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Triple Advantage
Triple Advantage

Season 2, Episode 9 · 2 years ago

Ep. 19 - Pacing in Style

ABOUT THIS EPISODE

In this episode of Triple Advantage we talk about how we like to pace our games. When storytelling hits a lull, how do you like to get your players back on track? We continue discussing the styles of game play we enjoy in our ongoing divination of the DMG. Finally, Jordan asks for our advice about extremely novice players wanting to play DnD. 

Hello, hello, beautiful audience, and welcome back to another episode of triple advantage. Guys, say hello. They already know who we are, I think, you think. Do you guys? Think so? Maybe, as if you're if you're this bar ring and you don't know who we are, like you're not paying attention. And if you're just joining us, my name is Carlos, I'm joined with Braden and Jordan, and you should go back and watch every single episode. Guaranteed good content. Guys. Today I am really want to talk about this because I actually just finished up that that short well campaign I was running on the side. Took a little bit of a railroady route at the end, I feel, but I had this I kind of push them into the final encounter. So I think it went okay. But the thing is, I thought it was going to run for about an hour and a half, the two hours, but then the game got away from me. I felt that an impast at certain times because like I felt like they were are peeing in times that I'm like just taking a little long, but I don't want to break up the RP because that's how Super Fun. And then I just don't know, I'm I think they've had a good balance. At the end of the fight, though, there are against an evil mage, the black spider from loss off lost mine of Fandlber, and I also threw in a spectator, a crthree beholder type creature. It turned out really fun. Actually edited the map with photoshot for the first time. I actually turned out pretty good, but I lost track of the game. So I was I was wondering, like, what do you guys do to keep track and link? How do you how do you pace? How do you pace your one shots when you run them? Does anybody have any like yeah, I'm taking tips. I'm really bad example of this, because my strategy is to picture and run through what I think is going to happen, but to definitely budget for a lot more than that, which is not really a good strategy. Is just kind of a fail safe of anything. If I'm doing a one shot and I'm like, okay, so I think it's going to go a, B and C, but if I'm even thinking that there's a possibility that it might go a B, D F g all the way through Z before reaching see, I'm gonna probably block off a another hour or two after the one shot. If it's like a threehour one shot, I'm going to be prepared to not do anything for at least five hours after this dart time because I know like once it gets away, like you're not going to be like, all right, let's pick this up later to finish the last what could be twenty minutes, what could be two hours of this, like you want to get it over with, over that's that's a bad way of saying it. You don't want to, but I'm done with this session. No, but you want to. You want to finish it. If it's a one shot, you want to finish it in one shot. You wanted to have a satisfying conclusion without like, okay, let's pick this up again next week. HMM. Yeah, one shots are always difficult that way because it really depends, I think, upon the the group I know. So I once ran a one shot two times in a row, back to back with two different groups, and one group made it through all of the main areas and they got through the campaign kind of within I'd probably say around four hours, and that was kind of expected, especially going through all the main rooms and all that kind of stuff. We had to like fast track certain rooms as they went back and they tried to check out all the rooms that they hadn't been to yet. So I fast track those because we're nearing that four and a half five hour mark and that's just kind of like, okay, let's get this over with kind of thing. But other than that, it kind of went as expected, whereas the next group that I did was definitely more role playing oriented, and so they took a bit longer just to even like get into the main quest area, but they ended up finding the like secret passage that cut through a couple of the rooms and so they bypassed multiple different combat areas, but then still ended up taking just as...

...long because they were doing a lot more role play in between. So it it is kind of tough to budget for time just because you're not sure what the group's going to be like. Or if you do know, then that's great and you can kind of hope for the best, but it's still like yeah, it's tough, it's tough. Well, what do you do though? Like well, so you said you had to fast track it to the end. Would yeah, so that's out a lot of content, or so different one. Essentially, they kind of just wanted to see what was in the other rooms. So they just said, okay, I want to really go, like go quick and check out this area. I say, okay, you go and you open up this door. It's this guy. He had a this this section had one type of creature in it, but he was kind of like set to kind of run away anyway once combat started or if he thought that he had an opportunity to escape. So I kind of just said yeah, so he's talking to you and he's kind of moving across the room, kind of like slowly, kind of stalking around you, and then they kind of just move off to the side as well, and then he books it right and then you can kind of just say, okay, yes, he got his little speel in. You got to describe the room and they can look around and find all the extra stuff there, but it was kind of just like a side part of the of the quest anyway. So I fast tracked that area for them just just to give them like yeah, this is what was there, and then at the end you almost just say okay, yeah, so now you make it back to town, you give the you know, story about what happened in this cavern or this place that you're supposed to be in and you get your reward and wolf finish up there, even if, like you want to like I ended up like texting them later and saying, okay, here's like the real ending kind of thing, like if you really want to know, like here's the kind of a conversation that might have happened, and you can kind of get a little bit more information shan out that way. And since we try doing like a continuous carrying over of coin and that kind of thing, I made sure I sent that in a message as well. And Yeah, so you fast track almost like the end parts that aren't necessarily like necessary for the story but are helpful and, you know, exploring the world. Sure, so do I do. Do you put a lot of your sort of homebrew or whatever other world you're playing into your onun shots? Because, like if in my like sort of a m take, like if it's only a certain adventure, like, how much world building do you need to do for that? Does it really matter? Yeah, to a certain extent it doesn't matter. But if you really want the people to have like a feel for, you know, what's going on or how their character kind of relates to what's going on, and give them a sense of ownership of the character, which I think is really important for getting enjoyment out of done since and dragons, because if you are just kind of like going in and doing almost like a hackens kind of adventure, that can be kind of fun, but if, especially if the players are veterans, they kind of want more out of it than just, yeah, I go in, I do combat and I come out and I have coined that means almost nothing to me because I'm might not even never use this character ever again, kind of thing. So you want to like make sure that you're you have some NPC's in there that are memorable and are related to the world that you're in so that they feel like, yes, some of the things that I'm doing actually matter to a certain extent at least. I kind of cheat around the world building just a tad to maybe cheater outs not the right word, but if I'm designing my own one shot specifically for the purpose of just being a one shot and not being part of a larger campaign, I'll always set it in the forgotten realms, in somewhere like water deep or like bulger skate, or I'll literally like throw a dart at the swords ghost map. Yeah, just because I feel like, especially if you've been dealing with players that have run premade modules and premade campaigns and whatnot, that's a setting that's at least familiar to them to a certain extent. Maybe they're not like experts at it, but it's like, oh, okay, I kind of know what water deep is, I kind of know never winter it's at right drift. So you don't necessarily need that period of exposition before that,...

...kind of like almost a session zero tier one shot, just to get them prepared for what's going on in the world around them. They kind of already have a general idea of what that is. I'm going to throw a new house roll out there and an time are on one shots. You guys are only allowed to have one character active at a time. Cool, every time you restart with a new character you start with basic equipment. So I add that's another good point. Actually, I do have a bit of a one shot campaign, if you can call it that, that I do occasionally where I'll have people over, I'll run the one shot for them and then basically anything they take from that one shot belongs to that character or belongs to more accurately that player and if they want to come back as either the same character or as a new character in another one shot within the same kind of cannon, then I'm building. I'll let them carry over those items and that goal just so that it seems a little a little bit more meaningful, because I think you've got a point for Mike. Once you're in a one shot and the reward is, Oh, we're going to pay you all this goal, like that's fantastic. I'm never going to get to use that because, yeah, sure becomes completely irrelevant. Was the one shots over. So I think it's kind of a nice way to keep a bit of a continuity and doing that and also to kind of give a little bit more, a little bit more weight to the session, a little bit more like this isn't something that right I'm just sinking three hours into for the sake of it, like this may carry over at some point. Well, you're way more generous than I am. I wouldn't let them carry it over as a player, I would let them carry it over as a character. It's I don't know, maybe it's to a certain extent like some of the coin maybe, but like magic items or something like that that they might have acquired. I'd almost be like it's one of those things. I think we've all played like one shot characters that like we play them once and then it's like wow, I hated that, right, like that character, I didn't like that build, I liked nothing about that. I never want to play them again. But she pulled that Super Awesome sword out of that cave and I can't that's gone now, like right. I would hate that, especially like if I'm if I'm taking the time and you're coming in, you're playing in my in my sessions, especially because I do a lot of testing in my sessions for stuff that we end up putting out in the real city society. I don't want that to just kind of feel like they're waste in time just being my guinea pigs. I want them to walk away with something. Yeah, it looks for good. I feel like I must have to structure if, especially if you're running that type of like one shot campaign, must have the structure your entire game, kind of like a Mario. You know, how you go from dot to dot and eventually you hit forks in the road, but each one of those are those little one shots you know, it would be kind of cool to see that played out if you like kept a record of like everything that was happening and I maybe had like a storyline kind of going on without people necessarily knowing about it. Ma'am well, I mean like you could keep the same character sheet and you don't have to like if you're tracking information there, that's pretty easy to do, right. But even if, like other parties were to somehow kind of take part in this world and they were working towards the same story, and then you were to come back again later in another one shot and things have happened in this world without you actually having been part of it, but there's some sort of consequence to the other parties actions, I don't know, I think that's kind of an interesting I feel like at that point it almost kind of feel like you could. I feel like, well, but you know what, I feel like you could also implement that, though, because you could just easily write yourself a little world that the mechanic like that would work. Think of something like what's God, what's it called? The well and water deep, the yawning portal. You could run something like that where adventures show up to this portal, you pay your toll and your promise great adventure. You get the same care like story was. You get the same type of characters returning right more, seek more adventures, seek more treasure and, depending who your players are, you could then write, you know, the continuation for the group or whatever. HMM. Yeah, I feel like as soon as you start like allowing one shots that...

...you do to shape the future of other one shots you do, they're not really one shots anymore than it's just a full campaign. Is like you have your choice to participate into it. Yeah, absolutely, yeah, like a like a drop in campaign essentially. Yeah, I have no problem with I think it's an awesome thing, but that's not really had. It would be a bit see, but I don't know, I like as a think like I think it would. It's a good little hybrid because, as put, if you want, if you have players that want to have a long running campaign, they can certainly do so and then, on the other hand, if you have a player joining in will you're structuring each thing as a one shot, right, so he's have a start and a finish. Yeah, to that character, that could be the last adventure that they went on if they don't reher and that's all they really need. Right, right, yeah, yeah, it is like a different it's a hybrid for sure, and I and this is why they don't understand, this is why I don't understand how English can be graded a like written work, and it's so subjective, like you're going to write a rule sets or break them it. Yeah, I don't know. Like in the session that I was running, I just felt like I wanted to get that resolution right. So I ended up fast tracking like the return time, because I felt like, fuck it, they beat the bad guy. What am I going to do? Make them like, all right, another week of travel, who stay and watch the first thing? Guys, Oh crap, there's three encounters on your way back. Yeah, so I think I definitely fucked up in certain times because, like, I had like a troll under the bridge kind of mechanic and I felt like it was a pretty funny and adamant, like I felt like it was kind of a pretty funny encounter to have. So I made it so every time they crossed a bridge they would have to pay this toll, which just slowed the game down because now they had to go and get, you know, the body ready, in this case, to throw it into the ditch so they could be allowed to pass. So that wasted some time and then I realize that and that's why I was like all right, teleporting back to fandling. But was it funny? I think there are certain elements that were pretty funny. Yes, that's all, I guess. Yeah, for sure. Yeah, I mean I think pacing is super difficult and I think that that's I'm hoping that maybe the DMG has some aid in that later on in the sections and will get there eventually. Ripe Britain. Okay, I I'm starting to doubt it, but we're here. Okay, let's try it anyways. This this is this is a thing. I believe it is about that time, so let's take a look at the DMG this week. Last week we were looking at flavors of fantasy. We started, I should say, because we didn't finish, but we looked at several different types of fantasy that you can run in your campaigns. We looked at heroic, we looked at sword and sorcery, epic fantasy, mythic fantasy and dark fantasy. and to kick off the continued discussion on this, we're going to talk about intrigue, running an intrigue campaign. So that looks similar to this. This is a poor comparison, but if we're to use a pop culture reference, this is maybe the s spot movies, the James Bond of DD. So the idea is it's less to do necessarily with open fighting and with openly charging in. There's more puzzles, there's more using your mind and your insight and your perception in order to pick up on things, in order to follow up on leads and too, uncover large grand schemes that are underlying things. Can I do this as an eight intelligence barbarian? You can certainly try, since I had Jordan's. Jordan's got a fun story about running characters that should, oh yeah, not mesh with the particular flavor of fantasy, but we'll talk about that when we get to our next section. But intrigue, I like the idea of this. I have a one shot that I found on DM's guild. I think it's called potions eight. It's like an Ocean's eleven snap type thing. or the idea is everybody plays rogues and it's a it's a high schoolways wanted to do that. I think it would be neat. I think that that would be interesting. I don't know about you guys, but I'd love to play in that kind of a kind of a setting for sure, like if it's an oceans copy, you have to throw bards in the mix.

That's true. That's a good one. I've seen some charismatic ropes. I'll be pretty fun. I mean, like, I think maybe the little maybe, I guess isn't necessarily like entry, but like I would think of like some sort of like Noir Jessica Jones type thing as well. You know, you could have your superheroes following these magical leads for O. we're getting there. That's it. That's a whole nother that's a whole nother fantasy. We're getting. When I heard intrigue, I was thinking more along the lines of like political intrigue, like, Hmm, true gaming roans kind of thing. And I feel like, Carlos, I feel like you'd meash with maybe not political intrigue, but almost corporate intrigue, like corporate escionage. So the audience out there, I do not perform corporuses playing that out there, guys, I think it needs to be said now. For whatever reason, for corporates. Now, I think you do. But right, guys, it's a little defensive there, everybody. No, that wasn't the implication. I think I got that. I feel I feel like you. I feel like that you could do some interesting things with intrigue. I think you've got some cool ideas that I would like to see you put into this kind of a setting. Yeah, I mean, I feel like it's kind of weird to run that when you have fireball as an available option. I guess I'll have to come work creative. So the next one that we're going to talk about is mystery. Running a mystery campaign, and I think this is probably more in line with what you were talking about, Carlos, where there is kind of an underlying and underlying mystery that you're chasing after, but you're going along, you're finding clues, you're trying to dig down to the to the root of what exactly is going on. And this is also where I bring up Jordan story of having characters that were not, yes, necessarily built for Surbashington. Yes, I have a one shot that I wrote called the perfect crime, available now on DM skilled everybody. But it is said, it's a large mystery type campaign where they're essentially having to figure out who robbed this bank and track them down and solve it. And I didn't. When I was first Beta testing this campaign, I didn't say anything about it. I was just I called up for people. I was like, Hey, who wants to come play in a one shot that I'm testing? You as all said. Yes, and exactly one one player showed up with a character with any type of intelligence whatsoever. The rest of them, Jordan, you went full melee. Wait, likes Arrow intelligence. Isn't that just like a comma wixplain. Actually say anything above average? Yeah, anything, anything about and I think that actually quite a few of them were significantly below time. Yeah, for sure, it's in the rules, but yeah, because I know not you, Jordan, but our other Jordan was playing. I think she had like seven intelligence. Yours, I don't think, was much better. Mine was eight. Yeah, players is eight. Our friend Matt was playing, he was ten, but he was playing very, yeah, wide character which, yeah, wait, well, but also did not contribute, and the one character who was actually with it was incredibly frustrated, both the character and the player. Hehrself feels bad. Sorry us. We love you, cast on Haus but I think that I'm getting way off topic, but kind of a question to pose. Like when you're running a setting with a very specific theme like that, with a mystery them or if you're running an injury theme, or if you're, you know, do dark fantasy over traditional fantasy, even if it's a one shot, do you let your players know up front that, like, you should prep for this? Depending on the player, I think sometimes, if you're trying to introduce players who may not have like a experience playing higher level characters, for example, I would recommend that maybe they read their spells because they're going to get a lot more Jesus, they're going to get a lot more spells than they're used to. So I would probably...

...recommend that they prep a little bit more. But if you have more experienced players, depending on the session that you're running, I don't know, maybe a difficulty maybe if the maybe, if it's a difficulty thing, I'll tell my players to, you know, be ready to actually like strategize and think. Here, I guess less of a difficulty thing, because I know when Jordan showed up with this, with this character, and when we ran through this module, I know you were a little bit put out that you had prepped somebody that would be more adept to this module, somebody with a little more right insight, with a little more intelligence, when I was running kind of a full mystery type module. Yes, and I get that, I get the frustration, but the other half of me is just like I keep going, yeah, you never somebody to metagame to just like, Oh, you're running a mystery. I'm just going to Max out all my right all of my intelligence of wisdom sets so that I just steam roll through here and I'm just on the hero of the day, which I'm not saying that you would do. I'm saying that's right. Why I don't prep people like this. Is What we're doing today now, I would say. I would say social just pile on this for a second, but I would say that this is also in part due to experimenting with a type of character to play. I've heard a little bit about what you did. Like that's not a normal character either. Here. The fact that it didn't Mesh for this day campaign just kind of is part of the experimentation. To be fair, I am running him again, essentially, you know, another campaign. So it works. It's just that, I mean I wanted to try a different combo of things, and that's fine. So I I get that. Like I made this specific for for something that I wanted to test out and it just didn't happen to work out in that oneot. But also, to a certain extent, my player as a player or character, didn't get to, I guess, get involved in any of the outside of combat stuff, right, and so it which is fine. To to another point, I mean, if I had known it was a mystery, there is an equally likely chance that I would have made a dumb character specifically to kind of mess with the groups. Yes, the day you achieve the same thing. So it's Meta gaming in another way. But you know, like possibly another, another reason not to make, yeah, this kind of stuff, because so get that player that's just like I'm just gonnatrol for three hours. Yeah, so I get I get that. There's like, you know, I'm not sure you know whether whether to tell people or not. I'm a debate back and forth there. But because we ended up with a party that was all kind of kind of, you know, not oriented towards that. It was also kind of weird being position where somehow our grew got hired to do this kind of thing. Does that make sense? So it was like your reason for being there was kind of skewed. Yeah, yeah, because all the other characters were kind of so I would almost as a DM I, I would look at it and say, okay, this group is clearly oriented towards not what the campaign is going to be or this one shot is going to be about. Maybe I should tell them, okay, hey, so this this you know, maybe maybe try you know, hey, so this is this the theme. Maybe we can try some other characters or something like that. If you want to change your character, that's fine. If you want to keep it, that's fine. Also, maybe wait to see if what their characters are and then tell them what the theme is and then see if they want to change their character. Still some people will probably be attached to their character in the first place. In the big now it's fine. M I don't know. We will have to experiment more with that to see, like what the best solution is there, because I still don't know, because I agree with you, like you don't want people to completely metagame the whole time, because that's not really fun either. You want them to but you still want them to be able to participate. Yeah, I was in this particular session. You guys didn't end up finishing the module, essentially because, yeah, but wolpes chic. Yeah, that's a good point. Like that's that's that's not fun for anybody. That's not fun for you guys. You didn't get to finish. That's not fun for me. I'm trying to test out this module and it doesn't work out like I mean. That's what testings for, though, right. So, which, yeah, that that. That taught me a lot about how to not write puzzles. I mean some of the puzzles...

...were good, you know. I think my brother ended up using them in some of his other one shots that he ran to. So the final product is is much better, and I think it's a result of that test, because I scaled back a lot on how maybe ridiculously hard those puzzles were, like even metagaming. That was not the easiestuff to do, and metagame me outside. Guys. I just really want to get back to what the DMG is saying. Oh my goodness, no, true. So swash buckling, that buling. I don't even think I need to preface this one. We can all picture Johnny Depp Orlando Bloom sailing the Caribbean, but one of them's En Elf, so basically the exact same thing. Or land up blooms, basically enough some weight. Are we talking about Lord of the Rings here? Some weird crossover stuff going on, but I think I would love to play in a session like this. We kind of got to touch on it a little bit. I know, Carlos, this is you kind of rent a session in a homebrew sitting called the avalon isles. Yes, we played around with a little bit of a not pirateary specifically, but a little bit of you know, we're on a boat and now we're on these islands. Now we got to kind of forge through the island. Oh, I'm sad. There was more priority stuff and more water to that campaign. It was a lot of fun. Like out of one of them. I'm gonna talk about it, but because we'll play again. Don't worry. Really so excited. Keep on, keep on open, kids, quoting this is this is on the air. Now you have to do it. That's the rule. Yeah, I will get the rules. All right, I fuck myself doing for the audience. Guys, audience trouble. Like please, like this now. I want to play in this campaign, all right, but I think that I think that it's a really cool campaign idea because it kind of skews the typical, if you can say typical dd experience, where it's kind of like quest, dungeon, reward, quest, quest, dungeon reward. I feel like there's a lot more exploration. I feel like there's a lot more open world, a lot more potential to just kind of chart your own path. If you're doing a swash buffling campaign, yeah, for sure. I mean just the theme is predominantly the same. You're just on boats, like yeah, but you almost get the feeling that you're allowed to do more things because you're on a ship. I don't know what it is, it just gives you more freedom. Automatically turn international waters. There's no laws exactly. I'm just thinking that a boat with a wizard on it as a pretty strong vote. Yes, and if you're a fucking pirate, yeah, exactly. But see, that's something that then I would want to talk to my players about because I would want them to say, Hey, you guys are crew, so what characters do you have? And I would definitely get them to talk beforehand. But for the second starts, because they would generally know each other's abilities if there are already a crew. Right, but that would I think that that has a lot of potential on her I've never done anything like that, I would have to be honest. Let's talk about war. Let's talk about a war campaign, because I think that war, kind of battle at least, kind of plays a bit of a backdrop when it's mentioned. Or maybe that's just how I perceive it, but hmm, what you guys think about a campaign? That's like you're at war, like this is this is who you are. You are a soldier, your fighter, you're a member of a nation at war, and that's the campaign. Yeah, I mean, I don't know, I feel like that inherently kind of makes it a little railroady, perhaps, because if you're just a soldier, well, you're kind of going from place to place on somebody's agenda. But I would think something like what if you're like a general but like it, like depending on the type of players, perhaps, right, because like, what if your players like more strategic games? Right, it's still war. You just like you have you command bigger sets of pieces on a board and you move your...

...own characters alongside at you planned that out kind of. You kind of. I would actually picture this more like like a game of war hammer, if that's if you guys kind of got what I'm saying. I kind of get what you're saying. Okay, yeah, I think that would be pretty be pretty interesting, I think personally, either playing as a general or as an elite squad maybe your higher level characters, and you're kind of sent to do all of the like tougher sections, break lines, you know, open up areas for for the regular soldiers to kind of move in. It would be it would be a little bit more real roady to a certain extent, but I don't think that's always a bad thing for players, especially if they're a little bit newer. They sometimes they enjoy kind of being told, you know, okay, this is what you kind of have to do, and you can always include some sort of a plot hook that allows them to make some sort of a choice that influences the battle. Right so either the battle or the entire war, like you can get them to kind of almost flip flop sides or be a double agent of some sort. You know, what some of you said just got me thinking, and this is inherently a good a, but towards newer players, because I think about the the setting of war, right, like if you're a soldier, right like, you're going into a mission and you likely have a plan. So, as a DM, like to provide a plan. I say, like any officers say, this is a structure of the building, this is what we know, blah, blah, blah, Blah Blah. But I hide the pieces inside the castle, right, and then you plan things like an older burst through this wall. Right, yeah, better. So that actually that. I think that that's pretty cool because as a new player, you have a bit of a okay, we can follow this plan and it's probably going to work. Yeah, for sure. And and you have a little bit more information kind of going on, like what the world looks like and and you don't have to like kind of figure out how the world works in a certain sense. Yeah, so that's it. Yeah, you know what, when I think about combat and DD usually I kind of just gravitate towards like hack and and, you know, going through the enemies and always see another camp of red colored whatever enemies. You going to them. And now, have you guys ever had a thing where you have to defend a fort for a certain amount of time or you have to protect the gates of a keep, and that's what your job is as adventures and as I yeah, you're just sound like as a DM, you can just be like more goblins, more dam that. It's it's an interesting one, for sure. Yeah, yeah, it's the the the siege of greenness for drink. When where you guys start out? For sure, for sure, that's kind of fun. I mean I've always kind of wanted to do like a war game setting, almost where like you do, like a siege warfare hmm, idea. It would just be cool on either side, either defending or trying to infiltrate. I think I'd be interesting. I'm not quite done, but I have sidetracked us so many times I think we should probably move on for this week, because time is still a thing that we operate by. So I know crazy, but if you're listening, which that is you are. Sorry, I'm sorry, that needs then he's to go in a shirt. Time is the thing we operate by. Thanks. It'll be in our theoretical store by the weekend. But it's an instagram post. Okay, guys, Shit. Have you out there ever? Run a intrigue or a mystery campaign? Have you ever done swash buckling or your players constantly in the theater of war? Do you have any thoughts on whether we actually know what we're talking about when we talk about these? Let us know at Real City Society on Instagram. I believe, Jordan, that I should turn it over to you at this point. Yeah, okay. So finishing off with a critical thought for the day. So I am starting up a campaign soon, as I've been talking about for a while, so recently, I guess. Spoilers for any of my actual people in the campaign, you are banned from listening to this episode. Well, for not. Actually, they'll figure it out very soon first session. They understand at least. But I kind of wanted to ask you, guys, how do you run a character who has amnesia, like a player character? So someone,...

...if you wanted to make a character that had amnesia, how would you want to run it and what would you talk to your DM about? Easy, cheat wild that sorcer. But it depends what kind of Amnesia. Short term memory, long term memory? Have they just woken up and don't know where they are? That yeah, that's that's the one that that is coming up in the campaign. So I just kind of curious if that was the character that you were going to run, how would you do it and what would you talk to your dm about? I guess, MMM, spellwise, I feel like you could always the character could always have like a high my name is Carl, blah, blah, blah, you're a wizard. Okay, you know, you stash that back in your pocket. Maybe that's something you could use later on. If they lose that card, once they become more accustomed to the character, right, then, if it's like ongoing Amnesia, that I would say the card. Probably. If it's like just woken up, I guess you'd have to start discovering what you're good at. Right. I think it's more on you at this point to you know, like what level are you starting them at? Level to level too, okay, so level to if they're fighting a Goblin, right, and he's whatever character is hitting for a fifteen, a sixteen, you could flavor to like these movements feel similar, biliar. Your bodies adapted for this and you can kind of think about it, right, unless they're low with them, in which case they would not put that together. But it's still you know, maybe you flavor it to like Oh yeah, this feels good, but I think that that would be more on you as a DM. MMM, are you? Are you asking again from the player or for the DM perspective? I want to hear a bit of both. So, but start with the player, starting with the player. This is it's never been something that jumped at me, to be honest, it was never it's it's a bit of a trope and for rison it's a decently good one, but it's never one that I really meshed with. It would need to be with a DM that, like, I really trust. Right. So I'd say like you two and my Buddy Matt, and that's pretty much the only people that I would run, and I mean you here my body, to our Buddy Matt. I'm sorry, because, like I would essentially how I think I would play it is you know, I have no memory. My I'm this class in this race. Okay, I have brief flashes of X and I've got why memento takers run with it. And at that point, like because I wouldn't want to play in Amnesia riddled character when I, as the player, know the full back story of the character and I'm just playing right with Amnesia. I would actually want to be like here's all that I know as both a player and the character. HMM, here you go. So you would want an the DM, to come up to the backstory for you? Yes, and that's why I say that I would only do it with like somebody that I trust, because, like a I don't want to like walk into a new campaign and be like Hey, do all this work for me right and be I don't necessarily know that they would like. I would trust you, guys, to like, given what I've given you, to try and twist it in a way that would be satisfying for everybody. HMM. So you can just you can start your player. Do you care if you remember the past, or do you just want to start a new adventure and then at everything is new you. I would stay away from doing things that limitabilities or knowledge, because those kinds of things would be like they would instantly fail any history check. Right, right, what history do you have? None. So, yeah, I guess you got to make that a mechanic. Right, you don't remember anything, right, so I don't know you meant what. You might want to think about it that way, because after a little while, maybe they can build it up. Yeah, yeah, but I it's kind of a weird thing, though, and I guess it leads to my question is if are they a newer player or more experienced, like they want...

...to urp more or not, because if you introduce a mechanic like that to a brand new player, you're just like, all right, Shiv, go play the that's not fun. But if you try to RP, then I could see that player working with you to develop that story. You know, Braden, you had another thought and then I'll go back and I'll tell you the situation. Sure, just quickly. Like from a DM perspective, this is something that I think needs to be met in the middle by both people, because I'm currently dming for a relative, a new player who has worked her character to have Amnesia, and that's literally all I got is I know absolutely nothing and I'm kind of sitting here going like, especially like with you, as as a new player, like I don't I don't, like, we don't really have vibe as like I don't know how you play, I don't know what you like to see in a campaign, I don't know what you play style is. Really I'm starting to kind of get it, but it's it's coming slowly, like we haven't ever played with her before. And Right, I don't feel right just unilaterally making up a complete back story with absolutely nothing to go on for this character. It just like it feels invasive, intrusive, I don't know. I don't like the feeling of it, like I don't like taking control of somebody else's character and deciding where they came from. Right. Okay, so the situation that I'm in here, guys, is I got a brand new player. He's a good friend of mine, so I know I'm very well and he just doesn't enjoy making decisions for the most part. So basically what he decided was his character was going to have Amnesia, his character was going to think that he was a bar because he woke up next to a lout or some sort of instrument. He's not actually going to know what his real classes even and then he chose the race as well, which is what I'm mostly basing his backstory on, or I've decided that that's what I'm mostly going to be basic his backstory on. So just to clarify, like you don't have the character so far, as only a picked race, but no chosen class. Correct. So I have to decide on the class, the stats, the backstory. I'm essentially making the character so that he can participate and he's going to have, you know, skills and abilities that he doesn't know about, but he's supposed to kind of like figure it out as he goes. Not sure, honestly. Here's what I would I would just assign one of my made NPCs to him, HMM, like it is following around and do that kind of thing, or just or just take an MBC that I've already made and make him that character. Yeah, then you don't have to build a character right. You already put some thought into it, so you can flavor it the way that you want, and I mean realistically, you'd never have to introduce that NPC in the manner what you did. MMM. So I think that that's I don't know, that would be my proach. Bread. Okay, I'm a little concerned from the ground up, to be honest. Is Is this a new player, like, have they played before? They have never played before. Okay, I'm very concerned. I know this. This seems like a bad way to start playing DD is to walk in not only having no player knowledge and structural knowledge of how the game works outside of you roll dice and talking funny voices. Have they read the rule book? No? Oh Yeah, I'm super concerned, especially like I I think. I think you should just give him a d twenty and then just make their choices the outcome. It's a point that they are a MPC at that point. They're in NPC with the players sitting there given them a voice. That's fine. Ryan Reynolds literally made a movie about that. Okay, I haven't seen that yet. Actually, that looks good, but I don't. I can't wrap my head around it. To be on, I know I've for me to. I've liked bet a player that like wants that experience. Well, I guess, Jordan like they want, they have interest in playing, assume, and you want to...

...play with them as a DM and want them and want to introduce them to this wonderful little hobby. Yeah, all right, yeah, for sure. I mean take a load off your back and then PC. If they want to build the character further, you can do that. True. If I don't, that's largely okay. I know, I know. It's just a super weird situation overall. I'm just like, okay, we can try this. I don't know how it's either go. The biggest issue would be decision making at the table, right, because you don't want someone who's going maybe they enjoy but maybe, like, maybe some players just enjoy watching the story. Like I know that sometimes, like I, for example, sometimes take a back seat playing to just kind of chill and watch it unfold before me, you know. Right. So he just doesn't really know what to expect yet and so he's not sure. He always enjoyed drama. So I'm not really worried about his role play to a certain extent, but I just he doesn't really know what to expect and it's this is the decision you wanted to make or not make. Yeah, I guess, I guess. Yeah, I'll, I get. I'll double down on the point that I said that this is going to be mostly on you and I yeah, I would say that, not in a bad way. And there are I think that there's ways that you can int do set in the game easily. So, yeah, give you create the general stats for them. That doesn't really matter too much. But you have the inquiry of like, Oh, you're around a party, let's say a fight breaks out right, you're not sure what to do, but you feel capable and you point to certain things on there, something like. You kind of phrase it as like something he's keeping you drawn to these party, as if there's some intrigue had. Right. So, yeah, buy them to the characters in the game and as a player, a little bit right, and you offer maybe binary things like there's a sword on the ground, hmm, or bow right, like very like this is the kingdom hearts. Choose your West Nice, you go at you can, you can try to attack this creature. You know, right, okay, roll to hit and then you go from there. Right, right. Yeah, exactly. So I have an idea also regarding the like. He's not going to have complete him like he'll have complete up Amnesia up to a certain point, and then I'm actually having all the characters have met and known each other for at least a couple months and they will have been in the same place, kind of like training together, and so he'll have those memories of kind of training with these people and knowing this exclusive group, essentially, and so he won't be a complete amnesiack, and he will have trained to a certain extent a little bit. So he'll have a little bit of history and that kind of thing, but he won't know anything before. You know, he woke up that one time and that's part of his back story there, right, at least that's that was my initial thought as to like how I could make it so that he had a connection to this group and a reason to kind of go along with them and and also kind of like push him into certain circumstances, I guess, without him his character being completely like unknown. Right. Yeah, that was my idea, but I do like the kingdom hearts idea partial to that well, because I think it's like anything though, right, like it's when you're offered this whole like platter of choices in front of you, it's super overwhelming, and we've talked about before, right, like, especially in the like first city, you know, which is a great episode. You should all go watch it at Royal City Society, and it's gram. Give us a lect share please. So I think that the lesser the choices, you know, easier it'll be to pick from. You know, either a sword or a shield, right, or do you try to do something else and then you know there and I guess the only thing as a DM is you got to make sure that either choice that they pick keep some with the party, right, because if they go well, what do you want to do, I think, yeah, just hang out with us. Yeah, I'm still though. So, to be clear, I love thinking the parts Id you, but to be clear, this person...

...is walking in to session one with no idea whatsoever what they're playing. Yes, yeah, correct, okay. My advice to that player and for you to tell that player is to just like have a good understanding of how to play the game outside of maybe specific abilities, right, because especially for a new player, like we've all been new players and we've all dmed for new players and there's it's a bit of a learning curve. As you're okay, Yep, it's that die all right. Now, you can't use that because you've used your action and this is a second action. You can't do that. And that's with people having come to the session prepared to play a character that I had maybe a week or so sits session zero to go over into figure out, okay, X and y ability. Add that to the fact to that this person has no idea whatsoever what their abilities are even going to be. That sounds like it's headed straight for a catastrophe. Yeah, I can't disagree with you there, but I am going to try it anyway and see what happens. I have flawed your brain. Luckily, I don't think that. Even if it does head for a catastrophe, this person isn't going to be particularly upset about it. So He's pretty chill as as far as that kind of thing goes. So that's it. Yeah, well On that relatively yeah, we're gonna come to the end of this episode and come back please. We'll see you guys next week with another triple advantage. Make sure to tune in turn instagram page. That's where we dropped all of our created content. It's all DD works, guys. We publish on DM skilled and just search our author name, Royal City Society, and you'll find everything that everybody here on the team as proud to show you. And thanks for coming back and see you guys next time.

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