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There's been a lot of character optimization discussion online the past couple of months. What is it? Should players always optimize their characters? On the flip side, DMs need to say yes to player choices, right? Not always. Jeremy discusses the situations when optimization may be necessary, encouragement for DMs to say yes to their choices when possible, and the powerful ability to say No when necessary.
Another worldbuilding episode where we discuss ways you can make your campaign world feel different than the mundane rock we currently live on. Before you tackle making your first outlandish world, give this a listen!
We all remember our first time, nervously fumbling about. Maybe it was with someone you know well, perhaps a stranger. Maybe it was with a group of people you went to school with. And if we do things the right way, maybe we can be there to support someone's first time having sex...er...tabletop gaming. In this episode we talk about how we support these new players and new Game Masters at our tables.
You've been playing Skyrim and you'd like to test your players' wits by adding a clever puzzle to baffle them in their bonnets and worry them in their wigs. How do you add puzzles without making them boring or too deadly? How do you add puzzles that make sense? Tune in to find out! I'd love to hear your feedback or episode ideas to [email protected].
In the cold open, Jeremy responds to the "I'm Quitting Pathfinder 2e" video by Cody at the Youtube channel called "Taking 20" (not affiliated).
Chances are you've watched or listened to a live let's play podcast as they used music, sound effects, and visual puzzles during an episode. What are some tips for doing that in my home game? Jeremy can help with that!
I wanted to address an aspect of Critical Role's success that's mentioned too often called the Matt Mercer effect. Its most common manifestation is that every Tabletop RPG should be just like Critical Role and every DM should be just like Matthew Mercer. In this episode, Jeremy breaks down why that's simply unfair to him and to your DM.
Traps - some DMs love them and others hate them. PCs usually hate them so how do you use them effectively in your campaign? How can they go wrong? Why are Pixie farts brought up so often this week?
Mind flayers - evil alien beings with octopus heads and the ability to fry your mind from 60 feet away then eat it while you're still breathing. I know. Freaky, right? What about these monsters and their abilities? How can you use them in a campaign? Well, wonder no longer.
Let's flip the screen. What should players do to get ready for Session 0 and how can they help make the session a success? I'm glad you asked, voice in my head. Here are some tips!
Most campaigns are better when they start with a Session 0 but what the heck is a Session 0? What do you do during a Session 0 and how do you conduct one?
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