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This week we start with a Minotaur stepping on the gas and it gets weirder from there. We talk about how you can plan for players being unpredictable and how you can recover from them doing something completely unexpected.
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Ben and Rissa talk about bringing meaning to your scenes and items. From making the blaster your gambler is carrying mean something extra to the framing of a dead body at the start of an adventure. We have ideas and tips for bringing your players into being more descriptive and making those descriptions matter.
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Ben and Rissa talk about the differences in approach that character driven and plot driven campaigns can take and are generated for your players.
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We start talking about the different sorts of force traditions there are from the Gand Findsmen to the Dathomiri Witches and try to come up with ways to make it matter in your game.
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Disciples of Harmony – Page 79
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We talk about finding the stories that specializations want to tell and learning to find the ones that are there and not always forcing our own onto the career and specializations.
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Ben, Rissa, and Leslie were talking about the absolute cheese that is in Star Wars and related products, how it’s baked into the essence of it, and discuss many ways to add it in and vectors to add some tension breaking levity to your adventures
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We talk about the players who shoot first and may remember to ask questions after they’ve looted the bodies. We get ideas on how to make the experience broader with them and how to try and how to make their actions matter to the stories you’re telling.
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Ben is getting ready to run Mask of the Pirate Queen, Rissa runs a bunch of investigation and mysteries for her players. Rissa gives insights from her many adventures and what has worked and what hasn’t.
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This week we’re excited to welcome James D’amato from the One Shot Network to talk about improvisation and some strategies to make it easier at the game table when players throw you for a loop.
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A scenario that’s always hard to setup is getting player characters captured. We talk about how to make it more intuitive for the characters to be captured, how to deal with a near total party kill, and how to make it so the players get the idea to be captured ‘all on their own’
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