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Triple Advantage
Triple Advantage

Season 1, Episode 5 · 1 year 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, episodenumber 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 originalcontent by Royal City Society. Very excited. We're actually getting joined by definitely notgoing to do see right there. Sorry, get into ing by Alexand following that, we're continuing our dredge through the dudgeon master's guide, becauseit was set out as our target. It will be accomplished. And closingthe episode, another critical thought. Join Yours. Truly, they always getme, 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 thatwe're all city study is coming out with Marhath's madness. You got a tigerand a wizard and a secret lair full of traps, surprises, deadly creatures. You know, the classics, the good old ones. Today we actuallyhave 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'sa Jordan. Hey everyone, and Braden Yo. What up? Andso, Alex, tell us which module numbers is that you create for Dungeonsand dragons. Is this your first attempt at a fight, a complete sortof one shot, or have you done you done this before. What's yourexperience here? Well, through the two campaigns that I run, I mostlyjust run custom contents. I've created dungeons and things like this before, butthis is the first time I've ever made an official document for and put itall together for someone else to be able to run. So first time you'resort of opening it up to the world to see pretty much. Is Scary? Yes, that kind of, but you know what, it's the bestcritique right because, like I would be super open to more people telling mehow unbalanced my encounters are and how why I accidentally, well, not reallyaccidentally, but why my players keep dying is, you know, more thanjust poor planning. But given the story, this is the first wizard flavor yougo 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 overviewof the where or module itself? Well, it starts with the the players goingthrough, going to a merchant and learning of a recent shipment of histhat 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 shipmentthat he has a compass. That's a tune twit with that. The playerswill take the compass and find out where the shipment went. Upon arriving atwhere the burned card is, they'll follow some tracks back to the mountain layYar of Murhof. Within the'll find a door. They'll open it up thatwill take them to an arena with first two displace or beasts and then toKutobo passes, after which they'll have to decide between fighting or helping a doppelgangerescape. And this is a special doppel Ganger. It's the one of theMurhath's experiments where he put the mind of a this was a rogue inside ofa displace er beast, giving this displace or beast roguick abilities. Another partycan choose either help them flee or fight. Them find some things about the experimentsand some Lut in there, they'll be some of another rat that theycan talk to and then they'll be the confrontation with Murhath himself, with hisarmored tiger friend. Now I take it how did this story start? Thatit start with Marhath himself as a character and develop into what his lair couldbe like, or did you have an idea of what you'd like to runplayers through, perhaps in a more mechanical game sense like did you? Didyou use this adventure to try to run displace your beast or monsters that youmight not normally get to run? So it's started with a character of afriend of mine. He's in the one of my campaign's Kyle. He hada he's a character named Naru who, through some experimentation and such, hermind is combined with the mind of an owl who also has a mind ofan old wizard and and she talks through the owl. And this was inspiredby 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 hasbeen 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 yourcurrent campaign? It's they actually, they went through this dungeon already and hewas 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 justsort of fleshing it out? I know that it's a little different with abigger group now working on things, but do you find yourself taking like what'sthe average time that you got for a type of one shot? Well,to develop it for just for players to play, not for publishing? Insuch it can take anywhere from five to ten hours. I would say maybeeven fifteen for bigger, larger dungeons. HMM. Usually I just start witha pregenerated map, find something that I like look of, and then modifiedand play with it until looks good.

I got a love the tools thatwe have access to now, because like random map generators, if you're notbuying, just kind of pop a couple of those, like just randomly printthem 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 tolike to visually see something right, right, yeah, and it gives you agood oh sorry, now what we're saying. It gives you a goodclay with which you can sculpt, I find, because it gets tribute overviewof what you can start with and then you can really modified. I'm reallybad with blank slates. Personally, what would you say was the most difficultpart of the whole process? Of for me, I think all the finalizationand editing, just going over the fine parts of the wording and making sureeverything's perfect over and over again was difficult. The thing I really enjoy about DDis just thinking of how everything goes together in my head and putting togetherall the puzzle pieces of building at olds. That's my favorite part for sure.Yeah, absolutely. Now, and they can fill a little bit likewriting reports. Are Writing some sort of structured school content right, like everybodyjust grab a part, take it and start writing. IDs kind of startflowing. Got To do a lot of a research now and then you know, sections, subheadings, tables. It's all very reminiscent Tue. There's athere's a soothing factor to it, I guess, at least at least whenyou'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 talkmore about our own stuff. But we did start that end, wedid. 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. SoUp, yes, that further. I do we're going to talk about otherreligious 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, dualisticsystems centered on to opposing deities or forces, mystery cults providing personal devotion to asingle deity, usually the part of a pantheon system, animistic religions reveringthe spirits inherent in nature, or even the forces and philosophies that don't centeron Deities, and sometimes all of the above, with pipe with with typepantheons. In contrast to a loose Pantheon, a type Pantheon focuses on a singlereligion 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 singleethos 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 ofa type Pantheon as similar to a family. One or two deities who lead thePantheon Service parent figures, with the rest serving as pantheons of important aspectsof the culture that worships the Pantheon. A single temple honors all members ofthe 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 moreaberrant gods, des who worship whose worship isn't sanctioned by the priests ofthe Pantheon as a whole. There are usually evil deities and enemies of thePantheon, such as the Greek titans. These deities may have cults on theirown, are acting social outcasts and villains to their worship. These cults resemblemystery cults, the members strictly devoted to their single god, though even membersof aberant calls pay lip service in the temples of the type Pantheon. Ohright here the norse deities serve as an example of a type Pantheon. Odinis the Pantheon leader and father figure, dated such as Thor Tier and PHREYAand body important aspects of the norse culture. Meanwhile low key, we all lovelow key, and his devotees, lurk in the shadows, sometimes aidingthe other deities and sometimes working against them, with the pantheons enemies. Because whenyou think of a polytheistic culture, you think, I don't know personallythe type Pantheon would be my got right. Yeah, I think for me Idefinitely starting on reading when I was younger about of Greek gods and justtwo stories that kind of these big old mythological tales and of men fighting beastsand stuff like that, all like rooted between like one guy who cut hishead off and just all of a sudden birth. What I love the flavoringin that, like that's just so sad, even for dd I feel like that'spretty savage. Yeah, it's pretty cool. Like now, I'll allI can think of right now is now I just want to start a cultto Tom Hittleston, the ultimate Yetta. It's common look for that all thenext module. I mean talking about mystery cults. That's literally the next segmenthere. A Mr Cult is a secretive religious organization based on a ritual ofinitiation in which the initiate is mystically identified with a god or a handful ofrelated gods. Mystery cults are intensely personal, concerned with the initiates relationship with thedivine. 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 mythsand rights as primary. For instance, a secretive order of monks might immersethemselves in a mystical relationship to a God who is a part of a broadlyworship Pantheon. A mystery cult andmphasizes the history of its God, which issymbolically reenacted in its initiation ritual. The following myth of a mystery cult isusually simple and often involves a God's death, death and rising, or a journeyto the underworld and return. Mystery Cults Often Revere Sun and Moon Deitiesand agricultural deities, gods whose portfolios reflect reflect the cycles of nature. Nowin the text here. There is a pink box in front of me withthe title divine rank. The divine beings of the multiverse are often categorized accordingto the cosmic to their cosmic power. Some gods are worshipped on multiple worldsand have different and have a different rank on each world, depending on theirinfluence. 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? Oryeah, I literally took each world. Okay, definitely superliteral. They're likeeach instance of play. No, but that definitely makes sense. Yeah,like they're their local impact is definitely much greater than some others, in whichyou have great, greater deities which are...

...beyond mortal understanding. They can't besummoned and they are almost always removed from direct involvement in mortal affairs. Onvery rare occasions they manifest avatar is similar to lesson deities, similar to lesserdeities, but slay. A Greater God's Avatar has no effect on the Goditself. 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 ofthe 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 againhave a divine origin, but they don't hear, answer prayers, grant spellsto clerics or control aspects of mortal life. They are still immensely powerful beings andin theory, they could assent to godhood if they amass enough worshippers.Quasi deities fall into three subcategories Demi gods, titans and vestiges. Demi Gods areborn from the Union of a deity and a mortal being. They havesome divine attributes, but their mortal parentage makes them their weakest. Quasi DeityTitans are the divine creations of deities. They might be birth from the Unionof Two des Manufactured on a divine forge, born from the blood spelled by Godor otherwise brought about through divine will or substance. vestages are deities whohave 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 thinkI've dove into too much power and influence that the gods have had in mycampaigns. 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 cultsRichel of initiation follows the pattern of its foundation. Myth Neo fights retrace theGod's footsteps in order to share the God's ultimate fate. In the case ofdying and rising gods, the symbolic death of the initiate represents the idea ofdeath 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 affairsbut feeling elevated to a higher sphere. The initiate is promised the place inthe 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 ofany other deity. If you introduce a monotheistic religion into your campaign, youneed to decide whether other gods exist. Even if they don't, other religionscan exist side by side with the monotheistic religion. If these religions have clericswith 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 asShills, Fay fiends or elementals, or simply by their faith. The deityof a monotheistic religion has an extensive portfolio and is portrayed as the creator ofeverything, 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 ofdivine assistance, whether marching into war, setting off on a journey or hopingto win someone's affections, the worshiper praise to the same God. Some monotheisticreligions describe different aspects of their deity. A single God appears in different aspectsof the Creator and the destroyer and the clerics of their domain, acts andpossibly even their alignment. On that basis. A clerk who venerates the destroyer aspectchooses the tempest or the let me...

...read it again. A cleric whovenerates the destroyer aspect chooses the tempest or war domain, while one who worshipsa 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 whochoose different domains. That's hard to read. That's very interesting, though, theidea 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, andeven if they don't even worship that God, they can still get power through differentmeans of your choice. It's just that they wouldn't necessarily know what thatwas, which is interesting. I think I would just like to do thatjust to mess with the players. I'm a terrible DM. The inspiration forall of these religious organizations or religious perceptions of Gods have to come from somewherein this book, right, like we have the basic ones. I'm curiousto see what kind of interesting campaigns some people might have with like. Imean, it feels like right, like when I think of religious groups eitherin real life that I'm trying to adapt into a dnd game, I thinkmonotheis and polytism, you know, this tight grouping of Deities, like butI don't know, like I feel now that I'm thinking about I feel utterlylimited thinking of maybe a new religious system that people might follow within a DNDcampaign. I like the idea of the wild mother and critical role. Thatjust like. But I guess, like you know, your nature, sortof spirit, right, like your nature. MMM, I like those sort oflike 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'dhave to have players who are willing to put up with you for a littlebit. Yeah, at listen, guys, I don't want to sound like aGod in this game, but the next little while guy will be playing, yeah, the God. All right. So moving on from monotheism, wehave dualism. I. dualistic religion views the world as a stage fora conflict between two diametrically opposed des Or divine forces. Most often, theopposed forces are good and evil, or posits were representing those forces. Insome Pantheons, the forces the forces of in some pantheons the forces are Deitisof law and chaos are the fundamental opposites in a dualistic system. Life anddeath, light and darkness, matter and spirit, body and mind, health, illness, purity and defilement, positive vibes and negative vibes. The DDuniverse is full of polar opposites that could serve as the foundation for a dualisticreligion, whatever the terms in which the dualism is expressed. Half of theirpair is usually believed to be good, beneficial, desirable or holy, whilethe other half is considered bad, if not explicably evil. If the fundamentalconflict 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 toliberate their spirits from this material world and its evils through a senticism and contemplationrare. 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 goodand evil mortals, are as, mortals are expected to take sides. Themajority of those who follow the dualistic religion worship the deity of force, identifiedas good worshippers of the good date. He trust themselves to that God's powerto protect them from the evil deities. Minions, because the Dayda because theevil deity, and such a religion is usually the source of everything that isdetrimental to existence. Only the perverse and the prey of worshiped this God,monsters and fiends serve it, as do certain selective cults. The myths ofa 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 isin predetermined and work to promote their date is victory. Deities in a dualisticsystem maintain large portfolios. All aspects of existent all acts, all aspects ofresistance existence reflect the dualistic struggle and there for all things can fall to oneside 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 Scytheand the Gedi. Seriously, I just couldn't help the whole time I wasthinking force use the force animism. Animism is the belief that spirits inhabit everypart of the natural world. In an animistic worldview, everything has a spirit, from the grandest mountain to the lowliest rock, from the Great Ocean tothe babbling Brook, from the Sun and the moon to a fighters and centralancestral sword. All these objects and these spirits and inhabit them are sentient,though some are more aware, alert and intelligent than others. The most powerfulspirits might even be considered deities. All are worthy of respect, if notveneration. Animist don't typically pay allegiance to one spirit over the other and staidthey 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 anansistor spirit and the spirits of the house, regular petitions to important spirits such asthe seven fortunes of good luck, vocational sacrifices of incense to a location, to location spirits such as the spirit of a forest, and sporadic prayersto a host of other spirits as well. And animalistic religion. An animalistic religionvery 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. Mostspirits don't care to whom a character also offer sacrifices, as long as theyreceive the sacrifices and respect they are due. As the religion spread through the animalsanimist lands, those religions typically win adherents but not converts. People inincorporate new spirits and deities into their prayers without displacing the old ones. contemplativesand scholars adopt complex philosophical systems and practices without changing their belief and respect forthe spirits they already venerate. animism functions as a large, tight pantheon animistclerics serve the Pantheon as a whole and so can choose any domain representing afavorite spirit for that cleric forces and philosophies not all divine, not all divinepowers need to be deferred from deities. In some campaigns, believers hold enoughconviction in their ideas about the universe that they can gain magical power from thatconviction. In other campaigns, in personal forces of nature or magical replace theGods by granting power to morals a tune to them, just as by grantingpowers. Just as druids and Rangers can...

...gain their spellability from the force ofnature rather than from a specific nature deity. Some clerics devote themselves to ideals ratherthan to a God. Paladins might serve a philosophy of justice and chivalryrather than a specific deity. Forces and philosophies aren't worshiped. They aren't beingsthat can hear and respond to players, to prayers or accept sacrifices. Devotionto a philosophy or a force is it necessarily exclusive to serve or to ofservice to a deity. A person can be devoted to the philosophy of goodand offer worship to various good deities or vie the force of nature, andalso 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 withdemonstrable, demonstrable power through their clerics, it's unusual. It's unusual for aphilosophy to deny the existence of deities, although a common physiological, physiological beliefstates that the deities are more like mortals than they would be. Then theywould 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 offlavor behind, you know, not being able to get poisoned, slowerly aging, you know, kind of like a strength of their spirit, almost asopposed to like yeah, so if your end goal in a DD campaign isto 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 theend of the campaign. History, I heard. That's a story foranother time, I think, because that was it for this week's dividing theDMG. We're going to continue doing this because, like I said, Iwill get through this book I purchased. Yes, it's gonna Happen, Markmy words. Okay, going on to our recurring segment critical thoughts, Ihave 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 guysdo when your players get stuck in a story never happened? No idea ofonly played from maturity modules. So I think, I think this might happen. I hunch. I think this might happen more with homebrew content, whenyou're trying something out just because they have everything right. I think it's alsomore of a oneshot thing. Yeah, generally. Oh, yeah, like, I don't know about you guys, but I've been trying to run puzzlesthis last couple of weeks and, Oh boy, yes, it's gonna Struggle. The pacing is rough now. Mind you, I'm trying to work itmechanically into the game so that it's balanced, accessible to all, yet not acomplete cheat. But sometimes you just discover things along the way and yougotta fucking figure it out. You know what about your Bratten, I feelpersonally attacked because I know Jordan. I can speel that this was meant forme 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 timeI've been stuck in a possibly vation. I had. I had wrote thisone shot. This was a while back and in its early stages there waswell, I mean still to the point that it was published. There's alot of intrigue focus in that particular one shot and Jordan and every player exceptone 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 theone shots. I had to write retest that a separate day after couple acouple reworks that did. Honestly, there was some some problems that they writeinto 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 muchyou describe into a scene too, I like to not really give that muchinformation until I get like a clear objective of players trying to do. Likesometimes I see in the books and they describe these scenes to so much detailthat repeating something feels like a like a Tel Hmm. So, instead oftrying to repeat things, I just slow down the pace at which information isdelivered. Right, so you're still getting the same, you know, paragraphand a half of the exposition, but just as you make decisions within thepuzzle, 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 withregards to getting stuck. Sometimes that information can also reveal, you know, m here's just the he's, the ways to somehow approach or, youknow, the little the little golden path on the ground here, the twoways you could possibly go to a you know, right, achieve something yeah, right. So allude to a location or a solution, but I thinkwith true puzzles it's, you know, I want to let you guys likefigure it out, I want to let you guys sort of stir around andcome it out, but I think, like actually you mentioned this before wewere playing, that being doing remote sessions through just discord, and it doestake away that tactile feel that might actually help players to, yeah, likephysically solve and figure out. Like when I'm talking about puzzles, it's literallylike riddles, cryptography here, yeah, pattern finding, all done through screenshots. So you know right, and like it's it comes up and like ina lot of DND sessions there's a lot of different like puzzles and little thingsthat you can do, and oftentimes they're like side quests. But if you'redoing 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 intoa point where that the players get stuck, where they're like, I can't goany further. I rolled crap on my on all the roles that myDM allowed me to take, and now I am stuck here in this roomor 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 incertain Zela Games and like Naby right, give me the same information, likeI know this already. Yeah, I do now. Yeah, I'm notthe greatest at puzzles in real life either. So I mean, like I doon occasion go to an escape room...

...or whatever, but like not,not, not like my forte. So what's your puzzle experience burden? NotToo 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 frienda while back tell me that, I think I mentioned this before, thatthey really look for when they're picking up new modules. They look for puzzlesand they like to see if they can really really test their players with thesepuzzles. 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 thething. I've been trying to strike that balance of, yes, thisis really challenging, but also this is really fun, and we haven't beensitting here for the last six and a half hours. Were you guys tryto open this door completely unsuccessfully? I think varying varying ability checks in ourroom 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 thatmight be explained, that just back. Yeah, yeah, are never gonnafigure it out right right, and that's, I guess, the case and certainlocations. But you know, finding a trail like things that. Youknow you don't want your players to get stuck just trying to like in thewoods, right. Yeah, and I mean I also am one of thosekind of people who, if I see a side quest, I need toknow what it is. I must go and complete the quest and then itends up taking a bit too long. Yeah, I don't know, gota 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 sayingthat, like just getting lost in the woods, well then I guessyou could play a one of two ways as at them. You could just, you know, try to usher them to the next objective, or youcan literally have them play right lost in the woods exactly until they figure itout. More recently, I think I got this from you actually, Carlos. I have been trying, when I built these puzzles, to incorporate multipledifferent kinds of ability check, so it might be survival or nature if you'rein 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 wasMike Garreles. I was watching Mike morrels DM and he asked his players toroll both an insight or a perception check on a character. The characters whoruled insight and perception both received information differently. Right one group received the perception thatthe 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 alivedue to its, you know, physical traits and being and how it carrieditself, and that the fact that it hadn't blinked or hadn't like the wayit 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 littlebit, right, like certain characters notice the lack of breathing. Certain charactersnotice the surrounding environment and realize, well, nothing, all the dust is stillhere, 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 quitea bit more, just the idea that if you give them a couplerelated but different ability checks with slightly varied information but all eventually leading to thesame path, it does tend to not completely mitigate but it does help alittle bit with that element of them getting stuck, because then you've got ahigher probability that if you have two or three varying roles, it's pretty likelythat 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 withthe RP element of it. I always go back to that because I reallylove it. It's just, you know, you might approach a situation differently ifyou 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 feela breath or whatever. Right, like just changing the the the sense,the sensory information, not always just making an eye sight right, like justkind 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. Thanksfor joining us. Everyone. You can follow us on our instagram page atRoyal 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 forjoining us on our fifth episode of triple advantage as our first guest. Thankyou 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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