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Triple Advantage
Triple Advantage

Season 1, Episode 8 · 1 year ago

Ep. 8 - Splice of Life

ABOUT THIS EPISODE

In episode 8 of Triple Advantage we talk about how much of the real world we incorporate into our campaigns.

Hey everybody and welcome back toepisode number eight of triple advantage today were joined with Jordan and Bradon, heyguys how you doing doing good, not too bad. This week we have a couple ofexciting thangs, for you guys, we've actually rounded our a little bit of acontant schedule of finallay. For once, we have a way of the gravitationalforce. Monk subclass up on DM skild will be releasing the link to that onour instagram page this week and later on, watch out for our firstinvention from an NPC lab, we're going to finish up nice littlefun, new content, sort of avenue that we want to try out, which is where wewant to create mpcs, that you could sort of drop into your campaign. Youneiqu characters that might have that sort of fantasy trait. That makes theman exciting character for you as a DM to play around, and also for yourplayers to interact with as it's we're working on the mechanics of some ofthese NPC. So that way, they're they're not necessarily more unique than thePCs, but also have some sort of trait that makes you want to go back to thatparticular character. On this week's episode of tripleadvantage, we're going to be talking generally about some of the stuff thatwe've got going on some of the stuff that we've heard back from the podcastand what not and then going on to two of our ocurring segments, divining, theDMG and a critical thought. So first ings, first Brad you mentioned we had aviewer. Yes, so we! Yes, we have a view. But more to the point I was discussingwith a friend of ours who listens to the show, and he mentioned he was onlyon episode three at the time, but he mentioned that he loved hearing theselittle narratives that Carlos does at thebeginning of each episode, and I realized that, Oh we don't. We don't dothat anymore and we're thinking that, because it'sbeen positively received for the most part, maybe that's something we shouldgo back to. So I think we just kind of want to hear your opinions on that. Ifyou want to see more of these kind of little narrative pieces at thebeginning, more of these intros, instead of us just jumping straightinto it, drop us a line, hit us up with a DMleave a comment at Royal City Society. We Ar Texas, you probably knows- andyeah there's like six of you, so please but yeah. So it's pretty exciting thou.I think finishing up that sub class. Every time we finish something italways gives him gives me at least a little bit of energy to continue andcreate new things. It get you it's easy to run away and just sort of create thehypothetical runway of content that you eventually want to get to, and you knowEtco, etc, but you know usually hit a wo in the middle t. You hit a Lell inthe Middle N, it's pretty difficult, yeah, but yeah. No this coming week. The the NPC lab is something that I'mexcited about, because I think we've spoken multipletimes about this, but we all love creating characters, but in general Ithought I personally find that for an exciting NPC in the game. They have to have a little bit of aFlayer, you know and most games that I've played the key NPCs that you sortof follow around right like have something extra that might notnecessarily be available to you as a player, but that's why it kind of makesyou more kinto following them or keepingtabs, and what they're doing, and I think, thereis a great way for us as dms to try and create stuff that increases the engagement that yourplayers might have within your own game, whether you're running a homebrewcampaign or a premade module. I think it's that interaction is ultimately whatdrives a lot of character, choices and whatnot. So your NPCs have to be interestingcharacters in the world, and I mean I feel like this is pretty rudimentary kind of things. Butit's the first time that I've 've I've tried to explore how to increaseengagement with certain avenues of whether it be mechanics or whether itbe elements that you introduce the game that sort of Hook your players and thetmakes them want to uncover more of the story that, like flip more of the pagesof your Fook Esentiallyi, don't know what what have you guys done withregards to player engagement at your tables, player of engagement and our tables. For the most part, I've done likemodules so like I haven't, done a whole lot of like stuff- that's been createdby me. So I just try to make the characterscome to life as much as possible, and then I let the players run it as much as Ican. If I can I'l throw in a voice...

...or a very terrible accent, but yeah other than that, like I'vebeen it's something that I'm definitely working on as a DM ast to work O on creating newcharacters, and especially since I am looking forward to dming more and thanactually having a world that I can kind of work with, because when you'reworking with just a couple of modules, then things are run a little bit moreby the Book Right Right, at least my first few times right. So I would say for me the biggest thingright now is just an you touch on it tow, but just letting players figureout what they want and kind of letting them steer. Yor, not steeryour game,but letting them show you what they want. So in my most recent homebrew campaign game that I was running, I hadset up an entire encounter for that day and I set up a plan of how I wanted itto go. And one thing I love to do is world build, so the entire world,essentially that they live in, is already preset up. So if they want todo something, I've already got a good idea of what's going to happen oncethey go there and instead of going in the direction of this encounter, myplayers went straight to the library found. A map of the region got adescription of all thi cities in the region and went okay. I want to gothere and I was like Oh that's, not something I planned on them doing for well for any forseeable future. I hadnothing planned out for that, but because I've got that kind of generalidea of what the city is, I'm like yeah, you can absolutely go there and we hada nice little travel session, a roadside encounter. They got to thiscity and started to kind of explore this city and what it's all about. It'skind of a vagasy area, lots of casinos and whatnot, and so they were having alot of fun with that and just checking out this, because it's really differentfrom what they've seen. So I think right now. What they want to do is justsomething different, because they've been doing the kind of the same thing.Andcounter swit your saying couter shopping, so what you're saying is yourplayers went and took a vacation to Vegas? Yes, that is exactly what yeah, but but they seem to be enjoyingit. So I think really just letting them have that freedom and that ability toif they're, really not vibing, with what the current story is to just kindof say. I don't want to do this. Let's go do something else yeah and to havethat not one hundred percent prept but prept enough, so that they and yourselfdo have the ability to do that. If it comes up, I like creating the idea ofplayers interacting with other players, because I feel like that kind of tiesthe whole board together. So if you can get an NPC, that's going to like initiate some sort of conversationbetween two people, then that would be great because thenpeople are start to get to know each other's characters and you start todevelop some sort of a dynamic within the group. So you mentioned something reallyinteresting right. Like you, your players essentially took a vacation toLas Vegas yew as as people we know what that might feel like I mean whetheryou've been to vegas or not. You might understand you understand the biglights, Sinc City kind of Bibo, Blas Vegas, but so as at Thm, do you do youtry to tie in certain things that you might know your players will like inyour campaign, for example, with with our closes group of friends, for I knowthat a lot of us are into pirate games, so in my head,making a pirate theemed campaign might actually be something that doesincrease the engagement, because it's one of those things that hey. I knowthat all of you have already kind of done this. I think the difficulty iswhen you're trying to scale up the DMING right like if wewere to expand this out the things that kind of come into my head is th. If wewere to try an to expand this to the community. Well, now we don'tnecessarily know those certain elements that aure players might want right. Sohow do we make it? So, with regards to the mechanics that we're working on ishow do you make a drop in world that creates that engagement between peoplethat might not actually know each other right right so like I've? DefinitelyI've definitely seen some of the larger organizations forDND Games and whatnot. I'm always curious to see what kind ofmechanics they implement to make it easier for their players to startworking together, because I guess storywise. It might actually work thatthey don't really know how to work with one another initially, because it mightjust be new characters coming together. But if you're doing a one shotadventure you might want to have a little bit more of that coordinationinitially just to make it easier for players to have fun and playe campaign.So how much of the real world do you guyseplace into these fantasy, sending how much real sort of settings andinteraction that you know your players have to kind of try to incorporate Jordan Youre smiling here? Why? Oh, nothing! You know just stealing from my critical thoughtsideas. I got it ICO it. I actually...

...have't read an I know. I know this iswhy it's like, Oh okay, so that one's off the list to okay, Wela, hi Ha goingoutyaokay. So what kind of like real ideas or are webringng yeah? How much of the real world would you spice into a campaignin the sense, as you as a DM know, that your players whomight alreadyunderstand what the story will go or might understand like where to pursue actions in this sort of one shot, ementthat you're, creating or whatnot? So essentially, what how much of the realworld are? You splicing in, so that you can get that level of engagement sothat players can either start working together or players have an immediate sense ofunderstanding of their setting. Honestly, I might even because I, likethe t e engaging the players together. I might even just like, before thesession starts, O be like hey. Everyone kind of introduce yourself tell usabout who you are and then, if you like something that someone says, try andget together, make something up that you guys can be like friends orbrothers or whatever try and create some sort of an initiallike you to know each other already in thisworld right, because that does make it easier for people to start. Iguess touches until where we kind of left off last week, which was thesession zero. Yes, examt wits of getting all your players together, maybe before you even start playing,get a sense of the party itself. Yes, I guess I haven't really ran that manysecond seroes myself to be honest, radible, a d really run a handful ofcampaigns n for the most part, either. If it's with you guys and wereplayetesting content I's just hid, make up a character at exleel and well runthrough something right, yeah. So that's something that I coulddefinitely see myself improving and it's Hiretha. I remember our firstsession Zeros that were just like yeah, okay, you come over to my place and youcreate a character and then by yeah yeah I was well. I think it definitely grows aslike as we gas DMS and as we want more out of our players right, it changesfrom just okay, I'm running a DND campaign. I want all my players to beon the same page with character creation rights, because that was theimmediate thing for my first right to. We have to make sure we know who thecharacters are and how they work and writ all that kind of stuff. Whereasnow I think that if I were to have a session Sero it's well now, I know theworld and let's factor in all these other things, that I've picked up fromwatching streams like critical role and watching other DMS play yeah. I want tosee in my game, so how do I as a DM, take those little tidbits of content and settings and whatnot andsort of adopt them into my own sesson e or two push to my players? Right yeah? I think you're. Absolutely right,I think it definitely like it changes now at our point versus when you're,first starting and when you're when you're, if you're dming for people thatare new as well that ar even if you're anexperience DM, it's probably better, to go back, af it and tobacktrack that to the unitial stages of well. This is how you role. This is howyou decide your skills, and this is ow y. u, because that's the necessarycomponentright, but to tie this back to the initial question of what do wesplicein for our players, a big way that I determine that isthrough their characters, back story because I feel like if they, if theywant to see something specifically they're going to put it in theirbackstory if they want to be playing a pioty high sease campaign, they'll,probably going to be from the high seas. They're probably going to have somekind of a background in that. So I can include that kind of stuff and I'mgoing to expand that a little to say that, beyond that session, zero pointcommunication between the players and between the DM isabsolutely key, because I have players right now they were asked theywere given a permit essentially in recent games and were asked to assign it with their names, and Iactually had full print out versions of these permits to kind of bring it tolife for them and they'de been working towards this for a while, so everybodywas so excited and one of my players was just like in the corner. I was likethinking. I was like what are you thinking about? You just need to sign.Your characters. Name is like I'm trying to decide. If I should put myreal name or not, I said real name. Why am I the what s the? Why are we liketwenty sessions in? And this is the first time I'm hearing that the nameyou gave me is not your name like. Why do I not know about your character?This is Souf that we could have been working towards together, but you'redropping it on me now and I'm not going to be sure have a react to that whenthat right comes out, so I think yeah. I think that that kind of two waystreet of communication is necessary if you want to include that level of engagement,because otherwise, now this I'm not...

...sure, what's going to happen with hatone, I think we're just going to go unchecked until he suddenly drops itand ie'll be like cool next story. Well, I think that that's maybe on that learning curb right betweenplayers and DM, because, ideally it's not that you're keeping secrets fromyour dn to surprise- and you know, drop some bomb and change the pace of astory. Your DM should be aware, Brob this prior right, because it'll make iteasier for them to. I think you more prator right like to lead up to that,so that you can have that moment to maybe reveal to the rest of the partyright like and that's the difference I like between characters, maybe ifthey've known each other for their entire life in the back story, it couldbe something that it's factoring nd already, but for the most part, that'swhen players discover more about who they're at the table with right. Sothat's something that I'm going to try to introduce a littlebit further and again, it's kind of hard whenyou're in a weird setting that might not have too many ties and twocharacters backstories, but going onwards. I think that that's somethingthat I'm going to try to inroduce a little bit more. A little interestingthought, though. Actually I was thinking of going back on the what kindof game mechanics or what kind of information you want to use to increaseengagement at the table. As I was thinking about once we're all back tohaving sessions in person and everybody's backfrom school, I know very exciting. I mean I'm slowlybuilling like that. We haven't used the setup much since it's been up right so,but one of the resources that I wanted to sort of introduce was a shared notebook. Now Iknow that each player has for them for some part or another right. They canwrite down their own logs and their own little campaign stories as Youv you'vedone within Phatan. It's been great, but I think just thinking about how to get playersa little bit more engaged. If we only had one reas like one note but kind oflike how I've been using it in the Trella, where the resource pages is aCommuni communal source that all of you can access have that in a sense rightlike so that each one of you can only access it, but it's not so much thateach want to be. Has it written down right because I what I want to startintroducing is essentially one player taking charge and saying hey? No, Iremember this from before and maybe they'll pick up the notebook at thecenter of the table in the tablet, and then they can direct the party. I stillwhat they might want to or how they might want to pursue a certain quest ora certain leaders ETCEAECACA, because maybe that player remembers that theyknow they have the resource so they're, the ones that pick up the book right,the talking, sthing yeah and then maybe with regards of that particularavenue or that particular one shot etcetera. That player can essentiallytake point an being like hey, I'm going to direct and then that's how I was thinking about balancing thingslike well on a long journey, for example, who's doing what checks. Well,if the player that's got, the notebook is t one tha' leading you're, going tobe the one in the leave charge and you're going to be doing. Thispredominant, like history check on the backgrounds on whatever, so it might be,I'm still trying to work it out in my head, but I'm just trying to getessentially something physical at the table. That will get the playerstalking to one another, because one thing that I keep facing is players going separate directions andtrying to pick separate routes which isn't bad, but it. What I found iscurrently it's harder to do so, because I end up having to almost, I may as well run two separate sessionsat this mint, because, theoretically one group, when they split up they shouldn't know what the othergroup has done. But at the end of the day, because both have this the sharedspace and there's look we're both listening to the same things.Eventually, the players end up knowing exactly what happened, even thoughthey've been miles apart or whatever right and then, as a DM. I don't know,I kind of feel bad, sometimes because, okay, I'm having maybe three fourplayers, not speaking for like twenty five thirty minutes yeah, because it'sreally hard to cut away in real life between certain scenes right likeespecially if there's combat in one and combat takes forever for the most partright. So it's it's difficult. I'm trying to I'mtrying to I'm trying to introduce a Gamebichamic in my own game that might sort of mitigate the amount of timeTsot. My party ends OP SPLITTING UP AR my party ends up not working together,because at this point I feel like t at should be a little bit more conhesive,but it seems I love that the players are playing. I love that you guys areactually playing this in the sense of like were doing our own thing and it'sgreat, but at the same time it's very difficult for everybody elseinvolved tior hecause, because once players kind of lock out and like okay,I'm not speaking for that Si man its you kind of bump out of the sort of immersiveenvironment that I'm doin a build right.

So it gets a little bit more difficult.I think to to get back into your room haas a lot of words. It was a train ofthought that I kind of just started verbalizing now, but anyways yeah, so little resources to introduce.I think we might dive into that a little bit more. But again, that's whythe MPC lab, I thought was kind of cool, because I've tried to always have alittle onpc present in someone way or another so that you have that nobby ofResourcees Sant and it might be, and I love having it localizt Rightlik localexperts personso. That's one thing that I've been trying to do, but I mightbreak away from that. I try to do some other resources. I don't know E, but yeah. I think Britain is that the DMGYU got on there,my Gosh Curlos, it is well. What section are we supposed to be readingou? I believe- and I do literally mean believe because it's been a while. Ibelieve that we are doing currency, currency, O currency, yeah. Sure currency is exactly what it sounds likethis section of the DMG is just about different cinage and how they artiered so copper, silver, gold,platinum and the ever popular electrom piece, which I love to have a littleaside about. Does anybody use electro I haven't yet I mean it seems like the one percent club kindof yeah yeah and my players are not high enough lot to be in the onepercent Clubh, it just seems platinum, but I haven'tseen electro yeah. It just always strikes me as, like I mean, if copperis a penny, yeah silver is a dime gold is a dollar, is platinum? Is Tendollars electrums like this weird fifty cent piece, which I mean we have herein Canada, but have you ever paid for anything with a fifty cent piece or hadanybody pay you with a fifty cent piece? I think this Mig be one of those thingswhere Iti don't know to me. The currenciesthemselves get a little weird because when you're talking about paying forthe price of Al Right, if you've, only given your players, gold thematically,they don't have change right. So as a DM, do you just kind of hand out allthese pieces of goal to the way that the characters have to count how muchchange they might possibly have? That seems like a job yeah, alright or isjust change automatically assumed and estimated, because I don't know it's kind of one of thoseweird things if you're paying for, if you're paying for mead in a tavern in apoor tavern and you drop five gold pieces that person I mean I've workedretail before in the morning, and I don't know if, if any of you orlisteners have had this experience. But if you're opening shop and someonecomes in and gives you a hundred dollar bell, they kind of fuck you up forostof the DAS, the worst because, all of a sudden, you don't have any bills. SoI'm assuming this factor's into the DND world as well. You can't just paythings with gold because the person is goin Ta, be like. I don't have thechange for this man like I'm. Not so I think that's something that's likecertain taverns, maybe and then, and then players will have to overpay andthey'll, be like right. You know, but then, when theyget to a bar that isn't then, then all of a sudden- that's like! Oh, yes, Iget changed. Is the best you know, so I don't think it's a bad thing to havelike a little bit ofboth. I started leaving the concept of changekind of in the abstract, where I'll, let players mark off basically mark off what they've spentand therefore what they have left. So if they spend a silver, they don't needto say that they're spending a silver. If it's three copper oror example, sothey'll just mark that they have one less silver and seven more copper. So just autochange exactly I do that,not because I like what you guys were saying, but I also remember back to myfirst home brew campaign where I had a player. It's something was like it waslike seven, copper or something they were buying and the player was likecool. I give them a Goalt, and I interpreted this as oh. You give them agold and that's like the tip yeah, so it wasn't like. Oh, I want my change.It was like no here's a goat and I played it up as like this guy was likeso grow my Gosh. Thank you. So much for this and the player was just awkwardlylike no. No, I know I, you know what it's fine n and I waslike right. Okay, I now see what you meantso to avoid that I kind of leave it in the in the Rom of imagination. Now, butthat's o. You know what I that that's like character, ats, really funny Doothat because, like I don't know if you've ever been to, I don't know stot like cheaper foodlocals and Stepo saltmants. But if you're slapping down big money, I meanpeople are going to expect tips right, like O, might feel like. Oh this guy'spaying with a hundred dollar Billa for...

...his burgern fries yeah. Does he want all of his change or is asupern yeah like, especially if you're in, like this party or whatever aaswer,you might have been in right, like I'm, just picturing, someone going likecredit card whatever yeah, it always works. One part in the DMG here on thissubject that I don't think any of us have ever touched on is the concept oftrade bars. So the idea that, obviously it's tedious and Combersone to travelaround with a ridiculous amount of coins, unless you have a bag of holdingor just a stupid amount of coin purses on you. So the idea of trade bars, I think, ismore geared towards like a merchant or like a traveling band, but the idea isthat they carry around ingets. That are worth so. It says, like a two pound: SiSilver Bar equals about Tan gold, which on one hand, is interesting because itactually gives value denominations to how much literalweight is in the in the idnty universe, which I've never really consideredbefore to be honest, yea. But it's just an interesting concept ingeneral because I know, like my players, are it's another one of those thingsthat you don't really think about until you think about it? ND, it's like! OhYeah, you do have yeah twenty five thousand gold. Where are you keepingthis yeah exactly like? One of my parties is like carrying around twosandeach. You know just like okay yeah. We just have that money like it's easierthat way for sure for sure, but it's one of those things where, likewherether, you play with encumbrants or not, and I think that maybe that's oneof the great divides between tems are those the ones that do care about thetotal carry capacity in your weight and those Ar don't really rigt, because I've tried to loosely incorporate that. But at theend of the day my players end up carrying hundreds and thousands of coldpieces each right and that weighs a lot. So, for example, you go into a room andyou discover a horde of gold and just loot everywhere. Well sure I could essentially saycongrats. You found ten thousand gold pieces lying on the ground, arborplates and whatnot stuff at all. In your bags, you're good to go, you cancarry it right, but then I think everybody with the realism of the gamegoes like we. Probably I've had players go. We. I probably can't pick that muchup yeah and I go yeah. You won't be able to so I'll roll a dieand I'll determine the percentage base on their strength, for example, rightlike if you have a strict modifier apola but role, this many deten die,multiply it by the amount of gold and that's how much you can pick up fromthe pile. But at the end of the day the player still ends up. If you do that,three or four time, you still end up carrying that of cold pieces around, so I I think I want to like again I'm notplaying in a city setting, but I think I want to incorporate the idea of somesort of bank into the game, because that way the players can store their money in a relativeysafe, I or maybe a plot hookie kind of location, but they're, not caring, hundreds andhundreds of gold, because it is a situations that kind of make it fun.When maybe you gopay for something? And you look at Your Wall and you're likeOh shit, I don't have any change on me. How do I get out of this? Maybe maybe,as a player, you could be the highest Sol character for you, so Hav to payfor your meals, an if you maybe forgot to take it your goal out of the bank or,if you don't have enough all of a sudden you're like H, yeah, I gottaWatch dishes like what do you? What do you mean or something like what youjust happen? It it like in your campaign right well, one of the tricksthat one of my other players has taught me he's played like some of the earliereditions where incumbrance was a big thing. What they would do was go to a farm,find a pack mule or three or five and bring them along so that they couldliterally just hear you load up this gold and armor and stuff like that on tonto these meals and donkeys, and things like that and now you aretraveling around with the donkey and you can carry whateverlot you find so LEC, smellig, careabout, yeah yeahso like there are ways around it, but it's like it's kind of like it startsto get complicated. I guess right and you don't want to get too complicated.I think with fits edition, the thing with Gold Yeah- and I think that's athing where I as a person feel like Su, be kind of as real as possible in thegame. Yeah. The thing like the thing that you mentioned with change right.You can toss a silver at something that cost one copper you're, not magically,creating nine coper pieces. No, so I'm I don't know I might. I mightchange and be a little bit more strigent with like whether you have the piece or not andas a player are you willing to brethe...

...higher denomination, even though youmight not receive the a lot of change or whatever right. It's a good thing.My character just picked up like nine hundred coppers yeah. To Tie this to tie this all kind ofbackaround in my circle. I do think that I've kind of started impressing.This idea, my players, because I think I've told I've- hold a couple storieson here before about one about my players wanting to carry a reidiculous amountof guns and yes, he was he was. He correctly stated that I've weighted itout and yeah I'm not going to be overandcumbered carrying these guns,and I was like that's fantastic but ther's the fact Dore emains thatthere's nineteen. I think it was guns thatyou're trying to take off these people. You can carry them Surt,but where are you carrying them? Because you can't fit nineteen guns ina backpack? So you, if you want to strap them acrosse. If you want to belike Mr Guns, where they're just hanging off everywhere sure, but that'sgoing to be a something you're going to have to work out and then with anotherplayer. Who is currently the reason why I have the search term average weightof a human skull on my Google, because he does that. But recently recently I mean lastThursday we were playing a session and they were offered fifty thousand gold pieces forsomething and they're currently undertaking it, butthey immediately. They were like that's not money that we can just carry. We'vegot to find a bank or something similar to stor this in, and I was like goodjob guys. You absolutely do, and that was something I was already planning on,making them do, but the fact that they got their just immediately on their own.I was like okay, maybe that's. Maybe I made that impression with the with the last time you guys trie, thisyeah Wel ancomborants is something that feel like. Is there for a reason rightlike it's? Definitely there, because your characters can'tphysically carry twenty five different magical weapons, and you know, forexample, attune to them as needed for the encounter right. It's somethingthat prevents your characters from becoming this. While I'm a Jack of alltrades kind of individual, I can carry whatever equipment whatever I need allthe time it does. I think help your players focus their resources availableto their character. So that way they can focus on how to play that characterright, but it's hard to manage it's hard tomanage without making it a job yeah. I think absolutely. I think the gitaltools definitely help with that, though, because like the ndbeyond or something in thebackground running, maybe already telling you hey, you'reencumbered you can't carry t anymore is a lot easier than e player having tocalculate the math behind all their aquomment. So I think those resourcesdefinitel help, but it still doesn't sort of round out the fact that Oh, youfound long lost hundred thousands of piecesworth of gold in this tomb in the middle of fucking. Nowhere figure it out, you gotta bring it allback, or I think you just give your players a you know: a bag of holding and Callinindit. So the next section that we can talkabout today is languages and dialects, and languages, I think, is somethingthat we all use. As in, like the certain certain races speak certainlanguages, I use language every day. Almost yes, I think it's something thatwe frequently use in reality, Fre for yourself, I amesin Languae, but definitely it's something that I see alot Carlos from your campaign that you're running when we're in this jungle world and we're running into things that don't speak common. That speak only grown for example, and were just either casting tongues or sll. On that one, I mean it'sinteresting, seeing the PA of the parallels between not understanding ouculture and just literally steamrolling, through atribe of groans, just defending their territory. N Sorrywould do that yeah, who just crazy people, but you know on themirror. Everything in like everything in Chalt has tried to kill you, and Imean from the very beginning of that modele you're, pretty much told everything inthis jungle is trying to kill your players, there's nothing around chaltand the jungles of Celt. That says hot springs and stacations guys under theSun, and you like no, like ie through...

...spears. First Yeah, be a pretty coolsection of chalte th, very true yeah. I personally lovelove the like in real life, I love languages andI love understanding how Ieven, like accents are born based on, like people mixing their mother tongue with youknow the language that they just learn and how different little sort of cultural nuances come out of languages,and I think that that's something where I love the amount of the language asavailable in like that. The NDFIV E multiverse, but it's kind of limited, because if younotice all the languages, for example, people might speak common right andI've tried to sort of introduce, like. Maybe people speak like a Cockneish,like version of common, that's harder to understand, but for the most part Ithink people to pee common people speak door. Bith people t speak Elvis facedon just their race, not necessarily somuch of the geography or the region that they're in yeah right. True, so Olmovs been great because of that reat, because a lot of the ancientcivilizations in Omov ratings down in on one which is just alost language kind of very yeah loss, at least in the theme of Yea Kemping,that we're running it's a very it's a lost language, some people that havestudied it know how to interpret it right, but it's for the most part, it'sa cumniform language. So it's not something that in my head, it's not something thatwould have been easily repeated right, like people aren'tspeaking the language and are they aren't necessarily bringing thelanguage into other locations outside of Omwy and that's sort of how I'vetried to tie in the culture of? Why not that many people know onone inyou know the forgotten realms, for example, in this case, but it's alittle bit harder with things like giant like a language like languageslike giant like, even if you have a PC orrig like I get going back to thatEcan Cero, why does your character no giant? Why does your character know howto speak? Infront? You know like these audities that I'm still trying tofigure out how to work out, but I don't know what do you guys take love? YouExplore Different Langge, I think for the most wor we've done like CommonBase Campaign, Oh yeah, I definitely I've used to bistle oncewell once over the course of several sessions unique to race and that got interesting because they weredefinitely like. I did have an idea of what they weresaying and nobody spoke a vissels. So after a while it was like. Oh I comewish. I had put this much work into this plan down dialogue when none of youallcan understand it, but all right Bot, I'm glad you brought up cokny for I feel like we talked aboutthat a lot on here, but I think I think it's one of them like for listeners. Ithink it's one of the most easily you sort of understood variations on the whichingis o like could sort of throw, but but general yeah. They do bring upthe concept of dialects in here, which is sure, maybe it's common, but maybethere's a lot of slang in there that' you don't, maybe, if you're from water,deep and you're going down to baulders gates, you don't necessarily knowyou're, not up on the cool lingo. You don't know exactly what they're saying,even though they are speaking common, and I mean to a certain extent, remindsme of thieves cant, which is explicitly common, but implicitlyanother language in and of itself right, l right and these Gad is interesting rightbecause I think thieves can't at least focent or five yeah es from Fivebe. I think thieves cant isone of these anchored kind of languages. Ond. When Isay anchored, I mean it has to almost be universal in your world due to the the rogues abilities to be able to sayyou know, I forget Wy Shit Bot the time I head what it Wat. What is it calledwhen you can find your criminal contact? Yes, Youre criminal contact right? Ifyou have the criminal contact fee, Ori, Wasit, F, forget it's! It's just boy, CIS, a trait Tyerigt. Is that part of the criminal background, though? I think it is partof the g part of the criminal background, but because it's part ofthe criminal background- and you always have that available to you, I feel likeit- would be Shitty to a player to say that doesn't work in this region Imight in might like they might not have a criminal contact in that rate, IMOs agos, a DM like you, can take it away, but if they do right that languagecan't vary because you have to be able to use that mechanic. If you areletting your rogue or criminal, you know explore that avenue. Yeah Sorr, weere, saying bird t the lastexample I have because I know I'm trying of keep an eye on the time here.But the last example that I have of...

...this is anybody who watches criticalrule as we all do. The thing that jumps to mind is Zenian,which is the language that Caleb speaks and the area is from its his heritage,and I think to what I can understand. Leum kind of plays it off as beingGerman, essentially very Germanic rooted, and I always thought that itwas a kind of just background trait that he gave hischaracter and that Mat allowed him to give his characterr, as I Ozennian islike this language variinto that he speaks, butthen there's actually a scene at one point where he fully switches over toZemnian and it's just thes him and this other character. Speaking and reallyonly the two of them know Wat each other are saying because they're, theonly two that speak Zemian and that's really the first time I've seensomebody just invent a language- that's not already in in the DMG or in the players. Handbookso'm curious to see. If we would ever do that, if we wouldallow our players to kind of have this language that nobody else really speaks.So the thing for me with languages. That I mean. That's that's one of thereasons I love traveling around its because that barrier always gets you out ofthese from personal experience. That barriers always kind of what gets meout of my bubble and what always gets me to think of different ways to interactwith people that, for example, when I was in Japan, I can like there's noways that you can convey the same message that you would normally do inEnglish right and just that is something that I've been trying to workin to my campaigns, because, usually right now, it's very binary. It'seither. I understand you and we have a dialogue or I don't understand you we're going todestroy you right, and I think that there's definitely a middle ground inbetween there of you're, not sure right like whetherit's maybe I need to incorporate a little bit more of that insight insidethe conversation where you might not understand the language itself, but youknow you get a feeling of where the conversation is going into nation.Right like these are things that, for me, you learned to kind of pick up itit's hard to introduce into a campaign, because that's Languageis in this game is somethingthat I really enjoyed. I really enjoy the fact that chalt has so much lostOnlin in it, because it lets me sort of give a bit of feeling to what theculture would have been until prior to Olmo fallen right. It gives it thatfeeling of you know it's like a very tightknitsociety. The language is very localized and bound to this region and therefore,for me, that's how it kind of influences the Persota in this sort of region. But it's hard to expand past that, becauseoutside of that, I haven't had players for the most part have too manylanguages that you know only they can interact with right, it's kind of been all or nothing andthen at the same time, how do I balance the DM, giving a player informationthat other players wouldn't necessarily inherently understand right to sort ofprevent the metagaming and what not there'Sar the things you can't reallyget around? But I don't know there's so much to language in real life that I'mtrying to slice into DND. But I kind of feel like it's a little limited in mycase, because it's all very race base count languages. Yeah, it's very basedon you're, an Ol. If you speak elvish and Ali an Blovoa, you can learn otherlanguages, but it's the how right like how? How did you get there? Well, I thinkthat, to a certain extent, if you really wanted to, you, could set up insession zero with your players to say, Hey, so here's how we're going to runthis campaign you're not actually going to know your language is based on yourrace. Instead, you will then gain it based on what region you're from sohere's the different regions, Picka region and then try and incorporate that asmuch as possible. Ri. It's at thought. Yeah I'd like to see that actually yeah, because because languages is like it'sa thing that you get for all your characters and stuff like that incorrecter creation, but you could totally just remake the world yeah yeah,it's just for me more trying to find a place that it can again be a mechanicin the world that the players have to navigate around yeah ye can just travelto a new location and everybody speaks common. The sense is that you wouldn'tbe able to just travel to an yeulocation and Oh nobody speaks mylanguage. Well, therefore, I want the players to Intani interact with themright, not just well. We don't understand you see let the seege Begen really speaks a lot matrosnt...

...who ar friends but anyways, going on, I think, ontothe last little bit of this podcast toorn. I think at porant that you hitus up with some of these critical questions, critical thoughts, Yo realol ideas. What do you have in stock for us? Osake came up with this one on thespot today, bast on hour talks so for a critical thought. Today I wasthinking when you guys it kind of has to dealwith currency when you guys have a player who wants to buy something thatis completely random, such as hey DM. I would like to buy a chicken. Where canI get that and how much does it cost? What do you guys? Do I mean obviously depending on the itemright like it's. If it's a chicken sure man, you cul go to your local far,but I I don't know if I would necessarily set up a shop forit right.rially like you, can go to your local farm andpossibly ask for a chicken, because I'm always about like trying to get thatengagement, trying to get Bo social encounters and going right. So youcould certainly try and get and convince someone to sell you theirchicken yeah. That's how I would have pretch it. I don't know yeah nd I meanlike noal regions are going to have. You know chickens available? That'strue or you know, even if they do, they might be a rare commonity. You don'tknow all in that case your shit out a lot oan. You can't buy a chickenbecause there's no chickens in the area right, but that's not really somethingthat you think about as a DM beforehand. That's true, like that's sure. How doyou know how many chickens are in this area jees like, then you just kind ofmake it up on the spot. I think it's think this falls in the same line whenplayers go. I would like to buy health potions. All of you got right, yeahyeah, just roll, it die, that's what they're all there for yeah this happens way more than you wouldthink, or maybe exactly Oh, no, I know but yeah. I think it kind of boils down toa little bit, as I mentioned before kind of like knowing your world alittle bit. So my first thought process is okay. Where are they they've askedto buy some cattle but they're in a seaside village that focuses on tradeand focuses on Fisher fishery industry? Is there going to be cattle here?Probably not, and if there is, is anybody going to want to sell it to you?Probably not because you're one of like two people in the region, with anycattle to supply this entire region, so first off running it through thatfilter of feasibly? Can you find that here and Ihad people? I think? Actually, you have asked about magic items before even andit was an area- that's like very smaller in the larger scale of theworld, a smaller port town and it was like realistically, no not really. Theyhave maybe one or two that have been brought in over time that somebody's,maybe selling it a second handshop, but no there's not this big magic imporiumthat you can just go in and I want that that match. That's just not somethingthat's going to show up in this Si town. So no sorry, maybe try again in thenext town in terms of actually setting up sales of that as a DM, I tend to useonline resources a lot yeah. I found a incredibly comprehensive list of the more common items that youcan do and how much they retail for at a lower endshop, a higher and Chop andTha Med tear shop. It extends from basically the entirebasic list in the players handbook to armor, to weaponly to even a couple ofthe minor potions and whatnot right if it's something superspecialized thatusually requires and on the spot, Google search on my halfto see like well water, because I don't want to just make the fact. The fact is,I'm trying to run a decently balanced economy right in this game. So I don'twant to suddenly be like it's five gold when in reality, like the averageperson selling them for ten Goald, I'm using the average prices for everythingelse except chickens. For some reason, this world are have PRI siggnificantlydiff. So I try to keep it mostly in line with this idea that I've alreadyset up via what other people have already set up to be honest but and the players Teni Tho Youg got tolook that up come on. It's like you're, the one asking for chicken outof Nowere powds. Let me have this like, but I have I have to that point. I'vesaid to players actually after year ring incident,because that kind of put me on the spot a little and made me realize I wasn'tas prepared as I thought it was so I was like if you guys, are looking for something more specific like that, like a morepowerful magic item or like a like, a more powerful sent of armor orsomething higher tier, that you wouldn't just find at your regular...

...shot, Black Smith ree yeah. Maybe let me know at events maybe hitme up and be like hey. My character is really going to try and get this kind of sort so that I can startsaying at least like I can set up that whole research component ahead of the session,and I can at least tell them okay you're welcome to ask around, but Ican't promise that ittll be this session right or even the next session.But yes that has been noted and now I will make an attempt to make sure you canattempt to buy that thing that you want yeah. It is now anenabled add on toyeah exactly yeah. Let me know B Yeah it's. How much would you guys balance outyour characters? Knowledge of the world, like your PC's knowledge of the worldwhen a character asks for questions like that right, because I think I'vedone this a couple of times which it's just well, you would know Explinz. So,like hey going back to the chicken example, I would like to buy a chicken and heywell. Your character would probably know that chickens aren't really localin this region. Hey Roll an nature check. Well, you know that chickens arein this region. It might be really hard to find chicken yeah right. So if youwant to pursue that, you can go off of that, maybe and just sort of let thedie sort of figure the path aut a little bit,because it is hard when poyer just sort of spring up with- I don't know like along along the linesof maybe not just ee purchasing but, for example, at the beginning, one ofmy players at the beginning of the TUMO anilation, when the players immediatelystarted foraging for poisonous items and things in the wild, and I was likesure you can find xen Z and then can of make poisons tosure. But I'm not you know like it's in sort of falls into the samesort of like bucket right, because yeah I'm not sure how many resources youhave, and you know, for example, how my files, aren poison, are expensive inthe game like they're, not cheap, poten, no, all right. So how do I mitigate youbeing able to just freely find all these things? But you know at the sametime, I don't want to be oh you're looking for poison nope, not in thisarea, nop, don't even try like it S. I think it's hard finding that balance oflike know, you are not allowed to do this in game and again going back toengagement right. Of course. This is something that you're interested indoing and how can I introduce it for your game yeah right and then you know immediate, follow upquestion as soon as the person buys the chicken. How much can they sell theeggs for Hav Anem foritand yeah an takes asideas they become profiscien and Amal husbandry, startselling produce from all animals purchase and sold yeah or now they run a tavern or now they're,a slumlerd and waterdeethat is to be explored. I Wan to return tack to Aterd.If you make it who gothis campaign has taken some wild tans lately tat non no Obut Yeah. So I think that that's it for thisepisode. You guys make sure that if you have stuck around to this end, listenit's about an hour of your life drop us alike. On instagram drop us a followmessages. You know we're constantly trying to get new ideas out and tryingto put these on paper, because there's too much rattlingaround in our heads so give it a little bit of direction. Yea and we'd love for more, like of yourthoughts and question specifically, if you got a really good critical question,send it our way and like we can discuss it, I love the food back. I love thatwe're actually starting to hear feedback now, even if it's just from avery select few people, it's cool, because I love improving on processesand work, and this is just all part of the fun so yeah. If you guys want tosee some ore o those descriptive intros. Just talk to us. If you know us and ifyou don't drop US message, that's the easiest point of contact and until thenwe go silent for about a week until we decide to play in this the day beforeand record another episode of Triple Advantage.

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