How to Let Your DnD Game Run Itself | The Billiards Effect
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- เผยแพร่เมื่อ 20 พ.ค. 2024
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Artist credit: Matthew Sellers
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Mentioned in the Video:
Electric Bastionland (Free Version PDF): tinyurl.com/yxsntd2f
Electric Bastionland (Full Version PDF): tinyurl.com/yc55nsr6
Into the Odd (PDF): tinyurl.com/2nwj94fk
Resources I like and use:
Old School Essentials Player's Tome: tinyurl.com/yc6d9756
Old School Essentials Referee's Tome : tinyurl.com/2mzhybku
The Monster Overhaul: tinyurl.com/yknhbf2m
Worlds Without Number FREE PDF: tinyurl.com/43nxtwna
Worlds Without Number Deluxe PDF/Print: tinyurl.com/4rye49jw
Tome of Adventure Design: tinyurl.com/2p2vbpr7
Mythic GM Emulator 2nd Edition: tinyurl.com/4b7smeur
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#dnd #osr #ttrpg #dungeonsanddragons #BilliardsEffect
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Check out Chris McDowall's stuff:
Electric Bastionland (Free Version PDF): tinyurl.com/yxsntd2f
Electric Bastionland (Full Version PDF): tinyurl.com/yc55nsr6
Into the Odd (PDF): tinyurl.com/2nwj94fk
Other resources I like and use:
Old School Essentials Player's Tome: tinyurl.com/yc6d9756
Old School Essentials Referee's Tome : tinyurl.com/2mzhybku
The Monster Overhaul: tinyurl.com/yknhbf2m
Worlds Without Number FREE PDF: tinyurl.com/43nxtwna
Worlds Without Number Deluxe PDF/Print: tinyurl.com/4rye49jw
Tome of Adventure Design: tinyurl.com/2p2vbpr7
Mythic GM Emulator 2nd Edition: tinyurl.com/4b7smeur
Pool table sounds more accurate than sandbox, the party can go anywhere and do whatever they want, but the "impacts" will likely come back to them in some way.
Its definitely an analogy that's stuck with me, so I thought I'd share it!
Sand boxes work that way too though
I think the term "sandbox" has been forever marred by GMs misunderstanding what that means in practice and just not putting any work in.
@@colbyboucher6391 agree! also railroading misunderstood and misused by players and DMs.imo all DMs use some mechanisms to drive the story forward. clues or rumours could be considered railroading by some but they are merely a mechanism to steer the party in a certain direction. They can choose to ignore rumours and this will have a cause and effect also.
That’s the definition of a sandbox campaign, which is players interacting with the contents of the sandbox and their actions having lingering consequences.
That is a cornerstone of my GMing style. It takes a bit to get the ball rolling but once the campaign is in motion you only need to prod it a little here and there and it keeps rolling. Cause and effect, but/ therefore goes a long way.
Well said!
I feel like I’ve learned all I can from Matt Colville, but I still needed something - and this is it! Best TTRPG advice video I’ve seen in 2024!
Thank you!
Know your table. 3rd order effects are over the heads of my players.
Simpler is generally better!
The issue for understanding the effects is for the DM to understand - players can be completely oblivious! Could make for some exciting role playing opportunities when the PCs are confronted by an NPC who lays out the consequences of their actions.
For me, it's not so much about whether the players will notice, but that it makes my prep simpler!
Props for bring up ICI and Chris McDowall!
He does aawesome work!
I love the billiards analogy. It makes a lot of sense for RPGs.
Great video. I do need to sit down and think about what the PCs did last session and what the impacts are. Sheeeit, I do it right now!
Thank you! Happy gaming
I love this as a mental framework. Useful for thinking about second and third order impacts. I would caution against having the setting neatly racked up when the players bump into it though, best to have a world that's "already in motion," so to speak.
In a call of Cthulhu game I'm running, I started the campaign 'post-break'. The events had been in motion for a good year before anything happened to them to draw them into the story.
Well said!
You might Google "Event Clocks" and "Powered by the Apocalypse". It has you divide a circle into 4 - 8 sectors that get filled in as events transpire in the game world. Maybe using the Bad Baron example from the video after his death you fill in a segment for every game month that passes where the characters DON'T try to hunt down the eldritch relic. After all the segments are full some new thing intrudes on the game.
@@fatherfletch coincidentally the system I'm using is a Cthulhu hack of Powered by the Apocalypse called Mythos World.
Billiards sounds about right: I spend 1/2 hour achieving nothing except maybe knocking over a couple of pegs (NPCs)
Brilliant analogy the billiard effect!
Thanks!
Great info, communicated it super well! Makes me really eager to dm a campaign soon
Thank you! Best of luck with you games
Inspired some new ideas. Thanks for sharing advice about running TTRPGS.
Nice video, really makes me want to start getting back into billiards
Thank you!
Another fantastic video, Randall. It’s all about consequences and faction play at the end of the day. I agree that tertiary effects are the last thing you should consider. Anything deeper lies the way of madness. I subscribe to your sub stack, but I’d like to reach out to someplace. I am running a fairly robust blog going into the nitty-gritty of sandbox but using Twilight 2000 as an example. Plenty of fantasy examples, but I think something out of the usual genre that people play a sandbox and might be quite valuable. It’s fairly easy to understand from a lore perspective. Let’s see if we can touch base with each other. I would post the link here, but it would just get marked as spam.
Thanks Patrick! Check out my about section on my TH-cam Channel page, should be a way to contact me there.
@@Earthmote Email sent, subject line "Making Sandbox Contact!" Check your spam possibly if not in your inbox. Take Care!
I like this video and the information. Kudos for borrowing from Bastionland. I’ve always liked a sandbox world, but not just any sandbox: Schrödinger’s Sandbox. I don’t like having to generate all the choices and consequences too far in advance. I prefer to introduce the players to the world with events and knowledge based on what they are interested and what their characters’ interests could be, too. Even I don’t know what is going to happen until the characters look, ask or investigate. Based on the players’ moods and expectations, I’ll improvise. I would rather take notes about what is happening to the characters in the moment instead of referring to notes I’ve written hours or days in advance. I have a great time because I’m saying “yes, and…”
They create the world, too, and I thank them for their ideas and collaboration. Another benefit is that the players can more easily recall what happened last session and start to plan their next move.
That is great artwork on the thumb!
Reminds me of Fafhrd and the Mouser scaling Stardock! Do you have any more like this?
I apologize I forgot to put the art credit in the details!
The artist is Matthew Sellers, he has a deviant art, with a lot of cool pieces like that one: www.deviantart.com/matthewsellers/gallery
@@Earthmote - Thank you, That is great.
Very insightful
Thank you!
Your content so amazing and I wish it had more eyes on it. Try to get in contact with a larger channel for a collaboration! I'm sure they'd be glad to!
Thank you, that's very kind!
5:59 and if that dark ritual was on the 6th floor of the building, does that make him the Dark Lord of the 6th 😀😃😄? Thank you thank you I'm here all week, be sure to tip your waitress 😊.
Great stuff! Got a subscribe from me!
Thanks!
This reminds me of the "replace 'and then' with 'but and therefore'" storytelling rule from the creators of South Park. Your storytelling beats should not just happen. They should be caused by the previous storytelling beats
Hey, just a comment about the editing:
I was distracted by all the cuts when you were displaying popular media examples. Just one clip would be better than two or three, like at 5:56.
similarly, when you had text on the screen underpinning your points, I'd prefer a hard cut, instead of having the text from the first point and the second point fading overtop each other. For example, I prefer 8:18 over 4:58.
Enjoyed the content though, thanks for the ideas!
6:57 was that A Freudian slip?
Noice
Information: Be honest and open about situations to give players choices
Bro i cant tell you how frustrating it is to be im a campaign with secret villains/motives. You cant do anything meaningful
Mearth ote
For some reason, it iritates me when people talk about TTRPG, but labeled their product as "DnD"
Billiards is competitive though, and rpgs are not. If the players all want the same goal then there's no meaningful impact they can make. At best they'll taunt each other for missed shots and proceed to complete the game with no fanfare. At worst they'll die of boredom.
ICI is essentially what you'd come up with if you sat down and attempted to come up with the least novel and least innovative RPG concept you possibly could.
Such a useful comment.