Critical Success

Jame D'Amato

Critical Success is a resource for new GMs and players as well as experienced role-players who want to spend time thinking about game theory.

 

I'll be applying concepts from improv, writing and story telling to explain how you can sharpen your GM skills and make your game more fun for everyone. Critical Success will use clips from the ONE SHOT podcast so everyone can see these concepts in action.

 

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Critical SuccessPodcasts

15. John Harper

John Harper is responsible for some of the most fun and influential micro systems on the internet. With games like Lasers and Feelings, Lady Blackbird, and Ghost Echo in his portfolio Harper is the king of micro games. In this discussion James and John discuss Johns approach to gaming, his design philosophy, loosen the definition of “game designer,” and fix everything.

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Critical SuccessPodcasts

10. Interview With David Ewalt

Parting with the usual format, James sits down with Senior Editor of Forbes Magazine and author of “Of Dice and Men” David M. Ewalt to discuss David experience running his very first campaign. Their conversations spans world building, session prep, improvisation, and how to incorporate lessons learned in other systems into your main campaign.

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Critical SuccessPodcasts

9. Getting players to Participate

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.

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Critical SuccessPodcasts

8. Giving Players the Right Amount of Information

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?”

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