A bard episode that keeps inspiration central and leans into class rules.
The episode starts with a bard talking down armed bandits at a campsite, then uses that setup to frame a class-focused look at inspiration and the bard's place in the game.

Rules talk with table scars.
It's A Mimic! mixes fifth edition mechanics, monster lore, character options, and listener questions with a fast, joking table-talk rhythm. The result feels less like a lecture and more like people at the table arguing through what actually works in play.
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It's A Mimic! is built for Dungeons & Dragons listeners who like their rules talk messy, funny, and practical. The show has the feel of tabletop friends working through fifth edition material out loud. Recent episodes cover bards, druids, hermit backgrounds, green dragons, succubi and incubi, listener questions, and a Pathfinder one-shot discussion with Scott. A typical episode opens with a dramatic fantasy scene that frames the topic in play rather than in abstract rules language. Then the conversation turns. Mechanics get compared, clarified, challenged, and dragged back to the table. The bard episode focuses on expertise, Jack of All Trades, Bardic Inspiration, feats, ability scores, and the practical value of being a character built around inspiration. The hermit background discussion compares 2014 material with newer background design, including skills, herbalism, solitude, religious flavor, and roleplaying traits. The druid episode spends real time on Wild Shape, especially the major change around no longer relying on a second pool of hit points. Monster-focused episodes are more atmospheric but still tactical. Succubi and incubi become a question of bonds, temptation, false information, paladins, NPC behavior, and how to make the threat matter beyond obvious seduction. Green dragons bring in lairs, regional effects, hoards, minions, poison breath, spell choices, and the mental pressure a DM can create by simply counting out too many dice. Mailbag episodes loosen the structure further, with listener questions sorted by initiative and answered by everyone at the table. The tone can be blunt. It also stays grounded in play. The speakers are comfortable correcting themselves, riffing through examples, and circling a point until the actual ruling or DM implication becomes clear. The show is not polished in a studio-clean way, and that is part of its identity. It favors tabletop usefulness over tidy presentation. For players, it offers a way to understand what class features and background choices feel like once the dice hit the table. For DMs, it supplies encounter ideas, monster angles, and reminders about how rules changes affect campaign feel. It's A Mimic! works best for listeners who already speak some D&D and want smart, casual analysis from people who clearly spend time inside the game.
Made for: For D&D players and DMs who already know the basics and want practical, opinionated conversation about fifth edition choices, monsters, and campaign play. It especially suits listeners who enjoy rules detail when it comes with banter and table examples.
What sets it apart: The show pairs narrated fantasy cold opens with loose, multi-voice rules analysis, so mechanics are constantly tested against actual play. It is more conversational than instructional, but often lands on concrete DM-facing takeaways.
Join three Dungeon Masters with a combined experience of over thirty years in the hobby, as they come from different backgrounds and experiences to break down and discuss 5th Edition lore, mechanics, monster breakdowns, role playing, Dungeon Mastering, player tips, world building, storytelling, and other RPG and pop culture content. If you're interested in learning the game, looking to hone your skills as a player or DM, or trying to find some extra inspiration to take your game to the next level, then this podcast is for you.
Based on 6 episodes we listened to · September 2026
Detailed rules discussion becomes practical material for building sharper characters, creatures, and campaign situations.
It's A Mimic! turns tabletop rules talk into a lively working session, often opening with a dramatic scene before several voices examine how a class, creature, background, or campaign idea behaves at the table.
Twenty-two dice, counted slowly: you may have found your green dragon's scariest move.
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Short reviews from the PlayNext desk, based on the episodes we processed.
A bard episode that keeps inspiration central and leans into class rules.
The episode starts with a bard talking down armed bandits at a campsite, then uses that setup to frame a class-focused look at inspiration and the bard's place in the game.
A dusty hut, old faith, and practical rules talk give the Hermit background a lived-in reason to matter.
Returning to a dusty treehouse-like hut gives the Hermit background a more human center before the rules talk begins. Old books about gods, rune-marked pages, childhood isolation, and the memory of food left at the door make solitude feel less like a trait box and more like a…
The creatures' sharpest weapon is a party's trust, especially when vows and private desires are within reach.
Incubi and succubi land best here when they are treated less as simple monsters than as social predators. Taking the Buses to Dreams and Nightmares focuses their appeal, hunger, and intelligence on trust: the NPCs who keep a party steady, the bonds those characters represent,…
A green dragon episode built on poison breath, table tension, and a lot of dice.
Green Dragons, Toxic Personalities opens on the episode's forest mood with thick air, a crow's stare, burning lungs, and glowing eyes in the trees.
A practical druid-focused review of Wild Shape's hit point change and the companion option that follows from it.
It's A Mimic! centers on Wild Shape as the episode's main rules pressure point, especially the shift away from treating a new form as a spare pool of hit points.
A hermit's hut becomes a compact test of what character backgrounds gain and lose between 2014 and 2024.
An abandoned, treehouse-like hut, a wall of books about gods, and a childhood kept at the edge of town give the episode its first shape: solitude, old magic, and the uneasy gravity of coming home.
A practical, table-ready look at the ranks, zealotry, and power games that keep a fantasy cult together.
Building a cult becomes a problem of structure: what the leader wants, how followers are kept in line, and why lieutenants and rival factions need clear places in the machine.




Grim fantasy at mud level.

Fantasy rereads with jokes sharpened into arguments.

This episode features a discussion with Patreon supporter Gerald about creating an undead council in a Dungeons & Dragons home game, exploring its narrative implications and mechanics.
This episode features a discussion with Patreon supporter Gerald about his homebrew mass combat rules and feats for Dungeons & Dragons.
The It's A Mimic!
The hosts continue their series on building a cult in D&D, joined by Patreon supporter Robert to workshop his homebrew cult in a Dread Domain.
It's A Mimic!
A bard walks into a bandit camp and answers the threat with a lute and a grin.
Megan, Kyle, and Dave spend most of It’s A Mimic!
["Terry, Kyle, and Steve use It's a Mimic!
The hosts of It's a Mimic answer listener-submitted mailbag questions, starting with updates on their D&D campaigns.
A fantasy adventure where a character follows their druid companion into a mysterious, ominous forest to find the Woman of the Wild, encountering growing tension and fear.
The episode opens in a forest that feels wrong.
It’s A Mimic!
Host Adam interviews Patreon subscriber Scott about running a Pathfinder one-shot module for Platinum Greatwyrm tier patrons, discussing the challenges of scheduling and their gameplay experience.
Adam and Sean review the new D&D starter set 'Heroes of the Borderlands' for the 2024-2025 rule set, discussing its connection to the classic 'Keep on the Borderlands' adventure.
This episode reviews the Daggerheart core rulebook, discussing its development by Critical Role and industry figures, with hosts sharing their initial knowledge and experiences with the system.