Advertise with Googlier.com The GM's Guide Fri, 29 May 2026 15:11:31 +0000 Fri, 29 May 2026 15:11:31 +0000 Libsyn RSSgen 1.0 https://danfelder.net/ en https://danfelder.net/ https://static.libsyn.com/p/assets/d/e/b/d/debd36477c8e30c0/dungeonguideiconv3.png The GM's Guide Dan Felder false Dan Felder minimallyexceptional@gmail.com episodic no Trail of the Behmoth is Out! Trail of the Behmoth is Out! Mon, 24 Oct 2022 01:44:15 +0000 Check out Trail of the Behemoth on Drivethru RPG!

Seamus and I go deep behind the scenes and talk about the favorite parts of the adventures we made for the system and other cool aspects you can steal for your own games.

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Check out Trail of the Behemoth on Drivethru RPG!

Seamus and I go deep behind the scenes and talk about the favorite parts of the adventures we made for the system and other cool aspects you can steal for your own games.

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I'm Releasing a Game! I'm Releasing a Game! Fri, 25 Jun 2021 16:00:00 +0000 Trail of the Behemoth is an game about hunting giant monsters, a TTRPG you can bring to a boardgame night. I'm working on it with Seamus Allen, and we're going to talk about what we're doing and when it might be finished.

I might even hand out some playtest files to listeners. If your interested, contact me on twitter @designerdanf. 

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Trail of the Behemoth is an game about hunting giant monsters, a TTRPG you can bring to a boardgame night. I'm working on it with Seamus Allen, and we're going to talk about what we're doing and when it might be finished.

I might even hand out some playtest files to listeners. If your interested, contact me on twitter @designerdanf.

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Dealing with Evil PCs (and Paladins) Dealing with Evil PCs (and Paladins) Mon, 31 May 2021 02:49:32 +0000 A listener sent me a question on how to deal with evil PCs, and how to deal with lawful-stupid paladins. I answer.

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A listener sent me a question on how to deal with evil PCs, and how to deal with lawful-stupid paladins. I answer.

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Designing Your Own RPG System (Part 3) Designing Your Own RPG System (Part 3) Fri, 07 May 2021 16:00:00 +0000 How do you identify an inherently fun mechanic anyway? What's this 'Decision Engine' thing Dan loves so much and how do you make one yourself? Listen and find out.

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How do you identify an inherently fun mechanic anyway? What's this 'Decision Engine' thing Dan loves so much and how do you make one yourself? Listen and find out.

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How to GM for New Players How to GM for New Players Sat, 01 May 2021 04:50:42 +0000 Want to run RPGs for new players? Want to get them hooked on this hobby we love? Here's how Dan does it.

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Want to run RPGs for new players? Want to get them hooked on this hobby we love? Here's how Dan does it.

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Live World Building Part 2 Live World Building Part 2 Fri, 09 Apr 2021 16:00:00 +0000 The second part of Dan and Reuben's live world building session. This time we're digging into Adventure Hooks and Sample Locations in the Necropolis.

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The second part of Dan and Reuben's live world building session. This time we're digging into Adventure Hooks and Sample Locations in the Necropolis.

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Live World Building! Live World Building! Fri, 02 Apr 2021 16:00:00 +0000 Dan and Reuben recorded a live session of their world building. They had fun recording it. Will you have fun listening to it? Let's find out.

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Dan and Reuben recorded a live session of their world building. They had fun recording it. Will you have fun listening to it? Let's find out.

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Designing Your Own RPG System (Part 2) Designing Your Own RPG System (Part 2) Fri, 26 Mar 2021 16:00:00 +0000 We didn't finish everything about this topic in one podcast? Huh, who would've thought? Game Designer Dan Felder breaks down how he starts working on a game and the common pitfalls new designers get stuck in when starting a project. 

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We didn't finish everything about this topic in one podcast? Huh, who would've thought? Game Designer Dan Felder breaks down how he starts working on a game and the common pitfalls new designers get stuck in when starting a project.

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Designing Your Own RPG System Designing Your Own RPG System Sun, 21 Mar 2021 00:57:36 +0000 I get a lot of requests to talk about designing and hacking TTRPG systems, so here we go! I make my own systems for nearly every campaign I run. It's a huge topic, so today we're going to lay the foundation. 

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I get a lot of requests to talk about designing and hacking TTRPG systems, so here we go! I make my own systems for nearly every campaign I run. It's a huge topic, so today we're going to lay the foundation.

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Content Forge - The Gardens of Ynn Content Forge - The Gardens of Ynn Mon, 15 Mar 2021 07:04:20 +0000 First example of the Content Forge, where we talk about a setting, system, or adventure we've found inspiring and pulled pieces from to use in our own games. Sometimes it'll be the royal we, but this time we're joined by Reuben Covington to talk about the whimsical and creepy Gardens of Ynn.

Check out The Gardens of Ynn

And the Gardens of Ynn Generator

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First example of the Content Forge, where we talk about a setting, system, or adventure we've found inspiring and pulled pieces from to use in our own games. Sometimes it'll be the royal we, but this time we're joined by Reuben Covington to talk about the whimsical and creepy Gardens of Ynn.

Check out The Gardens of Ynn

And the Gardens of Ynn Generator

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Boss Battles Boss Battles Fri, 12 Feb 2021 05:00:00 +0000 Designer Reuben Covington returns to chat about designing Boss Fights in TTRPGs. The two give some advice, and tell a LOT of stories about memorable boss battles they've made and played against. Feel free to steal them (like always). 

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Designer Reuben Covington returns to chat about designing Boss Fights in TTRPGs. The two give some advice, and tell a LOT of stories about memorable boss battles they've made and played against. Feel free to steal them (like always).

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Prepare to Improvise! Prepare to Improvise! Sun, 07 Feb 2021 06:35:06 +0000 Dan and guest Reuben Covington break down how to design and run Dynamic Adventures, where the GM role is treated more like a player than a job.

Link to the adventure notes: Cold-Blooded

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Dan and guest Reuben Covington break down how to design and run Dynamic Adventures, where the GM role is treated more like a player than a job. Link to the adventure notes: Cold-Blooded

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One-Page Settings One-Page Settings Sun, 07 Feb 2021 04:33:35 +0000 Prepare a full adventure setting, a full region of your world, with just a single page of notes. This format, the one-page setting, is what I use to prepare vast open worlds with diverse and interesting regions with just a little bit of work.

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Prepare a full adventure setting, a full region of your world, with just a single page of notes. This format, the one-page setting, is what I use to prepare vast open worlds with diverse and interesting regions with just a little bit of work.

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Let's Build a Sandbox! Let's Build a Sandbox! Mon, 01 Feb 2021 08:46:03 +0000 A great sandbox campaign is incredibly fun to play in, and it's a great introduction for new players. I often start new groups in sandboxes rather than carefully constructed narrative games. It's a simple pitch: Here's a fantastical wilderness filled with monsters, treasures, dungeons, and dragons. Want to go explore it?

However, while sandboxes can be a lot of fun to play in, they can be intimidating to think about building. Preparing one adventure is hard enough, how are you going to prepare dozens? In fact, I think a sandbox campaign is actually much easier to build than a linear campaign and takes me much less work to set up. There are a lot of tricks I use in my own sandbox campaigns and we're going to go through the big ones today.

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A great sandbox campaign is incredibly fun to play in, and it's a great introduction for new players. I often start new groups in sandboxes rather than carefully constructed narrative games. It's a simple pitch: Here's a fantastical wilderness filled with monsters, treasures, dungeons, and dragons. Want to go explore it?

However, while sandboxes can be a lot of fun to play in, they can be intimidating to think about building. Preparing one adventure is hard enough, how are you going to prepare dozens? In fact, I think a sandbox campaign is actually much easier to build than a linear campaign and takes me much less work to set up. There are a lot of tricks I use in my own sandbox campaigns and we're going to go through the big ones today.

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Give Players a Chance to Shine Give Players a Chance to Shine Sun, 31 Jan 2021 07:17:16 +0000 I love making combat encounters. I have a lot of advice on how to make them, but there's one point that I come back to more than any other:

Attack the players' STRENGTHS, not their weaknesses

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I love making combat encounters. I have a lot of advice on how to make them, but there's one point that I come back to more than any other:

Attack the players' STRENGTHS, not their weaknesses

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Designing Great Random Encounters Designing Great Random Encounters Sun, 31 Jan 2021 03:30:31 +0000 Random Encounters are a classic element of TTRPGs, but most aren't fun in practice. Often the table just turns up entries like "2d4 wolves" or "two gnomes are arguing about which way the nearest town is". 

Here's the secret: Random Encounters are Micro-Adventures.

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Random Encounters are a classic element of TTRPGs, but most aren't fun in practice. Often the table just turns up entries like "2d4 wolves" or "two gnomes are arguing about which way the nearest town is". Here's the secret: Random Encounters are Micro-Adventures.

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GM's Guide 36 - LIch-Disney Magic GM's Guide 36 - LIch-Disney Magic Mon, 10 Dec 2018 07:17:08 +0000 Part 2 of our epic Disney World adventure.

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Part 2 of our epic Disney World adventure.

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GM's Guide 35 - We're Going to Disney World! GM's Guide 35 - We're Going to Disney World! Sun, 05 Aug 2018 00:13:59 +0000 46:26 false full GM's Guide 34 - Lore Dungeons with Gabe! GM's Guide 34 - Lore Dungeons with Gabe! Mon, 09 Jul 2018 00:27:27 +0000 Lore Dungeons are a concept that have worked out incredibly well for my circle of gaming friends. We're talking about them. It's fun. Gabe's here too.

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Lore Dungeons are a concept that have worked out incredibly well for my circle of gaming friends. We're talking about them. It's fun. Gabe's here too.

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GM's Guide 33 - The Most Common Mistake GM's Guide 33 - The Most Common Mistake Sun, 18 Mar 2018 23:45:45 +0000 The most common mistake GM's and adventure designer's make, and how to avoid it.

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The most common mistake GM's and adventure designer's make, and how to avoid it.

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GM's Guide 32 - Plot Twists and How to Write Them GM's Guide 32 - Plot Twists and How to Write Them Sun, 06 Aug 2017 23:36:38 +0000 The GM's Guide is a podcast all about writing and game design through the lens of RPGs and how to run a great game. Today we're tackling Plot Twists, one of the most powerful and easy to misuse devices there is. We go through the five essential criteria of executing a good plot twist with examples from my own games and mass media. Sound fun? Then you're the strange type of person that I can get along with. Let's get started!

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The GM's Guide is a podcast all about writing and game design through the lens of RPGs and how to run a great game. Today we're tackling Plot Twists, one of the most powerful and easy to misuse devices there is. We go through the five essential criteria of executing a good plot twist with examples from my own games and mass media. Sound fun? Then you're the strange type of person that I can get along with. Let's get started!

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GM's Guide 31 - Building Ravenshadow's Characters GM's Guide 31 - Building Ravenshadow's Characters Mon, 03 Jul 2017 07:24:30 +0000 We apply the principles of how to create great characters and start building Ravenshadow's key NPCs.

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We apply the principles of how to create great characters and start building Ravenshadow's key NPCs.

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GM's Guide 30 - Ravenshadow Continues GM's Guide 30 - Ravenshadow Continues Sun, 21 May 2017 22:10:37 +0000 01:01:22 false full GM's Guide 29 - More Worldbuilding with Mark GM's Guide 29 - More Worldbuilding with Mark Sun, 05 Mar 2017 22:19:42 +0000 Part 2 of the great conversation with the creator of Primordia about world-building.

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Part 2 of the great conversation with the creator of Primordia about world-building.

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GM's Guide 28 - Conversation with Mark Yohalem GM's Guide 28 - Conversation with Mark Yohalem Mon, 30 Jan 2017 20:13:47 +0000 The brilliant Mark Yohalem, brilliant writer and designer of the cult classic Primordia, drops by for a chat about world building.

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The brilliant Mark Yohalem, brilliant writer and designer of the cult classic Primordia, drops by for a chat about world building.

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GM's Guide 27 - The Final Player and Destroying Writer's Block GM's Guide 27 - The Final Player and Destroying Writer's Block Sun, 22 Jan 2017 14:29:44 +0000 We establish our final adventurer's character arc, then lay out the core process I use to destroy writer's block and build the materials for my campaigns. We even start putting together a soundtrack. 

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We establish our final adventurer's character arc, then lay out the core process I use to destroy writer's block and build the materials for my campaigns. We even start putting together a soundtrack.

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The GM's Guide 26 - The Unworkable Character The GM's Guide 26 - The Unworkable Character Mon, 26 Dec 2016 09:53:12 +0000 Not all characters are easy to work with. Even the best players sometimes pitch spitballs at a GM. Chad's character was a nightmare for the campaign. While the character would be great for a novel, in an RPG it featured an unworkable inner conflict that would be a weak experience to roleplay. Worse, Chad's own joys as a roleplayer ran directly counter to my campaign's setting and theme.

Here's how we made it work.

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Not all characters are easy to work with. Even the best players sometimes pitch spitballs at a GM. Chad's character was a nightmare for the campaign. While the character would be great for a novel, in an RPG it featured an unworkable inner conflict that would be a weak experience to roleplay. Worse, Chad's own joys as a roleplayer ran directly counter to my campaign's setting and theme.

Here's how we made it work.

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The GM's Guide 25 - Building Campaigns Around Your PCs The GM's Guide 25 - Building Campaigns Around Your PCs Tue, 20 Dec 2016 09:38:58 +0000 Premade Adventures train us to build a campaign first, then figure out how to 'hook' a group of players and drag them into it. Here's how you can build a campaign where your players are truly the main characters. They aren't the random action heroes sucked into the story, they belong here. It's their story. The results can be absolutely extraordinary.

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Premade Adventures train us to build a campaign first, then figure out how to 'hook' a group of players and drag them into it. Here's how you can build a campaign where your players are truly the main characters. They aren't the random action heroes sucked into the story, they belong here. It's their story. The results can be absolutely extraordinary.

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GM's Guide 24 - The Triumphant Tragedy GM's Guide 24 - The Triumphant Tragedy Mon, 12 Dec 2016 00:05:55 +0000 We return to building a campaign step by step and create the core character and history of the setting's arch-villain, as well as many of the important locations we'll use throughout the campaign. In the process, we break down what makes great tragedies work and why so many inexperienced writers fail when they try to create unhappy endings.

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We return to building a campaign step by step and create the core character and history of the setting's arch-villain, as well as many of the important locations we'll use throughout the campaign. In the process, we break down what makes great tragedies work and why so many inexperienced writers fail when they try to create unhappy endings.

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GM's Guide 23 - Black Holes and Intimidation GM's Guide 23 - Black Holes and Intimidation Fri, 23 Sep 2016 16:00:00 +0000 How do you make something scary to your players, when they know they're the heroes? We develop the core concept of the camapign's key setpiece and build Ravenshadow's creative playlist.

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How do you make something scary to your players, when they know they're the heroes? We develop the core concept of the camapign's key setpiece and build Ravenshadow's creative playlist.

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GM's Guide 22 - Gothic Horror and Hallowed Ground GM's Guide 22 - Gothic Horror and Hallowed Ground Fri, 16 Sep 2016 16:00:00 +0000 We start creating the foundation of Ravenshadow's world and design a way to get the most out of our player's characters.

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We start creating the foundation of Ravenshadow's world and design a way to get the most out of our player's characters.

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The GM's Guide 21 - Michael Bay D&D The GM's Guide 21 - Michael Bay D&D Sun, 11 Sep 2016 16:03:18 +0000 The beginning of my richest stories was within the ashes of transformers style action.

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The beginning of my richest stories was within the ashes of transformers style action.

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The GM's Guide 20 - Building a New World The GM's Guide 20 - Building a New World Mon, 27 Jun 2016 22:56:13 +0000 It's time to play god.

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It's time to play god.

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The GM's Guide 19 - Bringing your World to Life The GM's Guide 19 - Bringing your World to Life Mon, 23 May 2016 15:46:50 +0000 We all have worlds we love. Let's make them feel as real as possible.

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We all have worlds we love. Let's make them feel as real as possible.

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The GM's Guide 18 - The Great Debate about PCs The GM's Guide 18 - The Great Debate about PCs Sun, 15 May 2016 20:55:21 +0000 "Why would anyone play a human fighter?" "Why would anyone ever play anything else?"

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"Why would anyone play a human fighter?" "Why would anyone ever play anything else?"

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The GM's Guide 17 - Dan Makes an Adventure The GM's Guide 17 - Dan Makes an Adventure Sun, 01 May 2016 23:16:56 +0000 Dan designs an adventure from scratch live on the podcast.

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Dan designs an adventure from scratch live on the podcast.

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The GM's Guide 16 - Villainous Practices The GM's Guide 16 - Villainous Practices Fri, 08 Apr 2016 23:00:00 +0000 Tips and tricks and example villains.

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Tips and tricks and example villains.

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The GM"s Guide 15 - Creating Great Villains The GM"s Guide 15 - Creating Great Villains Tue, 05 Apr 2016 19:27:12 +0000 Three principles go into making a great villain for a heroic campaign.

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Three principles go into making a great villain for a heroic campaign.

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The GM's Guide 14 - Traps I've Made The GM's Guide 14 - Traps I've Made Thu, 24 Mar 2016 19:23:02 +0000 Here's a bunch of traps I've made and run for my players. Feel free to introduce them to your own players.

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Here's a bunch of traps I've made and run for my players. Feel free to introduce them to your own players.

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The GM's Guide 13 - Puzzles and Traps The GM's Guide 13 - Puzzles and Traps Sat, 20 Feb 2016 19:03:29 +0000 Traps have a huge history in RPGs and they're a MOUNTAIN of missed opportunity.

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Traps have a huge history in RPGs and they're a MOUNTAIN of missed opportunity.

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The GM's Guide 12 - Adventure Deep Dive The GM's Guide 12 - Adventure Deep Dive Sat, 13 Feb 2016 19:41:57 +0000 Dan takes apart some of his adventures to show how they work. It's also an example for how Climactic Event Structure and Four Act Adventure Structure work in practice. Feel free to take any of these ideas for your home games.

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Dan takes apart some of his adventures to show how they work. It's also an example for how Climactic Event Structure and Four Act Adventure Structure work in practice. Feel free to take any of these ideas for your home games.

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The GM's Guide 11 - Dungeon Design The GM's Guide 11 - Dungeon Design Sat, 06 Feb 2016 01:35:28 +0000 When new GM's ask me for advice on how to build a great dungeon, this is the foundation of it all.

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When new GM's ask me for advice on how to build a great dungeon, this is the foundation of it all.

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The GM's Guide 10 - Four-Act Adventures The GM's Guide 10 - Four-Act Adventures Thu, 28 Jan 2016 17:49:25 +0000 When new GM's ask me how to create great adventures, this is what I go through first. No, it's not the hero's journey.

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When new GM's ask me how to create great adventures, this is what I go through first. No, it's not the hero's journey.

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The GM's Guide 9 - Story Structure The GM's Guide 9 - Story Structure Thu, 21 Jan 2016 19:46:31 +0000 We're back! Story Structure is one of my favorite topics and I've spent more time studying it than probably anything else. If there's anything I can give to new GM's to help them set up great adventures, it's this basic Story Event Structure.

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We're back! Story Structure is one of my favorite topics and I've spent more time studying it than probably anything else. If there's anything I can give to new GM's to help them set up great adventures, it's this basic Story Event Structure.

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The GM's Guide 8 - High Difficulty, The Epic Finale! The GM's Guide 8 - High Difficulty, The Epic Finale! Fri, 25 Dec 2015 19:46:42 +0000 It's The GM's Guide's Christmas gift: The third and final installment of the epic difficulty trilogy!  Today we dig into the secret of weaving in the benefits of high difficulty adventure design into any campaign, while sidestepping the problems that sometimes pop up. We also answer some listener questions. It's good stuff.

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It's The GM's Guide's Christmas gift: The third and final installment of the epic difficulty trilogy! Today we dig into the secret of weaving in the benefits of high difficulty adventure design into any campaign, while sidestepping the problems that sometimes pop up. We also answer some listener questions. It's good stuff.

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The GM's Guide 7 - High Difficulty is Still Awesome The GM's Guide 7 - High Difficulty is Still Awesome Thu, 17 Dec 2015 17:00:00 +0000 One podcast wasn't enough. Today we dig further into why High Difficulty is the sonic screwdriver of rpg adventure design and how to implement it successfully into a campaign.

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One podcast wasn't enough. Today we dig further into why High Difficulty is the sonic screwdriver of rpg adventure design and how to implement it successfully into a campaign.

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The GM's Guide 6 - Why High Difficulty is Awesome The GM's Guide 6 - Why High Difficulty is Awesome Sun, 13 Dec 2015 01:26:12 +0000 High Difficulty is the sonic screwdriver of RPG design. While not technically necessary, it does SO many things, comes with SO many advantages to make your games extremely difficult that I can barely imagine a running a game without it.

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High Difficulty is the sonic screwdriver of RPG design. While not technically necessary, it does SO many things, comes with SO many advantages to make your games extremely difficult that I can barely imagine a running a game without it.

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The GM's Guide 5 - Environment of a Battle The GM's Guide 5 - Environment of a Battle Sat, 05 Dec 2015 01:07:38 +0000 Don't set your encounter in an empty box. 

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Don't set your encounter in an empty box.

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The GM's Guide 4 - Combat Encounters The GM's Guide 4 - Combat Encounters Thu, 26 Nov 2015 17:00:00 +0000 Why does D&D's own Creative Manager include "Throw out what the rulebooks say about building encounters" in his advice to new DMs? Because the rulebooks have been leading us wrong for years. Tune in to find out how you can shake things up and make your players scream. Whether it's in delight or terror is up to you.

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Why does D&D's own Creative Manager include "Throw out what the rulebooks say about building encounters" in his advice to new DMs? Because the rulebooks have been leading us wrong for years. Tune in to find out how you can shake things up and make your players scream. Whether it's in delight or terror is up to you.

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The GM's Guide 3 - Creating Awesome NPCs The GM's Guide 3 - Creating Awesome NPCs Thu, 19 Nov 2015 20:37:45 +0000 DMs have to create tons of characters to fill their world. Here's how to make them interesting and memorable.

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DMs have to create tons of characters to fill their world. Here's how to make them interesting and memorable.

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The GM's Guide 2 - Derailing Part 2 The GM's Guide 2 - Derailing Part 2 Tue, 17 Nov 2015 19:41:03 +0000 Players want meaningful choices that determine what happens in their adventures. Here's how you can add them to your game without needing to create lots of extra content.

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Players want meaningful choices that determine what happens in their adventures. Here's how you can add them to your game without needing to create lots of extra content.

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The GM's Guide 1 - Derailing The GM's Guide 1 - Derailing Tue, 17 Nov 2015 18:43:44 +0000 The Dungeon Master's Guide provides useful and practical advice on how to deal with a DM's greatest challenges. In the process, we learn about game design. It's as awesome as it sounds.

Derailing is like any crime, it needs motive and opportunity. Here's how to solve it.

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The Dungeon Master's Guide provides useful and practical advice on how to deal with a DM's greatest challenges. In the process, we learn about game design. It's as awesome as it sounds.Derailing is like any crime, it needs motive and opportunity. Here's how to solve it.

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