Craig Campbell, Jess Geyer, and Evan Torner discuss teaching a new system to players as a GM and the strengths and weaknesses of some well known RPG systems.
Craig Campbell, Jess Geyer, and Eddy Webb discuss getting from vague campaign idea to full outline as a GM and getting from vague game idea to actual rules/setting outline as a designer.
Craig Campbell, Jess Geyer, and Michael Ross discuss handling players having narrative control and designing systems that give players narrative control.
Craig Campbell, Jess Geyer, and Geoff Bottone discuss encouraging players to break away from cliches as a GM and breaking away from cliches as a designer.
Craig Campbell, Jess Geyer, and Sebastian Yue discuss GMing players whose characters are high level and have many options and designing for such characters and analysis paralysis.