Adam: "I give them the object then let them paint it."
Rafael on improvising creatures: "I roll 2d8 and multiply them for the monster's hit points. I take the higher die and add 10 to it to get its armor class. The lower number +1d6 is the amount of damage it does." Then he uses a chart for special details.
Adam: "Don't cheat yourself! Come up with a new way to do stuff every time."
Donn brings up GM Burnout... we think that's such an important topic that we devoted Episode 10.2 to the whole topic.
Donn: "There isn't a 'doin' it right.'"
Donn: "World building adds confidence because I know the answers."
Rafael: (Great anecdote about campaign play) "Let your players' decisions count and help them add meaning to your campaign."
Adam: "Look for the opportunities your players give you and make them deal with the consequences of the things they do or don't do."
Rafael: "I don't want to make things that make people flip through a book."
Tables and Random Generators are pretty much the most useful thing you can have for improv.
Adam: "I only want enough to run the first session. Everything else comes out of that one session."
Donn: "How much do you give the players?"
Adam: "If you make a thing, why would you hide it from your players?"
Rafael: (Blind men & the elephant) "Failing at gathering information should never happen, that's not the risk of the game."
Rafael: "Part of your obligation as a DM is to take these random bits of data and interpret them and turn them into something meaningful."
Rafael: "Part of the job is figuring out 'What is the best way to turn this into a bad situation for the players?'"
Donn: "You want the game to flow, not to sit around anticipating the next 'story arc.'"
Rafael: "If I can't remember it, it doesn't matter."
Adam's session sheet is based on
+Brendan S from the
Necropraxis blog, which you should all be reading. [
Brendan's session sheet]
MEAT DWARF!
Third Rail
Do the skills that a thief class brings to the game justify the existence of the thief within that game?
Rafael: "The game would be incomplete without a specialist in the environment. Fighters are combat specialist, wizards are magic specialist, why not a specialist in the dungeon itself?"
Donn: "It's in the source material, so it's not even a question for me."
Adam: "I'm more interested in the narrative that the players are telling, so I'm less worried about having to have skills and a class that does things that a player could just narrate, but it's fine to me if players want those elements. Is the Grey Mouser a thief or a fighter? Depends on how you look at it."