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Triple Advantage
Triple Advantage

Season 3, Episode 13 · 1 year ago

Ep. 40 - Stop The (Darrington) Presses!

ABOUT THIS EPISODE

On this week's episode of Triple Advantage, there is a new press release - the Darrington Press, that is. We then press on to our thoughts on adventure structures, and finally we wrap things up in a duel between martial and spellcasting classes.  

On this week's episode of triple advantage. There is a new press release, the DARRINGTON press. That is thenwe press onto our thoughts on adventure structures and finally, we wrap things upin a duel between Marshall and spellcasting classes. As always, follow our social mediato see what we have planned. Enjoy the show. On today's echoesof the Outland, we're going to take a closer look at the DARRINGTON press, the newest venture by our wonderful friends. We don't actually know them. That'sa big lay friends. They're they're very friends with their community, byour wonderful friendliest members of the community, critical role guys. Have you readanything about this? Yes, critical role is expanding beyond the realm of strictlyDD v content into board games and the like. I'm excited. I wantto hear everybody else's thoughts before we delve into mine, though. I amactually really excited about a few of these games. It's there. A lotof them look pretty interesting and I'm kind of excited to see how they implementsome of the critical role stuff into it. Just to get like the extra likeOh, Easter Higgs, hmm. Yeah. Well, I think thatit's really interesting. I think that it's as we're seeing these online communities grow, and even not just in the critical role TT RPG space, but we'reseeing everybody venture, that we're seeing everybody's ventures expand into other realms of art. Right. You look at some youtubers that are now like constantly producing music, right, which is always interesting to see, and then you're seeing groupslike this and this case critical role, it makes perfect sense that they wouldstart expanding into the actually like the Physical Board Game World, which brings acouple of interesting questions to my head. For one, right now, Iguess critical role and met Marcer have been working closely with wizards of the coastto produce and publish, for example. Ever, are not a brown wildmounts, wild mount are they going to maybe internalize that and eventually will see criticalrule publish their own books, like they have with their world of critical role, but in but like I know that by that I mean like their owngame books, Um, and I'm interested to see where that might develop inthe future. But for now we get some board games. So a couplethings to note here. DARRINGTON press was or is headed by Ivan Been Norman, and if you've been watching critical roll. If you've been seeing their streams,you're you've definitely seen who he is. Of course, Matt Mercer is heavilyinvolved in this and together, and I'm assuming, with the help ofthe extended support team over a circle role, they're going to bring us a newboard game, quarter one of two thousand and twenty one, called aYukutoha. You COULTA seems to be. You Coulta, you could tea seemsto be a card small strategy game. It seems like it's about an atan hour's worth of play on like if you're really stretching it, I wouldassume with like twelve, three to five players, age twelve plus, eachgame should run about thirty, forty five minutes rout. From the images itlooks like it's already set to go and good for publishing. So do youthink the our local game store might see this? Oh Yeah, oh forsure. I've actually so. I know that a lot of our listeners comefrom Wealth Ontario's so I don't mind just saying the dragon and assuming that peopleknow what we're talking about. The dragon our local games shop. I walkedin there a year and a half ago. I want to say. And basicallyI had ordered back when critical role was producing their miniatures. I hadordered our these are miniatures from steamforge games, and I ended up getting two ofthem. I can't remember why they'd accidentally sent me two of these miniatures. So I was like, I don't need too so I hit up Roberts, the lovely, lovely owner of what...

...the Dragon, saying Hey, I'vegot two of these miniatures. Do you want to buy one? And atthe time he was like let me get back to you, because I'm awarethat the fact that critical role is a thing, I don't know a lotabout it, and since that it's absolutely exploded in popularity. They're carrying alltheir stuff that they can. I got the minis, they got the books, they got everything. It's always interesting to me seeing this because I thinkone of the one of them, the strongest points for these communities that havebeen built out of the Internet is that initially there's I don't mean to beI mean to say this in a derogatory manner, but like the there thereseems to be like a like a middleman in most already established industries. Rightlike you have bizzards of the coast going through publishers, then going through todistributor or like the publishers handle the distribution side, and then eventually it goesout to the local game stores. But you with with Internet community, seemslike people, and eventually just start with okay, I'll I've have an audienceand I'm going to start merch and you start creating shirts and you start sellingalmost directly to your audience, like especially people that are doing like drop shippingand whatnot. Right. So it's interesting now that all these industries are gettinga little bit bigger, or sorry, not industries, but groups are gettinga little bit bigger and bigger. And now that like it's it would beimpossible for the team of critical role without like extensive distribution experience to hit worldwidedeliveries. Right. So now these middle men per se are getting added backinto the equation, which is really exciting to see. I mean I'm gladthat they're able to create such waves that they now need, you know,their own extended corporate support per se to actually like get these really high qualityproducts out to all of their interested fans. I I think another side of thistoo that's really interesting. I am I guess there was all this stuffout there pre five year and during V that was not necessarily V content butthat was directly tied to it. So stuff like books about prominent characters withinthe for gotten realms and stuff like that, like in stories versus actual playable content. And I never, I never saw any of these, but Iknow our good friend Matt apparently read quite a few when he was younger andeven now. Like I'm not, I don't, I don't care. I'MNOT gonna pick up a book about like I can see. I can't eventhink of a character name from forgotten realms. But critical role, like really you, you care, and they're not even publishing stuff exclusively about, youknow, the mighty nine. I'm working at their future game releases and I'mseeing, you know, syndicult mob families fighting it out of her jealous secrets, guardians of matrimonial like these aren't these aren't vox mocking our the mighty nine, like these are ex critical role, expanded universe, for lack of abetter term, and I care, and I think the fans care, whichis like I am starting to get why. Well, it's what brow you erow. It's all brought you into the genre, in my opinion, right, like that's that's why you care. I'm sure to see us some olderDD vets. They probably care about, you know, the Grayhawk Adventures andall the other older first edition, Third Edition Games and characters, right,and you could see that even with Matt Mercer Right, like the campaign thatthey made and the inclusion of all the characters from the forgotten realms and theircharacters. Seem to also care about that, and that sort of by proxy,spurred on. You know, all of a sudden people cared about Vechna. WHO's VECNA? Right, like these new players that may have never actuallybeen exposed to those characters that were created by wizards of the coast. You'reready. I think it's interesting that. I think critical role might be oneof the first like groups of player characters that have kind of made waves,though, too, because there are lots of like there's lots of like monstersor or deities and that kind of thing that might be out there that youcan get information on, that have been written over the years for Dungeons anddragons, but critical role might be the first one that actually has like,Oh, I want to learn more about I don't know, like like Veathor Vo Vex from the critical role campaign, and you can kind of go theymight actually be able to make like characters or books that kind of includea little bit of the backstory of these different characters or, you know,have them as something that you can include in your adventures or something like that. They're becoming like famous people in the...

...history of dd that aren't just thingsthat are, you know, written about, but people actually know about as well. Does that make sense? I wouldn't argue that they're the first,but I will are, yeah, among the first, I think, andI have no official official data to back this up, less or in fromcompletely just talking off the cuff here. When I think of the first playercharacter people took an interest in, I think of Urk on the cruel,Joe Manganello's Dragon Ball. Yeah, I've never heard of that. I'm actuallyI am actually surprised. So Joe Manganello, fairly prolific actor, among other things, is a very noted nerd and he talks in his interviews at lengthabout how much of a nerdy is. He has like an entire DD dungeonset up in his basement because just just so we can play with his voiceand he would come in and he would talk about, you know, ourKhon the crew, who actually did make it into critical role for a whileand from there actually did make it into an official DD source book in descentto Avernus, and I think that it was important that he was doing thatbecause that kind of brought it out of the space of, you know,this just all these Weirdos talk about this and then it's like not like this. Yeah, is a prominent actor who's standing up and talking about this,and then it's like, oh wait, like regular people play this game too, like it's not just from Weriros in their basements, like people used tothink in the sea. If I would class by German well as a regularperson, and I got were even even more prominent in that case, becausehe's not. He's he's Joe Manganello and the and he's also got a emergedline of metal inspired DD clothing. A death stays, shadow death stays.You have one of their shirts, don't you? COPS? I do,actually coins it isn't. It's the back. No one. I thought it lookcool. It ties in with the topic, but I think, yeah, I think that it's starting to show that like it started to snowball fromthere. You know it's it's you're starting to see people who are prominent,like Joe and like the people from critical role, because the people from criticalrole, most of them at least, were decently prominent within their own community, even if not in the the the huge spotlight of the world. Butlike Matt Mercer was a quite a famous voice, actor Travis, most ofthem actually, we're quite prominent and seeing people like that stuff, we're goingto go like no, this is something really cool, like you'd start toyou start to take a vested interest in their characters, the same way Ithink most people would take a vested interest in like our celebrities regular life.It's just kind of a transference of that attention in the limelight onto the hobbyitself versus onto the person. True, and I remember, actually this makesa little bit more since now, because I remember I was on Linkedin acouple of weeks ago and I actually remember seeing the they posted a job foressentially like a creative. I forgot it was. It was a for productdevelopment, essentially for Product Development Menagrement, and I can only imagine that thisis tied in directly with their their announcement here right like these games probably weredeveloped or the priority, the ideation stage of these projects was probably these boardgames. was probably a year, two years ago maybe, I would imagine, with like playtesting and whatnot, and then they're looking to beef up theirdistribution team. So I can only imagine that this is already rather established withincritical role and although they only have four announced games at the moment, werelikely going to see, and by the way, this is the games thatare announced. Our yukultoah coming out in q one, two and twenty one, then critical role adventures coming out Q to Two thousand and twenty one,syndicult q three, two thousand and twenty one and guardians of Matrimonia, Qfor Two thousand and twenty one. So this is for announcements for games thatthey're releasing in one year and this is their first set of releases. SoI am very interest to see how many other games are in the idea sternstage right now, being right for two thousand and twenty two, and Ican only imagine that they already have that. And this gets me excited to seemore and more critter content out in the world. Because it directly impactshow large of a community we can reach,...

...which is phenomenal. Keep at itcritical role, the letting the little guys, you know, let usget that that trickle down entertainment. It's so I mean jokes aside, though, that's exactly what's happening. Like people, I don't think people really took thiskind of stuff seriously before. They prove that you can do this prettymuch for a living. Yeah, like, I don't think we'd be doing thisthat they weren't already doing what they were doing. It's definitely let meabsolutely clarify that. I am no way, shape or form trying to relate thisto any form of economic practice. That may or may not possible.Definitely doesn't work. Yeah, now we make no money, but but yeah, it's just interesting because I like the pocket that they've created for other creators. And you can see them both if you're making critter art, right,lots of cosplayers getting a lot of traction, for example, you know borreguard cosplace, if you've seen, pretty popular, right, because you're creating these charactersthat people want to embody and that's it. I love the I lovethe strength of the way that they've created across not only the tabletop community butthe cosplay community and other artistic developments. Right, like Braten, I shoulda song with you a couple of weeks ago. There's actually from a local, not local but like on Ontario, artist Lily Furfurro, which got massivepositive feedback from the critter community. She made us a couple of songs forevery single character in the mighty nine and they're like, as you said,Briton like. They're just so joyful and happy and there's so much relation toher artwork personally tying in with this, with this world that met mercers created. So, yeah, it's extremely exciting seeing more of their creations coming toto the public eye, because I'd love to play something like you couldah withour regular friend group and most of them wouldn't play anything that's DND related,right, but if we get them to play you could teah. Maybe wecan explain why, and then one thing leads to another and we get themto join the Royal City Society and suddenly we're doing dnd five days a weekly. We're doing dnd five days a week as I don't know, we mightneed this too much, but, like I mean, for example, syndiculthere is a original modern right and playing game. So excited for Syndicolt?Honestly, probably that they gain the sounds most exciting to me. Yeah,but three sentences and I I don't know how you guys are building so muchexcitement off of just it's real lines. Yeah, Ye, do you notwant to hear about the mob families of Xandria? Right, I want tohear about the mob families of Xandrea. But here's the thing, right,like this is, this is this is kind of where I do have toadd a little Cape Capiat Kaby cady. Yeah, this is exciting because weknow of EXANDRIA. I brought it up as a point just because not alot of people would know what Alexandria is. Right, and I guess it's likewith any board game. You don't really care about what you're playing in. Right. But I feel like this kind of runs a double edged sword, because as soon as people are like, Oh, this is from critical rolelike others, is a DD thing. Right. I hope that that's notthe case. I know that our friends really enjoyed board games, butI've definitely seen that before where it's like, Oh, you're deriving this off ofsome other art. I don't like the original one, so I probablywon't like this. I hope that that's not the case with this, becausewith the with with such a large community, you also have lots of people going, well, I don't really enjoy DD right, and they get verycemented in that mentality. I don't know how accurate that might be with ourgroup. I just something that I thought of, like something like I candefinitely picture somebody going like, Oh, this is like a dd like thisis a critical role, like Ding, yeah, yeah, Oh, okay, like, I might not be interested, right, you know, but youknow, that's why you just tell them it's called syndicult and really likethat's all they mean to know. That's a thing, right, like largelycritical role is going to sell to critters. Critters are predominant to be the onesthat are going to be purchasing this off of the local game stores.I love that they're they're they're focusing and they're telling their they're encouraging you tobuy local as well, which is something that you don't see very often.Right, a lot of a lot of these startup ventures, whether it bewith Merch or whether it be any other items that they're creating. They usuallywant everyybody to buy from their Web store...

...and buy directly from US, right. So I really like that they're pushing out to to liven up and strengthenthe closeness between players and their local game stores. I think that that's areally positive, really positive mindset that the guys over at critical role have,and I mean you can hear Matt talk about this all the time, whichis like how his upbringing into this world was largely deal dealt with, youknow, his local game store, his local community of nerds that banded togetherto play the D right. So it's it's really wonderful that they're encouraging thatand also releasing more and more of their creativeness to the world. But I'msure that we'll have lots to talk about. With regards to the DARRINGTON press,we're gonna, I imagine that you Couldta is definitely going to be apurchased game for our group. So we'll definitely get back once this is releasedin q one with giving them rob us of the game once it's out andgiven that they have a couple more games, will will likely have a lot moreboth talk about the right to the Dayton press and in the coming weeks. Actually, I'm pretty excited. We're getting closer and closer to the releaseof Tasha's cauldron of everything. So I've started to see that they're releasing acouple of inside the book, behind the scenes kinds of videos like they'd havedone with a past releases. So I'm excited to dive into that in thecoming days, but for now I think that Jordan. Yeah, please setthat time. All right, it is the time, guys. We're goinginto the Dungeon Masters Guide. We are on page seventy two. We're talkingabout chapter three, free which is about creating adventures. Specifically, we're goingto go through published adventures and the adventure structure today, or at least someof it, because this is a large section and it's going to be fantasticstorytelling. I think is some of my well, my favorite part of DDin general, so it's a really interesting part for me here. So let'sgo ahead and get started with divining the DMG, guys. Page seventy twopublished adventures. Published Adventures are available for purchase. Obviously they've got all sortsof adventures out there that you guys can get it. Basically, the sectiontalks about how with these published adventures you don't have to use them. Youcan always take villains from them, or you can use campaign settings or youcan use, you know, story or whatever, whatever suits your needs.That's kind of like what they're trying to talk about here in this published adventuressection. It also obviously is a way with published adventures. It's it's easyto just kind of get right into it, especially for newer dms and things likethat. So I personally I would suggest, as a new DM,that you start with a published adventure and then and then you can start takinginspiration from that afterwards. I don't know about you guys, is what doyou think about that? I agree, but I think that the section hereis super important if you are a new DM running a published adventure. MMM, where it says a published adventure can't account for every action the character mightyeah, Yep, if I had not now, I found this the hardway, or rather not the hard way, because I'm generally a pretty flexible DM. So when my players say can I do this ridiculous thing that themodule doesn't account for, my immediate thought is just running that through. Isthat possible? Yes, is it cool? Yes. Is that going to befun? Yes, all right, sure, go for it. Butif you're brand new to DD running this with no context as to how toreally like shape your adventure, then you might be sitting there going well,you can you do this? Know, the book says nothing about that.So No, you're limited to like one of five choices that is mentioned here. Yeah, yeah, I mean the published adventures do you can be alittle bit rail roady. I think some of them are definitely more so.I know a few of them are pretty open and they can. They canwork well with the more flexible DM's, but again, I guess it dependson the group that you're working with too. Write. Yes, what do youthink, Carlos? I mean for the most part with the published adventuresit's a lot easier as a DM to...

...prep for them the because you don'thave to balance the creation side of yea. So I think, yeah, theycan be a little bit Railroady, mainly because you want the story toprogress forward and, for example, in to move annihilation, where, let'ssay you guys don't get a guide right, there's really no direction for me asa DM to say, Oh, obviously this is the path through thejungle, right, characters that have never been here. This is how youtrack the lost city of Omu, who is like who in the book isconstantly referenced as You know, ancient not that many people know it exists,for that lost city. It's lost. It's yeah by, you know,this golden trail of dust that's going to be always visible to the players.So I think as a DM, it's really important to you know at leastthe way I chose to run it, which was to always have some sortof NPC character in each zone that I kind of defined on the map,right, and they would kind of guide you to the next zone. Now, are those MPC characters in the published content or did you make that up? These characters are in the book. I didn't have okay characters. Ijust as a DM, I chose to expand a little bit on what theirfunction was in the campaign. Now that's only because, like, I takea lot of inspiration from video games when I try to run my games,just because it's the easiest thing I can reference. It. Lets me makethe most decisions, let's me make decisions quickly and the table. If Ican just easily reference it to some sort of game mechanic that I've experienced before. So I figured that. Yeah, like in a lot of video gamesyou have, like I was thinking, like in kingdom hearts, right,like how you have the ai that's kind of always with you and you cankind of go to them for like a tip on where to go next,right, like a nabby per se for your characters, right, and thismade sense to get you guys from location to location, but the same timethe finesse is finding how to like get you guys to choose, you know, to go that way, got home because they're like one of the oneof the clear things that was written in the book is that the locations don'thave to be where they are on the map. Right, like you,as a DM, can choose where your players are, like if you're goingeast, like, well, maybe you're going to a shrine, maybe youhit a swamp, but, like it depends on what the DM is feelingat the time, which makes it a little bit easier, but maybe not. A lot of adventures have that mobility, right, like if you have ifyou're playing a campaign on the swords coast, right, like okay,well, the cities are on the map. The cities aren't going to magically moveright. So that might actually change how your players need to interact withthe game. So I think, like in in Oh move, for example, it was it's too broad almost right, like it's too broadness, since thatif you're playing with new players, while they don't they have, theyhave an overload on how many options they might have. Right, if you'rerunning, but you if you run a too railroady right, well then it'sit's a little hard to justify, like hey, okay, well, we'rein this jungle. Why do we always have to stay by the river,like you know, why don't? Why do we always have to follow thisone path? So, at least in that particular module, they were veryclear, but letting you know that locations should change. I chose not todo that. I chose to just have this like expedited travel time, right, which is you're choosing to go somewhere and you're going to make it tothe next location. That your plate, that your characters are aware of goingright, like you hear of names, you're going to find your way there. Now, is that you know? Does that really increase the threat ofgetting lost in the jungle now, but that's not really something that I wanted. You has right, so I chose to kind of omit that. Butagain, going back to like the modules themselves, I think it's it's importantthat they do tell you that, like yeah, like, your players aren'tgoing to follow you know, exactly the same thing, right, like evenif you're running like the starter set right, like yeah, first thing is yougo into the Goblin cave. Well, okay, well, we can skipthat completely. We can go to fanil it, but okay, that'sactually written in the book. That's that's that's that's a counter for so yoursat DM. Go, okay, I just start here, you know,in this section. Like what of use? What if, all of a suddenyour players go this doesn't really like I don't really know how to approachthis. So let's let's storm the manner...

...right away. What it's like?Okay, well, you guys are all level one right now, like,Oh shit, like you're gonna die. Like. So those things are whatyou have to develop as a DM. I think, like those are thetypes of things where you, as a DM, need to play lots ofgames to understand better. Like I use the flip back to like some sortof game mechanic that I might know to answer those questions, but that's notdirectly in the book. Right. So that's that's kind of where you mightget lost as a player later on. I think the later on. NowI see source books as just source books. I don't really see like if I'mlooking at like the the yawning portal, right, like that is a publishedbook with a couple of mini adventures in it, but I see thatmore of a guide on. Like okay, these are more dungeons I can addon to a campaign or add on to story or this is more thematicand for nation, on a region, right, like, versus like,Oh, this is a full campaign from start to finish, which I mean. Sorry, I like, like, like to the to the artists thatare designed and create these start like these stories from start to finish. It's, you know, I guess it's part of the game, right, likeit can work and adapt it. Yeah, you know, but it is,it's got, it's expected. It's expected, honestly, for these kindof creator creations, right, but the people are going to make it theirown right and that's kind of fun. of DD. So I think insome way, like for me, when I first started dming, the bookswere very helpful with regards to organizing where things are and we're people, whatpeople might be able to do. I immediately lost that comfort once players startedtaking choices onto their own hands, right. I had to think of something veryquickly to account for that. Yes, but now I just see source booksas source books inspiration. prepublished adventures are just sort of source books forme for knowledge of magic items, knowledge of the Mata cultures and whatnot.But yeah, Yep, and that is exactly what they say you should dohere. So that's good. What's move on here to the adventure structure.So this is the basic structure for any given adventure. You're going to havea beginning, a middle and an ending. The beginning of adventure is a hookto get players interested. A Good Hook piques the interest of the playersand provides a compelling reason for their characters to become involved in the adventure.This, I think, is one of the hardest parts of any adventure,especially at the beginning. I think later on it's a little bit easier tohook people into like new adventures as they've come across a bunch of different information, but when you're first starting off an adventure with a new group of people, it's I've always found it's really hard to find a compelling reason for themto go to different places or do different things. I don't know about youguys. Do you guys have that problem too, or am I just crazy? I know that that's something. If, if readers and hope or listeners.If readers, if you're reading this podcast, if our listeners have readour written content, one thing that we like to do is include at leastthree hooks into our into our prepublished adventures, because, especially looking at the factthat I started off my homebrew campaign as a fun little adventure and werenow like, you know, drugs and assassins. Not Everybody has the sameplaced out and not one hook is going to hook every single group. Yeah, so I think it's important to have if you're writing an adventure, Ithink it's important to have a couple of different hopes, I tend and tohave one that's kind of altruistic, one that's more loot focused and one that'skind of somewhere gray in the middle. Interesting. I like that. Whatabout you, Carlos? How are you for hooks. Um I think it'sgotten easier as we've all gone better players. Initially it was a little bit difficultbecause it was like a control thing with regards to D M and Wi's, like okay, I have like I prep for this. Right, likemy hook for this session might be that you need to like, you know, save the town or whatever. But right, you didn't really take aninterest to the town. Shit, like, what the fuck do I do now? Yeah, so, initially I found that it was a little bitdifficult to get the plot hooks in right now into annihilation. You guys couldwalk away, I guess, but yeah, that's it, that's that would bethe adventure. Let's say, you guys can't do that. I Iwas like, all right, well,...

...this is it. I like,yeah, I wouldn't know where to go from there. At that point.I think I would just sort of, you know, expedite to twelve yearsin the future to see what happens, and you know from there. Yeah, world, yeah, it's because you didn't take that fetch quest hey,I mean sometimes it do be like that. There are consequences in actions. Butyeah, I always find that finding compelling reasons for for the start ofan adventure is always difficult. So definitely don't feel bad if you feel thesame way. It's it's you'll get better at it and the players will startto feel more connected to the story as a whole as you move forward.So it's just getting past that initial like, Oh, okay, we're random peoplewho just met kind of thing. I've always found it's good to havesome sort of story for your character in in advance and then have that connectedto either a place or another person, preferably another player. That way there'ssome sort of connection to the world and then you can kind of go fromthere, at least when I'm building a story. But I'm a very eventpaced based person, story based person, so that with. I think it'llgo over that a little bit later in the book here, but let's moveon. The middle of an adventure is where the book of the story unfolds. With each new challenge, the adventures must make important choices that have aclear effect on the conclusion of the adventure. So maybe rumors of treasure were atrick to lure them into some sort of a death trap. Yeah,ran to dustups, goes. Yeah, perhaps the socalled spy and the Queen'sCourt is actually a scheme can concocted by the monarch or self. You know, you just the middle of the adventure is when Shit hits the fan,like things start to change and new goals are set by the players because ofthe events that have happened in the story. I always enjoy, I think,the middle part of the adventure because that's when a lot of the storycomes out and people start to get really into it, or at least Ido. I know some people are a lot more focused on the combat aspectof things that way, so it's not as important to them the middle partas, let's say, the end part where you face off against the bigbad but I always enjoy the story aspect of things. So this is thisis definitely my favorite part. We talked a little bit last week about subvertingexpectations as and subverting what your players are expecting, and I think that thisis where that would happen in the story. Yes, yeah, it's kind oflike we're where the truth comes to light and what they thought was goingon isn't really what's going on, and now they've got to readjust the realityaccording to exactly the bill. The beginning is definitely the part where it's likeokay, everything is as it seems, and then the middles like Oh,you were wrong the whole time. Everything is changed, or one part haschanged, we were off about one little thing even would just be a greatsubversion. So you can be like, oh no, this kind of hasimplications for all this other stuff. HMM. One thing is sorry in general.Sorry, like in general, though, like that comes with like this iswhere the game kind of separates from you running a game and you alsobeing a storyteller, right, which takes time and you need to develop withexperience. Yes, it does mention here that you need to remember that thecharacters are the heroes of the story. So never let them become mere spectatorswatching as events unfold around them that they can't influence. I don't think I'veever seen a situation where my characters couldn't influence in some way. I meanobviously, like certain events are going to happen, but how they happen canchange and or what the characters do with that event afterwards is also, youknow, completely up to them. So yeah, just make sure you're leavingopenings, I guess, is what it's trying to say, and not justsaying Oh, story, story, story, story, Oh, you guys arestill their story, story, story, like you have to let the playersalso be a part of that story, because they're they're telling it almost asmuch as the DM them. Slight addendum to that. The players arethe protagonist hero. Yeah, I mean,...

...you will get reigns are a thing, very, very great campaign. Everything ro is not a given.Indeed, I don't think spoken from experience or something bread way too much excepted. All right, the ending. This is the ending encompasses the climax,the scene or encounter in which the tension building throughout the entire adventure reaches itspeak. A strong climax should have the players on edge, with the fateof their characters and much more hanging in the balance, the outcome of whichhinges on the characters actions and decisions. Should never be a foregun conclusion andshould never be a for gun push, for sure, and ending doesn't needto tie up everything in an eat boat. Story threads can be left hanging,waiting to be resolved in a later adventure. A little bit of unfinishedbusiness is a great way to have like a hook for your next adventure,especially if you're playing in a longer campaign or sure? All right, whatdo you think, Braden? Do We got time? Can we move onto adventure types? Is it? How long is it venture types? Aha, it depends how much of the well, no, we do. Yeah,there's a lot of wore next segment, but we do. Yeah, yeah, exactly. So I think I will hand this over to you,unless any of you guys have anything more to say about adventures structures in general. None from me, Carlos. Nope, I'm done. All right, then, next time we'RE GOING TO HEAD UP location base adventures. So lookforward to that. But for now, Braden, take a wheel. Wellon that case, this episode of triple advantage is brought to you by webof terror, a new old buttonw re release from the Royal City Society,taking your level five players on an adventure to find three missing hunters in thewoods. What took them? Is it still there? Are you in danger? Yes, you are available now for purchase. Pay What you can onDMS guild, and now we can move on to talk of the town,where we ask you, the our listeners, the society, a question about thegame as a whole, and we see what you had to say,the question for this week. Do you prefer playing weapons based classes or spellcasters, and why? Jordan, you are going to have that probably halfan hour's worth of answer on this one, so let's see that. Your firstI got it. Okay. If I have to choose, it's spellcasters, but I say that with a heavy heart because I really like themelee range characters as well. So I say spell casters specifically for the utilityI enjoy the wizards and the bards and that kind of thing that can dolots of stuff outside of combat and play around with everything out there. oror the wizards, who are very combat oriented, but they use their spellsfor altering the battlefield as opposed to dealing straight up damage. If I wantto deal straight up damage, I'm going to play as a Marshall Class,for sure. My favorite for that, I think, is the monk,because they're awesome. But otherwise, yeah, spell casters for sure. I lovewarlocks with their invocations. That's always a ton of fun. And Yeah, warlocks and wizards are my top two probably for those guys, it's hardchoice, though. Can't believe you'd make me do this. All Right,Carlos, what do you think? I think personally I've had the most funplaying weapon users or just some melee characters. I think that part I got aplayer. I always like to kind of have this Jackie Chan type ofcharacter, which I can only really do with a melee character and the theit's just easier to sort of like ground what I want to do when Ikind of have an awareness of my own limitations, you know. Yeah,it's really fun to be a spell castor into and to do that, don'tget me wrong, but I just don't have as much fun like thinking oflike a Combo when I'm trying to fight somebody, when I'm casting a spellright, and I think that's that's that's for me because of the limitations ofspell casting right, like there are. I'd love for us to get intosome rules about like mixing magic and spell combos. I think that would bereally fun. But at right now, at the game right it's like youcan't the action. Yeah, but I'm...

...talking like more like interactions with spellsand environment and spell right, you know. Yeah, so for that I thinkI want to say melee characters. Personally, I enjoyed playing more.I like how you say melee specifically and not range characters, because melee charactersare way more fun. I mean like there, I don't I don't know, like with the rains, like okay, fire an air, I miss.Cool, but like, but maybe I'm it was like are go foran Uppercut, are go. Yeah, okay, I go for whatever exactly. You know what's funny? I and I found that that I kind ofget a better sense of that when I pre roll my attacks, like I'llstill I'll still like do the same amount of attacks, but I'll just preroll them so I know that, like, oh, that's like my first swing, I hit, I do this kind of cup move right then mysecond hit I miss and like that was a whatever. I've had a littlebit more fun doing that recently, for sure. I'm a hundred percent withyou there. So right in. What do about you, though? I'mdefinitely way more partial to the spell casting. I'm surprised. Yeah, anybody that'sseen en of my twentyzero warlock characters. I I don't know. I likethe I like the fantasy aspect of things. Like there are lots ofTT RPGs where you can play a melee character or like a weapons base characterand admittedly, there's lots that you can do with spell casting as well.That's casting. Is something that's like, I can't, you can't do ithere in real life and do it here, which is not to say that I'mgoing to go out and start smashing people with a hammer here either,but but you could that I could if I was so inclient, this isgetting to be yeah, no, I can't. I can't cast El BlastIrlm so. So I want to do it in the game, but let'stake a look at what our society had to say about this. I Alooking first at our instagram page. We had a comment from Dr Matt At. You, Wewelth, we're getting full on doctor's replying to our stuff now. He responded with spell casting. It often feels like it's easier to comeup with creative ways to use spells. So almost the opposite of what youwere saying, Carlos. He really likes, it sounds like, to slip intothat role where he is like thinking up, all right, what crazycombos am I going to do? Exactly like, versus just defaulting back tothe melee, but knowing that with the melee it's like, Oh, okay, I know what I'm going to do, and you can kind of come upwith the better way of describing things. Usually with that kind of stuff,for sure, I find yeah, looking over at our twitter page atworld either, sixty six replied with I prefer martial classes because I'm a bigdumb dum who can't keep track of spells out. Thanks Nice, I like. But yeah, I I can relate, not not so much for the bigdumb dumb part, but with the spells. Can Be hard to keeptracking. When you get into like wizards, who have like or I'm trying tothink of which classes, then pretty much knows everyone is a default andthey just got to select. Is that? Cleric, I mean wizards, areable to learn more spells than any other class. It's true. Soevent like, eventually wizards like and then that the points. Anything else?Say? Yeah, exactly, I know. Cleric's do have a lot of choiceand they're able to switch their spells over long rest. That's the bigthing for them. A lot of the other like other classes, like Bard, they learn a certain number of spells and then they can only change itwhen they level up, as opposed to a long rest. So the optionvariable for cleric's is a lot higher than something like a bird in a ina similar sense, I found the power associated with lots of spells, lots, to be overwhelming. We see like amount of spells known aside. Istarted playing a sorcerer for the first time and going from warlock disorcer and suddenlyhaving access to all these different spell slots. MMM, I was overwhelms, likethis is so yeah. So I jump into combat, I use themall within about four rounds and then I up. That was a lesson inwhat not to do. That's what can trips are for, unfortunately. Butthere's also I always find material components is...

...so hard to keep track of.If and like verbal and somatic things, like if you have to keep backof that kind of thing for your game two, that's always a tricky one. It's hard that. I don't it's an extra thought process in there.Yeah, it's very component. Isn't so bad, but the verbal and somaticis so little. Yeah, yeah, the especially the verbal part, likeif you're in an area where you can't talk or something like that, andyou've got this spell that requires verbal components and you don't know that, youhave to keep going and looking. Oh, does this require verbal component? Yes, it does. Okay, I can't use that one. WHAT'S THENEXT ONE? Oh, YEP, this one doesn't need a verbal I cancast that one, but it's useless. It's, yeah, annoying, butI feel like maybe eventually you start to learn. I don't know, it'shard. What else do we got? The final comment of going to readis from our community discord from User Matt. I'm always partial to a bit ofboth if I can really enjoy playing a valid bard or a Pellett intothis end and always wanted to go a blade singer, warblock a try it'swizard strout as well. Yeah, they're the half caster. wrote a halfcastor. I know so. So you've designed a couple half casters in yourtime, Dan. I am not super into the value rough caster. It'slike to go one or the other. Yeah, I mean I get that, and it's usually I find because the half castor is generally speaking, don'thave as much options. That right, like your utility is decrease, forsure, but you usually trade it out for something like combat prowess. So, for Paladin's they've got the divine smite and honestly, it is ridiculously powerful. If you can get divine smites off like it's insane. It's insane howmuch damage you can do as a Paladin, as you know. And then yousee it, start seeing crits on them and stuff like that as theysmite, and it's just like, okay, Yep, that you're like a rogue, except you've got, you know, a lot. You're a lot tankhere and you've got healing and you've got, you know, all theseother things that make you yeah, the one downside is you've got a codeyou have to live by. All is your an oath breaker. But exactlythen you can go oath breaker. You'll get my players more ideas. ButI believe that that is all that we have today for talk of the town. Listeners out there, let us know what you think it. Keep aneye to our social media for the next talk of the town question, forour newest releases and just to stay engaged with us. We'll see you nexttime.

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