D&D General I stand corrected... and what I learned from watching VLDL

Li Shenron

Legend
I stand corrected because I said long ago that I really didn't get the point of watching series with a group of other people playing D&D, that it seemed dumb when I could spend that time running and playing D&D myself... probably I was just watching the wrong shows (which I still cannot stand nowadays as I find their participants largely irritating - no point to mention which shows, you can guess which ones they are), but eventually I found myself watching the first Viva la Dirt League campaign until the end and having fun doing so! I wasn't even a fan of their comedic sketches to be honest, but somehow combining playing D&D with the occasional sketches (not all of which are great) made it work for me somehow. The rest of the family was already watching it, so I started because I had no choice, and deciding to watch it only while having dinner got rid of the feeling that I would better spend the time playing (or preparing my next DMing session) because well... I can't do that while making or eating dinner anyway!

So congrats to the VLDL cast to win me over the genre, and for giving me a proof to share about how the game is ABSOLUTELY PLAYABLE despite all the attempts of people online trying to prove it isn't due to its multiple unreedemable flaws. In fact at VLDL they largely play 5e as it is, with only a small number of house rules, but (with the exception of a couple of spells being boosted to make them stronger) none of the house rules is there really to "fix" something perceived as wrong, but just to increase their fun.

I've taken some of these ideas and have already used in my games since the beginning of this year:

1) DMing standing up: this is not even a house rule, but why haven't I thought about it before? I've always been DMing sitting at the end of the table, but standing up has several subtle benefits... I can see better and the players can see and hear me better as well, I can move more quickly around the table if needed and operate the map more easily. Most importantly, I stand above the players which grants me more authoritativeness!

2) "Describe the kill": the player of the PC who deals the killing blow gets to describe it as they wish (just narratively, no mechanical consequences), because why do I always have to do all the jobs?

3) Stretch rolls: sometimes an action falls just a little short... why not granting occasionally an extra chance to making it, if the player accepts the risk of a drawback? Most often, in VLDL they used this when someone's movement was just 5ft too short to reach melee, with an option to roll an Acrobatic check to make it but becoming prone if you fail.

4) Travel checks: to make travel interesting but also relatively quick, in VLDL they rolls on a small table to determine one travel complication per PC (such as "weather" or "food shortage", but "nothing" is also an option), then the DM comes up with the specifics and the player is asked how their PC will try to deal with the challenge, and finally the DM asks for an appropriate roll (for example, the table roll results in "terrain obstacle", the DM decides that since this travel is through a forest this might be a fallen tree blocking the road for their carriage, and the Fighter PC chooses to just deal with it by strength and attempts to clear the way, so the DM asks for an Athletic check; had it been up to the Druid PC maybe she would have tried to call animals to help and the check would have been a Nature check instead); advantage or disadvantage may be granted if the idea is particularly nice or otherwise boring or weak; each PC gets a challenge, and if less than half the party succeeds, they all suffer a point of exhaustion.

There are other house rules I haven't taken but I am sure other DMs would appreciate, such as critical hits being max damage + a second set of dice rolled (instead of just doubling all dice), or healing potions being drinkable either as a bonus action (for normal effects) or as a full action (for max effects) at player's choice. Thanks for DM Robert Hartley and the rest of the VLDL team for inspiration! :)
 

log in or register to remove this ad


I felt the same way initially about watching video play.

Fortuitously for me the first two shows (names not important) I watched the players were funny and made mistakes just like my table top group.

So I really enjoyed them.
 

The return of G4TV introduced me to Viva La Dirt League. I've stuck with them since. Their approach to gaming humor works really well for D&D actual plays too. They love the genre too.

I hope we get to see more of the mechanics behind their world.
 

They are the only streamed D&D that I've been able to stay interested in, I've bounced off more popular things like Critical Role. I think the thing for me is that they feel more like 'people who happen to be good at voice acting playing a real game' than 'voice actors and/or improv comedians giving a performance loosely based on the game rules'. I'm sure they do some planning, but it definitely doesn't give me the feeling of 'I'm sure they planned this alleged big surprise in advance'
 

They are the only streamed D&D that I've been able to stay interested in, I've bounced off more popular things like Critical Role. I think the thing for me is that they feel more like 'people who happen to be good at voice acting playing a real game' than 'voice actors and/or improv comedians giving a performance loosely based on the game rules'. I'm sure they do some planning, but it definitely doesn't give me the feeling of 'I'm sure they planned this alleged big surprise in advance'

Exactly! To me VLDL feels like a bunch of friends who primarily want to share their fun. Some of them are professionals but it feels more like they use their skills in service to the game, and don't take themselves too seriously.

Other shows felt to me like the opposite: professionals who try to pass themselves as friends but you can see they mostly care for their own hired performance and use the game in service to their skills and self-promotion.
 

While I have zero interest in watching people game -- even the VLDL crew -- I wholeheartedly endorse almost everything else they do. As a mostly non-D&D (and completely non 5e) player, I still enjoy D&D Logic.

For me, it's the fact that they got me watching -- and enjoying -- improv (with Dealbreakers) that I found surprising.
 

...feels like a bunch of friends who primarily want to share their fun. Some of them are professionals but it feels more like they use their skills in service to the game, and don't take themselves too seriously....
Since it was brought up, I will share my opinion (not an argument).

When Critical Role first started (mainly Campaign 1 and 2) it did feel "like a bunch of friends who primarily want to share their fun". And as I mentioned upthread, it was like watching my home group of nerds and friends make mistakes and crack jokes.

Bit, even though later campaigns still had much of that flavor, I felt the balance had gone from 50/50 DnD/Drama to more like 30/70 more recently.

I still enjoyed it, but it did feel more like listening to an audio book then an actual play. So I don't slight them, they are funny, talented, cool people and nerds at their hearts...but the audience seemed to want more of the lore and drama, which is understandable (good story is good) but but not as appealing to me.
 

Since it was brought up, I will share my opinion (not an argument).

When Critical Role first started (mainly Campaign 1 and 2) it did feel "like a bunch of friends who primarily want to share their fun". And as I mentioned upthread, it was like watching my home group of nerds and friends make mistakes and crack jokes.

Bit, even though later campaigns still had much of that flavor, I felt the balance had gone from 50/50 DnD/Drama to more like 30/70 more recently.

I still enjoyed it, but it did feel more like listening to an audio book then an actual play. So I don't slight them, they are funny, talented, cool people and nerds at their hearts...but the audience seemed to want more of the lore and drama, which is understandable (good story is good) but but not as appealing to me.
It's their advancement/growth in the hobby becoming more realized and cemented. Growth not in the sense that all TTRPGers progress this way or it's "not growth," but like that this is their growth, what they want to do because of their own mixture of being storytellers, actors and gamers. What they want to do with their industry peers. Not just what they want to do with their spare time as a hobby but what do they want to create as creative people whose interests and careers are one and the same. Other people's interests won't always align with that, and that's why I think you probably bounced off of them eventually.

My own personal opinion (also not trying to argue one over another) is that I like approaching Actual Plays as entertainment more than a game I am in the audience for. Games like Critical Role, Dimension 20, Worlds Beyond Number, NADDPOD, Avantris, Nat6, etc., are interesting for me to watch or listen to because they expand beyond the game more prominently, either in terms of storytelling, lore, humor, whatever. The game is the medium but the entertainment value for me is what they bring on top of that. Especially when it's a level of humor or storytelling that I and my group can't meet ourselves.

Some of them, like Critical Role and Avantris, had a sort of learning curve. Where as their mastery grew, their preferences became more clear and prominent. And it's entirely fair for an audience member to bounce when those preferences become disconnected from that audience member's own.

Critical Role brought me back to D&D, but I think if I'd never left I probably would have bounced off of the first campaign. In my case, my preferences shifted as theirs did, and so remained aligned.

I tend to bounce off of games that just feel like a real game because that's when I get that feeling of "I'd just rather play." Which VLDL was for me, but the bright side with just how diversified and broad this sort of stuff has become is that there's content for pretty much everyone somewhere. Just a matter of finding it.
 

Yeah, Critical Role was Mercer's home game Geek and Sundry thought it would be fun to stream. It had some buzz in the acting communities where people would talk about the game they played with their friends. The whole thing started as a one-shot Mercer ran for Liam's birthday.

They thought the whole thing would fail and they'd just go back to running the game in Mercer's kitchen.

Instead, obviously, the thing exploded.

I have a hard time with the actual plays more because of how long the episodes are. 4 hours a go, with the number of episodes is a lot. I can't listen while working because it's not background noise enough.
 

Remove ads

Top