Epic D&D is Easy
Summary
TLDRIn this video, Daniel from Bandits Keep discusses the prevalence of epic-scale adventures in tabletop RPGs like Dungeons and Dragons, often involving powerful creatures or deities. He contrasts these with 'human scale' stories that focus on relatable, character-driven narratives. Daniel explores the challenges of creating and engaging players in these smaller-scale adventures, emphasizing the importance of character buy-in and compelling NPCs. He encourages the development of stories that resonate with players on a personal level, beyond the traditional quest for treasure and glory.
Takeaways
- π² The script discusses the prevalence of high-level creatures and deities in published adventures, often at the expense of more 'human scale' problems.
- π The speaker mentions their own campaign includes many human-scaled adventures, contrasting with the typical focus on epic stories involving powerful beings.
- π€ The reason for the focus on epic stories might be due to their dramatic appeal and the tendency to create memorable narratives that stand out.
- π The script references Conan stories by Robert E. Howard, which are not in chronological order and often feature epic battles, illustrating the common storytelling approach.
- π° The 'Avengers problem' is mentioned, where every adventure has to be bigger and tougher, leading to a continuous escalation that can be exhausting.
- π The script suggests that human-scale adventures often involve dealing with the world as the 'monster,' such as navigating city politics or social issues.
- π₯ The importance of player and character buy-in for human-scale adventures is highlighted, requiring more setup and motivation for the characters to engage.
- πΉ The speaker's campaign example involves tracking down slavers, a human-scale problem that requires investigation and strategy rather than just combat.
- π§ββοΈ It's suggested that adventures involving human-level foes require strong NPC personalities to quickly engage the players' interest and motivation.
- π€ The script emphasizes the need for creating NPCs that players want to interact with, both positively and negatively, to drive the story.
- πΊ The difficulty of writing human-scale adventures for mass consumption is acknowledged, as they often require a specific player dynamic and table environment to work effectively.
Q & A
What is the main topic of discussion in the video by Daniel from Bandits Keep?
-The main topic is the contrast between adventures that involve powerful creatures or gods and those that focus on human-scale, relatable problems in role-playing games like Dungeons and Dragons.
Why do published adventures often include powerful creatures or gods as adversaries?
-Published adventures often include powerful adversaries because they create epic stories that are engaging and can be easily understood by a wide audience.
What does Daniel suggest as an alternative to the 'big bad' creature or god in an adventure?
-Daniel suggests creating adventures that deal with human-scale problems and involve relatable non-player characters (NPCs) that the player characters can connect with.
What is the 'Avengers problem' mentioned in the video?
-The 'Avengers problem' refers to a situation in a campaign where every challenge has to be bigger and tougher than the last, leading to a lack of balance and potentially unrealistic scenarios.
Can you give an example of a human-scale problem from the video?
-An example of a human-scale problem is helping a village deal with unfair taxation by the king, which may involve political maneuvering rather than just fighting.
What is the importance of player buy-in when creating a human-scale adventure?
-Player buy-in is crucial because it ensures that the players are invested in the story and characters, making the adventure more engaging and meaningful.
What is the role of NPCs in human-scale adventures according to the video?
-In human-scale adventures, NPCs play a significant role in driving the story by creating connections with the player characters and providing motivation for their actions.
Why might it be challenging to create a human-scale adventure for a mass audience?
-Creating a human-scale adventure for a mass audience is challenging because it requires a deep connection between the player characters and the story, which is difficult to pre-script and may not resonate with all players.
What does Daniel recommend for creating engaging human-scale adventures?
-Daniel recommends creating strong, personality-rich NPCs, ensuring there are rumors and interactions that can draw the player characters into the story, and avoiding the constant temptation of epic battles with powerful foes.
How does the video relate the stories of Conan by Robert E. Howard to the topic of human-scale adventures?
-The video uses the stories of Conan to illustrate how epic tales can be interspersed with more personal, human-scale adventures, showing a variety of experiences throughout a character's life.
What is the significance of the city of Lankhmar in the context of the video?
-Lankhmar is used as an example of a setting where the city itself is a character, and the adventures of the characters are deeply intertwined with the everyday life and challenges within the city.
Outlines
π§ Human-Scale Adventures in RPGs
Daniel from Bandits Keep discusses the prevalence of high-level creatures and deities in published RPG adventures, questioning why there's a scarcity of human-scale problems in such stories. He reflects on his own campaign, which includes many human-scale issues, and ponders why epic adventures often overshadow these smaller, more relatable tales. Daniel suggests that powerful creatures are used because they create epic narratives, but he also acknowledges the importance of downtime and less epic journeys in a campaign's narrative. He references the stories of Conan by Robert E. Howard, noting how they are not told in chronological order but rather as great adventures, skipping over mundane life events. Daniel concludes by advocating for more human-scale adventures that involve the world itself as the 'monster' or challenge, using the example of the city of Lankhmar from Fritz Leiber's 'Gray Mouser' stories.
π€ Engaging Players in Human-Scale Adventures
In this segment, Daniel emphasizes the importance of player buy-in for human-scale adventures, suggesting that it requires more setup than typical dungeon-crawling scenarios. He explains that players need to be invested in the narrative and their characters' motivations for engaging with human-level challenges. Daniel shares his experience of running a campaign where the players are tracking down slavers, a quest that arose organically from their interactions with NPCs and the world. He stresses the need for creating NPCs that players can connect with and for providing a context that naturally leads the party to become involved in human-scale issues. Daniel also touches on the challenge of writing such adventures for mass consumption, as they often require a specific type of player engagement and buy-in that is difficult to pre-script.
π Crafting Human-Centric Adventures with NPCs
Daniel explores the idea of creating human-level foes and the challenges of motivating player characters to engage with them. He suggests that players generally prefer to see themselves as heroes rather than villains, which can complicate the portrayal of human enemies in adventures. To overcome this, Daniel advises creating NPCs with strong personalities that can quickly draw the party into conflicts. He also discusses the importance of rumors and world-building to naturally lead the party towards human-centric adventures. Daniel concludes by inviting feedback on human-scale adventures and promoting his Discord server, Patreon, and podcast 'Monsters and Treasure' as resources for further discussion and community engagement.
Mindmap
Keywords
π‘Human Scale
π‘Published Adventures
π‘Epic Stories
π‘Downtime
π‘The Avengers Problem
π‘NPCs (Non-Player Characters)
π‘Buy-in
π‘RPG (Role-Playing Games)
π‘Sorcerer
π‘Investigation
π‘Railroading
Highlights
Discussion on the prevalence of high-level creatures and deities in published adventures versus the need for more human-scale problems.
The author's personal campaign includes many human-scale issues, contrasting with typical published adventures.
Reasoning behind the use of powerful monsters or gods in adventures for creating epic stories.
The 'Avengers problem' in campaigns, where every challenge needs to be bigger and tougher than the last.
Importance of downtime and less epic journeys in campaigns to balance the scale of adventures.
Analysis of Robert E. Howard's Conan stories and their non-chronological order, emphasizing the epic nature of the tales.
The city of Lankhmar as a character in Fritz Leiber's stories, providing a backdrop for human-scale adventures.
The narrative twist in 'Ill Met in Lankhmar' where the heroes fight for personal reasons rather than traditional heroism.
Contrasting the personal stakes in Leiber's stories with the high fantasy of Howard's powerful sorcerers in Conan tales.
The necessity of player buy-in and character motivation for engaging in human-scale adventures.
The challenge of setting up human-scale adventures that require more backstory and player investment.
Creating relatable NPCs that drive the party's interest and involvement in the story.
The difficulty of writing human-scale adventures for mass consumption due to the need for player-specific connections.
The ethical considerations of having player characters fight human-level foes and the need for clear antagonists.
The importance of strong NPC personalities to quickly engage players in human-scale conflicts.
Encouraging the creation of adventures focused on human connections and interactions rather than just treasure hunts.
Invitation for feedback on human-scale adventures and resources for such campaigns.
Promotion of the author's Discord server, Patreon, and podcast 'Monsters and Treasure' for further engagement.
Transcripts
welcome to Bandits keep I'm Daniel this
week I want to talk about problems that
are on the human scale if you will I got
a great comment and they were kind of
mentioning that something bugged them
about so many of the adventures that are
out there I'm assuming they mean
published adventures and I was talking
about creating an adventure and they
said that they need a powerful creature
or some kind of God and these highlevel
characters to take care of it and rarely
if ever is there a story that's at The
Human Side kind of a humanized problem
to take care of and you know I replied
back saying well in my campaign there's
lots of that but it did make me think
why is it that when we get a a published
Adventure or when I'm here making a
video and talking about Adventure why is
there generally something bigger that
we're looking at we'll talk about that a
little bit in this video and then we'll
also talk about creating Adventures that
are more human scale fantasy needs
monsters so obviously I can only speak
for myself and not every designer ever
to create an adventure for Dungeons and
Dragons or any other fantasy RPG or
otherwise but I think when we're
creating an adventure or showing people
how to create Adventures the reason why
we tend to use some kind of really
powerful monster or God or demon or
super sorcerer or item is because that's
the stuff that makes the Epic stories
and I think and again this is how it is
in my campaign so please do chime in I
think that those types of stories are
peppered in throughout the lifetime if
you will of a character if we look at
the stories of Conan written by Roberty
Howard they are well first of all they
are published not in order right they
didn't start off with Conan as 16 and
then they get older one of the very
first stories if not the first story
Conan is older and already the king
later I think maybe the very next one or
one within that they do the Tower of the
elephant where he's very young
and Howard produced them in that order
my understanding is because he wanted to
write them in a way like a great warrior
who was now older was telling you
stories they don't tell you their life
story in order they tell you the stories
as they come up the Great Adventures
they don't talk about the downtimes the
lulls those they pass over with and I
did three or four month service with the
king's Army and then there was a monster
right so these are the stories that we
are tempted to make and I think that if
you run a Non-Stop campaign with only
these types of stories with no downtime
with none of that kind of stuff it does
become kind of like we'll call The
Avengers problem you've probably heard
people say that before where everything
just keeps having to get tougher and
tougher and tougher one monster after
another but I wonder and at least for me
again you only speak for myself if
that's how people's campaigns go
downtime and less epic Journeys so as I
said in my campaign there's lots of
humans sized if you will problems sure
the party fights the occasional demon or
really powerful monster Hydra or
something but most of what they're
dealing with most of the time are again
human scale now they're not always
facing humans they might be facing a
tribe Of Orcs or goblins or something to
that effect or they might be fighting
Berserkers or other types of humans
elves dwarves whatever but they're
people sized right they're not not
dragons they're not Gods they're not
incredibly powerful but in Mass they are
and often times the world itself is the
monster or the big bad if you want to
think of it like that if you enter into
a town let's take uh farford in the grey
Mouser right from Fritz Liber though
Amazing Stories if you haven't read them
lanmar which is a town that they or city
really I think probably the biggest city
in the world and that you know uh Newan
I think it's called lanmar in and of
itself is a character right the city is
a character and a lot of what uh farford
and the gym deal with when they're in
the city are parts of that and dealing
with just living day-to-day in the city
being broke gambling getting robbed
getting in trouble these are a lot of
their adventures and yes there's again
it's sword and sorcery there's magic
involved but it's not always over the
toop and it's not always destroyed
something that's very difficult to
destroy for instance in ill met in
lanmar which I just recently read so
it's kind of in my mind actually I read
the the graphic novel adaptation so it
wasn't quite the whole thing it's been a
while since I've heard the actual story
so if I miss part of it or the graphic
novel did forgive me fans but basically
farford and the great monster this is
their meeting they meet each other they
uh farid's girlfriend has a vendetta
against Thieves Guild the grey Mouser
just likes to steal stuff and basically
go into the Thieves Guild basically to
to make Havoc right and when they're
gone to do that a sorcerer uses magic
but not like a fireball or whatever they
use magic to sorry we got spoilers here
to basically we'll just say wreak havoc
on something that farford and the great
moner really love we'll say and then the
story takes a Twist and they go back and
seek revenge so again they are fighting
the Thieves Guild they're fighting
thieves they're fighting people with
sling stones and swords and daggers they
do eventually fight a sorcerer but that
fight is very brief and the Sorcerer of
themselves is not particularly tough
It's these ritual magic spells that are
very powerful so yeah they're powerful
but really they're just a person right
and we see that sometimes now to
contrast that sometimes in let's say a
Conan story like the Scarlet Citadel I
think is the one where
no it's uh anyways there's the Conan one
the other one where Conan basically
loses his throne temporarily and in that
one there's like a super powerful
sorcerer that can just kill people by
touching them so both of these things
exist do we need them both and how do we
use them in our campaign so I think we
talk a lot and this is kind of what the
comment was about about the other right
the demons the dragons this kind of
stuff let's talk about human
scale setting the stage
one of the most important things when
you are running a human scale type enemy
or Adventure is Buy in from the players
and not just buy in from the players but
buyin from the player characters that is
to say that you need players that want
to get involved and you it has to also
be reasonable for their characters to
want to get involved this generally
requires a lot more setup if I'm sitting
down to run a one shot or kind of a one
shot and I say all right we're going to
go and you're going to go to this this
forest and there's a ziggurat there and
there's supposed to be some treasure and
it's probably guarded by something but
you want to get that treasure cool
that's all the motivation most people
need most characters can be motivated by
that in you know most tables I've played
at even once played with a friend of
mine who their character was a a
merchant background and they were
obsessed with just selling everything so
they would go in there sure they wanted
the jewels and stuff but they were also
taking the furniture and strippings and
stuff off the walls so you can always
find a fun reason to go to a thing and
take the treasure because that's kind of
the heart of a lot of these
Adventures but to have somebody want to
help let's say a village like really
help a village not help a village by
killing the werewolf but help a village
because the king is basically unfair and
is taxing them and one single fight
against the king's guards is not going
to solve this it's going to take
political minations it might require
taking people off the throne figuring
out that that the you know the count is
putting money off to the side this is
something the players have to really
want to do they're not going to want to
just ride through that and go fine it's
one Adventure we'll just kill them and
go on this is something they have to be
super involved in this is why setup is
key and why I said that sure I make
these Adventures like this in the videos
but the reality is at my table it's not
like that currently they are now trying
to track down a group of slavers and
sure there's a bigger Story and there's
something Fantastical about it but
really what's happening is people are
being kidnapped and they're being taken
away and the party has decided that's
not cool again nobody hired them to do
it I didn't say this is the adventure
they heard rumors they encountered
people they saw and interacted with NPCs
that had suffered under the hands of the
slavers and decided they were going to
do something about it and because of
that they are now doing that of course
the slavers are hundreds and hundreds of
people and the party is only six and
they have some henchman and stuff so
it's not like they can just go again
stab somebody and walk away they've got
to figure out how to stop this even if
they killed half the slavers there's
something else going on right that's
deeper there's
investigation and this is really what we
need to do when we want to do these kind
of games we've got to put out there in
the world
NPCs that the party can connect with the
party can relate to and the party wants
to help or stop that is to say if the
party encounters somebody that's a
complete jerk they might want to take
that count out right it might not even
be about Justice For The Village it
might be like that count's a jerk and we
need to get them out of power and then
as a bonus you know the village gets
less taxes but that's the kind of thing
you need to do so it's not as easy to
set up an adventure unless you're going
to create lots of backstory and then it
requires a certain kind of player with a
certain kind of buyin for you to sit
down and go here's all this backstory
this is why your character wants to be
involved this is what they're here for
and then a little bit of railroading to
make them do it and I think that's why
me and maybe a lot of people that write
published Adventures don't create
Adventures like that for Mass public we
create Adventures that are simple things
that most people can get behind that you
can kind of manipulate to fit into your
campaign the type of Adventure that
requires this human connection is or
human level stuff it generally requires
human connection and that's not
something you can write into Adventure
that's something that has to happen at
your table human level
foes beyond that philosophizing let's
just say that you can do what I just
said well it's easy enough to set up
number one
a false god or a powerful person that is
a magic user that's not actually super
powerful but just claims to be a God
that's not really a god uh you know
wizard of O and all that you could
definitely do that if you want to keep
that edge but you can also just have the
player characters battling things that
are at human level the question really
becomes though why are they doing that I
think that a lot of people that play
these games and again this is just
please comment below they don't want
want to play a group of adventurers that
go into a town and kill a bunch of
humans or elves or dwarves or whatever
the are the playable species in your
campaign they don't want to be Bandits
basically right on some level even if
they want to be anti-heroes they still
want to be heroes they want to help they
want to feel like they're in the end
have accomplished something good even if
their character is reluctant so you
can't you know it's hard to say so who
are the bad guys so you're going to make
a bandit camp and then they're fighting
in people that are at that level of as
them and is that interesting again it is
if there's personality involved so if
you're going to do this what you've got
to do is have really strong
personalities in your NPCs that are very
very obvious and they need to get
directly in the way of the PCS in order
to get them on board as quickly as
possible and I say when you're going to
do this I mean if you're going to do it
for like a short Adventure if you're
going to write something out other
otherwise you just have to let it happen
in my world I have things that are
happening right and the party finds out
about these things and the things that
they find out about that they're
interested in they pursue sometimes it's
a massive magical monster on top of a
mountain sometimes it's a village that
needs to be saved but all of this comes
from the characters so really the advice
here is create NPCs that that the PCS
want to interact with both positively
and negatively make make sure that they
hear lots of rumors make sure that these
NBCS get in front of the
PCS and don't constantly tempt them away
with demons and dragons and piles of
gold in other places right make that
what your campaigns about and the
players will play that and occasionally
they'll find a treasure map go into a
deep dungeon and slay a dragon this is
really one of those ones that I would
love to hear some feedback because again
I keep saying over and over again but I
think it's which is always true of any
video but it's really true in this one I
can only speak from my
tables I run lots of human Centric stuff
but for the reason stated in the rest of
the video that you heard it's hard to
make an adventure like that for you to
consume and I feel like that's probably
the situation with most adventure
writers if you know of an adventure that
is human scale that has great NPCs you
can just thrust characters into and will
get right on board with it let me know
I'd love to read through it and maybe
run it I would love to see what people
do here besides leaving a great comment
which I know you will check out the
description and there you're going to
find links to my Discord server lots of
great people having conversations over
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the channel and a link to my podcast
monsters and treasure that I do with KR
King from D and D Homebrew we really are
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front check that out I'll talk to you
soon for
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