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Do you guys know this this this 
game? 

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If you're listening on Spotify 
or something, I'm showing Breath

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of the Wild, The Legend of Zelda
Breath of the Wild. 

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And I don't mean have you played
it once or did you bounce off it

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after a few hours? 
I mean, do you remember how it 

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started? 
You wake up, you're wearing next

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to nothing. 
You get handed a stick. 

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And very quickly, without 
ceremony, without build up, 

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without the long tutorial arc, 
you come out of the little hole.

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You walk up to the edge of the 
Cliff. 

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The music swells. 
This looming, dangerous looking 

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castle in the middle appears, 
and on the screen appears. 

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Defeat Gannon. 
That's the goal. 

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No further qualifiers, no first 
you must prove yourself. 

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No invisible walls politely 
asking you to come back later. 

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The castle is right there the 
whole game through, and you can 

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immediately go there if you 
want. 

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You can also see this castle 
from almost anywhere on the map 

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you can walk towards 
immediately. 

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You can absolutely get 
annihilated if you try too 

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early, but the game never tells 
you that you're not allowed to 

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try. 
And that design decision has 

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stuck with me for years because 
that game came out in 2017. 

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Do you feel old yet? 
Yes, I do. 

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Yeah. 
What that opening does is 

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incredible, incredibly simple 
and incredibly confident as 

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well. 
It gives you the ending upfront.

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You know what done looks like 
from minute 1? 

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Pretty much. 
You don't have to guess what the

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game is about or where it's 
ultimately heading, and 

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everything else you do exists in
relation to that one ultimate 

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fixed outcome. 
You don't do shrines to unlock 

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the ending. 
You don't get better weapons to 

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unlock the ending or skills to 
unlock the ending. 

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You don't gain any specific 
knowledge that unlocks it. 

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None of that gives you 
permission to immediately go to 

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Gannon and kick his ass or get 
your ass kicked. 

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All of it just changes how 
survivable the final attempt is 

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and you can see everything is 
leveraged. 

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Pretty much. 
And that distinction from 

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preparation instead of 
permission is the thing that 

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clicked most for me as a game 
master. 

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But a quick pause first. 
Real talk for a second. 

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This channel gets way more 
viewers than I had ever hoped or

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dare dream of. 
Of course for most of you it's 

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like, what? 
Rookie numbers man. 

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But genuinely, to me, thousands 
of people have passed through 

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and only a small fraction of you
are actually subscribed. 

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Did you know that if you've 
watched more than one video of 

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mine and if you're into this 
kind of long form, slow design 

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heavy TDRPG talk it subscribe. 
It helps the channel a lot more 

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than you think and it tells the 
algorithm that there is room for

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this kind of content. 
So with that said, let's get 

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back to it. 
Not an expert in adventure 

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design. 
I am not a theorist. 

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I am not a historian. 
I have not done super extensive 

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research in all these things, in
writing and all that. 

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But yeah, I'm just a hobbyist 
who runs games. 

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That's pretty much it. 
I'm not here to tell you how 

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adventures should be written, 
not at all. 

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I'm kind of good at creating 
rule sets and creating worlds 

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and setting a tone, creating 
factions and something that can 

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provide long term pressure. 
But for a long time now, writing

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adventures that actually held 
together at the table was pretty

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hard for me. 
Because players don't play the 

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way you imagine they will. 
They skip things, they 

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misunderstand things, they 
fixate on details you made-up on

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the spot and ignore the stuff 
you thought was obvious. 

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And my prep used to crack when 
that happened. 

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But what I do bring to this 
conversation is my day job. 

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I work in user experience 
research and design. 

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I spend my professional life 
watching people interact with 

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systems in ways the designers 
didn't expect. 

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People don't follow flows the 
way you want them to. 

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They don't read instructions the
way you want them to. 

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They don't behave correctly. 
Now, good systems can survive 

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that. 
Bad systems. 

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They demand more compliance and 
start pushing users around, 

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leading to even more unwanted 
behavior. 

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And slowly and painfully, I 
realized that a lot of tabletop 

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adventures are exactly designed 
like these bad systems, and most

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adventures are written as 
sequences. 

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This happens, then this happens,
then this happens. 

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And that works beautifully for a
movie or in a book, or on paper.

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But at the table it come becomes
very fragile very quickly, 

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because tabletop games allow 
players to attempt anything in 

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any order, with incomplete 
information to boot. 

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If your adventure only works 
when players behave the way you 

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want them to behave, with the 
actual information you want them

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to achieve, well, then it's 
going to fall apart. 

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Now, to be very clear, this does
not mean that procedural design 

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is bad. 
Gradual revelation is powerful, 

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and mysteries rely on it, Horror
relies on it, pacing relies on 

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it, and procedural disclosure is
written well. 

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It's fantastic. 
Frankly, the problem isn't 

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procedure. 
The problem is when everything 

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depends on one fragile chain of 
events, one missed clue, or 1 

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NPC that has to survive. 
The thing that helped me wasn't 

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to write better plots, it was 
changing what I designed first. 

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I stopped starting designing 
scenes. 

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I stopped starting with paths. 
I started with the end. 

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Pretty much. 
What does it look like when this

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problem is actually resolved? 
When it's over. 

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Not the story, not the 
explanation, the true end state.

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And that is where this little 
shorthand comes from. 

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It's called get to 4. 
Now 4 isn't special, it's just 

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it means end state Enough the 
finish line, enough pressure, 

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enough leverage, enough change 
pretty much that the situation 

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can't sustain itself anymore in 
a good way or in a bad way, 

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depending on how it turns out. 
Players never see this number, 

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it only exists so it can stay 
consistent when judging impacted

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the table. 
How to get to 4? 

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Anything that genuinely changes 
the situation can count. 

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Information that removes 
uncertainty can be plus one. 

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Allies that shift the balance 
can be plus one. 

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Resources that reduce risk can 
be plus one, like the shrines in

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Breath of the Wild or getting 
better weapons. 

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Environmental changes that close
options or open new ones. 

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You can unlock things in the 
world, it doesn't matter how the

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players get there. 
What matters is that the world 

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isn't the same afterwards. 
That there is change, meaningful

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change. 
And once I frame things this way

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for myself, I realized this is 
exactly how Breath of the Wild 

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also works. 
Nothing unlocks the ending. 

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The ending is always there. 
Just everything makes the 

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attempt, the final attempt, more
survivable At some point. 

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As a player, you look at the 
castle in the middle and you 

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think, yeah, I can, I can try 
this now. 

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I've collected this many hearts,
I have the Master Sword, I have 

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everything I need. 
And once you see this, you start

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recognize these patterns. 
In the best tabletop campaigns 

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people still talk about years 
later, they usually have strong 

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and visible threat. 
A ruler in a castle like Strat 

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or a dangerous frontier, or a 
mega dungeon looming near 

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civilization. 
From early on, players know what

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the problem is, where it lives, 
and that dealing with it is 

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inevitable. 
There's always the castle on the

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horizon, 'cause when you look at
the world of Breath of the Wild,

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wherever you are in this world 
and you look at the center of 

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the map, there's always this 
part of the castle that you can 

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see as a looming threat. 
Now, those campaigns, they don't

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work because players follow the 
right steps. 

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No, they work because the ending
never moves. 

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You can wander and you can fail.
You can do things out of order. 

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That's fine. 
The campaign survives because 

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nothing you're doing is 
unlocking the ending. 

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You're only preparing for it. 
And that's get to 4. 

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In tabletop terms, the adventure
ends when enough has changed. 

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You can rush the ending early 
and you can suffer, or you can 

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stack the odds. 
Same logic, different medium. 

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This is also what agency 
actually feels like at the 

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table. 
It doesn't mean infinite 

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freedom, but meaningful risk 
assessment. 

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Players aren't asking what are 
we supposed to do, they're 

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asking are we ready to face this
final confrontation. 

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Thinking this way made my 
preparation a bit sturdier. 

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It's it make me prepare better 
for skipped content and it 

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doesn't become a problem 
anymore. 

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Unexpected plans. 
They are no longer a threat. 

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So I stopped protecting scenes 
on their own and I started 

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protecting the outcome. 
That's why the image of the 

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castle matters so much to me. 
It doesn't chase you, it doesn't

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disappear. 
It waits there. 

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And good adventures, I feel like
do the same thing. 

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They define the problem early. 
They let players decide when to 

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step into it. 
So if this resonated, hit the 

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like button. 
And if you want more long form 

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TDRPG design talk like this, 
subscribe. 

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And if you've ever watched your 
carefully planned adventure 

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wobble at the table, just know 
that mine still wobbles every 

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now and then as well. 
See you next time. 

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Bye bye.
