotglass Adventures II, are now available in PDF/print on DrivethruRPG.

Here’s a look at the printed version of the book:

SHOTGLASS ADVENTURES II

For D&D 5e and other OSR fantasy role playing games.

• 10 one-shot adventures for characters of 6th-10th level, including murder, dungeon crawl, gauntlet, planar, puzzle, quest, siege, sci-fi. Minimal preparation required. Each adventure can be run individually or played as a mini-campaign. Over 50 hours of gaming content

• 25 New Monsters

• 17 New Magic Items

• 2 New Ships, compatible with the ship rules in Ghosts of Saltmarsh

• New playable race – Sh’Vy’Th (Sherviath) Elves! Refugees from fascistic forest city-states ruled with an iron grip by the Pale Lords…

• Information on the Invician Empire to support campaign play

• A map of Verona Province, complete with every adventure location

• OSR conversion advice

• Bonus tips for DMs

• Bonus full color and b&w maps with adventure seeds for you to use in your own adventures

You can buy these new products at https://www.drivethrurpg.com/m/browser/publisher/13989

Game on!

Steve 😊

For more Laidback DM, click here.

Laidback DM Ad - Shotglass Adventures 2Laidback DM Ad - Battlemaps and Screen

Laidback DM: Playing in the Sandbox

So what exactly is a sandbox? And how does it relate to RPGs? ‘Sandboxing’ is where you let your players loose in the world to do whatever they want. Give them a map and they decide where they go and what they do. Consequently, the world is built around their actions.

It’s a bit like computer games such as Skyrim and GTA—if you don’t follow the main story quest you can literally play in an open world sandbox, and do almost anything you want. But computer games are limited by their code, system memory and processing power. TRPG sandboxing is not.

For new DMs, sandboxing can be scary. With the players left to do what they want, go anywhere and do anything, it’s up to you to respond and create interesting NPCs, story, sidebars, and world building while they do it. Obviously you’ll have a little something pre-prepared, but it might not get used as the players may decide on a different course of action. You have to constantly think on your feet and improvise, and this can be daunting for some.

Laidback DM - stevestillstanding.com

So how do you prep for and run a sandbox campaign?

  • Learn to improvise. Let the PCs make the decisions and let your logic and creativity respond to their decisions.
  • Let the players help design the world. Your players are a source of joint creativity here—use them!
  • Use random tables. Random names, random towns, random locations, random quests – there are loads of supplements and online tools out there for generating content on the fly. Have them on hand to use during the game. Shotglass Adventures volume 1 has a bunch of useful tables in the back – shameless plug.
  • Keep lots of notes – as you create stuff with your players, keep notes so you know what you did in that session (this is a given in any DMing session, but it’s even more important with sandboxing as you don’t want the PCs going back to a town you created on the fly only to find you’ve forgotten all about it.
  • Have some one-shot adventures on hand to slot into the campaign and save some prep time. The party might not take the bait but you’ll feel happier knowing you had them (this feels like a great time for another shameless plug – Shotglass Adventures volume 1 and 2 are ideal for this).
  • Have a few random maps on hand, for towns and dungeons (hark! Time for yet another shameless plug – my own Connectable Fantasy Town Maps and Old School Maps for RPGs are perfect for this).
  • Don’t panic! Your players are going to do unexpected things. That’s what they do. Don’t stress—just go with the flow.

Pros:

  • Creativity unleashed!
  • Everyone is fully involved in creation
  • Will take your campaign in directions you never expected

Cons:

  • Can be difficult to plan for
  • Often more resources are required at the gaming table
  • Some players prefer more structured gaming approaches
  • Pacing may be an issue
  • May be stressful if you’re not used to improvising on the fly

It may be that sandbox gaming is not for you. That’s okay. There are plenty of other options for your game. And your players will have fun, no matter what.

Sandboxing is one of those things you might want to try out sometime. And who knows? You and your players may just love it. Then there’s no going back.

Game on!

Steve 😊

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Laidback DM: Saving Throws – the Nat 20 Bonus

So you scored a natural 20 on that saving throw? Awesome. You passed. Doesn’t sound as great when you think about it, now does it. But what if you got something a little extra to celebrate with?

Here’s some ideas that won’t break the rule bank. Obviously you only get to choose one of these each time:

  • You get 20% extra experience point for making it through the trap. If no experience is allocated, you receive a 200 XP save bonus instead.
  • If making the save meant half damage, you now take a quarter.
  • If you made the save against an attack or poison, you now have resistance to that type for 5 minutes.
  • You gain an automatic save against the next save of the same type e.g. if it was a CON save, you make the next CON save automatically without rolling.
  • Your HP are topped up by 10. If you are already on max HP, you gain 10 temporary HP.
  • You gain Inspiration, which you can use to replace any D20 roll you fail.

So next time you roll that natural 20 during the save, look on the bright side and let Lady Luck send a little bonus your way.

Game on!

Steve 😊

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Shotglass Adventures at DrivethruRPG.com

Splitting the Party: strength in numbers? Nah!!

Every time I GM an RPG, whether it be D&D, Stars Without Number, Numenera, Kids On Bikes or another genre, the players take it upon themselves to split their party because some want to do one thing and others want to do another (usually because strong personalities compete). And every time they do it, the separated weaker parts of the whole inevitably suffer.

I have no problem with players splitting up. I can handle multiple groups and jump back and forth to keep them engaged. I can modify stuff on the fly so they are not overwhelmed unnecessarily by their enemies. But that doesn’t change the fact that the sum of the whole is generally better than the individual parts.

Where’s my backup?!
Where’s my backup?!

An example: in a recent playthrough of the Sinister Secret of Saltmarsh, the party decided to split up to check out the gardens around the old manor. A few checked out the back yard. One investigated the burrow under the rose bushes. A couple decided to see what was in the well.

The solo crawl down the burrow didn’t end well, but the PC’s screams of pain brought the rest of the party running from the backyard, so they were able to pull them out and stabilise them (as well as kill the poor giant weasels that were just defending their home).

Down the well went perhaps the party’s weakest character, with the stronger character controlling the rope. Poisonous snake attacks later, dead PC pulled back out.

Would this have gone better with the full party at both scenes? Probably. With more party members, more than one may have descended the well. Perhaps they would have left the burrow alone, or perhaps used fire to smoke out any inhabitants first.

My point is, strength in numbers is not just about raw fighting or magical power—it’s about the ideas the group bring to the table. More heads may come up with interesting solutions where only a few might not.

I don’t really mind parties splitting up. It makes for interesting play and certainly ups the tension (and makes for some pretty funny outcomes). Sometimes splitting the party is necessary for the adventure, but in that case the players would normally be working to a plan (nothing may go according to the plan, but it’s the thought that counts). Players often forget that ‘many = strong’, no matter how long they’ve been playing RPGs. Oh well…

Game on!

Steve 😊

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Fantasy Maps – hand drawn vs. digital

I’m a huge fan of maps. I draw lots of them, and occasionally give them away free on this site. But I’m a bit old school when it comes to my preferences. I love hand drawn maps, but I’m not a fan of digital maps.

Laidback DM - Connectable Town Maps 2

Why don’t I like fully digitally created maps? They take just as long as hand drawn ones, and arguably are just as good or sometimes even better looking. For me, purely digital maps look a bit too much like a computer game, and often they look a bit artificial. The really good ones look a bit TOO good. In many ways, they get away from the idea of a pre-tech fantasy world.

But hand drawn maps? They fit the fantasy setting. When I see a good hand drawn map, it invokes warm, fuzzy feelings and feels as if it was drawn by a cartographer on an actual fantasy world. It’s more in keeping with the games I play and the main reason why I will never go ‘full digital’ (I hand draw my maps and then color them digitally in photoshop, but that’s only because I’m an awful painter).

Laidback DM - Map Stretch Goal2

There are a number of old school, hand drawing cartographers out there. Many provide their maps for free or have patreon sites where you can get regular maps for a low price. Here’s a few of my faves:

Game on!

Steve 😊

If you like old school, hand drawn maps, check out my own maps at https://www.drivethrurpg.com/m/browser/publisher/13989

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Flanking: Good Team Work or Unbalancing the Game?

Flanking is an optional rule in D&D 5e, generally used with miniatures (although you can also use it in theater-of-the-mind combat if you want—I do). Flanking is where two or more miniatures ‘surround’ another (which we’ll call the 3rd), on directly opposite sides. The theory is that the 2nd miniature is distracting the 3rd while the 1st attacks, granting Advantage to the 1st’s attacks (and then the 2nd’s, if they are still in the same position when their turn rolls around). Flanking applies to melee attacks only. Sorry, archers—you already get it pretty good (especially if you’re a Rogue).

If my description is a little unclear, here’s the official rule from the DM’s guide: “When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy’s space, they flank that enemy, and each of them has Advantage on melee attack rolls against that enemy.”

Flanked!
Yep. She’s flanked by Goblins.

Not every DM uses the flanking rule, but it is an option that enables the party to think more tactically (and in more of a meta-gaming way, if you want to think of a downside) in combat. Much like the use of special abilities using bonus actions that stun or trip opponents to give Advantage first before your actual attack action, the flanking rule means players will tend to think how they can get an Advantage in any fight by flanking opponents any opportunity they can. Having finished off a monster, a player might deliberately move behind another monster to allow one of their team mates an opportunity to move up to the opposite side and have Advantage on their attack.

Flanking does have a downside to play – battles with miniatures tend to be more static, as inevitably those monsters or PCs escaping the flanking situation tend to be subjected to opportunity attacks as they move out of the flanked situation. Thus they hold their ground more often.

Multiple flanking is where a miniature is surrounded on all sides, with each character directly opposite giving the other Advantage. This makes short work of big monsters, but also means the characters can be damaged more easily as they are all in close combat with a major beastie (I roll randomly to see who gets hit in these situations, simulating the monster flailing around it to try to get out of the situation. Unless it’s two sizes bigger than the PCs, and then it can step over them).

Does flanking unbalance the game? That depends. If you’re the sort of DM who likes to use small numbers of more powerful opponents, the PCs can gain the upper hand if they can use their superior numbers to constantly flank. If you prefer to use large numbers of weaker monsters it makes them more effective as they can use flanking tactics to hit the PCs more often and wear them down. With flanking, even large numbers of low-level Goblins can wear down higher-level melee-based characters. I don’t believe flanking unbalances the game. It just means both players and DM need to think more tactically when using the rule.

So, if you’re not currently using flanking, you may wish to consider it. And remember: players may get Advantage from flanking, but monsters do, too.

Game on!

Steve 😊

For more Laidback DM, click here.

Shotglass Adventures 2 Preview

Hi all,

Here’s a little preview of the adventures and contents of SA2, currently on Kickstarter!

The adventures are for D&D Fifth Edition (the current version of the game) and Old School Revival (OSR) games like Swords and Wizardry, OSRIC, White Box and Dungeon Crawl Classics (to name a few). Here’s a taste:

I’ve upped the ante with my design work and maps on SA2! Here’s what some of the pages look like:

There’s also a digital maps package available with a royalty free license to use the maps in your own projects. Here’s some of the maps (over 35 + bonus stretch goal maps):

Hope you like the preview!

If you want to support this project, click on the link below.

Game on!

Steve 🙂

For more Laidback DM, click here.

Support the Shotglass Adventures 2 Kickstarter at
‪https://www.kickstarter.com/projects/laidbackdm/shotglass-adventures-2-10-adventures-for-dandd-5e-and-osr-rpgs‬

Shotglass Adventures 2 Kickstarter is ALIVE and KICKING!

Addendum: The funding goal was achieved in 6 hours, six times faster than the previous campaign! Now happily moving into the stretch goal phase! YAYY!

Steve 🙂

———————————————————————————————–

Hi all

My second Shotglass Adventures book for D&D 5e and OSR fantasy role playing games is now live!

If you’re a role playing gamer, you’ll love this project – the last one delivered lots of free additional content and was delivered a month ahead of schedule, so get on board!

Play on, fellow gamers

Steve 🙂

For more Laidback DM, click here.

Support the Shotglass Adventures 2 Kickstarter at
https://www.kickstarter.com/projects/laidbackdm/shotglass-adventures-2-10-adventures-for-dandd-5e-and-osr-rpgs

Shotglass Adventures II is Coming!

SHOTGLASS ADVENTURES II is the sequel to the successful Shotglass Adventures Volume 1 Kickstarter in March!

Published under the OGL and compatible with 5e and other OSR fantasy role playing games, SHOTGLASS ADVENTURES II  is currently 52 pages long, but will be longer once stretch goals are included. Inside you’ll find:

· 10 ‘adventure-on-a-page (or two)’ one-shot adventures of all varieties – murder, dungeon crawl, gauntlet, planar, puzzle, quest, siege, sci-fi – complete with additional DM and player maps! The adventures are for PCs of 6th – 10th level, designed for minimal preparation and flexible delivery. Each adventure can be run as a ‘fill-in’ for 1-2 gaming sessions (3-4 hours per session) or played as a mini-campaign. Over 50 hours of gaming content!

· 25 New Monsters + 10 Monsters from Kobold’s Tome of Beasts + 6 Monsters from Kobold’s Creature Codex! 5e stats included! New monsters include the Devil Door and the alien Sargalith Swarm!

· 17 New Magic Items! New items include the magic-dispelling Spongebob Squarebub and the consciousness-altering Phenol’s Mindswapper!

· 2 New Ships! Compatible with GoS!

· An all new playable PC Race – Sh’Vy’Th (Sherviath) Elves!

· Notes on the Invician Empire to support campaign play!

· An updated map of Verona Province – the region the adventures are set in, complete with every location used in SHOTGLASS ADVENTURES II!

Kickstarter4

I’ll post here as soon as I’m ready to launch!

Cheers

Steve 🙂

Connectable Town Maps Volumes 1 & 2 and Maps for Fantasy RPGs available now!

LaidbackDM Maps Books Ad

Connectable Town Maps Volumes 1 & 2

Ever had your players wander into one of those random towns along the road and start raising a ruckus, just because they could? I have. Players are nothing if not unpredictable. In fact, they’re predictably unpredictable. That’s why I put together these little maps packages – Connectable Town Maps Volumes 1 & 2.

These PDF and digital maps packages each consist of ten A4-size print-and-play maps you can arrange any way you want, for any occasion your players enter a new town or village and you don’t have one available. Use all ten maps in any number of combinations, or just a few of them, and voila! A new port, town or village. Add Volume 2 to make walled cities, forts, castles, ports and island towns! 

There are several buildings on each map with floor plan exposed and no furnishings, so you can use them as you wish. Print and laminate them and you can draw on them with a dry-erase whiteboard marker.

Included in this package are grid and grid-less maps (20 x 600DPI JPEGS) – use whichever version you prefer. Oh, and the inclusion of a commercial license means you can use them in your own publishing projects as well (‘cause I like to share the love).

Connectable Town Maps Volumes 1 & 2 can be purchased by following this link.

Maps for Fantasy RPGs

Maps for Fantasy RPGs is a collection of 24 hand-drawn maps and zip file of 35 digital image files, which come with a limited commercial license allowing you, the purchaser, to use them royalty-free in your own commercial or private publication projects.

Dungeons, mansions, temples, towers, ruins, lairs, wilderness, streets and more! All map images are high quality 600DPI (print quality is 300DPI) black and white (with one in color) JPEGS and are unlabeled, so you can add your own labels as needed.

These maps are system-neutral and can be used with any fantasy game.

Maps for Fantasy RPGs can be purchased by following this link.

Game on!

Steve 🙂

 

Shotglass Adventures available now in Print and PDF!

Hi All!

SHOTGLASS ADVENTURES, my first D&D 5e/Old School Revolution (OSR) role playing game book, is now available at DrivethruRPG, the world’s largest online role playing game store.

LaidbackDM Shotglass Adventures Ad
SHOTGLASS ADVENTURES is published under the OGL and compatible with 5e and other OSR fantasy role playing games. Inside this 52-page book you’ll find:

  • 10 ‘adventure-on-a-page’ one-shot adventures of all varieties – murder, dungeon crawls, heists, breakouts, sieges, love stories – complete with additional DM and player maps! These adventures are fully playtested, for PCs of 1st – 5th level and are designed for minimal preparation and flexible delivery. Each adventure can be run as a ‘fill-in’ for 1-2 gaming sessions (3-4 hours per session) or played as a mini-campaign. Over 50 hours of gaming content!   
  • 12 New monsters! 4 new magic items!
  • Hints on the art of improvisation to bring your NPCs and adventures alive
  • How to use these adventures in OSR games 
  • Random tables – for names, motivations, adventure introductions, room dressing and special items to add additional nuance to your adventures
  • Verona City – a city for adventurers to use as a base
  • Verona Province – a region for players to explore, complete with every location used in SHOTGLASS ADVENTURES
  • Additional blank maps – Five additional hand-drawn, unkeyed maps with adventure seeds for you to use in your own adventures

SHOTGLASS ADVENTURES can be purchased in print or PDF by following this link.

Game on!

Steve 🙂

Laidback DM: Condition Cards, Initiative Cards and Critical Fumble Cards

Hi All

I’ve started selling some products on DriveThruRPG.com, the biggest seller of online role playing game PDFs in the world! My intention is to release more products onto the site for 5e and OSR gamers, including Shotglass Adventures, once the Kickstarter is completed.

LaidbackDM Cards Ad

My handy Initiative Cards are a no-fuss turn order tracker, whether you’re using figures on a grid map or running theater-of-the-mind combat. Each card folds in half, and can be hung on a GM screen or stand on the gaming table. Each two-sided, free-standing card lists the PC’s class and has space on one side for players and the other side for the DM, so PC/NPC names, passive perception or current conditions can be recorded.

The convenient Condition Cards are designed to be used during 5e games by players and DMs. Condition Cardscan be issued to players or placed on the map as a reminder of the condition affecting the PC or monster.

Critical Fumble Cards bring a new element to your 5e games! When your players roll a 1 on a d20 during combat, have them draw a Critical Fumble Card to add some spice to the outcome. Use them for monsters, too!

All cards are double-sided, but can be printed single-sided if preferred, in color or black and white. For extra longevity, you can laminate them. I use these cards in all my 5e games to free me up to concentrate on running fast combats and telling better stories with my players. Now you can, too.

You can find these products at https://www.drivethrurpg.com/browse/pub/13989/Laidback-DM

Game on!

Steve 🙂

For more Laidback DM, click here.

Laidback DM: Trading Places

During long campaigns, some players might not turn up for sessions, some might retire, new players will join. There are good reasons for changes in your ongoing cast—work and family commitments, sports, meetings and significant events in peoples’ lives. And some players just move on because your game might not be what they’re looking for.

So, what can you as a DM, do to prevent players from dropping out of your game or to cover short-term absences?

  • Accept that some things are outside your control. Don’t stress unnecessarily about it.
  • Get feedback from your players. Ask them what they like and don’t like about the games you run. Take the feedback on board and use it constructively.
  • Have you picked up the signals being given off by your players? Boredom, non-game-related cell phone usage, missing sessions for no reason? Ask the player if they’re okay. Ask them what you can do to re-engage them with the game. What type of game do they prefer? Work with your players to make the campaign one you all want to play.
  • If a player has real life reasons why they can’t attend, work with them by making it part of the story. Maybe the PC goes off to a monastery to study and only joins the party once ever four adventures. I have a standing rule that if a PC drops out for a short period they can drop back in anytime—when they turn up the party comes up with a story reason for why the PC was absent from the earlier part of the adventure.
  • Use Milestones for PC advancement rather than Experience Points. That way all PCs stay the same level, whether they are there or absent from sessions. The other players will understand because there will be times when they’re absent as well.
  • Treat everyone equally and even-handedly and don’t play favourites.

And hopefully you’ll have less player movement. Or at least you’ll be more prepared for when it happens.

Game on!

Steve 🙂

For more Laidback DM, click here.

Laidback DM: Shotglass Adventures in Print!

Hi All,

The print proof for Shotglass Adventures arrived today and I just finished sending rewards emails to all the Kickstarter Supporters (who get a digital copy for free, along with all the digital stretch goal rewards shown at the bottom of this post, and have the option to purchase a softcover book version at cost + postage).

I’m pretty proud of this book. Here are a few shots of the cover and interiors:

Shotglass Adventures book - Laidback DM Shotglass Adventures book - Laidback DM

I’m already working on Shotglass Adventures II, which is turning out bigger and better! It will be on Kickstarter soon, so keep an eye out both there and on this blog.

Game on!

Steve 🙂

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For more Laidback DM, click here.

Laidback DM: Free Map – Sewer Neighbours

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

This week: Sewer Neighbours

There’s nothing like neighbours who don’t get along. Four lairs, all next to each other, all causing a problem for the folks upstairs in the streets. Time to clean up!

laidback dm - sewer neighbors - stevestillstanding

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, click here.

Kickstarter Completed Successfully!

The SHOTGLASS Adventures Kickstarter has completed, and I’m more than happy with the outcome. It means I can pursue a career in writing and game design, something I’ve wanted to do since I was a teenager playing my first role playing game.

I love poetry, and will still publish poetry regularly in book form and on this site, but it’s the RPG work that will pay the bills in the long term (not there yet, this is just the first one lol). I’m sure most poets out there (aside from the few published ones who might make a decent income) will agree that poetry is a labour of love, and love alone.

Thanks to everybody who supported the Kickstarter, and to all the poetry lovers who waited patiently for me to post poems in between Kickstarter updates!

Cheers

Steve 🙂

For more Laidback DM, click here.

Laidback DM: Have Merc(er)y on Me

Matt Mercer hosts Critical Role on YouTube, one of the many D&D online channels that have helped propel the game’s popularity into the stratosphere, and is arguably one of the best DMs around. A trained voice actor, he has a wonderful storytelling ability and excels at immersive and engaging story telling. And for the rest of us mere mortals, that can be a little bit of a problem.

I don’t get the chance to play that much, but when I do I like to observe how other DMs run their games. As one would expect, there are differences in style, the way some rules are interpreted, the way people manage their players. Some are good, some are average. Some are appalling. One aspect that shows up more often or not, however, is DMs trying to be Matt Mercer.

Now, I have the utmost respect for Mr Mercer, but the fact that he is so good makes it difficult for most DMs to measure up. Many DMs just don’t have the range and acting chops that he does, and sometimes it comes across like they’re trying too hard to be like him. Here are a few things DMs need to realise (especially beginners).

1. You don’t have to be Matt Mercer to be a good DM. Just be yourself and establish your own style.

2. Matt Mercer is a trained actor. He also does a LOT of preparation for each session you see. And while he was previously an unpaid DM, now he is employed to do that job. Many of us mortals have full time day jobs or are full time students or have full time family responsibilities. Remember you can still be a good DM, but you need to be aware of your own limits.

3. Long, drawn-out Matt Mercer-style descriptions during combat can be great and really bring combat to life, but they do slow combat down (which can be a long and sometime frustrating process to start with if you have a lot of players at the table). Include your players—let them take part in describing the scene. If you do everything it seems like the game’s more about you being the centre of attention than them.

4. If you want to be an evocative DM, don’t forget to learn how to narrate the non-combat scenes. This is an area that some DMs appear to struggle with.

5. You don’t have to do accents if you’re not good at them. Focus on telling a good story, and involve your players. Evoke the scene with interesting descriptions. Play to your strengths.

6. You shouldn’t focus on jokes if you’re not good at them. If they fall flat every time, it’s generally a sign. Adventures with a serious tone can be fun, too. And if you’re not a funny DM, your players will fill in the humour gaps.

Yes, Matt Mercer is great, and he has a wonderful style. But be aware you aren’t him. You can always learn from him, but be yourself and you and your players will still find the game rewarding.

Cheers

Steve 🙂

For more Laidback DM, click here.

Support the Shotglass Adventures Kickstarter at
https://www.kickstarter.com/projects/laidbackdm/shotglass-adventures-10-adventures-for-dandd-5e-an?ref=nav_search&result=project&term=d%26d

Shotglass Kickstarter Ad5

Laidback DM: Villains – upping the ante

Role playing games enable players to take part in their own ongoing TV show—a soap opera of sorts, with a growing number of support characters, a fantastic and evolving environment, and ongoing stories linked to the players’ backgrounds and adventures.

As with any melodrama, what can make or break a long form story is the villain. A good villain is worth a thousand henchmen, as it were. Here’s a few ideas to up the ante with your campaign villains.

1. The Recurring Villain

Some of the best villains are the ones that come back to aggravate the player characters (PCs) again and again. This can be tricky in a game where the bad guys are regularly dispatched. If you want a villain to return, make sure he has an escape plan. One of my fave villains was a quirky NPC with the mannerisms of Captain Kirk, as played by the inimitable William Shatner. Great fun for the players and me, and one of the reasons they didn’t kill him.

2. The Apocalyptic Villain

This guy is set on destroying the world. Always great for a campaign, as it ups the stakes and drives the heroes onward to stop them. Must be immensely powerful, so that the PCs have a great challenge and really feel like they’ve earned their win (or death). I like using a major villain who was defeated in an earlier campaign but has come back more powerful than before, using his followers to harangue the PCs and providing gradual insights into his nefarious schemes of revenge and world domination.

3. The Sympathetic Villain

This villain has a backstory or motivation that puts the PCs in a moral quandary, forcing them to choose between helping or hindering them. I love these types of villains, and use them a lot. One of my faves was a priest who lost his wife and child to a scouting party and sought revenge by tracking down the murderers. The PCs were tasked with protecting the murderers, but as they gradually discovered the villain’s backstory they had to choose who to back. Made for some fiery discussions.

4. The Hidden Villain

This is the ‘slow burn’ villain. You don’t know much about them as they manipulate from behind the scenes. It’s often someone known to the PCs as an upstanding citizen, supportive of the party in public but secretly working against them behind the scenes. As long as they remain a mystery, the big reveal leaves the PCs gobsmacked, making it all worthwhile.

Great villains are the foundation of great campaigns. Spend a bit of time creating your villain, and the payoff will come in spades for you and your players.

For more Laidback DM, click here.

Support the Shotglass Adventures Kickstarter at
https://www.kickstarter.com/projects/laidbackdm/shotglass-adventures-10-adventures-for-dandd-5e-an?ref=nav_search&result=project&term=d%26d

Laidback DM: Free Map – Tinsen’s Bluff

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

This week: Tinsen’s Bluff

From a recent adventure I ran for my 13th-level players. Tinsen’s Bluff was a quiet backwater until the people started mutating into crazed, blighted beasts. The Duke’s distant cousin sent a letter indicating this might be some kind of infection that could spread across the country. But what is the source? No one has heard anything more from the town. Time to investigate. Don’t forget to wrap up – it’s the dead of winter and you know how the snow brings out those mutated abominable yeti and white wolves…    

laidback dm - tinsens bluff - stevestillstanding

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.

Support the Shotglass Adventures Kickstarter at
https://www.kickstarter.com/projects/laidbackdm/shotglass-adventures-10-adventures-for-dandd-5e-an?ref=nav_search&result=project&term=d%26d
Shotglass Kickstarter Ad2

Laidback DM: Free Map – Elemental Cruxis

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

This week: Elemental Cruxis

The party have to recover elemental seeds from each part of the cruxis, teleporting from the column room to each of the elemental crucibles and facing various elemental hazards and creatures. Once the seeds are joined, they summon an elemental god of your choice. Who’s not very friendly…    

elemental cruxis - laidback dm - stevestillstanding

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.

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