3 Wise DMs

The 3 Wise DMs

3 Wise DMs is a podcast for dungeon masters (for Dungeons & Dragons) and game masters (any other RPG) with problems. And when we say problems, we don’t mean the kind of things you find answers for in the gamebooks. Think of it as a gaming philosophy show with a strong emphasis on applied knowledge. We all want to be great DMs, so what do we do to try to get there?

  1. قبل ١٥ ساعة

    First D&D Campaign Tonight? The 6 Must-Have Tips To Making It Memorable and Stress-Free

    Maybe you’ve run some one-shots or even multi-night campaigns. But now you’ve made the decision to run a long-term campaign for many levels – maybe all the way to 20th. How do you make the jump? What do you need to know that will make the transition seamless? What are the differences between running a single session and many sessions that tell an epic, massive story? In this episode, Tony, Chris, and Dave sit down with our recurring special guest and player – the Monster Wrangler himself, Matt! Along the way, we discuss the tips, tricks, and pitfalls to making the jump to running a whole campaign. For all you new DMs, check out Episodes 29, 90, and 113 for more tips! 4:00 What made Matt want to take it to the next level? 6:40 Matt’s next level of immersive play: costume changes! 8:30 What are you going to run? Homebrew? Published? What made Matt want to run Tyranny of Dragons? 10:15 Tip #1: Published material is just information: use what you want. 14:10 Tip#2: Balance out the stronger and weaker play styles. 15:10 How to go forward when you have to have actions and consequences affect later sessions? 20:38 Tip #3: How the make-up of your table will affect how you run the campaign. 23:30 Tip #4: Let what the players offer to you about their character guide the campaign. 26:55 What did Matt take away from the first session? 30:00 Finding inspiration for the adventure hook and introduction. 31:50 The consistent lack of good adventure hooks in the early 5e campaigns. 33:50 How do you make a general campaign unique? Answer: The Players. 36:30 Where do we go from here? Weaving the sessions together. 42:20 Tip #5: Not every session will start as exciting as a dragon attack and that’s okay. 43:15 Tip #6: “I wouldn’t have changed anything.” DM Matt reveals the best tip. You didn’t mess up or ruin anything. Don’t carry things with you into the next session. 45:25 Final Thoughts.

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  2. ١ مارس

    Elevate Your TTRPG: Discover New Dimensions of Magic!

    One of the easiest ways to make your campaign and your setting feel real, immersive, and unique is by taking away the certitude that magic is always going to act the same way. This mysterious, world-altering energy should not ever be completely understood by your characters, as the discovery of it is a big part of the fun. In this episode, Tony, Chris, and Dave sit down to respond to a listener question about their homebrewed idea of making magic work differently in different areas of their world. They ask how we might approach it in our ever-growing, crowdsourced Boomtown campaign setting. 1:35 Our listener question from The OMG Father, Wyman! 3:15 Simple ways to approach making magic change, altering Difficulty Classes and Damage output. 4:15 DM Chris harkens back to the Green Lantern Corps and leans into our use of Components as trackable resources. 6:05 How DM Dave altered magic in the world in our recent Dragonlance campaign. 8:05 Making the zones of magic random, and DM Chris’ concern of specifically targeting arcane casters. 10:25 Motivating players to adventure by seeking tech. 12:12 Employing more narratively focused elements by having the player and DM work together to create something new. 16:45 Leaning into the resource management for spellcasting. 21:45 Allowing the tech to be utilized by any character. A Gunslinger with a Staff of Healing? Why not? 25:25 Good stories come from the characters having to struggle. Always beating the monsters is fun in a one-shot, but makes for a really boring campaign. 26:35 DM Tony asks what the tech looks like in Boomtown? 31:10 Charging up mundane tech… the Battery of the planet Oa and bringing in a usable Craft Item skill. 35:50 Final Thoughts.

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  3. ١٥ فبراير

    The Magic Man – Building a D&D 5e Wizard in Boomtown

    We continue to build upon Boomtown - our real-time worldbuilding experiment - armed with the comments of our listeners. Having been playing through the Lord of the Rings Roleplaying Game, we’ve experienced firsthand how alterations to the classes available for players really helps to lend a unique and immersive quality to the campaign setting – setting it apart from all others. In this episode, Tony, Chris, and Dave sit down to discuss the class that is most effected by the inciting incident of Boomtown – namely, that arcane magic is derived from ancient technology being recovered in the Wastes. We take him from 1st to 3rd level and, along the way, discuss the changes that reflect our weird west setting. Make sure to Join the Conversation! 3:50 Naming our western Wizard. 5:55 Do we rename the Wizard class like we changed Clerics to Prophets? 7:55 We continue to nail down the idea that all classes receive Unarmored Defense. 13:30 The idea behind low hit points for Wizards. 16:05 Our customized Saving Throws. 17:20 The all-important stat rolls. 20:30 The changes to our Skill list. 23:00 What do we mean when the technology is “warping” people? 25:00 The Component Pouch. 30:45 One last Frontier Pack and his starting equipment. 33:45 We delve into how spellcasting works and some changes to make the Wizard preparing spells. 45:30 Do Schools of Magic make sense in Boomtown? The idea of Wizards taking a Technology Path. 53:15 Our 3rd Level Engineer! 54:05 Final Thoughts.

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  4. ١٨ يناير

    A Thief in the Night: Building a D&D 5e Rogue in Boomtown

    We continue to drive down deeper into our real-time worldbuilding experiment armed with the comments of our listeners. Having been playing through the Lord of the Rings Roleplaying Game, we’ve experienced firsthand how alterations to the classes available for players really helps to lend a unique and immersive quality to the campaign setting – setting it apart from all others. In this episode, Tony, Chris, and Dave sit down to discuss what a Rogue would look like in our Boomtown campaign setting.  We take him from 1st to 3rd level and, along the way, discuss the changes that reflect our weird west setting. Make sure to Join the Conversation! 3:03 What do we call the class? Rogue, Thief, Outlaw, Bandit? 3:55 Wait, what is this character’s name? 4:35 DM Tony comes up with an interesting change for Saving Throw proficiencies. 8:50 DM Chris comes through with John “Maverick” East! 9:45 John East’s stat roll out. 11:40 The idea of bringing in Unarmored Defense into the world for everyone. 14:30 What are his stats? A 6 in Wisdom?!? 20:25 We put our customizable Saving Throw proficiencies into play. 21:50 Maverick’s skills. 25:00 What equipment and weaponry does a Rogue start with in Boomtown? 26:00 DM Chris introduces the idea of the demolitions expert. 29:40 We begin discussing the Rogue Features as we level John East up. 33:25 The Rogue Superpower: Sneak Attack. 46:45 Rogue Archetypes. 50:51 Final Thoughts.

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حول

3 Wise DMs is a podcast for dungeon masters (for Dungeons & Dragons) and game masters (any other RPG) with problems. And when we say problems, we don’t mean the kind of things you find answers for in the gamebooks. Think of it as a gaming philosophy show with a strong emphasis on applied knowledge. We all want to be great DMs, so what do we do to try to get there?

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