Episode | March 20th, 2022 | 42 mins 2 secs
adding flavor, dm skills, improv, npcs, preparation, social interaction, three pillars, tips, weirdness
Good DMs tell their players how to improve, but GREAT DMs use NPCs to show their PCs how to live up to their true heroic potential. But there are many NPC pitfalls to avoid. This week we look at a few different types of NPCs that can change the dynamic, and maybe help the PCs in a less obvious way. Join us as we delve into Sidekicks, Rivals, Survivors and Adversaries.
Episode | March 11th, 2022 | 52 mins 25 secs
comabt, death, dm skills, improv, preparation, social interaction, three pillars
Death can be a real bummer -- especially if you didn't see it coming. While it has always been a part of the D&D experience, how you handle that experience as a DM or a player can be the difference between tears or cheers. Join us as we explore how to make death meaningful to players and the campaign.
Episode | December 10th, 2021 | 44 mins 37 secs
ability check, backgrounds, feats, proficiencies, roleplay, social interaction, three pillars
There are so many interesting feats that you will never get to play. Well you could, if you didn't value an ability score bump more. So here's our hot take: with more and more feats being introduced into the game, why not let everyone take one or even two more just to round out their character?
Episode | February 5th, 2021 | 52 mins 23 secs
deception, performance, persuasion, social interaction, three pillars, tips
Sometimes an encounter with a monster doesn't have to become a fight. As a DM, to create opportunities for players to talk to the bad guys, you need to know what the monster wants (or at least have a handy table on stand-by that you can roll on to find out what they want). We look at how the "guidelines" for parley work, and how you as a player might be able to talk your way out of a tight spot.
Episode | January 15th, 2021 | 53 mins 14 secs
adding flavor, dm skills, improv, preparation, random tables, social interaction, table fables ii, three pillars, tips, weirdness
Right now, DMs are out there planning for something for their next session. They making maps, building encounters, and weaving intricate plots. There are also DMs who are stressed out because they don't have enough time to put together all that great stuff. If you fall into category two, we are hear to offer some comfort: have a few handy random tables in your pocket, and trust in your improv skills.
Episode | December 4th, 2020 | 1 hr 1 min
ability check, proficiencies, roleplay, social interaction, three pillars
This week we take a look at how as a DM (and players) we can choose to make fewer calls for skill tests, and instead use those moments of the game to do more roleplay. We look at reducing how often the dice decide (and derail) the story, and how to use Ability Checks best when conflict demands it.