Full Episode
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.
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