Triple Advantage
Triple Advantage

Season 1, Episode 8 · 2 years ago

Ep. 8 - Splice of Life


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 to episode number eight of triple advantage. Today we're joined with Jordan and Braden. Hey Guys, how are you doing? Not Good, not too bad. This week we have a couple of exciting things for you. Guys. We've actually rounded our a little bit of a content schedule. Finally, for once, we have a way of the gravitational force monk subclass up on DM skilled will be releasing the link to that on our instagram page this week and later on watch out for our first invention from an NPC lab. We're going to finish up nice little fun new content sort of avenue that we want to try out, which is where we want to create npcs that you could sort of drop into your campaign, unique characters that might have that sort of fantasy trait that makes them an exciting character for you as a DM to play around and also for your players to interact with. As it's we're working on the mechanics of some of these NPCs so that way they're they're not necessarily more unique than the PC's but also have some sort of trait that makes you want to go back to that particular character. On this week's episode of triple advantage. We're going to be talking generally about some of the stuff that we've got going on, some of the stuff that we've heard back from the podcasts and whatnot, and then going on to two of our recurring segments, divining the DMG and a critical thought up. So first things first, brain you mentioned we had a viewer. Yes, so we yes, we have a view of big if you're out, thank you. But, more to the point, I was discussing with a friend of ours who listens to the show and he mentioned he was only on episode three at the time, but he mentioned that he loved hearing these little narratives that Carlos does at the beginning of each episode, and I realized that, oh, we don't. We don't do that anymore and we're thinking that, because it's been positively received for the most part, maybe that's something we should go back to. So I think we just kind of want to hear your opinions on that. If you want to see more of these kind of little narrative pieces at the beginning, more of these intros, instead of us just jumping straight into it, drop us a line, hit us up with a DM leave a comment at Royal City Society. We aren't text this you probably knows, and yeah, there's like six of you, so clearly. But yeah, so it's pretty exciting now, I think finishing up that subclass. Every time we finish something, it always gives some, gives me at least, a little bit of energy to continue and create a new things. They get. You know, it's easy to run away and just sort of create this hypothetical runway of content that you eventually want to get to and you know, etc. Etc. But you know, yeah, usually hit a lull in the middle. That you hit a lull in the middle. It's pretty difficult. Yeah, but yeah, no, the this coming week, the the NPC lab is something that I'm excited about because I think we've spoken multiple times about this, but we all love creating characters. But in general, I thought I personally find that for an exciting NPC in the game they have to have a little bit of a flare, you know, and most games that I've played, the key NPC's that you sort of follow around right like have something extra that might not necessarily be available to you as a player, but that's why it kind of makes you more akin to following them. Or keeping tabs and what they're doing, and I think this is a great way for us as DM's try and create stuff that increases the engagement that your players might have within your own game, whether you're running a homebrew campaign or a pre made module. I think it's that interaction is ultimately what drives a lot of character choices and whatnot. So your NPCs have to be interesting characters in the world, and that I mean. I feel like this is pretty rudimentary kind of things, but it's the first time that I've I've tried to explore how to increase engagement with certain avenues of whether it be mechanics or whether it be elements that you introduced the game that sort of Hook your players and the makes them want to uncover more of the story, that like flip more of the pages of your book. Essentially, I don't know what what have you guys done with regards to player engagement at your tables player engagement at our tables? For the most part I've done like modules. So, like I haven't done a whole lot of like stuff that's been created by me. So I just try to make the characters come to life as much as possible and then I let the players run it as much as I can. If I can, I'll throw in a voice or very terrible accent, but yeah, other than that,... I've been it's something that I'm definitely working on as a DM, just to to work on on creating new characters and especially since I am looking forward to dming more and then actually having a world that I can kind of work with, because when you're working with just a couple of modules, then things are run a little bit more by the book. Right, right, at least my first few times. Right. So I would say for me the biggest thing right now is just, and you touched on it, Jordan, but just letting players figure out what they want and kind of letting them steer, or not steer your game, but letting them show you what they want. So in my most recent homebrew campaign game that I was running, I had set up an entire encounter for that day and I set up a plan of how I wanted it to go. And one thing I love to do is world builds. So the entire world, essentially, that they live in is already pre set up. So if they want to do something, I've already got a good idea of what's going to happen once they go there. And instead of going in the direction of this encounter, my players went straight to the library, found a map of the region, got a description of all the cities in the region and went okay, I want to go there. And now I was like, oh, that's not something I planned on them doing for, well, for any foreseeable future. I had nothing planned out for that. But because I've got that kind of general idea of what the city is, I'm like, yeah, you can absolutely go there, and we had a nice little travel session or roadside encounter. They got to this city and started to kind of explore the city and what it's all about. It's kind of a vegacy area, lots of casinos and whatnot, and so they were having a lot of fun with that and just checking out this because it's really different from what they've seen. So I think right now what they want to do is just something different because they've been doing the kind of the same thing encounter. So you're saying counter shopping. So what you're saying is your players went and took a vacation to Vegas. Yes, that is exactly what happened, yeah, but but they seem to be enjoying it. So I think really just letting them have that freedom and that ability to if they're really not vibing with what the current story is, to just kind of say I don't want to do this, let's go do something else. Yeah, and to have that not one hundred percent prepped, but prepped it up so that they and yourself do have the ability to do that if it comes up. I like creating the idea of players interacting with other players, because I feel like that kind of ties the whole board together. So if you can get an NPC that's going to like initiate some sort of conversation between two people, then that would be great, because then people are start to get to know each other's characters and you start to develop some sort of a dynamic within the group. So you mentioned something really interesting right. Like you, your players essentially took a vacation to Las Vegas. Now, as as people, we know what that might feel like. I mean, whether you've been to Vegas or not, you might understand, you understand the big lights, since city kind of vibe of Las Vegas. But so, as at DM do you do you try to tie in certain things that you might know your players will like in your campaign, for example with with our close group of friends, for I know that a lot of us are into pirate games. So in my head, making it a pirate themed campaign might actually be something that does increase the engagement, because it's one of those things that, hey, I know that all of you have already kind of done this. I think the difficulty is when you're trying to scale up the DMING, right, like if we were to expand this out the the things that kind of come into my head is that if we were to trying to expand this to the community, will well, now, we don't necessarily know there certain elements that are players might want, right. So how do we make it so? With regards to the mechanics that we're working on, is, how do you make a drop in world that creates that engagement between people that might not actually know each other, right right. So, like, I've definitely I've definitely seen some of the larger organizations for DD Games and whatnot. I'm always curious to see what kind of mechanics they implement to make it easier for their players to start working together, because I guess story wise, it might actually work that they don't really know how to work with one another initially, because it might just be new characters coming together. But if you're doing a oneshot adventure, you might want to have a little bit more of that coordination initially just to make it easier for players to have fun and player campaign. Yeah, so, how much of the real world do you guys splice into these fantasy settings? How much real sort of settings and interactions that you know your players have to kind of try to incorporate? Jordan, you're smiling here. Why? Oh, nothing, you know, just steal in from my critical thoughts, ideas. I get it. I could. I actually have read any.

I know, I know. This is why it's like, Oh, okay, so that one's off the list to okay, well, hit and hat going at yeah, okay. So what kind of like real ideas or are we bringing out? How much of the real world would you splice into a campaign in the sense that, as you, as a DM, know that your players might already understand what the story will go or I might understand like where to pursue actions in this sort of one shot event that you're creating, or whatnot. So, essentially, what how much of the real world are you splicing in so that you can get that level of engagement so that players can either start working together or players have an immediate sense of understanding of their setting? Honestly, I might even because I like the engaging the players together. I might even just like, before the session starts, to be like hey, everyone, kind of introduce yourself, tell us about who you are, and then, if you like something that someone says, try and get together, make something up that you guys can be like friends or brothers or whatever. Try and create some sort of an initial like you to know each other already in this world right, because that does make it easier for people to start. I guess touches until where we kind of left off last week, which was the session zero. Yes, exact parts of getting all your players together, maybe before you even start playing, to get a sense of the party itself. Yes, I guess I haven't really ran that many session series myself, to be honest. Right of all, I really run a handful of campaigns for the most part either. If it's with you guys, are more play testing content is just hay to make up a character at x level and we'll run through something. Right, yeah, so that's something that I could definitely see myself improving in its higher that. I remember at First Session Zeros were just like, Yep, okay, you come over to my place and you create a character, and then by yeah, yeah, I was. Well, I think it definitely grows as like as we gy as DM's, and as we want more out of our players. Right, it changes from just okay, I'm running a DD campaign. I want all my players to be on the same page with character creation. Right, yes, because that was the immediate thing for my first right to we have to make sure we know who the characters are and how they work and write all that kind of stuff, whereas now I think that if I were to have a session zero, it's well, now I know the world and let's factor and all these other things that I've picked up from watching streams like critical role and watching other DM's play. Yeah, that I want to see in my game. So how do I, as a DM, take those little tidbits of content and settings and whatnot and sort of adapt them into my own session zero to 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 that are new as well, that are even if you're an experience DM. It's probably better to go back a bit and to backtrack that to the initial stage is of well, this is how you roll, this is how you decide your skills and this is how you because that's the necessary component, right. But to tie this back to the initial question of what do we splice in for our players, a big way that I determine that is through their characters backstory, because I feel like if they if they want to see something specifically, they're going to put it in their backstory. If they want to be playing a priority high seas campaign, they'll probably going to be from the high seas. They're probably going to have some kind of a background in that. So I can include that kind of stuff and I'm going to expand that a little to say that beyond that session zero point, communication between the players and between the DM is absolutely key, because I have players right now. They were asked, they were given a permit essentially in recent games, and we're asked to sign it with their names and I actually had full print out versions of these permits to kind of bring it to life for them, and they've been working towards this for a while. So everybody was so excited and one of my players was just like in the cornery, was like thinking. It was like, what are you thinking about? You just need to sign your character's name. Is like, I'm trying to decide if I should put my real name or not. I said your real name. Why am I the what is the why are we like twenty sessions in and this is the first time I'm hearing that the name you gave me is not your name. Like, why do I not know about your character? This is stuff that we could have been working towards together, but you're dropping it on me now and I'm not going to be sure have a react to that when that right comes out. So I think, yeah, I think that that kind of two way street 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 that one. I think we're just going to go unchecked until he suddenly drops it and I'll be like cool, next story. Well, and I think that that's maybe on that learning curve right between players and DM's, because ideally, you it's not that you're keeping secrets from your DM to surprise and, you know, drop some bomb and change the pace of a story. Your DM should be aware rob this prior right, because it'll make it easier for them to think you corperate for it right like to lead up to that so that you can have that moment to maybe reveal to the rest of the party, right like. And that's the difference, I like, between characters. Maybe if they've known each other for their entire life in the backstory, it could be something that it's factored and already but for the most part that's when players discover more about who they're at the table with, right. So that's something that I'm going to try to introduce a little bit further. And again it's kind of hard when you're in a weird setting that might not have too many ties into characters backstories. But going onwards, I think that that's something that I'm going to try to introduce a little bit more. A little interesting thought, though. Actually I was thinking of going back on the what kind of game mechanics or what kind of information you want to use to increase engagement at the table, as I was thinking about once we're all back to having sessions in person and everybody's back from school. I know, very exciting. I mean I'm slowly building, like the 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 they shared notebook. Now I know that each player has for them for some part or another, right they can write down their own logs and their own little campaign stories as you as you've done with Zin fad and it's been great. But I think just thinking about how to get players a little bit more engaged if we only had one reason, like one note but kind of like how I've been using it in the Trelo, where the resource pages is a communal, communal source that all of you can access. Have that in a sense right like so that each one of you can only access it, but it's not so much that each one of you has a written down right, because I what I want to start introducing is essentially one player taking chart and saying hey, no, I remember this from before, and maybe they'll pick up the notebook at the center of the table, in the tablet and then they can direct the party still what they might want to or how they might want to pursue a certain quest. Are Certain leaders, etc. Because maybe that player remembers that they know they have the resource, so they they're the ones to pick up the book right the talking stick, and then maybe with regards to that particular avenue or that particular one shot, etc, that player can essentially take point and being like Hey, I'm going to direct, and then that's how I was thinking about balancing things like well, on a long journey, for example, who's doing what checks? Well, if the player that's got the notebook is the one that's leading, you're going to be the one to lead charge and you're going to be doing this predominant like history check on the backgrounds and whatever. So it might be I'm still trying to work it out in my head, but I'm just trying to get essentially something physical at the table that will get the players talking to one another, because one thing that I keep facing is players going separate directions and trying to pick separate routes, which isn't bad, but it what I found is currently it's harder to do so, because I end up having to almost I may as well run two separate sessions at this point, because theoretically one group, when they split up, they shouldn't know what the other group is done. But at the end of the day, because both have this the shared space and there's they look, we're both listening to the same things, eventually the players end up knowing exactly what happened, even though they've been miles apart or whatever. Right. And then, as a DM, I I don't know, I kind of feel bad sometimes because, okay, I'm having maybe three four players not speaking for like twenty, five, thirty minutes. Yeah, because it's really hard to cut away in real life between certain scenes, right, like, especially if there's combat in one, and combat takes forever for the most part, right. So it's it's difficult. I'm trying to I'm trying to I'm trying to introduce a game mechanic in my own games that might sort of mitigate the amount of times that my party ends up splitting up or the my party ends up not working together, because at this point I feel like it should be a little bit more cohesive, but it seems I love that the players are playing. I love that you guys are actually playing this in the sense of like we're doing our own thing and it's great, but at the same time it's very difficult for everybody else involved keeper because because once players kind of lock out and like okay, I'm not speaking for the next twenty minutes, you kind of bump out of the sort of immersive environment that I'm trying to build. Right, so it gets a little bit...

...more difficult, I think, to to get back into your rule. That's a lot of words. It was a train of thought that I kind of just started verbalize now, but anyways, yeah, so a little resources to introduce. I think we might dive into that a little bit more. But again, that's why the MPC Liab I thought was kind of cool, because I've tried to always have a little MPC present in some one way or another so that you have that knobby of resources and and it might be, and I love having it localized, right, like local experts per se. So that's one thing that I've been and trying to do. But I might break away from them, might try to induce some of the resources. I don't know. Yeah, yeah, I think Britain. Is that the DMG you got on there? My Gosh, Carlos, it is. Well, what section are we supposed to be reading now? I believe, and I do literally mean believe, because it's been a while, I believe that we are doing currency. Currency, currency, yeah, sure, currency is exactly what it sounds like. This section of the DMG is just about different coinage and how they are tiered. So copper, silver, gold, platinum and the ever popular electrom piece, which I'd love to have a little aside about. Does anybody use electrom? I haven't yet. I mean it seems like the one percent club kind of yeah, and my players are not high enough level to be in the one percent club. It just all seemed platinum, but I haven't seen electro. Yeah, it just always strikes me as like, I mean if copper is a penny, yeah, silver is a dime, gold is a dollar, is platinum is ten dollars? Electroms like this weird fifty cent piece, which I mean we have here in Canada, but have you ever paid for anything with a fifty cent piece or had anybody pay you with a fifty cent piece? I think this may be one of those things where it. I don't know. To me the currencies themselves get a little weird because when you're talking about paying for the price of Ale, 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 all these pieces of gold? So the way that the characters have to count how much change they might possibly have, that seems like a job. Yeah, all right, or or is just change automatically assumed and estimated? Because I don't know, it's kind of one of those weird things. If you're paying for if you're paying for mead in a tavern and a poor tavern, and you drop five gold pieces that person. I mean I've worked retail before in the morning and I don't know if any of you are listeners have had this experience, but if you're opening shop and someone comes in and gives you a hundred dollar bill, they kind of fuck you up. For us it's the worst because all of a sudden you don't have any bills. So I'm assuming this factors into the DD world as well. You can't just pay things with gold because the person is gonna be like, I don't have the change for this man like, I'm not. So I think that's something that's like certain taverns maybe, and then and then players will have to overpay and they'll be like oh right, you know, but then when they get to a bar that isn't then all of a sudden that's like, Oh, yes, I get changed, this is the best, you know. So I don't think it's a bad thing to have like a little bit of both. I started leaving the concept of change kind of in the abstract, where I'll let players mark off, basically mark off what they've spent and therefore what they have left. So if they spend a silver, they don't need to say that they're spending a silver. If it's three copper, example, so they'll just mark that they have one less silver and seven more copper. MMM. So just auto change exactly. I do that not because I like what you guys were saying, but I also remember back to my first homebrew campaign where I had a player is something was like it was like seven copper or something they were buying, and the player was like cool, I give them a gold, and I interpreted this as Oh, you give them a gold and that's like the tip. Yeah, so it wasn't like, Oh, I want my change. It was like no, here's a gold and I've played it up as like this guy was like so grill, my Gosh, thank you so much for this, and the player was just awkwardly like no, no, I know, I you know what, it's fine, and I was like right, okay, I now see what you meant. So to avoid that, I kind of leave it in the in the realm of imagination now, but that's actual. You know what, if that's that's like a character, really funny. I could do that because, like, I don't know if you've ever been to it's like cheaper food, locals and super estalaigments. But if you're slapping down big money, I mean people are going to expect tips. Yeah, right, like you love might be like, Oh, this guy's paying with a hundred doll a Billa for his Burger and fries. Yeah,...

...does he want all of his change or is he chiming differing? Yeah, like, especially if you're in like this party or whatever atmosphere, you might have been a right. Like I'm just picturing someone going like Butock, credit card, whatever. I yeah, it always works. One part in the DMG here on this subject that I don't think any of us have ever touched on is the concept of trade bars. So the idea that obviously it's tedious and cumbersome to travel around with a ridiculous amount of coins unless you have a bag of holding or just a stupid amount of coin purses on you. So the idea of trade bars, I think, is more geared towards like a merchant or like a traveling band. But the idea is that they carry around ingets that are worth. So says like a two pounds SI silver bar equals about ten gold, which on one hand is interesting because it actually gives value denominations to how much literal weight is, hmm, in the in the Dandie Universe, which I've never really considered before, to be honest. Yeah, but it's just an interesting concept in general because I know like my players are. It's another one of those things that you don't really think about until you think about it and it's like Oh, yeah, you do have, yeah, twenty five thousand gold. Where you keeping this? Well, yeah, exactly, like one of my parties is like carrying around two thousands each, you know, just like okay, yeah, we just have that money. But it's easier that way, for sure, for sure, but it's one of the things we are like, whether you play with encumbrents or not, and I think that maybe that's one of the great divides between DM's are those are the ones that do care about the total carrying capacity and your weight and those that don't really write because I've tried to loosely incorporate that, but at the end of the day my players end up carrying hundreds and thousands of gold pieces each right, and that weighs a lot. So, for example, you go into a room and you discover a horde of gold and just loot everywhere. Well, sure, I could essentially say congrats, you found tenzero gold pieces lying on the ground, armor plates and whatnot, stuff at all in your bags. You're good to go. You can carry it right. But then I think everybody with the realism of the game goes like me. Probably I've had players go why, probably can't pick that much up. Yeah, and I go, yeah, you won't be able to. So I'll roll a die and I'll determine the percentage based on their strength, for example, right like, Oh, if you have a strength modifier ball, but roll this many dten die, multiply it by the amount of gold and that's how much you can pick up from the 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's the gold pieces around. So I I think I want to like, I get I'm not playing in a city setting, but I think I want to incorporate the idea of some sort of bank into the game, because that way the players can store their money in a relatively safe, I or maybe a plot hooky kind of location, but they're not carrying hundreds and hundreds of gold, because it is those situations that kind of make it fun. One maybe you go pay for something and you look at your wall and you're like, Oh 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 level of character if you still have to pay for your meals and if you'd maybe forgot to take it your goald out of the bank, or if you don't have enough. All of a sudden you're like yeah, I gotta wash dishes. Like what do you what do you mean? Or something like what you just happened? It like in your campaign? Right? Well, one of the tricks that one of my other players has taught me he's played like some of the earlier additions were encumbrance 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 could literally just here, you load up this gold and armor and stuff like that onto onto these mules and donkeys and things like that, and now you're traveling around with the donkey and you can carry whatever loot you find. So ill like to care, smelly caraman. Yeah, yeah, so, like there are ways around it, but it's like it's kind of like it starts to get complicated, I guess right, and you don't want to get too complicated, I think. With fifth addition, the thing with gold. Yeah, and I think that's a thing, right. I as a person who likes to be kind of as real as possible in the game. Yeah, the thing, like the thing that you mentioned with change, right, you can toss a silver as something that costs one copper. You're not magically creating nine copper pieces. No, so I'm I don't know. I might I might change and be a little bit more stringent with like whether you have the piece or not and, as a player, are you willing to break the higher denomination even though you might not receive the a lot of change...

...or whatever? Right, it's a good thing my character just picked up like nine hundred coppers to tie this to tie this all kind of back around in a nice circle. I do think that I've kind of started impressing this idea on my players, because I think I've told I hold a couple stories on here before about one about my players wanting to carry a ridiculous amount of guns. And yes, he was, he was. He correctly stated that I've waited it out and yeah, I'm not going to be over encumbered carrying these guns, and I was like, that's fantastic, but they're the fact store remains that there's nineteen, I think it was, guns that you're trying to take off these people. You can carry them, sure, but where are you carrying them? Because you can't fit nineteen guns in a backpack. So you know, if you want to strap on the cross, if you want to be like Mr guns where they're just hanging off everywhere, sure, but that's going to be a something you're going to have to work out. And then with another player who is currently the reason why I have the search term average weight of a human skull on my Google, because he does that. But recently, and recently I mean last Thursday, we were playing a session and they were offered Fifty Tho gold pieces for something and they're currently undertaking it, but they immediately they were like that's not money that we can just carry. We've got to find a bank or something similar to store this in, and I was like, good job, guys, you absolutely do, and that was something I was already planning on making them do, but the fact that they got there 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 try this? Yeah, well, and Cumbrance is something that I feel like is there for a reason. Right, like it's definitely there, because your characters can't physically carry twenty five different magical weapons and, you know, for example, a tune to them as needed for the encounter, right it. It's something that prevents your characters from becoming this, while I'm a Jack of all trade's kind of individual. I can carry whatever equipment, whatever I need all the time. It does, I think, help your players focus their resources available to their characters so that way they can focus on how to play that character right. But it's hard to manage. It's hard to manage that, making it a job. Yeah, I think it absolutely. I think digital tools definitely help with that, though, because like dnd beyond or something in the background running, maybe already telling you how you're encumbered, you can't carry anymore, is a lot easier than the player having to calculate the math behind all their equipment. So I think those resources definitely help, but it's still doesn't sort a round out the fact that Oh, you found long lost hundred thousands of pieces worth of gold in this tomb in the middle of fucking nowhere. Figure it out. You gotta bring it all back, or I think you just give your players a, you know, a bag of holding and call them a day. So the next section that we can talk about today is languages and dialects, and languages, I think, is something that we all use as in like there certain certain races speak certain languages. I use language every day. Almost yes, it's think it's something that we frequently use in reality. Sweet for yourself. I am using language, but definitely it's something that I see a lot, 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 we're just either casting tongues or sl on that one. I mean it's interesting seeing the pair, the parallels between not understanding of culture and just literally steam rolling through a tribe of groans just defending their territory. I'm sorry, who would do that? Yeah, who? Just crazy people. But you know, on the Marre, everything in like everything in child, has tried to kill you. And yes, I mean from the very beginning of that module you're pretty much told everything in this jungle is trying to kill your players. There's nothing around chalt and the jungles of Chelt that says hot springs and staycations, guys under the Sun, and you like no, like, I mean through spears...

...first. Yeah, it's be a pretty cool section of Chiltime, but that's very true. Yeah, I personally love love the like in real life. I love languages and I love understanding how even like accents are born based on like people mixing their mother tongue with, you know, 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 languages available in like the DND five multiverse, but it's kind of limited because, if you notice all the languages, for example, people might speak common, right, and I've tried to sort of introduce like maybe people speak like a cockney ish at like version of common that's harder to understand, but for the most part I think people speak common. People speak to or if people speak elvish, based on just their race, not necessarily so much of the geography or the region that they're in. Yeah, right, true. So, Oh, move has been great because of that. Right, because a lot of the ancient civilizations in a move have writings down in a wine, which is just a lost language. Are Very Yeah, a loss, at least in the theme of Kemping that we're running. It's a very it's a loss language. Some people that have studied it know how to interpret it right, but it's for the most part it's a cuneiform language. So it's not something that in my head, it's not something that would have been easily repeated right, like people aren't speaking the language and are they aren't necessarily bringing it, the language, into other locations outside of a man that's sort of how I've tried to tie in the culture of why not that many people know am one in, you know, the forgotten realm, for example, in this case. But it's a little bit harder with things like giant, like a language lights languages like giant, like, even if you have a PC or a like. Again, going back to that session zero, why does your character no giant? Why did your character know how to speak infern? You know, like these oddities that I'm still trying to figure out how to work out, but I don't know. What do you guys take some love. You explored different language. I think for the most where we've done like common base campaign. Oh Yeah, I definitely. I've used abyssle once, and what once, over the course of several sessions and unique to a race, and that got interesting because they were definitely like I did have an idea of what they were saying and nobody spoke abyssel. So after a while it was like, Oh, con which I had put this much work into, this planned out dialog when none of y'All can understand it. But all right, but I'm glad you brought up Cockney, for I feel like we talked about that a lot on here. But I think it's I think it's one of the like for listeners. I think it's one of the most easily, yeah, sort of understood variations on the English language. Of I could sort of throw that, but DAD general. Yeah, they do bring up the concept of dialects in here, which is sure, maybe it's common, but maybe there's a lot of slang in there. That right, you don't maybe, if you're from water deep and you're going down to Balder's gate to you don't necessarily know. You'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 reminds me of thieves can't, which is explicitly common but implicitly another language in and of itself. Right, right, and these kinds interesting, right, because I think thieves can't, at least person for V. Yeah, at least from V. I think thieves can't is one of these anchored kind of languages. And when I say anchored. I mean it has to almost be universal in your world due to the the rogues abilities to be able to say, you know, I forget, why shit off the time. I head. What what's? What is it called when you can fund your criminal contact? Yes, you're criminal contact. Right, if you have the criminal contact feet or was it? Forget? It's it's it's just puise a trait he it's a right. Is that part of the criminal background, though? I think it is part of the part of the criminal background. But because it's part of the criminal background and you always have that available to you, I feel like it would be shitty to a player to say that doesn't work in this region. It might, am I like, they might not have a criminal contact in that read I must say there is a dam the you can take it away, but if they do write that language can't vary because you have to be able to use a mechanic if you are letting your rogue or criminal, you know, explore that avenue. Yeah, sorry, we're same bird. They the last example I have, because I know I'm trying to keep an eye on the time here, but the last example that I have of this is anybody who watches critical role, as we all do.

The thing that jumps to mind is Zemnian now, which is the language that Caleb speaks and the area that he's from. It's his heritage and I think, to what I can understand, that Liam kind of plays it off as being German, essentially, very Germanic rooted, and I always thought that it was a kind of just background trait that he gave his character and that man allowed him to give his characters. I owe Zenian is like this language vary into that he speaks, but then there's actually a scene at one point where he fully switches over to Zemnian and it's just these him and this other character speaking and really only the two of them know what each other are saying because they're the only two that speak Zemnian. And that's really the first time I've seen somebody just invent a language that's not already in in the DMG or in the players handbook. So I'm curious to see if we would ever do that, if we would allow our players to kind of have this language that nobody else really speaks. See, the thing for me with languages that I mean, that's that's one of the reasons I love traveling around. It is because that barrier always gets you out of these from personal experience, that Barre is always kind of what gets me out of my bubble and what always gets me to think of different ways to interact with people that, for example, when I was in Japan, I couldn't like, there's no ways that you can convey the same message that you would normally do in English, right and just that is something that I've been trying to work in to my campaigns because usually right now it's very binary. It's either I understand you and we have a dialog, or I don't understand you, we're going to destroy you, right and I think that there's definitely a middle ground in between. there. Of you're not sure, right like, whether it's maybe I need to incorporate a little bit more of that insight inside the conversation where you might not understand the language itself, but you know, 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 it. It's hard to introduce into a campaign because that's languages in this game is something that I really enjoy and I really enjoy the fact that Cholt has so much lost online and it because it lets me sort of give a bit of a feeling to what the culture would have been in chilt prior to homo fallen right it. It gives it that feeling of, you know, it's like a very tight knit society. The language is very localized and bound to this region and therefore, for me, that's how it kind of influences the persona in this sort of region. But it's hard to expand past that because outside of that I haven't had players, for the most part, have too many languages that, you know, only they can interact with. Right. It's kind of been all or nothing. And then, at the same time, how do I balance, as a DM, giving a player information that other players wouldn't necessarily inherently understand, right to sort of prevent the metagame, and then whatnot? Those are things you can't really get around. But I don't know, there's so much to language in real life that I'm trying to slice into dd but I kind of feel like it's a little limited in my case because it's all very race based. Kind of language is. Yeah, it's very based on your now, if you speak Alfish and alien, blow, Blah Blah. You can learn other languages, but it's the how, right, like how, how did you get there? Well, I think that to a certain extent, if you really wanted to, you could set up in session zero with your players to say hey, so, here's how we're going to run this campaign. You're not actually going to know your language is based on your race. Instead, you will then gain it based on what region you're from. So here's the different regions. Pick a region and then try and incorporate that as much as possible. Right, it's a thought. Yeah, I'd like to see that actually. Yeah, because because language is like it's a thing that you get for all your characters and stuff like that in character creation. But you could totally just remake the world. Yeah, yeah, it's just for me. We're trying to find a place that it can again be a mechanic in the world that players have to navigate around. Yeah, you can just travel to a new location and everybody speaks common the same size that you wouldn't be able to just travel to a new location and Oh, nobody speaks my language. Well, therefore, I want the players to continue interact with them, right, not just well, we don't understand. You See, let the siege begin really speaks a lot nature, doesn't it? But for our friends.

But anyways, going on, I think onto the last little bit of this podcast, to ourn. I think that's important that you hit us up with some of these critical questions, critical thoughts, every good ideas. What do you have in stock for us? Honestly, came up with this one on the spot today, based on our talks. So, MMM, for a critical thought today, I was thinking when you guys, it kind of has to do with currency. When you guys have a player who wants to buy something that is come completely random, such as, hey, DM, I would like to buy a chicken. Where can I get that and how much does it cost? What do you guys do? I mean, obviously depending on the item. Right, like it's if it's a chicken, sure, man, you can go to your local farm, but I don't know if I would necessarily set up a shop for it. Right right, say, like you can go to your local farm and possibly ask for a chicken. HMM, because I'm always about like trying to get that engagement, trying to get too, a social encounter. Sk I'm going right. So you could certainly try and get and convince someone to sell you their chicken. That's how I would approach it. I don't know. Yeah, and I mean like, not all regions are going to have, you know, chickens available. That's true. Or, you know, even if they do, they might be a rare commodity. You don't know. Well, in that case your shit out a lot. To me. You can't buy a chicken because there's no chickens in the air, right, but that's not really something that you think about as a DM beforehand. That's true. Like, that's true. How do you know how many chickens are in this area to use? Like then you just gotta make it up on the spot. I think it's a think this falls in the same line as when players go, I would like to buy health potions. All you got right, yeah, just roll it eye. That's what they're all there for. Absolutely, yeah, yeah, this happens way more than you would think. Or maybe exactly. Oh No, I know, but yeah, I think it kind of boils down to a little bit, as I mentioned before, kind of like knowing your world a little bit. So my first thought process is, okay, where are they? They've asked to buy some cattle, but they're in a seaside village that focuses on trade and focuses on fish, the fishery industry. is they're 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 any cattle to supply this entire region. So first off, running it through that filter of feasibly. Can you find that here? Yeah, and I've had people at the actually you have asked about magic items before even and it was an area that's like very smaller in the larger scale of the world, a smaller port town than I was like. Realistically, no, not really. They have maybe one or two that have been brought in over time that somebody's maybe selling at a second hand shop. But no, there's not this big magic emporium that you can just go in and I want that that match. That's just not something that's going to show up in this town. So no, sorry, maybe try again in the next town. In terms of actually setting up sales of that. As a DM, I tend to use online resources a lot. I found a incredibly comprehensive list of the more common items that you can do and how much they retail for at a lower end shop, a higher end shop and then a midteer shop. It extends from basically the entire basic list in the players handbook to armor, to weaponry, to even a couple of the minor potions and whatnot. Right if it's something super specialized, that usually requires and on the spot Google search on my half to 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't want to suddenly be like it's five gold when in reality, like the average person selling them for ten gold and I'm using the average prices for everything else except chickens. For some reason in this worlder half bride significantly disco. So I try to keep it mostly in line with this idea that I've already set up via what other people have already set up, to be honest. But and the players tend I got a look that up. Come on, it's like you're the one asking for a chicken out of nowhere paths. Let me have this like, but I have I have to that point. I've said two players actually after your ring incident, because that kind of put me on the spot a little and made me realize I wasn't as prepared as I thought it was. So I was like, if you guys are looking for something more specific like that, like a more powerful magic item or like a like a more powerful set of armor, something higher tier that you wouldn't just find at your regular shot Black Smith Reef. Yeah, maybe let me know what events.

Maybe hit me up and be like Hey, my character is really going to try and get this kind of sort so that I can start saying 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 I can't promise that it will 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 can attempt to buy that thing that you want right. Yeah, it is now an enabled add on too. Yeah, exactly. Yeah, let me know. Yeah, it's how much would you guys balance out your characters knowledge of the world, like your PC's knowledge of the world? When a character asks her questions like that right, because I think I've done this a couple of times, which it's just well, you would know x, Y and Z. So like, Hey, going back to the chicken example, I would like to buy a chicken and hey, well, your character would probably know that chickens aren't really local in this region. Like Hey, roll a nature check. Well, you know that chickens aren't in this region. It might be really hard to find a chicken. Yeah, right, so if you want to pursue that, you can go off of that maybe and just sort of let the die, sort of figure the path out a little bit, because it is hard when players to sort of spring up with I don't know, like along along the lines of maybe not just even purchasing, but, for example, at the beginning one of my players, at the beginning of the Tumb of Nihilation, when the players immediately started foraging for poisonous items and things in the wild, and I was like sure, you can find x, Y Z, and then can I make poisons out of it? Sure, but I'm not, you know, like I'm it's sort of falls into the same as am of like bucket right, because, yeah, I'm not sure how many resources you have and you know, for example, how my files of poison are expensive in the game, like they're not cheap potion. No, all right. So how do I mitigate you being able to just freely find all these things? But, you know, at the same time I don't want to be all you're looking for poisons. Nope, not in this are. NOPE, don't even try. But like, it's I think it's hard finding that balance of like, know you are not allowed to do this in game. And again, going back to engagement. Right, of course this is something that you're interested in doing. And how can I introduce it for your game? Yeah, right, and then, you know, immediate follow up question. As soon as the person buys the chicken, how much can they sell the eggs for? Now they have taken emporium and, yeah, fancas aside. As they become proficient in animal husbandry, start selling produce from all animals purchased and sold. Yeah, or now they run a tavern. Or now there are a slum Lord and water deep. Who knows? That is to be explored. I want to return back to water, do you? If you make it? Who knows? This campaign is taken some wild turns lately. that. No, no, no, but yeah, so I think that that's it for this episode. Guys, make sure that, if you have stuck around to this end, listen. It's about an hour of your life. Drop US alike on instagram. Yeah, drop us a follow messages. You know, we're constantly trying to get new ideas out and trying to put these on paper because there's too much rattling around in our heads. So give it a little bit of direction and we'd love for more like of your thoughts and questions. Specifically, if you've got a really good critical question, send it our way and, like, we can discuss it. I love the feedback. I love that we're actually starting to hear feedback now. It's even if it's just from a very select few people. It's cool because I love improving on processes and work and this is just all part of the fund. So yeah, if you guys want to see some more of those descriptive Intros, just talk to us if you know us, and if you don't, drop us a message. That's the easiest point of contact. And until then we go silent for about a week until we decide to plan this the day before and record another episode of Triple Advantage.

In-Stream Audio Search


Search across all episodes within this podcast

Episodes (85)