Horizons Magazine with Hannah Rose! (MD 211)
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Hello, and welcome to this very special episode of Mastering Dungeons. I'm Sean Merwin, here with my co-host, Teos Abadie. And Teos, do you know why today is a special recording of Mastering Dungeons? No. According to our show notes, this is the 100th episode where we have been calling ourselves Mastering Dungeons.
Happy centennial, Mastering Dungeons.
That's right. Is there such a thing as a rebranding day? Happy rebranding day.
Sounds so marketing. I mean, I feel like some chief marketing officer celebrates that. Hey, everybody!
Hey, happy rebranding day! Woo! So yeah, if you choose to celebrate a happy rebranding day with us here on Mastering Dungeons, you may choose to do so. But it's been a great ride, and we will continue to stay on this ride as long as it doesn't throw us off into a flaming wreckage. So yeah, so we got that going for us. And joining us on this ride are all our listeners. And some of those listeners sometimes will contact us via all the different means, which we'll discuss at the end of the episode. And so we're going to jump into a few of those messages right now, starting with Paul Big B via YouTube. Now, Paul Big B had a question that we answered last time, but I think we might have missed a point. So Paul has written this back with this.
I appreciate you trying to tackle my question of divine power and its consequences on the Game at Ones table. Thank you. The point Sean makes about aligning with setting specific factions is precisely where I was going, but I didn't want to lose the narrower point where I find the Watsi's product is weakest with clerics and paladins. At point 1845, Sean finishes this with the observation that I still fundamentally stumble over, and here it is. Where are the rules that generate the consequences for the player character? One solution would be to build out the tiny slip of the renowned design system from 2014, incorporating a negative axis like infamy And then each setting can hook akin to an API into that base mechanic.
So to summarize all this, I wish WOTC would finish their subsystems and not leave them dangling. And so all great points. I want to start with the one point. Where are the rules that generate the consequences for the player characters? Because I think this is the question of game design. And what I want to say is the rules that generate the consequences for the character in D&D are mostly in the combat pillar. Outside of that pillar, they're really left up for the DM to decide for the most part. And I might argue that is exactly where Wizards of the Coast wants them to be. So to be clear, I don't fundamentally disagree with the question that Paul Big B states here. I just think we need to talk about these systems, like the renown system, and talk about that system's reliance on DMs to interpret player character choices, beliefs, etc. I'm going to stop there for a second, Teos, and let you chime in.
I mean, that's a really interesting question. Older editions, right, had consequences in various places. The idea that, well, it's either an envoy of your cleric, of your god, or a god that grants a cleric their spells. And so if you've misbehaved, you don't get spells. and you won't until you get better right and that is super fascinating with the paladin if they strayed from being lawful good they were no longer a paladin right they were stripped of their paladin hood and and the books would talk about this right And I think just those two examples alone, though there were probably a few others, really hammered home this idea of consequences to everybody who was a player. And you might not play a paladin, but you thought about that when you read that section.
And so this kind of encouraged that kind of behavior and that kind of table talk of like, oh, wait a minute, aren't you supposed to be, you know, chaotic neutral? What are you doing here? And then people, OK, I guess you're right. And it's kind of course correct, right?
or or not and that's where this idea of a system comes in yeah right because what would happen back then is there was no renowned points there was no system in place it was just the dm going okay you you you've pushed it far enough there paladin who is striking down the innocence in the street now we're going to have a reckoning and then
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