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Скачать или смотреть JM118 - Social Encounters, Combat Flow, & Character Evolution

  • The Jaunty Mantis TTRPG Podcast
  • 2025-11-04
  • 28
JM118 - Social Encounters, Combat Flow, & Character Evolution
TTRPG podcasttabletop roleplaying discussionRifts Chaos Earth campaignVampire the Masquerade session zeroTTRPG combat designRPG social mechanicscharacter playlists in RPGsD&D social encountersfourth edition D&D combathow to run better tabletop gamesnarrative combat systemsGM adviceRPG system designroleplaying theory
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Описание к видео JM118 - Social Encounters, Combat Flow, & Character Evolution

What if your TTRPG character suddenly told you they were more than you ever imagined—and what if your RPG's combat and social rules were holding you back?

Matty returns to the podcast and things get spicy fast as we dive into the evolving craft of tabletop RPGs. From character-changing playlists to Vampire: The Masquerade’s approach to social mechanics—and the eternal question of how much combat a game really needs—we explore creativity, game design, and the hidden rules shaping our favorite TTRPGs.

The conversation spans everything from Rifts Chaos Earth, session-zero hype for Vampire, simplifying combat, rethinking social encounters, and how certain games accidentally teach players the wrong expectations.

Got a creative question?
Send it to [email protected] or leave your comments in this webszone!
🎧 New here? Like, comment, subscribe, and leave a review on your favorite platform.
🎲 Until next time—keep playing those f***ing role-playing games… or don’t.

00:00 – Intro: “Oh, it’s Matt” Returns
00:16 – What Is The Jonty Mantis?
00:33 – Matt’s Week in Gaming & Character Playlists
01:45 – How Music Changed a Character
02:41 – Boomtown & Chaos Earth Campaign Setup
03:10 – GM Praise, Preparedness, and Player Habits
03:50 – Why Don’t Rulebooks Include “Skip the Fight” Options?
04:56 – Vampire: The Masquerade Session Zero
06:07 – Character Concepts, Domains & Early Drama
07:41 – Designing the System: Attributes, Approaches, and “Three and Out” Combat
09:38 – Should Social Encounters Work Like Combat?
11:24 – When Mechanical Complexity Kills Narrative
12:40 – Why Social & Combat Speeds Should Differ
13:54 – Rethinking Social Encounters Entirely
15:35 – Leverage, Goals, and Realistic Social Outcomes
17:13 – Making Social Mechanics Feel Like Social Play
18:56 – Narrative Loss in Over-Mechanized Systems
19:45 – Final Thoughts on Complexity vs Narrative
20:30 – Outro: Send Us Your Questions


#TTRPG #TabletopRPG #DnD #VampireTheMasquerade #Rifts #GameMasterTips #RoleplayingGames #IndieRPG #Podcast #CreativeGaming #StorytellingGames #4eDnD #SocialEncounters #CombatDesign

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