Game Master's Journey 160: Improving a Published Adventure to Make It Your Own

Game Master's Journey 160: Improving a Published Adventure to Make It Your Own

Even the best published adventure can be improved by tailoring it to your players and their PCs. Lex discusses some issues with The Hidden Shrine of Tamoachan, and he details some of the changes he's made to the adventure to address these problems. Hopefully this example will help you put your own spin on the next published adventure you run, leading to an even more enjoyable experience for both you and your players.

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Game Master's Journey 159: Mass Combat, Absent Players & Real-World vs. In-Game Religions

Game Master's Journey 159: Mass Combat, Absent Players & Real-World vs. In-Game Religions

In this special, Patron-sponsored bonus episode, Lex discusses whether or not we need mass combat rules in our tabletop RPGs. He also presents a listener-GM's fantastic strategy on how to turn player absence into an opportunity for the rest of the group. Finally he gives some thoughts on keeping real-world religious conflicts from ruining the game for everyone.

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GMJ 152: DMG Chapter 1: A World of Your Own

GMJ 152: DMG Chapter 1: A World of Your Own

Lex begins a discussion of the first chapter of the Dungeon Master's Guide with an exploration of the core assumptions of the published D&D settings and how you can alter them to create a world that’s truly unique. Lex accompanies this with an introduction to his own homebrew D&D world of Primordia and how he's approached these core assumptions. Finally, Lex talks a bit about his continuing journey in designing the god, pantheons, portfolios and domains of Primordia.

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Game Master's Journey 149: Writers as GMs, Running Improvisational Adventures & DM-PCs vs. NPCs

Game Master's Journey 149: Writers as GMs, Running Improvisational Adventures & DM-PCs vs. NPCs

Listener-GM Stephen Rhodes joins Lex to discuss the craft and art of running RPGs. They discuss the similarities and differences between writing for video games and running RPG adventures, they have some thoughts on using improvisation more as a GM, and Stephen points out yet another way that theater of the mind play is an invaluable tool in the improvisational GM’s toolbox. They also talk about keeping a good balance in your games and making the most of those wonderful moments of “downtime” you have as a GM during a game session. They also discuss the difference between a DM-PC and an NPC that travels with the party, how to know which side of that line you’re on, and how killing off a beloved NPC can be exactly what your story needs. Finally, they discuss how a GM wanting to improve her craft can learn a lot from books on writing, and they give some recommendations.

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