Triple Advantage
Triple Advantage

Season 2, Episode 4 · 2 years ago

Bonus Action - Wildemount Part 2


In this bonus action we talk about the newest collaboration between Critical Role and Wizards.. Wildemount!

We're locked and loaded. Goes, I think, so hopefully. Well. Hello to you, our listeners, and welcome to this bonus action of triple advantage. We've we've had a little bit more time on our hands and I think Jordan has been diving further and further deeper into wild mount and we've discussed this previously in a prior bonus action that we've had. Make sure you go check that out to be in the loop. Otherwise, Jordan tell us what new discoveries that we found from this collaboration between critical role and wizards of the coast. So I've really been working on what's called the heroic chronicle. So that's where I am working with all my players to create a backstory that kind of matches with the world that has already been set up by critical role. So I think it's really interesting as far as what they got going here and the different areas that they allow you to kind of choose things and the different stuff that they're like, oh, this is a good idea for you to look at as a DM and as a player, just because it does invest you in the world. Hopefully I can keep the people alive long enough for them to find use out of it. But one thing that I guess the first thing that I found that was really cool about it was the allies and rivals. So once you've kind of like set up your basic backstory, which is, like which area did you come from? Here's a couple of cities that you could choose from. What's your family size, all that kind of stuff, all that stuff adds up to a certain number of allies and rivals, depending on the area that you're from and the family that you're from and the specific city even it all kind of adds up into different allies and rivals, and these guys are just people or or animals. Actually, there's one that's like a loyal pet you can have as an ally that just kind of like follows you around, and I thought that was a really cool like addition. So you can have different people that might come and help you out at some point and there's different relationships that you have with them based on events that have happened in your past, and it kind of just lets you flesh it out really. The rivals addition, I think, is really cool, because having a rival really pushes a person to be more competitive and more, I guess, like invested in trying to one up someone. I guess right. What do you guys think about that? My rival usually starts up by picking...

...the weapon, that is, the pokemon that is literally going to beat mine on the first round. Depends on tip or rival you're want to build, because if it's something that I don't know, I've never thought about that. In add game, like, how you even exploring that? Like if a player, are they pursuing the same goals? How are you getting them to compete with a with a player? Yeah, so they actually have a a couple of different options that you can go through. You can roll on the on, the on, the one hundred and there's ten different things that can come up. A couple of them kind of sound like this. You bested this person in combat, but they believe that you cheated to defeat them. So they longed to prove that they are the superior warrior, and so anytime you come into contact with them from then on, they're just going to come up and be like, I challenge you to a duel, and then every time you can either like completely blow them off or like you can just be like sure and just keep beating them over and over again. It's kind of like this. Oh there's a few characters out there that are kind of like that. I think of like Naruto and and Sace Kate are always, always trying to compete against each other, right, but it's really cool. There's other things that are like this person was ordered to arrest you and doggedly hunts you down wherever you go, kind of thing. There's like or six. So I'm up two minds about that one. First off, I like the idea of rivalry, but I tend to see that arise within interactions with other players. HMM. So, I mean I know my character and our party sorcerer in our tomb of anihilation campaign, or frequently budding heads, and currently the party warlock and party gun slinger my homebrew, are frequently kind of in a bit of a battle of wheels over who's kind of having the say on what's going on in the party. So I would I tend to lean towards that as a focus for rivalry, just because I feel like there's more dynamics. But that what I think would be amazing and hilarious is the idea of the DM introducing a rival for the player, as in like this it's something like they think you've cheated or yeah, and they've like devoted their life to like I shall best you, and the player has no idea who this person right. kind of that that's scene from endgame. You took everything for me. I don't even know who you are. I would love to see that play out right, and I can't help but think like you can even have like entire, an entire adventuring party out there that's like your rival adventuring party...

...that just kind of like shows up and it could be either their besting you all the time or the other way around, where you just show up and you keep beating them and you have zero idea who they are, but you know they know exactly who you are. I think that would be fantastic. What if your player just all right kills your rebel? I guess I would yeah, exactly better rival. That's that's it. That's it for them. I mean, you can come up with more, but I think that at that point, you know, you just let them do what they want to do, right. So I'm that. Yeah, so that's like the Allies and rivals section, and then moves on to fateful moments. These were really interesting I wasn't really sure how much I wanted to use them and how much I was like this is kind of a good idea, or like a potential idea to use. They're different moments in this person's life that are there, random encounters that give them a bonus or something that traumatic that happened that is supposed to kind of define their life. Some of these I thought worked really well, but I didn't want to like push it on them as as their main, like source, like I like. I like players coming up with their own back stories so that they can feel invested in it. But it this fateful moments allows you to kind of roll on it and then that can be your backstory and it allows you to kind of create something without having you do too much work with regards to creativity in your players backstory. Sure, okay. So so the obvious like this is like, if you don't want to do too much creativity kind of thing, your parents were murdered in front of you. You then roll on the ally and rival identities table to determine the type of creature that killed them. You have proficiency in the stealth and survival skills. Another one is you met a Dark Elf dying in the Wilderness. Around their neck was a silver talisman continuing a cameo of their child and the name Il Vanya. It's an amulet of proof against detection and location. So the first one is like that's like a world shattering, you know, event that happens for that person right like it's like, Oh, okay, my parents were murdered literally in front of me, this is going to define my character. The second one was more of a chance and counter that happens to give them a little bit of a boom. So I've been kind of toying with these, with with the players also. I find it interesting that all of them give you some sort of advantage or bonus boom, which is...

...really nice, I think, for me because I get to feel like I'm generous as a DM, and for the players because now not only do they get to choose their their own like, you know, the normal character stuff, they also get this this weird benefit just for having a backstory, you know. So I thought that was a good idea. That's sort of a good way to put that, to hand the player a backstory without it really seeming like a railroad, e DMPA, which is great for new players. Actually, I really, I really do enjoy that because as a new player, you can just roll something and okay, I have a little bit of footing in this world already, right, yeah, yeah, exactly, so I do. Yeah, go ahead. Sorry. Sorry. It reminds me of something like when you're creating, say, a way of mercy monk in the players handbook for that or the I guess it's on earth, the Arcada, but the table for that has like something you can roll a lot to like determine what your mask looks like. It's something that is super useful, especially for new players when they don't really put much thought into anything beyond like here's my step block. But I feel like once you're at that point where you're really playing a character and you know your character and you've got your character down to a t, then it's not less useful. I guess it can be used for inspiration, but it's less crucial. I guess, like you don't, you don't need it. Right. I did enjoy the idea of giving the players a bonus for having a backstory. So even if, like, not all of these fateful moments work with all of the characters backstories. So there isn't like a there', isn't like a plethora that fits into almost any situation. It's just kind of like you can kind of fill in some of these but I I like the idea of giving them a bonus for having a backstory. So even if it doesn't fit into fateful moments, I might decide, okay, I can take some of these benefits that are in here and kind of give it to them as an option or that that bonus again for for creating it. I like that idea because it inspired. There's people to kind of it's like that reward, right. It's like a little carrot to say hey, look, you can go and do this and and that'll help me as a DM because now you have a backstory and I can work with that and I can kind of build the world around that backstory a little bit and on the and you also get a reward for this because now you get bonus abilities that you can now use. I tend to I like to reward players not necessarily would like an item item, but more of like a a useful in game kind of context item when they create a goold backstory.

Like Carlos can I can I expose some showgun Thalas our lore up in the jet. Oh sure, yeah, Carlos is character of my homework campaign. Showgun down. The Star got too soon, gone way to certain I loved that character. Today, rip he one of the things that you had requested that he have is a dagger, a dagger that had literally been used to stab him in the back during a during a betrayal, and that's something that it was a dagger of a relatively high ranking official. So that's something that, because if your backstory, you would have maybe been able to use to get an extra plot hook or kind of do some convincing that you might not have normally been able to do, because clearly you have this nice ceremonial Dagg or that's been known to only belong to a handful of people. You must be important. So that's going to let you maybe get some brant like the bottom of the ocean. Now, no, I think. I think hiccup has its sheep mercilessly looted what was left on your face, I expect none of ours, but that's that's just an example. Like if you come up with a backstory and I'm like okay, and you're like, Oh, can I have this item. Yes, absolutely you can, and I'm probably going to reward you with the ability to put that item to some good use down the line, versus maybe giving you like a like a necklace of protection or something that's more directly applicable in combat. Right. Well, I mean the other the other things that were there in the faithful moments was skills. Some of it's just like extra specific items or a riding horse or treasure maps. I thought that was a cool one. That's now don APS and it kind of goes along the lines of the next thing that I wanted to talk about, which was secrets. So mysterious secrets is another thing that they recommend that every player have, and it's just something that has happened. Either you learned something or saw something that you weren't supposed to, a note came into your possession through mysterious means, or a childhood friend of you spoke to and spoke to you in a cryptic message, and this kind of like can be a little bit of a more more what you were saying, like a role play kind of secret advantage that you might get in game, and it kind of gives you a little bit more lore without you actually knowing that you know more lare, which I thought was really, really cool. They have a whole table here again, so you can completely roll on the table and just kind of be like yeah, Yep, that works, that works sure. Yeah, I thought that was really cool. I don't know how much I've actually used secrets in the past, like I don't think any of my character is actually have had a secret that they knew about that, you know, was...

...somehow important to either another player or to the campaign, or even to an MPC. It's just kind of something that I have not thought about before, so I thought this was something really cool. I'm going to test out with my players and see how it rolls. Yeah, what do you guys think? Secrets? Good? No, not good. I can get into it. I in general like these mechanics that have an added to facilitate a little bit of incorporation to the world before you even start the game. It gives you a nice little like I said, it gives in this little foothold with regards to other mpcs you might know in the area why you might be driven into this life of adventuring and someone who might be nearer to the game not so comfortable with improvisation or even just writing a background for a character, right, like some people might be able to just play whatever character, but they don't know necessarily too much into what would go into creating one from a scratch, all the nooks and crannies of, you know, making up, you know, life in general. Right. So it's good. I like it. It's definitely something that I would definitely introduce in my games, even later on, some discussions with players and introduce secrets that they might know, have them interact with certain NPCs and ways in different ways or another. Yeah, yeah, I thought it was a pretty good idea too. I think it's hard and very few times do you ever give the players a choice whether they want to allow new information into the circle of knowledge between their party or not, and a personal secret is a great way to do that. And I think also maybe, like I said, or I like, interactions with strangers or something else, just because very like it adds an interesting dynamic to the group, because oftentimes everybody knows everything else. Yeah, all the ongoings between the parties, all the odd little social cues between Party members are pretty much forefront in any adventure in party. So I like that. I like that little extra layer that you're given between the players, right, how they get to know each other might change over time. HMM, yeah, exactly. I had one of my players be like, so, this is a secret, I'm not allowed to tell anyone else, and I'm like no, you can tell other people, like that's your secret that you can hold on to or not. It's just something that you are the only one who knows that this happened or whatever, like maybe it's an event that no one will actually believe, even if you tell them. You know. Well, now I'm thinking about all the events in exandria that have had secrets, you know, thinking of the pat the the the mighty nine, right, like you have.

How far are you? Pretty far, actually. It's seventy five or seventy six episode. Seventy six fish spoilers. Everybody listening? Yeah, well, definitely know that. You know, not was not a Goblin before, right, like little things like that, like, for his voice was stolen from someone else. Y Out. Yeah, Yep, I'm trying to be a bag because I don't Wan to actually ruin up, but you get to right, like I'm not. I certain think of all the little secrets and read. I can't how that mechanicals introducing critical role MMM, and it's nice like that. They that they come out like eventually, you know, rather than like right off the bat everyone knows everything right. It kind of feels more natural, I guess, for a person to hold on to a secret for a while and then reveal it to the group, rather than everyone learning everything about everyone all at once. Hi, My Name Is Jack Frost, I'm a human fighter and I'm actually the one that killed my wife. Yeah, adventuring. I feel like the addition of this is definitely one of the the map mercer influences on the book. But one thing that I do like, and I think that this is nicely representative of, is how, with these these new modules that are coming out, wizards is kind of expanding the resources that are available for people that run campaigns. Like now we've this almost kind of commodifies secrets, the concepts of secrets as like a almost like a like an object, like a currency. It's something that you can have, and that's something that was definitely kind of left in the abstract before, and now you kind of have this source that lays that out for you, which is something that we haven't had before, and this is I mean there's been a game since what the s? Yes, if you like. There I feel like they're really going hard into here's something that we've never done before. MMM, now you think that's that's part of the game, though, because I think once you have an action being repeated often enough, it turns into a game mechanic, and once it's a game mechanic, there needs to be some sort of some form of tracking metric for you to be able to manage it. Right. Yeah, so, whether it's a secret and like knowledge, right, characters might play in knowledge, in information and what they can find out. That might be a driving factor in a campaign setting. Right, like now you've turned your your party into a group of spies and you actively collect secrets to trade secrets to move in this like underground world. See it, it rights itself. Yeah, what I mean? Yeah, it's really cool and I like I like how it is a commodity and I like how they also it's kind of just like a little flavor at the same time,... it doesn't even have to come to fruition at all, like you can always just hold onto that secret if you want to. It's just a little flavor thing for your character. It's kind of like the other section that they have here, which is favorite foods. You can literally it gives you a list of foods that are common or not common, depending on what what we're talking about here, in different areas of the world. So all of my characters are going to have a favorite food of theirs. So now when they go and they order things from ours or tavern or whatever, they can actually say, do you have any jam porridge? Do you have any raw venison like that? They can have like whatever they want as far as like, you know, foods, and it's just kind of this little flavor thing that you know isn't necessary, but it's really fun, I think, just for the characters to be like, Oh, I'm my character is more real now, you know right. I like that. I like that touch. It's really nice. HMM. It like honestly, like it's not necessary at all and most of the time when my character walks into a tavern in any of the other campaigns I've played, I just say get me food and a drink. I would like some male please. But like it never goes beyond that. I feel like we're getting into a territory for something that I wanted to discuss, which is the options that are available for character customization. So I would like to discuss this in a further bonus action. Sure, sure, some point. That sounds like phenomenal. pivoting point into closing the segment just because we are running out of time, for this is a long but for the six seconds. Yes, this is leading into this might be a full action. Guys, Really Nice. But yeah, just a couple last questions here, jar and how much of the book do you have left? Have you finished all? So? I've read through pretty much all of it. I still have to read over a few more of the a few more of the vestages of divergence and like actually get a real feel for it. I've read through most of it like it just kind of like skimmed over it, but I need to get like a better feel of like the whole place and then I go back through it and now I'm kind of like, okay, this is how everything kind of matches up, because it starts out with deities and things like that and then you get a feel for the world and then you get a feel for the different items and factions and things like that and how they interact and so it's all kind of interconnected. So I've been reading through it a few times just to kind of like understand. Oh, this is how that's connected to that. Got It. Okay, let's go back and forth here. So most, most of the stuff I have left is like the monsters that are new to the world and the specific items and things like that that are unique to to wild mount cool. Sounds like we'll be taking that out too, and another episode triple advantages of bonus action and... that. We'll see you guys next time. Make sure to catch us on Mondays, as our scheduling ours are regularly scheduled programming for a regular podcast and keep an eye out for one. We just drop these little bonus action clips throughout the week. So next time, I'm Carlos, I'm Jordan and I'm ready. This finally worked out, seeing.

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