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Jun 30

Episode 103

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With your hosts, Mike and Liz! This week, there is hardly a geeky week, Liz talks about becoming a better player and how to manage that, Mike talks about incorporating free-form roleplaying systems into your current game and finally we take to the high seas in our Idea brewing! We design a ship, or more accurately what is on the ship and the kind of adventures you can have there!

 

Geeky Week!

  • Due to the GM being busy, no Mage this week, or next week!

  • The last of us…. oooohhh!

  • Hellmouth High Fiasco via Google Hangouts!

 

News

Liz’s Topic

This week Liz talks about how to spot if you are a bad player, and how you can fix it! Liz takes an inward look at some of her terrible player habits and comes up with solutions on how she will fix it in the future.

Mike’s Topic

Mike discusses incorporating “Story Game” (Fiasco, Hell 4 Leather) ideas into standard RPGs.

Group Topic

Idea brewing continues! This week we are taking to the Seven Seas and brewing ideas about a Sailing ship! We explore the fun that can be had and the adventures you can have while trying to get to your next destination!

Outros

3 comments

  1. KiloGex

    I really like the idea of bringing the players into the storytelling and world building of a campaign, and even into each encounter. I actually use something similar in a Skype game that I run, where I give the players a very general concept of their surroundings – “you’re in a library” for instance – and then just list a few things that are around them – “there is a long table, several bookshelves with books, and a set of shelves with writing implements” – just to give a very brief concept. At that point (as you’ve said) if a player says something along the lines of “are there chairs” or “are their lamps” then you say yes.

    Something I haven’t had a chance to implement yet but am looking forward to is actually having each player tell you something that their character sees in their vicinity. This makes the players think a little more about the area that they’re in and will force their brains, even subconsciously, to say “I’ve seen that object, so now I can and should interact with it.” It then gives the player something else to think about other than the enemy directly in front of them.

  2. Grant Sensei

    In our long-running campaign there was a long passage of before the next major plot point. So our GM Matt gave us control over what kind of scene we wanted our characters to have. He started the session with us marching to a big battle, then during the session we would flash back to our individual scene. The rest of the PC players either playing their own characters or other NPCs where relevant.

    If you want to know more about that, you can hear all about it at the start of episode 3 of Dicing with Design podcast (Plug!)

    1. Jesse

      That sounds pretty awesome, and I absolutely did fall for your plug! /subscribed

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