076 - Arcane Mirage, Map Making, Creating Through Play, Siege!
Sep 8, 2023
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Arcane Mirage shares their journey of discovering their passion for mapping. Transitioning from player to Dungeon Master, overcoming preparation challenges, and starting with new players. The benefits of homebrewing in Dungeons & Dragons and creating unique elements. Exploring the properties and economy of crystals in the game. Discussing the idea of a healing spell turned weapon. Prepping strategies for running a game as a DM. A unique castle siege session in a Dungeons and Dragons campaign.
Creating homebrew worlds and maps can engage both seasoned and new players in tabletop role-playing games.
Implementing real-time elements and encouraging player creativity can lead to exciting and dynamic sessions during a castle siege in a campaign.
Deep dives
Becoming a Dungeon Master and Creating Homebrew Worlds
The episode features an interview with Kane Mirage, a mapmaker and Dungeon Master (DM) for tabletop role-playing games. Kane explains how they got started in the world of TTRPGs after overhearing friends playing and wanting to be involved. They began as a party healer and eventually transitioned to being a DM. Kane prefers creating homebrew worlds and maps, finding it more engaging for both seasoned and new players. They enjoy the storytelling and homebrewing aspects of being a DM, creating unique monsters, magic items, and locations for their campaigns.
Leveling Up and Campaign Length
Kane discusses their approach to leveling up characters and the length of their campaigns. They usually start players at level 4 to give more choices and power from the beginning. Kane uses a milestone leveling system and may occasionally give out a magic item as a reward. The length of each campaign varies, with their current one running for over a year and a half. They aim to have a well-defined ending for each campaign and often connect the new one to the previous through in-game transitions.
Running a Castle Siege Event
Kane shares their experience running a castle siege event in their campaign. They implemented a real-time element where players had 10 minutes to respond to different events during the siege. Kane wanted players to feel powerful and encouraged them to describe cool actions, promising success without excessive rolling. The session lasted around four hours, and the players impressed Kane with their military strategies and resourcefulness.
Tips for New DMs
Kane offers advice for new DMs, recommending not to overprep and to let players drive the story. They highlight the importance of letting players have their own theories and ideas, as it leads to satisfying aha moments. Kane also emphasizes the value of patience when it comes to mapmaking and encourages new DMs to look for tutorials and take their time to develop their own style.