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September 7, 2022 47 mins

Do you ever run entire sessions without a combat encounter? This week we analyze how varying level of combat work in your TTRPG games. We discuss engaging the players in a way that simulates the thrill of combat but in social and exploration encounters. We also talk about the message of "might makes right" and how realism can affect players' enthusiasm or aversion to in-game violence.

Mad Jack Churchill: https://en.wikipedia.org/wiki/Jack_Churchill

Our Website: https://icastspells.com
Our Twitter: @passive_podcast
Our Email: passiveaggropod@protonmail.com

Show Breakdown:

  • 0:00: Intro
  • 0:44: TTRPG News
  • 13:41: Main Topic
  • 14:32: How much combat should I be including in my TTRPG sessions?
  • 25:49: Making non-combat encounters feel like combat.
  • 28:05: Giving individual players a chance to shine.
  • 31:53: Putting just as much prep energy into exploration and social encounters as you would stat blocks.
  • 34:00: Giving the players the tools to define the terms of their own fun.
  • 39:43: The message of "might makes right" in games.
  • 46:13: Outro
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