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Triple Advantage
Triple Advantage

Season 3, Episode 20 · 1 year ago

Ep. 44 - How To Kill A Campaign 101

ABOUT THIS EPISODE

On today's episode of Triple Advantage, we check in and see how each of our campaigns are doing. On Divining the DMG, we discuss how to run a mystery campaign. Finally, we discuss the campaigns that the members of the Society have wanted to run, but haven't been able to.

On this episode of triple advantage will give you guys a little campaign update with the stories that we're currently running at our tables on divining the DMG. Will continue on to mystery campaigns how to run them. What kind of tips and tricks do wizards of the coast have for us? And finally, we discuss what campaigns people in our society have been wanting to run but haven't gotten the chance to do so. Again, make sure you follow us on all our socials to keep up with a conversation and we hope you enjoy the show. Hello, members of the society. I really wanted to talk in today's echoes of the outlines. I think we need to take a little bit of a break. We were on Tasha's hot streak for the last three weeks, so let's bring it back in to a more personal note. I kind of wanted to get a camp take a campaign update from you guys. Hire. Things going? You know, Jordan, wild mount and some crazy adventuring there, and Braden, your murder Hobo, maybe hero campaign? Murder, it's definitely murder. who how's everything going for you guys? Are Sure I'll go first. So my wild mount campaign is moving. It's going well. We have now officially made it through the starting adventure, or one of the starting adventures that was given in the wildnt book. It's actually, I think, free on DD. Beyond it's the frozen sick. I added in a little bit of my own twists and pulls and a few other hooks that could be added into my campaign, specifically because I wanted to add in characters that they could then later reference for certain events that I have planned for the future. But otherwise it was pretty well exactly as written in terms of the frozen sex stuff, and it was pretty awesome. My characters were, or my players were, a little bit afraid for their characters lives as they were poisoned, or rather given this disease, the frozen sick. I think about half of them ended up contracting it, which is a disease that will kill a character given enough time. So they were on a hunt for the cure for it, which they have now found and achieved. They went through half of the dungeon at the end and then decided that there weren't enough treasures for it to be worth it for them to continue on. They had already found the cure and we're like, yeah, we're good enough here, we don't need to move on here at all and and risk our lives anymore than that. So they ended up like skipping over half of the dungeon and leaving behind a vast amount of treasure, and I was like, Oh yeah, the sex to be you guys kind of thing. But I guess they got their goal and, you know, completed that. So they're now they're moving on, so we'll have to make money and such other ways. You out of the game. Is Follow Right? Yeah, yeah, I was a little bit surprised, you know, if I were in most of my campaigns anyway, that that that I play as a player. I can't help but want to discover everything in a dungeon. I you know, like I see another door there and I'm like I need to know what's behind that door. It's I can't leave it, you know, closed. Yeah, so these guys surprised me. I was I was very kind of pleasantly surprised. I was like, okay, so these guys are going to do things that are going to be a little bit different from what I would do, but it is very like ourp related. So they felt as their characters that there wasn't worth risking their lives, and I was like, I get behind that. That is a thing too. Yeah, so the last session that we want to was a big scary one for them because on their way back they ran into and encounter. During this encounter, they met up with a cult fanatic who had been recently turned and they also met his pet, Ramor has a young one, but...

...still. Yeah. Right. So, for those of you who don't know, they are like centipede like creatures with wings and they burrow through the frozen ground. They have like heated body so they can survive in the cold, but it also means if you attack them at melee range, you're going to get burned. So they are they are very powerful creatures. Currently, my characters are only level three, or my players are only level three, and this is a crfive creature. So it was definitely a very tough fight for them and one of their characters is currently in the mouth of this beast, so it is not looking great for them. There's a good chance he made die. Yeah, might be. Yeah, that's a yeah, I'm going to say. How much damage does I remember how he's do on average with a bite. It's bite attack, I think does d ten points of piercing damage. Plus, I think it's, if I'm remembering correctly, like one one D ten or one DEP I don't know. One. One d something points of acid damage as well. So it's a it's a hefty chunk. Might be too. It's tod six points of acid damage. Yeah, two to six points of acid damage. It's a it's a hefty Chunko damage, especially level through. Yeah, for level three characters, you know that you're probably sitting somewhere around the twenty ish ranged and NHP, maybe a little bit more, maybe a little bit less, depending on your class and modifiers. So it is actually very like this character nearly got one shot, like brought down in a single turn. I rolled kind of poorly on the first roll. So he got lucky and survived. So he's still been he's still alive or an extra round. But now there's a there's a good chance he's gonna die. He's got two death saving throws against him right now. So you kind of ended that off on a really big cliffhanger in Oh yeah, Oh yeah, the players were like like now, what are we gonna do? But it had hit that time where people needed to get back homes that they could go to work and stuff like that. So we needed to leave it there. And Yeah, it was just it was really good. So I will put this out there. The player that is currently being, you know, chomped on did discuss with me ahead of time, saying I don't think that I'm going to be able to continue on in the campaign. So it'd be really cool if, like, you could find some sort of way to like finish me off in some sort of big way. So I am complying with this request, but also somehow trying to make it so that the other players have a chance of making it out alive. So that was that was a tough challenge for me because, honestly, like these characters have got this creature down to like less than half of its health and they've also killed off the cultist as well. So it's they've done a lot more than I would have liked. Like I guess I guess I sort of anticipated, but it was hard. So yeah, it'll be. It'll be interesting to see what they do. Well, I wish the best of luck to your players and is really getting update for them as later or you burn your campaign. Oh, boy. So you picked you've picked quite a weak t ask. I I have two campaign since you know, the Horde of the dragon campaign is going fantastically. We had a hysterically funny session yesterday where it erupted in a bar brawl, with our Paladin testing the limits of his skills by smashing chairs over the enemy, who is purposefully and Hilariously underpowered compared to the compared to the players. So he would just pick up chairs in this brawl after Carlos's character thorn, had stunning strike them and just smash them and put a level three divine smite into the chair as an improvised weapon and just deal stupid amounts of damage just smashing cares repeatedly into this guy. So that was hilarious and it is really riddle of my God that you will be defeated by this chair and the name of tear. Yet me it's but that was fun. And...

...they've also just got a ton of really cool weapons from a dragon that they slew and they brought back its remains and had them crafted in some really awesome armaments. Shoutout again Hammond's harvesters handbook, one of the best d' Sup themn's I've ever used. It makes my campaign so much fun. But my other campaign at Carlos so lovingly called the murder Hobo campaign. At the start of this session, that campaign is coming to an end. I have told my players that we are ending the campaign, that the ARC that is coming up, I have mapped out. It is going to be a final arc with an ending that I hope is sets factory for everybody. But we're not going to be continuing past this particular so once that's done, the campaign is Finny. Do I'm super curious and also super sad at the same time. Yeah, yeah, I mean the plus side is like I will be starting another one after this one. Yeah, not immediately. I'm going to take some time flush it out make sure that it is a good campaign that everybody can enjoy, versus like just starting straight into it and figuring things out on the way. But it's yeah, it's a little sad. I was really enjoying this for quite a time, but it's a it's that time. It's time for this Dand what about you and Carlos? Well, see the the reason the question arose was because I'm currently going through something very similar to you. Know, the end of a campaign, but across something I think a lot of the m's have encountered before, which is just scheduling, kind of killing everything, you know, nobody being available there times, and this isn't like to knock anybody, and I know that you're part of this campaign to Jordan, but we've gotten to a point in the campaign where I think everybody's work schedule, personal life at things, you know, are just digging into and putting a wedge and it's getting to the point now where, okay, two players have the you know, requested that they can leave the campaign and okay, well, where do we go from here? Where at the final dungeon? So kind of want to get a gage as so where you guys were at with this, just because I don't know. I don't know what I'm going to do with the tomb of an elation. I feel like we've been running it for so long, but at the same time, if you know a lot of people can't continue playing it, then how like I'm wondering what a good way to wrap this up. You know, I mean thematically speaking, I could kill everybody and it stays perfectly in Lore, which is exciting to me as a possible you know, ultimate final you have to get away from this dungeon type episode. Think like temple run, where you have to just like run out. So that would be kind of cool. I have already almost died in that campaign multiple times. I've been petrified, Yep, and stuck in a room with no exit. Yep, I know why. Are Petrified. Yes, that's right, twice your but the second yeah, need to get you s stone begone or something that happens entirely too often to you. Seriously, and on. I've been possessed by a random God that seems to be insane. Possess my few goods? No, opposite. There is possessed by he is possessed by God, but he is going insane see visions of somebody else. Yeah, got it. Okay. And I also play a character who essentially has already a multiple personality disorder, where he I am two characters in one, the Jackal and high situation. Yeah, so pretty sure that potion you drink hourly has something to do with this mental state, and you can probably stop. We're all worried about you. But yeah, I mean like the the general the General Campaign Update for me is that I feel like there's been a lot of stories and cool moments throughout the throughout the campaign. Right, I feel like at least all the players can recognize one moment that they really enjoy it, which is really good for me because it makes me feel like I haven't cheated any player, you know, like there hasn't been some sort of resolution someone hasn't been able to explore, except maybe for for new itself, right, because I think there's just a lot going on with you le You left got flip turned upside down and yeah,...

...yeah, I don't know. I just it's hard to it's hard to it's hard as at the m right, because I get out. We want these stories to continue out, but life, you know, and sometimes you just can't do anything about it. So, yeah, there's more like an airing thing out, airing things out a moment for me, still thinking about what I'm going to be doing with it. They I'll try to keep running it, but if we keep hitting these kind of issues where we can't play, HMM, then I'll have to find some final sort of set of episodes that we could possibly do to wrap it up. Yeah, but I don't know. Hopefully, I mean I'm sure that next week's question might continue and have something to do with this, but let's pass it off to you, Jordan. Okay, so I started to leave it on US startic note here, but, like, oh wait, said Camp Hey comes to it and but you know it, sometimes it just has to be done and you know what, hopefully it leads to some new doors that you can open up in the future and you can have some fun that way. All Right, here we go, Guy, as we are jumping into defining the DMG, this is where we read the Dungeon Masters Guide kind of for the first time fully. So we are on page seventy seven. We're talking about event based adventures and this is going to start going into a couple of different potential, I guess, types of event based adventures I want to say. So let's jump into that. Okay, so the first one here that we've got is a mystery. So a mystery is a form of event based adventure that usually focuses on adventures efforts to solve a crime, usually some sort of robbery or murder. Unlike the writer of a mystery novel, the Dungeon Master can't always predict what the characters will do in a mystery adventure. Surprise, surprize, there's lots of those. A VILLAINS ACTIONS ARE CRIME. A villain whose actions are crimes free want and done, or serial crimes, might inspire you to craft a mystery adventure around that adventure villains crimes. Similarly, if the adventures goals include determining a villain's identity, that might be part of a mystry. So to build a mystery adventure, you should follow the steps for creating any normal event based adventure and then consider adding three additional elements for this adventure, which are the victim, the suspects and the clues. Okay, so victim. So think about the victims relationship to the villain, though you can create a strong scenario with no such relationship. Part of what makes a mystery exciting is the discovery of the twisted connections between mpcs and how those connections led to the crime. A random killing might be just as mysterious, but it lacks that emotional connection. Also look for a connection between the victim and one or more of the adventurers. One surefire way to draw adventures into a mystery is including making them the suspects. Yeah, you sorry, I read that slightly wrong. It's it include, including making them suspects, is to make this the victim someone with whom the characters are acquainted. So either the victim is acquainted to the players somehow and so they'll be drawn in because they want to solve the crime for themselves or for Cathartic reasons, or to help someone else that they know, somewhere along those lines, or if they were just really important to the campaign and suddenly your biggest source of information died, you know, you might want to discover a why and who could possibly do something like that. And then the other way, of course, is to make them suspects. Yeah, I'm going to be I'm going to be doubling up my comments on the segment with also plugging a thing that I have on DM's guild because, yeah, yeah, my highest rated and best selling module on DM's guild is something that I release prior to US starting the Royal City Society. It's called the perfect crime and the context is the financial guild of water deep. Their main volt has been robbed and you have to figure out who robbed it. So, first of all, yeah, big, big yes, for,...

...unlike the writers of a mystery novel, the DM can't predict what the characters are going to do. Yeah, yeah, that that took the first time play testing. Discovered that the first time we've play tested that. That took a lot of tweaking to figure out how to get a desirable result. And part of the answer is don't run an all combat party in a mystery campaign. Yep, but the victim in this case wasn't so much. Another way too, I think draw players in is the promise of great reward, which is always a I think that's his general adventuring rules. So yeah, like I said, the victim in my case was the financial guild of water deep and they they did not have a connection to the players. This was a one shot. They did not have a connection to the villain that was a parent, or at all really, but they were able to offer ludicrous amounts of resources in exchange for the players pulling off this job for them and figuring out who would drop them as the as some of the most wealthy people in one of the biggest cities in the sorts coast. Yeah, they have stacks on stacks on stacks, so they have the money's they got that. They got that Cashula can make a rain. So they, the players, were easily sucked in by the allure of like, Oh yeah, no, these are people that we want to help because, yeah, they're going to make it really worth our while. MMM Yeah, it was just I was part of the all combat group. It was very, very interesting to see, you know, the bank try and tell this group of all combat people go and figure out something. You know, how did they pull off this crime and track them down? It was everybody's Sucre intelligence characters have no idea how the crime was pulled back. It was so fun, so fun, but yeah, for sure. So in that instance the victim it was the bank, but we didn't really have a connection to it. So it wasn't an emotional pool, it was an angel. Yeah, all right. So the other thing it says that you should think about adding into an event based adventure for a mystery is suspects. So your cast of characters should include an assortment of other mpcs who didn't commit the crime but who had the motive, the means or the opportunity to do so. Suspects might be obvious or could come to light during the investigation. One technique often used in detective fiction is to create a closed circle of suspects or a finite number of individuals whose circumstances make them the only possible suspects. So like a closed room where a murder was committed, you know it's or maybe like a game like clue right where there's yeah, they're in a house. You're isolating the party exactly. One tip for keeping the players and the adventures guessing as to the identity of the villain is to ensure that more than one suspect has a secret. When questioned by the adventures, a suspect might appear nervous or attempt to lie, despite being innocent of the crime. A secret business deal and elicit a fair a dark past or an uncontrolled vice are flaws that makes suspects more interesting than NPC's with nothing to hide. So, going back again to my example, the module that I released, you did not meet the actual perpetrator until the very end. He was not even in the picture because he was Yep, he was that good at robbing this bank. He just got away Scott Free until you were able to track him down. Nobody had any clue he was. But I did introduce another individual that plays. There were a kind of divert attention. Yeah, words, there were a couple suspects that I had. Well, the main line I'm thinking of is the the bank teller, the guy that runs the bank, because every like you start off the party having a good idea who this person is. You have a physical description of this guy, Yep, that robbed the bank. You've got no idea where he went. So you have to figure out how he did it and where he went so that you can track and that. But you kind of know what the guy looks like. And then you meet this bank teller who looks nothing like this guy but who is still he acts very suspicious because he does have a...

...couple of secrets that he keeps and because of that, it kind of it's funny to see how many players lock onto this guy as a puzzle, this inside, despite the fact that they already know who did it and it's not this guy. So it's just hilarious to watch people like pivot towards like Whoa, so where were you last night? And it's like, well, what I mean there's a possibility that that guy, you know, hired the person to do this job for him. We steal for sure bank that he works at and and you know, maybe he knows where it is. So don't act suspicious if you don't want to be caught. It's that's like. That's like the that's a good damning moments in like among us. You know, it's like, guys, I know I was alone, but I swear I was doing tasks. I don't know, man, why were you alone? Super Suss I find. I find the intrigue is really hard to run in general, though, because, like zone of truth is a is a thing. Also, like it is, but it is possible to get around zone of truth either a by resisting it or be by not answering the question. Yeah, but then they goes back into the very supercuss. Why are you? Why are you not answering this question? Yeah, yeah, exactly, exactly. So it is for sure like super suspect when someone doesn't answer it, but they're there are certain ways around zone truth as well, where you tell the truth but you choose your words very carefully. Yeah, a lot of the truth telling spells can be gotten around. There's definitely ways for you to be cryptic and stuff like that, but it which kind of sucks for the players that to a certain extent because they're like, I'm trying to figure out the, you know, the answer to this thing, and I thought magic would help me. But then the NPC doesn't answer or whatever, like finds a way around it and you're kind of like, well, well now what the actually the players in my campaign last night found it found a fun way around us where one of them casts zone of truth and and the NPC clearly wasn't talking, and then the other one immediately casts objection thoughts and just starts probing the crap out of their minds. So that was entertaining and it resulted in them getting a decent amount of the answers that they wanted. I mean detect thoughts. On its own, I think can find most of the answers. A lot of fun spell Oh yes, Oh, that was it that said. To bring it back to the campaign starts. I think yesterday's. Yes, it is a interrogation session was really cool. Like I was picturing that whole scene so thematically in my head. We had somebody under zone of truth and are barred, caught cast totech thoughts. So we were pretty much just like pro like prying in and just like saying things and dropping names as much as possible to try to get those like surface thoughts to click, as they tried to resist them, even though he was an under zone of truth. I don't know, it's felt really cool, like it was a cool interrogation scene. Would you think burn I thought it was a lot of fun. Actually, that session in general, I think, was one of our better ones. There's a ton of fun just across the board. I think it's fun when we can definitely like tackle the opponents and like handle them a little bit quicker because, like you know, it's it's I mean, maybe I'm just speaking personally here, but like the last fights with dragons and like highly armored enemies have just been like attack four times. Cool, no hit, nice, no use, but that that changes anyways, back to the topic at hand, John. Yeah, okay, so I did you guys like get any clues out of this, because that's where this is going next. Clues, guys, clues point to the identity of the villain. Some clues are verbal, including the statements of the suspects and the witnesses that help the adventures develop a picture of what happened. Other clues are physical, such as an unfinished message written in the victim's blood, a piece of jewelry left behind by the villain or a weapon found hidden in a suspects room. A clue should connect a suspect to the crime, typically by shedding light on the suspects motive, means or opportunity. Some clues connect to the wrong suspect to the crime leading the adventure. He is in the wrong direction. Eventually they must find other clues pointing in the in a different direction or come across evidence that absolves that suspect. It's better to populate your adventure with too many...

...clues then too few. If the adventures solve the mystery too quickly, you might feel some disappointment, but the players will feel a sense of accomplishment. If the mystery is too hard though the ad the players will become frustrated, since you have to account for the possibility that the adventures will overlook some clues. Use redundant clues to ensure that the players have knowledge, have the knowledge needed to catch the villain. That's super helpful and important, I think, in creating a mystery, because I would definitely be one to be like, AH, I'm you know, I put this one clue here at that one point. Oh, they just completely overlooked it. Well, I guess they're going to arrest that innocent guy. Sucks to be that guy. I'm always stuck between making something that's they super rewarding and making something that they find the answer to, and stuck beca balanced because our are good friend David, in his talks with me, is always when he was working with me on the mystery campaign that I did, he I had quite a few things set at like a high DC's. So you know, there weren't there were clues and, like you there were there were clues associated with it at lower level DC's, but the better you did on a roll than the more you got out of that clue, like the more things you noticed, I tell you a little bit more. Yeah, and he was like you should really drop a lot of these down to super low DC levels because if their key to if you need this clue to get from point a to point B and everybody needs to roll like a fifteen to find it, then there's not a good chance at the line it. Yeah, yeah, Yep, it's it's a tricky thing, which I guess is why they're kind of telling you find some redundant ways of including the same types of clues. It might be a little bit like disappointing for the characters. Go, Oh, well, we already know that, but at least then like they already know that and so they can kind of move on from there. I had something else that I was going to say about being in this situation, but I can't remember what it was going to be now. Yeah, it's it is definitely hard to, I think, to come up with those the right clues. Oh, I remembered I was going to say. So the thing. The other thing to remember, I guess, is that when you're writing this type of like mystery, some people really, really and joy the mystery and in real life might be really good at putting these kind of clues and stuff together. But I think part of the thing about DD is that we have to take the characters and the characters only into account. Yeah, does that? Does that make sense? Like we're trying to make it so that it's it's real but not real at the same time. So their characters might be a whole lot smarter than than they are in real life or a whole lot dumber. And if there are a whole lot smarter than that means that we need to be able to somehow enable their character to understand concepts that they wouldn't normally be able to put together. If there are a whole lot dumber than we don't have to worry too much in the mystery campaign, but we might have to be like, okay, we need to put some really obvious clues down here for these characters, you know, not like not the players might be able to put it together by themselves. Well, that's a little bit Meta and you don't really necessarily want that. You want you want the players to feel like their characters are doing these things, and that's a tough thing to like draw out in the right way that makes it feel like their accomplishment, but also, you know they they were able to like pull it out of their character, because that it. That is one thing that I find is, I I want to do things, but I'm also like I don't I don't know what my care like how smart is my character here? Is My character smart enough to come up with this plan? I am, because I know I am, but like would would my character do that? Okay, well, maybe not. Let's let's roll find out. Sometimes I do that I don't know. What do you guys do when you've got either dumber or smarter characters? And in that kind of a situation, well, smarter is easy enough to compensate for, because if you have somebody who's like maybe not catching on, but their character has like a twenty intelligence, they maybe be like, oh, roll like an intelligence check and if they do really well, then you can provide them the information. That will kind of help to fill in the gaps because, yeah, character, yeah, would be able to piece that together,...

...even if they're not, yeah, exactly. I find it more difficult to run into situations where somebody is playing like a six into character that's constantly like coming up with every single plan and solving every single mystery. I'm like, okay, so yeah, somehow, like like you ate rocks for breakfast because you thought it was cereal, but you just solved this incredibly complicated mysteries single handed with no help from the party. There's the hope. There's a leap in logic here that's going on. So HMM, and there's not a ton that can be done there except to kind of prod the, yeah, the player a bit and be like a maybe, maybe you wouldn't know that. Maybe dial it back a little bit, and I always feel bad doing that because I feels like telling somebody how to play the game and how to play their character. But to I mean extense. Like I kind I find want twenty end can be really hard to because, like, let's say you're trying to break into a prison or break out of one. If, if, or even just like come up with a plan in general, like my character, I might go, okay, well, I think this might work, but I don't really know for sure. Would my character, as a essential genius, be able to come up with a better plan? Probably does. is the DM a genius who can come up with that plan for me? Maybe, maybe he's got some sort of ultimate plan that could potentially work, and an a twenty into character would be able to come up with something along those lines with a good enough roll. I I don't know. But like for me as a DM, if I see a twenty in character, I the only thing that I can do most of the time is the maximum potential that I can give them based on the information that I know, without giving them too many other clues that they don't know about. It's a very tricky like I don't know, it's a tricky thing to see, to get around, I guess. Sorry, Carlos, you were going to say something. Well, what I was going to say is that this is this sits in the boundary between the the player and the character, right, like this weird Meta layer that, yeah, we really only gets to experience in this game, right, because or any TTRPG for that matter, just because in regular video games, right, you have your protagonist, but you're driving them in the stories being told to what that character is going to learn. And this this, this is a similar issue to that of, you know, the wisdom stat and the CHARISMAS that right. So, for example, in the embrace campaign, my character has high wisdom. So it makes sense for me to, you know, try to piece things together as fast as possible, try to you know like, or at least that's the way that I'm that I'm playing it right, like my like I'm like a shadowy rogue, but I like gathering information and, you know, connecting the dots kind of like like investigating a little bit, but not really not really investigating. We talked about this before, and more and more so, like the Sherlock holmesy right, putting people together, like understanding people. Yeah, like the situations and what the yeah, like what what the current dangers are? People in motives exactly, exactly. So. But then, on the other hand, my characters got a charisma. So I've actually been trying to like figure out how I can play that because, like, as a player, I don't want to play something with eight charisma. You know, I don't want to not be able to talk well, like, like I don't want to not be able to talk the same manner that I do. But you know, a charisma could be interpreted in a different manner. So I think for like later on, like I'm going to try to like chime in less in conversation, you know, be more like shy. Yeah, so, like you can look at those little alternatives. But for something like intelligence, right, like I don't know, I haven't had necessarily an issue with that, just because my solution has been I just do more checks. So if somebody's got like a low average intelligence, I'll just get them to make more checks, because it's I mean you could know something, you could, you know, pass by a memorize something, right, even if you're dumb as a rock, there's still that chance. But there's less likelihood that you're going to know about everything, right, so I just actually make that into a check. If they start asking questions, I would just you know, do you even remember that? That's checked? Right, HMM, and then from then on the conversations informed by, you know, what I'm giving the player, rather than like, okay, you have all this knowledge already. Yeah, and make this decision as if you would already remember that, right. Yeah, I can't help but think of like Caleb widow guessed in critical role campaign number two. He took the keen mind feature, I think, specifically because in...

...campaign number one they kept forgetting certain facts or things that would have helped them along their adventures or whatever, and Caleb what or he he decided. You know, I'm going to take this feat so that I will remember the things that have happened up until this point, so that I can put together a more full picture without having to rely on, you know, history check rolls and stuff like that, which is a fun way of saying screw you, DM for not giving me information all my time, or just I didn't take notes. Exactly in this way. I still don't have to take notes, but the DM has it sell me anyway. Yeah, I on that note, I allow usually, like if my players have been taking notes, then everything that they have in their notes is knowledge that their character would have. If they remember something, their character knows, if it's in their notes and they can flip through, then that's something that their character can remember. If they're standing around right, I'll go in like Oh, DM, what was that one NPC we talked to? And I'm just going to be like, I don't know, what was that one MPC that you talk to? It's a very good yeah, you know, that's something that's funny because, like, I would definitely, I definitely recommend to players, especially new players, to take notes when they're starting to play out, but I would definitely waive that if the character that they're playing had less than five intelligence. I think they would play better if you just go don't take notes, US try to remember everything interesting and if you don't, well then you don't. Yeah, that is pretty interesting. I find the I like that. I find that we're way off topic at this point, for the record, but only I find the charisma point interesting, Carlos, because, like with with thorn, I find that like like eight charisma isn't like a crippling charisma. I find that usually it gets played like you know, you're not like you're not like a poor talker necessarily, but sometimes I've tried, I've tried to like I've tried to like awkwardly interject say things that are just kind of like off base. Yeah, yeah, it's never like never like bad at talking necessarily, but like sometimes, like you just get a really bad read of the room and you you say something and it's just kind of like what. So that's a lot of fun to play charisma as opposed to one of the players in my homebrew has like a he's like a or charisma. I think we've rolled for stats in this camp, as we has like for charisma, and he decided to play that as having Turette Syndrome. So, besides being borderline insulting or completely insulting to anybody that actually has durette syndrome, it's funny because like ninety percent of what he says outside of trying to play having Turetts in this campaign is bad enough to off put anybody. He always says things that are like really violent and terrible. anyways, to the point where it's like that alone would be enough to have negative charisma, because like everybody's looking at you go and who is this guy? I don't want to talk to him. That's an awful thing that you just said. But on top of that, she just like feels that he needs to like break down into random swear sometimes, and I'm just like like the no, yeah, that that, yeah, all right, all right, we're running a little bit short on time here. I'm not sure if I'll be able to make it through the next thing here about doing it up, so I'm going to hand this over to you, who we made it through one whole type of event based adventure. Guys have turned but another week in this this this book is going to take years to finish. It's really here. Checking back in every Monday, folks. Yeah, all right, next week we'll try and make it through another one, hopefully a little bit more. We'll see, though. Go ahead brave. All right. This week's episode of triple advantage is sponsored by the latest module released from the real estate society the wasting disease, featuring a full three chapter campaign. That's three full chapters, three full sessions, if you wish it to be, two brand new subclasses a series of maps and stop blocks that are ready to play. This is easily our most ambitious module that we have ever released in is available now on DM skilled to search royal city society or check any of our social media pages to find that. But now it is time for talk of the town. The section will be ask you, the society, a question that we discussed the those answers on this segment right here, right now, that we're doing at the moment. And this week's question is what is a campaign that you would like to run but that you have not run yet? Actually answered this week, so you didn't wait to really answer. Yeah, let's let's hear it now, because it's weird...

...if I read yours over there, very interesting. Full campaign or like one shot type thing? I'll leave that up to you. I was thinking full campaign, but if you want to talk about shot the time and prewritten or homebrews, Thir team. Right, all right. Well, for me, the answer that I answered on our own sourcial media pages, with my own personal account, because you know, Hashtag engagement. I think that when I first started playing dnd I got wrapped in the whirlwind that it is it creatively and I I got tales of the yawning portal and I also got Churis of strawd and then I added up thinking too Mo anihilation, because I really like the setting. So I would like to play those two other books at some point or at least do some sort of campaign with that in the future. I think one of the things that I've taken away from running a pre written campaign, and this specifically for Tum of Straw I'm sure that is a phenomenal campaign. People rate it one of the highest V campaigns, or at least by wizzards of the coast, and I'm sure that's true. But the thing is I can't get over people scheduling and that has come up in almost every single campaign. I don't ever want to hit that again. So I think I want to run something like strawd with a little bit of a higher level Party so it can be a little bit more expedited. M and especially now, like everybody's been playing. You know, we've been in like levels seven through ten for most of our characters, and remember when we started this podcast, guys like we were. We we all have relatively fives and for yeah, yeah, so why would we want to go back to that right. So I think I'd be a little bit more fun do the but yeah, I mean see to get people in your campaign that are up for the challenge that is creating higher level characters. Yeah, being able to rope that to a certain but extant yeah, I know, I think. I think our player pool has grown a little bit down. Yeah, in the same the same sense that I've been running like the three shots and, you know, a little short in between adventures. I think this would just be good for a select few of people, you know, just to something to try out a couple times, or even something that maybe we can work on like or like I can work on like game, to find a little bit to see how I can you know, this getting into the conversation real tangent. But those two campaigns and I like the yawning porl because I think I can splice those into other campaigns as well. So I might just take those as like a one shots here and there and just building, build them out and foundry first just to see how they play out. But anyways, those my answers. Okay. So, campaign wise, I think that I would like to run a campaign in ever N or want to get that book. I want to get that book. That was it so good. Is the other lie. So one of my favorite campaigns took place there. I think my I made my character go from level three all the way through to level eleven in a campaign with a couple friends of ours. It was so much fun. Ever, on is such a cool setting. Love it so much. The story that was being told there was awesome. Just the whole leg vibe that I got from it was like it's high magic but also there's some technology, or they're using magic to create technology, and that's just super cool to me. I just I just loved the whole thing. So I really want to go back to it. The point that we left off in that campaign was such a Cliffang or two and I I feel the yearning. You know, there's such a high desire to go back to it, but I don't think it's that we're going to happen, unfortunately. But yeah, the that campaign would be so much fun. And then wild mount if I were to run another one in wild mount I'd love to do one that takes place in Jorjas or on that side of the mountains, because it's just such a different vibe from any of the other like campaign settings that I can think of where in Jor Haas the main races are things like bug bears and Goblins and dark elves and these are the normal citizens of that like whole like hemisphere essentially, of...

...that continent. I guess the whole like half of that continent is those races mainly are the ones that make up the normal towns and things like that. And and things like humans and elves and and dwarves are like, oh well, what are you doing here? Shouldn't you be on the other side of the mountains, like we don't really trust you. So I think would be really cool to run a campaign with those like different races and like they do have a bit more of a primal, I I guess, vibe to them where it's like okay, a they're going to solve things a little bit differently than just like human laws and things like that. It would just be a lot of fun, I think, to do that that whole setting. So so those are my two answers. I'd love to do one of those two settings if I are to run another campaign. I find it interesting a lot of people that have talked to talk about running as your house campaign, but they always talk about it in the context of like, Oh, I'm interested in starting an evil campaign, so I should run a Jorjus campaign. But the VIBE that your Haus campaign would be evil, I feel like there is is not actionally evil races. Exactly. Nobody's evil, but it's not. It's not like, you know, they're just going to run around murdering each other all the time. This is a civilization. Well, this like I just got the vibe that the whole thing about your hoss is to to kind of indicate that you know they're not they're not evil just because they're born a certain way, which is something that I really vibe with and I try and include in a lot of my settings. So exactly I like. I like that Dr Hass exists, but I don't think that it needs to be an evil campaign. I don't think it should be any knowing for the most part, absolutely not it. It can be, but it doesn't have to be. It's like you can run evil campaign anywhere, you know, it's just a different vibe and I'd love to see the types of characters that people could come up with that fit into this slightly different setting. You know, it would just be really cool. Agreed for my answer is it's something that I've been thinking about as this campaign that I currently have comes to a close, I would like to do a seafaring campaign and I'm setting that up currently in a manner where I'm building a world that is entirely ocean, similar to the the elemental plane of water, but not and the actual elemental plane of water. It's basically just a material plane of existence that is entirely island based, entirely ocean based, where the players will he who controls the largest portion of land is king. Well, essentially, like each of each island will kind of be like a sovereign territory or they'll be like collection of irons islands and like a confederacy type thing. But most of it is going to be like picking up quests here and there on the islands and then setting off to accomplish those quests either on the ocean or different islands. It's going to be a thing about constantly moving on and constantly going other places instead of like staying in one fixed location for a while radiating. Maybe I'm turning this into ane. Will can and stop. Its enough, but we're going to become pirates are going to blow everyone out of the water. No, but the idea that like, like we're sudden places, will give you like a like a keep, like a house or a mansion that you live in. Essentially, your players are in control of a boat and their boat is their home and their boat is also their more transportation and their weapons. So you can upgrade your boat and trade it out for other boats and, yeah, upgrade the weaponry on the boat with lots of cool stuff. I'm currently looking into picking up a copy of ghosts of salt marsh for that exact reason. Again, I call I've got a shout out the same individual who creates a Haymond servesters handbook, because he has a module on US naval combat as well. So I'm excited to dive into that. That guy can just take all the money that I'm Mak out up all the ships content. But yeah, that is my answer. And now let's take a look over at what our social said. And it's been a coming down from last week, which is probably our best answered question. This week has been a little bit slow. So answer from user mat that was in our discord for pre written. They've said they have storm kings thunder lying around for a while that they've been being to finish. At some point. I ran a couple sessions, but it didn't really grab the group's interest, so I guess they never finished it. But they're currently instructing several campaigns that are using V elements but that take from worlds and situations...

...that are outside of Traditional v so the world of blood born, the little to xcom for kind of a futuristic sci fi campaign, warhammer for K in the same vein, and also the ideas probably more set along the lines of FIB setting, but resident evil or silent hill, which I mean? Sign me up for those two? Oh that be spoop. Oh No, so scary. That's why you have to be there. Yeah, can I, can I play the scarity cat at the campaign please? You'RE gonna be doing it, I rl anyway, so you might as well, I know. At least now I have an excuse. All right, but that does it for this week's talk of the town is Jordan sniffles in the corner for a bit. Turn always sniffles in the carn now, but more so than usually. If you if you like our content and you want to answer next week's question to keep a lock to our social media. That's our community discord page. That is our instagram at real city society, and then is our twitter at reals a social keep an eye ouch for new content that we always have coming out and keep it locked here for a new episode of triple advantage coming at you every Monday. We'll see you next time.

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