POPULARITY
Wenn aus einer Chartreise plötzlich offene Geschichten werden Der März 1993 hat einiges zu bieten: Jens hat es zu Beginn besonders auf Marcel abgesehen, bevor sich die beiden auf eine musikalische Reise durch die deutschen Charts machen.Dabei stößt Jens auf eine Geschichte, die er diesmal ganz bewusst nicht zu Ende erzählt. Daraus entsteht spontan eine neue Idee für eine Remix-Folge – mit einem Versprechen, das Jens irgendwann noch einlösen muss. Wie das funktionieren soll? Das weiß offenbar nicht einmal Marcel.Auch bei Marcel sorgt die Vorbereitung auf die Folge für eine Überraschung: Ein Song, dessen tatsächlichen Erfolg er völlig unterschätzt hatte, lässt ihn noch einmal genauer hinschauen. Und bei der Münchener Freiheit stellt sich die Frage: Ist das eigentlich Schlager oder Pop? Diese Entscheidung überlassen wir diesmal auch euch.Nach dem Musikteil wird es historisch: Marcel und Jens sprechen über den Palast der Republik und darüber, warum „Honeckers Lampenladen“ bis heute ein Begriff ist.Dazu gibt es ein Endquiz, einen Musikschnipsel und natürlich die Geschichten hinter den Charts vom März 1993.Es gibt (fast) alle Songs aus unserem Podcast in unserer Spotify-Playlist:https://open.spotify.com/playlist/4m3l3Xvt1EdFp2LxkooNmJWenn Euch Musikgeschichte gefällt, folgt unserem Podcast bei Eurem Streaminganbieter und bewertet uns gerne mit 5 Sternen. So helft Ihr uns, noch mehr Musikfans zu erreichen.Feedback, Fragen, Anregungen oder Kritik könnt Ihr jederzeit an podcast.musikgeschichte@gmail.com senden.Aktuelle Neuigkeiten findet Ihr auf unserem Blog:https://musikgeschichte.com/category/news/Alle Folgen-Releases und weitere Infos bekommt Ihr direkt über unseren WhatsApp-Kanal:https://whatsapp.com/channel/0029VaE59eoGehEO4N14xm2SAußerdem findet Ihr uns auf TikTok:https://www.tiktok.com/@podcast.musikgeschichteVielen Dank fürs Zuhören.LinksFolge 16 - Juli 1993Folge 106 - Oktober 1993Folge 174 - Januar 1993KI-Song zu dieser FolgeCredits Podcastintro/-outro by Suno Hosted on Acast. See acast.com/privacy for more information.
Auch am Flughafen auf Mallorca gibt es jetzt wieder Grenzkontrollen für Fluggäste, die aus Italien anreisen. Wir erklären die Hintergründe in diesem Podcast. Die Clubs und Diskotheken auf Mallorca melden spürbare Rückgänge bei den Umsätzen. Das Geld sitzt bei den Urlaubern nicht mehr so locker. Auch der Emir von Katar macht Urlaub auf Mallorca. Die Familie ist mit einem fliegenden Palast in Palma gelandet. www.5minutenmallorca.com
Freitag, 10. Juli 2026. Prinz Harry fährt mit Meghan, Archie und Lilibet nach Highgrove House. Keine Fotografen, keine Ankündigung, keine Bilder. König Charles sieht seine Enkel nach vier Jahren wieder. Selbst Prinz William und Catherine, die Princess of Wales, sollen von dem Treffen erst im Nachhinein erfahren haben. Nach Jahren öffentlicher Konflikte geschieht plötzlich etwas Ungewöhnliches: Die Familie hält einen privaten Moment tatsächlich privat. In dieser Folge BRITPOD – England at its best zeichnen Alexander-Klaus Stecher und Claus Beling nach, wie es überhaupt so weit kommen konnte. Vom Rückzug Harrys und Meghans als Working Royals über das Oprah-Interview, die Netflix-Dokumentation und Harrys Memoiren „Spare“ bis zum jahrelangen Streit um den Personenschutz. Immer wieder geht es dabei um dieselbe Frage: Wie viel Vertrauen ist zwischen Harry und dem Königshaus überhaupt noch übrig? Mit der Krebsdiagnose von König Charles III. bekommt der Konflikt eine neue Dringlichkeit. Nach ersten vorsichtigen Treffen kommt es nun auf Highgrove zu der bislang persönlichsten Annäherung. Königin Camilla sitzt an der Seite des Königs, Prinz William bleibt außen vor. Besonders bemerkenswert ist jedoch, was anschließend nicht passiert: Harry gibt kein Interview, Meghan veröffentlicht keine Bilder und auch der Palast verrät keine Details. Ist genau dieses Schweigen der erste echte Fortschritt seit dem Bruch von 2020? Oder zeigt Camillas Anwesenheit, wie tief das Misstrauen noch immer sitzt? Und könnte Charles 2027 sogar gemeinsam mit Harry die Invictus Games in Birmingham eröffnen? Eine Versöhnung ist das noch nicht. Aber vielleicht eine echte Chance für einen neuen Anfang. BRITPOD – England at its best! WhatsApp: Du kannst Alexander und Claus direkt auf ihre Handys Nachrichten schicken! Welche Ecke Englands sollten die beiden mal besuchen? Zu welchen Themen wünschst Du Dir mehr Folgen? Warst Du schon mal in Great Britain und magst ein paar Fotos mit Claus und Alexander teilen? Probiere es gleich aus: +49 8152 989770 - einfach diese Nummer einspeichern und schon kannst Du BRITPOD per WhatsApp erreichen. BRITPOD – England at its best. ➡️ Mit dem Code BRIT erhaltet ihr bei unserem Podcast-Partner BRAINEFFECT immer den höchsten verfügbaren Rabatt. (mind. 20 %)
Es war einmal ein armer Müllersbursche, der hatte einen ganz besonderen Kater. Dieser lief auf zwei Beinen, trug Stiefel und konnte sprechen. Außerdem war er sehr schlau. Er machte aus seinem Herrchen einen reichen Grafen mit Palast und Prinzessin. Das Sandmännchen hat dir aber nicht nur diese Geschichte mitgebracht, sondern auch noch das Kinderlied "Ein Kater fing 'ne Maus" von Pampelmuse.
Greg Palast is an investigative reporter whose work has been featured by The Guardian, BBC Television, and Rolling Stone. His books include the New York Times bestsellers The Best Democracy Money Can Buy and Billionaires & Ballot Bandits. His latest documentary is Vigilantes INC.: America's New Vote Suppression Hitmen. Greg Palast warns that Donald Trump's recent speech on election "security" and "fraud" was not funny, something to be mocked, or ineffective because it mangled the facts. Palast lays out what he calls a proven, decades-old playbook: voter nullification and voter purges, deployed to surgically target Black, Hispanic, women, and other voters who are key parts of the Democratic Party's base. And Palast loudly sounds the alarm that if Trump and the Republican Party's corrupt SAVE Act passes Congress — or its key elements are implemented via executive order and a MAGAfied Supreme Court — it will be almost impossible for Democrats to win future elections. WHERE CAN YOU FIND ME? On Twitter: https://twitter.com/chaunceydevega On Facebook: https://www.facebook.com/chauncey.devega My email: chaunceydevega@gmail.com HOW CAN YOU SUPPORT THE CHAUNCEY DEVEGA SHOW? Via Paypal at ChaunceyDeVega.com: Patreon: https://www.patreon.com/thechaunceydevegashow https://www.patreon.com/TheTruthReportPodcast
Blätter-Podcast – Über die Blätter für deutsche und internationale Politik – detektor.fm
Hitzewellen wie in diesem Sommer nehmen mit dem Klimawandel weiter zu. ***Ute Scheub*** erklärt, wie Begrünung, Bodenschutz und kluges Wassermanagement unsere Städte kühlen und widerstandsfähiger gegen Extremhitze machen. Trotz ihrer Verurteilung strebt die Rechtsextremistin Marine Le Pen nach der französischen Präsidentschaft. ***Steffen Vogel*** analysiert, ob Linke und Konservative sie noch aufhalten können. Mit dem ultrarechten Präsidenten Abelardo de la Espriella reiht sich Kolumbien in den Rechtsruck Lateinamerikas ein. ***Kristina Dietz*** erläutert, welche Rolle der Kampf gegen die Drogenmafia dabei spielt.
Marine Le Pen ist erneut verurteilt worden, darf aber wieder für das Präsidentenamt kandidieren. Ganz frei ist sie dennoch nicht: Ihr drohen Hausarrest und eine elektronische Fußfessel. Mit dem Gang vor den Kassationsgerichtshof setzt sie nun auf Zeit. Kann ihre Kandidatur noch scheitern?
Marine Le Pen wagt den vierten Anlauf auf den Élysée-Palast. Wir lernen: Wer Rechtspopulisten juristisch bekämpfen will, sollte sich das gut überlegen.
Enkeler, Christiane www.deutschlandfunk.de, Andruck - Das Magazin für Politische Literatur
This is Part 2! For Part 1, check the feed!This week we're taking a look at buildings which have had an interesting second life in Germany's capital; East Germany's Palast der Republik, what became of Albert Speer's New Reich Chancellery and lastly the Museumsinsel or Museum Island.Elsewhere, there's lots of chat about chapped lips and final poses (Oh What A Pose?) for archaeologists this week. If you want to add to the conversation: hello@ohwhatatime.comAnd from now on Part 1 is released on Monday and Part 2 on Wednesday - but if you want more Oh What A Time and both parts at once, you should sign up for our Patreon! On there you'll now find:•The full archive of bonus episodes•Brand new bonus episodes each month•OWAT subscriber group chats•Loads of extra perks for supporters of the show•PLUS ad-free episodes earlier than everyone elseJoin us at
This week we're taking a look at buildings which have had an interesting second life in Germany's capital; East Germany's Palast der Republik, what became of Albert Speer's New Reich Chancellery and lastly the Museumsinsel or Museum Island.Elsewhere, there's lots of chat about chapped lips and final poses (Oh What A Pose?) for archaeologists this week. If you want to add to the conversation: hello@ohwhatatime.comAnd from now on Part 1 is released on Monday and Part 2 on Wednesday - but if you want more Oh What A Time and both parts at once, you should sign up for our Patreon! On there you'll now find:•The full archive of bonus episodes•Brand new bonus episodes each month•OWAT subscriber group chats•Loads of extra perks for supporters of the show•PLUS ad-free episodes earlier than everyone elseJoin us at
In Brunei lässt es sich gut leben: keine Einkommenssteuern, kostenlose Bildung und medizinische Versorgung. Der grosszügige Wohlfahrtsstaat ist jedoch eine absolute Monarchie mit strengen Scharia-Gesetzen. Sultan Hassanal Bolkiah ist der dienstälteste Monarch der Welt. Er regiert Brunei als absoluter Herrscher, lebt im grössten Palast der Welt und soll die grösste private Autosammlung besitzen. Den Reichtum verdankt das kleine Sultanat Öl- und Gasvorkommen. Auch die Einwohnerinnen und Einwohner profitieren davon: Sie müssen keine Einkommenssteuer bezahlen, Spitalbesuche und Schulen sind kostenlos. Für internationale Schlagzeilen und Empörung sorgte das Sultanat, als es vor einigen Jahren die Scharia verschärfte. Seither droht etwa Homosexuellen theoretisch die Todesstrafe durch Steinigung. In Brunei selbst fühlen sich viele vom Ausland missverstanden. Der pensionierte Saifful bringt es auf den Punkt: «Das Einzige, was den Menschen in Brunei fehlt, ist die Freiheit. Aber mehr Freiheit hat ihren Preis – was wir jetzt haben, ist gut genug.» Freiheit gegen Wohlfahrt: Für viele scheint der Tausch fair zu sein. Offene Kritik am System ist tabu.
Ehemaliges Berliner Mehrzweckgebäude... Mach's dir bequem und kuschel dich ein! Dieser Podcast wird durch Werbung finanziert. Weitere Podcasts, Infos und Angebote unserer Werbepartner: https://linktr.ee/EinschlafenMitPodcast Die Episode basiert auf Inhalten von Wikipedia: https://de.wikipedia.org/wiki/Palast_der_Republik Inhalte wurden mithilfe künstlicher Intelligenz erstellt oder bearbeitet. CC BY-SA 4.0 (https://creativecommons.org/licenses/by-sa/4.0/)
In Brunei lässt es sich gut leben: keine Einkommenssteuern, kostenlose Bildung und medizinische Versorgung. Der grosszügige Wohlfahrtsstaat ist jedoch eine absolute Monarchie mit strengen Scharia-Gesetzen. Sultan Hassanal Bolkiah ist der dienstälteste Monarch der Welt. Er regiert Brunei als absoluter Herrscher, lebt im grössten Palast der Welt und soll die grösste private Autosammlung besitzen. Den Reichtum verdankt das kleine Sultanat Öl- und Gasvorkommen. Auch die Einwohnerinnen und Einwohner profitieren davon: Sie müssen keine Einkommenssteuer bezahlen, Spitalbesuche und Schulen sind kostenlos. Für internationale Schlagzeilen und Empörung sorgte das Sultanat, als es vor einigen Jahren die Scharia verschärfte. Seither droht etwa Homosexuellen theoretisch die Todesstrafe durch Steinigung. In Brunei selbst fühlen sich viele vom Ausland missverstanden. Der pensionierte Saifful bringt es auf den Punkt: «Das Einzige, was den Menschen in Brunei fehlt, ist die Freiheit. Aber mehr Freiheit hat ihren Preis – was wir jetzt haben, ist gut genug.» Freiheit gegen Wohlfahrt: Für viele scheint der Tausch fair zu sein. Offene Kritik am System ist tabu.
In Brunei lässt es sich gut leben: keine Einkommenssteuern, kostenlose Bildung und medizinische Versorgung. Der grosszügige Wohlfahrtsstaat ist jedoch eine absolute Monarchie mit strengen Scharia-Gesetzen. Sultan Hassanal Bolkiah ist der dienstälteste Monarch der Welt. Er regiert Brunei als absoluter Herrscher, lebt im grössten Palast der Welt und soll die grösste private Autosammlung besitzen. Den Reichtum verdankt das kleine Sultanat Öl- und Gasvorkommen. Auch die Einwohnerinnen und Einwohner profitieren davon: Sie müssen keine Einkommenssteuer bezahlen, Spitalbesuche und Schulen sind kostenlos. Für internationale Schlagzeilen und Empörung sorgte das Sultanat, als es vor einigen Jahren die Scharia verschärfte. Seither droht etwa Homosexuellen theoretisch die Todesstrafe durch Steinigung. In Brunei selbst fühlen sich viele vom Ausland missverstanden. Der pensionierte Saifful bringt es auf den Punkt: «Das Einzige, was den Menschen in Brunei fehlt, ist die Freiheit. Aber mehr Freiheit hat ihren Preis – was wir jetzt haben, ist gut genug.» Freiheit gegen Wohlfahrt: Für viele scheint der Tausch fair zu sein. Offene Kritik am System ist tabu.
The Memorandum of Understanding on peace between the USA and Iran was signed by President Trump at a sumptuous dinner at the Palace of Versailles. But there is now criticism from everywhere — not of the food presented, but of the content of the thin document. Dieter Herrmann, editor-in-chief of the Woche in Australien, is also not happy. - Die Absichtserklärung über einen Frieden zwischen den USA und Iran wurde von Präsident Trump bei einem prunkvollen Dinner im Palast von Versailles unterzeichnet. Doch von überall gibt es jetzt Kritik – nicht am dargebotenen Essen, sondern an dem Inhalt des dünnen Dokuments. Auch Dieter Herrmann, Chefredakteur der WOCHE IN AUSTRALIEN, ist nicht glücklich.
Heute sprechen wir über Literatur und Musik. Zunächst berichten wir über den Besuch des Schriftstellers Radek Knapp in Warschau. Anschließend setzen wir unsere Sendereihe „Chopin in Warschau“ fort und besuchen den Zamoyski-Palast, einen Ort, der mit einer der symbolträchtigsten Episoden der polnischen Kulturgeschichte verbunden ist.
Detjen, Stephan www.deutschlandfunk.de, Informationen am Abend
Die Tore des Buckingham Palace sind verschlossen. Die Wachen stehen vor den Mauern. Doch auch sie können nicht verhindern, dass immer wieder neue Geschichten aus dem Inneren der Monarchie an die Öffentlichkeit dringen. Jahrzehnte nach den ersten Vorwürfen werfen ehemalige Sicherheitsbeamte und neue Aussagen erneut die Frage auf: Was wusste Queen Elizabeth II. wirklich über das Privatleben ihres Sohnes Andrew? In dieser Folge BRITPOD – England at its best spricht Alexander-Klaus Stecher gemeinsam mit Königshausexperte Andy Englert über die Rolle der Queen im Fall Andrew Mountbatten-Windsor. Während Andrew seine Titel und öffentlichen Aufgaben längst verloren hat, rückt zunehmend die Frage in den Mittelpunkt, was im Buckingham Palace bekannt war und wer über Jahre hinweg wegsah. Ehemalige Sicherheitsbeamte berichten von einem ständigen Kommen und Gehen von Frauen im Palast. Gleichzeitig geht es um Andrews Verbindungen zu Jeffrey Epstein, die millionenschwere Einigung im Fall Virginia Giuffre und die Bemühungen der Queen, weiteren Schaden vom Königshaus abzuwenden. Auch die Rolle von Prinz Philip sowie mögliche Ermittlungen und neue Vorwürfe werden eingeordnet. Darüber hinaus richtet sich der Blick auf die Folgen für das Haus York. Die Prinzessinnen Beatrice und Eugenie stehen bis heute im Schatten der Affäre, obwohl gegen sie selbst keinerlei Vorwürfe bestehen. Die Geschichte zeigt, wie eng familiäre Loyalität, öffentlicher Druck und der Ruf der Monarchie miteinander verbunden sind. Wusste Queen Elizabeth II. mehr, als jemals öffentlich bekannt wurde? Wer schützte Andrew über Jahre hinweg? Und wie sehr belastet die Affäre das Ansehen der Royal Family bis heute? BRITPOD – England at its best. WhatsApp: Du kannst Alexander und Claus direkt auf ihre Handys Nachrichten schicken! Welche Ecke Englands sollten die beiden mal besuchen? Zu welchen Themen wünschst Du Dir mehr Folgen? Warst Du schon mal in Great Britain und magst ein paar Fotos mit Claus und Alexander teilen? Probiere es gleich aus: +49 8152 989770 - einfach diese Nummer einspeichern und schon kannst Du BRITPOD per WhatsApp erreichen. BRITPOD – England at its best. Ein ALL EARS ON YOU Original Podcast.
Ein Palast mit Bowlingbahn, Disco und 10.000 Lampen. Für die einen das Herz der DDR, für die anderen ein Symbol der Diktatur. Der Palast der Republik stand einst mitten in Berlin – und kaum ein Gebäude hat die Menschen so gespalten. Warum wurde er gebaut? Weshalb musste er wieder verschwinden? Und was verrät der Streit um seinen Abriss über das vereinigte Deutschland? Die Geschichte eines Hauses, das bis heute Emotionen weckt – in dieser Folge. Folge 331 des rbb 88.8 Podcasts „100 % Berlin“.
Vor den Toren Londons erhebt sich ein Palast, in dessen Mauern sich einige der dramatischsten Geschichten der britischen Geschichte abgespielt haben. Hampton Court Palace war über zwei Jahrhunderte hinweg Residenz von Königen und Königinnen, Schauplatz politischer Intrigen, rauschender Feste und tragischer Schicksale. Und für viele Besucher ist es bis heute einer der unheimlichsten Orte Englands. In dieser Folge BRITPOD – England at its best nehmen Euch Alexander-Klaus Stecher und Claus Beling mit nach Hampton Court Palace. Hier herrschte Heinrich VIII., hier wandelten seine berühmten Ehefrauen durch die endlosen Gänge des Palastes, und hier soll bis heute der Geist von Catherine Howard erscheinen. Die junge Königin wurde wegen angeblicher Untreue verhaftet und später hingerichtet. Der Legende nach läuft sie noch immer schreiend durch die sogenannte „Haunted Gallery“, auf der verzweifelten Suche nach Gnade. Besucher berichten bis heute von einer seltsamen Atmosphäre an genau diesem Ort. Doch Hampton Court ist weit mehr als eine Geistergeschichte. Alexander und Claus erkunden die gewaltige Great Hall mit ihrem beeindruckenden Hammerbalkendach, besuchen die historischen Küchen, in denen einst hunderte Mitarbeiter täglich Mahlzeiten für den königlichen Hof zubereiteten, und entdecken einen der ältesten Tennisplätze der Welt. Lange bevor Wimbledon existierte, spielte Heinrich VIII. hier bereits eine frühe Form des Tennissports. Außerdem führt die Reise zu Thomas Wolsey, dem mächtigen Kardinal, der den Palast ursprünglich errichten ließ, zu Elisabeth I., die hier königliche Empfänge veranstaltete, und zu Charles I., der während des Englischen Bürgerkriegs in Hampton Court festgehalten wurde und der Überlieferung nach sogar kurz vor seiner Hinrichtung noch Tennis gespielt haben soll. WhatsApp: Du kannst Alexander und Claus direkt auf ihre Handys Nachrichten schicken! Welche Ecke Englands sollten die beiden mal besuchen? Zu welchen Themen wünschst Du Dir mehr Folgen? Warst Du schon mal in Great Britain und magst ein paar Fotos mit Claus und Alexander teilen? Probiere es gleich aus: +49 8152 989770 - einfach diese Nummer einspeichern und schon kannst Du BRITPOD per WhatsApp erreichen. BRITPOD – England at its best. Ein ALL EARS ON YOU Original Podcast.
Hennig, Silke www.deutschlandfunkkultur.de, Lesart
Hennig, Silke www.deutschlandfunkkultur.de, Lesart
Lesart - das Literaturmagazin (ganze Sendung) - Deutschlandfunk Kultur
Hennig, Silke www.deutschlandfunkkultur.de, Lesart
Nach dem epischen Sieg über Kobold Charos Ashvoice im Vulkan steuern unsere Helden Faruk, Vinnie und Gumo mit dem „Flotten Hecht“ direkt auf die düstere, von Zombies und Geistern belagerte Metropole Cantara zu. Während dichte Dämmerung hereinbricht und knallharte Gold-Verhandlungen mit Bootsführer Karpfen Heiko anstehen, soll das mächtige St. Georgius Zepter im umkämpften Stadtkern endlich den untoten Ausnahmezustand beenden. Ein genialer Plan teilt die Gruppe auf: Ein scheinbar hochintelligenter Gumo führt das Bodenteam durch die Gassen zum Palast, während Vinnie und Sandrich auf einer fliegenden Riesenfliege den Luftweg wählen. Aber wird das gut ausgehen?Special Guest: Hinnerk Köhn / @hinnerkkoehnVMD Liveshow 12.09.: TicketsPatreon: https://www.patreon.com/verpruegeltmitxMerch: https://vmx-shop.myspreadshop.deJetzt auch auf YouTube: VMD auf YouTubeJonas Links: https://www.linktr.ee/JonasImamComedyIvans Links: https://www.linktr.ee/ivan.thiemeFalks Links: https://www.linktr.ee/falk.pyrczekWir sind auf Twitch: https://www.twitch.tv/vmxstudiosWir haben einen Discord-Server: VMX PunchiesBesucht uns auf Instagram: https://www.instagram.com/vmd.podcast/
Einige Jahre verbringen Pon, Maprao und ihre Familien im Palast. Dann kommt es zur Revolution, es gibt keinen König mehr. Die Familien kehren nach Hause zurück. Mit Chom Pu! Aus der OHRENBÄR-Hörgeschichte: Der weiße Elefant (Folge 7 von 7) von David Neuhäuser. Es liest: Mathias Schlung. ▶ Mehr Hörgeschichten empfohlen ab 6: https://www.ohrenbaer.de/podcast/empfohlen-ab-6.html ▶ Mehr Infos unter https://www.ohrenbaer.de & ohrenbaer@rbb-online.de
Nehls, Anja www.deutschlandfunkkultur.de, Länderreport
Innenminister Dobrindt veröffentlicht Polizeiliche Kriminalstatistik 2025: Rückgang bei Kriminalität und Zunahme von Sexualdelikten, Luftfahrtbranche fordert europaweiten Krisenplan zur Sicherstellung der Versorgung von Kerosin, Pakistans Hauptstadt Islamabad bereitet sich für mögliche weitere Verhandlungsrunde zwischen Iran und den USA vor, Sieger bei der vorgezogenen Parlamentswahl in Bulgarien ist Rumen Radew, Russland nimmt deutsche Bundesbürgerin wegen Terrorverdachts fest, Brasilianischer Präsident Lula besucht Hannover Messe mit Bundeskanzler Merz, Vor 50 Jahren eröffnet in der DDR der Palast der Republik, Buckelwal in der Ostsee liegt erneut auf einer Sandbank, Das Wetter
Vor 50 Jahren, am 23. April 1976, wurde der Palast der Republik in Berlins Zentrum feierlich eröffnet. Eine neue rbb-Dokumentation zeichnet die 14jährige Nutzung eines Gebäudes nach, das auch Jahrzehnte nach seinem Abriss noch immer viele Menschen bewegt. Von Harald Asel
Auf dem Sandringham-Anwesen wird umgebaut. Ein abgelegenes Farmhaus wird renoviert, Leitungen erneuert, Räume vorbereitet – als neues Zuhause für Andrew Mountbatten, ehemals Prinz Andrew. Der Bruder des Königs muss seine bisherige Residenz, die Royal Lodge, verlassen. Doch der Umzug stockt. Berichte über hohe Umbau-Kosten, zusätzliche Wünsche und anhaltende Forderungen sorgen für neuen Ärger im Königshaus. Aus einer internen Entscheidung wird erneut ein öffentliches Thema – und ein Symbol für den anhaltenden Konflikt rund um den gefallenen Royal. In dieser Folge BRITPOD – England at its best spricht Alexander-Klaus Stecher mit Königshausexperte Andy Englert, stellvertretender Chefredakteur von "Frau im Spiegel" und "Frau im Spiegel Royal". Im Zentrum stehen die aktuellen Entwicklungen rund um Andrew: Sein erzwungener Rückzug, die Spannungen mit König Charles III. und die Frage, wie konsequent der Palast inzwischen handelt. Dabei entsteht ein vielschichtiges Bild der Monarchie hinter den Kulissen. Während Andrew durch Luxusansprüche und Uneinsichtigkeit auffällt, steht das Vermächtnis von Queen Elizabeth II. für eine andere Haltung, geprägt von Pflichtbewusstsein, Bescheidenheit und klaren Regeln im Umgang mit Öffentlichkeit und Rolle. Und es geht um die größere Dimension dieses Falls: Wie geht eine Institution wie die britische Monarchie mit einem ehemaligen Mitglied um, das zunehmend zur Belastung wird? Welche Rolle spielt König Charles zwischen familiärer Verantwortung und öffentlicher Erwartung? Und wie prägt der Fall Andrew das Bild der Royals in Großbritannien und darüber hinaus? BRITPOD - England at its best WhatsApp: Du kannst Alexander und Claus direkt auf ihre Handys Nachrichten schicken! Welche Ecke Englands sollten die beiden mal besuchen? Zu welchen Themen wünschst Du Dir mehr Folgen? Warst Du schon mal in Great Britain und magst ein paar Fotos mit Claus und Alexander teilen? Probiere es gleich aus: +49 8152 989770 - einfach diese Nummer einspeichern und schon kannst Du BRITPOD per WhatsApp erreichen. BRITPOD – England at its best. Ein ALL EARS ON YOU Original Podcast.
Der Kommunalwahlkampf in Frankreich ist zugleich der Auftakt für die Präsidentschaftswahl 2027. Mit dem nahenden Ende der Amtszeit von Emmanuel Macron zeigen sich Risse und Abspaltungen in der politischen Mitte, aber auch im linken und rechten Lager. Detjen, Stephan www.deutschlandfunk.de, Hintergrund
Am Himmel über China findet man den blauen Drachen des Ostens und diverse andere Wundertiere. Der Mond hat 28 Wohnsitze und der Kaiser einen eigenen Palast. Mehr über die Sterne des alten China erfahrt ihr in der neuen Folge der Sternengeschichten. STERNENGESCHICHTEN LIVE TOUR in D und Ö: Tickets unter https://sternengeschichten.live Wer den Podcast finanziell unterstützen möchte, kann das hier tun: Mit PayPal (https://www.paypal.me/florianfreistetter), Patreon (https://www.patreon.com/sternengeschichten) oder Steady (https://steadyhq.com/sternengeschichten) Sternengeschichten-Hörbuch: https://www.penguin.de/buecher/florian-freistetter-sternengeschichten/hoerbuch-mp3-cd/9783844553062
Deutschland, Österreich, Liechtenstein und die Schweiz wollen den Handel in Europa weiter vereinfachen. Konkret verspricht Deutschland beim Vierertreffen am Freitag in Zürich, sich dafür stark zu machen, dass Schweizer Produkte gleich behandelt werden, wie solche aus der EU. Weitere Themen: Im nächsten Jahr wählt Italien. Doch mit dem geltenden Wahlrecht könnte Regierungschefin Giorgia Meloni ihre Mehrheit im Parlament verlieren. Deshalb hat ihre Regierungskoalition nun einen Vorschlag für ein neues Wahlgesetz präsentiert. In Paris wird beim Concours de la meilleure Baguette de Paris jedes Jahr neu entschieden, wer das beste Baguette der Stadt macht. Dabei geht es nicht nur um Ruhm und Ehre. Der Sieger oder die Siegerin bekommt ein Preisgeld von 4000 Euro und darf ein Jahr lang den Elysée-Palast mit Baguettes beliefern.
Welcome to Dungeon Mastering 101, my Dungeon Mastering course based on over 30 years of experience. In this series I will share my failures and successes and the lessons learned along the way. In this episode, I will cover Running the Game: How to Open a Campaign. https://youtube.com/live/byN5-egbWgc Show Notes: Intro Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Deepkolt the 9th. My name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. Why do Campaigns Fail Early? Well, most campaigns don't end — they fade out. Early misalignment is the silent killer for campaigns. The first session sets expectations players will carry for months. This episode is about opening strong before dice ever hit the table. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance media and get $10 by signing up to StartPlaying.Games, using my affiliate links. All links are in the description below. Discussion Segment 1 — What “Opening a Campaign” Actually Means It's not just Session One It's the onboarding experience for your table Opening includes: Session Zero tone and genre alignment social contract character relationships A good opening prevents 80% of future problems Segment 2 — Session Zero That Actually Works Purpose of Session Zero: alignment, not rules lectures What to cover: campaign premise and scope playstyle expectations (RP vs combat vs exploration) scheduling and commitment What to avoid: lore dumps rigid restrictions without context Keep it conversational and collaborative Segment 3 — Setting Tone and Genre Early Tone answers: What kind of story is this? Examples: heroic fantasy dark survival political intrigue Show, don't tell: opening imagery first NPCs early consequences Tone inconsistency causes player confusion Segment 4 — Safety Tools Without Awkwardness Why safety tools matter: trust creates freedom Common tools: Lines and Veils X-Card Open Door policy How to present them: briefly calmly without apology Safety is not censorship — it's clarity Segment 5 — Creating Party Bonds That Matter The party must have a reason to exist Avoid: “you all meet in a tavern” with no glue Tools for bonds: shared history mutual debts common enemies Ask players to define connections between characters Segment 6 — Aligning Character Concepts With the Campaign Characters should fit the game, not fight it Help players: refine backstories tie goals into the setting Say “yes, but” instead of “no” Alignment prevents spotlight friction later Segment 7 — Ending Session Zero With Momentum Session Zero shouldn't feel like admin End with: a hook a looming problem a shared question Players should leave excited, not exhausted Segment 8 — The DM101 Mindset Shift You are not pitching a product You are building a social experience A strong opening is about listening as much as talking Collaboration beats control every time Closing Takeaway Opening a campaign is about trust, tone, and buy-in Do this well, and everything that follows is easier Skip it, and you'll be fixing problems for months Outro And that's it for this episode of Dungeon Mastering 101, Running the Game: How to Open a Campaign. Do you have any tips or tricks based on your experience as a player or Dungeon Master? Was I off base on any of my suggestions? Feel free to email me at info@dlsaga.com or leave a comment below. Thank you for tuning in. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance Gaming materials, using my affiliate link. All links are in the description below. Thank you Creator Patron Aaron Hardy, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube Members! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).
1990 wird der Palast der Republik wegen Asbest geräumt. Es folgt eine 15-jährige Debatte über deutsche Identität, die auch mit dem Abriss-Start am 6.2.2006 nicht endet. Von Susanne Rabsahl.
Welcome to Dungeon Mastering 101, my Dungeon Mastering course based on over 30 years of experience. In this series I will share my failures and successes and the lessons learned along the way. In this episode, I will cover Core Foundations: Worldbuilding Without Getting Lost. https://youtube.com/live/XJxgn4_xFRU Show Notes Intro Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Deepkolt the 2nd. My name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. Somewhere out there is a Dungeon Master with three notebooks of lore… a detailed pantheon… a map with trade routes… …and no campaign. Worldbuilding is one of the greatest joys of being a Dungeon Master — and one of the fastest ways to stall a game before it ever begins. This is Dungeon Mastering 101, and today we're talking about worldbuilding without getting lost — how to build only what you need, and how to turn your setting into a tool, not a burden. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance media and get $10 by signing up to StartPlaying.Games, using my affiliate links. All links are in the description below. Discussion Segment 1 — The Worldbuilding Trap New Dungeon Masters often believe: “I need to build the whole world before we play.” You don't. In fact, overbuilding can: delay starting the game lock you into ideas that don't serve the table make improvisation harder, not easier Worldbuilding should serve play, not replace it. Segment 2 — Start Where the Characters Are The only part of the world that matters is: where the characters are what they care about what's about to happen Everything else is optional. Build outward in concentric circles: The immediate location Nearby threats or opportunities Distant forces that might matter later If the players can't reach it, they don't need it yet. Segment 3 — Build in Broad Strokes, Not Detail Think in impressions, not encyclopedias. Instead of: “The Kingdom of Valen has a three-tier tax system…” Use: “Valen is rich, paranoid, and ruled by bureaucracy.” Broad strokes: give you flexibility are easier to remember invite player interpretation Details should emerge through play, not prep. Segment 4 — Turn the World Into a Problem Generator A good setting creates problems, not just flavor. Ask: Who wants something they can't have? What is about to break? What happens if no one intervenes? Worldbuilding works best when: factions collide values conflict power is unstable If nothing is in tension, the world is static. Segment 5 — Let Players Help Build the World Your players are an untapped resource. Ways to involve them: Ask where their character is from Let them name places or NPCs Tie backstory into existing conflicts This does two things: reduces your workload increases player investment Shared ownership makes the world feel alive. Segment 6 — Reusable Worldbuilding Smart worldbuilding can be reused endlessly. Create: factions instead of organizations themes instead of histories NPC roles instead of fixed characters Example: “Corrupt local authority” can appear in: a village a city a kingdom Reuse patterns — reskin details. Segment 7 — Maps Are Optional Maps are tools, not requirements. You only need a map when: location matters tactically travel choices are meaningful players ask for one Otherwise: verbal geography is enough sketches beat perfection imagination fills the gaps Never let cartography stop play. Segment 8 — Worldbuilding as a Play Aid Ask yourself: “How does this help me run the game?” Good worldbuilding helps you: improvise NPC reactions answer player questions create consequences quickly If a detail doesn't make play easier, cut it. Segment 9 — The DM101 Mindset Shift Here's the key mindset change: You are not creating a world to be admired. You are creating a world to be used. Your setting is: flexible incomplete responsive A living world grows in response to player action — not prep time. Worldbuilding doesn't need to be big to be meaningful. Start small. Build outward. Let play do the heavy lifting. When your world exists to support the table, you'll never feel lost in it again. Outro And that's it for this episode of Dungeon Mastering 101, Core Foundations: Worldbuilding Without Getting Lost Do you have any tips or tricks based on your experience as a player or Dungeon Master? Was I off base on any of my suggestions? Feel free to email me at info@dlsaga.com or leave a comment below. Thank you for tuning in. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance Gaming materials, using my affiliate link. All links are in the description below. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube Members! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).
Welcome to Dungeon Mastering 101, my Dungeon Mastering course based on over 30 years of experience. In this series I will share my failures and successes and the lessons learned along the way. In this episode, I will cover Core Foundations: What Makes a Session Fun? https://youtube.com/live/s0Zt6WK6zZA Show Notes: Intro Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Newkolt the 26th. My name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. You can run a session where everything goes right on paper…and still walk away thinking, Why did that feel flat? Fun isn't about perfect rules calls. It's not about clever plot twists. And it's definitely not about doing voices. Fun is about how players feel in the moment. This is Dungeon Mastering 101, and today we're breaking down what actually makes a session fun — and how to recognize it while it's happening. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance media and get $10 by signing up to StartPlaying.Games, using my affiliate links. All links are in the description below. Discussion Segment 1 — Fun Is Psychological, Not Mechanical New Dungeon Masters often chase content. More encounters. More NPCs. More lore. But fun doesn't come from quantity — it comes from engagement. Players feel engaged when: they anticipate what's coming their choices matter the tension rises and falls naturally If you understand the psychology behind that, you can make almost any session fun — even when things go off the rails. Segment 2 — Tension: The Engine of Fun Tension is the fuel that drives engagement. Not stress — uncertainty. Players lean forward when they don't know: if a plan will work what an NPC will say whether the fight will turn How to create tension: Ask questions instead of giving answers Delay outcomes just long enough to matter Put something at risk — time, resources, reputation If nothing is uncertain, nothing is exciting. Segment 3 — Anticipation: Letting the Moment Breathe Anticipation is tension stretched over time. Players love: doors they haven't opened yet secrets hinted at but not revealed threats they know are coming How to use anticipation: Foreshadow dangers End scenes just before resolution Let players speculate out loud If players are theorizing between turns, you're doing it right. Segment 4 — Stakes: Why This Moment Matters Stakes answer the question: “Why should I care?” Stakes don't have to be lethal. They just have to be meaningful. Examples of stakes: a trusted NPC's reputation a character's belief or value losing time or opportunity Tip for new DMs: If players don't react emotionally, the stakes aren't clear enough. Say them out loud. Segment 5 — Autonomy: Let Players Drive Players have fun when they feel in control. Autonomy means: meaningful choices multiple valid solutions freedom to fail forward How to support autonomy: Avoid “correct” answers Let plans succeed imperfectly React to player ideas instead of redirecting them When players feel railroaded, fun collapses — even if the story is good. Segment 6 — Spotlight Sharing: Everyone Gets a Turn Fun dies when someone disappears for too long. Spotlight sharing is not equal time — it's intentional attention. How to manage spotlight: Rotate focus naturally between players Ask quiet players direct but gentle questions Let loud players shine, then move on A simple DM habit: Ask yourself, Who hasn't mattered in the last 10 minutes? Segment 7 — Pacing: The Rhythm of a Session Every good session has rhythm. Fast moments: combat arguments escapes Slow moments: reflection roleplay discovery Problems happen when pacing gets stuck. How to fix pacing mid-session: Speed up by summarizing Slow down by zooming in Cut scenes early if energy drops You are conducting, not controlling. Segment 8 — Reading the Room This is the skill that separates good DMs from great ones. Signs players are engaged: leaning forward interrupting with ideas talking in character Signs energy is dropping: phones appear silence stretches rules questions increase When you see it: change the scene introduce a decision raise or release tension You don't need to know why — you just need to respond. Segment 9 — The DM101 Mindset Shift Here's the mindset that makes this manageable: You are not responsible for being entertaining. You are responsible for facilitating engagement. That means: watching reactions adjusting in real time letting go of prep when needed A fun session is a conversation — not a performance. Closing Takeaway Fun is not accidental. It's built from: tension anticipation meaningful stakes player autonomy shared spotlight thoughtful pacing And above all, attention. If you can read the room and respond honestly, your sessions will feel alive — even when nothing goes as planned. Outro And that's it for this episode of Dungeon Mastering 101, Core Foundations: What Makes a Session Fun? Do you have any tips or tricks based on your experience as a player or Dungeon Master? Was I off base on any of my suggestions? Feel free to email me at info@dlsaga.com or leave a comment below. Thank you for tuning in. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance Gaming materials, using my affiliate link. All links are in the description below. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube Members! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).
Welcome to Dungeon Mastering 101, my Dungeon Mastering course based on over 30 years of experience. In this series I will share my failures and successes and the lessons learned along the way. In this episode, I will cover Core Foundations: Understanding Player Motivations. https://youtube.com/live/g-r-PdSim_Y Show Notes Intro Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Newkolt the 19th. My name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. You can have a beautifully designed world. Balanced encounters. Deep lore. And still have a table that feels bored. That's because players don't engage with content — they engage with what motivates them. If you've ever wondered why one player lights up during combat while another checks out, or why a puzzle excites one person and frustrates someone else, today's episode is for you. This is Dungeon Mastering 101, and today we're talking about Understanding Player Motivations. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance media and get $10 by signing up to StartPlaying.Games, using my affiliate links. All links are in the description below. Discussion Segment 1 — Why Motivation Matters More Than Mechanics Most new Dungeon Masters focus on rules mastery. But rules don't create engagement. Motivation does. Every player comes to the table looking for something different: excitement story mastery connection chaos When a game works, it's not because everyone wants the same thing — it's because the DM knows what each player wants and creates space for it. Understanding motivation turns guesswork into intention. Segment 2 — The DM101 Motivation Model (8 Types) Let's establish the framework. No player fits into only one category, but most players lean strongly toward one or two. These motivations are not labels — they are tools. The eight DM101 motivation types are: Combat Story Social Puzzle Power Discovery Character-Driven Chaos / Thrill Your job is not to please everyone all the time — it's to rotate spotlight intentionally. Segment 3 — Combat-Motivated Players Combat-motivated players want: tactical depth meaningful choices visible consequences They engage when: positioning matters enemies behave intelligently victories feel earned How to support them: Add terrain and objectives to fights Vary enemy tactics Let combat outcomes affect the story Combat players are not murderhobos — they are problem-solvers through conflict. Segment 4 — Story-Motivated Players Story-motivated players care about: narrative continuity themes cause and effect They engage when: choices matter long-term the world remembers what happened actions have moral weight How to support them: Reference past events Let NPCs evolve Show consequences over time These players want to feel like they're inside a living story, not a sequence of quests. Segment 5 — Social-Motivated Players Social players thrive on: roleplay conversation influence They engage when: NPCs feel real dialogue changes outcomes relationships matter How to support them: Give NPCs goals, not scripts Allow talking to replace fighting Let reputation shape the world Social players don't want to “win” conversations — they want to change people. Segment 6 — Puzzle-Motivated Players Puzzle players enjoy: logic riddles systems They engage when: problems have multiple solutions clues reward attention thinking beats brute force How to support them: Present mysteries, not just locks Offer layered clues Allow creative solutions Important note: Never lock progress behind a single puzzle solution — frustration kills momentum. Segment 7 — Power-Motivated Players Power players want: growth mastery competence They engage when: abilities matter progression feels meaningful success is visible How to support them: Let characters shine at what they're good at Use enemies that highlight strengths Tie advancement to narrative moments Power players aren't selfish — they're expressing fantasy fulfillment. Segment 8 — Discovery-Motivated Players Discovery players love: lore exploration secrets They engage when: the world feels deep curiosity is rewarded unanswered questions exist How to support them: Seed rumors and mysteries Hide lore in the environment Let exploration change understanding Discovery players make the world feel bigger. Segment 9 — Character-Driven Players Character-driven players focus on: identity personal growth internal conflict They engage when: backstory matters choices challenge beliefs arcs evolve naturally How to support them: Ask “What would this cost emotionally?” Tie personal stakes into larger events Let characters change These players are here for transformation. Segment 10 — Chaos / Thrill-Motivated Players Chaos players want: unpredictability excitement surprise They engage when: anything could happen rules bend for fun the table laughs How to support them: Embrace wild ideas occasionally Use unexpected twists Channel chaos, don't suppress it Chaos players provide energy — manage it, don't fight it. Segment 11 — Using Motivations to Tune Your Game Here's the practical application. For campaigns: Identify each player's top two motivations Make sure each appears regularly Avoid letting one dominate constantly For encounters: Mix motivations inside single scenes Add social choices to combat Hide lore inside puzzles Let chaos moments exist safely Balance is achieved over time, not per session. Segment 12 — The DM101 Mindset Shift Here's the core philosophy: Players aren't difficult — they're motivated differently. Once you understand that, frustration turns into clarity. You stop asking: “Why don't they care about this?” And start asking: “Who is this for?” That question changes everything. Outro And that's it for this episode of Dungeon Mastering 101, Core Foundations: Understanding Player Motivations! Do you have any tips or tricks based on your experience as a player or Dungeon Master? Was I off base on any of my suggestions? Feel free to email me at info@dlsaga.com or leave a comment below. Thank you for tuning in. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance Gaming materials, using my affiliate link. All links are in the description below. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, and Developer Patrons Chris Androu & Sam Ruiz! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).
Join me as I review The Thieves’ Guild by Jeff Crook live! Share your thoughts on this second novel in the Dragonlance Crossroads series, released by Wizards of the Coast on December 1, 2000. You can buy a copy here: https://amzn.to/49nFYto https://youtube.com/live/qMIRuk1R5lE About The Thieves’ Guild Palanthas, Jewel of Ansalon, City of Seven Circles, heart of the old Solamnic empire. For three thousand years she has shone as a becaon to the world. Even now, ruled by the Knights of Neraka, she glitters in the night. Yet at the core of the gleaming city lies a dark center: the Thieves’ Guild. Though the Dark Knights ruthlessly crushed the guild beneath an iron heel, a stronger, darker guild has arisen. Now it’s intent on recovering its lost treasures and power. And nothing will stand in its way. Review Intro Welcome to another DragonLance Saga review episode. It is Palast, Newkolt the 19th. My name is Adam and today I am going to give you my review of The Thieves’ Guild by Jeff Crook. I would like to take a moment and thank the DLSaga members and Patreon patrons, and invite you to consider becoming a member or patron. You can even pick up Dragonlance media or get $10 by signing up to StartPlaying.Games using my affiliate links. This is my perspective only, and if you have any thoughts or disagree with mine, I invite you to share them in YouTube chat. Review This is such a well written story thus far. We are presented with Palanthas under the rule of the Knights of Takhisis. They have routed the Thieves Guild, murdering them all, nearly, in one night. Years later a wealthy merchant has a shipment of a rare herb powder arriving that was paid for by Mistress Jenna of the Red Robes. This powder comes from the Dragon Isles and is very expensive. It is naturally a target for thieves. As Cael Oronstaff infiltrates the merchants home during his Spring Dawning eve party, he comes across another thief who already has the substance. He takes it from Alynthia Krath-Mal, a high ranking thief in the new thieves guild, and escapes. The next day the Lord High Justice, Sir Arach Jannon, a Thorn Knight, arrives to investigate as does Jenna. They discover the thief used magic and killed another thief. They believe it is an associate of a blacksmith that recently rebarred the merchant’s windows. The Spring Dawning festival proceeds with Cael visiting his dwarven friend Kharzog. They go to the festival together and hear Sir Elstone Kinsaid, the Lord Knight of Palanthas read a declaration from Sir Morham Targonne, the Lord of Knight. He declares the Knights of Takhisis are now the Knights of Neraka. No one seems to care, and the festival continues unabated. Cael is confronted by Alynthia and a band of thieves who chase him into the sewers and eventually capture him. He is brought before Mulciber, the Thief Guild's master and sentenced to death for stealing from them and selling it to someone else. As Cael is responsible for other thieves’ deaths, Alynthia requests to own him and train him to be guild thief. THey eventually agrees on the provision he can steal the Potion of Shonlay for the guild. She agrees and they disperse. Sir Kinsaid commands Sir Jannon to find this Cael thief and deliver him so Mistress Jenna will leave him alone. Weeks later, Cael has been training with the Thieves Guild, learning how to work with their tactics. He is sent on a test in the sewers, to the heart of Palanthas, which is an old dwarven home, Cold Forge or Kal Thax as they call it. Within they have to pass a series of tests to fully join the guild, but only a few have ever passed them. THey get split up as the Knights are searching for Cael in the tunnels, and he and one of the thieves sneak into a beast’s lair, who kills his partner and he kills it in return, discovering the secret door. He is denied entry by Alynthia who admonishes him for leaving the group he was sent in here with and ending with a dead partner. Mistress Jenna meets Arach Jannon to tell him the Thieves Guild is set to raid her store, and while he adamantly denies there is a Thieves Guild, he agrees to ambush the intruders. As the thieves enter for the potion of Shonlay, their attempt is thwarted by Jenna’s magic and they narrowly escape, with Cael and Alynthia being chased around the city by the Lord high Justice and his men. They are consistently on their tail. They enter shoikan grove to hide, then end up sneaking out of the old town and splitting up. Alynthia is caught by the knights and Cael saves her by running them off. As she goes to flee, the alley erupts, attacking the knights. As Cael tries to escape he is caught and sentenced to death by slow torture. He is imprisoned in the dungeons. He is rescued a month later by the gnome Gimzig and Alynthea. As they are escaping in the sewers, Gimzig is attacked and pulled under water by a sewer beast and Alynthia takes the unconscious Cael to a safehouse. He is sick and unconscious for another month. When he wakes he learns the Thieves Guild labeled them both traitors and are looking for them, as are the Knights of Neraka. Alynthia is convinced if they find a treasure named the reliquary they could earn their way back into the Thieves Guild. Caels doesn’t care, but he swears to help her get it if she helps him get his staff which was taken by Sir Jannon. They break into the Great Library and have Berem show them to the volumes about recovered treasure from years past, in hopes the Reliquary will be annotated. It is not. With nothing to go off of, they turn to retrieving Cael's staff. They break into Jannon’s office and take the staff, inadvertently starting a fire. THey see Mulciber sneak into the keep and they follow him to see it’s actually Alynthia's husband, Captain Oros. It turns out he was behind the fall of the guild years ago and he’s about to make a deal with the Knights to have it fall again if he can keep some treasure. Alynthia refuses to believe it and a dragon spots them, and chases them out of town and into the bay. It leaves them for dead as they slink into a tavern and coincidentally find a childhood protector of Alynthia thought dead who confirms Oros' treasury. She demands to see him face to face and when they search his office they find a note about treasure being transferred to his ship. They go to the ship and find the reliquary and Oros and his minotaur Kolav attack them both. Cael defends the reliquary running into the city and is rescued by the gnome Gimzig! They defeat Kolov and Janon arrives, only to be killed by Kael. Meanwhile Alynthia is brought before the guild and sentenced to death by Mulciber, but then Mulciber counteracts the order, revealing there to have never been a mulciber, as Cael stands there. The guild turns against Oros and captures him. With the guild back in order, and their immediate enemies taken care of, Cael leaves to steal the founders stone and affix it to his dwarven friends gravestone. The knights ask Jenna to get it off the stone, but she refuses saying she isn’t able. But secretly she believes it belongs there. This was a good story, but the time shifts were erratic. Crook clearly realised he had to wrap it all up in a hurry and the third act is just one resolution after the other with contrived solutions and meetings, belying credulity. I did enjoy the story overall, and the suggestion that Cael is Tanis Half-Elven and a sea elf’s son, even having a dragon slaying weapon like his supposed fathers. But ultimately I just have this as fun head canon rather than reality. In any case, if you love Dragonlance, you should definitely read this novel, and if you really like thief stories, you will probably dig this one as well. So give it a read! Outro And that's it for my review of The Thieves’ Guild by Jeff Crook. When do you think of Cael being Tanis' son? Do you like magical artifacts being used in stories like this? And finally, should the Thieves Guild have a happy ending? Feel free to email me at info@dlsaga.com or leave a comment below. I would like to thank Creator Patron Aaron Hardy, Producer Patron Azrael, and Developer Patrons Chris Androu & Sam Ruiz! I would also like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).
Wird das in den 1970er-Jahren von Bruno Giacometti entworfene Bündner Naturmuseum zum «protzigen Palast»? Der Bündner Heimatschutz kritisiert das Um- und Ausbauprojekt für das historische Gebäude in Chur. Weitere Themen: · Fehlende Abrechnung: Nach der letztjährigen Freestyle-Ski- und Snowboard-WM in St. Moritz haben die Verantwortlichen die Bilanz noch immer nicht veröffentlicht. · Flimser Favorit am Laax-Open: Andri Ragettli über nostalgische Gefühle vor dem Heimwettkampf.
Reingehen und rausholen. So springt die US-Regierung gerade mit Venezuela um. Reingehen ohne Rücksicht auf Verluste. Rausholen, was Gewinn verspricht, politisch und finanziell: Den bisherigen Machthaber Maduro von seinem Palast in Caracas direkt auf die Anklagebank in New York. US-amerikanische Gefangene aus venezolanischen Gefängnissen. Das Land Venezuela raus aus seinen Bündnissen mit Russland und China. Und das venezolanische Öl rein in den Besitz von US-Konzernen. So hat Donald Trump seinen Beutezug von langer Hand geplant. Und welche Reserven hat Venezuela? Mit einer heruntergekommenen Öl-Industrie, die zu fördern nur mit großem Aufwand möglich ist. Mit einer unterdrückten Zivilgesellschaft, die zu fördern nicht im Interesse der Mächtigen liegt. Mit einer Übergangsregierung von Gnaden der USA. Und mit einer oppositionellen Friedensnobelpreisträgerin, die den US-Präsident umwirbt. Welche Entwicklung des Landes wird der Ober-Machthaber Trump forcieren. Zulassen oder verhindern? Und wie weit kommt er bei den nächsten Malen mit seiner “Venezuela-Methode“ - wenn er sich, so wie jetzt im selbsterklärten „Hinterhof“ der USA, auch in anderen Räumen der Welt breitmachen will? Darüber spricht Oliver Glaap mit Jesús Renzullo Narváez, Politologe am Giga-Institut für Lateinamerika-Studien, mit Christoph von Marschall, Diplomatischer Korrespondent der Chefredaktion beim „Tagesspiegel“ und USA-Kenner, mit Prof. Kai Ambos, Lehrstuhlinhaber für Internationales Strafrecht und Völkerrecht an der Uni Göttingen und mit der ARD-Südamerika-Korrespondentin Jenny Barke. Podcast-Tipp: ARD Presseclub Im ARD Presseclub diskutieren Journalist*innen über Trumps „neue Weltordnung“. Gäste: Andrew Denison, US-amerikanischer Publizist und Politologe Gesine Dornblüth, freie Journalistin, ehem. Moskau-Korrespondentin Deutschlandradio Shi Ming, freier Journalist und China-Experte Hubert Wetzel, Brüssel-Korrespondent, Süddeutsche Zeitung
Welcome to Dungeon Mastering 101, my Dungeon Mastering course based on over 30 years of experience. In this series I will share my failures and successes and the lessons learned along the way. In this episode, I will cover Core Foundations: The Five Pillars of Running the Table. https://youtube.com/live/5Pq90qF-nYw Show Notes Intro Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Newkolt the 12th, my name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. Most new Dungeon Masters think a good session comes down to one thing: combat. But if every session is only a fight, players burn out. If there's no tension, the world feels flat. And if characters don't grow, the story doesn't stick. Running a great game isn't about doing one thing well — it's about balancing multiple forms of engagement. Today we're breaking down the Five Pillars of Running the Table, and how understanding them can transform the way you run your game. Welcome to Dungeon Mastering 101. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance media and get $10 by signing up to StartPlaying.Games, using my affiliate links. All links are in the description below. Discussion Segment 1 — The Table Is a System, Not a Scene Before we talk about the pillars themselves, we need to reset expectations. A D&D session is not a sequence of encounters. It is a dynamic system made up of: player motivations emotional energy pacing choice and consequence The Five Pillars are not rigid categories — they are lenses. They help you diagnose what a session needs right now. A balanced table feels alive because it shifts focus naturally. Segment 2 — Pillar One: Combat (Tension & Stakes) Combat is not just about tactics and damage. At its best, combat provides: urgency risk visible consequences cinematic payoff For new DMs: Combat should answer the question: What happens if the players fail? Short, meaningful fights are better than long, repetitive ones. Every combat should matter narratively or emotionally. Combat is the pressure cooker of the game — use it intentionally. Segment 3 — Pillar Two: Exploration (Curiosity & Discovery) Exploration is about giving players the freedom to investigate the world. This includes: physical travel dungeons wilderness mysteries environmental storytelling Exploration works when: choices lead to different outcomes information is earned the world reacts to curiosity For new DMs: You don't need maps for everything. Give players meaningful options, not exhaustive detail. Exploration feeds player agency. Segment 4 — Pillar Three: Social Interaction (Connection & Influence) Social interaction is where players test who their characters are. This pillar includes: roleplay negotiation deception persuasion alliances and rivalries Key points for new DMs: NPCs should have goals, not scripts. Let conversations change the world. Reward engagement, not just high rolls. Social scenes turn the world from a backdrop into a relationship. Segment 5 — Pillar Four: Downtime (Reflection & Growth) Downtime is often overlooked — and that's a mistake. Downtime allows: characters to reflect players to breathe consequences to settle the world to move For new DMs: Downtime doesn't need weeks of in-game time. A single evening, festival, or travel montage can count. Use downtime to highlight character priorities. Without downtime, the game becomes exhausting. Segment 6 — Pillar Five: Character Arcs (Meaning & Investment) Character arcs are the emotional backbone of the campaign. They answer: Why does this character care? What do they want? What challenges them personally? For new DMs: You don't need full backstory novels. Look for unresolved questions. Tie character choices to world consequences. When characters grow, players stay invested. Segment 7 — Balancing the Five Pillars You do not need all five pillars in every session. Instead: Rotate focus over multiple sessions. Watch player energy and shift accordingly. Use one pillar to support another. Examples: Exploration leads to combat. Social interaction creates future conflict. Downtime sets up character arcs. Balance is about awareness, not math. Segment 8 — The DM101 Mindset Behind the Pillars Here's the mindset shift that ties everything together: You are not delivering content —you are curating experiences. The Five Pillars exist to serve: player agency emotional pacing shared storytelling Your role is to notice what the table needs and provide the right pillar at the right time. Closing Takeaway Combat excites. Exploration invites. Social interaction connects. Downtime sustains. Character arcs endure. A great Dungeon Master doesn't master one pillar — they learn to balance all five. Once you understand these pillars, you stop asking, “What should happen next?”…and start asking, “What does this table need right now?” That is the heart of Dungeon Mastering 101. Outro And that's it for this episode of Dungeon Mastering 101, Core Foundations: The Five Pillars of Running the Table! Do you have any tips or tricks based on your experience as a player or Dungeon Master? Was I off base on any of my suggestions? Feel free to email me at info@dlsaga.com or leave a comment below. Thank you for tuning in. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance Gaming materials, using my affiliate link. All links are in the description below. Thank you Creator Patron Aaron Hardy and Developer Patron Chris Androu! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).
Der Luxusurlaub in Südafrika kippt plötzlich in ein mulmiges Gefühl, als anredo merkt, dass in seiner Unterkunft irgendetwas ganz und gar nicht stimmt. Basti sitzt derweil im eiskalten Deutschland und kämpft in seiner AI-Wohnung mit Lichtschaltern und innerem Kontrollverlust. Während anredo aus der Sonne Südafrikas sendet und eigentlich nur Urlaub machen wollte, entpuppt sich seine Unterkunft zunehmend als mysteriöser Plünderer-Palast mit sehr eigenwilligem Geschmack. Was zunächst nach High-End-Airbnb klingt, wirft moralische, ästhetische und leicht paranoide Fragen auf. Beobachtet da unten vielleicht ein perverser Spanner im Airbnb jede Bewegung? Oder spielt die Fantasie einfach verrückt, wenn Luxus auf schlechtes Gewissen trifft? Basti hingegen sitzt frierend in Deutschland und berichtet aus seiner neuen AI-Wohnung, in der Lichtschalter eher ein philosophisches Konzept als ein funktionales Element sind. Wer darf drücken, wer nicht: Und warum fühlt sich das Ganze an wie ein Escape Room für Gäste? Zwischen smartem Lichtmanagement und der Angst, aus Versehen das falsche Szenario zu aktivieren, wird klar: Auch Technik kann Persönlichkeit sein. Inspiriert durch die eigenwillige Einrichtung in anredos Elfenbein-Enklave driftet die Folge plötzlich in die Welt von Benjamin Blümchen ab. Was als harmlose Kindheitserinnerung beginnt, entwickelt sich schnell zu einer überraschend ernsten Debatte über Besitz, Verantwortung und die Frage, wem eigentlich was zusteht. Zwischen Nostalgie, Zoo-Logik und sehr erwachsenen Gedankenspielen wird Benjamin plötzlich mehr als nur eine Hörspielikone. Parallel klären die beiden einige wichtige Fragen: Welche Mappenfarbe hatte welches Schulfach? Was macht Basti im Café Extrablatt Mainz? Und wann wird anredo im „Salon Hair-einspaziert“ endlich seinen Fitzek-Gören-Zirkels ausrichten? Diese und alle anderen Episoden #rundfunk17 findet ihr unter anderem bei Apple Podcasts, Spotify, Deezer und als RSS-Feed.
Langsam gesprochene Nachrichten | Deutsch lernen | Deutsche Welle
07.01.2026 – Langsam Gesprochene Nachrichten – Trainiere dein Hörverstehen mit den Nachrichten der DW von Mittwoch – als Text und als verständlich gesprochene Audio-Datei.
Welcome to Dungeon Mastering 101, my Dungeon Mastering course based on over 30 years of experience. In this series I will share my failures and successes and the lessons learned along the way. In this episode, I will cover Core Foundations: What a Dungeon Master Actually Does. https://youtube.com/live/I-yhpqr-sP0 Show Notes Intro Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Newkolt the 5th, my name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. When most people think about being a Dungeon Master, they imagine rules mastery, monster stat blocks, or elaborate worldbuilding binders. But here's the truth: None of those things define what a Dungeon Master actually does. Dungeon Mastering isn't about knowing everything. It isn't about control. And it certainly isn't about telling your story. At its core, being a DM is about facilitating a shared experience between very different people — and doing it with intention. Welcome to Dungeon Mastering 101. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance media, using my affiliate links. All links are in the description below. Discussion Segment 1 — The DM Is Not the Protagonist The first misconception new DMs struggle with is this: “I'm responsible for the story.” You're not. The Dungeon Master is not the hero, not the main character, and not the author of a finished narrative. Your role is to create situations, not outcomes. Your players: make the choices take the risks live with the consequences You provide the structure that allows those choices to matter. Once you let go of the need to control the story, your games immediately improve. Segment 2 — The Five Core Roles of a Dungeon Master A Dungeon Master wears many hats, but most of what you do falls into five core roles. 1. The Facilitator You keep the game moving. This means: setting the pace clarifying options transitioning between scenes managing spotlight time A facilitator doesn't rush players — but also doesn't let momentum die. Your job is to keep the shared experience alive. 2. The Arbiter You interpret rules and make calls. Not perfectly — consistently. Rules exist to support play, not interrupt it. When something is unclear: make a ruling keep the game moving revisit it later if needed Fairness matters more than precision. 3. The World's Voice You describe the environment and its reactions. The world speaks through: weather NPC behavior danger opportunity consequence You don't tell players what to think — you tell them what happens when they act. A living world responds. 4. The Spotlight Manager You decide who gets attention and when. This is subtle, but critical: inviting quieter players into scenes gently limiting dominant voices rotating focus naturally When everyone feels seen, trust forms. When trust forms, engagement follows. 5. The Tone Setter Your energy sets the emotional temperature of the table. Calm → calmExcited → excitedTense → tense Players take their cues from you more than you realize. Managing your own reactions is one of the most important DM skills you'll ever develop. Segment 3 — What a Dungeon Master Is Not Understanding what you don't do is just as important. A DM is not: an adversary a rules lawyer a novelist a referee trying to “win” Conflict exists within the world — not between you and the players. You succeed when the table succeeds. Segment 4 — The Hidden Skill: Decision-Making Most of what a DM does boils down to making decisions under pressure. Every moment behind the screen asks: Does this happen? How hard is it? What reacts? Who goes next? You don't need perfect answers — you need timely ones. Confidence comes from decisiveness, not encyclopedic knowledge. Segment 5 — Responsibility Without Control Here is the balance every DM must learn: You are responsible for: fairness clarity safety momentum You are not responsible for: player choices perfect outcomes saving characters from consequences Great Dungeon Masters respect player agency — even when it leads somewhere unexpected. Segment 6 — The Human Side of the Screen Every player arrives with: different motivations different comfort levels different expectations Your role is not to flatten those differences, but to work with them. Dungeon Mastering is as much about reading people as it is about running a game system. Closing Takeaway Being a Dungeon Master isn't about mastery — it's about presence. You: create structure guide momentum make fair calls and hold space for creativity When you understand what your role actually is, the pressure drops, the game flows, and the experience improves for everyone at the table. This is the foundation. Welcome to Dungeon Mastering 101. Outro And that's it for this episode of Dungeon Mastering 101, Core Foundations: What a Dungeon Master Actually Does! Do you have any tips or tricks based on your experience as a player or Dungeon Master? Was I off base on any of my suggestions? Feel free to email me at info@dlsaga.com or leave a comment below. Thank you for tuning in. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance Gaming materials, using my affiliate link. All links are in the description below. Thank you Creator Patron Aaron Hardy and Developer Patron Chris Androu! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).
Welcome to Dungeon Mastering 101, my Dungeon Mastering course based on over 30 years of experience. In this series I will share my failures and successes and the lessons learned along the way. In this episode, I will cover Advanced Skills, the gateway to DM201. Mini-Arc, From Running Sessions to Shaping Campaigns. https://youtube.com/live/PVSEgLkSGLs Show Notes Intro Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Frostkolt the 29nd, my name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. Today we are going to discuss Running Sessions to Shaping Campaigns in this gateway to DM201, Advanced Skills episode. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance media, using my affiliate links in the description below. Discussion At some point, every Dungeon Master crosses a threshold. You're no longer struggling to keep the game moving. The rules feel comfortable. Improvisation doesn't scare you anymore. And yet — something still feels flat. Advanced Dungeon Mastering isn't about more prep or more complexity. It's about intentional pressure, long-term payoff, and thinking beyond the current session. Welcome to DM201: Advanced Skills. Segment 1 — The Shift from Moment-to-Moment to Long-Form Thinking Beginner DMs think in scenes. Intermediate DMs think in sessions. Advanced DMs think in arcs. Your focus shifts from: “What happens next?” to “What is being set up?” “What will this matter later?” “How do player choices echo forward?” Advanced DMing is about shaping trajectory, not just content. Segment 2 — Designing for Consequence Consequences are what give player choice weight. Advanced consequences are: delayed layered sometimes unseen until much later When designing outcomes, ask: Who notices this? Who benefits? Who is harmed? What does this destabilize? A choice that changes nothing is not a choice. Segment 3 — Foreshadowing That Pays Off Foreshadowing is not hinting — it is preparation. Effective Foreshadowing: is subtle appears more than once feels obvious only in hindsight Plant: rumors symbols recurring NPCs repeated phrases unexplained reactions When the payoff arrives, players should say, “We should have seen this coming.” Segment 4 — Villains With Purpose Advanced villains are not obstacles — they are counter-arguments. A compelling antagonist has: a belief system a vision of a better world methods the players find unsettling reasons to think they are right Ask: What truth does this villain believe? What flaw makes them dangerous? How are they a mirror to the party? The best villains challenge the players ideologically, not just mechanically. Segment 5 — Campaign Structure & Narrative Beats Advanced campaigns are not plotted — they are structured. Think in: arcs, not rails beats, not scripts pressure points, not paths Useful structures: rising tension → rupture → fallout stability → disruption → transformation mystery → revelation → consequence Structure gives freedom meaning. Segment 6 — Player Arcs as Campaign Engines At an advanced level, player characters are not passengers — they are drivers. Use: backstories as unresolved questions relationships as leverage personal goals as story hooks Weave character arcs into: faction conflicts villain motivations world events When the world responds to who the characters are, investment skyrockets. Segment 7 — Managing Complexity Without Overload Advanced play introduces more moving parts — but clarity is still king. Tools: track only what is changing summarize between sessions let factions act off-screen collapse unused threads Complexity should emerge naturally, not all at once. Closing Takeaway Advanced Dungeon Mastering is not about control — it is about cultivation. You plant seeds. You apply pressure. You watch what grows. When you think in arcs, design for consequence, and trust your players to shape the world… you stop running games and start building legacies. Welcome to DM201. Outro And that's it for this episode of Dungeon Mastering 101, Advanced Skills! Do you have any tools and techniques you would like to share? What would you like to see covered in the DM201 series? Feel free to email me at info@dlsaga.com or leave a comment below. Thank you for tuning in. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance Gaming materials, using my affiliate links in the description below. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, and Developer Patrons Chris Androu & Sam Ruiz! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).
Domdechant Monsignore Robert Kleine spricht in seiner Christvesper-Predigt im Kölner Dom über die Bedeutung der Geburt Jesu für die Welt und für jeden Einzelnen. Der Messias, so erklärt er, sei kein König mit Krone, sondern ein Gesalbter – ein "Christus" – der ganz anders in die Welt kommt, als erwartet: nicht in einem Palast, sondern in einem Stall, nicht mit Macht, sondern in Verletzlichkeit.
Welcome to Dungeon Mastering 101, my Dungeon Mastering course based on over 30 years of experience. In this series I will share my failures and successes and the lessons learned along the way. In this episode, I will cover Tools & Techniques. Freeing your attention so you can focus on the players. https://youtube.com/live/1qubh7qpd-M Show Notes Intro Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Frostkolt the 22nd, my name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. Today we are going to discuss freeing your attention so you can focus on the players in this Tools & Techniques episode. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance media, using my affiliate links in the description below. Discussion Core Idea: Tools Exist to Reduce Cognitive Load Every tool you use as a Dungeon Master should serve one purpose: freeing your attention so you can focus on the players. Tools are not there to make the game more complex or impressive. They exist to help you: think less decide faster react more clearly If a tool pulls your attention away from the table, it is not helping you. Principle 1 — Simplicity Beats Cleverness The best tools are easy to remember and fast to apply. Complex systems increase hesitation and slow momentum. A tool that works most of the time is better than one that works perfectly but rarely gets used. Your brain is already busy. Choose tools that respect that reality. Principle 2 — Tools Support Judgment, They Don't Replace It No checklist can replace awareness of table energy. Tools give you structure; you provide discernment. Use tools as scaffolding, not autopilot. A good DM knows when to follow a tool — and when to ignore it. Principle 3 — Momentum Is the Highest Priority Any technique that halts play for long explanations or searching is costing you engagement. Fast rulings, even imperfect ones, maintain immersion. Tools should help you keep the game moving forward. Flow matters more than precision. Principle 4 — Reusability Over Novelty Favor techniques you can use in: combat social scenes exploration downtime Reusable tools reduce prep time and increase confidence. If you can apply it everywhere, it belongs in your toolkit. Core DM Tools & Techniques The 40 / 30 / 30 Prep Rule 40%: situations and conflicts 30%: NPCs, locations, and factions 30%: flexible space for improvisation Prep for possibility, not control. The Encounter Skeleton Every encounter should have: an objective a hook escalating tension a clear exit This structure works for any type of scene. The “Yes, But…” Technique Encourages creativity without removing consequences. Keeps player agency intact. Prevents dead ends. “Yes” keeps the game alive. “But” keeps it interesting. The Three-Question Improv Tool When unsure, ask: What is the most likely outcome? What is the most interesting outcome? What is the most character-driven outcome? Choose based on the needs of the moment. The Spotlight Tracker (Mental or Physical) Notice who has spoken recently. Actively bring quieter players into scenes. Gently limit over-dominant voices. Balance creates trust. The Reincorporation Rule If players fixate on something, bring it back later. It creates the illusion of deep planning. It rewards curiosity. Interest is a signal. Follow it. Principle 5 — Tools for Managing Table Energy Adjust tone, pacing, or stakes when energy dips. Call breaks before burnout sets in. Change scene type to reset attention. A skilled DM manages people first, mechanics second. Principle 6 — Tools Should Be Invisible to Players The best techniques feel natural at the table. Avoid explaining your process mid-session. Let players experience outcomes, not mechanics. Immersion increases when the tools stay behind the screen. Summary Takeaway Tools and techniques are not about mastery — they are about support. They help you: stay present make faster decisions preserve momentum share the spotlight reduce stress When used well, tools disappear, and what remains is a smooth, engaging, human experience. That is the goal of Dungeon Mastering 101. Outro And that's it for this episode of Dungeon Mastering 101, Tools & Techniques! Do you have any tools and techniques you would like to share? Do using external tools take too much time at your table? Feel free to email me at info@dlsaga.com or leave a comment below. Thank you for tuning in. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance Gaming materials, using my affiliate links in the description below. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, and Developer Patron Chris Androu! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).
Leute, diesmal sind wir mit dem Fichtenelch von Dortmund an den Tegernsee geflogen, um in Ulis Ehebett den Tod der tausend Lampen zu sterben. Mit uns im Cockpit saß dabei, wie kann es anders sein, auch Aki Watzke. Kanzler-Kumpel und Privat-Pilot, der als Vielflieger unbedingt noch eine Ehrenrunde drehen wollte. Und obwohl 41 Prozent von uns dagegen waren, ihn mitzunehmen, überzeugte uns am Ende vor allem der Inhalt seiner Mystery Box, darin auch ein Schlagring aus Rheinmetall. Als Dankeschön lud der Sonnenkönig zur Homestory in seinen Palast im Sauerland, wo wir gemeinsam im Familien-Album blättern durften. Bisschen MTV-Cribs für Männer, die mit dem Zeigefinger swipen. Bisschen Foto-Lovestory für alle, die Sprechblasen lieben. So offenbarte sich ein Mann, der trotz seiner fast eitrigen Eitelkeit seit ein paar Tagen ungern in den Spiegel schaut. Wie dem auch sei, er ist jetzt auch unser Präsident. Er hat uns mit Dauerkarten gefügig gemacht. Und wer sich jetzt, nach diesem Tanz auf dem Turboprop, nicht ganz zu Unrecht fragt, ob es denn gar nicht um den schönen Fußball ging, um die Zocker, Gauner und die Tiki-taka-Fohlen, der sollte unbedingt ganz hinein hören. In diese neue Folge. FUSSBALL MML - denn alles andere ist nur Blendwerk mit Blitztabellen. Viel Spaß!
TODAY ON THE SHOW: Greg Palast returns with a new edition of the Election Crimes Bulletin: Today Greg starts with US military destabilization in Venezuela and ends with the US military in the streets of cities all over america to control the results of the next election: Palast says: I met Chávez and Maduro. I know drugs are not the reason Trump wants war with Venezuela. And Nora Barrows Friedman returns with the weekly newscast from the Electronic Intifada… The post Flashpoints – October 30, 2025 appeared first on KPFA.