Latest / Sessions Canceled / Useful GM Lessons From The Witcher Games: Ep. 178
Transcript
- 0:15And I have some unfortunate news.
- 0:16It seems our GM died horribly in the woods, taking a contract
- 0:20that he was not sufficiently high level 4.
- 0:24His innards are now strung between trees like Christmas
- 0:26lights. It's horrifying.
- 0:30Sessions cancelled and therapy is on.
- 0:37Wow. In my defence though, I did tell
- 0:40the GM not to follow that lesson.
- 0:43I I think we all did. We all said, bro, you just,
- 0:45you're not, you're not built like that.
- 0:47And he was like, no, I'm a Witcher.
- 0:49And we're like, no, you just bought some replica swords.
- 0:52You're not a Witcher. I'm a Witcher.
- 0:57No, your name is Steve. You work at the CVS.
- 1:00You. Work at the CVS?
- 1:02You just bought some replica Geralt swords on fucking Etsy.
- 1:05Please don't. And now here we are.
- 1:11We also found out lessons are real, which is crazy and a
- 1:14little terrifying. I you know, if I found out that
- 1:20the basically Wendigo was real, I'd never go outside again.
- 1:25It's even worse than the basically Wendigo lessons are
- 1:27like awful Wendigo monsters with druid powers.
- 1:31Yeah they like controlled hatred and summon animals and shit to
- 1:35murder you. They summon like demon.
- 1:37Wolves and shit, yeah, there's a whole lot of going on.
- 1:41Yeah, no, fuck that fucking if that was a thing they like, I
- 1:46don't know. I'd call in the military on
- 1:48every forest in the country. Like I don't even know.
- 1:51Yeah. Anyway, that's neither here nor
- 1:55there. The GM is dead, so you know,
- 1:57here we are. But we've still got tabletop to
- 2:00table table, tabletop to talk about, tabletop to talk about.
- 2:05That's a, that's a weird, that's a sentence, kind of a weird
- 2:10tongue twister. Yeah.
- 2:11A little bit. Anyway, it's my turn in the
- 2:15chair, which means it's annoying story time and also, or I mean,
- 2:22yeah, it's annoying story time and I have no, I had that's it.
- 2:29I, I don't know what, whatever. It's killing it, but.
- 2:32Doesn't matter. It doesn't matter.
- 2:34All I need, all you need to know is that what you have to do
- 2:37right now is hit pause or don't hit pause.
- 2:40You actually don't have to hit pause and hit the follow or
- 2:42subscribe button on your podcast platform of choice.
- 2:47And then we'll continue right after you've done that.
- 2:54Hey dude, did you hit the button?
- 2:57There it is. I'm waiting.
- 2:59We're waiting. OK, all right, continue.
- 3:04There is this guy, he's like a homesteader, frontiersman type
- 3:08guy who I don't know, I think is an absolute dork.
- 3:12And he does that on his videos where he will legitimately wait
- 3:15like 3 or 4 minutes in absolute awkward silence.
- 3:19And it's like. Did you hit subscribe yet?
- 3:21Bit And I, I, I watched him early on because I was on this
- 3:25like, weird kick where I was watching reviews for like,
- 3:29tools. Yeah.
- 3:32And then he became really weird and like, political and like, he
- 3:36was already religious, but like, he just got weird, weirdly
- 3:39preachy. And now he looks like really
- 3:41unkempt and shit. And he still does this bit.
- 3:43And I'm like somehow it's even more annoying now.
- 3:48I don't know, I think it's kind of a funny bit, I'm not going to
- 3:50lie. No no no, it's OK.
- 3:53When we do it, it's funny because it was like 35 seconds
- 3:56at most bro, I'm not kidding. It would go on for like 3 or 4
- 4:00minutes of absolute. Silence.
- 4:02I got to give my man props for that commitment.
- 4:04That's kind of crazy. I there, I'm not going to lie,
- 4:08there are a couple of videos where I just stopped watching.
- 4:09I was like, no, this is, this is this is ridiculous.
- 4:14It's kind of funny anyway, so as you know, Isaiah, I've been on
- 4:22a, on a wicked Witcher kick recently.
- 4:26What? No, I, I am, I am deep in the
- 4:28sauce. I, I finished season 4 of the
- 4:33Netflix show, which we don't need to, you know, get into
- 4:36right now. But I'll just say I'm not as
- 4:38much of A hater as most people. Hey.
- 4:41Look, I mean, they're not really get into young Hemsworth.
- 4:44Not a bad girl. I I don't know, I'll say it.
- 4:47Well, I, I, I just want more. A lot of people are hating on
- 4:50the show overall. It the Hemsworth, Liam Hemsworth
- 4:53was kind of the nail in the coffin.
- 4:54I think at the end or, or should I say Cavill leaving was the
- 4:57nail in the coffin. But people have been hate boner
- 4:59in the show since like halfway through season 2 at this point.
- 5:03And it's just been kind of getting more and more.
- 5:04Chaotic. I was about to get really toxic,
- 5:09thank you for stopping me. Really toxic about what?
- 5:13Because I was about to be like young Hemsworth was an OK girl,
- 5:16fight me on it, I'll win. I yeah, I I do.
- 5:20I look like I said to you, I think we both said the same
- 5:25thing. If we didn't have Cavill before
- 5:27him, everyone would be probably fine with you.
- 5:29With Liam Zensworth. Yep.
- 5:31Because, yeah, he does kind of work.
- 5:33I still don't think the voice works, but other than that,
- 5:37although I'm. Although now that I've heard
- 5:41four different Geralt voices, I'm less bothered by it.
- 5:46Right. 4-4 yeah, yeah. Audio game audio book show show.
- 5:53Kaville and young Hemsworth. Yeah, yeah.
- 5:55So, you know, anyway, so yes, I've been on this wicked Wistar
- 6:02kick. So after finishing season 4, I
- 6:05was like, I kind of, I've been wanting to read the books for a
- 6:08while. I was like, I kind of want to
- 6:09read the books. And then I was talking to my
- 6:11girlfriend and she's like, oh, have you tried doing it on?
- 6:13Because even though I'm a person who reads pretty regularly,
- 6:17although I will admit the last couple of years I've been
- 6:18slacking, but generally I'm a person who reads pretty
- 6:20regularly. I read really slowly.
- 6:22So I was kind of like, fuck, I do want to read the books, but
- 6:25it's like I'm trying to finish the book I'm currently on, which
- 6:28is not going great. And it's gonna take me yes.
- 6:33And it's gonna take me forever to like to get to get to the
- 6:37Witcher books and then actually take take me forever to read
- 6:39them. And my girlfriend was like, oh,
- 6:40well, try audiobooks. And I was like, OK, so I'm
- 6:42listening to the audiobooks. So I've just finished book 2
- 6:46today, the The Last Wish and Sword of Destiny being the first
- 6:52two books if anyone's curious. Just finished Sword of Destiny.
- 6:56But at the same time I was also kind of like, I kind of want to
- 7:00go back and play the Witcher 1 because I never beat the Witcher
- 7:051. Because the first time I played
- 7:06that game I lost my save data when I was like a good chunk of
- 7:11the way through. Turns out I actually wasn't as
- 7:13far into the game as I thought I was.
- 7:15I was probably, I thought I was at like 75%.
- 7:18I was more at like the halfway point, but either way, I lost my
- 7:22saved data and didn't want to start it again.
- 7:24I was like, I kind of want to go back and play The Witcher 1 to
- 7:26see like how it is and to beat it because I remember not liking
- 7:31it that much. But I also remember not
- 7:32understanding the game very well.
- 7:34Like not trying to, you know the thing when you play a game
- 7:37sometimes and you don't try to understand the mechanics, so the
- 7:40game feels annoying. But once you sit down for a
- 7:43second and try to actually like analyze and understand how the
- 7:47mechanics work, you're like, oh, this is more fun than I thought.
- 7:49You know that kind of. So OK, I, I kind of have this
- 7:52thing where I was younger, I didn't, I did not like reading
- 7:58instructions as a kid. I was like a build like figured
- 8:01the Lego set out on your own. And if you if something doesn't
- 8:03make sense, then like grudgingly check the instructions.
- 8:06I was so deeply not that child, but OK.
- 8:09Oh yeah, no. So when it came to things like
- 8:11video games, I almost never read the instructions and just tried
- 8:14to figure it out by ear. Which meant that there was a lot
- 8:16of games where I would play it at six, wouldn't beat it because
- 8:19I just wasn't smart enough, and then came back later and then
- 8:22felt magically smarter when the the game's mechanics made more
- 8:25sense to me. Yeah, that's that's kind of a
- 8:29similar, not exactly, but somewhat similar to what I'm
- 8:31yeah, mean. So I have, I went back and
- 8:35played the Witcher 1 and I went from remembering not liking it
- 8:38that much to being I am now certified Witcher 1 Glazer.
- 8:44Like, Oh my God, I'm not even shitting you right now.
- 8:51I feel like the Witcher 1 gets kind of like it gets kind of
- 8:55thrown in the bin as like the ugly stepchild.
- 8:57But I think there's a lot of shit in that game that
- 8:59legitimately there's some really good ideas in there.
- 9:03And if they had continued with the style of game that The
- 9:07Witcher 1 was, I think it could have been a potentially
- 9:09interesting game if they didn't completely go down the action
- 9:13game route that the second and third game are.
- 9:18And so like, yeah, I'm just, I am, I've, I when they, you know,
- 9:24there's talk of The Witcher, not talk.
- 9:26We know what's happening. The Witcher 1 remake is
- 9:28happening. And I'm sitting here like, I
- 9:30want The Witcher 1 remake to be like a true to form of the
- 9:35original game remake, even though I know that's not what
- 9:37it's going to be. But that's what I would like
- 9:39'cause I think the ideas in that game, some of them, not all of
- 9:42them obviously could translate into an interesting modern game.
- 9:45But anyway, I digress. I started to I I liked the
- 9:51Witcher one a lot more now having actually beaten it.
- 9:55One of the things that made me really like the Witcher 1 is the
- 10:00design of the areas in the game and the design of the quest in
- 10:04those areas. Now I should point out there is
- 10:07a lot of backtracking in with the Witcher 1, like there's a
- 10:09lot of going back and forth between points that you've
- 10:12already been to because the game areas are not that big because
- 10:16it's it's a fairly old game. It released in 2007.
- 10:19No 2007, I think it was 7. I'm actually hold on.
- 10:24I'm going to double check real quick because yeah, 2000 I was
- 10:29right 2007. So the zones are not that large.
- 10:33So in order to like, you know, have content, there's a lot of
- 10:36going back and forth, but the way everything is interwoven in
- 10:41these small areas, these like open zones and the way that the
- 10:46quests all interplay with each other.
- 10:50I thought it was really interesting and, and made it
- 10:54made the game feel a little more like, made it feel a little
- 10:58cooler and a little more organic than a lot of like modern RPGs.
- 11:04Because you know, a lot of modern RPGs, it's like, here's
- 11:09the main quest and then there's the side quest.
- 11:11And like, you know, they they exist in these two bubbles
- 11:15because of the quest design of the Witcher one.
- 11:18There kind of was no distinction.
- 11:20All the quests were sort of intertwined and there was no
- 11:24main quest technically, like there is and there isn't, which
- 11:30I will, you know, I'll get into explaining more.
- 11:32So playing through that game, I was like, oh, this gives me some
- 11:37really interesting ideas about how to handle the idea of side
- 11:41quests in a tabletop game. Because I feel like a lot of
- 11:47people like the idea of the side quest, right?
- 11:53The idea of, oh, you know, the GM is going to have us do
- 11:55something that's a little different from like the mainline
- 11:57vibe or whatever. The problem is that a tabletop
- 12:02game is not a video game and a, a 10 minute side quest in a
- 12:06video game is like an hour or two of, you know, your time in a
- 12:12tabletop game, right? Everything just moves slower
- 12:14because you're coordinating with five people.
- 12:16You're doing all the math and everything manually when it
- 12:18comes to like the roles and all that shit, right?
- 12:20You need to keep track of the game rules itself manually,
- 12:25right? Whereas the video game helps you
- 12:26to do all that stuff. So the idea of the side quest
- 12:30goes from being like an interesting, fun diversion to
- 12:33kind of annoying a lot of the time because it takes up a large
- 12:37chunk of time. And if it doesn't have any
- 12:40relevance to like quote UN quote the main story of your campaign,
- 12:46sometimes it'll feel like maybe a waste.
- 12:48Especially if you do a if you're AGM and you set up a side quest
- 12:52and then your players don't like the side quest, then it's really
- 12:56going to feel like they wasted time, right?
- 12:59Oh yeah, Then we had to deal with that fuck head halfling
- 13:02that nobody likes. Then it's that's bad.
- 13:05This entire episode, Cardell is going to hear it and it's just
- 13:09going to be the FA sound effects over.
- 13:13The FA. The fuck and everything.
- 13:16It's like a like a hit sound effect.
- 13:18Oh. Yes, yes I do.
- 13:20Yes, we're just gonna trigger the shit out of Pardell on this
- 13:23one. It's it's gonna be bad dog.
- 13:26I mean, but you get what I mean though, right?
- 13:28No, I look, I, I, no, I absolutely do get what you mean.
- 13:31Yeah. Yeah, it, it, it, it can go from
- 13:35being fun idea to like a huge pain in the ass.
- 13:40And ultimately having a session or two of an, even if it's only
- 13:46like 2 sessions of a huge pain in the ass, just, it could
- 13:50really kill the momentum and the joy and the vibe.
- 13:53And, and I think there's a lot to be said.
- 13:56This is kind of this is a slightly different topic, but I
- 13:59think there's a lot to be said about the idea of ending a
- 14:04session in such a fashion that people have the energy and
- 14:09excitement to roll into the next session.
- 14:12You know, like having a degree of a finality to an arc or
- 14:17whatever is good, but there also needs to be enough of a door
- 14:21open to have that hype to roll into the next thing, that
- 14:24curiosity, whatever, whatever the hook for going into the next
- 14:28session next week is, you know, you, you kind of need that
- 14:33energy because that's what makes people sit down for another 4
- 14:36hours and do the thing again next week, same time or
- 14:38whatever. And if you have two sessions or
- 14:43so of a side quest and then nobody ends up liking the side
- 14:47quest, you could potentially, if you fuck it really bad, you
- 14:52could like, like bring a campaign to a screeching halt.
- 14:57You know what I mean? Like that's obviously an extreme
- 14:59case for that to happen, but like, the potential is there,
- 15:03you know what I'm saying? I, I had a really funny
- 15:07situation happened to me at one point where we were doing kind
- 15:10of side quest stuff. It was, it was related to the
- 15:12main quest, but it wasn't the main quest.
- 15:14It was in Hellscapes. And you can't get a little any
- 15:19more controversial at having a player die in the side quest.
- 15:23Oh, I mean, and I had AI had a moment where I was like, oh,
- 15:28shit. Like I OK, well, no, to be
- 15:30clear, I I didn't feel that bad about it A, because I knew the
- 15:35player was fine with it and B, because it was one of those
- 15:39situations where the players got someone died because of
- 15:43inaction, right? It was like a hey, you guys are
- 15:48on a we have to talk about it like the the enemies around the
- 15:51corner. What do you do?
- 15:52No one responds. Then I go, OK, do you do
- 15:55nothing? And they're like, we we guess.
- 15:59And yeah, it it was funny because the session after
- 16:04somebody was like, and then you killed.
- 16:06I was like, I killed that character.
- 16:08Died because you bifted to blame it on me.
- 16:12Yeah, yeah. And it was a funny back and
- 16:15forth. I mean, that is, yeah, I I sure
- 16:21controversial situation of a player dying in the cyclist
- 16:24that's not necessarily an auto like, Oh no.
- 16:26But yeah, I could see how that could could cause a mess
- 16:31potential. The potential for a mess is
- 16:32there for sure. Yeah, that.
- 16:34That was really the like. I was like, oh God.
- 16:36Oh fuck. Oh no.
- 16:38Yeah, yeah. So it's going to be a little
- 16:46annoying because I'm going to have to explain how the video
- 16:50game does it in order to fully get the point across here.
- 16:55So we're going to have to do some just talking about a video
- 16:58game for a minute here and it's a little long ended, but I, I, I
- 17:03promise if I can explain it well enough, it will help get the
- 17:06point across. I believe in you both.
- 17:09So most people know. In terms of the Witcher games,
- 17:15pretty much everyone only really knows the Witcher 3.
- 17:19A lot of people see that three number and assume that it's just
- 17:22like for funsies or something. I don't think anyone actually
- 17:24knows there were two other games.
- 17:29That's not true obviously, but it feels like that to me at
- 17:31least. So the first two Witcher games
- 17:37are not open world games. Like they're much more well
- 17:40known sequel. The first two Witcher games are
- 17:45what I, I don't think this is a term that's like widely used
- 17:50that much, but they're what I like to call open zone games,
- 17:55which is not necessarily a a great name or descriptor per SE,
- 18:01but I'll try and kind of explain what I mean.
- 18:06If you want another example of like open zone games, the Yakuza
- 18:11games are very much this. That's the other prime example I
- 18:16like to personally bring up. I've been trying to think of
- 18:20other examples and like, unfortunately nothing's really
- 18:22coming to me because I feel like it's not that common anymore
- 18:25these days. I guess Mass Effect one and two,
- 18:28actually, actually all three of the Mass Effect games basically
- 18:31are open zone games now that I just thought of that.
- 18:34Yeah, actually the Mass Effect games are a good example.
- 18:41You know, actually you want a really recent example that just
- 18:43popped in my head just now. Balder's Gate 3 is basically an
- 18:49open zone game. True.
- 18:52True, right? Like.
- 18:53Because you are limited to your ACT zones.
- 18:55Your ACT zones, the zones are quite large so it feels pretty
- 18:59open, but ultimately is not open world.
- 19:03So that actually might be a really good.
- 19:05That's probably the most useful modern reference, but
- 19:08effectively what I mean by open zone is rather than having a big
- 19:14huge map that you can move about freely after, you know, a
- 19:17tutorial section or whatever, most of the time, usually an
- 19:21open zone game is based around smaller interconnected areas of
- 19:26play, excuse me, that you can usually move between but are not
- 19:34connected in terms of consequences or progression.
- 19:39Which is to say, there will be zones like that.
- 19:43You know, you can get on a boat and go from one zone to the
- 19:47other, but the stuff that happens in them, one doesn't
- 19:52necessarily affect the other in terms of gameplay effect.
- 19:58They can sometimes affect each other in terms of story, Like
- 20:01the story progresses and things change.
- 20:03But if you think about like the zones and Balder's Gate, doing a
- 20:08bunch of quests or not doing a bunch of quests in Act 1 does
- 20:12not necessarily affect how you go into Act 2.
- 20:17And it doesn't have any kind of like really permanent effect on
- 20:20Act 2 again, other than the story progression stuff, which
- 20:25obviously is always going to be there.
- 20:26Whereas an open world game, you're essentially affecting the
- 20:31entire map by doing kind of anything, right?
- 20:35On a really basic level. If you think about, you know,
- 20:38you go to a cave and you kill all the monsters in The Cave and
- 20:41you get the treasure. You have removed the treasure
- 20:43from the map, you have affected the entire map.
- 20:50Often you will get cut off from the other zones of the game by
- 20:57story progress, or story progress will open up new zones.
- 21:02So for example in the Witcher 1, you start in an area outside of
- 21:07the city of Vezima, and then in the second act you go into the
- 21:11city. You cannot go back to the area
- 21:14of the first act, like you can't backtrack to that area, so they
- 21:20will often sort of cut themselves off Baldur's Gate
- 21:23again once you go to act 2. You can't go back to act one to
- 21:26the act one area at all. Broadly though, the important
- 21:35difference is that the zones are smaller and have like a set
- 21:41story progression to them that once you complete it, you then
- 21:45move on to the next zone. Whereas an open world game tends
- 21:49to mean that you can move around freely and you can progress the
- 21:54main story and break it up a whole bunch or in whatever way
- 21:58you want. Like it can be broken up in lots
- 22:00of ways. And what I mean by that is you
- 22:03can do a couple of main story quests and then even though the
- 22:06from a narrative standpoint, the story is like, Oh my God,
- 22:10Garrow, you have to do this thing right now.
- 22:12You could just go fuck off and do a bunch of Gwent stuff for
- 22:15hours and hours and hours because it's an open world game.
- 22:17So you could just freely leave most of the time.
- 22:21Obviously there'll be scripted times where you can't do that,
- 22:23but most of the time. So why is all this relevant?
- 22:27Why am I explaining all this? Because I think if you look at
- 22:32this idea of the open zone play, the open zone game, it can have
- 22:37an effect on how you design your quests and your map as you will
- 22:42for your campaign and can have some useful lessons.
- 22:48Again, Baldur's Gate is another good one to use as I think I
- 22:52even talked about the quest. But did we do an episode talking
- 22:55about the quest design in Baldur's Gate?
- 22:56Did I actually, did I mention, did I talk about this?
- 23:00I feel like I did I. Think we did?
- 23:01No. No, my.
- 23:08I'll have to look, but either way, Baldur's Gate does do this.
- 23:13Does do what I'm about to talk about a bit also, although I
- 23:17think maybe I would say not as much, not not quite as much as
- 23:24the Witcher, but anyway. OK, so now I need to explain why
- 23:27I think the Witcher one has really good quest design and the
- 23:31you know, what's useful there or what's useful what, what we as
- 23:36GMs can get out of it and use. So the basic structure is in The
- 23:43Witcher 1, the setup of each act, right, is you load into the
- 23:50zone as it were, and you don't have you, you get dropped into
- 23:58the zone and maybe there's a cutscene and something happens
- 24:01or whatever, but there's no quest marker that pops up over
- 24:05your head and says go talk to this guy, right?
- 24:08You load into the zone, you do a thing or whatever.
- 24:11You know, maybe like in the in the first act, as soon as you
- 24:14load in, you get attacked by a bunch of bar guests, a bunch of
- 24:17ghost dogs. After you do that, the game
- 24:22doesn't tell you where to go or what to do, so you start moving
- 24:26around and just talking to NPCS. You know, as one does in an RPG.
- 24:32You talk to NPCS, and as you talk to the relevant NPCS in
- 24:38question, you of course start to pick up quests.
- 24:44The game essentially has four different kinds of quests.
- 24:50There's the main quest, side quest, what I call prolonged
- 24:54quests, and Witcher contracts. Prolonged quests are just quests
- 24:59that you have to complete over multiple multiple acts.
- 25:04So like for example there's one quest line where you you want to
- 25:09become the best dice player in the world and you literally
- 25:13cannot complete that quest line until the final act of the game
- 25:16because the the best dice player you can play is only in the
- 25:19final act. So that's the like prolonged
- 25:21quest thing. The trick though with these 4
- 25:25quests is that the game doesn't actually tell you which quests
- 25:28are which with the exception of contracts.
- 25:31The Witcher contracts it does label as contract and then it
- 25:35says you know whatever monster you need to kill.
- 25:38But the other three are all displayed in exactly the same
- 25:41way and even the contract ones they look the same they just
- 25:44have the word contract next to them.
- 25:49So it it doesn't say this is a main quest or this is the side,
- 25:53it's just you have a quest log of like shit people have asked
- 25:56you to do. The game does mark the quests
- 26:02that are currently achievable though, so you don't need to
- 26:06necessarily look around completely head like you're not
- 26:10running around completely like a headless chicken because it will
- 26:12tell you. It marks with a star the quests
- 26:15that are like actually doable right now.
- 26:19But because the main quest line is not explicitly marked, what
- 26:25you basically end up doing is moving around and doing
- 26:29whichever quest interest you in the moment, right.
- 26:33So you're like, OK, well, this quest wants me to go talk to
- 26:37Shawnee to help her with some weird like there's a, you know,
- 26:41she's trying to make a potion. All right, I'll go talk to
- 26:43Shawnee and see what she's up to.
- 26:45So you just kind of follow your whims because it doesn't
- 26:47explicitly say like main quest or side quest or do this first.
- 26:50It doesn't tell you any issue. The trick to the game though,
- 26:55the part that makes it really well made in my opinion, is that
- 27:03doing pretty much any of the quests in the game, any quest
- 27:09that you you feel like is probably is plot relevant.
- 27:12Like Oh well, this character is important.
- 27:15I bet their quest is is, you know, relevant to the plot.
- 27:18It probably is an ergo doing most of the quests in your log
- 27:23will turn into forward progression no matter what.
- 27:26So just bouncing around from quest to quest is gonna get you
- 27:31progress in some nature because either it's gonna, you know, you
- 27:37complete one quest to get an item from the character that you
- 27:40need for the other quest, or it's gonna have you go to an
- 27:44area of the map that you need to do for another quest anyway.
- 27:49So like, for example, there is one quest where a guy was like,
- 27:52oh, I need you to clear out this crypt.
- 27:54And then you go over to the crypt.
- 27:56And that crypt is also tied into another question you need to do.
- 28:03The other really useful part, maybe the most maybe the most
- 28:07useful part for us as GMs is that all of the not all, but
- 28:13many of the quests in the game are interwoven in such a fashion
- 28:16that completing 1 will help you make progress towards another
- 28:22that you might have been stuck on or you might have like hit a
- 28:26wall and stopped. So to explain what I mean or to
- 28:30give an example or see if 2 examples.
- 28:34So in the first act of the game, which I think arguably does this
- 28:38quest design the best, you have a quest to go talk to this like
- 28:42local, well respected town reverend dude.
- 28:45He's a priest of the Eternal Fire, which is a religion in the
- 28:49Witcher universe. You can pretty grab the burning
- 28:52horseshoe guys from. No, no, no.
- 28:56Oh, wait. Actually, it might have been.
- 28:58Where are those eternal fire priests?
- 29:00They might have been. Actually, now that I'm thinking
- 29:02about it, I'd have to go back and check the scene.
- 29:07But that may have been the the eternal fire.
- 29:09Yeah, you can pretty safely assume at it at this early part
- 29:17of the game based on story events that have happened up to
- 29:20this point, that talking to the Reverend guy is probably like
- 29:23your main quest, quote UN quote, to follow and finish the ACT.
- 29:28So you go to him and you're like, all right, well, he's
- 29:31probably important. So you go and talk to him at the
- 29:34same time, at the very beginning of this act, you'll pick up a
- 29:37Witcher contract to kill some bar guests that are like, you
- 29:39know, terrorizing the town, yada yada.
- 29:41Go kill the evil ghost dogs. If you go and talk to the
- 29:45Reverend, he'll ask you to go around the area and light these
- 29:50like shrines for him to prove that you're, you know, basically
- 29:55you help me and I'll help you type situation.
- 29:57So go light these shrines. When you go and light the
- 30:00shrines, every time you light one of them bar guests will
- 30:04spawn and attack you. So by doing the main quest with
- 30:08the whole lighting the shrine thing, you'll finish the
- 30:11contract with no extra effort. Like really easily because the
- 30:16contract is kill 10 bar guests and when you do the shrines
- 30:20you're going to kill like somewhere between like 10 and 15
- 30:23of them guaranteed. Rather than your other option
- 30:29which would be to run around the place at night time and hope for
- 30:33the barges to randomly spawn and attack you because they do like
- 30:37random spawn. You could just do this quest and
- 30:40complete the contract no problem.
- 30:45Oh, wait. What the fuck?
- 30:45The Bargesh look horrifying in Witcher 30.
- 30:50I don't know if I've seen. Him.
- 30:51I know there's a they look terrifying.
- 30:53Hold on, so those of you who aren't they, they look like if
- 30:57you mixed a mastiff in a Doberman together, it has no
- 31:01fur, just nasty muscular rotten looking flesh and no eyes.
- 31:09I mean I. Thought they looked kind of cool
- 31:10in the first game too to be honest.
- 31:12So I saw them in the first game, they just kind of looked like
- 31:15angry. Black greens, Glowing dogs.
- 31:18Yeah, they're green ghost dogs. Really.
- 31:20They do look worse. Yeah, I mean, the the no eyes
- 31:25thing is such a striking aesthetic that like it's kind of
- 31:28hard to go back to anything before that.
- 31:33But sorry, I didn't mean to cut you off.
- 31:34I just was like, I mean, what? They look like a nightmare fuel.
- 31:38Yeah, I mean, in the first game they're big glowing green ghost
- 31:41dog Doberman thingies. But yeah, so by doing, by doing
- 31:46the one quest, you just like seamlessly complete the other
- 31:50without, you know, a ton of extra work, actually basically
- 31:53zero extra work. Another example in a slightly
- 31:57different style is in the second act of the game.
- 32:00You need to collect these like 8 special magic gem things to open
- 32:05up this magic tower. Eight or nine of them forget,
- 32:07but you need to collect these gems to open up this tower.
- 32:11The main way you acquire most of the gems is to basically do a
- 32:18bunch of other quests in that area and you get the gems as
- 32:22rewards. So like there's a, there's a
- 32:25lady there, you're in this like swamp area and there's a lady
- 32:29who's sort of the like head elder of the swamp town.
- 32:33You do a job for her. She gives you one of the gems.
- 32:36There's another like camp off to the side of like logger dudes.
- 32:41You do a quest for them, they give you one of the gems or
- 32:43whatever. I I'm not I'm probably
- 32:45misremembering which quest reward what, but you get what
- 32:47I'm saying. Basically going the game is like
- 32:49go around this area, help people do stuff and then you will be
- 32:53rewarded for the the item you need.
- 32:57The game does not explicitly tell you this.
- 33:02It gives you a little hint with like a Riddle.
- 33:04It gives you a book that has like a Riddle style poem thing
- 33:08in it and that will give you like a hint.
- 33:11But between between the book Riddle and basically what you
- 33:18had to do, like between that and how you experience act one of
- 33:23the game, you can basically intuit that Once you get that
- 33:26quest to collect the 9 magic gems or whatever, you can intuit
- 33:30to yourself, Oh, I probably need to go around the zone and do
- 33:33other quests that will then help me to complete this quest.
- 33:40I think it's pretty clear how in particular that idea of the gem
- 33:43collecting thing could translate to a tabletop game, right?
- 33:46Ah, players, you need to go and help all these various people to
- 33:49acquire the item to then do the final thing, right?
- 33:52That's a really easy, that one's easy to translate.
- 33:59Would that all be with that explanation now being concluded
- 34:02there, How do we translate this kind of thing into actual design
- 34:08lesson for tabletop campaign? Also, as a little little side
- 34:17note, little comment before, before getting fully into
- 34:25utilizing this idea of, of the stealing, this idea of the quest
- 34:28design from the video game. I am specifically talking about
- 34:35designing quest for a, a linear, a more linear game, or at the,
- 34:43or at the very least a more like tightly focused smaller area
- 34:47kind of game. We're not really talking about
- 34:50running a sandbox game, because if you're running a sandbox
- 34:53game, then you're going to want to look at open world video
- 34:57games more, right? Like The Witcher 3 for example.
- 35:01To I mean. For inspiration, it's a
- 35:04different set up. It's a good point, yeah.
- 35:06Like I think it's worth noting that there is a, a distinct,
- 35:10very real dichotomy between closed ended design and
- 35:15open-ended design, right? Stuff like this is basically
- 35:19what I'm trying to do for Lancer, right?
- 35:21Where the the side quests sort of overlap and fold into the
- 35:25main quests as you know, characters that they meet who
- 35:27will come back again and stuff like that.
- 35:30Ultimately sort of culminating into ones that they can call
- 35:33upon in the main quest. But if I was going to run a full
- 35:36sandboxy game, I really, you really won't be able to do this
- 35:40in the same way. You can approximate it, but it
- 35:42won't. Yeah, it won't.
- 35:45Work to the desired effect, I think.
- 35:48I think if the key difference in my mind, if you want to do a
- 35:56sandbox style game is you almost want to intentionally not
- 36:02intertwine all the various quests together because that
- 36:09will make that kind of makes the big sandbox feel very small,
- 36:14right? So you want to take a different
- 36:18approach to it because the idea, you know, let's use the magic
- 36:24tower example. If if in the Witcher 3 you pick
- 36:32up a quest that's like you need to collect the 9 magic gems to
- 36:35open this tower and the gems are spread out across the entire
- 36:39world and totally random people have them for no obvious reason,
- 36:44that feels a little like narratively incongruous.
- 36:47Like why do these unrelated people have these things whereas
- 36:53in the Witcher what you know? What that reminds me of in Strad
- 36:57when we had to find the weird jade gemstones and like Bobby
- 37:02Asaga had one, that one guy had the OR the the the hags had the
- 37:09other, and then there was the random ass barkeep.
- 37:13So the random barkeep was Sam's idea.
- 37:15Was that a Sam thing? That was a Samism, yeah.
- 37:18OK, all right, never mind. Statement retracted I.
- 37:23Was gonna say, I was gonna say the cursor draw thing.
- 37:24I mean, I do kind of, it's sort of a similar idea with the
- 37:27cursor Stroud thing, but at least that was like a small
- 37:29interconnected area. So you can understand how these
- 37:33people may have found the gemstones, you know what I mean?
- 37:36But if you're doing like a full on sandbox game where you're
- 37:38like, you know, spanning many, many weeks of travel from point
- 37:43A to point B, it would feel weird to be like this magic
- 37:47tower in this random swamp needs these gems to open it.
- 37:51And one of these gems is held by a dragon in the mountain and the
- 37:55other one's held by a wizard in the South.
- 37:57And that like, they're just all over the goddamn place.
- 37:59That can feel a little weird. But by comparison, in The
- 38:04Witcher 1, the fact that the gems were spread out all over
- 38:07the place wasn't that odd because you were dealing with
- 38:12the swamp and the town next to the swamp.
- 38:15So you're like, oh, yeah, I could see how these may have
- 38:17moved around this area a bit. So yeah, it's like you want to
- 38:24take a different tact if you're doing a fully sandboxed game.
- 38:27I also think if you're doing a, a, a sandbox game, the idea that
- 38:35I'm just picking up a random quest from a random guy because
- 38:38this is the town we're in, it is more like, I don't know,
- 38:45acceptable. Sounds like a weird way to put
- 38:47it, but like you're expecting it as a player, you're expecting to
- 38:50pick up random job from random Joe S MO because you're, you
- 38:53know, you're doing the sandbox style game.
- 38:56So the idea of, well, that was a weird side quest we just went on
- 39:00is less annoying than in a linear than a more linear style
- 39:05game where sometimes the side quest can feel annoying.
- 39:09You know what I mean? Yeah, yeah.
- 39:11I mean, if you're trying to get a really concentrated, you know,
- 39:14distilled experience, literally speaking, diluting it with
- 39:18random bullshit go is not going to be good.
- 39:20I. Mean I I don't know if I maybe
- 39:25not random bullshit, but other bullshit.
- 39:29In in well, the random insofar as you know, we have to go
- 39:33fight, fight, you know, Orgel Org the lich and then randomly
- 39:36Granny needs her, you know, whatever or or medicine from the
- 39:41pharmacies and you're like, wait, what?
- 39:42Why is relevant? Why are we doing this?
- 39:44Yeah, yeah. So with that that in mind, how
- 39:52do we translate this this idea to to something that's actually
- 39:57useful? So I, I put these bullet points
- 40:00in a specific order and I'm now reusing.
- 40:01I want them in a slightly different order, so I'm just
- 40:05going to move them around on the fly here so.
- 40:09I think one thing at the top here that can be really helpful
- 40:13is if you're running this linear, again, we're assuming
- 40:19the linear style game, or at least the tightly focused
- 40:22smaller area style game. Don't call out the side quests
- 40:30as side quests, right? Like don't, don't make it feel
- 40:38like a weird random tangent. Because if we're really focused
- 40:45on this prime, like this primary narrative, and then another NPC
- 40:52asks the players to do something and then you as the GM make it
- 40:56very explicitly clear, Oh, this is just like a side thing.
- 41:03You're basically shooting it like you're shooting the idea in
- 41:06the foot right from the jump and potentially wasting prep because
- 41:11the players are just devaluing it immediately.
- 41:14Now, you might not literally say the words side quest, but don't
- 41:19give them the idea that it is a side quest, right?
- 41:24Make it make it feel interwoven with what's going on still.
- 41:29But make it, you know, make it clear that it's not, maybe it's
- 41:36not as imperative or it doesn't need to be done right away or
- 41:40like like you can adjust the priority of it.
- 41:42But if you explicitly have an MP, like if you have an MPC,
- 41:47goes go, oh, I need you to save my daughter from the woods.
- 41:53But you know, I mean, whenever you can though, right?
- 41:57Like don't, don't phrase it. I mean, that would be a
- 41:59hilarious thing to say. But like, don't make it too
- 42:04explicitly a side quest because it kind of it breaks down the,
- 42:10the, the illusion, I guess, a little bit.
- 42:13It makes it feel clunky. I don't know what the word I'm
- 42:18fishing for here is, but you don't, you don't want to make it
- 42:26immediately apparent that you're, you're, you're giving
- 42:32the players something to do that in your mind is inherently like,
- 42:36not as important. Does that make sense?
- 42:39Right, Yeah, yeah. Oh yeah.
- 42:41The the idea being like you, you need to treat these aspects of
- 42:44the game of of Co equal importance.
- 42:47Otherwise it kind of negates the value that this is an interwoven
- 42:52experience. Yeah, well, yeah, like devalues
- 42:55it right from the jump, which is weird.
- 42:58It's funny. I actually so I when I had the
- 43:02idea for the when I was coming up with the idea for this
- 43:06episode, I went back. I went back because I was like,
- 43:09I think we did an episode talking about the idea of side
- 43:13quests previously and we did actually, but not in the same
- 43:17way. It was something and it was
- 43:22actually it was me that brought that brought the topic up full
- 43:25time last time too. It was more last time I was more
- 43:31talking in the context of having like your primary narrative and
- 43:37then having these little like offshoot branch narratives that
- 43:40form out of it, but then eventually either come back
- 43:44around or at least have some effect on that primary
- 43:47narrative, right. And I was in that context I was
- 43:50talking about like just talking about.
- 43:55I was more talking about the idea of the story diverging in
- 43:59slightly weird directions every once in a while, which is not,
- 44:03in my mind, not exactly the same thing as explicitly a side
- 44:07quest. In this context.
- 44:10I'm saying it is a side quest, but make it feel still like it's
- 44:16relevant and interwoven in some way.
- 44:18And it doesn't need to be big either, right?
- 44:20It can be something as simple as, you know, we need
- 44:25information and the farmer's like, listen, I'll tell you what
- 44:27you want to know, but you got to help me out first, right?
- 44:29It could be something as simple as that too.
- 44:33And because effectively, when you're doing a, a a side quest
- 44:39as AGM, one of the main reasons you're doing it probably is you
- 44:45had an idea for something and you wanted to do it.
- 44:49But where the where the like main narrative of his is at
- 44:53currently doesn't make sense for the idea you wanted to do.
- 44:57So instead you throw in this little side quest thing to to,
- 45:03to do the fun idea that you have and not make it interrupt the
- 45:07main narrative. So you have the idea for the
- 45:11rescuing the farmer's daughter, but you don't know how to make
- 45:14that work with whatever the characters are currently doing.
- 45:17So you go, oh, OK, the players need information.
- 45:19The farmer has the information. He asked them to help his
- 45:22daughter. Boom, bang, boom.
- 45:23Effectively, it is a side quest because saving the daughter is
- 45:27not that imperative to the grand scheme of things.
- 45:31But you wove it into that main narrative.
- 45:35But again, you didn't, you didn't call it out as a side
- 45:38quest because that makes it feel inferior and like unimportant,
- 45:43which is not really what we're trying to do Now.
- 45:49Flipping back up to the top of my list since I did it slightly.
- 45:52Decided to do it in for order. Keep your side quests in the
- 46:00same vicinity of the main quest. Bro I yes.
- 46:08Let it out, let it out. Yes, I am so sick and fucking
- 46:13tired of having to go on a marathon like And he's thinking,
- 46:20even if I like the quest, even if I'm having a good time, I'm
- 46:23still going to be mad that we had to go on this cross country
- 46:27jaunt, do some random bullshit, you know what I mean?
- 46:31Yeah, I do, yes. Yeah, I mean, that's it.
- 46:36Again, if if you were doing a sandbox game, right, let's
- 46:40imagine 2 scenarios here to to illustrate my point.
- 46:47In, in in the sandbox game, the player's primary objective
- 46:53perhaps is, well, we want to find this magic artifact that's
- 46:58going to make us rich so we can like have a sweet keep or
- 47:02whatever. And then along the way, they run
- 47:05into a wizard guy who's like, hey, there's these ruins in the
- 47:09mountains that might have some really interesting loot.
- 47:13Might you help me go investigate?
- 47:15And I'll let you guys keep everything except for the one
- 47:17thing I'm looking for. The players go, OK, well, this
- 47:22random dungeon the wizard wants us to go in probably doesn't
- 47:25have the relic we're looking for, but maybe it's worth it
- 47:29for, you know, the loot or whatever.
- 47:31That's kind of the sandbox mentality.
- 47:33The wizard wants us. We were going West.
- 47:35The wizard wants us to go north. And let's take a little detour
- 47:38and go north to do the same idea in the linear style of game.
- 47:46All right, we're looking for this magical relic thing.
- 47:48We got a lead. We're going West.
- 47:51They bump into the wizard. The wizard says, hey, you know,
- 47:54I heard you guys were going to this dungeon already.
- 47:58There's something there I also want.
- 48:01Could you help me find it in the dungeon that you're already
- 48:03going to? Right?
- 48:06That's the difference there. Oh, dude, yes, that is perfect.
- 48:09That the while you're there, that is the shit that I love.
- 48:12Yeah, I will say so there was and then we've we've made jokes
- 48:17about this. I'm sorry.
- 48:18I Cassandra, we've, I know we've made jokes about the, the
- 48:20Cardell side quest before, but amongst the side quests that I,
- 48:25that I, I kind of had to be like, guys, wait, voice of
- 48:27reason. We, we found this magic spear
- 48:31stuck in a tree and it belonged to like a St. or something.
- 48:34And, or something. It was annoying because we
- 48:38weren't allowed to keep the cool loot that we found and we were
- 48:41not actually given a replacement for the cool loot we found.
- 48:44But at the very least it was like, well, it, that spear
- 48:48probably belongs in that town over there.
- 48:49So let's just bring it over there.
- 48:50You know what I mean, right? It's like as far as annoying
- 48:53goes, this is OK. Yeah.
- 48:57And then what? What the.
- 49:01Because someone, someone might hear me say that and go, OK, but
- 49:05in that case, are you not just removing the choice for the
- 49:08players, Right. What the choice becomes then is
- 49:13because in the sandbox game, it's like, all right, either we
- 49:17keep going West or we go north to the mountains to find this
- 49:20this weird dungeon that the wizard was talking about.
- 49:23That's the choice in the sandbox game.
- 49:25In the linear game, you design the dungeon 'cause they're going
- 49:30to the dungeon no matter what. You design the dungeon in the
- 49:33West, and what you do is you add extra rooms, extra bits to the
- 49:38dungeon that they don't have to go to in order to complete the
- 49:42dungeon, right? Maybe to get out, maybe to get
- 49:45out of the dungeon or to get what they want.
- 49:47They have to go to the bottom of the dungeon to find this relic
- 49:50and then they can leave you put an extra 2 floors that go
- 49:56upward. And that's where the thing the
- 49:58wizard wants is. So then the choice becomes once
- 50:02the players go to that dungeon, all right, we told the wizard we
- 50:05were going to look for this. Are we actually going to do
- 50:07that? Or should we say fuck it?
- 50:08Or they get into a bunch of fights and they go, guys, we
- 50:12can't get what the wizard asked for.
- 50:13Like we're going to die if we trying to get into like if we
- 50:15try and explore any more of this dungeon, we got to get out of
- 50:17here, right? So the, the, the, the, the, the
- 50:21scope of the choice and the style of the choice adjust like
- 50:25it changes slightly, but like there's still a choice being
- 50:29made, right? The players are still making a
- 50:30decision on do we explore more? Do we find the thing?
- 50:35But it's all in the same vicinity.
- 50:40And that makes it significantly less of a headache.
- 50:43And obviously doing the thing that the wizard asks you to do
- 50:49is still a detour. But a detour that takes you, you
- 50:55know, to a couple extra rooms in a dungeon is a way bigger
- 50:59situation than the detour that takes you 3 days N into the
- 51:03mountains. And then you have to unlock the
- 51:05dungeon and then you have to fight the boss.
- 51:06And the, you know, like the scope of detour is very
- 51:09different there. So yeah, try and keep that.
- 51:16Again, don't explicitly point it out as a side quest, right?
- 51:20Just simply have the MPC wizard be like, hey, I'd like you to
- 51:23help me with something and don't, don't call it out as a
- 51:28side quest thing. And then have it in the vicinity
- 51:32of what the players are already doing.
- 51:36And down to my next point, have the side quests so that they can
- 51:42flow into the main quest. So continuing on the wizard
- 51:48example here, the players help the wizard out.
- 51:52They find, you know, the wizard finds the the scrying orb that
- 51:57he wanted in the dungeon. The players find the relic that
- 52:00they wanted. They both leave and then the
- 52:03players go, OK, cool, we found the relic.
- 52:07Now we have to try and figure out where the next piece of the
- 52:10relic is. You know, maybe it's broken up
- 52:11into parts or whatever, I don't know.
- 52:12It doesn't matter. The wizard goes, oh, well, I
- 52:17could potentially help you with that.
- 52:18You know, this thing you help me find is a scrying orb, and it's
- 52:22quite powerful. If you give me a little time to
- 52:24figure out how to use it, I might be able to find the next
- 52:26piece of that relic. Right?
- 52:28So then the side quest, it was a side quest, but it flows into
- 52:34that main quest. And they don't have to do it
- 52:36because if they don't help the wizard, you as the GM go, OK, if
- 52:40they help the wizard, then the wizard's going to help them out
- 52:43in return. If they don't help the wizard,
- 52:45this is the way that they're going to get a new lead on the
- 52:47next piece of the relic, right? I'm going to come up with an
- 52:49alternative option. So it's fully optional.
- 52:55There's a choice to be made. Because ultimately, at the end
- 52:57of the day, we want to always make sure that players are
- 52:59making choices because that is the crux of the entire hobby is
- 53:05players making choices and and having the freedom to do so.
- 53:09I actually I wanted to ask you. Yes.
- 53:12So I, I, I think we both had campaigns where the, the thinly
- 53:20veiled main quest dressed up as a side quest of the collect a
- 53:24Thon, you know, collect the Infinity stones or whatever,
- 53:27right? How would you do something like
- 53:31this in ways of handling that? Because I think everybody has
- 53:34thought about doing it at one point, but there's really no way
- 53:37of for it to feel like a main quest when it's a collect a
- 53:40Thon. Or do you think that can even be
- 53:45done in this, in this sort of more fluid, interwoven kind of
- 53:50way? Re rephrase the question
- 53:56slightly, I think I know what you're saying like but.
- 53:59The idea of like making choices and, and what you were just
- 54:01saying about the, the wizard's tower, the, you know, the side
- 54:07quest being interwoven with the main quest in so far as you're
- 54:10helping the wizard, you've made the choice to do that.
- 54:12You didn't have to do that. Now you're given a piece of that
- 54:15thing or, you know, you're given something that helps you later
- 54:18on when the goal specifically is to collect all of the plot
- 54:23devices. Do you think that can be done in
- 54:27a similar way that doesn't feel really forced, I see.
- 54:31Or is that sort of like a, it's just going to feel a little
- 54:36campy inside Questi and there's not a whole lot you can do about
- 54:39it? I'm not really looking for a
- 54:41right answer. I'm just kind of thinking,
- 54:42wondering what you think about that because it is something
- 54:43that I've, I was, I have been thinking about while we've
- 54:46talked about this, having a specific campaign in mind that I
- 54:50was in. I mean, ultimately the idea of
- 54:56collect the Infinity stones to make the to make the ultimate
- 55:00gauntlet, like, yeah, I I think that style of premise is going
- 55:08to feel like to a certain degree is going to feel like a bunch of
- 55:13side quests sort of all stitched together by a loose concept,
- 55:16right? That's kind of the point of that
- 55:20style of campaign though, right? That's kind of the objective.
- 55:24But if you want it to feel like it's not a bunch of random
- 55:30things all like if you want it, if you imagine a cork board,
- 55:37right? And in the middle of the cork
- 55:39board, you have the the Infinity Gauntlet.
- 55:42And then spreading out from the Infinity Gauntlet, you have all
- 55:46the stones. And the stones are all connected
- 55:50by a straight line from the gauntlet to the stone, right?
- 55:52And it's just straight line out in a circle around it, right?
- 55:56Or in like a Pentagon, I guess in the case of the Infinity
- 55:59goblet in like a Pentagon around it.
- 56:01And there's no, there's no interconnectedness between any
- 56:04of these stones. They just all shoot out from the
- 56:05middle. That if you want to do that to a
- 56:11certain degree, that is the that is the style of game you're
- 56:16asking for. If that's the kind of like
- 56:19premise you're working with. If you want to connect the sides
- 56:24of the pentagons between the Infinity stones, right?
- 56:28So you have you have the lines going inward to the gauntlet
- 56:31itself and you have lines between all the stones on the
- 56:34outside completing the Pentagon shape.
- 56:36If you want to sort of complete that Pentagon, I think the best
- 56:40way to do it, I mean, step one is to make it narratively make
- 56:46sense, right? So don't have the stones be in
- 56:53the hands of totally random disconnected people, right?
- 56:57Like don't make it like, oh, the one stone, a death knight has
- 57:03it, and the other stone, this wizard in the sky has it.
- 57:06And the other stone is held by a hill giant, right?
- 57:08Don't do that. If you want them to feel more
- 57:10interconnected, say go OK, the five stones are held by the five
- 57:18previous generals of the evil guy who had the gauntlet
- 57:22originally, right? OK, so now we have like a story
- 57:25interconnectedness. Each of the generals went off to
- 57:29their own specific areas for XY and Z reason.
- 57:33OK, as you collect a stone from each and you could do it.
- 57:41Let's assuming the players could do it in whatever order they
- 57:43want right as you collect each stone.
- 57:47I would then go, OK, I as the GM am going to do some behind the
- 57:56scenes shenanigans where I'm going to go, OK, no matter which
- 58:03stone the players grab first, once they grab that first one,
- 58:09the next story bit that's going to happen to lead into the next
- 58:12step is going to be this no matter what, right?
- 58:15It's going to be they get the first stone, this new bad guy
- 58:19shows up. That's going to happen no matter
- 58:21what and then adjust. So if they get the reality stone
- 58:271st, I'm going to have it be this type of bad guy.
- 58:28If they get the if they get the time stone first, it's going to
- 58:31be this type of bad guy, right? Adjust the bad guy who shows up
- 58:35based on which one they want to do first, but you're always
- 58:39going with the same kind of premise of somebody needs to
- 58:43show up to then prompt the next step of things, right?
- 58:47That is how I would make it feel a little more interwoven is
- 58:52through that narrative sense of it, it feeling justified and by
- 59:01having having events, having like guaranteed events that
- 59:06change based on the player choices but are guaranteed at a
- 59:09certain degree because you as the GM need to have you know, a
- 59:14specific thing happen. Does that explanation make
- 59:18sense? No, yeah, I get it.
- 59:20I think that is a pretty eloquent way of handling that.
- 59:22I honestly, it's something that I, I, I didn't really have an
- 59:25answer to, frankly, because again, having done those games,
- 59:29they always feel weird and little clunky and at some point
- 59:33like, I don't know, boring, you know what I mean?
- 59:36This is the. Thing, at some point you want to
- 59:38fight the Death Knight because it's a Death Knight and not
- 59:41because you want his shiny thing, right?
- 59:43Right. I mean, here's the.
- 59:44Thing because he's doing evil shit.
- 59:46That style of premise is going to feel a little bit like wonky
- 59:54no matter what. Like, oh, we're just doing a
- 59:57random string of events. It's going to feel like a random
- 1:00:00string of events kind of no matter what, right?
- 1:00:02Like you can't completely avoid that.
- 1:00:04But if you wanted to completely avoid that problem, don't do
- 1:00:08that style of premise. You get what I mean?
- 1:00:12Yeah. Like just do a different premise
- 1:00:14for the campaign completely. I'm curious though because you
- 1:00:19said you were thinking of a specific campaign.
- 1:00:21Like what? What was coming to mind?
- 1:00:24So it was a it was the one that went thermonuclear at the final
- 1:00:27stretch. And basically what the
- 1:00:33unofficial point of the game, like we had this like, you know,
- 1:00:36save the Prince, save the Kingdom, you know, evil
- 1:00:39technologically advanced Kingdom on the other side of the border.
- 1:00:42Got to fight them. But then it turned into like,
- 1:00:45well, you got to go to these Dragons and you have to kill
- 1:00:47them or or like Devil May Cry style, take their souls to
- 1:00:51create weapons so that the bad guy doesn't get them and then
- 1:00:55insta wipe the party. And like there was that and we
- 1:01:02had to find it like these ancient spirit a game got it.
- 1:01:04It got really complicated and to the point where I I kind of was
- 1:01:08like, why wasn't this the main objective?
- 1:01:12Because at least I feel like I could have prepared for that.
- 1:01:14But now it just feels like we're doing all of this shit and I
- 1:01:17that IA really don't want to do and the like, you know, the the
- 1:01:23the fighting the Dragons thing, cool, awesome, sick, but like
- 1:01:27make the Dragons the villains, not this, you know, Oh, piece of
- 1:01:35candy trail to get some weapons. It it it felt like it was an
- 1:01:39attempt to do the vestiges of divergent thing, but like right
- 1:01:44with campaign 1, the vestiges were kind of a side questy
- 1:01:50thing. It was like.
- 1:01:51A side note, Isaiah is talking about Critical Role campaign one
- 1:01:54just a real. Quick like the the vestiges were
- 1:01:59kind of a side quest, right? Like I don't know the Matt
- 1:02:04specifically, you know, they changed this for legend of Ox
- 1:02:07Machida, but like, I don't remember Matt specifically
- 1:02:09saying the only way to beat Thordak is with the vestiges,
- 1:02:13right? It was like, Oh well, we have to
- 1:02:16survive his fire breath and there's one magic item that can
- 1:02:19do that and that happened to be a vested.
- 1:02:21But like them, you know, assembling the Infinity gauntlet
- 1:02:25of holy artifact weapons was not the point.
- 1:02:27I. Don't remember.
- 1:02:30It felt like, I think you're right, yeah.
- 1:02:32Point of our campaign. So if I if I'm hearing you're
- 1:02:37right, you, you felt like it became a grocery checklist of
- 1:02:43of. Disconnected stuff, yes, and
- 1:02:49like, admittedly I benefited from it, I got some cool magic
- 1:02:52items, but it still felt weird and.
- 1:02:56It still felt too much like a grocery list.
- 1:02:58It felt too much of the grocery list.
- 1:02:59Yeah, like, it's to the point where we were, we literally were
- 1:03:01like, OK, so we can go talk to the Sapphire Dragon, or we can
- 1:03:07figure out what to do with this other guy who may or may not be
- 1:03:10an enemy. So like, maybe we should do the
- 1:03:11Sapphire one first because at least he probably won't fight
- 1:03:14us. And then we didn't take his soul
- 1:03:16the first time around, right? We didn't like kill him or do
- 1:03:19anything. We were like, oh, he's a homie.
- 1:03:21We'll just like let him chill. And then we came back and he was
- 1:03:24dead. And then the villain had, you
- 1:03:26know, his soul gem or whatever emblazoned on his armor.
- 1:03:29And we were like, well, that guy's fucked.
- 1:03:33Which also didn't feel great because then it was like, why
- 1:03:35did we take the time to befriend this guy if he's just going to
- 1:03:37get murdered horribly and we can't like, I guess maybe that
- 1:03:41is the point. The like the emotional trauma of
- 1:03:43it, but not when it's an objective man like.
- 1:03:49I mean it is it is that delicate balance.
- 1:03:54A lot of video games have this problem too, right?
- 1:03:56Like I mean Ubisoft games are fucking notorious for the shit
- 1:04:00where? Yeah.
- 1:04:02They design the open world map, and the point is supposed to be
- 1:04:06that like, oh, you can go anywhere and there's stuff to do
- 1:04:09and there's interesting things. But ultimately what ends up
- 1:04:12happening is it just feels like a weird grocery checklist.
- 1:04:15And instead of organically running around and running into
- 1:04:23things, what you actually end up doing is just, oh, I need to
- 1:04:27kill five more notorious targets in this area.
- 1:04:30OK, let me go down the list, right?
- 1:04:33That's what ends up happening. It it loses that organicness to
- 1:04:37it. And yeah, in the tabletop game
- 1:04:38that is it's very easy to end up in that place.
- 1:04:43You have to be careful. And, and again, like I said,
- 1:04:49that campaign premise is going to have a little bit of that
- 1:04:54element regardless. So if you're really worried
- 1:04:57about it, just avoid that premise.
- 1:04:59That's that's the ultimate key, you know?
- 1:05:02Yeah. But I do think, I do think you
- 1:05:04can design it in such a fashion that it feels a little more
- 1:05:08interconnected and like it feels more.
- 1:05:15It feels more like each step has weight.
- 1:05:18Because that's part of the problem too, is that if it feels
- 1:05:22too much like a grocery list, each individual step is not
- 1:05:27going to feel that impactful. And then what you'll end up
- 1:05:31doing is having many, many sessions of doing stuff that
- 1:05:35doesn't feel very impactful. And then that kind of starts to
- 1:05:40kill the momentum after a while. Oh yeah.
- 1:05:44Especially. In mind, this is the same
- 1:05:45campaign that humble the dust because magical disease that
- 1:05:49magic cannot heal, right? Right.
- 1:05:52Really just chop in the shit out of everyone's khakis.
- 1:05:56Yeah. I mean, I think it's, it's
- 1:05:57especially, it's especially frustrating if you have players
- 1:06:02who don't play particularly like who move kind of slowly, right?
- 1:06:07Don't necessarily gun it through the narrative or like, or or
- 1:06:12maybe aren't that familiar with the game.
- 1:06:14So like the mechanical side of things takes a little, you know,
- 1:06:16whatever. There's multiple reasons.
- 1:06:18But if you have players who move a little more slowly and the
- 1:06:23individual items on the checklist don't feel that
- 1:06:26important, those two things combined can like really wear
- 1:06:30the players down to the point where they're like, what are we
- 1:06:33doing? Why are it it it gets very
- 1:06:34spinning your wheels at a certain point?
- 1:06:37Yeah. Absolutely.
- 1:06:38That's perfect way of of putting it.
- 1:06:40Yeah, but if you can manage to make each step feel more
- 1:06:43relevant, that can help. It's not a, it might not solve
- 1:06:48it, but it can help. My last, my last sort of lesson
- 1:06:56taken from The Witcher is always have forward progress of some
- 1:07:04kind. And what I mean by that is in a
- 1:07:11video game, right, you don't necessarily have a choice.
- 1:07:15You can choose to not do the side quest, but generally in a
- 1:07:19video game if you choose to not do the side quest, the game just
- 1:07:23the the game world just doesn't react right.
- 1:07:26Nothing happens in a tabletop game though if the players
- 1:07:33choose to do the side quest or choose not to do the side quest.
- 1:07:39Push things forward no matter what.
- 1:07:41And if if said side quest you have, you keep it in the
- 1:07:48vicinity of your main quest. Like I said before, then perhaps
- 1:07:55the choosing not to do it and the forward progress that
- 1:07:58happens from the players choosing not to do it perhaps is
- 1:08:02interrelated or influences the main quest.
- 1:08:06So that way it basically what that ends up doing is a, making
- 1:08:10the world feel like it's moving and, and, and real and you know,
- 1:08:13stuff's happening and B, it signals to the players.
- 1:08:20You can choose to do it. You can choose to not do it.
- 1:08:23You can interact with, you can finish the side quest, not
- 1:08:25finish the side quest, but you're making a choice no matter
- 1:08:28what. And the choice is relevant, is
- 1:08:30having an effect, right? Things are things are happening
- 1:08:34no matter what. So what you're doing as players
- 1:08:38matters, right? And again, it's a little bit of
- 1:08:43a weird compare. It's a little weird to say that
- 1:08:46I got this idea from a video game because again, in a video
- 1:08:48game, the world will just kind of stand still for you.
- 1:08:50But what the reason that I got this idea from The Witcher 1 is
- 1:08:56because doing doing a bunch of the quests gave me a sense of
- 1:09:03progress almost always, even if the quest wasn't super
- 1:09:09important, like even doing the basic Witcher contracts, a lot
- 1:09:13of the time I would feel like I had a sense of progress because
- 1:09:17I would be like, oh, I need to go to a specific area to find
- 1:09:23this specific monster. And then you go to the area and
- 1:09:26you're like, this area looks important for something, right?
- 1:09:30And then you kill the monster and you do the contract and
- 1:09:32you're like, I should keep this area in mind.
- 1:09:34And then you go back and you look at a different quest and
- 1:09:37it's like, go to the crypt and you're like, oh, the crypt I was
- 1:09:42in when I was killing the ghouls.
- 1:09:43OK, so that area is, oh, I know where that is now.
- 1:09:46Oh, OK, let me go right there. You know what I mean?
- 1:09:49So no matter what, I felt like I was always like making moves,
- 1:09:53making progress, figuring shit out.
- 1:09:55I almost, I, I don't think ever actually, I don't think I ever
- 1:10:00got to a point in The Witcher 1 where I was like, I don't know
- 1:10:03what to do next. I feel like I've hit a weird
- 1:10:05wall. Like I felt like it was always
- 1:10:07clear when I got to the points where I was like, I'm not sure
- 1:10:12which quest I'm supposed to do. I was pretty confident that if I
- 1:10:16did a quest, any quest at all, I would get some sort of progress
- 1:10:20no matter what. Because the way they were all
- 1:10:23woven together, I was like, if I just do something, shit's going
- 1:10:27to happen. And so the the sort of lesson
- 1:10:32there in a tabletop sense is the players do something, shit's
- 1:10:37going to happen. And sometimes doing something,
- 1:10:39quote UN quote can be refusing to do the thing right.
- 1:10:43Like the players refusing to help the wizard is still doing
- 1:10:47something right. It's still making a decision,
- 1:10:49ergo is still forward progress, ergo things keep rolling.
- 1:10:54You you want to avoid that idea of the players get presented a
- 1:11:00side quest, the players ignore the side quest, and then the NPC
- 1:11:03just stands there with their thumb up their ass just locked
- 1:11:07in time stasis, right? Like that's not that's weird.
- 1:11:12That doesn't work at a tabletop game that feels off.
- 1:11:15It's just like you want to avoid that as much as possible.
- 1:11:19Maybe the MPC fades away into the background and doesn't come
- 1:11:21up again. That's fine, but you don't want
- 1:11:23them to just stand there, you know what I mean?
- 1:11:26Oh. So let me ask you, because I
- 1:11:29feel like I've run into this problem and I, I don't know that
- 1:11:32I am unique in the, there might be a fear of like, if I push
- 1:11:39the, the game forward, like, you know, you're my harder, my, my
- 1:11:46hard work goes to nothing. What would you recommend for
- 1:11:50people who might have that like fear, for lack of a better word,
- 1:11:56of, you know, losing something, losing their work, losing
- 1:11:59something like. You know what do you mean?
- 1:12:01What do you mean by hard work like?
- 1:12:03You know, like, oh, I've said all these these points up, have
- 1:12:06this now this NPC is here. And I know the answer is just
- 1:12:10you're not losing your hard work, you're just advancing it.
- 1:12:13But it doesn't always feel that way.
- 1:12:17I mean, look, you know, you got to be a little realistic about
- 1:12:20it. If if you got really invested,
- 1:12:24if you came up with a side quest and you got really invested in
- 1:12:27the idea for the side quest and you got really invested in the
- 1:12:30MPC and your players choose not to like interact with it, really
- 1:12:35you're going to be a little bit disappointed, right?
- 1:12:37Like that's just, that's just the, the case.
- 1:12:41There's I don't think there's any avoiding that problem.
- 1:12:44But once you get over the disappointment a little bit and
- 1:12:48you're like, I really want the players to do that quest, you
- 1:12:51then have to say to yourself, OK, first thing is, all right,
- 1:12:56so the players chose to ignore the wizard.
- 1:12:59I really like the wizard NPC. So what do I need to do with him
- 1:13:05to make it so that he's still around and I can still, you
- 1:13:09know, play with my toy, right? Use him because the players
- 1:13:13didn't do his quest. They didn't do his side quest.
- 1:13:15But it's not like he just disappears.
- 1:13:19So what kind of actions, what kind of prep, what kind of thing
- 1:13:23do I need to do to make it so he's still around?
- 1:13:27All right, that's, that's the first part I would say.
- 1:13:29And then in terms of the, the side quest itself, I mean,
- 1:13:35there's a a lot of people have said the advice of, oh, just
- 1:13:40reuse your prep, right? Oh, I prepped the dungeon that
- 1:13:43the players didn't go to. Suddenly that dungeon's in a
- 1:13:45different place. And that's fine.
- 1:13:48I I personally think that's totally a valid thing to do it,
- 1:13:51yes, if the players didn't go to the dungeon, use the dungeon
- 1:13:54somewhere else, that's fine. But if you want also kind of an
- 1:13:58addendum to that, say to yourself, OK, I was really
- 1:14:03interested in the players doing this side quest.
- 1:14:07What about the side quest did I find interesting, right?
- 1:14:12Was there a really cool monster I wanted them to fight?
- 1:14:14OK, move that monster into a different part of the game and
- 1:14:19justify it a different way. Right?
- 1:14:21Was there a puzzle I thought was going to be really fun?
- 1:14:24OK, put the puzzle somewhere else.
- 1:14:26Did I just really did. I like the idea of them having
- 1:14:30to scrounge through a dungeon to find this, like, tiny little
- 1:14:34artifact. OK, design a similar premise.
- 1:14:39You know what I mean? Like design something similar,
- 1:14:41basically. What got you excited?
- 1:14:44And then come up with a the next thing they do design in the same
- 1:14:50vein as the thing that got you excited.
- 1:14:53It doesn't have to be identical, but similar idea or maybe
- 1:14:57identical depending on the situation.
- 1:14:58Like I said, if they didn't go to the dungeon at all and they
- 1:15:02never saw the dungeon map, then just reuse the map, right?
- 1:15:06But right. If they interacted with it a
- 1:15:09little bit but didn't do everything you wanted, then OK,
- 1:15:14take the parts that you wanted and figure out how you can
- 1:15:16retool those. You know, that's what I'm
- 1:15:19saying. Because as AGM, part of your fun
- 1:15:25is is always going to be, oh, I have this cool idea, let me
- 1:15:30throw it at my players. Let me prep up this thing,
- 1:15:33right? That's always part of how GM fun
- 1:15:37like that's that. That is one of the main fun
- 1:15:40points for being AGM. So being aware of what part of
- 1:15:45what element of this did I find fun, Where was the fun and how
- 1:15:49can I use that fun? Does that make sense?
- 1:15:54Yeah, I know. I get you.
- 1:15:58Because yeah, it it, it for sure.
- 1:16:00It's a thing that, you know, you dangle the, you dangle the
- 1:16:07carrot in front of the players and they simply do not bite.
- 1:16:10That's real no matter what. And here's oh, actually a little
- 1:16:16addendum I think too is when you're coming up with the idea
- 1:16:20for the side quest and you're like, OK, if the players do the
- 1:16:24side quest, XY and Z will happen, right?
- 1:16:29Also, as you're prepping, keep in the back of your mind what
- 1:16:33happens if they don't do it right?
- 1:16:36Like plan for the contingency in the back of your mind for the if
- 1:16:41they don't, what you know what, what is the next step if they
- 1:16:44don't, right? Essentially this is like the
- 1:16:47Apocalypse World fronts idea, right?
- 1:16:49When you prep a front in Apocalypse World, you say to
- 1:16:51yourself, OK, if the players never show up, what happens?
- 1:16:56Where does this front go? Right?
- 1:16:58That's how you prep the front. The side quest is kind of the
- 1:17:02same thing. If the players do the side
- 1:17:04quest, this is what they'll run into.
- 1:17:06If the players don't do the side quest, what am I going to do
- 1:17:09next? What's the response?
- 1:17:11And make sure that both sides, both ends of that prep are
- 1:17:15interesting to you. You know, like don't, don't put
- 1:17:20yourself in a situation where the players doing it, doing the
- 1:17:23side quest has a really interesting outcome and the
- 1:17:26players ignoring the side quest has a really boring outcome.
- 1:17:29Try to make them as equally interesting as is humanly
- 1:17:32possible. To give you a perfect example
- 1:17:35actually, because I don't know if you noticed, but all of the
- 1:17:40stuff I'm talking about I just did in our fabulous campaign in
- 1:17:44the last session, the last two sessions.
- 1:17:47Yeah. So to explain for listeners
- 1:17:51sake, you know, you guys as the players show up to this town and
- 1:17:57the players basically are on a mission to, to, to kill this
- 1:18:02lich dude or at least to capture this lich dude because he turned
- 1:18:07an entire town into a zombie wasteland.
- 1:18:09He killed everyone in the town, yada yada.
- 1:18:12So the players have this mission that they're on and basically
- 1:18:17the organization that they work for and also a a friend and PC
- 1:18:21of theirs, you know, ask for their help.
- 1:18:24So that's why the players are there currently.
- 1:18:28Upon arriving at their destination, two other NPCS have
- 1:18:32asked them, hey, since you're there, could you also help me
- 1:18:37with this other thing? Because you know, I, I could use
- 1:18:41this help and you're already in the location, blah, blah, blah.
- 1:18:44This is the whole, you know, keeping the side quests in the
- 1:18:47same vicinity. The the 11 of the side quests is
- 1:18:53this elf fellow who's like hey, I lost this relic of my clan can
- 1:18:59you help me get the relic back It's somewhere in this town.
- 1:19:02I don't know exactly where and I can't do it alone.
- 1:19:05Can you help me So the players agreed to help the elf dude and
- 1:19:09they're like, all right, yeah, let's do it come with us.
- 1:19:11We're going to figure this out, yada yada yada.
- 1:19:16Players are investigating the town.
- 1:19:17They found the sword blah blah blah.
- 1:19:18They're working on that situation right now.
- 1:19:22Had you guys said Isaiah, had you guys said to your egg the
- 1:19:30elf dude, no, you know we're not going to help you.
- 1:19:33Like fuck you, dude. Like we don't give a shit about
- 1:19:35your problem. I had a plan in the back of my
- 1:19:38head for, OK, if they don't help him, what is he going to do the
- 1:19:44NPC and what potential ramifications will that have
- 1:19:50down the road for his clan And that whole situation, right?
- 1:19:54I had that milling about in the back of my head.
- 1:19:57I didn't necessarily commit anything hard to paper because I
- 1:20:00wanted to leave it. I wanted to give myself wiggle
- 1:20:04room based on how you guys responded as a group.
- 1:20:08But I was thinking about it. I was keeping in the back of my
- 1:20:10mind, if they just say absolutely not, not doing that,
- 1:20:13fuck you, where's it going to go from there?
- 1:20:16You know what I'm saying? Were you considering how
- 1:20:20standoffish your AG was? Were you aiming for that answer?
- 1:20:26No, no, no, I made him. I made him standoffish and a
- 1:20:31little douchey because I felt like it made sense for the
- 1:20:36character in question and his his background and because of
- 1:20:41prejudices in the setting and stuff, right?
- 1:20:44Like he's an elf, the elves are sort of pushed to the side in
- 1:20:49the setting, right? So that was sort of it.
- 1:20:52It made sense. But also whether you agreed to
- 1:20:58help him or not, I wasn't that worried about it because I was
- 1:21:03like, you guys are going to run into the thing he's looking for
- 1:21:11probably no matter what. And then you're going to make a
- 1:21:14decision based on that anyway, you know, So I didn't, I was
- 1:21:19leaving it totally open-ended on how you responded to him.
- 1:21:22And I wasn't hoping for one particular outcome.
- 1:21:25It was just, it made the most sense to have him be that way.
- 1:21:28And it, it was going to work no matter what, whether you helped
- 1:21:34him out or not. Because again, because I gave
- 1:21:38myself that wiggle room, got it. So I, I definitely wasn't, I
- 1:21:42wasn't, I wasn't assuming or hoping from one for one response
- 1:21:48to the other, you know, I, I, I managed.
- 1:21:52And admittedly, sometimes this works out and sometimes it
- 1:21:57doesn't, right. Sometimes as AGM, you try to
- 1:22:00leave yourself that wiggle room and you don't.
- 1:22:03And then you get a little too invested in a particular outcome
- 1:22:07and then you get a little disappointed, yada, yada.
- 1:22:09You know, that just happens sometimes.
- 1:22:11But when you can hit that nice equilibrium of I'm OK with
- 1:22:19either outcome and I've given myself wiggle room in my prep
- 1:22:24for how either outcome turns out, If you can nail it, that is
- 1:22:31ideal scenario. And like, you know, feels good,
- 1:22:34man. Like, no, no other way to put
- 1:22:36it. Just shit feels good because it,
- 1:22:42it kind of it, it frees you up as AGM to not expect a
- 1:22:49particular outcome or not try to push for a particular outcome.
- 1:22:53Because I don't know about you, but I've definitely been in
- 1:22:55scenarios where I get a little too invested in one outcome or
- 1:23:01the other. And then when the situation
- 1:23:06comes up in play, I, I basically influence the players towards a
- 1:23:13particular answer and push them a little too much into a
- 1:23:16particular answer because I got a little too invested in that
- 1:23:19particular outcome. You know what I mean?
- 1:23:24So I have. I know I'm talking.
- 1:23:27About. I have a a different problem
- 1:23:30where I have times where I will introduce to one option or the
- 1:23:33other and my players will force 1/3 option on me.
- 1:23:39Yeah. For example, I, I told Brett
- 1:23:42that we, we kind of cooked him last session.
- 1:23:44But like Brett, me being like, well, when he goes to the party,
- 1:23:48either this will happen or this will happen.
- 1:23:50And then he's like, I'm not going to the party.
- 1:23:54I, yeah. And there's me like there's like
- 1:23:57teeth marks on my desk. Teeth marks.
- 1:24:03Yeah, I mean, that can be frustrating for sure.
- 1:24:09The unexpected third option or the unexpected 4th option or the
- 1:24:14unexpected fifth option, Right, 'cause sometimes you prep
- 1:24:17yourself quite a few options and the players somehow still manage
- 1:24:20to find the one you weren't thinking of.
- 1:24:22Every time without fail. Yeah, yeah, yeah.
- 1:24:25But you know the the that could be annoying.
- 1:24:33The positive element. The the good side of that is to
- 1:24:38look at it and go, well, the players have now thrown me a
- 1:24:42curveball, which means I am now just as surprised.
- 1:24:47I'm, I'm now I'm as surprised as they are.
- 1:24:51And we are both operating in unexpected territory.
- 1:24:55And that can often be fun. So let's just roll with it.
- 1:24:57You know what I mean? Because you know, it can be easy
- 1:25:03as AGM to get get really comfortable in I know what, you
- 1:25:11know, in the position of, I know what's going to happen, They're
- 1:25:14going to do this, then they're going to do that, then this is
- 1:25:16going to happen, right? It's easy to get into that
- 1:25:18rhythm, particularly if you've been playing with a similar
- 1:25:21group or if you're playing with people that you know
- 1:25:23particularly well. It's easy to get into that
- 1:25:26position where you can kind of assume how they're going to
- 1:25:28respond. And then, you know, it gets a
- 1:25:32little, it gets a little boring on your side of the table
- 1:25:35because there's no surprises. So it can be frustrating when
- 1:25:40they hit you with that third, fourth or fifth option you
- 1:25:42didn't expect, but it can also add a little spice to things
- 1:25:46when you're like, oh, well, it was all right, let me let me see
- 1:25:48where this goes. Right.
- 1:25:52So I, I guess what I'm saying is when you're in those scenarios,
- 1:25:56just lean into the, oh, I didn't expect that.
- 1:25:58Let's see what happens, Vibe, you know, just just roll with it
- 1:26:01as much as you can. Yeah, fair enough.
- 1:26:05Which again, can be easier said than done sometimes, but you
- 1:26:10know you do your best. Yeah.
- 1:26:14I mean, sometimes it works, sometimes it gives you a a
- 1:26:17coronary. Yeah, sometimes you have a
- 1:26:19stroke and sometimes it works. Yeah, it's a mixed bag.
- 1:26:22Whatever it's. I mean, that's kind of GM in
- 1:26:26general. I That's also why I I personally
- 1:26:32like to gravitate towards games where responding to that
- 1:26:37unexpected 5th outcome is easier and snappier.
- 1:26:44You know? Like in a game like DND,
- 1:26:49sometimes responding to that 5th outcome is not easy.
- 1:26:54But if I'm playing Apocalypse World, not too bad, you know?
- 1:27:00Yeah, it's true. Is would you say that Fabula is
- 1:27:04easier or more difficult to to respond like that?
- 1:27:11It's kind of in the middle. Most of the mechanics of Fabula
- 1:27:17lend yourself lend lend itself to a situation where you can
- 1:27:22respond decently well on the fly for things.
- 1:27:25But particularly when you're dealing with conflicts, you
- 1:27:29know, when you're dealing with fights, those can be hard to
- 1:27:32throw, like throw shit up on the fly because Fabula really,
- 1:27:38really expects you to design encounters for your group
- 1:27:44specifically, right? Like both the both the core book
- 1:27:49and the bestiary and all that shit basically says, you know,
- 1:27:57Fabula, the design that is in the book itself assumes a kind
- 1:28:03of group average. Like the players can do roughly
- 1:28:06this much damage, they have roughly this much healing, they
- 1:28:09have roughly, you know, this many ways to remove a status
- 1:28:12effect, blah blah blah. But the game acknowledges most
- 1:28:15groups are not going to fall into the average or are not
- 1:28:18going to perfectly fall into the average.
- 1:28:20So you as AGM are expected to custom tailor conflicts that
- 1:28:24work for your group. And what that means ultimately,
- 1:28:30you know is, is saying don't make conflicts where your
- 1:28:36players have no chance of winning, but also don't make
- 1:28:39conflicts where your players just have all of the perfect
- 1:28:42options to shut the enemy down, right?
- 1:28:44Try to try to design for your group in particular.
- 1:28:48And so because of that idea of designing for your group, doing
- 1:28:55conflicts on the fly or adjusting on the fly, that can
- 1:28:59be hard. But the rest of the game outside
- 1:29:03of the conflict space relatively fine.
- 1:29:07Like not too crazy. I'll tell you, prepping,
- 1:29:15tripping fights in Fabula is by far the most I.
- 1:29:24It is so stressful sometimes. No, it is so stressful.
- 1:29:29I mean boss fights in particular 'cause that shit can get really
- 1:29:34like pretty complicated, pretty like you have to really design
- 1:29:39bosses in such a fashion where their abilities, if you want it
- 1:29:44to feel, you know, properly challenging their abilities like
- 1:29:47really interweave with each other well and and aren't
- 1:29:50immediately shut down by something that one of the
- 1:29:53players has to conflict. Prepping.
- 1:29:56Prepping in that game can sometimes be quite difficult,
- 1:29:58which is which is why the game tells you only really prep
- 1:30:05conflicts, like basically only do fights when the fights are
- 1:30:11narratively, narratively relevant.
- 1:30:15That's that's why that game tells you to do that, because
- 1:30:18the prepping of the fights can be quite stressful, which is
- 1:30:21also why I in the campaign have been trying to like tone the
- 1:30:25fights down like do less, because I am realizing that that
- 1:30:30is a problem or or not a problem, but that is part of how
- 1:30:34you run that game. That's kind of why I was I was a
- 1:30:37little curious last session when we actually had a full on fight
- 1:30:42with the zombies. I figured that we would have had
- 1:30:44more of like a used checks to get away thing.
- 1:30:49So that was based on roles. Oh yeah?
- 1:30:56Wait when? When you say based on like they
- 1:30:58didn't actually have a health number or?
- 1:31:00No, no, no. Like basically the worst you
- 1:31:02guys roll. Like rolling worse affected the
- 1:31:07outcome so like you had a full on fight 'cause you rolled
- 1:31:11poorly is basically what I'm saying.
- 1:31:14Got it. 'Cause if you remember Senna
- 1:31:16crit fumble, that was her fumble, yeah, not her fumble,
- 1:31:21Yeah. So, yeah, that was part of the
- 1:31:25reason. Like I have, I have some, I have
- 1:31:27notes, I have some stuff set up in the background.
- 1:31:29Basically, the worse you fail, the more likely you get into
- 1:31:32fight. And also potentially if you fail
- 1:31:34by a really, really bad amount, it's going to be a more
- 1:31:38difficult fight that kind of situation.
- 1:31:42And I, I pre planned that by having a bunch of stat blocks
- 1:31:45ready to go that I could throw together in groups and just
- 1:31:49launch at you. Basically I because, you know,
- 1:31:55basically I what I did the way I prep random encounters.
- 1:31:58This is already what I do anyway.
- 1:32:00So like I will grab a bunch of SAT blocks I like and be like,
- 1:32:06all right, these are going to be used for the random encounters.
- 1:32:09And then I will pre make groups either in my head or sometimes
- 1:32:13I'll write them down, depends. I'll sort of pre make group
- 1:32:16dynamics. I'll be like, all right, two of
- 1:32:18these and three of these or whatever, boom, boom, boom,
- 1:32:20that's the fight. And then when the random
- 1:32:22encounter happens, I'll just pick from my list of potential
- 1:32:24groups, you know what I mean? So for that particular section
- 1:32:31of the game or the set for the section of the game that you
- 1:32:34guys are currently in, I have a bunch of groups of like
- 1:32:37potential fights. And then if you get in the
- 1:32:39fights, I'm going to pick from the list go, all right, we're
- 1:32:40going to do that one. And because they're because the
- 1:32:45random encounters or semi random encounters in the situation that
- 1:32:49you guys are currently in, I don't care if they're a little
- 1:32:51easier or a little harder or whatever.
- 1:32:53Like I don't care if they swing a little bit at the edges.
- 1:32:56I'm not designing them perfectly because, you know, narratively
- 1:33:02it makes sense. If they're a little easier or a
- 1:33:05little harder or whatever like that, that's fine.
- 1:33:07You get what I'm saying? Yeah, having the the built in
- 1:33:10swinging is a definitely active tactic.
- 1:33:13Well, it's just, it's not even like it's not Even so much a
- 1:33:18tactic. It's like it, it, it makes sense
- 1:33:21from a narrative perspective in terms of where you guys are.
- 1:33:26And it also makes my life a little bit easier by not having
- 1:33:31to stress it too much. You know that's.
- 1:33:34Kind of what I mean, like it's, it's, it's in the idea of I'm
- 1:33:39not going to like worry about it too much.
- 1:33:41I'm throwing these together. I'm expecting some swing.
- 1:33:44You're kind of accounting for, you're sort of doing your own
- 1:33:52sliding scale difficulty by not worrying about it too much and
- 1:33:55just being like, they'll get whatever they roll, you know?
- 1:33:59Oh yeah. I mean, yeah, yeah, basically
- 1:34:00kind. Of what I mean when I say it's
- 1:34:01an effective tactic, you know? And I was kind of, I, that's
- 1:34:06kind of what I did running D&D too.
- 1:34:08So like I, it's a, it's a, it's a method I've already tested out
- 1:34:15be it, albeit Fabula, I think expects of you a little bit.
- 1:34:24Fabula expects even tighter combat design than 5 E does.
- 1:34:30So it's a it's a little more, little more work, little more
- 1:34:35stress with Fabula, but still doable.
- 1:34:40Yeah, I oh, I'll say as a, as a closing little thought on
- 1:34:48Fabula, just as a game. That game has definitely been
- 1:34:54more stressful to run than I thought it was going to be.
- 1:34:59For sure, I've got that feeling. Yeah, there was.
- 1:35:05There's elements of it that I didn't.
- 1:35:07I don't know if I didn't realize or I just didn't quite think.
- 1:35:13I didn't quite account for the level of stress.
- 1:35:19I don't know it. Yeah, it's definitely been a a
- 1:35:22harder game to run than I expected to be for sure.
- 1:35:28But that's mostly on me, I think.
- 1:35:31I, I think I just misinterpreted.
- 1:35:34I don't think it's necessarily totally on the game.
- 1:35:36No, I mean, I think it's a, it's a, it's growing pains, right?
- 1:35:39You're like, you only really know how a system works when
- 1:35:43you've run it. So being like this was more
- 1:35:49complex than I would have previously given it credit for.
- 1:35:52That just kind of tracks. It's, it's not, it's like, it's
- 1:35:56not more complex. It's more, I don't know.
- 1:36:04I, it's, it's a little hard. It's I, I can't have what, what
- 1:36:14is the word I'm looking for? It's like there's a little I I'm
- 1:36:17a little more the the prep process is a little more
- 1:36:22involved than the game presents it initially.
- 1:36:30Like, as you're reading through the Brook, it gave me this set,
- 1:36:35this feeling that the prep would not be that heavily involved or
- 1:36:41that difficult. But I think the game made it
- 1:36:46sound almost a little like too easy, you know?
- 1:36:52Yeah. I mean, we, we definitely.
- 1:36:54Kind. Of I don't know if we
- 1:36:55necessarily gave it the plug and play treatment, but yeah, we may
- 1:36:58have toned down a little bit the the complexity of some of the
- 1:37:04aspects of the GM side of the game.
- 1:37:07Yeah, well, there's just, there's just ultimately it comes
- 1:37:09down to there's more moving parts than you think there are
- 1:37:14on that first read through. Because particularly when you're
- 1:37:19dealing with like monsters and stat blocks and stuff, there's a
- 1:37:22lot more, there's a lot more moving parts that can go into a
- 1:37:26monster than you'd think. And then that unlocks all these
- 1:37:32layers of like, oh, but what about this?
- 1:37:35And then what about that? And then what about, oh, well,
- 1:37:36that that changes this. And like it, it, it snowballs a
- 1:37:39little bit and you go, huh, OK, there's more going on here.
- 1:37:44And there's like, that's a lot. This is This is a lot.
- 1:37:46Particularly once you realize how how the the enemies of the
- 1:37:56game can combo with each other and interlock with each other.
- 1:38:03Like there's, there's a way that you set up monsters where
- 1:38:10abilities like combo together and create like snowballing
- 1:38:15effects that can that really make them effective.
- 1:38:19And if you don't, if you don't, keep that in mind, you can
- 1:38:23unintentionally, particularly if you're designing your own
- 1:38:26enemies right, you can unintentionally make like a
- 1:38:28monster that has a bunch of abilities that are effectively
- 1:38:33worthless because you didn't combo them with the rest of the
- 1:38:38stat block to in such a way that they're actually useful.
- 1:38:43But if you don't, you don't necessarily realize that until
- 1:38:49you've run a like running counters a bit and and you start
- 1:38:52to see the combos, like the combos start to reveal
- 1:38:57themselves as you run the game. And you're like, oh, OK, I can
- 1:39:00see how this would work with that.
- 1:39:01No, that would be kind of an interesting effect.
- 1:39:03You know what I mean? Like there's a lot of, it's true
- 1:39:07on the player side too. It's just on the player side,
- 1:39:10it's a lot easier for you to see those combos because you're only
- 1:39:14dealing with your character by itself, you know what I mean?
- 1:39:18So you can go through all of your player options and, and you
- 1:39:21can kind of sit there and do the math between sessions or
- 1:39:24whatever and it's a lot easier to see the potential.
- 1:39:28Whereas when you're jamming, it can be sometimes tricky to go
- 1:39:32from monster to monster and, and have that in mind.
- 1:39:38I, I don't know that I'm doing a great job explaining to this,
- 1:39:41but yeah, it's a, it's a thing. It does a very good job of
- 1:39:49invoking that JRPG vibe for sure.
- 1:39:54But if you're not conscious of it, it's very easy.
- 1:39:58Basically, it's really easy to slip up and make completely
- 1:40:01worthless enemies that you thought were going to be cool
- 1:40:05and are fucking hot garbage. Like it's really easy to do that
- 1:40:08if you're not paying attention. I think even if you are paying
- 1:40:12it like I I've. You could do it by asking.
- 1:40:14We've all. Had those I think we've all had
- 1:40:16like this is going to be sick and then it isn't and then
- 1:40:18you're like, oh. Shit, but it it's a little more
- 1:40:24prominent with fabulous is what I'm realizing.
- 1:40:27Like it's happened to me more so I'm trying to as as the campaign
- 1:40:34goes on, I'm trying to be especially as we get to higher
- 1:40:36levels and enemies get quite complicated.
- 1:40:39I'm trying to like keep that in mind.
- 1:40:42You know, it's it's kind of like to give a comparison.
- 1:40:47It's kind of like that thing in DND where if you have a class
- 1:40:52and or, or, or you multiclass your character and you have too
- 1:40:57many things layered on top of like a bonus action.
- 1:41:01And then what you realize is, oh, these abilities are now
- 1:41:04worthless because I have too many other things to prioritize
- 1:41:08that take up my bonus action 1st.
- 1:41:10And I'm not going to have enough time to do the prioritized
- 1:41:14abilities and then do the follow up ability.
- 1:41:16So now my bonus actions become kind of no void and I just have
- 1:41:19to do this one ability 1st every time, no matter what.
- 1:41:23And like, you know what I mean? Like that kind of idea where you
- 1:41:26unintentionally fuck up your own action economy.
- 1:41:29It's it's it's similar to that anyway, this is not a fabulous.
- 1:41:37I mean, it's a slightly relevant to fabulous episode, but not
- 1:41:40entirely a fabulous episode. But yeah, I'm not going to re go
- 1:41:50over them. But like I said, those sort of
- 1:41:53lessons to take, you know, I use the Witcher's example, but
- 1:41:58there's lots of other video games.
- 1:41:59But the idea of how to make side quest flow a little better into
- 1:42:05your main campaign, you know, try it basically is what I could
- 1:42:10say. And also actually, as a more
- 1:42:15broad point, if you're playing a video game and you find a
- 1:42:20particular element of that video game really interesting, try and
- 1:42:24think about how you can translate that into a tabletop
- 1:42:27game. Because a lot of the time that
- 1:42:32will just make your, I mean, it just makes the game more fun.
- 1:42:34If you, if you're playing a game that you like a lot and you're
- 1:42:38like, oh, this element of the like the design is really cool.
- 1:42:41How can you steal? It is a good mentality to have
- 1:42:45in the back of your mind. There's a lot you can learn from
- 1:42:49video games in particular because I think, you know, video
- 1:42:54games and role-playing games are intrinsically linked, right?
- 1:43:00Like 1 a lot, particularly when you're talking about RPGs,
- 1:43:06right? When you're talking about
- 1:43:07role-playing games, like role-playing video games, that
- 1:43:12genre of video game comes from tabletop RPGs, like
- 1:43:16intrinsically, right. Final Fantasy was made as a
- 1:43:21homage slash clone of D&D, right?
- 1:43:25Like, one comes from the other. So using the medium of video
- 1:43:29games to like steal ideas, I think is really helpful to make
- 1:43:33your like, make yourself a better GM.
- 1:43:37Not all video games, obviously. Call of Duty probably doesn't
- 1:43:39have that much useful information for you, but you
- 1:43:41know, there might be something in there.
- 1:43:43You never know. Maybe there's a particular
- 1:43:46narrative beat in the Call of Duty game that you think is
- 1:43:49really interesting. I don't know.
- 1:43:50Quite a few actually. Call of Duty had for like up
- 1:43:52until recently had pretty good stories.
- 1:43:55Yeah. I mean, it's not a kind of story
- 1:43:57I like, but I've heard that. So yeah.
- 1:44:02Anyway, anything you want to throw on the end here?
- 1:44:04Nah, man, I think you're good. I think we hit some pretty cool
- 1:44:06beats and I am going to be thinking about this moving
- 1:44:10forward because I'm kind of running into a bit of a problem.
- 1:44:14Kerfuffles in the campaign, yeah.
- 1:44:16Yeah, also, everyone go play Witcher 1.
- 1:44:21Just just go play Witcher 1, it's better than you think.
- 1:44:26You have to get used to the weird combat, but once you get
- 1:44:28used to it there's fun to be had.
- 1:44:33And then after you do that, also go give us a follow on social
- 1:44:37media stuff if you would be so inclined.
- 1:44:42Bye bye. Goodbye friends.