Epic D&D is Easy

Bandit's Keep
20 Aug 202414:45

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

  • 🎲 The script discusses the prevalence of high-level creatures and deities in published adventures, often at the expense of more 'human scale' problems.
  • πŸ“š The speaker mentions their own campaign includes many human-scaled adventures, contrasting with the typical focus on epic stories involving powerful beings.
  • πŸ€” 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.
  • πŸ“˜ 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.
  • 🏰 The 'Avengers problem' is mentioned, where every adventure has to be bigger and tougher, leading to a continuous escalation that can be exhausting.
  • πŸŒ† The script suggests that human-scale adventures often involve dealing with the world as the 'monster,' such as navigating city politics or social issues.
  • πŸ‘₯ The importance of player and character buy-in for human-scale adventures is highlighted, requiring more setup and motivation for the characters to engage.
  • 🏹 The speaker's campaign example involves tracking down slavers, a human-scale problem that requires investigation and strategy rather than just combat.
  • πŸ§™β€β™‚οΈ It's suggested that adventures involving human-level foes require strong NPC personalities to quickly engage the players' interest and motivation.
  • 🀝 The script emphasizes the need for creating NPCs that players want to interact with, both positively and negatively, to drive the story.
  • πŸ—Ί 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

00:00

🧐 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.

05:01

πŸ€” 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.

10:01

🎭 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

πŸ’‘Human Scale

The term 'human scale' in the context of the video refers to adventures or problems that are relatable and manageable by characters of average human abilities, as opposed to those that require superhuman or divine intervention. It is central to the video's theme of discussing the importance of creating adventures that are grounded in the everyday experiences and challenges faced by characters, rather than always focusing on epic, world-threatening scenarios. An example from the script is the discussion about creating adventures that deal with 'humanized problems' and the need for more stories that are at the 'human side'.

πŸ’‘Published Adventures

Published adventures are pre-written, often commercially available, scenarios designed for role-playing games like Dungeons and Dragons. The video discusses the tendency for these adventures to feature powerful creatures or deities, suggesting that they often lack the 'human scale' stories that the speaker advocates for. The contrast is made between these published adventures and the desire for more relatable, human-centric narratives.

πŸ’‘Epic Stories

Epic stories are grand narratives that often involve heroes overcoming great challenges, typically of a supernatural or larger-than-life nature. The video suggests that the reason for the prevalence of epic stories in role-playing games is because they are engaging and dramatic, but also points out the potential downside of creating a campaign that is solely focused on epic tales, leading to a need for constant escalation in challenges.

πŸ’‘Downtime

In role-playing games, 'downtime' refers to periods when the characters are not engaged in active adventures or combat, but are instead involved in everyday activities or recovering from previous encounters. The video argues for the importance of incorporating downtime and less epic journeys into campaigns to create a more balanced and realisticζΈΈζˆδ½“ιͺŒ, allowing for a wider range of character interactions and development.

πŸ’‘The Avengers Problem

The 'Avengers problem' mentioned in the video is a metaphor for a common issue in long-running campaigns where the challenges faced by the characters continually escalate, requiring them to face increasingly powerful enemies. This can lead to a lack of variety in gameplay and a potential diminishment of the impact of earlier, less powerful encounters.

πŸ’‘NPCs (Non-Player Characters)

NPCs are characters in a role-playing game that are not controlled by a player but are instead operated by the game master or the game system itself. The video emphasizes the importance of creating NPCs with strong personalities and motivations that can drive the narrative and engage the player characters, particularly in human-scale adventures where the stakes may not be as immediately clear as in an epic battle.

πŸ’‘Buy-in

In the context of the video, 'buy-in' refers to the investment or engagement of the players in the game's narrative and the motivations of their characters. The speaker discusses the need for players to be motivated to participate in human-scale adventures, which may require more setup and backstory than traditional, monster-focused scenarios.

πŸ’‘RPG (Role-Playing Games)

RPG stands for Role-Playing Games, a type of game where players assume the roles of characters in a fictional setting. The video is focused on the design and experience of adventures within RPGs, particularly the balance between epic, large-scale challenges and smaller, more human-scale problems.

πŸ’‘Sorcerer

A sorcerer in the context of the video is a type of magic-user character, often depicted as having significant power and abilities. The video contrasts the use of such powerful characters with the idea of human-scale adventures, suggesting that the focus should be more on the interactions and challenges that are relatable to the characters, rather than always relying on supernatural threats.

πŸ’‘Investigation

Investigation in the context of the video refers to the process of uncovering information, solving mysteries, and piecing together clues within the game world. It is highlighted as a key component of human-scale adventures, where the characters may be dealing with complex problems that require more than just combat skills to resolve.

πŸ’‘Railroading

Railroading in RPGs refers to a technique where the game master guides the players through a pre-determined series of events or encounters, often with little room for deviation. The video suggests that while some level of railroading may be necessary to engage players in human-scale adventures, it's also important to balance this with allowing for player agency and choice.

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

play00:00

welcome to Bandits keep I'm Daniel this

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week I want to talk about problems that

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are on the human scale if you will I got

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a great comment and they were kind of

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mentioning that something bugged them

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about so many of the adventures that are

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out there I'm assuming they mean

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published adventures and I was talking

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about creating an adventure and they

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said that they need a powerful creature

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or some kind of God and these highlevel

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characters to take care of it and rarely

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if ever is there a story that's at The

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Human Side kind of a humanized problem

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to take care of and you know I replied

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back saying well in my campaign there's

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lots of that but it did make me think

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why is it that when we get a a published

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Adventure or when I'm here making a

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video and talking about Adventure why is

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there generally something bigger that

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we're looking at we'll talk about that a

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little bit in this video and then we'll

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also talk about creating Adventures that

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are more human scale fantasy needs

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monsters so obviously I can only speak

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for myself and not every designer ever

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to create an adventure for Dungeons and

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Dragons or any other fantasy RPG or

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otherwise but I think when we're

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creating an adventure or showing people

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how to create Adventures the reason why

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we tend to use some kind of really

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powerful monster or God or demon or

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super sorcerer or item is because that's

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the stuff that makes the Epic stories

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and I think and again this is how it is

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in my campaign so please do chime in I

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think that those types of stories are

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peppered in throughout the lifetime if

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you will of a character if we look at

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the stories of Conan written by Roberty

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Howard they are well first of all they

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are published not in order right they

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didn't start off with Conan as 16 and

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then they get older one of the very

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first stories if not the first story

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Conan is older and already the king

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later I think maybe the very next one or

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one within that they do the Tower of the

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elephant where he's very young

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and Howard produced them in that order

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my understanding is because he wanted to

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write them in a way like a great warrior

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who was now older was telling you

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stories they don't tell you their life

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story in order they tell you the stories

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as they come up the Great Adventures

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they don't talk about the downtimes the

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lulls those they pass over with and I

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did three or four month service with the

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king's Army and then there was a monster

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right so these are the stories that we

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are tempted to make and I think that if

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you run a Non-Stop campaign with only

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these types of stories with no downtime

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with none of that kind of stuff it does

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become kind of like we'll call The

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Avengers problem you've probably heard

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people say that before where everything

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just keeps having to get tougher and

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tougher and tougher one monster after

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another but I wonder and at least for me

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again you only speak for myself if

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that's how people's campaigns go

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downtime and less epic Journeys so as I

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said in my campaign there's lots of

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humans sized if you will problems sure

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the party fights the occasional demon or

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really powerful monster Hydra or

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something but most of what they're

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dealing with most of the time are again

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human scale now they're not always

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facing humans they might be facing a

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tribe Of Orcs or goblins or something to

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that effect or they might be fighting

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Berserkers or other types of humans

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elves dwarves whatever but they're

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people sized right they're not not

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dragons they're not Gods they're not

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incredibly powerful but in Mass they are

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and often times the world itself is the

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monster or the big bad if you want to

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think of it like that if you enter into

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a town let's take uh farford in the grey

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Mouser right from Fritz Liber though

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Amazing Stories if you haven't read them

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lanmar which is a town that they or city

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really I think probably the biggest city

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in the world and that you know uh Newan

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I think it's called lanmar in and of

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itself is a character right the city is

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a character and a lot of what uh farford

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and the gym deal with when they're in

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the city are parts of that and dealing

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with just living day-to-day in the city

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being broke gambling getting robbed

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getting in trouble these are a lot of

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their adventures and yes there's again

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it's sword and sorcery there's magic

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involved but it's not always over the

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toop and it's not always destroyed

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something that's very difficult to

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destroy for instance in ill met in

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lanmar which I just recently read so

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it's kind of in my mind actually I read

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the the graphic novel adaptation so it

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wasn't quite the whole thing it's been a

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while since I've heard the actual story

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so if I miss part of it or the graphic

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novel did forgive me fans but basically

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farford and the great monster this is

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their meeting they meet each other they

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uh farid's girlfriend has a vendetta

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against Thieves Guild the grey Mouser

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just likes to steal stuff and basically

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go into the Thieves Guild basically to

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to make Havoc right and when they're

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gone to do that a sorcerer uses magic

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but not like a fireball or whatever they

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use magic to sorry we got spoilers here

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to basically we'll just say wreak havoc

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on something that farford and the great

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moner really love we'll say and then the

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story takes a Twist and they go back and

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seek revenge so again they are fighting

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the Thieves Guild they're fighting

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thieves they're fighting people with

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sling stones and swords and daggers they

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do eventually fight a sorcerer but that

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fight is very brief and the Sorcerer of

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themselves is not particularly tough

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It's these ritual magic spells that are

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very powerful so yeah they're powerful

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but really they're just a person right

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and we see that sometimes now to

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contrast that sometimes in let's say a

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Conan story like the Scarlet Citadel I

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think is the one where

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no it's uh anyways there's the Conan one

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the other one where Conan basically

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loses his throne temporarily and in that

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one there's like a super powerful

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sorcerer that can just kill people by

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touching them so both of these things

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exist do we need them both and how do we

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use them in our campaign so I think we

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talk a lot and this is kind of what the

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comment was about about the other right

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the demons the dragons this kind of

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stuff let's talk about human

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scale setting the stage

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one of the most important things when

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you are running a human scale type enemy

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or Adventure is Buy in from the players

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and not just buy in from the players but

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buyin from the player characters that is

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to say that you need players that want

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to get involved and you it has to also

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be reasonable for their characters to

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want to get involved this generally

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requires a lot more setup if I'm sitting

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down to run a one shot or kind of a one

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shot and I say all right we're going to

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go and you're going to go to this this

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forest and there's a ziggurat there and

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there's supposed to be some treasure and

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it's probably guarded by something but

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you want to get that treasure cool

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that's all the motivation most people

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need most characters can be motivated by

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that in you know most tables I've played

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at even once played with a friend of

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mine who their character was a a

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merchant background and they were

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obsessed with just selling everything so

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they would go in there sure they wanted

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the jewels and stuff but they were also

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taking the furniture and strippings and

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stuff off the walls so you can always

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find a fun reason to go to a thing and

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take the treasure because that's kind of

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the heart of a lot of these

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Adventures but to have somebody want to

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help let's say a village like really

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help a village not help a village by

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killing the werewolf but help a village

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because the king is basically unfair and

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is taxing them and one single fight

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against the king's guards is not going

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to solve this it's going to take

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political minations it might require

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taking people off the throne figuring

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out that that the you know the count is

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putting money off to the side this is

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something the players have to really

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want to do they're not going to want to

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just ride through that and go fine it's

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one Adventure we'll just kill them and

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go on this is something they have to be

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super involved in this is why setup is

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key and why I said that sure I make

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these Adventures like this in the videos

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but the reality is at my table it's not

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like that currently they are now trying

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to track down a group of slavers and

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sure there's a bigger Story and there's

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something Fantastical about it but

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really what's happening is people are

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being kidnapped and they're being taken

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away and the party has decided that's

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not cool again nobody hired them to do

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it I didn't say this is the adventure

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they heard rumors they encountered

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people they saw and interacted with NPCs

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that had suffered under the hands of the

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slavers and decided they were going to

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do something about it and because of

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that they are now doing that of course

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the slavers are hundreds and hundreds of

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people and the party is only six and

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they have some henchman and stuff so

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it's not like they can just go again

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stab somebody and walk away they've got

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to figure out how to stop this even if

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they killed half the slavers there's

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something else going on right that's

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deeper there's

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investigation and this is really what we

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need to do when we want to do these kind

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of games we've got to put out there in

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the world

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NPCs that the party can connect with the

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party can relate to and the party wants

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to help or stop that is to say if the

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party encounters somebody that's a

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complete jerk they might want to take

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that count out right it might not even

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be about Justice For The Village it

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might be like that count's a jerk and we

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need to get them out of power and then

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as a bonus you know the village gets

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less taxes but that's the kind of thing

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you need to do so it's not as easy to

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set up an adventure unless you're going

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to create lots of backstory and then it

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requires a certain kind of player with a

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certain kind of buyin for you to sit

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down and go here's all this backstory

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this is why your character wants to be

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involved this is what they're here for

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and then a little bit of railroading to

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make them do it and I think that's why

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me and maybe a lot of people that write

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published Adventures don't create

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Adventures like that for Mass public we

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create Adventures that are simple things

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that most people can get behind that you

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can kind of manipulate to fit into your

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campaign the type of Adventure that

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requires this human connection is or

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human level stuff it generally requires

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human connection and that's not

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something you can write into Adventure

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that's something that has to happen at

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your table human level

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foes beyond that philosophizing let's

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just say that you can do what I just

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said well it's easy enough to set up

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number one

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a false god or a powerful person that is

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a magic user that's not actually super

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powerful but just claims to be a God

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that's not really a god uh you know

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wizard of O and all that you could

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definitely do that if you want to keep

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that edge but you can also just have the

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player characters battling things that

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are at human level the question really

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becomes though why are they doing that I

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think that a lot of people that play

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these games and again this is just

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please comment below they don't want

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want to play a group of adventurers that

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go into a town and kill a bunch of

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humans or elves or dwarves or whatever

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the are the playable species in your

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campaign they don't want to be Bandits

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basically right on some level even if

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they want to be anti-heroes they still

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want to be heroes they want to help they

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want to feel like they're in the end

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have accomplished something good even if

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their character is reluctant so you

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can't you know it's hard to say so who

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are the bad guys so you're going to make

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a bandit camp and then they're fighting

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in people that are at that level of as

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them and is that interesting again it is

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if there's personality involved so if

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you're going to do this what you've got

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to do is have really strong

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personalities in your NPCs that are very

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very obvious and they need to get

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directly in the way of the PCS in order

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to get them on board as quickly as

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possible and I say when you're going to

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do this I mean if you're going to do it

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for like a short Adventure if you're

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going to write something out other

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otherwise you just have to let it happen

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in my world I have things that are

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happening right and the party finds out

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about these things and the things that

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they find out about that they're

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interested in they pursue sometimes it's

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a massive magical monster on top of a

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mountain sometimes it's a village that

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needs to be saved but all of this comes

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from the characters so really the advice

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here is create NPCs that that the PCS

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want to interact with both positively

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and negatively make make sure that they

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hear lots of rumors make sure that these

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NBCS get in front of the

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PCS and don't constantly tempt them away

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with demons and dragons and piles of

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gold in other places right make that

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what your campaigns about and the

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players will play that and occasionally

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they'll find a treasure map go into a

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deep dungeon and slay a dragon this is

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really one of those ones that I would

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love to hear some feedback because again

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I keep saying over and over again but I

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think it's which is always true of any

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video but it's really true in this one I

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can only speak from my

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tables I run lots of human Centric stuff

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but for the reason stated in the rest of

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the video that you heard it's hard to

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make an adventure like that for you to

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consume and I feel like that's probably

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the situation with most adventure

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writers if you know of an adventure that

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is human scale that has great NPCs you

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can just thrust characters into and will

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get right on board with it let me know

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I'd love to read through it and maybe

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run it I would love to see what people

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do here besides leaving a great comment

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which I know you will check out the

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description and there you're going to

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find links to my Discord server lots of

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great people having conversations over

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there my patreon if you want to support

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the channel and a link to my podcast

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monsters and treasure that I do with KR

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King from D and D Homebrew we really are

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having a great time over there so if

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you'd like to join us in the podcast

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front check that out I'll talk to you

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soon for

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Related Tags
RPG AdventureHuman ScaleEpic StoriesDungeons and DragonsCampaign DesignNPC InteractionPlayer MotivationFantasy RPGStorytellingGame Master