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Triple Advantage
Triple Advantage

Season 3, Episode 5 · 2 years ago

Ep. 33 - Trends and Licensing

ABOUT THIS EPISODE

On today's Triple Advantage, Carlos walks us through DM's Guild trends and licensing information, Jordan begins our guided tour of the Outer Planes, and we listen to your opinions on whether homebrew or prewritten content is the way to go.

On today's episode of triple advantage, Carlos walks us through DM skilled trends and licensing information. Jordan begins our guided tour of the outher planes and we hear your thoughts on whether homebrew or prewritten content is the way to go. As always, follow our social media pages to keep up with the conversation and see our latest updates first. All Right, so for the echoes today, guys, I doug this. I was digging a little bit into the licensing and the general rules and requirements for posting content, like we have have been on DM skilled. This was because last week, Britain, you you notice again and again that with each releasing source book coming from wizards of the coast, DM's guild eyes incentivizing creators to write content for that book. Now, Britain, you brought this up to me, but so, what were your thoughts? Why did you mention it back then? Well, I don't know if in send devising is the right word necessarily. It's just whenever a new source book comes out, DM skilled, and probably any site that deals in DD content, is flooded with a billion new entries that have to deal with the new source book. So when Pharos came out, it was all adventures in new subclass ideas and all this stuff that Theros, when can't think of the Tumb of a nihilation came out, it was the same thing. Was all this chilty and type stuff. And now I log onto DM skild and like five of the what is it seven or eight that are displayed for the most recent entries are probably going to be related to ice windale. Well, they have a full banner ad on the also true. Also true, and I think that that's because, and I'm not going to say like I don't think that there's anything of substance in these, in these modules that are coming out, but I think that when a new thing comes out, there's so much hype already going on around it that it gives people license to pretty much just be able to sell whatever they want related to it, because everybody's going to be so attracted to reading anything new about ice. When Dale it's the it's the new flavor of the month. What's going on with that? So they're going to flock over, they're going to see that there's all these adventures, they're going to look for tie inso their own campaign that they can have ready to go when the module comes out and ready to run. Maybe they're going to have stuff leading up to it. So they're going to look for something like that, like an intro adventure, and it really like let's content creators get in there and just sell so many copies, because it's it's just what everybody's doing at the time, and I think that there are a lot. The nice feature of DM skilled is that it shows you, like what the most popular are right now and what a lot of people are buying, and that kind of helps you, I'm not going to say like filter through the stuff that isn't good. Sure some of it's really good that goes relatively unnoticed, but it helps you see what most people are buying at what most people are reviewing is really really good, versus looking through the thousand plus new entries and seeing like, Yep, this one looks okay, this one's terrible, this one's this one's really good. I'm going to use this one, but I think, yeah, I think it's just the same as anything else. As soon as something new comes out, than it gives you pretty much free license just rate whatever you want about it and somebody's going to buy it. Because it's the new thing. To certain extent it's also like inspiration. When...

...something new is coming out, your mind automatically goes to that like Oh, this would be really cool in that so for my guess would be at least some of those content creators out there are just like, oh, I just came up with this idea because I have this in my head. Yeah, for sure. I don't want to sound I don't want to have cynical about it, I don't want to sound like that's that's just oh yeah, but ler. Sure it's a lot easier to yeah, if someone were to come up with a nice windale thing, like, I don't know, like like six months, eight months from now even, it's probably going to be a less popular than I would have been if they were to do it now. Kind of thing. For sure, exactly I like and I think that. I think that also the rush for people to get it out in such a short span of time, to kind of Jump On that bandwagon, results in a lot of kind of half baked content. Yeah, a lot of stuff that's just kind of okay or not really that great. If you think our content is half baked, definitely instagram, Royal City Society. Well, definitely, when I when I first started writing and putting out content prior to working with you guys as the society. I have at least one module that's relatively poorly reviewed on DM skilled for good reason, because I wrote it and I was like yeah, I could spend some time and review this and shop it out to some people, or I could put it out right now and people are going to start buying it. So I put it out then and it's really not that good of content. I hope to one day go back and revise that so that it's better, but I can, I can absolutely see a lot of people doing that, being like yeah, I could, I could spend all this time workshopping it, or I could put it out now when it's almost guaranteed to get at least some people buying it, because everybody's buying up all this ice windal stuff and US book reviews are good, right, because, yeah, it's strong to hear feedback, right, and then we can use that feedback for work shopping itself, right, like it's just it's the creative process. They're absolutely so. I don't think that it's necessarily a cynical outlook on it. Right and your I think, just with regards to this particular genre, right, like DD specifically, which to the coast and their newest release. But you can see this across all sorts of creative mediums, right, like you have music that comes out and then all of a sudden this giant pop song makes a lot of artists now be inspired by it and all of a sudden music kind of sounds similar for you know, a couple of months. Right, like all these releases on soundcloud starts on like have elements that you're like, okay, I see that people are picking up billy eilish styles and whatever. Yet another trap wrap single, I see. I see exactly. So I think it's interesting and just reading the licensing documentation and Faqu's on the site actually proves to a lot of insight as to why they promote this kind of collective writing towards specific subgenres in this world. Part of the reason that DM skilled allows you to use their or Sert Wizards of the coast allows you to use their ip on DM skill is so that they can get, you know, the forgotten realms, to have hundreds and hundreds of stories crafted. Right. The idea is just necessarily to have more content reach more writers so that people can build off and creates a deeper world for what is, you know, the forgotten realms. So with that in mind, actually, I think my cynical perspective comes from the fact that we've seen now that we have a huge market for this kind of content. So Wizards of the coast is releasing new source books, I feel, very quickly now. It's you remember, like with legal legends, how they started releasing more and more skins. Yeah, once the popularity started increasing, and it's...

...not to say that this you know, that these are bad source books, but I think you know, with Cholat there was so many stories that were written for and really, you know, I guess you can move through content so much faster now because you have so many more people interested in the in the hobby, but I would be so interested to have these phases. You know, just thinking about my experience with world of Warcraft, because the expansions came out so seldomly. You know, when I joined in with wrath of the ledge king, it was a couple of years that I played in wrath and I was I really got to dive into, you know, norther end and the the lore behind a doing all the daily quests from it. So I think this kind of takes away from that sort of RPG element where maybe a lot of players are now moving through all these settings, all these places so quickly that nothing really you know, and especially with newer stories, maybe players aren't like sticking to them for that long or so you're not really experiracing, you know, this eightmonth term in ice when Dale now right, it's going to be this quick two moonth thing. Okay, we were there once and now we're moving on to the next setting, which is, I guess, a little a little strike at the the nerd and me that's that really wants to, you know, spend some time in these particular seings. I think that's why I've really enjoyed running like two of annihilation for so long. In part is because I feel now very like confect like comfortable with just like the story itself and the setting that we're playing in, and I love to continue doing more stories in it now that I'm like up to speed with it, you know. But I also understand that it can also be like a little yes, it's we've been in the rain for so long. Look at like get us out of here please. Yeah, it's as a DM, it's definitely, definitely something like you're like, oh, I got used to this area and exact know everything that's here and that we could possibly do, and there's so many like little secrets and things like that that I want to share with the group, but the group doesn't really necessarily know that. So they kind of go, okay, we've been here, let's move on. Yeah, exactly. They're like all right, where we did the quest? Like I get the fuck out of the cold man. Yeah, I'm I hate it when, like I write a really good one shot and like there I have like all these tiny little Easter eggs hidden in these tiny little things they can find and the group of the groups, I was like one like do you want to do anything in this room? The groups like now, we're just going to move on, and I'm just like you sure, sure, you don't want to make investigation ship and see what you pay? It's that a problem? I can do that, but I'm gonna have to start reading between the lines with you. It's yeah, I agree to some extent, Carlos. I feel like the rate that contents being put out, it's becoming people become really add setting wise and like wanting to jump here and there and everywhere, and I one hundred percent. I'm like, I'm enjoying to viniolation a lot because we get to dive so much into Chilton spends so much time like learning and fleshing out this really awesome place. Mind you, just this is a little disclaimer here. This is a bit of a layer thought that I've had here, and it's definitely under the assumption that that we have an influx of a lot of newer players that are being exposed to a lot of content right away. So it's like that hole. When you buy into this hobby, you tend to like grab a lot of things, like I did right, like I did personally write, like there's two adventure books that I I want to go through as well, and that's why this context switching is going to happen. All right, but at that same time as I feel like I should have, you know, gone into a little bit slower and the fact that they're releasing more content is sort of, you know, spurring that a little bit. But that's just under an assumption on newer players and newer DM's as a whole just behavioral assumption. But sorry what we're saying.

I'm kind of I'm kind of at a point where I don't really want to keep moving like one campaign into new settings, but I want to start like a campaign in each setting, which there's not enough days in the week. I couldn't do with that. If I ran one session a day, that'd be it's seen. So it's it's it's becoming. I see why people do, because it's becoming a point where I do want to explore all of these places and I want to see all the things that they have in store. But like it's actively like tearing me in about eighteen different directions. Plus, like I've got like call of Cathulu citty behind me that we're just talking about. DD Like we're not even talking about every other tabletop game you could be playing. Yeah, it's like when you get that like brand new giant RPG game that's supposed to take hundreds of hours and stuff like that, and you're like yes, I can't wait till hundred percent this, and then you get to the fifty percent mark and you start going, oh my gosh, I put hundreds of hours into this time to change it up a little bit here. Yeah, that's a time. It's also I want hit. I want to hit a hundred. I want to know. I have to. It's just a thing. So with my little digging, I also didn't know this, but I was surprised to find that you can actually buy printed copies of material on DM skilled. Have you, have you guys, ever bought a print copy of anything off of the site? No, but I do know that was available first for some modules. I think that it has to do with like people that are actually willing to put their stuff into print. I don't know. Is it DMS guild that does the printing for them or you have to do it? And then I'm my with within the licensing there's actually a closet states that you cannot get this product printed and sold on your own. Obvious you got to go through them. So you have to go through them. But they also have it on a limited appeal process. So they essentially you pitch your content at them and they will contact you back if they are if they see it as a word of as a worthy venture of pursuing with regards to your printed with the high of this hybrid license sort of printed content, which I think makes sense because wizards would want to protect any printed content off of their Ip right, which falls perfectly in line. I just think that it's a little bit you know, if you want to get like a printed book of your like story, you really got to stuff your DM chops and like really round out how you're going to get this printed and probably invest yourself in the process of it, because they're not going to there. I'm assuming it's more of like a year. You have a ready made product and we can pursue this. It's in line with all of our setting right, and with that in mind, right, like anything that you print, canny, you can only include the content allowed within DM skilled, which I think it's just like Eberon, probably the sort of vias in the rogas swords coasts are. I'm trying to find it here. I think it's like it's on each licensing thing. Right. Yeah, so, setting me on ourccount forgotten realms to Ravenloft, evern and Ravnika contents. Yes, rapicking now wears non interesting, I think because Chelsea Char No, no, yeah, for the time being, only forgotten realms, Ravenloft, ever, on, Ravnika and Paros are permitted the Oskay and sending neutral and setting to you. I think there's just a couple of edits at it's I need to be made on this page. It's actually two points back to back here that they just added Saros onto one but not the other. Got It. But yeah, so that actually, if you notice, does not include content like wild mount...

...or any third party content for that matter. So even event into a vernus and the kit, the club of Arnuss. Yeah, Vernus has forgotten realms. Technically no, but the characters in there. You cannot use cruel, for example, or Arkhn in stories that you publish towards the M's guild. Interesting and if it makes sense, like if they can't license content that they don't own, right, because that's that's those are characters, I guess, created by Joe Mendel and his creative team and I assume Matt Mercer and their their production studio or smart enough to hold onto the rights for their own content as well, even if they're polishing through Wizarius departner. So what's interesting about that is that I was trying to tie a couple more strings together. And with regards to critical role, they sort of have the same thing going on with their own community, right, although it's a little bit less established as a DM's guild kind of page and forum, but you see lots of their content get published on, you know, their twitters and whatnot, and whenever critical role catches a glimpse of community created content that they wanted to incorporate into their ip they personally reach out to those artists as well, and that's why you have a lot of community made you know, the artwork for the box, mock in a books, right, and all these third party things that maybe critical role was looking for at the time. And then, you know, you find a community artist and you go hey, great, we'd like to work with you towards this published venture. Right, because they're creating so many toys at this point, right, there's no way that like like the reasonably so, with the Funko pops and with everything else, right, like these other you know, manufactors are now reaching to the creative content of critical role and going hey, guys, we want to print your shit, right, because Fanko's already done that with wizards as well. You know, you have magic, the gathering characters. So now, you they're just pointing it to the other, you know, sub genre of you know, critical role and the content that involves in wild mountain. My mind's blank and care Britons, the previous continent, the critters, please. But anyways, interesting little things, a little bit of a deep dive. I've been too just what's a lot of it's not allowed, but I think it's important as we sort of pursue more and more content on our page as well, because I think it would be fun to have. I know that there's a lot of people, a lot of the MS in the area. Maybe we can start talking to them about like locally sourcing content for a communal world. Who knows? Well, definitely keep the audience update the society here with any updates so that in the future episodes of triple advantage. But I think with that I have ran out of time for my segments. So Jordan, are right. So for divining the DMG. Today we're moving on to page fifty nine. We're talking about the outer planes. Last last time we talked a little bit about like what the outer planes are and and some of the optional rules that can kind of go along the lines of that, and we talked about the infinite staircase and the river sticks, all that kind of jazz to how you get there and that sort of thing. But today we're going to go over the specific places. So I think there's sixteen, if I am remembering correctly here total. We'll see how many we get through before I run at a time here. But they're actually going to be really interesting, I think. So this is for it tells you a little bit about each of the different places...

...in one of the optional rules that can go along that place, should your adventures ever end up there. So, without further D let's move on to Mount Celestia. That is the first place that we're going to talk about. It has I'm just going to look back and forth here, back to page fifty eight where it talks about the outer plains and there's a list there. So the alignment of Mount Celestia is lawful good. So just kind of keep that in mind and I'll flip back and let everyone know as we move on. So Mount Celestia is a single sacred mountain that rises from the silver sea to the heights that are barely visible and utterly incomprehensible, with seven plateaus that market seven heavenly layers. This plane is the model of Justice and order, of Celestial Grace and endless mercy, where angels and champions of good guard against incursions of evil. It is one of the few places on the planes where travelers can let down their guard. Its inhabitants strive constantly to be as righteous as possible. Countless creatures aim to reach the highest and most sublime peaks of the mountain, but only the purest souls can gazing toward that peak fills even the most jaded travelers with awe. So Braden I'm unfortunately, I don't think you'll ever be able to go here. Not of my characters are even come close to its a meeting goods, these goody goody requirements that he so much yeah, this it makes sense to me. This is cool. It sounds like sounds like a Paladin's best room. Oh yeah, it sounds like where they would strive to end up. MMM, a hundred percent. It also, I think it mentioned in here that it's one of the few places that people can let down their guards. I don't know about that. I feel like if I was an evil character on this plane, I would have my guard up a lot. But yeah, I guess if you're a good character. You're fine. So the optional rule here is blessed beneficence. In contrast to the dissonance experienced by evil creatures, here, good creatures are literally blessed by the pervasive beneficence of the plane. Creatures of good alignment gain the benefit of the blessed spell as long as they remain on the plane. In addition, finishing a long rest on this plane grants a good creature the benefit of the lesser restoration spell. So this is just good things all around. Not Allow, that's pretty hot, like when you're at the level where, because this seems like a lot to me, but I feel like when you're at the level where you're traveling to Mount Celestia, that's decently trivial. Yeah, blessed spell and like even lesser restoration. Yeah, that seems like something you would already have by like level what, six, seven? Yeah, bus wells like what an extra Def on saving throws and attack Rolls, I think. Yeah, not a not a bad thing to have, for sure, but no, yeah, and less a restoration would just cure like poisons and such. Right. So let's actually like, I don't know, like, if you think about it, it's an extra plus one on attack rolls, right, like an extra plus one on a magic item is pretty yeah. Yeah, yeah, so it's not something to to sort of brush off. I even higher levels, I don't think. No, fair enough. What do you think about? Like, like, would all the creatures there, though, also have this benefit? Her creature? That's good, I guess. Yeah, I would think so. Okay. So, like all the...

...angels and stuff like that, I assume would also be under the influence of this. So if you are frightening against them, like it's not really an advantage, but I guess, you know, everyone has that benefit. That goes on. Yeah, don't be an evil character here, guys. Okay, so the next one here. So these move pretty quickly, like it's just short little stuff. So that's why I'm kind of reading through a little bit more word for word here. By topia, this is the two layers of the twin paradises of biotopia are similar yet off opposite. One is tamed, at Tamed Pastoral Landscape and the other is an untamed wilderness, yet both reflect the planes goodness and it's acceptance of law and order when necessary. By topia is the heaven of productive work, the satisfaction of a job well done. The goodness flowing through this plane creates the feelings of goodwill and happiness in creatures dwelling there. So by Topia is a neutral, good, lawful good alignment place. And yes, it has two different alignments, which I think is odd, but I suppose it works, especially since BYTOPIA has two different sections here. kind of makes sense. I like. I like that it kind of accepts in here that because, especially when you're dealing with like Paladins and that kind of good alignment a lot of the time, as as characters, it's it's interesting to remember that the idea of goodness isn't always this rigid adherence, is not always this one hundred percent absolute thing. And the fact that they include that, like there's like this untamed wilderness that seems chaotic, that seems disorganized, but it's still like a reflection of goodness is is nice. I like the thing. Yeah, that's and I think what they're what they're putting in here is is kind of like telling you that good isn't necessarily just about morals either. It's a little bit here about, you know, a job well done, you know doing productive work. You know, this is like the farmer's heaven kind of thing. Yeah, that's the VIBE I'm kind of getting from this one. So the optional rule that goes along with this one is pervasive goodwill, which is at the end of each long rest taken on this plane, a visitor that is neither lawful good or neutral good must make a DC ten wisdom saving throw. On a failed save, the creatures alignment changes to lawful good or neutral good, whichever is closer to the creatures original alignment. This change becomes permanent if the creature doesn't leave the plane within one d four days. Otherwise, the creatures alignment reverts to normal after one day spent on a plane other than by Topia. Casting the the spel evil and good spell on the creature also restores its original alignment. This is one of the optional rules that I wouldn't use. Yeah, kind of talked about it last week. I like the last one that kind of gives you benefits for playing your character in a certain way. Yeah, gives you benefits for being lawful good and acting that way. This one kind of like it. It almost like forces you to change how you're playing a character. HMM, and I don't lie, I really don't like that really opposed to that. What do you think, Carlos, about kind of having to change your character based on something like this? I mean in I mean in chilt. Sorry, I don't know what was happening there. I mean in chilt. You guys have been possessed for so long that I feel like, in part...

...that's part of the mechanic of the last dungeon at the very at the very least, you know it's part of it. I've tried to be very clear that. You know, you still have your own free will to act, but there is some sort of our pure award to have that. You know, like it's a weird balance, right, because, like I'll in part right, like with your character in particular. Jordan newt is a normally brash character that jumps into any form of danger, yet he's been sort of possessed by this deity that is kind of, you know, skittish and wants to get away from danger. So I least I don't want to take away from your character in the same sense, but, you know, at the other on the other hand, I also want to finish this dungeon. So if you are pe that possession fully, just leave right. Yeah, so that's not good either. Yeah, it's true. It's I'm not sure how much I would do this. I mean changing a person to a neutral good alignment isn't usually going to change their character overall too much here, like yeah, I mean unless their character was flat out like chaotic evil before, you know, then then I'd be like, oh well, you know, this is just a complete flip for you kind of thing. But a neutral good alignment you can play like your character a little bit more. I would just say, like while you're in Bytopia kind of thing, maybe you are more keen on on doing something that's productive and good for society kind of thing, like tame the wilderness kind of thing. Do something that is going to be productive of don't just lays around or or do whatever makes you feel good kind of thing. It's more like hey, there's like stuff that you can do here. I don't know, maybe I would. Maybe I would just say, Hey, there's the you get these impressions, are these feelings? Maybe I wouldn't make them do like a full wisdom saving throw followed by your alignment is now different kind of thing. I'm not sure. But yeah, society, let us know what you think about these kind of things as we go through them. Moving on, Elysium is the next one, which is a neutral, good place. Elysium is the home to creatures of unfettered kindness and compassion, a welcome refuge for Planer travelers seeking a safe haven the planes, but call the colic landscapes glimmer with life and beauty in their prime. Tranquility seeps into the bones and souls of those who enter this plane. It is a it is the heaven of well earned rest, a place where tears of joy glisten on many a cheek. How touch is can I go here please? I need a occasion. I think we all need a vacation. This is my this is my least favorite so far, really, even more than restless. Yeah, well, no, mouth Celestia is cool. This just kind of seems blow. Ah, I see, and this is just as a DM. I mean, like it just seem. It's cool. It's pretty fantastic right now, so let's just seem cool. Like it has these these tears. It has law and order and people constant vigilance looking out for like enemies, like yeah, by by Topia, by Topia. So, yes, by Topia has like these too, like this dualistic nature. At least seum is is pretty the YEP, tranquier. It's like a sanctuary. Basically. If you're running away from people, it might be the place to go. But, yeah, House then, like a hydrogen extra dimensional house at...

...least. Like yeah, or if you're trying to hide someone away, like, you know, if you don't want your family to be caught up in some sort of work. And I think you sent them to Elysium, but I fully not permanently. Celestia was also a haven, was it not like a resting point for like a safe place? It is a safe place where you can let your guard down kind of thing, for sure, but it is not like, I don't know, like Alysium gives me that like sanctuary feel, whereas like I feel like if you end up in Mount Selestia and you're not like this lawful, good person and all the time, they might start to get say hey, do you really belong here, like what are you doing here? I don't know if I want you around, like I saw you, you know, just make fun of this person or slap that guy or, you know, try to like get take advantage of someone. You know, I don't like that. Get Out of my plane kind of thing. At leastium feels like kind of almost anything goes, but you're more supposed to just be like, you know, relax, chill, take a breath. I feel like if I ran at least e than my campaign, it would be a day spot. No, yeah, absolutely. So, weird world where gold and currency has turned into this sort of level game level. So you're high level. Creatures are the only ones. I can just say, yeah, I took an evening in Elysium. My Baka was a little sore from the other day. Meanwhile you have like the whole rampart destruction everywhere else. It's great. So the optional rule for this one is overwhelming joy is what it's called. So this is visitors spending any time on this plane risk becoming trapped by overwhelming sensations of contentment and happiness. At the end of each long rest taken on this plane, a visitor must make a DC ten wisdom saving throw. On a failed save, the creature is unwilling to leave the plane before taking another long rest. After three failed saving throws, the creature never willingly leaves the plane and, if forcibly removed, does everything in its power to return to this plane, I dispel evil and good spell removes this effect from the creature. The Lotus Hotel and casino. I take back everything I said about a last you. And yes, I am now one hundred percent running it as a day spot. I love that. Oh, this optional rule just made it a great place. Yeah, no, much change everything. That's why I did not lead with this. Yeah, that should be optional, that should be just inherent in the planet. It's funny. I thinks like this optional rule makes this place from have like it turns this place from this very beautiful and, you know, final destiny, willing final destination to vary this stopic and, you know, entrapment, kind of an entrapment kind of environment, right, it's like it's not good that you want to be before and yeah, to it, which which is an interesting thought when considering that this is, you know, a plane maybe where you'd be taken in the afterlife, right. So, like is the light at the end of the tunnel. You you, you see Alesia, you know, maybe have a session with that player of them tech spending one day in Elysium, you know, as they're dying, breath is happening. Who a lot of thematic mannerments at this one. Oh it's great. Oh Man, I can't believe that that's an optional rule. Just just so Ra that...

...should be. That should be a full rule. All Right, I'm not sure how any of the other places are going to top this, but let's keep going. Here we got the beast lands. The beast lands here, let's see, is a neutral, good, chaotic, good plane. So the beast lands is a plane of nature, unbound, of forests ranging from Moss Hung mangroves to snow Laden Pines, of thick jungles where branches are woven so tight that no light penetrates, a vast planes where grains and wildflowers wave in the wind with vibrant life. The plane embodies nature's wildness and beauty, but it also speaks to the animal within all living things. So this is just jungle town. It's pretty cool. Yeah, again, I'm sure I'm going to eat my words as soon as we absolutely I'm waiting, but this it seems okay. Yeah, it just seems like this kind of you know, it's a jungle. It's a place where there's lots of wildlife and stuff like that. There's a little better than just basically see it. That not by it's so there's actually two optional rules for this one, which is interesting. So Optional Rule Number One is hunters paradise. Visitors to the beast lands find their hunting and stocking capabilities improved and characters have advantage on wisdom animal handling and wisdom perception and wisdom survival checks while they're so. Again, I'm kind of like curious. Would like all creatures, I guess it would be like all like intelligent creatures, would have advantage on these kind of things. Like would gain this benefit? Yes, I like the beasts of the land wouldn't gain this benefit? Or would wolves suddenly become like way better at tracking? It's good question. I mean they're already amazing, but you know so. The second optional rule here is beast transformation. When a visitor slays a beast native to the plane, the slayer must succeed on a DC ten charisma saving throw or become transformed, as the polymorph spell, into the type of beast that was slain. In this form, the creature retains its intelligence and ability to speak. At the end of each long rest, the polymorph creature can repeat the saving throw on a successful saving throw, the creature returns to its true form after three failed saving throws. The transformation can be undone only by a remove curse or similar magic. It's need idea. Yeah, I have. I have two variations on these optional rules that I'd like to try. Okay, I'd like to make the Hunter's paradise permanent after a certain time. So basically, just being in this plane, you eventually buy essentially osmosis become just fantastic at animal handling survival because you're just spending all the time in this jungle. It feels like you should be able to carry that over. Yeah, the other thing, and and this would be really scuffed and I don't know how I would run this, but essentially, as soon as they enter the plane, have every sentient creature just become an animal, just become whatever animal is closest to their kind of traits and use the DM soul through and figure that out and figure out what they would become. It's becomes Lion King essentially. Well, not only you know what the like. With that thought in my head, this kind of turns into a very Jumanji type yeah, setting right. It's almost like if you could tie in some sort of story...

...of like maybe the yawning portal takes you to these to these outer planes. You know, you land in some of them and you have these many adventures where you're now turned into random animals. Reminds me of the Kingdom hearts to when you visit a yeah, right, yeah, or yeah, yeah, Kenny Marts, to when you visit any type of weird plane where they yeah, it may warm you because whatever's a native to the bed, denizen of that plane or whatever. Yeah, I like it. What do you one thing I have noticed is on all of these wisdom saving throws and such that I've been made so far, or charisma, they've set the DC at ten, which I mean my impression is that you visit these kind of lands like way late in the game. Yeah, kind of thing. But a DC ten later on in the game, when you've got all kinds of gear that should be helping you with saving throws and you've got, you know, hopefully your stats are decent at this point. A DC ten is like less than fifty percent chance that you're going to fail, kind of thing. Yeah, I don't think that it's supposed to be so much like a hurdle that they have to overcome, versus like this very small element that that's another layer and has a chance of kind of just derailing everything. Y, because with something like the if you're stuck in Elysium, that that that's not just like a hurdle to overcome, like that's it. That's that potentially campaign derailing. Yeah, absolutely, stuck on this plane for your entire life. The same with the beast transformation. If you're just like stuck as an animal for the foresightable future, that's not really something that like, Oh oh, how we got ourselves into this mess. Now that's like, Oh, okay, this is my life now. Yeah, this is who I am, roll a new character. Oh yeah, I don't know. Well, you know what, like I guess a DC ten. When you're when you when this isn't the main point of your campaign, is is acceptable kind of thing. But if you you could easily make this like into the campaign, you know, like you could take these lands and you can kind of maybe amalgamate them together in some sort of you know, Utopia or whatever. I don't know what it's called, but like a place where all of these planes would exist all together kind of thing, and you could travel to the different districts or whatever that represent each of these different places, or or, you know, have some sort of transportation between the planes becoming a lot simpler and you can just have an entire campaign set in the outer planes only. Oh my God, Oh my God, Oh my God, your entire campaign setting is Disney world. And Yeah, rail tracks take out planes, IP issues. Yeah, I mean, I mean there's no idea on a mono rail. Yeah, yeah, but I'm going back to Carlos's earlier point. If there's not a homebrew item, that's just a random board game and rolling a one transports you to the base lends, then I'm disappointing. This in the communities a whole. The JUMANJI board that would be pretty cool. All right. So do you guys think I should keep going here or should we call it there? And now, how long we've been talking for? What are we looking at? Yeah, it's been quite a bit. Actually. I think time to switch it up. Yeah, I think it's about time to switch it up. We had some good talks here. So yeah, great, and if you don't mind take it away. Before we jump at to talk of the town,...

I just want to say that this episode of triple advantage is sponsored by the fires below. The hit module, kind of a hit module from the Royal State of society. The town that your party is staying and is suddenly beset by multitude of fires coming from the minds below. Is it simply an error in minding, or is it something more? Your parties asked to investigate. This is a three to five hour adventure for level ten players, including new NPC's and new location, unique maps that you can use in order to help your players stap blocks for new creatures that are found below and new magic items to reward your players with. Available now on DM skilled. And now it is time for talk of the town, which is the lovely, lovely segment where I pose a question to the three of us here and also to you, the society listening at home via our social media channels. We answer, we see what you said, we compare, we talk about things. Sometimes we yell at each other. It happens. Let's talk about today's question, which it's a pretty simple question. We could just answer it and move on, but I don't want to do that. I think we should actually talk about why. Do you prefer running homebrew campaigns or do you prefer running pre written modules the end of the day doesn't at all turn to homebrew. Well, let's talk about that. What do you if you if you had to, not even in the abstract, like those are the binary choices, what would you pick? I like running home brew stuff. I definitely have been enjoying running the newer adventures by Homeber I do mean like an amalgamation of stories that I'm sort of stitching my own story, pacing and, you know, feel to. Largely there's a lot of elements that I do like to pick from pregenerated stuff to put together. So I'd say that my level of homebrew hasn't been as involved with regards to creating every aspect of a story from scratch. But I think that's where we get into the gray area of with where I think this conversation is going to go, which is where the what is homebrew and you know, where does homebrew turn into something, you know that's a little bit more pregenerated? But personally, I think from my experience, I really love the homebrew elements much more than the pre written ones, and I think that's just because, as a creative and as a dungeon Masser, I like that level of granularity that I can add to a story. You know what it's what makes it, you know, not just tomb of annihilation and a very surface level example, right, but it's my tomb on that elation campaign. And then, in that sense I've really loved not, you know, just too mannihilation but, you know, maybe some of the encounters that have been in there and some of these stories in there that I've sort of added to the module more so than just taken from it. HMM, Jordan, what do you think? Well, I'm going to play a bit of a devil's advocate here because I kind of believe it. I I like the prewritten modules as a DM specifically. I think that's a little bit because there might be a bit lazy, but but also just with the pre written modules that I've seen, it has so much detail in there. It's fantastic. I love being able to cake take all that detail and turn it into, you know, a situation for my characters. I like knowing kind...

...of where the campaign is meant to go, kind of thing. I like knowing the characters and their ideas about like the like. By characters I mean mpcs, I guess, and and what they're kind of hoping to get out of each of these different situations. I find that when I homebrew things I leave too much of that detail out and so I end up improvising a lot and then characters sometimes get a little bit like, Oh, is this character still this character or has they have they kind of changed their mind a lot over the last, you know, ten seconds. So I like having the the written module there to kind of tell me what what is going on, what people are feeling there and where I can take the group. Now, if the if the players, don't, you know, respond to that, then for sure I'm able to improvise and go from their kind of thing and maybe I can find other characters that might speak to them or another way of getting them to kind of like follow the path to a certain extent, but maybe they take their own their own way to get there, like which is totally fine. But I like having a little bit of end goal, a little bit of like here's where people are starting off from and the middle is kind of of blurry. You know that? That's that's why I do like the the pre written stuff. Right. I'm similar, I think, to Carlos's first point, which is that, yeah, the the prewrittens end up very homebrewy already. Yeah, I like right now I'm running both. I'm running Thursdays as a completely homebrew campaign off the dome and I'm running Fridays as a I'm working my way through the tyranny of dragons dual campaign run rise at te at Maut right now, and I like. I'm not going to lie, I like the pre written modules because, okay, I've I'm an inherently lazy person and with the pre written modules a lot of the work's done for you. The step blocks are written out. It tells you a lot of the time how to play the creatures specifically what they would do in combat, all the guests, a lot of the guess work is kind of taken out of it. Yeah, but I like not being I like not being necessarily strictly to one end goal. Yes, but yeah, but I like not having to adhere to the content if I don't have to. I feel like if this was a video game, if I was running, and I've made the hoard of the Dragon Queen Video Game Comparisons Multiple Times, if it was a video game, I was playing a video game, there wouldn't be room for interpretation. Necessarily, I got to do what I have to do because it's in the programming right with with this, if I don't like something that the modules presenting to me, I just don't do it. Yeah, if I don't, if it's like, if it says something like he has this combat's going to happen, except for this slight chance that the combat might not happen and might party has spent the last four hours in combat, I might make it significantly more than a slight chance the combat's not going to happen. I might explain to the audience are able to determine what you're saying like any split man. Yeah, I'm well, I'm saying that like if, if, if it's presenting more of a combat heavy thing and there's potential to turn it into a more RP heavy thing, I'm going to do that. If there's a room in a dungeon that I'm looking at and I'm like, I...

...don't I don't like that fight, I can change that. In Hoard of the Dragon Queen, the last creature is notoriously broken. For a module, you're essentially fighting a full adult white dragon with a level seven party. It's not going to happen. So I'm going to change that up. I'm not going to let that happen, and I like the freedom to be able to do that. So I like following the general structure of a pre written Yep, but I like being able to interpret that however I want. So I guess yeah, mostly Cany hop group. Yeah, yeah, yeah, which is how most modules go. Like, yes, I don't think I've ever played a campaign where the module stuck to it or the DM stuck to the module exactly. You know, it just it doesn't work. It depends on the number of people in your party. It depends on the number like like how these people are playing. Like there's always room for interpretation and players are always going to do something unpredictable, right. I think you also to sound a really good point there, tuber and, when you said that it's nice to have a lot of the STAP blocks already there for you. And it's an interesting point to make, because that is really only true if you aren't comfortable with a lot of creature STAP blocks. Right. So that also relates to if you are a brand new DM, right, like what, your level of homebrew might be completely different than somebody who's been at it for years and has homebrewed every single monster in their encounters, right, because they just have an innate feeling as to how to balance things and create monsters on the flying quickly to you know, not saying that there are dms that can do that or if that's an easy thing to do right. I'm definitely not a level where I could just throw in a creature, you know, and my head just kind of automatically knows it's perfectly balanced for this particular encounter. Right. But I think that as you get better at that, right, creating homebrew becomes a lot easier and just going from idea to story. And not only that, but at first right, like we're creating, like I remember a lot of our first homebrew stuff was creating just one home encounter type things where you know we're running very direct like your here is point a, you need to get to point be. Here's you know, the wavy path to it, but you know it's pretty cut and dry, whereas some later homebrew, like in your campaign Britain, right, like me, now, you're involving a bigger world around it and how things might correlate to one another. Right, like there's organizations on top of that. Right. So I think just naturally, as you become a better DM and play this game more, your homebrew sort of, you know, increases into other areas that a source book already has, you know, planned up for you. But I wouldn't say that just taking goblins and whatnot creating a story from it isn't homebrew either, you know. So I think, like in general, I've enjoyed my own homebrew a lot more. With regards to the setting, like the avalon setting, I want to get back to that because I think that that's Super Fun and I'm want to incorporate that into this sort of royal city setting that we will hope, will hopefully want to get around to work and on. It's like there's but there's a lot of ideas around that, right, and there's a lot of a higher level sort of you know, how like Gods and creation and the world sort of operates. Rightly, I think as homebrew sort of developed from you entering this hobby. Right, you go from just writing stories to creating a game engine. Right, you're creating something that can constantly produce stories, right, and I think it's a subtle little shift because...

...it's all a source. It's sort of what's needed within each like pre written module, Right, I've written modules are in of its own, their own little game engines, right, like you have whether effects, you have things that are pertinent to that particular location all written up for you. So I think you know that's just the nature of your homebrew, right, you'll naturally start swaying away from these per written content, for sure. Now we post this question to the society, as we always do, I got only one answer. I got a lot of I got a lot of responses. That only one side that people picked. What do you guys think that is? I think it's help for thanks umber. Yeah, it was, which is interesting to me, especially because I wasn't thinking about this. But now we had that whole discussion, for during our echoes of the outland segment, about how much content is out there and how much, like we're still seeing new content ice, when Dale's coming out like two months from now. We've got there rows just came out earlier this year. I think we've got another thing coming in like three months, beag. Even though there's so much content out there and so much that you can do and so much that you can read through and run for your players. People are still choosing to just ignore all that and write their own stuff. Why? Why is that? Like? Is it just it? Is it just like a creative urge? I think so, go ahead, sir. A couple of things. First of all, Burn Ice Win Dale actually comes out in two days. COMES OUT September fifteen. Get Out really absolutely. What am I thinking of? TASHA'S CALDRON? I think it's Sasha's called him. That's okay, that's such for October. But yeah, I think. I think it is this drive to create now, because you are forming these communities of people that are going, hey, let's build something really cool together, let's build, let's add all to you know what we're working on right. Everybody's finally, like are not finally, but everybody has his outlets to collaborate with random people everywhere. So of course it's going to incentivize and of course that's going to create a higher drive to create more and more original content. I think. I think it's just, in general right, like giving people tools, like dd beyond, having an in counterbuilder, having the and I know these aren't things that are just true to dd beyond, but like having online tools like encounter builders or random table generators are allowing a lot of creators to create higher quality content, like you see with like music, right, like all these tools are just becoming a much more accessible for people to create, and it's a naturally creative medium of entertainment. Right, like you have a DM and at least that one DM is going to want to write some stories or at least take stories in from other pregenerated content. Right. But as players create in that own world, you have five other players, on average, let's say, right, constantly making stories. So this genre it's just about making stories. So it's not surprising that we see such a rest. I don't know, it's like maybe the resurgence was hugely populated by critical role, but, like, it's not surprising that now that everybody's found each other, that people are just want to create more and more and more and more and more. Right. It's a creative outlet that everyone can kind of get into without like much in terms of like you don't have to pay too much, I don't think, to get into dungeons dragons. It's not an overly expensive hobby and it's something that mostly just requires a creative mind right. Yeah, and I mean even if you wanted to add to like dungeons and dragons, content, right, like you can get as long as you can, you know, learn about the...

...sources and get your information right, like there's nothing preventing you from writing about ice and Dale. Right, there's enough law on it. You could use content from the open game license, and right for that, or even find monsters that have been released, and right for it. Right, like that's what them. Skilled is great because it's allowing all these people to just generally use creatures and make their own home brew with it. Right for sure. Jordan saying that it's not expensive to get into this Gab. You have not seen my days collection, but I'll save does collection talks for next week's, next week's talk of the town, because I've already got my question picked out for that. But for now, dear listeners, what you can do is tune into our social media pages, that's Royal City Society on Instagram or royal city social on twitter. You can follow the conversation there. We post new talk of the town questions every week. Check out our content on DM skilled. Check out do your guards music on all streaming services now in the meantime, stay well, stay safe and look for new episodes, episodes of triple advantage, every Monday. We'll see you next week.

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