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Triple Advantage
Triple Advantage

Season 2, Episode 22 · 1 year ago

Ep. 28 - End Of An Era

ABOUT THIS EPISODE

In our last episode of season 2, we discuss pacing in one-shots and long-form campaigns, look at the Plane of Air, and discuss whether when to break character as a DM.

Hello, everybody beautiful audience,listeners of the Royal City, Societis podcast,triple advantage. We are on episode, Twenty eight for all of you and to Digas. We come back with the established and strong structure ofthis podcast, which is general discussion, followed by divining. TheDMG, followed by the trable thought, Ryou going Ta rocker world, maybe we'll have to see. Won't we sheused to Gor UN to the end of theEPSODE, to find out what is jiggling in his mind, but for now guys I actuallyjust ran the session s, the freshest that we're ever going to get this kindof podcast featurette. But I d just finished running a brand new tree shotas I'm now getting used to calling and H. I think it ran great the smallest partysize I ever ran with by the wayst only three people, which was interesting because combatfelt so fun. I was able to run individually initiative on creaturesinstead of lumping creature types together, as I normally do, which kindof gave an interesting dynamic when I you know, had to bandits to go andgrapple. One of my pcs with rather than like. Oh, what do I do with the HORD UM in der to get your thoughts on a coupleof the little inementations Um that I had just to make it fun little one shotUm, so the biggest I think mechanic behindit is that I took one of the m encounters that they posted on the NDBeond for Iceland Mal, which involves the players going around and collectingparcels to deliver up in Ice Pire beakum. So what I did was I essentiallymade it so that the first portion of the session, the first an counter perse, was a very R P heavysocial encounter in which the players Um sort of unbenone to them, get to choose threeof ten possible packages to deliver which affects the route that they'lltake to accomplish their main quest Um. It was really fun designing the worldbehind this and immediately disappointing, seeing seven otheroptions that I know the players won't see anymore, but I wanted to get your guys hust takeon this. I know we talk about a lot of impovization and M, how we generallylike to keep ourselves organized to keep the flow of Um the story going,but wis there any similarities to othercampaigns, and maybe some tipsy you guys might have with how I could runthis going forward. I mean in my head, it seems pretty Rometray, but I can'tyou know still say no. If the players want to choose a different direction ora different path than I've sort of prescribed, initially hm, it's a tough one for sure I I would have to say, like the biggestpart is, is keeping your players interested in doing it Um. So if so, for instance, in in my last session,I literally had one of my characters: one of the M P CS: Throw a disease bottle at the group and three out of the five characters. Nowhave this disease, which can only be cured in a specific place so nowthey're kind of driven to that specific place, because they got this thing thathappened it could, it might not have worked out,but it did an. It was an awesome twist and my players all loved it, becausetherwere like it came out of nowhere and now we're kind of like rushed totry and do this thing, and they really...

...care about that. Like accomplishingthat feat that that task that have kind of set out for them Um. So for the parcels, you know it. Itwould be awesome if you could find a reason for them to care about thoseparcels or care about the person that they'redelivering it to m or something along those lines that that gives them like agood, solid, like emotional, like reason to pursue that path, because ifthey don't then you're right, they could they could go anywhere and theystill can, even if they have that emotional attachment, but when theyhave that like drive for them, it's much more like it's much easier to justkind of predict where they're goingto go and- and it makes the prep work alot easier, at least from what I've found M and before that even happened in mycampaign, I I had opened up the world and- and they had opportunity to kindof like get away from this whole thing. If they wanted to, they could haveavoided the whole encounter that would have caused this to them, but theychose to go and get into this this fight. So you know now they've kind ofsuffered the consequences of that Um yeah. So I mean that that would be myadvice, find some sort of emotional um reason for them to continue for it orpush forward towards whatever goal it is that you want them to push for yeah. It's it's definitely interesting,because I'm I'm starting to get really excited and really interested in theseum six hour type of h stories. So just mechanically, it's beeninteresting, trying to design many game world rate where choices arestill free, but we can definitely end this in three two and a half hoursesons. It's been difficult, because this is likethe first time that I've really had to deal with pacing of a story, and Idon't know like I'm sure you guyt have like experienced this within yourcampaigns as well, but a lot of the times with home games. It's easy enoughto say sure you guys can stare at a door foran hour, because, if everybody's having fun here well, then great yeah, it'sworth it right, like the haen well spent, but on the same sense, if you'regoing onwards in a one shot and then all of a sudden, you need to stretch itto a toshot and a three shot. And, Oh God, they keep just staring at doorlike like how where's the limit right like how do you add story, beats tohave them continually progress forward without a feeling like a total railroad? And it's definitely. This is new to me andI've been reading a lot in like a procedural like Um Design in general, just like how how tokeep all these little pats, possibly available dependent on choices. So itkind of looks like it kind of I kind of ended up making like a progression.Tree kind like you would see, insive or other similar games or just like Olocation encounter one onlocks like locations two and three and theirrespective encounters and you go onwards from there. Some things aredead ends, but you know they all somewhat wee backup to that main story. Threat M A is really SATI. I think the sessionran really well with only three players, like I said, combat was suber supersmooth, Um and just in general, I think having avery arty heavy session, one with you player or not new player, but new...

...players to each other and your Party- Oh my God, wores areheard sometimes just having a new party entirely. It was good to get everybodyto sort of RP and everybody got on the same wave length on how to play, andnow we're going to be moving on to you know session two, which is the nextlittle chapter in this adventure. Buthow. Do you manage that developmentand that sort of expesition throughout your campaigns, as dm like you guys,must be excited to get to new things right? So what are some creative moments that yougoys have had to like? Spurry your players on Idon't know if Yu gas, an rememberanything specific, uh, ill, elebrate and answer this one sure I'm I'm going to subpert that bysaying that, I don't think it's necessarily necessary Um if in a home game. Speaking from thatexperience, specifically just because if players are really enjoying wherethey're at and there's enough reason for them to be where they're at andthey keep finding new things where there at there's really no reason to Ah swhich rapidly shifted somethingelse like if they're enjoying, like you said, if they're enjoying staring adoor for three hours, I'm not going to tell them not to Um, if they're,enjoying this small little town that I'm made for them and I've alr. If I've got like six other towns flashed out each withtheir own little side, missions inside quest tofind but they're really enjoying the town that they're in then I'm probablygoing to be more inspired to keep going back and writing for that place than tojust keep forcing them along into some new path. Yeah. I guess it's a find baunce between Um your artistic pride. In a sense and how your Pare Ho ho how your playersare handling, you know you can hand them a piece of our work, but if theyhang in udown in their home, you know it's up to them. I guess like it's a bit of a stretch, to callanything that I do in the DND world arts this yeah, it's a it's, not always the easiest decision,but I think the important thing and I've talked toseveral dmn friends of mine about this, but I think the important thing at theend of Thet da is that, like both you and your players are having fun. So ifyou, if you just keep like forcing them into the next thing, next t in the nextthing, 'cause it's something you're super excited for them to get into.That doesn't mean that they're always going to be enjoying it no you're right, but I think that there are creativeways that you can kind of force them into things without them feeling, likethey're, being forced into it. I think that there are ways of adding chance tocertain events that Um that can make. You feel like, Oh, mygoodness, I need to get this done. I need to go and do this. I must do thisI just have to, and I think that adds a lot to a character to have that driveto do something, because I I do find that sometimeswithin Humber Games. If, if the world is too open, you almost end up feeling,like you, don't know what to do anymore and so giving the players a little bitof a nudge a little bit of a push from either random chance or emotional storemotional connections is, is great like Um, for instance, Braydon. I know Um, I'm kind of excited for for Matth'scampaign coming up specifically because we'll be going back into the town whereyour character is so pissed off at one of the other n PCs in that town, and Ihave a feeling that we're going to meet him again, because we've made thatemotional connection with that person and it might push a bit of a story thatway, and so I think that it would be a...

...perfect. U thing for Mat to use to pushsome sort of a story that he might want to present for that town and and itkind of like. I think that is m completely acceptable, and I think thatthe the players really enjoy that m correct me. If I'm wrong here I'll, have to see I've got a bit of aninsight into what into Wat's going forward in that particular campain. Ithink you'd be surprised by what's going to happen, so I mean I too theopen Ansas at the EN. No, he I no o ate hat's the DM, so I don't know how we AVin Tank R, I'm calling Senanikans yeah an to go back to the mail you saidearlier over and you said that you would not call your anything that youdo inthend space art. What would you call it Um? Well that first inforemostis what we like to call self depreciating, humor O it tress me. I I I just mean that, like I don't look at a campaign that I'vecreated and think to myself like h. This is perfection. An Myar sin o lovethis and they better love this 'cause. I man T it's great, I'm very N. I become a little morecognisant of this recently, but I'm very aware that, like especially myparticularly R P, heavy DM style is not for every player, so I'm like as a as aD, I'm trying to be significantly more cognizant about Um, just kind of moving things forward in a direction thatstill gets me an enjoyment of running this game, but still allows my playersto find whatever they're looking forard out of it I'll Tur factto that into thenext couple of sessions that I have here. I I'm hard capping myself. I Iwas trying to do this three shot thing before when they ended up running into likefour or five adventures, um or four or five sessions, which wasn't the plan Um, so the're trying toreally lock it down for this one I think tha payting is get so keep Yo asuptated as we go along Um, but for now I think it's at time my Craz, it's atime th that time's eleven or one pm because asthis that time, but that time is the time for diviningthe DMG. Last week we started taking a look atthe innerplanes. We look specifically at what they comprise O in those arethe four elemental planes of air orth fire and Water Avatar, but also theelemental chaos. This kind of swirling cataclysmic force that surrounds andbinds and brings them together, but also keeps them apart. Today, we'regoing to start by taking to look at the plane of air, the PLAINIF AIR UM. I like that it described the essentialnature of a plater air movement, animation and inspiration. Ere is thebreath of life. The winds have changed the fresh breeze that clears away thefog of ignorance and the stiffness of old ideas. I like that. I like that it kind ofit's not just air in the very literal sense of airsto air in the veryabstract sense of whate'ror it represents as an element. I I met a little bit ironic based justsolely based on again avotire, where the Ar nomads are monks who kind ofhold on to jdtradition, and so when it says you know the stiffness of oldideas, it's it's just. I loway the stiffness of old ideas, I'mlike! Oh, I think it's an interesting m analogy to make as well, because at least for me h, like when youstarted, describing that I just thought of that video of brucely describing howto move like water, hell, water shapes and flows around. So my idea of youknow an element, that's you know all...

...the channge and progression would havebeen water, yeah, no, a I'll have to see what what water doesrepresentonwe, let's beges O that. But I like I like what it says here,and this has already got me curious as to what history I don't knowabout these planes already 'cause. It talks about just it's. Alarge open expanse filled with, like different guests talks about therebeing, like clouds that have been magically reinforced in order to holdfull cities, but it also talks about there being chunks of earth just kindof drifting in, and it specifies that they are remnants of failed invasionsby dentizens of the plain of earth and, first of all, Avataur. I I think that that connection is goingto be present for the nextlike four weeks as we discuss these plints, but just the idea that these planes do occasionally overlap and that thereis conflict between the different elements and the people that livewithin. These elements is just incredibly fascinating to me, but it begins to talk about stormsbeing increasingly frequent air being mild except near the plane of water,where it's freezing and near the Playin F fire, where it's boiling only rain and snow kind of storms nearthe plan of water. It talks about most of the plan being acomplex web of airstreams currants and winds called the labyrinth wind, which is a I like the concept of it. It almostseems like there'sthere's, definitely been some uh kind of side, scrollingtype platformers, where you like to catch in different guests of wind andthose make you go, nder kind, O think I you might so all over the place tooyeah. If, if you hit the wrong one you're you're not going somewhere, youwant to go Ian. It kind of reminds me of that. To a certain extent, the ideathat you do need to have this kind of intricate, almost GPS type knowledge of exactly when toturn off kind of like a road map. If HEU HADD, like Google maps to navigate the the plan of air just becausethere's these constant currents and taking the wrong one is not going totake you to where you want to go unless Yo Hav, the wind one e winwigger here and there among the labyrinthwinsare hidden realms, reachable by only following a particular sequence offlowing wind. So this could definitely be its own. Setting Puriy, like I feellike you, could just run a full campaign plan of air ful to stopoutside of the material plane, one desertd rom being thecabled Aqqua,which not spelled like aqua the water and apparently having nothing to dowith that. AAll um, a shining domain of silver, spides and verdant gardens atopof fertile Earth Moat, and it talks about the Dukes that livethere, a being dedicated to the law being deditated to goodness and h beingdedicated towards stopping the incoming forces of the elemental chaos as they.It was continued to surround the plane m served by Ericagra and a little known, racners Te Vati. Idon't think we've ever encountered thought he in anything no doesn't bring a bell. I wasexpecting Genessi, but I don't think that they're ththey're playing touchedtright they're not feel like. I have hurt the name botybefore, but I don't remember Ivyeah cadrain them, maybe when going throughthe monstermanual at one pim be like. Oh, these are interesting poty. If Iremember correctly, was a character in...

...minish Cat Indoligenoalto. Oh, never! I don'tthink I've played it O. I idnt think I I think it also sounds very somilar tolike Batu Beingyeah spir man need to watch cor again the origional plain of a nearest. Thegreat conflagration is known as the SARACO streets, where hot dry winds are raking acrosslarge chunks of Rock and earth that I guess again left over from thisapparent war or attented invasion. From the plain of Erth m. This is it sounds like it's a stagingground, almost like this area, where they're able to cross over from theplan of Earth and Mount and prepare attacks against the rest of the Teplaino air whichis. That would be an interesting thing forlike a reconisance type mission. Hwe Need You HAV, head over to the SURACCOStraits and see what they're cooking up 'cause ther ro they're coming they'rewaiting, they're coming, ut you're right this whole se, like this whole plane just feels like Yeu, could run somany different lowte settings all of it. It really does, and I would I wouldlove to run like a higher level campaign than just exist on one of the one of the elemental flames. Orr Fom teLihe starting an one and really specifying yeah sigging into one ofthem completely, but honestly like, wouldn't it just beso weird to like, I don't know to start tr like how do you even get a characterlike into that plane and then just be like? Okay, now go forth, you knownothing about the PLAINIF air. Well, no, it would definitely be o Youre in theseregaling winds. They ar Frontin ruffeting you everywhere, and you haveno idea where to go, but luckily we have writing tools thatare called ancus. You Alternative, I I'm GNA, I'm goingtofinish this ection and that I'm going to pitch this camper sk at an ID foriis a good work here. It could be fun Um between the Sea of fire on theplanafire and the SERACA Straits. The towering firestorme known is the GLATEC,the great conflagration this bugs me irrationally, just because this wasreferenced in the last paragraph, and only now were they explaining it o,like th Tha, the English student Id me is feeling, like somebody reallyscrewed up the order that these paragraphs weresupposed to go in and it's it's driving me. Nuts um sometimes notice the plane of Ash. Soit's essentially where the plantofier in the plain of air are coming togetherand forming just like cinder storms. This endless storm front of like smokein Ash, and just like you can't see in front of you 'cause, it's so smoke,choked all the time Ah and where outlaws and fugitives takerefuge, it sounds like a literal, wild west right down to the dust constantlyblowing ase. Maybe awesome starting point forhey. Do you find yourself in a taver an te great conflagration? It seems Li egreat, like mad, Mask Mad Max, like sitting Dow, the ash planes. That would be really neat. You ridtgaround, like a rickety Um. I don't Know Like Wind, surfing, sels and Shit, yes, but also gus. What kind of outlawsand fugitives like onmaens in this kind of place, celestial fugitives like yeah?That's what we're talking about here like this, isn't like Oh yeah. Therewas that bandit the other day and he accidentally ended up in the you knowthe plane of Ash. No, he wouldn't survive there like to adsemen ther. Hedidn't keep there into the contract. YYOU GO Jordan. You can finallyactually play ghostrider...

Um, but at the opposite and thefratuckan polar probly literal polar opposites, it mentions the frost pell, which isapparently a plane of ice. That's just on the one border of the plain of water.It's a area knows the mysteral reach where the air of the airplane meets theice of the frostpell ancreaged hist blizzarding snowstorms, constantly just always just a perpetual state ofice and snow and sleet being rained down upon those that try and diste link a little bit of Ociety, but like the structure of these planes, when wewere talking about like th material, plaint, Fawel and shadowfell, we hadthe ASTRIL and Thero plant er, the theroplane in that mixture was Goinnalike he, the highway between those plans written that's wha. I said Ye soth. This seems like in the next ring of planes. perhaplythe plane of air serves like a iserves thap purpose. I can't rememberif it's in the DMG or in the players handbook, but there is a full breakdownof the sperce like how each of the kind ofouter planes innerplanes XY kind of wholook and overlay and interact witheach other and the whole description of the ethereal plan is that is kind oflike both around and under everything. It's kind of it's on a lower kind of Um. It's nee Soana, like yeah. You can kindof slip down into it and then pop out at a Ri, not a random, but ADA chosen other place if you know where you'regoing. But it's really weird it's interesting. What I'm thinkinghigh level campaign of four players, one from one from each plane, h being being brought together as kind olike a coolition th, the rare joint coalition between the plans asenforcers of the realm just kind of tracking down, like you said,coverlessly like celestial, outlaws that gemens on the run from theninehills like these, these kind of like fugitives and just seeing seeingwhat kind of shynatigans they get into sosoone's l, the others, water, Wwi watchd that and I'd really like camping, but it would be pretty awesome, yeahI'll, let Y I'll! Let you know it's! It's Comon, it's not I'm lazy, but it'smice. The energy recording at elone pm feelsso much different that the energy recording lever, nd Ha my eof, how toIl wort Yor Sev of Hatean stilwipe. Today, it's the enthusiasm. It is as OllevousGran we at put mesumes with the audience listening this late at Nig, but that being said, what did you out therethink about the plan of air? Have you ever run a campaign on it? Have youever had your players track down a celestial outlaws and demons in theroom for the Nime Hills? Would you watch a buddy cop show about fourpeople from the different planes coming together to fight evil? The answer is yes to that last one.Don't hat be, but do add us at Rual ity society on Instugram to let us knowwhat you think that and while you're doing that, I'm goingto turn it over to my good friend, Jordan. Who's got little something forus all right. So I've got a critical thought fortodayguys Um this one's a little bit based off ofone of my sessions that I did recently. But before you start Uhuh Aren' you emotional, this is your last ceautical thought. Iknow I was going to talk about it after so Ididn't have to get t all most of it...

...before. Not! Please, please cry that'll! BeGreat for ratings, be great P, that'll be grood for rating H. No, I'm not one of those people whodo anything for ratings. Okay, rigt in person, Vei back on topic, no Ajorin is notgoing anywhere, but we are excited to announce that we will be moving on toseason fhree of triple advantage soon. Finaiz SOM o the core changes and we hope to bring you guys much more lively, exciting andmemorable podcast in the coming day. So stay to subscribe and check back forseason three. When that comes around, but sorry Jordan, I aterrpted to plug.Why Don'o you think it's just er hast tit wellyou like next week. You guysare going to have to deal with me on the DMG, so be prevar. I A wa. Oh I'm, sorry! I bet it'Sateezer all right. I will then get to thecritical thoughts you know 'cause. I think that's what you want me to do now:Cros, F, I'm reading you correctly. The same meait was my bet. I drisk AkepForo Peve Ointo, her poccasto, Ras, okay, so critical thought of the day Um. When, when do you guys find, it is acceptable for a DM to break out of their character? So if, ifthey're playing as an NPC, when is it acceptable for thatcharacter to do something that w they wouldn't normally? Do My control yeah? Okay, that's a good example! That's right! We have magic in thisworld, then. So that's like an obvious answer likemind control. Yes, you can totally do that kind of thing. I mean like mind,control to a certain extent. I guess that that Um, that magic allows you to do. That, likesuggestion, allows you to make people do a lot of things, but not everything,but have you ever found yourself in a situation where you, as a DM kind of,had to change the character on the fly to kind of suit the needs of theplayers, or do you always like just stick with that character and they'rekind of Um style? Well, I think I actually definitely have done thiswithbcs, where characters might suggest a course of action for that MBC M, forexample, Um. They talk about them and then and their players huddle when theydiscuss what they're going to be doing with this mb c. You know they, theirpart of their theories might become interwoven into that MPC's, backstoryor actions going onwards. If it's interesting enough- and I feel, wouldbe exciting to pursue from a story element Um. So, for example, like asimple mb C that the player suggested might be sendinglike a love letter to some faraway romantic. Well, that wasn't necessarily the MPC'smotive, but at seems kind of fun, so I introduce it Um and I think it was received. Well, Egot a good couple of lots in the R pce pace of the game, which was a successin my book, Um Worth Tainting your character for that it was wor,absolutely ecliterating, Tamarter's purpose in this world initially m and I think to answer your question onthe other end, which is not necessarily...

...just what the players haven't discovered yetright, because it's easy to change things in the background right H, but more actively. If your players arealready engaging with certain NPCs or characters on the game, then I normallywill rely on that character. Statistics to add a little bit of variability toit. So, for example, a character with high intelligence might start piecingtogether that the fight isn't going in their favor much earlier than it wouldstart to. Actually, you know go south for them mm uh, whereas I might I'mless likely to do that with a creature that you know runs primarily oninstinct because they have three intelligence rigt. Those creatures arelikely not going to change their behaviors, but for the most PRT, anhuman order in this in the scame that has a say or Um, some bearing in the direction that theplayers will take their story definitely will have a little bit of aninsight check, O wisdom check, Um General Intelligence, which I will tryto factor into their decision making. So it might actually surprise theplayers if it makes sense, I don't think Iwould ever break away truly from the motives of an MBC um after like if the players havediscovered it, because I think that that's part like I think it would bekind of cheesy for the players you know get their master plan put on the board with, like you know,all the investigation strings leading down to this is. You know like this isdischaracters true motive for me to just pull that Um pull thout rog out from under them Um, but yeah. I think definitely definitelyI've definitely done it with H, just NPCs that could have been something andthey just turned out to be the next dude. How about you Braden? I've got an answer that you'll hit andthen I've got possibly if you'll. Allow me, after youanswer a bit of a bit of a tangential question to Teeon yearser. My answer is that, to a certain extent it's your N, pc and the players. Don't have your notes,your stapwock right. So if you're saying it's in character, is it out ofcharacter? Wiit T it's strange thoughts. Just 'cause, Imean it's onor real if Mer, WS, rree real, if our HIVS are't real si Jaden O atally works for like a new N B C,that the characters have only Jo yeah, and I guess I guess yeah. If they'vegot like a claric friend in the town that suddenly starts like massacringthe villagers, Yeah Ri, it's gonna yeah, it's going to raise a lot more eyebrowsthan like the rogue suddenly like not stealingfrom somebody MHM right like it's it it's degrees of how much you're actually willing tobreak character. In the end, I think Um, but it's one of those things where andI find it's the same with M with player characters July I kind ofgot into it. So much with our alignment discussion because, like at the end ofthe day like you're playing these characters and they evolve as their story continues to beplayed out. So if you bring in a significant NPC enough times, rat NPC is going to grow with theirexperiences o something that wasn't necessarily quote unquote in characterfor their with first appearance and like thefirst kind of like snapshot, the Party...

...gets of them isn't necessarily going tobe out of character, the tenth time afterespecially let's say they make like a like, like a neutral, good NPC, andthen they bring them along on their murder, hobee adventures. Suddenly,it's probably not going to be as out of character for them to do something likesteel or lie or cheats as it would have been when they first met this characterright. True Enough Truena. What do you think of? I? I think that it's acceptable to break out of character, so to speak ifit adds fun or drives the story so Um Bor, if a character starts gettingreally annoying so, for instance, kind of along the lines of the rogue thatyou're talking about, if the rogue that they meet is constantly stealing theircrap like the peces crap all the time. Every time they see him, you know thatthat starts to get a little bit annoying if he shows up a lot right, soI might start changing that character specifically because the players startfeeling might start feeling annoyed, or you know something along those lines right likeI would take that out, just to change it up and and allow them to to grow. Iguess, as you said, but it almost feels to me like I'm, forcing that changespecifically for the players rather than as a UM character, growth and sofor me to go and create a background for them. That makes sense for them tohave this character growth later or after. The fact seems wrong to me:thisingenuous bi, someting Tha. You feel diry about doing, but you d haveto, but en that has to be done, you know yeah. I agree I mean I. If the story isgoing to sail Um, I change in character, dropping a bomb and absolutely like Tuone. Eighty is perfetly acceptable. I think at a little spur, like you said,right, yeah yeah, so that was my last critical thought can't believe it Gr almost one attackon another one here. I he do if, if you won't mind I'll slip into my next week,EA little early and GIN to flit this question a bit because I kind ofmisinterpreted what you said at first and okay, I'm curious now, okay, said:Do you ever break character as a DM? Yes, now I'm curious now. Do you guys everbreak character as your character of the DA? Does that make sense, ostop? Being thatthe emprs? Do you ever like have moments where you like? You got to stopbeing the the DM and just kind of slip intil I go a different e Os. It I'm noterenMyelion, O o high level for me, so I think I understand what you'resaying I think Um the only times I've had todo that is like if, when I'm in D M mode, I tend tojust like be like: Oh Yeah. No, that's how this works. Oh Yeah! No, that's howthis works! Oh Yeah! No! This is how it works. Don't worry, you're doing itright. Oherw Ha toject you to all our nonCanadian listeners when Joran says Oh yeah. No! That means yes, Ado ow as it like that O Yaforsire, no porsure, O Yeano. Sorry for talking how I talk Ri it is. It is still fairpoint. Yes onthat, no Um,...

...if I'm telling a player constantly likeyes, these are the correct rules and yes, keep going this way. It starts tofeel like I, as the DM M messing with the atmosphere, and so it starts tofeel like laws are being put in place and it becomes a mechanical gameinstead of a roleplaying game. So, in those instances, that's when I'll haveto slip into a character or I'll have to just completely fade into thebackground and let the players figure it out for themselves Um. That is, that kind of what you'regetting at kind of I have. I have a small anecdote: that's Abisure, inlineand Jordan. You were there for this Ession, so I guess I'm mostly Explaineto Carloss and our lovely audience you're explortin things but iam notfollowing this whatsoever. Well, well, here's the thing I was. I was running asession recently, and this is a session. There were four of my players in thesession. Jordan was one of them, and these are with the exception of one whowas joined, relatively recentlybut, who has been doing phenomenally well atpicking up on the rules. These are all experienced. Players have been playingwith them since we started playing dnd for the most parts Um and at one point Jordan, an characterasked these other players if they knew anything about a particular God hand.This was kind of after a long line of everybody, just kind of dragin theirfeet and going on with whatever the person talking happened to be doing,and so Jordan says. Oh, does anybody know anything aboutthis, one God and there's a brief pause and every player just goes no and Jordan says they're gone, ok and Ihad like I had to stop. I had to break DM and I had to go okay, guas. I I Ishouldn't be telling you this. I know that you can make a religion check here. Yes,that's something that's available to you as a player that you can do to find outmore and that's definitely like in the moment and even like looking back now.I feel dirty doing that. Oeit feels as though no no no. No. No. I disagreewith you completely. I think that is you being a DM yeah. It is out from theTam Lit. You are breaking. The atmosphere like I was talking about,like you're breaking the atmosphere of the game, but that's because the D Mhas to be there to tell people what they're able to do, especially with newplayers, and I think that happens een. If the DM is clarifying a rule rightlike at tacnically, breaks the atmosphere of the Yongo. I think anytime that you're expaining something to a player, it's technically breaking theatmosphere of your game. I thinkwhat, where was headed more with thatquestion, I think, is whether you as a DM, get stuck with the improvisation,all always say yes, and to your players. Ah Gotcha OKA, that's sort of how Iinterpreted it rig were like where, as TM, do you draw the line and go? No,you can't just renate and create and create, althoughit's like. You know great that you really Wanta add to the story right,like you also don't want to get you N, don't want to let like maybe a player getrealizing, that they can create theworld as they go, because they're saidgehave Oan your Alingen control,yeah, so lik. There are certain moments where I won't say yes and right likeagain like we mentioned before. If a character is like, if me obliteratingan MPCIS like t e story plot for the sake of a good laugh, but it doesn'treally largely affect where the characters are going and sure itDoosn't make that much of a difference right and at' a moment where yes andwould be OK, but if this is like the main story and all of a sudden they'relike well, what if this character, isn't the bad guy and is actually thegood guy and will pay US two thousand gold each for doing nothing? Well,that's not a thing supose that no here's a very k on thenose sort of example, but like if a player is catching on tha.Their suggestions are happening to turn...

...cannon in your game all the time, and Ithink it's important for you as at them to have that momen. Where you step awayand go hey, you know, don't tread on me. I agree good discussion. I look forward to uh being the person to ask thesequestions very soon and to takin this rold, but for now Jordan you got yourlast signoff, so I'll. Let you take Om here all right guys. It has been apleasure. Thank you so much o for listening to meand for dealing with all of my ridiculous questions. Um I will be moving to a different tatersegments, so see you're going to do no Worris, guys Um, but yeah. No thank you again hit usup on insigram and- and let us know you know where H, how do you guys feelabout being a DM in your campaign? Does itbreak the atmosphere too much and yeah we'll see you guys all next time.

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