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Triple Advantage
Triple Advantage

Season 3, Episode 14 · 2 years ago

Ep. 41 - Am I Evil?

ABOUT THIS EPISODE

On today's episode, we continue to speculate about the upcoming release, Tasha's Cauldron of Everything, discuss location-based adventures in Divining the DMG, and see what kind of evil characters or actions the players in our community have seen - or done!

On this week's episode of triple advantage, join the crew as we continually speculate more and more about the upcoming release Tasha's cauldron of everything. Then we talk about adventures subtypes in our divination of the DMG, specifically location based adventures. Then join us for the talk of the town, where we discuss what evil characters and evil actions the local players in our communities have done or experienced, and my God, they're dark. Make sure you follow all our socials, as that's how we announce our new releases, new content for the people and enjoy the show. Hello, we are back. Do not worry. I know we missed a week and for those that missed us, know that we spent this time relaxing and just generally doing our do ful duty and reading up on every new release that's come out for dnd, because we really only do one thing. We need more hobbies, do we? Guys? I didn't know. I didn't know. We're supposed to be reading. I didn't know. Those are work. Are there other hobbies out there? Really? Wait, bring did you do something different? I can't read, guys. That's very open about that. Oh, yes, I forget. Yeah, it's youtube videos. Only for you. Yes, anyways, on this week's echoes. From the outlines we've we've seen a lot more come out regarding Tasha's cauldron of everything. Guys, from what you've seen online and just generally inquiry, what are you guys expecting for this release? is going to be big. He's going to be big. I would compare it, if I could, to Zenithurst because I think that it is in the similar vein of lots of new creation options versus a new campaign or anything like. It's very much a new set of rules instead of options that you can use when making your character. But I think it's almost a disservice to compare to Zanithur's base on what we've seen, because I think there's a lot more in here than what we got in Zano. Thirst a ridiculous amount of subclasses coming at us. I'm really excited about the magical Ted two's pretty excited about new spells, about group warlock patrons, about all these things that they've been teasing towards for but a little bit now. Yeah, yeah, it's interesting. Actually, I know a bunch of these spells and things like that have been out in you a stuff or in Sord coast adventures guide and that kind of thing. But there are a few here actually that I haven't seen like or heard of, like blade of disaster. I don't think I've I've heard of that one, or dream of the Blue Veil. That's another magical spell apparently. I'm actually kind of interested to see what those are going to look like, I think. Also chapter four talks a little bit about sidekicks there, or it's going to. I'm kind of interested to see what that's all about, because I think...

...like a lot of dms bring in NPCs and things like that to kind of follow the party or give them like a purpose that kind of thing, or keep them on track in some way, which is great, and I'm hoping that these are going to help DM's build characters that can do that kind of thing easier and just kind of keep up, I guess, with the with the Party in general. So I'm excited to see the the DM options to for this kind of stuff just to help them navigate the realm, so to speak. Yeah, for sure, a little bit of everything for everybody. I've interested in the some of the Dungeon Masters tools that they're also releasing, like with session zero, especially right, like you knowing about sidekicks and all these other npcs that you could bring but in general right, like they made a big deal about this with wild mount as well, I think, because it gave a doesn't I remember reading about this, but sections of the book guide you on how to start your adventure and wild mount right, for the five different starting quests. So I think it's nice to see that. You know, wizards. I probably also realizes that there's a huge number of new players, right, so let's include these rules. Let's make sure we get this, you know, the DD feel across to as many players as as possible. Yeah, and and they're look at like look at the some of the rules to that they're coming out with, like for natural hazards, like they're starting to bring out like mechanics that actually work for things like avalanches and falling into water or falling onto a creature. I think that's fantastic. Like that's the kind of stuff that like comes up and a DD session and then you go, I guess, I do this and maybe it works out mechanically. I'm not sure. So to a certain extent, like that's always going to come up, but it's nice that, like falling into water and falling onto a creature, is something that will happen more often than people think, I guess. I think. I think it's like the nature of any other RPG game, right, like with every expansion you start adding a little bit more bloat to the Games and link in in. In the beginning, right, like, you don't notice it, but then eventually you have a lot more mechanics that you're now ap that they now have a mechanic written for for you to keep track of, right, and I think by and larger. I think that's a good thing because I think shying away from the table heavy game that DND is probably become the starting to become. At the beginning to V was phenomenal, right, it made it the easiest experience to pick up. But now that a lot of these games are running online. We've talked about this before, but I think that the the computers can handle the big tables, right, like as a DM, you're now able to just like push these tasks off to something else, for a random generator. Right. So I, for one welcome all these specific rules that let's who get a nice and gritty game mechanic and game engine set. You know, I'm a I'm of two minds about it. I Agree Carlos that it's probably a good thing to have this kind of stuff codified, but at a certain extent I've been looking at a couple of other systems recently and a lot of them have the tendency to leave things kind of in the abstract. They kind of give the DM a lot more of the way in terms of, Oh, this happens. Now you is the DM decide what the ramifications are. That versus...

...flipping through like three multi page rule books to be like no, I know there's something on this. So right I feel like there is. Like I agree that it's nice to have an official set of rules for this kind of stuff, but I feel like it does take away a little bit of DM autonomy and a little bit of the ability to to kind of like think on your feet a little bit. In a way. I guess I don't. I don't necessarily think like with a lot of these books. Right like you're going to have a couple of cases which is maybe you have a player who just bought the book and doesn't necessarily know everything, as a player who doesn't have the book and is looking for some sort of ruling, or a player who has the book and as studied it and now doesn't need the book, right, like and between those, I think the people who like again, like the people who are getting a lot of these expansions for dd you know, are looking for more of those rule sets. That's what you're buying the expansion for, right. Otherwise you could just leave it open for yourself, you know. Right. And even if you have the rules, right, like I like to keep in the rules, yeah, and just kind of throw them out the window. And exactly sure all of us do that more often than that, right? We're right. Yeah, and to a certain extent too, I like that there are going to be more rules on these kind of things, because I like actions to have consequences and I also don't want to be fully responsible for okay, so this character jumps off of a cliff and goes into water and I have to decide, okay, how much? So much just steel, because this could either outright kill the character or it gets a lot of Midge or the just dive intore. I just like make a check and, you know, just that's okay, then I don't know. I think that there should be some sort of consequence, and it this way, at least there is an option that allows me, as a DM, to say, okay, in the rules it says it does this amount of damage. So sorry, you're out of lock. Your character has died because you jumped off of this cliff. Well, let you mentioned that. then. I think that it's it's a very clear that we should, you know, split up the dming into two different like, into two different things, right, like there's dming when you prep and there's dming at the table. You may at the table is on a whim and I'll be willing to throw anything out anyways. But the prep, these rules allow me to get a general sense of the threats that I can put in front of the players. Right. So all of a sudden, yeah, you put a big cliff and I have the exact ruling on, you know, the falls and if it's jagged rocks or soft rocks or whatever. Right. But then it gives you that sort of architecture of the little area that you're trying to put your players into and then at the table, if they do something cool that can save them, then you start allowing these actions versus sort of guessing that the damage may or may not kill them, which then leads into odd scenarios where you know, well, we fell a hundred feet. Last time I only got dealt one D six damage. How come you this time we're falling from a thousand feet and we're only dealing to d six like this doesn't seem right them MMM. With that being said, not only is the index leaked, but the gang at DD beyond has also been doing their due diligence as well and getting some deeper information on some of the artifice, Fisher and alchemist classes. Now, I think a lot of this content is and especially with when we're looking at the you know you're looking at. What are we looking at here? The group patrons from Tasha's cauldron, right, sorry,...

I lost my train of thought here. Given all right, I lost the page for the for the group patron. Is it? The group patrons are going to be sweet. I am so excited to see what they're going to do for that kind of stuff. I'm looking at the contents here and it's been it's got a section on being your own patron. Braden, this is meant for you. You know it's not warlocks, right, sure, all I know, I know okay, I don't really miss spoke before when I said it was morelock patron. It absolutely is not. Yeah, I am special and I am unique because I serve someone else. Thank you, sir. Don't need deserve myself, but yeah, I'm also I'm super excited to see what it's up with the group patron. I'm interested to see mostly why they felt the need to include this, because there's so many powerful npcs that can act essentially as group patrons, and there's so many like if we think, I actually can't think of her name, Sindara Carlos was the name of the woman that sent us on our team of a nihilation quest is Cindara? It's a real good question. But if you think about her as one and then I'm running t your name, dragons res a TMT. If you think about Mebe the Council of water deep as these other the other end of these are kind of powerful people. So they've existed in DD cannon for a while and you've been able to serve them in the DD cannon for a while. So I'm interested to see what's so breakthrough revolutionary about what they've done here that they felt the need to include an entire section on it. I'm thinking it's gonna be up, by the way, I can't believe her God. I'm thinking it's going to be something decently big. Yeah, hopefully it'll. It'll go into a little bit about like how the players can become like patrons, how they can become those big guilds and how they can run that kind of like larger guilt, right, without having to just roll play the whole thing all the time. Right, adding a little bit of rule set to that kind of thing will enable you to just say, okay, here's how these guilds kind of run, and now we can like have that off on the side and we don't have to role play it every single time you want to do something with your guild specifically. We can, of course, like do the role play when you want to, but like, hopefully this will kind of like give you an idea, I guess. Of I guess options for your characters. Right. Well, I think it's just easier. It's one of these mechanics that you add into the game as like one of the one of the one of the key tools is just being able to give the players constant quests, right, being a having a cannon narrative, reason for your players to go back to the job board and, you know, continue some quest line rather than randomly doing tasks throughout the world and, you know, following this thread, you know, that somehow connects them all. I think again, it falls in line with, you know, the session zero stuff. I'd imagine there's a little bit of overlap in these sections because it's already been done for wild mount right, so maybe tying in some of the organizations and syndicates from ever on, you know, and giving them that extra breath...

...of you know, what would it look like if you start from these? So I guess it's really beneficial to have because as a player, you know, you don't have to be like this is all stuff that they've written, right, like you don't have to be like all railroaded into the story. Yeah, yeah, so, overall, I'm super excited for this man. Yeah, it's going to be a it's going to be quite a book and I feel like we're going to have a lot of sessions dedicated specifically just talking about what we how we feel about this book, at the very least, of a lot of bonus actions. Yeah, Carlos, was there anything else? You had for us for this week. No, I guess that's it. The will see more of this as more comes out. Like there's still stuff on like the artifice, the artifice or in Alchemists, but I think that we're running out of time here, so start getting into that. It's become a real big law segment and I think we got all the stuff to do right. So next time will catch up on that, all right, but for now we're going to jump into divining the DMG. So we are on page seventy two of the Dungeon Masters Guide, at the very end there. I'm pretty sure we are talking about adventure types this time, specifically the starting with the location based adventures. So I'm curious to hear your thoughts on these kind of things, because I have a specific way that I run my campaign, and I mean I I'm not sure how I feel about running it different ways, but I think I think it'll be it would be interesting to try it. So let's jump into this. All right. Location based adventures, adventures set in crumbling Dungeons and remote wilderness locations, are the cornerstone of countless campaigns. Many of the Great D D Adventures of all time are location based. Creating a location based adventure can be broken down into a number of steps. Each step provides tables from which you can select basic elements of your adventure. Alternatively, you can roll on the tables to see how the random results inspire you. You can mix up the order of the steps as you see fit. So the first step they have here is identify the parties goals. The dungeon goals table provides common goals that drive or lower adventures into dungeons. The wilderness goals table provide similar inspiration for adventures based on outdoor exploration. Other goal tables suggest location based adventures that doesn't fit neatly into the first categories. So to avoid what I'm sure is going to be about an hour long, Oh, I'm I'm going to read all of the different all. Yeah, no, I'm definitely not doing that. So I like that they've included all of these tables for Dungeon Masters. I'm always I'm always splitting a lot of the stuff. I wasn't obvious, but I'm always have two minds about tables like this. And it's the same with when they give you like a new class and there's like a ton of class creation options where it's like, Oh, you know, here's a roll on this table to determine what you look like because of because you're a shadow sorcer and how the shadow fell effects...

...you and DA, DA, right. And I'm like, yeah, it's always great starting places, but I'm always worried about the trap of just falling into Oh, every single session is just going to be let me roll on the table to see what happens here. What's the goal this week, guys? And maybe maybe I'm not giving people enough credit, I'm sure, like we don't do that. I know we don't do that. So I don't know anybody does do that. But that's always just kind of lurking in the back of my head whenever I see stuff like this. Is Like Oh, when you especially when you have a section like this that promises to talk all about this stuff and then doesn't really talk about the themes. From what I'm seeing of it, it just kind of gives you tables at examples, right. Yeah, so the location based adventures like tables there are basically just it those over each of the different themes and provides tables for those kind of things. Right. It's basically trying to be a primer for you to be able to run a session based on. Here's a location, for sure, but that, I feel like that's what premade modules are for. This is the dungeon master's guide, so I feel like there should be more of a tears how to craft your own good party goals, to put out here the hooks of a good party goal, not just your are three separate tables. Well, okay, so the three separate tables, like are, are different goals. All of them are different goals. So there's what twelve and twenty and twenty, so that's fifty two different potential goals that your party can have. Yep, this is like not limiting in any way. It's actually just meant to inspire, you know, the dungeon master to say, okay, I like this one. Maybe it's maybe it's you're going into the dungeon so you can destroy a magical threat inside of the dungeon. Okay, well, what is that magical threat? You get to make that whole thing up. Kind of thing. You your it's really just there again to be inspiration, because what you're saying, Braiden, is you want a book that increases your ex creativity. I well, you're in made creativity right, exactly, but I feel like this almost like I feel like this is a tool that almost stifles it, and especially because that is kind of what the last chapters have been doing, with the exception of the section that goes over just the planes. That's just teaching a place. That's right, essential, yes, but a lot of the first parts, when it's talking about like when it was talking about like mystery and intrigue and Hackenslashing, all these different ideas, it it taught you what the core tenants of those were. It cut taught you what the key ideas and how to meaningfully craft your own adventure within that space was right. Feel like this section does the same. That's fair. I do find that. I think the other sections go over the that kind of stuff a little bit differently. Like that. The different types, so location based adventures are in and of themselves, I believe, to be more of a base, like primer set, like okay, let's create an adventure based on this, is where I want them to go. Now we put the things inside this place and the players are somewhat limited to the place that you have created, if that makes sense. Yeah, I see what you mean. So it's a it's an adventure type right, like. It's not a like. Here's how you build a full campaign. This is how do you build one dungeon in your big long campaign? Yes, based on and it may...

...be a location that catches their eye. You know, you can throw out a bunch of teasers in one of your sessions like, Oh, there's this big tower over there, there's a flat floating, you know, sky fortress over this way, there's a desert over that way, and then you see where the players want to go and then you go and you create your adventure using the location itself. But yeah, I understand what exactly what you're saying. I I would skipping ahead a little bit. I tend to go with more event based or like mysteries if I were to choose an adventure type, because at it leaves it more story oriented. This is definitely not story oriented, I think. I think you can be. It can be, for sure, it can be. It's I find it's more difficult, I guess, to pull off a meaningful story because for the most part it will be because you're starting with, you know, a location or having it set in a specific location. You are limited to a certain extent. I find that's just my Vergian you've never read a short story that has been meaningful. I I mean, sure, I guess, but yeah, I don't know. I like the event base stuff. I don't know, that's just that's just me. You're definitely allowed to like the location based stuff, and I know a lot of people can't. I heard. Yeah, you eluding that this is your favorite way is a clear way of saying that we're at there was only one right way to do adventures. Guys, you just alienated half of our listeners to whole listeners. Sort of stop it. I'm sorry, I don't know. All right, I like I like when they give more depth in to specific location, so which is always nice to see it like whether it's constant that you decide to about it, whether it's like resources that you want to incorporate or not. You know, I'm to you. Yeah, exactly, I do. I do see what you're saying as well. Like breeding, like there is like it gives you ideas, but it doesn't put any context around it. So it's it limits it a little bit that way if you just take it word for word from this book kind of thing. Definitely, if you are running an adventure like that, try and be a little bit creative with it and that that should, I think, in Cree, improve the game. But yeah, let's let's move on here a little bit. So first you should identify the parties goals. Then it says identify important NPCs. So you use the adventure villains, adventure allies in the adventure patrons table to help you identify these NPCs. Chapter four also can help you bring these NPCs to life, which we will get to eventually. Cool slates, to doubt, but that is good to hear that there is more fleshing out in later in the book. That's that's kind of what I'm looking for. Yeah, I know, I know. It talks again part three. Here it says flesh out the location details and then says immediately chapter five offers suggestions for creating and fleshing out in an adventure location, including tables that you can help you establish the important elements of a dungeon, a wilderness area or...

...an urban setting. So that's the kind of stuff I think that you're looking for. Their Braden. This is just telling you here is the like core base elements of an adventure. You can start with this step, then the step, then the step. Right. Yeah, so, anyway, for for this it's identify the important NPC's. So you want to have a villain? You definitely. Well, you definitely want to have a villain of some sort, or at least some sort of natural disaster maybe that the players are working against against. Yes, allies, you can. You can have some allies in there as well if you want to. I don't think it's necessary, but it gives us an option, options for that kind of thing. And then patrons are usually the people who give you the quest, so that's always a good thing to have in the game. It's it gets difficult for the players, especially if they're new, to come up with why they're going to a location if their veterans like maybe the really great at the exploration part, and maybe you just want to leave them alone, in which case you can just ignore giving or having the patron there. All right. Yeah, and then I went over a flesh out the location details, which chapter five is going to go over a little bit more, which we might get to. And then part four of this location based adventure is find the deal introduction. So an adventure can begin with a social interaction and counter in which the adventures find out what they must do and why. It can start with a surprise attack or with adventures coming across some information by accident. The best introductions arise naturally from the goals and setting of the adventure. Let the let the entries in the adventure introduction table inspire you. So it's got a few here, like while traveling on the road, the characters are attacked by monsters that flee into nearby, into the nearby location, adventure location. So maybe the players will chase after these things and then they go into this dungeon kind of thing. You're just trying to give them that. Frequently, actually, that's a yeah, it's a common one, it's a good one. It's a like you know, generally speaking, I think if people are attacked, they want to seek revenge. It's just it's what happens. So I mean I think, like even the I think that the the introductory mission that D D gives you minds of his men's and Fando here. So I was going, Yep, I think that's how it starts to, isn't it? Like you're traveling, yeah, you're safeguarding a cart and then you're attacked by Goblins and then you got to follow the goblins like into their cave and, yeah, exactly. Yeah, which, you can totally ignore the cave if you want to. Ignores the cave. Everybody. Yeah, it goes everybody. Yeah, either you want revenge against them or you're like, oh, we can't leave these goblins out here for the next person who comes along the road. If you're, you know, an altruistic person surpris here murder, you're just like, too bad, these goblins are here. Yeah, yeah, you can totally let's just talk for someone else. Yeah, so, and I think that is a little bit, a little bit of the trap of a location based adventure is if your characters decide to completely ignore the location, you're in a little bit of trouble because now either you got to have a bunch of locations prepared that you think they might choose from or that they can choose from, or you gotta like really sell going into a particular location. You...

...know what I mean? Yeah, yeah, it's a I think it's different to like one shot versus long term adventure. Depends on for sure, because there are in a long term adventure if they don't really bite for it. Maybe you have something else on the back burner. Then, yeah, which speed to if, like, if they don't bite on the one shot, then it's like well, all right, adventure over. I see you guys next time. Guys, I guess that also a couple times too. Now I don't think we would go there. I'm like, okay, that's nice, that's the location. So then you just go. So that's when you read over the entire adventure instruction table and you use all of them. Yeah, so all of them. First single what? Roll on a dtwenty. No, add up every single one into one adventure. Yes, yes, all right. Next up is considered the ideal climax. So the climatic ending of an adventure fulfills the promise of all that came before, although the climax must hinge on the successes and failures of the characters up to that moment. The adventure climax table can provide suggestions to help you shape the end of your adventure. So obvious ones are you know, confront the main villain and the group of minions in a bloody battle to the finish. There's other ones like it. Now I betrace the adventures as they're about to achieve their goal. I've never had that happened to me before. I will get to that in today's talk of the town. But no key. Yeah, other things like a threat more powerful the invent than the adventures appears, destroys the main villain and then turns its attention on the characters. That's a little bit scary. I like that one. That's that's pretty awesome actually. I like that. There's an awesome I've talked at length before on here and both any time I talk to you guys about dd about how one of my favorite things to do is kind of like subvert expectations of the players. And there's one that I've been working on. I've been working on a one shot recently where the the characters are low level characters who've been hired by a local muse, the local town guard, who is investigating a break in at like a local museum where all of these these expensive artifacts have been stolen, and they'll kind of you, they'll kind of allude to a lot of these artifacts and you know, if you can dig into it, you'll find out the like a couple of them of like been taken from adventuring expeditions and like some of them are said to be cursed and whatnot, and your you've been tasked with tracking down these people that have committed this crime, and so you go through. You the adventure is basically you track them down, you get to their hideout and, like, as you're walking through the hideout, like you're a waiting like the climax of like having to fight these these villains and get these artifacts back, but you're realizing that like something's really wrong, like the place is just empty and there's there, like it's just there's a very off demeanor to it. And then you get to the end and you figure out that, yes, one of the artifacts was actually cursed and it turns one of the thiefs into a monster who has killed all of his friends. And now you've thought that you were like walking into like a like a big group fight against all these people, and now it's one very overpowered monster that you have to face. Awesome, I like that. I like that that. That's what that reminded me of, like the more powerful villain. I like that. I like that climax. That, like you think, the adventure is one way, the entire way up to that climax, and then you get to it and you realize the unknow idea what you were actually walking into. Hey, remember...

...that door. It's always the door, players. So the more, at least forty five minutes of each session investigating doors. Your DM will thank you for it. You'll never be caught in a mimic. So yes, ever be caught in a mimic. That's gonna make the floor of the mimic you're they gon't learn to not do that. Somehow. The floor is not themeric the floor is lava. All right. The last part of a location based adventure is to plan the encounters. So, after you've created the location and the overall story of the adventure, it's time to plan out the encounters that make up that adventure. In a location based adventure, most encounters are key to a specific locations on a map. For each room or wilderness area on the adventure map, your key describes what's in that area. It's physical features as well as any encounters that play out there. The adventure key turns a simple sketch of numbered areas on a graph paper into encounters designed to entertain and intrigue your players. So then it says, see, creating encounters later in this chapter for guidance on crafting individual encounters. This step feels to me. Do you guys from member writing essays back in high schools, like the typical five paragraph essay, and there was always the plan that you had to fill out where it was like get your intro idea down, get your topic, a topic, be topic, see, Yep, and then get Chousil ution down, and then the teachers always like now it's just like the last years, an easiest APP and that's just rake the paper. Yeah, just got through. It's like, all right, so now you've got let, you got a location. Yeah, you got like a fun funny flings. God, you got some NPC school, Little NPC sprinkled in there. You got your get your infactions. Max is going to be. Now you just got to write the adventure. Yeah, that's all, with everything else in between. Yeah, good, you're so right. feels bad loving flashbacks that I didn't want. Right boy. All Right, well, I've used up quite a bit of time. Do you guys think I have enough time for the advent event based adventures? It's going to take as long as we just did? Yeah, there's eight steps in this one. So let's let's see it there for next week. I'll right then. We will save that for next week and I will hand the reins over to you, Braden. So take it away. Excellent. Before we jump into the next segment, this episode of triple advantage is sponsored by the new subclass from the Royal City of society that I wish I remember the name of the dragons layer. That's it, the Dragon slayer subclass of the Arcane Blade in original composition by real city society member Brad the evander boy. Is New subclass is a relatively niche one, but one that we think is loaded with a lot of really cool new tools for your adventure to use a lot of really cool character customization options. With the key question burning, why can I not just play as somebody who likes to kill dragons? Now you yeah, we got you covered. Listeners, check it out on DM skilled now for pay what you can. You can find the link in any of our social BIOS. And now it's time for talk of the town, the segment where we ask you, this society, a question that's been burning us and then we discuss those answers right here, right now on this segment. Today's question what is the most evil thing that a character has done in your campaign? All Right, Carlos, do you want this one first or you want me to go first? All Right, the most evil thing that a charaacter has done in my campaign is that is...

...a good question, I guess. In my current campaign in Wild Mount I'm not sure how much I want to spoil because technically, like the character is still active. Of So tell its way happens. So far spoiling the yeah, yeah, sure. So, basically he started out with a certain backstory that included some sort of evil act that I'm not going to go into and that has affected already one of the character, one of the other characters. So these two people created their back stories together and the one person technically doesn't know about the other person, but they wrote it together so that they could have this shared back story. So they know about it, but they don't know about it, which I think is great. So like they have this like friendship that is very tenuous, and so this person is now almost trying to pretend to be everyone's friend at the to protect his secret. And so this this secret is there in the middle of everything, just waiting to kind of well, explode. At some point. So I'm leading up to some sort of a climax there. That will happen eventually, but it hasn't really gotten to that point yet and don't want to go too far in depth. But other than that, this person also just murders people straight up, like even when there's other options kind of thing. It's it's yeah, so, like you know they're they're definitely playing as a more evil character, but it's not like you know, I it's not like they're this dastardly villain. I guess I have used my brother in the past for a one shot campaign where he was the main villain, but I had him kind of with the party that had been captured and they kind of all wake up together engine. Yeah, yeah, so that was I was a being barly. Your character, your character picked up bones like right away and you're really, no, I was in the villain. No, no, I know, I know, I know, I remember. It was. Yeah, I was there in the room when it was like, Oh, you passed like fire, divine fire, on everybody and like kills the Fan. I was like what? Yeah, that was the thing. It was like Oh, yeah, yeah, no idea. What's going on here? We're working with these people and then all of a sudden this guy that your brother's playing just like wanders off and starts murdering people. We're just like, okay, that's odd. Yep, that's that's a red flag. Will keep an eye on that. So yes, I did, I did. I did give him, I think, a few levels on you guys just to be able to pull off this, this villain. That was kind of the main part of it, and you guys were supposed to discover this a long in the way. So yeah, that would die. I would say that's probably the most evil thing. I think, like everybody but one character died in that campaign. Carolos, how about you? I think the most evil action I've seen players do in any campaign has been what you guys did to put all two good old dragon bait that eat that consideration, when he got petrified, that you were just gonna work take his sword. This guy has saved your party. I'm more than one of Nasion at this point, and you guys are just like, you know what, he's petrified, let's just take his sword, break his hands. Why not? You know, like disrespect. Ten Out of ten...

...evil, questionable, evil character in that campaign and I'm the only one, apparently with any honor, because I'm the one that's looking at these guys going why do this? Well, I can can't even believe you guys considered that. Yeah, that was out. Actually forgot that happened, but you're completely right. That was a that was a very that's a Morgan moment. It's also Morgan Moments Morgan was playing, but that was everybody, like everybody, I think, literally accept me and they were just like what do I do? I mean, yeah, I mean my character is kind of insane and and and was prime at the time too, so he'd hadds no recollection of dragon babies, most part short shorts character, for reference listeners, has like a jackal hide thing going on. So depending on which form he is, and he doesn't have all the memories of what was going on, so wasn't privy too exactly what was going on. Yeah, yeah, but either either way he was kind of just he's more of a neutral chaotic character. So yeah, just like whatever, if the guys want to do that, the guys want to do that kind of things. Like it was just like that. That still strikes me is like almost the reverse of poetic justice, just because and artists swept in when the party was paralyzed and helped them defeat the Medusa and undo the petrification. And that he gets petrified because we messed up and we go let's lose a creation of the party is let's break the hands of this statue of this man this protected us for God knows how many sections now, so we can take his sword because it might be worth something. I'm evil in that get and I've got it. That was all. Yeah, the cold world out there, YEP, real cold world out there. It's because show you how much an NPC's life is worth. Yeah, my my pick was a bit of any, bit of a difficult one, just because I'm currently running a campaign that didn't start as an evil campaign, but it's pretty much devolved into an evil campaign. Or was the most evil thing your party has done so far today? Not a you guys did extuly keep someone last session, like she was definitely not a good person, but it was like you had her tied up, she was completely defenseless and you just kind of killed her. So that was a little messed up. Not The first time I've done that either. The first time you've done that either. The most outward evil thing that's been done is probably your character, Jordan, taking a evil goddess into himself, and he did it for the right reaason. Question Mark still my kind of clear on why exactly, if there's like an ulterior mode of lying behind there. But he now has. He now is like the vessel of an ancient in evil goddess and was aware of the fact that she was evil going into the bargain and has allowed her to kind of corrupt his personality on some levels. Like I think he's a more evil person is more than the more much more evil things because of it, and it's really I think that that specifically was the turning point of like this is now an evil campaign. Yeah, because a lot of the time, like, I had already known for a while. That's why I kind of wrote that option in, because I I had seen the direction that that party was going. But there was still a lot of like, okay, they've made a lot of really, really awful mistakes, but maybe with some active heroicism...

...they can atone for that. Yeah, we're past that now. That was like the turning point too. Okay, we're now actively accult worshiping these people killing people, dealing drugs and we're hit men on top of that. So it just yeah, that to talk to you about it later. Yeah, well, we'll get into that. But that, like both the act itself and the fact that it was just a culmination of a ridiculous amount of stuff, was I think that seals it for me. I think that's it. So welcoming. Legitimately more plot than we had in that campaign for a while. So no complaints here. But looking at what the society said, so we've a lot of our stuff has been lighthearted ish. I can't I mean like the casual murder that you mentioned, or was a little of it out there. We didn't actually take Dragon Baits Sword, I think, unless somebody liked text it. Carlos under the table was like going back to do this perfect. Nobody in session took the sword. Now, the most of the antics that have gone on in my campaign, even though they're evil, they're like they're very like cartoon villain evil. For the most part they're very much like kind of over the top, theatrical evil. When they happened, like you're actively planning to take over an entire your planning role domination. There's there's no two ways around that one, is it? You could run that on a Saturday morning cartoon and people would buy that. To his vility. I put this question out and it's shocking how not funny some of the responses I got were, how kind of like uncomfortable I am with, like some of the stories people were telling. Twitter user at our sea underscore Robin says body mutilation. He did not get into it. He did not dive into the specifics of it, just you're gonna said in there. Yes, we're very appreciative that you did not divage the specifically that, but was very apparent that it was not actually necessary to the plot. Like this was something that the players did of their own volition and was, in this individual the DM's opinion, very much over the top. Not that I can imagine a situation where that would be called on, but that was like it was entirely the players being like we're going to do this. So that's a little concerning. HMM. We have several long form stories that were told on our discord. We will reiterate here. Two of them are pretty dark, one of them pretty funny, although I'm partial to the funny one because I'm the player in question. I'll start with I'll start with discord user. Can you do the camp? Camp? They did a single evil one shot with a couple players playing two characters each sharp module basically split into a large rule play combat session and then a small dungeon. The first half resulted in them burning down and killing an entire village except for one single farmer NPC, who they took with them for directions on how to get to the dungeons. So we already got genocide on the list. That's murder extinction of an entire town. The kidnapping and direction is smart in my opinion. Then we get into the rest of the story. The whole NPC has the worst day that NBC had, the Worst Day ever. They were drowned and brought back to life for kicks by the evil cleric. Try to resist and the barbarian beat him absolutely soundless senseless. He was too loud, so the Goblin sorcerer gave him leprosy and also,...

...like just would cuddle with him uncomfortably at night because he found him in music. They attempted to run in the middle of the night, so the drought rogue sleep guarded him and gave him back to the Goblin for another terrible disease. On top of left pursuit. And when they finally reach the Dungeon, they forced him to go in first so that he would trigger every trap in the dungeon. They kept bringing him back to life every time he died. He eventually refused to talk to walk it more so they reanimated another creature and tied him to it so that he would continue taking all the hits in the front of the group. Then they finally got to a grueling final battle. Almost the entire Party was either down or bleeding out or apparently drowning, and the NPC attempted another escape one final time. At the very end of the session. The drought rogue turn around and sleep guarded and didn't kill him. Sleep guarded him so that they could continue, presumably offscreen, to torture him even more in the future. Man, this poor guy. Ah, yeah, that's messed up. Yeah, like even can't pay it. Like props for going all out on the evening. Like, guys, holy let's say we'll part in your adventuring. Do you just get bored of the regular adventuring and go let's destroy somebody's life. Any meany Miney that guy. User D Gup. Shout out, David. Most evil thing that they've seen a PC do is murder a child, kind of in cold blood. I need some explanation. They say kind of because they rated a pirate captain's quarters, made their presence known and the captain apparently hit his wife and daughter away in the room as he fought off the PCS. During the fight, the PCS found the wife and daughter, and this is where I was expecting it to be like, Oh, you know, tried to barter with the captain and the captain didn't budge, so they killed the kid. Still Pretty messed up. No, they found the kid and just killed the kid nowhere. Oh now that's him. That's just like. That's just like yeah, no, even if you're like like forgets about anything, like it's dumb to that's leverage. Like, even if you're evil, that's just like leverage the kid against the thought. Why would you just? I'm sorry, hooks dmkod. Yeah, the final one is a little bit more playful, hopefully. Maybe I think it is just because I'm their character in question. Discord User Matt says haven't run an evil campaign, but had an evil pc that deceived his way into the party. Highlights a father cricks as evil sounanigans, brutally murdering a neutral, cold world shopkeeper in cold blood the second he opened the door to greet them. Caviat I was not actually playing this character at the time. I missed that session and someone else was controlling him and there was a slight error in communication as to how evil he should be playing this character. That being said, I stand by the action, so maybe it doesn't matter. Summoning Lesser Demons into a jewelers shop after the owner was rude to a party. That was funny, I love Hilarious. Starting a cult in worship of an ancient eldersh terror and actively recruiting those down on their luck, leavally poisoning a drunk Hurd who is hitting on a known a see and finally siding with the big bad of the current art. Actively betraying the party, is selling them out and setting up a major fight with minute expected. Just survived. The...

...character, the encounter, just survived the encounter, with the exception of Father Cricks, the character in question, who the promptly party promptly stabbed to death after the encounter was over, our right I did, as bastard Jordan, thank you for actually killing him, because there were several members of the party that were like, we can redeem him, and I'm sitting in information out of him and I was like just the other asis for being like no, your parents just killed this. There's a lot of fun, there's a lot of fun play. That was very surprising to me. I was actually like to actually not think that, like Crix, was that eivil. I I knew that, like you were like playing as more of an evil character and, like you know, you weren't exactly doing good things all the time, but as far as I could tell, you are on our team as a party member. And then just to like all of a sudden like be betrayed by you was like, Oh yeah, it's gonna be some serious trust group of trust issues in that group for a while resulting from that one. It did actually start off that way. I had come into that campaign with it because I play, I play an evil character in Carlos has campaign. Play a lot of evil characters. I played those two evil characters, but in the campaign Carlos runs like he's evil, but he's lawful and evil. Carlos has likened him to a punisher a lot of the time and I don't I don't disagree. Like he's got a very strict code and sticks to it, but within that code there's a lot of potential to do a lot of really screwed up things, like write a lot cool blooded murder. But he has his core values, in his core ideas with him that allow him to be loyal to the Party and useful to the Party and devoted to helping to keep the party live and friends with the party, despite the fact that he's kind of screw up. I walked in to Matt Session with the idea of that that would kind of be the result and as like like four or five sessions in, it got to the point where, like, I'm continuing to develop this character and how I'm playing this character and I finally realize like no, no, because this like this character, like I wrote him, insane. He had an actual insane mechanic built clean into the character. There was no redemption for him. He couldn't. He was completely insane. He couldn't be persuaded to not be insane. That's not how insanity works. And his ultimate very evil goals were completely opposed to what the party was trying to fight through. And as soon as I realize that, I hit up Matt and explained to him the situation and I was like hey, now we got a plan for a way to get him eventually out of the Party so that he doesn't just in the campaigns, end with the party dying and me accomplishing this evil goal, fun for anybody and be a really awesome back plot that's going on behind the scenes of me actively being evil, which ultimately culminated in one epic boss fights with Jordan's character of stabbing a sword and breaking my spine, proud of moment of his life a broad. I was right. I was sitting there and clapping. Had to be done, I I guess, because because that is what I found out from this question. Like that was my thought process on how evil runs in Arpachs is that it's very overthetop. It's very...

...theatrical, because a lot of villains are run that way as well. Right, I think we tend to run villains as very, not black and white necessarily, but very theatrical, very eat yes, very, very focus on their goals. Yeah, to give the players almost like a very direct goal to be like Hey, this is people guy, go after him, but also, like, with the exception of stuff like brutal murder, maybe like a like a fourteen a rating on the stuff that they do. HMM, like and now I'm reading about like players that have like done all that awesome stuff. Does a awesome yeah, you did say Awsome, but about like murdering this child in cold bloodsome, yeah, can, but about like, you know, murdering body, body mutilation and all this stuff. And we've all read like the the rpach horror story reas that float around online, and I guess like I've never liked it's always been like this theoretical like Oh, you know, people tell these stories, but I've never liked read like people that we know like their first hand accounts of like these awful acts that their players carried out in game. And I wish I had. I wish I had been blissfully ignorant to the fact that these players were like actively in our community and people that we play with. I'll take cartoon villain the at any day. It's the scuffed real life stuff that I don't want to deal with. This week's episode it gets too real. Minor ttr, did you related to existential crisis? But that does it for us here at triple advantage. Those of you that are listening, keep an eye out for the next talk of the damn question. It'll be coming at you on our discord, on our twitter, on our instagram, and even if you're not looking for the question, keep it locked there. We're releasing new modules, releasing cool music. We've got a ton of stuff that we'd like to talk about. Let us know what your projects are. We love to hear from them, and until then, we will see you in the next episode.

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