Making S*it Up | Improv for Dungeon Masters | 5e Dungeons & Dragons

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so anyway I'm a DM you know a Dungeon Master nothing pinky or anything I just got done winging an entire session of D&D and boy are my arms tired well I mean you know sometimes you got it in profit right I mean I played the indie feather or not I have anything prepared okay so you know listen it's not like I'm a professional DM I don't send him a bill anyway hey oh it looks like we found the foil well that was a really sweet and splint in fact it's a it's improv DMing on on web DM yes today's show is brought to you by audible a great place to get inspiration for your characters and campaigns visit audible.com slash web DM or texting web DM to 500 500 start listening with a 30 day audible trial and your first audiobook plus two audible originals are free my recommendation for this week is snow crash Neal Stephenson's near prophetic view of the future of computers and virtual reality with an eye looking back on the history of language all set in a cyberpunk dystopia this is my favorite book it was Jim who first told me about it yeah it's a total classic so why don't you head on over to audible because it's going to be an HBO show soon and you can figure out what all the fuss is about before you become chiselled spam once again go to audible.com slash web DM or text web DM to 500 500 let's talk about improving and winging it and what not so what do you do when yes and doesn't just cut it are you not prepared for this I'm not prepared for this this is an ironic meadow Rock confluence of show and what do you do with you okay yeah just come on just whatever first thing I'll top your head no wrong answer no wrong answers panic no panic it's only in the disco blame it on your players no Road railroad the railroad them is that's the railroad make them do what you want them to do alright that's it for this show thanks for watch with you I don't know if the right school this is the right way to say it's but how do you prepare for improving you have to one-for-one like you do have to prepare for it and improv in in the sense of you are going to have to facilitate portions of the game you are not ready to or did not anticipate or something yeah you know cuz the players for players and you were like oh yeah we're gonna go do this thing and you prepared everything to the right and they go left after they said they were gonna go right actually yeah yeah yeah I think that happens all the time and in the time-honored tradition of game masters and referees everywhere you were like alright and you know let them do it and then see see what happens so first time I think it's gonna happen and trying to prepare everything for every eventuality is not probably not gonna work like I know there are some teams out there that like to have a very detailed and fully fleshed in world and they play in the same one all the time and so in a sense they do know what's out there yeah yeah but that doesn't describe the you know the vast majority of DM so you have to find first we have to find some way to relax I'm just like understand it's gonna happen I you know I know that this element of Dungeon Master enhan the steek surrounding it a lot of you know just see people talk about like improv and DMing all the time and you would think that it's the only thing that you need to Dungeon Master right and that might get you through a session you know it might I don't how satisfying it's going to be largely depends on you know you and your play group and what you all want out of the game some people are fine with you know just having a session or even more you know completely made up on the spot and it's freewheeling and can often feel very exciting for a session or two as everybody's just thrown out ideas yeah let's do that this and the Dicer going your way but for like long term play it doesn't lend it's not a style of DMing that lends itself well to that mostly because I find your ability to just make it up is going to hit a wall and your ability to make it up in the face of the four to five other potent human brains and peoples that you have around you will eventually get the better of you in terms of just you know trivializing the things you put in front of them or or just not being as satisfied with the experience because there's part of this about being a dungeon master that does require work it's it is it's purposeful effort yeah it's not always you know fun in and of itself yeah if you try to improv it's kind of like a playing a game of narrative dodgeball with your players you know got you you want a plan you want to build some defenses you want to build some of it and it's like it's okay this is going to happen I find this so often it's when diems resist the needing to make things up that resists the the off-the-cuff I didn't expect this that you do get a lot of you get a lot of problems because they're for a great many players the ability to just go left when they want to or to go right or do this other thing yeah is the appeal of role-playing yeah what differentiates it from nearly every other game so so if the DM doesn't just throw an overwhelming counter forcing the players to turn back right sure like how do you how do you continue going it's a confidence game it really is and it is a you you gain that confidence by doing it and understand that it doesn't need to be perfect your ability to make things up on the fly which is a large component of role-playing that your ability to do that will improve over time and will vary from session to session you know if you're deeming and it's at the end of a long week you haven't had time to prep and you're just not feeling it you don't have a lot of energy then your ability to DM period in that situation is you know I had a diminished capacity as opposed to men I'm fresh ready to go you know it's it's a Saturday we don't have anything else to worry about that's a different situation so just recognizing that like many things with this but especially with improv because you are making things up on the spot you're sort of pulling things out of your imagination or like building off of something that a player said or something because so much of it is a mental exercise making sure that you are mentally ready for it and mentally ready to DM is probably the best thing you can do get some sleep have you know eat good food listen to your players know them know yourself that's the foundation of confidence that that you'll build upon that's all self-help kind of stuff you know listen to us or not if you want but there are a book coming out oh wait that's a bit different that's a different book I understand the apprehension of I feel a little bit of it too whenever it happens to be with my players but understand this like everyone wants the game to succeed it's not like very rarely that you'll have a player who deliberately wants to derail things in the sense that nobody gets to play for the most part if you've got players and they keep showing up week after week and it seems like they're having a good time then they're gonna forgive you for a lot of things because they want this experience to continue as well and so they're not gonna like pick everything over with a fine-tooth comb they're not gonna be as critical as you are of yourself probably worst critics and yes very many times yes understanding ROI does not need to be a perfect answer what you come up with on the spot does not need to be absolutely perfect it should be consistent and and that is something you know that you things you can do to help with that which will sort of in the show with but consistency is way more important than perfection or because consistency helps the players maintain their belief in the world and it's sort of logic now which is the biggest I think pitfall of Improv gaming or using improv techniques is that you would just punch holes run roughshod all over the internal logic of your game yeah well I mean and like you said it this falls under the umbrella of preparing like you don't have to know everything but you know at least the broad strokes of your world you know how this society functions right you know how or you know you know how this dungeon functions sure who runs it right right we don't need to maybe necessarily have the next level prepared you have an idea of who's down there at leas sure sure yeah and thinking in terms of like a dungeon is like you know it's a good starting point for traditional games because of just how the structure of it mirrors so much about what play is and yeah you don't need to know necessarily it's a good idea to if you have time prep for it but if you find yourself with limited prep time and you want to offer the most freedom for your players the the most you know the most of this campaign sitting that it's open to them and you know really don't want to him in their player agency as much as you or any more than you have to taking time to come up with the tools you're gonna need in the middle of the game you know the things that you have trouble coming up with on the fly the things that your players asked to do that you know if you were prepping the session it would take you a lot of time to prepare you want to kind of like create some par baked tools right if you're not familiar par-bake is like you buy a loaf of bread that's partially baked and you finished the rest of it at home you get the nice fresh-baked bread but you don't have to necessarily do all of the mixing and proofing I mean all those of yeah the most common example of this that you probably already do or heard of is just creating a list of names names that are really tough and if it's and names of whoever names of NPCs names of taverns names of shops names of you know professors that are gonna be at the conference names of the cultists we're gonna be travelling in the caravan with you names of you know wizards at the academy fighters in the mercenary company whatever it is if you're running like a really long term campaign and this is a generalized names list then somewhere between 20 and 50 names is probably gonna be a good bet but if it's like a one-shot or something like that then you know six seven a dozen however many that you feel you need because names have a feel to them they've got to fit you know you you never know what exactly is gonna be appropriate for that moment at the table you don't know if the name you come up with it sounds exactly like another NPC's name or starts with the same similar sounding syllable or something that and then you've got a situation where it's like wait we've there's the two NPCs and they had like an and in the first part and you know this is where simplicity can often really pay dividends because you don't necessarily get you know you don't trip over your own cleverness as it were yeah my problem is I start doing a literation I started giving you names right whatever if I don't have something pre-prepared yeah yeah you'll fall into those kind of have yeah you know are you running an urban campaign and your players like to just pop into little shops and taverns and things like that then you know what do they have in them who's there you know a lot of the a lot of my personal favorite just sort of products that I buy are nested tables which was just these giant grid things that have like name of the tavern who all's there what's the proprietor like what sort of games do they play there what kind of drink are they known for and you can either read them straight across or roll on each column and you know this is where I I find excel or or Google sheets are my my friends because just put a list in there and it's already kind of numbered and much more easier to organize so whether that's names of NPCs descriptive words that will help you create evocative descriptions in combat or of a location or something like that you don't looking up in the thesaurus ahead of time so just like grab one when you're prepping and pull 50 or 60 words out of it that you might use just maybe you don't even use the word you just like read it and your brain goes not that one this one yeah and you know just something can help set dressing when I'm running a dungeon crawl most of what's behind my screen are big lists of trash it's in the dungeon random things you find on this goblin you know wall decorations or whatever just because I don't want a crowded map I don't want a crowded dungeon key I want something that's like map on one page key on the other but I still want it to be an interesting place I still don't want them to walk into a bunch of empty square rooms it's a square room there's like torn tapestries on the wall and what looks to be remnants of an old battle shoved into a corner or something like that or old rat's nest or something so those are the kinds of things that I like to come up with myself just lists take the work off of my brain you can do this and you can prepare for it but what are some of the pitfalls oh right there are a lot of pitfalls I think probably the most common complaint that I see about the improv style of Jia Ming sort of make it up as you go comes from players and it's from players who who feel like that these sessions in which they're their diems are making things up are less satisfying and and sometimes that's because there's you know less attention page to maintaining the internal logic or cohesion some of it is because they lack depth and detail you know a lot of make it up on the spot or I'm just gonna do this you know on the fly is it paints in broad strokes because you have to by necessity if you haven't prepared to add detail at the moment at point of delivery it's just to use a modern marketing term or whatever is there you just have kind of a bland game what you find is that when diems who start making it up on the spot is that there comes sort of an aversion to too much risk on their part they don't want to like throw something too big out there because they're just sort of like you know if you guys can't handle this thing you know I don't want this to lead to a TPK because I just on a whim threw it out there then it might lead to say you know combats that have no stakes and are just sort of there to take up time yeah cuz we haven't had a combat in a couple because we haven't had a combat a couple of sessions and I once read that one quote from that one detective writer about whenever there's a lull in the story have someone with a gun come in you know it's just like Walter start shooting it kind of works for like pulp detective stories I guess but maybe not for every D&D game that's one where it's just kind of the events of play like stakes they like consequence they lack connection to what's happening is just like yeah we wandered around the map and rolled some dice on a table and that was it you know like we played D&D we played an RPG but not very satisfying and yeah for players who are looking for an in-depth experience an immersive experience they really want to get into it this they will swear off any DM who claims to use improv techniques if they have too many of these sessions and I'll just be like nope I would rather be railroaded and have my choices negated so that at least i can adventure in a world that is alive to me there is a difference between improv and making it up on the spot improv and I you know I am NOT drawing it all from improv actors because I am NOT an improv actor I don't know anything about it and I'm that's not where my experience lies but I would bet that they do a lot of practicing I don't know maybe it's just me a lot of rules that you have to follow sure yeah yeah the cliched yes and yeah but also just like you know anything someone puts in you don't you never disappear it becomes very no matter what yeah and so yeah it's the problem is you start doing this and your players start just throwing out because they realize you are yeah yeah and your world can go and get kind of bonkers if you it can especially if you're if that's the only advice that you're following oh yeah I'm supposed to just say yes right like yes and well that is a big piece of advice presented very simply and is often not unpacked and further explained you know sometimes no is appropriate sometimes yes but you know there are times when you know you do want to say like yeah player that that if we follow through with that that is going to be too disruptive or it doesn't seem like everybody's on board with this idea so this is where knowing your players and knowing yourself really comes in handy and it really is you know you let's you make that judgment is what the player is suggesting a good idea is it going to enhance the game or is it just Saini and weird now we're all just sort of impressed by how weird it is and then if we sat and thought about it for a few minutes be like oh I don't know about that and yeah Jim why don't you let me play my Tyrannosaurus explain [Laughter] right and so like to me improv as a DM is less about yes and is part of it saying yes being willing to open up your game to player input player change is a part of that but that doesn't mean I don't have a say it doesn't mean we're gonna violate the tone and theme and genre of the game unless that's the point and it's also very different than just like oh I don't have anything prepared for you guys we're just gonna make it up on the spot like that is to me is the one cardinal sin of DMing because you don't want your game saying that to you I really don't because to me number one even if that's the truth and that happens right life gets in the way you don't want to miss a session you want to hang out your friends you like DMing you can pull something out of your ass just don't say anything just like it's a confidence game right and if you give away that if you if you show everybody the magic trick if you show everybody what's behind the curtain then it lessens the experience and I know that there's a lot of bravado and bluster around DMing you know I'm chilling to you my players live in fear of me and then how they keep coming back week to week or I'm a you know I'm a nobody could tell me I don't you know I don't plan anything and I'm totally off-the-cuff make it up as I go along do you know I've done that for years just like well the real litmus test is do people show up and does it look like they're having fun the answer to those questions is yes then you probably can just turn off the video you don't need to watch the rest yeah but you're doing something right but there are great many people that's an unsatisfying experience and having something in place that gives you a structure to rely on when you don't know what's going to happen is so so so much better and less stressful for you when the players do something unexpected yeah you know which like where I talked about it's why Brandon tables are exactly right and you know they're one of the pitfalls of a random table in this situation is like that it leads to events that are disconnected from the rest of the game right that you would look at you know the events of a random encounter and just go why did this thing attack us you know especially if you think of encounters solely in terms of combat and that's a to me that's a misuse of a tool that the random encounter role is very specific to the dungeon or sometimes urban play it can be used to simulate the movement of a setting around the PCs you know the goblins patrol these halls what are we gonna do I don't know but once every 10 minutes the daemons gonna check it out or it could be you know like a street encounter or something like that if you're a DM and you're concerned that the random encounters mate that you come up with on the fly or not gonna be satisfying then before the game roll up like 6 or so yeah you know a short number 4 to 6 so it's easy to pick up a smaller die and make a roll if you need to and spend a few minutes thinking about those 4 to 6 encounters and what you can do to tie them into the players interests to maybe each others to the events that are going on in the game and just a couple of notes it doesn't take a lot just whatever you need to jog your memory while everybody's sitting down and getting their dice out and chatting and talking and everything you make it part of your pregame prep to just have a little list there and that way you don't have to deal with a bigger wandering monster list or whatever or you have at least some options available ready to go that you've given some thought to and it will make it easier to sort of tie those in to the campaign the other tool is to ask a question through the encounter and this is maybe a high-minded I'm not talking about like literally NPCs asking the PCs a question but like why are you like using the encounter to pose a question or introduce a new piece of information that's incomplete yeah that will then spur player speculation yeah because one of the techniques of improv that you can do is introduce elements that you don't really know yet what's going on and while you can get into like JJ Abrams the lost territory over here I'm going to talk about whatever else he's done since then and have something that's incoherent again something that you do occasionally something that you do you know when you need to and then you go back after the fact and fill in the details make sure it's consistent and retcon if you need to you can do that directly so the other two things real quick pitfalls are our spotlight time and pacing oh you know definitely if you're caught up in your own world by trying to make something move forward yeah yeah you think you could easily get stuck in a rut especially you know you haven't prepared anything you don't have an idea of say I've got four hours of game time to fill I know we it would be great for us to get to X Y & Z but you know we'll get to where we get to or to accomplish whatever goal that the players are sitting out for but if you for instance know that it takes forever to finish a combat because you're playing a very detailed tactical game then like make sure at the very least you factor that in you know if you're wanting to you know end on a big fight or to you know have a big battle as a way to fill time and just be cognizant of that because a lot of times what happens in these sessions is there's a lot of stalling there's a lot of delaying there's a lot of dialog but you know because it's like oh well players wanted to go to this place and you know they got caught up talking to this interesting NPC you came up with on the fly and they've taken it you know longer than you expected and they're trying to like bring them back towards this other thing if you know and it just there's a lot of push and pull a lot of you know sort of what you know without a structure to the adventure without clear goals a lot of competing interests one player wants to do one thing and other ones to do another you're prepared to do a third thing and so just balancing all of those competing interests takes practice it takes patience it takes players who are willing to sit around doing nothing but still be invested because they care about the events that other players are going through the events of the game as a whole and you have to foster that it doesn't come out of nowhere you know yeah it takes work effort yeah and another list you can do is and I do this sometimes where I'll put my players names down yeah and anytime they have a moment yeah I put a check next to their name sure yeah I know like okay they've had their moment and then I can look at who's left and how can I present yeah either a challenge or a piece of information yeah they're interested in or that they can use their skillset to overcome right way everybody can get a moment yeah yeah and knowing that keeping track of your players in that respect of how often you put the spotlight on them or they bring it to themselves yeah yeah and also like what kind of spotlight time do they like for me I know when I'm a player I like spotlight time that that that furthers things like intrigue the exchange or acquisition of information or action you know I know that when I when the spotlight is on me as a player I don't want to just twiddle my thumb's I don't want to just talk to somebody I am fine just rollin dice before the inconsequential meet and NPC or you know I'm a player that is we can hand wave shopping I don't I don't mind yeah well for me unless I got something I really wanna buy yeah I think you know Jim I just any situation that will let me have a good one-liner at the end yeah I'm good or at the beginning of yeah to signal combat right yeah I'm golden yeah as long as I can get my action one-liners in yeah does not matter yeah yeah this would mean like most players have very low expectations not like the bad sense but just there what they want out of a game sometimes is very simple and and it's much more about emotional satisfaction and a sort of visceral experience than any kind of high concept thing and as DMS we're often very high concept you know think things through every player needs every session to be at once a therapy session for themselves while running through a cathartic experience of what's going on in their current lives while scratching every in narrative and action itch like oh here's just trying to kill some Cobalt yeah I'm trying to get over my fear swimming yes yeah but you know you listen people often aren't aware of what they bring to the game table and they are and a lot of players they don't really think about why they like the game or what it is they get out of it but they know they might not be able to articulate it but they can tell you when it's not being able to read the room being able to at being able to talk to players after the fact as well and being honest with your own sort of mistakes while still keeping the mystique alive yeah is another skill that you'll get better at and the beautiful thing about DMing is none of these things are know one thing is essential you know there's if you're not good at one element of running a game or coming up with something on the fly then focus on what you're really good at as a DM who you know you're running games for your players you'll you will be able to have more satisfying sessions if you focus on your strengths less than shoring up your weaknesses doesn't mean you shouldn't improve or learn more about yourself but if you are a intrigued heavy I love to just roleplay NPCs off-the-cuff kind of DM then games which feature that more than say minimal dialogue and maximal action are probably where you're going to find more satisfying sessions well and also remember even though you may be at your players that got you into this session issue of yeah but getting you into attractive oh yeah remember that they are still at the table and they are still involved and they can still share the cognitive load yes so you you can just you know start it off with like hey here's this situation that maybe you rolled on an encounter yeah let them latch on to it yes let them help build the tension and that's why how so you know in addition to just having like a wandering monster table or something like that having a small list of just short encounters plot hooks is what people would call them whenever I was learning as DM just like little things they're incomplete there's scenario setups there there don't really have you know they have nothing about their resolution five Cobalts looking for something like what was looking for something it usually is a situation which will immediately involve the the PCs some sort of antagonist and then some kind of wrinkle or complication or even reward you know what is the reward for doing this so if it is like five cobalt looking for something what are they looking for it they mistaken the PCs for having it the idea with these things is is to create something that the players have to act on they can't they can't like let it pass them by because it's someone or something that has come to seek them out you know there's some encounters where it's like oh you witnessed this thing going on or this is happening and you could get involved if you want yeah I find that those work better in string very structured sessions where I have prepped a lot and have a better idea of what's going on around me but for improv type sessions I really want there to be as minimal walls in the action as possible because I don't know where we're going next I am having to wing a lot of it having to rely upon you know the tools that are prepared for myself I really run the risk of having that dead type of stretch out is it's like well you guys didn't talk to these people I thought you would and you didn't do this and I thought you would and you know like you know I guess we get to where you're going yeah yeah so it the potential for there to be just nothing happening is high and a lot of what I prepare for myself is to ensure that something happens because I know my brain goes towards a static kind of environment you know my that's where I start when I come up with a location it's like what's in it what are the objects were you know I people it and so when I'm asked to do that on the fly the first thing I go is like well it's a place that's got stuff in it and what do you want to do there you know it's not yeah it takes some time it takes development and then you know once I can give it some thought then I can go like wow it's a place where things are going on and hey guess what there's something of immediate and relevant interest to you and it really doesn't take that much time you know some of it is about prepping smarter not harder which is you know whatever and some of it is just about playing enough to have the confidence of consuming enough of the media surrounding role playing to just have a large tank of imaginative fuel to draw upon and like Pro saying just to be able to listen to feedback from your players listen to their chitchat what do they think is going on and learning to incorporate that while changing it enough so that there's genuine surprise intention and the light no you know you you you've done your some preparation so you can improv yes you've hopefully avoid the pitfalls like but what about postgame like when goes down with this improv session that your players threw you for a loop did your thing yeah what what what's in him what's important to consider moving into the next session so to me the big thing there is keeping accurate notes for yourself you know I know that there like a lot of things are a lot of diems surprise and stuff I don't keep notes or my notes are these scribbles on napkins or whatever have at hand those things like post-it notes or another and I you know I think it's one of those things where you know when we're DMing and we're we're in the session there's so much going on there's so much happening there's so much we need to remember and make decisions about and whatever like just taking a second or two to write down you know the name of a key NPC that was introduced decision made by the party that you know in that moment you're like whoo I can use that later but you don't want to accidentally forget about it and riding up eventually sort of an after-action report for yourself can be a go a really long way towards just like number one rethinking about the game especially if you sleep on it right you've got your notes you took during session you've got everything that's going on like you sleep on it next day you wake up you look at it and you sort of fill out a literally a report for yourself it might just be like alright what you know what players were present did anything happen to them any of them suffer a major injury or curse or something like that do they acquire a new item or a lie just a quick you know what changed about their situation any major NPCs introduced you would want to keep a little record their personality any voice or or portrayal details Chad oh yeah and you really just need one or two solid portrayal of a character to solidify them you know you don't have to get it right every time just really just one time make a good maybe a good first impression with an NPC like that goes a long way you know what plot or narrative or fictional elements did you introduce did they add did they advance towards any of their goals or anything like that and this is an area where creating things like ticking time clocks and countdowns can be really helpful these are structures of play that are really just the DM interfaces with players never need to know about it and they are there to help you keep track of things like all right how much does this NPC hate the party oh there are two out of four I got half their pie chart filled in before they're ready to take the next step in their revenge plot or you know conditions in the city have worsened by two ticks you know thanks to the actions of the party or something like that and most of these structures are you know sort of impromptu they're pulled from other games and the like we talk about them in a variety videos the one you're probably most familiar with its combat but there are a lot of different game structures the big one though is just riding it all out again making sure that what you remember from the game if there's players who take notes and you have access to them incorporating their information and just keeping a record of your game that is easy for you to read maybe that involves a spreadsheet maybe it involves a notebook maybe you can do it all in your head without needing any of this you know but something that will help you be consistent and also to be like hey this stuff was introduced we owe it to ourselves to develop it as fully as possible and sometimes things that are introduced off-the-cuff or on a joke right like there's how many player makes a joke and you're like yes let's do that you know yeah you know especially was like an NPC or a place or something like that that's like instant player investment it they're memorable but you want to do them justice and if you're able to turn a joke NPC or a joke location into a character that they all love and will go to the mat for again spend like their real resources to protect this fictional person that's when you know you you've hit it out of the park and that takes work it takes time it takes your imagination and that's the kind of dirty secret of DMing is that no one's successful does this without putting in some work and it's mostly just like what kind of work works for you yeah but it's it's never as much work as you think it is not hard as you think and if it is just the right work for you yeah and if you do find yourself like man this is a lot of work then that should probably tell you the areas that you're over prepping in and there's something about your sessions that if you're if you can kind of look at them from the outside in you'll see you'll notice like ah yeah whenever combat starts I just hit a brick wall with like keeping track of everything time to start thinking about how how you structure combats how you structure the information for yourself and then eventually you will get to the point where that becomes second nature and you can start building these complex encounters on the fly in response directly to player actions and the like so yeah practice it's all boring practice effort dedication focus it's not it's you know what do you think I'm just you know take some drugs and expand your mind it's not that I don't take drugs because I think this is I don't know the government there was they always watch yeah yeah I don't have a pithy there's no pithy tips right and that's I think the proper I think I feel like we should do a whole show on diem advice yeah because my the thing about being an advice dispenser is sort of realize like I mean that you don't really that it's not needed and also that that there's nothing I can tell you that is going to work better than you just sitting down to people you play with and talk to them you know or anything like that so yeah see what they want prepare that ask them what they want prepare for that and make sure you include stuff for yourself if you liked the video please like subscribe and go ahead and ring that bell to get those notifications the web DM exists thanks to our patreon patrons the web demons if you join the web demons you'll get our weekly podcast show audio discounts that'll save you way more than five dollars a month on books and dice and so much more check out our free podcast episodes right now including our free interview loot Gygax about all things dee dee if you like our advice for your games then why don't you come check us out and watch us play yeah I've head on over to our second YouTube channel web DM plays and subscribe thanks for watching [Music] tolis is coming back for fit wait for 5e encipher fans ok tolis know tallest tallest keep saying told all I'm trying to trying to get rid of my draw and I need it right now tall us Oh Thomas y'all tall us is coming back for 50 15 tall us is coming back for 5e and cypher fans no no I was thinking about something else I was like other weird readings life all right
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Channel: Web DM
Views: 99,593
Rating: 4.9606128 out of 5
Keywords: dungeons & dragons, dungeons and dragons D&D, DnD, Web DM, WebDM, D&D, dungeons and dragons, improv, railroading, player character, 5e dungeons and dragons, 5th edition, gm tips, dm tips, running the game, how to play dnd, tabletop rpg, dungeon master, dungeon master tips, game master, improvise, improvisation, make shit up
Id: BSQa_E3svg4
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Length: 39min 27sec (2367 seconds)
Published: Thu Mar 05 2020
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