Third-Party Book Club: How To Write Adventure Modules That Don't Suck


The DMs discuss the importance and practicality of third-party resources for game masters looking to enrich their role-playing experiences. They spotlight 'How to Write Adventure Modules That Don’t Suck' by Goodman Games, a collection of essays from...
The DMs discuss the importance and practicality of third-party resources for game masters looking to enrich their role-playing experiences. They spotlight 'How to Write Adventure Modules That Don’t Suck' by Goodman Games, a collection of essays from 25 authors offering actionable advice on crafting compelling D&D adventures. While examining its applicability across different RPG systems, the hosts analyze its significance among essential GM tools, particularly for seasoned GMs aiming to refine their game design skills beyond standard modules and official D&D materials. The episode also touches on broader third-party publishing trends, highlights notable publishers like Kobold Press, and provides thoughtful insights on maintaining a balance between creativity and user-friendly adventure design.
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Hello, Egg podcast for role players
and gms to help level up your game.
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We are Dungeon Masters. I am
Jason Portiso, I'm Joe McCall,
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and I am Jim Crocker. So
today we are going to continue a series
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we started last month. This is
the Third Party book Club, you know,
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kind of behind the scenes here.
We relocated to my office to record
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for today, and I'm staring right
at my my my personal library and a
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lot of third party stuff in here. Yeah, so this is this is
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this is a fun one. This
is I think where you can really a
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branch out. We're gonna do that
episode on like what to buy and when
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and like how to how to flesh
out your library. We'll do that one
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really really soon to be books that
are just not published by Watts exactly.
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Yeah, sore. There's some really
common third party publishers like Coobol Press is
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probably the biggest one, the most
prolific for sure, definitely. Yeah,
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I mean seeing the Game Masters books
and the actually really popular two. Yeah.
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Took a took a little trip around
Target yesterday. Yeah, you know,
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just a little bit of a lap
around Target with a coffee and four
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later and we were under one hundred. I mean, we were very close
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to one hundred, but we were
under one hundred, right, right.
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But I saw the game Master's book, saw a couple of them. Which
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ones did I see villains? Is
that a newer one? I think that's
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the newest. Yeah, so I
almost picked it up. It was thirty
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percent off of target. So I
saw the book of Villains and yeah,
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with the other one, I might
have been random encounters. The random account
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was one was really good. It
was a Dungeons. I thought, I
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thought you had the Traps one too. I have traps at home, but
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this is what I saw at Target. Okay, gotcha, And so I
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almost picked up the villain Villain one. I thought that was really neat.
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We'll cover some of those books on
more. Tho. I love that you're
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the six about it, because then
maybe you can lead one. But yeah,
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but we can. We can go
ahead and do a book report on
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that one soon. Today though,
we're doing a little bit different book and
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I wanted to get this one done
because last time we did this, we
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did the Lazy DMS Guide and that
was one that's like, you know,
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it's like a must have for DMS
too to have in their collection. This
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one is a little more optional in
my opinion, and we'll kind of get
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into what it is and why I
think that. But today we are talking
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about how do The book is called
how to Write Adventure Modules that Don't Suck.
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I think we all want to do
that. I mean, it's yeah,
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this is the concept that we all
want to have with us. This
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is published by by Goodman Games,
and it is it is twenty five authors
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in there, so I'm not going
to list them all, so we're just
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going to say it is good.
I guess the thing we should the thing
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we should say about Goodman Games is
that they publish kind of a like a
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D and D adjacent game called Dungeon
Crawl Classics that has literally hundreds of dungeon
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modules associated with it that are like
that you could convert to five E without
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too much difficulty. I mean,
technically, it's its own system that's kind
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of like sort of a you know, like I mean, it's like a
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very traditional F twenty sort of thing. That's the game that uses all those
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weird like seven sided dice and sixteen
sided dice smallest kind of stuff, and
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that's a lot of fun and it
has a very kind of pulp you know,
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like like appendix En sort of sort
of feel to it. But this,
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even though like it's it's published with
their game, their dungeon crawl classes
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game, in mind, everything that's
in there is applicable to you know,
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your your ongoing five weeks. This
book in particular. Yes, and this
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is just role playing in general.
This is going to be the least dm
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D centric book that we're probably ever
going to cover. And that's because it
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is not a textbook. It's not
a playbook. This is not a book
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full of mechanics and tables and like
things are specific to any module. Is
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this the one that's kind of a
collection of essays? That's exactly what it
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is. Yes. So there's twenty
five authors and in here's like articles,
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essays, whatever you want to call
it. You know, there are anywhere
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between a page and the three four
pages. They're quick reads, all of
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them. So this is the Federalist
Papers of Dungeons and Dragons, Yes,
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except palatable. Yeah, and I
didn't our IPMPS Hamilton. And if this
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was a SIGNI me in history class, I would actually read it. Yeah.
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Ok. Yeah, So uh so
let's get into the categories that we
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judge these books on so number one, we've got subject matter and author credibility.
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So, as Jim just said,
this is by Goodman Games. They
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do publish their own system, and
each of these authors have you know,
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multiple credits in multiple modules, most
of which you can find on Dungeon Master's
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Guild or draft the REPG. But
what this is is a, like I
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said, a collection of articles or
essays that cover either very specific or very
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broad areas of game design and explore
kind of like intangible concepts that are meant
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to more inspire the re Yeah.
I think that's right, And I think
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the thing that's really cool about it
is that because of the nature of that
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essay collection, they have people writing
about the stuff that they're genuinely interested in,
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you know, and passionate about,
which is really kind of cool.
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It's not you know, like,
you know, if somebody has like a
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page and a half of really interesting
stuff about how you can work interesting traps
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into you know, an environment,
but that's all they got is a page
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and a half. You know,
the book says, yeah, this is
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what we got for you as a
page and a half of this, But
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this person really knows their stuff.
You know, the kind of the that
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they've done, like the editing and
this is is real good. That's one
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of the things I think the best. I think the best books is RPG
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books. The RPG books specifically when
it comes to design, right, I
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think the best parts of those design
parts, if you will, are going
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to just are really their job is
to kind of get the old noodle working.
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Yeah, yep, you know.
I don't want to your point,
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Jim, I don't want a playbook, right, I want something that's going
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to inspire me to think up my
own things. Well, have you both
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in your collection? Is important?
No? Absolutely, And like I said,
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we're going to cover a lot of
examples. Yeah, or you are
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going to cover exactly that in a
very soon upcoming episode that we're going to
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record it today, so it's definitely
coming. But I give an idea of
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what kind of things that they're talking
about. I'm just going to read off
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just the titles of some of these
articles. There's twenty five of them in
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here, so I'm just gonna I'm
just gonna pick at random, so make
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your players world go around. Listen. Do you smell something? Is the
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names of the article logical first Contact
inviting, inventing intelligent science fiction aliens,
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making a villain, how to write
encounters that don't suck, keeping your encounters
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within the capabilities of your players.
So it is like it is kind of
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fairly to a point. It's not
as abstract as I may have made it
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sound. But is this isn't like, okay in five E use these stat
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blocks. It's not that kind of
thing, right, It's it's meant to
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kind of teach an educated audience.
Yeah, Like, because I love the
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I love that one that says designing
encounters that are within the capabilities of your
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players, because that's a very different
thing than you know, did I get
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the challenge ratings? Right? Sure, you know. Like, but but
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like, if you design an encounter
that requires them to approach it in a
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particular way, that like is just
a play style that they never use and
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has never shown any interest in.
Even if it's technically a you know,
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air quotes balanced encounter, it's not
a good encounter to bring to the table.
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And and the book is really good
about, like you say, those
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kind of kind of bigger picture sorts
of things. Yeah, And what is
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very cool is at the end of
most, if not all, of these
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essays. They end it with an
encounter that kind of highlights the point that
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they're trying to make. Right,
it's not a full flag one shot,
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but it's like it's it's a one
little part and you probably even string a
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bunch of these together and squeeze one
shot out of it. Yeah, you're
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trying to get you twenty nine.
That's where like the game Master's guides,
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like they they are just all example, you know what I mean? Yeah,
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And that's that's how I think the
point I was trying to make was
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just that this is a little a
little more abstract. It's not, as
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I mean, a lot more abstract. Yeah, right, right, but
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they're not just giving you They're they're
giving you homework. They're not just giving
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you the answers. Yeah, exactly. And like like I said, this
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is this is meant to be inspiration, right, I'm going to give you
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inspiration. This is the truest form
of inspiration. It's also very much one
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of those books where there's absolutely no
requirement to read it in order you can
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totally pop it open and go.
You know, I could use some I
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could use a little nudge on this
particular thing this week read that essay,
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you know, and and give yourself
some you know, like you say,
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some inspiration and you don't go cover
to cover on it. They're not in
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any particular. Each one is like
three to five pages, and that includes
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the encounter like this is like the
lightest of light reading. If this came
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in a paperback you it was in
my bathroom probably ye. So that's a
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subject matter of author credibility. Individually. I'm not going to go through in
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each of these authors you know bios, but they are all part of Goodman
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Games and that should be enough to
know that they know what they're talking about.
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Next, we go through a complexity
level and depth of analysis. So
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while the articles themselves are all easy
to read and follow, and the book
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is itself is pretty much devoid of
all technical game mechanics. So the only
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reason I'm not going to call this
low complexity is because everything it takes a
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little bit of interpretation to apply to
your games is a little more a little
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more abstract inspiration than it is a
game guide. So it is a very
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easy read, but getting the most
out of it is no just you just
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have to go into it with with
intention to be more and more inspired than
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learned. Yeah, those, I
mean they do. They do have the
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like like you say, like sample
encounters and stuff like that. But like
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specifically, if you're if you're looking
this with an eye towards five E,
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you're gonna need to do a little
bit of Okay, well they say there's
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five goblins in this room. But
you know, like I said, if
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you want to set the you know, the challenge ratings or whatever, that's
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going to require a little bit of
work on the back end. It's definitely
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something that presumes you've got some chops
as a d M before you're popping the
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cover hunt. I almost see that
as an advantage too, though, because
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then you can apply it if you
play And I think, Jim, maybe
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you are guilty of this. Uh
you don't just play one system of tt
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RPG like you. Oh yeah,
I don't think that's guilty. Well yeah,
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that stuff black, right, And
so I have friends that exact same
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way over the pandemic. Like one
day I'd be playing in the Alien,
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playing the Alien tt RPG. Next
day I'd be playing an OSR game and
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then a five game. And that's
how we got through the pandemic. The
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pandemic, Yeah, the game I
was playing just before I joined you guys,
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we're at the end of it.
I'm like, okay, we got
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to wrap it. I gotta go
record a podcast. And it was like
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nothing like D and D completely separate, you know, one of these like
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indie story game things that I was
playing in the morning. So yeah,
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yeah, but I do like that
aspect of this that you can apply it
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to anything. Yeah, yep.
And and it's books like this, and
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it's concepts like this that like,
I know, even in our little speech
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at the beginning of the episodes,
I specifically do say game masters and not
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specifically dungeon masters. While and while
this podcast is mostly D and D centric,
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and you know, we're just kind
of playing the numbers on that one.
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But it's you know, we we
do hope that this show is educational
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for people who just want to be
or you know, DND players that want
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to branch out. Even I think
it's probably the most the most fair demographic
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for this. Yeah, but that
then that requires finding like like six friends.
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We know, we need more friends
than I'm a couple that I played
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Dungeons and Dragons with almost on I'm
not getting new friends ball I barely the
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ones I have. So as far
as complexity level and depth analysis, it's
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not a super deep, divy type
of book that there's no charts, there's
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no grassters or anything like that.
Uh, there's no stat blocks. This
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is you know, kind of I
don't want to say surface level. This
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is like it's meant to be a
simple read of complex ideas that come from
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you know, combined decades and decades
of experience and kind of all just put
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into a nice little stack of papers
that you can peruse at your leisure and
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complexity level, you know, easy
to read. But then like you know,
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I wouldn't blast this book in a
day. I would read you know,
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one or two essays even a week
and just kind of like really process
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and really learn from them. GMing
is a fairly abstract concept as it is,
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and like you know, being able
to shape like your your version of
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doing that, it's a it takes
a little introspection. This is an introspective
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kind of book. Hello Adventurers,
Thank you so much for listening. If
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you enjoy the show, the absolute
best thing you can do to support us
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is to subscribe so you'll be notified
when new episodes are released. You can
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also leave us a review five stars. Of course, that will help us
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get seen by more D and D
players, and more than anything else,
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just tell your friends about us.
If you like what we're doing here,
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then there's a good chance that your
DM or your players will enjoy it too.
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And you don't need to loop gold
to do any of that. We
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appreciate your listening. Now back to
the show. Next is innovation, and
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I said, this is maybe not
a fair category for this book because we're
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not introducing anything like mechanics. Wise, there's nothing in this book that you
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can't find in the Dutch Master's Guide. And you know, as far as
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like learning from others experiences, you
know you can eventually learn from experience yourself.
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So with this kind of fast tracking
the years of experience that it would
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take to you know, kind of
even consider a lot of these concepts in
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your normal games. So innovation is
not it's not breaking any mold, it's
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not any it's not any new information
that's out there. It's just kind of
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like putting things that you may not
have tangibly put ideas took yeah, or
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or that you would normally only figure
out through trial and error exactly, like
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like you do things wrong a few
times and you settle on some best practices.
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I mean, and I like I
like that word that that phrase best
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practices, because there's a lot of
that kind of thing going on throughout this
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book, you know, like like
philosophical approaches and you know things that people
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have tried that you know that they
found work that might work for you kind
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of thing going on with it.
Yeah. Yeah, So being in non
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a non game book, it's hard
for me to call this particularly innovative.
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So our next rubric is relevance.
And you know, we're huge fans of
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the lessons that are in this book. I can totally see this as being
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a very optional in your collection.
But as far as like the the concepts
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being taught are just super relevant to
DMING, and it's this is it's it's
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years of experience condensed into a book, right and specifically DMING if you're making
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content, like if you're doing like
I don't like the word homeword to describe
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people, you know, making their
own adventure, making their own adventures and
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building their own encounters and stuff like
that. But but this is particularly useful
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if you have taken that step from
exclusively running out of you know, published
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modules, and you are, like
the title says, writing adventure modules.
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They use that that phrase modules to
describe the you know, like kind of
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the old school you know, in
a cardboard cover stapled on the side,
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you know adventures that Yeah, the
way that they used to publish them before
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they were all you know, big
like hardcover mega dungeons and stuff like that.
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But but it's it's like most particularly
useful, especially if you're relatively new
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to just sitting down and going all
right, I'm going to write the dungeon
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tonight. But you know, if
you're kind of in that stage of GMing
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where you're starting to do your own
content, or if you're you know,
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picking and choosing, doing a little
bit of a you know, kind of
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a buffet style thing and picking from
other modules to kind of k bash your
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own stuff that's more relevant to your
own campaign, that's really the sweet spot
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for it. I think, Yeah, players don't need to read this,
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it's not There may be some interesting
stuff in there, but it's very much
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aimed at people that are that are
creating content for their players. Yeah,
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and like you said, like creating
content if you're just running out buying the
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Crisis Straw book, you know,
curs. The stradbook tells you everything you
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need to know about how to run
that campaign and make it not suck.
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Yep. But if you wanted to
run your own campaigns in what's it?
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No, yes, Brovia, If
you want to run your own campaign in
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Brovia, then this would really start
handy. Yeah. Yeah, that's that's
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probably the way that I like to
do things, Like I want the world
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established. Yeah, I want to
tell my own story, right. Word
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building is hard. World building is
very difficult, So I don't want to
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do that part. Yeah. And
Joe, you started to you, I
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mean you started to say strix Haven, but there are some more sandbox y
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kind of settings for five, the
strix Haven aberon, you know, the
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the Ravnika book for the you know
that like spins off from the Magic Thing.
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Wild is pretty much that book.
Yeah, what is the Explorers Guide
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to Wild Explorer's Guide to Wild Mount? I was like myself, Explorer's Guy
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to Wild Mount is really just the
setting, Like they give you some stuff
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to do and they're like, yeah, here's this, but a lot of
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it is just like this just the
world, thankfully. Yeah, and and
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this book interacts with those, like
I say, kind of sandboxy sort of
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D and D books really really well
definitely, you know, tells you how
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to drill down and you know,
run that run that alley way, set
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up that alleyway, encountering Sharn for
your ebon game. You know, but
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but it relieves you of the burden
of like who what are all these factions
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and nations and all that kind of
stuff. But it does that for you,
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like, yeah, so you can
drill down into the you know,
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the you know, the individual countersun
parts, right, the actual fun parts.
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So that kind of brings us to
the last section here, which is
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to me the most important one.
Who is this for and when is the
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right time to buy it? Yep, and this and we kind of just
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covered this. This book is specifically
for experienced DMS. I would not get
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this for a new DM, and
I definitely want to get this for a
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player. Yes, this is specifically
for experienced d MS. Kind of the
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opposite of the last book we covered
where we kind of would recommend this for
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a newer DM new where newer or
maybe not brand new? Yeah, so
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this I would get this after So
you, in my opinion, you would
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you would get, you know,
get your DMG stuff once you kind of
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learn the concepts from that, then
get lazy Dungeon Master, and then once
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you've kind of internalized that stuff,
this is going to kind of get you
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to that next level. Yeah.
And I would get this after like years
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of dming not a whole not a
whole lot if you wanted to. Yeah,
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I think it depends too if if
if you're playing three four times a
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week, yeah, for a few
months, like you could probably and you're
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ready, Yeah, sure, you
could probably do this. Back in my
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retail days, this book this was
the go to to the question that I
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would get asked relatively frequently, which
is very specifically like, hey, you
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know, we just finished out of
the Abyss and like, with that experience
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that I've gotten under my belt,
my next campaign, I really want to
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do my own stuff, Like is
there a guidebook to help me do that?
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And I would be like you,
you know, you, sir madam,
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you want this book right here how
to write a venture modules that don't
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suck. And one of the cool
things about it is that title is just
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so great because people look at it, they chuckle a little bit, and
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like it's a title that says,
look, you can do this. It's
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not that big a deal, sure, which is one of the things that
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I really like about it, and
kind of consistently throughout the book, the
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tone is not, you know,
like like somber, like this is a
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huge responsibility and you don't want to
get it wrong. It's like, this
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is super fun and it's really easy. Let me let us show you how
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we do it. It's such a
really good book book in that regard.
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Yeah, and I like too that
it's like not how to write perfect adventure
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minds, it's great exactly. It's
just just ones that don't suck. And
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that's really listen, that's the bar, friends, that's the bar of suck
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in dming, like just just don't
let it, don't let people have a
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bad time. You know, you
don't have to be you don't have to
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be Matthew Mercer. You don't have
to be my man, Joe Manjanello from
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a Dealer No Deal Island. You
know, you you can just be you
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can be Joe the or just be
the person that like you're as having fun
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with your group of friends, yeah, and making that fun. So I
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got this book at Jim's recommendation.
Actually, when I actually said that,
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I asked the community. I put
it in the Facebook group, I even
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00:21:26.640 --> 00:21:30.400
put it out on Reddit, and
the question I said was, you know,
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my bookshelf was looking pretty full,
what else could I possibly add?
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Hey, guys, how do I
write adventure modules that just don't? And
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that's that's all. That's the other
question too, But that's the question Jim
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got. And like, no,
for me, my collection felt fairly complete
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00:21:42.960 --> 00:21:48.279
because I had tons of resource books
and I was looking for things that were
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00:21:48.319 --> 00:21:52.680
like beyond that, and this was
this is the perfect first book to reach
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beyond the resource books. Yeah,
and for me, like when I when
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I said to myself, what else
could I possibly get? Was the perfect
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time for me to get this?
Yes, And I'll also say that this
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is this might be because it's not
game mechanics. It's because there's not resource
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stuff in there, there's no spoilers. This makes probably the best gift out
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of everything on my shelf for your
d M. Yeah, I think this
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is a isn't a must buy.
No, I think this is a This
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is a It depends on your circumstance
exactly, but I think I think this
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is an excellent addition to an already
complete collection. Yeah, what do you
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buy the DM that has everything?
Yeah, you know, and but and
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and they don't have this book this
book, yeah, and and and more
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so and and because like I said, there's no game mechanicsts in here,
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so like it's not like the I
would say, hey DM, here's a
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straw book. And then I was
like, okay, I guess that they're
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on straw now cool. It's like, hey DM, here's a book on
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just how to just my mother was
killed by a vampire. Thanks. It's
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like, here's a book that just
is just general concepts in dming. Yeah.
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Yeah, and you and you get
to imply that the reventure modules suck
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without really implying it, and the
straight their face Yeah, actually that's not
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auctually might be kind of I mean, no perfect gift, perfect gifts,
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so what they call it backhanded?
So hey, I saw this book and
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it made me think of you.
There's also breath strips end. Yeah,
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your mom letting you know you well
every Christmas made me think of you.
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Oh because my adventure modules don't suck. Yeah yeah, but still read the
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book, yeah, yeah, the
whole thing. Yeah, but read it
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though, Yeah, listeners can't see
that you just did the slow, slow,
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00:23:36.599 --> 00:23:41.000
slow slide across the table as long
as you just like two little pats
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on the top of it. I
actually feel really good. None of my
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players have bought me this book,
so I have encouraged you to borrow my
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copy though, So yeah, but
I think that's can cover for today.
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I do like this book a lot, and I know I kind of like,
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you know, spend a lot of
time in the episode saying like this
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is not an absolutely must have,
but I am very glad that I do
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have it. I think that's that's
the fairest way to makes what makes break
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your figure DM. And if you
want to get into D, I mean
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this should be on your list of
things to eventually get. We'll get to
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where it fits exactly on the list. I'm a very assumed forthcoming episode.
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So we'll put a link in the
show notes below where you can find the
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book. Looking for a hardcover copy
right now, they may be in between
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print runs at the time of this
recording, but you can get the PDF
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off of drive through our PG so
we'll have a link to that at least,
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and if we find a good link
for a hardcover copy. We'll throw
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that download too. I did a
bunch of researcher this episode, but not
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that much, so missed that one. But that's going to wrap it up
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for today. Thank you for listening
to Hello Adventures. We're your host Jason
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Portiso, Jim Crocker and Joe McCall, producer, editor and engineer Jason Portiso.
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00:24:45.960 --> 00:24:48.519
Music by Nick Spurrier, artwork by
Kristin Roderick and you can reach out
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00:24:48.559 --> 00:24:52.359
to us with any feedback, ard
suggestions by emailing Hello Adventures podcast at gmail
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00:24:52.400 --> 00:25:03.880
dot com. Hello Adventures is a
JTP audio production. Goodbye Adventures, The l

















