The Brennan Method Every DM Should Be Stealing — Transcript
Full transcript
- 0:00Everyone says Brennan Lee Mulligan is a
- 0:02genius DM. And although he is a great
- 0:05improviser and good at voices, so is
- 0:08Matt Mercer and plenty of others. So why
- 0:10do his games in particular feel so deep
- 0:14and powerful? The truth is Brennan isn't
- 0:16just a dungeon master. He has what I
- 0:19would call a superpower that I think
- 0:21most people are missing. And in this
- 0:23video, I will show you what it is and
- 0:26[music] how he uses it so you can steal
- 0:28the same ideas to make your own games
- 0:31unforgettable. Okay, so if it's not just
- 0:33the performance, what makes him so good?
- 0:36Let's eliminate what everyone talks
- 0:38about first. He is an incredible
- 0:40improviser. That is true. He spent many
- 0:43years as a professional comedian,
- 0:45performing and teaching improv with a
- 0:48group called Upright Citizens Brigade,
- 0:51which is an iconic name in the world of
- 0:53comedy [music] and improv. And this
- 0:55gives him the ability to pivot
- 0:56immediately when players do something
- 0:59unexpected. It is an incredibly useful
- 1:01skill to have as a DM, and it does a lot
- 1:03of heavy lifting. But being an improv
- 1:06god does not give you the ability to
- 1:08make people cry. So, is it the voices
- 1:11then? I'm not going to spoil anything
- 1:13here, but yeah, let's just say Brennan
- 1:15played many memorable NPCs with cool
- 1:18voices over the years, but once again,
- 1:20there are tons of great voice actors in
- 1:22the DND actual play space. Matt Mercer
- 1:24is arguably even better at this. And
- 1:27even though I love Critical Role and
- 1:29everyone in the cast is incredible at
- 1:31voices as well, whenever I watch Brennan
- 1:34DM, there's always something more to it,
- 1:36right? So, maybe it's the way he preps.
- 1:39Brennan has a very cool approach that's
- 1:41all about making toys where he creates
- 1:43building blocks to help him improvise. I
- 1:45might make a video about it soon cuz I
- 1:48think it's the best way to go about
- 1:50prep, but I'm certainly not as good as
- 1:52him. So, there must be something else.
- 1:54So, what is it? What's Brennan's secret?
- 1:57It had me thinking for a while until I
- 2:00zoomed out and stopped focusing on the
- 2:02way he runs the game at the table and
- 2:04took a look at the bigger picture,
- 2:06[music] at what his campaigns are about.
- 2:08I then realized Crown of Candy, one of
- 2:11the campaigns he ran with Dimension 20,
- 2:13isn't just Game of Thrones with food
- 2:14people. Instead, it deals with rebellion
- 2:17and whether it can be justified to
- 2:19rebel. Just like Fantasy High, another
- 2:21Dimension 20 show is not simply high
- 2:24school drama with magic, but about
- 2:27creating a meaning after you leave the
- 2:29belief system you had when you were
- 2:31younger. And it started to click into
- 2:34place. The topic of world building is
- 2:37one of my favorites, and [music] it's
- 2:38fun and easyish to create a world, but
- 2:42we all tend to focus on the cool names
- 2:43and whether our rivers flow correctly
- 2:46and how we're going to make the elves
- 2:48not so Tolkeny. But Brennan takes a
- 2:50different road, which gives us the start
- 2:52of the answer we were looking for,
- 2:54hiding in plain sight in his background.
- 2:57Brennan Lee Mulligan is smart. He is I
- 3:00went to college at 14 smart and there he
- 3:03got a philosophy degree. He studied
- 3:05ethics and morality in particular under
- 3:08a professor Tom Davis who had a massive
- 3:10impact on him at a young [music] age.
- 3:12And in his own words, this is an actual
- 3:14quote from an interview in Rolling
- 3:16Stones magazine. I found when he starts
- 3:18working on a new campaign, the first
- 3:21place I start is ethics and people and
- 3:23human nature and what it means to be
- 3:25alive. People joke about philosophy
- 3:28degrees. Baby, I'm putting that degree
- 3:30to work every goddamn day. This combined
- 3:33with the fact Brennan keeps a picture of
- 3:36his late philosophy professor above his
- 3:38desk made me think, all right, yeah,
- 3:41this stuff really matters to him. But I
- 3:43think it would be a mistake to stop at,
- 3:46oh, philosophy background. Yeah, cool.
- 3:48That explains Brennan's superpower. It's
- 3:50just not enough. Because ridding old
- 3:53German dudes does not automatically give
- 3:55you the power to make people cry over
- 3:57food people dying. I know philosophy is
- 4:00more than old German dudes, but you get
- 4:02my point. The important bit isn't that
- 4:03he uses philosophy, but how? Cuz he is
- 4:06not lecturing or explaining Plato during
- 4:09encounters. The philosophy bit is
- 4:10transparent. He smuggles it into the
- 4:13game through three specific mechanisms
- 4:15that are easy to miss. So, let me show
- 4:17you exactly how each one works. starting
- 4:20with the foundation. But before I go on,
- 4:24I want to share something with you. When
- 4:26I look at my analytics, I see many of
- 4:28you guys watch these videos but aren't
- 4:31subscribed to the channel yet. [music]
- 4:32So, I would like to make a deal with
- 4:34you. If you could do me a huge favor and
- 4:37hit that subscribe button, I will work
- 4:39obsessively to make these videos better
- 4:42and better and [music] better. I'm still
- 4:44a small channel and it's hard to
- 4:45overstate how much this helps. When the
- 4:47channel gets bigger, it means more reach
- 4:50and ultimately more resources for me to
- 4:52help you guys have more fun playing this
- 4:54game we all love. All right, so let's
- 4:57dive back in with that foundation I was
- 4:59telling you about. When DMs choose to
- 5:02use a philosophical idea as part of
- 5:04their games, it's often used as a theme.
- 5:07It could look like this campaign is
- 5:09about justice, for example. It's a
- 5:11coating you sprinkle on top for flavor.
- 5:14It makes the game a bit cooler and gives
- 5:16it some depth, [music] sure, but the
- 5:18game stays a game, and the goal is what
- 5:20we call escapism. We use the game as a
- 5:23way to escape our reality. It's not bad.
- 5:26I've done it a lot, and it's a totally
- 5:27valid way to play DND. But Brennan has a
- 5:30different approach. In another interview
- 5:32I found, he says, "I'm not trying to
- 5:34escape shit." And explains that he uses
- 5:37fantasy to explore real emotions and
- 5:39process the heavy realities of life. In
- 5:41his approach, fantasy becomes a map for
- 5:44[music] reality. Instead of distancing
- 5:46yourself from reality, you use the game
- 5:48to see reality in a different light. By
- 5:51doing so, Brennan establishes purpose
- 5:53fast and gives the game a rockolid
- 5:55foundation to build on. Let's look at a
- 5:58few examples from his D&D career. The
- 6:00Unsleeping City, another Dimension 20
- 6:02campaign, looks like fantasy in New
- 6:05York, but it's actually about urban
- 6:07alienation under a latestage capitalism
- 6:09and the feeling of being surrounded by
- 6:11millions of people, but still feeling
- 6:13completely alone. In Crown of Candy, you
- 6:16could just think, he's a comedian. This
- 6:18is just Game of Thrones with food
- 6:19people. But the campaign is actually
- 6:22asking what legitimizes political
- 6:24authority. When is rebellion morally
- 6:27justified? How do religious institutions
- 6:29manipulate populations? So, how does
- 6:32that even work? Well, here's what I
- 6:34think is happening. If someone said,
- 6:36"Let's explore political philosophy in
- 6:38our next DN game." You might think, "Wo,
- 6:41okay. Uh, I just wanted to kill goblins
- 6:43and put your guard up." But because your
- 6:46brain processes food kingdom differently
- 6:48than medieval monarchy, I think the
- 6:51absurd premise, literal food people,
- 6:53works like a Trojan horse. It feels
- 6:56silly at first, which lowers your guard,
- 6:58which then gives Brennan the opportunity
- 7:00to explore power, oppression,
- 7:02legitimacy, class warfare, etc. The
- 7:05players get immersed in political
- 7:07philosophy without even realizing it at
- 7:10first. And that's a heavy field dealing
- 7:12with real current issues, which
- 7:14multiplies the emotional impact of the
- 7:16game. The same mechanism appears over
- 7:18and over again in Brennan's games.
- 7:20Fantasy High does this with
- 7:22existentialism, [music]
- 7:24which is a rich philosophical movement
- 7:26that deals with the idea [music] that
- 7:28your nature isn't fixed at birth and
- 7:31that you define yourself through
- 7:32choices. The high school drama bit makes
- 7:35it feel like comedy, but philosophy is
- 7:37[music] everywhere. Without spoiling too
- 7:39much, that campaign at some point, one
- 7:41of the characters uses the spirit
- 7:43guardian spell [music] and the guardians
- 7:45take the shape of religious philosophers
- 7:49quoting texts during [music] combat.
- 7:51Later, her faith starts shifting and
- 7:54they become philosophy students.
- 7:56Mechanics and meaning merge and are her
- 7:59literal power [music] source. So that's
- 8:01the first mechanism, philosophy as
- 8:03foundation and purpose instead of
- 8:05decoration. But if foundations are
- 8:08indeed required, what do you build upon
- 8:10them? To see how he actually does this
- 8:12at the table, we need to take a look at
- 8:13the way he thinks about D&D's rules
- 8:15themselves. While doing research for
- 8:17this video, I found this quote from
- 8:19Brennan that recaps how he thinks about
- 8:22game systems. [music] He says, "Calling
- 8:24D and D a combat oriented game would
- 8:27sort of be like looking at a stove and
- 8:28being like, this has nothing to do with
- 8:30food. Clearly, this is for moving gas
- 8:32around." People say that because D and D
- 8:34has so many combat mechanics, you're
- 8:36destined to tell combat stories. I
- 8:39disagree. I need a game to do that for
- 8:41me while I take care of emotions and
- 8:43relationships because that is intuitive
- 8:46and I understand it well. I don't
- 8:48intuitively understand how an arrow
- 8:50moves through a fictional airspace. To
- 8:52him, the game system should handle the
- 8:55simulation of non-intuitive things,
- 8:57combat, physics, spells, and movement
- 8:59through space. This frees him and the
- 9:01players to focus on what is intuitive,
- 9:04emotions, relationships, and moral
- 9:06choices. And this plays a central role
- 9:08in his philosophical approach. Brennan
- 9:11uses rules as written for the most part
- 9:13and often roles in the open or announces
- 9:16DCs before players roll, which creates a
- 9:18foundation of trust. And this matters
- 9:21because when the mechanics are stable
- 9:23and fair, the link between choice and
- 9:26consequence becomes crystal clear. If
- 9:28players think you're fudging roles or
- 9:30changing rules, their moral choices will
- 9:32feel meaningless. Why spend time
- 9:34thinking through each [music] decision
- 9:36if the DM is just going to make whatever
- 9:38happen anyway? Reliable mechanics means
- 9:40that when players roll, consequences
- 9:43follow logically and their choices carry
- 9:45actual weight. It matters for the
- 9:47philosophy part because if you can't
- 9:49trust the system, then moral choices
- 9:51become about gaming the DM instead of
- 9:54wrestling with the dilemma itself. But
- 9:56when the mechanics are fair, the
- 9:58philosophy hits you on [music] a
- 10:00personal level. It's your choice and
- 10:02your values being tested, not just a
- 10:05story you're passively part of. So
- 10:07mechanics for simulation, philosophy for
- 10:09meaning, clean strategic division, but
- 10:12there's still one piece missing. Why
- 10:14does philosophical play create such deep
- 10:17emotion? And to explain this, we'll have
- 10:19to visit the incredible world of
- 10:21neuroscience. Quick disclaimer before I
- 10:23go on. I did take the research for this
- 10:25video seriously, but I'm not a
- 10:28neuroscientist. So, if you are one,
- 10:30please feel free to give everyone more
- 10:32details in the comments. All right. So,
- 10:34there's this influential theory in moral
- 10:36psychology called dual process theory
- 10:39developed by Joshua Green, a Harvard
- 10:41psychology professor and his colleagues.
- 10:44The basic idea is that we have two
- 10:46systems in our brains to process
- 10:48information. One system is fast and
- 10:51automatic. It's driven by emotion.
- 10:53empathy and immediate gut reactions. The
- 10:56other is slower and more deliberate.
- 10:58It's the reasoning part that calculates
- 11:00consequences and thinks through
- 11:03implications. And moral dilemmas are
- 11:05unique because when you face one, both
- 11:07systems activate [music] at once.
- 11:09Green's brain imaging studies showed
- 11:11that when people faced what he called
- 11:13personal moral dilemmas like the famous
- 11:16trolley problem where you have to
- 11:18sacrifice someone to save others, you
- 11:20see activity in emotion related brain
- 11:23regions, but you also see activity in
- 11:25regions associated with conscious
- 11:28reasoning and problem solving. Now, it's
- 11:30worth saying this is debated and not all
- 11:32researchers agree on exactly how these
- 11:34systems interact. And some argue it's
- 11:36more complex than just emotion versus
- 11:38reason. [music] But what's consistent
- 11:40across the research is that moral
- 11:42choices create this kind of cognitive
- 11:45conflict. Your gut is pulling you one
- 11:47way while your reasoning is pulling you
- 11:50another. That conflict is what makes
- 11:52these choices memorable. And unlike in a
- 11:55video game where outcomes are pre-coded
- 11:57and the developers already decided what
- 12:00happens or in a book where you have no
- 12:03agency at all, in a tabletop role
- 12:05playing game like Dn D, the uncertainty
- 12:07is real. Now, here's where I think
- 12:10Brandon's approach amplifies this
- 12:12effect. When a philosophy trained DM who
- 12:15values transparency presents a dilemma
- 12:18to his players, he doesn't know what
- 12:20they'll choose. And that
- 12:21unpredictability mirrors real moral
- 12:23life. Players are not picking from a
- 12:25dialogue tree, but actually working
- 12:27through the problem. And it made me
- 12:29think about this. There's this idea in
- 12:31philosophy called narrative identity
- 12:33developed by Polar, an influential 20th
- 12:36century French philosopher. To
- 12:38summarize, it's the idea that personal
- 12:40identity isn't just something you have,
- 12:43but something you construct through the
- 12:45stories you tell about your life. Who
- 12:48you are emerges from the accumulated
- 12:50narrative of your choices and
- 12:51experiences. [music]
- 12:52DND and other DTRPGs put this principle
- 12:55in action, but compressed and
- 12:57intensified. Each session adds to your
- 13:00character's narrative. A redemption arc
- 13:02in session 20 recontextualizes failures
- 13:04from session 3. Your accumulated choices
- 13:07converge [music]
- 13:07into your character's identity over
- 13:10time. This is where Brennan's
- 13:11philosophical approach hits different.
- 13:13In a lot of campaigns, the identity we
- 13:14build for our characters comes from
- 13:16tactical patterns. I'm the person
- 13:18[music] who always scouts ahead or I'm
- 13:20the person who charges into battle. And
- 13:22they matter, sure, but they're [music]
- 13:25not as deep. Instead, Brandon's games
- 13:27force his players to build identity
- 13:30through value choices. I'm the person
- 13:32who chose mercy over revenge, or I'm the
- 13:34person who sacrificed innocent lives to
- 13:36stop a greater evil. Ethical commitments
- 13:38instead of tactical decisions. They
- 13:40define who the characters are at a
- 13:42[music] more fundamental level. And the
- 13:44players are suddenly building a person
- 13:46through repeated ethical choices. Over a
- 13:49whole campaign, the players have
- 13:50inhabited the character's perspective.
- 13:52And because they made those choices over
- 13:55time, through difficulty, and with
- 13:57consequences, it feels real and creates
- 14:00true emotional investment that hits
- 14:02hard. And the cool thing is it's safe.
- 14:05When you take this approach, the stakes
- 14:07like death and broken relationships feel
- 14:09real and the moral resoning you go
- 14:11through because you are playing through
- 14:13it is real. But you're not harming
- 14:15anyone. You get to practice being the
- 14:18kind of person you want to be. In
- 14:20Brendan's case, because his antagonists
- 14:22embody philosophies rather than just
- 14:24being bad guys, players learn to think
- 14:27[music] systematically. You can't just
- 14:29kill the villain and solve the problem.
- 14:31You have to understand the ideology
- 14:33underneath and dismantle it, which is
- 14:36exactly how the big bad realworld
- 14:38problems work. They tend [music] to be
- 14:40systemic. So that's my dick. Brennan's
- 14:43secret is that he is not just a dungeon
- 14:45master, but a de facto philosophy
- 14:47teacher who [music] figured out that D&D
- 14:49is the best teaching tool ever invented.
- 14:52You're not going to become Brennan
- 14:53overnight, but you can start asking
- 14:56different questions. Start small.
- 14:58replace what happens next with what does
- 15:00this mean? For example, and if you want
- 15:02to take things further, there are
- 15:04incredible free philosophy resources out
- 15:07there. My favorite one by far is the
- 15:10Stanford Encyclopedia of Philosophy,
- 15:12which taught me so much over the years.
- 15:15Beware of the Wikipedia effect where you
- 15:16enter the website and stay there
- 15:18forever. But I promise it's a very cool
- 15:20website. Go there, try to find a theme
- 15:22that resonates and try to imagine how it
- 15:24would work in a D&D campaign. Now, if
- 15:27you want to start creating this kind of
- 15:28moral complexity in your games right
- 15:30away, I actually made something
- 15:32specifically for that. It's called After
- 15:34the Fall, a collection of 15 morally
- 15:37great NPCs you can drop into any
- 15:39campaign. Each one has secrets,
- 15:41conflicting loyalties, and a kind of
- 15:42impossible choices that make good versus
- 15:45evil feel [music] too simplistic. You
- 15:47can get it by itself, but it's also
- 15:49included in my Patreon along with all my
- 15:51video scripts, free tools, and access to
- 15:54private channels on my Discord server to
- 15:56help you become a better DM. Links in
- 15:58the description if you want to check it
- 15:59out. Start with one question per arc,
- 16:02like, do ends justify means or when is
- 16:05rebellion justified? Create situations
- 16:07that will have players answer them
- 16:09through action and enjoy the new meaning
- 16:11it creates in your games. But no matter
- 16:13what philosophical question you explore,
- 16:15you need strong situations to keep it
- 16:18interesting. And the most important of
- 16:20those is the first one. So if you're
- 16:22tired of starting your campaigns in a
- 16:24tavern, click on this video next and I
- 16:26will show you the surprising things that
- 16:28happen when the villain wins in session
- 16:30one because it's a great way to get your
- 16:32game going fast.
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