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Shawn

๐Ÿ‘ค Speaker
853 total appearances

Appearances Over Time

Podcast Appearances

Mastering Dungeons
Recent Game Design Lessons (MD 219)

And Teos' note on the burrowing mammal right there is hugely important, because if you do make your own trait or pull a trait or change a trait, you want it to make sense

Mastering Dungeons
Recent Game Design Lessons (MD 219)

and not be game breaking, especially if you're designing for more than just your group or yourself, because as Theo said, it could be super fun, but it can also be highly variant from table to table where I take my gnome to this table and the game master basically gives away the whole plot of the story because this badger who lives outside the dungeon tells me everything that's going on.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

and not be game breaking, especially if you're designing for more than just your group or yourself, because as Theo said, it could be super fun, but it can also be highly variant from table to table where I take my gnome to this table and the game master basically gives away the whole plot of the story because this badger who lives outside the dungeon tells me everything that's going on.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

whereas this other game master i take my my gnome to them and all the badger will tell me is i'm hungry i'm hungry i'm hungry over and over and over again because Because there's no rule to say exactly what a creature can relay, that sort of thing.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

whereas this other game master i take my my gnome to them and all the badger will tell me is i'm hungry i'm hungry i'm hungry over and over and over again because Because there's no rule to say exactly what a creature can relay, that sort of thing.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

So that's just one more deeper into game design look at why you need to, if you're planning this rule to go out to everyone, be as specific as possible without damping down the DM's discretion. Amen. Love it. Yep. Next question comes from DT Norris via our Patreon Discord. I realize this is a perennial question for the hobby.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

So that's just one more deeper into game design look at why you need to, if you're planning this rule to go out to everyone, be as specific as possible without damping down the DM's discretion. Amen. Love it. Yep. Next question comes from DT Norris via our Patreon Discord. I realize this is a perennial question for the hobby.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

Have others had experience of or have recommendations for how to help or encourage reluctant players to engage more at playing the game, quote, in character? In particular, speaking to other characters in character, PC to PC, I ask because I have several players that really enjoy that style of gameplay.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

Have others had experience of or have recommendations for how to help or encourage reluctant players to engage more at playing the game, quote, in character? In particular, speaking to other characters in character, PC to PC, I ask because I have several players that really enjoy that style of gameplay.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

It can be tough to watch as the DM and a bit of a downer when, quote, in character player A puts heart and soul into it and two or three out of the other four players just sort of sit there and not say anything in character back. How can I, as the DM, beyond just introducing semi-permanent party NPCs, nudge other players toward, quote, in-character gameplay?

Mastering Dungeons
Recent Game Design Lessons (MD 219)

It can be tough to watch as the DM and a bit of a downer when, quote, in character player A puts heart and soul into it and two or three out of the other four players just sort of sit there and not say anything in character back. How can I, as the DM, beyond just introducing semi-permanent party NPCs, nudge other players toward, quote, in-character gameplay?

Mastering Dungeons
Recent Game Design Lessons (MD 219)

So everything Nateo said. The first question I ask myself when someone is not playing in character is, are they uncomfortable doing so or are they dreading doing so? If they're dreading doing so, then very, very light touch. You don't want

Mastering Dungeons
Recent Game Design Lessons (MD 219)

So everything Nateo said. The first question I ask myself when someone is not playing in character is, are they uncomfortable doing so or are they dreading doing so? If they're dreading doing so, then very, very light touch. You don't want

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.