April 26, 2024

Mailbag III

Mailbag III
Mailbag III
Hello, Adventurers!
Mailbag III

In this episode of 'Hello Adventurers', the DMs engage in discussions about Dungeon Master Player Characters (DMPCs), various role-playing techniques, and the intricacies of balancing the roles of DM and player within a campaign. They draw...

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In this episode of 'Hello Adventurers', the DMs engage in discussions about Dungeon Master Player Characters (DMPCs), various role-playing techniques, and the intricacies of balancing the roles of DM and player within a campaign. They draw distinctions between DMPCs, NPCs with heightened agency, and cohorts, highlighting the critical nature of player agency and the potential challenges that DMPCs can pose in overshadowing player characters.

The episode also addresses listener questions on the utilization of accents and voices in role-playing, transitioning from a player to a DM role, and practical strategies for supporting new DMs. The hosts share personal stories and offer advice on enhancing the role-playing experience, cautioning against the misuse of DMPCs, and emphasizing the importance of respecting player choices and maintaining a player-centric approach in crafting game narratives.

Send us your questions to helloadventurerspodcast@gmail.com or tell us yourself at helloadventurerspodcast.com/voice

WEBVTT

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He Hello adventures the podcast for role
players and game masters to help level up

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your game. We're dungeon Masters Jason
Portiso, I'm Joe McCall and Jim Crocker,

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and today we're going to dig into
the mail bag. And oh no,

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it's a mimic. They're all mimics. That's all mimics. No going

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to dig into us. Ah,
yes, uh, that's just a bag

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of devouring at that point. But
that's a whole other thing. We'll do

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a whole episode on the cruelest things
you could do to your players other than

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mimics. Yeah, everything is a
mimic. Every bag is devouring. But

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today we are we are fresh out
of voicemails, so this is the time

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for you guys to jump on the
voicemail. Hello Adventurers podcast dot com slash

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voice. We love we love hearing
you guys. Ask the questions. No

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dumb questions either. There are no
dumb questions unless you're Nick and you absolutely

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cannot look up moms. Yeah,
stop looking at monsters. Nick is one

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of our players. He sent us
four questions so far, and none of

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them were good. But now they
were all. They were all. We

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can say that because we're friends with
them. Yes, they were all answered

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already, let's put it that way. And they all come down to question,

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how do I write a good question
for your show? They all come

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down all these questions can be answered
with stop googling during the game, which

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I shouldn't have to answer on the
show anyway. But today's questions did come

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to us in an email from Caleb, who I believe gave us a voicemail

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on the first mail back episode and
he was very happy that we took his

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question. So Caleb, thanks for
listening, thanks for checking us out,

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and thanks for believing in us.
And he sent us just like he said,

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I'm going to email you too many
questions, and I said, I

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dare you? And then you email
me a bunch of questions and I'm like,

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this isn't this is? Do you
think this is too much? Come

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on to email him back and kind
of gave me quick answers on almost everything

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in here, but we've answered none
of them so far on the show.

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I answered. I answered him to
him because I knew it was going to

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be at least two months until any
of those episodes were released, and you

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know he deserved answers at the time. So, but there's a couple of

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questions in particular that I really wanted
to talk about on these episodes. So

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so all of today's questions are coming
from Caleb. The first question is do

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you use accents or special voices?
How many do you use? And which

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are your favorites. So the reason
I wanted to talk about this one is

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because there's a lot of different ways
to handle voice acting in your role play

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and my opinion, and I guys
want you to answer this as well,

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I say that there are three ways
to handle role play in character. Number

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one is fully in character. That's
with a voice, with you know,

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a little face if you want to
put a hat on, that's cool too.

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Yes, fully fully acting, which
not body, Yes, your body

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in the character. Yep. Yeah, well we'll call this embodied. And

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this is like, this is like
the level of this, there's like tier

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three. This is the highest level
of it, and not everyone's comfortable with

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it, and not everyone's good at
it, Like some actual actors aren't great

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at it. You don't have to
be good at it to have fun with

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it. You can absolutely have a
blast with it. In fact, even

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being a little bad at it,
it could be more fun. Karaoke.

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Yeah, do we go to karaoke
and someone's killing it? Get them out

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of here, all right? I
want to see accents. I want to

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see his drunk eye struggle struggling through. I will survive. But the reason

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that a lot of shows like all
critical Role is perfect example because these are

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all actual actors and actual voice actors, and everyone kind of thinks that that's

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that's the bar and that's the standard. And it's not that they are the

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outliers of being fully like exceptionally exceptional. They're very, very good at voices

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and not just like even normal voice
acting like doesn't go to the places that

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they go their accents and their craft
like they are artisans. I have a

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vocal for her. I have always
been absolutely fascinated by voice actors, even

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before a critical role. There's a
there's a documentary called I Know That Voice

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that features voice actors like like Billy
West and E. G. Daily,

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John DiMaggio name, I'm not sure
I know Tara Strong is a part of

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that. She was, I'm pretty
sure. J Just Harnell, there's there's

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there's a lot of just great voice
actors. But but anyway, so Eg

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Daly. Yeah, I'm pretty sure
is Tommy Pickles. Let me see,

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so, so eg deal is a
really Yeah, she was Tomles on rug

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Rats, She's Buttercup on the Powerpuff
Girls, Rudy Tabooty on Chalk Sowne.

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She I mean Babe Pig in the
City. She is prolific as a voice

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actor. She was also an actress
I think in the movie Valley Girl.

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Okay, gonna look it up.
I'm gonna yeah, I'm gonna look it

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up really really quick. What's what's
funny about that? Is like almost every

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show you just mentioned Tara Stro another
voice actor was also on Tara Strong.

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Was Dill Pickles. Uh, and
she was you said she was Buttercup you

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daily, Yeah, then I know
Tara Strong was one of the powerpuff Girls.

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I can't think of which one.
I thought she was Bubbles. She

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was in Valley Girls. So and
she had a music career in the eighties.

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So really, really, you got
that much control over your voice,

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It's not it's not unheard of.
Yeah. So anyway, so that is

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gonna be like like your like your
top level full embodiment of full voice acting

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and really going for like the critical
role experience and like, you don't have

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to be good at it, but
I'd be comfortable with it, and not

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everyone is comfortable with it. So
the level just below that, I'm gonna

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say, is the your role playing. But in your own voice. You're

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you're you're still you're still reading the
lines, but you're not in costume,

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right, so this you know,
you're you're still Let's say that I'm the

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dress rehearsal. Sure, so let's
say I'm role playing a fairy artificer.

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Okay, if I was in full
voice, it may be something like this,

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a little fairy voice, but in
this level, it's just gonna be

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it's just gonna sound like me,
right, Okay, and I sound like

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this, I sound like a half
work. Then I do a fairy and

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like it's like, yeah, we
gotta go, we gotta go get the

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rainbows from the buttercup field. Like
it's just gonna be like some actually like

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that fairy voice the best, obviously, So if you're putting on voices,

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okay, honestly, so do I
and I think the fairy should sound like

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this, This might be the worst, simple and I thought, so pretend

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this was a bad example. No, But but role playing in your own

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voice is totally fine speaking in first
person and then and then the third level

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basically two versions of first person.
You kind of got your first person method

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and your first person you know,
like just like you say, your own

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voice first person method first person me
yes is kind of what's going on,

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and the third one is third person. You can absolutely just describe what your

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character is saying. So there's a
difference between like like, I think we

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know, guys, I think we
I think we need to go follow him,

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right kind of guys, can we
go first? Like, guys,

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should we go follow this dude?
I'm pretty sure he's the guy we need

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to go after, versus my character
really a louse to the fact that we

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should probably be following this right,
and and there's nothing wrong with a mixture

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of all those. They absolutely flip
between all three yeah, constantly, And

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like if someone else also flips between
the three, I have a hard time

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noticing when they're in full character.
Okay, I know it's when they're in

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full character, But switching from first
first person voice to third person voice totally

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totally, totally fine as long as
we keep the story moving and keep the

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story you know within the story that
that's that's great. In fact, this

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is actually really common when like,
okay, the the d M one one

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character. You know, let's say
the rogue goes ahead, does a little

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reconnaissance, notices this huge scene playing
out, and the DM goes, okay,

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you see to be at a big
bat is talking to who you thought

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was your was your ally, and
you know they have this whole big thing.

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It's helped up at the plane.
Road goes back. The rogue's not

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going to say, okay, guys, I saw the big bats talking to

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who we thought was our ally,
and he's not going to recap the whole

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thing, right, He's gonna be
like, okay, I tell them what

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I saw, right, that's what
you need. Yeah, So now we

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flipped from first person to third person, and this is it. It's already

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something you do. I'm also a
big advocate of explicitly using third person when

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as the d M you're describing two
n PC's talking to each other, because

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it's like, like you've got to
be very very good and keep seeing very

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very short if you're gonna do yeah
mel blank blah blah. Oh yeah,

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right, we've talked about mel blank
like that. That's just just say he

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says this to him, she says
that back to her, and then put

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the focus back on players as quick
as you can. I want I want

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punching Judy puppets. Yeah, okay, So like to act, there's no

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there's no need, there's no need
to do Wabbit season Duck season. You

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know Mel Blank style where it's the
same guy to two voices arguing with himself.

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You want you want to tell me
Mel Gibson is not Blank? Is

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like, is not the greatest of
all time? There's this there's alone scene

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possibly in that scene season Duck season
episode where Bugs dresses as Daffy and Daffy

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dresses as Bugs and they have a
conversation I believe with them r Fudd.

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But it's Daffy's voice in the style
of it's it's not Daffy's voice, it's

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it's Bugs Bunny doing an impersonation of
daf It's Mel Blank doing Bugs Bunny,

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right, and then also Mel Blank
doing Daffy doing It's that's it's spread.

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It's a mind blowing and like for
people who nerd out over voice actors like

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I do, that is like beyond
stier stuff. I so anything to add

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on like the ways that you can
voice act. Yeah. So I would

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also just add, so somebody that
likes to do this and likes to try

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to do voices and accents, and
I just I've always kind of just been

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a natural. I don't want to
say mimic maybe no, but it's somebody

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that's always picked up on like other
people's accents. My wife and I and

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she was first pregnant, we took
a trip up to the Berkshires and at

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that time I had changed my GPS
to have an Australian accent, and we

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went up for a weekend and over
that weekend we both perfected our Australian accent.

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I'm sure it was perfect no reason. I'm sure you sounded like a

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native speaker joke that weekend at the
end of that weekend maybe. And it

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was also the same time something had
come up with I'll teach you guys right

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now on the air how to say
razor blades in Australian. Say rise,

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rise up up lights, lights,
and now say it all together, how

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00:10:37.919 --> 00:10:41.480
you say rise of blights? Okay, And so there's things like that.

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There's actually websites you can go where
you can see phonetically how to say things

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to get that accent at PA International
Phonetic Alphabet when I was getting my theater

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degree. Yeah, of course class
on it, and we would take monologues

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and break them down. Took the
actor in real life. But then the

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other part of it is too.
It doesn't have to be a voice.

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It doesn't have to be a brand
new accent. It can be your voice,

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just inflected slightly differently. So I
know, like I've used it in

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our game, and I don't know
that it'll necessarily translate here, but it's

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just like a how are you?
It's it's just like a little bit you

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put a little vocal frying it,
you lower it. I already know that's

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your partender. That's that's my bartender. Usually bartender is going to have like

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more of a new dog. Yeah, hey, well the bag, what

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do you want. There's a partender
that I've used over and over again.

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She's Gerdia, a dwarfing lady.
You met her, You met Gerga I

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won my one shots and she's like
half New York Boston like that gruff and

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half like Cockney like freshen you drink
governor type. Yeah, it's like,

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hey, we're here to meet this
guy. He hasn't been in yet,

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doll. And here's the other thing
too, you're it's a fantasy setting,

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like these accents don't have to even
be real, and if they're not good,

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if you're if your Irish accent,
that's like the joke that me and

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my wife always have is like I
do these or what is it from?

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I Love you man? Okak,
you know he's like, why does my

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Irish accent sound like he's from Jamaica
or something like, like it's so bad,

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and like there's nothing wrong with that. I would just say that you

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want to do things in good faith
and obviously don't you know, don't try

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to be mean or nasty towards a
group of people, and just be careful

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there, tread carefully any accents,
any any kind of what we might think

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of as a you know, like
like an ethnic accent or anything like that.

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You want to steer clear of that
when you start doing accents that have

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particular racist overtones or that you know, right, and also genders too,

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I wouldn't like, I wouldn't even
necessarily try to go because you know,

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most men are going to go,
oh hi as a what and that's just

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not necessarily accurate, and it's that's
what's it's a caricature at that point.

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And that's one of the things that
argues for most of the time, as

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much as you can talking in your
own voice, but changing the inflection,

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right, changing the pace, changing
how you know, like where the periods

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and commas come in your sentences,
how you're you know, like like whatever

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whatever, like colloquialisms or you know, vocal tics that you drop in there.

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That's I've always thought that that's a
much better way to convey different characters

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than to try and have to go, this guy's got to rush in accent,

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and so I got to remember all
of the times that I got to,

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you know, drug you know,
to pronounce this is this letter as

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a v instead or something. I'm
also a big fan of using things like

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catch phrases is kind of a catchy
word for but maybe like crutch phrases,

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little little little phrases that that's the
ticket, like that kind of a thing.

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Yeah, stuff like that. I'm
a big fan of, like little

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little bumbling voices, like like like
my museum curator having like constantly dappings for

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it is like oh my, oh, my am, I, oh,

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my man, my min and just
like just having that Yeah, who is

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that? It's like the white rabbit
in Alice in Wonderland. That's always like

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checking the time, like a whole
time, is it? Yeah? I

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have to I have to be moving
on here. So this the second part

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of Cilb's question here is is how
many voices do you use in which are

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your favorites? Uh? And it's
not so much like how many because Joeye

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knows how to do one. It's
just the Scottish accent. Joe is a

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pretty good Scottish accent. But my
trick to this and this is something that

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we did an episode on this back
in Karmage is very early on. But

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one of the best tricks I ever
heard came from Dan Castleinetta, who is

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the voice actor for Homer Simpson and
you know thousands of other voices like that.

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He said that he will develop a
voice by first doing a bad impression.

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And this is great. If you're
not that great impressions, you just

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do it very easy. The you
just do a normal impression. I've gotten

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a lot of my character voices by
just trying to do an impression, failing

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and rolling with it. Yeah.
So the example of that Dan Castlenetta gave

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was he he started off with the
impression of Colombo, and then it turned

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into a bad impression of Columbo,
and then it turned into a purposely bad

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impression of Colombo. And that's how
we got most Sis lack on The Simpsons.

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Yeah, sure, yeah, I
could see that, Peter Faulk Yeah,

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and that's that's just how that that
one started. That. See.

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That's by the way, kids,
Colombo as a TV detective when we were

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young, not even when we were
younger, when our parents I think were

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when was that the eighties? Jim, can you explain Columbo? I can't

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00:15:28.120 --> 00:15:33.720
explain Columbo because Colombo touches on our
mystery episode. Yeah we did. Colombo

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was a a how done it show? A one done it show. At

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00:15:37.799 --> 00:15:41.440
the beginning of every episode of Colombo, you saw exactly how the crime went

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down, and the episode was like, how would Colombo get, you know,

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the person that did it, either
to admit it or gather enough facts

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that you know, he could then
approve beyond a reasonable doubt that the person

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that he suspected. Sometimes from the
jump and you know, if you ever

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00:16:00.279 --> 00:16:03.399
hear if somebody ever is about to
leave a room, and then they stop

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and turn back to you and say, oh, one more thing, that's

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00:16:07.759 --> 00:16:14.000
Columba. Yeah, that's we actually
learn something called So in my professional life,

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I've sold cars, and one of
the things you learn up sure a

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00:16:17.799 --> 00:16:21.639
lot of cars salesmen learn is something
called the Columbo close. And that's what

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you essentially do, is you get
up to go, and then you go,

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oh and one more thing. If
I can give you these numbers today,

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you know, are you leaving in
my car kind of a thing,

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and that's essentially your Columbus. But
but yeah, so Colombo was or Peter

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00:16:34.399 --> 00:16:38.000
fawk right, that's the was the
actor. Yeah, it was also the

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00:16:38.120 --> 00:16:45.639
grandpa that reads the story. Yeah, that's that was Columba. That was

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00:16:45.639 --> 00:16:48.720
the guy that played Columba, Peter. So one of my favorite things to

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lean on is also like kind of
borrowing general like overarching character ideas from like

250
00:16:55.320 --> 00:16:57.399
cartoons and things like that, and
this is greater that. This is better

251
00:16:57.440 --> 00:17:02.360
for like smaller characters and car tunes. To play smaller characters in your game.

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If you're having like, you know, if you're somebody that's going to

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talk a lot, use something that's
closer to your voice. Sure, but

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I mentioned that that that bubbling museum
curator character. I use this voice a

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lot for a lot of MPCs that
that are supposed to be like, you

256
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know, they're kind of tragic,
but they're also like they're sympathetic figures.

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You want to help these request givers. You want to help them, but

258
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you don't want You want to like
them enough to help them, but not

259
00:17:26.400 --> 00:17:30.200
so much that you want to bring
them with you. I need them,

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00:17:30.240 --> 00:17:32.759
I need you to leave them there, oh somebody. Yeah. And my

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00:17:32.920 --> 00:17:37.880
favorite voice to use for that is
Kiff from Futurama, where he's just so

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00:17:37.200 --> 00:17:44.079
hello, he's perfectly pathetic to where
like he can still like explain things,

263
00:17:44.240 --> 00:17:47.680
but he gets very exasperated very quickly. It's like, oh, it's it

264
00:17:47.759 --> 00:17:53.400
seems that there's been some I guess
you always call them disappearances going through the

265
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museum. How many how many people
have been gone? Oh? Maybe something

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like something five, five, maybe
eight. It's just like it's it's a

267
00:18:11.039 --> 00:18:14.759
fun character because he's so like he's
so exasperated, and you can really kind

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of take that stutter to like a
very fun place voice wise. But I

269
00:18:18.319 --> 00:18:21.720
would just say just overall, like
how many do you use? What are

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00:18:21.720 --> 00:18:25.319
your favorites? Like, maybe,
yeah, as many as you're comfortable we

271
00:18:25.400 --> 00:18:27.279
need can get away with. And
we all have our favorites. And you

272
00:18:27.319 --> 00:18:30.400
know, if you play with the
same people over and over again, they'll

273
00:18:30.400 --> 00:18:34.119
come to know your favorites. Like
obviously, Jason knows who my bartenders are

274
00:18:34.920 --> 00:18:40.119
when he hears them, and he
knows that my one Scottish accent, which

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I'm not even I can't do now
that it's been called out. The one

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00:18:44.119 --> 00:18:48.680
of the original hosts on Curmudgins and
Dragons, Jack has this one character that

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is always the shop keeping in all
of his games, and it is supposed

278
00:18:52.640 --> 00:18:56.559
to be the same character, and
it's the most annoying, like like a,

279
00:18:59.000 --> 00:19:03.759
I don't know what that is.
It's too much spit in its mouth

280
00:19:03.880 --> 00:19:07.319
and the whole he's supposed to be
annoying. Yeah, and he is,

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and he's great. I actually had
a teacher in high school, and I'm

282
00:19:11.119 --> 00:19:15.559
not going to mention the name and
just just a case of Chris yeah or

283
00:19:15.599 --> 00:19:18.599
something like that. I think Chris
Chris and I had, But I had

284
00:19:18.599 --> 00:19:22.079
a teacher in high school with that, So that's I think of that shore

285
00:19:22.160 --> 00:19:26.480
every time I hear that voice.
Hey, hey, hello there. I'm

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00:19:26.519 --> 00:19:30.200
definitely pro anything that gets the players
to not want to spend too much time

287
00:19:30.240 --> 00:19:33.960
in this y. Yes, I
think that's that's a great thing. Yeah,

288
00:19:33.000 --> 00:19:37.480
making your shopkeepers super annoying so I
don't spend a lot of time shopping.

289
00:19:37.880 --> 00:19:40.200
That's the thumbs up from me on
that. Sure. I just to

290
00:19:40.200 --> 00:19:41.200
put a button on this one.
I was going to repeat again, and

291
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just I'm going to quote the email
that I sent back to Caleb. Just

292
00:19:45.319 --> 00:19:48.759
steer clear of the Jeff Dunham effect
and ask yourself if you're overstepping the line

293
00:19:48.799 --> 00:19:52.880
of good taste when doing a foreign
accent. So have fun, but be

294
00:19:52.960 --> 00:19:56.240
respectful. Yeah. And also,
I mean, and I guess the kind

295
00:19:56.240 --> 00:20:00.279
of the little coda that I would
put on this too, is that you

296
00:20:00.400 --> 00:20:04.359
have tools besides just voice. If
you've got a character that is constantly like

297
00:20:04.640 --> 00:20:08.680
scratching at their scalp, if you've
got a character that is constantly, you

298
00:20:08.680 --> 00:20:12.240
know, twirling a dagger between their
fingers or something like that, you know,

299
00:20:12.400 --> 00:20:15.559
or like working a coin like it's
a magic trick, you know,

300
00:20:15.720 --> 00:20:19.519
or always looking over their shoulder,
that's a thing that you can do as

301
00:20:19.519 --> 00:20:23.640
you're doing the voice. It doesn't
necessarily need to be just like a voice

302
00:20:23.799 --> 00:20:29.279
all the time to be an audio
game. It could it serves the same

303
00:20:29.359 --> 00:20:32.440
purpose, and make sure that you've
got that in your tool your toolkit as

304
00:20:32.440 --> 00:20:34.599
well. There's even some dms that
will bring around a little a little like

305
00:20:34.720 --> 00:20:38.440
tote of like stuff that you will
find in like a like a photo booth

306
00:20:38.440 --> 00:20:44.000
at a wedding. It's just like
a mustaches and you don't have to go

307
00:20:44.039 --> 00:20:47.599
all out, but it's the carrat
top approach. Even just like having like

308
00:20:47.599 --> 00:20:51.160
a little sword with the prop and
you mentioned like no it's throwing the pen

309
00:20:51.240 --> 00:20:53.039
and and things like that, you
can have something that you twirl so like

310
00:20:53.079 --> 00:20:56.200
it could be the voice, it
could be the it could be the the

311
00:20:56.519 --> 00:21:00.319
hand gestures and a fake cigar.
So what what I'm saying is that there

312
00:21:00.359 --> 00:21:04.160
are verbal, somatic, and material
components to this. Yeah, sure,

313
00:21:04.400 --> 00:21:07.680
take your combination. And the other
thing to keep in mind is that is

314
00:21:07.720 --> 00:21:12.319
that you've also had that same first
person third person approach where you can twirl

315
00:21:12.359 --> 00:21:15.480
a pen in your fingers to indicate
that they're doing a thing or work a

316
00:21:15.480 --> 00:21:19.400
little point or something, or you
can just say you know they ask him

317
00:21:19.400 --> 00:21:23.119
a question and he say and you
say, oh, that got his attention.

318
00:21:23.480 --> 00:21:26.839
He stops twirling the dagger for a
moment. Yeah, just stare at

319
00:21:26.880 --> 00:21:30.839
you. That's just good storytelling.
Then deliver what he's going to say.

320
00:21:30.880 --> 00:21:33.720
That's just good storytelling. But cool. I think voices are fun, and

321
00:21:33.799 --> 00:21:37.720
if you think they're fun, totally. If you don't think they're fun,

322
00:21:37.799 --> 00:21:44.599
you don't have to. Yeah,
Hello Adventurers, thank you so much for

323
00:21:44.680 --> 00:21:48.039
listening. If you enjoy the show, the absolute best thing you can do

324
00:21:48.079 --> 00:21:52.279
to support us is to subscribe so
you'll be notified when new episodes are released.

325
00:21:52.559 --> 00:21:55.440
You can also leave us a review
five stars. Of course, that

326
00:21:55.559 --> 00:21:57.759
will help us get seen by more
D and D players, and more than

327
00:21:57.799 --> 00:22:00.640
anything else, just tell your friends
about us. If you like what we're

328
00:22:00.640 --> 00:22:03.480
doing here, then there's a good
chance that your DM or your players will

329
00:22:03.519 --> 00:22:06.960
enjoy it too. And you don't
need to loop gold to do any of

330
00:22:07.000 --> 00:22:11.519
that. We appreciate your listening.
Now back to the show, So let's

331
00:22:11.519 --> 00:22:15.599
take another one of Caleb's questions here. He had this under a section he

332
00:22:15.720 --> 00:22:19.440
called playing with new dms. So
it's when one of the players steps up

333
00:22:19.480 --> 00:22:22.799
and wants to take the reins of
dming for the first time. How can

334
00:22:22.880 --> 00:22:27.079
a forever DM in a PC position
help ensure the new DM's success. So

335
00:22:27.319 --> 00:22:30.920
he's asking, like, if you're
the if you're the forever DM and a

336
00:22:30.960 --> 00:22:33.599
new player wants to step up,
what can you do to make sure that

337
00:22:33.599 --> 00:22:40.359
that you hand over the baton correctly? Him? Despice something that you've seen

338
00:22:40.400 --> 00:22:42.519
a lot. Yeah. One of
the things that you can do, and

339
00:22:42.559 --> 00:22:47.359
this is the thing I cannot recommend
strongly enough, is if you know that

340
00:22:47.359 --> 00:22:51.839
one of your players wants to become
the DM, have them co DM with

341
00:22:51.920 --> 00:22:56.839
you for a few sessions. Have
them just kind of ride shotgun, you

342
00:22:56.880 --> 00:22:59.559
know, do it like the cops
do a ride along, right, you

343
00:22:59.599 --> 00:23:02.799
know where you know the first time
you're out there, you go with a

344
00:23:03.279 --> 00:23:07.200
pair, a rookie with a veteran. Have them just kind of sit there

345
00:23:07.640 --> 00:23:10.440
and like what we used to do
in the store when we had a new

346
00:23:10.480 --> 00:23:14.559
DM was someone that wanted to train
to do it. Literally, we would

347
00:23:14.640 --> 00:23:18.240
just have them sit there for a
session or two behind the screen and they

348
00:23:18.240 --> 00:23:21.079
would just watch the DM. Yeah. Shadow shadow is a great word for

349
00:23:21.160 --> 00:23:23.799
that, and shadow the DM just
like you're training for any other job right,

350
00:23:25.400 --> 00:23:30.400
have them shadow the new DM and
then you know, have conversations with

351
00:23:30.440 --> 00:23:34.200
them, and then when they step
up to do it the first time,

352
00:23:34.799 --> 00:23:40.400
you have that veteran DM shadow them
for a couple of sessions and then they

353
00:23:40.440 --> 00:23:44.599
transition to be a player. But
once you transition to being a player,

354
00:23:45.279 --> 00:23:48.200
you're a player, yes, And
the most helpful thing that you can do

355
00:23:48.880 --> 00:23:56.640
is we talked in a previous episode
about assigning a buddy of like a veteran

356
00:23:56.720 --> 00:24:00.559
player buddy to a rookie player,
is you can make it yourself one of

357
00:24:00.599 --> 00:24:03.279
those player buddies. If you've got
any kind of new players at the table,

358
00:24:03.799 --> 00:24:08.400
settle in, help the players with
questions that they may have, but

359
00:24:08.599 --> 00:24:15.319
let the DM do their thing unless
they explicitly ask you a question about something

360
00:24:15.359 --> 00:24:18.680
that's going on. You know,
you got to let them. This is

361
00:24:18.720 --> 00:24:22.759
the hardest thing. You have to
let them make a few mistakes. And

362
00:24:22.079 --> 00:24:26.319
if they make mistakes, that's okay. If you want to write it down

363
00:24:26.960 --> 00:24:29.559
and talk about it, you know, and just mention it later in the

364
00:24:29.599 --> 00:24:32.400
game that they got to that they
got a rule wrong or something like that.

365
00:24:32.640 --> 00:24:34.400
But you got to keep your mouth
shut if they're gonna you know,

366
00:24:34.640 --> 00:24:38.079
like like if they if they make
the wrong ruling on something, if the

367
00:24:38.119 --> 00:24:41.400
other players at the table are just
going along with it and they don't care

368
00:24:41.480 --> 00:24:44.960
enough to like to jump in to
look it up or something like that,

369
00:24:45.440 --> 00:24:48.960
just let that go and then you
know, talk about it at the end

370
00:24:48.000 --> 00:24:52.720
of the game and show them,
you know, full respect and the same

371
00:24:53.279 --> 00:24:56.799
courtesy that you would expect for them
to show you. But but like if

372
00:24:56.839 --> 00:25:00.319
you're if you're jumping in every time
they make a mistake, that's gonna you

373
00:25:00.359 --> 00:25:04.400
know, we all know how that
works in training, right, Yeah,

374
00:25:04.480 --> 00:25:10.920
Yeah, it gets makes people to
take chances and and to you know,

375
00:25:11.119 --> 00:25:14.839
because because it's a complicated game.
It's a deeply complex game. And I

376
00:25:14.920 --> 00:25:18.359
guarantee, no matter how long you've
been playing for, no matter how much

377
00:25:18.400 --> 00:25:23.559
of veteran DM you are, there's
stuff you get wrong. And sure I

378
00:25:23.559 --> 00:25:27.960
think DM style and DM Style two
can play a part of like there's certain

379
00:25:27.960 --> 00:25:32.519
things that I'm going to be fast
and loose with that you know, Jason,

380
00:25:32.640 --> 00:25:34.920
or you might not that you might
be real sticklers for that rule,

381
00:25:36.079 --> 00:25:38.400
right, never that right, yeah, And and you know I've known that

382
00:25:38.519 --> 00:25:44.039
like people in law enforcement, like
some of them like like are sticklers for

383
00:25:44.160 --> 00:25:47.559
tint on windows, you know,
and that's like a thing in New Jersey

384
00:25:47.599 --> 00:25:51.640
here where I'm from, tickets.
Yeah, and then other people aren't like

385
00:25:51.680 --> 00:25:52.920
They're like, no, I'm not
gonna because I have t I have tint

386
00:25:53.000 --> 00:25:56.519
on my car, So I'm not
going to give anybody else a problem for

387
00:25:56.599 --> 00:26:00.240
that. People find their style.
Yeah, exactly. And so so I

388
00:26:00.319 --> 00:26:03.000
think that, you know, for
my answer, you know, what can

389
00:26:03.079 --> 00:26:06.960
you do? I think that you
can continue to be helpful. I know,

390
00:26:07.680 --> 00:26:11.119
Jason sometimes like if I'm if I'm
like and I get caught on like

391
00:26:11.799 --> 00:26:15.640
like grapple for instance, and I'm
like, I think or you know,

392
00:26:15.720 --> 00:26:17.880
you kind of see that, I'm
like going to look it up and you

393
00:26:18.039 --> 00:26:19.519
know it like, hey, I'm
pretty sure this is what it says,

394
00:26:19.599 --> 00:26:22.960
Like oh yeah, there, there
it goes. And I think maybe it

395
00:26:22.039 --> 00:26:26.519
starts with a conversation, good communication
before that of hey, listen, do

396
00:26:26.880 --> 00:26:30.319
you mind if I you know,
if I see you're kind of forgetting something,

397
00:26:30.519 --> 00:26:33.599
or do you want me to chime
in? Or do you want me

398
00:26:33.599 --> 00:26:37.359
to keep my mouth shut? And
then I think respect their answer, you

399
00:26:37.440 --> 00:26:38.920
know, And we did have that
conversation, Yeah, we absolutely did.

400
00:26:40.079 --> 00:26:45.319
And I think that different people learn
differently, and so I'm very much like

401
00:26:45.559 --> 00:26:48.640
a jump right in and do it. And there's like I have to understand

402
00:26:48.839 --> 00:26:55.319
certain aspects before I can really understand
anything. I have to understand how you

403
00:26:55.400 --> 00:26:59.400
know, the mechanics of everything of
like in Dungeon Dragons, I have to

404
00:26:59.480 --> 00:27:04.039
understand why it works before I can
really make a I guess a clear decision

405
00:27:04.119 --> 00:27:08.839
and learn and clearly or so this
there's kind of the I was going to

406
00:27:10.000 --> 00:27:11.720
have this be a separate question,
but this kind of ties right into this.

407
00:27:12.359 --> 00:27:17.559
So a couple episodes ago we had
mentioned letting a player take care of

408
00:27:17.640 --> 00:27:21.680
some of the clerical parts of dming. So one of the questions here is

409
00:27:21.759 --> 00:27:25.319
what are some things that dms usually
do that players can take off of their

410
00:27:25.359 --> 00:27:27.720
plate for them? And I called
it DM's a little helper. We can

411
00:27:27.759 --> 00:27:30.799
call the DM's right hand whatever you
want to call it, the co d

412
00:27:30.960 --> 00:27:34.119
M. It would be called CODM
because they're still a player. But what

413
00:27:34.519 --> 00:27:40.359
is let's let's let's go a little
bit more into a list of things that

414
00:27:40.519 --> 00:27:45.480
a player could either volunteer to do
or a DM could try to offload onto

415
00:27:45.559 --> 00:27:48.480
a player. What is? What
is? What are some stuff that is

416
00:27:48.759 --> 00:27:51.920
fair to let them do. I
mean the first thing that people usually say

417
00:27:52.039 --> 00:27:56.440
is track initiative. Initiative, Yeah, say say who's going when? If

418
00:27:56.519 --> 00:27:57.799
you you know, if you have
one of those little magnet boards, they're

419
00:27:57.799 --> 00:28:02.000
responsible for moving the people on the
magnet board. You know, whatever it

420
00:28:02.160 --> 00:28:04.920
is that that, however it is
that you keep track of initiative, having

421
00:28:06.200 --> 00:28:08.640
a player take over that task.
What other kind of stuff can we give

422
00:28:08.680 --> 00:28:15.000
them? I think it's whatever the
DM is comfortable with. So it could

423
00:28:15.079 --> 00:28:17.839
be sometimes, you know, depending
on your game. Like I know,

424
00:28:17.960 --> 00:28:21.039
in our game, it's we play. If we have a majority of our

425
00:28:21.079 --> 00:28:25.519
players that want to and can make
our sessions, we play. So if

426
00:28:25.559 --> 00:28:30.799
that's the case, some tables might
have the DM might run a player character

427
00:28:30.920 --> 00:28:36.480
that night. Sometimes there's NPC,
an NPC, an NPC that needs to

428
00:28:36.519 --> 00:28:40.440
be run. DM should never run
a player character again, yeah, yeah,

429
00:28:40.480 --> 00:28:44.200
no, I agree, And so
that's something. But so there are

430
00:28:44.400 --> 00:28:51.400
certain published adventures or published campaigns like
Baldersgate that have PCs or excuse me,

431
00:28:51.640 --> 00:28:57.200
NPCs controlled by the d M.
Yeah, yeah, or yeah exactly.

432
00:28:57.359 --> 00:29:02.359
So sometimes it's like this is so
annoying because she's joining you. If you

433
00:29:02.400 --> 00:29:04.559
only have four players, it's really
a dungeon built for five, and you

434
00:29:04.640 --> 00:29:11.839
don't have the experience to change those
encounters. Then you need those those NPCs

435
00:29:11.920 --> 00:29:15.079
run by the DM, for lack
of a better term, dmpcs. I

436
00:29:15.160 --> 00:29:18.559
know we're going to get to that, but those d MPCs, I would

437
00:29:18.559 --> 00:29:23.160
have players run the cohorts in battle
and stuff if they were comfortable do that.

438
00:29:23.440 --> 00:29:26.039
Sure. Yeah, I think early
on in some of our games that

439
00:29:26.119 --> 00:29:30.200
we played, like like over a
Pandemic we're playing over Zume, there was

440
00:29:30.319 --> 00:29:34.640
like a an NPC or two that
you had us control and combat. You

441
00:29:34.680 --> 00:29:40.240
can certainly do that essentially, anything
that doesn't involve I mean, you know

442
00:29:40.440 --> 00:29:44.799
with NPCs it can even be active
decision, but certainly anything the DM is

443
00:29:44.839 --> 00:29:48.559
doing that doesn't involve an active decision
you can hand off to the players,

444
00:29:48.640 --> 00:29:52.680
depending on your comfort level. You
can hand off tracking initiative. You can

445
00:29:52.720 --> 00:29:56.319
hand off keeping track of the hit
points of your monsters if that's what you

446
00:29:56.440 --> 00:29:59.839
want to do. Sure, if
you're comfortable with that, you can totally

447
00:29:59.880 --> 00:30:04.759
do that. Certainly, you can
hand off the responsibility for moving things around

448
00:30:04.920 --> 00:30:08.720
the map, right if you're playing
with a map in miniatures, Oh yeah,

449
00:30:10.079 --> 00:30:12.200
you know the thing where you've got
to stand up, reach out over

450
00:30:12.319 --> 00:30:17.880
the you know screen and go one, two, three, four and move

451
00:30:17.960 --> 00:30:19.480
the ogre. You can hand it
off to a player just you know,

452
00:30:19.880 --> 00:30:22.839
as a matter of routine that when
I do hand off. Yeah, absolutely,

453
00:30:23.279 --> 00:30:26.640
so all of that stuff, you
know, and in some cases it

454
00:30:26.799 --> 00:30:33.359
may not even necessarily save a ton
of time, but it's you're not having

455
00:30:33.440 --> 00:30:37.240
to switch modes right like like like
from I'm thinking about what the monster's going

456
00:30:37.319 --> 00:30:40.680
to do next to oh shit,
I have to do them, you know,

457
00:30:41.279 --> 00:30:44.599
like the physical process of moving it. In some cases, what you're

458
00:30:44.640 --> 00:30:48.720
doing is buying yourself a couple of
extra seconds to think about things because the

459
00:30:48.799 --> 00:30:52.119
players doing that insteady you, and
it gives you some some you know,

460
00:30:52.640 --> 00:30:56.880
some some planning time that otherwise would
have been that otherwise just would have been

461
00:30:56.920 --> 00:30:59.440
busy work time, like work.
Yeah. I was running a game at

462
00:30:59.440 --> 00:31:03.079
a brewery about a month ago,
and the table that we usually used it

463
00:31:03.200 --> 00:31:07.839
was just a little cramps this time, and so we brought up we brought

464
00:31:07.839 --> 00:31:11.000
it up with a different different game
though one less player, but everyone just

465
00:31:11.079 --> 00:31:14.480
kind of took up more space and
we were using it. We were using

466
00:31:14.519 --> 00:31:17.319
maps and so we kind of moved
everything over to like the lounge area,

467
00:31:17.440 --> 00:31:18.880
so like you know, two players
were on a couch and like the other

468
00:31:18.920 --> 00:31:22.200
two were going to like were on
my armchairs and like it was super cozy.

469
00:31:22.240 --> 00:31:25.480
It was awesome. But then when
the time for combat, I had

470
00:31:25.480 --> 00:31:29.079
to like get up and like it's
a it's a coffee table. So I

471
00:31:29.160 --> 00:31:32.920
had a meal next to the table
to move. I hate playing D and

472
00:31:32.960 --> 00:31:37.079
D and like a conversation pit.
Yeah, at a table. Man,

473
00:31:37.200 --> 00:31:40.519
if it was if it was,
if it was fully feater than mine,

474
00:31:40.559 --> 00:31:45.160
it probably would have been great.
But I insisted on using the maps,

475
00:31:45.160 --> 00:31:47.799
and I had one of my logos
printed all the miniatures for me, so

476
00:31:47.839 --> 00:31:49.680
I'm like, I cannot use them. So it was like, yeah,

477
00:31:49.880 --> 00:31:52.799
that's kind of that's something that could
have either offloaded or maybe I could have

478
00:31:52.839 --> 00:31:56.359
just handled better with the space.
But I'll be there again from time this

479
00:31:56.440 --> 00:32:00.400
recording. I'll be there again in
like a couple of days. So most

480
00:32:00.480 --> 00:32:05.480
ye, how that goes. So
one more and we almost start touching on

481
00:32:05.599 --> 00:32:08.599
this and I'm going to remind you
guys that we want this episode to be

482
00:32:08.720 --> 00:32:13.319
on the brief side, so we're
going to not go too far into this,

483
00:32:14.160 --> 00:32:15.640
and I know Jim has a very
short answer, but I think we

484
00:32:15.839 --> 00:32:19.039
well, this is I don't know
why you're going on about it. This

485
00:32:19.079 --> 00:32:22.680
is a super easy one to hire
women, and I think I think we

486
00:32:22.759 --> 00:32:28.160
have different different opinions on this.
The question is on the subject of dmpcs.

487
00:32:28.599 --> 00:32:30.440
Are they awful? Can a dm
ever do them well? And are

488
00:32:30.480 --> 00:32:35.920
there any major dus and don'ts?
Yes, no, and there's only one

489
00:32:36.119 --> 00:32:42.680
don't do it And anything that anything
that is not awful is not a DMPC.

490
00:32:43.079 --> 00:32:45.079
And that's where I all of the
ways that all of the ways that

491
00:32:45.200 --> 00:32:52.200
people talk about dmpcs making dmpcs awful
are ways to make them into NPCs with

492
00:32:52.319 --> 00:32:59.880
slightly more agency and not actual dm
PCs. So so let's break down what

493
00:33:00.160 --> 00:33:06.240
d It's a Dungeon Master player character, which means that the Dungeon Master is

494
00:33:06.400 --> 00:33:12.599
playing another character at the table and
in that regard, right, that is

495
00:33:12.759 --> 00:33:17.519
the strict definition we're using. Are
they are awful? They are absolutely awful.

496
00:33:17.720 --> 00:33:22.359
You're you are a dmy one that
sounds exhausting. I just talked about

497
00:33:22.400 --> 00:33:27.599
how like I would hand off cohorts
because they're so annoying, Like it's such.

498
00:33:27.799 --> 00:33:30.720
It's just another thing that I have
to like on top of the monster

499
00:33:30.839 --> 00:33:35.359
or monsters and everything else and all
the rules and everything else. Oh,

500
00:33:35.400 --> 00:33:38.079
I know, I have to now
also run a character. Yeah, it's

501
00:33:38.319 --> 00:33:43.799
terrible when they talk to an NPC. You gotta have a conversation with yourself.

502
00:33:44.039 --> 00:33:46.400
You got to somehow compartmentalize in your
head the fact that you know everything

503
00:33:46.440 --> 00:33:52.799
about the adventure while sincerely playing a
player character that is trying to overcome the

504
00:33:52.839 --> 00:33:57.279
adventure. It's not And you're taking
heroics away from the player characters from the

505
00:33:57.359 --> 00:34:00.279
other players at the table. And
that's like, this is this is a

506
00:34:00.359 --> 00:34:07.280
time for your four or five friends
to shine, like yeah, to like

507
00:34:07.760 --> 00:34:13.119
be the hero of their story.
And you are to get to play everybody.

508
00:34:13.360 --> 00:34:19.000
It's not one of their characters being
so uh, you know, just

509
00:34:19.239 --> 00:34:22.800
just wanting to play, wanting to
also get in on that. It's just

510
00:34:22.920 --> 00:34:28.760
kind of a little month. So
here's where here's where I'm gonna I want

511
00:34:28.800 --> 00:34:34.760
to be that guy. There's situations
where I have seen success and whether you

512
00:34:34.840 --> 00:34:37.639
want to call an NPC or a
d M p C an NPC taking on

513
00:34:37.719 --> 00:34:42.199
a PC ish type of role,
let's this this is I want to I

514
00:34:42.280 --> 00:34:46.679
want to stay away from the argument
of semantics. Okay, So so except

515
00:34:46.719 --> 00:34:51.559
the argument of semantics is important here
because he's saying, you know, how

516
00:34:51.599 --> 00:34:52.360
do we do this? Well,
how do we? How do we not?

517
00:34:53.280 --> 00:34:57.840
So you know, the way you
do it is you don't play a

518
00:34:57.960 --> 00:35:00.239
d m PC, you do something
else. Yeah, So I'm saying that

519
00:35:00.400 --> 00:35:06.280
we'll use these for for the sake
of that and for brevity, that we're

520
00:35:06.320 --> 00:35:10.039
going to use the strict definition of
d m PC as Dungeon Master player character,

521
00:35:10.119 --> 00:35:15.079
which means that for an entire campaign, the Dungeon Master is also playing

522
00:35:15.400 --> 00:35:23.159
a player character that level and levels
up and participates in scenes as an equal

523
00:35:23.199 --> 00:35:29.000
to the other players all of that. So I have two examples of times

524
00:35:29.039 --> 00:35:31.320
when it was not awful. One
the campaign was kind of like I don't

525
00:35:31.320 --> 00:35:35.559
want to say screwed from the start, but like we were starting at disadvantage.

526
00:35:35.559 --> 00:35:38.159
I'll use my own example first,
and I mentioned this almost every episode,

527
00:35:38.159 --> 00:35:44.119
but it's always just worth prefacing that
I run store level one shots and

528
00:35:44.280 --> 00:35:46.320
on this particular day, like they
wanted me like twice a week. At

529
00:35:46.360 --> 00:35:50.400
this point, it was like a
Wednesday night, no one was around the

530
00:35:50.480 --> 00:35:55.159
one, but we had like four
preregistered and there was a couple that that

531
00:35:55.320 --> 00:35:59.480
canceled kind of on the same day. So from four down to down to

532
00:35:59.519 --> 00:36:01.199
two. Actually, you know,
it was do with I had three scheduled,

533
00:36:01.599 --> 00:36:05.599
a couple left, and I only
had one person. So I called

534
00:36:05.679 --> 00:36:07.920
up one of my friends in my
hill is off floating, and they're just

535
00:36:07.039 --> 00:36:10.960
another body in there. And so
now now I'm now I'm up to two

536
00:36:12.840 --> 00:36:15.039
and like, so there's only two
players there. They paid to be there,

537
00:36:15.519 --> 00:36:19.719
and we're gonna around the game.
I'm not that good to be able

538
00:36:19.760 --> 00:36:23.679
to rebalance encounters for two PCs.
So we we actually instead of taking any

539
00:36:23.760 --> 00:36:27.800
of our premate characters or any of
the characters that I made, I'm like,

540
00:36:27.840 --> 00:36:30.519
okay, we're going all in on
this. I have these random character

541
00:36:30.639 --> 00:36:34.440
dice we just rolled dice punched them
into Fast Character dot Com and all three

542
00:36:34.480 --> 00:36:37.039
of us played just whatever we rolled, and so I'm like, okay,

543
00:36:37.159 --> 00:36:40.280
I'm gonna have to take a DMPC
on this one, just to round out

544
00:36:40.440 --> 00:36:44.840
combat at least with the caveat that, like, you know, this character

545
00:36:44.960 --> 00:36:50.960
will not be participating in any puzzles, not a DMP right, yeah,

546
00:36:51.199 --> 00:36:54.960
under under our strict definition, that
is not a dm yep. Absolutely,

547
00:36:55.480 --> 00:37:05.519
and in that regard it only had
agency in partially in combat. Yeah,

548
00:37:05.559 --> 00:37:12.480
he just can't solve the mystery because
you're well you already know because I play

549
00:37:12.559 --> 00:37:16.519
him as though he does not.
But you were practicing some form of emergent

550
00:37:16.599 --> 00:37:21.440
mystery style, in which case it
would matter you would come up with a

551
00:37:21.519 --> 00:37:23.199
solution together. Yeah, well this
wasn't a mystery. This is a zombie

552
00:37:23.239 --> 00:37:25.800
horde thing. But like you know, he just knew, Like you know,

553
00:37:25.960 --> 00:37:30.440
I am I going to purposely walk
into a room that I know a

554
00:37:30.559 --> 00:37:32.519
zombie is in because I have to
play like I don't know, I just

555
00:37:32.599 --> 00:37:36.800
kind of let them make things the
main calls. Yeah, I think that

556
00:37:37.320 --> 00:37:40.159
to Jim's point, every time that
it works, it's not a d MPC,

557
00:37:40.719 --> 00:37:45.199
it's an NPC with additional agency.
And that's fine. And that's and

558
00:37:45.239 --> 00:37:50.519
that's where you get into cohort territory
that they're really just there to help balance

559
00:37:50.599 --> 00:37:57.119
combat. They're not going to take
an active part in progressing the story along.

560
00:37:57.400 --> 00:38:00.920
I mean, you can kind of
use them as a whatever. The

561
00:38:00.960 --> 00:38:05.519
opposite of a red herring is of
somebody that's gonna like you can't find the

562
00:38:05.559 --> 00:38:07.320
answer. Oh, they have the
answer. It's just gonna help again for

563
00:38:07.400 --> 00:38:12.159
brevity's sake, I think. But
for the most part, they're really there

564
00:38:12.199 --> 00:38:15.360
to more or less balanced combat,
like, oh man, I needed five

565
00:38:15.440 --> 00:38:19.239
people to fight this red dragon,
I only have four. I only have

566
00:38:19.440 --> 00:38:22.400
three. Well, the other sample
is going to bring up and like,

567
00:38:22.960 --> 00:38:24.559
Allie, tell me if this is
a d n PC or not. And

568
00:38:24.639 --> 00:38:29.119
I know you guys haven't listened to
you know, summary or definitely not all

569
00:38:29.119 --> 00:38:32.039
of it, but campaign one.
From that, there's a character called Balnor

570
00:38:32.719 --> 00:38:37.599
that that joins the party from pretty
early on. He's not from the start,

571
00:38:37.679 --> 00:38:40.280
this was he was done. There
was there was not intended to be

572
00:38:40.400 --> 00:38:44.760
a d m p S. But
pretty early on they they find a deck

573
00:38:44.800 --> 00:38:46.840
of many things and they get the
I'm sorry, yeah, I know it's

574
00:38:46.840 --> 00:38:52.719
I'm already I'm already gym is already
out. But there was a modified deck

575
00:38:52.800 --> 00:38:57.400
whatever, blah blah blah. They
get the the the is it the NIGHTCRD

576
00:38:57.519 --> 00:39:00.880
Squire card whatever it's called, and
you get a you get a level four

577
00:39:00.920 --> 00:39:05.800
fighter of the same race. That's
wherever draws it. Yeah, it should

578
00:39:05.840 --> 00:39:07.679
be played as a cohort. Yeah, and then that this ends up being

579
00:39:07.719 --> 00:39:12.159
played by by the DM and leveled
up along with them, and like he

580
00:39:12.239 --> 00:39:15.199
was only supposed to be a short
thing and they end up sticking around that

581
00:39:15.320 --> 00:39:17.320
being an important part of the story. Yeah, but he was. This

582
00:39:17.480 --> 00:39:22.800
is a comedy show in a in
a in a D and D costume.

583
00:39:22.599 --> 00:39:25.719
He ended up being a pretty major
part of the of the stories. And

584
00:39:25.840 --> 00:39:31.000
it's a show that you know,
it has ratings and ratings, but like

585
00:39:31.159 --> 00:39:36.039
they have advertisers that that's a that's
a corner case that I don't think is

586
00:39:36.079 --> 00:39:39.320
necessarily applicable to people, just kind
of you know, the typical table that

587
00:39:39.400 --> 00:39:45.000
we're going to. I will say
where I've seen success again being more like

588
00:39:45.119 --> 00:39:52.079
MBC. So Critical Role has I
think it was campaign to right, Yeah,

589
00:39:52.079 --> 00:39:54.480
I don't know how many campaigns are, but not actually a D and

590
00:39:54.559 --> 00:39:58.840
D game Critical Role. Critical Role
is a television show that uses D and

591
00:39:58.920 --> 00:40:05.320
D to come on but their scripts
essentially yeah, and any of these popular

592
00:40:05.400 --> 00:40:09.159
shows. And there they even say
I think man Merser says like, yeah,

593
00:40:09.159 --> 00:40:12.320
it's a little bit of D and
D. It's like based on D

594
00:40:12.400 --> 00:40:15.239
and D five, but there's a
lot of homebrew to it. And yeah,

595
00:40:15.280 --> 00:40:21.000
it's just the reason to you ounce
on. But well, yeah,

596
00:40:21.119 --> 00:40:23.519
they they have ended up using some
of those rules, but I think they

597
00:40:23.599 --> 00:40:28.880
still use home Brewer rules. But
whatever. So the whole point in saying

598
00:40:28.920 --> 00:40:32.559
that is there was a character that
was from Jorhas, which is like the

599
00:40:32.920 --> 00:40:38.239
monster Nation that they you utilize in
a couple of fights, and I think

600
00:40:38.320 --> 00:40:44.719
that essentially what what happens is they
don't make any major decisions anytime, even

601
00:40:44.880 --> 00:40:46.360
if the player characters are like,
hey, what do you think we should

602
00:40:46.360 --> 00:40:49.679
do? The I don't know,
I honestly don't know. I don't have

603
00:40:49.719 --> 00:40:54.199
an opinion, and they just kind
of kick it back and and there and

604
00:40:54.239 --> 00:40:58.119
there you have it. Right,
is is that it's really just a cohort

605
00:40:58.239 --> 00:41:00.719
or an NPC with additional agency,
and that the way to do it is

606
00:41:00.760 --> 00:41:05.719
to do it that way, is
to always kick back to the players that

607
00:41:06.119 --> 00:41:09.039
they can't have a dog in the
fight. Because once you cross into the

608
00:41:09.199 --> 00:41:13.960
territory of d m PC, of
you are a DM, but you also

609
00:41:14.000 --> 00:41:17.400
have a player character. You are
taking away from your players. You're like

610
00:41:17.599 --> 00:41:22.440
you're taking even if the players want
it, you're taking some of the fun

611
00:41:22.119 --> 00:41:24.760
out of the game. So to
do it well, you don't do it,

612
00:41:25.639 --> 00:41:32.920
you do something else. Yeah,
all right, So uh okay,

613
00:41:32.960 --> 00:41:37.400
so the definition that I had in
my head this seems like something that you

614
00:41:37.480 --> 00:41:43.840
guys even okay with. It's just
weird because it's not right. And that's

615
00:41:43.920 --> 00:41:46.320
and that was basically before before we
went on air, we were going through

616
00:41:46.360 --> 00:41:50.320
these questions and we were like,
oh, what what should we choose?

617
00:41:50.360 --> 00:41:52.719
And that was something that we talked
about and and that was my first thought

618
00:41:52.920 --> 00:41:55.800
was, well, it's this,
and then I realized Jim's right, they're

619
00:41:55.840 --> 00:42:00.679
not DMP d MPC. We have
to Again. We could argu the semantics

620
00:42:00.719 --> 00:42:04.440
of it all day, but just
for for brevity's sake, and for this

621
00:42:04.639 --> 00:42:08.280
argument, we'll just say it is
a d M playing that is also playing

622
00:42:08.400 --> 00:42:14.280
a PC and it cannot it cannot
work. It just just cannot work.

623
00:42:14.760 --> 00:42:17.760
Not well, okay. So so
the answer to the question here is ask

624
00:42:17.840 --> 00:42:22.360
yourself what you're actually doing right and
does it fall into the character does it

625
00:42:22.400 --> 00:42:28.800
fall into the category of n PC
with additional agency slash cohort what they call

626
00:42:28.840 --> 00:42:32.480
it cohort or does it now they
Some older versions of the rpg R stories

627
00:42:32.480 --> 00:42:38.039
we used to look for were around
bad examples of of dmpcs or what Jim

628
00:42:38.039 --> 00:42:42.599
would call normal examples of d m
p C and like this is when like

629
00:42:43.079 --> 00:42:47.440
it's examples of where the DM is
like no, he's the main character star

630
00:42:47.519 --> 00:42:52.239
of the show. And like I
just saw that as bad examples. But

631
00:42:52.320 --> 00:42:55.480
if that's that's what it is,
but so so, But even Jim right

632
00:42:55.559 --> 00:43:00.079
and says, well that's a corner
case, like are there examples of of

633
00:43:00.199 --> 00:43:06.000
where it could work, yes,
but like there's so few and far between,

634
00:43:06.519 --> 00:43:09.000
just don't even do it, like
and more than likely, if you

635
00:43:09.119 --> 00:43:13.480
are doing it and doing it successfully, it's probably not one. It's probably

636
00:43:13.559 --> 00:43:16.039
one where you're still just giving the
agency back to the players and you're not

637
00:43:16.159 --> 00:43:24.719
allowing that quote unquote d MPC to
make any real decisions other than or am

638
00:43:24.760 --> 00:43:30.400
I going to use a long stor
the two things there. Okay, so

639
00:43:30.480 --> 00:43:35.199
let's let's let's let's forget to turn
the NPC for a second, because now

640
00:43:35.280 --> 00:43:37.639
it's getting back into a into a
semantics thing. So like, are we

641
00:43:37.800 --> 00:43:43.199
okay with NPCs with improved agency?
Okay? Yeah? I mean, and

642
00:43:43.519 --> 00:43:49.639
the way you do it well is
that you offload as much of the decision

643
00:43:49.719 --> 00:43:54.559
making onto the players, Yes,
as you can manage given the situation at

644
00:43:54.599 --> 00:43:59.679
the table. Cool. And if
that means they make all the decisions for

645
00:44:00.199 --> 00:44:06.039
for that character in combat, if
it means that, you know, they're

646
00:44:06.239 --> 00:44:09.760
actually if it means that, that
kind of becomes like a troop play character

647
00:44:10.440 --> 00:44:15.840
where you know, if the fighter
goes you know, if the fighter wants

648
00:44:15.880 --> 00:44:20.800
to go to the tavern to get
some information but the wizard isn't interested in

649
00:44:20.920 --> 00:44:23.920
doing that because he's studying his spellbook. You go, Okay, so for

650
00:44:24.000 --> 00:44:30.480
this particular scene, Joe, we're
going to hand you that character as much

651
00:44:30.559 --> 00:44:32.199
of that as you can do.
That's what you want to do is hand

652
00:44:32.280 --> 00:44:37.159
off the hand that off to the
players, and that's how you'll get successful.

653
00:44:37.239 --> 00:44:39.800
Yeah. The best example that I
can that I know of that that

654
00:44:40.280 --> 00:44:45.079
in a way that works is the
cohort example of and a game that you

655
00:44:45.199 --> 00:44:52.079
played with me was Raya Mantlemore in
a Descent into and yeah, and that's

656
00:44:52.599 --> 00:44:54.800
example. Yeah, and essentially and
that was even and I'll say this,

657
00:44:55.440 --> 00:45:00.679
the best your best bet is to
just learn how to balance and without it,

658
00:45:00.159 --> 00:45:04.360
because that's really what you were doing. And because here's why, it's

659
00:45:04.400 --> 00:45:07.400
a lot as a DM to keep
track of right when you're keeping track of

660
00:45:07.480 --> 00:45:10.239
everything else. And it's a lot
for the players. I don't know if

661
00:45:10.280 --> 00:45:13.199
you remember, I don't know,
and it might have been you, but

662
00:45:13.280 --> 00:45:14.760
I gave it. I was like, hey, can you just run this,

663
00:45:15.000 --> 00:45:16.639
Like it's as far as combat,
as far as decisions, I don't

664
00:45:16.639 --> 00:45:20.480
think you can speak up or somebody
did and they're like, hey, this

665
00:45:20.599 --> 00:45:22.800
is a lot, like you can't. I don't want to play two players,

666
00:45:22.039 --> 00:45:23.800
don't. I don't want to play
two characters. I just want to

667
00:45:23.800 --> 00:45:28.039
play my character. And I was
like, that's fair, that's absolutely fair.

668
00:45:28.079 --> 00:45:30.400
I'm sorry, Like, and I
took that back. And there's some

669
00:45:30.480 --> 00:45:32.719
cool shortcuts that you can use there
that I have done on occasion, like

670
00:45:32.880 --> 00:45:37.840
in the store when I just needed
to kind of like have a shortcut to

671
00:45:37.920 --> 00:45:42.559
that where like we wanted to have
somebody who had an impact and have the

672
00:45:42.639 --> 00:45:46.159
players have some decisions about how they
made an impact without handing them whole character.

673
00:45:47.039 --> 00:45:52.519
And what you can do there is
you can say okay, basically once

674
00:45:52.599 --> 00:46:00.440
per combat turn that NPC can make
essentially what amounts to the assist where you

675
00:46:00.519 --> 00:46:04.760
get advantage or somethinghere where they give
advantage and at the beginning of the turn,

676
00:46:05.039 --> 00:46:07.920
you guys can have a conversation and
go, okay, it's really important

677
00:46:07.960 --> 00:46:10.559
that the wizard's spell goes off,
so he's going to strack the monster that

678
00:46:10.599 --> 00:46:15.880
they cast the spell on so that
he gets advantage on his you know whatever,

679
00:46:16.119 --> 00:46:21.239
like a range touch attack, right, and and and just that's a

680
00:46:21.800 --> 00:46:25.159
that's a kind of a halfway between
the DM doing it all themselves, but

681
00:46:25.239 --> 00:46:29.440
the player is having to control a
whole character, you know, and you

682
00:46:29.519 --> 00:46:31.920
know, maybe you give him a
x number of uses of cure light wounds

683
00:46:32.000 --> 00:46:36.239
and they can you know, toss
that around or something like that. Because

684
00:46:36.280 --> 00:46:40.880
the last is the classic example is
the party that like has no healer,

685
00:46:42.400 --> 00:46:45.719
right, and so you give them
the NPC healer and you know, you

686
00:46:45.920 --> 00:46:50.519
just say, okay, you know, once per turn they can throw a

687
00:46:50.599 --> 00:46:53.199
da to healing out and we're going
to assume that they're staying out of the

688
00:46:53.239 --> 00:46:58.679
way of monsters might and that's why
they don't get to hit anything. There's

689
00:46:58.719 --> 00:47:00.480
my answer. My answer to that
is, oh, you go to the

690
00:47:00.599 --> 00:47:06.039
shop and the potions are one get
one, yeah, because you obviously are

691
00:47:06.079 --> 00:47:09.159
going to do that more, right, I do, uh, And I've

692
00:47:09.280 --> 00:47:13.039
had in a lot of games.
We called it the Prismatic six pack.

693
00:47:13.400 --> 00:47:15.880
It's a six pack of otions in
every color for the price of three.

694
00:47:16.400 --> 00:47:20.360
There you go, or four or
whatever whatever it is, whatever I need

695
00:47:20.480 --> 00:47:24.199
to do right to get them to
buy it. And one group didn't is

696
00:47:24.960 --> 00:47:29.679
in my my quote unquote the MPC
game the opposite problem where they both ended

697
00:47:29.719 --> 00:47:32.320
up on casters and I had to
roll up a barbarian real quick just to

698
00:47:34.000 --> 00:47:37.039
keep them alive. Yeah, but
like definitely, like I would hate to

699
00:47:37.320 --> 00:47:43.639
be running somebody as a DM and
like you're fighting let's say it doesn't even

700
00:47:43.679 --> 00:47:46.920
have to be the big bed but
like a boss level whatever, and like

701
00:47:47.159 --> 00:47:52.280
it just the way it just comes
around is that like they have one hit

702
00:47:52.360 --> 00:47:55.400
point and you're and now there's you
can handwave that and everything else. But

703
00:47:55.480 --> 00:47:59.960
again, I think that the people
that tend to use quote unquote d MPs

704
00:48:00.320 --> 00:48:02.159
are going to be newer d ms. And I know for me, like

705
00:48:02.320 --> 00:48:07.079
I just didn't know that there was
other options. It was like it was

706
00:48:07.119 --> 00:48:08.320
given to me as this cohort and
I was like, Okay, I'm running

707
00:48:08.440 --> 00:48:10.920
this. I was like this is
awful, and I just had to learn

708
00:48:12.000 --> 00:48:15.639
that way. I would hate.
I would hate for it to come around

709
00:48:15.920 --> 00:48:20.679
and like the monster has one or
two or five whatever HP, and it's

710
00:48:20.760 --> 00:48:30.800
like the cool. As a player, I'm going to be pretty annoyed about

711
00:48:30.840 --> 00:48:34.159
that. Let's let's put a button
on this so to answer your question,

712
00:48:34.519 --> 00:48:37.840
rules as written or question as written
q A q A W d m p

713
00:48:37.960 --> 00:48:44.079
cs are bad. But I think
your answer your question as intended is as

714
00:48:44.440 --> 00:48:47.360
you know, ask yourself, are
you doing more of what I thought the

715
00:48:47.519 --> 00:48:53.079
m PCs were or what or Jim
correctly explained MPC you're playing? Are you

716
00:48:53.159 --> 00:48:57.880
talking about d m p cs.
Are you talking about MPCs with more agencies

717
00:48:58.639 --> 00:49:02.679
or more agency or or cohorts?
Yeah, in which case go for if

718
00:49:02.719 --> 00:49:05.800
you need to, if you can
get away without it, maybe, don't

719
00:49:06.559 --> 00:49:08.199
you know? Or or and I
mean, and I think that third thing

720
00:49:08.239 --> 00:49:12.960
that we talked about, or are
there shortcuts that you can come up with

721
00:49:13.599 --> 00:49:16.719
that kind of narratively say there's a
character there, but we've abstracted that to

722
00:49:16.840 --> 00:49:21.480
a simple mechanic that you could hand
off to the players to use every turn

723
00:49:21.519 --> 00:49:25.920
to indicate the presence of that of
that character. Cool, let's let's wrap

724
00:49:27.000 --> 00:49:30.199
this thing up so you can send
us your questions to Hello Adventurers Podcast at

725
00:49:30.239 --> 00:49:35.320
gmail dot com, or you can
ask us your questions yourself Helloadventurers Podcast dot

726
00:49:35.440 --> 00:49:38.280
com slash voice. Well love to
love to answer your questions. Yeah,

727
00:49:38.360 --> 00:49:42.480
Otherwise, Calebs asked us a lot
more that we could always get to so

728
00:49:42.960 --> 00:49:45.000
but I want to I want to
diversify this a bit. Yeah, if

729
00:49:45.159 --> 00:49:46.760
we're going to fly through these and
we did not know, we didn't,

730
00:49:47.199 --> 00:49:52.639
great job guys, Now we we
got to raced off from that though.

731
00:49:52.960 --> 00:49:55.199
So yeah, please please please send
us your questions and send us your your

732
00:49:55.320 --> 00:50:02.320
most egregious d MPC bills or your
best accent. But yeah, I get

733
00:50:02.320 --> 00:50:06.239
a Hello Adventures Podcast dot com slash
voice. You can always tell us tell

734
00:50:06.280 --> 00:50:07.519
us yourself. But that's going to
wrap it up. So thank you so

735
00:50:07.639 --> 00:50:12.039
much for listening to Hello Adventurers.
We are your host Jason Portiso, Jim

736
00:50:12.119 --> 00:50:15.119
Crocker and Joe McCall producer, editor
Engineer Jason Portiso. Music by a Nick

737
00:50:15.159 --> 00:50:19.360
Spurrier, artwork by Christin Roderick.
You can reach out to us with any

738
00:50:19.400 --> 00:50:23.480
feedback or suggestions by emailing Hello Adventurers
Podcast at gmail dot com. Hello Adventures

739
00:50:23.599 --> 00:50:28.039
is a JCP Audio production. Goodbye
s