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0:00
This week on the Eldridge Lourcast.
0:02
Wait, what was my line? Are
0:04
you familiar with Lawwin Shadowmore? Yes.
0:06
Would you be excited to see
0:08
it as a D&D supplement? No.
0:10
Want to just talk about video games
0:12
for an hour? In search of smuggler
0:14
secrets, it is a grackenheim adventure. It's
0:16
on D&D Beyond a reasonably deadly dungeon
0:18
crawl with some cool puzzles. Cobol Press
0:21
announcing their cozy RPG. Read a workshop
0:23
and it's putting their Shire cozy game.
0:25
Really? Yeah, you get to play as
0:27
a hobbit in the Shire and just
0:29
like decorate your home and like make
0:32
bread and eat cheese. Like what more
0:34
do you want? D&D Beyond has put
0:36
through another erataa Rata to the 2025
0:38
monster manual. more right now. Hello everybody
0:41
and welcome to this week's
0:43
episode of the Eldrich Lawcast,
0:45
the number one tabletop RPG
0:48
podcast to suffer the worst
0:50
tech issues known to man.
0:52
That's probably not true because
0:54
we probably wouldn't be here
0:57
if that was the case.
0:59
Anyway, my name's Ben Byrne and
1:01
I am joined as always by James
1:03
Haek in the flesh. Today, what a
1:05
special episode because we also have joining
1:08
us this week, Monty Martin and Kelly
1:10
McLaughlin, the dungeon dudes themselves, welcome Jen
1:12
once more to the Eldridge Lawcast. Lovely
1:15
to be back. Always a pleasure to
1:17
be here. Yes, indeed. Monty Martin, what
1:19
is a video game that you think
1:22
has influenced your writing or game design
1:24
the most? This one is really tough
1:26
for me, I think, because it's such
1:28
a hodgepodge. I mean, I'm gonna take
1:31
it way back to like, when did
1:33
I realize I like... the RPG genre
1:35
and go for like a deep cut with
1:37
the super Mario RPG on
1:39
the super Nintendo yeah yeah that
1:41
that was my first like like
1:44
role-playing like I remember getting it
1:46
and I remember playing like being
1:48
like oh this is like a
1:51
kind of like isometric I didn't
1:53
know the word what isometric was
1:55
even at the time this is
1:58
like an isometric Mario and going
2:00
to jump on a Goomba and
2:02
being like, what is this battle?
2:05
What even is this? And I
2:07
was so angry because I thought
2:09
it was just going to be
2:11
like a semi-3D Mario. And then
2:13
I was like, oh, this is
2:15
really good. It's kind of like
2:17
that whole thing of where we're
2:20
like, the dish of food is
2:22
served before you, and you throw
2:24
the minor temper tent from being
2:26
like, I hate this, and then
2:28
you love it. that set me
2:30
off on the whole like oh
2:33
square is like square does really
2:35
good games and so that was
2:37
like that was the game that
2:39
then brought me to final fantasy
2:41
and then like from the the
2:43
broader spectrum of like role-playing games
2:45
and then knowing what an RPG
2:47
was I think that that's where
2:49
oh then D&D is just another
2:52
role-playing game. So yeah, I would
2:54
say that I think that Super
2:56
Mario RPG first like RPG game
2:58
that I played. I'm a huge
3:00
fan of Cosmic horror, Aldrich horror,
3:02
and horror in general. And so
3:04
a lot of horror games have
3:06
deeply influenced my writing. I'm going
3:08
to give two quick answers and
3:10
then one extended answer as my
3:12
answer. The game that introduced me
3:14
to RPGs, even though technically it's
3:17
not really an RPG. I think
3:19
at the time it was labeled
3:21
as an action RPG was a
3:23
legend of Zelda, a link to
3:25
the past. Yeah, that would have
3:27
been the other one. That game
3:29
was the first game that I
3:31
played that had such a sweeping
3:33
epic story that I was like,
3:35
I love this. I was very
3:37
young and I didn't know the
3:40
video games could do that. And
3:42
that was, it was also like,
3:44
Zelda is whimsical and beautiful, but
3:46
it's also. dripping in horror elements
3:48
if you actually pay attention to
3:50
a lot of the subtext, especially
3:52
a link to the past, has
3:54
a lot going on there. My
3:56
other answer is mass effect, the
3:58
mass effect trilogy. If you want
4:00
to, a lot of people don't
4:03
even equate this, but Mass Effect
4:05
is definitely cosmic and elder horror
4:07
in a video game. And a
4:09
lot of people are like, no,
4:11
it's an action, RPG, and it's
4:13
like, well, pay attention. There's all
4:15
the elements of elder horror there.
4:17
But probably one of the single
4:19
most influential games to me ever
4:21
that has influenced all of my
4:23
writing and everything I do is
4:26
resident evil four. very much cosmic
4:28
and altered horror because they move
4:30
away from the T virus and
4:32
they went into like a parasite
4:34
that they were injecting into people
4:36
that then caused their like heads
4:38
to explode and tentacles to come
4:40
out and all of that stuff
4:42
and that game I played through
4:44
it five or six times in
4:46
like the year that it came
4:48
out. I knew every secret, I
4:51
knew where every little blue medallion
4:53
that you had to shoot was,
4:55
I knew how to get all
4:57
the ammo where all the guns
4:59
were, I loved that game and
5:01
it's funny to think back and
5:03
be like, those, that kind of
5:05
trifecta of those games was really
5:07
the gateway to everything that I
5:09
do now and everything that I
5:11
love. So I give a lot
5:14
of props to all three of
5:16
them, but especially Resident evil four.
5:18
If we're talking about the first
5:20
video game RPG I ever played,
5:22
that like... started me liking RPGs
5:24
as a genre. That would be,
5:26
I guess it's a little obscure
5:28
now, it would be Bandai Namco's
5:30
Tales of Symphonia. Oh my god,
5:32
yes! I haven't played that game
5:34
in years, but I played it
5:37
to death. I mean, you know,
5:39
it's a 70-hour JRP. I played
5:41
it a dozen times. I loved
5:43
all the customization. It does one
5:45
thing that I wish I could
5:47
do in a tabletop RPG, which
5:49
is your characters discovering new combat
5:51
arts mid-fight. When it comes to
5:53
dungeon design, Legend of Zell is
5:55
a huge inspiration always. When I
5:57
was leading called the Nether Deep
6:00
over of Wizards, there's a series
6:02
on YouTube on game. design called
6:04
Boss Keys. But I think you'd
6:06
like this one. I feel like
6:08
I need to check this out.
6:10
You should check it out. Mark
6:12
Brown at Game Maker's Toolkit. He
6:14
does series on video game design,
6:16
but I love to look at
6:18
that and try and sort of
6:20
reverse engineer it into how has
6:23
his insight onto video games and
6:25
their inner workings. They did a
6:27
good one on God of War,
6:29
Ragnarok. I think you'd like that
6:31
one. Yeah, yeah. Because you like
6:33
that game a lot. Just so
6:35
him dissecting it a little bit,
6:37
I think would be fun to
6:39
see. It would be fun to
6:41
see. You know, Zelda Dungeons are
6:43
big puzzle boxes. And the world
6:45
of Metroid, Supermetroid and Metro Prime,
6:48
are these big interconnected worlds. And
6:50
so in the call of the
6:52
Netherdeep campaign, there is this big
6:54
sort of mega dungeon at the
6:56
end of it that is full
6:58
of little interwoven connections between the
7:00
different zones of the dungeon that
7:02
reward both sort of narrative and
7:04
puzzle solving exploration. And that's the
7:06
sort of thing that I love
7:08
to put into the dungeon design
7:11
itself. And for one last thing,
7:13
before I take all your time
7:15
up, is fire emblem. When I'm
7:17
doing big battles, the tactical maps
7:19
of those games, the strategy, RPG
7:21
elements that are inherent in D&D
7:23
already, cause me to look back
7:25
on fire emblem. I've had players
7:27
at my D&D game. see me
7:29
draw this huge expansive, you know,
7:31
sort of almost war hammerish terrain,
7:34
grid map. And we're like, okay,
7:36
Joey's going to get us to
7:38
play some fire emblem, basically. Is
7:40
there an example of, oh, oh
7:42
my God, yes, when we did
7:44
valican clans here at Ghost Fire,
7:46
when we were creating the rating
7:48
system, I took some maps from
7:50
the Game Boy Advance fire emblem
7:52
games. and use them basically as
7:54
like temp art when I was
7:57
prototyping that system for leadership. Because
7:59
the shape of those maps and
8:01
the way they put physical impediments
8:03
in your way to kind of
8:05
force you to think about how
8:07
you're engaging other units was, you
8:09
know, even though that's on a
8:11
grid-based, you know, sort of chessboard
8:13
system, and our rating system is
8:15
very much not that. It's more
8:17
like a flow chart point-by-by-point. That
8:20
idea kind of got distilled down
8:22
of how am I going to
8:24
engage the enemy based on these
8:26
sort of... structural limitations of where
8:28
gates and forests and mountains and
8:30
lakes are forcing me to go
8:32
around and make these decisions. Gotcha.
8:34
Yeah. I feel like I need
8:36
a trifecta as well, which everybody,
8:38
obviously for me it's the witcha,
8:40
quest design, the idea that you
8:42
know, like people can be haunted
8:45
by things or their shoes went
8:47
missing or... They believe there's something
8:49
in the woods which have real
8:51
world explanations around those superstitions, but
8:53
in the witcha. No, it's true.
8:55
There is a monster in the
8:57
woods and you can go fight
8:59
it and you can kind of
9:01
come up with a solution for
9:03
that problem. The moral ambiguity, obviously,
9:05
you mentioned God of War, Ragna
9:08
Rock. And I think the thing
9:10
that they're not RPGs, per se,
9:12
when the thing that that I
9:14
really admire about those games is
9:16
that their story is so rich
9:18
with theme. and kind of like
9:20
subtext yeah you know it kind
9:22
of inspired me to be like
9:24
yeah D&D or role-playing games can
9:26
can have this as well right
9:28
like they can tell stories that
9:31
are more meaningful than necessary necessarily
9:33
kill drag and save princess or
9:35
grab gold or whatever it happens
9:37
to be but for my obscure
9:39
pool I'm gonna pull trials of
9:41
mana Okay, which is only the
9:43
name it's gotten recently. It used
9:45
to be called something else because
9:47
it hadn't been, I don't think
9:49
it had been like officially localized
9:51
into English. Oh, second and sets
9:54
it. That, yes. And I played
9:56
it on an emulator back when
9:58
I was a kid. But what
10:00
that game has is not only
10:02
choice that molds the story, depending
10:04
on which character you choose to
10:06
be part of your three party
10:08
members, but also the fact
10:10
that when you unlock the mana
10:12
stones, you can subclass what your
10:15
initial character can do. Really built
10:17
that sense of choice and that
10:19
sense of ownership of the character
10:21
that I wasn't necessarily getting in
10:23
a game like even Crono Trigger
10:25
or or Pokemon Yeah Crono Trigger
10:27
would be the other one right
10:29
I think I played that just
10:31
before trials I feel like we've
10:33
like between us all I feel
10:35
like we've just listed some of
10:37
the greatest video games ever created
10:40
yesterday although you know we haven't
10:42
talked about portal and follow which
10:44
That's true. Greatest, like, yeah, for
10:46
me, portal is, like, everyone,
10:48
I'm talking objectively greatest. It's
10:50
probably one of the portals. Want
10:52
to just talk about video games for
10:55
an hour? Yeah, yeah. Well, well. The
10:57
number one video game podcast. Well, speaking
10:59
of video games, there's a little bit
11:01
of news here. There are kind of
11:04
scraps of news came out over the
11:06
last week. This first one, Chris Cox,
11:08
CEO of Hasbro, was talking in an
11:11
investicle last week. And talking about
11:13
making a new, Hasbro, this
11:15
is making a new AAA
11:17
game in partnership with Sabre
11:19
Interactive, who made famously Space
11:22
Marine 2. Oh, yeah. Sabre
11:24
Interactive is a big company.
11:26
It's worth mentioning, but Chris Cox
11:28
specifically shouted out the studio. which
11:31
I believe is in Russia, which
11:33
created Space Marine 2, talking about
11:35
how it will be a single
11:38
player game with multiplayer elements and
11:40
they're going to use the swarm
11:42
technology that was used to bring
11:45
the tyrannids to life specifically
11:47
within Space Marine 2, I believe. There
11:49
is no word on if this is
11:52
a D&D game. It actually could be
11:54
any Hasbro IP. It probably makes more
11:56
sense as like a Transformers
11:58
game or something like that. I was
12:00
going to say, if it was
12:02
a D&D game, what would you
12:04
want to see out of the
12:06
Space Marine 2 developer? But maybe
12:08
you want to transform this game.
12:10
I don't know. Have either of
12:12
you played Space Marine too? I've
12:14
seen it a bit, yeah. Actions,
12:16
hack and slash. Over the shoulder,
12:18
hack and slash, shooter. Devil may
12:20
cry. Oh, I guess like more
12:22
God of War. The gameplay loop
12:24
feels similar, like you've got your
12:26
weapons. You're basically going down a
12:28
pretty much a mostly linear path.
12:30
cutting through hordes of enemies. I
12:32
find it pretty difficult. I mean,
12:34
I play by myself, but it's
12:36
a challenging game. The multiplayer element
12:38
is pretty cool to it as
12:40
well. And I mean, I definitely
12:42
do think like as someone who's
12:44
a fan of like just the
12:46
games workshop IPs, general, like they
12:48
definitely nailed it right in terms
12:50
of. Is it the same studio
12:52
that made like vermentide and stuff
12:54
like that? Or is that a
12:56
different developer? No. I don't know.
12:58
I want to say that's a
13:00
different developer but I don't actually
13:02
know. Listen, over-the-shoulder shooter makes me
13:04
think of Left for Dead and
13:07
that basically Warhammer Left for Dead
13:09
is vermentide and I would love
13:11
to see some sort of B&D,
13:13
four-player co-op, dungeon bashers sort of
13:15
thing where it's like low-on narrative
13:17
but high on character chatter. Yeah.
13:19
That's what I love about Left
13:21
For Dead, right. the four-player party
13:23
into a goblin cave and it's
13:25
like your job is to cut
13:27
your way through this goblin cave
13:29
like that's a fun game right
13:31
there like just drop me into
13:33
like classic D&D scenarios with the
13:35
four-player party and everybody gets to
13:37
choose their class. Throw a beholder
13:39
boss at the end have a
13:41
red wizard who's summoning zombies and
13:43
spirits and stuff like that I'd
13:45
play I play the hella that
13:47
well wait isn't that kind of
13:49
like The new Dark Alliance game
13:51
that no one played. That was
13:53
the bad news that I had
13:55
on the flip side. Is that
13:57
Dark Alliance, I think, just the
13:59
last week, went offline permanently because
14:01
it was not a successful game.
14:03
So if you wanted to play
14:05
a left for dead style D&D
14:07
game, you missed your channel. Yeah,
14:09
well I didn't hear anything good
14:11
about it anyway. So you want
14:13
a good one. Yeah, I think
14:15
the perennial challenge with any D&D
14:17
cross media property is the tension
14:19
between having like a recognizable story
14:21
and making your own characters and
14:23
then having that. people engage with
14:25
that in that way and I
14:27
think that like the RPG elements
14:29
like I mean Baldur's Gate 3
14:31
has the name recognition and the
14:33
deep story and you get to
14:35
make your own characters if it
14:37
was going to be a D&D
14:39
based thing it's like are they
14:41
going to tie it into something
14:43
else doing another never winter nights
14:45
or something like that right but
14:47
where you can recognize like the
14:49
D&D continuity there but if they
14:51
were like this is Dark Alliance
14:53
3 I don't know if just
14:55
give me cursive straw but as
14:57
a playable video game you know
14:59
yeah I agree I don't know,
15:02
maybe Blood of the Dawn Walker
15:04
or whatever, it's cool, maybe that'll
15:06
be good. Get Konami in here
15:08
and make the Castlevania crossover. That'd
15:10
be pretty cool. That'd be pretty
15:12
cool. Speaking of crossovers, we have
15:14
some pretty big news this week.
15:16
There is a brand new adventure
15:18
that you can get on D&D
15:20
Beyond right now by one Monty
15:22
Martin, Kelly McLaughlin, the dungeon dudes.
15:24
It is called... In search of
15:26
Smugler's secrets, it is a Drakenheim
15:28
adventure. It's on Dandy beyond. Monty
15:30
Kelly, tell us about it. So
15:32
in Search of Smugler's Secret is
15:34
a new adventure location in the
15:36
city of Drakenheim that takes a
15:38
group of adventures into the sewers
15:40
below Drakenheim, searching for a lost
15:42
Smugler's tunnel that is rumored to
15:44
be in there that could be
15:46
a good passageway. into the inner
15:48
city, which is very difficult to
15:50
get to. This adventure will have
15:52
you meet some of the factions
15:54
from Dungeons of Drakenheim, decide who
15:56
you're going to work with, and
15:58
maybe who you're going to betray,
16:00
deal with some of the iconic
16:02
monsters, and hope. survive the dangerous
16:04
sewers of Drakenheim. It is a
16:06
low-level adventure and it is great
16:08
for people who are both interested
16:10
in the world to Drakenheim and
16:12
looking for a sample to get
16:14
started and get a taste of
16:16
the world that Monti and I
16:18
have created. But also if you
16:20
already own Dungeons of Drakenheim and
16:22
you're thinking to yourself, I'm going
16:24
to get started playing, but boy,
16:26
do I wish there was a
16:28
sewer adventure site in this book.
16:30
Well, you can add this into
16:32
your existing campaigns as an adventure
16:34
site for your players to visit.
16:36
So it works for all fans
16:38
new and old of Drakenheim. The
16:40
adventure was inspired by some of
16:42
the early parts of the original
16:44
actual play campaign that we couldn't
16:46
quite figure out. at the time
16:48
of writing Drakenheim had to best
16:50
present them in the book. And
16:52
so we had this opportunity to
16:54
kind of develop all those out
16:56
a little bit more and build
16:59
what is a little bit of
17:01
a nicely self-contained dungeon crawl adventures.
17:03
So even for people that aren't
17:05
running the whole Drakenheim adventure are
17:07
just looking for a little taste
17:09
to see. if our group would
17:11
enjoy it, or just want like
17:13
a reasonably deadly dungeon crawl with
17:15
some cool puzzles. It's a fun
17:17
nonlinear sort of dungeon crawl that
17:19
has this nice self-contained element to
17:21
it to run in probably one
17:23
really long game session or like
17:25
two or three shorter ones. Oh,
17:27
also there's one new monster. Yeah,
17:29
wait, so how big is this
17:31
thing? How big is this new
17:33
Dragon Hind book? It's a five-room.
17:35
dungeon, but each of those rooms
17:37
is kind of its own. Yeah,
17:39
like two of the, two of
17:41
the locations are kind of like
17:43
three room dungeons on their own.
17:45
So that's what I say. It's
17:47
like a five room dungeon with
17:49
three room dungeons as each room
17:51
in the five room. A five
17:53
room dungeon that we're talking about
17:55
is actually abstracted because it involves
17:57
traveling from one room to the
17:59
next in the sewers, which could
18:01
run you into an encounter of
18:03
some sort within the sewers itself.
18:05
So there's like some abstracted navigation,
18:07
but there are five core places
18:09
in the sewers that you need
18:11
to check out to see which
18:13
one might be the secret smuggler's
18:15
tunnel. And then you're reporting back
18:17
to the faction you decide to
18:19
work with. on the information you
18:21
gather or backstabbing them and giving
18:23
the information to another faction, do
18:25
whatever you want, it's open-ended. And
18:27
along the way you're going to
18:29
solve puzzles, you're going to maybe
18:31
talk to some fish people and
18:33
decide if you want to murder
18:35
them or be friends with them,
18:37
there's a whole bunch of fun
18:39
shenanigans that can happen in the
18:41
sewers of Dragon Act. Yeah, I
18:43
feel like there's almost like a
18:45
hidden fifth ending, if you will,
18:47
with a, I don't know whether
18:49
you'd call it a faction or
18:51
not, I don't want to give
18:54
too much away, but there was
18:56
like something written in there that
18:58
I was like, oh, that's pretty
19:00
cool. I could see a party
19:02
totally ending the adventure in that
19:04
way. Yeah. Yeah. Well, well, well,
19:06
because one of the things that
19:08
we like to do with our
19:10
adventure sites and like one of
19:12
our philosophy is with that we
19:14
take in general when we take
19:16
in general when we're writing like
19:18
an adventure, like an adventure site,
19:20
like an adventure site. is that
19:22
we don't presuppose that combat is
19:24
going to be the only way
19:26
the party engages with each location.
19:28
And so, and we also don't,
19:30
well we present one possible solution
19:32
getting through each of the various
19:34
passage ways because of course the
19:36
players at the set of the
19:38
adventure are given this old smugglers
19:40
map and they're said and the
19:42
factions basically tell them we found
19:44
this map. We don't know if
19:46
this information is true, if it's
19:48
accurate, if it's accurate, any of
19:50
these access points that the map
19:52
purports to work still work. And
19:54
we don't have expended, we need
19:56
you because you're expendable adventures that
19:58
we can just pay and not
20:00
value yet, you're not yet a
20:02
valuable faction agent. So take this
20:04
map. Go explore and find out
20:06
which of these three points identified
20:08
on the map actually lead under
20:10
the city walls. And then each
20:12
of those three points represents this
20:14
this kind of like micro dungeon
20:16
environment where the players can either
20:18
figure out, oh, this is actually
20:20
a direct pathway through that just
20:22
works, but there's a complication with
20:24
some monsters that are dwelling there
20:26
that the players can engage with
20:28
its combat or interaction. and then
20:30
the other sites represent places where
20:32
the players, they might be away
20:34
under the city walls if the
20:36
players can figure out the way
20:38
to do that, which could be
20:40
everything from actually solving a puzzle
20:42
to realizing, oh, there's explosives at
20:44
this other place. We're going to
20:46
bring those back and blow stuff
20:49
up and make our own way
20:51
through. So kind of give a
20:53
lot of different fun solutions that
20:55
the players can engage with and
20:57
then even decide if they want
20:59
to double-cross the faction that they
21:01
work with. It sounds like you
21:03
give the players a lot of
21:05
agency to explore and act as
21:07
they choose That's that's our philosophy
21:09
through all of the Drakenheim books
21:11
It was always intended to be
21:13
sandboxy With play like we we
21:15
present the entire city in the
21:17
Drakenheim book is just like here's
21:19
all the locations and here's what
21:21
the factions want It's up to
21:23
you to decide how you're going
21:25
to navigate that and so even
21:27
on a micro level when we're
21:29
creating a single adventure site for
21:31
this smaller sample book, it really
21:33
is still, we want it to
21:35
be able to capture the elements
21:37
that make Drakenheim special, which is
21:39
that open-endedness of like, the players
21:41
get to choose really how they
21:43
engage with each of the locations
21:45
and how they engage with the
21:47
factions. And both of those are
21:49
really important to the design philosophy
21:51
that Monti and I take. And
21:53
to connect that back to like...
21:55
games that influenced us from earlier.
21:57
This is why like Fallout New
21:59
Vegas is such like an important
22:01
cornerstone of like everything Brockenheim really
22:03
because you know instead of a
22:05
nuclear wasteland, we have an Eldridge
22:07
contaminated wasteland. But, you know, in
22:09
Fallout, New Vegas, one of the
22:11
things that always struck me with
22:13
that was that there was some
22:15
that based almost every location in
22:17
the Mojave, in the game, there
22:19
are multiple reasons and multiple quest
22:21
hooks that send you to those
22:23
locations and multiple outcomes from what
22:25
happens depending on which factions you
22:27
are working with. Like, like several
22:29
of the vaults, there's one vault
22:31
that. is filled with plants. I
22:33
remember this one because it's one
22:35
of those ones where I think
22:37
almost every faction in the game
22:39
can send you there for some
22:41
reason. And so you get kind
22:43
of embroiled in all these different
22:46
conflicts and have to decide how
22:48
you're going to choose things. And
22:50
of course, because we try to
22:52
take that idea with everything that
22:54
we do with Drachenium. And of
22:56
course with this adventure, it's a
22:58
little bit more simple than that
23:00
because one of the things that
23:02
we like to that's important to
23:04
us with Drakenheim is that the
23:06
low-level characters don't necessarily burn their
23:08
bridges right away in the adventures.
23:10
But the possibility of that, like
23:12
if the players really take things
23:14
in a catastrophic way, they always
23:16
can. And they can solve things
23:18
in different ways. They can navigate
23:20
things in different things. Especially, you
23:22
know, in the writing process, one
23:24
of the things that's always tough
23:26
is that I'm a big fan
23:28
of backtracking. I love it when
23:30
an adventure makes you backtrack and
23:32
sometimes not everyone loves it but
23:34
I love it. I love it.
23:36
I love it. I think we
23:38
got specific feedback at our initial
23:40
pitch where they were like why
23:42
do they have to go through
23:44
the whole dungeon twice and we
23:46
were like we thought it was
23:48
cool. Yeah. And they were like
23:50
can we not do that? Yeah.
23:52
Because originally the original version of
23:54
the adventure was that you would
23:56
explore the passages. And then if
23:58
you found one of the passages
24:00
that worked, you had to then...
24:02
Take a faction representative and show
24:04
them that it worked And and
24:06
in an escort style mission and
24:08
we would escalate the situation when
24:10
you returned that whatever you didn't
24:12
deal with the first time Was
24:14
now there to mess you up.
24:16
Yeah, the second time through but
24:18
but then we simplified it a
24:20
bit more and You're kind of
24:22
just going in one end and
24:24
coming out the other but the
24:26
the the intrigue of still There's
24:28
there's two factions and Dracenine we
24:30
have five factions But we simplified
24:32
this one by doing probably the
24:34
two, two, two, we picked two
24:36
factions that are very popular with
24:38
our audience, but that directly oppose
24:41
each other at the outside of
24:43
the campaign. And so, you know,
24:45
one of them says, hey, we
24:47
found this map, go check it
24:49
out. And then the other one
24:51
approaches you on your way into
24:53
the city and they were like,
24:55
that map belongs to us and
24:57
this information is valuable to us.
24:59
So we want to pay you.
25:01
to screw over the other faction
25:03
and work for us. And then
25:05
they give you a separate exit
25:07
point to what the first faction
25:09
gave you. And so depending on
25:11
which faction you want to work
25:13
with you have to leave the
25:15
sewer at a different point and
25:17
give the information you found to
25:19
the right faction and thus make
25:21
mild enemies of the faction you
25:23
didn't give the information to. Well,
25:25
it is available on D&D Beyond,
25:27
as I said, right now in
25:29
search of Smugler Secrets. It's up
25:31
for $14.99 USD. If you want
25:33
to grab it, get a taste
25:35
of Drakenheim. Or I believe if
25:37
you get Dungeons of Drakenheim and
25:39
in search of Smugler Secrets together,
25:41
you get a small discount on
25:43
them. So go check it out.
25:45
Yeah, I'm really bad at ending
25:47
these segments. Speaking of Magic the
25:49
Gathering. Do we either review Montiel
25:51
Kelly? Because Dale's usually our Magic
25:53
the Gathering expert on this podcast.
25:55
Or either review. Oh boy. Magic
25:57
players? Oh yeah. Oh yeah. Yeah,
25:59
I just. got back into paper
26:01
and all of it this year
26:03
I was like I kind of
26:05
felt the it like it's like
26:07
the seven-year it's like once every
26:09
couple years it's just like I
26:11
gotta get get back into it
26:13
and and I refuse yeah it's
26:15
fine you you're you're you're free
26:17
no no you're allowed but I
26:19
just like I think I'm gonna
26:21
go back in are you gonna
26:23
come with me and I was
26:25
like no man I can't so
26:27
no it's been it's been kind
26:29
of fun I've been playing both
26:31
I've been playing both online I've
26:33
been playing both online and through
26:36
arena and through arena and through
26:38
arena and through arena and through
26:40
arena and There's a wonderful game
26:42
shop that's up the street from
26:44
our studio that has a really
26:46
nice, really nice community. I mean,
26:48
in Toronto, you're kind of spoiled
26:50
for it. Are you familiar with
26:52
Lawwin Shadowmore, the setting? Yes. And
26:54
would you be excited to see
26:56
it as a day and day
26:58
supplement? No. I'm completely indifferent to
27:00
that. I think that by a
27:02
country mile, Ravnica was the most
27:04
exciting magic set to put... as
27:06
a D&D setting. I think Lorwin
27:08
was actually the set that came
27:10
after Ravnica. And Lorwin was actually
27:12
like when I stopped playing Magic.
27:14
I think the other one I
27:16
would have been more excited about
27:18
and I think a lot more
27:20
people would probably wouldn't have been
27:22
in a strad. But I feel
27:24
like in a strad, Strad von
27:26
Zarovich, Ravenloft. Like maybe it's not
27:28
a lot of new ground. So
27:30
so maybe Lorwin feels like it's
27:32
addressing a... niche that they're looking
27:34
at in their in their settings.
27:36
Lauren's a cool place and I
27:38
think that they're like returning to
27:40
it always, but as far as
27:42
me being like, oh, this will
27:44
be a cool setting to play
27:46
in, not for me, personally. Yeah.
27:48
For folks that don't know, so
27:50
Lawwin, Dash, Shadowmore, I believe, Please
27:52
Magic the Gathering fans don't eat
27:54
me. It's kind of like a
27:56
dual setting. where it's kind of
27:58
fay feeling kind of animal spirit,
28:00
a lot of folk are playing
28:02
fay spirits that live in the
28:04
forest of Lawland. which is very
28:06
idyllic and it's the ever summer
28:08
and things are really nice there,
28:10
but then it changes into shadow
28:12
more and kind of plays with
28:14
that duality of the fay between
28:16
the summer courts and the winter
28:18
courts. And so yeah, Wizards have
28:20
announced that they're doing a supplement
28:22
book like the Ravnica book from
28:24
a few years ago. I don't
28:26
know when this is meant to
28:28
be coming. They said earlier in
28:30
the year that there was like
28:33
an October mystery book that was
28:35
unannounced on their slate for this
28:37
year. I don't know if that's
28:39
filling that slot or whether it's
28:41
coming early next year. It's a
28:43
fine branding opportunity. Why not just
28:45
make a fair wild book? We've
28:47
got domains of delight already. I
28:49
feel like as cool as Lorwin
28:51
is and I'm not a huge
28:53
magic hat either. If we're dealing
28:55
with the duality between Faye and
28:57
Shadows, D&D's got that already, you
28:59
know, let's do something that leans
29:01
into the D&D multi-person wizards love
29:03
so much. I think they're trying
29:05
to capture the crossover though in
29:07
a way that like, let's get
29:09
more people playing D&D and there
29:11
is value in that, but at
29:13
the same time, as a person
29:15
who got out of magic, like...
29:17
12, 15 years ago, it's all
29:19
new to me. So like you
29:21
throw me a setting from Magic
29:23
and I'm like, cool, new D&D
29:25
setting, neat. I know nothing. So
29:27
like you guys, you guys say
29:29
whatever, LORWIN, shadow more. And I'm
29:31
like, new D&D setting, neat. I
29:33
feel like there's other settings that
29:35
I might have put higher than
29:37
LORWIN for a D crossover, for
29:39
breaking new ground, like one of
29:41
the ones that I would be
29:43
like, now you got my attention.
29:45
plane of magic. This was like
29:47
also part of my prime time
29:49
when I play magic. It came
29:51
out after Miradin, if you don't
29:53
know, was probably the most overpowered
29:55
set magic the gathering has ever
29:57
made. Like in the modern era
29:59
of magic. So like you go
30:01
back to the 90s, there's some
30:03
broken stuff, but then Miradin... was
30:05
like the first step that had
30:07
the new car, the redesigned card
30:09
face and it was like, it
30:11
blew the doors off the power
30:13
level. And then Kamigawa came out
30:15
afterwards and it was not nearly
30:17
as powerful. But I think that
30:19
both of those settings, both Miradin,
30:21
Miradin's really cool because everything's an
30:23
artifact in that world. Like it's
30:25
a weird like, everyone has like
30:28
metal growing out of them and
30:30
their like, even nature is existing
30:32
because it turned, I think the
30:34
story of it is that it.
30:36
turns out that the whole world
30:38
is artificial. And like that, like,
30:40
I would have been here for
30:42
Miradin. And Kamagawa is really cool
30:44
because they came back to Kamagawa
30:46
and they progressed technology in Kamagawa.
30:48
So it started out as very
30:50
much a like feudal Japan inspired
30:52
setting. And then they went cyberpunk
30:54
with it. And that was pretty
30:56
recent too, wasn't it? And that
30:58
was very recent. Yeah, and I
31:00
think the cyberpunk Camagawa, like just
31:02
in terms of the flavor, the
31:04
design, everything, really, really cool. Like
31:06
I'm here for that. So and
31:08
I feel like that represents like
31:10
something really different. I think what's
31:12
interesting is to go with what
31:14
Joey was saying earlier. Why do
31:16
something that already feels like D&D's
31:18
doing it when you can do
31:20
something like that? where it's just
31:22
like we've never seen that in
31:24
D&D or at least very little
31:26
of it so to do like
31:28
feudal Japan cyberpunk that sounds yeah
31:30
awesome. I also just will say
31:32
like at a very very high
31:34
level I feel like wizards could
31:36
if they really wanted to get
31:38
some ground out of just taking
31:40
the core concept of magic the
31:42
gathering as it's like the core
31:44
law of magic the gathering is
31:46
that you're you are a multiverse
31:48
traveling insanely powerful spellcaster that can
31:50
move from world to world to
31:52
world to world. And there's a
31:54
part of me that's just like
31:56
why not release just a source
31:58
book that covers that idea as
32:00
a campaign archetype? Or even like,
32:02
I feel like it would be
32:04
really cool if they wrote a
32:06
campaign that was like, the player
32:08
characters are planes walkers, but they
32:10
don't know it yet. There are
32:13
sparks awakened, and now they are
32:15
sent on a voyage through the multiverse,
32:17
which the multiverse is like hot, so
32:19
hot right now. I think like that
32:22
would actually be kind of rad as
32:24
an adventure. Like I'm kind of here
32:26
for it. I don't know.
32:28
Loorwin's cool, but like
32:30
not the most exciting, not
32:33
the most exciting crossover they
32:35
could have chosen. I feel
32:37
like the conclusion that we've
32:39
drawn is anything, anything else
32:41
could have been cool. Yeah,
32:43
yeah. Well, can they tempt
32:46
you then with this other
32:48
kind of slight piece of
32:50
news? Dragon Delves, which is
32:52
their Dragon-themed supplement, it's an
32:54
anthology of Dragon-themed adventures coming
32:57
in July. They've revealed the
32:59
two covers of it, the
33:01
main cover by Greg Staples
33:03
and the alt cover by
33:05
Justine Jones. What do you
33:07
think? These look cool? I
33:09
don't know. They're covers. Those
33:11
are some dragons. Sick. I
33:13
love dragons. Didn't we just
33:15
get a dragon book? And
33:17
we just, but these are
33:20
Dragon Adventures, aren't they? I
33:22
was thinking about this, what
33:24
was it called? Something, something's,
33:26
Bizbons, functionally like... because the
33:28
new dragons are so cool. I mean, there's
33:30
plenty of other like non, like,
33:32
core dragons in the future. Yeah,
33:35
I think you've seen dragons, which are
33:37
pretty, they're pretty cool. Also we
33:39
get, that book still has the Drake
33:41
Warden, which I think is one of
33:44
the coolest rangers we got. Yeah, I
33:46
think that's still relevant, but it is,
33:48
it is surprising to me that all
33:50
of these, like, core 10 dragons,
33:52
chromatics and metallics,
33:54
you are getting this redesign. So
33:56
close off the heels of
33:58
the 5E drachanamicon. essentially. You
34:00
know what, I'm gonna quickly look up fizzvins
34:03
because I get this, you know, we've been
34:05
doing this podcast for a couple years now.
34:07
We're closing in on four years of doing
34:09
this podcast and I remember when we were
34:11
reporting on like, they've shown the
34:13
cover of Strict Haven or whatever that
34:15
supplement was called, you know, the Magic
34:17
School one. Yeah. And that was years
34:19
ago now like that was three years ago. I
34:21
think it was 2021 2021. Yeah, yeah, yeah, yeah.
34:24
And so I think that Fizzbins
34:26
was probably longer ago than you
34:28
necessarily remember. Yeah, you're probably right
34:30
about that. But yeah, I don't disagree
34:33
with you. I think the difference with
34:35
this one though is that it is
34:37
an anthology of adventures. I think is
34:39
what they said before, so it's kind
34:41
of more. Do we know if they're
34:43
new adventures or if they're going back
34:45
into the vaults? Think new. I don't
34:47
know, I don't know for certain, but they
34:49
haven't communicated that these are going to be
34:52
classic adventures. Well, I'd be delighted to see
34:54
that, honestly, you know, the layers of theorests
34:56
that we put out are book of layers,
34:58
the aptly titled book of layers from
35:00
Coble Press. Any of these monster layer
35:02
supplements, I think, are just great for
35:04
the game. Right? I mean, especially iconic
35:07
monsters, like dragons, like dragons, if you
35:09
know you're going to be fighting. just
35:11
having one of those available to pop out
35:13
when the players get there. I mean, it's
35:16
common wisdom by that point. I'm not saying
35:18
anything new here, but that's one of the
35:20
best things that a DM can have in their
35:22
back pocket. I mean, it's sort of
35:24
given you a full story. It's just
35:27
like if you're home brewing, which most
35:29
dams are, it's just like a toolbox.
35:31
I mean, speaking of layers and monsters,
35:33
like monsters of Drakenheim will feature a
35:35
grouping of layers, right for some of
35:37
the monsters, which yeah I agree having
35:39
that sort of stuff is super
35:41
you know just throw it on
35:44
you need a last-minute session or
35:46
thread them together to create a
35:48
campaign is really useful so. Absolutely.
35:50
Dragon Delves coming July 8th 2025 and
35:52
then kind of like pulling the
35:54
steering wheel to the hard left or
35:57
right or just like turning a corner.
35:59
Copold press. and announcing their cozy RPG,
36:01
River Bank. River Bank is a
36:03
new RPG from Cobol Press. You
36:05
join an intelligent society of anthropomorphic
36:07
animals and enter their life of
36:09
cake and tea time by the
36:11
slow part of the river. Notable
36:14
really, because it's Cobol Pre, I
36:16
don't know if this is their
36:18
first, but it's a new RPG
36:20
that they're doing that is not
36:22
connected to 5E in anyway. And
36:24
it's totally very different from 5E.
36:26
It almost sounds more like good
36:28
society sort of. social interaction. Is
36:30
this up anybody's alley? I look
36:32
at it. I, I, there are
36:34
cozy refugees I love. Fantasy One's
36:36
a Reutama is a really good
36:38
one that I played before, a
36:40
lot of fun. And it's not
36:42
like, it's not like cozy games
36:44
that have outlived their welcome yet.
36:47
You know, there's a Rita workshop.
36:49
They're digital division. It's putting out
36:51
the shire, cozy game, tails of
36:53
the shire. Oh yeah. Yeah. It's
36:55
waiting for us. It's coming out
36:57
in like a few weeks. Like
36:59
a few weeks. I'm anticipating it's
37:01
coming out in like a few
37:03
weeks. I've, like a few weeks.
37:05
I'm anticipating it. sick. Yeah, right?
37:07
Yeah, you get to play as
37:09
a hobby in the shire and
37:11
just like decorate your home and
37:13
like make bread and eat cheese.
37:15
Like what what what what more
37:17
do you want? What era? So
37:19
in Riverbank, you're balancing animality and
37:22
poetry a kind of your two
37:24
stats. Are you balancing hobbitry and
37:26
adventurousness in the shire? What a...
37:28
I mean I actually don't think
37:30
you're playing an adventurous hobbit and
37:32
entails from the shire. You're playing
37:34
like the guys that don't leave
37:36
the shire, you know, like you're
37:38
just there. This is interesting because
37:40
this is not like a red
37:42
wall treatment on... No. No, like
37:44
this is actually let us have
37:46
tea and cake. Not like we're
37:48
cute animals, but we actually are
37:50
breaking up the swords and fighting
37:52
each other like like the artwork
37:55
is delightful and cozy and there
37:57
is not a sword or a
37:59
bow and arrow or a spellbook
38:01
inside. It reminds me of the
38:03
art reminds me of. something and
38:05
I'm trying to remember what it
38:07
is. Childhood. Like it just kind
38:09
of like it's it's a frog
38:11
and toad. Frog and toad. Frog
38:13
and toad. You don't know the
38:15
Children's Series, frog and toad? Is
38:17
this like a North American thing
38:19
that I'm sure? I actually feel
38:21
like it's so British to me.
38:23
British thing. Yeah. Another American author.
38:25
Oh, wow. Yeah. Is this like
38:28
winged in the wheel eyes? It's
38:30
literally just a frog and a
38:32
frog and a toad that are
38:34
cozy. together and like they I
38:36
see little clips of them all
38:38
over my social media yeah because
38:40
I as a cozy person see
38:42
a lot of cozy material and
38:44
like they have little things like
38:46
them sitting at a table and
38:48
one of them will be like
38:50
I think I'll have another biscuit
38:52
said frog I will too said
38:54
toad and that's the whole thing
38:56
it's just you know yeah eat
38:58
more biscuits drink more tea relax
39:00
more but I think this sounds
39:03
like a game that I would
39:05
play for a four to six
39:07
episode arc. I would do like,
39:09
I don't know if I would
39:11
do like a three year campaign
39:13
of drinking tea and cakes, drinking
39:15
tea and eating cake, but I
39:17
would do like a short stint
39:19
now and then and like maybe
39:21
revisit it later and like be
39:23
like, all right, we just finished
39:25
a D&D campaign, let's do something
39:27
cozy for a few sessions, you
39:29
know. Yeah, I agree. I mean,
39:31
this is not a, industry changing
39:33
or anything like that, but it
39:36
is nice to see, you know,
39:38
we have seen the the sundering
39:40
of 5E as we called it
39:42
previously with all these different kind
39:44
of 5E supplements between the Tales
39:46
of the Valiant was the word
39:48
I was looking for in DC20
39:50
and things that are fundamentally kind
39:52
of 5E but not. and then
39:54
more fivey rivals that don't use
39:56
that core system like draw steel
39:58
and dagger heart and now it's
40:00
interesting to see some of these
40:02
traditionally sort of fantasy RPG studios
40:04
who have talked about you know
40:06
MCDM famously talked about a dagger
40:09
heart and sorry not dagger heart
40:11
they draw steel them all straight
40:13
in my head. And not being
40:15
the only RPG they want to
40:17
make. It's kind of nice to
40:19
see Cobol Press. Like find that.
40:21
You know, on the fragment, I
40:23
think we also have the fragmentation,
40:25
maybe not the fragmentation, but definitely
40:27
the embracing of the cozy genre,
40:29
because like I feel like since
40:31
Humbelwood, we see it and actually
40:33
you want to talk about magic,
40:35
the gathering crosso, crosso, like cute.
40:37
woodland creature animals living life trying
40:39
to just make it in the
40:41
world but this is this this
40:44
one specifically is very much on
40:46
the not looks like not on
40:48
the violent side which I think
40:50
you know I think having an
40:52
RPG that maybe isn't necessarily focused
40:54
around violence and violent conflict is
40:56
probably a good thing that just
40:58
have more of. This is maybe
41:00
a mild aside, but I think
41:02
it relates to this and an
41:04
earlier conversation is anybody here played
41:06
the video game Coffee Talk It
41:08
was absolutely brilliant and all that
41:10
it is that's that's the like
41:12
narrative RPG that's set in Seattle,
41:14
isn't it? It's in Seattle but
41:17
with fantasy characters like there's like
41:19
an orch and a mermaid and
41:21
like all of these characters come
41:23
into your coffee shop and you're
41:25
the barista who just has to
41:27
make the right drink for them
41:29
and the more accurate you are
41:31
with your drinks the better their
41:33
stories are and so it was
41:35
actually such a I played it
41:37
during COVID and it helped me
41:39
get through. So yeah, I'm now
41:41
I'm like, could I, could you
41:43
make an RPG out of being
41:45
a barista at a coffee shop
41:47
serving fantasy characters? Probably. So there's,
41:49
it's just like the cozy genre
41:52
is just such a beautiful genre
41:54
to play in and it actually
41:56
can be way more fun than
41:58
you thought. When you describe Coffee
42:00
Talk, it's like, how do you
42:02
make a game out of that?
42:04
But then you play it and
42:06
you're like, I love this and
42:08
I can't really explain it, but
42:10
I just do. we got to
42:12
play good society a couple of
42:14
months ago now, maybe early January,
42:16
I'm trying to remember. And I
42:18
was surprised at how high the
42:20
emotional stakes were in that game,
42:22
because you kind of, you know,
42:25
maybe that's a silly thing to
42:27
say because Jane Austin novels are
42:29
all about kind of high emotional
42:31
stakes veiled within polite English society
42:33
and how society kind of entraps
42:35
people into certain behaviors. But we
42:37
ended up role-playing. I was one
42:39
of two brothers and I was
42:41
kind of the mess up of
42:43
the two brothers who was always
42:45
getting the other one into trouble
42:47
and the other one was really
42:49
responsible for making sure the family
42:51
had respect and wasn't being, there
42:53
was no scandal or anything around
42:55
the family. I was surprised, my
42:58
brother was played, was being role-played
43:00
by a guy called Danny who's
43:02
a great dude, really good role
43:04
player and I just felt like
43:06
I was like, oh my God,
43:08
I think I'm gonna cry in
43:10
this game about like. a balloon
43:12
not getting blown away in by
43:14
during a picnic, you know, like
43:16
a dirigible not getting blown away
43:18
during a picnic. I'm sorry. I'm
43:20
such a mess. Yeah, you can
43:22
still play dark fantasy in. Anyway,
43:24
speaking of dark fantasy, firing to
43:26
the last bit of news, D&D
43:28
Beyond has put through another erata
43:30
to the 2025 monster manual. Specifically,
43:33
one of the changes this has
43:35
made is fixed to the carrying
43:37
crawler problem that we mentioned on
43:39
the law cast a couple of
43:41
weeks ago when Logan was on.
43:43
Basically, the carrying crawler in the
43:45
2025 months to manual requires you
43:47
to make a dexterity save against
43:49
being paralyzed and then you could
43:51
repeat the save on your subsequent
43:53
turns, but being paralyzed means you
43:55
automatically failed dexterity saving throws in
43:57
the new version of the rules.
43:59
So it was kind of a
44:01
bit of a bug there. That's
44:03
now been changed to constitution saving
44:06
throws across the board. for the
44:08
carrying crawler specifically, but even the
44:10
initial save? Yes, yes, yes, because
44:12
the way that saving rolls and
44:14
now worded seems pretty smooth to
44:16
always want the same save that
44:18
inflicted the condition to be the
44:20
one that can get you out
44:22
of the condition. Anyway, the reason
44:24
this is newsworthy though is because
44:26
they just kind of rolled, the
44:28
carrying crawler change is the only
44:30
one that I can note. because
44:32
they rolled this Arata into the
44:34
previous Arata that they released about
44:36
two weeks ago. All the monsters
44:39
are listed in the same list,
44:41
so you can't tell which were
44:43
changed when. That's not necessarily an
44:45
issue, but the bigger issue is
44:47
that the Arata is actually pretty
44:49
difficult to find on D&D Beyond,
44:51
it's in the D&D Beyond change
44:53
log. There's no like a Rata
44:55
page or anything like that, which
44:57
is an issue for anybody who
44:59
owns the book. who still has
45:01
the previous version of the carrying
45:03
crawler and not just that, there
45:05
are monsters that have had their
45:07
armor class tweaked, there are monsters
45:09
that have had their health tweaked,
45:11
you know, small changes, it's a
45:14
small thing, but it would be
45:16
nice if they made that more
45:18
easily accessible for people who had
45:20
the books. If you're a war
45:22
gamer, you're no stranger to errata
45:24
and needing to be aware that
45:26
some printed rules may not be
45:28
accurate after a couple of months
45:30
or whatever, but... Yeah, well, you
45:32
know, this was a major addition,
45:34
a major issue in fourth edition
45:36
D&D where that was the first
45:38
time the Wizards had a digital
45:40
platform. And one of the things
45:42
before you is a very tactical
45:44
game is just like in tabletop
45:47
war games, there was a lot
45:49
of errata and it got to
45:51
the point where there was so
45:53
much errata that early books, the
45:55
player's handbook was a sort of
45:57
notable, almost a sort of infamous
45:59
example, is that people would exaggerate
46:01
a little bit and say, you
46:03
know, the player's handbook has more
46:05
erata than it has original pages.
46:07
And, you know, that's sort of
46:09
become myth and legend at that
46:11
point, but that's the danger you
46:13
run into. When you try and
46:15
update a physical game, like a
46:17
digital game and have a change
46:20
log and all of that, if
46:22
your rod is not really clear,
46:24
then yeah, you're wasting people's money
46:26
who bought the digital book. And
46:28
for the conspiratorially minded out there,
46:30
one might get the sense that
46:32
they would prefer you have the
46:34
digital edition and not the physical
46:36
book at all. I don't believe
46:38
that, but I do think from
46:40
a best practice standpoint, but you
46:42
know. Keep the errata low. Keep
46:44
the errata low. Even if you
46:46
think there's an error or something
46:48
like that, it's better to just
46:50
let it ride, honestly. Unless it's
46:52
a serious feedback loop bug like
46:55
the carrying crawler. That's a reasonable
46:57
change. But all the AC and
46:59
HD tweaking, it's like that's fine
47:01
if you're playing a digital game.
47:03
But I think D&D Beyond has
47:05
convinced some people within wizards that
47:07
they are running a digital game.
47:09
and not a game that's pointed
47:11
on paper in a lot of
47:13
cases. I think it's very challenging,
47:15
like on the opposite side of
47:17
things, because especially with a monster
47:19
book having recently put through one
47:21
and having a much smaller team
47:23
than than Wizards, even when you
47:25
are going through the final math
47:28
checks on something, it's really difficult
47:30
to find everything. And I think
47:32
one of the benefits that I
47:34
think in the independent publishing sort
47:36
of thing, and to catch those
47:38
errors, and so that you have
47:40
something that goes to backers and
47:42
get one final pass through the
47:44
net to catch all those things,
47:46
that's one of the benefits of
47:48
being able to do that in
47:50
the independent publishing sort of thing,
47:52
and to catch those errors, and
47:54
so that you have something that
47:56
goes to print that at least.
47:58
The difference between 5,000 people looking
48:01
at a book and finding errors
48:03
and even a team professional editors
48:05
who it's their job to do
48:07
it. It has blown my mind
48:09
how much just the audience consuming
48:11
it for the first time who
48:13
has never seen the work, right?
48:15
Because I've even learned this about
48:17
myself is like, I cannot proofread
48:19
my own writing. My brain reads
48:21
the sentence and it remembers what
48:23
I meant and does not see
48:25
the errors. Right. It's a real
48:27
struggle for myself in that regard,
48:29
and I find that even when
48:31
you work with really talented people,
48:33
the teams that work on role-playing
48:36
game books are still small, and
48:38
as soon as it goes from
48:40
the team of two, three, five,
48:42
a dozen, 20 authors, to thousands
48:44
of readers, the ability to crowdsource
48:46
all those things of like, yeah,
48:48
it probably should, like, I'm not
48:50
mad that things like that. slip
48:52
through the cracks. I very much
48:54
understand how that happens, having gone
48:56
through the other the other side
48:58
of that process, right? I don't
49:00
think the errata is the problem
49:02
or mistakes in the book, because
49:04
those are going to happen, especially
49:06
for such a big book. And
49:09
our PG books are so much
49:11
that goes into them as opposed
49:13
to like even just a novel,
49:15
you know, in terms of art
49:17
and pages and rules that reference
49:19
other pages and all this sort
49:21
of stuff. We were talking about
49:23
this recently on the law cast.
49:25
For me, it's just as Taos.
49:27
at Alpha Stream was saying on
49:29
Blue Sky, it's just, can we
49:31
surface this a little bit better?
49:33
Yeah, for people who use the
49:35
physical books, because I obviously wouldn't
49:37
have known about it if it
49:39
wasn't for Taos, and I think
49:42
maybe Enworld did an article kind
49:44
of pointing this out. So that
49:46
being the case, we are going
49:48
to jump into, I think we've
49:50
got time for a quick listener
49:52
email here. Yes. This coming. Oh,
49:54
before we move on to emails,
49:56
I want to give a shout
49:58
out for a cool experience. I
50:00
was down in Preston, which is
50:02
in Melbourne, if you're not Nazi,
50:04
and I went to escape room
50:06
called Ukio, like the Japanese art,
50:08
the ancient painting style Ukioa, the
50:10
floating world, and wound up doing
50:12
an escape room from, that my
50:14
friends had heard at a pack's
50:17
a couple of years ago, we
50:19
were mean to try for ages,
50:21
called The Crumbling Prince, that's sort
50:23
of inspired by Studio Ghibli and
50:25
Legend of Zelda vibes. It's a
50:27
narrative escape room, something I've never
50:29
done before, right? Usually in a
50:31
escape room you're locked in a
50:33
building and you have a strict
50:35
60-minute timer with which to solve
50:37
some devious, but sometimes a little
50:39
bit disjointed puzzles in order to
50:41
find the key that opens the
50:43
door. And usually there's a bit
50:45
of a theme like you've been
50:47
kidnapped by an evil wizard or
50:50
you've been locked in a dungeon
50:52
or you're trying to do a
50:54
heist and get the money and
50:56
get out or something like that.
50:58
This is an untimeed game with
51:00
a story, a sort of emotional
51:02
story actually of a prince of
51:04
this sort of cherry blossom veiled
51:06
valley whose friends have been lost.
51:08
You're trying to uncover sort of
51:10
the root of the dark magic
51:12
and the despair at play here.
51:14
And it was just one of
51:16
the best escape rooms I've ever
51:18
done. I almost wish Dale was
51:20
on this podcast because I want
51:23
to see the look on her
51:25
face when I say, this is
51:27
probably the best use of AI
51:29
I've ever seen. A rare day
51:31
for me when I sing the
51:33
praises of LLLMs, but it was
51:35
really incredible work. They had this
51:37
prince, this is sort of a
51:39
scarecrow really standing in the middle
51:41
of the room and it was
51:43
an LLLM chatbot. that had been
51:45
fully voice acted by a real
51:47
person who's a local Aussie Indian
51:49
musician whose name I can't recall
51:51
offhand. But you could just speak
51:53
in a loud clear voice anywhere
51:55
in the room asking, hey Prince,
51:58
what's going on here? Or the
52:00
Prince would ask you questions like,
52:02
what is wisdom? And this is
52:04
one of the puzzles that you're
52:06
trying to sort of unravel the
52:08
root of the emotional story being
52:10
told here. And there were cameras
52:12
as well. There was a moment
52:14
where we had to sort of
52:16
collect eight peaches that had been
52:18
hidden throughout the room, place them
52:20
all in a basket. And then
52:22
we would say, hey Prince, we
52:24
found your peaches. And the cameras
52:26
in the room would see them.
52:28
And sort of these stories would
52:31
unfold in a very natural and
52:33
organic way that had clearly been
52:35
programmed and lovingly handcrafted by humans
52:37
in a way that the the
52:39
generative AI that I rail about,
52:41
it seems like every other episode
52:43
of the lorecast. It has the
52:45
human touch that that simply does
52:47
not have. And it strikes me
52:49
as the use of AI as
52:51
a tool to enhance human creativity
52:53
or to open up new avenues
52:55
of human creativity actually, rather than
52:57
just being a way to cut
52:59
corners and reduce headcount and save
53:01
a big software company CEO a
53:04
couple of dollars every day. It
53:06
was really something special and they're
53:08
opening up an even more expansive
53:10
and puzzle driven room in April
53:12
here in Melbourne if you're in
53:14
Melbourne if you come here for
53:16
packs unplugged. I really want to,
53:18
packs, packs, is what I mean
53:20
to say, packs and plugs in
53:22
Philadelphia. packs Australia in what, October,
53:24
October every year? If you come
53:26
in and check it out, because
53:28
that new room they're opening is
53:30
continuation of the story and it's
53:32
not a boss fight. The folks
53:34
there ran me and my group
53:36
through a sort of pen and
53:39
paper play test version of what
53:41
they're going to do in the
53:43
room they're building now. And it
53:45
involved tests of speed and reflex.
53:47
in a way that is sort
53:49
of video game inspired, but I've
53:51
never seen done in an escape
53:53
room before. And given how impressed
53:55
I was this week, I really
53:57
expect a lot out of them.
53:59
Well, this is the interesting thing
54:01
about what you've described to me,
54:03
because we've talked about it a
54:05
little bit before recording today, is
54:07
that this doesn't sound, it sounds
54:09
like an escape room in like
54:12
genre maybe, but it doesn't in
54:14
terms of like being in a
54:16
physical space and solving puzzles, so
54:18
to speak. but it doesn't actually
54:20
sound like an escape room. No,
54:22
because you're not trying to escape,
54:24
which sounds like a cool kind
54:26
of like role-playing evolution of the
54:28
genre. Because I've done things like
54:30
interactive theater before, where I've popped
54:32
down, I've been like a gangster,
54:34
and I've been like, ah, you
54:36
gotta find this place and do
54:38
the thing. And when you get
54:40
there. You're going to speak to
54:42
this person and then the audience
54:45
who are all like having drinks
54:47
in a bar or whatever, asking
54:49
me questions and I'm giving answers.
54:51
But there's, I don't think this,
54:53
but there's been kind of an
54:55
air of like hookiness around that.
54:57
I think for people and kind
54:59
of like very thinly veiled level
55:01
of role play. Having come from
55:03
my theater background and had conversations
55:05
with some of my friends that
55:07
are still working in theater about
55:09
some other their interactive projects, I
55:11
did a playtest for a friend
55:13
of mine of mine and I
55:15
said. You're just trying to trick
55:17
the audience into playing 10 candles
55:20
with you. And for my part,
55:22
I think what I find very
55:24
interesting is, yeah, a lot of
55:26
interactive theater in particular, I think,
55:28
is trying to pull the genre,
55:30
like pull out from role-playing games.
55:32
It's very rare when you find
55:34
an interactive experience like what you're
55:36
describing James that that actually captures
55:38
so much of that thought and
55:40
integrates technology like that. Yeah. Yeah.
55:42
And that's the thing right you
55:44
were talking about this sort of.
55:46
pokiness at play. And I, as
55:48
soon as I realized that I
55:50
was in for, right, that it
55:53
wasn't a sort of traditional escape
55:55
room, that's immediately what my worry
55:57
was too. And I came out
55:59
really shocked actually at how sort
56:01
of attached we became to our,
56:03
to the Prince, to the companion,
56:05
to this chat bot that we
56:07
were talking with, because it was
56:09
so well written. It was so
56:11
well written and well programmed and
56:13
honestly well performed that in a
56:15
way that I Don't think I
56:17
would have gotten if we'd had
56:19
sort of a game master in
56:21
the room with us Because it
56:23
didn't feel realistic per se, but
56:26
it it's sort of allowed I
56:28
mean to get into a suspension
56:30
of disbelief that I don't think
56:32
a real human would have allowed
56:34
me to weirdly enough. Yeah, it
56:36
reminded me of when I did
56:38
like a murder mystery dinner theater
56:40
for a company once and I
56:42
was told like staying character the
56:44
whole night, you can't break character,
56:46
staying character. And I was like,
56:48
all right. And then we had
56:50
to like sit down and have
56:52
dinner with the audience, right? So
56:54
I'm sitting at this table in
56:56
this conference room like eat my
56:58
dinner and dinner in character. And
57:01
the lady sitting on my left
57:03
turns to me, she goes, oh,
57:05
so do you do this a
57:07
lot? And I go, yeah, like,
57:09
you know, I make money for
57:11
the boss over there and I,
57:13
you know, like staying in character.
57:15
And she went, oh, okay. And
57:17
a wall just came down between
57:19
us. And she was like, I
57:21
am not interested in interacting with
57:23
this performance. I'm going to turn
57:25
over here and talk to this
57:27
person instead, because I think there
57:29
is a level of uncomfortable of
57:31
uncomfortable nurse. that exists there for
57:34
people who don't play role-playing games
57:36
in particular. When it comes to
57:38
interacting with someone who's clearly doing
57:40
the role. I don't want to
57:42
get on my soapbox, but I
57:44
think that that's the biggest barrier
57:46
with the genre of interactive theater
57:48
is that role-playing. games have to
57:50
have already like create an environment
57:52
where people can do that and
57:54
like there's this environment of trust
57:56
right like I think that that's
57:58
the the the key one of
58:00
the key things with with a
58:02
role-playing game to make it work
58:04
is that there needs to be
58:07
trust between the players between the
58:09
game master everybody needs to construct
58:11
that But an environment where you
58:13
have a pay, like an audience
58:15
that is coming in to interact
58:17
with actors who they don't know,
58:19
it's actually really hard to create
58:21
that level of trust. You have
58:23
to work really hard to get
58:25
there. Once you do, you can
58:27
do amazing things. Just like when
58:29
you play a role-playing game with
58:31
a group of people that all
58:33
trust each other, you can go
58:35
places that you can tell stories
58:37
that you just aren't. Trust is
58:39
like the magic ingredient of a
58:42
long playing game, right? And with
58:44
any interactive experience, really. I think
58:46
there's a lot to be taught
58:48
there as a game designer about
58:50
creating immersion and a sense of
58:52
suspension of disbelief through atmosphere, because
58:54
that level of atmosphere, they created
58:56
really wonderful. Well, speaking of trust
58:58
and atmosphere, you can trust that
59:00
this podcast will be bringing you
59:02
more atmosphere next week. Because we've
59:04
got to end this episode. You
59:06
can join us live on Twitter.
59:08
We're here every Monday 6 p.m.
59:10
Eastern Standard Time, 3 p.m. Pacific
59:12
Standard Time, or it is Tuesday,
59:15
10 a.m. Usually, Australian Eastern Time.
59:17
Monty Kelly, where can folks find
59:19
you if they haven't checked out
59:21
your stuff before? We are over
59:23
on YouTube at Dungeon Dudes. Awesome,
59:25
go check it out. Go give
59:27
us likes and stuff over there
59:29
and subscribe and we'll see you
59:31
next time. I've been Ben Byrne
59:33
here with Monty Martin Kelly McLaughlin
59:35
James Hague and we will be
59:37
back next week with another episode
59:39
of the Eldridge Lawcast. Whoa wabada
59:41
Woobada! I can't remember the sign-off
59:43
that we came up with. I
59:45
like wabada boobbez. But it's happened
59:48
since you've been out. Oh no!
59:50
Woo -blah -doo! I
59:52
can't remember what
59:54
it is. It's
59:56
something like that. It's
59:58
something like for Dante
1:00:00
to come on.
1:00:02
for Dante to come on. And...
1:00:04
for two weeks
1:00:06
weeks, he'll change up the above
1:00:08
it, is it? Wow, waw,
1:00:10
something? Oh No, can't
1:00:12
remember. remember. Oh, no. It's
1:00:14
all Adam's fault,
1:00:16
isn't it?
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