Inspired by this video, I bought the 2018 One-Page Dungeon Compendium. So far, I've read half of them. My reaction: (a) Many people are bad at cartography, proof-reading, and type-setting. (b) Some people are very good at cartography. (c) It is indeed perfectly possible to have all you need for an adventure on one side of one sheet of paper. (d) People are very unoriginal. Half the scenarios are lost tombs or wizards' towers, and the same tired and dull ideas come up again and again (skeletons animate! 1d4+1 kobolds attack for no reason! answer the riddle and the door opens!). (e) Not one scenario I've read yet would I ever run. None has any interesting plots or characters. Some are just very high-fantasy settings, and others are just dungeon procedurals: monster-trap-monster-treasure-yawn! It's a good format, but I'm yet to see it done well.
Maybe type-setting, originality and plots are not the point of One-Page Dungeons; but just an impromptu dungeon model you can adapt to your running game.
Plot, in the sense of a fun scenario that develops over time, is technically possible in a one-page dungeon, however it would be distilled in its presentation (one has to imagine ways that different, simple elements might interact in-game to behold the whole picture). A fun NPC might be simplified down into a few character cues and goals. Just add water! Most memorable stories in my own games have been products of the PCs’ interactions & their backstories, so in published affairs I look for a setup of elements that would be fun to interact with and add the connections to PC backstories myself (some adventures offer reasons why the PCs are there, but usually not one-pagers in my XP).
The only way I can imagine one page working is as the professor described it here-as a summary. I think anything actually interesting and unique is likely to start out as well more than a page and then be condensed into a summary for easy reference while playing.
Fantastic advise! Nothing KILLS the immersion faster than watching a DM skim through his book for 5 mins. You can tell who the rules lawyers are though, demanding every chart, footnote, jot and tittle be followed.
My best friend lost his first character here back in 1974 as the Owl Bear ripped him liimb from limb, crushed him with an owl hug and then snipped his head off. I think he had 9 hit points and took 24 points of damage. I am still impressed that the party stood their ground and took the owl bear down. We ran from the Kobolds and the Orcs at least once but we were much braver when we only faced one monster no matter how big or bad.
@@DUNGEONCRAFT1 Thank you for sharing your knowledge. Took advice from this and ran a pretty simple encounter last night involving a were-creature hunting lodge and a full moon hunting competition. Those that killed the rarest animal were considered the winner. Owl-bears were around but the party decided to go after ol' Earl, a hydra living in an under ground cave. It was a simple session that took maybe two hours to go through but ended with the party becoming members of the lodge, gaining a were creature contact named Cynthia, and one player willingly becoming a were bear. All in all it was a good time, but I still see places where I need to improve. Sorry to rant, just wanted to share that your advice was a big help. Sometimes keeping things simple helps a ton, especially when you don't have a lot of playtime after a shift at work!
Extremely useful structural information on streamlining preparation for adventures. I don't always use the info presented in Dungeon Craft, but this was an excellent primer, and included references to other works that an aspiring DM should check out.
Love the flow sharts. I have a similar one page approach where I write the motivation and a quote for each npc they're likely to run in to on a page in my notebook. (Guard Captain. Doesn't want trouble in his neighbourhood. "Move along, nothing to see here.") I then print all the maps needed and make the notes I need on them. I rarely need to open the book with this system.
When playing casters, I have a custom spell sheet where I list my spells out with all their vital information. For example: 1: Healing Word (1 bonus, 60 feet, V, instant) heals 1d4+2 hp, +1 slot level = +1d4 hp The numbers include how the spell functions as cast by my character, ability bonuses included. No book flipping or number crunching are required. My DMs love it! When I'm the DM, I decide what spells an enemy will use for that combat and include a similar entry for those spells on an enemy card to use for that encounter. My players love it!
I do something similar with my warlock - I used half-sized index cards to make my own spell cards. They've got all that info, along with things like if the spell requires concentration, and the necessary components (just in case).
@@joseacevedo8314 hmm, I'd rather go with the witcher approach where (almost) every "boss" monster is part of a larger species but has some individual characteristics(maybe a name, maybe a slightly different look, maybe some unusual attacks or just a different statblock. I find it much more believable that there are some dangerous species out there then that every important monster has been created by some magical event(because just with genetics you are not gonna get some crazy variation that still is able to survive)
I really like the thought of an owlbear being a GIANT bear with an owl face that can rip you apart.... kind of like a giant BEAR would do, because a giant bear has teeth and massive jaw muscles made for ripping things apart and crushing bones. Wait... what is the scary part about the OWL part of the owl bear supposed to be? I mean real bears can smell blood for many miles after all. And it isn't like an owlbear flies or anything.
@@nemooh Wait. Your owlbears don’t fly? Hmm. Do they at least glide? No feathered gliding flaps between their stubby wing like upper arms and their legs? No? Well maybe it’s time they do. An owlbear silently swoops down from a rocky cliff or tall tree. Roll perception. The owlbear pounces on the smallest or least armored character. Roll initiative. Silly PCs. They never look up. Grab your ketchup and crunch away my friends.
I agree with you. Simplify, simplify, simplify. I keep 3x5 cards of stats for the monsters and NPCs in my campaign and just pull out the ones needed for that session. Having said that, here's something to consider for describing or not describing every twist and turn in a cavern or dungeon - I have a player that is a high functioning autistic. They love D&D. However, they cannot do theater-of-the-mind well when it comes to dungeon hallways and cavern tunnels. Walking to town and back? Not a problem. They don't need to know every twist in the road. But if I tell them there is a "T" intersection heading north and south (or left and right, etc.), they start to feel anxiety. They just need to KNOW ... EXACTLY how the hallway looks ... EXACTLY how far it is down to the next door or intersection, etc. When you have players like this, they need an accurate map AND accurate descriptions or the game goes from fun for them to an anxiety filled time that can cause issues for them. Your style of play will definitely work for some, perhaps most, people. But there are others that would take issue for a variety of reasons. For example, while I don't like checking rulebooks, some do. Some actually find enjoyment in the rules and seeing if they can achieve this or that within the parameters that are set forth in the books that define how to play. For these types of people, it's sort of like chess ... moving on to victory with a precise set of rules that govern what can and cannot be done. The point being, there are many different types of players out there. Some play a certain way because they are unique individuals with their own unique needs (such as the autistic individual that often sits at my table). It's not always about speeding things up. It's about creating an atmosphere for YOUR table that YOUR players will enjoy ... even if that means pulling out a book to check a rule from time to time or having to accurately describe every turn in a passageway. ;)
Agreed. I play theater of the mind with one group and another NEEDS maps and minis. Figure out what your players want/need and cater to them. Players are the most valuable resource!
I have recently started playing fantasy ttrpg games with my son who has autism and ADHD and for me the ADHD has vastly more effect on the game. He will get restless and need to get up and move around when something exciting happens. I try to incorporate that into the game. Show me the attack your making. Describe how the monster dies. He loves it and it is somewhat calming for him to be able to express what is exciting to him. He doesn't care about every cave detail or how long a corridor is exactly. Guess that's why they call it a "spectrum".
WOW, you have blown my mind with the simplicity yet absolute utility of your one page. love the art. I will be incorporating this. Thank you, my good sir.
I recently watched your video on the new Vecna adventure and I really liked the simplification of stats to the necessary info. That by itself was golden advice already. This complements it, this is awesome. So good, thank you so much for sharing the knowledge. It might be cool to play on your table, you rock.
100% agreed on this one, Professor. I hate rulebook checks. I do let people check their books, but only when it's not their turn. If they take too long, I make a ruling and move on. I also will tell my players when they are "on deck" and to be ready when it's there turn. Also, the flow chart is a brilliant idea. Definitely stealing that one. Great video!
You know what? This video is by far the most helpful of your videos I've seen to date! And I like most of your videos 😊 this will definitely help me cut the fluff and streamline my games. Thanks Prof! 👍🍻
Wow! Well done! I've been DMing off and on since 79, but never before had someone show me how to skin it down to just this clean and simple! Flowcharts and oh my! I'm so impressed and I probably have to watch this 3x again to see how sinple/easy you make it.Subscribed and looking forward to your other vids. Thanks!
One of the best videos in your channel, Professor! I've been trying to make one-pagers to use in my games for some time now, and will definitely apply some of your insight on the subject! Compliments from Brazil!
Another great video. Thanks PDM! I'd like to also agree with other posters about the premiere video thing. Not sure how it works on your end, but it appears on our YT homepage as if there was a new video to watch. I even get a pop-up on my desktop. It's kind of like your dad showing you the present he got for your birthday but not letting you open it for a few days, haha. I ran your Yohan Munchberger scenario a few weeks ago with a new group. We decided to try out the many rules-hacks you've mentioned -no initiative, Index Card RPG's static room difficulty, escalation die, the DDC magic rules, etc. Holy cats! We had a BLAST! The wizard rolled three Nat 1s in a single session and the results were universally hilarious. Black Angus may or may not be dead. Dun-dun-duuuuun!
I've been paring down my notes over the years. These days, if it's six pages including stats, then almost always it's too much. Often, the information has taken up two pages. I like the flow chart idea if only to get a few things straight, but generally after making rough notes on an adventure, about 80%-90% is sorted in my mind. Because I do the prep, it usually means hours of gaming can go by without referring to any of it. The notes are there in case of urgent need.
Fantastic video. I make index cards, one set for monsters, and one set for npc’s. And just pull the ones I need out for each sesh… I do the notepad system and use stickies for dungeon crawls, like you do. When it comes to settlements however I flesh them out in more detail, especially if I know it’s a local the PC’s are going to interact with frequently.
Great vid! I've been using flowcharts to manage plots for ages. I actually started doing this while playing the old espionage themed RPG Top Secret from TSR. For the more digitally inclined, I recommend the app Mindly to generate and manage flowcharts. A big draw is being able to use DropBox to sync flowcharts across devices. I love being able to make a quick note/reminder on my phone when I'm out & about and expand on it later using a tablet.
@@DUNGEONCRAFT1 The original rules & the outstanding Top Secret Companion (it had a d1000 hit chart!). I always felt that the revamped Top Secret S.I. ruleset was like Top Secret Lite. Shortly after the release (and our collective letdown) we switched to Espionage from Hero Games.
If you are not familiar with 2e "BattleSystem Skirmishes" game, published by TSR around 1992, you should be: it reduces combat to a few Hits, as you describe. It is a miniatures game with a thin veneer of RPG over the top. Combat is very fast, about like you describe in this video. Copies are available on e-Bay, and Amazon.com; there was a PDF copy on DriveThruRPG.com, several years ago, but WotC pulled it. Cheers!
Thanks for sharing about dungeon contest’s one page dungeon. I am excited to hear about it and participate! Also the 2022 “Wonder” theme seems worth the purchase!
When crafting an adventure, DMs, read the rules that may apply to given scenarios, decide which ones can best help keep the adventure rolling. One DM decided in a moment to allow a druid to cast animal friendship on an owl bear, knowing it was a rule break, but allowing it because it was fun and he had a party of inexperienced adventurers that had just gotten to level three. Don't allow the rules to keep the game from being fun or slowing down to a crawl the game. Sometimes a DM can let things slide, and a DM can let a rule be enforced. Be willing to be flexible in a moment. A DM can explain later that he or she let something slide in a moment because it would have ruined that moment, but in the future the ploy a character used will not work a second time.
Nathan Arndt I once had my players wanting to befriend an Owlbear too. It was super funny because they kept trying while getting some damage and they just didn’t want to kill it. Took them so long before they just gave up and try hiding until the beast just walked away. But the things they came up with were hilarious (they tried singing, dancing, food, dropping a giant curtain on his head, etc). We laughed so hard.
I honestly wish I was either a coworker or a friend and could be a member in your game. You are fantastic and I love all your lessons. I hope you continue to share. Thank you
This is brilliant. I had done the same as far as the characters re: Lost Mines. I did not think of flow charts, so useful. Thank you. I havent seen the map from Into the Borderlands in ages, and after two and a half decades of not playing DnD it made me laugh. It was a piece of my childhood that I had completely forgotten, much appreciated.
Flowcharts are a great way to organize and understand adventures (and what to review/prep next). Storm King's Thunder included one. Conversely, Princes of the Apocalypse was a nightmare to flowchart. Your point about the derived stats is valid, but the inclusion of the Ability Scores for every monster is due to the Saving Throw rules for 5e. All Saves are ability related now rather than the original 5 categories or the later 3 categories. You need to know all six bonuses to adjust your d20 roll vs. the spells cast by your party (if using 5e). Another reason for them is in case there is a contested ability check between a monster and a player (less frequent than saves). I run with a screen and behind it is a map sheet, dice, pencil and battle tracker sheet(with monster stats on it). Because I enjoy running older pre-published adventures, I also keep the physical text of the room descriptions handy so I can read the boxed text to my players which conveys the original atmosphere from the 70s, 80s, and 90s.
HOLY SMOKES- this video blew my feeble little mind. This is being implemented TONIGHT. you sir (and those barmaid minis), are invited to dinner and gaming any time!
People tend to use the tool they're already comfortable with even when there might be another one better suited. After trying different things, I've found that the tool I'm most comfortable using is Google Sheets, so I use it for both long-term campaign planning and individual session notes. Because everything is tabular, it encourages me to make my notes in a way that is organized and concise. I include simplified enemy stats and HP checkboxes for any combats that are likely to occur. I also make schematic maps in the form of spreadsheets. I don't use tech at the table, so the appropriate sheets get printed before the session and scribbled on during play. I'm not great at keeping things organized, but I do try to update my sheets after each session and before the next one.
A plethora of one-page scenarios will surely quicken my session with my small home game party (of 2). Things are already quick as it is, so pushing further into the story will help out with their focus and interaction. No more fluff!!!
I do love how you incorporate every facet into the story from the owlbear encounter: muddy boot, egg hatchling to sell, eggs to cook, bear skin rug, Owlbear head on the wall of the tavern, and the characters become local heroes. But, I do have one question...maybe I should wait for it...
This is why I homebrew and write descriptive names instead of just numbers on my rooms when possible -- that way I know what's in the kobold kitchen and that the room they are entering is the kitchen without having to look up room #37 or whatever. If I need a stat block or loot list I can flip through a few short pages of notes while I talk (or while the players talk).
I like the preview with the little blurb about what you are thinking and what’s coming... but it looks like a amalgamation of several of your videos. I’ll watch just to see what I can glean.
Dungeon Craft you had me at owl bear good sir! I love the campaign you are running the twist on the classic is awesome... ps I’m stealing it all for a future campaign that I will run muhahahab
@@DUNGEONCRAFT1 It worked pretty damn well. It scared one third of the players into chickening out for the trial session and one new older player to bail on the whole campaign (an unexpected benefit), but it was a rip roaring success.I incorporated creature CR into the modifier group and it balanced well.
@@DUNGEONCRAFT1 It's difficult with dumbasses. People that can do that thing called "math" they're going with it okay. The idea of a spell failing like a missed melee attack causes paroxysms of rage, lamentations and face palms. Our normally lame Warlock loves it and figured out to use multiple attack roll spells to work in conjunction with the Table and is cranking out the best damage.
Thankis for the tip. I made this mistake when I started using module. I didn't have a proper NPC relationship graph and the amount of time I need to double check killed the session. It's easier when you wrote the scenario yourself. "Prof DM's 1 page prep" should be a thing. P.S. : This video is awesome and system agnostic. I wish it'll do well.
How do you incorporate the specialty attack of the "bear hug"? Or do you feel that the style of game you run would make such an attack to much for your players?
This happened in my group. Now the wizard has an adolescent owl bear animal companion. It stays out of most of the fights so it's not really op, but it could be especially if there was a ranger in the group this class is built around that mechanic. If it were up to me I'd make the wizard roll an animal handling check if he commands it to do anything.
Professor DM, I noticed you don't include attack modifiers for any of your enemy stat blocks. How do you handle pc's with heavy armor that reach into the 20 AC range? Or do you cap AC at a particular value? How do you do this and keep certain classes that are supposed to be more tanky (a fighter persay) at a level where they can still feel like they're more defensively oriented than say a wizard or a rogue? Great content as always, please keep the videos coming! :)
Great question! I handle that in a video called "The Rules I Don't Use" which I am uploading as we speak. The answer is that NOTHING has over a 20 AC. That's the cap for everyone/everything.
Yes sometimes it’s ok to go with rule of cool but spells have stats for a reason and should be used cuz you try to charm a dragon that’s trying to kill your party the DM better be rolling or why even put a dragon in the first place .
Paladox for whatever reason I can see a notification that you responded to my last comment but can’t read it when I click on it so not sure what happened.
I am enjoying your take on gaming and DMing. I usually play rulebooks and source material closed but scroll through some notes..I like the idea of one page DMing. I may try to implement. I play fast and loose with "rules". To me the focus is fun, a good story and memory making.
This is good if you want a simplistic game with very little crunch to combat. My group loves the crunch and the immense amount of options and combat abilities in our game. (Pathfinder, Starfinder)
@@DUNGEONCRAFT1 Thanks! This isnt to say I haven't implemented some of your suggestions but based on my players I've had to adopt a more combat oriented game to keep everyone having fun. We have 1 roleplayer and 4 combat lovers.
Just as a bit to think about, with 5e and Phandelver, remember that with the way the stats are, you do have things that use those in the hands of the PCs. From various spells requiring saves to how well the creatures deal with the players being creative or diplomatic for it.
Simplifying is great, but it's nice to have the stats, even the ones that probably won't matter. If players want to do something that requires a saving throw from a monster, you can modify the monsters rolls accordingly. That way, players will be rewarded for thinking about a monster's weakness, strategically going after it. For example, if a monster looks physically weak, they could try to push it off a cliff, or if it looks unwise, hit it with something that requires a wisdom saving throw.
I run a table heavy system (DCC) and for rules I have a tabbed binder - this way I can flip to the right page in a second. Players also have a printout of each of their spells so we aren't flipping through a 500 page book.
I really like the mechanics of the dungeon toilet! As a player it would make me want to use it in some devious way - like putting it on a monster's head and then have someone leave the bathroom - or create missiles for a slingshot ^_^ It's very cool in my opinion - also it gives the bathroom some function! :)
Poor henchman! Get offered doubled wages, then gets ripped in half! 😮😮😮😮 I like how you condensed the needed information for the encounter from the original source material. Good advice. And through their actions, the local area economy gets a boost. They have affected the world around them! 👍👍👍👍😎😎😎😎
I used to do this crap all the time, but slowly I started to pick up on this. I didn't quite quit cold turkey until I found your channel though, and I learned a few key lessons. Now I just make a call for good or Ill with what knowledge I have of the game, and how fair I feel the ruling is based on the situation. GURPS is a bit different from DnD but mauch of your advice is as true with any other system as it is with DnD even if it needs to be applied a bit differently. (One advantage of GURPS the HP never get's ridiculously high to begin with! It wasn't until I started watching your content that I began to appreciate the low HP in GURPS). Sadly GURPS can be a bit bloated as a system, but I have been trimming down on the fat like a good GM, and now GURPS is almost playable! :P Seriously though without you their are a handful of truly fun and memorable moments from my game that never would have happened. For Example, a Giant Skeleton that falls apart into lots of tiny little skeletons for every 5 damage it takes. If you don't kill the little skeleton (one hit one kill) after one round it goes right back into the big ones health pool. I had a Player get clever and split the big ones skull, even though I had never considered that, I let them have the win, they earned it!
Yep. As an EXPERIENCED DM your methodology is right for you. NEW DM'S may need to see and use some of your tips, but the "useless paragraphs" may help them figure out how to put life into their gameplay.
I've written those useless paragraphs for money. They're mostly fluff Read Patrick Stewart's "Maze of the Blue Medusa." THAT is great (and useful) writing!
Just my two cents but Generally speaking what you deliver is really good concise streamlining of the game. I don’t agree with everything you do but the info you provide is good. I really think you need to continue with the illustrated dungeons but provide one a week that’s completely of your own design. Basically giving out free adventures on RUclips. A video presentation of the “one page dungeon” would generate a lot of views. IMO
Oh my, the memories. First time my players entered the caves of chaos they headed straight for the owlbear cave. Enraging the beast, the bard turned tail forgetting about the disengagement rules. He got raked in the back and died instantly. He never forgot about the rule again and his character developed a phobia of birds bears and owlbears. (After being revived by the rest of the group pitching in almost all of their resources from their first excursion). His level one characters are still apprehensive of fighting owlbears. 😄
@@DUNGEONCRAFT1 That's crazy! That owlbear must be keeping some great honey around for all these PCs to beeline it to the cave! Jokes aside, it must be because cave G is a straight line from the mouth of the ravine, players could think that whatever's hidden farthest from the "entrance" must be the most interesting place to explore. It was that in my game, at least.
Looked forward to this all day at work. Was hoping to get to GenCon this year (I work down the street now) and catch one of your games but I'll be in GA for training.
I love the reduced monster sheet but what if it needs to roll saves against effects? do you roll straight d20 or come up with the stat modifiers on the fly?
Inspired by this video, I bought the 2018 One-Page Dungeon Compendium. So far, I've read half of them. My reaction:
(a) Many people are bad at cartography, proof-reading, and type-setting.
(b) Some people are very good at cartography.
(c) It is indeed perfectly possible to have all you need for an adventure on one side of one sheet of paper.
(d) People are very unoriginal. Half the scenarios are lost tombs or wizards' towers, and the same tired and dull ideas come up again and again (skeletons animate! 1d4+1 kobolds attack for no reason! answer the riddle and the door opens!).
(e) Not one scenario I've read yet would I ever run. None has any interesting plots or characters. Some are just very high-fantasy settings, and others are just dungeon procedurals: monster-trap-monster-treasure-yawn!
It's a good format, but I'm yet to see it done well.
Lloyd? You? Here? I didn't expect that.
Maybe type-setting, originality and plots are not the point of One-Page Dungeons; but just an impromptu dungeon model you can adapt to your running game.
Plot, in the sense of a fun scenario that develops over time, is technically possible in a one-page dungeon, however it would be distilled in its presentation (one has to imagine ways that different, simple elements might interact in-game to behold the whole picture). A fun NPC might be simplified down into a few character cues and goals. Just add water!
Most memorable stories in my own games have been products of the PCs’ interactions & their backstories, so in published affairs I look for a setup of elements that would be fun to interact with and add the connections to PC backstories myself (some adventures offer reasons why the PCs are there, but usually not one-pagers in my XP).
The only way I can imagine one page working is as the professor described it here-as a summary. I think anything actually interesting and unique is likely to start out as well more than a page and then be condensed into a summary for easy reference while playing.
instaBlaster...
Fantastic advise! Nothing KILLS the immersion faster than watching a DM skim through his book for 5 mins.
You can tell who the rules lawyers are though, demanding every chart, footnote, jot and tittle be followed.
Yup.
That transition between the picture of the party fighting the owlbear to the minis in the UDT was just so satisfying I feel the need to compliment.
Thanks, Augusto! I worked hard on that shot.
I didn't even notice. Thanks for pointing me to it. It really is extremely cool!
A useful video for creating scary immersion in a monster lair. Thankyou, Professor DM. 🤗
Sorry now I want to know about the magic toilet, also that poor hired help guy.
One of the greatest videos of all time! Thank you Professor!
Thank YOU for watching. A "Caves of Carnage Supercut" is coming.
My best friend lost his first character here back in 1974 as the Owl Bear ripped him liimb from limb, crushed him with an owl hug and then snipped his head off. I think he had 9 hit points and took 24 points of damage. I am still impressed that the party stood their ground and took the owl bear down. We ran from the Kobolds and the Orcs at least once but we were much braver when we only faced one monster no matter how big or bad.
That single page is one of the most beautiful things I have ever seen. I must learn your arcane ways dungeon-senpai.
Thanks for your kind words and for taking the time to comment!
@@DUNGEONCRAFT1 Thank you for sharing your knowledge. Took advice from this and ran a pretty simple encounter last night involving a were-creature hunting lodge and a full moon hunting competition. Those that killed the rarest animal were considered the winner. Owl-bears were around but the party decided to go after ol' Earl, a hydra living in an under ground cave. It was a simple session that took maybe two hours to go through but ended with the party becoming members of the lodge, gaining a were creature contact named Cynthia, and one player willingly becoming a were bear. All in all it was a good time, but I still see places where I need to improve. Sorry to rant, just wanted to share that your advice was a big help. Sometimes keeping things simple helps a ton, especially when you don't have a lot of playtime after a shift at work!
@@zeterzero4356 Cool!
@@zeterzero4356 Watch here, Runehammer, and Lazy DM, in my opinion.
Extremely useful structural information on streamlining preparation for adventures. I don't always use the info presented in Dungeon Craft, but this was an excellent primer, and included references to other works that an aspiring DM should check out.
Thanks, DP! Share it with your friends!
Never let down by a single DM video. You sir, are a champion among men
I appreciate that you have miniatures for two halves of a henchman and how well that communicates the atmosphere of your campaign.
I've watched all your videos dozens of times... this may be the best one yet. I'd argue it's almost more important than DM secret number 2!
Thanks!
Love the flow sharts. I have a similar one page approach where I write the motivation and a quote for each npc they're likely to run in to on a page in my notebook. (Guard Captain. Doesn't want trouble in his neighbourhood. "Move along, nothing to see here.") I then print all the maps needed and make the notes I need on them. I rarely need to open the book with this system.
Greta idea! I may steal that.
Spell check is a valuable thing, people. Nobody wants FLOW SHARTS at your game table.
@@benvoliothefirst lol
@@benvoliothefirst
That's for when you roll 100 on the fumble table
When playing casters, I have a custom spell sheet where I list my spells out with all their vital information. For example:
1: Healing Word (1 bonus, 60 feet, V, instant) heals 1d4+2 hp, +1 slot level = +1d4 hp
The numbers include how the spell functions as cast by my character, ability bonuses included. No book flipping or number crunching are required. My DMs love it! When I'm the DM, I decide what spells an enemy will use for that combat and include a similar entry for those spells on an enemy card to use for that encounter. My players love it!
Great idea!
I do something similar with my warlock - I used half-sized index cards to make my own spell cards. They've got all that info, along with things like if the spell requires concentration, and the necessary components (just in case).
@@thor30013 I use cards for monster stats when running games. Index cards are so useful in D&D!
I really like the idea of the owlbear being a one of a kind creature.
I agree I think any "boss" creature that is not human should be one of a kind, especially in a grim/dark setting.
@@joseacevedo8314 hmm, I'd rather go with the witcher approach where (almost) every "boss" monster is part of a larger species but has some individual characteristics(maybe a name, maybe a slightly different look, maybe some unusual attacks or just a different statblock. I find it much more believable that there are some dangerous species out there then that every important monster has been created by some magical event(because just with genetics you are not gonna get some crazy variation that still is able to survive)
Agreed
I really like the thought of an owlbear being a GIANT bear with an owl face that can rip you apart.... kind of like a giant BEAR would do, because a giant bear has teeth and massive jaw muscles made for ripping things apart and crushing bones.
Wait... what is the scary part about the OWL part of the owl bear supposed to be? I mean real bears can smell blood for many miles after all. And it isn't like an owlbear flies or anything.
@@nemooh Wait. Your owlbears don’t fly? Hmm. Do they at least glide? No feathered gliding flaps between their stubby wing like upper arms and their legs? No? Well maybe it’s time they do.
An owlbear silently swoops down from a rocky cliff or tall tree. Roll perception. The owlbear pounces on the smallest or least armored character. Roll initiative.
Silly PCs. They never look up.
Grab your ketchup and crunch away my friends.
Excellent video, as always. This is my favorite channels, I always get super excited when you release a new video. Keep it up!! Super inspiring.
I agree with you. Simplify, simplify, simplify. I keep 3x5 cards of stats for the monsters and NPCs in my campaign and just pull out the ones needed for that session.
Having said that, here's something to consider for describing or not describing every twist and turn in a cavern or dungeon - I have a player that is a high functioning autistic. They love D&D. However, they cannot do theater-of-the-mind well when it comes to dungeon hallways and cavern tunnels. Walking to town and back? Not a problem. They don't need to know every twist in the road. But if I tell them there is a "T" intersection heading north and south (or left and right, etc.), they start to feel anxiety. They just need to KNOW ... EXACTLY how the hallway looks ... EXACTLY how far it is down to the next door or intersection, etc. When you have players like this, they need an accurate map AND accurate descriptions or the game goes from fun for them to an anxiety filled time that can cause issues for them.
Your style of play will definitely work for some, perhaps most, people. But there are others that would take issue for a variety of reasons. For example, while I don't like checking rulebooks, some do. Some actually find enjoyment in the rules and seeing if they can achieve this or that within the parameters that are set forth in the books that define how to play. For these types of people, it's sort of like chess ... moving on to victory with a precise set of rules that govern what can and cannot be done.
The point being, there are many different types of players out there. Some play a certain way because they are unique individuals with their own unique needs (such as the autistic individual that often sits at my table). It's not always about speeding things up. It's about creating an atmosphere for YOUR table that YOUR players will enjoy ... even if that means pulling out a book to check a rule from time to time or having to accurately describe every turn in a passageway. ;)
Agreed. I play theater of the mind with one group and another NEEDS maps and minis. Figure out what your players want/need and cater to them. Players are the most valuable resource!
I have recently started playing fantasy ttrpg games with my son who has autism and ADHD and for me the ADHD has vastly more effect on the game. He will get restless and need to get up and move around when something exciting happens. I try to incorporate that into the game. Show me the attack your making. Describe how the monster dies. He loves it and it is somewhat calming for him to be able to express what is exciting to him. He doesn't care about every cave detail or how long a corridor is exactly. Guess that's why they call it a "spectrum".
As a DM with autism, I find myself needing to describe the exacts of a dungeon-'cos those are the details I would need were I a player myself.
I love this simplicity! Thanks Professor you made my life easier!
WOW, you have blown my mind with the simplicity yet absolute utility of your one page. love the art. I will be incorporating this. Thank you, my good sir.
I must say you have the best GM advice. You really changed my game. Thanks !
Thanks for taking the time to say that. Happy gaming!
I recently watched your video on the new Vecna adventure and I really liked the simplification of stats to the necessary info. That by itself was golden advice already. This complements it, this is awesome. So good, thank you so much for sharing the knowledge. It might be cool to play on your table, you rock.
Back atcha!
Thank you! I've been advocating this for years. Glad there are other sane people. Keep the game moving!!
100% agreed on this one, Professor. I hate rulebook checks. I do let people check their books, but only when it's not their turn. If they take too long, I make a ruling and move on. I also will tell my players when they are "on deck" and to be ready when it's there turn. Also, the flow chart is a brilliant idea. Definitely stealing that one. Great video!
Hands down most helpful video I've seen of yours!!! One-pager is now a must.
You know what? This video is by far the most helpful of your videos I've seen to date! And I like most of your videos 😊 this will definitely help me cut the fluff and streamline my games. Thanks Prof! 👍🍻
Wow! Well done! I've been DMing off and on since 79, but never before had someone show me how to skin it down to just this clean and simple! Flowcharts and oh my! I'm so impressed and I probably have to watch this 3x again to see how sinple/easy you make it.Subscribed and looking forward to your other vids. Thanks!
One of the best videos in your channel, Professor! I've been trying to make one-pagers to use in my games for some time now, and will definitely apply some of your insight on the subject! Compliments from Brazil!
Another great video. Thanks PDM! I'd like to also agree with other posters about the premiere video thing. Not sure how it works on your end, but it appears on our YT homepage as if there was a new video to watch. I even get a pop-up on my desktop. It's kind of like your dad showing you the present he got for your birthday but not letting you open it for a few days, haha.
I ran your Yohan Munchberger scenario a few weeks ago with a new group. We decided to try out the many rules-hacks you've mentioned -no initiative, Index Card RPG's static room difficulty, escalation die, the DDC magic rules, etc. Holy cats! We had a BLAST! The wizard rolled three Nat 1s in a single session and the results were universally hilarious. Black Angus may or may not be dead. Dun-dun-duuuuun!
The one pager! OMG thank you totally forgot about flow charts.
I've been paring down my notes over the years. These days, if it's six pages including stats, then almost always it's too much. Often, the information has taken up two pages.
I like the flow chart idea if only to get a few things straight, but generally after making rough notes on an adventure, about 80%-90% is sorted in my mind.
Because I do the prep, it usually means hours of gaming can go by without referring to any of it. The notes are there in case of urgent need.
Fantastic video. I make index cards, one set for monsters, and one set for npc’s. And just pull the ones I need out for each sesh… I do the notepad system and use stickies for dungeon crawls, like you do. When it comes to settlements however I flesh them out in more detail, especially if I know it’s a local the PC’s are going to interact with frequently.
Love this channel so much cant get enough. On vacation and this video makes it all the better
I have been using flow charts for years, I seemed the only obvious way to play. Really helps.
Great vid! I've been using flowcharts to manage plots for ages. I actually started doing this while playing the old espionage themed RPG Top Secret from TSR.
For the more digitally inclined, I recommend the app Mindly to generate and manage flowcharts. A big draw is being able to use DropBox to sync flowcharts across devices. I love being able to make a quick note/reminder on my phone when I'm out & about and expand on it later using a tablet.
Sounds coo!. Which edition of Top Secret, BTW?
@@DUNGEONCRAFT1 The original rules & the outstanding Top Secret Companion (it had a d1000 hit chart!).
I always felt that the revamped Top Secret S.I. ruleset was like Top Secret Lite. Shortly after the release (and our collective letdown) we switched to Espionage from Hero Games.
If you are not familiar with 2e "BattleSystem Skirmishes" game, published by TSR around 1992, you should be: it reduces combat to a few Hits, as you describe. It is a miniatures game with a thin veneer of RPG over the top. Combat is very fast, about like you describe in this video. Copies are available on e-Bay, and Amazon.com; there was a PDF copy on DriveThruRPG.com, several years ago, but WotC pulled it. Cheers!
Complete respect for your handwriting. Impressive.
The tips were equally impressive.
- Innkeeper Vase Odin
I love everything about this video. I will be watching more of you videos to inspire me on my crafts and DMing.
Cool. Watch last month video, the "Manskinner." Thanks!
Thanks for sharing about dungeon contest’s one page dungeon. I am excited to hear about it and participate!
Also the 2022 “Wonder” theme seems worth the purchase!
When crafting an adventure, DMs, read the rules that may apply to given scenarios, decide which ones can best help keep the adventure rolling. One DM decided in a moment to allow a druid to cast animal friendship on an owl bear, knowing it was a rule break, but allowing it because it was fun and he had a party of inexperienced adventurers that had just gotten to level three. Don't allow the rules to keep the game from being fun or slowing down to a crawl the game. Sometimes a DM can let things slide, and a DM can let a rule be enforced. Be willing to be flexible in a moment. A DM can explain later that he or she let something slide in a moment because it would have ruined that moment, but in the future the ploy a character used will not work a second time.
Nathan Arndt I once had my players wanting to befriend an Owlbear too. It was super funny because they kept trying while getting some damage and they just didn’t want to kill it. Took them so long before they just gave up and try hiding until the beast just walked away. But the things they came up with were hilarious (they tried singing, dancing, food, dropping a giant curtain on his head, etc). We laughed so hard.
Professor, I continue to look forward to your videos with gleeful anticipation, and you have yet to disappoint! Really excellent, fun, and exciting!
More great tips! I've used some of them before (e.g. abbreviated stat blocks), but you had some ideas that I think will definitely step up my game.
Great to hear!
Such a great video - you don't waste any time and your content is always relevant and spot on! Thank you
Absolutely fantastic encounter. The efficiency is phenomenal which I appreciate in your approach.
I honestly wish I was either a coworker or a friend and could be a member in your game. You are fantastic and I love all your lessons. I hope you continue to share. Thank you
There is so much wisdom and innovation here. I love it.
This is brilliant. I had done the same as far as the characters re: Lost Mines. I did not think of flow charts, so useful. Thank you. I havent seen the map from Into the Borderlands in ages, and after two and a half decades of not playing DnD it made me laugh. It was a piece of my childhood that I had completely forgotten, much appreciated.
Flowcharts are a great way to organize and understand adventures (and what to review/prep next). Storm King's Thunder included one. Conversely, Princes of the Apocalypse was a nightmare to flowchart.
Your point about the derived stats is valid, but the inclusion of the Ability Scores for every monster is due to the Saving Throw rules for 5e. All Saves are ability related now rather than the original 5 categories or the later 3 categories. You need to know all six bonuses to adjust your d20 roll vs. the spells cast by your party (if using 5e). Another reason for them is in case there is a contested ability check between a monster and a player (less frequent than saves).
I run with a screen and behind it is a map sheet, dice, pencil and battle tracker sheet(with monster stats on it). Because I enjoy running older pre-published adventures, I also keep the physical text of the room descriptions handy so I can read the boxed text to my players which conveys the original atmosphere from the 70s, 80s, and 90s.
That was easily the best session we had, Loved the Owlbear! I don't remember us getting the elven boots.
Im a huge fan of reducing prep to a page. One thing I add though is each character name with a note of a few moments to shine during the session.
HOLY SMOKES- this video blew my feeble little mind. This is being implemented TONIGHT.
you sir (and those barmaid minis), are invited to dinner and gaming any time!
This is spot on. I hate commercially produced modules because they have information bloat.
Thats really helpful info! thanks a lot kind Sir!
You're welcome.
People tend to use the tool they're already comfortable with even when there might be another one better suited. After trying different things, I've found that the tool I'm most comfortable using is Google Sheets, so I use it for both long-term campaign planning and individual session notes. Because everything is tabular, it encourages me to make my notes in a way that is organized and concise. I include simplified enemy stats and HP checkboxes for any combats that are likely to occur. I also make schematic maps in the form of spreadsheets. I don't use tech at the table, so the appropriate sheets get printed before the session and scribbled on during play. I'm not great at keeping things organized, but I do try to update my sheets after each session and before the next one.
This is d&d not aerobics, no flipping! I like it sir.
A plethora of one-page scenarios will surely quicken my session with my small home game party (of 2). Things are already quick as it is, so pushing further into the story will help out with their focus and interaction. No more fluff!!!
Another home run. Thank you professor!
Just discovered your channel. Absolutely inspirational and will definitely be checking back here regularly.
Cool@ Please subscribe and share the video. There are 85 back episodes and new content coming just about every week now.
I do love how you incorporate every facet into the story from the owlbear encounter: muddy boot, egg hatchling to sell, eggs to cook, bear skin rug, Owlbear head on the wall of the tavern, and the characters become local heroes. But, I do have one question...maybe I should wait for it...
Ask away.
will we ever know what this commenter was going to ask..?
This is why I homebrew and write descriptive names instead of just numbers on my rooms when possible -- that way I know what's in the kobold kitchen and that the room they are entering is the kitchen without having to look up room #37 or whatever. If I need a stat block or loot list I can flip through a few short pages of notes while I talk (or while the players talk).
I like the preview with the little blurb about what you are thinking and what’s coming... but it looks like a amalgamation of several of your videos. I’ll watch just to see what I can glean.
I think you'll be pleasantly surprised. It's the best campaign update yet. And it's got an owl bear. An OWLBEAR, Jeff!
Dungeon Craft you had me at owl bear good sir! I love the campaign you are running the twist on the classic is awesome... ps I’m stealing it all for a future campaign that I will run muhahahab
We are going to test this. Makes Bardic inspiration massively beneficial.
Let me know how it goes!
@@DUNGEONCRAFT1 It worked pretty damn well. It scared one third of the players into chickening out for the trial session and one new older player to bail on the whole campaign (an unexpected benefit), but it was a rip roaring success.I incorporated creature CR into the modifier group and it balanced well.
@@adam8688 Cool!
@@adam8688 Cool!
@@DUNGEONCRAFT1 It's difficult with dumbasses. People that can do that thing called "math" they're going with it okay. The idea of a spell failing like a missed melee attack causes paroxysms of rage, lamentations and face palms. Our normally lame Warlock loves it and figured out to use multiple attack roll spells to work in conjunction with the Table and is cranking out the best damage.
Peanut m&m's =owlbear eggs! Delicious
Adam Nilsson so That’s what they taste like!
My favorite part of owl bear eggs are their centers.
Excellent video. Thank you teaching this old dog New tricks!😎
Thankis for the tip. I made this mistake when I started using module.
I didn't have a proper NPC relationship graph and the amount of time I need to double check killed the session. It's easier when you wrote the scenario yourself.
"Prof DM's 1 page prep" should be a thing.
P.S. : This video is awesome and system agnostic. I wish it'll do well.
Great Idea! I need to start doing that. was doing that even on my own notes just last night.
i really love your videos of the miniatures! amazing work! exciting to watch and listen to the stories you tell
How do you incorporate the specialty attack of the "bear hug"? Or do you feel that the style of game you run would make such an attack to much for your players?
Prof Dungeon Master is wise. These tips are great for old and new DMs.
I think it would have been awesome if the party kept the fertilized egg and raised it as a companion.
This happened in my group. Now the wizard has an adolescent owl bear animal companion. It stays out of most of the fights so it's not really op, but it could be especially if there was a ranger in the group this class is built around that mechanic. If it were up to me I'd make the wizard roll an animal handling check if he commands it to do anything.
Professor DM, I noticed you don't include attack modifiers for any of your enemy stat blocks. How do you handle pc's with heavy armor that reach into the 20 AC range? Or do you cap AC at a particular value? How do you do this and keep certain classes that are supposed to be more tanky (a fighter persay) at a level where they can still feel like they're more defensively oriented than say a wizard or a rogue? Great content as always, please keep the videos coming! :)
Great question! I handle that in a video called "The Rules I Don't Use" which I am uploading as we speak. The answer is that NOTHING has over a 20 AC. That's the cap for everyone/everything.
Damn, those bar maiden minis are stacked! lmao
You need to know stats and all of the stats for spells like charm person or any spell that relies on a stat to determine pass or fail on a save .
Player: I'm trying to charm the goblin.
DM: Okay.
Player: Do I succeed?
DM: *fake roll*... Yes.
Player: Cool!
Yes sometimes it’s ok to go with rule of cool but spells have stats for a reason and should be used cuz you try to charm a dragon that’s trying to kill your party the DM better be rolling or why even put a dragon in the first place .
Paladox for whatever reason I can see a notification that you responded to my last comment but can’t read it when I click on it so not sure what happened.
Lord professor dungeon master. This is *amazing,* I never thought about using flowcharts. This is brilliant, keep up the amazing content. :D
Great video, friend. I'm happy this was recommended, you have some very helpful insights.
Thanks! Keep sharing it!
I am enjoying your take on gaming and DMing. I usually play rulebooks and source material closed but scroll through some notes..I like the idea of one page DMing. I may try to implement.
I play fast and loose with "rules". To me the focus is fun, a good story and memory making.
What excellent tips for DMs! Thanks for the video!!
You're welcome. Look for the new on August 2nd (although it might air later because August 2 is Gencon.)
That witch boots dialogue is getting pretty Magical Realmy there my dude.
This is good if you want a simplistic game with very little crunch to combat. My group loves the crunch and the immense amount of options and combat abilities in our game. (Pathfinder, Starfinder)
I call it "Mathfinder." But if your group digs it, that's what you should play!
@@DUNGEONCRAFT1 Thanks! This isnt to say I haven't implemented some of your suggestions but based on my players I've had to adopt a more combat oriented game to keep everyone having fun. We have 1 roleplayer and 4 combat lovers.
Golden. Great channel. Huzzah sir, you are an asset to the hobby.
Just as a bit to think about, with 5e and Phandelver, remember that with the way the stats are, you do have things that use those in the hands of the PCs. From various spells requiring saves to how well the creatures deal with the players being creative or diplomatic for it.
Simplifying is great, but it's nice to have the stats, even the ones that probably won't matter. If players want to do something that requires a saving throw from a monster, you can modify the monsters rolls accordingly. That way, players will be rewarded for thinking about a monster's weakness, strategically going after it. For example, if a monster looks physically weak, they could try to push it off a cliff, or if it looks unwise, hit it with something that requires a wisdom saving throw.
Derivative stats are used for determining saves. Sacred flame for example.
I think you don't need to keep them written down. Just make number up when needed or use room challange nubmer to make the roll.
I run a table heavy system (DCC) and for rules I have a tabbed binder - this way I can flip to the right page in a second. Players also have a printout of each of their spells so we aren't flipping through a 500 page book.
I really like the mechanics of the dungeon toilet! As a player it would make me want to use it in some devious way - like putting it on a monster's head and then have someone leave the bathroom - or create missiles for a slingshot ^_^ It's very cool in my opinion - also it gives the bathroom some function! :)
I've gotten so many comments about the magic toilet I think it's going to be a Patreon video.
flow chart idea blowing my mind right now
i am just getting back into the game as a DM and this is very helpful thank you.
Great video! Hope you are keeping notes on sessions, we miss the updates to the campaign!
Great idea with the flowchart, I've wanted to do something like that for my group, but jad no idea how. Thanks!
Poor henchman! Get offered doubled wages, then gets ripped in half!
😮😮😮😮
I like how you condensed the needed information for the encounter from the original source material. Good advice. And through their actions, the local area economy gets a boost. They have affected the world around them!
👍👍👍👍😎😎😎😎
Thanks!
I used to do this crap all the time, but slowly I started to pick up on this. I didn't quite quit cold turkey until I found your channel though, and I learned a few key lessons. Now I just make a call for good or Ill with what knowledge I have of the game, and how fair I feel the ruling is based on the situation. GURPS is a bit different from DnD but mauch of your advice is as true with any other system as it is with DnD even if it needs to be applied a bit differently. (One advantage of GURPS the HP never get's ridiculously high to begin with! It wasn't until I started watching your content that I began to appreciate the low HP in GURPS). Sadly GURPS can be a bit bloated as a system, but I have been trimming down on the fat like a good GM, and now GURPS is almost playable! :P Seriously though without you their are a handful of truly fun and memorable moments from my game that never would have happened.
For Example, a Giant Skeleton that falls apart into lots of tiny little skeletons for every 5 damage it takes. If you don't kill the little skeleton (one hit one kill) after one round it goes right back into the big ones health pool. I had a Player get clever and split the big ones skull, even though I had never considered that, I let them have the win, they earned it!
Love the skeleton idea!
Yep. As an EXPERIENCED DM your methodology is right for you. NEW DM'S may need to see and use some of your tips, but the "useless paragraphs" may help them figure out how to put life into their gameplay.
I've written those useless paragraphs for money. They're mostly fluff Read Patrick Stewart's "Maze of the Blue Medusa." THAT is great (and useful) writing!
Just my two cents but
Generally speaking what you deliver is really good concise streamlining of the game. I don’t agree with everything you do but the info you provide is good.
I really think you need to continue with the illustrated dungeons but provide one a week that’s completely of your own design. Basically giving out free adventures on RUclips. A video presentation of the “one page dungeon” would generate a lot of views. IMO
Oh my, the memories. First time my players entered the caves of chaos they headed straight for the owlbear cave. Enraging the beast, the bard turned tail forgetting about the disengagement rules. He got raked in the back and died instantly. He never forgot about the rule again and his character developed a phobia of birds bears and owlbears. (After being revived by the rest of the group pitching in almost all of their resources from their first excursion). His level one characters are still apprehensive of fighting owlbears. 😄
I JUST had another group do that. Straight for the owl bear!
@@DUNGEONCRAFT1 That's crazy! That owlbear must be keeping some great honey around for all these PCs to beeline it to the cave! Jokes aside, it must be because cave G is a straight line from the mouth of the ravine, players could think that whatever's hidden farthest from the "entrance" must be the most interesting place to explore. It was that in my game, at least.
@@AlVainactual I think that's it.
Love the simplicity! Great video.
Looked forward to this all day at work. Was hoping to get to GenCon this year (I work down the street now) and catch one of your games but I'll be in GA for training.
Well done! I aspire to do something like this with my module revisions/notes. Thanks!
Great Video! Excellent ideas, great models, expert level enjoyment!
Corpse markers would be great. Maybe some custom mini builds, to hearken (is that the word?) back to the old days of toys as minis?
I love the reduced monster sheet but what if it needs to roll saves against effects? do you roll straight d20 or come up with the stat modifiers on the fly?
Flow charts! Amazing!