Design
A landmark episode! I'm joined by Karim, a.k.a FeverDreamStudios, and we get real deep into the design of D&D. How it's designed, how to design for it, and ways that PCs and DMs can design around and with each other. Too many nuggets of wisdom to list here, if I do say so myself!
- 01:49 - The design of Fifth Edition
- 08:26 - How PHB design affect player expectations
- 16:59 - How to start homebrewing
- 22:18 - Magic in a homebrew setting
- 31:35 - Designing adventures
- 39:05 - Integrating PC backstories
- 43:12 - Designing antagonists
- 52:30 - Avatar and alignments
- 57:00 - Designing social encounters
Intro Music: 'Local Forecast' by Kevin MacLeod
Intermission Music: 'Chill' by Kevin MacLeod
Outro Music: 'Local Forecast - Elevator' by Kevin MacLeod
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[Music]
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hello and welcome to another episode of
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thinking critically a d discussion my
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name is danilo a d d guy and i like all
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kinds of games and the crunchy mechanics
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that make him tick
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today i'm joined by my first guest from
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outside the uk kareem aka fifa dream
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studios thank you ever so much for
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coming on can you tell us a little bit
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about yourself
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well it's it's my pleasure to be here i
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am an adventure writer i am a twitch
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streamer
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and
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playing
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dnd
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running d
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it's a a newer hobby of mine i picked it
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up around three years ago
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when i was in university some of my
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friends
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were asking around hey does anybody want
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to play d d and i said you know what i'd
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like to try it i had played
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gurps before
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but that was my first time playing d d
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i
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spent about a year and a half as a a
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die-hard min maxer
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before before i saw the light of other
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ways of play
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and since that time i've been writing my
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own adventures for publishing and for
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running just for my friends and i've
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been having a blast
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ah awesome that's uh yeah really good
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introduction i i probably got into it
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maybe slightly later than
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if i was looking at myself from a third
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party maybe later than i would have
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anticipated but i'm very glad i have and
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i do have quite an obsessive personality
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and when i
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like something i'm really
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all in no holds barred and dnd is no
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different
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you mentioned there about you've played
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gerps before and you started with a die
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hard min max personality and i think it
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can be the case for a lot of players
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when they first come to d d
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say
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okay let me try and optimize my
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character optimizing is maybe the the
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less cynical way of saying a min max so
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in terms of
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do you think that
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there's any elements of the design of
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dnd maybe 5e for the sake of argument
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that
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encourages
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min maxing or optimization over role
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play
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i think so what's interesting to me is
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that my experiences with gerps were just
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messing around having fun with my
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friends honestly when i was playing
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gurps
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to be honest i didn't even know the
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rules i i showed up i was told a premise
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hey do you want to
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be a character in some crazy wacky world
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with magic i was like hey can i be davey
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jones yep you can be the evie jones
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perfect great and then i fell in love
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with that character
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when i went over to d
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my friend who introduced it to me he
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said you know it it's very important
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that you make a character in advance
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because that takes a bit of time we're
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going to sit down we're going to make a
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character we're gonna read from the
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player's handbook i said okay wonderful
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so i started making my character with
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him and we were reading over the
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player's handbook and i think what
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influenced me
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is that well one
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he spent a fair bit of time talking
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about about combat but i think also
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there is
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a very
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big part of the player's handbook that
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deals with combat and if you're reading
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that before you play
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then
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i think it forms an impression that
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combat is
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maybe the the pinnacle of dnd like good
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combat is a good d and d and if you're
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good at combat you're good at dnd
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hmm yeah and likewise for spells
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actually a large percentage of the the
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players handbook is dedicated to spells
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as you'd expect there's a lot of them
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and they need a lot of words and stuff
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around them so it's kind of a given but
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still exactly as you say if you approach
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it from well hey there's a lot of spells
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and an awful lot of gritty mechanics
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around combat here i have to assume
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that's important let me build my
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character with that as the first step
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and then when you actually
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start playing in session one and the dm
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says what drink do you want at the bar
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oh uh i don't know the drink that makes
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me hit someone harder
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so i can see how that's yeah it could be
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quite a common
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pitfall and i've seen it in the game i'm
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running right now which has a lot of
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first timers predominantly first timers
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predominantly of those
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have zero experience with anything
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anywhere near this
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and a lot of their characters are a mix
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of optimized some more than others or
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just kind of this
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middle ground of
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ambiguity for lack of a better term
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around what they wanted to focus on so i
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guess we could say in in that regard
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perhaps the php is somewhat lacking in
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in how it's designed potentially there's
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a there's a lot of good standout points
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but i'm certainly think there's
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room for improvement but it's
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it's a
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i mean i don't envy the the writers and
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designers let me put it like that it's a
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it's an uphill battle right and it's not
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to say that the players handbook and the
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dungeon masters guide don't have
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wonderful things to to learn by by
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reading them regarding topics that
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aren't combat it's just i think by
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volume you know if if people are reading
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in they they're just sort of skimming it
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they see combat now you know they pay
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attention to that and there's only a
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small passage
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on role-playing or whatnot so you maybe
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don't pay as close attention to it
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for sure yeah they're intimidating reads
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certainly for those that have come from
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well you know gone are the days where
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even video games had manuals i mean i
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remember vividly getting the train home
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with my world of warcraft 200 page a5
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manual i'm reading that on the train and
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that those days are long behind us now
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so the moment you rock up to play
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another game and go oh by the way
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there's 300 pages of a4 here plus maybe
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a further 600 if you fancy it it's like
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whoa okay here steady on what's i just
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want to i don't know some dice
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would you mind explaining a little bit
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more about gerps because to be honest
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i'm not very familiar but i think it
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might be quite useful exercise
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well it's
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unfortunately it's been a long time
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since i've played gurps so my my memory
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on it is a bit vague
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but uh gurp stands for the generic
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universal robling system
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it's not a d20 based system it's a d6
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based system so you have to roll a
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certain number of dice uh depending on
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your
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character sheet the more
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proficient you are at something the more
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dice you have and then rolling the five
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or six is considered a success
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and you need a certain number of
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successes
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that's the general mechanical framework
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i know that there are a variety of other
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modules for gurps in other settings
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there's a star wars gurps
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source book for you to run star wars
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adventures in the within the gurps
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framework so in that sense it's a bit
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more open and flexible
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but my actual exposure to the rules was
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very limited i just wanted to play davey
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jones
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sure sure yeah you had you had an idea
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and you wanted to run with it which is
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which is great i'm pretty sure i've
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played either you know at gurps itself
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for a very
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similar system of that okay if you're
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rubbish at something you you can only
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roll one and if you're great at
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something you can roll five therefore
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you've pretty much got it in the bag the
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simplicity speaks for itself
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one thing i wanted to
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talk about was
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obviously we've already talked about the
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players handbook a little bit and one
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thing i really wanted to stress and one
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thing i stress to my
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my players and my my friends is that
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the language used in terms of
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it's an element of design just the same
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way the art is an element of design that
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the words that they've picked are
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pretty well done i have to say
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it's dense but it's consistent which is
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very important so something i tell my
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players and my friends is you've got big
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and you've got little a big a is the
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action
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and then little a is for action with a
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lowercase a at the beginning and that is
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a huge differentiation in the rules such
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a subtle change in is it an uppercase a
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or is it a lowercase a but it means such
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a huge difference and when i
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spotted that and then you see everywhere
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you see little a means this and capital
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a means that
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i was actually fair play that's actually
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a really
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good job of being exceptionally
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consistent to something that's kind of
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hard to spot and also likewise with the
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spells so this is something i've
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butted heads with
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my players on a number of occasions when
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they've said
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i want to use spell x but i want to use
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it in this way
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and that is really tough
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for me to say
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no because i know in my heart of hearts
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that spell isn't it they don't intend
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for it to be used in that way the
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wording is is the designer's intent for
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that spell is
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really clear
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in the wording
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so i'm always like oh man
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i really want to commend you on your
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ingenuity here player but
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if i let you do that with that spell
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then suddenly i have to let someone else
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do something else with some other spell
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and then suddenly
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every spell is every other spell so that
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was
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that was that was quite interesting an
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example in a recent game was
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a player had burning hands and they were
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faced with a locked chest pretty mundane
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nothing exotic
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wizard in this case and they had not
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00:09:31,680 --> 00:09:34,320
packed in their book in the morning
275
00:09:33,440 --> 00:09:36,720
knock
276
00:09:34,320 --> 00:09:39,519
which is the spell to unlock
277
00:09:36,720 --> 00:09:41,680
something at the flick of your wrist
278
00:09:39,519 --> 00:09:43,519
so he said let me use burning hands but
279
00:09:41,680 --> 00:09:45,360
because i'm a wizard
280
00:09:43,519 --> 00:09:47,040
i want to change the spell so it can be
281
00:09:45,360 --> 00:09:48,720
used like a blowtorch
282
00:09:47,040 --> 00:09:52,160
and we spent a good
283
00:09:48,720 --> 00:09:52,959
five minutes me trying to explain to him
284
00:09:52,160 --> 00:09:55,920
just
285
00:09:52,959 --> 00:09:57,279
no because there's a spell for that and
286
00:09:55,920 --> 00:09:58,720
it's it's not on me that you haven't
287
00:09:57,279 --> 00:10:00,720
packed that that's on you but he didn't
288
00:09:58,720 --> 00:10:02,240
see it that way he just saw it as i'm a
289
00:10:00,720 --> 00:10:04,959
genius wizard so why on earth can't i
290
00:10:02,240 --> 00:10:06,160
change my spell to do this and
291
00:10:04,959 --> 00:10:07,920
i think he he was a little bit
292
00:10:06,160 --> 00:10:10,320
frustrated
293
00:10:07,920 --> 00:10:11,760
but i can't fault the design of the book
294
00:10:10,320 --> 00:10:13,760
for that because
295
00:10:11,760 --> 00:10:15,360
the book is really on point so i don't
296
00:10:13,760 --> 00:10:18,320
know if you've had any any thoughts on
297
00:10:15,360 --> 00:10:19,839
that any experiences around you know how
298
00:10:18,320 --> 00:10:22,000
people have interpreted the book or the
299
00:10:19,839 --> 00:10:25,120
language used within
300
00:10:22,000 --> 00:10:28,160
i i would agree with you i do think that
301
00:10:25,120 --> 00:10:29,120
the language in the book is well done i
302
00:10:28,160 --> 00:10:31,760
think
303
00:10:29,120 --> 00:10:34,000
with any linguistic endeavor there's
304
00:10:31,760 --> 00:10:34,800
always room for interpretation i think
305
00:10:34,000 --> 00:10:36,720
that
306
00:10:34,800 --> 00:10:38,959
point is is really
307
00:10:36,720 --> 00:10:42,000
personified when you look at the people
308
00:10:38,959 --> 00:10:44,560
who are tweeting at uh jeremy crawford
309
00:10:42,000 --> 00:10:47,040
you know one one particular example
310
00:10:44,560 --> 00:10:48,480
regarding actions that you mentioned
311
00:10:47,040 --> 00:10:51,200
that sticks out to me
312
00:10:48,480 --> 00:10:53,120
is i remember that in one of the sage
313
00:10:51,200 --> 00:10:55,200
advice tweets that i believe made it
314
00:10:53,120 --> 00:10:57,120
into the compendium as well
315
00:10:55,200 --> 00:10:59,200
when it comes to the incapacitated
316
00:10:57,120 --> 00:11:01,040
condition or or any condition that says
317
00:10:59,200 --> 00:11:02,399
you can't take actions
318
00:11:01,040 --> 00:11:04,640
there is a word
319
00:11:02,399 --> 00:11:06,000
with a capital a called action but
320
00:11:04,640 --> 00:11:08,399
that's not the only thing you're not
321
00:11:06,000 --> 00:11:10,320
allowed to do when you can't take
322
00:11:08,399 --> 00:11:13,519
actions lowercase you also can't take
323
00:11:10,320 --> 00:11:15,920
reactions or bonus actions
324
00:11:13,519 --> 00:11:18,800
so i i see where they're coming from and
325
00:11:15,920 --> 00:11:20,240
i'm glad the clarification exists
326
00:11:18,800 --> 00:11:22,079
when it comes to
327
00:11:20,240 --> 00:11:24,640
spells
328
00:11:22,079 --> 00:11:27,040
the natural instinct is for people
329
00:11:24,640 --> 00:11:28,560
to try and get as much value
330
00:11:27,040 --> 00:11:30,399
as you can out of your spell and
331
00:11:28,560 --> 00:11:31,680
understandably so
332
00:11:30,399 --> 00:11:33,200
the challenge
333
00:11:31,680 --> 00:11:34,240
that i think you've touched on is is
334
00:11:33,200 --> 00:11:36,480
that
335
00:11:34,240 --> 00:11:39,440
spells are supposed to do what what they
336
00:11:36,480 --> 00:11:40,839
say if you step out of that you start to
337
00:11:39,440 --> 00:11:42,800
invalidate other
338
00:11:40,839 --> 00:11:44,160
options now
339
00:11:42,800 --> 00:11:46,880
if you're
340
00:11:44,160 --> 00:11:49,120
not too concerned about a mechanically
341
00:11:46,880 --> 00:11:51,200
balanced game then you know go for it if
342
00:11:49,120 --> 00:11:53,200
you want to play d d to you know be
343
00:11:51,200 --> 00:11:56,800
silly and get into all kinds of crazy
344
00:11:53,200 --> 00:11:59,279
situations and and just keep it flowing
345
00:11:56,800 --> 00:12:01,279
there's no problem with doing that sure
346
00:11:59,279 --> 00:12:03,680
if you want to try and keep things
347
00:12:01,279 --> 00:12:05,680
balanced stick to the the spirit of the
348
00:12:03,680 --> 00:12:08,079
rules which in of itself is an attempt
349
00:12:05,680 --> 00:12:10,639
to make everybody
350
00:12:08,079 --> 00:12:12,000
feel useful if the wizard is going
351
00:12:10,639 --> 00:12:13,680
around
352
00:12:12,000 --> 00:12:15,440
casting spells and doing all kinds of
353
00:12:13,680 --> 00:12:17,279
things that step out of the bounds of
354
00:12:15,440 --> 00:12:19,519
the spells that they've chosen it starts
355
00:12:17,279 --> 00:12:20,560
to step on other characters toes as well
356
00:12:19,519 --> 00:12:22,160
you know what if somebody else had
357
00:12:20,560 --> 00:12:24,240
prepared the spell knock you know that
358
00:12:22,160 --> 00:12:25,040
would that would have been their time to
359
00:12:24,240 --> 00:12:27,040
shine
360
00:12:25,040 --> 00:12:29,279
exactly and hands up yeah that's my own
361
00:12:27,040 --> 00:12:31,839
personal kind of analytical nature
362
00:12:29,279 --> 00:12:33,120
taking over me there to say
363
00:12:31,839 --> 00:12:35,279
you know the spells should be used the
364
00:12:33,120 --> 00:12:37,440
way they should be used but i i do agree
365
00:12:35,279 --> 00:12:39,440
that absolutely if you just want a goofy
366
00:12:37,440 --> 00:12:41,600
adventure which i'm
367
00:12:39,440 --> 00:12:44,320
guilty of myself in the past then yeah
368
00:12:41,600 --> 00:12:45,760
for sure just just just go ahead
369
00:12:44,320 --> 00:12:47,760
but absolutely especially with new
370
00:12:45,760 --> 00:12:49,839
players i really wanted to set an
371
00:12:47,760 --> 00:12:52,480
expectation it's for a longer campaign
372
00:12:49,839 --> 00:12:54,720
as well and it's it's it can be a bit of
373
00:12:52,480 --> 00:12:57,920
a give them an inch and they'll take a
374
00:12:54,720 --> 00:13:00,160
mile and i was trying to avoid that but
375
00:12:57,920 --> 00:13:02,399
on the the other side of the coin
376
00:13:00,160 --> 00:13:04,720
i had another player who was
377
00:13:02,399 --> 00:13:06,560
just by his own personality almost
378
00:13:04,720 --> 00:13:07,839
rather than for any kind of material
379
00:13:06,560 --> 00:13:09,440
gain
380
00:13:07,839 --> 00:13:12,000
was just trying to be better in every
381
00:13:09,440 --> 00:13:13,760
element of his character
382
00:13:12,000 --> 00:13:15,360
in that he was like okay but
383
00:13:13,760 --> 00:13:18,720
i'm a blood hunter
384
00:13:15,360 --> 00:13:22,240
barbarian multi-class so absolutely
385
00:13:18,720 --> 00:13:24,240
bonkers in the martial arts as a front
386
00:13:22,240 --> 00:13:25,600
line tank he's he's laughing all the way
387
00:13:24,240 --> 00:13:27,040
to the bank
388
00:13:25,600 --> 00:13:29,200
and he's happy with not casting spells
389
00:13:27,040 --> 00:13:31,200
that's fine but he said i have a problem
390
00:13:29,200 --> 00:13:34,079
with with creatures that fly
391
00:13:31,200 --> 00:13:36,160
so he started to devise a plan to say
392
00:13:34,079 --> 00:13:37,760
let me build some kind of hook shot a
393
00:13:36,160 --> 00:13:39,600
rope with a hook on the end that i can
394
00:13:37,760 --> 00:13:40,639
throw out and pull flyers down to the
395
00:13:39,600 --> 00:13:42,480
ground
396
00:13:40,639 --> 00:13:44,160
so that's a that's a dope idea and i'm
397
00:13:42,480 --> 00:13:45,839
totally behind it but i have to set your
398
00:13:44,160 --> 00:13:47,360
expectation to say
399
00:13:45,839 --> 00:13:49,360
it won't be trivial
400
00:13:47,360 --> 00:13:51,199
to do because
401
00:13:49,360 --> 00:13:53,360
the rogue who's got
402
00:13:51,199 --> 00:13:55,199
901 daggers that he likes throwing at
403
00:13:53,360 --> 00:13:56,639
flying creatures he's just going to be
404
00:13:55,199 --> 00:13:58,079
kicking the dust
405
00:13:56,639 --> 00:13:59,920
while you just pull them down to ground
406
00:13:58,079 --> 00:14:01,040
and just wamp them for 20 points of
407
00:13:59,920 --> 00:14:02,959
damage
408
00:14:01,040 --> 00:14:05,199
so it's exactly that that's certainly
409
00:14:02,959 --> 00:14:07,040
how i play in that i want it
410
00:14:05,199 --> 00:14:08,959
i kind of want everybody to have at
411
00:14:07,040 --> 00:14:10,720
least a little bit of a time
412
00:14:08,959 --> 00:14:12,399
to shine
413
00:14:10,720 --> 00:14:14,160
and i said to him like you can't be good
414
00:14:12,399 --> 00:14:16,560
at everything sorry
415
00:14:14,160 --> 00:14:18,079
because in real life
416
00:14:16,560 --> 00:14:19,440
not one person is good at absolutely
417
00:14:18,079 --> 00:14:20,560
everything
418
00:14:19,440 --> 00:14:22,240
if they are
419
00:14:20,560 --> 00:14:23,839
they're so few and far between they
420
00:14:22,240 --> 00:14:26,000
become legend
421
00:14:23,839 --> 00:14:26,959
if i may comment uh on that particular
422
00:14:26,000 --> 00:14:28,959
example
423
00:14:26,959 --> 00:14:30,480
please it's
424
00:14:28,959 --> 00:14:33,199
it's actually quite interesting
425
00:14:30,480 --> 00:14:35,839
uh a proposition there are barbarians
426
00:14:33,199 --> 00:14:38,399
who can fly essentially you know there
427
00:14:35,839 --> 00:14:39,279
are barbarians who they can jump and as
428
00:14:38,399 --> 00:14:40,240
far
429
00:14:39,279 --> 00:14:41,680
as long
430
00:14:40,240 --> 00:14:43,839
until the end of their turn they're
431
00:14:41,680 --> 00:14:45,760
flying you know you want to jump 50 feet
432
00:14:43,839 --> 00:14:47,120
get up 50 feet attack people and then
433
00:14:45,760 --> 00:14:47,839
fall to the ground
434
00:14:47,120 --> 00:14:50,639
so
435
00:14:47,839 --> 00:14:54,560
maybe this person has chosen the wrong
436
00:14:50,639 --> 00:14:56,800
barbarian subclass option maybe
437
00:14:54,560 --> 00:14:58,880
you want to not punish them for their
438
00:14:56,800 --> 00:15:00,959
for their barbarian subclass choice and
439
00:14:58,880 --> 00:15:04,320
you say okay sure you can have a
440
00:15:00,959 --> 00:15:06,480
grappling rope but it's one action to
441
00:15:04,320 --> 00:15:08,320
grapple them and then
442
00:15:06,480 --> 00:15:09,680
pull them down and then on your next
443
00:15:08,320 --> 00:15:12,079
turn you might be able to attack and in
444
00:15:09,680 --> 00:15:13,760
the meantime maybe the rogue can deal
445
00:15:12,079 --> 00:15:16,160
massive sneak attack damage to other
446
00:15:13,760 --> 00:15:18,000
flyers or even the same one
447
00:15:16,160 --> 00:15:20,399
yeah there are lots of ways of going
448
00:15:18,000 --> 00:15:23,519
about it and and balancing it
449
00:15:20,399 --> 00:15:25,040
balancing your players
450
00:15:23,519 --> 00:15:28,000
experiences
451
00:15:25,040 --> 00:15:30,000
is it's tough uh it's something that you
452
00:15:28,000 --> 00:15:31,519
know dm's have to
453
00:15:30,000 --> 00:15:34,399
learn to
454
00:15:31,519 --> 00:15:36,240
apply their own judgment towards
455
00:15:34,399 --> 00:15:37,199
every set of players is different has
456
00:15:36,240 --> 00:15:39,040
their own
457
00:15:37,199 --> 00:15:40,639
preconceptions and
458
00:15:39,040 --> 00:15:43,680
obviously only gets
459
00:15:40,639 --> 00:15:46,480
exacerbated when you have a mixture of
460
00:15:43,680 --> 00:15:48,240
mechanical players and goofy players and
461
00:15:46,480 --> 00:15:50,000
then you'll you're in for a wild ride
462
00:15:48,240 --> 00:15:52,639
then to say the least
463
00:15:50,000 --> 00:15:53,680
so talking of that's a good segue there
464
00:15:52,639 --> 00:15:55,600
to
465
00:15:53,680 --> 00:15:58,160
homebrew because as far as i'm aware
466
00:15:55,600 --> 00:16:00,240
that kind of weird manual hook shot was
467
00:15:58,160 --> 00:16:02,079
relatively homebrew
468
00:16:00,240 --> 00:16:03,440
so my question to you would be and
469
00:16:02,079 --> 00:16:05,519
you'll
470
00:16:03,440 --> 00:16:08,079
have a lot more experience than i do
471
00:16:05,519 --> 00:16:11,360
how does one start to homebrew anything
472
00:16:08,079 --> 00:16:13,279
do you start big could you start small
473
00:16:11,360 --> 00:16:15,920
you know that's that's a that's a good
474
00:16:13,279 --> 00:16:17,120
question i think the the quick answer is
475
00:16:15,920 --> 00:16:19,120
to just start
476
00:16:17,120 --> 00:16:20,720
you know yeah when it comes to to
477
00:16:19,120 --> 00:16:23,120
homebrew
478
00:16:20,720 --> 00:16:26,880
i started off by
479
00:16:23,120 --> 00:16:29,680
running my own setting my own adventure
480
00:16:26,880 --> 00:16:31,920
designing my own combat encounters but
481
00:16:29,680 --> 00:16:33,839
based off of mechanics that exist
482
00:16:31,920 --> 00:16:36,560
already and that were rules as written
483
00:16:33,839 --> 00:16:38,560
so for example all the monsters that i
484
00:16:36,560 --> 00:16:41,360
used were from the monster manual or
485
00:16:38,560 --> 00:16:42,240
from another official source
486
00:16:41,360 --> 00:16:44,959
any
487
00:16:42,240 --> 00:16:47,519
items or mechanics or anything that the
488
00:16:44,959 --> 00:16:48,560
players could do
489
00:16:47,519 --> 00:16:50,480
it was from you know the player's
490
00:16:48,560 --> 00:16:51,759
handbook or another source book
491
00:16:50,480 --> 00:16:53,839
the story
492
00:16:51,759 --> 00:16:56,480
the adventure elements
493
00:16:53,839 --> 00:16:59,519
the design of the environment the world
494
00:16:56,480 --> 00:17:02,320
the setting that was me and i think that
495
00:16:59,519 --> 00:17:05,760
that's the way that i would
496
00:17:02,320 --> 00:17:07,679
advocate for people to start if they're
497
00:17:05,760 --> 00:17:09,520
concerned about
498
00:17:07,679 --> 00:17:11,760
game balance because i was concerned
499
00:17:09,520 --> 00:17:12,959
about game balance and the wizards of
500
00:17:11,760 --> 00:17:14,799
the coast they're professional game
501
00:17:12,959 --> 00:17:17,280
designers they sure they have years of
502
00:17:14,799 --> 00:17:20,799
experience they had lots of play testing
503
00:17:17,280 --> 00:17:23,039
and they understand game balance already
504
00:17:20,799 --> 00:17:24,319
better than you do probably if you're
505
00:17:23,039 --> 00:17:25,679
just starting out homebrewing for the
506
00:17:24,319 --> 00:17:28,240
first time if you're concerned about
507
00:17:25,679 --> 00:17:30,880
balance stick to the rules as written
508
00:17:28,240 --> 00:17:32,720
until you understand them and understand
509
00:17:30,880 --> 00:17:34,320
how they're balanced and then you can
510
00:17:32,720 --> 00:17:36,240
start tinkering with them
511
00:17:34,320 --> 00:17:37,679
my plan is to make minor adjustments and
512
00:17:36,240 --> 00:17:39,600
then every
513
00:17:37,679 --> 00:17:41,039
step you know that i feel comfortable
514
00:17:39,600 --> 00:17:42,160
i'm going to make larger and larger
515
00:17:41,039 --> 00:17:44,320
adjustments
516
00:17:42,160 --> 00:17:46,320
if you don't care about
517
00:17:44,320 --> 00:17:48,240
game balance which i'm not trying to
518
00:17:46,320 --> 00:17:50,160
trying to slam or anything like that
519
00:17:48,240 --> 00:17:50,960
then i think you have a bit more liberty
520
00:17:50,160 --> 00:17:54,320
to
521
00:17:50,960 --> 00:17:56,080
go crazy but i think with design
522
00:17:54,320 --> 00:17:57,679
and i i come from a chemical engineering
523
00:17:56,080 --> 00:17:59,280
background so
524
00:17:57,679 --> 00:18:01,760
design is very much
525
00:17:59,280 --> 00:18:03,679
what was taught to us
526
00:18:01,760 --> 00:18:06,080
you have to understand
527
00:18:03,679 --> 00:18:07,760
what they call the problem space
528
00:18:06,080 --> 00:18:10,960
the context of whatever you're trying to
529
00:18:07,760 --> 00:18:13,280
design and in dnd the context is your
530
00:18:10,960 --> 00:18:15,039
audience your players or if you're
531
00:18:13,280 --> 00:18:16,960
publishing adventures then you're trying
532
00:18:15,039 --> 00:18:18,080
to publish to a very broad you know
533
00:18:16,960 --> 00:18:19,600
generic
534
00:18:18,080 --> 00:18:20,880
d audience
535
00:18:19,600 --> 00:18:22,880
and so
536
00:18:20,880 --> 00:18:24,799
you have to consider to yourself what
537
00:18:22,880 --> 00:18:26,559
kind of game do i want to run what kind
538
00:18:24,799 --> 00:18:28,320
of game am i going to have fun running
539
00:18:26,559 --> 00:18:30,400
and what kind of game do my players want
540
00:18:28,320 --> 00:18:32,880
to to experience
541
00:18:30,400 --> 00:18:34,320
i think that going for
542
00:18:32,880 --> 00:18:37,360
a game that
543
00:18:34,320 --> 00:18:39,520
cares about game balance is a safer play
544
00:18:37,360 --> 00:18:41,840
i think you know you're saying i trust
545
00:18:39,520 --> 00:18:43,120
in the wizards of the coast's judgment
546
00:18:41,840 --> 00:18:46,640
yeah
547
00:18:43,120 --> 00:18:48,480
i agree and that's exactly what i did i
548
00:18:46,640 --> 00:18:51,919
for some reason had a
549
00:18:48,480 --> 00:18:53,919
desire to step away from the published
550
00:18:51,919 --> 00:18:55,039
adventures and i couldn't tell you now
551
00:18:53,919 --> 00:18:56,559
why that is
552
00:18:55,039 --> 00:18:58,160
maybe if i'm being completely frank with
553
00:18:56,559 --> 00:18:59,919
myself it's
554
00:18:58,160 --> 00:19:01,679
arrogance that i wanted to i wanted to
555
00:18:59,919 --> 00:19:04,080
do my own thing
556
00:19:01,679 --> 00:19:07,039
and my own thing would be more fun
557
00:19:04,080 --> 00:19:08,880
very much exactly the same i said
558
00:19:07,039 --> 00:19:10,400
let me start throwing things down let me
559
00:19:08,880 --> 00:19:13,840
start throwing some ideas down some
560
00:19:10,400 --> 00:19:15,919
concepts some some broad brushstrokes of
561
00:19:13,840 --> 00:19:17,760
this is the bad guy this is the good guy
562
00:19:15,919 --> 00:19:19,679
here's a couple of heavy points that i
563
00:19:17,760 --> 00:19:20,559
want to hit along the way in this world
564
00:19:19,679 --> 00:19:23,679
and
565
00:19:20,559 --> 00:19:24,880
hit up fantasy name generator get some
566
00:19:23,679 --> 00:19:26,480
cities and
567
00:19:24,880 --> 00:19:29,039
continent names down
568
00:19:26,480 --> 00:19:31,280
and bish bash bosh i've got
569
00:19:29,039 --> 00:19:33,200
something a world
570
00:19:31,280 --> 00:19:35,840
from personal experience
571
00:19:33,200 --> 00:19:37,760
that was a lot that was a lot probably
572
00:19:35,840 --> 00:19:41,440
more than
573
00:19:37,760 --> 00:19:42,960
i'd anticipated but from a learning
574
00:19:41,440 --> 00:19:44,240
experience
575
00:19:42,960 --> 00:19:46,400
it's huge
576
00:19:44,240 --> 00:19:49,120
absolutely huge learning experience if i
577
00:19:46,400 --> 00:19:50,400
was to restart a campaign now it would
578
00:19:49,120 --> 00:19:53,760
be
579
00:19:50,400 --> 00:19:56,960
quite drastically different in terms of
580
00:19:53,760 --> 00:19:58,320
how i approached the the story
581
00:19:56,960 --> 00:20:00,880
in terms of
582
00:19:58,320 --> 00:20:03,360
the rules again i am
583
00:20:00,880 --> 00:20:06,799
as you as you previously realized a very
584
00:20:03,360 --> 00:20:09,200
mechanical person analytical person
585
00:20:06,799 --> 00:20:10,640
very true to the what was the phrase you
586
00:20:09,200 --> 00:20:11,919
use the intent of the rules or something
587
00:20:10,640 --> 00:20:14,799
like that it's the
588
00:20:11,919 --> 00:20:16,720
i'm very much a big fan of that and
589
00:20:14,799 --> 00:20:19,120
that they put that in there for a reason
590
00:20:16,720 --> 00:20:20,640
and they know better than i do so i'm to
591
00:20:19,120 --> 00:20:22,799
defer to their
592
00:20:20,640 --> 00:20:24,159
wisdom the wisdom of the wizards which
593
00:20:22,799 --> 00:20:26,480
which sounds like it sounds like a great
594
00:20:24,159 --> 00:20:27,520
module title um trademark trademark that
595
00:20:26,480 --> 00:20:29,360
one i've got
596
00:20:27,520 --> 00:20:30,480
got the time
597
00:20:29,360 --> 00:20:32,640
if i'm being brutally honest the
598
00:20:30,480 --> 00:20:35,919
homebrew that i personally do is a a
599
00:20:32,640 --> 00:20:36,640
story and the world that the story goes
600
00:20:35,919 --> 00:20:37,840
in
601
00:20:36,640 --> 00:20:40,400
which is very
602
00:20:37,840 --> 00:20:44,080
narrative rather than very mechanical
603
00:20:40,400 --> 00:20:46,480
the only mechanical homebrew i do is
604
00:20:44,080 --> 00:20:48,640
ad hoc it's on the fly it's reactive
605
00:20:46,480 --> 00:20:49,679
rather than proactive so what i mean by
606
00:20:48,640 --> 00:20:51,280
that is
607
00:20:49,679 --> 00:20:53,919
my character's uh
608
00:20:51,280 --> 00:20:56,159
cake walking this fight and it's i can i
609
00:20:53,919 --> 00:20:57,840
tell at the time whether that's good or
610
00:20:56,159 --> 00:20:59,200
bad so if the players are happy that
611
00:20:57,840 --> 00:21:00,720
they're stomping all over these enemies
612
00:20:59,200 --> 00:21:02,640
then i'm going to let it happen because
613
00:21:00,720 --> 00:21:04,320
that's the fun let them have fun let
614
00:21:02,640 --> 00:21:07,200
them stomp over enemies that's fine
615
00:21:04,320 --> 00:21:08,880
but if it's a big climatic fight and
616
00:21:07,200 --> 00:21:10,400
they've rolled very well
617
00:21:08,880 --> 00:21:12,320
then my
618
00:21:10,400 --> 00:21:14,480
dynamic reactive homebrew in that
619
00:21:12,320 --> 00:21:16,720
instance is okay let me pump up
620
00:21:14,480 --> 00:21:18,559
let me pump up his hp let me let him hit
621
00:21:16,720 --> 00:21:20,320
a little bit harder for the next few
622
00:21:18,559 --> 00:21:23,039
times which is a form of homebrew i
623
00:21:20,320 --> 00:21:24,480
suppose if it was by the book it
624
00:21:23,039 --> 00:21:26,640
it would just be
625
00:21:24,480 --> 00:21:28,159
a bit of a damp squib and it would end
626
00:21:26,640 --> 00:21:29,520
and that would be the end of the end of
627
00:21:28,159 --> 00:21:31,760
the fight but
628
00:21:29,520 --> 00:21:33,600
i hadn't really thought about it
629
00:21:31,760 --> 00:21:35,679
in that way if i'm being brutally honest
630
00:21:33,600 --> 00:21:37,200
i always thought it was just me
631
00:21:35,679 --> 00:21:39,200
trying to pick up the spinning plate
632
00:21:37,200 --> 00:21:42,240
that i dropped but now i think about it
633
00:21:39,200 --> 00:21:43,919
it is it is a form of homebrew yeah yeah
634
00:21:42,240 --> 00:21:46,559
you're you're absolutely right it is a
635
00:21:43,919 --> 00:21:48,640
form of homebrew for me the first time i
636
00:21:46,559 --> 00:21:50,799
i ran an adventure
637
00:21:48,640 --> 00:21:52,400
is very different from
638
00:21:50,799 --> 00:21:53,760
the one i'm running right now for my
639
00:21:52,400 --> 00:21:56,400
friends and it's it's quite funny
640
00:21:53,760 --> 00:21:57,760
because i'm actually running in name the
641
00:21:56,400 --> 00:21:59,200
same adventure
642
00:21:57,760 --> 00:22:00,159
the same setting
643
00:21:59,200 --> 00:22:02,080
but
644
00:22:00,159 --> 00:22:04,000
i have learned a lot since the first
645
00:22:02,080 --> 00:22:05,120
time i dm and there's a lot that has
646
00:22:04,000 --> 00:22:06,080
changed
647
00:22:05,120 --> 00:22:09,200
i
648
00:22:06,080 --> 00:22:10,080
feel pretty comfortable now
649
00:22:09,200 --> 00:22:11,679
with
650
00:22:10,080 --> 00:22:14,080
designing
651
00:22:11,679 --> 00:22:16,400
combat encounters around
652
00:22:14,080 --> 00:22:18,159
the wizards of the coast existing
653
00:22:16,400 --> 00:22:19,840
frameworks i i
654
00:22:18,159 --> 00:22:22,559
i have my own
655
00:22:19,840 --> 00:22:23,600
thoughts on magic items and and how they
656
00:22:22,559 --> 00:22:25,120
affect
657
00:22:23,600 --> 00:22:27,200
game balance
658
00:22:25,120 --> 00:22:29,200
and
659
00:22:27,200 --> 00:22:31,280
now that i have this understanding
660
00:22:29,200 --> 00:22:33,440
i feel comfortable
661
00:22:31,280 --> 00:22:34,799
home brewing my own
662
00:22:33,440 --> 00:22:37,120
magic items and this is actually
663
00:22:34,799 --> 00:22:39,600
something i'm planning on doing
664
00:22:37,120 --> 00:22:42,559
tomorrow actually
665
00:22:39,600 --> 00:22:43,919
i i might make some content regarding
666
00:22:42,559 --> 00:22:46,880
this but
667
00:22:43,919 --> 00:22:49,039
my view on magic items is that
668
00:22:46,880 --> 00:22:52,320
obviously players want magic items and
669
00:22:49,039 --> 00:22:55,679
for me as a dm balancing combat around
670
00:22:52,320 --> 00:22:57,280
players that have magic items is
671
00:22:55,679 --> 00:22:59,200
more of a challenge
672
00:22:57,280 --> 00:23:01,440
than if than if they don't have magic
673
00:22:59,200 --> 00:23:03,440
items um
674
00:23:01,440 --> 00:23:05,520
so that that's why i gravitated towards
675
00:23:03,440 --> 00:23:06,960
a low magic setting for the first
676
00:23:05,520 --> 00:23:08,320
adventure that i'm running if i'm being
677
00:23:06,960 --> 00:23:09,520
honest a bit of a bit of a selfish
678
00:23:08,320 --> 00:23:10,320
choice
679
00:23:09,520 --> 00:23:12,080
but
680
00:23:10,320 --> 00:23:14,480
but completely understandable selfish
681
00:23:12,080 --> 00:23:17,200
but understandable well thank you
682
00:23:14,480 --> 00:23:18,480
but now that i i feel more comfortable
683
00:23:17,200 --> 00:23:21,440
with it
684
00:23:18,480 --> 00:23:22,640
i think there's room in d
685
00:23:21,440 --> 00:23:24,799
for
686
00:23:22,640 --> 00:23:27,039
minor buffs
687
00:23:24,799 --> 00:23:30,000
in the form of magic and and though they
688
00:23:27,039 --> 00:23:32,960
already exist if you look at at how the
689
00:23:30,000 --> 00:23:35,039
dmg talks about rewarding item rewarding
690
00:23:32,960 --> 00:23:36,960
players consumables are considered less
691
00:23:35,039 --> 00:23:38,320
powerful than
692
00:23:36,960 --> 00:23:40,240
magic armor for example and
693
00:23:38,320 --> 00:23:42,240
understandably so
694
00:23:40,240 --> 00:23:45,600
i think there is
695
00:23:42,240 --> 00:23:48,240
more room or there is room for more in
696
00:23:45,600 --> 00:23:50,799
between you know um something that's not
697
00:23:48,240 --> 00:23:53,360
quite as one shot as a potion but not
698
00:23:50,799 --> 00:23:55,200
quite as forever as an armor that lets
699
00:23:53,360 --> 00:23:57,440
you fly right
700
00:23:55,200 --> 00:23:59,279
yeah i guess what inspired me to do this
701
00:23:57,440 --> 00:24:00,320
is in baldur's gate descendant to
702
00:23:59,279 --> 00:24:01,600
avernus
703
00:24:00,320 --> 00:24:04,320
it talks about
704
00:24:01,600 --> 00:24:06,000
different charms that archdevils can
705
00:24:04,320 --> 00:24:07,840
give you if you make deals with them and
706
00:24:06,000 --> 00:24:11,440
that got me thinking well
707
00:24:07,840 --> 00:24:14,640
why just arch devils indeed why not
708
00:24:11,440 --> 00:24:16,240
introduce that kind of technology into
709
00:24:14,640 --> 00:24:19,200
the setting that i want to run and and
710
00:24:16,240 --> 00:24:21,440
this i think is really it plays into the
711
00:24:19,200 --> 00:24:24,799
setting if you have a lot of magic items
712
00:24:21,440 --> 00:24:26,880
around then players will start to to
713
00:24:24,799 --> 00:24:28,720
associate you know that high magic
714
00:24:26,880 --> 00:24:30,400
feeling with your adventure and if your
715
00:24:28,720 --> 00:24:33,039
players are looting lots and lots of
716
00:24:30,400 --> 00:24:34,320
magic items and nobody else in the world
717
00:24:33,039 --> 00:24:35,679
seems to have magic items they're going
718
00:24:34,320 --> 00:24:37,200
to be a lot more powerful than everybody
719
00:24:35,679 --> 00:24:40,640
else and if you're fine with that that
720
00:24:37,200 --> 00:24:42,159
makes sense but to me something just
721
00:24:40,640 --> 00:24:44,480
grates in the back of my mind well why
722
00:24:42,159 --> 00:24:48,720
don't other people have it yeah i agree
723
00:24:44,480 --> 00:24:50,000
and that's exactly bugs me as well and
724
00:24:48,720 --> 00:24:51,840
my players are probably seeing me it's
725
00:24:50,000 --> 00:24:53,600
very stingy
726
00:24:51,840 --> 00:24:56,080
perhaps rightly so i've probably built
727
00:24:53,600 --> 00:24:58,159
up a maybe misaligned expectation of
728
00:24:56,080 --> 00:24:59,679
this being a world of whimsy and and
729
00:24:58,159 --> 00:25:01,200
magic but then
730
00:24:59,679 --> 00:25:03,360
why haven't i got my plus one longsword
731
00:25:01,200 --> 00:25:05,279
yet down low i'm sorry
732
00:25:03,360 --> 00:25:07,919
but it is very much that
733
00:25:05,279 --> 00:25:10,159
if it was easy everybody would do it
734
00:25:07,919 --> 00:25:11,039
and it clearly everybody isn't doing it
735
00:25:10,159 --> 00:25:14,080
because
736
00:25:11,039 --> 00:25:15,919
there's loads of monsters around so
737
00:25:14,080 --> 00:25:17,679
so it can't be that easy that's why you
738
00:25:15,919 --> 00:25:19,679
guys are here
739
00:25:17,679 --> 00:25:22,159
that balance for me is is tricky and
740
00:25:19,679 --> 00:25:23,279
when i'm one i still struggle with and i
741
00:25:22,159 --> 00:25:26,000
must admit
742
00:25:23,279 --> 00:25:29,600
i've not homebrewed any magic items from
743
00:25:26,000 --> 00:25:31,360
the ground up all i've been brave enough
744
00:25:29,600 --> 00:25:33,120
to try so far
745
00:25:31,360 --> 00:25:35,120
is taking one that already exists and
746
00:25:33,120 --> 00:25:37,200
putting my own spinning it maybe adding
747
00:25:35,120 --> 00:25:39,760
something and then taking something away
748
00:25:37,200 --> 00:25:41,760
and i think that is actually
749
00:25:39,760 --> 00:25:43,760
how i would recommend going about
750
00:25:41,760 --> 00:25:45,679
homebrew for the first time this is
751
00:25:43,760 --> 00:25:48,000
something that in engineering we call
752
00:25:45,679 --> 00:25:49,200
benchmarking and it's it's something
753
00:25:48,000 --> 00:25:51,679
that i
754
00:25:49,200 --> 00:25:53,919
really i'm a huge fan of i don't like to
755
00:25:51,679 --> 00:25:55,919
trust my own judgment until i feel like
756
00:25:53,919 --> 00:25:58,000
it's been substantiated with you know
757
00:25:55,919 --> 00:26:00,480
results so if you want to make you know
758
00:25:58,000 --> 00:26:02,559
your own magic item take one that exists
759
00:26:00,480 --> 00:26:03,520
take a little spin in fact what i want
760
00:26:02,559 --> 00:26:05,600
to
761
00:26:03,520 --> 00:26:07,279
design and and i might i might end up
762
00:26:05,600 --> 00:26:08,840
publishing it on dm's guild i might just
763
00:26:07,279 --> 00:26:11,279
keep it for myself
764
00:26:08,840 --> 00:26:14,080
um but um
765
00:26:11,279 --> 00:26:17,360
our performance enhancing drugs
766
00:26:14,080 --> 00:26:19,440
for dna you know i i had an idea because
767
00:26:17,360 --> 00:26:23,039
the world that i wanted to
768
00:26:19,440 --> 00:26:24,960
run is a gritty world a dark fantasy
769
00:26:23,039 --> 00:26:25,919
kind of world and
770
00:26:24,960 --> 00:26:28,960
i think
771
00:26:25,919 --> 00:26:31,520
having performance enhancing drugs is
772
00:26:28,960 --> 00:26:33,840
really builds that atmosphere for sure
773
00:26:31,520 --> 00:26:35,200
and a lot of people be included the
774
00:26:33,840 --> 00:26:37,600
first thing you think about are magic
775
00:26:35,200 --> 00:26:38,640
items for fighters magic items for
776
00:26:37,600 --> 00:26:40,600
wizards
777
00:26:38,640 --> 00:26:44,080
but i thought what if there were
778
00:26:40,600 --> 00:26:46,720
performance-enhancing drugs for monks
779
00:26:44,080 --> 00:26:48,960
things that allowed them to expand their
780
00:26:46,720 --> 00:26:52,000
key abilities
781
00:26:48,960 --> 00:26:54,480
there are trade-offs withdrawal symptoms
782
00:26:52,000 --> 00:26:56,000
downsides to using them that's this kind
783
00:26:54,480 --> 00:26:57,679
of thing that i want to get into you
784
00:26:56,000 --> 00:27:00,159
know in the future
785
00:26:57,679 --> 00:27:02,400
yeah that reminds me that games like
786
00:27:00,159 --> 00:27:06,480
fallout has
787
00:27:02,400 --> 00:27:09,120
a drug addiction side to it that i think
788
00:27:06,480 --> 00:27:11,120
is a bit not half baked but maybe
789
00:27:09,120 --> 00:27:13,600
three quarters baked in that the payoffs
790
00:27:11,120 --> 00:27:16,480
aren't particularly bad
791
00:27:13,600 --> 00:27:18,320
i think that designing a really good
792
00:27:16,480 --> 00:27:20,480
performance enhancing drug scheme would
793
00:27:18,320 --> 00:27:22,640
be a very challenging
794
00:27:20,480 --> 00:27:24,799
but because of that really quite
795
00:27:22,640 --> 00:27:25,600
interesting to get to that nitty gritty
796
00:27:24,799 --> 00:27:27,520
of
797
00:27:25,600 --> 00:27:29,919
you know how much is a key point worth
798
00:27:27,520 --> 00:27:32,159
versus how much of this can he inject
799
00:27:29,919 --> 00:27:34,399
before it's game over is
800
00:27:32,159 --> 00:27:36,399
really quite an exciting
801
00:27:34,399 --> 00:27:38,159
concept to approach i'll be yeah
802
00:27:36,399 --> 00:27:40,159
interesting to you uh to see what the
803
00:27:38,159 --> 00:27:41,600
output of that is to see what kind of
804
00:27:40,159 --> 00:27:42,480
form it takes
805
00:27:41,600 --> 00:27:43,840
you're absolutely right when you
806
00:27:42,480 --> 00:27:45,440
mentioned
807
00:27:43,840 --> 00:27:48,399
approaching magic items from what does
808
00:27:45,440 --> 00:27:49,600
the wizard in my party want and when i'm
809
00:27:48,399 --> 00:27:51,799
designing
810
00:27:49,600 --> 00:27:53,840
my campaign it feels a little bit
811
00:27:51,799 --> 00:27:57,360
defeatist i'm not sure is the right word
812
00:27:53,840 --> 00:28:00,080
a little bit pandering to just say
813
00:27:57,360 --> 00:28:01,919
let me put in this dungeon loot that my
814
00:28:00,080 --> 00:28:04,000
players would want because it feels a
815
00:28:01,919 --> 00:28:04,880
bit disingenuous i have to say
816
00:28:04,000 --> 00:28:07,520
that
817
00:28:04,880 --> 00:28:10,000
why would this dragon's loot have
818
00:28:07,520 --> 00:28:11,840
a plus one long sword for the fighter
819
00:28:10,000 --> 00:28:13,679
and a
820
00:28:11,840 --> 00:28:15,520
one magic missiles for sake of argument
821
00:28:13,679 --> 00:28:16,480
for someone else when why wouldn't it
822
00:28:15,520 --> 00:28:18,080
have
823
00:28:16,480 --> 00:28:19,200
something for a monk which isn't in my
824
00:28:18,080 --> 00:28:21,520
party
825
00:28:19,200 --> 00:28:23,360
and where's the line there between i
826
00:28:21,520 --> 00:28:26,320
want to keep it fun for my players but i
827
00:28:23,360 --> 00:28:28,080
want to keep the world congruous
828
00:28:26,320 --> 00:28:29,360
kind of the suspension of disbelief oh
829
00:28:28,080 --> 00:28:30,720
of course we open this dragon's hoard
830
00:28:29,360 --> 00:28:32,720
and of course there's those boots that
831
00:28:30,720 --> 00:28:34,320
i've been asking the dm for for five
832
00:28:32,720 --> 00:28:36,399
months
833
00:28:34,320 --> 00:28:38,240
yeah i know sorry but
834
00:28:36,399 --> 00:28:40,799
i didn't know how else to give you them
835
00:28:38,240 --> 00:28:43,279
so that's something i struggle with and
836
00:28:40,799 --> 00:28:45,679
hands up is probably why i've been maybe
837
00:28:43,279 --> 00:28:48,640
more stingy than i have because i always
838
00:28:45,679 --> 00:28:50,480
wait for the perfect moment to use an
839
00:28:48,640 --> 00:28:52,000
analogy it'd be like playing overwatch
840
00:28:50,480 --> 00:28:53,120
and never using your alt because you're
841
00:28:52,000 --> 00:28:57,039
waiting for
842
00:28:53,120 --> 00:28:58,480
the sex bomb and it just never comes
843
00:28:57,039 --> 00:29:00,799
yeah so i don't know how you've
844
00:28:58,480 --> 00:29:02,080
approached that problem of loot
845
00:29:00,799 --> 00:29:03,840
allocation i suppose you might be
846
00:29:02,080 --> 00:29:06,000
digressing somewhat but it's a really
847
00:29:03,840 --> 00:29:07,600
juicy topic well
848
00:29:06,000 --> 00:29:10,320
i started off my adventure you know
849
00:29:07,600 --> 00:29:14,000
before i ran the first session i said
850
00:29:10,320 --> 00:29:15,840
this is going to be a low magic setting
851
00:29:14,000 --> 00:29:18,960
so if you are expecting lots of magic
852
00:29:15,840 --> 00:29:21,279
items you're not going to get it that's
853
00:29:18,960 --> 00:29:22,240
that saved me and and my players a lot
854
00:29:21,279 --> 00:29:24,960
of
855
00:29:22,240 --> 00:29:26,559
disappointment i think yes but aside
856
00:29:24,960 --> 00:29:29,200
from that
857
00:29:26,559 --> 00:29:30,480
there is definitely you know a school of
858
00:29:29,200 --> 00:29:32,880
thought that
859
00:29:30,480 --> 00:29:36,559
giving your players what they want
860
00:29:32,880 --> 00:29:39,520
versus you know random tables or what
861
00:29:36,559 --> 00:29:41,039
would make sense for that monster
862
00:29:39,520 --> 00:29:43,200
you don't necessarily have to give your
863
00:29:41,039 --> 00:29:44,559
players what they want sometimes they
864
00:29:43,200 --> 00:29:45,919
you know they're like oh yes this is
865
00:29:44,559 --> 00:29:48,000
going to make me a lot better at
866
00:29:45,919 --> 00:29:50,080
fighting and this is what i want
867
00:29:48,000 --> 00:29:52,159
sometimes the magic item
868
00:29:50,080 --> 00:29:55,279
will open up avenues for your character
869
00:29:52,159 --> 00:29:58,399
that you weren't expecting or
870
00:29:55,279 --> 00:29:59,200
might produce interesting conflict and
871
00:29:58,399 --> 00:30:01,279
so
872
00:29:59,200 --> 00:30:03,039
at least for me i don't think to myself
873
00:30:01,279 --> 00:30:05,279
i need to give my players what they want
874
00:30:03,039 --> 00:30:07,760
or i need to design the magic items for
875
00:30:05,279 --> 00:30:11,279
them in my particular case
876
00:30:07,760 --> 00:30:14,320
i have or i plan to design magic items
877
00:30:11,279 --> 00:30:17,200
for certain characters because they have
878
00:30:14,320 --> 00:30:20,480
sponsors so for example my monk is part
879
00:30:17,200 --> 00:30:21,600
of a monastic tradition and as part of
880
00:30:20,480 --> 00:30:23,440
their training as part of their
881
00:30:21,600 --> 00:30:25,120
assignments
882
00:30:23,440 --> 00:30:27,440
this is a shadow monk so this is not
883
00:30:25,120 --> 00:30:29,919
your typical you know do do gooder monk
884
00:30:27,440 --> 00:30:32,880
this is a bit of a shadowy organization
885
00:30:29,919 --> 00:30:35,120
they might supply my mug with
886
00:30:32,880 --> 00:30:36,799
performance enhancing drugs
887
00:30:35,120 --> 00:30:37,919
for sake of argument you might say yeah
888
00:30:36,799 --> 00:30:39,919
yeah
889
00:30:37,919 --> 00:30:41,600
so in that sense they have a sponsor and
890
00:30:39,919 --> 00:30:43,679
that sponsor will give them things to
891
00:30:41,600 --> 00:30:46,000
make them better at what they want to do
892
00:30:43,679 --> 00:30:47,440
that's one way of weaving in magic items
893
00:30:46,000 --> 00:30:48,960
that are tailored towards your character
894
00:30:47,440 --> 00:30:51,279
but at the same time there's absolutely
895
00:30:48,960 --> 00:30:52,960
nothing wrong i think with random magic
896
00:30:51,279 --> 00:30:54,399
items you know
897
00:30:52,960 --> 00:30:56,080
yeah it makes sense both ways and i'm
898
00:30:54,399 --> 00:30:57,840
really i really think that's a really
899
00:30:56,080 --> 00:31:01,039
elegant solution and one i'm kicking
900
00:30:57,840 --> 00:31:03,679
myself for not having introduced myself
901
00:31:01,039 --> 00:31:05,919
my my guys have made friends with some
902
00:31:03,679 --> 00:31:06,799
pretty powerful people on both sides of
903
00:31:05,919 --> 00:31:09,200
the
904
00:31:06,799 --> 00:31:10,640
the moral metronome so
905
00:31:09,200 --> 00:31:12,399
there's no reason why they wouldn't be
906
00:31:10,640 --> 00:31:14,399
like okay here's something that will
907
00:31:12,399 --> 00:31:17,039
help you out which is the perfect
908
00:31:14,399 --> 00:31:18,640
solution to my question earlier of i
909
00:31:17,039 --> 00:31:21,039
want to give them something i like but i
910
00:31:18,640 --> 00:31:22,159
don't want it to be contrived so yeah at
911
00:31:21,039 --> 00:31:26,180
the very least i've learned something
912
00:31:22,159 --> 00:31:32,119
from today so i'm super stoked
913
00:31:26,180 --> 00:31:32,119
[Music]
914
00:31:35,760 --> 00:31:43,039
one thing that we're approaching now is
915
00:31:40,640 --> 00:31:44,799
we've talked a bit about the
916
00:31:43,039 --> 00:31:46,960
kind of mechanical design and i think we
917
00:31:44,799 --> 00:31:48,240
i want to touch on that again later on
918
00:31:46,960 --> 00:31:50,000
but we're kind of working our way
919
00:31:48,240 --> 00:31:52,080
towards now is
920
00:31:50,000 --> 00:31:54,559
narrative design
921
00:31:52,080 --> 00:31:56,559
so what makes a good campaign
922
00:31:54,559 --> 00:31:59,039
is my question to you
923
00:31:56,559 --> 00:32:00,480
as nice and big and vague as as a
924
00:31:59,039 --> 00:32:01,360
question can be
925
00:32:00,480 --> 00:32:03,600
well
926
00:32:01,360 --> 00:32:05,440
it is a tough question
927
00:32:03,600 --> 00:32:06,559
conventional wisdom
928
00:32:05,440 --> 00:32:09,440
says
929
00:32:06,559 --> 00:32:12,880
your story is good
930
00:32:09,440 --> 00:32:15,679
if it revolves around your players
931
00:32:12,880 --> 00:32:18,000
right now it is true it is good you know
932
00:32:15,679 --> 00:32:19,360
people want their in their actions to
933
00:32:18,000 --> 00:32:20,720
have impact on the world they want to
934
00:32:19,360 --> 00:32:23,039
feel like they matter
935
00:32:20,720 --> 00:32:25,200
how you go about doing that
936
00:32:23,039 --> 00:32:28,399
you know if you have your own ideas
937
00:32:25,200 --> 00:32:29,840
about the world or about plot ideas
938
00:32:28,399 --> 00:32:32,720
is a challenge
939
00:32:29,840 --> 00:32:35,840
my system is i have
940
00:32:32,720 --> 00:32:37,600
moments in my head and i i know that
941
00:32:35,840 --> 00:32:38,960
some of my players might might listen to
942
00:32:37,600 --> 00:32:40,320
this podcast so i don't want to give
943
00:32:38,960 --> 00:32:43,120
anything away
944
00:32:40,320 --> 00:32:44,799
about the future of my campaign but one
945
00:32:43,120 --> 00:32:45,760
thing that's already happened in my
946
00:32:44,799 --> 00:32:48,000
campaign
947
00:32:45,760 --> 00:32:50,799
is they fought a demon
948
00:32:48,000 --> 00:32:55,200
in the basement of a church
949
00:32:50,799 --> 00:32:57,600
and that entire encounter came from this
950
00:32:55,200 --> 00:33:00,880
i don't know a vision a fever dream if
951
00:32:57,600 --> 00:33:02,880
you will that i that i had of a corpse
952
00:33:00,880 --> 00:33:05,200
being possessed and this the room is
953
00:33:02,880 --> 00:33:07,279
full of these of corpses that are that
954
00:33:05,200 --> 00:33:08,960
are swaying and there's a gem on the
955
00:33:07,279 --> 00:33:12,080
wall and it is powering everything and
956
00:33:08,960 --> 00:33:14,399
it's a terrible terrible dark desperate
957
00:33:12,080 --> 00:33:16,880
affair
958
00:33:14,399 --> 00:33:18,880
i took this moment and i said okay how
959
00:33:16,880 --> 00:33:21,039
do i turn that into a combat encounter
960
00:33:18,880 --> 00:33:22,960
so i looked up demons because i had an
961
00:33:21,039 --> 00:33:25,120
idea that you know maybe i'd like a
962
00:33:22,960 --> 00:33:26,960
demon to be involved and i built that
963
00:33:25,120 --> 00:33:28,640
combat encounter around there and i
964
00:33:26,960 --> 00:33:31,360
thought to myself well why does that
965
00:33:28,640 --> 00:33:34,240
creature exist how did it get there
966
00:33:31,360 --> 00:33:35,760
from that encounter i developed a
967
00:33:34,240 --> 00:33:37,279
faction
968
00:33:35,760 --> 00:33:39,360
okay and and that faction is going to
969
00:33:37,279 --> 00:33:41,440
have its own goals right and and i try
970
00:33:39,360 --> 00:33:43,760
to keep it vague
971
00:33:41,440 --> 00:33:45,679
because the the second part
972
00:33:43,760 --> 00:33:47,440
is integrating it with your players
973
00:33:45,679 --> 00:33:48,159
character backstories
974
00:33:47,440 --> 00:33:51,279
so
975
00:33:48,159 --> 00:33:53,919
one aspect of my campaign is a bit of a
976
00:33:51,279 --> 00:33:58,080
political conflict between powerful
977
00:33:53,919 --> 00:33:59,600
parties and my monk for example their
978
00:33:58,080 --> 00:34:02,399
monastery
979
00:33:59,600 --> 00:34:05,279
is all about ingratiating themselves
980
00:34:02,399 --> 00:34:07,360
with powerful people they do espionage
981
00:34:05,279 --> 00:34:09,200
for them they do espionage on them you
982
00:34:07,360 --> 00:34:11,440
know for their own purposes in addition
983
00:34:09,200 --> 00:34:13,919
to helping you know nobles achieve their
984
00:34:11,440 --> 00:34:16,159
own goals while it's not directly
985
00:34:13,919 --> 00:34:17,520
related to to that combat encounter that
986
00:34:16,159 --> 00:34:20,079
i mentioned
987
00:34:17,520 --> 00:34:22,720
there are other combat encounters there
988
00:34:20,079 --> 00:34:25,119
are other social encounters that i had
989
00:34:22,720 --> 00:34:28,720
envisioned for certain factions and i
990
00:34:25,119 --> 00:34:30,560
start to tie that into the monastery's
991
00:34:28,720 --> 00:34:32,960
goals you know how do the monasteries
992
00:34:30,560 --> 00:34:34,480
goals affect the plot points that i had
993
00:34:32,960 --> 00:34:37,440
already in my head
994
00:34:34,480 --> 00:34:39,919
and to try to do that for every
995
00:34:37,440 --> 00:34:42,320
character's backstory as much as
996
00:34:39,919 --> 00:34:43,280
possible if they're among their monastic
997
00:34:42,320 --> 00:34:46,639
tradition
998
00:34:43,280 --> 00:34:49,760
their rivals their allies how can we tie
999
00:34:46,639 --> 00:34:53,280
those in to existing factions within the
1000
00:34:49,760 --> 00:34:54,960
world existing events and players are
1001
00:34:53,280 --> 00:34:57,280
very inventive they'll come up with
1002
00:34:54,960 --> 00:34:58,480
richly detailed backstories if you let
1003
00:34:57,280 --> 00:34:59,760
them if they want to if they have
1004
00:34:58,480 --> 00:35:01,760
interest they'll come up with
1005
00:34:59,760 --> 00:35:04,480
interesting rivals and interesting
1006
00:35:01,760 --> 00:35:06,480
allies you take those ideas and you work
1007
00:35:04,480 --> 00:35:08,640
with them while they're developing their
1008
00:35:06,480 --> 00:35:10,800
characters so i i don't like to have
1009
00:35:08,640 --> 00:35:14,079
people come to the table with set in
1010
00:35:10,800 --> 00:35:15,760
stone character ideas that are that's it
1011
00:35:14,079 --> 00:35:17,599
they're never gonna change i like to
1012
00:35:15,760 --> 00:35:20,160
work with them during the character
1013
00:35:17,599 --> 00:35:22,560
creation process to integrate it every
1014
00:35:20,160 --> 00:35:26,079
step of the way into whatever i have
1015
00:35:22,560 --> 00:35:28,079
that way the adventure is very much tied
1016
00:35:26,079 --> 00:35:30,960
to the character's
1017
00:35:28,079 --> 00:35:32,079
goals what the characters care about and
1018
00:35:30,960 --> 00:35:33,839
so
1019
00:35:32,079 --> 00:35:36,320
they want to change those things they
1020
00:35:33,839 --> 00:35:37,280
want to impact it
1021
00:35:36,320 --> 00:35:39,440
and that's
1022
00:35:37,280 --> 00:35:41,440
the crux and as soon as you let them
1023
00:35:39,440 --> 00:35:43,440
impact it as soon as you let them change
1024
00:35:41,440 --> 00:35:44,880
things let them succeed let your
1025
00:35:43,440 --> 00:35:47,599
villains and other
1026
00:35:44,880 --> 00:35:50,160
npcs react to what they're doing change
1027
00:35:47,599 --> 00:35:52,320
their plans to focus on what what the
1028
00:35:50,160 --> 00:35:54,160
players are doing i think that's that's
1029
00:35:52,320 --> 00:35:56,160
the key to an enjoyable campaign for
1030
00:35:54,160 --> 00:35:57,200
your players and hopefully also for
1031
00:35:56,160 --> 00:36:00,240
yourself
1032
00:35:57,200 --> 00:36:02,400
um yeah that's really good advice there
1033
00:36:00,240 --> 00:36:04,000
and really well put i have to say
1034
00:36:02,400 --> 00:36:05,680
that particular example you gave the
1035
00:36:04,000 --> 00:36:07,359
demon fight underneath the church and
1036
00:36:05,680 --> 00:36:09,839
then you kind of built up from there
1037
00:36:07,359 --> 00:36:11,680
it's a kind of bottom-up design approach
1038
00:36:09,839 --> 00:36:13,119
i suppose rather than a top-down and i
1039
00:36:11,680 --> 00:36:14,640
must admit that's one that i also take
1040
00:36:13,119 --> 00:36:16,480
as a bottom-up of
1041
00:36:14,640 --> 00:36:18,560
here's a cool idea now let me think
1042
00:36:16,480 --> 00:36:20,000
about what that means one level up and
1043
00:36:18,560 --> 00:36:22,160
now let me think about what that means
1044
00:36:20,000 --> 00:36:22,960
the next level up and so on and so on
1045
00:36:22,160 --> 00:36:25,040
and then
1046
00:36:22,960 --> 00:36:27,359
that's quite easy well easy's not the
1047
00:36:25,040 --> 00:36:29,440
right word it enables you to be able to
1048
00:36:27,359 --> 00:36:31,839
stitch it in to the higher levels if
1049
00:36:29,440 --> 00:36:34,560
you've got a agnostic
1050
00:36:31,839 --> 00:36:36,560
core of a an encounter but then you can
1051
00:36:34,560 --> 00:36:37,520
stitch that in where it makes sense and
1052
00:36:36,560 --> 00:36:39,280
where it's
1053
00:36:37,520 --> 00:36:41,760
most enjoyable
1054
00:36:39,280 --> 00:36:43,760
what i probably didn't do as well as
1055
00:36:41,760 --> 00:36:45,280
yourself is maybe
1056
00:36:43,760 --> 00:36:46,720
i offered to work with
1057
00:36:45,280 --> 00:36:48,400
my players
1058
00:36:46,720 --> 00:36:50,160
but they were all as i said most of them
1059
00:36:48,400 --> 00:36:52,400
were very new
1060
00:36:50,160 --> 00:36:53,760
so even something like
1061
00:36:52,400 --> 00:36:55,680
we're going to do a low magic or a high
1062
00:36:53,760 --> 00:36:56,720
magic would mean very little to them
1063
00:36:55,680 --> 00:36:58,000
because they've got no frame of
1064
00:36:56,720 --> 00:36:59,440
reference
1065
00:36:58,000 --> 00:37:01,440
i've asked them a number of times i
1066
00:36:59,440 --> 00:37:02,880
think about think about like you've all
1067
00:37:01,440 --> 00:37:05,200
got family
1068
00:37:02,880 --> 00:37:07,760
right who are they simple question
1069
00:37:05,200 --> 00:37:10,640
because then i can lean on that and
1070
00:37:07,760 --> 00:37:13,440
bring it in and have that impact
1071
00:37:10,640 --> 00:37:15,040
the the fate of the universe
1072
00:37:13,440 --> 00:37:17,200
but i think my players may be slightly
1073
00:37:15,040 --> 00:37:18,800
less forthcoming in that maybe slightly
1074
00:37:17,200 --> 00:37:20,240
intimidated by
1075
00:37:18,800 --> 00:37:21,920
whoa it was
1076
00:37:20,240 --> 00:37:23,040
it was tricky enough to come up with
1077
00:37:21,920 --> 00:37:24,880
this
1078
00:37:23,040 --> 00:37:26,079
person let alone you're asking me to
1079
00:37:24,880 --> 00:37:29,119
come up with
1080
00:37:26,079 --> 00:37:30,400
three four five more so
1081
00:37:29,119 --> 00:37:32,800
it depends on the players saying there's
1082
00:37:30,400 --> 00:37:35,119
a bit of a balancing act there and
1083
00:37:32,800 --> 00:37:38,000
the level of work you have to do as a dm
1084
00:37:35,119 --> 00:37:41,040
might shift or the nature of that work
1085
00:37:38,000 --> 00:37:42,560
changes depending on the player's intent
1086
00:37:41,040 --> 00:37:44,640
i guess what i'm trying to say is how
1087
00:37:42,560 --> 00:37:46,000
you design the campaign changes based on
1088
00:37:44,640 --> 00:37:47,599
the players you have at the table which
1089
00:37:46,000 --> 00:37:49,520
now i've said it plainly
1090
00:37:47,599 --> 00:37:51,040
is completely obvious
1091
00:37:49,520 --> 00:37:53,680
and i feel like an idiot for having to
1092
00:37:51,040 --> 00:37:55,839
say it but that's just
1093
00:37:53,680 --> 00:37:57,680
where my thoughts have have bought me
1094
00:37:55,839 --> 00:37:59,760
yeah the the realization that you've
1095
00:37:57,680 --> 00:38:02,320
made is is a true one
1096
00:37:59,760 --> 00:38:04,960
and it sounds obvious but when people
1097
00:38:02,320 --> 00:38:06,320
actually hear that advice implementing
1098
00:38:04,960 --> 00:38:07,520
it from
1099
00:38:06,320 --> 00:38:09,200
okay
1100
00:38:07,520 --> 00:38:11,119
designing for my players
1101
00:38:09,200 --> 00:38:12,400
great how you actually go about doing
1102
00:38:11,119 --> 00:38:14,640
that is is
1103
00:38:12,400 --> 00:38:17,119
a bit more challenging
1104
00:38:14,640 --> 00:38:18,480
i'm again a bit reactive in this
1105
00:38:17,119 --> 00:38:21,040
instance so i've
1106
00:38:18,480 --> 00:38:23,839
i've had a couple of chapters or arcs
1107
00:38:21,040 --> 00:38:25,599
which were divorced from any particular
1108
00:38:23,839 --> 00:38:27,280
background which i've started the
1109
00:38:25,599 --> 00:38:28,880
process of writing them up to eventually
1110
00:38:27,280 --> 00:38:30,240
be released but
1111
00:38:28,880 --> 00:38:32,160
damn my
1112
00:38:30,240 --> 00:38:33,359
analytical perfectionism whether it
1113
00:38:32,160 --> 00:38:35,920
actually ever get done or not i don't
1114
00:38:33,359 --> 00:38:37,680
know but uh because there's no hard ties
1115
00:38:35,920 --> 00:38:39,280
to any character's backstories but a
1116
00:38:37,680 --> 00:38:40,960
number of them do
1117
00:38:39,280 --> 00:38:42,800
and i i did make that as quite a high
1118
00:38:40,960 --> 00:38:45,040
priority to be like no no please do give
1119
00:38:42,800 --> 00:38:46,960
me something because i want to make a
1120
00:38:45,040 --> 00:38:49,119
thing out of it because i'm fully
1121
00:38:46,960 --> 00:38:51,920
committed to that idea of it being a
1122
00:38:49,119 --> 00:38:54,160
bigger payoff basically down the line
1123
00:38:51,920 --> 00:38:56,800
that oh hey that's
1124
00:38:54,160 --> 00:38:58,480
that's something that i put in the story
1125
00:38:56,800 --> 00:39:00,800
from the player's perspective yeah i
1126
00:38:58,480 --> 00:39:02,960
know him because i wrote that on a piece
1127
00:39:00,800 --> 00:39:04,880
of paper and sent it to my dm two years
1128
00:39:02,960 --> 00:39:07,359
ago
1129
00:39:04,880 --> 00:39:09,040
and one thing to note is that as a
1130
00:39:07,359 --> 00:39:10,320
player if you're new
1131
00:39:09,040 --> 00:39:12,079
well first of all
1132
00:39:10,320 --> 00:39:13,680
the character sheet gives you a few
1133
00:39:12,079 --> 00:39:15,359
things to work with it suggests that you
1134
00:39:13,680 --> 00:39:18,240
have a backstory it suggests that you
1135
00:39:15,359 --> 00:39:20,160
have a rival and an ally and honestly
1136
00:39:18,240 --> 00:39:21,760
whatever else you'd like to add in it's
1137
00:39:20,160 --> 00:39:22,880
between you and your dm
1138
00:39:21,760 --> 00:39:25,760
however
1139
00:39:22,880 --> 00:39:27,839
you don't have to add it in
1140
00:39:25,760 --> 00:39:29,599
all at the beginning
1141
00:39:27,839 --> 00:39:31,520
the earlier you add it in the easier for
1142
00:39:29,599 --> 00:39:34,240
the dm for sure
1143
00:39:31,520 --> 00:39:36,560
more time to plan and whatnot but
1144
00:39:34,240 --> 00:39:39,200
if you are comfortable with it if your
1145
00:39:36,560 --> 00:39:41,760
dm is comfortable with it then you can
1146
00:39:39,200 --> 00:39:44,480
add it in as you go along and and that
1147
00:39:41,760 --> 00:39:46,880
in some ways makes things easier because
1148
00:39:44,480 --> 00:39:49,359
you look at the existing plot elements
1149
00:39:46,880 --> 00:39:50,720
and you say well wouldn't it be nice if
1150
00:39:49,359 --> 00:39:52,880
i had a brother who worked in the
1151
00:39:50,720 --> 00:39:54,000
thieves guild you know and then
1152
00:39:52,880 --> 00:39:56,480
just like that
1153
00:39:54,000 --> 00:39:57,599
you have the dm's existing world you say
1154
00:39:56,480 --> 00:39:58,800
you know i want a part of it i want a
1155
00:39:57,599 --> 00:40:00,320
piece of that
1156
00:39:58,800 --> 00:40:02,240
yeah that's something i might bring up
1157
00:40:00,320 --> 00:40:03,440
with my players to say nothing's
1158
00:40:02,240 --> 00:40:05,599
precious
1159
00:40:03,440 --> 00:40:08,079
the world is here for you and me
1160
00:40:05,599 --> 00:40:09,760
so make use of it don't feel like you
1161
00:40:08,079 --> 00:40:12,319
guys are having to design your own
1162
00:40:09,760 --> 00:40:14,160
microcosm universes just to appease me
1163
00:40:12,319 --> 00:40:15,520
the whole point is that
1164
00:40:14,160 --> 00:40:17,520
you're in the world
1165
00:40:15,520 --> 00:40:20,240
i have to say they're talking of design
1166
00:40:17,520 --> 00:40:22,480
and i've ragged on it before is the
1167
00:40:20,240 --> 00:40:24,079
character sheet is again
1168
00:40:22,480 --> 00:40:25,200
quite intimidating and although it does
1169
00:40:24,079 --> 00:40:28,000
have
1170
00:40:25,200 --> 00:40:29,520
ideals bonds traits and flaws which is
1171
00:40:28,000 --> 00:40:32,000
something i stress to
1172
00:40:29,520 --> 00:40:33,920
every new starter i say hey
1173
00:40:32,000 --> 00:40:37,119
forget the numbers for a second quite
1174
00:40:33,920 --> 00:40:38,640
there prominently on the first page is
1175
00:40:37,119 --> 00:40:40,640
what don't you like
1176
00:40:38,640 --> 00:40:41,839
nothing to do with numbers nothing to do
1177
00:40:40,640 --> 00:40:44,400
with dice
1178
00:40:41,839 --> 00:40:46,160
just what does your dude not like
1179
00:40:44,400 --> 00:40:47,200
what does your dude strive to make
1180
00:40:46,160 --> 00:40:49,440
better
1181
00:40:47,200 --> 00:40:51,599
so that is good and there is i think on
1182
00:40:49,440 --> 00:40:53,280
the second page a bit about allies and
1183
00:40:51,599 --> 00:40:54,800
enemies but in terms of
1184
00:40:53,280 --> 00:40:57,280
i think you have to be of a certain
1185
00:40:54,800 --> 00:40:59,040
mindset to come to the choice of these
1186
00:40:57,280 --> 00:41:00,960
things yourself
1187
00:40:59,040 --> 00:41:03,599
and if you're not then you can be
1188
00:41:00,960 --> 00:41:05,440
lacking when it comes to yeah but my
1189
00:41:03,599 --> 00:41:06,400
brother in the feeds guild well i don't
1190
00:41:05,440 --> 00:41:08,160
know
1191
00:41:06,400 --> 00:41:09,680
that thought never even
1192
00:41:08,160 --> 00:41:11,760
never even crossed my mind that it might
1193
00:41:09,680 --> 00:41:13,920
not even ever cross my mind
1194
00:41:11,760 --> 00:41:16,640
during the whole course of the campaign
1195
00:41:13,920 --> 00:41:17,440
unless the dm says something
1196
00:41:16,640 --> 00:41:18,640
but
1197
00:41:17,440 --> 00:41:20,240
there's limits to what you can put on a
1198
00:41:18,640 --> 00:41:22,000
piece of paper and i can't put every tom
1199
00:41:20,240 --> 00:41:23,680
dick and harry to say
1200
00:41:22,000 --> 00:41:25,760
you know who's your uncle who's your
1201
00:41:23,680 --> 00:41:27,599
auntie who's your uncle's brother and
1202
00:41:25,760 --> 00:41:28,960
right it would get ridiculous sadly
1203
00:41:27,599 --> 00:41:30,560
there was a tragic fire and they all
1204
00:41:28,960 --> 00:41:32,079
died
1205
00:41:30,560 --> 00:41:33,599
yeah exactly that's the they get out of
1206
00:41:32,079 --> 00:41:35,200
jail free card
1207
00:41:33,599 --> 00:41:36,560
that's a tricky one but a very
1208
00:41:35,200 --> 00:41:39,359
interesting from a
1209
00:41:36,560 --> 00:41:41,119
thought experiment point of view to say
1210
00:41:39,359 --> 00:41:41,920
you know it'd be good to see data sets
1211
00:41:41,119 --> 00:41:43,839
of
1212
00:41:41,920 --> 00:41:46,160
how many times did new players tie in
1213
00:41:43,839 --> 00:41:49,119
their family to their backstory versus
1214
00:41:46,160 --> 00:41:50,880
experienced players in their backstories
1215
00:41:49,119 --> 00:41:52,560
how much did they talk about
1216
00:41:50,880 --> 00:41:55,440
relationships and
1217
00:41:52,560 --> 00:41:57,200
familial ties rather than just
1218
00:41:55,440 --> 00:41:59,599
vengeance go
1219
00:41:57,200 --> 00:42:02,079
session one
1220
00:41:59,599 --> 00:42:03,680
well my view is that ideals and
1221
00:42:02,079 --> 00:42:06,079
personality traits flaws and bonds
1222
00:42:03,680 --> 00:42:08,319
that's about your person internally and
1223
00:42:06,079 --> 00:42:10,400
your allies and your rivals that's about
1224
00:42:08,319 --> 00:42:12,000
their relationship to the world outside
1225
00:42:10,400 --> 00:42:13,359
and i think one reason that players
1226
00:42:12,000 --> 00:42:15,359
don't necessarily think of that
1227
00:42:13,359 --> 00:42:17,440
immediately is because they don't know
1228
00:42:15,359 --> 00:42:19,440
what the world outside looks like
1229
00:42:17,440 --> 00:42:21,359
and so that's where the dm can help them
1230
00:42:19,440 --> 00:42:23,359
by saying this is what the world is like
1231
00:42:21,359 --> 00:42:25,440
there is a monarchy and there's you know
1232
00:42:23,359 --> 00:42:27,520
there's a king in their nobles and they
1233
00:42:25,440 --> 00:42:30,640
have this effect on the world and there
1234
00:42:27,520 --> 00:42:32,800
are merchants who are very powerful and
1235
00:42:30,640 --> 00:42:34,000
this is how they affect daily life there
1236
00:42:32,800 --> 00:42:35,920
are thieves skills and they're this and
1237
00:42:34,000 --> 00:42:37,280
there are that and to sort of give them
1238
00:42:35,920 --> 00:42:40,000
ideas
1239
00:42:37,280 --> 00:42:41,920
to say okay well my character had a
1240
00:42:40,000 --> 00:42:42,800
nasty run-in with one of those guilds
1241
00:42:41,920 --> 00:42:45,280
and that's
1242
00:42:42,800 --> 00:42:47,200
rival right there yeah i completely
1243
00:42:45,280 --> 00:42:47,920
agree and in the same breath i'm gonna
1244
00:42:47,200 --> 00:42:50,319
say
1245
00:42:47,920 --> 00:42:53,119
i'm intimidated by really well thought
1246
00:42:50,319 --> 00:42:54,800
out backstories
1247
00:42:53,119 --> 00:42:57,920
because one of my players gave me like a
1248
00:42:54,800 --> 00:43:00,160
page and my immediate thought wrongly
1249
00:42:57,920 --> 00:43:02,000
was not this is great it was oh god i
1250
00:43:00,160 --> 00:43:03,520
really hope i can do it justice
1251
00:43:02,000 --> 00:43:05,359
which is which i guess ultimately is a
1252
00:43:03,520 --> 00:43:06,800
good thing because you feel like you
1253
00:43:05,359 --> 00:43:08,240
know they've put the effort in and that
1254
00:43:06,800 --> 00:43:10,240
they deserve to have the enjoyment of
1255
00:43:08,240 --> 00:43:13,359
the effort they've put in and ultimately
1256
00:43:10,240 --> 00:43:14,880
everybody wins in that situation
1257
00:43:13,359 --> 00:43:16,880
so we've talked
1258
00:43:14,880 --> 00:43:18,000
a little bit man i could talk all night
1259
00:43:16,880 --> 00:43:20,000
about
1260
00:43:18,000 --> 00:43:21,040
higher level narrative
1261
00:43:20,000 --> 00:43:23,359
design
1262
00:43:21,040 --> 00:43:25,119
if we bring it down a level and let's
1263
00:43:23,359 --> 00:43:29,200
talk about a really
1264
00:43:25,119 --> 00:43:32,000
interesting topic of villains or
1265
00:43:29,200 --> 00:43:33,200
let's use a softer term of antagonists
1266
00:43:32,000 --> 00:43:36,000
so
1267
00:43:33,200 --> 00:43:38,079
again we're talking more soft design i
1268
00:43:36,000 --> 00:43:39,599
suppose rather than hard design i'm sure
1269
00:43:38,079 --> 00:43:40,960
there's probably more correct terms for
1270
00:43:39,599 --> 00:43:44,560
that but that's what i'm going to stick
1271
00:43:40,960 --> 00:43:47,440
with so how would you design
1272
00:43:44,560 --> 00:43:50,000
a good antagonist well
1273
00:43:47,440 --> 00:43:52,720
disclaimer i will say that i think
1274
00:43:50,000 --> 00:43:54,640
designing npcs is
1275
00:43:52,720 --> 00:43:56,880
not my strong suit
1276
00:43:54,640 --> 00:43:59,599
as a dm it's something that i'm still
1277
00:43:56,880 --> 00:44:01,440
learning to do so then there's your
1278
00:43:59,599 --> 00:44:03,920
disclaimer right there
1279
00:44:01,440 --> 00:44:05,599
there there is guidance in the dmg on
1280
00:44:03,920 --> 00:44:07,200
designing a good villain
1281
00:44:05,599 --> 00:44:09,599
which i can't recall off the top of my
1282
00:44:07,200 --> 00:44:12,960
head so that should go to show you
1283
00:44:09,599 --> 00:44:15,440
my familiarity with with npc design but
1284
00:44:12,960 --> 00:44:18,480
my philosophy is
1285
00:44:15,440 --> 00:44:19,599
they have goals right that's
1286
00:44:18,480 --> 00:44:21,680
i mean
1287
00:44:19,599 --> 00:44:23,920
it kind of sounds silly to say it but
1288
00:44:21,680 --> 00:44:25,680
they have goals and they
1289
00:44:23,920 --> 00:44:26,960
want to achieve them
1290
00:44:25,680 --> 00:44:29,920
i think what
1291
00:44:26,960 --> 00:44:32,560
some people fall into the trap of doing
1292
00:44:29,920 --> 00:44:33,760
is trying to account for player actions
1293
00:44:32,560 --> 00:44:36,240
what if they do this you know what is
1294
00:44:33,760 --> 00:44:37,920
the how is the villain going to respond
1295
00:44:36,240 --> 00:44:40,000
the best way i think to have a
1296
00:44:37,920 --> 00:44:42,079
compelling villain is to understand
1297
00:44:40,000 --> 00:44:44,240
their goals and what they're willing to
1298
00:44:42,079 --> 00:44:46,400
do to achieve them right
1299
00:44:44,240 --> 00:44:47,280
so if your villain
1300
00:44:46,400 --> 00:44:49,440
is
1301
00:44:47,280 --> 00:44:51,920
a powerful merchant
1302
00:44:49,440 --> 00:44:53,520
maybe they'll extort people maybe
1303
00:44:51,920 --> 00:44:56,720
they'll send
1304
00:44:53,520 --> 00:44:58,240
thugs to beat people up if they've been
1305
00:44:56,720 --> 00:45:00,800
trash talking
1306
00:44:58,240 --> 00:45:02,400
their institution but they have a
1307
00:45:00,800 --> 00:45:04,560
constrained
1308
00:45:02,400 --> 00:45:06,800
sphere of influence
1309
00:45:04,560 --> 00:45:08,640
there are safe spaces you know outside
1310
00:45:06,800 --> 00:45:11,680
of the city or outside of their sphere
1311
00:45:08,640 --> 00:45:13,520
of influence where the players can leave
1312
00:45:11,680 --> 00:45:14,560
and and and be safe from the villain
1313
00:45:13,520 --> 00:45:17,280
schemes
1314
00:45:14,560 --> 00:45:20,640
the more you constrain their sphere of
1315
00:45:17,280 --> 00:45:22,800
influence the less important
1316
00:45:20,640 --> 00:45:24,800
uh villain they are which is fine you
1317
00:45:22,800 --> 00:45:26,880
don't need to have big bads all the time
1318
00:45:24,800 --> 00:45:28,240
that's a really good way to approach
1319
00:45:26,880 --> 00:45:29,440
that topic of
1320
00:45:28,240 --> 00:45:32,319
they have
1321
00:45:29,440 --> 00:45:34,400
an objective that should be impacted by
1322
00:45:32,319 --> 00:45:36,400
the player actions but not the objective
1323
00:45:34,400 --> 00:45:37,599
should be divorced of the players in a
1324
00:45:36,400 --> 00:45:39,839
way if you know what i mean the player
1325
00:45:37,599 --> 00:45:41,440
characters so they should be trying to
1326
00:45:39,839 --> 00:45:43,760
achieve goal a
1327
00:45:41,440 --> 00:45:46,079
the antagonists and the player
1328
00:45:43,760 --> 00:45:47,280
characters might be attempting to
1329
00:45:46,079 --> 00:45:48,240
achieve goal
1330
00:45:47,280 --> 00:45:50,319
b
1331
00:45:48,240 --> 00:45:52,319
and it just so happens that they happen
1332
00:45:50,319 --> 00:45:54,880
to be on opposite sides of
1333
00:45:52,319 --> 00:45:56,480
of the of the result
1334
00:45:54,880 --> 00:45:58,640
i played it
1335
00:45:56,480 --> 00:45:59,599
safe and certainly have
1336
00:45:58,640 --> 00:46:01,920
a
1337
00:45:59,599 --> 00:46:03,920
big bad whose
1338
00:46:01,920 --> 00:46:06,079
plans and and likewise i don't give too
1339
00:46:03,920 --> 00:46:09,040
much away but whose plans are very much
1340
00:46:06,079 --> 00:46:09,040
big and bad
1341
00:46:09,599 --> 00:46:14,319
but dotted throughout uh in each chapter
1342
00:46:11,760 --> 00:46:16,319
and arc there'll be some kind of
1343
00:46:14,319 --> 00:46:19,040
antagonistic nature
1344
00:46:16,319 --> 00:46:20,160
one thing i feel i've done myself out of
1345
00:46:19,040 --> 00:46:23,040
is
1346
00:46:20,160 --> 00:46:24,720
a local antagonist or a local villain so
1347
00:46:23,040 --> 00:46:26,400
someone like
1348
00:46:24,720 --> 00:46:27,520
the head of the merchant's guild as you
1349
00:46:26,400 --> 00:46:29,280
said so
1350
00:46:27,520 --> 00:46:32,560
someone who's like on their doorstep but
1351
00:46:29,280 --> 00:46:34,400
untouchable in a way and not just some
1352
00:46:32,560 --> 00:46:37,440
giga-powerful being
1353
00:46:34,400 --> 00:46:40,079
that is untouchable by their power level
1354
00:46:37,440 --> 00:46:41,920
what i would personally really like to
1355
00:46:40,079 --> 00:46:44,319
explore a little bit further is an
1356
00:46:41,920 --> 00:46:46,640
antagonist that's untouchable for
1357
00:46:44,319 --> 00:46:47,920
political reasons yeah or for social
1358
00:46:46,640 --> 00:46:49,520
reasons
1359
00:46:47,920 --> 00:46:51,200
which sounds very interesting and
1360
00:46:49,520 --> 00:46:53,839
something i want to explore a little bit
1361
00:46:51,200 --> 00:46:56,240
more on absolutely and and i think that
1362
00:46:53,839 --> 00:46:58,960
that ties into what i was gonna say next
1363
00:46:56,240 --> 00:47:00,880
which is that your villain
1364
00:46:58,960 --> 00:47:03,599
should really
1365
00:47:00,880 --> 00:47:06,160
complement the genre of the adventure
1366
00:47:03,599 --> 00:47:08,000
that you're playing if you're playing a
1367
00:47:06,160 --> 00:47:10,160
dungeon crawler and you have a super
1368
00:47:08,000 --> 00:47:12,319
politically connected diplomat who is
1369
00:47:10,160 --> 00:47:13,680
the villain you know maybe doesn't fit
1370
00:47:12,319 --> 00:47:16,079
as well as
1371
00:47:13,680 --> 00:47:18,400
a devious wizard or beholder that's put
1372
00:47:16,079 --> 00:47:20,880
in a whole bunch of whole kinds of traps
1373
00:47:18,400 --> 00:47:24,640
and and whatnot yeah for me yeah my
1374
00:47:20,880 --> 00:47:27,520
adventure is a bit more of a there is an
1375
00:47:24,640 --> 00:47:30,000
aspect of politics to it and intrigue
1376
00:47:27,520 --> 00:47:32,079
that i'm trying to develop and it is a
1377
00:47:30,000 --> 00:47:34,640
dark fantasy and what that means to me
1378
00:47:32,079 --> 00:47:36,880
is that i never will not never but i
1379
00:47:34,640 --> 00:47:40,480
rarely want my players to feel like
1380
00:47:36,880 --> 00:47:42,319
heroes i want them to feel like people
1381
00:47:40,480 --> 00:47:43,119
in a world with other people
1382
00:47:42,319 --> 00:47:45,040
and
1383
00:47:43,119 --> 00:47:47,680
so the kind of enemy that you would have
1384
00:47:45,040 --> 00:47:49,920
in a heroic fantasy adventure somebody
1385
00:47:47,680 --> 00:47:54,720
who is pure evil maybe they they don't
1386
00:47:49,920 --> 00:47:56,319
fit within a more political adventure so
1387
00:47:54,720 --> 00:47:59,520
i have as
1388
00:47:56,319 --> 00:48:02,480
a replacement for clear villains i have
1389
00:47:59,520 --> 00:48:05,520
a number of people who have
1390
00:48:02,480 --> 00:48:06,720
goals and they are sometimes in direct
1391
00:48:05,520 --> 00:48:08,880
opposition
1392
00:48:06,720 --> 00:48:11,200
sometimes they are in slightly different
1393
00:48:08,880 --> 00:48:12,400
directions trying to achieve similar
1394
00:48:11,200 --> 00:48:14,319
outcomes
1395
00:48:12,400 --> 00:48:16,480
and so for the players it's a matter of
1396
00:48:14,319 --> 00:48:19,040
choosing which of these
1397
00:48:16,480 --> 00:48:21,440
factions which of these npcs do i agree
1398
00:48:19,040 --> 00:48:23,680
with and do i disagree with and what am
1399
00:48:21,440 --> 00:48:24,960
i willing to do about my disagreement
1400
00:48:23,680 --> 00:48:26,400
with them you know because they they
1401
00:48:24,960 --> 00:48:28,160
have goals if the players don't do
1402
00:48:26,400 --> 00:48:29,839
anything they have a game plan they're
1403
00:48:28,160 --> 00:48:32,000
going to execute that game plan yeah and
1404
00:48:29,839 --> 00:48:33,760
you'd want your villains to be able to
1405
00:48:32,000 --> 00:48:35,599
succeed in what they're doing if they
1406
00:48:33,760 --> 00:48:37,280
don't have any opposition right and so
1407
00:48:35,599 --> 00:48:38,880
now it's up to the players to say do i
1408
00:48:37,280 --> 00:48:42,720
want to stop this what am i willing to
1409
00:48:38,880 --> 00:48:44,559
do the status quo is the villains win
1410
00:48:42,720 --> 00:48:46,800
right and you need something there to
1411
00:48:44,559 --> 00:48:49,440
shake that up and that's something
1412
00:48:46,800 --> 00:48:51,760
it's the players right in in my kind of
1413
00:48:49,440 --> 00:48:53,839
newbie player guide i put together
1414
00:48:51,760 --> 00:48:55,599
really high up i say
1415
00:48:53,839 --> 00:48:57,839
this world i've made is is living and
1416
00:48:55,599 --> 00:48:59,760
breathing and if
1417
00:48:57,839 --> 00:49:01,440
the player characters want a long rest
1418
00:48:59,760 --> 00:49:03,040
every two seconds because they take a
1419
00:49:01,440 --> 00:49:05,200
point of damage
1420
00:49:03,040 --> 00:49:07,280
that's bad because the enemies aren't
1421
00:49:05,200 --> 00:49:09,680
long rusting they're still doing their
1422
00:49:07,280 --> 00:49:12,000
trade deals they're still
1423
00:49:09,680 --> 00:49:14,079
going to fancy balls and schmoozing with
1424
00:49:12,000 --> 00:49:17,040
the other politicians they're still
1425
00:49:14,079 --> 00:49:19,839
installing traps in their dungeons while
1426
00:49:17,040 --> 00:49:21,920
you're sitting at an inn for 24 hours
1427
00:49:19,839 --> 00:49:23,680
yeah that's something that you can't get
1428
00:49:21,920 --> 00:49:26,000
from video games so i think it's a
1429
00:49:23,680 --> 00:49:28,160
really good thing to leverage quite
1430
00:49:26,000 --> 00:49:29,760
heavily in dnd in my opinion because you
1431
00:49:28,160 --> 00:49:32,640
just can't get it anywhere else the
1432
00:49:29,760 --> 00:49:34,800
internet is replete with memes of
1433
00:49:32,640 --> 00:49:38,800
you come back to do the side quest from
1434
00:49:34,800 --> 00:49:40,240
level one and you're like a walking god
1435
00:49:38,800 --> 00:49:41,520
and the side quest was just can you go
1436
00:49:40,240 --> 00:49:42,640
and pick some apples from the tree
1437
00:49:41,520 --> 00:49:43,920
please
1438
00:49:42,640 --> 00:49:46,319
and it's like well yeah because you've
1439
00:49:43,920 --> 00:49:47,680
left that poor old lady for two decades
1440
00:49:46,319 --> 00:49:49,280
while you went and
1441
00:49:47,680 --> 00:49:51,839
battled in space
1442
00:49:49,280 --> 00:49:54,640
so that that is very you know
1443
00:49:51,839 --> 00:49:58,160
incongruous so i think if that was
1444
00:49:54,640 --> 00:50:00,640
in my game i would very very much relish
1445
00:49:58,160 --> 00:50:02,880
them going back and the old lady having
1446
00:50:00,640 --> 00:50:04,319
passed away and her daughter's there
1447
00:50:02,880 --> 00:50:05,760
being like who the hell are you guys i
1448
00:50:04,319 --> 00:50:07,280
don't want any apples
1449
00:50:05,760 --> 00:50:08,160
why have you come why have you come back
1450
00:50:07,280 --> 00:50:10,160
here
1451
00:50:08,160 --> 00:50:13,319
and bought a retinue of 2000 soldiers
1452
00:50:10,160 --> 00:50:13,319
with you
1453
00:50:13,359 --> 00:50:18,559
yeah it reminds me of uh
1454
00:50:15,440 --> 00:50:20,480
fable i think fable ii maybe i i played
1455
00:50:18,559 --> 00:50:22,000
where you have to go on this mission in
1456
00:50:20,480 --> 00:50:23,839
a prison and you end up staying there
1457
00:50:22,000 --> 00:50:27,280
for several years and
1458
00:50:23,839 --> 00:50:29,520
my character got married and um
1459
00:50:27,280 --> 00:50:32,400
to to to an npc and then right right
1460
00:50:29,520 --> 00:50:34,720
afterwards they went off to this prison
1461
00:50:32,400 --> 00:50:36,880
um and they come back like 10 years
1462
00:50:34,720 --> 00:50:39,200
later and they have a child
1463
00:50:36,880 --> 00:50:42,079
and i was shocked
1464
00:50:39,200 --> 00:50:43,920
i was like what
1465
00:50:42,079 --> 00:50:45,119
that's a pleasant surprise to come back
1466
00:50:43,920 --> 00:50:46,720
to you
1467
00:50:45,119 --> 00:50:48,319
yeah and they were like you know 10 year
1468
00:50:46,720 --> 00:50:50,079
old child that are like i don't know who
1469
00:50:48,319 --> 00:50:52,480
you are dude i don't like you like on
1470
00:50:50,079 --> 00:50:54,000
pcs you know they like you or they don't
1471
00:50:52,480 --> 00:50:56,720
like you they you know depending on your
1472
00:50:54,000 --> 00:50:58,640
actions and you come back to this child
1473
00:50:56,720 --> 00:51:00,000
who as far as the game is concerned
1474
00:50:58,640 --> 00:51:01,760
feels indifferently towards you because
1475
00:51:00,000 --> 00:51:03,359
you've never interacted with them and
1476
00:51:01,760 --> 00:51:05,599
yet they're your child and it was such a
1477
00:51:03,359 --> 00:51:08,240
shock to me
1478
00:51:05,599 --> 00:51:10,000
but um for sure but i think that this
1479
00:51:08,240 --> 00:51:10,880
idea of playing with time
1480
00:51:10,000 --> 00:51:14,960
is
1481
00:51:10,880 --> 00:51:17,119
an opportunity to give a bit more
1482
00:51:14,960 --> 00:51:18,240
love to an aspect of the game that i
1483
00:51:17,119 --> 00:51:19,839
think is
1484
00:51:18,240 --> 00:51:22,640
overlooked
1485
00:51:19,839 --> 00:51:25,280
in the player's handbook overlooked in
1486
00:51:22,640 --> 00:51:26,640
designing adventures in general which is
1487
00:51:25,280 --> 00:51:29,200
exploration
1488
00:51:26,640 --> 00:51:30,880
it's one of the three pillars of dnd and
1489
00:51:29,200 --> 00:51:33,599
yet i feel like there is the least
1490
00:51:30,880 --> 00:51:36,319
amount of guidance on this topic but one
1491
00:51:33,599 --> 00:51:38,160
aspect of exploration is traveling
1492
00:51:36,319 --> 00:51:40,160
across the wilderness for example or
1493
00:51:38,160 --> 00:51:42,079
from one location to another and that
1494
00:51:40,160 --> 00:51:44,240
takes time the better you are at
1495
00:51:42,079 --> 00:51:46,559
exploring the less time it takes which
1496
00:51:44,240 --> 00:51:49,599
means the less time you give your
1497
00:51:46,559 --> 00:51:52,720
enemies your antagonists to build up
1498
00:51:49,599 --> 00:51:54,240
their plans so that's one way that
1499
00:51:52,720 --> 00:51:55,839
you know it's something i feel maybe a
1500
00:51:54,240 --> 00:51:58,240
little bit passionately about that you
1501
00:51:55,839 --> 00:52:00,720
know make exploration matter you know um
1502
00:51:58,240 --> 00:52:03,839
and that's one way you can do it is by
1503
00:52:00,720 --> 00:52:05,760
how much time you your players save
1504
00:52:03,839 --> 00:52:07,680
i've been thinking too small on that
1505
00:52:05,760 --> 00:52:10,319
scale and literally just been basing it
1506
00:52:07,680 --> 00:52:12,800
on i've not quite been counting
1507
00:52:10,319 --> 00:52:14,720
unnecessary long rests but
1508
00:52:12,800 --> 00:52:15,920
if the players waste time then i'm
1509
00:52:14,720 --> 00:52:17,520
keeping track and they're back in my
1510
00:52:15,920 --> 00:52:18,480
head okay they've wasted a couple days
1511
00:52:17,520 --> 00:52:20,480
there
1512
00:52:18,480 --> 00:52:22,160
messing around but absolutely i need to
1513
00:52:20,480 --> 00:52:23,680
factor that in of
1514
00:52:22,160 --> 00:52:25,280
are they good at exploring are they not
1515
00:52:23,680 --> 00:52:26,800
good at exploring because that's going
1516
00:52:25,280 --> 00:52:29,200
to be weeks they're
1517
00:52:26,800 --> 00:52:31,520
added on unnecessarily to the calendar
1518
00:52:29,200 --> 00:52:33,440
of the bad guys so i'm talking about
1519
00:52:31,520 --> 00:52:36,559
guys i'm gonna you have to humor me
1520
00:52:33,440 --> 00:52:39,359
while i gush because i recently finished
1521
00:52:36,559 --> 00:52:41,680
avatar the last airbender about 15 years
1522
00:52:39,359 --> 00:52:43,359
late to the party i appreciate funny
1523
00:52:41,680 --> 00:52:45,680
enough me too
1524
00:52:43,359 --> 00:52:47,920
oh wow okay what a coincidence yeah i i
1525
00:52:45,680 --> 00:52:50,480
thought it was great even as a 32 year
1526
00:52:47,920 --> 00:52:52,800
old man this is fantastic and and uh
1527
00:52:50,480 --> 00:52:54,559
zuko as a villain
1528
00:52:52,800 --> 00:52:57,200
to start with is
1529
00:52:54,559 --> 00:52:58,960
great a fantastic character
1530
00:52:57,200 --> 00:53:01,040
it just got me thinking i saw i saw a
1531
00:52:58,960 --> 00:53:02,640
question on twitter earlier
1532
00:53:01,040 --> 00:53:05,200
that was
1533
00:53:02,640 --> 00:53:07,920
what should my alignment be in d d if my
1534
00:53:05,200 --> 00:53:10,880
characters is really good but they hate
1535
00:53:07,920 --> 00:53:12,960
it because they find it exhausting
1536
00:53:10,880 --> 00:53:14,880
my response to that was
1537
00:53:12,960 --> 00:53:16,720
the two are divorced if you're doing
1538
00:53:14,880 --> 00:53:18,240
good things then you then you are good
1539
00:53:16,720 --> 00:53:20,559
aligned and if you're doing bad things
1540
00:53:18,240 --> 00:53:23,119
and you're the bad aligned in the same
1541
00:53:20,559 --> 00:53:24,480
way that in in season one zuko is
1542
00:53:23,119 --> 00:53:26,079
antagonistic
1543
00:53:24,480 --> 00:53:28,640
he's the bad guy
1544
00:53:26,079 --> 00:53:30,559
you know no airs or is about it but then
1545
00:53:28,640 --> 00:53:32,400
later on you find out it's for genuine
1546
00:53:30,559 --> 00:53:34,640
reasons shall we say without spoiling it
1547
00:53:32,400 --> 00:53:36,960
too much just in case
1548
00:53:34,640 --> 00:53:39,280
and and the line he says later on in the
1549
00:53:36,960 --> 00:53:40,559
later season is why am i so bad at being
1550
00:53:39,280 --> 00:53:42,640
good
1551
00:53:40,559 --> 00:53:44,000
and i i as soon as i heard that line i
1552
00:53:42,640 --> 00:53:45,680
was like man i love that line i gotta
1553
00:53:44,000 --> 00:53:47,839
use that somewhere because it just
1554
00:53:45,680 --> 00:53:49,200
really made me think of that's just
1555
00:53:47,839 --> 00:53:51,359
fantastic
1556
00:53:49,200 --> 00:53:53,920
villain design in my head and
1557
00:53:51,359 --> 00:53:56,319
his his character arc and his
1558
00:53:53,920 --> 00:53:58,480
the reasons for doing things i was just
1559
00:53:56,319 --> 00:54:00,079
thinking i gotta
1560
00:53:58,480 --> 00:54:02,079
i gotta fold that in
1561
00:54:00,079 --> 00:54:04,000
somewhere somehow
1562
00:54:02,079 --> 00:54:05,440
with that mentality of
1563
00:54:04,000 --> 00:54:06,559
either they're bad
1564
00:54:05,440 --> 00:54:09,200
but
1565
00:54:06,559 --> 00:54:10,880
you know why are they bad and
1566
00:54:09,200 --> 00:54:13,119
why are they doing bad things and maybe
1567
00:54:10,880 --> 00:54:14,079
it's for good reasons or maybe it's a
1568
00:54:13,119 --> 00:54:15,839
case of
1569
00:54:14,079 --> 00:54:18,480
well from my perspective the jedi are
1570
00:54:15,839 --> 00:54:19,359
evil kind of anakin skywalker kind of
1571
00:54:18,480 --> 00:54:21,200
thing
1572
00:54:19,359 --> 00:54:23,359
um because obviously he's at that point
1573
00:54:21,200 --> 00:54:24,400
super committed to his
1574
00:54:23,359 --> 00:54:26,640
way of thinking
1575
00:54:24,400 --> 00:54:28,559
so i know i've just been rambling on and
1576
00:54:26,640 --> 00:54:29,839
gushing about it but i
1577
00:54:28,559 --> 00:54:31,119
just wanted to add any thoughts about
1578
00:54:29,839 --> 00:54:33,359
doing those
1579
00:54:31,119 --> 00:54:35,040
more intricate villain design well i
1580
00:54:33,359 --> 00:54:37,119
mean i think alignment is a is a
1581
00:54:35,040 --> 00:54:38,960
conversation in itself it's a hefty
1582
00:54:37,119 --> 00:54:40,880
topic lots of people have lots of strong
1583
00:54:38,960 --> 00:54:42,960
feelings mine is
1584
00:54:40,880 --> 00:54:46,079
relatively straightforward i think that
1585
00:54:42,960 --> 00:54:48,960
your alignment reflects your actions
1586
00:54:46,079 --> 00:54:50,799
yeah exactly yeah when people
1587
00:54:48,960 --> 00:54:52,240
say like oh you know i don't like doing
1588
00:54:50,799 --> 00:54:54,319
good stuff but they do a bunch of good
1589
00:54:52,240 --> 00:54:57,359
things that's that's a good alignment to
1590
00:54:54,319 --> 00:54:59,440
me from a dm's perspective it really
1591
00:54:57,359 --> 00:55:02,000
should inform what kind of actions they
1592
00:54:59,440 --> 00:55:04,319
take right like a lawful
1593
00:55:02,000 --> 00:55:05,359
evil person has certain rules that they
1594
00:55:04,319 --> 00:55:07,599
live by
1595
00:55:05,359 --> 00:55:09,359
and if they were chaotic they might not
1596
00:55:07,599 --> 00:55:12,720
respect those rules right
1597
00:55:09,359 --> 00:55:15,760
in terms of doing good things while not
1598
00:55:12,720 --> 00:55:17,440
wanting to do it i think that alignment
1599
00:55:15,760 --> 00:55:20,000
is something that that can change yeah
1600
00:55:17,440 --> 00:55:21,040
for sure even people who in the real
1601
00:55:20,000 --> 00:55:22,880
world
1602
00:55:21,040 --> 00:55:23,680
they do things that they don't want to
1603
00:55:22,880 --> 00:55:25,920
do
1604
00:55:23,680 --> 00:55:28,480
if you do them long enough you start to
1605
00:55:25,920 --> 00:55:31,119
internalize it you start to incorporate
1606
00:55:28,480 --> 00:55:34,720
it unintentionally and so that is
1607
00:55:31,119 --> 00:55:36,640
how somebody's alignment can change irl
1608
00:55:34,720 --> 00:55:38,000
and there's there's no
1609
00:55:36,640 --> 00:55:39,599
reason to me
1610
00:55:38,000 --> 00:55:42,240
that somebody's character would not be
1611
00:55:39,599 --> 00:55:44,799
able to to change in the same way
1612
00:55:42,240 --> 00:55:46,640
yeah i completely agree i gotta say i'm
1613
00:55:44,799 --> 00:55:48,960
a little bit
1614
00:55:46,640 --> 00:55:50,240
not against but i'm quite aware that the
1615
00:55:48,960 --> 00:55:52,480
alignment system is maybe a bit of a
1616
00:55:50,240 --> 00:55:54,880
hangover from earlier editions when it
1617
00:55:52,480 --> 00:55:57,040
was a bit of a bigger deal
1618
00:55:54,880 --> 00:55:59,040
as a framework i think it works
1619
00:55:57,040 --> 00:56:01,839
as guidance to think of
1620
00:55:59,040 --> 00:56:04,079
what kind of dude do i want to play
1621
00:56:01,839 --> 00:56:06,160
it works but maybe it shouldn't
1622
00:56:04,079 --> 00:56:08,000
necessarily be on the top of the front
1623
00:56:06,160 --> 00:56:09,760
page would be my
1624
00:56:08,000 --> 00:56:12,559
humble opinion for whatever it's worth
1625
00:56:09,760 --> 00:56:14,640
especially not in fifth edition for sure
1626
00:56:12,559 --> 00:56:16,559
it's one of the basic tools that you
1627
00:56:14,640 --> 00:56:18,240
have for you know understanding how to
1628
00:56:16,559 --> 00:56:20,079
role play your character i think it's
1629
00:56:18,240 --> 00:56:21,359
like the first thing that people look at
1630
00:56:20,079 --> 00:56:23,520
and i think that once you get to a
1631
00:56:21,359 --> 00:56:25,119
certain comfort with role play maybe you
1632
00:56:23,520 --> 00:56:26,400
don't care about alignment anymore and
1633
00:56:25,119 --> 00:56:28,799
that's fine
1634
00:56:26,400 --> 00:56:30,480
yeah i agree maybe i'm
1635
00:56:28,799 --> 00:56:32,400
naive and
1636
00:56:30,480 --> 00:56:33,520
self-centered in a way and just think
1637
00:56:32,400 --> 00:56:35,599
everybody
1638
00:56:33,520 --> 00:56:37,200
can think the way i think and i
1639
00:56:35,599 --> 00:56:38,400
certainly think don't worry about
1640
00:56:37,200 --> 00:56:39,520
alignment just
1641
00:56:38,400 --> 00:56:41,280
what would your character do in that
1642
00:56:39,520 --> 00:56:43,599
situation and for me
1643
00:56:41,280 --> 00:56:46,000
the answer to that question comes pretty
1644
00:56:43,599 --> 00:56:47,520
easily and i you know the more i play
1645
00:56:46,000 --> 00:56:49,280
the more i realize that
1646
00:56:47,520 --> 00:56:51,520
the answer to that question does not
1647
00:56:49,280 --> 00:56:54,480
come easily to a lot of people and
1648
00:56:51,520 --> 00:56:56,559
that's a way that the alignment can help
1649
00:56:54,480 --> 00:56:59,200
did you have any particular topic you
1650
00:56:56,559 --> 00:57:01,520
you wanted to talk about i think we've
1651
00:56:59,200 --> 00:57:04,640
covered most of it i i think that and
1652
00:57:01,520 --> 00:57:07,440
i've said this before that combat
1653
00:57:04,640 --> 00:57:11,200
gets the most love the most pages
1654
00:57:07,440 --> 00:57:14,240
in the phb and so for a dm
1655
00:57:11,200 --> 00:57:16,880
designing social encounters
1656
00:57:14,240 --> 00:57:19,760
and exploration encounters
1657
00:57:16,880 --> 00:57:22,880
is a bit harder to do right off the bat
1658
00:57:19,760 --> 00:57:25,839
i myself have been trying to work on a
1659
00:57:22,880 --> 00:57:27,839
social encounter system right there is
1660
00:57:25,839 --> 00:57:30,240
guidance in in the dungeon master's
1661
00:57:27,839 --> 00:57:31,680
guide but it's very
1662
00:57:30,240 --> 00:57:35,839
simple
1663
00:57:31,680 --> 00:57:36,640
npcs are hostile indifferent or friendly
1664
00:57:35,839 --> 00:57:39,599
and
1665
00:57:36,640 --> 00:57:41,760
you decide how they start the players
1666
00:57:39,599 --> 00:57:44,319
have the opportunity to make persuasion
1667
00:57:41,760 --> 00:57:46,319
check and then you can shift them you
1668
00:57:44,319 --> 00:57:49,520
know one way or the other on a success
1669
00:57:46,319 --> 00:57:50,880
and if you fail maybe it slides down
1670
00:57:49,520 --> 00:57:53,680
that is
1671
00:57:50,880 --> 00:57:55,680
fine for smaller scale
1672
00:57:53,680 --> 00:57:56,799
encounters but there are
1673
00:57:55,680 --> 00:57:58,720
moments
1674
00:57:56,799 --> 00:58:00,000
in in dnd
1675
00:57:58,720 --> 00:58:00,960
where
1676
00:58:00,000 --> 00:58:02,720
talking
1677
00:58:00,960 --> 00:58:04,880
is everything
1678
00:58:02,720 --> 00:58:07,760
talking could result
1679
00:58:04,880 --> 00:58:09,440
in convincing a king not to invade
1680
00:58:07,760 --> 00:58:11,440
another country
1681
00:58:09,440 --> 00:58:14,160
so if you
1682
00:58:11,440 --> 00:58:16,319
roll well once to me it just doesn't
1683
00:58:14,160 --> 00:58:18,240
seem like it's fair you know to oh you
1684
00:58:16,319 --> 00:58:20,160
know what i don't need to invade anymore
1685
00:58:18,240 --> 00:58:22,240
you persuaded me once you know
1686
00:58:20,160 --> 00:58:24,400
there's a lot of factors going on and
1687
00:58:22,240 --> 00:58:27,359
i'm trying to develop a system that
1688
00:58:24,400 --> 00:58:29,200
allows for different outcomes and has a
1689
00:58:27,359 --> 00:58:31,839
bit of a structure you know based on
1690
00:58:29,200 --> 00:58:34,400
three successes is that you succeed
1691
00:58:31,839 --> 00:58:36,960
three failures you failed
1692
00:58:34,400 --> 00:58:38,400
it's possible on the last role or based
1693
00:58:36,960 --> 00:58:40,079
on your other roles that you end up in a
1694
00:58:38,400 --> 00:58:42,960
sort of middle ground still working out
1695
00:58:40,079 --> 00:58:45,599
the fine details but um yeah it's quite
1696
00:58:42,960 --> 00:58:47,040
binary the basic system of
1697
00:58:45,599 --> 00:58:48,559
a yes or no
1698
00:58:47,040 --> 00:58:50,960
okay let's go
1699
00:58:48,559 --> 00:58:53,040
i think that's one reason i've
1700
00:58:50,960 --> 00:58:54,480
issued it to a certain extent and again
1701
00:58:53,040 --> 00:58:56,960
just take it
1702
00:58:54,480 --> 00:58:58,079
at face value i just make a gut call at
1703
00:58:56,960 --> 00:58:59,760
the table
1704
00:58:58,079 --> 00:59:02,079
how that's going to affect the embassy
1705
00:58:59,760 --> 00:59:05,280
and how the npc is going to
1706
00:59:02,079 --> 00:59:07,680
respond to the players i'm
1707
00:59:05,280 --> 00:59:09,680
quite lucky that my players are very
1708
00:59:07,680 --> 00:59:11,839
forthcoming with their
1709
00:59:09,680 --> 00:59:14,480
mannerisms and how they interact with
1710
00:59:11,839 --> 00:59:15,520
npcs there's it's very much like do this
1711
00:59:14,480 --> 00:59:17,440
now
1712
00:59:15,520 --> 00:59:19,040
and it makes it very easy for an npc to
1713
00:59:17,440 --> 00:59:19,839
be like
1714
00:59:19,040 --> 00:59:20,960
no
1715
00:59:19,839 --> 00:59:22,160
you guys are
1716
00:59:20,960 --> 00:59:24,400
bad
1717
00:59:22,160 --> 00:59:26,400
that's not i don't have to do too many
1718
00:59:24,400 --> 00:59:28,480
layers of abstraction there it's a very
1719
00:59:26,400 --> 00:59:30,960
short leap for me
1720
00:59:28,480 --> 00:59:33,200
but i absolutely agree that i everything
1721
00:59:30,960 --> 00:59:36,480
that is in combat is very difficult for
1722
00:59:33,200 --> 00:59:39,040
new dms trying to design them
1723
00:59:36,480 --> 00:59:41,599
i know that if i had to design every npc
1724
00:59:39,040 --> 00:59:43,520
encounter with how it is in the book of
1725
00:59:41,599 --> 00:59:45,440
okay well this shopkeeper is going to
1726
00:59:43,520 --> 00:59:47,359
start at a level one and if they say
1727
00:59:45,440 --> 00:59:49,839
this then it's at a level two but then
1728
00:59:47,359 --> 00:59:51,680
if they say this it goes to level zero
1729
00:59:49,839 --> 00:59:54,160
i'd just be pulling my hair out at the
1730
00:59:51,680 --> 00:59:56,319
end this is bonkers i can't
1731
00:59:54,160 --> 00:59:57,520
i'd just rather have no npcs
1732
00:59:56,319 --> 00:59:59,440
at this point
1733
00:59:57,520 --> 01:00:00,799
so that's probably what drove me to just
1734
00:59:59,440 --> 01:00:02,880
you know solid i'm just going to wing it
1735
01:00:00,799 --> 01:00:05,119
on the night and i think that's worked
1736
01:00:02,880 --> 01:00:06,559
out quite well for me and obviously
1737
01:00:05,119 --> 01:00:08,480
means i have to do less
1738
01:00:06,559 --> 01:00:10,559
upfront design
1739
01:00:08,480 --> 01:00:12,480
but it's a very back-loaded thing of
1740
01:00:10,559 --> 01:00:14,880
you've got to do it on the night i guess
1741
01:00:12,480 --> 01:00:16,160
it's a toss-up between
1742
01:00:14,880 --> 01:00:18,880
front loading or back loading your
1743
01:00:16,160 --> 01:00:21,040
design i think maybe the simplest way to
1744
01:00:18,880 --> 01:00:22,799
do it is to decide you know what it's
1745
01:00:21,040 --> 01:00:24,559
going to take three rolls or three
1746
01:00:22,799 --> 01:00:28,079
successful roles
1747
01:00:24,559 --> 01:00:29,359
and each role is for a specific subpart
1748
01:00:28,079 --> 01:00:31,839
so for example
1749
01:00:29,359 --> 01:00:34,960
king invading another country
1750
01:00:31,839 --> 01:00:37,200
maybe the first role is um on tactics
1751
01:00:34,960 --> 01:00:38,160
your feelings on a broader level towards
1752
01:00:37,200 --> 01:00:40,000
the other
1753
01:00:38,160 --> 01:00:42,319
the other country if you can convince
1754
01:00:40,000 --> 01:00:43,760
them that they're not just a bunch of
1755
01:00:42,319 --> 01:00:46,160
bloodthirsty
1756
01:00:43,760 --> 01:00:48,079
savages then you know you can start to
1757
01:00:46,160 --> 01:00:50,400
open up lines of communication between
1758
01:00:48,079 --> 01:00:51,920
the two and so if you fail the other two
1759
01:00:50,400 --> 01:00:54,559
roles they might still invade but now
1760
01:00:51,920 --> 01:00:57,040
they're more likely to actually have
1761
01:00:54,559 --> 01:00:58,559
peace talks um and take prisoners rather
1762
01:00:57,040 --> 01:01:01,040
than right you know kill them in the
1763
01:00:58,559 --> 01:01:02,720
battlefield and that goes right right
1764
01:01:01,040 --> 01:01:05,200
second rule might be
1765
01:01:02,720 --> 01:01:08,319
is military conflict needed at all
1766
01:01:05,200 --> 01:01:10,000
and so if you succeed no invasion if you
1767
01:01:08,319 --> 01:01:12,319
fail the third one there might still be
1768
01:01:10,000 --> 01:01:14,079
hostilities and maybe subterfuge and
1769
01:01:12,319 --> 01:01:15,359
then working against each other in in
1770
01:01:14,079 --> 01:01:17,119
subtler ways
1771
01:01:15,359 --> 01:01:18,640
but at least you've avoided bloodshed
1772
01:01:17,119 --> 01:01:21,280
you know and if you fail while they're
1773
01:01:18,640 --> 01:01:23,200
getting they're getting invaded
1774
01:01:21,280 --> 01:01:25,520
the third one might be just you know on
1775
01:01:23,200 --> 01:01:26,640
the future of interactions with the
1776
01:01:25,520 --> 01:01:28,880
other kingdom
1777
01:01:26,640 --> 01:01:30,240
if you've succeeded on the first two
1778
01:01:28,880 --> 01:01:32,319
and you succeed on the third one you
1779
01:01:30,240 --> 01:01:34,319
know what it's time to extend an olive
1780
01:01:32,319 --> 01:01:36,839
branch and maybe start working on a
1781
01:01:34,319 --> 01:01:39,040
partnership or at least a mutual
1782
01:01:36,839 --> 01:01:43,119
coexistence so in that sense you sort of
1783
01:01:39,040 --> 01:01:43,119
break it into a three-part system
1784
01:01:43,599 --> 01:01:47,359
yeah that seems obviously a lot more
1785
01:01:45,040 --> 01:01:49,680
logical but again a bit of front-loaded
1786
01:01:47,359 --> 01:01:52,079
design philosophy but for those big
1787
01:01:49,680 --> 01:01:54,160
encounters absolutely required there's
1788
01:01:52,079 --> 01:01:55,760
no way i'd wing that and canner on the
1789
01:01:54,160 --> 01:01:58,000
fly because
1790
01:01:55,760 --> 01:01:59,520
i'll just be sweating buckets
1791
01:01:58,000 --> 01:02:00,960
hoping that the next word that leaves my
1792
01:01:59,520 --> 01:02:03,119
mouth isn't the one that's going to kick
1793
01:02:00,960 --> 01:02:05,520
me in the ass later on when my players
1794
01:02:03,119 --> 01:02:07,200
remind me that i said it and i go
1795
01:02:05,520 --> 01:02:09,920
oh god yeah i did say that he wouldn't
1796
01:02:07,200 --> 01:02:12,720
invade but the rest of my story was
1797
01:02:09,920 --> 01:02:15,680
predicated on that invasion oh well
1798
01:02:12,720 --> 01:02:15,680
well done down low here
1799
01:02:16,640 --> 01:02:22,400
yeah okay so i think we're pretty much
1800
01:02:20,000 --> 01:02:24,400
at time um and
1801
01:02:22,400 --> 01:02:26,559
which is a bit frustrating because this
1802
01:02:24,400 --> 01:02:28,960
has been a really good talk and we've
1803
01:02:26,559 --> 01:02:29,920
touched on a number of different topics
1804
01:02:28,960 --> 01:02:31,200
and
1805
01:02:29,920 --> 01:02:32,559
i'd like to have another session at some
1806
01:02:31,200 --> 01:02:34,319
point in the future where we'll deep
1807
01:02:32,559 --> 01:02:35,520
dive a couple of them a bit more into
1808
01:02:34,319 --> 01:02:37,520
the crunchy
1809
01:02:35,520 --> 01:02:40,160
number crunching side of designing
1810
01:02:37,520 --> 01:02:41,920
monsters and certainly designing combat
1811
01:02:40,160 --> 01:02:43,760
encounters we've said quite a lot about
1812
01:02:41,920 --> 01:02:46,160
how they're a big deal but haven't gone
1813
01:02:43,760 --> 01:02:48,480
to too much detail and again that's
1814
01:02:46,160 --> 01:02:50,640
quite a point of contention for myself
1815
01:02:48,480 --> 01:02:52,960
so if you'd be so kind i'd think about
1816
01:02:50,640 --> 01:02:55,280
having a you want again in the future oh
1817
01:02:52,960 --> 01:02:56,559
i would i mean i would love to i had so
1818
01:02:55,280 --> 01:02:59,280
much fun doing this i would love to do
1819
01:02:56,559 --> 01:03:01,119
ah awesome well thank you so much for
1820
01:02:59,280 --> 01:03:04,000
joining uh is there anything you'd like
1821
01:03:01,119 --> 01:03:06,880
to plug did you have the opportunity
1822
01:03:04,000 --> 01:03:09,039
well yes i would love to if anybody
1823
01:03:06,880 --> 01:03:10,720
listening has enjoyed the things that i
1824
01:03:09,039 --> 01:03:12,720
say and you want to
1825
01:03:10,720 --> 01:03:14,559
hear more or ask me questions or talk
1826
01:03:12,720 --> 01:03:17,440
about d d with me i love talking about d
1827
01:03:14,559 --> 01:03:19,599
d you can follow me on twitter at
1828
01:03:17,440 --> 01:03:21,760
studios underscore fever
1829
01:03:19,599 --> 01:03:24,240
i also have a youtube channel where i
1830
01:03:21,760 --> 01:03:25,760
talk about the adventures that i publish
1831
01:03:24,240 --> 01:03:26,480
and i'm going to be starting to make a
1832
01:03:25,760 --> 01:03:29,440
few
1833
01:03:26,480 --> 01:03:31,119
design related content what i have
1834
01:03:29,440 --> 01:03:33,200
planned is creating a new status
1835
01:03:31,119 --> 01:03:35,680
condition how do you go about doing that
1836
01:03:33,200 --> 01:03:38,319
i'm looking forward to doing that and
1837
01:03:35,680 --> 01:03:40,079
of course i also stream on twitch and i
1838
01:03:38,319 --> 01:03:41,280
love talking to people on twitch if you
1839
01:03:40,079 --> 01:03:43,200
want to hang out if you want to talk
1840
01:03:41,280 --> 01:03:44,960
about dnd that's another avenue
1841
01:03:43,200 --> 01:03:47,440
available to you and i'd love to love to
1842
01:03:44,960 --> 01:03:49,039
talk to you oh boy you are a glutton for
1843
01:03:47,440 --> 01:03:51,280
punishment trying to design your own
1844
01:03:49,039 --> 01:03:53,280
status effect i'll leave that one
1845
01:03:51,280 --> 01:03:55,280
very much up to you
1846
01:03:53,280 --> 01:03:56,799
go into those murky waters
1847
01:03:55,280 --> 01:03:58,640
for everyone at home if you have any
1848
01:03:56,799 --> 01:04:00,079
other thoughts or comments for myself on
1849
01:03:58,640 --> 01:04:02,480
what we've discussed today you please
1850
01:04:00,079 --> 01:04:04,720
drop me a tweet at down low underscore d
1851
01:04:02,480 --> 01:04:06,860
d otherwise thank you all for listening
1852
01:04:04,720 --> 01:04:12,010
and good night
1853
01:04:06,860 --> 01:04:12,010
[Music]

Karim Noormohamed (FeverDreamStudios)
Content Creator
Karim “FeverDreamStudios” Noormohamed is a D&D designer and content creator from Toronto, Canada. He writes adventures, designs subclasses and player options, and distributes them on his Twitter and on DMsGuild. You can find him doing these things and giving presentations on D&D good practices on his Twitch stream.