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Triple Advantage
Triple Advantage

Season 3, Episode 11 · 1 year ago

Ep. 38 - Spooky Season Begins

ABOUT THIS EPISODE

On today's Triple Advantage, we go over the spooky titles on sale at DM's Guild, finish Part 1 of the DMG, and Braeden brings extra information on other game systems that our local community likes to play.

*Please note, we are aware that there are some audio issues with Jordan's mic at around 38 minutes.

On this episode of triple advantage, we go over the spooky titles that are on sale at the DM. Skilled we also finish part one of the dungeon master's guide in are divining the DMG segment, and finally, Braden brings some extra information in talk of the town about other game systems that are local community likes to play. As always, make sure you follow our social media pages and discord to stay up to date with our conversation. Enjoy the show. On Today's echoes of the outlines will take the society down to the newest sale by in the DM's guilt. As always, they're coming up with new seasonal ways to encourage creators to promote their content. This week being spooby October, we're at promoting haunted and scary Halloween themed DD adventures. Now taking a look at the top three most popular items, and I'm pretty excited to discuss one of them in particular actually. But have you guys taken a look at any of these so far? Oh yeah, definitely was taken a little. So now you get through that sales section, it is it's alloween. Why not? Why not just hop on as many of these as we can now one of the biggest things than one of the reasons why I'm excited to read these is because I've always I mean I started playing dd I think the very first adventure that I ran was an unfinished lost minds of found dollar and then immediately jumped into the the extra adventure in the curse of strawd the the haunted house, and it was in my very early dming. It was it was done with like very little experience as a DM. So I have always wanted to go back to that and I think it's been one halloween last. I didn't run anything last Halloween, but this Halloween I definitely want to get the game going and I think I found the perfect story thanks to the DM s guilt. So on the top three most popular items, we essentially have just a list of one shots and encounters. The top three are monster hunts, Halloween, behold liars night and Halloween and Fandlin. Monster Hunts. Halloween and the whole liars night are essentially two large compendiums of encounters that you can run. I ams all with their Halloween theme, but the one that I'm very excited about and on that I actually purchased is Halloween and Fandolin, because I feel like it's a nice little throwback to how most themed may have started playing this game, at least in eat. So which ones? which ones are you interested in, Britain, if you've read any of them? I've not read any, though I've definitely perused the listings. I've done this, I mean I tend to do this every Halloween and then don't actually end up buying any of them, which is my own fault. The one that jumped at me immediately the spooky encounter table for Horror Halloween that seems to come up every year. I recognize that title from before. It's definitely not the first time it's been on one of these lists. But the one that I really like is the it's not an adventure at all. It's called squashed things and it's a pumpkinheaded race, so essentially like Jacqueline of people, which sounds ridiculous, nothing that I would ever necessarily allow in like an actual long form campaign. However, I do have friends that played in I can't remember what it was. It was a one shot released by wizards ree, essentially playing as he's like fish people, kind of like Couotoa, but not exactly. I'm going to have to find that one, but they said it was the best time. They're just like they got into this very they all had to play this one very specific race only used for this one shot and just went through it. So I think that would be a lot of fun to just kind of play as this this one very specific Halloween themed race for one like three to five hour adventure. HMM, have you guys gotten or played, have you guys ran or played in any Halloween themed adventures yet? To Straw count, I...

...would say I guess. I would mean more like you're purely Halloween themed, like you're having a line terms ghosts, and I've done a Christmas themed one, but not a Halloween themed one. More specifically, I guess any campaign specifically run as horror within the month of October. I don't think so. No, I think, but no, I don't. I don't believe that's a thing. I found. It's one of those genres it's really hard to do in tabletop and ating. Haven't gotten quite around to like even perfecting like into him an. I Lash Right, like it's supposed to be pretty horrendous, but it's hard to do with like kind of like a jokey party at times. That's that's what I've found as well. I've definitely I've tried to create Jordan's actually there when I ran this one shout. I've tried to create poor because it's my favorite genre. Yeah, I wanted to make a translate over and I would. I did this really horrific setting, this really creepy atmosphere, and like every it was a oneshot. So every single person in the party was their own separate joke entity and I was like, all right, the the mood is dead. It was a fun time. Everybody had a lot of fun, but I was like, Oh, yeah, this is not at all was ordered. I was trying to paint. No, it is, if yeah, I mean at the end of the day, right, like, although we want to talk about as much as like, as long as people are having fun, you've done a good job. M I think a part like it's a bit of a challenge to you know your characters different speaking, don't care enough. Sorry, am I cutting out a lot? I am a little bit. Go ahead, anyway, I will pick up later. Well, what I was saying is is it's a bit of a challenge. I think as a DM that you know, to establish that horror atmosphere. So I'll pose the question here with regards to horror stories, what are some key elements that you guys think are required to have, you know, to establish the mood at the table? Yeah, first key is establishing the mood at the table. Is when you're running a horror themed session, I think you need to announce beforehand that it's going to be a horror them session. I think you have to say, Hey, we're doing this setting, I'm going to be set in the mood, I'm going to be trying this thing. Let's try it, and then hopefully your players decide to follow along with that and yeah, just doing doing their own thing, because I mean it's it's hard for you to set a mood as a DM if nobody else is on the same wavelength. Is You have everybody else is trying to do something else, than the moods not going to happen. Yeah, yeah, so you especially for a one shot, if you're to do that for one shot, you definitely need to tell them like hey, this is going to be a horror themed one shot, because then people might, you know, pay attention to that a little bit more. For a longer campaign, you might actually be able to pull it off, but you would have to be a the kind of DM who punishes their players a lot. I think you have to set the mood early on, like your actions have direct consequences and these direct consequences are often not going to be in your favor. Or you know, there's like if you're you have to set it up so that they care about their characters surviving and when you get into that fight or flight mode, then when they start caring about their actual character, then they will kind of jump out like, oh no, like this thing came route from around the corner. They might actually jump and run away kind of thing. Or the the whole like feel of it might be more like if it's more like dark and screw repeat the start, I mean actually take our here and if you're not going to look, definitely I think we shouldn't up on that kind of thing. It's it is more of like that punishy feel almost in terms of DD so like it if you are doing that long term campaign, for sure, like I think you could pull it off better that way. One shot not as much. I I'm going to partially disagree with you, not because I think you're wrong, because I think that that is one way that you can create a horror atmosphere in your campaign. But I don't think that, as a hard and fast rule, horror has to be punishing. I think it's equally about a mood. I think that if you can set a good mood through the way that you present a scenario, through if you're using music at your table, that's a great way, I find,...

...to kind of signify a significant shift away from what's been happening. There's a lot of ways that you can do it, especially depending on the horror you use. If you're going for like the hokey count of s monsters style horror, no, it's not going to be as scary as going for something really creepy and unknown. I remember ending off on a session of a longform campaign where the players had just found out exactly they there. It had been alluded to that there was something waiting for them at the end of this dungeon and then they got in this session a lot of information about what might be down there and then it ended off immediately before they walked into this room to actually confront with this was and everybody after the session was just a little bit unnerved about what it was in, a little bit on edge about exactly what was about to happen. Yeah, so I don't think. I don't think that the threat of punishment has to be there necessarily, for it doesn't I don't know, maybe me personally, I when I go in as my character, if I don't feel like there are consequences to my actions, then I will not care about what happens in the actual campaign because my character is going to be fine, and so I rationalize it that way. Probably not the best, you know, thing to do for when you're trying to play a tabletop RPG. Like obviously I don't want to do that, but it's just so natural for me to go or well, you know, like this is like literally not me, like this is some other character that I'm playing off as. So it if I'm not like in that that consequences to my actions anyway, I might just goof around and it's it's just kind of that right. So I get. I get what you're saying, though, like definitely, like you can set the mood for it for sure, and if you got the right players for it, it can go really, really well. But yeah, I don't know the consequences always makes me feel like there's more of that fight or flight. So you would almost prefer to be introduced to a horror theme in a longer form campaign versus for sure, one shot? For sure? Yeah, because if I can watch us. Yeah, in that case, I'm not going to give you an invite. Own I round Halloween and Fanlrong at the end of the month. Yeah, great, you can't thank and here, sadly, there's an open spot if you'd like to join. Join our disco channel. That's where were put the invite. This is actually a game that I'm running, by the way, burden. I'm super excited. I'm thinking maybe running it the last weekend of October, saying that the thirty one actually convenient to the last Saturday and on a Saturdays. So let me give you the introduction to this fandling. Aside from the occasional red fand Ruffian is typically a quiet town, definitely and definitely not known for having problems with undead all that has changed recently. Zombie skeleton attacks are growing by the day, and the commoners were able to band together to fight individual one dead, but they are beginning to come in groups. Now solar whole winter has sent a flying snake with a message to track down the adventures. Will you be those adventures? Now? Be on the discord if you want to have a shot at being any of those adventures right. But I think that's with that. That's all I have to sort of bring for this week's echoes of the outlands. I'm mostly just excited about setting this adventure up now that I've got to read it, and just goes to show that dungeon master's guild sales definitely bring some interesting content to everybody's eyes. I'm actually just excited to around this because we started fannel and kind of want to go back there with a Halloween theme. Yeah, I think that it's going to be a I think it's going to be great. I've I'm excited to do DD horror. Give it right. Well, we'll see if I can get any form of horror atmosphere set up digitally, because that's going to be another challenge. But we'll be posting those updates on our community to discord channel. Will Post a link to that on our twitter after this episode is aired. But with that being said, Jordan, it's the day right. It is the day. What you tell the society what's happening. Guys, believe it or not, we are about to make it through part one of the dungeon master's guide. There is one section left here. We're talking about the other planes that exist in the multiverse of DD. We're over on page sixty seven. So if you guys are wanting to join us and read along kind of you can flip there now. If not, just listen, pay attention and we will...

...go over the stuff. Guys, I think just a little anected here, but if, if any of the society members want to actually read defended Master's Guild Dungeon Master's guide, it does not take this long normally, but if you'd like to follow along at our pace, we should be done the rest of this book in two and a half years, somewhere along those lines. I think this is one of the shorter parts to so yeah, the part two is going to be crazy, but it's got lots of good information, so I'm really looking forward to it. But yeah, let let's let's finish this part one off. Guys. Dive right in here. We're going to talk about the outlands and Sigil and then some of the Demi planes and the farm realm. So the outlands and Sigil. The outlands is the plane between the outer planes. It is the plane of neutrality, incorporating a little of everything and keeping all aspects in a paradoxical balance, simultaneously concordant and in opposition. The plane has very terrain, with prairies and mountains and shallow rivers. The outlands is circular, like a great disc disc, and a lot of people call it the great wheel. And within this outlands there are sixteen different gate towns, is what they're called, which are towns that have a portal that lead directly into one of the sixteen different outer planes, and each town kind of has its own theme that's in theme with the plane that it would lead to. So I would assume like the one that least amounts, Celestia, would be a pretty mountainous kind of area and a lot of celestials would be there. But it's also really cool the outlands here because these towns kind of serve as meeting points for both celestials and fiends. So you can see celestials and fiends kind of having a drink together or arguing or whatever. They can kind of meet up and they'll do their business there or they'll, you know, talk, have fun, meet up with each other and you can kind of like cross dimensions through this outlands. It kind of connects everything all together. It's the closest thing you can get to like a world in the material plane. So if you are running a planes oriented campaign, I think the outlands is the ideal way to run it. You can have people actually ride on horses, you know, across two different towns and then jump in a portal and you're in one of the outer planes, rather than having to get to the point where you can do like plane shifting and gates and things like that with ridiculously high level spells or getting really either lucky or unlucky by randomly coming across said portals and things like that. So I think it would be really, really interesting to run a campaign in the outlands setting super cool. I think this gives me a bit of a flashback and throw back to the Matrix, and if you guys have seen the movie you'll I'm referring to the key master specifically, where they can almost open that door into any location within the Matrix as long as they have the master keys. So this way. I guess it's a different framing of the setting of the outlines in a way, but kind of reminded me of that another stars. It's funny you should mention doors then, Carlos, because Sigil is the center, is at the center of all the different towns that lie kind of on the outside of this great disc or this great wheel, and it is called the city of doors. So basically it's a giant spider are, sorry needle shaped mountain that rises high into the sky and then it basically has a ring that's just kind of full of structures and it's kind of like the big hub for where people meet and it's got a ridiculous number of doors that lead into all sorts of different planes. It is a trading paradise, a bustling metropolis in terms of the outer planes, and it just has all these kind of like wondrous ways that people kind of are able to meet up and then go nearly anywhere in...

...the multiverse from here. The city is the domain of the inscrutable Lady of pain, who is a being as old as the gods and with purposes unknown even to the stages of her city. Is Sigil, her prison is she the fallen creator of the multiverse? No one knows, or if they do, they aren't telling feel like she is, because I feel like if she wasn't, they wouldn't have put that line in the book. Well, it could be her prison to like. That's the thing. Yeah, that both are both could be true. Both could be true or one could be true, you know, or none could be true. Maybe maybe there's some other reason that she's are who knows? Weird that in mention. That then wasn't even what I was thinking. I'm thinking now. Wizards. Yeah, yeah, exactly. I mean I think it's nice that they're giving out like ideas for different campaigns that you could run with. This really sweet to have that like overarching idea with a major being, of course, at the center of it. Okay, so that is all for the outlands. The book thing goes on to describe Demi planes, which are a basically as extra dimensional spaces that can lead into a variety of different weird, weird places that can kind of break physical laws or or just act in UN natural ways, or maybe they're just natural things. Theoretically, it's possible to plane shift into a Demi plane, but the proper frequency required for the tuning fork would be extremely hard to acquire. The gate spell is more reliable to get into Demi planes, but the castor. It's only assuming that the castor knows of the Demi plane in the first place. Demi planes can be as small as singular chambers or as large as entire realms. For example, the Morte kind ends magnificent mansion spell creates a Demi plane consisting of a foyer with multiple adjoining rooms, while the while, the land of Borovia in the Raven Loft setting exists entirely within a Demi plane under the sway of its vampire Lord, Strawd von Zarovitch. Yeah, so when a demiplanes connected to the material plane or some other plane, entering it can be as simple as stepping through a portal or passing through a wall of missed, but it's kind of like personal spaces almost for different beings. Yeah, I remember. That's how we started our strawed campaign. Actually we started with death house, but it was essentially we just kind of wandered into the mist and back out of it. HMM. It was really convenient actually, the way that Demi planes can be run for long term campaigns make it really convenient if you don't have a consistent party, because it's one of those things where suddenly a player would accidentally wander into the wrong missed and they were back on the material plane. Oh they're not your oh look at that. That is a good point. Yeah, it was a really great way to sematically explain why character wasn't with us week to week. Cool are right. So we've got the far realm as one of the last of the other planes that exist in the multiverse. The far realm is outside the known multiverse. In fact, it might be an entirely separate universe with its own physical and magical laws. Where stray energies from the far realm leak into another plane, matter is warped into alien shapes that defy understandable geometry and biology. Aberrations such as mine flayers and beholders are either from this plane or shaped by its strange influence. So the far realm itself is so alien that to normal minds like the they normal minds cannot accept its existence basically without like a huge amount of strain, and I think warlocks often form, or can form packs with entities that exist there and these ones, I think, are more of like the slightly insane ones or the slightly more horror themed. Almost. That is what it feels like. Yeah, exactly, exactly, anyone. Oh, it goes on to say that anyone who has seen the far realm mutters about eyes, tentacles and horror. Yes, exactly. There are no wellknown...

...portals to the far realm, or at least none that are still viable. Ancient elves apparently once opened a vast portal into the far realm with an amountain called firestorm peak, but they're so civilization imploded on bloody terror and the portals location, even its home world, is long forgotten. Yikes, let me say it again. So makes right. Yeah, yeah, that's that's LOVECRAFTIAN AF MMM, but super cool setting for sure. Would love to kind of pull that into a campaign. Oh yeah, one hundred percent right. So the last thing for part one, guys, is the different known worlds of the material plane. So the world's of the material plane are infinitely diverse. The most widely known ones are the ones that have been published as official campaign settings for the DD game over the years. If your camplay campaign takes place on one of these worlds, that world belongs to you. In your campaign, your version of the world can diverge wildly from what it's in print. So there are a few different ones that they mentioned here. Toral, which is the heroic fantasy world of the forgotten realms. There's ore, which is a sword and sorcery world of the Gray Hawk setting. There's the crine, which is the epic fantasy world of the Dragon Lance Setting, which is a bunch of dragons taken over. There's APHIS, which is short and sorcery, the world of the Dark Sun Setting, where, I like this one, a drop of water can be worth more than a human life. The gods have abandonedto this desert world where powerful sorcerer kings rule as tyrants and metal is a scarce and precious commodity. Yeah, Dark Soun's awesome right. Then there's ever on, of course, the heroic fantasy world where there's a lot of magic in the world and it's used to commonly for things like vehicles and traveling and that kind of thing. There is a Brinnis, which is the heroic fantasy world of birthright, which have to do with the divine bloodlines and horrible abominations. Then there's mysteria, is the last one here, a heroic fantasy world born out of the earliest editions of the D and D game. It has diverse cultures and savage monsters and warring empires that collide. Um. Yes, it's so these are the different, like, I guess, major ones that they're that were available at the time for when this came out, which I'm not entirely sure when that was. But yeah, so those are the settings and the outer planes and the inner planes. Then all done part one. I did have one major question for you guys. It is because I think that it's good for to kind of go back and say, okay, in part one week, some point of going through the dungeon master's guide is to kind of either improve upon already happy for campaigns or to add in new things that we didn't know existed. So were or bad it add this into my campaign. I think that in general, when we were talking about the campaign play styles, that is one of the sections that I took away the most out of it. With regards to part one, just because it's something that I want to get some sort of rhythm going for my home games and in between running this one long form camp in pain. It's felt like a bunch of like to me as a DM hasn't necessarily felt like one big long campaign because in part it's been a lot of like miniature one shots per se with travel in between. So I don't know that it's my favorite way to play right now with regards to just following the book it and I do particularly enjoy having those one shot kind of adventures or just tighter stories. Perhaps that I could try to switch my play style into more of that episodic version that we discussed when we read the section and General in general. I think a lot of the information on the planes has been wildly informative into other settings I...

...would like to run more episodic adventures into. But what about you, Britain? The big thing for me, I won't say necessarily for my campaign specifically, but definitely for my writing, especially for stuff that we do with the real estates society. The thing that really stood out to me was the the tears of play. So it actually where we talked about this while back, where there's a full comprehensive breakdown of like when your level one to four, your more of the local heroes versus like eleven to six teen, you're like masters of the realm. So it really is like a comprehensive breakdown of how characters should feel at that at those level groupings, what kind of creatures they should be thrown against, what kind of situations they should be thrown against, where you're probably not going to be cleaning out cobalt caves at level fifteen. Like it's it's something that a lot of more experienced MS would probably have an idea of, but it's something that is it's really nice that they lay out and it takes you through step by step of like, yeah, you should be about here, if you're at this level, your players should be about around here. That's an interesting hypothetically bring up. Bring that. I guess it really depends on your DM right, because do you still get milestone experience if you're cleaning out COBALD CAGES? So we know and world of warcraft there's a famous character that is a Panderin and one of the things about, well, the warcraft is a it's a largely a two faction game. You're either horde or your alliance, but as the pander and race, you start in neutral territory and then you get to choose. Well, this character has gotten to Max Level Multiple Times by just gaining experience through the herbalism skill in one of the starting areas of Pandaria. So it it's a level ninety character that has not chosen a faction. Right, at least last time I checked it was a natterable character at the current patch that had not chosen a faction. But that with what you said. It's still pretty much just keeping cleaning cobald cages up at this level. So would you, as a DM, allowed players to continuely gain experience during one day tasks? Oh Good God, though, yeah, that's a tough one. I don't know if I would allow that. Personally. I'm all about the story. I gotta have story in there at all. But let's Tan what was yours short. You know what, I really enjoyed the inner and Outer Planes Super Informative and I would actually really like to run, or or at least be a part of a setting like the outlands and just see how that kind of works. I don't into my campaign like normally, though, like that's the thing. Even after like going through all this, I still go, okay, he's like either really high level things or something that might happen at some point, but it's not something that I am going to draw on unless it's a specifically designed to be part of my campaign. You know what I mean, all right. This episode of triple advantage is sponsored by door guard, door our music creation branch of the Real Sita Society, and you track out always check for traps available. That one all streaming sort purposes as well as on band camp. It coincides with our latest release, the into the jaws of the Mimic Queen, one shot adventure by David Gepta. Two are meant to go hand in hand, so give both a try, separately together, see what you think. Let us know. But for now it's time to move on to talk of the town, the section where we pose a question to you, the society, and then discuss the answers to that question. And we're doing something a little different this time, because usually what we do is I pose a question, we share our answers, then we go and see what everybody that's listening to us as. But the question that I posed is something that we talked at length about in Carlos has segment last week, which is other URPG, TT RPG systems that aren't just dd that we should know about, and Carlos suggested to me we should find out. You know, we kind of we kind of ranted with with no authority whatsoever of anything that we were talking about. So Carlos, it will go outside of just the immediate three of us and find out what people said we should check out for TT RPG's. So we did just that and what I've got now is a list of ttrpgs that were thrown at me online and the online space and I want to describe them to you and we're going to talk about whether we'd play these. Tt R pugis sound good? Humm, sounds good. All right. So the first...

...one, the first to actually come to us from twitter user at Hi Ellen. He suggested two backtoback. The first is known as new men era and the Second, Oh my good God zwhy hander, I hope I'm pronounced, and we got opposite ends of the spectrum here. So new an era is set approximately one billion years in the future, set on earth well, and it seems like it's a super streamlined kind of creation as opposed to DD. So from what I've seen, character creation can be boiled down to exactly one sentence. I am a blank, blank, who blanks. The first blank is an adjective, and that's like your descriptor. So it's kind of like a race, it sounds like. The second is more of like your class. It's called a type and it breaks down into a glave, which is a warrior type, a Nano, which is a technology type, or a Jack, which is a Jack of all traits, kind of a balance between both and the WHO blanks. The last section is known as a focus. So that's what you're known as. That's what you're known as, well known, known for, I should say. So that's like what's special about your character specifically. So you got your race, your type, and then something that you're really good at, and that's your character, which seems way, way, way, simplest it compared to rolling dice and stats and everything that is required from what we need generally play. MMM, but it's definitely interesting, HMM. And it also it follows the interesting law that kicks around in some SCI FI fantasy crossovers, which is essentially any sufficiently advanced technology is indistinguishable from magic. So the idea that if you're good enough, like the the common or is still the commoner and magic is essentially replaced by technology, where if your character is really, really good at technology, you're essentially just doing magic because everybody's like Whoa, you can do that. I like I like the idea. I don't know. I didn't look up played throughs of any of these. I tried to keep it as just kind of overview as possibles. I don't know. What do we think of this one? I'm interested with the mechanics. Do you not roll any die in this? It doesn't sound like it. Again, I'm not. I don't have like a full set. It sounds like there's there is dice rolling, probability in how you actually play the game. I just don't think that the character creation has any seen some animes with regards to like magic and technology being kind of intertwined or it's like I think it was called the irregular at Magic High School. Oh Yeah, okay, and you just the May and characters just as extremely above average teen into an intellect. Yes, that essentially the magic is formed by crunching numbers and doing some high order math calculations and higher level wizards are just, you know, better at calculating math and Matt. It's about essentially like coding, like movement of mass and matter into the real world. And obviously, like the main characters can just like innately do it, right, but it's kind of what it reminds me of. But it's also it also kind of touches on the the the same thing in the Marble Universe, right where thor explains to everybody that, you know, magic is just science, you just don't really understand it to our level. In I don't know, Jordan, you had a thought. Yeah, it's actually I really like the idea of the setting. I mean futuristic settings are always, you know, really cool, and this seems like it's like supposed to be extremely far into the future, which sounds awesome. So I would I would love to try it out, I think at least once. But the simplistic character design, I'm increasing these, it intrigues me. I want to see how, like how it works. All right. Well, the next one that I mentioned again, I'm going to butcher this probably is VI hander, which is apparently a two handed sword from the Medieval Labor which I'm guessing is what is named after. So this is this is dark fantasy. We've talked a little bit about like meat grinder campaigns where you're just kind of like constantly put through combat and like the most rutle of combat and just put through the ringer in terms of...

...your fights. That kind of just seems like this entire game. It uses percentile dice to resolve choices, which is interesting. So it sounds like it's more based on random chance than DD. Essentially a one and a hundred chance versus a one and twenty chance. HMM. Your characters essentially have certain ways to absorb a couple hits, but for the most part it's there's a lot of injury in this game, lots of crippling, lots of death, lots of permanent maiming. There's no regeneration or resurrection powers, very limited healing options. I like it. You Stil already fate points which you can accumulate, which allow you to change fate and avoid crippling or dying. The thing that's really I find interesting is you have a profession in this game, and it's not just straight up adventure like. You supposed to have a full like you could be a Coachman, a inquisitor, a merchant Lord. I kind of like this. What do we think about this one? I would love to try that kind of campaign out. For sure awesome in terms of likes. It sounds awesome in terms of like the setting, and also like the idea of not having healing and things kind of being a little bit more punishing that way is just, I don't know, it's it appeals to me for sure. That was my first thought as well. What do you think are those? I mean, it's an interesting distinction to like the meat grinder mode in general, right, because I usually this at least for two of annihilation. This deals more with the death saves that you get when you go on conscious and in general I think the the adventure is pretty meat grinder is. So one thing that I didn't really do with regards to this campaign was I think you're supposed to down party members more often, or they're supposed to go down more often then you guys have. But with regards to maiming and damaging players, I guess the only thing that raises a concern to me is that I I don't like putting extra management on players if I can avoid it. So I don't know that. I guess it depends on the mechanics themselves. But if it's something that constantly might flow between you taking damage and essentially having a change to how your characters mechanics work, I don't know how that would bode with with a silent play that I enjoy. So I don't know if I would like to adopt that particular aspect of it. Again, I'm not sure how they do it. I'm not sure if it's a very simplistic sort of your damage. You're not damage. Therefore, maybe you just have reduced damage output. But it already cut like, even in the hypothetical sceniya that I'm kind of thinking it already sounds a little bit more maththy and more managerial tasks being sort of dumped on a player. I'm not a big fan of that. Again, I don't have played this game setting, but to I don't. To me, I don't think this attracts me as much as the previous one. Enough. Now our next set of suggestions come from our good friend and collaborator, David Gipton, who is quite pro fic in his experiencing different TTRPG's to see what he likes and doesn't like. The one that I'd like to talk about first. So there's for from him that I'm going to talk about very briefly. The one I'd like to talk about first is the only full form RPG that we're going to talk about here, which is called blades in the dark, and the whole thing is a very dark setting. It sounds very steampunky, very kind of industrial London type thing, were you and your friends are essentially a crew of scoundrels. So you're supposed to kind of be, not really murder Hoboi but you're almost supposed to be like a like a minor crime syndicate, and your classes are things with names like the cutter, the Hound, the lurk, the whisper. You have a story that's supposed to involve your characters pulling off heists, pulling off assassinations, investigating mysteries and rooting out different sources of difficulty within your own organization. The thing that peaks my interest is that, because this sounds to me. My first thought,...

...and I was talking to David about this a while back, and my first thought was this sounds like it would be super planning heavy, like you would go in if every single thing is either a heist or like a murder or an assassination. Sounds like most of the session would be like, okay, so here's what we're going to do and walk through exactly what you're gonna do. But he goes no, no, no, there's actually a system in place that almost not eliminates but there's an actual mechanic in place for planning your crimes. See, I've always wondered about that kind of thing, like implementing that into a DD kind of campaign. It just even a kind of normal yeah, you know, then it's like, okay, the characters are planning, let's kind of roll for this or something like that or whatever, some sort of mechanic that would involve their character being able to come up with a plant rather than the people actually having to come up with a plan. To a certain extent you want the characters to come up with their own plan, but, like, it often takes a very long time for people to do that kind of thing right and it ends up cutting into a lot of the playtime. I'm that people have. So I've wondered about some sort of system that might help speed the process along a little bit. You know, now we got it. Yeah, and on top of that, like if you're thinking like will hold on, Braden, like this just sounds like eighteen hundreds London. That might not be the most fun thing this. The steam punk elements abound here. I'll chemical experience Gadget Tinkering, Weird occult powers, including rules for playing his ghosts and other strange beings who very the first thing that I thought of was like man, and I've always wanted a dishonored URPG G. Yes, it's kind of. It's not exactly, but it sounds super similar and I would like to try it at some point. I don't know. What do you guys think? I'm definitely in. Yeah, Carlos, it's that takes a lot of my interest boxes. Not gonna lie. I think we should try it this end. Throw it on the list with fiasco from last week. I'm still not over fiasco. We're doing that at some point, but the next three I'm going to talk about rapid fire session because David is well experienced in something that I don't think any of us have ever done before, which is playing through single page TTRPG's, which, if nobody's familiar with is there are TTRPG's that essentially like the entire manual. You don't need a book, you don't need maps. It's one page, one page PDF that gets handed to you and says here, play the game. He says that there are a ton of fun as kind of one shots and as introducing new players to t trpg settings, because it gets them into the role playing, it gets them into the idea of how the flow generally goes. But it's one page of rules. It's dead simple. It's not here's a hundred and twenty dollars worth of books. Go home and read this and then earl hours, come back and tell me what you're thinking of playing. Super Super sist super simple. So I'm going to hit you real fast with the three that he told me were his favorites of these one page or piece. The first one is called everyone is John. Now in this game everyone is John. Every player but one plays a bunch of voices in John's head. The other layer plays John and the idea is that you're trying to get John to do things. That's the whole game. That founds awkome and it's completely open in what you actually do. There's an actual scoring. So it kind of the idea is like you have something that you're trying to accomplish as a voice in John's head and you're trying to have him do it, and it's one hundred percent open at it. You can do anything. There's a whole. I'll send I'll send you guys the link to this and I'll post this on twitter as well. But there's a whole, like an example the session that's provided, and it's I'm just scrolling through it and reading like the effects of what happens based on the rules, and I'm just reading. John picks up the nail gun. John Pulls the trigger repeatedly until billy drops to the ground dead. John Ly finds a pain tank. John makes it into a starbucks, receiving puzzled looks. This is all the same session, but so awesome. The man's head explode, sending chunks in all direction, like yes, yes, please bind me up. Yep, I'm in Carlos. We're playing. Everybody's Johnny. Want to be John. I am John, you are John. Okay, Carlos. The the next one I want to discuss is called crap truckers. Now, that's not the actual name of it.

The actual name is spread of the Profanity Laden, but it is actually it can be found under the name crab truckers, which makes me relieved. There's a lot of profanity. There's actually I think there's more profanity in the rules than actual rules. I'm still not a hundred percent sure on the mechanics of this, but you're playing a giant crab person who's a trucker and that's the game. You're driving a truck and you're doing truck type things. Cool. I don't know about this one. She yeah, I'm I'm skeptical at best, but I'm on board still. I haven't jumped off imediately, maybe like a second or third session kind of thing. In terms of just sheer WTF, this one makes the top of my list, but the five saved the best for last. The last one that David is recommended to us is called Drunken bare fighter. In this RPG you play as Russian agents who combat the drunken bear menace present in the Modern Day Moscow underground. So obviously the biggest problem facing Russian society right now is the amount of drunken bears that are causing mayhem on the streets. You are a specialized enforcer in the Russian agency that is specifically tasked with eliminating the drunken bear threat. There are four stats used in this game. Power, used for combating up close, speed, used for avoiding, charm, essentially charisma used for interacting with other people that are not bears, and drunken bear knowledge, which is essentially something that you can like, sit back to watch a bear and go, okay, now I get it, and then never ground. When you jump into combat, you have bonuses. You get equipment. You get a pistol and other things, sabers, you can get a car computer. I don't know why you need any of that. I've again, I have read this whole thing. And then you fight bears. There is the basic drunken bear that is just a drunk bear. There's an advanced drunk bear and they have a posable thumb so they can pick things up. There's no Nunja bear, which are silent as sounds of the bear community and they're the bear king past, the ones that are secretly ruling the drunken bear underground. Out of mosque was too good. Now. I've already ordered eight hundred and sixteen copies of this game. They are on the Wa but anybody will if you want to copy that real city social on twitter, but actually bought these. Everybody, definitely. They're free online, but message me anyways. I want to play this game. WHO's in? WHO'S IN FOR DRUNKEN BEAR fighter? Yeah, man, we have coming from the real city society, we have dnd adventure haunting a fandeler and we also have bears be become experience the adventure. Well, I couldn't wrap that up better myself. Like our social pages on Instagram at Real City Society. On twitter at real city social. Join our community discord. The links are all available on those social pages. CHECK US out on DM's guild. Check your guard out on any given streaming service you'd like, and keep playing DD and letting us know what's going on in your campaigns. We're always here to keep learning and to plan the next adventure. We'll see you for the next episode of Triple Anch.

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