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#44 - Environmental factors like weather, terrain, and landscape can powerfully shape a tabletop RPG session’s mood, challenges, and player choices. In some “eco-horror” style narratives even the land itself can strike back – trees moving, rivers flooding, and storms arriving seemingly at will. Seasoned GM and author of the Daily DM Blog, Anthony shares how setting details and natural forces to deepen immersion, influence decisions, and enrich storytelling in D&D and other role-playing games.
Discount Code for Daily Dungeon Master Store: CLAIM2GAME - 15% Off Anything in the Store - https://www.thedailydungeonmaster.com/store46debe35
Episodes Mentioned:
- 038: Next-Level Worldbuilding for Every TTRPG – With David Northeast https://claimtogamepodcast.com/episode/038-next-level-worldbuilding-for-every-ttrpg-with-david-northeast
- 034: Which Tabletop RPG is a Good Fit for Your Gaming Group? - With Craig Shipman - https://claimtogamepodcast.com/episode/034goodfitgamecraigshipman
Resources Mentioned:
- Roll20 VTT - https://roll20.net/
- Waterdeep: Dragon Heist | Roll20 VTT - https://claimtogamepodcast.com/waterdeepdragonheist
- Eberron Campaign - Oracle of War (PDF Bundle) - https://claimtogamepodcast.com/oracleofwar
- Dungeons of Drakkenheim (PDF & Roll20 Bundle) - https://claimtogamepodcast.com/dungeonofdrakkenheim
- Rune Quest Starter Set (PDF) - https://claimtogamepodcast.com/runequest
- Call of Cthulhu Starter Set (PDF) - https://claimtogamepodcast.com/coc
- The Monsters Know What Their Doing (Book) - https://claimtogamepodcast.com/monstersknow
- Mistborn: The Final Empire (Book) - https://claimtogamepodcast.com/mistbornnovel
- Hero Quest (Board Game) - https://claimtogamepodcast.com/heroquest
Connect with Anthony
- Anthony on Bluesky - https://bsky.app/profile/thedailydm.bsky.social
- Anthony on Instagram - http://instagram.com/thedailydmblog
- Anthony on TikTok - https://www.tiktok.com/@the.daily.dm
- The Daily Dungeon Master Blog - https://www.thedailydungeonmaster.com/
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00:00:01
>> Clint Scheirer: Tree. I am, no tree.
00:00:04
I am an ant.
00:00:06
>> Anthony: I am an ent.
00:00:08
>> Clint Scheirer: Whether your party is trying to face off against a
00:00:11
giant anthropomorphic tree or just trying to hide
00:00:14
in a cave during a bad thunderstorm, the
00:00:17
environment and environmental factors can shape the way
00:00:20
you tell stories. When tabletop rolepl playing.
00:00:22
Anthony, author of the daily Dungeon Master blog, is going to
00:00:25
tell you all about how environmental factors like weather,
00:00:28
terrain, landscape, flora and fauna
00:00:31
can alter the mood, challenge the senses
00:00:34
and make for some interesting character choices during
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gameplay.
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Let's go make your claim to game.
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>> Clint Scheirer: Hey, welcome Anthony. Good to have you here on the Claim to
00:01:14
Game Podcast. I am really excited today
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because we are going to be talking about one of the things that I think is
00:01:20
so under talked about when it comes to
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storytelling in any tabletop game. And that is
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how the environment plays a part
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in storytelling, how it plays
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and shapes what our characters do, when we're players and
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also maybe some of the strategy that we do as a GM
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to try to mix things up for the characters. So thanks for being
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here.
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>> Anthony: Absolutely. Glad to be here.
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>> Clint Scheirer: How can we as game masters or Dungeon
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Masters if we're the the D20 & D type, how can we
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leverage the environment? And when I say environment, what I'm
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talking about is terrain, weather.
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I'm thinking of, you know, if you insight if your
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characters are indoors, you know, anything that's in
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the room or anything that's in the building that they're in
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to help deepen immersion. Right. Reinforce
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the character'tone or the campaign
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tone more rather that we want to have our
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characters feel and think and
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live and breathe.
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>> Anthony: I think it starts with setting that expectation
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at the first session, you know, that, that
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there is going to be environment and that
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environment is going to have an effect whenever I
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give a description of say a
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room. Right. and there may be
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something with that room that is story
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important. I will describe the room and there
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will be a clue, maybe very subtle, that
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maybe you should check this room a little more. like I'll
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talk about it being a disheveled, like a
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water dragon heist. It's a disheveled former
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office. There's a little bit of dust everywhere. There's
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drawers that are partially open,
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you know, and the windows are really grimy
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or something of that nature. The party will
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naturally say okay, they're on
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a mission for one thing. But hey, there's these
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desk drawers. Maybe something
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left, something there. And without saying that
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in that description in your Initial description of the room
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when they enter, they may not actually see those
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things otherwise, when it comes to
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environment, oh my gosh, terrain,
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and I know not everybody can play with miniatures and terrain,
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but you can even do it on a 2D
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mat game mat by saying hey, these are
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trees or these are boulders. You can't
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see on the other side of these. One of the ways I
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play primarily although I love my in person
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games, is via virtual tabletop.
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Right. and I love roll 20 especially
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the dynamic lighting feature. Right. their
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dynamic lighting feature makes life so easy for
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me because they're only going to see what they can
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see. And the best part about is there's actually
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a functionality for the GM to click on
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one of the PCs and hit a
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macro. it's control I, I believe. And you
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see only what they see. Now of course you get God's eye view, right
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of everything. But you can click on them and go
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okay, I want this guy to be hidden. Where is it
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they can see? And then put them just out of
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sight. Know where they would be or
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just insight. So they're like hey wait, wait, whoa, whoa, whoa, there's somebody
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there, you know. so yeah,
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environmental features can
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totally shape where they are mentally
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and as their characters being able to step in their character's shoes.
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>> Clint Scheirer: So what I heard you say is that as the, the game
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master you can
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put yourself in the shoes of the character,
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imagine what the terrain looks like to them and
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then plan where enemies might be.
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surprises.
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>> Anthony: U.
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>> Clint Scheirer: you're kind of, if you were an author writing a story,
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it's like you are, you are outlining what your
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characters might stumble upon as they're reading the narrative.
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>> Anthony: Exactly. if you have for example a narrow
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gorge, where there's boulders everywhere
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and they have to navigate through this narrow gorge as a dm,
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you're, if you just sit up and draw that
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map and there's a narrow gorge, they're like okay, we're pulling
00:05:14
out minis, there's an ambush there. They're straight. I'm going to
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tell you. But if you're like hey, yeah, you're passing through these narrow
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gorges, blah, blah, ah. And you just do that. The
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players have the onus then becomes on the players to be
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like no, this is definitely a
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spot, for an ambush. and
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the trick for the GM is to just make it
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casual how you describe it. You make it
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casual. It just a Matter of fact, hey, you guys are passing
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through these narrow gorges. there's boulders everywhere
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throughout. So that the players have to think
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about the description
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instead of you standing up and drawing a map. They're like ohe,
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we're pulling out minis. There must be something there. You
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know. so when you're describing something, don't put
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out the terrain ahead of time.
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Wait for wait for the,
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the, the party to pick up on those things or
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for the reveal of oh, and you're ambushed by all of
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these bandits, you know, what have you.
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>> Clint Scheirer: El yeah, as you were talking, I was thinking of
00:06:12
Luke Skywalker talking about Beggar'canyon back
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home in his T16 shooting
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Womp Rat. Well, I guess I'll go bull eyes.
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>> Anthony: And womp rats to my T16. Yeah, exactly,
00:06:23
exactly. And that gives that visual
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to say okay, it's a, it's you
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know that, oh, it's like this.
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So if a player can connect two things, something they
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know to something you're trying to describe in a fantasy world or a
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sci fi or whatever have you, they can connect those things
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and get a better mental image of what's going on
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and really more make it more immersive for
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them.
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>> Clint Scheirer: Yeah, the schema that we come to the table with with
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all these different movies and books and, and
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everything. I, you know what I just heard when you were
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talking about gorges and boulders,
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like I instantly went to tatooing.
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other people might go to a completely different place. So
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you know, I think what we bring to the table will shape
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the environment as well.
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here's my next question. So you talked about the strategies of
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surprise for a dungeon master or game
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master. and you know, traveling to different
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landscapes like the forest, the desert. We already talked about the
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gorges and more of that desert like thought
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a meaningful part of gameplay. for
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me when I'm, when I'm playing with terrain is,
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and I'm going to jump around a little bit here is how do I
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use the terrain if I am ambushed?
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Okay, so let's say I am ambushed by
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those bandits. you talked about as the
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GM putting the bandit behind a boulder.
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So that's just out of reach as a
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player. What, how can I use my terrain
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to my advantage? You know, in D20 & D, I know there's
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rules that go along with this. Other games it's a little bit more
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narrative. But how can you use the boulders,
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use the sand when you were talking about water
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Waterdeep Dragon Heist. You talked about there
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being a dusty room. And instantly as
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a player I was like, oh man, maybe I could pull up some of that
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dust and if somebody came in I could throw it in their eyes
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and you know, make them unable to see or give them
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a disadvantage of some sort. So, you know, how do
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you see players or have you seen really
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cool ways that players have used their environment to their
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advantage?
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>> Anthony: Oh, absolutely, absolutely. I have
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a game I've. I created. I
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created this world called Southuria the Savage
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Marches. I wanted to create a West Marches
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style campaign. and I've adapted it for
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single player, single party, play.
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and it's funny because I put terrain
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in there, but terrain has to have a purpose,
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right? There's got to be a reason why
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this is there, and why this is important
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in this part of the story. one of the parts that I
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did, was a
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tem, A shrine to a sea God,
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alongside a river God of the sea.
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He was really like a waterways type God.
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but part of the
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shrine was subsumed by the river
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itself, right? So it was
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literally on the edge, physically on the edge of the water. So
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that the river is going by and that part of
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the shrine is open to the water. Well,
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the party went into the shrine to try to get these stones.
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Oay. and it was hilarious because they
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were approached by a bunch of water creatures, intelligent
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water creatures, merfolk. And the merfolk were like,
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hey, what are you doing here? And immediately the party goes,
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we're here to take these things. The merfolk were like, no you're
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not. And so then the party ends up with this
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combat where they were.
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The enemy was using water to suck the party into
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the water, making it so it's difficult for them to
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fight. And the party started having to think creatively
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of how do we not let that be a thingus.
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one of them had an ability to basically taking
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one of the PCs and drown them, pull them underwater.
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So other PCs were like shape water to
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put a bubble of air around their head, right? Or to
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do things like that. They were using
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their understanding of the terrain
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in combat to be able to
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affect the enemy. just like you were saying, like
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dust. They were using things like shape water,
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create, destroy water, you know, things of that nature,
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to affect the battlefield. And I've seen that
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countless times. and it's always
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amazing to watch when players get creative with these
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things.
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>> Clint Scheirer: I was thinking of Harry Potter with the bubblehead spell. I
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think that was how they went into the water. Spoiler alert for
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anybody who hasn't seen Harry Potter 4.
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You talked about combat. We talked about
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how players can use it for themselves, how
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NPCs and combatants can use it against
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the players. U there's a element that
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when you were talking about a shrine to a sea God,
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you know there's a bit of lore in our
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world, right? There's a bit of a lore into a homebrew
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world or a world in a pre made
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adventureh. and you,
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you mentioned for combat. You know, just trying to be
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casual saying oh these are boulders and we're
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going through a gorge. what about revealing bits of
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the world that you don't just want to, I don't know, throw,
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throw a history book over your your players's head and be like
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here's the entire world that you're going to be in. Read up on
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it so you know every bit of lore. How do you use the
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environment that they're walking through to help them,
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help them learn more about, about the world they're exploring.
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>> Anthony: One of the things that I like doing, especially with my
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west marches style campaign that I've turn it into
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Single party but I've used with other
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ones and I've seen with at least one premade
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adventure is weather.
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Right?
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>> Clint Scheirer: Yes.
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>> Anthony: Weather can have a huge effect. so
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in my sel sery campaign I actually have a
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table depending on what biome they're in and
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what the weather could be like. so if it's up high in the
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mountains and there's precipitation. Well if it's that high they're getting
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snow. There is a fel voice on the end.
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What is that gonna look like to them? How heavy of snow?
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you know we, for those of us who live in colder climates,
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I'm actually moving from the deep south to
00:12:23
a much colder climate where a heat advisory
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is the mid to low 80s.
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Yeah. And so winters there, when you get a heavy
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snow, you're not seeing a lot. Right. It's
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going to be very difficult visibility. Well that's going to have an effect
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in the game. You're gonna have visibility only out just X
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amount of feet. And so you're gonna be
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making those perception checks,
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those attack rolls. if you can't
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see, you can't shoot, you can't target. Right.
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so those have an effect. Ah,
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fog was a big one. You know you're
00:12:58
Wandering through a forest and you have a very dense fog in
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the morning. Well, when there's gonna be an
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encounter possibility, they're not
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gonna see it until they, they and possibly
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even the enemy stumbles upon each other. Well, what is that gonna
00:13:12
look like? Right? but one of the best ways I've
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seen it that I didn't create was, in. And
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I used the example earlier, but. Watereeap Dragon heist.
00:13:21
spoiler alert. The adventure is different
00:13:24
depending on what season of the year you decide
00:13:27
to set it in. the summer version of
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the adventure runs completely different than the
00:13:33
winter version or the spring version of the,
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adventure. And that they even make it so that the
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Big Bad is different depending on which
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season you're picking. Right.
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>> Clint Scheirer: Cool.
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>> Anthony: but they have an effect so that, if you're playing the
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summer, you're wearing heavy armor,
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it gets pretty warm, right? Heavy armor.
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You're going to start having issues where wearing heavy armor is going to
00:13:55
like, you might as well have heat, almost have heat
00:13:58
metal being cast on you because you're frying in your armor. You're just
00:14:01
drenched in sweat. just like, during the
00:14:03
spring heavy rain visibility,
00:14:06
you're trying to shoot an arrow in heavy rain
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or something of that nature
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trajectories are gonna be different, so you're gonna have penalties
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to shoot in heavy rain. and, those kind of
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things, make the world a
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living world. Right? And I love that. I
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love having a living world. Something that you can
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see, for the players that says it's not
00:14:29
just bright sunshiny day every day.
00:14:32
No, there's a living world going on. There's weather
00:14:35
effects, there's all these other things. and we even see that in the
00:14:38
real world, they delayed the Normandy
00:14:41
invasion because of weather, because
00:14:43
of weather. So those are kind of
00:14:46
things that you think about when you have
00:14:49
these, environmental effects on the players.
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>> Clint Scheirer: You know, I had an interview with David North, East, who's
00:14:55
a professional GM out in the uk,
00:14:58
and he was talking about kind of the same thing
00:15:01
with a town, right? You go to
00:15:04
a town, if the same vendor is always in
00:15:07
his shop, every single time that anybody
00:15:10
goes to that shop. That's not realistic. Shops
00:15:12
close, people go on vacation. You,
00:15:15
you can't always go, every day of the week and get your
00:15:18
goods and your services. So that living, breathing
00:15:20
world based on like, what, what changes in
00:15:23
our world and make it also
00:15:26
change in a game world.
00:15:29
another person who I highly admire and if
00:15:32
anybody ever wants to go to the Third Floor Wars
00:15:34
Tabletop talk podcast Craig Shipman was on here
00:15:38
trying to help people figure out what's a good fit
00:15:40
RPG for your table. For some people that's D20
00:15:43
& D. For other people that might be a different game.
00:15:46
But he said what sometimes really is, the crux
00:15:48
is how much do you want to simulate
00:15:52
the real world?
00:15:53
>> Anthony: How crunchy do you want it to be?
00:15:55
>> Clint Scheirer: Exactly? Cause I said crunchy. And he's like well
00:15:57
Clint.Scheirer@claimtogamepodcast.com, I think
00:15:58
crunchy really is
00:16:00
simulationist. You know, who, who wants to
00:16:03
simulate our real world as much as possible. And then you do have
00:16:06
rules for travel and rules for
00:16:08
encumbrance when you have too much stuff on like the armor in
00:16:11
the summer.
00:16:12
>> Anthony: Ye.
00:16:12
>> Clint Scheirer: Or, or all these different rules. So it's really
00:16:15
interesting to think about that. Like some folks
00:16:18
would like to have environmental things feel
00:16:21
real and I think there are other people that just want to hand
00:16:24
wave it.
00:16:25
>> Anthony: Yeah, yeah. You know, know, for my Sel
00:16:27
Sera campaign it is very exploration heavy
00:16:30
and I'm very upfront in sessions here. This is very
00:16:33
exploration heavy. This is resource management. So
00:16:36
they're tracking, they're beaning.
00:16:38
Right. they're making sure that hey, we have rations
00:16:41
that don't expire. We want to
00:16:44
forage on the way. You know, we want to forage for
00:16:47
food. but I think a ah, better
00:16:49
simulation. Right. Type setting. And
00:16:52
you can do that in the infamous Ampersand. Right.
00:16:56
you can do that. There, there are ways to do it. like the
00:16:58
other thing I have in that one, I tell them turn off.
00:17:01
Coins don't have weight. Coins have weight. And they went
00:17:04
what? I said I hope you brought a bag of holding
00:17:07
a portable hole for that Dragon Hordard you just found. And
00:17:10
they went ``h ah, so now
00:17:13
they have additional goals right in
00:17:16
the story to find certain items so that they
00:17:19
can carry more things.
00:17:22
>> Clint Scheirer: Well I mean that's been around forever. I think of Token.
00:17:25
Right. When you, when you think of the story of Bilbo
00:17:27
and the. The trolls hoard.
00:17:30
>> Anthony: Yeah.
00:17:30
>> Clint Scheirer: That they found after that whole interaction with the 3
00:17:33
trolls
00:17:34
mercy3mon.
00:17:37
They couldn't take that Hordard with them.
00:17:39
>> Anthony: Yeah.
00:17:40
>> Clint Scheirer: And so I believe in the book they actually buried some of
00:17:43
it next to a stream so that when they came back on the return
00:17:46
journey, hopefully they would be able to go pick up
00:17:49
that. That treasure.
00:17:50
>> Anthony: Exactly. Exactly. And you know
00:17:53
u. That and that. And as far as that
00:17:55
goes, that's, that's why I like u, other systems
00:17:58
you know, you were talking about other systems that have a little
00:18:01
crunchier, more simulationist rules and environment
00:18:04
ends up being much more important in those, even more
00:18:07
so than the Ampersand. I'm thinking
00:18:10
specifically for everybody who's.
00:18:11
>> Clint Scheirer: Like what's the Ampersand? It's D20 & D, right?
00:18:14
>> Anthony: Yeah, D20 & D. Yeah, Yeahah. you
00:18:17
know the rune quest and Call of
00:18:19
Cthulhu, you know you're playing one of those
00:18:22
games, basic role playing game system. Right.
00:18:25
You are more restricted to what you can
00:18:27
carry because realistically you're not go going to
00:18:30
be Bristling, with 15
00:18:33
weapons and you're wearing one armor but
00:18:35
carrying something, you know you're gonna have some
00:18:38
issues if you're not strong enough to carry that
00:18:41
full rune quest. For those who don't
00:18:44
know it, whereas D20 & D is more high
00:18:46
fantasy, Tolkien esque Runest is more
00:18:49
like m like Greek mythology
00:18:52
type setting. It's really cool. For those who haven't seen
00:18:55
it, check it out. Chaosium, makes it, it's
00:18:58
amazing. but yeah, those things, Call of
00:19:01
Cthulhu where you're really looking at what can I
00:19:04
realistically or what would I realistically be carrying
00:19:07
on me, as a human being? We
00:19:09
don't think about that with D20 & D because it's this heroic
00:19:13
know I'm marching into the dungeon with you
00:19:15
know, mites my flame tongue and
00:19:18
my fourpole sword and, and, and and you know,
00:19:21
that's not realistic in any way.
00:19:24
and when you're looking at Call of Cthulhu, you were actually thinking of
00:19:27
an actual person who's going
00:19:29
wow, what, what, what, what do I have on me? And
00:19:32
that can affect what's around you.
00:19:35
>> Clint Scheirer: Well, and with a horror story, when I was talking with Ken
00:19:38
Height who's he's wrote
00:19:41
so many Wonderful RPGs, you know, Delta
00:19:43
Green, He's also. I can't think of all of them off the top
00:19:46
of my head. But when he was talking about
00:19:49
horror, what is, what is the
00:19:52
experience that we're going through? It's fear. Like we're
00:19:55
trying to experience fear. If you're going in and you
00:19:58
are the untouchable Superman,
00:20:01
that there's no kryptonite in sight. So you're just going
00:20:04
to be walking in, you know, Avengers style with no
00:20:07
obstacles. you're not going to be getting what
00:20:10
you're looking for, which in that case is fear and
00:20:13
the opportunity to potentially fail.
00:20:15
>> Anthony: Oh yeah, yeah. Which is why environmental,
00:20:18
ah, effects and environmental factors are so
00:20:21
important. You know, an adventure player is
00:20:24
going to think I'm this unstoppable juggernaut. I'm
00:20:27
the juggeraut. Well, when you're fighting
00:20:30
the big bad on
00:20:32
a u, rickety rope
00:20:35
bridge right over
00:20:38
a 200 foot pit of lava,
00:20:41
I might be a little concerned even as this
00:20:43
juggernaut, because I'm like, well, what happens if
00:20:46
he can fly and I can't and he cuts the rope but I
00:20:49
have to take down this bad guy who won't leave this
00:20:52
area. what do I do with
00:20:55
If I'm hunting a red dragon and I go into the cave
00:20:58
and there are pools of lava everywhere and I keep using
00:21:01
lava, but I mean, or
00:21:03
maybe a green dragon. There's pools
00:21:06
of poison things everywhere.
00:21:09
Something that the bad guy is or
00:21:12
the enemy is immune to or has resistance
00:21:15
to but where the party has to worry about that. And the
00:21:18
biggest one that comes to mind for me there is the
00:21:21
dungeon dude setting. The Dungeons of Drachenheim. They
00:21:24
have this thing called the Haze. And there are
00:21:27
so many creatures that are like meh,
00:21:30
you know, and if you make And
00:21:32
there's one faction that has the capability of
00:21:35
ignoring the effects of the haze. One,
00:21:38
and another faction who can gain that ability.
00:21:40
Right. But even then it's more resistance,
00:21:43
not immunity. so you end up
00:21:46
with the players going, we can't stay
00:21:49
here too long because we're gonna start
00:21:52
mutating. Whereas the bad guys are like, I can
00:21:55
do this all day long.
00:21:56
>> Clint Scheirer: Yeah. There's a time crunch on the effects
00:21:59
that are, you know, what you're talking about is another part
00:22:02
of our environment that unfortunately, I think in the
00:22:05
last, you know, post five years ago we become more
00:22:08
aware is disease.
00:22:09
>> Anthony: Yeah.
00:22:10
>> Clint Scheirer: And you know, with the pandemic and COVID
00:22:13
19 and just any, anything that can affect
00:22:16
health. We don't always think about that in
00:22:18
RPGs. I was, I was listening. One of my absolute
00:22:21
favorite actual plays is the Glass Canon podcast.
00:22:23
>> Anthony: Oh yeah.
00:22:24
>> Clint Scheirer: I love glass cannon. I'm actually wearing a glass,
00:22:27
glass cannon hat right now. This is from one of their
00:22:29
individual live sessions that they do. But
00:22:32
in one of their campaigns, I believe
00:22:35
it might have been a giant slayer.
00:22:38
The party got fleas.
00:22:40
>> Anthony: Yeah.
00:22:41
>> Clint Scheirer: And these. And they couldn't get rid of these
00:22:43
fleas. And it was bad. Like the effects of
00:22:46
these fleas and how it affected their,
00:22:49
their day to day. I would say you know, Pathfinder 2E 1st Edition
00:22:52
and even Pathfinder 2E 2nd Edition are some of those games that are a
00:22:55
little bit more simulationist and crunchy and
00:22:58
have rules for just about everything,
00:23:00
including disease. Have you ever
00:23:03
seen or experienced that in a game where
00:23:06
disease severely handicapped you
00:23:09
or somebody in the party?
00:23:10
>> Anthony: Oh, yeah, yeah. u. I mean, let's think
00:23:13
about going through a sewer. And
00:23:16
most, most people don't think about it.
00:23:19
>> Clint Scheirer: But not like a Ninja Turtle sewer, which is really
00:23:21
cool and rad. We're talking like a real
00:23:24
sewerage. Yeah. Filthy.
00:23:26
>> Anthony: And even though although fantasy, but a
00:23:29
medieval sewer. Right. That's gonna be gross.
00:23:32
you know, there's so many adventures that write, that have
00:23:35
scenes and parts of the adventure that take place in the sewer,
00:23:38
but don't consider that that place is gross. That place
00:23:41
carries disease. And when you are
00:23:44
hacking and slashing your way through and taking wounds
00:23:47
and you're standing in even ankle deep,
00:23:50
or water. Right. Sewage,
00:23:52
water, that's gonna have an effect. And that's one of the things
00:23:55
that. There are so many things in Dungeons and Dragons that are hand
00:23:58
waved that you could totally do. People
00:24:01
say, oh, it's too simplistic.
00:24:04
There are so many rich rules in there,
00:24:07
that work for you. There's a whole
00:24:10
table full of different diseases and how the vectors of
00:24:12
those diseases. Right. there's another one,
00:24:15
I thought of that. A, pre written one
00:24:18
that I like, which is Tomb of
00:24:21
Annihilation.
00:24:22
>> Clint Scheirer: Oh yeah. That's a, that's a classic, right?
00:24:25
>> Anthony: Oh yeah.
00:24:25
>> Clint Scheirer: Did that one show up in Ready Player One?
00:24:28
Wasn't that one of the. It might, it might
00:24:31
be.
00:24:32
>> Anthony: Tell me not too. Before Annihilation.
00:24:35
>> Clint Scheirer: Very campaign.
00:24:36
>> Anthony: Yeah, the big campaign.
00:24:37
>> Clint Scheirer: I would have got so many bad comments from people are like, you're
00:24:40
wrong, Clint.Scheirer@claimtogamepodcast.com.
00:24:41
>> Anthony: Right. no. Tomb of Annihilation takes place in this
00:24:44
massive jungle of chultt in the forgotten
00:24:46
Realms. And one of the things that you have to
00:24:49
run with is water. If you
00:24:52
drink water from one of the sources out there, guess what there's a chance for?
00:24:55
Throat leeches. Leeces.
00:24:59
Yeah. which are a real thing, you know, with unfiled,
00:25:02
>> Clint Scheirer: These aren't the leeches that used to take out your bad blood in the medieval
00:25:04
times and make you better, right?
00:25:06
>> Anthony: Oh, no, they're those leeches, but you're drinking them, they attach to the back
00:25:09
of your throat and suddenly you're choking and dying.
00:25:12
you know, or mosquitoes. If you're in an
00:25:15
area that's heavily infested with Undead. Well, there
00:25:18
are, there are things that are
00:25:21
attracted that undead attract for, you know,
00:25:24
bugs and diseases and you know,
00:25:27
and if you're out there, we all know that one of the
00:25:29
biggest, vectors, for disease,
00:25:32
in a lot of places are mosquitoes. Those annoying little
00:25:35
things and then you slap it, you
00:25:38
know. But those things can carry diseases.
00:25:41
and again, there's so many things in D20
00:25:44
& D where you're like, you're walking through a jungle. Hey, make
00:25:47
a cons save. But why? There's a lot of bugs out
00:25:49
here and you're getting bitten. you're
00:25:52
not able to scratch that itch where a, mosquito got into your
00:25:55
armor and you're like trying to slap away, you
00:25:58
know, not to mention we talked about that environment earlier. Are you
00:26:01
wearing heavy armor, walking through a hot jungle?
00:26:04
You know, so those are things that we like to. That I
00:26:07
like to think about, and look at.
00:26:10
>> Clint Scheirer: So this was a question that I originally was gonna ask you.
00:26:13
I took it out and now I'm gonna ask it. Cause it just makes sense,
00:26:17
right? There is potential
00:26:20
to so much simulate the real world,
00:26:23
that we can crush our players as game
00:26:26
masters. Right. Like if you have a,
00:26:29
if you have this thing where the player has a
00:26:32
disease and they just can't
00:26:35
shake it and there's no way they're going to get rid of it. And
00:26:38
it's constantly like a thorn in their
00:26:40
side as they're trying to play the game and do cool
00:26:43
things and tell an amazing story. They could get really
00:26:46
demotivated and they might come and say, man, this just isn't fun.
00:26:49
I hate that my player has like
00:26:51
uncontrollable dysentery and I can't like do
00:26:54
anything but just play like the.
00:26:57
Or, yeah, it's like the Oregon Trail. Like
00:27:00
how do you, how do you include environmental factors
00:27:03
without crushing your player spirit and still give them an
00:27:05
opportunity to, to play the game that they want to play? What, what are
00:27:08
some thoughts?
00:27:09
>> Anthony: Absolutely. and that's where it has to have a
00:27:12
story reason. Right? When you're going to include
00:27:15
environmental things, there has to be a story reason
00:27:18
for it. for example, I'm
00:27:21
not going to throw them in a sewer and
00:27:24
have them possibly pick up a disease. but
00:27:26
then also say, oh yeah, by the way, it's heavy rain, it's
00:27:29
flooding. Know you could do
00:27:32
that, right? and give that as a challenge
00:27:35
for the players to overcome.
00:27:37
>> Clint Scheirer: Literally, when it rains, it pours.
00:27:38
>> Anthony: Exactly. but you know, and you could give that as A
00:27:41
challenge to the players, as way of doing that. But when
00:27:44
you have something like that, where, like you
00:27:47
said, you have a disease, they're not shaking it, there's
00:27:50
constant effects with it. you're right. It can demotivate
00:27:53
a player. but that's where, as a dm, you need to
00:27:56
turn that around and make that an adventure all of its own.
00:27:58
You have a. You have a party member that has
00:28:02
got this disease. How do we cure
00:28:04
them? You know, we don't have cure disease. We don't
00:28:07
have a palate in the party. We don't have the capability
00:28:10
of the magic to be able to do that. So how do you do that?
00:28:13
Well, you go searching for a cure.
00:28:15
Say you go to the temple. The temple's like, we
00:28:18
don't have that capability. Then,
00:28:22
you go out into the wilderness and find this witch
00:28:25
doctor who's like, yes, I can totally do this. But you need
00:28:28
to go find these rare ingredients.
00:28:30
>> Clint Scheirer: The sweet taste of my homemade organic
00:28:33
fuel.
00:28:33
>> Anthony: And meanwhile, you have this player, like, my life
00:28:36
sucks. You know, and so up to the party
00:28:39
to help that character, who
00:28:42
is temporarily disabled,
00:28:45
helping, them. And it fosters a sense of teamwork,
00:28:48
I think, as well it can.
00:28:50
>> Clint Scheirer: Yeah.
00:28:50
>> Anthony: Ah, making it so that the player affected
00:28:53
is still part of the story. And now the
00:28:56
effect is woven into the story and
00:28:59
creates story moments.
00:29:01
>> Clint Scheirer: Would you say? are
00:29:04
you an advocate for always in the right
00:29:07
setting, giving your characters a glimmer of hope?
00:29:10
>> Anthony: Absolutely.
00:29:10
>> Clint Scheirer: Like, so it's not easy, but
00:29:13
there's always a chance. Like, ablly, I'think thinking
00:29:16
of Dumb and Dumber, you're saying I have a chance. So you're
00:29:19
telling me there's a chance.
00:29:21
>> Anthony: Exactly.
00:29:22
>> Clint Scheirer: They have a chance to succeed, but they could
00:29:25
fail and they could die. Like, there are real consequences, but there's always a
00:29:28
hope.
00:29:28
>> Anthony: Absolutely. one of the games that
00:29:31
I. That I used to run until I had to put it on
00:29:34
pause, was this game I called the Four
00:29:36
Horsemen Campaign. And the party is trying
00:29:39
to stop a resurgence of the Four Horsemen of the
00:29:42
Apocalypse. yeah. And it's all leading up to
00:29:45
this one. They believe this
00:29:47
bbeg, and they think they know who it is.
00:29:50
and, they're going for to try to defeat
00:29:53
each of the Horsemen. They've defeated war, they've defeated,
00:29:56
Famine, and they're working on Pestilence right now.
00:29:59
and one of the things I have in there is,
00:30:02
in that campaign that I tried to do, and I've
00:30:05
actually had to modify. Cause I've taken it,
00:30:08
one point. It was a little
00:30:11
too rough on them. And I got asked, hey,
00:30:14
man, this is really, like, starting to get grim,
00:30:16
dark. And I'm like, e. It was not my intention. I want there
00:30:19
to be this level of hope, but I want it to
00:30:22
be something where you understand
00:30:25
the bad guys are smart.
00:30:28
it was after I read this book. The enemy knows what they're
00:30:30
doing. The game mast.
00:30:32
>> Clint Scheirer: The monsters know what they're doing.
00:30:33
>> Anthony: Yeah, Yeah.
00:30:34
>> Clint Scheirer: I actually have it right here. What is the dud's
00:30:37
name? Keith
00:30:39
Aman.
00:30:40
>> Anthony: Yes. Yes.
00:30:41
>> Clint Scheirer: Keith Aman. The monsters know what they're doing.
00:30:43
>> Anthony: Absolutely amazing author. I recommend reading it. There's actually a
00:30:46
part two to it as well. but, when I read
00:30:49
that, I was like, these creatures are. Some of these
00:30:52
creatures are smart. And the big bad guy, looking
00:30:55
at his stat block, he is super
00:30:57
intelligent. He's gonna be thinking steps ahead.
00:31:00
So one of the things I introduced was, Because
00:31:03
this set also takes place in a multiverse where
00:31:06
there's other. You know, you can go from place to
00:31:09
place. Like the Forgotten Realms is their own crystal sphere. I use spell jamming
00:31:12
in part of Itkay. and this bad guy went
00:31:15
through all these other places,
00:31:17
getting one of the big bad guys. A big bad guy
00:31:20
from each one, gathering them, and making an evil adventuring
00:31:23
party whose whole job was to foil the
00:31:26
actual adventuring party.
00:31:28
>> Clint Scheirer: nice. A Dark team.
00:31:30
>> Anthony: Yeah, yeah. The A
00:31:32
team. If they were bad guys, you know. Ye.
00:31:35
>> Anthony: And so the party then found
00:31:38
every time they were trying to get something, these guys had gotten
00:31:41
it, or these guys were in the middle of getting it. And the party
00:31:44
was like, no. And they'd have to fight
00:31:47
these big bad guys. And early on they realized they were
00:31:49
outclassed. And this
00:31:52
is a.
00:31:53
Goes to a different, modifier as far
00:31:56
as, environment. is the idea
00:31:58
that environment doesn't have to be
00:32:01
the setting. A dungeon, a forest, anything else.
00:32:04
An environment can be a
00:32:07
showdown between two
00:32:10
rival adventuring parties. And Drakenenheim does the same thing.
00:32:13
Right? there are rival adventuring parties. There's no
00:32:16
necessarily. No bad blood between them. But,
00:32:18
hey, Faction A sent this group to
00:32:21
go get this item. And
00:32:24
the faction you're working for sent you to get the same item. And
00:32:27
you get there together, and you're like, well,
00:32:30
who's going toa get it? Well, we want to succeed. Well, we
00:32:33
want to succeed. And those things
00:32:36
can be an environment of themselves,
00:32:39
right?
00:32:39
>> Clint Scheirer: so those are different things to A social environment.
00:32:43
>> Anthony: Exactly, exactly.
00:32:44
>> Clint Scheirer: Okay.
00:32:45
>> Anthony: Eberron does the same thing. There's a campaign called ah, Eberron,
00:32:47
the Oracle of War, where you're on a ship
00:32:50
during a ball, ah, during this gala.
00:32:53
And it's a social environment where
00:32:57
you're trying to navigate this thing
00:33:00
to get a MacGuffin for that adventure. all
00:33:03
the while trying to navigate
00:33:06
this social stuff. and there's a lot of
00:33:08
things factors in that one that make it interesting.
00:33:11
You're not allowed to bring weapons and there's
00:33:14
a, or magic items of any kind. And there's
00:33:17
a mage sitting there, an Arch Magge sitting there with detect
00:33:20
magic going constantly just watching.
00:33:23
And so you're trying to avoid her
00:33:25
while trying to get the thing. You have
00:33:28
people sneaking onto the boat, trying to sneak onto the boat to
00:33:31
try to get the thing. and
00:33:34
that social aspect makes it an even
00:33:37
more enriched environment that, that can tell
00:33:39
a story, you.
00:33:41
>> Clint Scheirer: Know, for anybody who wants a really good
00:33:44
political intrigue. Mistborn the Final
00:33:47
Empire by Brandon Sanderson. Yeah, he does such a
00:33:50
good job talking about that, that social
00:33:52
environment and how do you navigate without getting found out.
00:33:55
And then when you are found out, then you can have combat.
00:33:58
>> Anthony: Yeah.
00:33:58
>> Clint Scheirer: Then you can fight. but until then you're, yeah.
00:34:01
>> Anthony: You choose violence, we accept, kind of thing. But
00:34:04
yeah, that is it's really fascinating
00:34:07
that. and RPGs. I
00:34:09
love all RPGs. I like trying new
00:34:12
ones. I found one by accident,
00:34:15
by a group, by a guy, whose company
00:34:18
is called Davis and Daughter Games. And it was
00:34:21
a game, an RPG that is a
00:34:24
combination of like D20 & D Ultralight.
00:34:27
And if you remember that old 90s
00:34:30
80s 90s board game that got revamped
00:34:32
ah, in the recent history called Hero Quest.
00:34:36
>> Clint Scheirer: Oh yeah.
00:34:36
>> Anthony: So you had.
00:34:37
>> Clint Scheirer: My buddy loves Hero.
00:34:39
>> Anthony: Yeah, yeah. and you have these tiles that are the
00:34:42
terrain and you have monsters on there,
00:34:44
but they're social settings.
00:34:47
And I play it with my seven year old
00:34:49
son. he loves the game and it's all D sixes
00:34:52
with various. Like some sides have three, sometimes have one
00:34:55
or zero, whatever, depending on the color of the dice,
00:34:58
whatever. but he walked in and I said, I was like, you
00:35:01
don't have to just fight the monsters. He goes, oh.
00:35:04
I said, yeah, you don't have to fight the monsters. Sometimes you can talk to the
00:35:07
monsters and you can talk to them and
00:35:10
maybe discover something what's going on
00:35:13
or maybe convince them not to Fight. And he goes,
00:35:16
that just blew his mind. He's like, because he's watching,
00:35:19
he watched cartoons like Spidey and Friends, things like that.
00:35:21
And I tell him it's like that. I said what do they do? Do they fight
00:35:24
right away or what do they do? He goes, they try to talk
00:35:27
to them. I said yeah, you could do that.
00:35:30
Yeah, you could fight the monster but you could also try talking to
00:35:33
them. so the first mission, he walks in and
00:35:36
there's these goblin workers, these low level goblin
00:35:38
patsy'and he's like, hey,
00:35:43
we're the good guys. Do you want to be
00:35:46
here? And they're like no, not really. We
00:35:49
don't like our boss. Well, if you clear out we'll take
00:35:52
care of your boss. And of course it's in seven year
00:35:54
old speak. But you know, it was this really
00:35:57
good thing. And those social
00:36:00
environments are so important,
00:36:03
to be able to throw those in there as well.
00:36:06
For, for I would say
00:36:09
story and player enrichment and character,
00:36:11
character driven storytelling.
00:36:15
>> Clint Scheirer: So this isn't quite the same
00:36:17
thing but you recently wrote a blog
00:36:20
post, at least recently right now called
00:36:23
Ecohresros in the Wild.
00:36:25
>> Anthony: Yeah.
00:36:26
>> Clint Scheirer: And it talked about, it made me very much
00:36:28
think about Ents. It made me think about
00:36:31
tokens whole like hidden
00:36:34
meaning behind like nature and the natural
00:36:37
way of the world getting ah, taken over by industrialization. It
00:36:40
was very cool. how do you adapt
00:36:43
that idea of like,
00:36:47
you knowususe there's an idea of like a faction
00:36:50
and organized like bad guys. But then
00:36:52
there's also like this is just the natural way that
00:36:55
the saber tooth, tiger, lion, bear or
00:36:58
whatever you know, crazy creature we're fighting
00:37:01
acts. You know, it's just defending
00:37:03
itself. This is just its natural way of things
00:37:07
and it's trying to preserve itself.
00:37:10
How do you, how do you integrate that into
00:37:12
a game without
00:37:15
turning into an all out horror fest?
00:37:18
you know, I know there's a little bit of conversation. There's a
00:37:21
little bit of conversation that you have in the session. 0 like what are we looking
00:37:24
for in this game? What, what are, you know, what do we not want? Like there's
00:37:27
some people that are like do not include spiders. If
00:37:30
you include spiders in this, I'm not playing. Yeah, because spiders
00:37:33
are awful and like that, that gets like a phobia instead
00:37:36
of a fear that, that's kind of fun to overcome.
00:37:38
>> Anthony: Yeah.
00:37:39
>> Clint Scheirer: You know, how do you incorporate nature, striking
00:37:41
back and enjoy it
00:37:45
a couple ways.
00:37:46
>> Anthony: number one you get into morally gray
00:37:48
areas, Which I love, throwing morally
00:37:51
gray areas to my players.
00:37:54
but with regards to that one, Myl Suria campaign,
00:37:57
just south of town is, ah, a forested area in
00:37:59
which there's a grove. It's a dryad grove.
00:38:02
And if you engage dryad, they're like, hey, you, what's
00:38:06
hanging out in the rest of this forest? Give, us an idea of what
00:38:08
we're looking at. And she starts listening up. She goes, well, there's this
00:38:11
treant friend of mine named Narlroot. He hangs out over this
00:38:14
way. There's a big nest of giant
00:38:17
spiders, down that way. you may want to avoid
00:38:20
them. They're not very nice. and, oh, and there's the grumpy
00:38:23
old owl Beare that patrols this forest. What is that
00:38:26
again? Owl bear. And they go, I'm sorry, wait, wait, wait,
00:38:29
wait. Grumpy old Albert. Oh, yeah.
00:38:32
his mate has a den over on the south side of the forest.
00:38:35
And, he patrols the woods. This is kind of his territory. he and
00:38:37
I get along well because, you know, dry it. but, he's.
00:38:40
Yeah, he tends to be a little grumpy, with his
00:38:43
territory. And the party goes,
00:38:45
oh, that. Oh, okay.
00:38:49
and we're north of town. There's this
00:38:52
Treian, that is very angry.
00:38:55
Like, he chooses violence
00:38:58
first to
00:39:01
war. And you have to talk him down
00:39:04
before he decides to go into his rage.
00:39:07
Because there are. There's another
00:39:10
settlement. And I'm not going to spoil why there's another settlement
00:39:13
outside of town, but there's another settlement where they've been cutting down
00:39:16
his saplings and taking them for firewood
00:39:19
and building materials. And he's angry about it.
00:39:21
so he attacks any humanoid that walks through
00:39:24
because he assumes they're going to do that. and it works like
00:39:27
that for a lot of things. We saw it in Tolkien,
00:39:30
right? The Trons, when they come through and they're like, I knew
00:39:33
these trees, they were friends. And suddenly
00:39:36
you have battle music playing. And all the
00:39:39
Treons come emerging from the forest and they start
00:39:42
laying waste to everything Sauron did or
00:39:45
Saraman did. those are things I
00:39:48
love doing.
00:39:49
but one of the examples that I put forth in my
00:39:52
blog, which is, an adventure I wanna run
00:39:55
eventually, and I talk about moral ambiguity,
00:39:58
is the idea that this town
00:40:01
has a forested area nearby. And normally
00:40:04
they would just take little bits,
00:40:07
but they're experiencing a brutal winter.
00:40:10
Well, what do they do? They've got cut down more wood, you
00:40:12
know, and the forest creatures
00:40:15
suddenly have less forest
00:40:18
and that deforestation is happening as a result of. We just need to
00:40:21
survive. And like the dryad,
00:40:25
the niadss, the Trions, the whatever is
00:40:27
out there, go, hey, this is our home. You
00:40:30
can't do this. So you have to go as
00:40:33
a party, as a player, you're looking at,
00:40:36
well, we get both sides and both sides have a valid
00:40:39
point. How do we do
00:40:42
this without causing them to go into
00:40:45
conflict? Because one side will eventually wipe out the
00:40:48
other. Things aren't dealt with. I like those,
00:40:51
like I said, those morly gray areas, where
00:40:53
you have,
00:40:56
you have creatures
00:40:59
or things that are just
00:41:02
trying to survive.
00:41:04
>> Clint Scheirer: Yeah.
00:41:04
>> Anthony: You know, just trying to survive. So how do you deal with that?
00:41:08
>> Clint Scheirer: What a lesson about life. Like, you
00:41:10
will always come into contact with people that have a
00:41:13
valid point. How do you hold both
00:41:16
loosely and be able to come up with a
00:41:19
common solution? Like man,
00:41:22
if people just played tabletop role playing games, maybe we'd
00:41:25
have a.
00:41:26
>> Anthony: Happier world, you know, and that's
00:41:29
great. That's why I like introducing young,
00:41:31
people to tabletop games. Because it
00:41:34
gets those conversations happening, especially when you put them in
00:41:37
those situations. Right. I recently
00:41:40
helped a, friend, who's a high school, teacher
00:41:43
stand up her, her tabletop club. And
00:41:46
when I help run tables for her,
00:41:49
run games with these young people, I put
00:41:52
these morally ambiguous things and half
00:41:55
the table'like hey, let's just do this. The other table'like wait a
00:41:57
minute, but what about this?
00:42:00
and the other side of the table goes,
00:42:02
well, I mean this needs to happen, this
00:42:05
is our mission. But the other side of the table is going, but
00:42:08
wait, what about them?
00:42:11
You know, and they're starting this conversation
00:42:14
early so that when they get to
00:42:17
adults, you know, they have a better idea of
00:42:19
navigating those things in real life.
00:42:23
>> Clint Scheirer: Super cool. And we are going toa do
00:42:25
a complete episode all about
00:42:28
organized play. it's going to be so great. But that's such a
00:42:31
good segue. Like that makes so much sense to,
00:42:34
you know, this is a safe place where
00:42:37
we can have really tough conversations. So it
00:42:40
doesn't just have to happen right away. You know, that's kind of how
00:42:43
I'm a parent. I'm a parent. I have kids.
00:42:47
Right. And we try to have conversations at home. Working
00:42:50
through conflict.
00:42:51
>> Anthony: Yeah.
00:42:51
>> Clint Scheirer: So that hopefully my kids can go out into the world and not, you
00:42:54
know, somebody in the face.
00:42:56
>> Anthony: Exactly.
00:42:57
>> Clint Scheirer: You know, murder, hobo.
00:42:59
>> Anthony: Yeah, exactly. you know,
00:43:03
I look at some of these things and I like
00:43:05
putting morally,
00:43:09
not necessarily mor ambiguous but making sure that there
00:43:12
is a point in the
00:43:15
story to these things. one of the
00:43:18
things that I did and I used to be a foster
00:43:21
parent. and ah, and we're
00:43:24
getting into this next episode. But you know,
00:43:27
how I started an organized play was by accident. I
00:43:30
was giving my wife a day off without having to worry about the kids. And I
00:43:32
took all my kids and the foster kids to go play D20 & D.
00:43:36
you know, and I liked watching them
00:43:39
react to situations and even adult
00:43:42
players, I like watching them react to situations where
00:43:45
there is no clear good guy or bad guy.
00:43:48
Right. and seeing what they do with it.
00:43:51
But when it comes to things like environment,
00:43:56
setting the scene has a lot to do
00:43:59
with that. And I talked about it at the beginning.
00:44:02
But setting the scene has everything to do with
00:44:04
that. describing the plight
00:44:07
of this town with a brutal winner. You know,
00:44:10
describing how they're. How everything is so
00:44:13
cold. and then
00:44:15
describing the scene of the forest and you see
00:44:18
nothing but tree stumps for miles.
00:44:21
Know, setting those scenes to having that
00:44:24
descriptor like I was talking about in the very beginning. You know,
00:44:27
that has a big thing to do with
00:44:30
giving an emotional connection. You
00:44:32
knoweah, putting that emotional connection in there
00:44:35
so that they, they really get that immersive
00:44:38
feeling.
00:44:39
>> Clint Scheirer: We're such visual creatures and this game
00:44:42
that we play, this, this this make believe
00:44:45
environment, Making it more real and more tangible and
00:44:48
more physical or social. Right. With
00:44:51
these different environments, really, really really bring it to
00:44:54
life. for, for game masters and for players.
00:44:56
>> Anthony: Absolutely.
00:44:58
>> Clint Scheirer: You've mentioned a couple modules, a couple
00:45:00
games, a couple of paths. Can
00:45:03
you list off and recommend some of the published
00:45:06
adventures, whether it's D20 & D or just games in general
00:45:09
that you think exemplify a strong use
00:45:12
of the environment and landscape and storytelling that
00:45:15
our listener can, can check out.
00:45:17
>> Anthony: Absolutely. And I've mentioned some of them. Waterap Dragon
00:45:20
Heist is a really big one. it's one of my favorites because of the
00:45:23
replayability. it's never the same game twice.
00:45:26
the MacGuffin is the same but how you go about getting it,
00:45:29
maintaining it and or everything else with it
00:45:32
is completely different. but I love Watery Dragon
00:45:35
Heist because it really used environment. Another
00:45:38
one that's really good that I mentioned briefly was the
00:45:40
Eberron campaign, Oracle of War. It was originally
00:45:43
written for organized play, but I ran it without
00:45:46
organized play. and it is amazing
00:45:49
because it has this very unique
00:45:51
place called the Mororland, where the environment
00:45:54
is huge part of the story.
00:45:57
Living spells and bodies don't
00:46:00
decompose. So, you know, things of that
00:46:02
nature where you get some really cool, weird
00:46:05
environmental effects.
00:46:06
>> Clint Scheirer: Was there automatons introduced in that?
00:46:09
Was Eperon the campaign where you could be a
00:46:12
forged. Yes. I played one of those
00:46:15
one time in a one shot. It was super fun.
00:46:17
>> Anthony: Oh, yeah, yeah, yeah. I loved War Force. When the E. Evern
00:46:20
setting came out, I was like, war Force are cool,
00:46:22
let's do this. But,
00:46:25
yeah, that. So Eberron and the whole
00:46:28
campaign revolved primarily around the mournland. Right?
00:46:31
You spent more time in the mournland than you did anything
00:46:34
else. but, the last one I would say that I
00:46:37
recommend would, be
00:46:40
Dungeons of Drachenheim. That whole idea of the
00:46:43
haze, you know, the idea
00:46:45
that you can't take a long rest in town because you'll pick
00:46:48
up contamination. And if you long rest
00:46:51
with contamination, there's a chance you get another level of
00:46:54
contamination. And if you get too much, you
00:46:57
irrevocably turn into a horrific monster.
00:47:00
which is great. It's awesome.
00:47:03
so, those are things that,
00:47:06
when it comes to environment, they're
00:47:08
really, really, good resources and really good
00:47:11
games. I've taken my homebrew stuff. I've stolen stuff
00:47:14
from each of those campaigns.
00:47:16
>> Clint Scheirer: Steal like an artist?
00:47:17
>> Anthony: Exact.
00:47:18
>> Clint Scheirer: It's a real thing. Y.
00:47:19
>> Anthony: Exactly. so I've taken those things and
00:47:22
incorpor into my own homebrew games. much to
00:47:25
everybody's, delight, usually. Delight.
00:47:27
>> Clint Scheirer: All right, finally, Anthony, there is one thing that
00:47:30
I do every time I have a guest on the show. I'll even do it the
00:47:33
next time that you're on the show. but it's an activity that I
00:47:36
learned from Eric Newsom. he worked for npr. He's
00:47:39
now, you know, a writer and a blogger and a
00:47:42
podcaster and it does his own thing. But his
00:47:44
activity is to create a ten word phrase,
00:47:48
no more, no less. You have to use the economy of words to try
00:47:51
to encapsulate the core message of what we've been
00:47:54
trying to talk about today. So could you give us a
00:47:56
ten word phrase for our listener to help them
00:47:59
consider using the environment in their game settings and
00:48:02
also in the storytelling, of the games they play?
00:48:05
>> Anthony: Oh, yeah. I would say
00:48:08
actions have consequences. You must face or
00:48:10
consequences face you.
00:48:13
>> Clint Scheirer: Interesting. Can you say it one more time?
00:48:16
>> Anthony: Actions have consequences that
00:48:19
or actions have consequences you must face
00:48:22
or consequences face you.
00:48:25
>> Clint Scheirer: Very good. And the consequences can
00:48:28
sometimes be our environment, whether we like it or
00:48:30
not.
00:48:31
>> Anthony: Exactly.
00:48:32
>> Clint Scheirer: If people want to find you or
00:48:35
find what you do or you know what, where
00:48:38
would you direct people? Where's the best place for people to connect
00:48:41
with what you do and what your work is?
00:48:43
>> Anthony: Absolutely. I'm on Bluesky, Instagram
00:48:46
and TikTok. and I
00:48:49
have my obviously my website, the
00:48:51
dailydungeonmaster.coma, where I have my blog.
00:48:54
I also have an online store there, where you can buy
00:48:56
things. in fact I've got a ah, discount
00:48:59
code for anybody who's listening, ah,
00:49:02
claim to the number two game. and that
00:49:05
will give you a 15% off anything in my online
00:49:08
store.
00:49:09
>> Clint Scheirer: Nice. We'll include all that in the show notes, all of
00:49:11
Anthony Social'his website and the discount
00:49:14
code. Thank you. That's super generous. Absolutely. Well,
00:49:17
thanks for being here today. So glad we were able to connect
00:49:20
and hope you have a good one. Want to have you on again
00:49:23
for sure for the next episode.
00:49:24
>> Anthony: A.B. absolutely. Thanks Clint.
00:49:26
>> Clint Scheirer: Thanks again Anthony. And remember, actions have
00:49:28
consequences you must face, otherwise those
00:49:31
consequences face. You use nature as
00:49:34
a way to enhance your storytelling. Whether you're the game
00:49:36
master or the.
00:49:38
>> Anthony: Player, the master of games.
00:49:40
>> Clint Scheirer: Please hit like or subscribe if you liked what you heard today. And if you
00:49:42
listen on Apple Podcast or Spotify, Go ahead and give
00:49:45
the CTG five stars and leave a review. And
00:49:48
may you keep having fun as you continue to have a great time with friends
00:49:51
and tell amazing stories through tabletop role playing games.

