The Last Tapestry is a tech-noir, Eberron-inspired actual play D&D podcast. DM Dan Locke and I discuss "monster monsters" and the definition of villainy.
Making a Monster: GM Edition asks actual play podcasters how they use the monsters in their games. Read the transcript and get more from the show: https://scintilla.studio/monster-the-last-tapestry/
Get stat blocks, bonus content, and other monstrous perks: www.patreon.com/scintillastudio
Join the conversation: www.twitter.com/SparkOtter
Meet my guest Dan Locke from the Last Tapestry: https://www.thelasttapestry.com/
Music by Nihilore
http://www.nihilore.com/license
3, 2, 1.
Dan Locke:Hi, I'm Dan.
Dan Locke:He, she, they, and I'm the DM of The Last Tapestry.
Dan Locke:So the setting of the last tapestry is the it's the northern
Dan Locke:hemisphere of the world of Everwynn.
Dan Locke:In terms of what makes it unique from other actual plays it's set in the
Dan Locke:1920s, like a 1920s adjacent era.
Dan Locke:It is kind of tech noir.
Dan Locke:There is obviously magic here, a lot of magic that is integrated in with the
Dan Locke:city and with how everything functions.
Dan Locke:I think another thing that maybe makes us unique is we do an
Dan Locke:awful lot with time mechanics.
Dan Locke:So it's like, I, then I don't know how much is spoilers.
Dan Locke:But I mean, basically not, not much as, at some point we do end up in a,
Dan Locke:in a "Majora's Mask -esque" three-day to two-day cycle where we like are
Dan Locke:trying again and again to save the city and we have to do different dungeons
Dan Locke:and find new things out every time in order to figure out, what we can do to
Dan Locke:save the city what's happening to the city, and also if what is happening to
Dan Locke:the city, It was really all that bad.
Dan Locke:You know, it just kinda, it's kind of a thing where there's like a,
Dan Locke:there's a, there's a multitude of, of quote unquote antagonist.
Dan Locke:Well, I guess they're all antagonists, but quote unquote villains who they
Dan Locke:they interact with and and they talk to, and, and um slowly start finding
Dan Locke:out more about, and some of them are just straight to the core bad.
Dan Locke:And, and with me, honestly, it's a little predictable, it's usually the capitalists.
Dan Locke:It's just that you're like, how can you spot the actual bad guy in a Dan game?
Dan Locke:It's the capital- it's, that's the one.
Dan Locke:But but yeah, so every other antagonist is just usually, you know, we've got
Dan Locke:people who are a part of the, uh, the Red Hand is what they call them.
Dan Locke:And they work for the hold on.
Dan Locke:I always mix this up, the Darkness that Dreams.
Dan Locke:And I kind of have like, uh, I kind of have like a process to how I talk
Dan Locke:about all this, but, uh, I did take a lot of inspiration from Eberron, from
Dan Locke:the Eberron setting in particular.
Dan Locke:And sometimes people who know about Eberron will be like, oh, this is Eberron.
Dan Locke:And then I'm like, "Kind of."
Dan Locke:And I'm always ready.
Dan Locke:I'm ready for someone to just like, come out of nowhere and throw the
Dan Locke:book at me because I've truly, I truly changed so much of it.
Dan Locke:So much of it would not make sense to someone who is very familiar
Dan Locke:with Eberron because I, I, I took it and I basically chewed it up.
Dan Locke:I took Kass the Bloody Handed and I made him a himbo.
Dan Locke:Like I just kind of, I took these things and I was like, this is a cool idea.
Dan Locke:And then I completely destroyed it and made it something else.
Lucas:Sure.
Lucas:What's like one or two things that someone familiar with Eberron would
Lucas:recognize but in a different place?
Dan Locke:Right.
Dan Locke:I think the biggest thing is the Khyber and the Darkness that
Dan Locke:Dreams and the Dreaming Dark.
Dan Locke:I've basically collapsed those all into something we call the Dream
Dan Locke:Hell, which is basically hell.
Dan Locke:And I have made, you know, there are like the, the Nine Lords of the Dream Hell
Dan Locke:and those are the, the Lords of the Nine.
Dan Locke:That's several at once, but those are a lot of things where people
Dan Locke:are just going to be like, hold on.
Dan Locke:Khyber is where that dragon sleeps or whatever, right?
Dan Locke:Or like, uh, the Darkness that Dreams is actually this thing from Dal Quor
Dan Locke:or whatever, like that's not - "The Darkness that Dreams isn't Asmodeus!"
Dan Locke:And it's just like, -well, I'm sorry.
Dan Locke:It is.
Dan Locke:All of that is true here.
Lucas:Tell me how you got started playing Dungeons and Dragons and
Lucas:how it led to you having a podcast.
Dan Locke:oh my I guess I started, I think in 2017 and the whole reason I
Dan Locke:started was - it's a very typical answer - was because of the Adventure Zone.
Dan Locke:I mean, I'd always wanted to play and, uh, I didn't realize it
Dan Locke:could be so multifaceted as that.
Dan Locke:I didn't realize that it could be so different as the way, you
Dan Locke:know, like Griffin was telling it.
Dan Locke:I thought it had to be just like, you know, if I was, if I was a
Dan Locke:half orc, I couldn't be a pop star bard or anything, you know?
Dan Locke:Cause that's what my first character was I really wanted her to be, I was like, oh
Dan Locke:my first half orc to be a, a, a pop star.
Dan Locke:And then I kept being told is just like, oh, well you still got to take the
Dan Locke:doc for intelligence and you've got to do all this and you have to have your
Dan Locke:proficiency in intimidation and whatever.
Dan Locke:And I was like, well, that stinks.
Dan Locke:But so.
Lucas:this sounds like, pardon me for breaking in this sounds like
Lucas:older edition rules, and you said you'd always wanted to play, like
Lucas:when did you first hear about it?
Dan Locke:Oh, beans.
Dan Locke:I think I first heard about, I think I first heard about D&D in,
Dan Locke:in college and I first started playing with a friend who was doing,
Dan Locke:he said, what is they call it OSR?
Dan Locke:Uh, the, the, like the old rule set.
Dan Locke:Yeah.
Dan Locke:Going straight by the books, like, you know, the drow are evil,
Dan Locke:orcs are evil, all that stuff.
Dan Locke:And that was my first introduction to D and D.
Dan Locke:And, and then as we kind of started playing it with other DMs and
Dan Locke:things got more different and more creative, you know, like we played
Dan Locke:on trains and things like that.
Dan Locke:I was like, oh, this can be so much, so much different.
Dan Locke:This can be like Adventure Zone.
Dan Locke:This can actually be fun.
Dan Locke:So like that's, that's kind of where I really started getting into it.
Dan Locke:And then I was just like, okay, you know, I think I want to try my
Dan Locke:own hand at running one of these.
Dan Locke:And that's whenever I formally started learning new systems and
Dan Locke:running games and things like that.
Lucas:When did you turn it into a podcast?
Dan Locke:Oh boy.
Dan Locke:Okay.
Dan Locke:So we we actually had a podcast before this we, it was called slice and dice.
Dan Locke:I did not DM that one.
Dan Locke:We had one before that didn't work out.
Dan Locke:And so we like, you know, basically we took a year off and kinda just,
Dan Locke:you know, vibed about it for a while.
Dan Locke:And then, and then I decided that I wanted to do one myself.
Dan Locke:Like I wanted to tell a story for my friends, because I
Dan Locke:do at home all the time.
Dan Locke:Like I will spend hours and hours writing, you know, I think I ran a session this
Dan Locke:weekend that had like 13 pages of notes.
Dan Locke:So I was like,
Lucas:Oh man.
Lucas:You're one of those.
Dan Locke:I am unfortunately one of those.
Dan Locke:Yes.
Dan Locke:Um, but, yeah, I, I decided I wanted to play for an audience to let everyone
Dan Locke:see, because I really love the way my friends interact with my worlds and such
Dan Locke:and I, and I love to hear them play.
Dan Locke:And I was just like, well, I want everyone to hear, you know, the way
Dan Locke:that these people are interacting with, uh, with a story and whatnot.
Dan Locke:So that's what I decided to do.
Lucas:So you had a cast ready, Right from the right, from the
Lucas:conception of your podcast.
Dan Locke:Right from the get-go.
Lucas:What was it about those people that made them perfect
Lucas:for what you wanted to do?
Dan Locke:Uh I'll focus in on my two star players Atticus and Bianca.
Dan Locke:Atticus gets really into his characters, but he does so in like a quiet way
Dan Locke:in which he will like write whole documents about them and think about
Dan Locke:them and draw them and such, you know?
Dan Locke:And and so I really, really love like the way that he interacts with the world,
Dan Locke:because he will he will get attached to an NPC and through that, that NPC
Dan Locke:will become more developed and that story will become more developed and
Dan Locke:the world will become more developed because he will contribute some to it.
Dan Locke:And, uh, and Bianca does that as well.
Dan Locke:Bianca is incredibly thoughtful, very creative and has an
Dan Locke:amazing energy at the table.
Dan Locke:She just.
Dan Locke:She goes for it.
Dan Locke:She will go for, you know, whatever her character is is going to do.
Dan Locke:And another thing she's great at is just kind of like a cohesiveness at the table.
Dan Locke:Like she's just very fun to share a table with because she will do everything she
Dan Locke:can to not only make, you know, make a reason why her character is there, but
Dan Locke:why her character is a part of the group.
Dan Locke:And so often her characters end up being backbones or like, you know, the mom
Dan Locke:friend character or things like that, just because she's so thoughtful and and
Dan Locke:really, really makes a group cohesive.
Dan Locke:So those two, those are like superstars.
Dan Locke:And I knew, I knew for sure that I wanted them on the cast, just, just
Dan Locke:from the start they're they're amazing.
Lucas:So walk me through how this became a thing.
Dan Locke:Yeah, this is just a, it's a hobby.
Dan Locke:It is a passion project.
Dan Locke:I don't know that it'll ever be anything more than that.
Dan Locke:I don't know that it'll be like a side gig or anything like that.
Dan Locke:Although I do know people who have, you know, who are working on making
Dan Locke:their, their podcast into a side gig, but, you know, mostly I just kind of
Dan Locke:wanted to, I wanted to tell a story because someday I'd love to write books.
Dan Locke:So maybe people who are really into tapestry can be like, Hey, uh, I know,
Dan Locke:I know his name from this other thing.
Dan Locke:So that's, you know, that's, that's mostly what, what I'm going for is
Dan Locke:just kind of telling a story with my friends and my friends and I all get.
Dan Locke:We have our stuff out there, I guess, in a way.
Dan Locke:And that's, that's how it started.
Dan Locke:That's how it'll probably keep going.
Dan Locke:I don't know.
Dan Locke:We, we talk sometimes about having a Patreon and then I'm
Dan Locke:just like, eh, I don't know.
Dan Locke:You know, I don't, I don't know that.
Dan Locke:I feel like I'm, I'm quite there yet.
Lucas:Yeah, it takes a while to, uh, to get that kind of energy rolling.
Lucas:I don't think Making a Monster has it yet.
Lucas:Uh, despite the fact that there is a Patreon, you know?
Dan Locke:No, I don't know.
Dan Locke:You feel, you feel so professional that you have such professional energies.
Lucas:Like I said, I'm trying a little too hard.
Lucas:One of the first things you'll probably find when you look up The Last
Tapestry is this slogan:fate is dead.
Tapestry is this slogan:They're the replacements.
Tapestry is this slogan:What does that mean?
Dan Locke:Uh, yeah, that's not too much of a spoiler.
Dan Locke:They find it out pretty quick.
Dan Locke:So the entire conceit of the story is that you find out at the end of episode two
Dan Locke:is that the god of fate, is dis has died.
Dan Locke:And the only person that's left is her angel arch.
Dan Locke:Fariel known as Archie.
Dan Locke:And he has saved these three adorable idiots, uh, when they don't know why yet.
Dan Locke:And they don't know basically anything, he is being kind of a cloak and dagger
Dan Locke:about it, but he has brought these people to the stellar plane, to his
Dan Locke:study in this other plane, to explain to them that they need to figure.
Dan Locke:Why it is that the city is story of Heights is being destroyed.
Dan Locke:And so he has different things.
Dan Locke:He sends them out for the first thing is something called the circumstance engine,
Dan Locke:which enables him to, uh, control the flow of time so that he can more specifically
Dan Locke:send them back to certain places and times depending on what they need to do.
Dan Locke:So, yeah, that's basically what that means is that they are
Dan Locke:essentially the arbiters of fate.
Dan Locke:Now they call themselves the warriors of fate.
Dan Locke:But yeah, that's, they've, they've essentially slotted in for
Lucas:I'm looking at the banner art again, and by the way, this is gorgeous.
Lucas:Am I reading this right?
Lucas:One of your players is missing an arm.
Dan Locke:Yes.
Dan Locke:Yes, he is.
Lucas:Was that the player's decision or was that, is that tied to the way
Lucas:this game is put together the identity of what you're trying to do in some way?
Dan Locke:Uh, it's interesting.
Dan Locke:It does kind of almost tie into the monster angle, uh, in the
Dan Locke:beginning he had an arm for sure.
Dan Locke:And then when we, uh, when we were, oh my God, when we were commissioning this art
Dan Locke:from Knox batty I was, uh, I was telling them, you know, how, how everyone looked.
Dan Locke:I gave them all these, uh, references.
Dan Locke:And so then the artists did the art, the, the sketches, and got back to me.
Dan Locke:And by the time that Knox, he got back to me, he had lost his arm.
Dan Locke:So I was like, okay, I hate to tell you this, but can you please
Dan Locke:take off his arm on that side?
Dan Locke:Like, um,
Lucas:That's Dungeons and Dragons.
Dan Locke:It's truly, truly it is.
Dan Locke:Because for certain monsters or for certain knockouts I have an injury table.
Dan Locke:So this one got attacked by an Inspired, which is another thing in Eberron.
Dan Locke:He is the build of a cleric shadow domain cleric.
Dan Locke:And he attacked with inflict wounds and it was grievous enough and
Dan Locke:injury for him to be knocked out.
Dan Locke:And because of that, he had to roll on the table and he lost an arm.
Dan Locke:So that is how that went.
Dan Locke:Spoilers, I guess for episode 13, I think.
Lucas:Well, thanks for calling it out.
Lucas:I'll be able to put a full list in the, in the dupli do,
Dan Locke:Thank you.
Lucas:One of the other things that you'll get pretty quick from looking at
Lucas:The Last Tapestry is that, your setting rejects the idea that D and D has to be
Lucas:bioessentialist or built on ethnostates.
Lucas:There's a real danger for those to become buzzwords.
Lucas:And I want to hear what they mean to you.
Dan Locke:Yes.
Dan Locke:Thank you.
Dan Locke:So bioessentialist, I mean, to us then is it's short for biological
Dan Locke:essentialism it's a belief that biology forces a categorization onto someone.
Dan Locke:And so like a real-world example of this is the trans-antagonistic idea
Dan Locke:that the biological sex someone is born with determines gender or that women
Dan Locke:are predisposed to be caretakers or, you know, yada, yada, that kind of thing.
Dan Locke:And the fantasy example of this is that all orcs and drow were predisposed
Dan Locke:to be evil or orcs are predisposed to be strong and, you know, stupid
Dan Locke:and things like that, you know, boils down to believing that biology
Dan Locke:determines capability or personality.
Dan Locke:And we don't believe in that.
Dan Locke:So like if we have half work that is muscular and evil, it's because she
Dan Locke:thought it'd be a sexy thing to do.
Dan Locke:And you know, no other, no other particular reason.
Lucas:Ethnostates being, I would assume kind of the cultural mirror of that?
Dan Locke:Uh, yeah, basically.
Dan Locke:So an ethno-state is like a sovereign state where citizenship
Dan Locke:is determined by whether you belong to a racial or ethnic group.
Dan Locke:So like, how some fantasy world say all elves are from Elflandia,
Dan Locke:all orcs are from Orcmerica.
Dan Locke:We don't do that.
Dan Locke:Um, There's, there's no fantasy racism in Everwynn or no cognate for
Dan Locke:real world racism for that matter.
Dan Locke:So, yeah, of one of our players, uh, Bianca is Filipina and wanted to wanted
Dan Locke:to explore and critique the colonization of the Philippines through the lens of
Dan Locke:fantasy with the archipelago of my arena.
Dan Locke:So that is the one that is the one thing that we are exploring is colonization.
Dan Locke:But other than that, no, we do not.
Dan Locke:We're not, uh, we're not touching that other stuff.
Lucas:I thought when I read this, it seemed like you wanted to
Lucas:proactively debunk those things.
Lucas:Uh, and it sounds to me like, you're just, we're leaving those out because we don't
Lucas:want to deal with them or like, we don't want those to be a part of our story.
Dan Locke:Definitely.
Dan Locke:I would, I would prefer the first interpretation.
Dan Locke:We're not, we're not touching those simply because like,
Dan Locke:we don't feel like, you know,
Dan Locke:Those can make compelling stories.
Dan Locke:And I'm never going to be the one to say to someone who is marginalized
Dan Locke:and who wants to combat those things.
Dan Locke:that that is something that should be left out of the story.
Dan Locke:That's why I'm saying we're not touching it because other people can't and they
Dan Locke:can tell a compelling story that way.
Dan Locke:It's just you know, I am, I'm a white DM and I know, you know, what's
Dan Locke:my, you know, I know what stories that, you know, it's just, it's not,
Dan Locke:it's really not my place to tell.
Dan Locke:And, uh, so it's like, I don't, I definitely don't feel comfortable
Dan Locke:like touching, you know, fantasy racism and things like that.
Dan Locke:People use this for an escape and and I've, you know, I've seen marginalized
Dan Locke:creators talk about how uncomfortable it is in something they enjoy to see,
Dan Locke:you know, like really really compelling cognates for real-world racism.
Dan Locke:It's like, I came here to escape this, you know, and that kind of
Lucas:Okay.
Lucas:thank you for handling that with grace.
Lucas:It's a, it's a tough question and it can go sideways really quick.
Dan Locke:Oh, yeah, I'm sure
Lucas:but yeah, I'm really trying to understand, where you're coming
Lucas:from and what you're doing with the show because Making a Monster
Lucas:is at least a third philosophical.
Lucas:The reason I'm still making this podcast a year later is that monsters aren't just
Lucas:like, I'm scared of the dragon, you know, that's not the core of what monsters are.
Lucas:They code for meaning, they're a way of telling each other about
Lucas:what the world is and what it should be and what it should not be.
Lucas:So my angle up to this point has been one designer at a time, let's talk
Lucas:about one monster that they've made and how it does what it do and why.
Lucas:And, uh, and you know why that's useful to players.
Lucas:So I wanted to do a brief interlude, a little mini series, if you will,
Lucas:in the middle of the show to talk to DMS, and I could say professional
Lucas:DMS, but my personal belief is that artists are people who make art.
Lucas:So if you have a, if you have an established long running podcast,
Lucas:you're to my mind, a professional DM.
Lucas:Uh, and that means that you have to have a working proficiency
Lucas:with the tools of the trade.
Lucas:And one of those is monsters.
Lucas:So I'm trying to think.
Lucas:First from the people who made monsters, how they work and what they mean.
Lucas:Uh, and this, uh, the angle of this mini series is like, let's talk to
Lucas:people who work with these tools, uh, and see how they use them
Lucas:and what they mean to you guys.
Lucas:Let's kind of work our way through The Last Tapestry.
Lucas:Who or what are the antagonists in your story so far?
Dan Locke:Oh boy.
Dan Locke:Okay.
Dan Locke:So as I mentioned earlier there are just kind of a multitude of opposing
Dan Locke:forces in The Last Tapestry, there is the Red Hand and those who are
Dan Locke:aligned with the Dreaming Dark.
Dan Locke:And then there is the the Princeps, the Sky Ministry.
Dan Locke:And we don't hear much of them from, uh, in the in the beginning of the series.
Dan Locke:So it's kind of easy to forget that they are there.
Dan Locke:They're just kind of like they pop in now and then, you're just like, oh, there
Dan Locke:is a siege on the speakeasy, there's this, uh, there's, you know, there are
Dan Locke:these robots that are being sent in.
Dan Locke:So, like you see bits and pieces of them through the story, but
Dan Locke:yeah, there's just kind of, these are the two big, main antagonists
Lucas:I mean, that's a great answer.
Dan Locke:Oh, okay.
Dan Locke:I was like, did I say that right?
Lucas:Yeah.
Lucas:And I we'll dig into this a little bit because D and D gives us a
Lucas:lot of really, really specific ways of talking about monsters.
Lucas:When you're putting together your sessions for your players, where do you
Lucas:get the raw material for your monsters?
Lucas:Are these from published books?
Lucas:Are these home brews, are these things you find on the DM's Guild?
Lucas:Where do you get the raw material?
Dan Locke:It's a combination really.
Dan Locke:Whenever I actually grab like a monster monster, like a banshee or
Dan Locke:a dire wolf or things like that, it's mostly from source books.
Dan Locke:But when it comes to like the bigger monsters, so like the the Inspired
Dan Locke:that I threw at them who had a, uh, who had a, like a mind link, I guess,
Dan Locke:with a, called Quori in Eberron, we call them Dream Wraiths in Tapestry.
Dan Locke:So that I took inspiration from quori stat blocks and things like that in
Dan Locke:order to make a Dream Wraith stat block.
Dan Locke:So it's really, it's really a combination.
Dan Locke:Like I said, I took a lot of Eberron ideas and then I just
Dan Locke:kind of only kept what I liked and completely recolored the rest of it.
Lucas:Now that you're what, two seasons in?
Dan Locke:Gosh, where are we?
Dan Locke:I think we are on chapter three at the moment.
Lucas:Um,
Dan Locke:Chapter three.
Dan Locke:Yes.
Lucas:So two finished chapters later, have you noticed that there are any
Lucas:common threads or similar factors to the monsters that you tend to use?
Dan Locke:A hundred percent.
Dan Locke:Yes, I use a lot of, I mentioned it before, but quori.
Dan Locke:So I center a lot around, it's very psionic based creatures and I really love
Dan Locke:the the quori for that because, you know, I like everything that they, uh, I like,
Dan Locke:uh, I like everything that they can do.
Dan Locke:I really like dream magic.
Dan Locke:So I'm like, I'm really focused on the kalashtar and the, and the quori.
Dan Locke:So whenever I throw something at them, it is usually with that flavoring.
Dan Locke:So like the primary antagonist from the Red Hand is a kalashtar
Dan Locke:and he also has a quori.
Dan Locke:So that's kind of mostly where a lot of the, the flavor will come from.
Dan Locke:There is there is some, you know, automatons and things like that
Dan Locke:that I also will go to, but that's kind of like the secondary flavor.
Dan Locke:The first flavor is just a bunch of like, I suppose there's some infernal, but there
Dan Locke:is a lot of abyssal, kind of like psionic based, just very quori themed monsters.
Lucas:Was there any particular reason for that or was it important
Lucas:to the setting that you were building, that it happened that way?
Dan Locke:It is very important to the setting because it's important to like
Dan Locke:the lore of the land, just because, because the hell of ever when is a dream
Dan Locke:hell, because it's, psionic in nature because I've had it so that the Khyber
Dan Locke:is basically like, if you mined too deep, if you go too low, sometimes the
Dan Locke:city can even extend into the Khyber.
Dan Locke:So it's just, there is this psionic like undercurrent to the world of Everwynn.
Dan Locke:And so it's a big kind of a big part of the setting.
Lucas:I think another way to ask this question might be, does that give you
Lucas:access to something as a storyteller that you find really useful or interesting?
Dan Locke:Uh, yes, but I feel like I will get a lot of hate for it.
Dan Locke:And that is dreams.
Dan Locke:Everyone considers it, such a, you know, At a cheap maneuver.
Dan Locke:It's just like, oh, I give the character a dream.
Dan Locke:But it's just like, you know, I, I really I'll explain myself here.
Dan Locke:I
Lucas:please do.
Dan Locke:yeah.
Dan Locke:I really enjoy it because when you're telling a story with other people,
Dan Locke:what's interesting to me is to have a really hard and fast, like a quick
Dan Locke:way to kind of reorient them to give them more lore about the world, pull
Dan Locke:them into the lore of the world.
Dan Locke:And just a really quick way to communicate that to them from me is
Dan Locke:to just kind of give them a dream.
Dan Locke:This is something they could be remembering from before.
Dan Locke:This is something that could be, you know, incredibly important that one
Dan Locke:of the psionic people as attempting to convey this could be a connection
Dan Locke:to someone that they didn't know they had, who is a kalashtar.
Dan Locke:And they're slowly realizing they have a connection to this person.
Dan Locke:So it's like, I really love, you know, the communication of dreams because
Dan Locke:in a way, dreams are like their own, you know, kind of storytelling?
Dan Locke:I don't know if, if you, or maybe anyone else, uh, ends up with, with crazy wild
Dan Locke:dreams that you end up telling in in long spiraling stories to your friends
Dan Locke:that include your friends in them.
Dan Locke:But we have that in my friend group.
Dan Locke:So maybe I'm just weird, but, uh, but yeah, we just sometimes end up just on
Dan Locke:these long stories about it's like, oh, I had this dream and we were all in a
Dan Locke:magical school and things like that.
Dan Locke:So I just really liked dreaming as a storytelling element.
Dan Locke:And I know it, uh, it feels very cheap, but I just really like it as,
Dan Locke:as a, as an oral storytelling and collaborative storytelling element.
Lucas:I try to stay out of these interviews as much as I can, but I'm
Lucas:treating these as more like discussion.
Lucas:So I think if I can give you some confidence about that, I don't
Lucas:think that's the tool's fault.
Lucas:Uh,
Lucas:I think there were a couple of very famous sitcom endings were, uh, might've
Lucas:been St Elmo's fire where the main character woke up and it was all a dream.
Lucas:And, uh,
Dan Locke:And then everyone hates it now.
Lucas:Right!
Lucas:We have this legacy of being disappointed by some really high profile stories.
Lucas:So I think you may be working against some of the ways that tool
Lucas:has been used rather than the nature of that storytelling tool itself.
Dan Locke:Yeah.
Dan Locke:That's a good way of looking at it.
Lucas:I wanted to ask you earlier, you said, you know, like monster
Lucas:monster, I got to unpack that.
Lucas:What does the word monster mean to you?
Dan Locke:Uh, well, that's a difficult question for me because I think as
Dan Locke:it's been pretty obvious so far, just me talking about Tapestry is we
Dan Locke:get, and I don't want to say the word political, but we get political in the
Dan Locke:same way something like Dimension 20 does where we make it very clear where
Dan Locke:we stand, like in terms of, you know, in terms of capitalism, in terms of
Dan Locke:the police, we make that very clear.
Dan Locke:We, I mean, we know who our monsters are personally in our personal life.
Dan Locke:So what it boils down to for me, for me, what a monster is, is someone or
Dan Locke:something doing harm with purpose.
Dan Locke:And at least in my games like that can be, that could still be an aboleth or it
Dan Locke:could be some form of monstrous creature.
Dan Locke:But like, I don't know, in my opinion, they still have agency.
Dan Locke:Like they had a chance to not do the thing they're doing now
Dan Locke:and they chose to do it anyway.
Dan Locke:So like I said earlier, I don't really subscribe to the idea
Dan Locke:that something's inherently evil.
Dan Locke:And that includes the monsters that I throw in my game.
Dan Locke:Like narratively, I don't find it fun and I don't feel like my
Dan Locke:players really connect with it.
Dan Locke:So like, I like to have monsters that are here and that are, you know, out
Dan Locke:for themselves that have like, that are built for the world and, you
Dan Locke:know, kind of have their own thoughts and are working for certain people.
Dan Locke:So it's like, when I say monster monster, I guess I just mean
Dan Locke:something monstrous looking.
Dan Locke:I'm just like, oh, do you mean something monstrous looking at?
Dan Locke:Or you just mean, you know, like, uh, something that has a stat block, which
Dan Locke:is what, basically everything that they fight has a stat block, but not everything
Dan Locke:is inherently monstrous looking, I guess.
Lucas:Yeah.
Lucas:And this is the real core of what I try to do with Making a Monster
Lucas:is unpack what that means, because if you read the Monster Manual, it
Lucas:defines the word monster as anything that players can interact with.
Lucas:But I, I really like, I really like what you've given me here is a monster is
Lucas:something that's doing harm with purpose.
Lucas:And I got to bring that back around because that conflicts with the way D
Lucas:and D by design usually uses the word monstrosity, which is, I think what
Lucas:they would call a monster monster.
Dan Locke:Oh, definitely.
Lucas:Right.
Lucas:Your medusas, your centaurs, your classic monsters of folklore.
Lucas:And a lot of those are very nearly beasts.
Lucas:They're built by species to survive in a certain way in their ecosystem.
Lucas:And that often brings them into conflict with other things that
Lucas:enter and exit that ecosystem.
Lucas:So I don't know.
Lucas:How does that mean if, if a monster is something that's doing harm with purpose,
Lucas:uh, is a displacer beast a monster?
Dan Locke:See, it wouldn't be in my games.
Dan Locke:Like it's like if, if they have come upon something that is just honestly trying
Dan Locke:to live, it's like, would you call a bear, a monster, a bear will attack you.
Dan Locke:I mean, like if, if you're in it's, you know, it's territory that the chances of a
Dan Locke:bear attacking you, I guess, are very low.
Dan Locke:I chose a bad animal, but, uh, but like, you know,
Dan Locke:take a, take a really angry bear.
Lucas:my next thought was, was shark and I went now.
Lucas:That's not a, great example.
Lucas:I think.
Lucas:Because those numbers are also really low.
Dan Locke:They're very low.
Lucas:Yeah.
Lucas:Is there an example from your game of something that does harm without purpose?
Dan Locke:Hm.
Dan Locke:See cause it's, like I said, I don't, I don't find it very interesting
Dan Locke:to throw something at them that would hurt them, but it just was
Dan Locke:protecting itself or protecting its territory or, or something like that.
Dan Locke:I don't personally find that a fun story to tell or it's like, and
Dan Locke:especially cause combat takes so long.
Dan Locke:Um, You know, it's sorry, but it does.
Dan Locke:And it's just like,
Lucas:All right.
Lucas:I found it.
Lucas:That's your D and D hot take of the episode.
Lucas:Combat takes too long.
Dan Locke:And I know that there are like, there's certain homebrew rules where you
Dan Locke:can just like, uh, you can take the, uh, oh gosh, uh, I forget what I forget what
Dan Locke:the, the quick and dirty combat's called, where you just take the average and
Dan Locke:whatever, but instead of having to roll for damage, but anyway I dunno, I don't,
Dan Locke:I don't personally find, I don't know if my characters would connect with that.
Dan Locke:I think if I did put something like that in there, it would, it would honestly
Dan Locke:be for them to, to make some attempt, to either communicate with it or bond
Dan Locke:with it, or if they had some internal reason where they needed to realize,
Dan Locke:oh, uh, not everything is about me.
Dan Locke:I'm not, you know, I'm not the hero of every place I go.
Dan Locke:I need to get out of this place because I'm in, you know, I'm in
Dan Locke:this, this owlbear has like puppies or whatever I need to get out of here.
Dan Locke:So yeah, I don't, I wouldn't find it very fun to set something on my
Dan Locke:players that did harm just because it was in a place, you know, like,
Dan Locke:just because that's where it lives.
Lucas:I'm glad you brought heroes into this because I think that might
Lucas:be the place I have to take it next.
Lucas:By design Dungeons and Dragons is overwhelmingly part of
Lucas:the heroic fantasy genre.
Lucas:And there are exceptions.
Lucas:Usually the setting of the game is what determines whether it's a heroic fantasy
Lucas:or a grim dark, or a sword and sorcery or a sandal and sorcery kind of thing.
Lucas:I don't know.
Lucas:But the flip side, I've also heard monsters defined
Lucas:as the opposite of a hero.
Lucas:And I'm speaking again in, in narrative terms, like we cast
Lucas:X thing as the monster, and then its opposite is the hero.
Lucas:If you define monster as something that does harm with purpose, can you use
Lucas:that to, to make a definition of hero?
Dan Locke:Yeah, I think for a hero, I'd say someone who does
Dan Locke:good but not for personal gain.
Dan Locke:I think that's what I would say.
Dan Locke:Like that's, that's what I'd give someone.
Dan Locke:I think that's what I would say.
Dan Locke:If someone who is heroic, it's like, you do good, but not for personal gain.
Dan Locke:Cause I don't know that I would call someone who does good, but just because,
Dan Locke:you know, because I want to end up on a cereal box or something, I don't
Dan Locke:think I'd call that person a hero.
Dan Locke:Even if, you know, even if people are like, oh, they protected
Dan Locke:us from some such thing.
Dan Locke:It's like, wow.
Dan Locke:That's, I mean, that's good, but I don't know if they call
Dan Locke:them like a hero necessarily.
Dan Locke:It's just someone I think who has good intentions.
Dan Locke:Like they are, you know, their intentions are just, they want to do
Dan Locke:good just because they want to do.
Dan Locke:Just, you want to improve things for everyone and not just yourself,
Dan Locke:you want to effect changes.
Dan Locke:Like if you see a problem, you want to affect changes to make sure that
Dan Locke:you know, everyone including yourself, but just everyone is doing okay.
Dan Locke:Like you can think outside of yourself.
Dan Locke:I think that is that's what a hero is.
Lucas:I love that.
Lucas:I'm pushing it.
Lucas:I, I hope we're in a good space for you.
Dan Locke:I think so.
Lucas:Okay.
Lucas:With monsters and heroes being cast as opposites, and with both of them playing
Lucas:such a pivotal role in the kinds of stories that Dungeons and Dragons is good
Lucas:at telling, is there a way for it to flip?
Lucas:Like, do we put these two things on a spectrum?
Lucas:Do you find it narratively interesting to to push your heroes to become monsters or
Lucas:to push your monsters to become heroes?
Dan Locke:I find it very interesting to have a spectrum.
Dan Locke:Yes.
Dan Locke:Because having heroes and monsters is in a thing, it's just kind of, I do like it.
Dan Locke:I don't know if it seems reductive, but I feel like to say, you know, like there
Dan Locke:are new heroes or something like that, you know, I I feel like it's a very cynical
Dan Locke:way of viewing things because there are people out there who want to do good.
Dan Locke:And I, you know, I it's like, and the setting of Last Tapestry can get a little,
Dan Locke:uh, you know, dark at times, obviously, like it starts with a god being dead.
Dan Locke:But but yeah, I really like, I, I like, like, I guess
Dan Locke:scrutinizing monsters and heroes.
Dan Locke:And that's precisely why I had so many antagonists is because I'm like, I'm
Dan Locke:basically daring the players just like do it, like get through to them, make, make
Dan Locke:some change and, and, and change them.
Dan Locke:So it's like we have we have a detective who, at the beginning of the story,
Dan Locke:this police detective is tracking down one of the PCs and it's just like, you
Dan Locke:work for the mob, you're a criminal.
Dan Locke:You can't be doing good.
Dan Locke:Obviously you're, you're doing crime.
Dan Locke:And throughout the story, they slowly start changing his mind.
Dan Locke:They started, they start like, like teaching him, like just the nuances of,
Dan Locke:you know, the society he's living in.
Dan Locke:So would I have called him a monster?
Dan Locke:No, but would I have put him maybe closer to the monster side of the
Dan Locke:monster hero spectrum and possibly, uh, I mean, like, just because, you
Dan Locke:know, he did want to affect change.
Dan Locke:He wanted to help people.
Dan Locke:So he is still arguably a hero, but he was in, so doing, he was discounting
Dan Locke:like, you know, other people who he just didn't understand, like, and he,
Dan Locke:he made no effort to understand them.
Dan Locke:So, so it's that kind of thing.
Dan Locke:I do really like, having plenty of NPCs who who are just kind of all across the
Dan Locke:spectrum, just so I can like set them all loose, set out a bunch of antagonists
Dan Locke:and just see who it is that the players will just talk to and try to, to change
Dan Locke:and try to, you know, you just convince them to, you know, to actually do good.
Dan Locke:It's like, I like combat.
Dan Locke:I do, but I basically only put in, I know I've come out hard against
Dan Locke:it, but but it's still fun at times.
Dan Locke:So, uh, I usually only have one per arc, but what I really, really, like is
Dan Locke:whenever I pit them against something that they don't just want to fight.
Dan Locke:So it's just like, I don't know.
Dan Locke:It's, it's like, I think a lot about I make, I'm making a
Dan Locke:lot of video game references.
Dan Locke:You can cut them, but I think a lot about the, uh, Giygas fight from Earthbound.
Lucas:Okay.
Dan Locke:phone?
Dan Locke:Yeah.
Dan Locke:Where like at the end they're like mostly what they can do is, is pray, you
Dan Locke:know, they're, they're relying on kind of, you know, that to, to help them.
Dan Locke:They're not, uh, or, or Undertale, what a, what a way better example, why did
Dan Locke:I go from earthbound, like Undertale, where they have to do different things in
Dan Locke:order to quote unquote, fight something.
Dan Locke:So it still relies on like the mechanics of D and D.
Dan Locke:I know I definitely get some backlash about, you know, using D and D for
Dan Locke:such a social based system, but but I still think that those skillsets
Dan Locke:that they have, you know, in addition to some home brew can, can be really
Dan Locke:well utilized for I don't know, just kind of fighting in a different way.
Dan Locke:Like you can, you can fight a good fight without literally
Dan Locke:fighting a monster in my games.
Dan Locke:So that's just kind of.
Dan Locke:It's kind of what I want all of my players to take away from it that
Dan Locke:you don't have to, you know, throw an ax at something in order to win.
Dan Locke:Like that's rarely how you win.
Dan Locke:In fact, like, I mean, sure.
Dan Locke:If you need to get out of a situation, if there is a banshee between you and
Dan Locke:you know, of a vampire making a pack to bring back his daughter, then yeah, sure.
Dan Locke:Maybe kill the banshee.
Dan Locke:But, uh, but, but, but what it comes down to is I want them to
Dan Locke:still be confronted with monsters, who they have a chance to see.
Dan Locke:and and I don't want to, like, I don't want to play devil's advocate here.
Dan Locke:Devil's got enough advocates.
Dan Locke:I want to like, cause not every, not every villain can be redeemed,
Dan Locke:but, but there are some people where I want them to see them as people.
Dan Locke:Well, heck all people, I want to see them as people.
Dan Locke:I want them to see these people that I'm pitting them against
Dan Locke:as not just something that.
Dan Locke:They can just, you know, get to get out of the way with like a divine smite
Dan Locke:or something like so yeah, I don't know if I've answered the question
Dan Locke:or just completely gone off topic,
Lucas:I think you have, there was at least one moment where I
Lucas:was like, be absolutely silent because I will cut to this.
Dan Locke:good.
Lucas:And I, uh, I think that might be about the bottom.
Lucas:When I'm doing regular episodes I know when I've accomplished my goal,
Lucas:when we start to get thing, when I start to hear words, like all the
Lucas:time and everybody and everything.
Lucas:Is there anything else that we haven't covered that you wanna
Lucas:talk about before we wrap up?
Dan Locke:I want to challenge my players to see, at a confrontation or anything,
Dan Locke:anything that they're going up against us as a person, this involves NPCs, this
Dan Locke:involves, you know, the people that they are confronting it's that's anything.
Dan Locke:And then I feel like as a, as a DM or as a GM, I've succeeded, if they actually
Dan Locke:take pause and are just like, now hold on.
Dan Locke:What is, you know, what's the actual, what, what, what is a way that I
Dan Locke:can, that I can do this without, just, just putting a sword in it.
Dan Locke:So, yeah, I think that that's basically my, my whole deal.
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