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If the game you play is class based, sure, you'll pick a class, but what can that mean for your game? Chris and Travis cut into this most-assumed aspect of character creation in order to explore those questions and considerations that can take the decision of your character's class to a place where you can do more with it.
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Mentioned in Episode - creator Puffin Forest explores the limits of multiclassing: https://youtu.be/4ZCIh_3b5K8
Before play ever begins, a tense negotiation ensues between players. Who will make what kind of character? What happens when everyone wants to do essentially the same thing? Why does no one want to be a Cleric?
Chris and Travis wade into the fray, trying to outline a case for an intentional and constructive dialogue between players before the start of play to coordinate their character roles.
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Chris and Travis bring the conversation down into the fundamentals, discussing the decision to participate in this hobby. Join in as they address common concerns, questions, and challenges, while also sharing their understanding of the benefits and positive impact making this decision can have in your life.
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Tanned, rested, and refreshed from their corporate retreat, Chris and Travis put all those trust-fall exercises to work as they foreshadow the amazing things coming in the second season of Dungeon Theory.
Season one of Dungeon Theory comes to a climactic close, as Chris as Travis turn their focus to the topic of difficult and potentially traumatic subjects that may arise in the course of table-top play, examining the tension between the dramatic and artistic potential of such scenarios against the challenge of integrating them in an ethical manner.
What is going on with the Paladin? Join in as Chris rants and Travis attempts to keep order when Dungeon Theory explores the origins and changing presentation of the iconic D&D class, ultimately centered in a discussion on how the class list in your campaign is also an inescapable part of your world-building.
The topic of feedback rears its ugly head once again within the hallowed halls of the Dungeon Theory recording studio. This time however, the shoe is on the other foot as GMs Chris and Travis explore the process of receiving feedback from one's players, and avoiding the pitfalls of this potentially beneficial practice.
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When do the crunchy bits of your tabletop ruleset - stats for enemies and monsters, game mechanics, rules, and so on - really matter? Join in as Chris and Travis explore the issue of stats and mechanics in tabletop play, and their own experiences addressing the various issues that arise in this field.
Using monsters to tell stories that matter is the focus this episode, as Chris and Travis discuss what makes a monster, and how an intentional approach to capitalizing on their monstrous nature can elevate your tabletop sessions.
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Josh joins the DT cast once again to help weigh in on the process of providing feedback to players - going into when, how, and why.
From the publisher's feed