Artwork for podcast Making a Monster
GM Edition: The Last Tapestry
Episode 320th September 2021 • Making a Monster • Lucas Zellers
00:00:00 00:38:33

Share Episode

Shownotes

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

Transcripts

Lucas:

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.

Lucas:

for listening to Making a Monster.

Lucas:

I'm really excited to share with you what I've learned from these storytellers.

Lucas:

So I hope you're enjoying this diversion from the format.

Lucas:

If you like what you've heard and you want to support the show, please share

Lucas:

it with someone, you know, who loves D&D.

Lucas:

If they like this episode.

Lucas:

I’ve got two dozen more and the best is yet to come.

Lucas:

Your recommendation proves you’re the most savvy monster hunter in

Lucas:

the room - look around it's you.

Lucas:

And it proves this show is worth the time and attention.

Lucas:

If you want to go a little deeper, and learn more about what I'm doing, you

Lucas:

can sign up for the show's email list.

Lucas:

When you do, you'll get free extras from.

Lucas:

my guests, like 5E stat blocks, virtual tabletop tokens and discounts

Lucas:

on best-selling D&D products.

Lucas:

There's more than a dozen of them now and more on the way, and you can get them

Chapters

Video

More from YouTube