Episode Transcript
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0:00
Welcome back to the
0:02
Dungeon Master's Block, the
0:05
place where we come
0:07
to talk about the
0:10
Dungeon Master, the
0:12
most important person
0:14
in the game.
0:17
With every conversation
0:19
we hope to
0:21
inspire as many
0:23
as possible to
0:25
keep on Dungeon Mastering. Moniac
0:28
and today we will be
0:30
talking with Clara Daly and
0:32
Hannah Rose about designing as
0:34
a dungeon master. It's a
0:36
great conversation where we look at
0:38
what they're doing at the high-end production
0:40
level. Honestly, if you haven't looked at
0:43
the magazine that they're making Horizons, you
0:45
are doing yourself a disservice, but we
0:47
take the knowledge base that they have
0:50
from working with amazing people in the
0:52
industry to learn more about how we
0:54
can make stuff at our table. And
0:57
I'm one of your other hosts. DiM Derek,
0:59
aka How Not to DiM. Hill, would you
1:01
like to hear one of our beautiful
1:03
listeners' reviews they have just left us
1:05
on iTunes? Yes, I would love to
1:07
hear it. From Zalwin, five stars. I
1:10
have listened to every episode. There
1:12
is truly a plethora of information
1:14
found within these tombs of knowledge.
1:16
You will find tips, ideas, and
1:18
friends sharing ideas and conversations about
1:20
a hobby they love and share.
1:22
Even if you're not a DM
1:24
or GM, you'll find friendly advice
1:26
here. Oh, thank you so much
1:28
for that review. We appreciate it.
1:30
You heard that right, everyone. It
1:33
doesn't matter which side of the screen
1:35
you're on. Come on down. I mean,
1:37
listen, evil players. This is the podcast
1:39
for you. If you want to turn
1:41
the tables on your dungeon master, we
1:44
have hundreds of episodes so that
1:46
you can learn exactly how to do
1:48
it. You're not wrong. The only other thing
1:50
I have to talk about, Neil, before we
1:52
jump into the meat, is our good friend
1:54
Kate Corsak. You will remember we talked with
1:57
her about maps at the end of last
1:59
year, middle, to end of last year
2:01
sometime in the fall and winter.
2:03
Kate talked then about how she
2:05
had her new book coming out,
2:08
which she was very excited about.
2:10
So I want to direct all
2:12
of you to kickstarter.com where you
2:14
can find Kate's. Kickstarter project she's
2:16
got going for book one of
2:18
her Guardian series. The project is
2:20
already funded which is super exciting.
2:23
She's already raised a bunch of
2:25
money to make this book possible.
2:27
So if you are interested in
2:29
fantasy, you want to get some
2:31
ideas for your home game, you
2:33
want to help support some of
2:35
our awesome guests. This is a
2:38
great spot to do it. So
2:40
head on to Kickstarter.com and search
2:42
for Guardian or search for Kate
2:44
Corsak. That's K-A-T-O-R-S-A-K. back in the
2:46
day we had so much fun
2:48
and we're really excited to read
2:50
your book when it comes out.
2:53
Anything you can do to support
2:55
an independent author which Kate is
2:57
if you've listened to the episode
2:59
she went through her own woes
3:01
to learn that maybe a little
3:03
independence can go a long way.
3:05
Well Neil now that we've got
3:07
all of those awesome announcements out
3:10
of the way let's head to
3:12
the meat. Why can't we
3:14
have some meat? The flight means back
3:16
on the menu boys! Hannah and Clara,
3:19
thank you so much for joining
3:21
us. We are really excited to
3:23
chat about all things Wild Mage
3:25
and then also all things DMing
3:27
and how you know all this
3:30
can apply. So we would love
3:32
if you could both just tell
3:34
us a little bit about yourselves.
3:36
Some of your history with tabletop
3:39
role-playing games and Wild Mage specifically.
3:41
I'll go first. I'm Hannah Rose.
3:43
I am a game designer, editor,
3:45
now art director, and dabbling and
3:48
layout, of course, always learning new
3:50
things, which was part of the
3:52
reason that Clara and I decided
3:54
to found this company Wild Range
3:57
Press together. Claire Daley. I am
3:59
by day a digital director and
4:01
outside of that I am an
4:03
illustrator and graphic designer and I've
4:06
been playing 5E for quite a
4:08
while and I have a deep
4:10
interest in it and fortunately found
4:12
my way into doing work for
4:15
Table Top and founding the Wild
4:17
Maid Press with Hannah. Yeah, two
4:19
names that absolutely, if you put
4:21
into Google, or you just start
4:24
searching your shelf, I pointed it
4:26
to shelf, I don't know who
4:28
that's for. It's not even for
4:30
you guys on the call because
4:33
I have a background. But if
4:35
we were to go to my
4:37
shelf behind me and start picking
4:39
up some books, some of my
4:42
favorite books, these are two names
4:44
that you will absolutely find. And
4:46
because of that, my question that
4:48
will always get the caveat, is
4:50
there anything that you're currently working
4:53
on that you can tell us
4:55
about? Well, we are absolutely working
4:57
on upcoming issues of Horizons, which
4:59
is our digital first magazine in
5:02
for tabletop art PCs. So we
5:04
have three articles a quarter for
5:06
fifth edition D&D and then a
5:08
rotating featured system and a nerdy
5:11
off-ed. So yeah, we have issues,
5:13
we've have two issues that are
5:15
out now and issue three is
5:17
coming in April. And we've got
5:20
stuff being lined up and designed
5:22
for many future issues. Outside of
5:24
that, we're exploring some other larger
5:26
projects, but nothing that we can
5:29
talk about yet. Yeah, that falls
5:31
in the second category. Mm-hmm. Yeah.
5:33
Okay. So one of my favorite
5:35
surprise questions that we have, and
5:38
we always come back to it,
5:40
because I think it's like really
5:42
like... focuses in on kind of
5:44
who you are both as a
5:47
player and a person is if
5:49
you had one spell that you
5:51
could actually cast in your real
5:53
life, what would it be? I
5:56
have answered this a couple different
5:58
ways over time and I second
6:00
guess it every time. That's why
6:02
I like re-asking you because I
6:05
feel like I'm just I'm just
6:07
as confused as I was the
6:09
first time I was asked that
6:11
question. I feel like there's almost
6:13
a moral there's a moral imperative
6:16
to answer cure wounds or spare
6:18
the dying. I mean or even
6:20
wish though then you start edging
6:22
into playing God territory. But Yeah,
6:25
I feel like there's a moral
6:27
imperative to think about what if
6:29
we could use healing magic, which
6:31
is just such a generic form
6:34
of healing, so many hills, with
6:36
very little medical knowledge required. So
6:38
that's my usual answer. I'm gonna
6:40
go slightly off my usual answer,
6:43
but it's still pretty common. I'm
6:45
going through polymorph, because that's fun.
6:47
You can do so much. If
6:49
I could pick any class to
6:52
be, I would be a druid.
6:54
There you go. That would be
6:56
cool. I feel like Neil, are
6:58
you going with the classic? Are
7:01
you going to switch it up?
7:03
My classic is always, and I
7:05
got this from my father, who
7:07
is not the nerdiest of guys,
7:10
who's a very car guy, but
7:12
if you were ever asked what
7:14
super power, like the fact that
7:16
he had ever thought of this
7:19
idea and was like always locked
7:21
in. The idea that like any
7:23
superpower he felt he could have,
7:25
he would always want to be
7:28
to speak every language. He said
7:30
that the benefit that you would
7:32
gain from that is also not,
7:34
it's also not this thing where
7:36
you become this thing that everyone
7:39
potentially seeks out or tries to
7:41
like leverage or fight for or
7:43
exploit. It's just kind of that
7:45
thing of. You're just a living
7:48
Rosetta Stone at all times. And
7:50
so comprehend languages is my go-to
7:52
answer. That's a really cool answer.
7:54
Find it really fascinating because as
7:57
long as like a place has
7:59
a written language too, and I
8:01
could... it, I could then communicate
8:03
with it, even if it were
8:06
to just be writing. So like,
8:08
it is my answer. It's comprehended
8:10
languages. That's so cool. In the
8:12
past, I've gone very altruistic and
8:15
I'm going to go totally opposite
8:17
today and I'm going to say
8:19
control weather for selfish reasons and
8:21
just always be able to have
8:24
whatever weather I want. So, so
8:26
there we go. I could. you
8:28
know in my off-season go and
8:30
maybe like make it snow a
8:33
little bit more in places that
8:35
need it or rain that could
8:37
be nice but then also I
8:39
could you know have nice weather
8:42
wherever I went which could be
8:44
kind of cool so it's a
8:46
little bit of both worlds. I
8:48
always wonder if control weather has
8:51
like fantasy in-world implications if you
8:53
are moving the weather pattern what's
8:55
happening on the other side of
8:57
the mountain range? Then that's my
8:59
same issue with like not wanting
9:02
to actually choose some and spells
9:04
because I'm like, I don't know.
9:06
I don't know what the answer
9:08
is. Where are they coming from?
9:11
Do they go back? Are they
9:13
just going back after they're dead?
9:15
I can't do it. I can't.
9:17
I can't be that guy. Too
9:20
many existential crises to do. Yeah.
9:22
I get it. No, I'm out.
9:24
All right. So let's dive in
9:26
now to the topic of hand.
9:29
So we would love to chat
9:31
a little bit about. Wild Mage
9:33
Press, what you've been doing, kind
9:35
of how it came about, and
9:38
then we'll delve more into kind
9:40
of the lessons that you've learned
9:42
in your history in the publication
9:44
business and how it applies to
9:47
running games. So yeah, let's start
9:49
with that. Tell us a little
9:51
bit about Wild Mage Press and
9:53
how it came to be. the
9:56
art director and editor for Taldori
9:58
Reborn and happened to need a
10:00
bit of art, initially some spots,
10:02
some items, and it kind of
10:05
grew from there. And we worked
10:07
together, we worked really well together,
10:09
formed a friendship, formed a really
10:11
good collaboration, and that expanded into
10:14
when she was working with MCDM,
10:16
hired me to do some work,
10:18
and beyond that, it was definitely
10:20
a friendship. We would in our
10:22
off time talk about things like,
10:25
what about this cursed item? What
10:27
about, you know, how could we
10:29
push the rules of things and
10:31
just coming up with silly stuff
10:34
that was never going to get
10:36
published, but realizing we had this
10:38
great collaboration, this shared interest, and
10:40
it was beyond just tabletop, but
10:43
really grew into being friends. And
10:45
from there, she broached at some
10:47
point, like, hey, I'm looking at.
10:49
creating this pub do you with
10:52
your skills that really complement mine?
10:54
Want to join and build this
10:56
up and here we are. You
10:58
can't buy that. It's the person
11:01
you find finding the person that
11:03
is excited about all of your
11:05
ideas but also willing to say
11:07
that they're not you know like
11:10
yes but no like in here's
11:12
the here's the reason why it's
11:14
it's this thing that like I
11:16
could work any job I have
11:19
realized that I can figure it
11:21
out it's not but finding good
11:23
people and like that's it I
11:25
think and what echoes out of
11:28
that is how good the product
11:30
is so absolutely I'm glad you
11:32
found each other and we get
11:34
to read and so many different
11:37
people get to read the benefits
11:39
of that yeah for my part
11:41
I knew I wanted to do
11:43
something like this and After having
11:46
been in the industry for many
11:48
years as a designer and an
11:50
editor and moving up to leading
11:52
projects like Taldory were born and
11:54
being the managing editor of Arcadia,
11:57
I was ready to continue in
11:59
that leadership role and, you know,
12:01
be able to pick who I
12:03
want to collaborate with and hire
12:06
artists and work with all of
12:08
these amazing talented people. And I
12:10
knew that I didn't want to
12:12
just do something on Patreon on
12:15
my own. You know, that's really
12:17
cool. Lots of people have amazing
12:19
content on Patreon, but I would
12:21
be really lonely doing that. And
12:24
I wanted somebody who was a
12:26
co-founder, who could be a leader,
12:28
who had the experience and leadership
12:31
skills and attention to detail and
12:33
desire to create something really high
12:35
quality. And so, yeah, I am
12:38
really lucky to have found all
12:40
of that in Clara. Yes, there are
12:42
so many questions I have and so
12:44
many answers I have at the same
12:46
time. It's difficult to like hone in.
12:48
And I know and I'm also trying
12:50
to like parse out like what have
12:52
we already talked about and what did
12:54
I listen to. But one of the
12:56
things that I was impressed by by
12:58
listening to some of the interviews that
13:00
you have already done is that it's
13:02
not that you necessarily approached it with
13:04
kind of what I feel like sometimes
13:06
happens in the TTRBG space is just
13:09
kind of this blind success of like
13:11
finding something it working well and sometimes
13:13
difficult the success you find because you
13:15
weren't like potentially prepared for it.
13:17
That is not how I feel because I
13:19
have heard the work that you did prior
13:21
to starting this and the two business degrees
13:23
that I have were just like, oh, oh,
13:26
oh, good job, good job. And then it
13:28
was like, oh, that too? Oh, wow. So
13:30
yeah, doing the due diligence beforehand was something
13:32
that I was really impressed by. And part
13:34
of me is wanting to know, like what
13:37
was it the previous work that you had
13:39
both done to like recognize that these are
13:41
some of the things to set yourselves up
13:43
for success is just kind of like that
13:45
where it where it came from? There's
13:47
definitely stuff that we have similarly
13:49
observed in the industry where I
13:51
see a lot of times companies
13:53
and organizations here are like,
13:56
we're creating stuff for games, we're creating
13:58
stuff for fun, this is fun. and
14:00
fun fun fun fun we don't
14:02
want any of that stuffy business
14:04
things we don't want to use
14:06
project management tools and calendars and
14:08
like you know rack our career
14:11
goals and you know and we
14:13
just want somebody who can do
14:15
social media and graphics and marketing
14:17
and run a Kickstarter and do
14:19
the work of five different people
14:21
and pay them 12 dollars an
14:23
hour. Anyway, so there's a lot
14:25
of people who are really excited
14:28
about creating things and I think
14:30
don't want to think about the
14:32
business side of things because it
14:34
is scary and unknown because it
14:36
feels too corporate because I mean
14:38
this is such a tiny tiny
14:40
industry compared to pretty much anything
14:43
else. So we have both observed
14:45
that and knew that I mean
14:47
we've both had you know I
14:49
used to be in tech. Clara,
14:51
as she mentioned, has a career
14:53
as a digital director and has
14:55
also been in publishing and we
14:58
knew that we wanted to leverage
15:00
knowledge from outside the industry to,
15:02
yeah, make those deliberate choices. And
15:04
I think from my side, especially
15:06
when I was introduced to Arcadia,
15:08
one of the things that really
15:10
resonated with me, both as a
15:13
GM, And as, you know, someone
15:15
publishing an art and all of
15:17
that was the play testing. Like
15:19
that wasn't just someone coming up
15:21
with homebrew and putting it up
15:23
without it being edited or put
15:25
through its, you know, steps or
15:27
anything like that. Like, Arcadia was
15:30
going through those steps to really
15:32
make sure that players were getting
15:34
feedback and that was going through
15:36
editing and all of that resonated
15:38
with me heavily. before I really
15:40
understood like I at the time
15:42
before really being immersed in this
15:45
was just a GM like buying
15:47
stuff off dams gold and wherever
15:49
like I didn't necessarily understand what
15:51
was going on. what was bad,
15:53
why I felt it was good,
15:55
why I was feeling it was
15:57
lacking, that play testing meant so
16:00
much, and it's kind of much
16:02
like an IT, that invisible back
16:04
end where you're doing your due
16:06
diligence, and if you're doing it
16:08
right, the end product is seamless,
16:10
and the user doesn't have to
16:12
know why, but you've put in
16:15
the work. And I think Hannah
16:17
really... came to all of this
16:19
with that ethos and understanding and
16:21
that backlog of like listen to
16:23
do this right and to separate
16:25
ourselves from just I had an
16:27
idea like me with my silly
16:30
hats that are cursed like cool
16:32
but we're not just putting that
16:34
out there like there there are
16:36
steps that we need to go
16:38
through to make sure this play
16:40
tested for the end user and
16:42
so the GM is proud and
16:44
able to put this on their
16:47
table and it's balanced. It's like
16:49
you've done this before because that's
16:51
going to lead us directly into
16:53
the topic that we're looking to
16:55
do. I like to call it
16:57
the button theory. Most people know
16:59
like I need a button and
17:02
I needed to do this. Very
17:04
few people understand the work it
17:06
takes to make the button work.
17:08
They also don't necessarily need to
17:10
know it for them to make
17:12
the button function. I can get
17:14
in a car and I can
17:17
push the little button that starts
17:19
it and I because of the
17:21
way I grew up in the
17:23
things that I've known. I can
17:25
tell you kind of everything that
17:27
happens after that and all that
17:29
leads to it. Most people just
17:32
go the button and it's car
17:34
on and I drive and that's
17:36
but that's all they needed and
17:38
so providing that button and I
17:40
think that's leading us into the
17:42
conversation about like all of the
17:44
things that happen behind it so
17:46
that when you do present something
17:49
that is home brew to your
17:51
campaign to your world to your
17:53
table to your players or they've
17:55
brought something to you. and just
17:57
using the same analogy of the
17:59
cursed hats, like having the knowledge
18:01
to be able to make that
18:04
effective so that they're not disappointed.
18:06
either by it being too little
18:08
and the flip side, you're not
18:10
necessarily disappointed as the DM because
18:12
it's just way too powerful. And
18:14
you think to yourself, why did
18:16
I ever allow these cursed acts
18:19
into my game? I am now
18:21
cursed by my own cursed hoisted
18:23
by my own, by my own
18:25
cursed hat. Yeah, and you know,
18:27
to use your button analogy from
18:29
the button designer's perspective, right, we're
18:31
thinking about... where should that button
18:34
be placed? What is the icon
18:36
on it so that people have
18:38
an idea of what it does
18:40
if there are similar buttons that
18:42
do similar things or the same
18:44
button on a different you know
18:46
a different mechanism or a different
18:48
web page that should have the
18:51
same design? I'm really passionate about
18:53
providing the GM with the information
18:55
they need to make their experience
18:57
GMing as smooth and panic-free as
18:59
possible, right? There are always things
19:01
that the GM is going to
19:03
have to improvise. The whole point
19:06
of us handing something to the
19:08
GM as inspiration and as rules
19:10
isn't to allow for every scenario.
19:12
The GM's job is to improvise
19:14
and fill in those gaps, fill
19:16
in those gaps. But when I'm
19:18
editing an adventure or... you know,
19:21
deaf editing a first draft we
19:23
get, I'm always thinking about, okay,
19:25
if I'm the GM using this,
19:27
where might I get stuck? What
19:29
kind of questions might the players
19:31
ask that I feel like the
19:33
material should answer for me? And
19:36
if the material is answering that,
19:38
where's the best place for us
19:40
to put that answer to the
19:42
GM can easily see it when
19:44
they need it? And also additionally
19:46
to that, like where are we
19:48
intentionally leading the option to improvise?
19:50
Like this isn't just a set
19:53
and go and you don't have
19:55
any choices but to run. as
19:57
written, we're giving this material so
19:59
you have a starting point and
20:01
good parameters, but you as an
20:03
experienced GM can run with it,
20:05
change it, adapt it. Like we're
20:08
not so rigid that we don't
20:10
expect and want and want to
20:12
encourage GMs to be able to
20:14
change this as fitting to their
20:16
scenario or their situation. It makes
20:18
a lot of sense. It's good
20:20
to make sure there's enough latitude.
20:23
It's not like prescriptive, like you
20:25
have to do this, it has
20:27
to be this way, because that
20:29
inherently, like you said, Hannah, makes
20:31
it inflexible and, you know, we
20:33
know that DM's GMs have to
20:35
be flexible because players are, you
20:38
know, the largest chaos agents that
20:40
we deal with, right? It's the
20:42
constant change. I feel like it's
20:44
funny to me, whatever I am
20:46
comparing notes with another GM or
20:48
DM or players. and we've played
20:50
the same campaign the same scenario
20:52
whatever it is and like how
20:55
different our experiences were like we
20:57
befriended ex-nPC and and they were
20:59
you know they were great and
21:01
they were so helpful and then
21:03
the other groups like really we
21:05
hated that nPC and we kidnapped
21:07
them and you know sent them
21:10
to the nine hells and it's
21:12
you know it's it's just it's
21:14
funny to see the the range
21:16
of things that could happen with
21:18
all of that in mind I
21:20
would love to know from a
21:22
good design perspective both visually and
21:25
words wise, what do you look
21:27
for in pieces of design, you
21:29
know, specific stuff that people are
21:31
writing for the stuff that you're
21:33
publishing? How can you tell it's
21:35
going to be good or what
21:37
parameters do you give your writers
21:40
to make sure that they are
21:42
hitting those points to make it
21:44
easy to use, flexible, and also
21:46
informative enough that it's useful for
21:48
them? Yeah, great question. Two of
21:50
the main things we talk about
21:52
in our style guide are... clarity
21:55
and precision. So writing for role
21:57
playing games in general is a
21:59
Unique genre involves a mix of
22:01
presenting evocative descriptions, you know, with
22:03
the flavor, the imagination, the fantasy,
22:05
alongside mechanical details, that technical manual
22:07
part. Speaking of, you know, not
22:09
putting the onus on the GM,
22:12
I have an example in the
22:14
style guide about don't, don't make
22:16
the GM invent mechanics for your
22:18
ideas. if you are saying there
22:20
is a vast desert filled with
22:22
various hazards like ever shifting dunes
22:24
and sandstorms that strike with little
22:27
warning like you know it doesn't
22:29
need to be 300 words but
22:31
let's present some mechanics for that
22:33
let's tell the GM how do
22:35
those ever shifting dunes work where
22:37
are you going to find the
22:39
rules for this desert travel stuff
22:42
like that so it's so clarity
22:44
and precision and something that I
22:46
really work with authors on and
22:48
edit for and appreciate when an
22:50
author already knows how to do
22:52
because again you know sometimes we
22:54
need to add those things so
22:57
we're not putting the onus on
22:59
the GM to invent but that
23:01
means that saving the words for
23:03
what matters is important and especially
23:05
when it comes to layout. And
23:07
Claire from an art perspective how
23:09
do you make sure that the
23:11
art is evocative and interesting and
23:14
gives people more than just more
23:16
questions that they, you know, have
23:18
to answer themselves. I think a
23:20
lot of that comes from how
23:22
we craft the art orders. So
23:24
obviously the stage is set by
23:26
the folks who write the work,
23:29
but what we're then trying to
23:31
craft with the art order is
23:33
creating a setting, creating specificity, but
23:35
also, and I know this is
23:37
gonna sound kind of counterintuitive, but
23:39
specificity, but openness. So if there
23:41
is this great desert that Hannah
23:44
just mentioned, but there's also crystal
23:46
dunes, you know, erupting out of
23:48
it, we want to specify, you
23:50
know, that's malachite. that's coming out
23:52
of it. We want to give
23:54
a visual and a specificity that
23:56
is going to, even though the
23:59
GM might then change that to
24:01
be, oh actually that's garment, there
24:03
is a visual that they can
24:05
give their player, whether it's through
24:07
description that they're looking down real
24:09
quick and be like, alright, let
24:11
me look at this. And I
24:13
don't have to think my brainspace
24:16
is better spent on thinking about
24:18
all of the mechanics that I
24:20
already have going on, but that
24:22
specificity of... What do we want
24:24
this to be? Is it a
24:26
multi-tier desert? Is there something floating?
24:28
Are there sand dunes? Is this
24:31
actually a rocky beach type desert?
24:33
Is it not necessarily when you
24:35
say desert was something someone might
24:37
think? Is it not just red
24:39
dunes? Is it, you know, gray
24:41
and black sands of, you know,
24:43
something you might think along the
24:46
coast of Iceland? Is there just
24:48
giving that idea of very specific
24:50
color and texture and... elements of
24:52
existing features that someone might be
24:54
able to go like, oh, I
24:56
can think of something similar to
24:58
that in my head that sets
25:01
the setting is this, you know,
25:03
something that I can resonate with
25:05
and then build off of. So
25:07
we again don't want to be
25:09
prescriptive, but we want to be
25:11
precise enough that someone has an
25:13
idea of instead of just, it's
25:15
a desert with sand, giving them
25:18
both a visual to then. enough
25:20
idea that they can blow off
25:22
of. I think that's the counterintuitive
25:24
thing that's happening there, at least
25:26
the way I look at it,
25:28
is that with being both concise
25:30
and specific, it builds a framework
25:33
that you can then work outside
25:35
of. Because if I'm given no
25:37
box at all, I'm not great.
25:39
I really am like even from
25:41
a design perspective. Oh yeah, and
25:43
so many cursed hats. But the,
25:45
but, but like if I don't
25:48
have any constraints at all, even
25:50
from like the design work I've
25:52
done in the TTRB. It's tough.
25:54
I have difficulty like really pinning
25:56
down anything to work with. The
25:58
second I'm giving something to work
26:00
off of, even if it is
26:03
like reverse engineering from a piece
26:05
of art or a specific mechanic
26:07
or a setting or like then
26:09
I'm like, okay, that's the little
26:11
box you've given me and then
26:13
I kicked down one of the
26:15
sides and kind of run out.
26:17
But at least I knew where
26:20
I started. So something like. I
26:22
know it feels counterintuitive as the
26:24
DM who wants to write the
26:26
backstory for the town and the
26:28
elaborate details of the one bartender
26:30
who used to be an adventurer. But
26:33
if you're writing, if you're writing the,
26:35
you know, you want to write the
26:37
elaborate details for the bartender who used
26:39
to be an adventurer and the patrons
26:41
who come into the bar, you know,
26:43
then it's nice for you to have
26:46
somebody else have done the work of,
26:48
you know. What does the town hall
26:50
look like? What are the buildings here
26:52
made out of? What do the people
26:54
eat? Stuff like that. Whether it's
26:56
for rain, whether it's a rocky beach
26:58
that they approach as they're coming over
27:01
the crest of the cliff that may
27:03
or may not exist. Like we helped
27:05
create that wide setting so you
27:07
could give that slice of life
27:09
that really lets you dig into
27:11
what you're passionate about. And just
27:14
like we, you know, the design.
27:16
usually where experiment with some things,
27:18
but the written design usually comes
27:21
first and then we hire artists
27:23
and we sit down and look
27:25
through our roster of artists and
27:27
think about who would be a
27:30
good fit for the kind of
27:32
piece we want. Do they specialize
27:34
in characters and landscapes and magical
27:36
effects? And also like, do we
27:39
think they'd be really excited and
27:41
enjoy doing this this particular piece?
27:43
And With those art briefs, as
27:45
Clara mentioned, we want to
27:47
give those specific details, but
27:49
not be prescriptive. We're not
27:51
giving the artist the equivalent
27:54
of, you know, a full page of
27:56
box text and saying, here is exactly
27:58
what you must do, because go to
28:00
these artists because they are amazing
28:02
creators and illustrators who bring their
28:04
own ideas and often their own
28:06
experiences playing TTRPGs and you know
28:08
telling fantasy stories and their imagination
28:10
contributes to it too. Yeah and
28:12
very much in that line just
28:14
and I think a lot of
28:16
folks who might not do art
28:18
themselves don't think about this but
28:20
like a lot of artists are
28:22
character artists, their item artists, their
28:24
object artists, you wouldn't necessarily want
28:26
to hire someone whose portfolio is
28:28
just that and be like, hey,
28:30
I want you to do the
28:32
landscape. Like you want to look
28:34
for the artists that focus and
28:36
love that type of work. So
28:38
you look and hire accordingly to
28:40
the type of work you're looking
28:42
for that these people love to
28:44
do. Yep. I feel that way.
28:47
I mean, interesting. Exactly. quite a
28:49
few tattoos, but it's the same
28:51
concept of like, I'm not going
28:53
to go ask the guy who
28:55
only does tradition tradition. It's mainly
28:57
my legs. So we're just going
28:59
to assume I'm telling the truth.
29:01
But like, but like the buddy
29:03
of mine does traditional tattoos, like
29:05
that's what he's always done. That
29:07
is his thing. If I were
29:09
to, I would just feel absurd
29:11
to me to ask him to
29:13
do a photo realistic tattoo on
29:15
me. Neither do they have. No,
29:17
the concept alone scares, just scares
29:19
my skin. But the same thing,
29:21
but in the same way, finding
29:23
the person that does a truly
29:25
good photo realistic peace. Why wouldn't
29:27
I go to them for that?
29:29
And so that's the other thing
29:31
to think about at all times
29:33
is like looking for and even
29:35
when you're looking out as a
29:37
DM like finding the designer the
29:39
illustrator the creator that does the
29:41
thing that you know they do
29:43
well and that you are looking
29:45
for and they are going to
29:47
feel more specifically feel exactly what
29:49
you're trying to find. Is it
29:51
someone that is great at class
29:53
design? And maybe their magic items
29:55
aren't as good because they're so
29:57
focused on making it. side of
29:59
that particular box of designing. When
30:01
it comes to Horizons, one of
30:03
the things that we do is
30:05
I do reach out to specific
30:07
people whose, you know, ideas and
30:09
writing skills and design shops we
30:11
think will be a great fit
30:13
for the magazine, but usually I
30:15
have them pitch. two to three
30:17
ideas and then select from among
30:19
those to assemble a slate for
30:21
each issue. So we're really bringing
30:23
in the more than our imaginations.
30:25
I don't usually go to somebody
30:28
and say, hey, I want you
30:30
to write a set of seven
30:32
Roman history inspired magic items or,
30:34
you know, I want you to
30:36
write a new swamp druid subclass.
30:38
I want to know what their
30:40
passion about creating what their ideas
30:42
are and things that I would
30:44
ever have thought of. You know,
30:46
and then I might say, okay,
30:48
you want to create this swamp
30:50
druid subclass, well, to kind of
30:52
round that out as an article,
30:54
let's include a few new spells
30:56
or magic items to go with
30:58
it. And it gives us an
31:00
opportunity to also, like, that painterly
31:02
fantasy style is fantastic and very
31:04
standard, and we love it, and
31:06
I work in it, but we
31:08
have the opportunity to look for
31:10
artists that have a slightly more
31:12
graphic style, look for artists that
31:14
have something slightly outside of what
31:16
you might see in the standard
31:18
5E. I mean, even Wizards is
31:20
expanding the styles that you're seeing
31:22
in the books these days, and
31:24
we fortunately get to do the
31:26
same. Yes, that was one of
31:28
the big takeaways I had from,
31:30
you know, reviewing some of the
31:32
stuff that you sent over from
31:34
your second issue issue here. especially
31:36
the cover image right that's that's
31:38
not something you'd ever expect to
31:40
see in a wizard's book up
31:42
to this point anyway you know
31:44
it's so interesting and evocative just
31:46
just for the listeners because this
31:48
is a great great thing for
31:50
podcast is me explaining an image
31:52
to you, but you know there's
31:54
this broken mountain peak with just
31:56
a gaping hole in the middle
31:58
and then you know there's this
32:00
triangle and like a vortex inside
32:02
and there's adventures just like looking
32:04
at it you know like well
32:07
that's where we're going next. It's
32:09
just you know it's it's so
32:11
cool and interesting and it's like
32:13
a tropical you know like almost
32:15
like an atoll like a beach
32:17
setting just a lot of themes
32:19
and stuff that you don't expect
32:21
to see to see but. Also,
32:23
you can pinpoint that and say,
32:25
yeah, that's totally fantasy, that's totally
32:27
D&D. Yeah, and that's, that's Kent,
32:29
I was to say, that's Kent
32:31
Davis, who has done some beautiful
32:33
pieces for Wizards, and we knew
32:35
we wanted him to do a
32:37
cover. Clara had this concept of
32:39
this tropical beach with portal, and
32:41
we went to him and he
32:43
said, oh, I've always wanted to
32:45
do a tropical beach scene to
32:47
the point that it's become a
32:49
joke among my friends. Thank you
32:51
for giving me this dream prompt.
32:53
Yeah, making dreams come true. When
32:55
you connect with someone that you
32:57
are looking to do work with
32:59
and they're like, you just brought
33:01
me my dream project. Like, just
33:03
feels good. Wish fulfillment. You're like,
33:05
well, sure, I'm good. Also, so
33:07
one of the other things that
33:09
I think is amazing. Derek, what
33:11
you could have done is just
33:13
scroll over and wait until the
33:15
alt-text popped up. And you could
33:17
have said that the cover of
33:19
Horizons too, a beautiful tropical shore
33:21
with a white sand beach that
33:23
gives way to a crystal blue
33:25
ocean in the shallows, a group
33:27
of adventurous stands observing two steep
33:29
mountain peaks rising into the clouds
33:31
in the distance and a triangular
33:33
portal with swirling dark energy between
33:35
the peaks. So good. Also, a
33:37
further credit that is due, that
33:39
is even, it is both accessible
33:41
and just should be a bare
33:43
minimum. There's an index that I
33:45
could click on. Crazy. Whoa! Thank
33:48
you. I mean, come on. I
33:50
go through these PDFs all the
33:52
time to reference stuff and I'm
33:54
like, thank God we have bookmarks.
33:56
Yeah, all the bookmarks and everything
33:58
is there. It is one of
34:00
the things that probably could infuriate
34:02
me the most, the quickest is
34:04
when it's like a 300 page
34:06
document and there's nothing. I'm like,
34:08
I don't, you don't even have
34:10
chapters for me. The minimum we
34:12
can do is accessibility. That's, that's,
34:14
I. one of my daily loves
34:16
in my job and one of
34:18
the things I bring to this
34:20
from everything from alt-text to bookmarks
34:22
to anchor links and jumps and
34:24
whatever we can do. Like that's
34:26
the form fillable character sheets for
34:28
cantella. Oh boy, forms are my
34:30
nemesis, but here we are. Will
34:32
it even read in the right
34:34
order? Because that's another thing that
34:36
I dealt with in. It's a
34:38
whole thing. But it reads across
34:40
from column to column, it's a
34:42
little confusing for the person who
34:44
can't see well. Yeah, I just
34:46
wanted to shout that out because
34:48
I observed it and just, yeah,
34:50
kudos to you for doing that
34:52
extra due diligence because again, it
34:54
is one of the things that
34:56
just, it helps everybody and helps
34:58
specific people even more, but it
35:00
is just a benefit to everyone.
35:02
I don't have an easy segue
35:04
out of that. So one of
35:06
the other things, I know that
35:08
the approach to it sounds like
35:10
is definitely the words. and the
35:12
art, but is there ever kind
35:14
of like a play a little
35:16
bit more of a play back
35:18
and forth like once the art
35:20
has been made just like some
35:22
of the like to some of
35:24
the text change based on that
35:26
usually Depending on the timing of
35:29
the process, sometimes I will provide
35:31
the editor with the art. Sometimes
35:33
I'll show it to the author,
35:35
but that's usually just for fun,
35:37
so they can see the beautiful
35:39
art being created for their article.
35:41
Oh, it's the highlight. It's the
35:43
highlight. As someone who has seen
35:45
words he has made into art,
35:47
it's the highlight. Yeah. It's the
35:49
best. So sometimes I will show
35:51
it to the editor right because
35:53
one of our pet peeves is
35:55
when text does not match the
35:57
art and throughout the entire art
35:59
process, you know, there's nothing more
36:01
frustrating as a GM than to
36:03
see this gorgeous. piece of art,
36:05
think that the room looks like
36:07
this and then you read the
36:09
description and mechanics of this location
36:11
and it doesn't match the art.
36:13
They're like, well, I can't show
36:15
the art to my, not only
36:17
am I confused, but I can't
36:19
show this art to my players.
36:21
So that's a, you know, pet
36:23
peeve of mine and so sometimes
36:25
I'll share the art with the
36:27
editor so they can see, okay,
36:29
this is what this character looks
36:31
like while you're editing the, you
36:33
know, description of this character. Here's
36:35
what the art is, so it
36:37
doesn't change to become inconsistent, or
36:39
maybe it changes to become even
36:41
better. We are exploring some possibility
36:43
of some artist-led work, because, as
36:45
mentioned, artists have great ideas that
36:47
are often TPRPG, DMs, and creators,
36:49
and players. We did have, for
36:51
one of our recent articles, Crimson
36:53
Strings and Stall in Prayers, illustrated
36:55
by Veronica O'Neill. Veronica happened to
36:57
be in the right time zone
36:59
for one of the play tests
37:01
happening for that article and I
37:03
thought she might be interested so
37:05
I hooked her up with our
37:08
lead tester and she played in
37:10
one of the tests for the
37:12
article she was illustrating and some
37:14
of those experiences and events that
37:16
happened in the test went into
37:18
her art. So that was certainly
37:20
a fun back and forth collaboration.
37:22
That art's really cool too like
37:24
the tendrils of blood from the
37:26
fingers wrapping around. other people. Oh
37:28
man. Yeah and I think it's
37:30
a really good point and if
37:32
we haven't said enough one of
37:34
the reasons we're having this conversation
37:36
is that everything we're talking about
37:38
applies to your home game. It's
37:40
taking the approaches that you both
37:42
are taking and applying them back.
37:44
One of the things I've often
37:46
thought of and I've literally gone
37:48
through the same thing of I've
37:50
come up with this but I
37:52
realize the piece of art that
37:54
inspired the thing that I wrote
37:56
no longer matches and almost verbatimim.
37:58
I don't feel like showing the
38:00
art anymore because I'm like, this
38:02
is confusing. Now what I've, I've
38:04
created confusion for, like you said,
38:06
for myself. can't say these words
38:08
and show this image and not
38:10
expect some additional questions or at
38:12
least some sort of confusion in
38:14
like taking that second to either
38:16
think do I I mean at
38:18
that point you know being inspired
38:20
by a piece of art like
38:22
that art is gonna speak on
38:24
its own so like my thing
38:26
would be like you know what
38:28
maybe I do need to go
38:30
back and change the description of
38:32
this room because if you show
38:34
art players will look at art
38:36
and they will be like I
38:38
saw this thing What about the
38:40
thing that I saw? And it's
38:42
very, it's a weird walkback to
38:44
be like, well, no, that's not
38:46
really, no, that one thing actually
38:49
isn't there because it's, for my
38:51
convenience, it wasn't, like, they resonate,
38:53
they stick with it. Yeah, I've
38:55
definitely taken. maps, battle maps before
38:57
and pop them into Photoshop and
38:59
spend way too many hours editing
39:01
them, you know, using the like
39:03
smart auto select tool to highlight
39:05
and change some colors and move
39:07
some things around and customize it
39:09
for the, you know, big set
39:11
piece battle that I want to
39:13
run. As far as like the
39:15
principles, you both have learned and
39:17
lean on heavily with creating this
39:19
product. Yeah, what are some of
39:21
the things you feel like directly
39:23
translate to running home games for
39:25
friends, for family, whatever it might
39:27
be in, in kind of, maybe
39:29
just, yeah, like a few tidbits
39:31
of advice you've got. It could
39:33
be from like a design perspective,
39:35
it could be from, you were
39:37
talking earlier Hannah about like. Having
39:39
people ask you to do everything
39:41
and also pay you 12 bucks
39:43
an hour, like, you know, just
39:45
having the right tools for the
39:47
job is half the battle and
39:49
knowing who not to work with.
39:51
But yeah, you know, anything you've
39:53
learned from like organization to writing
39:55
to editing to knowing what to
39:57
ask for, you know, the specific.
39:59
you're looking for. I don't know.
40:01
How does it, you know, is
40:03
there anything that you feel like applies?
40:05
Certainly think being the designer editor
40:08
has given me a lot more
40:10
confidence to adapt and to create
40:12
my own stuff for players. That's
40:14
one of my favorite things to
40:16
do is to create special set
40:19
for my players. Sometimes if they're
40:21
like, well, I want to use
40:23
this ancestry, but it doesn't. white
40:25
fit with the setting we're playing
40:27
in and I'm like, hey, give
40:29
me 15 minutes or, you know, give
40:32
me a day and I will change that up
40:34
for you and I'm going to
40:36
actually sneak some lore secrets in
40:38
there that they might not even
40:41
know about till later in the
40:43
campaign. or let me, you know,
40:45
homebrew magic item that I think
40:47
will be perfect for you. And,
40:50
but there is a difference between
40:52
that and the professional publications we
40:54
touched on earlier. I try not
40:56
to be, to put too much
40:58
pressure on myself and I try
41:01
not to write my GM notes like
41:03
I am writing a full-on
41:05
adventure because that is just
41:07
really inefficient in terms of
41:10
my time. I think from my
41:12
side, speaking from the player
41:14
side or the GM side,
41:16
there, and I might be a
41:18
little biased, but there is no
41:20
greater joy if you have the
41:23
opportunity to commission an artist to
41:25
make art of your character,
41:27
your group, your setting,
41:29
anything like that. And there's
41:32
a range of artists out
41:34
there, but truly having been
41:36
on both sides of this sides
41:39
of this. It is incredible.
41:41
It is truly a joy to
41:43
tell someone very specifically what
41:45
your player looks like, what
41:47
your group looks like, and
41:50
to get them to do
41:52
custom art for you.
41:54
Like there is nothing greater
41:56
that is also than supporting
41:58
someone else. So... loves this game
42:01
and what you're doing. Outside of
42:03
that, if you're looking to wildly
42:05
different in my suggestion, but if
42:07
you're looking to build a website
42:09
or build a community or anything
42:11
like that, there is a great
42:13
deep leveraging of pre-built stuff like
42:15
if you go patreon, if you
42:17
go discord, like anything that's pre-built
42:19
and has all of those parameters
42:21
already set there for you, there
42:24
are a whole team of engineers
42:26
and support, but you will have
42:28
a lot more flexibility if you
42:30
happen to need it for your
42:32
product. If you build in your
42:34
own space, if you happen to
42:36
be able to hire someone to
42:38
do it, or if you happen
42:40
to have those skills yourself or
42:42
you're interested and want to learn
42:44
up, you just have a lot
42:46
more flexibility in building on your
42:48
own site. That's not just within
42:50
a Kickstarter, a patriot, or so
42:53
on so forth. So depending what
42:55
you're looking to stand up, just
42:57
look at what your options are
42:59
and know that more effort will
43:01
probably come with the bigger rewards.
43:03
Yeah, having had a couple custom
43:05
pieces, even ones that I've done
43:07
like for my own character and
43:09
like how cherished those end up
43:11
being like I feel like I
43:13
learned that from someone who had
43:15
started very early on and so
43:17
they have one of the they
43:19
have literally their first character. And
43:22
he happened to know Todd Lockwood.
43:24
So, which is that whole story
43:26
about the meeting is very funny
43:28
because it was just. It was
43:30
in an authors kind of thing.
43:32
So then your brain's not automatically
43:34
thinking Todd Lockwood. And then so
43:36
he's just chatting him up for
43:38
probably 30, 40 minutes before he
43:40
figured out who it was. But
43:42
yeah, like seeing how cherished that
43:44
piece was for him and understanding
43:46
what it could then mean for
43:49
me. And yeah, I have a,
43:51
like I said, I have a
43:53
couple pieces that yeah, there was
43:55
some of the most cherished stuff
43:57
from games that I loved. that
43:59
are easy to evoke those moments,
44:01
evoke those feelings from those games
44:03
by having that piece of art.
44:05
Actually said an author thing and
44:07
my first thought with Todd Lockwood
44:09
is, has he finished that fantasy
44:11
dragon series and it doesn't look
44:13
like it yet? So maybe someday.
44:15
One day. There's a lot of
44:18
really, there's a lot of dragon
44:20
art though. It's ready, it's ready
44:22
to go right in there. Yeah.
44:24
Don't know that we necessary, so
44:26
one of the things we do
44:28
when we round it out, and
44:30
I don't know that this topic
44:32
will necessarily apply. I think we
44:34
can think of a few things,
44:36
but we often have air quote
44:38
homework for the listeners to try
44:40
and do of like what what
44:42
are things that we could think
44:45
of either media that they could
44:47
consume, oftentimes we'll think of shows,
44:49
TV, and stuff like that. I
44:51
don't know that necessarily applies to
44:53
this topic, so one of the
44:55
things I'll throw out is try
44:57
and get into a play test.
44:59
just look like type in the
45:01
word play test and try and
45:03
be involved in a play test
45:05
process. It is something that will
45:07
benefit you immensely as a as
45:09
a DM even if you're a
45:11
player in a play test process.
45:14
The amount of that you will
45:16
gain from that is huge and
45:18
maybe we could take a couple
45:20
minutes to like for both of
45:22
you to speak on that but
45:24
like that's the thing that really
45:26
stood out to me as like
45:28
kind of the homework to like
45:30
tell our DM listeners like go
45:32
just join I have learned so
45:34
much from our professional playtasters as
45:36
a DM and a designer. They
45:38
may be better at both because,
45:41
you know, they run a lot
45:43
more games than I do. You
45:45
know, they run so many games
45:47
and so many, you know, games
45:49
at different levels and different genres
45:51
and different kinds of stuff. And,
45:53
you know, their job as testers
45:55
is to look at things really
45:57
critically and deliver really. thoughtful, concise
45:59
feedback that's not about how they
46:01
would design it, but to identify
46:03
the issue with it. and the
46:05
thing that is missing or confusing
46:07
or seems incorrect or incongruous with
46:10
the intention that's being presented. So
46:12
yeah, I've learned a lot from
46:14
them and certainly I mean, join
46:16
the Wild Mage Press Discard. We
46:18
don't have a super formal process
46:20
for bringing in playtesters at the
46:22
moment, but there are and will
46:24
continue to be opportunities for that.
46:26
And I could talk for a
46:28
whole hour about the play test
46:30
philosophy and how we're exploring what
46:32
makes a good tester and what
46:34
to what mindset to bring to
46:36
a play test my play testers
46:39
could talk even more knowledgeably about
46:41
that. And I think to expand
46:43
on that, not just play testing,
46:45
so maybe you don't have the
46:47
time, but Look beyond the system
46:49
you're most comfortable with. There's always
46:51
something to be learned. There's always
46:53
other designers out there. Like we
46:55
all love tabletop. There's like our
46:57
best lay test runners know a
46:59
lot of systems. Like yes, maybe
47:01
they're especially good at this one
47:03
and that one and we'll tap
47:06
them for that. But much like
47:08
reading, you do yourself nothing but
47:10
benefit by being more aware. of
47:12
other systems out there and there's
47:14
so many great designers and there's
47:16
so great systems that you can
47:18
play with your friends or connect
47:20
with online communities about do not
47:22
be scared to look for additional
47:24
systems if nothing else they deepen
47:26
your love and appreciation for what
47:28
you're already playing. Yeah, these are
47:30
the moments where I'm like, did
47:32
we just did we just become
47:35
best friends? Because it is the
47:37
thing I say most often I'm
47:39
like, just if nothing else you
47:41
learn what you don't like. Yeah,
47:43
even that's super beneficial, even if
47:45
that's the worst thing that happens.
47:47
Or it makes you appreciate something
47:49
that much more by virtue of
47:51
like, wait, look at that thing.
47:53
really forget it until I played
47:55
that game. Regardless of what the
47:57
internet is saying, I actually like
47:59
this thing, and that's okay. Yeah,
48:02
and even if, you know, your
48:04
home game group doesn't want to
48:06
try new systems, like Claire is
48:08
saying, just read it. A lot
48:10
of our testers run for different
48:12
systems, but they also read them,
48:14
and that's one of the things
48:16
that we are excited about presenting
48:18
and horizons, is different featured systems.
48:20
And so the idea of like,
48:22
yeah, go read our candelobscura article,
48:24
even if you don't end up
48:26
running candelobscura, take some ideas from
48:28
it, you know, whether that's the
48:31
vibes or the mechanics or the
48:33
art or the background questions or
48:35
I mean, the setting is super
48:37
cool. And, you know, we make
48:39
our stuff really thoroughly play test
48:41
and crunchy, but with the thought
48:43
in mind, always that somebody can
48:45
adapt this. to use in a
48:47
different system. On that note, my
48:49
homework is to do what Hannah
48:51
was describing earlier and try to
48:53
design your own stuff. In whatever
48:55
system it is, give yourself a
48:58
little challenge, even if it's not
49:00
specifically for a player who's asking
49:02
for something. Yeah, try to home
49:04
brew an item, a creature, a
49:06
mechanic, a curse. Home or a
49:08
cursed hat and come tell us
49:10
about your cursed hat. Right. The
49:12
worst thing that can happen is
49:14
it doesn't work very well and
49:16
you just tell your players, I
49:18
was just trying something, we're, you
49:20
know, that's gonna disappear. And the
49:22
best thing that could happen is
49:24
it works really well and you
49:27
have fun and you keep trying
49:29
it. So I feel like that's,
49:31
it's the gateway drug, you know,
49:33
just trying to make a few
49:35
things yourself if you haven't ever
49:37
done that before. And see how
49:39
fun. Yeah, I love that. Yeah,
49:41
I love that. The other important
49:43
question that we have is where
49:45
can people go on this world
49:47
wide web to find all the
49:49
stuff that you are both working?
49:51
You can go to Wild Mangepress.com.
49:53
Nice and simple. There are links
49:56
to subscribe to Horizons on our
49:58
website, links to our patron, our
50:00
discord, our shop. Wild Mange Press
50:02
is on the social medias, primarily
50:04
Blue Sky and Instagram these days.
50:06
And I am Wild Rosemage on
50:08
those social medias. and I will
50:10
let Clara give her own handle
50:12
and information. The Eldridge Blup. It's
50:14
super professional. You can find me
50:16
around. Well, what I can say
50:18
is that I had a wonderful
50:20
time and I know that our
50:23
listeners have definitely benefited from just
50:25
us having a fun conversation with
50:27
each other that we happen to
50:29
record. And what I can also
50:31
say is I think we've already
50:33
staged ourselves to have a second
50:35
episode with both of you on
50:37
where we talk about play testing
50:39
because I am super, super interested
50:41
in it. And I think there
50:43
will be just as much benefit
50:45
to figure out kind of some
50:47
quick. quick ways that DMs can
50:49
play test their own work without
50:52
potentially just showing too much of
50:54
their hand to their players because
50:56
that is one of the toughest
50:58
things is typically the person you
51:00
want to talk to about the
51:02
most is the people you can't
51:04
talk to at all because you're
51:06
just like hey I had this
51:08
really great idea for this boss
51:10
but I have a I have
51:12
a friend and we both go
51:14
through that he's he's running a
51:16
mini campaign right now in the
51:19
route RPG system I think we're
51:21
one session from the Antin. I'm
51:23
looking, we're both looking forward to
51:25
him being able to talk about
51:27
the planning that went into it.
51:29
Well, yeah, so like I said,
51:31
we will definitely have to have
51:33
both of you back on. Well,
51:40
this is gonna be a fantastic input
51:42
intro and outro for you that I've
51:44
started to leave a whole bunch more
51:46
stuff in because I'm like, you know
51:48
what dear listeners? Just here haven't I
51:50
don't I'm not making bloopers. I'm just
51:52
leaving them in like if they make
51:54
sense There's a few during the intros
51:56
and outros of DMastics there's a strong
51:58
chance that the listeners are hearing me
52:00
say all of these things now. So
52:02
we just want to thank Clara and
52:04
Hannah for coming on, spending some time
52:07
with us, and sharing some very insider
52:09
baseball in hindsight about what it is
52:11
like to be someone producing content in
52:13
this TT RPG space. And again, as
52:15
always, you are the creator at your
52:17
table when you dungeon master. So any
52:19
advice that they've given undoubtedly will help
52:21
you. Definitely, yes. As a person who
52:23
has been DMing for a while and
52:25
also has tried to publish some stuff,
52:27
I think they gave a lot of
52:29
good advice on both those friends, and
52:31
most DMs I know have also considered
52:33
to themselves, hey, you know, how hard
52:35
is it to take what I have
52:37
done for my home games and make
52:40
something that other people could use to,
52:42
so I think it's definitely applicable. If
52:44
you enjoyed the show today, or if
52:46
you have ever enjoyed any episode of
52:48
Danger Master's Block or DM Nastics ever,
52:50
you should head on to iTunes, or
52:52
sorry, you should head on to Apple
52:54
Podcasts, or Podchaser, or Good Pods, or
52:56
any other pod, uh, what's, pod aggregating
52:58
site that you know of, and you
53:00
should leave the Danger Master's Block, a
53:02
nice review, because you're a nice person,
53:04
and nice people do that kind of
53:06
thing. Remember. The most fun term is
53:08
pod catcher because I always envision that
53:10
it's a little man going around with
53:12
like a big cheesy looking butterfly net
53:15
catching my pods for me. It's like
53:17
the bug catchers from Pokemon, like the
53:19
cute little kids who you destroy their
53:21
hopes and dreams. Yeah, Spongebob is the
53:23
same thing as well, Kitchen the Jellyfish.
53:25
The other thing I think is every
53:27
time we do it this way, it
53:29
sounds like if you can't leave a
53:31
review on your podcast or of choice,
53:33
choose another. I know that's not the
53:35
vibe we're going for, but it feels
53:37
that way. But if you head over
53:39
to a social media platform, we might
53:41
be on it. If you look at
53:43
Dungeon Masters Block or DMS underscore Block,
53:45
we should be there.
53:48
And of course, course, always,
53:50
as always, we're a
53:52
proud member of
53:54
the Party Podcast which is
53:56
ever ever growing, you
53:58
can check out other
54:00
shows other shows like Bad Venture
54:02
Club, Dungeons and
54:04
Dragons and Daughters, Daughters, The
54:06
The Titans of of
54:08
Altera, Knocked Prone, and
54:10
very soon. soon. Thank
54:12
you for listening to
54:14
Master's Block, the the place
54:16
where we come
54:18
to talk about The
54:21
Dungeon Master, the
54:23
most important person in
54:25
the game. game. The
54:27
only person capable
54:29
of playing playing God. Killing and
54:31
lowering the egos of all other people
54:34
at the table. at the table.
54:36
I'm DM you to telling
54:38
you I'm and. I'm DM Neil.
54:40
good luck and good luck.
54:42
keep on dungeon mastery. It's
54:55
not inspiration. It's not wisdom and it's
54:57
bad advice. advice. Any time a a player says that
54:59
they think that they they could do it
55:01
better, just force them to do a Kickstarter. They'll
55:04
stop. stop. Good
55:48
bye.
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