March 11, 2024

7 Ways To Start A Campaign That Are NOT In A Tavern

7 Ways To Start A Campaign That Are NOT In A Tavern
7 Ways To Start A Campaign That Are NOT In A Tavern
Hello, Adventurers!
7 Ways To Start A Campaign That Are NOT In A Tavern

In this episode of 'Hello Adventurers', the hosts aim to shatter the stereotypical Dungeons & Dragons campaign opener of gathering in a tavern. Instead, they invite listeners to flex their creative muscles and explore seven innovative and...

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In this episode of 'Hello Adventurers', the hosts aim to shatter the stereotypical Dungeons & Dragons campaign opener of gathering in a tavern. Instead, they invite listeners to flex their creative muscles and explore seven innovative and captivating alternatives for launching their adventures.

These inventive methods include diving straight into the action with an 'In Medias Res' approach, embarking on a journey through a dream sequence, commencing a grand expedition, inheriting a legacy, delving into guild assignments, immersing in a festive atmosphere, or unraveling the mysteries behind a cryptic invitation.

Each option is meticulously crafted to enrich the storytelling experience, providing a dynamic kickstart to any campaign while fostering deeper player engagement from the get-go. So, say goodbye to the tavern cliché and embrace the thrill of inventive campaign starters!

Send us your favorite campaign starter - even if it was a tavern - helloadventurerspodcast@gmail.com or tell us yourself at helloadventurerspodcast.com/voice

WEBVTT

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The Adventurers. So picture this,
You're all sitting in a tavern and a

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D and D campaign starts. I've
been there, Yeah, we've all been

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there. Gym has already born.
So today's episode, I want to break

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you guys out of the habit of
having your characters meet in a tavern.

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Fun fact, you meet in a
tavern was one of the working titles for

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this podcast. Long ar We're going
with you, And the only reason we

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didn't go for it is I actually
really liked the idea. Someone else use

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it before I did it, So
that just shows how common this trope is,

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the trope of, like, you
know, you don't know where to

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start your campaign, You're just gonna
starting to tavern, and it makes sense.

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You know, this is where the
people of that town meet. If

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you're going to start your campaign with
the characters not knowing each other, they

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might as well bump into each other
at a place where everybody already goes.

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So it's not without merit. It's
just it's too common not to say that's

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bad. Yeah, I know,
Jim groaned, but it's only bad for

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Jim. As long as your campaign
goes somewhere, it doesn't really matter.

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Where it starts, but it might
as well start somewhere cool if you have

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the chance. So on today's episode, we came up with seven ways to

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start your campaign that are not in
a tavern. Yeah yeah, yeah,

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I hate starting in tavern. I
don't mind starting in taver like ending like

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taverns in the middle that kind of
covers all our bases there. The air

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crackles with tension as our adventurers find
themselves in the midst of a chaotic battle.

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Iro's whizzing by and spells casting colorful
lights against the night sky. They

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are already a team, pushed together
by the urgent need to escape, pursuing

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enemies as fight for their lives,
a mysterious figure of yours revealing that their

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fates are intertwined, setting the stage
for a quest of epic proportions. The

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first method we have is called in
medias rests, which is Latin for in

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the middle of stuff. The middle's
in there somewhere, I don't really know

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Latin in it. Yeah, yeah, we're in this now, but it's

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when you start, like when in
the middle of something huge happening. Combat

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is a great place to start this, but it doesn't have to combat could

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just be a kerfuffle of some sort. I think it's what in medius rest

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means. It's a in the middle
of a kerfuffle. What's Latin for kerfuffle?

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Follow that's plural. Oh, that's
actually a pasta, I think a

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kerfuff. It's it's perfuffle, k
yes, right, yeah, that's the

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yeah Latin. Yeah, that's pigline
is into the midst of things, into

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the middle of a narrative without preamble. Yeah, so, Joe, actually

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a campaign that I think is still
the campaign that we are in. I

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believe you kind of started us close
to, if not approaching something like this

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somewhat. Yeah, we kind of
did. We introduced you in groups.

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So I think one or two people
were walking down the road having just met

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towards a certain city. Was a
crossroads. We were coming from different yesh,

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yeah, exactly. You're all coming
from different directions. And before we

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met each other, we met a
bunch of bandits right kind of at that

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crossroom righth so, and it was
using that skirmish to bring us together and

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step being like, hello, I'm
an adventurer. Hello, I am also

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an adventurer. It's like, what
crazy band is stuff going down? Right?

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Yeah, yeah, I think so. Somebody a long time ago,

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I think when I first did as
a DM for Anything, told me don't

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start in a tavern or do but
you want to get to action right away.

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So the best thing you can do
is the very first thing your characters

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should do together is a fight.
Is fight something or someone. Well,

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you can do it in any sort
of place where there's action going on.

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It can be in the middle of
a fight, it can be a chase,

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and I mean you can even do
it in a chase. It's one

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of those things where you know you're
not entirely sure why you're being chased.

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You can sort of establish that as
you go. But you can have it

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happen during like a dance, a
formal ball or something like that. If

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you've got a campaign that's more like
intrigue based or something, but kind of

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anything where rather than like you say, having a conversation between the characters,

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you take that conversation as red and
you can either have them thrown together into

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this situation or you can just say, you know, you guys have been

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adventuring together for months already, and
we're just going to start with a fight.

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You know that you're in the middle
of And one of the cool things

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about doing that that in medias res
thing however you're doing it, is that

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rather than being the DM kind of
monologuing at them, well the Prince is

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this guy, and you're here,
and this is what's going on with the

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country, you can have it unfold
as part of the action. The villains,

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you know, the bad guys saying
stuff that you know, clues the

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characters in, you know, and
by cluing the characters incluing and the players

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into what's going on as the action
proceives. We call that bonus action expose.

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Yeah, yeah, a cast exposition
at level three. Now, and

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you said, like starting with the
chase, Like, the first thing I

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thought of was that movie Memento.
One of the times when he wakes up

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and kind of funny because because that's
the one I had in mind myself as

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well. One of my favorite parts
of that movie. It's it's it's just

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it's a little almost a throwaway line. But he you know, if you're

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familiar with the movie, he his
memories kind of work backwards. It's a

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it's a very strange movie, harder
to describe. Just go watch it.

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It's I think it still holds up. Am I still yeah, I think

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it's Nolan. It still holds up. It's a great Christian christ I haven't

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seen in a while. I'm just
gonna assume it holds up because it was

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great. But there's a part where
he where his memories kind of like click

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in again and he's like I was
like, Okay, I'm chasing this guy,

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and then the guy shoots at him
and goes, nope, he's chasing

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me. Yep, exactly. That's
the first thing I thought of when you

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thought when you're going to do a
medius rests chase scene. Yeah, I've

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definitely seen I don't know movies,
TV shows start this way too. And

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the funny the thing I thought of
was like you see your main character and

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they duck down and something smashes on
the wall behind them. They're getting kicked

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out of their apartment, their house, a home, a bedroom by you

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know, a partner that would I
could do it too. Yeah, it

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can be a jail break where you
and a bunch of other people are you

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know, idea we're going to get
their jail or whatever. But yes,

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yeah, yeah, that's a which
which I think shades into one of the

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other one of the other ones on
the list. But that's a way to

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do that, and you can kind
of come one of the things about the

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Immedius resk, you can kind of
combine it with many of the other things

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on this which is one of the
things that's so cool. So that's a

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that's that's im Medius rest Just start
kind of like in the middle of action,

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not necessarily combat action, and it's
a great way to like force your

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players to get the real chummy REALI. A series of haunting dreams plague each

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character, providing glimpses into a shared
destiny. As they awaken, they find

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themselves drawn to a small village where
a seer reveals that their dreams are a

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cosmic link between their fates. The
dreams are prophetic, guiding them to uncover

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ancient secrets and find a rising darkness
that threatens the very fabric of reality.

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Method number two is the dream sequence. Starting off the campaign with characters not

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even conscious is a bold move.
But if they're having like vivid dreams and

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like now instead of just being like, oh, I want to be a

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great adventurer, it's like, no, I have to go here, and

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it brings the characters to a central
location with a tied goal. Could be

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different goals, but tied somehow.
And all they know is that they have

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to end up where the dreams tell
them to go. It takes all the

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boxes. Yeah, we have a
plot point. We have a shared plot

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point that gives every character a motivation. Is what I was actually looking for.

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We have a character motivation and a
shared purpose right off the bat that

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you didn't have to go to a
tavern for. You also have a way

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to introduce them to each other before
they've actually met, you know what I

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mean. They can show up in
each other's dreams. And so when you

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appear at this place and like you
show up there and you're you know,

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dragon born, palette and gear,
and there's a half elf sorcerer standing there,

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like that half elf sorcer is not
necessarily a stranger because you saw them

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in your dream either helping you out
or you know, having information you needed

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or something like that. And so
you're kind of lowering the barrier to the

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characters trusting each other have a reason
to hang out together. I mean,

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not that you know ideally they should
be doing that anyway, because we all

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understand that this is a you know, like a team sport that we're engaged

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in rooting rogue in the corner of
the of the tavern to play along with

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this dragon Born. Now that we're
not doing that today, why would I

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join fIF question? Well, because
because of these nightmares you've had the last

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seven days that indicate the dragon boards
the only thing that can help. So

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that also helps kind of bridge the
gap between characters that, like on all

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accounts, probably would not be friends
with each other. You know, they're

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the classic you know, l's versus
Dwarves. It could be a reason why

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their friends were off the bat or
dragon Born versus everybody, change lanes versus

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everybody. These are races in the
game that are just generally not always welcome

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everywhere. So it explains the Motley
Crew. Yes, yeah, so that's

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the Yes. The dream sequence,
a bustling city is a buzz with excitement

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as our characters gather at the departure
point of a grand expedition into unexplored lands

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their mission to unveil the mysteries of
a newly discovered continent rumored to hold ancient

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relics and untold treasures. As they
venture into the unknown, they'll encounter challenges

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that test their metal and reveal a
greater overarching question. Guests, this is

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the expedition departure. So we're starting
off kind of with the quest already given,

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and they've already been briefed, and
now they're just going I kind of

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this could be very cool for one
shots, yeah, where you have a

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limited amount of time, and sometimes
all that exposition in the beginning is just

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fluff. M Yeah, I got
a bunch of teenagers that paid twenty bucks

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to play with me in the store. Let's skip all the skip all the

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lord dump that they're I'm just gonna
hand them those that I already took if

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we need to. Here's what you
know. Yeah, here's what you here's

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where you know, and and I
have a separate list of things they don't

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know, and we can kind of
just like get right into the actual quest.

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And I feel like this is something
that is probably not uncommon, just

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without really putting a label on it. Sure. Yeah, and I think

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that's where what's it called like a
one sheet, one sheet, one page,

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one sheet, one sheeter you're talking
about it? No, so so

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you can it seemed my very confused
look yeah on the podcast, but it's

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it's there, it's there, it's
you know, like a gazeteer. Oh

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oh oh okay, right, well
that's Those are usually a little bit more

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in depth. But like a one
sheet, one page, I have to

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look up the actual technical term for
it. It just gives you all of

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the the main information that you need
about your story or the story that you're

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taking part in, on one sheet. So yeah, I've never heard it

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being given a proper name. So
the last thing about this expedition trope is

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that you don't have to have a
lot of lore associated with it. You

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know, you can just say this
island rose up out of the ocean mysteriously,

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you know, and it looks like
it's dry, and there's an ancient

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castle on it, and we got
to send somebody out there to go figure

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out what the heck is going on
with it, and like that is literally

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all the characters know. So it's
all the players need to know. This

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is a great starter if, like
you said, for one shot, because

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you a couple of sentences, you
know, why are you going to do

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this? You know, you can
figure out why, but it's obviously because

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that things wasn't there before and now
it is and we've got to figure out

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what's going on with it. That
is sufficient motivation, you know, to

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get people off their asses and moving, and the players are going to learn

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about it as the characters learn about
it. You don't need a big info

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dump about what's going on, you
know, with the competing merchant guilds and

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which one of them put up the
money to send you on this expert right

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right now, that matters really,
because the whole point of it is this,

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you know, we're all you know, we've been assembled. We're going

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to go do this cool thing into
the unknown, and the point is that

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it's the unknown, and that's one
of the things that lets you you know,

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get away without doing a big,
big more dump and just get people

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right into the action. How I've
handled this in and I'm even just thinking

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of what I just said before,
like this is way more common but just

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maybe doesn't have a name associated to
it. This is almost exclusively what I

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do with my store one shots.
What I've done for those is I kind

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of just you know, went to
name generator and found some helf girl name

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and made it so that this is
always going to be their quest giver and

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because I get the same players showing
up, even as different characters, but

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the same players keep showing up.
And I say, okay, well you

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find And I don't have the notes
on what her name was, but you

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know, lady Questgiver, you find. We open in her office and she

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says, okay, well today I
received the distress call from my friend over

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at the museum and there's some disappearances
and he wants to go check it out.

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The characters receive letters bearing the wax
seal of a distant relative or mentor

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that they never knew they had.
Gathering at a mysterious estate, they learn

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of their shared ancestry and the responsibilities
that come with it. A hidden legacy

200
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propels them into a journey of self
discovery as they navigate through political intrigue,

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family secrets, and a world on
the brink of chaos. Method number four

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is the inheritance or the legacy?
It's the Star Wars approach. Is this

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a Star Wars approach? It might
be, this is kind of a Star

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Wars approach. This is definitely the
Baseball's approach. It without like less the

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Star Wars approach than almost like the
I want to call it like the knives

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out approach or or something like that, like like where you all got Dickens

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is yes, exact expectations. Yeah, yeah, you have the letters and

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you have this like serious benefactor.
I pretended to read that in high school.

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Yeah, oh, you only pretended
to. You should read that book.

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It's a great book. I'm not
going to do that, all right.

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Watch the movie with fair Yeah,
sure, that guy later the other

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guy Ethan Hawk god. But yeah, this is uh, this has a

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lot of like wiggle room too,
because and even in this example, like

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it doesn't have to be all the
same family. This could be you know,

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the the the mentor they don't that
they never knew about, or you

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know, the the the watchful Protector
or something like that, but we or

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the or it could be the mentor
they did know about. I don't know

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whether you guys have any of you
watched the the Godzilla show on Apple,

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the one that's told Monarch on our
Legacy the whole driving behind that show.

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Sorry spoiled, so so mild spoilers
for anybody that hasn't seen Monarch yet.

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This is a thing that they get
out of the way pretty quickly. Early

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in the show. But one of
the driving things in that show is a

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woman whose dad has disappeared, and
she goes looking for him and finds out

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he has a whole second family and
she's got a half brother the same age,

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and you know, and that brings
them together, and then together they're

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looking for the dad, and that's
kind of what drives the whole narrative.

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And it's that kind of a thing
where you know, maybe you know this,

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maybe you know this benefactor or whoever
it is that's tying you together.

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Maybe you know about your relationship,
maybe you don't, but that tie is

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what is going to keep the group
together, even if they've never met each

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other before. You know, that's
going to drive this story forward. Yeah.

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I actually really like that too.
And you're kind of right right along

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that monarch line. You're kind of
uncovering new things like they may have been

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a mentor to you, maybe advisor
to your father, mother or whoever to

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you, But does somebody else tell
you everything right? Right? And to

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somebody else? Well, No,
that was actually that was my that was

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my history teacher. What are you
talking about? Yeah, you know,

238
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and right you're finding out new aspects
of this person's personality. I love that.

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Yeah, I really like that.
Hello Adventurers. Just stepping in here

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to remind you guys that we're actively
looking for submissions for our Hello DMS episode

241
00:16:27.879 --> 00:16:32.240
that gets reported every month. Send
us your burning D and D questions to

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00:16:32.320 --> 00:16:37.440
Helloadventurers podcast at gmail dot com,
or send us a voicemail by visiting helloadventurers

243
00:16:37.519 --> 00:16:42.919
podcast dot com slash voice. Don't
forget to begin your message with Hello DMS.

244
00:16:44.399 --> 00:16:45.679
You can't wait to get your questions
and talk about them on the show.

245
00:16:47.039 --> 00:16:51.679
Send us your questions today. That's
Helloadventurers podcast at gmail dot com.

246
00:16:52.159 --> 00:16:56.480
Poorly the voice going at helloadventurers podcast
dot com slash voice. Now, let's

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get back to the show. Hailing
from a renowned guild, each character is

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assigned a unique mission that intertwines with
the others. Whether it's solving a citywide

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mystery, retrieving a powerful artifact,
or eliminating a growing threat, the characters

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quickly realize that their individual tasks are
thread woven into a larger tapestry of destiny.

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Me the number five is the guild
assignments. So this is kind of

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what you were getting at before with
some acquisitions and go Yeah, yes,

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as this is and this is similar
to what I said about the benefactor from

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my one shots and actually another DM
of friends with, actually DM Tony from

255
00:17:37.240 --> 00:17:41.000
D and D four H four,
who also runs games at the same game

256
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stores me. He does this too, and his are even more connected than

257
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mine are. He does this as
like you actually run the same character through

258
00:17:51.000 --> 00:17:53.160
all his one shots so they can
like bring their items into the next one.

259
00:17:53.599 --> 00:17:56.920
It's really well done, and he
has it as like a central office.

260
00:17:57.119 --> 00:18:00.079
He kind of runs it like yeah, yeah, like the the Grizzled

261
00:18:00.200 --> 00:18:03.119
Cop on the day before retirement,
it's like, all right, oh,

262
00:18:03.160 --> 00:18:06.720
here's what we got three things for
you today. Any Less, the players

263
00:18:06.720 --> 00:18:08.480
pick which one shot they're going to
run. These two are kind of easy

264
00:18:08.519 --> 00:18:11.920
and have decent gear, decent payoffs, and this one is the Red Guard

265
00:18:12.000 --> 00:18:15.079
and you're probably gonna lose half your
players. Wanted poster. Yeah, I

266
00:18:15.160 --> 00:18:19.160
love that. Yeah, I love
that idea. Yeah, it's he's taking

267
00:18:19.200 --> 00:18:22.279
the wanted poster and just kind of
you know, immersifying it more. Yeah,

268
00:18:22.359 --> 00:18:25.960
or what was the the Mandalorian.
I think it was like, well,

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00:18:26.119 --> 00:18:29.359
here's here it is. This one
pays this. It's you know,

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00:18:29.680 --> 00:18:32.559
at least the first episodes. Yeah, and then it became it's like,

271
00:18:32.640 --> 00:18:34.599
oh, what's this new planet?
Oh, I can't leave until I do

272
00:18:34.839 --> 00:18:40.559
my question? Man, alright,
p and piece Carl weathers Man. But

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00:18:40.799 --> 00:18:42.240
yeah, this is this is another
really cool one too, and not only

274
00:18:42.319 --> 00:18:47.359
for for one shot DMS, but
even just as the campaign starter and having

275
00:18:47.480 --> 00:18:53.119
those tasks seem independent of each other
and then finding ways to tie them all

276
00:18:53.200 --> 00:18:59.720
together down the road. That's your
campaign arc, that's that's your that's that's

277
00:18:59.839 --> 00:19:03.160
that's late game stuff. Yeah,
and it's kind of cool because this is

278
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like a campaign starter that is,
you know, that you can use through

279
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the entire campaign. And I'm like, one of the things that I love

280
00:19:11.240 --> 00:19:15.160
about this that makes this ideal is
if you've got any kind of what I

281
00:19:15.240 --> 00:19:19.799
would think of as like an open
table situation where maybe you've got eight ten

282
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players that join you when they can, and at any given time, you've

283
00:19:26.400 --> 00:19:27.920
got like, you know, five
at the table, six at the table,

284
00:19:29.000 --> 00:19:30.680
something like that, You've got people
that rotate in and out. You

285
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know, maybe somebody works every other
weekend and they can only make every other

286
00:19:34.039 --> 00:19:40.160
session or something like that. This
is the ideal setup for that because you

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00:19:40.279 --> 00:19:44.079
can have stuff that you know the
characters, the players that are there all

288
00:19:44.119 --> 00:19:47.440
the time. You can have a
little overarching thing that ties them in together.

289
00:19:48.000 --> 00:19:52.920
But it doesn't exclude people that can
only show up occasionally, or if

290
00:19:52.000 --> 00:19:56.359
you miss a session, it's not
gonna you know, You're not like in

291
00:19:56.480 --> 00:19:59.839
the middle of the under dark somewhere
where it makes no sense that you don't

292
00:20:00.000 --> 00:20:03.240
show up for a little while,
especially if you can do these if you're

293
00:20:03.240 --> 00:20:04.039
good enough so that you can set
it up so that you can do some

294
00:20:04.200 --> 00:20:10.160
version of done in one with every
session. And this is great for being

295
00:20:10.200 --> 00:20:12.440
able to rotate people in and out
that I love it for that reason.

296
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Yeah, and then we know that
one of the worst things, one of

297
00:20:15.480 --> 00:20:21.079
the hardest parts about playing a tabletop
role playing game as you get into your

298
00:20:21.160 --> 00:20:26.680
thirties and beyond is getting any number
of adults on we know just from this

299
00:20:26.799 --> 00:20:30.039
podcast, right, getting a schedule
where it's like, hey, when are

300
00:20:30.079 --> 00:20:32.720
we all available for a couple of
hours to do something that we like,

301
00:20:32.920 --> 00:20:36.640
you're just getting us three to not
even play a game, right exactly,

302
00:20:36.720 --> 00:20:40.839
Yes, just so that is to
your point, right, that's great,

303
00:20:40.920 --> 00:20:44.160
Like this person can't make it this
week, like that, that's fine.

304
00:20:44.519 --> 00:20:47.599
Like they just they didn't want to
take this this quest on. While we're

305
00:20:47.599 --> 00:20:52.640
on topic, thank you guys for
recording today. Thank you, thank you

306
00:20:52.839 --> 00:20:55.079
for listening. But you can get
whenever you want, so, you know,

307
00:20:55.599 --> 00:20:57.240
thanks. Anyway, this is actually
very cool for you for the exact

308
00:20:57.279 --> 00:21:00.559
reason you just said. This is
not only the campaign starter, but it's

309
00:21:00.599 --> 00:21:04.440
also your your your bullet points in
the middle and your endpoint is gained all

310
00:21:04.480 --> 00:21:08.559
these to high together and then what
happens when all those are are completed.

311
00:21:10.359 --> 00:21:15.519
Also it also it also solves the
problem of a particular kind of pain in

312
00:21:15.599 --> 00:21:18.720
the ass player. Sorry I shouldn't. I shouldn't say that, a particular

313
00:21:18.839 --> 00:21:22.359
kind of player that enjoys playing in
a certain way, which is every three

314
00:21:22.480 --> 00:21:26.759
games they want to switch classes,
right, They want to switch characters.

315
00:21:26.160 --> 00:21:30.039
They don't want to keep playing the
same character through the whole campaign. And

316
00:21:30.279 --> 00:21:34.200
like, if you have a whole
story that's built up around their backstory that

317
00:21:34.319 --> 00:21:37.519
includes them as part of the group
and whatever, that can be vexing,

318
00:21:38.200 --> 00:21:41.799
right, But if it's just mission
of the week every time, you know

319
00:21:42.119 --> 00:21:45.880
they can be you know, they
can be their helf sourcer this week.

320
00:21:45.960 --> 00:21:48.519
They can play that till they get
bored with it, and they can switch

321
00:21:48.559 --> 00:21:52.519
over to be in the you know
whatever, the Goliath Barbarian, and it

322
00:21:52.680 --> 00:21:55.559
lets you know, if you've got
a player or two like that, they

323
00:21:55.599 --> 00:21:59.759
can rotate through characters and it's not
going to mess with the cohesion of the

324
00:21:59.799 --> 00:22:02.839
game because because of the way that
you're running a mission based So you're saying

325
00:22:02.839 --> 00:22:06.559
this, this will help you run
your campaign more episodic and a little less

326
00:22:06.599 --> 00:22:10.960
serial. Yeah, yeah, which
is a candle keep mysteries and what's the

327
00:22:11.039 --> 00:22:14.319
other one? Tales from the Yawning
Portal. Right, it's like supposed to

328
00:22:14.359 --> 00:22:18.720
be one shots and that's essentially that's
what this is again, acquisitions incorporated.

329
00:22:18.759 --> 00:22:21.400
Right, It's like, yeah,
it'll feel more like a TV show than

330
00:22:21.519 --> 00:22:25.839
like an epic fantasy novel, which
I'm totally fine. Which is the Holy

331
00:22:26.480 --> 00:22:30.799
Room way to run a game.
I'm watching Never Winter five zero, sure,

332
00:22:32.319 --> 00:22:40.279
oh god, I Never Winter Yes
to be Forgotten Realms five, I

333
00:22:40.359 --> 00:22:41.480
mean, oh no, I haven't
heard about that shows who's on it?

334
00:22:42.200 --> 00:22:48.920
That's is the guilt assignments that this
is one of my favorites. Amid the

335
00:22:49.039 --> 00:22:55.599
vibrant festivities of a grand city celebration, a sudden disturbance disrupts the joyous atmosphere.

336
00:22:56.119 --> 00:23:00.880
The characters, initially strangers, find
themselves thrust into a situation that demands

337
00:23:00.920 --> 00:23:04.359
their intervention. As they work together
to restore order, they uncover a sinister

338
00:23:04.519 --> 00:23:10.400
plot that extends beyond the festivities,
launching them into an epic adventure. This

339
00:23:10.559 --> 00:23:15.319
is the festival or celebration. I
love starting games or even just like this

340
00:23:15.480 --> 00:23:18.000
is good good for midgame stuff too, but like, but for today,

341
00:23:18.039 --> 00:23:22.480
we're talking about starting games at a
town festival. This has a lot of

342
00:23:22.640 --> 00:23:32.480
built in lore and info dump disguised
as just describing a particular festival and why

343
00:23:32.559 --> 00:23:36.079
the town is doing this. And
this is a little less character lord dump

344
00:23:36.200 --> 00:23:40.440
and more world lord dump. And
it's a fantastic way to just kind of

345
00:23:40.559 --> 00:23:44.759
like I like the analogy of hiding
the pills and the cheese, where like

346
00:23:45.079 --> 00:23:47.640
you give your players want the cheese, but they gotta take their pills.

347
00:23:48.359 --> 00:23:52.720
So this is like kind of just
disguising your your lord dump fantasy hospital that

348
00:23:52.839 --> 00:23:56.759
is such a dog owner. I
was gonna say that with children, it's

349
00:23:56.839 --> 00:24:02.920
like putting in the medicine in the
apple sauce. Or my my music teacher

350
00:24:02.960 --> 00:24:06.799
always told me was it's putting cheese
on the broccoli. Yeah, there you

351
00:24:06.880 --> 00:24:08.359
go where like it's like I'm gonna
teach you this cool song you want to

352
00:24:08.440 --> 00:24:11.559
learn. But this song really kind
of highlights the next lesson that we're gonna

353
00:24:11.599 --> 00:24:15.440
heart viol for a couple of months. And it's exactly why I do it,

354
00:24:15.519 --> 00:24:17.880
my students do. I just never
called it something fun. You also

355
00:24:17.880 --> 00:24:21.759
have cheese on broccoli, cheese on
literally anything? Yeah? Do you have

356
00:24:21.880 --> 00:24:27.359
cheese on different cheese? Hm?
Greatly? Yeah to the festival, Jim,

357
00:24:27.400 --> 00:24:30.839
Have you had any fun festivals in
your in your games? So I

358
00:24:32.160 --> 00:24:36.920
ran a campaign online a few years
ago where we had we were running what

359
00:24:36.960 --> 00:24:38.960
we call a West Marches campaign,
right, which is one of these kind

360
00:24:38.960 --> 00:24:45.160
of campaigns that takes place in an
area that various d ms share running the

361
00:24:45.240 --> 00:24:48.359
games and players can move their characters
back and forth between the different games and

362
00:24:48.359 --> 00:24:52.599
stuff like that. And it was
in this It was in this village that

363
00:24:52.799 --> 00:24:56.839
was like on the edge of like
a like like a big marsh, and

364
00:24:57.000 --> 00:25:03.480
their whole thing was eels. So
they had the annual Eel Extravaganza. So

365
00:25:04.039 --> 00:25:07.640
it was this annual festival where like
the Harvest of all the eels comes in,

366
00:25:08.200 --> 00:25:12.039
and so there were you know,
there were games and like eel eating

367
00:25:12.200 --> 00:25:17.599
contests and cooking contests and stuff like
that. One of the things I love

368
00:25:17.640 --> 00:25:22.279
about this as a starter is that
it is absolutely of the ones we have

369
00:25:22.400 --> 00:25:27.279
talked about the best way to bring
new players in because you can you can

370
00:25:27.440 --> 00:25:33.680
introduce the rules in a kind of
low stakes way. You know, if

371
00:25:33.720 --> 00:25:38.319
you have somebody's first strength check be
you know, they have to bang the

372
00:25:38.400 --> 00:25:42.039
hammer into the thing that tries to
ring the bell, right, you can

373
00:25:42.119 --> 00:25:45.920
have their first des check b running
up, you know, a sack race

374
00:25:47.039 --> 00:25:52.079
with somebody else, and so you
can kind of slowly introduce new players to

375
00:25:52.640 --> 00:25:55.559
how the game works, how the
rules work, how initiative works, all

376
00:25:55.599 --> 00:25:59.200
that kind of stuff without your throwing
them into a combat and they're worried that

377
00:25:59.200 --> 00:26:03.039
they're going to get sh just because
they don't know the game, and it

378
00:26:03.119 --> 00:26:06.680
helps them find it helps love about
this and it helps them find that that

379
00:26:06.839 --> 00:26:08.359
information. Right, So not only
like oh, they get to do this

380
00:26:08.400 --> 00:26:11.480
stuff and learn kind of how it
works, but they now they know where

381
00:26:11.519 --> 00:26:17.359
to find it on the character sheet, which Jason and I just played a

382
00:26:17.400 --> 00:26:21.559
one shot a week or two ago
with a group of players that were all

383
00:26:21.640 --> 00:26:26.000
different, very mixed yeah, mixed
table, all different experience levels. And

384
00:26:26.119 --> 00:26:30.079
that was the newer players. We're
definitely like what where is this? Like

385
00:26:30.279 --> 00:26:32.799
Yeah, And they had a little
bit of trouble because they, in their

386
00:26:32.880 --> 00:26:37.680
defense, I used non standard character
sheets and and we were at a brewery,

387
00:26:37.079 --> 00:26:40.519
and we're at a brewery and we're
drinking a lot. One of the

388
00:26:40.559 --> 00:26:42.640
other things I love about this approach, though, that's that is a little

389
00:26:42.680 --> 00:26:47.960
different from the others, is that
very explicitly it sets you up to have

390
00:26:48.119 --> 00:26:52.880
the first thing that the players are
doing be too. As part of all

391
00:26:52.880 --> 00:26:57.559
of this, make friends right,
find allies, helpful NPCs that aren't just

392
00:26:57.680 --> 00:27:02.720
quest givers. But this is where
like you can you know, where you

393
00:27:02.839 --> 00:27:06.720
can meet a friendly fisherman who has
a boat that can take you over to

394
00:27:06.839 --> 00:27:10.599
the island. Right, that can
then be calm and ongoing NPC and stuff

395
00:27:10.599 --> 00:27:14.079
like that. This is a town
wide festival. The whole town's gonna be

396
00:27:14.160 --> 00:27:17.480
there, And especially if you know
you've got players that are a little more

397
00:27:17.519 --> 00:27:21.400
interested in story and narrative and kind
of having fun, it's it's a great

398
00:27:21.519 --> 00:27:26.119
start to kind of show those players
that you're going to engage with that stuff

399
00:27:26.160 --> 00:27:29.880
that they're interested in as well as
just you know, having throwdowns with you

400
00:27:29.960 --> 00:27:32.839
know, with goblins and stuff.
Yeah, and as GM, I think

401
00:27:32.880 --> 00:27:36.039
it probably gives you some insight into
who those players are too, right,

402
00:27:36.240 --> 00:27:37.720
Like, it's fun for them,
but it's also going to give you an

403
00:27:37.720 --> 00:27:44.119
insight to what your players find interest. So if they're sign ups for these

404
00:27:44.240 --> 00:27:48.640
things, and one signs up for
you know, the sack races or the

405
00:27:48.799 --> 00:27:52.920
arm wrestling competition, and one signs
up for the maybe there's a tournament,

406
00:27:52.279 --> 00:27:56.839
right, the fighting tournament yep,
then with blunted weapons, of course,

407
00:27:56.880 --> 00:28:00.640
at least one of them will line
up for the drinking on test, how

408
00:28:00.720 --> 00:28:04.880
constitution roles, and you know,
maybe levels of exhaustion. So I ran

409
00:28:04.960 --> 00:28:10.400
a couple of one shots using exactly
this. One was of my own making.

410
00:28:10.640 --> 00:28:14.759
One was from a book, and
the book one did have side games,

411
00:28:15.279 --> 00:28:18.920
and it had a couple of examples
for mechanics on those side games.

412
00:28:18.920 --> 00:28:22.680
I think one was a like an
ax storm competition. I think the other

413
00:28:22.720 --> 00:28:25.920
one was like like a strength based
thing. I can't remember sop my head,

414
00:28:26.279 --> 00:28:30.240
but some players were like all about
doing all of them. Some players

415
00:28:30.359 --> 00:28:32.799
only want to do things that their
characters were probably going to be good at.

416
00:28:32.839 --> 00:28:34.599
Even before they knew what the mechanics
were, they kind of guessed and

417
00:28:34.880 --> 00:28:38.119
at least two of the players just
stood back and watched. And I try

418
00:28:38.160 --> 00:28:41.480
to make it quick so that those
players can get can get back into it,

419
00:28:41.720 --> 00:28:45.319
or I let them have their little
like shopping excursion while the other ones

420
00:28:45.359 --> 00:28:48.119
were doing that, and like in
between rounds that would cut back to them

421
00:28:48.160 --> 00:28:49.240
and like say, hey, you're
at this merchant. What do you say?

422
00:28:51.039 --> 00:28:53.559
Uh? Yeah, For some inexplicable
reason, there are players that enjoy

423
00:28:53.720 --> 00:28:57.200
shopping in these games. And you
know, yeah, those are psychopaths and

424
00:28:57.240 --> 00:29:02.039
we don't make friends of sense to
me, but we try to accommodate everybody.

425
00:29:02.079 --> 00:29:04.000
So now the other one that this
this was the game that I created,

426
00:29:04.200 --> 00:29:11.519
and this was a game designed specifically
to teach brand new players how to

427
00:29:11.599 --> 00:29:15.880
play. And that's what. Yeah, And so I I made the whole

428
00:29:15.960 --> 00:29:19.720
thing a day camp for it was
it was it was adventurer camp. And

429
00:29:19.799 --> 00:29:22.960
they're being dropped off by their parents
and putting into the put into the care

430
00:29:23.519 --> 00:29:27.880
of the the halfling scout master,
and I made him super annoying, and

431
00:29:29.039 --> 00:29:30.720
I was like okay, campers and
just said everything was like I mean,

432
00:29:30.920 --> 00:29:34.119
but he was he was awful.
I loved him in front of Wisconsin.

433
00:29:34.720 --> 00:29:40.079
Yeah, pretty much. So I
I threw together these like the starting strength

434
00:29:40.160 --> 00:29:42.079
challenges, and I threw like a
random puzzle in there. And then on

435
00:29:42.200 --> 00:29:45.440
their way back to the lodge to
get their juice boxes and their lunch snacks,

436
00:29:45.920 --> 00:29:51.279
the camp counselor finds himself in a
net trap and then a bunch of

437
00:29:51.359 --> 00:29:55.880
goblins attacked them as they did so
that this this did a couple of things.

438
00:29:55.960 --> 00:29:59.319
One, it took the camp counselor
out of the equation for combat because

439
00:29:59.400 --> 00:30:02.240
he could not himself out of the
trap, and I rolled to see if

440
00:30:02.240 --> 00:30:03.000
he can get out of it,
but it was behind the screen. He

441
00:30:03.039 --> 00:30:08.119
was kidding up. It fudged.
It let them have actual stakes because these

442
00:30:08.160 --> 00:30:14.799
gobblins were after their their juice boxes. And it let the camp counselors stay

443
00:30:14.920 --> 00:30:18.559
in the combat so he can yell
suggestions if I needed to. But like

444
00:30:18.640 --> 00:30:22.359
you said before, the having their
first couple of roles be very like,

445
00:30:22.839 --> 00:30:26.119
you know, not not life threatening
roles, and your your strength check can

446
00:30:26.240 --> 00:30:29.680
just be you know, whether or
not you're knocking the other player off of

447
00:30:29.720 --> 00:30:33.559
the ortho logue and like a little
fun games and now they understand how checks

448
00:30:33.640 --> 00:30:37.319
work, and we roll initiative for
for the sack I think there was a

449
00:30:37.359 --> 00:30:41.000
literal sack race that we roll initiative
for that. Now they understand how it

450
00:30:41.000 --> 00:30:42.319
turns work. And then they say, hey, cool, now you understand.

451
00:30:42.359 --> 00:30:45.640
Also, now I'm gonna try to
kill you. It's for real.

452
00:30:45.200 --> 00:30:52.799
Yes, that's the festival. Each
character receives a cryptic invitation to a remote

453
00:30:52.839 --> 00:30:59.200
location where they encounter a gathering of
individuals with extraordinary abilities. A mysterious benefactor

454
00:30:59.319 --> 00:31:03.400
reveals that are chosen to undertake a
quest that transcends the boundaries of reality.

455
00:31:04.200 --> 00:31:11.279
The characters linked by fate embark on
a journey through realms unknown, facing challenges

456
00:31:11.319 --> 00:31:15.160
that will test their strengths and unravel
the mysteries of their existence. My last

457
00:31:15.200 --> 00:31:19.400
one on the list is the Mysterious
Invitation. I would call this the House

458
00:31:19.480 --> 00:31:23.559
Unhaunted Hill approach. This is the
start of a lot of movies, a

459
00:31:23.640 --> 00:31:26.799
lot of mystery books. Yeah,
this is the This is basically clue.

460
00:31:27.720 --> 00:31:30.960
That is all we know is that
the way we were brought here for something,

461
00:31:32.279 --> 00:31:34.000
and this is this is cool for
a mystery campaign, And Jim,

462
00:31:34.039 --> 00:31:37.880
I know you want to you want
to lead us on the mysteries episode,

463
00:31:37.920 --> 00:31:40.720
so we'll do that on a different
episode. Yes, Yeah, we're definitely

464
00:31:40.720 --> 00:31:45.079
gonna talk about mysteries and mysteries fun
to pull off, and it's kind of

465
00:31:45.079 --> 00:31:48.160
difficult to pull off in this game, but I've seen some excellent ones.

466
00:31:48.759 --> 00:31:55.920
Very difficult. I actually want to
hear an excellent mystery actual play. Nat

467
00:31:56.000 --> 00:32:00.480
Pod did a four or five episode
arc that we is hysterical might be one

468
00:32:00.480 --> 00:32:04.799
of their funniest ones yet and and
actually really good mysteries. Check that one

469
00:32:04.839 --> 00:32:07.599
out too. Bia. Have you
guys ever tried the mysterious Invitation? No,

470
00:32:07.839 --> 00:32:13.279
it's a little good, Like there's
not enough going on to be interesting

471
00:32:13.400 --> 00:32:17.119
to me. Like, if it's
going to be the mysterious Invitation, I'm

472
00:32:17.200 --> 00:32:20.839
either going to do that as a
one shot or it's got to kind of

473
00:32:21.160 --> 00:32:27.039
expand into something more compelling pretty quickly. Because it's there. You know,

474
00:32:27.279 --> 00:32:30.400
there's not a lot of there's not
a lot of meat on that particular bone.

475
00:32:30.480 --> 00:32:32.680
It's a it's a contrivance, right, It's it's a way to throw

476
00:32:32.759 --> 00:32:37.440
people into the same space, which
can work if you're you know, if

477
00:32:37.440 --> 00:32:40.839
you're in a hurry or something like
that. But it's it's probably my least

478
00:32:40.920 --> 00:32:45.920
favorite of these starters, I think
in a vacuum, I absolutely agree it

479
00:32:46.039 --> 00:32:50.759
needs something to tie it together,
which is why I'm said specifically for mysteries,

480
00:32:51.480 --> 00:32:52.559
this is a great reason to have
them all there, and have them

481
00:32:52.599 --> 00:32:57.640
all there for different reasons that they
may not discuss with each other. And

482
00:32:57.759 --> 00:33:00.039
bonus points if you get all your
player's addresses and actually send them invitations.

483
00:33:01.119 --> 00:33:07.599
Absolutely I love that. But yeah, it's it. It creates a point

484
00:33:07.880 --> 00:33:10.359
for you to tie all the backstories
together. I think that's really really important

485
00:33:10.400 --> 00:33:15.160
throughout all these. Yeah, right, I think planning and getting your players

486
00:33:15.640 --> 00:33:22.000
buy in from the beginning on backstory
is really important because you're gonna, i

487
00:33:22.079 --> 00:33:23.480
think on most of these, at
least six out of the seven, you're

488
00:33:23.519 --> 00:33:29.880
going to need that that work done
beforehand. Yeah, and if you if

489
00:33:29.920 --> 00:33:31.440
you know that you're going to start
the game with one of these, you

490
00:33:31.519 --> 00:33:35.920
know, have that in mind.
You don't have to tell them, but

491
00:33:36.079 --> 00:33:38.400
you have that in mind when you're
when you are around for your portion of

492
00:33:38.480 --> 00:33:43.240
helping with character creation, Like if
they come they can have their character ideas.

493
00:33:43.279 --> 00:33:46.559
Then when you're helping put together backstory, which should be a collaborative effort.

494
00:33:46.640 --> 00:33:51.440
Yeah, that's where session zero comes
in. Yes, and this is

495
00:33:51.480 --> 00:33:53.880
the kind of thing we're like,
Okay, well your character knows this,

496
00:33:54.039 --> 00:33:57.960
this, this and has done this
in the past. The invitation that you

497
00:33:58.119 --> 00:34:00.440
got says this, right know,
and you kind of like imply it's like

498
00:34:00.599 --> 00:34:05.240
this is yours. Whether you share
this or not, it's up to you.

499
00:34:05.680 --> 00:34:08.320
But we talked about we talked about
the knives out approach, Jim.

500
00:34:08.519 --> 00:34:14.599
This is the glass onion approaches.
I haven't seen either one. Oh you

501
00:34:14.639 --> 00:34:16.440
should. I heard it. I
heard It's great. They're mysteries. But

502
00:34:16.559 --> 00:34:22.159
yeah, so that is seven ways
to start your campaign that is not in

503
00:34:22.360 --> 00:34:25.559
a tavern. Taverns are cool for
getting people together. They're going to be

504
00:34:25.559 --> 00:34:29.840
there together anyway. And I'm not
saying don't start your game in a tavern.

505
00:34:29.880 --> 00:34:31.960
I'm saying, you know, maybe
think outside, think outside. The

506
00:34:32.039 --> 00:34:37.880
tavern certainly gave me some ideas,
and I'd just like to add too,

507
00:34:37.199 --> 00:34:42.519
You're gonna get to a tavern in
your campaign at some point. It's always

508
00:34:42.679 --> 00:34:47.519
there. You're gonna be, you
know, lousy on taverns, I mean,

509
00:34:47.760 --> 00:34:52.119
and and you can combine many of
these with a tavern. You can

510
00:34:52.199 --> 00:34:57.119
set them in a tavern. You
can start in medias res in the middle

511
00:34:57.159 --> 00:35:01.360
of a bar brawl, right,
which I have played that was awesome exactly.

512
00:35:01.480 --> 00:35:06.320
You can you can have a mysterious
dream that has everybody going to this

513
00:35:07.119 --> 00:35:12.360
you know, remote mountain tavern.
You know, like like that that squats

514
00:35:12.480 --> 00:35:16.159
over the you know, the top
of you know, the top of some

515
00:35:16.400 --> 00:35:19.480
caves or something like that. Isn't
that The whole point of Tails of the

516
00:35:19.559 --> 00:35:22.559
Yawning Portal is that that's a bar
that sits on top of it, like

517
00:35:22.639 --> 00:35:25.639
sits on top of Yeah, yeah, exactly. And there's all different kinds

518
00:35:25.679 --> 00:35:29.199
of adventures you can go in.
We had a thing in a game I

519
00:35:29.320 --> 00:35:32.920
played where there was this region of
the city that had been like taken over

520
00:35:34.000 --> 00:35:37.559
by this evil druid. So it
was this just like nasty, mystical,

521
00:35:37.679 --> 00:35:42.800
overgrown forest that they just kind of
walled off, and there was a bar

522
00:35:43.000 --> 00:35:46.599
called the Horned Gate, and you
know, there was a gate that like

523
00:35:46.920 --> 00:35:51.079
you walked out of the back of
the bar and essentially you kind of sort

524
00:35:51.119 --> 00:35:55.519
of crossed into the fay and there
was a great big odds board, so

525
00:35:55.679 --> 00:36:00.719
that like whenever people were peering up
to go on an adventure, the bets

526
00:36:00.760 --> 00:36:04.000
would start and you could bet on
yourself whether you came back and stuff like

527
00:36:04.079 --> 00:36:06.800
that. That's great and that was
really fun, you know, and that

528
00:36:06.920 --> 00:36:08.599
that's a way you could do like
a you know, kind of something more

529
00:36:08.679 --> 00:36:13.519
like a mission based game that proceeds
from a portal where everybody, you know.

530
00:36:13.559 --> 00:36:15.840
The whole point is, you start
the day in the portal, you

531
00:36:15.920 --> 00:36:16.840
go out, you do your thing, and when you come back, it's

532
00:36:17.159 --> 00:36:21.760
staggering back into the portal, all
beaten and bloodied and you know, ready

533
00:36:21.800 --> 00:36:23.800
to spend whatever it is that you
got on your adventure. Yeah, and

534
00:36:24.119 --> 00:36:27.519
so this whole thing is not to
say that taverns are bad. It's just

535
00:36:27.599 --> 00:36:30.639
a trope. Tropes don't become tropes
because they're bad. They're usually very good.

536
00:36:31.000 --> 00:36:34.880
It's just just think outside the box. There's a couple of different ways

537
00:36:34.880 --> 00:36:37.840
you can start your game. Otherwise
we'll just recap those seven ways to not

538
00:36:37.920 --> 00:36:40.719
start in a tavern. It's one
Inmediate's Rests two, dream Sequence three is

539
00:36:40.760 --> 00:36:46.360
the expedition Departure four, Inheritance or
Legacy five gild assignments, six festival or

540
00:36:46.400 --> 00:36:52.679
celebration or seven the mist serious invitation. So go start your game somewhere fun

541
00:36:52.320 --> 00:36:57.000
and if it happens to be a
tavern, I won't stop yet. I

542
00:36:57.039 --> 00:36:59.559
think it's gonna do it. For
today. I'm Jason Botizo here with Joe

543
00:36:59.639 --> 00:37:04.639
McCall and Jim Crocker. This has
been Hello adventurers. Our music is by

544
00:37:04.679 --> 00:37:07.199
an experier, artwork is by Kristen
Broderick, and our listener is by you.

545
00:37:07.679 --> 00:37:12.639
Thanks so much for that. Until
next time, goodbye adventurers.