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Sean Merwin

👤 Person
4276 total appearances

Appearances Over Time

Podcast Appearances

Mastering Dungeons
Looking Back on 2024, Forward to 2025! (MD 222)

Yeah. Right. And if you have a system where the players can do that, as Tao said, you either then need to either have everyone be that or give people who aren't that something that is comparable or...

Mastering Dungeons
Looking Back on 2024, Forward to 2025! (MD 222)

Yeah. Right. And if you have a system where the players can do that, as Tao said, you either then need to either have everyone be that or give people who aren't that something that is comparable or...

Mastering Dungeons
Looking Back on 2024, Forward to 2025! (MD 222)

the thing that you do is unique but the risks involved in that are so strong that then that becomes a story of oh i can just shatter my enemies but if i fail i shatter myself right right where i'm so worn out that i'm incredibly vulnerable to everybody it's and that it has often not played super well right yeah Exactly.

Mastering Dungeons
Looking Back on 2024, Forward to 2025! (MD 222)

the thing that you do is unique but the risks involved in that are so strong that then that becomes a story of oh i can just shatter my enemies but if i fail i shatter myself right right where i'm so worn out that i'm incredibly vulnerable to everybody it's and that it has often not played super well right yeah Exactly.

Mastering Dungeons
Looking Back on 2024, Forward to 2025! (MD 222)

And this really leads us pretty quickly into our next question from Sam Fries via email, and Sam emailed masteringdnd.gmail.com to ask this question. In the question mega show, there was a really good discussion around the character skills versus player skills, the low charisma barbarian with a high charisma player.

Mastering Dungeons
Looking Back on 2024, Forward to 2025! (MD 222)

And this really leads us pretty quickly into our next question from Sam Fries via email, and Sam emailed masteringdnd.gmail.com to ask this question. In the question mega show, there was a really good discussion around the character skills versus player skills, the low charisma barbarian with a high charisma player.

Mastering Dungeons
Looking Back on 2024, Forward to 2025! (MD 222)

As you were discussing this, I found myself thinking about the forged in the dark systems of action roles, the position and the effect system where a given role accounts for both how hard it is to do this and how much would this action success influence the world. In practice, I think this is similar to how I adjudicate the problem when DMing.

Mastering Dungeons
Looking Back on 2024, Forward to 2025! (MD 222)

As you were discussing this, I found myself thinking about the forged in the dark systems of action roles, the position and the effect system where a given role accounts for both how hard it is to do this and how much would this action success influence the world. In practice, I think this is similar to how I adjudicate the problem when DMing.

Mastering Dungeons
Looking Back on 2024, Forward to 2025! (MD 222)

The DC and effect of the role is dynamic based on how good the player's idea is and how good their character is at doing the thing. When you have the eloquent player making an argument as playing the Barbarian, I'm lowering the DC a bit to account for how good the argument is. Conversely, if the quiet player just wants to roll, it'll be more like a standard DC then.

Mastering Dungeons
Looking Back on 2024, Forward to 2025! (MD 222)

The DC and effect of the role is dynamic based on how good the player's idea is and how good their character is at doing the thing. When you have the eloquent player making an argument as playing the Barbarian, I'm lowering the DC a bit to account for how good the argument is. Conversely, if the quiet player just wants to roll, it'll be more like a standard DC then.

Mastering Dungeons
Looking Back on 2024, Forward to 2025! (MD 222)

This scales all the way down to a trivial, I look behind the painting on the wall equals you automatically find the hidden vault without having to roll. end up to i attempt to belittle the king into doing what i want by insulting his mother equaling uh that's impossible but let's see how poorly this goes for you I haven't thought critically about this particular aspect of my DMing.

Mastering Dungeons
Looking Back on 2024, Forward to 2025! (MD 222)

This scales all the way down to a trivial, I look behind the painting on the wall equals you automatically find the hidden vault without having to roll. end up to i attempt to belittle the king into doing what i want by insulting his mother equaling uh that's impossible but let's see how poorly this goes for you I haven't thought critically about this particular aspect of my DMing.

Mastering Dungeons
Looking Back on 2024, Forward to 2025! (MD 222)

Does this vibe as a reasonable approach for addressing these ludonarrative disconnects? What questions would you ask about an actual system for translating how good an idea is this and how good are you at this into DCs? Does it seem valuable to try to formalize, or is it best left hand-waverly to DM discretion? I love the word hand-waverly. Hand-waverly is good. Yes, hand-waverly is now an adverb.

Mastering Dungeons
Looking Back on 2024, Forward to 2025! (MD 222)

Does this vibe as a reasonable approach for addressing these ludonarrative disconnects? What questions would you ask about an actual system for translating how good an idea is this and how good are you at this into DCs? Does it seem valuable to try to formalize, or is it best left hand-waverly to DM discretion? I love the word hand-waverly. Hand-waverly is good. Yes, hand-waverly is now an adverb.

Mastering Dungeons
Looking Back on 2024, Forward to 2025! (MD 222)

Thanks for the many hours of fascinating discussion. So great question, and it's a totally reasonable question. And doing that, taking what the players give you and then deciding the difficulty class and how to handle the game of that is one way to sand down those ludonarrative dissonance moments. Because the story, i.e. what the characters say, will then influence the game

Mastering Dungeons
Looking Back on 2024, Forward to 2025! (MD 222)

Thanks for the many hours of fascinating discussion. So great question, and it's a totally reasonable question. And doing that, taking what the players give you and then deciding the difficulty class and how to handle the game of that is one way to sand down those ludonarrative dissonance moments. Because the story, i.e. what the characters say, will then influence the game

Mastering Dungeons
Looking Back on 2024, Forward to 2025! (MD 222)

what the players need to roll, which then potentially goes back to being the game translating what the story does after the roles are made. So that's a strength of a more conversational style game. where it's a back and forth between the game master and the player. What do you want to do? OK, you want to do that. Let me think. Let's talk this through. If you tried this and succeed, what happens?

Mastering Dungeons
Looking Back on 2024, Forward to 2025! (MD 222)

what the players need to roll, which then potentially goes back to being the game translating what the story does after the roles are made. So that's a strength of a more conversational style game. where it's a back and forth between the game master and the player. What do you want to do? OK, you want to do that. Let me think. Let's talk this through. If you tried this and succeed, what happens?

Mastering Dungeons
Looking Back on 2024, Forward to 2025! (MD 222)

If you try this and fail, what's the consequence? How difficult should this be? Great if you have players that love that conversation, love that storytelling. Bad if you want to run a fast game where there isn't a lot of that give and take.

Mastering Dungeons
Looking Back on 2024, Forward to 2025! (MD 222)

If you try this and fail, what's the consequence? How difficult should this be? Great if you have players that love that conversation, love that storytelling. Bad if you want to run a fast game where there isn't a lot of that give and take.