Afleveringen
-
Books, movies, and television shows benefit from one major advantage: the entire story is planned before the audience experiences it. D&D campaigns don't have that luxury.
Players miss clues, chase unexpected leads, ignore carefully crafted plot hooks, and sometimes decide that the villain's plan sounds surprisingly reasonable. As a result, even the most carefully prepared campaign can become a tangled web of stories, side quests, and unanswered questions.
In this episode, Tony, Chris, and Dave tackle a question that arose during Chris's ongoing Lord of the Rings campaign: How important is it for every plot thread, mystery, and adventure to fit together into a perfectly coherent story?
Along the way, the Wise DMs explore the balance between narrative consistency and table enjoyment, discuss when loose ends are worth tying up, and ask a fundamental question: Is it more important for your campaign to make senseâor for everyone at the table to have fun?
1:37 Our congratulations to The New York Knicks and New York city!
3:22 DM Chrisâ question regarding his Middle-Earth campaign.
4:48 Continuity is important.
5:58 DM with a Day Jobâs YouTube video: Stop Connecting Everything!
7:30 This question can change when youâre playing in worlds like Middle-Earth.
9:05 âSometimes a tomb is just a tomb.â Not everything is a reveal.
11:05 Some campaigns are one long, epic adventure: LOTR and Dragonlance.
12:30 Our discussion of the factions and innerworkings of Moria.
15:30 You donât have to explain anything until you have to explain it.
20:15 Frequency of Play.
22:58 Your players are focused more on explaining their characters rather than explaining the adventure.
25:00 Lore heavy campaigns.
26:54 The evolution of storytelling in TTRPGs.
29:48 Paying homage to well-loved properties.
32:23 The longer you have between sessions, the more your mind will find all the âplot holes.â
36:35 Final Thoughts.
-
Some listener questions come in and just HAVE to be answered. This was the case with a question that came in from longtime friend of the show, Dr. DM himself, Jason. His sonâs school D&D club was planning a seriously epic finale to multiple campaign tables in a stupendous one-shot. Everything was gong well until the head DM brought their BBEG⊠weâll let Jason tell you the rest.
In this episode, Tony, Chris, and Dave sit down to discuss what makes a good finale, a good BBEG, and best practices for collaborating with multiple DMs. Not surprisingly, it always comes down to communication.
1:50 Dr. DMâs question about an insane BBEG for his sonâs school D&D Club Finale.
7:00 The concept of the finale game sounds AWESOME! But if youâre doing a collaboration, you have to collaborate.
8:45 Benchmarking when creating homebrewed monsters.
10:00 The BBEG should matter in each of the separate campaigns storylines.
11:05 In our Curse of Strahd finale, the players mowed through 2000 hit points in a session⊠thatâs still 128,000 to go.
14:25 Monsters arenât just bags of hit points to soak up damage.
20:30 With collaborative storytelling, keep lines of communication open.
22:15 Encounters and finales are meant to be challenging and epic⊠not impossible. Make it so that they have to really think their way through the encounter, not just swing their biggest attack every time.
30:05 In the end, itâs always about communication around the table and behind the screen.
31:55 What is the theme and story for the finale?
34:15 âAppropriately-Sized Encounters.â If there is no win condition, then youâre just whipping on your players.
37:35 A finale, even if it spans different worlds, should matter to the players in each of their individual campaigns as well.
40:15 A campaign that wipes in a TPK isnât necessarily as cool as you think it might be.
43:00 Final Thoughts.
-
Zijn er afleveringen die ontbreken?
-
Birthday games are 3WDs specialty⊠and it has now begun to grow. New DMs are joining in on the fun and running new, unique, and exciting games in all types of systems and taking on the challenge of one-upping the Wise DMs.
In this episode, Tony, Chris, and Dave sit down with returning guests, Bonnie and Elizabeth, to review, unpack, and discuss the steps they took to take a one-off Call of Cthulhu investigation from last year and transform it into a massive 9-player adventure that spanned both Call of Cthulhu and D&D!
For anyone that has ever thought of mashing systems and players together⊠this is the episode for you!
2:00 The 3 Wise DMs review the overall experience.
3:45 Our Guest DMs, Bonnie and Elizabeth, provide the high overview of approaching a large adventure combining 2 separate systems.
9:35 The inciting incident for our current Investigation.
16:15 Providing spotlight for all the characters.
19:05 The power of narrative-focused TTRPGs.
22:38 Time management in one-shots.
30:50 Developing a mystery that will allow the players to discover it and NOT blow your clock budget.
36:40 Bringing the tables back together for the finale and the âPsychology of the Sheet.â
50:05 Final Thoughts.
-
Recently, Matt Colville of the Running the Game YouTube series and author of the new Draw Steel TTRPG, discussed the concept of âDM Style.â With someone who has been involved in all things tabletop for over 40 years, you would think that he would believe in developing a DM Style. However, his hot take was that he wasnât sure there even was such a thing.
In this episode, Tony, Chris, and Dave sit down to discuss DM Style: Is it a thing and, if so, what are the things that make it up. Along the way, we discuss how to take all these lists and types of DM Styles and make them work for you in putting together a better game.
2:55 The flip side of the coin to Episode 7: The Eight Player Types.
3:22 The first issue with DM Style: It probably changes with the group youâre running for.
4:30 Lists can be helpful if they are prescriptive â not just descriptive.
6:15 DM Style is a lot like Personality Tests: youâre a mixture of all the different metrics that keeps changing.
9:55 DM Tony takes some inspiration from his MBA Program âBack in the DayâŠâ
15:00 Management âstylesâ read more like DM Style metrics: Autocrat, Laissez-Faire, Democratic, Collaborative, Inspirational, Strategic, Results-Oriented.
18:00 The idea of âDM Signatureâ as opposed to âDM Style.â
20:00 These metrics, or dials, are always being adjusted â even in real-time during the game.
22:15 DM Chrisâ 5 Metrics: Rules, Story Focus, Session Style, Prep, and Conversation Style.
25:15 Does âDM Styleâ change with the system youâre running?
27:15 The DMs character: the World. We return to the 8 Player Types.
37:07 âAre You Not Entertained?â Fun Gameplay supersedes rules, styles, and the like.
40:45 Final Thoughts.
-
Maybe youâve run some one-shots or even multi-night campaigns. But now youâve made the decision to run a long-term campaign for many levels â maybe all the way to 20th. How do you make the jump? What do you need to know that will make the transition seamless? What are the differences between running a single session and many sessions that tell an epic, massive story?
In this episode, Tony, Chris, and Dave sit down with our recurring special guest and player â the Monster Wrangler himself, Matt! Along the way, we discuss the tips, tricks, and pitfalls to making the jump to running a whole campaign.
For all you new DMs, check out Episodes 29, 90, and 113 for more tips!
4:00 What made Matt want to take it to the next level?
6:40 Mattâs next level of immersive play: costume changes!
8:30 What are you going to run? Homebrew? Published? What made Matt want to run Tyranny of Dragons?
10:15 Tip #1: Published material is just information: use what you want.
14:10 Tip#2: Balance out the stronger and weaker play styles.
15:10 How to go forward when you have to have actions and consequences affect later sessions?
20:38 Tip #3: How the make-up of your table will affect how you run the campaign.
23:30 Tip #4: Let what the players offer to you about their character guide the campaign.
26:55 What did Matt take away from the first session?
30:00 Finding inspiration for the adventure hook and introduction.
31:50 The consistent lack of good adventure hooks in the early 5e campaigns.
33:50 How do you make a general campaign unique? Answer: The Players.
36:30 Where do we go from here? Weaving the sessions together.
42:20 Tip #5: Not every session will start as exciting as a dragon attack and thatâs okay.
43:15 Tip #6: âI wouldnât have changed anything.â DM Matt reveals the best tip. You didnât mess up or ruin anything. Donât carry things with you into the next session.
45:25 Final Thoughts.
-
Over the course of twelve episodes, we have enlisted the help of all our listeners to create the first-ever crowdsourced and collaborative campaign setting â what we call Boomtown!
In this episode, Tony, Chris, and Dave sit down to reveal the end of this very successful experiment⊠well, maybe not the end, but a very solid foundation from which to launch Boomtown.
For anyone who is new to the podcast, as well as for all the listeners that have helped us craft it, this episode puts it all into perspective and wraps it with a nice bow. Stay tuned for next steps!
1:50 Boomtown is here!
3:25 Boomtown is one of the few western settings available to set your 5e campaign in.
8:15 The Trivium, our Romanesque totalitarian Regime to the east of Boomtown.
14:00 Your starting Boomtown: Gallow Springs!
17:45 Our specific Economic Mechanics to make resource management matter in Boomtown.
25:45 Guns! How the idea of firearms really forced some mechanical and philosophical choices.
30:30 We nail down Unarmored Defense for all classes.
35:45 Making Critical Failures Matter â Misfires.
36:55 Our updated Skills for Boomtown.
39:15 Your starter adventuring party in Gallow Springs!
42:25 Our updates to magic that make it special and unique in Boomtown: Prophets and Technology.
46:15 Final Thoughts.
-
Youâve seen the trailer. You saw the #MinisMonday post⊠Tonyâs birthday game where Chris and Dave teamed up to run our group through a tabletop wargame in our own custom Marvel Universe of 6-1-SHIT, where the heroes were brought to Battleplanet to fight the SECRET WARS!
In this episode, Tony, Chris, and Dave sit down to discuss the good, the bad, and the ugly of our custom, simplified, Heroclix system that allowed for a game that reflected the scope of the Secret Wars: The Avengers, The Fantastic Four, The X-Men, The Heroes of Hells Kitchen, and our homebrewed heroes as they fought the Brotherhood of Evil Mutants, The Masters of Evil, Doctor Doom, Ultron, and Galactus!
This is another in the long line of adapting wargaming to your table, regardless of your experience!
3:00 DM Chris provides the background for the game.
7:55 DM Tonyâs initial reaction to the game.
10:00 The difficulty with introducing wargaming into your games and how to simplify it for everyone to enjoy.
14:45 We start breaking down the mechanics and set-up of the game.
18:43 The benefits of co-DMing.
21:50 An easy system to adapt to any table and any game.
30:20 A run through of the basic mechanics and set-up. We use Captain America as our example.
36:10 We discuss the difficulty of integrating our Journey System into the game.
43:22 Final Thoughts.
-
One of the easiest ways to make your campaign and your setting feel real, immersive, and unique is by taking away the certitude that magic is always going to act the same way. This mysterious, world-altering energy should not ever be completely understood by your characters, as the discovery of it is a big part of the fun.
In this episode, Tony, Chris, and Dave sit down to respond to a listener question about their homebrewed idea of making magic work differently in different areas of their world. They ask how we might approach it in our ever-growing, crowdsourced Boomtown campaign setting.
1:35 Our listener question from The OMG Father, Wyman!
3:15 Simple ways to approach making magic change, altering Difficulty Classes and Damage output.
4:15 DM Chris harkens back to the Green Lantern Corps and leans into our use of Components as trackable resources.
6:05 How DM Dave altered magic in the world in our recent Dragonlance campaign.
8:05 Making the zones of magic random, and DM Chrisâ concern of specifically targeting arcane casters.
10:25 Motivating players to adventure by seeking tech.
12:12 Employing more narratively focused elements by having the player and DM work together to create something new.
16:45 Leaning into the resource management for spellcasting.
21:45 Allowing the tech to be utilized by any character. A Gunslinger with a Staff of Healing? Why not?
25:25 Good stories come from the characters having to struggle. Always beating the monsters is fun in a one-shot, but makes for a really boring campaign.
26:35 DM Tony asks what the tech looks like in Boomtown?
31:10 Charging up mundane tech⊠the Battery of the planet Oa and bringing in a usable Craft Item skill.
35:50 Final Thoughts.
-
We continue to build upon Boomtown - our real-time worldbuilding experiment - armed with the comments of our listeners.
Having been playing through the Lord of the Rings Roleplaying Game, weâve experienced firsthand how alterations to the classes available for players really helps to lend a unique and immersive quality to the campaign setting â setting it apart from all others.
In this episode, Tony, Chris, and Dave sit down to discuss the class that is most effected by the inciting incident of Boomtown â namely, that arcane magic is derived from ancient technology being recovered in the Wastes. We take him from 1st to 3rd level and, along the way, discuss the changes that reflect our weird west setting. Make sure to Join the Conversation!
3:50 Naming our western Wizard.
5:55 Do we rename the Wizard class like we changed Clerics to Prophets?
7:55 We continue to nail down the idea that all classes receive Unarmored Defense.
13:30 The idea behind low hit points for Wizards.
16:05 Our customized Saving Throws.
17:20 The all-important stat rolls.
20:30 The changes to our Skill list.
23:00 What do we mean when the technology is âwarpingâ
people?
25:00 The Component Pouch.
30:45 One last Frontier Pack and his starting equipment.
33:45 We delve into how spellcasting works and some changes to make the Wizard preparing spells.
45:30 Do Schools of Magic make sense in Boomtown? The idea of Wizards taking a Technology Path.
53:15 Our 3rd Level Engineer!
54:05 Final Thoughts.
-
We continue to build upon Boomtown - our real-time worldbuilding experiment - armed with the comments of our listeners.
Having been playing through the Lord of the Rings Roleplaying Game, weâve experienced firsthand how alterations to the classes available for players really helps to lend a unique and immersive quality to the campaign setting â setting it apart from all others.
In this episode, Tony, Chris, and Dave sit down to discuss Clerics in a world where all the magic that is known seems to be technologically-based. We take them from 1st to 3rd level and, along the way, discuss the changes that reflect our weird west setting. Make sure to Join the Conversation!
4:00 The Name! Always start with the name. Introducing Sister Mercy Cain.
5:30 Renaming the Cleric: The Prophet Class.
7:20 Rolling Mercyâs stats.
10:50 Customizing Saving Throws.
13:30 A short step back into Sneak Attack and finesse weapons in regards to Firearms.
16:50 No Plate Mail in the western setting - Unarmored Defense for all classes.
21:12 Skills and a discussion on a Preach skill instead of Religion.
28:00 Everyone gets a Frontier Pack! Building out equipment and weapons.
34:30 We begin to discuss spellcasting for the Prophet class â 3 separate ideas.
42:50 Leveling Sister Mercy to 2nd level and our discussion on Channel Divinity, Domains, and Deities.
53:00 Our 3rd Level Prophet!
53:30 Final Thoughts.
-
We continue to drive down deeper into our real-time worldbuilding experiment armed with the comments of our listeners.
Having been playing through the Lord of the Rings Roleplaying Game, weâve experienced firsthand how alterations to the classes available for players really helps to lend a unique and immersive quality to the campaign setting â setting it apart from all others.
In this episode, Tony, Chris, and Dave sit down to discuss what a Rogue would look like in our Boomtown campaign setting. We take him from 1st to 3rd level and, along the way, discuss the changes that reflect our weird west setting. Make sure to Join the Conversation!
3:03 What do we call the class? Rogue, Thief, Outlaw, Bandit?
3:55 Wait, what is this characterâs name?
4:35 DM Tony comes up with an interesting change for Saving Throw proficiencies.
8:50 DM Chris comes through with John âMaverickâ East!
9:45 John Eastâs stat roll out.
11:40 The idea of bringing in Unarmored Defense into the world for everyone.
14:30 What are his stats? A 6 in Wisdom?!?
20:25 We put our customizable Saving Throw proficiencies into play.
21:50 Maverickâs skills.
25:00 What equipment and weaponry does a Rogue start with in Boomtown?
26:00 DM Chris introduces the idea of the demolitions expert.
29:40 We begin discussing the Rogue Features as we level John East up.
33:25 The Rogue Superpower: Sneak Attack.
46:45 Rogue Archetypes.
50:51 Final Thoughts.
-
We continue to drive down deeper into our real-time worldbuilding experiment armed with the comments of our listeners.
Having been playing through the Lord of the Rings Roleplaying Game, weâve experienced firsthand how alterations to the classes available for players really helps to lend a unique and immersive quality to the campaign setting â setting it apart from all others.
In this episode, Tony, Chris, and Dave sit down to build the most classic D&D class, the Fighter, in our Boomtown campaign setting. We take him from 1st to 3rd level and, along the way, discuss the changes that reflect our weird west setting. Make sure to Join the Conversation!
3:28 1st level, first things first⊠whatâs their name?
4:10 Rolling out Rolandâs stats.
6:00 Saving Throws and Proficiencies.
8:20 Six-shooters and Leather Dusters⊠cowboys didnât have full plate armor.
10:50 The Frontier Pack.
11:30 Assigning Rolandâs attributes.
16:00 Two changes to the skills list in Boomtown.
26:45 Equipment and weapons.
29:45 Fighting Styles.
40:20 2nd Level⊠we add to Action Surge.
46:15 3rd Level⊠the Martial Archetypes of Boomtown.
54:10 Final Thoughts.
-
We continue to drive down deeper into our real-time worldbuilding experiment armed with the comments of our listeners.
One of the best things you can build for your campaign to feel real and immersive is by creating factions. Groups and organizations that have their own motives and goals that are distinct from the players. This creates inciting incidents, backstory fodder, and moving parts that conflict with the characters and create impetus for adventure.
In this episode, Tony, Chris, and Dave finally begin discussing the biggest faction, and the inciting incident for the Boomtown setting, the shadowy conglomerate from the east coast of the world that is the driving force behind gathering the newly discovered ancient magical technology. Make sure to Join the Conversation!
4:05 We begin with some possible ways this conglomerate might be formed and their motives.
6:45 Itâs important to create the floor for the overall campaign setting.
10:00 The concept of the theocracy of the âDivine Stateâ begins to take shape.
12:35 The main fulcrum of your campaign setting. DM Dave posits the struggle between religion and faith.
17:50 The beginning of the idea of the conglomerate as a âTriumvirateâ: Religion, Commerce, and Military.
21:24 The need for a break in time in history: The Cataclysm, The Calamity, The Doom of Valyria, etc.
23:50 The internal struggles of the Triumvirate create more adventure hooks.
25:10 Factions that develop because of opposition to the Triumvirate.
35:45 Answering who these other factions are changes the campaign setting: Technological Magic vs Inherent Magic and Power.
40:25 The Triumvirate is human-centric. Boomtowns are plural societies.
6:35 Final Thoughts.
-
We continue to drive down deeper into our real-time worldbuilding experiment armed with the comments of our listeners.
Science fiction writer, Arthur C. Clarke formulated three adages known as Clarkeâs Laws that he expounded on in his writings. The third of these is the most famous, âAny sufficiently advanced technology is indistinguishable from magic.â
In this episode, Tony, Chris, and Dave begin to unpack this idea of ancient technology being what makes magic in the ever-evolving, crowdsourced Boomtown Campaign Setting. Make sure to Join the Conversation!
0:24 DM Daveâs audio homage to the famous âslapbackâ effect of Sam Philipsâ Sun Studios.
4:33 The current state of technological advancement in Boomtown.
6:40 How much magic is discovered at 1st level? Where is the floor for magic in the campaign setting?
10:15 Magic is being used to build and power the world.
11:25 We love the idea of Masterwork and Weapons of Quality handling anything that is +1.
15:30 What can you find in a general Boomtown? How damaging are run-of-the-mill firearms?
16:30 Leaning into the idea of Misfires and Wild Magic. We also discuss adjusting Attunement.
33:00 Building and creating magic â giving agency to the players in rediscovering magic.
40:50 Flaws ands vulnerabilities in the characters and the world are what make the greatest stories.
41:45 Final Thoughts.
-
We continue to drive down deeper into our real-time worldbuilding experiment armed with the comments of our listeners.
In this episode, Tony, Chris, and Dave return to the conversation started in Episode 174 and begin to build out the town that will be the start of most adventures in our Boomtown Campaign Setting. Make sure to Join the Conversation!
1:55 Where are we now? We asked, you answered! Boomtown #1 is known as Gallow Springs!
3:40 Whatâs in our border town?
6:05 Whatâs NOT in the town? Religion and Churches, per our last episode.
9:35 Our archetype for Boomtown was Wyatt Earpâs Tombstone. So, what was actually there at the time?
12:15 Name the 110 saloons!
12:35 How small is a small town? Between Hommlet and Waterdeep.
16:10 The split between Uptown and Downtown and the Law.
19:55 The point of the Boomtowns: Recovering Tech â our âGold Rush.â
22:06 Dueling and Gunfights: How Lawless is Gallow Springs?
29:30 The Haves and the Have Nots: The rich get richer!
31:00 Buying Magic in Gallow Springs?
38:50 Final Thoughts.
-
We continue to drive down deeper into our real-time worldbuilding experiment armed with the comments of our listeners.
In this episode, Tony, Chris, and Dave finish out the discussion of how magic will work in our crowdsourced âBoomtownâ campaign setting by asking âWhere does divine magic come from?â Make sure to Join the Conversation!
1:40 âWhere Are We Nowâ: the Boomtown campaign setting, as it currently stands.
5:20 Discovering the Lost Gods?
6:00 Will this be monotheistic or polytheistic? What about the Cleric Domains?
10:00 Could Divine Magic be just advanced forms of technology or Artificial Intelligence?
13:45 #FightForTheColonyShip
14:45 One God: Many Names.
16:50 What does this tech-based magic look like compared to the ordinary folk?
20:30 How does religion fit into this world?
29:45 The struggle between the Corporations, the Prophets, and the Boomtowns.
40:45 Final Thoughts.
-
We continue to drive down deeper into our real-time worldbuilding experiment armed with the comments of our listeners.
In this episode, Tony, Chris, and Dave begin to ask the most basic question when building a town: why is the town there? In our D&D Tombstone idea, we realize the short answer is money. And what drives that money? Magic. Make sure to join the conversation as we build a Wonderful World with our 3WD community!
2:25 The âElevator Pitchâ for our new campaign setting.
4:05 Review our discussion of magic.
9:06 Our Sci-Fi, D&D Tombstone.
10:50 Why do towns exist? The short answer: money.
14:55 Economy, commerce, and the Gold Piece Problem.
17:40 Power, Influence, Money, and your Standard of Living
23:50 Magic is a memory. The adventure is in rediscovering it.
29:35 Leveling magic differently to play to the setting?
40:15 Final Thoughts.
-
Following on the heels of our last episode, we drive down deeper into our continued exploration of real-time worldbuilding armed with the comments of our listeners.
In this episode, Tony, Chris, and Dave discuss how magic might work in this new world, how the environment helps to create the setting, and stumble into an idea for a setting that has us really excited. Make sure to join the conversation as we build a Wonderful World with our 3WD community!
2:20 We asked and you answered: A Brand New World!
6:40 A little context for this experiment: we really just want to see how we all might come together to build a new world and setting.
7:55: Magic: How it works and how we might make it special.
15:00 DM Dave really loves the idea of a colony shipâŠ
17:55 Our first big change in this setting: we remove the Wizard class entirely.
19:55 What is the environment that we find in this new world and setting?
21:55 We drive down more to the area that the adventurerâs will encounter first.
26:15 The idea for our overall setting starts to take shape: D&D and Sci-Fi meet Tombstone!
34:20 Final Thoughts.
-
Worldbuilding. Itâs one of the most talked about aspects of running TTRPGs, as it is the sandbox into which you will throw your party to adventure in. Weâve talked about tips and tricks in past episodes and articles, and have come down on both sides of the debate surrounding how much to do with a focus totally on your specific table and party.
However, in this episode, Tony, Chris, and Dave have decided to become a bit more involved with a new experiment that we cooked up.
Something that has never been done on 3WD before â weâre going to start building a new world live! In real time, we begin asking the questions that will shape our new creation.
As this is a show by DMs for DMs, weâre adding another aspect. YOU! Weâre asking you to share in the brainstorm and offer ideas. So, tune in now as 3WD starts building a whole new world!
1:40 Introduction of our new experiment. Reach out to [email protected] with your ideas and votes!
3:40 Low Fantasy? High Fantasy? Low Magic? High Magic? What do we mean by this.
7:40 Is our world completely new or a version of Earth (i.e. Middle Earth, The Dying Earth, Shannara)?
9:50 DM Tonyâs idea of âHigh Magicâ â a return to Greyhawk.
11:50 The concept of âstarting small.â
13:35 What type of story does this world support? And can a world support ANY story?
16:35 Building a world that was our Earth (at some point) lends a sense of familiarity when youâre building your new world.
18:40 Towns? Cities? States? Kingdoms?
22:53 The archetypes and Tropes of stories. We ALL steal.
28:30 People will eventually congregate. The history of the world canât always be âMad Maxâ.
31:35 Looking to history.
36:00 Final Thoughts.
-
Movies. TV series. Books. Other DMs running games. There are a multitude of sources that provide fodder for our imagination in developing cool ideas that we want to play with in our own games. But how many ideas are TOO MANY ideas? Can you have too many ideas?
In this episode, Tony, Chris, and Dave sit down to answer a listener question from our âCo-DMâ Dr. DM (Jason) where he asks the question âIf faced with an abundance of ideas, how would each of you decide which things to insert and which to hold onto for later?â
4:05 What is your table like and what is your frequency of play?
5:15 Bring the ideas that have been really fleshed out that fit the campaign.
6:24 Bring the ideas that you would want to have at the table when YOUâRE playing.
8:20 Use the ideas that are player-centric first.
10:30 Write your ideas down and sit with them. If they still look good with time, use it.
12:45 Use ideas that fit your campaign setting and world.
13:50 The collaborative story youâre building will tell you what ideas will work best: The Sword of Power.
19:20 Just like Lore Tolerance, there is Idea Tolerance. Feed it through your players.
26:40 Our tangent into how 5e strength with lifting things can get unwieldy.
35:23 Final Thoughts.
- Laat meer zien