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Hobbies

Critical Success

Updated 4 days ago

Hobbies
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Learn the mechanics behind creating a great role playing adventure.

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Learn the mechanics behind creating a great role playing adventure.

iTunes Ratings

56 Ratings
Average Ratings
53
3
0
0
0

Maybe if I rate it 5 stars it will actually update!

By Pat Har - May 01 2017
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Quality material to put in your earholes.

Useful tips

By InflatableAnchor - May 23 2016
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We utilized the "out of character unicorn" at last night's session. It was quite successful.

iTunes Ratings

56 Ratings
Average Ratings
53
3
0
0
0

Maybe if I rate it 5 stars it will actually update!

By Pat Har - May 01 2017
Read more
Quality material to put in your earholes.

Useful tips

By InflatableAnchor - May 23 2016
Read more
We utilized the "out of character unicorn" at last night's session. It was quite successful.
Cover image of Critical Success

Critical Success

Updated 4 days ago

Read more

Learn the mechanics behind creating a great role playing adventure.

Rank #1: 13. Voicing Characters

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James discusses the art of voicing characters. This episode has improv techniques for developing character voices, advice on how to fudge certain voices you can’t do, and the secret to good voice work.

Jun 05 2014

15mins

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Rank #2: Putting Together Your First Game Part 1

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This is a big one folks. This is the first installment of a series where James walks you through the steps to setting up your very first game. In this part he breaks down a game into three essential components and he lays out the first two steps of session design.

Oct 14 2013

19mins

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Rank #3: 12. Designing Monsters

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This week live from CODcon James invites Kat Murphy and Jim Hepplewhite on the show to discuss customizing monsters thanks to a question from Jeff Chaffe @infocorn on twitter.

Apr 16 2014

52mins

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Rank #4: Putting Together Your First Game Part 2

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James continues his walk-through for making your first game. In this episode you'll learn about accounting for player strengths, using differences in scale and differences in kind, and the ever important maintaining flexibility while knowing what is going to happen in the story.

Oct 21 2013

20mins

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Rank #5: Kickstarting Your Party Dynamic

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In this episode James gives us some techniques to build strong party dynamics starting with the first session. He also shows us how to make it easier for players to live out their original character concepts.

Oct 28 2013

12mins

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Rank #6: Maps and Minis

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This week James McGhie asked the simple question: "Tiles and minis, yay or nay?"

Jan 09 2015

11mins

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Rank #7: Strong, Unreasonable Villains

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This week James takes on a new listener question: When my players come up with what seems like a reasonable bargain or deal, my antagonists accept, as long as they're not giving up more than they originally intended to. The greatest *play* experiences I've had came from GMs who created hardline antagonists who would accept nothing less than total acceptance of their demands. Overcoming them gave me a thrill that I want to give my players, but whenever I try to run these guys, my senses of fairness and logic kick in and I accept a reasonable solution.

Dec 12 2014

16mins

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Rank #8: 9. Getting players to Participate

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A couple years ago I DM'd for the first time for a game with my girlfriend (now wife) my friend Matt and his wife and a couple of our female friends. Other than myself and Matt, no one else had ever played D&D. Though I think they kind of liked it, it was very difficult to get them to attempt to role play (my wife later said she just didn't know what to do.

Jan 30 2014

21mins

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Rank #9: 20. Heart Breakers

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James invites Jon and Jef from the System Mastery podcast on to the show to talk about bad role playing games and how to avoid making them.

Mar 05 2015

1hr 22mins

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Rank #10: 8. Giving Players the Right Amount of Information

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James answers a listener's question - "Over the past year I have gotten back into DMing for a group of players, after an almost 10 year hiatus from tabletop rpgs I have come to realize that I am not as skilled as I once thought. I have found that I tend to not give the players quite enough information. How should I go about giving the players enough information to act on but not so much that it either overwhelms them or removes the goal? Where do I draw that line?"

Jan 23 2014

21mins

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