An OSR Role-Playing Game Podcast.
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I end the podcast and leave you all with one last piece of advice for all Players and (especially) GMs.
I talk about a few things PC groups can take care of before setting out on an adventure.
I talk about comparing two different pot-apocalypse RPGS - Gamma World 4E and Mutant Future.
I talk about how GMs can handle actions and consequences in game.
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I talk about how to maximize the area behind the GM screen.
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I talk about the problem of converting to a new rules system.
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I talk about adjusting encounters by area.
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I talk about weather in a campaign (in the weather).
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I talk about a starting area for a new campaign.
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I talk about creating and playing simple characters.
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I talk about using music in your sessions.
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I talk about how IMO you should stop prepping at a certain point.
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I talk about building adventures on (outwardly) stupid ideas.
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I talk about streamlining monster stats.
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I talk about taking game notes on audio.
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I talk about using ChatGPT for adventure-building.
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I talk about how to fly with RPGs.
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I talk about secrets and clues to give out to the PCs.
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I talk about light, mapping and fog of war.
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I talk about when PCs are fighting something too powerful, and what you can do as a GM.
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Using my new field recorder, I talk about putting more "oomph" into your games.
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I talk about balanced encounters...again.
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I talk about dungeon descriptions.
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I talk about starting with an established group.
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I talk about how to do suspense in your game.
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I talk about the Charisma stat.
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I talk about the Wisdom stat.
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I talk about the Intelligence stat.
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I continue the series on stats, this time looking at Constitution.
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I talk about the DEX stat.
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In a new mini-series I talk about the Strength stat.
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I talk about rolling fumbles and how to deal with it.
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I talk about how to scale down your adventures.
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I talk about how to build an adventure around something.
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I talk about what really happens at the table and how the GM can deal with it.
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I talk about how the GM makes things happen and a sneaky little trick.
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I talk about what kind of PC info the GM should have.
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I talk about how to parcel out info to the PCs.
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I talk about character backstories (again).
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I talk about how the ol' bait-and-switch can work in RPGs.
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I talk about what I do to convert material from one ruleset to another.
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I talk about ways to deal with multiple character actions.
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I talk about how to keep your main bad guy alive (or what to do when you can't).
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I talk about how much info to give to players.
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I talk about how I run a lot of one-shots and points to help you make them.
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I talk about intersecting plot hooks to make your world feel alive.
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After a voice mail I talk about measuring time in-game.
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I talk about PC backstories and how they work for players and GMs.
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I talk about grabbing things from many RPGs and smashing 'em together.
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I talk about the bare minimum you need to GM a game.
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I talk about weather and terrain.
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I talk about my attendance at the North Texas RPG Con 2024.
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From North Texas RPG Con, I talk about game material weight and some ways to reduce said weight for travel.
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I talk about pacing and how the table sets it.
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I talk about adventures and how to learn from scriptwriters.
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I talk about ways to deal with chases.
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I talk about the Convention Experience from the cost perspective.
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I talk about unarmed combat rules.
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I talk about a few tips from scriptwriters.
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I talk about things to bring to conventions and how I use tokens.
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I talk about the idea about splitting the party.
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I talk about how PC parties can protect themselves from themselves.
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I talk about genre tropes and how to modify them.
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I talk about using NPCs as examples for the PCs.
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I talk about wild card NPCs.
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I talk about speeding up your prep and I have a question for my listeners.
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I talk about creating multiple encounters at the table.
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I talk about redundancy in GMing and why you should do it.
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I talk about how to predict your NPCs.
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I talk about ways to use magic in your world.
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I talk about how you just got to start GMing.
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I talk about how GMs deal with their world's history.
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I talk about limited player info and notes in your game.
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I talk about the uses of animal companions.
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I talk about using the 5 Room Dungeon as a base for something of your own.
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I talk about my thoughts on in media res.
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I talk about leaving gaps in your adventure and using the players to fill them.
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I talk about combat rolls and how to finesse them.
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I talk about how to improvise when the GM has to.
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I talk about using your environment to your advantage.
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I talk about things to do for Theatre of the Mind.
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I talk about reviewing and condensing your prep.
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I talk about running the same adventure more than once.
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I talk about the one word that is important to ANY creative endeavor.
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I talk about GMing, fudging and what rolls are important.
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I talk about another way you can have something you can use if you forgot your character sheet.
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I talk about what to do if you forget your character sheet.
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I talk about my thoughts on henchmen and hirelings.
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I talk about not getting too tight a grip on the adventure you're running.
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I talk about putting adventures together by linking scenes.
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I talk about single die weapons in the OSR and how it was more than meets the eye.
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I talk about recycling old adventures.
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I talk about how to mix up random encounters using the wilderness.
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I talk about how the 80/20 rule can be used by GMs.
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I talk about how GMs should think like a player.
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I talk about new skills, new stats and how PCs supply themselves.
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I talk about the deadliness of OSR games and how players can mitigate it (a bit).
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I talk about hexcrawls a bit more.
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I talk about NPC friends/family the characters know and how the GM can use them.
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I talk about using things like NPCs and unique locations to intrigue your players.
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I talk about warming up before a session.
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I talk about random encounter tables and how to customize them.
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I talk about Rules As Written and monster building.
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I talk about the Rule of Thirds and how it can be used in a game.
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I talk about giving breathing room to your dungeons (and adventures in general).
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I talk about naming characters and True Names.
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I talk about alignment, and how you could use it or not.
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I talk bout how to prompt your brain foe ideas.
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I talk about how to deal with descriptve text in RPGs.
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I talk about scheduling games for the holidays.
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I talk about how logic figures in your game.
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I talk about stripping your RPG to the basics.
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I talk about PC resource management.
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I talk about encounter balance and why it's not a big deal.
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I talk about the uses of skeletons.
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I talk about a way to handle NPCs.
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I talk about how to handle rogue players who go off on their own.
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I talk about pace again, this time on how rolls affect it.
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I talk about using humor in your games.
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I talk about "curating" an RPG collection.
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I talk about using previous material in your games.
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I talk about how the number 3 factors into GMing.
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I review the PDF Tomb of the Serpent Kings by Skerples.
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I talk about immersion in RPGs.
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I talk about GMing and how it's like a recipe.
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I'm gonna review JUNK'D by Runehammer Games.
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I talk about PC death.
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I talk about ad-libbing behind the screen.
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I talk about how GMs can stat NPCs on-the-fly.
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I talk about how GMs can get overwhelmed and be susecptible to Brainlock.
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I talk about note-taking in RPGs.
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I talk about GM neutrality in RPGs.
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I talk about the "B" Plot and how to deal with it.
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I talk about methods for quick character creation.
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I talk about placing and inserting plot hooks.
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I talk about taking (and passing) notes in a game.
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I talk about ways to use tables in your game.
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I talk about how a GM adjudicates dice rolls.
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I talk about using prompt books and websites to help you kickstart your GM brain.
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I talk about a few things relating to sandbox campaigns.
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I talk about the question of how deadly is too deadly and what (or if) the GM should do about it.
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I talk about my RPG motto and how it applies to other GM's worlds.
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I talk about how you know when you've prepped enough.
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I talk about not ignoring prep stuff.
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I talk about sentient items.
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I talk about deities and how many do you really need?
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I talk about those wonderful times when the GM and every player is on-point and the adventure is great.
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I talk about how to make a monster memorable with secret abilities.
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I talk about how to adjudicate wishes.
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I talk about NPCs and a quik way to flesh them out.
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I talk about solo RPGs.
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I talk more about GM kits.
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I talk about classes in RPGs and how they should work together.
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I talk about stats in RPGs and if you should make your own.
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I talk about how GMs should let players think "out of the box" more often.
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I talk about resources you use in prep or at the table and how they sometimes overlap.
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I talk about how you can recycle more than adventures.
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I talk about a possibly new way to take notes for prep, using our old friend the index card.
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I talk about RPGs with a narrow focus.
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I talk about henchmen and hirelings.
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I talk about the analog vs. digital method of prepping and running campaigns.
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I talk about short-time adventures.
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I talk about restarting a campaign after a significant time off.
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I talk about not reading your module...sort of.
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I talk about how to use pools and percentages.
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I talk about verisimilitude in gaming.
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I talk about classes and how they relate to each other.
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I talk about character leveling and how to get there.
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I talk about what to use (or rather, what I use) electronically for my game prep.
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I talk about how and when to develop lore for your campaign world.
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I talk about how to handle magic item distribution.
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I talk about breaking down THAC0 for the OSR Noobs.
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I talk about clerics and some buffs you can add.
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I talk about how to throw up smokescreens, distract and confuse PCs.
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I talk about GM Burnout.
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I talk about GMing, prep and stuff like that there.
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I talk about being the fill-in GM.
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On Location in NM: I talk about PC/NPC reputations.
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On Location in NM: I talk about how plot hooks can sort of mingle with each other.
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On Location in NM: I talk about location, distance and what a GM can do with it.
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I talk about how weaker party members can contribute to the fight.
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I talk about when and how to describe a scene.
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I talk about luck in RPGs.
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I talk about how to make Dump N' Go Adventures.
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I talk about the GM's power of description.
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I talk about science-fantasy.
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I talk about apathy in GMing and how useful it can be.
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I talk about when to use the narrative and when to surrender to the dice.
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I talk about attending North Texas RPG Con 2023.
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I talk about making the characters feel appreciated.
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I talk about using electronics at the table.
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I talk about perfect and not-so-perfect PC parties.
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I talk about some of the lasting effects that magic and magic items have on characters.
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I talk about chases in RPGs.
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I talk about how splitting the party is sometimes a good thing.
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I talk about the books and things I use to create adventures.
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I talk about magic systems in RPGs.
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I talk about what to pack for conventions.
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I talk about how GMs (like me) have trouble developing adventure ideas.
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I talk about the GM's speech in-game.
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I talk about familiarizing yourself to as many RPGs as you can.
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I talk about a couple of simple RPGs.
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I talk about Min-Maxers, Rules Lawyers and how they're not always a bad thing.
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I talk about game prep from the bad guy's POV.
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I talk about hit point alternatives and dealing with race-as-class.
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I talk about when PCs want to go shopping.
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I talk about GM "tells" to warn characters and NPC duos.
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I talk about GM note-taking.
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I talk about high and low fantasy.
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I talk about convention things and the concept of a "bottle episode."
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I talk about game flow.
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I talk about my impressions of the new D&D movie and about timers in games.
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I talk about what to use besides minis and talk about Castles and Crusades.
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I talk about what I learned from Champions.
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I talk about supers RPGs.
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I talk about NPCs.
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I talk about building adventures out of your homebrew world.
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I talk about monsters.
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I talk about how PCs live - and die.
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I talk about running games at conventions.
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I talk about paid GMs and other stuff.
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I talk about hexcrawls and a confession that has to do with it.
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I talk about levels and other OSR things.
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I talk about staying in the hobby or not and how to deal with overwhelming RPG tasks.
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I talk about modularity, Converting stuff and gates.
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I talk about ChatGPT and Maps.
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I talk about first spells, broadening the cleric's turning ability and having a great opening and closing.
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I talk about supers RPGs and making your cities unique, among other things.
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I talk about a way to prep megadungeons, among other things.
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I talk about how I hate builds, alternate leveling, paradigm shifts, among other things.
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I talk about PCs BSing their way through encounters, a little Savage Worlds, "Old" Gamers and a voicemail among other things.
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I talk about PC wilderness survival, among other things.
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I talk about a few different types of encounters, among other things.
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I talk about Players vs. GM, New Races and Original Monsters, among other things.
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I talk about spell-casting clerics and a special announcement.
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I talk about potions and how to handle them.
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I talk about converting magic items between rulesets.
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I talk about discs and tokens as alternatives to minis.
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I talk about converting monsters between rulesets.
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I talk about expanding on the 5 Room Dungeon.
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I talk about possibly having modular monster lists.
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I talk about short cut-scenes for the intro of your game.
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I talk about how "Forever GMs" should try to play once in a while.
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I talk about and ask how contentious are GMs?
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I talk about whether or not you need magic in your game.
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I talk about sandboxes and what to do in-between areas.
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I talk about What players/GMs do to keep the momentum of the campaign between sessions.
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I talk about uses for a whip.
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I talk about the show and possible changes.
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I talk about Castles and Crusades, an alternative to D&D.
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I talk about more things on pregenerated characters.
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I talk about stretching  one-shots to 2+.
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I talk about running 1-shots again.
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I talk about something you as GM can do if you have a player who's absent for a long time.
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I talk about PCs pooling resources.
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I talk about my views on Hit Locations.
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I talk about having an Assistant GM.
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I talk about this podcast and where we are and where it's going.
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I talk about throwing some "plausible" into your game.
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I talk about always giving your players choices.
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I talk about how to grow your PC beyond their backstory.
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I talk about homebrew vs. published campaign worlds.
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I talk about a way to think of and set up your campaigns.
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I talk about a GM's strengths and how to play to them, in addition to how to improve weaknesses.
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I talk about expanding 1-Page Dungeons.
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I talk about RPG level limits and how a GM paces advancement.
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I talk about when you're the Other GM and trying to figure out how to run a campaign.
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I talk about an RPG hack you can use for mapping.
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I talk about playing with family and friends during the holiday season.
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I talk about who describes the coup de grace.
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I talk about lingering injuries in RPGs.
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I talk about when planning an adventure for a certain PC they're not being able to make it.
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I talk about trying to come up with a way to organize my RPG sources.
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I talk about my top 5 RPGs at this time (with a few HMs).
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I talk about how the PCs could get hired by a monster.
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I talk about winning at a cost and failing forward.
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I talk about how to get plot twists to work in RPGs.
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I talk about how to "pulp up" your games.
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I talk about the recent lack of GMs for The Current Edition and how the OSR handles it.
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I talk about what the effect the current edition of D&D has had on gaming in general and the OSR in particular.
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I talk about races in RPGs and my thoughts on them.
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I talk about modern vs. OSR rulesets.
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I talk about ways to do (or substitute) skills.
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I talk about tagging in games.
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I talk about playing monsters at their intelligence.
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I talk about distances vs. zones.
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I talk about how much do the PCs know about the campaign world?
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I talk about creating unique monsters.
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I talk about life-changing PC events and what it means to the character.
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I talk about group initiative as opposed to individual initiative.
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I talk about PCs starting at Level 0.
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I talk about a way to start encounters.
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I talk about earworms and their possible use.
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I talk about a type of player.
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I talk about distances and zones.
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I talk about switching up the pace when folks get bored.
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I talk about all-roleplaying sessions and how it can change the character(s).
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I talk about how to modify dungeons to suit the GMs need.
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I talk about multiclassing.
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I talk about trying the scheduling games over the holidays.
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I talk about how I prefer stat rolls to target number rolls.
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I talk about peripheral damage in a game.
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I talk about what is a dungeon or better yet what is a ruleset to you?
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I talk about how a GM should tighten the adventure and cut out the boring stuff.
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I talk about how an adventure should have just a bit of reality.
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I talk about how a GM may have to move the climax of a story for the PCs.
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I talk about distances in encounters and how to negotiate them.
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I talk about NPC's wants and needs versus adventure info.
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I talk about the Punch Clock Villain and how the PCs may use him.
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I talk about when a PC dies, how do you handle it?
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I talk about adventures that go on too long.
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I talk about a ranger character idea I had.
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I talk about the GM's favorite monsters.
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I talk about the disparity between role-playing , rolling dice and why you need both.
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I talk about when and when not to give players maps.
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I talk about monster reactions.
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I talk about throwing dungeons together on-the-fly.
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I talk about how much GMs should tell their players and being careful to not tip their hand too soon.
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I talk about how GMs shouldn't get too rigid with their game sessions.
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I talk about how to find plot hooks in game books.
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I talk about the use of mimics.
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I talk about getting energized to GM.
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I talk about thinking up and refining ideas on a regular basis.
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I talk about an interesting thing that happened a recent session.
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I talk about pacing adventures and how it relates to drama pacing.
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I talk about the small things that GMs can forget about.
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I talk about a recent game I had to throw together at the last minute and how the GM should make some plot hooks for themselves.
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I talk about NPC's attitude and their stakes.
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I talk about how you could stage traveling encounters (AKA Chases and Fights).
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I talk about an easy way to add civilization to your campaign world.
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I talk about the probabilities of dice and how they effect (and you, as a GM can effect) tables.
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I talk about creating simple PC backstories to enhance later on.
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I talk about how you can use conflicting traits to enhance your main bad guy.
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I talk about outdoor markets and why they're great for plothooks.
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I talk about RPG things like mats, terrain, other things and how to do it all minimally.
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I talk about converting things from ruleset to ruleset.
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I talk about expendable magic items and possible ways to recharge them.
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I talk (rant) about the OSR as of 2022.
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I talk about how GMs should monitor their treasure output.
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I talk about expanding the 5-Room Dungeon concept.
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I talk about GM descriptions.
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I talk about enhancing your adventure after a session or two of play.
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I talk about how GMs should be impartial even when the opponents are being deadly.
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I talk about the struggle to stay true to a pre-published setting.
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I talk about the lack of bells and whistles in the OSR.
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I talk about using guilds and other organizations in your game.
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I talk about the reality of your game.
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I talk about a resource that really helped me in planning an adventure (link below).
https://rtalsoriangames.com/wp-content/uploads/2020/05/RTG-ScriptingtheGamev1.2.pdf
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I talk about my thoughts and tips on running one-shots.
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I talk about engaging the senses in your descriptions.
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I talk about other ways to deal with random encounters.
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I talk about how you as a GM should pay attention to the small by-products of the antagonists plan, because this is what will usually tip off the PCs.
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I talk about at what point you should start the adventure.
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I talk about kit-bashing adventures from multiple resources.
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I talk about gaming-on-the-cheap. Like 10-bucks-or-less cheap.
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I talk about isometric maps and being frustrated on how to implement them in a game.
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I talk about flaws and weaknesses in characters.
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I talk about point crawls and how to do random encounters.
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I talk about the new versus the old in RPGs.
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I talk about how to deal with a specific type of player.
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I talk about "shopping sessions" and how to enliven them.
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I talk about battles, how to pace them and how to end the ones that drag on and on.
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I talk about how encounters can be finessed.
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I talk about encounter "choke points" in a game and how to manage them.
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I talk about tweaking/adding things to an adventure to accommodate play styles.
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I talk about the P.O.V. of the PCs.
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I talk about on-die-type games and how to use other RPGs when you one have one die type.
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I talk about module/adventure writers not explaining to the GM what's going on up-front.
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I talk about thinking of your campaign as a serial.
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I talk about the lethality of your game, when to kill PCs and how to gauge what the PCs can handle.
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I talk about moving the PCs between sessions.
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I talk about the importance of foreshadowing in campaigns.
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I talk about mixing two or more modules or original adventures.
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I talk about how GMs should have a large campaign arc but focus on the small adventures.
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I talk about having street gangs in your cities and other possible guild hi-jinks.
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I talk about PC kits and alternate pieces of equipment.
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I talk about how to pace your campaign's PC leveling.
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I talk about how a GM should focus on only a few RPG systems.
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I talk about how the role of the GMs screen has changed for me over the years.
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I talk about hexcrawl vs pointcrawl and how they can be used interchangeably.
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I talk about putting monsters in unusual occupations.
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I talk about re-using secrets and clues.
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I talk about magic and tech and how to make them work together.
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I talk about staff usage in RPGs.
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I talk about how some folks don't like the math in RPGs.
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I talk about creating situations for adventures.
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I talk about optimizing a character and how it isn't always a good thing.
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I talk about NPCs that are hangers-on.
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I talk about what it means to be a Professional GM.
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I talk about character concepts versus random rolls.
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I talk about how the occasional thing that makes no sense is good adventure fodder.
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I talk about a premise - the reading/search for the will.
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I Talk about RAW (Rules-As-Written) and why it's not so true.
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I talk about research for your games and things to think about when it's not an original world.
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I talk about HP pools.
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I talk about how tom set up modules for a more free-form type of game.
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I talk about how RPGs are popular...for now.
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I talk about other things that can happen while the PCs are doing mundane things.
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I talk about random encounter tables and which you use in what situation.
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I talk about if PCs and monsters should have the same type of write-up.
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I talk about a new feature and answer my own question.
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I talk about wondering what else can happen in an encounter.
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I talk about point-buy for RPGs.
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I talk about how less crunch in RPGs helps me add immersion for the PCs.
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I talk about using boundaries with your maps.
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I talk about the underused premise of food in RPGs.
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I talk about how speech and diction are important to the game.
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I talk about movement and distance in the game and other ways of using them.
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I talk about how PCs can fail and still succeed.
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I talk about how I use megadungeons as raw material.
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I talk about random tables and customizing them by size.
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I talk about setting up a possible starting kit for Magic-Users and Clerics.
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I talk about the oft-forgotten use of henchmen and hirelings.
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I talk about dungeon size and what suits your campaign.
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I talk about what routines GMs find that work best for their prep.
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I talk about how there should be more haggling and bartering in RPGs.
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I talk about a player's favorite class.
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I talk about keeping track of time in a game.
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I talk about the "open table" and the thing to be aware of when implementing them.
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I talk about how GMs can throw out something unusual every so often to keep the PCs guessing.
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I talk about how a GM should use tables in their game IMO.
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I talk about how GMs can get a little info about the PCs right off the bat.
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I talk about Rumor Tables in old-school modules an how GMs should make their own.
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I talk about customizing your list of monsters.
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I talk about immersing the PCs into the campaign world that has a certain feel.
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I talk about how PCs should become familiar with their home town.
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I talk about pace and how it will develop for the GM with experience.
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I talk about illumination - you know, torches and lanterns, like that.
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I talk about how PCs should plan their moves.
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I talk about how GMs should be sympathetic but somewhat detached to the PCs.
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I talk about having sages in your fantasy world.
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I talk about a way you can motivate the PCs.
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I talk about where to find pregens for your game.
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I talk about what PCs should do in case of monsters.
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I talk about the ways to deal with travel in-game.
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I talk about how GMs should not be afraid to put some high-level monsters against the PCs - with caution.
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I talk about my dislike of side-view maps and my love of isometric maps.
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I talk about classes - new, old, different and making your own.
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I talk about PCs coming across a conflict in progress.
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I talk about how players trend to be too literal when it comes to what their characters can and/or cannot do and the method I propose to combat it.
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I talk about improv again and how I struggle with NPC-PC interaction.
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I talk about PC equipment and how I like to equip my PCs.
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I talk about my impressions of attending North Texas RPG Con 2022.
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I talk about how the story and improv can work together for the benefit of the game.
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I talk about how GMs can use descriptions to help the PCs.
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I talk about creating another campaign world for times you don't want to use your regular world.
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I talk about how you should know your character's abilities so you can plan a few moves ahead.
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I talk about how you can "prep" to ad-lib.
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I talk about how players should make sure they know what their PC can do.
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I talk about guns and a couple of things you can use instead of black powder.
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I talk about a few more tips on making pregens.
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I talk about Foreshadowing and Chekov's Gun.
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I talk about making convention pre-gens using online generators.
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I talk about evil antagonists and where I get inspiration for them.
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I talk about backstories and things to look out for.
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I talk about a few dungeon premises.
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I talk about foreshadowing, build-up and payoff.
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I talk about how the rollercoaster as a metaphor for RPG adventures and ways to achieve that.
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I talk about spacing your encounters and plot points.
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I talk about torches and other things of illumination.
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I talk about a way to use traps.
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I talk about a way to role-play a gambling scenario.
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I talk about firearms in fantasy RPGs, black powder or otherwise.
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I talk about how I like outrageous fortune and encourage players to try stuff no matter how ridiculous it is.
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I talk about newbies and dealing with them and/or the social folks.
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I talk about an interesting thing to do when players miss a session.
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I talk about how second-guessing as a GM or player is not good for the game.
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I talk about what it would be like if dungeons were a common thing.
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I talk about the loner archetype and how a party of them could work.
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I talk about different types of damage and how I deal with them (hint: I don't).
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I talk about trust between the GM and players.
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I talk about a few thoughts on running mysteries.
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I talk about how to whip up a session quickly.
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I talk about cutting down your description and directing the PCs.
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I talk about slimes, molds, oozes and jellies in your game.
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I talk about whether a GM should give players some "prep time" to come up with a plan to defeat the Big Bad.
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I talk about how some games naturally tend to split the party and musings on how to handle that.
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I talk about when to give your players a little help but THEY decide when and how to use that help.
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I talk about how to incorporate rising tension/climax/resolution in a sandbox campaign.
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I talk about hit points, damage and how it works.
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I talk about when you have a family member or S.O. who doesn't care for RPGs.
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I talk about how you can add some on-the-fly character to your NPCs.
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I talk about keeping track of time and location in campaigns.
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I talk about the use of secondary professions in RPGs.
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I talk about how when a GM runs a game they should not always worry about having it make complete sense.
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I talk about how sometimes GMs need to "place" PCs in a situation.
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I talk about how to get players to help to stock dungeons and other areas.
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I talk about scheduling and planning the length of your scenarios.
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I talk about making your own SFX for your games.
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I talk about healing and it's effects.
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I talk about Illusion Magic.
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I talk about how notoriety can positively or negatively affect the PCs.
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I talk about 3 questions you should ask about your PC's background.
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I talk about plot twists and how to use them.
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I talk about how death is handled in RPGs and how I do it.
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I talk about making stats to suit for making a better campaign.
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I talk about how political and socio-economic happenings can be used as a flavoring in your campaign.
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I talk about how GMs pace encounters.
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I talk about a possible premise for a campaign.
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I talk about how you should pick apart an adventure to understand how it works.
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I talk about different ways to construct an adventure.
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I talk about story, and how, as a GM, you shouldn't rush it to "get to the good parts."
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I talk about the problems of scaling the monsters and adventures as the PCs progress in levels.
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I talk about how a GM can keep himself refreshed if the campaign has a large hiatus.
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I talk about how you can create little bits of a campaign world for the future.
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I talk about hexcrawls and how you should think about what goes on somewhere else.
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I talk about how PC backstories don't have to be complicated.
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I talk about dice rolls - who should do them and how to interpret them.
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I talk about how within a simple plot can be complex characters and ideas.
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I talk about milestone leveling and how I handle it.
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I talk about how constraints can help a GM focus and create a better adventure.
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I talk about a couple variations on meeting in a tavern.
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I talk about ways you can create a monster-centric adventure.
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I talk about ceating adventures by starting with the main problem.
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I talk about skills vs. no skills and how maneuvers can help fill the gap.
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I talk about how GMs should not fall in love with their story.
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I talk about how GMs should read the module beforehand.
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I talk about GMs "putting the work in" and how it's great.
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I talk about how to introduce very young kids to the hobby.
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I talk about how to end in mid-battle and pick it up next session.
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I talk about different groups in the same campaign and how they can interact.
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I talk about how much prep (or lack of prep) you need for your sessions.
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I talk about maintaining contact at the table and GM screen placement.
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I talk about what to do after the PCs defeat the bad guy.
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I talk about the GMs power and how to use it fairly.
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I talk about the three physical things every character needs.
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I talk about the pitfalls of gaming in public places.
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I talk about my love of rules lawyers and how a GM can properly use them.
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I talk about how to tighten up a PC's backstory.
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I talk about "mini games" that sometimes happen in RPGs.
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I talk about what it's like to be totally into it with your PC or NPC.
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I talk about the purpose of stereotypes in RPGs.
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I talk about a certain alignment and how to play it without it being a detriment to the party.
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I talk about the difference between a dead PC and a dying PC.
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I talk about your GM resources to plug the holes in your adventure.
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I talk about humancentric fantasy RPGs.
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I talk about PC and NPC quirks and unexpected reactions.
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I talk about loner characters and how they need to figure out how to work with the other PCs.
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I talk about dual/multiclassing and why I'd rather not deal with it.
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I rant a bit about character "builds" and what I do.
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I talk about and try to reassure new OSR players who started with the current edition that it's not as much of a slog as you think.
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I talk about the kinds of magic items you should make available to low-level characters.
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I talk about how to grab a map, stock it, present it to your players and other tips for ad-libbing.
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I talk about a few things to help write adventures.
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I talk about the hassle of taking GM notes and some possible ways to make it easier.
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I talk about the struggle to use plot elements "borrowed" from other media.
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I talk about the different methods I use to create my sessions and how I pick which one(s) to use.
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I ramble about voices and accents in a game.
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I talk about when it's appropriate to give the characters info or to have them work for it (i.e. make rolls).
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I talk about how humor in games should be with a light touch.
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I talk about how GMs should work on knowing when and if you ask for a die roll.
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I talk about how GMs and characters handle curses and cursed items.
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I talk about player mapping in sessions.
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I talk about using cover in-game.
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I talk about what to do if the PCs are short a few classes.
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I talk about how even if a GM is using a published campaign setting they still can change it to suit them.
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I talk about a tip for helping players speed up in-session character write-ups.
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I talk about the problem of metagaming and my thoughts on it.
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I talk about PCs getting their hands on magic item while, not the best, will work in a pinch.
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I talk about statting monsters and how I go about it.
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I talk again about level drain and how I like to do it.
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I talk about what to do if your session is missing a few players.
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I talk about NPC motivations.
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I talk about how to handle time in an adventure.
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I talk about when, how and how many magic items to give out plus the beauty of charges.
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I talk about cause, effect and how foreshadowing works into that.
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I talk about the reason and function of stereotypes in RPGs.
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I talk about the difference between a linear adventure (good thing) and a railroad (bad thing).
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I talk about how players should check their character sheets to refresh themselves of the character's inventory.
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I talk about different way of determining stats and my preferred way.
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I talk about level caps, the sweet spot of leveling and how it relates to the magic system.
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I talk about how you can use PC shopping trips to advance the adventure.
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I talk about how I found my RPG niche and why I like class abilities vs. skills/feats/builds, etc.
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I talk about figuring out how long adventurers have been around in your campaign world.
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I talk about a premise I came up with - Dungeon Excavation.
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I talk about how GMs should keep physical copies of their notes and prep.
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I talk about coming up with a timeline for your dungeons.
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I talk about how there's never enough time to prep and that's okay.
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I talk about some things that either can be simplified or the GM can get the players to help out.
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I talk about how GMs may want to think about where that new critter he just made fits in the food chain of his campaign world.
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I talk about how to change/customize generic encounter tables.
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I talk about an idea I had for an adventure: having to go back in time to get out of a dungeon.
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I talk about how gamers should never assume anything at the table.
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I talk about just a few things GMs gotta think about when using milestone leveling.
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I talk about how GMs should try to keep the PCs out of no-win situations.
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I talk about what makes me thrilled as a GM and how GMs should remove fear from their sessions.
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I talk about PC adversaries, break them down into 2 categories and see how they interact.
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I talk about when the GM wants to end the campaign but the players don't want to.
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I talk about how a GM can determine a campaign's sex appeal AKA the concept that makes him want to run it and the players want to play it.
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I talk about limiting hit points and a possibly better way to do it.
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A short episode pondering the year 2021, in gaming and out.
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I talk about the pluses and minuses of skills as opposed to class abilities.
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I talk about character death and why don't the monsters just kill downed PCs.
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I talk about premises again and how the GM should let the players figure out how they fit into it.
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I talk about the Triangle of RPGs© and not letting situations depend on a die roll.
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I again talk about level drains.
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Just a short one wishing all a great Christmas.
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I talk about times when the PCs should throw caution to the winds.
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I talk about placing all or part of an adventure in or around a big event such as a natural disaster.
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I talk about how GMs can create an adventure based on a few maps.
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I talk about how sometimes GMs need to give the PCs a bit of a push in the right (or any) direction.
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I talk about how GMs should never stop listening to players
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I talk about me not caring for solo adventures, preferring one-on-one sessions.
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I talk about how GMs should establish a treasure/magic item budget for their dungeons.
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I talk about making an overarching Big Bad.
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I talk about how both players and GMs should let the character/campaign develop a bit.
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I talk about a few ways GMs can handle exposition.
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I talk about my style of Game Mastering, which I call "Meatball GMing."
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I talk about how GMs should connect with the players by making eye contact.
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I talk about your recurring Big Bad and the difficulty of keeping him alive.
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I talk about "professional" GMs and different way to make it pay (a little).
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I talk about how earlier editions of D&D deal with leveling and character development.
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I talk about hit points and another way to do them.
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I talk about group cohesion and how to deal with the Loner.
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I talk about magic items that are not what they seem.
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I talk about how and what I listen to when doing prep.
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I talk about how I like to simplify as much as possible to use the story as a line to hang events.
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I talk about where is a good stopping point for the campaign leveling-wise.
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I talk about how a GM should, IMO, give at least one warning to the PCs on the danger of a situation.
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I talk about how GMs sometimes have to give PCs a bit of direction for the sake of pacing.
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I talk about setting up dungeons - theme first or stocking first.
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I talk about the care and treatment of NPCs by the GM in-game.
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I talk about playing variations on a character to differentiate NPCs.
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I talk about the way PC death was done In The Day.
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I talk about spell books and their use in-game.
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I talk about the most useful magic item - the scroll.
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I talk about a gamer's RPG collection and deciding just how much you need.
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I talk about the types and number of dice.
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I talk about PC actions and zones for theater of the mind.
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I talk about how GMs work up some standard lines and routines to keep the players guessing.
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I talk about mining the lore in your campaign world and let the PCs do the rest.
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I talk about ways GMs can warn PCs that encounters may be a bit TOO dangerous for them.
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I talk about healing, healing potions and how it differs in editions.
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I talk about PC equipment and a way to give them a boost in that regard.
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I talk about death and dying in RPGs.
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I talk about how GMs should take it easy with description and pace your narration of the game.
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I talk about how PCs can miss plot hooks and how GMs can deal with it.
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I talk about using PC backstories and/or your player knowledge for adventure fodder.
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I talk about some old articles in Dragon back issues and how they can be quite useful for GMs.
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I talk about how to play tactically without minis or tokens.
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I talk about the use of lamination and page protectors in RPG play.
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I talk about BECMI D&D and the Fighting Withdrawl.
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I talk more about ad-libbing monsters and treasure.
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I talk about making and using magic items.
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I talk about converting material from one game system to the one you use.
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I talk about the idea behind hit points and how other games do them.
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I talk about how to use music in horror games.
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I talk about how to blend your plot hooks into a more cohesive framework.
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I talk about working on a GM kit that can be carried in one's pocket.
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I talk about the suspension of disbelief that players should have and how it shouldn't go too far.
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I talk about ways to improve your prep time.
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I talk about stocking dungeons with monsters.
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I talk about how PCs and NPCs should be aware of the encounter areas and use them to advantage.
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I talk about alignments as it relates to my games.
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I talk about outlining what the adversaries' plans are and where the PCs may interact with them.
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I talk about stocking dungeons.
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I talk about planning sounds, ambiances and SFX for your RPG sessions.
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I talk about what stat/save/skill rolls should be secondary to role-playing (P.S. they all are).
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I talk about how little things like names should NOT stop a GM's creation process.
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I talk about a way to do prep by not doing prep (temporarily).
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I talk about what makes a good first character for new players.
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I talk about spell-casting monsters.
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I talk about my take on a few developments in the RPG community.
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I talk about ideas and how a GM can process them.
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I talk about unrest and how to use it in your campaign.
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I talk about how to gut a dungeon and restock it.
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I talk about natural disasters and how GMs can use them in their games.
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I talk about alignment and my thoughts on them.
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I talk about getting more experience GMing and the discipline it takes.
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I talk about encounter things and keeping the pace with encounter tables.
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I talk about how superstitions can help your game.
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I talk about the state of class abilities/skills/feats in OSR D&D games.
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I talk about HP tracking and another way to do it (taken from another RPG).
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I talk about PC free-agency and how players, not others, decide how their PC is going to act in-game.
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I talk about XP and leveling - the 2 ways to do it (as I see it).
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I talk about naming PCs and NPCs again and where I get my inspiration.
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I talk about "safe games", which is just consideration and respect at the table.
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I talk about planting not-so-competent bad guys in your game.
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I talk about stat rolls and saves and how YOU, the GM, should not be afraid to determine the outcome of the roll.
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I talk about having too much stuff in your campaign.
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I talk about damage and how to deal with it.
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I talk about how to play/run multiple campaigns.
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I talk about how GMs should think about, but not plan, the end of the adventure/campaign.
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I talk about how I like to leave the adventure with "blank spots" to fill in at the table.
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I talk more about RPG kit-bashing, primarily about choosing a base system.
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I talk about how the mechanics and role-playing should work to enhance each other.
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I talk about using multiple elements from several RPGs for your unique homebrew.
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I talk about using one plot hook to link to another plot hook.
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I reminisce about and give a s short farewell to Doug Rhea.
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I talk about things you can do to train yourself to be a better GM.
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I talk about lake and river adventures.
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I talk about how I like to sometimes throw in a twist to keep everyone guessing - including myself.
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I talk again about stat checks and saves.
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I talk about picking out plot hooks to set up for a sandbox campaign.
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I talk about events and repercussions for PCs living in a dynamic and evolving campaign world.
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I talk about and question my use of stat/saving rolls and how it affects the game session.
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I talk about my favorite 3 published campaign worlds.
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I talk about random monster lists and ways to concoct and use your own.
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I talk about a certain list floating around the ether.
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I talk about how GMs handle player attrition and group movement.
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I talk about where I started in RPGs and how I really can't deal with OD&D.
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I talk about how old school and the OSR is what YOU make of it.
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I talk about a PC/NPC's reputation and how a GM can use it.
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I talk about Average Hit Points for monsters.
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I talk about how to populate a small regional campaign map and how to place hooks there.
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I talk about types and degrees of villains.
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I talk about how GMs can throw a twist in their adventures.
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I talk about how to collect, compile and rotate through plot hooks for a sandbox campaign.
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I talk about the PC rolls that the GM makes.
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I talk about the PC's foes; their plans, how the actions of the PCs affect them and how they react to them.
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I talk about the possibility to go gridless with my maps.
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I talk about being a Lazy GM but warn about being too lazy.
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I talk about how to twist and tweak your NPCs to make them memorable.
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I talk about the processes GMs go through from prep to table.
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My tribute to Doug Rhea, Gamemaster, Mastermind behind North Texas RPG Con and Great Man.
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I talk about character backgrounds and how they relate to the game.
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I talk about Charisma and/or related skill checks and when to use them.
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I talk about PC rations and variations thereof.
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I talk about my dislike of Fear and Insanity Checks, yet acknowledge their occasional usefulness.
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I talk again about naming characters and one suggestion.
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I talk about home-brews, published worlds and how to adjust them to your syle.
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I talk about the tone of the game and how it affects play.
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I talk about how you sometimes get wrapped up in the story and you forget about your PCs.
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I talk about mats, maps and the markers I like to use.
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I talk about having players roll up multiple characters at the start of a campaign.
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I talk about sandboxes in conjunction with developing a campaign world.
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I talk about how the D6 is the most useful die in the GM's dicebag.
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I talk about keeping your players, and yourself, on your toes by switching things up mid-encounter.
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I talk about how it's okay to be a Game Master.
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I talk about rumor tables and how to tweak them for your games.
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I talk about a new premise for a fantasy game that came to mind - Underwater Salvage.
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I talk about changing up monster habitats and other things like that.
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I talk about possibly storyboarding a few encounters for session flow.
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I talk about GM screens and fudging dice rolls.
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I talk about simple vs. complex RPGs and my preference (guess).
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I talk about the different ways to do crits and fumbles.
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I talk about making a point crawl and trusting the plot hooks therein.
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I talk about using a small timer to help with pacing your adventures.
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I talk more about GM loadouts. this time seasonal.
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I talk about choosing which rules to use and sticking to your guns when you make the decision.
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I talk about using other RPG systems to fill in the gaps.
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I talk (in a roundabout way) about a current campaign and how I use PDFs for session support.
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I talk about the theory of the Group Save.
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I talk about your descriptive powers as player or GM - either graphically or verbally.
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I talk about preppng an adventure by writing out the entire plot...from a certain POV.
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I talk about The Isle of Dread and how GMs should use that as an example of planning areas in your campaign world for the PCs to pick their own path.
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I talk about gleaning as a campaign premise.
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I talk about character movement in the game.
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I talk about PCs using their environment to their advantage.
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I talk about theater-of-the-mind, using a mat, minis and terrain and the lost tradition of having a party "mapper."
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I talk about note taking and note passing between GMs and players.
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I talk about rations - what they mean to the PCs and how you may want to role-play it.
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I talk about what to put in your GM Kit for running games.
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I talk about prep and no matter how much you need to do, to have a good game GMs gotta put in the time.
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I talk about pacing, tone and a way for GMs to roughly pace their game in prep.
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I talk about different kinds of initiative and my preference.
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I talk about backstories for PCs - how to create and develop them.
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I talk about how encounter balance is not a science.
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I talk about more things I'm dealing with while trying to come up with a new campaign world for my group.
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I talk about how GMs can keep mysteries mysterious in your campaign world.
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I talk about money, barter and ways PCs get what they need.
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I talk about intelligence - playing it well, whether it's monsters or PCs.
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I talk about how GMs should say "no" more - especially to themselves.
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I talk about the development of skill systems in D&D-type games and if that's a good thing or not.
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I talk about how Rules As Written isn't necessarily Old School and how I deal with it.
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I talk about a new campaign I'm starting - new rules, new world, new everything.
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I talk about scaling your encounters during sessions.
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I talk about loopholes in rules sets and how you don't always have to plug them.
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I talk about standard D6 damage and how it isn't.
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I talk about play options in OSR games while trying to figure  out which monsters book to use with my new campaign.
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I talk about how maintenance of plot hooks helps your game.
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I talk about a few things pertaining to magic spells and items.
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I talk about henchmen and hirelings - who they are and how you can develop them.
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I talk about trust between players and GM.
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I talk about a quick and simple way to outline an adventure.
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I talk about how I'm thinking of running a Swords and Spaceships-type campaign and how much (if any) of what genre want to add to the mix.
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I talk about the justification of the existence of dungeons in a game world and one possible way to make it plausible.
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I talk about being tired and what I can do about it.
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I talk about attention at games and how I deal with it.
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I talk about using physical maps and visiting rural and wilderness areas to help GMs with their campaign worlds.
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I talk about how GMs can tweak and adjust spells to suit their needs.
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I talk about random encounter dice and how they'd work as tables.
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I talk about making your prep tight.
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I talk about 1st level characters and how the GM can help them get through to 2nd and beyond.
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I talk about how to tweak spells, magic items and how to integrate them into adventures.
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I talk about possible shops and businesses in a campaign world.
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I talk about playing RPGs in the outdoors.
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I talk about using less description to get the PCs to ask more questions.
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I talk about polearms and other reach weapons.
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I talk for a bit about AC - up or down, however it goes.
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I talk about another way of managing resources - the Usage Die.
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I talk about an intriguing way to deal with PCs with too much treasure.
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I talk about disruptive players at convention games.
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I talk about throwing the players a curve ball once in a while to see where it leads the game.
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I talk about deciding what you should take to cons and other away-from-home game spaces.
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I talk about using tokens in your games (again).
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I talk about age in RPGs and if (or how) it affects PCs.
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I talk about running short on sessions and what I do about it.
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I talk about adding locations at the table.
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I talk about how an occasional plot twist can help your adventures.
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I talk about how rewriting can help your game.
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I compare the current versions of D&D with it's pile of bells and whistles to the more compact and stripped-down OSR games - at least i think that's what I'm talking about...
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I talk about the trouble of starting an adventure, brain dumps and mind mapping.
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I talk about cantrips - a bit about their history in RPGs and how they can be used.
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I talk about a possible way to use in media res to get the PCs immersed in the world and the action.
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I talk about GMs using dice to help enhance your descriptions.
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I talk about how the GM can make his own sound effects for his games.
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I talk about things to think about and plan for convention downtime activities.
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I talk about voices and regional accents you can use to add variety to your campaign.
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I talk about hit points, hit locations and attempting called shots.
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I talk about using bait to attract (and ward off) various beasts.
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I talk about how you have to stop fussing with it and get that adventure to the table.
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I talk about group vs. individual initiative.
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I talk about the fine art of player-GM negotiation.
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I talk about making villains and how I like the anger-with-a-veneer-of-civility types.
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I talk about how and why to do pregens.
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I talk about overwriting adventures and how the Lazy DM Method helps GMs to avoid doing that.
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I talk about how to do law and order in your campaign world.
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I talk about how to break down RP encounters and the conversations therein to make them more natural.
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I talk about how GMs organize themselves at the table.
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I talk about a premise for PC groups - lumberjacks.
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I talk about adventures you've run multiple times and how you should not fall in love with the way it has been run in the past.
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I talk about the use of trains as an RPG setting.
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I talk about stats and how Dexterity is important.
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I talk about how OSR games (nay practically all RPGs) are Not Balanced - and That's A Good Thing.
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I talk about "playing dumb" as a GMing technique.
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I talk about the balance of skill and chance in RPGs and how trust fits into that.
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I talk about timelines in campaigns, how to come up with and use them.
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I talk about possibly restricting the land area by starting your campaign world in a reasonably-sized island.
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I talk about placing words on a map to trigger ideas and plothooks.
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I talk about making monsters for your campaign world and a few things to think about before you do it.
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On my 1000th episode I talk about where the podcast has been, what is in the future and why I do this crazy thing.
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I talk about some random things I do when creating adventures.
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I talk about the 1stlevel spells all squishy OSR wizards need to survive to 5th level.
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I talk about how as GM you have to stop prepping and planning at some point and actually RUN the game.
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I talk about two different ways to prep sessions: plot or location-based.
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I talk about how you, as GM, are a Storyteller - and so are the players.
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I talk about the relationship between acting and playing RPGs.
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I talk about clearing your mind of excess ideas when creating an on-the-fly adventure and how to use them.
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I talk about deciding how deep you want to go with your character or NPCs.
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I talk about the perils of overbooking games at cons.
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I talk about hoarding RPG material and how to cut it down to what you actually use.
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I talk about how I prefer the old-school way of doing classes and class abilities.
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I talk about things other than treasure the GM can dole out.
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I talk about how two questions can help you flesh out your PC.
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I talk about how you as the GM should not get too wound-up and worried about how the game's going. Take a deep breath and relax, they're probably enjoying it.
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I talk about degrees of success or failure in an RPG game.
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I talk about how to use the three act structure to quickly outline an adventure.
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I talk about developing your personal GM style.
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I talk about solo gaming.
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I talk about a PCs personality vs. your own and how backstories can help.
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I talk about developing a cast of supporting NPCs for your campaign.
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I talk about the difference between regular XP and Milestone XP.
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I talk about different editions of RPGs and what I feel about the latest and greatest.
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I talk about my love of GMing and how I see my role as Narrator.
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I talk about how the GM is on the players' side and how that's interpreted on both sides of the screen.
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I talk about using timer or timer-like devices in sessions.
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I talk a bit about attending conventions in this age of COVID.
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I talk about when, for whatever reason, the GM and the players tend to start to be at odds about what the game is all about.
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I talk about using NPC "outsiders" (town drunk, etc.) as info resources in adventures.
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I talk about Judges' Guild Ready Ref Sheets and how they can help you fill out your campaign world.
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I talk about how to make encounters more meaningful to the PCs and the story.
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I talk about how you pace yourself when running a session.
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I talk about how you use your voice as a GM.
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I talk about using terrain charts in the 1E DMG for your campaigns.
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I talk about a few basic adversaries and how to tailor them to your needs.
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I talk about mounts in RPGs.
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I talk about modern published adventures and how actual improvisation can help you run them.
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I talk about the 1E DMG, appendixes and how it can help build a world for ANY game system.
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I talk about PC mortality of an absent player.
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I talk about taking tips and advice from more well-known GMs but not imitating them.
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I talk about the GM's power of description and how to use it.
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I talk about using walls in games.
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I talk about trying to establish benchmarks for a future NPC project.
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I talk about giving your NPCs an unusual trait ir two and how that benefits your campaign.
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I talk about having a non-gaming session with your players to talk gaming and having them throw out ideas to help the campaign.
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I talk about re-writing adventures after running them.
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I talk about the two opposite poles of RPGs and what we can do to find a successful medium.
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I talk about the importance of sound in a RPG and what you (as GM and/or player) should do to control it.
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I talk about taking an RPG ruleset, stripping it down and rebuilding it for another setting.
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I talk about throwing a curve into your game to keep the players (and you) on their toes.
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I talk about the idea of "rating" your dice for the amount of damage in an ad-lib session.
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I talk about role-playing vs. combat sessions and how games sometimes veer into one or the other for a significant time.
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I review the PDF RPG Six Gun by Deep 7.
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I talk about how to give out experience points to pace the leveling.
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I go on a bit of a rant about Edition Wars, my take on it and why I have a hard time winding an OSR game.
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I talk about finding lists for game and encounter ideas.
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I talk about, once again, how GMs can plan out game sessions for a specific time slot.
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I review the PDF RPG Wild West Cinema by Spectrum GamesÂ
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I talk about thieves' special abilities.
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I examine and reflect upon the cleric's turn ability in D&D.
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I talk about the uses of character backstories in RPGs.
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I talk about how players should think about their actions during encounters.
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I ramble on about the definition of "winning" in an RPG.
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I talk about how to play crazy without driving your group crazy.
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I talk about Theater of the Mind and ways you can deal with it.
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I talk about VTTs and the learning curve (featuring Owlbear Rodeo).
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I talk about Game Master's Option and how to use that to adjust the flow of the game.
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I talk about how to write up an annoying (but useful) NPC.
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I talk about the heart of RPGs for the new gamers out there.
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I talk about rules and how you shouldn't let them get in the way.
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I talk about what one of the GMs primary job is.
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I talk about the quiet players, how to determine which ones and how to draw them out if needed.
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I talk about modifiers - the =/- mods vs. advantage/disadvantage mod and how they could possibly work together.
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I talk about character death and how to handle it afterwards.
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I talk about how you can mix up regular combat encounters with some role-playing with truly insufferable jerks for an easy PC win.
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I talk about how to roll stats and the take-what-you-got vs. rearrange-'em-to-fit-a-concept methods.
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I talk about how medieval do you make your fantasy games?
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I talk about equipment and ways to handle use of said equipment.
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I talk about how you can get the players to determine encounters during a hexcrawl.
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I talk about ruleset "enhancers" you can add to your game, using "viz" as an example (thanks to Rob Conley for the inspiration).
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I talk about skills and skill sets in RPGs, particularly Thief Skills.
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I talk about going over and smoothing out the confusing parts of an adventure during prep.
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I talk about using props, handouts, etc. for your game to keep the immersion going.
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I talk about how to expedite character creation.
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I talk about how the first words of the session should set the scene and tone for what's to come.
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I talk about how cameras on phones and tablets can help GMs in campaign session planning.
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I talk to the new GMs out there about how you don't need to know all the rules to run a good game.
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I talk about when you're not at 100% but you have to run a game.
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I talk about Chekov's Gun and other things about RPG ruleset creation.
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I talk about my views on polearms and things for players to think about if you use them in the game.
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I talk about using human or demihuman adversaries and if they should be fully statted or not.
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I talk about an interesting adventure premise: the (Not So) Fake Dungeon.
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I talk about multiclassing as it was in D&D/AD&D and how I'd run it.
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I talk again about notes for a mid-session stop - how to preserve them for next time.
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I talk about how GMs could save notes if the session ends in the middle of an encounter.
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I talk about how you run an adventure is as important as the what.
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I talk about looking for inspiration in alternate places.
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I talk about how to tailor published campaign setting to hexcrawls.
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I talk about planning a dungeon like a hexcrawl.
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I review the RPG PDF 30 Things Can Happen.
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I talk about the unpredictability of PCs from the player's POV.
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I talk about how you can start a game with tension just as easy as action.
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I talk about using gaming and writing aids to keep your mind sharp if you have to improvise stuff during the game.
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I talk about the possibility of have a "group mentor" for the PCs.
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I review the RPG PDF Domain Building by Todd Leback, available on Drive Thru RPG.
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I talk about how much a GM thinks is enough in a hexcrawl.
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I talk about rights and using music in your game at public places.
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I talk about how some parties split alignment-wise and how to handle it.
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I talk about different ways to deal with equipment.
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I talk once again about THAC0 and a trick for how to figure it out.
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I talk once again about my adventure-creating techniques, namely taking a top-down approach to RPG game creation.
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I talk about the things to keep in mind when GMing for young kids.
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I talk about my year not GMing fantasy and what I learned.
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I talk about the reasons and ramifications of saying "no" at the gametable.
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I talk about if the "Gold for XP" advancement model is workable in RPGs.
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I talk about what you should think about when adding new races into your campaign.
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I talk about what would be a gamer's "perfect storm" RPG.
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I review the PDF RPG Knave by Questing Beast.
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I review the PDF RPG Maze Rats by Questing Beast, available on Drive Thru RPG.
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I talk about what to do when the session ends in the middle of a major encounter.
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I play a voicemail and ruminate on the season.
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I talk about dealing with different elevations in RPG encounters.
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I talk about character sheets and how everyone should try to make their own.
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I talk about using construction projects as adventure fodder.
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I talk about getting ideas and plot hooks from old character sheets.
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I review the PDF Hexcrawl Basics by Populated Hexes.
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I talk about coming up with adventure hooks, encounters, monsters, anything you can stash away for future adventures.
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I talk about working your exposition and info into encounters.
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I talk about using stat and skill rolls to enhance the investigation.
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I talk about monster stats, in particular about how special abilities are handled.
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I talk about staging adventures and encounters in unusual locations.
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I talk about equipment and how spending a little more in certain games is better in the long run.
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I talk about the campaign premise of PCs who are part of a shop or traveling craftsmen who get into unusual adventures revolving around their specialities.
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I talk about adventures that are quixotic by nature and how to manage them.
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I talk and muse about encounters - planning them, stockpiling them and placing them in your campaign.
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I talk about the proper way to use rolls in RPGs.
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I talk about encounters...again.
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I talk about the early days of AD&D, how too many rules are not a new thing - and how to handle that.
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I talk about magic in RPGs and a couple different ways to do it.
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I talk about how RPGs used to be more adversarial back in the day.
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I talk about how natural disasters can enliven encounters.
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I talk about how, in the earlier days of the hobby, being a gamer was different than today and how rules and things have changed in the interim.
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I talk about how when PCs go shopping sometimes it's the item they're looking for which makes the role-play.
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I talk about mixing magic and baking in your adventures.
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I talk about the exposition or "set-up" for your adventure and how NPCs can help.
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I talk about how and when healing works in a campaign.
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I talk about how to get your players to help you build the legends, myths and lore of your campaign world.
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I talk about what control the GM has on the game.
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I talk about The Tome of Adventure Design, Matt Finch's Holistic Dungeon Design and how the 5-Room Dungeon fits into that.
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I talk about player/GM negotiation.
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I talk about character backstories and my take on them.
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I talk about when the party splits and how to do it.
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I talk about quickly stocking a small to medium sized dungeon.
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I talk about "choke points" in adventures and what a GM can do to identify and fix them.
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I talk about sandboxes are developed with story hooks and what happens to the PCs when they bite on one.
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I talk about preventing prepping so much you forget about the PCs.
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I talk about finding a trusted gamer to help you out-of-game with tricky rules and to bounce ideas off of.
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I talk about how, as a GM, you develop a style of play and how that can help you.
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I talk about using tables to keep the campaign going by making adventure lists.
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I talk about how backing up your prep is a good thing.
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I talk about mystery adventures and how you should determine the common denominator of the clues to funnel the PCs towards a solution.
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I talk about how to prep a module for use.
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I talk about the 5-Room Dungeon and how you can expand upon it and adapt it to other situations.
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I talk about being cautious when tweaking and/or house-ruling your RPG of choice.
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I talk about using and making your own random encounter tables.
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i talk about how I'm more comfortable with less rules in my RPG.
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I talk about GM screens and what are the basic charts and info for D&D-type games.
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I talk about how monsters AND PCs aren't always at 100%.
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I talk about pacing and thinking about your sessions like movie serial chapters.
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I talk about linear vs. non-linear adventures and how keeping the end in mind helps the story.
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I talk about a pacing technique on how to streamline the plot by judicious narration.
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I talk about how there is no one right way to prep for a game.
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I talk about reminding mostly new GMs that RPGs are not novels.
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I talk about the inevitable power creep in RPGs.
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I talk about how some players/GMs are bad role-players and that's okay.
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I talk about how to handle 1-on-1 games.
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I talk about making lorebooks of your campaign world the players can peruse.
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I talk about how much panthenstic or monotheistic faiths impact your game world.
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I talk about the other material I have for extra inspiration or tough spots in adventure creation.
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I talk about "nuisance monsters" those who are not powerful but will be a hassle to the PCs.
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I review The Little Barbershop of Terror by John Alan Large.
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I talk about how I miss the blending of older editions of D&D/AD&D and how the newer editions (house rules aside) don't do that as much.
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I talk about the ol' Consent in Gaming flap and my take on it.
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I talk (thanks the John Alan Large) about toys and other inanimate objects being possessed.
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I talk about being able to tell time in an underground area.
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I talk about how to possibly use clowns in your campaign. Seriously.
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I talk about going back to the old fairy tales for campaign inspiration.
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I talk about starting PCs at a higher level and how you should adjust for that.
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I talk about how GMs should pay attention to their players.
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I talk about placing multiple McGuffins in your campaign.
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I talk about how even while the PCs are recovering there can be adventure.
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I talk about how every group should, on occasion, Â get into at least one unarmed combat.
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I talk about mundane projects for the PCs and the adventure possibilities therein.
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I talk about having characters do good works for the village, town, etc. and how it can benefit them and the campaign.
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I talk about the Dependent Non-Player Character and how you can utilize them in your games.
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I talk about how deadly do you want your game?
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I talk about when players want to create new spells or magic items and how they will impact the campaign world.
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I talk about placement of features on campaign maps.
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I talk about using a campaign world with a different ruleset and the conversion things you have to consider.
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I talk about taking the "7-Sentence NPC" method and using it to flesh out your PCs background.
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I talk about how GMs pass info to players in private.
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I talk about how, done right, a lil' bait-and-switch won't hurt the adventure.
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I talk about background things going on in a campaign and how they may or may not have an affect on the adventure.
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I review a few drop-in locations my buddy John Alan Large has on DriveThru and also about other things like that for easy use in campaigns.
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I talk about listening to appropriate music during prep.
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I talk about using rumors in your adventures (true or not) and having fun switching them up a bit.
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I talk about using an adventure to give the flavor of your campaign world and condense it down for easier manageability.
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I talk about how I like to see modules and supplements laid out.
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I talk about level caps and XP versus Adventure-Based Advancement.
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I talk about expanding your campaign world.
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I talk about players who try to bend the game (and the Group) to their will.
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I talk about using different technologies in a fantasy RPG.
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I talk about board games with RPG-type elements.
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I talk about possibly adding locomotives to my somewhat steampunk fantasy RPG world.
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I talk about not worrying when the game is going TOO good.
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The third of John Allan Large's voicemails, this time about my previous episode about returning to RPGS. I elaborate a bit.
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I play another John Alan Large voicemail and I talk more about duration of sessions and when to pause them.
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In this small series of episodes I play John Alan Large's voicemail talking about my character motivation ep and elaborate on it a bit.
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In the second episode on this topic I talk about another NPC you should use in your game - the Eccentric Holy Man/Alchemist.
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In this two-parter I talk about an NPC that is a great help with equipping PCs as well as adventure hooks - the Eccentric Inventor.
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I talk about GMs who have been away from the hobby and want to get back behind the screen again.
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I talk about players who try to disrupt the game through their character's actions, citing "that's what my character would do." I'm not a fan.
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I talk about running an adventure like a buddy road trip.
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A few more thoughts about pacing in RPGs, from the player and GM POV.
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I review Fists and .45s! by Paper-Dragon Productions.
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I talk about keeping track of time in RPGs.
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I talk about adventure-building the Lester Dent Way.
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I talk about Appendix N, how it affected me in my gaming history and how it seemed to me to cause and possibly perpetuate a schism between gamers.
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I talk about, once more, defining the role of GM and players.
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I talk about using the leftover gaming material found in used books and such as research for your campaign.
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I talk about the GM's Last Resort - The God Card and how I am loathe to use it.
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I talk about running more than one campaign and some ideas I have to keep track of them.
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I talk about what PCs can do in the time between adventures.
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I talk about adventuring in high altitudes.
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I talk about how GMs should never penalize players for being clever.
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I talk about how rolling dice does not trump role-playing.
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I talk about how to break down a module for play.
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I talk about some riffs on the standard holiday RPG session.
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I review The Prepless Game Master by Drag N' Drop Games.
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I talk about using encounter tables as springboards for adventures.
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I talk about getting inspiration by observing the world around you.
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I talk about where to start campaigns in established (i.e. store-bought) worlds.
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I ruminate on ways to start, grow and maintain a group.
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I watched a YouTube video and decided to muse about character arcs.
Link to video: https://www.youtube.com/watch?v=Qe-GvxooYDs
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I talk about PC gambling in adventures and a few ways to do it.
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I review Minimal Worlds Fantasy by QuestWise Publishing.
Link: https://www.drivethrurpg.com/product/323605/Minimal-Worlds--Fantasy
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I talk about learning a few things about plotting adventures from the comics.
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I talk about the "what if?" in your game.
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I talk about a possible way to stage cutscenes in adventures.
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I talk about how to end your adventures and announce a drawing for some stuff.
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I talk about how to organize a pointcrawl for sandbox (and non-sandbox) adventuring.
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I talk about adapting outside adventures to your campaign world.
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I talk about my love of sea-going adventures and dislike of underwater ones.
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I talk about creating custom classes or sub-classes.
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I talk about the type of RPGs beginning gamers should play.
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I talk about low-level characters and a few tips on how to survive those levels.
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I talk about how becoming a better GM is all about practice and how GMs should not stop learning and improving.
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I talk about dungeons and how to find them.
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I talk about underused resources for handouts and visual aids, focusing on the camera on your phone.
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I talk about identifying the potential stop-points in your game and working with the players to fix them.
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Wrapping up the look at Astonishing Swordsmen and Sorcerers of Hyperborea, I look at the resources within the Appendixes.
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I talk about the campaign world as I go through the Gazetteer for Astonishing Swordsmen and Sorcerers of Hyperborea.
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I talk about how Astonishing Swordsmen and Sorcerers of Hyperborea deals with treasure.
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I talk about the mundane and unique critters in Astonishing Swordsmen and Sorcerers of Hyperborea.
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I continue looking at Astonishing Swordsmen and Sorcerers of Hyperborea, today focusing on the magic system.
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I talk about combat in Astonishing Swordsmen and Sorcerers of Hyperborea.
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In this short series I talk about the classes in Astonishing Swordsmen and Sorcerers of Hyperborea.
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I talk about fudging dice and make a personal challenge.
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I talk about campaign timelines and how to handle them.
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I talk and muse about the Save or Die mechanic and alternatives.
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I talk about contacts, resources and how Chekov's Gun figures into all of this.
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I talk about things like generic and blank tokens to use to beef up you mini/token collection.
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I talk about things PCs can do to prep for adventure.
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I talk about different ways to do combat.
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I talk about how PCs don't always get the whole story and that's okay.
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I talk about party/encounter balance and how it's not as important to me as you may think.
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I talk about mixing your fantasy with some sci-fi and How I do it.
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I talk about a couple of premises for a campaign: PC Specialists and Temps hired by an Agency.
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I talk about the things I go through to keep the RPG torch burning and forcing creativity.
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I talk about the need, or absence, of skills, feats, special abilities, etc. and if used, how much is enough?
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I talk about Surreal situations and plot twists and how you should be careful using them.
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I talk about PCs having a daily routine and what happens when the adventure messes with it.
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I talk about the length of RPG sessions and how shorter ones my benefit your campaign.
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I talk about how groups usually have natural leaders and how it's okay to be the supporting PC.
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I talk about making sure everyone (including the GM) has fun by not letting a player or GM ruin it.
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I talk about how to fix things in your campaign, from adjusting history to retconning sessions.
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I talk about thinking up adventures like a B-Movie producer.
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I talk about an alternate way to use a map without figures or tokens.
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I talk and muse on how simple or codified you need your RPG rules to be.
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I talk about Basic D&D's Race-As-Class and how you could modify it.
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I talk about illnesses and other things that would put characters under the weather.
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I talk about how to relax behind the screen and not to stress over stuff.
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I talk about loose ends at the end of a session/adventure/campaign and how /when to use them.
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I talk about how GMs should make sure the players work the clues to resolve the adventure.
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I talk (read: rant) about trying to get players involved in the adventure and dealing with indifference.
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I talk about descriptive words and learning new ones.
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I talk about monster ecologies and how they affect your campaign world.
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I talk about thoughts on using a deck of cards for adventure creation.
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I talk about how I would like to see a module done.
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I talk about a different way to start a campaign.
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I talk about alternate rules for certain situations and how to use them in your RPG.
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I talk about revisiting the old question of why dungeons exist.
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I talk about different types of McGuffins for your adventures.
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I talk about dice roll modifiers and my preferences of such.
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I talk about how opponents would use their familiarity of their area in encounters.
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I talk about Professional Game Masters and mull over why I am not one.
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I talk about finally deciding to use pointcrawls instead of hexcrawls.
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I talk about the use of coincidence in adventures.
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I talk about finding what is the "normal" feel for your campaign world.
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I talk about starting a character as a loser and building him up into a hero.
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I talk about an Idea I had about game flexibility by running a campaign with rotating PCs.
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I talk about having a set of generic encounters for adventure fill-ins.
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I talk about encumbrance in RPGs.
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I talk about a couple of unusual resources for maps.
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I talk about how to run a game with no rules resources.
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I talk about geography in RPGs and how I can't seem to get it even close to right.
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I talk about plausibility in storytelling and how it is the glue that holds up the suspension of disbelief.
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I talk about how to end a campaign with a few plot threads hanging.
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I talk about weather patterns in your game and the effect it has on the scenario.
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I talk about finesse and the pitfalls of dealing with traps.
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I talk about a few GMing odds and ends.
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I talk about NPCs and have them set up and further the adventure.
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I talk about how planning encounters is analogous to doing chores (in a good way).
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I talk about writing my campaign world and making it system-neutral for maximum ruleset flexibility.
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I talk about how players can add to the campaign world in small ways with unusual equipment, place names, etc.
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I talk about setting up daily or weekly GM challenges to help you brainstorm and keep your mind sharp.
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I talk about what's needed for a plausible dungeon.
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I answer John Alan Large's voicemail and elaborate on adventure length and how much is enough.
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I talk about character backstories and if and/or when you should flesh them out.
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I talk about how adding a supernatural layer to your adventures could enhance it overall.
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I look through my copy of The First Fantasy Campaign and show how Brevity can help adventure and campaign creation.
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I talk about how, as a GM, you should always have a sense of where the adventure is headed.
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I talk about the little things GMs can do to help the PCs be more immersed in the campaign world.
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I talk about the pace of the game and not to rush it to get to the "good parts."
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I talk about how major mysteries should be planned and developed in campaigns.
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I talk about how to handle a large game collection.
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I talk about modularity and pre-made packages in RPGs.
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I talk about my views on metagaming.
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I talk about what to allow and how to handle other races and creatures as player characters.
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I talk about having the PCs be something like tax collectors or insurance adjusters.
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I talk about RPG rulesets and GMs who discourage players from playing certain types of characters.
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I talk about how to work out adventures by digging into RPG sandboxes.
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I talk about motivating myself to get the adventure out of my head and onto the paper.
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I talk about races...okay, I talk about orcs, my opinion on the current "discussion", how I see then and their use in the game.
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I talk about the use of animals in RPGs.
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I talk about whipping up a game session out of practically nothing.
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I talk about when other GMs use your adventure.
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I talk about developing a rogues' gallery for your PC party.
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I talk about the uses of basic stats in RPGs and a side order of rant.
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I talk to the newbies and other GMs who struggle about how to take some stress out of running a game.
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I talk about how to handle your NPCs.
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I talk about using master encounter tables for your campaign.
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I talk about an Idea I have for doing quick dungeons.
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I talk about birthdays in RPGs, namely characters coming-of-age, fate and prophecies linked to them.
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I talk about how you can use food to spark a plot.
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I talk about how I get inspiration from song titles, in particular Blues song titles (because I like the Blues).
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I talk about how sometimes the adventures just don't come together and how I work it out.
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I talk about dungeons, making it plausible and how the idea of it can be adapted to other situations.
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I talk about swapping rulesets for a campaign world.
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I talk about co-GMing.
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I talk some about the 5 room dungeon and it's application in RPGs.
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I talk about the plot thread and how to manage it.
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I talk again about the use of voices in RPGS.
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After a couple of voicemails I talk (warn) about losing your enthusiasm in the middle of the session.
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I talk about how there may be a method to my prep madness  - mainly to keep the game flowing.
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I talk about the latest things I use for prep, electronic or not and my (non-paid) endorsement of the Neo 2 Word Processor.
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I talk about taxes, fees and other financial obligations in your campaign.
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I talk about PC death - when does it happen and how?
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I talk about using playing cards for adventure creation.
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I talk about gaming outside in parks and other outdoor areas.
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I talk about creating adventures with a minimum of detail, knowing the start and possible end and filling it in as it's played (or something like that).
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I talk about weather effects and how to use them in your game.
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I talk about creating and converting spells to different RPG rulesets.
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I talk about using the premise of Getting Home for the arc of a campaign.
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I talk about morality in older modules and how it reflects those societies.
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I talk a bit more about structuring adventures and encounters without a rigid resolution.
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I talk about using your strengths as a GM to bolster your weaknesses in concocting adventures.
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I talk about using the shorthand for adventures and compiling a Master GM Book.
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I talk about to hit rolls in combat and how I interpret them.
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I talk about simpler rules systems and a little more about online gaming.
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I talk about taking a mundane task and making an epic adventure.
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I talk about some things related to online gaming.
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I talk about how to handle diseases and plagues in a campaign.
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I talk about getting into the habit of brainstorming adventures.
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I talk about if you have a strong PC idea you should write them up ASAP.
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I talk about deities and pantheons.
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I talk about how my GM prep has evolved and how it falls into line with other GMs.
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I talk about not being afraid to use other editions of a game if it's useful to you.
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I talk about using Surprise and Morale in RPGs.
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I talk about how GMs should restrict themselves to one or two RPG rulesets to keep from getting burned out.
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I talk about how GMs should keep the flexibility of the campaign but be mindful of the end - however that happens.
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I talk about using mind mapping to spin variants on the usual boring ol' scenario.
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I talk about using the things I've talked about in the previous episodes to come up with an adventure.
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I talk about using random encounters in an urban setting and how to set them up.
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I talk about using shops and areas in your urban area to make connections and possible adventures.
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I talk about how to plan a sandbox in an urban setting using tables and dice drop charts.
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I talk about character concepts that players have and how to accommodate them.
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I talk about adapting specific media franchises for convention games using Savage Worlds as the system and DuckTales as the franchise.
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I talk about adapting different media to your RPG sessions. First up: genres.
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I talk and muse about the Wish spell and how I adjudicate it.
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I talk about how you should make every stat count.
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I talk about how it's okay to "fake it 'till ya make it" as a GM.
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I talk about when you have to cut a session short.
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I talk about how to restart a group after a lengthy hiatus.
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In the field again for this short episode, I talk about the space you play in and how to make sure it's a safe place to play.
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I talk about different ways of tracking damage in RPGs.
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I'm in the field for this one. I talk about having to plan your food for conventions if you have special dietary needs.
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I talk about a GM creativity problem: the opposite of Writer's Block, Writer's Gridlock.
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I talk about convention pregens and how to convert popular characters from other media.
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I talk about secrets the players AND GM should keep an how they can benefit role-playing.
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I talk about an idea I had about the use of action words, and when to use them, in an adventure.
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I talk more about non-fantasy resources and how you'll probably have to create most of your adventures.
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I talk about how RPG supplemental material is heavily weighted towards fantasy and how you can deal with that.
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I talk about how to get into a convention game that's full.
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I talk about how TSR's Marvel FASERIP RPG and other one-table systems should be adapted to other genres.
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I talk about the frustrating feeling you get when you ALMOST know an RPG ruleset and have to constantly refresh it in your mind.
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I talk about art in RPGs and why you should do it.
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I talk about bards and how to change the idea of what they are.
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I talk about new GMs, bad game sessions and how they can learn from them.
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I talk about what PCs do in their spare time during the adventure and how that can help them in the future.
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I talk about character backgrounds and growth during the course of the campaign.
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sigh I take a break from the RPG talk the weigh in on the Judges Guild debacle.
Erik Tenkar has the low-down here: https://www.tenkarstavern.com/2020/02/announcements-regarding-judges-guild.html
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I talk about plot hooks, how they're good for both player and GM and what form(s) they can take.
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I talk about cheat sheets and how to make 'em.
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I talk about Pulp Gaming and how to handle it.
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I talk about how to prep for miniatures or tokens in your game.
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I talk about rumors. rumor tables and how to utilize them.
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I talk about a possible alternate way to deal with equipment and encumbrance.
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I talk about level advancement for NPCs and monsters.
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I talk about how to handle PCs getting lost.
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I talk one last time about life, RPGs, hobbies and how it's a game, not an obsession.
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I talk about how life events can get in the way of the gaming hobby and how that is as it should be.
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After a bit of rambling I talk about genres you're either just not into or have a hard time GMing.
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I talk about how to adjust your loadout in regards to rulebooks and other essential books.
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I talk about the fact that PCs who go wild in a campaign will be dealt with in kind - by the campaign world.
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I go over a couple of field recordings I made the previous night and the ideas therein.
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I play the first recording of a new series and talk about game books, size and how they're put together.
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I talk about damage caps and their use.
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I talk about pace and how GMs can keep the players on their toes decision-wise.
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I answer a VOICE mail from J.A. Large about the PC vs. PC combat from a previous show and then I talk about dice, superstitions and how the main dice manufacturers.
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I talk more about what you should carry in your GM kit namely how much dice you bring along.
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I talk about PC vs. PC combat. Not a fan.
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I talk about how you should periodically revise, reorganize and de-clutter your GM kit, whatever form that takes.
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I talk about how GMs should periodically set things up and then be quiet and observe.
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I talk about a voicemail I got from Dan Greig asking what my dream table of players would be. I think I have an answer...
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I answer an email and a voicemail.
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I talk about a cool RPG mechanic for players and GMs I discovered in an RPG I'm reviewing.
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I talk about having to run a game at the spur of the moment and how starting with an encounter can help you do that.
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I talk about playing a tough loner and how even they should develop as a character.
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I talk about how reading is important in RPGs and how social media has greatly affected our comprehension.
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I talk about the pervasiveness of magic in RPGs and wonder whether or not it's necessary in most genres.
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I talk about how I do my YouTube reviews.
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I talk about universal RPGs in general and Savage Worlds in particular.
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I talk about giving players an out in encounters and how to handle PC captures.
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I talk about finding the core mechanic of any RPG to find out if I like it or not.
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I talk about how prime stats have been increasingly marginalized in current class-and-level RPGs.
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I talk about one-shots and how you can make them feel more like a campaign.
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I talk about non-class-and-level RPGs and the things that stand out to me.
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I talk about Major Villains in RPGs and how to set up weaknesses in them using the Seven Deadly Sins.
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I talk about potion miscibility and the fun that can be had in-game.
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I talk about the use of notes during the game.
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I talk about New Year's resolutions then stat bumps for PCs in OSR games.
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I talk about how luck and saves work in RPGs.
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I talk about story points to use in your adventures.
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I talk about some common interesting magical items in my campaign world.
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I talk a bit more about my fantasy RPG campaign world.
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I respond to John Alan Large's (The Red Dice Diaries) request to talk about my campaign world. More to follow.
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I talk about how a GM would handle a PC cleric in your campaign who wants to worship a deity of his own creation or create a division of his current faith.
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I talk about how new players should understand that the spotlight is not on them alone.
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I talk about how everyone leaves clues of where they've been and how the PCs should pick up on that.
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I talk about covering your books with faux leather and I have a request.
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I talk about clerical spontaneous casting in Vancian magic systems.
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I talk about how watching silent movies can help enhance your RPG sessions.
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I talk about a few things GMs can do to help with immersion and running the game.
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I talk about taking disparate ideas and modifying them to come up with an adventure (using Rory's Story Cubes).
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I talk about PCs who have to be coaxed into joining the adventure and how I (not) deal with it.
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I talk about the use of abandoned and ghost towns in RPGs.
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I talk about turning your GM campaign book into the "bible" or world book for your campaign.
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I talk about challenging yourself as player and/or GM.
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I talk about how to do stat rolls for the physical stats (Strength, Dexterity, Constitution).
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I talk about how to use stat rolls for playing PCs who are better mentally than you.
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I talk about motivations in RPG characters.
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I talk about saving throws, their primary purpose and how that can change depending on the RPG.
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I talk about what hit points represent and how far past zero is dead.
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I talk about what makes up Armor Class and how it applies to different RPGs.
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I talk about combining your prep notes for ease of use.
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I talk about playing RPGs without (or a substitute for) magic.
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I talk about some games that don't read well at first but play great.
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I answer an email about currency in RPGs.
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I talk about how to care and use PC equipment.
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I talk about (IMO) how you should integrate the stat roll into the role-playing.
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I talk about 'zines in general and Torchlight in particular.
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I answer a voicemail about thief's skills and an email about handling encounter lethiality.
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I talk about an important part of thinking on your feet as a GM, the grand tradition of stalling for time.
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I talk about using gridless maps in session.
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I talk about spreading clues, information and how to shrink the pool of NPCs to move the game along.
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I talk about my 1E AD&D books, how I care for them, reflecting on the history of RPGs and pontificating on all other things gaming.
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I talk about basic stats in RPGs, different kinds and how many (if any) are needed.
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I talk about describing things in a game that are dark.
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I talk about how a hunting scenario can develop into an adventure.
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I talk about my aversion of note-taking during the session and electronic alternatives.
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I talk about how fighters and others approach a fight.
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I talk about options and alternatives for clerical weapon selection.
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I talk about other rulesets besides D&D's, showing math is in all of them.
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I talk about Using Reference Sheets to help with character creation at the table.
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I talk about making up an adventure out of things around you.
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I talk about planning your adventures as scenes on a framework and how to avoid the possible pitfall of that technique.
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I talk about clues and info, the two things that hold RPG sessions together.
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I talk about how the social contract at the game table has changed over the years and what behavior is not good for the game.
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I talk about messages and other topics like that in RPGs and how I avoid them.
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I talk about book covers, coloring, Adding name and contact info and generally personalizing your RPG books.
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I talk about how prominent adversaries can and should develop over time.
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I talk about an upcoming Swords & Wizardry zine and more on how to use and craft hooks.
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I answer voicemails and talk about converting NPCs to a different ruleset.
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I talk about maintenance of your books outside the game and your character's equipment inside the game.
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I answer an email from Dan Greig and then give my opinion on level titles in 1E AD&D.
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I talk about how the end-of-year Holiday Season affects your normal gaming schedule and how to get through it.
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I talk about how to deal with foreshadowing in your games.
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I talk more about firearm use in RPGs.
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I sit down and talk with Mark Hunt, designer of the new Gangbusters B/X Edition.
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I talk about how adversaries should be played per their intelligence and how they should react to characters foiling their plans.
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I talk about some ideas for using undead as adventure hooks and other ideas like that.
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I talk about the Neutral alignment and the purpose of alignments in general.
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I talk about mining entertainment, good or bad, Â for adventure ideas.
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I talk about playing Games outside your interests and how it can possibly give you inspiration.
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I talk about where you play and what kind of table setup you use.
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I talk about translating your prep notes into an adventure at the table.
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Since I just got my Immersive Battle Maps books I talk about different map types I've used.
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I talk about unarmed combat and a possible way to do it.
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I talk about house rules and customizing spells for your campaign.
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I talk about artifacts and how the 1E DMG is a great resource for every GM AND player.
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I talk about magic items and charging them.
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I talk about taking notes during a game session.
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I talk about the use of portals in RPGs.
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I talk about creative thinking leading to possible house rules.
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I talk about mining monster books and other resources to come up with different, and tougher monsters.
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I talk about using a prison break to kick off and maintain a campaign.
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I talk about how to run a spooky, lighter-themed Halloween game.
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I talk about the GM's timing and flow.
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I talk about how GMs can use description and action words in their gameplay.
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I talk about the struggles to minimize outside distractions at bay and keep players (and sometimes the GM) focused and immersed in the game.
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I talk about the flexibility of earlier editions of D&D, B/X in particular.
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I talk about having a standard encounter or two ready to go for playtesting and impromptu games.
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I talk about hit points and other ways to track damage in RPGs.
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I talk about expanded equipment lists and other items.
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I talk about how gamers spend their downtime - breaks from the game.
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I talk about what the OSR is as defined on YouTube vlogs with a highlight on Question Beast's YT channel.
Link: https://www.youtube.com/watch?v=wRVJNkOObIU
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I talk about single die-type RPGs and variations on success and failure.
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I talk about spell storing and how to commercialize magic in your campaign world.
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I talk about how it's okay to be in the back during an encounter.
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I talk about thief specialization to better define the PC.
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I talk about adventure ideas revolving around the death of a character or NPC.
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I talk about thieve's guilds and different ways to run them in a campaign.
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I talk about how characters can treat magic like science.
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I talk about service and support businesses for adventurers that would pop up.
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I talk about dice drop tables.
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I talk about house rules and how they affect the evolution of your game.
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I talk about how to play dragons.
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In a followup to yesterday's episode, I talk about adding some marital arts flavor into a traditional fantasy RPG game.
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I talk about and compare version of one of my favorite classes, The Monk.
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I talk about horror elements and how to do "jump scares" in your game.
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I talk about how to streamline your adventures to fit into a shorter session time.
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I talk about stream-of-consciousness thinking and how you shouldn't impede yourself with restrictions.
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I talk (okay, rant a bit) on how gamers will sometimes use "the math is too hard" as a reason why they don't like a game.
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I talk about rules-light RPGs and what is a good balance of rules.
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I talk about interacting with the players and reacting to what they're doing.
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I talk about how to deal with new (to the hobby) players.
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I talk about looking for pictures to help me create adventures.
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I talk about rules which we use, not use or occasionally use, focusing on advantage/disadvantage vs dice roll modifiers.
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I do some musing on how to do mysteries in RPGs.
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I talk about completing the adventure and running a gauntlet to get back.
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I talk about creating an adventure using the Lester Dent method.
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I talk about how to use the deceased in your adventures.
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I talk about the social contract thing going around and what players can expect out of me at a game.
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I talk about allowing races outside the standard races in your game.
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I talk about how to voice NPCs using your normal voice.
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Marc Wallring sends in a voicemail and I look at the fighter in earlier editions vs. the current edition of D&D.
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I talk about literary points-of-view and how to start adventures in the middle.
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I talk about characters getting lost and how to use that for your games.
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I talk about using things like the Encyclopedia Magica and other sources for magic item adventure McGuffins.
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I talk about "theater of the mind" play vs. actually mapping out encounters.
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I talk about displaced critters and how you can work them into an adventure.
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I talk about having a list of basic plots to recycle, mix n' match and create something new.
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I talk about making your own side adventures.
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I talk about resisting the urge to railroad and a new technique for the GM.
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I talk about the condition of OOP and collectible RPG books.
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I talk about how you sometimes have to "unlearn" things to understand an RPG rules system.
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I talk about how gamers should remember to share the fun.
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I talk about players who must examine EVERYTHING and how to put them on a time limit.
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I talk about a recent game I GMed and how to put a new player at-ease.
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I talk about last-minute things to do before the game.
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I talk about retconning a campaign and how to go about it.
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I talk about different kinds of initiative in RPGs.
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I talk about the direction the RPG hobby is going due to a higher profile in media and the public.
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I talk about how I use OneNote for mobile GM reference.
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I talk about how I digitally organize my campaigns using note apps.
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I talk about box text, putting them in your own words and how to enliven descriptions and NPC interactions for your players.
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I talk about learning from (bad) movies can really help a GM with running the game.
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I talk about pyrrhic and bittersweet victories.
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A followup on a previous episode, I answer a voicemail and then talk about what I listen to during prep and inspiration you can get from music.
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I talk about how things like random encounters should be used to further the adventure.
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I talk about winging a story, placing encounters and keeping the game going for one more session.
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I talk about having an overall premise and how it really helps party cohesion in your games.
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I talk about powerful NPCs, how they should not overshadow the PCs and how to make them disappear (temporarily).
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I talk about two different plot structures and how writers like Dickens and Doyle help with the game.
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I talk about realism, plausibility and the fantastic in RPGs.
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I talk about using horror in RPGs.
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I talk about keeping your health, energy and stamina for GMing games (and life in general).
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I talk about ad-libbing, keeping the game loose and most importantly, trusting your instincts as a GM.
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I talk about how noth the players and the GM work to set the pace of the encounter/adventure/campaign.
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I talk about putting limits on your creativity to enhance your campaigns.
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I talk about the hexcrawl vs. pointcrawl.
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I answer a voicemail and talk about adversity (GM vs. Players) in RPGs.
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I talk about converting characters to completely different RPG rulesets.
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I talk about how to have NPCs interact with the PCs.
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I talk about a great, inexpensive (as in PWYW) adventure-creating resource on DriveThruRPG.
Link: Â https://www.drivethrurpg.com/browse/pub/9108/thunder-bunny-pressÂ
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Wth the ENnies coming up and a new Kickstarter fulfilling I again sit down with  Glynn Seal of MonkeyBlood Design to talk about his Best Cartography nomination for Midderlands Expanded, The City of Great Lunden, future projects and how to use ordinary fantasy RPG monsters in the Midderlands.
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I ramble about modular thinking in adventures.
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I answer an email about why I use Bluffside in my campaign world and what's so great about The Mouth of Doom (from the megadungeon Rappan Athuk).
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I talk about D&D editions and why I like what I like.
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I remind Game Masters (and myself) to observe and listen to players for a richer game session.
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I talk about using an introductory adventure to kick off a new campaign - or not.
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I talk about always saying "yes" and player expectation.
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I talk about putting mysteries in a campaign world and how to manage them.
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I read an email and talk a bit about resource management.
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I talk about the difference between rules-light and stripped-down RPG rulesets.
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I talk about how I have more games than I can regularly play and the importance of choosing the one(s) that will get the most use.
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I do a mini-tribute to RFI and Vince Florio and talk about distinctive equipment.
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I talk about traps (focusing on pits) and how you can compound the danger.
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I talk about working new monsters into your world.
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I talk about when campaigns tend to dissolve after a handful of sessions and what to do about it.
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I talk about how I make rulings and modify the "Yes" rule.
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I talk about how I learned how to play NPC bad guys per their intellect.
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I talk about how real-life experiences can help your character and the GM.
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I sort of ramble on about sub-classes in RPGs.
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On this one-year anniversary episode of Radio Grognard I talk about what RPGs and the OSR is all about for me.
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I talk about a really funny parody of this show and, in honor of Independence Day here in the USA, I talk about the 1E spells Faerie Fire and Pyrotechnics.
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I talk about folks who have too many copies of gamebooks and I do a contest for a few of mine.
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I talk about how a GM can do a lot with a little and how they should make the most of what they got.Â
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I talk about watching my grandson run a game and a couple pointers I gave him that'd help other young GMs out there.
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I talk about how I look over a module for possible use in my games.
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I talk about getting inspiration from the more sensational tabloids such as (especially) the Weekly World News.
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I talk about how playtesting your convention scenario will help make a better game.
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I talk about one of Matt Colville's YouTube videos, player agency, how capturing PCs happen and what to do about it.
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I talk about how timing and judicious use of illusions (or any spell for that matter) can make your wizard quite effective.Â
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I talk about what it takes to be a better Game Master.
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I talk about health, age and RPGs.
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I talk about megadungeons and how they can be used in pieces for many different scenarios.
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I talk about how running a game By The Book just doesn't do it for me and how i need to houserule them.
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I talk about older copies of 1st Edition AD&D and the feel of nostalgia they inspire.
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I talk about intelligent (and not-so-intelligent) weapons.
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I rant a bit about the film vs. book viewpoint in RPGs.
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I talk about starting a campaign in a group of islands such as those in Mystara's Sea of Dread.
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I talk more about 5E cantrips in response to John Alan Large's Red Dice Diaries blogpost.
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I talk about the history of cantrips in D&D and how I think 5E got it right.
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I talk about using bits of current tech in your fantasy campaign after disguising them in the trappings of the genre.
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I talk about starting the PCs in an all-wilderness campaign by having their world underground so they have to "explore the dungeon" on the surface.
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I talk about how to mesh other locations into whatever campaign world you're using.
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I talk about group cohesion and what a GM can do if the game has none.
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I talk about my experiences at North Texas RPG Con 2019 and bits about running con games.
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Okay, I sat down with Erik Tenkar and Vincent Florio at the Frog God Games booth to talk about NTRPG Con, gaming and stuff in general. We also chatted with Matt Finch and Mike Badolato (BadMike). I trimmed the worst of the language but it's still kinda ribald so You Have Been Warned.
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I talk about games to pack for conventions. It's also my last episode until after North Texas RPG Con 2019.
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I talk about my three favorite indie RPG publishers out there today: Monkeyblood Designs, Night Owl Workshop and Bloat Games.
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I talk about a campaign idea I never used, based on an Orson Welles film.
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I talk about how I'm enjoying when the game goes south because of PC actions.
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I talk about animals, in particular familiars and animal companions.
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I talk about different types of places PCs can use as their home base.
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I talk about cataloging your RPG collection for when you pass on.
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I talk (rant) about how I don't like DCs, target numbers and the like.
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I answer an email about population, monster distribution and other stats in a fantasy world.
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I reflect on power the PCs have in-game and wonder if it's a good thing or not.
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I talk about some genre mash-ups I've seen and thought about.
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I brainstorm some ideas on how to run PCs versus multiple opponents.
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I talk about a couple tips for running games at conventions.
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I talk about random dungeon-building books out there and the thoughts and concepts I use to stock said dungeons.
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I talk about starting the PCs in another interesting place - The Town Dump.
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I talk about editing and saving scenes and ideas for your game.
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I talk about wearing down high-level characters to make the adventure manageable.
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I start off talking about making dungeon maps, then dice-drop tables and finally I end up on the subject of the supplement Vornheim. Just one of those days, I guess.Â
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I talk about how to replace characters when players leave the group.Â
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I talk about the space behind the GM's screen and how I maximize it.
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I talk about the upcoming NTRPG Con and some general things about bringing non-gamers to cons.
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I talk about higher-level games and how it helps the GM.
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I talk about how the mundane things in character's lives can be used as RPG fodder.
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I talk about starting a campaign in an usual place and way.
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I talk about humor in games and how to use it.
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I talk about how the OSR mindset differs from later RPG editions and how the newer gamers could use a bit of it.
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I talk about how a GM handles the flow of information to the players.
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I talk about a Kickstarter that ends soon and quick RPG rules you can take on the go.
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I answer an email about AS&SH and then muse about using elements of Film Noir in RPGs.
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I talk about exposition, info dumps and how to handle them.
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I talk about how to keep your NPCs busy, keep going forward with their plans and generally keeping campaign life going on.
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I talk about writing up NPCs like monster stat blocks.
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I talk about how the use of adjectives in place descriptions helps you immerse the players into the campaign.
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I talk about the flow of the game and how the GM and players control it.
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I talk about tech and weapons in your world and how they affect it.
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I talk about how to tailor you RPG campaign to your players.
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I talk about tightening up and condensing my prep.
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I ramble on about races, classes, race/classes and if the special abilities you get as you level up need to add a skills on top of them.
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I talk about the difficulties in adding a horror element into your campaign.
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I answer a few voice and emails then ask my listeners what they want me to talk about.
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I talk about how my campaigns do not have recurring villains and steps to take to fix that.
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I talk about R.A.W. (Rules As Written) in RPGs.
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I talk about players who want to model a character from other medium and the problem it creates.
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I talk about figuring out sub-systems and how I do chases in RPGs.
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I talk about modules and how I prefer plot hooks for campaign use.
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I talk about a recent Magic Missile discussion going around and ponder how house rules come to be.
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I weigh in on the entitlement and accountability issue that seems to be going around.
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I answer Mark Wallring's email about what I think wold be good "starter" modules.
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I talk about where to get OSR material, how it's changed in the last 5-10 years and tips on how to buy.Â
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I talk about things like how to record hit points and initiative.
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I answer an email and give some thoughts on dealing with the worst type of players.
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I talk about in-game descriptions and how to add to your vocabulary.
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I talk about a different way to plot out adventures.
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I talk about the rules in OSR games that folks don't always use (thanks to Erik Tenkar for the idea).
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I talk about XP, levels and training for them.
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I talk about planning out locations in RPG adventures.
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I talk about giving it your all behind the screen.
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I talk about adjusting things for higher-level PCs, in prep and at the table.
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I answer another email from Mark Wallring about how to rework and adapt things from current RPGs to the OSR.
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I answer an email about converting later editions of D&D to OSR rules.
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I talk more about arch-enemies, how they meet their demise and how they may NOT stay dead.Â
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I talk more about developing arch enemies for your campaign.
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I talk about the creating Arch Enemies for your campaign.
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I talk about using art, photos and Pintrest to generate RPG ideas.
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I talk about how to restart the game from a cliffhanger or mid-combat.
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I talk about campaign worlds and how to make them more cohesive.
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I talk about PCs who marry or have a family and playing different genders in RPGs.
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I talk about splitting the party, why you should not do it and how to handle it when it does happen.
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I talk about overly-complex RPG plots.
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I talk about using henchmen and hirelings in a game.
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I talk about using the film "Dark City" as a supers campaign background.
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I talk about when one PC is the focus of the session.
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I talk about how to figure out some movie tricks to be used in RPG sessions.
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I talk about lethality in RPGs and where (or if) you draw the line.
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I talk about how to handle (or not handle) age in RPGs.
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Okay, in this extended episode I talk to Glynn Seal of Monkeyblood Design about his campaign world of The Midderlands and his new Kickstarter focusing on the City of Great Lunden. Â Here's the link: https://www.kickstarter.com/projects/monkeyblooddesign/the-city-of-great-lunden?ref=nav_search&result=project&term=lunden
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I talk about how to create monster stats and the hacks you can use to create them.
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I talk about the organization and layout of RPG books.
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I talk about description in RPGs and how to use it.
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I ruminate on recycling monster sheets for your campaign.
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I talk more about creating frameworks and how to adjust your adventure on-the-fly.
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I talk about certain ways GMs run their games that are hard-wired into them plus how they sometimes have to change their perspective in the game.
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I talk about a couple of types of halflings to use in your games.
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I talk about different kinds of elves to use in your RPG sessions.
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I talk about dwarves in RPGs and a few different personalities that can be used by players or the GM.
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I talk about using player (and your own) real-life experience to enhance your games.
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I talk about getting a bit sloppy in my GMing and setting a goal to fix that.
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I talk about how to re-engage your muse after prep interruptions.
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I talk about the inevitable urge that happens to every RPG gamer.
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I talk about how focusing on one PC in a campaign can still be an enjoyable experience for all.
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I talk about ad-libbing encounters.
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I talk about when a session isn't going well and how to pull the plug.
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I talk about how everyone at the table should have fun, including the GM.
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I talk about figuring out what makes your RPG BBEG tick and what are his weaknesses.
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I talk about using electronics vs printed books for RPG reference at the table.
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I rant about "casual gamers."
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I talk about RPGs based on licensed properties.
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I talk about how food can be used in RPGs.
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I talk about a trope that works well in RPGs - the PCs On The Run.
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I talk about the convenience of pre-printed maps.
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I talk about why I like using islands in my campaigns.
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I talk about how far After The End to set post-apocalyptic RPGs.
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I talk about cutscenes in RPGs and whether they're useful or not.
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I talk about Writer's Block and ways to work through it.
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I talk about a few more things about arc welding RPG material I didn't mention in the last episode.
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I talk about how to blend in other sources to original story material in a campaign.
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I talk about making convention games special and what to use in place of minis.
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I talk about gaming in a limited time slot and getting the session going quickly.
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I talk about a couple of things to do when creating and running bad guys.
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I talk about first-time GMs and my grandson talks about the campaign his brother is running.
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I talk about my love for random encounter tables and how they can enhance the game.
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And now a few random thoughts about atmosphere in RPGs.
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I talk about why I game and how it fills a need from something else.
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I talk about variant druids and how to play them.
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I talk about the 1E monk and the Basic D&D Mystic along with ways to play them.
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I talk about different types of paladins in RPGs and how to play them.
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I talk about various types of rangers for RPGs.
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I talk about different types of bard for your RPG.
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I talk about ways to play an assassin.
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I listen to an email from Rich and elaborate on prepping to ad-lib in a game.
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I talk about how to manage your GM "resources" and trusting the prep.
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I talk about what it means to be a dual-class player/GM.
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I talk about plot twists and how to create and use them.
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I talk about non-magic equipment that help with magic-based creatures.
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I talk about different types of magic-users in RPGs and how to play them.
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I talk about a few different types of clerics and how to play them in RPGs.
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I talk about a few different takes on a fighter in RPGs.
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I talk about a few types of thief in RPGs.
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I talk about "package deals" for character creation in class-and-level RPGs.
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I talk about building terrain pieces for RPGs and why I don't.
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I talk about scheduling times for games and what to do about absences.
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I talk about using props in RPGs.
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I talk about aging in AD&D.
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Inspired by Joethelawyer's email, I talk about describing the flora and fauna of your campaign world.
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I talk about setting and keeping the right tone in your game.
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I talk about ways to use those groups you've been creating.
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I talk about what to do with organizations and how they operate.
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I talk about how to create groups and organizations for RPGs.
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I talk about X.P.-based leveling vs. Adventure-based leveling in class/level RPGs.
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In this, the 200th episode, I talk about liches and how to use them in RPGs.
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I talk about the ghost in RPGs and how I'd handle them.
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I talk about the spectre and their use in a game.
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I talk about the use of the ghast in RPGs.
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I talk about shadows and what to do with 'em.
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I talk about one of my favorite undead, the mummy and how to use them.
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I talk about the wight's "cousin", the wraith and how to use them in a game.
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I talk about wights and how to use 'em.
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I talk about the lowly skeleton and how I would use them in my games.
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I talk about vampires and my favorite incarnation.
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I talk about zombies vs. ghouls, the difference between the two and how they should be used.
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I talk about adventure "layers" and how many should you have (if any).
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I talk about secret groups, societies, etc. - they're not just for bad guys.
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I talk about PCs and monsters that are not 100% healthy or disabled in some way and how to work that into an adventure.
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I talk about how traps aren't just for bad guys.
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I talk about running away, being captured and how that's not always a bad thing.
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I talk about 2-3 of my favorite modules I've used and reused.
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I talk about the Artifacts and Relics chapter in the 1E DMG and what it was intended for.
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I talk about how to deal with a mix of younger players and older gamers.
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I talk about how GMs should use their muse to brainstorm and help with creativity.
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I talk about how to set up long-ranging plot points in games.
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I talk about adapting material from other media for your game.
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I talk about the current goings-on in the OSR and who and why I I support some publishers.
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I talk about prepping numbers for the game.
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I talk about how GMs can get module-bound and how I keep that from happening.
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I talk about what kind of holiday-themed adventures I run.
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I talk about how I referee and how I dislike adversarial/killer GMs.
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I talk about how to do mapless combat by using landmarks.
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I talk about monster descriptions.
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I answer a voicemail on megadungeons and an email about my FLGS episode.
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I talk about how to get more use out of a megadungeon.
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I talk about giving PCs things that aren't game-breakers but do have an impact on future adventures.
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I talk about making sounds to set the mood and atmosphere.
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I check the slush pile and check out The Spitting Duck.
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I talk about my Friendly Local Game Store and how it measures up.
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I talk about keeping track of player characters.
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I talk about finding older used OSR games in this digital age.
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I talk about how Spaghetti Westerns are a good source of adventure ideas.
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I talk about how mundane random encounters can be good opportunities to spice up the game.
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Back after a hiatus, I talk about setting your systems and sort-of balancing encounters.
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I answer a few emails pertaining to previous episodes.
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I talk about how running battles with more than 2 opponents will keep the PCs on their toes and help them think out of the box.
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I talk about the NPC admirer/hanger-on/pest that turns up all the time and how this is a good role-playing opportunity.
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I talk about how I have my physical books stored and what is the best way to do it for transient (and not so transient) people.
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I disjointedly talk and maybe semi-rant (I'm not sure) about RPGs that, while good systems, I don't care for and why,
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I talk about playing foes smarter.
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I talk about walls and other fortifications in addition to having a "chain" of businesses in a campaign world.
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A short episode about finding maps in unusual places.
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I go on a bit of a rant defending Thunder Rift then I talk about how to do convention game write-ups.
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I talk about getting inspiration from rock and country songs.
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I talk alignment, that ol' bugaboo Chaotic Neutral and how to play crazy without ruining the game.
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I pull the 1E AD&D DMG off the shelf and show how to use the 5 "W"s and the Appendix tables to create adventures.
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I brainstorm about goblins tunneling.
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I brainstorm about a rather peculiar hog farm.
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I dig into my slush pile and brainstorm about an elderly ogre visiting the city one last time.
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I talk about stealing mechanics from other RPGs for your game.
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I talk about using monsters and magic items in your campaign world that fit.
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I talk about running a hex crawl in a small sandbox
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I talk about some game adventure premises: "bottle episodes" and a typical shift/day/night of a group.
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I talk about the the ways to use androids (especially replicants) in Mutant Future.
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I talk about how I file and keep track of the physical papers, note and other ephemera of adventures I have ran.
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I talk about what I use to create adventures and what I take with me for such endeavors (plus a mini-review of the Table Fables books).
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I talk about my dislike for RPG gatekeepers and how the hobby always needs an influx of new gamers.
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I talk about how OSR books need more word-of-mouth.
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I talk about how a good premise can give your campaign the foundation to thrive.
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I talk about my RPG heartbreaker systems.
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I talk about testing the PCs and adjusting/ramping up encounters based on their stats and growth throughout the campaign.
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I talk about writing monster stats for newly-created critters.
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Thanks to Colin's voicemail I finish up my talk on finding/making/using pregens.
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I talk about playing the pre-gen you have at conventions.
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After I answer a voicemail from Chrispy I talk about how to handle demihumans' darkvision ability and plug an old TSR FR supplement.
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I talk about another way to prep sandbox sessions.
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I talk about the migration to MeWe and how I don't like NPC classes.
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I talk about character backstories, their relation to Method Acting and my take on creating them.
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I talk about my dislike of level-drains and a couple of alternates.
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I talk about how having character contacts can enrich the game.
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I talk about making connections, plot twists and how you can use the players to enrich the adventure.
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I talk about how I found out that playing or GMing an RPG game is closer to stage acting than I realized.
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I talk about having to start with a new character after a PC death in my Thursday Mithgarthr (http://www.rpgnow.com/product/213852/ME1001--Mithgarthr-RPG-Core-Rulebook) group.
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I talk about the social contract for RPG groups in a vague way.
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I talk about how formulas can be used to create and enhance your adventures.
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I talk about how to hand out XP and class/level systems vs. point-buy systems.
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I talk about the three things (stat-wise) that make up a good PC.
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I talk about how I use dice and how I roll.
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I talk about how my GM sessions are like cool 50's jazz improvisations.
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I talk about recording the GM's after-session notes and plans for next session (featuring - once again - the bullet journal).
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I talk about how I deal with making and using maps in sessions.
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I talk about running gags and callbacks in games plus wondering what purpose I serve in the OSR. WARNING: introspection and navel-gazing in the 2nd half.
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I talk about things I as a GM do regardless of system like initiative, XP and race-as-class.
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I talk about some of my favorite "supplemental" monster books to punch up a scenario (with a minor rant about said books).
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I talk about the 36 Dramatic Situations and how they help to create adventures.
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I talk about certain rules in RPGs you hate or cannot understand.
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I talk about the journey vs. the destination in RPG games.
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I talk about my favorite terrains and landscapes and how they inspire me.
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This time I reflect on a 2-year D&D campaign that recently ended, one of the best I've ever played in and a model campaign.
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I talk about how to use pre-generated characters and where to get them.
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I talk about using the PC's shopping trips in town as a place to hang plot hooks.
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I talk about finding a good intro adventure for neophyte gamers.
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I talk about random encounter tables and how the AD&D 1E Monster Manual II is the best for rolling your own.
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This, the 100th episode, I talk more about the state of RPG publishing after being spurred on by a couple of voicemails and an email. Then it's thank to you folks out there who listen to an ol' grog ramble. I'm grateful.
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I rant about too much production value in RPG material. BTW, no game publishers were hurt in this episode.
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I talk about loose cannon NPCs, how they can spice up your game and keep the PCs on their toes.
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I talk about the fact that maybe I plan too simple a scenario.
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In a followup from the last time, in this double-size episode I go through a way to prep a game in about an hour.
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I talk about how fast a GM can come up with a scenario from scratch.
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I talk about generally leading a group to adventure by giving them what their characters want.
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I talk about how I take and use notes and my recent discovery of bullet journals.
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I talk about how dungeons should be logical and plausible.
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I talk about deities books and how they're of limited use to me.
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I ponder Erik Tenkar's question of how much fantasy is in my games and give my inscrutably peculiar answer.
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I talk about the venerable Secondary Skills Table in the 1E DMG and (with a little help from Mike Stewart) how I get it to work for me as a skill system.
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I talk about times to be quiet as a GM and (thanks to Jason Hobbs) my take on indy campaigns and when you can (and can't) integrate them into your game.
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I talk about character attachment.
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I talk about using the brute-type monsters such as gnolls and bugbears as something more than just a mob by combining stronger, smarter monsters to whip 'em into shape.
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I talk about the use of undead (particularly low-level undead) in RPGs.
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I talk about a couple of plots that will work with the right group or system and a little finesse.
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I talk about pointcrawls vs. hexcrawls when mapping.
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I have the dreaded, inevitable psionics talk and recommend alternatives to AD&D's system.
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I talk about punching up your adventure and the value of having another look at it.
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I talk about how difficult it is to write adventures for certain genres.
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I talk about laying styles over RPG genres using the Film Noir style.
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I talk about the flow of information between the GM and players.
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I talk about rules additions, new classes and anything else GMs and/or players want to bring into the campaign.
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I talk about "back pocket scenarios" for impromptu game sessions and campaign arcs that are easy to break up/modify.
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I talk about equipment for the PCs and how Adventurer's Packs can be very handy.
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I talk about adjusting the levels in a campaign and also about rules light vs. rules heavy RPGs and how players can (or can't) adapt to the ruleset.
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I talk about cutting down higher-level adventures for lower-level (or undermanned) groups of PCs.
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Prompted by a voicemail, I talk about my Rosy Sandbox technique.
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I talk about beats in an adventure and how they change at the table.
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I talk about linear plots and how to loosen up the beats of the story for player agency.
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I talk about distractions, paying attention and electronics at the table.
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I talk about how to find hooks in published material and how to create your own.
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I talk about names for PCs and NPCs.
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I talk about how I use my sketchbook to generate ideas for my game sessions.
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I talk about how kidnappings and rescues can work for your game.
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I talk about a plot device and NPC that has to do with PC's identity.
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I talk about the hacks I use in RPGs.
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I talk about Conan, Thundarr and why I don't get the dislike of Pulp Fantasy.
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I talk about using electronic means (mostly Campaign Logger) to do my campaign notes.
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I listen to a voicemail and then go off on a whine about popular games, peer pressure and how intro gaming videos kinda dumb down the game.
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After I congratulate some ENnie winners I talk more about post-apocalyptic gaming.
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After a voicemail and a quick music/SFX update I talk about the way I like to run horror/thriller scenarios.
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I talk about how I (try to) organize my session/campaign material.
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I talk about the essential books I have at hand and using character actors as NPCs.
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I talk about putting characters in deadly situations.
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I talk about how much description to put into campaign worlds.
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I talk about character sheets, my preferences and where to get them.
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I talk about traps and how to use them.
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Talking about gripes I have with RPGs.
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I talk about post-apocalypse games and how to handle them.
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I talk about how to balance (and not balance) encounters.
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I talk about micro settings/hexcrawls and how to manage them using the Rosy Sandbox method.
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Talking about how to kick start ideas when you have nothing in your head.
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Voicemails then I talk about three toolbox RPGs - HERO/Champions, GURPS and Savage Worlds.
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I answer some voicemails and talk (rant?) about 5E and my attitude/concerns over it.
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I talk about my favorite FLGS and the feelings that keep me coming back to the OSR.
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As a followup to Episode 42 I talk about how I do the rest of my game prep.
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I talk about monster stat blocks and how to keep them simple.
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I answer Colin's email and talk about the basics of what I carry in my game bag.
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I talk about minis vs. tokens and why I use 'em (tokens, that is).
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I talk about GM screens (again) and the usefulness of a mini screen.
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Here I talk about a couple things left out of my YouTube review of Victorious and give my 2 cents about the ENnies and awards and award shows in general.
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In my final episode from New Mexico I talk about things I picked up GMing for my grandkids and how to streamline things when running at the table.
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I answer a voicemail and then it's back to New Mexico to talk about plot hooks and where to put 'em.
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Here I talk a little about The Temple of Elemental Evil and then it's off to New Mexico where I chat about padding and extending your game session.
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I answer a viocemail and talk from New Mexico about using festivals and celebrations in RPGs.
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More musing from New Mexico. This time about organic vs. tacked-on RPGs.
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In this episode I answer a voicemail and play the first in a series of field recordings. This time: more about GM screens.
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This time I answer a voicemail from Jason Hobbs and Dave writes in asking how I started the YouTube videos, which I gladly answer.
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I talk about adapting X1 The Isle of Dread to suit my needs.
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I answer an email and talk about where to put goofy places in your world.
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I talk about using a deadpan face and rolling dice as a GM to be enigmatic to your players.
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I talk about firearms in fantasy RPGs.
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I talk about how I handle monster stats in-game.
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I talk about creating adventures for a road trip.
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I pontificate on role-playing vs. roll-playing and how I like a balance.
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I answer an email and talk about my favorite skill system.
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I talk a bit about using tables for scenarios and how I come up with adventures.
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I talk about buying RPGs, what to look for and how character sheets can tell you a lot about the game.
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I talk about supers games and the genre for RPGs.
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I talk about not bringing baggage to or work out your problems at the table.
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I talk about why I roleplay and GM.
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I go over the previous nights' game, muse over what to run at my next convention and how I weld plots together.
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I talk about pacing and timing in games and how to structure an adventure to take advantage of them.
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I answer an email and talk (Well, rant a bit) about how and why I use a GM screen.
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I talk about the hows and whys of reviewing in general and my reviews in particular.
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I recap North Texas RPG Con 2018 and talk about experiencing your first convention.
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I talk about character backgrounds.
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I talk a bit about condensing convention stuff but the main topic is the NPCs playing off the PCs and ad-libbing in general.
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I talk about monster reactions and morale in RPGs.
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I talk about sandbox campaigns and how I deal with them, featuring the Sandbox Compass.
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I talk about how music and SFX can add to your RPG session.
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Topic: How I prep for a con and overdo it.
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I do a shout-out, recommend some comics and talk about how to use Kelly's Heroes as the basis for an RPG adventure.
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I have last thoughts (for now) on Acting Behind The Screen, answer a voice message and talk about using the plot of Rio Bravo in your game.
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I answer a voicemail and talk about using a movie plot in RPGs.
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I talk about Acting Tips in RPGs and why you should try it.
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Here I talk about prepping for NTX 2018 and how benchmarks make statting out NPCs and monster a lot easier.
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My first episode where I intro myself, talk about my experience and game philosophy and answer a couple emails.
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