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Andrew, Tracy, and Steve(n) take a break from the usual and talk about player stories.
What makes a session fun for the attendees, and what can a GM do to make the campaign enjoyable.
Tracy would rather entertain than be right.
Andrew wants balance.
Steve(n) hates meta-gaming to the point of making decisions that put other PCs in peril.
How do these things work to give players an experience they'll remember?
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Andrew, Tracy, and Steve(n) take a break from the usual and talk about player stories.
What makes a session fun for the attendees, and what can a GM do to make the campaign enjoyable.
Tracy would rather entertain than be right.
Andrew wants balance.
Steve(n) hates meta-gaming to the point of making decisions that put other PCs in peril.
How do these things work to give players an experience they'll remember?