Sean Merwin
π€ SpeakerAppearances Over Time
Podcast Appearances
But they're again within those bounds of, we all know we're playing a game together. We all trust each other to not actually...
you know cause the downfall of each other in this way right we're doing this for fun and for story and we're all being checking in with each other that kind of thing and the other thing that we can think about is actually adding mechanics or having mechanic space baked into the game that account for this sort of conflict you think of a game like paranoia
you know cause the downfall of each other in this way right we're doing this for fun and for story and we're all being checking in with each other that kind of thing and the other thing that we can think about is actually adding mechanics or having mechanic space baked into the game that account for this sort of conflict you think of a game like paranoia
The paranoia understands that the characters are trying to throw each other under the bus and gain the accolades of friend computer. But you have six clones, I think, six clones that are just waiting. So when somebody zaps you with the zap-o-matic ray gun... and pretends it's an accident. The next clone comes right up and onward the story goes. Board games have done this, right?
The paranoia understands that the characters are trying to throw each other under the bus and gain the accolades of friend computer. But you have six clones, I think, six clones that are just waiting. So when somebody zaps you with the zap-o-matic ray gun... and pretends it's an accident. The next clone comes right up and onward the story goes. Board games have done this, right?
With the trader mechanic of Dead of Winter. It's like you may be trying to hoard all the food, which you still want to win, but you're going to win. You don't win unless you have more food than anyone else, which can throw the whole party out. Right, exactly.
With the trader mechanic of Dead of Winter. It's like you may be trying to hoard all the food, which you still want to win, but you're going to win. You don't win unless you have more food than anyone else, which can throw the whole party out. Right, exactly.
And Night Spike Agents, for example, does things where, you know, not only do you have another PC at the table that you're close to, but you have some that you're opposed to. Right. Because of that idea that spies do have these sort of like, you know, issues with each other. And it captures that. But it does so around, you know, but you still have a mission to do together. Right.
And Night Spike Agents, for example, does things where, you know, not only do you have another PC at the table that you're close to, but you have some that you're opposed to. Right. Because of that idea that spies do have these sort of like, you know, issues with each other. And it captures that. But it does so around, you know, but you still have a mission to do together. Right.
And you must accomplish that mission. But that tension can be sort of interesting play at times.
And you must accomplish that mission. But that tension can be sort of interesting play at times.
Yeah. Great question, Will. Thank you for it. And thanks for letting us ramble on a bit there. Now let's get to our news and commentary, starting with previews of the Dungeon Master's Guide. They've begun on the D&D YouTube channel. And on October 1st, those previews have released. What does the first video talk about?
Yeah. Great question, Will. Thank you for it. And thanks for letting us ramble on a bit there. Now let's get to our news and commentary, starting with previews of the Dungeon Master's Guide. They've begun on the D&D YouTube channel. And on October 1st, those previews have released. What does the first video talk about?
well it starts with my least favorite and very 2024 title everything you need to know and don't get i could spend a half hour just talking about why i hate that title but uh that aside we all know why they used it and it gives you the general approach and content of the dungeon masters guide which is to create a more useful book uh based on the lessons learned across 10 years
well it starts with my least favorite and very 2024 title everything you need to know and don't get i could spend a half hour just talking about why i hate that title but uh that aside we all know why they used it and it gives you the general approach and content of the dungeon masters guide which is to create a more useful book uh based on the lessons learned across 10 years
Perkins talks about indispensable advice for creating and running games. That was their focus for this book. This led to restructuring the book to be more intuitive, adding more timeless and always useful material rather than read a bit of lore once and you'll never want to open this book again. The concept was that you would go back to this book. It would have tools and tips and things like that.
Perkins talks about indispensable advice for creating and running games. That was their focus for this book. This led to restructuring the book to be more intuitive, adding more timeless and always useful material rather than read a bit of lore once and you'll never want to open this book again. The concept was that you would go back to this book. It would have tools and tips and things like that.
So what are in the first three chapters?
So what are in the first three chapters?
So running a game is the first chapter. It's focused on achieving fun games. Lessons include how to's that are useful to learn, like invisible railroads to guide play, but without being too confining. Interaction and exploration gets sections, though they are shorter than combat, they said.