Character Driven | Nerdologists https://nerdologists.com Where to jump in on board games, anime, books, and movies as a Nerd Wed, 17 Sep 2025 15:52:46 +0000 en-US hourly 1 https://wordpress.org/?v=7.1.3 https://nerdologists.com/wp-content/uploads/2015/10/nerdologists-favicon.png Character Driven | Nerdologists https://nerdologists.com 32 32 To Be Hero X – Super Powered FOMO https://nerdologists.com/2025/09/to-be-hero-x-super-powered-fomo/ https://nerdologists.com/2025/09/to-be-hero-x-super-powered-fomo/#respond Wed, 17 Sep 2025 15:47:47 +0000 https://nerdologists.com/?p=9815 What if superheroes got their powers from how much people trusted them? To Be Hero X explodes into the anime world with that idea.

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A new anime just wrapped up it’s first season, To Be Hero X. Technically To Be Hero X comes from both Japan and China, but I’ll just be calling it an anime. To Be Hero X isn’t a show that I have heard a lot of talk about. But with a super powered premise to it, it is a show I new I wanted to checkout. Plus with unique animation styles, that caught my eye. But is it a good show, let’s dive into it and judge that. Plus give you a bit of an idea of the plot.

What Is To Be Hero X About?

Imagine a world of superheroes. We can do that, we know Marvel and DC comic worlds. But instead of these heroes just having powers their powers are stronger the more people love them. That is the world of To Be Hero X. And Hero X is the hero who is most loved.

The show is all about those heroes and the ones who are in the top 10. They all want to be Hero X or at least will be taking place in the tournament to see who will become the new top ranked hero. The show is all about their stories and how they got there.

And I won’t go into more detail than that.

Who is To Be Hero X For?

Firstly, I do want to comment on fan service in this, because that will determine some of it is for you or not. But really, I like to do that all the time because people’s tolerance levels are different. There is very little fan service in this show, and it is never dwelt upon if it happens.

I think that this show is for people who are up for some fun animation. But there is more to the show than that, this is a show that is for people who want that slower build into characters and to delve into them at a deeper level. Is it heavy with plot, there is a lot of story throughout that connects to the whole, but it is also very focused on the characters.

What Didn’t Work For Me?

It is a bit jarring the first time you finish up the story with one character. Mainly because you get to like the character and then you move on to the next one. This is not a bad thing, but it is somethin to be aware of when going into the show.

It is also a bit tricky to keep track of the timelines and when it falls into line with certain characters. Generally you can make sense of it, but they reference events that might be occurring at a different point in other characters stories. And they do a solid job of giving you dates for things, but that is still a lot to remember.

What Worked For Me?

The animation on this show is amazing. And it should be, there are a ton of different studios working on this anime. And it shows in the different stories how there is different animation that is used. They are done to tell different and unique story beats and character stories. And there are some bonkers fight and chase scenes that use animation really well.

I also like the stories. Not all of them resonate with me quite as well, but how they intersect is really interesting. And the vast majority of the character stories are ones that I really enjoyed and I could connect with the characters. Each of them is unique as well and deals with some interesting things that unfold the larger story.

And without going into spoilers, I think the overall plot is interesting. This idea that the more people love you, the better hero you are is really interesting. And it has some very questionable implications to it as well that they dive into in the show. And where it ends, I think that is interesting and it makes me ready for a season two. I think there is a lot more world building that can be done around the main plot. But I suspect season 2 is going to focus a lot on the tournament.

Final Thoughts on To Be Hero X

This show definitely caught my interest throughout the whole show. I think the animation drew me in, but the plot and the characters really kept me there. It takes a bit to figure out everything that is going on in To Be Hero X. And I would say, there are elements that make me want to rewatch it right now to pick-up on some of the bigger story implications that I might have missed. To me, that is the sign of a good anime to watch because it kept me engaged and keeps me wanting more.

If it was one consistent animation style would it be as good? I think it would be. This is not an anime with style over substance but with the lead of BeDream making this and the animation partners, it rocks. And that is something else I didn’t mention but I feel like I always want to listen to the music both the opening and ending credits, but also the music in the show. The amount of time and effort that went into this show is very impressive and makes for a great show visually and story wise.

To Be Hero X is one of my top new anime this year. And you know from the last anime round-up that I have watched a ton of anime this year. So it is sitting pretty as a favorite.

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Dungeon Master Tools – Exploration https://nerdologists.com/2025/04/dungeon-master-tools-exploration/ https://nerdologists.com/2025/04/dungeon-master-tools-exploration/#comments Thu, 03 Apr 2025 15:05:33 +0000 https://nerdologists.com/?p=9516 What can you learn from Lord of the Rings to make interesting exploration as a Dungeon Master? It's one of my tools for good exploration.

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One of the three pillars of Dungeons and Dragons, and a number of different RPG’s is this idea of exploration. However, when it comes to being a Dungeon Master, exploration is often the hardest of them to make interesting. While combat and NPC interactions can rely some of the players as well for their input, the Dungeon Master is way more in charge of exploration, in my opinion. So how do you make exploration something that is interesting in the game?

Dungeon Master Tools – Exploration

Firstly, let’s talk about why exploration is difficult or often overlooked in a campaign by the Dungeon Master and the players. Exploration is often this idea of travel of getting from here to there. We think about Lord of the Rings, as an example. There is a lot of “exploration” going through Mordor, the part with Tom Bombadil that everyone loves so much. But with that, often times just walking isn’t going to be all that interesting, and we see that in Lord of the Rings as well.

So when the party of players leaves the town, what do they do? They start walking. And it might take some time to get somewhere. If the Dungeon Master is doing a good job it won’t be too long of a walk, but Tolkien made it a very long walk. And things happen along that walk. But I think that exploration is more than that.

Exploring on the Walk

But I think it’s important to talk about exploring along the walk. We see exploration happen along the walk in Lord of the Rings. Some of it pays off in interesting ways for the characters, and other parts, well, not so much. And I think a Dungeon Master can learn from this.

Example from Lord of the Rings

Let’s, for this example, say that all the players are the four hobbits in Lord of the Rings. When their NPC mentor seemingly dies fighting a giant monster they can’t defeat, that’s an interesting element along the way. Of course by this I mean Gandalf the Grey fighting the Balrog. But there are other elements, like the side quest to Tom Bombadil that don’t make that much sense.

So the point of the example is make it matter to the story. I want to go back and talk about story arcs again. Not to beat a dead horse, but story arc planning can help make the exploration more interesting. Why, because, that is the chance to start dropping breadcrumbs for arcs to come. In Lord of the Rings how much more epic is it when Gandalf returns as Gandalf the White?

Example with Story Arcs

Here’s our story planned out:

  • Find treasure
  • Fight Mid-level boss
  • Learn about Big Bad
  • Search for way to stop Big Bad
  • Get information from wizard
  • Find artifact
  • Confront big bad

Let’s say we are on that first arc of finding the treasure. Before we head out of town the group is confronted by a gang of street toughs. They all have a crimson band tied around one arm as a notable feature that you call out as the Dungeon Master. When you finish up that arc, because it’s part of the walking out of town, you go onto that mid-level boss. And sure enough the boss’s henchmen have a band tied around their arm that is crimson.

So what did I do there? I tossed in seemingly a random encounter, gave it one piece of flare, an arm band, and paid that off later. Will the players remember it, possibly. But let’s also say the players maybe don’t kill all the street toughs because some run away, those street toughs will remember the players for sure.

Rakshasa
Image Source: Wizards of the Coast

Exploring in Other Ways

So we talked about that journey exploration, but sometimes exploration isn’t so much that traveling. Sometimes you might want to focus on exploration being a dungeon or something like that. If there is an old lost ruin of a dungeon, no one might know what is in there. And the NPC’s probably don’t have a good map of it. So this is another way to add in exploration in a more meaningful plot or character driven way.

Example from Lord of the Rings

So is there an example again from Lord of the Rings? There certainly is. The Mines of Moria are a pretty standard dungeon. While it does offer some of the bigger arc stuff like I talked about with Gandalf, there is another story that is progressed through this exploration. And that is of Gimli finding out what happened to the other dwarves. It’s a good character developing arc for a specific character.

Example with Story Arcs

So let’s keep this story going that we’re doing. The players are out of town after fighting those street toughs. They maybe need to deal with some more wildlife along their way, but they reach the crypt where the treasure it hidden away. You know, the one where they are going to need to fight the undead. Read up on that here with combat.

We know from talking about story arcs and planning sessions that the players know a little bit about this place. But the information they got was from a drunk who ran away from this place. So it isn’t likely that the person knows everything for the players to know. That is when you start to explore with the players and they explore this tomb/crypts to get down to that last hidden crypt. And that leads us to our next thing, creating a dungeon.

Creating a Location

So, I say it’s about creating a dungeon. It doesn’t need to be that, it can be any sort of explorable location. If the players need to find something in a woods, that is an explorable location. But it is called Dungeons and Dragons for one RPG, so I do think of Dungeons.

What do you do as a Dungeon Master to prep a location? I think there are a few ways that you could try and make this work. Let’s start with the easiest way, you can use an existing tool. This is one dungeon generator that I have found that I think is nice – https://donjon.bin.sh/d20/dungeon/. And even if you don’t use the dungeon that is generated, I think it’s nice to look at to help shape up some ideas of how it can work.

The other way is to sketch out a dungeon. You don’t need to plan everything out, but if you want to create a dungeon, I think jotting down a few things can be useful. Firstly, draw out some shape of the dungeon. That is where the generator actually can help too, even if you don’t want to use everything they put in there, you have a specific monster(s) you want to use, for example, it can give you a shape.

Then jot down some notes about the dungeon. Are there traps, and what type of traps are they? Are there wondering monsters or specific monsters that could be in a room in rooms? And what types of monsters do you want to use. You don’t need to plan each combat, but you can create a list to make it feel a bit more living.

Example Dungeon Creation

Firstly, I whip up a map from the Don Jon site. I want to use a map of some sort. That is just my template for my dungeon. Or I draw up a map. Mainly I want to create as many rooms as I want and I want to know how it maps out. The reason for knowing that is I want to create some dead ends and other things to mess with the players.

Traps

Next I want to put in some traps. But I don’t need to put them into specific rooms. For our example of this undead crypt, I know I want the last door to be trapped, it’s the final room it makes sense, so I put a trap there. Otherwise I put one in the first few rooms, so the players know to look for it, and then I roll to see if there is a trap or not and what type of trap. In this case, I want a spike trap and a poison trap, so I grab stats for them and create a little table.

Monsters

Then I think about what monsters do I want? If you know what you want it makes it easy. But much like the traps, create a table to roll for monsters in rooms or not and what type of monsters. In this case I want a couple of ghosts, including one I place in specific side room who isn’t actually evil, but just wants to go to rest and the players can help with that. And then some different combats of varying difficulty. And I roll when players enter rooms and then roll for bad guys.

Items

Finally there are items. A good dungeon should have some things in there as well. And you need to decide how much you want the players to find or how little. Since this is really early game, I want it to be a little. What I think makes sense is that some of the tombs will have bodies with jewelry on them, so the players can get a few cheaper pieces of jewelry to sell and then buy other items with. Plus there is going to be the item somewhere that the friendly ghost wants, and I’d place that specifically. And last the item at the end that the players already know about.

Always For the Plot or Characters

Final thing is that exploration is always for the plot or characters. I think that random encounters can be okay, but it needs to make sense. A random encounter is generally not for the plot or the characters. It’s for some combat in a game, and generally it’s the type of combat where it’s just kill everything that attacked, which isn’t that interesting. But they can be used to set the tone of the world, how dangerous it is, and then you drop them.

There can be reasons to use random encounters, but generally your exploration and combat in exploration should be for the plot. Even the locations you encounter should be for the plot. It’s great to find a random ancient ruin, maybe there is some treasure there, but does it serve anything? If the answer is no, why did you stop there? Make it serve either the plot, or for those random side quest locations, make them serve the players backstory.

Final Thoughts

Exploration is more than just random encounters as you get from place A to B. If that is what you want to use for exploration, than skip this pillar as it won’t be that fun or exciting for anyone. Instead montage through it and get to the locations that matter. Sleeping out in the woods and a few rolls where nothing happens as players keep watch, not that exciting.

And, as a Dungeon Master, when you do exploration and flesh out the world, I want to reiterate my last point, make it matter to the plot or to the characters. Even if it’s a new NPC and the players help them, make it meaningful. It doesn’t need to be a major thing, but one final example, our crimson arm band street toughs, maybe they messed with a shop keeper so the players help that shop keeper get something to keep the business going. Yes it’s not directly tied to the main plot, but it uses characters who matter to story arcs, so keep it simple and keep it tied in.

Down to two more Dungeon Master Tools topics:

  • NPCs/Social Interactions
  • Meta Game and Players at the Table

And let me know if there are other things to cover as well that you want to know more about, or help with. I think that there are a ton of different things that new Dungeon Masters are curious about or that feel intimidating. So I hope that I can help make them clearer and simpler for you.

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