All right, Welcome back, everybody to yet another fools quest. What the
fuck? Bonus episode four, Season seven. We are still at it.
We're going is episodes five through nine with us. Today we have Nico,
Hey, everybuddy, I'm Nico the d M, and joining us with him
as Tony. I'm Tony. I play Eddie foul Zone. I haven't decided.
I haven't decided if if it's silent. I think I've said three different
ways, so I'm just going for the podcast. He was looking around.
All the thing's sketchy like, like like those mighty Feldman eyes. All right,
and then uh, we also Jessica, who's plays ass. Hey,
guys, it's jess I play Adira, all right, Mike, Mike,
I play Rag, all right. And then last but not least, Jesse
who plays I am Bill quiver Lance. It's true, I've seen it.
I am lots of lots of cover uh in this one For any of you
who don't know, this initial initial bit is going to be for the general
population, and kind of it's a nice little, nice little teasers see what
we got going on. Uh. Then after that it's strictly patrons only,
only our only our amaze using supporters of the patron variety. So for episode
five, Rug finds Love. I'd also like to note that we have a
lot of community interaction on this when lots of people through in questions and commas,
which is pretty phenomenal. If you guys want to see that, go
ahead and hop over our discord and check that out and you too can join
it on that's fun. So we got Kevin who wanted to know, how
do you how do the non magical parties party members get to be identified to
join these clicks, and I think this is probably towards Nico. Non magical
party members typically are the ones who are born in the nation, whereas the
magic apt people could have been born in other nations, but if they only
have, for example, illusion magic, they get recruited by the Illusion School.
So that's why Adira and Ureg know a lot about traveling, how to
manage being on the wilderness for the Illusion Nation, because they are natives to
the Illusion Nation, and that's kind of what they included in their characters when
they put those characters together. And then you know, Bill went and recruited
them on behalf of Eddie essentially. Yeah, yeah, for the rest of
you if you didn't choose Illusion, what other school would you have chosen.
I actually have a couple different schools that would have been cool to play around
in. I think Enchantment would have been cool. Yeah, Enchantment would have
been fun for sure. Yeah, Evocation or Transmutation those story I thought would
have been really interesting to play around in. It's pretty interesting. So I
think top three is pretty pretty dope. What were your top three? Jesse,
Well, Transmutation is always my favorite, but we had I had played
we had a very long campaign back in the day where I played an all
transmutation wizards, so it felt kind of stale, I think, but it's
my favorite. And then I think, based off of everything I've read,
Illusion was honestly one of the top three for me too. I just thought
an illusion Wizard was a lot of fun, and the idea of being an
illusion healer was great for me. Obviously gas lightened some of it. I
also think it would be kind of cool to be a necromancer, specifically in
this world with the way Niko as a necromancy kingdom set up, I think
that could have been like some fun adventures to start off with. But I'm
looking forward to visiting their kingdom anyway, So yeah, you'll go there,
I play that anymore else, I'm sure. What about you, Mike?
What were you? Top three? I would have loved to gone in the
necromancy wrote I had a whole different character concept that I was looking at.
But then maybe evocation, because that's always fun to just blow shit up.
Yeah fire fire fire, yeah, fireball, fire ball or yeah yeah,
or actually a divination was up there too, I guess gets some really cool
things, especially with the like a detective and like an agent of fortune type
of theme, that seemed like it would be pretty apropos. I like the
idea of the necromancy school, like, because if we had played that way,
then all you'd really need to do is keep your wizard alive, your
necromancy alive. Then if you die, you could just bring you back.
No, no, really, he's alway partially Dad. We got there's actually
there's actually a really cool series that I'm reading right now to make this about
me. Uh. It's called Gideon of the Night, and it is it
is very much like that, where it's like you have one necromancer and they're
very important, and then you have like their bodyguard. Basically and everyone's just
basically trying to keep the necromancer alive, but the necromancer can do necromancy still,
like everyone who dies around them is fine. Basically, it's it's really
cool concepts, So I think that would have been cool to see to play
out. I also think that the divination thing, I think that's like a
double edged sword because you have to really work, i think with your DM
to make sure that you're not being kind of a douche about it, like
trying to get trying to get to the end of the book before you're even
there, right, but then also making it like this really cool. I
mean, what would be more interesting than playing a spy type character and having
all that access to divination type magic. Yeah, I've kind of always wanted
to play like the absent minded seer who's just like you know, who sees
importance and omens in the way birds flock and and oh there's a leaf on
that branch that's yellow in the middle of the summer and this means that.
But I'm just I'm not good enough at thinking of omen's importance. Dude,
that's doing a spiracy. Theorists see her who only sees like callings through conspiracy
theories, but they end up meaning something. Tony's characters walk around time everyone,
they're turning the frogs game. Dude, relax, No, no,
don't Tony. What were your top three? Right? Oh? Divination and
enchantments. We're both mentioned because enchantments just there's there's a lot of potential there.
It'll be so popular because that's how But the other one's conjuration, just
because I feel like conjuration in you Fray is kind of interesting after the whole
mess with the portals and everything in the Breaking of Magic. Yea, our
conjurors like they might kind of be you know, Pariah's a little bit,
they might be a little scary to work with. Yeah, seeing the stuff
that's going down with Ethereal Embrace and the in between, and yeah, I
just like the ideas of all the different things you might be able to conjure.
Yeah, Nico, Nico, if you're playing in this campaign, what
would what would your top three be? Abjuration for sure, like call that
one. Abjuration is just like my favorite, and then probably probably conjuration and
also necromancy, just because that I think that that's the most fun nation.
I feel like that for shit that's happening. Like they're just yeah, out
there on their own doing their own thing. It's great. I can't wait
for the guys get there. Oh yeah, spoiler alert, so you haven't
obviously got there yet in the viewing mode. But I would love to see
like coming up to the necromantic city and it being like this like booming metropolis
of just flush like beautiful lush foliage and flowing waters and everyone's happy with like
smiles and stuff as no no corpses or anything anywhere, just jovial bardic music
everywhere. Yeah. Yeah, I'm just so happy people are well adjusted.
No one becomes the Adventurers because no one has to leave awesome. So uh,
there is a motif a theme basically for all these episodes that I found,
and I think you guys pointed out as well. But we start off
almost every episode in the cafeteria. That's where we start off, fas love
you guys having to divvy up, essentially splitting the party, which is always
good. You guys go in and having someone go into the potters and then
everybody else cleaning up the cafeteria. We split the party three ways. Yeah,
yeah, that was fun. You Rob and Bill got to do whatever
fuck they were doing already, and Adhira, we're still cleaning. Ye,
well that I think that wasn't get changed, didn't he himself? Yeah yeah,
yeah, he took his time coming back. He didn't come back until
it was over. You don't become a bar so that you can do hard
work. That's just not how that works. Be a waste of my town.
I just got a manicure. Uh yeah, so one and this when
we get to see we're going to this eagle form and then his weasel form
and then go into her mighty dangers? Is that that is right? Right?
Her my her ranger because she's de Ranger. Yeah, her my de
range. Okay, yeah, I keep doing her mighty Yeah, every everyone
because you want to say, but I want with the Ranger, Beastlee and
uh Slaughter because they're all so they're all So what I'm getting is because everyone
keeps getting it wrong. Nigo, you probably wrong and you need to change
it. That's probably that's supposed to be an improv change it to whatever you
guys want, yes, and dude, stop messing it up now that you
bring up a good point, though, Shamus, Uh, Mike did go
from an eagle immediately to a weasel. And I'm beginning to wonder if he
only picked a druid in this campaign so that he could play with all the
animal sounds. He hasn't. There's a bit of truth to that. Well,
you can't learn if you don't try. He's like, I got this
pack of six thousand zoos sounds those did want me to be I mean,
when do I get to use the moose sound? You know? I mean
it was it was it was up to Jesse to help him unpack that symbol.
He's like, I've got so many cool sounds. Cool, You're just
gonna need the one. Yep, just the one. Just hit that one
key over. There's a lot of variety in the symbols, though, I
appreciate that there's a yeah in these episodes there's there's there's some impressive symbol work.
Yeah, He's he's done wonders with the shit I gave him, that's
for sure. Speaking of ship that Jesse's building out in this episode is where
Bill goes up and and drops the betrayal bomb and tries to like smooth talk
his way into the Potters. Oh yeah, Hey, I just I just
want to be done. Can I just be done? Here? What am
I gonna do to get you these beads on the sorting hat? Yeah?
At that point, So when us, when did you throw that plan together?
And and how did you imagine it would go? Jesse, as it
was coming out of my mouth. There was zero forethought and there was no
imagine how it went. I just sad words and prayed to you to yourself,
I was, yeah, I was, I got there. I was
like, I don't actually know what I'm gonna do, So here's things I
guess. Fuck, Eddie, that's all I got that I do. Like
you had mentioned that he put that enchantment on the on your like uh sanctum
room where every time you go in it gets black and white. Yeah,
turn off black and white. That's it. It's in a later episode.
But yeah, that was that was what like I was, I think I
was doing dishous. I just said, lad, fuck you're like, you
know how he smells right awesome? So Mike Meade would like to know if
you could explain the moves that the Druid can hold or they can do.
Okay, in Dungeon World, when I use the shape shift, I have
to make a role and consult a little table, and depending on how good
I roll, I get a number of what they call hold. I know
it was a little strange the way they worded it, but that translates to
like specific special maneuvers that I can work with Niko and do. Like as
an eagle, if I had like three moves that I could do, you
know, flying around and that sort of thing, that's normal. But if
I want to dive bomb and snatch something out of mid mid air, that's
a little above and beyond normal and would count as you know, like one
move. Or if you wanted to use like special eagle vision to see miles
away and perfect, Yeah, that would probably be a move because it's something
unique to that animal, but also like not something he could have done on
his own without it. Yeah. But also what that does is it also
puts a a timer on what I can how long I can hold that form,
which is probably why they call it hold, because once I have expended
that last hold, I revert back to my normal form. Gotcha. So
saying that you're saying a weasel and the stealth from one place or another or
avoid, how is it? How is it put in this of like avoiding
danger or defying danger. Defy danger. So defying danger isn't a hold necessary?
No, that's that's just like a game mechanics that you would one of
the options that you can pick during your turn. Right. So, but
if you were to be a hound and you're on your last hold and you
wind up using your scent tracker to specifically you know, track down somebody,
then you could say, after that was done, you revert back. Yeah,
right, yeah, And like I said that, that plays a lot
with you know, working with the DM to come up with the you know
what seems appropriate to the situation. Do you think that's extremely flexible in storytelling
and it really promotes that storytelling and that working with player to d M,
wherein like other other ttrbgs can be very gay master versus player. Uh,
this is shaping up to be very much like we're all telling the same story.
Let's all just make it cohesive and fun. And I think that's amazing.
Well, It's one of the things I like about Dungeon World is just
how fluid everything is. It's not you know, so rules rigid, like
you were saying, you know, it gives us a lot of wiggle room
as far as you know, how versatile we want to play our character and
that sort of thing without having to you know, go through you know,
three different rule books to see if I can do this one thing right,
yeah, or like what yeah, what specific narrow circumstances, it'll actually be
successful. Yeah, with these mechanics destroy up. Kevin would like to know
if maybe Niko or somebody could explain some of the action in this new mechanic.
When you guys can use uh and sometimes you'll have like an eight for
example, and then it's a discussion. It can be a pass or a
fail. It just kind of is a bit confusing. It does the is
the question confusing or look no, no, okay, all right. Rather
than like on a scale of one to twenty like D and D, Dungeon
World is set up on two D six, so you're gonna get generated a
number range of two to twelve plus you know your modifiers for whatever would apply
based on your abilities and some skills and whatnot. So it kind of it
kind of tightens up the pass fail range. And it's like if you get
somewhere in the middle, there's a number range I don't I don't call the
exact numbers, but it's like, yeah, you do it, but you
know, something else happens. If you roll higher than like a nine or
something, that's like, okay, you did really well. And if you
google do like six or below, it's like, okay, you didn't do
it. And then we also have like the KRIT success and KRIT fail at
at both ends of the spectrum also, so it's just rather than the one
to twenty, it's a two to twelve, If that helps you know clarify
that the middle numbers are all down to four groups basically one through three critical
veil three or four to six still fail but not as bad. Seven to
nine you managed to do it, but something else happens, and then ten
through twelve is, oh, yeah, you nailed it. Yeah. That's
that's where that discussion that you that you mentioned comes into play with that we
get to see speaking of like mechanics and abilities such. We got to see
kind of a new ability, or at least new new to us, the
spirit talking ability, which got quite a bit of use these episodes from urag
I was I was kind of curious of how this was going to come about,
But do you kind of kind of want to like explain the ability that
we're seeing because you're kind of talking to nnim objects like the spirit, Like
is it like Shinto? Like what are we dealing with? Well, it's
it's actually two different skills. The first part of that you start off with
as a druid. Uh it's and it's the that spirit talk So like plants
and animals, they all they all have a spirit that you can, you
know, understand, So that spirit talker ability lets me understand, you know,
and hear them. Once I leveled up you you can choose new moves
to add to your repertoire. And I took the upgraded version of spirit Talker,
which is a thing talker, which allows me to also extent, you
know, understand the spirits of stone and wood and that sort of thing.
And it also affects my shape shifting ability. To with that, we are
going to wrap up this portion of the gym Pop episode. Thank you so
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