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Alex Schroeder: Halberds & Helmets

by Alex Schroeder

The Halberds & Helmets podcast by Alex Schroeder.

Publisher-supplied feed metadata · PodParley refreshed Jul 25, 2026 · Source feed

Episodes

  1. Monsters: Giants

    Giants are forces of nature somewhere between dragons and jinn or elementals.

  2. Monsters: Ghouls

    Carrion eating, undead nobles, with fear effect and paralysis in melee. Wonderful and terrible.

  3. Monsters: Gargoyles

    Superhumans hanging around in gloomy temples, not knowing what to do with themselves.

  4. Monsters: Froglings

    Humanoids in swamps with surprise jumping attacks.

  5. Monsters: Giant Fish

    Underwater adventures.

  6. Monsters: Ettins

    Two headed brawlers.

  7. 2d6 rules, shields, armour

    How to go about designing monsters.

  8. Designing your own monsters

    How to go about designing monsters.

  9. Monsters: Elves

    Elves are immortal, metrosexual, aloof know-it-alls. They know everything better, they can do everything better, and they're not afraid to tell you.

  10. Monsters: Elephants

    Elephants are cool in war, and they have ivory tusks. Do you want your players to be poachers?

  11. Monsters: Dwarves

    Dwarves are rich and paranoid. There's also a long excursion about dwarves, elves, halflings and humans in the monster manual.

  12. Monsters: Dragons

    Dragons a dangerous and lucrative and thus provide players with an excellent betting opportunity. Use more dragons!

  13. Monsters: Doppelgaengers

    Doppelgängers are for the urban adventure when you no longer know whom to trust and how to safely uncover the conspiracy.

  14. Monsters: Crocodiles

    Crocodiles are ambush predators. I like to announce their presence and treat them like traps.

  15. Monsters: Creepers

    Creepers are a total party kill in the making with their eight paralysing attacks but I still love them.

  16. Monsters: Giant Crabs

    Giant crabs are cool because of the crab demon lord Garaskis that offers pincer arms and carapace armour to the poor and powerless.

  17. Monsters: Chimeras

    Chimeras are goofy because of the goat head, but also dangerous for the lion attack and the dragon breath. I use them as guardians of the underworld.

  18. Monsters: Giant Centipedes

    Giant centipedes and other vermin like rats and bats, and monsters like rot grub or green slime are better handled as traps. They don't need to be in the monster manual.

  19. Monsters: Centaurs

    Centaurs are half horse half men, horny drunken violent creatures. Content warning: sexual violence.

  20. Monsters: Cats, Large

    A cat for every occasion, from pumas, mountain lions, jaguars, lions to tigers: harassing villages and making it hard to cross rivers

  21. Monsters: Bugbears

    Bugbears are cat people: sneaky, dangerous, serving underground elves, always ready to pounce on you, always spying on you

  22. Monsters: Boars

    Boars as pets for orcs, giant boars as mounts for dwarves and halflings, and demon boars as protector spirits of a forest

  23. Monsters: Giant Beetles

    Talking about giant beetles and how I used them: pack animals for the underworld, war elephants for goblins and the like, or car sized monsters in dungeon corridors

  24. Monsters: Giant Bees

    Talking about giant bees, giant wasps, and how I used them: like Aliens in a hive, and as mounts for lizard people

  25. Monsters: Bears

    Talking about bears, laser eyes, and summoning angry flying bears

  26. Monsters: Basilisk

    Talking about the basilisk (also known as the cockatrice)

  27. Monsters: Giant Apes

    Talking about giant apes

  28. Just Halberds

    Talking about a simple 2d6 system I use for online gaming. One opposed roll to determine initiative, to hit, and damage.

  29. Preparation, Inspiration & Expansion

    On the things I do for prep: random tables, monster lairs, jotting down some shallow ideas, run with it in such a way that I don't need to improvise in depth but that shallow encounters point to other shallow encounters, take note of what happens at the table and let that inspire more ideas that...

  30. Gods & Demons

    The gods, the realms, confusing and overlapping portfolios, how even the evil ones need to provide a benefit.

  31. Writing RPG Material

    Things to consider when writing RPG text: keeping it short, keeping stats short, keeping it all in one place, don't require leafing around, have art that referees can show to player, have maps that referees can annotate

  32. Environment, Conflict

    The mini settings I like to generate where the environment or the map generates inspiration for conflict: the river valleys generate political entities, the swamps and mountain peaks religious entities, add secret societies, a long war somewhere else...

  33. Mass Combat

    Mass combat! That is all.

  34. Players

    Keep adding where players go, keep track of the open plots, let alpha players push the campaign, involve quiet players, how to plan with your players, negotiate background, and discover personality

  35. Wilderness

    Running the wilderness: one hex is one day on foot without roads, using a different random encounter table for every region, how to find their lair, or their tracks

  36. Settlements

    Creating settlements, starting with a few non-player characters, rumours about adventures to be had nearby, the importance of merchants

  37. Dungeons

    Running Dungeons, when to roll for random encounters, how much XP to give for monsters, how to restock dungeons

  38. Running the Game

    Keep prep short. Use every idea right away. Be impartial and be adversarial. Let them struggle.

  39. Eleven Principles

    No skills. Fewer classes. Quick and random character generation. Smaller bonuses, little damage, few hit points. Rare healing. Simple combat. Treasure is XP. No magic shops. Random encounters.

  40. No Clerics, No Paladins

    No clerics. Healing magic makes fights and delves longer. Undead turning makes fights with undeads easier. None of this makes the game better, but instead the Old Testament references break my immersion.

  41. Spells

    Spells and your repertoire: not being able to copy spells from scrolls and spellbooks and requiring a teacher instead, and not being able to learn more spells than you can cast per day. Also, no research and no crafting.

  42. Movement, Reputation

    Movement and reputation, two systems I'd like to use but actually I don't.

  43. Chase, Injury, Death

    Chasing, injury, and death.

  44. Combat

    Combat: surprise, initiative, d30 rule, not using variable weapon damage, shields shall be splintered, formations, protection, targeting, retreating, fleeing.

  45. Skills

    Skills: class abilities, the roll to open doors and bend bars, the lucky die of fate, and thieves' skills, they can all be mapped to a 1d6 roll.

  46. Retainers

    Retainers: make sure you agree on how many characters you all bring along. As always, just use pregens. When to make the loyalty check.

  47. Basic Terms

    Basic terms: player, player character, experience points, level, hit points, saving throw, circle, reaction roll and morale check.

  48. Gods, Demon Lords & Alignment

    A little something about demon lords: why do their priests survive? They must useful to somebody! I like the ambiguity of the old gods. They are not all good or all evil. And I like the old threefold alignment: Law, Neutrality, and Chaos.

  49. Buildings & Wages

    Buildings are a great way to spend money for XP and to let players add to the world. And buildings require servants and guards, and these require wages. And when you take mercenaries along on an adventure, then that also costs money.

  50. Items & Armour

    Items to fight monsters and oil in particular. How do we use flaming oil? How much can you carry? Encumbrance and the rule of cool. Also: why is plate armour so cheap?

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ABOUT THIS SHOW

The Halberds & Helmets podcast by Alex Schroeder.

HOSTED BY

Alex Schroeder

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How many episodes does Alex Schroeder: Halberds & Helmets have?

Alex Schroeder: Halberds & Helmets currently has 57 episodes available on PodParley. New episodes are automatically indexed when they're published to the podcast feed.

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The Halberds & Helmets podcast by Alex Schroeder.

How often does Alex Schroeder: Halberds & Helmets release new episodes?

Alex Schroeder: Halberds & Helmets has 57 episodes. Check the episode list to see recent publication dates and frequency.

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Who hosts Alex Schroeder: Halberds & Helmets?

Alex Schroeder: Halberds & Helmets is created and hosted by Alex Schroeder.
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