Episode 141 – The Rock Star Tale

We got thinking of the classic question, what do you do when you have a character that feels like a mismatch to your party? David and Ben talk about how to turn this seeming weakness into a vibrant strength. From snipers to faces and many places in between. Continue reading “Episode 141 – The Rock Star Tale”

Episode 140 – The Brave Sir Robin Tale

A question arose about hinting to your players that it’s time for their characters to run away. This is our answer, and we give a few ideas on how to make baddies even more present in your adventure. Tess, David, and Ben all have some wicked ways to make your players realize their characters are about to die.

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Episode 139 – The New GM Tale

Every now and then we get asked by new GMs how to I get started, I love the universe but this RPG thing scares me. This is David and Ben giving a few pieces of advice and telling a few tales of how they learned to use the dice. Continue reading “Episode 139 – The New GM Tale”

Episode 138 – The Diplomats Tale

This week we talk about the kinds of campaigns that a diplomat would excel in. From negotiating treaties all the way down to keeping two rebel groups working together. David and Ben give ideas for several campaigns and scenes for you to use and give a few spins on dealing with interpersonal relationships that a GM might not always think of.
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Episode 137 – The Active Set Tale

We talk about the wonders you can find in the background of a scene. From the rolling conveyor belts of a factory to the people in a bar the extras you bring to the scene in description will be paid back in fun for your whole table. Continue reading “Episode 137 – The Active Set Tale”

Confessions of a Newb GM: Scaling the Story

As I have done more and more planning for different campaigns, I find that beginnings and endings to have to be the most solid points. Without these two points set in stone the wild twists and turns that the players throw at me have a knack for throwing me into a tailspin that takes quite a bit to recover from. Continue reading “Confessions of a Newb GM: Scaling the Story”

Confessions of a Newb GM: Loudly Thinging

Creating a good atmosphere with your games locations is both amazing and hard to accomplish. Adding to the tale that is retold over drinks another day is a great feeling for a GM, but a problem arises when the setting is all there is. A carefully crafted setting can bring great excitement and create an eerie mood, for instance, but if the encounters are all similar the setting slowly loses its majesties. If every room and hallway that the players get into is of a similar style, everything around it becomes routine; making any positive impressions made fade into a faint grey shroud. Continue reading “Confessions of a Newb GM: Loudly Thinging”

Confessions of a Newb GM: Rising Action

There has been much said in the last few years of making the results interesting from dice rolls. There has been a really good micro-cast about creating a story from the results of a roll. Creating a narrative is what an RPG is best at; while a board game always has an emergent story to it, normally it has nowhere near the depth of an RPG. A large issue is that people are trying to create a narrative from nothing preceding it. Continue reading “Confessions of a Newb GM: Rising Action”

Confessions of a Newb GM: Disinterested Interest

Player Engagement is a precious thing. If you lose a player to an outside distraction it takes quite a while for that player to come back and be fully engaged. When players are bored they show it in a multitude of ways, from glancing at their phone, to planning out their next level, to looking up arcane uses of their current skill sets. The ability to be distracted gets heightened online when you have a browser in front of you, it’s so easy to slip over to twitter, to a chat room if you’re on Twitch or any number of other things the giant calculator can do. Continue reading “Confessions of a Newb GM: Disinterested Interest”

Confessions of a Newb GM: Played to Death

As a GM, am I out to kill my players?

In a way I am, but it’s more complicated then a yes.

Every role playing game I have played has opportunities for players to die. In campaigns, I have had very few of my characters die since I’m normally very conservative in how I play. When I’m in one-shot adventures I’m not expecting to play the character more, so I try to play to the archetype of the character and choose characters that are different from my normal support styles. Continue reading “Confessions of a Newb GM: Played to Death”