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Hello and welcome to the Weekly 
Scroll podcast. 

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My name is Ryan. 
And I'm 2D6 Dyer pythons. 

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There you go. 
That's quiet. 

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It's a lot of fucking dire 
pythons. 

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I know. 
Isn't that terrifying? 

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Like a dire Python, you know? 
Yeah, I think one would be 

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plenty, but that's minimum too. 
Yeah. 

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Today in this bright early 
morning episode for those 

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watching, we're listening later.
That doesn't matter to you, but 

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for us it does. 
We are going to be reviewing the

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black hack from David Black. 
This is 2 E. 

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The second E, you know, the 
second, the second E, because 

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the first one was not called 0 E
It was in fact called 1E. 

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Some of you will get that. 
Yeah. 

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So this is a game, kind of. 
It's not. 

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Yeah. 
Yeah, it is. 

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It exists. 
It's out there, yeah. 

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There's a lot of really great 
hacks of this game. 

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You know what? 
My first thought, or my my my 

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initial two cents here is 
exactly what you just said. 

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I all I hear a ton of people 
inspired by this game and I've 

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never heard anyone play this 
game. 

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And now that I've read it, I'm 
like, yeah, OK, Yep, Yep. 

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Yeah. 
I mean, we'll get into it, but 

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yeah. 
I mean, we're not going to get 

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into it. 
That's the end of the episode. 

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So we're out, we're out, fam. 
We haven't done this 10 times. 

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But but yeah, you know what? 
I let's just fucking get into it

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because I have a lot to say and 
we're doing our darndest for you

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out there. 
And and then listening to Do As 

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Aaron King Says and keep it to a
tight 90 for most of our 

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episodes from now on, and maybe 
the long ones to two hours, 

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we've even been taking a bunch 
of notes and shit. 

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So you'll see that as we go 
through the PDF, you'll see some

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parts that are highlighted. 
That's me taking notes. 

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So my. 
Notes are all just question 

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marks. 
It's just like a big. 

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It's multiple paragraphs of just
question marks. 

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Oh, there's a lot of times where
I literally go brah, What? 

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Again? 
Really. 

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Yeah, we'll get to those. 
So. 

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So yeah, let's hop in. 
Let's do this thing. 

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Boom, black ack. 
First off, I I love the cover. 

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Oh, the cover's great. 
Actually, the cover is 

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fantastic. 
More stuff has fallen out of the

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book. 
I open it up and more fell out. 

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Yeah. 
I like, I like the kind of like 

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smattering of like magic occults
and mundane items. 

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I think it's cool. 
So I like there's a lot of 

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really good spot art in this. 
You know, I completely agree. 

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I completely agree, actually. 
Let's pop back to this page real

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quick. 
I do have the physical, so let's

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just look at it real quick. 
This is the book. 

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Oh yeah. 
I don't have the physical of 

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this actually. 
So it's it's nice. 

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It's Matt I you know I didn't 
really know the black hack that 

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well when this kick started and 
they had a big fat box set. 

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I'm kind of sad I didn't get the
box set and then I read it. 

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I'm. 
Surprised you didn't get the box

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set just by being by way of 
being you. 

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I think it was one of those 
things where I was like, I need 

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to save money a little bit, so I
didn't go for the full box set. 

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Before I read this, I was sad I 
didn't have it. 

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Now that I've read it, I'm fine.
Yeah, but the book is nice. 

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It does have a ribbon. 
It's well printed. 

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I did back at a tier where I got
some of the extras. 

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I got a little notebook for 
locales and it's got like a lot 

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of note sections with some hexes
and stuff like that. 

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There is a little lore, yeah, 
there's a lore book. 

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It's got some basic rules here 
on the front, which is nice to 

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have. 
Like it's basically just 

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attributes and then just a bunch
of blank pages. 

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And on the back cover there's 
like some the usages advantage, 

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disadvantage, some of the rules,
not all of them. 

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All of the arcane and divine 
prayers and spells and stuff are

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in like even little tinier books
because for some reason we 

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needed two sizes. 
And then I listen. 

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I wish they'd make all books 
like little tiny ones, you know?

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Yeah. 
And then there is some other 

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different rules, but also not 
all the basic rules you need on 

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separate cards. 
So if I didn't want the book, I 

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could just have two books and 
two cards with me and that would

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be enough. 
But if you had got the full, you

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know, big old box set, you would
actually get things like the GM 

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screen and and the resources 
that I found would have been 

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helpful throughout the course of
the book. 

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But. 
That is, there's a PDF version 

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of the of the GM screen, and 
it's it's, you know, it seems 

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fine. 
Seems like a GM screen. 

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I do I have that? 
I think so. 

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I mean, if you saw it, it's 
probably my Dropbox. 

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Yeah, I don't think it was in 
mine. 

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So I wonder. 
I don't know. 

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It wasn't someone's. 
We have linked dropboxes, so 

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it's hard to tell sometimes, you
know, yeah, so, so going back in

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real quick, now that you saw the
physical of it, it is a physical

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book and it exists. 
This is a cover. 

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It's great. 
Like you said, they use this 

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style. 
For those in podcast land, it is

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a black cover and everything on 
the front is like white line 

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art. 
It says the black hack in the 

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middle. 
It kind of like in a circle of 

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just stuff around it. 
There's like a flail head. 

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There's like a a a burlap sack 
mask, there's a bucket, a 

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shovel. 
It's dungeon. 

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Shape brush. 
You know, there's a there's a 

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book with a ghost coming out. 
Yeah, I think it works, you 

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know? 
No, Yeah, I think it's great. 

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That's one of the highlights of 
this. 

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Absolutely is the art, because 
as soon as you get to the next 

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page, you know it says 
comprehensive rules Light old 

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school fantasy role-playing 
developed by David Black, 

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featuring ADIY homebrew of 
original era fantasy gaming and 

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modern game design editing by 
Pookie. 

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Cover art by Carl Sternberg. 
Good fucking job, man. 

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Great job. 
Interior art by Carl Starberg, 

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David Black, Sean Pope, Jeff 
call a bunch of people that they

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say thanks to and that's it. 
And then you'll notice 

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throughout, especially on the 
index page, more of that cover 

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spot art of like fish and 
buckets and stuff like that. 

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But now it's black on white 
paper through the index, and 

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occasionally as spot art 
throughout the book Looks great.

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Yeah. 
So first, because yeah, 

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obviously the index. 
Yeah, no hyperlinks. 

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Yeah, there's none. 
And there's like a single one. 

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There's page references in line 
a bunch. 

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We're going to get to it. 
But eventually there's like a 

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tool tip kind of area that is 
like almost like another index 

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essentially at the back of the 
book. 

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But it's just like, well, it 
does nothing for but we'll get, 

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we'll get there. 
But yeah, there's no so. 

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So there are bookmarks, but I 
will say not a ton. 

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I mean like. 
Yeah, I mean, I think they're 

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fine. 
A couple of them. 

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I feel like the bookmarks are in
like, a weird order. 

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Like, I remember like. 
Finding new spells is like way 

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later in the book than like the 
other two under like magic and 

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spells. 
Yeah, yeah, they're they're 

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bookmarks. 
Yeah. 

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The other, the other. 
The other thing is, I don't 

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think so. 
So when you go through the 

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index, right, it starts with 
playing the black Lack. 

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Let's count the rules for 
everyone moving a distance, 

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attacking, defending and damage 
levels and experience rules for 

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the players. 
Magic and spells which are in 

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three different spots, creating 
a character rules for the GM, 

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random encounters, Equipment and
economy. 

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Harlings and Retainers, Panic 
and light, Diseases and 

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narcotics and poisons Tools, 
Quick reference Npc's Tricks 

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Traps and secret doors. 
Monsters, Matic Adams and 

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Treasures and sample dungeon. 
I think there's like 16 or 18 

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different headers here. 
One I don't think you need that 

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many headers. 
The argument could be, oh, we 

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want people to be able to to 
find them quickly than harp like

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the PD. 
F Yeah, so yeah, so that's what 

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this red this red thing here at 
the top it says no hyperlinks in

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that the like you said, there 
are so many inline hyperlinks 

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and references to other pages in
this the the PDF was complete. 

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Like it was completely forgotten
as far As for usability. 

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So. 
Yeah, I thought that was really 

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interesting. 
Like to have so many page 

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references and be like hey well 
well and then the book itself. 

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I mean it does come in the 
ribbon thank goodness one. 

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But honestly for the amount of 
work that I would want in this, 

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like I want like 3 ribbons give 
me like a white, a black and a 

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Gray or something like that, 
then it'd be a little bit more 

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helpful. 
But anyway. 

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I feel like I really very rarely
see more than 1/2 maximum. 

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You know what book do I have 
that has three? 

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It might be cult. 
Like the Bible version of cult. 

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I think right there has three. 
Listen, if I ever put a book 

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out, ribbons. 
Maybe. 

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So let's get into it. 
So, playing the black hack, what

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is this game? 
The black hack, TBH, is the 

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tabletop, a role-playing game 
played with pencils, paper and 

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dice. 
TBH looks back at the dungeondom

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and games of the 1970s, 
rebooting those experiences with

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modern rules for another 
generation of gamers for ease. 

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Oh, this is a great one too. 
First of all, I do like that. 

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Here's the thing, we're gonna 
I'm gonna bash on this a lot. 

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But the the core rules of the 
game I really enjoy. 

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Actually, I really, really do. 
I think it's just everything 

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else that could have been done 
much better. 

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Yeah, but it says 4 Ease of 
play. 

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Anything styled in bold italics 
is in the appendix on page 122 

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for quick reference during play.
You know, it would have been 

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even nicer is if that appendix 
was hyperlinked, and if the bold

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italics went to hyperlinks. 
And I'll say this right off the 

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bat, like too much fucking bold 
italics. 

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Bold italicize the first time 
you see it. 

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Not every time throughout the 
entire book. 

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It makes it. 
I love bolding things for like 

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my ADHD brain to catch, but when
there's so much of it, it look 

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it feels like it's punching me 
in the face. 

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There is a good amount of it. 
It's like half the fucking word.

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Sometimes. 
Like I get, I get it. 

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But if I see monsters once, I 
don't need it bolded every time 

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throughout the rest of the book,
You know, So good idea, bad 

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execution in my opinion, right 
off the bat. 

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Then there's a whole section 
here. 

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Notice there's not a lot of 
highlights on it because we 

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don't need to go over it. 
How does it work? 

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It's a game. 
Why should what should the 

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players do? 
Play the game? 

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Rolling the dice. 
There are dice that exist. 

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It's a full set of polyhedral. 
What should game masters do? 

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Run the game. 
There's a thing here about 

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playing the game. 
It's literally says players make

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characters, GM's run the game. 
That's all you need to know 

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about that. 
But I do like this last part 

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here, the spirit of DIY tabletop
Rpg's. 

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This is both good and a little 
bit annoying. 

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The thing TBH encourages above 
all is the freedom to mold the 

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rules, customizing them to both 
suit the preferences and meet 

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the needs of everyone playing. 
In other words, change the 

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rules, hack it, and make it 
yours. 

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Except I feel like the whole 
spirit, um, it's kind of taken 

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away a little bit because you 
notice a lot of the black X's in

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the bottom left corners of. 
This is because the PDF is sold 

220
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with DRM, which is Digital 
Rights Management, which makes 

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00:11:32,280 --> 00:11:36,600
it a restricted secured PDF. 
So you can't ask your. 

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00:11:36,920 --> 00:11:40,200
Ryan's name was on every page of
this, and so he had to add it 

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off so we could go over it in 
the podcast. 

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Like my name, like an order 
number, like all of that shit. 

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And plus like social. 
Security blood type. 

226
00:11:49,960 --> 00:11:51,680
You can't. 
You can't export. 

227
00:11:51,720 --> 00:11:54,200
You can't export certain parts 
of it look, so the whole it's a 

228
00:11:54,200 --> 00:11:57,820
locked thing here. 
So there's oh you can't see the 

229
00:11:57,820 --> 00:11:59,740
pop up. 
I have so it allows you to print

230
00:11:59,740 --> 00:12:01,420
it, but you can't do any 
changing. 

231
00:12:01,420 --> 00:12:03,900
You can't do any assembly. 
You can't do any page 

232
00:12:03,900 --> 00:12:06,580
extraction. 
You can't do like a bunch of 

233
00:12:06,580 --> 00:12:09,860
stuff which the. 
Spirit of DIY. 

234
00:12:10,980 --> 00:12:13,620
Like, you know, except don't do 
it. 

235
00:12:13,620 --> 00:12:16,420
Don't do that. 
The freedom to do all the stuff 

236
00:12:16,420 --> 00:12:19,180
you do, but just not with the 
PDF that you paid the money for.

237
00:12:19,820 --> 00:12:24,850
Right. 
So I I, I think in the, in the, 

238
00:12:24,850 --> 00:12:27,370
within the context of the book 
itself, the spirit of DO I I 

239
00:12:27,370 --> 00:12:28,690
love that. 
Hack it, make it yours. 

240
00:12:28,690 --> 00:12:32,010
A million people have in a 
really, really good, positive 

241
00:12:32,010 --> 00:12:35,130
way. 
But again, when you say freedom 

242
00:12:35,130 --> 00:12:38,090
and hack it and make it yours 
and then DRM your shit, it kind 

243
00:12:38,090 --> 00:12:40,250
of ruins it for you. 
Yeah, kind of. 

244
00:12:40,330 --> 00:12:42,810
I mean, it sucks too. 
Especially if you're like, you 

245
00:12:42,810 --> 00:12:44,610
know, you're one of those people
who wants to make their own 

246
00:12:44,610 --> 00:12:47,970
custom version for their table. 
You know, it's like. 

247
00:12:49,010 --> 00:12:51,570
Yeah, well, even if you even for
page extraction, we're going to 

248
00:12:51,570 --> 00:12:53,450
get to parts later where I'm 
like, why is this in the middle 

249
00:12:53,450 --> 00:12:55,770
of the book? 
And I can't even extract that 

250
00:12:55,770 --> 00:12:59,690
page out because it's locked. 
So I can't just print the 

251
00:12:59,690 --> 00:13:02,010
reference page that I want kind 
of obnoxious. 

252
00:13:03,570 --> 00:13:06,410
We had an example of play, a 
full page example of play right 

253
00:13:06,410 --> 00:13:07,890
off the bat before we see any 
rules. 

254
00:13:07,890 --> 00:13:09,130
And honestly, I fucking love 
that. 

255
00:13:09,130 --> 00:13:11,450
I think it's a great allegation.
Totally, Yeah. 

256
00:13:11,930 --> 00:13:13,090
Yeah. 
It's a good pace. 

257
00:13:13,090 --> 00:13:15,530
Like you get set up for like, 
okay Cool. 

258
00:13:16,050 --> 00:13:18,450
This is how this person plays 
this game that they made. 

259
00:13:18,450 --> 00:13:21,650
Yeah, amazing. 
Immediate understanding of the 

260
00:13:21,650 --> 00:13:25,570
creator's intent for how the 
game is being played right off 

261
00:13:25,570 --> 00:13:26,450
the bat. 
Love it. 

262
00:13:27,610 --> 00:13:28,890
Yeah, so that's what that note 
was. 

263
00:13:29,890 --> 00:13:33,210
Moving right along. 
We're getting into rules for 

264
00:13:33,210 --> 00:13:34,930
everyone. 
One of the many, many, many, 

265
00:13:34,930 --> 00:13:38,010
many, many, many, many, like 
headings of this. 

266
00:13:40,210 --> 00:13:43,370
So all right, I'm going to, I'm 
going to do my best to not get 

267
00:13:43,370 --> 00:13:45,050
annoyed and bang on this a lot 
of the time. 

268
00:13:45,050 --> 00:13:50,480
But there are two I'm. 
I'm torn between readability 

269
00:13:50,480 --> 00:13:53,200
because a lot of these there's a
big headers and then there's a 

270
00:13:53,200 --> 00:13:56,280
shit load of like also very big 
headers. 

271
00:13:56,280 --> 00:14:01,440
But sometimes like 11 sentence 
will get its own header, like 

272
00:14:01,440 --> 00:14:04,200
within the context of like a 
whole paragraph broken into a 

273
00:14:04,200 --> 00:14:10,640
separate paragraph with a giant 
size like 20 font like like like

274
00:14:10,640 --> 00:14:13,710
header on it will literally be 
one maybe two sentences. 

275
00:14:13,710 --> 00:14:16,030
And I'm like, you easily could 
have made this whole thing like 

276
00:14:16,270 --> 00:14:19,430
one thing, but you broke it 
across like you added like 30 

277
00:14:19,430 --> 00:14:22,030
pages to this so you didn't need
to just by breaking stuff into 

278
00:14:22,550 --> 00:14:25,590
every paragraph being like a 
different header and rule and 

279
00:14:25,590 --> 00:14:27,830
thing like that. 
Like did you find that to be 

280
00:14:27,830 --> 00:14:31,070
consistent? 
Yeah, I do stuff like that. 

281
00:14:31,070 --> 00:14:35,270
Doesn't really like bother me 
quite as much, but I did notice 

282
00:14:35,270 --> 00:14:37,190
there were there's a lot of 
headings. 

283
00:14:37,230 --> 00:14:40,110
There are a lot of headings. 
It gets a little bit. 

284
00:14:42,380 --> 00:14:44,620
Better, I think, in character 
creation. 

285
00:14:44,620 --> 00:14:47,900
And I think there's a little bit
more like wall of text in one 

286
00:14:47,900 --> 00:14:48,660
area. 
Maybe. 

287
00:14:48,660 --> 00:14:50,700
Maybe it's just one area, No, 
maybe it's just as bad. 

288
00:14:50,700 --> 00:14:54,100
Actually, I don't you were 
saying that, but it's also 

289
00:14:54,100 --> 00:14:56,020
because you're just talking 
about like the character where 

290
00:14:56,020 --> 00:14:58,500
this is like here's a rule, 
here's or here's a rule, yeah. 

291
00:14:59,260 --> 00:15:00,900
But I think there are multiple 
times where it's just like all 

292
00:15:00,900 --> 00:15:03,460
those rules could just be under 
one, like you, like you could 

293
00:15:03,460 --> 00:15:05,900
just do that. 
Or the rules are repeated in 

294
00:15:05,900 --> 00:15:09,060
numerous different areas or in 
weird spots, so. 

295
00:15:09,830 --> 00:15:11,710
I don't know. 
I don't know them as bothered by

296
00:15:11,710 --> 00:15:12,350
it. 
But you, I think. 

297
00:15:12,350 --> 00:15:14,630
I think I noticed it, but I 
don't think it gets me quite as 

298
00:15:14,670 --> 00:15:15,990
bad. 
I mean, what what bothers me 

299
00:15:15,990 --> 00:15:21,630
more is how many bolded words 
there are that that one bothers 

300
00:15:21,630 --> 00:15:23,510
me more than the fact that 
everything's broke. 

301
00:15:23,590 --> 00:15:26,470
I actually some most of the 
time, like subheadings are fine 

302
00:15:26,470 --> 00:15:28,950
for me, but like there's so many
bold words all over the page 

303
00:15:28,950 --> 00:15:32,470
that I look at the page and I'm 
like, it's a little like it kind

304
00:15:32,470 --> 00:15:33,710
of goes back and forth. 
We're going to flip through 

305
00:15:33,710 --> 00:15:35,630
pages and if you're listening, 
you're just going to hear us 

306
00:15:35,630 --> 00:15:37,910
complain about. 
But if you're watching, you'll 

307
00:15:37,910 --> 00:15:39,890
see some of the pages. 
Have bolded. 

308
00:15:40,010 --> 00:15:42,650
I mean, all of them have bolded 
words under every subsection, 

309
00:15:42,890 --> 00:15:44,450
and some of them have like, way 
more. 

310
00:15:44,450 --> 00:15:47,730
And you're just like, that's 
that's too many. 

311
00:15:48,250 --> 00:15:49,090
That's too many. 
Yeah. 

312
00:15:49,810 --> 00:15:51,650
Again, like, I know they're. 
All that important. 

313
00:15:52,170 --> 00:15:54,850
I don't need every time you see 
the word minutes to be bolded. 

314
00:15:54,850 --> 00:15:57,490
Like if you want to keep it caps
as a keyword, that's fine. 

315
00:15:57,490 --> 00:15:59,610
But like every I don't need it 
every single time. 

316
00:15:59,610 --> 00:16:01,890
So get into it. 
This is rules for everyone, 

317
00:16:01,890 --> 00:16:05,960
characters and Npc's. 
The rules define creatures, 

318
00:16:06,000 --> 00:16:08,880
which is bolded and italicized 
as being one of the two 

319
00:16:08,880 --> 00:16:12,040
following types which would The 
one of the other things that 

320
00:16:12,040 --> 00:16:16,520
I'll point out pretty frequently
is how many times something is 

321
00:16:16,520 --> 00:16:20,000
stated, and then either within 
that same paragraph or within a 

322
00:16:20,000 --> 00:16:22,400
paragraph or two later, it's 
immediately contradicted. 

323
00:16:23,680 --> 00:16:26,600
We'll get to that a couple of 
times, but so creatures are 

324
00:16:26,600 --> 00:16:30,160
either characters controlled by 
players or non player characters

325
00:16:30,160 --> 00:16:32,400
and monsters that are created 
controlled by the GM. 

326
00:16:33,480 --> 00:16:34,720
Almost how those words are 
bolded. 

327
00:16:34,920 --> 00:16:39,400
So taking turns and time, I 
actually really love this 

328
00:16:39,400 --> 00:16:41,600
section. 
Every future has a turn with how

329
00:16:41,600 --> 00:16:46,640
time is managed in this. 
So yeah, every future has a turn

330
00:16:46,640 --> 00:16:48,320
they can move and take an 
action. 

331
00:16:48,320 --> 00:16:50,920
It's it's the normal move, take 
an action, you get a turn, it's 

332
00:16:50,920 --> 00:16:53,320
normal right? 
But the way time is broken down 

333
00:16:53,320 --> 00:16:55,760
is by moments and by minutes and
I love this. 

334
00:16:55,760 --> 00:16:59,760
I think the comment I left is 
like I don't understand why this

335
00:16:59,760 --> 00:17:02,970
exact style isn't used more. 
I think a lot more of like the 

336
00:17:03,090 --> 00:17:08,450
OSRA stuff really wants to stick
to combat rounds, exploration, 

337
00:17:08,450 --> 00:17:12,810
turns, and like watches. 
But moments and minutes as this 

338
00:17:12,810 --> 00:17:14,130
kind of abstracted periods of 
time. 

339
00:17:14,130 --> 00:17:16,730
So moments are used during 
combat and represent split 

340
00:17:16,730 --> 00:17:20,250
seconds when everyone is 
attempting to act at once off 

341
00:17:20,250 --> 00:17:22,810
and against one another, and 
minutes are used when exploring 

342
00:17:22,810 --> 00:17:24,530
and adventuring. 
They represent a dozen or so 

343
00:17:24,530 --> 00:17:27,890
real minutes when time is not of
the essence, but that is an 

344
00:17:27,970 --> 00:17:34,320
abstract measurement that can be
used more so. 

345
00:17:34,320 --> 00:17:36,760
So like minutes could actually 
be hours or days. 

346
00:17:37,120 --> 00:17:42,160
It's just the concept of non 
combat period of time and I love

347
00:17:42,160 --> 00:17:43,760
that the only app that means 
you're there. 

348
00:17:44,080 --> 00:17:47,440
And like it was the GM rules. 
It's like it makes it easier to 

349
00:17:47,440 --> 00:17:49,480
track. 
Like there's a lot of usage 

350
00:17:49,480 --> 00:17:55,800
dice, and so there's moments. 
Play like helps track usage dice

351
00:17:56,280 --> 00:18:02,900
more conveniently for the GM. 
As time moves so minutes called 

352
00:18:02,900 --> 00:18:05,380
turns, it talks. 
About subscription Melee. 

353
00:18:06,820 --> 00:18:09,540
Oh yeah, thanks Melee 33 months.
That's crazy. 

354
00:18:11,900 --> 00:18:14,420
I I just like that and that. 
But here's The thing is, like 

355
00:18:14,420 --> 00:18:16,700
you said, everything you need to
say, there's like 3 paragraphs 

356
00:18:16,700 --> 00:18:18,900
for time, right? 
These abstract measures of times

357
00:18:18,900 --> 00:18:20,900
are written to be conversational
in tone. 

358
00:18:20,900 --> 00:18:23,980
Minutes called turns. 
But then there's immediately 

359
00:18:23,980 --> 00:18:27,870
another like headed section 
called relative time. 

360
00:18:27,870 --> 00:18:30,750
We're still talking about time, 
there's no reason to give it 

361
00:18:30,750 --> 00:18:33,110
it's whole another paragraph. 
But then it talks about time can

362
00:18:33,110 --> 00:18:35,470
scale up during periods of 
narrative play. 

363
00:18:35,750 --> 00:18:37,790
Instead of minutes the gym can 
use hours. 

364
00:18:37,790 --> 00:18:39,670
No reason for another header 
there, Absolutely not. 

365
00:18:39,670 --> 00:18:42,430
It's still time makes sense. 
And then there is a a quick 

366
00:18:42,430 --> 00:18:45,710
examples which is still talking 
about time, but it also has its 

367
00:18:45,710 --> 00:18:47,550
own paragraph and its own 
header. 

368
00:18:48,030 --> 00:18:50,230
If the character search for a 
hidden door, it could take 

369
00:18:50,230 --> 00:18:53,200
minutes, blah blah blah like 
unnecessary amount of time. 

370
00:18:53,200 --> 00:18:54,880
Like you see, you see where I'm 
going with this? 

371
00:18:55,080 --> 00:18:57,080
We're in one section that talks 
about time. 

372
00:18:57,080 --> 00:19:03,000
We have 123, like at least three
if not four different headed 

373
00:19:03,000 --> 00:19:06,080
paragraphs. 
Still talking about time. 

374
00:19:07,080 --> 00:19:09,160
It's just unnecessary. 
And here's the thing. 

375
00:19:09,160 --> 00:19:12,850
If these were numbered in a 
Troika style, I would understand

376
00:19:12,850 --> 00:19:14,610
why it makes sense to me, 
because it's like, OK, well, 

377
00:19:14,650 --> 00:19:19,770
reference the quick example. 
There's 22232425 exactly. 

378
00:19:20,050 --> 00:19:23,610
It's not though, it's not. 
So you're just creating this for

379
00:19:23,610 --> 00:19:27,730
for, yeah? 
I think maybe quick examples 

380
00:19:27,730 --> 00:19:30,010
could probably just not be a 
headed section. 

381
00:19:30,570 --> 00:19:33,210
Relative time is what I mean. 
I personally I'm always the one 

382
00:19:33,210 --> 00:19:34,970
who's like. 
I don't like walls of text. 

383
00:19:34,970 --> 00:19:37,250
I want things more broken up, so
this kind of fits into that. 

384
00:19:37,530 --> 00:19:39,890
Maybe it's too broken up, but 
honestly I would almost prefer 

385
00:19:39,890 --> 00:19:43,130
it be too broken up to be like. 
A wall of text. 

386
00:19:43,170 --> 00:19:46,690
Like, yeah, there's too many 
headers, probably, especially 

387
00:19:46,770 --> 00:19:50,170
examples of new bits on Heather.
It's just EX at the bottom of 

388
00:19:50,170 --> 00:19:53,450
the section. 
But like I would rather have it 

389
00:19:53,450 --> 00:19:56,610
more broken up, you know? 
See, I I completely agree with 

390
00:19:56,610 --> 00:19:59,050
that. 
And when I first started I was 

391
00:19:59,050 --> 00:20:01,170
like, oh this is, this is kind 
of nice whatever. 

392
00:20:01,170 --> 00:20:04,370
But like it's you get to a point
where it's too much. 

393
00:20:04,850 --> 00:20:07,690
And to me, it hit that point 
about 30 pages into the book 

394
00:20:07,690 --> 00:20:11,450
where I was just like, I like 
it's just too much, you know? 

395
00:20:12,340 --> 00:20:17,020
Well, let's. 
So, yeah, gosh. 

396
00:20:17,020 --> 00:20:19,300
Quick examples. 
There's a GM's term Resolve, so 

397
00:20:19,300 --> 00:20:21,060
resolving actions, we're 
continuing in the rules. 

398
00:20:21,340 --> 00:20:23,660
Simple actions are automatically
successful, and the GM just 

399
00:20:23,660 --> 00:20:26,900
narrates what happens. 
In reaction, the GM will ask the

400
00:20:26,900 --> 00:20:29,980
involved player to roll an 
attribute test to determine the 

401
00:20:30,060 --> 00:20:33,460
outcome of the action. 
That's how you resolve actions. 

402
00:20:33,460 --> 00:20:34,980
You roll. 
That's it. 

403
00:20:35,340 --> 00:20:37,940
Pretty straightforward. 
Character Actions and Attribute 

404
00:20:37,940 --> 00:20:41,760
Tests. 
So there are 6 attributes which 

405
00:20:41,760 --> 00:20:51,880
we'll get to later. 
Give me one second, but this is 

406
00:20:51,880 --> 00:20:54,440
one of the best parts. 
In order for their characters to

407
00:20:54,440 --> 00:20:57,960
succeed in an action, a player 
must roll below the attribute on

408
00:20:57,960 --> 00:21:03,870
a D20. 
The best ice mechanic The best 

409
00:21:03,870 --> 00:21:08,150
D20 dice mechanic I agree. 
Notice that it is rolled below. 

410
00:21:08,150 --> 00:21:10,030
It is not rolled equal to or 
below. 

411
00:21:10,030 --> 00:21:13,070
You must roll below a D20. 
So what that is saying is that 

412
00:21:13,070 --> 00:21:17,470
this is a D20 roll under system.
A lot of systems after this. 

413
00:21:17,470 --> 00:21:20,790
I think it originally came out 
in 2016 and the 2 E came out. 

414
00:21:20,790 --> 00:21:27,050
I believe it was like in 2018 
the a lot of systems that are 

415
00:21:27,050 --> 00:21:29,050
D20 roll under reference. 
Black hack. 

416
00:21:29,050 --> 00:21:30,130
I'm sure it existed part of 
that. 

417
00:21:30,130 --> 00:21:32,410
I don't know, maybe David if 
David Black came up for it on 

418
00:21:32,410 --> 00:21:36,570
his own, he's a fucking genius. 
But I think it was definitely 

419
00:21:36,570 --> 00:21:43,490
more popularized after this. 
So there's a paragraph here 

420
00:21:43,490 --> 00:21:45,490
referencing what that means. 
Rolling on or above doesn't 

421
00:21:45,490 --> 00:21:48,530
matter, but one of the more 
important parts later. 

422
00:21:48,530 --> 00:21:52,850
It says the GM never rolls to 
resolve NPC or monster actions 

423
00:21:53,250 --> 00:21:55,530
or negative elements of the 
environment such as traps. 

424
00:21:55,530 --> 00:22:00,450
If they involve a character, the
player will roll, so the player 

425
00:22:00,450 --> 00:22:03,730
suffers the consequences of 
their own actions and you remove

426
00:22:03,730 --> 00:22:06,410
the entire concept of an 
adversarial GM. 

427
00:22:06,490 --> 00:22:09,370
Well, not the entire concept, A 
big chunk of it, which is that 

428
00:22:09,370 --> 00:22:11,730
the GM is not rolling against 
the players, ever. 

429
00:22:12,370 --> 00:22:13,770
I love. 
I do love that. 

430
00:22:14,250 --> 00:22:16,930
It's great, you know? 
Yeah, I mean, Merck board does 

431
00:22:16,930 --> 00:22:19,290
the same thing. 
So you roll to attack, and then 

432
00:22:19,290 --> 00:22:21,530
when a monster is going to 
attack you, you roll to defend. 

433
00:22:22,160 --> 00:22:23,640
Yeah. 
And it takes a lot of like, I 

434
00:22:23,640 --> 00:22:25,560
don't know, like I don't have a 
lot of problem with this. 

435
00:22:25,560 --> 00:22:27,600
There's a lot of goodwill at 
most the tables that I play 

436
00:22:27,600 --> 00:22:29,600
with. 
But like I have been at tables 

437
00:22:29,600 --> 00:22:34,480
where the GM is either on 
purpose is purposely like 

438
00:22:34,760 --> 00:22:37,960
adversarial or it's just that 
they're perceived like that 

439
00:22:37,960 --> 00:22:39,480
because they are rolling against
you. 

440
00:22:40,720 --> 00:22:43,200
So I love that. 
Like with the system, like 

441
00:22:43,440 --> 00:22:46,240
systems like this, like the onus
is on the player character. 

442
00:22:46,240 --> 00:22:48,440
It's like, well, whether you 
pass or fail is you, it's you. 

443
00:22:48,800 --> 00:22:53,050
So yeah, well, not only that, it
automatically takes out that 

444
00:22:53,050 --> 00:22:57,210
whole There's a whole school of 
thought, especially within 5 E 

445
00:22:57,250 --> 00:23:03,170
because it's 5E that like, 
fudging rolls is okay as long as

446
00:23:03,170 --> 00:23:06,450
it pushes your story forward. 
Notice I said your story is in 

447
00:23:06,450 --> 00:23:09,250
the GM story because basically 
you're just playing out their 

448
00:23:09,250 --> 00:23:13,530
story and that this 
automatically kind of removes 

449
00:23:13,530 --> 00:23:16,430
that, You know what I mean? 
Like you, all roles are out on 

450
00:23:16,430 --> 00:23:18,230
the table because the players 
are making our roles. 

451
00:23:18,230 --> 00:23:20,790
So there isn't a way for the GM 
to be like Oh yeah, that one hit

452
00:23:20,790 --> 00:23:23,550
this time or Oh no it didn't. 
I / I unbalanced. 

453
00:23:23,870 --> 00:23:28,590
Things I learned GMA5E as I was 
talking to that one, that one 

454
00:23:28,590 --> 00:23:32,470
guy that we used to know and he 
was like, it doesn't. 

455
00:23:32,470 --> 00:23:34,270
It just, it doesn't matter. 
The rules don't matter. 

456
00:23:34,430 --> 00:23:35,710
Like you're behind the GM 
screen. 

457
00:23:35,710 --> 00:23:39,230
Just do it. 
You know, like, it's terrible 

458
00:23:39,230 --> 00:23:41,670
advice, But okay, Then what's? 
What's the? 

459
00:23:41,790 --> 00:23:47,560
Here's the that's the that's oh 
that is OK advice for that style

460
00:23:47,560 --> 00:23:49,440
of game. 
But at the end of the day, then 

461
00:23:49,440 --> 00:23:53,160
you have to like you're not the 
players at your table aren't 

462
00:23:53,160 --> 00:23:55,640
playing a game like. 
They're just playing the game, 

463
00:23:56,080 --> 00:23:57,880
yeah. 
And you're just using these 

464
00:23:57,880 --> 00:24:01,320
people around you to act out the
story that you wrote. 

465
00:24:01,520 --> 00:24:03,080
You know what you. 
Listen, if you know who I'm 

466
00:24:03,080 --> 00:24:05,280
talking about, you're like, 
yeah, that makes sense. 

467
00:24:05,320 --> 00:24:07,800
So you use the people around you
crazy. 

468
00:24:08,120 --> 00:24:10,800
There's one person in the entire
world that could possibly hear 

469
00:24:10,800 --> 00:24:13,400
this and get that. 
But if you do, there you go. 

470
00:24:15,160 --> 00:24:16,280
Let's see if they're even in 
here. 

471
00:24:17,400 --> 00:24:21,440
Not today. 
So anyway, so yeah, players make

472
00:24:21,440 --> 00:24:23,120
all the roles love that. 
It's fantastic. 

473
00:24:23,120 --> 00:24:26,000
D20 roll under players make all 
the roles getting into advantage

474
00:24:26,000 --> 00:24:27,400
and disadvantage. 
Guess how that works? 

475
00:24:27,920 --> 00:24:31,200
You just roll 2 dice, you take 
the highest or you take the 

476
00:24:31,200 --> 00:24:34,960
lowest but but but there is more
to it and I don't like it. 

477
00:24:35,240 --> 00:24:38,960
So advantage and disadvantage 
means a role is being made. 

478
00:24:38,960 --> 00:24:41,280
It should be made twice as 
follows. 

479
00:24:41,520 --> 00:24:45,630
With the advantage a player 
chooses which result to use. 

480
00:24:45,990 --> 00:24:49,830
With disadvantage, the GM 
chooses the result to use. 

481
00:24:52,590 --> 00:24:55,230
We really choose this like that.
Why do you not like that? 

482
00:24:55,710 --> 00:24:59,990
Because it's. 
It's an unnecessary extra step, 

483
00:25:00,070 --> 00:25:03,470
right? 
So the next line is. 

484
00:25:03,470 --> 00:25:05,270
I'll just get through it so I 
can get back to what I'm saying.

485
00:25:05,270 --> 00:25:07,070
It says. 
Don't forget this could apply to

486
00:25:07,520 --> 00:25:10,240
any dice roll such as damage 
items used to die, a random 

487
00:25:10,240 --> 00:25:12,000
counter roll, right? 
If a like. 

488
00:25:12,000 --> 00:25:14,560
If a player's rolling to 
accomplish something, they're 

489
00:25:14,560 --> 00:25:16,400
always rolling to accomplish 
that thing right? 

490
00:25:16,400 --> 00:25:18,920
Even if it's to not do 
something, they're they are 

491
00:25:18,920 --> 00:25:21,040
still rolling to do it or not do
it right. 

492
00:25:21,280 --> 00:25:24,640
So getting advantage in that 
system, when is a player going 

493
00:25:24,640 --> 00:25:29,640
to be like, I want to roll this 
and take the worst result like 

494
00:25:29,640 --> 00:25:32,930
ever in any like not even just 
to be like sometimes I like 

495
00:25:32,930 --> 00:25:35,290
flaws that's just not how it I. 
Think we've done it. 

496
00:25:35,330 --> 00:25:37,770
And we've read this in other 
systems that have more variable 

497
00:25:37,770 --> 00:25:41,130
dice mechanics. 
So I guess like or like more 

498
00:25:41,130 --> 00:25:44,090
interactivity with like 
outcomes. 

499
00:25:44,610 --> 00:25:46,610
So yeah, I guess for this one 
it's like, yeah, you're always 

500
00:25:46,610 --> 00:25:49,530
going to take the best one. 
Like, oh, I'm trying to fail 

501
00:25:49,530 --> 00:25:53,610
this one on purpose. 
That's, that's my point, right? 

502
00:25:53,610 --> 00:25:56,770
There's never really going to be
a time where you're like, I'm 

503
00:25:56,770 --> 00:26:02,720
going to roll these two and but 
I so the only thing that 

504
00:26:02,720 --> 00:26:06,400
disadvantage as the GM chooses 
the result to use. 

505
00:26:07,440 --> 00:26:09,680
This is another instance where I
said like there's times where 

506
00:26:09,680 --> 00:26:12,280
it'll it'll say something and 
then immediately contradict 

507
00:26:12,280 --> 00:26:14,960
itself, right? 
The only time the GM gets to 

508
00:26:14,960 --> 00:26:17,960
choose, that means that the 
player rolled something and then

509
00:26:17,960 --> 00:26:20,200
the GM gets to determine the 
outcome. 

510
00:26:20,520 --> 00:26:24,440
But didn't we just talk up here 
where it says the GM never rolls

511
00:26:24,440 --> 00:26:26,600
dice to resolve actions or 
anything like that? 

512
00:26:26,600 --> 00:26:27,500
Right. 
Right. 

513
00:26:27,500 --> 00:26:29,740
But then you and then 
immediately, right in a way for 

514
00:26:29,740 --> 00:26:33,140
the GM to choose which die roll 
resolves the action. 

515
00:26:34,460 --> 00:26:38,420
Okay, I see what you're saying. 
So it's just a weird. 

516
00:26:38,420 --> 00:26:39,740
It's a weird. 
I just feel like it's like 

517
00:26:39,780 --> 00:26:41,780
extremely weird unnecessary 
thing to put in there. 

518
00:26:41,820 --> 00:26:44,580
Yeah, there's like a dichotomy 
in the belief system of like 

519
00:26:44,580 --> 00:26:47,780
what the GM is supposed to do in
this almost immediately. 

520
00:26:48,180 --> 00:26:51,260
You know the number of times 
that that's going to pop up 

521
00:26:51,260 --> 00:26:53,340
around, like see, it says this, 
but then like 2 paragraphs 

522
00:26:53,340 --> 00:26:56,260
letters says this is there's too
many of that too, and they come 

523
00:26:56,260 --> 00:26:59,540
through anyway. 
So Hit Dice and hit points, 

524
00:26:59,980 --> 00:27:01,780
pretty classic, pretty standard,
but we'll go through it. 

525
00:27:01,780 --> 00:27:08,380
So hit dice is a number will 
always be after it says HD3 or 

526
00:27:08,380 --> 00:27:13,740
3HD is 3 hit dice, right? 
So for example, a level, and 

527
00:27:13,740 --> 00:27:16,700
it's always the level of 
whatever has a hit dice, right? 

528
00:27:16,700 --> 00:27:23,320
So for example, a level 6 ogre 
has 6HD and a character has 3HD 

529
00:27:23,360 --> 00:27:25,640
at Level 3. 
That's it. 

530
00:27:26,040 --> 00:27:30,200
So HD also indicates how many 
dice to roll to determine the 

531
00:27:30,200 --> 00:27:33,720
number of hit points or HP a 
creature begins the game with. 

532
00:27:34,320 --> 00:27:38,680
Npc's and monsters roll D eights
for HP and characters roll the 

533
00:27:38,680 --> 00:27:42,360
dice given in their character 
class for HP could be 468 

534
00:27:42,360 --> 00:27:45,560
whatever it is, you just you 
have a dice based on your class 

535
00:27:45,760 --> 00:27:48,080
that's always your hit dice. 
But everything else in the game 

536
00:27:48,080 --> 00:27:55,060
is D eights right? 
So when a GMR player first, this

537
00:27:55,060 --> 00:27:58,700
is this is a fun one. 
When a GMR player first rolls to

538
00:27:58,700 --> 00:28:02,980
determine a creature's starting 
hit points, that is the maximum 

539
00:28:03,020 --> 00:28:09,940
they can ever have right? 
No amount of healing spells or 

540
00:28:09,940 --> 00:28:12,140
effects can take them beyond 
this amount. 

541
00:28:12,710 --> 00:28:16,430
The only way for a creature to 
increase their Max HP is to gain

542
00:28:16,430 --> 00:28:18,550
a level. 
When they do, a single hit die 

543
00:28:18,550 --> 00:28:20,950
is rolled and the result is 
added to the maximum HP. 

544
00:28:21,230 --> 00:28:24,590
So let me say 2 paragraphs out 
loud, or two lines. 

545
00:28:25,550 --> 00:28:28,470
When a GM player first rolls to 
determine a creature's starting 

546
00:28:28,470 --> 00:28:31,830
hit points, that is the maximum 
they can ever have. 

547
00:28:34,160 --> 00:28:37,160
The only way for a creature to 
increase their Max HP is to gain

548
00:28:37,160 --> 00:28:40,000
a level. 
So it's not the maximum they can

549
00:28:40,080 --> 00:28:41,840
ever have. 
It's their current health 

550
00:28:41,840 --> 00:28:44,920
maximum and their health can 
increase by. 

551
00:28:44,960 --> 00:28:48,920
Right. 
And that's there's so many times

552
00:28:48,920 --> 00:28:51,480
and I know I harped on that 
hard, but that comes up a lot. 

553
00:28:51,840 --> 00:28:53,480
Like there's immediate 
contradictions. 

554
00:28:53,680 --> 00:28:56,400
There's two just on this page. 
Instant there's on this page 

555
00:28:56,400 --> 00:28:59,640
alone. 
So next we're getting into. 

556
00:28:59,680 --> 00:29:03,820
Yeah, we're getting into, yeah, 
Movement and distances. 

557
00:29:03,940 --> 00:29:05,540
Abstract distances. 
Thank God. 

558
00:29:06,260 --> 00:29:14,260
So aside from the anyway. 
So there's not gritted in this. 

559
00:29:14,260 --> 00:29:15,780
There's close, nearby, far away 
and distant. 

560
00:29:15,780 --> 00:29:17,300
There's range bands. 
I love it. 

561
00:29:17,300 --> 00:29:19,620
I fucking love the shit are 
range bands in zones and 

562
00:29:19,620 --> 00:29:20,700
anything that's not great at 
combat. 

563
00:29:21,260 --> 00:29:23,020
It really helps with theater, 
the mind play. 

564
00:29:23,180 --> 00:29:26,660
I used to be a big grid person. 
I got literally like 5000 

565
00:29:26,660 --> 00:29:28,420
miniatures that are just sitting
in boxes. 

566
00:29:28,990 --> 00:29:32,190
I still enjoy some grids 
sometimes and things get 

567
00:29:32,190 --> 00:29:37,310
complicated, but having range 
bands reduces so much time and 

568
00:29:37,310 --> 00:29:40,150
prep and set up and everything 
like that, it's fantastic. 

569
00:29:40,270 --> 00:29:42,390
There's no reason to go into 
like the three paragraphs to 

570
00:29:42,390 --> 00:29:43,910
talk about that. 
That is the distance. 

571
00:29:44,310 --> 00:29:49,990
But I will say let's let's look 
at this one. 

572
00:29:49,990 --> 00:29:53,710
So the ranges that are designed 
to support the narrative theater

573
00:29:53,710 --> 00:29:56,950
of the mind style of play where 
a map of miniatures aren't being

574
00:29:56,950 --> 00:29:59,130
used. 
Therefore it is useful if 

575
00:29:59,130 --> 00:30:01,730
everything in the world is 
tracked by its relative distance

576
00:30:01,730 --> 00:30:03,450
from various points of interest 
around it. 

577
00:30:04,450 --> 00:30:09,890
Okay, remember that. 
Remember that people, there's a 

578
00:30:09,930 --> 00:30:11,370
section here about creature 
movement. 

579
00:30:11,410 --> 00:30:12,730
It doesn't matter, they move the
same way. 

580
00:30:13,210 --> 00:30:15,610
Then we get to a thing. 
A whole paragraph called tokens 

581
00:30:15,610 --> 00:30:18,170
are useful. 
Whilst a full range of 

582
00:30:18,170 --> 00:30:21,050
miniatures isn't necessary to 
play the black hack, tokens such

583
00:30:21,050 --> 00:30:23,530
as coins or chess pieces may be 
extremely useful for tracking 

584
00:30:23,530 --> 00:30:26,150
relative positions such as who 
is behind or in front of 

585
00:30:26,150 --> 00:30:27,870
someone, or other complex 
situations like comment 

586
00:30:27,870 --> 00:30:30,310
encounters. 
SO2 paragraphs above that it 

587
00:30:30,310 --> 00:30:34,150
says this whole range system is 
designed to not use miniatures 

588
00:30:34,870 --> 00:30:37,910
and then two paragraphs later it
says oh maybe not miniatures, 

589
00:30:38,030 --> 00:30:40,950
but tokens that are the exact 
same thing as miniatures are 

590
00:30:40,950 --> 00:30:46,500
really helpful. 
Okay, make up your fucking mind 

591
00:30:46,500 --> 00:30:49,140
like there's no reason how these
two completely contradictory 

592
00:30:49,140 --> 00:30:50,780
appears. 
Like you could have just put 

593
00:30:50,780 --> 00:30:53,500
this right underneath it and 
said if you want to use more 

594
00:30:53,500 --> 00:30:55,420
gritted combat, tokens could be 
useful. 

595
00:30:55,620 --> 00:30:58,860
There's no differentiation, it 
literally says use theatre to 

596
00:30:58,860 --> 00:31:01,060
the mind. 
But then also tokens are good, 

597
00:31:01,540 --> 00:31:03,900
which is not miniatures but is 
the exact same concept. 

598
00:31:05,300 --> 00:31:08,620
Yeah, it's pretty close. 
So it's I mean it's they are 

599
00:31:08,620 --> 00:31:10,900
miniatures. 
So, so all right. 

600
00:31:10,900 --> 00:31:14,540
Exploring distance and action. 
So I wrote and this is my note 

601
00:31:14,540 --> 00:31:17,700
before I get into unnecessary 
and is easily implied and 

602
00:31:17,700 --> 00:31:20,060
deduced from other rules. 
There is a difference between 

603
00:31:20,060 --> 00:31:22,540
writing for someone that hasn't 
played games before and writing 

604
00:31:22,540 --> 00:31:26,420
as if the reader is dumb. 
So exploring distances and 

605
00:31:26,420 --> 00:31:29,140
actions, various interactions 
with the environment and the 

606
00:31:29,140 --> 00:31:31,220
things in it, will require 
characters to be certain 

607
00:31:31,220 --> 00:31:34,580
distances from the target. 
For example, to attack someone 

608
00:31:34,580 --> 00:31:36,780
with a sword, a character would 
need to be close to them. 

609
00:31:36,940 --> 00:31:39,060
To shoot them with a bow, a 
character would need to be far 

610
00:31:39,060 --> 00:31:41,590
away. 
That's such an extremely 

611
00:31:41,590 --> 00:31:44,590
unnecessary paragraph, like, and
it even has its own header like.

612
00:31:45,270 --> 00:31:49,230
It's almost like like what? 
It's like 1/4 of a column for 

613
00:31:49,230 --> 00:31:51,630
like 2 lines that mean fucking 
nothing. 

614
00:31:51,630 --> 00:31:53,390
And I felt like there's so much 
of that throughout the entire 

615
00:31:53,390 --> 00:31:56,190
book where it's like there is a 
huge difference between writing 

616
00:31:56,190 --> 00:31:57,950
for people that have never 
played the game before, which I 

617
00:31:57,950 --> 00:32:00,390
feel like a lot of this is 
written for, and writing as if 

618
00:32:00,390 --> 00:32:05,390
the person's a fucking idiot. 
And like that. 

619
00:32:05,590 --> 00:32:07,990
I feel like a lot of this book 
is written as if the person has 

620
00:32:07,990 --> 00:32:10,100
like just taking their first 
steps. 

621
00:32:10,180 --> 00:32:15,300
It's like it's a little too 
spoon fed, you know like anyway,

622
00:32:15,460 --> 00:32:20,620
so relative distances. 
My comment on this as I scroll 

623
00:32:20,620 --> 00:32:24,620
over it just says redundant. 
It literally just talks about 

624
00:32:24,900 --> 00:32:29,220
the range bands again, 
references relative time right? 

625
00:32:29,380 --> 00:32:33,540
And then talks about moments and
close and nearby and far away, 

626
00:32:33,780 --> 00:32:36,020
and how minutes can be used for 
other things. 

627
00:32:36,180 --> 00:32:40,250
If nearby for a relative 
distance is 250 feet away 

628
00:32:40,250 --> 00:32:42,930
instead of like 10 feet away, 
every aspect of that is 

629
00:32:42,930 --> 00:32:45,490
redundant in the creature move 
section or in the relative time 

630
00:32:45,490 --> 00:32:48,170
section, like there's just no 
reason for it to be there at 

631
00:32:48,170 --> 00:32:51,570
all. 
Okay. 

632
00:32:52,330 --> 00:32:54,570
And then it talks about 
converting measurements. 

633
00:32:54,570 --> 00:32:56,090
This is fine if you want to use 
grids. 

634
00:32:56,090 --> 00:32:58,650
It gives you a rough draft of 
what grids are. close. 

635
00:32:58,730 --> 00:33:01,730
Five feet, one square nearby, 30
feet, 6 squares. 

636
00:33:01,730 --> 00:33:07,080
Standard standard, right? 
And then we get to my first, 

637
00:33:07,080 --> 00:33:11,360
most hated thing. 
It is the mini battle map. 

638
00:33:11,680 --> 00:33:17,320
It is a full page battle map 
grid and at the bottom is it 

639
00:33:17,320 --> 00:33:23,640
says marching order and it has 
123-4567 blocks with rear on one

640
00:33:23,640 --> 00:33:26,280
side, front on the other. 
And it says useful for tracking 

641
00:33:26,280 --> 00:33:28,760
the order of the characters in 
corridors or in traveling on 

642
00:33:28,760 --> 00:33:32,040
roads. 
It's page nine in the book. 

643
00:33:32,990 --> 00:33:35,430
That's my biggest thing is why 
is it page 9 and why is it not 

644
00:33:35,430 --> 00:33:37,230
in the back? 
Why is it in the back of the 

645
00:33:37,230 --> 00:33:39,950
fucking book? 
What's the fucking point of it 

646
00:33:39,950 --> 00:33:42,070
being on like page 9? 
And we're but it's going to be 

647
00:33:42,070 --> 00:33:44,710
like, there's going to be like 
ten of these throughout the book

648
00:33:44,710 --> 00:33:47,710
where I'm like, this is 
something that you add into like

649
00:33:47,710 --> 00:33:51,590
a folder that you can like give 
to people as like handouts and 

650
00:33:51,590 --> 00:33:53,030
stuff. 
And if you get the full giant 

651
00:33:53,030 --> 00:33:56,470
box set, there are handouts of 
these things, right? 

652
00:33:56,710 --> 00:34:00,670
That's fine. 
But then at least put this in 

653
00:34:00,670 --> 00:34:02,110
the back of the PDF. 
Because you can. 

654
00:34:02,650 --> 00:34:05,770
You can. 
You can print it later or send 

655
00:34:05,770 --> 00:34:07,810
APDF. 
That's just all of these. 

656
00:34:07,890 --> 00:34:10,210
Because unless I'm mistaken and 
I completely don't know what's 

657
00:34:10,210 --> 00:34:13,370
on my freaking Dropbox, there's 
not a PDF that's literally just 

658
00:34:13,650 --> 00:34:15,810
bad on my character sheet. 
All the rest of that stuff, 

659
00:34:15,810 --> 00:34:17,969
like, that's just a folder of 
all of the stuff that you can 

660
00:34:17,969 --> 00:34:20,489
just print out for use at your 
table, What they do is they 

661
00:34:20,489 --> 00:34:23,650
stick it on page 9. 
You know what I mean? 

662
00:34:24,290 --> 00:34:28,210
So I'm supposed to go to page 9.
In the folder there's not there 

663
00:34:28,210 --> 00:34:34,159
is not a I know so I get a page 
nine in the book and it gives me

664
00:34:34,159 --> 00:34:37,480
a great like battle map to use 
in. 

665
00:34:37,520 --> 00:34:39,360
Like I'm just going to pull the 
book out and be like, alright 

666
00:34:39,360 --> 00:34:40,920
guys let's play on this battle 
map. 

667
00:34:41,000 --> 00:34:44,440
The squares are like a 
centimeter by a centimeter. 

668
00:34:45,520 --> 00:34:48,320
You know what I mean? 
Like it's just it's it's one of 

669
00:34:48,320 --> 00:34:51,960
those things where it's just 
like I think there was thought 

670
00:34:51,960 --> 00:34:55,920
put towards trying to be. 
I don't, I don't even know why 

671
00:34:55,920 --> 00:34:57,120
some of the stuff is the way it 
is. 

672
00:34:57,120 --> 00:34:59,920
Like, again, like, this is such 
an unhelpful location for this. 

673
00:35:00,610 --> 00:35:02,570
It makes no sense for it to just
be slapped in here. 

674
00:35:03,210 --> 00:35:06,730
OK? 
Anyway, so attacking, defending 

675
00:35:06,730 --> 00:35:09,970
and damage. 
So once we get to the rules that

676
00:35:09,970 --> 00:35:11,650
are actually the rules again, 
that's where the shines. 

677
00:35:11,650 --> 00:35:14,090
The core rules of the game, 
which could take up like one 

678
00:35:14,090 --> 00:35:16,410
page, are fucking fantastic. 
I really love it. 

679
00:35:16,490 --> 00:35:19,610
Again, there's a reason why 
there's a million games that are

680
00:35:19,610 --> 00:35:24,170
inspired by this game, right? 
I just think that the way that 

681
00:35:24,170 --> 00:35:26,530
this book was put together 
reminds me a little bit of the 

682
00:35:26,530 --> 00:35:31,160
way that Blades in the Dark was 
put together, in that the way 

683
00:35:31,160 --> 00:35:35,800
the book is presented to you 
diminishes the quality of the 

684
00:35:35,800 --> 00:35:39,280
rules within the book itself. 
OK, I get you know what I mean. 

685
00:35:39,840 --> 00:35:43,720
So, like, reading this book to 
me was annoying when I love the 

686
00:35:43,720 --> 00:35:46,520
rules. 
It's never annoyed, though. 

687
00:35:46,520 --> 00:35:48,560
You're so you're so hard to 
annoy. 

688
00:35:49,160 --> 00:35:51,000
I'm just a super laid back 
children all the time. 

689
00:35:51,080 --> 00:35:54,080
I know, I know. 
So attacking. 

690
00:35:54,080 --> 00:35:56,600
Defending a damage initiative in
the order of combat. 

691
00:35:56,600 --> 00:36:01,440
So at the start of every OK, I 
feel like I'm just sounding like

692
00:36:01,440 --> 00:36:03,480
a douchey fucking asshole, this 
entire thing. 

693
00:36:03,480 --> 00:36:08,120
But so much of this is so 
anyway, so combat breaks out. 

694
00:36:08,160 --> 00:36:10,040
Everyone has to be sorted in 
order, right? 

695
00:36:10,920 --> 00:36:12,120
Initiative. 
That's the thing. 

696
00:36:12,120 --> 00:36:14,240
So explain how initiative works 
to me, right. 

697
00:36:14,240 --> 00:36:16,680
So let me explain to you. 
At the start of every moment, 

698
00:36:16,680 --> 00:36:19,680
each player rolls a Dex test for
their character. 

699
00:36:20,760 --> 00:36:24,080
Those that succeed take their 
turn before the MPC opponents. 

700
00:36:24,840 --> 00:36:27,920
They then must discuss as a 
group to decide their own order 

701
00:36:27,920 --> 00:36:29,240
for individual character 
actions. 

702
00:36:29,400 --> 00:36:32,840
Those that failed the decks act 
after their opponents, so this 

703
00:36:32,840 --> 00:36:35,520
does not tell you how to do 
initiative, Alertity says. 

704
00:36:35,640 --> 00:36:38,960
Roll the decks to see if you go 
before the bad guys, but then 

705
00:36:38,960 --> 00:36:40,800
figure out the rest of it on 
your own right. 

706
00:36:40,800 --> 00:36:43,320
Shuffle yourself into an order 
that's not initiative or that's 

707
00:36:43,320 --> 00:36:46,520
not. 
That's not to hand wave, to give

708
00:36:46,520 --> 00:36:49,150
rules for like all the rest of 
it, and to just be like, well, 

709
00:36:49,150 --> 00:36:52,550
you go before the bad guys, but 
if there's six of you, you guys 

710
00:36:52,550 --> 00:36:56,590
figure it out, Come on, like 
even just say like go on order 

711
00:36:56,590 --> 00:36:58,430
of your next test, like 
anything. 

712
00:36:59,030 --> 00:37:00,630
Yeah. 
I mean, I don't know that I 

713
00:37:00,630 --> 00:37:03,270
necessarily care about that. 
So I care. 

714
00:37:03,670 --> 00:37:05,990
That doesn't bother me as much 
as I think about those you like.

715
00:37:06,190 --> 00:37:07,470
It's just a non. 
Rule. 

716
00:37:07,670 --> 00:37:11,550
What I don't like is that at the
start of every moment, Yes. 

717
00:37:11,550 --> 00:37:14,950
So yeah, that. 
That part of my dude, Honestly, 

718
00:37:15,150 --> 00:37:17,470
I never do that. 
Like, no, it's dumb. 

719
00:37:17,470 --> 00:37:18,270
I hate. 
It it's like. 

720
00:37:18,670 --> 00:37:21,070
Roll Dexterity every, like 
round. 

721
00:37:21,070 --> 00:37:23,510
Like, bro, I'm going to tell you
right now, we're not doing that 

722
00:37:23,510 --> 00:37:27,230
on my table. 
The thing is ioffer that every 

723
00:37:27,230 --> 00:37:29,470
time it's a rule in the game, 
Ioffer it to my table. 

724
00:37:29,470 --> 00:37:32,950
I'm like, hey, so we can roll 
this every time and it'll change

725
00:37:32,950 --> 00:37:36,190
combat up, or we can roll at the
beginning and we'll just hold 

726
00:37:36,190 --> 00:37:39,850
that in all every single time. 
You're like original role is 

727
00:37:39,850 --> 00:37:42,450
once and we'll just move there. 
Yeah, yeah. 

728
00:37:43,090 --> 00:37:44,610
But here's the thing. 
Think about think about the way 

729
00:37:44,610 --> 00:37:47,490
this works every if you if you 
play it raw, right? 

730
00:37:47,490 --> 00:37:48,770
Say you have five people at your
table. 

731
00:37:49,170 --> 00:37:52,730
So at the start of every round 
of combat, roll a deck stack 

732
00:37:53,010 --> 00:37:55,610
just to decide if you go before 
or after the bad guys. 

733
00:37:56,690 --> 00:37:59,770
And then you all decide in what 
order you go. 

734
00:38:00,370 --> 00:38:02,090
Decide real quick. 
All right. 

735
00:38:02,090 --> 00:38:05,220
That round is over, everyone. 
Roll another dex tax and now all

736
00:38:05,220 --> 00:38:07,780
of you once again decide in what
order you want to go. 

737
00:38:07,980 --> 00:38:15,060
Like again, if it just said roll
a dex check at the start of 

738
00:38:15,060 --> 00:38:17,100
every turn and just go in that 
order. 

739
00:38:17,180 --> 00:38:19,020
If you're before the bad guy, 
you see what I'm saying? 

740
00:38:19,020 --> 00:38:20,140
Like there it's a non. 
Roll. 

741
00:38:20,460 --> 00:38:23,580
That's probably more what I 
would do, having them discuss 

742
00:38:23,580 --> 00:38:26,380
every single time without a lot 
of time to combat, which is 

743
00:38:26,460 --> 00:38:29,580
traditionally already a longer 
process anyway. 

744
00:38:31,090 --> 00:38:34,450
Like I think like as a GM, like 
when you're tracking what 

745
00:38:34,450 --> 00:38:38,890
everyone's doing, if they if 
it's like a if it's that mixed 

746
00:38:38,890 --> 00:38:40,930
up every single round, I'm like,
OK, where are we? 

747
00:38:41,650 --> 00:38:44,130
And they lose it too. 
So and the thing too is if 

748
00:38:44,130 --> 00:38:45,490
you're playing with great 
players that are just like, 

749
00:38:45,490 --> 00:38:47,570
well, I'm closer, I'll go like, 
that's fine, right? 

750
00:38:47,570 --> 00:38:49,330
Yeah. 
Do you always play with great 

751
00:38:49,330 --> 00:38:50,330
players? 
No. 

752
00:38:50,330 --> 00:38:56,410
And we're not always sober, 
frankly, so rarely so so like I 

753
00:38:56,450 --> 00:38:59,130
said, it's it's not that, it's 
just that it's a non rule, it's 

754
00:38:59,130 --> 00:39:00,970
just it's just a nothing. 
It's a nothing. 

755
00:39:01,410 --> 00:39:02,970
Like roll a deck check, but then
figure it out. 

756
00:39:02,970 --> 00:39:05,170
Like that's not a rule. 
They give me a rule then you 

757
00:39:05,170 --> 00:39:09,770
know okay. 
So good stuff here. 

758
00:39:09,770 --> 00:39:11,770
Attacking and defending. 
As an action, a character might 

759
00:39:11,770 --> 00:39:13,930
choose to deal damage to an 
opponent with an attack. 

760
00:39:13,930 --> 00:39:16,650
They probably must exceed an 
attribute test before they roll 

761
00:39:17,810 --> 00:39:20,090
before they can roll their 
attack damage die and subtract 

762
00:39:20,090 --> 00:39:21,370
the result from their opponent's
HP. 

763
00:39:21,650 --> 00:39:24,010
Classic Standard. 
It's a way games work. 

764
00:39:24,580 --> 00:39:27,820
It's it's good. 
So to defend and avoid damage a 

765
00:39:27,940 --> 00:39:29,900
character must succeed in an 
attribute test. 

766
00:39:30,420 --> 00:39:35,340
So again, you roll to defend. 
When you're attacking and 

767
00:39:35,340 --> 00:39:39,380
defending there is melee attacks
which you strength attribute 

768
00:39:39,380 --> 00:39:42,340
test for attacking and defending
with swords and axes, and then 

769
00:39:42,340 --> 00:39:45,580
there's a ranged or decks 
attribute test for attacking and

770
00:39:45,580 --> 00:39:47,140
defending with bows and thrown 
weapons. 

771
00:39:47,580 --> 00:39:48,740
That's pretty much that. 
There you go. 

772
00:39:48,740 --> 00:39:52,380
Straightforward. 
You have armor. 

773
00:39:53,310 --> 00:39:55,870
Wanted to see here that this is 
a really interesting way to do 

774
00:39:55,870 --> 00:39:57,390
armor. 
I don't have an opinion on this 

775
00:39:57,390 --> 00:39:59,990
surprisingly, because I really 
want to play with it to see what

776
00:39:59,990 --> 00:40:01,950
it is, right? 
I feel like I feel like we ran 

777
00:40:01,950 --> 00:40:04,670
into this in Durf. 
I feel like Durf used this in a 

778
00:40:04,670 --> 00:40:07,390
similar way each piece of armor.
Was it Durf? 

779
00:40:08,030 --> 00:40:09,590
I don't remember. 
Something else does, but yeah, 

780
00:40:09,590 --> 00:40:12,830
keep going. 
Maybe it was, maybe it was 17th 

781
00:40:12,830 --> 00:40:16,550
century minimalist it was on the
episode 100, but so each piece 

782
00:40:16,550 --> 00:40:19,870
of armor a character wears gives
the player a pool quote UN 

783
00:40:19,870 --> 00:40:24,990
quote, of armored dice. 
Each armored dye is a D6 and the

784
00:40:24,990 --> 00:40:28,710
number of D sixes in the pool is
equal to the armor value of the 

785
00:40:28,750 --> 00:40:32,350
armor worn. 
For example, a leather armor 

786
00:40:32,390 --> 00:40:36,790
which is marked as a V2, so it's
got an armor value of two, gives

787
00:40:36,790 --> 00:40:38,790
a player 2 armored dice in their
pool. 

788
00:40:39,640 --> 00:40:43,480
If a character fails to defend 
or would take damage, they can 

789
00:40:43,480 --> 00:40:49,360
take one armored die out of the 
pool, put it to one side, and 

790
00:40:49,360 --> 00:40:54,000
declare it broken in return. 
This allows all damage from the 

791
00:40:54,000 --> 00:40:58,200
attacker effect to be ignored. 
Armored dice that have been 

792
00:40:58,200 --> 00:41:01,680
broken and put to one side 
cannot be used to ignore any 

793
00:41:01,680 --> 00:41:03,440
further damage. 
I'm going to finish this whole 

794
00:41:03,440 --> 00:41:05,080
section and then we'll talk 
about this a little more. 

795
00:41:05,450 --> 00:41:09,290
After arrest, any players with 
broken armor dice can try to fix

796
00:41:09,290 --> 00:41:14,410
them by rolling them. 
If they roll above the armor's 

797
00:41:14,410 --> 00:41:17,130
armor value, the dye is no 
longer broken. 

798
00:41:17,130 --> 00:41:21,970
So if you had broken your two 
armor value for your leather 

799
00:41:21,970 --> 00:41:27,290
armor, you roll both D sixes. 
If it's higher than two, you get

800
00:41:27,290 --> 00:41:29,810
it back. 
If it's lower, it is just 

801
00:41:29,810 --> 00:41:34,790
broken. 
On or below, yeah, I I just said

802
00:41:34,790 --> 00:41:37,350
the next paragraph. 
So armor values do not stack, 

803
00:41:37,390 --> 00:41:39,750
only the armor with the highest 
AV counts. 

804
00:41:39,990 --> 00:41:43,910
Shields and helmets add +1 to 
the pool size and they do not 

805
00:41:43,910 --> 00:41:46,470
modify the armor's armor value 
in any way. 

806
00:41:46,470 --> 00:41:47,910
And there's a list here of armor
values. 

807
00:41:47,910 --> 00:41:50,030
Cloth or improvises. 
One leather 2. 

808
00:41:50,310 --> 00:41:51,750
Chain mail, three plate mail, 
four. 

809
00:41:51,750 --> 00:41:57,270
Shield and helmet are different,
they just each add a dye. 

810
00:41:57,470 --> 00:42:01,030
So if you have leather armor, a 
shield, and a helmet, you would 

811
00:42:01,030 --> 00:42:05,560
have two AV. 
Plus 1A, V first shield plus or 

812
00:42:05,560 --> 00:42:07,160
one die first shield plus one 
die for helmet. 

813
00:42:07,160 --> 00:42:10,720
So you had a four a V1 for the 
shield born with the helmet, 2 

814
00:42:10,720 --> 00:42:14,520
for the leather. 
So here's the thing I I think I 

815
00:42:14,560 --> 00:42:16,320
like it. 
I think I do too. 

816
00:42:16,880 --> 00:42:19,880
Yeah, but it's interesting to 
try it, yeah. 

817
00:42:20,120 --> 00:42:26,640
What I find interesting is that 
it's a D6 but the the dye which 

818
00:42:26,640 --> 00:42:30,560
is a combat thing taking damage 
in combat. 

819
00:42:31,010 --> 00:42:33,090
When you roll it, it has nothing
to do with combat. 

820
00:42:33,210 --> 00:42:34,970
It has to do with repair. 
That's the only part where I'm 

821
00:42:34,970 --> 00:42:37,690
like what is like, what is armor
when you're actually trying to 

822
00:42:37,690 --> 00:42:41,370
do a little bit of simulationist
or rules wise, like what is 

823
00:42:41,370 --> 00:42:43,090
armor? 
Armor stops you from taking 

824
00:42:43,090 --> 00:42:46,930
damage, right. 
So it's interesting to me again 

825
00:42:47,450 --> 00:42:50,210
interesting without, without 
without like it, huh. 

826
00:42:50,210 --> 00:42:53,770
Interesting like head tilt kind 
of, you know, millennial way we 

827
00:42:53,770 --> 00:42:58,570
say it that you basically just 
have a pool of all or nothings 

828
00:42:58,570 --> 00:43:00,570
for damage. 
Yeah, right. 

829
00:43:00,610 --> 00:43:03,210
So if you have four of them, you
can just say, well, I just don't

830
00:43:03,210 --> 00:43:05,770
take that damage regardless of 
what it is, I just don't take 

831
00:43:05,770 --> 00:43:07,810
it. 
I move this dye to the side. 

832
00:43:08,050 --> 00:43:10,890
But then later when I'm 
repairing, it's just interesting

833
00:43:10,890 --> 00:43:16,730
that the dye the the the like, 
the critical like role involved 

834
00:43:16,730 --> 00:43:21,610
with the armor at all has to do 
with downtime repair as opposed 

835
00:43:21,610 --> 00:43:24,250
to in combat. 
In its use is almost just like a

836
00:43:24,250 --> 00:43:25,940
token. 
You know it's it. 

837
00:43:26,060 --> 00:43:29,300
And the only reason that you 
need it to be a die is to roll 

838
00:43:29,300 --> 00:43:32,340
later, yeah. 
Right. 

839
00:43:32,820 --> 00:43:34,300
So it's it's it's interesting to
me. 

840
00:43:34,300 --> 00:43:35,980
I feel like. 
I mean it's more convenient than

841
00:43:35,980 --> 00:43:38,300
the token because you definitely
have D sixes with you. 

842
00:43:38,620 --> 00:43:40,860
Right, right. 
I just. 

843
00:43:40,860 --> 00:43:43,740
I just feel like I do like it. 
I think. 

844
00:43:43,740 --> 00:43:46,660
I just feel like if you're going
to have to roll an armor die, I 

845
00:43:46,660 --> 00:43:49,860
feel like it should be rolled in
the sense of like using the 

846
00:43:49,860 --> 00:43:52,220
armor, right? 
But I don't know how you would 

847
00:43:52,220 --> 00:43:54,460
tweak it and I do like this 
because it's clean. 

848
00:43:54,960 --> 00:43:56,000
So I don't know. 
I don't know. 

849
00:43:56,000 --> 00:44:00,160
I want to play with it, yeah. 
All right, damage and hit 

850
00:44:00,160 --> 00:44:01,640
points. 
If an NPC or monster takes 

851
00:44:01,640 --> 00:44:03,960
damage from an attack or 
character fails to defend, they 

852
00:44:03,960 --> 00:44:05,640
subtract the damage from their 
HP total. 

853
00:44:05,760 --> 00:44:08,120
So you have HP. 
It is reduced. 

854
00:44:08,890 --> 00:44:10,690
There's a thing here. 
When a character or NPC is 

855
00:44:10,690 --> 00:44:13,490
reduced TO0HP, they're 
unconscious and taken out of 

856
00:44:13,490 --> 00:44:15,370
action. 
And then there's a parentheses 

857
00:44:15,370 --> 00:44:21,890
00 F 00 oof my. 
My note says really unnecessary 

858
00:44:21,890 --> 00:44:24,570
abbreviation and I think it's 
used like twice through the rest

859
00:44:24,570 --> 00:44:26,970
of the book. 
Unnecessary abbreviated sections

860
00:44:27,010 --> 00:44:30,370
I read to Oh my God, I I 
immediately knew what it was 

861
00:44:30,370 --> 00:44:32,930
that was like OOFAH. 
That's just it's. 

862
00:44:33,250 --> 00:44:35,010
It's completely unnecessary 
like. 

863
00:44:35,790 --> 00:44:41,390
Even UFA just just right out of 
just right 008 like just I don't

864
00:44:41,390 --> 00:44:44,830
know anyway. 
So large weapons. 

865
00:44:44,990 --> 00:44:46,790
I do like the thing here for 
large weapons. 

866
00:44:46,790 --> 00:44:49,630
So when a character wins a large
or two handed weapon such as the

867
00:44:49,630 --> 00:44:53,630
pole armor have your crossbow 
A1D4 should be rolled and added 

868
00:44:53,630 --> 00:44:57,550
to the attribute test to attack,
defend and to any attack damage 

869
00:44:57,550 --> 00:44:58,950
roles. 
That's really interesting 

870
00:44:58,950 --> 00:45:03,190
because your attack roles count 
up, but that the hit roles and 

871
00:45:03,190 --> 00:45:08,750
defend roles are rolled under. 
So by adding a D4 you're saying 

872
00:45:08,790 --> 00:45:13,910
that you're making attribute 
attack and defend harder, but 

873
00:45:14,590 --> 00:45:16,750
making the attack damage roles 
more. 

874
00:45:16,950 --> 00:45:19,190
It is like one of the cleanest 
fucking rule. 

875
00:45:19,190 --> 00:45:21,590
It's so it's like one of ours. 
So clean. 

876
00:45:21,990 --> 00:45:25,590
Yeah yeah I I love it. 
Critical hits exist. 

877
00:45:25,710 --> 00:45:29,190
Obviously one is better. 20 is 
bad. 

878
00:45:30,190 --> 00:45:34,310
It when the when the result of a
D22 attack is a natural one. 

879
00:45:34,770 --> 00:45:37,610
Or a role to defend is in actual
20, the damage dealt is doubled.

880
00:45:37,690 --> 00:45:38,610
That's it. 
Crits are doubled. 

881
00:45:38,610 --> 00:45:39,570
Damage. 
Boom, you got it. 

882
00:45:40,530 --> 00:45:42,650
Hindrances, which are often 
called conditions or sad 

883
00:45:42,650 --> 00:45:46,850
effects, and other games. 
They're all related to stats, so

884
00:45:46,850 --> 00:45:49,570
you can be weakened, distracted,
stuck, or paralyzed. 

885
00:45:50,000 --> 00:45:52,840
Weekend All attribute tests are 
rolled to a disadvantage, but 

886
00:45:52,840 --> 00:45:55,280
then after a weekend they're 
pretty much specific, so a 

887
00:45:55,400 --> 00:45:58,880
character cannot perform any 
actions but may still move 

888
00:45:58,880 --> 00:46:00,720
normally. 
For distracted, a stuck 

889
00:46:00,720 --> 00:46:03,640
character cannot move, but they 
can make actions, and a 

890
00:46:03,640 --> 00:46:06,560
paralyzed character cannot move 
or take actions. 

891
00:46:06,680 --> 00:46:10,040
So your options are basically 
disadvantage on everything and 

892
00:46:10,040 --> 00:46:13,800
then you can either move but not
act, you can act but not move or

893
00:46:13,800 --> 00:46:17,120
you can do neither. 
So if I call it distracted, I 

894
00:46:17,160 --> 00:46:22,700
would I would pick a different. 
Yeah, cannot perform any 

895
00:46:22,700 --> 00:46:24,780
actions, but may still move 
normally. 

896
00:46:25,180 --> 00:46:26,340
Yeah. 
I mean, I guess if you're 

897
00:46:26,340 --> 00:46:27,580
distracted, you can. 
Yeah. 

898
00:46:28,300 --> 00:46:31,020
Dazed is better. 
Dazed is perfect, I think. 

899
00:46:31,140 --> 00:46:32,660
Yeah, distracted. 
So yeah, it's like, well, 

900
00:46:32,660 --> 00:46:36,580
they're on their phone, so 
they're unable to do. 

901
00:46:37,780 --> 00:46:40,350
It right? 
So, so everything is is based 

902
00:46:40,350 --> 00:46:42,190
around literally just those four
things, and that's fine. 

903
00:46:42,390 --> 00:46:45,150
The other thing about this is 
like, I love mechanics, but 

904
00:46:45,230 --> 00:46:48,230
everything in this is mechanics,
like it's an SRD. 

905
00:46:48,270 --> 00:46:51,270
Like that's what this is. 
There's no flavor at all through

906
00:46:51,270 --> 00:46:56,150
like a ton of this. 
And the flavor we do get is like

907
00:46:56,190 --> 00:47:00,110
blackluster, sure light ongoing 
damage. 

908
00:47:00,150 --> 00:47:02,230
I do enjoy this. 
When a creature takes ongoing 

909
00:47:02,230 --> 00:47:05,110
damage, it loses HP equal to its
level at the start of every 

910
00:47:05,110 --> 00:47:07,680
turn. 
And an attribute test on the of 

911
00:47:07,680 --> 00:47:10,960
the G m's choosing should be 
made by the player at the end of

912
00:47:10,960 --> 00:47:12,560
the turn to see if ongoing 
damage continues. 

913
00:47:12,600 --> 00:47:15,600
I like that really clean. 
It is what it is. 

914
00:47:15,600 --> 00:47:20,480
It is interesting that I know 
that they use usage ties in this

915
00:47:20,840 --> 00:47:25,800
and ongoing damage isn't a place
where they use it, you know, And

916
00:47:25,800 --> 00:47:29,480
I I think this is very clean to 
do it, but I love some UD 

917
00:47:29,560 --> 00:47:33,760
ongoing damage, you know? 
Yeah, yeah. 

918
00:47:34,280 --> 00:47:37,840
I mean I would almost rather, I 
think it would depend. 

919
00:47:37,840 --> 00:47:40,360
I would almost rather just like 
countdown damage where it's like

920
00:47:40,360 --> 00:47:43,880
you take, you take 5 damage and 
then the next turn you take four

921
00:47:43,880 --> 00:47:46,120
and the next turn you take 3. 
Like if it's going to disappear 

922
00:47:46,120 --> 00:47:48,000
over time, but if it's just 
going to be like your arm is cut

923
00:47:48,000 --> 00:47:50,200
off and you're bleeding, yeah, I
think uses I would be 

924
00:47:50,200 --> 00:47:54,840
interesting but when we get to 
the table of like how much a 

925
00:47:54,840 --> 00:47:57,440
usage I usually give you, that 
seems like a lot without having 

926
00:47:57,440 --> 00:48:00,000
to do the save. 
I don't mind the level thing, 

927
00:48:00,000 --> 00:48:01,680
but I do think it's interesting 
like. 

928
00:48:03,070 --> 00:48:06,350
It's it's own level, so the 
higher level you are, the more 

929
00:48:06,350 --> 00:48:09,430
ongoing damage you take. 
Where I would probably instead 

930
00:48:09,430 --> 00:48:12,550
say you say you're ongoing 
damage equal to the enemy they 

931
00:48:12,550 --> 00:48:16,870
hit you. 
Yeah, so, but again, for a rule 

932
00:48:16,870 --> 00:48:19,270
for what it's supposed to be, 
which is just continued damage, 

933
00:48:19,270 --> 00:48:21,270
it's clean, it does work really 
well, yeah. 

934
00:48:22,270 --> 00:48:23,830
Yeah, OOFAH. 
What is OOFAH? 

935
00:48:25,070 --> 00:48:28,370
Yeah, when you're out of action.
So there's no way where the 

936
00:48:28,370 --> 00:48:29,570
first. 
I know other people have said 

937
00:48:29,570 --> 00:48:31,330
that about this. 
Oh, I said it easily. 

938
00:48:31,330 --> 00:48:35,330
I was like, was it like when a 
characters taken out of action 

939
00:48:35,930 --> 00:48:39,850
they can no longer take actions 
or move when they receive aid or

940
00:48:39,850 --> 00:48:42,090
the danger they were in passes. 
The character must roll on the 

941
00:48:42,090 --> 00:48:45,130
table below. 
If they survive, they roll a D6.

942
00:48:45,130 --> 00:48:47,930
If they get a one through 5, 
they regain 1D4HP. 

943
00:48:48,330 --> 00:48:50,970
Counting up from zero and are no
longer OOFAH. 

944
00:48:51,850 --> 00:48:54,450
If the character side loses the 
fight or unable to recover the 

945
00:48:54,450 --> 00:48:57,690
body, the character is lost 
forever and presumed dead. 

946
00:48:58,250 --> 00:49:00,730
So the OOFAH table, the Out of 
Action table. 

947
00:49:01,570 --> 00:49:05,010
On A1 you're just knocked out 
you're KO, and on A2 Fathead you

948
00:49:05,010 --> 00:49:07,810
have disadvantage on all tests 
for the next half hour of play. 

949
00:49:08,090 --> 00:49:10,130
I don't get why it's called 
Fathead #3. 

950
00:49:10,450 --> 00:49:14,090
Cracked bones, disadvantage on 
all strength X and contest for 

951
00:49:14,090 --> 00:49:16,350
the remainder of the session. 
Disfigured. 

952
00:49:16,750 --> 00:49:20,230
Your CHA is reduced by 1D four. 
Badly maimed, either strength or

953
00:49:20,230 --> 00:49:22,750
decks is permanently reduced by 
two or six. 

954
00:49:22,830 --> 00:49:25,030
You're dead. 
So I mean basically there's 

955
00:49:25,030 --> 00:49:28,750
scars for the most part 
sometimes. 

956
00:49:28,750 --> 00:49:33,350
Obviously the lower the the 
number the less damaging it is, 

957
00:49:33,350 --> 00:49:36,310
but like a 5 it's a permanent 
reduction and a two it's like 

958
00:49:36,310 --> 00:49:39,950
half hour of play, but again 
it's a non weighted table so 

959
00:49:39,950 --> 00:49:45,420
it's it's random anyway. 
And then there's a whole huge 

960
00:49:45,620 --> 00:49:47,540
there's a damage location drop 
table. 

961
00:49:47,580 --> 00:49:49,700
Here's another one that's even 
worse to the grid than me. 

962
00:49:49,940 --> 00:49:53,460
So it is a great piece of art. 
I love this of like a a beat up 

963
00:49:53,580 --> 00:49:56,620
Rogi person with like a shave 
tag, except for bangs. 

964
00:49:56,620 --> 00:49:58,380
They look cool. 
I really dig it. 

965
00:49:58,700 --> 00:50:01,140
And then there's a drop table, 
which doesn't make sense to me 

966
00:50:01,140 --> 00:50:03,620
because it's it's a list of 4D 
twelves. 

967
00:50:04,020 --> 00:50:06,220
There's an arms, a head, a leg 
and a body one. 

968
00:50:06,540 --> 00:50:09,180
So my assumption is because 
there's a big picture of a 

969
00:50:09,180 --> 00:50:11,410
person. 
You drop a D12. 

970
00:50:11,410 --> 00:50:14,610
What does it say at the bottom? 
Should you need to know where 

971
00:50:14,610 --> 00:50:17,210
could you just been hurt? 
Roll the attack damage by 

972
00:50:17,210 --> 00:50:21,330
dropping the dice on this page. 
Okay. 

973
00:50:21,490 --> 00:50:24,370
So you drop it on the picture of
the person and whichever part of

974
00:50:24,370 --> 00:50:27,730
the person it is. 
You would then, I assumed, roll 

975
00:50:27,730 --> 00:50:32,530
another D12 so it's like so 
throw your damaged dice on this 

976
00:50:32,650 --> 00:50:36,090
okay. 
But it's like again it's page 12

977
00:50:36,090 --> 00:50:38,090
in the below so unless there's a
print out. 

978
00:50:38,530 --> 00:50:41,490
For you to do this, I'm going to
open the book and say throw your

979
00:50:41,490 --> 00:50:42,890
damaged. 
I saw my book here. 

980
00:50:44,450 --> 00:50:46,010
What? 
Just put it in the back of the 

981
00:50:46,010 --> 00:50:49,410
book. 
Couple things to be moved to 

982
00:50:49,410 --> 00:50:52,010
back of the book in this SO. 
Yeah, there's like 18 more pages

983
00:50:52,010 --> 00:50:55,090
of that okay. 
So levels and experience gaining

984
00:50:55,090 --> 00:50:56,930
experience, you can gain 
experience. 

985
00:50:56,970 --> 00:50:58,250
That's all thing. 
You get it. 

986
00:50:59,130 --> 00:51:00,690
There's different ways to get it
here. 

987
00:51:01,570 --> 00:51:05,650
So unlike many other games, 
characters don't earn points 

988
00:51:05,650 --> 00:51:11,180
incrementally. 
You earn points by doing cool 

989
00:51:11,180 --> 00:51:13,620
stuff basically. 
So defeat a powerful named 

990
00:51:13,620 --> 00:51:17,060
enemy, discover the entrance or 
newer level of a deeper dungeon,

991
00:51:17,060 --> 00:51:19,380
rediscover a magical artifact, 
complete a quest. 

992
00:51:19,380 --> 00:51:23,740
So like when you do cool stuff. 
Basically when Skyrim would give

993
00:51:23,740 --> 00:51:26,300
you like a prize, you get a 
point of XP. 

994
00:51:26,460 --> 00:51:30,180
There you go. 
And like in the background, you 

995
00:51:30,180 --> 00:51:32,770
know? 
There you go, using experience 

996
00:51:32,770 --> 00:51:34,890
to gain levels and power. 
Once a character has acquired a 

997
00:51:34,890 --> 00:51:37,930
number of experiences equal to 
their current level, they may 

998
00:51:37,930 --> 00:51:41,290
share them to gain a level. 
So I don't like any of this 

999
00:51:41,290 --> 00:51:43,290
coming up. 
It's such an unnecessary 

1000
00:51:43,290 --> 00:51:45,690
arbitrary, like I don't like it 
at all. 

1001
00:51:45,690 --> 00:51:47,370
So basically you need to share 
your experience. 

1002
00:51:47,370 --> 00:51:50,610
So if you're level three, once 
you get 3X P, you can share the 

1003
00:51:50,610 --> 00:51:53,330
experience that you've gained 
with your comrades and gain 

1004
00:51:53,330 --> 00:51:55,450
another level. 
So each class gains levels 

1005
00:51:55,450 --> 00:51:56,530
differently. 
None of that matters. 

1006
00:51:56,530 --> 00:52:00,450
So sharing experiences. 
So I wrote interesting. 

1007
00:52:00,650 --> 00:52:03,210
I get what this is going for, 
but I find it superfluous and 

1008
00:52:03,210 --> 00:52:07,610
it's too cute. 
So basically you are cute. 

1009
00:52:07,810 --> 00:52:09,890
Like it's cutey. 
It's just like it's trying too 

1010
00:52:09,890 --> 00:52:10,890
hard to be cute. 
You know what I mean? 

1011
00:52:10,890 --> 00:52:14,370
Like it's just like, whatever. 
In order for the character to 

1012
00:52:14,370 --> 00:52:17,330
share their experiences, they 
must go carousing and regale 

1013
00:52:17,330 --> 00:52:20,250
their companions and revelry 
with stories of their exploits 

1014
00:52:20,250 --> 00:52:22,010
and growing renowned. 
A player who wishes the 

1015
00:52:22,010 --> 00:52:24,650
character to share experience 
must do these things. 

1016
00:52:24,810 --> 00:52:28,650
You must literally as a group, 
go to a bar and get drunk and 

1017
00:52:28,650 --> 00:52:29,690
caroused and. 
Whatever. 

1018
00:52:29,690 --> 00:52:34,250
That limits the scope of this 
game narratively to such a 

1019
00:52:34,250 --> 00:52:37,170
small, narrow window of fantasy 
instantly. 

1020
00:52:37,610 --> 00:52:39,490
And there is no alternative 
listed here. 

1021
00:52:40,330 --> 00:52:43,250
You have to tell the other 
players one very short story 

1022
00:52:43,450 --> 00:52:46,410
from their characters past over 
a round of drinks and toasts for

1023
00:52:46,410 --> 00:52:49,090
each experience they would for 
each experience it was to share.

1024
00:52:49,530 --> 00:52:54,490
So we get together, you have 3X 
P to level up and you need to 

1025
00:52:54,490 --> 00:52:56,970
tell me. 
You need to write and tell me 3 

1026
00:52:56,970 --> 00:52:58,610
short stories. 
Perfect. 

1027
00:52:59,770 --> 00:53:02,410
Yeah. 
Come the fuck on, the player 

1028
00:53:02,410 --> 00:53:05,850
should or the player should roll
1D6 for no. 

1029
00:53:05,970 --> 00:53:08,570
Then the player should roll 1D6 
for each story told. 

1030
00:53:08,810 --> 00:53:10,970
This is the cost and coins that 
must be paid for the 

1031
00:53:10,970 --> 00:53:12,810
incompanying, drinks and 
feasting. 

1032
00:53:13,290 --> 00:53:15,570
If they don't have the coin, the
GM will determine the amount of 

1033
00:53:15,610 --> 00:53:19,090
debt they owe into whom, and 
then you find the highest result

1034
00:53:19,090 --> 00:53:22,490
rolled on any of the D6 and 
consult the carousing table 

1035
00:53:22,490 --> 00:53:27,490
below. 
This reminds me of UVG, except 

1036
00:53:29,230 --> 00:53:32,710
it's done better there. 
So yeah, and it's setting 

1037
00:53:32,710 --> 00:53:34,150
specific. 
They also give you a whole 

1038
00:53:34,150 --> 00:53:36,750
setting book with that. 
No. 

1039
00:53:36,990 --> 00:53:39,110
So it makes sense if you're 
there's a setting for this, but 

1040
00:53:39,110 --> 00:53:41,270
this adds up right now. 
I know what talked about later, 

1041
00:53:41,270 --> 00:53:43,230
and let me tell you what I'm 
going to rant about what it says

1042
00:53:43,230 --> 00:53:44,710
later. 
There's no setting to this. 

1043
00:53:44,830 --> 00:53:47,110
It is classic sword and sword. 
It's classic. 

1044
00:53:47,150 --> 00:53:49,590
I'm not even say sorcery. 
It's classic sword and Wizardry.

1045
00:53:49,590 --> 00:53:53,190
Like it's it's this kind of 
reminds me of going through 

1046
00:53:56,110 --> 00:53:58,990
Shadow Dark. 
Oh, yeah. 

1047
00:53:58,990 --> 00:54:00,950
It's just generic as hell, but 
tries to happen. 

1048
00:54:01,510 --> 00:54:02,750
Yeah. 
Yeah, yeah, yeah. 

1049
00:54:07,310 --> 00:54:11,110
So, So that is the whole thing. 
So let's say that you're we, we 

1050
00:54:11,110 --> 00:54:12,470
have the Level 3 that you want 
to go to. 

1051
00:54:12,470 --> 00:54:14,350
So let's talk about the process 
of just leveling up. 

1052
00:54:14,590 --> 00:54:16,870
Because honestly, if a whole 
group of people need to level 

1053
00:54:16,870 --> 00:54:21,630
up, this is like 1:00 to 2:00. 
Downtime sessions by itself just

1054
00:54:21,630 --> 00:54:24,070
to do this, because I would 
immediately just like, cross 

1055
00:54:24,070 --> 00:54:25,870
this out with a marker in the 
fucking book and move on. 

1056
00:54:25,870 --> 00:54:30,190
Like this is this is stupid, So.
But you you're sharing your 

1057
00:54:30,190 --> 00:54:32,790
three experiences, so you have 
to come up with three short 

1058
00:54:32,790 --> 00:54:35,510
stories about your experience 
and tell me all three. 

1059
00:54:35,830 --> 00:54:40,950
Roll a D6 for each. 
Pay that amount worth of drinks 

1060
00:54:41,150 --> 00:54:44,270
and feasting to your fellow 
people. 

1061
00:54:44,610 --> 00:54:46,450
Right. 
Or owed debt because of it. 

1062
00:54:46,690 --> 00:54:49,050
And then all those three take 
the highest one. 

1063
00:54:49,050 --> 00:54:50,530
Let's say the highest one was a 
four. 

1064
00:54:50,850 --> 00:54:54,010
Then you have to roll on the 
krowsing table and say revelry 

1065
00:54:54,010 --> 00:54:57,370
roll a D20 if it's higher than 
Cha, gain one point of cha. 

1066
00:54:57,770 --> 00:55:02,490
So, like, I guess, yeah. 
It's like one of them is real 

1067
00:55:02,490 --> 00:55:03,690
story. 
You get to alter your 

1068
00:55:03,690 --> 00:55:06,650
background, gain another 
entirely new background, lose a 

1069
00:55:06,650 --> 00:55:09,290
number of Max HP equal to the 
character's level, regain the 

1070
00:55:09,290 --> 00:55:11,290
next session. 
Explain to me why the fuck 

1071
00:55:11,290 --> 00:55:14,050
that's a thing. 
One of them is Drunken Brawl. 

1072
00:55:14,370 --> 00:55:18,250
Lose a number of Max HP equal to
the character's level and regain

1073
00:55:18,250 --> 00:55:21,690
them next session because I 
wanted to level up my character 

1074
00:55:21,690 --> 00:55:24,810
for the shit I've already done. 
Like, Oh my God, if there's 

1075
00:55:24,810 --> 00:55:27,370
anything in the scene that's 
going for, and I like the 

1076
00:55:27,370 --> 00:55:30,410
concept, I don't like the 
execution of it, you know? 

1077
00:55:30,650 --> 00:55:31,970
That's how I feel about the 
entire book. 

1078
00:55:34,690 --> 00:55:37,250
But yes, that that, that 
exemplifies it all. 

1079
00:55:37,250 --> 00:55:40,170
So my gosh, all right, let's 
keep Pearson here. 

1080
00:55:40,170 --> 00:55:42,050
So rules for the players. 
Every character normally gets to

1081
00:55:42,050 --> 00:55:44,640
do 2 things. 
On their turn, move somewhere 

1082
00:55:44,640 --> 00:55:47,960
nearby and take an action. 
They can alternatively forego 

1083
00:55:47,960 --> 00:55:49,400
their action to make an extra 
move instead. 

1084
00:55:49,960 --> 00:55:51,720
That totally works. 
There's some other stuff that 

1085
00:55:51,720 --> 00:55:53,840
doesn't matter. 
Limited resources and the usage 

1086
00:55:53,840 --> 00:55:55,680
die. 
So when an item described has a 

1087
00:55:55,680 --> 00:55:58,520
usage die and then a number 
after its name, it is considered

1088
00:55:58,520 --> 00:56:01,480
to be a consumable limited item.
It is a usage die. 

1089
00:56:01,880 --> 00:56:03,880
Anyone that knows this, that's 
listened to us. 

1090
00:56:03,880 --> 00:56:06,440
For those that don't know what a
usage die is, when an item is 

1091
00:56:06,440 --> 00:56:09,520
used as a usage die, it needs to
be rolled if they're sold as A1 

1092
00:56:09,520 --> 00:56:11,940
or A2. 
Then the usage die is downgraded

1093
00:56:11,940 --> 00:56:13,820
to the next smallest die in the 
following change. 

1094
00:56:13,820 --> 00:56:20,340
So if you have a AUD20, let's 
say bag of arrows, like quiver 

1095
00:56:20,340 --> 00:56:23,220
of arrows, right. 
Every time you use that item you

1096
00:56:23,220 --> 00:56:25,980
roll a D20. 
If it lands on A1 or A2, it then

1097
00:56:25,980 --> 00:56:28,900
downgrades to a D12. 
Same thing, you keep firing away

1098
00:56:28,900 --> 00:56:30,620
your arrows every time you fire 
an arrow. 

1099
00:56:31,040 --> 00:56:33,520
It goes if you roll, you roll 
the D12. 

1100
00:56:33,520 --> 00:56:37,080
If it lands on a one or two, it 
becomes a D10D8D64, etcetera. 

1101
00:56:37,240 --> 00:56:40,520
Usage are great. 
Fallen uses them extremely well.

1102
00:56:40,600 --> 00:56:44,920
Yeah, it's a cool mechanic that 
I love theoretically, but don't 

1103
00:56:44,920 --> 00:56:47,440
really use in person. 
I've said that many times 

1104
00:56:47,440 --> 00:56:49,720
before. 
It's great they use it in this a

1105
00:56:49,720 --> 00:56:50,840
lot. 
It's cool. 

1106
00:56:50,840 --> 00:56:52,600
I like it. 
The way that they use it is 

1107
00:56:52,600 --> 00:56:54,720
really well done in here. 
Usage. 

1108
00:56:54,720 --> 00:56:59,920
You don't use usage dice a lot. 
I totally do at my table now. 

1109
00:57:01,290 --> 00:57:04,650
Either either just completely 
abstracted away into nothing or 

1110
00:57:04,650 --> 00:57:07,730
keep track of it like it. 
To me it feels like in play it 

1111
00:57:07,730 --> 00:57:10,090
feels a little fence city, 
because when you actually look 

1112
00:57:10,090 --> 00:57:13,570
at how many points you would get
for a U D20, it's basically 

1113
00:57:13,570 --> 00:57:15,690
endless in the context of 
gameplay. 

1114
00:57:17,090 --> 00:57:20,370
Oh yeah, I don't ever go higher.
I almost never go higher than 

1115
00:57:20,370 --> 00:57:23,130
like a six, so. 
Then just give them like 20 and 

1116
00:57:23,130 --> 00:57:24,170
don't worry about it. 
You know what I mean? 

1117
00:57:24,170 --> 00:57:25,730
Like that's how I feel about 
the, you know what I mean? 

1118
00:57:25,730 --> 00:57:28,290
Like it ain't fallen is 
different because it uses size 

1119
00:57:28,290 --> 00:57:30,940
are used for like. 
Player health and stats and like

1120
00:57:30,940 --> 00:57:32,180
all sorts of stuff, so it makes 
sense. 

1121
00:57:32,180 --> 00:57:35,420
But in the context of just like 
having an item, I'm just like we

1122
00:57:35,420 --> 00:57:37,460
can look at the chart later and 
I'm like okay, I would just give

1123
00:57:37,460 --> 00:57:41,260
them ten of that thing, you 
know, or or ammo, for example. 

1124
00:57:41,260 --> 00:57:46,220
I think Frontier scum uses it 
like you have ammo every time 

1125
00:57:46,460 --> 00:57:50,780
and if you ever roll A1 on your 
damage, you like your arm, your 

1126
00:57:50,780 --> 00:57:52,500
ammo's gone and you got one shot
left or something like that. 

1127
00:57:52,700 --> 00:57:54,860
Like that's how I would abstract
it so. 

1128
00:57:58,870 --> 00:58:03,670
Armor proficiency, so I don't 
know why this isn't lifted 

1129
00:58:03,670 --> 00:58:06,910
earlier with armor, so it's 
between usage. 

1130
00:58:06,910 --> 00:58:09,790
Dye of Ammo and Resting talks 
about armor proficiency. 

1131
00:58:09,790 --> 00:58:11,030
Why isn't listed with armor 
earlier? 

1132
00:58:11,030 --> 00:58:13,670
If a character is armor that is 
not listed in their class, they 

1133
00:58:13,670 --> 00:58:16,830
should add its armor value to 
the D20 result when making an 

1134
00:58:16,830 --> 00:58:19,150
attribute test. 
There's no reason for this to be

1135
00:58:19,150 --> 00:58:21,630
here when armor and all of the 
associated things with armor is 

1136
00:58:21,630 --> 00:58:24,230
listed higher, and it's one 
sentence that gets its own 

1137
00:58:24,230 --> 00:58:26,360
header. 
Resting. 

1138
00:58:26,600 --> 00:58:29,880
When a character takes an hour 
to rest, they may roll any 

1139
00:58:29,880 --> 00:58:31,520
broken armor die to see if it's 
broken. 

1140
00:58:31,520 --> 00:58:32,960
It's redundant. 
We've already talked about 

1141
00:58:32,960 --> 00:58:34,080
broken armor die. 
Come on. 

1142
00:58:35,960 --> 00:58:40,240
Healing characters can recover 
hit points from potion, spells, 

1143
00:58:40,480 --> 00:58:42,640
etcetera, etcetera. 
If a character is out of action 

1144
00:58:44,280 --> 00:58:46,920
and recovers HP but hasn't 
rolled on the OOFAH table yet, 

1145
00:58:46,920 --> 00:58:49,600
start at zero and count up on 
the OOFAH table. 

1146
00:58:52,390 --> 00:58:54,510
Using backgrounds to gain 
advantage actually like this, 

1147
00:58:54,510 --> 00:58:56,190
this is really fun. 
Your character, yeah your 

1148
00:58:56,190 --> 00:58:59,790
character gets a background and 
once per session the player can.

1149
00:58:59,790 --> 00:59:04,790
Basically they can tell the GM. 
Hey like this is actually part 

1150
00:59:04,790 --> 00:59:09,150
of my background, and you can 
get aid when making an attribute

1151
00:59:09,150 --> 00:59:11,550
test once per session using your
background. 

1152
00:59:11,550 --> 00:59:13,870
So the player should give a 
convincing narrative explanation

1153
00:59:15,150 --> 00:59:16,710
as to how their character's 
background relates to the 

1154
00:59:16,710 --> 00:59:19,990
current action, and provide some
kind of useful exposition about 

1155
00:59:19,990 --> 00:59:23,300
the character story this. 
Is what I think the carousing 

1156
00:59:23,300 --> 00:59:24,940
stuff is supposed to do earlier,
which is I. 

1157
00:59:24,980 --> 00:59:27,300
So I was just thinking the exact
same thing just now I was like, 

1158
00:59:27,300 --> 00:59:29,420
it's so close. 
Like, I get it, it's funny 

1159
00:59:29,460 --> 00:59:33,540
there. 
It's a mechanics driven like 

1160
00:59:33,620 --> 00:59:35,780
game that we're going through 
really. 

1161
00:59:35,780 --> 00:59:38,780
But there's like the hints of 
like, oh, I want this to be more

1162
00:59:38,780 --> 00:59:42,860
narrative. 
Yeah, the carousing failed. 

1163
00:59:43,540 --> 00:59:47,060
Yeah, you need a little bit more
commitment to it, you know? 

1164
00:59:47,100 --> 00:59:49,160
Yeah. 
Yeah, I mean, either don't or 

1165
00:59:49,160 --> 00:59:51,320
do, you know? 
But I do enjoy this a lot. 

1166
00:59:51,320 --> 00:59:52,320
What's the point of a 
background? 

1167
00:59:52,320 --> 00:59:54,320
It's not gonna help you. 
So once per session, you can 

1168
00:59:54,320 --> 00:59:56,960
basically say, now wait a 
second, like, I learned how to 

1169
00:59:56,960 --> 01:00:00,480
drive motorcycles for my stepdad
so I can drive, You know what I 

1170
01:00:00,480 --> 01:00:01,920
mean? 
Like, yeah, then you can just 

1171
01:00:01,920 --> 01:00:03,560
use that for the attribute. 
I love that. 

1172
01:00:03,560 --> 01:00:06,840
I think it's great. 
And I do enjoy when mechanics. 

1173
01:00:07,860 --> 01:00:10,900
Really like I don't want to say 
force you to but encourage you 

1174
01:00:10,900 --> 01:00:14,180
to narrate more because it can 
really open people up that 

1175
01:00:14,180 --> 01:00:15,980
otherwise like might just sit 
back a little bit. 

1176
01:00:16,020 --> 01:00:19,260
I I do enjoy it but so that's 
cool. 

1177
01:00:19,260 --> 01:00:23,180
I like that inventory. 
A character may happily can I? 

1178
01:00:23,380 --> 01:00:25,740
What if I want to sadly carry? 
I don't understand use of that. 

1179
01:00:25,740 --> 01:00:29,420
There carry a number of items up
to or equal to their strength, 

1180
01:00:29,880 --> 01:00:31,960
but carrying more items in their
strength makes them encumbered. 

1181
01:00:31,960 --> 01:00:34,640
Which means all attribute tests 
are a disadvantage and 

1182
01:00:34,640 --> 01:00:37,480
characters cannot can simply 
cannot carry no over items more 

1183
01:00:37,480 --> 01:00:39,960
than double their strength. 
Banishing undead. 

1184
01:00:40,240 --> 01:00:42,560
Don't understand why it's here. 
It's a rules specifically to 

1185
01:00:42,560 --> 01:00:46,040
clerics and it's talked about 
how to banish undead makes no 

1186
01:00:46,040 --> 01:00:48,960
sense. 
There's a whole section for 

1187
01:00:48,960 --> 01:00:51,160
clerics later. 
I do have a note here. 

1188
01:00:52,020 --> 01:00:54,820
Oh, this is this. 
This is the exact moment on page

1189
01:00:54,820 --> 01:00:58,540
15 where I got annoyed with the 
bolded text because I wrote a 

1190
01:00:58,780 --> 01:01:01,380
highlighted line here. 
This is way too much use of bold

1191
01:01:01,380 --> 01:01:03,380
text. 
This is the exact moment, 15 

1192
01:01:03,380 --> 01:01:06,740
pages in at level in moments. 
At the bottom of that. 

1193
01:01:08,500 --> 01:01:11,260
And that's that's my section. 
So, Hunter, you were taking #4 

1194
01:01:11,260 --> 01:01:13,660
magic and spells, yeah? 
I should have taken over 

1195
01:01:13,660 --> 01:01:14,780
earlier. 
I mean, I should have to ask for

1196
01:01:14,780 --> 01:01:19,460
more sections, magic and spell. 
So I'm OK with how magic works 

1197
01:01:19,460 --> 01:01:21,420
in this. 
I'm fine with it. 

1198
01:01:21,580 --> 01:01:26,780
So this is a a game where once a
day, which I like, it's not 

1199
01:01:26,780 --> 01:01:28,580
after a long rest, it's once a 
day. 

1200
01:01:29,780 --> 01:01:36,220
A, you know, cleric or wizard or
a a spell caster can memorize a 

1201
01:01:36,220 --> 01:01:38,820
number of spells equal to their 
level. 

1202
01:01:40,180 --> 01:01:44,260
They cannot memorize spells or 
prayers from above, like 

1203
01:01:44,260 --> 01:01:46,500
whatever level your character is
currently at. 

1204
01:01:48,450 --> 01:01:50,250
So it's cool. 
It's not quite spell slots, you 

1205
01:01:50,250 --> 01:01:52,530
know, like have like a Level 3 
solid sports you. 

1206
01:01:52,530 --> 01:01:55,090
You can cast as much as you 
want. 

1207
01:01:55,090 --> 01:01:57,490
You can only learn so many and 
they have to be at your level. 

1208
01:01:58,290 --> 01:02:01,290
That makes that makes sense. 
That's in the, in the, in the. 

1209
01:02:01,650 --> 01:02:06,450
Like, if I'm a mechanic and I've
only learned motorcycles and not

1210
01:02:06,450 --> 01:02:09,330
race cars, it makes sense that I
can do all motorcycles but not 

1211
01:02:09,330 --> 01:02:10,370
race cars yet. 
You know what I mean? 

1212
01:02:10,370 --> 01:02:12,970
Like that makes sense. 
Like you just at the level that 

1213
01:02:12,970 --> 01:02:14,210
you are. 
That makes total sense. 

1214
01:02:14,900 --> 01:02:17,820
Yeah, I think my 1 complaint 
with this one is probably that 

1215
01:02:17,820 --> 01:02:21,020
there's not really that many 
spells or prayers overall. 

1216
01:02:21,740 --> 01:02:23,180
There's a fairly limited number 
per level. 

1217
01:02:23,180 --> 01:02:26,380
There's I think there's like an 
average of like 4 per level, 

1218
01:02:27,140 --> 01:02:30,620
which maybe that's enough. 
They give you the means to like 

1219
01:02:31,660 --> 01:02:34,020
write your own in the little 
prayer book and spell book. 

1220
01:02:34,540 --> 01:02:37,540
But like, I always find that's 
that could cause trouble because

1221
01:02:37,540 --> 01:02:41,660
players write spells. 
I'm just like, holy shit man, if

1222
01:02:41,660 --> 01:02:44,580
it goes anything by like what's 
in this book, it literally is 

1223
01:02:44,580 --> 01:02:47,980
just four per level. 
But I mean, at the same time, I 

1224
01:02:47,980 --> 01:02:51,460
will say that like, there are 
about 1,000,000 spells in the 

1225
01:02:51,460 --> 01:02:53,980
context of like D&D&DCC that you
like. 

1226
01:02:54,060 --> 01:02:56,260
Clearly they just hacked those 
in, you know. 

1227
01:02:56,420 --> 01:03:00,820
What I mean so casting spells. 
So this is an interesting one. 

1228
01:03:01,180 --> 01:03:04,660
So a spell. 
A spell caster can spend an 

1229
01:03:04,660 --> 01:03:08,380
action on their turn to cast a 
spell or prayer from memory. 

1230
01:03:10,060 --> 01:03:12,620
That's it. 
There's no rolling immediately, 

1231
01:03:12,620 --> 01:03:14,820
right? 
That spell just resolves. 

1232
01:03:15,220 --> 01:03:18,820
After the spell is resolved, the
spell caster makes an attribute 

1233
01:03:18,820 --> 01:03:24,580
test, adding the spell or 
prayers level to the roll. 

1234
01:03:25,980 --> 01:03:32,420
If the attributes test is made. 
Sorry if the actual test fails 

1235
01:03:32,860 --> 01:03:35,580
you forget the spell for the day
you unmemorize it, and if you 

1236
01:03:35,580 --> 01:03:37,980
succeed, you keep it in your 
head if you've already made this

1237
01:03:37,980 --> 01:03:40,920
test. 
Today you do so at disadvantage,

1238
01:03:42,360 --> 01:03:47,760
so there's no rolling the cast, 
You just cast and then 

1239
01:03:47,760 --> 01:03:51,640
afterwards you decide whether or
not you've forgotten the spell. 

1240
01:03:52,840 --> 01:04:02,880
I I don't know about that 
because like, you know, I think 

1241
01:04:02,880 --> 01:04:07,560
a lot of times, like Wizards, 
I'm always the magic caster. 

1242
01:04:08,250 --> 01:04:09,570
And it's either one thing or the
other. 

1243
01:04:09,570 --> 01:04:12,490
It's like you're either like 
totally unbalanced from the rest

1244
01:04:12,490 --> 01:04:16,690
of the game because nothing else
works how you do, or you're 

1245
01:04:16,930 --> 01:04:20,170
super underpowered because 
nothing else in the game works 

1246
01:04:20,170 --> 01:04:22,330
like you. 
You know, like you're able to 

1247
01:04:22,330 --> 01:04:25,170
lose stuff or gain stuff that 
like maybe a warrior, like a 

1248
01:04:25,170 --> 01:04:27,650
warrior's not going to lose 
their sword every time they 

1249
01:04:27,650 --> 01:04:29,090
roll, but they also roll the 
hit. 

1250
01:04:29,370 --> 01:04:33,930
I don't love that. 
I don't. 

1251
01:04:34,050 --> 01:04:36,090
I I would need to play it, but I
don't like the things. 

1252
01:04:36,690 --> 01:04:39,530
Like spells instantly hit? 
That feels incredibly powerful. 

1253
01:04:40,410 --> 01:04:42,490
But then you can immediately 
forget them and not use them 

1254
01:04:42,490 --> 01:04:43,770
again, so maybe that's the 
balance. 

1255
01:04:43,770 --> 01:04:47,170
How do you feel about it? 
I dislike this for a different 

1256
01:04:47,170 --> 01:04:51,010
reason. 
I I'm totally fine with majors 

1257
01:04:51,010 --> 01:04:54,530
instantly losing their spells, 
like when we played Victory 

1258
01:04:54,530 --> 01:04:56,570
Basic. 
Remember when you like burn like

1259
01:04:56,570 --> 01:04:58,170
burned out all your spells and 
you're basically like, well, I'm

1260
01:04:58,170 --> 01:05:00,010
going to plug with a dagger. 
I'm totally fine with that. 

1261
01:05:00,010 --> 01:05:02,890
I love that. 
Because yeah, as majors 

1262
01:05:03,530 --> 01:05:09,290
inevitably level up to a point 
where they're gods like, it's 

1263
01:05:09,290 --> 01:05:14,290
impossible not to, right? 
My problem is, mechanically, why

1264
01:05:15,170 --> 01:05:19,090
do you cast it without a role 
and then roll to see if you 

1265
01:05:19,090 --> 01:05:23,050
forgot it instead of just 
instead of just cast it with a 

1266
01:05:23,090 --> 01:05:28,730
role, and if you fail, you 
forgot it, but like, you cast it

1267
01:05:28,730 --> 01:05:29,810
regardless, You know what I 
mean? 

1268
01:05:29,810 --> 01:05:33,690
Like that just it seems like too
like I'm going to, I'm going to 

1269
01:05:33,690 --> 01:05:35,910
cast fireball and then we're 
going to talk about how the 

1270
01:05:35,910 --> 01:05:38,430
fireball works out and then I'm 
going to go okay, now that 

1271
01:05:38,430 --> 01:05:41,110
you've rolled fireball, tell me 
if you forgot or not or versus I

1272
01:05:41,110 --> 01:05:42,950
could just be like I'm going to 
roll for fireball. 

1273
01:05:42,950 --> 01:05:45,510
I cast fireball regardless, but 
then I go oh, but I failed my 

1274
01:05:45,510 --> 01:05:47,270
role. 
I think I get it. 

1275
01:05:47,830 --> 01:05:49,790
That too. 
It's everything else rolls 

1276
01:05:49,790 --> 01:05:51,470
before attacking. 
Everything. 

1277
01:05:51,470 --> 01:05:53,710
Yeah, yeah. 
There's just no reason to do it 

1278
01:05:53,710 --> 01:05:57,950
after when the exact same number
of roles can be done. 

1279
01:05:59,190 --> 01:06:01,790
What do you like about this is 
it does take us away from spell 

1280
01:06:01,790 --> 01:06:04,030
slots you don't have like a 
like? 

1281
01:06:05,000 --> 01:06:10,040
You know, you're not burning a 
spell slot, and I appreciate 

1282
01:06:10,040 --> 01:06:11,120
that. 
Yeah. 

1283
01:06:11,120 --> 01:06:14,840
So I I like I said I like the 
way it works as in like you can 

1284
01:06:14,920 --> 01:06:18,800
whatever for levels, you got 
whatever, and it's just when you

1285
01:06:18,800 --> 01:06:20,720
cast, there's a risk that you 
could lose it. 

1286
01:06:20,760 --> 01:06:22,560
I love that. 
I just again, like I said, I 

1287
01:06:22,560 --> 01:06:26,760
hate that It's not as you're 
casting the spell, you roll your

1288
01:06:26,760 --> 01:06:29,680
forget roll, you cast the spell 
and then you roll your forget 

1289
01:06:29,680 --> 01:06:31,360
roll. 
It's just an unnecessary step in

1290
01:06:31,360 --> 01:06:33,960
there. 
But I personally, I personally 

1291
01:06:33,960 --> 01:06:38,600
do like how this works. 
But I see what you're saying. 

1292
01:06:38,600 --> 01:06:42,160
Why you're like, man, you know? 
Yeah. 

1293
01:06:42,520 --> 01:06:46,240
OK, moving forward, when turns 
are being tracked using minutes 

1294
01:06:46,560 --> 01:06:49,520
instead, a spell caster may 
spend an action to attempt to 

1295
01:06:49,520 --> 01:06:53,160
cast a spell or prayer by 
reading it from a book or 

1296
01:06:53,160 --> 01:06:55,200
scroll. 
To do so, they must make an 

1297
01:06:55,200 --> 01:06:58,720
attribute test, adding the spell
or prayers level to the role if 

1298
01:06:58,720 --> 01:07:01,720
they succeed, the cast if they 
fail at misfires. 

1299
01:07:02,360 --> 01:07:05,280
The player should roll on the 
magical side effects table, not 

1300
01:07:05,280 --> 01:07:09,120
hyperlinked. 
Yeah, so outside of combat, you 

1301
01:07:09,120 --> 01:07:14,400
can read off books and scrolls, 
but there's a chance to fail 

1302
01:07:14,400 --> 01:07:17,320
because you don't have it 
internally memorized, which I 

1303
01:07:17,320 --> 01:07:20,040
like the logic behind that. 
I'm like, okay, cool, that's 

1304
01:07:20,440 --> 01:07:22,960
that tracks me. 
Yeah, it says here. 

1305
01:07:23,200 --> 01:07:27,120
Once again, a spell caster can 
only cast spells up to and equal

1306
01:07:27,120 --> 01:07:30,630
to their level. 
Arcane spells use Intelligence, 

1307
01:07:31,310 --> 01:07:34,230
Prayers use Wisdom for all 
attribute tests. 

1308
01:07:34,230 --> 01:07:35,510
Probably would put that a little
higher. 

1309
01:07:36,670 --> 01:07:39,190
But yeah, that's that's the 
basic casting spells. 

1310
01:07:40,070 --> 01:07:42,990
I'm, I'm mostly okay with it. 
You know, I'm. 

1311
01:07:42,990 --> 01:07:44,510
I'm mostly fine with it. 
Yeah, I agree. 

1312
01:07:45,910 --> 01:07:48,230
It's definitely not one of the 
magic systems where I read it, 

1313
01:07:48,230 --> 01:07:50,990
where I'm like, I hate this 
because that happens because I'm

1314
01:07:50,990 --> 01:07:53,900
a very picky mage. 
But it's also not one of the 

1315
01:07:53,900 --> 01:07:57,340
ones where you go, Oh my God, I 
just got like, I'm going to make

1316
01:07:57,340 --> 01:08:00,220
a whole game. 
Well, yeah, it's not acid 

1317
01:08:00,260 --> 01:08:01,300
majors. 
This is not. 

1318
01:08:03,100 --> 01:08:05,900
Yeah, the guy who always reads 
the wizard part and then decides

1319
01:08:05,900 --> 01:08:07,620
whether or not I want to play 
this game like this. 

1320
01:08:07,980 --> 01:08:10,460
I mean, I'll play this game. 
Someone runs it. 

1321
01:08:11,300 --> 01:08:13,140
Yeah. 
OK, Moving on to creating a 

1322
01:08:13,140 --> 01:08:18,380
character, rolling dice and 
finding a character concept. 

1323
01:08:18,380 --> 01:08:20,740
So pretty much come up with a 
character concept. 

1324
01:08:21,370 --> 01:08:23,689
Think of a character that's 
engaging, that you like to play.

1325
01:08:23,890 --> 01:08:27,130
You know, I am a person who 
sometimes will roll stats 1st 

1326
01:08:27,170 --> 01:08:29,770
and then come up with the 
concept, especially in a game 

1327
01:08:29,770 --> 01:08:32,410
like this where you're rolling, 
I think in a line, right? 

1328
01:08:33,050 --> 01:08:36,689
So it's split up in a section, 
section a rolling dice for the 

1329
01:08:36,689 --> 01:08:39,330
attributes. 
Characters have 6 attributes. 

1330
01:08:41,649 --> 01:08:44,770
They're they're listed. 
Yeah, they defined everything 

1331
01:08:44,770 --> 01:08:46,930
about the character. 
Very basic stuff. 

1332
01:08:47,050 --> 01:08:49,609
So pretty much, you're going to 
roll 3D6. 

1333
01:08:50,370 --> 01:08:55,729
For each attribute, assigning 
them to each attribute in order.

1334
01:08:57,770 --> 01:09:02,490
If you roll A14 or up on an 
attribute, the next one is 

1335
01:09:02,609 --> 01:09:06,450
automatically A7, which I 
thought was interesting 

1336
01:09:06,450 --> 01:09:13,450
balancing method if you're going
to get penalized for rolling 

1337
01:09:13,450 --> 01:09:16,910
high. 
I would give them smaller dice, 

1338
01:09:16,990 --> 01:09:20,670
or I would give me, I guess 2D6 
plus three or five or whatever. 

1339
01:09:20,670 --> 01:09:23,029
You know, I would, I don't know 
if I want to be like it will. 

1340
01:09:23,029 --> 01:09:24,990
You owe you rolled really, 
really well on one stat. 

1341
01:09:24,990 --> 01:09:28,910
Well, the next one, that one's 
going to suck because fuck you. 

1342
01:09:30,430 --> 01:09:31,310
I hate it. 
I don't like it. 

1343
01:09:31,470 --> 01:09:32,590
I think it's terrible. 
Yeah. 

1344
01:09:32,790 --> 01:09:37,750
I'm not my notice like 14 plus 
then seven question mark, 

1345
01:09:37,750 --> 01:09:40,950
question mark, question mark. 
I roll Why? 

1346
01:09:40,950 --> 01:09:45,050
Question mark. 
Going back to something you said

1347
01:09:45,050 --> 01:09:47,130
at the beginning though, like 
the the one of the very first 

1348
01:09:47,130 --> 01:09:48,170
things you said is the first 
step. 

1349
01:09:48,170 --> 01:09:50,450
Creating a memorable character 
is coming up with an engaging 

1350
01:09:50,450 --> 01:09:52,290
concept. 
Never see that again. 

1351
01:09:53,490 --> 01:09:54,890
Concept never comes back into 
play. 

1352
01:09:55,250 --> 01:09:57,050
Oh yeah, you're right. 
That's so funny. 

1353
01:09:57,050 --> 01:09:58,890
I didn't even notice that. 
Yeah, it says that and then it 

1354
01:09:58,890 --> 01:10:00,570
never. 
Yeah. 

1355
01:10:02,130 --> 01:10:06,770
Yeah, so swap 2 abilities. 
You can swap 2 abilities when 

1356
01:10:06,770 --> 01:10:08,530
you're rolling because you roll 
these in in order. 

1357
01:10:08,970 --> 01:10:10,690
This is a six stat system, so it
is. 

1358
01:10:11,190 --> 01:10:14,070
Strength decks con Wisdom, 
Intelligence, Charisma. 

1359
01:10:14,070 --> 01:10:17,310
I'm not defining those. 
They exist. 

1360
01:10:17,790 --> 01:10:20,070
Yeah, they you. 
You might know, if you don't 

1361
01:10:20,230 --> 01:10:24,790
read almost any tabletop book. 
Yeah, And then choosing a class.

1362
01:10:25,070 --> 01:10:28,670
This is kind of the semi classic
where there's four classes, 

1363
01:10:28,670 --> 01:10:31,430
right? 
There's warrior, Thief, Cleric, 

1364
01:10:31,430 --> 01:10:34,510
Wizard. 
Each class determines 

1365
01:10:34,750 --> 01:10:35,910
everything. 
Hit points? 

1366
01:10:36,870 --> 01:10:39,670
Yeah, everything totally fine 
until we do all that, yeah. 

1367
01:10:40,380 --> 01:10:42,460
Yeah, you're going to make a 
background which is mostly 

1368
01:10:42,460 --> 01:10:45,700
narrative and is used 
narratively, and I appreciate 

1369
01:10:45,700 --> 01:10:47,540
that. 
Instead of being like a list of 

1370
01:10:47,820 --> 01:10:50,100
backgrounds, I think they have 
some suggested backgrounds. 

1371
01:10:50,420 --> 01:10:51,620
Oh, it's coming up next, 
actually. 

1372
01:10:53,260 --> 01:10:56,020
How to use a character's 
background, which we just 

1373
01:10:56,020 --> 01:10:58,500
previously went over maybe 2 
pages ago? 

1374
01:11:00,100 --> 01:11:03,660
And then how to make a good 
background decide on a short 

1375
01:11:03,660 --> 01:11:06,460
sentence that encapsulates an 
interesting time in the 

1376
01:11:06,460 --> 01:11:08,470
character's past. 
Considering following 

1377
01:11:08,470 --> 01:11:11,990
backgrounds should ideally 
contain one piece of world 

1378
01:11:11,990 --> 01:11:14,270
building fiction, allowing the 
player to craft a narrative to 

1379
01:11:14,270 --> 01:11:17,230
tie into the game world a story 
element unique to their 

1380
01:11:17,230 --> 01:11:18,870
character. 
Really like that. 

1381
01:11:19,030 --> 01:11:22,590
Like the push for some 
narrative, it should also reveal

1382
01:11:22,590 --> 01:11:25,270
one specific skill or narrow 
field of proficiency or 

1383
01:11:25,270 --> 01:11:28,710
knowledge that they learned or 
relied upon during this time. 

1384
01:11:29,190 --> 01:11:31,550
There are several examples here 
and a lot of them are really 

1385
01:11:31,550 --> 01:11:33,270
good and I think it sets you up 
for building like. 

1386
01:11:33,980 --> 01:11:35,660
There's a Here's a good 
sentence. 

1387
01:11:35,660 --> 01:11:41,620
You know, I'm a Lore Master of 
the Magistrate of Bulgarat 

1388
01:11:41,860 --> 01:11:45,180
Kraxis, and the only thing I 
don't know is why the Council 

1389
01:11:45,180 --> 01:11:48,060
wants me dead. 
Cool people want you dead. 

1390
01:11:48,380 --> 01:11:50,140
You. 
You're a Lore Master. 

1391
01:11:50,660 --> 01:11:55,020
Great one. 
One thing I really like about 

1392
01:11:55,020 --> 01:11:58,380
that, did we? 
We've talked about daggers. 

1393
01:11:58,380 --> 01:11:59,740
Have we ever played with 
daggers? 

1394
01:12:00,440 --> 01:12:02,640
No, but we've talked about. 
Yeah, yeah, yeah. 

1395
01:12:02,680 --> 01:12:05,320
That reminds me of a quick 
dagger thrown in where there's a

1396
01:12:05,320 --> 01:12:07,640
background where it's like the 
only the council wants me dead. 

1397
01:12:07,880 --> 01:12:10,360
There's no like, that's all you 
get. 

1398
01:12:10,360 --> 01:12:11,680
And the gym can be like, oh, 
dope. 

1399
01:12:12,200 --> 01:12:14,680
All right. 
I got a million ideas for the 

1400
01:12:14,680 --> 01:12:16,720
council. 
I I I really like. 

1401
01:12:16,840 --> 01:12:19,760
I love this part. 
Background might be the best 

1402
01:12:19,760 --> 01:12:25,070
part of character creation. 
Even the inspiration table. 

1403
01:12:25,070 --> 01:12:27,230
Even the inspiration. 
Table The inspiration table is 

1404
01:12:27,230 --> 01:12:29,710
really cool. 
It's a D12 inspiration table you

1405
01:12:29,710 --> 01:12:33,310
can roll on to like you know you
can get lost air to an old 

1406
01:12:33,310 --> 01:12:36,750
throne raised as a poor St. 
child. 

1407
01:12:37,310 --> 01:12:41,750
All of the All your favorite 
cliches #6 sold to a wizard as a

1408
01:12:41,750 --> 01:12:43,910
child. 
That was a really good one. 

1409
01:12:44,270 --> 01:12:46,950
Such a good one. 
A lot of these are really good 

1410
01:12:46,950 --> 01:12:51,470
because in literally like 5 
words, you've read that book. 

1411
01:12:51,510 --> 01:12:54,360
You know what I mean? 
Like escaping held prisoner, 

1412
01:12:55,040 --> 01:12:59,640
reputation ruined by vices. 
I mean that's honestly that is 

1413
01:12:59,720 --> 01:13:01,760
all you need for whole 
background that before I've I've

1414
01:13:01,760 --> 01:13:04,120
been handed 8 pages before and 
I've been handed one paragraph 

1415
01:13:04,120 --> 01:13:05,840
before and I can tell you the 
one paragraph was way better 

1416
01:13:05,840 --> 01:13:07,600
than the 8. 
One paragraph is always better. 

1417
01:13:08,840 --> 01:13:11,400
The 8 pages is all. 
I'm always like, dude, you've 

1418
01:13:11,600 --> 01:13:13,600
this is too much. 
You know, you've written your 

1419
01:13:13,600 --> 01:13:15,640
whole story like we're about to 
go do that. 

1420
01:13:16,170 --> 01:13:18,650
Yeah, like you. 
You've already lived your entire

1421
01:13:18,650 --> 01:13:20,850
life, like, at one point, or 
like, where does the adventure 

1422
01:13:20,850 --> 01:13:22,010
come in, you know? 
Cool. 

1423
01:13:22,210 --> 01:13:26,250
And then we have. 
They're like, what? 

1424
01:13:27,050 --> 01:13:29,770
No, go, go, go. 
I'm just. 

1425
01:13:29,890 --> 01:13:32,290
Being the the character sections
I I quite like. 

1426
01:13:32,290 --> 01:13:35,250
It's like a little character 
sheet with a solid piece of art.

1427
01:13:35,850 --> 01:13:38,570
Very straightforward, very 
clean. 

1428
01:13:38,850 --> 01:13:39,970
You know? 
I love them. 

1429
01:13:39,970 --> 01:13:42,170
I think it looks fucking 
fantastic. 

1430
01:13:42,330 --> 01:13:45,720
Why is it? 
Why is it what I would like to 

1431
01:13:45,720 --> 01:13:48,680
know on like what? 
Page 20 something? 

1432
01:13:49,040 --> 01:13:51,040
Why is so? 
The character sheets could 

1433
01:13:51,040 --> 01:13:53,160
definitely also be in the back 
of the book. 

1434
01:13:54,000 --> 01:13:56,880
What would be ideal here? 
What would be ideal? 

1435
01:13:56,880 --> 01:13:59,760
My notes for this was give me an
example character sheet, fill 

1436
01:13:59,760 --> 01:14:01,160
one out. 
Oh wait, why are you taking 

1437
01:14:01,160 --> 01:14:02,120
notes on my sections? 
Huh? 

1438
01:14:02,680 --> 01:14:04,720
Like get your own sections. 
I read the whole book. 

1439
01:14:04,960 --> 01:14:05,880
I know. 
I'm just kidding. 

1440
01:14:05,920 --> 01:14:07,400
So that I just didn't take notes
in your parts. 

1441
01:14:08,880 --> 01:14:11,200
Cool. 
I don't really want to go every 

1442
01:14:11,280 --> 01:14:14,800
every class. 
Let's just let's just pick one. 

1443
01:14:14,800 --> 01:14:16,200
Yeah. 
Which one's your favorite thief?

1444
01:14:17,360 --> 01:14:22,680
Oh. 
It is by far the best thief 

1445
01:14:23,320 --> 01:14:25,920
ever, and I will tell you 
exactly why when we get there. 

1446
01:14:26,360 --> 01:14:30,240
Tell me why. 
So starting stats, it has it's 

1447
01:14:30,560 --> 01:14:33,720
very traditional layout for what
you get when you're starting the

1448
01:14:33,720 --> 01:14:34,840
character. 
I don't really need. 

1449
01:14:35,270 --> 01:14:37,550
To read all through it like it 
gives you everything you need to

1450
01:14:37,550 --> 01:14:38,910
know. 
You start with a lucky charm, 

1451
01:14:38,910 --> 01:14:41,190
which I really like. 
A little bit of flavor roll on 

1452
01:14:41,190 --> 01:14:44,270
D6 table and maybe you'll get an
eye patch even though both eyes 

1453
01:14:44,270 --> 01:14:48,510
are fine. 
Or a bag of knuckle bones, which

1454
01:14:48,510 --> 01:14:50,030
is great if you want to play 
knuckle bones. 

1455
01:14:51,070 --> 01:14:54,910
Yeah, And in the equipment we 
get two to choose from. 

1456
01:14:55,390 --> 01:15:03,390
Very thief, but roguish talents.
It's the best thing ever because

1457
01:15:03,390 --> 01:15:05,770
every time I want plays a thief.
I want to play as a thief. 

1458
01:15:05,770 --> 01:15:09,130
Like especially I'm 32. 
I don't want to play as a 14 

1459
01:15:09,130 --> 01:15:10,290
year old thief. 
I doesn't know what they're 

1460
01:15:10,290 --> 01:15:12,930
doing. 
I'd be like yeah, like I'm a 32 

1461
01:15:12,930 --> 01:15:15,730
year old, like mediocre thief 
that was trained to the good 

1462
01:15:15,730 --> 01:15:17,490
school but really hasn't made 
very much. 

1463
01:15:17,770 --> 01:15:22,010
But they have all these talents,
and like I always feel like you,

1464
01:15:22,090 --> 01:15:25,610
I never feel as talented as a 
thief as I want to. 

1465
01:15:25,730 --> 01:15:29,970
You know, if you've ever read 
The Black Tongue Thief by 

1466
01:15:30,290 --> 01:15:32,690
Christopher Buehlmann, it's my 
favorite. 

1467
01:15:34,640 --> 01:15:38,120
It's my favorite, like Thief 
ever, and he is very much like 

1468
01:15:38,160 --> 01:15:40,800
a, you know, late 20s, early 
30s, like Thief. 

1469
01:15:40,800 --> 01:15:43,600
It's like incredible amount of 
debt that has a great training, 

1470
01:15:43,600 --> 01:15:46,400
It's he's good, a lot of stuff, 
but he's just in other ways very

1471
01:15:46,400 --> 01:15:48,960
mediocre. 
But you know, if it's delicate 

1472
01:15:48,960 --> 01:15:51,200
tasks or climbing or listening 
to eavesdropping, moving 

1473
01:15:51,200 --> 01:15:54,560
silently or, you know, finding 
secret things, he's good at it, 

1474
01:15:54,600 --> 01:15:57,200
you know, I mean, I feel like 
for this, just let's really take

1475
01:15:57,200 --> 01:16:00,480
ownership of, like, what my 
ideal, like, thief fantasy 

1476
01:16:00,480 --> 01:16:03,970
character is. 
So you get all of those things, 

1477
01:16:03,970 --> 01:16:05,450
you just get. 
Into all of those. 

1478
01:16:05,650 --> 01:16:08,010
So it's just like if you're 
doing Thief, you shit roll with 

1479
01:16:08,010 --> 01:16:10,330
advantage. 
Yes, love it. 

1480
01:16:10,370 --> 01:16:12,770
I mean, yeah, that's totally, 
that's that's what you should 

1481
01:16:12,770 --> 01:16:17,170
think you should get, yeah. 
Yeah, and and I don't think it's

1482
01:16:17,210 --> 01:16:19,650
out of, I think the only people 
who really get screwed in the 

1483
01:16:19,650 --> 01:16:22,530
characters on this are the 
casters, because they don't 

1484
01:16:22,530 --> 01:16:25,650
pretty much don't get anything 
other than casting, which I 

1485
01:16:25,650 --> 01:16:27,770
guess balances out because 
everything instantly hits here. 

1486
01:16:27,770 --> 01:16:29,810
So do they really even need more
talent, you know? 

1487
01:16:29,810 --> 01:16:33,880
But yeah. 
Other than that, you get Nimble 

1488
01:16:33,880 --> 01:16:35,840
Expertise. 
Roll with advantage when testing

1489
01:16:35,920 --> 01:16:41,360
Dexterity to avoid damage or 
effects from traps or magical 

1490
01:16:41,360 --> 01:16:44,600
devices. 
Sneak attack, which you if 

1491
01:16:44,720 --> 01:16:47,720
they're unaware you can do 2D6 
plus your thief level and 

1492
01:16:47,720 --> 01:16:50,480
damage. 
Deep and Murky Pass is an 

1493
01:16:50,480 --> 01:16:53,880
amazing one, which is that at 
the start of a gaming session 

1494
01:16:53,880 --> 01:16:56,960
roll 1D10. 
If the result is below your 

1495
01:16:56,960 --> 01:16:59,680
current level, you can just 
change your background. 

1496
01:17:02,160 --> 01:17:05,560
Great. 
It's really very good. 

1497
01:17:06,240 --> 01:17:08,840
A dagger for every occasion, 
regardless what the thief is 

1498
01:17:08,840 --> 01:17:11,680
carrying, they can produce a 
small throwing knife from 

1499
01:17:11,680 --> 01:17:13,760
somewhere. 
There's just like, it's such a 

1500
01:17:13,760 --> 01:17:16,600
great example of a thief. 
I'm just like, this is the best 

1501
01:17:16,600 --> 01:17:21,320
thief I think I've ever read. 
But yeah, and then getting a new

1502
01:17:21,320 --> 01:17:22,720
level, which is on each and 
every one. 

1503
01:17:23,000 --> 01:17:25,080
It just tells you what happens 
when you level up. 

1504
01:17:25,560 --> 01:17:30,040
Which is? 
You know roll D20 once for each 

1505
01:17:30,040 --> 01:17:31,720
attribute. 
If you roll over you can 

1506
01:17:32,080 --> 01:17:36,760
increase by one point and you 
can make an extra roll for 

1507
01:17:36,760 --> 01:17:38,960
dexterity, wisdom. 
I think each of them has like 2 

1508
01:17:38,960 --> 01:17:41,320
stats. 
That's those characters stats, 

1509
01:17:41,320 --> 01:17:45,800
that class you can roll twice on
and then you gain one hit dice. 

1510
01:17:45,800 --> 01:17:48,240
You roll 1D6, which is the hit 
dice for this character. 

1511
01:17:49,180 --> 01:17:53,060
I mean, this, this is, this is 
all pure mechanics, right? 

1512
01:17:53,060 --> 01:17:55,820
Without even needing to really 
write it Because none of this is

1513
01:17:55,820 --> 01:17:59,860
really like text, right? 
And this is what I'm saying is, 

1514
01:17:59,860 --> 01:18:02,900
if you strip out everything from
this game except what would be 

1515
01:18:02,900 --> 01:18:05,660
like an SRD, it's so fucking 
good. 

1516
01:18:05,740 --> 01:18:08,220
Like as a game. 
Again, there's a reason so many 

1517
01:18:08,220 --> 01:18:10,380
games are based on this, because
the game is so good. 

1518
01:18:10,620 --> 01:18:15,420
The presentation of the game, 
just it's frustrating. 

1519
01:18:15,620 --> 01:18:19,220
It's frustrating, you know, 
because so much of it is so 

1520
01:18:19,220 --> 01:18:21,580
good. 
And then I'm just like, why 

1521
01:18:21,580 --> 01:18:23,100
what? 
So we're at the cleric is. 

1522
01:18:23,300 --> 01:18:24,580
Really interesting art piece 
too. 

1523
01:18:25,420 --> 01:18:27,380
I love that one. 
It's a very really great. 

1524
01:18:27,380 --> 01:18:30,460
Yeah, but here's the thing too. 
Well, it's got two hands stapled

1525
01:18:30,460 --> 01:18:33,940
to It's like that piece. 
But here's the thing. 

1526
01:18:33,940 --> 01:18:36,580
We're at the cleric here. 
Remember that section earlier 

1527
01:18:36,580 --> 01:18:38,500
where there was a talking about 
banishing undead? 

1528
01:18:38,980 --> 01:18:40,060
Why? 
Why? 

1529
01:18:40,100 --> 01:18:42,580
Like I here's the thing. 
The only reason is because it 

1530
01:18:42,580 --> 01:18:43,660
didn't fit on the character 
sheet. 

1531
01:18:44,420 --> 01:18:47,020
Yeah, because there's a section 
here that says banished undead. 

1532
01:18:47,300 --> 01:18:50,340
A clerk may spend an action to 
banish all that day nearby for 

1533
01:18:50,340 --> 01:18:52,460
the full banished undead rule. 
See page 15. 

1534
01:18:56,180 --> 01:18:57,380
It's not even on the character 
sheet. 

1535
01:18:57,660 --> 01:19:01,500
Like everything that every 
player gets is on the character 

1536
01:19:01,500 --> 01:19:02,980
sheet except for like, the 
clerk. 

1537
01:19:02,980 --> 01:19:04,380
It couldn't quite fit that one 
in there. 

1538
01:19:04,380 --> 01:19:05,980
You know what I mean? 
Like, come on. 

1539
01:19:08,260 --> 01:19:09,700
Oh, and Wizard's got her boobies
out. 

1540
01:19:10,300 --> 01:19:12,380
Yeah, Teddy wizard. 
Very normal, yeah. 

1541
01:19:13,260 --> 01:19:15,810
Yeah, the, the, the. 
Barbarian. 

1542
01:19:15,810 --> 01:19:18,130
Wizard. 
You know well all of the art 

1543
01:19:18,130 --> 01:19:24,050
pieces is paint a very different
picture than the book presents 

1544
01:19:24,050 --> 01:19:26,970
itself up to this point. 
Yeah, you know what I mean? 

1545
01:19:27,330 --> 01:19:31,610
Like even even the warrior is 
like got like a Viking helmet. 

1546
01:19:31,610 --> 01:19:37,130
And stuff like brutalist, like 
berserker, like Barbarianesque 

1547
01:19:37,130 --> 01:19:41,290
character art right here 
especially especially the cleric

1548
01:19:41,290 --> 01:19:44,530
and the wizard. 
Cleric's got the cleric and the 

1549
01:19:44,530 --> 01:19:46,730
wizard look like the most. 
There's not a thief in the 

1550
01:19:46,730 --> 01:19:49,050
warrior, the cleric, the the 
warrior honestly looks kind of 

1551
01:19:49,050 --> 01:19:52,890
Humpty Dumpty. 
He's like but like the thief and

1552
01:19:53,010 --> 01:19:54,490
or the. 
I'm sorry, the cleric and the 

1553
01:19:54,490 --> 01:19:59,650
wizard look like fucking like. 
Yeah, like that's got to be on 

1554
01:19:59,930 --> 01:20:01,570
his face if. 
You go to battle and you see 

1555
01:20:01,570 --> 01:20:02,850
them. 
You leave, you know. 

1556
01:20:03,050 --> 01:20:06,290
Yeah, you see the guard. 
These hands, like, nailed to the

1557
01:20:06,290 --> 01:20:07,290
wheel around his head. 
You're. 

1558
01:20:08,330 --> 01:20:08,930
I'm. 
I'm leaving. 

1559
01:20:09,250 --> 01:20:10,250
Yep. 
All right. 

1560
01:20:10,250 --> 01:20:13,010
You win by like, yeah, all 
right. 

1561
01:20:14,480 --> 01:20:19,440
And then so under wizard there 
are spells and prayers. 

1562
01:20:21,800 --> 01:20:25,760
They're very standard. 
My note is just the word 

1563
01:20:25,840 --> 01:20:30,080
generic. 
Yes, they're I'm, they're 

1564
01:20:30,080 --> 01:20:34,000
they're very standard. 
There's nothing I think that 

1565
01:20:34,000 --> 01:20:37,960
made me go, oh that. 
You know what I mean? 

1566
01:20:38,240 --> 01:20:40,800
There's nothing like, there's 
nothing weird. 

1567
01:20:41,600 --> 01:20:42,920
Like nothing. 
Weird at all. 

1568
01:20:43,350 --> 01:20:44,830
Yeah. 
And I really want. 

1569
01:20:44,830 --> 01:20:47,990
I don't know. 
But two pages earlier, 2 pages 

1570
01:20:47,990 --> 01:20:52,830
earlier, you look at the wizard,
the wizard who's got like horns 

1571
01:20:53,190 --> 01:20:58,230
and claws and goblin heads 
strapped to their belt, and then

1572
01:20:58,230 --> 01:21:00,110
they're going to go, oh, I cast 
light. 

1573
01:21:00,470 --> 01:21:03,670
Like, yeah, it's just there's a 
disconnect between the art, 

1574
01:21:03,670 --> 01:21:08,270
which is super cool, and and 
like the spells, which is very 

1575
01:21:08,270 --> 01:21:11,350
much like the standard European 
fantasy spells. 

1576
01:21:11,990 --> 01:21:13,390
They're literally just D&D 
spells. 

1577
01:21:13,390 --> 01:21:15,710
They're the most hard, just D&D.
Standard. 

1578
01:21:15,950 --> 01:21:20,750
It's literally like create food,
purify water, light, detect 

1579
01:21:20,750 --> 01:21:24,310
evil, teleport. 
Like the most classic generic 

1580
01:21:24,310 --> 01:21:29,150
standard spells ever, with no 
attempt whatsoever to to put any

1581
01:21:29,190 --> 01:21:32,310
spin on them whatsoever. 
Which is fine. 

1582
01:21:32,310 --> 01:21:36,110
Whatever, it's fine. 
And then a blank character sheet

1583
01:21:36,110 --> 01:21:39,350
for there is a, like a blank 
character sheet, you know, on 

1584
01:21:39,350 --> 01:21:45,910
page 28 instead of in the back 
of the book, which is 

1585
01:21:45,910 --> 01:21:47,150
unfortunate because it's a good 
page. 

1586
01:21:47,150 --> 01:21:48,950
I like the maps and notes 
section. 

1587
01:21:48,950 --> 01:21:52,590
I like that's just opened but 
squared, like like gridded, 

1588
01:21:53,790 --> 01:21:55,630
yeah. 
And then you have the players 

1589
01:21:55,630 --> 01:21:58,470
turned back, which I kind of 
like, you know? 

1590
01:21:58,510 --> 01:21:59,470
I love that. 
I I like. 

1591
01:21:59,470 --> 01:22:00,670
I like this. 
I think it's great. 

1592
01:22:00,870 --> 01:22:03,470
This is, I think my note says, 
interesting. 

1593
01:22:03,470 --> 01:22:06,270
I like how this is broken up. 
Blades in the dark could have 

1594
01:22:06,270 --> 01:22:07,910
benefited greatly from this 
approach. 

1595
01:22:08,400 --> 01:22:13,040
Absolutely, to have a. 
Full section, Yeah, yeah, it's a

1596
01:22:13,040 --> 01:22:14,600
great R piece. 
But if everything that the 

1597
01:22:14,600 --> 01:22:17,680
players need is from page like 
20 up, you don't need anything 

1598
01:22:17,680 --> 01:22:18,640
else in the book. 
Perfect. 

1599
01:22:18,640 --> 01:22:24,800
There you go. 
Yeah, moving on to rules for the

1600
01:22:24,800 --> 01:22:30,520
GM, playing a game step by step.
I do like that there are steps. 

1601
01:22:32,400 --> 01:22:38,890
I don't know that I found them 
incredibly helpful or necessary,

1602
01:22:38,890 --> 01:22:43,130
but I'm not a new GM, so maybe, 
you know, for a new GM, this is 

1603
01:22:43,130 --> 01:22:46,610
great. 
We're like. 85% the same person.

1604
01:22:47,010 --> 01:22:50,130
My note literally says, okay for
beginner GM's. 

1605
01:22:50,490 --> 01:22:52,090
Yeah. 
So I think this is really great 

1606
01:22:52,090 --> 01:22:55,130
for delineating that like 
difference between the moments 

1607
01:22:55,130 --> 01:22:57,090
to minutes play. 
And I think there's a lot of 

1608
01:22:57,090 --> 01:22:58,850
value in that. 
And it kind of tells you when 

1609
01:22:58,850 --> 01:23:01,290
you should be spending your 
usage just if you have them when

1610
01:23:01,290 --> 01:23:03,490
you transition into that minutes
play. 

1611
01:23:05,010 --> 01:23:07,510
Yeah, I I think this is a fine 
section. 

1612
01:23:07,510 --> 01:23:10,430
It gives you the basics on the 
attribute test and like what 

1613
01:23:10,430 --> 01:23:13,710
each attribute really goes with 
and what you should be having 

1614
01:23:13,710 --> 01:23:21,310
them roll for like that a lot. 
There is like a creature 

1615
01:23:21,310 --> 01:23:26,110
reaction table. 
Oh the dealing damage to the 

1616
01:23:26,110 --> 01:23:27,750
character. 
It gives you just a little kind 

1617
01:23:27,750 --> 01:23:31,230
of grid based on hit die. 
It's like what kind of damage 

1618
01:23:31,950 --> 01:23:36,440
should be, you know, done. 
This is a great section for 

1619
01:23:36,440 --> 01:23:39,360
beginners you know. 
I couldn't agree more. 

1620
01:23:39,360 --> 01:23:42,400
I think is if this is the thing 
that I kept trying to tell 

1621
01:23:42,400 --> 01:23:43,960
myself over and over and over 
again, right? 

1622
01:23:44,480 --> 01:23:46,720
No one is going to pick up 
Kingdoms and run that as their 

1623
01:23:46,720 --> 01:23:50,040
first game. 
Many people could pick this up 

1624
01:23:50,120 --> 01:23:52,120
and it could be the first game 
that they ran. 

1625
01:23:52,560 --> 01:23:54,880
So do we need this section in 
here? 

1626
01:23:54,920 --> 01:23:57,480
Absolutely. 
And I think the for what it is 

1627
01:23:57,480 --> 01:23:59,520
for people that haven't really 
done a whole lot of gyming 

1628
01:23:59,520 --> 01:24:05,140
before, I think it's fantastic. 
Yeah, yeah, I super agree. 

1629
01:24:07,660 --> 01:24:09,340
Yeah, there's a random encounter
table. 

1630
01:24:10,260 --> 01:24:12,060
Random encounters are great and 
you should use them. 

1631
01:24:12,820 --> 01:24:15,020
It tells you kind of how to make
a random encounter. 

1632
01:24:15,020 --> 01:24:17,900
It's just like pretty much every
15 minutes of like real time 

1633
01:24:17,900 --> 01:24:22,220
play in a dangerous environment.
Or if the character lingers in 

1634
01:24:22,220 --> 01:24:24,820
one place too long or makes 
actions that would reveal 

1635
01:24:24,820 --> 01:24:26,460
themselves. 
Very cool. 

1636
01:24:28,700 --> 01:24:33,100
Yeah, you make your encounter 
role and yeah, it's good. 

1637
01:24:33,770 --> 01:24:35,650
I I It's great. 
So it's fine. 

1638
01:24:35,850 --> 01:24:38,370
The note that I have for this is
that this is the beginning of 

1639
01:24:38,370 --> 01:24:43,570
the toolkit section and is 
pretty generic overall totally 

1640
01:24:43,770 --> 01:24:47,450
and and some people, you know, 
some people need that. 

1641
01:24:47,970 --> 01:24:50,170
That's fine. 
That's fine, yeah. 

1642
01:24:50,490 --> 01:24:55,010
There are a lot of roll tables 
and they're they're very usable.

1643
01:24:55,050 --> 01:25:00,010
They're very OK. 
They're very OK, Yeah, I agree. 

1644
01:25:05,880 --> 01:25:07,440
Oh, is this me now? 
Am I equipment in economy? 

1645
01:25:07,440 --> 01:25:10,040
I really think you have got 
equipment in economy. 

1646
01:25:10,960 --> 01:25:13,560
Yeah. 
So equipment in economy, yeah, 

1647
01:25:13,880 --> 01:25:17,320
this again this continues a big 
chunk that is just what I what I

1648
01:25:17,320 --> 01:25:19,040
considered in this book, the 
toolkit section. 

1649
01:25:19,840 --> 01:25:23,160
And I will say one thing about 
this whole kind of big chunk 

1650
01:25:23,160 --> 01:25:29,920
before we keep going is it's 
fine, it's. 

1651
01:25:30,270 --> 01:25:34,110
Adequate at best, but almost all
of it can be found better in 

1652
01:25:34,110 --> 01:25:37,830
other places and I felt like the
whole book could have stopped at

1653
01:25:37,830 --> 01:25:41,710
like page 25 and wouldn't have 
been any worse for it could have

1654
01:25:41,710 --> 01:25:42,870
been the Z and I've been fine 
with it. 

1655
01:25:44,590 --> 01:25:48,390
So equipment, economy, coins and
money, they exist like that is 

1656
01:25:48,390 --> 01:25:50,310
all it is. 
Economy is based on rarity and 

1657
01:25:50,310 --> 01:25:53,590
value. 
My note here for common and 

1658
01:25:53,590 --> 01:25:56,730
cheap. 
Is just OMG dot dot dot Because 

1659
01:25:56,730 --> 01:25:59,730
the only thing I hate more than 
anything, the thing I hate most 

1660
01:25:59,730 --> 01:26:05,010
is lists of the costs of stuff. 
And this isn't even just a list 

1661
01:26:05,010 --> 01:26:07,290
of the cost of stuff. 
This is so much worse in the 

1662
01:26:07,290 --> 01:26:09,290
list because it sucks to read 
SO. 

1663
01:26:09,290 --> 01:26:12,090
It's and God, the layout of it 
is terrible. 

1664
01:26:12,090 --> 01:26:16,530
It's literally like so it's like
a big black square and then it 

1665
01:26:16,530 --> 01:26:19,370
says arrow slash ammunition and 
then ud 8:00 and then a black 

1666
01:26:19,370 --> 01:26:22,080
square then backpack sacks. 
And then a black square and then

1667
01:26:22,080 --> 01:26:23,880
candles. 
And it's just in rows of it. 

1668
01:26:23,880 --> 01:26:26,080
Like it's really obnoxious to 
read this part. 

1669
01:26:26,440 --> 01:26:29,360
And again like if you're going 
to use use this eye cool, 

1670
01:26:29,360 --> 01:26:34,000
whatever. 
But like like dry food rations 

1671
01:26:34,000 --> 01:26:36,600
is a UD8 okay. 
Like half of this, use this, use

1672
01:26:36,600 --> 01:26:38,440
this eye and half dozen. 
I would just separate it like 

1673
01:26:38,440 --> 01:26:40,080
that. 
Just the shit that needs a usage

1674
01:26:40,080 --> 01:26:43,830
eye and the shit that doesn't. 
And it's got common, rare and 

1675
01:26:43,830 --> 01:26:47,870
exotic and the coins associated 
with them, whatever the usage. 

1676
01:26:47,910 --> 01:26:50,870
I didn't read any of these lists
because I saw how they were laid

1677
01:26:50,870 --> 01:26:52,230
out and I'm like, I'm not 
fucking reading that. 

1678
01:26:52,550 --> 01:26:54,830
That's. 
Literally, exactly like that's I

1679
01:26:55,390 --> 01:26:56,190
it. 
Yes. 

1680
01:26:56,670 --> 01:26:59,390
I could not agree more. 
The the exotic one is the only 

1681
01:26:59,390 --> 01:27:00,950
one that's even, like, 
relatively reasonable. 

1682
01:27:00,950 --> 01:27:03,150
And it's just because they're so
long that they each have their 

1683
01:27:03,150 --> 01:27:04,990
own line that they're not their 
whole line. 

1684
01:27:06,440 --> 01:27:09,480
I will say the best thing on 
this page is this usage die 

1685
01:27:10,080 --> 01:27:12,920
tracker here. 
These are the average roles for 

1686
01:27:12,920 --> 01:27:15,840
uses of a usage die before it is
consumed. 

1687
01:27:16,120 --> 01:27:21,200
So my assumption is that D20 is 
30 uses, which means if you 

1688
01:27:21,200 --> 01:27:24,880
start with the D20, you would 
get 30 + 20 + 14 + 9 + 5 + 2 

1689
01:27:27,200 --> 01:27:29,400
because you would have to like 
it's a D20 before the average 

1690
01:27:29,400 --> 01:27:32,600
number before it drops down to a
D12 or the average number if you

1691
01:27:32,600 --> 01:27:35,660
stop at a D20, right. 
Wow. 

1692
01:27:35,780 --> 01:27:39,740
I mean that'd be I've. 
I've never give usage out that 

1693
01:27:39,740 --> 01:27:41,460
they're that big. 
I think I've given the eight 

1694
01:27:41,500 --> 01:27:44,580
once, but I think it was on like
an item and not on like damage, 

1695
01:27:44,580 --> 01:27:45,820
you know? 
But here's the thing. 

1696
01:27:45,820 --> 01:27:48,380
The average usage are for D6 is 
a 5. 

1697
01:27:48,380 --> 01:27:50,780
So just give them six and have 
them count down. 

1698
01:27:51,730 --> 01:27:53,610
Like, what's the difference? 
You know what I mean? 

1699
01:27:53,650 --> 01:27:56,730
Yeah, it likes the element of 
randomness that I think fire 

1700
01:27:56,730 --> 01:28:00,090
damage over time might have to. 
Move around. 

1701
01:28:00,250 --> 01:28:02,210
Here's the thing. 
I love the idea of usage. 

1702
01:28:02,210 --> 01:28:04,770
I I think if people want to use 
him, I think it's a great thing 

1703
01:28:04,970 --> 01:28:07,250
for me personally. 
This is not like an objective, 

1704
01:28:07,250 --> 01:28:09,330
like knock on usage time in any 
way shape or form. 

1705
01:28:09,330 --> 01:28:11,010
I think it's cool. 
I like it. 

1706
01:28:11,250 --> 01:28:13,610
I personally just don't find it 
useful for the way my brain 

1707
01:28:13,610 --> 01:28:14,730
works. 
But this is one of those things 

1708
01:28:14,730 --> 01:28:16,410
where I'm like, I totally get it
and I dig it. 

1709
01:28:16,650 --> 01:28:19,560
I just use it. 
Your opinion is wrong. 

1710
01:28:19,920 --> 01:28:24,880
So, but I do really like this. 
So usage dye D4 standard use is 

1711
01:28:24,880 --> 01:28:29,400
2D6 is 5D8IS9D10 is 14, D12 is 
20D20 is 30. 

1712
01:28:29,400 --> 01:28:32,400
That's a super useful table to 
have for anyone that he wants to

1713
01:28:32,400 --> 01:28:35,400
use any usage dye at all. 
There's a haggling thing, you 

1714
01:28:35,400 --> 01:28:37,400
can do it and we don't need to 
talk about that. 

1715
01:28:37,400 --> 01:28:40,200
There's a whole page here. 
It's an equipment list. 

1716
01:28:40,640 --> 01:28:43,440
Why is not in the back of the 
book or again in its own folder 

1717
01:28:43,440 --> 01:28:45,520
of extra stuff? 
If you had got the full box set,

1718
01:28:45,520 --> 01:28:47,520
you do get a folder of all of 
these pages separate. 

1719
01:28:47,800 --> 01:28:52,520
Make it a separate useful pages 
PDF and send it to the people 

1720
01:28:52,520 --> 01:28:54,640
that bought your book so that 
they can actually print this out

1721
01:28:54,640 --> 01:28:59,040
and use it at your table. 
I think you have hire links. 

1722
01:28:59,040 --> 01:29:00,640
So we're on hire links for hire 
links. 

1723
01:29:01,850 --> 01:29:04,890
I took hirelings because I love 
hirelings and no one ever uses 

1724
01:29:04,890 --> 01:29:07,290
them in any game except in my 
games, because I always harp on 

1725
01:29:07,290 --> 01:29:08,930
how much I love hiring 
hirelings. 

1726
01:29:10,410 --> 01:29:13,050
There are hirelings. 
What did I put here in my notes?

1727
01:29:15,210 --> 01:29:17,050
Excuse me. 
Yeah. 

1728
01:29:17,130 --> 01:29:22,330
So the mechanics for hirelings 
are simplified down to basically

1729
01:29:22,330 --> 01:29:27,260
they have their one unique skill
or talent, providing the 

1730
01:29:27,260 --> 01:29:30,500
characters an advantage on 
attribute tests or enabling them

1731
01:29:30,500 --> 01:29:33,540
to do something useful under 
specific circumstances. 

1732
01:29:33,820 --> 01:29:36,580
The howling must be nearby to 
the character in order to do so.

1733
01:29:36,660 --> 01:29:39,340
Duh, you're hireling? 
That's at your camp is not going

1734
01:29:39,340 --> 01:29:41,180
to help you in the dungeon or 
whatever. 

1735
01:29:42,780 --> 01:29:45,260
You have to pay them wages 
pretty much as soon as you take 

1736
01:29:45,260 --> 01:29:48,020
them on. 
Their rarity is going to 

1737
01:29:48,020 --> 01:29:55,240
determine what their wages are. 
Yeah, and then if you put them 

1738
01:29:55,240 --> 01:29:59,560
in riskful situations, risky 
situations they might have to 

1739
01:29:59,560 --> 01:30:02,280
have, they might get advantage 
or disadvantage on certain roles

1740
01:30:02,280 --> 01:30:04,160
that they make. 
Who controls them? 

1741
01:30:04,160 --> 01:30:06,200
The GM controls them. 
Except that my fucking games 

1742
01:30:06,200 --> 01:30:08,640
were I'm not doing that. 
You hire them, you controlled. 

1743
01:30:11,520 --> 01:30:14,160
Yeah, sometimes the GM here, as 
if it was normal. 

1744
01:30:14,160 --> 01:30:19,000
MPC's players were often asked 
that a hireling to perform an 

1745
01:30:19,000 --> 01:30:20,880
unforeseen or risky action? 
Okay. 

1746
01:30:20,880 --> 01:30:22,760
Cool. 
It's ultimate up to the GM to 

1747
01:30:22,760 --> 01:30:26,040
determine. 
And they can choose to make or 

1748
01:30:26,040 --> 01:30:29,080
let their players make a 
Charisma test to convince their 

1749
01:30:29,080 --> 01:30:31,360
hireling. 
Which I will always do because I

1750
01:30:31,360 --> 01:30:36,400
love watching the lamp bear get 
convinced to fight a goblin and 

1751
01:30:36,400 --> 01:30:38,360
then get slaughtered fighting a 
goblin. 

1752
01:30:38,720 --> 01:30:42,320
And let me tell you never get it
never gets old like it's never 

1753
01:30:42,320 --> 01:30:45,200
gotten old. 
My players always feel bad, 

1754
01:30:45,840 --> 01:30:48,710
yeah. 
If the needed hirelings have a 

1755
01:30:48,710 --> 01:30:53,270
number of hit dice of 1, and 
they're all subject to normal 

1756
01:30:53,270 --> 01:30:56,790
NPC relay rules such as morale, 
which have we done morale yet? 

1757
01:30:58,790 --> 01:31:00,790
We might have breezed over 
morale. 

1758
01:31:01,110 --> 01:31:02,990
It's morale. 
It's morale. 

1759
01:31:02,990 --> 01:31:05,150
There's a morale role. 
So cool. 

1760
01:31:05,910 --> 01:31:08,990
You have your very standard hire
links. 

1761
01:31:10,510 --> 01:31:14,590
Nothing, nothing bad. 
They all they the they'll give 

1762
01:31:14,590 --> 01:31:17,560
you a dance on a certain thing 
when you bring them around with 

1763
01:31:17,560 --> 01:31:18,280
you. 
They're great. 

1764
01:31:18,400 --> 01:31:20,360
Yeah, they're non combat 
hirelings. 

1765
01:31:20,720 --> 01:31:23,600
Yep, I actually really like 
this. 

1766
01:31:23,680 --> 01:31:26,280
Of all the hireling rules I've 
seen before, I feel like this 

1767
01:31:26,280 --> 01:31:29,640
one is super clean. 
And I really actually like the 

1768
01:31:29,640 --> 01:31:33,880
number of what is it like 10 or 
12 maybe? 

1769
01:31:34,470 --> 01:31:36,990
I think there's twelve different
hirelings and giving them all 

1770
01:31:36,990 --> 01:31:40,630
like 1 little thing that they 
basically just get advantage to 

1771
01:31:40,630 --> 01:31:43,270
help the party on. 
I think it's super clever and I 

1772
01:31:43,270 --> 01:31:44,830
feel like they're all different 
enough. 

1773
01:31:44,830 --> 01:31:47,430
Like like normally light. 
I think I don't think we even 

1774
01:31:47,430 --> 01:31:50,350
got some light yet or we're 
fixing it gets a light but like 

1775
01:31:50,390 --> 01:31:53,230
all you like a torch is just 
close light and that's it. 

1776
01:31:53,510 --> 01:31:56,430
But like the torch bearer gives 
lights for close and nearby 

1777
01:31:56,430 --> 01:31:58,870
like, that's huge in the context
of like, the rule that we're 

1778
01:31:58,870 --> 01:32:01,390
fixing to go over, but it's 
small in the context of like. 

1779
01:32:02,440 --> 01:32:04,120
Anything else? 
So it's it's it's a cool. 

1780
01:32:04,680 --> 01:32:06,600
I really, really like the way 
the hire links are done. 

1781
01:32:06,760 --> 01:32:11,160
Yeah, Yeah. 
And it also makes it super easy 

1782
01:32:11,160 --> 01:32:13,720
to make your own if you're just 
like, oh, like they hunt, so 

1783
01:32:13,720 --> 01:32:15,760
give them advantage on hunting 
like that. 

1784
01:32:15,960 --> 01:32:20,320
It's really clean. 
Did I have panic in light? 

1785
01:32:22,600 --> 01:32:24,160
Yeah, I think it did. 
I think a lot of notes on this 

1786
01:32:24,160 --> 01:32:28,100
one, so I probably had it. 
So panic and light ending up in 

1787
01:32:28,100 --> 01:32:30,700
the pitch black. 
This is another piece that feels

1788
01:32:30,700 --> 01:32:34,180
shadow darky and just like fine,
but like I would almost put this

1789
01:32:34,180 --> 01:32:37,380
in as like an optional rule when
a character is explored deep 

1790
01:32:37,380 --> 01:32:40,060
subterranean places with unknown
horrors lurking behind every 

1791
01:32:40,060 --> 01:32:42,140
shadow. 
Light is vital, so if a 

1792
01:32:42,140 --> 01:32:45,740
character ends their turn in a 
place without a source of light,

1793
01:32:45,740 --> 01:32:48,100
they must immediately make a 
wisdom test. 

1794
01:32:48,420 --> 01:32:51,180
If they succeed, they may 
continue to act as normal, but 

1795
01:32:51,180 --> 01:32:56,180
if they fail, they panic. 
My note was, this is fine. 

1796
01:32:57,860 --> 01:32:59,820
Interesting that there's no 
track for this or either 

1797
01:32:59,820 --> 01:33:03,220
panicked or not, there's not 
like a like there. 

1798
01:33:03,220 --> 01:33:06,380
It's instantly like, oh it's 
dark, I immediately panic. 

1799
01:33:06,380 --> 01:33:09,300
It doesn't matter what level you
are, it doesn't matter anything.

1800
01:33:09,300 --> 01:33:10,980
You know what I mean? 
Like I would almost make it 

1801
01:33:10,980 --> 01:33:13,980
where like obviously you gain 
more experience. 

1802
01:33:13,980 --> 01:33:17,820
So I would say almost like 
subtract your level from the 

1803
01:33:17,820 --> 01:33:21,960
role, yeah? 
That would be a super clean way 

1804
01:33:21,960 --> 01:33:24,640
to be like I've done this enough
I don't panic as easy. 

1805
01:33:24,720 --> 01:33:29,480
You know, there's a madness and 
horror part GM might make. 

1806
01:33:29,480 --> 01:33:33,320
A player might ask a player to 
pass an attribute test, or else 

1807
01:33:33,320 --> 01:33:35,360
panic if they see something 
crazy. 

1808
01:33:35,360 --> 01:33:37,800
If they're confronted with 
something so horrific it has 

1809
01:33:37,800 --> 01:33:40,080
potential to damage their mind, 
that's fine. 

1810
01:33:41,440 --> 01:33:44,680
Tracking daylight I failed to be
a completely redundant and 

1811
01:33:44,680 --> 01:33:48,160
unnecessary rule. 
It basically just says you can 

1812
01:33:48,160 --> 01:33:51,900
track the passage of. 
Daylight with the usage die. 

1813
01:33:52,980 --> 01:33:54,500
I don't understand why you would
do that. 

1814
01:33:54,580 --> 01:33:57,620
It feels like a really. 
You know how daylight slightly 

1815
01:33:57,620 --> 01:34:00,660
randomized every day. 
What? 

1816
01:34:01,060 --> 01:34:02,900
What? 
What? 

1817
01:34:03,220 --> 01:34:05,860
Let's unstream line a completely
streamlined process. 

1818
01:34:05,860 --> 01:34:08,260
You know how streamlined it is. 
It's light out now. 

1819
01:34:08,260 --> 01:34:11,740
It's not like that's how you can
track day, but this literally 

1820
01:34:11,740 --> 01:34:15,900
says when using minutes, the 
usage die should be rolled once 

1821
01:34:15,900 --> 01:34:18,820
all the players have done what 
they want to do with their turn.

1822
01:34:19,450 --> 01:34:22,770
Start with one D 10 in the 
morning, 1D8 for the afternoon, 

1823
01:34:22,770 --> 01:34:26,210
1D6 for the evening, and 1D four
for dusk. 

1824
01:34:27,570 --> 01:34:31,170
I honestly read that once. 
It was like I don't even want to

1825
01:34:31,170 --> 01:34:33,890
reread that to figure out what 
the fuck it says because it's so

1826
01:34:33,890 --> 01:34:37,570
unnecessary. 
There is a panic table here, 

1827
01:34:37,570 --> 01:34:40,650
which is interesting, but again,
almost entirely. 

1828
01:34:42,040 --> 01:34:43,440
Mechanic without narrative 
whatsoever. 

1829
01:34:43,440 --> 01:34:45,920
So gritted teeth. 
You make a free wisdom test in 

1830
01:34:45,920 --> 01:34:47,960
order to end the panic. 
That's a one. 

1831
01:34:48,000 --> 01:34:50,760
On 1/6 it's a heart attack and 
you're instantly out of action, 

1832
01:34:50,960 --> 01:34:53,960
but there's like life before the
eyes fumble shock. 

1833
01:34:54,120 --> 01:34:56,960
It's just a D6 table for 
panicking, and you roll a wisdom

1834
01:34:56,960 --> 01:34:58,600
test every time you go Into 
Darkness. 

1835
01:34:58,800 --> 01:35:00,800
That's it. 
And if the GM says OOP, that's 

1836
01:35:00,800 --> 01:35:02,200
super horrifying. 
Roll another one. 

1837
01:35:02,240 --> 01:35:04,640
That's all you do. 
Ranges of light, typical light 

1838
01:35:04,640 --> 01:35:07,080
sources such as laingers and 
torches provide enough 

1839
01:35:07,080 --> 01:35:10,720
illumination for all creatures 
that are nearby to see. 

1840
01:35:11,720 --> 01:35:14,800
Should the GM need to make a 
ruling, it's fair to call any 

1841
01:35:14,800 --> 01:35:16,600
source of light, blah blah blah.
Oh, never mind. 

1842
01:35:17,040 --> 01:35:19,840
So all torches can go out to 
nearby. 

1843
01:35:20,040 --> 01:35:22,840
Your torch bearer is just 
holding it for you, Damon. 

1844
01:35:22,840 --> 01:35:24,400
Low light. 
Basically, you can just hold a 

1845
01:35:24,400 --> 01:35:30,480
candle, which only basically 
keeps you out of panicking, but 

1846
01:35:30,480 --> 01:35:32,080
doesn't really give you any 
light whatsoever. 

1847
01:35:32,120 --> 01:35:34,280
That's what it says. 
That's it. 

1848
01:35:34,920 --> 01:35:36,880
Disease in narcotics and 
poisons, did you? 

1849
01:35:37,320 --> 01:35:39,840
Yeah. 
So diseases, narcotics and 

1850
01:35:40,200 --> 01:35:42,760
poisons. 
Yeah. 

1851
01:35:42,760 --> 01:35:45,600
Well, drug is taken, poison 
administered, or disease is 

1852
01:35:45,600 --> 01:35:48,800
caught. 
The character should immediately

1853
01:35:49,000 --> 01:35:53,360
test their con. 
The drug, poison, disease usage.

1854
01:35:53,360 --> 01:35:57,480
Dice should be rolled at the 
same time and added to the 

1855
01:35:57,480 --> 01:36:00,360
contest. 
Each drug, poison, disease, 

1856
01:36:00,400 --> 01:36:02,920
indicates the penalty for 
failing a contest. 

1857
01:36:03,080 --> 01:36:06,560
So listen, if I take a drug, I 
have to roll a contest. 

1858
01:36:06,560 --> 01:36:12,240
I can't just I'm taking, you 
know, diseases. 

1859
01:36:14,800 --> 01:36:17,440
They're they're diseases. 
They're walks through how you 

1860
01:36:17,440 --> 01:36:20,600
would catch a disease if you 
already have one. 

1861
01:36:20,600 --> 01:36:23,880
Like when you use the usage size
for that disease. 

1862
01:36:24,980 --> 01:36:28,460
And then yeah, if the use of 
dice controls the life of the IT

1863
01:36:28,460 --> 01:36:29,980
controls life of the disease 
essentially. 

1864
01:36:31,740 --> 01:36:36,060
Disease examples are like 
creeping basilism, which is you 

1865
01:36:36,060 --> 01:36:40,340
slowly turn the stone if you 
fail the contest. 

1866
01:36:40,340 --> 01:36:43,580
All dex tests are made with 
disadvantage until cure is found

1867
01:36:43,580 --> 01:36:47,460
or contest is passed. 
It has UD6 usages. 

1868
01:36:48,460 --> 01:36:50,900
I like this for use of dice for 
diseases. 

1869
01:36:50,900 --> 01:36:52,180
Is cool. 
Makes sense. 

1870
01:36:53,590 --> 01:36:56,710
It'd be really cool if at the 
end if you there were certain 

1871
01:36:56,710 --> 01:37:01,670
conditions that were fatal. 
And I'm turning stone slowly, 

1872
01:37:02,350 --> 01:37:05,990
which I I feel like it's kind of
missing that punch from it on 

1873
01:37:05,990 --> 01:37:11,950
diseases. 
Did you read the disease that 

1874
01:37:11,950 --> 01:37:13,670
stood out to you? 
I think that was like the one 

1875
01:37:13,670 --> 01:37:15,590
that I liked. 
Oh, I like the black lung 

1876
01:37:15,590 --> 01:37:19,190
because it's definitely like a 
Zoolander reference, you know? 

1877
01:37:19,710 --> 01:37:22,630
The black lung pop. 
There you go. 

1878
01:37:24,000 --> 01:37:26,760
I really like slothing dread. 
That was my favorite lumps of 

1879
01:37:26,760 --> 01:37:29,680
flesh, like, lumps of flesh just
fall off you. 

1880
01:37:30,200 --> 01:37:32,840
Yeah, that was my favorite. 
Yeah, I just love the word sloth

1881
01:37:32,840 --> 01:37:34,360
because I actually did with it 
at work. 

1882
01:37:34,360 --> 01:37:39,360
So like, if you've never seen 
slothing flesh, I have. 

1883
01:37:42,600 --> 01:37:44,480
Yeah. 
So there's a cool D12 table I 

1884
01:37:44,480 --> 01:37:46,320
like. 
This one's actually like caught 

1885
01:37:46,320 --> 01:37:48,680
from can be cured by. 
I don't know that would use 

1886
01:37:48,720 --> 01:37:51,840
specifically never instance, but
a little bit of inspiration, I 

1887
01:37:51,840 --> 01:37:56,650
think it's always good. 
Yeah. 

1888
01:37:56,650 --> 01:38:03,650
And then it gives you a like 
ingredient doses filled contest.

1889
01:38:03,730 --> 01:38:07,090
It's kind of like a poison 
table, but it's right before the

1890
01:38:07,090 --> 01:38:08,810
start of poison. 
So I wasn't really sure what it 

1891
01:38:08,810 --> 01:38:11,810
was immediately I had the look. 
I was like, oh, poison is about 

1892
01:38:11,810 --> 01:38:14,410
to start. 
So this is the poison table 

1893
01:38:16,150 --> 01:38:17,070
poisons. 
They're poisons. 

1894
01:38:17,070 --> 01:38:19,910
They it gives you a table, kind 
of give you some examples, and 

1895
01:38:19,910 --> 01:38:23,150
it gives you some like name 
prefixes, suffixes and 

1896
01:38:23,150 --> 01:38:25,070
preparation. 
It's not a roll table. 

1897
01:38:25,350 --> 01:38:27,990
It's just like a list and the 
same kind of list as like item 

1898
01:38:27,990 --> 01:38:30,430
prices before where it's just 
like not a list. 

1899
01:38:30,430 --> 01:38:33,110
It's just a bunch of stuff 
together with some points in 

1900
01:38:33,110 --> 01:38:37,590
between. 
Yeah, D12 table for anecdotes, 

1901
01:38:37,710 --> 01:38:42,150
which is, you know, it's there. 
I like being magically frozen. 

1902
01:38:44,090 --> 01:38:45,570
Yeah, that's the cure. 
It's like, yeah, yeah. 

1903
01:38:45,570 --> 01:38:47,730
Or the healing tears of the 
Sphinx. 

1904
01:38:47,730 --> 01:38:49,370
It's like, good fucking luck, 
buddy. 

1905
01:38:50,610 --> 01:38:52,930
Yeah. 
And then drugs. 

1906
01:38:53,530 --> 01:38:56,770
There are drugs. 
When a dose of drugs is taken, 

1907
01:38:56,770 --> 01:38:59,850
failing a contest means the 
character has overdosed. 

1908
01:39:00,810 --> 01:39:02,370
Oh, yeah. 
I guess that was the difference 

1909
01:39:02,370 --> 01:39:05,050
with this one. 
Yeah. 

1910
01:39:05,450 --> 01:39:07,650
So you can OD in this game. 
It's just like real life. 

1911
01:39:08,570 --> 01:39:11,530
When you take a dose, when you 
take a dose of drugs, kind of 

1912
01:39:11,530 --> 01:39:16,770
sounds like when you like, like,
try to like what? 

1913
01:39:16,850 --> 01:39:19,210
Like huff a joint or something 
like old people say when it's 

1914
01:39:19,210 --> 01:39:20,530
like, that's not how you do 
drugs. 

1915
01:39:21,210 --> 01:39:25,090
Yeah, right. 
Pardon me. 

1916
01:39:25,410 --> 01:39:27,650
Sorry. 
The use of drugs also works 

1917
01:39:27,650 --> 01:39:29,650
normally. 
When it runs out, the drug has 

1918
01:39:29,650 --> 01:39:32,490
been used up and is gone. 
Can I take a note on which ones 

1919
01:39:32,490 --> 01:39:35,890
I liked specifically? 
Well, I didn't. 

1920
01:39:37,710 --> 01:39:38,470
Because they're fine. 
Go ahead. 

1921
01:39:39,470 --> 01:39:41,670
What I find interesting is you 
can OD, but there's no addiction

1922
01:39:41,670 --> 01:39:43,390
at all. 
Yeah, yeah, yeah. 

1923
01:39:43,430 --> 01:39:46,510
You know how you know how easy 
it would have been to do a usage

1924
01:39:46,510 --> 01:39:49,990
dye for addiction? 
Oh, that's a really great point.

1925
01:39:49,990 --> 01:39:53,350
I didn't even think about that. 
Yeah. 

1926
01:39:53,430 --> 01:39:58,790
So there the, you know, there's 
one of these is reminding me of 

1927
01:39:59,590 --> 01:40:03,590
of coffee or cat coffee from 
ultraviolet grasslands. 

1928
01:40:03,590 --> 01:40:05,710
I can't remember. 
Maybe it was the Violet wine. 

1929
01:40:08,760 --> 01:40:10,760
Or maybe not black, lowest 
powder. 

1930
01:40:10,760 --> 01:40:12,440
Definitely a Conan the barbarian
reference. 

1931
01:40:13,480 --> 01:40:17,760
Everything blow the sea to me 
now is like that's that's Conan,

1932
01:40:17,840 --> 01:40:21,880
you know? 
What I find interesting is the 

1933
01:40:21,880 --> 01:40:24,400
really solid benefits you get 
from doing drugs. 

1934
01:40:25,040 --> 01:40:27,920
Yeah, totally. 
I mean you could die though, you

1935
01:40:27,920 --> 01:40:31,600
could OD. 
So you have black lowest powder,

1936
01:40:32,600 --> 01:40:36,410
fine shimmering black powder. 
Int and wisdom test have 

1937
01:40:36,410 --> 01:40:40,330
advantage for a number of turns 
equal to the usage diet. 

1938
01:40:41,130 --> 01:40:43,250
Violet wine gives you all of 
your HP back. 

1939
01:40:43,770 --> 01:40:49,090
I think one of them ignores 
pain, there is a GAT, ignores 

1940
01:40:49,130 --> 01:40:53,330
the effects of panic. 
Yeah, it's like, yeah, drugs are

1941
01:40:53,330 --> 01:40:55,130
really good in this game. 
You know you should. 

1942
01:40:55,170 --> 01:40:56,850
You should definitely do them in
this game. 

1943
01:40:57,370 --> 01:40:58,970
In this game, Yeah, in this 
game. 

1944
01:40:59,370 --> 01:41:02,890
In this game, will you I'm gonna
who terms Service. 

1945
01:41:08,930 --> 01:41:10,410
Yeah. 
New spells. 

1946
01:41:13,210 --> 01:41:15,650
I feel like the only the the 
table is the best part of this. 

1947
01:41:15,650 --> 01:41:18,930
This is not where you would find
spells out in the wild. 

1948
01:41:19,690 --> 01:41:23,530
If you need some inspiration, I 
think this table is great. 

1949
01:41:23,530 --> 01:41:29,810
You know, tattooed on a prisoner
in the possession of like a star

1950
01:41:29,810 --> 01:41:33,890
cult of Ohm. 
You know, like in a psychic 

1951
01:41:33,890 --> 01:41:40,180
labyrinth in the possession of, 
like, the mad monks of Dar Dole,

1952
01:41:40,180 --> 01:41:41,660
ROM. 
Like, I think it's a good 

1953
01:41:41,660 --> 01:41:44,100
inspiration table for rolling, 
like, oh, they're looking for a 

1954
01:41:44,100 --> 01:41:46,100
new spell or looking for a 
specific spell. 

1955
01:41:46,420 --> 01:41:48,660
It's like, cool, yeah, here it 
is. 

1956
01:41:49,260 --> 01:41:51,940
This is one of the most you. 
Have Sorry, this is one of the 

1957
01:41:51,940 --> 01:41:55,420
most evocative. 
Like writing in the Yeah, it's a

1958
01:41:55,420 --> 01:41:57,900
it's a good table. 
You want to roll twice. 

1959
01:41:57,900 --> 01:42:00,700
Let's see where you're where the
great spell you're looking for 

1960
01:42:00,700 --> 01:42:03,300
is at. 
So I got a 2. 

1961
01:42:04,060 --> 01:42:07,180
Yeah, I got two and eight. 
So it's in a psychic labyrinth 

1962
01:42:08,180 --> 01:42:12,700
that is in the possession of a 
champion of of the war God, 

1963
01:42:12,980 --> 01:42:18,100
Corpus Coster, So and the 
strange interdimensional 

1964
01:42:18,700 --> 01:42:22,340
labyrinth that they possess. 
So good luck getting it because 

1965
01:42:22,940 --> 01:42:25,340
you have to get through that 
champion and then through the 

1966
01:42:25,340 --> 01:42:27,020
labyrinth. 
That's a whole adventure. 

1967
01:42:28,780 --> 01:42:32,460
Yeah, under that they have kind 
of inspiration for wizard names 

1968
01:42:32,460 --> 01:42:37,400
and titles, and then familiars 
their earthly appearance and 

1969
01:42:37,400 --> 01:42:44,240
their peculiar talent. 
This feels like a weird thought 

1970
01:42:44,240 --> 01:42:48,440
for this. 
Yeah, the familiars and the 

1971
01:42:48,440 --> 01:42:49,760
Wizards. 
You mean nice. 

1972
01:42:49,760 --> 01:42:51,800
Not with the Wizards section, 
yeah. 

1973
01:42:52,840 --> 01:42:57,720
Or if it's like an NPC thing, 
it's not with the Npc's, and 

1974
01:42:57,720 --> 01:43:00,480
then the familiar thing is weird
because I don't remember them 

1975
01:43:00,480 --> 01:43:04,040
referring to familiars at all at
all. 

1976
01:43:04,040 --> 01:43:07,040
I think actually it might be in 
the character creation section 

1977
01:43:07,040 --> 01:43:08,600
is that the wizard gets 
familiar. 

1978
01:43:08,600 --> 01:43:10,800
Let's look real quick. 
But like, why is the magic 

1979
01:43:10,800 --> 01:43:12,800
broken apart? 
Three separate tables plus the 

1980
01:43:12,800 --> 01:43:15,440
character Christian for Wizard. 
I do not know. 

1981
01:43:15,440 --> 01:43:17,080
I was honestly very confused 
with that. 

1982
01:43:17,080 --> 01:43:19,160
When I was. 
I did my initial scroll through 

1983
01:43:19,160 --> 01:43:21,360
this. 
I was like the. 

1984
01:43:21,400 --> 01:43:24,840
Other thing too is like, this is
all GM none of this is player 

1985
01:43:24,840 --> 01:43:26,800
information. 
Yeah, yeah. 

1986
01:43:27,380 --> 01:43:32,140
But OK, the next page is going 
to be the magical side effects 

1987
01:43:32,140 --> 01:43:33,300
table, which I do think is kind 
of fun. 

1988
01:43:33,300 --> 01:43:34,860
So let's go ahead and roll on it
while we're here. 

1989
01:43:35,020 --> 01:43:36,740
Somewhere. 
OK, Yeah, we'll do it. 

1990
01:43:36,740 --> 01:43:40,980
D100. 
I got a 23. 

1991
01:43:40,980 --> 01:43:43,460
I got. 
I hear faint music constantly. 

1992
01:43:44,940 --> 01:43:49,100
Cool. 
I got grows 2D6 inches. 

1993
01:43:50,780 --> 01:43:52,460
Yeah, 9 inches. 
So. 

1994
01:43:52,860 --> 01:43:55,100
It doesn't. 
It doesn't say where you grow 2 

1995
01:43:55,100 --> 01:44:00,180
inches, right? 
Yeah, Inner org has become 

1996
01:44:00,180 --> 01:44:01,540
clockwork. 
Was really cool and then I 

1997
01:44:01,540 --> 01:44:04,540
rolled. 
Swap 2 abilities is a really 

1998
01:44:04,540 --> 01:44:10,660
terrible one and I love that. 
And yeah, there's some fun stuff

1999
01:44:10,660 --> 01:44:17,740
on here after that. 
Oh yeah, this is. 

2000
01:44:17,940 --> 01:44:20,380
I have opinions. 
I have opinions. 

2001
01:44:20,420 --> 01:44:23,100
OK, yeah. 
Is it? 

2002
01:44:23,100 --> 01:44:24,220
Was this your section or my 
section? 

2003
01:44:24,700 --> 01:44:27,970
I don't know. 
So I'll look at this. 

2004
01:44:27,970 --> 01:44:31,290
So starting the first game 
gaming in the old school 

2005
01:44:31,290 --> 01:44:32,770
fashioned. 
Yeah. 

2006
01:44:33,010 --> 01:44:38,810
So basically the whole idea of 
this is like the first session 

2007
01:44:38,810 --> 01:44:41,370
is different than the rest of it
and builds off the first 

2008
01:44:41,370 --> 01:44:44,250
session. 
But this line coming up, really 

2009
01:44:44,250 --> 01:44:48,410
I gave like the hardest like 
what? 

2010
01:44:48,730 --> 01:44:52,970
To this specific line, the Black
Hat's focus is weird fantasy 

2011
01:44:52,970 --> 01:44:57,000
swords and sorcery. 
If you're playing and it's 

2012
01:44:57,000 --> 01:45:01,000
assumed old school pulp fantasy 
setting, keep the following in 

2013
01:45:01,000 --> 01:45:03,120
mind. 
What assumed setting? 

2014
01:45:05,600 --> 01:45:09,840
And what aspect? 
Of the only part that I would 

2015
01:45:09,840 --> 01:45:12,800
say even lends itself to any 
level, I would say two things. 

2016
01:45:12,800 --> 01:45:15,560
Lend itself a little bit to 
Source and sorcery, and that is 

2017
01:45:15,560 --> 01:45:19,600
the character art of the cleric 
and the wizard and maybe and 

2018
01:45:19,600 --> 01:45:23,560
maybe that that that spell table
we just talked about. 

2019
01:45:24,130 --> 01:45:27,450
With like the psychic labyrinth 
and like the only two parts, I'm

2020
01:45:27,450 --> 01:45:30,690
like, oh that's weird. 
Every other part like to me, and

2021
01:45:30,730 --> 01:45:33,090
maybe I'm completely wrong, but 
this is how I view a lot of 

2022
01:45:33,090 --> 01:45:34,650
fantasy. 
There's there's a lot of like 

2023
01:45:34,650 --> 01:45:36,770
there's pre toking and pulse 
toking, right? 

2024
01:45:37,050 --> 01:45:39,490
And you get swords and sorcery 
and you have swords and 

2025
01:45:39,490 --> 01:45:42,250
wizardry. 
OK, swords and sorcery is weird 

2026
01:45:42,250 --> 01:45:44,010
shit. 
A lot of like. 

2027
01:45:44,010 --> 01:45:48,330
It's elrich, like sentient 
swords and portals to other 

2028
01:45:48,330 --> 01:45:51,410
dimensions, and share like 
you're you're gaining magic 

2029
01:45:51,410 --> 01:45:55,690
from, like, the weird outer 
realm of shadow monsters that is

2030
01:45:55,690 --> 01:45:57,730
outside the Earth's sphere. 
Like Yep. 

2031
01:45:57,810 --> 01:46:00,450
Yeah, that is, that is sword in 
sorcery, and then you have sword

2032
01:46:00,450 --> 01:46:04,610
in wizardry, which to me is 
castles, swords, Shields, 

2033
01:46:04,610 --> 01:46:09,930
Wizards, Knights, orcs. 
The classic D&D Forgotten Realms

2034
01:46:09,930 --> 01:46:12,010
Tolkien setting, right? 
Right. 

2035
01:46:12,010 --> 01:46:14,930
Not, not weird Western Europe, 
right? 

2036
01:46:14,930 --> 01:46:16,730
I mean this. 
This book's one of the least 

2037
01:46:16,730 --> 01:46:19,690
weird games we've ever read. 
And suddenly it's like. 

2038
01:46:20,530 --> 01:46:24,490
It's a weird sword and sorcery. 
The the, the assumed old school 

2039
01:46:24,490 --> 01:46:26,530
pulp fantasy setting. 
I'm like just because you need 

2040
01:46:26,530 --> 01:46:29,970
one point after a Conan 
reference does not make this 

2041
01:46:29,970 --> 01:46:33,050
sword and sorcery like I 
literally like triple taked on 

2042
01:46:33,050 --> 01:46:35,250
this. 
I'm like, what was weird? 

2043
01:46:36,410 --> 01:46:40,370
When did it get weird? 
Anyway, so starting the first 

2044
01:46:40,370 --> 01:46:43,690
game, there's some stuff here 
about adventure. 

2045
01:46:43,770 --> 01:46:45,610
The adventure must be found. 
The world is cruel. 

2046
01:46:45,610 --> 01:46:48,010
The world is persistent the very
first session. 

2047
01:46:48,390 --> 01:46:53,030
Like generate an inciting 
incident to resolve and then an 

2048
01:46:53,030 --> 01:46:56,310
urban environment, dungeon, or 
wilderness to start the 

2049
01:46:56,310 --> 01:46:59,790
characters in. 
In the line I just said there's 

2050
01:46:59,790 --> 01:47:04,030
three inline references to other
pages that are also not 

2051
01:47:04,030 --> 01:47:05,710
hyperlinked. 
And then we get to the tools 

2052
01:47:05,710 --> 01:47:07,590
quick reference page. 
This is. 

2053
01:47:07,750 --> 01:47:09,630
So this was actually my section 
to go through. 

2054
01:47:09,630 --> 01:47:16,870
This part was my section. 
And dude, I mean, what's the 

2055
01:47:16,870 --> 01:47:18,270
point of putting on the page 
numbers? 

2056
01:47:18,830 --> 01:47:22,430
They're not high for that. 
Yeah, it's literally a list. 

2057
01:47:22,830 --> 01:47:25,710
It's literally a list of 
commonly used rules and tables, 

2058
01:47:25,990 --> 01:47:30,910
like dotted list with bolded 
page numbers that don't link to 

2059
01:47:30,910 --> 01:47:38,630
anywhere. 
Yeah, yeah, that's pretty much 

2060
01:47:38,630 --> 01:47:40,350
my whole opinion about this page
actually. 

2061
01:47:40,350 --> 01:47:42,870
Is that like, I didn't even 
bother after that because I was 

2062
01:47:42,870 --> 01:47:46,110
like, oh, I mean, it's the 
index, you know? 

2063
01:47:46,640 --> 01:47:47,240
It's. 
Yeah. 

2064
01:47:47,520 --> 01:47:50,080
And here's The thing is it's a 
good index. 

2065
01:47:50,600 --> 01:47:54,480
If it were hyperlinked, yeah. 
It would be fantastic. 

2066
01:47:54,840 --> 01:47:57,800
Everything that you need for 
running the adventure 

2067
01:47:57,920 --> 01:48:01,200
hyperlinked on one, like on one 
page with references out to 

2068
01:48:01,280 --> 01:48:02,840
everything you could possibly 
want. 

2069
01:48:03,160 --> 01:48:06,080
Dope. 
Just yeah, Hyperlink it so I 

2070
01:48:06,080 --> 01:48:07,320
could. 
You know how easy to be to 

2071
01:48:07,320 --> 01:48:09,200
navigate the entire PDF using 
this? 

2072
01:48:10,320 --> 01:48:12,520
Oh, I know it'd be crazy. 
This is like a great 

2073
01:48:12,800 --> 01:48:18,800
conceptually is an amazing page.
The execution, though, leaves a 

2074
01:48:18,800 --> 01:48:22,920
lot to be desired. 
You know, physically though, 

2075
01:48:22,960 --> 01:48:25,680
even having the book in hand, 
how much of a pain in the ass 

2076
01:48:25,680 --> 01:48:27,600
would be to like flip back and 
forth and back and forth and 

2077
01:48:27,600 --> 01:48:31,160
back and forth to this? 
Yeah, this is another 

2078
01:48:31,360 --> 01:48:35,840
potentially further back in the 
book page after that, that 

2079
01:48:35,840 --> 01:48:38,120
section that has a lot of stuff 
that you need on pages you have 

2080
01:48:38,120 --> 01:48:40,680
to fish through. 
We have the NPC concept 

2081
01:48:40,680 --> 01:48:43,360
generator. 
It's here. 

2082
01:48:44,320 --> 01:48:48,080
Yep, once again. 
Actually, now that I'm looking 

2083
01:48:48,080 --> 01:48:50,480
back on that because I did not 
read that part where it said 

2084
01:48:50,480 --> 01:48:53,200
this is weird fantasy, I because
I and I did roll a couple of MP 

2085
01:48:53,200 --> 01:48:54,480
C's. 
None of them were weird. 

2086
01:48:54,840 --> 01:48:57,200
Yeah, even a little bit. 
They're all very normal, you 

2087
01:48:57,200 --> 01:49:00,440
know. 
The the social positions are low

2088
01:49:00,440 --> 01:49:05,400
born, working merchant and high.
And our heritages are young and 

2089
01:49:05,480 --> 01:49:09,240
old. 
Male females or dwarf or elf? 

2090
01:49:09,960 --> 01:49:14,560
Yep. 
Dwarfs and elfs don't scream. 

2091
01:49:15,260 --> 01:49:18,300
Weird sword and sorcery To me, 
there's really nothing weird 

2092
01:49:18,300 --> 01:49:21,220
than this. 
I mean even we're going to get 

2093
01:49:21,220 --> 01:49:25,140
to magic items here pretty soon,
which is no one of my sections. 

2094
01:49:25,500 --> 01:49:29,580
And it was like I wrote down to 
that I thought were good. 

2095
01:49:29,620 --> 01:49:31,540
And there's a several, there's a
list, so. 

2096
01:49:32,100 --> 01:49:35,860
Yeah, but we we just hit the 
section that's just like it's 

2097
01:49:35,860 --> 01:49:39,020
just tables. 
Like I I literally went OK, OK, 

2098
01:49:39,020 --> 01:49:40,780
OK and the scroll. 
Yes, there's something that just

2099
01:49:40,780 --> 01:49:45,600
tables what's on the corpse. 
I think is a fairly usable 

2100
01:49:46,560 --> 01:49:48,680
concept, although I don't really
love this page. 

2101
01:49:49,320 --> 01:49:51,840
Yeah, the way it's a drop table.
Well, it's a drop table. 

2102
01:49:51,840 --> 01:49:54,080
Oh, it's a drop table. 
Well, that'll help with my 

2103
01:49:54,080 --> 01:49:58,200
computer screen, yeah. 
So it says yeah, what's on the 

2104
01:49:58,200 --> 01:50:01,880
corpse drop 1D6 if it's A5 or A6
you pick whatever it drop on. 

2105
01:50:01,880 --> 01:50:04,040
But once again it's in the 
middle of the book. 

2106
01:50:04,440 --> 01:50:07,600
If you if you bought the full 
box that you'll get it as a page

2107
01:50:07,600 --> 01:50:11,280
later, but just. 
Make a PDF of all of these 

2108
01:50:11,280 --> 01:50:18,480
unnecessary in book pages of 
useful tools like. 

2109
01:50:18,480 --> 01:50:23,480
Yeah, it's frustrating how good 
these pages are and how poorly 

2110
01:50:23,480 --> 01:50:26,320
they're presented. 
Yeah. 

2111
01:50:27,800 --> 01:50:29,760
And then there's there's, I mean
the rest of it's kind of 

2112
01:50:29,760 --> 01:50:31,720
generator stuff. 
There's some over the adventure 

2113
01:50:32,040 --> 01:50:34,480
stuff and then there's going to 
be hex to range generator. 

2114
01:50:35,270 --> 01:50:37,670
It gives you a little example 
hex map, which I think's a I 

2115
01:50:37,670 --> 01:50:38,950
think it's actually kind of a 
nice map. 

2116
01:50:38,990 --> 01:50:40,110
I like. 
I like what it looks like 

2117
01:50:40,110 --> 01:50:43,910
visually. 
But what's on the next page? 

2118
01:50:43,910 --> 01:50:46,830
And then a blank hex map which 
is good on page. 

2119
01:50:47,270 --> 01:50:50,110
What is this like 55 out of 120 
something? 

2120
01:50:51,790 --> 01:50:57,390
Yeah, the more drop tables of. 
I think there's there's decent 

2121
01:50:57,390 --> 01:50:59,630
stuff here. 
If this is your first game, 

2122
01:50:59,630 --> 01:51:04,550
especially, you know it's. 
It's a lot of useful. 

2123
01:51:05,480 --> 01:51:09,000
Unevocative tools? 
Yes, totally. 

2124
01:51:09,040 --> 01:51:13,720
If you're trying to make like a 
fairly standard fantasy fair, 

2125
01:51:14,320 --> 01:51:16,080
they gotcha with this one, you 
know. 

2126
01:51:18,400 --> 01:51:22,760
Yeah, yeah, yeah, yeah. 
Is it me now? 

2127
01:51:24,030 --> 01:51:24,870
I don't know. 
It's not me. 

2128
01:51:25,310 --> 01:51:27,390
It's I mean it's just so it's 
just it's again, there's all 

2129
01:51:27,390 --> 01:51:30,110
generators we got, we got a 
Tavern generator, we got quest 

2130
01:51:30,110 --> 01:51:33,670
Look generator, we got Rival 
Hero generator, we got a drop 

2131
01:51:33,670 --> 01:51:37,110
table of like fantastic. 
I love this style. 

2132
01:51:37,270 --> 01:51:41,270
It's definitely not it's it's 
very cartoony, but I love how 

2133
01:51:41,270 --> 01:51:43,510
fucking cool these pictures are 
here. 

2134
01:51:43,670 --> 01:51:46,830
The one dude literally has half 
a head like and it's an empty 

2135
01:51:47,150 --> 01:51:51,670
half a head like yeah these are 
are really fantastic. 

2136
01:51:51,710 --> 01:51:54,090
Very. 
This shit's weird. 

2137
01:51:54,410 --> 01:51:57,730
Like, the artist knew that 
someone said draw weird and they

2138
01:51:57,730 --> 01:51:59,410
drew weird and I love it. 
They're great. 

2139
01:52:00,530 --> 01:52:03,130
Like, I would love this is just 
an NPC drop table to be like, 

2140
01:52:03,130 --> 01:52:04,370
oh, you get the guy with two 
horns. 

2141
01:52:04,370 --> 01:52:06,450
Like that's your guy, That's 
your torch bearer. 

2142
01:52:07,810 --> 01:52:09,610
There's a whole thing. 
This is another table that 

2143
01:52:09,610 --> 01:52:11,450
really annoyed me. 
Underworld adventures, and 

2144
01:52:11,450 --> 01:52:16,570
another whole table. 
A whole page of page numbers to 

2145
01:52:16,610 --> 01:52:18,490
other places for the stuff that 
you need. 

2146
01:52:19,010 --> 01:52:22,210
It's not hyperlinks at all. 
There's a dungeon generator. 

2147
01:52:22,620 --> 01:52:25,660
There's inhabitants generator, 
entrance generator, room and 

2148
01:52:25,660 --> 01:52:28,180
area generator, empty room, 
generator. 

2149
01:52:28,660 --> 01:52:31,500
You know where I think this the 
book starts to shine again and 

2150
01:52:31,500 --> 01:52:32,980
frankly, we can just get, we can
just skip. 

2151
01:52:32,980 --> 01:52:36,220
There I was. 
Going to say, yeah, the best 

2152
01:52:36,220 --> 01:52:38,580
theory. 
Yeah, yeah, yeah. 

2153
01:52:38,780 --> 01:52:40,700
There's a trap section. 
Yeah. 

2154
01:52:40,860 --> 01:52:43,060
Oh, keep going. 
I'm sorry, no, no, you're do the

2155
01:52:43,060 --> 01:52:45,580
trap section. 
Oh yeah, no, there's the trap 

2156
01:52:45,580 --> 01:52:46,820
section. 
Exactly what you were saying is 

2157
01:52:46,820 --> 01:52:48,660
like the beast area. 
There's like secret doors. 

2158
01:52:48,660 --> 01:52:52,680
There's a again a note page. 
For. 

2159
01:52:52,800 --> 01:52:56,000
For taking notes on a map. 
For why is it in the book? 

2160
01:52:56,000 --> 01:52:57,600
Like, I know we've said that a 
million times already, but it's 

2161
01:52:57,600 --> 01:52:58,920
like no one's going to write in 
the book. 

2162
01:52:58,920 --> 01:53:01,960
The one time that they play this
game, it's like it's just on 

2163
01:53:01,960 --> 01:53:05,880
next year I'd have a blank 
dungeon in the book instead of 

2164
01:53:05,880 --> 01:53:09,400
as like with notes with a blank 
notes page. 

2165
01:53:09,720 --> 01:53:14,800
I've never seen so many blank 
tools in the actual it's such a 

2166
01:53:14,800 --> 01:53:17,520
waste of page numbers. 
There's literally like 15 pages 

2167
01:53:17,520 --> 01:53:19,560
already that could have been 
completely taken out of the 

2168
01:53:19,560 --> 01:53:22,520
book. 
Because they're not helpful in 

2169
01:53:22,520 --> 01:53:25,160
the book. 
Random map generator. 

2170
01:53:25,520 --> 01:53:29,040
And then we got to monsters and 
opponents and the every monster.

2171
01:53:29,040 --> 01:53:31,720
So this is the section we can 
talk about a little bit. 

2172
01:53:32,080 --> 01:53:34,520
And then we hit the beast here 
that that hunter was just about 

2173
01:53:34,520 --> 01:53:37,200
to talk about. 
So talk about monsters real 

2174
01:53:37,200 --> 01:53:38,240
quick. 
Monsters and opponents. 

2175
01:53:38,240 --> 01:53:39,880
A guide to creatures and 
monsters. 

2176
01:53:40,300 --> 01:53:43,380
This is another part that really
drove me up the fucking wall, 

2177
01:53:43,380 --> 01:53:45,220
right? 
So there's a big section here 

2178
01:53:45,220 --> 01:53:47,260
that says don't worry about 
balance. 

2179
01:53:47,380 --> 01:53:51,660
What I also find interesting is 
the how we've gotten to a new 

2180
01:53:51,660 --> 01:53:56,220
style of header. 
I don't remember seeing this a 

2181
01:53:56,220 --> 01:53:59,140
lot before, but like normally, 
like it's all been these like 

2182
01:53:59,180 --> 01:54:03,660
capital letters with kind of 
like a distressed thing to it. 

2183
01:54:03,940 --> 01:54:06,620
And now we get to another 
section here where the the same 

2184
01:54:06,620 --> 01:54:08,060
height but it's a different 
font. 

2185
01:54:08,060 --> 01:54:10,060
And they're not all caps, but 
it's still a header. 

2186
01:54:10,780 --> 01:54:13,540
But talking about the monsters 
section, it says don't worry 

2187
01:54:13,540 --> 01:54:16,420
about balance except that some 
creatures encountered are too 

2188
01:54:16,420 --> 01:54:18,380
powerful. 
And then you go down 123 

2189
01:54:18,380 --> 01:54:22,460
sections and it says using an HD
budget, total the characters HD 

2190
01:54:22,460 --> 01:54:24,500
and use this as a budget spent 
on creatures. 

2191
01:54:24,660 --> 01:54:27,700
Why is that the balance to 
balance the encounters? 

2192
01:54:27,780 --> 01:54:29,500
I don't understand why it says 
don't balance. 

2193
01:54:29,500 --> 01:54:32,900
But then here's a way to balance
like instantly, not like an or 

2194
01:54:32,900 --> 01:54:34,660
do this. 
It literally is just Here's two 

2195
01:54:34,660 --> 01:54:40,290
completely contradictory things.
The creatures standard stat 

2196
01:54:40,290 --> 01:54:43,250
block I actually really enjoyed.
There's a lot of redundant 

2197
01:54:43,250 --> 01:54:45,650
discussion about it, but 
basically you get the creatures,

2198
01:54:45,650 --> 01:54:50,570
name, their HD, the name of the 
creatures attack, the stat that 

2199
01:54:50,570 --> 01:54:54,010
it uses, what it targets, how 
much damages it does, and a 

2200
01:54:54,010 --> 01:54:57,130
special power and that's it. 
So attacking and actions is 

2201
01:54:57,130 --> 01:54:59,250
listed, creating monster 
selection. 

2202
01:54:59,250 --> 01:55:02,010
There's an every Monster tab, 
yeah, which is just 

2203
01:55:02,010 --> 01:55:03,970
redundancies. 
And then there's a list of, 

2204
01:55:03,970 --> 01:55:06,410
like, cool special abilities and
that's it. 

2205
01:55:06,740 --> 01:55:09,900
And that's creating a monster. 
There's a there's a couple 

2206
01:55:09,900 --> 01:55:14,460
listed here, banished elves, 
which is the most blatant rip 

2207
01:55:14,460 --> 01:55:18,980
off of drought I've ever heard. 
No, it couldn't be that. 

2208
01:55:19,220 --> 01:55:22,460
Except they're not. 
Except they're boneless somehow.

2209
01:55:22,460 --> 01:55:25,740
But it's a subterranean spider 
spider worshiping elves. 

2210
01:55:26,020 --> 01:55:30,260
And the name of the eight eyed 
God is I think the exes are Z, 

2211
01:55:30,260 --> 01:55:35,250
so it's Zizzit. 
By saying like Drizzet like I 

2212
01:55:35,250 --> 01:55:39,170
just I it couldn't have been 
more the black magic Wizards, 

2213
01:55:39,370 --> 01:55:42,450
black magic insane Wizards 
pulling from the void and then 

2214
01:55:42,450 --> 01:55:44,890
every spell is most generic. 
Should ever magic missile sleep 

2215
01:55:44,890 --> 01:55:50,050
to spell magic like like that 
they give you like info on them,

2216
01:55:50,050 --> 01:55:54,170
the creatures as like types you 
know and not like this specific 

2217
01:55:54,170 --> 01:55:58,010
one. 
I feel like I read were they're 

2218
01:55:58,010 --> 01:55:59,610
not vampires. 
Was that a different book I was 

2219
01:55:59,610 --> 01:56:01,670
reading? 
I think there might have been Is

2220
01:56:01,670 --> 01:56:03,030
this the B series section? 
You're talking about it. 

2221
01:56:03,070 --> 01:56:04,270
And we're not going to the base 
B series. 

2222
01:56:04,750 --> 01:56:06,110
No, this is the part I was 
talking about. 

2223
01:56:06,110 --> 01:56:09,430
I like, like, I I think the one 
that stuffs me was vampires. 

2224
01:56:09,430 --> 01:56:11,190
Maybe it wasn't. 
It wasn't a different one. 

2225
01:56:11,470 --> 01:56:14,990
How about reading this week? 
Oh, is it just further down? 

2226
01:56:15,070 --> 01:56:17,710
There's a lot. 
Yeah, so there's the demons, 

2227
01:56:17,710 --> 01:56:20,190
which are standard demons. 
It even uses like rocks and 

2228
01:56:20,190 --> 01:56:23,430
stuff. 
The Dyer wildlife is a cool 

2229
01:56:23,430 --> 01:56:28,180
table drag. 
There's a whole page, yeah, it 

2230
01:56:28,380 --> 01:56:30,380
it, it's fine. 
We can just, we can just cruise.

2231
01:56:30,420 --> 01:56:32,780
I like that. 
It's like they gave you info on 

2232
01:56:32,780 --> 01:56:33,820
it. 
They gave you some tables to 

2233
01:56:33,820 --> 01:56:36,660
like create your own individual 
ones, the kind of that told you 

2234
01:56:36,660 --> 01:56:38,620
how they acted. 
I mean, there's nothing here 

2235
01:56:38,620 --> 01:56:43,100
that like breaks the mold, but. 
Yeah, but like you said, it is 

2236
01:56:43,100 --> 01:56:46,900
interesting that. 
You don't just get a single step

2237
01:56:46,900 --> 01:56:50,260
lock, you get tools to build out
the Super basic step lock they 

2238
01:56:50,260 --> 01:56:52,660
give you. 
I do think that the monsters, 

2239
01:56:52,900 --> 01:56:55,900
it's a really clean step lock 
that I think a lot like 5 you 

2240
01:56:55,900 --> 01:56:58,620
could benefit from chopping down
to this much and it'd be just as

2241
01:56:58,620 --> 01:57:04,380
impactful. 
Demons, Dragons, dwarves, 

2242
01:57:04,380 --> 01:57:09,260
apparently elementals, Elvin 
kind are apparently their own 

2243
01:57:09,260 --> 01:57:13,380
thing, Floating Oculus, which is
literally just a beholder giant 

2244
01:57:13,380 --> 01:57:16,010
kind. 
We don't even. 

2245
01:57:16,090 --> 01:57:18,850
It's it's a lot knolls and shit.
It's. 

2246
01:57:18,850 --> 01:57:22,850
I mean, I think if we. 
It's all Cap, it's all oh, here 

2247
01:57:22,850 --> 01:57:23,810
you go. 
There's vampires for you. 

2248
01:57:24,610 --> 01:57:26,970
Yeah, that's fine. 
Did you want to talk about how 

2249
01:57:26,970 --> 01:57:29,930
cool they are? 
No, I just liked it so oh, like 

2250
01:57:30,010 --> 01:57:32,650
the art piece and you know. 
Oh yeah, Well, I do like that 

2251
01:57:32,650 --> 01:57:35,010
the vampires do not look like 
just hot dudes. 

2252
01:57:35,210 --> 01:57:37,370
Nope, they don't. 
They're they're pretty. 

2253
01:57:37,450 --> 01:57:39,410
They're monstrous blood drinking
creatures. 

2254
01:57:39,450 --> 01:57:45,600
So yeah, dig that, I think. 
Treasures and magic items. 

2255
01:57:45,760 --> 01:57:49,120
That was you, right? 
Or you have to that you actually

2256
01:57:49,120 --> 01:57:54,680
are some of the the more boring 
magic items that I've I've ever 

2257
01:57:55,040 --> 01:57:58,000
had to read. 
I think the my favorite one of 

2258
01:57:58,000 --> 01:58:01,560
my favorites was and this is 
very much who I am as like a 

2259
01:58:01,720 --> 01:58:05,440
caster and magic person is 10 
the wax seal of holding. 

2260
01:58:05,600 --> 01:58:08,040
It's like a wax seal and you can
seal something with wax, like 

2261
01:58:08,080 --> 01:58:11,040
even the window or door and it 
holds it as if you use the lock 

2262
01:58:11,040 --> 01:58:12,320
spell. 
And I just think there's 

2263
01:58:12,320 --> 01:58:15,580
something really evocative in 
like like that tactile magic 

2264
01:58:15,580 --> 01:58:17,300
thing where you have like 
components and shit that I 

2265
01:58:17,300 --> 01:58:19,420
really liked about that. 
And then the other one I really 

2266
01:58:19,420 --> 01:58:25,860
liked was the Phantom Limb. 
Spectral glowing appendage 

2267
01:58:25,860 --> 01:58:29,380
replaces a lost limb and allows 
the wielder to reroll 1 

2268
01:58:29,380 --> 01:58:33,220
attribute test every session. 
If the Phantom Limb is involved 

2269
01:58:33,220 --> 01:58:36,460
in performing it somehow, which 
I'm like, oh, very cool, you 

2270
01:58:36,460 --> 01:58:39,350
lose an arm, right? 
You go to, you go to the the 

2271
01:58:39,350 --> 01:58:43,030
dark wizard guy at the end of 
the street in that weird corner 

2272
01:58:43,030 --> 01:58:47,190
shop and you get a Phantom Limb.
But yeah, so. 

2273
01:58:48,010 --> 01:58:49,530
I do. 
That one's I really. 

2274
01:58:49,770 --> 01:58:53,450
A couple of these are OK like 
you just said and then I'll rest

2275
01:58:53,450 --> 01:58:56,130
more super generic. 
What what really got me on this 

2276
01:58:56,130 --> 01:58:59,210
page was then it talks about 
vanilla magic items. 

2277
01:58:59,770 --> 01:59:02,130
If you are looking for a 
boilerplate magic items, here's 

2278
01:59:02,130 --> 01:59:04,050
some base mechanics like 
advantage on a die roll and all 

2279
01:59:04,050 --> 01:59:06,130
the rest. 
And then it's got a section here

2280
01:59:06,130 --> 01:59:09,010
called Better Magic Items. 
The best magic items don't 

2281
01:59:09,010 --> 01:59:11,130
provide flat bonuses or improved
character abilities. 

2282
01:59:11,130 --> 01:59:12,810
Instead, they offer the players 
new and interesting ways to 

2283
01:59:12,810 --> 01:59:16,130
interact. 
Weird and unusual options ensure

2284
01:59:16,130 --> 01:59:19,170
that the item can be used again.
My note on this was might have 

2285
01:59:19,170 --> 01:59:24,810
wanted to use this for their own
items because that's all they 

2286
01:59:24,850 --> 01:59:28,010
did was like, oh, here's 
advantage, here's this, here's 

2287
01:59:28,010 --> 01:59:29,170
that. 
That's literally all they did 

2288
01:59:29,170 --> 01:59:30,690
was what they got. 
For the vanilla stuff. 

2289
01:59:32,010 --> 01:59:33,690
There's a treasure horror drop 
table. 

2290
01:59:34,010 --> 01:59:36,570
Like I'm I think, I think we all
know how I feel about the drop 

2291
01:59:36,570 --> 01:59:38,210
table that's in the middle of 
the fucking book instead of in 

2292
01:59:38,210 --> 01:59:40,930
the back or any useful place 
close to the end. 

2293
01:59:41,440 --> 01:59:42,480
So. 
It's close, yeah. 

2294
01:59:42,840 --> 01:59:44,120
And then we get to a sample 
dungeon. 

2295
01:59:44,600 --> 01:59:46,320
I started it and then just gave 
up by. 

2296
01:59:46,320 --> 01:59:48,520
At this point in the book I was 
just annoyed and didn't read it.

2297
01:59:48,560 --> 01:59:50,880
I usually going to be honest, I 
didn't even bother reading it. 

2298
01:59:51,240 --> 01:59:54,960
So usually I at least read it, 
but we don't read it out on 

2299
01:59:54,960 --> 01:59:56,840
thing because just by the book. 
But whether you do or not, 

2300
01:59:56,840 --> 01:59:58,760
that's fine. 
There's the appendix, which is 

2301
01:59:58,760 --> 02:00:01,400
where all of those bold pages 
came, The bold italics came, the

2302
02:00:01,400 --> 02:00:04,240
dye, They're actually 
hyperlinked back to where you 

2303
02:00:04,240 --> 02:00:06,360
can find them. 
I think the first time, I'm 

2304
02:00:06,520 --> 02:00:09,040
sorry, not hyperlinked. 
They're listed and they should 

2305
02:00:09,040 --> 02:00:12,960
be hyperlinked, but they're not.
It's basically an appendix as in

2306
02:00:12,960 --> 02:00:15,680
just like all the definitions of
the stuff and that's it. 

2307
02:00:15,680 --> 02:00:18,880
And then there's the OGL, which 
I mean this came out in 2018. 

2308
02:00:18,880 --> 02:00:22,480
So OGL was not contentious at 
the time. 

2309
02:00:22,480 --> 02:00:25,440
So it's what I write, but that's
that's the whole, that's all 

2310
02:00:25,440 --> 02:00:28,440
book, that's all book. 
So let's do the review real 

2311
02:00:28,440 --> 02:00:30,600
quick and get out of here 
because we already hit two 

2312
02:00:30,600 --> 02:00:32,040
hours, which is where we wanted 
to be. 

2313
02:00:32,080 --> 02:00:35,000
So we'll do this kind of quick, 
I mean quick for us. 

2314
02:00:35,280 --> 02:00:39,320
So like 45 minutes. 
So this is the black hack from 

2315
02:00:39,320 --> 02:00:44,480
David Black as anyone knows, we 
do five different ratings. 

2316
02:00:44,480 --> 02:00:46,280
They're worth 10 points inch. 
We'll save them as we go. 

2317
02:00:46,560 --> 02:00:50,160
So art and layout. 
I think this is the shining 

2318
02:00:50,160 --> 02:00:54,920
point of this actually. 
Interesting Okay. 

2319
02:00:55,520 --> 02:00:57,760
There. 
I mean, there is a lot of spot 

2320
02:00:57,760 --> 02:01:00,040
art. 
I do like the character art. 

2321
02:01:02,160 --> 02:01:04,520
I think I usually say this and 
I'm going to say it again. 

2322
02:01:04,720 --> 02:01:08,440
There could be more, you know. 
But I like what's in here. 

2323
02:01:11,320 --> 02:01:13,040
Yeah. 
I mean, I think it's. 

2324
02:01:13,080 --> 02:01:14,160
I think it's fine. 
I don't. 

2325
02:01:14,160 --> 02:01:16,040
I don't. 
I don't yearn for more art. 

2326
02:01:16,040 --> 02:01:18,120
I think the layout is fine. 
I think it's super readable. 

2327
02:01:18,360 --> 02:01:23,160
I think the desire for 
readability made it annoying. 

2328
02:01:24,160 --> 02:01:25,120
I think they. 
Overdid it. 

2329
02:01:25,120 --> 02:01:28,440
I mean it is black and white, 2 
columns, you know? 

2330
02:01:28,440 --> 02:01:31,600
I mean, like, yeah, but I mean 
if we're going by layout, 

2331
02:01:31,600 --> 02:01:36,520
because layout now in the art 
section, the bold fucking 

2332
02:01:36,520 --> 02:01:38,480
terrible decision. 
Bold the first time you see a 

2333
02:01:38,480 --> 02:01:40,800
word and then don't do it again 
and then the appendix can 

2334
02:01:40,800 --> 02:01:42,200
reference to that one single 
time. 

2335
02:01:42,560 --> 02:01:44,400
That as far as the layout goes, 
drove me nuts. 

2336
02:01:44,600 --> 02:01:47,960
The insane number of headers, 
unnecessary headers drove me 

2337
02:01:47,960 --> 02:01:50,000
nuts. 
I mean the art that's in the 

2338
02:01:50,000 --> 02:01:51,920
book, Fantastic. 
I love the cover. 

2339
02:01:51,920 --> 02:01:54,480
I love the character art. 
There's a single piece of art 

2340
02:01:54,480 --> 02:01:56,080
where I'm like they're all 
fucking great. 

2341
02:01:56,120 --> 02:01:57,600
All the artists did really great
job. 

2342
02:01:58,250 --> 02:02:00,210
I don't. 
I'm fine with the amount of spot

2343
02:02:00,210 --> 02:02:03,570
art and stuff, but layout wise 
it's super basic. 

2344
02:02:03,570 --> 02:02:06,850
Which is fine because it's 
really readable, but to me the 

2345
02:02:06,850 --> 02:02:10,530
bolds and the insane number of 
headers and the weird jump to a 

2346
02:02:10,530 --> 02:02:15,010
new font like 3/4 of the way 
through annoyed me. 

2347
02:02:15,530 --> 02:02:20,050
To me this is maybe one point up
above, like just standard. 

2348
02:02:20,050 --> 02:02:22,210
I agree. 
I think the art takes it up and 

2349
02:02:22,210 --> 02:02:23,970
then everything else kind of 
takes it back down for me. 

2350
02:02:24,900 --> 02:02:28,300
So I'm actually about 6 on this 
one, so I'm a hard 6:00 on that.

2351
02:02:28,380 --> 02:02:31,740
Yeah. 
The next one is a usability 

2352
02:02:31,740 --> 02:02:35,860
score, bro. 
Yeah, this is good. 

2353
02:02:37,100 --> 02:02:42,620
Yeah, I mean, OK, so let's see, 
let's, let's talk about what's 

2354
02:02:42,620 --> 02:02:44,900
bad about it. 
There's no PDF, There's no 

2355
02:02:44,900 --> 02:02:46,580
hyperlinks in the entire book. 
And the number? 

2356
02:02:46,580 --> 02:02:51,260
I don't know if I've ever seen 
more references to other pages 

2357
02:02:51,260 --> 02:02:55,920
in a book that we've ever read. 
Crazy amount, but to not have 

2358
02:02:55,920 --> 02:02:58,840
hyperlinks for how many times it
references other pages. 

2359
02:02:58,880 --> 02:03:01,000
Like like, you know, sometimes 
there are books that have 

2360
02:03:01,000 --> 02:03:02,960
hyperlinks at the beginning and 
then they don't have inline 

2361
02:03:02,960 --> 02:03:06,040
hyperlinks and well, it would be
cool if they do. 

2362
02:03:06,360 --> 02:03:08,240
It usually doesn't matter all 
that much because there's not 

2363
02:03:08,240 --> 02:03:10,880
that many inline references. 
But this would have like inline 

2364
02:03:10,920 --> 02:03:14,480
references on every single page.
It's crazy. 

2365
02:03:14,880 --> 02:03:17,120
It's all it does is talk about 
itself on somewhere else. 

2366
02:03:18,560 --> 02:03:20,240
I will say physically, because 
that matters. 

2367
02:03:20,240 --> 02:03:21,640
It does have a ribbon, so good 
job. 

2368
02:03:21,640 --> 02:03:24,220
I like that. 
But let's talk about the other 

2369
02:03:24,220 --> 02:03:27,700
part of the usability stuff that
drives me insane is the complete

2370
02:03:27,700 --> 02:03:33,460
waste of pages in the book. 
Yeah, to have blank usable pages

2371
02:03:33,460 --> 02:03:37,020
and tables and character sheets 
and drop tables and shit in the 

2372
02:03:37,020 --> 02:03:39,180
book instead of. 
Here's the other thing, even if 

2373
02:03:39,180 --> 02:03:41,940
you just put it at the end with 
like dot dot dot dot dot, you 

2374
02:03:41,940 --> 02:03:44,500
can have people just like cut it
out and and then and do that. 

2375
02:03:44,500 --> 02:03:47,470
But the fact that they're 
randomly interspersed and most 

2376
02:03:47,550 --> 02:03:50,630
like all throughout the book, 
for some God forsaken fucking 

2377
02:03:50,630 --> 02:03:56,270
reason, I don't need a a a 
dungeon drop table like or the 

2378
02:03:56,270 --> 02:03:58,270
ones that drove me most are the 
notes pages. 

2379
02:03:58,550 --> 02:04:01,750
Like here's a whole page on 
notes for your dungeon in the 

2380
02:04:01,750 --> 02:04:05,470
middle of the week. 
Again, if you got the full box 

2381
02:04:05,470 --> 02:04:09,470
set, apparently those came 
separate as like hand like just 

2382
02:04:09,470 --> 02:04:11,750
sheets. 
One sheet that you got. 

2383
02:04:12,070 --> 02:04:15,600
But like I didn't but I got 
enough of the tier to get like 

2384
02:04:15,600 --> 02:04:18,560
all of this stuff and the fact 
that they didn't even allow me 

2385
02:04:18,560 --> 02:04:21,960
to PDF link or or or to have 
just like 1 folder of like 

2386
02:04:21,960 --> 02:04:24,280
here's the 15 pages in the book 
that are useful for you at your 

2387
02:04:24,280 --> 02:04:26,200
table. 
Nothing really annoys me, so 

2388
02:04:26,240 --> 02:04:32,040
honestly like. 
What are your thoughts? 

2389
02:04:32,040 --> 02:04:35,680
I mean, it's it's a black and 
white book that you can read, 

2390
02:04:35,960 --> 02:04:39,080
you know? 
I mean why I wouldn't pass this 

2391
02:04:39,080 --> 02:04:41,860
above A5? 
So yeah, well I mean this is for

2392
02:04:41,860 --> 02:04:44,260
usability, not. 
I mean this is like how useful 

2393
02:04:44,260 --> 02:04:45,700
would this be at the? 
Time, I know and like. 

2394
02:04:45,700 --> 02:04:48,820
I think the basics of usability 
is that I can read it, you know,

2395
02:04:49,300 --> 02:04:51,060
I guess. 
I mean I think I I guess I was 

2396
02:04:51,060 --> 02:04:54,340
throwing that into layout. 
Like for me usability is like 

2397
02:04:54,620 --> 02:04:57,340
there is no no hyperlinks and 
there's way too many fucking 

2398
02:04:57,860 --> 02:04:58,900
page references and other 
things. 

2399
02:04:58,900 --> 02:05:02,740
So that's super not usable. 
There's a bunch of of of pages 

2400
02:05:02,740 --> 02:05:05,580
of of stuff that they gave me to
use that I can't use because 

2401
02:05:05,580 --> 02:05:07,380
it's in the book and I didn't 
get a reference page for it. 

2402
02:05:07,580 --> 02:05:10,300
And it's DRM, so I'd have to 
print the entire thing just to 

2403
02:05:10,300 --> 02:05:11,900
get the one page in the middle 
if I wanted it. 

2404
02:05:12,220 --> 02:05:14,540
I mean, it's DRM, which is also 
pain in the Dick. 

2405
02:05:14,540 --> 02:05:17,260
Like I'm not going to sell your 
shit on the Trove or whatever. 

2406
02:05:17,260 --> 02:05:19,220
And guess what? 
Someone will just upload it with

2407
02:05:19,220 --> 02:05:20,780
their name on it. 
No one gives a shit. 

2408
02:05:20,940 --> 02:05:23,540
The. 
Trove, You know, like I'm A5 at 

2409
02:05:23,540 --> 02:05:25,900
best on usability. 
I don't know if I've been more 

2410
02:05:25,900 --> 02:05:28,090
annoyed with something that I 
like. 

2411
02:05:28,130 --> 02:05:32,330
So much I wouldn't pass it above
A5 at all, so I'm I'm very 

2412
02:05:32,330 --> 02:05:35,010
tempted to go forward on just 
how annoyed I am with. 

2413
02:05:35,010 --> 02:05:40,490
Like I am not super. 
The thing is that I you can you 

2414
02:05:40,490 --> 02:05:44,490
can like I I feel like the bare 
minimum for how usable book is. 

2415
02:05:44,490 --> 02:05:46,330
Like, can I go through it and 
read it? 

2416
02:05:46,850 --> 02:05:50,290
Yeah, that's true, you know. 
So I think this is a five. 

2417
02:05:50,970 --> 02:05:52,530
Yeah. 
Yeah. 

2418
02:05:52,690 --> 02:05:54,490
Well, I mean, here's the thing 
too though, is like, there's a 

2419
02:05:54,490 --> 02:05:58,010
bunch of things in the book that
are in the wrong spot. 

2420
02:05:58,010 --> 02:06:00,610
Like why is armor way down 
somewhere else? 

2421
02:06:00,610 --> 02:06:03,250
Like the cleric thing, Why is 
that not even right after the 

2422
02:06:03,250 --> 02:06:04,850
cleric? 
So as far as usability goes, 

2423
02:06:04,850 --> 02:06:08,330
it's like I'm I can't even get 
the like, I can't even get to 

2424
02:06:08,330 --> 02:06:10,770
the parts that I want to get to 
because like even the familiar 

2425
02:06:10,770 --> 02:06:12,530
thing, if that's on the 
character sheet, why is it in 

2426
02:06:12,530 --> 02:06:18,010
the GM section finding new? 
It's like finding new spells is 

2427
02:06:18,010 --> 02:06:20,570
like divided up after everything
else. 

2428
02:06:20,570 --> 02:06:21,970
It's really yeah, it's very 
weird. 

2429
02:06:21,970 --> 02:06:24,610
I mean, I'm listen, I'm fine 
with giving this 1/4 usability, 

2430
02:06:24,810 --> 02:06:28,700
so I don't know. 
I feel like. 

2431
02:06:29,100 --> 02:06:30,940
I feel like you know what? 
Yeah, I feel like I'm doing it 

2432
02:06:30,940 --> 02:06:35,100
because to me, the basics of A5 
is I can read it to beginning to

2433
02:06:35,100 --> 02:06:37,260
end and at least understand it, 
even if it doesn't have 

2434
02:06:37,260 --> 02:06:39,820
bookmarks, hyperlinks, whatever.
But like the things should at 

2435
02:06:39,820 --> 02:06:42,140
least be in the places that they
should be in to me. 

2436
02:06:42,140 --> 02:06:44,460
I should, I should be. 
I should be able to go okay. 

2437
02:06:44,460 --> 02:06:46,780
Yeah, that's fine. 
And not not give a critique. 

2438
02:06:46,820 --> 02:06:49,060
On the care of your plans, 
Cleric, and you want to learn 

2439
02:06:49,060 --> 02:06:52,020
about banishing undead? 
Why don't you go back up in the 

2440
02:06:52,020 --> 02:06:54,990
book to page 15? 
From the character sheet, that's

2441
02:06:54,990 --> 02:06:57,230
what I'm saying. 
Like a standard 5 for me. 

2442
02:06:57,230 --> 02:06:59,550
She'd be like, I have nothing 
good or bad to say about it, 

2443
02:06:59,550 --> 02:07:01,750
it's fine. 
And to me, I got a bunch of bad 

2444
02:07:01,750 --> 02:07:05,190
stuff to say about this and 
nothing else usability wise 

2445
02:07:05,590 --> 02:07:07,870
raises it back up for me 
especially. 

2446
02:07:08,190 --> 02:07:10,670
I mean, and we're not even 
talking about this random 

2447
02:07:10,830 --> 02:07:14,830
different parts of the the tools
that are just like in the 

2448
02:07:14,830 --> 02:07:17,510
beginning of like 3 different 
cards and cheats and stuff. 

2449
02:07:17,510 --> 02:07:19,350
It's like I didn't even get a 
book that just had all of it in 

2450
02:07:19,350 --> 02:07:20,910
one. 
Yeah, that's annoying to me. 

2451
02:07:21,190 --> 02:07:22,910
Rule set. 
All right. 

2452
02:07:22,910 --> 02:07:25,310
Well, I love it. 
I don't know what to say about 

2453
02:07:25,310 --> 02:07:26,070
it. 
Yeah. 

2454
02:07:26,150 --> 02:07:28,230
I think it's a perfectly fine 
rule. 

2455
02:07:28,230 --> 02:07:30,150
So I think it works really well.
And I think there's stuff in 

2456
02:07:30,150 --> 02:07:33,470
here that I like and the stuff 
that I'm like not in love with. 

2457
02:07:33,830 --> 02:07:35,390
I'm still like okay, cool, 
That's so cool. 

2458
02:07:35,390 --> 02:07:39,390
Like armor. 
Like I'm not like in love with 

2459
02:07:39,390 --> 02:07:40,630
it, but I I definitely don't 
hate it. 

2460
02:07:40,630 --> 02:07:42,870
I'm really interested to try it 
out and like, I think there's 

2461
02:07:42,870 --> 02:07:45,990
some value to that, that me 
being interested to try a rule 

2462
02:07:46,630 --> 02:07:49,910
itself. 
I like the minutes to moments 

2463
02:07:49,990 --> 02:07:54,720
game play. 
And like how it uses usage dice 

2464
02:07:54,960 --> 02:07:58,000
for like light or usable things 
within that kind of sear of that

2465
02:07:58,000 --> 02:08:02,280
like 2 tier and time. 
Yeah, I think it's a pretty 

2466
02:08:02,800 --> 02:08:04,400
solid rule set. 
Yeah. 

2467
02:08:04,600 --> 02:08:08,120
I mean, as far as like just the 
rules, if I take out all of the 

2468
02:08:08,360 --> 02:08:12,570
like explanation of how they 
work, I there's very little 

2469
02:08:12,570 --> 02:08:15,210
critique I have on it. 
I mean, again, there is a reason

2470
02:08:15,210 --> 02:08:19,090
that so many games reference a 
black hack because of just how 

2471
02:08:19,330 --> 02:08:24,610
clean so much of it is and how 
good so much of it is just 

2472
02:08:24,610 --> 02:08:27,490
looking at the rules alone. 
I mean, I really like this like 

2473
02:08:27,490 --> 02:08:30,050
I'm I'm like 7 or 8 easy on the 
rules. 

2474
02:08:30,370 --> 02:08:32,970
Why not that high? 
So where are you at for. 

2475
02:08:32,970 --> 02:08:35,810
For. 
I mean, I'm at 6-7, yeah. 

2476
02:08:36,130 --> 02:08:37,730
All right. 
Split the difference and go 7 on

2477
02:08:37,730 --> 02:08:38,250
it. 
Yeah. 

2478
02:08:39,140 --> 02:08:42,660
I mean the the reason it is 
higher in my head is just like, 

2479
02:08:42,660 --> 02:08:45,660
honestly, I know we're judging 
this game, but the number of 

2480
02:08:45,660 --> 02:08:48,660
games we love, that only exists 
because this game exists. 

2481
02:08:48,820 --> 02:08:51,020
If we had never read any of 
those and read this first, I 

2482
02:08:51,020 --> 02:08:53,700
think it would like it would be 
like Oh my God, D20 roll under. 

2483
02:08:53,700 --> 02:08:55,260
That's so crazy. 
But like. 

2484
02:08:55,260 --> 02:08:58,540
Yeah, I think there's two 
features elsewhere that are 

2485
02:08:58,780 --> 02:09:03,300
missing or could be changed that
would bump it up for me that I 

2486
02:09:03,300 --> 02:09:05,460
do see in some hats. 
So it's cool. 

2487
02:09:05,580 --> 02:09:06,740
It's. 
I think it's. 

2488
02:09:08,120 --> 02:09:11,680
Not that it's like standard, but
I don't think it's like bust out

2489
02:09:11,680 --> 02:09:13,240
the seams with new stuff, you 
know? 

2490
02:09:13,840 --> 02:09:16,440
Yeah, I don't disagree with you.
I mean the other thing too is 

2491
02:09:16,440 --> 02:09:21,400
most of the games that we have 
read exist from 2:20, like 2020 

2492
02:09:21,400 --> 02:09:22,520
beyond. 
And this originally came out 

2493
02:09:22,520 --> 02:09:25,360
like 2016. 
So like at the time it was 

2494
02:09:25,360 --> 02:09:28,120
probably fucking crazy. 
But we're looking at it now. 

2495
02:09:28,800 --> 02:09:30,720
I think 7 feels good for this. 
I don't like. 

2496
02:09:30,720 --> 02:09:34,280
I think it right there seems 
that I think it tried to add and

2497
02:09:34,280 --> 02:09:37,360
didn't do as well as it could 
have originality. 

2498
02:09:37,520 --> 02:09:41,280
I mean it literally says it's 
just a streamlined version of 

2499
02:09:41,280 --> 02:09:45,360
that that already exists and 
there the quote UN quote setting

2500
02:09:45,360 --> 02:09:52,640
inside of it doesn't exist. 
I like, I mean, I don't know, 

2501
02:09:52,880 --> 02:09:54,360
like I'm Where are you at with 
it? 

2502
02:09:58,080 --> 02:10:06,390
You know, I just there's it's. 
I mean, so the rules are like 

2503
02:10:06,590 --> 02:10:08,630
good, but they're not even, 
they're really original within 

2504
02:10:08,630 --> 02:10:10,910
themselves, right? 
Like into the odd. 

2505
02:10:10,910 --> 02:10:17,150
The original scene came out in 
like 2015, 2014 and like I think

2506
02:10:17,150 --> 02:10:19,790
Chris Mcdowell's even thanked in
the beginning of this. 

2507
02:10:19,790 --> 02:10:24,190
And so it's like the D20 roll 
under is like not even like a 

2508
02:10:24,190 --> 02:10:26,470
concept of this. 
I think it uses it well within 

2509
02:10:26,470 --> 02:10:31,030
like the 6th stat thing. 
I I, I I'm bogged down by the 

2510
02:10:31,030 --> 02:10:32,630
fact that there's nothing else 
original in here. 

2511
02:10:32,670 --> 02:10:34,190
Like, really? 
Genuinely at all. 

2512
02:10:35,910 --> 02:10:38,830
I meant like A5, honestly. 
So I think I'm at A5 too, 

2513
02:10:38,830 --> 02:10:45,470
because this is one of the 
things where I'm like, I have 

2514
02:10:45,470 --> 02:10:46,950
nothing good to say and I have 
nothing bad to say. 

2515
02:10:46,950 --> 02:10:47,550
It's fine. 
Yeah. 

2516
02:10:49,070 --> 02:10:52,830
Value. 
I don't even know. 

2517
02:10:53,870 --> 02:10:55,030
I guess I can go off the 
Kickstarter. 

2518
02:10:55,310 --> 02:10:59,390
If you want to get it, which you
can't, by the way, physically 

2519
02:10:59,390 --> 02:11:01,670
you can't physically get it. 
But let's say you wanted to and 

2520
02:11:01,670 --> 02:11:03,380
it was in stock. 
I'm exalted. 

2521
02:11:03,700 --> 02:11:07,740
It is. 
Is it really only $25? 

2522
02:11:07,780 --> 02:11:10,420
I guess it's only $25. 
I can't be right? 

2523
02:11:10,420 --> 02:11:12,740
That's crazy for the hardback 
and everything. 

2524
02:11:12,740 --> 02:11:13,900
Or just the PDF? 
Or what? 

2525
02:11:14,060 --> 02:11:15,500
Well, it doesn't give me 
multiple options. 

2526
02:11:15,500 --> 02:11:17,740
I'm exalted. 
It just says $25.00. 

2527
02:11:17,740 --> 02:11:24,380
So let's see, you know, I get 
through drive through. 

2528
02:11:24,940 --> 02:11:30,100
It's $6 for the PDF for the 
Black Hack Second Edition 

2529
02:11:30,100 --> 02:11:33,420
through Drive Through RPG, I 
mean $6. 

2530
02:11:33,820 --> 02:11:35,460
That's crazy. 
Yeah. 

2531
02:11:39,260 --> 02:11:40,980
Yeah. 
So you can't get the physical, 

2532
02:11:41,020 --> 02:11:43,380
but you can get the PDF for 
$6.00. 

2533
02:11:45,020 --> 02:11:47,940
So I mean that's that's pretty 
high value to me, man. 

2534
02:11:48,180 --> 02:11:50,260
You know, decent value. 
I mean, here's the thing, if you

2535
02:11:50,260 --> 02:11:53,300
want to get the box set, you can
go to eBay and get it for like 

2536
02:11:53,300 --> 02:11:55,300
60 or 70 bucks. 
Oh. 

2537
02:11:55,580 --> 02:11:57,640
Really. 
Yeah, I. 

2538
02:11:57,760 --> 02:12:00,080
Trust me, I mean, that's still 
not even that bad, you know? 

2539
02:12:00,120 --> 02:12:02,320
No, it's not. 
I looked at it and then I read 

2540
02:12:02,320 --> 02:12:07,320
the book and said, no, I'm good 
because I don't need. 

2541
02:12:07,360 --> 02:12:09,640
I'm never going to play this. 
I mean, I'll tell you right now,

2542
02:12:09,640 --> 02:12:12,600
like if someone was like, I'll 
run Black Hack for you, I would 

2543
02:12:12,600 --> 02:12:14,040
be like, okay. 
I would. 

2544
02:12:14,080 --> 02:12:16,680
I would happily play that if you
ran. 

2545
02:12:16,760 --> 02:12:19,320
It, yeah, I mean, really, if you
wanted the box at me, it really 

2546
02:12:19,320 --> 02:12:21,440
is. 
It's like 6263 bucks. 

2547
02:12:21,440 --> 02:12:26,240
It's really not bad at all, you 
know, I think that. 

2548
02:12:26,550 --> 02:12:29,070
This is an incredibly affordable
game to get into and if you want

2549
02:12:29,150 --> 02:12:31,790
to jump off into it like this is
a very box standard, very easy 

2550
02:12:31,790 --> 02:12:36,070
to understand, and for six bucks
for a PDF, or if you're like I'm

2551
02:12:36,070 --> 02:12:38,510
really into this one, spend 60 
bucks to get the box set. 

2552
02:12:38,510 --> 02:12:40,950
I'm I think that that's great, 
honestly. 

2553
02:12:41,630 --> 02:12:47,070
Honestly, I think the best thing
to do is to get the PDF for 6 

2554
02:12:47,070 --> 02:12:50,590
bucks and hack it for parts. 
Yeah, I I would super agree, 

2555
02:12:50,950 --> 02:12:53,470
which I think a million people 
have done and made better games 

2556
02:12:53,470 --> 02:12:54,750
than this. 
I would have to say, look, 

2557
02:12:54,910 --> 02:12:57,670
that's probably like an 8IN 
value, you know? 

2558
02:12:58,550 --> 02:13:03,910
I mean, yeah, but like, here's 
the thing, like if I if I gave 

2559
02:13:03,910 --> 02:13:06,150
you a big pile of shit and said 
it's $2.00. 

2560
02:13:06,790 --> 02:13:08,790
But I don't think, I don't think
that this is a big pile of shit.

2561
02:13:08,830 --> 02:13:10,270
I just think that it's not 
great. 

2562
02:13:10,470 --> 02:13:12,070
So, right. 
So that's what I'm saying. 

2563
02:13:12,070 --> 02:13:13,510
It's like, I don't think it's a 
pile of shit either. 

2564
02:13:13,510 --> 02:13:16,750
I really enjoy the rule set. 
I once again, I just hate the 

2565
02:13:16,750 --> 02:13:20,910
way it's presented. 
But it's just like if a game we 

2566
02:13:20,910 --> 02:13:23,510
thought was bad was free, like, 
I probably still wouldn't 

2567
02:13:23,510 --> 02:13:24,790
download it just because it's 
free. 

2568
02:13:24,790 --> 02:13:25,430
You know what I mean? 
Like. 

2569
02:13:25,430 --> 02:13:27,950
I think it's like just because 
I'm not inspired by this and 

2570
02:13:27,950 --> 02:13:30,270
you're not inspired by this does
not mean that someone else would

2571
02:13:30,270 --> 02:13:33,350
spend $6 and not find some 
inspiration for several games 

2572
02:13:33,350 --> 02:13:36,110
with their party. 
You know, I completely hear, I'm

2573
02:13:36,110 --> 02:13:38,310
just saying, like I don't 
personally find it was in the 

2574
02:13:38,310 --> 02:13:41,310
context of our show, the fact 
that it's cheap and maybe could 

2575
02:13:41,310 --> 02:13:45,670
inspire somebody to be like that
high in value, like, you know 

2576
02:13:45,670 --> 02:13:48,420
what I mean? 
Like, I don't know. 

2577
02:13:48,420 --> 02:13:50,700
Yeah, I guess. 
I mean, since it's $6 for the 

2578
02:13:50,700 --> 02:13:52,420
PDF, yeah, I'm between like a 
seven and eight for. 

2579
02:13:52,420 --> 02:13:54,300
A PDF. 
I mean that's like there's 

2580
02:13:54,420 --> 02:13:56,100
there's something to be said 
about that, you know. 

2581
02:13:56,700 --> 02:13:59,860
Yeah, but you know, other ones 
we've given eights on have like 

2582
02:13:59,860 --> 02:14:03,620
online generators and like like 
a million things like the $30. 

2583
02:14:04,860 --> 02:14:07,300
Yeah, that's true. 
I mean, yeah, I'm between like a

2584
02:14:07,300 --> 02:14:08,860
seven and eight. 
If you want to go 8, I'm fine 

2585
02:14:08,860 --> 02:14:09,880
with that. 
I'm. 

2586
02:14:10,080 --> 02:14:11,920
Actually the seven, I think 7 
the value is appropriate. 

2587
02:14:11,920 --> 02:14:13,720
There's not a lot of stuff that 
comes with it, but you do get 

2588
02:14:13,720 --> 02:14:18,080
the, I mean, $6 PDF. 
Yeah, 888 makes me feel some 

2589
02:14:18,080 --> 02:14:19,800
kind of way. 
Seven makes me feel better. 

2590
02:14:20,280 --> 02:14:22,760
Cool. 
Like 8 I'd have been like, OK, 

2591
02:14:22,760 --> 02:14:26,760
fine, but like 7, I'm like, all 
right, that one I I can sleep. 

2592
02:14:27,000 --> 02:14:31,360
I can sleep tonight. 28 Right. 
I don't know. 

2593
02:14:31,360 --> 02:14:36,080
I just did my head. 
So I got 29, so maybe I'm dumb 

2594
02:14:36,080 --> 02:14:38,360
and can't count on your. 
I don't know. 

2595
02:14:38,360 --> 02:14:41,670
Who knows? 
It's a 29. 

2596
02:14:41,710 --> 02:14:44,230
OK, so. 
I'm bad at math. 

2597
02:14:44,710 --> 02:14:46,430
I mean, that's one of the lowest
scores we've ever given to a 

2598
02:14:46,430 --> 02:14:47,870
game. 
Because here's the thing, 

2599
02:14:47,910 --> 02:14:52,310
honestly, this should have just 
been a Zine SRD, and the attempt

2600
02:14:52,310 --> 02:14:55,790
to make it a full game with like
generators and like some type of

2601
02:14:55,790 --> 02:14:59,030
quasi implied setting really 
brought the entire thing down. 

2602
02:14:59,030 --> 02:15:02,070
Like this could have been like a
30 page Zine and could have been

2603
02:15:02,070 --> 02:15:03,830
one of like, my favorite things 
on the shelf. 

2604
02:15:03,950 --> 02:15:05,710
Because mechanically, I really 
dig it. 

2605
02:15:06,510 --> 02:15:13,270
But the urge to make it a full 
book full of just generic stuff 

2606
02:15:13,590 --> 02:15:17,110
made it just math at best. 
Like math at best. 

2607
02:15:17,110 --> 02:15:20,030
Like again, like I read it, I'm 
probably never going to read it 

2608
02:15:20,030 --> 02:15:23,630
again, and it's fine. 
Like, that's it. 

2609
02:15:23,790 --> 02:15:26,510
So this is the black hack. 
It is a D20. 

2610
02:15:27,410 --> 02:15:31,490
It is a D20 roll under system. 
You know in the context of our 

2611
02:15:31,490 --> 02:15:35,890
review score here for Art and 
layout, we give it a six because

2612
02:15:36,530 --> 02:15:40,010
although the art is really 
enjoyable in it, the layout is 

2613
02:15:40,250 --> 02:15:43,610
has obnoxious amount of bold and
could use a little bit more spot

2614
02:15:43,610 --> 02:15:46,490
art for usability. 
There's 0 Pdf's, way too many 

2615
02:15:46,490 --> 02:15:51,410
page references and and stuff is
in the wrong place all over the 

2616
02:15:51,410 --> 02:15:54,750
place and there's a. 
Bunch of hybrid links, right and

2617
02:15:54,750 --> 02:15:58,230
and and things in the book. 
Like a number of pages, like 

2618
02:15:58,230 --> 02:16:01,790
blank pages that would be better
used as just like a notebook or 

2619
02:16:01,790 --> 02:16:05,550
a tool outside of the book. 
The rule set is good, we both 

2620
02:16:05,550 --> 02:16:07,910
enjoy it, but there's nothing 
crazy about it. 

2621
02:16:07,910 --> 02:16:09,590
It is clean. 
There's some parts that I really

2622
02:16:09,590 --> 02:16:11,910
do like because it shines in its
streamline this, but that's 

2623
02:16:11,910 --> 02:16:13,590
about it. 
Originality. 

2624
02:16:13,710 --> 02:16:15,590
I don't even think it even 
strives for any level of 

2625
02:16:15,590 --> 02:16:17,750
originality in any part of it. 
It's pretty standard and 

2626
02:16:17,750 --> 02:16:19,470
straightforward. 
So it gets A5, which is the 

2627
02:16:19,470 --> 02:16:23,990
standard straightforward part. 
And for value it got a 7 because

2628
02:16:24,110 --> 02:16:26,510
the PDF is $6. 
Other than that you really don't

2629
02:16:26,510 --> 02:16:29,070
get a whole lot with this. 
So the total score for the black

2630
02:16:29,070 --> 02:16:34,110
hack was 29. 
Again, it is a good game that 

2631
02:16:34,510 --> 02:16:37,230
has, in my opinion, poor 
presentation and would have been

2632
02:16:37,230 --> 02:16:38,670
better served is just being a 
Zine. 

2633
02:16:40,309 --> 02:16:44,850
Yep, right. 
That is the black hack. 

2634
02:16:44,850 --> 02:16:49,650
And that is us on a weird Friday
morning tuning into us very 

2635
02:16:49,650 --> 02:16:51,010
soon, actually this coming 
Sunday. 

2636
02:16:51,010 --> 02:16:52,330
And we're going to be doing 
something a little bit 

2637
02:16:52,330 --> 02:16:53,809
different. 
We are going to be going over a 

2638
02:16:53,809 --> 02:16:55,730
bunch of games, but we're not 
reviewing any of them. 

2639
02:16:55,730 --> 02:16:58,370
We are just appreciating how 
fucking cool they are. 

2640
02:16:58,370 --> 02:17:02,370
We're going to have a whole 
Highland Paranormal Society day.

2641
02:17:02,370 --> 02:17:04,090
We're going to have a Nate 
dream. 

2642
02:17:04,410 --> 02:17:07,420
Just enjoyment. 
We're going to be going through 

2643
02:17:07,420 --> 02:17:09,780
The Haunted Almanac, which is 
put out by one of our favorite 

2644
02:17:10,059 --> 02:17:12,660
or our favorite publishers, 
which is games omnivorous. 

2645
02:17:13,139 --> 02:17:17,059
It is a whole chunk of neat 
dreams, game design, career, 

2646
02:17:17,459 --> 02:17:21,219
both adventures and games. 
And we're going to be going 

2647
02:17:21,219 --> 02:17:24,100
through those, going through the
one page ones, going through 

2648
02:17:24,100 --> 02:17:26,540
maybe a game or two that's not 
in The Haunted Almanac. 

2649
02:17:26,900 --> 02:17:29,780
Again, not giving them reviews, 
not giving them any scores, just

2650
02:17:29,780 --> 02:17:33,139
appreciating how great Nate 
thinks about game design and a 

2651
02:17:33,139 --> 02:17:36,090
lot of the cool stuff that that 
he does. 

2652
02:17:36,090 --> 02:17:38,090
So really excited for that. 
That's going to be this coming 

2653
02:17:38,090 --> 02:17:41,530
Sunday. 
You can find all of our stuff on

2654
02:17:41,530 --> 02:17:43,049
our link tree at the weekly 
scroll. 

2655
02:17:43,049 --> 02:17:45,209
We recently hit 1000 Subs on 
YouTube. 

2656
02:17:45,209 --> 02:17:47,610
Thank you all so much. 
We really, really appreciate 

2657
02:17:47,610 --> 02:17:51,730
that TuneIn on Tuesdays for our 
continuing Dragon Bane campaign.

2658
02:17:51,969 --> 02:17:53,490
And that is all I got for the 
day. 

2659
02:17:53,490 --> 02:17:56,010
Hunter. 
All right, look at that pretty 

2660
02:17:56,010 --> 02:17:56,969
face. 
We are out. 

2661
02:17:57,010 --> 02:17:58,650
You all have a wonderful day. 
Bye.

