All in GM Advice
All good things must come to an end….
No, not this podcast….it was never good.
We wax poetic about when and how to end a role-playing-game campaign in another GM Advice episode.
With our Monster of the Week game - This American Monster - all wrapped up, Austin and David sit down to reflect on the game and provide some advice to Game Masters based on their experience.
Its 7pm, the Mountain Dew is cold, but there’s a different code red….you’re missing a player!
What do you do?
Austin provides some much needed advice and some not so needed periodic echo effects to help you out.
Conflict is the source of conflict for every conflict.
But how do you make conflicts interesting in Role Playing Games?
Austin and David opine on that very topic.
Who?
Legend of the Five Rings produced the amazing sandbox setting Mimura: Village of Promises back in 2001.
Well, we’ve done L5R already, but what if we translated this fantasy feudal Japanese setting to a Wild West setting?
Essentially, what if we Magnificent Sevened this thing?
David and Austin sit down to discuss the NPCs that should inhabit this world.
We played a game, but what did we learn? How can you learn from us to make your games better?
When and where?
Legend of the Five Rings produced the amazing sandbox setting Mimura: Village of Promises back in 2001.
Well, we’ve done L5R already, but what if we translated this fantasy feudal Japanese setting to a Wild West setting?
Essentially, what if we Magnificent Sevened this thing?
David and Austin sit down to discuss when and where this should take place
The lone wolf, the apathetic, the high concept, the political message.
Which character types function best in an RPG and which tend to muck things up?
Austin and David shed some light on character type do’s and don’ts in Role-Playing Games.
I did not have sexual relations with that dragon.
How truthful do characters need to be when moves compel them to tell the truth?
Can they give weasel oil executive type answers? Or do they need to be an open book?
Austin and David sit down to share their wisdom on this topic and provide GMs and players some advice regarding how to handle the truth in RPGs
How can you make sure that the wizard in the tower, the dragon in its lair, the alien empress in the galactic war sphere, terrifying, impressive villains?
Join Austin and David as they discuss ways to make bad guys scary in RPGs.
Also, way more Star Wars than even you nerds would expect.
NEVER SPLIT THE PARTY!
Expert advice, or incorrect axiom?
Join Austin and David as they discuss why splitting the party is considered so bad and how it can be dealt with to keep the fun going at the table.
How do you handle hierarchies, leadership and command in your game?
Well, here’s some advice on how to deal with that, and the inevitable issues you’ll encounter.
Check it out from This American Dice!
Bask in some wisdom regarding how to run mysteries in RPGs. Some dos, some don’ts that will help you to resist the urge to “Give it up Jake…it’s Chinatown.”
Get it?
Mostly Austin offers up his 26 years of mistakes for you to learn from.