Talking about giant beetles and how I used them: pack animals for the underworld, war elephants for goblins and the like, or car sized monsters in dungeon corridors
On the things I do for prep: random tables, monster lairs, jotting down some shallow ideas, run with it in such a way that I don't need to improvise in depth but that shallow encounters point to othe…
Things to consider when writing RPG text: keeping it short, keeping stats short, keeping it all in one place, don't require leafing around, have art that referees can show to player, have maps that r…
The mini settings I like to generate where the environment or the map generates inspiration for conflict: the river valleys generate political entities, the swamps and mountain peaks religious entiti…
Keep adding where players go, keep track of the open plots, let alpha players push the campaign, involve quiet players, how to plan with your players, negotiate background, and discover personality
Running the wilderness: one hex is one day on foot without roads, using a different random encounter table for every region, how to find their lair, or their tracks
No skills. Fewer classes. Quick and random character generation. Smaller bonuses, little damage, few hit points. Rare healing. Simple combat. Treasure is XP. No magic shops. Random encounters.
No clerics. Healing magic makes fights and delves longer. Undead turning makes fights with undeads easier. None of this makes the game better, but instead the Old Testament references break my immers…
Spells and your repertoire: not being able to copy spells from scrolls and spellbooks and requiring a teacher instead, and not being able to learn more spells than you can cast per day. Also, no rese…
Movement and reputation, two systems I'd like to use but actually I don't.
00:07:35 |
Wed 23 Jan 2019
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