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Continue reading "Episode 3 – How to Use a Dungeon Master’s Screen (with guest Matt Wilson)"
What makes a good DM screen, and what do they add to the game? Special guest gamemaster Matt Wilson joins Andy and Chris to talk about how they do (or don’t) use dungeon master’s screens.
Episode 3 appendix (AKA things that got mentioned):
Hosts: Chris Salzman and Andy Rau
[opening music]
Chris: Welcome to _Roll for Topic_, a podcast about GMs discussing issues at the table. My name is Chris Salzman…
Andy: …and I’m Andy Rau.
Chris: And we are joined this week by Matt Wilson.
Matt: Hi, how’s it going folks?
Chris: We wanted to bring a guest on just to get some other opinions and also just be able to talk to some of our friends about some things that they’re thinking about at the table as well. So, Matt, can you just give us a quick rundown of what games are you currently GMing? What’s your brief history with running games?
Matt: Gotcha. I’ve been running games for quite some time, since I was in middle school, which was, oh, 20-25 years ago now. I’m a one game at a time sort of person. Currently I am in — towards the later stages of — a long running _7th Sea_ second edition campaign that Chris actually is a player in.
Chris: Yes.
Matt: And I am prepping as we speak for the next game I’m going to run, which is going to be a remixed version of Pelgrane Press’s “Eternal Lies” for _Trail of Cthulhu_.
Andy: Oh, fantastic.
Chris: Very fun.
Matt: Yeah, I’m really looking forward to that. I’ve had it for a while, I backed it, talked to Simon about it. It sounds… it’s got a really great response from the community of Cthulhu GMs, and I’m looking forward to put my own spin on it.
Andy: Are you running that with the GUMSHOE system?
Matt: I’m actually going to use the GUMSHOE Quick Shock system. It’s not really a second edition because they’re going to keep them both around, but it’s a many-years-later refined version of the system that Robin Laws put together for the _King in Yellow_ role playing game which is coming out in a couple of months.
Andy: Oh, nice.
Chris: Interesting. Do you know what are the major changes with it?
Matt: From my perspective, and we talked about a little bit about this beforehand, but I’ve been looking to streamline the mechanical engine of the system. And as Chris well knows, I, at this point in my GM career, *hate* rolling dice.
Chris: Yes.
Matt: I’
Continue reading "Episode 2: When Roleplaying Games Derail"
What’s a GM to do when their best-laid plans are derailed by pesky players? Andy and Chris discuss the many ways roleplaying game sessions can go awry.
Transcript below provided by Barbara Tozier!
Episode 2: How to stop derails from happening?
[opening music]
Chris: Hello and welcome to _Roll for Topic_ an RPG podcast. This is a podcast where GMs discuss various elements of running the game. So let’s do some quick introductions. My name is Chris Salzman…
Andy: …and I’m Andy Rau.
Chris: Andy, what exactly are we going to do first here? We typically have a role at the beginning of the session. What is that that for?
Andy: Yeah, so what we do on the show, Chris, if you weren’t aware, is we roll a D10 and we look on a chart to find out exactly what topic we’ll be discussing. I have a chart in front of me numbered one through 10 and you’re going to roll a D10 and that’s going to determine what we talk about.
Chris: Okay, cool. All right, so I’m going to roll that right now.
[sound of dice rolling]
Chris: It’s… Oh, I got a 10!
Andy: A 10. Okay. Chris, what we will be discussing today according to our chart, is how to deal with session derails. So that that would be players going off-plot or players doing something that the GM was not expecting.
Chris: Well my players always stick to exactly what I was planning for. So I don’t know about you…
Andy: Well this is going to be a really short show then, because my players always do the exact same.
Chris: Yeah whatever I prepped is exactly what they seem to want to do.
Andy: That’s perfect. Yes.
Chris: Yeah, this is actually a really interesting one that we rolled on, because my last session was maybe you could almost call it 100% a derail. This was a session we went more or less completely off book. They just decided to… they were wrapping up a plot point and they decided to do it in a way I was not expecting, that involved most of the townsfolk.
And: Okay
Chris: In a town that they were in, pretty much all the NPCs that they had been relating with were at this public trial of the big bad evil person in the campaign that they were running. So they held this public trial and everybody showed up and so there was a lot of very cool interactions between different NPCs and different motivations coming out of the woodworks, and I was just kind of sitting behind the screen going, “Oh goodness, what am I gonna do? What am I going to do?” as it just got a little crazier and crazier. But yeah, it ended up being a really, really fun session. And they had no combat rolls whatsoever.
Andy: Wow.
Chris: This is a _Dungeons & Dragons_ game so that’s sometimes rare for that to happen.
Andy: What did you feel like when you started seeing things going off of course, the course you had imagined it would take? Was that a scary feeling? Or were you like, “Hey, this is really fun. Let’s see where this goes.”
Chris: I think it depends on your GM style, right? I sort of like this thing as long as there’s a framework to fall back on. So if they had come to a brand new town for example, and we were introducing a bunch of brand new NPCs, then that would have been hard and scary. But since I had a good handle on what was going on in the town and who wanted what out of the trial, it just made for a lot of fun at that point. I think the other thing, too, that I always try to keep in mind is the players just assume that you’re on top of things most of the time, I guess, unless you’re very bad GM. They sort of assume that you have some vision in your head. So even if you don’t necessarily have it ahead of time, and you’re just inventing it on the fly, it tends to work ou
Continue reading "Episode 1: How to GM a Game in 2 Hours or Less"
Is it possible to run a satisfying game session in just one or two hours? In this inaugural episode, Andy and Chris share their experiences running game sessions with very tight time constraints.
Transcript below provided by Barbara Tozier!
Episode 1: How to run a game in two hours or less
[opening music]
Chris: Hello, and welcome to _Roll for Topic_ an RPG podcast. This is a podcast where we have GMs discussing various topics related to running games. Let’s do some quick introductions. My name is Chris Salzman.
Andy: My name is Andy Rau.
Chris: We are two GMs, we’ve known each other for a while, but we decided to do this podcast to get a chance to sit down and talk more specifically about one topic relating to, “Hey, you’re the GM. How do you keep this thing going smoothly?” So to that end, we have created a D10 table with a number of topics on it. This is… our hook here is that every time we record, we pull up that table, we’re going to roll a D10, see what comes up, and then we’ll use that as our topic. This helps us to not over prep, which is a good thing when you’re dealing with GMs.
Andy: All right, Chris, I’m going to need a D10 roll from you, please.
Chris: Ok, all right. Thank you.
Andy: No modifiers.
[sound of dice rolling]
Chris: Yes, all right. That is a nine. So what’s nine on our table?
Andy: All right, let me consult our table here, Chris. Today our topic with the result of nine: we will be discussing how you fit a game into two hours.
Chris: Ooh. Okay. Should we keep it narrowed to two hours? Or should we just be like, “How do you fit a game in one hour, two hours, four hours, et cetera?”
Andy: Yeah, let’s give ourselves a little leeway and say, “How do you run a really short tight game?”
Chris: Yeah. Okay. Well, I have some thoughts, but why don’t you dive in first.
Andy: This has been one of my big goals as a GM over the last couple of years, and that is getting the game experience down to just a couple hours and it’s entirely because of my life circumstances. Like everybody else, I don’t have as much time to game as I did in my youth. But the main thing is I’m playing more and more with kids, with my own kids and their friends, and I have discovered that over a couple of hours, you… the game really goes south with kids under the age of 12 or 13. So my daughter is 11, I play with her a fair amount with her friends. And I have just found that if I’m going over two hours, I start to lose them and they start getting silly and things like that. I have also found this and it’s makes for a much easier pitch for my kind of casual gamer friends who are not super enthused at the… who can’t or aren’t enthused about the idea of taking six hours on their Friday night. Like we used to, we start at 6pm and then people are heading home at like 1:15 in the morning. That’s not really something I can ask from my adult friends with kids and jobs anymore so…. Two hours is maybe a little too short for adults, but I have been trying to keep the games I play with my casual gamer friends somewhere in like the three hour vicinity.
Chris: That’s interesting. So you mentioned when you were younger you’d do six-, seven-hour sessions.
Andy: Yep.
Chris: So if like that, I guess now I’m just really curious. Like, what was the longest session you ever played?
Andy: Oh, I don’t know. The longest session, and I’m reaching way back into the mists of memory that are clouded by nostalgia…. One of the first times I ever played _Dungeons and Dragons_. This is mid ’80s, I was introduced to _Dungeons and Dragons_ by my cousin who I was visiting for the summer. And he broke out
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