Sunday, April 8, 2018

Authentic RPG Podcast, with Erich Schmidt


The third episode in the first series.  Erich and I talk mostly about engagement and difficulties of mastering games, with some dialogue about how to handle being a DM.

As every, I ask the reader to please thank Erich for taking a part in this.  None of us are professional speakers; it's an act of great bravery to step forward and speak one's part on any subject ... so kindly take a moment and acknowledge him for it.

And yes, please share the file.  Steal it, pass it around, get as many people as you can to listen to it.  I think the genius here is that these podcasts are people talking about their worlds, their philosophies and their ideas, without expecting those ideas to be universally upheld.  Yet there is a common theme rising in the three podcasts I've posted, one that I'm very proud of.  So share it around, help me to reach people who may want to hear from voices who are not trying to sell products.

That's not me, of course, but it is Erich.  And in this, like the other podcasts, I am definitely putting myself in the background.  These podcasts are not about me.

In kind for the listening experience, consider giving a donation, using the easy-to-use donate button on the sidebar, or through Patreon (you won't be billed until May!)

Thank you.

3 comments:

Zilifant said...

Great stuff! Thank you Erich for sharing your thoughts and perspectives. I can especially relate to your feeling responsible as the DM to keep players engaged and to run a great game that the players will love every single time. As DMs we should set high expectations of ourselves, but we also need to be forgiving of ourselves when we fall flat. This is near the top of the list of things I struggle with myself. Thanks again!

Baron Opal said...

You're quite welcome!

It's a two-way street, I feel. You have to be ready to run just as the players have to be ready to play. As I mention in the 'cast, you know you're in the zone when the players are thinking within the framework of the game, rather than an outside point of view. When I think back on things, when ever people have mentioned it was a particularly fun, moving, or satisfying session, that seems to have been a prerequisite for success.

Fuzzy Skinner said...

Another solid episode. The social element of the game is definitely something that's hard to explain or give examples of, and I agree that it bears examination - whether or not a game uses "active" role-play, the process of conveying information to and from players will inevitably involve social complications.