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Hello and welcome to the Weekly 
Scroll podcast. 

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My Name Is Ryan. 
And I am a peasant in plague 

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ridden France. 
Look at you. 

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We're between 2 fires here. 
Look at that luscious beard 

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you're cracking, dude. 
Oh, did you did you notice? 

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I haven't. 
I have not been, Yeah. 

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Yeah, no, I've noticed. 
I've noticed for a while it's 

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just coming in. 
It's funny by the way that 

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between 2 fires comment, we're 
gonna come all the way back to 

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that later on, but keep going. 
Oh, look at look at. 

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Look at us. 
Look at us. 

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I didn't even know we're gonna 
we're gonna full circle this 

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one. 
But today, hey we're here. 

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I think we. 
I don't we didn't do episodes 

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last week because we were. 
I I was ill. 

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I think we just had. 
I think we didn't do episodes 

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two weeks in a row, right? 
We can't fucking even remember. 

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I don't remember. 
I mean, we've done. 

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We've done. 
Stuff. 

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Yeah, I was sick like 2 weeks 
ago and you were sick last week.

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We both, I think we both had 
very similar things. 

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You know something. 
Yeah, something You had the 

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stomach stuff. 
Yeah, I think I legitimately had

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some poisoning. 
I think you just had like a bug.

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I had a bug. 
It was a weak man. 

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It was like, fucking weak. 
So I was like mine was only two 

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or three days so. 
I still went to my heavy 

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physical job, which was fun, but
yeah, anyway. 

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I I got I either called out sick
or got called off for my job for

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most of the two weeks. 
So, like, I've been chilling, 

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beautiful, accomplishing nothing
in my life. 

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But you know, here we are. 
So we're back. 

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We're back doing an episode. 
Today is Leap Day. 

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Happy Leap Day. 
Mary leap leapness to you. 

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Yeah, yeah. 
Isn't. 

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Isn't there a movie about this 
where like chicks like where, 

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where where women can like 
proposed to men on this day or 

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whatever and she. 
Oh, it's the only day. 

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Yeah, you hear that, Lady? 
It's the only one. 

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You're only on the proposed to 
men once every four years. 

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Yes, stick to your gender norms,
you know. 

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No, I'm. 
I'm familiar with the leap Miss 

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Holiday, where you set out a 
leap, a leap tree and you wait 

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for, you know, the the merry 
leaper to leave gifts. 

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I'm just, yeah, I'm just going. 
Yeah, that's the thing. 

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So. 
But also that means it's the 

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last day of zinequest. 
Kind of, I guess. 

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If you start. 
Into March. 

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If you start a project after 
today, you're not really in Zine

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month, but once I've already 
started using Quest or whatever.

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But it's a Oh yeah, hey, we're 
we're going to review a game 

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today. 
Oh, we are. 

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Yeah, right. 
Crazy. 

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I know we've done so many 
episodes and most of them 

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haven't been reviews, but we're 
going to get back to it. 

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So today we are going to be 
looking at this beautiful little

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Zine right here. 
This is Verm Hack from Farrell 

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indie studio, beautiful, 
beautiful, gorgeous Zine, 

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Charlie Furgraves Avery. 
It's it's good stuff. 

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We're going to, we're going to 
be talking about that. 

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I'll get a little bit more into 
that in just a little bit, but 

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seeing as it is the last day of 
Zenquest, it'll be the last that

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we cover Zenquest for the month.
So we have a couple projects we 

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wanna touch on that are carrying
over and just a couple we at 

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some point I'm gonna do a little
write up on how much we did in 

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the last two months on 
Zingquest. 

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It's a lot. 
I looked at it. 

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It was a little. 
Bit. 

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Yeah, it was a lot. 
Yeah, we're gonna structure it a

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little bit better next year and 
and we'll go over that in the 

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review of it. 
I can. 

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I can almost guarantee we go on,
but yeah. 

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Yeah, well, I I can tell you 
we're not gonna quite do what we

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did this time, cuz man, that 
burned me out pretty quickly. 

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But we'll see. 
But we'll yeah, let's hit on why

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don't we hit on a couple of 
these projects and then we'll. 

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Get into the review. 
Yeah. 

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So first and foremost, so about 
Swivers, Yeah, you know, we had 

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Luke Gearing and David Hoskins 
on the show. 

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Fantastic. 
Like, that's awesome. 

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So cool. 
That's one of the coolest 

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moments we've had on the 
podcast. 

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That was really a very cool, 
yeah. 

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I mean, they were, they were 
great to have on and and and 

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they were like very cool to hang
out with. 

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But it was a little bit of a 
like, OK, I should not stand 

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over these people, right? 
Now, right. 

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Yeah, it's definitely one of 
those. 

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It's kind of like our, our very 
first interview where we had 

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Johann Friggin Nora on and I was
just like, and that was like, 

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you know, 100 episodes ago. 
It's like. 

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A little bit related, but also 
unrelated. 

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I I had a friend, my only friend
in town over and he's like a big

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tabletop guy or he's he's trying
to get more enthused and he 

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pulled out something he was 
talking about and I looked, I 

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was like, oh, arts like David 
Hoskins. 

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I was like, I just, I just 
talked to him like it was 

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yesterday. 
Yeah, so those who are working 

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on a project called Swivers for 
Melsonian Arts Council, you 

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might know Melsonian Arts 
Council from a little game 

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called Troika, as well as Gosh 
of Shit as I Point behind me. 

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But they do great stuff and Luke
Gearing obviously writes great 

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stuff and David Hoskins 
obviously draws great stuff. 

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So all of that together comes up
to Swivers and Urban Heist 

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role-playing game you can listen
to. 

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We're not gonna go over it too 
much here because we literally, 

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as we just said, had a whole 
episode where we talked to talk 

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to Luke and David here on the 
show about the project, went 

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deep into it. 
But go back to this, it's got 

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six days left. 
This is an urban heist 

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role-playing game. 
It is a game of heist and 

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intrigue through the foggy 
streets of the smoke. 

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It is a very British very gosh, 
you're just some fucking bastard

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in the city stealing stuff and 
it's amazing. 

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The system is super light and 
then there's just so much flavor

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and just a fuck load of tables 
and and other stuff. 

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You can download the quick start
right now from the Milsonian 

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itch page so definitely go do 
that but if you if you haven't 

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heard of Luke gearing that's I I
would be absolutely surprised if

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you're watching our show and 
don't know who they are. 

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Wolves upon the coast? 
Acid Death Fantasy, Gradient, 

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Descent from Mothership, Fever 
Swamp for Milsonian, I mean just

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amazing stuff from them. 
And David Hoskins has done some 

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fantastic artwork. 
He has like the covers for the 

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new obviously box sets, Black 
Knights, which Luke Gearing and 

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David Hoskins worked on 
together. 

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Just a bunch amazing, fantastic 
art back this project. 

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This is not one to miss. 
This is going to be I think one 

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of the highlights for the year 
as far as fun games that you're 

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going to get to play that are 
really well done and really 

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flavorful, so super excited for 
this. 

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It's only at like $80,000, which
is you know. 

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Just to a goal was the goal was 
like 2500. 

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I can't see the screen right now
but. 

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Yeah, it was 2000 lbs, right? 
And they're at like 62,000 lbs. 

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But we're Merck. 
And so, yeah, we're. 

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We use freedom dollars, brother.
Merck. 

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Yeah. 
Anyway, yeah. 

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Anyway, project, it's cool as 
fuck. 

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Download the quick start and 
then you're gonna come back and 

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get the book. 
Trust me, it's really cool. 

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So other stuff. 
Let's talk about this one. 

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I'm really excited for this. 
So this is Miru, AKA Miru 3, an 

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analog defense game. 
Defend your village from an 

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onslaught of machines as an AI. 
Got it. 

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Tends to unlive you in this 
Sillo hex crawling adventure. 

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This is a wrap up of Miru. 
This is obviously Miru 3. 

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As I said, Miru one and Miru 2 
are fantastic. 

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I actually have them right here 
in this box. 

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And what's great about this 
project? 

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Let me stick this box back in 
here with that step in the other

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box back as you Scroll down a 
little bit Here. 

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This is from Anekoto. 
It is a solo game. 

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It is solo defense game, as I 
said, where you protect your 

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village. 
If you have mirror one or mirror

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two, you're obviously gonna get 
mirror 3 because they're 

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fantastic. 
If you don't have them already, 

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guess what? 
You can get them all in this 

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project and I highly recommend 
it. 

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And not only that, some of the 
stuff you can get in this 

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current project. 
Guess what? 

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A box. 
You need a box that'll hold all 

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your mirror stuff. 
We love a good box. 

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Yeah, we'll have a good box. 
And not only that, this project 

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comes with two different kinds 
of boxes that you can actually 

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get. 
So there is the box with a 

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magnetic lid and everything that
will hold all things Miru. 

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And then there's also this cards
and coins box, where it is a 

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whole bar, 54 card deck that you
can use in multiple games. 

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It's coins in different 
denominations that you can 

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different games, and cardboard 
cutouts are like punch outs in. 

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It all come in a box too. 
So basically it's just like a a 

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a bonus box of tokens and cards 
and stuff that you can use for 

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other systems too. 
And it also comes in its own 

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box, so you can get double boxed
up in this one. 

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Two boxes. 
Yeah, very excited. 

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Very excited for it because I 
was already thinking about damn,

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I already have two of them and 
all the stuff that comes with 

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it. 
I need a box for it and then 

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when this dropped I didn't need 
to get one because because it's 

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come with the box. 
So the award-winning mirror 

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begins the story in 2125. 
I'm not gonna I'm I'm actually 

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not gonna read the entire story.
It's great. 

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It's designed to be a solo 
experience. 

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You can scale it up to any 
number of players and do a 

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Co-op, and you can get the 
physical editions as a set of 

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mirror one and two discounted. 
And the digital editions are on 

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it right now too. 
But highly recommend this if you

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like solo play. 
They're both fantastic. 

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And then you get all of these 
solo, the HEX kits like the 

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second one. 
The stuff is cool. 

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Yeah, the hex stuff is great. 
There's a three panel player 

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board. 
There's trackers that come with 

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it. 
There's cardboard trackers. 

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I mean, they're going hard on 
the stuff for this game and I'm 

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all for it. 
This is definitely a game that 

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you want the stuff for, so. 
And I think it's like the 

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correct me if I'm wrong, but I 
think the first you didn't have 

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as much of an emphasis on stuff 
and it's like your third good. 

200
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Well, there was some stuff, 
yeah, like there was not as much

201
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as this, not even close, but 
like there's like the first one 

202
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you could get like a a a bag of 
stuff like dykes and tokens and 

203
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stuff like that. 
There's like a pin that came 

204
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with it at one point. 
Like there was like pins, like 

205
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the like enamel pins and stuff. 
But yes, way more. 

206
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Stuff in this one. 
Yeah, I got. 

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00:10:54,320 --> 00:10:57,280
I got all that. 
Yeah, I think like, you know, 

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when you're 3 projects into a 
successful series, that's a 

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00:11:02,000 --> 00:11:05,800
great time to focus on or shift 
more focus onto the stuff. 

210
00:11:05,800 --> 00:11:07,960
You know, we often talk about 
Like you don't need a lot of 

211
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peripherals if you're doing a 
project, especially if it's your

212
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first project, you should just 
put out a book and not worry 

213
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about a bunch of crazy stretch 
goal shit. 

214
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But this is a great one to be 
like, hey, there's all this 

215
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other stuff, you know? 
No, it's cool. 

216
00:11:19,360 --> 00:11:23,320
There actually was at 1.2, the 
the mini disc, you get like a 

217
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mini disc. 
Of course I got it. 

218
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I'll never own a thing that lets
me play mini disc, but I got. 

219
00:11:28,040 --> 00:11:29,760
It. 
Yeah, yeah. 

220
00:11:29,760 --> 00:11:32,440
You never saw that. 
No what? 

221
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The fuck? 
Hey. 

222
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Oh yeah, Right here. 
Mirror soundtrack. 

223
00:11:37,120 --> 00:11:38,800
The Minidisc. 
Oh my God. 

224
00:11:38,800 --> 00:11:41,120
We have to find something that 
plays mini a Minidisc. 

225
00:11:41,680 --> 00:11:43,480
Well, you don't even need to. 
Because guess what? 

226
00:11:43,480 --> 00:11:47,840
In this project you can actually
get this as a CD or just get the

227
00:11:47,840 --> 00:11:50,920
digital soundtrack for it. 
But yeah, if you open this bad 

228
00:11:50,920 --> 00:11:53,240
boy up, there's a bunch of 
extras, of course, because 

229
00:11:53,240 --> 00:11:54,680
that's how the indie scene 
rocks. 

230
00:11:54,920 --> 00:11:57,840
And then look at that boom, a 
Minidisc. 

231
00:11:58,400 --> 00:12:01,480
Wow. 
I mean, that is actually super 

232
00:12:01,480 --> 00:12:03,640
cool. 
You gotta wonder why Minidisc 

233
00:12:03,640 --> 00:12:05,600
isn't. 
It was never a bigger format 

234
00:12:05,600 --> 00:12:09,040
because it visually looks so 
cool, you know? 

235
00:12:09,560 --> 00:12:11,960
Yeah, I mean, who? 
Who knows? 

236
00:12:11,960 --> 00:12:18,680
I mean, I feel like Minidiscs 
and Laserdiscs were like very 

237
00:12:18,680 --> 00:12:21,880
close to becoming things and 
then both pretty quickly went 

238
00:12:21,880 --> 00:12:23,600
away. 
But I don't know if. 

239
00:12:23,600 --> 00:12:27,440
It's something laserdisc before.
Yeah, the last thing I watched 

240
00:12:27,440 --> 00:12:31,800
on Laserdisc, I think was like a
science video in class or 

241
00:12:31,800 --> 00:12:33,640
something. 
That's exactly what I was 

242
00:12:33,640 --> 00:12:41,120
watching, actually, yeah. 
So, but anyway, so you can get 

243
00:12:43,080 --> 00:12:48,680
the Minidisc or the CD of that 
soundtrack as well so as what's 

244
00:12:48,680 --> 00:12:52,760
on the screen you can get the 
Miru digital is only 5 bucks, 

245
00:12:52,760 --> 00:12:54,680
which is crazy physical is only 
15 bucks. 

246
00:12:54,960 --> 00:12:56,920
You can get the entire Miru hex 
kit. 

247
00:12:57,240 --> 00:13:00,640
You can get which is 30 bucks. 
You can get the entire cards and

248
00:13:00,640 --> 00:13:04,040
coins box, which is another 30 
bucks and then you can add on 

249
00:13:04,040 --> 00:13:07,720
any of the individual scenes and
all of those things the the 

250
00:13:07,720 --> 00:13:09,640
minidisc, all that stuff. 
It's great. 

251
00:13:09,920 --> 00:13:13,880
Go to the the Kickstarter page 
here, read the story of Miru. 

252
00:13:14,320 --> 00:13:15,720
You get the rest of them. 
They're really great. 

253
00:13:15,720 --> 00:13:21,080
I mean you can get all three 
digitally for like like 10 bucks

254
00:13:21,080 --> 00:13:26,240
each you know so you can get the
entire set physical for like 

255
00:13:26,240 --> 00:13:30,040
what like 30-5 bucks you know. 
And if you want to go digital 

256
00:13:30,040 --> 00:13:31,560
you can get, you can get it for 
even cheaper. 

257
00:13:31,560 --> 00:13:34,120
So it's it's it's worth it. 
Trust me. 

258
00:13:34,800 --> 00:13:38,360
Fantastic work and a really 
great game anyway. 

259
00:13:38,360 --> 00:13:40,960
So yeah, so that's that's Miru 3
the wrap up. 

260
00:13:40,960 --> 00:13:49,520
The final Miru last one, Castle 
Elkinstone. 

261
00:13:51,360 --> 00:13:53,360
Super stoked for this one. 
Yeah, I saw something on it. 

262
00:13:53,360 --> 00:13:55,120
And then you you said today, 
hey, have you seen that? 

263
00:13:55,120 --> 00:13:56,320
And I was like, fuck yeah, I saw
that. 

264
00:13:56,320 --> 00:13:59,720
I backed the shit out of that. 
Yeah, this is actually a game 

265
00:13:59,720 --> 00:14:02,080
that I wanted to do on the show 
sometime. 

266
00:14:02,680 --> 00:14:07,360
But this is for advanced dungeon
goons from Jacob Fleming. 

267
00:14:07,480 --> 00:14:09,520
Oh, I got to. 
I got to show the dice too. 

268
00:14:10,640 --> 00:14:15,640
Oh yeah, I got maybe better. 
I kept it in the fucking bowl 

269
00:14:15,640 --> 00:14:17,480
pack. 
You know, OK, well, I have a 

270
00:14:17,480 --> 00:14:20,640
question for you. 
If this one's opened, do you 

271
00:14:20,640 --> 00:14:21,960
think this is the only one that 
I have? 

272
00:14:23,000 --> 00:14:24,800
No, there's no way to open. 
You have. 

273
00:14:25,480 --> 00:14:27,280
No, of course I have an unopened
one behind me. 

274
00:14:27,840 --> 00:14:30,960
I just like the presentation of 
this was amazing, you know? 

275
00:14:30,960 --> 00:14:32,960
Oh, it's fantastic. 
So for those who can't see, it 

276
00:14:32,960 --> 00:14:35,920
literally comes in like it looks
like a toy you would pull off. 

277
00:14:35,920 --> 00:14:41,320
Like the the like the the metal 
shit like slide thingy at like 

278
00:14:41,560 --> 00:14:43,640
the store like Walmart or Target
or some shit. 

279
00:14:43,640 --> 00:14:47,000
So it's got like a cardboard 
Topper and then it's got it's 

280
00:14:47,000 --> 00:14:52,200
like in a in a plastic bag and 
it's got this little Zine and 

281
00:14:52,320 --> 00:14:55,880
two dice, 4 character sheets. 
An adventure in it like a Rizzo 

282
00:14:55,880 --> 00:14:58,680
graph printed adventure. 
Anyway, so that's for Advanced 

283
00:14:58,680 --> 00:15:03,120
Dungeon Goons, which is a hack 
of Nate Dream's Tunnel Goons. 

284
00:15:03,600 --> 00:15:06,920
I would, I would, I would, I 
would punch a baby for an 

285
00:15:06,920 --> 00:15:09,760
original dungeon goon, since I 
had the advanced one I've just 

286
00:15:09,760 --> 00:15:11,480
never been able to find. 
One. 

287
00:15:11,600 --> 00:15:14,560
Yeah, Yeah, I guess I've never 
even gone looking for one so. 

288
00:15:14,640 --> 00:15:17,280
Yeah, it's cool though, yeah. 
I mean, I have the PDF, but I 

289
00:15:17,280 --> 00:15:21,040
don't have the the original 1. 
So this is Castle Elkinstone, a 

290
00:15:21,040 --> 00:15:24,000
horror scenario for advanced 
dungeon goons. 

291
00:15:24,000 --> 00:15:30,400
So it's got six days left it it 
only dropped not long ago. 

292
00:15:30,400 --> 00:15:31,920
Like it's only been out for like
a week. 

293
00:15:31,920 --> 00:15:33,920
This is a short. 
It's a 14 day short. 

294
00:15:34,520 --> 00:15:36,680
Run so. 
Yeah, which is fine. 

295
00:15:36,680 --> 00:15:40,400
I mean it already backed they 
wanted 17150 bucks 3500. 

296
00:15:41,240 --> 00:15:42,880
But again, I highly, highly 
recommend it. 

297
00:15:43,360 --> 00:15:47,560
Dungeon Goons is definitely one 
of those games that I would I 

298
00:15:47,560 --> 00:15:51,080
would use to intro people to to 
role play. 

299
00:15:51,080 --> 00:15:54,720
I mean, Tunnel Goons is 
fantastic and Dungeon Goons just

300
00:15:54,720 --> 00:15:57,480
kind of tweaks it a slight bit 
and plus taken Fleming does 

301
00:15:57,480 --> 00:15:59,440
fantastic work. 
So anyway, So what is this? 

302
00:15:59,520 --> 00:16:01,800
In the outer reach of the forest
provinces? 

303
00:16:01,800 --> 00:16:04,720
It's a backwater governed by a 
reclusive and much feared Baron 

304
00:16:04,920 --> 00:16:11,280
Lord Boskananath Jacquer. 
The region and its population 

305
00:16:11,280 --> 00:16:13,320
are miniscule and often 
disregarded or forgotten by the 

306
00:16:13,320 --> 00:16:16,800
ruling elite of the greater 
provinces with very little with 

307
00:16:17,080 --> 00:16:20,680
with very little which to trade.
Valkengury has fallen into 

308
00:16:20,680 --> 00:16:22,160
obscurity. 
Few travel there. 

309
00:16:22,400 --> 00:16:25,120
One in, countless others may 
return. 

310
00:16:25,920 --> 00:16:28,400
Those that have say nothing of 
the Barony, it's frigid 

311
00:16:28,400 --> 00:16:31,000
landscape, or of its few 
inhabitants. 

312
00:16:31,000 --> 00:16:33,680
They come back out of the cold, 
haunted by a memory. 

313
00:16:34,240 --> 00:16:37,240
Raving and wide eyed, the 
muttering traveler looks deep 

314
00:16:37,280 --> 00:16:40,680
into the menacing antlered 
flames of the fiery Tavern 

315
00:16:40,680 --> 00:16:42,680
Hearth. 
They're incoherent. 

316
00:16:42,720 --> 00:16:45,600
Their words are indiscernible. 
At last, with trembling breath, 

317
00:16:46,000 --> 00:16:49,720
the traveler manages 2 words. 
Castle Elkinstone. 

318
00:16:50,160 --> 00:16:52,520
So yeah, right. 
Crazy. 

319
00:16:55,440 --> 00:16:58,240
Really suspenseful there. 
Castle Lock and Stone is an 

320
00:16:58,240 --> 00:17:00,760
adventurous scenario for 
advanced dungeon goons, which is

321
00:17:00,760 --> 00:17:02,520
act of Tunnel Goons. 
Obviously good to use it in 

322
00:17:02,520 --> 00:17:07,040
Tunnel Goons Eternal Village. 
This viral murder has been 

323
00:17:07,040 --> 00:17:09,079
committed with disturbing 
implications. 

324
00:17:09,079 --> 00:17:12,520
The avid has gone mad, et 
cetera, et cetera. 

325
00:17:12,520 --> 00:17:15,640
It's inspired by The Amityville 
Horror, The Exorcist, Evil Dead,

326
00:17:16,240 --> 00:17:18,359
and all the still down into a 
lightweight system. 

327
00:17:18,720 --> 00:17:21,440
So obviously, I mean Tickle 
Flowing's art as dope as fuck. 

328
00:17:21,720 --> 00:17:26,200
Dungeon Goons is fantastic. 
And then obviously Tunnel Goons 

329
00:17:26,200 --> 00:17:28,560
is one of the best games ever. 
I do love. 

330
00:17:29,560 --> 00:17:33,440
Yeah, get anything. 
Nate Train, go back to Patreon, 

331
00:17:35,040 --> 00:17:40,520
get their book. 
So yeah, great projects. 

332
00:17:40,800 --> 00:17:42,400
Obviously it's gonna be 
lightweight because the system's

333
00:17:42,400 --> 00:17:46,240
super lightweight, but with the 
add-ons you can actually add on 

334
00:17:47,320 --> 00:17:50,480
some of the the the dungeon 
units that we talked about. 

335
00:17:50,480 --> 00:17:52,720
You can get just the just the 
book by itself. 

336
00:17:52,720 --> 00:17:55,800
You can get the whole set. 
I I wanted to get like five 

337
00:17:55,800 --> 00:17:59,160
more, but you can only get one 
of the the pouches at a time. 

338
00:17:59,160 --> 00:18:01,640
I think they're available in 
Exalted right now, but they're 

339
00:18:01,720 --> 00:18:05,080
they're much more expensive on 
Exalted or maybe the same price.

340
00:18:05,080 --> 00:18:08,560
I think they're 12 bucks. 
Anyway, Look super cool, really 

341
00:18:08,560 --> 00:18:10,760
excited for this. 
The fact that they're continuing

342
00:18:10,760 --> 00:18:15,400
to put out stuff for dungeon 
units makes me super happy and I

343
00:18:15,400 --> 00:18:16,880
hope they I hope they keep doing
it. 

344
00:18:17,520 --> 00:18:21,040
So the last one is a deck of 
dungeons and treasures deck 

345
00:18:21,040 --> 00:18:24,480
based procedural dungeon 
generator for RPGs compatible 

346
00:18:24,480 --> 00:18:27,200
with mouse. 
Ritter, this is from Antonio, 

347
00:18:27,200 --> 00:18:34,560
I'm gonna say booch book this 
person, this person right here, 

348
00:18:34,560 --> 00:18:38,640
Antonio. 
So over on Crowdfunder, it is 

349
00:18:38,640 --> 00:18:42,400
funded. 
It is at almost €700 of a of 

350
00:18:42,400 --> 00:18:47,720
€100 goal. 
Explore a random dungeon each 

351
00:18:47,720 --> 00:18:50,360
time you play with this deck 
based dungeon generator. 

352
00:18:50,360 --> 00:18:53,280
Shuffle the deck and step into 
the unknown. 

353
00:18:54,040 --> 00:18:58,040
So this project is a small scene
that will you play adventures in

354
00:18:58,040 --> 00:19:01,640
dangerous places with no prep 
and experience, both surprising 

355
00:19:01,640 --> 00:19:05,280
and quick, just what you need 
when you're playing solo or with

356
00:19:05,280 --> 00:19:09,360
the game master. 
So it is a streamlined scene 

357
00:19:09,360 --> 00:19:12,520
where you layout cards that will
become your dungeon map and each

358
00:19:12,520 --> 00:19:16,240
time you find a new room you 
reveal its cards and roll 24 

359
00:19:16,240 --> 00:19:20,200
sided dice to know with which 
other rooms it is connected. 

360
00:19:20,520 --> 00:19:26,960
So it's a really cool like 
streamline system for solo play,

361
00:19:26,960 --> 00:19:29,640
building a dungeon, populating 
it, all that kind of stuff. 

362
00:19:30,680 --> 00:19:37,200
And you can also use it for 
master a little Puchen, upcoming

363
00:19:37,200 --> 00:19:38,920
Beatle Knight. 
The Beatle Knight definitely 

364
00:19:38,920 --> 00:19:41,040
gives me mouse writer vibes and 
I'm super excited for that. 

365
00:19:41,480 --> 00:19:44,080
We talked about, we talked to 
the creator of that on the show 

366
00:19:44,840 --> 00:19:46,600
and really, really excited for 
that. 

367
00:19:46,840 --> 00:19:51,440
So it's a really cool project. 
It has how many days left on it,

368
00:19:52,440 --> 00:19:55,600
11 days left. 
So definitely go check that out.

369
00:19:55,880 --> 00:20:00,400
I will say, My goodness, 
Antonio, the background. 

370
00:20:02,680 --> 00:20:04,640
The cards in the background just
it hurts. 

371
00:20:04,640 --> 00:20:09,480
It hurts, it hurts me maybe 
maybe maybe a darker color or 

372
00:20:09,480 --> 00:20:12,440
something, but it just trying to
read this, it breaks my brain a 

373
00:20:12,440 --> 00:20:15,520
little bit, but the project 
seems really, really neat. 

374
00:20:17,200 --> 00:20:20,400
I don't do I want to do more 
solo play and I love mouse 

375
00:20:20,400 --> 00:20:22,000
rotors. 
Just something like this is is 

376
00:20:22,000 --> 00:20:28,160
really cool. 
I think the base cost for gosh, 

377
00:20:28,160 --> 00:20:32,440
you can get the PDF for only €3,
but if. 

378
00:20:33,240 --> 00:20:34,760
Good. 
Right. 

379
00:20:34,920 --> 00:20:38,520
If you wanna get like the, the, 
the regular, the whole thing, 

380
00:20:40,280 --> 00:20:45,760
the eight page Zima setting, 
does it come with it? 

381
00:20:45,760 --> 00:20:49,480
I'll create your own setting. 
It's like more of interestingly 

382
00:20:49,480 --> 00:20:51,240
2 euros. 
What is going on here? 

383
00:21:01,240 --> 00:21:06,880
Is it all PDF only? 
Am I going crazy for settings? 

384
00:21:06,880 --> 00:21:08,520
Rules? 
Is $3 more adventurous? 

385
00:21:08,520 --> 00:21:10,160
2 dollars? 
Yeah. 

386
00:21:13,080 --> 00:21:14,600
Anyway, it's cool looking 
project. 

387
00:21:15,240 --> 00:21:18,400
My burning is breaking. 
It's a deck of dungeons and 

388
00:21:18,400 --> 00:21:19,960
treasures. 
Definitely go back to that. 

389
00:21:19,960 --> 00:21:21,440
We'll make sure the link is 
below. 

390
00:21:22,520 --> 00:21:24,640
And it's also nice to see more 
projects on Crowdfunder. 

391
00:21:24,880 --> 00:21:27,800
I'm hoping to see more and more 
of that as we as we progress. 

392
00:21:29,080 --> 00:21:32,160
Yeah. 
I, for one, have not used 

393
00:21:32,240 --> 00:21:34,600
Crowdfunder at all. 
Actually, I've barely been on 

394
00:21:34,600 --> 00:21:36,360
there until this. 
Until this, actually. 

395
00:21:36,600 --> 00:21:39,600
I backed it. 
I think Grandmothership from 

396
00:21:39,600 --> 00:21:42,840
Armando was on there. 
I backed the ritual magic for 

397
00:21:42,840 --> 00:21:45,800
Besties from Kelly Dices on 
there. 

398
00:21:46,120 --> 00:21:48,480
Archive is a cool project we 
didn't get to talk about. 

399
00:21:48,480 --> 00:21:52,720
Archive was a cool mothership 
project that that was over on 

400
00:21:52,720 --> 00:21:57,040
Crowdfunder, I'm pretty sure. 
And yeah, it's cool. 

401
00:21:57,960 --> 00:22:01,000
It's nice to see not 
Kickstarter, which is 

402
00:22:01,000 --> 00:22:05,440
definitely. 
That is very cool, you know, 

403
00:22:05,520 --> 00:22:09,720
Yeah. 
All right, maybe we must have a 

404
00:22:09,720 --> 00:22:18,240
little note quick. 
So remember to do something and 

405
00:22:18,240 --> 00:22:21,800
let's go to our game of the day.
We're gonna be talking about 

406
00:22:21,800 --> 00:22:24,000
Verm Hack. 
Very excited for this. 

407
00:22:24,200 --> 00:22:26,640
This is one we both love and 
that you've wanted to talk about

408
00:22:26,640 --> 00:22:29,680
for a while, and this is a good 
time to talk about it, yeah. 

409
00:22:30,360 --> 00:22:32,800
I think we got it like 
immediately when it came out. 

410
00:22:32,800 --> 00:22:34,240
Instantaneously, yeah, I got 
like 3. 

411
00:22:34,320 --> 00:22:37,680
I think it was, yeah. 
Yeah, yeah, it just, I mean 

412
00:22:37,840 --> 00:22:41,480
first of all anything for fail 
in the city is great. 

413
00:22:41,480 --> 00:22:44,360
I literally, well I moved it. 
But I have like, like I mean 

414
00:22:44,360 --> 00:22:47,800
everything, you know, the vast 
and the dark and everything 

415
00:22:47,920 --> 00:22:49,960
fantastic. 
Art's fantastic, Writing's 

416
00:22:49,960 --> 00:22:53,000
fantastic, you know sets and 
citadel you know and and all 

417
00:22:53,000 --> 00:22:56,760
that stuff are really great. 
So but also I mean the artists, 

418
00:22:57,080 --> 00:23:00,520
the the the art is fantastic and
and and the colors on that that 

419
00:23:00,520 --> 00:23:06,120
that kind of Chartreusey Green 
it's got some pop right. 

420
00:23:06,120 --> 00:23:11,000
What does Vermee Yeah Verme Hack
is from Feral Indie Studio which

421
00:23:11,000 --> 00:23:13,520
is Charles Ferguson Avery and 
Alex Coggan. 

422
00:23:14,800 --> 00:23:20,920
This Verme hack originally is. 
It's a small scale fantasy war 

423
00:23:20,920 --> 00:23:23,640
game with the role-playing 
elements of dungeons and 

424
00:23:23,640 --> 00:23:27,160
decreptitude. 
It originally dropped on April 

425
00:23:27,160 --> 00:23:31,400
20th, 2023. 
An update to it came out July 

426
00:23:31,400 --> 00:23:34,000
18th, 2023. 
It is over on itch. 

427
00:23:34,720 --> 00:23:38,760
There are two expansions for it 
already outlined and they are 

428
00:23:38,760 --> 00:23:43,480
supposed to drop sometime after 
Farrell Indy Studio wraps up Avi

429
00:23:43,480 --> 00:23:46,720
Knox, which is a mega dungeon 
project that they're working on.

430
00:23:47,400 --> 00:23:52,360
You can get it in print on the 
website of Farrell Indy Studio 

431
00:23:52,360 --> 00:23:58,200
for $14.00 right now. 
And if you wanna get it in PDF, 

432
00:23:59,680 --> 00:24:01,120
what does it cost over there 
right now? 

433
00:24:02,200 --> 00:24:05,480
On their itch. 
Yeah, it just had that. 

434
00:24:05,520 --> 00:24:09,520
I apologize. 
Bad, bad coast it is. 

435
00:24:11,480 --> 00:24:13,080
Name your price. 
Name your own price. 

436
00:24:13,240 --> 00:24:14,600
So. 
Yeah, name your own price cuz 

437
00:24:14,600 --> 00:24:16,600
they were doing like an itch 
funding thing for it. 

438
00:24:17,240 --> 00:24:22,000
It breached over the $1000 goal.
So yeah, so definitely go snag 

439
00:24:22,000 --> 00:24:24,000
that. 
I mean you can play it for free,

440
00:24:24,000 --> 00:24:26,240
but also, you know, if you have 
the money support, the creator 

441
00:24:26,640 --> 00:24:30,840
give them money, it's worth it. 
So we we talked a little bit, 

442
00:24:30,920 --> 00:24:34,200
but we've talked numerous times 
about this because there's a lot

443
00:24:34,200 --> 00:24:37,640
of like downloads for this. 
There's the original version, 

444
00:24:37,880 --> 00:24:40,160
right? 
And then the creator put out 

445
00:24:40,160 --> 00:24:42,440
like an SRD, like immediately 
for it. 

446
00:24:43,880 --> 00:24:47,040
And then they did the update 
couple months later. 

447
00:24:47,200 --> 00:24:50,840
So there's a second version of 
the press print version like 

448
00:24:50,840 --> 00:24:53,000
this. 
And then there's another SRD 

449
00:24:53,200 --> 00:24:58,480
that adds that double s the 
amount of content but is in 

450
00:24:58,480 --> 00:25:01,960
development, it's content that 
they've written that they put 

451
00:25:01,960 --> 00:25:04,800
into the SRD 2. 
I don't know that you can still 

452
00:25:04,800 --> 00:25:08,480
get the original release digital
copy from the Edge. 

453
00:25:08,480 --> 00:25:09,920
I think it's the new updated 
one. 

454
00:25:10,080 --> 00:25:11,960
I think all you get is a new 
updated one. 

455
00:25:11,960 --> 00:25:16,160
So we have all of the original 
stuff, but if you get it now, 

456
00:25:16,160 --> 00:25:20,440
what you'll get is the updated 
SRD and updated content. 

457
00:25:20,560 --> 00:25:22,240
We're gonna talk about the 
differences between the two 

458
00:25:22,240 --> 00:25:25,560
because there are there's a 
couple small differences and 

459
00:25:25,560 --> 00:25:28,400
then one major difference That 
is our point of contention. 

460
00:25:28,760 --> 00:25:30,680
And I have an opinion, yeah, I'm
just saying I have an opinion 

461
00:25:30,680 --> 00:25:31,600
about it. 
So we. 

462
00:25:31,600 --> 00:25:34,440
We we don't often have opinions 
here on the show, but today we 

463
00:25:34,600 --> 00:25:36,440
do. 
It's really usually an opinion 

464
00:25:36,440 --> 00:25:39,080
free show. 
Yeah, all facts. 

465
00:25:39,600 --> 00:25:47,160
No spin, no feelings. 
Yeah, so verm hack. 

466
00:25:47,160 --> 00:25:50,640
First of all, the cover again, 
it's black and white in the 

467
00:25:50,640 --> 00:25:53,360
print and it gives you the front
and back as one. 

468
00:25:53,720 --> 00:25:55,440
Makes it easy to print it 
yourself, I guess. 

469
00:25:55,440 --> 00:25:59,000
But yeah, covers dope fantasy 
war gaming of dungeons and 

470
00:25:59,000 --> 00:26:03,800
decreptitude the world is dying 
in from its corpse spill vermin.

471
00:26:05,600 --> 00:26:07,400
And you wonder why we backed 
this immediately. 

472
00:26:07,400 --> 00:26:11,120
I mean, could you write a a game
that's more for me, war gaming 

473
00:26:11,120 --> 00:26:14,480
with RPG elements about like 
decreptitude and corpses? 

474
00:26:14,840 --> 00:26:18,920
It's funny because I looked I so
I bought the physical and I 

475
00:26:18,920 --> 00:26:21,280
bought the digital on it when 
they were doing the ITCH 

476
00:26:21,280 --> 00:26:23,200
funding. 
So I've paid for this twice now.

477
00:26:27,160 --> 00:26:33,320
So yeah, so I have up here the 
this is the cover again. 

478
00:26:33,320 --> 00:26:34,520
It gives you the front and the 
back. 

479
00:26:35,160 --> 00:26:37,000
Those in podcast land, just look
up the cover. 

480
00:26:37,000 --> 00:26:39,080
It's gorgeous. 
The art from Charlie is, is, is 

481
00:26:39,080 --> 00:26:45,000
fantastic. 
There is the like actual, you 

482
00:26:45,000 --> 00:26:48,120
know, press release, like print 
version of the game. 

483
00:26:48,120 --> 00:26:49,640
There's there's a digital 
version. 

484
00:26:49,640 --> 00:26:51,200
There's print version, There's 
an SAD version. 

485
00:26:51,200 --> 00:26:53,760
There's like I said, there's a 
bunch and then there is the, 

486
00:26:53,800 --> 00:26:57,040
like I said in development, verm
hack SRD. 

487
00:26:57,760 --> 00:27:01,480
I love the little the little 
dude here hammer with the 

488
00:27:01,560 --> 00:27:03,720
picture like working on it and 
stuff like that. 

489
00:27:03,720 --> 00:27:06,920
So we're we're gonna mostly go 
over the quote, UN quote 

490
00:27:06,960 --> 00:27:11,120
official content of the second 
release, talk about how it 

491
00:27:11,120 --> 00:27:14,040
differs from the 1st, and maybe 
touch on a little bit of the SRD

492
00:27:14,040 --> 00:27:16,120
stuff. 
But we're not gonna go over a 

493
00:27:16,120 --> 00:27:18,920
bunch of the SRD stuff because 
who knows, it might not even 

494
00:27:18,920 --> 00:27:22,800
make it into the the the game 
even though there's some cool 

495
00:27:22,800 --> 00:27:28,080
stuff to it. 
So so the Verminist hack, Verm 

496
00:27:28,080 --> 00:27:31,000
Hack the world is dying from his
corpse spill vermin. 

497
00:27:31,360 --> 00:27:33,600
This is a small scale war game 
with role-playing elements. 

498
00:27:33,600 --> 00:27:37,280
Players take on the role of a 
single or band of characters who

499
00:27:37,280 --> 00:27:40,560
explore, fight and survive in a 
dark fantastical land. 

500
00:27:41,000 --> 00:27:43,200
It is meant to be compatible 
with most old school game 

501
00:27:43,200 --> 00:27:45,480
modules and war game style 
scenarios. 

502
00:27:45,480 --> 00:27:49,040
So this kind of, it's kind of in
the same realm as like Forbidden

503
00:27:49,040 --> 00:27:52,080
Psalm. 
Yeah, a little bit like it's 

504
00:27:52,120 --> 00:27:56,240
it's it's yeah, a little 
skirmish gamey, but you could 

505
00:27:56,240 --> 00:27:58,280
totally play it as an I would 
just play it as an RPG. 

506
00:27:58,280 --> 00:27:59,600
I would just play it as a 
straight RPG. 

507
00:27:59,720 --> 00:28:02,960
That's what we did because my 
group played this, we did one 

508
00:28:02,960 --> 00:28:05,200
adventure in it and yeah, we 
just, we didn't. 

509
00:28:05,200 --> 00:28:09,040
I don't often do grid in combat 
unless like I'm playing 

510
00:28:09,040 --> 00:28:10,680
something that like tacticians 
and all. 

511
00:28:10,680 --> 00:28:13,040
I'm like, you miss that, you're 
going to miss the whole game, so

512
00:28:13,040 --> 00:28:17,360
you'll use a grid, you know? 
But yeah, this one we didn't use

513
00:28:17,360 --> 00:28:18,640
a grid for and I think it worked
great. 

514
00:28:19,600 --> 00:28:24,200
Yeah, yeah, this, this, I love 
this this style of game games 

515
00:28:24,200 --> 00:28:27,760
that are like war gamey but have
those RPG elements where you can

516
00:28:27,760 --> 00:28:30,600
play it as an RPG and if you 
want to use the war game bits, 

517
00:28:30,600 --> 00:28:33,080
it gives you the a different 
kind of feeling in combat. 

518
00:28:34,800 --> 00:28:38,280
It's it's it's nice to kind of 
have two game modes almost to an

519
00:28:38,280 --> 00:28:40,720
extent because so combat feels 
like combat and out of combat 

520
00:28:40,720 --> 00:28:44,440
feels like you're out of combat,
you know, not all the time. 

521
00:28:44,440 --> 00:28:47,840
But like exactly for this is, I 
think this is perfect for it. 

522
00:28:47,840 --> 00:28:52,280
So and I love that there's an 
option to do solo as one, 

523
00:28:52,280 --> 00:28:56,240
literally 1 character, solo as a
band of characters or as a group

524
00:28:56,240 --> 00:28:57,920
of like people playing one 
character. 

525
00:28:57,920 --> 00:29:01,080
So that's cool. 
But you need RPG stuff, you 

526
00:29:01,080 --> 00:29:06,080
know, dice scale and distance 
multiples of five feet, so one 

527
00:29:06,080 --> 00:29:08,160
inch, 5 feet, blah blah, blah, 
blah, blah, right? 

528
00:29:08,160 --> 00:29:13,480
The whole thing's about 20 pages
and let's just fucking, let's 

529
00:29:13,480 --> 00:29:19,200
just get into it. 
So first of all, we can't not 

530
00:29:19,200 --> 00:29:22,920
talk about the art. 
I mean, it's all Charlie and 

531
00:29:22,920 --> 00:29:25,160
it's all fucking amazing. 
It's why it's really. 

532
00:29:25,320 --> 00:29:27,120
Very good. 
Very vibe goodness. 

533
00:29:27,640 --> 00:29:31,280
Like this is one of those. 
Charlie goddamn you is one of 

534
00:29:31,440 --> 00:29:36,400
those people who are not only 
like game writers but also 

535
00:29:36,400 --> 00:29:40,320
amazing artists. 
So you can have amazing art in 

536
00:29:40,320 --> 00:29:42,280
your stuff as much as you want 
because you do it yourself. 

537
00:29:42,280 --> 00:29:46,040
So thank you for that. 
But I mean also it's good great 

538
00:29:46,040 --> 00:29:50,280
piece on the second page of this
like weird tree full of skulls 

539
00:29:50,280 --> 00:29:52,240
that's got like a corpse in the 
upper branches. 

540
00:29:52,240 --> 00:29:56,480
It's like rotting away and some 
nice vibey riding scoundrel 

541
00:29:56,480 --> 00:30:00,480
cutthroat beggar bastard. 
You are a desperate soul who 

542
00:30:00,480 --> 00:30:05,520
scours a life in the blood and 
cursed corners of this world 

543
00:30:05,680 --> 00:30:07,680
with only your flesh, wits and 
tools to help you. 

544
00:30:08,520 --> 00:30:11,560
How far will you push yourself 
to survive again? 

545
00:30:12,120 --> 00:30:16,400
This game was literally written 
for me, you know can't ask much 

546
00:30:16,400 --> 00:30:21,120
more. 
So so you are vermin. 

547
00:30:21,120 --> 00:30:23,240
I'll go through the traits and 
then we'll we'll kick over to 

548
00:30:23,240 --> 00:30:25,440
you for for a lot of this 
because I know you've read it 

549
00:30:25,440 --> 00:30:28,160
and played it a lot more. 
So yeah, characters created in 

550
00:30:28,160 --> 00:30:30,200
Verm Hack have the following 
characteristics listed on the 

551
00:30:30,200 --> 00:30:32,120
sheet. 
Their level, which is your 

552
00:30:32,120 --> 00:30:34,640
overall strength to use to 
determine additional vitality 

553
00:30:34,640 --> 00:30:38,240
actions, bonus to certain roles.
Your vitality, which is the 

554
00:30:38,240 --> 00:30:40,680
amount of physical harm you can 
suffer before being knocked out 

555
00:30:40,680 --> 00:30:43,040
or killed. 
Strain. 

556
00:30:44,320 --> 00:30:46,960
Strain, which is different. 
Yeah, I think it was originally 

557
00:30:46,960 --> 00:30:48,040
called. 
What was it originally called? 

558
00:30:48,120 --> 00:30:50,000
Stamina. 
Stamina. 

559
00:30:50,000 --> 00:30:51,600
This is such a good change. 
It's. 

560
00:30:51,680 --> 00:30:53,960
Better. 
It's a It's the good change, 

561
00:30:54,200 --> 00:30:56,640
yeah. 
So so the reason why it says the

562
00:30:56,640 --> 00:31:00,440
amount of physical or mental 
exertion a character has 

563
00:31:00,440 --> 00:31:02,920
undertaken. 
If your strain is greater than 

564
00:31:02,920 --> 00:31:05,480
your vitality, your character is
knocked out and gains A scar. 

565
00:31:05,480 --> 00:31:08,120
So stamina and. 
That sounds like it's a good 

566
00:31:08,120 --> 00:31:10,120
thing, right? 
Like you have stamina, right? 

567
00:31:10,120 --> 00:31:14,320
But like, yeah, it's like a 
meter that you build from like 

568
00:31:14,320 --> 00:31:17,120
pushing yourself or like, I 
think you got a casting sorcery 

569
00:31:17,120 --> 00:31:19,080
or whatever. 
So strain. 

570
00:31:19,880 --> 00:31:24,600
Great, Great change. 
Very, very appropriate, yeah. 

571
00:31:24,600 --> 00:31:26,200
The moment I read that, I'm 
like, yeah, that's that's. 

572
00:31:26,200 --> 00:31:26,960
Better. 
You're right. 

573
00:31:26,960 --> 00:31:28,120
It's perfect. 
It's perfect. 

574
00:31:28,120 --> 00:31:30,240
Yes. 
Stamina, I always felt a little 

575
00:31:30,240 --> 00:31:32,360
bit off and I can only assume 
that that's why they immediately

576
00:31:32,360 --> 00:31:34,720
changed it to strain because 
like you said, stamina feels 

577
00:31:34,720 --> 00:31:37,720
like it's this thing that I have
that I could spend as opposed 

578
00:31:37,720 --> 00:31:39,440
to. 
It's just it's like basically a 

579
00:31:39,440 --> 00:31:42,600
stress system. 
So strain, strain and it feels 

580
00:31:42,600 --> 00:31:45,240
it's more vibey. 
And also, hey. 

581
00:31:45,240 --> 00:31:45,760
Hi. 
Hi. 

582
00:31:45,760 --> 00:31:47,000
Charles Ferguson Ivory in there 
chat. 

583
00:31:47,000 --> 00:31:47,880
Thank you so much for being 
here. 

584
00:31:48,240 --> 00:31:51,720
Hello. 
You have Strength, which is 

585
00:31:51,720 --> 00:31:52,800
measure of your physical 
strength. 

586
00:31:52,800 --> 00:31:56,120
Constitutional resilience used 
for melee, inventory capacity, 

587
00:31:56,120 --> 00:31:58,160
feats of strength, resistant 
poison, etcetera, etcetera. 

588
00:31:58,160 --> 00:32:01,880
Dexterity is dexterity. 
It's agility, range, tax, 

589
00:32:01,880 --> 00:32:03,280
etcetera. 
Wisdom. 

590
00:32:03,600 --> 00:32:05,280
I mean, a lot of this stuff. 
You played games before. 

591
00:32:05,280 --> 00:32:06,920
This isn't new. 
Wisdom is Wisdom. 

592
00:32:07,080 --> 00:32:08,920
Mental fortitude. 
It's used for casting spells, 

593
00:32:08,920 --> 00:32:12,120
finding secrets, etcetera. 
You have your background, which 

594
00:32:12,120 --> 00:32:14,800
are words or phrases that grant 
the character a bonus on roles, 

595
00:32:15,400 --> 00:32:18,280
and then you have traits, which 
are bones and maladies gained 

596
00:32:18,280 --> 00:32:20,440
from succeeding or suffering 
over the course of play. 

597
00:32:20,800 --> 00:32:23,840
So that is all the stuff that 
will be on your character sheet.

598
00:32:23,840 --> 00:32:27,160
I love this page. 
I like this kind of breakdown 

599
00:32:27,160 --> 00:32:28,680
of, like, these are the things 
that you'll see. 

600
00:32:28,680 --> 00:32:30,520
Now let's talk about it. 
I think it's a really good way 

601
00:32:30,520 --> 00:32:33,520
to kind of give you, you know, 
how I always say, like, I really

602
00:32:33,520 --> 00:32:39,160
want a little bit of intro 
before we go right into the 

603
00:32:39,160 --> 00:32:40,800
system. 
I think this is a great thing to

604
00:32:40,800 --> 00:32:42,880
have right before you jump into 
characterization to give you a 

605
00:32:42,880 --> 00:32:46,520
little overall of of what you're
going to get. 

606
00:32:46,640 --> 00:32:48,880
So character creation. 
Talk to me about that. 

607
00:32:48,920 --> 00:32:52,600
Creation. 
Yeah, so easy. 

608
00:32:53,240 --> 00:32:56,240
Seven step process. 
Also numbered steps Shout out 

609
00:32:56,240 --> 00:32:58,000
numbered steps to character 
creation. 

610
00:32:58,000 --> 00:33:00,080
Always a good choice. 
Yeah. 

611
00:33:00,360 --> 00:33:02,880
Rolling vitality. 
You start with AD six. 

612
00:33:03,200 --> 00:33:06,400
As all good vitality systems or 
health systems work. 

613
00:33:06,720 --> 00:33:09,680
You start with zero strain. 
You pick a background or 

614
00:33:09,680 --> 00:33:14,240
actually sorry, I got ahead. 
You start, you roll your 

615
00:33:14,240 --> 00:33:18,600
strength decks and wisdom stats.
You roll 4D6 and discard the 

616
00:33:18,600 --> 00:33:22,640
highest and assign each of the 
remaining values to an 

617
00:33:22,640 --> 00:33:28,640
individual stat. 
So if you roll A4A2A2 and A2 and

618
00:33:28,640 --> 00:33:31,240
you get rid of the four and you 
have a two strength of two decks

619
00:33:31,240 --> 00:33:37,400
and two wisdom. 
I actually have a flip on that 

620
00:33:37,400 --> 00:33:41,720
that we did that power table, 
but we might get to that later 

621
00:33:41,720 --> 00:33:45,160
because it has to do something 
else past that background. 

622
00:33:45,560 --> 00:33:49,840
You can pick from the fun list 
to the right a background or you

623
00:33:49,840 --> 00:33:51,840
can make them up yourself. 
Remember J time, you can 

624
00:33:51,840 --> 00:33:55,640
reference your background. 
You may add your level to the 

625
00:33:55,640 --> 00:33:58,240
role. 
So just a little bonus for a 

626
00:33:58,240 --> 00:34:03,120
little narrative backing the 
backgrounds. 

627
00:34:03,120 --> 00:34:05,200
Ryan, why don't you roll 2D6 for
a background? 

628
00:34:05,200 --> 00:34:07,040
Actually, because they're. 
They're I can. 

629
00:34:07,560 --> 00:34:09,320
There's pretty much not a bad 
one. 

630
00:34:09,320 --> 00:34:12,760
They're all pretty good, but 
they're good. 

631
00:34:12,760 --> 00:34:16,920
As in like some are awful for 
for you and then some are great.

632
00:34:17,360 --> 00:34:19,239
Yeah, they got two and a four 
for six. 

633
00:34:19,520 --> 00:34:24,320
So two and a four. 
So you're a frenzied prisoner, 

634
00:34:26,280 --> 00:34:28,679
so whatever you can reference 
being a frenzied prisoner, 

635
00:34:28,679 --> 00:34:30,360
you're going to get like, yeah, 
you know. 

636
00:34:31,679 --> 00:34:33,760
Wait, wait, wait, wait. 
How did you how did you Oh. 

637
00:34:33,760 --> 00:34:36,800
I'm sorry, I'm a dumb idiot. 
Not you. 

638
00:34:36,920 --> 00:34:40,679
You said a two and a four An. 
Indomitable gong farmer. 

639
00:34:40,760 --> 00:34:44,719
An indomitable gong farmer. 
What's a gong farmer? 

640
00:34:44,719 --> 00:34:47,120
I don't. 
Know what gong is? 

641
00:34:48,120 --> 00:34:50,480
It might be an in world thing 
and I my brain might just be 

642
00:34:50,480 --> 00:35:01,680
breaking a Privy. 
You're a shit farmer. 

643
00:35:01,680 --> 00:35:05,400
Gotcha. 
Which that makes amazing sense 

644
00:35:05,840 --> 00:35:08,800
for this game and setting. 
Yeah, so you. 

645
00:35:08,800 --> 00:35:11,480
Bring your record I I also real 
quick I do like I love the way 

646
00:35:11,480 --> 00:35:14,160
that they do the 2D6 for the 
thing like you. 

647
00:35:14,160 --> 00:35:16,840
Literally it's one D6 and 
another D6 and like one through 

648
00:35:16,840 --> 00:35:19,680
3. 
So I think there is still a typo

649
00:35:19,680 --> 00:35:21,080
on this. 
I could be wrong but it says 

650
00:35:21,080 --> 00:35:23,000
1234 through six and five 
through 6. 

651
00:35:26,560 --> 00:35:29,200
I don't. 
I feel like there was another 

652
00:35:29,200 --> 00:35:31,440
spot where that was fixed. 
Maybe it was fixed in the SRD, 

653
00:35:32,880 --> 00:35:36,280
but. 
And I even noticed that. 

654
00:35:36,280 --> 00:35:37,600
Is it that like that in my 
physical? 

655
00:35:38,240 --> 00:35:39,720
Let's see. 
My thought would be it'd be 

656
00:35:39,720 --> 00:35:46,640
123456, yeah, it's definitely in
the physical because we've we 

657
00:35:46,640 --> 00:35:48,880
have the print of the physical. 
Well, we have the original 

658
00:35:48,880 --> 00:35:53,200
version, yeah. 
That's there. 

659
00:35:53,600 --> 00:35:56,560
Next you're gonna pick a pick or
randomly select. 

660
00:35:57,400 --> 00:35:59,800
A starting trait, so. 
You're gonna pick or randomly 

661
00:35:59,800 --> 00:36:04,200
select one boon and one scar or 
mutation, I'm gonna say. 

662
00:36:04,960 --> 00:36:08,000
They do fix in the SRD so the 
that is an error in this and 

663
00:36:08,000 --> 00:36:12,400
that in the in the newest in dev
part it is fixed 123456. 

664
00:36:14,160 --> 00:36:17,720
Hell yeah, yeah. 
So you're going to pick or 

665
00:36:17,720 --> 00:36:22,120
randomly select one boon and one
scar or mutation. 

666
00:36:22,120 --> 00:36:24,920
Mutations in this are sick, so 
are the scars actually, and so 

667
00:36:24,920 --> 00:36:27,080
are the boons. 
Very flavorful stuff. 

668
00:36:27,960 --> 00:36:32,120
And then inventory. 
You have inventory equal to your

669
00:36:32,120 --> 00:36:39,360
strength plus one, which is not 
that many inventory slots, which

670
00:36:39,360 --> 00:36:41,880
is cool. 
And then starting equipment, you

671
00:36:41,880 --> 00:36:45,480
pick or randomly select 11 
weapon, one tool, and one piece 

672
00:36:45,480 --> 00:36:48,200
of armor. 
Alternatively you can just get 

673
00:36:48,200 --> 00:36:51,440
rid of tools and armor and begin
with a spellbook or fealty to a 

674
00:36:51,440 --> 00:36:55,400
deity because there is both a 
like magic, like a sorceress 

675
00:36:55,400 --> 00:36:58,760
magic and then kind of like a 
miraculous magic as well. 

676
00:37:00,080 --> 00:37:03,800
Each party of characters begins 
with a rundown camp at the edge 

677
00:37:03,800 --> 00:37:07,520
of civilization, 3 days of 
rations between them and someone

678
00:37:07,520 --> 00:37:09,480
or something that is looking for
them. 

679
00:37:10,240 --> 00:37:12,880
Very cool. 
Little fire started there. 

680
00:37:12,880 --> 00:37:15,440
For your first kind of group. 
It's like immediately. 

681
00:37:15,760 --> 00:37:18,840
They are low on food and stuff 
and something is coming for them

682
00:37:19,440 --> 00:37:22,880
for one reason or another. 
And then for advancing rules. 

683
00:37:23,200 --> 00:37:25,600
Each of my character survives an
adventure. 

684
00:37:26,520 --> 00:37:33,000
They gain a level, you roll D6 
plus level for vitality, use new

685
00:37:33,000 --> 00:37:34,520
value unless the old value is 
higher. 

686
00:37:34,840 --> 00:37:39,000
You can gain plus one to 
strength decks or Wiz and you 

687
00:37:39,000 --> 00:37:45,240
may gain 1 random mutation. 
And this is the same piece at 

688
00:37:45,240 --> 00:37:49,000
the bottom right of the like the
I like the little the one, the 

689
00:37:49,000 --> 00:37:51,640
little witchy wizardy person at 
the front, just like kind of 

690
00:37:51,640 --> 00:37:53,880
bent over, you know? 
Like all hunched over and stuff.

691
00:37:53,880 --> 00:37:55,640
Yeah, it's interesting, the 
advancement. 

692
00:37:55,640 --> 00:38:00,320
It's like a lot like you advance
relatively quickly. 

693
00:38:00,320 --> 00:38:04,560
You get level more vitality, 
more of your core stats and a 

694
00:38:04,560 --> 00:38:06,360
mutation like every time you 
advance. 

695
00:38:07,520 --> 00:38:11,360
Yeah, I mean, I I killed the 
character in in our one 

696
00:38:11,360 --> 00:38:17,040
adventure very easily so. 
Yeah, I'm, I'd be curious, like 

697
00:38:17,040 --> 00:38:21,800
how at what point do you feel 
like you're not going to die 

698
00:38:21,800 --> 00:38:24,800
like pretty instantly? 
Like at what point of like level

699
00:38:24,800 --> 00:38:26,160
and vitality and the stuff did 
you feel? 

700
00:38:26,160 --> 00:38:27,040
Good. 
The cool thing about the 

701
00:38:27,040 --> 00:38:28,880
vitality is it's very self 
regulating, right? 

702
00:38:28,880 --> 00:38:31,440
Like it's always just AD 6 plus 
your level. 

703
00:38:32,040 --> 00:38:35,120
And so like that could, I mean 
you could go multiple levels in 

704
00:38:35,120 --> 00:38:37,560
your health, not go up at all. 
Very true. 

705
00:38:38,240 --> 00:38:40,560
And then when it does go up, 
like frankly, it might just be 

706
00:38:40,560 --> 00:38:42,880
like an insignificant amount. 
I mean like really like if 

707
00:38:42,880 --> 00:38:45,960
you're Level 3 AD CS plus three,
the highest rating gets 9, but 

708
00:38:45,960 --> 00:38:48,840
you're probably not going to get
9, probably going to get like 7,

709
00:38:49,960 --> 00:38:56,800
which it is better possibly. 
But yeah, yeah, I wonder what it

710
00:38:56,800 --> 00:38:58,920
was like in. 
The long term I like it. 

711
00:38:58,920 --> 00:39:00,960
I like especially because it 
reminds me of Merckborg a little

712
00:39:00,960 --> 00:39:05,120
bit where like you could 
literally start with like 1 or 

713
00:39:05,120 --> 00:39:07,200
you could get lucky and get like
five or six, you know what I 

714
00:39:07,200 --> 00:39:09,360
mean? 
It's like if you happen to to to

715
00:39:09,400 --> 00:39:12,680
get that, get that high six. 
Like you could literally be the 

716
00:39:12,680 --> 00:39:15,360
one person with like 9 vitality 
while level Notes in your group 

717
00:39:15,360 --> 00:39:17,560
has like one or two and you'll 
probably still be the first one 

718
00:39:17,560 --> 00:39:19,360
to die. 
That's what happened to me. 

719
00:39:20,360 --> 00:39:24,280
Yeah, so bones, scars and 
mutations. 

720
00:39:24,280 --> 00:39:29,000
You wanna both of us roll a a 
boon, a scar and a mutation. 

721
00:39:30,640 --> 00:39:32,320
Yeah. 
So two to six for each. 

722
00:39:32,800 --> 00:39:37,640
Yeah, two to six for each. 
I'm just going to roll 66 and. 

723
00:39:37,640 --> 00:39:42,320
That's exactly what I did. 
So my first baboon I got 

724
00:39:42,520 --> 00:39:46,520
Unchained Berserker. 
When attacking melee, deal light

725
00:39:46,520 --> 00:39:50,360
damage to everyone within range,
friend or foe. 

726
00:39:51,320 --> 00:40:00,520
So I got. 
So I got 6:00 and 6:00. 

727
00:40:00,520 --> 00:40:03,680
So that takes me all the way 
down to the paranoid fanatic. 

728
00:40:04,240 --> 00:40:06,880
Gain. 
Two daily favor capital F for 

729
00:40:06,880 --> 00:40:10,040
miracles instead of one. 
Destroy any spell book that you 

730
00:40:10,040 --> 00:40:13,280
find and you cannot hold 
audience with rival faiths. 

731
00:40:14,320 --> 00:40:17,520
That's a pretty good one, yeah. 
Some other good ones. 

732
00:40:17,520 --> 00:40:19,800
From this I like to the wretched
godling. 

733
00:40:20,560 --> 00:40:23,040
I think it's interesting. 
You, you don't die, but every 

734
00:40:23,040 --> 00:40:26,880
time that you do die, you 
basically go down one level if 

735
00:40:26,880 --> 00:40:28,720
possible and then you gain a 
scar. 

736
00:40:30,320 --> 00:40:32,560
So like honestly and the scars 
are can get pretty bad. 

737
00:40:32,560 --> 00:40:34,840
It's like you know your legs and
stuff are gone or missing eyes 

738
00:40:34,840 --> 00:40:36,360
so you could just be in the 
mortal. 

739
00:40:36,640 --> 00:40:41,400
There's like complete amputee. 
Yeah, it's like really pretty 

740
00:40:41,400 --> 00:40:44,840
genuinely dark, us being. 
Deaf, paralyzed. 

741
00:40:44,840 --> 00:40:47,680
Yeah, everything crazy. 
What did you roll for a scar? 

742
00:40:48,560 --> 00:40:52,560
Oh, so I did 66. 
My next one was 5-3. 

743
00:40:52,960 --> 00:40:56,880
So So this one's only a one to 
three and a four to six. 

744
00:40:56,880 --> 00:41:00,640
So 5. 
Three nightmares. 

745
00:41:00,760 --> 00:41:02,760
You only heal one Vitality from 
resting. 

746
00:41:02,760 --> 00:41:06,960
That sucks. 
I rolled a six and a six, so I 

747
00:41:06,960 --> 00:41:10,840
got the violent roll wisdom at 
the start of combat. 

748
00:41:10,960 --> 00:41:14,920
Otherwise you charge blindly 
towards the nearest opponent. 

749
00:41:18,120 --> 00:41:19,960
But yeah, missing eyes, cool 
destroyed leg. 

750
00:41:19,960 --> 00:41:22,960
I mean just like just imagine 
playing the character who cannot

751
00:41:22,960 --> 00:41:29,880
die, but instead of dying you're
just it's just punishing moving 

752
00:41:29,880 --> 00:41:35,960
on to mutations. 
And mutations are like such a 

753
00:41:35,960 --> 00:41:38,800
cool part like this is also you 
get mutations when you level up.

754
00:41:39,440 --> 00:41:41,320
There is like it's same kind of 
thing. 

755
00:41:41,320 --> 00:41:43,400
There's some kind of like 
negative trade off to a lot of 

756
00:41:43,400 --> 00:41:45,960
these, but they are like 
overwhelmingly good. 

757
00:41:46,520 --> 00:41:48,440
What'd you get for your 
mutation? 

758
00:41:49,760 --> 00:41:56,720
I rolled A1 and A2, so that 
gives me blind Milky eyes emerge

759
00:41:56,720 --> 00:42:00,600
from under my skin. 
Really cool. 

760
00:42:02,600 --> 00:42:08,440
Yeah it's so so I think 1/2 on 
all the rules are the ones that 

761
00:42:08,440 --> 00:42:10,760
are not. 
Like if you think just something

762
00:42:10,760 --> 00:42:17,280
weird and flavorful. 2/5 so I 
got vampire you need only once a

763
00:42:17,280 --> 00:42:21,560
week, but your but your body can
only sustain itself on fresh 

764
00:42:21,560 --> 00:42:23,880
blood. 
You must Sup from the corpse of 

765
00:42:23,880 --> 00:42:27,160
a freshly slain mortal or beast 
to feed your hunger. 

766
00:42:28,640 --> 00:42:33,040
Very cool one. 
I was hoping to roll locus of 

767
00:42:33,040 --> 00:42:36,400
Sorcery, which is when you cast 
sorceries. 

768
00:42:36,400 --> 00:42:39,480
They don't cost strain, which is
what you build for casting 

769
00:42:39,480 --> 00:42:43,120
sorceries, but if you do fail 
the sorcerer roll Every fail is 

770
00:42:43,120 --> 00:42:46,040
a critical fail all. 
Of that all or nothing. 

771
00:42:46,360 --> 00:42:50,760
Yeah, it's really like the the 
boons and mutations are really 

772
00:42:50,760 --> 00:42:53,000
good about being like, here's 
like a positive thing. 

773
00:42:53,000 --> 00:42:56,520
But also like this whole game is
very horrifying. 

774
00:42:56,520 --> 00:42:59,240
It's very like grim. 
And they were like, yeah, cool, 

775
00:42:59,240 --> 00:43:00,600
you have a cool thing. 
You're powerful. 

776
00:43:00,600 --> 00:43:03,520
Also, there's an awful like 
second part to it. 

777
00:43:04,440 --> 00:43:07,400
The boons, the scars and 
mutations are really what makes 

778
00:43:07,400 --> 00:43:08,880
the game. 
I mean the rest of it is all 

779
00:43:08,880 --> 00:43:11,000
mechanics that we've pretty much
seen elsewhere. 

780
00:43:11,320 --> 00:43:16,520
But the the way that especially 
like the boons kind of give you,

781
00:43:17,600 --> 00:43:21,120
there's no classes, right? 
Like but what the Boones do 

782
00:43:21,120 --> 00:43:25,240
really is give you a little bit 
of of of that where you get like

783
00:43:25,240 --> 00:43:29,560
one small like mechanical thing 
that kind of helps find your 

784
00:43:29,560 --> 00:43:32,000
character a little bit. 
But there's also fucking vibe 

785
00:43:32,480 --> 00:43:35,360
and like like you said the 
scars, especially the mutations.

786
00:43:35,360 --> 00:43:37,320
I mean, you could like, what did
you have? 

787
00:43:37,320 --> 00:43:43,160
You had the Unchained berserker 
that was violent and, Oh yeah, a

788
00:43:43,160 --> 00:43:47,920
a violent vampire, you know, And
my guy was, I don't even 

789
00:43:47,920 --> 00:43:50,400
remember what I was. 
What was I, oh, the paranoid 

790
00:43:50,400 --> 00:43:57,400
fanatic that had nightmares and 
blind Milky eyes, like, emerging

791
00:43:57,400 --> 00:44:02,240
under my skin like that The, 
like, so good, so vibey so 

792
00:44:02,240 --> 00:44:04,320
fantastic. 
Like perfectly fits this idea of

793
00:44:04,320 --> 00:44:06,760
like the world's a corpse full 
of vermin. 

794
00:44:06,760 --> 00:44:08,720
And guess what? 
So are you, you know, so good. 

795
00:44:08,720 --> 00:44:11,600
I'm trying to think of what my 
my player character's role, but 

796
00:44:11,680 --> 00:44:15,680
honestly like this came out and 
I must have played it like 

797
00:44:15,680 --> 00:44:17,880
immediately. 
Like so it's been it's been a 

798
00:44:17,880 --> 00:44:21,000
year since I was since we did 
our adventure in this game. 

799
00:44:21,000 --> 00:44:26,480
It was fun, but yeah, there's 
there's a lot of potential for 

800
00:44:26,480 --> 00:44:29,160
weird, grim hijinks. 
I moved on. 

801
00:44:30,360 --> 00:44:33,360
Tools. 
This is one of the things you 

802
00:44:33,360 --> 00:44:35,560
can start with. 
Tools law character to perform a

803
00:44:35,560 --> 00:44:39,840
task they would otherwise be 
incapable of, or them, or allow 

804
00:44:39,880 --> 00:44:43,840
them to successfully bypass a 
role that they would normally 

805
00:44:43,840 --> 00:44:46,520
make. 
Tools typically take up 1 

806
00:44:46,520 --> 00:44:50,080
inventory space. 
Large or cumbersome tools can 

807
00:44:50,080 --> 00:44:52,240
take up two. 
Remember that you have like 

808
00:44:52,440 --> 00:44:54,880
fairly limited inventory in this
game. 

809
00:44:55,320 --> 00:44:57,720
I believe it is strength plus 
one. 

810
00:44:58,960 --> 00:45:00,560
Yeah, is the strength plus one. 
Am I right? 

811
00:45:00,560 --> 00:45:02,120
Yeah. 
I'm pretty sure it was swing 

812
00:45:02,120 --> 00:45:04,640
plus one, yeah. 
We're both a little sleepy 

813
00:45:04,640 --> 00:45:07,280
today, so I'm almost instantly 
forgetting what we're talking 

814
00:45:07,280 --> 00:45:09,200
about. 
Yeah, there's some example tools

815
00:45:09,240 --> 00:45:11,160
you guys know. 
The tool is a torch grappling 

816
00:45:11,160 --> 00:45:17,480
hook, the 1111 foot pole armor. 
Each use of armor takes up two 

817
00:45:17,480 --> 00:45:20,720
inventory slots. 
When hit with a weapon, subtract

818
00:45:20,720 --> 00:45:23,120
1 damage for each piece of 
unbroken armor. 

819
00:45:23,120 --> 00:45:26,760
Any inventory or sacrifice one 
piece of armor to negate all 

820
00:45:26,760 --> 00:45:30,200
damage from a single hit. 
Armor, sacrifice or broken is 

821
00:45:30,200 --> 00:45:33,480
not removed from inventory, 
instead is considered broken and

822
00:45:33,760 --> 00:45:36,000
provides no benefits and less 
repair. 

823
00:45:36,040 --> 00:45:37,720
So you just wear broken armor 
for a while? 

824
00:45:38,280 --> 00:45:42,200
Yeah, it's interesting. 
I like this system of armor in 

825
00:45:42,200 --> 00:45:46,560
because it's it's like soak but 
also kind of inventory 

826
00:45:46,560 --> 00:45:47,760
management. 
Like you don't get a lot of 

827
00:45:47,760 --> 00:45:50,400
inventory so you never get to 
carry like a shit load of armor.

828
00:45:50,880 --> 00:45:53,880
But I like the idea that it's 
like, OK, you have like, you 

829
00:45:53,880 --> 00:45:57,280
know a pauldron and you have 
like some leg armor and stuff 

830
00:45:57,280 --> 00:45:59,480
like that. 
But like, you know, so that 

831
00:45:59,480 --> 00:46:02,360
gives you what, 123 armor that 
you can soak. 

832
00:46:02,360 --> 00:46:03,800
But if you're gonna get 
something beyond that, you can 

833
00:46:03,800 --> 00:46:05,440
just be like, fuck it. 
It hits my Haltron, my pauldron 

834
00:46:05,440 --> 00:46:10,160
breaks, but I take nothing. 
Like, I really like the armor. 

835
00:46:10,160 --> 00:46:14,800
I love silk, but I also love the
idea of sundering it to do 

836
00:46:14,800 --> 00:46:16,640
whatever. 
It's nice and clean, especially 

837
00:46:16,640 --> 00:46:19,040
like a org game like this. 
This is such a nice way to do 

838
00:46:19,040 --> 00:46:22,120
it. 
But also, I love simple but fun 

839
00:46:22,120 --> 00:46:23,840
inventory management, and that's
definitely a big. 

840
00:46:23,840 --> 00:46:27,360
Part of it, I love being an 
inventory mini game. 

841
00:46:27,880 --> 00:46:31,600
Yeah. 
So trading gold and coin have 

842
00:46:31,600 --> 00:46:33,640
little value in the rotted 
world. 

843
00:46:33,880 --> 00:46:36,440
Each time you trade with a 
merchant or other role to 

844
00:46:36,440 --> 00:46:39,280
determine what they can or 
willing to trade. 

845
00:46:39,280 --> 00:46:42,760
Trades are at a weight or a like
basis. 

846
00:46:43,040 --> 00:46:47,120
Tool tools for one armor A1 
spell book for one spell book, 

847
00:46:47,160 --> 00:46:48,840
etcetera. 
It's a it's mostly a borrower 

848
00:46:48,840 --> 00:46:50,400
system. 
Like it's essentially A borrower

849
00:46:50,400 --> 00:46:51,200
system. 
Love it. 

850
00:46:52,440 --> 00:46:55,520
Yeah. 
So circling back to my Between 2

851
00:46:55,520 --> 00:47:00,160
fires, we played a between 2 
Fires themed adventure in 

852
00:47:00,160 --> 00:47:03,920
Vermach because I thought it was
like very cool and similar to a 

853
00:47:04,400 --> 00:47:07,880
yeah, we did like a demonic 
plague ridden France. 

854
00:47:10,000 --> 00:47:12,040
Yeah, so it was perfect for like
the bartering thing because you 

855
00:47:12,040 --> 00:47:15,040
come across people in a plague 
ridden land who like have 

856
00:47:15,040 --> 00:47:17,640
nothing and the world around 
them is dying and they're like, 

857
00:47:19,640 --> 00:47:21,960
I don't know if I can give this 
to you because I need this, but 

858
00:47:22,080 --> 00:47:25,000
I'll if you have that, I'll lend
you this, you know? 

859
00:47:25,560 --> 00:47:29,680
I say that all the time about 
about lists of of costs and 

860
00:47:29,680 --> 00:47:31,240
stuff that like, why? 
Why? 

861
00:47:31,240 --> 00:47:32,920
Because guess what? 
It doesn't fucking matter. 

862
00:47:32,920 --> 00:47:35,400
It's capitalism, right? 
It costs what it costs. 

863
00:47:35,400 --> 00:47:37,640
Like it costs what you need, 
right? 

864
00:47:37,640 --> 00:47:40,880
Like if you need water in the 
desert, it's going to cost way 

865
00:47:40,880 --> 00:47:43,440
more than if you need water by a
river like. 

866
00:47:43,600 --> 00:47:45,880
So giving me a list of costs 
makes no sense. 

867
00:47:45,880 --> 00:47:48,560
And I wish more systems were 
like this where it's just 

868
00:47:48,560 --> 00:47:50,760
straight barter. 
And I love the idea that it's, 

869
00:47:50,760 --> 00:47:54,000
it's like a like for like or you
know, one up, one down, like 

870
00:47:54,000 --> 00:47:56,640
whatever. 
Like it, it makes sense. 

871
00:47:58,800 --> 00:48:01,080
I like it. 
And I also think that that auto 

872
00:48:01,080 --> 00:48:05,640
gives RP opportunities instead 
of just being like that cost 2. 

873
00:48:05,640 --> 00:48:06,720
You're like, all right, here you
go too. 

874
00:48:06,920 --> 00:48:08,960
It's now, it's no, now you get 
to barter for it. 

875
00:48:09,080 --> 00:48:11,120
Yeah. 
I did 'cause my player 

876
00:48:11,120 --> 00:48:14,280
characters to rob somebody 
because they were so frustrated 

877
00:48:14,280 --> 00:48:16,440
that they wouldn't trade with 
them and they were better arms 

878
00:48:16,440 --> 00:48:18,720
than this person. 
And you're in like plague ridden

879
00:48:18,720 --> 00:48:20,840
France. 
I'm like, I mean, yeah, that 

880
00:48:20,840 --> 00:48:24,560
that that makes sense. 
Juan Honda. 

881
00:48:25,280 --> 00:48:29,400
Weapons. 
I love the weapon damage system 

882
00:48:29,400 --> 00:48:32,520
here because it's it's one die 
and I live for that. 

883
00:48:32,520 --> 00:48:34,320
So unarmed is 1, just one 
damage. 

884
00:48:35,120 --> 00:48:36,720
You have light, standard, and 
heavy. 

885
00:48:37,400 --> 00:48:41,720
So a light weapon takes up an 
inventory slot and does D6 at 

886
00:48:41,720 --> 00:48:45,400
disadvantage damage. 
Pardon me, a standard weapon 

887
00:48:45,400 --> 00:48:47,240
takes up two slots and does D6 
damage. 

888
00:48:47,480 --> 00:48:51,440
A heavy weapon takes up three 
slots and does D6 at advantage 

889
00:48:52,240 --> 00:48:54,200
damage. 
Each weapon has an ability, 

890
00:48:54,200 --> 00:48:58,440
which is a very, very cool way 
to dress up a very simple damage

891
00:48:58,440 --> 00:49:01,160
system for weapons and be 
critical. 

892
00:49:01,880 --> 00:49:03,760
The other cool thing about this,
and we'll get into weapon 

893
00:49:03,760 --> 00:49:06,960
abilities, is that, like, it 
leaves a lot of room for you to 

894
00:49:06,960 --> 00:49:10,400
make your own weapons and give 
them the abilities. 

895
00:49:10,400 --> 00:49:14,000
They're very simple. 
Range weapons require ammunition

896
00:49:14,000 --> 00:49:16,200
to fire, which takes up an 
inventory slot. 

897
00:49:16,720 --> 00:49:20,000
If more than one shot is fired 
in an encounter, the ammunition 

898
00:49:20,000 --> 00:49:22,440
is removed at the end of the 
encounter. 

899
00:49:23,360 --> 00:49:25,160
Range weapons do not have a 
range. 

900
00:49:25,160 --> 00:49:27,800
Unless specified, it is assumed 
they can reach most targets 

901
00:49:27,800 --> 00:49:29,800
within line of sight. 
Thank you for support. 

902
00:49:29,840 --> 00:49:31,240
Thank you for making that rule 
simple. 

903
00:49:32,400 --> 00:49:34,440
That's great and it makes 
perfect sense. 

904
00:49:36,000 --> 00:49:38,880
And so when you're creating your
character, you do roll up a 

905
00:49:38,880 --> 00:49:40,720
weapon. 
And this is like here, you can 

906
00:49:40,720 --> 00:49:43,640
roll up a weapon. 
And do you want to roll a 

907
00:49:43,640 --> 00:49:45,640
weapon, Ryan? 
Sure. 

908
00:49:45,640 --> 00:49:49,760
Auto weapon I know we can talk 
about so I need one. 

909
00:49:49,760 --> 00:50:02,120
So 4D6 so D6I rolled A4 so my 
weapon weight is standard 2D6 

910
00:50:02,120 --> 00:50:04,960
weapon ability. 
I rolled a six and a six so I 

911
00:50:04,960 --> 00:50:07,800
got black powder. 
My favorite. 

912
00:50:08,160 --> 00:50:11,000
Oh, you love black powder 
weapons, buddy. 

913
00:50:12,120 --> 00:50:14,400
Yeah, well, you got gold goggles
on too. 

914
00:50:14,400 --> 00:50:17,600
And they're like, they're bronze
colored and they got green 

915
00:50:17,680 --> 00:50:21,760
lenses. 
And then my weapon critical is a

916
00:50:22,320 --> 00:50:26,000
5, so it's rappel. 
So we'll get into what the heck 

917
00:50:26,000 --> 00:50:29,800
rappel is. 
Almost immediately so. 

918
00:50:30,200 --> 00:50:32,840
I I will say quick before we 
move on, how did what are your 

919
00:50:32,840 --> 00:50:37,920
thoughts on the way that they 
wrote up the D6, you know, 

920
00:50:37,920 --> 00:50:40,720
bracket minus D6 bracket plus 
thing? 

921
00:50:41,440 --> 00:50:44,560
I'm actually into that. 
So there's a little cipher at 

922
00:50:44,560 --> 00:50:48,440
the bottom on the bottom right. 
It's like, hey, what's it as 

923
00:50:49,280 --> 00:50:54,680
plus or minuses like? 
I mean, I think it's more 

924
00:50:54,680 --> 00:51:00,480
concise than and and I think 
more like stylish to look at. 

925
00:51:00,480 --> 00:51:02,480
Maybe maybe that's not the right
term for what I'm looking for. 

926
00:51:03,920 --> 00:51:05,360
I like it. 
I'm going to use it. 

927
00:51:05,360 --> 00:51:08,360
So. 
I guess I guess my thought is 

928
00:51:09,240 --> 00:51:13,040
maybe if more weapons are listed
in the future or maybe it's for 

929
00:51:13,040 --> 00:51:17,480
like future ciphering and stuff.
Because realistically there's 

930
00:51:17,480 --> 00:51:20,440
this whole there's this box that
takes up space on the thing 

931
00:51:20,440 --> 00:51:26,640
explaining this little cipher 
for it to be used in 1-2 areas 

932
00:51:26,640 --> 00:51:27,840
of the rule set. 
You know what I mean? 

933
00:51:28,320 --> 00:51:33,640
When it could easily have just 
been D6 bracket adv, D6 bracket 

934
00:51:33,760 --> 00:51:35,800
dis adv. 
You know, I guess my thought is 

935
00:51:35,800 --> 00:51:41,160
like, what? 
Like it feels like an extra step

936
00:51:41,160 --> 00:51:42,680
to say something. 
I'm not. 

937
00:51:42,680 --> 00:51:44,640
I'm not. 
I'm not disliking it. 

938
00:51:44,640 --> 00:51:49,000
I just think it's an interesting
choice, unless you're gonna run 

939
00:51:49,000 --> 00:51:51,640
into it a lot. 
Fair, fair. 

940
00:51:51,640 --> 00:51:52,040
Fair. 
Fair. 

941
00:51:56,560 --> 00:51:58,040
Yeah. 
Yeah. 

942
00:51:59,720 --> 00:52:03,000
Weapon abilities and critical. 
Weapon abilities. 

943
00:52:03,000 --> 00:52:07,600
Yes, your weapons have ability 
and they're pretty cool it it's 

944
00:52:07,600 --> 00:52:12,880
a the combat is like this is a 
war game, and the weapon 

945
00:52:12,880 --> 00:52:16,080
abilities definitely add a layer
to it. 

946
00:52:16,360 --> 00:52:20,040
Most of them you can use them 
and you you gain strain. 

947
00:52:20,040 --> 00:52:21,400
What's the weapon ability that 
you got? 

948
00:52:22,280 --> 00:52:26,160
I got black powder. 
Oh yeah, so yours deals plus D6 

949
00:52:26,160 --> 00:52:29,360
damage. 
You make range attacks and 

950
00:52:29,360 --> 00:52:33,000
require black powder ammo. 
It can only be fired once per 

951
00:52:33,000 --> 00:52:35,520
turn and reloading takes in 
action. 

952
00:52:35,920 --> 00:52:38,480
I mean during that one action 
you spin your cane with like a 

953
00:52:38,480 --> 00:52:42,160
golden eagle's head on it and 
you like tip your top hat and 

954
00:52:42,160 --> 00:52:44,280
has cogs on it because Ryan 
loves steampunk. 

955
00:52:44,920 --> 00:52:48,120
There was a misfire rule for 
black powder damage is wielder 

956
00:52:48,640 --> 00:52:51,080
when unsuccessful double is 
rolled. 

957
00:52:52,880 --> 00:52:56,120
Yeah so lights one damage 
standards damage as light, so 

958
00:52:56,120 --> 00:53:00,800
you take less damage than like 
feasibly the weapon would give. 

959
00:53:01,920 --> 00:53:04,320
So my question is, deals plus D6
damage? 

960
00:53:04,320 --> 00:53:08,480
What does that mean to you? 
Deals an extra D6 of damage. 

961
00:53:09,040 --> 00:53:11,200
So you think it's 2D6? 
Yeah. 

962
00:53:11,920 --> 00:53:12,640
Gotcha. 
All right. 

963
00:53:15,280 --> 00:53:17,680
And then that that first D6 is 
either at advantage or 

964
00:53:17,680 --> 00:53:20,360
disadvantage because you could 
have a light standard or heavy 

965
00:53:20,360 --> 00:53:22,440
black powder. 
Letter I had the standard, so 

966
00:53:22,440 --> 00:53:25,400
it's like, so it would just be 
like a flat D6 plus D6, yeah. 

967
00:53:25,960 --> 00:53:29,320
Yeah, yeah. 
I mean, there's 12 what, 12 

968
00:53:29,320 --> 00:53:31,240
different weapon abilities? 
Yes. 

969
00:53:32,360 --> 00:53:35,720
And it's either like when this 
happens, you can do this or you 

970
00:53:35,720 --> 00:53:39,280
can take one strain to do this. 
And it's a very clean system and

971
00:53:39,720 --> 00:53:43,000
honestly, so basic, I mean work 
so well that like you could sit 

972
00:53:43,000 --> 00:53:45,840
here and write out 10 more 
pretty easily for your own, like

973
00:53:45,840 --> 00:53:47,920
weird and crazy weapons for 
whatever you're playing. 

974
00:53:49,040 --> 00:53:51,720
Yeah. 
And then the weapon criticals 

975
00:53:51,720 --> 00:53:55,160
are like, it's it's almost like 
you're special when you do hit a

976
00:53:55,200 --> 00:53:57,840
crit. 
Yours was repel, which means you

977
00:53:57,840 --> 00:54:01,560
may disengage from your opponent
or because this is a war game, 

978
00:54:01,840 --> 00:54:05,600
just engaging user thing or push
your opponent out of melee 

979
00:54:05,600 --> 00:54:07,640
range. 
Interesting. 

980
00:54:07,640 --> 00:54:10,280
So I have the black powder gun, 
so if something's like up in my 

981
00:54:10,280 --> 00:54:13,760
business, I could shoot it. 
And it, yeah, moves away from me

982
00:54:13,760 --> 00:54:16,520
after it gets shot, it it. 
I like how they all mix and 

983
00:54:16,520 --> 00:54:17,600
match. 
Together. 

984
00:54:17,600 --> 00:54:19,880
Well, that is pretty cool. 
Sunders. 

985
00:54:19,880 --> 00:54:21,360
Pretty cool. 
You can just break one piece of 

986
00:54:21,360 --> 00:54:25,640
the opponent's armor. 
Otherwise they gain 1 strain and

987
00:54:25,640 --> 00:54:26,920
then bleed. 
Classic. 

988
00:54:26,920 --> 00:54:30,240
But I, I, There's room for like,
so much creativity in this, you 

989
00:54:30,240 --> 00:54:31,760
know? 
I love the sun one. 

990
00:54:31,760 --> 00:54:34,160
The sun one's really interesting
because of the way that armor 

991
00:54:34,160 --> 00:54:38,360
works, where like you can choose
to to have one break to to do 

992
00:54:38,360 --> 00:54:43,040
whatever, but this one, you're 
literally saying I shoot you. 

993
00:54:43,040 --> 00:54:45,800
It doesn't seem like for the 
crit it's not going to do like a

994
00:54:45,800 --> 00:54:49,200
bonus damage or anything, but 
like literally either you get 

995
00:54:49,200 --> 00:54:52,000
strain or I just break one of 
your armor pieces and I love 

996
00:54:52,000 --> 00:54:54,400
that. 
Like the the reaching into 

997
00:54:54,400 --> 00:54:56,440
someone else's inventory 
management a little bit to just 

998
00:54:56,440 --> 00:54:57,960
be like, boom, I'm gonna break 
that shit. 

999
00:54:58,600 --> 00:55:02,720
So I dig it, yeah. 
Very cool thing to the game and 

1000
00:55:02,720 --> 00:55:07,840
and and often when I'm playing 
like simple tabletop 

1001
00:55:07,840 --> 00:55:09,880
role-playing games that have 
that like kind of D6 game 

1002
00:55:09,880 --> 00:55:12,280
system, I'm like can I add 
weapon abilities into this 

1003
00:55:12,280 --> 00:55:15,320
somehow and just like dress it 
up but. 

1004
00:55:15,440 --> 00:55:17,760
Yeah, it's really such a great 
way to do it. 

1005
00:55:17,760 --> 00:55:19,800
Yeah. 
And the 12 things that they pick

1006
00:55:19,800 --> 00:55:23,440
really cover the like the gamut 
of like the things you want like

1007
00:55:24,120 --> 00:55:28,760
Pierce, throw, weighted brace, 
range, like there's still 

1008
00:55:28,760 --> 00:55:31,040
definitely room for more. 
But like, as far as like the 

1009
00:55:31,040 --> 00:55:33,520
bit, like if you just pick a 
weapon, like any weapon off the 

1010
00:55:33,520 --> 00:55:36,600
top of your head, like it's in 
here, you know what I mean? 

1011
00:55:36,600 --> 00:55:40,360
Like it's not hard to even even 
even even black powder. 

1012
00:55:40,360 --> 00:55:43,960
I think he says they're gritted 
teeth. 

1013
00:55:45,120 --> 00:55:48,600
So playing the game, I love the 
font that they pick for this 

1014
00:55:48,600 --> 00:55:51,520
too, because like a lot of black
letter fonts aren't very 

1015
00:55:51,520 --> 00:55:55,040
readable and I feel like this 
one is pretty readable. 

1016
00:55:55,440 --> 00:55:57,960
I absolutely agree. 
And I think it holds up in the 

1017
00:55:57,960 --> 00:56:00,520
book as well, or in the actual 
physical scene as well. 

1018
00:56:01,080 --> 00:56:04,760
And they keep it to headers. 
They keep it to headers. 

1019
00:56:04,760 --> 00:56:08,080
There's no black letter font in 
the actual writing of the book, 

1020
00:56:08,080 --> 00:56:13,280
which is great. 
So rolling dice I think is is 

1021
00:56:13,360 --> 00:56:16,560
the next big change that we're 
going to have a discussion 

1022
00:56:16,560 --> 00:56:17,760
about. 
This is the change we're going 

1023
00:56:17,760 --> 00:56:21,120
to have a discussion about about
because I feel a type of way. 

1024
00:56:21,280 --> 00:56:23,200
Do you want to read this? 
Yeah, I'll go. 

1025
00:56:23,200 --> 00:56:26,800
I'll go through this. 
So so first of all, rolling dice

1026
00:56:26,800 --> 00:56:30,040
during play character attempts a
task where the outcome is 

1027
00:56:30,040 --> 00:56:34,200
riskier, uncertain. 
They may roll 3D6 and add the 

1028
00:56:34,200 --> 00:56:36,800
value of the appropriate trait 
to overcome it. 

1029
00:56:37,120 --> 00:56:40,520
A value of 12 or greater is 
considered a success. 

1030
00:56:41,040 --> 00:56:45,600
A success or failure with double
S is considered a critical and 

1031
00:56:45,600 --> 00:56:50,120
critical failure respectively. 
6/6 is always success, 11 is 

1032
00:56:50,120 --> 00:56:55,280
always a failure. 
Originally the game what did it?

1033
00:56:55,280 --> 00:56:57,720
Was it 2D6 and you had to get 
12/6 originally? 

1034
00:56:58,000 --> 00:56:59,880
Yes. 
Yeah, and that's basically 

1035
00:56:59,880 --> 00:57:03,120
fucking impossible. 
Like the, the, the the traits 

1036
00:57:03,640 --> 00:57:07,040
are not that much more. 
It was difficult. 

1037
00:57:08,520 --> 00:57:11,960
You've actually played it. 
Did you play it when it was 2D6?

1038
00:57:12,480 --> 00:57:15,880
So we played it. 
So this was more than one 

1039
00:57:15,880 --> 00:57:17,240
session that we played our 
adventure. 

1040
00:57:17,520 --> 00:57:21,800
The first session we played, 
when you roll your stats you 

1041
00:57:21,800 --> 00:57:26,720
drop the highest and then yeah 
and then you roll 2D6 plus that.

1042
00:57:27,120 --> 00:57:29,560
There was a lot of failure in my
game, but there's also a lot of 

1043
00:57:29,560 --> 00:57:33,960
success, but there was a lot of 
failure And so the second 

1044
00:57:33,960 --> 00:57:36,960
session they re rolled their 
stats and I had them drop the 

1045
00:57:36,960 --> 00:57:40,920
lowest stat and it made a 
noticeable difference in my 

1046
00:57:40,920 --> 00:57:46,800
game. 
So like, I don't know, I like 

1047
00:57:46,800 --> 00:57:49,440
really brutal games and and I 
think of the first session there

1048
00:57:49,440 --> 00:57:51,080
was a lot of failure. 
In the second session there was 

1049
00:57:51,080 --> 00:57:56,800
like an acceptable amount of 
failure, but now it's 3D6, which

1050
00:57:56,920 --> 00:58:01,680
if you do the math right, the 
three D6 is a bell curve and the

1051
00:58:01,680 --> 00:58:06,760
Bell's highest point is 11. 
So statistically, like you're 

1052
00:58:06,760 --> 00:58:10,960
really going to be rolling very 
close to that area most of the 

1053
00:58:10,960 --> 00:58:14,920
time. 
So I think there's. 

1054
00:58:14,920 --> 00:58:19,840
So when we go to the SRD, I do 
think because I think the SRD 

1055
00:58:19,840 --> 00:58:25,320
came out a little bit after and 
I wanted to see if it matches up

1056
00:58:25,320 --> 00:58:28,520
or if they kind of like cuz I 
think they streamlined a little 

1057
00:58:28,520 --> 00:58:31,040
bit of the stuff a little bit in
the SRD one. 

1058
00:58:33,520 --> 00:58:36,320
I think maybe it's just wording.
So yeah, a success or failure 

1059
00:58:36,320 --> 00:58:39,480
with double with double S 
because my thought and 

1060
00:58:39,480 --> 00:58:42,760
especially on reading this is 
like, oh, it still says with 

1061
00:58:42,760 --> 00:58:46,640
double S, but like, so it's 3D6,
right? 

1062
00:58:46,640 --> 00:58:49,120
And then you get crits on double
S, but there's three dice. 

1063
00:58:49,600 --> 00:58:51,600
Right. 
So you have to have like two of 

1064
00:58:51,600 --> 00:58:52,960
them match, right? 
Right. 

1065
00:58:52,960 --> 00:58:56,200
I just feel like this is and. 
Tell me your thoughts on it. 

1066
00:58:56,320 --> 00:58:58,640
Inelegant. 
I feel like it's bad math. 

1067
00:58:58,880 --> 00:59:01,240
Yeah, it's it's a little, it's a
little clunky. 

1068
00:59:01,240 --> 00:59:03,200
This is definitely where it 
falls off for me. 

1069
00:59:03,240 --> 00:59:10,200
I was very like, I totally get 
that when it was 2D6 to hit a 12

1070
00:59:10,200 --> 00:59:13,120
plus your stat, that was a 
really hard point to hit. 

1071
00:59:16,200 --> 00:59:18,960
But I yeah, I don't. 
I don't like this as much, 

1072
00:59:19,000 --> 00:59:20,680
honestly. 
So here's so mathem. 

1073
00:59:20,720 --> 00:59:23,000
So the problem with 2D6, 
mathematically, here we go. 

1074
00:59:23,000 --> 00:59:25,440
So talking to we we obviously 
love 2D6 games. 

1075
00:59:25,440 --> 00:59:29,440
I love 2D6 games and there are a
lot of 2D6 games that aren't 

1076
00:59:30,040 --> 00:59:31,680
make success. 
They just have like a flat 

1077
00:59:31,680 --> 00:59:34,560
number right. 
The thing that reminds me most 

1078
00:59:34,560 --> 00:59:40,280
of this is like best let's Berry
like orbital Blues like 2D6 and 

1079
00:59:40,680 --> 00:59:45,840
you well that one you get like 
if you're gonna do 3D6 like it 

1080
00:59:45,880 --> 00:59:50,520
like you're rolling three dice 
to hit a value of 12 right. 

1081
00:59:50,600 --> 00:59:54,960
And originally it was 2D6 to hit
a value of 12 but the average I 

1082
00:59:54,960 --> 00:59:56,480
mean I know there's bell curve 
right? 

1083
00:59:56,760 --> 01:00:02,840
But the average of D6 is what 3?
Three in a point something, 

1084
01:00:02,840 --> 01:00:04,600
yeah. 
Yes, basically 3. 

1085
01:00:04,640 --> 01:00:11,960
So like my my curiosity was like
if you're you have two D6 to hit

1086
01:00:11,960 --> 01:00:12,880
a 12 mm. 
Hmm. 

1087
01:00:13,520 --> 01:00:14,760
Mm hmm. 
Mm hmm. 

1088
01:00:15,320 --> 01:00:18,120
So they add another D6 to get to
a 12. 

1089
01:00:20,360 --> 01:00:23,520
My immediate thought in my head 
is like, so that's let's say in 

1090
01:00:23,520 --> 01:00:25,120
dumb math, because I know the 
spell curves. 

1091
01:00:25,120 --> 01:00:28,480
Fuck off math people, right? 
You're adding possibly another 

1092
01:00:28,480 --> 01:00:33,960
three points on average to a 
diet roll, but making someone 

1093
01:00:33,960 --> 01:00:36,240
roll 3D6? 
Why not just reduce difficulty 

1094
01:00:36,240 --> 01:00:37,800
by three? 
That is that was I was gonna say

1095
01:00:37,800 --> 01:00:41,920
is like, yeah, I mean almost 
just like take it to 10. 2D92. 

1096
01:00:41,920 --> 01:00:45,800
D6 to 10 I like. 
I mean, honestly, I'm like, I 

1097
01:00:45,800 --> 01:00:47,920
mean they had a hard time 
hitting twelve session one, but 

1098
01:00:47,920 --> 01:00:51,760
once I let them reroll stats and
drop the lowest, it didn't. 

1099
01:00:52,000 --> 01:00:53,680
It did make a little bit of 
difference, but they were able 

1100
01:00:53,680 --> 01:00:56,080
to drop like ones and twos and 
stuff instead of dropping like 

1101
01:00:56,080 --> 01:00:59,680
A5 or A6 and they were hitting 
twelves. 

1102
01:00:59,680 --> 01:01:02,600
Not every role and not even 
necessarily every other, but 

1103
01:01:02,600 --> 01:01:04,480
they were hitting them like they
had success. 

1104
01:01:04,480 --> 01:01:05,680
They killed the monster, you 
know. 

1105
01:01:06,320 --> 01:01:10,760
But but instead of so you you 
said that worked by letting them

1106
01:01:10,760 --> 01:01:13,200
drop the lowest stat. 
So if you don't do the lowest 

1107
01:01:13,200 --> 01:01:17,480
stat thing right and again, 
you're the numbers in D6 systems

1108
01:01:17,480 --> 01:01:19,760
often are like threes and 
whatnot like that. 

1109
01:01:20,240 --> 01:01:22,680
Just drop it to a nine. 
Just just drop it to a nine. 

1110
01:01:22,680 --> 01:01:25,480
If you're gonna add an average 
of three more points onto the 

1111
01:01:25,480 --> 01:01:27,640
roll, just reduce the difficulty
to 9. 

1112
01:01:27,680 --> 01:01:31,560
It first of all takes it more in
line with games similar to it. 

1113
01:01:32,120 --> 01:01:35,000
It also makes you not have to 
roll 3 dice to add together 3. 

1114
01:01:35,000 --> 01:01:37,200
Dice which is? 
It's such a weird. 

1115
01:01:37,680 --> 01:01:40,640
It is weird. 
And if you're going to do 3D6 do

1116
01:01:40,640 --> 01:01:45,000
it like in my opinion like like 
best up area to orbital Blues 

1117
01:01:45,200 --> 01:01:49,400
where 3D6 and even just do like 
a take the highest and have one 

1118
01:01:49,400 --> 01:01:50,480
be the damn. 
You know what I mean like. 

1119
01:01:50,920 --> 01:01:52,320
Yeah. 
And you just feel like. 

1120
01:01:52,680 --> 01:01:55,120
This is the OR world is upon the
coast house where it's like you 

1121
01:01:55,120 --> 01:01:59,080
have a you have a static stat 
that you will 3D6 under. 

1122
01:02:00,800 --> 01:02:04,240
Even that is. 
I mean that stat is also defined

1123
01:02:04,240 --> 01:02:07,560
by three D6 like it's so it 
makes a lot of sense together. 

1124
01:02:08,080 --> 01:02:11,760
But yeah, the fix on this a 
little clunky, a little 

1125
01:02:11,760 --> 01:02:15,840
inelegant and not really how I 
think it's like frankly I'm 

1126
01:02:15,840 --> 01:02:17,840
going to play this game again 
with the current group I have 

1127
01:02:17,840 --> 01:02:20,680
here in Oregon since I moved. 
But I'm we're going to use, 

1128
01:02:20,680 --> 01:02:23,760
we're probably going to use 2D6 
to be 10. 

1129
01:02:24,440 --> 01:02:27,280
I know nine's good and 
mathematically what you were 

1130
01:02:27,280 --> 01:02:30,520
saying makes sense. 
But for me, like, I I liked that

1131
01:02:30,520 --> 01:02:33,320
this was gritty and difficult 
and I liked that it like it was 

1132
01:02:33,320 --> 01:02:36,120
sweaty at points and I kind of 
like keep that, you know? 

1133
01:02:36,680 --> 01:02:39,200
Yeah, well yeah, I'd be curious 
to play with the nine and play 

1134
01:02:39,200 --> 01:02:42,200
with the 10 and and see with the
numbers kind of add out because 

1135
01:02:42,200 --> 01:02:48,560
like I mean the two D6 is like 7
to 9, like 9 being the highest 

1136
01:02:48,560 --> 01:02:50,040
end of that bell curve for the 
average. 

1137
01:02:50,040 --> 01:02:52,080
So it's still not going to be 
the easiest thing ever but like 

1138
01:02:52,400 --> 01:02:56,720
I just don't of all the things 
we talked about like you would 

1139
01:02:56,720 --> 01:03:00,200
have to change aspects of the 
system like oh like do like A 

1140
01:03:00,360 --> 01:03:02,640
roll under but the stats need to
be 3D6 or whatever. 

1141
01:03:02,640 --> 01:03:07,680
The easiest thing where nothing 
changes is just to reduce the 

1142
01:03:07,680 --> 01:03:12,320
difficulty by to 9 or 10 as 
opposed to adding a third D6 

1143
01:03:12,320 --> 01:03:15,320
which just feels I don't I just 
don't like it. 

1144
01:03:15,360 --> 01:03:16,560
I. 
Know it is weird like 

1145
01:03:16,640 --> 01:03:19,440
immediately when I read it like 
forever ago when they did this 

1146
01:03:19,440 --> 01:03:21,440
update because I think I talked 
to you about it afterwards 

1147
01:03:21,440 --> 01:03:22,520
because it's. 
Like, oh, we played this, but 

1148
01:03:22,520 --> 01:03:24,400
you immediately were like, yeah,
what the fuck is this? 

1149
01:03:24,600 --> 01:03:27,520
Yeah, I'm not at yeah. 
Which is unfortunate, because 

1150
01:03:27,680 --> 01:03:31,160
actually everything else about 
this scene I really like a lot. 

1151
01:03:32,280 --> 01:03:34,520
It's such a super easy thing to 
to home brew. 

1152
01:03:34,520 --> 01:03:37,320
I just again, don't understand. 
I feel like of all the things 

1153
01:03:37,320 --> 01:03:39,120
you could have done, that's like
the last thing I would have done

1154
01:03:39,120 --> 01:03:41,120
where I've just been like, oh, 
my difficulty number's too high.

1155
01:03:41,120 --> 01:03:43,320
Or just give them another dice. 
Well, just lower the difficulty 

1156
01:03:43,320 --> 01:03:44,560
number. 
Yeah. 

1157
01:03:45,280 --> 01:03:49,800
So, interesting choice. 
We'll see what happens in the 

1158
01:03:49,800 --> 01:03:53,120
rest of it, but considering that
it is literally the cord ice 

1159
01:03:53,120 --> 01:03:57,480
mechanic of the entire game, 
with expansions and additional 

1160
01:03:57,480 --> 01:04:00,640
stuff for combat and like a 
bunch of other stuff, if this is

1161
01:04:00,640 --> 01:04:03,440
what they're going with, I mean,
I'll just home brew it. 

1162
01:04:03,440 --> 01:04:04,360
I just don't. 
I just. 

1163
01:04:05,320 --> 01:04:07,920
I just feel like, yeah. 
Everything else about this is so

1164
01:04:07,920 --> 01:04:10,240
good. 
I'm still gonna get, even if 

1165
01:04:10,240 --> 01:04:12,040
this is the dice mechanic they 
commit to. 

1166
01:04:12,400 --> 01:04:15,200
I'm still gonna get all the 
expansions and stuff and then 

1167
01:04:15,200 --> 01:04:17,520
yeah, same. 
I'm just gonna we might just do 

1168
01:04:17,520 --> 01:04:21,320
the the drop the lowest die 
again, because I feel like that 

1169
01:04:21,320 --> 01:04:23,760
was a fine fix for my table. 
But I would be interested to try

1170
01:04:23,760 --> 01:04:25,240
lowering the difficulties to 
like a ten. 

1171
01:04:25,840 --> 01:04:27,320
I think that's. 
And here's the thing too. 

1172
01:04:27,320 --> 01:04:31,080
I mean, obviously we should just
play it raw as well and see how 

1173
01:04:31,080 --> 01:04:33,600
it feels. 
Oh, you mean with the with the 

1174
01:04:33,600 --> 01:04:35,400
3D six? 
Yeah, because maybe it worked. 

1175
01:04:35,400 --> 01:04:38,200
I mean, mathematically it's 
probably about the same. 

1176
01:04:38,440 --> 01:04:40,320
Well, the. 
But if it's if it's about the 

1177
01:04:40,320 --> 01:04:42,280
same, just use two dice and drop
the difficulty number. 

1178
01:04:42,800 --> 01:04:45,600
Let's say I have any dice pulled
up as we're talking actually. 

1179
01:04:46,240 --> 01:04:49,040
So I've been doing them. 
I've been like pulling the math 

1180
01:04:49,040 --> 01:04:54,600
as we go and it's, it's, yeah, 
yeah. 

1181
01:04:56,440 --> 01:05:01,600
What's it? 
Say I mean so obviously 2D6 for 

1182
01:05:01,600 --> 01:05:05,840
Isabelle curve. 
The highest point is a 710 is 

1183
01:05:05,840 --> 01:05:10,320
like on the like. 
Obviously on the downslope you 

1184
01:05:10,320 --> 01:05:14,240
have a 8.33% chance to hit just 
a 10, and that's not to hit like

1185
01:05:14,240 --> 01:05:16,120
10 or about, that's just to hit 
a 10. 

1186
01:05:18,720 --> 01:05:19,560
On 2D. 
Six. 

1187
01:05:19,560 --> 01:05:24,200
If I do 3D6 to hit 12, you have 
an 11.57. 

1188
01:05:24,200 --> 01:05:27,080
The the bell curve is a little 
bit more mild. 

1189
01:05:27,080 --> 01:05:33,080
It doesn't peak quite as much, 
but that is closer. 12 is close 

1190
01:05:33,080 --> 01:05:37,320
to the center of the bell curve.
Like there's only one point bell

1191
01:05:37,320 --> 01:05:42,120
curve that's higher, and it's 
only higher by 1%. 

1192
01:05:43,760 --> 01:05:47,320
So yeah, I mean hitting a 12 
with 3D6 is way easier. 

1193
01:05:48,040 --> 01:05:50,960
Yeah, yeah. 
And I'm like I said, I'm 

1194
01:05:50,960 --> 01:05:52,760
curious. 
I would love to play a session 

1195
01:05:53,200 --> 01:05:57,080
with three to six with the 12 
and then immediately play 

1196
01:05:57,080 --> 01:06:00,760
another session with 2D6 as a 
nine and see how they feel 

1197
01:06:01,200 --> 01:06:05,040
because like if you drop the the
two D6 to A9 instead of a 10 

1198
01:06:05,480 --> 01:06:07,360
like I wonder if those are the 
exact same numbers too. 

1199
01:06:07,360 --> 01:06:09,400
Like is it? 
Does it go to like 11% or 

1200
01:06:09,400 --> 01:06:15,560
whatever or to like a 11? 
So as we play in any dice. 

1201
01:06:18,280 --> 01:06:21,480
Yeah. 
So like to hit just a nine on 

1202
01:06:21,480 --> 01:06:27,080
that is it is at that 11% it's. 
Exactly the same, right? 

1203
01:06:27,480 --> 01:06:31,080
Yeah, it, yeah. 
So then just don't make someone 

1204
01:06:31,080 --> 01:06:35,160
roll 3 dice, just reduce the the
the the number to 12 if you 

1205
01:06:35,160 --> 01:06:36,400
don't need as many dice at the 
table. 

1206
01:06:36,840 --> 01:06:38,360
So like mathematically it's the 
same. 

1207
01:06:38,360 --> 01:06:40,520
I'm just like why you picked the
exact opposite of what I would 

1208
01:06:40,520 --> 01:06:43,280
pick. 
Instead of like having 2D6 to a 

1209
01:06:43,280 --> 01:06:47,240
12 and then jumping to three D6,
you could have two D6 from a 12 

1210
01:06:47,320 --> 01:06:49,440
down to a nine. 
It's already 3 points in your 

1211
01:06:49,440 --> 01:06:52,760
dice roll on average, or three 
points reduction in the in the 

1212
01:06:52,760 --> 01:06:55,120
difficulty number. 
It's mathematically almost the 

1213
01:06:55,120 --> 01:06:57,920
exact same. 
It's just such a weird choice to

1214
01:06:58,040 --> 01:07:00,600
add another dice instead of just
reducing the difficulty number. 

1215
01:07:01,600 --> 01:07:04,240
This is our only point of 
intention in the whole game, so 

1216
01:07:04,280 --> 01:07:06,640
This is why we're harping. 
On it, the only complaint I had 

1217
01:07:06,640 --> 01:07:09,000
about everything was good and 
we'll keep going instead of just

1218
01:07:09,240 --> 01:07:11,480
going off. 
On this so, yeah, so. 

1219
01:07:11,480 --> 01:07:14,040
Good math, Ryan. 
Good internalizing math, you 

1220
01:07:14,040 --> 01:07:15,640
know. 
Well, considering that I only 

1221
01:07:15,640 --> 01:07:19,440
write systems in my head and 
stuff as D6 is, I know the 

1222
01:07:19,440 --> 01:07:21,480
numbers here. 
So there's the statue. 

1223
01:07:21,480 --> 01:07:23,560
You get your strength, you get 
your skills. 

1224
01:07:23,560 --> 01:07:25,680
The strength, as we said before,
is strength. 

1225
01:07:25,680 --> 01:07:27,600
Brute force, physical stuff, 
Dex's agility. 

1226
01:07:27,600 --> 01:07:28,720
You know what this stuff is? 
Wisdom. 

1227
01:07:28,720 --> 01:07:29,920
You know what that is? 
Skills. 

1228
01:07:30,200 --> 01:07:33,120
Characters may add their level 
to the role if they have a 

1229
01:07:33,120 --> 01:07:36,040
relevant skill. 
I like that Super clean. 

1230
01:07:37,280 --> 01:07:39,720
I like it's kind of the way the 
tools work, where like you can't

1231
01:07:39,720 --> 01:07:41,280
do the thing unless you have the
tool in the new oven. 

1232
01:07:41,600 --> 01:07:44,320
Characters with necessary tools 
or skills may bypass the role 

1233
01:07:44,320 --> 01:07:45,640
entirely. 
Love that. 

1234
01:07:45,640 --> 01:07:47,560
Anytime you don't have to roll 
and you can keep going with the 

1235
01:07:47,560 --> 01:07:50,320
narrative, it's great. 
Simple Monday tasks don't 

1236
01:07:50,320 --> 01:07:53,560
require rolls. 
It's all referee discretion. 

1237
01:07:53,560 --> 01:07:56,440
So rolling an advantage, which 
is the bracket plus and 

1238
01:07:56,440 --> 01:07:59,560
disadvantage bracket minus. 
Rolling an advantage means 

1239
01:07:59,560 --> 01:08:01,440
rolling for an additional dice 
and moving the lowest. 

1240
01:08:01,640 --> 01:08:04,160
Rolling a it's you know what it 
is, you roll another dice. 

1241
01:08:04,160 --> 01:08:09,240
But here's the problem again. 
This is why I still think that 

1242
01:08:09,240 --> 01:08:11,840
adding the extra dice is the 
wrong choice, when 

1243
01:08:11,840 --> 01:08:15,560
mathematically it's the same for
numerous, numerous reasons, 

1244
01:08:16,080 --> 01:08:18,760
right? 
The two biggest of which are the

1245
01:08:18,760 --> 01:08:21,840
whole double S Thing becomes 
weird because you're you're 

1246
01:08:21,880 --> 01:08:25,160
rolling double S on three dice, 
and you're just saying, well 

1247
01:08:25,160 --> 01:08:29,760
only two of them have to match. 
To me, that's such a weird like 

1248
01:08:29,760 --> 01:08:32,000
instead of just having double S 
on two dice, that's just 

1249
01:08:32,000 --> 01:08:34,160
cleaner. 
You don't have a random one dice

1250
01:08:34,160 --> 01:08:37,800
that doesn't fit. 
And also if you have advantage 

1251
01:08:37,800 --> 01:08:41,240
or disadvantage in a 3D6 system,
now you're rolling 4D6. 

1252
01:08:42,040 --> 01:08:45,680
At this point it basically feels
like a it feels like a dice pull

1253
01:08:45,680 --> 01:08:47,680
system. 
You know what I mean? 

1254
01:08:47,680 --> 01:08:52,279
Like having four dice added in 
anytime you have advantage and 

1255
01:08:52,279 --> 01:08:54,520
disadvantage. 
So then also then at what point 

1256
01:08:54,520 --> 01:08:59,120
do you go, OK, well you have 
advantage so you roll 4. 

1257
01:09:00,880 --> 01:09:07,680
You know D6, right? 
What if, what if you roll double

1258
01:09:07,680 --> 01:09:13,080
S right? 
But it's not like you're rolling

1259
01:09:13,080 --> 01:09:17,680
4D6, right? 
What if you're rolling double S,

1260
01:09:17,680 --> 01:09:22,080
but like you would have a higher
number with one of the dice? 

1261
01:09:22,080 --> 01:09:26,720
It's not a double, right? 
So like, I guess you're 

1262
01:09:26,720 --> 01:09:29,840
technically critting, but you 
could have like a lower number. 

1263
01:09:30,000 --> 01:09:33,560
I wonder if the math would play 
out where you could roll 46, get

1264
01:09:33,560 --> 01:09:37,319
double S but like if you stick 
with the double S, you wouldn't 

1265
01:09:37,319 --> 01:09:42,840
hit 12, you know? 
So it's just such AI. 

1266
01:09:42,840 --> 01:09:44,960
Don't know. 
Again, I think it adds A clunk 

1267
01:09:45,600 --> 01:09:50,000
That's unnecessary, right? 
Right. 

1268
01:09:51,240 --> 01:09:57,800
So as I was saying, if with the 
3D6 like since all you do is add

1269
01:09:57,800 --> 01:10:01,600
another dice, the like double S 
becomes weird because you have 

1270
01:10:01,600 --> 01:10:04,520
that one superfluous dice not 
accounting to the double S, but 

1271
01:10:04,520 --> 01:10:05,920
the advantage and disadvantage 
system. 

1272
01:10:05,920 --> 01:10:10,320
You're rolling 4D6, right? 
So what happens when you're 

1273
01:10:10,320 --> 01:10:13,680
looking for double S but you're 
rolling 46 but only three count?

1274
01:10:13,680 --> 01:10:19,160
What if you roll double S, but 
if you go with the double S, 

1275
01:10:19,160 --> 01:10:22,440
it's a lower dice roll than if 
you went with like the not up. 

1276
01:10:22,440 --> 01:10:24,880
So if you roll 2 twos for 
example, but then your other 

1277
01:10:24,880 --> 01:10:29,760
one's like a six, but the other 
one is like A5, right? 

1278
01:10:29,760 --> 01:10:34,440
So you could get the double S 
but if you went 265 instead, 

1279
01:10:34,440 --> 01:10:37,720
it'd be higher instead of 262, 
right? 

1280
01:10:37,800 --> 01:10:40,800
Because 262 would be a fail, 
right? 

1281
01:10:41,240 --> 01:10:44,360
Right, right. 
Because that'd be a 10, right? 

1282
01:10:44,360 --> 01:10:47,920
But if you went 265, that would 
be a success, right? 

1283
01:10:47,920 --> 01:10:52,360
So you got double S, but you 
have to drop one of them, right?

1284
01:10:52,360 --> 01:10:54,440
I guess if it's disadvantage, 
you would drop the two. 

1285
01:10:54,600 --> 01:10:56,280
So that's my question. 
So you roll double S, but it 

1286
01:10:56,280 --> 01:10:58,520
doesn't count because you're 
rolling 46 and you have. 

1287
01:10:58,800 --> 01:11:00,720
Like there's double S and you 
fail. 

1288
01:11:00,720 --> 01:11:03,320
Isn't that a crit? 
Fail. 

1289
01:11:04,800 --> 01:11:08,400
Right, but what if your double S
if you didn't roll the double 

1290
01:11:09,440 --> 01:11:14,200
like you're at your fourth die, 
like if you went with the other 

1291
01:11:14,200 --> 01:11:18,040
ones, you would succeed. 
You know what I'm saying? 

1292
01:11:19,760 --> 01:11:23,840
So like for example, like I 
said, like if you get 6522 

1293
01:11:24,280 --> 01:11:27,440
right, you drop the lowest so 
you drop your double S which 

1294
01:11:27,440 --> 01:11:30,800
means you don't get a crit like 
it's just a weird. 

1295
01:11:30,920 --> 01:11:34,120
It creates this almost like dice
pool system of a number of 

1296
01:11:34,160 --> 01:11:38,160
instead of just going OK 2D6 
double S is double S You have 

1297
01:11:38,160 --> 01:11:40,640
the one you you drop off the one
anyway and you can. 

1298
01:11:40,640 --> 01:11:41,280
It's a lot. 
Cleaner. 

1299
01:11:41,320 --> 01:11:44,880
I mean, like I I, I like, I 
think I would, I know what I 

1300
01:11:44,880 --> 01:11:47,280
would do in that circumstance. 
Obviously, like, I don't want to

1301
01:11:47,280 --> 01:11:51,320
take the crib fail, but it does 
make it messier overall, you 

1302
01:11:51,320 --> 01:11:53,440
know? 
When it's mathematically the 

1303
01:11:53,440 --> 01:11:58,560
exact same as far as the 
outcomes, like you know, there's

1304
01:11:58,560 --> 01:12:01,760
no reason not to just get rid of
that weird clunk of 1/3 and 4th 

1305
01:12:01,760 --> 01:12:07,200
die you know, makes no sense. 
Combat. 

1306
01:12:07,320 --> 01:12:08,840
Start of combat. 
Characters into combat? 

1307
01:12:08,840 --> 01:12:11,280
There were a 1D6 for them and 
one for their adversaries. 

1308
01:12:11,280 --> 01:12:14,280
High skills first like easy 
peasy standard world game rules.

1309
01:12:14,280 --> 01:12:18,160
Such a such a good thank you for
not making initiative a pain in 

1310
01:12:18,160 --> 01:12:19,120
the ass. 
I appreciate it. 

1311
01:12:20,480 --> 01:12:24,840
There are players can perform 
one of the actions on their turn

1312
01:12:24,840 --> 01:12:27,200
1, which is interesting, 
especially in a war game. 

1313
01:12:27,200 --> 01:12:29,440
So there are a number of 
actions. 

1314
01:12:29,440 --> 01:12:33,240
There's move, attack, disengage,
cast a spell, pick up or use an 

1315
01:12:33,240 --> 01:12:35,520
item, and then additional 
actions. 

1316
01:12:35,520 --> 01:12:37,840
Inventory will get to 
interesting and we'll get to in 

1317
01:12:37,840 --> 01:12:40,200
a second. 
That pick up and use an item is 

1318
01:12:40,200 --> 01:12:43,200
its own action. 
So moving you can move 30 feet 

1319
01:12:43,200 --> 01:12:46,520
across open terrain, climb 15 
feet, or or basically go half. 

1320
01:12:46,520 --> 01:12:48,080
But there is charge, which is 
neat. 

1321
01:12:48,560 --> 01:12:51,520
If you end your movement within 
striking distance of opponent, 

1322
01:12:51,760 --> 01:12:54,120
you may make one attack. 
I think that's such an 

1323
01:12:54,120 --> 01:12:57,160
interesting way to do move where
like, yeah, you don't get an 

1324
01:12:57,160 --> 01:13:02,120
attack if you move unless you 
move into like into an attack 

1325
01:13:02,120 --> 01:13:03,640
position, then you get to do an 
attack. 

1326
01:13:03,640 --> 01:13:05,440
It's really. 
It's almost like a light push 

1327
01:13:05,440 --> 01:13:07,120
forward mechanic, you know. 
Mm hmm. 

1328
01:13:08,000 --> 01:13:09,320
Yeah, for sure. 
Oh yeah, for sure. 

1329
01:13:09,320 --> 01:13:10,480
Oh that. 
There you go. 

1330
01:13:10,480 --> 01:13:13,520
That's why I love it. 
Attack so you can strike an 

1331
01:13:13,520 --> 01:13:15,560
opponent and may lay our fire at
range. 

1332
01:13:16,520 --> 01:13:18,920
It also between that between 
move and attack. 

1333
01:13:18,920 --> 01:13:21,560
It creates this interesting part
where since you can't do both, 

1334
01:13:22,000 --> 01:13:24,080
you have you're going to have 
people up close and people 

1335
01:13:24,080 --> 01:13:25,960
farther away because you're 
going to be arranged people and 

1336
01:13:25,960 --> 01:13:32,880
your and your things Disengage 
can step out of melee from your 

1337
01:13:32,880 --> 01:13:37,720
opponent, but the opponent may 
spend one strain to make an 

1338
01:13:37,720 --> 01:13:40,000
attack against you. 
They. 

1339
01:13:40,280 --> 01:13:43,360
Spend one strain, wouldn't they 
02? 

1340
01:13:43,400 --> 01:13:45,720
Yeah, we'll get to, yeah. 
We'll get that string, I 

1341
01:13:45,760 --> 01:13:47,360
remember, yeah. 
Yeah. 

1342
01:13:47,880 --> 01:13:48,920
Cast. 
This is so. 

1343
01:13:49,000 --> 01:13:51,480
I really liked this too. 
I need to pick this back up with

1344
01:13:51,680 --> 01:13:54,360
a it's it's Avenger. 
And again, so clean. 

1345
01:13:55,600 --> 01:13:57,280
Cast a spell. 
You can cast a spell, pick up, 

1346
01:13:57,280 --> 01:13:59,360
use an item, use an item from 
your inventory, pick something 

1347
01:13:59,360 --> 01:14:01,800
up, or use a contraption. 
So it's interesting. 

1348
01:14:01,800 --> 01:14:03,800
In a lot of games you can just 
like pick it up as a free 

1349
01:14:03,800 --> 01:14:04,760
action, this one. 
Yeah. 

1350
01:14:04,840 --> 01:14:06,040
Nope. 
No. 

1351
01:14:06,920 --> 01:14:09,160
So additional actions. 
Inventory A character may 

1352
01:14:09,160 --> 01:14:13,880
perform one additional action if
they have any open or unfilled 

1353
01:14:13,880 --> 01:14:19,080
inventory slots. 
So you can move and attack right

1354
01:14:19,200 --> 01:14:20,400
if you have an inventory. 
Slot. 

1355
01:14:20,400 --> 01:14:22,600
You're not if you don't manage 
your inventory wall, though. 

1356
01:14:23,000 --> 01:14:24,320
But that's the thing. 
You don't get a lot of 

1357
01:14:24,320 --> 01:14:27,680
inventory, and every piece of 
armor adds to your inventory. 

1358
01:14:27,680 --> 01:14:30,920
So it's just like, damn, like 
what do you do? 

1359
01:14:30,920 --> 01:14:32,920
I love the choice in the house. 
Simple that. 

1360
01:14:32,920 --> 01:14:35,880
This is why I like nice, clean 
but interesting inventory 

1361
01:14:35,880 --> 01:14:38,880
systems. 
Because if you keep one slot 

1362
01:14:38,880 --> 01:14:41,760
open, you can move and attack, 
or you can fill that slot with a

1363
01:14:41,760 --> 01:14:43,600
piece of armor and not get hurt 
as much. 

1364
01:14:43,600 --> 01:14:45,560
Like, what do you do? 
It's really interesting. 

1365
01:14:46,520 --> 01:14:49,520
So using strain, this is what 
you're talking about. 

1366
01:14:49,520 --> 01:14:52,120
Characters may gain strain to 
perform additional actions. 

1367
01:14:52,400 --> 01:14:55,080
Mark one strain on your 
character each time you do this.

1368
01:14:55,080 --> 01:14:57,680
You may do this number of times 
on your turn equal to your 

1369
01:14:57,680 --> 01:14:59,640
level. 
If a character has more strain 

1370
01:14:59,640 --> 01:15:01,840
than they have vitality, they're
knocked out. 

1371
01:15:02,120 --> 01:15:04,960
Accrued strain is removed at the
end of each encounter. 

1372
01:15:05,920 --> 01:15:09,600
When removing strain, you may 
spend your turn to recover, 

1373
01:15:09,840 --> 01:15:13,960
removing one strain per level. 
I think spending strain you did 

1374
01:15:13,960 --> 01:15:16,600
bring up is a weird way to do 
it. 

1375
01:15:16,720 --> 01:15:19,440
Absolutely yes. 
I would, I would think that like

1376
01:15:19,440 --> 01:15:20,520
you may take. 
Strain. 

1377
01:15:21,000 --> 01:15:24,440
Take strain, gain strain, 
accrue, strain, like. 

1378
01:15:24,440 --> 01:15:26,520
I think those are better. 
We're spending again. 

1379
01:15:26,520 --> 01:15:29,160
I think that's probably a 
holdover from stamina, like 

1380
01:15:29,240 --> 01:15:33,000
where it felt like it was more 
of like a a pool as opposed to a

1381
01:15:33,000 --> 01:15:37,880
thing that you get. 
Somewhere on somewhere in Adobe 

1382
01:15:37,880 --> 01:15:41,720
I have a version of this where I
went through and highlighted 

1383
01:15:41,720 --> 01:15:44,680
everywhere but it was different 
just so I could go through and 

1384
01:15:44,680 --> 01:15:46,400
look at it and I don't know 
where that I don't know where 

1385
01:15:46,400 --> 01:15:49,840
that copy is. 
But I think this is one of the 

1386
01:15:49,840 --> 01:15:54,040
points I might highlight because
I I that wording was changed a 

1387
01:15:54,040 --> 01:15:59,080
lot in this and like overall the
change has been very clean. 

1388
01:15:59,680 --> 01:16:01,640
So this actually I totally 
missed this, maybe because I 

1389
01:16:01,640 --> 01:16:03,240
don't remember seeing the spend 
thing. 

1390
01:16:03,680 --> 01:16:06,160
The SOD still has spend. 
I would definitely, I would 

1391
01:16:06,160 --> 01:16:08,000
definitely. 
I would definitely change that 

1392
01:16:08,000 --> 01:16:12,120
to gain or Accrue, especially 
because using strain down here 

1393
01:16:12,120 --> 01:16:14,280
it says characters may gain 
strain to perform a different 

1394
01:16:14,280 --> 01:16:15,240
action. 
So I would just do a 

1395
01:16:15,240 --> 01:16:16,880
consistency. 
Gain, yeah, yeah. 

1396
01:16:17,520 --> 01:16:19,040
Yeah, yeah, just use. 
Just use gain. 

1397
01:16:20,400 --> 01:16:23,920
A quick random aside. 
They added hide into the SRD, 

1398
01:16:23,920 --> 01:16:27,760
which is interesting. 
Yeah, makes sense. 

1399
01:16:28,640 --> 01:16:33,160
Attacking so attacker I love. 
I love it's. 

1400
01:16:33,800 --> 01:16:36,160
So good, so good. 
Let me tell you that after 

1401
01:16:36,160 --> 01:16:39,400
playing this like it took a few 
rounds for everyone to get this 

1402
01:16:39,400 --> 01:16:43,560
down, but it's great. 
Yeah, I love this. 

1403
01:16:43,560 --> 01:16:46,920
So melee, attacking, Attacker 
and defender both roll strength 

1404
01:16:47,480 --> 01:16:49,600
and level of relevant skill. 
If the attacker's role is 

1405
01:16:49,600 --> 01:16:53,120
successful and greater than the 
offender's, the attack hits. 

1406
01:16:53,360 --> 01:16:55,800
If the role is unsuccessful or 
less than the offender's role, 

1407
01:16:56,120 --> 01:16:58,000
the attack misses or is 
deflected. 

1408
01:16:58,480 --> 01:17:01,400
If the roles are equal, both 
sides role for damage. 

1409
01:17:01,520 --> 01:17:04,760
If either side is unarmed, the 
opposing side roles add 

1410
01:17:04,760 --> 01:17:06,720
advantage. 
It's really interesting. 

1411
01:17:06,720 --> 01:17:12,320
It reminds me slightly of Derf, 
but the difference in Derf is 

1412
01:17:12,320 --> 01:17:18,440
that in this one like if you 
miss, you just miss, right? 

1413
01:17:18,800 --> 01:17:23,400
It's only if you roll the same 
number do you both do damage. 

1414
01:17:23,680 --> 01:17:28,120
In Durf, whoever rolls the 
highest does damage. 

1415
01:17:28,120 --> 01:17:30,480
So every time any time you 
attack somebody you could 

1416
01:17:30,480 --> 01:17:34,440
actually walk away injured. 
I in this I would almost like to

1417
01:17:34,440 --> 01:17:36,760
do that in this. 
Counter attack. 

1418
01:17:37,880 --> 01:17:40,560
Oh sorry, let me keep going. 
So counter attack. 

1419
01:17:40,560 --> 01:17:44,240
If the defenders role was 
successful and higher than the 

1420
01:17:44,240 --> 01:17:48,680
attacker, they may spin their 
attention to gain a strain to 

1421
01:17:48,680 --> 01:17:53,360
inflict a hit on the attacker. 
I do love any time that you can 

1422
01:17:53,360 --> 01:17:56,640
gain strain because of the way 
vitality and knockout works. 

1423
01:17:57,840 --> 01:17:58,880
Yeah. 
So it's great. 

1424
01:17:59,240 --> 01:18:03,680
This made, First off, everyone 
was really engaged in combat 

1425
01:18:04,040 --> 01:18:07,920
because every attack that you 
did or time that you were 

1426
01:18:07,920 --> 01:18:10,400
attacked, you were actively 
playing the game because there's

1427
01:18:10,400 --> 01:18:14,280
a chance that you can give 
damage or receive it. 

1428
01:18:14,440 --> 01:18:18,240
So everyone was really into it. 
Like my table was thought to 

1429
01:18:18,240 --> 01:18:21,040
dice like really interesting 
like that. 

1430
01:18:21,040 --> 01:18:23,840
This mechanic was really 
interesting and it was just it 

1431
01:18:23,840 --> 01:18:25,880
was fun, like it was a blast to 
do. 

1432
01:18:26,360 --> 01:18:28,840
Yeah, that's that's one of my 
favorite things about that the 

1433
01:18:28,840 --> 01:18:31,720
Derf Mechanicos is talking about
is that like, you can't just sit

1434
01:18:31,720 --> 01:18:36,640
around and wait for your turn 
because like every time you hit 

1435
01:18:36,640 --> 01:18:38,960
or someone hits you, like, you 
have the chance to either do 

1436
01:18:38,960 --> 01:18:41,560
damage or be damaged. 
And this is the exact same kind 

1437
01:18:41,560 --> 01:18:44,080
of thing, exactly like the 
engagement at the table would be

1438
01:18:44,080 --> 01:18:46,160
so much better. 
The other part of that is 

1439
01:18:46,160 --> 01:18:48,040
flanked. 
If attacked by multiple 

1440
01:18:48,040 --> 01:18:51,640
opponents, defense roles are at 
disadvantage, which is so clean.

1441
01:18:51,640 --> 01:18:53,800
I love that. 
It's not some weird, like if 

1442
01:18:53,800 --> 01:18:56,680
they're directly behind you or 
whatever, no multiple opponents,

1443
01:18:56,880 --> 01:18:58,560
you're considered flanked super 
clean. 

1444
01:18:58,560 --> 01:19:01,200
That's one thing I like about 
this game a lot is that there 

1445
01:19:01,200 --> 01:19:04,440
are a a dozen different ways 
that they could do every little 

1446
01:19:04,440 --> 01:19:06,520
thing. 
And almost every time they pick 

1447
01:19:06,520 --> 01:19:09,840
the cleanest, simplest way, 
which is it's so nice because 

1448
01:19:09,840 --> 01:19:13,120
again, like, I want to play a 
game where the rules get out of 

1449
01:19:13,120 --> 01:19:16,200
the way and that it's easy to 
internalize so I don't have to 

1450
01:19:16,200 --> 01:19:17,480
be like, wait, what's the flank 
rule again? 

1451
01:19:17,560 --> 01:19:20,160
Because it's so fucking easy. 
And it's nice for it to be a 

1452
01:19:20,160 --> 01:19:23,560
skirmish game, which sometimes 
maybe not in the NDC as much, 

1453
01:19:23,560 --> 01:19:26,880
but like the wider, like more 
traditional like scene, they 

1454
01:19:26,880 --> 01:19:31,600
have the tendency to be a little
complicated or particular. 

1455
01:19:31,960 --> 01:19:34,280
And yeah, very much the rules 
here are like, listen, this is 

1456
01:19:34,280 --> 01:19:36,240
still a skirmish game, you can 
still play very much play it 

1457
01:19:36,240 --> 01:19:39,960
tactically, but like it's in a 
very simple and easy to like 

1458
01:19:40,160 --> 01:19:42,720
parse form. 
Yeah for sure. 

1459
01:19:43,560 --> 01:19:47,760
Range Attacker must have line of
sight and the defender may not 

1460
01:19:47,760 --> 01:19:50,400
be sight to defender and not 
being in melee. 

1461
01:19:50,400 --> 01:19:52,000
Attacker Defender both rolled 
decks. 

1462
01:19:52,000 --> 01:19:53,960
Instead of strength. 
If the attacker is a little 

1463
01:19:53,960 --> 01:19:58,080
successful, greater they hit. 
If the role is unsuccessful, it 

1464
01:19:58,080 --> 01:20:00,480
misses or is dodged. 
If the defender is behind cover,

1465
01:20:00,480 --> 01:20:04,120
engage, This is if the defender 
is behind cover, engaged in 

1466
01:20:04,120 --> 01:20:07,800
melee, or partially concealed, 
they may roll out advantage. 

1467
01:20:07,800 --> 01:20:11,280
So like you, your defense roles 
are are are an advantage. 

1468
01:20:11,720 --> 01:20:14,200
Yeah damage. 
For successful hits role damage,

1469
01:20:14,200 --> 01:20:16,680
it's subtracted from the 
opponent's vitality, crystal 

1470
01:20:16,680 --> 01:20:19,040
maximum damage and apply the 
weapons to critical effect. 

1471
01:20:19,080 --> 01:20:21,640
I like that you don't even 
fucking need a role when you get

1472
01:20:21,640 --> 01:20:23,120
a credit, it's just Max damage. 
Perfect. 

1473
01:20:23,560 --> 01:20:25,680
Again, cleanest way you can do 
that, Yeah. 

1474
01:20:26,560 --> 01:20:28,840
Yeah, characters with armor may 
subtract 1 damage from each 

1475
01:20:28,840 --> 01:20:31,120
piece of unbroken armor in the 
inventory or sacrifice one piece

1476
01:20:31,120 --> 01:20:32,920
of armor to negate all damage 
from a singlet. 

1477
01:20:32,960 --> 01:20:36,280
Again, love that. 
Casting spells this is this is 

1478
01:20:36,280 --> 01:20:38,240
definitely you're you're the 
you're the wizard boy talking 

1479
01:20:38,280 --> 01:20:39,680
about this. 
Wizard boy. 

1480
01:20:39,680 --> 01:20:41,800
Yeah, yeah. 
So casting is an action. 

1481
01:20:42,680 --> 01:20:45,560
Each spell lasts 10 minutes 
unless otherwise stated. 

1482
01:20:45,920 --> 01:20:50,480
Great. 
Some spells allow an opponent to

1483
01:20:51,240 --> 01:20:57,560
Wiz roll to avoid weird wording 
to avoid some of some of the 

1484
01:20:57,560 --> 01:21:00,400
harm. 
Many spells increase in power 

1485
01:21:00,400 --> 01:21:03,640
based on level of the caster. 
I do also all the way through 

1486
01:21:03,640 --> 01:21:07,280
this love this like like level 
like level added on. 

1487
01:21:07,480 --> 01:21:10,280
Very simple very flat like. 
It's not some weird like 

1488
01:21:10,600 --> 01:21:14,320
modifier that increases like 
randomly or like every other 

1489
01:21:14,320 --> 01:21:15,720
level. 
It's like no, it's just level. 

1490
01:21:16,920 --> 01:21:19,640
There are sorceries, miracles, 
Sorcerers require a spell book, 

1491
01:21:19,920 --> 01:21:24,040
and you roll Wisdom to perform. 
Miracles required fealty and 

1492
01:21:24,120 --> 01:21:27,360
favor, which we'll get to from a
deity to invoke. 

1493
01:21:28,120 --> 01:21:30,480
Yeah, I love the difference 
between the sorceries and the 

1494
01:21:30,480 --> 01:21:31,960
miracles. 
Again, it's so much more. 

1495
01:21:32,120 --> 01:21:34,080
It's it's flavor for fucking 
days. 

1496
01:21:34,160 --> 01:21:35,920
I can't wait to get to the 
Miracles part cuz I think it's 

1497
01:21:35,920 --> 01:21:40,360
like a really cool like yeah, 
it's a very cool flavor RP like.

1498
01:21:41,080 --> 01:21:42,200
Yeah. 
Thing. 

1499
01:21:43,200 --> 01:21:44,400
Exploration. 
We can. 

1500
01:21:44,480 --> 01:21:48,840
This is stuff that's just kind 
of like extra bits tacked on. 

1501
01:21:48,840 --> 01:21:51,120
We don't need to really go 
through a lot of this guidelines

1502
01:21:51,120 --> 01:21:53,160
for various aspects. 
There's time and travel 

1503
01:21:53,160 --> 01:21:57,040
sections, light and darkness, 
terrain, jumping, falling, 

1504
01:21:57,040 --> 01:22:01,120
wandering encounters, reaction 
roles, starvation, things like 

1505
01:22:01,120 --> 01:22:03,040
that. 
A lot of like pretty standard, 

1506
01:22:03,040 --> 01:22:05,080
straightforward roles that are 
in a lot of like clean 

1507
01:22:05,080 --> 01:22:08,480
exploration games, so. 
Before we totally skin them, I 

1508
01:22:08,480 --> 01:22:10,480
would like to say like, not that
we need to read them, but they 

1509
01:22:10,480 --> 01:22:14,800
do follow this theme of they're 
all very easy to understand. 

1510
01:22:14,800 --> 01:22:17,200
They're kind of the simplest 
form while being very 

1511
01:22:17,200 --> 01:22:19,160
functional. 
So while we're not gonna go 

1512
01:22:19,160 --> 01:22:21,360
through every single one cuz we 
don't really need to, you should

1513
01:22:21,600 --> 01:22:22,640
buy it. 
Buy the book. 

1514
01:22:22,640 --> 01:22:24,960
Buy. 
The book, I mean just. 

1515
01:22:25,880 --> 01:22:29,560
Download it there is this. 
Focus on the simple and 

1516
01:22:29,560 --> 01:22:37,800
effective all the way through. 
Which is really great to see the

1517
01:22:37,800 --> 01:22:40,680
whole rest status effects. 
And then do we get sorceries? 

1518
01:22:40,680 --> 01:22:41,080
Okay. 
Yeah. 

1519
01:22:41,080 --> 01:22:44,720
Then we get more the flavor. 
So resting there's this little 

1520
01:22:44,720 --> 01:22:45,840
blur. 
There's only one or two little 

1521
01:22:45,840 --> 01:22:47,200
flavor blurbs in this whole 
thing. 

1522
01:22:47,200 --> 01:22:50,800
It's pretty much just a rule 
book, yeah, but it says what 

1523
01:22:50,800 --> 01:22:54,000
little respect there is in this 
world must be bought with toil 

1524
01:22:54,000 --> 01:22:56,360
and hardship. 
Those who managed to survive 

1525
01:22:56,360 --> 01:22:58,640
another day count themselves 
lucky and prepare for the next 

1526
01:22:58,640 --> 01:23:02,120
one under the cover of night. 
So characters find a suitable 

1527
01:23:02,120 --> 01:23:05,040
place to camp or hide up for the
night may perform one of the 

1528
01:23:05,040 --> 01:23:08,200
following activities. 
Recover, which is your regain D6

1529
01:23:08,200 --> 01:23:13,320
at disadvantage Vitality 10, 
which is Heal, another for D6. 

1530
01:23:13,600 --> 01:23:18,240
It's interesting that the 
recovery in 10 because like 

1531
01:23:18,240 --> 01:23:20,840
maybe I'm not damaged at all. 
So you can do recover and then I

1532
01:23:20,840 --> 01:23:23,160
can tend to you so you can 
actually get double, which is 

1533
01:23:23,160 --> 01:23:23,920
cool. 
I like that. 

1534
01:23:24,440 --> 01:23:26,000
But you can't do both like you 
can't. 

1535
01:23:26,000 --> 01:23:27,520
You can't recover antenna like 
that. 

1536
01:23:28,640 --> 01:23:31,560
You can choose to patrol, so 
there's no wandering encounters.

1537
01:23:32,120 --> 01:23:34,080
You can use the forage you gain 
D6. 

1538
01:23:34,120 --> 01:23:36,040
Everything is a disadvantage. 
I love that because the world 

1539
01:23:36,040 --> 01:23:36,680
sucks. 
Fuck you. 

1540
01:23:36,880 --> 01:23:38,880
Yeah, everything's hard and 
terrible. 

1541
01:23:39,320 --> 01:23:41,720
Yeah, gain D 6 -, 1 rations, 
Ritual. 

1542
01:23:41,720 --> 01:23:44,240
You can cast a spell. 
Sorceries do not require 

1543
01:23:44,240 --> 01:23:46,400
Original or strain because 
you're doing it at the ritual 

1544
01:23:46,400 --> 01:23:49,200
invocation. 
You gain your daily favor with 

1545
01:23:49,200 --> 01:23:51,080
your chosen DD. 
We'll go over that in a second 

1546
01:23:51,080 --> 01:23:52,720
repair. 
You can fix a single broken 

1547
01:23:52,720 --> 01:23:55,800
tool, weapon, or piece of armor,
and it does require a tool or a 

1548
01:23:55,800 --> 01:23:58,120
skill, and then craft and create
a single mundane object. 

1549
01:23:58,120 --> 01:24:00,920
Simple tool or ammunition 
requires a school or craft. 

1550
01:24:01,560 --> 01:24:05,080
And then there's like 12345. 
There's like 6 status effects, 

1551
01:24:05,080 --> 01:24:06,520
which I think are more than 
enough. 

1552
01:24:06,800 --> 01:24:08,640
They're more than blinded, yeah,
and they're pretty 

1553
01:24:08,640 --> 01:24:10,120
straightforward. 
Blinded Attack roles are a 

1554
01:24:10,120 --> 01:24:13,800
disadvantage. 
Exhausted, you gain 1 strain, 

1555
01:24:14,080 --> 01:24:16,560
gain again good choice, and lose
1 inventory. 

1556
01:24:16,560 --> 01:24:19,360
Slide until you rest. 
This can be gained multiple 

1557
01:24:19,360 --> 01:24:23,520
times and it stacks. 
Frightened attacks and skills 

1558
01:24:23,520 --> 01:24:25,480
are disadvantage. 
Ray Realism at the beginning. 

1559
01:24:26,200 --> 01:24:27,760
Knocked down. 
You must spend an action to 

1560
01:24:27,760 --> 01:24:30,560
stand up attack against your 
advantage poison. 

1561
01:24:30,560 --> 01:24:34,880
You roll strength or gain 1D6 
disadvantage strain each day. 

1562
01:24:34,880 --> 01:24:36,960
Roll Strength. 
Success at the Poisonous Cured 

1563
01:24:36,960 --> 01:24:39,400
Fair you gain another strain, a 
strain loss. 

1564
01:24:39,400 --> 01:24:41,440
This way you can't be regained 
into the poisonous cured. 

1565
01:24:41,440 --> 01:24:43,880
Drinking an antidote or visiting
a healer allows for a strength 

1566
01:24:43,880 --> 01:24:46,800
re roll. 
I love that Really clean poison 

1567
01:24:46,840 --> 01:24:49,640
and then stunned lose 1 action 
at the start of your turn to 

1568
01:24:49,640 --> 01:24:52,920
shake off the effect. 
And a great piece of art here 

1569
01:24:52,920 --> 01:24:57,160
again. 
So sorcery. 

1570
01:24:57,360 --> 01:24:59,120
Talk to me about it. 
You are the magic man. 

1571
01:24:59,280 --> 01:25:02,160
Oh, sorcery. 
Yeah, I'm a sorceress boy. 

1572
01:25:02,920 --> 01:25:07,760
Yes, magic gained from study and
experimentation upon the forces 

1573
01:25:07,760 --> 01:25:12,120
and natural orders of the world.
Observed by orthodox scholars 

1574
01:25:12,120 --> 01:25:15,920
and cell warlocks alike. 
Sorceries exist as recorded 

1575
01:25:15,920 --> 01:25:18,480
documents to be exploited by the
wielder. 

1576
01:25:19,320 --> 01:25:21,600
Yeah, so. 
You got to you got to keep doing

1577
01:25:21,600 --> 01:25:23,920
that the rest of the episode get
deep in that mic. 

1578
01:25:24,280 --> 01:25:31,080
That was good, yeah. 
So this is a classless game, Not

1579
01:25:31,080 --> 01:25:33,560
that it doesn't have class, but 
that that the character classes 

1580
01:25:33,560 --> 01:25:36,080
aren't there. 
So any character can attempt to 

1581
01:25:36,080 --> 01:25:39,840
cast sorcery once per day, if 
they will, to spell them. 

1582
01:25:40,760 --> 01:25:45,280
I mean, yeah, you roll Wisdom to
cast a successful, meaning the 

1583
01:25:45,280 --> 01:25:49,600
spell was properly performed and
and failure means you failed and

1584
01:25:49,600 --> 01:25:52,680
there's a critical failure in 
which a catastrophe of hers 

1585
01:25:53,080 --> 01:25:54,840
occurs. 
And that's fantastic. 

1586
01:25:55,920 --> 01:26:00,200
A spell can be cast again in the
same day but cost an additional 

1587
01:26:00,200 --> 01:26:03,600
strain for each cast. 2nd 
costing 2 strain, the third 

1588
01:26:03,600 --> 01:26:05,640
casting three. 
Very cool. 

1589
01:26:05,640 --> 01:26:08,640
I like that you can repeat 
spells, but also it's like it's 

1590
01:26:08,640 --> 01:26:10,400
gets harder and harder every 
single time. 

1591
01:26:12,480 --> 01:26:15,240
Spellbook is a catch all term. 
I do like this, it could be 

1592
01:26:15,240 --> 01:26:17,440
anything. 
There is a little you know what?

1593
01:26:17,440 --> 01:26:19,680
I'm a real spellbook. 
I'm worth it. 

1594
01:26:19,760 --> 01:26:29,520
So I rolled A6. 
So I have a a tablet, a 

1595
01:26:29,520 --> 01:26:33,880
sculpture or a corpse. 
We just imagine imagine the 

1596
01:26:33,880 --> 01:26:38,080
sorcerer that keeps like a 
wrapped up dead body or like the

1597
01:26:38,120 --> 01:26:42,240
arm of another wizard like 
that's just tattooed and written

1598
01:26:42,240 --> 01:26:44,200
on on them. 
Oh yeah, I start with three 

1599
01:26:44,200 --> 01:26:48,240
slots and D6 spells roll. 
Roll another D6. 

1600
01:26:48,240 --> 01:26:50,920
See how many spells you got. 
Oh yeah, see how many spells I 

1601
01:26:50,920 --> 01:26:54,360
got in my? 
Well, I actually rolled 3D6 and 

1602
01:26:54,360 --> 01:26:57,360
I rolled the six, six and three.
So if we're saying the first two

1603
01:26:57,360 --> 01:27:00,040
are ones, that means I rolled 
the six and I have six slot 

1604
01:27:00,040 --> 01:27:03,880
spells, so. 
What if you literally carry the 

1605
01:27:03,920 --> 01:27:06,280
entire corpse with you the 
entire time? 

1606
01:27:06,280 --> 01:27:08,320
Like I was thinking up as a 
backpack. 

1607
01:27:08,360 --> 01:27:09,760
Have you seen? 
Death Strand Are you played 

1608
01:27:09,760 --> 01:27:12,720
Death Stranding? 
I mean, I'm aware of of the. 

1609
01:27:12,720 --> 01:27:14,960
First mission, you carry a 
corpse to Incinerator, and I was

1610
01:27:14,960 --> 01:27:17,280
thinking like that, like it's on
your back, like wrapped up, like

1611
01:27:17,360 --> 01:27:20,240
a very mummy, like, you know, 
Yeah, And you have it with you 

1612
01:27:20,240 --> 01:27:23,160
at all times, yeah. 
And that's how you go through 

1613
01:27:23,160 --> 01:27:24,000
the world. 
That's no. 

1614
01:27:24,120 --> 01:27:27,040
Sat at my table and said that 
shit to me, I would be like you 

1615
01:27:27,040 --> 01:27:29,800
were the coolest person who's 
ever sat at my table and played.

1616
01:27:29,800 --> 01:27:31,680
That is the tightest shit I've 
ever heard. 

1617
01:27:32,640 --> 01:27:35,040
Yeah, and there's magical 
catastrophes. 

1618
01:27:35,040 --> 01:27:36,440
I rolled the three, so I'll just
say that one. 

1619
01:27:36,440 --> 01:27:38,480
So if you roll, you know, a crit
fail. 

1620
01:27:39,160 --> 01:27:42,800
Detonation, A cascading chain 
reaction of magic deal, D6 

1621
01:27:42,800 --> 01:27:45,480
damage to self and everyone 
within 30 feet. 

1622
01:27:45,600 --> 01:27:47,840
There's also a mutation where 
you can gain a random mutation. 

1623
01:27:48,080 --> 01:27:52,280
A storm where it like an ether 
ether storm of like lightning 

1624
01:27:53,520 --> 01:27:57,640
fucking happens for like D6 days
and it Oh yeah, and then you can

1625
01:27:57,640 --> 01:27:58,960
roll from the storm. 
That's right. 

1626
01:28:01,400 --> 01:28:02,520
Cool. 
Very cool. 

1627
01:28:03,160 --> 01:28:05,400
I love nested tables. 
I love nested tables. 

1628
01:28:05,400 --> 01:28:06,400
I. 
Love nested tables? 

1629
01:28:06,400 --> 01:28:07,760
And then this one's cool too, 
because I like that. 

1630
01:28:07,760 --> 01:28:09,920
It's like like I rolled the 
storm and you're like, oh fuck, 

1631
01:28:09,920 --> 01:28:13,120
I have to roll. 
What type of storm I I look 

1632
01:28:13,120 --> 01:28:15,360
forward to seeing the expansions
for this game 'cause I have a 

1633
01:28:15,360 --> 01:28:17,920
feeling this is like an area 
rife for expansion. 

1634
01:28:19,160 --> 01:28:22,600
And so Charlie threw in a chat 
what the next two expansions are

1635
01:28:22,600 --> 01:28:24,000
about now that you brought it 
up. 

1636
01:28:24,080 --> 01:28:28,680
They said one is on creating a 
sandbox campaign, which would be

1637
01:28:28,720 --> 01:28:33,040
interesting, and one is on 
balance and combat focused 

1638
01:28:33,040 --> 01:28:35,920
games. 
So I assume there will be more 

1639
01:28:35,920 --> 01:28:38,920
sorceries and stuff in that 
because that's part of of combat

1640
01:28:38,920 --> 01:28:46,680
what not so that'd be. 
Fun See, moving on to the like 2

1641
01:28:46,680 --> 01:28:49,160
schools of sorcery. 
I believe in the SRD there's 

1642
01:28:49,160 --> 01:28:51,920
more than two now, but in this 
version there's two. 

1643
01:28:53,080 --> 01:28:55,960
There is the oh, you are you 
going to do it? 

1644
01:28:56,840 --> 01:29:02,040
There's 1234, there's four, plus
the addition of the folk eye 

1645
01:29:02,240 --> 01:29:04,920
which get the SRD if you want to
learn about that. 

1646
01:29:06,320 --> 01:29:07,960
Yeah, you should pay for this. 
You should go. 

1647
01:29:08,680 --> 01:29:12,640
You should go on itch. 
You should go to Ferrell, Hyphen

1648
01:29:12,640 --> 01:29:17,280
Andy, Hyphen Studios dot itch 
dot IO and get this, because 

1649
01:29:17,480 --> 01:29:20,840
there's so much cool about this.
Yeah, so the earth flame and the

1650
01:29:20,840 --> 01:29:24,600
Golden thorn. 
There's two different styles of 

1651
01:29:24,600 --> 01:29:29,240
sorcery that have their their 
their kind of flavor text below 

1652
01:29:29,240 --> 01:29:31,640
them, and they'll have to 
signify other things, but the 

1653
01:29:32,080 --> 01:29:37,280
the sorceries are cool. 
The Earth Flame Sorcery that we 

1654
01:29:37,280 --> 01:29:42,560
begin with is Burning Visage, a 
cascade of fire, A visage of 

1655
01:29:42,560 --> 01:29:50,000
ruins hidden within AD. 6 damage
per level D6 damage per level to

1656
01:29:50,000 --> 01:29:53,680
target in line of sight, target 
roles, Wisdom or becomes 

1657
01:29:53,680 --> 01:29:55,520
frightened. 
You see, you're so they're 

1658
01:29:55,520 --> 01:30:02,320
burning so bad they're scared. 
The the the next one. 

1659
01:30:02,320 --> 01:30:03,560
Purify. 
I don't need to go through all 

1660
01:30:03,560 --> 01:30:05,600
these actually. 
We'll go ahead and sorcery next.

1661
01:30:08,000 --> 01:30:12,600
The first one you get is in 
Sorcel with Thorns, Golden Vines

1662
01:30:12,600 --> 01:30:16,040
with cruel thorns. 
Reese your weapon melee weapons 

1663
01:30:16,040 --> 01:30:20,280
gain the bleed critical. 
If Thorn only has bleed, normal 

1664
01:30:20,280 --> 01:30:25,080
attacks cause bleed. 
Yeah, I like. 

1665
01:30:25,320 --> 01:30:26,760
The two. 
Go ahead. 

1666
01:30:26,920 --> 01:30:27,640
No. 
Say what you're saying. 

1667
01:30:28,160 --> 01:30:30,120
No, I just love the two aspects 
of this here. 

1668
01:30:30,120 --> 01:30:32,640
Like the sorceries, like all of 
them are obviously flame 

1669
01:30:32,640 --> 01:30:34,440
related. 
Burning Visage, Purified flame, 

1670
01:30:34,440 --> 01:30:37,240
Cinder Community, firewalk and 
then the golden Thorn like this 

1671
01:30:37,240 --> 01:30:41,200
and Sorcerer Thorns, manacles of
gold, penitence of briars. 

1672
01:30:41,200 --> 01:30:45,280
Like those are two such cool 
ideas for sorcery. 

1673
01:30:45,600 --> 01:30:48,280
Like obviously flame is going to
be super classic but like the 

1674
01:30:48,280 --> 01:30:51,840
whole like thorn nature bit, 
just so fucking vibey. 

1675
01:30:51,840 --> 01:30:53,480
Still in the lane? 
Like, just so cool. 

1676
01:30:55,920 --> 01:30:59,960
Yeah, and all of the spells are 
equally as like as like grim and

1677
01:30:59,960 --> 01:31:02,880
ridiculous as like Grim and 
Gonzo, as everything else has 

1678
01:31:02,880 --> 01:31:05,960
been as we've gone through. 
They really hold to the theme. 

1679
01:31:06,560 --> 01:31:11,640
Yeah, but and still are clean. 
Like super elegant. 

1680
01:31:11,680 --> 01:31:13,840
Absolutely one to two lines, 
Period. 

1681
01:31:13,840 --> 01:31:15,760
Donzo. 
I mean, it is interesting. 

1682
01:31:15,760 --> 01:31:19,400
Like, they're our greatest. 
Like our greatest critique so 

1683
01:31:19,400 --> 01:31:22,800
far has been how clunky that the
the updated dice mechanic is. 

1684
01:31:23,040 --> 01:31:26,120
But like, as far as terms of 
like, clunkiness goes, that's 

1685
01:31:26,120 --> 01:31:28,240
literally it. 
Everything else, you're so clean

1686
01:31:28,240 --> 01:31:32,040
and easy to understand and like,
easy to, like, iterate on at 

1687
01:31:32,040 --> 01:31:35,160
your own table or like, innovate
on at your own table. 

1688
01:31:36,280 --> 01:31:38,800
Yeah, Miracles. 
Let's go to Miracles. 

1689
01:31:39,160 --> 01:31:42,640
I love the art. 
It's like this weird tentacle 

1690
01:31:42,720 --> 01:31:46,560
winged, like, biblically 
accurate Angel type thing. 

1691
01:31:49,240 --> 01:31:54,880
OK, magic gifted by a divine 
being that attempts to enthrone 

1692
01:31:54,880 --> 01:31:58,720
their will upon the world. 
Invoked by pious hermits and 

1693
01:31:58,720 --> 01:32:03,400
zealot zealous theocrats, 
miracles exist as extensions of 

1694
01:32:03,400 --> 01:32:06,000
deities and their esoteric 
agendas. 

1695
01:32:06,320 --> 01:32:10,480
Greater acts of worship are 
granted greater miracles, steep 

1696
01:32:10,480 --> 01:32:14,160
and dangerous bargains to the 
pious fools who would worship 

1697
01:32:14,400 --> 01:32:18,920
conniving gods. 
I do like the miracles in this 

1698
01:32:18,920 --> 01:32:22,760
of the they're almost it almost 
reminds me of like the D&D war, 

1699
01:32:23,080 --> 01:32:26,080
like you're making a deal with a
greater being. 

1700
01:32:26,520 --> 01:32:32,320
Although the difference is that 
the D&D warlock sucks and this 

1701
01:32:32,320 --> 01:32:36,040
is cool. 
Yeah, so divine fealty you gain 

1702
01:32:36,680 --> 01:32:39,600
or cast miracles you must. 
Sorry. 

1703
01:32:39,600 --> 01:32:43,160
To gain or cast miracles I can 
read you must swear fealty to a 

1704
01:32:43,160 --> 01:32:45,720
deity. 
Each has their own requirements 

1705
01:32:45,840 --> 01:32:49,800
and punishments. 
Casting miracles they require 

1706
01:32:49,800 --> 01:32:51,560
favor the cast, which is its 
own. 

1707
01:32:51,560 --> 01:32:59,120
Like a resource, favor is gained
by performing acts of fealty in 

1708
01:32:59,120 --> 01:33:02,320
order to spend or to spend them 
to cast miracles. 

1709
01:33:02,640 --> 01:33:05,480
Each miracle cost one favor. 
The cast and the character can 

1710
01:33:05,480 --> 01:33:07,120
hold any amount of favor. 
Cool. 

1711
01:33:07,120 --> 01:33:10,840
There's not cap also cooler that
really like influences this like

1712
01:33:10,880 --> 01:33:17,480
role-playing like you do these 
acts to like to worship your God

1713
01:33:18,720 --> 01:33:25,000
which great and daily favor. 
Each evening or rest a character

1714
01:33:25,000 --> 01:33:27,200
can perform an invocation for 
one favor. 

1715
01:33:27,480 --> 01:33:30,960
Unless used to cast a miracle, 
this favor is lost at the end of

1716
01:33:30,960 --> 01:33:34,680
the day. 
So no matter what, you can gain 

1717
01:33:34,680 --> 01:33:39,520
your one one free favor for 
basically like you know, praying

1718
01:33:39,720 --> 01:33:42,960
or whatever and but it goes away
at the end of the day. 

1719
01:33:42,960 --> 01:33:46,040
The other ones you can bank and 
keep, but you have that one 

1720
01:33:46,880 --> 01:33:51,880
repeating favor next gaining 
favor characters can gain favor 

1721
01:33:51,880 --> 01:33:53,560
through access service to the 
deity. 

1722
01:33:54,520 --> 01:33:57,880
There's a bunch of examples. 
I think converting another is a 

1723
01:33:57,880 --> 01:34:01,080
good one or a sacrifice of 
magical object or treasure. 

1724
01:34:01,280 --> 01:34:07,480
I know that hurts ruefully. 
Deny yourself a tool or boon. 

1725
01:34:08,960 --> 01:34:13,000
Make things worse for yourself. 
Yeah, I feel like this is 1 

1726
01:34:13,000 --> 01:34:15,520
where like that really depends 
on your table and the deity 

1727
01:34:15,520 --> 01:34:19,280
you're worshipping. 
And like you know, and in 

1728
01:34:19,280 --> 01:34:22,560
gaining miracles, each time a 
character survives an adventure 

1729
01:34:22,720 --> 01:34:26,840
they move Forego and the 
additional level and advancement

1730
01:34:27,040 --> 01:34:30,640
instead of gaining an additional
miracle from their deity. 

1731
01:34:37,040 --> 01:34:42,630
There we go. 
Hello, sorry my I just 

1732
01:34:42,630 --> 01:34:49,550
disconnected. 
Moving on to the the two 

1733
01:34:49,550 --> 01:35:03,550
different deities, you have Sog 
the body and Ko KO Ko the star. 

1734
01:35:05,520 --> 01:35:10,520
Ah, I'd probably say Co, but I 
think Quo sounds cool too. 

1735
01:35:12,680 --> 01:35:14,880
Two, really. 
You know, the you know what 

1736
01:35:14,880 --> 01:35:16,840
reminds me of it? 
Reminds me a little bit. 

1737
01:35:16,840 --> 01:35:21,840
This reminds me of how deities 
work in Eldon Ring. 

1738
01:35:24,320 --> 01:35:27,520
If it's like they're not, 
they're, they're not good. 

1739
01:35:28,040 --> 01:35:30,960
And they all have agendas, and 
they're all vying to take over 

1740
01:35:30,960 --> 01:35:35,040
this next age of the Urd tree. 
But they all follow. 

1741
01:35:35,600 --> 01:35:38,200
Yeah, they're like greater 
entities, you know? 

1742
01:35:38,680 --> 01:35:42,520
So go through Sog, the Body, The
Unshaped Matriarch. 

1743
01:35:42,880 --> 01:35:46,080
The Lord of Resurgence, The body
that shall never Die. 

1744
01:35:46,200 --> 01:35:51,000
SOG is the gift of unceasing 
life and a united world beyond 

1745
01:35:51,000 --> 01:35:53,560
the reach of death. 
To the wise, such a blessing is 

1746
01:35:53,560 --> 01:35:58,760
a curse unlike any other. 
For fealty to SOG, you must 

1747
01:35:58,760 --> 01:36:03,080
never strike a killing blow. 
Wasting precious living flesh is

1748
01:36:03,080 --> 01:36:09,600
sacrilege, which is a crazy act 
of fealty in a skirmish war 

1749
01:36:09,600 --> 01:36:11,560
game. 
And I really wish while somebody

1750
01:36:11,560 --> 01:36:14,160
at my table had picked this 
because I would have loved to 

1751
01:36:14,160 --> 01:36:17,320
watch the frustration this would
have caused everyone else. 

1752
01:36:17,320 --> 01:36:20,240
I was like, sorry, it's against 
my religion to take life, you 

1753
01:36:20,240 --> 01:36:21,760
know, right? 
Crazy. 

1754
01:36:22,680 --> 01:36:26,080
You curse. 
Your vitality is permanently 

1755
01:36:26,080 --> 01:36:28,960
reduced by half. 
Crazy. 

1756
01:36:32,400 --> 01:36:36,800
So initiation mending. 
This is the first miracle that 

1757
01:36:36,800 --> 01:36:39,440
you get. 
This is touch another and 

1758
01:36:39,440 --> 01:36:48,520
restore them, Restore them of OK
restore the restore D6A 

1759
01:36:48,520 --> 01:36:53,880
disadvantage vitality per level.
The the second one is transpose 

1760
01:36:53,880 --> 01:36:58,080
body touch, another swap any 
disease status, effect and 

1761
01:36:58,080 --> 01:37:02,600
damage suffered between self and
other roll decks to avoid so you

1762
01:37:02,600 --> 01:37:06,000
can swap out. 
Is it so? 

1763
01:37:06,000 --> 01:37:06,320
Nope. 
Never. 

1764
01:37:07,320 --> 01:37:09,240
Mind, just deck it. 
Just dodge it. 

1765
01:37:09,720 --> 01:37:15,440
And then there's auto Communion.
Auto communion suffer 1D6 damage

1766
01:37:15,440 --> 01:37:18,440
in game 1D6 rations Auto 
communion. 

1767
01:37:18,840 --> 01:37:22,320
So yeah, so you, yeah. 
So self cannibalism for if you 

1768
01:37:22,320 --> 01:37:23,640
don't get it, yeah. 
Yeah. 

1769
01:37:24,440 --> 01:37:26,440
And then the final one, the 
blessing of abundance. 

1770
01:37:26,440 --> 01:37:31,560
You touch another restore them 
of D6 as advantage vitality per 

1771
01:37:31,560 --> 01:37:36,640
level roll decks to avoid. 
If the vitality gained from this

1772
01:37:36,640 --> 01:37:40,840
exceeds the targets Max, they 
detonate into a shower of still 

1773
01:37:40,840 --> 01:37:44,080
living gore, defeated but not 
technically slain. 

1774
01:37:45,720 --> 01:37:47,440
That's crazy. 
So they're still alive, just in 

1775
01:37:47,440 --> 01:37:49,440
chunks. 
Yeah, absolutely. 

1776
01:37:49,960 --> 01:37:52,080
So good. 
Like you said, I love that these

1777
01:37:52,080 --> 01:37:55,920
deities are deity is, but 
they're fucked. 

1778
01:37:56,000 --> 01:37:59,120
Like it's so dark. 
It's so fucked like like, like 

1779
01:37:59,120 --> 01:38:03,240
you said, it feels more like 
like a like a like a warlock 

1780
01:38:03,240 --> 01:38:05,480
patron than a deity. 
But I love it in this world, 

1781
01:38:05,480 --> 01:38:07,840
like these are the gods, and the
gods are just fucked like. 

1782
01:38:09,080 --> 01:38:13,200
Yeah I think Ko the star ends up
being the more forgiving of the 

1783
01:38:13,200 --> 01:38:15,640
two. 
I think Saw the body is by far 

1784
01:38:15,920 --> 01:38:19,560
the most interesting choice a 
player could make and I would I 

1785
01:38:19,560 --> 01:38:23,120
would try to reward them for it 
and and KO's cool like the the 

1786
01:38:23,640 --> 01:38:26,840
curses that you become blind 
permanently but you get stuff 

1787
01:38:26,840 --> 01:38:30,360
like turning invisible or giving
a command to a creature or 

1788
01:38:30,360 --> 01:38:32,360
giving a command to a creature 
and if they don't obey it they 

1789
01:38:32,360 --> 01:38:34,040
may they're struck by lightning 
or something. 

1790
01:38:35,000 --> 01:38:37,840
So there's there's two more in 
the SRD too. 

1791
01:38:37,840 --> 01:38:44,680
Dusa, the mother and of the Fly.
So download it to read those. 

1792
01:38:46,640 --> 01:38:52,000
Yeah oh the other thing is for 
Co the star, Co the star is the 

1793
01:38:52,000 --> 01:38:56,240
one like true Lord. 
So the fealty you can hold no 

1794
01:38:56,240 --> 01:38:58,440
fealty or audience to mortal 
Lords. 

1795
01:38:58,640 --> 01:39:03,880
Only the cosmic can guide the 
mortal, which there is a section

1796
01:39:03,880 --> 01:39:05,720
here too which talks about like 
Fealty, the Lords, like that's 

1797
01:39:05,720 --> 01:39:09,720
such a thing here and like for 
that to be a it's so cool. 

1798
01:39:12,280 --> 01:39:15,160
Yeah, I I pray for the problem 
player that wants to do that 

1799
01:39:15,400 --> 01:39:16,960
because I'm like, yeah, 
absolutely do it. 

1800
01:39:17,400 --> 01:39:19,840
And well, and the curse being 
permanently blinded. 

1801
01:39:19,840 --> 01:39:23,600
But I love how all of it is 
about like the unseen hand, the 

1802
01:39:23,600 --> 01:39:25,400
eye, like. 
It's such a good, again, 

1803
01:39:25,440 --> 01:39:31,080
consistent, clean flavor. 
And the art by the way we've 

1804
01:39:31,080 --> 01:39:34,320
been talking about this and but 
the art for the song about the 

1805
01:39:34,320 --> 01:39:39,360
and and Co the star are 
upsetting to say the least. 

1806
01:39:40,240 --> 01:39:43,040
For those of you listening on 
podcasts and solve the body is 

1807
01:39:43,040 --> 01:39:47,920
like a headless torso with like 
these weird arms that end in 

1808
01:39:47,920 --> 01:39:51,880
almost tentacles but also the 
guts are spilling out of the the

1809
01:39:51,880 --> 01:39:55,000
body. 
And then Co the star is a star 

1810
01:39:55,000 --> 01:39:59,560
with a crown that is connected 
to it and like jewelry hanging 

1811
01:39:59,560 --> 01:40:01,400
off it but the star is not like 
a clean star. 

1812
01:40:01,400 --> 01:40:03,760
It looks like it's almost 
skeletal or something. 

1813
01:40:05,960 --> 01:40:08,360
It's it's very good. 
I love it. 

1814
01:40:08,600 --> 01:40:10,440
I love these dark deities. 
They're so good. 

1815
01:40:12,080 --> 01:40:15,600
A lot of the rest of this, 
there's the monsters and 

1816
01:40:15,640 --> 01:40:17,920
adversaries, so a little more 
flavor. 

1817
01:40:17,920 --> 01:40:21,440
The running land attracts 
monsters as a soft corpse 

1818
01:40:21,440 --> 01:40:23,720
attract flies, despots, 
brigands, everything. 

1819
01:40:23,720 --> 01:40:27,240
So I like, I like how this 
starts immediately with like 

1820
01:40:27,440 --> 01:40:30,520
making adversaries and then 
gives you a bunch of examples. 

1821
01:40:30,520 --> 01:40:32,120
Like that's what I want. 
Like don't just give me 

1822
01:40:32,120 --> 01:40:35,280
examples, give me how to make my
own. 

1823
01:40:35,280 --> 01:40:38,520
So roles and levels. 
All roles for monsters are made 

1824
01:40:38,520 --> 01:40:42,120
using their level. 
Morale is listed under the 

1825
01:40:42,120 --> 01:40:45,240
stats. 
When harmed or in danger, they 

1826
01:40:45,240 --> 01:40:48,040
have a chance to flee. 
So creating new adversaries you 

1827
01:40:48,040 --> 01:40:49,960
can literally again like 
everything else, there's like D6

1828
01:40:49,960 --> 01:40:53,680
role tables so you can do one to
two, three to five and six for 

1829
01:40:53,680 --> 01:40:58,280
frail, average or strong. 
There's morale table, which is 

1830
01:40:58,280 --> 01:40:59,680
pretty standard. 
Morale. 

1831
01:41:01,280 --> 01:41:05,720
So flees if injured, one in six,
chance to flee if injured, flees

1832
01:41:05,720 --> 01:41:08,640
at half health, one in six set 
of flees at half health, or 

1833
01:41:08,640 --> 01:41:09,760
fights to the death. 
I like that. 

1834
01:41:09,760 --> 01:41:12,520
That's really interesting and 
you can roll that before it even

1835
01:41:12,520 --> 01:41:14,280
starts. 
You're not doing like morale 

1836
01:41:14,280 --> 01:41:15,560
rolling combat. 
It's just. 

1837
01:41:15,800 --> 01:41:19,480
I do like that you know you. 
Decide. 

1838
01:41:19,560 --> 01:41:21,240
When they retrieve before you 
even begin. 

1839
01:41:21,800 --> 01:41:26,360
Yeah, it just makes it so easy 
to keep track of attacks. 

1840
01:41:26,360 --> 01:41:27,880
You pick or roll a weapon, 
that's it. 

1841
01:41:28,280 --> 01:41:30,960
But select additional abilities,
magic hazards to make the 

1842
01:41:30,960 --> 01:41:33,360
adverture stand out. 
Just do whatever, Pick a watch 

1843
01:41:33,360 --> 01:41:36,320
and do whatever. 
I love that the art through 

1844
01:41:36,320 --> 01:41:38,400
these is really cool. 
There's the Lin worm, there's 

1845
01:41:38,400 --> 01:41:41,720
the briar white, the Musketeer, 
the hop. 

1846
01:41:41,880 --> 01:41:45,480
So I do, I do like the 
connection with some of the 

1847
01:41:45,480 --> 01:41:47,440
stuff that Briar White, for 
example, is basically it's like 

1848
01:41:47,440 --> 01:41:49,200
a person with like briars coming
out of them. 

1849
01:41:49,640 --> 01:41:53,680
But one of the things they have 
is this gold thorn mantle, which

1850
01:41:54,320 --> 01:41:57,920
reminds me of like obviously 
like it Harkins Back to the 

1851
01:41:57,920 --> 01:42:00,280
sorcery with the gold, the gold 
thumbs, stuff like that. 

1852
01:42:00,640 --> 01:42:04,320
That's cool. 
Musketeer, hob, charred warlock,

1853
01:42:04,320 --> 01:42:08,280
Fallen night, all cool stuff. 
Nice little example. 

1854
01:42:08,280 --> 01:42:10,640
Charred warlock obviously being 
of the Urd flame. 

1855
01:42:10,960 --> 01:42:16,240
Another like reference back to. 
Yeah, they know two random Urd 

1856
01:42:16,240 --> 01:42:18,640
fire sorcery is like, so cool, 
so cool. 

1857
01:42:20,640 --> 01:42:24,440
And then maladies are super 
dope. 

1858
01:42:24,440 --> 01:42:27,560
Do you want to roll up? 
Roll up some maladies? 

1859
01:42:27,560 --> 01:42:30,920
Yeah, so. 
We got diseases and curses are 

1860
01:42:30,920 --> 01:42:34,480
what we get for the maladies. 
So D6 for diseases and two D6 

1861
01:42:34,480 --> 01:42:35,400
for curses. 
Is that right? 

1862
01:42:35,400 --> 01:42:37,040
Yeah. 
So it says as yeah, as the lands

1863
01:42:37,040 --> 01:42:42,680
rots, so to do the bodies of 
mortal kind, there's a so 

1864
01:42:42,680 --> 01:42:44,960
diseases each day real strength 
or some of the effects of the 

1865
01:42:44,960 --> 01:42:48,640
disease similar to poison and 
curing a disease. 

1866
01:42:48,640 --> 01:42:51,120
Each disease lists the cures. 
So what do you get for your 

1867
01:42:51,120 --> 01:42:56,160
disease? 
One gnarl pox roots sprout and 

1868
01:42:56,160 --> 01:42:59,400
wrap around you, threatening to 
encase you into a gnarlwood 

1869
01:42:59,400 --> 01:43:02,280
tree. 
The effect is -1 strength, 

1870
01:43:02,800 --> 01:43:06,240
double damage from fire. 
When your strength reaches 0, 

1871
01:43:06,480 --> 01:43:11,200
your body gives in to the vines 
and you are slowly bound into a 

1872
01:43:11,200 --> 01:43:16,080
gnarlwood cure, 3 consecutive 
saves, or a painful surgery by 

1873
01:43:16,080 --> 01:43:18,560
an experienced gardener. 
Nice. 

1874
01:43:19,280 --> 01:43:21,400
Very nice. 
That one's really cool. 

1875
01:43:21,400 --> 01:43:23,720
The bone weevils are really 
cool. 

1876
01:43:23,720 --> 01:43:28,680
The slybering is dope, right? 
And then curses. 

1877
01:43:28,680 --> 01:43:32,000
Each day you roll wisdom or 
suffer the effects and you cure 

1878
01:43:32,000 --> 01:43:34,200
a curse. 
Some spells have the ability to 

1879
01:43:34,200 --> 01:43:36,880
purge curses. 
Otherwise you must visit a site 

1880
01:43:36,880 --> 01:43:40,200
of great magic or divine power, 
SO2D6 possible curses. 

1881
01:43:40,200 --> 01:43:42,200
What do you what do you got for?
Your two D6 on curses. 

1882
01:43:45,560 --> 01:43:48,760
Whoa. 
Range projectiles always target 

1883
01:43:48,760 --> 01:43:51,440
you. 
That sucks. 

1884
01:43:51,440 --> 01:43:54,960
So there's just like and it like
spins back around to get you. 

1885
01:43:56,480 --> 01:43:58,800
Yeah, I'm excited for the 
sandbox campaign for this. 

1886
01:43:58,800 --> 01:44:02,720
I'll probably end up running it 
because I I really do like this 

1887
01:44:02,720 --> 01:44:04,200
a lot. 
I liked it when it came out, 

1888
01:44:04,480 --> 01:44:06,600
yeah. 
So the flavor's so dark and 

1889
01:44:06,600 --> 01:44:07,680
fucked. 
It's so good. 

1890
01:44:07,720 --> 01:44:09,640
I love it. 
And some of the other ones like 

1891
01:44:09,960 --> 01:44:11,760
it. 
It's I love that all the curses 

1892
01:44:11,760 --> 01:44:15,360
of these like little bitty 
mechanical bits like I roll to 

1893
01:44:15,360 --> 01:44:19,800
get sorcery. 
Targets are always random, but 

1894
01:44:20,520 --> 01:44:23,280
imagine getting Cannot gain 
Divine favor and you're a 

1895
01:44:23,280 --> 01:44:25,280
miracle worker. 
Like dude. 

1896
01:44:26,520 --> 01:44:28,360
Or reaction roles are always 
hostile. 

1897
01:44:28,360 --> 01:44:31,080
Like literally everyone just 
hates you all the time. 

1898
01:44:33,000 --> 01:44:37,640
Do so we're basically done. 
There's the Lord section, so 

1899
01:44:37,640 --> 01:44:40,160
despotic mortals sit upon 
rotting Thrones desperate for 

1900
01:44:40,160 --> 01:44:42,280
power. 
So there's service to a Lord 

1901
01:44:42,280 --> 01:44:44,360
that you can do through the 
enlistment or threat. 

1902
01:44:44,880 --> 01:44:47,920
You can do service to a Lord. 
They grant you food, shelter, 

1903
01:44:47,920 --> 01:44:49,360
some shares of treasure, or 
whatever. 

1904
01:44:49,560 --> 01:44:52,320
So you can roll 2D6 for your 
Lord's qualities. 

1905
01:44:52,320 --> 01:44:54,120
What do you got? 
Oh. 

1906
01:45:00,040 --> 01:45:03,800
It's a one to three and a four 
to six table on this one. 4. 

1907
01:45:03,800 --> 01:45:07,160
Three. 
Also, it's a glutton. 

1908
01:45:07,240 --> 01:45:11,120
You got a glutton for a Lord? 
Yeah, I love these decrepit. 

1909
01:45:11,120 --> 01:45:12,520
Say this. 
Like, of course that's what 

1910
01:45:12,520 --> 01:45:14,080
you're going to do. 
It's a glutton. 

1911
01:45:14,200 --> 01:45:17,720
It's a glutton in a dying world 
of famine, by the way. 

1912
01:45:17,840 --> 01:45:20,200
So. 
Yeah, so just an awful, awful 

1913
01:45:20,200 --> 01:45:24,120
piece of shit. 
Valuables can be traded for two 

1914
01:45:24,120 --> 01:45:26,000
times their weight in mundane 
items. 

1915
01:45:26,000 --> 01:45:27,680
So that's cool. 
Like, that's one of the benefits

1916
01:45:27,680 --> 01:45:29,760
of having a Lord is that you 
actually, they're basically like

1917
01:45:29,760 --> 01:45:33,320
your like your home spot where 
you can like, you know, rest and

1918
01:45:33,320 --> 01:45:41,640
and and and trade in your stuff.
There's a service length, so one

1919
01:45:41,640 --> 01:45:46,240
off a season, a year or a 
lifetime gives you certain 

1920
01:45:46,240 --> 01:45:48,040
things. 
So if you do a one off, you get 

1921
01:45:48,040 --> 01:45:51,280
A1 valuable a season, you get 
one valuable and a choice of 

1922
01:45:51,280 --> 01:45:53,600
equipment. 
If you do a year you get D6 

1923
01:45:53,600 --> 01:45:55,680
valuables, choice of equipment 
and lodging. 

1924
01:45:56,000 --> 01:45:59,880
And if you do a lifetime you get
D6 at advantage valuable. 

1925
01:45:59,880 --> 01:46:02,920
So I'm I'm. 
I rescind my earlier plus minus 

1926
01:46:02,920 --> 01:46:04,520
thing because it has been used a
couple of times. 

1927
01:46:04,560 --> 01:46:07,840
Yeah. 
D6 with advantage, valuables, 

1928
01:46:07,840 --> 01:46:10,160
choice of equipment, lodging, 
and one artifact. 

1929
01:46:10,440 --> 01:46:13,760
And you can break service by 
reneging on a task or being 

1930
01:46:13,760 --> 01:46:17,120
caught subverting a Lord's will.
They're dangerous adversaries 

1931
01:46:17,120 --> 01:46:19,360
who hold sway. 
So it's it's a cool thing to 

1932
01:46:19,360 --> 01:46:20,720
have. 
I really like it. 

1933
01:46:20,720 --> 01:46:22,160
It's clean. 
It's straightforward. 

1934
01:46:22,160 --> 01:46:25,840
It basically gives you an auto 
home base and also gives the GM 

1935
01:46:25,840 --> 01:46:30,000
some pretty easy like. 
Someone play with. 

1936
01:46:30,840 --> 01:46:32,720
So yeah, you could literally, 
that's, I mean that's just your 

1937
01:46:32,720 --> 01:46:34,960
quest giver at that point. 
Like your Glutton Lord is like 

1938
01:46:34,960 --> 01:46:38,120
fine being flesh and like you 
have an integer, you know, I I 

1939
01:46:38,120 --> 01:46:39,160
really like that. 
It's great. 

1940
01:46:39,160 --> 01:46:42,960
It is expanded on a lot more in 
an SRD. 

1941
01:46:42,960 --> 01:46:44,840
They also like banners and 
stuff, which is really, really 

1942
01:46:44,840 --> 01:46:46,280
cool. 
Yeah, I did see that. 

1943
01:46:46,760 --> 01:46:50,440
That is very cool. 
I it is funny, I I think this is

1944
01:46:50,440 --> 01:46:54,560
a very operable and not very 
operational black skirmish game,

1945
01:46:54,560 --> 01:46:56,520
but there's great role-playing 
stuff in here. 

1946
01:46:56,520 --> 01:46:59,680
I mean there's just like top 
notch RP stuff in this. 

1947
01:47:00,120 --> 01:47:04,080
Yeah, see, I mean I I think it's
obviously works as a skirmish 

1948
01:47:04,080 --> 01:47:06,840
game but just like Forbidden 
Saw, like skirmish games are 

1949
01:47:06,840 --> 01:47:09,480
fine. 
But I I, I play Forbidden Saw as

1950
01:47:09,480 --> 01:47:11,920
an RPG because you can't. 
It's like it's basically just 

1951
01:47:11,920 --> 01:47:14,560
like a slightly it's basically 
Mark Borg, but there's like 

1952
01:47:14,560 --> 01:47:16,640
different flavors and it kind of
simplifies a lot of 

1953
01:47:16,640 --> 01:47:19,520
characterization and stuff and 
gives you some like like this 

1954
01:47:19,600 --> 01:47:21,920
like I would, I would never play
this as a skirmish game. 

1955
01:47:21,920 --> 01:47:23,120
I would just always play as an 
RPG. 

1956
01:47:23,120 --> 01:47:25,840
Yeah, you know what I mean. 
But you can listen, if you're 

1957
01:47:25,840 --> 01:47:28,680
not us and you're like, I really
actually, I'm more of a skirmish

1958
01:47:28,680 --> 01:47:30,760
game person. 
You can do, you know. 

1959
01:47:31,120 --> 01:47:33,920
Well, not only that, because you
can do it solo Co-op, you can do

1960
01:47:33,920 --> 01:47:37,800
it solo as one character, solo 
as a band of characters. 

1961
01:47:37,800 --> 01:47:40,640
Like it makes it so easy to have
literally pretty much whatever 

1962
01:47:40,640 --> 01:47:42,880
you want to do. 
And the system is clean, light 

1963
01:47:42,880 --> 01:47:44,480
enough and malleable enough to 
do that. 

1964
01:47:44,480 --> 01:47:46,200
Except for that dice mechanic. 
They should change. 

1965
01:47:46,200 --> 01:47:47,920
But last thing is artifacts and 
loot. 

1966
01:47:48,680 --> 01:47:50,840
Why don't you roll me AD 6 for 
random artifact? 

1967
01:47:54,240 --> 01:47:58,040
I rolled A4, the resurgent 
rings. 

1968
01:47:58,520 --> 01:48:02,800
Two rings of tarnished gold, one
set with a grinning face, the 

1969
01:48:02,800 --> 01:48:05,520
other screaming in terror. 
It's one slot at. 

1970
01:48:05,520 --> 01:48:07,120
Two. 
Parties who wear these rings 

1971
01:48:07,120 --> 01:48:09,560
transfer their consciousness, 
swapping bodies. 

1972
01:48:09,760 --> 01:48:11,920
This effect ends when both rings
are removed. 

1973
01:48:12,160 --> 01:48:15,280
Alternatively, the effect is 
permanent if one of the bodies 

1974
01:48:15,440 --> 01:48:17,960
are slain. 
Dope. 

1975
01:48:18,160 --> 01:48:20,240
So it's like a Freaky Friday 
rings, you know? 

1976
01:48:20,240 --> 01:48:24,760
Yeah, imagine like being in a 
cursed or diseased body, finding

1977
01:48:24,760 --> 01:48:28,400
a random person, putting their 
ring on them and then and then 

1978
01:48:28,400 --> 01:48:30,360
immediately killing your 
original body. 

1979
01:48:30,880 --> 01:48:34,720
Oh my God, that's so good. 
So good. 

1980
01:48:37,400 --> 01:48:39,640
Oh my God. 
Oh my God. 

1981
01:48:39,640 --> 01:48:41,760
That is so good. 
That's amazing. 

1982
01:48:41,800 --> 01:48:43,560
Yeah. 
Body snatchers for sure. 

1983
01:48:44,880 --> 01:48:46,080
God, you could basically be 
immortal. 

1984
01:48:46,600 --> 01:48:47,920
Like you just have to keep your 
rings. 

1985
01:48:47,920 --> 01:48:49,880
That's so dope. 
That's so good. 

1986
01:48:50,880 --> 01:48:52,160
Look at the flavor. 
Look at the flavor. 

1987
01:48:52,160 --> 01:48:54,680
And the last thing is loop. 
Each adversary is typically 

1988
01:48:54,680 --> 01:48:56,520
carrying watch loop. 
There's 2D6 random table of 

1989
01:48:56,520 --> 01:48:57,880
loop. 
It's there, it's fine. 

1990
01:48:59,400 --> 01:49:01,000
Something useful, Something to 
eat? 

1991
01:49:01,000 --> 01:49:03,560
Something deadly. 
It's such I love the 

1992
01:49:03,600 --> 01:49:06,360
descriptions here. 
That's good. 

1993
01:49:06,840 --> 01:49:08,280
Something magical, something 
powerful. 

1994
01:49:08,280 --> 01:49:10,960
So this is 20 pages. 
This is the the updated version 

1995
01:49:10,960 --> 01:49:12,600
of the original Zine, which is 
20 pages. 2. 

1996
01:49:12,600 --> 01:49:14,800
There's really not a whole lot 
of changes between 1:00 and 

1997
01:49:14,800 --> 01:49:16,000
2:00. 
There's just a couple, like 

1998
01:49:16,000 --> 01:49:18,240
strain. 
The 3V6 should go back to two 

1999
01:49:18,240 --> 01:49:21,920
V6. 
The SRD is, gosh, how many 

2000
01:49:21,920 --> 01:49:23,920
pages? 
It's like 40 pages. 

2001
01:49:23,920 --> 01:49:27,040
It's literally twice the content
and the new SRD. 

2002
01:49:27,320 --> 01:49:32,720
And on each page, Charlie talks 
about the fact that it's this is

2003
01:49:32,720 --> 01:49:36,360
just a bunch of stuff that they 
threw in as test material. 

2004
01:49:36,680 --> 01:49:38,360
And it's not the quote UN quote 
official content. 

2005
01:49:38,360 --> 01:49:41,240
It's just fun stuff. 
But a lot of the stuff in it is 

2006
01:49:41,240 --> 01:49:43,000
really, really good. 
Obviously I'm not gonna review a

2007
01:49:43,000 --> 01:49:45,520
lot of this stuff, but like 
things that they add into it, 

2008
01:49:45,520 --> 01:49:49,120
like banners, which is basically
like a banner you fight under 

2009
01:49:49,120 --> 01:49:52,760
which gives like your your band 
various abilities, which is 

2010
01:49:52,760 --> 01:49:57,400
super cool. 
There's a bunch of scenarios. 

2011
01:49:58,080 --> 01:50:00,000
I've like gone through. 
I've been like, you know. 

2012
01:50:00,920 --> 01:50:04,720
There's a bunch of scenarios at 
the back too, complications and 

2013
01:50:04,720 --> 01:50:07,120
settings and stuff like that. 
In the back again, there's 

2014
01:50:07,160 --> 01:50:09,320
double the amount of sorcery, 
there's double the amount of 

2015
01:50:09,320 --> 01:50:14,160
miracles and just a lot of other
fun stuff expansion like the 

2016
01:50:14,160 --> 01:50:16,400
Lords. 
So it's definitely worth 

2017
01:50:16,400 --> 01:50:19,280
grabbing. 
I mean, if you go get the game, 

2018
01:50:20,080 --> 01:50:22,080
you get access to this, so go do
that. 

2019
01:50:22,080 --> 01:50:26,080
It's super fun and I like how 
it's, you know, again, it's 

2020
01:50:26,160 --> 01:50:28,800
modular ish, so you can just add
the banners or whatever you 

2021
01:50:28,800 --> 01:50:31,040
want. 
So that is Verm Hat from Ferrell

2022
01:50:31,040 --> 01:50:34,520
indie studio Charlie Firgraves, 
Charlie Freaks and Avery. 

2023
01:50:36,000 --> 01:50:38,240
Let's go to You Ready to score 
this bad boy? 

2024
01:50:38,880 --> 01:50:41,160
Oh, I've never been more ready 
for anything in my life. 

2025
01:50:43,320 --> 01:50:45,320
All right. 
So it's only 20 pages. 

2026
01:50:45,360 --> 01:50:48,200
This is obviously a Zine. 
We're giving it a Zine score. 

2027
01:50:48,560 --> 01:50:51,960
Honestly, if it hits like 40-50 
pages or becomes like a thing, 

2028
01:50:51,960 --> 01:50:55,520
maybe we'll bump it up to book. 
But like, it literally is like, 

2029
01:50:55,520 --> 01:50:56,680
I'm holding the Zine. 
So it's a Zine. 

2030
01:50:56,720 --> 01:51:01,000
Yeah. 
So visuals. 

2031
01:51:01,440 --> 01:51:06,160
Thoughts. 
So the art in it is very good. 

2032
01:51:06,360 --> 01:51:10,520
The font in it is very good, 
even the font in past the 

2033
01:51:10,520 --> 01:51:12,640
titles. 
But in the regular text font is 

2034
01:51:12,640 --> 01:51:16,840
incredibly easy to read and my 
eyes like this font I what font 

2035
01:51:16,840 --> 01:51:17,520
is it? 
Actually? 

2036
01:51:17,520 --> 01:51:20,360
I I am not a big font guy, I 
should be better, but I'm not. 

2037
01:51:21,200 --> 01:51:24,560
It's some standard sense. 
Yeah, listen, it's it's good. 

2038
01:51:24,560 --> 01:51:26,600
It's easy to read. 
It's operational. 

2039
01:51:26,800 --> 01:51:31,560
The spot art on the end of a lot
of pages is all very good. 

2040
01:51:32,040 --> 01:51:35,840
It all fits the theme, the art 
for the miracles and sorceries, 

2041
01:51:36,000 --> 01:51:39,360
the art for the Lord showing 
this like insane person on a 

2042
01:51:39,360 --> 01:51:41,440
throne, like this dingy insane 
person. 

2043
01:51:41,880 --> 01:51:45,160
It just screams like, hey, this 
is pretty much the end and 

2044
01:51:45,160 --> 01:51:47,280
everything's fucking terrible 
and you're gonna have a bad 

2045
01:51:47,280 --> 01:51:50,200
time. 
I think visually for like the 

2046
01:51:50,200 --> 01:51:54,640
setup of the scene, the the two 
column works and I I take no 

2047
01:51:54,640 --> 01:51:57,800
issue with it. 
What are you thinking? 

2048
01:51:59,080 --> 01:52:02,840
Yeah, I mean you know this 
doesn't, this isn't gonna be 

2049
01:52:02,840 --> 01:52:06,280
like a like a BDSM or or 
something like that where like 

2050
01:52:06,280 --> 01:52:09,200
the the, the visuals suffuse 
every page. 

2051
01:52:09,200 --> 01:52:12,360
I mean obviously Charlie is a 
fucking amazing artist. 

2052
01:52:13,520 --> 01:52:15,480
Love the cover, love the spot 
art. 

2053
01:52:15,480 --> 01:52:19,800
I think, I think the book itself
is very just like all the rules.

2054
01:52:19,880 --> 01:52:21,640
Like it's very clean. 
It's very straightforward. 

2055
01:52:21,640 --> 01:52:24,320
It's it's what's the word I'm 
looking at. 

2056
01:52:24,760 --> 01:52:28,240
It's it's it's it's all the 
things you need. 

2057
01:52:28,760 --> 01:52:32,040
And outside the art, it's just 
there's no flourish. 

2058
01:52:32,040 --> 01:52:32,920
It's concise. 
Yeah. 

2059
01:52:32,920 --> 01:52:36,360
There it's it's very I keep I 
keep trying to it's. 

2060
01:52:37,720 --> 01:52:39,000
So great, I probably say it with
no. 

2061
01:52:39,000 --> 01:52:41,040
Let's just say I keep trying to 
encourage my brain to come up 

2062
01:52:41,040 --> 01:52:43,160
with the word by like, repeating
the word, but it's just not 

2063
01:52:43,160 --> 01:52:46,400
doing that thing. 
It's just how clean and concise 

2064
01:52:46,400 --> 01:52:49,280
this game is, but how I'm still 
so drawn into it, you know? 

2065
01:52:50,400 --> 01:52:53,600
Yeah, but I mean, that's great. 
Like the what's great about 

2066
01:52:53,600 --> 01:52:58,800
these clean, concise systems and
stuff is that again, like, I I 

2067
01:52:58,800 --> 01:53:02,640
like games where the rules get 
out of the way so that you can 

2068
01:53:02,640 --> 01:53:04,960
stay immersed and get into like 
a flow state. 

2069
01:53:05,320 --> 01:53:08,240
And a game like this where 
everything is like so simple and

2070
01:53:08,320 --> 01:53:12,920
consistent, like it wouldn't be 
hard to pretty quickly never 

2071
01:53:12,920 --> 01:53:15,400
have to look at the rules and 
and that's what I want. 

2072
01:53:15,640 --> 01:53:18,440
So visually, I mean, I think 
aside from the art being 

2073
01:53:18,480 --> 01:53:20,080
fantastic, it's pretty 
straightforward. 

2074
01:53:20,080 --> 01:53:22,760
Like there's no flourishes. 
There's no, there's no bonuses. 

2075
01:53:22,760 --> 01:53:24,600
It's very Spartan, you know what
I mean? 

2076
01:53:24,600 --> 01:53:25,640
Like it's pretty 
straightforward. 

2077
01:53:25,640 --> 01:53:29,680
So black and white two column 
layout, you know, not a whole 

2078
01:53:29,680 --> 01:53:32,080
lot to write home about. 
I think the Zine itself with the

2079
01:53:32,160 --> 01:53:35,320
that chartreuse color on the 
front is is definitely what I 

2080
01:53:35,320 --> 01:53:37,400
would review and that's fucking 
amazing. 

2081
01:53:37,400 --> 01:53:40,640
So if you took the art out, it's
a it's a 5. 

2082
01:53:40,640 --> 01:53:42,920
You know what I mean? 
It's A5 or A6 throw Charlie's 

2083
01:53:42,920 --> 01:53:45,600
Arden maybe like a I'm at like 
A6 or A7. 

2084
01:53:45,760 --> 01:53:46,920
You know, I'm at a seven, I 
think. 

2085
01:53:47,240 --> 01:53:50,360
So yeah, I can do, I can do six 
or seven, you call it. 

2086
01:53:51,480 --> 01:53:55,920
Yeah, I just like, you know, if 
if anyone sees the spreads and 

2087
01:53:55,920 --> 01:53:59,600
stuff for Avi Knox or look at or
look at things like Bass in the 

2088
01:53:59,600 --> 01:54:01,200
dark from Charlie and stuff like
that. 

2089
01:54:01,360 --> 01:54:03,720
Like. 
Something like this, like when 

2090
01:54:03,720 --> 01:54:08,520
you look at like the vibes that 
can come through and some of the

2091
01:54:08,520 --> 01:54:12,320
other Charlie stuff, like pages 
like this, you know, 

2092
01:54:12,480 --> 01:54:15,680
comparatively, like, obviously, 
I think that if this ever gets 

2093
01:54:15,680 --> 01:54:20,520
to a final stage, it will be 
much more, you know what I mean?

2094
01:54:20,960 --> 01:54:23,480
But in this space, this is 
clearly a very, like, 

2095
01:54:23,480 --> 01:54:26,840
straightforward. 
This is just the rules rule 

2096
01:54:26,840 --> 01:54:29,840
book, you know, I think, I don't
know. 

2097
01:54:30,080 --> 01:54:34,440
I feel like I'm torn because I 
think 7's kind of generous 

2098
01:54:34,440 --> 01:54:36,520
because it is. 
It's very, it's just visually 

2099
01:54:36,520 --> 01:54:38,320
it's it's fine. 
Yeah, that is fair. 

2100
01:54:39,720 --> 01:54:42,920
I think it's a 5, and then 
Charlie's Art bumps it up to a 

2101
01:54:42,920 --> 01:54:46,400
six. 
OK if if you're cool with that, 

2102
01:54:46,400 --> 01:54:47,600
I guess. 
Yeah, go off. 

2103
01:54:48,880 --> 01:55:01,520
All right, Yeah. 
I just feel like, let's go 7 

2104
01:55:04,080 --> 01:55:07,600
rule set. 
I mean, we have thoughts on the 

2105
01:55:07,600 --> 01:55:08,680
core dice mechanic. 
I. 

2106
01:55:08,960 --> 01:55:10,320
Do. 
It's unfortunate because 

2107
01:55:10,320 --> 01:55:13,120
everything, it's like everything
else is so good. 

2108
01:55:14,000 --> 01:55:17,440
Everything else is so good. 
Again, just to reiterate for 

2109
01:55:17,440 --> 01:55:20,800
those that skip to this part of 
the show and it just makes no 

2110
01:55:20,800 --> 01:55:23,240
sense. 
Like to to to to have a target 

2111
01:55:23,240 --> 01:55:26,800
number of 12 on 2D6 and instead 
of just reducing the target 

2112
01:55:26,800 --> 01:55:29,680
number, you add another dice 
which just muddies everything 

2113
01:55:29,680 --> 01:55:32,880
because of the use of like 
double S is still criticals, but

2114
01:55:32,880 --> 01:55:34,760
now you're rolling three dice 
and if you have advantage or 

2115
01:55:34,760 --> 01:55:36,680
disadvantage now you're rolling 
4 dice. 

2116
01:55:37,120 --> 01:55:39,120
Is just so unnecessary. 
It's. 

2117
01:55:39,120 --> 01:55:42,160
Too much for me, I'm not. 
Mathematically, like we already 

2118
01:55:42,160 --> 01:55:46,160
looked at, like dropping the 
difficulty from 12:00 to 9:00 

2119
01:55:46,160 --> 01:55:49,800
instead of adding a third. 
D6 is mathematically almost 

2120
01:55:49,800 --> 01:55:54,120
exactly the same. 
It it just I just think it adds 

2121
01:55:54,120 --> 01:55:57,200
a level of clunk that otherwise 
how many times do we say this 

2122
01:55:57,200 --> 01:56:01,600
system is like super clean, 
super straightforward, like like

2123
01:56:01,600 --> 01:56:04,560
super concise, you know, always 
picks easiest thing. 

2124
01:56:04,720 --> 01:56:08,000
But it's just that one thing. 
Yeah, it's just a level of clunk

2125
01:56:08,000 --> 01:56:09,840
that's not at anywhere else in 
the game that's just 

2126
01:56:09,840 --> 01:56:13,320
unnecessary. 
Like just drop the difficulty to

2127
01:56:13,320 --> 01:56:17,960
9 and keep it 2D6 and it's the 
exact same game with much 

2128
01:56:17,960 --> 01:56:19,520
cleaner core resolution 
mechanic. 

2129
01:56:20,440 --> 01:56:21,520
Other than that, yeah, you're 
right. 

2130
01:56:21,520 --> 01:56:23,680
I fucking I fucking love this 
game. 

2131
01:56:23,680 --> 01:56:26,120
Like obviously. 
Like listen, if you watch this 

2132
01:56:26,120 --> 01:56:30,360
show or listen at all, you know 
that I love the fuck out of this

2133
01:56:30,360 --> 01:56:31,040
game. 
It's grim. 

2134
01:56:31,040 --> 01:56:33,920
Dark as fuck. 
It's like even the deities are 

2135
01:56:33,920 --> 01:56:37,360
fucking like gross living 
corpses and shit. 

2136
01:56:37,400 --> 01:56:43,480
Like it's so good and plus 
Charlie's artist insane. 

2137
01:56:43,480 --> 01:56:47,440
So rule set wise, I mean I 
think, I think if they if, if 

2138
01:56:47,720 --> 01:56:51,480
honestly if they put it, if they
did the 2D6 with the nine is the

2139
01:56:51,480 --> 01:56:54,880
difficulty, I'd be at like a 
pretty easy 8 or 9 on this. 

2140
01:56:55,240 --> 01:56:58,720
Absolutely. 
But at this point, I'm I'm lower

2141
01:56:58,720 --> 01:57:02,720
than that, you know? 
I well, I I I do think that it's

2142
01:57:02,720 --> 01:57:06,560
super easy to It's not like it 
breaks anything. 

2143
01:57:06,560 --> 01:57:10,200
Technically the math still 
works, but it is clunky and 

2144
01:57:10,200 --> 01:57:13,440
everything else is fantastic. 
So I'm I'm like, what are your 

2145
01:57:13,440 --> 01:57:17,880
thoughts where you had on this? 
I think I'm coming up against 

2146
01:57:17,880 --> 01:57:20,200
A7. 
Yep, that's exactly where my 

2147
01:57:20,200 --> 01:57:22,920
brand is at. 
Yeah, honestly if they fix a 

2148
01:57:22,920 --> 01:57:26,920
core resolution mechanic and 
then and added like the 20 pages

2149
01:57:26,920 --> 01:57:29,520
of the SRD, which I think are 
all fantastic. 

2150
01:57:29,520 --> 01:57:31,560
I read it and they're fantastic.
Yeah, I'd be like an I'd be like

2151
01:57:31,560 --> 01:57:33,720
an easy 9 for this. 
This is one of my favorite games

2152
01:57:33,720 --> 01:57:35,240
in a long time. 
Yeah. 

2153
01:57:35,840 --> 01:57:38,560
That I think is, is is fucking 
amazing. 

2154
01:57:38,560 --> 01:57:41,320
But just, I mean, if it's your 
core mechanic and I'm not a fan 

2155
01:57:41,320 --> 01:57:44,320
like, you know it, it definitely
drops some points, vibes. 

2156
01:57:44,880 --> 01:57:48,280
Oh my God. 
Oh, through the roof. 

2157
01:57:48,760 --> 01:57:51,000
Absolutely, absolutely. 
I mean this. 

2158
01:57:51,000 --> 01:57:53,240
Is definitely where this is 
going to shine score wise 

2159
01:57:53,240 --> 01:57:57,240
because like, I mean everything 
feeds into the vibe and not even

2160
01:57:57,240 --> 01:57:59,640
just that. 
It's like it opens up 

2161
01:58:00,680 --> 01:58:04,040
everything, opens up these great
moments for like role-playing or

2162
01:58:04,040 --> 01:58:07,000
like experiencing like this 
really fucked up terrible world.

2163
01:58:07,560 --> 01:58:11,360
And even to the point like like 
were the weapon abilities too. 

2164
01:58:11,360 --> 01:58:15,200
Like add the other layer of like
how active combat can be, how 

2165
01:58:15,200 --> 01:58:20,920
flavorful combat can be. 
I think I'm at like a an 8 or 9 

2166
01:58:20,920 --> 01:58:23,400
for vibes, so. 
Oh God, yeah, dude. 

2167
01:58:23,400 --> 01:58:25,040
I'm at like a nine or 10 for 
vibes. 

2168
01:58:25,040 --> 01:58:27,320
So I think let's do it. 
Yeah. 

2169
01:58:27,320 --> 01:58:28,760
What are your thoughts? 
Like an easy 9. 

2170
01:58:29,080 --> 01:58:31,280
Oh, I'm an easy 9. 
If you said 10, I would not 

2171
01:58:31,280 --> 01:58:33,040
argue. 
So I'm gonna go 10. 

2172
01:58:33,040 --> 01:58:34,280
I'm gonna go 10. 
Yeah. 

2173
01:58:34,920 --> 01:58:39,280
For me personally, like there 
are very few games I've read 

2174
01:58:39,280 --> 01:58:42,600
that I've wanted to play more. 
Like this is these are my vibes 

2175
01:58:42,600 --> 01:58:43,920
all day. 
These are my vibes all day. 

2176
01:58:45,160 --> 01:58:50,760
And again like outside of the 
the core dice mechanic if my 

2177
01:58:50,760 --> 01:58:52,880
brain kicked that over and I 
thought about it that way. 

2178
01:58:53,240 --> 01:58:55,720
And again like if they if they 
even put some color on the 

2179
01:58:55,720 --> 01:59:00,880
inside like God if they if they 
did the entire Russ already at 

2180
01:59:00,880 --> 01:59:04,280
40 pages and then the two 
expansions and then came out 

2181
01:59:04,280 --> 01:59:07,560
with a hardcover book for this 
that's full of Charlie's insane 

2182
01:59:07,560 --> 01:59:09,960
art. 
This and this would be one of my

2183
01:59:09,960 --> 01:59:13,080
favorite books that I own. 
I can just I can already imagine

2184
01:59:13,080 --> 01:59:15,960
it based on all the the scenes I
have from Ferrell Indy for based

2185
01:59:15,960 --> 01:59:20,920
on based on set the Citadel 
based on weird and wild like it 

2186
01:59:20,920 --> 01:59:24,280
this this this has. 
And again, here's the other 

2187
01:59:24,280 --> 01:59:26,920
thing. 
He created the system, dropped 

2188
01:59:26,920 --> 01:59:30,240
the scene, and immediately 
dropped expand like SRDS. 

2189
01:59:30,360 --> 01:59:33,960
So this this was definitely like
AI think it even says it on it 

2190
01:59:33,960 --> 01:59:35,120
too. 
Somewhere like this is 

2191
01:59:35,120 --> 01:59:37,800
definitely like a work in 
progress. 

2192
01:59:37,840 --> 01:59:40,720
It's going like this is not. 
Leaving. 

2193
01:59:40,720 --> 01:59:44,640
It's a living project. 
And I I I cannot wait to see how

2194
01:59:44,640 --> 01:59:46,640
it is at the end. 
And I love that this is the way 

2195
01:59:46,640 --> 01:59:48,840
that they're doing it. 
They gave you AZ and right off 

2196
01:59:48,840 --> 01:59:51,040
the bat to have something 
physical that is gorgeous. 

2197
01:59:51,240 --> 01:59:53,800
And then there's these updates 
and after the current project, 

2198
01:59:53,800 --> 01:59:56,800
there'd be more updates. 
I I'm so excited for the future 

2199
01:59:56,800 --> 01:59:57,680
of this. 
So what is? 

2200
01:59:57,760 --> 02:00:00,560
What is that like a 24? 
Yes. 

2201
02:00:01,480 --> 02:00:02,720
Yeah, look at that. 
Easy math. 

2202
02:00:03,040 --> 02:00:04,440
Still a good score. 
Yeah. 

2203
02:00:04,440 --> 02:00:07,760
Again, like it's it's it's 
great. 

2204
02:00:07,840 --> 02:00:09,640
I love this game. 
I love this game so much. 

2205
02:00:10,160 --> 02:00:12,640
I just. 
I would really love, hey, I just

2206
02:00:13,000 --> 02:00:15,520
really think about. 
I think the two biggest things 

2207
02:00:15,520 --> 02:00:18,720
is the gain. 
First, strain. 

2208
02:00:19,000 --> 02:00:22,120
I think there's some consistency
with spend and just that cord 

2209
02:00:22,120 --> 02:00:24,560
ice mechanic. 
I would really just reconsider. 

2210
02:00:24,760 --> 02:00:27,600
I would reconsider 2D6 with the 
difficulty of nine instead of 

2211
02:00:27,600 --> 02:00:29,200
3D6 cuz it muddies everything 
up. 

2212
02:00:30,160 --> 02:00:34,040
That's it for scenequest. 
Except for Scenequest Farewell 

2213
02:00:34,280 --> 02:00:36,040
Scenequest 2024. 
You were. 

2214
02:00:36,200 --> 02:00:39,200
You were? 
You were, listen, we were super 

2215
02:00:39,200 --> 02:00:42,880
happy to be able to spot. 
I think we talked to like 11 or 

2216
02:00:42,880 --> 02:00:44,080
12 different. 
Well more. 

2217
02:00:44,160 --> 02:00:46,560
Sometimes there are more than we
had 11 or 12 different episodes 

2218
02:00:46,560 --> 02:00:50,200
with interviews. 
We talked about like I think 25 

2219
02:00:50,200 --> 02:00:54,920
or 30 projects we did. 
I think five or seven APS. 

2220
02:00:55,120 --> 02:00:56,400
We did a fucking lot for 
Zenquest. 

2221
02:00:56,920 --> 02:00:59,280
Listen, if you're thinking about
doing Zenquest next year when we

2222
02:00:59,280 --> 02:01:03,080
talk in December about reaching 
out to us, reach out to us in 

2223
02:01:03,080 --> 02:01:04,680
December. 
Don't wait till the middle of 

2224
02:01:04,680 --> 02:01:07,400
fucking February like we would 
love to have it on the show. 

2225
02:01:08,320 --> 02:01:09,840
Yeah. 
If we could schedule the whole 

2226
02:01:09,840 --> 02:01:13,080
month early, that would help our
brains. 

2227
02:01:13,240 --> 02:01:16,280
But we're literally getting 
messages like a week into 

2228
02:01:16,280 --> 02:01:18,760
people's projects. 
We're here, We exist. 

2229
02:01:19,120 --> 02:01:20,680
Hit us up. 
We'll let you know again next 

2230
02:01:20,680 --> 02:01:21,720
year. 
Zenquest. 

2231
02:01:21,880 --> 02:01:23,880
I spent too much money. 
Once again, Goodbye. 

2232
02:01:23,880 --> 02:01:26,600
I don't know what we're doing in
March. 

2233
02:01:26,640 --> 02:01:27,880
We have thoughts. 
We'll let you know. 

2234
02:01:28,280 --> 02:01:31,000
Oh yeah. 
Couldn't tell you. 

2235
02:01:31,160 --> 02:01:33,120
We'll figure it out. 
All right. 

2236
02:01:34,280 --> 02:01:34,920
Bye. 
Bye.

