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Triple Advantage
Triple Advantage

Season 1, Episode 1 · 1 year ago

Ep. 1 - Divining the DMG

ABOUT THIS EPISODE

Welcome to our new pet project, Triple Advantage, a podcast made because as DMs we look for any excuses to continue talking about our favourite hobby. 

You pretend to rummage through the notesyou don't have. Beyond the screen, you see five faces looking back atyou, waiting for some exposition. Looking down, you see D twenties,one, no, to do you give a triple advantage? Hey, DMwho is that guy that we met the other day? I can't remember hisname, but he seemed important. You don't remember his name either. It'sMike. No, that wasn't it. Now I'm pretty sure it's Mike.No, no, it was that. I think it was dexter. Thepressures building, everyone's staring at you. You feel a beat of sweat startforming on your temple. What do you do? Well, for the nextlittle while, you can listen to triple advantage, our brand new podcast.This podcast is brought to you by the Royal City Society, a group ofDM's that realize we don't actually know the full rule set, and so we'vedecided to start reading the dungeon master's guide from front to back. We figuredthis would lead to some good discussion and decided to make a podcast out ofit. New Year, new content. Today we will be reading about thedungeon master, how to use this book and how to know your players myname is Carlos and with me is Braden and Jordan. Without further I do, let's jump into the First Section of the introduction. Britain. All right, the First Section of the introduction that we're going to be looking at todayis the dungeon master. I'm going to start by reading. These guys aregoing to periodically jump in with some thoughts on what we're reading. So theDungeon Master, sometimes known as the DM, is the creative force behind a DDgame. The DM creates a world for the other player to explore andalso creates and runs adventures. The drive the story and adventure typically hinges onthe successful completion of a quest and can be as short as a single gamesession. Longer Adventures might embro players in great conflicts that require multiple game sessionsto resolve. When strong together, these adventures form an ongoing campaign. ADD campaign can include dozens of adventures and can last for months or years.I just realized this is a sidebar comment, but I hope just blamely reading theDungeon Master's guide is not a breach of copyrighted material. Ideally, we'readding this as a reaction podcast. We are a reaction podcast for all legalcases. Given that our entire idea hinges on the use of this book,let's hope that this doesn't get taken down after episode one play. Right,carry on. I would do want to quickly side bar this to say Ifind it hilarious a DD campaign can include dozes of adventures last for months ora year. Takes months or year to play two sessions sometimes, yes,seriously, yes, yeah, honestly, for the most part you're running sessionsfor all of three weeks and like that's part of the engagement that you'd liketry to improve on, right, because initially this is so far beyond scopeof any new dungeon master, like a yearlong campaign. Cheez, yeah,okay, all right, a dungeon master gets to wear many hats. Asthe architect of a campaign, the DM creates adventures by placing monsters, trapsand treasures for other players, characters, the adventurers, to discover. Asa storyteller, the DM helps the other players visualize what is happening around them, improvising when the adventurers do something or go somewhere unexpected. As an actor, the DM plays the rules of the monsters and supporting characters breathing life intothem and as a referee, the DM interprets the rules and decides, wentto abide by them and went to challenge them. Yeah, I've always foundlike that part to be pretty overwhelming.

I don't know about you guys,but like when I first started, I was like, there's no way I'mgoing to play as a DM. There's way too much to do, Ithink, especially now. I mean we're certainly jumping onto this bandwagon of DNDcontent a little bit into its maturity, but with critical role and other greatDM's being displayed on screen, you definitely do feel that, because usually it'sgroups of friends that are watching these shows that are getting into the game right. So it's a little for me, I felt like there was already abar even though I hadn't actually played with any of you guys before, Ihadn't even dmed anything before. I would be the first time I'm doing something, because you're seeing how great other people are doing it. It's a littlebit daunting and it takes a little at least it took me a little whileto get used to being okay with not being in control of the situation.kind of like the other DM's seem to be, at least on stream.Yeah, it's definitely daunting to live in a world where you're constantly, ifyou're doing this, you're constantly being compared to the that mercers in the MattColvilles of the world, because that's just those guys are in a League oftheir own. That's not a bar that we can realistically hope to hit asclose as we want to come to that. It's important to just make it yourown and I guess the point. Yes, for sure, don't tryand be what other people want you to be. Do what you want todo and hopefully other people will come along for that. Right or you knowthey're in your immediate group of friends and they really can't not show up because, guys, come on, we've known each other for years. Going tokeep sliding into your messages until you come to my house? Come on,guys, we got a session inventing, writing, storytelling, improvising, actingreferee. Every DM handles these rules differently and you'll probably enjoy some more thanthe others. It helps to remember the dungeons and dragons as a hobby,and being the DM should be fun. Focus on the aspects you enjoy anddownplay the rest. For example, if you don't like creating your own adventures, you can use publish ones. You can also lean on the other playersto help you with the rule masteries and the world building. Quick Sidebar onthe look for published adventures. The Royal City Society is looking to expand theirrepertoire of homebrew content. Make sure to check back in on us, aswe are working on stuff constantly and we'll be releasing it alongside this podcast.Hashtag shameless plugs. Hashtag ad this is sponsored by us. You get whatyou get. The DD rules help you and the other players have a goodtime, but the rules aren't in charge. You're the DM and you're in chargeof the game. That said, your goal isn't to slaughter the adventures, but to create a campaign world that revolves around their actions and decisions andto keep your players coming back for more. If you're lucky, the events ofyour campaign will echo in the memories of your players long after the finalgame session is concluded. Being said, definitely don't be afraid to kill yourplayers. I mean, yeah, that's definitely something that I am always afraidof, is ending the game too soon. Right making an account. That's toodifficult. Everybody dies and Oh shit, well, time to reroll, guys. Yeah, I don't think any of the three of us have hada TPK yet, total party kill, but now we've all, I think, killed players. Carlos, actually, Carlos killed me. I was yourfirst kill. Huh, that's right, Nice. It wasn't even my fault. I gave the entire part of the option not to kill yousolutely. Nowthat they all chose to kill you, and that was a I was okaywith that. That was a solid, solid events that continues to yeah,good sidebar there. Make sure your players know that it's okay for your fortheir character to die. Yeah, if...

...you're, if you're going to killyour players characters, don't don't be a Dick about it, for sure.And on top of that, that little paragraph touched on two things. Yeah, I do definitely have to agree. The events of the campaign do echoin the memories, but what I've found is that this is rarely in combat. A lot of the Times something cool will happen in combat that your playersdo remember, but oftentimes it's actually the downtime. It's when you're trying toadd that RPG element. You're trying to add that role playing into the game. You're focusing really on the role playing part of it, and that's usuallywhen I found a lot of players get the most out of it or it'sjust some stupid shit that they pull in combat as well. Had A playerrecently jump off a cliff to try to grapple a flying creature and they bothplummeted for the ground. So Fun. It was epic, but you know, Christ reward guys. Risk rewards good times. How to use this book? This book is organized in three parts. The first part helps you decide whatkind of campaign you'd like to run. The second part helps you create theadventures, so the stories that will compose the campaign and keep the playersentertained from one game session to the next. The last part helps you adjudicate thegame, the rule of the game and modify them to suit the styleof your campaign. And I think this is probably why most of us,and probably anybody, most of the people listening, haven't read the entire DMGis that it's so versatile and it's so spanning everything that a lot of peoplejust kind of flip through find specifically what they need. I know, that'swhat I do. I'll flip to one section and I'll go, okay,that's good to know, and then I'll put it back on the shelf untilthe next time I need it. Yeah, yeah, there's absolutely no good reasonto do exactly what we're doing. I mean most of the time youcan begin to play the game, even as a DM, just after readingthe player's handbook it. Just make sure you do that. There's tons ofresources online, tons of content already being published on the player's hand book itself, but that's definitely something that can help you sort of ramp up to knowwhat your players can do, and I think that's kind of what helps youthat the most. is a DM is once you fully understand what a charactercan physically do in your setting, really helps you who set the boundaries andset the setting of where they play. I mean, you're not playing shiftingat level three, so you can definitely create more tighter encounters in different eventsthat your players can't just simply run away from. All right, so thefirst part of the DMG is referred to as the master of worlds. EveryDM is the creator of his or her own campaign world. Whether you inventa world. Adapt a world from a movie or novel, where he's apublished setting for the DD game. You make your world your own over thecourse of the campaign. The world where you set your campaign is one ofcountless worlds to make up the D D multiverse. Have a story of planesand worlds where adventures happen. Even if you're using an established world such asthe forgotten realms, your campaign takes place in sort of a mirror universe ofthe official setting, with a forgotten realms. Novels Game Products in the Digital Gamesare assumed to take place. The world is yours, changes you seefit and yours to modifies. You explore the consequences if the players actions.Your world is more than just a backdrop for adventures. Like Middle Earth,Wester Roast and countless other fantasy worlds out there, it's a place which youcan escape and witness fantastic stories unfold. Well designed and well run universe seemsto flow around the adventures so that they feel part of something instead of apartfrom it. Personally, I tend to adopt characters and settings from the booksand anime that I like to read. Just certain things that I'd like tosee change in a fantasy concept, or even like a hybrid of certain charactersright, like what if you have someone like John Snow that can, Idon't know, cast fireballs and changes that? It would change in my head.It changes the how the character interact with the world, and that's whatgets me excited about creating new NPCs is...

...just figuring out, okay, I'mgoing to change this personality, trade on this already established character and just setthem free in this imaginative world of mine. What they do and how they interactwith everything else, at least in part as a DM, is reallyexciting to me. I agree. What if the punisher had a powerful demonicpatron back in him and the powers to do what he wanted to do?Oh Shit, yeah, exactly, one of my favorite characters. Consistency isa key to a believable fictional world. When the adventures go back in townfor supplies, they shouldn't encounter the same nonplayer characters or NPC so that theymet before. Soon they'll learn the bar keeps name and he or she willremember there's as well. Once you've achieved this degree of consistency, you canprovide an occasional change if the adventures come back to buy more horses at thestables, they might discover the man who ran the place went back home tothe large city over the hills and now it's his niece running the family business. That's sort of change when that has nothing to do with adventures directly,but one that they'll notice. Makes the players feel as though the characters arepart of a living world that changes and grows along with them. That's areally good point. Yeah, I think definitely reading the DMG comes in handyright about now, because this is something that I discovered much later on.Just having recurring players or recurring characters within your world with new information about theoutside space, like anything that's not within what the players are currently able tosee or communicate with. I think that's something that, at least when runningto annihilation, I've started doing that a lot more with NPC's that the playerscan helt contact. Again, you're getting to these levels where you have spellsthat have a far other reach, so you got to keep that up right. There's no there's no way that a player isn't going to ask about oruse a sending stone that. There's no way that a player isn't going touse a sending stone that you gave to them. So now that's something thatyou have to factor into your campaign and that information is something that that NPCneeds to have. So part one of this book is all about inventing yourworld. Chapter one asks what type of game you want to run. Ithelps you nail down a few important details about the world in the overroaching conflictsin it. Chapter two helps you put the world in greater context of themultiverse, expanding on the information that's presented in the players handbook to discuss theplanes of existence in the Gods and how you can put them together to servethe needs of your campaign. Maybe this seems obvious. It mentions the player'shandbook here. If you don't have a player's handbook, please get one.Yeah, absolutely, for your own sake, for the sake of everybody in yourgroup, please get a player's handbook. If you plan on playing this,if you're the sake, think of your DM's think of your DM's.If you're just trying it out, sure, maybe borrowing of friends, sure,maybe finding a version online. If you're planning on making this your hobby, consider making the investment. It makes it easier on yourself. It makesit easier on your players. On your DM would strongly recommend whether you writeyour own adventures or use the publish ones, expect to invest preparation time beyond thehours you spend at the gaming table. You'll need to carve out some freetime to exercise your creativity as you invent compelling plots, new NPC's,craft encounters and think of clever ways to foreshadow story events yet to come.Part two of this book is dedicated to help you create and run great adventures. Chapter three covers the basic elements of a DD adventure and chapter four helpscreate memorable NPC's. Chapter Five presents guidelines and advice for running adventures set inDungeons, in the wilderness and other locals, and Chapter Six covers the time betweenadventures. Chapter Seven's all about treasure, magic items and special rewards that helpthe players invested in your campaign.

Now, mind you as an audience, please be aware that all of these sections will take quite a couple ofweeks to get to so we will slowly be releasing content on a semi consistentschedule, hopefully at least initially. Once we get up to speed, wemight be able to record more and more of these episodes and get to thatjuice, your juice, your content sooner. On the note of that first part, though, the free time that you need to spend to prep definitelyimportant, highly recommended. But one thing that this doesn't touch on is howyou exercise your creed muscles when you have to Improv everything. Do note thatdoes not matter, it does not matter how long you think you prepped.Your players will find staying, they will find a crack in your story,they will find the thing you didn't think about. You gotta understand that thisis five different brains that think completely different. As the situation that you're describing.If you if you want to have more control, I I actually suggestbeing more descriptive, like really really drilling down what the setting is like,because if you don't paint that picture well enough, your players are just goingto interpret way more on their own. Yeah, then you could possibly possiblyencapsulate and there's always going to be that player who's going to be like,I don't really care what the description is, I'm just going to go off tothe right over there. Yeah, so for no reason. So justbe Improv Improv is a would prov has definitely improved in me since I begandming, just with trying to recollect information that I might have thrown out loosely, just in general, with new interactions that I thought players might not haveall right. So part three of the DMG is the master of rules.Dungeons and dragons isn't a head to head competition, but it needs someone who'simpartial yet involved in the game to guarantee that everybody at the table plays bythe rules. As the players who create the game world and the adventurers whotake place in it. The DM is a natural fit to take on thereferee rule. As a referee, the DM acts as a mediator between therules and the player. A player tells the DM what he or she wantsto do and the DM determines whether it's successful or not, in some casesasking the player to make a die roule to determine success. For example,if a player wants his or her character to take a swing in an ORC, you say make an attack. Rule will looking up the ORC's armor class. The rules don't account for every possible situation that might arise during a typicalDD session. For example, a player might want his or her character tohurl a brazier, Brazier, razier, HMM, Rosier is definitely not theright word. Yeah, that's something else. A Brazier full of hot coals intothe monster's face. How you determine the outcome of this action is upto you might tell the player to make a strength check while mentally setting thedifficulty class, or DC at a fifteen. If the strength check is successful,then determine how a face full of hot coals affects the monsters. Youmight decide that it deals one d four fire damage and opposes disadvantage on themonsters. Attack Rolls into the end of its next turn. You roll thedamage dice or let the players do it and the game continues. Difficulty classis a DM's invisible wall. Use It, HMM. Yeah, exolutely, excellentlyit, because there's always going to be one of those players who wantsto do something completely ridiculous at something, but being completely ridiculous, I thinkthat is just I don't want to helm and drive this story, but thereis a story and being in a store for seventeen hours doesn't progress it.I think as a DM, is your job to sort of push your playersand start getting the ball rolling on the...

...story. So if they're trying todo certain checks over and over again, or if there's a certain area thatyou might not have yet fully fleshed out or a story element that they're notsupposed to discover just yet, set a difficulty class that's rather high. Now, mind you, it can be through the stroke of luck that your playersdo get there, but that's part of the fun. I think that's it'sthe acceptance of at least you know, if you've set something up to pointwhere you're putting a difficulty class that they can succeed. You're at least alittle bit ready to get them to interact with that encounter. Yeah, sometimesmediating the rules means setting limits. If a player tells you I want torun up and attack the ORC, but the character doesn't have enough movement speedto reach the ORC, you say it's too far away to move up andstill attack. What would you like to do instead? A player takes theinformation and comes up with a different plan. To referee the rules, you needto know them. You don't have to memorize this book or the player'sHandbook, but you should have a clear idea of their contents so that whena situation requires a ruling, you know where to find the proper reference.The player's handbook contains the main rules you need to play the game. Partthree of this book offers a wealth of information to help you adjudicate the rulesin a wide variety of situations. Chapter eight presents advice for using attack rules, ability checks and saving throws. It also includes operations options, I'm sorry, appropriate for certain play styles and campaigns, including guidelines for using miniatures, asystem for handling chase scenes and rules for madness. Who I didn't knowthat. Going back to that, if you'd like to create your own stuff, such as new monsters, races and character backgrounds, chapter nine shows youhow. This chapter also contains optional rules for unusual situations or play styles,such as firearms and a fantasy setting. And as an audience, if you'dlike to chime in on any of this conversation or have any points or commentsto make about or talking about, feel free to join the discussion. willbe posting on our instagram page. I believe simply search Royal City Society andwe should be there. Know your players and for me this is the mostimportant section. So I'm excited to talk about this. The success of aDD game hinges on your ability to entertain the other players at the game table. Whereas their role is to create characters, the protagonist in the campaign, breathelife into them and help steer the campaign into the through their characters actions, your role is to keep the players and yourself interested in, immersed inthe world that you've created and let the characters do awesome things. Knowing whatyour players enjoy most about the DD game helps you create and run adventures thatthey will enjoy and remember. Once you know which of the following activities eachplayer in the group enjoys the most, you can tailor adventures that satisfy yourplayers preferences as much as possible. That's keeping them engage. Yeah, absolutely, in specifically in my home games, I know that for the most partall of the players in it come back from like a board game background ora strategy game background, so I know that a lot of combat encounters areusually pretty welcome because it does get that layout on the board and you getto put your minis out and you get to sort of have that board gamefeel again. With that in mind, though, it's it's one of thethings that when you're trying to introduce more role playing elements to players that havejust been playing more strategy games, can be a little bit more difficult toget them engaged in that, in that aspect of that aspect of the game. I think one of the most important points in that section there was whereit says you, as the DM, are supposed to get the characters todo awesome things. Right, so it comes down to what the characters doand you, as the DM, your main job is to just let themdo these awesome things and by doing that...

...you are also doing these awesome thingswith them, and that's the like fun of the game, right. Allright, so the First Section it's got here is acting. Players who enjoyacting like getting into character and speaking in their characters voices. Role players atheart enjoy social interactions with MPC's monsters and their fellow party members. Engage playerswho like acting by giving them opportunities to develop their characters personality and backgrounds,allowing them to interact regularly with MPC's adding role playing elements to combat encounters andincorporating elements from their characters backgrounds into your adventures. That's a really fun partof the game I find is when your background starts to come into play andyou're like, I remember this for my background. I think that's a loteasier to do when you're doing homebrew campaign. So when you're doing homebrew content,for sure, but for example, again running too, you're instilled forthe majority of it. So sure, a player's background, maybe if they'refrom the era, could play a huge part of it, but I've foundthat for the most part the characters are creating city folk or someone that isn'tnecessarily part of the jungle. Maybe that was my fault as a DM fornot introducing the option to do so, and that's something that, again,you're constantly going to be thinking back and you're constantly going to be looking atthe things that you could be doing better, and maybe it's for me, atleast for me, it's it's good to just iterate on it and thenallow them to, you know, create characters that are more immediately involved withtheir surroundings, or maybe they just know ice side character or an MPC alreadyand incorporate that into their butts to actually, didn't think about so if they goback to the city or whatever, that you're like, Hey, Iremember this guy. Yeah, I guess it's hard. I guess it's hardin that sense because for the campaign that I started, we made the charactersbeforehand and they've all sort of been there since the beginning. I didn't thinkthat's it's kind of hard to introduce that now, but that's yeah, considerfor the future. Yeah, and I out especially for this part, likeact. This is what I love about the game. I love like gettinginside that player or inside that character, and like getting in their skin andbecoming them like this is why I come to the table, is so Ican be this person for three hours or so. So something new I'm aboutto try is knowing one of the other players, like and and their backgroundas well, so both of us are part of each other's backgrounds. Sowe can have that like roleplay opportunity right off the fat. It's interesting.I've always been interested to see how that works, so let me know howthat goes. I will all right exploring. Players who desire exploration want to experiencethe wonders that a fantasy world has to offer. They want to knowwhat's around the next corner or Hill. They also like to find hidden cluesand treasure, engage players who like exploration by dropping clues that hinted things yetto come, letting them find things when they take the time to explore,providing rich descriptions of exciting environments and using interesting maps and props and giving monsterssecrets to uncover or cultural details to learn. I love doing this. I loveI mean even as players up my not enjoy exploration. That's part ofthe reason that I like theming is I love expanding the world, and Imean if you've read anything but the forgotten realms, you know it's lost citieson top of lost cities on top of lost cities. The the limits ofwhat can be placed in the world are almost endless. So that's one ofthe things that I really like adding to it, and especially because I amlooking to continue those campaign further if players are interested. Obviously, and Imean they can't just be in this bubble the entire time and all of asudden, wait what, there's a world outside of here. There's certainly campaignelements that I've introduced. It may have nothing to do with the current tasksthat they're on, but if they go back to it, it's something thatwe can definitely explore, and I think you've just made a great point this. Sections talk specifically about knowing your players and doing what they want to do. Make sure you're doing what you want to do as well. You're here, you're an active participant as part of...

...this game. There's got to besomething in it for you beyond just being the referee, and that's true.Yeah, rules, master of this game. MMM. Instigating. Players who liketo instigate action are eager to make things happen, even if it meanstaking perilous risks. They would rather rush headlong into danger and face the consequencesthan face boredom. Engage players who like to instigate by allowing them to effecttheir surroundings, including things in your adventures that tempt them, letting their actionsput the characters in a tight spot and including encounters with NPCs who are asfeisty and unpredictable as they are. The temptation is really key here. Ifind that any time you describe something to more with more detail than your previousdescription, players will latch onto it. I think it takes time for playersto realize this might just be a longer description and not necessarily Meta game intothinking that it has some more importance, and that does really help out lateron when you're trying to introduce elements that could be important that your players lookover. So you want to introduce something but you might not want to makeit so obvious as it being important. But I don't know, it's forme it's been sort of yeah, it's like a good double inabiliar game.Yeah, like you see the shininess around the object and it's who it's gota yellow glow and everybody's like it's definitely a clue, right. I meancertainly there's other players that will just touch everything. Also, just been walkinga room, investigate. You're in someone's random home. Like you're in somerandom person's home. Dude, I'm investigating. You just met them. Yeah,I'm investigating. Okay, there is a there's a great article DD beyondjust published a couple days ago about this. It's by their dungeon master humorist whosename escapes me. He's brilliant. I love reading his stuff. Buthe's created a list of text blocks to read for that player that like alwayshas to investigate everything. So, for example, if they roll in thattwenty on investigating just a regular wooden door. It's a full background description of thedoor and the tree that the door came from and how long it tookto get the contools of the door just right, secure the secure the lockonto the door and then in the end, yes, it opens and it's adoor. The check for traps them. Oh yeah, that's important, orwhere they just looking at the door? Looking at the door, because sometimesthey are just looking at the door and then they also want to investigatethe door after and just got to catch those players like now you can't know. You failed the investigation check once, you don't get to do it again. But I didn't say investigates when I sume you know all right, fightingplayers who enjoy fantasy combat like kicking the tar out of villains and monsters.They look for any excuse to start a fight, favoring bold action over carefuldeliberation. Engage players who like fighting by springing unexpected combat encounters on them,yvilically describing the havoc their characters reek with their attacks and spells, including combatencounters with large numbers of weak monsters, and interrupting social interaction and exploration withcombat. That's probably one of my favorite parts. Just the encounters are alot of fun. It's, I mean, more strategy for me. But yeah, I don't know. I certainly love a good encounter as a damI really love planning it out, but I think I still need to improveon how I keep the flow of the encounter moving, because I know thatat times part of my enjoyment is seeing everybody's actions, but also you seeplayers disconnected times if it's been like three turns, four turns, five turns. Oh now I get to go again. So just keeping a better flow issomething that I'm constantly working on. At least I do. I doenjoy encounters, but they're not my favorite right now just because, I don'tknow, it just doesn't feel right sometimes. It doesn't feel like it's flowing properly. It just feels like it's you...

...hit this other way to play dndwhile you're still playing the game. It's right, a little subsection of it, and now you're this little mini game within the game. Maybe that's anything about. I don't know. I'm still improving on that myself. Anyways, I tend to I'm somebody who really doesn't like combat. I don't hateit by any means, but it's definitely probably my least favorite part. Itend to slice adventures that we do like single sessions, into the combat inthe noncombat sections, and I always end up enjoying the noncombat better. Thatbeing said, this one section that includes vividly describing the having their characters reekwith their attacks and spells. As somebody who mains spellcaster classes, describing howI'm casting the spells and how that looks is one of my favorite things todo. MMM Yeah, for sure. Optimizing. Players who enjoy optimizing theircharacters capabilities like to fine tune their characters for peak combat performance by gaining levels, new features and magic items. They wilcome any opportunity to demonstrate their charactersuperiority. Engage players who like optimization by ensuring steady access to new abilities andspells, using desired magic items as adventure hooks it including counters that let theircharacters shine and providing quantifiable rewards like experience points for noncombat counters. I havea never used experience points and I haven't even campaigns. It's always been milestone. I think that's the kind of the new trend, because it's a littlebit more fast paced and it doesn't feel like you have to go out andgrind in order to progress in the story and progress as a character. Youknow. So I'm sure we'll get into this later, but for new DM'slistening, the background on that is there's essentially two different ways that most peoplerun campaigns. The first one is experience points, which is more similar toa traditional tabletop or online RPG system, which is each thing that you dohas a certain number of experience points associated with it. Those experience points stackup and eventually contribute towards well leveling. Got Thank you. But the otheroption is milestone, and milestone is more akin to you've accomplished this great thing, congratulations, this fantastic feat is help you to level up, and it'sa little more vague and a little less controliable. Yeah, then then theXP system. I do prefer milestone. I think all three of US usemilestone system as far as I'm a where. Yeah, the things that one thingthat I really want to get away from, and it's something that Igot sucked into with RPG Games, is that if I want to make mycharacter stronger, I can train, but I find that when I'm playing agame I don't mind grinding. But at the same time I know that withfive people at the table, one player shouldn't be able to dictate, hey, we're going to go into the forest and kill wolves for the next threedays to level up. Right. To me, that doesn't play well intothe story aspect of the game, so I try to avoid that. Forthat reason. I do like what it says there, though. If youare using experience points, add in things for persuading people, for instance.Give experience point for successfully persuading someone to give you a bargain. Give experiencepoints for spending your downtime doing pushups. I don't know, like just addin little things that you can do here and there it. It makes it, I guess, maybe maybe more definitely more beneficially if you incentivize your playersto continually think of new things. Yeah, because I do. I do see. So I sort of for see certain players maybe just falling into apitfall every night. I'm just going to do my pushups and maybe that playsinto the longer part of the campaign. I don't know. These are thingsthat I'm not really write, I consider myself but that I like to sortof keep the story sort of rolling in my personal for sure, Games.I don't know. The more I think...

...about it, the more makes sensethat. Yeah, it's some new, uncharted territory for me. Maybe willtry it out one day. Maybe problem solving players who want to solve problemslike to scrutinize NPC motivations on take a little billains and machinations, solve puzzlesand come up with plans. I'm going to instant check and insight check that. I don't know roll. Let's see. Continue engage players who like to solveproblems by including a counters that emphasize problem solving, rewarding planning and tacticswithin game benefits, occasionally allowing a smart plan to grant an easy win forthe players and create a mpcs with complex motives. Yeah, I'm going toinside check that one too. You fail. I might be really on the nosehere, but I think that that's one of the things that problem solvingtends to fall under and I've tried to get better at describing inside checks,because they are not a lie detector. NOPE, inside chexture are not liedetectors and I think a lot of players use them as lie detectors. Mostpeople can't tell when people are lying. Doesn't matter who you are, you'recompletely right. But there are definitely other opportunities to flex problem solving in storiesbesides just inside checks. For sure. I have a friend of mine whoDM's who was giving me some advice on a homebrew module that I polutional whileback, and the big thing that he commented on is that kind of startto finish, like you were making checks all the way along, but therewas no challenge, like everything was based on your die outcome. He waslike, what I look for in a module, if I'm going to pickup a module that's not mine, is I want to see a challenge.I want to see something that the person has written into this that requires morethan just a lucky score of fifteen on the dice, like they actually haveto give this thought and they have to put some work into solving this inorder to overcome this obstacle. Yeah, storytelling. Players who love storytelling wantto contribute to narrative, to a narrative. They like it when their characters areheavily invested in an unfolding story and they enjoy encounters that are tied andexpand to tie to and expand in overarching plot, engage players who like storytellingby using their characters backgrounds to help shape the stories of the campaign, makingsure the encounter advances of the story in some way, making their characters actionshelp steer future events and giving MPC's ideals, bonds and flaws that the adventures canexploit. Yeah, absolutely falls in line with everything I like doing mycampaigns. Definitely storytelling and exploring and acting out. I definitely, I think, my three main themes when I try to introduce new players to a newsetting or continue to move the players along in the story that they're playing forand when players are creating characters. Flaws are important thing. I think wassaying there for NPC's as well. If they have ideals and bonds, itkind of tells you about a little bit about their good character. But ifa person has a flaw, it just kind of, I don't know,boost that character as far as like who they are and how they can develop. Yeah, right, yeah, for sure. And if an MP ifplayers see an MPC kind of develop as well along with them, it kindof like incorporates them into the group and it makes them yeah, the moreof a living version is really, really fun. I think that at leastsome of my players like to go through many phases of who they are ingame. I think we're thinking, I don't know who is. I thinkwe know exactly the same care couldn't guess.

I know who you are, Leone. We love you, Buddy. But I know Jordan touched on thisa little while back when we were talking using character background to help shape thestories of the campaign. Every player that I know loves it when you startto actually build their background into an adventure and they start to see that theremight actually be some payoff to the thought that they put into this character creation. And as a DM, I love seeing that. Like I love that. They love that, so I do it. HMM, yeah, nowI completely agree. All right. Well, that's the end of the introduction.All right, we'll be known now to critical thoughts. In this segmentwe will discuss new and possibly radical ideas that will may may or may notimprove or we're send your game. On today's critical thoughts, I wanted todiscuss the idea of creation. So, in particular, when you guys arecreating new worlds or new characters or anything along those lines, how much doyou guys draw from things that you already know, like from famous characters,are books or TV series, and how much do you like copy it andhow much is too much? It's up to, I think, your playeror personally me how much I want to play a certain character. So absolutelysometimes I've watched a marvel movie and Gone Hell Yeah, I want to makeexactly iron man and try to play as close to iron man as possible.Not I'ven't actually done that. It's so loose thought, but I've definitely hadthat with some heroes right, like regenerative healing and deadpool. Can I makesomething that's close to can I play deadpool in dnd? And I think that'spart of something that is fun for me, although my favorite part is actually takingcertain traits from different characters that already exist, trying to combine them togetherand add my own little flare to it. Bright what do you think? Igot to completely agree. I think we were talking earlier tonight about acouple of our characters. I had mentioned that's my favorite character that I'm playingas name is in Faden. He is a t flame warlock and he isheavily I didn't initially make him heavily inspired aired by the punisher, but that'sjust kind of how it turned out. I was developing him, developing himand I had all these ideas and he is comes from this tragic pass forhis family's being killed and that's why he sought out this revenge. And Iremember I brought this to you, Carlos, and you looked at a new andOh, so he's the punisher, and I went, Oh, yeah, he is the punisher. So I feel like, even if you're notnecessarily planning on including aspects like that, like we're exposed to, we haveall these different things going on that we draw from for references and I feellike, even subconsciously, they can kind of creep into our intoard designs.So I don't want to say how much is too much. NECESSARILY, Idon't go around just blatantly ripping something off, but I think it's impossible to havelike a one hundred percent original idea. Not Impossible, but unlikely. Well, here's the thing I mean. Like, as a DM, Ithink it's cool to be able to create your own world. Would you guylike? I also think it's really cool if we could create something that's comesfrom a popular book or TV series, like would you create a Westeros andpeople would be interested in playing in that world? But, like, isthat then copyright issues? And like,...

...since it just for fun anyway,who really cares? I think when you're trying to talk, maybe maybe inthe scale of where you're playing right, maybe if you're playing at the criticalrole table being recorded live, you do have to factor in maybe not creatingcharacters or even using references to characters that are copyrighted, because you're in thesame legal space. I would say. Being a home game, though,I think that all rules are kind of thrown out the window. I'll ripall the music that I want from the Internet. I will get all theillegal resources that I might that's please don't follow up on this, but Iwill get every possible resource that I want to to set the tone of thestory that I'm trying to tell. So, yeah, if I'm trying to introducea character that might just be mcguiver, it might be fun to sort ofcreate the character of mcguiver but not tell your players outtright that that's whothey are. Eventually they'll find out through interacting with this NBC or etc.And it might create some fun social moment. But I think part of the funis to just be able to play whatever you want in whatever world.Obviously House rules and considering the like. If you're in adventurously, there's strictconstraints to that. But again, at a home game, if someone wantsto bring in the punisher, I think that that's kind of fun. Yeah, what does the punisher look like in Westeros? I don't know, Idon't know, but that was a really good critical thought. I mean Ithink it's something that everybody that starts playing DD kind of considers and it's anice it's a nice way to make it easier for you to step into thegame. And as a DM I found myself sort of drifting ever so slightlyaway from then actually getting the hang of creating my own content and spicing precreatedcharacters less and lesson to my campaigns per se. But what do you guysthink as an audience? I would love for you guys to send us aDM on Instagram at Royal City Society and we can discuss this further. We'rejust setting this up. This is all very new to both us in general, actually just mainly us. This is very new this is a very newdomain and we'd love some feedback. We'd love any input that you guys mighthave, and that's why we're working in this segmented structure. We're just tryingto figure out what works here and what you guys enjoy as an audience.So reach out. We'd love to hear from you, guys. This concludesour first episode of triple advantage. CONGRATS, guys. We finally got it done. It might be a little lengthy, but again, we'll figure this outas we go. We're looking to release every week, ideally on Mondays. I think. Again, we'll figure this out. We'll let you guysnow. Make sure you follow us to keep in touch, and we'll seeyou guys, next time.

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