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Triple Advantage
Triple Advantage

Season 1, Episode 14 · 2 years 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 to triple 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 advantage and I think to our few listeners this doesn't mean any dramatic changes are coming into in the future seasons of this show. More so that, now that we've gotten confident with the format, we really want to lock that down and we want to continually add a little bit more value for our listeners. That's my dog in the background, agreeing with everything. I'm just saying. He's very excited about it and I'm just looking forward to reintroducing a little bit of the 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 you mentioned before, Jordan, I think in prior discussion, is starting to add a little bit of jingles and some more sounds to it. Yeah, and I think now that now that Braden has actually made an EP. That could possibly something that we incorporate into it. Bringing back like the descriptive intros is something 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 does require a little bit of participation. I don't want to go into this too much 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 guys feel comfortable with in the podcast, something that successes and failures that you guys think? 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 that are in our games that were like yeah, sure, will listen to your podcast, and we actually have a decent few listeners, so thank you to all of them. Yeah, and I'm that feels pretty good because I figured this would just fly under the radar and it's nice to know that people are actually tuning in to hear what we think and to respond to that than to hear what other people think, which is awesome, but people care. I know 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 for my days. So but in terms of moving forward, I know Jordan and 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 fact that 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 two thing, 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 that I think we're going to be in this isolation mode for the next couple of weeks as well. Right. So it does so a little bit of a throws a little bit of a cog in the machine here. I don't know, the analogies lost some. I feel like I was very closer, but anyways, throws a wrench, throws ache into it, because a lot of 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 future outside 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 to host a little bit more games. Seeing that ultimate is not a thing for me anymore, I do have a little bit more time, not to prep other campaigns and whatnot, but it is hard. It is hard high in general, not seeing everybody and not being able to collaborate in person. I guess it's it's a new, new environment for everybody. But what about you, Jordan? Sorry, but sorry, y'all. I was just going to say that that is a that's another really nice thing about this is that we have that one hour that the three of us can kind of sit down and Hash at our own ideas and bounce stuff off each other, which is kind of what this podcast is, is just the three of us talking about our thoughts on DD. It's nice that, even though we can't necessarily have all that we want from this, it's nice that we can still sit down and do this, this podcast in this format. Pris, yeah, structure to yeah, I was going to ask Jardan, what about you any what are the highlights 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's guide. Yeah, I mean it's it's helped a lot like just to like be able to see like what's in there and like just actually reading it instead of like kind of just oh yeah, if I need something, I'll go to it kind of thing. So I think that's been a success for me for 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 as far as like the written stuff that we've been putting out. I know it's not a major part of our podcast here, but we do. It was fun being able to have like an interview done with some of the with the creators of some of our stuff, and like just being able to put that stuff out there and actually have a bit of response from from other people has been really, really interesting there. So yeah, and I think that that's something that we have done a bit of justice and the audience here can attest to the shameless plugging that we do on this on our page. But there's a 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 works that we don't actually talk too much about unless they're done right and it's I think it's something really exciting. It's like a little, nice little creative space that we've made and a very DD centric with a couple of good people that we all know and I don't know, it's been pretty fun seeing what you guys 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 regards to further dd content, you know. HMM. So I don't know any sneak 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 the works that is very, very, very close to being done. We were hoping for a release this previous Thursday, but there are still a couple of kinks to iron out. Maybe next week, maybe this coming Thursday. I don't want to promise that because there's a good chance that it might not show up again, but that is our next project. Release from a very good friend of others, Matt Newman, fantastic dum, fantastic creator. I'm very excited for that. HMM, beyond that, Jordan, your brothers just joined us in writing some stuff. Yeah, yeah, so Bradley's been working on the Arcane Blade, I think, is what we're calling it, and it's going to be a really a really cool...

...class. I think it's mostly offense base and kind of a cool little, I don't know, take on magic and fighters kind of combining a little bit. So I'm really excited to see how that plays out. I think he's actually play testing it with some of his friends in the version that he has. We're not we're still working on like getting out of the kinks and stuff like that, but he is having a play tested right now. So I'm really excited to kind of see how it goes. That's really cool. Let's see a what's the background for this class? Like where would you guys get the inspiration for it? So, so Bradley was the one who came up with it. So he he just kind of wanted a fighter, essentially, who was able to draw upon the elements, but only specifically through his blade. So the blade is what gives him power. He's able to inscribe runes into the blade and then, through that blade he can use different types of elemental magic. So it's very element based 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. But it's it's yeah, so that's kind of what it is about. It's really cool. Hoo. Yeah, I like you know what. I think that's just it. The the the fact that we've been able to just sort of grab random concepts out of thin air, mashing together and start creating new classes and stuff. That's that's one of the things that I'm really the most excited about with our gards to like the whole Royal City Society Page and group as a whole, hoping that with season two we can grow it a little bit more within the community, especially since I know that lots of people likely had their DND games displaced a little bit. So, being a straight savage here, there is a market guys, so be able to capitalize on this stat I'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 once we can get some people who are interested in in doing the kinds of things that we have planned with them. There's some really cool events that we've already come 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 people to be like totally on board with with it. Yeah, so I'm really excited for for our potential there. Let me too, and Britain or Jordan. You brought it up and I think it's important that we bring it up again. But the the DMG reading will carry on into season two of this podcast. That is not just a seasonal goal for us, but it is an absolute podcast goal to go through the entire dungeon master's guide, not only because there is there was that small little twitter bump when everybody was reading it 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 my shelves for about a year before we even started opening it up. It's so easy to get into this hobby. It's literally so easy to just buy into all of the books and everything. I think Amazon prioritizing essential needs at home is definitely enough at a hamper into me just Willy Nilly by suying more source books that, I will tell myself, I will soon free. Yeah, but with that in mind, I think it's an important segue into continuing our segment. Braden, yes, I think...

...it's time. I think it's that top. So let's get back to divining the DMG. Last week, I it's been a week, it's I days don't mean anything. Today I don't remember what we talked about. We talked about creating a campaign, by the looks 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 backgrounds into the world, or vice versa. Are Incorporating the world into your character's backgrounds, 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've got. Really, there's not much content here. So ourselves over Noverin big advertisement. Yeah, but this week we've got campaign events and this focus is on large events that happen in your campaign that kind of shape and reshape the future 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 specific subsections of events. I feel like in the time we have today, we could either do all of these briefly or do five of these well and then do five of these next week. So do we want to do a maybe two? 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 first thing that it talks about is putting events in motion, and what it basically means is events can happen at any given point, especially based on what the event is. You can really chew horns, not the right word, but you can put an event anywhere if it seems natural, if it seems und natural, if the players cause it. So it could also happen in the back story of your campaign. Maybe large events have shaped the world and why it is the way it is. So what does that look like in your campaign. 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 to game events and how you sort of described it, I kind of take that at face value. It sounds like a game clock to me, right like what is what is the sequence of events that are happening in your world's that might shape how settings change over time for players. But with regards to you mentioning the lay lines, I think it's important to note that that is part of it in a way. In the campaign that I had are the players played on this fictional setting that I created called the Avalon Isles, and the older magic of this land had been quite literally scarred into the land itself in the form of lay lines, which I sort of loosely interpreted as fonts of very densely condensed magic where the weave is kind of tight, like a the rooted system of magic that might be in certain locations. The importance to that and how I kind of tied that to the game clock was that the lay lines 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 with magical 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 I the way I like to structure my games is like the butterfly effect. You know, kind of how certain regions might...

...create a very magic rich world and well, how does how do people in this very magic rich world live and you know, build from there. But I like to incorporate that bit of a game clock. So the lay lines were something that was that happened way before the players even arrived there, but not something that they would immediately be able to shape into an event, into the world, but it was something that caused what or it was a it was a method of establishing this really magic rich community which was part of the Avalon isld. But I think with regards to game events, when players are playing it, you could easily kind of 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 I think of it more of us like a game clock, of things are happening outside of your players knowledge as they're playing the game, right, and I might be I might be getting a little too worthy, so I'm going to let Jordan take over for a little bit, if you don't mind talking, so I can kind of recollect. And Yeah, for sure those so what I saw there. I guess I couldn't help but think about, I guess, beginnings, especially, like where did the world come from? Why is it the way it is, specifically referring to like deities, right. So I've been reading up on Explorers Guide wild mount a lot and just kind of like trying to figure out its whole back story, and it's got like a fantastic, phenomenal, phenomenally done backstory for the world itself, and part of that story is that the gods game created this world and then there's this war and it ravaged the land and it just completely like upended everything, and then they decided to take take themselves out of that plane of existence and let the mortals deal with their own crap themselves. So so that like divergence, that that that the God's being there and them being able to be in plain sight of humans and mortals and that kind of thing, and then all of a sudden they leave and suddenly you've got these people who used to worship them and they'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, religions and that kind of thing in the world, because they know that they're still out there, but their sphere of influences significantly last than what it used to be. So, yeah, but it's big events that kind of like set up what the world looks like. And now how how how those different cults or religions kind of play together now that these things are are there? What what 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 the book 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 doing so many events and event, event, event, that pretty much becomes your campaign 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 ever really watched any. Well, I'm sure you guys have a seen any sort of running TV series where at the end of each episode it's almost like a cliffhanger that they add on to the plot right like initially it's like a coral between two characters who their brothers, and that's where the drama stands, and then all of a sudden turns out that one of them was some sort of criminal. Oh, and then episode three, Oh, turns out that this criminal was involved with this larger Mollens.

Like it continually builds and builds and builds 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 shots at players. Is kind of where I'm going with this. So it does set out with that in mind that as a general rule, a campaign should have up to three large scale events, one near the beginning, when near the 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 those large scale events might be, which is where we get into these ten different subcategories. 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 a leader or an era. And it doesn't just distinguish. When I read that first I was like, oh, so it's going to be talking about the kings 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. Mentions religious leaders, military leaders, criminal and underworld leaders, cultural leaders, artistic leaders, 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 when I when incorporating this into the campaign, as one of those things where I don't have that much experience with this, because when I started with the homebrew campaign it was one setting and I had the players already listed there. There was no I think the my issue was that I didn't have enough events to not make a railroady enough, you know, and it's I think it's good that the book mentions that you should have a set number of big events that your players can hit right and I think I've adopted that strategy a little bit more in my dming, but it's not something that initially kind of think about because stories tend to be a little bit linear, right when you when you're reading 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 too page seventy two. You know what I mean. So it's I think when you're creating stories it's very easy to naturally make a linear story, even though you're trying to make an open world for people to play it. Is Am making sense here? Is that? Yeah, yeah, I think that's something that I found. Yeah, Goodha. Yeah, I was just going to say is that? Is that three events? Like if your campaign is going to last from Level One through to twenty, is that three big events between those times? Or is that like three big events for the story that you're running, which is going to last from levels one through seven? Its has a campaign. So I assume that a campaign and titled and encompasses really as long as you're playing for like I wouldn't think that one arc per se is a campaign. So assume levels one to twenty. HMM, interesting and I think we touched on this last week, but the importance of what events happen around 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 as a DM that just wants things to be exciting. Yeah, see it. What are you mean? You can't fight an angel right now? I was watching 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, topical magic on a rye or a planer warp. I think that could be interesting 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 could make an interesting story hook. HMM. The next that it goes on to talk about is assault or invasion, and I am currently kind of doing this in my campaign, and my campaign the background of what's currently happening in the world is there in the midst of a bit of a civil war. One province has been completely annexed by this rebel group, rebel group, and there are 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 as a large scale event in your campaign? You know? To me that's interesting when you say that is when we started playing. Oh God, what's the campaign? Our player in a dragon queen to you with an order of the Dragon Queen, Hoard of the Dragon Queen. Yes, when we started dragging the hoard of the Dragon Queen, we kind of started at a cataclysmic event. You're right, it starts with an invasion. Yeah, but it's really interesting because, as a player, it doesn't seem like other cities are too affected by this it all. It almost seems like a like I'm trying to I'm trying to go off of my my character's knowledge here, but to Thorn's savvy it seems that this town just got blindsided first, and then other places aren't necessarily aware that there is a big cult running around destroying cities and taking taking loot, you know. HMM, so I think the cataclysmic event with regards to storytelling, D nd in this case, you know, you can scale it up and down right. It doesn't have to be a world chattering event, right, because we were thrown into a campaign for a city and I think at Level one, though, is very appropriate. You know, it does seem had a clismic at that point, whereas a level twenty character seeing, you know, one dragon, or a level twenty party seeing one dragon is like, okay, we've been here before. You know, I'd go so far, though, this to say that it's not necessarily the seeing the dragon that's the cataclysmic event, especially at a level one party. Like the seeing the dragon is the cataclysmic event. But let's say you're coming back to your home city at level twenty after a long, hard fought campaign and the city's just maybe it is a drag and maybe it's just this town hamlet and the city's just wiped off the face of the map. That's still kind of cataclysmic. Yeah, it's true, it's close to home, but I mean 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 I think we'll talk about today is rebellion, revolution and or overthrow. Looking I feel like that kind of can tie into the idea of the fall of a leader or an era. Yeah, but is a little more nuance, for sure. It could also tie into assaulter invasion, but looking more like some kind of an insurgency group completely taking over whatever government or monarchy you have set up. Yeah, I think that that would definitely be an excellent that seems very similar to the wild mount political situation. Yeah, absolutely. Wild Mount is full of assaults and political maneuverings and like rebellious groups. Like everywhere you go there's there's either some sort of war...

...going on or there is another like separate rebellious group that is like there arch nemesis or some sort of rival at the very least. Yeah, and their order has been a revolution. That took place recently as reading up on one of the dragon born areas and it was like, Oh, snap, I didn't realize that this had happened in the world. That's crazy. But yeah, there's this really like there's everywhere you go 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 I love the critical role campaign and I love the subterfuge that's kind of intermixed throughout it. 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 the beginning, right. But just thinking about this and just kind of extraplay in a little bit with regards to the cataclysmic events, I think you got a factor 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 would say 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 wanted to fight dragons, man, mean, I can't just go and snap the king this. Speaking from experience, there's a lot that you can't do these en 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 you listening at home, what do you think? Have you used any of these events in your campaign? How did it go? Let us know at Royal City Society, at Instagram. And to conclude season one, the final segment of episode twelve Jordan. All right, so we're going to move on to critical thoughts everyone. It's a fan favorite, I think. I think I'm I agree. I really enjoy this segment. All right, good, this is going to be the last one. Before we actually started talking about events and stuff like that, I actually had down that I was going to ask you, guys, how much does the calendar matter in a campaign? I think it matters a lot, and I'm very biased in this and I've said this many times I the podcast, but I love the idea of time as a tool for you, the DM, to use with your players. You're traveling somewhere, you're very specific about how long it's going to take, because I 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 Party about two months of game time. That's a long time right. So the calendar to me, plays a huge factor and depending on what kind of mechanics are going on along with the game. I think we've we've loosely talked about like a rental system for houses or, you know, real estate. What if you want to invest in real estate in the game, right, and how does that look? Well, to make that work, I feel like you need a clock in your game. Right, and actually this ties in really well with like the events and stuff of the previous section, but I love having a clock in my games that's just sort of running as days go by. Actually keep track of that in my notes. I have the actual date, not the date, but I have the day that you guys are currently and I kind of keep track of it like I think like the POKEMON Games, game time, you know,...

...it's like you've spent this many days playing, but it's it works well enough for me to keep track of where other actors might be in the game. It's just like it's really good organizational tool for me, so I like to use all yeah, I have started incorporating it way more than I ever thought I would and also way more than I really want to, to be honest. I started it was less of a this is something I find cool and more of this is something I need to do before I lose my damn mind, because when I'm doing all this stuff behind the screen for my players, I'm doing payments for them from businesses that they own. I'm doing they're putting in orders and it's going to be x number of days for this order. Realistically, it's going to be this number of days for travel, it's going to be this, this and this coming up in the next span of days, and I'm not just going to willing neily go, Oh, today's pay day for you guys know, I've got an actual full schedule set out for when everything is happening. Definitely not where I thought this campaign was going to end up. Is that why you gave them like a ridiculous offer to sell the business? I know. No, okay, okay, there are. There are very good story based reasons that nobody bothered to look into behind that one. For car. Next, my players just sold their business, one of them, for and insane amount of cash. And Yeah, why would you question that? With it so it's it's it's yeah, but yes, to go back to to stop lamenting over 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 it necessary and partly just because I don't feel like in this particular module there's a lot of weight behind time specifically. Okay, the amount of time they spend doing something can take as long or as short as they want, so fair enough. I yes, yeah, go ahead. No, sorry, that's my final thoughts. Go ahead. Okay. I was going to say I'm starting up a campaign in wild mountain and I was just looking into like the calendar. 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 listed and 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 am I going to use this? And then I started thinking like okay, what if? What if the big bad has is looking for some sort of artifact that's going to win them the game, essentially, and it will take them two years to be able to get to that point and then I have a bit 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 would do, or is that something that, like, I should probably think again about 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 or anything 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 as you go, right, because you have the start time, but you the the the volume of impact at that start time. You know, you could fudge it around, right, what the players are doing or what's happening in general around. Yeah, you know, events can be set in motion without players necessarily being aware of it, right.

So yeah, I'm all for it a hundred percent. It gets a little tricky because it doesn't make it so that you have to keep track of actions and you have to keep track of 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 it could 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 rule book 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. What about what about like missing events? So, like every month there's some sort of a 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 cool event, but you guys have to get there, you know, by this some this time or whatever. Or you know, you know, or as the player is you know that this this event happens on this day of the month 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 travel there, you know, and you happen to get there just in time for the festival because it's more fun? Um, I guess it's up to for in my case, so it just just be up to what you want to introduce story wise. Right. Maybe sometimes, as a DM, there are things that I have sort of written about and I want my players to go through it, you know, like a pseudo one shot kind of thing that I'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 happens on the fifteen, right, but Christen sure, whatever day is the fifteen of 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 the travel time is less. Right, there's little I think the hard the hard thing is when you established that something is happening at a time and then you start fudging around with when that is happening. Right. I feel like you have to be pretty locked in with you know, this is happening on the fifteen, but maybe the players delay to getting there is a little right, shorter. Right. So you can mess with that a little bit more than just saying, Oh, yeah, you guys are one day away and like a million miles in the opposite side of the world. You can definitely make it, you know, and I think it gets easier with higher levels, obviously, right, like if you have teleportation circles, if you have flying machines introduced into your game, right, like these travel times, you that you 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 your tool. So if it it's in with the flavoring, but it's not so much, you know, like a railroad a mechanic. Right. What do you think? In their Braden, I'm thinking that that is definitely the downside of the system that I'm using, because with a literal calendar that the players have access to as well, that they can see and, like my world does have holidays and festivals and whatnot and established travel time. So without if they 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 within the 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, same old, and plot along. But I think that's one of them. But I think this part of the mechanical of your game right, because if you establish 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 that something that you know, if you're constantly being lenient with your players and letting them get to these events where they've clearly like miss their deadlines, then I don't know if that's like an established game mechanic, then right. But if you're, but if your players know the gravity of missing certain events, then of course right. Like imagine you mentioned that there are a bunch of Huligans essentially rating the world at this point. Like, of course they're going to want 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 where if your players are invested in the campaign, then they should want to make those deadlines. But I don't know, I'm just speaking out of my ass here. Well, what about like cataclysmic events or something, though, like if, if, if, like, we talked about cataclysmic events today, if a player like shows up after, say, an assault or something like that, that's going to be well, it's bad, because now they didn't get to protect the town and now they're left with ruins and staid. I guess that kind of changes the the story of the game. But like it could 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 hard set time, or would you say like a now, like will wait until they get there? I say fifty. Sorry, Carlos, I agree with you, Burton. Yeah, I'm I'm like you put all that time into planning and your want them to enjoy that experience. But at the same time I'm a big believer in the fact that the world is living and evolving around them, like it's not it's on an RPG where we're just following them on a camera, like it's a whole world happening around them. I remember getting really annoyed when one of my players, when they were faced with a villain that I had kind of built up to be really tough and it was going to 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 there doing stuff, he's going to be out there doing stuff too, and we'll probably 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's happening. So I'm torn. You've asked a question I don't know the definitive answer to. Yeah, I think I think it definitely falls into it's your your choices, of DM right. I mean maybe certain minor events you can fudge around a little bit more than larger events in your world, and I think it's one of those things where it also depends how much information your players I've been finding out right, because if maybe they become privy of some Intel that there is going to be an attack on a city, then they have the choice to make it there in time or not. Right so you can just play out the campaign either way, depending on their choices. Right, okay, well, that's all I had for the final episode of season one of triple advantage. Thanks everyone for listening. I really appreciate all your answers and stuff like that, guys, and if you have any thoughts on calendars and stuff like that, I'd really like to hear it. Obviously I'm starting up a campaign soon, so if you can tell me what your thoughts are and if you've had experiences with it, let me know. And if you have any links for calendar ideas, and please send them to the Jordan. Yeah, yeah, just, yeah, send us, send us a DM on Atmiral city society and yeah, we'll hope to see you guys here next time. This has been pretty fun, though, not gonna lie. Yeah, one season down, going out to season two. I know it's Internet time, so these seasons could be like hypothetical. I mean this we could have 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 a really 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 guys next week.

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