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Triple Advantage
Triple Advantage

Season 1, Episode 11 · 2 years ago

Ep. 10 - 10 up 10 down

ABOUT THIS EPISODE

We hit 10 episodes! How do we deal with splitting the party? How do we incorporate real life into our campaigns? How many more episodes can we keep doing before this gets old? Find out in today's episode of Triple Advantage!

Oh my God, guys, double did its Jordan Burton. We're we've gotten to ten episodes. How excited are you right now? I can't believe we haven't killed each other already. It's true. You know, it might help that we now have to social distance. Yes, that is actually accurate. Correct. In a time of almost murder, we're pulled apart by the world, guys. Very nice. Now this week's episode is a little bit tricker to do, because Jordan's own the middle of God knows where, in a time where Internet connection is crucial and we've been forced to move completely digital. So yeah, we're going to see how this full recording works. I'm hoping that you guys have a uninterrupted version and it all goes well, but we'll see. For only three correct connect the connection district disconnects all his brain is so far from civilization is not functioning for operly. Apparently. This week, guys, we have some general conversation about actually isolation. Thank you for bringing it up. It's a hot topic. We're definitely going to talk about it, but the way that I want to actually talk about isolation is intigrats at DD. Eventually, any DM faces a party split or more specifically a character going off on their own. So, with that segue aside, how do you guys handle with hot the session, with just one player exploring our world, Britain? I'M gonna throw this ball to you right away. Maybe not the right person to throw this too. I have not done this exactly, but I do have frequent cases of splitting the party, if you will. That is that my players can never decide collaboratly what they'd like to do. So it'll usually be one or two or three of them doing the quote unquote main quest objective, usually whatever I've kind of steered them a little bit towards through their NPC interactions and through things that they've discovered in the world, and then I'll have another two or three off do in random crack, which is often scamming people in the streets, yeah, pick pocketing and or being nice to them. That has almost never happened. I did last session. That happened once. Bickering aside, that was not on topic. So turn with you. Have you ever had any players just go off on their own and any of your sessions? Most of the sessions that I've run have been one shots, so there haven't been a whole lot of like opportunities, I guess, for them to do that kind of thing, because in a one shot the kind of all know that hey, there's this main objective, we shouldn't try and like mess around with it too much. And furthermore, I think that kind of thing happens more as the players get more comfortable with who their character is and who the other party members are. So when I've run a campaign, I've only really done that a few times and most of those only lasted a few weeks or maybe maybe sometimes they lasted a bit longer, but they when I'm when I'm trying to do that, I guess I try to switch back and forth as much as I can and then I find ways of bringing them back some sort of plot hook or maybe there's a barrier in the way or something along those lines that kind of like stops them from going off and being this lone wolf character, which you know everyone has in their head. Is a great idea, but the whole point of DD is to kind...

...of be collaborative and cooperative and kind of have fun together, you know, so having a lone wolf kind of go off and do his own thing might be cool for a little bit, but it's going to get old really quickly for the other players. Yeah, I think it's inevitable to. I mean I've definitely had my share of experience with this players going off on their own in sessions and I think, like you said, it happens predominantly because I'm running a longer session and everybody's gotten more accustomed to either, you know, using that criminal contact and going and finding some information. So I the approach to that is always a bit of a fifty. I'll try to do a couple of key moments by sort of switching the scene per se between the Solo player and the rest of the party, and then I'll try to make it so that there's something exciting. But as a DM it's so hard for me because I love that moment of realization when when players come to come to new information. So I really don't like how I can't actually split how I'm giving the information, because party members that that are together receive the information if I were in person, but the party member that is off on their own. And sometimes these events don't converge, and that's fine because the party will ultimately get together and talk about it. But if maybe one member is going off to sneaking into a window or trying to surprise a big bad as a party is going in a different direction, you know, to pin it or whatever. It's hard to manage that knowledge between two players, because I'd love for the Party to, you know, not go through the door just because they've already seen that the other player discovered a trap there, you know. Yeah, one of the things I've seen you do is switch people into different rooms where they can talk, like when we've done it online anyway, which I think is really cool. It's a great way of being able to only divulge it to specific players and then the other players kind of have to find out via, you know, kind of like that ripple effect, right, right, right, which is really cool when that happens. But I a table, it's a little bit more difficult to do. Yeah, yeah, I think it's definitely like with it's one of that that's one of my favorite things that I'd like to do with discord actually, just because I can change, you know, the tone of it. I have a little bit more control with who I'm talking to what I'm saying, especially with like inside checks, you know. MMM, and just in general, because I want to encourage the party to talk amongst each other and not necessarily just rely on me to, you know, give prompts and information. I want them to start telling each other the things that they found out and I want them to start, you know, being cooming a party like you mentioned earlier, you know. So, yeah, really important and I think we'll get better with using discord as a whole. I think we'll find some interesting tools. Actually, I've actually just found a new bought for discord for game management, and I think I'm really excited to start using this. It actually just pulls information directly from DD beyond, so I think it's bit of a webscraper. So it'll you'll just point your character sheet at it and once it's sort of loaded, you can type actions to the bought, like insight check or saving throws, and it'll pull your stats and automatically give you a result with a randomly rolled die. I think I'll be kind of cool. It's got an initiative tracker in it. It's got some monsters preloaded so you can like throw images of what people are fighting. It's pretty interesting. So I'm going to try to get...

...used to this and hopefully you guys. See It in the Tuma and I to a nihilation campaigns soon. Yeah, no, it's just with regards to isolation. It's just that I think that tool is going to help a little bit too, just managing like because I can bring people into different rooms. I'm just thinking about it now, so excited. Yeah, it's really cool the implications that online stuff is allows you to do. Right. Yeah, I'm just really excited about it. We'll see. I'll cool. We'll come back to this. Well, they'll be another update. Catch episode eleven, you know, a braided passing the ball onto you now, right. I I am not able to see directly, but do you have that book in hand? I think he's scrying. Oh Boy, Oh, let me roll. Indeed, have that book in hand. Not Bad, it was a tall oh okay. Well, yes, I have that book in hand, that book, of course, being the dungeon master's guide. It is that time again, Ladies and gentlemen. Last week we went over factions and organizations and discussed whether your parties were members of such or whether they created such, and what renown means to you in your campaign. This week, super excited to say, we're talking about magic in your world. Oh boy, yeah, get ready, wait and my world, or in the four by four cell that is currently my bedroom? MMM, yes, to both. But now what's the difference? This is lack of magic in the ladder. But it starts off by talking about something that we've discussed on this podcast before, the difference between high magic settings and low magic settings, and it mentioned specifically the dark sun setting as an example of a low magic setting. And I wasn't. I don't know if either of you were familiar with dark sun in the slightest. I was not. No, but it describes it as a setting where magic actually casting, magic actually drains life away from the world itself. Oh so magic is there for Seridaine Taboo. Yeah, you're not supposed to be doing that and, as such, the ones that do use it are considered villains. Oh that's cool. I like that, and that it contrast that with a high magic setting like ever, on which a couple of I think actually, Carlos, you own the guide. At least I play in it. Yes, we're so. You already know. Jordan magic is super, super commonplace and every all, yeah, woven into end that like all sorts of tech. Yeah, all kinds of tech items, you know, like they got trains and sky ships and all that kind of stuff, all running on partial magics and things like that that have been imbued into items. Super Cool. Love it. So we got those end of the spectrum and I suppose fair run in the forgotten realms kind of lies somewhere in the center of that. It does. I'm interested to see what you think about this. It starts by stating to consider these questions when you're creating your own fantasy world. Is Magic Common? Is it socially acceptable? Is some of it rare or how unusual are members of each spell casting class? How common are people who can cast high level spells? How rare magic items, locations and creatures? How do authorities regulate or use magic? How to normal folks use magic and protect themselves from it? Lots of questions, they're but all...

...good stuff because when you are creating a world, yeah, you got to know. You gotta Know How how all that is interacting with each other. Right, I've always kind of been interested in running more of more of a I don't know, I guess I play in a lot of like high magic zones. So I think would be really interesting to see what the implications of a low magic society would be just to like up that wow factor if someone does pull it off and maybe, you know, like people are less trusting of people who can cast magics and that kind of thing. On top of that, like with that, that that really what was that? The the Forbidden To have dad? Yeah, the Dark Sun Setting. I would really like to play in something like that, where as a spellcaster. I would totally play as a spell caster and that just to see, like how much would I be willing to how much would I be willing to sacrifice in a sense, you know, to be able to pull off this magic? You know what am I willing to risk in order to get the potential benefits of that magic? I you know, thinking about that. I would just be excited to run it because to my mind, it just comes to a way to maybe influence maybe combat mechanics. I think of like that episode in Avatar when they first meet the blood bender and the first time or she's teaching Qatara, she'll pull the water out of all the flowers around and it kills field right. So I think would be kind of interesting to have a combat encounter of sorts where when magic is being used. You know, trees might start collapsing onto the battlefield or things around you might start changing, and that way your players might actually, you know, feel their direct impact of their magic usage. You know, yeah, they might have to think twice, you know, about Oh maybe I shouldn't have done that now. That's an excellent Segue, Carlos, into our next section, which is restrictions on magic. In your example, blood bending in the AVATARY Universe is considered extremely taboo and in these sequel series we see that it's actually legal. This discusses whether similar things exist within your campaign, in the in the realm of dungeons and dragons. Do you have certain spells or even schools of magic that are absolute no, notes like the like the three unforgivables, and Harry Potter fe like neckermancy falls kind of under this. Like I feel like in a lot of stars it's usually the don't do it instead, people bad, you know, but I don't know. Aside from that, I've never really tried banning any yeah, to be honest, yeah, I think I play. I'm sorry, go ahead. No, I was going to say, like, I think for the most part right, like I've done modules right. So the magic items seemed to be balanced with the world. I've never really had to like turn it up, like I've never really experienced a world where it's like overtly available or world where it's a highly restricted either. It's just, you know, they're you encounter different types of magic. Maybe throughout the world. That be interesting actually, maybe with regards like how wizards would study, right, like maybe the knowledge of certain types of magics is geographical and it plays in like a sort of social cultural kind of way. In my campaign with ever on, I play with a cleric of the grave domain who goes around kind of animating the dead, and the most, I guess, reaction that gotten out of people as we travel through this town with the undead is like Oh,...

...like, what's going on there? Like stay away from that guy, you know. But there hasn't been anything that's like Oh, that's clearly illegal, or you know, you're going to get thrown in jail for this, or Oh my gosh, there is a, you know, necromancer here, we need to find him and kill him, like which hunt this thing now kind of thing? Yeah, like a maybe like a necromancy mat comes with like negative one to current out of her texts. Yeah, but that's the thing right like I don't know if it's because, like, the DM doesn't want to take away from the players like idea of what they want to be able to do, but at the same time, like if there aren't any real consequences to what you're doing, then I would feel like those that's it's almost not worth it. You know, I think this falls into like experience. Yeah, there maybe, because I can see you guys being interested, but definitely someone who's maybe joining the game doesn't want to feel like they're a burden on the l leather exactly. So the next section discusses schools of magic, and it's not just a discussion of what the schools of magic are actually. It's not in there at all. What it is a discussion of as what the schools of Magic signify within your campaign. So it's suggesting that you could decide the schools of magic exist within your campaign exactly as written. You have these set areas that magic falls under and you study under them, or maybe you have no formal structure and that's not really acknowledged at all. Maybe you have certain classes, like wizards, that just are extremely rare because nobody, everybody so innately gifted with these magic abilities nobody needs to study it. Or maybe vice versa. Maybe nobody's born with magic and everybody has to study it's so wizards are everywhere and no birds or sorcerers really exist. HMM, yeah, it's definitely like your if it all falls under, I think if you're just making a new world or if your homebrewing something as a DM right. It's just that variability of how you want to use this in the world. So many, so many things come to mind, though, like I don't think, like I don't think you could possibly. I'm surprised that they made that section like a small section in a book. Like I feel like the writers could go on and on about that. Like I can't imagine being a kind of creative and just being limited to like the format of a book. What I mean, like, obviously they can really small additions and more copies, but like you try to finish a section right, but I feel like this can go on and on and on. Yeah, when I heard that, I was thinking a I couldn't help but think black clover. I don't know if you guys have watched that. It's an anime in this world, everyone uses magic. Everyone literally, like you know, kids start, like you know, learning basic magics and then, as when you get to your your coming of age, there's a ceremony that grants you a book and that book either improves your magic or gives you like some sort of a like extra spells and that kind of thing, and some people use it to become a lot stronger and others like, oh, yeah, it's just a little thing that, you know, it doesn't really make too much of a difference in their life, but they have it. And the main character is born without magic, which is super like unheard of, and so I'm just I couldn't help but think like, you know, Oh, in this world where everyone has magic, I'm going to play as a fighter. Yeah, that that's the first thing I came to my mind as well. Yeah, absolutely, because how do you choose those non selcaster types in this world or like, who are you? Yeah, exactly, what do you mean? You can't open this door with magic, and I think that's where I think, that's where, you know, as a DM, you have to be prepared...

...for that, right, because I feel like if you're trying to maybe dabble in this kind of homebrew. You have to take the considerations of what your world looks like outside of just your party, right, because you might just say, yes, I allow this one by barbarian in this world where everybody knows magic. But why were they there? Right, like where do they come from? Is it a tribe of barbarians, that whatever? Right, like it's new, and newer players might not like see that directly person but like it's I think as a DM it's your duty to have that backbone because if that player gets hooked to the game and starts, you know, exploring further, Youre better have answers. I think what would be really cool to would be to see a clash of these two different societies are one that's born with magic everywhere and another that's never seen magic before, and they maybe cross some sort of a sea or whatever and meet each other. Be Interesting, yeah, for sure, and just to see like what happens there's yeah, for sure. Now the next section that we got here is on teleportation circles, which I don't know about you guys, I've never really used too much or actually ever, know that I think about it, I've ended at them, but yeah, we've seen them before. In Chaltt at least once that I can think of. But it just discusses to consider what exactly that looks like in your world. So are they well guarded? Probably because they're instant access to the place that you're trying to get to. What exactly actually does it look like when you enter a teleportation circle? What does that feel like to the players? The first thing to jumped to mind when I read this section is the coolest thing I could think of using teleportation circles would be a city that is completely inaccessible but for a teleportation circle. For whatever reason's completely sealed off and the only way to get to it is through some ancient sound. Really, that sounds just like Dalaran for more of the work out. A floating city. Never that's a I didn't I didn't think you've played, but now it's a floating city built by wizards and because it's floating the only way to get to it is to teleport into it or you fly to it. I guess wizard stole my idea. So with that would you would you think like a Demi plane of so maybe maybe that's one potential. Yeah, my my first thought about this is maybe there's a quest that involves finding this ancient runic array that you need for the teleportation circle and until you find that this place is completely cut off from you. It's very cool on our kind of secrets to city like that would hold. It's a good question. The final section that we have here is bringing back the dead. Everybody's everybody's favorite mechanic. So it discusses what exactly that looks like, what that involves in terms of souls in the afterlife and belonging to a Deity and the Deity preventing you coming back. We're allowing you to come back. It mentions enemies perhaps using certain methods in order to prevent your soul from coming back, and then it mentioned something that I really never consider before, which is the fact that a soul can only be returned to life if it wants to be returned to life. So if you try to rent surrect somebody or something that for some reason doesn't want to be resurrected, good luck. I think that that rule is specifically there to keep parties from essentially jailing a character into life if a player doesn't actually want to play them anymore. Think about it, like when...

...would that be useful? Story Wise, other than you don't want one party of them being like Hey, I don't you know, my month died, but I was really excited to play is palided and somebody else in the party going, but I'm going to resurrect you tomorrow, so, like, you best just show up. It does make me think, though, because I had a character that was recently resurrected in a curse of Straw campaign and it's very, very apparent to all the players that that not not me. I love playing this character, but the character himself does not want to be there anymore, like he's very scarred by everything that's going on in barovial and just like sweet release from that in any form would be very welcome. And I died and they resurrect me and I was like all right, onto the next thing with my terribly scarred psyche. But reading this and looking back on it, I don't know that that would have been something that the character would have done. I feel like maybe he wouldn't have want to come back. HMM, something to consider. Yeah, provide it gives you an ultimate out. You know. It's interesting, though. What here's a here's a story Hook for you guys. What happens if, for whatever reason, an entity is able to forcibly resurrect someone? With that rule in mine, what are the aftermaths of being torn per se back into living pulled? You know, that's interesting. That reminds me of supernatural. Actually, if anybody follows that show, I've never actually finished season one. I finished season one and that was it. It kind of lost me towards the end, but it was a pretty good show. But there's a there's one particular season where that's exactly what happens, where one of them dies, as they usually do. Yeah, is forcibly thrust back into his body by an angel that requires his help. I'm not yeah, that sounds pretty cool, but why would an angels do that to someone? It was really storytelling confusing, but I think that makes me think about actually, the explorers guide to wild mount has a section on hollow ones, is what it's called, which gives you an option for bringing particular characters back and then making them into something more than what they were or something less, depending on your point of view, kind of like the Resurrection Ju Tou and Arth. MMM exactly. Yeah, that's pretty cool. Other that is a wrap on this section of the DMG actually nice. I was going to say Jurdan. What other insight would you want from us at this point? Is it? I think it's time. It's time for our critical thought. Okay, so for this one I think I'm going to play into our discussion of magic and how it all works. So my question for you guys today is how much does real life play into your camp pains? So things like physics and biology can sometimes interact in super weird ways with magic. So is there some sort of a system that you guys go about using for determining how things work out mechanically, or do you just kind of like make something up on the spot? Well, fight you mentioned that. I'm actually just running a campaign where I've introduced coronavirus into the world because a wizard polymorph to frog into an armadilla and someone ate that. So a lot, I'll...

...get it. I'll joking aside. I like to introduce as much as possible, because I've mentioned this before, I think it's easier for players to have some connections to the game, some ground rules that they could feel. Gravity is felt. You know what that feels like. So I'll try to use descriptors that people will have definitely experienced. When it comes to the magical side of the world, that's where I leave it more to the fantasy of realm. HMM. So, like, I guess another question kind of along those lines is like so, once you start using magic to start creating effects, I know there's things that like you can control water and like, and then there are like freezing spells, and you know someone who is you know, has water on them is more likely to freeze in it. You can kind of almost freeze the outside of just them. Like how, like, how much do you allow physics to work in and how much you just like say, okay, this is the mechanical effect of the spell and that's kind of it. Go ahead, bird the the rule of cool is something that I really tend to abide by when I'm dealing with players. I was just if they can come up with a really clever idea that makes sense within the realm of what we would consider it to be realistic, if it's, even if it's not directly written into the mechanics of the spell, I'm probably going to allow it. So, yeah, if somebody gets wet and you cast a freezing spell on them, it's probably going to do significantly. It's going to have significantly more of an effect than if you do it to just cast a regular freezing spell at somebody who was not wet. Right. So what about things like, okay, so you are interrogating someone and you happen to have an endless supply of water and endless water bottle, for lack of better term. I think there's one in there. Are you talking about wire boarding NPCs here during maybe, but yeah, like just own it and say it. There's a roundabout way. You want to Waterboard MP season her game here. That how you do? Yeah, yeah, what are the what? What would you guys do for that? Like, how long can a person hold up against something like that? I don't know. I don't know how I would handle it. I think burden. Maybe you have more experience with your criminal campaign, but really hate that, I do. I think intimidation checks is usually how I would handle it, and I've mentioned this in previous episodes. The success of a check doesn't necessarily mean the immediate return on its value, right. So if someone's intimidating someone or torturing someone, I might ask for an intimidation check and if they succeed and go rather high check. Then you know the person will start spilling the beans and telling the party as much as possible. Maybe if they roll low, they could like torture for a long period of time and not see, you know, any answer from the person, possibly missing timeline. So the party has to choose other things at that point. Like this is going to take. It looks like it's going to take a couple of days to break this guy. Like being for being very upfront about what did this is going to cost if you continue with this route. You know, given the checks, that that we're prompted. But Britain, how do you handle it? The one time that I can say that this has happened is when I think back to actually both of you were there for this session, when my players decided to get information out of a local gang leader and he wasn't really forthcoming with information and they took a really gratuitous toorkser session to try and get information out of him, like a scary amount of detail into what they were doing to this boord guy. But I...

...had decided pretty much right from the beginning that it could go on for really any amount of time, but there was only a certain amount of information that they could get from this guy because he was reporting to another guy who he knew could do ten times worse to him than you could to him. So no matter how well you rolled on your intimidation check, he probably was not going to tell you much more than you already knew. Now, would you say that that's a like a mechanic regards to this is information that the players cannot retrieve at this time? Or just set an obscenely high DC check and, I guess, just improvised on the go, like we're with your stories? How much do you try to what's your usual recourse? Fifty I would say that if I have the information readily available, which most of the time, if it's a major plot element, I do, then even if they can't get it out of this one NPC, then they can probably get it another way if they're being clever about it. So it's not even so much about them not being able to have the information. It's just more about he is not going to give you the information that you want. I say. So that kind of went a little bit off topic, but I'll try and steer us back onto course here. Okay, so other other physics things and well, more biology, I guess this would be. So, let's say a creature is being eaten by, like one of your players is being eaten by a very large character monster. What happens when your other players decide that they're going to cast something like Poly Morph and turn them into something giant inside this person or this beings, you know, mouth? That's a very interesting scenario, very specific. Look about this bottom listen, I'm down to crowd for like crowd funds some ideas here and solve your DM problems. But now what I would I think. I think would be kind of cool to have the player also expand with the creature. Technically there are part of it at that play, right, like your gear expands if you grow, mm or you just kind of MMM, maybe not, maybe not. I don't know. Like with the rear we're because with Paul, with Pauly Morph, right, like your equipment is absorbed into yeah, warm right. So maybe the party of member just gets absorbed into that form, right, because nothing would really happen if the creature goes down to zero hip points, then they get then they pop out. All right. So, yeah, I think that would be that would make much more sense. I think just have them become part of the creature for the time being. Salt your turn. Yeah, I don't have much more of a follow up than that. So I think that's no. No plagiarizing original idea right now. I agree with you exactly what would happen really? Okay, I was thinking more like, Oh, the player is turned into a mammoth inside this thing, or it's turning the player. Yeah, what I want, Miss, I'm sorry, bigger. Yeah, that is that going to bring. Probably feel like this is inspired by system. Feel like this is inspired by two thousand and nineteen memes of a man coming up as is right exactly, like so physics and magic guys like this is now a thing that happens in DD. No reliving old memes. Yeah, okay, I don't know. Maybe the blow depends what the...

...creature is. If it's a big bad I don't want that to be. It's like it's like when starlers the whole like light speed through a destroyer stuff and it's like all right, well, now you have to use that every single time, right, like you have the tools to almost win any encounter. Yeah, I don't like I would want players. It just be like pobly morph into an ant and I'm blow it up. So I would have I would go around that rule a little bit. Maybe have the creature be absorbed into the player or something like that. I don't know. Yeah, because, I mean, I guess it comes down to rule of cool combined with don't let your players get away with all kinds of you know, sinanic. Well, if that's a mechanic, like, what's the point of magical weapons? It's the point of anything if you can just steam rule through every other encounter possible. You know exactly exactly. Also, I suppose, in the case of your specific example of Polymorph, the creature, I'm assuming, has a even limited amount of sensions and I'm pretty sure polymorph isn't literally instantaneous. So I would think about it as your you, over the course of your six second turned kind of shift into whatever you're being shifted into. Right, I would think that if the creature has you in its mouth and you're slowly shifting into a mammoth of the course of six seconds, it's going to go, oh, that's not good and it's going to speak you out right. Makes Sense. The right supposing a rule and, my gosh, a Polymorph mchannon itself? Yeah, maybe. I think I'd base some more on the creatures importance, because maybe a player pobly marshin sills into an aunt and then they want to cancel that polymorph after they've got need by bird. We kind of funny to see a bird pop in mid air, but you wouldn't want to carry that onto a big bad either. So that's like you run or a bit of a risk with allowing certain things at times. So good question, I think. Yep, DD and magic and physics and biology tort recisions. What a well rounded episode this was, guys. Episode ten turning out to hit lots of the DND space phenomenal. You guys should definitely follow us on instagram. That's where we're posting the most content. We recently released a new subclass for monks way of the GRAVITIC force, orbic right way of gravitational for gravitational force. Damn. Check that out. Check that out and any other updates other announcements for bonus actions that we might have to at the week will all come out through there. So until next week, see you guys.

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