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Triple Advantage
Triple Advantage

Season 1, Episode 1 · 2 years 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 notes you don't have. Beyond the screen, you see five faces looking back at you, waiting for some exposition. Looking down, you see D twenties, one, no, to do you give a triple advantage? Hey, DM who is that guy that we met the other day? I can't remember his name, but he seemed important. You don't remember his name either. It's Mike. No, that wasn't it. Now I'm pretty sure it's Mike. No, no, it was that. I think it was dexter. The pressures building, everyone's staring at you. You feel a beat of sweat start forming on your temple. What do you do? Well, for the next little while, you can listen to triple advantage, our brand new podcast. This podcast is brought to you by the Royal City Society, a group of DM's that realize we don't actually know the full rule set, and so we've decided to start reading the dungeon master's guide from front to back. We figured this would lead to some good discussion and decided to make a podcast out of it. New Year, new content. Today we will be reading about the dungeon master, how to use this book and how to know your players my name 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 today is the dungeon master. I'm going to start by reading. These guys are going to periodically jump in with some thoughts on what we're reading. So the Dungeon Master, sometimes known as the DM, is the creative force behind a DD game. The DM creates a world for the other player to explore and also creates and runs adventures. The drive the story and adventure typically hinges on the successful completion of a quest and can be as short as a single game session. Longer Adventures might embro players in great conflicts that require multiple game sessions to resolve. When strong together, these adventures form an ongoing campaign. A DD 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 the Dungeon Master's guide is not a breach of copyrighted material. Ideally, we're adding this as a reaction podcast. We are a reaction podcast for all legal cases. 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 I find it hilarious a DD campaign can include dozes of adventures last for months or a year. Takes months or year to play two sessions sometimes, yes, seriously, yes, yeah, honestly, for the most part you're running sessions for all of three weeks and like that's part of the engagement that you'd like try to improve on, right, because initially this is so far beyond scope of any new dungeon master, like a yearlong campaign. Cheez, yeah, okay, all right, a dungeon master gets to wear many hats. As the architect of a campaign, the DM creates adventures by placing monsters, traps and treasures for other players, characters, the adventurers, to discover. As a 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 into them and as a referee, the DM interprets the rules and decides, went to abide by them and went to challenge them. Yeah, I've always found like 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'm going to play as a DM. There's way too much to do, I think, especially now. I mean we're certainly jumping onto this bandwagon of DND content a little bit into its maturity, but with critical role and other great DM's being displayed on screen, you definitely do feel that, because usually it's groups 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 a bar even though I hadn't actually played with any of you guys before, I hadn'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 little bit daunting and it takes a little at least it took me a little while to 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, if you're doing this, you're constantly being compared to the that mercers in the Matt Colvilles of the world, because that's just those guys are in a League of their own. That's not a bar that we can realistically hope to hit as close as we want to come to that. It's important to just make it your own and I guess the point. Yes, for sure, don't try and be what other people want you to be. Do what you want to do and hopefully other people will come along for that. Right or you know they'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 to keep sliding into your messages until you come to my house? Come on, guys, we got a session inventing, writing, storytelling, improvising, acting referee. Every DM handles these rules differently and you'll probably enjoy some more than the 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 and downplay 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 players to help you with the rule masteries and the world building. Quick Sidebar on the look for published adventures. The Royal City Society is looking to expand their repertoire of homebrew content. Make sure to check back in on us, as we 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 what you get. The DD rules help you and the other players have a good time, but the rules aren't in charge. You're the DM and you're in charge of 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 and to keep your players coming back for more. If you're lucky, the events of your campaign will echo in the memories of your players long after the final game session is concluded. Being said, definitely don't be afraid to kill your players. I mean, yeah, that's definitely something that I am always afraid of, is ending the game too soon. Right making an account. That's too difficult. Everybody dies and Oh shit, well, time to reroll, guys. Yeah, I don't think any of the three of us have had a TPK yet, total party kill, but now we've all, I think, killed players. Carlos, actually, Carlos killed me. I was your first kill. Huh, that's right, Nice. It wasn't even my fault. I gave the entire part of the option not to kill yousolutely. Now that they all chose to kill you, and that was a I was okay with 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 for their character to die. Yeah, if...

...you're, if you're going to kill your 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 echo in 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 players do remember, but oftentimes it's actually the downtime. It's when you're trying to add 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 usually when I found a lot of players get the most out of it or it's just some stupid shit that they pull in combat as well. Had A player recently jump off a cliff to try to grapple a flying creature and they both plummeted 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 what kind of campaign you'd like to run. The second part helps you create the adventures, so the stories that will compose the campaign and keep the players entertained from one game session to the next. The last part helps you adjudicate the game, the rule of the game and modify them to suit the style of 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 DMG is that it's so versatile and it's so spanning everything that a lot of people just kind of flip through find specifically what they need. I know, that's what 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 until the next time I need it. Yeah, yeah, there's absolutely no good reason to do exactly what we're doing. I mean most of the time you can begin to play the game, even as a DM, just after reading the player's handbook it. Just make sure you do that. There's tons of resources 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 know what your players can do, and I think that's kind of what helps you that the most. is a DM is once you fully understand what a character can physically do in your setting, really helps you who set the boundaries and set the setting of where they play. I mean, you're not playing shifting at level three, so you can definitely create more tighter encounters in different events that your players can't just simply run away from. All right, so the first part of the DMG is referred to as the master of worlds. Every DM is the creator of his or her own campaign world. Whether you invent a world. Adapt a world from a movie or novel, where he's a published setting for the DD game. You make your world your own over the course of the campaign. The world where you set your campaign is one of countless worlds to make up the D D multiverse. Have a story of planes and worlds where adventures happen. Even if you're using an established world such as the forgotten realms, your campaign takes place in sort of a mirror universe of the official setting, with a forgotten realms. Novels Game Products in the Digital Games are assumed to take place. The world is yours, changes you see fit 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 you can escape and witness fantastic stories unfold. Well designed and well run universe seems to flow around the adventures so that they feel part of something instead of apart from it. Personally, I tend to adopt characters and settings from the books and anime that I like to read. Just certain things that I'd like to see change in a fantasy concept, or even like a hybrid of certain characters right, like what if you have someone like John Snow that can, I don'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 what gets me excited about creating new NPCs is...

...just figuring out, okay, I'm going to change this personality, trade on this already established character and just set them free in this imaginative world of mine. What they do and how they interact with everything else, at least in part as a DM, is really exciting to me. I agree. What if the punisher had a powerful demonic patron back in him and the powers to do what he wanted to do? Oh Shit, yeah, exactly, one of my favorite characters. Consistency is a key to a believable fictional world. When the adventures go back in town for supplies, they shouldn't encounter the same nonplayer characters or NPC so that they met before. Soon they'll learn the bar keeps name and he or she will remember there's as well. Once you've achieved this degree of consistency, you can provide an occasional change if the adventures come back to buy more horses at the stables, they might discover the man who ran the place went back home to the 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 are part of a living world that changes and grows along with them. That's a really good point. Yeah, I think definitely reading the DMG comes in handy right 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 the outside space, like anything that's not within what the players are currently able to see or communicate with. I think that's something that, at least when running to annihilation, I've started doing that a lot more with NPC's that the players can helt contact. Again, you're getting to these levels where you have spells that 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 or use a sending stone that. There's no way that a player isn't going to use a sending stone that you gave to them. So now that's something that you have to factor into your campaign and that information is something that that NPC needs to have. So part one of this book is all about inventing your world. Chapter one asks what type of game you want to run. It helps you nail down a few important details about the world in the overroaching conflicts in it. Chapter two helps you put the world in greater context of the multiverse, expanding on the information that's presented in the players handbook to discuss the planes of existence in the Gods and how you can put them together to serve the needs of your campaign. Maybe this seems obvious. It mentions the player's handbook 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 your group, 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 makes it easier on your players. On your DM would strongly recommend whether you write your own adventures or use the publish ones, expect to invest preparation time beyond the hours you spend at the gaming table. You'll need to carve out some free time 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 helps create memorable NPC's. Chapter Five presents guidelines and advice for running adventures set in Dungeons, in the wilderness and other locals, and Chapter Six covers the time between adventures. Chapter Seven's all about treasure, magic items and special rewards that help the players invested in your campaign.

Now, mind you as an audience, please be aware that all of these sections will take quite a couple of weeks to get to so we will slowly be releasing content on a semi consistent schedule, hopefully at least initially. Once we get up to speed, we might be able to record more and more of these episodes and get to that juice, your juice, your content sooner. On the note of that first part, though, the free time that you need to spend to prep definitely important, highly recommended. But one thing that this doesn't touch on is how you exercise your creed muscles when you have to Improv everything. Do note that does 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 this is 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 suggest being 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 going to interpret way more on their own. Yeah, then you could possibly possibly encapsulate 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 to the right over there. Yeah, so for no reason. So just be Improv Improv is a would prov has definitely improved in me since I began dming, 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 have all 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's impartial yet involved in the game to guarantee that everybody at the table plays by the rules. As the players who create the game world and the adventurers who take place in it. The DM is a natural fit to take on the referee rule. As a referee, the DM acts as a mediator between the rules and the player. A player tells the DM what he or she wants to do and the DM determines whether it's successful or not, in some cases asking 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 typical DD session. For example, a player might want his or her character to hurl a brazier, Brazier, razier, HMM, Rosier is definitely not the right word. Yeah, that's something else. A Brazier full of hot coals into the monster's face. How you determine the outcome of this action is up to you might tell the player to make a strength check while mentally setting the difficulty class, or DC at a fifteen. If the strength check is successful, then determine how a face full of hot coals affects the monsters. You might decide that it deals one d four fire damage and opposes disadvantage on the monsters. Attack Rolls into the end of its next turn. You roll the damage dice or let the players do it and the game continues. Difficulty class is a DM's invisible wall. Use It, HMM. Yeah, exolutely, excellently it, because there's always going to be one of those players who wants to do something completely ridiculous at something, but being completely ridiculous, I think that is just I don't want to helm and drive this story, but there is 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 players and start getting the ball rolling on the...

...story. So if they're trying to do certain checks over and over again, or if there's a certain area that you might not have yet fully fleshed out or a story element that they're not supposed 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 players do get there, but that's part of the fun. I think that's it's the acceptance of at least you know, if you've set something up to point where you're putting a difficulty class that they can succeed. You're at least a little bit ready to get them to interact with that encounter. Yeah, sometimes mediating the rules means setting limits. If a player tells you I want to run up and attack the ORC, but the character doesn't have enough movement speed to reach the ORC, you say it's too far away to move up and still attack. What would you like to do instead? A player takes the information and comes up with a different plan. To referee the rules, you need to know them. You don't have to memorize this book or the player's Handbook, but you should have a clear idea of their contents so that when a 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. Part three of this book offers a wealth of information to help you adjudicate the rules in 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, a system for handling chase scenes and rules for madness. Who I didn't know that. Going back to that, if you'd like to create your own stuff, such as new monsters, races and character backgrounds, chapter nine shows you how. 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'd like to chime in on any of this conversation or have any points or comments to make about or talking about, feel free to join the discussion. will be posting on our instagram page. I believe simply search Royal City Society and we should be there. Know your players and for me this is the most important section. So I'm excited to talk about this. The success of a DD 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, breathe life 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 in the world that you've created and let the characters do awesome things. Knowing what your players enjoy most about the DD game helps you create and run adventures that they will enjoy and remember. Once you know which of the following activities each player in the group enjoys the most, you can tailor adventures that satisfy your players preferences as much as possible. That's keeping them engage. Yeah, absolutely, in specifically in my home games, I know that for the most part all of the players in it come back from like a board game background or a strategy game background, so I know that a lot of combat encounters are usually pretty welcome because it does get that layout on the board and you get to put your minis out and you get to sort of have that board game feel again. With that in mind, though, it's it's one of the things that when you're trying to introduce more role playing elements to players that have just been playing more strategy games, can be a little bit more difficult to get 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 where it says you, as the DM, are supposed to get the characters to do awesome things. Right, so it comes down to what the characters do and you, as the DM, your main job is to just let them do these awesome things and by doing that...

...you are also doing these awesome things with them, and that's the like fun of the game, right. All right, so the First Section it's got here is acting. Players who enjoy acting like getting into character and speaking in their characters voices. Role players at heart enjoy social interactions with MPC's monsters and their fellow party members. Engage players who 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 and incorporating elements from their characters backgrounds into your adventures. That's a really fun part of the game I find is when your background starts to come into play and you're like, I remember this for my background. I think that's a lot easier 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 for the majority of it. So sure, a player's background, maybe if they're from the era, could play a huge part of it, but I've found that for the most part the characters are creating city folk or someone that isn't necessarily part of the jungle. Maybe that was my fault as a DM for not 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 at the things that you could be doing better, and maybe it's for me, at least for me, it's it's good to just iterate on it and then allow them to, you know, create characters that are more immediately involved with their surroundings, or maybe they just know ice side character or an MPC already and incorporate that into their butts to actually, didn't think about so if they go back to the city or whatever, that you're like, Hey, I remember this guy. Yeah, I guess it's hard. I guess it's hard in that sense because for the campaign that I started, we made the characters beforehand and they've all sort of been there since the beginning. I didn't think that's it's kind of hard to introduce that now, but that's yeah, consider for the future. Yeah, and I out especially for this part, like act. This is what I love about the game. I love like getting inside that player or inside that character, and like getting in their skin and becoming them like this is why I come to the table, is so I can be this person for three hours or so. So something new I'm about to try is knowing one of the other players, like and and their background as well, so both of us are part of each other's backgrounds. So we 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 how that goes. I will all right exploring. Players who desire exploration want to experience the wonders that a fantasy world has to offer. They want to know what's around the next corner or Hill. They also like to find hidden clues and treasure, engage players who like exploration by dropping clues that hinted things yet to 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 monsters secrets to uncover or cultural details to learn. I love doing this. I love I mean even as players up my not enjoy exploration. That's part of the reason that I like theming is I love expanding the world, and I mean if you've read anything but the forgotten realms, you know it's lost cities on top of lost cities on top of lost cities. The the limits of what can be placed in the world are almost endless. So that's one of the things that I really like adding to it, and especially because I am looking to continue those campaign further if players are interested. Obviously, and I mean they can't just be in this bubble the entire time and all of a sudden, wait what, there's a world outside of here. There's certainly campaign elements that I've introduced. It may have nothing to do with the current tasks that they're on, but if they go back to it, it's something that we 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 be something in it for you beyond just being the referee, and that's true. Yeah, rules, master of this game. MMM. Instigating. Players who like to instigate action are eager to make things happen, even if it means taking perilous risks. They would rather rush headlong into danger and face the consequences than face boredom. Engage players who like to instigate by allowing them to effect their surroundings, including things in your adventures that tempt them, letting their actions put the characters in a tight spot and including encounters with NPCs who are as feisty and unpredictable as they are. The temptation is really key here. I find that any time you describe something to more with more detail than your previous description, players will latch onto it. I think it takes time for players to realize this might just be a longer description and not necessarily Meta game into thinking that it has some more importance, and that does really help out later on when you're trying to introduce elements that could be important that your players look over. So you want to introduce something but you might not want to make it so obvious as it being important. But I don't know, it's for me 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 got a yellow glow and everybody's like it's definitely a clue, right. I mean certainly there's other players that will just touch everything. Also, just been walking a room, investigate. You're in someone's random home. Like you're in some random 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 beyond just published a couple days ago about this. It's by their dungeon master humorist whose name escapes me. He's brilliant. I love reading his stuff. But he's created a list of text blocks to read for that player that like always has to investigate everything. So, for example, if they roll in that twenty on investigating just a regular wooden door. It's a full background description of the door and the tree that the door came from and how long it took to get the contools of the door just right, secure the secure the lock onto the door and then in the end, yes, it opens and it's a door. The check for traps them. Oh yeah, that's important, or where they just looking at the door? Looking at the door, because sometimes they are just looking at the door and then they also want to investigate the 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, fighting players 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 careful deliberation. 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 combat encounters with large numbers of weak monsters, and interrupting social interaction and exploration with combat. That's probably one of my favorite parts. Just the encounters are a lot of fun. It's, I mean, more strategy for me. But yeah, I don't know. I certainly love a good encounter as a dam I really love planning it out, but I think I still need to improve on how I keep the flow of the encounter moving, because I know that at times part of my enjoyment is seeing everybody's actions, but also you see players 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 is something that I'm constantly working on. At least I do. I do enjoy encounters, but they're not my favorite right now just because, I don't know, 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 dnd while 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 any thing 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 hate it by any means, but it's definitely probably my least favorite part. I tend to slice adventures that we do like single sessions, into the combat in the noncombat sections, and I always end up enjoying the noncombat better. That being said, this one section that includes vividly describing the having their characters reek with their attacks and spells. As somebody who mains spellcaster classes, describing how I'm casting the spells and how that looks is one of my favorite things to do. MMM Yeah, for sure. Optimizing. Players who enjoy optimizing their characters 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 character superiority. Engage players who like optimization by ensuring steady access to new abilities and spells, using desired magic items as adventure hooks it including counters that let their characters shine and providing quantifiable rewards like experience points for noncombat counters. I have a 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 little bit more fast paced and it doesn't feel like you have to go out and grind in order to progress in the story and progress as a character. You know. So I'm sure we'll get into this later, but for new DM's listening, the background on that is there's essentially two different ways that most people run campaigns. The first one is experience points, which is more similar to a traditional tabletop or online RPG system, which is each thing that you do has a certain number of experience points associated with it. Those experience points stack up and eventually contribute towards well leveling. Got Thank you. But the other option 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's a little more vague and a little less controliable. Yeah, then then the XP system. I do prefer milestone. I think all three of US use milestone system as far as I'm a where. Yeah, the things that one thing that I really want to get away from, and it's something that I got sucked into with RPG Games, is that if I want to make my character stronger, I can train, but I find that when I'm playing a game I don't mind grinding. But at the same time I know that with five 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 three days to level up. Right. To me, that doesn't play well into the story aspect of the game, so I try to avoid that. For that reason. I do like what it says there, though. If you are using experience points, add in things for persuading people, for instance. Give experience point for successfully persuading someone to give you a bargain. Give experience points for spending your downtime doing pushups. I don't know, like just add in 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 players to continually think of new things. Yeah, because I do. I do see. So I sort of for see certain players maybe just falling into a pitfall every night. I'm just going to do my pushups and maybe that plays into the longer part of the campaign. I don't know. These are things that I'm not really write, I consider myself but that I like to sort of 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 sense that. Yeah, it's some new, uncharted territory for me. Maybe will try it out one day. Maybe problem solving players who want to solve problems like to scrutinize NPC motivations on take a little billains and machinations, solve puzzles and 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 solve problems by including a counters that emphasize problem solving, rewarding planning and tactics within game benefits, occasionally allowing a smart plan to grant an easy win for the players and create a mpcs with complex motives. Yeah, I'm going to inside check that one too. You fail. I might be really on the nose here, but I think that that's one of the things that problem solving tends 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 lie detectors and I think a lot of players use them as lie detectors. Most people can't tell when people are lying. Doesn't matter who you are, you're completely right. But there are definitely other opportunities to flex problem solving in stories besides just inside checks. For sure. I have a friend of mine who DM's who was giving me some advice on a homebrew module that I polutional while back, and the big thing that he commented on is that kind of start to finish, like you were making checks all the way along, but there was no challenge, like everything was based on your die outcome. He was like, what I look for in a module, if I'm going to pick up 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 more than just a lucky score of fifteen on the dice, like they actually have to give this thought and they have to put some work into solving this in order to overcome this obstacle. Yeah, storytelling. Players who love storytelling want to contribute to narrative, to a narrative. They like it when their characters are heavily invested in an unfolding story and they enjoy encounters that are tied and expand to tie to and expand in overarching plot, engage players who like storytelling by using their characters backgrounds to help shape the stories of the campaign, making sure the encounter advances of the story in some way, making their characters actions help steer future events and giving MPC's ideals, bonds and flaws that the adventures can exploit. Yeah, absolutely falls in line with everything I like doing my campaigns. Definitely storytelling and exploring and acting out. I definitely, I think, my three main themes when I try to introduce new players to a new setting or continue to move the players along in the story that they're playing for and when players are creating characters. Flaws are important thing. I think was saying there for NPC's as well. If they have ideals and bonds, it kind of tells you about a little bit about their good character. But if a 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 if players see an MPC kind of develop as well along with them, it kind of like incorporates them into the group and it makes them yeah, the more of a living version is really, really fun. I think that at least some of my players like to go through many phases of who they are in game. I think we're thinking, I don't know who is. I think we know exactly the same care couldn't guess.

I know who you are, Leone. We love you, Buddy. But I know Jordan touched on this a little while back when we were talking using character background to help shape the stories of the campaign. Every player that I know loves it when you start to actually build their background into an adventure and they start to see that there might 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, now I completely agree. All right. Well, that's the end of the introduction. All right, we'll be known now to critical thoughts. In this segment we will discuss new and possibly radical ideas that will may may or may not improve or we're send your game. On today's critical thoughts, I wanted to discuss the idea of creation. So, in particular, when you guys are creating new worlds or new characters or anything along those lines, how much do you 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 and how much is too much? It's up to, I think, your player or personally me how much I want to play a certain character. So absolutely sometimes I've watched a marvel movie and Gone Hell Yeah, I want to make exactly 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 had that with some heroes right, like regenerative healing and deadpool. Can I make something that's close to can I play deadpool in dnd? And I think that's part of something that is fun for me, although my favorite part is actually taking certain traits from different characters that already exist, trying to combine them together and add my own little flare to it. Bright what do you think? I got to completely agree. I think we were talking earlier tonight about a couple of our characters. I had mentioned that's my favorite character that I'm playing as name is in Faden. He is a t flame warlock and he is heavily I didn't initially make him heavily inspired aired by the punisher, but that's just kind of how it turned out. I was developing him, developing him and I had all these ideas and he is comes from this tragic pass for his family's being killed and that's why he sought out this revenge. And I remember I brought this to you, Carlos, and you looked at a new and Oh, so he's the punisher, and I went, Oh, yeah, he is the punisher. So I feel like, even if you're not necessarily planning on including aspects like that, like we're exposed to, we have all these different things going on that we draw from for references and I feel like, even subconsciously, they can kind of creep into our intoard designs. So I don't want to say how much is too much. NECESSARILY, I don't go around just blatantly ripping something off, but I think it's impossible to have like a one hundred percent original idea. Not Impossible, but unlikely. Well, here's the thing I mean. Like, as a DM, I think it's cool to be able to create your own world. Would you guy like? I also think it's really cool if we could create something that's comes from a popular book or TV series, like would you create a Westeros and people would be interested in playing in that world? But, like, is that then copyright issues? And like,...

...since it just for fun anyway, who really cares? I think when you're trying to talk, maybe maybe in the scale of where you're playing right, maybe if you're playing at the critical role table being recorded live, you do have to factor in maybe not creating characters or even using references to characters that are copyrighted, because you're in the same legal space. I would say. Being a home game, though, I think that all rules are kind of thrown out the window. I'll rip all the music that I want from the Internet. I will get all the illegal resources that I might that's please don't follow up on this, but I will get every possible resource that I want to to set the tone of the story that I'm trying to tell. So, yeah, if I'm trying to introduce a character that might just be mcguiver, it might be fun to sort of create the character of mcguiver but not tell your players outtright that that's who they 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 fun is 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 strict constraints to that. But again, at a home game, if someone wants to 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, I don't know, but that was a really good critical thought. I mean I think it's something that everybody that starts playing DD kind of considers and it's a nice it's a nice way to make it easier for you to step into the game. And as a DM I found myself sort of drifting ever so slightly away from then actually getting the hang of creating my own content and spicing precreated characters less and lesson to my campaigns per se. But what do you guys think as an audience? I would love for you guys to send us a DM on Instagram at Royal City Society and we can discuss this further. We're just 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 new domain and we'd love some feedback. We'd love any input that you guys might have, and that's why we're working in this segmented structure. We're just trying to 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 concludes our first episode of triple advantage. CONGRATS, guys. We finally got it done. It might be a little lengthy, but again, we'll figure this out as we go. We're looking to release every week, ideally on Mondays. I think. Again, we'll figure this out. We'll let you guys now. Make sure you follow us to keep in touch, and we'll see you guys, next time.

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