May 5, 2023
NPCs Lie, Rekindling the Spark, and You're Not Eddie Brock [DMAcademy Advice]
![NPCs Lie, Rekindling the Spark, and You're Not Eddie Brock [DMAcademy Advice] NPCs Lie, Rekindling the Spark, and You're Not Eddie Brock [DMAcademy Advice]](https://images.podpage.com/tr:w-1200,h-630,cm-pad_resize,bg-blurred_70/https://d3wo5wojvuv7l.cloudfront.net/t_rss_itunes_square_1400/images.spreaker.com/original/a484677ae98c9357fbc384d944c1e570.jpg)
[#108] In this DMAdvice episode, Jason and Jim offer advice on how to get your players to trust your NPCs a little less, how to recapture the spark of role-play in a long-running campaign, and what to do about that guy who wants to be Venom in your...
[#108] In this DMAdvice episode, Jason and Jim offer advice on how to get your players to trust your NPCs a little less, how to recapture the spark of role-play in a long-running campaign, and what to do about that guy who wants to be Venom in your first campaign.
And the youtube, too!
Hosted by Jason Portizo and Jim Crocker
Produced and Edited by Jason Portizo
- Read the original posts on gullible(?) PCs, static PCs, and overcooked PCs.
- Jim invoked the Quest Giver trope.
- Jason was lamenting he needed to learn to do a Scottish accent
- Jason reminded us he’s a superfan of Not Another D&D Podcast.
- If you want to play Venom, do it in a Marvel RPG, not D&D.
- Turns out Unicorn poachers are not the same as Unicorn hunters.
- Join the conversation at the DMAcademy subreddit.
And the youtube, too!
Hosted by Jason Portizo and Jim Crocker
Produced and Edited by Jason Portizo
WEBVTT
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Sometimes talking with friends feels like role
playing. Sometimes it feels like combat.
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Join us at the round table and
roll an isha too. This is Curmudgeons
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and Dragons. Hello adventurers, Welcome
back to another Communitions and Dragons. My
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name is Jason Portiso. Once again, I am joined by mister Jim Crocker.
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Hey, yeaw are we doing?
And that's it today? Me and
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Jim today, which and that's how
you know. Today we're doing dm Academy.
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If this is your first gam academy, Hello, But what we're gonna
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do. We're gonna go through Reddit's
our slash dm academy and look for posts
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that are at they're asking you for
advice. Every now and again we'll find
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something that's offering advice, but posts
that are asking for advice, and we'll
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see if we can help them out
a little bit. That being said,
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I'm ready to jump in, Jim, We're ready to jump in. Yeah,
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let's do it. Let's jump in, all right. Our first story
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is posted by user a nag ay
naeg no am pronouncing that one right.
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The title is my players believe everything
my MPCs say, what do I do?
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My players never question what my NPCs
are saying they've gotten themselves into difficult
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situations because of that. One of
the PCs almost died because of that.
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One time, even an undead person
who they knew it doesn't care for PCs,
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gave them wrong information which got them
called by an opposing faction, and
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the players immediately assumed that the undead
person was badly informed and he wasn't in
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the wrong, because how should he
have known. I told my players time
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and time again that sometimes the NPCs
are lying or hide information. It frustrates
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me that they never question any NPC. Maybe comes down to me being a
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very good liar, but it baffles
me that my players never question anything that
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my MPCs say. Is there a
way to make my players start questioning my
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MPCs every now and then? Or
should I let them continuously round the problems
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when they don't question even the shadiest
NPCs that they encounter, Maybe they're not
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shady enough. I don't know.
I'm really curious how old these players are,
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because what this sounds to me is
like they're taking a video game NPC
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approach to this, like the NPCs
that they're running into are basically just there
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to like go through a dialogue tree
and like give them a quest and they
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go and do their thing. I
will say this that actually, this is
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fine. This doesn't this isn't a
problem because it seems like they have incorporated
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as players into their play style and
into their approach to the game, the
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fact that, yeah, okay,
cool, some of these characters, these
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NPCs may be lying to us,
but the DM has done a really good
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job of making that interesting as posed
to annoying. Right, you know,
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like like they get in trouble or
whatever. This guy lies, And I
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mean, I think if if you
have an NPC lie to the players whatever,
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I'm sorry, the NPC is lying
to the player characters, and the
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players go, you know what,
we're going to decide not that he's a
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dick, but that he's still our
friend and he just didn't know better or
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somebody lied to him. Then,
you know, as the DM, and
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you've got a couple of options.
One, you can say, you know
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what, you're right, he is
your buddy, and he's just a you
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know, he's the terrible judge of
character, you're undead friend, sure,
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you know, getting his information from
shady sources and stuff like that. You
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know, and because all of us
have friends who are reliable, you know,
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like one out of three times or
something like that. But but because
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we're friends with them, and you
know whatever, it's that one out of
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three makes it worth it for the
other two times when maybe they're giving us
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bad advice or they don't know what
they're talking about or something. Sure Like,
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I kind of like that that they're
not so binary about it. Like
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the second somebody gives them bad information, they're like, you're dead to me,
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Like, because like that's people don't
really do that in real life necessarily.
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Like, I think this is a
gift, and what you should continue
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to do is, you know,
every now and then, have those NPCs
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be wrong or be lying or whatever, but always make the result of that,
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you know, interesting and compelling,
as opposed to just completely hosing them
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because they didn't do an insight check
on somebody. Sure Like, I think
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this sounds great to me. This
sounds like like he's you know, he's
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got a great situation. Though.
Yeah, my first take on this was
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that, I don't know, he
says a good liar. If you're such
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a good actor that it seems like
you're not lying, you should also be
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a good enough at going to make
it seem like you are lying. Uh.
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So if you if you really want
to just like just just to hold
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their hand a little bit and get
them used to mistrusting in PCs. Get
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a couple of them that are just
like super obviously lying. Um, if
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you have to give them the shifty
eyes while you give them the speech,
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give them the shifty eyes while you
give them the speech. Um, make
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it two, make it two treasure
chests. What is a trap? What
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is treasure? And have them just
like to have the fifty fifty lie it's
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like, oh yeah, it's in
the left one. You can trust me.
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It's okay, big thumbs up.
And then uh and then you know,
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mimic and then after the fight maybe
a little or something. Um.
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And again, I don't know how
all these players are, how experienced they
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are. Um, Like you said
with with the dialogue tree, this this
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does sound a little bit like a
sky Rim player, uh taking their first
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four way into D and D in
which case punished, punish them harder.
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Um. Yeah, like but so
so so I'm gonna push back on that
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a little bit because I think like
there's a balance that you want to walk
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there. Um, it's cool if
you want to have the players push back
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against um. You want to have
the players like occasionally not trusting somebody or
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have a reason to be dubious about
information they get. But like there's a
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line there, of course, so
you don't you don't want to cross it
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into they don't ever trust anyone you
get in front of them. And that's
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that can actually be a little bit
of a tightrope that you got to walk
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there. I mean, of course, that can be a delicate balance.
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Yeah, you want to you want
to introduce the notion of mistrust um and
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not the default. You also want
to make sure that if they don't figure
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out that that person is lying that, like I said before, it's going
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to result in something interesting, maybe
something dangerous. You know, they can
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get in trouble, but it won't
like totally hose them in a way that
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you know makes them gunshy of trusting
anybody. You want it. You want
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to have that be like an oh
my god, I can't believe you fell
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for that kind of a situation that
they can, you know, afterwards,
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not necessarily laugh about, but they'll
they'll get out of it in a way
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that doesn't make them feel like,
oh my god, now we can't trust
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anyone. I'm looking through the comments
here and I found a comment here by
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user dumb dumb d m which may
or not be a reference to the dumb
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dumb mister story that we told them
our first wholesome stories. But they the
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TLDR here is that they bring up
one of the most underutilized and often forgotten
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stats on the player's sheet. And
do you have any clue what I might
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be talking about? Passive insight,
passive insight, passive wisdom. Yeah,
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passive insight, aassive perception is something
He's always asking questions about. Passive perception.
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Yeah, but passive insight is sitting
right there for when people are trying
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to put one over on you.
Yeah. Yeah, So what I do,
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especially because I'm all doing right now
as one shots. But you know,
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the first thing I do after the
characters introduced themselves in character, of
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course, I get their max HP, I get their seeing, I gets
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their passive, their passive perception.
UM for new players, all explain to
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them. It's like, listen,
if I if I need to uh sneak
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up on you, I don't need
you to know that I'm trying to sneak
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up on you. That defeats the
purpose of me sneaking up on you.
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But a passive insight is like socially
sneaking up on somebody. So um,
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this is it's a stat that like
never gets used. In fact, I
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forget how to calculate it. Uh
So, so they suggested that using passive
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insight just to give them a hints
and tell them that their character thinks that
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the NPC is not telling them something
or maybe or maybe deliberately lying or holding
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something back, depending on how far
off they are, And you can even
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like you know, you can quietly
roll a deception check versus their passive insight
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unless they want to do an active
insight check. Um. So that that
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might be a solution too, if
if they don't start picking up on hints.
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But um, I don't. I
don't think the solution is have have
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the NPC stopped lying, because then
that's just that's just a boring game.
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Um. But like I'm all four
continuing to let to let them walk into
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traps until they start to learn how
many times, how many times we have
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to teach you this lesson, old
man. That may also be a thing
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where it's not that you're such a
fantastic actor. It's that like, if
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you're friends with these people and you
are, like I r L an incredibly
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open, transparent and trustworthy person,
and then you sit down to be the
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DM and your friends who like are
just in the default habit of trusting you
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all the time and assuming you're not
lying to them. Ever, I don't
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have that problem, you know,
well no, but but you know there
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are people that that like like if
um, you know, there's a couple
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of people I know, if they
were to run a game and they were
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to just like look me in the
eye and say, you know, and
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he tells you that this treasure map
is totally legit, I go, well,
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yeah, of course it is all
right, because you're telling me that
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I wouldn't it be, you know, because that exactly because Joe is telling
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me that though Joe is you know, um embodying you know whatever, shady
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Traderson. So yeah, So,
like I said, our campaign, we
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recently moved it to in person instead
of online, and now we have a
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little we have more FaceTime. Um. Actually, this is only the second
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time ever that the four of us
were in the same room, and the
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last time was for a DM's bachelor
party, not even for D and D.
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So, um, that's a little
side note. Um, Our DM
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is, uh, he's getting pretty
good of voices and stuff. He's like,
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he's actually like he's he's really getting
into that kind of that style of
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DMA and is and is absolutely improving. Um. Not that he didn't start
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bad. He just had two accents
that he was good at and stuck with
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those. Now he's now he's branching
out of it. Oh yeah, everybody
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was Scottish, got your Cockney,
you got your Boston. Yeah, everybody
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everybody was Scottish exactly. Yeah you
got you go two kingdoms over, still
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Scottish, but good Scottish. I
can't do a good Scotish anyway. So
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we, uh, we find this
guy who's the the like interim mayor of
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this like swampdown, and we got
shady vibes from him immediately, mostly because
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of the way Joe is acting.
Um, and I think I still we
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haven't resolved this part yet. I
still think we're right, um, but
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I think it's for the wrong reasons. He hasn't really given us much reason
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to distrust him, other than when
we were speaking with him. The DM
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was a little shady eyed and that, and we are harping on this thing.
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I still think he's bad. That's
totally fine, and tool in your
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toolbox to lay that ground work down
for that. Yeah, it's like,
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instead instead of turning left, we
just made three rights and just and we
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still got to the same spot,
just by the stupid way, which for
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those of you listening outside of New
Jersey, that doesn't make any sense to
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you. But that's just something we
do here in New Jersey. We go
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three rights to make a left.
Um, look up Joe Candle. It's
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weird anyway, but yeah, I
think it's gonna be a lot of fun.
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This one is posted by user nerd
Big Energy and Yes, and they
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are looking for advice. It says
what does a DM have to do for
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a bit of character development? And
what they say is I recently had an
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epiphany. I'm bored with my multi
year campaign because my PCs are exactly the
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same people they were when we started. Their circumstances have changed significantly, but
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their reactions haven't. My players consider
themselves role players first and foremost, but
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they've stopped engaging with each other's characters
and are tunnel visioning on the plot in
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front of them, which both makes
me feel like a trained monkey trying to
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keep them entertained and makes me think
they're bored of each other's characters too.
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So here's my question. Have your
PCs shown character development in your long campaigns?
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So how did you make it happen? And this was a particular interest
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to me because a lot of stuff
we get is new dms or you know,
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like like I'm starting a campaign,
what do I do? But this
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is like, you know, I'm
several years in and suddenly I'm realizing this
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is a thing. I was really
hoping looking forward to talking about this.
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Yet, Yeah, we don't get
that. We don't get a lot of
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late stage problems. Yeah, what's
your take on that? My immediate thought
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here, this is my first time
hearing this story, so this is just
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like gut reaction stuff. So my
immediate reaction would be that if the plot
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is moving, if the plot is
taking over all their role playing. Um,
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in a campaign that's this long,
you should have some space to breathe
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and have it be less on plot
in story and more on character story.
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UM. So maybe taking a few
sessions or even a few months worth of
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sessions and having less to do with
a big bad and more with developing characters.
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Um. We've talked about having like
like a home base. Um.
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Uh, that could that could be
one way of doing it. Um.
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Maybe they's one of the Yeah,
absolutely that I was gonna I was gonna
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go back to that conversation. We've
had a couple of times about about how
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useful that can be. Yeah,
maybe if they finish an arc. Maybe
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if they finish a one bait bad
or one small bad, um, and
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they're in between major arcs, there
could be some downtime role playing um where
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whether it's their their home base or
like, if they go back to their
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respective hometowns for a while and uh
and do things with the riches that they've
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gotten from their adventures. Um.
I've heard of PCs that like they finished,
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they finished the campaign and still keep
meeting every week because they want to
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role play their characters starting a farm. That's a little that's a little too.
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I would never do that, but
um, but that's not the kind
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of roleplayer I am. Um,
all the top of my head, that's
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that's where I would do. Where
you're like you uh, you know,
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finish a part of the story you're
on get an in between arc and had
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that focus on the players a bit, like incorporate parts of the backstory,
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incorporate stuff that they've learned since the
start of the campaign, and kind of
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see where see where that goes.
I think it's a good place to start.
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Yeah, and so like I see
this, and there are two immediate
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thoughts that I have, And one
is that I'm going to go back to
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a thing that I always say when
we have these conversations, which is I'm
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going to talk about emergent backstory,
which is this idea that you don't need
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a ton of backstory when the game
starts. You just have to say,
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why am I an adventurer? Why
are we together on this adventure? Maybe
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one or two questions about like what's
going on locally, But that's all you
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need. And in fact, the
less the PCs give you, the better,
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because then what you can do is
create backstory as you play forward like
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this. You know, when you
hit a lull like this and you realize
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that the PCs aren't talking to each
other, just ask somebody, you know,
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ask the fighter who taught you how
to fight, who was the first
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person to put a sword in your
hand? And then they'll you know,
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give them a week to come up
with an answer, and when they come
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to you, you turn to the
bard and you say, okay, how
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do you know this famous sword fighting
instructor? And then you drop that character
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in and you've got a ready made
triangle there that gets them talking to each
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other. You know, by involving
that character. Backstory doesn't have to stop
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when you start playing the characters.
You can asking questions, incorporating it,
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reincorporating it, and you know,
and certainly backstory that you created for that
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you created before. Like you said, go back to town. Have somebody
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from the town show up and say, oh my god, your deeds have
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reached us back there. We can't
believe that you made good. Just letting
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you know that there's a great big
hole opened that swallowed the fountain in the
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center of town and we're all terrified
to go down there. Can you come
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back with your friends and go do
that for us, you know, and
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then you can have you know,
the sweetheart they left behind, and you
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know whatever, the younger, you
know, whatever, their sister who falls
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in love with another PC or something
like that. All of that stuff is
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all stuff you can do. But
the other thing that I think you can
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do with this, even if you
don't want to go back and create a
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bunch of backstory, is when you
talk about that kind of tunnel vision on
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the campaign. Usually what that means
is you have laid a plot in front
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of them that is like your plot
that to make progress, to go anywhere
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in the game, they feel like
they have to work on that plot to
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get anything done, to move forward. And what I've done, and I
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would argue probably the most successful campaign
I ever ran. I as much as
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I could, didn't come up with
pre made stuff. I tried to drive
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it based on what they were interested
in. But there was a thing where
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we would do an arc of whatever
the kind of overarching story was in our
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big fantasy city. It was like
a you know, like a fantasy megalopolis
255
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thing where all like the whole game
took place in the city and the area
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underneath it and stuff like this.
But we would do like an arc of
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the main story, and then I
would ask each player, what's a story
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you want to see, however outrageous
it is, however crazy you want to
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make it, and then I would
do that spotlight adventure. And because everybody
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knew eventually they were going to get
their own spotlight. They were invested in
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those Spotlight adventures, and the Spotlight
Adventures sponned NPC that became people that we
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liked and stuff like that. I
mean, and this was literally like,
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you know, the Dwarf and Fighter
was like, I want to have a
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Western. I want to have a
dwarf Western where we're like driving cattle and
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stuff like this. So we had
it. We had a dire cattle stampede
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through the middle of town and stuff
like this where they were like like on
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the backs of the of the dire
cattle doing a fight against people that were
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like shooting at them from buildings and
the stampede and everything, and so you
269
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know. But but the point of
that was then like we met some of
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that character's relatives who were dwarven cowboys, and you know, we had that
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whole area and everything, and the
other players were super invested in. Like
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if I just in like if I
just introduced some dwarf and cowboys who were
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just like here's some dwarf and cowboys, they would have gone Dwarven cowboys cool.
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But when you invest when you introduced
dwarven cowboys, one of whom is
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you know, the fighter's little brother, and the other of whom is the
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fighter's dad who's angry at him that
he became a fighter instead of a cowboy
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like he was supposed to. Suddenly
everybody's way more invested just because they're connected
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to another player character, even if
it's not connected to them. Everything that
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you mentioned and like, and again
I'm gonna brand mad Poduct, but like
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it's just that that first first campaign
is just that good. Everything you mentioned
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is stuff that is stuff that they've
done. Um where like you know,
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finding the old love interest, like
listen to the frost Wan arcum, which
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is just some of the best storytelling
that I've heard, and like it's it's
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not until you just like spelled it
out there for me that I even realized
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that that's what they did. And
that's where that's where a lot of the
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character stuff, not so much the
story stuff, but the character stuff really
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started coming forward. And by the
time Heat episode one hundred, which is
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over two years in the making,
um, you are so so so invested
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in these characters. Yep, I
have pulled over on the highway to sob
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during like a any minute monologue.
But yeah, that that's fantastic advice.
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Um, I can't really, I
can feels to add to that. So
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do that because because I've actually run
games that have gone three and four years
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and stuff like this, uh and
and and that was what we did in
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that long running game to engage people. Because you know, if you're like,
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if you're going six months, then
you know a module or two will
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carry you. But if you really
want to get into it long term and
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you don't want that siloing where it's
just plot plot, plot, plot plot,
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you've got to do those callbacks and
ensure and then get their personal stories
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involved. Yeah. Cool, and
then and it's never too late to do
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that. Like that's the other thing
that's important here, I think is is
301
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this is not a thing where like
he needs to scrap that game and then
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do another thing. You can just
say, hey, we're gonna set this,
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we're gonna set the plot aside.
It's not going anywhere, and we're
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going to focus on this for a
little while. Yeah, and then we
305
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can get back to it when you
want to get back to it. Yeah.
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And that can even go on twice
that before about like having in between
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major arcs yep, yep. But
I do want a dwarf Western to see
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if I we had we had like
this was fourth edition, so like we
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had tokens for the dire Cattle and
all that kind of stuff. It was
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great. We had a lot of
fun line. All right, let's do
311
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one more of these. I've got
one. I got one from user of
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Viral Tiger oh four And he's asking
the real question here, is it bad
313
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to kill a player character on purpose? The text here is, well,
314
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let's just let's just read the story. Um yeah, context. I'm a
315
00:22:37.559 --> 00:22:41.359
new DM running my first campaign.
We are three sessions and about eleven hours,
316
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and one of the players has a
very interesting character. Okay, so
317
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he's I don't love where this has
gone, but he wants to remain very
318
00:22:49.240 --> 00:22:52.519
mysterious and informed a group that he
has a beast within and we'll try to
319
00:22:52.599 --> 00:22:56.839
keep it under control. He's a
Level three transmutation wizard and really wants to
320
00:22:56.839 --> 00:23:02.440
be similar to Venom from Spider Man. His whole sort of personality is to
321
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go against the grain of the group
and be mysterious. Lone Wolf heard it.
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He's been asking me many times if
I came a scenario where he can
323
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unleash the beast Aka use a ninth
level transmutation spell to turn himself into an
324
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uz Gallam. I feel like this
is overpowered because he hasn't unlocked the spell
325
00:23:18.079 --> 00:23:21.319
yet. Well, yeah, you're
right, yes, yeah, this is
326
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his first character ever. I couldn't
tell I've tried to talk to him about
327
00:23:25.680 --> 00:23:27.319
what I tried to talk to him
about waiting until he unlocks the spell,
328
00:23:27.359 --> 00:23:30.440
but it really wants to use it
and say it's the whole point of his
329
00:23:30.559 --> 00:23:34.000
character. Okay, I'm even gonna
finish reading this because this isn't about killing
330
00:23:34.039 --> 00:23:38.039
a character. This is about vetoing
a character when that she even hits the
331
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table. Yes, you're a new
DM. A milestone for a new DM
332
00:23:45.079 --> 00:23:48.319
is saying no to a player's idea
for the first time, and it feels
333
00:23:48.400 --> 00:23:53.279
so good not to shoot down ideas, but to like just to like remind
334
00:23:53.359 --> 00:23:57.400
them. It's like, no,
you can't just be the most powerful thing
335
00:23:57.400 --> 00:24:02.039
in the world because you said so, there's no story there. Yeah.
336
00:24:02.160 --> 00:24:07.319
Um, so this this one is
this story itself aside um because that player
337
00:24:07.559 --> 00:24:11.880
that that character should not have been
a thing to begin with, and that
338
00:24:11.920 --> 00:24:15.119
should have been taken care of on
the first place. Um, you made
339
00:24:15.160 --> 00:24:17.799
your bad nag out lying it and
if you kill that character, you kill
340
00:24:17.839 --> 00:24:21.759
that character. I really don't care. Um. But the question here was
341
00:24:21.799 --> 00:24:25.000
that is it bad to kill a
PC on purpose? So let's I'm gonna
342
00:24:25.039 --> 00:24:27.680
kind of hijack their question and turn
it into my scenario. Um, and
343
00:24:27.720 --> 00:24:30.920
this is going to come back to
my story one shots and I have I
344
00:24:30.920 --> 00:24:33.079
have a few players that have been
coming to all of them so far,
345
00:24:33.119 --> 00:24:37.079
and I'm super thankful for them.
UM asking all those guys who if you're
346
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listening to the show, I'll see
you next week. UM, but I
347
00:24:41.000 --> 00:24:41.880
don't know if the answ your listener
and I we'll see if we'll see if
348
00:24:41.880 --> 00:24:47.000
they do. UM ask you if
you are listening and you uh and you
349
00:24:47.720 --> 00:24:51.599
uh tell me that you heard this
episode and tell me tell me you heard
350
00:24:51.599 --> 00:24:53.319
me call you out. I'll um, I'll let you. I'll let your
351
00:24:53.319 --> 00:24:57.480
guy find something interesting. Well,
we'll give you. We'll drop an ext
352
00:24:57.480 --> 00:25:00.880
your magic guy. I'm I don't
know, well show to one shadow cares
353
00:25:02.000 --> 00:25:07.359
um so um. So big thing
to keep in mind here is that these
354
00:25:07.359 --> 00:25:08.720
are not long running campaigns. These
are with These are one shots at a
355
00:25:08.759 --> 00:25:15.920
store level with regulars mostly it's it's
about I would say like maybe two regulars
356
00:25:15.920 --> 00:25:19.839
per session and a lot of new
players. Um. So for all of
357
00:25:19.839 --> 00:25:25.799
those reasons, I think it is
important for players to realize that there are
358
00:25:25.920 --> 00:25:30.799
stakes to every fight, especially when
the fights ramp up to the uh you
359
00:25:30.799 --> 00:25:33.880
know, when we know when we
just look at the clock and know,
360
00:25:33.039 --> 00:25:36.680
like, hey, this this session
was scheduled, so at five o'clock is
361
00:25:36.720 --> 00:25:41.519
four thirty, one of us might
die. So the last one, in
362
00:25:41.559 --> 00:25:48.160
particular, we were in this like
Unicorns pocket dimension and everything was like everything
363
00:25:48.200 --> 00:25:51.440
was made of candy. All the
animals were stuffed. It was adorable,
364
00:25:51.440 --> 00:25:55.839
and they were tracking down a poacher, and I needed them to know that
365
00:25:56.079 --> 00:26:00.400
yes, things are cuddly in this
spot, but still dangerous, and yes
366
00:26:00.480 --> 00:26:04.880
that waterfall is doctor Pepper, but
but you can still drown in it.
367
00:26:06.000 --> 00:26:08.200
Yeah. Yeah, actually, uh, there was a mechanic built in that,
368
00:26:08.240 --> 00:26:11.880
Like if you're putting this into a
longer campaign, there's a mechanic built
369
00:26:11.920 --> 00:26:15.079
in that, like, um,
all this sense, all the food is
370
00:26:15.079 --> 00:26:18.799
is sugary. Um. Yeah,
that they start taking, well, they
371
00:26:19.079 --> 00:26:22.359
like they get cavities, and you
can turn that into like hust you can
372
00:26:22.400 --> 00:26:30.000
turn them into constitution implications dental horror. Yeah, okay, um so,
373
00:26:30.880 --> 00:26:33.160
but I need the players to know
the mistakes. So the one player in
374
00:26:33.200 --> 00:26:37.640
particular, and I recall that ash, I tried very hard to kill him.
375
00:26:37.680 --> 00:26:41.680
I really need uh now, Grant
I didn't just I didn't have the
376
00:26:41.759 --> 00:26:45.799
big bad target him just for the
stake of targeting him. That would be
377
00:26:45.799 --> 00:26:48.680
that woud be a d M metagaming. However, he did throw the first
378
00:26:48.680 --> 00:26:52.559
fireball, so he had every reason
to targeting him. Sure, and I
379
00:26:52.599 --> 00:26:56.920
really just made him no, would
use all three attacks to get him down,
380
00:26:56.319 --> 00:27:03.160
hit him for death saves, and
someone kept u healing wording him and
381
00:27:03.319 --> 00:27:07.400
kept bringing him back up, and
I think I think I downed to him
382
00:27:07.440 --> 00:27:10.319
like three times before the fight was
over. And then in the second session
383
00:27:10.359 --> 00:27:12.759
we r we ran it again with
new players. I finally did kill one
384
00:27:14.319 --> 00:27:17.160
and it was another one of our
regulars, and again through the first fireball
385
00:27:17.240 --> 00:27:21.279
and kind of deserved it. But
I needed the new players to know that,
386
00:27:21.319 --> 00:27:23.400
like, yeah, your character is
not safe. Your character doesn't have
387
00:27:23.440 --> 00:27:27.960
plot armor m except for the Rangers
mastered iff. I gave him plot armor,
388
00:27:30.079 --> 00:27:37.440
but not the Ranger of the Paladin. But yeah, it is there
389
00:27:37.480 --> 00:27:44.680
a situation Jim, where specifically going
for the kill is okay. Like,
390
00:27:45.039 --> 00:27:48.839
I think it depends on the social
contract that you guys have established at the
391
00:27:48.880 --> 00:27:52.880
start of the game. Okay,
Um, I run a particular kind of
392
00:27:52.960 --> 00:27:59.160
game where I don't like to tell
players you can't play this character anymore.
393
00:28:00.039 --> 00:28:04.039
Um, And to some extent there, I mean, there is a way
394
00:28:04.119 --> 00:28:08.519
that if at the beginning of the
game, everyone agrees, okay, you
395
00:28:08.599 --> 00:28:14.640
can get taken down, but failing
you know, failing three death saves or
396
00:28:14.680 --> 00:28:18.759
getting knocked down to whatever negative hit
points or something like that doesn't mean that
397
00:28:18.799 --> 00:28:23.440
you have to stop playing that character. There are like I will make sure
398
00:28:23.480 --> 00:28:27.799
there are ways that you can get
raised from the dead or if TPK it's
399
00:28:27.839 --> 00:28:30.839
not really a TPK, you all
wake up naked or something like that,
400
00:28:32.200 --> 00:28:36.519
and to some extent that kind of
lets you take the kid gloves off in
401
00:28:36.559 --> 00:28:41.759
a way that if perma death was
like like I think the question is um
402
00:28:41.039 --> 00:28:48.960
uh, I think it is totally
okay to incapacitate characters because that's interesting and
403
00:28:48.039 --> 00:28:52.920
that's part of the game. Yeah, perma death thing is, Yeah,
404
00:28:52.000 --> 00:28:59.160
that's a little tougher question. So
this and we'll take my situation in particularly
405
00:28:59.160 --> 00:29:00.799
again, this is a one show, um, and in one game we
406
00:29:00.920 --> 00:29:03.720
can that's and that's a different kind
of thing. If if at the beginning
407
00:29:03.720 --> 00:29:07.640
of the game, everybody knows,
and especially if there's ten or fifteen minutes
408
00:29:07.720 --> 00:29:10.200
left in the game. Yeah,
um, you don't want to kill a
409
00:29:10.279 --> 00:29:14.759
PC an hour into a four hour
demo, right, that's just not you
410
00:29:14.799 --> 00:29:17.359
know, you should know better to
do that on purpose. But like I've
411
00:29:17.359 --> 00:29:19.559
had I've had them, I've had
them try to die but they didn't know
412
00:29:19.559 --> 00:29:26.119
they were trying to diet. But
they weren't trying to die. But like
413
00:29:26.160 --> 00:29:27.519
you would think that with the way
they were acting, they might have been
414
00:29:27.519 --> 00:29:33.119
trying to die. But uh,
but I agree with uh, with you
415
00:29:33.240 --> 00:29:37.799
giving them the ways to get out
of what would normally be a permanent death.
416
00:29:37.839 --> 00:29:41.440
And that's um yeah, uh,
and I agree with that kind of
417
00:29:41.440 --> 00:29:45.559
game, especially if you're you've been
playing for a while and you're getting attached
418
00:29:45.559 --> 00:29:48.960
to these characters, um to where
I like, yeah, you go,
419
00:29:49.039 --> 00:29:52.920
you go find a high level cleric
in the next town over or or something
420
00:29:52.960 --> 00:29:56.920
along those lines. Um or at
the very least, you know, you
421
00:29:56.960 --> 00:30:00.319
get being reincarnate, come back as
a different as a different race, and
422
00:30:00.400 --> 00:30:02.519
that could be a lot of fun
too. What I'm really getting at is
423
00:30:02.559 --> 00:30:04.960
like going for the kill and not
just for the down. I just don't
424
00:30:04.960 --> 00:30:07.960
play that way. I just don't. I just don't find that fun.
425
00:30:10.000 --> 00:30:12.240
I mean, this is one of
those things where this is very much a
426
00:30:12.960 --> 00:30:18.759
to taste sing. Different tables have
different levels of that. But when I
427
00:30:18.880 --> 00:30:25.160
ran my games in the store,
when I owned my game store, we
428
00:30:25.160 --> 00:30:30.599
were very careful about calibrating. We
had kind of different tables with different dms,
429
00:30:30.359 --> 00:30:36.799
and I was the kind of story
based, um good for younger kids.
430
00:30:36.880 --> 00:30:38.720
I had the special needs kids and
stuff like that that might have been
431
00:30:38.720 --> 00:30:42.079
really upset if their character just got
killed by die roll, and so I
432
00:30:42.240 --> 00:30:47.519
was a lot more you know,
I was a lot looser and easier on
433
00:30:47.559 --> 00:30:51.160
them. But we had one guy
that was the like, you know,
434
00:30:51.759 --> 00:30:56.640
like if a PC didn't get killed
every session, the players at his table
435
00:30:56.759 --> 00:31:00.680
would be disappointed that he was going
too easy on them. Yeah, but
436
00:31:00.799 --> 00:31:03.680
we calibrated that. We were like, what kind of game do you want?
437
00:31:03.960 --> 00:31:07.240
Like, yeah, kill Gil Gil, Okay, you're gonna go over
438
00:31:07.720 --> 00:31:14.119
with Mark, you know exactly,
you know, And if somebody else was
439
00:31:14.200 --> 00:31:18.319
like you know, we want complicated
court based intrigue and stuff like that.
440
00:31:18.359 --> 00:31:22.559
Okay, you're going to go over
with you know, with Sarah a kind
441
00:31:22.559 --> 00:31:26.359
of thing like that. And if
you're you know, if you're a parent
442
00:31:26.440 --> 00:31:32.160
there with a with a eleven year
old kid on the spectrum that uh really
443
00:31:32.200 --> 00:31:34.119
wants to play D and D but
hasn't known where to do that, then
444
00:31:34.200 --> 00:31:37.359
yeah, come to my table and
we'll we'll all work it in and we'll
445
00:31:37.359 --> 00:31:41.839
talk it out and yeah, that
kind of thing. So yeah, as
446
00:31:41.839 --> 00:31:45.519
long as everybody's on the same page, then then you should be. Okay.
447
00:31:45.680 --> 00:31:49.279
Yeah, it's important to get everybody
on the same page. I will
448
00:31:49.319 --> 00:31:52.119
say that the player that I did
actually kill said that was his favorite session
449
00:31:52.200 --> 00:31:56.720
yet, So character character that you
kill, I said what I said,
450
00:31:56.759 --> 00:32:04.039
Jim sometimes talking with friends. So
a couple of a couple of good stories
451
00:32:04.039 --> 00:32:07.400
to David, that's going to do
it for a DM academy. Go find
452
00:32:07.440 --> 00:32:10.960
everything that we do over at Curmudgeons
and Dragons dot com. Send us your
453
00:32:12.880 --> 00:32:17.880
advice seeking column whatever posts, and
just just send us an email and ask
454
00:32:17.960 --> 00:32:22.839
us for stuff. Whether you're sending
us yes, whether you're asking you for
455
00:32:22.839 --> 00:32:27.799
advice or or you've get your horror
story or your wholesome story, or even
456
00:32:27.839 --> 00:32:30.359
just want to say hello. It's
Curmudcons and Dragons pod at gmail dot com
457
00:32:30.519 --> 00:32:34.519
or everything is at curmudgeon dragons dot
com. You can go to the contact
458
00:32:34.559 --> 00:32:37.119
and send us that thing. On
there. We get a little voicemail which
459
00:32:37.160 --> 00:32:38.480
it too. You can even you
can even read us a story yourself.
460
00:32:39.519 --> 00:32:43.000
But that is going to wrap it
up for today. Jim, thank you
461
00:32:43.079 --> 00:32:51.119
so much. Yeah, you're very
welcome. Goodbye adventures. Thank you for
462
00:32:51.200 --> 00:32:55.079
listening to Courmudgeons and Jackons. Please
share us with your favorite adventures, leave
463
00:32:55.119 --> 00:32:59.880
a review on Apple, and follow
us on social media. All thanks.
464
00:33:00.119 --> 00:33:04.960
We found at Comudgeons and Dragons dot
com practice safe for Venturing my friends
1
00:00:00.760 --> 00:00:06.400
Sometimes talking with friends feels like role
playing. Sometimes it feels like combat.
2
00:00:07.200 --> 00:00:12.400
Join us at the round table and
roll an isha too. This is Curmudgeons
3
00:00:12.480 --> 00:00:26.519
and Dragons. Hello adventurers, Welcome
back to another Communitions and Dragons. My
4
00:00:26.600 --> 00:00:30.960
name is Jason Portiso. Once again, I am joined by mister Jim Crocker.
5
00:00:31.359 --> 00:00:34.159
Hey, yeaw are we doing?
And that's it today? Me and
6
00:00:34.240 --> 00:00:39.679
Jim today, which and that's how
you know. Today we're doing dm Academy.
7
00:00:41.960 --> 00:00:45.159
If this is your first gam academy, Hello, But what we're gonna
8
00:00:45.159 --> 00:00:50.119
do. We're gonna go through Reddit's
our slash dm academy and look for posts
9
00:00:50.159 --> 00:00:53.240
that are at they're asking you for
advice. Every now and again we'll find
10
00:00:53.240 --> 00:00:56.960
something that's offering advice, but posts
that are asking for advice, and we'll
11
00:00:56.960 --> 00:01:00.399
see if we can help them out
a little bit. That being said,
12
00:01:00.679 --> 00:01:03.039
I'm ready to jump in, Jim, We're ready to jump in. Yeah,
13
00:01:03.119 --> 00:01:07.959
let's do it. Let's jump in, all right. Our first story
14
00:01:07.319 --> 00:01:14.359
is posted by user a nag ay
naeg no am pronouncing that one right.
15
00:01:14.359 --> 00:01:18.560
The title is my players believe everything
my MPCs say, what do I do?
16
00:01:19.359 --> 00:01:23.840
My players never question what my NPCs
are saying they've gotten themselves into difficult
17
00:01:23.840 --> 00:01:26.200
situations because of that. One of
the PCs almost died because of that.
18
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One time, even an undead person
who they knew it doesn't care for PCs,
19
00:01:32.120 --> 00:01:34.560
gave them wrong information which got them
called by an opposing faction, and
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00:01:34.599 --> 00:01:40.280
the players immediately assumed that the undead
person was badly informed and he wasn't in
21
00:01:40.319 --> 00:01:44.120
the wrong, because how should he
have known. I told my players time
22
00:01:44.159 --> 00:01:48.920
and time again that sometimes the NPCs
are lying or hide information. It frustrates
23
00:01:48.920 --> 00:01:52.359
me that they never question any NPC. Maybe comes down to me being a
24
00:01:52.439 --> 00:01:55.959
very good liar, but it baffles
me that my players never question anything that
25
00:01:56.000 --> 00:01:59.000
my MPCs say. Is there a
way to make my players start questioning my
26
00:01:59.120 --> 00:02:01.640
MPCs every now and then? Or
should I let them continuously round the problems
27
00:02:01.680 --> 00:02:06.480
when they don't question even the shadiest
NPCs that they encounter, Maybe they're not
28
00:02:06.480 --> 00:02:09.879
shady enough. I don't know.
I'm really curious how old these players are,
29
00:02:10.360 --> 00:02:17.039
because what this sounds to me is
like they're taking a video game NPC
30
00:02:17.159 --> 00:02:23.360
approach to this, like the NPCs
that they're running into are basically just there
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00:02:23.360 --> 00:02:25.520
to like go through a dialogue tree
and like give them a quest and they
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00:02:25.560 --> 00:02:31.639
go and do their thing. I
will say this that actually, this is
33
00:02:31.840 --> 00:02:42.319
fine. This doesn't this isn't a
problem because it seems like they have incorporated
34
00:02:42.439 --> 00:02:46.240
as players into their play style and
into their approach to the game, the
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00:02:46.280 --> 00:02:51.960
fact that, yeah, okay,
cool, some of these characters, these
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00:02:52.039 --> 00:02:55.039
NPCs may be lying to us,
but the DM has done a really good
37
00:02:55.159 --> 00:03:01.800
job of making that interesting as posed
to annoying. Right, you know,
38
00:03:01.919 --> 00:03:06.400
like like they get in trouble or
whatever. This guy lies, And I
39
00:03:06.400 --> 00:03:10.759
mean, I think if if you
have an NPC lie to the players whatever,
40
00:03:12.280 --> 00:03:15.520
I'm sorry, the NPC is lying
to the player characters, and the
41
00:03:15.560 --> 00:03:19.080
players go, you know what,
we're going to decide not that he's a
42
00:03:19.159 --> 00:03:23.639
dick, but that he's still our
friend and he just didn't know better or
43
00:03:23.039 --> 00:03:28.599
somebody lied to him. Then,
you know, as the DM, and
44
00:03:28.680 --> 00:03:30.400
you've got a couple of options.
One, you can say, you know
45
00:03:30.439 --> 00:03:35.759
what, you're right, he is
your buddy, and he's just a you
46
00:03:35.800 --> 00:03:38.639
know, he's the terrible judge of
character, you're undead friend, sure,
47
00:03:39.319 --> 00:03:44.199
you know, getting his information from
shady sources and stuff like that. You
48
00:03:44.280 --> 00:03:50.159
know, and because all of us
have friends who are reliable, you know,
49
00:03:50.439 --> 00:03:53.800
like one out of three times or
something like that. But but because
50
00:03:53.840 --> 00:03:59.319
we're friends with them, and you
know whatever, it's that one out of
51
00:03:59.360 --> 00:04:01.479
three makes it worth it for the
other two times when maybe they're giving us
52
00:04:01.479 --> 00:04:05.719
bad advice or they don't know what
they're talking about or something. Sure Like,
53
00:04:05.800 --> 00:04:11.360
I kind of like that that they're
not so binary about it. Like
54
00:04:11.439 --> 00:04:15.639
the second somebody gives them bad information, they're like, you're dead to me,
55
00:04:15.160 --> 00:04:20.199
Like, because like that's people don't
really do that in real life necessarily.
56
00:04:21.839 --> 00:04:25.439
Like, I think this is a
gift, and what you should continue
57
00:04:25.480 --> 00:04:29.959
to do is, you know,
every now and then, have those NPCs
58
00:04:30.040 --> 00:04:34.120
be wrong or be lying or whatever, but always make the result of that,
59
00:04:34.560 --> 00:04:41.000
you know, interesting and compelling,
as opposed to just completely hosing them
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00:04:41.040 --> 00:04:45.319
because they didn't do an insight check
on somebody. Sure Like, I think
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00:04:45.399 --> 00:04:48.480
this sounds great to me. This
sounds like like he's you know, he's
62
00:04:48.519 --> 00:04:53.680
got a great situation. Though.
Yeah, my first take on this was
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00:04:53.720 --> 00:04:56.759
that, I don't know, he
says a good liar. If you're such
64
00:04:56.800 --> 00:04:59.360
a good actor that it seems like
you're not lying, you should also be
65
00:04:59.439 --> 00:05:01.040
a good enough at going to make
it seem like you are lying. Uh.
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00:05:01.360 --> 00:05:04.360
So if you if you really want
to just like just just to hold
67
00:05:04.399 --> 00:05:09.240
their hand a little bit and get
them used to mistrusting in PCs. Get
68
00:05:09.240 --> 00:05:13.560
a couple of them that are just
like super obviously lying. Um, if
69
00:05:13.560 --> 00:05:15.360
you have to give them the shifty
eyes while you give them the speech,
70
00:05:15.439 --> 00:05:18.879
give them the shifty eyes while you
give them the speech. Um, make
71
00:05:18.920 --> 00:05:21.639
it two, make it two treasure
chests. What is a trap? What
72
00:05:21.839 --> 00:05:26.399
is treasure? And have them just
like to have the fifty fifty lie it's
73
00:05:26.399 --> 00:05:28.560
like, oh yeah, it's in
the left one. You can trust me.
74
00:05:28.600 --> 00:05:31.439
It's okay, big thumbs up.
And then uh and then you know,
75
00:05:31.480 --> 00:05:35.600
mimic and then after the fight maybe
a little or something. Um.
76
00:05:36.040 --> 00:05:39.240
And again, I don't know how
all these players are, how experienced they
77
00:05:39.240 --> 00:05:42.639
are. Um, Like you said
with with the dialogue tree, this this
78
00:05:42.680 --> 00:05:46.000
does sound a little bit like a
sky Rim player, uh taking their first
79
00:05:46.000 --> 00:05:48.879
four way into D and D in
which case punished, punish them harder.
80
00:05:49.319 --> 00:05:54.079
Um. Yeah, like but so
so so I'm gonna push back on that
81
00:05:54.120 --> 00:05:57.560
a little bit because I think like
there's a balance that you want to walk
82
00:05:57.639 --> 00:06:00.680
there. Um, it's cool if
you want to have the players push back
83
00:06:00.800 --> 00:06:05.680
against um. You want to have
the players like occasionally not trusting somebody or
84
00:06:05.759 --> 00:06:11.639
have a reason to be dubious about
information they get. But like there's a
85
00:06:11.680 --> 00:06:15.279
line there, of course, so
you don't you don't want to cross it
86
00:06:15.360 --> 00:06:18.920
into they don't ever trust anyone you
get in front of them. And that's
87
00:06:19.040 --> 00:06:21.519
that can actually be a little bit
of a tightrope that you got to walk
88
00:06:21.560 --> 00:06:24.839
there. I mean, of course, that can be a delicate balance.
89
00:06:24.920 --> 00:06:30.079
Yeah, you want to you want
to introduce the notion of mistrust um and
90
00:06:30.199 --> 00:06:32.959
not the default. You also want
to make sure that if they don't figure
91
00:06:32.959 --> 00:06:36.720
out that that person is lying that, like I said before, it's going
92
00:06:36.800 --> 00:06:41.399
to result in something interesting, maybe
something dangerous. You know, they can
93
00:06:41.439 --> 00:06:46.160
get in trouble, but it won't
like totally hose them in a way that
94
00:06:46.360 --> 00:06:49.160
you know makes them gunshy of trusting
anybody. You want it. You want
95
00:06:49.160 --> 00:06:51.920
to have that be like an oh
my god, I can't believe you fell
96
00:06:53.000 --> 00:06:56.759
for that kind of a situation that
they can, you know, afterwards,
97
00:06:56.879 --> 00:07:00.759
not necessarily laugh about, but they'll
they'll get out of it in a way
98
00:07:00.800 --> 00:07:04.480
that doesn't make them feel like,
oh my god, now we can't trust
99
00:07:04.519 --> 00:07:11.360
anyone. I'm looking through the comments
here and I found a comment here by
100
00:07:11.800 --> 00:07:15.879
user dumb dumb d m which may
or not be a reference to the dumb
101
00:07:15.959 --> 00:07:23.639
dumb mister story that we told them
our first wholesome stories. But they the
102
00:07:23.639 --> 00:07:29.480
TLDR here is that they bring up
one of the most underutilized and often forgotten
103
00:07:30.560 --> 00:07:32.839
stats on the player's sheet. And
do you have any clue what I might
104
00:07:32.879 --> 00:07:38.079
be talking about? Passive insight,
passive insight, passive wisdom. Yeah,
105
00:07:39.319 --> 00:07:43.800
passive insight, aassive perception is something
He's always asking questions about. Passive perception.
106
00:07:44.000 --> 00:07:46.519
Yeah, but passive insight is sitting
right there for when people are trying
107
00:07:46.519 --> 00:07:49.319
to put one over on you.
Yeah. Yeah, So what I do,
108
00:07:49.480 --> 00:07:54.000
especially because I'm all doing right now
as one shots. But you know,
109
00:07:54.040 --> 00:07:58.040
the first thing I do after the
characters introduced themselves in character, of
110
00:07:58.040 --> 00:08:00.480
course, I get their max HP, I get their seeing, I gets
111
00:08:00.480 --> 00:08:03.439
their passive, their passive perception.
UM for new players, all explain to
112
00:08:03.439 --> 00:08:07.240
them. It's like, listen,
if I if I need to uh sneak
113
00:08:07.319 --> 00:08:09.600
up on you, I don't need
you to know that I'm trying to sneak
114
00:08:09.720 --> 00:08:11.000
up on you. That defeats the
purpose of me sneaking up on you.
115
00:08:11.680 --> 00:08:18.199
But a passive insight is like socially
sneaking up on somebody. So um,
116
00:08:18.240 --> 00:08:20.160
this is it's a stat that like
never gets used. In fact, I
117
00:08:20.439 --> 00:08:24.759
forget how to calculate it. Uh
So, so they suggested that using passive
118
00:08:24.759 --> 00:08:28.199
insight just to give them a hints
and tell them that their character thinks that
119
00:08:28.240 --> 00:08:33.440
the NPC is not telling them something
or maybe or maybe deliberately lying or holding
120
00:08:33.480 --> 00:08:35.720
something back, depending on how far
off they are, And you can even
121
00:08:35.759 --> 00:08:41.519
like you know, you can quietly
roll a deception check versus their passive insight
122
00:08:41.360 --> 00:08:45.840
unless they want to do an active
insight check. Um. So that that
123
00:08:45.960 --> 00:08:48.720
might be a solution too, if
if they don't start picking up on hints.
124
00:08:50.480 --> 00:08:54.039
But um, I don't. I
don't think the solution is have have
125
00:08:54.159 --> 00:08:56.360
the NPC stopped lying, because then
that's just that's just a boring game.
126
00:08:58.000 --> 00:09:01.200
Um. But like I'm all four
continuing to let to let them walk into
127
00:09:01.240 --> 00:09:05.039
traps until they start to learn how
many times, how many times we have
128
00:09:05.120 --> 00:09:09.080
to teach you this lesson, old
man. That may also be a thing
129
00:09:09.120 --> 00:09:13.840
where it's not that you're such a
fantastic actor. It's that like, if
130
00:09:13.879 --> 00:09:18.759
you're friends with these people and you
are, like I r L an incredibly
131
00:09:18.879 --> 00:09:24.559
open, transparent and trustworthy person,
and then you sit down to be the
132
00:09:24.639 --> 00:09:28.720
DM and your friends who like are
just in the default habit of trusting you
133
00:09:28.759 --> 00:09:31.759
all the time and assuming you're not
lying to them. Ever, I don't
134
00:09:31.759 --> 00:09:37.000
have that problem, you know,
well no, but but you know there
135
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are people that that like like if
um, you know, there's a couple
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of people I know, if they
were to run a game and they were
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to just like look me in the
eye and say, you know, and
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he tells you that this treasure map
is totally legit, I go, well,
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yeah, of course it is all
right, because you're telling me that
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I wouldn't it be, you know, because that exactly because Joe is telling
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me that though Joe is you know, um embodying you know whatever, shady
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Traderson. So yeah, So,
like I said, our campaign, we
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recently moved it to in person instead
of online, and now we have a
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little we have more FaceTime. Um. Actually, this is only the second
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time ever that the four of us
were in the same room, and the
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last time was for a DM's bachelor
party, not even for D and D.
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So, um, that's a little
side note. Um, Our DM
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is, uh, he's getting pretty
good of voices and stuff. He's like,
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he's actually like he's he's really getting
into that kind of that style of
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DMA and is and is absolutely improving. Um. Not that he didn't start
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bad. He just had two accents
that he was good at and stuck with
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those. Now he's now he's branching
out of it. Oh yeah, everybody
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was Scottish, got your Cockney,
you got your Boston. Yeah, everybody
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everybody was Scottish exactly. Yeah you
got you go two kingdoms over, still
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Scottish, but good Scottish. I
can't do a good Scotish anyway. So
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we, uh, we find this
guy who's the the like interim mayor of
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this like swampdown, and we got
shady vibes from him immediately, mostly because
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of the way Joe is acting.
Um, and I think I still we
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haven't resolved this part yet. I
still think we're right, um, but
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I think it's for the wrong reasons. He hasn't really given us much reason
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to distrust him, other than when
we were speaking with him. The DM
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was a little shady eyed and that, and we are harping on this thing.
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I still think he's bad. That's
totally fine, and tool in your
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toolbox to lay that ground work down
for that. Yeah, it's like,
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instead instead of turning left, we
just made three rights and just and we
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still got to the same spot,
just by the stupid way, which for
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those of you listening outside of New
Jersey, that doesn't make any sense to
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you. But that's just something we
do here in New Jersey. We go
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three rights to make a left.
Um, look up Joe Candle. It's
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weird anyway, but yeah, I
think it's gonna be a lot of fun.
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This one is posted by user nerd
Big Energy and Yes, and they
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are looking for advice. It says
what does a DM have to do for
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a bit of character development? And
what they say is I recently had an
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epiphany. I'm bored with my multi
year campaign because my PCs are exactly the
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same people they were when we started. Their circumstances have changed significantly, but
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their reactions haven't. My players consider
themselves role players first and foremost, but
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they've stopped engaging with each other's characters
and are tunnel visioning on the plot in
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front of them, which both makes
me feel like a trained monkey trying to
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keep them entertained and makes me think
they're bored of each other's characters too.
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So here's my question. Have your
PCs shown character development in your long campaigns?
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So how did you make it happen? And this was a particular interest
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to me because a lot of stuff
we get is new dms or you know,
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like like I'm starting a campaign,
what do I do? But this
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is like, you know, I'm
several years in and suddenly I'm realizing this
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is a thing. I was really
hoping looking forward to talking about this.
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Yet, Yeah, we don't get
that. We don't get a lot of
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late stage problems. Yeah, what's
your take on that? My immediate thought
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here, this is my first time
hearing this story, so this is just
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like gut reaction stuff. So my
immediate reaction would be that if the plot
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is moving, if the plot is
taking over all their role playing. Um,
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in a campaign that's this long,
you should have some space to breathe
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and have it be less on plot
in story and more on character story.
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UM. So maybe taking a few
sessions or even a few months worth of
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sessions and having less to do with
a big bad and more with developing characters.
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Um. We've talked about having like
like a home base. Um.
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Uh, that could that could be
one way of doing it. Um.
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Maybe they's one of the Yeah,
absolutely that I was gonna I was gonna
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go back to that conversation. We've
had a couple of times about about how
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useful that can be. Yeah,
maybe if they finish an arc. Maybe
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if they finish a one bait bad
or one small bad, um, and
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they're in between major arcs, there
could be some downtime role playing um where
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whether it's their their home base or
like, if they go back to their
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respective hometowns for a while and uh
and do things with the riches that they've
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gotten from their adventures. Um.
I've heard of PCs that like they finished,
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they finished the campaign and still keep
meeting every week because they want to
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role play their characters starting a farm. That's a little that's a little too.
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I would never do that, but
um, but that's not the kind
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of roleplayer I am. Um,
all the top of my head, that's
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that's where I would do. Where
you're like you uh, you know,
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finish a part of the story you're
on get an in between arc and had
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that focus on the players a bit, like incorporate parts of the backstory,
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incorporate stuff that they've learned since the
start of the campaign, and kind of
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see where see where that goes.
I think it's a good place to start.
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Yeah, and so like I see
this, and there are two immediate
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thoughts that I have, And one
is that I'm going to go back to
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a thing that I always say when
we have these conversations, which is I'm
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going to talk about emergent backstory,
which is this idea that you don't need
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a ton of backstory when the game
starts. You just have to say,
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why am I an adventurer? Why
are we together on this adventure? Maybe
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one or two questions about like what's
going on locally, But that's all you
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need. And in fact, the
less the PCs give you, the better,
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because then what you can do is
create backstory as you play forward like
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this. You know, when you
hit a lull like this and you realize
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that the PCs aren't talking to each
other, just ask somebody, you know,
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ask the fighter who taught you how
to fight, who was the first
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person to put a sword in your
hand? And then they'll you know,
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give them a week to come up
with an answer, and when they come
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to you, you turn to the
bard and you say, okay, how
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do you know this famous sword fighting
instructor? And then you drop that character
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in and you've got a ready made
triangle there that gets them talking to each
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other. You know, by involving
that character. Backstory doesn't have to stop
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when you start playing the characters.
You can asking questions, incorporating it,
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reincorporating it, and you know,
and certainly backstory that you created for that
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you created before. Like you said, go back to town. Have somebody
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from the town show up and say, oh my god, your deeds have
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reached us back there. We can't
believe that you made good. Just letting
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you know that there's a great big
hole opened that swallowed the fountain in the
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center of town and we're all terrified
to go down there. Can you come
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back with your friends and go do
that for us, you know, and
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then you can have you know,
the sweetheart they left behind, and you
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know whatever, the younger, you
know, whatever, their sister who falls
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in love with another PC or something
like that. All of that stuff is
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all stuff you can do. But
the other thing that I think you can
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do with this, even if you
don't want to go back and create a
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bunch of backstory, is when you
talk about that kind of tunnel vision on
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the campaign. Usually what that means
is you have laid a plot in front
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of them that is like your plot
that to make progress, to go anywhere
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in the game, they feel like
they have to work on that plot to
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get anything done, to move forward. And what I've done, and I
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would argue probably the most successful campaign
I ever ran. I as much as
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I could, didn't come up with
pre made stuff. I tried to drive
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it based on what they were interested
in. But there was a thing where
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we would do an arc of whatever
the kind of overarching story was in our
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big fantasy city. It was like
a you know, like a fantasy megalopolis
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thing where all like the whole game
took place in the city and the area
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underneath it and stuff like this.
But we would do like an arc of
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the main story, and then I
would ask each player, what's a story
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you want to see, however outrageous
it is, however crazy you want to
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make it, and then I would
do that spotlight adventure. And because everybody
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knew eventually they were going to get
their own spotlight. They were invested in
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those Spotlight adventures, and the Spotlight
Adventures sponned NPC that became people that we
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liked and stuff like that. I
mean, and this was literally like,
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you know, the Dwarf and Fighter
was like, I want to have a
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Western. I want to have a
dwarf Western where we're like driving cattle and
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stuff like this. So we had
it. We had a dire cattle stampede
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through the middle of town and stuff
like this where they were like like on
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the backs of the of the dire
cattle doing a fight against people that were
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like shooting at them from buildings and
the stampede and everything, and so you
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know. But but the point of
that was then like we met some of
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that character's relatives who were dwarven cowboys, and you know, we had that
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whole area and everything, and the
other players were super invested in. Like
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if I just in like if I
just introduced some dwarf and cowboys who were
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just like here's some dwarf and cowboys, they would have gone Dwarven cowboys cool.
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But when you invest when you introduced
dwarven cowboys, one of whom is
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you know, the fighter's little brother, and the other of whom is the
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fighter's dad who's angry at him that
he became a fighter instead of a cowboy
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like he was supposed to. Suddenly
everybody's way more invested just because they're connected
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to another player character, even if
it's not connected to them. Everything that
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you mentioned and like, and again
I'm gonna brand mad Poduct, but like
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it's just that that first first campaign
is just that good. Everything you mentioned
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is stuff that is stuff that they've
done. Um where like you know,
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finding the old love interest, like
listen to the frost Wan arcum, which
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is just some of the best storytelling
that I've heard, and like it's it's
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not until you just like spelled it
out there for me that I even realized
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that that's what they did. And
that's where that's where a lot of the
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character stuff, not so much the
story stuff, but the character stuff really
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started coming forward. And by the
time Heat episode one hundred, which is
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over two years in the making,
um, you are so so so invested
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in these characters. Yep, I
have pulled over on the highway to sob
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during like a any minute monologue.
But yeah, that that's fantastic advice.
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Um, I can't really, I
can feels to add to that. So
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do that because because I've actually run
games that have gone three and four years
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and stuff like this, uh and
and and that was what we did in
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that long running game to engage people. Because you know, if you're like,
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if you're going six months, then
you know a module or two will
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carry you. But if you really
want to get into it long term and
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you don't want that siloing where it's
just plot plot, plot, plot plot,
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you've got to do those callbacks and
ensure and then get their personal stories
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involved. Yeah. Cool, and
then and it's never too late to do
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that. Like that's the other thing
that's important here, I think is is
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this is not a thing where like
he needs to scrap that game and then
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do another thing. You can just
say, hey, we're gonna set this,
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we're gonna set the plot aside.
It's not going anywhere, and we're
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going to focus on this for a
little while. Yeah, and then we
305
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can get back to it when you
want to get back to it. Yeah.
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And that can even go on twice
that before about like having in between
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major arcs yep, yep. But
I do want a dwarf Western to see
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if I we had we had like
this was fourth edition, so like we
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had tokens for the dire Cattle and
all that kind of stuff. It was
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great. We had a lot of
fun line. All right, let's do
311
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one more of these. I've got
one. I got one from user of
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Viral Tiger oh four And he's asking
the real question here, is it bad
313
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to kill a player character on purpose? The text here is, well,
314
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let's just let's just read the story. Um yeah, context. I'm a
315
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new DM running my first campaign.
We are three sessions and about eleven hours,
316
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and one of the players has a
very interesting character. Okay, so
317
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he's I don't love where this has
gone, but he wants to remain very
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mysterious and informed a group that he
has a beast within and we'll try to
319
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keep it under control. He's a
Level three transmutation wizard and really wants to
320
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be similar to Venom from Spider Man. His whole sort of personality is to
321
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go against the grain of the group
and be mysterious. Lone Wolf heard it.
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He's been asking me many times if
I came a scenario where he can
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unleash the beast Aka use a ninth
level transmutation spell to turn himself into an
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uz Gallam. I feel like this
is overpowered because he hasn't unlocked the spell
325
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yet. Well, yeah, you're
right, yes, yeah, this is
326
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his first character ever. I couldn't
tell I've tried to talk to him about
327
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what I tried to talk to him
about waiting until he unlocks the spell,
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but it really wants to use it
and say it's the whole point of his
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character. Okay, I'm even gonna
finish reading this because this isn't about killing
330
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a character. This is about vetoing
a character when that she even hits the
331
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table. Yes, you're a new
DM. A milestone for a new DM
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is saying no to a player's idea
for the first time, and it feels
333
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so good not to shoot down ideas, but to like just to like remind
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them. It's like, no,
you can't just be the most powerful thing
335
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in the world because you said so, there's no story there. Yeah.
336
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Um, so this this one is
this story itself aside um because that player
337
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that that character should not have been
a thing to begin with, and that
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should have been taken care of on
the first place. Um, you made
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your bad nag out lying it and
if you kill that character, you kill
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that character. I really don't care. Um. But the question here was
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that is it bad to kill a
PC on purpose? So let's I'm gonna
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kind of hijack their question and turn
it into my scenario. Um, and
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this is going to come back to
my story one shots and I have I
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have a few players that have been
coming to all of them so far,
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and I'm super thankful for them.
UM asking all those guys who if you're
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listening to the show, I'll see
you next week. UM, but I
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00:24:41.000 --> 00:24:41.880
don't know if the answ your listener
and I we'll see if we'll see if
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they do. UM ask you if
you are listening and you uh and you
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00:24:47.720 --> 00:24:51.599
uh tell me that you heard this
episode and tell me tell me you heard
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00:24:51.599 --> 00:24:53.319
me call you out. I'll um, I'll let you. I'll let your
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00:24:53.319 --> 00:24:57.480
guy find something interesting. Well,
we'll give you. We'll drop an ext
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00:24:57.480 --> 00:25:00.880
your magic guy. I'm I don't
know, well show to one shadow cares
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00:25:02.000 --> 00:25:07.359
um so um. So big thing
to keep in mind here is that these
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are not long running campaigns. These
are with These are one shots at a
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store level with regulars mostly it's it's
about I would say like maybe two regulars
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00:25:15.920 --> 00:25:19.839
per session and a lot of new
players. Um. So for all of
357
00:25:19.839 --> 00:25:25.799
those reasons, I think it is
important for players to realize that there are
358
00:25:25.920 --> 00:25:30.799
stakes to every fight, especially when
the fights ramp up to the uh you
359
00:25:30.799 --> 00:25:33.880
know, when we know when we
just look at the clock and know,
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00:25:33.039 --> 00:25:36.680
like, hey, this this session
was scheduled, so at five o'clock is
361
00:25:36.720 --> 00:25:41.519
four thirty, one of us might
die. So the last one, in
362
00:25:41.559 --> 00:25:48.160
particular, we were in this like
Unicorns pocket dimension and everything was like everything
363
00:25:48.200 --> 00:25:51.440
was made of candy. All the
animals were stuffed. It was adorable,
364
00:25:51.440 --> 00:25:55.839
and they were tracking down a poacher, and I needed them to know that
365
00:25:56.079 --> 00:26:00.400
yes, things are cuddly in this
spot, but still dangerous, and yes
366
00:26:00.480 --> 00:26:04.880
that waterfall is doctor Pepper, but
but you can still drown in it.
367
00:26:06.000 --> 00:26:08.200
Yeah. Yeah, actually, uh, there was a mechanic built in that,
368
00:26:08.240 --> 00:26:11.880
Like if you're putting this into a
longer campaign, there's a mechanic built
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00:26:11.920 --> 00:26:15.079
in that, like, um,
all this sense, all the food is
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00:26:15.079 --> 00:26:18.799
is sugary. Um. Yeah,
that they start taking, well, they
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00:26:19.079 --> 00:26:22.359
like they get cavities, and you
can turn that into like hust you can
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00:26:22.400 --> 00:26:30.000
turn them into constitution implications dental horror. Yeah, okay, um so,
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but I need the players to know
the mistakes. So the one player in
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00:26:33.200 --> 00:26:37.640
particular, and I recall that ash, I tried very hard to kill him.
375
00:26:37.680 --> 00:26:41.680
I really need uh now, Grant
I didn't just I didn't have the
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00:26:41.759 --> 00:26:45.799
big bad target him just for the
stake of targeting him. That would be
377
00:26:45.799 --> 00:26:48.680
that woud be a d M metagaming. However, he did throw the first
378
00:26:48.680 --> 00:26:52.559
fireball, so he had every reason
to targeting him. Sure, and I
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00:26:52.599 --> 00:26:56.920
really just made him no, would
use all three attacks to get him down,
380
00:26:56.319 --> 00:27:03.160
hit him for death saves, and
someone kept u healing wording him and
381
00:27:03.319 --> 00:27:07.400
kept bringing him back up, and
I think I think I downed to him
382
00:27:07.440 --> 00:27:10.319
like three times before the fight was
over. And then in the second session
383
00:27:10.359 --> 00:27:12.759
we r we ran it again with
new players. I finally did kill one
384
00:27:14.319 --> 00:27:17.160
and it was another one of our
regulars, and again through the first fireball
385
00:27:17.240 --> 00:27:21.279
and kind of deserved it. But
I needed the new players to know that,
386
00:27:21.319 --> 00:27:23.400
like, yeah, your character is
not safe. Your character doesn't have
387
00:27:23.440 --> 00:27:27.960
plot armor m except for the Rangers
mastered iff. I gave him plot armor,
388
00:27:30.079 --> 00:27:37.440
but not the Ranger of the Paladin. But yeah, it is there
389
00:27:37.480 --> 00:27:44.680
a situation Jim, where specifically going
for the kill is okay. Like,
390
00:27:45.039 --> 00:27:48.839
I think it depends on the social
contract that you guys have established at the
391
00:27:48.880 --> 00:27:52.880
start of the game. Okay,
Um, I run a particular kind of
392
00:27:52.960 --> 00:27:59.160
game where I don't like to tell
players you can't play this character anymore.
393
00:28:00.039 --> 00:28:04.039
Um, And to some extent there, I mean, there is a way
394
00:28:04.119 --> 00:28:08.519
that if at the beginning of the
game, everyone agrees, okay, you
395
00:28:08.599 --> 00:28:14.640
can get taken down, but failing
you know, failing three death saves or
396
00:28:14.680 --> 00:28:18.759
getting knocked down to whatever negative hit
points or something like that doesn't mean that
397
00:28:18.799 --> 00:28:23.440
you have to stop playing that character. There are like I will make sure
398
00:28:23.480 --> 00:28:27.799
there are ways that you can get
raised from the dead or if TPK it's
399
00:28:27.839 --> 00:28:30.839
not really a TPK, you all
wake up naked or something like that,
400
00:28:32.200 --> 00:28:36.519
and to some extent that kind of
lets you take the kid gloves off in
401
00:28:36.559 --> 00:28:41.759
a way that if perma death was
like like I think the question is um
402
00:28:41.039 --> 00:28:48.960
uh, I think it is totally
okay to incapacitate characters because that's interesting and
403
00:28:48.039 --> 00:28:52.920
that's part of the game. Yeah, perma death thing is, Yeah,
404
00:28:52.000 --> 00:28:59.160
that's a little tougher question. So
this and we'll take my situation in particularly
405
00:28:59.160 --> 00:29:00.799
again, this is a one show, um, and in one game we
406
00:29:00.920 --> 00:29:03.720
can that's and that's a different kind
of thing. If if at the beginning
407
00:29:03.720 --> 00:29:07.640
of the game, everybody knows,
and especially if there's ten or fifteen minutes
408
00:29:07.720 --> 00:29:10.200
left in the game. Yeah,
um, you don't want to kill a
409
00:29:10.279 --> 00:29:14.759
PC an hour into a four hour
demo, right, that's just not you
410
00:29:14.799 --> 00:29:17.359
know, you should know better to
do that on purpose. But like I've
411
00:29:17.359 --> 00:29:19.559
had I've had them, I've had
them try to die but they didn't know
412
00:29:19.559 --> 00:29:26.119
they were trying to diet. But
they weren't trying to die. But like
413
00:29:26.160 --> 00:29:27.519
you would think that with the way
they were acting, they might have been
414
00:29:27.519 --> 00:29:33.119
trying to die. But uh,
but I agree with uh, with you
415
00:29:33.240 --> 00:29:37.799
giving them the ways to get out
of what would normally be a permanent death.
416
00:29:37.839 --> 00:29:41.440
And that's um yeah, uh,
and I agree with that kind of
417
00:29:41.440 --> 00:29:45.559
game, especially if you're you've been
playing for a while and you're getting attached
418
00:29:45.559 --> 00:29:48.960
to these characters, um to where
I like, yeah, you go,
419
00:29:49.039 --> 00:29:52.920
you go find a high level cleric
in the next town over or or something
420
00:29:52.960 --> 00:29:56.920
along those lines. Um or at
the very least, you know, you
421
00:29:56.960 --> 00:30:00.319
get being reincarnate, come back as
a different as a different race, and
422
00:30:00.400 --> 00:30:02.519
that could be a lot of fun
too. What I'm really getting at is
423
00:30:02.559 --> 00:30:04.960
like going for the kill and not
just for the down. I just don't
424
00:30:04.960 --> 00:30:07.960
play that way. I just don't. I just don't find that fun.
425
00:30:10.000 --> 00:30:12.240
I mean, this is one of
those things where this is very much a
426
00:30:12.960 --> 00:30:18.759
to taste sing. Different tables have
different levels of that. But when I
427
00:30:18.880 --> 00:30:25.160
ran my games in the store,
when I owned my game store, we
428
00:30:25.160 --> 00:30:30.599
were very careful about calibrating. We
had kind of different tables with different dms,
429
00:30:30.359 --> 00:30:36.799
and I was the kind of story
based, um good for younger kids.
430
00:30:36.880 --> 00:30:38.720
I had the special needs kids and
stuff like that that might have been
431
00:30:38.720 --> 00:30:42.079
really upset if their character just got
killed by die roll, and so I
432
00:30:42.240 --> 00:30:47.519
was a lot more you know,
I was a lot looser and easier on
433
00:30:47.559 --> 00:30:51.160
them. But we had one guy
that was the like, you know,
434
00:30:51.759 --> 00:30:56.640
like if a PC didn't get killed
every session, the players at his table
435
00:30:56.759 --> 00:31:00.680
would be disappointed that he was going
too easy on them. Yeah, but
436
00:31:00.799 --> 00:31:03.680
we calibrated that. We were like, what kind of game do you want?
437
00:31:03.960 --> 00:31:07.240
Like, yeah, kill Gil Gil, Okay, you're gonna go over
438
00:31:07.720 --> 00:31:14.119
with Mark, you know exactly,
you know, And if somebody else was
439
00:31:14.200 --> 00:31:18.319
like you know, we want complicated
court based intrigue and stuff like that.
440
00:31:18.359 --> 00:31:22.559
Okay, you're going to go over
with you know, with Sarah a kind
441
00:31:22.559 --> 00:31:26.359
of thing like that. And if
you're you know, if you're a parent
442
00:31:26.440 --> 00:31:32.160
there with a with a eleven year
old kid on the spectrum that uh really
443
00:31:32.200 --> 00:31:34.119
wants to play D and D but
hasn't known where to do that, then
444
00:31:34.200 --> 00:31:37.359
yeah, come to my table and
we'll we'll all work it in and we'll
445
00:31:37.359 --> 00:31:41.839
talk it out and yeah, that
kind of thing. So yeah, as
446
00:31:41.839 --> 00:31:45.519
long as everybody's on the same page, then then you should be. Okay.
447
00:31:45.680 --> 00:31:49.279
Yeah, it's important to get everybody
on the same page. I will
448
00:31:49.319 --> 00:31:52.119
say that the player that I did
actually kill said that was his favorite session
449
00:31:52.200 --> 00:31:56.720
yet, So character character that you
kill, I said what I said,
450
00:31:56.759 --> 00:32:04.039
Jim sometimes talking with friends. So
a couple of a couple of good stories
451
00:32:04.039 --> 00:32:07.400
to David, that's going to do
it for a DM academy. Go find
452
00:32:07.440 --> 00:32:10.960
everything that we do over at Curmudgeons
and Dragons dot com. Send us your
453
00:32:12.880 --> 00:32:17.880
advice seeking column whatever posts, and
just just send us an email and ask
454
00:32:17.960 --> 00:32:22.839
us for stuff. Whether you're sending
us yes, whether you're asking you for
455
00:32:22.839 --> 00:32:27.799
advice or or you've get your horror
story or your wholesome story, or even
456
00:32:27.839 --> 00:32:30.359
just want to say hello. It's
Curmudcons and Dragons pod at gmail dot com
457
00:32:30.519 --> 00:32:34.519
or everything is at curmudgeon dragons dot
com. You can go to the contact
458
00:32:34.559 --> 00:32:37.119
and send us that thing. On
there. We get a little voicemail which
459
00:32:37.160 --> 00:32:38.480
it too. You can even you
can even read us a story yourself.
460
00:32:39.519 --> 00:32:43.000
But that is going to wrap it
up for today. Jim, thank you
461
00:32:43.079 --> 00:32:51.119
so much. Yeah, you're very
welcome. Goodbye adventures. Thank you for
462
00:32:51.200 --> 00:32:55.079
listening to Courmudgeons and Jackons. Please
share us with your favorite adventures, leave
463
00:32:55.119 --> 00:32:59.880
a review on Apple, and follow
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464
00:33:00.119 --> 00:33:04.960
We found at Comudgeons and Dragons dot
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