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The GM's Guide

In-depth podcast on how to improve your campaign, focusing on the adventure, world and character design. We apply proven and practical game design techniques to the world of running pen and paper campaigns. There's a lot to get into, so let's get started.
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Feb 6, 2016

When new GM's ask me for advice on how to build a great dungeon, this is the foundation of it all.

1 Comments
  • over eight years ago
    Ronny Stirling
    Hei, just listened trough all your podcasts this last day and I now have two questions about it all. One to this last episode and one more over arching question.

    1. How would you tackle an ancient dungeon taken over (maybe multible times) by other entities and characters from the original owner(s)?

    2.I see a lot of what you have been talking about this far is ment for a very straith forward adventures with a start and an end. Especially when it comes with how you engage your players and pushes them forward with the grander story elements. But I was wondering how you would do it in a sanbox setting like the DnD hack west marches combined with hex-crawling?

    I do have my own ideas of how i want to do it, but
    would love to hear your take on it.

    Keep it up! This is a great podcast.
    Best Regards, Ronny S.
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