Showing posts sorted by relevance for query etiquette. Sort by date Show all posts
Showing posts sorted by relevance for query etiquette. Sort by date Show all posts

3.06.2014

Season 3, Episode 7

"Pardon me, would you have any Grey Poupon?" ... "Of course."

It's the Etiquette Episode of ExemplaryDM Podcast! It's a bit of a spiritual successor and followup to the beloved Player Penetration episode from Season 2, Episode 7. This is also an extension from our Player Tip of the podcast from Season 3, Episode 6, Part Two.

In this podcast we open to discussion good and bad manners for DM's and players at the table, with some great ideas on how to improve and smooth out behavior at your gaming table. We briefly discussed such behavior in our previous podcast's Player Tip of the Podcast, but found so much more content, we decided to dedicate an entire episode to it.

First, a trio of emails to cover:
  1. "Effusive praise from Michael, monster design"... from Andy
    1. Do we fudge monster stats? Yes. Do we try to make it fun? Yes. 
    2. Fast paced, dynamic combat is what most players tend to prefer. Higher damage, lower HP.
    3. Remember that combat is not just about monsters, but about environment, hazards, terrain, and plot.
    4. How tactically smart are your monsters supposed to be? Low intelligence creatures shouldn't necessarily be tactical warfare geniuses. You as the DM know better than to provoke that opportunity attack, but your monsters don't.
  2. A Michael Sponsored Email from Michael of Michaelton to be read in a British accent 
    1. Podcast.
    2. Foreshadowing to the gadgets...
  3. Exemplary Local Game Stores recommendations from Erns.
    • A reminder that we mostly play D&D4e, but we try not to be system-specific, and we're big proponents of adding rules to your game that seem to be lacking, especially the ones we come up with. In conclusion, if you're not having fun playing D&D, it isn't the rules system. 
  4. Hey-oooo!
When sharing this podcast, please remember our regular Player Tip of the Podcast: don't be a dick. Seriously. Take it EZ on the Pass Aggro if given the opportunity.

Discussion Points for D&D Table Etiquette:
  1. The first rule of table etiquette for players: “Be ready”
    1. When in combat, when it is your turn, be ready to go.
    2. Umbrella term for the rest of these.
  2. BRING YOUR SHIT TO THE TABLE 
    1. Dice and UP-TO-DATE character sheet. 
    2. James, William's Pathfinder DM: I personally get very frustrated with people showing up to the game with a "Give me everything I need so that you can entertain me" Wastes so much time and really is just the wrong attitude for players to have. As a DM, make that known.
  3. Note  about tangents: http://skarr.obsidianportal.com/wikis/house-rules this puts the whole table in charge of being responsible for a productive night, removing the DM vs players for attention span relationship. 
    1. Everyone is responsible for keeping us on track, not just the DM. A sense of ownership makes people care.
  4. James: For me the biggest issue is being ready when your initiative comes around.  I really dislike having to rouse someone from their phone because its their turn and they go "Okay, what's going on?" Or Twitter, Flappy Birds, FriendFace, etc. For me, if you are at the table, you should be paying attention.  Have the courtesy to bow out temporarily if you need, but when you are there, be present.
    1. Especially if you're in a healing/buff mode in combat.
    2. Should the DM keep track of PC hit points?
  5. Veteran player on new player relationships - There is also a very fine line between suggesting good options to newer players, and browbeating them to perform the actions to set up your character in combat for example. It is very easy to be misunderstood there, as a veteran player. As a DM, you do want that veteran, experienced ally at the table, but be aware of his or her interactions with n00bs, because it is a reflection on you as the DM. 
    1. Make sure your veteran players are using the phrase "one possible action" "you may want to consider" or not “the only smart move is to do this” or “you’d be an idiot not to…”. 
    2. Make sure you or your veteran players are explaining why something would be good, but without “mansplaining” it or belittling new players. Just to emphasize that it is their decision... empower them
    3. This is also very relevant for the DM to player relationship. Don't be an overbearing or judgmental DM. Avoid the sarcastic "really." Make sure you're being kind, keep the choice in their hands. 
    4. Be patient, and be more patient to someone who is trying, as opposed to caring.
  6. Body odor. If you’re going to have the hygiene of an old west prostitute, Give it a whore’s bath or a spritz of lemon water before stepping back out into the saloon between tricks. Seriously though, you will be sitting next to multiple other humans for a few hours, don’t be nose deaf.
    1. It is a very difficult conversation to have with a friend to tell them that they reek
    2. If for example you came to D&D right after performing analingus on an asparagus farmer, use some mouthwash first. 
  7. Some foods and drinks are not table-friendly, some are.
    1. No messy BBQ. 
    2. No corn nuts
    3. No easily tippable cups
    4. But also, keep in mind that if you’re planning on cooking during the early phase of a D&D session, that you are careful not to use blenders, slapchops, pressure cookers, food processors, deep fryers, espresso machines, live animals, or anything else that would be loud and fool the DM into thinking that you’re not listening to his carefully prepared environment descriptions. Smoothies are delicious, but not for making during D&D.
    5. Be aware of dietary restrictions, whether they be choices or allergies.
    6. Good Southern table etiquette things like slurping, gulping, chewing with mouth open... Be aware of the noises you create while masticating.
  8. As the host, make sure you have shit taken care of, get a sitter: a dog sitter, cat sitter, toddlersitter, grandma sitter, little brother/sister sitter, bird sitter, whatever it is that is co-habitating with your house that is determined to be a dick during your campaign. 
  9. Good etiquette to meet each player as they enter, never been a fan of the "we're in the basement, just let yourself in", which is rather creepy and also the plot intro to several pornographic films. Greeting people at the door is a proper way to be like the guys on Cheers.
  10. Again, the #1 rule of D&D etiquette - be ready. Get your shit together, as a DM or Player.

Gadgets of This Very Night  Podcast:

EncounterGame within a game: Legend of Legaia, Chronotrigger and every JRPG.  Caravan from Fallout: New Vegas. Poker in FarCry 3. BioShock pipefitting minigame. Horrible Mass Effect minigames. Quidditch in Harry Potter. Used occasionally, or maybe just once. Bond played Baccarat. Then, make the PCs do something else while playing. A great way to make the players feel like the characters do in a tense encounter.

Character Concept: Gizmo the Warforged (robot) Artificer, a battle-scarred robot who creates gadgets and seeks to avoid melee combat.


Adventure Hook: Focus on the plot impetus of the Encounter of the Podcast, for example: a side quest to talk to someone, who never would talk to a stranger… unless it was at the game-within-the-gaming table. A mission to coolly infiltrate and blend into the game environment and make contact with someone, rat out someone, seduce someone, or convince someone that a rumor is true or isn’t true. "It's only true... if you beat me at this game..." Your campaign world does not have to include a casino in order to get players to play games.

Magical Item of the Podcast: Ebony Fly - practical, but giant horrifying transportation. Specifically from some D&D source material, but useful when you want to force the PC's to choose between beneficial logistics and horrifying the normals. They have to use it stealthy, discretely and infrequently, lest they be associated with it. Like the floating space poop in Star Trek IV. Nobody wanted to be associated with it.

Player Tip:  Don’t be a dick … and you can avoid dickitude by… listening to this podcast. Use it to open up a dialogue and potentially start the conversation on player etiquette at your table, including but not limited to, a very passive aggressive to point someone’s behavioral flaws at the table. Just Kidding of course, don’t be passive aggressive.

DM Tip: Top 11 Game AIDS as per request from listener Michael F.
  1. Status markers - W: signature flags, C: bottle top rings, also: magnetic bases
  2. Turn keepers - W: notecards for initiative, C: dry erase
  3. DM Screen (for cheating!)  Personalize this with landscape images of your terrain currently, etc. 
  4. Camera (for interrupted sessions) 
  5. Overland map
  6. NPC names list
    • NPC profiles list 
  7. Micro - That night's session notes, including notes from previous sessions. Who is carrying what? Who said what?
  8. Macro - Keep overarching plot points up to date in a reference doc somewhere, so you can keep track of important details.
  9. Project Blocks (from your local hobby store) foam bricks for making structures. W posted a build thread for something and have posted pics in the past of large, light, easy to build structures. As far as terrain goes, there are many options and probably another podcast’s worth, but the idea would be to try and use different ones as much as possible. 
  10. Food, for focus, attention occupation and energy. Mike n Ikes, especially. 
  11. BONUS: A podcast to give you gadgets and ideas to help break your writer’s block or give you inspiration for new twis ts and turns etc. Like this one?
Big Thanks for music, once again big thanks to the Diablo String OrchestraThe Kobolds, our listener Chuck for the intro to the gadgets of the podcast jam, and mega-fan Joshua Bentley for voice-overs galore (@voiceofthebigjb).

Right-click and Save-As below, or us the RSS feed built into this page.
Mirror 1 (128kbps) (Oregon US) (83.9mb)
Mirror 2 (128kbps) (Atlanta US) (83.9mb)

Check us out on iTunes and give us some reviews and/or ratings and/or hurtful criticism!

What do you think?

Welcome all our new listeners to the family of ExemplaryDM! Give us reviews in the comments below, hit us up on Twitter @ExemplaryDM, or shoot us an email at exemplary d m at gmail dot com.

3.22.2020

Moving a Campaign Online

Moving a campaign online is something a lot of folks globally should be or already are considering right now, since the hellscape we are stumbling though as a planet has now brought us COVID-19. 

William will be moving an in-person campaign to Roll20 soon, and it had been a while since he'd DM'd online. What kind of guidance and wisdom does he need to remember? What tips/tricks and things to be aware of? We asked several experienced DM's and players for input.

How should a DM prepare differently for an online campaign vs in-person?


1. All the online tools have ways to introduce pre-made art onto the virtual map. Roll20.net, with the drag-and-drop icons marketplace, makes it easy to quickly bring things in to the visual space that look cool, but not whole maps. Fantasy Grounds, Table Top Simulator, and others have similar features.

You may find it more time-consuming to lay out maps, terrain than a trusty wet-erase battlemat. As we wrote years ago when we ExemplaryDM did some online D&D via Roll20, "As a DM in roll20, it is super easy to search inside the app for token, graphic, even audio assets, and immediately add them to the game. Even when Ian found a suggestion for how his sword would look, William was able to quickly upload the image to the game and place it on a table, label and all. So easy."
Try leveraging Roll20's dynamic shadows, which is so damn cool when prepped right, especially when the party is exploring. But it will be even more time consuming. Create and prep maps if you can, but don't be afraid to just create a blank map and draw a quick room layout too, with a plain white background. No harm in that.

2. You may find DM'ing for Roll20 more time consuming also because when setting up a map using dungeon tiles, dwarven forge, or other physical map objects, it's fun for the players to watch the world come into being. When creating it on the fly in Roll20, the players can't see. Time drags.

3. Some of your more code-savvy players might relish doing things in Roll20's expression language, but others might not be interested in "programming" their spells and attacks. So don't require everyone to learn how to "code" their attack rolls, don't drive that wedge. Just like at the table, try to meet every player where they are.

So you're not going to use Roll20? That's fine.


5. You should also be familiar with your online platform, its mechanics, moving the map around, how the different map layers work. And be ready to instruct players on how to do things quickly, and be forgiving and not cruel. There have been times where a game has ground to a halt while DM's or players try and figure out how to do something.

6. Lead the table to decide whether and how your players will update their tokens with graphical bars for hit points, etc. Is it worth the overhead in maintaining those?

7. You should set up NPCs tokens and other player handouts ahead of time. This cuts down on non-playing time in sessions. Prep digital assets just like you would in-person assets - you might find it more time consuming depending on your digital art skills and bar of excellence.

8. Just playing on Discord or Slack? That works too. Don't get too caught up in graphical tools if you'd rather go with "theater of the mind".

How should players prepare and play differently?


1. Depends on your players. If players are mainly using D&D as a way to socialize with friends, the transition will be painful. If they're in it for storytelling or math/combat, that should still translate well.

2. Consider having everyone agree to some table rules (perhaps after having been inspired by a podcast like our episode on Etiquette!) The first rule of table etiquette for players remains: “Be ready." Establish other norms like "No griefing" by drawing dicks on the screen or moving each others' tokens. Highly recommended.

3. Learn and share basic conference call politeness at a bare minimum, and if possible, insist on video chat (more on that later), even if you're not streaming.

The dynamics of overtalking in online communication are completely different than real life. Online audio is far more susceptible to someone dominating the conversation, interrupting someone else, or having a disruptive influence. Be more aware than usual of interruptions and conversation domination. It can be very demotivating to constantly be talked over and interrupted at a table, and it's much easier for it to happen online.

4. When people are at their computers remotely, becoming distracted is incredibly easy so being engaged is the most important thing. Make a point that players shouldn't be surfing the web or playing other games. ("Are you playing WoW right now!?") Your good players won't do this anyways and it won't need to be said for them... but it might be important for some players to hear this, and an expectation be set.

5. Otherwise players should do all the stuff they normally do: know how their character works, have access to PHB and understand most rules.

However, now players also need to know how to navigate and use the online platform as well, which has its own set of features. Make sure everyone knows this is an expectation and give them resources and a reminder/primer before each session starts if necessary.

Using a corresponding online character sheet should not be a requirement to play online. You can even use paper and pencil if you want.

7. A lot of people are learning how difficult it is to work from home these days. People are adjusting to the mixed physical space of home and work. The same will apply to D&D online. Dogs, kids, spouses, all are in the same space and have access to disrupting your campaign sessions when they didn't before. Let's be aware of 1) what we can do to minimize interruptions or at least make them planned/rare and 2) when it is appropriate to play D&D at home in a close quarters setting.

Let's face it, some people are really struggling with working from home because they cannot divorce the work from the home physical spaces. Not all of us have a dedicated office for work and dungeon delving. We might need to consider logistical alternatives or resign ourselves to logistical limitations.

What should a DM do differently?


1. Again, start with having everyone agree to some table rules (perhaps after having been inspired by a podcast like our episode on Etiquette!) The first rule of table etiquette for players remains: “Be ready." Establish other norms like "No griefing" by drawing dicks on the screen or moving eachothers' tokens. Highly recommended.

2. Make sure all your players are involved and limit the number of players you have even further than you would in real life. At an in-person table you can have side conversations or players can have small interactions between each other without interrupting the game or DM. Low-volume jokes and comments get a laugh but may not interrupt a DM at the table.

3. Online, low-volume jokes are much higher volume, much more disruptive, and it's much more likely that the someone will be forced to overtalk or stop talking for loud laughter. Online, everyone can hear everything at pretty much the same volume, and group laughter is now very loud.

If you have six players at an online table, you need some serious audio discipline and good behavior from everyone online or there probably won't really be enough time for people to enjoy having their little moments. Three players is probably ideal for online play, 4 is alright but pushing it. 5+ would be very challenging, just because the bandwidth for audio is severely compressed compared to real life.
4. You may then have more success to try and just play a bit more serious. Not because we're against having fun, but because goofy banter I think it slows the game down and is more disruptive online. You as the DM will have to be upfront about this with your players thought because anyone who gets the majority of their fun from joking, or players with impulse control, might create issues for the whole group.

Just because a platform has a map with a grid, doesn't mean you have to do more or less stuff ON the grid. In fact, overuse of the grid will be quite distracting. At the table, you probably don't have each character's figurine accurately reflected on a map at all times, especially outside of combatFeel free to blank the screen out when it's not important where tactics are. Where everyone is standing during a conversation may not be important information.

5. Sure though, take advantage of the digital medium. Get to know how to add art, use the dynamic shadows, try out background music. Just like you were 3D printing, molding, or hot-gluing your maps before, try applying your same artistic craft to digital landscapes, scenery, portals, dragons, gazebos, and cleverly hidden dick jokes.

6. Taking breaks in a session can be harder because the person isn't in the next room to yell at to get back to the table. In person, people can get up, refresh their beer or citrus-flavored caffeine, and sit back down again without missing a beat. When someone leaves the virtual space... it's total disconnect. So as a DM, be sure to schedule and offer regular bio-breaks and hydration breaks. Hourly is probably a good cadence.

Use these breaks to do things that take longer online. In addition to getting your own water and bladder situation resolves, as the DM should take the time while other people are afk (away from keyboard) to sketch maps, create encouters, write engaging whispers to players, etc.

How should the campaign story differ?


It shouldn't.

What are some D&D anti-patterns for playing online?


1. What may happen is that interactions break down to client-server relationship between the DM and each player individual. This is because of the audio dynamics. At the table, this would feel weird. The DM is supposed to be pulling the strings as the party interacts with eachother. Prompt the team for interaction, dialogue, and internal conversation. Promote the use of player-to-player whispers/chats (though not to exclusion to the action at hand.) Especially if not everyone has a camera, you'll lose out on visual cues of people wanting to contribute to eachother. You lose some of the natural "passing of the baton". As a DM, you must work to facilitate interaction between people. 

2. There is a lot of research showing that audio+video chat is far more effective at communication than just audio chat. We suggest you insist on players showing their face on a webcam. Overcome technical difficulties to make this happen, require it. Every DM or player we have spoken to has recommended requiring video chat.

Video chat contains way more information about intent and body language that make for better communication. It's not as good as in-person communication, but it's much, much more effective than audio only.  Also, D&D has a lot of acting, and not just by the DM! Most people act with their facial features and body language. Missing out on this is definitely a loss.

Plus, video chat provides added accountability for folks who need to be engaged and paying attention, especially when outside of combat. Dead giveaway - light changing/reflecting as someone browses Reddit.com (or the equally enthralling ExemplaryDM.com) instead of paying attention. :/ Stay engaged, players!

If a player doesn't like to or can't play D&D with a webcam, others who do share video might be uncomfortable since people can see them without sharing. This can spiral. Make a pre-requisite of your online campaign that video chat is required. 

Don't have your space to yourself so can't video chat comfortably? Consider an application like XSplit or others that can blur the background behind you without a green screen. And I suggest using a nice mic, preferably on a headset, as opposed to a laptop mic or webcam mic that might have a lot more background noise. Spend some time fine tuning audio settings. It'd be great if there was minimal hiss and that everyone's voice carried the same digital "weight" via volume.
3. In real life, you roll behind a screen. Online, you may be tempted to roll publicly. Why? You should retain the right to fudge dice in advancing a story. Don't roll everything publicly as the DM. The players should still roll publicly, via the online platform. Not much getting around that.




1.31.2014

Season 3, Episode 6 - The Cliffhanger Episode, Part Two

And now, the conclusion...

This is Part Two of the Exemplary DM's oh-so-meta two-part Cliffhanger Episode!

How can you as a Dungeon Master take advantage of the dramatic mechanic of the cliffhanger in your campaign tonight? How can you avoid disappointment while preparing for excellence when setting your players up to maximum anticipation?

This episode contains items six through ten of our very own tips for pulling off a Cliffhanger in your D&D session tonight!
  1. Bad cliffhangers may do one of these:
    1. Change the genre.
    2. Send the heroes back to medieval Japan.
    3. Introduce an unprepared-for permanent change.
    4. Bring back someone the players are already fucking sick and tired of, or a villain they literally just killed.
      1. Like Harry Potter. 
    5. Cheat. 
    6. Have Patrick Duffy walk into a shower
    7. Sorry, your princess is in another castle.
    8. Railroad the players into a scripted action or reaction that they probably would not have otherwise done, robbing them of a decision.
    9. Remember, a cliffhanger is supposed to prepare the party for action, not spoil any action. You don't want to rip control away from players.  
  2. Tailor the cliffhanger to each one of your characters. End of William's last game session, in which he cliffhangered each of the PC’s. The players, who are underground hunting Drow, are traveling through a tunnel to find themselves overlooking a breeding ground for the spider queen spider’s.
      1. Two of the players notice that the prize artifact of their tribe, missing for years, is embedded in the boss spider’s head, serving as its power source.
      2. One of the players sees a figure across the room on the far wall, hiding in the shadows, and upon catching a glimpse of her face, realizes it is his long lost love interest.
      3. Another player receives a foreboding warning from her sentient artifact.
      4. And the final player’s sight returns before the battle, just in time for him to open a long lost letter from his time travelling girlfriend, which contains a heart breaking goodbye and a character backstory-referencing warning... oooOOOOOoooohhhh....
  3. Now remember, ending a session on a cliffhanger is going to give the players lots of time to think about their reaction. When you reconvene, have your prep work done and your “yes, and” face on, because they may decide to go in a different direction from the one you were hoping. Be willing to be flexible enough to allow them to react.
  4. Use a cliffhanger at the beginning of the campaign, which changes the world and shocks the players, much like what happened at the beginning of the new JJ Abrams Star Trek movie, where Kirk’s dad dies. 
    1. Or similarly, when you use a cliffhanger at the end of a vignette, the PC’s can discover the resolution of later on. This is pretty much the default use of a vignette.
  5. A cliffhanger is not something to be overused, because it can have some negative effects.
    1. For example, a cliffhanger can also be a big disappointment if on the return trip, you cheap out and “nerf” the action. (Have Patrick Duffy step out of the shower and say it was all a dream.) No Deus Ex Machina resolutions to your suspenseful conflict, such as Lord of the Rings Eagles sweeping all the dwarves away to safety, unless that was somehow set up or cool for other reasons.
    2. If you’re afraid of how everybody is going to react, find a way to incorporate your post-cliffhanger goodness without letting them off easy or unrealistically defusing the danger. Put your "yes, and" face on, but don't let it destroy your tension or session. There's a balance. 
    3. Don't be afraid to ask for a five minute break.
    4. Don’t hit them too hard, too brutally, too fatal. 
      1. For example, at the end of Star Trek II, the Wrath of Khan. Spock’s dead, they have a funeral, “the most… human.” In the original version of the movie, it ended right there. The test audience reacted very negatively, it was too depressing. They revised the end of the movie to allow for the glimmer of hope that Spock's torpedo pod landed safely on Genesis.
Gadgets of the Podcast:

Encounter: The Rising Tide - in Christy’s campaign, we dropped into an underground tunnel system and found the water rising. We knew only the encounter with an evil force would stop the tides from rising unnaturally. There are lots of ways you can use a "timer" mechanic like this.

Character Concept: Grim Harding, the Pathfinder ninja assassin build and a master of stealth, unarmed combat and disguises, and friend to our previous concept submitted by Blair, Oni. A Casey at the Bat version of the ninja. Jon, Blair's friend, sent us a minifesto. From Jon: for the player in every DM, try the Dana Carvey Master of Disguise.

Tee Shirt: D&D Character (Pretty Girl) T-shirt from Zazzle courtesy of Christine, just in time for Valentine's Day.

Adventure Hook: The Mysterious Gift - the unexpected weapon/artifact/gadget that turns out to be a trick. Just be sure to give the players something for their eventual trouble. The cursed ring of inconvenient flatulence old school cursed item stuff. Perhaps it sends them on a quest for a cure/removal. 

Magical Item of the Podcast: The Geiger Counter/canary in West Virginia/Sting from The Hobbit - or your genre’s similarly-functioning invisible hazard warning device. Greg’s three-dimensional compass portal finder from Chad's current campaign, something to detect the rifts between planes.

Player Tip:  Don’t be a dick … and you can avoid dickitu.de by… not forgetting your table your table etiquette. Lapses in D&D table etiquette could include - reading your phone, reading books on your phone, making a mess (equivalent of spilling the pot in poker), doing annoying things with fingernails, breaking people’s things especially the host, drinking loudly, eating loudly, eating smelly stuff, living up to the template of Jerk, Douche, Idiot, and Loser (from season 1, episode 3), doing annoying things with toenails. One rule we always had growing up was that no player was never allowed to lie down, especially if you’re sleepy, because you're going to fall asleep. 

DM Tip: Moons, Stars, Celestial Bodies, Calendars - 
  • Civ V uses the Mayan calendar instead of the BC/AD calendar when you play that civ. 
  • In Forgotten Realms, the moons had a mechanic for spellcasting. 
  • Not to mention lycanthrophy, full moon or new moon effects. Also, lighting effects can be significantly different at night in open terrain with or without a moon.
  • Stardate 91605.27” Few people can do that translation in their head, but that’s not important. It’s the very nature of the number that tells us the people in this story are more scientific and scientificker than we are. (That, and the spaceship.)
  • From the beginning of the Gamma World 4e book: “The year is now 2162 (or 151, or 32,173, or Six Monkey Slap-Slap, depending on your point of view). It's been a hundred and fifty years since the Big Mistake, and the Earth is a very different place.”
  • Googled this link to various D&D Calendar systems: http://home.earthlink.net/~duanevp/dnd/calendars.htm
Big Thanks for music, once again big thanks to the Diablo String OrchestraThe Kobolds, our listener Chuck for the intro to the gadgets of the podcast jam, and mega-fan Joshua Bentley for voice-overs galore (@voiceofthebigjb).

Right-click and Save-As below, or us the RSS feed built into this page.
Mirror 1 (128kbps) (Oregon US) (42mb)

Check us out on iTunes and give us some reviews and/or ratings and/or hurtful criticism!

What do you think?

Welcome all our new listeners to the family of ExemplaryDM! Give us reviews in the comments below, hit us up on Twitter @ExemplaryDM, or shoot us an email at exemplary d m at gmail dot com.