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Triple Advantage
Triple Advantage

Season 1, Episode 2 · 2 years 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.


... freezing touch of Jack Frost as your hands grass the steering will. You can see your breath inside your car. My God, Canada sucks sometimes. For one highway is in any better with all the snowshy drivers around it? Is that guy really doing forty on the fast land please? You start to see it, the snow on the roof of the pick up in front of you. It's starting to lift. Wait, that's not snow, it's ice. You frantically look around, trying to find an exit for your path. There it is. You notice a small spot between the transport trucks. Time is ticking. The ice lifts flying towards you. What do you do? What do you do? Jordan I. I slam on the brakes died. Bah I knew way. Hey, guys, welcome to another episode of triple advantage, your weekly Dnd podcast made by people who clearly don't do this very often. We're hoping to get better. Today in this episode, episode two, we bring you an actual segmented podcast. We figure it's a little bit easier for us to manage like this, so we're going to bring you three topics this episode. We're front of the the first topic we're going to be discussing while mount this new book by I don't know. Some of you might have heard, Matthew Mercer, I don't know, published by wizards of the coast. Never heard of I her know man. Apparently it's the number one best seller on Amazon. So we're going to be talking about that for a little bit, just headed. We Love Them. Yes, we do. On to the next segment. We're going to be reacting to the DMG again a little bit, continuing what we did last episode, except realizing that talking about this for fifteen minutes is probably a little too long, so we're going to work with cutting that down a little bit. And finally, we're going to go back to one of our other recurring segments, two episodes deep guys, critical thoughts, where we bring up new ideas in our games of DD, some that might be great, some that might not be so great, some that might just be shower thoughts in the moment, and we'll discuss them with you guys thoroughly. With us today, Braden Jordan and myself, Carlos, will take you on this adventure that is triple advantage. Okay, guess. So the first segment that we're going to cover today is looking at wild mount. Now, if you haven't been paying attention recently, the most recent DD property has been announced and that is the explorers guy to wild mount. Wild Mount is the continent that has been created by Matt Mercer. If you're unfamiliar with Matt Mercer, He is the DM of critical role, very talent wanted individual, longtime dungeon master, longtime content creator and has finally partnered with wizards of the coast foreign official release the explorer's guide to wild mount. It's looking like here. It's going to feature the campaign setting wild mount itself. It's going to have a couple starting adventures, a couple new subclasses, a new area of magic, which is very interesting, series of new creatures, some new magic items, including some vestiges of divergence with if you're familiar with critical role, you'll be very excited for that, and a guide to the history of wild mount. So we're just going to kind of break down our thoughts in the segment of how we feel about this new setting, what our opinions of it are. So let's guys, start with what wild mount is so wild mount is that is this content that Matt Mercer has created in his homebrew world of exandria. It is the central setting for the adventures of his current campaign, the second critical role campaign featuring the mighty nine. It's expansive. It features at least two realms that we know of, which are the cream...

...dynasty and the DWINDELIAN empire. I'm a little foggy as to whether the Menagerie coast is actually a separate entity or part of the DWINELIAN empire, but that may be in there as well. What do you guys think about wild mount about his creation of this land? Well, for the most part, the most in it is just from the show. Yeah, I think we can get a general understanding of the regions and the landscape that Matt is trying to portray for us, but I'm interested to see how in depth it goes because, just like any DND game, I'm sure that the critical role cast has a certainly missed some interesting elements that Mr Mercer has likely placed throughout the world. For sure, and I mean like I am super interested in being able to read it. F finally, because it's going to be super exciting just being able to see all the different things that he's put into it, especially the idea of all the different like starting towns 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 in what town you starts, and it's kind of like members are likes having those worlds that he can that you can as a DM just kind of expand as you go instead of like a preset adventure campaign thing, but he also enables, like gives you these adventures that you can work with to create your story in it, which I think is super cool. The burden. What do you think about the world? I'm super excited for it. I actually Matt has previously published a campaign guide to tell Dory, which was the setting for his first campaign of critical role. I own that. I think it's brilliant. It's not wizards at the coast published, unfortunately, but it is still a fantastic campaign setting with a lot of different options and definitely, like you guys mentioned, a lot is in there that was not necessarily mentioned explicitly or excovered discovered. Sorry, explicitly in the first campaign. So I'm excited to see just how much is in there that we don't already know about. Yeah, and especially given the regions of wild mount right now, it's interesting how, at least from the show, they're almost completely different entirely in its people, in who does business in the like, this general feel of each area, at least when watching the show. You can definitely feel those changes as especially now that they can teleport, especially that they're teleporting around everywhere right being able to keep up with that and be able to alert. Yeah, we should probably have mentioned this already if you guys had not already watched critical role. There are some major spoilers. We don't know when those spoilers start in the episodes, so just assume that everything we say for the next like twenty minutes is oilers, just a general DD spoiler. At a high levels of character people can start teleporting. Yes, anecdote side, I'm really excited to see that. I like that Matt has included, like you said, different starting points for the campaign. It might make it a little bit easier for all the new DM's. I like to sort of pick up the world and maybe I have a feeling that he's written that in there in a way so that he can express what how the world should be played from his mind. So having those four starting adventures seems like a great way to do that. You can sort of guide at DM and do thinking a little...

...bit more like Matt but in the same sense it is a campaign guide. So a lot of these elements can be just taken mash together and you can create stories, I'm assuming, from anywhere in this world. Right. So, yeah, interesting little, interesting little writing direction there, I think, with having preset guides, because I don't think that that's a preset like starting adventures. Because is that? Is that present in his tealder a? God? It is not. No, is not right, so I think. And it's not present in like the swords coast adventures, God, right, other other maybe it's the coast and maybe ever on. I don't think any of us have read ever on yet. I haven't. I haven't purchased Everyonia. I've only read part of it. I'm playing in a campaign with ever on, but I don't know, like I haven't read the DM sectually. Yeah, to what extent? For sure? Yeah, that's fair. That's a that's good good respectful player. Right there, guys, you don't watch, you don't read ahead, all right, yeah, yeah, John. What else you excited about with the wild mouth? Oh So, for instance, the Matt talked a lot about how the NPC's react to the players and their backstories and things like that. He's he's really keen on being able to weave characters backstory into it and I think he explicitly said that it'll give you guides on how to help characters or, like other players, make characters that are woven into the world so they feel more a part of it and so that their actions are based upon something that is Prett existent in the world, because sometimes I feel like characters that you make are kind of disconnected from the world at large, unless you like spend a lot of time with 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 and tribes and cities are nearby? That kind of thing. So I think he was saying that there was a lot of stuff that was going to help DM's and players build up that that story, so so that they know they're starting place and then it's easier for you to create character development and build a story from there. Yeah, yeah, no, and I think that's I mean when I first started, like the the the biggest campaign that I've ran and still on going right now is the tomb of annihilation and initially, I don't know how long did we start that? Britain to nihilation. We've been going for probably close to a year now. Okay, so at the beginning of that campaign, for me I just wanted to get the players going right. So it was all right, let's get our character sheets. A lot of looking into DD beyond seeing that a lot of the players in the campaign or brother knew as well. So you end up creating maybe characters that have a backstory. But all of a sudden I'm uprooting everything and we're going to chilt where all of these characters have absolutely no backstory and child. So right, and there might you have to kind of create a reason for them to go there then too. Yeah. So like when the initially reason, money is always a good reason. That was the in it why everybody agreed to go. Yeah, but outside of that the players have no connection to chilt. They have no backstory with shelt so a lot of the things in Chalt I've taken now more into a tone of discovery and the expansiveness of what is this lost world. But it's really hard to tie in a lot of player motives. So I found it a little difficult at the beginning of the campaign to get my players to start are peeing a little bit, and more so just for the story aspect of the game right, because there's always going to be encounters, there's always going to be wild encounters in the jungles. So it's a story elimits that I think, really give you those memories...

...from the game and it was a little difficult at first. Without without sort of weaving those backstories and without or weaving, without weaving anything that made the characters unique into told. That took some time. So until that happened, I feel like now everything's flowing a little bit better. Everybody sort of feels like they have their rhythm in the game. But yeah, Kudos to match for thinking of that, because I think that that's something that's overlooked in a couple of the modules that I've read, because they do go into great depth about the world itself, but not necessarily how you fit into it. Sometimes it's a little too much. I mean it's just you look at DMG, look at everything. will go into that a little bit later too, but you look into all these resources and there's very expansive but there's very little guides as to hey, here's a little example on how you can create a character that is tied to this world that you're going to be playing in right, because a lot of times, as you create a character and then you take them to a far off land to adventure, I don't know how you connect that exactly. Okay, so the next area that I was think we could look at here is the idea of Don Amancie. So DUNOMANCI for the again spoilers for critical role. Dunamancie is a completely new school of Magic that Matt Mercer has created. I don't believe he's included it in this as a school of Magic choosable for wizards. I'm not entirely clear on that one. I don't know if anybody is. But the idea behind Dunomancie is that there's all these fragments of possibility. So there's several different futures and you're able to harness onto these separate ideas of several futures and bring them into your present reality in order to help guide you. So, if there's anything you guys want to talk to towards that point. Quick Point One. I believe one of the subclasses that were created was a wizard subclass. If I am not mistaken, I'm pulling it up here. We've got the the chronagers, I believe is a wizard soub class. Yeah, so then I would assume that these spells are available for the wizard, that the spells have definitely been confirmed as available. Yes, I'm just wondering, because when you choose a yeah, okay, I see what you're saying. Yes, yeah, so then like the the Chron our just would be essentially the school of of Doun Amanci. Also, the school of DUNAMANCI would be the school of chronour just, the chronour just. Yeah, we'll have to wait to see exactly what certain in the book too. Yeah, firm all, yes, but I'm excited. I'm excited for doing a man's I think it's an element that can, if used right, can create some interesting story hooks, like we've seen caleb US fortunes's favor a couple times. It's not a spell that alters reality in a vast sense, but anytime you're playing with time, I like to look to put a really, really big stick between me and the concept of manipulation of time. I've read some horrific dandy green text stories a while players letting or DM's letting their players go back in time and alter things and all of a sudden you have on all of a sudden you have a world that needs patching, and sometimes in a rather severe level. So I'm excited to see what other spells that has incorporated into the DUNAMANCI umbrella. But I'm excited. I love the idea of toying with gravity and toying with the forces that connect objects and entities in the world, but it's I think that's something that loosely, I tried to dabble with a little bit and some homebrew campaigns, but it's it's...

...it was difficult initially because I wasn't necessarily too I'm still not very experienced that actually like tuning and balancing things. I tend to create spells that are very, very strong because usually I designed them for fin'm a big my big NPC's, my big characters that are supposed to be these like giant here, as you know. But no, I'm really excited to see what else he's got. He's got a stock for us. Okay, so the next thing that we're going to be looking at is the three new subclasses. Now you've mentioned the crown of just already, Jordan. Yeah, the other two that we've got are the graviturgist and the echo night. Yeah, so I guess I understood what you were saying about the school of Magic. Now, yes, sorry about that. That's fine. Yeah, I don't know if it's considered a new school of Magic, but there are three new subclasses that I'm super psyched about. Think everything in this book is exciting. Oh but one these guys, these three, are I'm I'm so stoked, like these are the things that I dreamed about doing in dd like right from the getto kind of stuff, because I don't know, as a person I am, I'm all about that strategic battlefield control. That is the thing that I wanted to do in dungeons and dragons, and these guys are going to bring that to its maximum potential, I think 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 great to see because, in the span of what three years, three four years, I think, critical role, alongside with like Dand beyond, this sort of reprisal of DND content in general. And they've made it so that, for example, lots of people that I know are wanting to play dnd now, or at least I've heard of it or at least have that inkling, and it's all. I would like to say it like, at least in Maya Media Group of friends. I think it's a lot in part, with part to do with critical role. So partially strange. Kudos to them for allowing a little nerdy hobby that's started to sort of be more socially acceptable faster than I could have ever done it by myself. So I appreciate the team over their critical role. Everybody's doing great, great, great jobs and yeah, just a shadow, just a little shoutout in here. Appreciate throwing some respect on their name, you know. All right. So the thing that I'm really excited to talk about, re explorer scale to wild mount is the vestiges of divergence. So if any of you watched the previous campaign, the vestages of diversions were featured heavily. Essentially, there are these magic items that have been passed down from the pre calamity, so still from when the time that God's roamed the material plane, and these items were imbued with the power of these gods and handed down essentially to their champions, and they're extremely magical items in their own right, but also throughout playing with them, having them on you and accomplishing certain feats, tend to evolve and grow alongside you into even more powerful magic items. So the one that I am remember just immediately was the Titan stone knuckles that grog had in the first campaign, and mat's already mentioned that. There's these are going to be all different from what we've already seen and they might even feature some from the betrayer gods, which are the canonically evil gods in his homebrew world. So what do you guys think about that? It's it's super cool.

I love the idea of something that is going to grow with a character's development as a person. It kind of, I guess, pushes the idea that a character, that a person or a player, needs to be role playing as their character 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're supposed to be. Yeah, you know, you're saying, and then, and then. So if you start there and you don't develop like it's unlikely that your vestiges of divergence are going to grow at all. I think that was the feeling I got from it, right, that you have to have some sort of character development or something phenomenal that you have done. That kind of boost or exalts, or at least it's a tool for the DM to incentivize, right, layby player growth in a different man than just saying like, Oh, Hey, if you role play you'll get inspiration. Right, right, it's a something it gives. It gives not only the player but the character itself a common goal. Right. I think that it gives that sort of that realization that, hey, as a player, I can work towards upgrading my weapon if my character also works towards improving themselves, which I think again ties into that. How do you sort of incentivize role playing, because I think the true nature of this game just lies in those little fun little moments, right. Yeah, and I think in general it's it's a cool idea because all of us have seen the heroes tale with that weapon, you know, the the the thing, like you Gios, like you, you use cube, right like, or the pyramid, right like. That was something that was with him the entire time and throughout the series. Eventually he started diving deeper into the meaning and the history and discovered what it actually became and it was just a bigger part of him, right, rather than just this object, this magical object that he found that gives some special powers and I'm going to whack Goblin and eventually, oh, I found a stronger magical item, Awsoway, Free Gold Baby, you know what I mean. So it gives a little bit more of an attachment to an item in game, right. So, yeah, in the same way that I think clerics, you know, and their symbols and right, arcane focus is perhaps, but not just a not just so much as a regent or reagent. I don't know how you said the word. I think it's reagent. Let's go three it. You know, like how your arcane 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 sudden influences your decisions or can write help you make different choices in the game and right etcetera, etcetera, etc. It adds another layer dimensionality, or at least it gives you the option to explore something else that's not just combat and that whole attachment thing to if that object is then stolen from you, you have like way more reason to go after whoever it is that has you. That's true for sure. And if it stays to one there's a potential for other mpcs to potentially grow as well, I think. Oh, true. Yeah, honestly, there's so many there's so many branching paths here, guys. Yeah, lots lots discussed at this book. Right now. We're just getting the little teasers being released, little interviews here and there. I think they just release the full interview either today or yesterday with Matt vers. So when I tuned into that and watch it and we'll get back to you, guys, as more information comes across. We might reintroduce his segment and we will continue to open this box that is the exploration of wild bound yeah, and feel free to DM US on at row city side,...

...ty, and I give us your thoughts on it. Yeah, welcome back to discussing the DMG, a segment where will continually read a couple of chapters from the Dungeon Masters Guide and discuss and give our insight. Maybe sometimes we've used these things, sometimes we haven't. If a better chair, we can get you a bitter chairm okay, ground, but it's just making noise whenever I move, so I didn't want it to like. Don't worry about it, this is staying in by the way, your chair fiasco. Great, fantastic. So today we're going to be diving into chapter one. We did the introduction last week. Make sure you go and check that out. It's about of forty minutes of great conversation. Now Chapter One. A world of your own. Your world is the setting for your campaign, the place where adventuring happens. Even if you use an existing setting, such as the forgotten realms, it becomes yours as you set your adventures there, create characters to inhabit it and make changes to it over the course of your campaign. This chapter is all about building your world and then creating a campaign to take place in it. The big picture. In this book, the players Handbook and the monster manual present the default assumptions for how the world's of DND work. Among the established settings of DND, the forgotten realms, Grayhawk, Dragon Lens and Mysteria don't stray very far from those assumptions. Setting such as dark sun, Ebern, Ravenloft, spell jammer and planscape venture further away from that baseline. As you create your own world, it's up to you to decide where on the spectrum you want to world to fall. I just want to note that the forgotten realms on his own is massive. I have no idea. I mean I'm not as old as some of some other DD players, but I've no idea how you'd amass the knowledge of all these worlds reasonably. The amount of creative work that's gone into it is insane. Absolutely. I think most of Our v modules that just revolve around the forgotten realms correct. We have explored would raven loft ever since, and then we've got Ravnicka as well, but that's Ravnika. Never on, I think are the only ones pretty wild mount yeah, yeah, I have a little bit of experience in ever on, but other than that yeah, it's. You gotta consider that. The thing is, all these campaigns, you start them out and they take a while for you to get into them right, at least for the for the story of growing a character from level one to what is it now? Level six, seven eight, if you're playing over the course of a year. Yeah, you know you're getting to these levels are at least at the pace that we're playing. Maybe we need to reevaluate how we're playing our campaigns. Well, maybe it's taken too long. Even if, even if you were to level up every session and he played weekly, it would take you like almost half a year, and that's leveling up every single session, which is unheard of. I think that I think and it also kind of changes a tone in the pacing of the game. So I don't know if I'd like that too much. But continue in the big picture, we have some core assumptions. The rules of the game are based on the following core assumptions about the game world. God's oversee the world. The gods are real and embody a variety of beliefs, with each god claiming dominion over an aspect of the world, such as war, forests or the sea. God's exert influence over the world by granting the Line Magic to their followers and sending signs importance to guide them. The follower of a God serves as an agent of that God in the world. The agent seeks to further the ideals of that God and defeats its rivals. While some folk might refuse to honor the gods, none can deny their existence too. Sorry, we're going to say Journe so actually add a question for the gods, like do we do you guys...

...normally set like 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 it works for your character, that's fine. I've personally just gone off of gods that exist within the module and for the most part my characters are discovering the existence and the impact that certain Gods had on the world prior but not a lot of my characters are playing any care any sort of class that ties to closely to God. So I think I've gotten a free pass on that one so far. Assumption number two. Much of the world is untamed. Wild regions abound, city states, confederacies and kingdoms of various sizes thought the landscape, but beyond their borders, the winds the wilds crowd in. People know the area they live in well. They've heard stories of other places for merchants and travelers, but few know what lies beyond the mountains or in the depths of the great forests unless they've been there themselves. The world is ancient empires rise and fall, leaving few places that have not been touched by imperial grandeur or decay. War, time and natural forces eventually claim the mortal world, leaving it rich with places of adventure and mystery. Ancient civilizations and their knowledge survive, and legends, magic items and their ruins. Chaos and evil often follow an empire's collapse. Conflict shape the world's history. Powerful individuals strive to make their mark on the world in factions. Like and factions of like minded individuals can alter the course of history. Factions Include Religions led by charismatic prophets, kingdoms ruled by lasting dynasties and shadowy societies that seek out to master long lost magic. The influence of such faction waxes and wanes as they compete with each other for power. Some seek to preserve the world and usher in a golden age. Others strive toward evil ends, seeking to rule the world with an iron fist. Still others seek goals that range from practical to the esoteric, such as the accumulation of material wealth or the resurrection of a dead God. Whatever their gold, whatever their goals, these factions in evitably collide, creating conflict that can steer the world's fate. I've been having a lot of fun with this one actually in my current home, Bruce Setting. As to that last point, the world is ancient. I don't incorporate too much from previous empires or previous times beyond the existence of just these ancient magic artifacts. Yeah, but conflict has been really fun. I've been playing around with the idea of a essential civil war on this continent that my players are operating on, which is it's been done before, for sure, but it's something that I hadn't done before and I got to say it's a lot of fun and it's a lot of fun just to see where these players end up on this spectrum once they encounter the forces that are at war, especially when you, as the DM, do your best present it as not black and white but more ideals versus differing ideals. So just to see where your players eventually land is a 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 not fun, that there's a reason it's been done so many times before. Yeah, probably because it's very fun, all right. And the final point in this core assumption is that the world is magical. Practitioners of magic are relatively few in number, but they leave evidence of their craft everywhere. The magic can be US inoccuus and commonplace, as a potion that heals wounds, to...

...something much more rare and impressive, such as a levitating tower or a stone goal. And guarding the gates of a city beyond the realms of civilization are caches of magic items guarded by magic traps, as well as magically constructed dungeons inhabited my monsters created by magic, curse by magic or endowed with magical abilities. So one thing I haven't done is I haven't really given out too many magical items, willing lily, I think, and in my fault, but shelters massive and I've been playing it by the book. So a lot of times a lot of magical areas have just been missed and for the other hand, I've used magical items as a means to sort of fill in the exposition gap, because players might need a resource in one way or another to get more information out of their world from instead of just being in a jungle right now. That's something that I've made a conscious decision of doing, but on the other hand, I could have just left them in the jungle to figure it out themselves. I think finding the balance between magical items because they're inherently gamebreaking. I mean, as soon as you give someone a magical item, they are much stronger than the previous self. So I think because my experience with game balance is a little bit lesser, I'm a little bit magical items shy, unless it's in the core book. Well, and you start to if you start to give it out too much, then people start to like not appreciate, you know, how powerful these items are and the fact that magic is rare, you know, or magical items are rare anyway. Like when you walk into a town, most of the NPC's there are going to be wow, you can do magic, like high tier magic, like not just you know, I can slight of hand a card. Nope, it's real 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 assumption in 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. Wow Right now. On the APSIDE, yes, on the opposite side of things, I have heard of people running the variance between either very high magic campaigns, where it's flipped in there are a ridiculous amount of you magic users and you're not special towards that end, M and also low magic campaigns where it's not just you magic Adams are very rare, that are essentially nonexistent, and I can't say that I've experimented with either of those differing types of gameplay. I'm not sure. I'm not sure I'd like to. The I feel like magic is inherent in DD and literally we're reading the core assumptions from the dungeon master's guide. So I think wizards of the coast agrees with me not to knock those other forms of gameplay. 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? By the way, even want to play in a low magic or high magic setting? That is completely I'm telling you to the side right now which is the right and which is the wrong way to wild green, just after my comment about making things black and white. My right. The Royal City Society is a gatekeeping community. JK. Everybody's welcome to join. Stop. Follow subscribes, all of them. Please follow us. We looking at next, Carlos. Well, actually, that's it for the time a lotted to this week section of...

...discovering the DMG. I'm pretty sure I've switched the section, the segment name a couple of times within this one podcast. Again, we're working on it, but we are going to continue through with a third and final segment. Jordan, please take it away. All right, moving on to our fantastic section called critical thoughts. All right, so for today, guys, I have a question for you guys about setting, which I think is fitting based on the rest of the topics that we've been talking about. So we're so good. We tied it all in. How it's great. We managed to do. It got fantastic. Well done, to guess. So big questions today. Have you guys ever thought about trying out a different setting for dungeons and dragons, like a futuristic or a Western or a non magical world or, I don't know, anything along those lines, Star Wars, those kind of things? Absolutely not. Continuity, my God, right, absolutely not. D Indie is only a magical world and I'm going to have to ask you to leave the studio. Actually, I understood. Apologies everyone. This has been critical thoughts. Now, with regards to what you said, next time with a real question. Yeah, absolutely. You know what I've I've dabbled a little bit with much more of like a steampunk aspect of magic, and I think with ever on, once I get my hands on that and I do a little I've done some light reading on it and I think it's pretty crazy. Yeah, there's definitely overlapping themes, but I've definitely approached at least one homebrew campaign that you played in magic being, or the we've being, this essence that of course the natural world can tap into right, creating things like lay lines or these huge condensed at least in my idea, my thought was having condensed sections and very kind of like gravity, just deep, deep compressed sections of what you consider the weave, and in these sections of magic sort of transcends the material plane and can affect things in the world. In addition to that, because, at least from my the way I like to play DD, at least the way I like to tell stories comes from a very sort of grounded scientific background. So if there are these regions of magical pockets or this raw resource of energy, I imagine that animals and wildlife alike are going to grow around these regions differently. Now, to tie it in with the world of Gods, maybe these energies have different, you know, backgrounds, some sort of an ancient God clashing and scarring the planet, right. But from my ticket was things evolved, things evolved with this magic in them. Magical creatures, magical items are whatever are created because people have figured out a way to tap into that magic and sort of work it, you know, sort of forge it into what they want. So at least that's my idea and it sort of leads into a very like steampunky like if you want to have mono rails. And obviously my background and a lot of our PG games, like world warcraft, was corps. So when I saw like the subway system essentially, and like normal again and just having these things of magical like be magical conduits and all of a sudden we have technology. Is Sort of my futuristic take on it, okay, but not necessarily completely flipping the setting into right some sorts. You like a modern girl, like cyberpunk. Yeah, that would be a adventure, although the the deadwood series on critical role. I wasn't it wasn't DD. It was there. Weren't...

...playing DD, but I thought that that was phenomenal, that that Western field to it was really well then am I do you obviously with like the professional production and whatnot that they had? Yeah, it's clearly easy to watch, but I don't know. Bright, what about you? I haven't seen deadwood. I'm excited 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, but I have not experimented myself with these these other settings. Right. As your for your second point, there Jordan incre writing something like star wars into it. Yeah, I feel like there are pre existing and I know there are tap costing her page's for Star Wars. Exactly right. Myself, I'm super interested in the works of HP lovecraft, so I'm always looking at Cathulu. But if I wanted to play in the CTHULU campaign, I'd go play called CTHULHU, the right RPG based on it. I wouldn't necessarily just play DD with Cathulhu in it. Hmm, what about a nonmagical world, just like a regular just like a regular world that you're waging up? Actually, I and you go to work. Wow, you'd have work eight hours. Are varians and fighters, essentially without and no like magic. I don't know. Would you do sing? I think. I think that that's most early campaigns. A lot of the early section of the campaigns does not involve magical items whatsoever. Like I mean not magical at all, but like I mean like so, like no wizards, no warlocks. Would would you consider making a setting like that and do you think any players would enjoy that? I think I would more consider making like a one shot or a type of adventure that fits in that world. Yeah, I don't know if I, if I, as a DM, would want to run a full campaign, run a full campaign. But like, off the top of my head, I can think of you know, you're in a world where you know you're a band of luchador is waiting for like their big shot, you know. Yeah, I can definitely think of like a story that could definitely incentivize motive and sent about players to do something. But I think the magic of DND is the magic of the Magic Fair. Haha, nail on the head. Yeah, I got to agree with Carlos there where, like I said in the last section, people do it for sure, and great for them if they like it. It's not for me. All right. Well, thanks everyone for joining us on critical thoughts today. DM US at Royal City Society with your thoughts and about different settings in the dnd world and what you may have experienced. And I was going to say for to night. I think. Yeah, I think. I think that wraps up episode two and got to give it to Jordan plugging US twice, segments back to back at Royal City Society on Instagram. Shoot, as a message we're going to start posting the links to the latest episode or a podcast on the bio or on a post. I think we're a little limited on characters on the instagram bio? HMM. If anything, I think we're going to start getting our social channels going a little bit and we'll reach out they're make sure to catch us on next week's episode. Should be releasing this coming Monday.

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