PTG 317 – To GMPC or not to GMPC
Show us how you use a GMPC! GMPCs get a bad wrap a lot, and for good reason. Phil and Senda talk when they’re actually pretty great and helpful, and the circumstances you might want MORE
Show us how you use a GMPC! GMPCs get a bad wrap a lot, and for good reason. Phil and Senda talk when they’re actually pretty great and helpful, and the circumstances you might want MORE
We join the Children of the Shroud as they pursue Lowell Thorton and the magical Altoid situation
Today Monica sits down with friend and colleague Hiromi Cota to discuss how you can improve the accessibility of your tabletop RPG. We talk about making things accessible to folks with physical issues, but mental ones as well. We also talk about math a lot.
Summary: This week’s new episodes. Show Recaps Here are summaries of new episodes from Misdirected Mark Productions this past week: MMPlays 019 – Smarty Pants Part TwoWe join the Children of the Shroud as they MORE
On today’s Gnomecast we talk problems with scheduling. To cover that we have Ang, along with Tomas and Phil to talk about the true BBEG of ttrpgs. Time to break out the +4 calendars.
We join the Children of the Shroud as they pursue Lowell Thorton and the magical Altoid situation
Summary: This week’s new episodes. Show Recaps Here are summaries of new episodes from Misdirected Mark Productions this past week: MMPlays 018 – Story inside of CombatCombat one. Combat two. Combat three. Combat four. We MORE
Welcome to THAC0 . . . with Advantage! We’re two friends that have been playing D&D a long time. While we both love lots of other RPGs, D&D lets us take those games into a dark alley and take their stuff.
And take their stuff is exactly what Ang and Jared are doing on this episode as they discuss ways to take mechanics, procedures, and ideologies from other games and bring them to Dungeons and Dragons.
Show us how you playtest! Phil and Senda talk playtesting (a discussion topic we received from multiple requests). We approach it based on an idealized version of how we’ve playtested games, but also in consideration MORE
Combat one. Combat two. Combat three. Combat four. We want no more. But your game is all about the fight so how do we get everyone having fun when fighting is the primary activity of MORE