A book that significantly transformed my approach to dungeon mastering is Sly Flourish’s “Return of the Lazy Dungeon Master.” This book was a thoughtful gift from a friend who observed my struggle with extensive preparation before each session. Over the years, I have integrated numerous aspects of this book into my preparatory methods; however, the most impactful concept is what I refer to as “The Rule of 3’s.”
In The Return of the Lazy Dungeon Master, Sly Flourish outlines an effective method for creating compelling locations. Firstly, assign the location an evocative name. Secondly, provide players with three memorable attributes or interactive elements associated with that location. I found this process highly intuitive. For example:
The Arena of Blood:
- Stone stairs lead down into a circular dirt pit.
- The pit is surrounded by the jagged teeth of a giant beast.
- The dirt near the center of the pit is stained crimson red.
This level of exposition proved to be ideal for player interaction, allowing me to expand upon it should they choose to explore further. More importantly, this approach spared me the heartache of losing hours of preparation if players decided not to engage with the location, and the rage surging inside me as the player characters stood at the top of the stone stairs and remarked, “Cool.. anyways.”

After several months of applying this method to locations, I realized its potential for broader application. The world was my 3-aspect oyster, and I intended to devour it with an unsettling ferocity. I began utilizing this approach for non-player characters (NPCs), items, quests, food—the possibilities were endless. Here are a few examples:
Gibert Garywinkle:
- An expert herbalist.
- Wears an eyepatch.
- Always scratching his head.
The Axe of Barrad the Orc Slayer:
- Handle made from the bone of a dragon.
- An inky black jagged blade.
- A fist-sized red jewel fastened to the pommel.
This strategy not only saved significant preparation time but also became second nature for impromptu creation. With a little practice, I could effortlessly use The Rule of 3’s to generate NPCs, locations, or any other required elements on the fly. This flexibility greatly enhanced the immersion and agency in my game sessions, fostering a collaborative narrative environment. Tabletop role-playing games (TTRPGs) are most enjoyable when storytelling is a shared experience, and The Rule of 3’s has facilitated this like never before.
Remember, a great name and three key attributes is all you need to develop any element within your world. May The Rule of 3’s guide you fellow dungeon master to new possibilities and exploits in the halls of your player’s memories.