TRANSKRIPTIO 🔗
WEBVTT
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Hello, Interwebs, and welcome to Close -Up. I'm
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your co -host, Justin. And I'm Joe. And today,
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Joe told me that I know nothing about D&D, and
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he's going to explain to me what he has learned
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today. With about 20 minutes of research to figure
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out that I know nothing either. So, basically,
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the idea for this episode was going to be...
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A bit of a debate on our different storytelling
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game styles for TTRPGs. I'm more of a narrative
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-focused person, and Justin is a bit more about
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exploration and just finding the world as you
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come to it. And in doing the research about this,
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I discovered that there's a whole theory... on
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TTRPGs called GNS, which is Gamist Narrativist
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Situationist. And that's just the tip of the
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iceberg. This theory is about 20 years old and
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helped set the foundations for a lot of the TTRPGs
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we have today. It gave people inspiration to
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create more varied types of game style. What
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I've discovered is important about this theory
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is that it's more based on a spectrum. Instead
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of a concrete, games have to be gamist, narrativist,
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or situationist. Most ETRPGs are a little bit
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of all three. But they're, if you imagine it
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on a triangle with different points, the GNS
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theory is gamist, situationist, narrativist.
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Kind of on this triangle and wherever different
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TTRPGs fit a little more closer to the points
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than others. Okay, so can you explain what these
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points are? I don't really understand. Okay,
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so to my brief understanding, and I gotta put
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out a disclaimer, for people who know these theories,
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this episode's probably gonna be super painful
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for you because I don't really know what I'm
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talking about either. But we're gonna be talking
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about... It's a discussion. It's a discussion
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and a bit of a debate, and, you know, we're learning
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together. So that's where the fun of it is. Join
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us or make fun of
Load full transcript
us at your leisure. The second
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one would be preferable. It's engagement. And
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if you have any, for the people who do know more
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about TTRPGs, if you have any game recommendations
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you'd like us to play, have at it, because we're
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coming at this mostly from a... We played D &D
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for about seven years, fifth edition, and we
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played Pathfinder 2E for a couple years. That's
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mostly our basis for CT RPG. But so in a nutshell,
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to my understanding, the gamest side of GNS is
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very much like you're trying to You're trying
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to win or lose and it's about the gamification
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of it. There's a goal and there's mechanics to
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varying levels of crunchiness. To those of you
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who don't know what crunchiness is, it's basically
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how many rules and numbers are you dealing with
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in a situation here. So it's about the mechanics.
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So it's like doing a series of rock, paper, scissors.
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Yeah. Like progressive to get to somewhere. Yeah,
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at its most basic level. There's an objective,
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and how do I get to this objective within a mechanical
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system? Got it. It's like the dice you're rolling,
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the rules in the game, the magic spells you're
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using, the balance of the system. It's how is
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the game coming together to reach a certain goal?
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It's also, from what I read, a lot about optimization.
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It's the min -maxing side of gaming. It's how
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do I make the best character I can within this
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rule set to accomplish the goal, whatever it
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is. I am in Dungeons and Dragons. My goal is
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to slay a dragon by making the most optimum character
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5e will allow. That is more the gamest side of
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the triangle. So then there's the side I'm more
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on, which is the narrativist side. And that's
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what prompted this discussion in the first place,
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which clickbait title, Matt Mercer and Critical
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Role ruin D &D. That's my opinion. Yes, and that's
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what we were talking about to generate this,
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was the idea that narrative -focused TTRPGs really
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hit their cultural zenith with Critical Role,
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where D &D was more of a war game in the past.
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A bit more on the crunchy gamers, gamist side
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where it was more about, okay, we're going to
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slay the monster and go on adventure. But that's
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actually kind of part of the third section. But
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it was more in the gamist situationist thing,
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a section of the pyramid. And then Matt Mercer
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comes in and makes it about, about storytelling
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more, which was always. a potential route you
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can take with DTRPGs, D &D specifically. But
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Critical... They popularized it and made it the
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most popular way to play, but it's also probably
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one of the hardest ways to play correctly. I
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think it's fun for everybody. Well, the problem
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with everybody getting into D &D through Critical
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Role... Is that Critical Role is setting a standard
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that most people can't reach for narrative -based
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games? It's unachievable. You're dealing with
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a group of trained voice actors who, for podcast
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version or for main play, it's like, okay, well,
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they know how to use their voices in very unique
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ways to create consistent characterization. They're
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also actors, which means they can really get
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into the minds of their personalities, play consistent
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characters. Performance wise and in ideology
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and decision making. Matt Mercer is the kind
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of DM who excels at world building. And creating
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an entire sandbox to explore. He created an entire
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world of Exandria with a ridiculous amount of
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lore. And NPCs, a lot of whom he plays in his
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capacity as a voice actor with such varied personalities
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and voice types and backgrounds. And he's just
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created an entire sandbox for his very talented
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friends to play in and knows how to take the
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elements that they're creating to build a whole
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story around. decision makers everyone in the
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world has wants needs and goals like classic
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screenwriting the bad guys want a thing they're
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trying to do a thing our heroes by virtue of
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their alignments on the good to evil spectrum
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are probably going to interfere with this some
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way if they didn't it wouldn't be a much of a
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story but he's kind of assuming he's putting
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out plot hooks for his characters to get interested
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in and sometimes That's just a very simple adventure,
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which might build their characters or build a
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team camaraderie that's exciting to watch, train
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performers do, experienced performers especially.
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Or it could be a universe ending stakes, which
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a lot of the campaigns seem to build up towards.
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It goes from the small, low stakes adventures
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to the big stakes. Yeah, and the characters grow
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and change and develop romances and deep bonds
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and friendship and camaraderies along the way.
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And we get to see these narratives play out.
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And I'm going on a lot about narrative focus,
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but that's where I tend to enjoy the most. So
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I have a bias towards describing that, and I
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understand it more intuitively. So that's gamist,
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narrativist. And the last one is Situationist,
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which I feel like you seem to fit more into.
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So I don't really understand this one. Yeah.
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So Situationist is, once again, to my understanding,
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more of a sandbox style game where there is a
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world and the joy of that world is in its consistency.
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maintaining a certain level of groundedness or
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fantasy reality what have you the rules of this
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world are consistent you drop characters in and
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it's more exploration focused it's we are existing
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in a world we get in here and find what we find
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and i feel like in terms of ttrpg space it's
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putting the onus a lot on the dm for keeping
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the world interesting keeping the world not just
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interesting but consistent it's more it's more
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about interaction with the world not necessarily
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like once again because it's a spectrum i was
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just talking about narrative focused things and
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like matt mercer campaigns are very much on the
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narrative part of the spectrum but he also is
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a lot like especially in those early games When
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NPCs are just kind of exploring Exandria, they
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run into a lot of situations and lore and characters
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that don't really have anything to do with the
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overall story or their story, but they're just...
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So, like, Critical Role... Critical Role's version
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of 5e specifically would fall more into, like,
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somewhere between narrative -focused and situation
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-focused, more on the narrative side, whereas,
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like, old... Old style D &D falls more into the
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situation gamified area. It's more about the
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mechanics and the min -maxing and running into
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random situations in a world. Yeah, it's the
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kind of game where you're like, oh, I died. Well,
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here's my other sheet. Yes. And then there's
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probably a lot of other games that kind of go
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more into the narrative and gamifying area where
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it's all about the story. You know, maybe less
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exploration systems that are very much just like,
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okay, we're just going to build a story together
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based on whatever rules that set allows for.
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Okay. So now I understand kind of the three points.
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Yeah. Where does, like you said, some TTRPGs
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lean more towards other spaces. Like where does...
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The version of 5e that we have now, where does
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that fall into? I think 5e seems to lean more
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into the gaming section, more of the gaming situation
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section. Still like a lot of classic editions,
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but people like Critical Role have added this
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narrative component on top of it that... It isn't
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necessarily designed for. D &D is based on a
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lot of board gaming type of games. So, you know,
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at the end of the day, you solve a lot of problems
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in D &D more by kill monster with stick, go bonk,
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monster dead, than you are with narrative -based
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--> 00:12:47.129
consequences. You can roll your persuasion checks
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and your insights and whatnot, but it really...
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If you really think about the mechanics of D
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&D, a lot of it is about getting into or subverting
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combat situations. It's really... I guess the
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way you're describing it kind of clicked something
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in because I was like, well, the book's kind
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of focused towards a narrative, but you're right.
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It's not... The choices you make, the actions
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you do really don't affect it the way it would
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affect in a narrative where it's kind of like
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a... More like a domino effect. It's like, are
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you going down path A or path B? It's not really...
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It's a situation. It's a situation that is given
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structure by a game system. And the narrative,
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you could add a narrative component to it. I
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feel like however much narrative is there is
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dependent on the table. Well, and the source
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books, if you're following a source book, there
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is a written story, but you're right in that...
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It's not so much that you are playing for a narrative,
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you are playing... There is a pre -written narrative
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that you are following the path and can alter
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some things, but... Yeah. In truth, you're not
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really playing out a new narrative unless you
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are going out of bounds of the game, basically.
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Yes, and most of that is combat -based. More
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than... It's more about the challenges you're
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going to face along the path, which can be resolved
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by the rule set and how you built your character
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than it is your character's ideals and the decisions
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they're going to make along the path to get here.
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The decisions you're making are like, okay, am
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I looking for traps or not? Usually more than
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I'm trying to... You know, convince people one
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way or the other, or like find the meaning of
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life. You're like, if you're trying to convince
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somebody of something and like for a persuasion
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check, it's usually
more for like, I wager it's
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mostly because you're trying to avoid combat
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or get something out of them. That'll give you
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a mechanical bonus. It's I'm trying to barter
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you down for. A better price on a sword or a
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magic item, or I'm trying to convince you to
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join my adventuring party or my army. That's
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going towards the gamified end objective. Less
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than discovering who you are as a human being,
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or where you fit into the world. Or, like, telling
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the story of your character, basically. Yes.
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To your... I guess... I guess that's the way
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it is with the source books. The source books
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don't care about your character. Your character's
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not in the source books. Yes, it's like I was
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saying about the gamification. The source book
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is setting up the structure for the game. It's
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pointing you in a direction and saying, here's
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an end point. How you get there is based on the
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rules of the game. Whatever narrative you want
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to add into that is totally dependent on the
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table. But it really is. here's your endpoint
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what mechanics are you going to use to get here
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yeah because we've like we're technically in
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in our game that we played a 5e we're we were
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following a source book but our table plays more
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towards the narrative side so we went off the
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rails we've been off well we went off book a
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bit then we went way off book but now we're in
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a completely different book yeah so we were on
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book and then we kept We were kind of railroading
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on book and then we veered off book so hard.
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We weren't in any book. We were in like second
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edition. We were in second edition and the DM
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had to pull up stuff from 30 years ago just to
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make it make any sense. And then we went into
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a book, but not the book. That's not the one
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we came from. Not the one we came from. And then
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we're slowly getting pivoted back towards the
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book again. So I guess that's the difference
00:16:59.379 --> 00:17:01.980
is that... We're in a situational game now. If
00:17:01.980 --> 00:17:05.720
you're establishing where 5e as written fits
00:17:05.720 --> 00:17:08.579
on it, it doesn't fit into the narrative category
00:17:08.579 --> 00:17:11.279
because it can't... It's not meant to do things
00:17:11.279 --> 00:17:14.720
like that. That's up to the DM or the players
00:17:14.720 --> 00:17:16.940
to kind of decide the play style they're doing.
00:17:17.160 --> 00:17:20.980
Whereas other games, the entire point of it is...
00:17:20.980 --> 00:17:24.180
Storytelling? Is storytelling and character development
00:17:24.180 --> 00:17:32.400
and... So there's TTRPG systems that are specifically
00:17:32.400 --> 00:17:38.660
designed for storytelling in mind? Yes. Yes,
00:17:38.700 --> 00:17:42.240
primarily. Although, as I was saying up top,
00:17:42.319 --> 00:17:44.700
the point about this system is there are other
00:17:44.700 --> 00:17:46.640
schools of thought that have come into existence
00:17:46.640 --> 00:17:49.140
in the last 20 years that are a little bit more
00:17:49.140 --> 00:17:51.259
complicated than this. But this foundational
00:17:51.259 --> 00:17:56.480
idea of GNS, it's never... It's not really binary.
00:17:56.640 --> 00:17:59.079
It's not like, it's not black and white. Okay,
00:17:59.240 --> 00:18:01.559
there's only narrative, there's only game, there's
00:18:01.559 --> 00:18:06.059
only situation, but it is, you are leaning more
00:18:06.059 --> 00:18:08.400
towards one side than the other. But I just mean
00:18:08.400 --> 00:18:11.400
like, if the rule set gives you more towards
00:18:11.400 --> 00:18:15.279
actually building the narrative, like is there
00:18:15.279 --> 00:18:19.640
TTRPGs that do that? Oh yeah, there's tons of
00:18:19.640 --> 00:18:22.779
different types of RPGs. I'm not well -versed
00:18:22.779 --> 00:18:26.650
in them. One I have been hearing about a lot
00:18:26.650 --> 00:18:29.569
lately, sticking to the Critical Role theme,
00:18:29.750 --> 00:18:33.210
we talked about them a lot, is they created a
00:18:33.210 --> 00:18:37.509
game called Daggerheart. And that is primarily
00:18:37.509 --> 00:18:39.930
suited towards their narrative as play style.
00:18:40.690 --> 00:18:44.769
Really? There is some crunch to it, but a lot
00:18:44.769 --> 00:18:50.430
of it is more based around story situations and
00:18:50.430 --> 00:18:55.630
flavoring than it is about... you know, crunchy
00:18:55.630 --> 00:19:00.109
mechanics. It's, from what I've read about it,
00:19:00.130 --> 00:19:02.190
it does skew more towards narrative storytelling.
00:19:03.190 --> 00:19:07.549
Specifically because D &D is a more gamified
00:19:07.549 --> 00:19:13.029
game that's more for situation play and slaying
00:19:13.029 --> 00:19:16.710
monsters and whatnot. It's more like a, okay,
00:19:16.750 --> 00:19:20.269
you can pop in, pop out any time a game and your
00:19:20.269 --> 00:19:23.839
investment is dependent. On how much you want
00:19:23.839 --> 00:19:26.359
to put into it. Whereas Daggerheart seems more
00:19:26.359 --> 00:19:29.759
tailored to be... Be invested right from the
00:19:29.759 --> 00:19:35.559
start. And tell a... Tell a story with it. Tell
00:19:35.559 --> 00:19:38.720
a collaborative story. Whereas D &D isn't necessarily...
00:19:38.720 --> 00:19:42.440
Shine is a collaborative storytelling game. It's
00:19:42.440 --> 00:19:46.539
more of a... Collaborative... Adventure game.
00:19:47.460 --> 00:19:52.279
You're going... You can expand that from... D
00:19:52.279 --> 00:19:54.440
&D is like, okay, we can go on an adventure.
00:19:54.640 --> 00:19:57.440
We can go into the dungeon, slay the monster,
00:19:57.660 --> 00:20:02.019
and call it game. Or we can go for 20 years with
00:20:02.019 --> 00:20:07.160
the same characters. True. Or cycle in and out.
00:20:08.220 --> 00:20:13.579
But it works just as well both ways. Daggerheart,
00:20:13.680 --> 00:20:15.619
I feel like you need a little bit more investment
00:20:15.619 --> 00:20:22.339
in. In your characters, in your world. having
00:20:22.339 --> 00:20:24.279
once again not knowing a heck of a lot about
00:20:24.279 --> 00:20:27.400
it but they tailored their game more towards
00:20:27.400 --> 00:20:31.079
their style yeah and narrative play doesn't suit
00:20:31.079 --> 00:20:33.700
you know people popping in people popping out
00:20:33.700 --> 00:20:36.420
kind of it doesn't they made a game that suits
00:20:36.420 --> 00:20:40.279
their style better and there's a lot that would
00:20:40.279 --> 00:20:43.259
probably suit even better for narrative flat
00:20:43.259 --> 00:20:45.259
state play styles because you know it is still
00:20:45.259 --> 00:20:52.150
like a dice based game with mechanics to it There's
00:20:52.150 --> 00:20:54.150
some that are so abstract, it's just storytelling.
00:20:55.250 --> 00:20:59.230
I guess that's possible, just narrating what
00:20:59.230 --> 00:21:02.329
happens between everybody. Yeah, like I was just
00:21:02.329 --> 00:21:05.349
reading about a really cool one, which I didn't
00:21:05.349 --> 00:21:07.089
write down the name of it, I should have. But
00:21:07.089 --> 00:21:12.069
it was like, you're playing as knights, and a
00:21:12.069 --> 00:21:17.470
lot of the situation is like, alright, I slay
00:21:17.470 --> 00:21:21.500
the monster with my sword. And then the next
00:21:21.500 --> 00:21:25.940
person, the game master or whoever says, OK,
00:21:26.099 --> 00:21:31.059
but only if blank. And then the next person and
00:21:31.059 --> 00:21:34.039
then it's put the onus back on the main person
00:21:34.039 --> 00:21:39.920
who's like. OK, but only if this. So it's nearly
00:21:39.920 --> 00:21:45.380
like a negotiation. To create the story. Where
00:21:45.380 --> 00:21:50.279
there's like. penalty points for engaging in
00:21:50.279 --> 00:21:53.180
certain acts. It's nearly like the longer they
00:21:53.180 --> 00:21:56.299
survive, the more they get punished for it. So
00:21:56.299 --> 00:21:58.940
it's like a negotiation for every situation.
00:21:59.839 --> 00:22:01.940
And it didn't seem like there were any dice rolls
00:22:01.940 --> 00:22:05.200
or anything either. It's just like, okay, the
00:22:05.200 --> 00:22:06.779
point of the game is we're just going to say,
00:22:06.859 --> 00:22:10.099
okay, but only if, until somebody concedes something.
00:22:11.880 --> 00:22:13.880
You have to agree to the conditions the next
00:22:13.880 --> 00:22:18.819
guy sets up for you. To tell a but -then -so
00:22:18.819 --> 00:22:22.319
-then kind of story. That's interesting. At that
00:22:22.319 --> 00:22:25.099
point, it feels more like an improv game. Yes,
00:22:25.099 --> 00:22:28.359
it is. It seems to be something in that vein.
00:22:29.259 --> 00:22:31.619
And there's a lot of games like that, where it
00:22:31.619 --> 00:22:34.980
is more improv heavy. A lot that don't even have
00:22:34.980 --> 00:22:39.039
dice. Or anything really controlling the story,
00:22:39.140 --> 00:22:42.049
except for... I've seen people describe some
00:22:42.049 --> 00:22:44.809
of these TTRPGs as basically just sitting in
00:22:44.809 --> 00:22:49.269
a writer's room of a TV show. Which I imagine
00:22:49.269 --> 00:22:52.170
is you're just sitting at a table and pitching
00:22:52.170 --> 00:22:55.329
ideas back and forth until we all agree on something
00:22:55.329 --> 00:23:01.190
resembling a story. And that's what a strongly
00:23:01.190 --> 00:23:04.490
narrative focused game might look like. That's
00:23:04.490 --> 00:23:07.750
interesting. And that's something I would like
00:23:07.750 --> 00:23:09.730
to try because I tend to lean more that way.
00:23:10.109 --> 00:23:13.589
But I think you seem to lean more towards the
00:23:13.589 --> 00:23:18.190
situational game. I think you like that sandbox
00:23:18.190 --> 00:23:23.150
idea. That classic D &D of, all right, we're
00:23:23.150 --> 00:23:25.609
making characters and they're not necessarily
00:23:25.609 --> 00:23:30.670
that deep insofar as you got mechanics to tell
00:23:30.670 --> 00:23:34.170
you who you are and what your role is. And we
00:23:34.170 --> 00:23:36.599
drop you in a dungeon and go. Well, I guess that's
00:23:36.599 --> 00:23:39.200
the thing is it's still like a spectrum. So even
00:23:39.200 --> 00:23:41.240
though I'm leaning heavy here, there's still
00:23:41.240 --> 00:23:44.460
storytelling elements. There's still game elements.
00:23:44.700 --> 00:23:50.259
You can kind of place it somewhere in the triangle,
00:23:50.420 --> 00:23:53.220
I guess. I think with this situation, Slant,
00:23:53.220 --> 00:23:56.500
you really need a good DM because it seems that
00:23:56.500 --> 00:24:00.539
a lot of the appeal of it is the world itself.
00:24:00.960 --> 00:24:02.599
I mean, that's really the whole thing is the
00:24:02.599 --> 00:24:06.980
exploration of a... of an interesting world
so
00:24:06.980 --> 00:24:10.579
it really puts the onus on a on the dm to make
00:24:10.579 --> 00:24:14.660
their world worth exploring and i think that's
00:24:14.660 --> 00:24:19.119
a big challenge for that side of the equation
00:24:19.119 --> 00:24:23.539
a narrative focus the problem with the dm there
00:24:23.539 --> 00:24:26.799
or i should say gm we're we are talking about
00:24:26.799 --> 00:24:30.180
a lot of uh different games here but the problem
00:24:30.180 --> 00:24:32.700
with the gm in a narrative is like okay all my
00:24:32.700 --> 00:24:35.490
friends are giving me Backstories which may or
00:24:35.490 --> 00:24:38.369
may not be relevant. They all want some kind
00:24:38.369 --> 00:24:41.329
of emotional catharsis that I somehow need to
00:24:41.329 --> 00:24:45.390
swing us all into without feeling like they're
00:24:45.390 --> 00:24:49.470
being railroaded. Most people want to feel like
00:24:49.470 --> 00:24:55.349
they're in a sandbox, but also be actually kind
00:24:55.349 --> 00:24:57.910
of on a linear path of catharsis. Like, okay,
00:24:57.930 --> 00:25:01.490
my character arc is going away. I'm forcing situations
00:25:01.490 --> 00:25:04.970
that are challenging you. And your beliefs and
00:25:04.970 --> 00:25:08.650
forcing you to play differently on a character
00:25:08.650 --> 00:25:13.309
basis. And then the gamification is just like,
00:25:13.349 --> 00:25:16.730
OK, well, how deep is your system? D &D is like.
00:25:17.589 --> 00:25:19.769
All right. It's basically all there on your sheet
00:25:19.769 --> 00:25:21.809
and you roll the dice and it's there. And then
00:25:21.809 --> 00:25:23.869
there's Pathfinder where the whole manual is
00:25:23.869 --> 00:25:25.930
like every time we play, we're looking up rules
00:25:25.930 --> 00:25:29.690
because we're like, does this apply here? Can
00:25:29.690 --> 00:25:33.230
we rule of cool it? This is Pathfinder. No. Rule
00:25:33.230 --> 00:25:35.849
of cool does not exist. It works or it does not.
00:25:35.910 --> 00:25:41.829
And there's a rule. We will find it. But sometimes
00:25:41.829 --> 00:25:45.549
you got to let rule of cool go. Sometimes. But
00:25:45.549 --> 00:25:48.650
I feel like Pathfinder players are hardcore that
00:25:48.650 --> 00:25:51.390
way. I have definitely found that when communicating
00:25:51.390 --> 00:25:54.130
with people on Reddit about Pathfinder. I'm like,
00:25:54.230 --> 00:25:56.750
yeah, I do this. And they're like, you can't
00:25:56.750 --> 00:25:59.710
do that. I'm like... Play 5th edition, you plebeian.
00:25:59.890 --> 00:26:01.789
Yeah, I'm like... If you want a rule of cool,
00:26:01.910 --> 00:26:04.170
the rule of cool does not exist in this community.
00:26:04.589 --> 00:26:11.890
Well, that's too bad. It's my game. No! They
00:26:11.890 --> 00:26:17.640
do. They get very salty. Yeah. So another for
00:26:17.640 --> 00:26:20.140
narrative focused, I think narrative is very
00:26:20.140 --> 00:26:24.700
good for former theater kids like us. People
00:26:24.700 --> 00:26:27.960
who want to put on a bit of a performance or
00:26:27.960 --> 00:26:30.940
get really invested in their characters otherwise.
00:26:34.079 --> 00:26:38.220
Whereas our friend Cole is very much a gamified
00:26:38.220 --> 00:26:41.700
person. He's always min -maxing his characters
00:26:41.700 --> 00:26:44.869
and creating the most... busted combos possible
00:26:44.869 --> 00:26:49.690
because that's that's the side of the game he
00:26:49.690 --> 00:26:51.609
enjoys the most sometimes you and i make our
00:26:51.609 --> 00:26:54.410
characters suboptimal we just do what we find
00:26:54.410 --> 00:26:56.349
is interesting and sometimes it works sometimes
00:26:56.349 --> 00:26:58.809
it doesn't he always makes the strongest characters
00:26:58.809 --> 00:27:02.009
he can for a situation i mean i my my character
00:27:02.009 --> 00:27:06.809
is the is 5e's worst class is worst subclass
00:27:08.160 --> 00:27:11.660
Yeah. Like if anybody's doing suboptimal and
00:27:11.660 --> 00:27:14.240
yes, it's actually pretty bad. To the point where
00:27:14.240 --> 00:27:16.799
you had to multi -class out of it. I had to eventually.
00:27:17.500 --> 00:27:19.279
And I did the same thing. I was, you know, I
00:27:19.279 --> 00:27:21.759
was playing a ranger and I had to multi -class
00:27:21.759 --> 00:27:24.079
out of it as well. But like that ranger rogue
00:27:24.079 --> 00:27:26.880
combination ended up unintentionally. You stumbled
00:27:26.880 --> 00:27:30.160
on a min max. Yeah. I stumbled on a, like an
00:27:30.160 --> 00:27:33.019
entirely busted DPS build without even trying
00:27:33.019 --> 00:27:35.579
just because it suited my character who had a
00:27:35.579 --> 00:27:38.170
roguish back. Like he. He was a ranger and he
00:27:38.170 --> 00:27:39.930
had a roguish background. So I'm like, yeah,
00:27:39.950 --> 00:27:41.849
I'll naturally go into rogue now that I'm bored
00:27:41.849 --> 00:27:45.710
with ranger. And then I stumbled into a solid
00:27:45.710 --> 00:27:50.049
DPS build. And then I went to Bard later just
00:27:50.049 --> 00:27:53.210
because I felt like it. Because it fit that part
00:27:53.210 --> 00:27:55.390
of his story too. And I'm not convinced it's
00:27:55.390 --> 00:27:57.890
working out great, but it's... Triple multiclass
00:27:57.890 --> 00:28:00.730
is considered not good. Yeah, I'm still not convinced
00:28:00.730 --> 00:28:03.809
it's working, but I'm enjoying it. You just do
00:28:03.809 --> 00:28:06.490
it. You do it because it's fun. I like the versatility.
00:28:06.990 --> 00:28:08.970
Like, you should see the skills my guy's got.
00:28:09.069 --> 00:28:13.150
And it fits his backstory and his view of the
00:28:13.150 --> 00:28:16.769
world. But you have a suboptimal, like, your
00:28:16.769 --> 00:28:20.269
character was suboptimal, but he survived the
00:28:20.269 --> 00:28:25.210
whole time. The min -maxers died the most. Has
00:28:25.210 -->
00:28:27.250
he had any characters who have multi -classed?
00:28:27.289 --> 00:28:29.490
I think all of his characters have been straight
00:28:29.490 --> 00:28:34.180
classes so far. I think so. Yeah, he did a bard,
00:28:34.420 --> 00:28:38.220
he did a paladin, he did a warlock, and he did
00:28:38.220 --> 00:28:43.779
a fighter. Yeah. And every one of them's died.
00:28:44.880 --> 00:28:49.559
At least once. And then there's you and I who
00:28:49.559 --> 00:28:53.319
have gone on for like 60 sessions as the same
00:28:53.319 --> 00:28:57.660
characters in our suboptimal settings. Yeah.
00:28:57.960 --> 00:29:00.400
Everybody else at our table who's optimized for
00:29:00.400 --> 00:29:03.779
the game has died. And then you and I are just
00:29:03.779 --> 00:29:06.059
like playing for narrative -based reasons and
00:29:06.059 --> 00:29:09.279
for fun and ended up with characters who've lasted.
00:29:11.579 --> 00:29:14.779
So sometimes... Maybe min -maxing isn't the best.
00:29:15.660 --> 00:29:18.519
Maybe not. But also our DM has it out for him
00:29:18.519 --> 00:29:24.039
sometimes. You got a challenge. If you're a player
00:29:24.039 --> 00:29:27.630
in a narrative -leaning game, And you know, like
00:29:27.630 --> 00:29:31.410
if you're the GM and you know that, you know,
00:29:31.410 --> 00:29:34.089
you're playing that narrative leaning game, but
00:29:34.089 --> 00:29:36.910
you have a player who's leaning towards the gamify
00:29:36.910 --> 00:29:39.769
and is min -maxing their character. You have
00:29:39.769 --> 00:29:42.049
to push them. That's where they're going to get
00:29:42.049 --> 00:29:45.509
their enjoyment is from being pushed. And that's
00:29:45.509 --> 00:29:47.930
when you're, that's when you pick on that player
00:29:47.930 --> 00:29:50.329
a little bit more than everybody else. Hey, you
00:29:50.329 --> 00:29:52.829
made a tough guy. You see how much he can take
00:29:52.829 --> 00:29:55.569
a hit. All right. If you're going to be min -maxed.
00:29:55.880 --> 00:30:00.640
I'm going to throw the big guys at you. Precisely.
00:30:01.599 --> 00:30:10.359
Yeah, so any questions or queries in mind? Any
00:30:10.359 --> 00:30:16.059
philosophies? What should you, one, what should
00:30:16.059 --> 00:30:18.519
somebody as a player, why should somebody as
00:30:18.519 --> 00:30:23.880
a player or somebody as a DM or GM? know this
00:30:23.880 --> 00:30:27.599
this type of triangle like what's what's well
00:30:27.599 --> 00:30:33.099
it seems that this triangle is more based for
00:30:33.099 --> 00:30:39.539
game designers who are aiming for a certain point
00:30:39.539 --> 00:30:44.160
of the triangle to focus their efforts but it
00:30:44.160 --> 00:30:48.339
also helps for players i believe to know what
00:30:48.339 --> 00:30:51.930
type of game they want to play If they are the
00:30:51.930 --> 00:30:55.809
type of person who likes to crunch numbers in
00:30:55.809 --> 00:31:00.109
min -max to achieve a goal, it's like playing
00:31:00.109 --> 00:31:03.329
an app game or something. I'm not here for investment.
00:31:03.450 --> 00:31:07.450
I'm just in it for the game. Or Mario Kart or
00:31:07.450 --> 00:31:10.230
something. I'm not in it for the story here.
00:31:10.329 --> 00:31:13.650
I'm just trying to get really good at a game.
00:31:14.970 --> 00:31:17.450
Then there's the people who just want to explore
00:31:17.450 --> 00:31:20.750
a fantasy setting. They like their sandbox. They
00:31:20.750 --> 00:31:24.269
like, hey, you know, I could wander into a dungeon
00:31:24.269 --> 00:31:29.130
as easily as a field of flowers and be happy
00:31:29.130 --> 00:31:31.069
as long as there's something interesting in there.
00:31:31.390 --> 00:31:33.970
And then there's the people who are like, I have
00:31:33.970 --> 00:31:36.910
no investment at all unless I feel like my decisions
00:31:36.910 --> 00:31:39.369
are changing the story. I'm trying to play an
00:31:39.369 --> 00:31:42.750
RPG here. I want to get into the mind of a character.
00:31:44.210 --> 00:31:47.549
So for like the video game world, I guess you'd
00:31:47.549 --> 00:31:51.170
be like, okay, The one is like Call of Duty,
00:31:51.329 --> 00:31:54.809
the gamified. Then there's Minecraft and then
00:31:54.809 --> 00:31:58.569
there's, I don't know, like... RPGs? Uncharted
00:31:58.569 --> 00:32:03.009
or Skyrim or... I would say the... What were
00:32:03.009 --> 00:32:04.970
the first two you were saying? I said Call of
00:32:04.970 --> 00:32:08.630
Duty. Call of Duty is a gamified one. Well, as
00:32:08.630 --> 00:32:10.170
long as you're not playing the campaign. Who
00:32:10.170 --> 00:32:14.089
plays the campaign? Yeah, I think for a situation
00:32:14.089 --> 00:32:16.529
one, I feel like something like Legend of Zelda
00:32:16.529 --> 00:32:19.720
would be... Pretty like it's just a whole world
00:32:19.720 --> 00:32:23.440
that you're like just discovering stuff. Well,
00:32:23.500 --> 00:32:25.799
I just thought something like Minecraft as well
00:32:25.799 --> 00:32:28.880
was like the really hard towards the point where
00:32:28.880 --> 00:32:31.660
it's like it's literally just about exploring
00:32:31.660 --> 00:32:34.579
the world. Yeah. Minecraft is very much a situation.
00:32:34.779 --> 00:32:37.460
And for like narrative focus, something like
00:32:37.460 --> 00:32:40.400
a telltale game, maybe. We're like, oh, yeah,
00:32:40.420 --> 00:32:42.900
like the story is it. You're on a very linear
00:32:42.900 --> 00:32:46.859
path and like your choices. uh affect the outcome
00:32:46.859 --> 00:32:50.220
of things but you're on a very okay we're just
00:32:50.220 --> 00:32:54.440
here for the story yeah and it's not really like
00:32:54.440 --> 00:32:57.359
uh there's no gameplay really it's most of those
00:32:57.359 --> 00:32:59.400
telltale games are just like oh you you click
00:32:59.400 --> 00:33:01.480
the button or react to this you make that you
00:33:01.480 -->
00:33:03.759
make a lot of decisions that change things pretty
00:33:03.759 --> 00:33:06.880
significantly but other than that it's there's
00:33:06.880 --> 00:33:10.240
not a heck of a lot to the game side yeah so
00:33:10.240 --> 00:33:13.369
i think that's a good example of a trifecta Call
00:33:13.369 --> 00:33:16.210
of Duty, Minecraft, or your average Telltale
00:33:16.210 --> 00:33:21.849
game. What kind of gamer are you? What do you
00:33:21.849 --> 00:33:24.410
want to focus on at your table? Well, and I guess
00:33:24.410 --> 00:33:29.349
that kind of does make sense because I do lean
00:33:29.349 --> 00:33:32.450
towards games like, like I do like Telltale games,
00:33:32.650 --> 00:33:36.069
but I also have sunk way more hours into a game
00:33:36.069 --> 00:33:39.190
like Minecraft or, you know, games that are more
00:33:39.190 --> 00:33:46.859
exploratory. Yes. And I do enjoy some of the
00:33:46.859 --> 00:33:49.660
systems. So I can kind of see it when I put it
00:33:49.660 --> 00:33:51.880
like that, it actually helps me to kind of be
00:33:51.880 --> 00:33:54.740
like, yeah, I actually do see that I do fall
00:33:54.740 --> 00:33:57.099
in that corner, like not the corner of the triangle,
00:33:57.160 --> 00:34:00.859
but leaning towards that way. Yeah. And I definitely
00:34:00.859 --> 00:34:04.059
fall onto the side of collaborative storytelling.
00:34:04.599 --> 00:34:10.360
I enjoy a situational world to explore, but I
00:34:10.360 --> 00:34:14.139
also care for... characters and stories that
00:34:14.139 --> 00:34:15.840
I'm making up with my friends. I don't need a
00:34:15.840 --> 00:34:19.219
game component for that. I could basically just
00:34:19.219 --> 00:34:21.719
say, all right, here's the map full of stuff
00:34:21.719 --> 00:34:25.079
we might find and like somebody to referee us
00:34:25.079 --> 00:34:27.039
and we're just going to improv a story together.
00:34:27.219 --> 00:34:29.460
I'd be happy to sit around a table and do that
00:34:29.460 --> 00:34:34.440
without dice. The dice just give it a more concrete
00:34:34.440 --> 00:34:37.280
reason of, okay, somebody's setting a difficulty
00:34:37.280 --> 00:34:40.820
check and, you know, your dice say you succeeded
00:34:40.820 --> 00:34:45.639
or not. Okay, that's why I like D &D. I can get
00:34:45.639 --> 00:34:50.300
behind just luck deciding whether I made it or
00:34:50.300 --> 00:34:56.280
not. Luck plus modifiers that the game gives
00:34:56.280 --> 00:34:58.539
me. It would almost be interesting to try something
00:34:58.539 --> 00:35:04.840
that's even less gamified, like less numbers
00:35:04.840 --> 00:35:08.320
to do with it and see how that... Like if you
00:35:08.320 --> 00:35:11.239
simplify the game even further. I know 5e is
00:35:11.239 --> 00:35:15.199
designed to be pretty simple. Like the most simple
00:35:15.199 --> 00:35:20.159
experience to get into D &D and tabletop RPGs
00:35:20.159 --> 00:35:24.239
in general. It's a fairly balanced
system with
00:35:24.239 --> 00:35:30.139
enough versatility that you can play it however
00:35:30.139 --> 00:35:32.500
you want. And I think that's why it's so popular.
00:35:33.500 --> 00:35:36.800
A lot of other games are... Because they lean
00:35:36.800 --> 00:35:40.099
more towards certain sides of the pyramid, they're
00:35:40.099 --> 00:35:45.260
a little less accessible to everybody. That's
00:35:45.260 --> 00:35:48.119
why D &D is kind of your gateway drug into DTRPGs
00:35:48.119 --> 00:35:52.539
for most people. It's like, okay, here's a pretty
00:35:52.539 --> 00:35:55.940
good general system that's fairly balanced in
00:35:55.940 --> 00:35:59.440
a lot of regards. And, okay, what do I like most
00:35:59.440 --> 00:36:02.039
about this? And then you discover other games.
00:36:02.809 --> 00:36:04.869
And I think that's where we're at right now is
00:36:04.869 --> 00:36:07.130
we played D &D for so many years and then we
00:36:07.130 --> 00:36:09.929
branched off into Pathfinder, a very gamified,
00:36:10.130 --> 00:36:16.269
crunchy sort of system. And like, not necessarily
00:36:16.269 --> 00:36:18.969
for me, I can find enjoyment in that, but is
00:36:18.969 --> 00:36:22.269
that a system I would like double down on? I
00:36:22.269 --> 00:36:26.230
don't know. So I, you know, I play Pathfinder
00:36:26.230 --> 00:36:28.269
and that makes me want to go back to like the
00:36:28.269 --> 00:36:30.710
D &D center. I like the versatility and more.
00:36:31.400 --> 00:36:33.980
like rule of cool nebulousness of it though sometimes
00:36:33.980 --> 00:36:37.340
i like when you know a rule's a rule when you're
00:36:37.340 --> 00:36:39.320
playing and you're like okay i wish dnd would
00:36:39.320 --> 00:36:42.420
just have a rule for that sometimes but it also
00:36:42.420 --> 00:36:47.579
makes me want to branch out to other places because
00:36:47.579 --> 00:36:50.699
i i love your idea for you know our next dnd
00:36:50.699 --> 00:36:57.880
game of um a more situational setting where your
00:36:57.880 --> 00:37:02.739
characters can cycle in and out and we're just,
00:37:02.780 --> 00:37:06.440
we're set in a world and it's going to be dangerous
00:37:06.440 --> 00:37:09.159
and you're just going to find what you find.
00:37:09.300 --> 00:37:11.539
And I really want to try a game like that because
00:37:11.539 --> 00:37:14.400
- Hang out with your friends, do quests, find
00:37:14.400 --> 00:37:17.360
loot. I think that's the one of the trifecta
00:37:17.360 --> 00:37:20.300
that I haven't really experienced in DTRPG. We've
00:37:20.300 --> 00:37:22.599
done the gamified game. We've done narrative
00:37:22.599 --> 00:37:24.639
focused games, but we haven't really done the
00:37:24.639 --> 00:37:28.039
sandbox game yet as gamers. Not really. We got
00:37:28.039 --> 00:37:31.289
like a taste of it, but not really. And I think
00:37:31.289 --> 00:37:33.250
the only time we really got a taste of that was
00:37:33.250 --> 00:37:38.010
like
our early days of our campaign. Well, basically
00:37:38.010 --> 00:37:42.250
like D &D starter sets kind of is like, here's
00:37:42.250 --> 00:37:44.309
a whole list of quests that they could do to
00:37:44.309 --> 00:37:47.670
get to this level. Here's all the little small
00:37:47.670 --> 00:37:49.690
quests they could pick from from the quest board
00:37:49.690 --> 00:37:52.570
to get to level four. Yeah. So that's what I'm
00:37:52.570 --> 00:37:57.269
learning is we need to play more styles of TTRPG.
00:38:00.139 --> 00:38:03.059
mess around maybe i should maybe i should look
00:38:03.059 --> 00:38:06.039
into a system that lean that like an actual system
00:38:06.039 --> 00:38:09.699
that leans towards what i want to do because
00:38:09.699 --> 00:38:12.980
it sounds like there's so many out there if you
00:38:12.980 --> 00:38:16.659
can understand it finding a system that benefits
00:38:16.659 --> 00:38:19.679
your the play style like especially as the gm
00:38:19.679 --> 00:38:24.659
to find a system that actually helps you run
00:38:24.659 --> 00:38:31.309
the game because the gm has the going to make
00:38:31.309 --> 00:38:34.289
your job easier the game's gonna go better if
00:38:34.289 --> 00:38:36.389
it plays to your strength but it's also kind
00:38:36.389 --> 00:38:39.530
of the about the players too you got to find
00:38:39.530 --> 00:38:43.590
a system that makes all enough of your players
00:38:43.590 --> 00:38:46.309
happy but also plays to your strength as a game
00:38:46.309 --> 00:38:49.530
runner well yeah i guess like not everybody's
00:38:49.530 --> 00:38:52.170
going to be happy with with each way of playing
00:38:52.170 --> 00:38:54.989
if you lean away from center yeah like at our
00:38:54.989 --> 00:38:57.590
table i feel like we all lean into different
00:38:57.590 --> 00:39:00.380
areas like the Like you, me and our friend Joe
00:39:00.380 --> 00:39:03.639
are the only ones who've run games at our table
00:39:03.639 --> 00:39:06.659
so far. And I feel like we all lean slightly
00:39:06.659 --> 00:39:11.219
different ways. You're more of a situationist.
00:39:11.239 --> 00:39:14.840
I'm more of a narrativist. And I nearly want
00:39:14.840 --> 00:39:18.440
to say Joe leans into the gaming area because
00:39:18.440 --> 00:39:21.780
he kind of he knows that narrative and gaming.
00:39:21.840 --> 00:39:24.739
He's like in the narrative gaming block of the
00:39:24.739 --> 00:39:29.670
area. But I feel like he knows D &D way better
00:39:29.670 --> 00:39:35.510
than us. And he'd probably love Pathfinder. Probably.
00:39:36.809 --> 00:39:39.650
But that's the thing. We've talked about it before
00:39:39.650 --> 00:39:42.269
where it's like that group wouldn't... Pathfinder
00:39:42.269 --> 00:39:43.889
wouldn't work with that group because... Yeah.
00:39:44.070 --> 00:39:45.969
It would not work with that group, but I feel
00:39:45.969 --> 00:39:49.389
like it would work great for him as a GM. I think
00:39:49.389 -->
00:39:54.849
he would love that. But it's... Yeah, you gotta
00:39:54.849 --> 00:39:58.019
find what's... Something to suit your strengths.
00:39:58.440 --> 00:40:02.320
Well, I did learn something today. I feel like
00:40:02.320 --> 00:40:08.960
I did know next to nothing because I kind of
00:40:08.960 --> 00:40:12.360
thought it was game and storytelling and there
00:40:12.360 --> 00:40:15.000
was a balance in between there. You told me there's
00:40:15.000 --> 00:40:16.820
a whole... There's a whole other section. There's
00:40:16.820 --> 00:40:19.099
a whole thing and it's a whole triangle, which
00:40:19.099 --> 00:40:21.980
is... And it even goes deeper than that once
00:40:21.980 --> 00:40:25.179
again, but that's like the simplified... version
00:40:25.179 --> 00:40:29.000
that i've seen of okay here's basically what
00:40:29.000 --> 00:40:31.880
it boils down to so now instead of playing dnd
00:40:31.880 --> 00:40:34.420
maybe i'll find a system that leans the way that
00:40:34.420 --> 00:40:36.659
i want to play and try to play that with our
00:40:36.659 --> 00:40:39.500
group that way experiment a little bit maybe
00:40:39.500 --> 00:40:43.460
yeah do a lot more one shots with the group and
00:40:43.460 --> 00:40:48.679
see what we all gel with or what you as a game
00:40:48.679 --> 00:40:53.860
master gel with I think we could all stand to
00:40:53.860 --> 00:40:58.719
benefit. Because I think we've all played enough
00:40:58.719 --> 00:41:03.599
at our table that we can branch out. We played
00:41:03.599 --> 00:41:08.239
D &D as a group for four years. And I know some
00:41:08.239 --> 00:41:10.019
of us would be disappointed if we didn't get
00:41:10.019 --> 00:41:13.500
to play a lot of the other D &D modules. But
00:41:13.500 --> 00:41:16.059
I'm at the point where I want to try something
00:41:16.059 --> 00:41:19.570
different. Either a different play style or a
00:41:19.570 --> 00:41:21.670
different game altogether? Well, I think considering
00:41:21.670 --> 00:41:26.070
we've played the way we've played for four years,
00:41:26.210 --> 00:41:30.630
well, three, four years, basically, it is time
00:41:30.630 --> 00:41:33.530
to kind of switch things up a bit and play something
00:41:33.530 --> 00:41:35.670
different. And then you can go back. There's
00:41:35.670 --> 00:41:39.170
nothing. I guess that's the thing is, with all
00:41:39.170 --> 00:41:43.230
these TTRPGs, like, when you go and play video
00:41:43.230 --> 00:41:46.880
games, Do you exclusively play one game all the
00:41:46.880 --> 00:41:50.360
time forever? No. You switch games. You play
00:41:50.360 --> 00:41:53.820
different games. You can go back and forth. You
00:41:53.820 --> 00:41:57.659
can play a different TTRPG for a bit. And then
00:41:57.659 --> 00:41:59.739
you can go back and play D &D again if you want
00:41:59.739 --> 00:42:02.320
to run another module like that. You can bounce
00:42:02.320 --> 00:42:05.360
all over the place. Especially once you've
played
00:42:05.360 --> 00:42:08.079
it long enough that the rules are so ingrained
00:42:08.079 --> 00:42:11.989
already that... I can drop into any D &D game
00:42:11.989 --> 00:42:16.230
at any time and I know what to do. I think that's
00:42:16.230 --> 00:42:19.130
also the biggest drawback to narrative -focused
00:42:19.130 --> 00:42:22.769
games is you kind of need to remember what's
00:42:22.769 --> 00:42:26.030
going on. Well, yeah. I don't mean bounce between
00:42:26.030 --> 00:42:28.670
every week you're switching systems. That's what
00:42:28.670 --> 00:42:31.929
I'm saying as a benefit to situational games.
00:42:32.050 --> 00:42:34.610
You can just drop into those games and play the
00:42:34.610 --> 00:42:37.960
game. It's like, I think that's what... used
00:42:37.960 --> 00:42:41.699
to be the beauty of TTRPGs is they were a little
00:42:41.699 --> 00:42:44.440
less daunting back in the day if you were willing
00:42:44.440 --> 00:42:47.079
to understand some rules because it was like
00:42:47.079 --> 00:42:51.880
okay I can just roll up a ranger and drop into
00:42:51.880 --> 00:42:54.019
this world and fight some monsters with some
00:42:54.019 --> 00:42:57.059
dice rolls okay I can like you know take half
00:42:57.059 --> 00:42:59.460
an hour and make a character and and just play
00:42:59.460 --> 00:43:03.070
the game and now people put so much onus on Oh,
00:43:03.110 --> 00:43:04.969
I got to write a whole backstory. I got to write
00:43:04.969 --> 00:43:07.449
a whole novel's worth of backstory and lore about
00:43:07.449 --> 00:43:09.570
me, but I'm probably going to throw out the window
00:43:09.570 --> 00:43:12.389
session one anyway. You might just die. At level
00:43:12.389 --> 00:43:14.710
one, you just die sometimes. You might, yeah,
00:43:14.809 --> 00:43:16.969
you might just die anticlimactically or change
00:43:16.969 --> 00:43:19.010
your mind. I feel like that's something where
00:43:19.010 --> 00:43:22.550
I wonder if that's the pattern because, you know,
00:43:22.550 --> 00:43:25.530
the more we've leaned towards like critical roles,
00:43:25.610 --> 00:43:30.380
lean things towards storytelling. the more common
00:43:30.380 --> 00:43:32.320
it's been that people are like yeah we start
00:43:32.320 --> 00:43:35.059
our campaigns at level four or higher because
00:43:35.059 --> 00:43:38.599
it's like oh at level one you just die you want
00:43:38.599 --> 00:43:41.960
that longevity to keep things going yeah whereas
00:43:41.960 --> 00:43:44.960
level one exists because the world is supposed
00:43:44.960 --> 00:43:47.599
to feel dangerous and unpredictable but if 5e
00:43:47.599 --> 00:43:53.019
is designed to be more balanced or kind of leaning
00:43:53.869 --> 00:43:57.269
Yeah. Towards gamify and. Situations. Situational.
00:43:57.269 --> 00:43:59.949
Like it's kind of leaning that way. So in a way,
00:43:59.969 --> 00:44:04.690
by starting at level one, that actually hinders
00:44:04.690 --> 00:44:10.070
your. Narrative. Your narrative. Because most
00:44:10.070 --> 00:44:12.130
of the time, level one characters don't make
00:44:12.130 --> 00:44:14.989
it. Well, think about the initial starter set
00:44:14.989 --> 00:44:19.070
in 2014 with the very first round of the very
00:44:19.070 --> 00:44:24.820
first starter set for 5e. Infamously, like, you
00:44:24.820 --> 00:44:27.199
know, total party kills happen all the time in
00:44:27.199 --> 00:44:30.079
that module. To the point where they're like,
00:44:30.179 --> 00:44:33.380
yes, if everybody dies, just pretend everybody
00:44:33.380 --> 00:44:36.139
got knocked out and they lose a bunch of money
00:44:36.139 --> 00:44:38.699
and then they follow the trail afterwards. Good
00:44:38.699 --> 00:44:41.739
luck starting a story when the very first module
00:44:41.739 --> 00:44:45.599
of your very first new edition is... Everybody
00:44:45.599 --> 00:44:50.340
dies immediately. Well, that sucks. Yeah. But
00:44:50.340 --> 00:44:52.619
I think that's the thing is that... is that maybe
00:44:52.619 --> 00:44:56.320
that's maybe that you know staying away from
00:44:56.320 --> 00:45:00.019
the early levels is is a result of leaning towards
00:45:00.019 --> 00:45:02.500
storytelling because now you have a chance like
00:45:02.500 --> 00:45:06.460
going from 1 to 20 is like pretty much unheard
00:45:06.460 --> 00:45:10.880
of never happens but like like a lot of characters
00:45:10.880 --> 00:45:15.019
don't make it from 1 to 4 it's a very dangerous
00:45:15.019 --> 00:45:18.539
part of the game So it's kind of hard to be like,
00:45:18.619 --> 00:45:20.699
oh, I'm going to write my whole backstory up.
00:45:20.739 --> 00:45:24.860
I got four pages worth of story. And then you're
00:45:24.860 --> 00:45:27.760
like, and then you die session one. I really
00:45:27.760 --> 00:45:29.659
like that insight. I'm going to offer another
00:45:29.659 --> 00:45:33.559
one that's more obvious as a counterpoint. So
00:45:33.559 --> 00:45:35.800
the narrative based reasons are the reason we
00:45:35.800 --> 00:45:38.039
don't really do one to three. But I think it's
00:45:38.039 --> 00:45:40.579
well known that gamify reasons are the reasons
00:45:40.579 --> 00:45:45.360
we don't usually go 12 to 20. Because. Because
00:45:45.360 --> 00:45:48.900
the numbers are too complex. Because the numbers
00:45:48.900 --> 00:45:51.179
get out of whack and the game starts falling
00:45:51.179 --> 00:45:54.199
apart. The balance starts to break. Your divide
00:45:54.199 --> 00:45:57.739
between the top power and the bottom power is
00:45:57.739 --> 00:46:01.139
pretty big at that point because you could be
00:46:01.139 --> 00:46:05.380
built really poorly. Yeah, so 8 to 20, you can
00:46:05.380 --> 00:46:07.699
still get a good story, but the game falls apart.
00:46:07.860 --> 00:46:11.519
Whereas levels 1 to 3, the game is optimized,
00:46:11.639 --> 00:46:15.440
but you're... Probably not going to get invested
00:46:15.440 -->
00:46:17.780
into it because you're probably dead. So like
00:46:17.780 --> 00:46:20.440
D &D is a case study. The sweet spot is 4 to
00:46:20.440 --> 00:46:24.699
12. Yeah, so D &D is a case study. Either the
00:46:24.699 --> 00:46:27.199
game or the narrative side falls apart on either
00:46:27.199 --> 00:46:32.400
side of your level gap. Oh, that's interesting.
00:46:33.769 --> 00:46:36.570
Yeah, we're breaking down why level 4 to 12 is
00:46:36.570 --> 00:46:39.050
the optimum in all these modules. I never understood
00:46:39.050 --> 00:46:42.469
it fully. Well, yeah, they're always like, yep,
00:46:42.489 --> 00:46:45.409
it's meant for X amount of players at levels
00:46:45.409 --> 00:46:47.829
4 and runs till 12. I never understood that,
00:46:47.909 --> 00:46:50.090
but now it's kind of adding up. Reverse engineering
00:46:50.090 --> 00:46:56.150
it? That would be why, probably. It's not because
00:46:56.150 --> 00:46:59.050
they want you to tag on a starter set. It's because
00:46:59.050 --> 00:47:04.409
levels 1 to 3 suck. You die. You can't tell a
00:47:04.409 --> 00:47:11.610
story that way. Yeah. All right. Well, that's
00:47:11.610 --> 00:47:16.030
about all I have to say on that. It's a complex
00:47:16.030 --> 00:47:18.909
web that we're only touching the surface of.
00:47:19.469 --> 00:47:25.909
Getting into really intricate game designs and
00:47:25.909 --> 00:47:30.409
theories behind game design. Which we're only
00:47:30.409 --> 00:47:33.090
starting to understand. We'll have to get back
00:47:33.090 --> 00:47:35.989
to you in like four years when we have more experience
00:47:35.989 --> 00:47:38.429
with a whole bunch of different TTRPG systems
00:47:38.429 --> 00:47:40.789
and we'll be like, yeah, that triangle theory,
00:47:40.949 --> 00:47:45.070
that was all, that was dumb. Basic. Basic. That
00:47:45.070 --> 00:47:47.989
triangle theory is nothing. Which I saw a lot
00:47:47.989 --> 00:47:50.329
of people say before I even got into this today.
00:47:50.449 --> 00:47:52.349
They're like, yeah, that was pretty foundational
00:47:52.349 --> 00:47:56.199
20 years ago, but it's... Expanded since then.
00:47:56.300 --> 00:47:59.059
So in like four more years when we understand
00:47:59.059 --> 00:48:02.079
it better, we'll make another video where Joe's
00:48:02.079 --> 00:48:04.280
going to say, you think you know stuff about
00:48:04.280 --> 00:48:08.219
D &D and tabletop RPGs, Justin? Well, you don't.
00:48:08.219 --> 00:48:10.659
You're stupid again. That triangle thing, it's
00:48:10.659 --> 00:48:13.739
garbage. And I'll be like, well, I guess we're
00:48:13.739 --> 00:48:15.360
doing another video where you're going to explain
00:48:15.360 --> 00:48:22.960
the decahexagon star chart. No, we're getting
00:48:22.960 --> 00:48:25.599
into the Dan Harmon story circle at that point.
00:48:25.679 --> 00:48:29.719
Oh, no. The hero's journey of gaming with a triangle
00:48:29.719 --> 00:48:36.219
in the middle. No. It's not just a triangle.
00:48:36.260 --> 00:48:39.139
It's going to be like a triforce. There you go.
00:48:39.260 --> 00:48:43.539
Yeah. Three triangles with a secret hidden triangle
00:48:43.539 --> 00:48:47.219
in the middle. And then you find out it's actually
00:48:47.219 --> 00:48:50.639
a pyramid. There's a whole separate dimension.
00:48:50.800 --> 00:48:53.239
We were looking at it in 2D when it's really
00:48:53.239 --> 00:48:58.119
a 3D structure. We're just scratching the surface
00:48:58.119 --> 00:49:00.440
here, people. Stick with us on this journey.
00:49:00.739 --> 00:49:03.639
Four years. If we're still making this podcast
00:49:03.639 --> 00:49:06.159
in four years, that would be incredible. We'll
00:49:06.159 --> 00:49:10.260
get back to it with more knowledge. That's a
00:49:10.260 --> 00:49:12.380
lot of this podcast. Look back to a couple years
00:49:12.380 --> 00:49:14.760
ago. We're more knowledgeable about the same
00:49:14.760 --> 00:49:22.019
things. You understand more. I don't. Well, you're
00:49:22.019 --> 00:49:26.119
still new. Oh. Yeah, this is like my 10th episode
00:49:26.119 --> 00:49:28.280
or something. You understand. You've been on
00:49:28.280 --> 00:49:30.039
this for like a year. You understand more than
00:49:30.039 --> 00:49:33.119
you did a year ago. Yeah. About film criticism
00:49:33.119 --> 00:49:37.019
and podcasting. I speak more than five words.
00:49:38.300 --> 00:49:42.420
And on that note, shut up. And where can we find
00:49:42.420 --> 00:49:46.039
you? No, you don't shut up. You plug first and
00:49:46.039 --> 00:49:50.420
then you shut up. Or get mic muted. Oh, well,
00:49:50.500 --> 00:49:53.340
that's sad. Well, you can find me on Instagram
00:49:53.340 --> 00:49:56.639
at jchurchtpm. And I get tired. Things fall apart.
00:49:56.860 --> 00:50:00.260
I'm sorry. Check out thoughtplane .ca for hundreds
00:50:00.260 --> 00:50:05.139
of written reviews and film posts for free. We
00:50:05.139 --> 00:50:07.619
hope to see you on the next close up. Till next
00:50:07.619 --> 00:50:11.320
time. And come back in four years for the follow
00:50:11.320 --> 00:50:11.579
up.