Alex Schroeder
Alex Schroeder: Halberds & Helmets
The Halberds & Helmets podcast by Alex Schroeder.
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Episodes
Monsters: Basilisk 05.08.2020 11:05
Talking about the basilisk (also known as the cockatrice)
Monsters: Giant Apes 12.06.2020 4:24
Talking about giant apes
Just Halberds 03.04.2020 13:09
Talking about a simple 2d6 system I use for online gaming. One opposed roll to determine initiative, to hit, and damage.
Preparation, Inspiration & Expansion 22.11.2019 24:27
On the things I do for prep: random tables, monster lairs, jotting down some shallow ideas, run with it in such a way that I don't need to improvise in depth but that shallow encounters point to other shallow encounters, take note of what happens at the table and let that inspire more ideas that build on the previous ones. Last session's shallow idea thus turns into the seed for the next session's...
Gods & Demons 03.10.2019 21:18
The gods, the realms, confusing and overlapping portfolios, how even the evil ones need to provide a benefit.
Writing RPG Material 29.09.2019 16:01
Things to consider when writing RPG text: keeping it short, keeping stats short, keeping it all in one place, don't require leafing around, have art that referees can show to player, have maps that referees can annotate
Environment, Conflict 18.09.2019 19:36
The mini settings I like to generate where the environment or the map generates inspiration for conflict: the river valleys generate political entities, the swamps and mountain peaks religious entities, add secret societies, a long war somewhere else...
Mass Combat 25.06.2019 12:42
Mass combat! That is all.
Players 20.04.2019 14:18
Keep adding where players go, keep track of the open plots, let alpha players push the campaign, involve quiet players, how to plan with your players, negotiate background, and discover personality
Wilderness 14.04.2019 17:38
Running the wilderness: one hex is one day on foot without roads, using a different random encounter table for every region, how to find their lair, or their tracks
Settlements 20.03.2019 13:00
Creating settlements, starting with a few non-player characters, rumours about adventures to be had nearby, the importance of merchants
Dungeons 14.03.2019 8:37
Running Dungeons, when to roll for random encounters, how much XP to give for monsters, how to restock dungeons
Running the Game 02.03.2019 7:22
Keep prep short. Use every idea right away. Be impartial and be adversarial. Let them struggle.
Eleven Principles 16.02.2019 19:41
No skills. Fewer classes. Quick and random character generation. Smaller bonuses, little damage, few hit points. Rare healing. Simple combat. Treasure is XP. No magic shops. Random encounters.
No Clerics, No Paladins 08.02.2019 9:16
No clerics. Healing magic makes fights and delves longer. Undead turning makes fights with undeads easier. None of this makes the game better, but instead the Old Testament references break my immersion.
Spells 27.01.2019 6:58
Spells and your repertoire: not being able to copy spells from scrolls and spellbooks and requiring a teacher instead, and not being able to learn more spells than you can cast per day. Also, no research and no crafting.
Movement, Reputation 23.01.2019 7:35
Movement and reputation, two systems I'd like to use but actually I don't.
Chase, Injury, Death 18.01.2019 13:36
Chasing, injury, and death.
Combat 14.01.2019 12:18
Combat: surprise, initiative, d30 rule, not using variable weapon damage, shields shall be splintered, formations, protection, targeting, retreating, fleeing.
Skills 11.01.2019 7:51
Skills: class abilities, the roll to open doors and bend bars, the lucky die of fate, and thieves' skills, they can all be mapped to a 1d6 roll.
Retainers 11.01.2019 10:14
Retainers: make sure you agree on how many characters you all bring along. As always, just use pregens. When to make the loyalty check.
Basic Terms 05.01.2019 16:13
Basic terms: player, player character, experience points, level, hit points, saving throw, circle, reaction roll and morale check.
Gods, Demon Lords & Alignment 04.01.2019 15:33
A little something about demon lords: why do their priests survive? They must useful to somebody! I like the ambiguity of the old gods. They are not all good or all evil. And I like the old threefold alignment: Law, Neutrality, and Chaos.
Buildings & Wages 03.01.2019 16:25
Buildings are a great way to spend money for XP and to let players add to the world. And buildings require servants and guards, and these require wages. And when you take mercenaries along on an adventure, then that also costs money.
Items & Armour 26.12.2018 12:02
Items to fight monsters and oil in particular. How do we use flaming oil? How much can you carry? Encumbrance and the rule of cool. Also: why is plate armour so cheap?
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