Join Vince and R2 as they discuss the perfect length for a campaign. What is the perfect platonic form for a campaign in terms of speed of levels and length of the campaign? So many campaigns start strong and then sputter out in just a few levels. Does anyone actually get their characters to level 18 naturally? Why is all the cool stuff something no one ever plays? All of this and less will be discussed within!
Join Vince and R2 as they get into the nitty and the gritty. Vince and R2 are breaking down the minutiea of time keeping, ammunition tracking, and all the other little details of character’s lives that are best ignored. Or maybe we should all start tracking when our characters go to the bathroom. All of this and (hopefully) less, will be discussed within.
We’re back! After a long Holiday break, Vince and R2 are back discussing distractions at the table. What exactly are distractions at the table? How has the modern world made gaming so much worse at the same time its made gaming so much better? How do you actually get your players to dial in and pay attention? All of this and less will be discussed within!
Join Vince & R2 as they speak about what it takes to prep for a campaign. This activitiy is full of so many pitfalls and fills GMs with dread. Some prepare too much, others prepare too little, but wht is the goldilocks zone for your campaign preperation? All of this and less will be revealed within.
Join Vince and Ryan as they discuss the pesky nature of Lore and talk, well, what is it good for anyway? It’s not absolutely nothing. Ryan and Vince discuss the different types of lore and what PCs should start the game knowing and how they should go about learning more. Hope you enjoy!
Join Vince and R2 as they sit down to discuss the wonderful, magical, weird world of Planescape. This setting is one of the all time greatest settings ever created for D&D but it has languished for many years. Between it’s incredible art, imaginative story-telling and compelling personas, they couldn’t be more excited about it’s return to D&D in the modern age.
Join Vince & R2 as they break down the history of Eurocentric fantasy and the tropes involved therein. Much of fantasy history, going back to the Lord of the Rings has a very eurocentric lens. Vince & R2 talk about when this trope is bad, when its good and when its neither. The also talk about other options and the variations they would like to see in the Fantasy worlds and games of the future.
Join Vince and R2 as they take you through what exactly a table break is and how to avoid them. They also share some stories of their worst (and best) table breaks. The social contract at the table is always the toughest part of any RPG session - they talk about where to steer into the curve and how to avoid a spin out as well as break dancing in general. All of this and less is discussed within.
Join Vince and his new cohost R2 as they break down Session Zero. They talk about the importance of having this pre-campaign session, for new and old groups alike. They also cover the topics to discuss, why this matters, and of course, 18th century polish noble politics. All of this and less will be discussed within.
Join Vince & Travis as they break down Starvation & Thirst in games. This old saw can be a central feature of some worlds and shoe-horned often in places it doesn’t below. How can you best use the environment as an enemy? What types of games are best for this sort of mechanic? How can you implement and play with these rules without it becoming tedious. All of this and less will be answered within.
Join Vince & Travis as they decide that they will never be royals, but they could play one in the game. Why are PCs so rarely of royal blood? How should PCs interact with royalty in the game? What is royalty to wandering mercenaries? All of this and less will be explored within.
Join Vince & Travis as they break down the Knowledge Problem. The Knowledge Problem is what happens when you as a player learnt he tropes and meta concepts of the game and your play changes as a result. Is this good or bad? How can it be overcome? All of this and less will be explored within.
Vince and Travis get back to some crunchy, crunchy design. Today we are breaking down the nature of horizontal vs vertical power curves - or how fast the delta develops between your characters and the rest of the world as they advance. What is the benefit of each of these types of power curves? What types of games do these curves match best with? All of this and less will be answered within.
Join Vince & Travis as they offer a couple of ideas for IPs that should be translated into RPGs. RPGs based on IPs have a long and storied history, from early Star Wars & Marvel RPGs to more recent Buffy and BSG RPGs. What RPGs would work well? What makes an IP good for an RPG? Why do these work or fail? All of this and less will be answered within.
Join Vince and Travis as they finally get to what this podcast is supposed to be about - game design. They break into the heart of the 3 elements that make up the fundamentals of good design. What are these three lessons? How can you put them to use in your own game design? What does all this have to do with gardening anyways? All of this and less will be answered within.
Join Vince & Travis as they talk about progression, and more precisely, Progression speed in games. If you character can advance, how fast should they do so? Should you use the math in the books? Does math even matter at all? What about the story and the accomplishments of your character? All of this and less will be answered within.
Join Vince & Travis as they break down the 3rd leg of character creation. The history of D&D is rife with many forms of further defining your character beyond simple race and class. Why do we need this 3rd leg of definition? What is the value it brings and what were the challenges in these systems throughout their history? All of this and less will be answered within.
Join Vince and Travis as they discuss the nature of Apocalypses in Games, both the threat of them in a story the PCs are trying to stop and the use of them in the narrative when building out the story of your world. What is the value to your story of the end of the world? Can this trope be overused? How can you best utilize the potential end of the world or even very big changes? All of this and less will be answered within.
Join Vince and Travis as they break down a crazy concept - GM’s generating characters. Whether it’s the classic Pre-Gens, GM’s making a whole character sheet or just generating some elements of the characters that take place in the game, there is lots to explore. Why would you want to do this? What value is there for GMs? For players? All of this and less will be answered within.
Join Vince & Travis as they break down the challenge of characters (not players) that just don’t work together at the table. What causes this problem? What different forms can this take? What can you as a GM do to mitigate this challenge? All of this and less will be answered within.