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Triple Advantage
Triple Advantage

Season 1, Episode 12 · 1 year ago

Ep. 11 - Music and Storytelling

ABOUT THIS EPISODE

This week on Triple Advantage we discuss Braeden's music, talk a little about making campaigns, and finally discuss the inns and outs of insight and how we like to use them in our campaigns. 

Welcome welcome welcome episode on Onehunded eleven of triple advantage today, Bernan Jordan, here once again, is it a cohost tryhost? What do youcall this on? It's episode, eleven guys, all right technical word for is: Am Tis well welcome to our mess today, guys wehave some exciting news: Braden cooked up an EP and just like shadow releasedit on the Rorald Saty society. PageBritain tell us a little bit about the music and your inspiration why thisgenre, so for those that are unfamiliar, ifyou don't follow our page? First of all, what are you doing start following it,but we have well. I have released in EP of songs under the name Dugar. It is Dungeon synth music, if you'reunfamiliar with that it's a kind of an offshoot of symph music that looks toreplicate medieval and medieval style, music through modern daysyncthtechnology. So a bit of a combination between medieval themes and like s John Carpenter, type stuff. I am trying a take on this genre, whereit's equal parts trying to stay through to this original notion of it, and alsosomething that is really meant for people who play TTRPG Games likeanybody that I'm sure listen to this podcast. So anybody that's looking toinject some music into into their games. So do you? Do you get this music andthen just convert it yourself? You vere telling me about the perses a littlebit. How does it work that eexplain? The question? Sorry you're telling meyour process on how you come up with these tunes themselves. Right, like you, take the work and what kind of tools doyou use to make it? I guess I don't really know too much about it.nicething then, I think about Dungeon synth. is that it's a genre, that'sincredibly incredibly easy to make so for anybody that is unfamiliar withelectronic and symth music making. All you really need is a digital audio workstation, so something like Abeleton or fl studio. Something like that. I use aprogram called mixcraft and you need some kind of a virtualstudio technology as Synth, essentially to plug it in so that you're not justpressing a keyboard and knows how it's coming up. So really all you need is two or threethat sound like something that you would find inthe medieval Lera, so some kind of an organ, some kind of a piano, some kindof a a string section. Maybe drums tend tohelp. I try to expand a bit more into the the kind of s nostalgia field to get a little bit of the Sinth side,really mixed in with the with the dungeon side. But reallybesides, that, all you need is something to plug out the music intoand some idea for tune and even without the tune you can just bang away at itand eventually something will come on sure. Well, I think the first thing thatcomes to mine- and I was listening to it- is bad guy, monologus, doring Havon takenAv, you taking a listener, not yet. Actually I'm excited to try itout. I've been a little bit busy by you having to get around to it, but yeah. No, it's actually pretty coolthat that was the first thing that came to mind to me. It was just thisnarrator just suddenly got so deep in my voice and started just you know,going on and on about the toils and troubles about getting this keep and why theseintruders are about to die and what not? It's really cool. It's a really cooltheme, creatively kind of like a sparked, a little torch in my head, but no, it's really cool and it'sgiting a really great response to on...

...the page. I didn't even know that therewas such a big crowd for dungeon sit ta, ther's, a gene that I personally neverheard of, and I think it's like one of the most popular post Ha. We have thatactually surprised me a little bit too. I know that dungeon symth istraditionally kind of an offshoot of black metal, the black metal genre kindof intertwining with more modern technology that wasavailable in the s birthing, this kind of new genre, but I also didn't realizethat it had such a cult following away from thegenre itself. So it's nice to see- and actually I've got a lot of personalcomment saying like I can't wait to use this in my own dnd campaign, and I can't wait to trythis and see what my players think. So I'm really excited that kind of whatI've crafted it for is what it's being used for: Clorini Yer in the wrongbusiness, Carlos yeah, this writing stuff, sucks man, no, but really low and d. It reallyworks like as a background tune for your campaign as well right and likeespecially now that I'm sure all of Oyour playng more online DND Games.This is great if you have like a Bot, because the music itself is inherentlylopable right. I think you can pretty much have thisfor certain sections of a game and it would wrork out really well as well forsure for sure and they're nice long tracks to whith.You know you got to appreciate yeah. I will definitely got some morecooking up sin stuff, IG, nothing finish for sure. But a couple thingsare in the works, and will I mean who knows how long we're going to beselfisolating? For so I couldn't be Tine nother one by theend of next week, because we dont only just thi. Suddenly the vegeonceisbecomes like the melodies of just your home. Yes, dreary, yeah ha y pop molisten to now, which one is your favorite. So far, do you have likenames for them? Yeah he's got the hole altum it's on the BANKCAP. That's I always find people asking you what your favorite song is is, like I'msure, asking somebody to choose their favorite child buty people do have a favorite texactly exactly and that's like. I know I have one, but I just don't want toadmit it, because I want to see the they're all great fair enough. I really like there's one on this EP calld Walzof thewilds, and it was the first time that I really felt like I've taken shots atthis genre in the past and nothing's really felt either authentic or like it reallyclicked to be honest like it just wasn't right, and then that was thefirst one that I made and I was like this. Oh this actually sounds like not only am I have. I got the right idea for whatthis should sound like, but I'm also just I'm not straight up ripping offeverybody. I've heard in the gendo before, like I'm kind of putting my owntwist on it and it's it was nice. It was a nice little innovative step forme. I think I like the one. I think it was by dim torchlight. It was really cool.I think that's the Ho that you have like the the torch sound the beginningright. I do yes yeah that as cool it was it's easy to picture a tunnel, somedark cavern. You know you exactly th title, I it's so theme fitting forGames. Yes and the title all the titles come post, post, song creation so I'll make themI'll, listen to them and then, whatever I feel like they sound like, is kind ofwhere on Mouch that what I'm match the Tatle to that's really cost Tam. Now. Are You thinking this? Is thestyle H W? How much play do you have with this? The genre is just so. How do I weard this question, sir? Is the new album or is the new songs atyou're working on just the same kind of...

...sound? I guess I don't know. This is aweird question. I get what you're saying to a certain extent, I meanthere they're similar in the sense that I feel, like all the songs on this EP, fit a certainaesthetic without necessarily sounding exactly the same. I guess you know whatI'm going to interject and I'm going to rephrase my question direct. I think Ifigured it out so a lot of these songs here are like Dungony darker types, I'mwondering if you're going to do maybe some lighter more tone feellikg a daylight on the meadowyeah. Absolutely. That is something that I'm like trying to Werd thequestion for a thematic thimg for dnd, but I think I should just ask it withlike Howit's. I don't know. No, I got what you mean. I that's absolutely something I wouldlove to do when I'm pulling inspiration, one of the things that I pull from, Imean you and I Carlos both love, idia music, I'm not so sure about Jordan,but Wyeah. One of the things that I like topull from is kind of the softer side of edium,porter, Robinson and Medam, and that kind of feel so I'd like to delvereally deeper into that and get kind of more of those those softer kind of melotic tuns into it. Instead of just beingstraight up, blaring organs and beating drums and whatnot get ta get a littlebit more nuance in there than what's already in there. Okay, that's exciting them. I think you posted the link for this bythe way guys this is an entire EP, just released it's on and it's an our intagram pageat Royal City Society, our latest post. You know we can throw up another storysometime this week and the link will be in that post. Soyou guys can go check it out still stick got to work on making thata little bit faster. That's a lot of steps to get to that link. I should getlike a link, the or something for the page yeah, something like that. Yeah Yeah make sure you guys go check out.It's really cool the boss battle music is really inspiring in this one.So I guess with that one and boss battlesand Braden. Yes, the haventing had to sa with like yeah,Oh boy. It's that time. Welcome back to our recurring segment,divining the DMG- and I am not on twitter. It was never really my style,but Carlos has. Let me know that there is a large trend recently of people reading the DMG, while they're selfisolating an my correct, yeah Chris Perkins started, and then I startedseeing a bunch of other content creators just reading sections of THADMD. So I think it's appropriate to plug ourvery first episode of this podcast, where we also read the DMG. Please gocheck that out on our sander page or any podcasting platform, because really,I think we could rerelease in time and catch this trend, but I think it'stime yeah, that's where we started now we'reabridging it Fran, definitely trendcetters with our ten minters.That's what yeah exactly listen! We could have road, the wavefriends and Chris Berkens. So last time we left off. We discussed magic in our world and but that lookslike in high magic versus low magic versus average magic settings and in acouple specific scenarios. But today we move on to creating a campaign,something that I think at least the three of us are familiar with andsomething that I know a lot of our listeners are familiar with as well. So the first thing that it tells you todo when creating your first campaign is to start small and in that it gives you three veryspecific steps to kind of, follow and...

...togrew your campaign out from thiscentral idea into something larger, create a home base, create a localregion and create a starting adventure. Now I don't know about you guys, but Idefinitely without knowing it. I guess havefollowed those exact three steps when creating my first campaign. I firststarted out with here's my small little city that they're going to start in andI flash that out. Then I was like what is the region around that look like Iflashed that out and I was like well how Di they? How do I hook them in withthe start? Was the first adventure going to look Qick and then I filishthat out yeah, I think sometimes people might switch the second and third one,but either way you get you get around todoing that kind of thing, but like all of those steps for sure Carlos Oes, your experience withcreating your home fo look similar. I pretty much created like a chapter.It was a STORYARC from start to finish about a couple NPCs and then I pretty muchjust introduced players at the very beginning of thes story. So the world itself was a lot of justrandomized creation, with a story that the players could sort it kind of likea like a really long, one shot right like which was really easy to sort of planout, because there was a couple of key things and like the small island thatthey were playing and that kind of affected other things depending on when they arrived. Butthat was pretty much. It was pretty just generic because I kind of justwanted to let the story flow, but have some cool moments and cool interactionsthat are guaranteed ind, almost any decision that theirs made M. I actually,I really enjoyd the way that you did your homebrew setting when we wererunning that because I feel, like you stream, lined it just enough so that wewere on the path that you wanted us to be on, but not so much that it felt like. You werejust railroading US onto a random story because, especially like we started offlike stepping off the boat having been hired by this by this family, correct, rind, reallyimmersing ourselves in this new setting that we were in y getting toknow why we had all been hired going back to when I first started mine,I kind of dropped everybody in the middle of the town and said: okay, do what you will and encounters willhappen from there, and I feel like that was maybe a little too much freedom like I feel like. Maybe it could use abit more stream lontyng than that yeah. There's a there's always that, like mix, you have to find some sort of abalance between railroating and allowing players to just kind of dowhatever they want. It also depends, I think, on the experience of the players, likeveterans might be more comfortable in a more open world where they can go anddo whatever they want and they'll find different plot books along the way andthey'll be more open to just having random conversations with nbcs and notworried about the story. Coming up, but when you have new players, generallyspeaking, they're expecting the DM to give them some sort of like cures. Whatyou're supposed to do? You know like? Oh, like they just you know they don'tknow what they're there for yet, so you kind of have to like give them alittle nutge yeah. I think I think that's prettymuch. Why, like, I think the biggest design inspiration that I took withregards to just the world itself was actually kingdom hearts, like you knoww you can just choose which new planet to go to. You don'treally know what they hold right, but each one haslike a story in it right, so I kind of wanted to be that way andthat way in the world itself. I had areas like the docks and like all thatinner stuff and the city and the villa the forest, some of the moreinteresting timy areas...

...and all built around this tiny islandright. So each little step kind of led you to anoutcome. You know like just something I was also sort of trying to designaround how comfortable I was also daming, so that made it easier tocontrol encounters or what creatures or thislike the specifics of the location. So maybethat's where I'd say, I'm a little bit more rail roady is tat, usually I'll,put like some sort of limit her somewhere. If I know I'm nottoo comfortable with just like free room and do whatever you want just yet,you know right right. The DM needs time to get that kind of experience to right,because otherwise, if you are like, if you don't feel comfortablewith it, then the players will feel it too right and then the DMIS going to belike. Oh, what am I doing here? I don't know inm, you know it just it doesn'tflow as well so havin. If you need to railroad like a little bit, then Ithink that's! Okay, like that's, not a bad thing, I'm alwayskind of lauking that time, because there's a lot of areas that I want tokind of introduce to my players like. I want to introduce them to a really if this were, if we're talking, ur PGterms like a like an end game style boss earlier ot, so that they can seewhat they're eventually going to be up against. But I also I'm not confidentthat my players aren't just going to try and rush down this end game contentat level three alittle bit of that back and forthbetween, like I don't want to set limits, but like maybe I should setlimits that. Are they smart enough to know that there are limits with EIRpposing limits? I guess that's far enough more just atune to the game enough, wel Rseasoned yeah! Yes, exactly and you know what another thing with thestories themselves is like Yiu, a specifically homebrew world,like I felt like I got really carried away as well, because there's certainstory, elements that I thought would be really cool to introduce, but weren'tnecessarily level appropriate, and that's something that I've learnedto work on now that I'm like now that I've actually been playing through liketo enihilation and just like reading how structured they are in a way it's been helping a lot with, like thethe balancing aspect of it, but yeah. Definitely starting small. Going backto the topic, I had like five locations planned at atime right and that's pretty much how I built the story. I don't know ver that similar to you or I Wen before we started on my specific homebrew campaign. I had had way too much free tale on my hands, for I mean Istarted crafting this world. You know what how about? Can you explain yourhomeberk campaign because we know what it is but yeah, sorry let my homebrewcampaign for everybody, that's familiar or not. Familiara, rather, is set in a world of myown design calledCALICO. It's essentially an island continent that is currently being tornasunder by war and essentially there's a small faction, that's completely taken overan anexta whole province and it's between them and the main government. But that's allplaying backdrop at this point to what the characters are experienced, whichit's yeah, isatally small towns, full of rife, corruption that they're tryingto ideally trying to root out, but inreality, just becoming part of at this point. But this this small area, where we'vespent almost thirty sessions now is one province of this entire map. And...

...in the year before we served thiscampaign. I fleshed out o every single province and the major cities withinand major encounters that could happen within each of these cities anddifferent things that they could touch on, but probably won't touch on, butit's possible for them to touch on. So I feel like I'm overprepared, but it'salso nice when they do something like they did a couple sessions ago. Were they just out of nowhere to go? Okay,I'm bored in this town: Let's go somewhere completely new, that we'venever discussed before and just pointed a map and go let's go there, I'like,okay, let's let's go there. I've actually got a good idea of what'sthere, so let's do it right and sometimes the longer that theplayers spend in one area right. The easier is to like prepare everythingelse around it for sure Juran. What about you? I've created a few worlds before most of it. I would start with like onelike major city and then I would build almost. It would become like a homebase, essentially where that home base they would just keep coming back to andthen people could spread out and do different quests, but they would allmostly start from that area, so the outside area wasn't as important as asthat home base. So I worked a lot on building that I've also helped mybrother like create worlds and stuff like that before, and that was a littlebit more like here's, this big area- and this is what's kind of going on andthat kind of thing so so the region became more important because then theplayers could move around it. It's interesting, they're, two verydifferent kind of playstyles, but I wouldn't necessarily say one is betterthan the other because on when the players can go back to that home base, theyfeel attached to it, and so, if you were to throw in something like youknow, a giant medior comes down and smashesup the giant portion of the city. You know, and some mage did this. Suddenlythe players are like hey like we own this place or you know we live here,don't go around blowing up our shit, we're going to go and take you down now.You know so you can kind of like attach them to one specific place, and thatmakes them more engaged that way. So, there's just differentaspects that you can get doing those kind of things. You know it's actuallysomething that I ever thought about. Doing it's just like giving the playerssomething that they own right away. Right. Have them like initially havesomething valuable that they're they're part of right, soxat, yeah, mostadventures like they own, like nothing like they're, just like random peoplewho are essentially traveling hobos and happen to have power. But if you wereto think about it, a lot of the players would have some sort of a home. Maybe afamily you know like they would have friends in the area.Probably all grew up in that same area and could do all of their adventuringfrom one home base and just keep coming back to that place right. What does the book have to say? Lookgetting back to the book. We have a a category called set the stage, which is an essence similar to what a lot of usdo for sessions zero. It suggests filling the players in on the INF, likethe basics of what they really need to know about, starting in your campaign.It recommends printing off a campaign handout that has all the information.I've never done that before I've just done it horrily with the players andhope that they either remember or have the forset totake notes, but I'm starting to think hot. It might be the way to go. Watgetyou it. I have that foreveron...

...our and yeah yeah, our DM handed us out, like a portion of the Eberon book and kind of put it into a digital formwhere we could all access it, and that way we could number one when we werecreating our characters. We had an idea of what's going on in the world, and sowe c connect it to certain aspects. So I think one of the big things in Eperonis that there's a mist, so one of our characters had this like desire to getinto the mist for a particular reason, and so they had this kind of long termgoal in mind already from the beginning, just based on the world that was outthere. Okaycarlos have you had any experiencewith this or mostly just oral session, Zerus M. NO! Actually, that's somewere!That, I think, is a great idea. Actually thank you about it, justespecially with a Gort, O character creation and initially getting peopleengaged right because in the sessions of year that we had or in the firstsession when we were in Waterdey but kind of just popp, you guys in therewithout much context other than you're comingin you're handing in an adventure you are already. Actually, I guess thePREFACEIS. We ran you guys through deathhouse, first right or most of the group was ran through deathhouse yeah. So there is already some sort ofestablished push and then I kind of just ploppedyou guys in the city, but I didn't really describe much right. You haveended up. You ended up picking to motilation as a story that we weregoing to be running and then I kind of just started introducing chilt. It works out in this campaign,particularly because you guys aren't like people that live in chilt already.So there is no context for you guys to know anything, so it makes sense not todescribe it, but I think going further into the campaign once I want to startexploring more personal goals for these characters. I will definitely be usingthis a little bit more seriously. We're like printing something out about thereturn if they do return to to Waterdo eot excited for that. You know you guys are getting into themeat of it now so yeah we'll see where we end up ast session was a little bit sketch Fwe fit, but that is a great sege into the nexttopic here, which is involving the characters which basically states thatyour character should be in some way attached to the story ornot the story rather but the setting either as a resident or as a visitor,and if they're visor whiare they a visitor and where did they come from,and what do they expect to find here? Are they part of or aware of theorganizations in the area do they need to? Should they be? Isuppose we in a going back to the Tom of a diolation campaign, weare kind ofworking for an organization. I think some people might be possibly yeah. Inot imparty members are well overall, you guys are definitely working for anorganization except maybe newt, because all of you are technically part of theAdventureis guilt right and Tu er subcontracted per se to go fix theseissues. So yes, you're. Definitely a workingfor somebody new was we had a casualty new was Yeu came in later on in the adventure,but also not part of the region,...

...but yeah yeah, you guys were definitelyworking for somebody. I did try to introduce and give youguys a little bit of like character, engagement through things like criminalcontact and throtery right, like ihave people traveled in childen,whispers. Whispers from you know, parts of your characters at like stories, but not so much other than that. I don't think Jardon yeah character. Involvement is extremelyimportant. Obviously a lot of my experience with thatbecause it's all been one chots. I've recently been doing the thing where Itry to get characters. I, like players together to meet up beforehand and makea story together where they are somehow attached to each other, because itgives them that extra. Like n feeling, I guess, of owning a Por, apart of that world right and when they do that, then they canget into the role play a lot easier and it doesn't feel as like, Dungeon Crawley, which maybe somepeople like, but the role play has always been. I thinkthe most interesting Parte to me. I'm waithin there Bhat aren't your players, mostly just playing GTA yeah when actually, when you're doing a oneshot, a lot of people understand that they are playing a one shot, and sothey expect that they are going to be railroaded alittle bit more and that the story is going to progress in a waythat the DM has prepared for. So, whereas, if you're playing in a fullcampaign which I'm going to be starting up soon, then you end up with people who aregoing to just kind of go wherever they want to and and then that's when theGCA, I you know kind of gets INFO. It starts to show up a lot right that in that case, I think I willdefinitely be explaining a bit of the history of the world and I will beworking with the players ahead of time to be able to connect them to the world and also tryand connect some of the players together as well, so that they aren'tthis mishmash of random people which can sometimes work but other times itcan feel really forced. So I'm going to try and make sure thateveryone's kind of on the same page and then you can kind of move forward fromfrom their at least a like, at least to a certainextent. So the last section that we got here iscreating a background and that focuses on exactly that's a background in themechanic sense, so like an accolyte or a criminal or sage, etc, etc. So is teGust that if you have a very specific organization or background or reallysomething that differs significantly from what you would be more accustomed to ina prerun game or a premag game that you flesh that out into a full backgroundoption either by adapting get from other preexisting backgrounds or by creatinga new one. Now I've never done this personally, I've seen it every A. Ifeel like every new campaign. Guid an setting guide comes with a new set ofbackgrounds that you can use, but I've never personally made one do either ofyou have experience with that. I mean I' tared running like Alcahidcharacters. I've tried incorporating a little bit of the background into thestory. It's about it. I can't believe in ivecreated any.

I would think it would be cool to havethose different kind of backgrounds. Usually, when I'm, when I dobackgrounds, I actually talk to them beforehand, and I say what what do youimagine your character to be like? Is there you know what kind of story are youhoping to create here and from that story you can usually find a mechanicalbackground that fits that narrative, because there are quite a few out thereand if there isn't, then, then you could always like think aboutmaking another one. I have recently thought, like you know what, if t etheywere just like a farmer or something like that, you know like which isn'tlike an Urchin or you know a sailor or anything like that. It's just kind ofanormal commoner and that that's heir background what what there isn't one ofthose in the players handbook, I guess so like I wi fontem normal commonarfamily gets killed yeah. How doar you suggest a tragedy freebackground, you min that's when Papa Joe Stood Kid, I'm an adventurer now and steppedoff the farm. Well, that pretty much does it for thissection of the DMG. So I think we'll leave it there for today. If you haveany thoughts about anything that we've said today or if you have any opinionsto wearn on about the section of the D mg hit us up on Instagram at real city,society and Jordan, I believe that it is time for some critical thoughts. Allright, I think, for today last week I thought of one, and Ireally want to go over this. So the big question for the for the day is: What is an insight check? A lie. Detector cleanly, I think an inside check is a reading ofthe situation, I'll treat it more of a you know, you're, aware of maybe eventsthat led you to this moment certain character traits somebody. Maybe aninside check might become easier over time. The more you spend time with acharacter, those kinds of things like mannerisms and motives that you mightpick up that are not necessarily like you see a glint of a knife, action, cool, great braiden, any thoughts I seeinsight as kind of how well you can read a person. So howwell everybody talks about how you have that gut instinct when something'swrong yeah, and I don't think it's necessarily that it's not just this rawfeeling that you get, but it's more of an educated version of that, in myopinion, so you're looking at somebody, it's like! Oh I'm, not sure what tothink of this guy, I'm going to try and read him a bit and then you're gettingthe vibe that you know there's something there's something not rightabout this guy, there's he's a little shifty or you know, he'sdoing this weird thing with his eye. The more I look athim, and it makes me think that maybe it's a tell like it's about it's about really trying toassess out how much you can tell about somebofy's character and actually I'm glad Carlos said thelive detective thing. First, because that's something I feel like that'swhat players think it is Nand theyre like Oh yeah, I'm gonnainsight check that and I've had characters that have run that are frompremade modules that pretty much say, there's nothing that you can reallyglean from this character. They've devoted their life to secrecy into thearts, AF secrets like they will not have a tell like no matter how hardyour players check. They will not be able to tell that...

...their life right and I've had lawyersthat, like ing, could they glean, though, then, that they're incredibly good at hidingsecrets? Okay, basically that they're I've I've had players role, a naturaltwenty and they'll be like all right. What do I know? I was like you knowthat they're an incredibly hard person to read- and you can't really pick upon that like, but I roled natural twenty, but it doesn't give you as yeah. That's that's lovely for you, but at's.It's not an instant win. Necessarily it's well! Well! The thing is it's aninside check right: it's not a readiour mindcheck right because a player if abad guy hasn't given any motives right and you roll extremely high on aninside check, right yeah. That makes perfect sense. Oi Britin! It's like youcan't! You can't read this person. You know that much, but it doesn't mean you know whatthey're up to yeah, exactly you're, not going to be able to read their thoughtsjust because you've right looked at them a little moreclosely than the guy. Next to you now I guess just to expand on theinside check here. Do you guys think inside checks are only used with othercharacters around or Ather NPCs or other people to read? Have you everdone? An inside check lot got feeling like, Oh yeahthin, batis about to happen kind of Younow yeah. It's interesting right, because that'salso, I think, that's also part of it right, yeah like it. Maybe if you walkinto a room and you have an awful feeling walking into a room,you kind of see- you know it's so much like. I think the biggest differentiation I'd have tomake here is between, like that inside check, walking into a location versusan investigation check right, because an investigation, chick you're, lookingfor information right and you're trying to retrieve information from that room,whereas an inside check you're, just getting a feeling or getting you know,your vib checking your five checking. I would ar yeah, maybe yeah. I wouldalmost run that under passive insight. So if you're, ifyou're walking into a room, let and let's say, there's an invisible enemyin the room who is like, you know, ready to pounce on you. If your passiveinsight is higher than what they roled for their stealth or maybe theirdeception or whatever it is that they're ruling, then I would say: Maybe they have likea feeling that something is wrong or something bad is about to happen orsomething along those line. So I would almost say, like that's a that's like apassive thing, because if you are to get the players to likeevery time they walk into a room inside check, you know, like that's, that'swhat's going to happen, so I think passive, passive insight and passiveperception and that kind of thing can really play into where locations are involved orinvisible creatures, or you know things that they aren'texpecting necessarily, but they might like instinctively pick up on Myeah. I guess I don't know if I don'tknow how I deas that with creatures it's really interesting because I don'tknow, I don't know if I'd want to use insightin that manner of like a like a ping or like a neckalocationkind of thing. I don't know that seems woird toe, it doesn't DII. I get whatyou're saying Ik yeah saying with the P like using the passive statrat likeyou're, not always perso like perceiving everything right like it'slike. Maybe there's just invisible ghoststhat are haunting the area that aren't going to do the players any home. Theycould still get that same kind of like Oh there's, something wrong in thisbuilding kind of field right right and that's like a it's a passive thing,that's kind of I don't know given to them almost andI've always kind of seen, wisdom and inside is, under the wisdom, checks. I've always kind of seen wisdom assomething that is actually gleaned from outside of yourself.

So most most of the time anyway,especially for spell casters wisdom, is something that you can get from anountside source such as a god or dit, or a some sort of powerful being or just theuniverse itself kind of telling you hey, there's you know something going onhere or pay attention to this. So what kind of information do yougenerate with an in with an inside check? Then right yeah, because you got to give yougot to reward the players with right, exactly like stepping away from just like? Ohthis person is lying right, steping away from that kind of check. EseFelieli oe usually got feelings right like got feelings of like Ohsomething's, wrong here or you know what I don't really feelanything you know I maybe I trust this person or that that kind of thing I would say itwouldn't come down to you know. Oh, you can obviously tell that they're lying,but for a a straight insight check ifthey're like, if they think that the person is lying, then maybe you use insight to kind of like watch themclosely for any kind of ticks or tells, and that would take time then Ho right- and I was just looking juststraight up at the wikipedia entry on inside, just to gain a little bit ofperspective on how o maybe introduce it in a game, and one of the things that's sick. Thatsticks out to me is the actor result of understanding theinner nature of things or seeing something intuitively m right. Yeah. That's I I think that's maybe where Iwas going with a like when you walk into a room where PCs, akind of that you gain more information of them over time, right, tthat's. Why?I think the way that I've done, that is the more that somebody is with someonethat easyour insight checks become or just in general. The more you get toknow somebody but intuition is interesting in this because it couldjust be Oh, you know where the you know where the the hidden lever for a room is becauseyou watch that the wizard has like an injured right hand or he favors his.Let right or SOM shit like that right Ly, like an observer, almost like a shirlock kind of likeyeah, yeah Exa, you know scuffing on his right hand or whatever I can inferthat he is some sort of a minor and you know does this for a living, and thatmeans that he might go and do this yeah. Have you ever guys? Have you done anyanti checks like that or a like that in Games, I'm going? I don't want to. Ithink I do want to do that now: Yeah, it's really cool! Yes, yeathers on Ned idea, yeah, I think it'll be super cool. Just to just, I think, like insight,has been kind of abused in the past as just just the lie detector, but there'sso much more that you can kind of you know put into it. That can tell you really interestingand titbits right and it makes it. I think I think that for the DM It'sdifficult to be able to figure out, you know what does this person see for youknow intuition, because we aren't actually surelocks right most of usyeah. Although interesting idea for a Shurlock, Homs style of character, youknow yeah yeah, absolutely I'm actuallyrunning one right now. Oh yeah, it's been a lot of fun. CASIT is it? Are youusing high insight checks for that? Like? Are you relying on your inside Ohyeah, well, trying to okay. So far, it hasn't come up toomuch, but I'm also. I took the observant feat,so I'm I've got like a a very high perception in a very high...

I'm also an expert in I took the Bard,so I've got lots of skills and high wisdom everything, so I'm hoping it'llcome into play a little bit more. I'm kind of going off of more of amentalist five than I am a sherelock comes five, so, okay yeahlet'Si. What? If you could do some sort of like a magical creature, vibe like aLeprecon or something bu like some madical peaters? I can justread people imusing, detect thoughts, it's greatyeah, yeah Parit, stuff yeah. So I think that's all I have for fortonight. Thanks for listening, everyone followus at Royal City Society on Instagram, where you can find all of our posts about the different things thatwe put out there, like our madam ensels, roguish accessories or the way of thegravitational force and now also including our music yeah asothink yeah lots, oftn lots ofstuff to check out give us a sentuse, a DM. If you haveany questions or if you just want something to be talked about on thePODCAST, like we're open to all that kind of things and yeah we'll see all next week.

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