Not THAT kind of dungeon... Or maybe it could be! As your guides, we seek to explore and chart the various aspects of arranging, preparing, and collaborating while enjoying what we believe is one of the most satisfying hobbies: tabletop gaming. We will explore the ins-and-outs from both the player and gamemaster's perspective, hoping to bring inspiration to any who grace us with the presence of their ears
We’re hitting the monster workshop this episode, taking a look at what approaches might inspire and motivate GM’s in homebrewing foes. Moving away from sourcebooks and established lore can be a very daunting prospect, but one doesn’t have to re-invent the wheel in order to bring fresh blood to your combat encounters.
Another installment in our lineage hot-take series brings us to orcs and dragonborn. These are two lineages which certainly brought new flavor and abilities for players to choose from; diverging from the classic demi-human set of Tolkien tropes (good, bad, or indifferent) and connecting PCs to classic, iconic enemies/monsters. At least one of these Guides remembers when humanoids dropped into ‘official’ play with a supplement full ...
Back for another set of monster profiles we introduce two which often are found to share a scene or two. Iconic in their own right, we take a glimpse at hags & trolls and the foul, wretched countenance they both embody. When played right, these foes can provide some of the most memorable encounters and story arcs. Whether BBEG or unlikely “ally”, hags deserve to be more than a random encounter; while trolls can present as somet...
We take another look at one of our favorite systems, one which stole our attention for nearly a year. Back again to TSR’s Marvel Super Heroes, featuring the FASERIP Attribute array which is so iconic for this great old-school system. We gush and rave as we share stories and delights from one of the most “sandbox” systems this GM has experienced.
Always a solid choice for some comic relief and uncanny hijinx, gnomes and halflings often provide great satisfaction from both a roleplay aspect, and as far as interesting traits and abilities. Carrying on with our examination of the various lineages available in 5e D&D, we find ourselves facing the pluckiest, luckiest, and clever---est beings of them all.
In this episode we talk about spell slots and how they’ve changed from the original Vancian magic developed by Gygax & company. We perhaps shed some light on what can seem like a very abstracted mechanic or reasoning to how and why spell slots work like they do.
Another installment in our lineage/heritage/race examinations brings us to Dwarves and Half-Elves. From one people, created by their god in the perfect image.. to those born with the privilege of Elven blood (or the curse of a shorter lifespan), we dive into what makes Dwarves Dwarves, and Half-Elves the most popular ones in your average tavern.
Sometimes in TTRPGs (and in many other types of game), some elements, mechanics, or values may be approximated or abbreviated so as to not get bogged down in too much minutia, nuance, or calculation. Hit points are probably the biggest culprit of this phenomenon, and we take a look at “what Hit Point loss looks like.” What does a health bar or HP pool represent? What does it mean to have more HPs than someone else?
We begin another discussion series with taking a look at the core heritages/lineages/races in D&D, with our first installation covering humans and elves. Also, how one of them has been revamped over the years in order to make them more desirable selections for PCs.
Language barriers are some of the most significant obstacles when it comes to engaging civilization and sentient beings. Without a means of sharing information in a meaningful manner, we are left with pantomimes and crude imagery. The distinctions necessary for intelligent discourse rely upon a shared basis for which to continue exploring ideas. Use of varied and nuanced language can be an invaluable aspect of TTRPG gaming.
This is the last entry in our examination of the core classes in D&D 5e, and at least one of us is ensuring that shit really does run downhill. The artificer class certainly polarizes your friendly Dungeon Guides, but do not be dissuaded… Someone hating on the Fullmetal RickGyvers of the D&D-verse cannot stop you from enjoying yourself some wizard class dropouts who’ve signed up for shop class. Magic combined with band-saws...
One of the things you can count on regarding secret vaults, villainous hideouts, and top-shelf burial chambers is that the designers don’t want you in there. This week we’re talking about one of the primary means for thwarting would-be looters or defilers.. and that’s traps. Nasty, ingenious, dastardly means with which to end the lives of all who dare to take what doesn’t belong to them.
Join us as we delve into the topic of mega-dungeons, and one of the simplest railroads to present your players. Sometimes the thrill of delving and procuring vast wealth and power is incentive enough to draw your PCs into a massive dungeon crawl. We will give our hot takes on what makes these monstrous crawls compelling, interesting, and challenging for your table.
In this episode we take a look at the monk; a classic and well-traveled class, loved by many and hated by as many GM’s. A nice step away from the more gear-dependent classes, monks have a unique take on martial supremacy as compared to their more weapon-dependent peers in the DPS field. A blend of physical damage output, insane skill, and access to supernatural abilities make the monk a versatile class to play.
Brawny, bare-chested, big-beef-boy, brawler, barbarian. Is there anything wrong with that sentence? We think not! If might makes right, then this class is right on.. dude. Nothing beats beefcake bad-asses borne upon the beef they got with you, your horse, or even simply the terrible pattern in the tile-work of the temple-turned-battleground.
Death comes for us all, and nobody should expect it more than heroes and adventurers. Dealing death and weighing the value of life every session, it can be easy to forget how quickly a PC death can come about. A few bad rolls, an unlucky positioning, or a careless gamble can all have us digging in our bags for the backup character. In this extended-length episode we tackle many of the issues surrounding PC death.
Clerics are the next class up on the examination table in this episode. A once rare PC, due to frequent disdain by many a player towards playing a healing class, we’ve seen the cleric branch out of their tropey past and actually take center-stage as one of the most versatile classes available to players. Conduits and representatives of their deities, clerics have the potential of being as vast and varied as the pantheons in which t...
This class examination episode brings us to the sorcerer. There mere existence is an offense to scholarly wizards everywhere; with their uncanny ability to manifest spells without ever laying eyes on a spellbook or wizardly tome. A bit more worldly than the typical wizard, and with loads of charm or a powerful presence, this is a class that brings great power and versatility to arcane casting.
Many RPG systems incorporate some form of currency or resource which you can use in order to perform acts of bravery or heroism. We discuss the inspiration mechanic of D&D 5e and explore its function and usability. Borrowing ideas from other systems and approaches can be a great way to provide additional capability and collaborative input to any gaming session.
Closing in on the end of our D&D 5e Class hot takes, we dive into the bard with both feet. A class that has been through many changes and iterations over these many decades, we both agree that the bard is an excellent addition to any group. Whether you're going tropey or breaking ground in a new direction of bardic magnificence, you can always find our friendly Jack-Of-All-Trades filling roles; and yes.. Sometimes filling ...
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