Summary
Highlights
Brennan clarifies the difference between 'critical role' and 'Nat 20,' explaining how a Nat 20 (natural 20) on an attack roll results in a critical hit and damage. He emphasizes that failure in D&D, as dictated by dice, is not an enemy to storytelling but a vital component that drives narrative and character development.
Brennan Lee Mulligan discusses his favorite D&D monsters, highlighting the mimic and the owlbear. He then shares advice on creating compelling D&D characters by focusing on a 'heroic problem' and characters that care about the game world.
Mulligan provocatively declares chronomancy (time control) as the greatest magic, critiquing the common 'friendship' trope. He then outlines the essential items needed to play D&D: friends, core rulebooks, pencil and paper for character sheets, and dice, emphasizing that miniatures are optional.
Brennan praises 'Stranger Things' and the recent D&D movie for their positive and fun portrayals of the game. He then offers advice for Dungeon Masters on character voices, suggesting that rather than altering pitch, focusing on regional accents or age is more effective and authentic.
Mulligan explains the nine D&D alignments (lawful good, chaotic evil, etc.), noting their enduring popularity despite not being the most robust moral philosophy. He also clarifies the distinction between paladins, warlocks, and clerics, humorously comparing them regarding their magical patrons.
Brennan justifies why wizards are 'squishy' due to their immense power in bending reality. He then demystifies D&D dice, explaining the purpose of each type (D20, D12, D10, D8, D6, D4) and why players often collect multiple sets. He humorously criticizes the D4 for its annoying shape.
He discusses the practice of 'fudging' dice rolls behind a DM screen, usually to prevent a total party kill, and offers his perspective on why it can be acceptable. Mulligan also shares his golden rule for DMs: prioritize the players' experience and shared storytelling over strict adherence to rules.
Brennan shares his favorite race/class combinations, favoring Paladins and Wizards, and encourages players to consider unique abilities beyond optimal builds. He then provides advice on handling a Total Party Kill (TPK), emphasizing transparent communication with players before potential disaster strikes.
He explains why many games start in taverns, linking it to the historical communal spaces in medieval settings and Tolkien's influence. Mulligan then offers crucial tips for first-time Dungeon Masters, stressing the importance of a 'session zero' and learning from actual gameplay experiences rather than over-preparation.
He shares some favorite D&D 5e spells, highlighting 'Shield' and the general power of third-level spells. Mulligan then provides practical advice for new players on finding a D&D group, suggesting starting with friends, exploring local game stores, or using online matchmaking services like 'StartPlayingGames'.
Brennan contrasts preparing for an established world (like Critical Role's Exandria) versus creating a homebrew world from scratch, noting that the former requires more reading and the latter more writing. He also shares a quirky D&D lore detail about the 'dabus' from Planescape who communicate via emoji-like hieroglyphs.
He discusses his biggest D&D pet peeve: when players use 'it's what my character would do' to justify disruptive or antisocial choices. Mulligan then touches upon why D&D was once thought to be satanic, attributing it to a manufactured moral panic by the evangelical right in the 1980s.
He humorously describes his own 'garbage' DM notes and encourages DMs to find a prep style that works for them. Brennan also lists various D&D editions he's played and other TTRPGs, before addressing recent D&D rule changes, particularly those for Counterspell, Divine Smite, and Druid Wild Shape, often supporting them as beneficial adjustments for balance and player experience.
Mulligan showcases the versatility of D&D settings, mentioning examples like 'Fantasy High' (high school fantasy), 'The Unsleeping City' (magical New York), and 'Starstruck Odyssey' (sci-fi). He concludes by promoting 'Dungeons and Drag Queens' on Dropout.tv, praising the drag performers' enthusiasm and natural talent as D&D players.
He answers a final question about what a mimic looks like when not mimicking: an amorphous shape with speckled gray skin, though they are rarely seen in this form due to their nature as shape-changing specialists, often disguising themselves as furniture.