Sounder SIGN UP FOR FREE
Triple Advantage
Triple Advantage

Season 1, Episode 6 · 1 year ago

Ep. 6 - Original Creative Content

ABOUT THIS EPISODE

Hello everyone and welcome to this weeks episode of Triple Advantage! This week we talk about our current happenings, accidentally making illegal audio books, and we answer one of Jordan's critical thoughts. Were feeling much better about the flow of the episodes, we think this may be one of the best ones yet.

Welcome to triple advantage, episode numbersix, double the triple of this advantage. Awkward Dad Jokes don't land sometimes,but if you're still here listening and having left due to that, todaywe have three segments to bring you. Guys, we're going to start out, actually, Jordan, you were speaking about this before. We're going topick up on this conversation. Jordan actually just played through Rhat's madness, sohe's going to give us his thoughts on, I guess, one of the firstplace throughs of the modules that we created. Hold your thought there,Jordan. I know you're anxious. We're also going to divine the DMG,possibly much more abridged and well, to be truthful, we might skip someitems that might be tedious to deal with and just creating unauthorized audio books andspaces like that. And then, to close out the episode, Jordan isgoing to bring us back to another critical thought, and I guess you mighthave figured out Jordan is here today. I am, and how did thathappen? We also have Braden that you do back again for episode six,the double triple, the double triple. You know, they improve every time. So Jordan, Murhat's madness yeah, so I got the privilege to runit with a couple of friends. I was the dungeon master and then Ihad four other members. We played it at level five. We I alsogave the people extra magical items and some extra goal just to play with andtry out new things. Plus I like it because it's more fun that way, I think, when the players have like these cool magical items that theycan use. I tried not to be like, to too stingy and notto like yeah, just says, you know, yeah, I am noproblem. So it went pretty well. I started it off in the town. We got out. They loved the whole like setting and how it workedthat way. The they made it up to the boss and the boss wenteasier than I expected, to be quite honest. Yeah, so I Iknow Alex had run this before and there was a little bit more difficult fromwhat I heard. So I was expecting it to be like a pretty prettywell like, oh, at least one of them is going to go downkind of thing. But it didn't happen that way. I don't know ifit was because of the characters are not or they're all pretty pretty veteran playersas well. So they knew what they were doing right, so maybe thathad to do with it. Also, I know we deepuffed the characters aswell a little bit because we weren't sure. So I'm going to play with ita little bit more. I've got another session coming up on Sunday,so that's going to be fun. I'm going to tweak it a little bitsee what happens. It was a lot of fun playing as the rat init. That was probably one of my favorite parts, just acting as thebandit rat. Yeah, I think it went pretty well. Now I guessit's one of the first pieces of content that we make and as a groupcoming together, I think one of the challenges that we found was maybe howdo we mesh styles a little bit with regards to right in the content,and then also the balance in general, because I think all of us hasDM's have a way that we like to...

...balance encounters and in this case,like you mentioned, right it's hard to tell whether something's going to go easieror not because you're trying to I don't know, I felt like we weretrying to make sure that everybody kind of had the same headspace. But howwould you improve this? How do you think you might improve the last encounterhere. Well, to be honest, they ended up just getting around mrhathreal early M and once he surrounded it's very difficult for a wizard to beable to do anything right. So what I want to do is open upthe map a little bit more and make it a bigger area so that Mrhathcan get off more spells from a farther distance, right before the players areable to do anything. So I was actually able to get off a confusionspell real early and like mess with people. But yeah, because I remember whenwe were talking about Murhat's abilities, we actually added a spell that couldessentially gain an ally and remove one of the parties. That that factor inat all or didn't work? Oh No, I tried it but it failed.So the guy made the Save, unfortunately for Merhath, but it wouldhave been cool if it did. But I still would not have been Istill think that he needs more of about so off to see what I dothere. More open space would be great. One of the other players actually misseda ridiculous amount. It was so funny, but also felt bad.I'm pretty sure he missed more than fifty percent of his attacks. So andit would do that d twenty away after that. Such as a veteran player, he should know better. Absolutely, it's die jail. It isn't Nice. Jail permanently. Now, how I'm curious to repeal that, Radley,when you do? Oh No, when you when you read the encounter,did you use the flanking for the tiger coming through it from the yeah,yeah, okay, so he came in, but they actually ended up catching himbefore, before because they made a natural twenty perception check, as Marhathwas talking, because they were wondering why he's acting so calm and so likein control, because I was trying to play it off. That's better.I'm claires for you, you know. Yeah, and they're like something's goingon here. It's Fishy, I don't like it. So they're like tryingto figure out what was going on. Natural Twenty, you know, roleon a perception insight check, and I was like, yeah, that's sointeresting, because I was, I was part of the original, the firstbay to run for this, if you will, just because it was partof Alex's campaign. Before it was a one shot and a part of Alex'scampaign. And we got we got shredded. We have destroyed Merhof, not somuch. We were will to take the Morhof. All right, thatTiger did work. Okay. So the other thing was is that the monkended up getting in two stunning strikes during that battle, okay, against thetiger. So when he's out of commission for two rounds, it really depleteswhat Marhof's able to do and significant and allows the players to just go totown on whoever they want. Right. So, monks man, I knowright. It's though. Well, I guess we'll just take it in.You know, it's part of the process, right, like we're trying to workon our own little game mechanic, I guess, in the sense ofhow we want to develop and how we want to create content for the realcity society, and I think it'll just improve over time. But you know, a truthfully, like at the moment I think everybody got busy. That'snot like. Yeah, like I know that. I personally was slammed atwork and then I think it's one of the things like we got to carrythat momentum on to the next thing and...

...on to the next thing and onto the next thing and then just it has been a week, though.It has been a week. Yeah, yeah, we all need a weekto not write content for once, saying yeah, no, be at backinto it, though, like it's not just for this podcast and for thischannel, but it's also like we're all actively playing on campaigns and running othercampaigns and at the moment I think we're all just okay with doing that aswell as this, because you gotta love that. Gotta love that ttrpg time, you know, sit around. But yeah, so that's one. That'sone thing that you guys have to look forward to. Ideas are definitely flowingand we're definitely working on some new pieces. I think the new monk subclass,which still ongoing with that will definitely give you guys an update them whenthat's closer to a release date, and then from then on, like andPC forges, just trying to make it as easy as possible for us tomake things. I don't know, like with the most recent ideas, Ithink I'm most excited about is the NPC kind of factory because I love creatingcharacters. I think all of us kind of approaching in different manner, soit'll be get to put the energy there a little bit. I don't know. My next thing I'm looking forward to is I've got another one shot ideain the works. Oh yeah, it's going to be a high tier,like high level one. Yeah, you don't see Tony's time, which,yeah, I don't like. You don't get to play at those high levelsvery often. So I'm like super excited to just kind of put one togetherthat makes sense and like people would be excited about. So you have thatto look forward to. Yeah, now it do you think that's going tobe harder to balance, like, I mean at higher level you have somuch more variability with your players? Right, yes, but the idea that I'mgoing to use is going to rely less on balanced encounters and more onplayers, or pepp potentially. Okay, more of a like skill and competition, I see. Okay, I also think part of the problem for us, and I do mean us as in literally the three of US sitting inthis room, is that we don't have a ton of experience with high level. No such sure, I think the furthest any of us have made islevel five, maybe level six. You're a little further eleven, level all, let's way further headits. But for most of us I mean twenty skind of a fever dream at this point. Yeah, it's less about balancing fullstop and more about balancing in an environment that we've never even started treadingin. But that's also yeah, but that's also like the different campaigns thatwere running, because on your hoard of the Dragon Queen, your characters atleast, like us, your party, like we're catching up to the levelsthat I have on the Tomb of annihilation campaign's going, you know. AndYeah, it's like that, right, because like on certain sections were apparentlywe just like blue pass an entire chapter. Right. So it's kind of hardto gage, right, because I like, I don't know, likewhen I'm running too, like part of the big like the big thing thatI have with tomb is that I love the time aspect of it. Likewhen like half of the party was petrified, I was like, I'm a fuckwith them, like it's gotta take a while to fix right. Sofor me, like story wise, it made sense to add two and ahalf months of time. Yeah, all right, but in that time,right, like how do I also like they were a higher level, andI did that just for the fun of when you guys came back. Itwould be like a physically different you know, and you guys had a combat encounterright away. It's one of those things that I plan. So youguys would feel like that messed up, you know. Well, you'd feelthat steps, you know what I mean, like you'd feel that difference between youand your party members, all of a sudden, attacking twice per turn, right, one that's able to take half damage every single round. Right, like that was fun. But then...

I also can't keep you guys onelevel lower for too long, right, so I gotta step up, butI love like but in that same time, right, like, I know youguys are good level wise and in the area that you're in, butit's taken a while to get here. And then brain's campaign. Like fivesessions that I've played were like pop, pop, pop, pop, Idon't know if you know what I mean, like a good session and like reallyget through some counter especially with you guys getting through some of those combaten counters like faster now. They're going really fast. Yeah, it's itdoes tend to streamline it. What a bit. Hmmm. Yeah, solots of things to look forward and given that, just make sure that youguys are keeping a keeping in touch with us our instagram page, Royal CitySociety. We're always trying to give you guys updates through there. That it'sgoing to be the main point of communication between everyone. Right now, wedo have the twitter as well and we're going to get that going. Whereshould I play that? Yet? We're still figuring out the actual tag,because Royal City Society doesn't fit. So you know, how do we gooff brand while staying on brand? Next episode. But moving on to thenext segment, and now the most recently taboo segment, based on the angryGM's post on what Ipeel is and for you send accidentally create geating audio books, we're going to be trying to react to the DMG in the most nonillegal way possible. Yeah, Nice, rate for not getting shut down.Hooray for not getting shut down. I mean free clout. If we do, I guess at that point right like shut shop. WHO's saying free?I could be some very expensive what do you mean expensive club? We've madeno money out of this and all we've done was advertised back to DM sGild you know, sad. But moving on to divining the DMG. Lastweek's episode we were talking about the Gods and just finishing up on that sectionwere we actually lost track. I we had gods of your world. Sowe're on mapping right. We're definitely on mapping. Okay, so, whencreating the world where your campaign takes place, you'll want to map. Now youcan make you can take two approaches. Do a top down or bottom up. So either some DM start with the top, with the bigger pictureof the world, and then work down to the finite details, or,like most underprepared DM's, you start out with a tiny little setting which yourplayers will inevitably break out of and, Oh God, improvisation. Yeah,so that's what bottom up is, when you start out with like maybe acouple of characters and then you build the world around them, whatever you're damningstyle. Some dams prefer to go either direction, either starting with even asmall campaign area or just plopping characters in to wherever in the world that youknow, like just if you are if you have a kingdom planned out,I guess you're pretty set to go. And I guess whichever approach to take, it says here HEX's work the best one. Mapping outdoor environments we're travelcan't go in any or travel can go in any direction, and calculating thedistance might be important. I don't know, like I haven't really used that manymaps with campaign. I usually just use relative time. I'm like,Hey, this is going to take this long to get from location a toB. and then, I guess just just the way I play the Gamestoo, though, because like my game is more here's the distance and here'swhat you can do during that time. Pick it out. is going tobe more of like a montage throughout what you encounter throughout. Yes, especiallynow, takes long distances. Like you don't want to like calculate exactly howfar it is and exactly how much is...

...going to take, like you can. But well, and also depends on the granularity of how you want toplayer. I like, if you want to play every single day, thenI guess calculating the distances it's very important. If you're trying to, you know, just get to the next location the relatively pastime, then right.But like, yeah, I don't know, you can still like play out everyday, but you can also just make up the distance. Yeah,is that taboo? Well, I just did it with like a well,with like actually going back to what we're just talking about. When the partywas going back and trying to fix you guys as a petrification, they actuallywent all the way back to Porteon's art. So that took time. But Iwasn't about to play two and a half weeks worth of real life sessions, right, so I gave them the timeline there to get there and,you know, three sessions that in the three sessions that we had. Soit's weird. I don't know. Having a map definitely helps, but Ithink I use relative time and just story. Yeah, what I'm saying is likenow, even if the distance was one mile, you can still say, Oh, it takes you seven days to get there, and like noone. Yeah, anything of Yeah, I guess it depends on it dependson how strict you are with your world, right, because if you already havean entire world setting made, you can't stretch areas around too much becauseotherwise, right, you have unless you have a way that you can justswap them around and still somehowp play as well story wise. But like,I mean, I don't know, shifting towns could get into weird like Iwas reading, I was reading a post a little while ago and some guyslike I gave my players the time travel ability and they went back in timeand they asked where the mountain go. So you know, I don't knowabout moving geographical locations too much. Yeah, I have a tendency to when Icreate maps, I'll create them very specifically, not with a certain distancein mind. I'll make them. I'll create them so that it looks exactlythe way I wanted to look, but I won't have distance markers necessarily thatwhen players will go, oh, how long does it take me to getto a, from A to B, kind of look at the map andI'll go it'll be that'll take you a day and from that on I writethat down for that on. Distance between here and here one day. Distancebetween here and they're seven days. Yeah, and then that's codeified. That's inthere right. That can't change. When you're making the map, youjust make it look good and then you where you like. Distances you canjust be thrown to the DM and the DM can distance. Yeah, Itreat distance as kind of influx until I actually say something. It's as Isay something, it's codified, but I can tell then I don't like preexact designate. Oh this is onezero miles, thousand and fifty seven point six fromjazz is just taking tenzero steps to get there. Better start counting.Well, it's funny that we're talking about how we talk about how we exploretime in our games, because the next few sessions are all on scale.So like, for example, the province scale for the most detailed there's ofyour world. Use a province scale where EACHEX represents one mile. But thenagain, if you're looking at the Kingdom scale, EACHEX represents six miles.Continent scale, EACHEX represents sixty miles. How big are these maps, guys, and how detail do they have to be in between towns? Question,because depends what you want. I mean we've been traveling a lot and hoardof the Dragon Queen Right. Yes, I think we've traveled more in thatat least time wise and as fast, because then we have in realistically,Chil doesn't. Thank you. Guys. Did forty days in one session lasttime. Yeah, and that was I mean, I'll be honest, thatwas supposed to be stuff happening depending on how I rolled, and I justrolled so that I think you guys had one event in its forty days.So it was like the way she goes, so she goes. Actually funny thatyou mentioned with regards to how we explore time. So do you haveyour sessions kind of set as if you roll the die and the characters happenedto do those things based on the die roll, or do you have themmore so that I don't know, like...

I kind of have mind gated?So, for example, like each they're like maybe in like a thirty daytravel session that we may have had, right, I I would have saidevery ten days. There's like a percent chance of an event happening there,but that is usually dependent on you know, did you roll that perception check?Like if you notice that, you can entirely avoid maybe an encounter.Right, if you didn't notice that, you're going to run into the encounter? But those events are kind of always there to again, not just giveyou thirty days of free travel because fucking through this Shelton jungle, I feellike something has to happen right, but at the same time I can't likeif I'm rolling on the random encounter table every single time. You guys aregoing to hit encounters every two tiles right, like there's no way to either overstuff you with encounters or like try to keep it a little bit more, you know, constraint, but it's it's a weird how like your flexibility, I guess, depended at the M for me, I just say ifthere's a travel so let's say it was thirty days, I would say,okay, for these thirty days I want to have seven encounters. Okay,and then I will be like which encounters are those, and I will rulefor that hmm kind of thing instead of being like do they have an encounter? Do they have an encounter? Do they have an encounter? Do theyhave an accounter? Right, if, if I really want to, thenmaybe I'll say, okay, I'm going to roll ten times for these thirtydays and then I'll take the number of events that come up for those.That's fair. I tend to structures so that an event will happen and obviouslyI've learned that players will absolutely throw a wrench into anything you plan. SoI'm always got a backup plan in case players find a work around around exident. But if they're traveling on the road for ten days at day number forthis will happen because that's what's in the cards for them. That's what itplanned out, that's what's going to happen. Yeah, they can if if theysee it coming and they percept it and they work around it. Cool, knowing capt right job, guys, and we continue all but the event. But the good way to introduce like some sort of psychic character, likethey can read their Tarot cards. It's like, yeah, here's all theencounters I've planned out for you. This is in your future. And alsoit goes in in stride with how fast is the party traveling? Yeah,right, because now, if you haven't planned encounters that happen on specific days, then parties can bypass them by traveling at a faster pace or by travelingat a slower pace and then seeing it or whatever. But if they're movingout a normal pace like most parties do, then it's going to happen exactly.I like that. But yeah, I don't know. I guess it'sone of those flavor things. Really, each DM will have their own approachto it. Yeah, when you're creating a map is a little bit different. Then you got to have things like kind of set out. I guessright for if other people, like if you're going to give it to yourfriend or whatever and be like hey, you, here's a map that youcan use. Yeah, you, then you want to have like maps thatare like here's what is, this is how far it is, this iswhat I've done. Yeah, but like it really depends on how how detailedyou're willing to go. Because, like, if you have town names, youknow, and the general description, then yeah, sure, like shiftingtheir location x amount of miles may not make that much of a difference.But if you, for example, have the town's history deeply rooted, thatit's a river town and the people are culturally influenced because it's a rivertown andyou've developed all the market and the economic structure of the town because they're rightnext to a river, and then suddenly, you guess what, guys, theyhave to be next to a river, the river, and push it overthere. Yeah, don't shoot yourself in the foot as a DM.Yeah, I would say having sessions where...

I've needed to make things up onthe fly almost exclusively, and as a new DM, that can be superstressful because, you know, unplanned stuff kind of takes you by surprise.But with regards to this, if you're in new DM, my suggestion wouldbe just kind of keep the details a little Lucy Goosey, you know,don't, don't write yourself into a corner, unless you already have the world alreadycompletely mapped out, in which case you do, you man, you'reyou have too much time or it's your job. I don't know. Settlements. So where do people live? Bustling cities, prosperous towns and tiny villagesnestled among miles of farmland help define the nature of civilization in your world.A single settlement, a home base for your adventures, is a great placeto start a campaign and begin your world building. Consider the following questions asyou create any settlement in your world. Again, what I like what Imentioned right. Like, what's the purpose of the town? WHO LIVES THERE? Is there a government? So, freestate, right, who's part ofthis town? What's the flavor? What's the you know, it's a character, let's character of your town. Settlements are covering cities as well. NeverImagine. So, yeahs, because generally speaking that's where people start. Well, yeah, I guess so, because in this in the in the bookhere kind of dives into like is there an army? Do they have somesort of organizations or temples or stuff like that? So it's saying like eitheror is does it belong here town? And if it's there, why?I guess when I think settlement, I think like village, but that doesn'tnecessarily cover doesn't. I mean it is a settlement for sure, but likeit doesn't write really mean that it's not a city? Right? Yeah,for sure, for sure, for sure, my bad. So yeah, andI guess the purpose of the settlement is to facilitate the story and addthat element of fun to your campaign, right, like it's not just hackand slash of the woods. It could be, but you know, ifyour parent, if your players ever go is there something else than being amurder Hobo in this game? Use a DM can finally peek out and sayno and say no, yes, exactly, shut them down hard. They havean arpade for five years. They don't get to do it now.So yeah, like the local color of the town, the local character.That's always kind of fun to me. For me to do, I alwayslike the what May. I don't know, like I like to travel a lot. So like, for me it's I love the food and places like. Why is the food like? Why do they eat mostly seafood? Right, like their next or ever, their next to these, their next ofall, Bob? Why? Right? Again, we've been in a junglefor the majority of tombs, so I haven't really had to do much morethan there's a mushroom. Nice, but I hate it. I don't know. Have you guys have done? Definitely done a little bit more experience withtowns, I think, or ramped actively had players in town. YEA,for the most part, mostly, for sure. Yeah, Tom has beenwell, I came in later too for that one's that's true. Yeah,it's true. I didn't have that whole first part of the expert so youwere. Yeah, you were dead end the forest right away. Yeah,yeah, we did. We did have a bit of the city life experienceright when we started off in Chaltz, but it oh, no, youguys had a camp. The first campaign was in watered the first session wasin water d first session was a water deep than we moved to Nan Tauru. Yeah, that we were. We were kidnapped for a bit and thosekind of a settlement there. It was like a pirate hid. Yeah,that it wasn't just jungle, which is it's either been jungle or if it'sa settlement, it's not a settlement anymore. That mostly just fallen apart. Yeah, no, it's old ship and now it's ruins, old and yeah, old Shit, ruins are where find out the secrets of chilt in yournext vacation. Actually, archeologist. That's our job, surprised job. That'swhat Dand's all are. Sorry, five...

...views all about. So yeah,the next the next session here is talking about a home base in your settlements, and I guess you guys really I haven't given much other than trees.That's been your home base. You guys have been pretty nomadic in this campaign. Yeah, yeah, I don't know, Fukay. So then the next sectionis talk about the size of the settlements, going from the size ofvillages all the way to cities and onwards from there. I don't know,I think we've actually just generally talking about this. We've covered a lot oftopics of like the atmosphere, the government of the settlements. I mean it'sall your personal interpretation on this and I guess the book does dive in alittle bit into the government structures. Yeah, in that. Yeah, and yeah, I guess so. I like if you're using a lot of that, a lot of the government structures. So I hierarchies that work within thefaun setting. But other than that, I mean, if you're if you'reif you're at this, see again. It's the weird structure of this bookthat I find it's because, like the world building and stuff, I feellike there's a lot. It's definitely a lot. This is something that Iwould come back to once. I'm like very, very committed into developing aworld. But for the most part, if you're running players like again,as new DM's, you're most of the stuff is going to be good informationto know. But I think it's good. It's easier just to sort of relatedto what you know of cities and try to, you know, adaptyour flavor of that into your world, because otherwise you're you know, youwant to you know what you want to keep the flow of the game going. You don't want to just like get stuck up on the specific rules of, you know, what qualifies each town. But yeah, I don't know.We'll continue on this segment. Lots to do with regards to with thesettlements and world building aspect. I think the book continues on to see wehave different forms of government, types of commerce, currencies, Oh, languages. That'll be fun. I'm excited for that. I Love I love theaspect of language in campaigns and just generally. I think it's always like super excitingwhen you jump into a new place. I think the thing with DND isthat everybody speaks common right. So that is the one time that you'regoing to find everywhere. I wish it was much more common that if youwere traveling to a different location, like a random village, like they don'tspeak common. Yeah, yeah, yeah, like they don't, or they speaklike a cockney version of calm. Yeah, it's like so far intoits own little cultural pocket that players have a hard time interacting with them.Like maybe you use that as a more skill based town, right, likeperception checks or intuition, like using that to sort of piece together a conversationmore so than you mean. Yeah, like one character is definitely going tobe lost in that. Would just bound to create some fun dynamics within thetown, right. So, yeah, more on that with our next episodeof divining the DMG. All right, guys. So we have a quickannouncement here. Murjas madness was finally released last Thursday. It is now upand running out on DM skilled. Just search up Royal City Society as theauthor and you should be able to find it. If you have any issues, let us know and we can help you out with that. All right. So for our critical thought for today. How much do you guys let theplayers run the story? I much exclusively. I've had to make upmost of my campaigns. So it does that play into like their backstory orlike do just let them like run off wherever you want kind of thing?How much do you include their back story and how much is it like theyjust go and do whatever they want?...

Do you like bringing in their backstories? I do, and it's been interesting, because I think I mentionedthis in a prior episode, but with regards to the players of being inChalt, there's a very little overlap right with the setting that they're currently inand their back stories. So I've actually found that most of the back storiesfor these characters, because of just generally the way the campaign is, it'sactually been more on the character aspects of the characters. MMM, so certainthings that are the characters are trying to do or the changes that they're goingthrough, the things that they're trying to find and investigate. It's has tohave been more through that aspect of character development then like tying it into theirback story and the previous selves that they had in the setting, in theworld. MMM, I feel like, yeah, to answer the kind oftwo part question that we got here. First, how much do we letterplayers run or settings? Yeah, answer, they're the only ones running. Thesentence of honest to God, done at least one session of my homebrewcampaign where I just don't plan anything and I show up and I'm like allright, guys, what are we doing today? And suddenly we're killing peopleagainst Nice. Yep, that's where that was going. Like, if thatwas that's where that way alone, right, regardless of what I had ye integratedanyways, because this is what you guys were just going to do.So yeah, cool. So when you are running a quest that is writtenout so like a specific thing like hoard of the Dragon Queen or Tomb ofannihilation or whatever you're running there, how much is that influence kind of howthe story goes, and how much do you, like if the players wereto just be like now, we don't want to go and do that.We're just going to hop over that way. I think that's part of the giventape between players because, at least for the most part, now thatwe've been playing more, I think everybody's a little more chill with at leastgoing with the flow of the game. So, Hey, I'm giving youquests, I'm giving you leads to follow and, yeah, take your pickof the selection, but take your pick like you you like. In theplayers have been a little bit more receptive than I think when you initially startplaying the game, which is, my God, this is the best tabletop role playing game in the world, because I can do anything. Letme test that up now. Yeah, right, whereas later on players aremore okay, I want to actually, let's see what this story has instore for me. Let's go along with it. Let me spice it upand be myself as a character right in the campaign. But all these I'llfollow along. Mr Dm, give me those cookie chromes, you know.Yeah, I feel like I don't have a ton of experience with pre writtenmodules. The only one that, as we've discussed throughout today, that I'mrunning really is heard of, the Dragon Queen and I feel like that one'snot really railroady, but it really keeps you like, on the path andarmless. You can agree or disagree, depending you're as one of my players, but can I not have an opinion on the map? That is veryfair. No, pick aside. No, but I feel like they finish aquest and it's like gratulations. You finish the quest. Here's part two, here's now you've done this and hopefully you're invested into this story line.And I remember in our last session you guys were being hired as these caravanguards and I think Carlos made the joke. Once I brought up the map,you were like, I don't think I want to do this anymore.How about those mountains? Yeah, mountains, let's go check that out, andI was like, honestly, yeah, like I mean, if you're notinvested in the story at that point, then it's either you're not enjoying themodule or if somehow failed you as...

...a deal. Yeah, so,and which point I'm more than welcome to suddenly yeah, go way off therails and Chirt, let's check out those mountains. I'm sure there's something.I started that one as well with the group and one of the first thingssomeone said was I don't want to go to that town right now. There'sa dragon out or they're, you know, like players of those things that's there. I don't want like why would I walk over to this like asoul? So that is going on. This makes no sense. I'm justa regular mercenary dude, like if we're going the other way. Yeah,it may you buy a real fast and that module, somebody death is rightthere. You and or you up. Yeah, design, but that's gota I mean I think the modules on their own may have newer players inmind, because I could see part of the Dragon Queen like maybe forget,forget the players even getting that initial choice of your get to this town,there's a dragon attacking. Just put them right in the town. Yeah,right, and then you go, Oh shit, Hey, new player,here's what you need to do to start. Like the little it's more of aatorial thing, you know, like it's a little bit more railroady,but it's hey, you can only progress forward, rather than hey, you'rein this world, what do you want to do? Yeah, you know, like that's a little too open exactly. You know, like even until aright like I the way that I had set it up was initially,yeah, I guess you weren't this. You are here for this journ,but initially I had the two adventure books that I wanted to run, whichwere curse of Straw and to annihilation. I ran session zero in water deep, and the way I structured that in counter that session entirely, was sothat the players could essentially, based on their actions, fall in one oftwo buckets. Those buckets were the story leads into their respective campaigns of twoof the nihilation or curse of Straw. That's cool. So they chose toget on the boat and travel to the far away land. And here weare, you know, for sessions zero, night one. Yes, I was. I was a different character. Oh my God, you were too. I was a bird, I was. Yeah, that was no, thatwas for death house, wasn't it? No, that was a I remember. I don't know. I don't think. Okay, do you remember? Do you remember Tiri lighting up a mercenary and a dark alley and justslashing the shit out of it? I think so, but I can't rememberfor sure. Plus, sorry, definitely told that story before. Yeah,yeah, and it was. It was a really good way of running ittoo, because we had no idea that that's what you were doing or thatthere was multiple strands that we could follow or that this was leading anywhere.Really. This could have been literally anything and we just stumbled on it ourselves. So the way I generally made it was like more geographical. So whatthe first thing that you guys, the the the the hook initially was youguys showed up to the adventure is guild and you went what you got instore for us? Right? The six quests that I had lead it tothree, like two sides, and then with those three quests they kind ofoverlapped with one another. So you could either choose one and continue down thatpath directly to curse of Straw, or you could choose that, but thenit interacted with this and you get a second option, right, and nowagain you can still continue to the first quest or you can go, I'mactually going to go this way. So, depending on the waiting of the finalchoice, is where I kind of ended up choosing. Where you went, which let it, which let you guys. I felt have that freedomrather than saying here's objective a, and now you got subjective a objective Band now you're now just following this rail running path, railroady path. Youguys can kind of get that sort of sense of choice, but your balanceis kind of shifting in the world like that. I've had other DM's,I've never been in campaigns like that,...

...that express that they do similar thingspretty much throughout the entire campaign. It really it goes back to that wholeidea of like the illusion of freedom, where it's like they definitely get thatfeel that they're one hundred percent independent and they're in this world and they cando anything, but at the same time they're kind of going to end upin the general direction that you want them to go. Quote on vote.Yeah, even if the DM still gets the final word, essentially, yeah, and you them to go. Doesn't necessarily mean there's one hard line objectiveat the end of the road, but at least there's a path. AndYeah, I can kind of predict where you guys will be in a couplesessions, versus I have no idea what's coming next. So it's funny becausewhen you're talking about this like interviewing paths of probability, funny enough ties intoMatt Merc's recent time magic stuff that I now can't say, I don't thinkon this podcast. But yeah, I think one of the things that kindof covers that is to avoid that railroad. Maybe you know you're only from pointA to point B. The characters can go from point eight two points, B, C, D and e, like these are all big bads inyour world that they could eventually go to. Yes, which one theyhit really depends on all the stuff that they have. So for me theway I approach is a little bit more like geographically. So if you guysgenerally go in this direction, Hey, like the setting of this world isworld's lost on top of all the world's lost on top of other worlds.So eventually you're going to find some new discovery that no one else has found. That's inevitably going to happen in the story. Which one? Well,I guess it depends if you go to the mountains or if you decide togo into the swamps or if you decide to go into whatever you know.So I think for me it makes it a little bit easier because, a, I have to fucking plan less, like I generally know where I'm goingand where the strands start. I can build from there a little bit quickerthan I can. We're going to take a complete one hundred and eighty andfigure it out, you know, like the the entire map of Omu.Like again, sense of freedom in regards. So you guys can literally do whateverwe want in there, but I approach a more of like hot spotsthroughout the area. So you like, different things might happen more likely inthese regions than others, but that element of sort of automation helps me sortof maintain that. Yes, I let the players around the campaign because I'veI may I make sure the the playing field is big enough. Yes,so you can run around everywhere. HMM. But at the end of the dayyou're kind of just yeah, you're I am setting up the you knowthe roads ahead of you, but you know, you're figuring it out.Yeah, all right, awesome. Well, thanks so much, guys. That'sour critical thought for today. That's our episode. Episode. Boo,BOO, boo. Awesome job. Yeah, thanks again for listening everyone, anddrop us a line. Yeah, make sure you drop us a line. We have our first official member, the royal city DM. Gonna givethem a shout out. Thanks. Thanks, thanks my Alcos you. This mightnot make it, but but yeah, thanks for tuning in and catch youguys next week.

In-Stream Audio Search

NEW

Search across all episodes within this podcast

Episodes (85)