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Triple Advantage
Triple Advantage

Season 1, Episode 6 · 2 years 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 number six, 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, today we have three segments to bring you. Guys, we're going to start out, actually, Jordan, you were speaking about this before. We're going to pick up on this conversation. Jordan actually just played through Rhat's madness, so he's going to give us his thoughts on, I guess, one of the first place 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 some items that might be tedious to deal with and just creating unauthorized audio books and spaces like that. And then, to close out the episode, Jordan is going to bring us back to another critical thought, and I guess you might have figured out Jordan is here today. I am, and how did that happen? 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 run it with a couple of friends. I was the dungeon master and then I had four other members. We played it at level five. We I also gave the people extra magical items and some extra goal just to play with and try 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 they can use. I tried not to be like, to too stingy and not to like yeah, just says, you know, yeah, I am no problem. So it went pretty well. I started it off in the town. We got out. They loved the whole like setting and how it worked that way. The they made it up to the boss and the boss went easier than I expected, to be quite honest. Yeah, so I I know Alex had run this before and there was a little bit more difficult from what I heard. So I was expecting it to be like a pretty pretty well like, oh, at least one of them is going to go down kind of thing. But it didn't happen that way. I don't know if it was because of the characters are not or they're all pretty pretty veteran players as well. So they knew what they were doing right, so maybe that had to do with it. Also, I know we deepuffed the characters as well a little bit because we weren't sure. So I'm going to play with it a 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 bit see what happens. It was a lot of fun playing as the rat in it. That was probably one of my favorite parts, just acting as the bandit rat. Yeah, I think it went pretty well. Now I guess it's one of the first pieces of content that we make and as a group coming together, I think one of the challenges that we found was maybe how do 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 has DM'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 easier or not because you're trying to I don't know, I felt like we were trying to make sure that everybody kind of had the same headspace. But how would you improve this? How do you think you might improve the last encounter here. Well, to be honest, they ended up just getting around mrhath real early M and once he surrounded it's very difficult for a wizard to be able to do anything right. So what I want to do is open up the map a little bit more and make it a bigger area so that Mrhath can get off more spells from a farther distance, right before the players are able to do anything. So I was actually able to get off a confusion spell real early and like mess with people. But yeah, because I remember when we were talking about Murhat's abilities, we actually added a spell that could essentially gain an ally and remove one of the parties. That that factor in at all or didn't work? Oh No, I tried it but it failed. So the guy made the Save, unfortunately for Merhath, but it would have been cool if it did. But I still would not have been I still think that he needs more of about so off to see what I do there. More open space would be great. One of the other players actually missed a ridiculous amount. It was so funny, but also felt bad. I'm pretty sure he missed more than fifty percent of his attacks. So and it 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 him before, before because they made a natural twenty perception check, as Marhath was talking, because they were wondering why he's acting so calm and so like in 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 going on here. It's Fishy, I don't like it. So they're like trying to figure out what was going on. Natural Twenty, you know, role on a perception insight check, and I was like, yeah, that's so interesting, because I was, I was part of the original, the first bay to run for this, if you will, just because it was part of Alex's campaign. Before it was a one shot and a part of Alex's campaign. And we got we got shredded. We have destroyed Merhof, not so much. We were will to take the Morhof. All right, that Tiger did work. Okay. So the other thing was is that the monk ended up getting in two stunning strikes during that battle, okay, against the tiger. So when he's out of commission for two rounds, it really depletes what Marhof's able to do and significant and allows the players to just go to town on whoever they want. Right. So, monks man, I know right. 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 work on our own little game mechanic, I guess, in the sense of how we want to develop and how we want to create content for the real city 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's not like. Yeah, like I know that. I personally was slammed at work and then I think it's one of the things like we got to carry that momentum on to the next thing and...

...on to the next thing and on to the next thing and then just it has been a week, though. It has been a week. Yeah, yeah, we all need a week to not write content for once, saying yeah, no, be at back into it, though, like it's not just for this podcast and for this channel, but it's also like we're all actively playing on campaigns and running other campaigns and at the moment I think we're all just okay with doing that as well as this, because you gotta love that. Gotta love that ttrpg time, you know, sit around. But yeah, so that's one. That's one thing that you guys have to look forward to. Ideas are definitely flowing and 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 when that's closer to a release date, and then from then on, like and PC forges, just trying to make it as easy as possible for us to make things. I don't know, like with the most recent ideas, I think I'm most excited about is the NPC kind of factory because I love creating characters. I think all of us kind of approaching in different manner, so it'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 idea in 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 levels very often. So I'm like super excited to just kind of put one together that makes sense and like people would be excited about. So you have that to look forward to. Yeah, now it do you think that's going to be harder to balance, like, I mean at higher level you have so much more variability with your players? Right, yes, but the idea that I'm going to use is going to rely less on balanced encounters and more on players, 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 in this 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 is level 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 s kind of a fever dream at this point. Yeah, it's less about balancing full stop and more about balancing in an environment that we've never even started treading in. But that's also yeah, but that's also like the different campaigns that were running, because on your hoard of the Dragon Queen, your characters at least, like us, your party, like we're catching up to the levels that I have on the Tomb of annihilation campaign's going, you know. And Yeah, it's like that, right, because like on certain sections were apparently we just like blue pass an entire chapter. Right. So it's kind of hard to gage, right, because I like, I don't know, like when I'm running too, like part of the big like the big thing that I have with tomb is that I love the time aspect of it. Like when like half of the party was petrified, I was like, I'm a fuck with them, like it's gotta take a while to fix right. So for me, like story wise, it made sense to add two and a half months of time. Yeah, all right, but in that time, right, like how do I also like they were a higher level, and I did that just for the fun of when you guys came back. It would be like a physically different you know, and you guys had a combat encounter right away. It's one of those things that I plan. So you guys would feel like that messed up, you know. Well, you'd feel that steps, you know what I mean, like you'd feel that difference between you and 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 one level lower for too long, right, so I gotta step up, but I love like but in that same time, right, like, I know you guys are good level wise and in the area that you're in, but it's taken a while to get here. And then brain's campaign. Like five sessions that I've played were like pop, pop, pop, pop, I don't know if you know what I mean, like a good session and like really get through some counter especially with you guys getting through some of those combat en counters like faster now. They're going really fast. Yeah, it's it does tend to streamline it. What a bit. Hmmm. Yeah, so lots of things to look forward and given that, just make sure that you guys are keeping a keeping in touch with us our instagram page, Royal City Society. We're always trying to give you guys updates through there. That it's going to be the main point of communication between everyone. Right now, we do have the twitter as well and we're going to get that going. Where should 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 go off brand while staying on brand? Next episode. But moving on to the next segment, and now the most recently taboo segment, based on the angry GM'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 non illegal 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 made no money out of this and all we've done was advertised back to DM s Gild you know, sad. But moving on to divining the DMG. Last week's episode we were talking about the Gods and just finishing up on that section were we actually lost track. I we had gods of your world. So we're on mapping right. We're definitely on mapping. Okay, so, when creating the world where your campaign takes place, you'll want to map. Now you can make you can take two approaches. Do a top down or bottom up. So either some DM start with the top, with the bigger picture of 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 your players will inevitably break out of and, Oh God, improvisation. Yeah, so that's what bottom up is, when you start out with like maybe a couple of characters and then you build the world around them, whatever you're damning style. Some dams prefer to go either direction, either starting with even a small campaign area or just plopping characters in to wherever in the world that you know, 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 travel can't go in any or travel can go in any direction, and calculating the distance might be important. I don't know, like I haven't really used that many maps with campaign. I usually just use relative time. I'm like, Hey, this is going to take this long to get from location a to B. and then, I guess just just the way I play the Games too, though, because like my game is more here's the distance and here's what you can do during that time. Pick it out. is going to be more of like a montage throughout what you encounter throughout. Yes, especially now, takes long distances. Like you don't want to like calculate exactly how far 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 to player. I like, if you want to play every single day, then I 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 every day, 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 party was going back and trying to fix you guys as a petrification, they actually went all the way back to Porteon's art. So that took time. But I wasn'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. So it's weird. I don't know. Having a map definitely helps, but I think I use relative time and just story. Yeah, what I'm saying is like now, even if the distance was one mile, you can still say, Oh, it takes you seven days to get there, and like no one. Yeah, anything of Yeah, I guess it depends on it depends on how strict you are with your world, right, because if you already have an entire world setting made, you can't stretch areas around too much because otherwise, right, you have unless you have a way that you can just swap 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 I was reading, I was reading a post a little while ago and some guys like I gave my players the time travel ability and they went back in time and they asked where the mountain go. So you know, I don't know about moving geographical locations too much. Yeah, I have a tendency to when I create maps, I'll create them very specifically, not with a certain distance in mind. I'll make them. I'll create them so that it looks exactly the way I wanted to look, but I won't have distance markers necessarily that when players will go, oh, how long does it take me to get to a, from A to B, kind of look at the map and I'll go it'll be that'll take you a day and from that on I write that down for that on. Distance between here and here one day. Distance between here and they're seven days. Yeah, and then that's codeified. That's in there right. That can't change. When you're making the map, you just make it look good and then you where you like. Distances you can just be thrown to the DM and the DM can distance. Yeah, I treat distance as kind of influx until I actually say something. It's as I say something, it's codified, but I can tell then I don't like pre exact designate. Oh this is onezero miles, thousand and fifty seven point six from jazz 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 explore time 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 of your world. Use a province scale where EACHEX represents one mile. But then again, 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 hoard of the Dragon Queen Right. Yes, I think we've traveled more in that at least time wise and as fast, because then we have in realistically, Chil doesn't. Thank you. Guys. Did forty days in one session last time. Yeah, and that was I mean, I'll be honest, that was supposed to be stuff happening depending on how I rolled, and I just rolled 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 that you mentioned with regards to how we explore time. So do you have your sessions kind of set as if you roll the die and the characters happened to do those things based on the die roll, or do you have them more 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 day travel session that we may have had, right, I I would have said every 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 give you thirty days of free travel because fucking through this Shelton jungle, I feel like something has to happen right, but at the same time I can't like if I'm rolling on the random encounter table every single time. You guys are going to hit encounters every two tiles right, like there's no way to either over stuff 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 if there'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 rule for 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 they have an accounter? Right, if, if I really want to, then maybe I'll say, okay, I'm going to roll ten times for these thirty days 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 obviously I've learned that players will absolutely throw a wrench into anything you plan. So I'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 for this will happen because that's what's in the cards for them. That's what it planned out, that's what's going to happen. Yeah, they can if if they see 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, like they can read their Tarot cards. It's like, yeah, here's all the encounters I've planned out for you. This is in your future. And also it 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 traveling at a slower pace and then seeing it or whatever. But if they're moving out 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's one of those flavor things. Really, each DM will have their own approach to 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 guess right for if other people, like if you're going to give it to your friend or whatever and be like hey, you, here's a map that you can use. Yeah, you, then you want to have like maps that are like here's what is, this is how far it is, this is what I've done. Yeah, but like it really depends on how how detailed you're willing to go. Because, like, if you have town names, you know, and the general description, then yeah, sure, like shifting their 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, that it's a river town and the people are culturally influenced because it's a rivertown and you've developed all the market and the economic structure of the town because they're right next to a river, and then suddenly, you guess what, guys, they have to be next to a river, the river, and push it over there. 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 on the fly almost exclusively, and as a new DM, that can be super stressful because, you know, unplanned stuff kind of takes you by surprise. But with regards to this, if you're in new DM, my suggestion would be 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 already completely mapped out, in which case you do, you man, you're you 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 villages nestled 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 place to start a campaign and begin your world building. Consider the following questions as you create any settlement in your world. Again, what I like what I mentioned right. Like, what's the purpose of the town? WHO LIVES THERE? Is there a government? So, freestate, right, who's part of this 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. Never Imagine. So, yeahs, because generally speaking that's where people start. Well, yeah, I guess so, because in this in the in the book here kind of dives into like is there an army? Do they have some sort of organizations or temples or stuff like that? So it's saying like either or 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't necessarily cover doesn't. I mean it is a settlement for sure, but like it doesn't write really mean that it's not a city? Right? Yeah, for sure, for sure, for sure, my bad. So yeah, and I guess the purpose of the settlement is to facilitate the story and add that element of fun to your campaign, right, like it's not just hack and slash of the woods. It could be, but you know, if your parent, if your players ever go is there something else than being a murder Hobo in this game? Use a DM can finally peek out and say no and say no, yes, exactly, shut them down hard. They have an 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 always like 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 of all, Bob? Why? Right? Again, we've been in a jungle for the majority of tombs, so I haven't really had to do much more than 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 with towns, I think, or ramped actively had players in town. YEA, for the most part, mostly, for sure. Yeah, Tom has been well, 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 you were. Yeah, you were dead end the forest right away. Yeah, yeah, we did. We did have a bit of the city life experience right when we started off in Chaltz, but it oh, no, you guys had a camp. The first campaign was in watered the first session was in 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 those kind 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's a 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 your next vacation. Actually, archeologist. That's our job, surprised job. That's what 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 section is talk about the size of the settlements, going from the size of villages 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 of topics of like the atmosphere, the government of the settlements. I mean it's all your personal interpretation on this and I guess the book does dive in a little 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 the faun setting. But other than that, I mean, if you're if you're if you're at this, see again. It's the weird structure of this book that I find it's because, like the world building and stuff, I feel like there's a lot. It's definitely a lot. This is something that I would come back to once. I'm like very, very committed into developing a world. 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 information to know. But I think it's good. It's easier just to sort of related to what you know of cities and try to, you know, adapt your flavor of that into your world, because otherwise you're you know, you want 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 the settlements and world building aspect. I think the book continues on to see we have different forms of government, types of commerce, currencies, Oh, languages. That'll be fun. I'm excited for that. I Love I love the aspect of language in campaigns and just generally. I think it's always like super exciting when you jump into a new place. I think the thing with DND is that everybody speaks common right. So that is the one time that you're going to find everywhere. I wish it was much more common that if you were traveling to a different location, like a random village, like they don't speak common. Yeah, yeah, yeah, like they don't, or they speak like a cockney version of calm. Yeah, it's like so far into its 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, like perception checks or intuition, like using that to sort of piece together a conversation more so than you mean. Yeah, like one character is definitely going to be lost in that. Would just bound to create some fun dynamics within the town, right. So, yeah, more on that with our next episode of divining the DMG. All right, guys. So we have a quick announcement here. Murjas madness was finally released last Thursday. It is now up and running out on DM skilled. Just search up Royal City Society as the author 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 the players run the story? I much exclusively. I've had to make up most of my campaigns. So it does that play into like their backstory or like 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 they just go and do whatever they want?...

Do you like bringing in their back stories? I do, and it's been interesting, because I think I mentioned this in a prior episode, but with regards to the players of being in Chalt, there's a very little overlap right with the setting that they're currently in and their back stories. So I've actually found that most of the back stories for these characters, because of just generally the way the campaign is, it's actually been more on the character aspects of the characters. MMM, so certain things that are the characters are trying to do or the changes that they're going through, the things that they're trying to find and investigate. It's has to have been more through that aspect of character development then like tying it into their back story and the previous selves that they had in the setting, in the world. MMM, I feel like, yeah, to answer the kind of two part question that we got here. First, how much do we letter players run or settings? Yeah, answer, they're the only ones running. The sentence of honest to God, done at least one session of my homebrew campaign where I just don't plan anything and I show up and I'm like all right, guys, what are we doing today? And suddenly we're killing people against Nice. Yep, that's where that was going. Like, if that was that's where that way alone, right, regardless of what I had ye integrated anyways, because this is what you guys were just going to do. So yeah, cool. So when you are running a quest that is written out so like a specific thing like hoard of the Dragon Queen or Tomb of annihilation or whatever you're running there, how much is that influence kind of how the story goes, and how much do you, like if the players were to 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 given tape between players because, at least for the most part, now that we've been playing more, I think everybody's a little more chill with at least going with the flow of the game. So, Hey, I'm giving you quests, I'm giving you leads to follow and, yeah, take your pick of the selection, but take your pick like you you like. In the players have been a little bit more receptive than I think when you initially start playing the game, which is, my God, this is the best table top role playing game in the world, because I can do anything. Let me test that up now. Yeah, right, whereas later on players are more okay, I want to actually, let's see what this story has in store for me. Let's go along with it. Let me spice it up and be myself as a character right in the campaign. But all these I'll follow along. Mr Dm, give me those cookie chromes, you know. Yeah, I feel like I don't have a ton of experience with pre written modules. The only one that, as we've discussed throughout today, that I'm running really is heard of, the Dragon Queen and I feel like that one's not really railroady, but it really keeps you like, on the path and armless. 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 very fair. No, pick aside. No, but I feel like they finish a quest 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 caravan guards 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, and I was like, honestly, yeah, like I mean, if you're not invested in the story at that point, then it's either you're not enjoying the module or if somehow failed you as...

...a deal. Yeah, so, and which point I'm more than welcome to suddenly yeah, go way off the rails 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 things someone said was I don't want to go to that town right now. There's a 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 a soul? So that is going on. This makes no sense. I'm just a 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 right there. You and or you up. Yeah, design, but that's got a I mean I think the modules on their own may have newer players in mind, 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 a atorial thing, you know, like it's a little bit more railroady, but it's hey, you can only progress forward, rather than hey, you're in this world, what do you want to do? Yeah, you know, like that's a little too open exactly. You know, like even until a right 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, which were 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 so that the players could essentially, based on their actions, fall in one of two buckets. Those buckets were the story leads into their respective campaigns of two of the nihilation or curse of Straw. That's cool. So they chose to get on the boat and travel to the far away land. And here we are, 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, that was 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 just slashing the shit out of it? I think so, but I can't remember for sure. Plus, sorry, definitely told that story before. Yeah, yeah, and it was. It was a really good way of running it too, because we had no idea that that's what you were doing or that there 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 what the first thing that you guys, the the the the hook initially was you guys showed up to the adventure is guild and you went what you got in store for us? Right? The six quests that I had lead it to three, like two sides, and then with those three quests they kind of overlapped with one another. So you could either choose one and continue down that path directly to curse of Straw, or you could choose that, but then it interacted with this and you get a second option, right, and now again you can still continue to the first quest or you can go, I'm actually going to go this way. So, depending on the waiting of the final choice, is where I kind of ended up choosing. Where you went, which let it, which let you guys. I felt have that freedom rather than saying here's objective a, and now you got subjective a objective B and now you're now just following this rail running path, railroady path. You guys can kind of get that sort of sense of choice, but your balance is 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 things pretty much throughout the entire campaign. It really it goes back to that whole idea of like the illusion of freedom, where it's like they definitely get that feel that they're one hundred percent independent and they're in this world and they can do anything, but at the same time they're kind of going to end up in 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 objective at the end of the road, but at least there's a path. And Yeah, I can kind of predict where you guys will be in a couple sessions, versus I have no idea what's coming next. So it's funny because when you're talking about this like interviewing paths of probability, funny enough ties into Matt Merc's recent time magic stuff that I now can't say, I don't think on this podcast. But yeah, I think one of the things that kind of covers that is to avoid that railroad. Maybe you know you're only from point A to point B. The characters can go from point eight two points, B, C, D and e, like these are all big bads in your world that they could eventually go to. Yes, which one they hit really depends on all the stuff that they have. So for me the way I approach is a little bit more like geographically. So if you guys generally go in this direction, Hey, like the setting of this world is world'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 to go 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 going and where the strands start. I can build from there a little bit quicker than I can. We're going to take a complete one hundred and eighty and figure it out, you know, like the the entire map of Omu. Like again, sense of freedom in regards. So you guys can literally do whatever we want in there, but I approach a more of like hot spots throughout the area. So you like, different things might happen more likely in these regions than others, but that element of sort of automation helps me sort of maintain that. Yes, I let the players around the campaign because I've I 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 day you're kind of just yeah, you're I am setting up the you know the roads ahead of you, but you know, you're figuring it out. Yeah, all right, awesome. Well, thanks so much, guys. That's our critical thought for today. That's our episode. Episode. Boo, BOO, boo. Awesome job. Yeah, thanks again for listening everyone, and drop us a line. Yeah, make sure you drop us a line. We have our first official member, the royal city DM. Gonna give them a shout out. Thanks. Thanks, thanks my Alcos you. This might not make it, but but yeah, thanks for tuning in and catch you guys next week.

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