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Post by joatmoniac on Mar 24, 2016 5:20:23 GMT
Not a ton to say about this one, but wanted to thank the awesome people here on the forums, and any DMB listener that sees this for all of your awesome support. Couldn't have thought in a million years that I would have the amazing opportunity to talk with Ed Greenwood, and get a surprisingly detailed answer to one I thought I was going to get little to nothing on, haha. Also, I can honestly say that I think that this upcoming episode with him is even better than this past one! So yeah, thanks again for your amazing support!
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Post by dm_mainprize on Mar 24, 2016 13:28:03 GMT
His voice is like liquid gold smothered in honey.
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DMForeclosure
Squire
Posts: 33
Favorite D&D Class: Wizard
Favorite D&D Race: Gnome
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Post by DMForeclosure on Mar 24, 2016 13:34:18 GMT
Definitely felt like I was learning a ton just by osmosis.
I really need to get more on point about the characters in my world. Developing interesting NPCs is DIFFICULT.
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Post by joatmoniac on Mar 24, 2016 21:52:27 GMT
Definitely felt like I was learning a ton just by osmosis. I really need to get more on point about the characters in my world. Developing interesting NPCs is DIFFICULT. Yeah, I think that it is impossible to have a conversation with him and not learn a ton of things. I agree about the NPC creation especially because you have to create one that your characters love, and sometimes that is the hardest part. You could build and NPC you know and love and think is great and your players hate them, or just don't care, which is worse. Then the one you have a name for and practically nothing else and they can't get enough because of the random things they attribute to them. Always tough, and I tend to play it by ear more often than not because I get bummed out if they don't care about my NPCs, haha.
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Post by friartook on Mar 27, 2016 18:36:47 GMT
I'm only half way through this episode, but it's amazing so far! I wanted to jump in while my thoughts are fresh. Ed's answer to joatmoniac's question regarding the Heirophar (sp?) pinged my worldbuilding sensibilities big time. His comment about wanting to force writers to tell more interesting stories by making magic troublesome. Without realizing it, I have been doing the same thing with my own worldbuilding. My latest effort (which it's starting to sound like I may actually be able to use soon with my group) includes a lot of home brew "magic at a cost" mechanics (thanks for your Tribality article umbralwalker!), an oppressive government outlawing magic, racial limitations (humans only), even an order of anti-magic Paladins with spell negation abilities. Listening to Ed, I realized that I'm trying to do the same thing: force my players to tell more compelling stories. I'm trying to twist tropes and make magic, normally the most powerful force in a D&D setting, costly and difficult to perform. Sure hope it works out...
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Post by LegendOfZia (formerly DM Phil) on Mar 28, 2016 16:31:46 GMT
Hey! That was my shout-out! Also, is there another DM Phil around here? Because, like I said, that was totally my shout-out, and they said it wasn't me (or the other DM Phil, if there is one). It's also awesome, even though it's completely coincidental, that I got my shout-out on such a fantastic episode. I'm a huge fan of Forgotten Realms, and hearing Ed Greenwood talk about world building and character creation is mind-blowing. Fantastic episode. Can't wait to download and listen to Part 2.
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Post by dm_mainprize on Mar 28, 2016 16:39:38 GMT
Hey! That was my shout-out! Also, is there another DM Phil around here? Because, like I said, that was totally my shout-out, and they said it wasn't me (or the other DM Phil, if there is one). It's also awesome, even though it's completely coincidental, that I got my shout-out on such a fantastic episode. I'm a huge fan of Forgotten Realms, and hearing Ed Greenwood talk about world building and character creation is mind-blowing. Fantastic episode. Can't wait to download and listen to Part 2. I think the confusion comes from DM Mitch sometimes calling me by my first name which is also Phil. But I go by DM_Mainprize most of the time. Either way if it was your question or mine, one thing is for sure. Ed Greenwood provides amazing answers!
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Post by friartook on Mar 28, 2016 16:59:10 GMT
Just finished the second part of the interview. I'm a bit overwhelmed. I don't normally go for re-listening to non-narrative podcasts, but I think I may have to with these two episodes. So much there.
Ed's comment about TTPRGs being an extension of tribal fireside storytelling; so right. So exactly how I feel and have been incapable of expressing. I'm already planning a speech to my players as we gear up for our next campaign!
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Post by dm_mainprize on Mar 28, 2016 17:42:48 GMT
Cant wait to get home and listen to part 2 today!!!!
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Post by joatmoniac on Mar 28, 2016 18:52:58 GMT
Just finished the second part of the interview. I'm a bit overwhelmed. I don't normally go for re-listening to non-narrative podcasts, but I think I may have to with these two episodes. So much there. Ed's comment about TTPRGs being an extension of tribal fireside storytelling; so right. So exactly how I feel and have been incapable of expressing. I'm already planning a speech to my players as we gear up for our next campaign! It couldn't be more true that this need multiple listens. There is just so much content presented in them that it would be virtually impossible to get it all in one shot without a notepad and a lot of pausing, haha. Now it will be whether or not we can get him into the DM-Nastics gym with dm_mainprize and DM Chris so they can pick his brain too!
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Post by galakan on Mar 28, 2016 18:54:48 GMT
Ed's comment about TTPRGs being an extension of tribal fireside storytelling; so right. So exactly how I feel and have been incapable of expressing. I'm already planning a speech to my players as we gear up for our next campaign! There's actually a game system that came up because of this thought! It's a game called Ehdrigohr and is played using the FATE system. Basically the creator, Allen Turner, was realizing that there was a lot in common with RPGs and the old-school native tradition of story telling. So he made this game. It's a VERY cool setting imo, while not everyone's cup of tea. council-of-fools.com/blog/?page_id=15
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Post by friartook on Mar 28, 2016 19:53:53 GMT
Ed's comment about TTPRGs being an extension of tribal fireside storytelling; so right. So exactly how I feel and have been incapable of expressing. I'm already planning a speech to my players as we gear up for our next campaign! There's actually a game system that came up because of this thought! It's a game called Ehdrigohr and is played using the FATE system. Basically the creator, Allen Turner, was realizing that there was a lot in common with RPGs and the old-school native tradition of story telling. So he made this game. It's a VERY cool setting imo, while not everyone's cup of tea. council-of-fools.com/blog/?page_id=15I've heard of it. Its deep. The creators dove deep and created a non-eurocentric fantasy roleplaying setting and game. I'm not too familiar with FATE, but the game concept sounded amazing!
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DMForeclosure
Squire
Posts: 33
Favorite D&D Class: Wizard
Favorite D&D Race: Gnome
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Post by DMForeclosure on Mar 28, 2016 20:15:20 GMT
I wish all the Paladins I've played with Paladin'd like the one in Ed's story.
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Post by blakeryan on Mar 30, 2016 10:28:42 GMT
DMB Ep 69/70 (Ed part 1 & 2)
Regarding Collaboration for a World –
Back in the 30’s/40’s Robert Howard (Conan the Barbarian) and Howard Lovecraft (Cthulhu) were penpals, and bounced ideas for their stories and fictional worlds off each other.
In the 90’s and 00’s Terry Pratchett (Discworld) and Neil Gaiman (Stardust/Sandman series) worked on joint stories, but also bounced ideas off each other by email and phone.
So collaboration is a proven method for very prolific writers and world creators.
DM Nastics is good for each reader and each participant because it makes you take a look at something new, or forces you to look at something in a different way which in turn inspires new ideas. This makes for better games, so we all win.
Every single DMB and DM Nastics podcast and forum discussion has either given me new ideas, or encouraged me to review something about my current and future campaigns, and for my homebrew world in general. Half of it I may not use for years yet, but that’s okay, because when I do whatever It is-it will be more refined and a better product because of my interaction (even passively as a reader/listener) to the DMB community.
Regarding – Making the world active/alive –
I’ve tried to make my world dynamic and interactive-I’ll briefly go into it now as an example.
In Campaign 2 for my world the pcs gained powers, found out their heritage and became demigods.
In Campaigns 3 and 4-the followers of the new demi gods were very active, which started some political changes, but also the wild magic released from the war of the gods/demi gods ascension hampered magic. So they were directly affected by previous games, often in a fun way.
During Campaign 4 they cleansed wild magic from the world (ending a decade of wild magic), which gave them a huge amount of fame, which made it easier for their Githyanki enemies to find them, and also lead into the events of Campaign 5-6.
They cleared out a large undead lair, but forgot to check 3 Rooms, then one year of neglect later-loads of undead in the area, and the pcs sent their followers to deal with the new? threat.
Also in Campaign 4 they became nobles of two factions, and got to vote on national policy about dealing with their neighbours. This has led to several wars breaking out, which will also affect later campaigns.
I future games for Campaign 5-6 – there is now an arms race for constructs, undead and summoned allies for major countries on the world. There is also a growing number of elite adventurer strike teams, now that magic is far more accessible again, and a number of the strike teams are sponsored by the demi gods followers.
Each campaign has had followup events, both good and bad – based on major events in the campaigns. PCs in Campaign 1 were mentors in Campaign 3, and siblings/contacts from Campaign 2 will be mentors in Campaign 5.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Apr 1, 2016 5:42:42 GMT
I didn't get a whole lot of what I would consider "useful" information in this podcast, but it was delightful to hear Ed Greenwood discuss his ideas and experiences nevertheless. And that story about the little girl being the hero was totally awesome!
A notable exception to the useful remark: part 2, minutes 32-34. It helped me remember something important, that the gods are basically NPCs. I really like the idea of humanistic, meddlesome gods in stories. Erikson's series, Malazan Book of the Fallen, is my favorite example of this. However, for RPGs, playing these NPCs may be fun for the GM, but opposing them or being subject to their directives isn't so desirable to most players.
To that end, I'm once again revising the cosmology of my homebrew. I'm going to make my gods a lot more remote and mysterious, with much in-world speculation on the facts of their actual nature. I remember touching on this a bit in the gods as thoughtforms thread over in World Building forum, and my perspective has changed since that discussion. While I stand by my statement that players deserve to know as much as the GM about the cosmology of his world, I now think it's not so important this cosmology be concretely defined. The important thing is to be consistent, and if the GM intends for the cosmology to change (as detailed in the original poster's solicitation for ideas), to at least inform the players that some very fundamental aspects of the world are in transition. The amount of information he shares will vary with his intent, though even here, I advocate for full disclosure.
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