Teos Abadie
π€ SpeakerAppearances Over Time
Podcast Appearances
You want something super simple. Maps has your back and it's easy integration and all that. If you start to get to that complexity, but you're not getting that absurd payoff that the virtual tabletop is promising, then that's where I think you're fighting each other rather than helping each other out.
And I always think that the funny thing is, is all companies and I work with a lot of companies on like interface type stuff around environmental compliance. But on the interface side of things, one thing that companies always forget is they always have a plethora of people in the office that don't actually use the product.
At any point, you can show those people a product and say, this makes sense. And they never do that. They never actually ask these. They've got a number of people that could just say, hey, take this for a spin and tell me what you think. And they never do. Right.
Because when you do that, that's where you see the basics that you can shave that time of coming up to speed, making it awesome, reinforce the things that work well. Right. Instead of just getting lost in features. So I know you've had those experiences, too.
Yeah, because that's what will make people really, really enjoy it. So, so far, so good. Good, good stuff on the D&D Beyond side so far.
Yeah, and it sounds like it has ended up with this sort of like immersive escape room-y type angle, right? So you form a party, you choose whether you're a rogue, druid, fighter, or wizard, and you explore a mysterious dungeon, starting with the Yawning Portal Tavern as a kind of getting started point.
then you go into this mysterious dungeon you encounter iconic creatures there was art of a beholder you gather experience points so you're clearly doing something to kind of get rewarded and then you face a final epic confrontation and that takes about an hour it said in the faq
And then you get to hang out as long as you want in the bustling, water-deep market and enjoy D&D-themed drinks and food. So we've got a LinkedIn announcement from Chatty DM. And then we have the events page where you can sign up. And it's already open, so you can go there now if you're in the Toronto area or can get there. It's www.vibrantstudios.events.en.dndimmersive. Looks great.
I'd love to be able to do that.
Yeah, and this immersive experience said it would run for several months. So I didn't see an actual end date, but it may depend on kind of how well it does. So go there, show your love if you can, and I'm sure you'll have a blast.
And, you know, this is not in our show notes, but I recently thought I had meant to include in show notes, which is that the we talked about that D&D magazine in the UK that has had a number of issues and you get kind of fun things with it. It's a format that's used for a lot of products.
And I guess typically what's done with these kinds of things, it's a certain number of issues that that go out in this magazine. So it's reached the end of its run. And one of our supporters, Richard Green, who is an amazing designer, works a lot with Kobold Press, does his own world. He has been working on this. Will Doyle, who also supports our show, has been working on it.
And and I even got to see an issue which was flump featured flumps. That's fantastic. And so I got to see how good this is and what was awesome. This is where it ties in is with license things. It was very interesting to me when I opened up the credits page. Sure, it thanked, you know, Richard and others who'd been involved. But it had so James Hake is the editor. Right. Works with Ghostfire.
And then it had a number of WOTC staff mentioned from sort of layout art marketing kind of effort. So it wasn't just licensed, but kind of like actually using the time of wizard staff as a sort of collaboration, which I didn't even think.
conceive of dnd sort of doing that kind of arrangement i thought that was really cool and sort of surprising because you don't hear wizards talking about this a lot maybe there is some promotion going on in the uk but i thought that was fascinating and so i wanted to share that but also say congratulations to richard green on an amazing run of that magazine yeah and i feel like that's i feel like since we're off on a little bit of a tangent let's continue uh that is one of the things that is interesting about
Yeah, he has a nice conversational style in these posts. So he kind of frames the concept and sort of says like, you know, I've always hated exhaustion. This is what he says, right? I've hated exhaustion, but I really like death saves. And so what can we do to kind of like try to join the two and sort of solve the problem at hand?
And then he kind of speaks to you and says, hey, I'm going to ask you the following questions. And these questions are great because it does get you thinking a lot about what he's talking about. Also, because, you know, he has said he plans to put out an RPG at some point. Right. So he's actually actively constructing this and thinking through opportunities.
But the questions he asks are what penalties should come with failed death saves? How many death failed death saves are enough? And then he says, I also stripped out the three saves and you are stabilized rule simply because I like the threat of death requiring active intervention by other PCs. Right. So you're not just going to do it on your own to stop rolling. Is that a good idea or a bad idea?
That's a really nice point though, Sean, that a lot of times when we're designing, because we're being so thoughtful and we're engineering something and creating something, we can speak about it like it's the new law and like it is now sacrosanct and real and firm when it's anything but that, right? We're still at play testing.