Lair Of Secrets

Lair Of Secrets

The podcast about gaming and being a geek by two forty something geek dads.

  1. 1天前

    Morale: The Forgotten GM Tool (S5E18)

    On this episode, we’re talking about how making your monsters run away can improve your game. The concept is morale, an old school D&D game mechanic that reflects how your antagonists feel about the combat. At the start of the combat, monster morale is high. They have overwhelming numbers and a charismatic leader. But then combat starts. They lose half their number to a fireball. The barbarian decapitates their leader with a critical hit. Suddenly, the remaining monsters are worried. And they’re thinking of running away. Chapters 00:00 Introduction00:07 What is Morale?01:50 Why Did Morale Disappear?02:02 Why Morale Makes Your Game Better03:22 World Building & Reputation04:26 How to Remember It05:07 Examples of Morale in Action08:36 When Monsters Flee12:23 Wrap Up Listen to the Episode Watch the Episode Watch Morale: The Forgotten GM Tool (S5E18) on YouTube. Show Notes What morale actually is Morale has existed since the earliest days of Dungeons & Dragons Basic, 1st ed. AD&D, 2nd ed. - Morale exists as a system 3rd & 4th edition - Morale is “encouraged” but has no system 5th edition - it returns as a system - optional rule 5.5 - they call it Fight or Flight It’s more than just D&D that has morale. A lot old school inspired games, including Shadowdark, brought it back. The rule boils down to this: Not every creature fights to the death — sentient things have self-preservation. When morale breaks they have options: Flee Surrender Bargain Why did people stop using morale? It makes sense that the creatures would be pragmatic, so why did people stop using morale? It feels like cheating: The DM just arbitrarily decided to end the battle because the minions were losing.  It feels dishonorable: Why wouldn’t the monsters fight to the bitter end to defend their lair / boss / ideals? It’s not satisfying: The players are expecting a big win. Having the enemy surrender may feel like it cheapens their victory. It was complicated: Previous editions used unique mechanics and charts that slowed the game down Why it makes the game better Pacing Combats can turn into a funless slugfest. Defeating every last enemy can take a lot of time and often devolves to a long series of attack and damage rolls. Morale checks provide an off ramp Highlight the fun parts of combat  Provides an alternative way of ending the battle Offers role-playing focused characters more battle field options Realism If the monsters have any sense of self-preservation, they won’t want to fight to the bitter end.  Flee, surrender, or parley feels like a realistic option. Story hooks A defeated enemy may return to fight another day A defeated enemy may spread tales of the heroes’ might and/or mercy Reputation Do your heroes really want to be murder hobos? Morale is a way to avoid that. A ruthless party that never lets anyone flee gets met with bigger numbers and enemies who won’t let THEM flee either. The downside is … you have to remember to use it. If you have a way to remember to use it, let us know in the comments. Don’t forget to subscribe. We’re nearly at 1000 subscribers. You could be the one the tips us over! Examples Ken's Example The manticore that came back with its allies. Greyhawk ’76. Shuza, a manticore, attacked the party with his brothers. He fled after the PCs killed those brothers, swearing to return with “powerful allies”. He did so, arriving back with Rend, a chimera. The Burrow Boys showdown (live, upcoming). Swamps Fork: the Burrow Boys will break and flee if they take losses, and the prudent play is to let them run and track them home — but the party hates them too much. Great real-time example of the player-conditioning problem. David's Ponderings Monsters running complicates things (in a good way). The fleer warns others - not to bring reinforcements, but to have them run away before you get there. Your reputation forms The world reacts to the players actions Genre matters. “All goblins are evil, kill them all” plays very differently from a war between houses where you let the defeated carry off their wounded. In cyberpunk, you’re going to be shooting people, but you don’t want to be labeled a butcher. You’ll let those gangers run away. Plus it increases your badass rep. The players can get some enmities from the gangers that escaped. Morale isn’t a rule people must use, but it is one folks forgot they had. What about you? Do your monsters run, or do they fight? Let us know by leaving a comment on this blog post or over on Youtube.

    19 分钟
  2. 5月30日

    Shadowdark Tutorial Dungeon

    The Tomb of the Forgotten is a short Shadowdark tutorial dungeon introducing dungeon masters and players to the basic mechanics of the role-playing game. The adventure takes about an hour to run and includes: The full adventure, with room descriptions and advice Pre-generated characters A DM-friendly battle map with rules references. A grid-based battle map A gridless battle map We created this dungeon as part of Dungeon Jam 2026. Check out the official playlist on YouTube. Adventure Files Tomb of the Forgotten - Full Download (ZIP file with the adventure, maps, pre-generated characters) Tomb of the Forgotten - Adventure (PDF file) Pre-generated characters - (ZIP file with seven pre-gens) Maps Battlemap - GM Version (PNG) Battlemap - Grid (PNG) Battlemap - Gridless (PNG) Chapters 00:00 Introduction to Shadowdark Hazards Listen to the Episode Watch the Episode Watch Shadowdark Tutorial Dungeon on YouTube. Show Notes The Tomb of the Forgotten is a tutorial dungeon designed to introduce players and game masters to the Shadowdark ruleset. It is set in Mörka Norden, an alternative, Viking-inspired campaign setting taking place on an Earth reforged by Ragnorak.  This dungeon is purposefully simplistic; the goal is to teach people the basic mechanics of Shadowdark, with a particular focus on areas that diverge from Dungeons & Dragons 5th Edition. These include: Light as a resource: Adventurers can’t see in the dark; the monsters can. Torches and light spells burn down over 60 real-world minutes, making them a consumable key resource.  Characters succeed unless there’s a risk: Players describe what their characters are doing. If it’s reasonable, there’s no time pressure, and there’s minimal risk, they succeed. Dice rolls are saved for impactful moments.  Playtest Notes (sidebar) This adventure began as a one-shot Ken ran for his lunchtime gaming group and became the basis for his ongoing campaign. Meanwhile, he refined the adventure to run at MEPACon.  In each playtest, players were surprised to learn that The Tomb of the Forgotten is not the Den of the Iron Wolf. This led to much testing for secret doors and a gentle reminder to the players that their characters know the den is located further north.  In a nod to those players who are convinced the Tomb does, in fact, include a secret door and to enable this 5-room dungeon to serve as a launching off point for your own adventures … a secret door was added to the final room. Whether it’s there is up to the game master. Adventure Summary The adventurers are hired to track down Jarnulf ("Iron Wolf"), leader of a group of bandits who prey on the people of Natthamn and other forest villages. On their way north, they are caught in a blizzard and forced to take cover in a cave. Inside the cave, they discover they aren’t the only ones there: a crew of tomb raiders is attempting to break through the stone door leading to the Tomb of the Forgotten. The adventurers talk or fight with the tomb raiders. With the conflict resolved, they choose whether to ignore the runes carved near the stone door that warn of a “forgotten” individual sealed away from the world. Those who push on find that a secret lever opens the door (or that they can use their combined strength to break down the door). Inside they find a stone coffin containing The Forgotten, a warlord who forsook his oaths and was condemned by the god of laws and contracts. They also find urns containing his earthly (and now cursed) wealth. If they open the coffin, they encounter an undead horror which they fight or flee from. Featured Image Meta The battle map for Tomb of the Forgotten. Designed with Inkarnate.

    7 分钟
  3. 4月24日

    The Great Shadowdark Torch Debate

    The rules say torches throw light to a "Near" distance, which is 30 ft. But is that 30 ft. from the torchbearer (30' radius, 60' diameter?) 30 ft. centered on them (15' radius, 60' diameter)? The majority says it's 60' diameter ... but a vocal minor argue for 30'. Which way is right? We use a combination of physical torchlight tools and a virtual tabletop to illuminate the issue ... and draw on Ken's experience accidentally doing it both ways in his games. Chapters 00:00 Exploring Light Sources in ShadowDark03:20 The Mechanics of Illumination07:56 Strategic Use of Light in Gameplay11:30 Environmental Effects on Visibility Listen to the Episode Watch the Episode Watch The Great Shadowdark Torch Debate on YouTube. Show Notes The Shadowdark Torch Debate When it comes to the core rules, the explanation of how torches work is straight forward:  Torch. Sheds light to a near distance (see Light Sources, pg. 84). Burns for one hour of real time. A near distance is up to 30 feet, so clearly, the torch illuminates to a 30 foot radius, meaning you have 30 feet of light behind and a head of you. A fellow party member could advance to the edge of the light in a single move. What about other sources of illumination? The wording is the same for the light spell works the same way: Light. One object you touch glows with bright, heatless light, illuminating out to a near distance for 1 hour of real time. Lanterns sheds light to a larger distance: Lantern. Casts light up to a double near distance And yet ... people disagree. In comments on our previous torch light videos, people said that's too liberal. They say a torch sheds light to a 30 foot diameter ... centered on the torch itself. This approach causes the torch to shed light 15 feet in all directions from the torch bearer. Ken inadvertently did it both ways:  30' radius using real-world torch rings on a battle map 15' radius using Roll20's default illumination setting. Which one is better? It depends. Brighter Torches: Light as Radius Based on our entirely unscientific survey of online opinions, the majority think torches shed light in a 30' radius. This has several advantages: A brighter torch illuminates a larger portion of the map Avoids the issue of adventurers inadvertently running off into the darkness Helps prevent adventurers from falling behind (and into the darkness) when the torchbearer moves forward. Adventurers can cover more ground each round, which speeds up game play. This approach greatly enhances the utility of lanterns, as they illuminate a total of 120 feet worth of dungeon (60 feet in all directions from the caster). Lanterns allow non-torchbearers to make a double move (double "near") in one round, which enabling even faster passage through the dungeon. Faster movement through the dungeon means they have a better chance to escape threats, which increases survivability (you can decide for yourself if that's a pro or con). The downside? There are fewer places for the monsters to hide Monsters can't sneak up on the adventurers as easily. Faster movement accelerates the pace of the game, which may not fit with the sense of dread you were hoping to build. Dimmer Torches: Light as Diameter Historically, D&D spell descriptions tended to bounce between "diameter" and "radius", causing some confusion, but at least giving you a rules reference to check. Shadowdark's core rules don't offer that clarification, and a minority has gone with the more limiting definition. At only 30 feet across -- 15 feet on either side of the torchbearer -- the weaker torches offer several advantages (mostly to the game master). Adventurers can only move 15 feet before plunging into darkness. This forces the party to either light more torches, or stay close together. A closer-packed party enhances the claustrophobic feel of the dungeon Using more torches to increase light means the adventurers consume a key resource at a faster rate. The downside is it slows down exploration, which in turn slows down the game. It also enhances the mobility of the monsters relative to the players, since the night-adapted horrors can move at full-speed without any drawbacks. In Ken’s campaign, this nearly earned him a Total Party Kill as a ravenous gelatinous cube chased the adventurers. The gelatinous cube moves at Near, same as the player characters. But because they were trying to conserve torches, they only had one light source. That meant they needed to either flee the cube at half speed or run headlong into the darkness. It made for some dramatic moments, at least until they ignited several more torches ... and let their erstwhile allies, the Rat King's cultists deal with the cube while they ran. Conclusion We searched the FAQs and didn't find a definitive answer to the question of "radius" vs. "diameter" for light sources. That said, even if there were a rules-as-written answer, we think the right answer is the one that works best for your campaign.  Even if you go with the majority "bright light" torches, having a doom-filled dungeon that suppresses light output could make for a more challenging and horrific crawl. What do you think? Leave a comment on YouTube or email us at podcast@lairofsecrets.com Featured Image Meta Co-host David fears the light.

    13 分钟
  4. 3月20日

    Shadowdark Hazards 101

    What do icy waterfalls, greasy floors, and light stealing smoke have in common? They’re all hazards! Welcome to Lair of Secrets. In this episode we're talking about Shadowdark hazards. The things that drown you, crush you, blind you, steal your memories, and more! Chapters 00:00 Introduction to Shadowdark Hazards02:33 Types of Hazards in Shadowdark04:50 (Spoiler Warning!) Examples of Hazards in Gameplay07:25 Creating Hazard Charts09:57 Combining Hazards for Greater Challenges12:38 Future Adventures and Hazards15:01 Conclusion and Call to Action Listen to the Episode Watch the Episode Watch Shadowdark Hazards 101 on YouTube. Show Notes What is a hazard? Hazards are often environmental effects like quicksand, rushing water, and falling debris. They're things you might be able to mitigate or evade, but per the rules, there's often no way to "defeat or permanently disable them". The core rulebook defines them on page 115.  Hazards are divided into three types: Movement: Slow or stop movement. Examples: Caltops, tar fields, steep incline Damage: Ongoing damage that characters suffer while exposed to the hazard  Examples: Acid pools, lava, pummeling hail Weaken: Saps the character's physical capabilities, mental grit, or resources. Examples: blinding smoke, memory stealing, snuffs light sources,  The rules note that you can combine these to create particularly dangerous threats. Movement + Damage Exploding Rocks (Damage) + Loose Debris (Movement) Movement + Weaken Grasping Vines (Movement) + Sleep-inducing Spores (Weaken) Damage + Weaken Icy Water (Damage) + Snuffs Light Sources (Weaken) What the rules don't do is give you specific stats or mechanics for the example hazards, which hurt my brain, which grew used to having things stated out under the various editions of Dungeons & Dragons.  While the core rules don’t give any written mechanics for hazards, the Arcane Library's published adventures *do* give us a few examples of how they're used in adventures. Hazards Chart: Published Examples, Sample DCs & Damage, and Homegrown Hazards Check out our "Shadowdark Hazards Chart" post for the hazards chart we reference in the episode, as well as example hazards quoted from Lost Citadel of the Scarlet Minotaur and Cursed Scroll #3: Midnight Sun. Featured Image Meta Cover artwork from the Shadowdark RPG game master screen. Credit: Arcane Library.

    16 分钟
  5. 2月14日

    Why We Keep Coming Back To Cyberpunk 2077

    When it was released in December 2020, Cyberpunk 2077 was glitchy as hell. Five years later, we’re still playing it … but why? Chapters 00:00 The Allure of Cyberpunk 207701:53 Cyberpunk's Reflection of Reality04:24 Exploration and Discovery in Night City06:55 Game Mechanics and Play Styles09:43 Updates, Mods, and Community Engagement12:36 Emotional Storytelling and Character Impact17:54 The Evolution of Cyberpunk 207722:37 Realistic Dialogue and Player Choices24:32 Interweaving Storylines and Lore26:39 Bittersweet Endings and Moral Compromises32:00 Gameplay Mechanics and Character Development36:31 Future of Cyberpunk Listen to the Episode Watch the Episode Watch Why We Keep Coming Back To Cyberpunk 2077 on YouTube. Show Notes Huge, Immersive World We want to discuss how Cyberpunk feels oddly familiar…like, even with all the over-the-top-ness of the ads, the violence, etc, the concepts are familiar because we are sort of living in it right now. I have THOUGHTS on this.  ( we were raised on Star Wars, or Trek, Or Harry Potter, and Cyberpunk. Which of those actually gives you a blueprint for today?) Exploration of the sights, sounds, and in world storytelling is deep. I have played several times and still discover something new when I have another playthrough. Ignore the main quest, focus on the small stuff THe main quest is pretty great, but there is SO MUCH small stuff that it is a lot of fun on replayed to focus on different small sidequests and details.  One criticism: you can max out your level and such fairly early by doing this. I’d love a mod that lets you keep levelling up.  Multiple starts Latest editions of the game added some RPG lines specific for each start, which was good. I’m not sure they made a difference in the overall story plot, but it was good from an immersive RPG standpoint.  Great being able to play the game for the 4th? 5th? time and still get a new experience when going the Corpo route. Multiple endings Yep, and even the ones for Phantom Liberty are noteworthy.  And can be very noir – endings that are not tidy. Or even truly happy.  So Many Toys… So Much Lore The texts you find, the documents you read in the side quests, they often reference other sidequests or jobs.  There is a ton of lore you can learn if that’s your thing.  The old just won’t leave us. It tells a good story. It brings into question what we are here for and how we leave this life. When I think about this game, I think a lot of the joyful/rageful defiance that informs Punk.  The question “How does one live when all signs point to being trod upon and powerless?” comes up, and Cyberpunk (fiction in general) often answers this with that defiance, usually in the scenery or side characters.  Usually it means breaking the law, but in this situation where the law is corrupt and unjust, it is easy to see why that decision is made.  I believe this dovetails into my earlier thoughts about CP being familiar on a level.  Mods: Dark Future mod for Cyberpunk 2077 DayDream Gaming Night City Videos 36 Streets Featured Image Meta Edgerunner artwork from Cyberpunk 2077.

    45 分钟
  6. 1月26日

    Cozy Games - Campaigns & Coffee

    In between shoveling out from snow storms, we took the time to talk about cozy video games. We delve into the expected (Animal Crossing, Tiny Bookshop, Planet Crafter) and the not-so-expected (Fallout, Cyberpunk 2077, No Man's Sky, Red Dead Redemption 2). Chapters 00:00 Defining Cozy Games02:35 Exploring Popular Cozy Games05:16 The Role of Objectives in Cozy Gaming07:44 Unique Cozy Game Experiences10:16 The Impact of Gaming Platforms on Cozy Experiences12:53 Crafting and Terraforming in Cozy Games15:41 The Whimsical World of Slime Rancher19:49 The Thrills of Open-World Exploration21:22 Cozy vs. High-Risk Gaming Experiences23:36 The Importance of Homesteading in Games27:07 The Comfort of Building and Community30:17 Cozy Survival in The Long Dark32:16 Artistic Expression in Gaming33:20 Finding Comfort in Cyberpunk 2077 Listen to the Episode Watch to the Episode Watch Cozy Games - Campaigns & Coffee on YouTube. Show Notes Definition of what is a cozy game. From Wikipedia: A cozy game (cosy game in Commonwealth English) is a video game which emphasizes non-violence and relaxation. Initially derived from the life simulation genre, cozy games commonly include activities such as gathering and growing plants and nurturing other characters. They often have open-ended goals that encourage self-expression. Chris' definition: "Cozy game is any game that evokes that cozy feeling within you" Our Big list of Cozy Games Animal Crossing: New Horizons Strange Horticulture Strange Antiquities Tiny Bookshop The Planet Crafter Slime Rancher 2 Red Dead Redemption 2 Fallout 4 No Man’s Sky Dystopika Lightyear Frontier The Long Dark – Pilgrim Mode Aloft Lonely House  Outside the Blocks Cyberpunk 2077 Featured Image Meta Cover art from Animal Crossings video game for Nintendo Switch.

    37 分钟

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The podcast about gaming and being a geek by two forty something geek dads.