Matt Henderson is the designer for Loke Battle Mats, which has been releasing tabletop battle mats for roleplaying games in recent years. Matt talks about the origins for the product line and his inspirations while designing the maps. We discuss how Dungeons & Dragons and other systems have shaped Loke Battle Mats and how terrain has shifted in importance over the years for players. Matt shares his approach to preparing for games including routine use of a Dual-Dungeon Master technique. He shares excellent tips on getting the most out of battle mats and other terrain options!
Enjoy the 54th episode of Ego Check with The Id DM!
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I’m joined this week by Jase Nolan, also known as CinderAscendant on Twitter and Twitch. Jase talks about his style of preparing and running Dungeons & Dragons sessions. He shares how he got started casting Hearthstone matches, and how the skills learned in “Talkstone” help him narrate elements of a D&D session. He speaks to sources of potential burnout as a DM and highlights the need for DMs to know the adventure and setting they are running. He offers some of his tips and tricks for running effective sessions, and then we conclude the talk by discussing the Hearthstone community including how Jase has felt welcome as an openly queer individual.
Enjoy the 37th episode of Ego Check with The Id DM! And please subscribe to the podcast at one of the links below:
The three pillars of Dungeons & Dragons are Roleplay/Interaction, Combat, and Exploration. There are multiple tools available to support Dungeon Masters in creating these pillars at a gaming table. The most common tool is a book that gives you information about each pillar. The most recent example is the Tomb of Annihilation adventure, and the upcoming Waterdeep books. The books describe locations, characters, monsters, and quests that are to be consumed by the players around a table. It’s a successful formula, and it works really well for most groups. It also leaves gaps because no matter how many pages a book like Tomb of Annihilation contains, it cannot provide all of the information required for the three pillars of D&D. Players are bound to go in an unexpected direction, and the DM may want to feature an area of the world that isn’t mentioned or fleshed out in detail in the book. Thankfully, there are other tools available for DMs to build up the pillars.
One tool to assist with brainstorming and generating ideas for the three pillars is the Dungeon Master’s Guide; the DMG has pages and pages of random tables to help build up any of the three pillars for a gaming session. I have long argued that one of the most useful strategies to simplify game preparation and session management is to create some anchor NPCs for players to meet during a session/campaign. I originally referenced my enjoyment of games like Red Dead Redemption, which advances the story through a series of interactions with important NPCs; players are even directed to these NPCs by large indicators on a map! (With Red Dead Redemption 2 coming out later this year, the game is again on my mind.) As I was planning to start a new campaign based on the material in Tales From the Yawning Portal, I realized that I needed to create additional NPCs for the characters in interact with during the first session. I cracked open my trusty DMG and set out to create another group of adventurers that the party could engage with (and perhaps be rivals with later) during their time in the Yawning Portal. Continue reading “Don’t Prepare on an Island: The Joys of Collaborative Worldbuilding”
I was recently invited to participate in The Tome Show, a long-running podcast devoted to Dungeons & Dragons news, reviews, interviews, and advice. I joined hosts Jeff Greiner and Tracy Hurley to discuss the topics of player engagement during a session and DM preparation before a session. Before we launched into those topics, the hosts discussed news items and articles leading up to the release of D&D Next. Listen to Episode 195 of The Tome Show for all the magic!
Jeff, Tracy and I discussed the challenges of keeping all players engaged at the table during a gaming session. Players have access to a limitless source of entertainment with cellphones, tablets and laptops, and we detailed how we cope with the technology during sessions. I personally do not mind the use of phones and other gadgets during a game; I find it very useful to see when a player is “checking out.” It alerts me to do something to bring the player “back in” to the session. We also covered the characteristics of a “good” player. As a DM, my list is fairly short – attend reliably (I’m personally bad at this!), play nice with others and contribute to the game. When playing the game, I enjoy when other players are cooperative, respectful and not offering too much unsolicited advice on how to play my character. We all have our gaming pet peeves, including announcing another player’s die rolls. Don’t do that!
We pivoted to the topic of DM preparation, and how best to use the time between sessions to create a fun and interesting game. I liberally refer to Mike Shea’s recent survey on DM Preparation at Sly Flourish and discuss my struggles with the combination of thinking about my campaign too much but procrastinating on actually creating content for the next session. We all offered suggestions for how to effectively use preparation time, and I detailed how I am now preparing more flavor text and dialogue to make combat encounters more interesting and engaging for the players. It all comes full circle!
I want to thank Jeff and Tracy once again for inviting me onto The Tome Show; it was a great time! Be sure to add The Tome Show to your list of roleplaying game podcasts! Finally, I decided to add a Podcast Category to the blog since I have now appeared on several podcasts during the past year. For those who would like to hear more of my thoughts on gaming – often with a lean toward psychological issues for players and DMs – the interviews can now be found in one place.