RPG Horror Story: Roll For....EVERYTHING!


In this episode of 'Hello, Adventurers', the DMs tackle a Redditor's intriguing query about a novel approach to running a role-playing game campaign, where every action and decision hinges on dice rolls. This concept sparks a lively discussion on...
In this episode of 'Hello, Adventurers', the DMs tackle a Redditor's intriguing query about a novel approach to running a role-playing game campaign, where every action and decision hinges on dice rolls. This concept sparks a lively discussion on player agency, the delicate balance between randomness and control in gaming, and how such a radical idea could potentially revolutionize or impede the traditional dynamics of a tabletop RPG like Dungeons & Dragons.
The hosts delve into the ramifications of relinquishing decision-making authority to dice, contemplating its viability for short-term gameplay versus an entire campaign. They also explore broader themes of creativity, innovation, and the readiness to embrace new gaming systems when the usual methods start feeling monotonous. This episode encapsulates an in-depth exploration of the essence of role-playing games, grappling with the core of player choice and the exhilarating uncertainty of leaving fate in the hands of the dice.
original story post: https://www.reddit.com/r/DnD/comments/1btabyt/he_wants_to_roll_for_everything/
send us your horror stories! helloadventurerspodcast@gmail.com
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Hello and the podcaster, role players
and game masters to help level up your
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game. We are your dungeon masters. Jason Portiso, I'm Joe McCall and
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Jim Crocker. So today I was
kind of digging around for a hard story
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we could tell. And it's not
that I could to find one. I
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couldn't pick one, and there are
a lot, and Joe, thankfully,
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you were like, well I got
this one pulled up my thank god,
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someone made the decision for me.
You gave me the like the bullet points
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of this and I had a reaction
and you were like, but there's more
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and I might save it. So, Joe, I would love if you
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told us this now didn't actually happen. Yeah, it's a potential horror story.
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It could be a future horror story
in ter row. This is it's
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like the Omen or something. It's
a prequel to horror story. It's got
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all the makings of a possible horror
story. So Joe could be so kind.
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Sure, So this comes from our
D and D you lennarbug ninety nine
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rights. He wants to roll for
everything. Did it roll for that username?
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Maybe? I'm pretty sure I rolled
for mine. So as we come
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to a close on a two year
campaign. We were discussing who would want
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to be the next DM. It's
been me for our current session. We
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decided to have everyone make a little
teaser of their session. Since only I
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and one other person have been a
DM for this group. The ideas on
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campaigns were fantastic. However, one
person went into depth on how they wanted
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to run the campaign, and the
group is kind of torn about it.
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So I wanted to turn to a
bigger group to hear pros and cons,
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and then we're gonna take that bigger
group and bring it to a smaller group,
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right, us three? All right? The idea is the group essentially
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rolls for everything. Do you attack? Do you attack or do you stand
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down? Want to go left or
right? Oh? Oh no. In
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my personal opinion, I believe it
takes away from the freedom of the group
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as well as the DM. Honestly, it sounds like it would make it
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easier for the DM to control the
group, make them go where you want
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them to, et cetera, especially
not knowing what the DM has decided for
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the roles, and if it's not
what they want, they can switch it
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up and that's that's it. Okay, first of all, please, I
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can do that without this, right, don'nut? I think this is new
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left or right? It's left and
right are the same. Yeah, yeah,
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that's easy. How it's moving.
Castle is over there now. So
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my first reaction was, oh,
that's that's a terrible idea. That was
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verbatim my reaction. So I really
want to know. And then I thought
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on it a little bit more and
I was like, Okay, it could
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be interesting that you really let the
dice tell the story. And I think
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that if if this person is the
DM and they're they're saying like, hey,
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we're going to roll for that,
I don't think they're going to use
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that as an opportunity to steam roll. I think that they really want to
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have the dice decide. So I
just think it could be interesting because you're
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you're implementing an additional bit of chaos. Well yeah, so I just think
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it could be interesting because how many
times have you know, especially and maybe
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their group is like and I know
in our session we have one player that
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really like goes out of their way
to like not have conflict, and like
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that's fine and it's very interesting,
but sometimes it's kind of boring. It's
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like, oh, that would have
been such a good fight. So now
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you have this little bit of chaos
you're gonna You're think of it as flipping
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a coin. You're gonna flip a
coin. Are you gonna have conflict or
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not flip a coin? Mhm.
I feel like this is the start of
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a new game. I feel like
you're taking a lot of the because you
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know, to me, a lot
of what makes see in the a viable
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game is the idea player agency,
and like this is you know, I'm
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trying to find a way to where
this doesn't just completely take all that away,
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and I can't. I can't find
one. What I hear when I
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hear this is I hear kind of
a cool idea for like a wild one
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shot or like you know, like
like like rules that govern a particular dungeon
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or something like that. Right,
you know, you go into the whatever
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to like you know, to the
to the demi plane of chance or something
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like that like that, and this
is what dictates what's going on. And
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I mean, I think we need
to proceed from the idea that whatever DM
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is implementing this is doing so in
good faith, right, you know,
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like you said that they're not gonna
say, well, roll for that,
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and then put the thing that they
want to be there regardless of whether whether
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you roll, regardless of how that
role comes up. It seems like it
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would be a hole. You'd have
to have a whole ton of prep or
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you would need something like in the
I don't know if you guys have ever
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looked at the Classic AD and D
Dungeon Master's Guide. No, but there
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was a whole multi paid section there
that was a random dungeon generator. Oh
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yeah, Oh, you could roll
dungeons on the fly and it there's a
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random dungeon generator and it came with
random monster generators. But you'd need some
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kind of procedure for generating that,
or you would need, you know,
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prep for the dungeon. You'd have
to lay the dungeon out and then when
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they got to that t intersection,
you'd say, okay, roll to see
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which way you go, and there'd
kind of be you'd agree that you're letting
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the dice decide that, and you
know and that the agency that Jason is
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talking about, the agency is we
know the rules of that dungeon, but
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we're going to go into it anyways
and subject ourselves to those because we really
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want that treasure that's at the center
of it. Right. Yeah, your
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version of player agency here is that
they are accepting that they have no agency.
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Well. Yeah, and as long
as it's for a session or two,
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that might be a really fun thing, like a cool way to drop
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that in, you know, and
maybe in this, in this particular dungeon
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for a session or two, your
wild mage has a lot more control over
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what wild mage wild magic effect comes
up or something like that, right,
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because it's you know, because you're
in the dungeons, the demi plane of
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chance, and this is you know, normally it's it's all random, but
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because this is what you've skaped to
your you know, your adventuring on,
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maybe there you know, you roll
and you can choose the thing you get
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or the thing above it or the
thing below it or something like that.
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You know, I don't you can
do whatever the heck you want with it.
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But there's some interesting stuff, like
I think a campaign of this would
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get old fast. Yeah, and
that's that's that's much of the story.
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Yeah. The premise of the story
is that this was going to be a
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whole campaign. Yeah, and it
just seems like like a new system,
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which is not wrong if it boarded
ND go play something else. Yeah,
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to be fair, So I said, like my first reaction, my second
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reaction, my overall thought on this
is like, yeah, I think I
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had to agree with Jim. I
hadn't thought of it that way. But
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it's like that would that would get
kind of old fast. I see it
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doing it a little bit. But
like to your point, I still want
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as a player, I still want
to have agency. I still want to
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be able to make the decision or
to argue with the person that that says
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like, well let's try to avoid
conflict. Well now we need to for
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whatever reason instead of just having dice
decide everything. And one of the things
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that I know you and I have
talked about is like having players role for
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everything when they don't really need to
is annoying, Like it's just annoying.
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It slows down the game like it
it's just it's it's a little bit boring.
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So yeah, I tend to agree
that how deep does that go?
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Like you know, the decision process, no kidding? Are you rolling for
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everything right? Or you know,
because at some point there's there's God,
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there has to be decision making and
stuff like this. Okay, I'm going
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to move all right, you know, roll to see whether role to see
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whether you take your move action or
not. Okay, can already imagine it's
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a seven that means I get my
move action. All right, I'm gonna
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go twenty five feet? How many
feet you move? Like it? Like
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it just becomes comical at some point. So yeah, so let's let's say
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that this is the This is the
advice I'm going to give is if you
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want to do that, if you
want to proceed with that game, you
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first must for six months of your
life, consult a magic eight ball for
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every every single decision, like am
I gonna go to work today? Like
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because and see how you like that? Try not for a week you feel
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like, will this campaign be fun? Sheka appears unlikely. Are we gonna
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play today? Let me roll D
twenty. I will say that this is
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actually not a terrible idea for tables
like hours, which is full of people
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in the thirties and forties, and
they can't always make it. Yeah,
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so someone's like, oh, hey, I got caught up at work.
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I can't make here. You know, the kids we roll for and so
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it'say, listen, you don't have
to be here. We'll just roll a
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bunch of extra dice so we'll see
what your character does. And that's gonna
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be like Okay, great, call
me let me know if I'm dead.
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Hey, sorry, yeah, this
I thought it was just a fun thought
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experiment. I wanted to bring it
to you guys, but the and to
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kind of like bring around to like, you know, trying to be some
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sort of advice show. If you
get bored of D and D, you're
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allowed to plane on the system.
This show is like, you know,
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we're going to talk about D and
D because that's what we know. Jim
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knows a thousand other games, but
but I don't, so Jim can talk
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about that on different show. But
like a lot of what we talked about
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on the show is like things that
you can take into any t THERAPG and
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like you can take a lot of
the same concepts into it. If you
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want to do a game that there's
one hundred percent random, there's probably some
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out there, Jim, do you
know, do you know any of that
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are that random? Not top of
my head, but certainly there are games
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that have a lot more randomness built
into them. But you know, like
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if if you want to have games
where you roll dice to see whether you
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know before every spell to see whether
it works or not, those systems are
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out there for you if you want
to try and track them down. I
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have some one shots where that's already
part of the part of it. I
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think we randem Dave's Minotar Maze,
and that was part of the whole thing,
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where like the maze itself, a
random mazed generation is a great way
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to do this, to create something
that is that gives the idea of like
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it's supernaturally confusing no matter how hard
you try to map. Yeah, I
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loant you to say for the maze
itself, and that there was there was
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mechanics built in for a spell suppression, so you literalated roll to see if
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your spell went off. Oh no, And that's really that's a relliant That
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can be an interesting aspect of a
campaign, Like if you're in a region
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where magic's gone haywire or something and
you're rolling to see if your spell works
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and it has a ten percent chance
of working or something, or you know,
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depending on where you are, what
you do like that, Yeah,
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that could definitely after point out that
like this example that you just gave and
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Jim's best example of how this could
work, all imply that's for a short
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term, right yeah, yeah,
like go in this one region or Jim
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for the for a one shot or
for this one dungeon. I think it'd
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be cool for a one shot.
So like, so my advice is like,
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try it for a one shot,
maybe a two shot, do it
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as a as a single dungeon crawl. And if you're if you play in
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our group, but that's like three
or four sessions, yeah, that's that's
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that's six months. And if your
players aren't reaching across the table to strangle
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you, maybe maybe keep trying it. But yeah, this is I I
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gotta at least applaud the innovation,
you know, or you could just say
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no, I don't feel like DM. Yeah, you're like it's a really
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long winded way to tell people that
you really don't want to DM. Well
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that's right, or you know you
almost want to, Like it's like,
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Anna, there'd be so much prep
to your point, right, Jim,
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Yes, I'm kind of overthinking it. Yeah, I'm just going to DM
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too much. I would I would
close on the on the on the fact
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that Mark Cuban is one of the
most prolific entrepreneurs on the planet and a
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lot of his ideas failed, So
just keep keep at it you'll find one
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that makes you a billionaire. Actually, one of them are gonna stay.
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Yeah, that's what I got,
Joe, thanks for that, and then
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that's going to do it for today. So thank you so much for listening
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to Hello Adventurers. Where your host
Jason Portisa, Jim Crocker and Joe McFall
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producer or the engineer Jason Portiso.
He is when an experi your orplanneurs with
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Kristen Broderick. You can reach out
to us with any feedbackward suggestions, but
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emailing Hello Adventures podcast at gail dot
com. Hello Adventures is a JTP audio
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product. I'm gonna keep getting that
faster and faster and wrap this thing up.
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Goodbye bye, Hang on a second, Hang on a second, Adventurers.
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Okay, goodbye Adventurers. I'm so
glad that he rolled them.

















