RPG Designers Talk GMing and Game Design

RPG R&D Episode 97 – Ben Sandfelder

Episode 97 – Ben Sandfelder Craig Campbell, Jess Geyer, and Ben Sandfelder discuss shaking up initiative as a GM and designing initiative systems.

RPG R&D Episode 96 – Austin Taylor

Episode 96 – Austin Taylor Craig Campbell, Jess Geyer, and Austin Taylor discuss GMing sessions/games where characters are always low on health and designing for HP/health and how it influences the game.

RPG R&D Episode 94 – Derek Kamal

RPG R&D Episode 94 – Derek Kamal Craig Campbell, Jess Geyer, and Derek Kamal discuss GMing and neurodiversity as well as RPG design for neurodiversity.

RPG R&D Episode 93 – Joie Martin

Episode 93 – Joie Martin Craig Campbell, Jess Geyer, and Joie Martin discuss using religion/spirituality as a GM and designing for religion/spirituality.

RPG R&D Episode 92 – DM Sarah

Episode 92 – DM Sarah Craig Campbell, Jess Geyer, and DM Sarah discuss finding the fun in random tables as a GM and designing random tables.

RPG R&D Episode 90 – Sean Jaffe

Episode 90 – Sean Jaffe Craig Campbell, Jess Geyer, and Sean Jaffe discuss GMing with vehicles and spaceships and designing for vehicles and spaceships.

RPG R&D Episode 89 – Simon McEntire

Episode 89 – Simon McEntire Craig Campbell, Jess Geyer, and Simon McEntire discuss using GMing animal companions and designing games with animal companions.

RPG R&D Episode 88 – Evan Torner

Episode 88 – Evan Torner Craig Campbell, Jess Geyer, and Evan Torner discuss teaching a new system to players as a GM and the strengths and weaknesses of some well known RPG systems.

RPG R&D Episode 87 – Eddy Webb

Episode 87 – Eddy Webb Craig Campbell, Jess Geyer, and Eddy Webb discuss getting from vague campaign idea to full outline as a GM and getting from vague game idea to actual rules/setting outline as a designer.

RPG R&D Episode 86 – Michael Ross

Episode 86 – Michael Ross Craig Campbell, Jess Geyer, and Michael Ross discuss handling players having narrative control and designing systems that give players narrative control.

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