The GM's Guide Podcast Por Dan Felder arte de portada

The GM's Guide

The GM's Guide

De: Dan Felder
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In-depth podcast on how to improve your campaign, focusing on the adventure, world and character design. We apply proven and practical game design techniques to the world of running pen and paper campaigns. There's a lot to get into, so let's get started. Arte
Episodios
  • Trail of the Behmoth is Out!
    Oct 24 2022

    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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    43 m
  • I'm Releasing a Game!
    Jun 25 2021

    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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    36 m
  • Dealing with Evil PCs (and Paladins)
    May 31 2021

    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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    32 m
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Dan Felder does an excellent job of distilling specific problems in game design down to their key components and explaining how to solve them. In my opinion, he is the best content producer out there right now.

Once you get past the first level of advice about GMing ("Yes, and...", it's about the players not you, etc) there's a real dearth of usable content. There's a bunch of people endlessly diagraming and defining new vocabulary about games who never actually expose any new territory to explore. There's an equal number who churn out weekly content that's examples of good design, but doesn't do anything to teach you how to make your own stuff.

Felder understands why what he makes is good, and he explains the system he uses so you can use it too. After I listened to his advice on dungeon design (a dungeon is a biography of the creature that made it), everything else seemed derivative. I'd look at specific guides (how to design a five room dungeon, how to design a mega dungeon, etc) and think, yeah, that's all obvious now. Same with encounter design, plot pacing, and boss battles.

TL;DR: Once you're past the absolute beginner stage, this podcast is the best advice available.

Best Practical Advice Available

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