Tag: D&D

Friday Night D&D – The Lost City of Zenefil

Friday Night D&D – The Lost City of Zenefil

Like normal, I’m stealing slightly from something that I’ve been watching. Into the Badlands. The world has “ended” after something happened and there’s this Badlands split up and ruled by barons in the show, but that’s not what I care about. What we’re caring about…

Friday Night D&D – Tower of the Gods Session 3

Friday Night D&D – Tower of the Gods Session 3

We were back at it again last night with the third session of Tower of the Gods. Previously, our “heroes” Barrai, Bokken, and Thrain had gone through the test of the Tower with Steve as their fourth, unfortunately, Steve didn’t make it. Upon exiting the…

Pillars of D&D (Part 4 – Exploration)

Pillars of D&D (Part 4 – Exploration)

About a week ago, I started on a series talking about the three pillars of Dungeons and Dragons, Combat, Social Encounters and Exploration. I’ve talked about the first two, Combat and Social Encounters already and we’re onto the Pillar of Exploration

Exploration might be considered the forgotten pillar of Dungeons and Dragons. While the first, Combat, really uses the character sheet and Social Encounters are all about the role play. Exploration is the one that is supposed to give you a sweeping sense of adventure which can be a harder thing to do. What makes exploration hard is that it relies a lot more on the dungeon master than either of the other two do. There’s give and take in combat as the players narrate their attacks, social encounters are back and forth as player characters interact with the non-player characters. Exploration can just be much more stagnant describing.

Image Source: Wizards of the Coast

So how do you spice up your exploration so it doesn’t just feel like a description of the mountains in New Zealand but actually feels like you’re watching Lord of the Rings?

I’ll get into a list coming up here, but I would say that the first thing is, don’t let it just be a few rolls of the dice for navigation or not getting lost in the wilderness. It’s easy to do a survival or nature check and have them navigate and narrate off of that, but that’s going to end up being a little bit of the dungeon master talking. Unless it matters during those times just let them get where they need to go. So how can you spice it up?

  1. Unique Locations
  2. Unique Challenges
  3. Story Driven Locations
  4. Explore Non-Nature Locations

1 – Unique Locations

When we think of Lord of the Rings, to go back to that example, places like Helms Deep are interesting to describe, same with the Mirkwood. Describing a generic fantasy setting or a forest or a mountain or some caves, those are fairly dull. Be creative with your locations, if it’s worth describing, it should have some interesting elements. Instead of being in a a forest, make it so that the undersides of the leaves give off a faint glow, so even though it might be night time, the forest floor is never dark. The mountains instead of being jagged peaks off in the distance capped with snow, the lower sections of the mountains are all cliffs, no winding paths leading up them so steep that not even mountain goats would be able to climb them. Or the cave, instead of being black with stalactites and stalagmites in it, the walls are smooth and appear to be polished, you can look into it and see your reflection and things that seem to be moving behind the surface. If you’re going to spend time describing it, make it something memorable.

2 – Unique Challenges

This one is one that I’m not great at yet. When I’m talking about unique challenges, I’m not talking about random encounters, now some of those could be part of the exploration piece, but in the examples above for the unique locations, how can you turn the fact the forest floor is never dark into a challenge? Well, how can the player characters fall asleep? Or to get to the tops of the mountains, you clearly have a some rolls for climbing the cliffs, and do the players even have what they need to do that? Or in the cave, what sort of rolls can the players do, arcana, nature, religion, animal handling, history, to figure out what is going on with the shapes moving behind the surface of the wall? Give them rolls and challenges that are related to the uniqueness of the location that they won’t have to worry about or overcome anywhere else, but they matter here. A great example of that is previous editions, not so much fifth, of the Mournland in Eberron. That was an area of land decimated by some cataclysm. There are living spells roaming that area and healing doesn’t work as effectively as it should. Those are two highly unique things to that area that can create all sorts of challenges, especially the healing one.

3 – Make It About The Story
Really, this could have been rule #1 every time, to make anything more interesting in the game, make it about the story. If the location that they are in isn’t important to the story, don’t spend that much time on it, unless it’s meant to be a challenge for them to get to the proper location for the story, and then the survival itself is part of their story and the story of the place they are going. But if they are wandering through the desert because they happened to take a wrong turn at Albuquerque, that won’t be that exciting exploration as they try and get unlost. Again, there are types of games that this works with, if it is very strong survival, counting everything, and that’s the point of the game and the type of game you want to play, then it is part of the story, but everything is about the exploration and survival. In a lot of games, though, that’s not the case, so when you’re going to spend time on exploration, make it about the story.

Image Source: Encounter Roleplay

4 – Explore Non-Natural Locations

The ruins of an ancient city that was thought long lost, that’s exploring. A mad wizards tower that no one has gone into and ever returned from because it’s so dangerous, that’s exploring. The dungeon under the a castle where there is allegedly great treasure, that is also exploring. All of these were made by someone, in Lord of the Rings, Fellowship of the Rings, they go through the Mines of Moria. There’s exploration in that as Gandalf tries to remember the way, and there are unique things about it, mainly a Balrog, but also just the drums in the deep, something that’s constantly there and very unique to the location. Yes, there was a cave location to it, but it was mainly dug out and turned into the city that it had been previously by dwarves, and that’s an easy one to steal and drop into your game. The advantage of Non-Natural locations is that nature tends to be big and sweeping, these locations are smaller, they can have a lot more challenges that can’t just be avoided by walking a mile to the west, and you can do a lot to make them very unique. The fact that it is more constricted also makes it easier to tell part of the story in it, because the players won’t have to search for the plot point or accidentally miss it.

So, what are some interesting ways that you can use exploration? Or I think better, what are some interesting locations that you can drop into your game to make for some interesting exploration no matter where you use them.

Swamps of Death

The swamps of death are aptly named because it’s easy to become turned around and lost in them. In fact, there seems to be no real path through them and with a strong stench and a constant haze, it can be quite disorienting. The biggest concern, though, is that if you step off of one of many crossing paths and into the muck itself, it has a glue like tendency that seems to grab you and hold you there. Unless you’re lucky, you’ll get sucked down and under and join the dead below.

An interesting thing for the DM to know but not for the players, is that the players will always have a swarm of crows around them during the day, up in the sky. And it should be fairly obvious as the crows will rest upon dead trees near the players. But the crows, at night, will always fly off towards the nearest edge of the swamp as to not sleep in the swamp. So if the players can manage to survive for several days, they’ll be able to use the crows to navigate out whatever side they want to leave from.

Cole Mines

Artmis Cole was the original owner of the mines. It was said that he was a shrewd business man. He would push everyone hard to get the most out of his mines and for his money. Two hundred years ago, however, there was a collapse in the mines and Cole and twenty of his miners were lost down there with the minerals. It was rumored that Cole had a map on him for another mine, possibly, that would be worth a fortune.

The wall of the mine glow faintly and the PC’s can feel a tingling on their skin when they enter the mine. The mine actually was for a raw material that can more easily be enchanted and turned into magical items, such as weapons, armor, lamps, whatever it might be. However, in the raw for it’s unstable and long exposure to it can be dangerous.

For this, I’d have the player have to figure out where the collapse was, probably fight some twisted versions of Kolbolds, something easy to get down to it, and then they’ll need to excavate to get to Cole. Cole should be dead, but I’d have down with him some twisted version of elves, it’s only been 200 years, but they’ve been exposed to their radiation for a long time and living off of lichen and bugs that can thrive, so something has changed about them.

House on the Hill

I’m stealing this straight from the board game Betrayal at House on the Hill. There is some malevolent spirit that has created a house of horrors that the players can go through and explore. As they explore, they don’t know what room will be next because others who have explored it, the layout is different, just like in the game the layout can change every time. That means that there might be rooms that no one has ever seen that the players will see, but there also might be rooms that someone has explored before and written about that the players would know about.

I think what would be interesting about this location is the blend of rooms that the players know what they need to do to get through it, the question is can they and rooms that the players don’t know what they are and can they figure them out. At some point in time, maybe with something like a bedroom, I’d create one that looks similar to one that they know about so they can assume it’s that, but there’ll be something slightly different that they might not notice and they could try and do the wrong thing in it.

This one, I’d say, would be a little bit more challenging to pull off, I’d personally lean towards writing up some brief notes on the rooms the players know about, a little description, what the challenge is and how to overcome it. Let the players be able to look through that and figure out what rooms they think they are in when you describe the room to them, don’t point them in a direction, that would give the players more of a sense of exploration and discovery.

Now, these are just some ways that I think that exploration could be more interestingly done in Dungeons and Dragons or ways to make it feel special like combat or social interactions often can. What are some memorable moments of exploration that you’ve had in your games?

Share questions, ideas for articles, or comments with us!

Email us at nerdologists@gmail.com
Message me directly on Twitter at @TheScando
Visit us on Facebook here.

Pillars of D&D (Part 3 Social Encounters)

Pillars of D&D (Part 3 Social Encounters)

Just a quick recap of what’s come before, there are three different pillars to Dungeons and Dragons, according to Dungeons and Dragons. Those are Combat, Social Encounters, and Exploration, you can find an overview of everything here. Then I went on to talk about what…

Friday Night D&D – Hell’s Run

Friday Night D&D – Hell’s Run

Like always, I’m borrowing from things when creating my idea for a D&D campaign, this time I’m looking at a couple of shows that I have enjoyed Helix and Nightflyers, both are about a group of people, set alone either in Antarctica or in space,…

Pillars of D&D (Part 2: Combat)

Pillars of D&D (Part 2: Combat)

Dungeons and Dragons is built upon three pillars, Combat, Social Encounters, and Exploration. Now, these pillars don’t always evenly share the load, nor should they. I talk some about why and what the basics of these pillars are in Part 1. But now I am diving into each of the three pillars starting with what’s often the biggest pillar, Combat.

Combat is often just looked at as swinging your sword, shooting an arrow, a spell or two and you beat the bad guy. It’s a chance to roll dice and use most of your character sheet that’s focused towards combat. And that’s certainly some of what you’ll be doing. It does give you a chance to show off your character and what everything on the sheet says that they can do. But when it’s just that, even though it’s the generally the pillar supporting the most weight, it can be a fairly uninteresting pillar, unless you’re just there to be the best fighter that you can be.

Image Source: D&D Beyond

Instead, combat should be part of the story, not a break from the story. Though, there may be times with random encounters that a combat doesn’t have a big story element to it, it should always be informing something going forward. Even a random encounter should be used to highlight how dangerous an area is, if there’s a chance of an encounter popping up. It should be a reminder to the players that the world isn’t safe, and while it might not progress the story, not getting in a long rest is going to stress out the players.

So, to build up Combat as a pillar you can do several things to keep it from just being the same thing over and over again, or from feeling like combat for combat’s sake.

  1. Make the Combat Encounter Important To The Story
  2. Use Alternate Combat Objectives
  3. Use Smart/Engaging Monsters
  4. Don’t Over Use Random Encounters

1 – Make The Combat Encounter Important To The Story
Already started talking about that a bit, but this is one of the biggest things that you can do to make combat interesting. I ran a one-shot recently where the players had to fight a group of bandits. Now, that wasn’t all that interesting in and of itself, they were just level 1 characters, the bandits didn’t put them in that much danger. However, they found, in the merchants wagon that had been stolen, some interesting documents. Combat was simple, but the documents are now something to lead them further into a story if we decide to continue that game. It’s nothing massive in terms of changing up the combat, but it makes the combat feel like there was a reason for it greater than just killing the bandits. And that bandit fight, since there was a new player to D&D, was mainly to give them a bit of all three pillars not because it was going to be super exciting, but because it was a combat. Only because there was a payoff at the end did it make it all that interesting.

2 – Use Alternate Combat Objectives
This one is one of the biggest, possibly as big as it being important to the story, things that you can do to improve your combat pillar. Not all combat has to be about killing everything. And most of the time you don’t want to kill everyone is because of some story reason. An example of this that you see in Video Games as well as RPG’s is the escort mission. Technically your goal is to get Ms. X from point A to point B without her dying. Now, you can do that by killing everyone you encounter, or you can do that by sneaking herself and your self around. That’s easier to avoid most of the combat in an RPG that way, but you still may have to fight to create a path for Ms. X to get through to complete the mission. Or it could be that someone might escape with something you want if you don’t get through their goons in a certain number of rounds. Or you may need to kill the High Priestess in a certain number of rounds before she can complete the ritual and summon a monster, end the world, whatever it might be. While the players are still using their combat skills throughout, it is going to feel like it’s different than just a hack and slash until everyone is dead.

Image Source: Wizards of the Coast

3 – Use Smart/Engaging Monsters
You can always just do combat as mob of goblins attacking and then mob of bandits rushing in and attacking, and then mob of hobgoblins and so on as the players go up in levels, but that’s going to cause the combats to feel similar. It is kind of a blank canvas fight where you have two sides meeting in an arena or an open field, rushing at each other, fighting, and then one side wins when the other is dead. But goblins, bandits, and hobgoblins should all be smarter than that. In fact, even animals will often attack more intelligently than that. If they are facing off against an Owlbear and it takes down one of the PC’s (player characters), that Owlbear is probably going to try and take that body somewhere safe so it can eat it, not attack the players. So allow the monsters to do smart and interesting things, like run away. Now, maybe the players will shoot the fleeing goblins in the back and none will make it away, but what happens in your story if the goblin escapes? Do they come back with more goblins, do they try and set a trap after a straight forward assault doesn’t work, do they move on somewhere else and now the players are responsible for goblin infestation somewhere else? You can do a lot of interesting things, not just in combat, but after combat with smart combatants. Even in combat, the PC’s are in a bar fight, have whom ever they are fighting hide behind tables after flipping them over, swing from the chandelier (there’s always a chandelier), take a drink in the middle of combat or spit alcohol into a PC’s face. Basically no intelligent combatant is going to just rush straight in to their demise, so don’t run them like that, make the players have to get creative in their combat to beat them.

4 – Don’t Over Use Random Encounters
I already talked about this some, but random encounters generally have more of that animal stalking you while you sleep, rushes in for a kill, and then gets slaughtered, or dragon shows up randomly now PC’s need to run away or turn into ash. However, there are reasons to use them, and that’s because you want to show off what the players might be coming up against on the mission that they’re on currently. Or that the players might need to run or be worried about going through a certain area. I, in the Dungeons and Flagons campaign, used a few giant random encounters, they were meant less as combat but to show the players that they were taking a very dangerous route, shorter but more dangerous, to get to where they wanted to go. But if you’re making the players set-up traps, guards, and anything else they can do to protect themselves each night and it’s more about survival of the night than progressing the story, that might be too many random encounters, unless they are very meaningful.

So, I said I was going to give some examples to steal. Things you can do in your campaign, or interesting combats that you can possibly work in. And I’ll admit it, combat isn’t my specialty so these are going to be a little bit vague. That’s also so you can adapt it to your own game as well.

Combat Encounter 1 – Death of a Salesman

Set-up: The shop owner the players always go to has had something important stolen from his shop, in fact something that was very important to an important client that they’d ordered in especially for that client, the PC’s need to get it back. If not the client will have the shop owner killed.

Combat:
I’d set this in a thieve’s guild or some sort of organized crime set-up, give the players a house to explore and kill the bad guys in the rooms. But since the shop owners life is on the line, they can’t just kick the door down. This is a sneak from room to room and kill as quickly and quietly as possible so that the MacGuffin isn’t moved somewhere else.

This is a chance to do a longer combat where the players never really drop out of combat because it’s such a contained space. They might never be fighting more than two or three thieves or guards or whomever at the same time, but it would ratchet up the stress. Also, with there being a MacGuffin for them to get at the end, there is also an alternate objective. And they are fighting on the mob or thieve’s guild’s home turf, so their combatants would be smart in what they do.

Outcome: Either they get the MacGuffin or they don’t and the shop owner dies or is seriously injured. I’d also use this moment to let them find, no matter what, some information that helps them on their main quest.

Image Source: D&D Beyond

Combat Encounter 2 – The Witches Circle

Set-up: There is a coven of witches (hags) who the players need to deal with, mainly because they’ve kidnapped someone for a sacrifice or an animal. This works well for a one shot, stop this thing or something bad happens.

Combat:
I’m throwing undead in here, I think that the witches have raised zombies or skeletons and the players need to fight through those to get to the circle of witches to stop the spell that they are trying to cast.

The witches themselves are in a circle, and killing a witch just makes the circle smaller and the spell have less of a chance of going off. But the main goal for the players is to stop the spell and rescue the person, let’s say not animal in this situation. So the players are going to need to fight through the undead, kill some witches, and all of this should be timed. Give them a certain number of rounds, and after that the spell happens.

Outcome: Either the players save the person, or if they don’t and they haven’t killed any witches, the spell goes off without a hitch. But for each witch from the circle that they’ve killed, say there are ten to start, there is a chance, and an increasing chance that the spell doesn’t go off. So I’d set the target number as rolling at or under a 20 to start, every witch that’s killed, subtract 2, and if all are killed, that means you’d be rolling to get under a zero, but if there are five of the ten left, that means if the witches roll over a 10, the spell fails, though the person still dies.

Combat Encounter 3 – The Beasts

Set-up: Players are out exploring on their way to some mission and they start to notice a presence stalking them. But not just one presence and not just once, several over several times.

Combat: This is an animal ambush, I’m thinking use something like Dire Wolves if that’s an appropriate level for your PC’s, and make them a little bit smarter. Have the wolves run in and out of the shadows and of the woods biting at players, make it so that most of the players clear shots at the wolves are going to be reaction attacks, so pretty mundane attacks. And have the Dire Wolves, beasts, focus on the smallest character first. Not the weakest, it might be that you have a gnome fighter so they can handle it better, but whatever looks like the smallest prey to the beasts, once the beasts have taken their prey down, the smallest prey, they’re going to try and leave with it.

Outcome: Players defeat the beasts who are clearly hungry or the players lose one PC to the wolves.

You can see how in none of these are the players just fighting for the life of their party. Yes, in the first encounter, they might very well all die, but that’s not the only losing condition. For both the Death of a Salesman and Witches Circle, the bad outcome isn’t death of the player characters, it’s death of someone else. In the last one, it’s about losing one player character. So even though they’ll be fighting, we have all sorts of different styles of whom their fighting, the end goal of the fights, and how they should go about fighting.

And that’s what good combat can really be in a game, instead of just hacking and slashing. Now, I don’t think that hacking and slashing is always a bad idea, but it can be lacking and it more so can get old. So be creative as the DM and create interesting combat encounters for the story that aren’t always just about killing everything.

What are some of the best combat encounters you’ve taken part in, either as a player or a DM?

Share questions, ideas for articles, or comments with us!

Email us at nerdologists@gmail.com
Message me directly on Twitter at @TheScando
Visit us on Facebook here.

The Pillars of D&D – Part 1

The Pillars of D&D – Part 1

When going through the Dungeon Masters Guide (DMG) you’ll find that they talk about three pillars of D&D. The idea is that you’re going to want to try and get all of the pillars into a game that you’re running, though fairly often the balance…

Friday Night D&D – Tower of the Gods (Part 2)

Friday Night D&D – Tower of the Gods (Part 2)

Two weeks ago, I ran my first session in the Tower of the God’s campaign. We got back to it again this past Thursday where our main character, Barrai, Thrain, and Bokken have completed the trial of the tower. For more information on that part…

Friday Night D&D – The Troubles

Friday Night D&D – The Troubles

So, if you read yesterday’s article on Haven, you’ll know what this one is about, a little bit. Also, if you thought that looked interesting, I’d definitely recommend not fully reading through this article because there might be some spoilers for the show as a whole, in fact I’d stop about right, here. Or at the latest, here.

Alright, now that everyone reading this doesn’t care about being spoiled, let’s hop into the game. So the troubles, if you didn’t read the article about the TV show Haven from yesterday, are basically issues that manifest in people, it can be touching someone or something and they explode, it can be that you don’t feel anything, which works fine for a Barbarian fights through pain, instead there is just no pain. But it’s bigger than that, every 27 years these troubles are activated and someone, in fact, probably our crack team of heroes or one of them anyways, is sent in to save the town and restart the 27 year cycle.

Image Source: SyFy

Now, you give a player free will with their character and they are going to see the end of the 27 year cycle coming, and a lot of players are going to want to try and stop it completely instead of just stopping the cycle. In the show, Audrey Parker is the key to getting the troubles to stop and then restarting the 27 year cycle. But in the show she falls in love with Nathan Wuornos, a detective in the town, and he wants her to stay and they want to solve the troubles for good. Now, I doubt that the players are going to have characters fall in love, but who knows, they might. But even if they don’t, most of the time, unless a player has completed their character arc and feels like they have nothing more to do with that character, they’re going to be attached to the character and want to keep them alive, so hence, they need to figure out a way to stop the troubles, but also not have to restart the cycle.

Probably more to explain at this point, the troubles are stopped when Audrey, in the show, or the chosen character, goes basically into a stasis for 27 years only to come back out when the time is up and the troubles are coming back. And for elves, that’s not that long, for dwarves, they have a few lifetimes of going through the cycles, but for humans, you get maybe two of these cycles in the prime of your life, so that’s why the love angle worked well for the show (granted the show isn’t elves and dwarves fantasy either). And when I say stasis, I mean trapped basically in limbo, a space between dimensions and worlds.

So we have a lot of the set-up, how would you pull something off like this?

I think there are a handful of interesting things you can do. First, I think that this is a good chance to have a larger group game. If you have one consistent person, the “Audrey” character who can make it to most if not all sessions, you can have a rotating cast of PC’s supporting them. Have them deal with an trouble per session, and by deal, I don’t mean kill the troubled person, that generally causes more troubles to manifest and troubles are in a bloodline, so the next generation would have the troubles show up. I mean, there can be conflict and there should be conflict, probably with a group who is hunting down the troubles, so almost a rival group with pretty unlimited minions and an almost untouchable boss that the players can fight. But since it’s a one and done with the stopping the troubles for good and not having “Audrey” disappear as the main over arcing story, that means it works well for having people drop in and out without missing that much.

Next, the troubles themselves, in the show “Audrey” is immune to all the old troubles, which is probably a good thing, because they can be nasty. But other people aren’t, and I think that’s where you can have some fun. “Audrey” might be immune to getting blown up if she’s touched by someone with that trouble, but the rest of the party isn’t, so how can you deal with that, plus “Audrey” can still die to a sword through the chest or any other natural means. And there’s someone who draws pictures and if something happens to the picture, like a branch on a tree is pushed, it’d push that branch in real life and break it off, so you can knock someone out that way, such as “Audrey” even though it was caused by a trouble, or explode the house around “Audrey” dealing her shrapnel damage, even though “Audrey” can’t be exploded herself.

Also, give the other PC’s troubles. In the show, Nathan, who is Audrey’s closest friend in Haven and who she ends up falling in love with can’t feel pain or touch, so he gets his hand broken, he can’t feel it, he gets shot, he can’t feel it, his hand is touching something dangerously hot or cold, he can’t feel it. Give the PC’s troubles like that. Give them the ability to heat something up to a scalding temp or free something small instantly, give them something that’s powerful but not too powerful. Don’t give your PC the ability to explode someone, they would just immediately take the town hostage.

Finally, keep this localized. Keep it in a single town that is off on it’s own away from everything else. Make it harder to get to, hard to run away from, in fact, you could use the mists like those that surround Castle Ravenloft and Barovia in D&D already where you can’t get through them, you walk in and then you just walk back out into the same town. But even if you don’t force it through magic to be localized, keep the troubles and the stories close to that town. The reason for that in the show is that the troubled would be killed or experimented on if their troubles manifested outside of Haven, so Haven is a safe haven for the troubled, make that the case for your town as well. The secondary reason for that is that if you start and end in town almost every session, you can have players drop in and out.

So end game for this, it’s about stopping the troubles once and for all. This stasis should have a physical manifestation that they can destroy. But that shouldn’t end the troubles, give them a false end, instead, for a final epic arc, give them a chance to go and find that untouchable being that wants to kill off all the troubled, give that being a way to actually end the troubles, and maybe even have them live in limbo and have the town be their experiment, again stealing some of this from the show. Use that to end it, but give them a timeline because once “Audrey” isn’t in stasis at the right time, things need to go from back to worse for our heroes and the town, and the world, probably.

So, would you play in a game like this? I think that I would run something like this, but I think that it might be harder to pull off than some games. There are definitely some trickier things, such as the players just running away from the town to stop having to deal with all of the issues that crop up. I think a session 0 where players really work together and develop the town with you, or at least plenty of people they care about in the town, you’d be able to get them to want to stay.

Share questions, ideas for articles, or comments with us!

Email us at nerdologists@gmail.com
Message me directly on Twitter at @TheScando
Visit us on Facebook here.

Friday Night D&D – Tower of the Gods (Part 1)

Friday Night D&D – Tower of the Gods (Part 1)

So, I got back into running some Dungeons and Dragons last night on Zoom. Three/four player game that I’ve named Tower of the Gods. I think I previously did a Friday Night D&D explaining the concept, but I’m going to do that here again and…