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Shawn

👤 Person
260 total appearances

Appearances Over Time

Podcast Appearances

Mastering Dungeons
Recent Game Design Lessons (MD 219)

people to dread playing if they're just uncomfortable or if they're just not quite sure how then what teo said fits perfectly there are ways to help them along other things that i've done that i've found to be helpful are start with something that doesn't involve a great deal of speaking or a great deal of time start with something like what's your character's facial reaction to what you just saw

Mastering Dungeons
Recent Game Design Lessons (MD 219)

people to dread playing if they're just uncomfortable or if they're just not quite sure how then what teo said fits perfectly there are ways to help them along other things that i've done that i've found to be helpful are start with something that doesn't involve a great deal of speaking or a great deal of time start with something like what's your character's facial reaction to what you just saw

Mastering Dungeons
Recent Game Design Lessons (MD 219)

What hand motions did you do when you were trying to warn the players, other players, without talking to back up, right? Do that sort of thing. Start with nonverbal to get players, and then you can slowly work into one-word things. Give me one word to describe what Presto's magic missile looks like.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

What hand motions did you do when you were trying to warn the players, other players, without talking to back up, right? Do that sort of thing. Start with nonverbal to get players, and then you can slowly work into one-word things. Give me one word to describe what Presto's magic missile looks like.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

You know, that sort of thing. So start with physical pantomiming, then go to one word. Then go to three to five seconds in the spotlight. And then just slowly, and don't make a big deal about it when they do. Say, that's great, and then move on to the next thing. So you're not heaping embarrassment on them, even if they did a great job. You know, just say, awesome.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

You know, that sort of thing. So start with physical pantomiming, then go to one word. Then go to three to five seconds in the spotlight. And then just slowly, and don't make a big deal about it when they do. Say, that's great, and then move on to the next thing. So you're not heaping embarrassment on them, even if they did a great job. You know, just say, awesome.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

And let the other players who are more comfortable doing so sort of lead the way. But also, don't call on the good or the enthusiastic role player to do the 20-minute soliloquy and then expect the other player to do, right? So maybe talk to the other players beforehand and say, I'm going to ask a question. Keep your answers short. Yeah.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

And let the other players who are more comfortable doing so sort of lead the way. But also, don't call on the good or the enthusiastic role player to do the 20-minute soliloquy and then expect the other player to do, right? So maybe talk to the other players beforehand and say, I'm going to ask a question. Keep your answers short. Yeah.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

Just to model what the action that you're looking for at the table. So, right. It's small steps.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

Just to model what the action that you're looking for at the table. So, right. It's small steps.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

And on Taos's point there about that sort of engagement or doing other things at the table, also be aware of people's neurodivergency. There are some times when people are doing other things at the table, and I might think they're not engaged, but they are engaged in their own way. So just be aware of that at the table as well. Some people

Mastering Dungeons
Recent Game Design Lessons (MD 219)

And on Taos's point there about that sort of engagement or doing other things at the table, also be aware of people's neurodivergency. There are some times when people are doing other things at the table, and I might think they're not engaged, but they are engaged in their own way. So just be aware of that at the table as well. Some people

Mastering Dungeons
Recent Game Design Lessons (MD 219)

they're only paying attention because they have something to keep their hands busy yes or they're only paying attention for those reasons so also you know keep being mindful of those sorts of things absolutely And the final question for this episode comes to us via DM Mark via Blue Sky.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

they're only paying attention because they have something to keep their hands busy yes or they're only paying attention for those reasons so also you know keep being mindful of those sorts of things absolutely And the final question for this episode comes to us via DM Mark via Blue Sky.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

Any tips for designers who don't generally have trouble putting together an interesting adventure, but always seem to struggle with how to plan the opening or the inciting incident or mission? So this, I mean, this is a question that we could do a whole segment on, right? Adventure design and starting. We probably have, if you go back and look.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

Any tips for designers who don't generally have trouble putting together an interesting adventure, but always seem to struggle with how to plan the opening or the inciting incident or mission? So this, I mean, this is a question that we could do a whole segment on, right? Adventure design and starting. We probably have, if you go back and look.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

To answer it as briefly as possible, if you are putting together an adventure that's interesting, you have the answer to your question because you want to use that interesting thing to be what opens. So if what's interesting in your adventure is that it's a mystery, start with the inciting mystery.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

To answer it as briefly as possible, if you are putting together an adventure that's interesting, you have the answer to your question because you want to use that interesting thing to be what opens. So if what's interesting in your adventure is that it's a mystery, start with the inciting mystery.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

If what's cool is some monster that you've created that's going to beguile and blow the characters' minds, leave a hint as the inciting incident that this is what this monster does. Are these piles of diamonds on the ground in the shape of people? What is going on? Well, it's the monster that turns people into diamonds. Okay, so you're putting that out there. But the deeper question is,

Mastering Dungeons
Recent Game Design Lessons (MD 219)

If what's cool is some monster that you've created that's going to beguile and blow the characters' minds, leave a hint as the inciting incident that this is what this monster does. Are these piles of diamonds on the ground in the shape of people? What is going on? Well, it's the monster that turns people into diamonds. Okay, so you're putting that out there. But the deeper question is,