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Ep01: GMing 101 – How to prepare for and run your first game
Ep02: House Rules, the Gateway Drug to Game Design – About house ruling and its connection to design
Ep03: Player Engagement and Trust – How to get these sorry fools to trust you and care about your game
Ep04: War Stories, vol I – Reliving the, uh, not-so-glory days, when men ate Elemental Bolts and wizards stank of feces
Ep05: Games and the Art of Railroading – Railroading is good, actually, and let us tell you why
Ep06: Dealing with Garbage Players at the Table – Keep discomfort and bad behavior to a minimum, save your game and your players.
Ep07: What’s Real When We Play Pretend: Diegesis and Writing Games – Knowing what is real for the “story” and what is real for the “rules,” and how to keep them separate, maintains clarity in your game design.
Ep08: Our Favorite Systems – In which we get all starry-eyed over our current game crushes.
Ep09: Tips for Running Long Campaigns – When running longer campaigns, what to plan for, how to plan for it, and how to keep everyone (including you, GM) engaged.
Ep10: Tips for Running One-Shots – When running single- or double-episode games, how to manage your time, how to stay on task, and how to pack a kick-ass story into a limited amount of time
Ep11: We Need to Talk About Skill Lists – How many skills are TOO many, and how to make your skills/abilities relevant not just to your system but your theme
Ep12: Listener Mail and GenCon Wrap-Up – We get message! Main screen turn on! —What happens when players and GMs have different expectations? How does chronic illness impact running a game? And assorted GenCon nonsense.
Ep13: War Stories, vol II – Remember that one time you didn’t know how to make an effective character, and the GM just sort of snickered and let you do it all wrong? So do we.