
Mastering Dungeons - Mike Shea on Organized Play vs Home Games!
Mastering Dungeons
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How to Create a Good Adventure
A compelling plot is great unless it isn't. The setting should be wild and fantastical which can then distract from the hard line story that you're trying to tell. GM's are busy. They want to run a game for their players. What can I do to help them? What material can I give them? What format can I use? What style can I use?"
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