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We follow-up on last week's Fantasy Grounds episode with some info on costs, and what you need to know if you're gifting it to the aspiring GM in your life.
This week we welcome Chris, who is using Fantasy Grounds to run 5e.
Chris already knew Fantasy Grounds as a player, and dedicated a lot of prep to learning enough to run his sessions with confidence.
We touch on this in the beginning, move on to handling situations when your players might be trolling, and wrap up with more talk of what makes Fantasy Grounds a great tool for virtual gaming.
Threats to a good time need to be addressed before they get out of hand. How do you get players to work together? How do you prevent one person from railroading the game?
Returning guest Tracy helps us lay our plans for understanding and managing conflict in our gaming groups (and IRL).
From the 3-Act Structure to the concept of the 5-Room Encounter, we talk about processes to create and manage building upon encounters to create adventures. We cover it all!
Join us for this next step in our quest to have Steve(n) create and run his own adventure using the knowledge Andrew, Mark, and guests like Tracy have taught him.
Step 1 on the path to our upcoming real-time campaign creation episodes.
Andrew and Mark talk about the mechanics of successful encounters, how to make sure participants enjoy themselves, and what pieces you can add to these basic parts of your adventure to keep players coming back for more.
This episode is, conceptually, where I'm starting in my journey to GM. The tips and ideas Andrew and Mark bring out in this conversation will help me in my own process, from insight on using published content to thinking about my own ideas critically. If you're a new GM or want to do better, check out this episode.
What starts as a discussion on player types takes a turn into why people play games... and what that tells us about the motivations of our players and their characters.
Learn some stoic tips on keeping calm, and our guest Tracy adds valuable insight on being a good human.
Traps and puzzles! How to use them. When to use them. Should you use them?
How often do you get caught up trying to decide if your players are rolling too many dice or getting trapped in too much banter?
From the publisher's feed