Triple Advantage
Triple Advantage

Season 1, Episode 3 · 2 years ago

Ep. 3 - Unearthed Arcana, Uncovered


Welcome back to episode 3 of Triple Advantage. Were still finding our feet in the podcasting world but this week we present you with some discussion on the upcoming subclass options in Unearthed Arcana, continuing to tear apart the DMG and finally a question on 'Eeeeevilll' campaigns.

The cavern floor ahead reveals a Fisher that plummets into darkness. The Path you're on is narrowing. Without having natural light, it's going to be difficult to continue, but the lost crown of the Dawn father lies ahead. All of your research has led to this moment. To find such an artifact would definitely pay for your debts. Examining this further, you do notice that the wall looks scalable. The reward from years of work lies ahead. So tell me, adventure, what do you do? Welcome everybody to episode three of the Triple Advantage podcast, presented by Royal City Society. In today's episode, we will be unearthing our CONA, we will continue our reactions to the DMG and Jordan will bring another critical thought up to us that I'm sure you guys have likely heard, but we'll be doing it again. Just to let you guys in on a secret, we're working on some other forms of content to so make sure you're following on our instagram page. That's usually where we post our when when our new episodes are coming out, and we're going to start posting some of our custom homebrew written work. We're trying to put together some new adventures that are a mix and mash, using everybody's skills and talents here at Royal City Society, and we're going to try to create something for you guys to enjoy. This goes out to anybody in the DD groups and social communities, but to anyone interested in just critiquing some work, because we're definitely looking for any kind of feedback. If you guys have any ideas of things you might like to see or think stories that you might like to read about in a fantasy environment, we welcome all ideas. All right, everybody, welcome to a new segment that we're doing. Another new segment. This one is known as unearthing Arcana. So this one is pretty much exactly what it sounds like. Wizards of the coast release new content on a playtesting basis. Looks like the doing it about monthly now and they call it on earthed Arcana. So we're going to be taking a look at that new content and just talk about how we think of it, what we think of it rather so this week's months, this month's content is a series of new subclasses for the barbarian, the monk, the Paladin and the warlock. So the first one we're going to be looking at is the barbarian subclass known as the way of the beast, the path of the beast. Story. First, before we dive into that, let's listen to a quick clip of project lead Jeremy Crawford, talking about the class a little bit. So the path of the beast is a barbarian subclass that digs into this fantasy of possibly having a Lichen thrope ancestor, but also it could be used to do something a little less monstrous and create a character who might be descended from an archdruid and you have inherited maybe a little bit of that wild shape magic, whatever your origin. This subclass is all about entering your rages of barbarian and, as you do so, adopting certain characteristics that are associated with a beast, hence the name the path of the beast. All Right, Carlos, you had right up on the path of the barbarian. What do you have to tell us about this? Well, from what I gather, it's actually hitting close to home with the path of the beast. The essential thematic background behind it is saying how barbarians...

...of certain types might walk and draw their power and rage from some be steel instinct that they have within them, whether that's from some sort of like anthropic background within their family bloodlines or whether it's some sort of spirit and habiting the host. Essentially the idea being some sort of primal animalistic behavior that is manifest as power for whoever's playing the character. Now it hits Hook close to home because I it's funny enough, one of the players in the campaign that I'm running is currently going through a metamorphose of his own and the slowly adapting lion like traits, which I think might actually play in a in a really funny manner with regards to this the subclass, if this ever gets fleshed out or whatever. Fully, reading through, it definitely seems like something that could thematically fit in very well with him. But the major aspects that were looking at are the new feats introduced with this class, that being the form of the beast at level three, the beast steal soul at level six, the infectious fury at level ten and the call of the hunt at level fourteen. Now these are kind of interesting. So the form of the beast is the third level feat that you get, essentially when you enter rage as a barbarian with in this subclass, you are able to manifest certain weapons, are certain traits from whatever spirit is inhabiting you, in this case, for example, your bite. Your teeth might grow and now that's your predominant weapon, or your clause micro, kind of like Sabertooth, or you might get some sort of tail tail like weapon. It's interesting how they approach the combat mechanics release. So the bite, for example, deals one d piercing damage on hit and every time, once every turn, you're actually able to regain a number of hit points equal to your constitution modifier. Interesting. Take that to note, because I think that is something that is underappreciated, giving that you're in rage, meaning you're already blocking half of most damage and number two, now you're gaining essentially passive HP per turn, which can stack. If you have a round the last longer than or if you have a combat right, a combat encounter that lasts longer than three or four rounds, a barbarian is likely going to regain twelve hit points per se, twelve fifteen hit points right, depending on what are, it's fourteen. I'm not exactly the math here. It would be for what sorry, depending on the Constitution modifier, for for any given are barons once per turn. Right, yeah, you could regain hit points. Yes, it would be whatever your constitution modifire is, plus three, generally plus two. Yeah, that's so. That's what I was saying. Right. So, think of a combat encounter that lasts for for four rounds. That's twelve hit points were gained on top of already halfing all the damage that you would normally be taken. The other two that the clause and the tail, are deal Slat. For example, the clause deal slashing damage, but you get the ability to attack twice at third level, at third level with which again very, very strong. But and again, the tail is I think the tail is definitely the weakest one out of these. You grow a lashing tail which deals one D twelve piercing damage. I feel like you can already do that with a weapon, you know. Yeah, and it because this wouldn't necessarily be an extra attack that you're getting. This is just your substituting a weapon for another one. Right. So the reach property, which is nice, that's true. That's true. You could play a little bit safer, but then how does that play in with not taking damage for, yeah, your yeah, for your rage. Right, so if...'re a reach from an enemy and all of a sudden you don't take damage, you deal damage. Like I think out of all these three, the byte is definitely the one that is going to be the most useful in most encounter, for sure, but that's just my gun's not even temporary hip points either, because now it's just regaining him on still be like here you can get a little bit of temporary hip points and that's it, because it's temporary hip points. Don't stack, right, yeah, yeah, yeah. anyways, moving on to the be steal soul, the B steal soul changes the movement characteristics of your character. So now, let's say, with this spirit inbued in you, now you're able to swim better, or now you're able to climb better and now you're able to jump longer. I think that for the six level, this is kind of where it plays a little bit interesting with regards to theme, because if you go back to the forms of the beast, for Bite, claws and tail, I don't I know this, this is just me speaking here. With ours are peeing and just thematic elements of this, but swimming speed, equal to your walking speed is definitely beneficial, but I don't see how you know, if your background was from werewolves, how that fits in thematically, how you could incorporate that or climbing speed, for example. I feel like you might if you're if you're trying to RP the character, depending on the sort of be steel spirit that isn'tvieing you. I think personally, would definitely affect which one of these beast steal souls. Are these traits I choose to adapt right? But yeah, so it's either you gain something speed equal to your walking speed, you gain climbing speed equal to your walking speed, or when you jump, you can make an athletics check and you essentially add that to the distance of your jump. But there is a clarification on this that says it does take away more movement if you jump further. So I don't know it. They seem very situational right. Let's see how they flush them out later. Going on to the tenth level feature, Infectious Fury, they give you two options that you can essentially enable every time you hit a creature with a natural weapon. So again this is forcing you into this path of you're using your natural weapons in the same way that a look might you're ultimately going to use on armed forego your weapons and use unarmed strikes. Here again, you get a choice. When you hit a character. You get to either make the character lose the reaction that you hit or you can get that character to take an additional two, twelve psychic damage. Now it's important note that the number of times you have with this feature, at least for now, is seems to be based on your constitution modifier. So maybe three before a long rest is needed. But again, I see losing a reaction versus just dealing to twelve extra psychic damage. I would always choose the ladder almost every single time. Again, it just seems like it's against another creature as well. It makes an attack. Yeah, if it's a strong creature, for instance, you can use a stronger creature to attack weaker ones around you or whatever. I guess right. Oh, yeah, sorry, totally missed read that. Yeah, that's my bad, I just thought a little. I just got that at loss attraction. Okay, yeah, so the situation? Yeah, situational for sure, and then call the hunt. I saw this as some sort of pack leader, sort of rallying cry. Like of ability. Essentially, when this feature is activate until you're ready to ends, the chosen creatures, chosen allied creatures, essentially gain the ability to use reckless attacks. So anybody in your party can... use reckless attacks and for every character that accepts this, this feature from you, you gain five temporary hit points from it. So again very much in the theme of leading, in charging, in being the barbarians start hacking and slashing, you're getting stronger, you you're you're getting these temporary hit points to sort of mitigate the initial damage and all of your team can then just go all out on enemies. That seems to really, really strong, especially if you start into factor and classes that already have multiple strikes per turn. So if you have a monk on your like if any any any physical attack in this right and reckless attack. Also would that factor in for spell attacks. To write. If you could you make a reckless spell attuck. I'm not sure if it does. It does it. I can't remember if it specifically indicates whether it has to be a melee attack or not. I think it might, but I'm not entirely sure on that one. Well, I have to look it up. We'll get back to this and correct any misinformation. But moving on Jordan, I believe you read on the new monk Subclass, the way of the mercy. Yeah, the way of mercy. So it's interesting way of mercy, kind of it's to me. It was like, okay, so this is going to be more like a tranquil like you know. This class is going to move around and kind of heal people and do a little bit of like stunning more or like something like that. But no, actually, this one can be read in two different ways. According to a way of mercy, either you do do some of that, like healing and stuff, or the other option is you are a monk who goes and puts down people, like your objective is to put down people as quickly as possible and just end them, and that is mercy for you know, everyone else, apparently. So they're either bringers of life or bringers of death. Not really sure. I thought it was interesting that they give you like mash that you can choose from at the beginning. So these monks are going to be more like discreet and like you know, they go around kind of wear a mass as there how they indicate who they are? I guess right and they don't really care about it's not about them per se. It's more about the symbol. And it's funny because, when looking at the video for the Subclass, Jeremy Crawford touched on the reasoning for the mess and it was to here. I'll let you guys. I should listen in on that it. We even leaning into the sort of European inspiration added in the option for your your monk to be. We're essentially a mass that's like a the mass that plague doctors would wear. And you know, it could be, you know, our Raven Mass Butterfly, which is sort of representing rebirth. It could be a tragedy mask, a comedy mask, something that could be both amusing but also horrifying. And this you know, cowled monk wearing a robe going out and you know, maybe with one hand giving life and another hand giving death, could be a source of hope for a people, but also could be a symbol of doom for others, and that's really what we wanted to explore and I think I think the subclass does a nice job of showing those two sides. This this monk who was walking with both the power of life and of death. So he discusses how it's important to sort of thematically separate monks from sort of Asian cultures and these sort of it's when you think of a Monk Im initially you have a predisposed bias with with, you know, religious entities and whatnot. But plague doctors, for example, that's essentially...

...what you're doing. You're trying to mitigate exposition. I was so upset when I saw that video because the first thing I read when I read this monk, was plague doctor. That'd be so cool. There's no way anybody else is thought of that. I watched that. That was the entire R inspiration for this. Subplasms, like yeah, this sucks to suck me. Yeah, all right. So moving on to their abilities. Third Level, you gain quite a few effects. You get three different features. Your first feature is that you gain proficiency in either insight or medicine, your choice. Skill proficial dates are always awesome. And then you also, on top of that, gain two more proficiencies, one with the herbalism kit and the one with the poisoners kit. So I I mean like that's a that's a that's pretty intense. Just right there gaining three more proficiencies of your choice, or not of your choice exactly, but one of them is your choice all right. So another feature that you get as the monk at third level is called the hands of healing. This is going to allow you to touch someone as an action and heal them for your martial arts die plus your wisdom modifier. So that is going to improve as you level up because, as a monkey, your martial arts die continues to increase in damage and now, in this case, healing as well. On top of that, you can use one of your flurry of blows in order to heal someone within five feet of you, including yourself. So now you're able to attack three times, spending a key point, and then spend another key point in order to heal with one of your other action, with one of your flurry blows. So three attacks and one heel for to key points, which is pretty awesome, especially at the later levels when you have more key to spend. I like the versatility, I like the like. These are sort of giving you a lot of situational abilities. So the final feature that you get for level three for the way of mercy is called the hands of harm. So this allows you to once per turn deal extra damage. When you hit someone, you spend a key point and then you get to deal one roll of your martial arts die, which at the beginning is just a d four, but it improves later. On top of that, if they are poisoned or incapacitated, you get to roll three of those martial arts die instead of one. That's really strong. Yes, so for the way of mercy, you get both the hands of healing and the hands of harm. You get to use. You could potentially use both of those in a single turn if you really wanted to. It would use all your key points. But you know, one really awesome turn, all right, level six feature is called nauseous aura. This is a bonus action that allows you to essentially create an aura of toxic me asthma around you. So and at last, for one minute, it'll make range attacks have disadvantage and also cause anyone who enters that aura to have to make a constitution saving throat or become poisoned, which is going to stack really well with your hands of harm, works really well with self subclass guys. Yeah, you know, it's funny, like thinking about breaking with the maatic change of what or monk is. You Guys Played League of Legends, right? Yes, yeah, so loxious. Or you can essentially made a character kind of like singed your, kind of like hergotten a sense of this non sort of human entity that's just fleeching toxins into the area and all of a sudden,... know, you benefit more and more from it. So let's get even. Let's get even lead well into creating some sort of monstrosity. Already, like in my in my eyes, I can see this is like a good subclass to sort of readapt as well, into some sort of creature, some sort of anything else. Oh Yeah, I'm just, you know, just your standard PC. HMM. So on top of that, I mean like this is one bonus action. For one full minute, it becomes active and it's going to deal that poison constitution, saving throw thing, as well as dealing damage anytime someone fails on that, and that's going to be a passive effect, which I think is awesome. Okay, so level eleven, your you you get healing technique, which essentially improves your healing hands so that now, whenever you heal someone, you also get to remove a condition like blinded or deafened or paralyzed or poisoned. So it's not let and it's I thought it was interesting because it's not like you like the Palid in feature, where you can either spend healing points to cure that disease or you can spend healing points to heal someone. It's now you get if you heal someone, they also get to remove one of those including diseases. Yeah. Finally, the level seventeen is the hand of mercy, so that you get to spend four key points to essentially make someone. I don't know how to say other than to read it here. It's it's they become suspended in animation, so the character becomes paralyzed like anyone that you choose, that you can touch. They become paralyzed, unconscious and also become immune to damage for a number of days equal to your monk level, which is automatically going to be seventeen. They have to make a constitution saving throw to avoid this, but if they don't, then your you can essentially take one person out of the battle for seventeen full days, or you can choose yourself if you're on the verge of dying. Just, I'm out, man. Just. Yeah, if you guys, run, come back here in seventeen days. I'll be ready to go by that's Sony has. I'm out of here. Yeah, it's it's a really weird feature. So you also appear to be dead. So, you know, it's interesting because I kind of also see it as a watched the Jack Ryan Series on Netflix. I don't know if you ever, guys. a point of time where the enemy is essentially infiltrated. The Air Force are the US military camp by hiding themselves amongst the dead bodies. HMM. So again it's it's got a little bit of a mechanical versatility as well. Not, yeah, just combat, but yeah, if you're trying to maybe implore a mission of an assassination, perhaps right, you don't actually want to go through with but you need to show a body, right, something like that. Yeah, yeah, it's kind of neat, but I got at seventeen level. At the same time, maybe those kind of mechanical feeds are kind of pointless. You're able to do a lot that's already it would have been a really cool feature, I think, like earlier on, just just for the role playing aspect of it. Yeah, right, yeah, like the suspended state is interesting, but it really depends, I think, again, on very circumstantial events. And you might be around, but who knows? All right, guys, that was a great discussion. That's all the time we have today for undernything Arcada, but we're going to come back, hopefully next week, if not next week, probably the week after, and we're going to talk about the oath of the watcher's Paladin and the noble genie warlock,... stay tuned for that. All right, everyone, we're gonna pick up where we left off last time with divining the DMG. We're starting at God's of your world, which is on page ten. All Right, God's of your world, appendix B of the player's handbook presents a number of Pantheons, loose groupings of deities that are not united by a single doctrine or philosophy, for use in your game, including the Gods of established DD worlds and fantasy historical pantheons. You can adopt one of these pantheons for your campaign, or you can pick and choose deities and ideas from them as you please. See a sample Pantheon in this section for an example. As far as the game's rules are concerned, it doesn't matter if your world has hundreds of deities or a church devoted to a single God. In rules terms, clerics choose domains, not deities, so your world can associate domains with deities in any way you choose. Actually this an interesting point of view. Guys, ever experimented with just one church? No, but it would be really cool. I think it reminds me a little bit of the current critical role campaign, Worthy Dwindelian Empire, essentially, spoiler alert to everybody, essentially has not one church but a set like a very, very restricted idea of what candy worships. It's interesting because I've only I've only played in campaigns were pretty much any gods allowed. The yeah, listen, the Tim of annihilation. The overarching theme is the society was built based on one God and how it's sort of broke apart from then on and what took it over. But it's definitely rooted, at least with what I would consider true gods, and here there's different, I think, beliefs, but we haven't really explored that too much outside of Chelton that's again leaning back to the last week's episode's kind of hard to break out of these very sort of secluded locations and give exposition on the broader world around because these locations are already so massive on the road. Right. So exploring paint like exploring the entire list of pantheons and God's available for this Gamer. Yes, it's kind of a feed on its own. I don't know, other than like having usually I just include them when I have like clerics or Paladin's playing in it. Right, right, then they have one specific God and it doesn't really affect any of the other players. Know, yeah, at least not initially. Right, and again goes back to not being high enough level and like not sort of leading into the back stories enough. But I think it would be kind of interesting to try like a religious type campaign, kind of like either a crustades or Spanish acquisition or like, yeah, something I longer sure lines as like parti the story. Well, I mean, I think you could take it in as any way that you want. Right, like I think it's easy to sort of tied into the like events that have happened and stuff like that, try to fantasize them a little bit. But yeah, I can see where you're going with that. It's it's hard, though, because it's like, at least for the the gods of the world. To me they seem so. They seem they seem like things that only high level PCs would necessarily encounter, right, not not a like a level three character just sort of milling around trying to careble, it's like, and definitely not the normal mpcs. Yeah, it seems like a like to me. When I think of the Gods of d indeed, it's always very high level, almost global impact type of events that are tied alongside these gods. MMM, for sure, all right, hmm. Just... everyone knows, there is a large list here called down war deities. I'm not going to go through the whole list, but there's a bunch there that they can choose from. It tells you their alignment, suggested domains and like different symbols that have to do with them. And Yeah, I'm just going to move on to the next section here, which is called loose pantheons. Most Dand worlds have a loose pantheon of Gods. A multitude of deities rule the various aspects of existence variously cooperating with and competing against one another to administer the affairs of the universe. People gather in public shrines to worship Gods of life and wisdom, or meet in hidden places to venerate gods of deception or destruction. Each deity in a Pantheon has a portfolio and is responsible for advancing that portfolio. In the Gray Hawk setting, Harroneous, that is how you say that right. Harroneous. Erroneous is a god of valor who calls clerics and Paladin's to his service and encourages them to spread the ideals of honorable warfare, chivalry and justice in society. Even in the midst of his everlasting war with his brother Hexter, God of war and tyranny, heronious promotes his own portfolio, war fought nobly and in the cause of justice. People in most Dand worlds are polytheistic, honoring deities of their own and acknowledging pantheons of other cultures. Individuals pay homage to various gods, regardless of alignment. In the forgotten realms of person might prop pro pope. Yeah, sorry, propitiate reading them, Barlo, because seriously, constantly improven with our podcast before setting out to see join a communal feast to celebrate chantia or at harvest time, or pray to malar before going hunting. Guys, I've never heard of any of these gods. Okay, and see this ties into again, just sticking a step back from this topic in general. This is page ten. Yeah, the DMG. This is this is one of the initial sections and I know that, for example, it it did state that gods do exist in this world. We touched on this last on last week's episode, that the MG does state that the world of Thundon, dragons are at least whatever topic, your theme, whatever, there is God's in the world and people are aware of them. But to me as a new player, to me as a new DM, this is so much information. It's a lot to just open up to a Pantheon of God's you have nothing to do with initially because, like even as a more beginner DM, it's so hard to introduce these things into the one shots and campaigns you're trying to play, like, unless you're playing core books, which is telling you this God affected this. They so many things and you get the lay on the chain of events, the creativity tools are here, but I think it's like telling someone go build this car and then then just handing you a bunch of nuts and bolts and all the wrenches and you've never touched any of them. Under the word of the Horse. Yeah, it's just a lot for me. I send I think. I quickly skip this section when I was initially skimming through this book just because it just was so, so far off from what I needed to look at. Yeah, it's definitely not like beginner stuff, despite it being on page ten. Yeah, all right. Continuing on, some individual feel a calling to a particular deity service and claim that God as a patron. Particularly devoted individuals become priests by setting up a shrine or helping a staff, helping... staff a holy site. Much more rarely, those who feel such a calling become clerics or Paladin's, invested with the responsibility of true divine power. Shrines and temples serve as community gathering points for religious rights or and festivals. Priests at such sites relate stories of the gods, teach the ethics of their patron deities and offer advice and blessings, perform religious rights and provide training in their activities. In activities their deities favor. Cities and large towns can host several temples dedicated to individual gods important to the community, while smaller settlements might have a single shrine devoted to any gods the locals revere to quickly build a Pantheon for your world. Create a single God for each of the eight domains available to clerics. Death, knowledge, light, life, nature, tempest, trickery and war. You can invent names and personalities for those deities or borrow deities from other pantheons. This approach gives you a small Pantheon that covers most significant aspects of existence, and it's easy enough to extrapolate other areas of life each deity controls. It should really put this paragraph a little sooner in the sea right like. I know that they're trying to give example. I think it would. It would have made more sense as a reader to get the general idea of how to build a Pantheon right and then give some examples on how to do that. I mean that not a critique wizards of the coast too much here, but I just think it's to me it seems out of order. That part made more sense to me than the rest of well, it's just about like, Hey, here's this list of examples that you still are kind of trying to formulate in your head, versus, Hey, this is the different formula and these are examples of that application. Right, it's just, I think, for me to consolidate information, it's a little bit easier. This was switched around a little bit. All Right, the God of knowledge, for example, might also be a patron of magic and prophecy, while the God of light could be the Sun God and the God of time. Right. A sample Pantheon. The Pantheon of the Dawn War is an example of a Pantheon assembled from most preexisting elements to suit the needs of a particular campaign. This is the default Pantheon in the fourth edition players handbook two thousand and eight. The Pantheon is summarized in the Dawn War Deities table, which I discussed earlier. This Pantheon draws in several non human deities and establishes them as universal gods. These gods include Bahamat, Sir Correllin Groomish, Wolf, Moridin, sehanine and Tiamat. Humans worship Moridan and Karellin as gods of their respective portfolios rather than as racial deities. The Pantheon also includes the Arc devils as Modius as God, as God of domination and tyranny. Several of the Gods are drawn from other pantheons, sometimes with new names for the gods. Baine comes from the forgotten realms. From Gray Hawk comes cord hell or therahs, Doun and Vechna. From the Greek Pantheon Comes Athena, renamed Erethis, and tight pecky renamed Avandra, though both are altered set renamed zehre comes from the Egyptian Pantheon. The Raven Queen is a kin to the norse Pantheon's how and Greyhawk. We grayhawks, we JASS. That leaves three gods created from scratch, Ioun, Melaura and Torog. That's some difficult names... egues. Apologies if I miscommunicate any of that and you actually know the correct way to say it. Yeah, I don't. Sorry. I Love I love reading mythology and I think as a kid I used to appreciate world cut from the same cloth. But mythology, norse mythology, that's all so much fun and I love how it's speaking in real life. Here. I love how that affects the culture and I like taking that a little bit. And when I consider like DND worlds, right, hmm. I think dnd actually, in a loose way, has inspired me to read more about other mythologies that I have previously not read about. So I was actually in Norway most recently this past summer and I don't know why that. I think just being there and like watching bike things just made me just like want to read up so much on Norse mythology, how it's great giant cows, giant ice giants, you know, people being for like just the creativity on the way that these stories have been sort of told and folded over time. Yes, is a super interesting to see, like just in our world, not even just on the pantheons of DND. So it'll be interesting when all these stories get folded over time themselves and eventually people will you know, because it's getting tied in right, like all these real world sort of Gods and theological ideas are being sort of loosely folded into the stories were writing, into fiction. So I'm interested. I would love to see how all of this, how Tolkien's work, impacts future culture right like how, like you can see this now right, like game of thrones has made it more acceptable already for people to talk openly about fantasy genres and talk openly and join in on the conversation of the fantasy that was considered very nerdy and sort of secluded. So I don't know. To me, to me it's interesting just because a lot of cultures were formed of the Times of start telling stories and how they affected everybody. So it'll be interesting to see the the long term impact that dnd might have on certain communities. You know, thinking big scale here, guys. It's kind of it's kind of out there, but I think we have run out of time discussing this section of them, just because we're trying to keep this a little tight. So, if anything, will continue this on our next week's episode, just the same as unearthing orcanam clearly we also need to do a little more prep before the episodes each time so that we can get them a little smoother for you guys. But how recording on a recording early mornings is always rough for everybody. So we're out here. We're just getting that done, but this will again iteration over time. This all right, so we're going to move on now to our segment called critical thoughts as cement of this episode. Yeah, there we go. All right. So for the critical fought today. Would you guys ever consider running an evil campaign? Yes, hundred percent. I think it's hard mind end up anyways. I don't think that's by design, though. Yeah, it just happens. It's one of those things that I think, as a new DM, is almost the easiest thing to accidentally fall into, right, because most of the players that I have been happy to DM for but also choose a new works carefully. Not so much that I've had much of a choice Tod d mfor either,...

...because a group of friends is kind of tight. Still. Right, we have very recurring themes with certain people playing almost the same character regardless of being actually different, like they're playing the same they have the same characteristics regardless of the character that they're playing. Yeah, which is usually mercenaries. By all means, it's give me my money now, and do I have to kill someone for this, because I will. Yeah, the I don't give a fuck mentality is quite quite strong with the with some people that we play with. So do you think that players enjoy being evil more so than they do being good. Well, it's the fun of the game, right. I think it's one of those things where your you don't get to steal in real life, so of course I'm going to get to steal in DND. Right. It's if I want to steal, I can. I could play a good character, but I can also steal away. It's not so much it's not so much an enjoyment of being evil necessarily, but it's a it's a realization that like when they say you can do whatever you want in Dand, it's, oh my gosh, I can do whatever I want. So there's not necessarily they're not necessarily going to destroy the earth or anything. They're not right evil evil, but they're just so aggressively morally neutral just to allow for that possibility to do whatever you want. Yeah, I think I got to commend those players who choose Paladins and actually play lawful, good characters and, you know, will try to steer the party away from committing it. Is Petty Crime or so hard. The thing is, the thing that I found is that the line between petty crime and murder is really yes, Jordan, is that Paladin for my running. That line has been crossed so many times he's now on hiatus from the campaign. Dudes, I have to go and recenter myself. It's slipping so fast, it's so out of ultum. There comes a point when you have to decide, like whether it's more important to allow the other players to, you know, play their characters and like just kind of keep the group together, or should you be your character through and through? So like my lawful, good Paladin would have nothing to do with someone who's going around murdering random people. It's about the enjoyment of the game. To write, like, if you're playing with new players, who are you know who have these lines blurred between what their alignment might be in the game. I mean not saying that alignment dominates right your character is, but a lot of the times more players more comfortable playing that sort of chaotic neutral, neutral, kind of in the neutral line, because you're either doing good dads or you're stealing or performing bad things. Your character doesn't necessarily it doesn't necessarily mean that your characters like people you will buy any means, but it's as a player, if you're new, it is easier to sort of flip flop back and forth because maybe you're not considering the RP elements of the game as much, but as a DM it's you don't want to punish that behavior either, because if they're just starting to play the game, right, you wouldn't want them. It's like, Hey, I want to try to seal this and the first, the first game that they play, you try to steal and you're in jail and now like you can definitely play out of that. But what if that if that player really wanted to have the experience of I want to be a bank ropper and, you know, have that GTA style of game, you gotta sort of give it to them a little bit. And then, as they've become better players, you start increasing the level of consequence based on their action. Right right, like their characters could be put in jail day one because they committed murder. Right, but that might not necessarily be as fun for someone who's just joining the game. Right right. It's like, Oh, played in, I tried this one thing...

...and I thrown in jail for trying to steal a bag of gold and like, okay, that's it could be. It's fun, but I think, I think psychologically it plays a little bit into the am I getting forced into, you know, an outcome as a new player where you think this game is I can do anything right? It's about discovering the boundaries of the world that you can, you know, affect. I think it's important for the veteran players, if they are playing a more like neutral or evil person, if they are going to do these kind of acts, then they should have some sort of arc that keeps them with the group. Yeah, or is going to like redeem themselves somehow. Yeah, and it's and I say it is, it has been nice having that more balanced group. I would say like we're I feel like we're constantly adding newer people into it now and then, with especially what like when running one shots, someone that we've been able to add. People haven't necessarily played too much, but it's really nice to have those two experience players within a party of Ford, a party of five, that can actually take the lead off in times and actually make decisions of the direction that the party is going to, because a lot of times you offer too many choices to a new group and they go well, I don't know, what do we do? Stab right. At the same time, though, I feel like the world in the story that you're telling has to be a bit of a co construction between the DM and the player. So it's one thing if you have one party member that's running around being a murder Hobo and the rest of the parties like man, what are you doing? Yeah, then you kind of have to crack the whip a little bit in terms of how you react at that. If the entire Party is running around murder and committing Haystup for that one guy. Except for that one guy, then like that's clearly what your players want to do. Right. So maybe you, is the DM, start to work more to words, shifting your world that you've already created, to not necessarily make it friendly towards murder or anything, but to help them play the way that they want to play and help encourage them to just like it's about having fun at the end, right. So, going back to the critical thought, what I run a critical campaign, absolutely, I think, and I think an evil campaign would be good. I think it would actually be easier for the players to get into that evil mindset because it's so easy for you to understand what's good and wrong, what's getting right in the real world. Right. Yeah, so you just flip that into the game. Yeah, and now they don't have to worry about Oh, stealing is wrong, who cares? Cares, we are things right, like Bonnie and Clyde type of yeah, it doesn't even have to be this like truly dark and gritty evil. It could literally just be you guys are thieves, thieves. Yeah, yeah, it doesn't whatever whatever that might have with the regards to the overall themes. It's pretty and I mean I play an evil character in Carlos has campaign and I can count on one hand the number of times I've actually done something really evil. That's the thing. That's the other thing, right. Like, I think when you're talking about like the whether a character is good or evil in the campaign, a lot of the times, if you're playing a module, usually your heroes, regardless of what your alignment might be, end up falling on the neutral or good spectrum of things, because otherwise your party there thematically would be fighting against one another. Right, right, yeah, it's one of those things where you're playing this game to become a hero. Whether you're a hero like Shazam or a hero like black audam right, is up to you know, the theme of the Party, because the sinnerster six, for example. Those are evil and they have their own agenda. Yeah, and you could definitely make an evil campaign from that perspective, fighting the hero characters, right, right, but they all have their own agenda and objective and having like Super Evil Characters, often times I don't think that they would actually work together. Yes, as everybody's got their own sort of yeah, me over everybody else,...

...sort of mentalent. But that's a good critical question. I like that. I think it's a it's something that I've definitely considered, but I it's hard to execure. It's something that I, at least I've had trouble pulling the trigger on. Speaking of, I think that we would love your thoughts on this. Yeah, as anybody ran a critical or campaign, has every rand a critical campaign, as everybody rat like Rant, an evil campaign. If you have, let us know, I mean just shoot us a D M on instagram. We're really just looking for more community input at the moment, so feel fro joining on this conversation. I know that the podcasts aren't live, which might be a little bit more difficult, but you're like, we try to be pretty active and chatting with those at least within the DND and, like our local community, HMM, the most. So yeah, drop us a line.

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