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Triple Advantage
Triple Advantage

Season 1, Episode 2 · 1 year ago

Ep. 2- Whimsical Wildemount

ABOUT THIS EPISODE

Wow episode 2! Things are really picking up here folks. Made some changes to the podcast structure so we hope you enjoy it. This week we are talking about Wildemount, some more discussion on the DMG and finally Jordan brings a great question regarding magical items in homebrew worlds.


The blizzard makes everything harderfrom having to wake up earlier to feeling the freezing touch of JackFrost as your hands grass. The steering will you can see your breath inside your car,my God, Canada sucks, sometimes befour, O one highway, isn't any betterwith all the snow shy drivers around. Is that guy really doing forty on thefast lane? Please you start to see it the snow on theroof of the pick up in front of you, it's starting to lift. Wait, THAT'S NOTSNOW! It's ice! You frantically look around trying to find an exit for yourpath there. It is you notice, a small spot between the transport trucks. Timeis ticking. The ice lifts flying towards you. What do you do? What do you do? Jordan, I sim on the brake died. I knew it. I guys welcome to another episode oftriple advantage. Your weekly Dnd podcast, made by people who clearlydon't do this very often we're hoping to get better today in this episodeepisode two, we bring you an actual segmented podcast. We figure it's alittle bit easier for us to manage like this. So we're going to bring you threetopics. This episode we're Fon the first topic we're going to bediscussing wildmouth his new book by I don't know some of you might have heardMatthew Mercer, I don't know published by wizards ofthe coast. Never heard of. I don't know man, apparently it's the number onebest seller on Amazon. So we're going to be talking about that for a littlebit just Kidi. We Love Them. Yes, we do onto the next segment we're going to bereacting to the DMG again, a little bit continuing what we did last episode,except realizing that talking about this for a fifty minutes is probably alittle too long, so we're going to work with cutting that down a little bit andfinally, we're going to go back to one of our other recurring segments, twoepisodes deep, guys, critical thoughts where we bring up new ideas in ourgames of Dand D, some that might be great. Some of that might not be sogreat. Some that might just be shower thoughts in the moment and we'lldiscuss them with you guys thoroughly with us today. Braden, Jordan andmyself, Carlos will take you on this adventure that is triple advantage.Okay, guess o the first segment that we're going to cover today is lookingat wild mounta. Now, if you haven't been paying attention recently, themost recent dnd property has been announced, and that is the explorer'sguy to wildmount. Wild Mount is the continent that has been created by MattMercer if you're unfamiliar with Matt Mercer. He is the DM of critical role, very talented, individual longtime,dungeon master longtime content creator and has finally partnered with wizardsof the coast for in official release the explorers guy to wild mound. It'slooking like here, it's going to feature the campaign setting wildmoundtitself. It's going to have a couple starting adventures, a couple new subclasses, a new area of magic, which is very interesting series of newcreatures, some new magic items, including some vestiges of divergencewith if you're familiar with critical role, you'll, be very excited for thatand a guide to the history of well mount. So we're just going to kind ofbreak down our thoughts in the segment of how we feel about this new setting, what our opinions ofit are arso, let's guys start with what Wild Mont is so wild mount is that isthis a content that Matt Merser has created in his homebrew world EFEXANDRIA? It is the central setting for the adventures of his current campaign,the second critical role campaign featuring the ninety nine it's expensive. It features at leasttwo reams that we know of which are the...

...creane dynasty in the dwuendellianempire, Iam a little foggy as to whether the Menageri coast is actuallya separate entity or part of the Duindellin Empire, but that may be inthere as well. What do you guys think about boldmountabout his creation of this land? Well, for the most part, the most Iknow of it is just from the show yeah. I think we can get a generalunderstanding of the regions and the landscape. That Mat is trying to portray for us, but I'm interested tosee how in depth. It goes because, just like any of theND game, I'm sure that the critical role cast has certainlymissed some interesting elements that Mr Mercer has likely place throughoutthe world. For sure- and I mean like I am super interested in being able to read it. Finally, becauseit's going to be super exciting, just being able to see all the different things that he's putinto it, especially the idea of all the different like startingtowns and stuff like that and the adventures that they put into it. I don't know about you guys, but I think he was talking about having different starting adventures,depending on where you start in what town you startand it's kind of like memerser likes having those worlds that he can, thatyou can as a DM just kind of expand as you go ininstead of like a preset adventurecampaign thing, but he also enables like gives you these adventures that you can work with to create your storyin it, which I think is super cool, EA burn. What do you think about theworld? I'm super excited for it. I actually Matt has previously published a campaignguid to Taldory, which was thes setting for his first campaign of critical rule. I own that I think it's brilliant. It'snot wizards of the coast published, unfortunately, but it is still afantastic campaign setting with a lot of different options and definitely likeyou guys mentioned a lot is in there. That was notnecessarily mentioned explicitly or excovered discovered, sorry explicitlyin the first campaign. So I'm excited to see just how much is in there thatwe don't already know about yeah and especially given the regionsof of Wildmauk right now. It's interestinghow at least from the show they're almost completely different,entirely in its people in who does business and the like this general feelof each area, at least when watching the show. Youcan definitely feel those changes, as especially now that they can tell aport O, especially that they're telepording around everywhere, rightbeing able to keep up with that and be able to soer alert yeah. We shouldprobably haveventioned this already. If you guys have not already watchedcritical role, there are some major spoilers. We don't know when thosespoilers start in the episode, so just assume that everything we say for thenext, like twenty minutes, Os spoilers, just the general dnd spoiler at highlevels of character, people can start teleporting anecdote side. I'm really excited tosee that I like that Mat has included, like you said, different starting points for thecampaign. It might make it a little bit easier for all the new DMS like to sort of pick upthe world, and maybe I have a feeling that he's written thatin there in a way so that he can express what how the world should beplayed from his mind. So having those four starting adventures seems like agreat way to do that. You can sort of guide at DM into thinking, Eah a littlebit more like Mat, but in the same...

...sense it is a campaign guide. So a lotof these elements can we just Takin Mash together and you can create stories, I'm assumingfrom anywhere in this world right so yeah interesting little interestinglittle writing direction there, I think, with having preset guides, because I don'tthink that that's preset, like starting adventures, because is that is thatpresent in his Taldera God Bri, it does not know, is not h right. So I think-and it's not present in like the sorts coast- Adventureis God right otherother it baby e COS it maybe Eberon. I don'tthink any of us have read Eberon. Yet I haven't I havenat perchause ever on,yet I've only read part of it. I'm playing in a campaign with Everyon, butI don't know like I haven't, read the DM sex yeah to what extent sure yeahand that's fair. That's a good good, respectful player right there, guys youdon't watch you don't read ahead, all right, yeah, but Yeah Jon. What else are you excitedabout with the wildmounts? Oh So, for instance, the Matt talked a lot about h how the nbcs react to the players andtheir back stories, and things like that. He's he's really keen on beingable to weave characters backstory into it, and I think he explicitly said thatit'll give you guides on how to help characters or, like other players, makecharacters that are woven into the world so that they feel more part of it,and so that their actions are based upon something that is pretty existentin the world, because sometimes I feel like characters that you make are kindof disconnected from the world at large. Unless you like, spend a lot of timewith the DM saying. Okay like what is in the world. Where am I like, like?Why would my character? Do these kinds of things? What kind of villages andtribes and cities are nearby that kind of thing? So I think he wassaying that there was a lot of stuff that was going to help DMS and playersbuild up that that story so that they know they're starting place and thenit's easier for you to create character, development and build a story fromthere. Yeah Yeah now- and I think that's I mean when I first start, like the thebiggest campaign that I've ran and still on going right now is the Tom ofannihilation, and initially I don't know how long did we start that BritenJuv anilation we've been going for probably close to a year now, okay, so at the beginning of that campaign. Forme, I just wanted to get the players going aright. So it was all right.Let's get our character sheets a lot of looking into dnd beyond,seeing that a lot of the players in the campaign were rather new as well. Soyou end up creating maybe characters that have a backstory, but all of asudden, I'm uprooting everything and we're going to Chilt, where all of these characters have absolutely no backstory in Chil. So right and thenmight you have to kind of create a reason for them to go there then toyeah so like when e's inisalarason money is always a good reason. That wasthe initialy. Everybody agreed to go yeah, but outside of that, the playershave no connection to Chelt. They have no back sory with shult. So a lot ofthe things in Chalt I've taken now more into a tone of discovery and the expensiveness of what is this lostworld, but it's really hard to tie in a lot of player motive. So I found it alittle difficult at the beginning of t e the campaign to get my players tostart our peeing a little bit and more searches for the story. Aspectof the game right because there's always going to be encounters, there'salways going to be wild encounters in the jungles. So it's he, the story,Olemins that I think really give you...

...those memories from the game, and itwas a little difficult at first without without sort of weaving those backstories in withoutor weaving without weaving anything that made thecharacters unique into tolt. That took some time so until thathappened, I feel like now everything's flowing a little bit better. Everybodysort of feels like they have the rhythm in the game, but yeah cudos to Mat. For thinking ofthat, because I think that that's something that's overlooked in a couple of the modules that I'veread, because they do go into great depth about the world itself, but notnecessarily how you fit into it. Sometimes I 's a little too much. Imean it's just you look at at DMG. You look ateverything we'll go into that a little bit later too, but you look into all these resources andtheyre very expansive, but there's very little guide as to hey here's, alittle example on how you can create a character that is tied to this worldthat you're going to be playing n right because a lot of times you create acharacter and then you take them to a far off land to adventure, and I don'tknow how you connect that yeah, exactly okay, so the next area that I wasthinking we could look at here is the idea of donamancy. So Do deman see forTho again spoilers for critical role. Dunamansy is a completely new school ofMagic that Matt Mercer has created. I don't believe, he's included it in thisas a school of Magic chosable for wizards.I'm not entirely clear on that one. I don't know if anybody is, but the ideabehind Dunamansi is that there's all these fragments ofdpossibility so there's several different futures and you're able toharness onto these separate ideas of several futures and bring them intoyour present reality in order to help guid you. So if there's anything you guys want totalk to towards that oint quick point one. I believe one of the subclassesthat were created was a wizard subplass. If I am not mistaken, I'm pulling it up here. We've got the the CHRONAGIRST, I believe, is a wizardsof, less yeah. So then I would assume that these spells are available for thewizard. That thispells have definitely been confirmed as available. Yes, I'mjust wondering because when you choose a yeah okay, I see what you're saying yesyeah so then like the the chronogist would be essentially, the school of ofDunamancy okayt like the school of Junamansi, would be the school of chroner. Just the chronogist yeah wellhave to wait to see exactly what's certain in the book to Yeah Formol, yes, but I'm excited I'm excited fordogament. I think it's an element that can, if used right, can create someinteresting storyhooks. Like we've seen kalabus fortunes favor a couple times:it's not a smell that alters reality in a vast sense, but an time you're.Playing with time. I like to like to put a really a really big stickbetween me and the concept of manipulation of time. I've read somehorrific dndgreen tech stories, while players letting or DMS letting theirplayers go back in time and alter things and all of a sudden, you have an all of a sudden. You have a world that needs patching andsometimes in a rather severe level. So IKI o see what other spells mat hasincorporated into the DUNAMANCI Umbarella. But I'm excited. I love theidea of toying with gravity and toying with the forces thatconnect objects and entities in the world think at's. Ithink that's something that' loosely. I tried to dabble with alittle bit and some homebrew campaigns,...

...but it's it's. It was difficultinitially, because I wasn't necessarily to I'm still not very experienced atactually like tuning and balancing things I tend to create spells that arevery, very strong because usually I design them for I, my big, my big NPCs, my bigcharacters that are supposed to be these. Like giant Heras, you know, but no, I'm really excite to see what elsehe's got he's got a stock for US okay. So the next thing that we'regoing to be looking at is the three new soap classes. Now you've mentioned thechronodrist already Jordn, the other two that we've got are the gravitoristand the echonight yeah. So I guess I understood what youwere saying about the school of Magic. Now, sorry about that. No that's fine yeah!I don't know if it's considered a new school of Magic, but there are threenew sub classes that I'm super syhed about. Think everything in this book isexciting. Oh byothese guys, these three are I'm so stoked o like these are thethings that I dreamed about doing in dnd like right from the Getgo kind ofstuff, because I don't know as a person. I am I'm all about that strategicbattlefield control. That is the thing that I wanted to do in dungeons anddragons, and these guys are going to bring that to its maximum potential. Ithink absolutely so. It's like yes yeah and you know what it's exciting,to see. Just on the topic itself, the the book being published, it's so greatto see, because in the span of what three years three four years, I think critical role, alongside with like Dandi beyond the sort of reprisal of DND content in general and they've made it so that, for example, lots of people that I know are wantingto play the Ndeno, or at least have heard of it, or at least have thatinkling. And it's all. I would like to say like at least in my immediate groupof friends, I think it's a lot in part with part to do with criticalrole, so atally strange hudos to them for allowing a little murdy hogby thatstarted to sort of be more socially acceptable faster than I could haveever done it by myself. So I appreciate the team over there. Acritical role, everybody's doing great great great jobs and Grea. Just ashadow. Just a little shouto in here appreciate throwing some respect ontheir name. You know all right, so the thing that I'm reallyexcited to talk about re explorer scale to wellmount is the vestiges ofdiversions. So, if any of you watched the previous campaign, the vestages ofdiversions were featured heavily. Essentially, there are these magicitems that have been passed down from the precalamity so still from when thetime that Gods, roamed the material plane and these items were imbued withthe power of these gods and handed down essentially to their champions andthey're extremely magical items in their own right, but also throughoutplaying with them. Having them on you and accomplishing certain feats tend toevolve and grow alongside you into even more powerful magic items. So the one that I remember justimmediately was the Tightan stone knuckles that Grog had in the firstcampaign, and Matts already mentioned that there's these are going to be alldifferent from what we've already seen and they might even feature some fromthe betrayer gods, which are the kanonically evil gods in his homebrewworld. So what do you guys think about that?...

It's it's super cool. I love the ideaof something that is going to grow with a character's development, as a person kind of, I guess, pushes the idea thata character that a person or a player needs to be role playing as theircharacter and making decisions as such that they're not starting off at you,know the perfect person who is now you know the paragon of who they'resupposed to be yeah, Yeu O, like evere saying and then and then so. If youstart there and you don't develop like it's unlikely that your vestiges of divergiens are going togrow at all, I think that was the feeling I got from it right that youhave to have some sort of character, development or something phenomenalthat you have done, that kind of boosts or exalts, or at least it's a tool forthe DM to incentivize right play player growth in a different manthan just saying, like, Oh hey. If you roll play, you'll get inspiration right right, it's Somemeang!It gives it gives not only the player but the character itself, a common goalright. I think that it gives that sort of that realization that hey as aplayer, I can work towards upgrading my weapon if my character also workstowards improving themselves, which I think again ties into that. How do you sort of incentivizeroleplaying, because I think the true nature of this gamejust lies in those little fun little moments right, yeah and I think ingeneral, it's it's a cool idea, because all of ushave seen the hero's Tal with that weapon. You know h the thing like yougos, like you, Yuges Cube right like or the pyramid right like. That wassomething that was with him the entire time and throughout the series.Eventually, he started diving deeper into the meaning and the history anddiscovered what it actually became, and it was just a bigger part of him rightrather than just this object. This magical object that he found that giveshem special powers and I'm going to WHACKA GOBL and hen. Eventually, Oh, Ifound a stronger magical item. Freegold baby. You know what I mean, soit gives a little bit more of an attachment to an item in game right soyeah in the same way that I think clerics you know, and their symbols andright arcane focuses perhaps, but not just not just so much a a regent or reagent. I don't w how yousaid a word. I think it's reagent, let's go three. It ea like how yourarcane focus is just an object that you have right, but it really means nothing.You just need to have it right, but now, if this object, all of a suddeninfluences your decisions or can right help, you make different choices in thegame and right, etc, etc. TC It adds another layer of dimensionality, or atleast it gives you the auction to explore something else: that's not justCOMPA and that whole attachment thing to. If that object is then stolen fromyou. You have like way more reason to go after whoever it is that Adre,that's true for sure and if it stays to an there's, a potential for other mpcsto potentially grow as well. I think Oh true yeah obsly, there's so manythere's, so many branching paths here guys yeah lots lots of discuss at this book right nowwe're just getting the little teasers being released little interviews hereand there I think they just release the full interview either today oryesterday with matmers so Wen. I tuned into that and watch it and we'll get back to you guys as moreinformation comes across. We might reintroduce this segment then willcontinue to open this box, that is the exploration of wildmount yeah andfeel free to DMUs on at Royal City...

Ciety, and give us your thoughts on itthat welcome back to discussing the DMG segment where well continually read acouple of chapters from the dungeon master's Guide and discuss and give ourinsight. Maybe sometimes we've used these things. Sometimes we have it. Ifdo a better chair, we can get you a better chairman, okay Gro, that is justmaking noise whenever I move, so I didn't want it to like. Don't worryabout. This is staying in by the way your chariasco great fantastic. Sotoday we're going to be diving into chapter. One we did the introductionlast week make sure you go and check that out. It's about forty minutes ofgreat conversation now chapter one, a world of your own. Your world is the setting for yourcampaign. The place for adventuring happens, even if you use an existingsetting such as the forgotten realms, it becomes yours as you set youradventure, is there create characters to inhabit it and make changes to itover the course of your campaign. This chapter is all about building yourworld and then creating a campaign to take place in it. The big picture in this book, theplayers Handbook and the monster manual present the default assumptions for howthe worlds of the end work among the established settings of Dind, theforgotten, realms, grey, Hawk Dragon Lands and Mysteria don't stray very farfrom those assumptions setting such as dark sun, Abaron, Ravenlove spell jammer and plainscape venture further away from that baseline.As you create your own world, it's up to you to decide where, on the spectrumyou want to world to fall. I just want to note that the forgotten realms onhis own is massive. I have no idea, I mean I'm not as old as some someother dnd players, but I have no idea how you'd amass the knowledge of allthese worlds, reasonable the amount of creative work that's gone into. It isinsane absolutely, I think, most of our fivve modules just revolve Ron, theforgotten, realms correct. We have explored reben loft ever since, and then we've got Ravnika as well, butthat's Ranekan Eberon, I think, are the only ones prewild mount yeah yeah. I have a little bit ofexperience in Eberon, but other than that yeah. It's YOU CALD! Consider thatthe thing is all these campaigns. You start them out and they take a whilefor you to get into them right, at least for the story of growing acharacter from level one to what is it now level, six, seven, eight ifyou're playing over the course of a year. You knowyou're getting to these levels or at least at the pace that we're playing.Maybe we need to reevaluate how we're playing our campaigns? Well, maybethis's taken too long, even if iteven, if you were to level up every session and HEU playedweekly, it would take you like almost half a year and that's leveling up every singlesession, which is unheard of. I think that Ithink, and it also kind of changes, a tone and the pacing of the game. So Idon't know if I'd like that too much, but continue it in the big picture. Wehave some coreassumptions. The rules of the game are based on the following:corassemptions about the game: World Gods oversee the world. The gods arereal and embody a variety of beliefs with each god claiming dominion over anaspect of the world such as war, forests or the sea gods exert influenceover the world by granting divine magic to their followers and sending signsimportance to guide them. The follower of a God serves as an agent of that Godin the world. The agent seeks to further the ideals of that God anddefeats its rivals, while some folk might refuse to honour the gods, nonecan deny their existence. Two sorry wee're GOINNA, say Jon. So,actually, I add a question for the gods...

...like do we do you guys normally setlike a baseline, like these are the gods that are available for this world,or is it like if you can come up with a god and itworks for your character? That's fine! I've personally just gone off of Godsthat exists within the module and C the most part. My characters are discovering the existence and theimpact that certain Gods had on the world prior. But not a lot of mycharacters are playing any any sort of class that ties to closely to God. So I think I've gotten a free pass on thatone. So far assumption number two much of the worldis untamed. Wild regions abound city states, confederacies in kingdoms ofvarious sizes, dot, the landscape, but beyond their boarders. The winds, thewilds crowd in people, know the area they live in well, they've heardstories of other places for merchants and travellers, but few know what liesbeyond the mountains or in the depths of the great forests. Unless they'vebeen there themselves, the world is ancient empires rise andfall. Leaving few places that have not been touched by imperial grandeur ordecay, war time and natural forces eventually claim the moral worldleaving it rich with places of adventure and mystery ancientcivilizations and their knowledge survive in legends magic items andtheir ruins. Chaos and evil often follow an empires collapse. ConflictShapes the world's history. Powerful individuals strive to make their markon the world. infactions like the infactions of likeminded individualscan alter the course of history. FACTIONS INCLUDE RELIGIONS LIT bycharismatic profits, kingdoms roled by lasting dynasties and shadowy societiesthat seek out to masteraster long lost magic, the influence of such faction waxes andWaines as they compete with each other for power, some seek to preserve the world andusher in a golden age. Others strive toward evil ends seeking to rule theworld with an iron fist. Still others see goals that range from practical tothe esoteric, such as the accumulation of material wealth or the resurrectionof a dead God whatover the goal, whatever their goals, these factionsinevitably collote creating conflict that can steer the world's fate. I've been having a lot of fun with thisone. Actually, in my current homebrew setting as to that last point, theworld is acianed. I don't incorporate too much fromprevious empires or previous times beyond the existence of just theseancient magic, artifacts yeah, but conflict has been really fun. I've beenplaying around with the idea of a essential civil war on this continentthat my players are operating on, which is it's been done before for sure, butit's something that I hadn't done before and I got to say it's a lot of fun andit's a lot of fun just to see where these players end up on this spectrumonce they encounter the forces that are at war, especially when you, as the DM, do your bestpresent it as not black and white, but more idealsversus differing ideals. So just to see where your players, eventually land, isa lot of fun. Yeah, you had a fantastic point,they're saying like just because it's been done before does not mean it's notfun. Now, there's a reason has been done so many times before. Yeah Oly,because it's very fun all right and the final point in thiscores sumption- is that the world is magical. Practitioners of magic arerelatively few in number, but they leave evidence of their crafteverywhere. The Magic Canbius inocuous and commonplace as a potion that healswounds to something much more rare and...

...impressive, such as a levitating tower,or of stone, golen guarding the gates of a city beyond the roams of civilization, arecachets of magic items guarded by magic traps, as well as magically constructeddungeons, inhabited my monsters, created by magic, cursed by magic orendowed with magical abilities. So one thing I haven't done is: Ihaven't really given out too many magical items willing, nilly, I think, and in my fault, but Chelt is massive and I've been playingit by the book. So a lot of times a lot of magical areashave just been missed and for the other hand, I've usedmagical items as a means to sort of fill in the expesition gap, becauseplayers might need a resource in one way or another to get more informationout of their world from instead of just being in a jungle right now, that'ssomething that I've made a conscious decision of doing, but on the otherhand I could have just left them in the jungle to figure it out themselves. I think finding the balance between magicalitems because they're inharently gamebreaking, I mean as soon as yougive someone a magical item. They are much stronger than their previous self.So I think because my experience with game balance is a little bit lesser.I'm a little bit magical item shy unless it's in the corebook well, andhe start if Yoeu start to give it out too much. Then people start to like notappreciate. You know how powerful these items are and the fact that magic israre. You know or magical items are rare anyway, like when you walk into a town. Most ofthe NPCs there are going to be wow. You can do magic like Hig Tier Magic, likenot just you know, I can slide AP hand a card nope, it'sreal magic and I think a lot of the players. At least I have on occasion been like,Oh yeah, magic. Of course everyone has it yeah, it's almost like an assumptionin this world. Except what do you mean? You don't have money yeah. I don't start throwing five gold. What? Oh?That's a lot to you, wo RTHEYES on the opposite side of things,I have heard of people running the variance between either very highmagic campaigns where it's flipped and there are a ridiculous amount of magicusers and you're, not special towards that end hm. It also low magiccampaigns where it's not just you magic is are very rare that are essentiallynon existent and I can't say that I've experimentedwith either of those differing types of gameplay. I'm not sure, I'm not sureI'd like to the I feel like magic is inherent indnd and literally we're reading the core assumptions from the dungeonmaster's Goy. So I think, wizards of the cost degrees with me not to knock those other forms ofGayplay, I'm sure they're fun. If done the way the people would like them done,I just it's not for me. I like magic. How on the fence was that comment bythe way Wan to play in a low magic or highmagic setting? That is completely I'm telling you to tdeside right now, whichis the right and which is the wrong way to Wygren. Just after my comment, aboumaking things black and white Mi the roal city society is a gatekeepingcommunity. JK everybody's welcome to joy. STOP HE SUBSCRIBE! All of that. Please follow US g. WE LOOKING AT NIKCIRLIS! Well, actually that's it for...

...the time allotted to this week, sectionof discovering the DMG, I'm pretty sure. I've switched this section, theres asegment name a couple of times within this one podcastagain we're working onit, but we are going to continue through with a third and final segmentjurn. Please take it away all right. Moving on to our fantasticsection, called critical thoughts, all right so for today guys. I have aquestion for you guys about setting, which I think is fitting, based on therest of the topics that we've been talking about, Owe're so good. We tied it all and O it's great. We managed to do it, gotfantastic well done, guest, so big questions today. Have you guys everthought about trying out a different setting for dunges and dragons like afuturistic or a Western or a nonmagical world, or I don't know anything along those lines?Star Wars, those kind of things, absolutely not continuity, my God right!Absolutely not! The IND is only a magical world and I'mgoing to have to ask you to leave the studio. Actually I understoondapologies everyone. This has been critical thoughts now with regards to what you said nexttime with a real question: Yeah Asouty, you know what ive I've dabbled a littlebit with much more of like a steampunk aspect ofmagic and I think with Eberon. Once I get my hands on thet and I do a littleI've done some light reading on it and I think it's pretty dis, yeah, there'sdefinitely overlapping themes, but I've definitely approached a these one home brouw campaign thatyou played in magic being or the weave being thisessence that, of course, the natural world can tapinto right, creating things like lay lines or these huge condensed, at leastin my idea, my thought was having condensed sections and very kind of like gravity, just deep, deep compressed sections of whatyou consider the weave and in these sections the magic sort of transcendsthe material plane and can affect things in the world. In addition to that, because at least from my the way I like to play the ND early soway, I like to tell stares come from a vary sort of grounded scientificbackground. So if there are these regions of magicalpockets or this raw resource of energy, I imaginethat animals and wildlife alike are going to grow around these regionsdifferently now to tie it in with the world of Gods. Maybe these energieshave different. You know backgrounds some sort of an ancient God clashingand scarring the planet right, but for my take it was things efvolve thingsenvolved with this magic in them, magical creatures, magical items arewhatever are created, because people have figured out a way to tap into thatmagic and sort of work. It. You know, sort of forge it into what they want.So at least that's my idea and it certaof leads into a very likesteambunky like if you want to have monorails and obviously my backgroundand a lot of OURPG Games is like world. Warcraft was core. So when I sell like the the subway system, essentially andlike normar again and just having these things of magicallike be magical, conduats and all of a sudden, we have technology, is sort ofmy futuristic take on it. Okay, but not necessarily completely flippingthe setting into right o'mgen to like a motgir like cyber punk yeah, that wasbeas adventure. Although the the...

...deadwood series on critical role- I Iwasn't, it wasn't the ND it was, they were playing dnd, but I thought the batwas phenomena that Western field to it was really well ther a I do, obviously,with like the professional production and whatnot that they had yeah. It'sclearly easy to watch, but I don't know breatant what about you. I haven't seenDedwood I'm excited to to, though, but as to the question I have not besides,I was in Carlos's campaign that he just discussed, which was a lot of fun, butI have not experimented myself with these these other settings right as your first. Your second pointthere, Jordan incorporating something like star warsinto it. Yeah I feel like there are pre existing and I know there are TinCotarpiges for Star Wars exactly right myself. I'm super interested in theworks of HP lovecraft, so I'm always looking at Kathulu. But if I wanted to play in a Catulucampaign, I'd go play Caetulu the right RPG based on it. I wouldn't necessarilyjust play DND with Kavulu in it's. What about a non magical world? Justlike a regular just like a regular world that you're waing esentially ind,you go to work. You'd Hav work, eight hours Ar varions and fighters,essentially without a no like magic. I don't know, would you tusting? I thinkI think that that's most early campaigns, a lot of the early sectionof the campaigns, does not involve magical items whatsoever. Like I mean not magical at all, but, like I meanlike so like no wizards, no warlocks would would you considermaking a setting like that and do you think any players would enjoy that? Ithink I WASD more consider making like a one shot or a type of adventure thatfits in that world yeah. I don't know if I, if I, as a D, would want to run afull campaign o run a full campaign, but like off the top of my head, I canthink of you know you're in a world where you know Youre Band of Luchadoraswaiting for like their big shot. You know yeah. I can definitely think oflike a story that could definitely incentivize motive and setof aoutplayer to do something, but I think the magic of the Inda is the magic of Dein, the magic, Fair Haha Nail on the head yeah, I got to agree with Carlos. Therewere, like I said in the last section: People do it for sure and great forthem if they like it it'. It's not for me all right. Well, thanks everyone forjoining us on critical thoughts. Today, Dmus at Royal City Society, with yourthoughts and about different settings in the DN world and what you may haveexperienced and I was firstnight, think yeah. I thinkthat I think that wraps up episode to and Gotto give it Jordan plugging UStwice segments back to back at Royal City Society on Instagram shoot as amessage we're going to start posting the lakes to the latest episode or apodcast on the bio or on a post. I think a little limited on characters onthe INSTAGRAM bioeif anything I think we're going to start getting our socialchannels going a little bit and we'll reach out there make sure to catch us on next week's episode should bereleasing this coming Monday.

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