Hello and welcome to the Weekly Scroll Podcast.
My name is Ryan. And I really get that like, elf
is your class in this game, but I'd really like to be like an
elf warrior. Is there a way we could like
hack it so I could be like, you know, two things at once?
And today we're looking at Mini BX from Lucas Rahlem.
This is a a disruption subversion or even a profanity
against D and DBX. Neat little game, nice little Z
and and we'll get into it. That's probably the longest name
you've ever done. That actually wasn't a name at
all. Yeah, so far.
So far. That actually reminded me of a
note that I meant to make. Remind me when we start talking
about elves, if maybe I just didn't look deep enough on
elves. Which it's funny because it's
very counter to how I actually feel.
I actually love the old school race as class of like BXOD&D
like I, I think it's very interesting, you know?
I think it's interesting. I'm curious like I need to read
deeper on why and knowing Gygax I'm worried and that's my only.
I'm sure what has what has Gygax ever said or done anything
problematic at all? You know you.
Know what never, never. Just such just a paragon of of
of understanding and truth, you know, so, so yeah.
So today we're looking at mini BX Lucas Rolam, great lat am
RPG, lat am creator. We've looked at think maybe just
one and I don't think you were here for it.
We looked at packs and blades. I think I was done with Kirby.
Yeah, yeah. Great game.
A lot of stuff has come out like Salamander House and other
things for that super interesting, fun little system,
very more cocky and system. So so I was excited to go
through this. I've had this one for a while on
my shelf. I don't.
Don't have a physical of this. I so we'll let's talk about
that. Let's let's get into, let's get
into mini BX little bit because I got I got listen, 2025 is a
new year for us. We take notes.
So we have we have information. Yeah.
So, so Mini BX, as I said, disruption, subversion or even
profanity against DNDBX. Mini BX was, as far as I can
tell, originally released on Itch on December 2nd, 2021 as
part of a slow funding campaign and reached its final goal of
3200 bucks on May 6th, 2022. I'm saying as far as I can tell,
because usually the Itch funding goal has like the, you know, the
bar across the top, but I think after a point it comes off.
So I don't know what the final tally was or, or anything like
that for the funding. So that's gone now, but but that
funded a number of stretch goals, which included a
character sheet. Oh, I have a graphic for this.
I mean, let me throw this up on on screen.
Hold on everyone. If you're listening, just
imagine it. I don't have a graphic.
Yeah, well. Let's go to fit to screen, but
this is the graphic I stole from the Itch page.
I'll throw that up here so people can see it in podcast
line. But I'll read it for those in or
on the show. But I'll read it.
For those in podcast land, a number of search goals which
included a character sheet from Bruno Perseco, mini settings
from Gontigo and Emmanuel Mello, a bestiary from Alex Demacino,
adventures from Victor Ameren and Giliano Riverato, and a
dungeon by Dio Naguera, and finally a Hollow Earth setting.
And then physical copies were released on June 28th, 2022 on
the Soul Muppet Shop. And for those that don't know,
the Soul Muppet shop, the Soul Muppet US shop, I think it maybe
it's just AUS shop or the UK one, I don't know, has an entire
RPG lat AM section. So a lot of the physical stuff
from a lot of the Latin South American creators ends up on
Somopa shop, which is where I got like, I don't think I got
rad there, but I got like cantrip and like basically my
entire section up here that you guys can't see.
But that's the entire like lat AM section on my shelf.
A big a vast majority of that comes from soul Muppets.
So a lot of really, really cool stuff there.
So that's pretty neat that they have that as an option for for
that. So the the print run it was back
in 2022, I don't think it was a huge print run.
I don't know if they printed more than one and that's why
this is pretty hard to find. Yeah.
But I snagged 1 and got it. Beautiful looking scene.
I will say Bruno Preseco art all the way through and and Bruno's
art slaps super super hard did. You look at any of the like
adventures or stuff that also come out like the.
Yeah, I remember. I remember as they were actually
popping out some of the stuff too.
But why did you go? Did you deep dive any of those?
Just the I looked, I scammed not deep dive the the cult of the
blind God, because I opened it and immediately I was like,
that's that's P Rs art and I'm a huge perplexing ruins art fan.
So I was immediately drawn in. It looks cool.
Yeah, I mean, all of them look really great.
What I really, I think we talked about some before the show
started. This is a great, great gathering
of like a lot of the biggest names in RPG Latam to to make
this between like the art, the adventures, the the extra
settings, all of that stuff, just amazing creators.
I don't and you know, I'm sorry if I'm wrong.
I don't believe everybody is Brazilian.
I do think it's like a mix, but I could be completely wrong.
But everyone in the world's Brazilian, there are other
people as well, so. Well, so I'm wrong.
Fuck me, but but just a really great gathering of Latin South
American creators to to do this little thing from art to
settings and everything else. Because again, when you, when
you go buy this on itch, it, this is like the smallest part
of what you're going to get. You get a massive folder of, of
stuff and we'll talk about that in value later.
But that's that's the intro to Mini BXI.
Don't think there's anything crazy that we need to, to catch
up or talk about. And if there is, I don't
remember it. So why don't we just hop in?
Sure. All right, let's fucking do it.
Let's get this out of the way, Mini BX.
So again, insane cover. Let me show the whole cover here
zoom to page level Burnham sickos art kills it.
It's we got 3 adventurers that are on in a in a very Donkey
Kong ass like mine carts. You know going across a looping
track in the sky with a bunch of monsters around it.
That is a why the name of this monster immediately jumped out
of my head the second I flipped to it, but I knew it was before.
It's the one that's like a brain with a beak with tentacles.
I don't know the name of that one, I've seen it before, but
you know. God, oh God, I feel like it's
like a growl or so It's not a is it a grill?
Maybe it's a grill and I'm sorry, we're immediately going
off a grill. Yes, I was right.
Yes, John, John pulled that right out of my 5E ass.
There's a ghrel and then another creature on that and I think it
folds over to the back. I'll flip to the back real
quick, but it's the front and the back and the PDF.
So I can't stop them together. But on the other side, it's got
this this giant open mouth of this statue it laid it's it's
fire the the whole cover and all the art thread is fired.
Bruno just does some incredible, incredible work.
And then the colors all the way through are like a I could burnt
orange and like a dark kind of maroon.
It's the very interesting color combination.
Yeah, it's a cool color combination.
I do like it, you know. I can't really think of anything
that kind of looks like this color combination, except for
it's not Auburn. There's a football team that
kind of has like a maroon and and orange, orange layer.
Football. You lost me so.
Yeah, well, all Alabama has is Crimson Tide in Auburn.
So and I mean that like in totality.
But but yeah, some more great art pieces as we go through,
like in Page art on the inside, which is really fire, a really
cool piece of a, a figure holding a sword downward, very
Bronze Age kind of looking sword, very gladius kind of
style. Beautiful.
And then we get to a table of contents.
So. So this is obviously a Zine,
right? It's only what is it like 2028
pages? I read an older version of this.
Oops.
I I opened the one called print. OK, maybe it's the same version.
I just opened the not the not print one.
Yeah, that's fine. Well, it's so the print, it's
called print, but it's the one that was like the same version
as one that's called spread. So I figured the print was just
like the pages version, which is what worked.
But but yeah, so that's no, I scrolled all the way back to the
beginning. Then we're going to server.
So 25 pages not on hyperlink table of contents.
Obviously we would prefer it, but we're not going to hit it as
hard in, in this. We don't even have a usability
score in NZ and so it doesn't really matter that fucking much.
But we do have a table of contents here.
It's an interesting whether they do.
The table of contents. Nothing is really separated out,
but it gives you everything that's on each page, which I
think is neat. Yeah, so it starts on
serviceable. Yeah.
Yeah, I think it's really interesting.
I don't know if I have seen a Zine that does that before where
it doesn't give you like the header for it and then the page
number. It gives you the page number and
all the stuff that's on that page.
I don't know, it's neat or like starts on that page.
So it it's cool and the graphic design is really cool.
Oh, let's do they. Is there a?
Is there? Here it is.
I wanted to Scroll down and make
sure that they do. We'll get to it then.
We'll just go in the order that the book is right now.
Yeah. Well, usually, like the layout
in writing is before the content.
Yeah, but yeah, there's a bunch of stuff.
I'm not going to go through all of it because we're going to go
through all of it in a second. Again, there's only 25 pages and
a lot of it is going to be like, this works like how you think it
works. More sick art, a really cool
figure, kind of like diving to the side of some arrows, holding
a sword and a shield. Again, super fire.
And then we get into a what is this?
I will say one of my favorite things about this book is what
we're going to get into in a little bit.
I don't know why don't just keep going then shut the fuck up and
get there. But that's what I do.
So what is this? With the OSR movement's
progress, which seeks to restore the experience and play style of
the first editions of D and DI, decided to create this
minimalist hack of the rules for BX with some additional design
touches that I find pertinent. There's an extra space in there,
but remember, these are minimalist rules that will in no
way cover all game situations. In other words, collaboration
rules, adaptations, and even new rules are welcomed and
encouraged. If you still don't know about
tabletop RPGs or the old school movement, welcome.
A quick Internet search or two will let you learn much more
than a wall of text here, so I'll leave that to you.
I do like that part, Wolfwald. This is like a mini kind of
version of of what Wolf all did, where they said like, we're not
going to give the whole system, We're just going to give this
shit you need to tack on to whichever version of the system
you want. And I really like that where
it's just like, I'm not going to intro you to RPG.
Google exists, right? And I'm a big fan of that.
I'm a big fan of games, like a lot of games we've talked about
this over and over again are written as intro games that
aren't intro games, right? And give you like, what is this?
What is the TBRPG? What is role-playing?
And it's like, this isn't going to be anyone's first game.
Don't do that. It's just waste of waste of
paper. I want I want a three page
description of what RPGs are and the lineage of the one that I'm
currently reading, right? It's just like it's like
watching a movie, right? And it's like, but it's a
Criterion collection at the beginning tells you how like how
to enjoy a movie. It's just like we like we're not
this deep without knowing, right?
So there's another section here. It's the forward and game design
choices. I'm going to skip some of this
and get down to here. It says keep in mind that this
game is a disruption, subversion or even a sacrilege against the
old dragon game. Very buzzwordy.
I don't know if it's quite a sacrilege.
It's just a hack. It's yeah, that.
You know, but I'll, I'll take it.
That's a good buzz line. Like the the better buzz line
than a lot of the things we've read.
Anyway. An attempt to make this game our
own. This is a culmination of
thoughts, studies, and insights made after years playing,
talking, and reading blog posts about BX and its retro clones.
Game design topics will be further elaborated in the Game
Design Notes, parentheses, GDN in the appendix.
Probably my favorite part of the game.
I love the game design notes. What are those?
And we're, we're actually going to bounce back and forth between
those when they're pertinent as opposed to waiting to read them
all at the end because I really love them.
So I'll, I'll wait till we hit the first one to be able to go
down and get it. But it's literally like, it's
not like tips or guidance or anything like that.
It's literally the thought process right now.
Like my opinion is this. So I thought that and that's why
I did this and I fucking love it.
We'll go over a little bit more later, but I wish more games did
that and I'll do my spiel now. Death of the author, right is a
thing that exists and has been blown way beyond.
It's very limited, if necessary at all, proportions.
Like death of the author. For those that aren't aware, is
is a literature term for reading intent into literature, but it's
supposed to be for literature people that try to imply death
of the author in like tabletop role-playing games.
It's counterintuitive because at their essence, tabletop
role-playing rule books are books of rules the intent is
literally designed into. It it's designed into it, yeah.
I mean, I feel like that's manipulation, you know, if
you're trying to incentivize the action that people will do
things within a system, like, you know, it's bad.
Yeah, maybe we should do a YouTube video about it, but but
so, so I wish more books kind of annotated their stuff this way
because like a lot of people, you know, especially with
something like 5 E right, half the time for 5 E rules
clarifications, you had to go read Jeremy Crawford's fucking
Twitter because people cared minutely very much if you could
like shield, shield bash before or after you didn't attack, like
who gives a fuck? But like people did, right?
So they had to then basically explain every possible thing.
So my point with death of the author is a rule book is in and
of itself intent written down. So actually getting a whole
section of a book where it's the thought process behind that and
explaining why they made the choices they did is really
fantastic because you can stop trying to guess and just read
what they wrote. I do very much agree.
I think it's very helpful. And yeah, I mean, I think taking
the guesswork, I mean it personally for me, I very rarely
go and look up the intent of a rule of an RPG that I'm playing.
I will interpret it with my players at the table.
But I do think people enjoy that discussion and it is, like I
said, a very cool thing to have added into this book.
Yeah, yeah, yeah. Well, and then even the, and,
but even though even beyond that, like the game design topic
section isn't even necessarily just like the intent as much as
like the thought process, which I think is really cool too.
So it's nice to be able to kind of like, you don't need to ask
the like, why did you do this? Because they just said, hey,
This is why I did this. And I really dig that.
So we'll, we'll, we'll hit those as we go through.
But they're pretty neat. There's like seven of them
because again, the books are like, you know, 25 pages, a
great, great art piece here. I don't know, let's see if this
is actually going to give us Oh my God, it is.
It'll give us spreads options here, which is great because
some of the art, yeah, some of the art is good in spreads, even
though the because it's the quote UN quote print version.
It doesn't. Line up.
Perfectly line up, yeah, that's fine because guess what?
There's the spreads version, but this is a great piece of art
with that. Like what is this and the
forward next to it? But it also has the like credits
page. The art is by Bruno Perseco.
The layout is by MAIGUAXI want to say like go God I'm I'm
fucking it up and I'm I I apologize because I love their
layout work. Yeah, the layout's great, so.
Yeah, so however you say it, I do apologize.
I've always said go. I've always said it like but in
a very much like a fringe GAUGHK or whatever I threw that K there
editing by Wayne Kenipa CA Berlitz, and I want to say is
that MALK or MAIK and then rules by Lucas Roland.
So after I fucked up all your names and I genuinely apologize,
That's that's who's in here. I don't have a question for you.
Do you think I should grow up my hair like this guy in the
picture right here in the name? Absolutely one. 100 yeah,
nothing on top. And then just like, I mean, I
think you would look and with the beard I think you'd look
Stovic as fuck. You know, I think you could.
I think you should and then we immediately jump into it.
So I will say that the game is not divided in any way, shape or
form really in like this is the rule section.
This is the character section. Just gives you section by
section by section, which honestly is fine.
Yeah. I think they did a good job of
delineating things and doing stuff.
So the first thing. Is just like a Zine, it's very
easy to go through. It's not like an over packed
like product. I don't really need as much as I
would in other places, you know? Yeah, yeah.
I mean, this is the thing that I like about Zenes is that, oh,
sorry, John David called it the scullet.
You should definitely rock a scullet.
Yeah. Yeah, I used to have more.
When I had hair, so you know. You should do it.
You should do it again. The thing that I do like about
Zenes versus Chronicle, like books, what we call it basically
zenes are like 30 to 40 pages or less, whether they're hardback
or not for us. And books, quote UN quote, are
like 30 to 40 pages or more, whether they're hardback or not.
It just kind of depends because we rewrite them a little bit
differently. But I like that sometimes when
the scenes are short enough that they can sacrifice a little bit
of like what we would call usability for like vibes and
that's why we score the vibes instead.
I think it helps in this. I really do like the way that
they did like that the the headers though, where it's like
a, a line of colour and then the words are the same colour as a
background. So like it's punched out.
I think it looks really neat. It's great.
But we immediately go into game terms and creating a player
character. So there's a 10 step list of
game terms and creating a player character and we'll we'll go
through this. So 10 steps.
Do you do you want to, do you want to?
Yeah. Yeah, so step in Rule and give
your character a RAD name. Yeah, I would be rad.
I was saying. I was saying get a dice roller
out and make a fucking character.
But yeah, you could also read it.
Oh. Oh yeah, you do that then, and
I'll grab the dice roller, OK? And my notebook's in front of me
already, so I'm ready. So give your character a rad
name or don't. Brute, brute master.
Brute master. No Brute, brute master.
Brute, brute, master. OK, sick.
Now is brute and brute spelled the same or is 1 like a BREWT?
The first one is brute as you would expect it to be, and the
second one is BROOT master. Oh brute OOT not the EWT.
Gotcha. So your brute brute master and
then alignment. Choose your alignment, blah,
blah, blah. I love this.
Choose your alignment, blah, blah blah, I'm lawful, I'm
neutral or I'm chaotic. I the blah blah blah.
This I'm media was just like, yeah, I love this.
This is a writer. This is a designer writing a
design book, writing a book, not worried about exactly like what
we were talking before, like an intro or whatever.
Like I love when when people are just like, you know what the
fuck to do, You know what I mean?
Like that's kind of real. You should.
Understand that. And I went with Chaotic just
because of the name, you know? Of course, yeah.
Brute brute Masters got to be chaotic.
OK, so skills are the reference values to be generated by
players. Basically, there's five skills
and you use two D 3 -, 3 to roll each, and the skills are.
There's a little plus sign in front of each, but it's attack,
armor, magic, life, and morale. So while you roll up two D 3 -,
3 five times, basically the modifiers are it's like a 1 is a
plus one. That's it.
And there's no, you're not. So you're basically you're just
rolling for modifiers. You're not rolling for scores
and then deriving modifiers, which thank fucking God, that's
the dumbest shit ever, right? I That's why we roll under.
Derive stats. It's so funny every time we get
to derive stats you're like fuck, derive stats man.
I don't mind drive stats that make sense, but it's like why
roll for a number that is literally only used to give you
another number? You know what I mean?
That's very fair. I can't.
It's fucking pointless. Then we get to go to GDN number
20. We missed GDN one that was
actually at the beginning. So we'll go over GDN 1 and GDN
2. So I'm going to Scroll down and
we'll look at GDN 1 and GDN 2, which are the game design notes.
So the first game design note we're going to talk about, it
says no ability scores, no ability check, no ability or
skill checks, just modifiers and modifier meanings.
And it says ability scores if you don't have ability checks
are meaningless. Very true.
The original idea, the first editions according to my
interpretation and I love this. I personally think that one of
the worst parts of the TCRBG space are the people that try to
write authoritatively. And I don't know if it's like
very much in like the headline of newspaper way to be like
doing this, whatever. But like I hate when people are
go like, this is how the thing should be.
You should not have this, don't do that.
And it's like, I, I hate it. I because you sound like a
douchebag and you make and it's very, I think a lot of the times
it's extremely unwelcoming to people trying to get into the
space where they're basically being told from all angles that
what they're doing is wrong in 10 different ways constantly
versus just hedging your shit a little bit using qualifiers,
right? Which is like, in my opinion,
according to my thoughts, based on how I feel, things like that,
I think would be a much more welcoming space.
And because all of that shit is your fucking opinion.
Right are you saying are you saying the old school scene has
an overly authoritative this is right and this is wrong in my
game mentality? Yeah, it's hard to really in
point or notice, but when you really once you see it the first
time, you can pick it out more readily, you know what I mean?
So I. Game design Twitter.
Okay, right. Way better than used to be.
But I will say that I really love the way that Lucas writes
this because that is specifically how he writes it.
He writes with a lot of qualifiers and saying that
these, this is all my opinions. These are my thoughts.
This is how I feel about things. And I enjoy that.
It's not like the original first editions were wrong because of
this. And and you shouldn't do that.
It's just like that's they that. Yeah.
So I like that they they specifically say like according
to my interpretation through all the things I said before was not
to have any skill or ability checks.
This means the things should be resolved using the fiction blah
blah. I'm not going to read these all
throughout, but that's basically what the first one said.
They said they decided that many BX would not have meaningless
ability scores, only modifiers and what those modifiers mean
and the meaning is in the name A+ attack means it's to attack
armor is armor like that's it. You don't need a dexterity stat
to get a modifier that lets you do like attacks, whatever like
it just is what it is. It says what it is and gives you
the number that you need and that's all it is and I love
that. I think that's I'd love that.
I think that's great. The GDN 2 that we just got to in
skills talks about the role modifiers, which are those
interesting little math. It says the modifiers are rolled
with an insanely intuitive unintuitive two D 3 -, 3 roll.
But why? The main reason is due to the
probabilities below and what there's a graphic here, and it
says -1 gives you an 11.11% chance.
You have a 2222.22% chance for a 0, a 33.33% chance for A1, a
22.22% chance for A2 and an 11.11% chance for a three.
So it's a very it's, it's, it's obviously like an I saw curve
there. It's like it really, it really
wrangles in your bonuses to be like they're not massive.
And as I said many times, I love when characters are very squishy
in the beginning, but also like has characters, you know, like
you don't need to start with the plus fives or something.
That's insanity. No, absolutely.
I mean, and, and it's crazy, yeah.
Because you get to a point, especially at low levels that if
you're too high-powered, you literally just like, well,
nothing can touch me. Yeah, like and everyone, you
know, does this. As you can see, it's simpler
than BX. First of all, I believe that
rolling in BX, that rolling in BX should be more player
friendly and there are no changes to ability scores after
rolling in mini BX, etcetera, etcetera, etcetera.
I think it's neat. I think it's really clever.
I do like that and I think the math is interesting.
It's kind of the same way that like Merkboard does their scores
and stuff too. So in a similar kind of idea
that you can get a low kind of negative to start to like a low
kind of positive to start, and that's about it.
But that was talking about #3 skills #4 is archetype.
So archetypes replace classes and there are six of them.
There's three human archetypes and three non human.
You got cleric, warrior, and wizard are you humans?
And then you got dwarf, elf, and hafling are you're non humans.
You don't have to pick one now if you don't want to because
we're going to go over our types later.
Brute Brute Master is definitely a dwarf, you know.
OK, all right. We're going to go non human.
We'll go dwarf with that. And then next we get to the Hit
Dice chain, which is an interesting.
It's basically like the core of the game.
So we'll go over this, but the Hit Dice chain, it talks about
it in game design. Note 3 is basically an
adaptation of the Black Axe usage die and I think that's
really interesting. We turned around with using hit
dice as HP before I would use it a little different way, but this
is a cool way to do it. And it basically is like your
whole character in this hit dice and it's also your like attacks
and defense and spells and everything.
So basically says this is the core mechanic.
It mean to be extra placing. Most of the rules from BX hit
points and attacks work with a hit dice chain called an HD
chain, except that they use multiple different words
throughout the entire thing. Sometimes it's called a hit dice
chain, sometimes it's just called a dice chain, sometimes
it's called HD chain. There's like 4 different words
where a little bit of uniformity would be would be a little bit
nice. I just in my notes I just called
it an HDC and I thought that was that worked.
Funny because I saw it referred to as I think, a dice chain at
one point. I was like, Ryan's gonna say
something. There's a note when we get to
the archetype section. I think I literally like
highlighted and and said what I just said till I'll say it again
later. So, so basically the way it
works is each archetype will have a specific hit dice, which
if you've ever played any D&D games, you understand that.
So it'll be different. Like Wizards are like AD four
and warriors are AD 8. And then whatever the hit dice
is, you get dice equal to the lower or the ones below that,
right? So if you have, the example is
if you have a warrior that is AD 8, you'll have AD 8, AD 6 and AD
4. But if you have a wizard, you're
just going to have AD 4. So you don't get that lower dice
change, right? But if you're like a fourth
level warrior, you just keep getting more hit dice of your
class at dice, which is your highest 1.
So you'll get like 4D8 plus 1D6 plus 1D four.
And if you're a level 4 wizard, you're just going to have 4D
four. That's it.
So it's neat, it's really interesting.
I like it. And as we get into the way
combat and stuff works with it, I think it's clean.
I think it's clean the whole way through.
Yeah, I did enjoy reading through combat in this one.
Yeah, there's one thing I, I'm not a big, I'm sure I, I want to
discuss about that. But I think I think this is
really smart. I think this is really, really
clever. The fact that it's basically
like your whole you is really neat.
So game design Note 3, we're going to shoot down to there
real quick and go over this HD chains and combat rules.
I'll get into the other stuff later, but it says in terms of
TJPG combat, we're not going to go over this right now.
We'll wait for combat, OK? I'll be here so.
Yeah, so that's number five, hit dash train.
Number six is saves. Your archetype determines your
saves. We'll go over saves, but saves
are basically you get a number of them.
Your equipment, it says choose four pieces of equipment as
desired, for example, armor, weapon, backpack, and rope.
PCs can't begin with plate mail as armor, a characterization.
So you get 4 things, but no equipment is ever discussed
outside of armor and weapons. So you can just have have it and
I assume it's just a narrative usage thing and that's it.
I would also assume that as well.
Yeah #8 is armor. You just write it down, plus
your bonuses, which can be apparently everything but plate
armor. And then #9 is your carrying
capacity. So there's no real discussion of
equipment or how any of it works, but there is a carrying
capacity even though there's no. I mean obviously this isn't a
game where you can just have make your shit up and it
specifically says make your shit up.
But it never says like what is one item is worth 1 is 2 items
worth? Like there's no discussion of
that. But like again, this is a game
for people that have done this shit before.
So I know that A2 handed weapon is probably.
Probably 2 slots, yeah. Yeah, and this is the first time
you'll see how the dice chain, you derive basically everything
from the dice chain, right? So PCs can carry a number of
items equal to their life modifier plus life plus the
total number of dice in their hit chain total in their hit
chain. And the example is a level 2
warrior would have 2D eights, AD 6 and AD 4.
So that's total A4 dice. And if they have a life of
modifier of two, that gives him 6 items that they can carry.
So clever it's a way that to derive everything that you to to
everything you need from the dice chain, which again is the
core of the entire game. And it says you can always carry
a minimum of two no matter what any of your modifiers and shit
are, which is nice. You can always at least carry
like some armor and a weapon basically.
And then you have magic circles is number 10.
Archetypes give you magic circles and that's the whole
thing. That's that's character,
Christian name, alignment skills, archetype, hit dice
chain saves, equipment, armor, carrying capacity and magic
circles. So next section is skills.
There are five of them, like I said before.
There's attack, which is your skills with combat, and it's
added to weapon dice when attacking.
There's armor, which is defensive ability, and it's
added to your first defense role along with life.
Remind me to to come back to that against any attack, armor
and Shields can increase this value further.
Added to the first defense role along with life magic scale with
magic, add it to spell dice rolls and adds the number of
fells known and or casted per circle.
Your life modifiers, your toughness and vitality.
It's added to all defense rolls against attacks and determines a
PCs carrying capacity which you've talked about already.
And then the morale is your charisma and luck.
Added to morale checks and determines how many mercenaries
APC can hire I. Hire one.
You can hire one, but let's let's talk about morale later.
Remind me to talk about morale later.
Because if it's if morale is charisma and luck, why isn't it
just called charisma or luck and not morale?
You know. Initiative, it says just like
MBX, the GM and players roll A1D6 each round.
Whoever rolls the highest acts first as a group.
And if there's a tie, everyone acts the same time at the G Ms.
discretion. I would love to know how
everyone acts. I mean, everyone, quote UN quote
acts at the same time narratively, but like that,
that's not a, that's not a, that's not a rule.
That's not that doesn't help anybody, you know what I mean?
I have a hard time with everyone acts at the same time because
that. Doesn't work.
Yeah. Yeah, like narratively you can
say that, oh, you did all of this in time or whatever, but I
still need an order in which people actually, yeah, events.
Events inherently are sequential.
That's how time works. I mean by our perception of it,
but right. Even if you have to, even if all
of the events once said happened at the same time, they still
have to be said in an order. Yes, I yeah, yes.
I've read something else. Previously that also had another
like, oh the turns all happen at once.
I'm just like, what the fuck does that mean man?
They apparently cannot. Movement, distance and actions.
So I talked about two things. The first says theater of the
Mind, which? Very self out of that.
Yeah, we're not going to explain that.
If you're listening to this podcasting, the ability to the
mind is I'm shocked you're. This deep end, you're still
listening to us. Oh.
God, yeah, yeah, I'm shocked that IN was listening at all.
But obviously this is a preference.
Like, you can use a fucking map if you want, right?
And then the next part is combat distances, basically the short,
medium and far. Which God, if you've read TT
every cheese, you understand what that means.
And in a turn you can basically move one distance and take an
action or move two distances. There you go.
Done. So perfect.
And and most range attacks can target up to medium, which
reasonable. Yeah.
So basically you're not long bowing shit from 500 yards away.
So we're going to get into attack and damage in combat,
which is where I think our first like big discussion is going to
happen and we're going to jump back to GD and three.
So basically, and they, they say this a lot of the time
throughout the book to the point where you don't need to say it.
So if we go back to movement distance and actions, it says
these rules replaced the standard B and BX action
economy. And then attack and damage, it
says these rules replaced the normal BX action and damage
sequence. You don't need to say that they.
Do we're actually reading mini BX right now so and it's this
games attack and damage sequence so.
Like the whole point I think of this game is that it replaces
those things. So to say it every time you get
to a new section becomes redundant really quickly.
I mean, it's fine. It's like it's like 8 words, but
like it just becomes redundant really quickly.
So in this section we're going to talk about attack roles,
defense roles, missing residual damage ties, death saves, and
recovering hit ice chain. So attack roll super easy peasy.
You roll weapons, attack die. So all weapons, say your weapons
like AD 6, you roll your D6 plus your attack modifier and you
have to be within the range, obviously of of what the you
can't just swing at long range for short range weapon like
obviously, but that's, that's it.
That's an attack roll. Perfect.
And then it's all opposed rolls. So then the defense roll, the
the the defense roll is you roll your highest dice in your hit
dice chain plus your armor modifier.
So here's the issue that I have. Right.
Yeah, I think we're no, we're about to say it, but go ahead
and say. It this is not my biggest issue
with this small one. It says in the wording of the
actual book. It says the target of the attack
then rules the highest die. They currently have their hit
dice chain, which would generally be like your
characters hit dice and adds their armor modifier if any to
the total. They do not add life on their
first roll of an attack made against them, only against
residual damage. But when I scroll back up to
skills here. Yes, OK.
It says armor defensive ability added to the first defense role
along with life against an attack.
That's clearly a contradiction. Right off the bat.
This says that you on the first attack, you specifically add
your defense and life. And then in the defense role
section it specifically says you add your armor modifier and do
not add life on the first attack role.
That there's that's not compatible.
That's funny because I was reading this, this page at least
I read fairly late after the gym one night.
And so I was kind of like pretty, pretty ready to pass
out. And I went back and forth like
three times because I'm like, am I an idiot?
But no. No.
Well, maybe not. Still not Not about this.
Yeah. And then when we get to residual
damage in a second, it specifically again calls out the
fact that you don't add life to the first one.
So I think there's just like a a little bit of a mis wording in
the armor stat added to the first defense role along with
life. They can just chop.
They literally can just delete that whole thing in the
paragraph and it'd be totally fine.
So that's how defense role works.
So basically an attack role you add, you roll.
Like if you're attacking me, you would add your weapon damage and
your attack mod, boom. And then I would roll my highest
die and on my armor mod. And that is how an attack works,
right? It's a miss if the defense roll
exceeds the attack roll, boom, easy peasy, right?
But on hitting damage, if the attack roll total is equal to or
higher than the defense roll, the attack hits and the defender
loses the highest die from their dice chain, their HD chain.
Easy fucking peasy, right? Love that super clean.
Yep, perfect. Yeah, right.
Let's muddy it up a little bit. So residual damage, residual
damage is where I have my first kind of like I'll say it like an
issue, right? So basically the way residual
damage works is if the attack role is higher right and the
defender rolls another defense role against the difference.
Of the two rolls using their new highest hit dice.
Right. Plus their life modifier, but
not their armor modifier, right. So for example, say that you
rolled AD six with an armor modifier of two and say you get
like a four or plus or two. That's a six, Yeah.
And then I'm a, I'm a little wizard boy, right?
And I roll AD 4 and I get a three and that's my highest
dice. And let's say I have like a one
in my armor because I'm just adding that.
So I have a four and you have a six.
So you you hit me or I hit you right now you hit me and then
and then the difference is 2. So then I have to then roll
another time, and then instead of adding my armor this time I
roll my new hit dice, which would still be AD 4 because I'm
a little wizard boy, And then I don't add my armor modifier this
time, I add my life modifier and I have to beat A2.
If I once again failed to beat A2, I lose another hit dice and
have to keep rolling against the difference every time until you
either die or beat the difference.
So my biggest, so my biggest issue with that is let's roll
down to GD and three and look at the discussion.
Yeah, it's like, because I think this is this, this rule is very
counter to one of the points, one of the one of the points.
So it says in terms of teacher pitch combats.
I hate two things. This is what Lucas is saying.
Lucas Realm. Well the first one is tracking
HP and the second one is long combats, parentheses, tons of
rolls. So tracking HP?
Totally fucking get it. Every time you get hit, boom you
lose a hit dice. Love it.
Makes sense, yeah. Love it and they have a whole
section here on I don't like tracking HP Boom, there you go,
I get it. I'm right there with you buddy.
The next paragraph starts as my main inspiration was the usage
dice from the Black hack, which is the best part of the black
hack by converting hit dice into the dice chain.
Hit dice chain. I hit dice chain the way PCs
lose any die blah blah blah blah blah right?
OK, so this is how I solve the two issues.
Number one, it says you only roll once in each attack, not 2
rolls on a successful hit as normal in BX.
More agile and simpler combat once players are familiar with
the rule. And then I'm not, I don't care
about #2 HP values, none of that stuff matters.
So but the but number one to me feels counterintuitive, right?
So basically you're saying if you're attacking, you only roll
once and then you're done, right?
And that's fewer defending. You can roll a bunch of times a.
Bunch of. Times you're robbing Peter to
pay Paul here like you're you're making fewer attack rolls to
potentially add fewer defense rolls.
Not all the time because it has to be if if you successfully
hit, the defender has to roll at least one more thing again, But
not only do they have to roll the roll again, they have roll a
whole different roll. They have to be.
And now I feel like that slows it down even more because you're
going from saying like, OK, I'm rolling my defense roll plus
armor shit, so I you hit me. What's the difference?
OK, the difference is too. All right, so I'm going to roll
again. No, wait, it's not defense and
armor this time. It's defense and life.
OK, I'm going to roll my defense and life and then do it.
Shit, I I missed again. What's the difference this time?
Oh, the difference is what? OK, now I need to do that again.
Like that to me. Yeah, it's it's a layer of
complexity added supposed to not have several layers of
complexity. Right.
And like I it just to me, like you just hit the nail on the
head. It's just like I thought it was
like perfectly slimmed down. I was like, yeah, perfect,
great, makes sense. And then the whole residual
damage thing popped up and I was like, that doesn't.
And that feels counterintuitive to the entire.
What I feel like is ethos to this book, which is to simplify
it down. I'll make it quick.
I would agree with you there. Because if you, if you, if
you're fighting against a bad, bad guy, right, and someone
rolls super high damage and someone put a super low defense,
if you roll low defense a couple of times, you could have to do
this thing like two or three times.
Yeah, potentially. I wonder, I'm playing through
scenarios in my head on this and I think it kind of because
they're like HP, your hit dice chain is like a fairly low like
health pool that you're pulling from.
Like you burn through those nice quickly, especially at low
levels. I wonder if this rule is
specifically to help mitigate how unbelievably dangerous
combat can be at like very low levels.
Because if I just, if I just said like you, the person who
hits, if they, you know, if they win the attack sequence, right,
that the loser, the defender loses a hit die and they only
have two or three hit die. But no, but you're saying
mitigate it makes it worse because if you fail, you lose a
hit dice, and if you fail again, you lose another hit Dice.
And if you fail again, you lose another hit dice.
Yeah, you're right. I love the brutality of that.
I just think the whole concept of it is is is counterintuitive
to the ethos. It's also like the biggest
paragraph rule to explain this thing in here.
So. So I wrote up a quick heck for
this already. Do you really?
Yeah, so it says for a real, I said for a real simplification,
you could just get rid of residual damage.
Like if you get hit, you lose a hit dice done.
So right, It's very kind of tunnel goonsie, right?
Like it reduces the damage you can take the next time and boom,
super quick. Like both people rolled like
once and then it's done. But if you still want to use hit
dice, my potential hack I wrote was if the attacker rolls
maximum damage and the defender rolls minimum defense, just lose
2 instead and move on. Because theoretically at low
level right? Like at level 1, let's say even
level 2 wizard if. You if they roll.
If they rolled defense bad twice they did, they're dead.
Which I'm again, I'm totally fine with the brutality.
But in that same vein, if they roll lowest on the 1st roll,
they roll like a one on that D4 and you're hitting and you roll
like a six on your weapon, they're dead because you lose.
Dead. I'm fine with that.
I think that's a very fine and clean.
Yeah, I just think there's a simplification of this
simplification. Wizard dying in one hit is the
most true the form I. Love it love it.
I I just. I love the dice chain.
I love how attack works. I love how defense works.
I love how miss works because basically how miss also worked
is like if you if you if you roll, if you attack and roll
higher, they lose a dice chain, they lose a hit dice.
If you attack and roll lower, they don't lose a hit dice.
If you hit even they lose a hit dice, but you don't go with the
residual. Damage, yeah.
Right. Yeah, but I just think residual
damage feels like the clunkiest thing in this entire rule set
when the rest of it is literally designed to be super, super
simple. And again, I really like the way
attack an offense works. I just think residual Damon,
it's just it feels like this giant thing tacked on to the
end. So anyway, so then ties when an
attacker defender tie, the defender still loses.
Hit ties. They said that death.
If you lose your last D4, you're fucking dead.
There's no saving throws. Love it saves AI have notes for
this and I'm just reading stuff out.
Basically Defender is available to use a save for a bunch of
different things. We'll get to saves later, but
one of the things that you can do is if you're going to spend
your last D4, like if it, if it's gone, if it's spent, you
can use a save, which is like a point and just not die.
You can just keep your D4. It's one of the it's one of the
things you can do with a save, which is specifically stave off
death. So that helps you a little bit.
It's kind of a way to like tuck in as if there.
I like that. I think it's great and then
recovering hit dice chain dice lost dice from hit dice chain
are not restored after combat. You have to do stuff for it.
And then there's a whole like pretty lengthy example of play
here, which is fantastic and I love that it's in here.
They do this a lot and I think they're great and and Azine this
small to have this many examples of play is fantastic.
Absolutely. So moving on Hit dice recovery.
So how does this work? You must be in the safe place to
rest and the way it works, and this is brutal, you roll your
current highest hit dice versus the last lost hit dice you had,
and then if the lost hit dice is better, you get it back, and if
the current hit dice is better, the wound gets worse and you
lose another hit dice. And if it's your.
Last E4 you die, so try to heal can kill you.
Yeah. Crazy.
It's brutal. I like it.
I like the. Brutality of it, that is a
really good rule, so. I think it's really interesting
that it's just like, there's no way to just like chill out for a
little while and you get it back.
It's like, no, you have to roll this and.
No, listen, if you go sleep in the bed for 8 hours, you'll be
perfectly healed. Yeah.
So the worst part of it is like if you're rolling, say you're
higher level and you're like a 4D8 warrior, right?
And you lost one of your D eights, you're rolling ADA
versus D8. So it's actually at lower levels
you have a higher chance of getting it back, which I think
is a really interesting mechanic built into the game at higher
levels when they're kind of less, not less important, but
like less debt. If you're like level 8 and you
lose one hit dice, like that sucks, but you still have like 7
more, right? And if you lose one more in
healing, it's like, OK, you still have 6 more, but at level
1, and if you lose your D8, you're rolling AD 8 versus AD 6.
So mathematically you do have a better chance of getting it
back. I think that's super clever and
again reinforces the entire hit dice and which is super clever.
I don't think it's interesting because is there a higher levels
you would really go? Is it worth even trying to
recover this hit dice right now? Like why would I even do that?
Like, we'll just keep going, you know?
That's exactly. I mean, that's another huge part
of which I think is a really cool, like built in choice
moment of man do I really want to try.
Which is great at low levels. Obviously you're like fuck it, I
got to try to get it back. But how bad would it suck to
like you're on AD 8, you lose it, you roll D6 to heal and lose
it because you failed and now you're on your last D4 and the
only way that you can heal back is to try to heal again, which
could literally kill you. I.
Think it's great. I think it's like a narrative
like, you know, you have a wound, you have a bad wound, you
gained in combat. And we're not in 2025 in this
game, but I assume I wouldn't be playing that year.
So like, you know, the medical technology is not up.
Like, you're going to try to get better, but also wounds can get
worse, you know, like you're trying to, you know, go for
good. Oh, just.
Say you're trying to like dig out that piece of shrapnel and
you're like Nick and Artery, you know?
There there is like a little blur bullet point on treatment,
which is that the GM agrees the wound is treated in a plausible
way. The character can roll their
lost hit die twice and take the better result.
I think that's a cool way to address finding medical help,
but I would be like hey listen, you're going to fucking piss
poor town and nowhere land bro. There's not a doctor here.
Yeah, yeah, I mean, but yeah, like I they start kind of around
this point having like the narrative be like, hey, give us
a narrative reason and we'll we'll we'll do whatever.
Like you said, like you get to roll.
It's what I'd love to is it's not just like, hey, give us a
narrative reason for treatment and sure, you just get hit the
ice pack. It's like no, no, no, no.
You just get advantage and that's it.
That's all. And I.
Think that's great. You know, I think that's yeah,
yeah. I mean.
It's, it's, it's like, it's still brutal, but you're like,
we'll throw you a very small bone.
And then there's a whole another example of play here, which is
great. So next we get into saves and
basically PCs have a pool of saves and so they can use to
auto avoid one effect, one traditional effect like like
what would be a saving throw, like being poisoned, for
example. You can just be like, actually,
I used to save and I'm not poisoned.
And then the other option is what we just talked about, which
is saves are regained at the start of each session or more at
the GM Think that's really cool. And then the discussion topic is
down here in GDN 5. I read highlighted this.
Oh, I remember why. So it says saves and saving
throws down here. This is the GDN, the game design
note section. It says, in my humble opinion,
IMHO, this is Lucas talking. Saving throws are a game design
mistake. And the reason I love that they
said in my humble opinion, instead of just saving design,
like that's exactly what I mean is because I am now like, as
soon as you're like saving throws are a mistake, you're a
lot of people be like, no, they're fucking not.
And you're not listening anymore.
That's why you use qualifiers because you're like, Hey, I'm
I'm saying a thing and you go, OK, interesting.
Let me listen to this thing, you know, so in my humble mistake,
saving throws, saving throws are a game design mistake.
I can't blame early DND designers for it as they didn't
have a lot of parameters or the decades of TT RPG design
experience we do now. But yes, things such as Fate,
Destiny point, Fate or Destiny points work much better than
saving throws. So they decided once per game
session a save can save the PC from an effect normally governed
by one of the traditional saves. So that's I disagree with that,
but I really like their thought process behind it.
I like saving throws. I do.
Really like saving throws actually.
So I hate this opinion but. No, I mean it's A and what I
like is that they explain why they think that and why they
decided that something like a luck point or a fake point or
something like that is better for their design ethos.
Which I think is again why I love these game design notes is
because it's like, I totally hear what they're saying.
There's like a whole nother paragraph that explains a little
bit more. I just personally disagree.
I honestly at the end of the day would rather have a whole game
that is just saving throws than a game that is like like action
roles with HP and shit like that.
Like you could have a whole game that is literally just saving to
keep your HP I mean. I definitely think that like
saving throws have their place in whatever, whatever game we're
talking about or like, or they don't have a place in that game.
Obviously I don't think they have a place in this game.
It wouldn't make sense with how everything else is designed.
But yeah, I don't I like, I like saving throws.
So I mean, I'm a big BX hack fan and I like the old school
methods and you know, I love Wolves Upon the Coast, which has
saves and you know, yeah, listen.
I'm just not. Fun and creative guys, you know.
Yeah, used to fucking bum but. OSR fucking yeah.
That's all you have to say. Is OSR new?
Yeah, I know raspberries. So my, my all an interesting
thing that comes up here, which is funny because this is written
in like 2021 or 2022 is something that I I, I keep
seeing pop up a little bit, which I think is very
interesting. Is this whole like, I can't
blame early D&D designers for it.
They didn't have the parameters and blah, blah, blah, blah,
blah. It's like it's a very weird take
to have. And I've seen some people have
this take where they're, it's very much like of the time,
what, what's the word I'm thinking of where it's like, I
think this is the best because it's the thing that I'm seeing
right now. You know what I mean?
Like I'm I'm trying to think of what worries.
Me biased or whatever. There's a massive recency bias
because I can tell you right now if this rule didn't exist and
someone came out with it now, they would think it's the most
ingenious thing fucking ever, right?
Like, I think there's this insane recency bias.
And I've seen a number of people, another blogs, another
blogs say things like that where they're like, man, they didn't
know what we know now. And it's just like, it's just
dice in a fucking game. Like any idea is an idea, right?
Like you're just saying that your idea is the the great,
great, great, great grandson of another idea, right?
Versus like this idea, which was like back in the time, it's just
an idea that you could get the same idea tomorrow.
And I guarantee people that have never read OD and D will come up
with an idea that thing you think is like the newest thing
ever and then realize eventually, oh shit, that was
done 40 years ago, 50 years ago, you know what I mean?
So like an idea is just an idea to a point.
You know what I mean? But I I just not saying that
this is wrong, that it's just a weird thing that I've seen pop
up a bunch of times where people somehow think that like we're so
much better now than we were before.
It's just a fucking. Idea We all know that humanity's
actions, forward movement and growth at all times, things were
only getting better and more advanced.
Right we never repeat past mistakes because we.
Always learn. We've never done that.
Right, you know, so anyway, I just thought that was a really
interesting thing. But again, I really enjoy the
take, even if I personally disagree with it.
And again, that's I love the games.
I know it's specifically so I can hear the take.
I love takes when they're written with qualifiers and
stuff. Anyway, so moving on.
Next is morale checks. This is where I have another
little bit of a qualms that says basically a morale check is in a
pose role against the game Master using your morale
modifier for narrative control. So if you beat the game master
and imposed role, you get narrative control and can talk
about like the how the situation is good for you and the game
master gets narrative control. They can talk about the the
situation. But when you looked at the
morale modifier up at the top, it said specifically morale is
charisma and luck. If the morale is charisma and
luck, just call it charisma and luck then, because I think one
of the remember when they said in the skills that the skill is
just what it is. So armor is for armor.
So if morale should be for morale, but if morale is for
Chrismar luck, just call it Chrismar luck, right?
And this has nothing to do with with morale at all because
morale in BX in most games is literally about like I killed
your boss or half of you do you run away from combat right?
And in this it specifically is not that.
And if we go down to game design, no #7 it says morale.
This is a more comprehensive rule than the simple BX morale
test. I am implemented it as a
narrative advantage tool, much like story games where players
take the narrative for themselves.
So morale check and mini BX is more than just scaring off
enemies. It's leaving the world, perhaps
in metaphysical way, in the PC's hands and will.
I love it. I think it's fucking fantastic.
I think it's really great. But it's just not morale.
Like just call it charisma then, you know, And that's, I mean,
easy peasy. Boom.
If it's charisma, it's charisma, you know?
Next, we're getting to Riz. You know.
Yeah, yeah. Where do you think Riz comes
from? That's where it comes from, so.
Yeah, Charisma. Yeah, it's not.
I'm skipping time. I'm gonna write like a brain rot
TTRPG and I'm gonna only. Use like like the the not even
like gin alpha slang like like post gin Z like I said skippity
toilet fucking. Level 10 GAT.
Riz or a GAT? Yeah, farming.
Will be an action in the game, you know.
You know what's funny Is how how slang dates people.
I saw someone driving a fucking Nazi mobile the other day at
Tesla and the license plate literally said EV swag with two
GS. Oh God, I just.
You hate it but also the word was swag so you know that person
was easily 40 plus because swag is definitely like an elder
millennial terms when there's so many things happen after swag.
When it was recent, either people were like, yeah, I
remember being in junior high and like seeing people like the
say swag and like post swag fits and stuff.
I'm like this, this is lame. This is lame.
Yeah, it's. Super.
Lame swag Swag came out the same time Yolo and shit did.
No, yellow is terrible. After that.
Yeah, I mean, swag was kind of swag was almost our parents.
Swag is almost like a young. Swag, I think SWAG really blew
up when with Little Wayne using in the bunch and then Yolo
really blew up. I'm not in the Origin but Yolo
really blew up when Drake made You live once so.
That's true. But so swag though, Because
swag. Because now it's Aura, right?
Aura is the ditch in Alpha. Yeah, it's so much better.
It's so much better. Yeah, so much better.
But I was just like, bro, you're like 50 because it says swag,
but you're you're you're murdered out.
Fucking Tesla ain't swag, homie. Anyway, so character
advancement, the way this works is pretty easy.
So basically PC is level up after something incredible and
significant happens. That's it.
Like it's basically milestone leveling, but something super
fucking dope has to happen. I think that's neat.
I think that's super neat. Like we finally killed, we
killed our first dragon Dope. You level up, right?
But like, hey, we, we, we just visited a bunch of villages.
You didn't do shit. Down the towns.
Perfect. Oh yeah, and then elves need to,
because fuck elves, right? I yeah.
So basically the way it works is at every.
Sorry can I can I can I leave a new so the elves needing more?
The level up is really funny because actually if you go back
and you read like OD and D you're like even though OSC
because if all it's the same thing.
Elves leveling up takes a lot more experience points than
pretty much everyone else does. Yeah.
And that was actually going to be my question here is like why
and like it's obviously. You're a spell sword because
you're the only real like in in. You're the only real like spell
Slinger who also uses weapons, you know.
So you basically have to level up twice before your warrior and
ever. Less.
It's not quite twice, but it's not far off from it, you know?
But like, and I get that in OD and D, but why leave it in here
except as like an ODE is? My thought is like, yeah, it's
not quite as hard, but like, as an ode to BM, we're going to
say, you know, again, fuck else. But but I like it.
I think it's clever to make me giggle.
Because this one still gain spells every level and they also
can use any weapon and they can use Gmail armor.
So there's still, that's what. I'm saying is there's no reason
it's never explaining where why elves need to.
And if you've never read what you said earlier, like the fact
that the original ones, that's why I'm like, so this is just an
ode. This is literally and I'd love
that that's in there, though. I love that it is a nice little
ode. All right.
So gosh, I thought this would go a lot faster.
We're talking a lot, but I like this one.
So we're going to feel. So basically.
It's a great discussion piece for people who are interested in
like kind of the old school way of thought and also like modern
hacks and their interpretation. And also I think the game design
notes add a lot of fuel for us to discuss how we feel about
this as well in our own opinions.
Yeah, I I agree. And I like that the game design
notes kind of let you have this kind of conversation with the
with the designer, the other designer present, which is cool.
So basically at every level, PCs gain one hit dice, spellcasters
gain 1 spell. Every third level you gain one
additional save to your pool and you increase one of your one in
six chance abilities by 1. So if it's one in six, it
becomes two in six, etcetera, etcetera.
And then every third level, casters increase their circle of
magic by 1. And we'll get to magic in a
little bit. And that's best basically what
you get. We'll get into archetype
advancement stuff later and alternate advancement rule.
Basically instead of the whole like wait till cool shit
happens, it basically says that each level the GM asks the PC is
like what do you think would get you to the next level?
And then if they accomplished that or similar ish they do they
they advance the level. And it says GMs should not
accept bad or simple suggestions.
I fuck with that rule, actually. I love like the like insertion
of even more narrative context to leveling up.
Like, yeah, what is your character improving within their
own sphere of whatever that looks like?
You know, is that your fighter finding a master and training
with them for a little bit and you can just do that in the
background, like a training montage or whatever.
Like, I think that's a cool. Or even as like a group level
thing, you could be like, well, like you could really bring the
narrative into like, we're we need to take out this fucking
guy so we can get to the warlord.
And I think that once we take out that guy, that's enough to
level us up. And it's like dope.
All right, well, now you not only do you know when you're
going to level up next, you have a focus to your love language, I
think is really neat. And you know, more Bruno art and
more Bruno art that this this wizard piece.
Wizard piece is so unbelievably good.
They're on. They're on the horns, too.
Yeah. So, magic.
Do you want me to read through magic or do you want to read
magic? I'm on the cruise.
All right, Ryan heavy episode, which we did plan before that
and I'm fine with it today, so. Right, so magic basically says
that Wizards and elves get one spell on their tone at first
level, and clerks get one miracle at second level, then
one at each level after. And this is part of GDN 4.
Let's jump down to that real quick and see if we want to talk
about magic before or after we read spells and magic rules.
We'll read it after. Remind me to jump down there
after we've read the magic. I won't forget.
That's fine. It's in the notes so I'll be
able to remember it so OK cruising through this.
So basically tomes of magic. It basically says that in your
tome, Wizards and elves can have multiples of the same spell.
There's no limit to how many spells can be written inside the
tome, and your tome counts as one item for carrying capacity.
You get Cleric miracles, which basically says clerics pray for
and memorize spells each day and can you can pray for the same
miracle more than once, but once you've used up that version it's
gone for the day. This is very obviously super
classic Wizards and and and clerics.
Your spell durations is next. Basically says most spells are
instantaneous, some last as long as concentration and some can be
permanent with like components. And shit, yeah, yeah, you can
do. You can do a ritual with a bunch
of stuff and make a thing happen for good.
Yeah, yeah. Concentration works like you
think concentration works. You can spin action each round
to keep it. I was gonna.
It's so funny because I was this section.
It's like magic works exactly how you think it does.
Yeah, so. This magic works exactly how
magic fucking works and all of it.
This is a really great adaptation of the way that they
did some of the stuff to simplify it, but it's basically
just like a simplified version of exactly how it works.
Yeah. Like you spin an action to keep
your concentration and if you get injured, it's broken.
Boom. Donzo.
Healing spells are neat. It's interesting again.
It I one thing that I do like about this game, and one thing
that I do like about like Zine and small games in general is,
and we said this over and over again, the smaller the game, the
easier it is to make every, every part of the system loop
back into itself really consistently.
The bigger game gets, the more loops I think you're done and
the more subsystems kind of get away from the core system.
So with the hit dice chain being literally the core of pretty
much everything, and the opposed action versus defense being the
core basically mechanic of the entire game that used the hit
dice chain. I love the way healing spells
work. And the way healing spells work
is basically the cleric rolls a healing spell opposed by the
target. So if the opposed person, they
roll their last lost hit dice, just like healing works, just
like your own high hit dice, recovery works, and you roll
your hit dice against your target's last lost hit dice.
If the cleric rolls higher, the target regains two hit dice
Exactly. But if the target rolls higher,
they only regain one hit dice. Yeah, so you get one back no
matter what. It's a win win situation really.
You know, it's, it's way better than trying to lay down to heal,
you know? Yeah, I mean it.
Yeah, you like, that's why you do at high levels as you get
your clarity to just drop a heel on you because you know you're
going to get at least one. You don't try to like fucking
again, like dig the wound, like the the the merce out of the
wound or some shit because that's just not going to work.
So I think. This is a very solid hack and
there's so many like, kind of like gameplay, like motifs or
like loops that take place in kind of like the BX space.
They do really enjoy that. They also have brought into this
It's like, yeah, high levels you would have a cleric with you and
you would just be like, yeah, hey, pump us real quick, bro,
we're going in. Yeah, just just give us a pump,
bro. I'm such a gym rat that that's
the word that I use. The next is circles of magic and
spell casting. So basically it says that Elvis
and Wizards can cast any classic spells.
They just use the rules for the circles listed below.
The circles go from 1:00 to 5:00.
And for example, let's look at let's look at one spell.
And then we'll we'll, I'll come back and talk about it lists one
through 4, but there are five and I'll explain why in a
second. So when you go to the example
spells, it lists magic missile, charm, monster, slash, person,
mage armor, illusions, someone, monsters, tech, magic,
polymorph, self or other protection from either, and
fireball. But you can make up whatever the
fuck you want. You just use these.
It's almost like it's almost like how you adapt a monster to
a game system. This is how to adapt any spell
you fucking want to the magic system and I think it's super
clever. So what do you want to go with?
You want to go with like fireball, magic missile?
What do you think? Summon Monster.
OK, that let's pick one that's like got attack stuff so.
Fine. Magic Missile.
OK, magic missile. So magic missile.
Let's look at 1st circle magic, right?
It says magic effects use 1D6 for each effect, which means 1D6
attack, role, recovery, protection, life, whatever.
They have a lesser effect in other aspects.
So conjure or charm up to one HD monster, create one illusion,
etcetera etcetera etcetera. But then if you go to circle,
2nd circle it says magic effects gain plus one to dice effects.
So it's 1D6 plus one attack recovery and protection.
Lesser effects are doubled. So you can conjure up to 21 HD
monsters. And then once you hit third
level, magic effects increase to 2D6 for effects, etcetera,
etcetera etcetera. 4th circle is filed as the same logic.
It says magic follows the same logic. 4th circle follows the
same logic as second, fifth logic leaves the same logic as
third. So basically 4th it's 2D6 plus
one, at 5th it's 3D6, et cetera, et cetera.
So super easy. So any spell you want to cast,
you just look at it. So from an example, magic
missile 1st circle 1D6 second circle 1D6 plus 1/3 circle 2D
six 4th circle yeah, 2D6 plus one and then 5IS3D6.
Like super, super easy to literally adapt any spell you
want just using you just go OK, this is third level.
So that means that fireball at third level.
And when we go to the game design notes, they physically
talk about fireball and they're like, that means that first
level bad guy, first level Wizards, little low, low, low
wizard guys can cast a fireball. It's as weak as fuck as one D6
That's. Fine.
And that's. Good.
Yeah, that's neat. Yeah.
And then secondary effect, So if you look at something like
Fireball, it talks about all targets in a short distance and
then all, yeah, it says all targets in a short distance.
So you get that secondary effective of of adding that
stuff in. And that is how magic works.
So if we go down to if we go down to which GDN was it GDN
for, we can talk about magic real quick and then move on.
Spelling magic rules. As you guys see in my other
games, freeform magic is my jam and many BX.
I try to make freeform rule compatible with BX, which also
means that the original rules can be used in the game through
examples that try to match the different circles of spells and
effects for a spell for the most iconic spells overall.
That means that a wizard can have fireball at first level,
but it will only have a very close an effect a very close to
magic missile. It's flavor and I love it.
And to simplify stuff a lot, next we get to equipment, which
again is really only listed as armor.
Weapons. So basically there's plate mail,
chainmail, leather plus 3 + 2 + 1.
And then you have a shield which is plus one and you can destroy
the shield to reduce all damage from one attack.
Plastic God armor works like you think it does Weapons.
It lists different types of weapons from daggers, swords and
two handed swords to pull weapons to long bows to short
bows. And it gives you the attack dice
which is 26/28/2010 etcetera. And then here's my next issue
that I have it, it gives you the type of weapon, so like a dagger
or whatever, like Mace, whatever is slashing or crushing,
slashing, slashing. But then once you get to the two
handed stuff and thinks it says Wheeler goes last in combat,
wielder goes last in combat, up to long range combat happens.
Once. Or you go 1st and then go last.
But also if someone has A2 handed axe and someone has a a
pole weapon, how can the Wheeler go last in combat?
So but then also if that's how that works, then why not talk
about it in the initiative section or in the action
section? But it's also contradictory to
itself because it specifically discusses in the initiative or
combat section. It's under the movement section.
It specifically says that combats do not need to declare
spells and retreats at the start of each combat rounds.
Spells do not take one full round of cast and the standard
combat sequence is ignored in favor of the following rules.
So I I took the standard combat sequence quote UN quote to be
like the the old school. Yes, that's how your spells
everything. But then.
But then two of your weapon types jump you back into this
like you go last you go last bit.
But why is the only place that that's discussed in the graphic
for how for weapons not in actions, movement, or
initiative? I'm fine with it.
That's totally fine. Just throw it in where the rules
are instead of just the graphic. It'd be nice to have the context
of that rule where that rule is explained.
Yeah, I agree. But I also do really love this
spread. I think the art around it is
really needs. Oh, it's not on a spread.
Yeah. Anyway, I love this individual
graphic here because I most of the book is in that light.
So it's the colors are an orange, a purple, like a maroon
and then like a like a super pale yellowish.
So most of the pages are yellowish, but a couple of them
have purple as a background and it pops so nice.
Just great layout choices all the way through.
All right, next we're getting to archetypes.
So what archetype did you pick? Dwarf.
So we're just going to cruise
through dwarf. So basically each archetype is
like 1/2 a page and it gives you, it gives you a description
of the archetype. It gives you your dice chain
specifically says dice chain, not HD chain.
It gives you your bonus attacks, it gives you your saves, and it
gives you weapons and armor and the special abilities if you
have them. So for example, like the cleric
list special abilities and turned undead, but the warrior
doesn't list any special abilities at all.
So there are, yeah, there there are differences, not just that.
That's basically the roughly of what it is.
Do you want to read Dwarf? Yeah, Dwarf short, stout,
irritable, greedy, loyal, big fancy beer.
It's a proclivity for using axes and drinking ale.
Live in mountains and like to fight.
Yes. You start with your dice chain,
you start with your hit dice chain.
You start with is 1D81D61D4 and you get plus 1D8 thereafter.
Bonus attack plus one increases to +3 at Level 3 into plus 6
level 6. So you really be hitting, you
know two saves. Cool.
Can use any armor, but cannot use two handed swords or long
bows. Is.
It too short. You're a little guy.
Too short. I'm a little guy, yeah.
Special abilities doors have a two in six chance of detecting
anything built on or into stone secret doors, traps, etcetera.
This increases to by increases by one in six to.
I don't know why, I said. I don't know why they just put
increases to three and six at third level and oh, 'cause it's
again, it's level increases, Yeah.
So it goes up. One to three and six at third
level and then one more to four and six at six level.
Yeah, yeah, yeah, yeah, it's great.
This is such a better like imagine like a 5E.
The 5E explainer is literally a full fucking page.
Like it's ridiculous how much shit you get.
And I that's one thing I really like about this is you don't
really get anything more. The shit you have just gets a
little bit better. Yeah, which I really like.
And they're they're all like that.
They're all I I really like the way that like they clearly like
it is ABX hack and they really brought the spirit of it into
the archetypes and even the things like I said, like the the
elves getting needing too for a for advancement.
It's definitely like a a a minimalist hack of it, but
definitely keeps the spirit. I think like very, very, very,
very much alive. If you played a lot of BX or a
lot of like the old retro clones, this like feels like
that even if the mechanic comes up are different.
So that's how archetypes work. Again, we talked about the there
being the six of them. Three are humans and three are
not your humans being your cleric, your wizard and your
warrior, and then your non humans being your dwarf, your
elf and your halfling. So they're neat.
And then there is a whole section here the the actual like
archetype progression tables for each one that lists your level,
your attack bonus, your magic bonus, your HD chain, your
saves, and number of spells you can have in your magic circle
for clerics. But for other people, it's just
your level, your attack bonus, your HD chain, and your saves.
So everything you need. Super easy peasy, really
straightforward. Like a lot.
There's a section here on how to hack monsters from BX retro
clones to mini BX. It's great.
We're not going to read it, but it breaks down everything on how
to use the hit ice chain, what to do if they're two, if they're
really big and powerful abilities that rely on hit
points, saves, armor attacks, attack rolls, like magic mile
everything. It breaks down every aspect of
turning one over and it's great. And then there's some examples
here. Red dragon bugbear basilisk
super classic in the art is is really, really a banger for
that. And then we get to the appendix,
which is a game design notes. We've already talked about talks
about nobility scores, rolling modifiers, HD chain and combat
rules, your spell of magical rules, your saves and saving
throws, hit test recovery and morale, and a cute little piece
of art in the back with a little heart.
A banger piece of art of like a bull person playing a trumpet
next to a Jack O Lantern guy holding a car.
Yeah, so fucking random and cool.
I love it in pages and then the back of the book.
That's it. Easy peasy.
We did that, yeah. That was a fun discussion
though, You know, I mean, for a game so short, it took us longer
than would have maybe for another game, but it was
enjoyable to talk about it. Well, that's one thing that I
like sometimes about doing the Zenes is like they're shorter
than our normal episodes in that like they're not tuned after
their hours long. But I feel like we get to like
stop and talk a lot more razines than we can with the bigger
games because we have to cruise those a little bit more.
And this was a fun one to talk about because the game design
know we'll get that in a second. So go into the review scores.
I need to remind myself to say, go into the review scores more
because that's where I like listen.
So I can cut into, into the, into the thumbnails, but the,
the timestamps. So, so we do quantify our
terrible opinions with numbers and metrics, right?
So zines are different than books.
We said that before zines being 30 or 40 pages or less, quote UN
quote books being 30 or 40 pages or more depending on the book.
And with books, we can do 5 metrics, but with zines we only
do three, each having a potential value of up to 10.
So Max score being 30, we do visuals, which is the all of the
visuals of the book, the the art, the layout, everything that
you see in the book is visuals. The rule set is the rule set.
If it's an adapted rule set, how well is it adapted in our
opinions? If it's a new rule set, do we
like it? And vibes are kind of the catch
all for everything else to a point.
It's once you close the back of the book, how bad you want to
play the book and also a mix of do the visuals and rule set work
together in concert to give you a really cool, fun experience
reading the book that you can imagine at the table and want to
play really bad. So those are the vibes.
So visuals. What are your thoughts on
visuals? So the the art and layout
basically. I think this is visually like a
really great game, you know, it looks amazing.
There's art packed into this thing all the way through.
There's some really cool pieces. The layout is really, it looks
really good. I like a lot of the Heathers
like you do. I like the font choices.
I think it's incredibly readable.
Yeah, I I enjoyed this game visually.
Yeah, visually it I think it slaps.
Bruno's art is incredible. Yeah, I'm gonna, I'm gonna, I, I
need to know so that I don't fuck up their name every single
time. But MA go gua.
Love the fucking layout, love the way that it works.
Love the way like visually, how it goes.
The color choices are fantastic. Yeah, really, really great.
What do you what do you think? You think it's great?
I think it's really good. What are your thoughts?
Yeah, yeah, I'm leaning that way, you know.
You think this, you think this, you think his greatness.
I think for a Zine in the context of zines, yeah, I
definitely do. Sick.
All right. So what number are you looking?
At thinking like an 8. I think 8 yes, OK, I think I
think 882. I mean art throughout, amazing
layout, color choices are fantastic.
I mean, it kills it. It it this is this is what I
really like in scenes is when when the they're small enough
that they can let the art and layout really speak and shine
through. Absolutely.
And that's great. So rule set really interesting.
I know that there's some stuff that we like, like discussed a
bunch through it like the residual damage and things like
that, but what are your thoughts overall on the the rule set as a
minimalist hack of of being? I think it's a clever thing.
I enjoyed it plenty. Yeah, I don't know that I don't
know. Everything in the rule set's
good, and it works well, except maybe residual damage.
I'd be interested to hear your opinion on that.
Yeah, I think it's really neat. I think I think a lot of people
think that BX is for some reason complicated compared to like 5th
edition which I think is like fucking laughable.
It's actually pretty funny. I think most of it Thako that
makes them feel like that. Yeah but Thako fucking sucks.
Just use ascending anyway. But like, but but it's not.
And so BX is like clever and interesting.
And this is like a super simple hack.
I think it's it's extremely clever hack.
It's basically like a black hack hack of of BX.
This is like the fucking this is like the the mock out of
monsters. This is like the Gray hack.
But if you if you didn't add white hack, you just added BX
into it. And I think it's extremely
clever. I think the core mechanic dice
chain, and then how everything derives from the dice chain,
like the ice chain is the core of the entire thing.
And then the opposed role is the mechanic that utilizes the core
throughout the entire thing. And I think the simplicity of
that and the cleverness and cleanness of that is fantastic.
I love it. I think my only like I would say
like big conical issue within like mechanic is a residual
damage. I think that there's a super
easy way to either not use that or to simplify it and and then
it would be more consistent with the rest of the book, but I
can't remember any specific rule that I had an issue with beyond
that. And go away.
I can't. Can you?
Can you?
Sorry, sorry, sorry.
Sorry. Sorry.
And then, sorry, there was a thing that popped up in chat
that I was trying to get rid of and it wouldn't go for some
reason. So I love, I think the rules
incredibly clever. I think there are parts that I
disagree with some of the statements, but I love that the
statements are there. And I honestly think we kind of
have to throw the game design notes into rule set and the fact
that they're they're like basically annotating the thought
process behind every choice that they made and how they adapted
BX. I love this.
I wish every fucking game had like two or three pages in the
back where they just like, hey, This is why you fucking did
this. So you don't have to like
question why or like figure out how to like hack it in a
different direction. I love it.
I think it's incredibly clever. They're like the great thing
about this and a lot of systems like this is it even tells you
like this is just basically a framework.
This is not some giant like comprehensive exactly like it's
enough to do your own thing. And what I like about that is
that means that anything I don't like I would just hack.
So my issue with residual damage, the game literally says
just make up your rules or do whatever you want.
Like this is just like the initial framework guidance.
I I did it in the fucking notes as we were doing it.
So I I really, I think it's really I would like to play
this. I love the brutality of it.
I love the the simplicity of it. Like if I was going to play BX,
realistically played BX, there are two games I think that I
would play and it's advanced Dungeon Goons and this.
I think it's interesting that the mechanic that they use is
similar in both. How like the tunnel goons thing
of like hit and then you get worse each time you hit and the
way that hit dice works, the hit dice chain works and like you
lose a hit dice and it gets worse you totally.
Breaking down the character, yeah.
Yeah, there there is definitely like a a similar kind of spirit
in those. I I really, I really enjoy it.
And as a hack, I think it's a really interesting hack and
having those design discussions in the back makes it more
interesting to me. What are your thoughts?
I think very similar thoughts to you.
Yeah, I enjoyed those. So what do you think?
So what do you think for a number?
Somewhere between the seven. I'm 7:00-ish.
Right now so.
Yeah, 7-8 and or seven in. Yeah, probably like 7.4, you
know? Yeah, let's go 7 on this.
I really do enjoy it. I do like the simplicity.
I do think at some point we do have to toss in like there is
like some like really contradictory information, like
the the life with the armor and and stuff like that in scenes.
This is kind of where we have to throw in those things.
So like having the contradictory information, having some other
things pop up where you're like, this is really making sense in
context of this. Like the way that the equipment
isn't really like you don't need to explain the equipment beyond.
But like that it says like there is no sequence of combat, but
then there are sequence of combats is in the equipment
section. I think has to weigh in a little
bit. So I think the rule set is about
a seven. And then where are your vibes
for this? I enjoyed this fine.
This is not like I'm not like fucking burning to play this
version. I think it's cool and I like the
ideas from it and I I think I'd more appreciate this as a
discussion piece on design then I really like.
You know, now that I don't think it'd be a good game to play, but
that's how I feel so. I don't I don't disagree.
I don't disagree with that. That was actually what's popping
in my head too, is like, I thought this is a really
interesting game and I would love to play it.
I also think it's so simple that we could we could we could play
it right now. We could explain this to
somebody in like 10 minutes and be playing in 20, which I you
know that this is our. Kind of a very positive part,
yeah. But I and I'd so I do really
enjoy the game, but I think even more so, like you just said, I
like it as a discussion piece to sit down and really have like a
conversation about design and having the game design notes in
the back, letting us have the conversation with Lucas without
having Lucas present, which is right and cool.
So my vibes are a little bit higher for talking about this
game than like playing the game. So what are you thinking and.
Like a six. Yeah, I think my vibes are
probably about a six. Cool.
Yeah. So 6 + 7 + 8 is the same as 7 *
3. So that's the 21.
Look, I didn't even pull up a calculator.
I'm so proud of you. Look at us.
So silence or here I think this is I think this is great.
You know what also that doesn't come into play here, but is if
it was more of a book value would come into a little bit
more and I do want to discuss that a little.
Bit yeah, I think it's a good point, so.
When you if you were able to get it on Soul Muppet, it was only
20 bucks for the physical scene which is fantastic if you buy it
right now. Because Luke was I think
previously was having a sale. I think maybe their computer
broke or something cuz I think Diogo was having a sale before
cuz they got their phone stolen. I think Lucas maybe needed a
computer or something so they were having a sale so you can
get a bundle. The complete creative bundle
support my art for this $15 bundle.
You better believe I snagged this in heartbeat.
Is there some things that have? It's basically Lucas roams
entire like entire fucking catalog on itch which is
literally 1234 so 12345 so like 20 things and some of them are
like a lot of them are fucking bangers.
Packs and blades is insane. All the stuff for packs and
blades like Salamander house is on here.
What else is on? So you get mini BX.
You get Last Oath, which actually just recently got the
physical of which is a fucking banger.
You get Death Knight which is a solo or GM less RPG, which is
the fucking banger with incredible art in it.
You get the death God mausoleum adventure, which is incredible
like like everything Lucas does is fantastic. 15 bucks for
everything is insane. I would highly recommend going
and grabbing that we'll make sure that the link to this
bundle specifically is in here again, we're not sponsored by
anyone, which I really love the way that Lucas does a lot of the
stuff and especially their layout is really fantastic too.
But that also means that currently the the Mini BX PDF is
$3 when it's normally $30. I would highly recommend getting
this because not only do you get Mini BX, which is a really fun
interesting that we just went through, but you also get what
all do you get character sheets from Burner Seca, which are
gorgeous. You get a whole there's a whole
thing about game design choices written for mini BX, which is
great. You get the stack tower like
little game thing for it, which is like a game about like
stacking dice. So basically like a mini game
inside the game. You get a bestiary you get and
then you get all the adventures and settings.
So Unseen Citadel, Saint Linmore, St.
Linen's Graveyard, Cult of the Blind God, a whole section of
new archetypes for this too. Like so much.
Fucking Like if this was getting a value score at our normal Zine
thing, this would easily be like an 8 or 9 just in the amount of
shit you get for it. It's crazy.
And the fact that right now it's $3 is insane and $15.00 for
Lucas's entire portfolio is one of the best deals on on itch
right now because you're going to dig into it and think and
know that everything is a fucking banger.
Even just to get mini BX and packs and blades and Death
knight. 15 bucks it's in the same deal and you get like 17
more things for it. So I would highly recommend
grabbing it. Very gore.
I hope that they would do another print run of this to
gorgeous little book. I would, absolutely.
This this is. For side quests I would play
this in a heartbeat, but that is that's mini BX.
This is fun. I, I, this is again why I really
like doing Dean's every now and then is we do get to spend a
little more time on it, but that's it.
I don't know what the fuck we're doing next week, but we have
some fun stuff coming up here soon on our yeah, on our blue
sky. We dropped a little hint of some
potential things coming up. In a regular formula for some
episodes. Yeah, it's going to be fun and
interesting, but that's it for today.
Hunter. I will talk to you later and
we'll see all of you later. Bye.