Elisabeth de Kleer is an award-winning documentary producer and director that has experience working in the true crime genre. She has been working for the past two years on the subject of Dungeons & Dragons in prisons, and is attempting to Kickstart a documentary on this subject. She joins me to talk about the inspiration for this project and shares some of the stories from the 100s of inmates and prison personnel that she has interviewed thus far. We also discuss the purpose of prison, and the challenges that exist for reintegrating back into society.
I share with her my background as a survivor of a violent crime as my father was shot and killed in the line of duty when I was eight-years-old, and we discuss the murky waters of how society deals with individuals that commit violent crimes after they have served their time in prison. We explore the potential rehabilitative powers of D&D for inmates, and the extraordinary lengths they have gone to play the game while incarcerated.
Enjoy the 52nd episode of Ego Check with The Id DM!
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James Haeck, Lead Writer for D&D Beyond and Coauthor of Waterdeep: Dragon Heist and Critical Role’s Tal’Dorei Campaign Setting joins the pod to educate me about how Critical Role overlaps with elements of the RPG and D&D landscape – and how it also has carved its own niche. He discussed the evolution of Critical Role and how it only recently became an independent entity outside of Geek & Sundry and Legendary Digital Networks while also clarifying my prior misconceptions about Critical Role being “under” Wizards of the Coast and Hasbro. James and I ponder what Critical Role’s success may mean for tabletop RPGs and empathize with individuals that may question the money that is being raised.
I disclose my initial interest and envy from the success, and we both discuss the perils of focusing on the successes and failures of others while trying to create content. I thank James for delving into these questions, and we both acknowledge our lack of adequate solutions for these dilemmas. I shift gears with James to ask about how he got involved in Waterdeep: Dragon Heist, and prod him for suggestions on how to get the most out of the content provided in the book. I selfishly wanted this information as my group my find their way into an urban setting soon! This is a worthy conversation, and I hope you give it a listen!
Enjoy the 40th episode of Ego Check with The Id DM! And please subscribe to the podcast at one of the links below:
Mike Shea joins the show once again to talk about the changing dynamics of tabletop roleplaying games. He explores how technology like streaming has advanced the hobby and spread its growth. We discuss the possible differences between what makes an excellent game to watch through streaming, and what makes an excellent game to play in with friends. He details his reasoning for launching his latest Kickstarter for Return of the Lazy Dungeon Master, and explains the purpose of its content. He emphasizes the importance of game masters focusing on the player characters in the game, and how that is now his first step during preparation for any gaming session. He offers advice for how to maintain a consistent, weekly gaming session while managing a rotating cast of players at the table.
Enjoy the 27th episode of Ego Check with The Id DM! And please subscribe to the podcast at one of the links below:
I’m joined by Jeff Chin, Co-Founder of Road To Infamy Games, and he speaks about lessons learned from successfully launching two prior games through Kickstarter. Readers may remember my interview with Road To Infamy last summer, when they spoke with me about their second Kickstarter project, Galactic Debate. He details Road To Infamy’s latest Kickstarter campaign, Bowties: The Dapper Drinking Game. Jeff talks about his inspiration for the game and the development process for taking the game from initial conception to playtesting, and hopefully manufacturing. We discuss social behavior as it relates to consuming alcohol in public spaces – and playtesting games. He answers questions about the possible competition with other Kickstarter campaigns, and how he has embraced collaboration with other creators.
Enjoy the 18th episode of Ego Check with The Id DM! And please subscribe to the podcast at one of the links below:
During the life of this blog, I have been fortunate to interview interesting members of the roleplaying game community in addition to professionals from other fields. It has been a great way to learn more about the RPG industry and discover some of the history I have missed along the way. The following interview is with Scott Taylor, who was kind enough to communicate with me about his numerous roles over the years in the fantasy art world. My fondness for old-school fantasy art is on display in my home everyday, so I was eager to dive into the interview and learn Scott’s perspective on a number of topics related to fantasy art.
Below, Scott explores trends in the RPG art industry, and discusses his list of the most important artists throughout his years in the business. The interview closes with an overview of his eighth Kickstarter campaign, The Folio, which is a throwback to old school modules that now adorn a table in my house!
Thank you for sharing your time and discussing your work in fantasy and science fiction. It is my understanding that you have worked as an art director, editor, publisher, writer, and agent in these realms. I’m curious to learn more about those different hats! How did your career in fantasy and science fiction get started?
Well, I suppose I got into this career like most folks, first as an avid gamer, and then slowly working my way into publishing with fantasy publications like Black Gate, then Wizards of the Coast, Privateer Press, and finally Gygax. That is the short answer, and I guess the longer one would be a lifelong obsession with fantasy art. I found that if you work hard enough, artists that you once thought were gods on high, could be accessible. When I began making friends with people I had looked up to since childhood, new avenues and opportunities appeared, namely my own business at Art of the Genre where I get to work first hand with legends in the field.
Would you like to sit down in your cozy home theater and watch a feature-length film about the history of Dungeons & Dragons? Would you like to see hours of footage from interviews with major players who were there during the tumultuous journey of the game from creation to today? Would you like to go back in time to see how Dungeons & Dragons was portrayed in the media around the world during its boom period and also during times of dark controversy? Would you like to learn just how much Dungeons & Dragons has influenced our modern world?
I was able to communicate with the three filmmakers to learn about their motivations for starting the project in addition to their plans (and dreams) for reaching a final product. I quickly learned how passionate they are about the subject content – and the respect they believe Dungeons & Dragons has not received. They view the history of D&D as a riveting tale – and a force that has shaped many aspects of modern culture.
Below, the team for Dungeons & Dragons: A Documentary scratches the surface on the scale of their production and discusses some of the major themes they plan to tackle in the film. As someone unfamiliar with the twists and turns in the history of D&D, I am hoping they are successful!
I did not plan to buy many things at Gen Con; the cost of flying to Indianapolis and staying at a hotel were expensive enough. I went into the convention center with a mindset to avoid purchasing all the things I would – of course – want to buy. The only other thing I wanted to buy at Gen Con was a set of dice. One can never have enough dice!
My love/hate relationship with my dice has led me to engage in troubling behavior. I have learned though online osmosis about GameScience Dice and figured they would have a booth at Gen Con. I shuffled over to their booth and got lost in the rows of pretty dice. I finally decided on a set of orange and black dice (the colors of my favorite hockey team). I was happy, I bought my first set of GameScience Dice and those would be “My First Gen Con” dice.
@TheIdDM careful de-burring them if they have mold marks. Ruined my GS D6 using wrong kind of sandpaper...
However, a gentleman on Twitter – and who I met at the show a day earlier – commented that he ruined one of his GameScience dice when filing away an imperfection. I opened up the plastic box holding the die and – sure enough – each of them had a rough edge or some other type of flaw that would need to be sanded or filed down. On top of that, I realized he d20 was an old-school model with two sets of numbers that went from 1-0 with no teen numbers. There would be no way to tell if any given number was above or below 10.
I was seven kinds of frustrated by these developments! Below, I discuss my (probably too strong) opinions about different brands of dice, my irritation while shopping for dice at Gen Con and my idea for how to fix the GameScience Dice problem.
Because I would really love to say I have empirically validated dice!
Being a huge fan of Star Wars and not wanting to miss out on getting a ticket to the first show, I searched online for the nearest organized line – a task that was not as easy as it sound because social media like Facebook and Twitter didn’t really exist yet. I found a nearby group through an online message board and not knowing what to expect, I left class and drove 20 minutes outside of Minneapolis to a suburban theater. I immediately connected with the other guys and girls in what became simply known as The Line. There was a shared language we all understood – we were all nerds, damn proud of it and the enthusiasm and camaraderie was contagious. During the following days when I wasn’t in class, at work or home sleeping – I was at The Line.
Grant and I stayed in touch after the hoopla of Episode I died down and he invited me to a party the next year in June 2000. I had recently graduated with my Masters degree and was leaving Minneapolis for good, but I really wanted to see all the people from The Line one last time. I decided to stay an extra week in town for the party and leave the next morning. At the party, Grant introduced me to his cousin, Emily. Four years later, Emily and I got married and we celebrate our eighth anniversary tomorrow. Without Star Wars – I don’t meet the love of my life – and I owe the equivalent of a Wookie Life Debt to Grant Gould.
Below, I interview Grant Gould about his journey from standing in line for Episode I tickets to working officially as a freelance illustrator for Luscasfilm and other big-name franchises like The Lord of the Rings. He talks about his long history of playing roleplaying games and his motivations for designing his own game, Blade Raiders. I’m obviously biased, but Grant is good people – and if you feel so inclined, then please check out his Kickstarter page for Blade Raiders.