🌎 World- Building Guide
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#38 - We live in the world our questions create. What essential questions should every GM and player ask when crafting immersive TTRPG worlds? In this episode, professional GM David Northeast reveals the proven S.P.E.R.M. framework—a powerful system of targeted questions that transforms ordinary settings into unforgettable, living worlds. Whether you're a new or experienced game master, this conversation delivers the exact tools you need to refine your world-building immediately.
Connect with David Northeast:
- https://startplaying.games/gm/ssadventurer
- https://www.youtube.com/@ssadventurerproductions
- https://bsky.app/profile/thecaptain91.bsky.social
- Tiktok.com/@thecaptain91
- Twitch.tv/ssadventurer
- X.com/ssadventurer
Episodes Mentioned:
- Episode 36 - Switching to GM-Less Play: Your Next Adventure! - https://claimtogamepodcast.com/episode/036-switching-to-gm-less-play-your-next-adventure
- Episode 35 - Top 5 Best GM-Less TTRPGs - https://claimtogamepodcast.com/episode/035-top-5-best-gm-less-ttrpgs
- Episode 9 - Should I play with a Gamemaster or go GM-less? - https://claimtogamepodcast.com/episode/009-should-i-play-with-a-gamemaster-or-go-gm-less
Games Mentioned During the Episode:
- Blades in the Dark (Softcover & PDF) - https://claimtogamepodcast.com/blades
Resources mentioned:
- Dungeon Draft (Map Making Software) - https://dungeondraft.net/
- World Draft (Map Making Software) - https://www.wonderdraft.net/
- Scrivener (Notes and Writing Software) - https://www.literatureandlatte.com/scrivener/overview
*As an amazon affiliate, I earn from qualifying purchases at no extra cost to you. Some of these links are affiliate links for other programs but once again, if you choose to purchase through these links, it's no extra cost to you. I only promote products or services that I have investigated and feel can deliver value to you.
Please Connect with us!
- Visit our Website at www.claimtogamepodcast.com
- Find Community - Join the CTG Discord Server- https://discord.gg/UcZVE2SDe2
- Connect on Bluesky 🦋 - https://bsky.app/profile/clintscheirer.bsky.social
- Connect on Threads 🧵 - https://www.threads.net/@clintscheirer
- Join us on Patreon for exclusive content access - http://patreon.com/ClaimtoGame
- Send feedback, thoughts, or suggestions to clint.scheirer@claimtogamepodcast.com
00:00:00
>> Clint Scheirer: So I dont normally make an announcement prior to the start of the episode, but
00:00:02
I felt like this was really important. If you want to build
00:00:05
amazing worlds for your games, make sure that you click on the link in the show
00:00:08
notes to grab your free 12 page ultimate world
00:00:11
building Guide. Inside is a comprehensive roadmap with
00:00:14
practical questions and checklists helping you build
00:00:17
vibrant, captivating worlds for you and your players. It
00:00:19
brings together many of the insights that youre going to gain by
00:00:22
listening to my guest and professional GM
00:00:25
David North, East. I I know you'll enjoy it. All right,
00:00:28
thanks.
00:00:28
>> Clint Scheirer: And now ono the episode We Live.
00:00:31
>> Clint Scheirer: In the World Our questions create.
00:00:34
What essential question should every GM and player
00:00:37
ask when crafting immersive tabletop role playing
00:00:39
worlds?
00:00:40
>> Clint Scheirer: In this episode, I get to speak.
00:00:42
>> Clint Scheirer: With professional game master David North, East and he
00:00:45
reveals the proven sperm framework.
00:00:48
That's right. You heard me right. S P E R M M.
00:00:51
It's a powerful system of targeted questions that
00:00:54
transforms ordinary settings into unforgettable
00:00:56
living worlds. And whether youre a new or
00:00:59
experienced game master, this conversation
00:01:02
delivers the exact tools youll need to refine
00:01:05
your world building immediately.
00:01:07
Welcome to Claim to Game. We help tabletop gamers have
00:01:10
a great time with friends to experience amazing stories.
00:01:14
It can be overwhelming to start and run great games.
00:01:17
Lets make it easier for you to play any game you want
00:01:20
to have fun with your friends. Im'm Clint Scheirer. Ive helped
00:01:23
thousands of students in my career find their way to
00:01:26
better themselves and better their game. With more than 10
00:01:29
years experience in leadership, coaching, live performance and
00:01:31
public speaking, I know I can help you create
00:01:34
immersive, low stress games youll never
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forget. Its time for you to make your claim
00:01:40
to game.
00:02:09
>> Clint Scheirer: So David, here's something that I have to ask right
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you have a background in storytelling,
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you have a background in performing arts
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literature, and it clearly informs
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your world building. When anybody goes on and looks at your bio,
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looks at what you do when you run games,
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it's clear that you have this in your your
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repertoire. So what I want to know is how
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do these experiences, the storytelling, the performing
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arts, the literature that you've consumed, how does
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it influence the way that you create immersive
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settings when you're trying to whu for your
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gamers, not just making great NPCs but
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also the world that they live and breathe in?
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>> Speaker C: When you watch a lot of stuff online about
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how to world build and how to, you know, create
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your own campaigns, quite often the
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advice start small, start with a single town and build
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out My brain is very weird.
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It likes to work it out in reverse
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order. So I like to,
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I like to see the lay of the land. I like to see where the
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mountains naturally form. I like to see where the
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deserts occur. And I try to create
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this almost
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geologically and
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geographically
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accurate world that makes sense. So when
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you initially stare at it, it's, oh, there's nothing wrong
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here. But then I start adding things
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in. So for example, in my world of Eusia,
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which I've got a 2000 year history for,
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the desert is called the green desert because there's an
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oasis every mile or so,
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which is a really, really sort of
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unheard of thing in the real world. but
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when it comes to using my background in performing
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arts and English literature
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more. So when I'm world building, I sort
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of lean on the literary side. It
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comes down to things like, when it's writing
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the story is things like symbolism. I
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love symbolism in the world.
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And everything is there for a
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purpose. There is very, very little I put in my world that
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is just random. Now occasionally
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I will put random things in the world to
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make the world feel organic and natural. So
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you might sort of see just a passerby wearing a
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green coat, for example. And I'll describe that to the
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players and they're like, oh, okay, well, we'll
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take a note of that. Okay. And, you never know, they might go and
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talk to that NPC. And now I need to fill out that NPCs,
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family, their history, their backstory.
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I mean, you know how that goes. But
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sometimes the random things are
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just as important as the very, very
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specific and story specific things. When it comes
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to the performing arts aspect of things,
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that is where my role play comes in.
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I tend to always have my camera
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on when I'm GMing a game because
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I've obviously predominantly an online GM
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and I'm very.
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What's the word? Very performative with
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it. And I try to make each
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character have intrinsic and
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unique characteristics that, ah, are both
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visual and audible.
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you know, whether it's the speed, the
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pitch, perhaps there's
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a, specific way
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they pause in the middle of each sentence.
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I mean, for example, one of my favorite
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NPCs that I've ever made, and I won't go into too
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many details just in case my players are listening.
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is, is Hodo the Goblin. Now, Hodo the
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Goblin has some very, very unique characteristics
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rather than your sort of
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impolit, politically correct, bulbous
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noses and, you know, the, oh, he
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Went my, go. That kind of. No. He is a pig
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snouted, pig eared, greens skinned goblin
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who wears a potato sack and has an oversized
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bag that drags along the back of the floor the entire
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time. He is a vendor for my
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players. But he's always the
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same similar character. He's always this
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chaotic little. Oh, hi guys. How
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you doing today? What can I offer you? Perhaps one
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of my special Hoto potions. You know,
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and he always has this really upbeat,
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high pitched, irritating
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voice. And I make sure it's as irritating as
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possible for my players because I don't want
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them to know how good he really
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is until the very, very last reveal of
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him.
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>> Clint Scheirer: You brought up a good point. Right. So when people think of
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world building u, you started out saying that you kind
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of backwards engineer what a real
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world would look like. You were talking about
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mountains, you were talking about. I thought of cartography
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is what I was thinking of maps. And you know, there's
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some really wonderful map making tools out there. I've used dungeon
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draft for individual maps that I want to make
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or world draft if I wanted to make something bigger,
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more on a larger scale. but then
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you shifted your response
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to characters. Characters
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are what make the world m. That is
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fascinating. And when it comes to characters, I
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think there were two things that I heard you say.
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Consistency with the
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character.
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>> Clint Scheirer: Right.
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>> Clint Scheirer: Hado always talks with the same pitch. He always has the
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same Persona. He always shows up in a
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very similar way. So he starts to become real
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because he's familiar. They're not goingna come back later. And Hoto
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has a really deep voice and you're like, what happened to you,
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Hado? Did you have a rough
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night, Auto?
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>> Speaker C: Well, I mean, occasionally, occasionally his voice
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does change, but that's normally because he's
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taken something that he shouldn't have taken that is
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one of his own potions.
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>> Clint Scheirer: How do you do that? Like how do you make a
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character consistent? Because
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it's crazy how fast things can move.
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You mentioned how your characters are brought
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to life when your players
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bring them to life. The person in the green coat wasn't
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anybody until your player said that they were.
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Somebody started talking to them. Can you tell me a little
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bit about your process of one coming up on the
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fly, if it is on the fly with how
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you're giving that your breathing life into that
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character. And then how do you remember
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to keep consistent with them the next time they want to go to that
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green coat person who didn't exist less than.
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>> Speaker C: 10 seconds before so,
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I have a few. I have a
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few, like, almost like stock Personas.
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So obviously, if you want to
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use free artwork, for example, you normally go buy
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some stock art from somewhere. I have
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something similar. I have stock Personas that I don't
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really use. I will thrust
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them onto these characters until they
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become intrinsically woven
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into the. Whether it's the character
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backstories, whether it's,
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they, you know, on the fly, I say something stupid
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like, oh, yes, I'm a really important member of
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this town because of this, this, this, and this. And then I'm like,
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oh, now I really have to give this person a
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personiza. And very, very quickly,
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the performer in me
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builds this character up. And you know,
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who's in his background, who's, you know, who's
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talking and whispering in his ears. If he's a government
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official, who's paying him off? You know, when it
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comes to maintaining
00:09:52
a character's Persona, it's
00:09:55
easier. The longer you've known a character as a gm, the
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longer you've known this character, the more that you've
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used this character, the easier it becomes to
00:10:04
maintain them. So, for example,
00:10:07
in my Age of Dragons campaign, there are four
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tyrannical dragons within the universe, and
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I know each one of them very, very intimately. So
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I know how I want them to come across.
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However, little old lady number
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one from down the street in the hallway,
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I don't necessarily have that same level of
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intimacy with her, so there will be small variations
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between their meeting. But again, it is
00:10:34
trying to keep them to that
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consistent level as much.
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>> Clint Scheirer: As possible when you take
00:10:41
notes. So, like, I'm a note
00:10:43
taker, I should say. If you take notes, I shouldn't
00:10:46
just assume that you're a note taker. I feel
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like I run away from a session when I'm game
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mastering. And whether I'm using, you know,
00:10:54
Scrivener, doing something digital, some people use,
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like, Microsoft tools, or maybe they're using an
00:11:00
actual legal pad. You
00:11:03
know, when you're trying to capture quickly before they move
00:11:06
on something that you can come back to later.
00:11:09
What are your tools like? How do you,
00:11:12
capture what you created in the moment
00:11:14
so that you can bring that back later when it may not be one
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of those stock Personas that you know so
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well?
00:11:21
>> Speaker C: I mean, I always get the players to do their recap anyway, ah,
00:11:24
at the start of the session, because then you know what
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the players know. And if they've forgotten
00:11:30
little details, it's sometimes more fun to leave them
00:11:33
forgotten. And Bring them back later and have that. Oh,
00:11:36
crap, I forgot about that moment.
00:11:39
but ultimately,
00:11:41
I've come across a tool
00:11:44
that I was part of the closed alpha
00:11:47
for. And I can't say much more
00:11:49
because it's still enc closesed beta. But
00:11:52
essentially it is a.
00:11:55
An AI derivativeative tool. It's not
00:11:58
like fully AI. It doesn't like
00:12:01
steal information from the Internet or anything like that.
00:12:04
It literally just note takes
00:12:06
for you and it can
00:12:09
derive like different characters, different factions,
00:12:12
different locations and things and it writes out
00:12:15
the descriptions and gives you a session summary. I've been
00:12:18
using it religiously. Yes. Obviously
00:12:21
there's a few bugs in the background like you would expect with
00:12:24
beta stuff, but it's saved
00:12:27
me hours of work.
00:12:29
>> Clint Scheirer: Yeah.
00:12:30
So technology such as AI
00:12:33
and before we started y you had a very
00:12:35
important question and I'm just gonna dive right into it because
00:12:38
it's on people's minds. Right. Like chatpt,
00:12:41
Claude, there's all perplexity.
00:12:44
AI tools are bumping up everywhere. And
00:12:47
one of the game types that I really
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love and know, people can go back and
00:12:53
listen why I love it. If they listen back to episode
00:12:56
nine, should you play GM list or go with
00:12:59
a gm? they can go back and listen to some of the recent
00:13:02
episodes that I've done related to GM less
00:13:05
gaming. But I like GMless gaming.
00:13:07
Not because I don't feel like roles like your
00:13:10
own. A professional GM that
00:13:13
really adds such a colorful flavor that I don't believe
00:13:15
any sort of AI or simulation
00:13:18
can provide the soul of. But I like
00:13:21
it because it allows everybody at the table
00:13:24
when you play a GM less game to
00:13:27
evenly distribute the responsibilities of the
00:13:30
storytelling. And there isn't one
00:13:33
person who has to step up
00:13:36
and be that facilitator. So what you
00:13:39
brought up was when you say GM list gaming,
00:13:42
Clint.Scheirer@claimtogamepodcast.com, are you
00:13:43
talking about somebody speaking to an AI?
00:13:46
And the AI is really taking on,
00:13:49
the role of the game master. And I'm like, I don't know if I really want
00:13:52
that. I'm not sure if I like that. And you're like, well,
00:13:55
some people do play that way. Can you
00:13:58
elaborate on how that works if you were using
00:14:01
AI for a game master role when you're playing a role
00:14:04
playing game.
00:14:05
>> Speaker C: So I will preface this
00:14:08
by saying AI is a tool
00:14:11
and not a replacement for anything
00:14:13
anywhere at any point.
00:14:15
>> Clint Scheirer: Amen, brother.
00:14:16
>> Speaker C: I am definitely of the mind that AI is
00:14:19
a very useful tool. Say, for example,
00:14:22
you know, I'm in the middle of
00:14:24
writing a Session or in the middle of
00:14:27
writing a campaign and
00:14:30
I just get writer's block. I can talk
00:14:33
to Chat GPT about something completely separate
00:14:36
away from my campaign and my D20 & D stuff
00:14:39
and you know, just, just mess around with it
00:14:42
and it can break that block. That's one way I use that as
00:14:45
a tool. Another way is a name
00:14:47
generator. Give me 15
00:14:50
generic names that I can put then
00:14:53
on a table. And if I need a name for
00:14:56
one of these NPCs walking down the street. So I'm not
00:14:59
stressing about, you know, oh my God, I't got
00:15:02
list of names, you know, and little things
00:15:05
that. But in terms of replacing
00:15:08
a gm, absolutely not.
00:15:11
Now I know there are some individuals than
00:15:14
some people who have things
00:15:17
like severe social anxiety.
00:15:20
And these people are using,
00:15:23
or I have seen them using
00:15:26
things like Chat GBT to be their game
00:15:29
master because their social anxiety is too
00:15:32
crippling for them to enjoy the game. And in that
00:15:34
instance it's actually in my
00:15:37
opinion a disability aid
00:15:40
rather than a replacement for an actual
00:15:42
gm. Some may argue that it could
00:15:45
make the social anxiety worse. I would argue
00:15:48
it gets them comfortable enough with the game, the rule sets
00:15:51
and everything else to then potentially extend
00:15:54
that and reach out to other groups
00:15:56
and other people around them to then
00:16:00
bring them into the game.
00:16:01
>> Clint Scheirer: That's fascinating.
00:16:04
it's like allowing them to practice the social
00:16:07
construct of playing a game with other people
00:16:10
to then step into that when they feel ready.
00:16:13
>> Speaker C: Yes.
00:16:14
>> Clint Scheirer: That's awesome. I would say that maybe a
00:16:17
GM less game in my mind would be a step in
00:16:20
the direction of not necessarily playing
00:16:23
alone.
00:16:24
>> Speaker C: Yeah.
00:16:25
>> Clint Scheirer: Although there are solo gmless
00:16:28
games where you could play by yourself and in that
00:16:31
case. Oh yeah, when I say gmless game I
00:16:34
mean using oracles or
00:16:36
tables like you mentioned at gm. name
00:16:39
generator, a city name generator,
00:16:42
MPC ideas, things like that.
00:16:46
so I'm going to, I'm gonna spin it
00:16:48
right.
00:16:49
>> Clint Scheirer: You run many GM LED games because.
00:16:51
>> Clint Scheirer: You are a professional gm, which is so darn
00:16:54
cool that I'm talking to a professional gm.
00:16:57
And I have run games on my own, but they're always
00:17:00
social, they're always just with friends or people that I
00:17:02
enjoy, the company of. And gmless games
00:17:05
I've run in addition to that.
00:17:08
David, when I was thinking about
00:17:11
GM LED games versus GM less games,
00:17:14
one of the cool things about a GM LED
00:17:17
game for the GM is the GM has
00:17:19
full control over those worlds details.
00:17:22
At least before the players of Chaos come in and
00:17:26
wreck it to pieces. in a GM less
00:17:28
game, you're relying on mechanics, you're
00:17:32
relying on the oracle tables, you're relying on the
00:17:34
oracle tables, for making decisions, which
00:17:37
is also known as role tables. For those are like, who the heck is, you know,
00:17:40
what the heck is an oracle? What
00:17:43
techniques do you use to
00:17:46
ensure that your world
00:17:48
still remains authentic in
00:17:51
your GM led games? how do you
00:17:54
continue to make it feel,
00:17:57
like you, what you envisioned is still
00:18:00
happening regardless of your agents of chaos, your
00:18:03
players?
00:18:03
>> Speaker C: My campaigns are, open sandbox.
00:18:06
Every campaign I write is a complete open world.
00:18:09
So I will give the players three or four plot hooks.
00:18:12
They can follow one to their heart's content. And then, you
00:18:15
know, perhaps they get distracted and go off that way.
00:18:18
So I start thinking, okay, well, what the consequences of this not being
00:18:21
done up here whilst they're intervening with something
00:18:24
over here. and
00:18:27
open world games are very, very interesting
00:18:31
because the,
00:18:34
your standard module assumes you go from
00:18:37
point A to point B to point C
00:18:40
doing these things. And obviously it's not
00:18:42
quite as near as that. But ultimately all roads
00:18:45
will lead to roam.
00:18:48
With the way I run games, if
00:18:51
you say, for example,
00:18:54
you fend off a dragon attack,
00:18:57
you managed to turn the dragon around and
00:19:00
send them away. Cool. And
00:19:03
the players then leave that town
00:19:05
and come back maybe a week
00:19:08
later for something. Well, what's
00:19:11
happened in that week in that town? Has the dragon
00:19:14
summoned an army to come along
00:19:17
and literally steamroll over it? Very
00:19:20
light, very possibly, you know, the dragon's been
00:19:23
fought off, the dragon's been deterred,
00:19:26
the players have left. Where if the dragon has
00:19:29
agents or spies in that city,
00:19:32
he's gonna come right back in and he knows
00:19:35
that the manpower level is
00:19:38
down. you know, or
00:19:40
perhaps the dragon doesn't have those spies and
00:19:43
that information network there, in which case the
00:19:46
dragon's not likely to come back for a little
00:19:49
while until he is better prepared or she is better
00:19:52
prepared to take on, this town or city.
00:19:55
And so when the players return, the players
00:19:58
would be recognized, Certainly recognized.
00:20:01
Vendors will change, shops will have
00:20:04
new stocks, markets will change.
00:20:07
you know, they might come back, they might think, oh,
00:20:10
actually, that person from the marketplace
00:20:13
had some really, really cool items. We've got enough gold
00:20:16
now, let's go back and buy it. So they go back looking
00:20:19
for that vendor, only to find out that that vendor has moved
00:20:22
on. So they start asking around. They say,
00:20:25
oh, yeah, he's, he's on his way to that city up there
00:20:27
now. Oh, great. So now the Players
00:20:30
have to traverse without those goods, without those items, in
00:20:33
the hopes that they run into him again. Perhaps they try and
00:20:36
catch up to him on the road. Perhaps, you know,
00:20:39
they can't quite make pace. It's
00:20:42
all very. It's all very
00:20:45
fluid. And the more
00:20:47
flexibility and fluidity you allow yourself as a
00:20:50
gm, the better, you can make your worlds
00:20:53
and the more dynamic you can make them as well.
00:20:56
>> Clint Scheirer: So your strategy to build the world that
00:20:59
you envision is to keep it as open and sandboxy
00:21:02
as possible so that you don't get
00:21:04
trapped into thinking it has to be a certain way.
00:21:07
>> Speaker C: Oh, absolutely. If you, if you get to this
00:21:10
mindset. So quite often, there,
00:21:13
I mean, there's a meme going around, it was saying, oh,
00:21:16
the players don't want to go to the town that
00:21:19
they were meant to go to for this plot hook.
00:21:22
Well, this plot hook now appears in this town. And to me,
00:21:25
that's less interesting
00:21:28
then. Then going to the new town, finding
00:21:31
something interesting, interacting with something interesting there, coming
00:21:34
back a week later and hearing stories
00:21:37
of maybe another adventuring party
00:21:40
or perhaps nobody managed to find
00:21:43
the mayor's daughter that was missing. And now the mayor's gone
00:21:46
mad. And, you know, had somebody been here a week ago,
00:21:49
perhaps she could have been saved. And really
00:21:51
driving that point home to the players
00:21:54
that, you know, you not being there has
00:21:57
caused this to happen.
00:21:59
>> Clint Scheirer: You know, their choices have consequences.
00:22:02
>> Speaker C: Yes, yes. Every choice has a consequence.
00:22:05
Not just the big ones, but the little ones too.
00:22:08
>> Clint Scheirer: And that's what makes it realuse. That's how life
00:22:10
is like real life.
00:22:13
All of our choices have consequences.
00:22:15
>> Speaker C: And this actually brings me to another interesting
00:22:18
point. Sorry. Ahead. I don't mean to hijack.
00:22:20
>> Clint Scheirer: No, hijack. Hijack away.
00:22:22
>> Speaker C: One of my biggest pet peeves.
00:22:25
A gm. Now, as a professional gm, I let my players
00:22:28
play how they want to play the game, for the most part,
00:22:31
with, boundaryes set based in the world that they
00:22:34
choose to play in. But, party
00:22:36
composition, it is not the
00:22:39
player's job to ensure a balanced
00:22:41
party composition. Because
00:22:45
as a prime example, in real life, you didn't
00:22:47
know you and I would be having this conversation five years
00:22:50
ago. However,
00:22:53
when it comes to the game, if you want that
00:22:56
realistic feel, feel free to
00:22:58
have five bards that
00:23:01
run into each other. They have this rivalry
00:23:04
between them to the point that they cannot leave each other
00:23:07
sideize because they have to prove that they're the best
00:23:09
bard. You as the gm, then
00:23:12
take that energy, you take that party composition
00:23:15
and you build Balanced encounters around it.
00:23:18
Now that doesn't mean to say that you can't be
00:23:21
a bit of a bullyer with it either. You
00:23:24
know, if they've chosen as a
00:23:27
party to play five bards, whether
00:23:29
preemptively or whatever, or this bard has checked these
00:23:32
bars have chosen to go on an adventure together without
00:23:35
hiring any kind of muscle. Because don't forget, you
00:23:38
can put hirelings in the game, you can put
00:23:41
DPC's in the game. It
00:23:44
doesn't take anything away from the players. But this band of
00:23:47
traveling bards, if they're gonna fight a dragon, well, you
00:23:50
better hope that one of them is College of Swords
00:23:53
and one of them is College of Eloquence and you
00:23:55
know, whatever else in the context of D20 & D at the
00:23:58
very least. And you know, they have to
00:24:01
then manage with the tools that they have.
00:24:05
Again, make it a balanced but
00:24:07
challengingounter. Doesn't have to be
00:24:09
that the dragon must be defeated by a noble
00:24:12
knight, you know, or we must
00:24:15
have an archer in case he takes flight. No,
00:24:18
have, have the bards like running after a dragon
00:24:21
who's flying through the sky. The
00:24:24
entertainment value is endless.
00:24:25
>> Clint Scheirer: You know, you're, I love
00:24:28
this, I love that you're saying this too
00:24:31
because I would love to play like
00:24:34
blades in the dark, right? So that's a game
00:24:37
that you are basically all
00:24:39
rogues and your job
00:24:42
is to be like thieves.
00:24:45
U, you have different abilities, different whatever, but you're all rogues and
00:24:48
I believe you could do that in D20 & D. I believe
00:24:51
that you can have all bards, I believe that you can have all one
00:24:54
class play to what you want to be, not to what
00:24:56
you think you should be in order to
00:24:59
successfully win at the
00:25:02
adventure. It's like a
00:25:04
Chinese finger trap. At that point you're not really winning, you're really
00:25:07
just sticking yourself with one. One story.
00:25:10
This leads me to another question
00:25:13
and what I'm thinking is, right, so you
00:25:16
have the player class or the
00:25:19
type of character they want to be, but you also have
00:25:21
the individual player themselves.
00:25:24
Like the individual is a human who has come to this
00:25:27
gaming table that brings their own unique
00:25:30
storytelling abilities.
00:25:32
>> Speaker C: Right?
00:25:32
>> Clint Scheirer: When you're running a game with multiple personalities,
00:25:35
multiple diverse people that are all coming together,
00:25:38
U how do you keep
00:25:41
that moving as a gm?
00:25:44
How do you, how do you manage somebody who may
00:25:47
be ready to impulsively
00:25:50
jump into a situation where another person maybe wants
00:25:53
to pause and think about it and talk about it? How do
00:25:56
you keep the adventure from becoming disjointed
00:25:59
while still honoring how that person wants to play and who they
00:26:02
are.
00:26:03
>> Speaker C: So I think it comes down to,
00:26:06
to an extent, the rule of yes.
00:26:09
so anyone who's had any kind of
00:26:12
experience in performing arts knows what the rule of yes
00:26:15
is. And the rule of yes is based in
00:26:18
improvisation. If you are
00:26:20
improvising a scene, the rule of yes
00:26:23
is yes. And
00:26:25
so I take what you're doing, what you've just
00:26:28
said to me, I will agree with it and not outright
00:26:31
shout no down to it. We're not doing that.
00:26:34
I will go yes and this
00:26:37
and then offer something to
00:26:40
give that more flesh, more meat.
00:26:43
when you've got diverse
00:26:46
personalities at a table, so you've got
00:26:48
the, you've got the dungeon
00:26:51
delvers, you know, the people who like to go on
00:26:54
the long, extended dungeons and
00:26:57
fight encounter after encounter after
00:26:59
encounter.
00:27:00
>> Clint Scheirer: Kids that never got to completely beat
00:27:02
Zelda growing up.
00:27:05
>> Speaker C: Yeah, yeah, yeah. they like to min max
00:27:07
their characters as much as humanly possible.
00:27:10
They're looking for all the loot and the gold and at
00:27:13
the same table, you can have
00:27:16
players like me. When I'm a player, I hold
00:27:19
my hands up. I'm a Chaos Goblin. I am
00:27:22
a literal Chaos Goblin. I won't tell you the things that
00:27:25
I did in 40k raath and glory a couple of
00:27:28
weeks ago. But my characters are always
00:27:31
suboptimal characters. They
00:27:34
tend to be not necessarily joke characters, but
00:27:37
definitely meme characters. you know,
00:27:40
the high intelligence barbarian. Excuse me, sir.
00:27:43
You seem to be pissing me off.
00:27:45
And, you know, going down that line of, And I think
00:27:48
of how I can mash different
00:27:51
personalities and characters and classes together
00:27:54
and have a bit of fun with it that way.
00:27:57
But when you've got those two separate
00:27:59
personalities at the table, sometimes it will
00:28:02
boil down to, you're really not right for
00:28:05
this group. So if, if the whole
00:28:08
group more les towards the sort of
00:28:11
mem characters, the silly characters and the, you
00:28:14
know, the chaos Goblins, and you've got the one
00:28:17
guy at the table who's basically trying to be dad to
00:28:20
the group, do serious role play, and
00:28:23
wants to go dungeon delving every other session,
00:28:26
they're probably not the right group. And
00:28:28
this is what I would say to any other professional
00:28:31
GM out there. And this is why I advocate so
00:28:34
hard for professional GMs
00:28:37
to stop the copy and paste,
00:28:40
stop copy and pasting your ads everywhere and
00:28:43
talk to people. Because you may not
00:28:46
be the right GM for that person, but that person
00:28:49
might see your advert for the Game, see, think, oh
00:28:51
that looks amazing and sign up to your game.
00:28:55
Well, you know, at that point, if that player
00:28:58
doesn't have a good time, they're gonna
00:29:01
think negatively about the profession.
00:29:04
you know, it could cause your reputation to come
00:29:07
down if people see you advertising again and
00:29:10
they leave a comment or they leave reviews and things like
00:29:12
that. It's very, very important that
00:29:15
we as professional GMs get the balance right.
00:29:18
I myself in the last three months have turned away
00:29:21
30 players because I know
00:29:24
I'm not the right GM for them.
00:29:27
Not because I couldn't accommodate them, because
00:29:30
I very, very easily could accommodate them at my
00:29:33
tables. But it's the tables. I currently have
00:29:36
players four and I know those players fairly
00:29:39
well and I know that they would
00:29:41
not mesh with the group. Yeah, if that makes
00:29:44
sense.
00:29:44
>> Clint Scheirer: in my mind because we said this at the very
00:29:47
beginning. Part of world building.
00:29:50
Part of world building. I don't know if you heard that
00:29:53
there's thunder maybe.
00:29:55
>> Speaker C: Id.
00:29:56
>> Clint Scheirer: Yeah, that's. Yeah, that's
00:29:59
the impressiveness about what I'm about to say.
00:30:03
>> Speaker C: Either that or'it's an ominous
00:30:05
warning.
00:30:06
>> Clint Scheirer: Yes. Don't say it Clint.Scheirer@claimtogamepodcast.com. I
00:30:09
think we said it at the beginning that
00:30:12
NPCs and characters and
00:30:15
individuals in the world are a big
00:30:17
part of what makes the world believable
00:30:20
and real. That also
00:30:23
is appropriate to say for the players characters
00:30:26
as well. And if they are getting
00:30:29
caught in a out of game, friction
00:30:32
as you're describing, like this person wants to dungeon del,
00:30:35
this person wants to be silly and role
00:30:38
play and
00:30:41
have their hit. Well that's not
00:30:44
going to help create that believability
00:30:47
because now people are being drawn out of the story
00:30:50
to maybe the conflict that's happening at the
00:30:52
tableah.
00:30:53
>> Clint Scheirer: Hey, quick pause in the episode everyone had to chat about tabletop
00:30:56
RPGs or share your unique insights or
00:30:59
just geek out about tabletop RPGs with someone who gets it.
00:31:02
Now's your chance. I'm opening up guest spots on the Claim to Game
00:31:05
Podcast and I'd love to feature you.
00:31:07
Are you working on an exciting project? Do you have a fresh
00:31:10
take on running or playing games or do you just want to
00:31:13
help others have an amazing time at the table. Lets make
00:31:16
it happen. If you got a mic, stable, Internet and
00:31:19
a passion for great games, claim your spot on
00:31:22
a future interview by clicking on the link in the show notes to
00:31:25
book your interview. Now lets talk about tabletop
00:31:28
RPGs and make something awesome together. Cant wait
00:31:31
to hear from you now.
00:31:32
>> Clint Scheirer: Back to the episode. My question with you, you said something
00:31:35
interesting. They may not be the right fit for the table.
00:31:38
Has there ever been a time where you
00:31:40
had to have a hard conversation with a
00:31:43
player and said hey, I think you need to drop out of
00:31:46
the group? Or is that something that you try to vet
00:31:49
before it gets to that point?
00:31:52
>> Speaker C: So primarily I vet players
00:31:54
anyway like as say I'm a direct sales
00:31:57
professional. I was in business to business
00:32:00
sales for years. I was in customer, business to customer
00:32:03
sales for years. I
00:32:06
will vet players through the skills that I've
00:32:08
learned in down that road,
00:32:11
which is very, very helpful. I can find out who the player
00:32:14
is, what their background is, what sort of
00:32:17
adventures they've played or what they're looking for,
00:32:20
what their expectations of a gmr.
00:32:24
you know, even as far as are they part of any sort
00:32:27
of diverse groups? You know, are they
00:32:30
a minority group? That kind of,
00:32:32
you know. Because first impressions really, really
00:32:35
matter. And for a lot of people in the current
00:32:38
climate, if you can't present yourself
00:32:41
as a safe space for certain
00:32:43
demographics, then you
00:32:46
may as well write yourself out of this game already.
00:32:49
you know, don't get me wrong, there are those of
00:32:52
the other side of the argument without
00:32:55
going too political, but for the most
00:32:58
part I think people see D20 & D as a
00:33:01
haven of escapism. And
00:33:04
you know, though certain groups need that
00:33:07
escapism more than others. I
00:33:09
have had to remove players from campaigns before now.
00:33:12
I've had to have hard conversations with people before
00:33:15
now. I have had.
00:33:19
So I have a two strike
00:33:22
rule within my games. You upset me
00:33:25
once, you get a strike, you upset me a second time, you are
00:33:27
gone. Obviously depends on the
00:33:30
extremity of what you've
00:33:33
done. but generally speaking, I'll have a
00:33:36
conversation with someone, ask them to curb their behavior
00:33:38
and if I see improvement, fantastic. If not,
00:33:41
then I will hit it like harder than a ton
00:33:44
of bricks. The two times I've only had in
00:33:47
since 2023,
00:33:49
2022, late 2022 when I started
00:33:52
this. Since then to
00:33:55
now, I've only had to have a
00:33:57
conversation with two individuals at the
00:34:00
table about their in game etiquette and
00:34:03
how it was not appropriate for the group or the
00:34:06
table.
00:34:08
and both times came the same result. And
00:34:11
I don't know if this is just a general thing
00:34:14
or these two people just happen to have the same
00:34:17
reaction. They
00:34:19
immediately upon me having that conversation
00:34:22
with them a couple of days later
00:34:25
messaged me and all of a sudden they've got A problem with my GM
00:34:28
style, they've got a problem with how I handle encounters,
00:34:31
they've got a problem with how I handle the roleay aspect.
00:34:34
They got a problem with this, they got a problem with that.
00:34:36
And having that conversation after, like
00:34:39
them sending those messages
00:34:42
after like, 15 to 20
00:34:45
sessions of gameplay because I
00:34:48
had to have a conversation with them about
00:34:51
one or one incident or an incident that
00:34:54
hasn't improved after a conversation before.
00:34:58
It just strikes me as convenience that that
00:35:01
is the moment they choose to unload.
00:35:04
>> Clint Scheirer: Several words came to mind as you were speaking.
00:35:07
And one word is boundaries. Right?
00:35:10
Boundaries help people
00:35:13
feel safe. sometimes people
00:35:16
think boundaries are a restrictive thing, but
00:35:19
really it gives freedom. And
00:35:21
when boundaries are crossed, people don't
00:35:24
feel safe at the table. The story is going to be
00:35:27
affected. The world that you've created is going to be
00:35:30
affected. Fun is going to be
00:35:32
affected. People aren't going to be having as
00:35:35
much fun when they don't feel safe.
00:35:38
So everything that you're saying makes sense to me.
00:35:41
kudos to you for leaning into hard conversations
00:35:44
and having boundaries. Like, that's, that's a healthy thing,
00:35:47
dude.
00:35:49
>> Speaker C: This is one of the biggest thing you'll find is
00:35:51
that people that don't like boundaries will call it
00:35:54
controlling. The difference
00:35:56
between a boundary and
00:35:59
controlling is a boundary is for
00:36:02
me, a boundary is me
00:36:04
saying, you do not cross this line.
00:36:08
Controlling is saying, this is
00:36:11
for you. You don't behave like
00:36:14
this. And a boundary is saying, you know,
00:36:17
you don't behave like this at my table.
00:36:20
You can behave like that, or you want elsewhere. You don't do it at
00:36:23
my table. My table is a no go zone. And if
00:36:26
you behave like this, there will be a consequence to
00:36:28
that behavior.
00:36:31
you know, and I'm very, very,
00:36:34
I'm quite lenient with people because I know
00:36:37
sometimes people can say things, you
00:36:40
know, the wrong way at the wrong time to the wrong
00:36:42
person. And I try to handle those
00:36:45
conversations with a level of maturity that isn't just, no,
00:36:48
you're gone, that's it, no, you said the wrong thing. I
00:36:52
tried to get a better understanding of what was
00:36:54
going through their mind when they said that thing, what
00:36:57
they said actually what they meant.
00:37:01
you know, there are some things that are like,
00:37:05
goodbye, but for the most time,
00:37:08
most times it's things like friendly banter
00:37:11
that has just landed the wrong way.
00:37:14
That kind of thing is this kind of stuff. You need to have a
00:37:17
conversation with and sit down with both players as
00:37:20
well. The player that was offended and the player that
00:37:22
has done the offending and you know, just
00:37:25
say to look, guys, it was a misunderstanding. Can we
00:37:28
move past this? You know, just make sure
00:37:31
that we're more cautious in future about how
00:37:34
we say certain things or how we approach this
00:37:37
subject.
00:37:38
>> Clint Scheirer: I love this conversation. This is,
00:37:41
I told you before, I think what's going to happen is we're going to
00:37:44
be breaking this into two episodes. I
00:37:47
want to talk about the world building, which you've done a great job. Which
00:37:50
then leans into why
00:37:53
professional GMs can really create a safe space,
00:37:57
and make it easier. Cause you have a set of skills, a
00:37:59
set of strategies that you're facilitating, a
00:38:02
group that are really marvelous.
00:38:04
So before we move on more into professional gg.
00:38:07
Cause that's where I do want to lean the rest of our
00:38:09
conversation. Something that I like to do.
00:38:12
And it's okay if you need to take a pause for thisuse. I gave it to you like
00:38:15
last minute, but something that I like to do. And Eric
00:38:18
Newsom, who was formerly of NPR News and
00:38:21
did many shows for them before moving on to other things. He's a
00:38:24
pop culture freelance writer. He has a
00:38:27
strategy where for any business he starts, he
00:38:30
asks his people to create a 10 word
00:38:33
phrase that helps them remind
00:38:35
themselves of who they are and what they do.
00:38:38
And I'd like to take that strategy and instead of, you
00:38:41
know, what do I do? Who am I? If there was something that
00:38:44
you needed somebody to remember, specifically
00:38:47
our listener who's like, I want to create worlds
00:38:50
that are real, that feel real, and
00:38:53
that my players love or that I love. What
00:38:56
is a ten word phrase that you could give them to help remember
00:38:59
the core message of how worlds can be
00:39:02
built like that.
00:39:04
>> Speaker C: Right, Got it. Sperm,
00:39:07
will get you a world.
00:39:09
>> Clint Scheirer: Sperm will get you
00:39:13
a world. Tell me
00:39:16
more about that.
00:39:18
Hold on. Sperm will get you
00:39:21
a world. Oh, you're using,
00:39:24
you're using your acronym. Okay, tell me the
00:39:27
acronym of sperm.
00:39:28
>> Clint Scheirer: And tell me how it's going to.
00:39:30
>> Clint Scheirer: Get us a world. This is so exciting.
00:39:32
>> Speaker C: Social, political,
00:39:35
economical, religious,
00:39:37
military. The five
00:39:40
basics of every
00:39:43
society ever to exist.
00:39:45
>> Clint Scheirer: Did you come up with that or did you get that from somewh somewhere.
00:39:48
>> Speaker C: A very long time ago and I cannot remember
00:39:51
where? I would love to credit them.
00:39:53
>> Clint Scheirer: That's okay.
00:39:54
>> Clint Scheirer: From now on. David North, East is
00:39:57
the one who coined the word sperm.
00:40:01
>> Speaker C: O. I do not want to be known for that. Thanks.
00:40:07
>> Clint Scheirer: Never mind.
00:40:08
>> Clint Scheirer: Awesome.
00:40:09
So tell me more about all of those things. All those
00:40:12
things. I mean, obviously people may know those words individually, but what are
00:40:15
you considering when you're considering each one of those
00:40:18
acronym letters.
00:40:19
>> Speaker C: So each one of those words,
00:40:22
social, political, economical, religious and
00:40:24
military, represents a
00:40:27
portion of a society. Now some
00:40:30
societies will have more of one and less of
00:40:32
others, but ultimately they are the five
00:40:35
key influences in, in
00:40:38
any society ever.
00:40:41
the social aspect, you think of things
00:40:44
like
00:40:48
local meeting places, for example, so
00:40:51
like your taverns, your inns, local events,
00:40:54
parties, these kinds of things. How, how
00:40:57
do they work within the society
00:41:00
that they live in? and also
00:41:03
you know, they bleed across sometimes.
00:41:06
But most, for the most part the social aspect
00:41:09
is the people. Who are the people here? Where do
00:41:12
they fit in society themselves?
00:41:15
Political is obviously, you know,
00:41:18
who's ruling. What kind
00:41:21
of
00:41:24
system of rule have you got in place? Is it a
00:41:27
tyranny? Is it a,
00:41:30
democracy? Is it
00:41:32
a autocracy?
00:41:35
Is it a technocracy? You know that
00:41:38
there are lot of
00:41:41
different forms of
00:41:46
leadership that have been around
00:41:49
throughout the years.
00:41:51
Economical. There are two types of economies. There is
00:41:54
the external economy and the internal economy.
00:41:57
The easiest way to explain this
00:42:00
is your internal economy. If
00:42:03
we speak in terms of America, is all the trade
00:42:05
that America does inside America
00:42:08
or the USA does inside the usa?
00:42:14
external economy is all the trade that
00:42:16
USA does with the rest of the
00:42:19
world. Like what do they bring in, what do they
00:42:22
export, and what's the balance of that look
00:42:25
like? Now this can be scaled
00:42:27
down massively to the
00:42:30
level of a village even. You
00:42:33
know, what kind of small shops exist in a
00:42:36
village? Well you know you have to have something at least
00:42:39
like a farm, you know, you perhaps
00:42:41
have something along the lines of a
00:42:44
grocers. You know, you'd have
00:42:47
someone that brings in the local news
00:42:50
to the village and that kind of thing, like a town crier
00:42:53
or that sort of thing. And these
00:42:56
economies, these two different economies, you've
00:42:59
got to work out how they link together as well. I
00:43:01
feel that's quite important because if
00:43:05
the, say for example, the local
00:43:07
farmer didn't get his feed for his animals
00:43:10
last week, you know, that's then going to
00:43:13
impact the quality of his livestock.
00:43:17
And you know, if the quality of his
00:43:19
livestock is affected, how's that going to affect
00:43:22
the rest of the village, you know, and
00:43:25
then what kind of knock on effect is that gonna have?
00:43:28
And you know you can really snowball with
00:43:31
that kind of line of thought.
00:43:33
next was the religious aspect. Now obviously D20 &
00:43:36
D has its own fantasy
00:43:39
pantheons in the, in
00:43:41
our world we have a number of main
00:43:44
Religions, Christianity,
00:43:47
Islam, Sikhism,
00:43:50
Buddhism. These are just a few that have come to the top of
00:43:53
my mind. And each one works very, very
00:43:55
differently. They each have their own set of beliefs,
00:43:58
they have their own set of rituals. you
00:44:01
know, for example, for Christians, their ritual is to go to a church on
00:44:04
a Sunday to pray and have
00:44:06
sermons and readings and that kind of
00:44:09
thing. Whereas in Islam, they
00:44:12
pray five times a day facing
00:44:14
eastward towards Mecca. you've
00:44:17
got the
00:44:20
Buddhists, fasting,
00:44:23
where they will only eat for a
00:44:26
certain period of time during the day or not
00:44:29
eat at all for a period of days. Or they fast
00:44:32
and you know, they restrict something in
00:44:35
their lives. All these different
00:44:38
rituals impact the lives of these people
00:44:41
differently means that these people all
00:44:44
have different lived experiences of their religions.
00:44:47
How does that apply in your world? Especially
00:44:50
when we start talking about fantasy pantheons.
00:44:53
If you go back to the ancient pagan
00:44:55
pantheons like the Norse, the Greeks,
00:44:58
the Romans, look at how their
00:45:01
pantheons influenced their
00:45:04
societies. You know, there
00:45:07
are stories and stories and stories and
00:45:09
I, I love Greek mythology. It
00:45:12
is so beautifully dark.
00:45:15
You know, when people think of Greek mythology, nine times out
00:45:18
of ten they will mention Disney's Hercules.
00:45:21
I promise you. Disney's Hercules,
00:45:25
romanticized is an
00:45:27
underestimate. What they did to the.
00:45:30
>> Clint Scheirer: Well, maybe like most things
00:45:32
Disney with fairy tals.
00:45:34
>> Speaker C: Yeah, yeah, but I mean this was like
00:45:37
next level romanticizing.
00:45:41
>> Clint Scheirer: Yes.
00:45:42
>> Speaker C: and lastly, military. And you
00:45:45
know, what does their military look like? Do they even have a
00:45:48
military? If they don't have a military, are they
00:45:50
hiring mercenaries to protect
00:45:53
them? Yeah, you know, and again, you can
00:45:56
scale it up and down. You can have a
00:45:58
countrywide military or you can have a very, very
00:46:01
small focused military.
00:46:05
you know, if you think of the different,
00:46:08
never divisions of the British military,
00:46:12
you know, you've got the sas, you've got the marines, the
00:46:15
army, the Navy. Each of these are specialized
00:46:17
in different things. They are
00:46:20
also of the varying sizes.
00:46:23
You know, we are a maritime warfare country.
00:46:26
Our navy is huge,
00:46:29
for the size of our country per capita.
00:46:33
And again, you know, how does
00:46:36
military impact your country? How does it
00:46:39
impact your town? Perhaps your town is in
00:46:41
a war torn country, but they haven't been affected
00:46:44
for some reason. Why have they not been
00:46:47
affected? What's lying around the town
00:46:49
that'stops the armies,
00:46:52
you know, had
00:46:55
I run a one shot not too long ago
00:46:59
and essentially the players. O no, it wasn't a one shot.
00:47:02
It was an actual part of my campaign. the
00:47:05
players had visited a town that had
00:47:08
recently been destroyed by
00:47:11
an ever increasing
00:47:13
curse. Basically these creatures
00:47:16
were being cursed by the land.
00:47:19
There was something inside the land itself.
00:47:23
And the people inside this town were
00:47:26
safe from this curse. The creatures could not get
00:47:29
in, but neither could anything else.
00:47:32
And they could not leave. If they left,
00:47:36
they would die because the creatures that had been turned
00:47:38
and cursed would attack them.
00:47:41
and then the players sort of went on
00:47:44
a huge like arc of digging down into the tunnel
00:47:47
and finding actually there were giant crystal formations
00:47:50
that were interacting with the ley lines,
00:47:53
creating this protective field where these cursed creatures
00:47:56
could not enter into the town. But it created
00:47:59
a problem for the town because the town couldn't self sustain.
00:48:02
They didn't have enough space to expand farm
00:48:05
or anything like that. And when the player, by the time the
00:48:08
players got there, there was only three people left in the entire
00:48:10
town. And so you know,
00:48:13
it's thinking about the wider and
00:48:16
the. You'got to think of the wide picture, but you've
00:48:19
also got to think of the small picture at the same time and you've got
00:48:22
to balance it out and really, really
00:48:25
think about how these five
00:48:28
sections of society interact with your
00:48:30
world.
00:48:31
>> Clint Scheirer: Yeah, Sperm
00:48:34
man.
00:48:35
It's fantastic because as you were talking several
00:48:38
things came to mind. The questions that you're asking
00:48:41
are fantastic. The how and
00:48:44
the why. Why is this happening?
00:48:47
And then that leads to another why. there's
00:48:50
a strategy that was not, I don't think created by
00:48:53
this guy, but the founder of Toyota. They
00:48:55
had a process called the five whys. And they would
00:48:58
go and ask why is this problem happening?
00:49:01
And usually the surface level problem was not the
00:49:04
actual problem that needed to be
00:49:07
solved. And what you're, what you're doing here is
00:49:10
basically like the 18 y's
00:49:13
that then are all interconnected. You know, when you
00:49:16
were talking about the military I was like, yeah. And
00:49:19
every branch of that military in some way, shape or form has
00:49:22
a ideology that they live by that
00:49:25
might be different than that other military
00:49:28
which then has very interesting role playing and game
00:49:31
facets. If maybe some of the characters are a part of that
00:49:34
military or maybe they have
00:49:37
interacted and had a run in with them and they don't wanna have anything to
00:49:40
do with that faction or that military
00:49:42
body. So this is cool. I'm go goingna be using this
00:49:45
in my games. I'm gonna have
00:49:48
sperm on the brain.
00:49:52
>> Speaker C: Feel free. Well,
00:49:55
as long as you don't tell people that I forcefully put it
00:49:57
there, we'll be okay.
00:49:59
>> Clint Scheirer: Yepah. So I'm just going to
00:50:02
repeat it again for everybody. Gonna repeat it again.
00:50:05
Sperm will get you a world.
00:50:08
Marvelous.
00:50:10
Here's my u, final question. It's the
00:50:12
quintessential podcast question. Whenever you
00:50:15
finish. Where can people find you,
00:50:17
David? Where can they get connected? Where do you want them
00:50:20
to connect with you?
00:50:22
>> Speaker C: So there are loads, so get
00:50:25
pens and papers ready. If you want to find me on
00:50:28
TikTok, it is at the Captain 91.
00:50:31
If you want to find me on Twitch,
00:50:34
it is SS Adventurer, Twitch
00:50:37
TV SSAD
00:50:39
Adventurer. If you want to find me
00:50:42
on YouTube, it's
00:50:43
YouTube.comsadvventureprod
00:50:47
productions.
00:50:50
they are my three Wayne ones, Blue Sky Socials.
00:50:53
I am the Captain 91 and
00:50:56
I think on X I am SS
00:50:59
Adventurer. But don't worry, I'm not on X all that
00:51:01
much.
00:51:02
>> Clint Scheirer: Very good. And we'll have to connect on Blue Sky. I recently
00:51:05
was encouraged by Craig Shipman to get on
00:51:08
Blue Sky. It's a very, very cool way
00:51:11
to interact with the Tabletop community, in a
00:51:14
way that I haven't on any other platform yet.
00:51:16
>> Speaker C: I have heard good things about Blue Sky. I do like the look of
00:51:19
Blue sky and the feel of it.
00:51:20
>> Clint Scheirer: Well, dude, I will make sure that
00:51:23
you are available. cause I'm sure some people are
00:51:26
gonna love what you have, love what you're doing.
00:51:29
Thank you for connecting to me, connecting with me.
00:51:32
Thanks again.
00:51:33
>> Speaker C: Thank you very, very much for having me on board. And
00:51:36
also if you are looking for any professional games
00:51:40
you can find me on Start Playing
00:51:42
games
00:51:43
forward/gm/ss
00:51:46
adventurer. However, you don't just have to come
00:51:49
and find me. There are many, many, many other
00:51:52
great professional GMs on start playing
00:51:55
servers. Feel free to
00:51:57
browse and I hope to see at least
00:52:00
someone come and join us.
00:52:02
>> Clint Scheirer: Thanks again David and be sure to join us next time as
00:52:05
we find the best ways to have great times with friends and
00:52:07
experience amazing stories through Tabletop role playing. My
00:52:10
conversation with David was so good I had to break it into two
00:52:13
episodes. Be on the lookout for David'next episode
00:52:16
which revolves around the question, should you pay for
00:52:19
a professional gm? And dont forget if you want
00:52:22
to design immersive dynamic worlds for your gaming group,
00:52:25
download the ultimate guide for Tabletop Role Playing
00:52:27
World Building Experiences using the
00:52:30
Sperm Framework P Rm M.
00:52:33
Just click on the link in the show notes and youll be bringing your games
00:52:36
to.
00:52:36
>> Clint Scheirer: Life in no time.
00:52:38
>> Clint Scheirer: And may you keep having fun as you continue to make
00:52:40
your claim to game.

