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Triple Advantage
Triple Advantage

Season 3, Episode 12 · 1 year ago

Ep. 39 - A New Chapter

ABOUT THIS EPISODE

This
week on Triple Advantage, Carlos walks us through Matt Mercer’s newest subclasses,
Jordan starts part 2 of the Dungeon Master’s Guide, and we look at turning
horror movies into adventures for your table in this week’s Talk of the Town.  

This week on triple advantage, Carlos walks us through that mercer's newest subclasses, Jordan starts part two of the Dungeon Master's Gad and we look at turning horror movies into adventures for your table in this week's talk of the town. As always, be sure to follow our social media to stay up to date on our latest releases. Enjoy the show. Oh my God, I forgot what episode were on too, cause remember of the top of your head anymore? NOPE, Nope, I guess thirty nine, something like that. Welcome society to the newest episode of God, what happened, guys? anyways, and this is exact goes from the outland, I wanted to discuss something that was brought up to me very recently. Matt Mercer released, officially, unofficially, the two new subclasses for the palate ends and the monks, and those subclasses being the oath of the sea, which is the oath that the Paladin Fiord has in critical roles campaign number two, and the way of the cobalt soul, which is the subclass of Beauregard, the monk in afore mentioned campaign. Now, I say official, unofficial, because as we know that this is homebrew content that's being allowed on like the big boy channels of the wizards and the indie beyond. But it's interesting too because it allows a lot more players to get into these subclasses. But one of the things that I kind of wondered is this is purchase content right. Like you, you mentioned that the way of the cobalt soul was in the teldor source. Look, it's interesting to me that they would release it separately. I think, like everything else on DD beyond, seems to be behind a pay wall when it comes to like Volos Guide, for example. I haven't seen them release can haven't seen them release like official wizards content in this manner. But I guess I have a different deal with critical role. So but these subclasses are pretty interesting and I'll read the oath of the open sea first and the description that comes with it. The Oath of the open sea calls to seafaring warriors, swash buckling sailors and journey and guardians who seek the thrill of an endless horizon, driven to seek the adventure and mystery across and beneath every endless oceanic expanse Paladins, who swear this oath stand against those who would deny the liberties afford to the like minded travelers rooting to out to the tyrannical and corrupt that claim any shore. Such guardians believe in the natural beauty of the sea, often making offerings and prayers to entities or deities like the wild, like the wild mother or storm Lord, that influence save passage well, often feeling called to hunt those monstrosities that seek the terrorize and spoil the waters with wanton violence and ill intent. Have you guys taken a chance to read through these? Yes, I have. What about you, Braden? I read through. I have the original teldory campaign guide, so I've read through the cobal soul before, but I have not yet dove into the PALLID HMM. Okay, so what are some of the first thoughts here? I actually really love the channel divinities that are offered here. They're really cool. I've always kind of found that sometimes the channel divinities of the Paladins can be underwhelming on occasion. Some of them are good, some of them are but this one has two options that are actually kind of interesting. So the first one is the marine layer, which gives you a thick fog cloud that surrounds you and heavily obscures the area within twenty feet in all directions, and it follows you as you move. So you and all creatures within five feet of you instead treat this fog as lightly obscured, which is awesome. So you and your party members can kind of like sneak through an area basically, and and make anyone else like kind of blind while you run around taking down people. It's kind of cool. I like it. Or you can use it to kind of sneak around a little bit and people won't be able to shoot at you, or you can use it as like a siege thing. I don't know, there's lots of opportunities to use this pretty effectively. Well, the first thing I thought was you...

...could make your boat a cloud floated. Yeah, yeah, exactly exactly, assuming your boat is less than twenty feet long, yes, or some Halloween inspired spoopy campaigns, that would be a very yeah, exactly. The Second Channel Divinity that you get is called fury of the tides, which means that for one minute you can you can push creatures back when you hit them. So once return for a full minute, you can push a creature up to ten feet away from you and then they take additional damage if they get knocked into another creature or an obstacle, which is kind of cool. You get to, you know, use your surroundings to your advantage and and kind of strategically place yourself on the battlefield. It's kind of interesting. What about your Brandin? What are your first takes on the way of the open sea, oath of the open seat? Sir, I think it's pretty cool and I like that. Something that caught my when it was released was a tweet from Matt the basically said, you know, it's awesome if you can use this, but really, like this was something that I designed for someone at my table to make sure that they're having the best time in their game. If you like it, great, if not, it's unfortunate, but like maybe just wasn't really meant for you, and I just find it insane that, like, I mean, we produced a decent amount of content here the real city society. We have classes that we have subclasses out. I feel like, not that he's not even trying, but like matts not trying to make like Matt yes, produced Mount and he's just like, Oh, I hope Travis has fun tonight. Yeah, just to be some of the best content in the world, which just maybe we're not try and hard. It's just I just can't believe it. He's just continuously able to put out this kind of awesome content, just making it look effortless. MMM. Well, it's funny that you mentioned that and just getting away from like the content production aspect of it, I guess. But it's funny that you mentioned that. He posted that this is specifically meant for Travis because the Mythic swash Buckley level twenty of the twenty level feet. Right, you learn to channel the spirits of historic sea captains. It essentially just gives you advantage and that Jack sparrowy sort of tiptoe around all your environments. Don't worry yet, luck will carry you kind of RP feelings. The mechanics of this feat just open the doors for yeah, just go wild on the deck of a ship. You know he'll be good. But again, it's like, like you said, right, like this, it's like a it's a really strong in my opinion, it's a really strong feet, because I think most DM's are going to interpret it as such right, like it's going to be the try everything, be that pirate, you know, throat, dirt, flick whatever. Everything will somehow work for you during these moments, and I think it's such a clever way to incorporate mechanics into, you know, that that sense of fun at the table, right but like right now you're your luck. You're lucky, you know. Yeah, I don't know. I like that type of rules and I like those types of mechanics and like home rules and general like tweaks to how you run your like personal games. What about do you guys think of that? Or of liberation, though, which is where you and any creature within ten feet of you cannot be be grappled or restrained, as well as ignore penalties on movement or attacks while underwater? I don't like is that that makes sense? Yeah, that second have to definitely makes sense. But the grappled or restrained is is very interesting, because there are a lot of monsters out there that do have grapple attacks, or I grapple you and then swallow you, you know, with your bites and stuff like that. Like does that mean, like if you were to walk up while someone was still being grappled do they? Oh, I guess later they can if they end when they enter the or they can use five feet of movements automatically escape. So swallowings not going to happen. That's within ten feet of your character, though, right. Yeah, yeah, I like if you have it a like character there becomes thirty feet, which it later becomes thirty feet, because that's how aoras work. For Paladin's right, eteen's level. But yeah, it seemed, it definitely seems strong whenever you have an aura applied to a character. That, yeah, that's always a very overpowering mechanic to any sort of...

...combat situation, right, like if you have an aura of healing, if you have an aura of you know, Xtrac or whatever, that does already affect a lot. Yes, so I don't think that it's I don't think that it's overpowered, especially because, like it just means you choose monsters that don't grapple or restrain or if you do well, I'm just saying like tactically, right, like it's it does have a fair bit of give and take care, right, because, like, if you're trying to protect the your range casts well and all of a sudden your Paladin is hanging out with the range guys, right, or if you're only trying to protect people that are in melee range right, like until you're at age of level, in which case you're at eighteen level. Everybody's got wacky Shit going on. Anyways, I don't think that right. Well, grappling like you just have to be within, you know, ten feet of the monster. Really, you don't have to be within your like ten feet of the people around you, because even if they get grappled on that first turn, they can just use five feet of movement on their second as soon as they have their turn, as long as you're within you know, ten feet of that monster. Right. So, but yeah, it's interesting. I would I would be interested to see it in action. Yeah, I don't know, I can't. I can't picture too many, too many moments where this would be like a game breaking again. Oh, yeah, I guess. Yeah, it just not game breaking necessarily, but I don't know, I like the idea of creatures swallowing and then that being like this Oh no moment, you know, like let's we got to get this guy out kind of thing. It just kind of but it would be more difficult to pull that off you'd have to almost target the pallet and first to get rid of that aura. Yeah, well, and if you know where the aura is emanating from. And Yeah, yeah, but that's not all we have to talk about today. Also the way of the cobalt soul, driven the by the pursuit of knowledge and their worship of the knowing mentor, the Archives of the cobalt soul stand as some of the most well respected and most heavily guarded repositories of Tom's history and information across exandria. Here, young people seeking the clarity of truth and the strength of knowledge pledge to learn the arts of seeking enlightenment by understanding the world around them and mastering the techniques to defend it. To become a cobalt soul is to give oneself to the quest of UN unveiling life's mysteries, bringing lad to the secrets of the dark and guarding the most powerful and dangerous of truths from those who would seek to preserve the sanctity of civilization. The monks of the cobal soul are the embodiment of the phrase know your enemy. Through research, they prepare themselves against the evercoming tides of evil through careful training, they have learned to to puncture and manipulate the spirital flow of an opponent's body. Through understanding the secrets of their foe, they can adapt and surmount them. Then, once the fight is done, they return to record their findings for future generations of monks to study from. I love the I love the flavor on the cobaltzle. I think it's really awesome that, because a lot of monks like it feels like, yes, I've trained my body in my mind for decades in order to reach like this, this peak embodiment of physical enlightenment, and just my body is a weapon in the cobaltzles is kind of like we just read a lot, we just we just have all this knowledge and we're just really good at using it. Well, you know, there's also the drunken master, which is they just drink a lot. Also true, but all this a lot of other ones. Yeah, I feel like this is like closer to what a monk IRL would be then a lot of representations of monks in like they're. There are definitely monasteries that focus on spiritual enlightenment and just harmonization of mind and body, but a lot of monks also tend to be scholars of certain text and I think that that's really nicely embodied in this. Yes, now, with that in mind, though, the monks draw their primary shot from wisdom, not intellect. And Yeah, I think it's a bit of a it's interesting because the whole process here is research and that's largely one noise. And Yeah, until right, like it's your your building, your intelligent base. I like, and I think it's we've talked about this before. It's like how wisdom is a little bit of a wishywash stat...

...in the sense of like the Sherlock Holmes you're able to piece everything together, right. Yeah, and I think that that's and and I just mentioned that just because I think that that's maybe the most applicable way that you could, in our weave wisdom with the yeah, kind of knowledge base. It's like it's like supposed to be, for I think they set it in here like unveiling life's mysteries. It's like putting together the big ideas, but it wisdom is never meant to be like those, like it's really not supposed to represent like the individual, like, okay, you know, like all of these different facts about this you know thing, it's more like, oh, we can put together the grander ideas. I don't know. At least that's how I kind of see it. Yeah, I guess. I guess maybe, maybe, if you're if you're looking at it from an academical perspective, you could say like the wizards more like the the the researcher pushing the bounce of the study. Yeah, whereas the cobalt soul acts more as like the analyst. Yeah, you're looking on a color of history. Yeah, you're piecing all the mysteries together. I can see that. Okay, makes it does supplant that with advantage on our Kana, history and religion checks, which are alle yeah, yeah, I did said. Also gives you a lot of I think the mystical are addition, gives you a lot of like bonuses to those kind of skills as wealthy intelligence stuff, by getting proficiencies in that kind of thing, I guess, to kind of compensate for probably a build that's going to incorporate more wisdom than intelligence. But you want the character to role plays as something that it has more knowledge or someone that has more knowledge than than others, and it is directly like it is directly useful in game two. That's not just in our Oh, yeah, that's something that you know. Yeah, I help out your party, for sure. For sure, I. Yeah, I just part of it, right. Like, yeah, I think. I think just in general right now the state of the game is that, maybe because there's a super hypothetical thought here, but maybe because there's so many new players, right, the creation of new classes and subclasses largely has to have some sort of combat prowess, right, whereas there are, I don't know of many classes that are purely for that Rp you know, that are purely for that. I'm the scribe and the knowledge base, like, I don't go out and fight people, but, like I provide all the information for the party, right, and those kinds of things always need to have some sort of plug into the combat space of the game as well. Other as a classes somehow like somewhat feel lacking, right, like you wouldn't want a player that's just like outside of combat they're super effective, but every time you're joining into combat, which is already one of the most sort of like draining tasks or players because you're waiting for your turn, right, yeah, yeah, and then all of a sudden you're saying what, you can't really do much here because you're a scribe. Right, yeah, but then you, having this said, also like dire playing at you'd want to go like, okay, well, have you taken the time to look at all your notes, because this isn't just coming to you, you know, as the way of the cobalt. So you just don't have this, you know, if you're not thinking about piecing the puzzle together, if you're not you know, if you're not being the detective that you're supposed to be, then how do you introduce that? Well, through interesting combat mechanics thing. Yep, yeah, they do have some really interesting combat mechanics, I guess here for the way of the cobaltz all a lot about like debilitating your phone and finding out their weakness. Yeah, yeah, I think that my favoritability here is definitely the mind of mercury, though, which is the eleventh level ability. I'll agree with you on the being able to take like once per turn if you've already taken your reaction. You can spend the key point and it says once per turn, so I'm going to assume that that's every enemies turn. You can spend an extra key point to take an additional reaction. Is that? Am I reading that right, or is that like once per round kind of thing, for which one sir? Mind of marker, mind of Mercury. It says once per turn. If you've already taken your reaction, you may spend one key point to take an additional reaction. They've really changed. Okay, sorry, I've got the old school, the or a campaign got one. It's the name is the same. It's still called minded mercury, but that is not oh really. It's also the six levels will not the eleventh in this version. What does it do? In Tell Dori. You can make a number of additional reactions each round equal to...

...your intelligence modifier. MMM, so equal to your intelligence modifier? First of all, is capped at that right, at the cost of one key point for reaction. Be On the first. You can only use one reaction per periger and I think triggered by trigger beans per keypoint. Correct. Yes, I think so. So it does cap it, which is interesting. It gives you another reason to boost up your intelligence. HMM, as this character. Yeah, whereas this one they got rid of the intelligence capped and they said, okay, you can do this as many times as you have key points for and only once per turn. So you can't react multiple times to the same character, I guess, or the same monster. Usually I find from draft to final product a lot of things tend to get nerves down. Like they'll be fairly strong and draft and then once it hits the final project they'll be toned back a bit after playtesting revealed to maybe it's a bit too powerful. That is odd to me that they've just removed the CAP, because that's that's that's a lot of reaction potential. It is especially at eleventh level. You got a lot of key points. I think. I think, I think you would fit thematically if you were to allow something like that, because if you're burning or real like, first of all your reactions. What are your available reactions? Right, yeah, maybe, maybe, maybe, if somebody's throwing a lot of projectiles at you, you could burn a ton of key points and have this incredible anime moment where you catch all the projectiles, but then you're burnt out right, like you're going to burn through all of your resources as exactly. No more extra stunning strikes, no more flurry of blows, that kind of thing right, like then burning through all your key. And this is why I agreed with you, Jordan, in that I think that this is my favorite boone and mechanic introduced, because I love, I love, I love being able to be malleable with what I do. Yeah, as a character, and I like the ability that I could potentially have. You know, that moment that I described there, and it's all available to me as a monk, right it, and it kind of influences that, like monks should be like, I don't know, I think of like that, Bruce Lee. You move like water. Yeah, it also really works with extract expert aspects. Did you? Did you read that, like the synergy? Synergy? Yeah, like whenever an analyzed creature that misses you with an attack, you can immediately use your reaction to make an unarmed me the attack. So you're definitely moving like water, like you said, like you're like, Oh, you missed me, I just Perry boom. Oh, you missed me again, Perry boom. Yeah, you know. Oh, it's great. And again it's like like the previous example with the the oath of the open sea. I think it's just one of those mechanics that allow for a little bit more control authority from the player itself with regards to what you can do in the game world. HMM, well, I'm all for that. It's interesting, though, that they would change it. It's almost and I guess it's natural to see that. Right like the there are amendments to post them on up, but I haven't seen that. I don't even know that mad address that in his original post when he announced that he put these on the indie beyond. So I guess if you've purchased a towldery content and you're going off of that as a DM, you might have a little bit of a decisions, decisions to make. Do I take away the ability I've already given my monks to stay true to the update of the class? And then this also let me to have another thought, and that's Matt is largely developing these rules and these sub classes for the players that are playing in their recorded show. I guess an interesting question would be that, if how much influence that might play into the actual rule set to make it a more enjoyable mechanic to see in game from an audience perspective, you know, like if you increase the amount of time that they're communing right, like that's going to have more screen on time, right. So I don't know, m I guess different ways to drive a narrative, right, and I'm sure that's Matt's got his own way of obviously right, like we yeah, right, but it's I always like to always like hearing how their DM's kind of break apart, like the reasoning for rules and stuff like that. HMM. But anyways, I think thing it's pretty exciting. I'm excited to...

...see more content out from critical role officially hit the paper, because I think lots of people would would be very excited to use it in their home games. Oh Yeah, for sure, for sure. But we have some exciting news internally Jordan. What are we starting today, guys? We are starting part two of the Dungeon Masters Guide. We have officially made it through the first part and are moving on to part number two, which is the start of chapter three. This is going to be the largest part of the book, but I think it's also going to be really interesting as well. So this is the part with the magic items, right, I believe so. Yes, I'll be so we'll see what we do. There might be a little dense. So many to figure about, but chapter three is all about creating adventures. So this is going to be great, it's going to it's going to be very useful. So pay attention, guys, and maybe follow along. We are on page seventy one of the dungeon master's guide. Okay, guys, creating adventures this is one of the greatest rewards of being a dungeon master. It's a way to express yourself, designing fantastic locations and encounters with monsters, traps, puzzles and conflicts. When you design an adventure, you get to call the shots and you do things exactly the way you want to. So this part is going to tell you, tell us all about like how to create a good adventure, different models that you can use to kind of follow along or or or to use as like a base for your games that are coming up, and ways that you can kind of keep your characters in turn, interested in interacting to the best of your ability. So I'll move on here to the actual Nati gradies. It goes on too elements of a great adventure. So the first element that it talks about is a credible threat, and adventure needs a worthy threat worthy of heroes. The threat might be a single villain or a monster, or a villain with lackeys or an assortment of monsters or an evil organization, whatever their nature, the antagonist should have goals that the heroes can uncover and thwart. How I think that this is a really important part of any adventure, having some sort of antagonist to the parties. How do you guys introduce these kind of things, generally speaking? Before we jump into that, I'll tack on that. It doesn't actually necessarily have to be a person or even an organization, right, could just be a force of some kinds of force of nature, in event that they yeah, I'm I'm currently in the middle of one that deals with plague and disease. HMM, on most ways, most of the way through writing, that where the where this disease is the main focus of the players attention. Yeah, versus versus having an actual right a villain. That's yeah, yeah, actually, that is what my characters are doing as well. Yeah, yeah, I actually some of the characters in my campaign are currently infected with said disease and they are trying to find a cure. So it's definitely a credible threat to them because it's gonna Affect Them. Yeah, okay, so that is a good point. Yeah, we can move on here a little bit. Familiar tropes with clever twist. So it might seem stereotypical to build an adventure around dragons or ORCs or insane wizards and towers, but these are the staples of the fantasy storytelling, the fantasy realm. It goes on to say, like, basically, you you can throw spins on these kind of tropes, like use them, because people play dnd for for these tropes, generally speaking, and then throwing on the clever twist and stuff like that to make it your own adventure is always, I think, the best way to go. Or maybe not always, but it's a really good way to go. It gives a few examples here. A mysterious figure who presents adventures with a quest on behalf of the king might actually be the king in disguise,...

...a crazy wizard, and the tower might just be a projected illusion. You can put all kinds of spins on on these kind of things. Right. What have been, I guess, some of your favorite twists that you've done so far. I like the one that we just wrote with our friend David, where we essentially wrote a missing person's case. Spoilers for anybody that has not played our new adventure in the jails of the Mimic Queen. They're essentially going towards this this final layer where they can find the hopefully find these people and find out what's been going on. And then they get to the final layer, which is this old dilapidated house, and then the old dilapidated house is the final villain. Yeah, and it's not when you find the final village, just the location itself is the villain, which is a ton of fun and not what I would I mean, I don't normally expect to the the the evil wizards castle to be the villain and not the evil wizard. So you know, it's funny that you should mention that because literally on the page right before there's a picture right beside chapter three. Here are down there is it's a said, it's a proud house, it's a house with legs. I'm going to call it a bird house because it's got like these chicken lights kind of thing and it looks a little bit like so what someone might build as a birdhouse. Just a gigantic version of it, but it's kind of cool that you mentioned, you know, a location becoming an enemy, and that's exactly what they've got on the picture there and for our listeners, since you can't see, actually see this image, is a dark scene. It's a simple look. Seems to be like a wooden cabin with some straw roofs and simple metal, rusty looking chimney with these giant chicken legs emanating from its base. Just looks like it's about to stomp on a party. And if you look at the scene around here, it's this sort of grim looking for us, with skull or up section a skulls, just a skulls, no other bones or anything, just propped up on sticks and all the eye sockets are illuminated. It's always some incredible artwork and I think when I'm thinking about adventures, is a bit of a tangent here, but I think it always helps to look at artwork when describing a scene. I just it just helps you remember and describe it a little bit better. I have I have a tough time during that in game myself. Do you guys usually show pictures of the monsters that people are fighting? Are To to doing that now yeah, yeah, yeah, same here. Yeah, I I've been getting that question a lot from from the people, and so I've just started to be like, okay, at the beginning of the fight, you know, here's what it looks like, kind of thing, and I'll describe it of course as well, but I like showing them the picture just because it gives them that extra like, Oh, okay, this is what I'm looking at here. I think it's one thing I wish I could. Wish I could show as well as the scale of the size of the monster to the players, because I feel like that influences a lot of like it would be a really easy way to just show the players, you know, the size of a monster, which almost immediately influences how they would approach yea, all right, yeah, you get all, you get less of the I'm going to run up and hit it. Okay. Well, this thing is thirty five feet tall. Yeah, exactly, like you're hutting mentioned that. Yeah, all right, sorry, tangent, they're a little bit but I think it's cool. I did warn the stead yeah. So the next element of a great adventure is a clear focus on the present, and adventure is about the here and now. A little bit of history might be needed to set the story in motion and the adventures might discover interesting pieces of Lore and about the past throughout the course of the adventure, but in general the world's history should be evident in the present situation. So instead of dealing with what happened in the past, and adventure should focus on describing the present situation, what the bad guys are up to and how the adventures become involved in the story. I think that's definitely pretty key. If you keep getting locked up in all the lore behind things, it will feel like the there's no progression to the story. So it's a little hard to do that, though. In certain adventures we're like, yeah, it's in the module that the party is hired to go to chilt. Yeah, exactly. They're like who? Yeah, yeah, exactly. I get that. For my campaign I wrote out like...

...a big like Speel, like okay, here's like, you know, a couple of pages that gives you the basic history of the area that you're in and that you're going to be working in for at least a little bit of time, and then we'll discover more Laura as we go kind of thing. But it kind of gave the players a little bit of backstory just to kind of work with so that they didn't go in completely blind, and then, you know, it just gives them a little Easter eggs throughout the game too, I think, which is cool. It's I like to be brought this up this week because earlier this week our twitter page read tweeted a message from empty black, who is an independent td content creator and one of the more prolific DM skilled publishers. He's behind a lot of the best selling adventures in compendiums on a DM sield and he was talking about how to increase the usability of your d d adventure and he brought out this picture of like a back when Dungeon magazine was a thing, back in like the S and early S. brought out this picture of a passage from a adventure that was in this magazine and it was describing a trophy room that the characters who go into it was describing, oh, there's trophies for this and there's trophies for that and there's all these banners and they have these names on them and all of these different these different championships and turns that were won by these people and he was like, okay, step number one, strip away everything, especially in a one shot a venture. Strip away everything that doesn't immediately help the DM at the table right. Setting the scene is nice and it's important and having a couple of those details are in there, half a page dedicated towards what every second trophy in this trophy room says, especially when you get to the bottom of it and it's like there's nothing of note in this room. Yeah, so it's one of those things where, yeah, absolutely, a focus on what they're actually there to do instead of describing, describing Laura's fun. It's one of my favorite things to do, but describing Lord that has nothing to do with the actual issue at hand is just as such an easy trap to fall into. Yeah, because you're like, oh, but this would be cool if they knew this, like, I want to talk about it, I really. Yeah, I want to talk about it. Yeah, yeah, but you're right, definitely, staying in the present is the best way for your players to have fun and feel like they are being impactful, which kind of moves us into the next part here, which is heroes who matter and adventure should allow adventures, actions and decisions to matter, though it might resemble a novel or TV episode, and adventure needs to allow more than one outcome. Otherwise, players can feel as if they've been railroaded set onto a courset has only one destination, no matter how hard they try to change it. For example, if a major villain shows up before the end of an adventure, the adventure should allow for the possibility that the heroes might defeat that villain. I think this is a really, really key part of DD in general. If your players decisions don't end up, you know, mattering a whole lot, then your players will end up feeling like they're kind of wasting their time a little bit. They need to feel like the decisions that they make will have an impact on the world, on the area that the it that they're in, or the people that they've interacted with. Something along those lines needs to be able to change based upon the decisions that they make. I think yes, one hundred percent, but I think that that cuts both ways, which I think is not a reality that a lot of people like dealing with. I think that it's super important that, yeah, you're your actions matter, but they can also matter in the negative. Oh Yeah, yeah, I was running a session last night for actually Carlos was there and my usual Friday group. We were running a nice little spooky one shot and there was at one point where one of our players met saw this parchment on a table. Then I was like, yes, it looks incredibly old and you're pretty with the perception check, you rule is if you're pretty sure that if you pick up this parchment like it, it'll just breaking crumble on you like it's that old. He said, okay, I walk over and pick up the parchment. I said, okay, it breaks and crumbles on you just like just like I said it would. Write. And then we get to the he and I we're talking after the adventure and there was there was a couple of key lore things that were not not not skipped over, but like kind of just weren't addressed just because players didn't necessarily go to the exact rooms that were required for them. And so I was asking Matt like did were you clear on what what happened at the end there? He was like...

...not entirely. They kind of lost me with the Lord. I was explaining some stuff to him and he went, Oh, like did we just like miss the room that that subscribed it? I said. Well, part of it, and part of it's also because a lot of it was on that paper that you just chose to pick up after knowing that it would crumble on you. Is like Oh yeah, yeah, that makes sense. So it is that kind of stuff where it's like, yes, choice is important and it's also it's be mindful of your actions as a player as well, because they exactly not everything's going to go your way if you just write on that stumble around doing whatever you feel like. Exactly, if the major villain shows up before the end of the adventure, the avengers should allow for the possibility that the hero is might defeat that billain, but also it should allow for the possibility that the billains going to take out a couple of them. For sure. Thought though that like as a DM right, like you're just trying to get the story forward, right, so even if that person comes in and the players managed to find a way to defeat them, does that stop the inventory? The Story? The right initially, right. So I think it's important to give your players choice and have that be a lasting impact in the world, but I don't think that your story elements should necessarily be tied to one specific person, especially if you're especially in like this. This definitely would change with experience, right, and experience of DMA, and experience and knowledge of like the your source material. MMM, because maybe that could affect the overall story that you had planned out. But right, if it's something course book. Well, if it's something like a source book that you're following along. Yeah, and all the sun your players defeat the big bad. Well, I guess the game's over. That's not fun either. Right, right, sure, you might need to sort of find clever ways to reintroduce the threats that your plays. You got to remember, right, like if the players don't know about it, if the players defeated the big bad and they don't really know what the plot is, well, that plot could be really had by anybody. Yes, that is true. I would. I would probably try and give them some sort of boone is, since they did defeat the major villain already. I don't know that. Maybe that's just me. I'd be like, okay, since you guys did defeat this, you know, maybe there's extra time before such and such plans get carried out, or there's less monsters that have to be defeated or something like that. I'm not sure, but maybe that would be I'm not sure if that would be that way. No, that might be dependent on how much the players know about the bill. Yeah, exactly, exactly. Just, no, Hey, you're a big bad guy. We don't really know what you're doing, though. Yeah, yeah, then, I didn't mean it at yeah, okay, I'm not. Yeah, I'm a little stuck for that one actually right now. In my tyranny of dragons campaign, Carlos, you're a member of that. At the tail end of the first chapter, heard of the Dragon Queen. There's a kind of a big bad villain that they come up against and the book makes assurances that, like, the villain will try to escape but like, the heroes are able to kill the villain. But the second book just assumes that they didn't write, and it plays a decently large part in the second book that this villain is so alive those like. But you said in the first one that you can kill the villain. Now they're dead and we're just assuming that she's not and there's no contingency. So I'm having fun out that one. Yeah, that's a that's that's a tough one. I know. I'm not really sure would tell you. It also doesn't help that I think at the end of the first part of this campaign brain, I think our Palette and yawned are hit like nine crits in our own I don't think it was a chance for those. My Gosh. No, there was one combat that was supposed to be like a long drawn out combat. It was less than two rounds. It was like, okay, what cool. Oh my gosh, I get pallet in with crits, having am against and you can smite. Yeah, and something that's really affected by that, not mention he can create on on a nineteen or twenty as well. Right, who? Who? It hurts tons of damage. Yep, that's what's next. That's not next. Next up is you got to have something for all player types. I was as outlined in the books introduction. Players come to the gaming table table with different expectables and adventure needs to account for different players and characters in your group, drawing them into the story as effectively as possible. As a starting point, think about your adventure in terms of...

...the three basic types of activities in the game. There's exploration, social interaction and combat. If your adventure includes a balance of all three, it's likely to appeal to all types of players. An adventure you create for your home campaign doesn't have to appeal to every APP abstract player type, only to the players sitting down at your own table. If you don't have any players who like fighting above all else, then you don't. Don't feel you have to provide a maximum amount of combat to keep the adventure moving. I think. Yeah, I learned. I learned this one the hard way because in my in my homebrew campaign, everybody's evil and I was. I was trying for the longest time just to kind of not not railroad, but like get you guys back towards something not evil, Yeo, and every time I did just something more evil would happen to it. It took me a good like fifteen sessions to be like, okay, I think that we're just here now. Yeah, just going to be. I'm just gonna be writing for an evil sorry about that. I've accepted it's hard to be allowed to like realize that like, no, they don't. They watch the play in this kind of campaign and me trying to force something else is not going to end well for everybody. Yeah, later on, though, because eventually you might just say hey, I'm running this type of game and whoever wants to join can join. And at least, and I think it's important to point that out, because let's say you, as a DM, had this idea of campaign to run and all of a sudden your characters are evil. Right, well, you have to have some fun too, and if you're not enjoying running an evil campaign, then yeah, yeah, it might tax from your enjoyment of the game as a DM. So I think later on, and I think we've started doing this now more so, which is less of the like. It's a little bit of being being a better DM. I think right like now that we're a little bit more comfortable with it. It's not so much because initially we just started as like, Oh, I'll be the DM and we'll play it like nobody knows how anybody else is playing, anybody has right like we assumed, like my assumptions for the parties with you guys were everybody's going to be chaotic in one way or another. I knew that. But you know, then you start figuring out that, oh, okay, nobody cares about RP in the first couple of sessions and you're like, Oh okay, well, this is different. Now I have to as a DM, but then later on now we've been more like, Oh, this is the games I like running, this is a game I'm tired, I'm trying to run. You can join if you want to, or you can play in a different table or whatever. And it is something I'm notice across the tables now that I'm now that you can see more DM's streaming and whatnot, right, a little bit more like you kind of get the flavor of the table more. So, sure, yeah, obviously you got to have a little bit of everything in the game. Thought right away from a little bit. I just want to say that, yeah, you should also have something for you, right, it's not so bad. Something for all players. You are also kind of a player here your part. Yeah, that's true. All right, so that can move us into the next element of a great adventure here, guys, which is surprises. There's one more part after this, which will go over, and then I think I'll hand it over to Brayton. So look for opportunities to surprise and delight your players. For example, the exploration of a ruined castle on a hill might lead to this, to the discovery of a dragon's tomb hidden underneath a trek through the wilderness might lead to the discovery of a tower that appears only on nights of the full moon. Players remember such locations because they're cool. Too Too many surprises, though, can be off putting two players, but adding the occasional twist gets players to adjust their tactics and think creatively. For example, you could spruce up a Goblin layer by including Goblin sappers with kegs of oil strapped to their backs, and attack on a villains estate might be complicated by the unexpected arrival of a special guest. These are actually really cool ideas and I'd love to run them copy record. Wizards, watch what we do. Yeah, literally giving you ideas. There's no copyright here. Exactly exactly. When preparing for possible combat encounters through think about odd pairings of monsters, such as a Hobgoblin warlord with his pet manticor or willow whisps in league with a young Black Dragon. Have surprise reinforcement show up, or give them monsters unusual tactics. Throw in the occasional red herring, also deception and plot twist that keep players on...

...their toes, but try not to go overboard. Sometimes a simple, yet straightforward and counter with an ORC guard is just as fun for your players. That's always a really tough balance, too hot to have. I think as a DM I'm all honestly like kind of always going like, oh, what can I surprise them with this time? And I'm always trying to like one up myself almost, and that's a really easy trap to fall into, I think, at least for me. I don't know about you guys. Well, I've been struggling with this for the last couple days because I later today I'm running a session for some brand new players really excited to play DD and a lot of who I run for. I don't really run for new players often. I tend to run people like us who have been playing for a few years. So what I like to do, if I'm running like a one shot or something I run, I like to run something that's like super subversive of expectations, something that's not super straightforward, something that like I can kind of toy with them and get people thinking outside the box on right it's actually going on in this adventure and for that reason I don't have a ton of really straightforward adventures built up. So we I was I was going through like what am I going to run for these guys? I was like I could run this, but I was like, you know what, like it's their first time. They shouldn't, I shouldn't be subverting expectations that they don't even have. You filled the expectations first. Yeah, and having a really tough time like trying to find something that like will establish what DD's all about in the tropes and whatnot, so that laid down the road they can be surprised about the stuff. HMM. Well, maybe the folks out there can help us, you know, send us an instagram message or something and tell us some interesting campaigns that that brain could run as a one shot, or do it like like, okay, yeah, by it's going to be like two days by the time this pass anyways, want to hear yeah, you know, you still have to build the expectation after that to you know, can't. You can't jump right into a subversive campaign immediately after your first everything we talked about last time. It's exactly. Yeah, okay, so last part here of elements to a great adventure, guys, is called useful maps. So a good adventure needs thoughtfully constructed maps. Wilderness area sprinkled with interesting landmarks and other features are better than vast expanses of unchanging terrain. Dungeons that have branching corridors and similar decision points give the players opportunity to choose which direction their character should go. Presenting the characters with options allows the players to make choices to keep the adventure unpredictable. If drawing maps isn't your strong suit, the Internet is a great place to look for adventure maps that have been made freely available to you for use, as well as for plans of real world buildings and images that can inspire your map making. There's also software out there that can help put your maps together. What do you guys usually use for your maps? Anybody that is listening to this that wants to make published content and wants to produce maps and seldom dungeon painter studio is your best friend. In my opinion. There's a lot of different things that people swear by. What I use constantly is dungeon painter studio. There's a free browser addition. There is a steam addition which is a little bit more user friendly, a little less Leggie, with some more assets that you do have to pay for the steam addition, but I prefer it you. As long as you're using the base set of assets and not downloading other people's stuff, you are able to publish those in any way that you see fit. You are able to sell those maps, which is what we do. That is where we get like eighty to ninety percent of the maps that we use for any real city society reductions. That is where that comes from. Is usually either myself, mat or Alex building maps. It's phenomenal and I know our good friend Matt who he just has a million and one maps for any kind of in situation that might come up in his campaign. That's just because that's that's what he does. For funny he uses this program is like what's a cool looking math that I could and it usually ends up turning into like a really cool like he'll make the map and then spend the map off into an adventure which ends up being really awesome. So he does have good maps. Thats have three maps. Another huge shout out in this case for on the fly maps, to Microsoft paint for letting me create the biggest rough sketches for hey, where are we in general kind of moment. Yeah, but if you're not like Carlos and you're like me and you can't draw for anything, June major studio, good, got it all right. Yeah, so that's that's a section.

We will head into the next stuff on published adventures and adventure structures and things like that next time, but for now I'm going to hand it over to Brieden. Sounds good, before I jump into this week's segment. This triple advantage is sponsored by the newest subclass from the Royal State of Society, the Dragon slayer specialty for the Arcane Blade. This is from lead author Bradley Vander Koi Co designed by the Royal City Society, designed as a follow up to Bradley's initial full class. That's cells really well. People really like this class, the arcade blade. This new class gives you the power to fight against dragons by knowing your enemy and by rechanneling their abilities into your own sword fighting techniques. Amazing class, amazing URP abilities, amazing just everything done on this class. I had a tough of fun help in the make it. I think we all did, so go check that out. It's now pay what you want on DM's guild. But while you're doing. That keeps tuned for this week's top of the town, where we ask you, this society, your opinions on a question that I have designed and then we listen to those opinions on here right now, right this second. And the question is Halloween is literally one week from today. When we were recording this episode horror movies, it's that time. What horror movie plot would you like to see adapted to a d ind adventure? All like Carlos go first on this one. I don't usually watch too many horror movie yeah, yeah, so I guess I'm not the best authority here with good dndi adapt actually, no, you know what I'm going to go with, like a good dndi adaptation. I'm trying to think of a good horror movie. Let's go with something like clover field. I think that that would be kind of fun to run as a one shot because you would have a creature that your characters can't fight and a lot of ads in this quickly changing environment. So I'm coming at this from a strictly game mechanic perspective. I think something like that would be fun. You're offering different pathways to get out of the city, which would be an easy goal to establish. And Yeah, I think with a little work you could splice in. It's the horror theme that I would find an aspect that's difficult to include and that just goes in general for any one shot. It's a the element of fear, but I think as a monster with as a mechanical plot, I think that, I think clover field would be something that's good to do, not saying it's a bratest movie and the most saying it's the scariest movie, but I think as first of its kind, you know, like a handheld kind of Pov perspective that we're kind of seem more and more of now, right, yeah, now, photo genre, that was that and like nor normal activity were some of the first big ones. I would like to see that. Actually we're essentially there in the town and the town's being destroyed and they're only really catching brief glimpses of this monsters. They like run from building to building trying to help people get out. That'd be cool, be a good like low level incount. Actually it seems a lot. It's very reminiscent of the the very first encounter that we had in part of the Dragon Queen, Order of the Dragon Queen. Yeah, I think, and though we had a little bit more, I think it was less of like what the hell is going on kind of thing. It's more so like, Oh, you're clearly getting invaded. Yes, but yeah, it's a difficulty, right, because I guess players, like we jumped right into that, whereas like as NPCs, like if you're trying to role play on PC's would be like you're trying to survive. Yeah, trying to like figure out how to defeat the Battie right, like you'd have to drive that concept a little bit. You'd have to drive that concept down. I gave did I give you another time think of something? Yeah, I mean, I'm kind of with you two there. I don't watch horror movies during the speaking because I will I scare easy. So I guess the scariest trailer I've ever seen was the it's trailer. Oh Gosh, still gives me nightmares. We never seen it? No, dude, no, it's no. You know, I will like literally scream four days. But I could imagine that might be. I can't I really don't know, but I would be scared,...

...but I would be scared. It almost any horse that it's bad. So I played the hell out of it. Actually, Penny wise, as a as a warlock patron. Oh my God, I like it. Clowns, guys, you can cast levitate own up to fifty objects at a time. Everything flipps. Okay, that'd be funny. I like the two of you, I watch a lot of horror movies, especially around this time of year, which I think makes my ch even more stupid, because I'm gonna go with trolls to. Well, I would love to see trolls to, as was built as one. It's not. It's terrible, but it was built this one. For those unfamiliar, Go Watch trolls to. What do you doing not watching trolls to? It's a it's a really kind of the movie, a rror where there's essentially in this town and the town's being infested by they're not e controls, their goblins. The title makes no sense. And there's there they they turn people into plants so they can eat them and then they're going to eat me. Oh my God, it's it's it's hilariously tacky. It's supposed to be scary, it's not. It's funny, and that I think is why I'm going to choose that, because we kind of talked a little bit last week about how horror is a difficult genre to kind of capture in a regular te DD one shot. YEA, and I'm that is my goal. I've been talking to a couple of people. That's my new goal is to is to accurately and adequately create a true sense of horror in a one shot. But for that same reason, that's why I want to see this, because like it sets itself up as a horror and it's just not. It's just hilarious. So I would I would love to see that for that exact reason, where you kind of like invite them over and it's supposed to be really horrific but it's clearly just like super goofy. But let's let's throw it over the society. Yeah, what they have to say? A lot of disturbing entries this week and I'm kind of upset that. I asked this question on our instagram. Ta'Ler Day responded with saw hoge, saw and Dandy. That's a lot of dismemberment. Yeah, it's a lot of really gory dismember it. I like the trap aspect. I like the idea of having to get out of like one massive traphouse. Who and I like I like the kind of reversal, because usually you're going into something and dismantling traps on your way in to get to something, and this one you're trapped in, you're trying to get out dismantling a lot of really complex killer traps. Escape Group, I. Scape Room, any another gate? Yeah, exactly. I think it's an escape room mechanic. But, like you said, right, like, you'd have to have a lot of traps in it with very obvious clues that you need to collect to get out. But I think the I think to drive that aspect of saw into a game you'd almost have to make it so that they cannot receive any healing and in that sense, right, you end up having the players make the decision of Oh shit, like I've taken three trap hits right, like, I could probably only take one more, but this next key requires two people to get hit by the trap. Who Do we sacrifice? Oh, oh Ho, I was thinking the same thing at first. We're like almost you design it so that, if there's like four players and three rooms, only one of them is actually making it out of life. Yeah, essentially you got to choose WHO's dying to this ridiculously complex trap each room. But then that's not really fun for the one guy that dies first and then has to sit there for the next two hours. Right. Still, I'm still working on the logistics of Hell. Maybe on you get petrified right at the beginning of combat and have to sit through came in that do be like that sometimes. Looking at our twitter, at Kolbe Nichols responded with either Donnie Darko or it follows. I'm not sure if either of you familiar with either of those movies. Any Darko, I'm haven't seen it follows. Donny Darko, I think would be the more interesting of the two, in my opinion. Be Interesting to incorporate that. Yeah, there's a lot. I heard the rabbit man. Yeah, Oh, yeah, it's eerie. It's a good movie, though. It follows essentially is the concept of a supernatural std where every time somebody has sex, this entity just follows them re relentlessly and track them down and they can't do anything until they have sex with somebody else and passes it onto them.

It's a bizarre concept for a movie and it was apparently really good. I've also never seen it, but I'm not entirely sure how that would translate to a one shot, to be honest. Yeah, trying to sort that one. Maybe if it was like an escort mission where you're guarding the person that has the affliction, I don't know, it could work, I suppose. But looking over our community discord, had a lot of responses from our good friend and local horror buff David Getta, who is more into horror than pretty much anybody else on that so I was expecting quite a few things from him. John Carpenter's the thing was his first response, essentially. If any either of you familiar with the thing? MMM, I've heard the name a few times, but it's kind of thing. It's a great movie. It is a fantastic movie and it's not dissimilar to what we recently did with his one shot with into the jaws of the Mimic Queen. It's not dissimilar from mimics in general, honestly, Doppel gangers especially as well. He mentioned Cannibal Hanna Holocaust and I'm not even touching that one or not even going to address that. I'm not giving up. And he also says that he has once run a movie called they live as a campaign in a series of encounters. They live. I've never heard it before, but it looked it up and it's it's also John Carpenter. Not surprised. He's a huge John Carpenter fans. But essentially, this this protagonist of this movie discovers a set of sunglasses that shows him that the ruling class of his city and of the world really are all aliens disguised as humans that can only be seen through these sunglasses. He's got to take them down. I think that'd be interesting. We're essentially your players come into the possession of this magic item that reveals that, like all of the powerful people are, most of the powerful people in your kingdom have been switched out with something demon right, with some kind of otherworldly being, and you've got somehow figure and if, especially if you're the only one that knows that they're like that, you can't exactly just jump in and kill them. You're just going to be seen as killing people. So you got to figure out how to expose them and take them down. That, even dressed, I'd from just giving, you know, another person like hey, look, yeah, but that the whole plot falls apart at that point. I know, I'm Jordan. Horror Movies guys who logic? You got it? Yeah, yeah, to any I don't. Yeah, but why would you let that happen? You gotta just buy into it and be like yeah, this is, this is. You gotta find a magical way that it only works for the party. Yes, yeah, but that's going to do it for this episode of triple advantage. Let us know what you think. Are you interested in seeing any of these become horror movies? Are Any of these horror movies become DD? I should say, yeah, we're writing her movies now. Sorry. Did you have any thoughts on what we talked about on dividing the DMG? Have you looked at Matt Mercer's newest to subclasses? Have you played in our newest one shot campaign? Let us know on any of our social media's and stay tuned for the next episode of triple advantage next week. We'll see you next time.

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