Transcript
Speaker: Good. So good. Mmm. Good. So very good.
Speaker: Welcome to the Good GM's Podcast. I'm E.E. Morris, and today's episode is Game Trek, the five-room frontier. And now, here's Chuck and James.
Speaker: Hello everybody and welcome back to another amazing and spectacular and probably life changing episode of good GM's podcast. i'm ah I'm James Curry and with me as always is my good friend.
Speaker: Hi there, Chuckie T glad you're with us. Hello, Chuck. How you doing? I'm doing good. hey Yes. I like your hair. oh done thank you. Yeah. I just, I just had it done. As a matter of fact, I, uh, I was, uh, I was lucky enough to get an appointment with a certain Johnny dungeon master. Awesome. Who is a barber barbarian in, uh, in a really, he's also my GM for my, um, my old school essentials game. um But he's a barber and he has a barber shop called Beholder Barbershop, which is right downtown Aurelia. And actually I i i took some video of it. So I'm going to show you and my inner and our adoring fans this video of me getting my hair cut. so Take it away.
Speaker: So here I am at the Beholder Barbershop and this is the before.
Speaker: since the This is the place for beards, the buzz cuts and all the pomade in between.
Speaker: So, waiting for Johnny, but ah any minute now I will be introducing you to my Dungeon Master, Johnny Awesome. So I am here inside now and this place, I should zoom out so we can see more of it. There's Johnny getting himself ready. Hi Johnny. thats ah This is the official Garber shirt. obviously is barbershop it is each Each season we do one that's dedicated to a special old school module. oh nice ah The purple one is Vault of the Drow.
Speaker: o has the colors for the vat so yeah so here's the oh that's po wonderful bag so many So when i get kids I ask them i how many beholders can you Oh my gosh. that is really new yeah yeah filling up like phil This is the this is the very first one.
Speaker: and i believe this story goes is that Gary Gaiax's son's girlfriend drew it on like napkin. Oh that's neat. It's very iconic right? it's Yeah. Oh we got Freddy's glove. Oh this place is great. then here So many little things in every corner. oh and there's a sword. My dragon slain sword. Oh that's the one.
Speaker: once had this kid named Ben that was in here one time and we were debating. Is that what you use for the the shaves? or For the quick shaves.
Speaker: yeah but Ben's four years old. yeah He was asking me about, I told him I slay dragons. And he said, well, why don't you use use a gun? and So i said mean yeah I said, well, you need ah magical runes.
Speaker: that's right right And he said, well, why don't you put runes on your bullets? That makes a lot of sense. Totally. And then I said well, you yeah need a sword to get into the scales to get into the dragon. And he seemed to believe that. That makes, yeah, see, this is what makes you, yeah, it's the yes and.
Speaker: but his his sister His sister was like, She's like, Ben, remember what dad said. Only believe half of what Barbara Johnny says. I have a rule.
Speaker: If you wear a concert t-shirt here, I'll play that music. Oh, that's great. I got a lot of clients that bring in these shirts with warped metal looking to read the title.
Speaker: We'll play it. It changes the vibe, but it's fun. I like it. People come in wearing a Rush shirt or something. Well, I specifically wore my Dungeons and Dragons shirt.
Speaker: Your red box. Yes, that's right. right, there we go. So this is the finished product here. watch here The final touches. Here we go. have the Barberberian finishing off my haircut.
Speaker: Thank you, Johnny. This looks good. I like it. it's funny There we go. Be good. So, yeah, and it was, honestly, it was a lot of fun. It was a great experience. And he did, I think he did a really good job. Like he not only did, did the whole hair, he did a great little fade on the side there. But he also, you know, he did my beard. trimmed my mustache. So it wasn't so like sticking out. And who says Barbara can't be a class? That's right. Barber is, yes, you got your barber class. I love it. He did a great job. He's got a great little space. Lots of, as you can see from the video, lots of cool decor and a history. There's a lot of history there. So if you get a chance, if you're in Ontario, if you're in the area at all, go check out Beholder Barbershop. Absolutely. That looks fantastic. I'm glad you had a good time.
Speaker: Yeah, me too. Me too. So today, speaking of dungeons, we are going to be talking about the Five Room Dungeon. Are you familiar with the Five Room Dungeon? Yes, but pretend that I'm not. Right. So the five-room dungeon is ah was originally, let me look at my history here. So it was originally ah published in 2006 and later put into a book. ah It was kind of just discovered, like created by someone who goes by the name of John Four. John with two N's, F-O-U-R.
Speaker: And the whole idea behind the five-room dungeon is it was a quick... here's Here's a formula for coming up with a story for your for your table, if it's a one shot or if it's just a continuation of an ongoing campaign. But it's a structure of which you can... And I've been there. I've been there where I'm like, oh, man, I got a game. ah How do I know I'm putting the right number of of pieces into this story to make it entertaining? What am I missing?
Speaker: And it's not just about dungeons. it's It's a figurative thing based around the idea that, you know, these five rooms are part of... the dungeon. um And if you include them, you've got a full round story. In fact, to the point where it was sort of legitimized in fourth edition when um Wizards of the Coast ah used ah used it in their um in their story. And they even came up with ah a version of it called the three room dungeon.
Speaker: But we're going to talk about the five rooms. Yes. I like this because it's just another way of looking at if you're trying to construct like a five act play, a five act story. This is just a, could be just a more simpler way of wrapping your head around those concepts. Yeah. Great. Yeah, no, it really is good. And if you're not following Johnny for you, definitely should. have been for quite some time. He has a lot of great stuff. He has an awesome newsletter. And this book is for free.
Speaker: You can go on there. You can sign up and you can get this book for free. Yes. 300. Cause I'm, I'm looking at it right now. don um we' put that We'll put the link to it in our show. Absolutely. Absolutely. It's worth it. It is.
Speaker: Yeah. Yeah. Nice. Nice. um And what, sorry, what's the website called for those who are listening or where can they find it? Just. Oh, I put you on the spot. You put me on the spot. Hold on a second. You're looking at the book, but yeah, don't worry about it. no oh yeah I'm i'm like looking at the PDF right now because I hope i have the PDF. Yes, perfect. I don't know what one, because I'm a good GM. I know these things. No, that's okay. Sorry, i didn't I didn't mean to put you on the spot there. I just know that he's the founder of Role Playing Tips, which is coaching GMs since 1999. And I believe that is his website, RolePlayTips.com.
Speaker: Yeah, perfect, perfect. that cost so So let's talk about those five rooms. So those five rooms, again, based on the the literal definition of the dungeon, would be an entrance and guardian. So basically explains, first of all, why the place hasn't already been picked clean. Like if it's a dungeon, like what what is it that made it so that only certain adventurers have gone here So you're not going to walk in and find a bunch of empty chests and a bunch of dead, you know, skeletons and, and you know.
Speaker: No, that's that's the twist. That's the twist. ah Right. and And then you have, you know, a puzzle is one of the rooms or role-playing challenge. yeah Although yeah one of the things that I like, I was listening to So You Want to Be a GM by Justin ah Alexander, um who writes for the Alexandrian, and going to about him a little bit too. He talks about this as like,
Speaker: i don't He doesn't like calling it role-playing challenge. because in my opinion, I think he's right. It should be like a, maybe a social challenge because every, everything, whether it's combat, whether it's, whether it's procedural investigation should always be an opportunity for role-playing. So calling it a role-playing challenge means that nothing else in the game is role-playing, but which is, i do agree. I like the idea that during combat, um, one of the characters can in character, like start mock, like, you know, Legolas and, uh, and, um,
Speaker: Oh my God, I just lost my nerd card. the The dwarf, you know how they're always like, you know, sniping at each other when they're fighting and like, how many did you kill? You know what I'm saying? Like that kind of thing can always be a role playing challenge. So puzzle or um ah like alternative challenge, we'll call it that. Yeah. Non-combat. idea says non-combat.
Speaker: The third ah room is a trick. So a complication after two wins that raises doubt whether or not the heroes are going to make it through. So whether it's, you know, something is is like like something's wrong, like a room's full of poison gas or something, know, like the the bridge that they needed to get across is out and they have to kind of come up with ways around it. Hopelessness. Things have become darkest hour.
Speaker: The fourth room is called a big climax or battle, and it's usually combat. And, you know, it's the boss battle often, but it can be mini bosses or it can be a bunch of little minions, but it's still challenging, challenging combat. And then yes it's it's it is the main, like I said, the main confrontations.
Speaker: Right. The throne room of the Lich Lord or whatever. And then the fifth room is the the reward slash revelation. So it's not just the reward and it doesn't, you know, in in a dungeon, it could be a chest full of gold or it could be the the information that they came here looking for. It could be that this is the room where the princess is locked, um you know, but sometimes. Oh, you saved me. That's right. But sometimes there's a twist, right, or a revelation that that spurs the story forward beyond this dungeon. So it could be that the princess the princess you seek is in another castle. Oh, man, Mario was so mad.
Speaker: Yeah, exactly. But, like, so that's that's the general principle. And so I guess why why i wanted to sort of bring this this this up as a topic is because it's usable, right? Like, it's absolutely usable. Yes. And I'm thinking that maybe like, how would, how would, ah how would you as a GM, how would us as GMs, how would our listeners as GMs utilize this? Like, what can they use this for outside of creating a dungeon?
Speaker: ah This is an awesome way to keep things organized. This is a good way you could put these down and it just helps get your thoughts in order. um ah yeah Next month, 2020.
Speaker: Yes, next month. um I'll be running for Seven Sessions RPG. I'll be running our annual Christmas. And I had the problem is that typically I run pre-written adventures. Why? Because I'm lazy too. There's like decades worth of written material that begging to be played and I want to play them. This year I ran into the problem is that I'm making this up ah ah you know, from whole cloth.
Speaker: Right. I'm taking from a existing stories that I've already run in the dead lands universe. And I'm wow filling in a gap. I'm filling in the gap. That's awesome, man. Like, that's great.
Speaker: So for, well, for my stories, for my stories. So I could tell you right now, this was one of the ways that I was able to architect together And my thoughts as to, okay, what's what's first, second, here we go, because I only have an X amount of time.
Speaker: I don't have a long amount of time to do this. And this this was crucial in getting that put down for me so I know, okay, bing, bing, bing, okay, here we go. Yeah. Yes, absolutely. Perfect organization.
Speaker: So i I had this idea that we could create, i like use this five room dungeon to come up with with ah with with a story in a different genre. And then I thought just now, because I like to throw a twist into it, what if we did the game?
Speaker: But not the whole game. We were not going to play it. So for those of you who don't know what I'm talking about, we have this thing that we play with our guests sometimes. Oh, the book game. Where we pick a random ah weird genre. Okay.
Speaker: for a role-playing game. Okay. And then we come up with a story hook based on a couple of random words. Now, instead of that, I think, what if we just started with the, with the random weird genre instead? So all of the prep work that, that we've done to, to, to think about how we do this is like, honest perfect lets put it let's put it into execution. Do it right here in front of everybody. Okay. So, so we'll need a D 100 to make this legit. So let's find my D one hundreds I know you're here. There we go. Play the game. Play the game. We've got 64, which we got living city exploration. What does that even mean?
Speaker: Living city exploration. So talking like Freeport and you're talking about um if you were to be doing like Gotham. um unless less Unless you want to do literal. The city is alive. The city is alive. Right. Okay. So now I'm thinking this is a story. Our characters are in a alien on an alien planet.
Speaker: We are star Trek. Let's just say we're, i mean, I'm putting this as an idea out Sure. Sure. And we receive a let's, let's go with the old whole, whole thing. Like this is my, my take on it, but what if the guardian is that we receive a distress signal. Okay.
Speaker: From long range, you know, ah interstellar communications. Oh, I already have the story. Okay. So let's start with start with it level by level, though. I like this. Absolutely. And then when we're done.
Speaker: Yeah. i'll i'll give I'll give you the twist. Okay, no, and I... Okay, so are you doing, like, yours and then mine? No, no, I say we do it together. say we talk about... it together. How... What's the Guardian? well And again, my my first thought is just the initial, like, you know, you know the the wizard walks into the the tavern kind of thing is is that we get a distress signal and we go investigate the planet, but that doesn't necessarily mean that's... That's not the Guardian. That's just the... That's the treasure map. How would... What would... What would...
Speaker: what would you say is, is, is the guardian based on that? It's the, the hook. It explains why this place hasn't already been picked clean and gets the players invested. Okay. Star Trek, right? Yeah, sure.
Speaker: Sure. That sounds good to me. Yeah. Here we go. Um, and stop me if you've heard this before. um Distress call. That's what it's a distress call is that they're delivering goods to a colony, a planet that is not yet in Federation um you know territory yet. yet But um the planet has um very interesting technology. like they They're capable of making things. where When they shouldn't. And the Federation wants us to go there.
Speaker: So there's a colony on a planet that's been in operation for five years. And they're going to to to do to get a status report and drop off supplies. Yes.
Speaker: And when they arrive... the the The, you know, Captain, the, the you know, ah sensors indicate a high level of technology and a and a much more so ah much more advanced surface, like, ah than than what five years on this on this dead planet would have, on this, like, un uninhabited planet should. Yes.
Speaker: Yeah. Yeah. they can't they can identify it. And things are just off on the planet. he You know, like, ah so, ah so like you said, you got the entrance to the guardian.
Speaker: The idea is that they want the Federation wants this planet in the Federation. Right. Because of what they can do. But there's something off. There's something wrong. Like so people are there and they think about things and then they're there.
Speaker: And what if, what if, what if the first thing they do is hail the planet and the the leader of the planet's there and he says, oh, everything's fine. We actually don't need the supplies. Thanks. so Sorry. We took you so far out of your way.
Speaker: we yeah we're good. We don't want you to come to the surface. Right. So the challenges convince him that, no, no, no, please allow us. We're here. Yeah. You know, cause again, they're there a diplomacy to get them to be part of the Federation because they have unique ways of manufacturing things And you've got, you've got your Deanna Troy saying he he, he's, he seems very anxious captain. I don't think he's telling us to the truth. Yeah. Yeah. Right.
Speaker: So is that, is that our, is that our puzzle? Is that our role-playing challenge? Yeah. Or is that just the Guardian? That's just getting us invested and down That's just getting us there. ah Part two is getting down there and the weird stuff starts happening. like So we we land our we land our air pod. you know it's it's Because of the the atmosphere, we can't just teleport down. So we have to fly a runabout somehow down to the outside of the of the of the city. So we're not just landing in the center of the town.
Speaker: Right. Yeah. So we get, so we, yes, we get down there, you know, cause we've, we've convinced him and yeah we're going to come down. we get down there and it's just, you know, checking out the town. People seem happy. They're healthy. and it's like, okay. um And again, it's the upper crew are trying to talk to the mayor whatever, what have you. yeah And the, the rest of the crew are just kind of like the PCs, right?
Speaker: are just kind of checking the town out, getting a vibe for what's what. And one of them notices that there's some strange fabric and they're like, Oh, this is really nice. And all it reminds me of such and such. And they go to talk and they look back. That exact fabric is now on one the roles.
Speaker: It on one of the rolls of. Yeah. That they could buy. okay. And it wasn't there a second ago. There's, there's certain of it, but there, maybe I'm wrong. Eh, maybe I'm wrong. Right. Somebody else notices at a weapon shop.
Speaker: Yes. Like a curio that there's a, like the Klingon. Yeah, sure. That there's the baffle blade. Except, it you know, it was like, was that? And somebody else mentions some other. Well, they have the baffle blade, but they don't have the the ritual, the ceremonial daggers. No, it's a shame. Oh, look at that.
Speaker: Where'd that come from? I must have missed it. So there's all these things. When the upper guys are talking to the mayor. Right. And talk about food. And all of a sudden, the food they were just thinking about is there. Right.
Speaker: Right. So everything, everything that they, everything that they, they would want, even, even in their thoughts have started to manifest in, in, in the world. Right. So it's starting. to So the puzzle, the puzzle is starting to put together that there's something off.
Speaker: Right. You know, maybe they start looking at where the manufacturing is supposed to be happening. And it's just like spots are supposed to be active, have looked like they've been dormant for a very long time.
Speaker: So I was like, hey where's all this stuff being made? So, and it's at this point, I think that we, we run into the trick of the setback, which is that they're like, okay, well, we need to report this back to our ship. And they find that the runabout, like the communications are down and the runabout has, has, ah is is damaged or has gone missing.
Speaker: So they, they can't seem to leave the planet. Right. Right. so they're trapped. They're trapped on the planet. So all of the success of, you know, we've now figured out that there's something going on. We've done some investigation and, but, and now all we got to do is get back to the ship to report this so that it can get back to the Federation what's going on. And now they can't get off the planet. They can't get off planet. And to make things worse, like the setback is, um, an object has just came into orbit.
Speaker: And it's huge. It's this gigantic vessel by the looks of it. And ah it looks to be hostile in some form.
Speaker: And the entire city starts shaking. Okay. And the people on the ship who, when we cut back to them, they can't, they can't seem to reach the, the, the, the way team. And then all of a sudden they, this shows up in their, on their long range, you know, sensors and it appears in orbit on the opposite side of the planet.
Speaker: Yeah. And it's, so now it's like, okay, wait, what is this? Trying to get next to this ship, you know, try it. It's like, you know, they can't send probes. They can't communicate with this thing. Oh, if they get too close, um you know, some sort of energy hits the ship.
Speaker: Right. Exactly. You get that. Yes. There it goes. Everyone hold on. Place for impact. Code red. Whatever that is. and So yeah is is that the combat? Is that the big climax? No, no. That's still part of the trick in the setback. That's just the setback. Right. Is where things are looking hopeless. Things have gone pear shaped.
Speaker: So then the big climax is again, Let me know if you've heard this. All right. No, please. Where they find out that the the mayor ah built this town literally on top of a gigantic sentient alien.
Speaker: That was it. And while they were trying to heal it, They essentially trapped it. And the alien is what is through energy manipulation, matter manipulation creates what the people want.
Speaker: Right. And that the thing up above is actually one of its kin and it wants its kin. It's come to rescue. It's come to rescue. yes It's it's yeah.
Speaker: I love it. So it's like, The ship that's in orbit has no, it doesn't seem to have any, like any structures other than it's maybe like a it's shaped kind of like an almond.
Speaker: It's just a big seed. Yes. And ah so the climax is actually, again, in in what you could go like classic Star Trek form. It's a social it's a social conflict. It's getting this guy two confess. It's getting this guy two take him down. And then the group working together To let the creature go without destroying the city and harming the inc innocents. Right. And now the city has returned to where it was, where it would would would be without the aid of the. Exactly.
Speaker: You know, but luckily we have. We're here. We're here. we have a ship full of supplies. Yeah. And better that you're with us than with the Klingons. That's right. That's right. And then, so now we get the reward and the twist.
Speaker: If there is a twist. Is that when the alien manages to get free and it goes up, it looks like a giant jellyfish and the seed turns itself to a different angle.
Speaker: And now we see the two of them rise up, circle each other, join, and then shoot off into the distance. Right. And the city is saved.
Speaker: The people are held happy. And we have a new outpost in the outreaches of the galaxy. Right. But there's still an unknown alien life form somewhere out there. That's right. But it's free.
Speaker: Yeah. and that And that it could come back. so So that's a great story. That's a great story. And that was Star Trek Next Generation. Yep. We told that story, though.
Speaker: it As the NPC, as ah as the player characters, yes where where's the room for you? Like, we know how the story is supposed to go, but but I guess we left a lot of space. For your players. Because a lot of players, especially newon and up-and-coming ones, have never heard that damn story.
Speaker: So you get to take him as a GM through that story. And you did it all. Five acts. Yeah. Yeah. Yeah. Players are running through it.
Speaker: And this just helped you. What is this? What is this? What is this? So if you see those old movies, you see those old books, you see those stories that you think other people haven't heard.
Speaker: This is a good way to go over that material and then break it down. Right. What parts what? Yeah. No, that works. i just I just want to make sure that we're leaving room for the players in this because... oh Absolutely. you know you give them the You give them the little pieces. you You have an idea of what those five rooms are. Yes. But you remember, your job is not... You are not the alien life form. Nope. youre You are not the captain of the ship. Nope. You are not the mayor of the city. Nope. You are simply the world and the the the the the framework within in which... so So your players get this distress call. They they the they they can... they can
Speaker: they this they can choose to you know take a roundabout and land on in the city they can choose to go about it another way maybe they're going to send in a covert team to investigate so you know to dress up like people who live on you know like who you know they do that a lot in star trek where they have the the fake the fake makeup and they go down and pretend to be you know because we don't want to violate the prime directive all of those things can be up to your players but you have an idea that a you know what's happening behind the scenes yeah and B, you know what could happen and and you have some ideas of where the players can. And we talked about this with other, in other episodes with pacing and with, with other things where it's like, if they're going in the wrong direction, we know how to kind of coax them to get, you know, we can give them clues in different places.
Speaker: Like we talked about how there's a piece of fabric. Well, maybe the players don't care about fabric, but we know that when they go into the the village, we can give them, we can find out what they're looking for and give it to them. We can create those moments of like, wait, something weird's happening here. Exactly. exactly That caters to what the player is up to. So I like that.
Speaker: um One, one, um one slight twist to the five room dungeon that I wanted to talk about because another, another topic I want to do is, is, is talking about nodes, ah which is an even more, a bit of a more complex and we'll get to that. Not today. it's a more complex system for running a campaign and a story.
Speaker: um So it's not just here's five rooms, go through them. It's, it's, you know, here, if you want to get from A to to C, you've got to go through B. And so there could be two or three B's and and it's like, there's structure, but it was, this was created by a guy named Justin Alexander who has the Alexandrian, which is a website and he's written books. And I've been listening to a book called, so you want to be a game master. Yes.
Speaker: And ah one of the things he talks about, I was like, wow, this sounds a lot like the five room dungeon. And he talks about, um it was, let me see if I remember it was fight. um Hold on. I got it written down here.
Speaker: ah fight puzzle. So he he talks about creating your own dungeon and he calls it a five plus five dungeon. i was like, oh, five, that's a magic number. It seems to be the way it is, but what's five plus five. So he talks about rooms when you're creating a dungeon, having rooms of, of, of a story and rooms, rooms he calls scenic rooms, which, which I can get into more detail later, but basically the five plus five is for every room you create. That's part of the story. You should have one other room.
Speaker: That is, is just a fun exploration, something your, your players will enjoy going into. Maybe it's got books. Maybe it's got a cool waterfall. Maybe it's got a, you know, maybe it's a jellyfish. I don't know. But the whole point is, is, is so the, but the five rooms he has are not the same five rooms, but they're very similar. There's a fight. So he says, pick where you go you have a fight.
Speaker: a puzzle, a twist, and a reward, plus a fight, a puzzle, a twist, or a reward. So your fifth room is one of the... So you have a fight, a puzzle, a twist, a reward, and a fight, or a fight, a puzzle, twist, reward, and a puzzle. not necessarily in that order, because how the players explore their...
Speaker: that literal dungeon could be up to them. But the idea behind it is that way. Not all your dungeons are the same. yeah They don't all have the same pieces. So some of them might have two rewards or yes two twists, but the idea being that you'd also have these other pieces of your story that are just for fun and exploration. And I love that idea. I love the idea that we're not just, we've got the story, but,
Speaker: But maybe some of the scenes in the story aren't just like, okay, so you go to the market and find this clue, but maybe you go to the market and there's also a bar where people are dancing and there's music and there's people you can talk to. Maybe there's also a museum in this town and you can look at those.
Speaker: You know, there's things that are there that are just for the fun of playing a game and exploring exploring and imagining, which I love too. Right. So the five room dungeon is great. And the five plus five room dungeon is great. nice But it's, it's kind of neat to think about how do we create stories for our players that give them all the things that would keep them excited and interested in playing. And that's kind of our job, right?
Speaker: Exactly. So exactly. Nice. Yeah. I think we covered that pretty well. I feel like not better I feel a little better. I feel a little gooder. Well, know, have people reach out to us and how can they do that? James.
Speaker: ah Well, they can contact us either through our Discord, which is ah which is there. we've got Actually, we've got a lot more people joining our Discord lately, and yeah a lot of great conversations are happening there. Make sure we're checking it out. um The way to get to our Discord is by joining our Patreon, patreon.com forward slash goodgmspodcast, and you can join at the free level. We've got a good number, and you'll hear Everett, who's one of our – E.E. Morris is one of our Patreons as well, but he talks about if you wait until the very end of the of the credits,
Speaker: You get to hear the list of everybody who's a good GM and that's like, I'll go through as Carl Kiesler. We got Preston DeBose. We've got Francis. We've got Grouchy Lenny. We've got um ah Paladin, ah no not Paladin, oh what's his name? um Eric the Overseer. um and And we've got EE Morris and they're our good GMs. And then we have Claire is our, sorry, Weird Candy is is our gooder GM and she's also our our volunteer discord keeper as well. yeah So we've got a lot of great people and, and then we've also got a bunch of free Patreons who are, who are in in our chats and and are are there. So good thing is about becoming a paid, a paid $5 or more $5 Canadian. So that's like nothing, but $5 or more don't, a Patreon is that you get first access when we have, so we've got a games coming up. We'll maybe have already played them by the time this one airs, but we've got James's fallout headshot one shot and we've got a space available for,
Speaker: for someone on there. But like when we have these things, we can invite people to join our paid and our, and our good GMs are good. GMs get first crack. above it So yeah, it's a lot of fun. So thank you very much for watching. Thank you very much for listening. Thank you very, for just imagining what you heard today.
Speaker: um If you didn't actually hear this, but you've been imagining us doing it and and very accurately. Good job. um So thanks. any good Any good piece of advice for any Chuck? is Yes. Yes. as always, remember, be kind to your
Speaker: Bye, everybody.
Speaker: Thank you for watching. If you like or dislike what you heard, let us know. If you want to suggest an idea for an episode, ask the host a question, or just tell Chuck and James what you really think of them, join our communities at patreon.com forward slash good GM's podcast, or find us on the usual social media platforms.
Speaker: For now, I'm E.E. Morris, and you're all good GMs.
Speaker: We are so grateful to all of our Patreon supporters. At the gooder level, Weird Candy. At the good level, Carl Kiesler, Preston DuBose, Francis.
Speaker: Morris. I put my own money to back our projects because we're all good GMs.






