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Triple Advantage
Triple Advantage

Season 1, Episode 14 · 1 year ago

Ep. 12 - Game Time

ABOUT THIS EPISODE

In episode 12 of Triple Advantage we talk about when in game events take place and how we like to handle the living world around our players.

Hello and welcome everybody once again totriple advantage. Today, episode twelve, going up one by one each week, as we initially stated. Today we have Jordan and Britain joining us again, as well as myself, Carlos, and this is a landmark episode.Guys. Do you guys know why? Tell us, Carlos. Well,as we just discussed, this marks the end of season one of triple advantageand I think to our few listeners this doesn't mean any dramatic changes are cominginto in the future seasons of this show. More so that, now that we'vegotten confident with the format, we really want to lock that down andwe want to continually add a little bit more value for our listeners. That'smy dog in the background, agreeing with everything. I'm just saying. He'svery excited about it and I'm just looking forward to reintroducing a little bit ofthe content that we've made and adding it a little bit into the season.So one of the things that I would love to do is, like youmentioned before, Jordan, I think in prior discussion, is starting to adda little bit of jingles and some more sounds to it. Yeah, andI think now that now that Braden has actually made an EP. That couldpossibly something that we incorporate into it. Bringing back like the descriptive intros issomething that was tossed around as well, and I've actually have a really,really exciting idea what a surprise you guys with this, just because it doesrequire a little bit of participation. I don't want to go into this toomuch just yet because I want people to tune into season two, episode one, you know, but is there anything that you guys anything that you guysfeel comfortable with in the podcast, something that successes and failures that you guysthink? I'm really actually impressed with how much community engagement that we've had.I really expected absolutely nobody to listen to this besides like the three people thatare in our games that were like yeah, sure, will listen to your podcast, and we actually have a decent few listeners, so thank you toall of them. Yeah, and I'm that feels pretty good because I figuredthis would just fly under the radar and it's nice to know that people areactually tuning in to hear what we think and to respond to that than tohear what other people think, which is awesome, but people care. Iknow this is in this listen and this time, when I can't see anybody, these anonymous Internet comments make my day. There's not much else to go formy days. So but in terms of moving forward, I know Jordanand I have discussed working on some jingly type stuff off for the podcast,for the music. Given the current state of the world, in the factthat I haven't seen either of you and I don't know three weeks now.Yeah, and just everything in general, that probably won't be a season twothing, but hopefully going forward that's something we can incorporate in the near future. Yeah, for sure excited for that. It is actually important to note thatI think we're going to be in this isolation mode for the next coupleof weeks as well. Right. So it does so a little bit ofa throws a little bit of a cog in the machine here. I don'tknow, the analogies lost some. I feel like I was very closer,but anyways, throws a wrench, throws ache into it, because a lotof the stuff that we really wanted to work on was hosting games and whatnot, and I don't think that that's going to be possible for the foreseeable futureoutside of digital stuff and that's not something that I've explored to seriously just yet, but I think that in the coming...

...months I would like to have tohost a little bit more games. Seeing that ultimate is not a thing forme anymore, I do have a little bit more time, not to prepother campaigns and whatnot, but it is hard. It is hard high ingeneral, not seeing everybody and not being able to collaborate in person. Iguess it's it's a new, new environment for everybody. But what about you, Jordan? Sorry, but sorry, y'all. I was just going tosay that that is a that's another really nice thing about this is that wehave that one hour that the three of us can kind of sit down andHash at our own ideas and bounce stuff off each other, which is kindof what this podcast is, is just the three of us talking about ourthoughts on DD. It's nice that, even though we can't necessarily have allthat we want from this, it's nice that we can still sit down anddo this, this podcast in this format. Pris, yeah, structure to yeah, I was going to ask Jardan, what about you any what are thehighlights of your of the successes that you think we've had with this podcast. You know, I have actually been really loving going through the dungeon master'sguide. Yeah, I mean it's it's helped a lot like just to likebe able to see like what's in there and like just actually reading it insteadof like kind of just oh yeah, if I need something, I'll goto it kind of thing. So I think that's been a success for mefor sure. And then, you know, obviously the critical thoughts are just,you know, gloriously done, if I do say so myself. Yeah, and it's also been really cool working like kind of behind the scenes asfar as like the written stuff that we've been putting out. I know it'snot a major part of our podcast here, but we do. It was funbeing able to have like an interview done with some of the with thecreators of some of our stuff, and like just being able to put thatstuff out there and actually have a bit of response from from other people hasbeen really, really interesting there. So yeah, and I think that that'ssomething that we have done a bit of justice and the audience here can attestto the shameless plugging that we do on this on our page. But there'sa lot going on in the in the back end of things. I think, for example, like brain surprise ep and then all the other written worksthat we don't actually talk too much about unless they're done right and it's Ithink it's something really exciting. It's like a little, nice little creative spacethat we've made and a very DD centric with a couple of good people thatwe all know and I don't know, it's been pretty fun seeing what youguys come up with with all the written work. It was of course,gives me ideas on what to introduce into games and what to do with regardsto further dd content, you know. HMM. So I don't know anysneak peaks that you guys got for this for the next couple of weeks.Let's let's thank for second we have a bard except class that is in theworks that is very, very, very close to being done. We werehoping for a release this previous Thursday, but there are still a couple ofkinks to iron out. Maybe next week, maybe this coming Thursday. I don'twant to promise that because there's a good chance that it might not showup again, but that is our next project. Release from a very goodfriend of others, Matt Newman, fantastic dum, fantastic creator. I'm veryexcited for that. HMM, beyond that, Jordan, your brothers just joined usin writing some stuff. Yeah, yeah, so Bradley's been working onthe Arcane Blade, I think, is what we're calling it, and it'sgoing to be a really a really cool...

...class. I think it's mostly offensebase and kind of a cool little, I don't know, take on magicand fighters kind of combining a little bit. So I'm really excited to see howthat plays out. I think he's actually play testing it with some ofhis friends in the version that he has. We're not we're still working on likegetting out of the kinks and stuff like that, but he is havinga play tested right now. So I'm really excited to kind of see howit goes. That's really cool. Let's see a what's the background for thisclass? Like where would you guys get the inspiration for it? So,so Bradley was the one who came up with it. So he he justkind of wanted a fighter, essentially, who was able to draw upon theelements, but only specifically through his blade. So the blade is what gives himpower. He's able to inscribe runes into the blade and then, throughthat blade he can use different types of elemental magic. So it's very elementbased and very, like heavily based on on having that sword with you,and if you don't have that sword with you, you're like useless. Butit's it's yeah, so that's kind of what it is about. It's reallycool. Hoo. Yeah, I like you know what. I think that'sjust it. The the the fact that we've been able to just sort ofgrab random concepts out of thin air, mashing together and start creating new classesand stuff. That's that's one of the things that I'm really the most excitedabout with our gards to like the whole Royal City Society Page and group asa whole, hoping that with season two we can grow it a little bitmore within the community, especially since I know that lots of people likely hadtheir DND games displaced a little bit. So, being a straight savage here, there is a market guys, so be able to capitalize on this statI'm really hoping that we can. Personally, I'm really hoping that this podcast,for is kind of going to lead into some more community stuff hmm,like that's what I'm really excited about. I think it'll be really cool oncewe can get some people who are interested in in doing the kinds of thingsthat we have planned with them. There's some really cool events that we've alreadycome up with that we haven't been able to implement yet. Number one,because we can't see anyone in number two, because I think we need more peopleto be like totally on board with with it. Yeah, so I'mreally excited for for our potential there. Let me too, and Britain orJordan. You brought it up and I think it's important that we bring itup again. But the the DMG reading will carry on into season two ofthis podcast. That is not just a seasonal goal for us, but itis an absolute podcast goal to go through the entire dungeon master's guide, notonly because there is there was that small little twitter bump when everybody was readingit already, but also because I think it's important that we complete it.It is a book that we all bought and I think it's sad on myshelves for about a year before we even started opening it up. It's soeasy to get into this hobby. It's literally so easy to just buy intoall of the books and everything. I think Amazon prioritizing essential needs at homeis definitely enough at a hamper into me just Willy Nilly by suying more sourcebooks that, I will tell myself, I will soon free. Yeah,but with that in mind, I think it's an important segue into continuing oursegment. Braden, yes, I think...

...it's time. I think it's thattop. So let's get back to divining the DMG. Last week, Iit's been a week, it's I days don't mean anything. Today I don'tremember what we talked about. We talked about creating a campaign, by thelooks of it, we talked about picking a home settlement and growing from there. We talked about sitting the stage. We talked about incorporating your character's backgroundsinto the world, or vice versa. Are Incorporating the world into your character'sbackgrounds, and what that looks like in each of our campaigns. Now,if you'd like to hear please go back and watch episode eleven of triple advantage. So you guys shameless plugs to flow out. It's really it's all we'vegot. Really, there's not much content here. So ourselves over Noverin bigadvertisement. Yeah, but this week we've got campaign events and this focus ison large events that happen in your campaign that kind of shape and reshape thefuture of your players, in the future of the world that you're playing in. And question for Carlos and Jordan. This section dives deep into ten specificsubsections of events. I feel like in the time we have today, wecould either do all of these briefly or do five of these well and thendo five of these next week. So do we want to do a maybetwo? As a segment master, I will let you decide on that one. Let's do let's see how the conversation goes. Okay, so the firstthing that it talks about is putting events in motion, and what it basicallymeans is events can happen at any given point, especially based on what theevent is. You can really chew horns, not the right word, but youcan put an event anywhere if it seems natural, if it seems undnatural, if the players cause it. So it could also happen in theback story of your campaign. Maybe large events have shaped the world and whyit is the way it is. So what does that look like in yourcampaign. I'm not sure if this is on the right track. By Carlos, I remember from yours you like to incorporate the concept of lay lines.Oh yeah, okay, so I kind of see where you're taking this question. I'll give you two answers. And to my interpretation, with regards togame events and how you sort of described it, I kind of take thatat face value. It sounds like a game clock to me, right likewhat is what is the sequence of events that are happening in your world's thatmight shape how settings change over time for players. But with regards to youmentioning the lay lines, I think it's important to note that that is partof it in a way. In the campaign that I had are the playersplayed on this fictional setting that I created called the Avalon Isles, and theolder magic of this land had been quite literally scarred into the land itself inthe form of lay lines, which I sort of loosely interpreted as fonts ofvery densely condensed magic where the weave is kind of tight, like a therooted system of magic that might be in certain locations. The importance to thatand how I kind of tied that to the game clock was that the laylines themselves kind of determined what certain regions were like. So, for example, certain aspects of this magic caused parts of the forest to be filled withmagical creatures that might not normally be in other locations, which in turn effect, you know, how the NPC's might have been like. The way Ithe way I like to structure my games is like the butterfly effect. Youknow, kind of how certain regions might...

...create a very magic rich world andwell, how does how do people in this very magic rich world live andyou know, build from there. But I like to incorporate that bit ofa game clock. So the lay lines were something that was that happened waybefore the players even arrived there, but not something that they would immediately beable to shape into an event, into the world, but it was somethingthat caused what or it was a it was a method of establishing this reallymagic rich community which was part of the Avalon isld. But I think withregards to game events, when players are playing it, you could easily kindof have that be events that players do write. Like if you rescue somebody, what's the Little Butterfly Effect of that character and that's kind of why Ithink of it more of us like a game clock, of things are happeningoutside of your players knowledge as they're playing the game, right, and Imight be I might be getting a little too worthy, so I'm going tolet Jordan take over for a little bit, if you don't mind talking, soI can kind of recollect. And Yeah, for sure those so whatI saw there. I guess I couldn't help but think about, I guess, beginnings, especially, like where did the world come from? Why isit the way it is, specifically referring to like deities, right. SoI've been reading up on Explorers Guide wild mount a lot and just kind oflike trying to figure out its whole back story, and it's got like afantastic, phenomenal, phenomenally done backstory for the world itself, and part ofthat story is that the gods game created this world and then there's this warand it ravaged the land and it just completely like upended everything, and thenthey decided to take take themselves out of that plane of existence and let themortals deal with their own crap themselves. So so that like divergence, thatthat that the God's being there and them being able to be in plain sightof humans and mortals and that kind of thing, and then all of asudden they leave and suddenly you've got these people who used to worship them andthey're like, well, where are they now? And they're not doing anything, and you know, they took themselves away so that they couldn't destroy anything. But you know, how does that now affect, you know, religionsand that kind of thing in the world, because they know that they're still outthere, but their sphere of influences significantly last than what it used tobe. So, yeah, but it's big events that kind of like setup what the world looks like. And now how how how those different cultsor religions kind of play together now that these things are are there? Whatwhat is the book say? Yeah, Oh, you're asking me. Yes, the book goes on to talk about something that I'm really glad that thebook goes on to talk about, which is when not to shake things up, went to not have events, and they point out that when you're doingso many events and event, event, event, that pretty much becomes yourcampaign is big massive event followed by big massive event followed by big massive event, and that gets I actually hate TV shows like that. To I've everreally watched any. Well, I'm sure you guys have a seen any sortof running TV series where at the end of each episode it's almost like acliffhanger that they add on to the plot right like initially it's like a coralbetween two characters who their brothers, and that's where the drama stands, andthen all of a sudden turns out that one of them was some sort ofcriminal. Oh, and then episode three, Oh, turns out that this criminalwas involved with this larger Mollens.

Like it continually builds and builds andbuilds and builds and builds and then you kind of forget where the plot was. Hmm, you know what I mean. Like you can't just throw one shotsat players. Is kind of where I'm going with this. So itdoes set out with that in mind that as a general rule, a campaignshould have up to three large scale events, one near the beginning, when nearthe middle, and one year the end. Small scale events cool,do as many as you want large scale events. Limit it to about three, HMM, and resting. Then it goes on to talk about what thoselarge scale events might be, which is where we get into these ten differentsubcategories. So the first two that it discusses here are a lump together,are the rise of a leader or an era, or the fall of aleader or an era. And it doesn't just distinguish. When I read thatfirst I was like, oh, so it's going to be talking about thekings being the king is dead or the kings been overthrown, there's a revolution. But it doesn't just limit it to royalty or two political leaders. Mentionsreligious leaders, military leaders, criminal and underworld leaders, cultural leaders, artisticleaders, people that are top of their field in magic or philosophy or education, which I think is really interesting. It's hard. It's I think whenI when incorporating this into the campaign, as one of those things where Idon't have that much experience with this, because when I started with the homebrewcampaign it was one setting and I had the players already listed there. Therewas no I think the my issue was that I didn't have enough events tonot make a railroady enough, you know, and it's I think it's good thatthe book mentions that you should have a set number of big events thatyour players can hit right and I think I've adopted that strategy a little bitmore in my dming, but it's not something that initially kind of think aboutbecause stories tend to be a little bit linear, right when you when you'rereading a book. All right, it's very, very few books are those. You know make a t always flip a page twenty seven or flip toopage seventy two. You know what I mean. So it's I think whenyou're creating stories it's very easy to naturally make a linear story, even thoughyou're trying to make an open world for people to play it. Is Ammaking sense here? Is that? Yeah, yeah, I think that's something thatI found. Yeah, Goodha. Yeah, I was just going tosay is that? Is that three events? Like if your campaign is going tolast from Level One through to twenty, is that three big events between thosetimes? Or is that like three big events for the story that you'rerunning, which is going to last from levels one through seven? Its hasa campaign. So I assume that a campaign and titled and encompasses really aslong as you're playing for like I wouldn't think that one arc per se isa campaign. So assume levels one to twenty. HMM, interesting and Ithink we touched on this last week, but the importance of what events happenaround your players at what levels is very important. Yep, you know,very easy to throw a level twenty events at like a level three party asa DM that just wants things to be exciting. Yeah, see it.What are you mean? You can't fight an angel right now? I waswatching supernaturally other and I got inspired. Oh No, no, sorry,I can't make it to tomorrow session. Something came up. The next thing, the next category that talks about is...

...a cataclysmic disaster and looks like,you know, an earthquake, a fire, flood, plague or disease, topicalmagic on a rye or a planer warp. I think that could beinteresting later. Are we the MPC's on this world right now? Yeah,camportinately we know by this point if we were the protagonists, goes be fine. Divine judgment. Divine judgment is a cataclysmic disaster. Yeah, that couldmake an interesting story hook. HMM. The next that it goes on totalk about is assault or invasion, and I am currently kind of doing thisin my campaign, and my campaign the background of what's currently happening in theworld is there in the midst of a bit of a civil war. Oneprovince has been completely annexed by this rebel group, rebel group, and thereare at war with the main forces of the rest of the the continent.But I don't know, have you guys ever looked at that as a asa large scale event in your campaign? You know? To me that's interestingwhen you say that is when we started playing. Oh God, what's thecampaign? Our player in a dragon queen to you with an order of theDragon Queen, Hoard of the Dragon Queen. Yes, when we started dragging thehoard of the Dragon Queen, we kind of started at a cataclysmic event. You're right, it starts with an invasion. Yeah, but it's reallyinteresting because, as a player, it doesn't seem like other cities are tooaffected by this it all. It almost seems like a like I'm trying toI'm trying to go off of my my character's knowledge here, but to Thorn'ssavvy it seems that this town just got blindsided first, and then other placesaren't necessarily aware that there is a big cult running around destroying cities and takingtaking loot, you know. HMM, so I think the cataclysmic event withregards to storytelling, D nd in this case, you know, you canscale it up and down right. It doesn't have to be a world chatteringevent, right, because we were thrown into a campaign for a city andI think at Level one, though, is very appropriate. You know,it does seem had a clismic at that point, whereas a level twenty characterseeing, you know, one dragon, or a level twenty party seeing onedragon is like, okay, we've been here before. You know, I'dgo so far, though, this to say that it's not necessarily the seeingthe dragon that's the cataclysmic event, especially at a level one party. Likethe seeing the dragon is the cataclysmic event. But let's say you're coming back toyour home city at level twenty after a long, hard fought campaign andthe city's just maybe it is a drag and maybe it's just this town hamletand the city's just wiped off the face of the map. That's still kindof cataclysmic. Yeah, it's true, it's close to home, but Imean at least through level twenty. So you're probably going to reroll soon,right. Hope you there. Hope you're branks. The final one that Ithink we'll talk about today is rebellion, revolution and or overthrow. Looking Ifeel like that kind of can tie into the idea of the fall of aleader or an era. Yeah, but is a little more nuance, forsure. It could also tie into assaulter invasion, but looking more like somekind of an insurgency group completely taking over whatever government or monarchy you have setup. Yeah, I think that that would definitely be an excellent that seemsvery similar to the wild mount political situation. Yeah, absolutely. Wild Mount isfull of assaults and political maneuverings and like rebellious groups. Like everywhere yougo there's there's either some sort of war...

...going on or there is another likeseparate rebellious group that is like there arch nemesis or some sort of rival atthe very least. Yeah, and their order has been a revolution. Thattook place recently as reading up on one of the dragon born areas and itwas like, Oh, snap, I didn't realize that this had happened inthe world. That's crazy. But yeah, there's this really like there's everywhere yougo there there's some sort of events that are event that is going on, and I kind of wonder, like, are these events going on, like, you know, all the time, regardless of where your players are at? You know? Or yes, I was just thinking it's like Ilove the critical role campaign and I love the subterfuge that's kind of intermixed throughoutit. You know, they are they're acting as they're both their political actors. It in the benefit of, you know, both warring nations at thebeginning, right. But just thinking about this and just kind of extraplay ina little bit with regards to the cataclysmic events, I think you got afactor in like player age super heavily when you're thinking about what what you're introducing, because this kind of stuff is really fun for us. But I wouldsay that maybe like a younger party like agewise, like physical player agewise,right, yeah, he's just throwing a bunch of political stuff at them,might not get the response you want. What it's like? I just wantedto fight dragons, man, mean, I can't just go and snap theking this. Speaking from experience, there's a lot that you can't do theseen age groups, especially when it comes to a blood and Gore and stuff. I feel like that's another topic for another day. Though. Yeah,so let's leave our discussion of the Dungeon Master's guide there. Those of youlistening at home, what do you think? Have you used any of these eventsin your campaign? How did it go? Let us know at RoyalCity Society, at Instagram. And to conclude season one, the final segmentof episode twelve Jordan. All right, so we're going to move on tocritical thoughts everyone. It's a fan favorite, I think. I think I'm Iagree. I really enjoy this segment. All right, good, this isgoing to be the last one. Before we actually started talking about eventsand stuff like that, I actually had down that I was going to askyou, guys, how much does the calendar matter in a campaign? Ithink it matters a lot, and I'm very biased in this and I've saidthis many times I the podcast, but I love the idea of time asa tool for you, the DM, to use with your players. You'retraveling somewhere, you're very specific about how long it's going to take, becauseI just like the idea of the weight that time has. Right players petrified. How long did it take for them to recuperate? Half of the Partyabout two months of game time. That's a long time right. So thecalendar to me, plays a huge factor and depending on what kind of mechanicsare going on along with the game. I think we've we've loosely talked aboutlike a rental system for houses or, you know, real estate. Whatif you want to invest in real estate in the game, right, andhow does that look? Well, to make that work, I feel likeyou need a clock in your game. Right, and actually this ties inreally well with like the events and stuff of the previous section, but Ilove having a clock in my games that's just sort of running as days goby. Actually keep track of that in my notes. I have the actualdate, not the date, but I have the day that you guys arecurrently and I kind of keep track of it like I think like the POKEMONGames, game time, you know,...

...it's like you've spent this many daysplaying, but it's it works well enough for me to keep track of whereother actors might be in the game. It's just like it's really good organizationaltool for me, so I like to use all yeah, I have startedincorporating it way more than I ever thought I would and also way more thanI really want to, to be honest. I started it was less of athis is something I find cool and more of this is something I needto do before I lose my damn mind, because when I'm doing all this stuffbehind the screen for my players, I'm doing payments for them from businessesthat they own. I'm doing they're putting in orders and it's going to bex number of days for this order. Realistically, it's going to be thisnumber of days for travel, it's going to be this, this and thiscoming up in the next span of days, and I'm not just going to willingneily go, Oh, today's pay day for you guys know, I'vegot an actual full schedule set out for when everything is happening. Definitely notwhere I thought this campaign was going to end up. Is that why yougave them like a ridiculous offer to sell the business? I know. No, okay, okay, there are. There are very good story based reasonsthat nobody bothered to look into behind that one. For car. Next,my players just sold their business, one of them, for and insane amountof cash. And Yeah, why would you question that? With it soit's it's it's yeah, but yes, to go back to to stop lamentingover that. I do use it and it is it's necessary in my campaign. I wouldn't necessarily say that I would use it if I didn't have to. I know I don't for the other one that I'm running with Carlos,the Hord of the Dragon Queen Campaign. That's partly because I don't find itnecessary and partly just because I don't feel like in this particular module there's alot of weight behind time specifically. Okay, the amount of time they spend doingsomething can take as long or as short as they want, so fairenough. I yes, yeah, go ahead. No, sorry, that'smy final thoughts. Go ahead. Okay. I was going to say I'm startingup a campaign in wild mountain and I was just looking into like thecalendar. It's really cool how they've got like the moon cycles and they've got, like, you know, all the like days of the week are listedand how many days in the month there are and all that kind of stuff, and I was like, Huh, that's really interesting. How much amI going to use this? And then I started thinking like okay, whatif? What if the big bad has is looking for some sort of artifactthat's going to win them the game, essentially, and it will take themtwo years to be able to get to that point and then I have abit of a almost like a time clock for the heroes to start winning.So if, if it would it, is that something that you guys woulddo, or is that something that, like, I should probably think againabout and and and run it by the wall, running by the players,for sure, but is that something that is reasonable? I guess. Well, I think it sounds really interesting and I'm going to be all for oranything clock in time related. So I'm not the best person to ask,but from from my experience it's something that maybe you could introduce and tune asyou go, right, because you have the start time, but you thethe the volume of impact at that start time. You know, you couldfudge it around, right, what the players are doing or what's happening ingeneral around. Yeah, you know, events can be set in motion withoutplayers necessarily being aware of it, right.

So yeah, I'm all for ita hundred percent. It gets a little tricky because it doesn't make itso that you have to keep track of actions and you have to keep trackof and things generally happened. But other than that, if you can,if you're willing to keep track of all that, then I think that itcould be a very successful mechanic to introduce the game and also I love,in general, adding mechanics that are not necessarily part of the five year rulebook as well. Like, yeah, kind of adds flavoring to certain areas, I think. So it's definitely more of a homebrew thing, I guess. Right. Yeah, for sure. Yeah, I'm not sure. Whatabout what about like missing events? So, like every month there's some sort ofa harvest or like a festival or something like that. You know,maybe maybe you've planned like Oh, this is going to be a really coolevent, but you guys have to get there, you know, by thissome this time or whatever. Or you know, you know, or asthe player is you know that this this event happens on this day of themonth every year and this place has the biggest party or whatever. Right,is it possible, you know, for players to miss those kinds of events, or would you just be like and that takes you less time to travelthere, you know, and you happen to get there just in time forthe festival because it's more fun? Um, I guess it's up to for inmy case, so it just just be up to what you want tointroduce story wise. Right. Maybe sometimes, as a DM, there are thingsthat I have sort of written about and I want my players to gothrough it, you know, like a pseudo one shot kind of thing thatI've created and I want to see what happens when the players, you know, interact with it. So it could that's where it gets really nice.Where I'm saying they can kind of fudget time is that maybe an event happenson the fifteen, right, but Christen sure, whatever day is the fifteenof date established, you could easily just make it so that your players,Oh, you guys have already been through this path in the fort so thetravel time is less. Right, there's little I think the hard the hardthing is when you established that something is happening at a time and then youstart fudging around with when that is happening. Right. I feel like you haveto be pretty locked in with you know, this is happening on thefifteen, but maybe the players delay to getting there is a little right,shorter. Right. So you can mess with that a little bit more thanjust saying, Oh, yeah, you guys are one day away and likea million miles in the opposite side of the world. You can definitely makeit, you know, and I think it gets easier with higher levels,obviously, right, like if you have teleportation circles, if you have flyingmachines introduced into your game, right, like these travel times, you thatyou could introduce some sort of fast travel mechanic in your game. All right, yeah, so I think you just just got to be creative with yourtool. So if it it's in with the flavoring, but it's not somuch, you know, like a railroad a mechanic. Right. What doyou think? In their Braden, I'm thinking that that is definitely the downsideof the system that I'm using, because with a literal calendar that the playershave access to as well, that they can see and, like my worlddoes have holidays and festivals and whatnot and established travel time. So without ifthey were to just go about their business as usual and miss the festival,then you've missed the festival and I would love to present them alternative methods withinthe game that maybe gets in there faster, like an alternative method of transportation.H But if it's if they're just going to do same old, sameold, and plot along. But I think that's one of them. ButI think this part of the mechanical of your game right, because if youestablish that events are heartst time and your players are very loose with their time, you know, like I can personally say that I am bad with time, so there's certain times or if I just show up to a place late, you know I'm late and I've missed...

...the opportunity, and I think thatsomething that you know, if you're constantly being lenient with your players and lettingthem get to these events where they've clearly like miss their deadlines, then Idon't know if that's like an established game mechanic, then right. But ifyou're, but if your players know the gravity of missing certain events, thenof course right. Like imagine you mentioned that there are a bunch of Huligansessentially rating the world at this point. Like, of course they're going towant to get paid, right. So if they miss their payment deadlines,then they're not going to get paid. And I think it's honest things whereif your players are invested in the campaign, then they should want to make thosedeadlines. But I don't know, I'm just speaking out of my asshere. Well, what about like cataclysmic events or something, though, likeif, if, if, like, we talked about cataclysmic events today,if a player like shows up after, say, an assault or something likethat, that's going to be well, it's bad, because now they didn'tget to protect the town and now they're left with ruins and staid. Iguess that kind of changes the the story of the game. But like itcould still be a story, just not the one you had hoped for,I guess right. Like or if the whereas if they show up beforehand,you know, then that's good and they can be there for for the fight. Like. Would you guys set that kind of thing as like a hardset time, or would you say like a now, like will wait untilthey get there? I say fifty. Sorry, Carlos, I agree withyou, Burton. Yeah, I'm I'm like you put all that time intoplanning and your want them to enjoy that experience. But at the same timeI'm a big believer in the fact that the world is living and evolving aroundthem, like it's not it's on an RPG where we're just following them ona camera, like it's a whole world happening around them. I remember gettingreally annoyed when one of my players, when they were faced with a villainthat I had kind of built up to be really tough and it was goingto be a really hard fight and he was really dismissing, was like well, we'll just gain a bunch of levels and come back. It was like, it's not how it works. Like No, if while you're out theredoing stuff, he's going to be out there doing stuff too, and we'llprobably be stronger as well by the time you get back. Like right,the world happens around them, even if we're not there to see everything that'shappening. So I'm torn. You've asked a question I don't know the definitiveanswer to. Yeah, I think I think it definitely falls into it's youryour choices, of DM right. I mean maybe certain minor events you canfudge around a little bit more than larger events in your world, and Ithink it's one of those things where it also depends how much information your playersI've been finding out right, because if maybe they become privy of some Intelthat there is going to be an attack on a city, then they havethe choice to make it there in time or not. Right so you canjust play out the campaign either way, depending on their choices. Right,okay, well, that's all I had for the final episode of season oneof triple advantage. Thanks everyone for listening. I really appreciate all your answers andstuff like that, guys, and if you have any thoughts on calendarsand stuff like that, I'd really like to hear it. Obviously I'm startingup a campaign soon, so if you can tell me what your thoughts areand if you've had experiences with it, let me know. And if youhave any links for calendar ideas, and please send them to the Jordan.Yeah, yeah, just, yeah, send us, send us a DMon Atmiral city society and yeah, we'll hope to see you guys here nexttime. This has been pretty fun, though, not gonna lie. Yeah, one season down, going out to season two. I know it's Internettime, so these seasons could be like hypothetical. I mean this we couldhave had twelve one season episode. Yeah,...

...we have so much more content,but I don't know, I'm enjoying this and now we've gotten into areally smooth flow. I'm really enjoying this. I'm really looking forward to recording days. Usually so hmm man. anyways, like Jordan said, catch you guysnext week.

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