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Triple Advantage
Triple Advantage

Season 3, Episode 24 · 8 months ago

Ep. 48 - It's Not Stealing, It's Borrowing

ABOUT THIS EPISODE

 This week on Triple Advantage, we discuss ideas that we’ve “borrowed”
from board games and video games for our campaigns, Jordan walks us through
balancing combat encounters, and we look at your favorite settings to run
adventures in.

This week on triple advantage, wediscuss ideas that we've borrowed from board games and video games for ourcampaigns. Jordan walks us through balancing combat ancounters, and welook at your favorite sittings to run adventures in as always, keep a lockdin our social media to keep up with our new releases enjoy the show wow tired morning, hug guys welcome back everybody, members OSociety to yet another echoes of the Aslands, and recently I've been battling withsomebony a little bit difficult and I Atto Talk to you guys. I've been stealing some ideas, lots of concepts, lots of mechanics,I'm trying to build out a new way that I can start dming, trying to develop somehouse rules and, as such, we've devulged into goingonline watching other people's dreams and essentially just pulling from othergames to try to make a fun little set of player, mechanicsuse in future campaigns. But I wanted to bounce a question off to you guys. What have you guys stolen before I'mtalking like mechanically speaking, anything from board games or videogames that you've really enjoyed that you've sort of poured it into your ownhome games for dnd want to hear about a guys. I resent the implication that I stoleanything and you can talk to my lordadapted. How about that? Does thatmake Yiu Mork COMFE emabater? Thank you. Yes, heavy air quotes yehhave you taken anything Braden, I'mtrying to very sorry adapted. Okay, oill go second, I'm still thinkingabout it. SCEWER, mechanically speaking. I don't thinkI've taken anything yet for my home games mechanically, it's a it's a lot moredifficult. I think for me to pull things in. I have like it's a lot easier to take concepts like like story, plots or locations or character concepts that kind of thing, but the mechanics. Generally speaking,I found I just take from the stuff. That's given in the books.Now we are playing in braid and I are playing in a homebroewcampaign with our good friend Matt, who has put together an x, calm campaign yeah. That was yes. I rememberthis and it's really cool so he's adaptedall of the mechanics from xcom and turned it into a bit of a fie system.It's really weird, but really cool cover is super important. You know youdon't have like the greatest of equipment to kind of deal with ACANS.Instead you're supposed to end up and cover to kind of keep yourselfprotected, and you know, then you use some of thesame rules for attacking and that kind of thing, but it's very it's very interesting sofar, I'm enjoying it turns are also done differently inExcon, where the entire team takes a turn and then the other team takes aturn kind of thing or the enemies so that that's very interesting. It's cool. It's cool to see that kindof stuff. It makes me think about, like Oh hey, what kind of you know coolmechanics? Can I throw into you know my game, but I haven't done anything withit. Yet, mechanically speaking yeah, I guess sorry go ahead. Lli Guess I was just going to expand alittle bit and that's kind of where I was approaching this from it's. Likemore of a player experience Ik thing like something simple: That I've beenreally toying with and ive, and I wanted to introduce thim to mygames- is the, for example, rolling stealthwhen you are possibly seen by an enemy rather than like saying I'm enteringstealt mode and sneaking around. You know like rolling rolling asellcheck before you start sneaking around the dungeon. I think that thatsa crouch exactly, I think it's a really subtle changeright, but it does sort of give you that that sense of Oh you're now exploringand you have like the the risk of being...

...caught rather than Oh, I role thetwenty five. I can just freely explore anything in here with utter confidenceand walk around right. It does. I think that just kind of knowing that ahead oftime might detach you as a player from the the threats that might occur justbecause you'R roled super high and that kind of goes along with everythingright. So that's that's some wof. The approachthat I was taking with regards to these like host rules and mechanical changes,is something that could actually affect like the player perception and game aso s happein, but Britan sir, you were going to say someting yeah. I was justgoing to say that I for for Mats campaign that we'retalking about. I really enjoy one thing that he did ind, that's essentially because we're all kind of in this unittogether on this team in the game, we were all given, WakiTalkis and through that we can kind of talk over to each other and that'sreally eliminated the not eliminated. But it's put the kindof Super Metatac back into the game as anincharacter thing, so we're usually like you might sit around like asplayers and be like all right. Well, I'm going to move up and attack this oryou should be saving your action to do this in case that doesn't go wrong andit's like that's and you're. Looking at the DM kind of going like that's,that's pretty it's pretty Meta. These guys are like on opposite sides of thedragons. There's no way that they'd be able to communicate that Ou Kno, butnow we've got these devices that literally make us able to go like okay,I'm approaching around from the left you like, hang out over there and thenwe'll take the shops. It's like yeah. That sounds good, and I like that. I like that we've beenkind of given the freedom to do that without without being super out of character in terms of in terms of yours, CarlosI'm interested to see how that affects combat, because I know I know a lot ofropes that like to bonus action, stealth and just kind ofgo into stealth mode for the next eight rounds and that's it and just kind ofpop out and then shoot D, then sink back into it. So'm curious to see how that's PA that's part of it right. It'ssomething that I've noticed like with regarts to thee rogues is that at leastmaybe the way that some people like to play them is to just do that attack gointo stealth attack going to stealth, but that's not always possible rightyeah, and I think that, because of the stealth being that likeas a bonus action you can enter you can, you know, hide right. It's I think it's you canattempt to hide yeah right and and in the same van as like rolling high andhaving utther confidence that you're not going to be seen and rolling lowand being like well fuck. Everybody in this entire map knows where I am nowright, Ri h, it still gives you that same sort of affect at the end, whichis like the players now aware of what the possible outcomes might be,something that, like that, like enemies, might not even walkaround right, but all of a sudden you're like super confident that you'reselthy M it's yeah stealth is always a weird mechanic. I think in dnd it's sohard to accurately portray just because the e there is a slightdifference between like hiding and not being seen. If you know what I meanso like, if someone were to hide, that would mean that the you know the the enemy actually doesn'tknow where they are, but the higd action uses of Omusactionin combat is more like. They can no longer see me. They might know where Iam because you know I popped out from this corner and then ran across thehallway and went behind another wall, so they can logically think theyre,probably behind that wall, but they can no longer see them right yeah unlessthey move towards that area. Kind of thing. That's Ho a work. Nobody uses itlike that, though it's always essesiilly minor, invisibility, yeah. It's always interesting when you see ouwhen you kind of picture all these scenarios from like a like, if you werein a video game, persa right, it's like the whole. Oh You hide behind a rockand all of a sudden and the ENMMPC is like whut. You Go. It's asits great. I sit on the bench. Where do you go? He must be around heresomewhere. I know it yeah, UN. Those things are so clunky in our real lifesort of role playing scenario- yeah assassins creed was always so funny,though, for that stuff, like just walk into yes, I'm in a group of three I'mhidden, no one can see me ha yeah, no, and en I think that to thatban right there, there is something to say with regards to, like the he, thetheme of your adventure and adding mechanics thatmight you know, encourage certain...

...player actions right like, for example, let's say that your setting was like in a monsterhunter type of world right, itwould be kind of cool. If the players had accessto some sort of like monster identification tool that they could useright, it might encourage more strategic play just by giving them anextra resource. Yeah, you give us like folos right, Wel,Gwe stillas on the Buh. What we did I mean I wasn'tthere for that, so I mean, as far as I know, you guys acquired that completelyEgualy Heo can ba to shit. It would matter to e parter or not Arthur Newt.It wouldn't really matter to him, but alwas kind of provided that sort ofsense of you know what certain creatures are in the area if you prepsome some knowledge beforehand. Right andlike I mean in general, it's always cool like it's a balance. I at leastfor me right, because you introduce creatures as a DM, and I would like myplayers to know what they are but necessay like the characters. Wouldn'tnecessarily you know know what certain creatures are in this world. So then itkind of deturns away from like Oh cool. Look at this giant fight, you'refighting, some giant unknown fiend of sorts- and you know at the end of theat the end of it, you party defeats the monster and the players are like wellwhat the hell that we just face. We don't know anything about that seemskind of. I don't know like to me. It seems kind of like, like I would like to know thisinformation right like I would like to add. Like I've. Always I've alwaysenjoyed the mechanic lize right like in Pokemon every time you encounter a newpokem on it's locked and you have access to that information and I'vealways enjoyed that kind of mechanic in games, because it lets you sort of seeyour accomplishments, and I think that it can actually like lead to someinteresting things. Let'll, say Yo if we were to to design something for an epic rightwhere players could compare the different monsters that they've slainand at least to me, that would add an outofthel, another layer of like complexity to the game. Obviously, but I don' no Somei Somin, so someting,exciting some collectible Atem Rail, I've, always kind of assumed that thecharacter would know more about the monsters than I would generally I meanI've, read bits and pieces of the monstermanual. Mostly I go to it when I'm looking for a specific monster and I'lllook through like names and stuff like that, if I'm doing that for like anyofmy games, so that I'm not giving myself the spoilers per se as I go intodifferent, like campaigns and stuff like that, I don'twant to go in there. thinking. Oh, I know this creature has you know threeattacks and it does this hemount, and I has you, know pus fourteen to head andit has eightteen AC. I want to you know, figure that out in game kind of thing,it's kind of fun to me to be like. Oh, I don't know whether this is going tobe a super, easy fight or whether it's going to be something that is going tocompletely destroy our entire Party. I mean obviously, usually if it's abigger threat, it's a bigger monster, but that's not always the case, and itcould be very interesting. You know that that way, mind you. Ithink it's completely possible that you know a character knows what a Goblin is,and you know has a good idea as to how much damage they need to do in order tokill these things and how easy they are or hard. They are. You know, based onwhat they look like, just something that I something that I've read onlineis actually, for example, you can allow all yourplayers to possibly know about any creature that they're facing, but youuse that creatures, CR level and, like let's say, DC nate like a you, makethat the DC of like a nature check for the player so know anything about thosecreatures, interesting, but the full CR level. So, like one quarter, somethinglike that, you t you associated to you, associate it to the CR level, but Imean it like. It would make sense right like let's say yeah, you have acreature that has a CR level of one quarter. Well, yeah. Everybody knowswhat a butterfly is its not like a special thing in game right like Oh, aspider like yeah may, maybe someone if they get a natural one. They don'trecognize it and they don't understand what it is, but I think for the mostpart, lower C ar creatures like Goblins, Col, bolds and stuff, like that. Thoseare things that at least most people in the game world would know somethingabout right unless you're like again, this is completely setting dependent,and this is obviously in my idea of like a worldwhere you have adventures going out and like logging information somewhereright, people would know about. Gotlands people would know generallywhat Goblin traits are and how to...

...handle goblins. So why not make that informationavailable to players in my head, Youre as like a black dragon is like Oh shit,like not that many people have seen that. Therefore, exactly playerswouldn't know much about it. I would I would almost go the other way so, withthe exception of things like goblins or cobills, that are like socommon they're, essentially a trop at this point, the lower the CR creature, the higherit is on the check to find out anything aboutit, because when you have something like a dragon, maybe people like maybepeople have only countered a few ever, but those few are so legendary thatthey've been recorded time and time and time d time time again, everybody knowsfolk clovers about dragons about their weaknesses about their strength aboutthe hours to everybody has grown up. Hearing about this versus nobody knowswhat an INTERCAP is nobody's. Looking at an ever cap like,oh, yes, that great beast, that was sliht. No, it's a weird spider thing so nobody's like there's, not a ton ofinformation ont there there's like a passing mention of like Oh yeah,somebody, I guess fought this thing once, but it's not a heroic deed enoughto recording to to tice and it's not a Signiticatiencuture right yeah. That's like a folk lor thing like how much quote unquote information. Do you knowabout these things, because the other thing about bat stuff is that maybe youhave like false information about this thingbecause of the you know, tails surrounding it? Maybe it's been likedrawn up as this. You know super terrifying, horrifying thing, that'slike ridiculously strong, and I can do all these certain things,but it was just you know, a tale, that's been told in in the town,because you know they 're all commoners, so everything to them is terrifying andhorrifying and very powerful. You know so I get what you're saying that woulseems like a religion check to me almost as opposed to a nature check whichmight give you more solid information like if I were to look at. Let's say I don't know I come across and umber hulk or something like that. I would look at the Umberholk and I'dsay: Oh you know like based on my nature proficiency. I can see that it's,it has a charapist, so it will probably have afairly high AC and you know it looks like it's using it's not really usingits eyes. It more feel it looks like it's. You know somehow sensing what'sgoing on or something like that. You know it has tremor sense sure, but so how does that check scalewith HE CR? Then? How do you? How do you instantly get worse at looking at adragon and go and like wel right exactly so? It gets it's weird right,so it would. It would be like a combidnation of the two because, likeyou'd have to know stories of like oh it can breet fire. You know or likethink it also comes down to like how much you track what your players right,because, like if you're allowing players to redo nature checks againstthe creature and that kind of defeats, the purpose of having them in the first place, becausethe players could always like quote unquote, upgrade their check later onright. So if you know, if your character is, if it's like the firsttime, you see a dragon, you rell an NATO check. Oh Shit, you got a fivewell you've heard about dragons. You know they breathe right, like maybethat kind of Lowe carries over into your knowledge. You know they breathefire for the most part or something you've heard you've heard about someoneyou've heard about dragons hat breathe fire, but you don't necessarily knowthat dragons can breathe different types of attacks right, but then younever let that player roll at least for a while on, likeDragon General Dragon Knowledge Right Right, then that then the weight ofthat role sticks right. It's like hey do. I know anything about this item. No,you don't and for the foreseeable future you unlessyou spend quality time learning about it, you won't get any more informationfrom it and and that ties in with, like things like I mean the tendency forplayers to Redo checks as a party right, like theentire Party goes. I want to investigate this. This room player Anb,don't find anything players candd or like Oll Shit. Maybe if we do it we'llfind something right. So that's that's actually somethingsomething else that I've been telling with to just keep the the story.Momentum going is like limiting the amount of checks that are permissiblefor a room right. If everybody's looking for something, thencollectively you all have a higher chance of doing of finding something offinding what you're looking for. But you know if in a if in a set of actions,two players are looking for a room and then the other players are doingsomething else it. It always felt weird to me to thenlet the other players be like. Oh well, Shit like if our actions didn't pan out,then we'll just do the actions of the...

...other players and we'll just go of likestockpile until we can find some information right, I mean because, like I'veso difficultto get that kind of a mechanic into the game. Well I thinking about it just it'.That's a simple thing would be something like there's a trap door andyou need a strength check to open it. Two players failed to do it, so therest of the party tries to open the gate with the strength check right,whereas you could be like your two strongest players fail. Thereforeeverybody else: That's you know. If, like your strongestplayers fail at it, then everybody else will fail at it because and aretheyyeah ar and then you're saying the rules would stick kind of thing and youwouldn't be able to like rerole to try and reopen that gate or that door orwhatever it is yeah exactly because here's a thing, because if there's agate that closes and you're giving the players a chance to open it with astrength check it kind of defeats the purpose, if you just let them retrythat strength check as many times as possible until it's open at that point,you may as well not have closed the door right right, whereas I h, if youhave it that you know I don't know, I'm just sort of like Catlin situation tolike like if they were like running out of a Dunceon. And you know it was atrap, the whole time or something like that and the mate starts closing, andyou know the players go or we got to grab that door and try and lift it kindof thing right and like open, andte up. You know the players would go. Okay, wegot this kind of thing and they'd spend their they' have to spend their wholeaction. You know get trying to lift that door up, and maybe they fail thefirst time so now they're stuck in this room with creatures on their back. Youknow rushing to try and take them out so now they gott either decide. Do weturn and fight them, or do we try and lift this door again kind of thing youknow. So in that scenario I think it's completely fine for characters. It wasjust it would be. You know the amount of time it takes for them tolift it up, as opposed to the fact that they're not strong enough to lift it.If that makes sense yeah I got I because if they roll a natural one, itjust means that you know theyre Ta, it's taking them too long as opposed tolike well. This guy has twenty strength. You know normally he'd be able to. Youknow, lift this kind of a thing it you know. I don't know it can get a littlebit weird that way. It depends on the scenario, though you're right, whereit's like. Okay, if you really don't want them to be able to open a doorkind of thing, then you got to set the DC high enough thatfeasibly, it would be very, very difficult, for you know sad charactersto be able to lift it. I don't know it's. It's always one ofthose clunky things for me with this game. Yeah players can like just stackon top of each other to get actions completed, and I think ther're I mean,as at the MMAB. If you notice that they're doing this, you could justlower the DC of whatever tasitus that they're doing yeah and that that willhelp you know, because if the Yeahar partyes helping it make sense that itwould be an easier task to perform, but at the same time there should be a capin my idea, right like if, if, if like, if you're having players, let'ssay, look taking perception, checks for something right and the first to havelow roles. Well, then, I would imagine that they would go back to to the partyand be like hey guys. We didn't see anything right with the rest of theparty then just be like. I don't trust your eyes. Let's go. Let's go look ocheck again yeah yeah and I feel like that's something that always happens,and it's just like. Oh, the, like the party collectively wants a task done,so they all dump actions into that to complete it. I'm just trying to thinkof a way to make it so that yeah using actions is more seen as aresource, especially like outside of combat right, like you're like, andthat's why I've kind of always defaulted back to time, and I thinkthat that's something that I've that I've enjoyed doing is like. Maybe youcan succeed at something, but in game you will feel that there's like a acost or right like yea, if you rolled low for a couple of times and then hideo complete the task and be like okay collectively as a group, this guy. Thiswill take you four hours to do or some rihe that which might deter that, likeOh shit, mm yeah times, definitely a good likecost. I think it et sort of like flexy resonr sho.You can use across all the players and yeah. The thing is: is that, like those kind of like checks themselvesare different from one another? If you know I mean like a strength, thing isliterally something that you are trying to either lift or break or whatever. So if a person is not strong eough,maybe we need to set like you must be. At least you know have at least aneighteen in your strength score. In order to do anything to this thing,maybe that's something that we could use right if it's not feasible, for them to beable to actually lift it right.

If it is, then maybe it's I'm trying towork on a system for skill challenges, and things likethat, where it's like a collective amount of points that you have to putinto something in order to be able to lift it. So, instead of saying you know,the DC is twenty. Five, maybe it's like collectively, you have to make a youhave to get up to thirty points in this strength check and that can take over acertain amount of time sure, but like that's, how it that's how it goes,that's how it Ben Yeah exactly and you can put as many people on that, aswould make sense in the scenario kind of thing, and then you can all kind of worktogether on this one task, and you know once you get to that thirty points it'snow lifted off and you guys have succeeded at this task. I I would dodrinking games the same way kind of thing where it's like okay, yeah infront of you, it's not like. Oh, I can't drink it this time, it's morelike it takes you longer to drink this time. So if it costs, you know twentypoints in constitution, you have to roll each time make a constitutioncheck. Okay, you roll the ten you've made it halfway through the cup. Youknow, yeah keep going, and I mean going back to the the theme of thisparticular discussion. I guess like a good example ofsomething that I've still in Oh regards to that mechanic and Similarloy in thevein to what you've been talking about is, I don't know you guys have seen me inmy campaigns telling you the DCS of certain tasks ahead of you doing ityeah, and this is actually something that I inquotations adapted from Branan LeyMulligans Dimension, Twenty Games that he runs with this players actually lets.He lets them know the DCS of certain actions that they might take duringcombat. So, for example, if the player wants to run and jump across a small ledge during their movement action, he'll saylike hey. You can totally accomplish something like this, but the DC will beblank right, and I think that that is a really good way of letting the players know how difficultcertain tasks are going to be and let them judge the risks hmm with regartsto whether they want to accomplish it. First is just like I'm going to justjump this ravine right well, like you as the Bard might see a DC fifteenathletics as kind of difficult right, but you as the barbarian with fuckingplus seven modifier and to ofanilation campaign, definitely or plus ten. Actually, it'sa plus athletic Monifyr for Leona e Yeah Frer for the Burbarian inyour campaign. That's trivial right, that's five or higher right, so thoseactions can easily be translated into some sort of you know: Risk Assessment for the player andcharacter once so. I thought that was a beautiful sort of mcchan, like yeah alittle home rule to add it's especially useful for people who are newerd aswell. I think like telling someone hey it's going to be a DC this in order todo something you know get them like in the game like, Oh, okay, based on mycharacter. This might be difficult, yes, and it also- and it also makes n italso kind of makes it the the die rolling a little bit more exciting aswell right because it's like Oh shut, I'm aiming for a number I have. I havea bar that I want to it's like that. Little Gambler's Paradise Right. It's!You know, you know what you need to succeed here and you're just trying toroll the bones to see if you land it better is so that's about what about AC?Would you tell the party that, like I know you haven't so far? AC is a little weird one right, becausethere's certain creatures that are heavily armored that are clearlyheavily armored that I might just let the party know right right, whereas on the other hand, some othercharacters have a HIGHAC but aren't armored at all, so they're, just aridaystuff, yeah ast. You know, so I think, with regards to AC it's hard, because I mean AC AC is a very Meta game kindof bit of bit of information right. It's definitely something that it's not an RP element per se likeCarcris, aren't talking to one another about how how much ac they have right,whereas players might necessarily talk about. You know like how fast somethingis right, bight they might decide like. Oh, it's not a good idea to bring myknife up to this person. Instead, I'm going to use a spell that you knowwould it might affect the person kind of thing, yeahfor sure right like maybemaybe, but I agree with you that there I wouldn't want to tell my players theAC either just because I think I'd have to just kind of describeribe what it isthat...

...makes them either hard to hit or notkind of thing, maybe and like it's always fun, to kind oflike figure that out in combat to like you know, I miss on an eighteen, OhDang, Oh Dang, I missed on an eigteen kind of thing right. I guess I trop tepit yeah and in a way right like you, could treat AC in the same vein. If you guys have ever played any oflike the fallout games. When you do that focus shot, you can see yourpercent chance of hitting certain body parts. I could kind of translate it tothat and that might actually play that. Might it might depend on the kindof game setting that you're running right, because maybe something likematts x COM campaign could use? Some could really benefit from somethinglike that right right by telling the players hey this, this characters AC,while behind this trash can, is this number, because it's that risk assessment in that sortof strategy? Yes, vain right, but I don't know if I would want to introducethat in like regular campaigns. Just because I see it does seem a little tooyeah. Dnd is more men about, like, I think it's more focused on rp like roleplay right. YEAXCOM is a strategy game. You know it makes sense. I think you'reright to have an X COM themed game to be able to like okay, there's thispercent chance that I'm going to hit. Maybe I need to move to a differentposition, so I can actually make a shot at them kind of thing, as opposed toyou know in in Dnd. It's very much like you should be just doing whatever yourcharacter would do in the situation, regardless of the risk assessment. Iguess like a Riska P assessment is part of it, but it's like your character,would do it individually and would necessarily know the percentage thatthey're going to hit something right, yeah yeah! No! No! I agree completely no, and I was just going to add on tothat. I I was trying to think maybe like in a in a regular dnd game non nonx comport. Maybe you could have something like that, but I think Iwould devote like to visual cus or something right yeah, whereas, like youmight see a Goblin, but if you're playing, maybe eventually once we get to play inreal life again, maybe you can add little like cards or dividers to showyou know like. Oh, this Goblin is behind some boxes, but you know likewe're going to put a Vysic a visible thing on here. That tells you it's gotlike plus two AC due to like quarter cover hm right, so you as a player, canimmediately see like Oh, the Scotlan is behind something they're harder, O hitright whatthe, you might not know what that is. You know, might not know whatthe difficulty of hitting is, but you know that they're harder to hit ratherthan yeah, you know, are they behind cover or they whatever right like?Sometimes it's pretty easy to tell what the AC of someone is, though, to like,if they're in blade armor, and they have a shield, there's a very goodchance that their AC is twenty. You Know Yeo, it's like. I get that likesome situations, you could probably just tell the party straight up likeyeah. This is what it is. You would know this because plate armors, a thingthat people know about yeah, and I mean that obviously comes out to playerexperience to like. If you have players that have fought Pret yeah, SOM Goblins,they know what we sa the garacters. Would the characters know what playedarmor is and a shield. So could you, then, not you know, tell them hey. Youknow that in the shop you could get this and you've seen people wear thisbefore or something like that or you know you would have to aim for theseparts or something like that. I don't know Yeabeit, maybe it's a little Meta,but at the same time it's like well there's a good chance that adventuresknow what armor is. You mention something funny theyre likeyou said the aim for these parts. Would you would you let your players aim forspecific week points per se for moduced chances, further AC orsomething if it was a larger creature? I like the idea of having like certainweek points so if I had a dragon- and it's likeit's like Smoug, where there's like that Chink that one spot where it washit by an Arrow in the past kind of thing, and it's missing a a portion ofits scales there. Maybe it's easier to hit if you aim forthat part, but it's in like a difficult part tohit or something like that. You got to be on a certain side of it right, soyou can't just always aim at it. You got to be on the correct side of thisbeast and you got to you know like move up to that spot where it is kind ofthing and then make a hit at it. If you're a range character, it might be abit easier, but you still got to be on the correct side so, and maybe thedragon brings its wing down every now and then to kind of cover that area upor something like that. You know...

...because it would also know of itsweakness, yeah yeah. You would have to segment your fightsinto sort of phases right, like the dragon lands, the wings are down andthat little spot is covered yeah when it's flying than's, when you have yourchances players so tack right. Yes, yeah yeah, there's some cool thoughts here, I'm looking forward to looking forwardto this these newer campaigns to run in the future, I'm still sort of buildingout what sort of rules to bake onto thegame itself and what's the rules, I want to just mess around with a littlebit, but it's all been good. I mean like as anything right like this is allsuper. ITOR, OV and everybody's home game becomes their own sort of PersonalHak, Poch of home, brew and Yeah. Sure, let's let the barbarianhave three attacks since level to because will I not I mean whatever I think it's worked outso yeah like Al Right. It's fine! I just Hadd more monsters at this point.Yeah things are easy to balance, but, like Imean the only the only concern there is a like that kind of that kind of stufftranslates into bad habits across games, but anyways we coan talk about this more extensively once a once. I finish this part of this pastcampaign that actually have some new content to update you guys with thefuture. I'm sure you guys wll be a part of it. Anyways wit most of the playgames, but that's it for me. t today, during speaking of encounters, guyswe're going into the dungeon master's guy to talk about encounters. We are on we're reading through theentire denshon master's guide, we're on page eighty one talking about creatingencounters. Now it's at the we're at specificallycreating combat encounters. We went through the character objectives lasttime, so this is where things get kind ofinteresting. I mean it's weird in terms of like howthey've set it up. I think I read a little bit of head just to geta like fuller idea of what they do for combat encounters ahead of time,because there's a lot of numbers here and stuff like that, so I'm not goingto like try and like read each individual number out here for you guys.Instead, I'm just going to talk a little bit about it and this kind ofcomes into play with like what Carlson Carls was just talking about here for creating encounters guys. It's it'sreally interesting. How do you guys normally determine encountercreatinglike what do you guys do when you are choosing monsters for your party? I usually based it off a theme and alot of the Times. I try to build encounters with monsters that the partyhasn't seen before, just because I find that exciting othise with regards toencountering new things in the game, Yep and and what about like difficultylevel, I guess really depends on the on where they areright. On so say it's a level for party generally, what what would you throw atthem? Okay, so the way that I've sort ofdeveloped a sense of encounters is that, ifyouare sort of moving forward in the story, your encounters are going to bemore difficult. So with a the thing is that I've been playing with a lot ofplayers in my campaigns for the most part, so thes the difficultforencounters would scale differently per se, but I would say I put it normally two or three CR higher than what the party would consider like fora normal level for party okay, because because I've been playing with so manyplayers and there's so many more player actions right like when you guys werefighting the beholder. That was a CR fourteen fight. But it didn't reallyfeel like that because he guys telt so much damage. Well, I mean there was agood chance, we're still going to die in that fight. Yeah, and I mean there is a like- and Ithink, with that kind of encounter, there is ahuge risk. When you have elements that can absolutely shut, then a party likepetrification right. So those are things that you always have to accountfor where like because, for example, in that Meducifite, you guys were allfighting one Medusa the encounter theoretic on paper right says it's notthat difficult, but tetrifying half of the party in oneaction is kind of fucking nasty, Yep, all right yeah. So I try to keep. I try to payspecial attention to to if monsters have abilities that can paralyze Cham, otherwise sort of remove party members from combat those are. Ithink those are the most dangerous sort...

...of mechanics in this game, becausethose are the ones that are like that ultimate risk. Right, like therethey're the shit like that's what makes monsters deadly in the world regardlessof player level right, you could be a level eighteen player. You could stillget petrified Myeah. That's in t monsters that rely on checks versushits because yeahe's happy. You could havejacked out AC, but that doesn't matter if you've got a terrible deck throwghand that's all you're making, because that's what all the attacks basedthemselves on instead of they hit modifiter yeah I mean and then that that sort ofboils down to like more of a strategical thing for the players orbecause I you could say like Oh in Jordan's example. Right like we do seethat this character is wearing a lot of armor, so fuck trying to attack it,we're just going to use magic on it. Yeah Yeah Force it to make deck savesbecause you know that it probably doesn't move as fast in that armor yeahexactly for thbut. For the most part I try to.I try to try to put it a couple se, if we're using the CR level, just as abaseline for everybody, I tyr to put a couple CR higher than the average partydifficulty ratased on because of character, player actions, okay, sothat', so that let's say it was a a level four party with four people yeah,then you would still go to three CR higher. I would probably put like oneor two CR higher at that point: not maybe not go as high yeah, but I mean you so like that's still to me. The way that youcan rigt make a difficult encounter per seat least more more consistently. So what about you Braden? I JUS! Well I see that there's thechart here, yeah and I don't use the churt per se, but I use something thatuses the church. So I use a encounter calculator really ISG, so youput in the number of players Thet, you have you put on the level ofthe players and that will spit out a new calculation that still has the XP,like the chart. Does Yeah Ha eer easy medium, hard deadly for your party specifically, and then Ican straide around that. So I tend to take that and then replug in what I wasalready going to plug in a that. It's like yeah is that a little too much allright, let's tone it down a little bit. Is that not quin enough? Let's throw insome side creeps. Let's buff up, it's AC a bits: let's had some extra healthonto this thing so that they don't threeshot it right very interesting. What what I guess Combat Creator do you use than Iliterally just use. I just Google Dnd encounter God I later in there's that whateverthe first Ling that pops up is cool, I know my brother uses one as well. Idon't know what it is so far. I have just gone through thebook and been like Oh yeah. This would probably work their CR this I'll, throwin x number just to I don't know I've kind of done it on the fly, even though I'm creating them inadvance. Most of the time elhat's easier would bye party of forbecause the Monyeahan isn't theory balance for a party AFOR. As soon asyou deah ets, fome that on either side it becomes a lot harder to adjust foryeah, but it's also super weird, so I'm gonna get into that now. So I'm goingto hop into this here it gives you four different difficulties that youcan have for an encaptur. You have the easy difficulty, the medium difficulty,the hard difficulty and the deadly difficulty. Now it gives you XPthresholds based on character level. So if you want, if you have first firstlevel character and you want to deadly encounter, it gives you a hundred XP.So if it's only one character and it's first level, you can go and find amonster. That is one hundred XP. Maximum kind of thing is what they'resaying for a deadly encounter. So and then, if you have like a bunch of Party members now you got toadd up like the different party members levels. So if you had again if they were okay, so they give theexample here later on for determining the party's XP threshold, for example,if your party includes three third level characters and one second levelcharacter, the party's total XB thresholds would be as follows: for thedeadly encounter its one thousand four hundred X P, which is four hundred plutfour hundred plus four hundred plus two hundred, and then you they next tell you to goand total the monsters, Total XP and add it up for all the monsters in theencounter every monster has an XP value in its statblock.

Then you have to modify the total XPfor the for having multiple MMONSTERS, so there's a threshold. So if you havetwo monsters, you multiply their XB value by one point: Five, if you haveseven to ten, you multiply it by two point: Five, so you can kind of just do that, andthen you compare the XP values to see if they fill fit into that threshold and then work from there. So Party party size is important forthat as well. They talk about that here. The preceding guidelines assume thatyou have a party consisting of three o five adventures. If the party containsfewer than three characters apply the next highest multiplier on the encounter multiplier table, forexample, apply a multiplier of one point: Five, when the characters fighta single bonster and a multipler of five for groups of fifteen or moremonsters. If the party contains six or morecharacters use the next lowest multiplayer on the table, so use amultiplier of zero point, five for a single monster. So every time you go above it, it kindof like brings you down one multiplier level, which is interesting now it also talks about multipartencounter, so sometimes an encounter features, multiple enemies that theparty doesn't face all at once, for example, monsters might come at theparty in waves for such encounters treat each discreet part or wave as aseparate encounter for the purposes of determining its difficulty. So a partycan benefit from a short rest between parts of a multipart encounter, so theywon't be able to sorry a party can't benefit from it, so they won't be ableto spend hit tice to regain hip points andrecover any abilities that require short rest to regain as a rule, if theadjusted XP value for the monsters in the multipart encounter is higher thanone third of the parties expected XP total for the Adventuring Day, theencounter is going to be tougher than the some of its parts. So here's thepart that I think is weird. There is an adventuring day. So the assumption is that your party will face more than onebattle Herd Day in game, which I have found is almost never thecase. I mean unless they're in a dungeon likein a dungeon yeah you're, going to face off against a couple of like monsters,but usually those are like lower teer monsters, that'll absorb a few of theparty's resources, but not very much. But I guess that's what they're tryingto say like if you're building a dungeon that way, then you use theadventuring day, but most of the time, if I want to create like an excitinglike encounter and it's it's going to be the only one in the day like I, Idon't know like it's very interesting that they have like here's, what youshould do and they expect that you're going to have multiple encounters.Instead of doing one encounter, that's very difficult for the party. Well, I think what what is a lot ofpotential to do several encounters in a day. Theproblem is that every party ive ever encountered they get hit twice and it'slike all right long, rest time. Guss Gota lie down exact right now, MiG atalitte day we're going to sleep Yep, I'm just like okay and then there's also like I've tried acouple times to throw like you know they try to sleepand then they get rolled up on by another encounter in the middle of thenight. They got a wake up and that but everybody hates that yeah and they're.Just like y a that wasn't fun like. Why would you do that? I'm Gy yeah, I guess just always de on your peakthen like yeah, it's ridiculous M, there's something to be said, for youknow, players and characters going into a combat, not at full strength. Youknow they're a little bit more afraid, but I think that makes it kind ofinteresting, but the main reason I don't do multiple encounters is notbecause I don't think it's a good idea, resource wise and stuff like that.Mostly I do it because combat encounters take so long like you don't get anywhere if you'rehaving three encounters every single adventuring day. You know if you're ona you, know, weeklong trip and you hid an encounter. You know even even once aday or twice a day, it's going to take you a few sessions just to get frompoint a to pointb. You know what I mean Hm. So I'm not sure if that's likeworth it at that point, I'd rather have you know one larger encounter thathappens along the way. One time you know or something like that, just justbecause...

I like the story progressing so for me the combat is like yes, I canthrow in some combat make them. You know, have some fun kind of thing, butI don't want that to be like the only thing that they're ever doing yeah, I mean in the Tomb of annihlationcampaign that Carlos runs for us, like it's gotten to the point where we'vebeen in this dungeon for like a year, IRL probaly not actually yeah in likesix months, but even then, like weeks in game, because we have an encounter,we sleep and then we move to the next room. There's immediately anotherencounter. Everybody wants to sleep again, so I've got to at the pointwhere it's like it's an encounter and then I'm like half health. I'm like allright we're going to the next room. E's like yeah. We got it. We got a rest, wegot! No, we don't. This is taking way too long. Even in game are like peopleare dying. We're trying to get this thing, because people are dying. D,everybody's, like I'm kind of tired, like no get in the next one fight itout we're continuing on YEP. It's true short rests are like nota thing. That's used very often, I've always found it such for likecharacters. Who are, I guess it's almost like they'reproficient with short rest because they get all their stuff back like fightersand Warlok shut. Are these sure yeah are they? Are these short rest likemembers like they get everything back on a short rest, but every time itfeels like okay, we're going to go into a fight, and then it's like everyone'slike okay, I exhumpted all my resources. I have to take a long rest and I'm likewell all right, like I guess I get all my stuff back that way too, but likecome on really it's long time. It was two goblins. Why are you out ofeverything? Why did you throw all of your level five spells at those twoGOBLINS YEP yeah? It's always like thespellcasters to that are like yeah, I went and I spent like my fifth levelspell slots the whole time I didn't use any can trips that fight, because youknow why wother with resource management, when you can just long restafterwards, yeah at me for always using the eltersPlass, you know what I got my spell still. I can keep going. That's right,that's right! So I don't know it's not balance, tit's,a tough balance for sure yeah. Like the I don't know the timing, the time of itthe time consumption of battles is just it can be pretty gruing like I had one like the first dungeon that myplayers did in the homebrew or in the hole in the wildmounth, goodness theone that I'm running. Aha, you know it was a smaller dungeon andit still took three sessions to get through half of it. I think yeah and it was just like. Oh, this is going to be a long dungeon. Youknow three week or three sessions means. You know we only play like every otherweek, so that's that's like six weeks, that's a month and a half irl to getthrough half the dungeon. No thank you. You know. I want to moveon, get t story in there somehow. So, if that's like everything like fora dungeon, that's fine! It's like okay! I get that, but I'm not going to dothat kind of thing like for normal every day encounters. So I don't knowit's weird, but greategroup yeah o do to do. They talk about modifyingencounter difficulty based on certain things, so you should increase ordecrease the encounter difficulty. This is on to page eighty four. Now I'vekind of skipped a little bit mostly just building your encounters ona budget which I think they talked about earlier personally and then theadventuring day they talk about and they talked about short rest. They talkabout how most adventurers will take two short rest of the day fly. Theyonly do long rest and then botifying the encounterdifficulty. So you increase or decrease it based on certain things: either benefits ordrawbacks, so situational drawbacks can include things like the whole Party issurprised and the enemy isn't the enemy has cover and the party doesn't thecharacters are unable to see the enemy or the characters are taking damageevery round from some environmental effect or magical source and the enemyisn't or last situational effect they have hereis the characters are hanging from a rope in the midst of a scaling in the midst of scaling, a sheer wallor cliff stuck to the floor or otherwise in a situation that greatlyhinders their mobility or makes them sitting ducks...

...so similar, yeah yeah. Those are allkind of cool things that I love to put into encounters for sure. So it'sbasically just saying adjust your difficulty level. If that is a thingthat is part of your encounter, so don't put in the deadly encounterwhen you've also got a few of these or like one or more of these drawbackshindering the party. Now these things can also hinder. You know the enemy. Ifit does only affect the enemy and not the party, then you got to do it in thereverse way. So you up the up the anti to make it. I guess more of a fair fight. Somehow sometimes I'm not sure af fair fight isthe right way to go, but it is, I think, more fun for the players. I generally speak and go with fairfights. I don't know about you guys. Do you guys like try and adjust itspecifically to make it fair, ish fight? Or do you think that you know okay? Well if theyencounter these guys like they're, going to be tough to kill? Or you know,they're probably going to wipe you out well, and you have to deal with. Oth isgo, fights are fair yeah. Not all fights are fair. Well, I think we'vetalked about before how the best encounters are. The ones were like you, just barelycome out on top or like maybe a party member went down a couple times, maybeyou're down a like you last few hip points. Maybe it did dring you all ofyour resources, but you still managed to just atch out that victory in theend and I get the notil fightser fair, butto a certain extent like throwing in the idea of like a party that can justwipe your party. It's a video game cut scene, that's not an encounter yeah.It's not you're, not playing the game. You're just you're going to get wipedand that's it like how. But you throw that at thebeginning of your campaign, Awso, you have this anime rival to ala a the face.No, that's the word not steal thatparticular trop. THAT'S SOM! Hort of the Dragon QueenShit there yeah, like let's throw an adult blue dragon at these guys rightat the beginning, IT'LL BE FINE! No I'm so curious as to what you wouldhave done. Braan. If we just decided up fuck that would have killed, you wouldhave been it yeah now, no down to it. It is I I like to keep my fights semi, fairfor sure. If it is going to be a difficult battle,if I think like there's no chance of them succeeding, maybe Er's some sortof thing going on that makes it a littlebit easier or- or I describe in detail like do not try and attempt something here you willlikely perish. You know just got ta amp up that descriptionsomehow, because I have thrown in so part of the journey along the way I've kind ofstated hey. There are certain paths that are more dangerous than the others, as they were traveling through themountains, indicating that there might be things like brost worms or purple worms, kind ofthing traveling through certain paths and I've kind of like said, these areknown paths that people stay away from because of these beasts. You know, trynot to go this way. If you do, it might cut some time off of your adventuretotal or the amount of time it takes you to get to a place, but you alsomight die you know so. I've thrown that kind of thing in thereso that there is the option for them to go and try and take on these impossibletasks, but if there is a good chance that it will not go their way, Soi've thrown that in there, but I'vemostly avoided actually using things like that, and I think that's always difficultbecause unless, unless I think it's always difficult becausefor the most part, when you throw creatures at players, the firstreaction, the players have- is always all right boys. We got this. We gotthis regardless of what it is YEP, so leve one we're going to take on anancient dragon. Here we go. Oh yes, dnd. I've always wanted to fight a dragonlike no mfor throwing this terask et me a atlevel to o yeah. I think there's got to be a l, a bit of that DM mistrust always present because alway like Imean you, trust that the DV is going to take you through a fun story, but atthe same time, right like I, it is your...

...responsibility as a DM to maybe say,like Oh hey, guys, like your level too, this is a dragon you're. All like thisis you know that this would be extremely difficult, but translatingthat into the game world without sounding to Meta is sometimes a littletricky yeah. Well, there was TA o yeah, I really alike h when you guys in theHore of the Dragon, Queen fought your first dragon against the the ancientwhite dragon in the end of the first one, because even the new players, likeit wasn't even like skepticism of the DM like ther was it was if everybodyjust sat around for like forty five minutes going. Okay, we all know thatdragons are really powerful. We've seen what theycan do, we're all aware of this. We're not going to take this lately. Even thenew players we're like we're not going to take this lately, an just Russian.We need a well structured plan if we're going to have any chance of actuallyescaping this encounty of life, and I was like yeah, that's exactly what youneed like. If you approach is hard encounter with a decent mindset andgoing in knowing that you're going to have a plan and that there's going tobe a plan and if you, even if the plan goes aright like knowing that, like ohman but like that, was a hard encounter, we did all that we could. That's he right thing. It's anotherthing to just assume that the dmis going to throw something ityou that will be just conquered in seconds and then just Bumrush, everysingle encounter that you have, because what could go wrong! Yeah, IT'S GREAT! It's great! It's yeah! Theonly time that I mean the only time you wouldn't beable to do that kind of thing, as if it's a creature they've never seenbefore or had any type of interaction with, or if it's a random encounter yeah. Then then, it's kind of like okaydo the characters know whether they need to run away or do they know? Youknow they could potentially take this care on. How much do their charactersknow as opposed to the players because yeah, especially for playing with newplayers, it's like well, they might not know. I have been blessed with a group ofvery cautious players so when they come across encounters.Their first instinct is to mistrust what is in front of them good co, so they avoid the random encounters as much aspossible, which is interesting, also makes it very difficult to implementencounters into their campaign that I'm like Hey. This mightbe story, related push yeah and there's a and there'sdifficulty there too right because, like over cautiousness, does I mean I'vefound at least in tum campaign does lead to long long sessions right because overcautiousness is what's causing is what's like, causing you guys to belike? Oh okay took damage long rest right. Oh, we should probably rest now,like so yeah I mean it definitely has addeda lot of time to this campaign. Just on the we fought something: Let's go back andthat's a very video gamin mechanic right like that's a very oh, youcleared the mobs in one room, you leave you heel up and then you go in andclear the rest of the room, because that's how you normally used toclearing dungeons in other game Daros, all the players are used to playingdexels yeah. It's not like. We have like a Calldii go back and prest at thebonfire yeah, it's alike. We have a call af duty, enemy, spondor right t, maybe that's what I'll have to do likeonly infernal dungeons from here on Owt, with infernal rifks that coscantlyspawn demons? That's right not about! Well it also. It inigatesthe impact of exhaustion because, like if you rest after everysingle encounter exhaustion, doesn't do anything to you. You just are constantly negating it. That's why when we went back and made the fires below that's, why I reallylike the mechanic that we included where it's like yeah? If you long restin this dungeon, you don't lose exhaustion. You gain all the benefitsof a long rest, but you don't lose exhast and you actually gain moreexhausted because you're just constantly breathing in smoke yeah and it's a small little deterrenright because it does give that does give your players that sort of riskreward on that long rest like do. We want to have ll HP, but then the havebut then have disadvantage oall skill checks. Yeah. The one thing that myplayers did in that fires below Braton was they exited the dungeon for theirlong run, and they would have I mean, like there's. Also the time crush, theyprobably should have...

...lost the town. At that point, yeah Imean it was difficult to yeah t's, a kind of difficult thing it was it was.It was yeah, it's a it's such a hard thing to implement for sure it's. It comes to playorchoice. My thing is that if a module ends with the players losing becausethe DM pulsom crap like if I come in- and I'm dropping three CR thirteen dragons on a levelten party- that's done yeah and I would expect theplayers to be pretty ticked off with me at the end of that counter, becausethat's just stupid if they are walking in it as a level ten party to one CR,thirteen dragon a doable thing and a proven with several parties that canedoable, but they approach it completely wrong,not completely wrong, but if they take like every risk. I everything rightaway against this thing. They have nothing left at the tank at the end,ter theyre, you know just not even trying to dodge out of the way of it'sattacks and then at the end they lose I'mwashing my hands at that. That is, players, autonomy, yeah! It's true. It's a tough thing to do, but it's Anohcur difference see our difference is something that I think at earlier levels. It's muchmore difficult to implement, like if you putin a CR for preacher against the Level One party, you know: That's that's aTHRECR difference, but there's a good chance that level for Monsteris Goin Naone shot people. So it's a lot different. It's a lotdifferent than the level ten party. That's now facing off against the levelthirteen thing: ORACR thirteen creature, where that's actually doable, becausethey've got hip, poiyts thay've got magical items. They've got you know,resources that they can expend to make it a bit more of a fair fight. So yes, be aware of that. Last thing I want to talk about here,there's this last little bit on fun, combat encounters and then I'll. Letyou take over a braiden because we are running short, Onti meanwe're overhowin,ten minutes into this already great so I'll Tis. Everybody quickly finishthis up here and then we'll move on. So the following features can add morefun and suspens to the combat encounter hurain features that pose inherit risksto both the characters and their enemies, such as Afreed, rope, bridgeor pools of green slime. There are torain features that provide a changeof elevation, such as pits stacks event, empty crates, ledges and balconiesfeatures that either inspire or force characters and their enemies to movearound, such as Chandeliers caks of gunpowder or oil or and whirling bladetraps, there's also enemies that are in hard to reach locations or defensivepositions, so that characters who are normally attack at range are forced tomove around the battlefield and then there's different types ofmonsters. Working together is another fun way to create a combat encounter, so brainan take her away. NEXT TIME WEWILL PICK UP WITH RANDOM ENCOUNTERS AL right, I'm not even going to jump intous at segent. Today we're just going to go straight to talk ot, the town,because the question of the day is what is your favorite terrain that you liketo run and encounter in branching off from the favorite trainof the ranger? Obviously Yeah? What is your favorite settingthat you like to set in? Do you prefer them to be in a town, a jungle and aforest noutaness interesting, interesting? I've really we've been in a forest for like thelast year and a half, and I really want to get out of a force. What how Dary Yeah Yeah I get that it's it's almost likefavorite Toran is the one I haven't used very much yet I'm using a lot of Arctic stuff in mywild mount campaign because they're up in the grain, wilds and ICOL cross soit', it's been really fun because I haven't done like an Arctic themes.Adventure before or not very often, so it's been really cool that way, but itis starting to get to the point where it's like: Okay Yep, they are in the Arctic. All the time,there's cold. Then there's you know the ice areas and stuff like that, but I'mlike Oh, I want to implement some other cooler. You know mechanics that I canthat I can throw at them. So I I like, I think...

Arctic is a really fun. It is a really fun like setting terrain,so I would say thi. It is probably my favorite because it has to do with like remaining warm enough, like the playershave to like try and do that kind of thing. They you know, might takeexhaustion points if they're not able to do that. It also implements thingslike tin, knifes or avalanches or whatever along those lines that canlike really improve, combat encounters and traveling just in general, but sea setting is also really coollike being pirates is awesome, so I want to do that too. So, that's I don't know it's hard, it's hard tochoose, raghtand. Why you make me do this well! This is why you gotta thinkCarloss so really only been in the dense jungleding for the last litae. While so I guess one one setting that I really want toexplore, and I have a bunch of ideas for is a desert. Sadiah yeah, sandstorms, Marages San son, riges,shifting landscape n heat way, Tats, fun, yeah, that's SOT, sink holes, H, yeah, Kellum,Shande, Kellem, Shan setting for fivee would be yes axic. That's that's for me. I don't know whatMoss like it would be interesting, and I think I think it's such a dramaticcontrast to what I've been running for the Lasto. But that's why it attractsme the most ex dramatic as everything there's no real setting like a desert mean yeah yeah. I mean there's no realcity like a city either and like really they'r like allall.These suddings are pretty unique on their own in the sense yeah, so it does't wonewould be cool,and I think I mean I've always been intrigued aboutlike seafaring campaign as well yeah. I think, just in general, with theGroup of lads that we normally play with youguys are often doing some s shanties and escapades and other piity games. SoI think that that would be a very easy thing to adapt and have it welcome andbe received well with the Group for sure. I think fortresses are anothercool one then I haven't done very often becauseit adds like a whole like defensive and or siege. You know kind of idea to thiswhole thing. There's lots of places you can like try and climb up, or maybe yougo underneath or like you know, how do you get through the gates? How do youget into these different areas? There's lots of elevation and like places forpeople to hide and take cover and lots of like combat oriented strategy stuffthat you can implement in that kind of a situation where in a desert it is alot more difficult to implement. You know cover in a desert as as something that can happen if youmight be able to find places to hide underneath the sand or something likethat, but I'Mam not sure if that counts is covered, it's different. So I like the Arctic setting, but I dowant to bring in like different settings just to change up thedifferent combent encounters that the players face off and right what about Youberin mine is mine. Is Naval MINU, CES yeah, I'm actuallyworking on planning one right now, a full campaign for when my othercampaign is finishn actively as a strong to you, like with your port canestuff yeah. Well, that's the thing like I didn't set out to do a naval thing like you guys it justwhen you guys had design your characters and got them to me. It madethe most sense like I had this whole world mapped out and then, when you sent me them, I waslike no. They make some most sense to put them here versus. I was going tostart you guys right off in the capital originally and then once I got all yourCharacteris, he so iwas like no I'm throwing them in this gang riddenporptown, and then I think that, like the first time that Weve Ren navalcombat there were you guys were it' like not naval comba but combat on aboat where the boat itself was a factor. That was a tonofond I was like. I wantto do a lot more of that and then yeah. In addition, we all a bunch of US aareplaying cf s recently, so that's got me back on the back on the the naval stuff and I'vealso you guys know like. I try incorporate like a decent amount ofhorror into my campaign. I'm a big horror fan and nothing scares the crapout of me more than the open ocean. I absolutely te O Criperin LingPhilosophobia. So the things that I can do with this are going to be a lot of fun. I gi, but let's take alook at the responses that we got CAUSD.

We get a lot of responsees this ween.So looking first over at the discord we got hecks coming in campaigns, I tendtowards forgotten realms. Is there a bunch of different environments?INTEURAINS TO CHOOSE FROM? We went with a realm versus a train here encountersI tend to works, cavernous or underground ruins as being my favorite,mostly because as a DM, it challenges players to act within confines andmakes tradition traditional tactivs in effective. It gives them thinking ontheir feet. I like that taking our lookovand find quarters isgood yeah for sure. Taking a look at our twitter I'd, post kind of a couple of exampleslike city forest, Mountain Etcea at Queen o'ryan j, says I kind of want to say all of them. Itso far only a couple of in mountain of forse. I love the city, but it's betterfor campaign at times, because it makes the players established connectionswith the world around them. That's very true. If you're trying to get them likeimmediately connected to the world, the cityis a good place because it getsthem interacting with yeah NPCs and learning a lot Yep for sure at gaming, three o six as thewild West has been fun recently. So I kind of followed up on that. I waswondering if he was playing BYV or if he was playing like something like a on deadwood Ye had said D. He said Nopewe're playing we're playing, fivee he's just playing in a homebrew world wherethey're currently kind of in a not a desert setting like Carlos is talkingabout, but more like Arizona or Texas, like right down to the saloons and theMariage Sheriff yeah sounds like a lot of fun. You've got at TT journeys, the one that I am writing now takesplace in a remote mining village, where Shenenigans are afoot far away fromrelatively cosmopolitan section of the world. Think the outer districts of theHunger Games, besides that they just like to runepisodes in a bottle so like remote island or something like that just runoffs. I like that, though, like the idea thatit's city, but it's not city, it's city, removed from city, that's pretty cool yeah very interesting and we've got two verycontrasting tweets. Backto back, we've got at Azal ohabrinter Azalen, Bro,Albrinter, sort of a mispronouncing that cities for the whole political andlegal drama, nothing like a good mystery below the ground or criminalsyndicates. Hey, you should check out the Royal City Society. One shot. Thehoits name is escaping me right now,even though I wrote it the perfect cro, that's a good one. YesYep check it out. You you' like that. Then we've got at dace average Jackcoming in big cities are good fun for one shots, but they can becomber somein long campaigns and less handled right in the past. I've done it bothvery well and very poorly, and it really shows yeah, HMM yeah agree. Cities can just get really messy O canget really garing to like there's. It sounds weird. I, the city is kind oflike efits Bo one, but S it's option. You give option, paralysis to yourplayers, choice pralysis your players, a lot of times it cities Yeah Yep,there's too much, but also not enough. That's like oh! Yes. We have to go thisway it more like. Oh, but there's a there's a little bit over there there'sa little bit over there ther. What about that? You know. What's Damn thisway, I don't know. We've never been that way before. I guess we could gothat way to I don'tye yet too much. I think I think I'm right gotta STARTIB. I agree. I think what I got to start doing with cities is like thissession before being like Hay you're, getting to the see what are a couple ofthings that you want to do in the city that we don't get into it like in themoment. It's like what do you want to do and everybody's like I, no no Doo, much yeah Yep for sure having the players thinkin advance as to like what they want out of like what they want to do issomething I've been doing a lot as well. Just so I can be prepared to you knowit's super important for them, so that they're like oh well,we'll- probably go, and do this like we'll think about that now I can belike okay, so I'll flash out the NPC more thoroughly I'll. You know do thiskind of thing or I can throw this encounter at them, probably or whateveryou know so I can. I can get really like prepared for whatever it is, thatthey're planning on doing directly next, so yeah definitely would recommend tento ten talk to your players, all right bull. I think that that doesit for today's episode of triple advantage, if you like what you're hereand stick around for more we're coming op with new episodes, every Monday,keep it locked on our twitter, appro city, social or Instagram, at Ruyalcity society and our community discord...

...which can be found at either we'rediscussing every week. Our questions, like you heard on today's talk of thetown we discuss, I gotta say his I'm so happy with the interactions that we'vebeen getting on the discord like. I really have it's really. It's reallyfun to see everybody just starting to chat and usethe general tanls as as intended, we got a we got community member heck,to's been probal. I think he was our first person that we don't know thatjoined the discord, correct text yeshe's. He started up a thing thathe's doing where he's he's got that dten thousand wild magic role tablethat we talked about last week, so he's rolling every day and posting a resultof what today's wild magic search of the days. So that's been re, Yeahn muchand that's been cousin. It's been really fun. Seeing it's been really fun,seeing how everybody else is like dming like Howe how people would like runthese house rules and stuff and how they would adoun these into their owngames. O Lot conversation make sure you a'll check it out, enjoy it for sure.Definitely check that out and besides that, keep it locked here and we willsee you next week.

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