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Triple Advantage
Triple Advantage

Season 3, Episode 28 · 1 year ago

Ep. 52 - Enter The Matrix

ABOUT THIS EPISODE

On this week's Triple Advantage, we discuss how to add the Hex from WandaVision into your D&D campaign, look at the different subtypes of NPCs that you can create using the DMG, and discuss the worst things that we've ever done to player characters in our games.

Hello and welcome to triple advantage. On this week's episode we talked about incorporating one division's HEX into any campaign. Slash mystery worlds within your world that your players have to escape. Find out what that means in this episode. Then we talk about NPC's, how to create them and how you can have your players incorporate and use them within the campaign. What level of control do you give your players? And finally, we talked about the awful things we've done to our player characters in the campaigns, ranging from not so bad to absolutely horrific. As always, keep in touching our social media channels to keep up to date with our latest conversation and our releases. Enjoy the show. Hello, wonderful members of the society, for another echoes of the outlands. Today I'm pretty sure we're kind of overlapping a topic we might have talked about in the past. It's getting really hard to keep track of everything, guys. But we're talking about adaptations in DD and specifically. I think for the most part the buzz word has been one division for TV shows and the innd beyond jumped onto that. A real hard with releasing a guide on how to start adapting the one division setting into your DD campaign. Now this article kind of spoiled a little bit of the show for me because I'm only on episode two and I definitely read ahead here that I'm a little disappointed in myself for doing this to myself, for doing this to myself. But anyways, guys, you guys already the article as well. What are your initial thoughts from it? My immediate initial thought is I'm shocked that Disney has allowed this to stay up. I don't know why they haven't demanded the wizards takedown stuff. That's directly reverencing their property by name and by spoilers. So wondering if that indicates anything for the future. But I don't think. I probably that they're referencing anything specifically, like they're not using characters in a published story. They're just saying, how can you take this? They're fine, but they're that's yeah, but they're saying, hey, use this Disney property in your game. Yeah, but is like the main thing here is the hecks, and so is is the hes. The is that Disney almost certainly, if they haven't trademarked that, they're down talk about it in the specific setting of one division. But like, yeah, they don't own the word the hecks. They might for the idea of yeah, own very seriously, don't know what they own anymore. I would I would not be surprised if that was Trademart. That, though, I do think it would be exciting, as you mentioned, if there was some crossover, official crossover qushion work the get on. This is the course presents the official Disney ttr pig. I want to play as a Princess Dat, I mean I critical role. Had that one episode, like a an off episode, I think. I think they did like a disy or Sham Rings Sam. Yeah, ran it. Yeah, it was not Disney, it was misney. Okay, of course, my bad, you're talking about the completely different thing here. Obviously I believe we confuse those. But yeah, so spoilers for one division if you haven't seen it. And if you haven't seen it, what are you doing? To Go Watch one division? It's a good joke. Yeah, and otherwise skip ahead...

...maybe a bit if you don't want to. Yes, Jordan scop yeah, but so essentially, right now in one division the plot is, without revealing too too much, the basic premise of the story is they're in a Sitcom wand envision or stuck in a sitcom land, and it's maybe created by Wanda, maybe not, it's not clear. But everything outside of this world is normal and this world is kind of a town that's encapsulated in this area that they call the hex because of its shape, and the Hex is this land where everything suddenly turns into TV sitcomness, all seemingly controlled by Wanda, and if you enter the hecks you're part of it. So this is less about how to convert the TV show into a DD friendly format and more about how to incorporate the idea of the hecks into your game, which I find incredibly interesting, super cool. I would so love to see that. Like I just I don't know, like, now that it's out there, I'm like, yes, I really love those. Seems to like pocket dimensions and like the I don't know, like the little timeless lost world that you kind of accedentally stumble upon. It could be, it could be. To me it seems very similar to how you would accidentally fall into like borrow Beia. You know. Yeah, what's Burropia's or if he is a curse of Straw, it's a it's a bad dimension, kind of offshoot of shadow fell. I have just like cur sub stratia. I really need to. I don't think that doesn't spoil anything. That's just the setting. Yeah, but if you want spoilers now, yeah, we got but yeah, I think that this would be really interesting to run. I've got a couple of days for has everybody seen the Truman show? Yes, I think we want that high school right. Yes, that's the first thing I thought of. In general with like the show and the article. Well, I'd like to see like this is the start of a campaign or the characters like they don't know that they're in the hecks and they start in the hes and the slowly things reveal themselves and they realize that they're actually like stuck in this like town that's frozen. It's interesting being forced to act this way and they have to escape it somehow. That's most interesting. That would be similar to like how the Matrix blotline. Yes, it's you know, yeah, exactly. What if that? Yeah, what if I told you the hecks would have to be pretty big for the people to like at the beginning, sure you could, like you'd have to include both like a city town and like the surrounding area. So they could have like random quests that they go on within this area. So you could have a few sessions where they don't know what's going on yet. That's there's I mean, I kept you guys in one specific town for a while in in my home room, and I don't think anybody really desire to leave the town. You just kind of wanted to stick around and see what was up. Yeah, but if you want, you want them to have that immersion right where they they really believe that this is how the world normally works or your world this right. And so like if you if you started out where you know they have that that world that's expanded out enough that they can have certain like smaller quests outside, like low level stuff, you know, just you know, my farm is under attack or you know, my sheep have gone astray or whatever, random stuff that you can have and then have like like in One a vision, have like random parts of it that just kind of glitch out or like seem really off and and you have to start being like okay, what is going on here, like I don't understand. And so then you know, they'll start to look for more and more of these like glitches or off things, and so eventually they start to realize,...

...you know then, that there's something wrong in this place and we have to solve it or get out or whatever it is that you want them to do with in the Hex it. Actually agree. Sorry, go ahead, I agree with that. I think it's largely all the same, though, right. Like I mean the players when you're talking about freedom of choice in this game and the ability to have it immersive, right, it's really only depending on how real you make the environments for the players. Right. So if you like narrow down your scope to one city and make that city as real as possible, then I think immersion is there. You're just limiting the area that your players can move around. I actually think that that could play into your advantage with regards to this particular module itself, because you could have, and something that I really enjoy in general, but you could have those moments where the player or knowledge and the character knowledge kind of the velop at the same time. So, for example, if you have the setting start out in this city that you know, let's let's put a let's put a setting to it, something like bossing, say, right where it's a completely walled off city, right, and you have your players start at with general quests within the city. Right, players aren't necessarily going to ask about the external world if all your freeing them is like little threats from within. But then, as they kind of move about, you could say like Oh yeah, like nobody leaves the city, and that's now right, like everybody knows that once you get to the walls, there's always guards there, and the players can then try to push the boundaries that you've set as a DM. Right. Players Go, okay, I'm going to try to like leave the city and the guards don't let you. Why is that? And then you know, as a DM, you could let them know you don't know when was the last time you left this city actually, and that's how you could like start like sort of breaking the players off from the regular schmuck NPC's that don't know what they're living in into questioning their environment, right, which I think brings it up at the same time as like I would be a natural thing for a character in a story, right, for sure, this sort of developing this awareness. I think that that's really cool. But like that's something that's really cool. It's a it's a good idea. It's very it's very matrix e, though, and I think like in general, like a lot of these sort of living in this truman show kind of world or whatever, is all very or these stories, I don't know, they're all the only the only like, the only thing that I have with them is that these stories all heavily rely on the players becoming aware that something is, like the environment is wrong around them, and I think that that's like, I guess, I guess standard in this kind of thing. I mean, how else would you do it? Then? I guess. No, I don't know. I'm trying to think right now. I'm trying to think of something like clever. It's not coming to me immediately, but try to think of like a way to break the mold on this kind of story. Right. Yeah, they give it as like potential ideas. Is like a potential like a labyrinth kind of thing, like you could make it into like a a type of puzzle where there's only one way out or one way in or something like that, like maybe you have to talk to a certain person and he gives you, you know, certain information or and each of these like different clues can lead you to a way to get out or something like that. Maybe you could turn it into something along those lines, as opposed to like you got to fix something. But either way, like you do have to at some point realize, I guess, that you are either a trapped or be something is wrong in the place that you are right. It occurs to me that I've kind of done this to a certain extent, not because in my homebrew campaign and as George and can attest, my players discovered a while...

...back, it's been a while, like twenty sessions ago, that this plane that they're living on, which was previously thought to just be a material plane, is not the material plane and it's somewhere. Yes, and they says no, agree me for so lot it's just bugging you. This is the thing talking about, what Carlos is talking about, relying on players like needing to break out of this thing. Jordan cares, Jordan would like to find them more for the rest of the players don't care. They're just like, okay, that's cool, and they've just continued on, which, yeah, they has right. Like it doesn't seem like that's an issue in this world, as far as you can see, right, but I mean we're still living normal. Wise we're able to go almost anywhere we want to kind of thing. There's no like set limits. As far as we can see and as far as we can tell, it's the same as any other fantasy world. It's just that this isn't the material plane, and so I need to know what is going on. I've just a curious person by nature. So, but the rest of the part party is I guess maybe they see it as like, oh well, it's just another fantasy world. It's it doesn't. Why does it have to be the material plane? It doesn't have to be. I suppose, and I didn't I don't not really are into this. I think they just don't care. But this, like, if you were going to do this, like, not as an introductory session, like as just like this happens at some point in the campaign, you got to have a party that buys into it, and this reminds me a lot of the the false hydra. I don't know if there yeah, sorry, CIDRA. Yeah, yeah, this reminds me a lot of something like that. We're like it. When it works, it works really, really well, but your players have to be invested in willing to work with you for it to work, because if you just walk in and it's like, Oh my God, like the hecks alters your mind and now you're you're somebody else, like you're a you're a caricature of yourself living in this town and you don't remember the outside, and the players are like, yes, I do, I remember every yeah, exactly. Tell me that I don't. Okay, yeah, well, this isn't going to work, then yeah, and so they do, reiterating talking about in the article. Sorry, go ahead. I'm just going to reiterate a quick point. Players, please, you're not playing against your DM. At least remember this. We are not out there to get yeah, most certain times to us, or not most of the listen, if we craft a really good encounter, we're out there to get you, like I am trying to get my monster's to hurt your characters. Other than that, we're not out there to get you. Wow, speak for yourself. I mean, I'm out. I know I'm kidding. Openly. I agree. Players have told me that. I agree with brain completely, though, nothing, nothing, nothing would be more disappointing to me as a DF to craft this wonderful little look to the world in the setting that they've been p playing in only for the players to be like now we're old Ka taking the blue pill, we don't want to wake up. This is fine. Yeah, yeah, yeah, so they do talk about actually about this a little bit in the article where they talk about how if you're inside the heck, so they say, you know, if you are going to approach this concept of them walking into the heck instead of starting with in the HEX type world or kid setting or whatever, then you have to work with them as like, you know, there is a bit of mine altering, they say. You know, maybe have them like do like a session where they're like hey, come up with a Sitcom character to play as or whatever, which you know, which is what one division is based around, but or anything else really like come up with another character concept that they can run with and improvise with. Work with them to say, Hey, here's another character that you can play, and I think most players will be like Oh,...

...okay, cool, I'll jump on that. It's yeah, if you just like drop them into it, they might be a little bit more like hesitant to do it, I think. But you also don't want to give away too much, so it's like yeah, that's yeah, there is how do you did that without Meta knowledge? Yeah, it is Meta knowledge, but I think then with the players, you just kind of have to hope that they'll be willing to role play along with it instead of using that Meta knowledge to beat the game, quote unquote. So I don't know, soon if they have like Meta knowledge that lets them know what's going to be happening for the next five sessions, like that almost makes me feel like it's it's not even a game anymore, just to show like you're just kind of acting out a script at that point. Yeah, yeah, let's get a little tricky, especially like with delivery. And then, at the same time, right, like all the players at your table need to be invested in the camp, in that sort of campaign route. Right. I think it would be kind of lamb for for some players to find this like not interesting whatsoever, right, but they have to go along with it because all of a sudden you'd like trap them in this world. Right. Yeah, I think, I think, I think it would work well. I like the way that I kind of think about this. I think it would work well either with a longer running campaign at least, like have your character, have your players already have some sort of investment in their characters, right, because then they will care about that character as well. Being and I don't think that that's necessarily always possible when you're first just starting out a new campaign. It might be, but again it might depend on more so on like the season ness of the of the player right, right, just because I know, I know for sure that, like if I were to start a new campaign, there's certain people that we play with that would just be like Yollo every left, right and center right, regardless. I had an idea here real quick. So if your players are going to walk into this, heck, it talks a little bit in the article about like flashback scenes. So what if you gave or you talked to some of your players about playing new like sitcomy players and completely leave out some of the others? And so some of them will walk into it and know that the world is, you know, like different, I guess, and the others will walk into it and be like why are my, you know, buddies that I've been with acting so weird? Also, you wouldn't have them change? Yeah, I wouldn't have them change. I would have, I guess, just some of the players change. That's interesting. That way, you know, some of the players are acting and they're like trying to like hide parts of it. There might be laughing along the way as they're, you know, playing out these new characters that just seem completely different from who they were before, and they kind of know what's up, but the rest of the pairs players are like, what the heck is going on? I don't understand, I got to figure out what's going on now, right, and so they'll start to like work towards that and they might feel more compelled to then try and save their their pals, right who are affected by this. Maybe. I mean, I don't know that that's necessarily like I can see that working for sure, but I also know that any chance my players have gotten the chance to like split up in the Toni Asian campaign because they both have different interests. They do. We're just something that I've noticed right, like it might just end up being that the two players that you have that are sort of, quote unquote, waking up in this world are the only ones that continually try to pull...

...the threads on that and every other player just goes I don't care, like it's not not important to me. Obviously, right, like the DM isn't dming me and whispering these little details to me. So I guess it's not that big of a deal. But I could see it working both ways. That's so I'm time say. Yeah, I do it after a longer term campaign or during one, and I'd have like I dm like I I'd message people like outside of the normal campaign sessions and have a couple of people set up like new types of characters that they can play within this world that they've just walked into, you know, and then and then have them, you know, kind of like act weird and off and that kind of thing. It kind of I don't know, it could work. You're right, there's a potential, I guess, for the rest of the players to just completely ditch them. But yeah, I guess it depends on who you're playing with. So but yeah, that that was that was my idea, at least for I probably still stick with like a you start in the Hex, because that seems like something that they can all learn together at the same time. But if you are going to do it in the middle of one, I'd probably try and have like a little bit of some of you understand what's going on, some of you don't and stow the people who don't want to figure out what's going on and the people who are are kind of like laughing and trying to hide it, and it can be a little bit of an interesting dynamic there. Yeah, for sure. Yeah, I think one of the just thinking about this now, I think I got like I don't even know how you would incorporate this sort of setting into the campaign, but to me it reminds me a little like how sort oar online kind of works, right, like everybody wanted to go to this magical place and now they all got trapped. Right. So now at least you have a general setting that is true for the entire game world, right, and at least you have the same motivations for everybody, right, like you you actively tell the players this is a place that you all chose to go to, and it turned out that it wasn't all that was advertised, right, you got guys went into this wizard was promising great riches or whatever, and he ended up teleporting people into this pocket dimension they controlled. And then that way all the players are aware that this is the driving sort of element in this campaign. This is what you guys are all trying to get out of. But then you can build the world around them with regards to like mpcs already being like whatever, like we're never getting out of here, right. So then you have like both, both sort of extremes that the players can be exposed to, but not necessarily forsome into choosing one or the other. But like, for the most part, I think most people at that point would be like, oh no, like this is something that we want to get out of, because the DM has told those this is bad. Right, D Ms All does the world is bad, but everybody just kind of accepting it. So therefore we are the ones that need to fix this for everybody. Right. And then for those that have watched sort out online, they'll immediately be drawn in because they're going to go, oh, this is the plot for sort online. Nice. Yes, what a great show for one season. Their newest season is good, I think it. Let's The gun one was really not that good. Ay, I didn't, I was about to dismiss this conversation. Gun Gail Online was dope, it was pretty cool. Yeah, I think I'll fine. was definitely the low tier one. We're so far on topic. Yeah, we are. Lately. Listen to our new animate podcast...

...listeners. Do we have last minute thoughts in the HEX or we good for Jordan to get started on? Yeah, I think they've covered most of it. Like in general, I think we like it's an interesting idea to explore and I see, like, obviously why why people are writing about this. Generally, the shows pretty popular. I think it's just an idea that obviously has been brought up before, right, like your glass dome type of located, and it's interesting just thinking about like how you could incorporate this with players, especially like our players. Like half of the fun is always seeing about how to incorporate new encounters for your particular players, right, because, yeah, yes, yeah, that's true. Murder hobos everywhere. That's never happened, right, right, no, never. Those are my last thoughts. All right, all right, and that case, with the HEX kind of being over, let's jump into dividing the DMG. Guys, we are working our way through. We're now on page ninety three, so you can follow on if you'd like to. I'm going to make this a bit of a shorter one because there's another section after this that I think deserves of pool sex segment. So let's talk about adventure NPCs and loyalty. So adventure mpcs are like NPCs that you use to fill out a a party. So if there aren't enough players in order to form like a full party of like four characters, then you could maybe give them an extra MPC that fills that extra spot, or maybe you have each of them play two characters or something like that, depending on how you want to do it. It might slow down the game a bit during combat, but it might help them survive. You can have bigger and better encounters going on. So it's up to you. How you what kind of want to run that. HMM. It talks a bit about how good supporting NPCs are generally easier to play. So they had they listed a few good candidates here. You could have like life domain clerics, if champion fighters, rogues with the thief archetype, and wizards with specializing in evocation. So one of those four is easy, easy enough to PLOP into pretty well any party to fill out any parts that are missing and then you can use those as they neat. I don't know if I'm right. Let I've probably let the players run the NPC. If, though, they're an NPC, I'd probably just have it as another PC. I don't know if I wouldn't want to run another player character essentially like in their campaign. It just kind of feels weird to me. I don't know about I know. I know Carlos, you think along the same lines usually with with it's it's Leone. Now he's kind of been away from the Party for a bit, the player has, and so you've kind of let us use Leone in certain situations, but other than that he's kind of just that they are. So he's become a supporting character. I think that's probably the right way to run it. What do you think, Braden? I'm fifty. It depends in that case. Like I don't think in Carlos has campaign we would have a party controlled NPC if we hadn't had a player dropout right and we're sure when...

...we did have a supporting NPC, Carlos did play him as musual route though, right about trees in that campaign, and we've also you and I know that in our buddy mats campaign he tends to play a lot of the NPC's were currently in rolled in a giant giant battle where it's like us in about four or five DM controlled NPC's versus like DM controlled PC's. There's a lot of moving parts for him to keep track of and I don't envy attal no, but I don't know, I don't have a preference one way or the other. I feel I feel weird role playing as a NPC. I wouldn't do that. Yet leave that to the DM. I wouldn't mind like rolling for the stats and maybe doing some combat control just so right, keep the autonomy on our side, but the role playing I will leave to the person who actually created the NBC are. What do you think, Carlos? That I partially agree with Britain here. I think that I think that layers should really only focus on the RP for their own character. I think I think that because I think immersion would be so much harder if you're trying to flip between multiple characters. Now, obviously this isn't true for every person playing dnd. Obviously, if you're somebody that, for example, you love taking Improv classes and you love that kind of environment, then that might be something really fun for you to sort of switch between characters. That's partially like why I really enjoyed dd as a DM is that I can sort of try different character types and voices now and then and just like switch between carectors that I'm trying to sort of act through. But I think for the players it's really important that you focus on one character because you trying to you're trying to build that sort of connection so that you actually have some ownership of the character, and that's really hard to do if you're using multiple characters at once. Right, they become more resources than yes, which is anything else. A little bit of this, like it is the assumption that these mpcs are essentially that resources. The biggest time that I would use this is if I was playing with, say, only two players. But I only have two players, I'd probably give them an extra couple of PCs simply to fill out the like combat and social aspects of the game, where they can roll with different stats. Is just to make things a little bit easier. If they don't have healing, they're going to need healing kind of thing, right, like or or otherwise. I got US start looking into like reducing all the stats on all the monsters in that kind of thing, right, and so that becomes a bit of work as well. So which is more possible? But yeah, I think just for me it's more so the element that I'd like players to Arkey their own character. Yeah, because as player, you don't have advocacy over what everybody else in the DND world says. Right. So, just because you have a side kick with you, doesn't mean that sidekick is just going to yes man you the entire time, unless you know, we've established that you you're some sort of royalty and that you're paying them and that's literally their role. Right. But even still, like you, the player, don't control the mind of other actors within this game. Right. So, as a DM, I would say like, yeah, mechanically speaking, you could obviously choose your NPC, that you could choose everything that your MPC does. But you know there are limits, right, like you can't even even if you, as a player, go oh, I have a new little...

...allied character, go charge in there and die for me, right, like that's still living creature in this world that will hesitate to do that. And the only way that I can give that advocacy to that player or to that NPC is to run them myself, because otherwise I definitely know players would run NPC's into their debts. For the walls funny that you could. You should kind of bring that kind of stuff up, because the next section here is on the optional rule of loyalty. So loyalty is an optional rule you can use to determine how far an MPC member will go to protect or assist the other members of the party. So even though he or she doesn't particularly like it, so an MPC party member who is abused or ignored is likely to abandon or betray the party, whereas an MPC who owes a life debt to the characters or shares their goals and might fight to the death for them. So loyalty can be role played or represented by this rule. So the loyalty rules here are they've got a score. So NBC's loyalty is measured on a new miracle scale from zero to twenty, and NPC's maximum loyalty score is equal to the highest charisma score among all the adventures in the party, and it's starting loyalty score is half that number. So if the highest CHARTISMA score changes, perhaps a character dies or leaves the group, adjust the MPC's loyalty score accordingly. So and then you keep track of loyalty as things go. So keep track of an NBC's loyalty score in secret, so that the players don't know for sure whether an NBC party member is loyal or disloyal, even if the MBC is currently under a player's control. So an NBC's loyalty score increases by one D four if other party members help the MBC achieve a goal tied to its bond. Likewise, the MBC's loyalty scored increases by one d four if an MBC is treated particularly well, for example, is given a magic weapon as a gift or rescued by another party member, and NBC's loyalty score can never be raised above its maximum. When other party members act in a manner that runs counter to the NBC's alignment or Bond, reduce the MPC's loyalty scored by one D Four. Reduce the MBC's loyalty score by D four if the character is abused, misled or endangered by other party members for purely selfish reasons and NBC's Loyalty Score. Whose Loyalty score drops to zero is no longer loyal to the party and might part ways with them. A loyalty score can never drop a low zero. An NBC with a loyalty score of ten or higher risks life and limb to help your fellow party members. If the NBC's loyalty score is between one and ten, it's loyalty score are it's loyalty is tenuous, and an NPC whose loyalty drops to zero no longer acts in the parties best interest. The disloyal NBC either leaves the Party, attacking characters who attempt to intervene, or works in secret to bring about the parties downfall. I like that idea. I sort of back and renowned system, reputation system in my campaigns. It's similar. I mean I think for me it's just stems from my experience with world of warcraft and how reputation work at then. That came as in particular with regards to like guilds and other groups. So I try to incorporate that with DND world as well, or like, for me at more so, starts in like the neutral sense, and positive actions will increase your reputation. Negative actions obviously decrease your reputation. The more negative end of reputation actually more so relates to hostility towards the characters. So it's...

...not like. I guess a difference here would be, like it's not just like zero, it's it's not just like a baseline. Oh, zero, we have no loyalty towards these characters. It's like, no, we are actively working against the party at this point because they've, you know, like the party came in and just straight up murder home mode. Everybody left, a couple people. Those people aren't going to be like, Oh, I'm neutral to you. Yeah. So I mean, like, just so I'm clear about what they're what people is like sort of reputation is towards other people. Right. Yes, I need to have both extremes of willing to help and actively working against, and I think a little bit of a distinction there, but it works. Yeah, the loyalty system is interesting too, in so far as it uses bonds as well. So if an MPC character is out for revenge, for instance, if that's their bond and the players say now, we're not going to go after the guy that you want to kill or whatever, then that's actually going against the MPC and so the lose loyalty at that point, which is interesting because it's not necessarily just, you know, doing good things. Is Always going to increase your loyalty with an MPC, it kind of depends on who the person is that is in your party. Yeah, and just thinking about it, I think it's something that needs to encompass. Like I think loyalty within the party can be very extreme, right, because I know that for the amongst part players try to help each other, but some other times, right, they don't try to do their own thing because they think that one way of solving a puzzle is better. Right, they'll actively like attack one another in the campaign. So I think for me, the the whole loyalty reputation system needs to apply both within the party as much as from the party to external actors. And NBC's in the game. that. Just thinking about that now, like, I don't think it would make sense for me to say, like, Oh, like your NPC's loyalty to you as twenty, and then, from within that same party, you're looking at your comrades who you've been dventuring and they just straight up fireball you because you didn't want to agree to do something in the campaign. I don't think that they have a loyalty of twenty towards each other, you know, right. Yes, yeah, it's true, it is a bit of a role play thing. I guess it did. Yeah, but that's yeah, it could be a don't like the rule. Like I don't like the idea of stadding out loyalty. I feel like it should be a exclusively RP based thing. Like what is loyalty when there's trying to force feed us and find yeah, exactly. Yeah, I would maybe keep track of it from minor things. If like major things come along, it might influence obviously they can make like bigger decisions that way, but like for minor things, like like they don't go towards, you know, the person who's the perpetrator of some crime or something like that and you know, we should have helped such and such a person. Maybe that maybe that decreases their loyalty a little bit and maybe I want to keep track of that a little bit just to like like have like that. Maybe the smaller things do add up eventually, but I'd have like a big track and a small track kind of thing right where it's like a big things happen. You know there's a good chance either you know this MPC is going to leave or you know, you get a major boost to the loyalty score or, you know, with the smaller things. Eventually, if you just keep doing things that are against this MPC, then eventually they will leave you. Kind of thing, right. But it...

...yeah, it's a like minor things versus major things, and it could definitely be around with just RP. You're right, I don't know, it's weird, it's interesting. I'd maybe want to try it once just to see how well it works and then decide from there, like having like having a sort of stat it out and made into an actual mechanic, though, because I like I always try to go back out to those things where it's like, if the player isn't awhere, that it exists and there is no loyalty in the world. So if you don't actively tell that, you can improve your relationships with other characters and NPCs in the world, like, if you don't like lay that out, at least in a position, Siro staying like that. This is a mechanic within the world, right, like this is something that you could work towards, you know, the Lord's Alliance or whatever, and work with quests in that area, for like the local military, right, they're going to become more allied to you, and obviously that's something that players might expect, but I just like to tell people, or at least like like the way that I would run companions. Now it's more so onlike these are the mechanics that exist within this world. So you, as a player, can this is how you can interact with the never you very directly. Yeah, it's like here are the buttons for you to interact with the world. I'm giving you that, I'm giving you the console. Do what you want with it, right, Yep, all right. I'm going to quickly go over some of the other stuff here that they've got. I WANT TO STOP AT villains. So these are other types of NPC's that you can meet along the way. There are contacts. So contacts are just NPCs with close ties to one or more of your player characters. They don't go on adventures, but they can provide information, rumors, supplies or professional advice, either for free or at a cost. Some of the backgrounds, they say in the player's handbook, can suggest contacts for beginning adventures, so like getting the criminal contact exactly. I think sailors also can do that kind of thing. I think soldiers have like military rank which allows them to have like certain military contacts or at least can pull rank over guards and things like that, but you'd have to be in the same area, I would say. It's so it's very it's very location based. Yeah, so you can do those kind of things. They've got patrons here. Patrons are contacts who employ adventures, providing help or rewards as well as quests and adventure hooks. So most of the time of patron has vest has a vested interest in the adventures success and doesn't need to be persuaded to help them. So a patron might be a retired adventure or a mayor or a sheriff or something along those lines. You can. There's all sorts of patrons. It's kind of like a staple of of D D. hirelings is the next thing that they talked about. This is interesting. I've never had this come up before. Hirelings, our adventure and peace adventures, can pay NPCs to provide services in a variety of circumstances. So information on hirelings appears in chapter five, equipment, of the players handbook. So I went and actually looked it up because I was like, oh, I don't really remember this, but services can include anything just looking in the players am book here, from like coach cabs to messengers and gate tolls and ship passages and that kind of thing. So it's most of the time you don't really think about it, I guess, as like hirelings, but there are specific things as well that you can hire on as like...

...guards and things like that. So you can get skilled hirelings and untrained hirelings and they have different costs listed there. Here's a futry thought, here's a fun thought. Aren't the player characters technically just hirelings? YEA, yeah, it's true. When you start out, at least for the most part, they're just very, very skilled hirelings essentially. Or maybe you know from level to on the very skilled for blubble. That's it, like level three on your reasonable people that can actually affect the world. Yeah, to a son. Yeah. So, and then it talks about how if you hire these adventures or these hirelings on for long term from work, than you add that cost to the NPC's services, added onto the lifestyle expenses, which you can see the additional expenses section in of chapter six between adventures or more information. I I've never done lifestyle expenses in any of my games. Never really seen it done. It's just seems like a lot of extra work to have the players just say, Oh, yeah, and another day is passed. So you got to pay up, you know, x amount of money, or maybe every month you have to pay certain amount of money in order to say that you've survived in this lifestyle. I don't know, it's kind of weird, especially when a lot of the Times they're on the road anyway. So I don't know how much that affects it. I've done that in a few times that you guys aren't on the road. If Youre's like staying in a hotel, if you're like specifically eating somewhere. Yeah, it's not just something. Yeah, you've foraged, right, I'll charge you for it. And that when you had a bar to your name, I was charging you monthly upkeep on that. Yes, so, like there are like specific instances, but like it actually talks about, like in the player's handbook, how everyone has a lifestyle and you know, this is what it looks like. If you're living, you know, the noble's lifestyle. It's going to cost you more money and you'll get like better food and stuff like that, but it doesn't act. Hello Oh, noctually affect any of to pay, which seems kind of odd. Sorry, yes, we're so sorry. Can you hear me now? Yes, my I got called. Sorry, so, it cut out my Internet for some reason. We almost made it through. What we are do we get through? Right there? I think you are just saying things. Then you stop saying things for a second and then you came back and start it's saying, yeah, yeah, called right in the middle of that. Sorry. How's that star like Beta application coming? This is this is my data. That's why I cut out. So when I got called on my phone, the data, like heather, just kind of stopped. See. So, which is stupid, but post can fix this. starling. Starlink has been like on and off, like it works most of the time, but I don't trust it as much as my data. As far as like steady stream, I would you actually have it? Yeah, actually, hasn't? I actually have it. It's great. I can download things, you know, in less than forty eight hours. It's pretty great. You'll have to invite me over that checkouts were allowed to do so. I mean we're not. We're getting like, you know, two thousand and...

...ten city speeds. Is What we're getting really now. So we're getting like, I think, like seventy eighty megabytes per second to the house. bolds getting too, apparently. Yeah, well, I mean our it's to the household. I get like six to nine megabytes per second when I'm downloading. HMM, that's up to I was just special on the podcast. So DMG. Okay. So what was the last thing I said? Like the last little sentence that you're just talking about that last little section. Just redo that. Oh, I wasn't. I wasn't getting cut any of this for the record. Oh Oh fuck, got it. Well then, I guess I can just keep going here. There was no mistake. Just keep going. There was no mistake. So we're talking about lifestyle expenses. So I was saying, like, you know, I've never included any of this as like a thing. It just seems like a lot of upkeep and it doesn't affect the Gameplay, so I don't include it. You were you, Braden brought up the point of like, you know, having a bar, you know comes with monthly expenses, which is fine, and like that's like a very specific instance. But like the actual individual adventure and PC or adventures, lifestyle expenses. Just seems like that's just included when you go to whatever in you choose to go to. Yeah, that's just kind of how it normally goes. So I just put that in there and just don't worry about the lifestyle expenses. So that's just what I do. And then goes on to talk about extras, which are just characters that are in the background of the main characters that the main carriage rarely, if ever, interact with. But extras might be elevated to more important roles by virtue of adventures singling them out. For instance, the player might be hooked by the passing reference you make to a street Urchin and try to strike up a conversation with a youngster. So suddenly an extra on whom you planned no importance becomes the central figure of an improvised role playing scene. So yes, this will happen ninety nine point nine percent of the time. Be Be prepared for someone to just kind of be like, Oh, I like this person, I'm going to interact with them. It will happen, guaranteed. So when the extras are present, just be prepared to come up with names and mannerisms on the fly. So in a pinch. You can plunder the race specific character names found in chapter two, four races of the player's handbook, or you can just use a name generator. Easy enough. Yeah, just it will happen. Just be prepared. I have like a list of like potential names I can use on the fly. It just written down, so I can be like, Oh, yes, I totally named this character a long time ago. It was actually tab. Yes, isn't that the same name as the person you talked about last out? No, is totally different. Nope, I haven't used this name before at all. Never so, yes, it will happen, but yeah, that's yeah, you're friend. Yep, that is where online stuff does come in, very handy, HMM, but I still like the pen and paper, so I'll do the name generator ahead of time and write it down. However, I know I'm so weird, but d indeed, dinosaur G I know I can help it. I don't like having like a laptop...

...there and I just use my phone as like the where the music is coming from, so I don't touch that ever either, except for when I want to switch songs, and then the rest of it I just have written down. So it's just right there in front of me all the time and that's that's all I need. So here's something that you won't agree with, but I've actually started just using digital dice pretty yall predominantly for all my campaigns at this meaning band from that I've just, as I can tip because I can take my ipad anywhere. So like I can I can play it if I'm at somebody else's house, for example, if I'm just like anywhere, I can just cop my headphones on, pop in the discord call and I have my character sheet and I can roll dice and they can log things and take notes. I might have a dice rollers APP actually, so the it, the APP, is something that I've downloaded and it it has enough customization options that I can be like, Oh, this is what I roll when I do fireball, and I can have like specific things for each of the individual spells and or attacks that I do, which is interesting. But I like the feel of dice and rolling it. So I mean there's that. The I use digital dice more often on fantasy grounds when we play with with Matt and stuff, but like, I don't know, I like I like physical dice. So it's just it's a thing. I choose not to use my dice roller APP even though it could, you know, just be like Oh, yes, this, this, this, whatever. It's very useful for spells, but I don't know, I like rolling, so part of my fun. Don't take that away from me. And take it away from me. You're both man from my yes, filthy feelthy digital does users. That's all I got for this section. So next time we'll get into like the villains and stuff, which will be interesting. They've got a lot written down there for it. So be prepared, Braden, though, take it away. All right, let's do some talk of the town. That's segment where we ask you guys out there with the society, a question, that we answer that question and that we you answer that question. Of the two of us, both, all three answered that question. Who Asks The question, though? Oh, I'm asking the question. And the question that we have is, what is the worst thing that you've ever done to a player character in your campaign? The obvious answer is death. The obvious answer is I killed a guy. that. It's it right boring. I want to hear something else. I want to hear something. Well, you're part of this campaign to brands this isn't no surprise, but there's a particular pair of character that I have continually, at least in the last arc of this campaign, continually driven into madness ever so slowly through voices in their heads, and I got to give it to you during your playing that quite well. Thank you. It's not easy, but I like it. It's fun, especially because, like, you're like the the whole beginning part of this campaign, of your first introduce, you were like like the one that was like licking everything in, trying to put their hands on everything, and now that's all of red, thick, dark liquid. I'm definitely going to taste that. WHO Doesn't? But it was blood. So yeah, that's been pretty fun. I don't know if that's like awful that I've done. I haven't done anything necessarily awful to characters. I think that's like definitely the most psychologically traumatiz yeah, but I've done as part of the as part of the hauntings written in the game exactly. But what else? I think astrification, petrification yet,...

...but it did I do that? Yeah, I know, I know that. I feel like I was giving some pretty good hints throughout that entire area of like, oh, yeah, life, like we're stone statues. There's lots of animals here that are like frozen in mid action. They're also stone a hundred percent. You gave away lots of hints. I just didn't know whether my character would react to those hints or not. You know. So does my character really think, Oh, I should definitely close my eyes here? Nah, hopefully not. And I mean it does speak to something that I've changed in my dming style. At least. If I feel like players should have a chance at discovering something, I'll just ask for like a general insight check at this point, just so I know whether I can have a little bit of like a Info Dump. Yes, available, because otherwise, like, it does feel like I don't want to cheat players right and like. But like you would be aware of the surroundings. But do you take that in? Let's check, right, just always do checks. Yeah, I mean I was more like when I said Petrification, I was more just saying petrifications sucks when it happens to you. Yeah, but it's definitely part of the game. So it's not anyone's fault, it's just it happened. Yeah, I will wash my hands from any responsibility about petrifying you guys all all times. That there, you guys have gotten petrified. There has been a stone statue in the room. I'm not even gonna pretend to entertain the idea that this was my faultsome Nope, definitely not. That's you ULI it. Yeah, okay. So, I mean I have killed a player character, but you know, you said death is normal and all that, which is fine. So the worst thing other than that that I've done in a campaign setting. So I think it was when my players had gone into a situation where they were clearing out, like a bandit camp kind of thing. They came across a dying cultist and they talked to this cultist and thought that they had the situation handled and could kind of move away and be done with the conversation. They got the information that they thought they wanted, and then the cultist kind of did something unexpected, at least to the party Um. She threw a bottle of what is called frigid woe in wild mounts, which is a disease that when a player is infected with it they slowly turn into ice over time. So it is incurable via normal magic and that kind of thing. So the players had to go on a quest in order to find a cure for this disease that they then contracted because they turned away from my cultist. Yeah, felt bad, but also it was fun already. Mine is probably a very recent occurrence because we in in early on in my homebrew campaign, one of my players got his hands on the literal necronomicon and decided that yeah, this, this book with the potential to end the world, is going to make excellent light reading material. So it's a it's a special homebrew item that I've designed myself, and completing each chapter essentially eats section of the book, results in you getting some kind of a specific boot, but it also also saw on you rolling on a d one hundred table to see how badly you reflected by this. So he finally, like fifty sessions in, got the first chapter done because he kept failing checks to not go insane every time you've read it. Finally got this done, stepped up, got...

...his boon and then immediately rolled and had his voice permanently taken away. The only way to get his voice back as is to destroy the book and he's not willing to type for the book. He is as he is. I'll custer. It's stock. He is a warlock. Yeah, he is a warlock with two nonverbal spells, and this was immediately before they walked into a dragon fight. Yeah, it was fantastic. So that happened. But let's take a look at what the society has to say. Looking over at our community discord, we got our man, Matt has a going Matt with a lot of examples. Can't say what the worst that I've ever done is trend only try not to mess with the PCs too much. And then he proceeds to give a laundry list of times that he's messed with the PCS. And I'll do this often, guys, but but here's the top. I do. But yeah, so he's got he's got five examples on here. I'll fire off quickly. I think this was you, Jordan. Actually fighter destroyed his family sword when attempting to use it to destroy an ancient evil artifact. Enrolling a natural one for it was magical, but only because the artificer had infused it. He's now using a spare with the same infusion and waiting for the original to be reforged. Yeah, it was very traumatic. Yep, I can't. I can't mend the sword. I've already tried that. So your kind of stuck without your family sword for a bit. No, so sad. After a private meeting with one of the current big Bads, they were able to convince the evil pc to do in their cause, which expedited his inevitable downfall at the hands of the Party for betraying them. That I don't even think that was a mad thing. I think that was a evil PC got evil come up and sing. Yeah, yeah, Braden Tis Right, I'm a cop when I'd be that. Yeah, there was zero subtleting that. So in his game of Ravnika, which I don't think you play in Jordan yet yet. Now two of the PC's lost their lives going against a Goblin mob boss. For those of US emptg Geeks, it was Cranko. Gotta love that Little Guy. It taunted him in the final encounter that the cleric could just bring them up after being down with healing. We actually did that. We just made fun of him because it's like, we go to healer, what are you going to do? And then we got split up and Cranko killed the cleric and down the warlock and then just ordered his scoons. They were like, yeah, he said that that guy can just keep bringing them back up. So just stabbed the crap out of him until he's dead. So I just pusher the unconscious body of this cleric. He does note that both PCs were later reve fived, but at a unique personal cost to each interested. Is a cool thing that Matt does. If you're really really attached to a player character and it dies, he'll usually find a way to allow you to keep playing that player character, but it'll usually come at a heavy penalty. HMM. And then we got like that. It's a cool idea. We got curse items, that says. Unfortunately, the PC who took a wand forge from a branch off a gulfiest tree used it, never used it and then stopped playing the PC, although one of the current pcs is now tuned to the artifact that he mentioned in the first story that you tried to just rot with your sword, and it's currently speaking to him with a disembodied voice in their head. I'm sure I cannot go wrong. No, not at all. It's definitely not. Yes, normal. It's just that just an ancient being bets inside someone's head. I mean that's literally every Monday for your character Jordan. But yeah, curse first items. There's more than every Monday at this point. It is every Monday and Thursday bread, I'm true. Yeah, stop touching things, but yeah, looking over at our twitter, I've got an answer from at world either. Six,...

...six, six, who says I petrified their legs and then smashed them. That was all that the tweet set and I followed that up that with is there any particular reason behind the lake smashing? And he said the INN or to trap, and that was all that tweet said. And then he eventually did follow it up with some context. I gave them achievable options to fix the petrified legs issue, either with magic or buying cyborg legs, both of which they could afford, and then it they explicitly chose not to do those things before diving into a dungeon in the abyss. So I lose and sleep over it. Yeah, that's fair. And we finally have this one. This one's tragic. This one actually is tragic and I would like to know the context behind this game. So, if you're listening at check D's Out one, we would like to hear the full story behind this. So, yeah, at check these at once. As I had one make a choice between his life mission and a new lover which could be his only chance to start an elvish family. I was little, my God. And as I have followed that up with, what did they choose? That? They chose the mission. Yeah, following which the lover left the plane forever. Oh, that is rough. Oh that is really that is like that's one of those things. Joints. Well, it's one of those things where, like, you don't need to punish your players with like death or losing a limb or something in order to direct. That is an emotional choice. That would absolutely like. That would devastate me, I think the character where that would come up. Really, but no, I would devastate me. Know that it would be. It would be so good. That's that's like the ideal thing to have in a campaign where you just you give them a choice that is very difficult for them to make, you know. Yeah, and and as the emotional highs to it, excellent, excellent. I do want to know the story behind that. Imagine having characters the motion not only play edge lords. No, I only DM for edge Lord's. Yes, that's right. that. That is going to do it for this segment of triple advantage. If you want to contribute to the discussion, tune into our socials. That's at real city society on Instagram. That's at real city social on twitter. Links to our community discord are in both. It's pop and come visit. We Fun People. Keep an eye out. We've got new stuff coming soon. I've been saying that for a month now. It's it's going to happen. It's if I keep saying it enough, it's going to be true right, hopefully. Yeah, that's how things were. We have new stuff. It's just taking longer than we thought. The keep it locked, keep updated, watch for our new stuff. We'll see you next time.

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