The First Watch is a cinematic actual play podcast making the most of genre-based storytelling. DM Andrew Coons and I discuss the seven types of conflict in literature and how heroes make the courageous, if stupid, choice.
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-first-watch/
Get stat blocks, bonus content, and other monstrous perks: www.patreon.com/scintillastudio
Join the conversation: www.twitter.com/SparkOtter
Meet my guest Andrew Coons:
https://www.youtube.com/channel/UCu5p4VD1CxwndFhal7DF0mA
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Music by Nihilore
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The simplest definition of a monster is that
James Mendez Hodes:it's a, a large, dangerous entity that is in some way, not human.
James Mendez Hodes:Like, if you put a gun to my head and asked me to define monster
James Mendez Hodes:when I hadn't slept for a while, that's probably what I would say.
Nikki Yager:I have some favorite monsters in fifth edition, but the ones
Nikki Yager:that I enjoy playing are the ones who think they're doing the right thing.
Nikki Yager:So to them, they're the heroes, but to everybody else, they're the monster.
Dan Locke:I mean, we know who our monsters are personally
Dan Locke:in our personal life.
Dan Locke:So for me, what a monster is, is someone or something doing harm with purpose.
Dan Locke:And at least in my games like that could still be an aboleth or it could
Dan Locke: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.
Andrew Coons:I guess for me personally, I I would say more that monster
Andrew Coons:being antagonist that you're not going to have a conversation with.
Andrew Coons:But I think, and you're, yeah, you got me thinking about my own biases now.
Andrew Coons:But even then, even then, and, you know, why aren't you having
Andrew Coons:a conversation with them?
Andrew Coons:Why aren't you trying to?
Lucas:Welcome back to Making a Monster Game Master Edition, a five-week
Lucas:miniseries featuring some of your favorite actual-play podcasts as we
Lucas:explore the interconnected roles of monster, antagonist, villian, and
Lucas:hero in tabletop roleplaying games.
Lucas:If monsters are tools for storytelling, then game designers are tool-makers
Lucas:and game masters are craftsmen who use those tools to make art.
Lucas:This series will help us understand the storytelling tools that bring
Lucas:us together, and the values and beliefs we bring to the table.
Lucas:This week, let me introduce you to Andrew Coons and a show that makes
Lucas:the most of the consensus fantasy universe of Dungeons & Dragons.
Andrew Coons:Hi, I'm Andrew.
Andrew Coons:I am a filmmaker and a storyteller.
Andrew Coons:but I am the DM and the show runner of The First Watch.
Andrew Coons:The First Watch is a cinematic actual play web series set in, in an original world.
Andrew Coons:We've got a main show, lots of spinoff shows and one shots.
Andrew Coons:We've got a podcast exclusive thing.
Andrew Coons:I just love fantasy storytelling and want to do it until I'm old and gray or bald.
Andrew Coons:Whenever one comes from.
Andrew Coons:I started playing D and D only about three years ago.
Andrew Coons:And we're actually just about to wrap up our very first campaign we started.
Andrew Coons:So three-year campaign.
Andrew Coons:And
Lucas:That's about right.
Andrew Coons:Growing up, I wanted to be a writer.
Andrew Coons:I got into filmmaking, which is my full-time profession.
Andrew Coons:And so like, storytelling was always the heart of everything.
Andrew Coons:But I found like a new way of telling stories via TTR RPGs and just that
Andrew Coons:collaborative storytelling ability.
Andrew Coons:And I was like, my god, that's everything.
Andrew Coons:That's, that's what I want.
Andrew Coons:And was a big fan of Crit Role and Dimension 20 and all that.
Andrew Coons:And being a filmmaker was, you know, it wasn't long before
Andrew Coons:I was like, can we do this?
Andrew Coons:Can we like from our living room, can we make a show?
Andrew Coons:So we're actually we're a web series first and a podcast second.
Andrew Coons:And we did our first season with multi-camera setup and everything.
Andrew Coons:And then when the pandemic hit, we switched to more of a traditional
Andrew Coons:kind of live stream style.
Andrew Coons:We don't actually live stream.
Andrew Coons:We would pre-record, but you know, with an overlay and everything like that, and
Andrew Coons:we've done podcasts and stuff from there.
Andrew Coons:But yeah, I just, like, for me, it was just a matter of like, okay, this is
Andrew Coons:finally the way I can tell the stories that I've had bad way into my brain
Andrew Coons:since I was a little kid sort of thing.
Andrew Coons:Cause I don't have the patience to sit and write a book.
Lucas:How long has the first watch been running?
Lucas:You said it was pre pandemic you started.
Andrew Coons:It was pre pandemic.
Andrew Coons:We had finished filming and released most of our first season when the pandemic hit.
Andrew Coons:We kinda lost our steam for a couple of months there.
Andrew Coons:And then the pandemic hitting actually gave me the editing time I needed
Andrew Coons:to to finish the first season.
Andrew Coons:So yeah, it's been about, I think we're coming up on two years.
Lucas:what makes your game unique?
Lucas:What's kind of the conceit of First Watch?
Andrew Coons:We're a cinematic actual play web series.
Andrew Coons:So, so first and foremost, we don't do live streaming.
Andrew Coons:We prerecord.
Andrew Coons:So even our stuff that is kind of formatted more like a live stream
Andrew Coons:with an overlay and everything is prerecorded and edited.
Andrew Coons:So we're taking out the lengthy rules discussions for taking out the,
Andrew Coons:some of the mistakes and what not.
Andrew Coons:We're leaving some of that in in fact, I've started leaving more and more
Andrew Coons:of the goofy moments and whatnot in then I maybe did in our first season.
Andrew Coons:Cause I think I had a different vision at that time of having like this really
Andrew Coons:like almost like a movie type thing.
Andrew Coons:But that's not what this format is.
Andrew Coons:Like most people it's an original world.
Andrew Coons:But I, I'm a filmmaker at heart, and you know, that's what I do in my day job.
Andrew Coons:And so, like, I draw out the genre a lot.
Andrew Coons:I go into each new project thinking about a genre that I want to emulate.
Andrew Coons:So each of our three character backstory one shots hearkens back to
Andrew Coons:a different genre, whether it's horror films, fairytale stories, or, war
Andrew Coons:film, like 1917 style you know, all our different, you know, we've got a heist
Andrew Coons:series, we've got a high adventure, we've got a children's adventure.
Andrew Coons:We've got you know, like a cozy, almost like hallmark movie type podcast.
Andrew Coons:Um, that's kind of the lens I use to, to think about things in the, I hope
Andrew Coons:that it means that even though there's a lot of content and maybe you don't have
Andrew Coons:the time to catch upon all of it, that there's a little, there's something for
Andrew Coons:40, no matter what genre you're into.
Lucas:Tell me about your players.
Lucas:What was it that
Lucas:made you want to record with these people?
Andrew Coons:Yeah.
Andrew Coons:So everybody that is in our first, see our main show was in our home game.
Andrew Coons:And it's my wife, Melissa, and then my friend and coworker Benji.
Andrew Coons:And then my friend from college, Joe, who also writes all our music
Andrew Coons:which is probably another kind of unique selling point that we have.
Andrew Coons:We have original scores for most everything.
Andrew Coons:But yeah, I think it was like, it was a little bit of, of, okay.
Andrew Coons:Where are the people who are available?
Andrew Coons:You know, are we the ones who want to try this, but as we've gone through
Andrew Coons:and done these recordings and stuff, like I've just been blown away with how
Andrew Coons:much thought and care that they have given to bringing this world alive.
Andrew Coons:And that's the beauty of, of collaborative storytelling, right?
Andrew Coons:Like I can only take things so far.
Andrew Coons:And then it's, you know, it's a okay play.
Andrew Coons:Here's where, where are we going to go?
Andrew Coons:And it's been awesome to see them develop their stories and really
Andrew Coons:care about their characters.
Andrew Coons:Like, you know, getting those 2:00 AM, text messages about
Andrew Coons:something that happened in the game.
Andrew Coons:It's like, I love that I'm here for it.
Andrew Coons:But yeah, they're, they're phenomenal and they all have.
Andrew Coons:A really cool balance of loving RP, but also like they're really tactical
Andrew Coons:and like combat is challenging for me as a DM because they're smart.
Andrew Coons:And I mean, they don't always do the smartest thing, but like it's yeah.
Andrew Coons:It's may take advantage of things and they're tricky to,
Andrew Coons:to, to sneak up on and whatnot.
Andrew Coons:So, yeah.
Lucas:I got that from your episode.
Lucas:I've played long enough to be able to kind of suss out people's
Lucas:play styles pretty quickly.
Lucas:and you can tell, like who's doing the math who's, who's
Lucas:got that roll 20 measure and
Lucas:figuring out where the lines are.
Andrew Coons:It's funny too.
Andrew Coons:As a DM, like you start to realize which players will challenge you more.
Andrew Coons:Like Joe specifically who plays good Morgan or show?
Andrew Coons:Super nice guy.
Andrew Coons:We've been best friends for a long time, but like, if he thinks that
Andrew Coons:a rule is not the way it should be, like the friendship hat comes off and
Andrew Coons:he's just like, no, no, no, not now.
Andrew Coons:And I love that about him.
Andrew Coons:I love it.
Andrew Coons:It keeps me, it keeps me on my toes.
Lucas:Great, No.
Lucas:free rides with Joe.
Andrew Coons:No.
Lucas:I mean with challenging tactical players, what's your
Lucas:goal for your players when you put together an encounter for them?
Andrew Coons:Well, I think like a lot of people who run actual plays for
Andrew Coons:public consumption, which is essentially creating a form of entertainment,
Andrew Coons:it's different than what my home game looks like, because I'm not using-
Andrew Coons:eh, and maybe there are folks who do it, definitely, but this is, this has
Andrew Coons:always been my style - for the show, like I'm not using random encounters.
Andrew Coons:I'm building kind of touchstone moments throughout the season
Andrew Coons:that we're going to hit.
Andrew Coons:And I do want each one to mean something.
Andrew Coons:I think it might've been Brennan Lee Mulligan, who talked about the
Andrew Coons:fact that like with an actual play, if there isn't real danger in the
Andrew Coons:encounter, then why are we doing it?
Andrew Coons:The audience will check out.
Andrew Coons:It is different from a home game where, okay, we're just grinding for XP or it
Andrew Coons:was a random roll of goblins or something.
Andrew Coons:I think that's a valid criticism of, of actual play is you're
Andrew Coons:creating entertainment.
Andrew Coons:So I am keeping that lens as well.
Andrew Coons:But again, the same way we do genre with our shows in general,
Andrew Coons:I almost want to emulate and create genre within encounters.
Andrew Coons:So there are encounters that feel more like horror movie encounters,
Andrew Coons:and there are encounters that feel more like specific moments for one
Andrew Coons:character to shine and have like a breakthrough moment and there's
Andrew Coons:dice involved with that, obviously.
Andrew Coons:So it's not a predetermined thing that that character will have that moment.
Andrew Coons:But you're, you're kind of setting the table for them
Andrew Coons:and hoping that that happens.
Andrew Coons:In season two, Wasteland, where they're trekking north through the barren deserts
Andrew Coons:and having kind of multiple encounters happen I definitely was thinking through
Andrew Coons:like, okay, this is a group encounter.
Andrew Coons:Okay, this is an encounter.
Andrew Coons:That's going to test this player.
Andrew Coons:This is an encounter.
Andrew Coons:That's going to test this other player.
Andrew Coons:I'm trying to keep balance that way so that everybody felt like
Andrew Coons:they had their moment in the midst of all the, the challenge
Lucas:What are the antagonists in your story then?
Andrew Coons:Yeah.
Andrew Coons:so, and again, with a writing background and we all did some of this in high school
Andrew Coons:English class, but I am also thinking of those classic things of mankind versus
Andrew Coons:nature, mankind versus himself mankind versus each other versus God or whatnot.
Andrew Coons:And I'm thinking about those because we have some encounters in our show that
Andrew Coons:are more like environmental encounters.
Andrew Coons:There's a whole episode where they get stuck in a gorge and they're
Andrew Coons:just being struck by lightning and they've got to figure a way out.
Andrew Coons:So there, there's some of that in figuring out what the antagonist is going to be.
Andrew Coons:Behind it all, there's, you know, there's a secret society in their mages
Andrew Coons:and there's kind of some of the more classic stuff, which I don't apologize
Andrew Coons:for it because like when I started the campaign and the show, one of my
Andrew Coons:guiding principles was I'm fine with this being cliche, as long as it's good.
Andrew Coons:Like, I'm fine with it being like, oh, this kind of feels like Lord of the
Andrew Coons:Rings, or this feels like Redwall, or this feels like anything else that's
Andrew Coons:been done before, because no one's ever going to completely reinvent the wheel.
Andrew Coons:And that was like, those are the things I love.
Andrew Coons:And like, as long as I feel like it's good, then it's worth doing.
Andrew Coons:So there's a lot of kind of classical tropes in our villains and whatnot.
Andrew Coons:And yeah, I mean, season one was about monster hunting and being
Andrew Coons:those those rogues who get coin for bringing back goblin ears and
Andrew Coons:sorta stuff, and then seeing how that, tumbles into we're now part of
Andrew Coons:this bigger conspiracy and whatnot.
Andrew Coons:So when I think about the antagonists, I mean, I, I like the variety of what
Andrew Coons:both their character's background of being general monster hunters allows for.
Andrew Coons:They'll hunt any monster?
Andrew Coons:Cool.
Andrew Coons:I can make a million encounters out of that.
Andrew Coons:And then also the kind of arcane weirdness of my world as they're going
Andrew Coons:through this trek north through the wasteland, and like the different planes
Andrew Coons:of existence are merging and causing different monsters to come in and out.
Andrew Coons:It creates at least variety if nothing else.
Lucas:Hey there, it's future Lucas just breaking in to remind you about
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Lucas:Alright, back to the show.
Lucas:If we're talking cinema and B plot, then I'm thinking back to Buffy the Vampire
Lucas:Slayer and those kind of Supernatural, those monster of the week kind of
Lucas:shows that had their season long B plot or C plot, however you call it.
Lucas:Is that the way you think about it?
Andrew Coons:A little bit.
Andrew Coons:Certainly in season one more than anything else, that was the thing.
Andrew Coons:In season two, and I talked to the players about this, it's not an on
Andrew Coons:the rails adventure, but it's a very directional adventure in season two.
Andrew Coons:We are south.
Andrew Coons:We must go north.
Andrew Coons:And there's not a lot of room for, for straying off that path.
Andrew Coons:So it was really a lot more about like hitting and getting through
Andrew Coons:every obstacle in their path.
Andrew Coons:It was a war of attrition type story.
Andrew Coons:So the B plots really become more about what the characters create in the moment.
Andrew Coons:And I'm worried a little less about creating those for them.
Andrew Coons:I do always have kind of my background going on and like I'm constantly making
Andrew Coons:notes as far as like, okay, they've been here for this long, that means X
Andrew Coons:person, 700 miles away has done this.
Andrew Coons:And how will that eventually affect the story?
Andrew Coons:So it's not something you're actively seeing throughout the campaign and
Andrew Coons:the show, but it's, you know, watch it through and you'll see it come to roost.
Lucas:Right.
Lucas:Yeah.
Lucas:When you put all this together, where do you get your stat blocks from?
Andrew Coons:I'm lazy.
Andrew Coons:I don't Homebrew a ton of stuff.
Andrew Coons:I'll, I'll pull them off of on online and I'll add some home brew
Andrew Coons:elements every once in a while.
Andrew Coons:I tend to think first of what the encounter is, and then I go look
Andrew Coons:for something that'll fit that.
Andrew Coons:So, yeah, I, the, what I'm doing with staff blocks mostly is as
Andrew Coons:far as any tweaks or whatnot, is I'm usually bumping up the HP.
Andrew Coons:Because most stat blocks are just written too low.
Andrew Coons:In my opinion as far as the HP numbers go And yeah.
Andrew Coons:And then I'm looking for like cool ways to like flavor attacks or flavor weapons
Andrew Coons:and swap things out versus just, oh, the stat block says that he has a spear.
Andrew Coons:Well, what if I don't want him to have a spear?
Lucas:Sure.
Lucas:And you've been doing this for about, we've been doing this for three years.
Lucas:It must be dozens of things that you've chewed through or used, right?
Andrew Coons:Yeah.
Andrew Coons:I mean, both in the show, and the home game, like, I mean, I've run my fair
Andrew Coons:share of goblins and orcs and wolves and everything, but yeah, it's, I've been
Andrew Coons:trying to branch out more and more, and that's been one of the reasons why in
Andrew Coons:my world, I liked the fact that we've got this element of the planes of existence.
Andrew Coons:The barriers between the planes are very thin.
Andrew Coons:So a lightning storm will cause the Fey wild to shift into, into realm all
Andrew Coons:of a sudden, because what it allows me to do is have a very easy narrative
Andrew Coons:reason to bring in any monster I want.
Andrew Coons:So I've had some weird stuff come in that like, okay, this, the magically
Andrew Coons:makes no sense in this setting.
Andrew Coons:Um, But it's a cool monster and got world reason for it to happen.
Andrew Coons:Yeah.
Lucas:With your focus on genre, it seems like it would be hard to say from the
Lucas:back front, which monsters you're going for or which ones you find most useful.
Lucas:If you had to look back and think on, on the whole or on average or
Lucas:the ones that keep coming up what are the things that those monsters
Lucas:have in common or the, the traits or themes that you find most useful?
Andrew Coons:Yeah.
Andrew Coons:I don't love running combats that have a ton of moving
Andrew Coons:pieces for me to keep track of.
Andrew Coons:Um, So I'm not a huge, like, "oh, you're gonna fight 17 skeletons" type of person.
Andrew Coons:Or if I do, I'm going to treat them like a swarm.
Andrew Coons:I do like finding big, beefy encounters that are still challenging because the
Andrew Coons:trick, whenever you've got one monster versus a party of any size is they
Andrew Coons:start flanking, they start kiting.
Andrew Coons:Like it's very quick to go against you as a DM.
Andrew Coons:But if you look back through our two seasons so far, we've had, you
Andrew Coons:know, a really big troll encounter.
Andrew Coons:We've had the giant skeleton, they fought the Lonely at one point,
Andrew Coons:one of the Shadowfell monsters.
Andrew Coons:And I'm looking for mechanics that allow those big beefy kind of singular
Andrew Coons:enemies to hold their own against a party, whether that's the fact that the
Andrew Coons:troll was a two on one and that's just dangerous for anybody or the skeleton
Andrew Coons:has three attacks and tons of HP.
Andrew Coons:So I was like, okay, there's a good chance.
Andrew Coons:Someone's going down in this encounter.
Andrew Coons:And also this giant skeleton had immunity to Turn Undead.
Andrew Coons:So I knew my cleric couldn't do anything about it.
Andrew Coons:Which was a cool kind of story moment.
Lucas:Right.
Lucas:Yeah.
Lucas:The first time that
Lucas:doesn't work.
Andrew Coons:It's huge.
Andrew Coons:Or the Lonely, just being built for that type of an encounter.
Andrew Coons:The Lonely is all about, "Yes, bring me as many people as possible and
Andrew Coons:I will bring them to myself and do psychic damage against them."
Andrew Coons:So it, it, it was almost a.
Andrew Coons:That one was almost like a ruse against the players.
Andrew Coons:Cause why?
Andrew Coons:Oh yeah.
Andrew Coons:There's four of us.
Andrew Coons:One of him.
Andrew Coons:That's exactly what he wanted.
Andrew Coons:So, um, so yeah, that's kinda what I'm looking for in my team.
Andrew Coons:Now I gotta shake it up though.
Andrew Coons:Now that I've identified it.
Lucas:I think that's what D and D does, is so much of your
Lucas:storytelling is determined by how is this going to be satisfying and
Lucas:how do we balance the action economy of four people versus one monster?
Lucas:So in that sense, I feel like the game is by its nature,
Lucas:making you do some things with
Lucas:the villains that you have in the game.
Lucas:Are there reasons other than mechanical crunch that you would
Lucas:use a certain monster in your game?
Andrew Coons:Yeah, for sure.
Andrew Coons:I mean, I think that, honestly, there are just times when I'm just flipping
Andrew Coons:through the Monster Manual or Volos or whatnot, and I'm like, that's cool.
Andrew Coons:I want to run that.
Andrew Coons:I want to try it.
Andrew Coons:So I mean, there's certainly the fun factor.
Andrew Coons:I mean, if the DM's not having fun as well, then what are we doing here?
Andrew Coons:I think that the, the ones that have more emotional weight
Andrew Coons:are those ones that are NPCs.
Andrew Coons:Right?
Andrew Coons:And those, you know, those people that they knew that betrayed them
Andrew Coons:or that person, that they can have a conversation with before attacking.
Andrew Coons:And this is just kind of a, maybe a terminology thing I need to get over.
Andrew Coons:But when you say monster, I don't immediately, my head doesn't
Andrew Coons:go towards, an intelligent, arch mage type of encounter.
Andrew Coons:My, my head goes towards trolls.
Andrew Coons:That's just what I'm wired to think of when I hear monster.
Andrew Coons:But there is a, there is a really good point to be made for those social
Andrew Coons:skills and that conversation and that decision-making also being just as
Andrew Coons:important as, as the combat which they've run into for sure in our season.
Andrew Coons:I like stakes.
Andrew Coons:I just think that stakes mean different things at different times.
Andrew Coons:And when it's a big beefy monster, the stakes have to be, are we
Andrew Coons:going to live through this?
Andrew Coons:And when it's something else you can play more with the stakes are, you know,
Andrew Coons:is this person going to betray me or is this person going to kill the other
Andrew Coons:NPC that we love so much or whatnot?
Lucas:You've anticipated my question, which gives me some faith
Lucas:in the way I put this together.
Lucas:I know how the Monster Manual defines monster it's on page four, I think.
Lucas:And it essentially says anything with a stat block.
Lucas:Other than just troll do you have a way of defining for yourself what monster means?
Andrew Coons:Yeah.
Andrew Coons:And it's, it's funny because even in our very first episode
Andrew Coons:of season one we pick up mid hunt with the party hunting a troll.
Andrew Coons:But the twist on that encounter was that the troll starts trying to talk to them.
Andrew Coons:They just can't speak its language.
Andrew Coons:So even then there's like, I was hoping to sow some seeds, which will still
Andrew Coons:pay off in season three of okay, you think it's just a mindless beast?
Andrew Coons:It's not.
Andrew Coons:It has thoughts and emotions and dreams and whatnot of its own.
Andrew Coons:And yet we hunt these things.
Andrew Coons:I think that for me, it's a really, really easy answer is anything
Andrew Coons:undead you know, they're skeletons, they're zombies or whatnot.
Andrew Coons:Shoot them up, you know, like we can just, we can just go crazy.
Andrew Coons:I I'm, I'd be very happy to be proven wrong or, or given a different
Andrew Coons:opinion on that one as well.
Andrew Coons:But I think the way I look at it, you know, the undead have
Andrew Coons:already had their life and they're not back of their own accord.
Andrew Coons:So there's almost some mercy in putting them down again.
Andrew Coons:But yeah, I hope that in the midst of telling a classic story where
Andrew Coons:you know, people are fighting orcs and goblins and trolls and whatnot,
Andrew Coons:there are moments where we can stop and go, why are we fighting them?
Andrew Coons:And what have we been told that causes us to fight them and whatnot.
Lucas:So it sounds like the way you're using it, And I'm, I'm really kind
Lucas:of reading between the lines here.
Lucas:It sounds like the way you're using the word monster is to mean
Lucas:anything that that you wouldn't have to feel bad about killing.
Andrew Coons:You could
Lucas:I close?
Andrew Coons:Yeah.
Andrew Coons:I mean, I guess for me personally, I I would say more that monster
Andrew Coons:being antagonist that you're not going to have a conversation with.
Lucas:Okay.
Andrew Coons:But I think, and you're, yeah, you got me
Andrew Coons:thinking about my own biases now.
Andrew Coons:But even then, even then, and, you know, even like, I was just saying
Andrew Coons:the example of like, why aren't you having a conversation with them?
Andrew Coons:Why aren't you trying to?
Andrew Coons:I mean, there's very much of an idea of like, you know, the real monsters
Andrew Coons:are within us type of thing, right?
Andrew Coons:Anyone can be a monster.
Andrew Coons:I think there also has to be that sense of danger and evil with it, you know,
Andrew Coons:if they have a conversation with said troll and realize that said troll is just
Andrew Coons:trying to live his life and it doesn't know why people are hunting him, all of
Andrew Coons:a sudden that's not monstrous anymore.
Andrew Coons:It's not scary.
Andrew Coons:It's not other.
Andrew Coons:All those things that I think are important to to think about.
Andrew Coons:And as characters in this story, you know, making money, trying to survive
Andrew Coons:in a very tough environment they maybe think less about it than we
Andrew Coons:as 21st century people of privilege, get to sit back and think about.
Andrew Coons:And then how do you rectify that, you know, player versus character
Andrew Coons:decision balance and all that?
Andrew Coons:It's complicated.
Andrew Coons:It is complicated.
Lucas:I love the, we talked about it earlier.
Lucas:The most common thing I hear people do is trying to subvert what it means to
Lucas:be a monster or trying to do something unexpected with their antagonist.
Lucas:Why do you think we do that?
Andrew Coons:Oh boy.
Andrew Coons:I think it's because . . . some of this is probably rooted in my religious upbringing
Andrew Coons:as well, which I'll certainly own.
Andrew Coons:But I think that there's an element where we all recognize
Andrew Coons:our own capacity for evil.
Andrew Coons:Even if we feel like we are good people or do good things, I think there's an element
Andrew Coons:of, we recognize our capacity for evil.
Andrew Coons:And I know I recognize the fact that you know, me and the murderer.
Andrew Coons:You know, that that person didn't always think or know they were
Andrew Coons:going to do a horrible thing.
Andrew Coons:There are circumstances, there's nature and nurture that goes into it.
Andrew Coons:And certainly there are decisions, but I think at the end of the day, we recognize
Andrew Coons:our own capacity for evil, we choose to do good, and we hope for redemption.
Andrew Coons:And I think that there's an element of we find monsters in each other.
Andrew Coons:We find monsters in our characters, but then really we are hoping
Andrew Coons:that they get redeemed in the end that they come back around.
Andrew Coons:No one wants a story where someone just turns out to be evil and that's it, right?
Andrew Coons:That's the magician making something disappear, but not bringing it back.
Andrew Coons:And so.
Andrew Coons:We want to see the, the, the horrible journey and the betrayal, the knife in
Andrew Coons:the back and the, you know, you know, the hero's journey that they go on.
Andrew Coons:But in the end we want some sort of reconciliation or, or some
Andrew Coons:sort of closing of the book on it.
Andrew Coons:I think we recognize that we have to go down in order to
Andrew Coons:go up on that rollercoaster.
Lucas:I do want to get to the other side of that.
Lucas:if monster is redeemed toward hero, then how do we end up with so many heroes who
Lucas:have that relationship to the monstrous.
Lucas:But before we go there, I want to, I want to detour a little bit cause
Lucas:you did say that that your religious upbringing is something you have to own.
Lucas:And I really wonder what you mean by that.
Andrew Coons:So yeah, I mean, I was, I was raised evangelical
Andrew Coons:and I you know I and I do hold to a lot of those faiths still.
Andrew Coons:I think that there are elements of being raised, religious that as an adult, I
Andrew Coons:now look back on and see as like, okay, with, with my own life experiences
Andrew Coons:and my analytical brain, like I agree or don't agree with X, Y, and Z.
Andrew Coons:And I think that there's a lot of, um, depending on the circles you run in,
Andrew Coons:there's a lot of fear-mongering that goes on and there's a lot of painting
Andrew Coons:with very black and white brushes.
Andrew Coons:This is good.
Andrew Coons:This is bad.
Andrew Coons:There is no in between.
Andrew Coons:And that is problematic from the standpoint that I think
Andrew Coons:we're all in the gray area.
Andrew Coons:I don't think anyone's a hundred percent evil or a hundred percent good that there
Andrew Coons:is, you know, as Skywalker would say that I could feel the good in you there it's
Andrew Coons:there deep down in and the flip side of that means that the evils deep down in
Andrew Coons:there somewhere too, and that we have to make choices on how we act on that.
Andrew Coons:But yeah, I guess I qualify that just so that when people don't
Andrew Coons:think I'm coming to it with an immediate black and white approach.
Lucas:Do you feel like it's a liability in the community that you've found
Lucas:yourself a part of in the TTRPG space?
Andrew Coons:At all.
Andrew Coons:not at all.
Andrew Coons:I mean, the TTR PG space is incredibly varied and diverse, and there are
Andrew Coons:people like me who are straight white men who are Christians.
Andrew Coons:And there are people who are of, you know, all walks of life and sexualities and
Andrew Coons:genders and races and religious beliefs.
Andrew Coons:And like, I think the beauty of it is that we come together through
Andrew Coons:storytelling and that we don't have to necessarily agree on.
Andrew Coons:Or, or not even agree or even like, just be able to relate to everybody's
Andrew Coons:individual upbringings and backgrounds, but that we have this commonplace
Andrew Coons:of storytelling and that through that and that, in that, you know,
Andrew Coons:there are there, you know, we need to be respectful of one another.
Andrew Coons:But if you can do that, then it's family.
Andrew Coons:It's awesome.
Lucas:I'm really glad I got that on tape.
Lucas:I'll have to figure out how to handle it.
Lucas:Cause it is a little bit.
Andrew Coons:It's a little heavy.
Lucas:Yeah.
Lucas:But it's really important to me.
Lucas:I want to circle back because I want to talk about heroes.
Lucas:Dungeons and Dragons being an example of heroic fantasy means that it
Lucas:has such an emphasis on the hero
Lucas:and that every player is themselves a hero and together, you know, they're
Lucas:functioning narratively as one hero and that hero has the name of the party.
Lucas:So if you, if you have a working definition of monster, and if hero and
Lucas:monster are diametrically opposed, then what's the working definition of hero?
Andrew Coons:I feel like it's a lot more complicated.
Andrew Coons:Even within D and D there are certain ways that it encourages players to
Andrew Coons:be an antihero or to not necessarily fit that White Knight in Shining
Andrew Coons:Armor, you know, type of thing.
Andrew Coons:I mean, you know, the rogue who's chaotic neutral, but is still a hero, even though
Andrew Coons:they may do some really shifty things.
Andrew Coons:Heroes are problematic because you have any hero you've got, you have
Andrew Coons:to recognize that unless they're Superman and they have no flaws and
Andrew Coons:no character flaws that there's, that there's darkness that comes with it.
Andrew Coons:And so what is it that makes them heroic?
Andrew Coons:What, there, there is an element of overcoming of doing the right thing
Andrew Coons:in the face of adversity of courage.
Andrew Coons:But even then, could you have a coward who, who still became a hero?
Andrew Coons:I think that if I had to give a working definition of hero, it is a person
Andrew Coons:or a character that we see ourselves in, but that inspires us to try to
Andrew Coons:be a better version of who we are.
Andrew Coons:So that's vague in the sense that it doesn't assign any sort of
Andrew Coons:like, you must slay the dragon, you must save the princess.
Andrew Coons:You must help the orphan.
Andrew Coons:No.
Andrew Coons:A hero to X person could be really shifty.
Andrew Coons:But if X, but in fact here will also helps them realize that no, I
Andrew Coons:mean, I can make the right decision sometimes and I can do that thing
Andrew Coons:that I thought was really hard to do.
Andrew Coons:It's a small heroicism, but it's, it's heroic.
Andrew Coons:Yeah.
Lucas:Let's take that and then let's work backwards.
Lucas:In doing this little mini series with actual play podcasters, I've heard
Lucas:as many interesting definitions of the relationship between monster
Lucas:and hero as I have done interviews.
Lucas:And I know it talked about them being opposites.
Lucas:If you could, recontextualize that relationship, how do you describe it?
Lucas:What's your metaphor for that?
Andrew Coons:I think that at the end of the day, you know, it's funny, I
Andrew Coons:talked about earlier, you know, there's the whole man versus nature, man versus
Andrew Coons:god, man versus himself, man, versus whatever, really, they all boil down
Andrew Coons:to man versus himself, humanity versus themselves in one way or another to me.
Andrew Coons:Because whatever antagonist you're going up against, whatever monster, whatever
Andrew Coons:evil villain, whatever environmental challenge, that you're up against,
Andrew Coons:at the end of the day, it's kind of like the real flip of the coin is
Andrew Coons:are you going to screw your courage to the sticking place and do this?
Andrew Coons:Are you going to stand your ground?
Andrew Coons:Are you going to take that leap when you have a D the percentile
Andrew Coons:say you really shouldn't.
Andrew Coons:And that's what we want out of our heroes, right?
Andrew Coons:We want them to kind of throw care to the wind and do the
Andrew Coons:right thing and everything.
Andrew Coons:Monsters and encounters give an opportunity for that courage
Andrew Coons:to be on display for those decisions to be on display.
Andrew Coons:And this is why I think that it's tough to as, as again, people in a 21st century
Andrew Coons:world where, you know, there are certainly are soldiers out there fighting and
Andrew Coons:doing physical combat, but for a lot.
Andrew Coons:if not most of us, we're not fighting for survival, the way our answers, the
Andrew Coons:ancestors did, we can manage, you know, a meal a day and a roof over our heads
Andrew Coons:and enough clothes to keep us going.
Andrew Coons:Even if that it can be tough, like we can survive.
Andrew Coons:And so we still have within us those desires to, to prove
Andrew Coons:ourselves and to have those moments.
Andrew Coons:And I think some people find unhealthy ways to do that.
Andrew Coons:And I think D and D offers a health, a healthy way to kind of vicariously live
Andrew Coons:those moments and make those decisions in a game where it's like, no, I,
Andrew Coons:I will face down the the pit fiend, even though I'm the last one standing
Andrew Coons:and my party lies dead around me.
Andrew Coons:I will not run.
Andrew Coons:That's not about fighting a pit fiend.
Andrew Coons:That's about you and your character.
Andrew Coons:Making a conscious choice to be courageous, maybe a
Andrew Coons:little stupid, but create.
Andrew Coons:courageous.
Lucas:Man.
Lucas:Yeah, you did it again.
Lucas:No one else has given me exactly that and I love it.
Andrew Coons:Isn't that the cool thing though, is that in, in this, in this
Andrew Coons:infinity game, there are just so many different ways to think about and play.
Andrew Coons:And I, yeah, I, I, this is one of the reasons I love this community.
Andrew Coons:I love doing interviews like this and whatnot is like, I just get
Andrew Coons:to hear so many different diverse perspectives and it's, it's beautiful.
Andrew Coons:I love it.
Andrew Coons:Humanity is a cool thing.
Lucas:Thanks for listening to Making a Monster.
Lucas:I’m really excited to share with you what I’ve learned from these
Lucas:storytellers, so I hope you’re enjoying this diversion from the format.
Lucas:First Watch is a show committed to visual quality and making the most of its genres.
Lucas:Here's how you can find out more.
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Andrew Coons:So that's a YouTube slash The First Watch Show as well.
Andrew Coons:And yeah, we're on Instagram and Facebook and whatnot as well under the
Andrew Coons:same handle, but Twitter and YouTube or where you can usually find us.
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