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Triple Advantage
Triple Advantage

Season 2, Episode 13 · 2 years ago

Ep. 22 - Crossover Episode

ABOUT THIS EPISODE

In this episode of Triple Advantage we ride the line on possibly violating creative IP laws. We discuss the many crossovers DnD settings that have come out in the last couple months, continue our divination of the DMG, and finally discuss mechanical changes to make players feel like heroes. 

Hello everybody, and welcome to get another episode of your wonderful podcast, triple advantage. My name is Carlos Braden and I'm Jordan and, as you can see, we're trying different things that we're introducing ourselves now, but on today's podcast we bring you a similar structure like we have in the past. We'll be talking about some of the thoughts that we have with the latest productions that wizards of the coast has had and the little crossovers that they've had with intellectual property, with other companies as well, and the fun little adventures and sources that are available now for people to use. And will continue on this episode with some further delving and divination of the dungers master's guide. And finally, Jordan will take us home with a critical thought yet again. If you guys haven't already seen I urge you to go check out D M s guilt. We have just released the fires below. Came out last Thursday and we'd love to hear any thoughts, questions, any if you, if you guys, have ran this in this one shot. We'd love to hear any thoughts and make sure you guys follow our instagram page and to keep up with all of our releases. But initial plug aside, we're talking about Crossover IPAs guys, and I'm sure you guys have seen some of it already. We're talking about things like acquisitions incorporated the latest crossover that wizards has with riot games, with room tera and Briton. You mentioned the stranger things cross. Right, the name doesn't come to mind, but what is it called? I think it's just called the stranger things starter set. I believe that's pretty on the nose and I feel like that's exactly what it is. So it's that's interesting too, because I feel like stranger of things was a very dn d Huh kind based story. Looking at it from the lens of a DM the entire season felt like thend game and I think like explicitly as well, they play it quite a bit in the show. So I think there's yeah, yeah, I can make thereabouts. Yeah, like the story itself, this kind of unfolding within their game, as it is unfolding within the actual plot of the show, which is a little Meta for sure. Yeah, but what do you guys think? What are you are as a any of these that excite you? Any of these crossovers and so you'd like to check out and try out. Maybe they all excite me. I'm in just, you know, a constant state of excitement. Yeah, the time I'm pretty easily impressed. So, but yeah, I'd say that they do impress me, both because they're turned as some really good products recently and I'm I'm always here for that, but also I think that it shows how much of a cultural force DD is has really become in this last I don't even know if they did. Yeah, a couple years at least. I mean it was always dd was never this small little thing, but I think it always had a bit of a perception of, you know, this thing that nerds do down in their parents basement type thing. I don't think anybody ever exclaimed and openly talked about D India as much as they do now. It was a little bit taboos. It was a nerd thing. It was a bit of a niche thing. But now you've got you've got crossovers with hit TV shows like stranger things. You've got the crossover with riot games, which I believe is one of the biggest multiplayer games right now. You've got rick and Morty, you've got a rick and Morty advantage, right? Yeah, one of the one of the biggest shows on television. Yeah, there's a couple of those crossovers, right, aren't there now? Yeah, yes, like, just just the fact that they're able to reach out and people are really jumping on this, this bad wagon, is proof to me that it's really it's a lot more...

...than what it was like. DD is becoming one of the big cultural forces. I'm super here for that. Would you say that you are excited, both in the prospects of playing and also because we started a DD podcast as well? It doesn't hurt it. It's Nice, nice to have content to talk about. I excited to play that, I swear to God, not two or three weeks before they really their new legends of Room Terra Crossover. I just I've began playing theag once again. I was into it a couple years ago and just picked it up a couple months ago out of mostly boredom that I was reading up on a lot of the the Lord Behind the champions, because that's gotten a big overhaul in the last couple of years, and I was thinking of myself, wow, this would make an awesome TT RPG if somebody less lazy than me. We're willing to come up with that. And now somebody less lazy than me came up with that and I am I am very okay with that. I look forward to seeing them do, hopefully, some more stuff with that Ip. I mean it's really interesting to see and actually have these like STAP blocks attached to video game characters that don't really operate in the same space. So I will have a little bit of a grape with misfortune having nineteen armor class. But okay, every time I played her I just got blown up the first chance. She's building. So out of curiosity, how do these crossovers like work? I haven't actually read into them too much. I know they exist and I'm like, oh, that's kind of cool, but how do the crossovers work in terms of like mechanics, I guess, because obviously, like you can't use the same classes per se, or you could, but then you would only be adding on like small changes on top of whatever the base character is. Or like how does that? How does it kind of play? Do you guys need it? It uses V mechanics through up right. Okay, so you would be building, let's say you'd be building a rogue and you'd be playing as morty kind of thing, or would it be like, I don't know, like you were saying, like it comes with stat blocks. How does that Rick it? The Ricky morty one is the prerun adventure. So think not not lost minds, but the explicitly pre run adventure that comes with that kit. Okay, you receive your own character and everything. Okay, and then that's the what I'm looking for. Got It, and then they have their own abilities and things like that, just specifically for that campaign or whatever. Yeah, they're it's all five mechanics, but they're highly stylized towards the frame of got it whatever. I don't know with I don't know if you've caught these streams Jordan, but critical role has done similar things, like the honey hist and I think see Sam had a Tabo Crossover Ip with some misne characters. That The yes really yeah, her reference the honeyhist I think it is a little bit different just because that did deviate mechanically. You did have a separate set of that's true rules going on there. But yeah, they do. They do a lot of that kind of stuff for sure on the show and I think it's I think that's part of the fun of it, right, like all in all, that you can almost run any dandy game and say like, okay, guys, we're making a Disney themed game now and we're you as a DM can come up with the rules. Or, if you know, Disney one day releases the character rights for some of these things, maybe it's just like a cutting line a little bit, right, like instead of design all these characters, like I'm looking at the stat block for gang plank right now, for example, and these are certainly things that you could almost assume, right, like a melee character, hire, strength, constitution, save our constitution, saving throws. Generally, you can pick and choose the...

...abilities of the character would have in game and adapted to the five year rule set. But it's interesting seeing seeing it like this, because I guess this would be more of like a main character and a story, and maybe that's where I have a little bit of the the overlap between the game and how you would run this. Like would you pretend that you are some character of Ruintara or some average Joe within this world? Right? The Nice thing about it, yeah, the Nice thing about the recent Lord Building that they've done is that they have fleshed out the world so it's really not exclusive to discount of these champions. Right. So I feel like there's a lot of potential to just slip into an individual who just exists within the world, who might even have powers, but who is not explicitly a champion, and the kind of went the door open for that, which is awesome. Yeah, like, I see. I see here you can have like your factions are like soldiers for fortune, jacket hunks, Brew Enemies, shadowisles and Knoxes, although it's weird because it's like in game. I know that the no options are, you know, technically the bodies, but they have changed a lot. They've recond a lot from when we used to play. Oh have the lot of it, a lot of it for the better in my opinion, but it is vastly different in a lot of cases. Yeah, I mean they're death. They're definitely be a little bit of bias with her kids to carrier. I would play at these characters that I'd want to play. It's like I made driven pretty much. I was like league, a legend. So I like the main ribbon. Again, why try to make another character for it? So I guess, though, all this talk about this like it's got me. Yeah, and what would you like to see be brought into the DD verse? Like there's I people much. Yeah, you like? Okay, right off the back. You know, it's like every possible movie and TV show that I've already had an idea of creating a DA. Seriously, books, so many books out there that I would just be like, AH, this is an awesome world, let's just implant this into DD. How can I do that? Yeah, yeah, we can sit here saying like there's so many, and there are, but I'm saying, I'm laying it online. Take one specific she's was only one. Take your favorite child, Jordan. Okay, well, you know, I guess right now, if I were to pick one theme, and this is going to backfire on me later, but I'm going to say the storm Light Archives is a book series that I'm reading, reading through by Brandon Sanderson. Oh, the world itself that he builds is phenomenal. It's just fantastic and the characters in it are so well done and the idea of how mad well magic, quote Unquote, works there is is so interesting and different from what I've seen in other fantasy realm things. I just I would love to see it implemented into a DD type of thing like a tabletop. So that is about this world that you like. What what's captivateing? Okay, so I think the most important part, I guess, about the the continent itself is hit by what's called high storms, and high storms come through almost, I would say, like either weekly or Bi weekly. It's slightly unpredictable but also kind of predictable. In the books they've figured out some sort of map that helps them predict good days that the high storm might come. And the high storm is a storm that hits the entire continent all at once, and so it comes through and there's a giant wall of wind and rain and it's blowing boulders and buildings all over the place, and so this entire world has had to adapt to live...

...in these conditions. So all the like plants and animals, have like shells or ways that they can retract into the earth and kind of hide there during the high storms when they come through, and all of the like, like the plants themselves, they will hide until they're hit by rain and then slightly later they'll pop up again. It uses the environment to kind of like tell itself when it's okay to bloom again. And Yeah, and the people, they all hide behind rock formation. So all the cities are, like the biggest cities are built behind cliff sides and things like that, because that's how the world was able to hide from these high storms that would come through all the time. And so it's just it's so interesting that this one event that happens constantly just comes through and like destroys everything in its path and they've all like kind of learned to survive and adapt and and live, and it's it's just really, really interesting how that all works together and how they can also draw power from it and learn to use it to their advantage. Even so, it's really cool, I think. You know, something that you mentioned about the environment kind of being aware of what's going on just reminded me of Avatar. I think that would be an interesting setting as well. I'm not saying that it's my answer brained violence. Walking a thin line there, Carlos. We can't, you know, postings out as well, but it's just thinking about it it. I think it would be kind of a fun setting to play in, you know, like the world of Pandora. You have floating aisles, sky, creatures, all forms of beasts in it. But I think from what we know of the story so far out, to my knowledge, there's no Avatar book. And by the way, I'm talking about the James Cameron Avatar series, not Avatar the last airbender. I mean, I could see that having a thrill, but on so good. Goddamn, this game is so easy to just build. Still Right. But with regards to the Blue People Avatar, do you think that it would be easy to make that kind of a crossover? Like, I think one of the biggest things about dnds it's, you know, diversity of characters and whatnot, and it seems like, at least for the Pandora setting, you'd have humans and Nabby. Yeah, for sure. I wasn't like real magic in the movie either. So No. So we'd come down to changing some sort of more of the mechanics would be. It would be more like you can now fly on this flying be store. You can now shoot arrows, or you can, you know, you it would we can also wind shoot ares, yeah, or, you know, if you're playing as humans, you would start to, you know, acquire more and more equipment, so certain guns, or then you can get the Mex suits and you know the different maybe you get a helicopter later or whatever you can. You can develop her based on what they can choire that way. Yeah, the first two missions you got to go mine. Yes, sorry, you need obtainium. That's whatever is that. There wasn't obtaining your yeah, but you know what, now that I say Avatar and the Avatar, the last airbender, legend of cores came into mind. Braden, I have my answer. I think that that's setting crossover. That crossover with that world would be really cool to see. I agree. I think that's it. That would be nickelodeon. Yeah, it's just nickelodeon, the nickelodeon wizards crossover. It needs to happen. Guys will make up aotitition, but that would be cool. I think it would give a little bit more oomph to the elemental monk class. It's a little lacklusser,...

I think, and everybody, and I think that most people when they choose that, if they've seen Avatar, they kind to have that in the back of their heads and it's Oh, yeah, for sure, the same. What about your brain had what kind of things would you like to see? My initial first thought, and again not my answer, was Harry Potter. Okay, but everybody at all? Yeah, exactly. It kind of limits you. There was a series that I read when I was younger called Del Toro quest and it was very it was very high fantasy type stuff and I ended up actually I based a lot of my homebrew ideas on a lot that comes from those books. So I think that it's in my mind, it's natural jump slides right into dd all the magical creatures that go on on there. The setting can be easily adapted. I thought, I don't I haven't heard anything from that series and about ten years at least, so I doubt that that would ever happen, but I would like to see it. HMM, Del Toro Quest, I guess who ever heard of that too is burning. It was good, it was it was definitely it was like a it was probably like a younger younger children to like tween books. So it's been on. It's been a long time since of Reddit, but it loved to impact. So now you say that let's get that artis folk, so overgoing guys. Don't get me started on but yeah, I think that it's an exciting time because it's not only just the fact that some companies are doing it, but more and more companies. I think let's let's be a little bit on the gonna hit the hammer on the head here, but I think a lot of people want to jump on the bandwagon, and not saying that we didn't. With regards to this podcast and how we start to play it, we like because, objectively speaking, we started playing a lot like when, when when it started picking up again, and I think it was something that for me, I've always wanted to play dd but before we actually started playing, nobody really talked about it and, like we said, it was just like, you know, you have a friend that you're like, yeah, we'd love to do that, but we don't have a DM, or we'd love to do that, but we know you know, there was a it was a little bit sparking. Not Everybody seems to want to play in this game and I think that having these big brands and these like companies with massive ips create these crossovers is only going to be a beneficial for the for the players and those who love this hobby as much as we do, because it's going to bring in a new way of players who say like Hey, I'd love to play in that Rick and morty setting it. I'd love the like. I imagine people saying, like dnd but like I don't know if I want to play. It's a little bit complicated. There's a lot of stuff, but all of a sudden you say hey, you can become a Disney character and play and saying all I feels like a lot of people would want to do that because that's such a fun environment that Disney has created within their movies and their shows that of course, everybody wants to have. You know that official guide and how to play, as you know misney characters. I'm going to say it Misney and Disney now. Then it's I don't really know what the laws are here, but yeah, I think man, I'm excited to see what other companies and what other ips are going to be crossover with wizards of the coast and the whole genre as a whole. Good prospects in the future. Guys, let it be known here on microphone and you can you can hold me accountable to this listeners, I will eat a D for if Disney allows wizard to use their property would sooner create their entire own art. That's true system. Then that's somebody else to mess with their property. Disney sharing before here. It's next to me. I will eat it a minute. That's that is announced. But, listeners, we'd love to...

...hear your thoughts, if you have any. I mean, we're going to ask this question on instagram anyway, so if you guys go on over there and check it out. We'd love to hear from you guys. I'm sure that you guys have any. Have many ideas on what crossovers you'd like to see in this genre, or maybe things that give us your a little obscure book. Britain gave us one. I've never heard of that who before. That's a level ten nerd type thing. Give us your level ten nerd type ideas. Love to hear from you, but, Braden, we got to keep this show going. I think it's your time to delve into the wonders of the Dundon Master's guide. You got that Book Ready, Sure do you? Carlos, so, taking a look at what we looked at last week, we looked at putting the planes together and what exactly your multiverse looks like, how it's structured? Is it similar to your soil, the world tree? Is it similar to the great wheel? Is it similar to something like Mont Olympus or the Egyptian Solar Barch? For now, let's dive into somehow even more metaphysical questions, because I'm not confused enough, I guess. Really, as Tara podcast guys is getting weird. It's getting weird. I thought I was on board with this. Now I'm read as it is and I definitely can't read this, but we're going to be talking about plane or travel, which is pretty much exactly what it sounds like. How do you get from one plane to another? The immediate first answer that I'm sure we all have for this is plane shifted. No, okay, is your what was your first assumption? Shit, pretty drastic. What you gonna call me out in front of the audience? I Apologize. But plane section, yeah, we travel the plans down. That is the way. That's good. But actually, yeah, true, yeah, get that spirit plotting away into a separate world, for sure. God this. It sounds like some auzy Ausbork I would think like in my head and how I've tried to write this into some of the homebrew that I write on the back and where high fonts of magic exist. I've kind of thought about that as a way that cuts through, you know, right divides in the planes, like your lines idea, right. Yeah, yeah, but you know, I can't not think about like how the DC universe handles it. DC Universe handles it, for example, with like the flash and being able to vibrate through the multiverse, and that's an interesting way of plane traveling, even though there is like things like vibing teleportation in that world as well. Better know, I think it definitely got it definitely has to connect with how the world is created. At a baseline for me anyways, I don't think it's like a there there would be some reason why you can travel between the planes, and that's probably been established through you know, you mean, other than making like vibe checks, something that make you bube checks cotments. It goes on to talk about portals and exactly what a portal is between planes, and on the surface it's exactly what it's sounds like. It is exactly that. It is a portal, because most way to another. Yeah, it goes on to talk about what they could be. So a doorway is one of the ones that they mentioned like...

...literally a doorway. Possibly that appears. It could be certain locations. It mentions special, special circles of standing stones, for example, or Super High Towers that are become areas to access other planes from because of their unique nature. It does. Yeah, it on that note, it tends to mention locations that exists in multiple planes at once or in certain situations can kind of flicker from plane to plane to plane. Have we seen anything like that to have we done anything similar to that? I don't think I've been a part of any campaign so far with that kind of plane ideology. The thing that I could think of maybe would be like straws Demi plane or adventures kind of just walk into it. That's actually yeah, that's a really good example, but other than that, I don't I don't know. They like. This is where it gets kind of like what's your flavor of DM in styling of the game, because I think like a doorway we kind of cool if you had like this kind of like in the Matrix, for example, where there's the key master and he opens the doors throughout the world their cry. There could be some sort of kanom hearts. Yeah, yeah, I get on your Jelly Jemmy Se Shift Jelly jet. But yes, like that, the gummy ship and go travel through the planes in the misney campaign study. One of those things that I love to see the fur of it happens. The one thing that I find interesting here is that it points out some really specific instances of what that what a portal specifically might look like, and it's already given me some ideas. For example, if you wanted to get to the plane of fire, the elemental plane of fire, perhaps that portal lies at the heart of a volcano, right. If you want to get to the elemental plane of water, maybe it's at the depths of the ocean, at the bottom of a whirlpool. I think we brought this up, or I think I brought this up last week, with like the overlapping overlapping circles of yes, yes, but I like that. I like that idea where it's like it's similar in a lot of ways to mythology. We're like to get to these places. You got a pretty much you got a slogist everything. Yeah, yeah, like nobody, nobody's throwing themselves into a heart of volcano and not at least having a bit of doubt in their mind about whether they're going to pass through or not. Yeah, it's true. I think it's the plane of the plane, a water you gotta go sail pass where no one has sailed the floor or swim deeper than anyone has gone before. Also true. Yeah, what's kind of cool, though, are but Jordan, what parts of the plane of travel? How are you handling this? Is something that's going to come up in your campaign in wild mount yeah, probably not, to be honest. Part of the reason is because wild mounts has specific history that deals with, I guess, the Planer Travel, and that history has to do with the the gods or the deities. They traveled to this to this round before, and then they've kind of left this place in what's called the divergence, and they've locked the gates, essentially to be able to travel into their realms. You, the players could potentially make it into other planes of existence like the the elemental fires and and things like that,...

...but as far as the three act plan that I have going on for their campaign right now, it's not a necessary po art of it. Nor do I expect them to be able to reach a point in time where they're able to use planar shift before this three act campaign has completed. So once that like three acts, comes along, or once I'm there, far enough along that I'm like, Oh, I should start thinking about where I want them to go next or what kind of things might be interesting for them to hook into, like another campaign or something along those lines, then I will start to think about, okay, let's let's think about, okay, how can they make use of these kinds of planar travels and things like that, and then I'll have to actually think about it and see what can I what kind of stories can I implement if they do decide to travel? What can I put there and make sure that that that they're ready for that kind of thing? But as far as things that overlap in the world, I haven't read anything in the Wild Mount Guide that has to do with that kind of thing, nor do I want to implement something like that unless I have a specific goal in mind for it. Now you mentioned something quite I'll say the word Baldy, but you said your planned three act adventure. Yeah, from not having started this adventure as a DM, do you hope to do these three acts as you have them in your mind, or are you hoping or maybe expecting that these three acts might not even exist in the way that you're thinking, once your player creak over the story. So I actually told them ahead of time that I will be creating, I guess, a world and in this world things will happen and whether they do something about it or not is up to them, but regardless, these things will happen. So essentially my three act plan is only on the side of the villains, I guess, or on the side of particular NPC's that I want them to get to know or that kind of thing. So it won't be it's not like here's where I expect them to go, point a, bcde. It's more like here's what I need to implement an act to act to I need to introduce this character, this character, this character and this character, and maybe they come about in different ways or different times that I imagined, but or maybe they're not even included at all in there. But regardless of whether they meet these characters or do the things that I anticipate them doing, the villains scheme or plan will continue to move forward, and so I've kind of put a time limit almost on when they can confront this villain or what they have to do in order to make it feasible for them to defeat the villain at the end of the game or the end of the campaign. If they decide not to do that, perhaps that changes the future campaigns that take place in this world. So the villain, if he wins, it might open up some sort of darkness or consume a part of the world that is now going to be encroaching upon the rest of the world, and so eventually they might have to deal with it anyway. Right, right. So these things. I think we've talked about this before, right, but like that, yeah, you can let go of the campaign, but these baddies are gonna do their to react play exactly. Yeah, it's interesting talking about the the planet travel and I guess this is maybe where we're getting into the book where my experience as a DM starts to wean out right perhaps, just because I've never really had...

...any experience other than like, in one shot, saying like, whoop, you're in a different plane. We've actually done that rising. Yeah, well, I mean like I ran. I've ran, for example, like the Death House. I don't think you're part of that adventure, but that's a short little mini adventure that exists within the curses Straw book that you can just run. I chose to run it for like a helloween. The IMP wanted house, but that takes place in strawd's demiplane. So I had the adventures come in, as you know, members of the adventures guild, ready for another job, essentially, and they were all to meet in a forest, and I mean the the initial quest that they had was very much like the essentially fog took over the camp site at that point and as they continue to wander through it, they made their way through a Planar Gate, let's say, right, and they arrived in this emi plane and this is where the house was, and the setting was pretty much like the fog opens up in front of you into this pathway leading into this ratty town which and then you find, you know, a kid on the streets and go from there. But the the the act of traversing planes, was rather like it was just cortant written into this story. And it was. It wasn't really yeah, it wasn't really important with regards to the story itself, right, and it's not like the player decided, Oh, I'm going to go to this plane now by guys, right, right. It just sort of happened and I think even as players they didn't really have much awareness of what it is that just happened. They were just, you know, magical fog took over and now we're in a different spell or different place. So I don't know. It was a pseudo planer travel, but like other little oneshots and stuff like that, that may take place in different planes and all of a sudden the adventures just sort of are there, right, because a story starts off with them being in a different planet. But that's again, that's like the most experience I have with it. I don't have any experience with Planer entities. Right, right. Yeah, no, ME, neither. Not The much. Yeah, yeah, I mean like the what is plane shift? What do you know what level that spell is? It's a pretty high one, isn't it? Because like you have to, number one, be able to get characters. I guess that are able to cast that kind of a spell before you can start to think about Oh, shift is a seventh level conjuration. Yeah, yeah, so that puts you at a very high level spell caster, which means you have to have a campaign that runs that long or starts out at that point and then you have to have a player who's willing to actually cast that or has a reason to. Or maybe he has a well, is it a reason? If there's no reason and he just decides he wants to do it for fun, is that a reason? I'm not sure what most reasons and well down to in this game. Like what happens if I do this? Let's try it, okay, but like, yeah, you would have to get to a point in a campaign where where you could actually have players who do that before plane or travel becomes something that a DM really needs to know. I guess. Yeah, yeah, again, and unless it's going to be a very specific part of your campaign and they're supposed to hit all these portals that bring them to different planes and things like that, in which case, again, it's not the players choice so much as is as it is the story. Right. Yeah, I don't think. I don't think for the most part, until players can willingly take themselves...

...between locations like that, that it's a player choice. It's just all right, we're going on a road trip and you're coming along. Yeah, so this talks about essentially how portals. They have to have certain requirements that are met. They don't necessarily just exist in the plane. There are certain things that have to happen in order for them to exist in the plane, and the book breaks down is fist of several things that could cause them to existently. In our list of several potential requirements. The first of these, I feel like, is a bit of a trope these days, something that really you see it a lot in fantasy. So I'll see what your impressions of this one are. And that's the element of time, the idea that its portals only appear at certain points of time, on a full moon or on the equinox once every ten years, for example, really auspicious dates that are maybe possibly completely random or maybe set towards planar alignments or planetary alignments, that kind of thing. Do you have you seen this used, or have you seen it you like, even outside of dd because this strikes me is like the go to fantasy portal troupe. I feel like I've definitely seen it in other stories and I don't know if I'd consider it planar travel, but for example, geppetto getting consumed by a giant whale could be a way to plane shift into a different world. But I've never really done or played at a high enough level that this really matters too much. And I can think of all these creative ways on how plane travel and plane shifting works, but I've never really seen it in game to have much of an experience. I know for sure. Auspicious states and things like that like that's definitely, like you said, brain it's it's a it's a bit of a trope kind of thing, but it's I think it's because time is such a constant, I guess, in our world and we use it for everything. I thought were about this a construct and I was about took what? No, no, I'm not going to get that Meta. No, but it's a constant in our world and it's something that we constantly use and are I guess we understand everything around us in in relation to time itself. Right. So, so it kind of makes sense that things would show up on auspicious dates. It's why werewolves transform on only on the full moon kind of thing. or or why? I don't know. There's probably some sort of mythology that has to do with very specific like the solar solar eclipses or or on the summer solstice every year, you know this would happen or that would happen or that kind of thing. Of course they have these kinds of things because it's it's a constant that comes around every year or something like that. It's something that they can measure, I guess right. So it makes sense to me that they would use this. I don't like if it started, if portal start showing up randomly for planeer travel travel, I would almost question like I don't know, like are you just implementing this, like as if you, as the DM, are putting things in kind of randomly. I out almost question like, oh, are you just kind of throwing this in because it helps progress a story, or are you throwing this in because you think it's fun, or is there some sort of like I don't know, is they're hidden purpose to this, whereas if it comes on a very specific date, I can be like, okay, my player or my character is going to plan for this, my character learns about this happening on these specific dates and there's like kind...

...of a history there that goes behind it, and so you can kind of use the interesting parts of DD to be able to figure out when these things happen and use it to your advantage. Yeah, circle of dreams, druid and some dum commune during the longest night of the year or something. So that's a great point and with that in mind, I will skip over the next portal option, which is random. Sorry, I'd be another. That's fine. I could be a fun little setting, though. It's like, oh, as adventure are noticing portals popping up everywhere and all of a sudden John the blacksmith disappears. It's for sure. So if you're using that as like your base for the game, then that's like okay, all the players understand that this is happening randomly and it's not just kind of like thrown in there because and it's like, I don't know, it's a plot point almost right, and I mean just talking about like with the previous conversation that we had with IPS and crossovers, like that's pretty much what happened to the adventure and party in Narnia, right they closet and, Oh shit, we'll see it. So the last three final points, both for the sake of time and because thematically, I think they all fit together. I'm going to kind of love together a little bit, because I feel like these three are all good examples of ones where both the DM and the players can kind of apply not just like RP knowledge but like actual, like hand ends on problem solving to these and that is a situational portals where there has to be like a specific condition met. So, for example, if it's raining, the portal opens or if a spell is cast in the vicinity of the portal opens, there's command word, which is self explanatory, and there's the also self explanatory key, which is right. You need you need a physical item in order to open the portal, or a key, blade or a or a literal does we're going to get flags so hard for this m I I think that those three specifically leave a lot of options for the DM in order to build potential puzzles or maybe side question and also allow players to kind of flex something outside of our we're just going to read this book and figure out when the portals thing that you got it. You got to meet another condition. You can't just you can't just know. There's got to be some kind of a journey together. HMM. Yeah, I mean again, it all falls into flavoring, all right, into your story into how you want to handle you know, if you're living in if you're setting is much more of a cultural backdrop. And sure I could certainly see groups of creatures in this world coming together at certain times. So, you know, commune or cast a spell, rituals and stuff like that. Right, like all those things could be real fun methods Planer Travel and in general, just like the key blade is so on point. But you know, it's funny. It's funny because you say things like pretty self explanatory, friend, but I feel like it's one of those things to you or you don't want to be too descriptive on this, because otherwise players start getting a little oddly suspicious. has to why you just describe the key too much and they might just drop it and you're like, guys, now that's like the whole like you need this to like progress in this campaign, and they're like, I don't know, that's some fishy DM Shit right there. I don't know. We are the party that analyzed a door for almost fifteen minutes last week. So that was my mistake. I describe the door again. It was so much fun. They're great.

It's about the door. I believe that that does indeed do it for this week segment of dividing the DMG. So, those of you out there listening, let us know. How have you implemented portals? What do they look like? What conditions need to be met in order for your players to traverse between planes? Let us know at Real City society on Instagram and Jordan. I believe it's tempt you, nobod user. All Right, okay, so I guess we're moving into a critical thought for today. So you know what, I actually came up with this one today, earlier before the show, and I think it really fits with what we were talking about in terms of crossovers and things like that. It just kind of got me thinking about other shows and how they can be implemented in that kind of thing, but also, specifically, when you're watching a show about a hero or something that, you often find that the hero is someone who can endure and find a way to break through limits that you know we're previously considered impossible or something like that. But in Dand you definitely like you have limits, you have mechanics, you have specific things that you're able to do and yeah, you might be unique in the world, but what do you guys think about a system that could incorporate something along those lines. So, for instance, maybe a barbarian is able to actually get an extra rage out all of a sudden from a burst of adrenaline or or something that happens that kind of triggers his ability more than it's supposed to be able to. Or A spellcaster gets an extra spell or something like that, and maybe maybe it costs them, you know, exhaustion points or something like that. What do you guys think about the idea of heroes in D and D I guess, versus just people who are powerful? Um, I don't know, maybe if I understand this question from your perspective too much, because for to to me, what it sounds like is just mechanical changes in the game, because I think that in general the characters, when they have player levels, for example player classes and class levels they're in, usually just that makes them a hero, right, like the hero state is kind of determined by them being more capable than your average Joe. But so I guess that's putting like the hero title under somebody who's capable of doing things rather than like, you know, Jerry the town villager who constantly fights thugs, but like, dude, you're gonna get killed one day. Man Like, stop doing this like that. Could be a hero as well. So that's probably where I don't understand this question too much, or at least I don't initially understand your point of view with it. But I guess with regards to changing mechanics and game, I'm all for that. I'm all for making the player, if you're more like a hero by a mechanical change. I think that that's a little bit more in line with the things that I'm more accustomed with, because I do love sort of changing certain rules and aspects of the game so that the player can feel more like a hero and can feel more aware of their possible actions in game that they would normally. But I don't know, bright, what are your thoughts if I can also just try and Suss out the question a little bit, Jordan, so I guess what you're asking is like it in a in a in a great hero epic? Let's can't think of a good example, to be honest, but there's always that moment where the hero seems defeated and then they get like that burst of energy and are able to overcome the impossible. Lots right versus in DD. When you're out of spell slots, you're out of spell slots exactly, and there's no overcoming the impossible. Lots of that point right. So...

...to deal with that, I am one hundred percent a slave to believing in the rule of cool. Okay, so, yeah, the mechanics are as written up until they're not, I'm until somebody gives me a very, very valid reason why they should not. So right, if you guys are in the final fight against the bad guy and the sorcerer is tapped or, let's say the warlock, the warlock is tapped out of spell slots, he's desperate and the player looks at me and goes a DM can I have another spell slot? I go no, Sin Please, and I go no. I go well, that's dumb. And then they die. I'm not giving them another spell soot. But let's say, without consultation, that warlock takes their turn to get on their knees and beg their patron for just that little bit more juice. I know we can do it, if you can just just give me a bit more power. Sure, I'm sure I can do it. I'm probably going to be inclined to maybe throw your spell slat because you put on that effort to like show me in game why there might be a reason that's happening. You're not sitting here going like, Oh, I can beat it. I've done I've crunched the numbers and I think I can beat it if I get another fireball off. So if I could just get another spell, so that'd be cool. No, you're like you're prostrating yourself on your knees to try and HMM, to try and get that. Or if you're if you'RE A to use your barbarian example, all your allies have been taken down, maybe that fills you with the most rage you've ever been filed before. So maybe you are entitled to another rage because it's this is an unnatural circumstance and you're able to push past those physical and, on a game sense, mechanical limitations. Am I going to allow that all the time? Absolutely not. Snow, that's right. Am I going to allow this at huge, key moments that are possibly party in game defying? Yeah, that I'm going to be a little molding the other but I also I'm also not above punishing the players a little bit for that to not not outright punishing, but something like, yeah, your patron has given you the extra spell slots, but because of this extra service he's present to you, you need a little extra service to so your left arm now belongs to your patron control what it will. You can't use your left arm. He may lend it to you in order to cast bells and stuff, but he has full control over Electro Nice. That's interesting. Yeah, it's one of those things where it's like, yeah, that's way outside of what mechanics would actually allow or state or prepare for, but so is a lot of what happens in games. I think, I don't know if it was last week of the week before, we talked about a little bit of flexibility and DM's and how it's sometimes better if you kind of break away from the explicit written rules in a module and break into extra ass and discretion. You do the one running the game. I think that you should be allowed to do though. So do you think like like? I don't know. Obviously I just came up with this idea off the cuff, so I haven't actually done any research. Do you know of any like? I don't know materials that are out there that can maybe provide ideas for DMS to, you know, work with their characters and maybe give them that extra juice. Should the need a rise, or should they figure out a way to be able to say, Oh, yeah, okay, you deserve this kind of thing, and and maybe ideas for what they're what the cost of that would be? I want to just stage DM figure it out, do it, if you know, do it innovatively, cre user creativity and just run with that kind of thing. To answers to...

...that, yeah, the first is that, no, I also have not done research, but also I think that the three of us should research that and if that doesn't exist, that's absolutely something that we could make. Yeah, this roll city side stations, because I think that that would actually be really cool and I'd like to put some thought into designing that and us to what title this should have. The question just kind of strikes out to me as a very shown in I think. Yeah, character gets beat up and all of a sudden they have deep reflection and a moment of pain and for whatever reason they get a power up to how defeat the same baddy that just beat them in the same episode exactly the show on the other on the other hand, it is kind of one of those things that's more unique to the players, I feel like, especially coming from my perspective, where I do like, regardless of the fact, I will want to add some kind of a drawback, whether it be are pre possibly mechanically down the line. Hmm, I feel like corrupt a wish, but I really feel like that's almost personal and to slap a rule set down on that kind of takes away from right. I disagree. Okay, I think, I think that. I think that it's not that I'm saying well, kind of, but like the rules are there to balance out the game and encounters. Right. Yes, I think that. Listen, I too will say with regards to the rule of cool that if a player has a very imaginative and creative use of their abilities, I'm likely to allow that. Now that takes into factor that they can use those abilities. Sometimes you can't use those abilities and I think that I think we got to draw a line between, I would say one shots and long form campaigns, because in long form campaigns it's something that the players could come back to right if the Baddie is too strong right now. is allowing them to progress forward because they had this moment of heroism gonna be beneficial for them because all of a sudden they've progressed further into a dungeon where they're going to die. The first baddies were out in front and tougher than they should be for that player. For a reason, so that they know that, you know, everything in here is that dangerous. Are you then going to allow them to continue having these moments, right, even though theoretically they should go back and maybe perhaps approach this in a different manner or at a different time, right, because there's no like to me, it would be one of those things that, once you allow at once, it becomes easier to continually do that, and I think that it would be. I don't think that it would be great if, you know, all of a sudden you're letting your players into this higher level dungeon because they were able to defeat the guards out front with this heroic moment. All of a sudden they're stuck in this dungeon and you're going to have to allow these heroic moments to occur all the time, otherwise the players are going to die. Right. So there's got any sort of yeah, boundary, I guess. I think I think that, as a DM, if you're thinking of allowing players to proceed, and because, listen, if your players can already defeat them on like, if your players can use the regular set of resources that they have to defeat a monster, well then great, you've created a perfectly balanced encounter, you had some fun and you're moving forward without allowing these rule bends. Right, HM. So I think that, as a DM, if you want to allow your players to perhaps explore higher level content, you need to introduce these rules beforehand in a different manner. You need to allow them to,...

...you know, get a quest item like a plus one sword that is on loan, so that they can have a more heroic fight with higher level monsters, versus allowing them to pull shit out of their ass and best things that they shouldn't really be able to beat in general. Right, like what you think? Person Agree, I think something like like something alone. Those lives would be on the horde of the Dragon Queen Campaign. How you change the final dragon from an adult dragon to, you know, was it a young dragon or something like? Let this, you change the snap block, if and the scenes, right, because as a character, I don't think our party would have been able to succeed against that kind of dragon. And at the same time, if we did well, then all of a sudden we can slay dragons, and I think the party is just going to go and try to slay every adult dragon. So now we've all of a sudden de leveled an entire set of enemies from a compendium, in my head at least. Right yes, yeah, I do see why you're where you're coming through with that. The one thing that I think it in the in the system that I kind of had built up in my head for this. First of all, yeah, very very, very, very very sparingly with this ever be allowed to be used, if ever. And second off, I do think that that's that's part of why I do like the idea of imposing a penalty, because I wanted to sink in that know, this isn't something that you can go around abusing. This is going to cost you exactly. So, for example, this is this sounds way too punishing already off the off my head that this is what I thought of. Forcing yourself into a rage as a barbarian when you have no rags left, forcing yourself past those physical limitations is going to leave you physically wrecked. Yeah, you're frail. You've done damage to your body that you will never be able to take back. Congratulations, you are gaining a significant less number of health points per level. You are pretty much never elevating and strength. You have wrecked your body to the point where you are hard locked within a certain degree of where you are right now and will not be able to progress cause there. Yeah, I mean I think we just kind of draw we're just going different paths here with yes, asolutely. That is because what's going on, because again, I don't know if a player would be able to understand the gravity of their choices at that point in time right, which is like it is, which is why I don't love the idea of this module existing in the first place. I think it is entirely discretion based. In kind of has to be. I think it would be cool to make like a guideline for hey, maybe this could work out, try it out, see what happens, kind of thing. Maybe. But I agree with is a system that would be like. You don't want to make it a hard rule, I guess, of the yeah of the world. I think you could tie it in thematically. I'll put myself in the positive side of this idea for a second, but I think that you could definitely thematically tie it. I let's say your players are close to leveling up already. Maybe you allow them to use one of those next level feats. HMM. Maybe you allow the sourcer to use a different spell or maybe, for example, a cleric in a moment of healing, you allow them to use a spell slot at a higher level. Spell sought to heal more, but that's still taking away the spell sout. I wouldn't add resources for them to use. Maybe just modify their resources that they have already. That's a good just because I think like it would be kind of fun, you know, like let's say you're in a final fight and...

...your barbarian and you're everybody seems to be going down. So you allow that barbarian to roll their hit die to increase their HP as they would on a level up. But then they don't get that when they level up right, you allow them to have that moment of heroism slightly, but it's not something that can be repeated right because now all of a sudden their health pool has already gone up. So when they level up they get everything else. But you already you know, we already went over that. You already got tougher, you know. Yeah, yeah, okay, so, like I like a reallocation versus in addition. Yes, that's interesting, just because otherwise I find that you you additive solutions to systems often times are like you constantly can add mechanics to patch things, but you're never really going to fix the problem. Right. You can always increase the attack damage of your players and then you can always increase it again for the monsters, but then all of a sudden you're just increasing values rather than balancing, and I think that that's kind of where I'll draw the line with. My answer there is that you have to be very, very careful between just giving handouts and properly balancing the game. For sure. Well, that went much longer than anticipated. Fun, but you know what, that's awesome. It was a really great conversation. So thank you for that, guys. Yeah, but that's the end of my critical thought for today. Thanks for listening everyone. Thank you for continuing to listen to US and ramble on about all kinds of junk and awesome things about DD. It's all right. I'm sorry, but yeah, send us a message. Tell us what you think about all the impossible things that you can do in dd and whether you think it should be allowed to allow peat players through their limits, and have you done this kind of thing before? Send us a DM HIT US up on Instagram at Royal City Society, and we'll see you guys next time.

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