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Triple Advantage
Triple Advantage

Season 1, Episode 5 · 2 years ago

Ep. 5 - Celebrating Our First Guest!

ABOUT THIS EPISODE

In this episode of episode 5 we discuss yet another custom module by royal city society, Merhoth's Madness, with our first ever podcast guest! We continue our quest to read the DMG and finally Jordan has yet another Critical Thought in store for us all. 

Welcome everybody to triple advantage, episode number five. We're back five weeks in a row. Check them off. That's January now. This is releasing the Middle Fapor. I don't even remember. But what we have in stock for you today is another piece of original content by Royal City Society. Very excited. We're actually getting joined by definitely not going to do see right there. Sorry, get into ing by Alex and following that, we're continuing our dredge through the dudgeon master's guide, because it was set out as our target. It will be accomplished. And closing the episode, another critical thought. Join Yours. Truly, they always get me, so stay tuned for this week's episode. All right, so, as we've stated before, we're going to be talking about the new module that we're all city study is coming out with Marhath's madness. You got a tiger and a wizard and a secret lair full of traps, surprises, deadly creatures. You know, the classics, the good old ones. Today we actually have our first guest and primary author, innovator, creator of Merhat's madness, Alex, joining us for the first time. First guest, how you doing? Good, thanks Carlos yourself doing good, do good, and of course here's a Jordan. Hey everyone, and Braden Yo. What up? And so, Alex, tell us which module numbers is that you create for Dungeons and dragons. Is this your first attempt at a fight, a complete sort of one shot, or have you done you done this before. What's your experience here? Well, through the two campaigns that I run, I mostly just run custom contents. I've created dungeons and things like this before, but this is the first time I've ever made an official document for and put it all together for someone else to be able to run. So first time you're sort of opening it up to the world to see pretty much. Is Scary? Yes, that kind of, but you know what, it's the best critique right because, like I would be super open to more people telling me how unbalanced my encounters are and how why I accidentally, well, not really accidentally, but why my players keep dying is, you know, more than just poor planning. But given the story, this is the first wizard flavor you go for. Have you done wizard layers before? Of Wizard layers? No, not particular. This is a first of this kind of attempt. Yeah, so can you give us, like, a bit of an overview of the where or module itself? Well, it starts with the the players going through, going to a merchant and learning of a recent shipment of his that got robbed. This merchant is very...

...wealthy and keeps track of his exotic, exotic shipment's very well, including a enchanted stone in the in the shipment that he has a compass. That's a tune twit with that. The players will take the compass and find out where the shipment went. Upon arriving at where the burned card is, they'll follow some tracks back to the mountain lay Yar of Murhof. Within the'll find a door. They'll open it up that will take them to an arena with first two displace or beasts and then to Kutobo passes, after which they'll have to decide between fighting or helping a doppelganger escape. And this is a special doppel Ganger. It's the one of the Murhath's experiments where he put the mind of a this was a rogue inside of a displace er beast, giving this displace or beast roguick abilities. Another party can choose either help them flee or fight. Them find some things about the experiments and some Lut in there, they'll be some of another rat that they can talk to and then they'll be the confrontation with Murhath himself, with his armored tiger friend. Now I take it how did this story start? That it start with Marhath himself as a character and develop into what his lair could be like, or did you have an idea of what you'd like to run players through, perhaps in a more mechanical game sense like did you? Did you use this adventure to try to run displace your beast or monsters that you might not normally get to run? So it's started with a character of a friend of mine. He's in the one of my campaign's Kyle. He had a he's a character named Naru who, through some experimentation and such, her mind is combined with the mind of an owl who also has a mind of an old wizard and and she talks through the owl. And this was inspired by Naru to be part of NARU's quest for whatever in ours trying to achieve, and that's wherehath's research was based upon the experiments that originally happened to Naru. It's that's yeah, that's for the whole idea of the dungeon came from, and then the actual module. All of the stuff related to Naru has been edited out. It's mostly the same, except for some more more base things. Now, has this murhath character come in contact with their party before, or is it something that's just a hypothetical multiverse kind of adventure in your current campaign? It's they actually, they went through this dungeon already and he was just a kind of a one and done villain. It was not heay, but but he was aware of the party beforehand. No, not really. He actually had no clue that they were going to be there. Well, Damn, has research quite aligned? Okay, so how long is that? How long does it take for you to develop a module like this, usually, like from concept to like putting it down on paper and then just sort of fleshing it out? I know that it's a little different with a bigger group now working on things, but do you find yourself taking like what's the average time that you got for a type of one shot? Well, to develop it for just for players to play, not for publishing? In such it can take anywhere from five to ten hours. I would say maybe even fifteen for bigger, larger dungeons. HMM. Usually I just start with a pregenerated map, find something that I like look of, and then modified and play with it until looks good.

I got a love the tools that we have access to now, because like random map generators, if you're not buying, just kind of pop a couple of those, like just randomly print them out and you gotta Yeah, sariously, you got such a good idea of, like what the environment might look like. It's just so easy to like to visually see something right, right, yeah, and it gives you a good oh sorry, now what we're saying. It gives you a good clay with which you can sculpt, I find, because it gets tribute overview of what you can start with and then you can really modified. I'm really bad with blank slates. Personally, what would you say was the most difficult part of the whole process? Of for me, I think all the finalization and editing, just going over the fine parts of the wording and making sure everything's perfect over and over again was difficult. The thing I really enjoy about DD is just thinking of how everything goes together in my head and putting together all the puzzle pieces of building at olds. That's my favorite part for sure. Yeah, absolutely. Now, and they can fill a little bit like writing reports. Are Writing some sort of structured school content right, like everybody just grab a part, take it and start writing. IDs kind of start flowing. Got To do a lot of a research now and then you know, sections, subheadings, tables. It's all very reminiscent Tue. There's a there's a soothing factor to it, I guess, at least at least when you're doing it for creativity and not for its greats. Yeah, it's Nice. It's definitely easier to do, but yeah, that's it's more hots madness. Make sure you check it out. The link will go up soon, I believe. Keep tabs on the instagram page for the drop. And Yeah, we're going to continue on. So, you know, guys like honestly, though, after releasing our own content, I kind of just want to talk more about our own stuff. But we did start that end, we did. We are going to finish the dungeon master's guide. We have to. This is something that was at the very forefront of this podcast. So Up, yes, that further. I do we're going to talk about other religious systems. Within the world of Dundeons and dragons. In your campaign, you can create pantheons of Gods who are closely linked to a single religion, in a single religion, monotheistic religions or worship to a single deity, dualistic systems centered on to opposing deities or forces, mystery cults providing personal devotion to a single deity, usually the part of a pantheon system, animistic religions revering the spirits inherent in nature, or even the forces and philosophies that don't center on Deities, and sometimes all of the above, with pipe with with type pantheons. In contrast to a loose Pantheon, a type Pantheon focuses on a single religion whose teachings and edict and edicts embrace a small group of Deities. Followers of a tight pantheon might favor one of its member deities over another, but they might respect all deities and honor them with sacrifices and prayers as appropriate. The key trait to a type Pantheon is that it's worshippers embrace a single ethos or dogma that includes all the deities, the gods of the type Pantheon. Work is one to protect and guide their followers. You can think of a type Pantheon as similar to a family. One or two deities who lead the Pantheon Service parent figures, with the rest serving as pantheons of important aspects of the culture that worships the Pantheon. A single temple honors all members of the Pantheon. So that's really similar to like Norse mythology, or say, right even I think it are even great true that later on. Yeah, that's what I was just thinking reading that.

Most type pantheons have one or more aberrant gods, des who worship whose worship isn't sanctioned by the priests of the Pantheon as a whole. There are usually evil deities and enemies of the Pantheon, such as the Greek titans. These deities may have cults on their own, are acting social outcasts and villains to their worship. These cults resemble mystery cults, the members strictly devoted to their single god, though even members of aberant calls pay lip service in the temples of the type Pantheon. Oh right here the norse deities serve as an example of a type Pantheon. Odin is the Pantheon leader and father figure, dated such as Thor Tier and PHREYA and body important aspects of the norse culture. Meanwhile low key, we all love low key, and his devotees, lurk in the shadows, sometimes aiding the other deities and sometimes working against them, with the pantheons enemies. Because when you think of a polytheistic culture, you think, I don't know personally the type Pantheon would be my got right. Yeah, I think for me I definitely starting on reading when I was younger about of Greek gods and just two stories that kind of these big old mythological tales and of men fighting beasts and stuff like that, all like rooted between like one guy who cut his head off and just all of a sudden birth. What I love the flavoring in that, like that's just so sad, even for dd I feel like that's pretty savage. Yeah, it's pretty cool. Like now, I'll all I can think of right now is now I just want to start a cult to Tom Hittleston, the ultimate Yetta. It's common look for that all the next module. I mean talking about mystery cults. That's literally the next segment here. A Mr Cult is a secretive religious organization based on a ritual of initiation in which the initiate is mystically identified with a god or a handful of related gods. Mystery cults are intensely personal, concerned with the initiates relationship with the divine. Sometimes a mystery cult is a type of worship within a pantheon. It acknowledges the myths and rituals of the Pantheon but represents its own myths and rights as primary. For instance, a secretive order of monks might immerse themselves in a mystical relationship to a God who is a part of a broadly worship Pantheon. A mystery cult andmphasizes the history of its God, which is symbolically reenacted in its initiation ritual. The following myth of a mystery cult is usually simple and often involves a God's death, death and rising, or a journey to the underworld and return. Mystery Cults Often Revere Sun and Moon Deities and agricultural deities, gods whose portfolios reflect reflect the cycles of nature. Now in the text here. There is a pink box in front of me with the title divine rank. The divine beings of the multiverse are often categorized according to the cosmic to their cosmic power. Some gods are worshipped on multiple worlds and have different and have a different rank on each world, depending on their influence. They're kind of like having different characters and different world warcraft servers, right? Or you know some is it referring to things like, you know, Athenas, worshiped more so in Athens and Poseide in another place? Or yeah, I literally took each world. Okay, definitely superliteral. They're like each instance of play. No, but that definitely makes sense. Yeah, like they're their local impact is definitely much greater than some others, in which you have great, greater deities which are...

...beyond mortal understanding. They can't be summoned and they are almost always removed from direct involvement in mortal affairs. On very rare occasions they manifest avatar is similar to lesson deities, similar to lesser deities, but slay. A Greater God's Avatar has no effect on the God itself. They just exist. Lesser Deities are embodied somewhat in the plans. Some lesser deities live in the material plane, as does the Unicorn Goddess larue of the Forgotten Realms and the titanic shark God Secala, rivered by the Sagan. Others live in the outer plans, as Wolf does in the abyss. Such deities can be encountered by mortals. Quasi deities, divide by two again have a divine origin, but they don't hear, answer prayers, grant spells to clerics or control aspects of mortal life. They are still immensely powerful beings and in theory, they could assent to godhood if they amass enough worshippers. Quasi deities fall into three subcategories Demi gods, titans and vestiges. Demi Gods are born from the Union of a deity and a mortal being. They have some divine attributes, but their mortal parentage makes them their weakest. Quasi Deity Titans are the divine creations of deities. They might be birth from the Union of Two des Manufactured on a divine forge, born from the blood spelled by God or otherwise brought about through divine will or substance. vestages are deities who have lost nearly all their worshippers and are considered dead from a mortal perspective. Esoteric ritchels can sometimes contact these beings and drawn their latent power. I think I've dove into too much power and influence that the gods have had in my campaigns. We're starting to scratch the surface of it, I believe. Yeah, we're still but we're still a little five guys. Yeah, the cults Richel of initiation follows the pattern of its foundation. Myth Neo fights retrace the God's footsteps in order to share the God's ultimate fate. In the case of dying and rising gods, the symbolic death of the initiate represents the idea of death to the old life and rebirth in a churn into a transformed existence. Initiates are born into a new life, remaining in the world of mortal affairs but feeling elevated to a higher sphere. The initiate is promised the place in the God's realm after death, but also experiences new meaning in life. Monotheism. Monotheistic religions rubber only one deity and in some cases deny the existence of any other deity. If you introduce a monotheistic religion into your campaign, you need to decide whether other gods exist. Even if they don't, other religions can exist side by side with the monotheistic religion. If these religions have clerics with spell casting abilities, they're supposed might be empowered by one true deity, by lesser spirits who aren't deities, possibly including a including powerful aberrations sell as Shills, Fay fiends or elementals, or simply by their faith. The deity of a monotheistic religion has an extensive portfolio and is portrayed as the creator of everything, in control of everything and concerned with every aspect of existence. Thus, a worshiper of this God offers prayers and sacrifices to the same God. Regardless of what aspect of life is in need of a divine in need of divine assistance, whether marching into war, setting off on a journey or hoping to win someone's affections, the worshiper praise to the same God. Some monotheistic religions describe different aspects of their deity. A single God appears in different aspects of the Creator and the destroyer and the clerics of their domain, acts and possibly even their alignment. On that basis. A clerk who venerates the destroyer aspect chooses the tempest or the let me...

...read it again. A cleric who venerates the destroyer aspect chooses the tempest or war domain, while one who worships a creator aspect chooses the life or nature domains. In some monotheistic religions, clariss groups and clerics group themselves into distinct religions religious orders to differentiate clerics who choose different domains. That's hard to read. That's very interesting, though, the idea that if you are creating a campaign world where only one God exists, but all these different clerks are able to get power still, OH, true? Yeah, because that's what it was saying there. was like, yeah, all the different clerks from the different domains still get power, and even if they don't even worship that God, they can still get power through different means of your choice. It's just that they wouldn't necessarily know what that was, which is interesting. I think I would just like to do that just to mess with the players. I'm a terrible DM. The inspiration for all of these religious organizations or religious perceptions of Gods have to come from somewhere in this book, right, like we have the basic ones. I'm curious to see what kind of interesting campaigns some people might have with like. I mean, it feels like right, like when I think of religious groups either in real life that I'm trying to adapt into a dnd game, I think monotheis and polytism, you know, this tight grouping of Deities, like but I don't know, like I feel now that I'm thinking about I feel utterly limited thinking of maybe a new religious system that people might follow within a DND campaign. I like the idea of the wild mother and critical role. That just like. But I guess, like you know, your nature, sort of spirit, right, like your nature. MMM, I like those sort of like more global ideas, but I don't I'm it's hard to think about. Right. It would be interesting to bring into a campaign, but you'd have to have players who are willing to put up with you for a little bit. Yeah, at listen, guys, I don't want to sound like a God in this game, but the next little while guy will be playing, yeah, the God. All right. So moving on from monotheism, we have dualism. I. dualistic religion views the world as a stage for a conflict between two diametrically opposed des Or divine forces. Most often, the opposed forces are good and evil, or posits were representing those forces. In some Pantheons, the forces the forces of in some pantheons the forces are Deitis of law and chaos are the fundamental opposites in a dualistic system. Life and death, light and darkness, matter and spirit, body and mind, health, illness, purity and defilement, positive vibes and negative vibes. The DD universe is full of polar opposites that could serve as the foundation for a dualistic religion, whatever the terms in which the dualism is expressed. Half of their pair is usually believed to be good, beneficial, desirable or holy, while the other half is considered bad, if not explicably evil. If the fundamental conflict in a religion is expressed as the oppus position between matter and spirit, the followers of that religion believe that one of the two, usually matter, is evil and the other, Spirit, is good, and so seek to liberate their spirits from this material world and its evils through a senticism and contemplation rare. dually six systems believe that the two opposing forces must remain in balance, always pulling away from each other but remaining bound together by creative tension. In a cosmology defined by in a cosmology...

...defined by an external conflict between good and evil mortals, are as, mortals are expected to take sides. The majority of those who follow the dualistic religion worship the deity of force, identified as good worshippers of the good date. He trust themselves to that God's power to protect them from the evil deities. Minions, because the Dayda because the evil deity, and such a religion is usually the source of everything that is detrimental to existence. Only the perverse and the prey of worshiped this God, monsters and fiends serve it, as do certain selective cults. The myths of a dualistic religion usually predict that the good deity will triumph in an apocalyptic battle, but the forces of you will believe that the outcome of that battle is in predetermined and work to promote their date is victory. Deities in a dualistic system maintain large portfolios. All aspects of existent all acts, all aspects of resistance existence reflect the dualistic struggle and there for all things can fall to one side or the other of the conflict. Agriculture, mercy, the sky, medicine and poetry reside in the portfolio of the good deity, and famine, hatred, disease and war belong to the evil deity, and thus the Scythe and the Gedi. Seriously, I just couldn't help the whole time I was thinking force use the force animism. Animism is the belief that spirits inhabit every part of the natural world. In an animistic worldview, everything has a spirit, from the grandest mountain to the lowliest rock, from the Great Ocean to the babbling Brook, from the Sun and the moon to a fighters and central ancestral sword. All these objects and these spirits and inhabit them are sentient, though some are more aware, alert and intelligent than others. The most powerful spirits might even be considered deities. All are worthy of respect, if not veneration. Animist don't typically pay allegiance to one spirit over the other and staid they offer prayers and sacrifices to different spirits at different times, as appropriate. To the situation. A pious character might take daily prayers and offerings to an ansistor spirit and the spirits of the house, regular petitions to important spirits such as the seven fortunes of good luck, vocational sacrifices of incense to a location, to location spirits such as the spirit of a forest, and sporadic prayers to a host of other spirits as well. And animalistic religion. An animalistic religion very tolerant. I feel like we just have a Typo Oh callow please, that's Typo paid twelve under animism and animalistic religion is very tolerant. Most spirits don't care to whom a character also offer sacrifices, as long as they receive the sacrifices and respect they are due. As the religion spread through the animals animist lands, those religions typically win adherents but not converts. People in incorporate new spirits and deities into their prayers without displacing the old ones. contemplatives and scholars adopt complex philosophical systems and practices without changing their belief and respect for the spirits they already venerate. animism functions as a large, tight pantheon animist clerics serve the Pantheon as a whole and so can choose any domain representing a favorite spirit for that cleric forces and philosophies not all divine, not all divine powers need to be deferred from deities. In some campaigns, believers hold enough conviction in their ideas about the universe that they can gain magical power from that conviction. In other campaigns, in personal forces of nature or magical replace the Gods by granting power to morals a tune to them, just as by granting powers. Just as druids and Rangers can...

...gain their spellability from the force of nature rather than from a specific nature deity. Some clerics devote themselves to ideals rather than to a God. Paladins might serve a philosophy of justice and chivalry rather than a specific deity. Forces and philosophies aren't worshiped. They aren't beings that can hear and respond to players, to prayers or accept sacrifices. Devotion to a philosophy or a force is it necessarily exclusive to serve or to of service to a deity. A person can be devoted to the philosophy of good and offer worship to various good deities or vie the force of nature, and also pay homage to the God's nature, who might be seen as personal, as personal manifestations of an impersonal force. In a world that includes deities with demonstrable, demonstrable power through their clerics, it's unusual. It's unusual for a philosophy to deny the existence of deities, although a common physiological, physiological belief states that the deities are more like mortals than they would be. Then they would have mortals belief. According to such philosophies, the Gods aren't truly immortal, just very long lived, and mortals can attain divinity, in fact, by ascending to Godhood, and is the ultimate goal for some of the philosophies. The power of philosophy stems from the belief that mortals invest in it. A philosophy that only one person believes isn't strong enough to be so magical. Power on that person. Feel like a lot of monks have this kind of flavor behind, you know, not being able to get poisoned, slowerly aging, you know, kind of like a strength of their spirit, almost as opposed to like yeah, so if your end goal in a DD campaign is to hey, I'm going to become someone's force of religion, play a monk. I think that happened to a friend of hers. Character ideas flowing. Imagine the continuation of a long term campaign. There was none. That was the end of the campaign. History, I heard. That's a story for another time, I think, because that was it for this week's dividing the DMG. We're going to continue doing this because, like I said, I will get through this book I purchased. Yes, it's gonna Happen, Mark my words. Okay, going on to our recurring segment critical thoughts, I have another new question for you guys. Let me bring up your page here. It's a tricky one. So big thing is, what do you guys do when your players get stuck in a story never happened? No idea of only played from maturity modules. So I think, I think this might happen. I hunch. I think this might happen more with homebrew content, when you're trying something out just because they have everything right. I think it's also more of a oneshot thing. Yeah, generally. Oh, yeah, like, I don't know about you guys, but I've been trying to run puzzles this last couple of weeks and, Oh boy, yes, it's gonna Struggle. The pacing is rough now. Mind you, I'm trying to work it mechanically into the game so that it's balanced, accessible to all, yet not a complete cheat. But sometimes you just discover things along the way and you gotta fucking figure it out. You know what about your Bratten, I feel personally attacked because I know Jordan. I can speel that this was meant for me as somebody who has run a one shot where my players, including Jordan, have got stuck. Believe it or...

...not, that's not the only time I've been stuck in a possibly vation. I had. I had wrote this one shot. This was a while back and in its early stages there was well, I mean still to the point that it was published. There's a lot of intrigue focus in that particular one shot and Jordan and every player except one that came to play built almost exclusively combat with no intelligence related stats whatsoever, and that went very downhill very quickly. That's men Max and gone wrong. If yeah, it backfired hard to the point they did not finish the one shots. I had to write retest that a separate day after couple a couple reworks that did. Honestly, there was some some problems that they write into that were on my end, but I bashed my way into it. I just didn't succeed. That the quest I think, depending on how much you describe into a scene too, I like to not really give that much information until I get like a clear objective of players trying to do. Like sometimes I see in the books and they describe these scenes to so much detail that repeating something feels like a like a Tel Hmm. So, instead of trying to repeat things, I just slow down the pace at which information is delivered. Right, so you're still getting the same, you know, paragraph and a half of the exposition, but just as you make decisions within the puzzle, so it keeps evolved. I think it keeps it moving. Yeah, somewhere, but again with like true. So that's why I'm saying like with regards to getting stuck. Sometimes that information can also reveal, you know, m here's just the he's, the ways to somehow approach or, you know, the little the little golden path on the ground here, the two ways you could possibly go to a you know, right, achieve something yeah, right. So allude to a location or a solution, but I think with true puzzles it's, you know, I want to let you guys like figure it out, I want to let you guys sort of stir around and come it out, but I think, like actually you mentioned this before we were playing, that being doing remote sessions through just discord, and it does take away that tactile feel that might actually help players to, yeah, like physically solve and figure out. Like when I'm talking about puzzles, it's literally like riddles, cryptography here, yeah, pattern finding, all done through screenshots. So you know right, and like it's it comes up and like in a lot of DND sessions there's a lot of different like puzzles and little things that you can do, and oftentimes they're like side quests. But if you're doing a one shot that's based on it, then will out. For me, when I'm making that one shot, I'm afraid that I'm gonna get into a point where that the players get stuck, where they're like, I can't go any further. I rolled crap on my on all the roles that my DM allowed me to take, and now I am stuck here in this room or I am unable to complete the quest and it's I'm satisfactory. Yeah, I like. I feel like that reminds me a lot of getting stuck in certain Zela Games and like Naby right, give me the same information, like I know this already. Yeah, I do now. Yeah, I'm not the greatest at puzzles in real life either. So I mean, like I do on occasion go to an escape room...

...or whatever, but like not, not, not like my forte. So what's your puzzle experience burden? Not Too much beyond that one module that I've mentioned. Yeah, I have. It's something that I've definitely been experimenting with more. I had a DM friend a while back tell me that, I think I mentioned this before, that they really look for when they're picking up new modules. They look for puzzles and they like to see if they can really really test their players with these puzzles. Otherwise it's just marching forward and hitting things with sharp sticks. Well, I works. It's fantastic. Right. Yeah, I've been. That's the thing. I've been trying to strike that balance of, yes, this is really challenging, but also this is really fun, and we haven't been sitting here for the last six and a half hours. Were you guys try to open this door completely unsuccessfully? I think varying varying ability checks in our room for like solution. That definitely helps a mitigating a lot of that, because if everything's just be like behind a high investigation wall, then players that might be explained, that just back. Yeah, yeah, are never gonna figure it out right right, and that's, I guess, the case and certain locations. But you know, finding a trail like things that. You know you don't want your players to get stuck just trying to like in the woods, right. Yeah, and I mean I also am one of those kind of people who, if I see a side quest, I need to know what it is. I must go and complete the quest and then it ends up taking a bit too long. Yeah, I don't know, got a scale to quite a few times since several lovecraft adventures. You know, I guess getting stuck US kind of relative, right, because like even just saying that, like just getting lost in the woods, well then I guess you could play a one of two ways as at them. You could just, you know, try to usher them to the next objective, or you can literally have them play right lost in the woods exactly until they figure it out. More recently, I think I got this from you actually, Carlos. I have been trying, when I built these puzzles, to incorporate multiple different kinds of ability check, so it might be survival or nature if you're in the woods, for example. I actually got that idea from Matt Mercery. Yeah, like I've no, actually wasn't. It wasn't met Mercer. No, it was. Actually it was intialty. You know, it was Mike Garreles. I was watching Mike morrels DM and he asked his players to roll both an insight or a perception check on a character. The characters who ruled insight and perception both received information differently. Right one group received the perception that the character who they were talking to wasn't breathing. They notice that. On the other one, the inside checks alluded them to it not being alive due to its, you know, physical traits and being and how it carried itself, and that the fact that it hadn't blinked or hadn't like the way it spoke. Right, it just sort of led to the same information, but it kind of it's interesting how you can like play the mind a little bit, right, like certain characters notice the lack of breathing. Certain characters notice the surrounding environment and realize, well, nothing, all the dust is still here, there's no footprints on the ground or whatever. You know, like the putting it all together. Yeah, I've been trying to incorporate that quite a bit more, just the idea that if you give them a couple related but different ability checks with slightly varied information but all eventually leading to the same path, it does tend to not completely mitigate but it does help a little bit with that element of them getting stuck, because then you've got a higher probability that if you have two or three varying roles, it's pretty likely that your players are going to be at least decent at one of those. Right. Yeah, I think, like...

...for me it's more more so with the RP element of it. I always go back to that because I really love it. It's just, you know, you might approach a situation differently if you notice, you know, a shadow versus you hear a sound, like. How does that affect you as a player? Yeah, right, like you hear something stopping round versus you see a shadow or versus you feel a breath or whatever. Right, like just changing the the the sense, the sensory information, not always just making an eye sight right, like just kind of picking and choosing from the things that you normally feel. All right. Well, I think that's all the time we have for today. Thanks for joining us. Everyone. You can follow us on our instagram page at Royal City Society and send us a message tell us some of your thoughts. We love to hear from you. And a big thank you to Alex for joining us on our fifth episode of triple advantage as our first guest. Thank you for having me, no worries. Is Our pleasure and you know, look forward to more episodes because we're doing this better every single take.

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