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Hello and welcome to the weekly 
Squirrel podcast. 

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My name is Ryan. 
And I'm a giant gold chalice 

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full of skulls. 
That's my body. 

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He's been. 
Back I've returned. 

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That's right. 
They tried to kill me and they 

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weren't successful. 
Listen, if you come for the 

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king, you best not miss. 
But they went for Hunter and 

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they were close. 
You know you come you. 

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Come for the king, you get the, 
the, the horns. 

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Yeah. 
There you go. 

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Here we're back. 
This is the Weekly Scroll 

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podcast. 
This is we're continuing with 

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our month of horror. 
I realize, I think I said this 

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to Josh, that I picked extremely
obscure indie games about demons

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for the entire month of horror 
and not really horror games. 

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More like dark fantasy leaning 
into like, demons and stuff. 

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Yeah. 
I think next year, I think next 

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year we really need to do things
like slasher Dread, I think. 

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Next year for Halloween, we 
should only do like games with 

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like religious overtones. 
Interesting. 

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Yeah? 
Which ones do I have? 

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I'm sure we have some. 
So yeah, I've like, I mean, you 

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know, I have not been here for 
almost this entire month, 

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actually. 
So yeah, well, you did the very 

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you did the very first one of 
the episode of the month, didn't

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you? 
No, you didn't. 

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No, I am here because that was 
what I think. 

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I. 
Was that was a wonderful meat 

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Castle in chat on the very first
we did Dark Grail. 

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Meat and chat. 
Got some big meat and chip meat 

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meat meat. 
Yeah, The Dark Grill. 

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Great episode, I I watched that 
great game. 

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So I want to play the shit out 
of that game, and I want to make

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that a full scene and blow it 
out a couple more pages. 

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There's some art in it, Scott. 
Let's make it happen, yeah? 

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I mean, I liked all the guests 
you had on while I was gone 

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because it's fun to create. 
Other people do it. 

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And I was like, oh, those are 
really good, like statements and

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like, people that know what 
they're doing. 

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Yeah, not like, yeah, that was 
like, all you. 

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Look great at this. 
What am I doing here man? 

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We had Christian Sorrell, 
Newcastle, right? 

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We had James Cranes for marching
order. 

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We had an enthuser, Josh 
Demansky, who is basically a 

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part of the show now. 
They are gonna be our regular 

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side quest GM if I'm missing 
somebody, but I think we just 

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have three weeks of guests. 
I think we just have three weeks

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and then I'm. 
In my I'm in my new domicile. 

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The lighting is not set up on 
the way yet, but you know, we're

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here. 
We're working with them. 

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Yeah, that's good. 
You're looking good. 

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You got a blur background. 
You know, we still gotta get the

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the fancy stuff gone. 
But but yeah, not much has 

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changed here. 
I got a new shirt. 

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Excellent breast, baby. 
Very cool. 

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Definitely check out if you're 
not reading Exhume's Sub Stack. 

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Awesome, awesome game mechanic 
discussions. 

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Really really good. 
Skeleton Code Machine? 

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Really great. 
And yeah, how sick is this logo?

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Yeah, that's pretty cool. 
Really dope. 

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So anyway, tonight we are 
looking at another game that 

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isn't in print. 
I don't think any of the ones 

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we've looked at so far this 
month. 

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No, they feed on Fear was but 
Dark Gray wasn't. 

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This isn't it's a it's it's an 
it's an indie game put out by a 

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great designer. 
It is a quick start game. 

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It's it's Demon Kraw Gothic. 
That's what we're looking at 

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Demon Kraw Gothic by Sandro AD. 
Great game. 

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Really enjoy it. 
It is an incomplete game. 

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It is the quick start edition 
with maybe plans to go back and 

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finish it later and I I hope 
they do. 

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But one thing that Josh Demanski
made me feel terrible about 

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myself for and now that we're 
like 110 episodes in is Josh 

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definitely did about, I don't 
know a million times more prep 

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for his guest episode than we've
ever done for any episode ever. 

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I had like a like a five page 
doc of like write up with like 

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intro and stuff on it and I was 
like man, should we do that? 

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And then I didn't. 
So I guess not. 

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Yeah. 
But I I feel like Josh is just 

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one of people who does an 
excellent job at everything, You

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know, like 100%. 
Yeah. 

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Yeah. 
And if you I, I, I do. 

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I did show it off. 
For those that don't know, Space

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Penguin Inc now has the full 
reel, the Bloom God. 

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And it comes with a chair and a 
bookmark and everything. 

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So definitely go check out the 
Bloom from Josh Spansky for a 

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little horror. 
Oh man, I have a little horror 

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shirt too. 
Friday anyway. 

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ADHD and know Adderall. 
We're kicking here Sandro AD 

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great designer you can find him 
on. 

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Anyway one thing Josh did was 
intro the designer in the game a

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little bit better than we do 
which is like at all. 

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So we're gonna we're gonna start
doing that. 

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So Sandro AD is the designer of 
Demon Craw Gothic, which is a 

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we'll get into it a very grim 
dark Tactical definitely you can

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tell is very inspired by Dumon, 
Diablo. 

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It's got a lot of the kind of 
like a video gaming tactical 

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mechanics which which we'll 
discuss and I enjoyed and and 

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we'll discuss but on top of 
Demon Crawl Gothic one thing 

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they're working on a lot is 
Steel Hearts it is it's NEC 

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mobile engagement chassis Colon 
Steel Hearts which is a tactical

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mech game which looks really 
interesting. 

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You can find Sandro AD on 
Twitter under Sandro May Cry. 

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You can check their dev card 
there for a list of it's based 

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like a link tree I guess the 
card is so you can find all 

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their games or YouTube their 
itch. 

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Definitely check out their 
YouTube for some interesting 

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stuff. 
But one of the things that they 

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put out I believe it was in 2020
is this game Demon Crawled 

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Gothic which as I said is a very
tactics inspired very dark edge.

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Lord is fuck setting which I 
love you know that's my bag. 

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I know right. 
But but yeah, so definitely 

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check out all of their stuff. 
Definitely check out Steel 

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Hearts I I sent it to Hunter. 
I definitely think that's way up

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your alley. 
But and and that's where we're 

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at. 
So I think we're just gonna I 

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think we're just gonna hop 
straight into I think we're 

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hopping in yeah let's do it 
first time. 

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Yeah. 
How do we do this again? 

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I've forgotten how we do this. 
You know, I think I hit, I think

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I hit this button. 
Boom, we're there. 

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And it was off. 
Just like I thought it was. 

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OK, so this is perfect. 
Demon Crawl. 

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Gothic. 
First off. 

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Damn, look at that cover. 
It's a really good cover, and 

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it's damn near the only art 
piece. 

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That you're going to see. 
Yeah. 

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Like like I said we're we're 
we're going to this is an 

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incomplete game that we are 
going to review anyway because 

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it's out there for the world. 
But know that going in that half

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of our review is going to be 
based on the fact that it's not 

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a complete game. 
Did we do that with something 

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else recently where we were 
like, I don't remember. 

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You know, we record an episode 
and then it flies out of my 

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brain and then later on someone 
references it. 

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I'm like. 
Oh yeah. 

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Wait, holy shit. 
I was in that episode, yeah, you

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do that all the time. 
I'm like, remember this game? 

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And you're like, no, I was like,
we didn't like. 

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We're like, no, I don't. 
Yeah, but demon girl Gothic for 

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those in, for those in the other
thing. 

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I also realized that I do a lot 
that I would love to not do. 

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I sit way back from my mic and 
scream, Oh, and I would like to 

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not do that. 
So I'm gonna, I'm gonna try to, 

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I'm gonna try to pull the mic in
a little closer. 

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I'm gonna try to sit a little. 
Closer to it. 

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I don't know if me being closer 
to my mic is a good idea. 

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I'm. 
I'm just gonna my. 

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Girlfriend is actually in the 
room with me right now, and she 

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just really, really, really 
quietly was like, it's not Mike.

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Yeah. 
Yeah. 

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So we're gonna keep the mic. 
The mic's actually currently 

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across the room. 
I'm just that loud. 

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Yeah, well, we got Gates on. 
We're good. 

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So I'm just gonna try to keep it
down a little bit. 

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Here we go. 
So Demon Crawl Gothic for those 

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in podcast Land. 
The cover that we are talking 

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about is amazing. 
And it is. 

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It's got like a almost like a 
banner across the top, says 

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Steven Crawl, Gothic. 
And then there is a giant 

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Reacher. 
It looks almost like his body is

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made of like thread. 
It's like spider, right? 

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It's a spider. 
Yeah, totally. 

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It's a spider with like but his 
things have like but it's fangs 

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have are literally like giant 
banner Shields and it's arm yeah

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it's arms are holding giant 
lances and it's got like 5 or 6 

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skulls for a head dope in front 
of it. 

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There are two figures, one 
straight up night full plate 

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shield sword, one very roguish 
with a crossbow and the only 

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color on it is the end of the 
lances. 

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Right behind them are all blood 
soaked. 

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It's dam. 
It's a word of speech. 

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There's also blood soaked, and 
there's like True Blood and The 

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Shield and stuff as well. 
So yeah, spottings across 

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characters. 
Great piece of art. 

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Really, really love it. 
Yeah, yeah. 

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So demon girl Gothic. 
I love that there's some some 

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cool setting lore stuff here 
I'll get into. 

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Our world is rotting. 
The countryside is littered with

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festering corpses and unholy 
abominations. 

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Our moon glows a Crimson red. 
Our church has all but abandoned

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us. 
That's where they got me. 

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I was like, all right, I like 
this game. 

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While the angels bring forth the
final woe in their Immaculate 

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choir, there's still those who 
stand in the face of the 

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apocalypse. 
Brave warriors from kingdoms 

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across the land, slayers who, 
through the bravery or 

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foolishness, stand against the 
endless spawn of hell itself. 

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Yeah, it was written for me. 
Yeah, this is a very U coded 

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game you know. 
Yeah, so this is called a 

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fast-paced game of blood and 
skulls. 

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For two to six players this is 
the Quick Start edition. 

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It aims to give overlords and 
slayers all they need to begin 

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experiencing the game as well as
generating their own content for

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the Demon cross system. 
The system may still undergo 

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some changes and Gothic will 
likely be supported with 

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additional pre written content 
in the future. 

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Both me, Alessandro Sandroidi 
and the Demon Cross Systems Co 

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Designer Duffy sincerely hope 
you enjoy their Grizzly game and

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make it your own. 
I believe through this they were

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talking about the Co designer 
eventually doing a space version

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00:10:37,520 --> 00:10:39,840
of it, but I don't think it ever
happened and I think that would 

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00:10:39,840 --> 00:10:43,720
be dope, but we'll see. 
I mean, so it'd be cool if they 

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finished this version before 
they start working on like 

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another version. 
Very true, very true. 

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I will say it's only 16 pages. 
I'm not worried that there's not

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a lot of bookmarks over. 
It is interesting that the the 

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names in the yeah. 
Right. 

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They're they're underlined like 
they'd be linked, but not 

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hyperlinked. 
Yeah. 

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00:11:09,840 --> 00:11:13,000
They're not hyperlinked, yeah, 
but on the first page this is 

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called the first hymn. 
I assume there will be other 

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00:11:15,080 --> 00:11:18,760
hymns later, but this is the the
page of like he's the writers, 

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he's the artist, everything like
that. 

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I will say that the the quick 
start cover and sketch artist 

216
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Rioto Kajiki Awesome, the Slayer
portraits, ZAP Fantastic and the

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00:11:28,640 --> 00:11:31,400
campaign book cover, it says 
campaign book coming soon. 

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00:11:31,400 --> 00:11:34,200
I don't think there everyone was
from SAPRO artist excited to see

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00:11:34,200 --> 00:11:37,400
that. 
But yeah so this is the 

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manuscript edition 1st 10 
contents we'll just get into. 

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00:11:40,720 --> 00:11:43,560
It's 16, it's not even 16 pages 
so we're just going to skip 

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that. 
But there is a nice table of 

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contents here. 
It's not hyperlink, but again 

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the 16 pages I'm not that 
worried. 

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About 16 pages is fine. 
Yeah, yeah. 

226
00:11:50,400 --> 00:11:54,440
So Demon Crawl Gothic. 
This basically is a rundown. 

227
00:11:54,440 --> 00:11:55,880
It says, this is the 
introduction. 

228
00:11:56,160 --> 00:12:00,000
It basically says in 2022 people
got together, but this is in 

229
00:12:00,000 --> 00:12:03,680
very flowery language. 
But two people got together and 

230
00:12:03,680 --> 00:12:06,320
wrote this game inspired by the 
visceral combat of Diablo in 

231
00:12:06,320 --> 00:12:09,080
Doom, And this is the gothic 
version. 

232
00:12:09,080 --> 00:12:11,480
And that's why it has this like 
kind of dark, not kind of this 

233
00:12:11,480 --> 00:12:15,840
very dark fantasy overlay to it.
There's a big section of what is

234
00:12:15,840 --> 00:12:18,360
required of you. 
It's a table top role-playing 

235
00:12:18,360 --> 00:12:19,960
game. 
You need people and dice. 

236
00:12:21,480 --> 00:12:23,200
This is a little. 
Bit more and a chess board. 

237
00:12:23,680 --> 00:12:27,120
So basically, yeah, I mean, I 
was interesting slate. 

238
00:12:27,440 --> 00:12:31,400
She's really a grid. 
And like and I'm like, OK, cool,

239
00:12:31,400 --> 00:12:35,200
cuz I mean I have like 10 
different grid like dry erase 

240
00:12:35,200 --> 00:12:36,720
things and I'm like, yeah, it's 
a chess board. 

241
00:12:36,720 --> 00:12:39,960
And I was like, that's actually 
like a really nice thing 

242
00:12:39,960 --> 00:12:41,920
because. 
Probably have one of those 

243
00:12:41,920 --> 00:12:43,680
somewhere. 
You know chess boards have more 

244
00:12:43,680 --> 00:12:47,760
than 8 squares, don't they? 
The Royal game of chess is in 

245
00:12:47,760 --> 00:12:56,000
fact quite ideal for the use 
with for use with Demon Crawl I 

246
00:12:56,000 --> 00:12:58,320
I'm. 
Sure that they checked on this. 

247
00:12:59,320 --> 00:13:02,600
I mean, is the chess board 
really only 8 squares? 

248
00:13:04,240 --> 00:13:06,040
Oh fuck. 
I don't know why my brain 

249
00:13:06,040 --> 00:13:08,720
thought there was a way more 
than 8 by 8 on a chess board, 

250
00:13:08,720 --> 00:13:11,680
but a chess board is 8 by 8. 
That's perfect. 

251
00:13:11,880 --> 00:13:13,360
All right, well, look at look at
that. 

252
00:13:13,360 --> 00:13:15,720
It's not like I'd ate. 
I was just played chess a ton. 

253
00:13:15,720 --> 00:13:17,240
I was in chess club and shit. 
That's fine. 

254
00:13:17,720 --> 00:13:20,040
Were you really? 
Yeah, I wasn't. 

255
00:13:20,360 --> 00:13:26,960
So anyway, you need all of that 
and then Slayer and Room Sheets,

256
00:13:27,040 --> 00:13:29,080
which we will get to. 
So it's a table up game that you

257
00:13:29,080 --> 00:13:31,840
need a lot of stuff for and I 
have opinions on that. 

258
00:13:33,240 --> 00:13:37,200
We both do, I'm sure. 
Yeah, yeah. 

259
00:13:37,600 --> 00:13:40,760
So let's just let's just jump 
into this. 

260
00:13:41,360 --> 00:13:44,600
I'll go through the let's go 
through the core of slaying. 

261
00:13:44,600 --> 00:13:47,720
The crux of demon cryographic is
divided into two phases, 

262
00:13:47,720 --> 00:13:52,480
exploration and rooms. 
Heavy, heavy, heavy emphasis on 

263
00:13:52,480 --> 00:13:55,960
rooms in this document and maybe
like one page of exploration, 

264
00:13:56,400 --> 00:13:59,680
but we'll get to that. 
During exploration, the Overlord

265
00:13:59,680 --> 00:14:01,840
will narrate to various ruins, 
mes, traps. 

266
00:14:02,240 --> 00:14:05,000
During exploration you will play
a normal table dot role play 

267
00:14:05,000 --> 00:14:06,440
game. 
Yeah. 

268
00:14:06,920 --> 00:14:09,400
It has like, yeah, it won't get 
to dice mechanics, which I think

269
00:14:09,400 --> 00:14:13,920
are too low in this book. 
But like, yeah, it is 

270
00:14:13,920 --> 00:14:16,960
interesting. 
Like there's almost like a two 

271
00:14:16,960 --> 00:14:21,360
section part of this game where 
it's like the exploration, which

272
00:14:21,360 --> 00:14:25,880
is just you playing like a 
regular, like like rules, like 

273
00:14:25,880 --> 00:14:28,000
tabletop game. 
And then there's like the grid 

274
00:14:28,000 --> 00:14:30,480
combat. 
Mm hmm, yeah. 

275
00:14:30,640 --> 00:14:33,200
And I guess the campaign stuff, 
when you read the author's note,

276
00:14:33,240 --> 00:14:35,880
is where a lot more of that 
exploration stuff would come in.

277
00:14:37,800 --> 00:14:39,600
But we'll get to that. 
I'm in Pinion, I'm saving it. 

278
00:14:40,200 --> 00:14:44,400
Cool. 
But when we do get to those 

279
00:14:44,400 --> 00:14:46,400
mechanics, and we'll get to it 
later, but we'll reference it 

280
00:14:46,400 --> 00:14:50,440
now, the mechanics for doing 
checks and stuff in the room are

281
00:14:50,560 --> 00:14:52,520
different than those outside of 
the room. 

282
00:14:52,520 --> 00:14:54,520
So it's basically like playing 
two games. 

283
00:14:55,320 --> 00:14:59,520
Yeah, it reminded me of Have you
ever read Icon by Massive Press?

284
00:15:01,960 --> 00:15:04,040
No, but I have it. 
I think it's AI Think it's a 

285
00:15:04,080 --> 00:15:07,320
Lancer problem of being too 
fucking long. 

286
00:15:08,320 --> 00:15:14,120
Yeah, and my brain says no 
because man, we did Lancer on 

287
00:15:14,120 --> 00:15:16,840
what? 
Episode 3 at your behest and 

288
00:15:17,760 --> 00:15:19,480
fuck if I'm ever going to read 
that book again. 

289
00:15:21,040 --> 00:15:24,960
God damn, I think it's cool. 
I5 E Met combat is interesting, 

290
00:15:25,920 --> 00:15:28,920
you know, AKA Lancer And the app
is gorgeous. 

291
00:15:28,920 --> 00:15:34,280
Anyway, combat in the room. 
So to begin, So OK so here's the

292
00:15:34,280 --> 00:15:36,680
thing. 
Rooms are a big deal and and the

293
00:15:36,680 --> 00:15:41,880
crux of the game realistically 
is horde spawn combat and we'll 

294
00:15:41,880 --> 00:15:45,040
get to that more in depth. 
But basically, you go into an 8 

295
00:15:45,040 --> 00:15:48,800
by 8 room, there are spawn 
locations, and there's an exit, 

296
00:15:49,120 --> 00:15:52,920
and things will spawn in hordes 
and you murder them, and 

297
00:15:52,920 --> 00:15:56,040
eventually you either escape the
room through the exit or you 

298
00:15:56,040 --> 00:15:59,240
kill a boss and you you defeat 
the room. 

299
00:16:00,040 --> 00:16:02,000
That's that's the game is what 
it comes out to. 

300
00:16:02,400 --> 00:16:04,520
And that's cool. 
I I do dig that. 

301
00:16:04,920 --> 00:16:06,680
It's interesting. 
So here we go. 

302
00:16:06,880 --> 00:16:08,880
To begin a room. 
Slayers arrange themselves 

303
00:16:08,880 --> 00:16:11,200
around or on the exit token on 
the room. 

304
00:16:11,200 --> 00:16:14,600
Similarly, Overlords should 
spawn unholy creatures in 

305
00:16:14,600 --> 00:16:16,720
accordance with that room's 
spawn tracker. 

306
00:16:16,720 --> 00:16:17,840
We'll get to that on room 
sheets. 

307
00:16:18,120 --> 00:16:20,800
Once all the units have been 
placed in spawn combat begins. 

308
00:16:21,080 --> 00:16:23,600
When battling through a room, 
combat will happen in two 

309
00:16:23,600 --> 00:16:26,040
alternating turns, Slayer and 
enemy turns. 

310
00:16:26,720 --> 00:16:29,880
Together these two terms form 
one complete turn cycle, and the

311
00:16:29,880 --> 00:16:32,560
Overdlord should determine 
whether the slayers or enemies 

312
00:16:32,560 --> 00:16:36,440
should have the first turn based
off which faction likely had the

313
00:16:36,440 --> 00:16:40,360
element of surprise alternative.
Alternatively, flip a coin 

314
00:16:40,520 --> 00:16:46,160
anyway so the actions that a 
Slayer can take in a room during

315
00:16:46,160 --> 00:16:48,440
the Slayer turn. 
Slayers take collective actions 

316
00:16:48,720 --> 00:16:51,640
in whatever order they place. 
So basically when it's a Slayer 

317
00:16:51,640 --> 00:16:53,080
term, just go whenever you feel 
like. 

318
00:16:54,760 --> 00:16:59,080
And AOE can affect not just bad 
guys, but slayers as well. 

319
00:16:59,400 --> 00:17:02,240
So the three things that you can
really do in the game are slay, 

320
00:17:02,240 --> 00:17:05,680
stride, and unleash, which 
basically means hit something, 

321
00:17:06,040 --> 00:17:10,040
move, or use a power. 
OK? 

322
00:17:10,359 --> 00:17:13,440
So when you slay, you 
automatically just deal D6 

323
00:17:13,440 --> 00:17:14,680
damage. 
That's it. 

324
00:17:14,800 --> 00:17:20,000
That's just to a unit in range 
as specified. 

325
00:17:20,240 --> 00:17:23,839
You add any damage to stat 
modifiers specified by the 

326
00:17:23,839 --> 00:17:26,760
damage stat, and then you add 
any bonuses from items and 

327
00:17:26,760 --> 00:17:29,360
things like that. 
So very kind of like RPG, add 

328
00:17:29,360 --> 00:17:32,000
stats, add bonuses, add whatever
do you decent damage and go with

329
00:17:32,000 --> 00:17:37,320
it. 
And then, once the final damage 

330
00:17:37,320 --> 00:17:40,200
has been totaled, the overload 
reduces HP from the unit that 

331
00:17:40,200 --> 00:17:43,080
was targeted. 
When the Slayer rolls A6 on a 

332
00:17:43,080 --> 00:17:47,440
slay action, they're listed 
Critical Passive is triggered. 

333
00:17:47,480 --> 00:17:50,640
One of the very numerous 
tactical things that happens. 

334
00:17:51,720 --> 00:17:56,760
There is a lot going on, yeah. 
When if you stride the Slayer 

335
00:17:56,760 --> 00:17:59,920
may move a number of spaces on 
the ABA grid up to the current 

336
00:17:59,920 --> 00:18:01,360
speed, speed business that you 
have. 

337
00:18:01,360 --> 00:18:03,560
This movement may be may not be 
split. 

338
00:18:04,000 --> 00:18:07,160
It is pivotal to understand that
while there is no consequence to

339
00:18:07,160 --> 00:18:10,640
moving past opponents, you 
cannot move through enemy or 

340
00:18:10,640 --> 00:18:12,240
allied unit to have to move 
around. 

341
00:18:12,800 --> 00:18:15,240
There's also walls and things 
like that that you have to move 

342
00:18:15,520 --> 00:18:19,120
around as well and you can use 2
dashes to cross pits. 

343
00:18:19,760 --> 00:18:24,320
Lastly, while units can attack 
diagonally, units block corners 

344
00:18:24,320 --> 00:18:26,520
and diagonal movement. 
So you can't be in front of 

345
00:18:26,520 --> 00:18:30,440
someone and move like diagonally
across the face of that unit. 

346
00:18:30,440 --> 00:18:33,480
You have to like go left and up.
So technically not make sense 

347
00:18:33,480 --> 00:18:35,640
through them, but you're kind of
still are Yeah, 'cause you still

348
00:18:35,640 --> 00:18:43,320
cross the corner. 
Do you want to do blood and 

349
00:18:43,320 --> 00:18:44,440
skulls? 
Do you want me to just keep 

350
00:18:44,440 --> 00:18:46,480
going for a while? 
Blood and Skulls. 

351
00:18:46,960 --> 00:18:49,440
As slayers hack their way 
through enemy units and clear 

352
00:18:49,440 --> 00:18:54,720
rooms, they generate blood and 
skulls 2 Actually, I think, I 

353
00:18:54,720 --> 00:18:57,680
think this is maybe one of my 
more favorite parts of this 

354
00:18:57,680 --> 00:18:59,440
game. 
I really liked this concept a 

355
00:18:59,440 --> 00:19:01,840
lot. 
I mean you and I have talked 

356
00:19:01,840 --> 00:19:04,160
about like blood. 
It's like it's almost like a 

357
00:19:04,160 --> 00:19:06,000
push forward mechanic. 
It is essentially, right. 

358
00:19:06,000 --> 00:19:11,160
So let's see this one, this one 
is, yeah, let's talk about it 

359
00:19:11,200 --> 00:19:12,400
and then we'll talk about push 
forward. 

360
00:19:12,480 --> 00:19:16,640
So Blood measures the thrill of 
combat, searching through the 

361
00:19:17,120 --> 00:19:21,360
Slayer's nerve as the copper 
spray of Blood fills their 

362
00:19:21,360 --> 00:19:23,800
senses. 
Is a currency for Slayers to 

363
00:19:23,800 --> 00:19:27,360
heal, move, unleash devastating 
abilities, and more. 

364
00:19:27,360 --> 00:19:33,240
Slayers can hold a maximum of 18
blood at a time and generate it 

365
00:19:33,240 --> 00:19:35,320
in the following ways. 
So. 

366
00:19:36,080 --> 00:19:40,080
Each hit point the Slayer loses 
adds one blood. 

367
00:19:41,320 --> 00:19:44,880
Each individual creep in the 
unit slain adds one blood. 

368
00:19:45,720 --> 00:19:51,400
Each sole unit grants a random 
just one D6 blood to the Slayer,

369
00:19:51,680 --> 00:19:56,680
and then each boss unit slain 
grants a random plus 2D6 blood 

370
00:19:56,680 --> 00:19:58,440
to the Slayer. 
Consuming certain items such as 

371
00:19:58,440 --> 00:20:01,520
blood talks or intentionally 
sacrificing HP will also rack 

372
00:20:01,520 --> 00:20:03,640
you up blood. 
So I guess maybe not push 

373
00:20:03,640 --> 00:20:05,280
forward mechanic because it 
doesn't. 

374
00:20:06,520 --> 00:20:09,720
It doesn't heal you. 
Well, so healing doesn't 

375
00:20:09,720 --> 00:20:12,400
necessarily dictate push 
forward. 

376
00:20:12,400 --> 00:20:16,960
This does have some push forward
mechanics in that like you gain 

377
00:20:16,960 --> 00:20:24,440
a resource by killing, but the 
other that's that's kind of half

378
00:20:24,440 --> 00:20:27,400
a push forward, the other half a
push forward that makes it a 

379
00:20:27,400 --> 00:20:34,120
push forward mechanic is that. 
You only gain resources by 

380
00:20:34,120 --> 00:20:39,480
killing everything that you. 
Need comes from pushing forward,

381
00:20:39,720 --> 00:20:44,360
and there's actually detriment 
to not pushing forward. 

382
00:20:44,880 --> 00:20:49,160
So like if you get weak or low 
on anything, retreating is the 

383
00:20:49,160 --> 00:20:51,560
worst thing you can do. 
But in this game, although there

384
00:20:51,560 --> 00:20:56,160
are bonuses for like killing 
things, there is no detriment to

385
00:20:56,160 --> 00:20:57,640
escaping. 
That's actually an option. 

386
00:20:57,760 --> 00:21:01,120
There's ways to heal. 
That don't come from killing 

387
00:21:01,280 --> 00:21:03,480
like you just said, like there's
tonic stuff, push forward 

388
00:21:03,480 --> 00:21:05,920
mechanic, but still it's. 
It's it's part. 

389
00:21:06,040 --> 00:21:08,640
It's partially in the way more 
like, more like the way that, 

390
00:21:08,640 --> 00:21:11,200
like, old Diablo did it instead 
of the way that, like, new Doom 

391
00:21:11,200 --> 00:21:14,720
does it, right? 
Yeah, still still very cool. 

392
00:21:14,760 --> 00:21:16,920
I still like. 
The, like, trade-offs Love it. 

393
00:21:17,280 --> 00:21:20,000
Yeah, of course you love it 
because you're a weird edge word

394
00:21:20,040 --> 00:21:23,160
freak. 
I also found this game while 

395
00:21:23,160 --> 00:21:25,080
researching pull forward 
mechanics. 

396
00:21:25,080 --> 00:21:27,560
So it it did, it did have some 
good stuff in it. 

397
00:21:28,480 --> 00:21:31,760
Yeah. 
Also, I will agree with Chad, 18

398
00:21:31,760 --> 00:21:35,160
is a weird number. 
Everything is D sixes. 

399
00:21:35,280 --> 00:21:36,720
The whole team is built on D 
sixes. 

400
00:21:36,720 --> 00:21:42,440
SO3D6. 
Yeah, sure, skulls. 

401
00:21:42,440 --> 00:21:47,320
So skulls are generated anytime 
a unit is successfully slain. 

402
00:21:47,560 --> 00:21:51,000
They're Broken Bones, a trophy 
of the Slayer's narrow victory. 

403
00:21:51,440 --> 00:21:54,280
These trophies are represented 
by D sixes that should be placed

404
00:21:54,280 --> 00:21:57,440
in the chalice or similarly 
extravagant receptacle. 

405
00:21:57,440 --> 00:21:59,600
We got a red solo cup, my table,
baby. 

406
00:22:00,600 --> 00:22:04,200
At the end of the room, all 
these D sixes are rolled, and 

407
00:22:04,200 --> 00:22:08,040
the total amount is the amount 
of gold each Slayer individually

408
00:22:08,120 --> 00:22:11,720
gains. 
Skulls generated follow each 

409
00:22:11,720 --> 00:22:16,280
full creep unit slaying grant 
skull sole units grant two boss 

410
00:22:16,280 --> 00:22:18,240
units. 
You're into a unique amount of 

411
00:22:18,240 --> 00:22:23,000
skulls, and each Slayer that 
dies permanently adds plus 6 

412
00:22:23,000 --> 00:22:26,160
skulls to the pile. 
Yeah. 

413
00:22:26,640 --> 00:22:29,360
The blood of skulls isn't my 
favorite part of the game, dude.

414
00:22:29,360 --> 00:22:32,640
It's the best part of this. 
I mean, I like for like a very 

415
00:22:32,640 --> 00:22:35,760
dungeony game like this, like 
skulls as like a metric for 

416
00:22:35,760 --> 00:22:37,120
gold. 
I'm like, that's amazing, but 

417
00:22:37,120 --> 00:22:41,800
that's great. 
Yeah, and the fact that, like, I

418
00:22:41,880 --> 00:22:45,840
really enjoy the physical aspect
of being like. 

419
00:22:47,040 --> 00:22:53,040
Take a take a dice and stick it 
in a cup and watch your chalice 

420
00:22:53,040 --> 00:22:56,000
of of skulls increase and stuff 
like that. 

421
00:22:56,000 --> 00:22:59,960
I love that And when you die you
throw 66 dice into the fucking 

422
00:22:59,960 --> 00:23:01,920
cup. 
Yeah I I love that. 

423
00:23:01,920 --> 00:23:05,080
I love that. 
It's a very what's the word I'm 

424
00:23:05,080 --> 00:23:07,560
looking like tactic like 
tactile. 

425
00:23:07,560 --> 00:23:09,560
Yeah tactile that. 
Yeah, yeah thing to it. 

426
00:23:09,560 --> 00:23:12,080
And the blood. 
I really love the blood like you

427
00:23:12,080 --> 00:23:15,640
know you you gain you gain like 
a resource to. 

428
00:23:16,000 --> 00:23:18,960
From killing to use to kill more
stuff, I obviously I love that. 

429
00:23:20,200 --> 00:23:21,840
Easily, easily my favorite part 
of the game. 

430
00:23:21,840 --> 00:23:23,880
I would take this system and 
throw it to me. 

431
00:23:23,880 --> 00:23:27,560
This is my favorite part. 
But yeah, very cool. 

432
00:23:27,640 --> 00:23:32,520
And then? 
Then we got the to the free. 

433
00:23:32,600 --> 00:23:36,000
Free actions? 
Yeah, odd. 

434
00:23:36,000 --> 00:23:38,760
I don't know how I feel. 
Not bad. 

435
00:23:39,440 --> 00:23:41,400
OK, well, if you don't know how 
you feel, let me read it so you 

436
00:23:41,400 --> 00:23:44,240
could hear me talk about it. 
Well, OK, cool. 

437
00:23:44,240 --> 00:23:45,000
Go for it. 
Yeah, sure. 

438
00:23:45,000 --> 00:23:46,480
Why not? 
Unless you really want to. 

439
00:23:46,840 --> 00:23:48,920
No, go for it. 
I love the sound of your voice, 

440
00:23:48,920 --> 00:23:52,000
so go for. 
It regardless of whether it is 

441
00:23:52,000 --> 00:23:55,040
an image turn or Slayer turn, 
slayers may use free actions at 

442
00:23:55,040 --> 00:23:56,400
any time. 
So these are the free actions. 

443
00:23:56,400 --> 00:24:00,080
You can use a consumable item OK
you can trade items with an 

444
00:24:00,080 --> 00:24:04,000
adjacent Slayer or conversely 
freely from across the room, and

445
00:24:04,000 --> 00:24:06,440
you can make any number of 
purchases from the blood shop at

446
00:24:06,440 --> 00:24:10,320
any time. 
This is really kind of lost me a

447
00:24:10,760 --> 00:24:13,560
bit heal. 
You can do heal, dash surge or 

448
00:24:13,560 --> 00:24:16,280
rage. 
So if you heal you, slay Slayers

449
00:24:16,280 --> 00:24:20,960
may heal one HP perp 2 blood 
spent as they turn their pain 

450
00:24:20,960 --> 00:24:23,920
into power. 
Dash Slayers may dash 1 space 

451
00:24:23,920 --> 00:24:27,120
per three blood surge. 
When making a sleigh roll for 

452
00:24:27,120 --> 00:24:30,560
damage, either by taking a 
Sleigh action or using a talent,

453
00:24:30,560 --> 00:24:35,080
Slayers may add plus D6 damage 
in exchange for six blood, so I 

454
00:24:35,080 --> 00:24:36,760
guess you can do that three 
times if you're at Max. 

455
00:24:37,240 --> 00:24:40,400
And then Rage Slayers can 
exchange 9 blood to make an 

456
00:24:40,400 --> 00:24:45,520
immediate sleigh action during 
the enemy turn. 

457
00:24:46,080 --> 00:24:48,560
While this sleigh can be surged,
it cannot be a talent. 

458
00:24:49,080 --> 00:24:53,400
So I don't mind this, except I 
think it's really interesting 

459
00:24:54,600 --> 00:24:58,240
that like so. 
I think the guidance on the next

460
00:24:58,240 --> 00:25:00,280
part is the part that I'm not as
big a fan of. 

461
00:25:00,280 --> 00:25:02,360
And I don't know if this is 
where it was for you too. 

462
00:25:02,600 --> 00:25:05,200
So free actions require mutual 
trust between the Overlord and 

463
00:25:05,200 --> 00:25:08,240
Slayers. 
Generally, slayers are free to 

464
00:25:08,240 --> 00:25:11,920
heal and dash without the need 
to inform the overlord until the

465
00:25:11,920 --> 00:25:14,800
overlord has called an action. 
For example, if the overlord 

466
00:25:14,800 --> 00:25:18,320
calls that a Slayer is about to 
be attacked, that Slayer is free

467
00:25:18,320 --> 00:25:22,680
to use items or heal, but they 
may not use a dash or rage that 

468
00:25:22,680 --> 00:25:24,840
would prevent the attack from 
happening. 

469
00:25:25,200 --> 00:25:29,560
Similarly, if the overlord calls
damage dealt to an experienced 

470
00:25:29,560 --> 00:25:32,680
Slayer, they will take that 
damage immediately before being 

471
00:25:32,680 --> 00:25:35,280
able to heal. 
The flow of free actions may 

472
00:25:35,280 --> 00:25:39,920
take some adjusting to, and 
overlords should be first most 

473
00:25:39,920 --> 00:25:43,120
considerate of their slayers and
their experience level when 

474
00:25:43,120 --> 00:25:45,920
determining if a free action can
be considered appropriate. 

475
00:25:45,920 --> 00:25:49,800
And if comment needs to slow 
down, yeah, that. 

476
00:25:50,360 --> 00:25:51,680
Yeah. 
Well, you go go ahead. 

477
00:25:52,080 --> 00:25:54,600
I did not mind the top, that 
part where I was like, OK, now 

478
00:25:54,600 --> 00:25:59,080
you lost me. 
Yeah, it's a little murky. 

479
00:25:59,920 --> 00:26:02,800
Yeah. 
I mean, especially, yeah. 

480
00:26:02,840 --> 00:26:05,640
So sometimes it's like, well, in
this kind of situation, like you

481
00:26:05,640 --> 00:26:07,520
kind of want to do it like this,
But in this other situation, 

482
00:26:07,520 --> 00:26:09,000
it's like you kind of want to do
it like this. 

483
00:26:09,040 --> 00:26:12,200
It's like, yeah, I don't know 
that. 

484
00:26:12,200 --> 00:26:15,440
I like how that's laid out. 
So I think the issue is like 

485
00:26:15,440 --> 00:26:17,880
when I'm imagining actually 
running this, and I think one of

486
00:26:17,880 --> 00:26:21,760
the critiques, and we'll get to 
it later, is I think that the 

487
00:26:21,840 --> 00:26:24,760
creator could run the fuck out 
of this game. 

488
00:26:25,160 --> 00:26:27,680
And I think it would be really 
difficult for anybody else to 

489
00:26:27,680 --> 00:26:29,560
run it based on what's given 
here. 

490
00:26:30,000 --> 00:26:34,040
I think it puts a ton of impetus
and knowledge onto the creator 

491
00:26:34,440 --> 00:26:37,840
and just on this document alone 
doesn't give the creator enough 

492
00:26:37,840 --> 00:26:41,840
tools or doesn't give a 
different person enough tools to

493
00:26:41,840 --> 00:26:43,760
run it as effectively as the 
person who wrote it could, 

494
00:26:43,920 --> 00:26:45,360
because they know all the 
insurance and outs. 

495
00:26:45,440 --> 00:26:49,360
I mean, I also just like 
personally, I didn't intake 

496
00:26:49,360 --> 00:26:52,200
almost any of that. 
And I would say that free 

497
00:26:52,200 --> 00:26:57,720
actions cannot, cannot affect 
other actions that are already 

498
00:26:57,720 --> 00:27:00,080
resolved. 
Like, that's just why I put. 

499
00:27:00,440 --> 00:27:01,960
I wouldn't put anything else on 
that. 

500
00:27:02,120 --> 00:27:04,200
I mean like if the actions 
already resolved, the free 

501
00:27:04,200 --> 00:27:06,840
action can do nothing about it, 
you know, like you can't dash 

502
00:27:06,840 --> 00:27:08,480
all the way after I've already 
ruled damage. 

503
00:27:08,560 --> 00:27:11,440
Like you can dash all the way 
before, you know. 

504
00:27:12,240 --> 00:27:14,160
Yeah, but I. 
Think I think. 

505
00:27:14,440 --> 00:27:17,520
I think that even in and of 
itself is where it loses me in 

506
00:27:17,520 --> 00:27:25,560
that you have actions that are 
like an action economy. 

507
00:27:26,120 --> 00:27:29,440
Outside of the action economy 
and you and it basically tells 

508
00:27:29,440 --> 00:27:31,200
you do whatever you want. 
You don't even need to tell the 

509
00:27:31,200 --> 00:27:33,080
Overlord. 
Just have the Overlord trust 

510
00:27:33,080 --> 00:27:34,120
that you're going to do it 
right. 

511
00:27:34,200 --> 00:27:36,400
I don't like that part either at
all. 

512
00:27:36,560 --> 00:27:38,320
And I'm like no, why would we 
not tell? 

513
00:27:38,320 --> 00:27:40,880
Yeah, you're just going to be 
moving around the the and 

514
00:27:40,880 --> 00:27:43,240
spinning blood and I'm just 
going to be and now no one's 

515
00:27:43,240 --> 00:27:45,840
tracking. 
Not that I don't trust my 

516
00:27:45,840 --> 00:27:47,840
players, but I don't trust their
math all the time. 

517
00:27:50,200 --> 00:27:53,640
You know, like and it's not 
malicious, Like frankly they've 

518
00:27:53,640 --> 00:27:56,920
there are a few beers in, if not
something else, you know, So 

519
00:27:56,920 --> 00:28:01,200
they're like, yeah, 4-5. 
I'm like no, no, no, no, no, no,

520
00:28:01,280 --> 00:28:03,920
no, Yeah, I don't. 
I you're also right. 

521
00:28:03,920 --> 00:28:06,320
Like it's weird. 
It's a it's a second action 

522
00:28:06,320 --> 00:28:11,000
economy, but it's not really an 
action economy in the same way 

523
00:28:11,000 --> 00:28:13,080
of like there's not structure to
it. 

524
00:28:13,640 --> 00:28:15,640
Yeah. 
So as in like I imagine like 

525
00:28:16,080 --> 00:28:20,600
you're doing your actual turn 
and I think how I think how it's

526
00:28:20,600 --> 00:28:23,840
designed to work is like you're 
doing your actual turn. 

527
00:28:24,160 --> 00:28:27,960
And I can do these things just 
on my own without having to tell

528
00:28:27,960 --> 00:28:30,320
you because I'll just be like, 
OK, well, he's doing his turn. 

529
00:28:30,320 --> 00:28:32,560
I'm going to hear real quick, 
you know what I mean? 

530
00:28:32,760 --> 00:28:35,520
And that way, like, the game can
go without having to come back 

531
00:28:35,520 --> 00:28:37,400
to my turn and go, OK, well, I'm
going to hear real quick and 

532
00:28:37,400 --> 00:28:39,040
then I'll do my real turn. 
I think that's. 

533
00:28:39,360 --> 00:28:41,760
I think that's what's supposed 
to be is these are like almost 

534
00:28:41,760 --> 00:28:46,000
like minor actions that you can 
do without the GM's permission. 

535
00:28:47,080 --> 00:28:50,600
Just on the side while other 
stuff is happening so that when 

536
00:28:50,600 --> 00:28:53,080
it is your turn, you've done all
like this minor stuff out of the

537
00:28:53,080 --> 00:28:56,600
way, it's going to be like, OK, 
well, I surged, this is my turn.

538
00:28:56,600 --> 00:28:59,120
I'll do this now. 
Or like I healed and then I'll 

539
00:28:59,120 --> 00:29:00,120
do this. 
It's already done. 

540
00:29:00,120 --> 00:29:01,520
You've already rolled. 
You've already done everything 

541
00:29:01,680 --> 00:29:04,080
before it comes back to you. 
So it's almost like a set of 

542
00:29:04,080 --> 00:29:06,360
minor actions to happen when 
it's not your turn, so that when

543
00:29:06,360 --> 00:29:07,600
it is your turn, you can keep 
going. 

544
00:29:08,920 --> 00:29:12,520
I just don't think that they're 
not. 

545
00:29:13,480 --> 00:29:15,920
Enough that you couldn't just do
it on your turn and keep going, 

546
00:29:16,040 --> 00:29:18,320
you know? 
Yeah, I don't know if even with 

547
00:29:18,320 --> 00:29:20,400
that in mind, I don't know if I 
like it anymore. 

548
00:29:20,600 --> 00:29:21,400
Yeah. 
No, I don't. 

549
00:29:21,480 --> 00:29:24,840
Like, that's the thing that's 
like, I don't, it's fine. 

550
00:29:24,880 --> 00:29:27,160
I just think it could easily 
just be part of the action 

551
00:29:27,160 --> 00:29:31,080
economy or even just be like I 
declare this or I declare that 

552
00:29:31,080 --> 00:29:33,920
And then like you said, like I 
don't even understand the 

553
00:29:33,920 --> 00:29:35,520
question of like, well, I 
already rode damaged. 

554
00:29:35,520 --> 00:29:38,520
Like you can't you can't heal 
before like that's not it's a 

555
00:29:38,520 --> 00:29:40,880
weird thing to even bring up 
like who would assume that like,

556
00:29:40,920 --> 00:29:42,920
oh. 
Like you rolled. 

557
00:29:42,920 --> 00:29:44,720
You hit me. 
You rolled damage on me. 

558
00:29:44,880 --> 00:29:46,640
But before you do that stop, I'm
gonna heal. 

559
00:29:46,640 --> 00:29:48,240
Like you would think that that 
would be a thing that you could 

560
00:29:48,240 --> 00:29:48,840
do. 
Yeah. 

561
00:29:48,920 --> 00:29:50,720
I wanna be gonna question that. 
I don't know. 

562
00:29:51,800 --> 00:29:56,640
So yeah, I think somebody said 
that feels like house really. 

563
00:29:56,640 --> 00:30:00,680
As opposed to a rule that really
I think goes well in the system,

564
00:30:00,680 --> 00:30:03,800
I think. 
Like writing it to not do this 

565
00:30:03,800 --> 00:30:06,680
and maybe have a side that says 
at some tables they might do 

566
00:30:06,680 --> 00:30:09,040
this on the side. 
Would be better to say like 

567
00:30:09,240 --> 00:30:11,360
here's the way you could house 
reload if you want, but like not

568
00:30:11,360 --> 00:30:17,760
as like the core mechanic. 
But yeah, anyway, anyway, yeah 

569
00:30:17,880 --> 00:30:22,800
so spawning enemies the enemy 
turn. 

570
00:30:23,400 --> 00:30:25,760
Spawning enemies. 
With the exception of the first 

571
00:30:25,880 --> 00:30:30,160
enemy turn, new enemies will 
spawn at the start of each enemy

572
00:30:30,160 --> 00:30:32,680
turn. 
These new enemies are placed 

573
00:30:32,680 --> 00:30:35,320
near one of the rooms marked 
spawn locations. 

574
00:30:35,840 --> 00:30:38,480
Often flavored is like great for
the floor, holes in the wall, 

575
00:30:38,480 --> 00:30:44,000
whatever the magic portals that 
lead to hell have the wrong 

576
00:30:44,000 --> 00:30:49,200
windows open. 
Yeah, Overlords are free to 

577
00:30:49,200 --> 00:30:52,400
creatively place these new 
enemies with gusto. 

578
00:30:54,840 --> 00:30:58,440
Newly spawned enemies suffer no 
consequences, are free to take 

579
00:30:58,440 --> 00:31:03,400
actions on the turn they are 
spawned, with the first turns 

580
00:31:03,400 --> 00:31:08,120
spawn taking place before turn 
order is decided. 

581
00:31:08,800 --> 00:31:12,040
So yeah, you spawn Emmys in like
it's a hordebabbler, right? 

582
00:31:12,040 --> 00:31:15,520
So. 
You you spawn in the first round

583
00:31:16,200 --> 00:31:19,840
before turn orders decided, 
which I don't know if I would 

584
00:31:19,840 --> 00:31:22,440
even care about that rule, but 
after that it's like you just 

585
00:31:22,440 --> 00:31:27,400
keep spawning in enemies. 
Yeah, you spawn them in. 

586
00:31:27,720 --> 00:31:31,920
It reminds me of there's a game 
called The Last Spell and it's 

587
00:31:31,920 --> 00:31:37,360
pretty much exactly this. 
It is a grid based battler where

588
00:31:37,360 --> 00:31:40,880
you're fighting a horde and 
every turn more come on to the 

589
00:31:40,880 --> 00:31:44,320
screen. 
I've been sitting here this 

590
00:31:44,320 --> 00:31:46,840
whole time trying to think of 
like what the name of that game 

591
00:31:46,840 --> 00:31:50,240
is, and it just popped my brain.
Oh, interesting. 

592
00:31:50,240 --> 00:31:54,120
I'll have to take a rogue like 
tactical RPG, yeah? 

593
00:31:55,040 --> 00:31:56,280
Nothing's dope. 
I'll have to check it out. 

594
00:31:56,320 --> 00:31:59,160
Dark fantasy? 
Post apocalyptic, the one 

595
00:31:59,160 --> 00:32:01,480
section goes a little long in 
that game, so. 

596
00:32:01,840 --> 00:32:04,040
Interesting. 
It doesn't bother me though. 

597
00:32:04,040 --> 00:32:05,720
I'll have to check it out. 
I'll like that. 

598
00:32:07,560 --> 00:32:11,600
Yeah, yeah, yeah. 
Yeah. 

599
00:32:13,800 --> 00:32:16,760
So yeah, Amy turns, Amy turns. 
Go for it. 

600
00:32:18,480 --> 00:32:21,560
Enemy unit types. 
Enemies are divided into units, 

601
00:32:21,640 --> 00:32:25,680
usually taking up a 1 by 1 space
on the room's grid, again 8 by 8

602
00:32:25,680 --> 00:32:28,600
chess board size, each with 
their own unique styles and 

603
00:32:28,600 --> 00:32:33,320
purpose To smooth out the 
process of spawning units. 

604
00:32:33,320 --> 00:32:36,720
It is advised that Overlords 
roll all the spawns for a given 

605
00:32:36,720 --> 00:32:39,040
type CM, scream, and given type 
of unit at the same time. 

606
00:32:39,680 --> 00:32:41,120
Units come in three 
denominations. 

607
00:32:41,120 --> 00:32:42,560
There's Creeps, Solo's, and 
Bosses. 

608
00:32:43,560 --> 00:32:45,720
Creeps are your your, your 
basic. 

609
00:32:46,320 --> 00:32:48,040
And you're basic little guy, 
it's the it's the horde or 

610
00:32:48,040 --> 00:32:49,360
whatever. 
So this is interesting. 

611
00:32:49,360 --> 00:32:50,560
I do like the way that this 
works. 

612
00:32:50,560 --> 00:32:53,280
It kind of reminds me of the 
following mechanic in the way 

613
00:32:53,280 --> 00:32:55,160
that you flip dice. 
So creeps represent a massive 

614
00:32:55,160 --> 00:32:58,440
swarm occupying a single space. 
They're best represented with a 

615
00:32:58,440 --> 00:33:03,360
token and AD 612 millimeter 
regular D6 denoting the number 

616
00:33:03,360 --> 00:33:05,520
of creeps within the unit. 
So if you have AD six, that's 

617
00:33:05,520 --> 00:33:08,760
like 4. 
The swarm has four creeps in it.

618
00:33:09,320 --> 00:33:12,320
And each creep in the unit only 
has one HP, which makes it 

619
00:33:12,320 --> 00:33:14,760
really easy. 
So if it had, if there's four 

620
00:33:14,760 --> 00:33:18,440
dots, there's four creeps. 
Each pip is a creep. 

621
00:33:18,720 --> 00:33:23,440
If you hit for three, three 
creeps are dead and you have one

622
00:33:23,440 --> 00:33:25,280
pip left. 
Which I really, I think that's 

623
00:33:25,280 --> 00:33:28,000
really interesting. 
Yeah, each creep, yeah, when 

624
00:33:28,000 --> 00:33:31,720
attacking the overloaded world. 
D6 damage equal to the number of

625
00:33:31,720 --> 00:33:35,240
creeps. 
For each D6 that hits the attack

626
00:33:35,240 --> 00:33:39,480
threshold, example 4 + 1 damage 
is dealt to the Slayer. 

627
00:33:40,880 --> 00:33:42,760
So I don't know if we said it 
before. 

628
00:33:42,760 --> 00:33:43,960
I think we've been talking on 
the Overlord. 

629
00:33:43,960 --> 00:33:46,640
I don't know if that ever 
distinctly says but like GMs are

630
00:33:46,640 --> 00:33:47,840
the Overlord. 
It does. 

631
00:33:47,880 --> 00:33:50,600
It's in that list of things 
required for the game that we 

632
00:33:50,600 --> 00:33:52,280
didn't really, Actually, yeah, 
that's fine. 

633
00:33:53,200 --> 00:33:57,720
So so basically like I said, if 
you if you creep, the number of 

634
00:33:57,720 --> 00:33:59,840
creeps are denoted by the pips 
on the dice that are up. 

635
00:34:00,240 --> 00:34:03,280
And then the Overlord rolls AD 6
based on that too. 

636
00:34:03,560 --> 00:34:07,840
So it six pips up means they're 
six creeps, each with one HP, 

637
00:34:08,159 --> 00:34:12,760
and then they would roll 66 at U
for those peeps. 

638
00:34:12,760 --> 00:34:16,480
So they go down quick, but they 
hit fucking hard. 

639
00:34:16,800 --> 00:34:19,480
You know, if they're one HP 
each, but everyone rolls D6 for 

640
00:34:19,480 --> 00:34:22,840
damage, yeah, that's quite a 
bit. 

641
00:34:23,920 --> 00:34:26,159
Yeah, yeah. 
Which is, I mean, I'm cool with 

642
00:34:26,159 --> 00:34:26,719
that. 
That's fine. 

643
00:34:27,840 --> 00:34:28,600
Shake. 
It's hard. 

644
00:34:31,040 --> 00:34:35,040
I'm scrolling the wrong thing. 
Solos provide more genuine 

645
00:34:35,040 --> 00:34:37,159
threat to slayers. 
They have a single help pool 

646
00:34:37,880 --> 00:34:40,560
represented by the D6, meaning 
their deadliness is unaffected 

647
00:34:40,560 --> 00:34:43,719
over time. 
As in like they keep doing the 

648
00:34:43,719 --> 00:34:46,040
same amount of damage each time.
It's not the number of D sixes 

649
00:34:46,040 --> 00:34:49,000
per creep leg goes down and they
deal. 

650
00:34:49,280 --> 00:34:51,679
Yeah, and then bosses the 
penultimate antagonist of the 

651
00:34:51,679 --> 00:34:53,040
room that it's not how 
penultimate is used. 

652
00:34:53,040 --> 00:34:54,960
Penultimate means the one before
the last one. 

653
00:34:56,320 --> 00:34:59,800
But it is a cooler word. 
So the the final antagonist of 

654
00:34:59,800 --> 00:35:02,000
the room. 
They operate similarly to Solos,

655
00:35:02,000 --> 00:35:06,080
with far more HP and a full 
gallery of special abilities. 

656
00:35:06,080 --> 00:35:09,440
Their death marks the end of 
additional enemy spawns, which 

657
00:35:09,440 --> 00:35:12,360
is an interesting way to say if 
you kill the boss, you still 

658
00:35:12,360 --> 00:35:13,560
have to kill everything else in 
the room. 

659
00:35:13,800 --> 00:35:17,360
The room's not over. 
Sorry. 

660
00:35:17,360 --> 00:35:21,360
I'm looking at penultimate. 
I think I tweeted about that 

661
00:35:21,360 --> 00:35:22,560
recently and I don't remember 
why. 

662
00:35:22,560 --> 00:35:24,920
I was just like, hey, just a 
friendly reminder, penultimate 

663
00:35:24,920 --> 00:35:27,240
does not mean the last one, it 
means the one before the last 

664
00:35:27,240 --> 00:35:29,360
one. 
And like, it's such a cooler 

665
00:35:29,360 --> 00:35:32,080
word, though it is a much cooler
word. 

666
00:35:32,080 --> 00:35:35,680
I mean, you think that'd be the 
ultimate, the penultimate, but 

667
00:35:35,680 --> 00:35:37,840
no, the next one. 
So yeah. 

668
00:35:37,840 --> 00:35:46,400
So enemy turn the onslaught. 
So basically this is just their 

669
00:35:46,400 --> 00:35:50,160
attacking phase right? 
So every enemy can move up to 

670
00:35:50,160 --> 00:35:53,880
their speed and make a single 
attack action which is either 

671
00:35:53,880 --> 00:35:55,840
the default attack or some of 
them will have listed 

672
00:35:56,280 --> 00:36:00,320
alternative attacks. 
And it here kind of just lays 

673
00:36:00,320 --> 00:36:04,280
out like, hey, kind of spread 
the bloodshed around, you know, 

674
00:36:04,280 --> 00:36:06,800
like don't just hammer in on one
person. 

675
00:36:06,880 --> 00:36:09,200
And after reading damage and 
stuff, it really does make sense

676
00:36:09,200 --> 00:36:12,760
because like you could really 
just beat the shit out of 

677
00:36:12,760 --> 00:36:17,600
somebody if you targeted them. 
Overloads may also use bonus 

678
00:36:17,600 --> 00:36:20,720
actions if they're listed on the
room sheet, because the rooms 

679
00:36:20,720 --> 00:36:22,440
will have bonus actions to the 
room. 

680
00:36:23,680 --> 00:36:27,240
Once each unit has been 
activated, the turn moves back 

681
00:36:27,240 --> 00:36:29,480
to the slayers. 
This waltz repeats until 

682
00:36:29,520 --> 00:36:32,320
basically this is just like the 
regular enemy turn and how it 

683
00:36:32,320 --> 00:36:34,120
works. 
They move, they attack. 

684
00:36:34,680 --> 00:36:37,520
You might use a bonus action, 
which is almost like a layer 

685
00:36:38,240 --> 00:36:40,080
action. 
Yeah, feels very layer actually,

686
00:36:40,280 --> 00:36:42,160
yeah, which I think is really 
cool. 

687
00:36:42,360 --> 00:36:45,040
I like stuff that like brings 
this like the room, the setting 

688
00:36:45,040 --> 00:36:46,560
a little bit more alive, you 
know? 

689
00:36:46,560 --> 00:36:51,800
Yeah, layer actions are like the
best part of 5E boss combat. 

690
00:36:52,520 --> 00:36:54,120
Yeah, I would. 
I would super agree. 

691
00:36:54,120 --> 00:36:56,560
Actually, it's the most 
interesting part by far. 

692
00:36:58,480 --> 00:37:03,680
The next section is they next to
Blood and Skulls, possibly my 

693
00:37:03,680 --> 00:37:06,160
favorite set, the Corpse Beast. 
Also sound? 

694
00:37:06,320 --> 00:37:10,240
Yeah, yeah, yeah. 
Yeah, so the hitting zero HP and

695
00:37:10,240 --> 00:37:13,720
the Corpse Beast Slayers are as 
fragile as they are fierce and 

696
00:37:13,720 --> 00:37:16,160
may end up at 0 HP and fall 
unconscious. 

697
00:37:16,160 --> 00:37:19,160
If that happens, you make no 
more actions until the end of 

698
00:37:19,160 --> 00:37:21,560
the room or until the Slayer 
uses an item to heal or 

699
00:37:21,560 --> 00:37:24,920
something like that, right? 
But while unconscious, laying on

700
00:37:24,920 --> 00:37:28,360
the ground in a room, the 
dungeon All dungeons have a 

701
00:37:28,360 --> 00:37:30,680
Corpse Beast. 
All dungeons. 

702
00:37:31,320 --> 00:37:35,120
Yeah, that will immediately 
spawn opposite the room's exit. 

703
00:37:35,560 --> 00:37:38,440
But but at least five to six 
spaces away from the unconscious

704
00:37:38,440 --> 00:37:41,240
layer, the corpses operates like
a mini boss. 

705
00:37:41,440 --> 00:37:43,960
However, it is uninterested in 
fighting the slayers. 

706
00:37:43,960 --> 00:37:48,120
Its main priority is to use its 
free action to consume the 

707
00:37:48,160 --> 00:37:51,560
unconscious body of the downed 
Slayer and return it to the 

708
00:37:51,560 --> 00:37:54,440
location where the beast 
initially spawned. 

709
00:37:55,000 --> 00:37:58,280
If successful, the beast will 
escape, thus healing to full. 

710
00:37:58,600 --> 00:38:00,720
Until another Slayer falls 
unconscious and the Slayer who 

711
00:38:00,720 --> 00:38:05,360
was captured permanently dies. 
Upon this death, 6 skulls are 

712
00:38:05,360 --> 00:38:10,960
added to the skull pile, dude. 
Literally. 

713
00:38:10,960 --> 00:38:13,240
Like, as soon as you hit 
unconscious, something in the 

714
00:38:13,240 --> 00:38:14,800
dungeon is coming from your 
body, dude. 

715
00:38:15,240 --> 00:38:16,560
Some little creepy dude with a 
bag. 

716
00:38:16,560 --> 00:38:18,360
Not. 
Even like, a little creepy dude.

717
00:38:18,360 --> 00:38:22,240
It's not even the the one in the
one in the dungeon down there is

718
00:38:22,240 --> 00:38:25,280
literally like. 
Is it a creepy dude? 

719
00:38:25,280 --> 00:38:29,360
But it's riding like a mech wolf
or something, and it has like a 

720
00:38:29,360 --> 00:38:32,520
full bag of corpses. 
Let me tell you in mine if I 

721
00:38:32,640 --> 00:38:34,880
like if I ran this game, I'm 
interested to see when it comes 

722
00:38:34,880 --> 00:38:36,320
out full what the campaign stuff
is. 

723
00:38:36,320 --> 00:38:39,680
Because if I ran this game for a
while, it would be the same 

724
00:38:39,680 --> 00:38:42,760
exact creepy little dude with a 
burlap sack. 

725
00:38:43,360 --> 00:38:46,120
Over and over and over again. 
Yeah, Just every everywhere they

726
00:38:46,160 --> 00:38:48,080
go. 
Different color hat in each 

727
00:38:48,080 --> 00:38:50,680
dungeon though. 
Like fucking not Papa Smurf. 

728
00:38:50,680 --> 00:38:52,520
What was the other one? 
David the Gnome. 

729
00:38:53,280 --> 00:38:55,280
Dude, Can you imagine Evil Dave 
the Gnome coming through your 

730
00:38:55,280 --> 00:38:59,840
corpse? 
I you're right. 

731
00:38:59,880 --> 00:39:01,560
Yeah. 
Blood skulls on the corpse beast

732
00:39:01,560 --> 00:39:03,160
are fucking genius. 
I love them. 

733
00:39:03,440 --> 00:39:06,520
Very, very, very funny. 
Death and escape. 

734
00:39:07,640 --> 00:39:13,280
So yeah, if you're attempting to
escape the room, the Slayer can 

735
00:39:13,280 --> 00:39:18,320
make one escape, roll her turn, 
and basically I think you're 

736
00:39:18,320 --> 00:39:22,760
you're rolling equal to or 
greater than the room's depth, 

737
00:39:23,480 --> 00:39:28,680
which is 1-2 or three. 
Does it go up to 4? 

738
00:39:30,560 --> 00:39:33,400
The one the example one has, 
it's not. 

739
00:39:33,400 --> 00:39:37,560
I don't think it's necessarily 
an order because the example one

740
00:39:37,560 --> 00:39:42,720
given has like 246. 
OK cool. 

741
00:39:42,720 --> 00:39:45,480
So just you're trying to roll 
over the depth. 

742
00:39:45,480 --> 00:39:50,960
So if there is a a depth 6 room,
that means you can't escape it. 

743
00:39:51,760 --> 00:39:54,440
Oh, if you roll A roll equal to 
so you can roll AD six. 

744
00:39:54,840 --> 00:39:58,400
Yeah. 
Interesting. 

745
00:39:59,800 --> 00:40:01,960
Yeah. 
On success, any slayers next to 

746
00:40:01,960 --> 00:40:05,320
the exit survive the escape 
while the rest die permanently. 

747
00:40:05,320 --> 00:40:07,800
Adding six goals eats. 
Yeah. 

748
00:40:07,800 --> 00:40:12,520
So if you try to run, you all, 
whoever, whoever succeeds lives 

749
00:40:13,600 --> 00:40:21,520
and whoever doesn't, doesn't. 
If a Slayer, if all slayers fall

750
00:40:21,520 --> 00:40:24,520
unconscious at the same time, 
the room is failed. 

751
00:40:24,840 --> 00:40:28,800
Straws are drawn between the 
remaining unconscious slayers. 

752
00:40:29,680 --> 00:40:33,880
The longest straw drawn is 
chosen as the Sole survivor, 

753
00:40:34,040 --> 00:40:36,560
while the other slayers die 
permanently. 

754
00:40:37,480 --> 00:40:40,800
The Sole Survivor has their 
insight increased by one and 

755
00:40:40,800 --> 00:40:43,320
must either explain how this 
loss impacts their character or 

756
00:40:43,320 --> 00:40:48,960
role on the Resolve table. 
They gain 1/4 of the gold each 

757
00:40:48,960 --> 00:40:52,040
dead Slayer was holding, and 
they select one item per dead 

758
00:40:52,040 --> 00:40:55,680
Slayer to take with them, not 
including slayers taken by the 

759
00:40:55,680 --> 00:40:57,200
corpse piece, by the way. 
Cuz they're gone. 

760
00:40:57,240 --> 00:41:00,040
No. 
The result table is dope though.

761
00:41:00,240 --> 00:41:01,200
Yeah, I will. 
That's pretty cool. 

762
00:41:02,320 --> 00:41:03,600
Let's do you have a dice roller 
up? 

763
00:41:04,600 --> 00:41:07,600
Can in about one second, maybe 
more than one. 

764
00:41:07,920 --> 00:41:10,120
All right, I have it up. 
Call that 2 seconds. 

765
00:41:10,120 --> 00:41:11,560
I'll roll 10. 
I got a six. 

766
00:41:12,560 --> 00:41:15,440
Driven if you had only if you'd 
only been stronger. 

767
00:41:15,680 --> 00:41:19,880
If you had only been through 
been more than you are only 

768
00:41:19,880 --> 00:41:21,560
constant. 
Never ending training will bring

769
00:41:21,560 --> 00:41:24,400
you peace. 
You get a + 1 to a stat of your 

770
00:41:24,400 --> 00:41:27,240
choice. 
Nice. 

771
00:41:27,600 --> 00:41:29,120
Very cool. 
So you actually, by being the 

772
00:41:29,160 --> 00:41:32,200
last one, Yeah, right. 
By being the last one living, 

773
00:41:32,200 --> 00:41:36,800
you get a bonus and and I guess 
you can. 

774
00:41:37,480 --> 00:41:40,760
Explain to your next party of 
slayers like why you have that 

775
00:41:40,760 --> 00:41:42,200
bonus. 
They all fucking died. 

776
00:41:42,200 --> 00:41:43,880
So now I'm sorry. 
Paranoid. 

777
00:41:44,760 --> 00:41:46,320
Yeah. 
Or I'm furious or I'm shattered.

778
00:41:46,320 --> 00:41:47,640
I do like this. 
I think this is a really 

779
00:41:47,640 --> 00:41:51,680
interesting mechanic, that if 
you're the last one, you get a 

780
00:41:51,680 --> 00:41:56,240
bonus that. 
But it's like haunted, paranoid.

781
00:41:56,240 --> 00:42:00,560
Love those. 
So in the room, loot and feet. 

782
00:42:00,560 --> 00:42:04,840
So if it's if you successfully 
slay all enemy units, it's over 

783
00:42:05,360 --> 00:42:09,640
first in the unconscious layers 
regain their senses next to 

784
00:42:09,640 --> 00:42:16,080
Slayer should roll all of the 
skull dye about that red solo 

785
00:42:16,080 --> 00:42:19,080
cup you know, right? 
Each layer will gain the amount 

786
00:42:19,080 --> 00:42:21,840
of gold for their during 
exploits and trophy collecting. 

787
00:42:21,840 --> 00:42:25,920
Lastly, each layer rolls AD 6 to
collect A to collect boost. 

788
00:42:27,080 --> 00:42:29,520
Boss loot. 
I was a boot loss, boss loot, 

789
00:42:29,800 --> 00:42:32,160
and another D6 to collect room 
loot. 

790
00:42:32,640 --> 00:42:36,320
Loot that is marked with an 
asterisk is unique and cannot be

791
00:42:36,320 --> 00:42:37,920
rolled twice. 
That's requiring A reroll. 

792
00:42:37,920 --> 00:42:42,080
However, slayers who must reroll
will be given 30 gold for the 

793
00:42:42,080 --> 00:42:45,400
trouble. 
So in a campaign, if you get a 

794
00:42:45,400 --> 00:42:47,080
reroll just 'cause, you get 30 
goals. 

795
00:42:47,080 --> 00:42:50,520
There you go, Boom you survived.
Good job in a campaign which 

796
00:42:50,520 --> 00:42:52,360
doesn't exist yet. 
Each cleared room will unlock 

797
00:42:52,360 --> 00:42:56,720
another room at the dungeons 
next depth level Sliders will 

798
00:42:56,720 --> 00:42:59,520
also gain the rights to certain 
feats on clearing the room under

799
00:42:59,520 --> 00:43:02,560
specific criteria. 
Refer to each dungeon specific 

800
00:43:02,560 --> 00:43:06,560
feats For more information. 
This is one of those things. 

801
00:43:06,560 --> 00:43:09,160
I think we ran into the same 
thing with squishy that I would 

802
00:43:09,160 --> 00:43:14,440
recommend for. 
I guess it's hard, right? 

803
00:43:14,440 --> 00:43:19,560
So like, if you reference a part
of a game that's not written, it

804
00:43:19,560 --> 00:43:21,800
makes it difficult when you're 
reading it because you're gonna 

805
00:43:21,800 --> 00:43:26,640
try to find that. 
But also like, until you write 

806
00:43:26,640 --> 00:43:29,480
it, it's kind of like, well, I 
have every intention of writing 

807
00:43:29,480 --> 00:43:31,640
it, so I'm gonna write it that 
way. 

808
00:43:32,120 --> 00:43:36,120
But if you never get to it. 
If you do get to it and you 

809
00:43:36,120 --> 00:43:37,720
don't write it that way, you 
have to go backwards. 

810
00:43:38,040 --> 00:43:40,840
I think it'd be better to go 
back and retcon saying now 

811
00:43:40,840 --> 00:43:46,000
references in the future than to
put it in and then never 

812
00:43:46,000 --> 00:43:47,440
potentially have the thing come 
out later. 

813
00:43:47,440 --> 00:43:48,920
You know what I mean? 
Yeah. 

814
00:43:49,840 --> 00:43:51,480
Because if I didn't know this, 
I'd be like, well, where's the 

815
00:43:51,480 --> 00:43:53,520
campaign book? 
Like, he keeps referencing the 

816
00:43:53,520 --> 00:43:55,200
campaign book. 
Like, who do I talk to about the

817
00:43:55,200 --> 00:43:57,120
campaign book? 
You know, like squishy. 

818
00:43:57,120 --> 00:43:58,320
Oh, that's another one you 
weren't on. 

819
00:43:58,440 --> 00:44:02,440
They kept referencing another 
game that was going to be coming

820
00:44:02,440 --> 00:44:03,960
out. 
Even there were some, like feats

821
00:44:03,960 --> 00:44:06,480
and stuff wrapped up in like 
what you could do in this other 

822
00:44:06,480 --> 00:44:07,920
game. 
But that other game doesn't 

823
00:44:07,920 --> 00:44:09,560
exist. 
So it's just like, well, they 

824
00:44:09,560 --> 00:44:11,720
keep referencing this thing and 
I can't find it anywhere. 

825
00:44:12,000 --> 00:44:14,280
So it's interesting because you 
don't want to rewrite stuff more

826
00:44:14,280 --> 00:44:15,960
than once, especially if you put
it in the layout. 

827
00:44:16,320 --> 00:44:18,840
But you know, it's kind of 
difficult if it doesn't exist, 

828
00:44:18,880 --> 00:44:20,040
if people are trying to. 
On it. 

829
00:44:20,800 --> 00:44:25,400
Yeah, yeah, I I I agree. 
I mean, this is, it's what 

830
00:44:25,400 --> 00:44:27,040
happens when you go through an 
incomplete game. 

831
00:44:27,720 --> 00:44:34,480
Yeah, yeah, yeah. 
Advanced Advanced Rules. 

832
00:44:36,560 --> 00:44:40,280
Respite, Rest. 
Pit rest. 

833
00:44:40,280 --> 00:44:43,480
Pity. 
After each room, regardless of 

834
00:44:43,480 --> 00:44:48,920
success, Slayers will get to use
their unique rest action as well

835
00:44:48,920 --> 00:44:50,680
as any blood they have 
remaining. 

836
00:44:51,000 --> 00:44:53,560
If they exit the dungeon, the 
remaining blood will be lost. 

837
00:44:53,640 --> 00:44:55,840
You just drop all your blood in 
the ground when you walk out of 

838
00:44:55,840 --> 00:44:58,920
the dungeon, but their progress 
will remain. 

839
00:44:58,920 --> 00:45:01,680
Upon exiting the dungeon, 
slayers can seek medical 

840
00:45:01,680 --> 00:45:03,520
treatment to recover all their 
lost HP. 

841
00:45:03,520 --> 00:45:06,320
However, the process will cost 
30 gold. 

842
00:45:06,320 --> 00:45:09,760
That 30 gold you got for re 
rolling that boss loot and 

843
00:45:09,840 --> 00:45:13,560
require the player to sit out 
for the next room. 

844
00:45:13,960 --> 00:45:16,320
Participants are encouraged to 
use this as an opportunity to 

845
00:45:16,320 --> 00:45:18,680
experiment with other Slayer 
classes. 

846
00:45:23,840 --> 00:45:31,280
I just saw Chad. 
Yeah, that's interesting. 

847
00:45:31,360 --> 00:45:33,240
I like it. 
Like basically it says like your

848
00:45:33,240 --> 00:45:35,640
character has to sit out, but 
you don't just pick something 

849
00:45:35,640 --> 00:45:37,120
else and run something else. 
I think that's cool. 

850
00:45:37,880 --> 00:45:42,760
Yeah, I think that that's OK. 
Yeah, that's fine. 

851
00:45:43,440 --> 00:45:45,880
It's fine. 
I don't know that I'd be holding

852
00:45:45,880 --> 00:45:48,480
my players to that rule. 
They're already giving up their 

853
00:45:48,480 --> 00:45:50,360
gold. 
Like, if they don't keep playing

854
00:45:50,360 --> 00:45:52,320
their player, they can keep 
playing their character. 

855
00:45:52,320 --> 00:45:58,320
I mean, I'm thinking of Darkest 
Dungeon when you have to have a 

856
00:45:58,320 --> 00:46:00,320
character sit out because 
they're too fucked up for a 

857
00:46:00,320 --> 00:46:03,240
little while and I'm like, oh 
man, I want to bring them back 

858
00:46:03,240 --> 00:46:04,960
in. 
You know, I got to get it. 

859
00:46:05,200 --> 00:46:06,320
It's yeah, it's. 
I mean. 

860
00:46:07,680 --> 00:46:09,240
Yeah, I mean, that's The thing 
is, I get it. 

861
00:46:09,600 --> 00:46:13,920
I get why you would want to. 
But I also get where it does 

862
00:46:13,920 --> 00:46:16,880
make sense. 
But here's the thing, Since it's

863
00:46:16,880 --> 00:46:18,840
not a video game, you can just 
be like math like that and you 

864
00:46:18,840 --> 00:46:20,040
just bring them back. 
So yeah. 

865
00:46:20,360 --> 00:46:22,960
I would rather have it written 
like this and then someone go, 

866
00:46:22,960 --> 00:46:27,720
Nah never mind then written in 
this basically as a house rule 

867
00:46:27,840 --> 00:46:31,240
in game like the free action 
thing. 

868
00:46:31,760 --> 00:46:34,560
I'd rather be written and then 
have the ability to go 

869
00:46:34,560 --> 00:46:36,520
throughouts. 
So items, equipment and 

870
00:46:36,520 --> 00:46:39,680
consumables of each layer 
actually really has a four by 

871
00:46:39,680 --> 00:46:42,480
three grade of inventory spaces 
representing the Max number of 

872
00:46:42,480 --> 00:46:45,520
items they can carry. 
I dig this, there's a lot of 

873
00:46:46,440 --> 00:46:49,320
here's the thing, I'm not a big,
I'm not a big video game guy, 

874
00:46:49,400 --> 00:46:52,320
I've played like 6 video games 
ever, but I'll play each one for

875
00:46:52,320 --> 00:46:55,760
1000 hours. 
But the ones that I have seen. 

876
00:46:56,160 --> 00:46:59,960
That do this are a lot of 
especially like shooters where 

877
00:46:59,960 --> 00:47:02,320
you have like a backpack thing 
and it's a grid and you have to 

878
00:47:02,320 --> 00:47:04,480
fit all of your shit well. 
Diablo does that. 

879
00:47:05,480 --> 00:47:08,880
I never actually played Diablo 
Wow, so it makes sense now that 

880
00:47:08,880 --> 00:47:10,280
it's a four by three. 
You like start now. 

881
00:47:12,720 --> 00:47:16,720
But I think that's really 
interesting and I like it in the

882
00:47:16,720 --> 00:47:20,480
same way that I like Master 
Inventory System, like I can 

883
00:47:20,480 --> 00:47:22,920
imagine actually having tokens 
for stuff and actually having to

884
00:47:22,920 --> 00:47:25,240
fit it. 
Into your grid be like once 

885
00:47:25,240 --> 00:47:30,040
again my sword tactile like 
yeah, engaged part of the 

886
00:47:30,040 --> 00:47:33,360
experience. 
I really enjoy this and I I like

887
00:47:33,360 --> 00:47:37,120
watching people organize their 
inventory on this in like such a

888
00:47:37,640 --> 00:47:42,080
like, yeah, it'll. 
Turn my sword to hold my canopy 

889
00:47:42,120 --> 00:47:43,880
guy. 
But like, I know there are 

890
00:47:43,880 --> 00:47:45,800
people who are like, Oh no, it's
all fitting in here, Don't 

891
00:47:45,800 --> 00:47:48,520
worry. 
Yeah, yeah, I like that. 

892
00:47:48,520 --> 00:47:52,320
It feels like those games that 
are just like like. 

893
00:47:52,800 --> 00:47:55,600
One MD square and you have to 
like make a puzzle by shuffling 

894
00:47:55,600 --> 00:47:59,960
like one square. 
So anyway, yes, you do something

895
00:48:00,000 --> 00:48:02,880
similar to that, but yeah. 
So each layer has a four by 

896
00:48:02,880 --> 00:48:06,440
three grid. 
Larger items will mark out 

897
00:48:06,440 --> 00:48:10,360
specific number of grid spaces 
like a great sort occupies one 

898
00:48:10,360 --> 00:48:12,320
by two space. 
Love that Tower shield is 2 by 

899
00:48:12,320 --> 00:48:14,440
two. 
Consumable items can be used at 

900
00:48:14,440 --> 00:48:17,920
any time to grant effect. 
Equippable items can be slotted 

901
00:48:17,920 --> 00:48:20,240
into their designated equipped 
item space. 

902
00:48:20,680 --> 00:48:25,160
To gain the Animus bonus, These 
items will also mark which 

903
00:48:25,200 --> 00:48:27,080
specific type of slot they need 
to be in. 

904
00:48:27,600 --> 00:48:30,880
Sliders can change their 
equipped items, excuse me, in 

905
00:48:30,880 --> 00:48:35,320
lieu of a Stride action or Dash 
action. 

906
00:48:35,600 --> 00:48:38,800
So here's no Dash. 
So here's the thing, A Stride 

907
00:48:38,800 --> 00:48:42,040
action is your actual Turns 
action, and a Dash action is 

908
00:48:42,040 --> 00:48:45,120
your free action. 
They don't feel the same to me, 

909
00:48:45,120 --> 00:48:48,880
but I could be wrong. 
I think you're I think you're 

910
00:48:48,880 --> 00:48:52,360
correct. 
Yeah, so, like, Dash is a it. 

911
00:48:52,440 --> 00:48:56,080
It costs blood. 
Yeah, well then I guess that's 

912
00:48:56,080 --> 00:48:58,480
fine because straight you do get
for free, but Dash is on your 

913
00:48:58,480 --> 00:49:00,120
off turn. 
So yeah, that's whatever I 

914
00:49:00,120 --> 00:49:00,800
think. 
No, I don't. 

915
00:49:00,800 --> 00:49:02,680
I I don't mind how those 
interact, actually. 

916
00:49:02,680 --> 00:49:04,200
In that case, actually, I 
actually kind of like it. 

917
00:49:04,200 --> 00:49:06,640
It's like, yeah, if it's your 
turn, you can just not move and 

918
00:49:06,640 --> 00:49:08,600
use it. 
Or like, if you're like, fuck, I

919
00:49:08,600 --> 00:49:11,240
need to change my next turn, 
then in your free action, you 

920
00:49:11,240 --> 00:49:13,760
can still pay the blood to move 
like you would, which is just 

921
00:49:13,760 --> 00:49:15,240
dashing. 
It's just it. 

922
00:49:15,760 --> 00:49:17,880
Don't just. 
You just don't. 

923
00:49:18,440 --> 00:49:19,440
Yeah, I actually like that. 
You're right. 

924
00:49:19,440 --> 00:49:20,160
It's clean. 
I like it. 

925
00:49:22,280 --> 00:49:25,640
Some items will be neither 
equivable or consumable, and you

926
00:49:25,640 --> 00:49:27,040
can sell those etcetera, 
etcetera. 

927
00:49:27,440 --> 00:49:29,760
Additionally, Slayers have 
satchels for their basic 

928
00:49:29,760 --> 00:49:31,800
consumables separate from their 
inventory spaces. 

929
00:49:32,440 --> 00:49:38,080
Healing Bread Heals, D6 and 
Blood Tonics grant D6 blood. 

930
00:49:38,360 --> 00:49:42,080
Unlike that Bread and Tonic, 
pretty kind of salty. 

931
00:49:42,800 --> 00:49:45,720
Slayers can hold a maximum of 
six of each of these basic 

932
00:49:45,720 --> 00:49:49,000
consumables. 
Outside their item inventory, So

933
00:49:49,160 --> 00:49:52,520
Delicious Healing Bread. 
You get your four by three grid 

934
00:49:52,520 --> 00:49:56,840
of inventory and you get a 
satchel slung over your 

935
00:49:56,840 --> 00:49:59,640
shoulder. 
Bread is like red colored like a

936
00:49:59,760 --> 00:50:03,760
a. 100% Oh, I imagined there was
actually like blood in the 

937
00:50:03,760 --> 00:50:05,760
bread, and that's what was 
healing you. 

938
00:50:06,360 --> 00:50:08,160
So inventory, spells and 
talents. 

939
00:50:08,480 --> 00:50:12,000
Some consumables grant a single 
use of a specific forgotten 

940
00:50:12,000 --> 00:50:15,000
spell or talent. 
Using these one time spells does

941
00:50:15,000 --> 00:50:19,320
not count as an action. 
Likewise, some equippables 

942
00:50:19,480 --> 00:50:23,480
unlock the use of a new talent 
at the cost of blood. 

943
00:50:23,840 --> 00:50:26,280
Using these talents require that
the item is equipped. 

944
00:50:26,280 --> 00:50:28,720
Makes sense if it's an item, 
your style you're getting from 

945
00:50:28,720 --> 00:50:30,920
an item or talent you get from 
an item gotta be wearing it. 

946
00:50:33,640 --> 00:50:38,440
That the Slayer takes an 
unleashed action and the 

947
00:50:38,520 --> 00:50:42,360
required amount of blood is 
expended and so references in 

948
00:50:42,360 --> 00:50:46,760
the Blood section your it. 
It's a paid like activation cost

949
00:50:48,040 --> 00:50:53,200
and very straightforward. 
You should be wearing the thing 

950
00:50:53,200 --> 00:50:57,720
that has the ability to grant 
the ability, like like how 

951
00:50:57,720 --> 00:50:59,760
everything has ever worked at 
any point in time. 

952
00:51:01,240 --> 00:51:03,200
But yeah, good distinction to 
make, you know. 

953
00:51:04,280 --> 00:51:06,760
This is. 
I don't know, I don't think this

954
00:51:06,760 --> 00:51:08,320
is that way. 
But it also brings up a point 

955
00:51:08,600 --> 00:51:11,880
like not everything is for 
everybody and this will never be

956
00:51:11,880 --> 00:51:14,560
somebody's first tabletop game. 
You know what I mean? 

957
00:51:14,720 --> 00:51:20,160
So explaining stuff to people 
that clearly already know, I 

958
00:51:20,160 --> 00:51:25,320
definitely prefer when, like, 
not everything is for everybody 

959
00:51:25,400 --> 00:51:27,800
and like needing to like. 
That's the whole reason that I 

960
00:51:27,800 --> 00:51:31,240
genuinely fucking hate most. 
Like, what is it? 

961
00:51:31,240 --> 00:51:33,400
TTRPG? 
It's like, and it's the most 

962
00:51:33,400 --> 00:51:36,840
obscure niche game that like 100
people ever going to be. 

963
00:51:36,840 --> 00:51:37,760
Like, yeah, I'm going to play 
that. 

964
00:51:38,000 --> 00:51:40,160
And it's like this will never be
someone's first. 

965
00:51:40,520 --> 00:51:42,520
Like, you don't have to explain 
what it is. 

966
00:51:42,520 --> 00:51:43,880
They know. 
No way, man. 

967
00:51:43,880 --> 00:51:47,000
In Inversely, there's some games
we go over where we're like, Oh 

968
00:51:47,000 --> 00:51:49,840
yeah, this is great to have here
because this could definitely be

969
00:51:49,840 --> 00:51:51,600
someone's first game. 
That's right. 

970
00:51:52,840 --> 00:51:55,200
But you know, when you're making
a game, do you know that? 

971
00:51:55,360 --> 00:51:59,600
You know, oh, A. 100%, OK, well.
Yeah, you don't. 

972
00:51:59,600 --> 00:52:02,840
You don't think you're writing 
your game for a specific set of 

973
00:52:02,840 --> 00:52:04,240
people, not for everybody. 
Yeah, you're right. 

974
00:52:04,320 --> 00:52:06,240
OK, You're right. 
I retract that statement. 

975
00:52:06,240 --> 00:52:07,800
You do know that? 
Absolutely. 

976
00:52:08,120 --> 00:52:10,400
You could literally put a hat 
like if you're making like a 

977
00:52:10,400 --> 00:52:13,400
space game, it could be like as 
per Star Wars, and then just 

978
00:52:13,400 --> 00:52:15,240
take out whole paragraphs. 
You know what I mean? 

979
00:52:15,240 --> 00:52:16,800
Not you, but I'm saying just in 
general. 

980
00:52:18,840 --> 00:52:23,360
So where were we? 
Combat passives and bloodlust. 

981
00:52:23,560 --> 00:52:26,560
So each layer is equipped with a
Grizzly Combat passive. 

982
00:52:27,040 --> 00:52:28,720
That is active at all times 
during the room. 

983
00:52:29,000 --> 00:52:31,680
It defines normal rules and your
critical passive triggers 

984
00:52:31,680 --> 00:52:35,560
anytime you roll A6 on a sleigh 
or a talent sleigh. 

985
00:52:35,560 --> 00:52:41,840
I just realized however, this 
passive will automatically 

986
00:52:41,840 --> 00:52:46,160
trigger during such roles if the
Slayer is at 18 blood. 

987
00:52:46,920 --> 00:52:49,640
This bonus comes from a Slayer 
sensation, Well, blood lust. 

988
00:52:50,880 --> 00:52:52,640
So I guess we'll get to combat 
passive later. 

989
00:52:53,120 --> 00:52:56,440
Oh, I should download A 
character? 

990
00:52:57,240 --> 00:52:59,480
A Slayer sheet character? 
Yeah, yeah yeah 'cause they're 

991
00:52:59,480 --> 00:53:02,200
all on there and they're a blast
to look at. 

992
00:53:02,800 --> 00:53:06,440
Yeah, So status effects and 
elements. 

993
00:53:06,800 --> 00:53:10,760
Basically, there are 6 
distinctive status effects, each

994
00:53:10,760 --> 00:53:12,840
with an associated primordial 
element. 

995
00:53:14,720 --> 00:53:18,880
Excuse me, These satisfacts will
only last for one turn. 

996
00:53:18,880 --> 00:53:25,520
Cycle units can only be affected
by one set at a time, and if a 

997
00:53:25,520 --> 00:53:28,360
unit is given a new status 
effect, they will lose the old 

998
00:53:28,360 --> 00:53:31,960
one and take an immediate 2 
damage upon switching. 

999
00:53:31,960 --> 00:53:34,240
Which I'm like, oh that fucking 
sucks. 

1000
00:53:34,600 --> 00:53:36,760
Not just like stacking effects 
on somebody. 

1001
00:53:37,520 --> 00:53:39,960
Well, you've just been two 
damaged each time if you're if 

1002
00:53:39,960 --> 00:53:42,480
you're stuck in effect, so it's 
interesting, yeah. 

1003
00:53:43,600 --> 00:53:47,400
Additionally, certain elemental 
damage types can cause unique 

1004
00:53:47,400 --> 00:53:52,000
reactions with certain enemies. 
The status effects are as 

1005
00:53:52,000 --> 00:53:57,520
followed, so the element divine.
The status act is fury, which is

1006
00:53:57,520 --> 00:54:01,520
a very like a divine angelic 
rage, and you must take a sleigh

1007
00:54:01,520 --> 00:54:04,480
action on your turn. 
The sleigh action must be 

1008
00:54:04,480 --> 00:54:10,160
directed at a random unit, 
including friendly units you go 

1009
00:54:10,160 --> 00:54:11,960
into. 
You know you're so fuelled by 

1010
00:54:11,960 --> 00:54:14,240
your love of God that you strike
down your best friend with a 

1011
00:54:14,240 --> 00:54:16,040
sword. 
Very biblical. 

1012
00:54:16,640 --> 00:54:17,800
Very biblical, I was going to 
say. 

1013
00:54:18,080 --> 00:54:20,360
Yeah, IRL is. 
You fucking get it. 

1014
00:54:20,640 --> 00:54:21,680
Really. 
It really is. 

1015
00:54:22,360 --> 00:54:24,760
It's a little on the nose. 
Can we hear my son? 

1016
00:54:27,400 --> 00:54:29,360
God's like, no, I was kidding. 
I was just testing you. 

1017
00:54:30,640 --> 00:54:33,040
OK? 
Arcane is another element to 

1018
00:54:33,040 --> 00:54:35,640
satisfy this. 
Hex the heck unit is bound by 

1019
00:54:35,640 --> 00:54:38,120
arcane sorceries. 
That ribbon pulled the fabrics 

1020
00:54:38,120 --> 00:54:40,840
of their being. 
The unit takes one damage per 

1021
00:54:40,840 --> 00:54:45,360
space moved, and that includes 
if they're moved against their 

1022
00:54:45,360 --> 00:54:49,160
will and the next element is 
bolt. 

1023
00:54:49,960 --> 00:54:55,240
The SAS effect is vitalized. 
This is like the opposite of 

1024
00:54:55,240 --> 00:54:57,880
hex. 
It's every time you move a 

1025
00:54:57,880 --> 00:55:00,920
space, you gain one HP, which 
that's a pretty good 

1026
00:55:00,920 --> 00:55:03,840
satisfaction, and you have 
frost. 

1027
00:55:04,240 --> 00:55:09,520
The effect is stasis. 
You can't move right. 

1028
00:55:11,000 --> 00:55:18,440
However, you're free to take 
Dash or take action that moves 

1029
00:55:18,440 --> 00:55:21,200
them, which is interesting. 
So you can't stride, 

1030
00:55:21,200 --> 00:55:23,480
essentially. 
But yeah, it says can't stride, 

1031
00:55:23,680 --> 00:55:25,480
but you can't dash, you can't 
pay for. 

1032
00:55:25,480 --> 00:55:27,840
Movement. 
I like that. 

1033
00:55:27,840 --> 00:55:29,480
I like that. 
I don't hate it. 

1034
00:55:29,680 --> 00:55:32,640
Yeah, I think I like. 
Being forced to use a resource 

1035
00:55:32,640 --> 00:55:35,240
again, anytime there's a choice 
mechanic that goes in and 

1036
00:55:35,240 --> 00:55:36,760
resource management falls into 
that. 

1037
00:55:36,760 --> 00:55:39,040
I don't mind that. 
Yeah, because that's effect. 

1038
00:55:39,560 --> 00:55:41,680
Yeah, it shouldn't necessarily. 
I mean, you get like, plus one 

1039
00:55:41,680 --> 00:55:42,880
thing or you get plus one 
damage. 

1040
00:55:42,880 --> 00:55:44,960
Being able to be like you have 
to use your fucking blood to 

1041
00:55:44,960 --> 00:55:47,000
even just move around. 
I really enjoy that actually. 

1042
00:55:47,000 --> 00:55:48,720
Yeah, I think giving them the 
choice. 

1043
00:55:48,720 --> 00:55:50,600
I think I do like that. 
Yeah. 

1044
00:55:50,600 --> 00:55:53,480
Next one is the elements of the 
chronic and the status is 

1045
00:55:53,760 --> 00:55:57,840
rotting. 
You'll take two damage +2 damage

1046
00:55:57,840 --> 00:56:00,640
whenever you lose HP. 
So it's like whenever you hurt, 

1047
00:56:00,640 --> 00:56:04,200
you hurt more. 
I love that the last one is 

1048
00:56:04,200 --> 00:56:06,560
going to be infernal and 
infernal. 

1049
00:56:06,560 --> 00:56:11,080
It's going to be burning. 
You take 3 damage every time you

1050
00:56:11,080 --> 00:56:14,520
deal or deal or attempt to deal 
damage to another unit. 

1051
00:56:16,480 --> 00:56:20,600
Yeah, that. 
Those are the the LD 6 

1052
00:56:20,600 --> 00:56:23,920
distinctive status effects and 
their associated elements. 

1053
00:56:24,320 --> 00:56:25,560
I do. 
I'd like them a lot. 

1054
00:56:25,560 --> 00:56:27,480
I do really enjoy. 
I do like it, I actually it's a 

1055
00:56:27,600 --> 00:56:33,440
probably more solid part. 
I'd like to see something 

1056
00:56:33,640 --> 00:56:36,960
elements expanded in use a 
little bit more, but something. 

1057
00:56:37,920 --> 00:56:40,400
So next we get to outside the 
room exploration. 

1058
00:56:40,400 --> 00:56:42,640
This is interesting. 
And again, we have opinions. 

1059
00:56:42,640 --> 00:56:46,880
So outside the room exploration,
there's a paragraph here that 

1060
00:56:46,880 --> 00:56:48,560
says you're outside the room and
you explore. 

1061
00:56:48,680 --> 00:56:51,040
So I'm gonna skip that. 
So stat checks the basics, 

1062
00:56:51,040 --> 00:56:53,320
right? 
So we still haven't got to any 

1063
00:56:53,320 --> 00:56:57,480
type of like character creation 
thing which is like at the very 

1064
00:56:57,480 --> 00:57:02,960
end which solidifies my 
preferred thing which is run 

1065
00:57:02,960 --> 00:57:04,720
down to the basics, character 
creation and then full 

1066
00:57:04,720 --> 00:57:07,440
mechanics. 
For this one, I'm definitely OK 

1067
00:57:07,440 --> 00:57:09,520
with it, so. 
They have the characterization 

1068
00:57:09,520 --> 00:57:13,840
all the way at the end, yes, I 
guess. 

1069
00:57:14,080 --> 00:57:16,840
I don't know as I am told all 
the things I could possibly do 

1070
00:57:16,840 --> 00:57:19,160
in a room. 
I guess I'd like to know my 

1071
00:57:19,160 --> 00:57:21,760
stats that I could do them with,
yeah, but. 

1072
00:57:21,920 --> 00:57:24,760
I guess it doesn't matter that 
much anyway, though, so this 

1073
00:57:24,760 --> 00:57:26,080
doesn't. 
None of that matters for in the 

1074
00:57:26,080 --> 00:57:28,040
room, because expiration outside
the room is completely 

1075
00:57:28,040 --> 00:57:31,680
different. 
So outside the room, challenging

1076
00:57:31,680 --> 00:57:33,960
tasks are resolved using stat 
checks. 

1077
00:57:34,480 --> 00:57:35,280
Stat. 
Check. 

1078
00:57:35,600 --> 00:57:39,400
Works the way all stat checks in
every game fucking do if there's

1079
00:57:39,400 --> 00:57:40,720
no interest and consequence 
don't roll. 

1080
00:57:40,720 --> 00:57:42,760
So you have 4 stats. 
You have strength, decks, 

1081
00:57:42,760 --> 00:57:45,360
vitality, and magic. 
It's exactly what you think they

1082
00:57:45,360 --> 00:57:49,040
all are. 
And then slayers are rolled 2D6 

1083
00:57:49,560 --> 00:57:53,760
and the total has to be two D6 
plus stat. 

1084
00:57:53,960 --> 00:57:57,040
If the total meets or exceeds 
the task difficulty, it is a 

1085
00:57:57,040 --> 00:57:59,240
success. 
If not, the slayers failed. 

1086
00:57:59,600 --> 00:58:03,600
So it's not a make success, it's
just 2D6 with set difficulties. 

1087
00:58:05,280 --> 00:58:09,680
Double sixes demonized as a crit
and 11 snake eyes is a fail. 

1088
00:58:11,880 --> 00:58:16,120
There are edge and threats 
Slayers can leverage Experience 

1089
00:58:16,120 --> 00:58:19,160
in the characters, history, 
items, allies, simple narrative 

1090
00:58:19,160 --> 00:58:23,640
stuff to get an edge which gives
him plus one per edge per roll. 

1091
00:58:24,520 --> 00:58:28,960
Likewise, the Overlord can do a 
threat which is a -, 1 per roll,

1092
00:58:29,760 --> 00:58:32,040
and then there is a partial 
success. 

1093
00:58:33,160 --> 00:58:36,480
Partial failure rolling success 
part, which is interesting. 

1094
00:58:37,480 --> 00:58:41,760
So whenever Slayer rolls only 
one or two below the task 

1095
00:58:41,920 --> 00:58:45,560
difficulty, they will only 
receive a partial failure. 

1096
00:58:45,560 --> 00:58:48,240
I love that it's partial failure
not partial success because I 

1097
00:58:48,240 --> 00:58:49,920
think it's very specifically 
partial failure. 

1098
00:58:50,520 --> 00:58:53,080
Partial failures can either 
provide success with 

1099
00:58:53,080 --> 00:58:56,800
consequence, example a door's 
unlocked but the door has been 

1100
00:58:56,800 --> 00:59:00,200
loudly broken, or a failure 
without consequence. 

1101
00:59:00,560 --> 00:59:03,640
As in a magical trap is left 
intact, but it's not triggered. 

1102
00:59:03,880 --> 00:59:08,000
I see that as like you either 
like stepped on the track but 

1103
00:59:08,000 --> 00:59:10,560
like the magic had dissipated or
something like that. 

1104
00:59:12,120 --> 00:59:14,800
But it's it's interesting. 
I do like the idea of like a 

1105
00:59:14,800 --> 00:59:17,120
failure without consequence, 
like I was trying to do 

1106
00:59:17,120 --> 00:59:19,440
something. 
You didn't do it but batshit 

1107
00:59:19,440 --> 00:59:21,720
didn't happen. 
Is a really interesting way to 

1108
00:59:21,720 --> 00:59:23,760
look at like the make success 
part. 

1109
00:59:23,760 --> 00:59:26,040
I think it's interesting. 
And then for every two points 

1110
00:59:26,040 --> 00:59:29,440
that a Slayer rolls above the 
difficulty, you get a rolling 

1111
00:59:29,440 --> 00:59:31,480
success, which adds an 
additional bonus. 

1112
00:59:31,480 --> 00:59:34,600
So this provides Overlords with 
the opportunity to drop 

1113
00:59:34,600 --> 00:59:37,520
additional rewards. 
So while translating an ancient 

1114
00:59:37,520 --> 00:59:41,120
text, they gain a consumable 
spell or they aid the other 

1115
00:59:41,120 --> 00:59:44,160
Slayers. 
So you succeeded by more than 

1116
00:59:44,160 --> 00:59:46,480
two getting through a booby 
trapped hallway so you can guide

1117
00:59:46,480 --> 00:59:48,480
your allies through it Again, 
Interesting. 

1118
00:59:48,680 --> 00:59:49,760
I like it. 
I dig it. 

1119
00:59:50,000 --> 00:59:53,640
There are difficulties at the 
top. 

1120
00:59:53,640 --> 00:59:56,200
It's a one through 12 table. 
I don't know why it would be a 

1121
00:59:56,200 --> 01:00:00,120
roll table for difficulties. 
I feel like you would just pick 

1122
01:00:00,120 --> 01:00:03,040
it. 
There's too many on here for me,

1123
01:00:03,680 --> 01:00:04,280
you know. 
Oh. 

1124
01:00:04,280 --> 01:00:05,520
Yeah, yeah, yeah, yeah, yeah, 
yeah. 

1125
01:00:05,520 --> 01:00:11,440
There's too many, there's. 123 
is inconsequential, 4 to 5 

1126
01:00:11,600 --> 01:00:13,200
inconsequential. 
We're not wrong. 

1127
01:00:13,640 --> 01:00:16,640
Like if it does, if there the 
consequence does not matter to a

1128
01:00:16,640 --> 01:00:19,040
thing, then. 
Yeah, it's. 

1129
01:00:19,080 --> 01:00:21,360
It literally says overlords 
should avoid having Slayer's 

1130
01:00:21,360 --> 01:00:24,040
roll for such checks. 
My issue with this is not the 

1131
01:00:24,040 --> 01:00:26,640
table or that there's too many, 
it's just that just take off the

1132
01:00:26,640 --> 01:00:30,960
word roll. 
It's that you pick the I guess 

1133
01:00:30,960 --> 01:00:33,640
you know. 
What I mean like you pick the 

1134
01:00:33,640 --> 01:00:35,720
difficulty as the Overlord, this
is. 

1135
01:00:35,720 --> 01:00:37,960
I don't mind these examples. 
I think there's a great list of 

1136
01:00:37,960 --> 01:00:39,960
examples slowly through. 
But you don't have to roll for 

1137
01:00:39,960 --> 01:00:41,640
the difficulty. 
You just pick the difficulty and

1138
01:00:41,640 --> 01:00:44,360
they roll against it. 
So there's inconsequential, 

1139
01:00:44,360 --> 01:00:46,840
simple, challenging, daunting, 
insane, and hellish. 

1140
01:00:48,200 --> 01:00:50,920
So again, like, I don't mind the
list, it's just, it doesn't, you

1141
01:00:50,920 --> 01:00:53,720
know, well, why would you ever 
roll on the list to choose the 

1142
01:00:53,720 --> 01:00:55,160
difficulty in someone's rolling 
against? 

1143
01:00:55,160 --> 01:00:58,360
I think it's just I think it is 
defaulted as probably like a 

1144
01:00:58,400 --> 01:01:01,000
like a let me drop this thing in
here and the role does happen to

1145
01:01:01,000 --> 01:01:08,200
stay on it, you know? 
Yeah, I like, listen, I the more

1146
01:01:08,640 --> 01:01:12,960
games we go through the less I 
like targeted like DCS you know?

1147
01:01:13,000 --> 01:01:15,240
Yes, so hate them when I do like
them. 

1148
01:01:15,240 --> 01:01:19,280
I like them when there's like 3 
that they're like here are the 

1149
01:01:19,280 --> 01:01:22,600
three, you know, Tom Goons does 
that. 

1150
01:01:25,000 --> 01:01:28,360
What was I just reading? 
Ultraviolet Grasslands. 

1151
01:01:28,440 --> 01:01:31,160
The system in Ultra light 
grasslands does the same thing. 

1152
01:01:31,160 --> 01:01:34,000
It's like there's there's three 
difficulties, like one of these 

1153
01:01:34,000 --> 01:01:36,880
three. 
Here's The thing is, I, I I just

1154
01:01:36,880 --> 01:01:39,400
prefer a game that if you're 
gonna have a set difficulty, 

1155
01:01:39,680 --> 01:01:43,760
obviously you know me, I like 
mixed success, but if you're 

1156
01:01:43,760 --> 01:01:46,920
gonna pick a difficulty, I 
prefer games that just. 

1157
01:01:47,320 --> 01:01:49,440
Pick one and then the mechanics 
are built around trying to get 

1158
01:01:49,440 --> 01:01:51,360
to that number. 
So for example like Merck Borg 

1159
01:01:51,800 --> 01:01:56,880
12 everything is a fucking 12 
and if you want to modify that 

1160
01:01:56,880 --> 01:01:59,560
you give advantage or 
disadvantage Boons Baines like 

1161
01:01:59,560 --> 01:02:03,800
you can tweak it still but the 
you take the average plus a 

1162
01:02:03,800 --> 01:02:06,960
little bit and just go with that
like best left buried or like 

1163
01:02:06,960 --> 01:02:08,880
over the Blues. 
All that it's 2:00 to 6:00, but 

1164
01:02:08,880 --> 01:02:12,480
I think it's like I think it's a
nine that you have to hit to a 

1165
01:02:12,480 --> 01:02:16,880
nine on on all of the things so.
The thing I like about it most 

1166
01:02:16,880 --> 01:02:21,760
is that it takes away the 
sometimes possibly adversarial 

1167
01:02:21,760 --> 01:02:26,480
nature of the DM choosing what 
they're picking. 

1168
01:02:26,920 --> 01:02:30,280
And I do enjoy this. 
It has like a +, 2, -, 2 system.

1169
01:02:30,280 --> 01:02:32,880
Because there's so many times 
where I'm I was DM 5E and I'm 

1170
01:02:32,880 --> 01:02:35,880
like, I'm going to pick 15 and 
they're all 14 and RAW. 

1171
01:02:35,920 --> 01:02:39,960
You just go fail, you know? 
And I'm like, well, fuck like 

1172
01:02:39,960 --> 01:02:40,800
that. 
I do like this guy. 

1173
01:02:40,800 --> 01:02:43,960
There, you know or or go himbo 
style, you know. 

1174
01:02:45,240 --> 01:02:50,440
Yeah, yeah, like, I like going 
to obviously, I just moved. 

1175
01:02:50,480 --> 01:02:53,960
We're at tangent. 
But I'm going to this like like 

1176
01:02:53,960 --> 01:02:56,480
little queer comic book and 
tabletop game store. 

1177
01:02:56,760 --> 01:03:02,280
And I'm like, hey, because they 
just have like advanced lovers 

1178
01:03:02,280 --> 01:03:05,040
and lesbians, except the 30 
store lesbians, the new one, the

1179
01:03:05,520 --> 01:03:07,040
the advanced. 
They had both. 

1180
01:03:07,480 --> 01:03:09,360
And I was like, hey, have you 
ever thought about getting 

1181
01:03:09,680 --> 01:03:12,440
Hambos of Miss and Nebel by Max 
Leather? 

1182
01:03:12,840 --> 01:03:13,920
And they're like, no, that 
sounds awesome. 

1183
01:03:13,920 --> 01:03:15,800
I'm like, yeah, you should, you 
should, you should get it. 

1184
01:03:15,840 --> 01:03:19,480
It's like, it totally fits this 
space. 

1185
01:03:19,480 --> 01:03:24,880
So. 
Yeah, represent birthing, giving

1186
01:03:24,880 --> 01:03:29,280
birth to a Slayer to come. 
Right out of your uterus. 

1187
01:03:29,360 --> 01:03:31,720
The first bit just says that 
slayers can be. 

1188
01:03:31,960 --> 01:03:35,160
It can be all different types of
people from anywhere at. 

1189
01:03:35,360 --> 01:03:37,160
Any point in time. 
Perfect. 

1190
01:03:37,520 --> 01:03:40,280
Who gives a fuck? 
Listen, if your game has racial 

1191
01:03:40,280 --> 01:03:43,720
bonuses, fuck right off. 
Like, yeah. 

1192
01:03:44,160 --> 01:03:46,040
So you. 
Might let me change it. 

1193
01:03:46,040 --> 01:03:50,160
You change it real quick. 
Anyone that gets mad about how 

1194
01:03:50,200 --> 01:03:54,760
other people play their, like 
bourgeois race war game from the

1195
01:03:54,760 --> 01:03:59,920
70s can fuck right off, you 
know, You know? 

1196
01:03:59,960 --> 01:04:02,200
Oh God, that's so dark. 
You're so. 

1197
01:04:02,480 --> 01:04:05,120
Excited. 
You should. 

1198
01:04:05,240 --> 01:04:09,000
You should go get fantastic 
Mutable Campaigns for Marsha B 

1199
01:04:09,000 --> 01:04:11,400
Traverse Fantasy. 
Definitely check this out. 

1200
01:04:12,840 --> 01:04:14,520
I actually haven't gone through 
that, so. 

1201
01:04:14,920 --> 01:04:16,560
It's so good. 
I just got mine today 

1202
01:04:16,560 --> 01:04:18,160
physically. 
But if you're in chat, check it 

1203
01:04:18,160 --> 01:04:21,280
out. 
It is literally free on the 

1204
01:04:21,280 --> 01:04:24,080
Traverse Fantasy It's page and 
at Costa Lulu. 

1205
01:04:24,520 --> 01:04:25,920
Buy it. 
Read the last page. 

1206
01:04:26,440 --> 01:04:29,280
Have fun. 
That's an incredibly funny take.

1207
01:04:29,280 --> 01:04:33,920
But yeah, yeah, I don't know how
to bounce back from that. 

1208
01:04:34,520 --> 01:04:37,200
Yeah, rolling stat bonuses. 
So this is a stat bonus game. 

1209
01:04:37,480 --> 01:04:42,120
You roll 4D6, that's one for 
each stat, and you assign the 

1210
01:04:42,120 --> 01:04:45,200
whatever the stat bonuses. 
So if you roll A2, the stat 

1211
01:04:45,200 --> 01:04:48,880
bonuses 0. 
If you roll A5 or 6 + 2 to each 

1212
01:04:48,880 --> 01:04:51,000
individual stat. 
The stats obviously are not 

1213
01:04:51,000 --> 01:04:53,920
listed here. 
They're actually listed the page

1214
01:04:53,920 --> 01:04:56,400
above, which I guess if you're. 
It's still the same. 

1215
01:04:56,760 --> 01:04:58,720
Yeah, it's still the same page. 
Yeah, I did the same thing where

1216
01:04:58,720 --> 01:05:00,320
I was like, man, I wish the 
stats were out here. 

1217
01:05:00,320 --> 01:05:02,400
I was like, it's literally the 
thing right above this. 

1218
01:05:02,800 --> 01:05:05,000
Yeah, whatever. 
I still think put them next to 

1219
01:05:05,000 --> 01:05:07,160
the rolling stats part, but 
whatever. 

1220
01:05:08,040 --> 01:05:12,520
Yeah, I agree. 
Yeah, so I yeah, ensure that the

1221
01:05:12,520 --> 01:05:14,880
Slayers are aware of the 
importance of their damaged 

1222
01:05:14,880 --> 01:05:18,160
stat, and that each Slayer has 
at least 1 + 2 stat. 

1223
01:05:18,160 --> 01:05:21,000
I'm not, I'm not making sure 
they have 1 + 2 stat. 

1224
01:05:21,240 --> 01:05:23,960
Listen, if you roll a piece of 
shit who's got a bunch of 

1225
01:05:23,960 --> 01:05:25,760
negative ones and zeros, you're 
playing them. 

1226
01:05:26,680 --> 01:05:30,880
I actually really like the way 
that these stat bonuses are 

1227
01:05:30,880 --> 01:05:33,600
determined. 
Is there another way you have to

1228
01:05:33,720 --> 01:05:35,240
like this? 
The roll. 

1229
01:05:36,360 --> 01:05:39,120
So, like, maybe maybe I'm just 
making it more complicated in my

1230
01:05:39,120 --> 01:05:42,560
head, 'cause it's. 
Because they suck at Matt. 

1231
01:05:46,240 --> 01:05:49,920
Oh sorry, took out the sneeze 
out for those in the podcast in 

1232
01:05:49,920 --> 01:05:54,720
video broadcast for the win. 
So like you're not rolling 3D6 

1233
01:05:54,720 --> 01:05:58,280
per stat and then like getting a
bonus, you're rolling 1D stat 

1234
01:05:58,280 --> 01:06:01,040
and whatever you roll determines
directly the bonus. 

1235
01:06:01,040 --> 01:06:03,200
I guess it's the same you just 
rolling last die. 

1236
01:06:03,440 --> 01:06:05,960
But for some reason on my head 
I'm like, I really liked that 

1237
01:06:05,960 --> 01:06:08,800
you like. 
You go Strength, you go 1D6. 

1238
01:06:08,800 --> 01:06:11,640
OK, I rolled A3. 
All right, that's a plus one for

1239
01:06:11,640 --> 01:06:13,120
some reason, I don't know, 
Calendar point. 

1240
01:06:13,760 --> 01:06:16,360
If you're going to put in here, 
make sure each Slayer has at 

1241
01:06:16,360 --> 01:06:18,640
least 1 + 2 stat. 
Don't make them roll. 

1242
01:06:18,640 --> 01:06:21,480
Give them a spread. 
Yeah, you gotta agree with that 

1243
01:06:21,520 --> 01:06:23,960
completely. 
A plus 2A1 and two zeros or 

1244
01:06:23,960 --> 01:06:26,600
whatever, yeah. 
I completely agree with that. 

1245
01:06:26,600 --> 01:06:28,320
I would definitely be like, no, 
you get what you get. 

1246
01:06:28,320 --> 01:06:30,120
That sucks for you. 
Yeah, totally. 

1247
01:06:30,160 --> 01:06:32,640
I mean, that's how you know 
making characters like death in 

1248
01:06:32,640 --> 01:06:35,160
space, like where you have to do
the mechanic where you like. 

1249
01:06:35,760 --> 01:06:38,520
Like before, when is D4? 
Yeah, you're gonna get I. 

1250
01:06:38,520 --> 01:06:39,400
Love it. 
I love it too. 

1251
01:06:39,400 --> 01:06:41,160
I'm gonna see shit hole 
characters and but like 

1252
01:06:41,160 --> 01:06:43,920
personally, whenever I play 
someone who's a total piece of 

1253
01:06:43,920 --> 01:06:45,960
shit that's gonna die, I'm like,
this is a blast for me. 

1254
01:06:46,920 --> 01:06:49,480
You know, I think it's different
too though. 

1255
01:06:49,480 --> 01:06:53,200
Death in Space versus just like 
Tactical War horde comic. 

1256
01:06:53,200 --> 01:06:55,680
You kind of need stats. 
And I think an array would 

1257
01:06:55,680 --> 01:06:59,200
actually probably like just I I 
wouldn't mind just being like, 

1258
01:06:59,200 --> 01:07:01,360
OK, let me take off the left 
side of that rule table again. 

1259
01:07:01,360 --> 01:07:03,480
OK, you get a -, 1, a 0 + 1 and 
a + 2. 

1260
01:07:03,920 --> 01:07:06,800
Exactly like you said, just have
that as an array and then just 

1261
01:07:06,800 --> 01:07:10,680
go with that. 
Yeah, yeah or whatever like. 

1262
01:07:10,760 --> 01:07:14,000
But I yeah, I definitely think a
salary for this. 

1263
01:07:14,040 --> 01:07:15,680
It would be beneficial, 
especially if you're really it. 

1264
01:07:15,680 --> 01:07:18,840
Like it says like make sure that
they have at least 1 + 2. 

1265
01:07:18,840 --> 01:07:19,920
It's like well then just give 
it. 

1266
01:07:19,960 --> 01:07:25,080
Give them that. 
Yeah, there are some other stats

1267
01:07:25,080 --> 01:07:27,920
as well. 
There is Insight. 

1268
01:07:29,640 --> 01:07:32,760
So this world holds many ancient
unseen things. 

1269
01:07:32,760 --> 01:07:35,160
Mysterious horrors and truths 
that are unfathomable to 

1270
01:07:35,160 --> 01:07:37,040
comprehend and may even break 
the mind. 

1271
01:07:37,280 --> 01:07:41,160
A Slayer's Insight reflects 
their awareness of the truths 

1272
01:07:41,680 --> 01:07:45,040
and may only be raised or 
lowered by the Overlord. 

1273
01:07:45,240 --> 01:07:49,960
Interesting stat speed, which is
your movement. 

1274
01:07:50,320 --> 01:07:53,560
Basically it's it's three plus 
your decks. 

1275
01:07:53,720 --> 01:07:55,800
Your dexterity stat. 
Makes sense to me. 

1276
01:07:57,080 --> 01:08:02,000
Max HP, which Slayers cannot 
normally overheal. 

1277
01:08:02,000 --> 01:08:08,560
He'll pass this Max Max HP. 
Max HP is equal to 12 plus AD 6 

1278
01:08:09,480 --> 01:08:14,400
plus players. 
Vitality stat bonus, which I 

1279
01:08:14,400 --> 01:08:17,760
don't know, that's another one 
to me it's like so your stat, 

1280
01:08:17,760 --> 01:08:22,399
but vitality bonus is either. 
It just seems like such a 

1281
01:08:22,399 --> 01:08:24,880
negligible number. 
We're talking about like 12 plus

1282
01:08:24,880 --> 01:08:28,200
D6 plus maybe like A1 or A0 or 
A2. 

1283
01:08:29,200 --> 01:08:32,000
You know what I mean? 
Like it doesn't seem like. 

1284
01:08:32,399 --> 01:08:35,920
What do I what do I get from 
adding that Vitality stat bonus?

1285
01:08:37,120 --> 01:08:40,840
I mean, the difference between a
-, 1 and a + 2 could be death. 

1286
01:08:41,080 --> 01:08:43,600
You know, that's a three-point. 
Yeah, that is, that is fair. 

1287
01:08:43,760 --> 01:08:47,720
I mean just next to like a 12 
plus D6, it seems like very 

1288
01:08:47,720 --> 01:08:49,479
minor. 
I think it's just interesting 

1289
01:08:49,800 --> 01:08:55,439
that becau it's not like if it's
12 plus. 

1290
01:08:56,279 --> 01:08:58,359
Your vitality stat, that makes 
sense to me because you could 

1291
01:08:58,359 --> 01:09:02,279
either be 11 or 14, but because 
you have a random number in 

1292
01:09:02,279 --> 01:09:05,359
there, it almost takes away. 
Because you could like roll low 

1293
01:09:05,359 --> 01:09:07,880
and have high or roll high and 
have low and it really like 

1294
01:09:07,880 --> 01:09:10,359
equals itself out a little bit. 
I mean, I don't mind it. 

1295
01:09:10,520 --> 01:09:12,479
I mean it could be a little 
bonus for you or you could just 

1296
01:09:12,479 --> 01:09:14,680
go, damn, that's one less, you 
know but you know at the same 

1297
01:09:14,680 --> 01:09:16,960
time, you're right. 
But like it it it, it does have 

1298
01:09:16,960 --> 01:09:18,640
like a fiddliness. 
But I also think it could be 

1299
01:09:18,640 --> 01:09:24,560
like trying to give every stat A
derive stat. 

1300
01:09:25,080 --> 01:09:26,920
That's kind of where I where I 
was at with that. 

1301
01:09:26,920 --> 01:09:33,120
But I will also say that Insight
is not is not like a like is not

1302
01:09:33,120 --> 01:09:40,720
derived from anything you know. 
And then there's sin, which is 

1303
01:09:40,720 --> 01:09:44,200
just calculates the weight of 
the Slayer's soul and the eyes 

1304
01:09:44,200 --> 01:09:48,279
of the church, the holy hymn, 
which just cool to read out 

1305
01:09:48,279 --> 01:09:51,680
loud. 
Yeah, it is the omnipresent 

1306
01:09:51,680 --> 01:09:55,800
guilt that weighs even on non 
believers and can be weaponized 

1307
01:09:55,800 --> 01:10:01,640
and certain by certain enemies. 
So sin is equal to two plus D6 

1308
01:10:02,000 --> 01:10:07,720
plus your magic bonus stat. 
I will say that hit me as 

1309
01:10:07,720 --> 01:10:09,280
blasphemous. 
So fucking hard. 

1310
01:10:09,280 --> 01:10:13,320
And I love it so much. 
Yeah, yeah, another weird like 

1311
01:10:13,320 --> 01:10:16,640
A2 plus AD six. 
I mean, at least this time I'm 

1312
01:10:16,640 --> 01:10:19,840
like, OK, well, if you have a + 
1 and you have a two and AD 6 

1313
01:10:19,840 --> 01:10:24,160
like another plus one's great, 
you know, yeah, sin can be 

1314
01:10:24,160 --> 01:10:26,320
increased at the old Lord's 
discretion. 

1315
01:10:26,320 --> 01:10:28,720
Whenever slayers are found to be
at odds with the church's 

1316
01:10:28,720 --> 01:10:34,120
doctrine, each Slayer begins 
their journey with two D 6 * 10 

1317
01:10:34,120 --> 01:10:37,040
gold worth. 
Sorry, gold worth of all gotten 

1318
01:10:37,040 --> 01:10:40,480
gains for the purpose of a 
shorter game of demon crawl. 

1319
01:10:41,080 --> 01:10:43,280
This is all that's required. 
You're done. 

1320
01:10:43,280 --> 01:10:44,800
And this is the shortest game 
it's going to be. 

1321
01:10:44,800 --> 01:10:48,280
Because this is the quick start,
yeah, yeah, yeah. 

1322
01:10:48,280 --> 01:10:50,280
And so for the for the purposes 
of the quick start guide, they 

1323
01:10:50,280 --> 01:10:56,040
do not have motives or feats or 
like I think there was like a 

1324
01:10:56,040 --> 01:10:59,120
it's a background equipment or 
something like that. 

1325
01:11:00,280 --> 01:11:05,000
Yeah, next is bearing the burden
of the Overlord. 

1326
01:11:05,400 --> 01:11:13,000
A lot of this is the room sheet 
stuff. 

1327
01:11:13,160 --> 01:11:16,360
So basically. 
Stay on the burn of the Overlord

1328
01:11:16,360 --> 01:11:19,880
is to bring an untold suffering 
and joy upon their slayers. 

1329
01:11:19,880 --> 01:11:21,280
I love the way this is all 
written. 

1330
01:11:21,280 --> 01:11:22,880
It's great. 
It's in like an Infel font, 

1331
01:11:22,880 --> 01:11:25,920
which is very, you know, 
thematically edgy. 

1332
01:11:27,040 --> 01:11:29,520
It's great, but basically you're
you're the Overlord. 

1333
01:11:29,760 --> 01:11:33,080
You know the lore is out there, 
there's some names and stuff. 

1334
01:11:33,360 --> 01:11:36,800
I think in the campaign there 
will be more, which I think is 

1335
01:11:36,800 --> 01:11:39,160
interesting. 
There's a whole thing for 

1336
01:11:39,160 --> 01:11:43,400
performing towns where towns are
similar to dungeons, which I you

1337
01:11:43,400 --> 01:11:47,320
know could like or not like. 
There's a little blurb here on 

1338
01:11:47,320 --> 01:11:51,600
the side about exploration is 
intentionally structured to 

1339
01:11:51,600 --> 01:11:54,440
allow for overlords to cater 
their Crips to their Slayers 

1340
01:11:54,440 --> 01:12:00,880
interests. 
OK, there's the room sheet, 

1341
01:12:01,000 --> 01:12:03,520
which we'll go over in just a 
second and then there. 

1342
01:12:06,840 --> 01:12:12,000
OK, so this, this is where I'm 
I'm scrolling for those that 

1343
01:12:12,000 --> 01:12:16,720
can't see me scrolling. 
This next two or three pages is 

1344
01:12:16,720 --> 01:12:23,000
the part where it gets very, 
very finicky and tactical. 

1345
01:12:23,400 --> 01:12:31,640
And I think puts a lot of burden
on to the Overlord in a way that

1346
01:12:31,680 --> 01:12:36,400
I have an opinion on at the end.
So going over the room sheet, 

1347
01:12:36,400 --> 01:12:39,640
basically for those that can't 
see it, it's it's a, it's a, 

1348
01:12:39,640 --> 01:12:42,400
it's a sheet of paper. 
Imagine 8 1/2 by 11 paper turn 

1349
01:12:42,400 --> 01:12:47,360
sideways, split it in half and 
there's eight parts to this, 

1350
01:12:47,720 --> 01:12:52,240
right? 
So section one, Name, Depth, and

1351
01:12:52,240 --> 01:12:58,400
Lore. 
Section 2 is creep spawn table. 

1352
01:12:58,400 --> 01:12:59,960
Section 3 is the solo spawn 
table. 

1353
01:12:59,960 --> 01:13:01,680
Section 4 is the boss stat 
block. 

1354
01:13:02,280 --> 01:13:04,120
Section 5 is a boss and room 
table loot. 

1355
01:13:04,120 --> 01:13:07,000
Section 6 is the room loot. 
Section 7 is the spawn tracker. 

1356
01:13:07,240 --> 01:13:09,440
Section 8 is the extra room 
rule. 

1357
01:13:09,640 --> 01:13:12,480
So it does look as complicated 
as it sounds. 

1358
01:13:12,680 --> 01:13:17,320
For those listening, I will say 
I really loved this game. 

1359
01:13:17,960 --> 01:13:21,320
But it took me like 3-4 tries to
actually be able to sit down and

1360
01:13:21,320 --> 01:13:24,200
parse this room sheet because as
soon as my little, my little 

1361
01:13:24,200 --> 01:13:28,000
ADHD brain saw this sheet, I 
closed the dock and said not 

1362
01:13:28,000 --> 01:13:31,840
today I did pretty much. 
I'm gonna be honest with you, I 

1363
01:13:31,960 --> 01:13:35,600
I, like, got through one of the 
sections of it and I was like, 

1364
01:13:35,680 --> 01:13:37,200
I'm good. 
I'm, I'm fine. 

1365
01:13:37,200 --> 01:13:38,160
We'll talk about this on the 
show. 

1366
01:13:38,160 --> 01:13:41,680
It's it's it's not just that 
there's a lot on there. 

1367
01:13:41,680 --> 01:13:45,240
It is the layout itself. 
It is unkind to read. 

1368
01:13:45,240 --> 01:13:51,160
It reminds me of like a classic 
RPG, like stat, like info, you 

1369
01:13:51,160 --> 01:13:53,160
know? 
And yeah, not like like. 

1370
01:13:53,240 --> 01:13:56,840
Strokemaster. 
Yeah, like actual hold games. 

1371
01:13:56,840 --> 01:13:57,760
How they're reading. 
You're just reading. 

1372
01:13:57,760 --> 01:14:00,760
You're like, what the fuck? 
So here's The thing is, it's 

1373
01:14:00,760 --> 01:14:03,160
very dense. 
I will say that. 

1374
01:14:03,240 --> 01:14:08,200
But once you do read it, it's 
definitely not as bad as it 

1375
01:14:08,200 --> 01:14:11,040
looks. 
No, it's the layout though, it's

1376
01:14:11,040 --> 01:14:14,920
the layout of it. 
I just don't know what you would

1377
01:14:14,920 --> 01:14:16,320
do. 
How would you lay out this 

1378
01:14:16,320 --> 01:14:17,400
amount of information 
differently? 

1379
01:14:17,400 --> 01:14:22,880
Besides making 2 pages? 
I would do something I don't 

1380
01:14:22,920 --> 01:14:27,800
know I. 
Don't know, I don't mind it, but

1381
01:14:27,800 --> 01:14:30,080
honestly, like you could 
probably make the room layout 

1382
01:14:30,080 --> 01:14:31,720
part smaller. 
You're not playing on this 

1383
01:14:31,720 --> 01:14:34,160
sheet, It's just a reference. 
Yeah. 

1384
01:14:35,520 --> 01:14:36,840
Anyway, so let's run through 
this real quick. 

1385
01:14:36,960 --> 01:14:38,960
So section One name Death and 
Lore. 

1386
01:14:39,320 --> 01:14:41,680
It's really interesting. 
It is the name of the dungeon, 

1387
01:14:41,760 --> 01:14:43,840
and it is a cool little blurb 
about the dungeon. 

1388
01:14:43,840 --> 01:14:46,600
We'll go over a room sheet later
where we actually like look at 

1389
01:14:46,600 --> 01:14:48,720
the room sheet. 
Section 2 is a creep spawn 

1390
01:14:48,720 --> 01:14:54,200
table, so they deduce the result
of each creep spawn roll as well

1391
01:14:54,200 --> 01:14:57,560
as the stats for each unit type.
The mob name is italicized. 

1392
01:14:57,560 --> 01:14:59,840
Actually. 
Do I have this specific sheet? 

1393
01:15:01,800 --> 01:15:03,120
I'm looking at the Garrison 
right now. 

1394
01:15:03,360 --> 01:15:05,400
Oh, this is depth level one. 
And yeah, I downloaded depth 

1395
01:15:05,400 --> 01:15:08,920
level 2, so it's still the same 
thing on the top. 

1396
01:15:08,960 --> 01:15:13,880
So basically, yeah, Section 2 is
the creep spawn table, so 

1397
01:15:13,880 --> 01:15:18,760
there's a list of D6 creeps and 
all of their stats, like 

1398
01:15:18,800 --> 01:15:21,200
everything. 
It's got the name, it's got the 

1399
01:15:21,200 --> 01:15:27,480
stats, it's got the the like the
abilities, like the status 

1400
01:15:27,480 --> 01:15:28,880
effects, like all that for each 
of the creeps. 

1401
01:15:29,440 --> 01:15:34,840
And in Section 3. 
Like special rules, everything 

1402
01:15:34,840 --> 01:15:36,320
like that. 
Special Section 3 is the solo 

1403
01:15:36,320 --> 01:15:38,520
spawn table. 
Same thing, size, damage, 

1404
01:15:38,520 --> 01:15:40,000
everything. 
Section 4 is the boss stat 

1405
01:15:40,000 --> 01:15:41,240
block. 
It's exactly what you think. 

1406
01:15:41,240 --> 01:15:44,920
It is already said that part. 
Section 5, the boss and room 

1407
01:15:44,920 --> 01:15:48,680
loot table is another for room 
loot or the boss loot table. 

1408
01:15:48,680 --> 01:15:53,480
There's AD 6 and then for the 
room loot table. 

1409
01:15:54,240 --> 01:15:58,960
What does that say? 
It says D6 as well. 

1410
01:16:01,720 --> 01:16:04,240
Oh, it's just a series. 
It's just a series of roles. 

1411
01:16:04,240 --> 01:16:06,960
So instead of like 6 different 
things, it's three different 

1412
01:16:06,960 --> 01:16:09,960
things and it's like 123-4345 
and six. 

1413
01:16:10,200 --> 01:16:12,480
So the room loot is a smaller 
list. 

1414
01:16:13,160 --> 01:16:15,720
The spawn tracker is one I 
didn't really quite understand. 

1415
01:16:15,720 --> 01:16:18,000
The spawn tracker simply tracks 
how many units of each kind are 

1416
01:16:18,000 --> 01:16:21,080
spawned on each consecutive 
enemy turn. 

1417
01:16:21,320 --> 01:16:22,720
Remember the first pawn, blah 
blah blah. 

1418
01:16:22,720 --> 01:16:24,760
For the purpose of the quick 
start guide, difficulty is 

1419
01:16:24,760 --> 01:16:27,000
simple. 
Is simply equal to the number of

1420
01:16:27,000 --> 01:16:30,000
slayers in a room, so I guess 
that makes sense. 

1421
01:16:31,280 --> 01:16:33,680
Unit spawn for difficulty. 
Yeah, so it it. 

1422
01:16:33,760 --> 01:16:35,960
So that's just a change 
potentially. 

1423
01:16:35,960 --> 01:16:37,520
That's your modifiers for spawn 
and stuff. 

1424
01:16:37,520 --> 01:16:41,640
OK, And then the extra room 
rule, if there are any 

1425
01:16:41,640 --> 01:16:45,080
additional rules. 
And on this one, the additional 

1426
01:16:45,080 --> 01:16:47,560
rule. 
Let's look at the Garrison here 

1427
01:16:50,040 --> 01:16:52,560
it says the dead are pot. 
No, that's just a quote. 

1428
01:16:57,640 --> 01:17:00,040
Anyway, maybe it's maybe it's a 
rule written in like a a A. 

1429
01:17:00,960 --> 01:17:03,080
Oh yeah, Are you? 
Which part of the Garrison are 

1430
01:17:03,080 --> 01:17:04,920
you looking at? 
I'm on depth two. 

1431
01:17:04,920 --> 01:17:06,600
I don't have on that one you're 
looking at. 

1432
01:17:06,840 --> 01:17:08,240
Depth two as well, yeah. 
Yeah. 

1433
01:17:08,240 --> 01:17:09,520
So maybe it's just a quote. 
Yeah. 

1434
01:17:09,520 --> 01:17:11,440
Yeah, I I didn't see depth one 
in mind. 

1435
01:17:11,680 --> 01:17:13,960
So yeah, here's the thing, it's 
it's a lot to parse. 

1436
01:17:13,960 --> 01:17:21,560
It's a shit load to parse. 
And then there are stat saves 

1437
01:17:23,040 --> 01:17:25,800
which are different. 
Which I don't understand why a 

1438
01:17:25,800 --> 01:17:29,280
variety of Demonic Abominations 
and Horrific Machinations 

1439
01:17:29,280 --> 01:17:31,200
require Slayers to make a stat 
save. 

1440
01:17:31,600 --> 01:17:34,200
It is important to know that 
stat saves are different than 

1441
01:17:34,200 --> 01:17:37,240
out of room stat checks. 
When rolling a stat save, 

1442
01:17:37,240 --> 01:17:40,160
Slayers will only roll a single 
D6 and then add their stat 

1443
01:17:40,160 --> 01:17:42,920
bonus. 
The Slayers total must equal or 

1444
01:17:42,920 --> 01:17:45,720
be greater than the stat saves 
requirement, otherwise they 

1445
01:17:45,720 --> 01:17:51,000
suffer the failure penalty. 
I mean, it's 2% save, right? 

1446
01:17:51,640 --> 01:17:57,000
But. 
Not a fan. 

1447
01:17:57,400 --> 01:17:59,600
Don't let two separate mechanics
for the same shit it. 

1448
01:17:59,600 --> 01:18:03,080
It's just hard. 
I mean, so I was reading this 

1449
01:18:03,120 --> 01:18:05,600
and, you know, I'm in Oregon, 
which is a legal state now. 

1450
01:18:05,600 --> 01:18:08,640
And so I might have been, you 
know, partaking as I was reading

1451
01:18:08,640 --> 01:18:10,400
this. 
And I got to this part and I was

1452
01:18:10,400 --> 01:18:12,080
like, Oh my God, it's one more 
thing. 

1453
01:18:13,360 --> 01:18:15,680
It's a different thing. 
It's just no. 

1454
01:18:15,920 --> 01:18:18,520
There's just no reason. 
And the other thing too that's 

1455
01:18:18,520 --> 01:18:22,120
really not. 
And also, this is such a weird 

1456
01:18:22,720 --> 01:18:27,440
place to put it, like we already
went over all the combat actions

1457
01:18:27,440 --> 01:18:31,240
and stuff that you do in a room.
So put this up in the room, like

1458
01:18:31,240 --> 01:18:33,000
in that section. 
You know what I mean? 

1459
01:18:33,040 --> 01:18:36,120
I guess it's part of a room, but
it's also not like it's not part

1460
01:18:36,120 --> 01:18:37,640
of the room. 
It's the mechanic of actually 

1461
01:18:37,640 --> 01:18:39,960
being in the fight. 
So put it up there. 

1462
01:18:41,680 --> 01:18:44,080
Gosh, common room. 
There's terrain, there's walls, 

1463
01:18:44,080 --> 01:18:45,640
there's pits, there's doors, 
there's rubble, there's chests, 

1464
01:18:45,640 --> 01:18:48,280
there's mimic chests, all of 
which have different mechanics 

1465
01:18:48,280 --> 01:18:50,680
for like breaking them down or 
crossing and stuff like that. 

1466
01:18:51,160 --> 01:18:52,880
I'm not going to go over all of 
that right now. 

1467
01:18:52,880 --> 01:18:55,600
This is where it starts to get 
like the nitty, the real nitty 

1468
01:18:55,600 --> 01:18:57,920
gritty bit of like how much HPA 
door has and stuff like that. 

1469
01:18:58,160 --> 01:18:59,840
Fine. 
Necessary for this thing. 

1470
01:19:00,200 --> 01:19:04,920
Not necessary for this game. 
Totally OK for that rule to 

1471
01:19:04,920 --> 01:19:08,640
exist in my opinion. 
There's a Hell Forge hacking 

1472
01:19:08,640 --> 01:19:12,400
demon cross section, which 
realistically is not so much 

1473
01:19:12,400 --> 01:19:14,960
like. 
It's a little bit of guidance on

1474
01:19:15,040 --> 01:19:17,560
how like how to make your spawns
in a. 

1475
01:19:19,440 --> 01:19:23,200
Mostly non mechanic way, which I
think you need some much more 

1476
01:19:23,200 --> 01:19:26,040
mechanic help, but it's just 
like one of your creep types 

1477
01:19:26,040 --> 01:19:28,560
should be a blood generator that
deals little damage and spawns 

1478
01:19:28,560 --> 01:19:30,840
large crowds. 
That to me isn't helpful at all 

1479
01:19:30,840 --> 01:19:34,440
because I got that from saying 
what the creep was, you know 

1480
01:19:34,440 --> 01:19:36,840
what I mean? 
So, like, this is, I think this 

1481
01:19:36,840 --> 01:19:41,440
is the thing that maybe like in 
a campaign thing makes sense, 

1482
01:19:41,440 --> 01:19:44,200
putting it into like a big GM 
section and having a little bit 

1483
01:19:44,200 --> 01:19:46,760
of like GM guidance, whatever. 
But yeah. 

1484
01:19:47,280 --> 01:19:49,760
I don't think that there's 
enough enough here. 

1485
01:19:49,760 --> 01:19:54,840
Like I would not sit down and 
make a room with the amount of 

1486
01:19:54,840 --> 01:19:58,640
information I have here. 
Yeah, yeah, the future of Demon.

1487
01:19:58,640 --> 01:20:02,640
Karl Gothic basically says 
Eventually they would like it to

1488
01:20:02,640 --> 01:20:05,760
be fleshed out into a full hex 
crawl with unlockable slayers, 

1489
01:20:05,760 --> 01:20:08,080
diverse of cows. 
Rules for progression, building 

1490
01:20:08,080 --> 01:20:10,560
a town, fishing basically make 
the rest of the game. 

1491
01:20:12,200 --> 01:20:14,480
And I would love to see that. 
And maybe there would be Demon 

1492
01:20:14,480 --> 01:20:19,160
Cross 6666, which is a future 
hellish technology full of rip 

1493
01:20:19,160 --> 01:20:20,480
gates and stuff. 
I don't know if that's ever 

1494
01:20:20,480 --> 01:20:21,560
going to become a thing. 
Apparently. 

1495
01:20:21,600 --> 01:20:24,880
I was chatting with Sandra a 
little bit and we'll see. 

1496
01:20:25,080 --> 01:20:30,240
I would love to see future hell.
Here's the thing about tech. 

1497
01:20:31,160 --> 01:20:33,360
You know I don't love tech. 
If I'm if I'm going to do tech, 

1498
01:20:33,360 --> 01:20:37,240
I want it to be far space and 
the best far space. 

1499
01:20:37,240 --> 01:20:39,800
Tech is like hell. 
Tech what? 

1500
01:20:39,800 --> 01:20:40,520
What? 
What's the movie? 

1501
01:20:40,520 --> 01:20:41,480
Where the Ship Goes through 
Hell. 

1502
01:20:43,000 --> 01:20:44,560
Event Horizon. 
Love it. 

1503
01:20:44,560 --> 01:20:47,680
Greatest Thing ever. 
Best sci-fi like give me hell if

1504
01:20:47,680 --> 01:20:53,160
you're going to give me space. 
So there is a the final Woe with

1505
01:20:53,160 --> 01:20:55,080
Intro to Waleria, which I really
love. 

1506
01:20:55,840 --> 01:20:58,160
Read it. 
It's 3 paragraphs I couldn't 

1507
01:20:58,160 --> 01:20:59,320
read right now. 
Or am I going to? 

1508
01:20:59,520 --> 01:21:04,240
It's a really cool, fun little 
intro into the world of Waleria,

1509
01:21:04,360 --> 01:21:07,280
which is where all of this stuff
happens and where the Church of 

1510
01:21:07,280 --> 01:21:13,480
the Holy Hymn prepares the final
woe before like, all hell breaks

1511
01:21:13,480 --> 01:21:14,040
loose. 
Basically. 

1512
01:21:14,040 --> 01:21:15,360
I love it. 
It's fantastic. 

1513
01:21:15,360 --> 01:21:17,840
The Lord is dope. 
I would love to see a whole 

1514
01:21:17,840 --> 01:21:20,040
campaign with more of this stuff
in it. 

1515
01:21:21,120 --> 01:21:22,400
It's really good. 
I really dig it. 

1516
01:21:22,520 --> 01:21:24,760
I really like that part. 
There's an author's note here 

1517
01:21:24,920 --> 01:21:27,320
that I'm also not going to read,
where it talks about a lot of 

1518
01:21:27,320 --> 01:21:29,040
stuff which is interesting to 
read. 

1519
01:21:30,360 --> 01:21:33,560
And then that's it. 
That is. 

1520
01:21:33,560 --> 01:21:35,600
Do you? 
Want to look at a Slayer sheet 

1521
01:21:35,600 --> 01:21:37,280
before we really wrap it up? 
Because we didn't look at a 

1522
01:21:37,280 --> 01:21:39,080
Slayer sheet. 
Yes, yes, yes, yes, yes, yes, 

1523
01:21:39,080 --> 01:21:43,920
yes, yes, yes. 
So so this is the dungeon guide 

1524
01:21:43,920 --> 01:21:48,240
sheet. 
So I guess when you get a dunge,

1525
01:21:48,240 --> 01:21:50,280
so I got this. 
So basically you have a dungeon 

1526
01:21:50,280 --> 01:21:52,400
guide and you have the number of
depths in it. 

1527
01:21:52,640 --> 01:21:59,240
So on top of the very 
convoluted, in my opinion, room 

1528
01:21:59,240 --> 01:22:03,640
sheet, this guide sheet goes to 
your like, town, town, ambience.

1529
01:22:03,800 --> 01:22:08,880
Some major characters in town, 
merchants like rumors that 

1530
01:22:08,880 --> 01:22:10,200
you'll find. 
I really like this. 

1531
01:22:10,200 --> 01:22:12,120
I don't see any reason this has 
to be on one sheet. 

1532
01:22:13,000 --> 01:22:14,640
I don't see any reason why this 
can't be. 

1533
01:22:15,040 --> 01:22:19,680
It's very dense. 
My, my take, my take away from 

1534
01:22:19,680 --> 01:22:21,880
this is the layout is a 
nightmare for me. 

1535
01:22:22,080 --> 01:22:25,600
Like all the little boxes, I'm 
just like with a little bit of 

1536
01:22:25,600 --> 01:22:28,960
with a with a little bit of like
the the, the, the, like the the 

1537
01:22:28,960 --> 01:22:32,840
blurb pops in the corner. 
You know, like my brain shuts 

1538
01:22:32,840 --> 01:22:34,320
the fuck right off. 
That's what I'm saying. 

1539
01:22:34,320 --> 01:22:38,080
Like pages, pages have both 
front and back. 

1540
01:22:38,320 --> 01:22:40,360
Can you please just put half 
this information on the back? 

1541
01:22:40,560 --> 01:22:45,520
I will say I do love this. 
The the corpse starved wolf dog 

1542
01:22:45,520 --> 01:22:49,760
writer, a singed husk of metal 
and machinery, sits atop the 

1543
01:22:49,760 --> 01:22:53,120
rotting reanimated corpse of an 
armored wolf dog. 

1544
01:22:53,400 --> 01:22:56,920
She bears the Crest of 
Sandberg's chief physician and 

1545
01:22:56,920 --> 01:23:00,640
carries a sack full of corpses, 
some regal, others pedestrian. 

1546
01:23:00,840 --> 01:23:04,320
She can be heard in Sandberg's 
halls raving about a cure to a 

1547
01:23:04,320 --> 01:23:07,000
plague and cheating death itself
if discovered. 

1548
01:23:07,000 --> 01:23:10,360
Her lab is full of grotesque 
experiments, filled with 

1549
01:23:10,360 --> 01:23:13,440
forbidden tones on Soul binding 
and demon summoning. 

1550
01:23:14,600 --> 01:23:16,040
Another corpse. 
Another corpse. 

1551
01:23:16,040 --> 01:23:17,520
The cure. 
The cure, my king. 

1552
01:23:17,520 --> 01:23:19,520
I shall finally, finally find 
the cure. 

1553
01:23:19,840 --> 01:23:22,960
This is the corpse beast. 
So fucking cool there's. 

1554
01:23:23,160 --> 01:23:26,360
Definitely some really great 
lore in this, you know? 

1555
01:23:27,560 --> 01:23:31,520
Yeah, really, really good. 
And then, like you said, let's 

1556
01:23:31,520 --> 01:23:33,760
look at a Slayer sheet. 
Oh, which one did I download? 

1557
01:23:33,800 --> 01:23:37,480
I downloaded the Ragged Warrior 
'cause I always find Warrior 

1558
01:23:38,200 --> 01:23:43,600
Human Fighter to be the easiest 
stat block to go through, and if

1559
01:23:43,600 --> 01:23:48,360
you thought it was gonna be just
as convoluted as all the rest it

1560
01:23:48,360 --> 01:23:51,560
is. 
It is like you still. 

1561
01:23:51,880 --> 01:23:54,240
It's not actually like like 
everything else. 

1562
01:23:54,680 --> 01:23:56,600
It's not even really that crazy 
when you read it. 

1563
01:23:56,600 --> 01:23:59,560
It's really just how it's laid 
out, you know? 

1564
01:23:59,600 --> 01:24:03,920
Yeah, it makes it super. 
It's just like everything with 

1565
01:24:03,920 --> 01:24:07,200
fucking ADHD. 
Like it makes my laundry pile 

1566
01:24:07,200 --> 01:24:09,920
look really big, but I realize 
when I get to the laundry room, 

1567
01:24:09,920 --> 01:24:11,560
it's all just one load anyway. 
You know what I mean? 

1568
01:24:11,560 --> 01:24:16,000
Like, it's not that bad once you
get in there, but looking at it 

1569
01:24:16,000 --> 01:24:19,560
from the outside, it's so it's 
so much. 

1570
01:24:19,560 --> 01:24:22,560
This is also a lot of 
information for. 

1571
01:24:22,560 --> 01:24:25,400
Players and a lot of the rules 
are restated here, which I kind 

1572
01:24:25,400 --> 01:24:28,760
of like sometimes, but like. 
On this one, I mean, I think 

1573
01:24:28,760 --> 01:24:31,320
maybe my biggest take away for 
this one is like current hit 

1574
01:24:31,320 --> 01:24:34,000
points and current blood. 
Like, I don't need a list for 

1575
01:24:34,000 --> 01:24:36,400
that. 
Just make a blank open spot and 

1576
01:24:36,400 --> 01:24:39,280
they can fill it in as they go. 
Yes, that's So what Hunter 

1577
01:24:39,280 --> 01:24:42,640
saying for those in podcast land
is it goes to 30 and there's 

1578
01:24:42,720 --> 01:24:47,960
actually listed boxes, numbers 
one all the way to 30 as if 

1579
01:24:47,960 --> 01:24:50,400
you're going to like put a token
on it when you could literally 

1580
01:24:50,400 --> 01:24:53,400
just have one box that's empty 
and you just write what you have

1581
01:24:53,400 --> 01:24:55,160
in it and do the same thing for 
your blood too. 

1582
01:24:55,320 --> 01:24:58,360
I don't mind the blood is much 
because you can kind of like use

1583
01:24:58,360 --> 01:25:02,120
a slider or whatever for it. 
But like, you don't need it 

1584
01:25:02,120 --> 01:25:03,720
though. 
Current blood versus Max blood, 

1585
01:25:03,720 --> 01:25:07,640
current HP versus Max HP can fit
in one little box just like 

1586
01:25:07,640 --> 01:25:09,680
healing bread and just like 
blood tonic and stuff like that.

1587
01:25:09,680 --> 01:25:15,160
Like you don't need that and it 
it really muddies up the layout 

1588
01:25:15,200 --> 01:25:17,600
a lot. 
I do like all of the art that 

1589
01:25:17,600 --> 01:25:19,920
are on all of the slur sheets, 
so I think they're fantastic. 

1590
01:25:20,000 --> 01:25:22,920
Yes, but on each sheet you have 
name and trait. 

1591
01:25:22,920 --> 01:25:25,400
You have all your stats, you 
have a section of what you look 

1592
01:25:25,400 --> 01:25:27,840
like, you have feats. 
Here's The thing is it gives you

1593
01:25:27,840 --> 01:25:30,560
your look and act and and stuff 
like that already. 

1594
01:25:31,360 --> 01:25:36,760
OK, It gives you some background
like quotes and bonus bio stuff 

1595
01:25:36,760 --> 01:25:38,680
already. 
The stuff that you carry, like 

1596
01:25:38,680 --> 01:25:40,000
gear that doesn't count towards 
you. 

1597
01:25:40,240 --> 01:25:43,320
You get your inventory grid. 
At the bottom there's the rule 

1598
01:25:43,320 --> 01:25:45,200
for death. 
At the bottom you get your 

1599
01:25:45,200 --> 01:25:47,760
class. 
There's all of your rest 

1600
01:25:47,760 --> 01:25:49,920
actions, your combat passives, 
your talents. 

1601
01:25:50,320 --> 01:25:54,080
All of the Slayer actions are 
The elemental status effects are

1602
01:25:54,080 --> 01:25:56,400
listed on here too. 
The Blood Shop is listed on here

1603
01:25:56,400 --> 01:26:01,120
too. 
I again, I feel like half the 

1604
01:26:01,120 --> 01:26:04,200
sheet doesn't need to be here 
because the entire right? 

1605
01:26:04,560 --> 01:26:06,520
Well no, it literally doesn't. 
That's the thing. 

1606
01:26:06,720 --> 01:26:09,000
This is a spread. 
There's a black bar down the 

1607
01:26:09,000 --> 01:26:11,240
middle. 
Everything on the right outside 

1608
01:26:11,240 --> 01:26:14,680
of your current and Max hit 
points is just reiterated rules.

1609
01:26:14,840 --> 01:26:18,480
I'm realizing that right now. 
So only, yes, this mass effects 

1610
01:26:18,520 --> 01:26:19,320
everything. 
Yeah, yeah, it's. 

1611
01:26:19,560 --> 01:26:22,800
The actual character sheet is 
literally just half, which makes

1612
01:26:22,800 --> 01:26:26,040
my brain parsed this much 
easier. 

1613
01:26:26,040 --> 01:26:29,200
But I'll tell you what, if you 
had given me this in two pages 

1614
01:26:29,200 --> 01:26:32,400
versus one giant page with the 
line down the middle, I could 

1615
01:26:32,400 --> 01:26:36,560
approach this a lot more easily.
I still think the like hit 

1616
01:26:36,560 --> 01:26:41,000
points, blood healing bread and 
blood tonic I need over on the 

1617
01:26:41,000 --> 01:26:42,400
first page. 
Yes, I agree. 

1618
01:26:42,400 --> 01:26:46,160
I agree 100%. 
If you put that on the other 

1619
01:26:46,160 --> 01:26:49,760
page and then just had the 
entire Backpage be a quick rules

1620
01:26:49,760 --> 01:26:51,840
reference, I love it. 
I think that's great. 

1621
01:26:53,120 --> 01:26:54,880
So it's not as bad as it's not 
as bad. 

1622
01:26:54,880 --> 01:26:56,920
Like I said, it's not as bad as 
it looks, but I will say 

1623
01:26:56,920 --> 01:27:00,120
straight up, a lot of the way 
that all of the information is 

1624
01:27:00,120 --> 01:27:04,200
laid out on the on the, the 
sheets, room sheets, like all 

1625
01:27:04,200 --> 01:27:06,760
those things, fuck it makes your
brain, it makes my brain hurt, 

1626
01:27:08,920 --> 01:27:10,760
OK? 
And that's, I think that's it. 

1627
01:27:10,760 --> 01:27:13,120
I think that's the game, right? 
That's the game. 

1628
01:27:13,720 --> 01:27:16,000
OK, so we're gonna kick over to 
the review scores. 

1629
01:27:16,120 --> 01:27:19,960
We are gonna review this. 
But here's here's the thing, 

1630
01:27:19,960 --> 01:27:21,880
Here's my opinion before we even
review this. 

1631
01:27:21,880 --> 01:27:23,400
Or do you want me to give it to 
you after? 

1632
01:27:24,240 --> 01:27:30,280
No, I want it now. 
OK, so this is 2 games. 

1633
01:27:31,760 --> 01:27:38,920
OK, and I think both of them are
good and should be split apart 

1634
01:27:38,920 --> 01:27:40,640
into two games. 
Yeah, there we go. 

1635
01:27:40,640 --> 01:27:42,840
I was going to say they're 
actually, I I think it's two 

1636
01:27:42,840 --> 01:27:46,000
games and they're both OK and 
would thrive if they were split 

1637
01:27:46,000 --> 01:27:48,400
into two different games. 
But here's the thing, here's the

1638
01:27:48,400 --> 01:27:50,920
thing, here's the thing. 
If you take out, if you take out

1639
01:27:50,920 --> 01:27:57,320
exploration completely, status 
effects, blood skulls, all of 

1640
01:27:57,320 --> 01:28:00,640
that stuff, and make a game and 
then you just turn combat into 

1641
01:28:00,640 --> 01:28:04,200
regular combat, like bad guys 
come out, you kill them, things 

1642
01:28:04,200 --> 01:28:06,480
like that. 
I think that would be a dope 

1643
01:28:06,480 --> 01:28:09,320
fucking awesome Grim dark, 
really fun game with some 

1644
01:28:09,320 --> 01:28:11,360
interesting, cool mechanics to 
it, right? 

1645
01:28:11,840 --> 01:28:15,920
Yeah. 
The other game, The Room Game, 

1646
01:28:17,080 --> 01:28:19,400
is a tabletop game. 
Have you ever played Escape the 

1647
01:28:19,400 --> 01:28:23,360
Dark Castle? 
No, This. 

1648
01:28:24,520 --> 01:28:27,800
And here's the every anything 
could be a TTRPG. 

1649
01:28:27,800 --> 01:28:29,000
You just role play with it, 
right? 

1650
01:28:29,320 --> 01:28:32,280
Right. 
I think when I read through the 

1651
01:28:32,280 --> 01:28:34,840
combat rules. 
The board game. 

1652
01:28:35,400 --> 01:28:38,560
The Yes. 
Yeah, yeah, yeah, yeah. 

1653
01:28:38,560 --> 01:28:42,360
But like the escape that our 
castle is like an adventure game

1654
01:28:44,480 --> 01:28:47,560
where like it kind of reminds me
a little bit of, like marching 

1655
01:28:47,560 --> 01:28:48,800
order. 
But marching order definitely 

1656
01:28:48,800 --> 01:28:52,560
lets you like RP a lot more. 
But like, right, you, you know 

1657
01:28:52,560 --> 01:28:55,960
how it like you like, you don't 
really play marching order. 

1658
01:28:57,040 --> 01:28:58,280
You don't make your own marching
order. 

1659
01:28:58,280 --> 01:29:00,640
You wait for more marching order
because the way it's written, 

1660
01:29:00,880 --> 01:29:03,640
like it's designed for you to 
play like solo, but you can play

1661
01:29:03,640 --> 01:29:05,960
with other people, right? 
I think this is the same thing. 

1662
01:29:06,160 --> 01:29:09,840
I think that as a tabletop game,
not a tabletop role-playing 

1663
01:29:09,840 --> 01:29:12,960
game, it's a tabletop game. 
You go OK, like all you have to 

1664
01:29:12,960 --> 01:29:18,800
do is not roll for stats, have 
the stat array on your your 

1665
01:29:18,800 --> 01:29:21,280
ragged warrior, because it's 
literally the only thing that's 

1666
01:29:21,280 --> 01:29:25,760
not already listed there. 
You pick a card, a big card that

1667
01:29:25,760 --> 01:29:28,040
has all of your This is my 
Slayer card. 

1668
01:29:28,560 --> 01:29:32,280
And then the Overlord goes, OK, 
we're playing Fugue Dungeon, and

1669
01:29:32,280 --> 01:29:35,760
the Fugue Dungeon comes with 
five big cards that they turn 

1670
01:29:35,760 --> 01:29:37,960
over right? 
And then they set out their 

1671
01:29:37,960 --> 01:29:41,640
chess board and go, OK, I put my
exit token down, I put my wall 

1672
01:29:41,640 --> 01:29:44,600
tokens down. 
I'd lay it out like like kind of

1673
01:29:44,600 --> 01:29:48,440
in the way, you know how you do.
Like, what's that Spy versus spy

1674
01:29:48,440 --> 01:29:52,400
game where you try to, like, 
figure out each other's words or

1675
01:29:52,400 --> 01:29:54,760
whatever, and it gives you like 
a little card that has like the 

1676
01:29:54,760 --> 01:29:56,640
layout of which ones are the 
blue ones and which ones are the

1677
01:29:56,640 --> 01:29:58,440
red ones. 
Fuck, what is that game called? 

1678
01:29:58,440 --> 01:30:00,960
It doesn't matter. 
Code names. 

1679
01:30:02,120 --> 01:30:04,440
I've heard of that. 
You know how there's like oh OK 

1680
01:30:04,440 --> 01:30:06,880
well anyway so anyone in podcast
land code names gives you a 

1681
01:30:06,880 --> 01:30:10,640
little card and then that card 
tells you what the grid is 

1682
01:30:10,640 --> 01:30:13,480
actually on the grid. 
That's literally all you would 

1683
01:30:13,480 --> 01:30:17,520
have to do is like the room 
sheet goes to the overlord and 

1684
01:30:17,520 --> 01:30:19,280
it just comes pre made like 
that. 

1685
01:30:19,280 --> 01:30:22,640
Because I can't imagine making a
whole dungeon, putting this much

1686
01:30:22,640 --> 01:30:27,600
into it, Like making 6-7 room 
sheets for the entire dungeon. 

1687
01:30:27,840 --> 01:30:32,520
And until there's way more 
campaign information, I think 

1688
01:30:32,520 --> 01:30:34,440
there's really it's. 
It'd be really difficult to 

1689
01:30:34,440 --> 01:30:36,320
parse this in a way that's 
intended by the creator. 

1690
01:30:36,640 --> 01:30:40,520
But if you made the whole grid 
combat a tabletop game where 

1691
01:30:40,520 --> 01:30:42,800
it's all just handed to you as 
cards and stuff like that, yeah,

1692
01:30:44,080 --> 01:30:47,240
and tokens. 
And then you pulled out like 

1693
01:30:47,240 --> 01:30:50,320
make a different combat system, 
but pull out everything else 

1694
01:30:50,320 --> 01:30:53,080
into a standard TTRPG. 
Both games, in my opinion, would

1695
01:30:53,080 --> 01:30:56,560
be sick as fuck, but together. 
Would much prefer this like the 

1696
01:30:56,560 --> 01:31:00,240
room game as like a tabletop non
role-playing game. 

1697
01:31:00,240 --> 01:31:01,760
Like, I think I really would 
prefer that. 

1698
01:31:02,040 --> 01:31:05,280
Like when you get a box set and 
you set stuff out and you have 

1699
01:31:05,280 --> 01:31:07,680
like little figurines for all 
your dudes and just like that's 

1700
01:31:07,680 --> 01:31:10,200
the game. 
It feels much more like a 

1701
01:31:10,200 --> 01:31:12,200
skirmish game or a tabletop game
to me. 

1702
01:31:12,200 --> 01:31:15,880
Yeah, like an almost like a more
of a forbidden Psalm. 

1703
01:31:15,880 --> 01:31:18,960
Because forbidden Psalm. 
You can totally run as a TTRBG, 

1704
01:31:18,960 --> 01:31:20,600
but it doesn't pretend it's not 
a scrimmage game. 

1705
01:31:20,720 --> 01:31:23,200
No, it doesn't. 
And and that's why it is 

1706
01:31:23,520 --> 01:31:25,400
continues to be amazing. 
So fucking good. 

1707
01:31:25,520 --> 01:31:28,600
Yeah. 
And it's just it just, I don't 

1708
01:31:28,640 --> 01:31:32,480
know, I think it could be an 
amazing dungeon delving tabletop

1709
01:31:32,480 --> 01:31:35,760
adventure game. 
Also go look at Escape the Dark 

1710
01:31:35,760 --> 01:31:37,000
Castle. 
I have everything they've ever 

1711
01:31:37,000 --> 01:31:38,800
made for it. 
It's fucking amazing and I think

1712
01:31:38,800 --> 01:31:40,440
you'd love it. 
There's the sci-fi version too, 

1713
01:31:41,680 --> 01:31:44,320
but as soon as I read through 
that comment section, I was 

1714
01:31:44,320 --> 01:31:47,040
like, man, this would be a 
fucking sick companion game to 

1715
01:31:47,040 --> 01:31:50,320
like Escape the Dark Castle. 
Not that it'd be like that it 

1716
01:31:50,320 --> 01:31:52,920
would go together, but that it 
would they would sit on the same

1717
01:31:52,920 --> 01:31:56,360
shelf side by side and be 
fucking amazing again. 

1718
01:31:56,560 --> 01:32:01,040
I love tactical TTRPGSI think 
this one crosses the line to me 

1719
01:32:01,040 --> 01:32:05,080
from TRPG into combat. 
Being like pure tactics, I don't

1720
01:32:05,080 --> 01:32:07,440
see where I'm going to role play
at all, especially considering 

1721
01:32:07,440 --> 01:32:10,520
half my actions are free actions
I don't even talk to the GM 

1722
01:32:10,520 --> 01:32:12,800
about. 
Yeah, you know what I mean. 

1723
01:32:13,520 --> 01:32:15,640
So I I super agree that's my 
opinion. 

1724
01:32:15,640 --> 01:32:18,400
This feels like 2 games, one of 
which is the tabletop adventure 

1725
01:32:18,400 --> 01:32:20,720
game and one of which is the 
tabletop role-playing game, and 

1726
01:32:20,720 --> 01:32:24,120
both would be sick to get their 
all the exploration stuff feels 

1727
01:32:24,120 --> 01:32:26,200
tacked on. 
All right. 

1728
01:32:26,200 --> 01:32:29,080
I, I my opinion coming out of 
this was that all the 

1729
01:32:29,080 --> 01:32:30,600
exploration stuff feels tacked 
on. 

1730
01:32:30,640 --> 01:32:34,600
So we're very much on the same 
page, so. 

1731
01:32:35,600 --> 01:32:42,360
Review scores for Demon Crawl 
Gothic visuals How are you 

1732
01:32:42,600 --> 01:32:44,640
feeling about visuals in this 
one? 

1733
01:32:44,640 --> 01:32:46,960
Buddy and I have a question. 
Actually I have AI have a 

1734
01:32:47,080 --> 01:32:49,960
identical question. 
Do the Slayer sheets and room 

1735
01:32:49,960 --> 01:32:52,440
sheets count towards this? 
Yeah, I'm going to say. 

1736
01:32:52,480 --> 01:32:55,280
I'm going to say all of that 
shit counts as the game. 

1737
01:32:55,640 --> 01:33:01,320
Yeah, so visuals in the car. 
So for those that are also 

1738
01:33:01,320 --> 01:33:02,800
listening, we're reviewing this 
like a scene. 

1739
01:33:02,800 --> 01:33:05,480
So it's only three scores with 
Max of 10 points each. 

1740
01:33:05,480 --> 01:33:07,520
So it's a Max of 30 instead of 
normal Max of 50. 

1741
01:33:07,520 --> 01:33:12,160
So visuals is all of it 
visually, which means layout and

1742
01:33:12,920 --> 01:33:14,320
what it looks like and 
everything. 

1743
01:33:14,560 --> 01:33:17,880
So the problem is the art that 
is here, which is the cover 

1744
01:33:17,880 --> 01:33:22,800
which is stunning, the there's a
lot of, we didn't go over how 

1745
01:33:22,800 --> 01:33:26,320
much there is here, but there's 
like like 8 Slayer sheets. 

1746
01:33:26,320 --> 01:33:29,360
There's a lot. 
There's several different. 

1747
01:33:29,360 --> 01:33:31,480
Players like players. 
She'd think there's there's more

1748
01:33:31,480 --> 01:33:34,200
character classes in this that 
you than you would get normally.

1749
01:33:34,200 --> 01:33:37,360
I mean any I I expect a three 
and I really think there are 

1750
01:33:37,360 --> 01:33:39,360
like 7 or 8 of them. 
There are, Yeah. 

1751
01:33:39,400 --> 01:33:40,040
You were correct. 
Yeah. 

1752
01:33:40,040 --> 01:33:46,600
So the art on that is great. 
The one piece, Yeah, yeah. 

1753
01:33:46,600 --> 01:33:47,960
The one piece on each one, yeah,
Yeah. 

1754
01:33:47,960 --> 01:33:50,280
So there's not a ton of art 
through the entire thing, which 

1755
01:33:50,280 --> 01:33:52,200
is fine. 
It's an unfinished quick start. 

1756
01:33:52,360 --> 01:33:54,960
It's basically an ash can. 
If this is just called an ash 

1757
01:33:54,960 --> 01:33:56,520
can, I'd feel very differently 
about it I. 

1758
01:33:56,520 --> 01:33:59,040
I I, you know, it's so funny. 
It's like I would, I was 

1759
01:33:59,040 --> 01:34:01,920
thinking that at some point 
yesterday and I was like, yeah, 

1760
01:34:01,920 --> 01:34:03,480
this is this, this is an ash 
can. 

1761
01:34:03,760 --> 01:34:07,400
They just don't call it that. 
So I think there's a lot of 

1762
01:34:07,400 --> 01:34:09,160
pluses and I think the art is 
cool. 

1763
01:34:09,440 --> 01:34:12,600
I think the layout through the 
normal document is fine. 

1764
01:34:12,920 --> 01:34:14,520
There's nothing on it that 
really bothers me. 

1765
01:34:14,520 --> 01:34:17,040
I don't feel like it's a lot of 
walls of text even, and it's not

1766
01:34:17,040 --> 01:34:19,000
gridded and stuff. 
It's Infel. 

1767
01:34:19,000 --> 01:34:21,800
It's not Cambria or Ariel or or 
something like that. 

1768
01:34:22,040 --> 01:34:25,760
I think it's it's fine. 
I think the art is good and I 

1769
01:34:25,760 --> 01:34:30,440
think that the room sheet 
layouts and all all of that 

1770
01:34:30,440 --> 01:34:34,160
stuff hurts hurts my brain, 
yeah. 

1771
01:34:34,840 --> 01:34:37,200
They're they're like, God, why 
don't they make some little 

1772
01:34:37,200 --> 01:34:39,320
fucking boxes? 
It's too dense. 

1773
01:34:39,320 --> 01:34:42,160
It's too dense. 
It is like I said, if it was 

1774
01:34:42,160 --> 01:34:44,680
just a table top game and that 
was just the Overlords. 

1775
01:34:45,240 --> 01:34:48,600
Like there's like I even imagine
the box being able to like flip 

1776
01:34:48,600 --> 01:34:51,480
over and have a grid on the back
of the box. 

1777
01:34:51,800 --> 01:34:53,240
Yeah, totally something. 
Yeah. 

1778
01:34:53,280 --> 01:34:56,120
Yeah, yeah, I totally did. 
Like it is definitely more that 

1779
01:34:56,120 --> 01:35:04,600
game than you know role-playing,
but having like a little stand 

1780
01:35:04,600 --> 01:35:07,160
for the Overlord to have that 
sheet in front of them and then 

1781
01:35:07,160 --> 01:35:08,680
have everything run off that 
sheet. 

1782
01:35:08,720 --> 01:35:11,600
I I'm fine with the information 
being that dense as a temple top

1783
01:35:11,600 --> 01:35:14,720
role-playing game that could 
easily split into like 2 plus 

1784
01:35:14,720 --> 01:35:18,680
pages because you don't need all
of it that small on one single 

1785
01:35:18,680 --> 01:35:19,800
individual page, you know what I
mean? 

1786
01:35:19,800 --> 01:35:21,800
So the layout hurts my face. 
Yeah. 

1787
01:35:21,800 --> 01:35:22,760
All right. 
So what do you thinking for? 

1788
01:35:22,800 --> 01:35:23,800
I think there's pluses and 
minus. 

1789
01:35:23,800 --> 01:35:26,360
What do you think for visuals? 
I think in visuals, for me, man,

1790
01:35:26,360 --> 01:35:28,920
plus and minus, it's a 5. 
Yeah, I agree. 

1791
01:35:29,440 --> 01:35:31,960
I think. 
I think any pluses are kind of 

1792
01:35:31,960 --> 01:35:40,480
like outweighed by minuses. 
Yeah, but again, you know, if 

1793
01:35:40,480 --> 01:35:42,360
this was a full thing, I'm sure 
there'd be more art. 

1794
01:35:42,360 --> 01:35:46,320
And the artists that they did 
choose are fantastic, Totally 

1795
01:35:47,120 --> 01:35:48,960
rule set. 
This is hard because which one 

1796
01:35:48,960 --> 01:35:52,680
are we reviewing? 
Then I mean, I think that in and

1797
01:35:52,680 --> 01:35:54,720
of itself is a detracting 
factor. 

1798
01:35:54,960 --> 01:36:00,480
Like which one are we reviewing?
I think that there's two really 

1799
01:36:00,480 --> 01:36:04,840
good games in here somewhere. 
And I think that they're 

1800
01:36:04,840 --> 01:36:06,880
stepping on each other's toes to
get out. 

1801
01:36:10,320 --> 01:36:15,680
You know, I like a lot of the 
mechanics and I like the choice 

1802
01:36:15,680 --> 01:36:18,560
mechanic. 
I like how blood is used and how

1803
01:36:18,560 --> 01:36:21,040
later on it's referenced. 
Like, even like the status 

1804
01:36:21,040 --> 01:36:24,240
ailments where it's like, oh, 
you can't move unless you spend 

1805
01:36:24,240 --> 01:36:27,840
that spendable resource to move.
My God, that's good. 

1806
01:36:27,840 --> 01:36:33,800
That's good. 
So I mean, I'm I'm. 

1807
01:36:34,480 --> 01:36:38,560
I think I'm out of five. 
I think I'm way higher than A5. 

1808
01:36:38,560 --> 01:36:44,040
And here's why. 
Because, because I think. 

1809
01:36:44,040 --> 01:36:46,280
Here's how I feel. 
Tell me how you feel. 

1810
01:36:47,280 --> 01:36:49,320
There's not really a mechanic in
here at all. 

1811
01:36:49,320 --> 01:36:52,880
Beginning to end mechanics, not 
game, but just like mechanics 

1812
01:36:52,880 --> 01:36:57,520
where I'm like, I don't, I don't
like that there's very few, you 

1813
01:36:57,520 --> 01:36:59,280
know, like stat saves versus 
stat checks. 

1814
01:36:59,280 --> 01:37:00,960
But again, that's two different 
games. 

1815
01:37:01,400 --> 01:37:04,960
You know what I mean? 
Like, so I love. 

1816
01:37:04,960 --> 01:37:08,280
I love blood and skulls. 
I love the corpse beast. 

1817
01:37:08,280 --> 01:37:12,000
I love the status of a skull is 
really good Of the lore maybe. 

1818
01:37:12,040 --> 01:37:15,040
I'm a lore, actually. 
I love all of that. 

1819
01:37:15,360 --> 01:37:18,120
The part I don't like, I love 
all of all of that. 

1820
01:37:18,120 --> 01:37:22,320
The part I'm not as big a fan of
is the room combat. 

1821
01:37:23,880 --> 01:37:26,000
And it's mostly just because 
like there's this. 

1822
01:37:26,400 --> 01:37:28,160
It's just it's a different. 
Like it's a different. 

1823
01:37:28,160 --> 01:37:29,040
It's just. 
A different game? 

1824
01:37:29,680 --> 01:37:32,200
Yeah, I don't know. 
I think individually, if I were 

1825
01:37:32,200 --> 01:37:35,600
to look at this as two different
games like this would easily be 

1826
01:37:35,600 --> 01:37:38,960
like a seven or eight for me 
because I think one or the other

1827
01:37:38,960 --> 01:37:41,800
is really, really fantastic. 
It's not two different games 

1828
01:37:41,800 --> 01:37:44,800
though, and I think I think I 
I've changed to a six. 

1829
01:37:45,040 --> 01:37:51,720
Like, I think here's I think 
it's an amazing set of mechanics

1830
01:37:53,680 --> 01:37:59,200
that makes a convoluted game. 
Yeah. 

1831
01:37:59,200 --> 01:38:00,480
Yeah. 
Yeah. 

1832
01:38:00,880 --> 01:38:03,800
So, yeah. 
I mean, yeah, I think, I think 6

1833
01:38:03,800 --> 01:38:05,200
is harsh, but I think it's where
it's at. 

1834
01:38:05,480 --> 01:38:11,280
Like, I don't think I think that
the sum is less than its parts. 

1835
01:38:11,280 --> 01:38:16,480
You know what I mean? 
Yes, absolutely. 

1836
01:38:16,480 --> 01:38:19,280
Versus versus saying that the 
sum is greater than its parts. 

1837
01:38:19,280 --> 01:38:20,840
I think the sum is less. 
Than its parts, I think. 

1838
01:38:20,840 --> 01:38:22,120
Yeah, I got you. 
I did, actually. 

1839
01:38:22,440 --> 01:38:23,680
Yeah. 
This is for Podcast Line. 

1840
01:38:23,680 --> 01:38:25,520
Yeah, I think. 
I think individually. 

1841
01:38:25,520 --> 01:38:29,680
I think I love so much of this 
game, but actually sitting down 

1842
01:38:29,680 --> 01:38:34,720
and and and imagining playing it
as written, my brain would not 

1843
01:38:34,720 --> 01:38:37,560
work like I did, like it 
literally would not function and

1844
01:38:37,560 --> 01:38:39,960
I feel like I would have to be 
flipping two different switches 

1845
01:38:40,320 --> 01:38:41,640
for two different parts of the 
game. 

1846
01:38:42,560 --> 01:38:45,000
When does this rule come in? 
Like are we stats checks? 

1847
01:38:45,000 --> 01:38:49,680
Are we saves right now Like the 
room is done? 

1848
01:38:49,680 --> 01:38:53,760
There's it's just. 
It's just, I just can't get over

1849
01:38:53,760 --> 01:38:55,640
the fact that like once I told 
my brain that was two different 

1850
01:38:55,640 --> 01:38:56,240
games. 
I just did this. 

1851
01:38:56,240 --> 01:38:57,640
Two different games, but both of
which are great. 

1852
01:38:57,640 --> 01:39:00,720
But together it just, I don't 
know, vibes. 

1853
01:39:00,880 --> 01:39:02,600
For me, vibes are fucking high 
as fuck on this. 

1854
01:39:02,920 --> 01:39:05,160
Vibes are pretty good, you know,
I think the lore that's in here 

1855
01:39:05,160 --> 01:39:07,480
is good. 
I'd like to see it expansion 

1856
01:39:07,480 --> 01:39:09,680
upon, but there's some good 
little nugs in there. 

1857
01:39:09,720 --> 01:39:12,960
You know, I I'm vibes for me, 
I'm sitting at. 

1858
01:39:12,960 --> 01:39:17,360
I mean, there's not a lot of art
to vibe with, but like the 

1859
01:39:17,360 --> 01:39:20,720
little, yeah, but that's that's 
that's mostly individuals. 

1860
01:39:20,720 --> 01:39:22,080
I know it helps. 
But here's the thing. 

1861
01:39:22,280 --> 01:39:25,760
Here's the thing. 
I'm I'm higher than that because

1862
01:39:25,920 --> 01:39:28,760
we can go back and look at what 
your face looked like when blood

1863
01:39:28,760 --> 01:39:31,640
and skulls popped up. 
Yeah, we can go back and look at

1864
01:39:31,640 --> 01:39:34,520
what your face looked like when 
we described the corpse beast. 

1865
01:39:34,880 --> 01:39:38,400
You know, we can look like even 
the elemental effects where 

1866
01:39:38,400 --> 01:39:40,680
we're like, yes, stasis, using 
blood for dash, the blood. 

1867
01:39:40,680 --> 01:39:44,120
Like, to me, as far as like, 
just pure vibes. 

1868
01:39:44,120 --> 01:39:47,880
Like, I know that, like, it's 
hard to go, OK, it's two games, 

1869
01:39:47,880 --> 01:39:50,560
and that part annoys me. 
But if I just go, damn, look at 

1870
01:39:50,560 --> 01:39:52,240
that cover. 
Fucking blood skulls. 

1871
01:39:52,240 --> 01:39:53,360
That's one of the coolest thing 
ever. 

1872
01:39:53,360 --> 01:39:54,760
Course piece. 
One of the coolest things ever. 

1873
01:39:54,760 --> 01:39:56,880
Like I want to sit down and play
this game. 

1874
01:39:56,880 --> 01:39:59,240
I think it would break my brain,
but like I want to sit down and 

1875
01:39:59,240 --> 01:40:01,920
play this game hard. 
And Waleria, I know I'm more of 

1876
01:40:01,920 --> 01:40:05,120
an edge lower than you. 
So like the actual lore part of 

1877
01:40:05,120 --> 01:40:08,360
it, like the the the Church of 
the Holy Hymn and the final wool

1878
01:40:08,360 --> 01:40:11,560
and all this stuff for me and we
can meet in the middle if we 

1879
01:40:11,640 --> 01:40:13,720
need. 
I'm at least an aid on vibes 

1880
01:40:13,720 --> 01:40:17,600
just because of how. 
Vibey the game is and and the 

1881
01:40:17,600 --> 01:40:20,680
way the rules are written 
reinforce it and blood and 

1882
01:40:20,680 --> 01:40:24,240
skulls being mechanic share the.
7 on this one, I'm down for that

1883
01:40:24,240 --> 01:40:26,160
at least. 
Yeah, I think that's at least a 

1884
01:40:26,160 --> 01:40:28,800
seven. 
I do think the other thing to do

1885
01:40:28,800 --> 01:40:31,080
bring down the vibes, because it
really comes down to like how 

1886
01:40:31,080 --> 01:40:34,560
bad you want to play the game. 
And I don't want to play this 

1887
01:40:34,560 --> 01:40:35,960
that bad. 
Actually, I want to. 

1888
01:40:36,080 --> 01:40:38,520
I want to play either or both of
these games. 

1889
01:40:39,040 --> 01:40:42,080
Yeah, I think if divided out, I 
would actually enjoy both of 

1890
01:40:42,080 --> 01:40:44,280
these a lot more. 
But like it's current saying I'm

1891
01:40:44,280 --> 01:40:46,680
like I'm I. 
I'm probably not gonna read this

1892
01:40:46,680 --> 01:40:49,040
again unless they release 
another version and I'll go 

1893
01:40:49,040 --> 01:40:54,480
through it. 
All right, so we are at an 18th.

1894
01:40:54,760 --> 01:40:57,640
Which it to me this I don't 
know. 

1895
01:40:58,080 --> 01:41:08,160
I personally love this game. 
I want to see it finished so I 

1896
01:41:08,160 --> 01:41:12,240
can see. 
Because maybe we're maybe we're 

1897
01:41:12,240 --> 01:41:13,880
missing parts that aren't there,
you know what I mean? 

1898
01:41:13,880 --> 01:41:17,920
Maybe there's so much more that 
really brings the two together 

1899
01:41:17,920 --> 01:41:20,400
more. 
That's my hope. 

1900
01:41:20,920 --> 01:41:24,560
You know maybe. 
But I genuinely, I I genuinely 

1901
01:41:24,560 --> 01:41:29,000
think if you kept everything, 
took out the horde combat part 

1902
01:41:29,040 --> 01:41:35,520
and and took like half of it 
into one game and parts of the 

1903
01:41:35,520 --> 01:41:38,800
same half moved it into another 
game, you'd have two fucking 

1904
01:41:38,800 --> 01:41:40,720
amazing games that I would play 
the shit out of. 

1905
01:41:41,200 --> 01:41:46,880
Yeah, yeah. 
So yeah, that's our opinion. 

1906
01:41:46,880 --> 01:41:48,920
This is also one of the ones I 
wanted to talk about 

1907
01:41:48,920 --> 01:41:51,520
specifically because of that 
thought in my head where I was 

1908
01:41:51,520 --> 01:41:54,240
like damn, I would play this as 
a tabletop adventure game. 

1909
01:41:54,360 --> 01:41:56,720
I can't believe you don't know 
Escape the Dark Castle because 

1910
01:41:56,720 --> 01:41:59,960
this gives me so much vibe. 
For Escape the Dark Castle. 

1911
01:41:59,960 --> 01:42:02,040
You'll definitely have to check 
it out and. 

1912
01:42:02,040 --> 01:42:05,160
Escape the Dark Sector, the 
space version. 

1913
01:42:05,760 --> 01:42:08,040
Get it pulled up right now. 
So it's good. 

1914
01:42:08,120 --> 01:42:09,280
They're both really, really 
sick. 

1915
01:42:09,760 --> 01:42:11,600
I would be like no one might be 
like I might just buy it right 

1916
01:42:11,600 --> 01:42:17,800
now but I don't have a job so 
and it's expensive so so yeah so

1917
01:42:17,800 --> 01:42:21,200
that is the that is even Growl 
Gothic. 

1918
01:42:21,280 --> 01:42:28,640
Again, I I love so much of this 
and and that's that's what I 

1919
01:42:28,640 --> 01:42:30,240
want to say about it. 
I think this is fantastically 

1920
01:42:30,240 --> 01:42:31,280
written. 
I think the mechanics are 

1921
01:42:31,560 --> 01:42:33,600
ingenious and extremely well 
done. 

1922
01:42:33,880 --> 01:42:35,840
I just think it kind of needs to
figure out what it really wants 

1923
01:42:35,840 --> 01:42:37,280
to be. 
I agree. 

1924
01:42:37,440 --> 01:42:39,160
I like a lot about it. 
A lot. 

1925
01:42:39,320 --> 01:42:42,320
It's not maybe quite as much my 
thing as it is yours, but I 

1926
01:42:42,320 --> 01:42:44,280
still really like a lot of 
things about it. 

1927
01:42:44,280 --> 01:42:49,920
I and I I think it needs some 
clarifying and dividing. 

1928
01:42:50,680 --> 01:42:54,200
Yeah, cool. 
So that's it. 

1929
01:42:54,200 --> 01:42:56,080
Definitely go check it out 
regardless. 

1930
01:42:57,080 --> 01:42:59,320
Again, extraordinarily 
interesting mechanics, great to 

1931
01:42:59,320 --> 01:43:03,040
read through Demon Crawl, 
Gothic, Sandro, ad dot, H dot 

1932
01:43:03,040 --> 01:43:07,280
IO. 
Check them out also on Twitch at

1933
01:43:07,280 --> 01:43:10,160
Sandra May Cry. 
And you definitely, if you 

1934
01:43:10,160 --> 01:43:14,000
really like the tactical aspects
of this, you super, super, super

1935
01:43:14,000 --> 01:43:18,960
Want to check out Steel Hearts. 
I think one of the reasons Demon

1936
01:43:18,960 --> 01:43:21,640
Crawl Gothic is kind of on the 
back burner for the foreseeable 

1937
01:43:21,640 --> 01:43:23,600
future is because of the amount 
of work that's being put in 

1938
01:43:23,600 --> 01:43:24,800
Steel Hearts. 
And it's. 

1939
01:43:25,120 --> 01:43:25,960
Really. 
That makes sense. 

1940
01:43:25,960 --> 01:43:28,960
Fucking cool. 
So that's definitely a game that

1941
01:43:28,960 --> 01:43:31,680
we'll probably talk about at 
some point here on the stream. 

1942
01:43:33,880 --> 01:43:36,080
Really, really fun. 
Interesting if you like mech 

1943
01:43:36,080 --> 01:43:38,640
combat again, I think it's 
interesting mechanically. 

1944
01:43:38,640 --> 01:43:41,280
Matt comment isn't my favorite 
thing with this definitely would

1945
01:43:41,280 --> 01:43:44,200
be like this as Hunters 
wheelhouse version. 

1946
01:43:44,200 --> 01:43:47,880
This is my wheelhouse version. 
So when we get to that, we'll 

1947
01:43:48,280 --> 01:43:51,080
we'll check it out. 
Maybe we'll see Sandro here on 

1948
01:43:51,080 --> 01:43:53,520
the stream in the future going 
over Steel Hearts. 

1949
01:43:53,800 --> 01:43:57,360
So find us at all of our stuff 
link tree at the weekly scroll. 

1950
01:43:57,800 --> 01:43:58,960
Check out the rest of 
everything. 

1951
01:43:58,960 --> 01:44:01,560
If you're listening right now 
and I actually get the episode 

1952
01:44:01,560 --> 01:44:04,240
out by tomorrow, you definitely 
want to be here on Friday 

1953
01:44:04,240 --> 01:44:09,160
because Adam Vasse will be 
rejoining us to play the game of

1954
01:44:09,280 --> 01:44:11,520
plunk death where we're going to
die like crazy. 

1955
01:44:11,520 --> 01:44:14,480
It's called no future. 
You can get it right now on the 

1956
01:44:14,520 --> 01:44:17,520
Trick or Treat suite at 
worldchamp dot IO. 

1957
01:44:17,760 --> 01:44:21,280
You absolutely want to because 
you get that sweet. 

1958
01:44:21,600 --> 01:44:23,320
Let me just go to the full 
screen here. 

1959
01:44:23,920 --> 01:44:29,080
This sweet trick or Treat grab 
bag with the World Champ logo on

1960
01:44:29,080 --> 01:44:32,480
it, a bunch of dope stickers. 
You even get little vampire 

1961
01:44:32,560 --> 01:44:36,000
teeth and witch fingers and 
stuff with it, which is just 

1962
01:44:36,000 --> 01:44:38,320
cute as fuck. 
But it's 5. 

1963
01:44:38,320 --> 01:44:43,240
Full games of spooky horror 
goodness from World Champ. 

1964
01:44:43,280 --> 01:44:46,000
They're amazing, and you'll see 
Adam running it for myself and 

1965
01:44:46,000 --> 01:44:50,160
Hunter No Future on Friday here 
on the stream, and on Sunday 

1966
01:44:50,160 --> 01:44:55,360
we'll be going over Hell Night. 
You may remember the creator 

1967
01:44:55,360 --> 01:45:00,680
from War Plant, which is it 
actually won, I think like one 

1968
01:45:00,680 --> 01:45:03,720
or not one. 
It was one of our top five games

1969
01:45:03,720 --> 01:45:07,520
visually and some other stuff in
our first year interview. 

1970
01:45:07,520 --> 01:45:10,200
So fun, interesting. 
We're gonna be going over with 

1971
01:45:10,200 --> 01:45:11,880
hell night. 
Have a wonderful evening, you 

1972
01:45:11,880 --> 01:45:14,520
all, because I'm rambling now 
and we'll see you all later. 

1973
01:45:14,840 --> 01:45:15,440
Bye. 
Bye.

