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Other things are kind of neat, interesting, maybe highlights. Mark, what kinds of things do you actually make from scratch that you use at your table? I don't even know if this counts as a tool or not, but I never start a game without a list of names. I have a list of names and I often break them down by maybe cultures, civilizations and stuff. So I'll have my list of dwar dwarves i might even have them gendered so that i could quickly draw on because players are going to immediately ask what's that character's name and i'm like yeah it's funny you can have some fun with your friends if they're if they're not well prepared as gms where like every npc that they come to every town you come to you just kind of go what's the stable? What's the innkeeper's name? What's the barmaid's name? I walk up to the barmaid and say, hi, my name's Paul. What's your name? Yeah, exactly. You'll watch your GM struggle. Don't do that to your GM, you guys. Yeah, yeah. Well, another list of names that you have recommended we try out is historical artifacts, not capital A, right? But like all the little history things that you might add to your adventure as you go. Just little things you want to like throw in and color the realm a little bit. There might be times when you just want to quickly draw upon something. You just pick something off your list, check it off, let yourself know that you've used it. A little set of artifacts? Yeah, it's a very unique thing. Excellent. Mark, you have a practice here that I like that we have next on our notes that I just, I have suffered under it for years. I respect it, but gosh, I hate being on the wrong end of it. Can you just tell us about this? When I'm running the game, my mind is moving in so many different places. It's really hard for me to sometimes settle my mind to focus on certain types of dialogue. So I like to have a little sheet of villain sass that I could use when the time is right. There's going to be times where your players are going to be face-to-face with that villain. Players love to trash talk, don't they? Oh, they do. And I like to trash talk them. But I need to make sure I have some sass ready, some quick retorts just in case. Don't let yourself go in unprepared. Keep in mind, there's maybe four or five players against you. You got to have your sass, your remarks ready. That's right. Because they will bury you if you don't. Yeah, that's right. Here's some other things you want to do, maybe. One of the things I will keep in mind as I'm planning an adventure and executing an adventure is a lot of times I will make it just a quick little list of highlights, things I want to make sure I hit in a given adventure. One of the things that you can do as you're planning out longer adventures, and we'll talk more in another episode about adventure design, but just having kind of a list of kind of just high points you want to hit. I want to make sure that that person has a moment of weakness, that NPC, and then the PCs see that they're maybe in doubt. I want to see this moment where that sword breaks or where the weather turns foul and the players have to kind of hunker down a bit. Just whatever it is that's going to lend some color and some real value to your stuff, have a list of those things maybe written down ahead of time, just like those artifacts or that villain sass. That's fantastic. These are all things that we would qualify into, like notes. These are tools that you're going to want to use as you come in. But there's a few other little things that Ben and I have enjoyed at the table. These are more for in-person. Oftentimes, both of us have run games for groups of new players or maybe their game store, hobby shops, things like that. One little trick we like to use is we might have some game coins, like some in-game currency that we can utilize in a bag of loot. This could include maybe some in-game coins, maybe some little gems. And then we would also sometimes have like little cards, like playing cards, which might have magic items or things like this. And I think both of us have found solutions where we can home make these and print them out so we can customize into our game. Yeah. In terms of these little artifacts, the jewels, the coins, the various little, you know, the letters written on parchment-y looking paper, your local hobby shop, the Michaels, the Hobby Lobby, the places like that, Hobby Town, whatever. These are all going to be places that have that kind of stuff. Go hang out in the section that the scrapbooking people usually use, and you'll find a lot of interesting stuff in there that you can start appropriating and borrowing. And then, yeah, in terms of the cards, I think of this as kind of like a user interface for your game, you know, especially with crunchy systems, having a way to break out a little bit of information that you need, like what does this weapon do? Or what does that spell do? They're great things that are used in Dungeons and Dragons. There's a whole kind of secondary market in cards like this that have magic items and monsters and all kinds of other things on them. But if you want to try something interesting, try doing that with other games that are a little crunchy in other genres. Having a sci-fi deck or a monster deck or an NPC deck for a modern suspense game or a spy game or a take your pick. Those are really fun, really interesting ways to kind of pep those games up. I've seen one of our players use a, I think he had a shadow run or a cyberpunk. I think it was a cyberpunk deck. It was a card game. And when we would resolve his cyber runs and his hacking, we would quickly just break out that card game and we would do a quick exercise of it. It was really fun. It was a great way to resolve the hacking. So sometimes think outside the box of some of the stuff that you might have existing that you could kind of utilize in your game in creative ways. Another quick example would be a Western game I ran and we used playing cards to determine initiative. Oh, so it was like dealing poker. Yes, it was like dealing poker. It was kind of a fun, easy way. And then you would just look around the table. You could see who was going to go next. Well, a couple of these examples are bringing up something I think is really interesting, Mark. And that's what you're telling us you're doing is you're using house rules and then you're reinforcing those house rules with some really interesting, cool, fun props. And so I think it's really neat to think about the way that those two things can contribute to each other. So friends, feel free, you know, get creative, have fun with the tactile parts of the game, see what kinds of things you can add to make it really useful. Yeah. And if you have a really cool idea or something that you utilize at your table, Ben and I would love to hear about it. So let us know, like send us an email at tabletop tuneup at gmail.com. Feel free to post in the, uh, the YouTube channel. We'll always keep our eye on that. And, uh, we just want to hear some of your ideas. We love it. One thing we're not going to talk about today because this episode is already running long enough is we're not going to get into virtual tools. We're going to have a whole separate episode on that. Later on, expect to hear more about how to play at a distance. Dang, that's a serious noise there. What's going on? It is tune-up time. So for this week's tune-up segment, we have one of our good friends and listeners says, hey, I'm very curious about how and when to use downtime and all the different kinds of activities and personal goals that people do in downtime. How do I essentially execute that smartly? Yeah, let's think real quick about some of the downtime activities people might want to do. Oftentimes when we talk about downtime activities, these are things that we might maybe want to pull them back from the table in a certain capacity so we're not clogging up the entire session with downtime. That could be things like crafting, building. They could be non-romantic NPC relations or romantic if that's the type of game you want to play. Information gathering, maybe that there's some things you want to do in between sessions about that. There's a couple of different ways to think about downtime too, right? And as our listeners know, we've been playing traveler a bit lately. And Mark, we've talked about how between sessions or sort of small encounters, sometimes there's like days and weeks between those where your characters have plenty of time to do stuff. So a couple of points here, right? Number one, downtime could be anything from, Hey, between today and tomorrow, you've got a couple hours. What do you want to do? And that's useful. And then it could also sometimes be, Hey, you've got actually like a month. What do you want to do with that month? And so it's good to know kind of going in, like what kind of interval are we talking about? And as you say, like if there's some kind of an extended project, somebody wants to do, you don't want to have one player essentially monopolizing all of the GM's time in that group talking about, well, here, let me tell you what I do on day 16 now. So it's important to kind of get a sense of what you want to do at the table with everybody around and what you want to do with just the GM and the player offline. Talk about that, Mark. What do you do with the whole group around? We're really kind of looking at this as like backstage things and in front stage things. So, you know, in the backstage, we might want to be collaborating with our player behind the scenes. This could be maybe if you're using Discord, it could be some private messages. It could be just some conversations. Hey, you know, what do you want to do with your downtime? And they'll tell you, hey, man, I'd like to make a, you know, I want to craft this epic sword, you know, and it's going to be really cool. And I got these ideas for the sword and I've collected all these different items that are going to incorporate into it. And you as a GM, you're going to listen, you're going to gather that information, and then you're going to take it to the front stage. So the next session, you could think about like, how am I going to showcase this to the other players? And then also like, how are we going to get them involved, the other players? So like, what would you think about getting other players involved in it? What would you do? Well, depending on the game, I think some of them have collaboration mechanics you could use. Traveler has one, doesn't it? It has like the chain thing. Yeah, they have task chains. That's really kind of fun. Even games that don't have it, I think what you could do is you could have really neat moments where your magic user has to cast a coordinating spell to get the forge started. Or you can make up all kinds of stuff that are part of the process of this. Because remember, what's happening here is not a general instance of a general thing happening in the abstract. It's we've got these rules that tell us how to, in your case, craft a magic sword, or in another case, you know, engineer a remote drone. Those are all happening in a very particular place in time. Those are all happening with a very specific set of resources around. And you may need to then draw a story into that process of what they're doing with their downtime. Can I give just a really brief example of what we're talking about here? Yeah, hit it. Let's go. Let's say this person wants to make this epic weapon and you think about it, you've heard them out and now you're bringing it to the front stage and they want to bring in some of the other players. You kind of encourage them to do that. So you got maybe the strong man working the billows and he's got to keep these billows warm. So he's going to maybe have to make some sort of endurance checks at some point to keep these billows going. You've got the Arcanist who's now mixing these different concoctions. He's going to pour into the, the, the thing that you're crafting and now you're crafting and you got the Arcanist working and you got, now you got three people working on your awesome item and they're all feeling like a part of it. And it's exciting. It's really cool because then when that weapon gets created, created, when when that that thing gets smithied, everybody feels like they were a part of making that character successful and making that event really cool. And also, if they screw up a role, you know who to blame for the fact that your sword is now a little borked. It's just fun.