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Hello and welcome to the weekly 
Squirrel podcast. 

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My name is Ryan. 
And I'm one of the sword Smiths 

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of Larfar. 
And today? 

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Today, we're going to be going 
over Azag from Dank Dungeons, 

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Lex Mandrake, but also lots of 
other people. 

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A whole list will go over of 
writers and artists. 

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Music from Loot. 
The Body, the watch for the 

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podcast listeners is is the 
tape. 

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It's a cassette tape. 
It's a beautiful cassette tape. 

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Fuck it. 
Let's just go over how pretty 

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everything is. 
First of all, a zag. 

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This is a very it's an old 
school style role-playing game 

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in a very I would say like sword
and sorcery setting. 

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And I how I did So this is not 
everybody, but this is how I 

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define it when people ask me, 
right? 

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Let me rant real quick. 
To me, there's a difference 

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between. 
Sword and sorcery. 

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Wait, wait, wait. 
OK, now go. 

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OK, so there's a dip to me in my
head. 

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Cannon. 
There's sword and sorcery and 

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sword and wizardry, right? 
A lot of the shit before Tolkien

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was sword and sorcery, You know,
Moorcock and and Ashton Smith. 

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Like all your all your weird 
like Elrix and everything like 

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that, right? 
Weird shit like astral projecte 

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shit like scimitars and deserts 
and shit, right? 

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And then sword and sorcery, 
right? 

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And then sword and wizardry is 
your standard Europe, but not 

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Europe. 
Like quasi magic, middle evil 

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sword Shields and Wizards that 
all look like Gandalf. 

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That's the two branches of 
fiction in my head as far as the

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setting. 
The only two branches of 

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fiction. 
That's right, all of fiction 

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fits in those you. 
Know basically in fantasy. 

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So this is very sword and 
sorcery. 

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We'll go over the, I mean, it 
literally says Lovecraft, Conan,

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Hyperborea, you know, sword and 
sorcery. 

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It's cool. 
Setting's great. 

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The book is absolutely gorgeous.
We'll get into that a little bit

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more. 
But I have. 

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So first we got actually volume 
one, the first time this came 

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out printed by LFOSR, it was 2 
volumes, Volume one and volume 

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to I have them both. 
It was volume one, the rules, 

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Volume to the world. 
It's printed on that thick LFOSR

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paper and like a real thick nice
paper all the way through. 

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It came with a bunch of cards on
that nice thick stock for the 

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character sheets. 
And it also came with the tape. 

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This was the first version this 
version actually came out in. 

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Let me tell you, I had this up 
the last time, but then we moved

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our episode. 
So this version originally came 

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out in October of 2021, printed 
from LFOSR. 

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The book itself on Azag was 
originally published in March of

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2021. 
After this sold out 

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instantaneously before I even 
got a chance to buy it, this 

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version this is I paid much 
more. 

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Later second hand. 
They put out a second copy where

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they actually combine the two 
books together into the one that

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I'm holding right now. 
And you still got the cards on a

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different kind of paper. 
It's not quite as nice. 

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The cover of this one is still 
beautiful, but the inside paper 

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it's still nice. 
But it's a it's a shiny paper, 

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it's not that thick, you know, 
LFOSR paper. 

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And it goes from an almost 
square Zine. 

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That volume one and volume to 
was to a pretty classic like the

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American version of A5 Perfect 
Bound versus the original ones 

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still got the cards, but you 
were also you were able to get 

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the Dream Thieves written by 
Diego Noguera. 

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Yeah, the first adventure for 
Azag. 

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And this came out in April of 
2022. 

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I was digging through the Itch 
page and about six months ago 

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someone asked and Lex Mendrick 
said that they were talking to 

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somebody else about potentially 
doing another adventure for 

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Azag. 
So maybe we'll see that at some 

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point. 
I'm glad that it sounds like 

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maybe there's going to be more 
for that. 

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So that's that's the whole a zag
line is volume one and volume to

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and the tape for the first 
release and then the the 

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combined A zag perfect bound 
with the Diego Noguera Dream 

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Themes adventure for the second 
release and that's what we're 

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going to be going over today. 
We'll dig into that a little bit

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more to that though. 
Got a couple things to talk 

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about. 
First if you're app, if you're 

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but, but. 
I was just going to make jokes. 

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Just just do the thing. 
If you're listening right now, 

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this is week two of the World of
Kuroga giveaway Go Back Black 

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Rainbow Society, the expansion 
to Hell Knight over on 

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Kickstarter right now. 
But we are giving away the 

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hardback of Warpland. 
Gabriel was extremely nice and 

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sent us a copy of Narrow City, 
which we gave away last week to 

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Ozo Warpland. 
This week and next week will be 

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Hell Knight. 
I don't know why I keep saying 

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Hell City. 
It's hell night. 

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Those are words. 
That's that's. 

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Hell City night. 
Yeah, hell City night. 

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But this week we are giving away
the hardcover warplan. 

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It is beautiful. 
It is gorgeous and you have to 

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just go follow us on like the 
tweet. 

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I don't even give a fuck if you 
follow us realistically. 

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I just want like the tweet so I 
can I know what your name is to 

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so I can I can pick you. 
But go like that by the end of 

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the episode, and we might pick 
you. 

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And even prior to that, before 
we hop into it, we're hopping 

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into stuff. 
We have more stuff to talk about

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for later this week. 
That'll be at the end of the 

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episode. 
Yeah. 

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Jump to the end if you don't 
want to hear us. 

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We're. 
Going to hop into other stuff, 

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you know. 
Yeah, we're going to go, we're 

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going to look at something else 
real quick. 

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And that something else is this,
I say and then I don't break it 

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up. 
We're doing really this, hey, 

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listen, we're getting there. 
It's not our normal time or day.

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I think that's a lot of time. 
So Earth after death, the post 

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apocalyptic survival 
role-playing game, it says I had

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this for those in podcast land. 
I switched to a Kickstarter 

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window experience, new and 
exciting post apocalyptic 

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wastelands and this advanced OSR
inspired game and spiritual 

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successor to TS Rs Gamma World. 
This is an interesting game. 

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I've heard about it for a while.
They actually had a kind of like

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the quick start original version
of the Wastelands Handbook. 

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Wieslander's handbook at Exalted
a while ago and I snagged it. 

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It's interesting, I read it a 
while ago, It's cool. 

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You can actually get the 
download of this for free on 

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their page, which is always 
good. 

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The link should be higher 
because you have to scroll way 

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down to get it says click free. 
This should be the first thing 

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at the top. 
What's interesting is the PDF 

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uses a different cover. 
It looks like a lot of the same 

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characters, but it's a little 
bit different cover than the one

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that's on the one from Exalted. 
Both are good. 

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It's just interesting that it's 
a little bit different. 

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But when I read through, it 
seems like most of it's pretty 

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much the same. 
So did you get a chance to read 

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through this? 
It's interesting. 

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Let's go through the page a 
little bit so that you guys all 

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know what's going on. 
It's got 16 days left to go. 

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It's about halfway to its goal. 
It's at 4700 Bucks on about a 

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$9500 goal. 
I believe it's in Kanuki and 

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though, so there's a conversion.
Yeah, $13,000 Canadian. 

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Yeah. 
The city I once knew as home is 

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teetering on the edge of 
radioactive oblivion. 

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A 300,000° baptism by nuclear 
fire. 

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I'm not sorry we had it coming. 
A scourge of white hot atonement

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will be our wake up call. 
Hope for our future is now a 

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stillborn dream. 
The bombs begin to fall and I'm 

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rushing to meet my love. 
Please remember me. 

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There is no more earth after 
death. 

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Bars. 
Right. 

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Post apocalyptic role-playing 
game, dungeon and hex crawling. 

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Smorgasbord of adventure, 
horror, exploration and combat. 

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The spiritual successor to Gamma
World, which I've never played. 

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I would either. 
But I do. 

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But I do have a first edition 
box out of it. 

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Have you read it? 
Yeah. 

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No, it's still in the plastic. 
It's so funny, it's. 

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Right next to my first edition 
of Boot Hill and Star Frontiers.

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Yeah. 
Oh and my first edition 

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Traveler. 
Nice. 

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The finest emulation of CRPG is 
like Wasteland and Fallout 

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tabletop. 
And bloody good fun. 

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So this is a really interesting,
post apocalyptic, very Mad Max, 

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You know, Fate. 
Fallout World, yeah, it's all 

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the stuff you want from that. 
It's really interesting. 

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As I said, like I got a chance 
to read through the entire 

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Wastelanders handbook. 
It's cool. 

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It's really neat. 
I don't know if I'm specifically

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the target audience for this, 
because for anyone here on the 

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show that listens to us 
regularly, we are rules light 

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boys here. 
And this is not heavy by any 

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stretch of the imagination, but 
there is parts of it that kind 

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of lean into the crunch. 
Not in a bad way. 

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That's the point there. 
There are people out there that 

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like a little bit more crunch 
and I. 

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Think that's very much inspired 
by like what's it Wastelander? 

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And then like the like classic 
Fallouts and like uses like an 

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action point system, which both 
of those do as well. 

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Yeah, yeah, yeah, yeah. 
And yeah. 

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So they they say that they use a
novel new system called the AP 

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system. 
It's D20 roll under. 

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There's a bunch of numbers. 
And then to munch on other 

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numbers. 
I think they even make a joke 

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here where they say there's a 
page that's not too breezy, but 

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it's neat. 
Like I said, the mechanics are 

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very interesting. 
They everything you want in 

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there. 
The gun system is interesting. 

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The vehicle system is 
interesting. 

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It's a really interesting game 
in general. 

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You can get the waste liners 
handbook before and now you can 

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also get. 
I'll scroll back up to what I 

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just passed in a second. 
There is an Overseer's manual 

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now, which is basically like 
your GM guide, but it's a bunch 

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of other advanced crafting 
settlements, vehicle combat 

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optional, a ton more optional 
rules, diseases, weather, all 

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the stuff you need to actually 
run the game. 

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Like a shit load of stuff to run
the game so you can get both and

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including the Apocalypse Dream 
Zine, which is a collection of 

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adventures. 
One of the reasons we're talking

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about this. 
Not only does it look like an 

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interesting project, but not 
friend of the show part of the 

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show. 
Best friend of the show. 

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Yeah, per person who like is, I 
think they're just a there are 

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some questions. 
Member of the TWS team. 

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Member of the TWS. 
We're a family, OK? 

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Family, we're a. 
Family. 

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This is a community, yeah. 
If buzzwords to quit a job, Josh

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Demansky will be writing a 
cakewalk, a horror filled true 

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dungeon crawl involving a sport 
stadium, hidden treasures and 

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creatures and etcetera etcetera.
And not only that, right next to

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Josh de Manti on here in his his
logo we got Luke Gearing. 

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Regular friend. 
Yeah, regular friend of the show

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luminary regular shit poster. 
Yeah, creating Over the Moon. 

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A point crawl dungeon set inside
the abandoned Over the Moon 

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pierside theme park filled with 
traps, rabid machines and a 

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deadly secret. 
Both of them will be writing 

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adventures for this if it gets 
funded. 

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Like I said, still have 16 days.
About half the campaign left. 

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It's about halfway. 
It'd be nice to push that. 

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There's a lot of really great 
artists on the project as well. 

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Roland's. 
I'm not even going to pretend to

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say her last name. 
It is I I will not offend you in

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that way, Roland. 
I'll try Kelland's, but there's 

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accents and things. 
A lead artist on the project so 

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if this is their art, it's 
fantastic, that's great. 

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Also Justin McElroy, Alex 
Apriano, Mike Dosher, Kirby 

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Peru, Francisco Sova, Woof Draw,
SCAP and Soul links to all of 

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that all the way through there. 
There's a list here that goes 

226
00:12:34,280 --> 00:12:36,920
through all the content that you
can have six player strains, 12 

227
00:12:36,920 --> 00:12:39,400
backgrounds, combat and 
etcetera, etcetera, or even over

228
00:12:39,400 --> 00:12:44,040
the overseers, the manual. 
A lot of accolades here 

229
00:12:44,040 --> 00:12:46,840
including you know, people 
saying nice things about it like

230
00:12:46,840 --> 00:12:49,600
rise up comas like Josh Mccrew 
and and Hodag. 

231
00:12:49,880 --> 00:12:51,960
Go check out the Hodag RPG. 
Tim. 

232
00:12:51,960 --> 00:12:57,520
Ober Mueller And then there is a
little breakdown here that talks

233
00:12:57,520 --> 00:12:59,800
a little bit more about melee 
and range combat and guns and 

234
00:12:59,800 --> 00:13:01,440
everything. 
So you get a little hint at the 

235
00:13:01,440 --> 00:13:04,360
mechanics. 
But if you want a full, full 

236
00:13:04,360 --> 00:13:08,200
view of the mechanics, there's a
a big graphic here on the front 

237
00:13:08,480 --> 00:13:11,520
that says click here, try it for
free and you can download 

238
00:13:11,520 --> 00:13:14,520
basically the entire book that 
I'm holding the original Zine 

239
00:13:15,040 --> 00:13:17,240
just as APDF for free to check 
out the system. 

240
00:13:17,440 --> 00:13:18,640
Like I said, it's really 
interesting. 

241
00:13:18,640 --> 00:13:21,600
I like a lot of parts of it. 
It is a bit crunchy for me, but 

242
00:13:21,600 --> 00:13:26,080
that's because I'm I'm old and 
have ADHD and I need lighter 

243
00:13:26,080 --> 00:13:28,200
stuff. 
I'm not the target audience, but

244
00:13:28,200 --> 00:13:30,480
I think if you are the target 
audience, this is really, really

245
00:13:30,480 --> 00:13:33,840
interesting system with a lot of
fun heft to it. 

246
00:13:34,840 --> 00:13:39,160
So definitely check it out, go 
back this, support it. 

247
00:13:39,280 --> 00:13:41,960
I'm looking at the tiers. 
It's relatively inexpensive. 

248
00:13:42,360 --> 00:13:45,600
I don't know why my shit's 
chopped off here, so let's open 

249
00:13:45,600 --> 00:13:54,120
it up a little bit. 
The full digital release is $36 

250
00:13:54,120 --> 00:13:57,280
to get everything in PDF. 
The full physical release is 

251
00:13:57,280 --> 00:14:01,400
$70.00. 
That's going to be GM screen 

252
00:14:01,400 --> 00:14:05,680
hardback book multiple scenes 
like all of that stuff that's 

253
00:14:05,680 --> 00:14:09,600
going to be with all of that and
then you can there's like some 

254
00:14:09,600 --> 00:14:13,080
limited tears at like 150 bucks 
and and everything like that 185

255
00:14:13,080 --> 00:14:16,080
for making a monster or whatnot.
So go check that out. 

256
00:14:17,680 --> 00:14:19,440
As I said it's going to be 
interesting project. 

257
00:14:19,440 --> 00:14:22,680
I'd like to see it happen. 
It would also be awesome to see 

258
00:14:22,680 --> 00:14:26,840
anything written by Josh and 
Luke gearing so that is Earth 

259
00:14:26,840 --> 00:14:30,360
after dark post apocalyptic 
survival RPG. 

260
00:14:30,480 --> 00:14:32,440
Go check that out on Kickstarter
right now. 

261
00:14:32,440 --> 00:14:35,080
I'll drop the link into all the 
stuff below. 

262
00:14:35,440 --> 00:14:38,320
So, So yeah, that's what's going
on. 

263
00:14:38,320 --> 00:14:40,480
So we're gonna go over a zag 
now. 

264
00:14:42,480 --> 00:14:44,360
Let's do it. 
I'm ready. 

265
00:14:44,400 --> 00:14:47,280
If I would've I I booped to the 
second page instead of the cool 

266
00:14:47,280 --> 00:14:53,800
art page, so got for a God damn 
this cover dude. 

267
00:14:54,440 --> 00:14:55,920
Great. 
I mean such a great. 

268
00:14:55,920 --> 00:14:58,400
Cover God. 
Incredible. 

269
00:14:58,480 --> 00:15:02,760
I actually this is, I'm sure 
this is the artist I like Party 

270
00:15:02,760 --> 00:15:04,800
in the Front, but what's his 
actual name? 

271
00:15:04,800 --> 00:15:08,560
We never know. 
Well, let's Scroll down and then

272
00:15:08,560 --> 00:15:11,960
we'll scroll back because this 
can be listed here. 

273
00:15:12,080 --> 00:15:16,600
The Louis Mello is, I believe 
they're the same person who did.

274
00:15:16,600 --> 00:15:20,320
Speaking of Josh Mansky again, 
they did a cover for one of Josh

275
00:15:20,320 --> 00:15:25,880
Mansky's adventures in the 
series with Oh my God, Josh 

276
00:15:25,880 --> 00:15:30,040
don't hate me. 
The it's right there. 

277
00:15:30,040 --> 00:15:32,640
I can see it. 
And the two knots, You know what

278
00:15:32,640 --> 00:15:34,680
I mean? 
Like the the weird. 

279
00:15:34,680 --> 00:15:39,000
Yes, you know what I'm talking. 
About I gotta go to go to Zitch 

280
00:15:39,000 --> 00:15:40,640
page right now. 
I'm like fuck, what we talking 

281
00:15:40,640 --> 00:15:44,120
about? 
Zed in two knots, right? 

282
00:15:44,120 --> 00:15:45,640
And is that is that what I'm 
saying? 

283
00:15:45,960 --> 00:15:49,720
My, my, my internet's actually 
shitting out on me. 

284
00:15:50,280 --> 00:15:53,120
Whoa. 
We're freezing, Yeah, sorry. 

285
00:15:53,840 --> 00:15:56,440
Oh, are we freezing on the pot? 
No, I was just, I was just 

286
00:15:56,440 --> 00:15:59,360
making sure you're in there. 
So I'm in the weird mood today, 

287
00:15:59,400 --> 00:16:00,720
you know? 
I'm all over the place. 

288
00:16:00,920 --> 00:16:02,720
Well, calm the fuck down. 
Nope. 

289
00:16:04,280 --> 00:16:13,080
Did you go to this page yet? 
Yeah, let's see. 

290
00:16:14,560 --> 00:16:15,480
Yeah. 
Is it in two knots? 

291
00:16:15,480 --> 00:16:16,160
See. 
I knew. 

292
00:16:16,160 --> 00:16:19,000
I know I knew. 
Different different different 

293
00:16:19,000 --> 00:16:21,480
artist is. 
It no, no, no, no, no. 

294
00:16:21,480 --> 00:16:23,600
It's the it's the other. 
It's the second scene in that 

295
00:16:23,600 --> 00:16:27,160
series. 
Oh, OK, I believe you. 

296
00:16:29,200 --> 00:16:29,960
Do you? 
Do you really? 

297
00:16:30,040 --> 00:16:33,040
I just know him from all the 
cool I I follow him on several 

298
00:16:33,040 --> 00:16:36,480
social medias, actually totally 
not having anything to do with 

299
00:16:36,480 --> 00:16:39,120
tabletop games because they make
really cool art. 

300
00:16:41,680 --> 00:16:45,640
Yes, by by their username. 
So I'm not a. 

301
00:16:47,960 --> 00:16:50,000
Cool guy. 
Nope, not at all. 

302
00:16:50,280 --> 00:16:56,800
I'm not a huge Tangled. 
Tangled is the the other one 

303
00:16:56,800 --> 00:16:58,280
that's from the afterthought 
committee. 

304
00:16:58,520 --> 00:17:05,760
It's the Level 0 funnel for OSC 
and yeah with cover art by Lewis

305
00:17:05,760 --> 00:17:08,359
Mello. 
Let me, I'll, I'll just throw 

306
00:17:08,359 --> 00:17:10,880
that up into here real quick 
just to he. 

307
00:17:15,000 --> 00:17:20,160
Also, he also did the art for 
Cyberpunk augmented cover. 

308
00:17:21,240 --> 00:17:25,200
Oh yeah, yeah. 
Interesting. 

309
00:17:25,599 --> 00:17:28,240
Right now I'm full of 
interesting packs, so you. 

310
00:17:28,280 --> 00:17:31,040
You were just full of it. 
You know you got it. 

311
00:17:31,200 --> 00:17:33,080
You got? 
It I got it. 

312
00:17:33,160 --> 00:17:38,000
You're full up on it, buddy. 
Yeah man, we are. 

313
00:17:38,000 --> 00:17:40,880
Really, We are. 
We are cruising today. 

314
00:17:40,880 --> 00:17:44,480
We are killing it. 
Yeah, let's fucking go. 

315
00:17:44,560 --> 00:17:46,480
If you're listening along, 
you're welcome. 

316
00:17:47,160 --> 00:17:54,960
Yeah, this is all for you. 
Yeah, I keep trying to to to 

317
00:17:54,960 --> 00:17:57,480
grab this and it's pissing me 
off. 

318
00:17:57,480 --> 00:17:59,920
Let's see if I can just copy 
paste it on here. 

319
00:18:00,680 --> 00:18:02,400
Just don't look, if you're if 
you're listening, you're doing 

320
00:18:02,400 --> 00:18:03,480
great. 
But if you're watching along, 

321
00:18:03,480 --> 00:18:06,520
just eyes down for this. 
Part, you know, Yeah. 

322
00:18:08,040 --> 00:18:16,720
So anyway, so yeah, the cover is
absolutely stunning and and I'm 

323
00:18:16,720 --> 00:18:21,200
obsessed with getting it onto 
the screen. 

324
00:18:21,200 --> 00:18:24,080
So for you guys in podcast land 
listening to us fumble and 

325
00:18:24,080 --> 00:18:26,000
fumble and fumble, I'm not going
to edit this out, 'cause, you 

326
00:18:26,000 --> 00:18:28,120
know, I don't. 
So that's all for you. 

327
00:18:28,760 --> 00:18:30,560
Yeah. 
So anyway, so this is the cover 

328
00:18:30,560 --> 00:18:33,560
for Tangled. 
This is from after the 

329
00:18:33,560 --> 00:18:35,280
documentary. 
This is from Josh again, Look at

330
00:18:35,280 --> 00:18:37,720
that cover there. 
It's absolutely stunning. 

331
00:18:39,040 --> 00:18:40,720
Yeah, it's really, really 
beautiful. 

332
00:18:41,000 --> 00:18:43,720
They do amazing work. 
The layers on that cover are 

333
00:18:43,720 --> 00:18:45,680
absolutely fantastic and that's 
one of my favorite things about 

334
00:18:45,680 --> 00:18:46,960
the way they do with their 
collage art. 

335
00:18:48,520 --> 00:18:51,200
And the same thing comes through
with this Azac cover. 

336
00:18:51,200 --> 00:18:56,280
It's clearly flat because it's 
two-dimensional, but yeah, 

337
00:18:56,520 --> 00:19:02,640
obviously 2 dimensional people. 
But the layers of the statue 

338
00:19:02,640 --> 00:19:07,920
with a mountain behind it and 
then the the the tower here, 

339
00:19:08,240 --> 00:19:10,760
coming forward to the dancers, 
coming forward to the person 

340
00:19:10,760 --> 00:19:12,720
watching. 
Coming forward to you looking 

341
00:19:12,720 --> 00:19:17,120
like you're peering through the 
the trees and the underbrush 

342
00:19:17,120 --> 00:19:20,680
with the little, the little 
lizard right in front of you, as

343
00:19:20,680 --> 00:19:23,520
if you're looking at the scene 
kind of unfolding before you. 

344
00:19:24,200 --> 00:19:27,560
I couldn't. 
It's such a perfect a piece of 

345
00:19:27,560 --> 00:19:29,360
art. 
But second, for this setting 

346
00:19:29,760 --> 00:19:33,320
it's dead on. 
It's so perfectly weird and 

347
00:19:33,320 --> 00:19:37,920
like, yeah, the the whatever 
those people are dancing around 

348
00:19:37,920 --> 00:19:40,320
and worshiping it has that like,
you know, soul, soul, swords and

349
00:19:40,440 --> 00:19:43,840
sorcery always has this really 
weird, like astral occult thing 

350
00:19:43,840 --> 00:19:46,040
going on. 
It's like, Oh yeah, like a 

351
00:19:46,040 --> 00:19:48,120
monster from the outer dark or 
whatever. 

352
00:19:48,120 --> 00:19:51,720
Or you know, they're worshipping
set, the great Serpent of the 

353
00:19:51,720 --> 00:19:53,920
dark. 
It There's always really good 

354
00:19:54,240 --> 00:19:57,240
vibes like that, and this 
perfectly fits into that genre. 

355
00:19:57,800 --> 00:20:00,120
Yeah, for sure. 
Yeah, like I always viewed 

356
00:20:00,120 --> 00:20:02,720
again, just in my. 
Again, this is, this is not the 

357
00:20:02,720 --> 00:20:04,920
definitions of things. 
This is my defining. 

358
00:20:04,960 --> 00:20:06,840
Right now, by the way, if you're
listening this word. 

359
00:20:06,840 --> 00:20:09,360
Defining if you if you think of 
fantasy different than I do, 

360
00:20:09,360 --> 00:20:14,080
then you're wrong apparently. 
But to me, a sword and sorcerer,

361
00:20:14,080 --> 00:20:17,320
I always felt a lot more 
esoteric and sword and wizardry 

362
00:20:17,320 --> 00:20:19,920
also always felt more arcane. 
If that makes sense. 

363
00:20:20,720 --> 00:20:23,360
Absolutely. 
So yeah, it's it's weird. 

364
00:20:23,440 --> 00:20:24,960
It's weird. 
That's the thing that I always 

365
00:20:24,960 --> 00:20:28,720
felt like I I never think of a 
lot of the kind of like, again, 

366
00:20:28,720 --> 00:20:32,120
Europe, but not Europe, Western 
fantasy and and think, man, 

367
00:20:32,120 --> 00:20:33,560
that's super fucking weird, you 
know. 

368
00:20:33,560 --> 00:20:35,480
But with sword and sorcery, it's
always just like, yeah, that's 

369
00:20:35,480 --> 00:20:37,280
really weird. 
There's like a portal to like, 

370
00:20:37,800 --> 00:20:41,040
you know the the astral plane 
and you're going to go battle 

371
00:20:41,040 --> 00:20:43,640
some eldritch thing and then 
come back and have your memory 

372
00:20:43,640 --> 00:20:46,440
wipe so you can get on a boat 
and then go battle Vikings and 

373
00:20:46,440 --> 00:20:48,040
shit. 
Like, you know, like it's it's 

374
00:20:48,040 --> 00:20:52,520
it's weird shit, it's like a. 
Mad Lib of dark fiction, You 

375
00:20:52,680 --> 00:20:53,480
know, Yeah. 
Exactly. 

376
00:20:53,480 --> 00:20:55,920
And then all the bad Wizards 
have bowl cuts, you know? 

377
00:20:57,320 --> 00:21:00,600
But yeah, Azag, obviously. 
Again, just. 

378
00:21:00,720 --> 00:21:02,920
Like in real life. 
Just like in real life, yeah. 

379
00:21:02,920 --> 00:21:05,200
If you see someone, if you see a
grown human being with a bowl 

380
00:21:05,200 --> 00:21:06,560
cut, be careful. 
Blind. 

381
00:21:07,280 --> 00:21:11,560
They're evil, yeah, Especially 
if they sound like Darth Vader. 

382
00:21:11,560 --> 00:21:13,640
So we should. 
Review this game. 

383
00:21:14,680 --> 00:21:16,120
Huh. 
No, no. 

384
00:21:16,120 --> 00:21:17,520
We're only 30 minutes into the 
show. 

385
00:21:18,480 --> 00:21:21,920
Anyway, here we go. 
We're going in so credits again.

386
00:21:21,920 --> 00:21:24,480
Lex Mandrake. 
Chris Chris Boudreaux, 

387
00:21:24,840 --> 00:21:29,960
Diagonaguera, Sofia, Al. 
I suck at names. 

388
00:21:29,960 --> 00:21:31,400
I always think I see them right 
in my head. 

389
00:21:31,400 --> 00:21:32,640
And then I try to say it out 
loud and I can't. 

390
00:21:33,240 --> 00:21:38,280
It's a LDULA Aldu Lejean. 
I'll say Mahar Magas. 

391
00:21:38,600 --> 00:21:40,600
These are all people that wrote 
rules, fiction or setting the 

392
00:21:40,600 --> 00:21:43,640
writers of the game artist Liz 
Mello on the cover, Logan Stall 

393
00:21:43,640 --> 00:21:47,320
for interior art and Daniel 
Walthall for the world map and 

394
00:21:47,320 --> 00:21:49,120
then music once again from Loot 
the Body. 

395
00:21:49,120 --> 00:21:51,440
I actually listened to it on 
Band Camp while I was reading 

396
00:21:51,440 --> 00:21:52,640
the book. 
So did I. 

397
00:21:54,560 --> 00:21:56,320
So go check out. 
Already 2 minutes of it. 

398
00:21:56,840 --> 00:21:58,240
Yeah, it's only 5 tracks, so 
it's really good. 

399
00:21:58,240 --> 00:22:01,240
The last one's like 11 minutes, 
but it's it's really good. 

400
00:22:02,080 --> 00:22:05,840
A lot of play testers published 
by LFOSR Leo, where you at? 

401
00:22:07,280 --> 00:22:10,880
And there I guess there's like a
there's some stuff in it that 

402
00:22:10,880 --> 00:22:12,280
kind of relates a little bit to 
Troika. 

403
00:22:12,840 --> 00:22:16,120
So there is a the whole legal 
disclaimer, this ain't Melsonia.

404
00:22:17,040 --> 00:22:19,280
I didn't feel too much Troika in
it, but it. 

405
00:22:19,280 --> 00:22:22,160
Is in there dice mechanic that's
troika is? 

406
00:22:22,280 --> 00:22:24,160
It, yeah. 
They in the foreword, they talk 

407
00:22:24,160 --> 00:22:26,640
about like how they specifically
do that 'cause they basically 

408
00:22:26,640 --> 00:22:30,960
get rid of like the the second 
thing, I'm not a huge fan of 

409
00:22:30,960 --> 00:22:36,000
Troika for the The Matrix, the 
the the second thing. 

410
00:22:36,360 --> 00:22:38,600
That's the first thing. 
Yeah, they get rid of the Matrix

411
00:22:38,640 --> 00:22:41,840
and use a similar ish kind of 
thing but with dice. 

412
00:22:41,840 --> 00:22:47,520
So it's like a dice chain, but 
it does say that it's rules 

413
00:22:47,520 --> 00:22:51,600
inspired by Fighting Fantasy and
Troika and sitting inspired by 

414
00:22:51,600 --> 00:22:56,200
Lovecraft's Dreamcycle, Howards,
Conan and Smith's Hyperborea. 

415
00:22:56,440 --> 00:23:01,640
So a lot of very, you know, pre 
1960s pulpy sword and sorcery. 

416
00:23:02,160 --> 00:23:05,720
Goodness, you know, finance. 
I was good. 

417
00:23:05,880 --> 00:23:08,280
I was gonna make him misogyny. 
Yeah, yeah, yeah. 

418
00:23:08,360 --> 00:23:09,840
I was gonna make a comment. 
I was like, that guy's gonna 

419
00:23:09,840 --> 00:23:11,440
come comment on our fucking 
video again. 

420
00:23:12,840 --> 00:23:17,640
So, so one thing that I really 
love, it's it's all it's very 

421
00:23:17,640 --> 00:23:21,000
much hyperlinked. 
Even all of the writers and 

422
00:23:21,000 --> 00:23:23,880
artists in here, there's links 
to all of them that'll link out 

423
00:23:23,880 --> 00:23:26,000
to Twitter pages and Bing Camp 
page and stuff. 

424
00:23:26,240 --> 00:23:27,520
Love that. 
That's fantastic. 

425
00:23:27,800 --> 00:23:31,080
The on the right side of the 
page throughout the entire 

426
00:23:31,120 --> 00:23:33,600
scene, the kind of layout is 
there. 

427
00:23:33,600 --> 00:23:36,440
It's two column and there's a 
black line down the middle of 

428
00:23:36,440 --> 00:23:40,240
every page which I like. 
It looks really nice the. 

429
00:23:40,280 --> 00:23:42,960
Right side of this. 
Yeah, the right side of this is 

430
00:23:42,960 --> 00:23:47,880
the contents page and it each of
those is also hyperlinked. 

431
00:23:48,320 --> 00:23:52,440
But in our version of the PDF 
there is no there are no 

432
00:23:52,440 --> 00:24:03,560
bookmarks, but but on the each 
page it does say that man, I 

433
00:24:03,560 --> 00:24:05,920
must have deleted that page. 
It does say that there was a 

434
00:24:05,920 --> 00:24:09,120
version put out, I believe in 
2023 where they went through the

435
00:24:09,120 --> 00:24:11,960
book, fixed some typos and fully
bookmarked it. 

436
00:24:12,360 --> 00:24:15,120
I don't have that version though
because I didn't get this from 

437
00:24:15,120 --> 00:24:17,400
ITCH. 
I got this as a direct download 

438
00:24:17,400 --> 00:24:21,840
from LFOSR when I got the book. 
So I don't have the updated PDF,

439
00:24:22,120 --> 00:24:25,400
and I'm not going to pay another
$10.00 for the updated PDF when 

440
00:24:25,400 --> 00:24:29,000
I already have it. 
Bookmarks are nice, that'd be 

441
00:24:29,000 --> 00:24:31,480
it'd be nice to have it, but if 
it if it was a drastic 

442
00:24:31,480 --> 00:24:33,680
difference or two, EI would. 
I'm not going to pay 10 bucks 

443
00:24:33,680 --> 00:24:36,240
for the PDF already have for 
bookmarks, so we will not hold 

444
00:24:36,240 --> 00:24:38,560
them against them that they 
don't have bookmarks because 

445
00:24:38,560 --> 00:24:42,920
they do, just not in the version
we have and we'll just assume 

446
00:24:42,920 --> 00:24:45,440
that they did it well. 
Yes, You know, yeah, I'm 

447
00:24:45,440 --> 00:24:48,920
comfortable with that, so. 
Yeah, so the big difference 

448
00:24:48,920 --> 00:24:51,280
between So we're using the 
version 2 PDF. 

449
00:24:51,280 --> 00:24:53,840
This is the second print version
that went out. 

450
00:24:54,600 --> 00:24:58,120
So it's the combined version of 
both of the original scenes into

451
00:24:58,120 --> 00:25:03,440
one book. 
I will say I do think that the 

452
00:25:03,520 --> 00:25:09,160
two scenes is better in the way 
that it's kind of put apart. 

453
00:25:09,160 --> 00:25:12,680
I I like because it is literally
a rules book and a world book. 

454
00:25:13,040 --> 00:25:15,920
So when I want to sit and read 
setting and fiction stuff, I can

455
00:25:15,920 --> 00:25:18,680
just pull this one and when I 
want to read the rules, I can do

456
00:25:18,680 --> 00:25:20,880
this one. 
But that is not to say that this

457
00:25:20,880 --> 00:25:23,800
isn't, this is bad by any 
stretch of the imagination. 

458
00:25:23,800 --> 00:25:27,640
It's really good. 
It's just I do love. 

459
00:25:28,480 --> 00:25:30,960
I love when things are like one 
big volume, but at the same 

460
00:25:30,960 --> 00:25:33,560
time, I think I like even more 
and I'm developing overtime. 

461
00:25:33,720 --> 00:25:36,480
I'd rather have a bunch of 
little scenes because when I 

462
00:25:36,480 --> 00:25:39,080
want the part that I want, I can
just have the part that I want. 

463
00:25:39,720 --> 00:25:43,400
I think it kind of depends for 
me on the thing, but I will say 

464
00:25:43,400 --> 00:25:45,840
that this seems like one of the 
things right. 

465
00:25:45,840 --> 00:25:47,320
I kind of want 2 little scenes 
for. 

466
00:25:47,320 --> 00:25:47,640
It. 
Yeah. 

467
00:25:47,760 --> 00:25:50,840
Well, and the cool thing too, is
that you get that second scene. 

468
00:25:50,840 --> 00:25:53,160
The art is in here, of course, 
but the second scene does have 

469
00:25:53,160 --> 00:25:55,760
the really, this really, really 
beautiful art of this like giant

470
00:25:55,760 --> 00:25:57,880
bat creature thing. 
Kind of snooze in a way. 

471
00:25:57,880 --> 00:26:02,240
So that's really, really cool. 
Again, not to say that this 

472
00:26:02,240 --> 00:26:04,240
version is in any way bad at 
all. 

473
00:26:04,480 --> 00:26:07,960
I just, I really liked the way 
that the world, the rules were 

474
00:26:07,960 --> 00:26:09,560
were separated in the original 
version. 

475
00:26:09,760 --> 00:26:12,360
What they do in this version is 
they kind of memento it a little

476
00:26:12,360 --> 00:26:15,200
bit, kind of if you know the way
that works. 

477
00:26:15,440 --> 00:26:18,840
But basically what they did, 
there's a lot of short fiction 

478
00:26:18,960 --> 00:26:22,200
throughout the book and between 
each section they basically 

479
00:26:22,200 --> 00:26:25,760
stick a piece of short fiction. 
So to start the next section, 

480
00:26:25,960 --> 00:26:30,440
there's always like a one page 
of something set in a zag in 

481
00:26:30,440 --> 00:26:35,240
some way, shape or form. 
And so it's cool, it's easy to 

482
00:26:35,240 --> 00:26:37,080
skip if you don't feel like 
reading the fiction. 

483
00:26:37,280 --> 00:26:41,360
So when I first read it, I read 
it in the bigger book, so I 

484
00:26:41,360 --> 00:26:43,280
didn't have to take these other 
ones out of the plastic because 

485
00:26:43,280 --> 00:26:44,360
that's where they're going right
back into. 

486
00:26:46,160 --> 00:26:49,840
But I read all the rules and 
everything that was not fiction 

487
00:26:49,840 --> 00:26:52,680
1st and then went back and read 
all the fiction as like, you 

488
00:26:52,680 --> 00:26:54,400
know, a big story and that was a
fun way to read it. 

489
00:26:56,120 --> 00:26:59,040
So yeah, so the full word. 
This is 1 giant page with a 

490
00:26:59,040 --> 00:27:01,000
whole lot of writing on it. 
It's really interesting. 

491
00:27:01,280 --> 00:27:03,440
Did you skip this? 
I did skip this. 

492
00:27:03,440 --> 00:27:07,200
There's a lot of blocky texts in
here where I'm like, man, you 

493
00:27:07,200 --> 00:27:09,480
know what you could do? 
You can make this less blocky 

494
00:27:09,480 --> 00:27:12,080
text, and this is one of them. 
I don't. 

495
00:27:13,080 --> 00:27:17,400
I don't disagree with you, but 
I'll explain why I do. 

496
00:27:17,520 --> 00:27:22,320
When we get there. 
I don't mind the forward at all 

497
00:27:22,320 --> 00:27:25,640
because the forward here is 
really interesting because they 

498
00:27:25,640 --> 00:27:28,400
tell you right off the bat this 
whole like, you know what RPG 

499
00:27:28,400 --> 00:27:30,040
is, right? 
It's this, You have dice, you 

500
00:27:30,040 --> 00:27:32,040
have pens, you have paper. 
So like, you're not telling me 

501
00:27:32,040 --> 00:27:35,320
that. 
It's it's more of just like, I 

502
00:27:35,320 --> 00:27:36,760
wish more books had this forward
here. 

503
00:27:36,920 --> 00:27:39,560
I really, really do. 
Because it literally says, like,

504
00:27:40,360 --> 00:27:43,600
This is why I made the game, 
This is what inspired the game, 

505
00:27:43,880 --> 00:27:45,760
this is what inspired the rules 
for the game. 

506
00:27:45,760 --> 00:27:47,280
This is what inspired the 
setting. 

507
00:27:47,520 --> 00:27:50,240
This is why I chose these parts 
to inspire the setting. 

508
00:27:50,240 --> 00:27:53,600
It goes into the whole thing 
about Howard and Lovecraft and 

509
00:27:53,600 --> 00:27:56,200
all that and basically says like
how can we do all of that shit 

510
00:27:56,200 --> 00:28:00,520
without like the weird racism 
and misogyny, you know without 

511
00:28:00,520 --> 00:28:02,520
the over sexualization, without 
all of that. 

512
00:28:02,520 --> 00:28:04,440
They're like we're we're pulling
out all the parts that we really

513
00:28:04,440 --> 00:28:06,320
loved and leaving behind all the
parts that we don't need to 

514
00:28:06,320 --> 00:28:09,600
bring into 2024. 
So I I really like it. 

515
00:28:10,440 --> 00:28:13,560
And then again it starts saying 
in a roundabout way this is the 

516
00:28:13,560 --> 00:28:15,960
setting, this is, this is This 
is why I'm doing it. 

517
00:28:15,960 --> 00:28:19,120
This is why I put it the way 
together that I wanted to and 

518
00:28:19,120 --> 00:28:21,920
then goes into like think the 
artist and and and talk about 

519
00:28:21,920 --> 00:28:23,320
like actually putting all 
together. 

520
00:28:23,480 --> 00:28:26,400
I wish more books had this. 
It's only one page long and 

521
00:28:26,400 --> 00:28:31,280
really getting to hear from the 
the writer from Lex about how 

522
00:28:31,280 --> 00:28:33,720
and why they put it together the
way that they did was really 

523
00:28:33,720 --> 00:28:36,440
interesting and give you a nice 
insight and I think that would 

524
00:28:36,440 --> 00:28:38,440
be helpful on a lot of other 
games. 

525
00:28:38,440 --> 00:28:41,280
It's only in one page it looks a
little dense but it it's worth 

526
00:28:41,280 --> 00:28:44,280
the read to kind of get into the
the mind of the creator. 

527
00:28:44,280 --> 00:28:45,560
So it's really it's it's worth 
reading. 

528
00:28:45,560 --> 00:28:47,640
We're not going to read it it 
it's interesting though I liked 

529
00:28:47,640 --> 00:28:52,120
it world map of the known world.
It's interesting. 

530
00:28:52,160 --> 00:28:56,960
The world is round. 
I say that unlike Hyperborea, 

531
00:28:56,960 --> 00:28:59,360
where the world is flat, I guess
also around, but like flat. 

532
00:29:00,840 --> 00:29:03,160
It's cool to see this too, 
because a lot of the short 

533
00:29:03,160 --> 00:29:06,120
fiction specifically references 
a lot of the places on the map. 

534
00:29:06,240 --> 00:29:09,680
Absolutely, yeah. 
Which and I really like. 

535
00:29:09,720 --> 00:29:13,120
I really like the way that they 
use the short fiction instead of

536
00:29:13,120 --> 00:29:17,360
really just giving you chunks of
like setting material to to set 

537
00:29:17,360 --> 00:29:20,520
those areas a little bit more as
opposed to there is some setting

538
00:29:20,520 --> 00:29:23,520
material for those areas. 
But I love when you can get in. 

539
00:29:23,840 --> 00:29:26,440
It's not implied setting, but 
it's not, it's not giving you 

540
00:29:26,440 --> 00:29:28,240
just like textbook version of 
setting. 

541
00:29:28,640 --> 00:29:31,000
It's allowing you to read the 
fiction to get the vibes a 

542
00:29:31,000 --> 00:29:32,160
little bit more really 
interesting. 

543
00:29:32,160 --> 00:29:37,160
I like that a lot, The name of 
the world, so the headers for 

544
00:29:37,160 --> 00:29:41,880
all of the each section do this 
specific vibe right. 

545
00:29:41,880 --> 00:29:46,400
They have this style of writing 
which is a very sweepy you know,

546
00:29:46,400 --> 00:29:49,280
almost I I almost looks like 
brush pen kind of font at the 

547
00:29:49,280 --> 00:29:52,080
top. 
Then they do a rectangle piece 

548
00:29:52,080 --> 00:29:56,320
of art, usually bursting out of 
the frame which looks really 

549
00:29:56,320 --> 00:29:58,000
fantastic. 
And I don't know if you noticed 

550
00:29:58,000 --> 00:30:00,320
that every setting is each 
section is color-coded. 

551
00:30:01,680 --> 00:30:04,200
Yeah, I guess it is. 
Yeah, I guess I did kind of 

552
00:30:04,200 --> 00:30:06,880
notice that, yes. 
Yeah, so the first section is 

553
00:30:06,880 --> 00:30:11,240
yellow and it is the world. 
It's a picture of a boat leaving

554
00:30:11,240 --> 00:30:14,640
like a city, with the boat kind 
of coming out towards you with 

555
00:30:14,640 --> 00:30:18,040
like these pterodactyl like 
creatures flying next to them. 

556
00:30:18,040 --> 00:30:21,040
They're coming out at you. 
And then first you get into the 

557
00:30:21,040 --> 00:30:23,920
first piece of fiction. 
This is from Lex Mandrake. 

558
00:30:24,560 --> 00:30:27,520
This is a cool one. 
It kind of gives you the, the, 

559
00:30:27,600 --> 00:30:30,480
the initial kind of where are 
we? 

560
00:30:30,480 --> 00:30:32,920
What is a zag? 
You know, from the perspective 

561
00:30:32,920 --> 00:30:36,120
of somebody in it and traveling 
and saying like, some people 

562
00:30:36,120 --> 00:30:37,480
call it this, some people call 
it that. 

563
00:30:37,480 --> 00:30:39,360
You know, it's really good. 
It's really interesting. 

564
00:30:39,360 --> 00:30:41,080
I liked it a lot. 
I do really like that part, 

565
00:30:41,200 --> 00:30:41,800
yeah. 
Yeah. 

566
00:30:41,800 --> 00:30:43,480
But names of the world. 
Yeah. 

567
00:30:44,960 --> 00:30:48,480
Mm hmm, sorry, my my Adobe 
Acrobat just crashed on me. 

568
00:30:48,480 --> 00:30:51,520
So I'm like listening to where 
you are without being able to 

569
00:30:51,520 --> 00:30:52,840
follow along. 
Oh, no, you're good. 

570
00:30:53,360 --> 00:30:54,360
Yeah. 
So we're not gonna read any of 

571
00:30:54,360 --> 00:30:56,400
this short fiction by the book. 
Read it. 

572
00:30:56,440 --> 00:30:57,480
It's good. 
I like it. 

573
00:30:57,480 --> 00:31:02,880
Yeah, remind me when we start. 
Whenever I pick some piece to 

574
00:31:02,880 --> 00:31:06,280
rant about the layout, remind me
to just rant about something 

575
00:31:06,280 --> 00:31:09,320
else. 
Character sheet, whole page 

576
00:31:09,320 --> 00:31:10,160
here. 
That's fine. 

577
00:31:10,160 --> 00:31:12,520
I like it. 
Easy to extract that right out 

578
00:31:12,520 --> 00:31:14,120
and use it. 
The character sheet. 

579
00:31:14,120 --> 00:31:16,120
We can talk about that little 
bit when we get to talent. 

580
00:31:17,480 --> 00:31:20,960
I yeah, the character sheet do. 
You have feelings about it. 

581
00:31:20,960 --> 00:31:22,520
I don't have feelings about it, 
so. 

582
00:31:22,640 --> 00:31:25,080
Yeah, yeah, I do. 
When we get to talent, I'll talk

583
00:31:25,080 --> 00:31:26,760
about it. 
I like the character sheet. 

584
00:31:26,760 --> 00:31:29,560
It's a hand drawn character 
sheet and still legible. 

585
00:31:29,560 --> 00:31:32,760
The the whoever has, whoever 
wrote this has way better 

586
00:31:32,760 --> 00:31:34,200
paymanship than me. 
I like it. 

587
00:31:34,200 --> 00:31:36,400
It's clean, it's nice, It's easy
enough to be a card. 

588
00:31:36,640 --> 00:31:39,400
And on the character sheet on 
the side there's even like the 

589
00:31:39,400 --> 00:31:41,720
initiative order, the distances,
there's some of the rules you 

590
00:31:41,720 --> 00:31:44,240
need, like right on the sheet, 
which is always really nice. 

591
00:31:44,240 --> 00:31:47,560
You don't have to reference some
things, all right, So going into

592
00:31:47,560 --> 00:31:51,600
rules, the yellow section here. 
So there is a section here for 

593
00:31:51,600 --> 00:31:54,080
safety tools right off the bat. 
It's lines and veils. 

594
00:31:54,280 --> 00:31:56,800
Use them if you need them. 
It's always nice to always 

595
00:31:56,800 --> 00:32:00,160
encourage them, even just as a 
nice setting of the the bases 

596
00:32:00,160 --> 00:32:02,360
for you. 
So how to roll? 

597
00:32:02,360 --> 00:32:04,440
So basically this game has two 
types of roles. 

598
00:32:04,880 --> 00:32:08,080
It is a 2D6 system, kind of 
sometimes. 

599
00:32:08,200 --> 00:32:11,520
For the most part. 
At its at its core, yeah, it's a

600
00:32:11,520 --> 00:32:15,280
2D6 system. 
There are opposed rolls also 

601
00:32:15,280 --> 00:32:17,720
called rolling against, and 
there are unopposed rolls, also 

602
00:32:17,720 --> 00:32:22,320
called testing right? 
In either case you do 2D6 kind 

603
00:32:22,320 --> 00:32:26,160
of most of the time sometimes. 
So making an attack for example 

604
00:32:26,160 --> 00:32:27,960
is opposed roll, which is really
interesting. 

605
00:32:27,960 --> 00:32:30,880
We'll get into that a little bit
more, but both anytime you make 

606
00:32:30,880 --> 00:32:33,560
an attack, both people always 
roll dice against each other, 

607
00:32:33,560 --> 00:32:35,920
which is cool. 
And then an unopposed roll would

608
00:32:35,920 --> 00:32:39,320
be like searching for something.
So you might do a test for an 

609
00:32:39,320 --> 00:32:41,120
awareness ability. 
I don't mind that. 

610
00:32:41,120 --> 00:32:42,760
I think it's interesting. 
It's interesting to frame it 

611
00:32:42,760 --> 00:32:46,840
that way into being opposed to 
being unopposed and and framing 

612
00:32:46,840 --> 00:32:48,840
like everything you do as 
whether you're being opposed in 

613
00:32:48,840 --> 00:32:50,040
doing it or unopposed in doing 
it. 

614
00:32:50,440 --> 00:32:52,600
Yeah, I don't necessarily have 
an issue with it. 

615
00:32:52,600 --> 00:32:55,120
I think it's fine. 
Yeah. 

616
00:32:56,080 --> 00:32:59,800
I mean, I always love roll under
and I do like later on when we 

617
00:32:59,800 --> 00:33:01,480
get to skills. 
I like how you build the 

618
00:33:01,480 --> 00:33:04,440
thresholds specifically. 
I do actually really like that 

619
00:33:04,440 --> 00:33:07,320
system, so. 
Oh yeah, I I forgot to say. 

620
00:33:07,320 --> 00:33:10,720
So when you're doing the opposed
rolls, it's it's higher wins. 

621
00:33:11,040 --> 00:33:15,400
But when you're doing the tests,
it is equal to or under. 

622
00:33:16,640 --> 00:33:21,000
Yeah, which is which is cool. 
It's a roll over roll under D6, 

623
00:33:21,360 --> 00:33:24,480
sometimes modified. 
Yeah, which if you've read 

624
00:33:24,480 --> 00:33:26,440
Troika, you know where some of 
the stuff comes from a little 

625
00:33:26,440 --> 00:33:27,240
bit more too. 
Yeah. 

626
00:33:28,320 --> 00:33:30,320
So it's interesting. 
I like it. 

627
00:33:30,320 --> 00:33:31,960
I think it's one of those things
where I'm reading it. 

628
00:33:31,960 --> 00:33:34,120
I'm like, man, I feel like 
you're getting confused knowing 

629
00:33:34,120 --> 00:33:36,040
when to do what. 
But it's so like once you do it 

630
00:33:36,040 --> 00:33:37,640
twice, like you're fine. 
It's, I think. 

631
00:33:37,640 --> 00:33:39,960
It's a lot of share though. 
You understand when you're 

632
00:33:39,960 --> 00:33:41,800
opposing another person or 
force. 

633
00:33:41,840 --> 00:33:43,080
Right. 
You want higher. 

634
00:33:43,440 --> 00:33:44,280
Yes. 
Yeah. 

635
00:33:44,640 --> 00:33:47,760
Like if I'm looking for 
something or I'm doing skill or 

636
00:33:47,760 --> 00:33:49,320
whatever, yeah, I think it makes
sense to me. 

637
00:33:49,520 --> 00:33:51,200
You know, yeah, no, it 
absolutely does make sense. 

638
00:33:51,200 --> 00:33:52,840
It does make sense. 
It's just one of those things 

639
00:33:52,840 --> 00:33:55,000
where like when you're reading 
it, you go really. 

640
00:33:55,000 --> 00:33:56,840
But it's one of those things 
where you know like the second 

641
00:33:56,840 --> 00:34:00,680
you do it once you're gonna be 
like it's that's that's it's not

642
00:34:00,680 --> 00:34:02,800
an issue it's a non issue. 
And again I've read Troika 

643
00:34:03,200 --> 00:34:05,360
modifying roles is where the 
game kind of gets really 

644
00:34:05,360 --> 00:34:08,480
interesting. 
So this is where the dice chain 

645
00:34:08,480 --> 00:34:11,760
cannot comes in right. 
So when a situation is tilted in

646
00:34:11,760 --> 00:34:14,360
a negative or positive way, the 
gym can choose to modify the 

647
00:34:14,360 --> 00:34:16,800
dice rolls right to to reflect 
the dynamics. 

648
00:34:17,159 --> 00:34:19,800
This is accomplished by changing
the die type involved. 

649
00:34:21,040 --> 00:34:23,600
The higher the die, the more 
impactful the situation. 

650
00:34:23,600 --> 00:34:28,000
So dice can be changed from 2D6 
to 2D8 to 2D10 or 2D12 depending

651
00:34:28,000 --> 00:34:30,080
on the severity. 
So for example, a thief is 

652
00:34:30,080 --> 00:34:33,000
loaded down with treasure 
attempting to escape an area. 

653
00:34:33,880 --> 00:34:37,159
They could be encumbered. 
So the DM could say roll 2D8 for

654
00:34:37,159 --> 00:34:41,320
your test roll, right? 
So because it's a test roll, 

655
00:34:41,320 --> 00:34:46,560
it's a roll under right? 
So this is the part that I'm 

656
00:34:47,120 --> 00:34:49,360
curious about though and I don't
know if it's just a bad example.

657
00:34:49,360 --> 00:34:53,239
My brain goes, I need to roll 
under my value. 

658
00:34:53,239 --> 00:34:54,679
Oh yeah, no, no, no. 
It's higher dice. 

659
00:34:54,679 --> 00:34:56,800
So your average to roll is 
higher, so it's harder to get 

660
00:34:56,800 --> 00:34:58,360
under. 
Never mind my brain worked this.

661
00:34:58,440 --> 00:35:00,080
I had the same problem when I 
first read it. 

662
00:35:00,080 --> 00:35:04,760
So basically your your threshold
is going to stay the same, but 

663
00:35:04,760 --> 00:35:07,240
your dice will get bigger which 
means your average roll will be 

664
00:35:07,240 --> 00:35:11,520
higher. 
So yeah, so that's kind of how 

665
00:35:12,200 --> 00:35:15,600
advantage, disadvantage, like 
difficulty class, like all of 

666
00:35:15,600 --> 00:35:18,760
that works in this is basically,
I don't think it's a 2D6 system,

667
00:35:19,000 --> 00:35:23,640
but my my it's not an issue. 
My curiosity is 2D62-D82-D ten 

668
00:35:23,640 --> 00:35:26,480
2D12. 
If 2D6 is the base, I want to 

669
00:35:26,480 --> 00:35:29,160
know when the heck you're ever 
going to be rolling 2D10 or 2D12

670
00:35:29,160 --> 00:35:32,280
to. 
Yeah, I don't know that I'm 

671
00:35:32,280 --> 00:35:37,160
incredibly enthused about this 
part I actually have in my notes

672
00:35:37,320 --> 00:35:43,080
can modify die size. 
Why like this the the little my 

673
00:35:43,080 --> 00:35:44,920
note says I I don't think I like
this. 

674
00:35:44,920 --> 00:35:48,280
Like I think the beauty of the 
the role under and even like the

675
00:35:48,280 --> 00:35:51,920
role like opposed modifier like 
especially for role under is 

676
00:35:51,920 --> 00:35:57,080
that it's very much on the play 
like the player like the player 

677
00:35:57,080 --> 00:36:00,120
if they fail it's on them 
because they they rolled it's 

678
00:36:00,120 --> 00:36:02,120
their threshold that they're 
beating right. 

679
00:36:03,280 --> 00:36:05,520
And I feel like there's also 
like, yeah, there's a weird 

680
00:36:05,520 --> 00:36:08,880
vagueness with like, OK, well, 
the dice can go up and down. 

681
00:36:09,080 --> 00:36:12,560
This is kind of an example. 
But yeah, when do I roll 2D12, 

682
00:36:12,560 --> 00:36:15,080
like twice, you know, much 
bigger die size. 

683
00:36:15,080 --> 00:36:16,480
You know, like, what does that 
look like? 

684
00:36:16,840 --> 00:36:20,280
Like, I think maybe with this is
like a step up, step down. 

685
00:36:20,280 --> 00:36:23,080
Like, yeah, you know, one of you
has the high ground, you know? 

686
00:36:23,080 --> 00:36:25,840
And you know how important that 
is, especially with lightsabers.

687
00:36:26,560 --> 00:36:29,480
So yeah. 
And on this opposed roll, like, 

688
00:36:29,480 --> 00:36:32,480
the enemy's going to roll D 
fours because you have a better 

689
00:36:32,480 --> 00:36:34,000
positioning. 
I can kind of get that. 

690
00:36:34,000 --> 00:36:36,800
But like, I think maybe there's 
just a little vagueness in here 

691
00:36:36,800 --> 00:36:39,680
for me. 
Yeah, I also go I go ahead. 

692
00:36:40,200 --> 00:36:41,080
No go for it. 
Finish it up. 

693
00:36:41,480 --> 00:36:43,040
No, I think that was the 
finishing of my thoughts ago. 

694
00:36:43,040 --> 00:36:47,320
Yeah, so, so OK, so let's so my 
my original thought too was 

695
00:36:47,320 --> 00:36:51,760
like, where's the de force and? 
Oh, does it say De force? 

696
00:36:51,760 --> 00:36:52,680
Yeah, I just pulled it out. 
No. 

697
00:36:52,680 --> 00:36:53,960
There are no de force, right? 
Yeah. 

698
00:36:54,440 --> 00:36:58,480
So you your base role is the 
lowest possible modifier on that

699
00:36:58,480 --> 00:37:00,880
chain, right? 
As opposed to one being higher, 

700
00:37:00,880 --> 00:37:02,320
one being lower, you know what I
mean? 

701
00:37:03,480 --> 00:37:06,040
So like, I think this would be 
really interesting if it was 

702
00:37:06,040 --> 00:37:09,960
like you're a 2D6, and like if 
you have like advantage roll 2D 

703
00:37:09,960 --> 00:37:12,480
four, and if you have 
disadvantage roll 2D8, that'd be

704
00:37:12,480 --> 00:37:14,160
interesting. 
I'm really curious about the 

705
00:37:14,160 --> 00:37:16,560
dice chain though, going again, 
this is something I think will 

706
00:37:16,560 --> 00:37:18,840
come out in play, but I'm 
curious again, like when you 

707
00:37:18,840 --> 00:37:22,440
yeah, when are you literally 
doubling the difficulty? 

708
00:37:22,440 --> 00:37:29,560
But the other thing too is the 
average of 2D6, right? 

709
00:37:30,360 --> 00:37:38,080
Is 7 right? 
Yes. 

710
00:37:38,240 --> 00:37:39,520
OK. 
Do you know what the average of 

711
00:37:39,520 --> 00:37:42,240
2D8IS? 
No, I don't know what is it. 

712
00:37:42,960 --> 00:37:45,800
It is two more than that. 
Right, OK. 

713
00:37:46,040 --> 00:37:47,320
Yeah. 
And the average of two D 10. 

714
00:37:47,320 --> 00:37:50,160
Guess how many more than that 
is, is it's a 2D10. 

715
00:37:51,160 --> 00:37:53,160
Two more than that. 
Two more, what do you think the 

716
00:37:53,160 --> 00:37:56,960
average on 2D12 is? 
Well, since I just pulled it up,

717
00:37:56,960 --> 00:38:00,000
I know it's 13, so yeah. 
Yeah, yeah, yeah. 

718
00:38:00,240 --> 00:38:03,840
So it's roughly each each 
advancement in this dice chain 

719
00:38:03,840 --> 00:38:08,440
is basically +2. 
Yeah. +2 So you're going, so I 

720
00:38:08,480 --> 00:38:10,040
could just. 
So wait, hold on, I could just 

721
00:38:10,040 --> 00:38:13,240
do +2 then. 
You could, you could, I don't 

722
00:38:13,240 --> 00:38:17,600
mind not doing that because 
that's just the average, your 

723
00:38:17,600 --> 00:38:21,240
odds of actually hitting that 
like is like hitting any direct 

724
00:38:21,240 --> 00:38:23,080
number is like 16% or something 
like. 

725
00:38:23,440 --> 00:38:28,640
So there is way more swing 
potential in it, but this comes 

726
00:38:28,640 --> 00:38:33,560
down to, I guess my my question 
with this and this isn't, this 

727
00:38:33,560 --> 00:38:36,520
is just my thought process out 
loud is like, what's the like? 

728
00:38:36,520 --> 00:38:38,600
What's the point? 
Like what what you said is like 

729
00:38:38,600 --> 00:38:41,040
why? 
Why did why did they decide to 

730
00:38:41,040 --> 00:38:42,600
make this a dice chain 
specifically? 

731
00:38:42,600 --> 00:38:45,520
Because like if you could do the
same thing by just doing a + 2 

732
00:38:45,520 --> 00:38:49,200
or a -, 2, you you have roughly 
the same thing. 

733
00:38:49,200 --> 00:38:51,560
You're still rolling dice and 
then just getting a + 2 or a -, 

734
00:38:51,560 --> 00:38:53,040
2. 
So they're still swing to it, 

735
00:38:53,040 --> 00:38:55,320
right? 
There's more swing once you're 

736
00:38:55,320 --> 00:38:59,520
going to two D12 versus 2D6 plus
two or two D 6 + 6 or something 

737
00:38:59,520 --> 00:39:02,400
like that, you know what I mean?
It's very different, but I'm 

738
00:39:02,400 --> 00:39:04,320
curious why you're starting at 
the very bottom of the driest 

739
00:39:04,320 --> 00:39:06,680
chain for difficulty. 
You know, you and me both are 

740
00:39:06,680 --> 00:39:10,560
not huge fans of GM setting 
difficulty values anyway, 

741
00:39:10,560 --> 00:39:16,760
because it it, it instills kind 
of a even subconscious level of 

742
00:39:17,680 --> 00:39:18,920
not antipathy. 
You know what I mean? 

743
00:39:18,920 --> 00:39:21,240
Like, what am I looking for? 
Like a ME versus GM? 

744
00:39:21,760 --> 00:39:24,520
Adversarialness to the GM. 
I will say that I I'd like to 

745
00:39:24,520 --> 00:39:27,040
modify my position there in that
I've read a couple games 

746
00:39:27,040 --> 00:39:30,640
recently where there's only like
3 difficulty options and like, 

747
00:39:30,640 --> 00:39:32,480
no, you just pick from these 
three. 

748
00:39:32,680 --> 00:39:36,960
I'm like OK, that feels a little
better than like 5 E you know 

749
00:39:37,000 --> 00:39:39,080
are my favorite game where I'm 
just like yeah, it's a 14, it's 

750
00:39:39,080 --> 00:39:41,200
a 13, it's a 15, it's a 16. 
It's fuck knows. 

751
00:39:42,280 --> 00:39:45,440
I will say yeah I am a bigger 
fan of the role under because it

752
00:39:45,440 --> 00:39:50,280
really puts the the onus off. 
Thank you for iterating that for

753
00:39:50,280 --> 00:39:54,280
on the player and I don't know, 
I don't know that I have like a 

754
00:39:54,280 --> 00:39:55,840
massive problem with dice 
modifier. 

755
00:39:55,840 --> 00:39:58,440
I think it's a little vague and 
I think also yes starting at the

756
00:39:58,440 --> 00:40:00,680
bottom I do think is an issue 
for me because there should 

757
00:40:00,680 --> 00:40:04,680
always be a step down, you 
should have it be harder for 

758
00:40:04,680 --> 00:40:07,000
you, right. 
And I guess the quick, the quick

759
00:40:07,000 --> 00:40:11,880
answer to that is like we'll 
just step up the enemy then, but

760
00:40:12,000 --> 00:40:13,520
you know. 
Yeah, that's. 

761
00:40:13,560 --> 00:40:18,720
So that's, that's, that's 
interesting, you know, because I

762
00:40:18,720 --> 00:40:21,800
mean the other thing too is if 
you're able to modify versus 

763
00:40:21,920 --> 00:40:25,560
like if this is an unopposed 
role, Oh yeah, the only, the 

764
00:40:25,560 --> 00:40:28,920
only way to to modify it is to 
make it harder, right. 

765
00:40:29,320 --> 00:40:32,760
And then if it's an if, it's an 
opposed role, if you're using 

766
00:40:32,760 --> 00:40:35,800
this dice chain system, the only
way to modify it is to make it 

767
00:40:35,800 --> 00:40:39,080
easier theoretically. 
So I think this is one of the 

768
00:40:39,080 --> 00:40:43,560
ones where I really want to see 
it play. 

769
00:40:43,560 --> 00:40:46,240
I want to play this ice chain, 
see how it feels 'cause this 

770
00:40:46,240 --> 00:40:48,360
could easily be one of the ones 
where we go, oh never mind, this

771
00:40:48,360 --> 00:40:51,080
is this works totally fine and. 
There's been play rules in the 

772
00:40:51,080 --> 00:40:52,640
past that have been like that, 
so. 

773
00:40:52,800 --> 00:40:55,080
But looking at it objectively, I
had the same issues you had 

774
00:40:55,080 --> 00:40:57,000
where where my first thought too
was like. 

775
00:40:58,520 --> 00:41:04,000
This feels complicated and I'm 
curious if the what you get from

776
00:41:04,000 --> 00:41:08,240
it is worth the complication. 
Yeah it's isn't true. 

777
00:41:08,240 --> 00:41:11,200
So another take on this and and 
we'll move past this one rule 

778
00:41:11,200 --> 00:41:13,600
here pretty soon because that's 
my file thing on and I'm I'm 

779
00:41:13,600 --> 00:41:17,320
sure you're close down on it. 
But the only like the first 

780
00:41:17,320 --> 00:41:22,840
thing came to mind in reading 
this rule was Wolves upon the 

781
00:41:22,840 --> 00:41:25,080
Coast. 
Because in that one you know 

782
00:41:25,080 --> 00:41:29,000
it's 2D6 system but you can make
them roll 3D6 if it's a little 

783
00:41:29,000 --> 00:41:31,960
if it's like a more difficult 
task which once again not 

784
00:41:31,960 --> 00:41:34,880
something I'm in love with but 
it's very clean because you're 

785
00:41:34,880 --> 00:41:38,560
really just adding one more die 
of the same size you know. 

786
00:41:40,200 --> 00:41:42,440
And so I think it's a little bit
easier to parse out maybe 

787
00:41:42,440 --> 00:41:45,560
internally in my brain. 
Yeah, I mean they definitely, 

788
00:41:45,560 --> 00:41:47,240
there's a part in here I can't 
remember where it is, where they

789
00:41:47,240 --> 00:41:49,480
specifically talk about wanting 
to use the dice chain and stuff 

790
00:41:49,480 --> 00:41:51,640
like that. 
And I'm so you know if that's 

791
00:41:51,640 --> 00:41:53,680
your thing is you just really 
wanted to use a dice chain and 

792
00:41:53,680 --> 00:41:55,280
this is the way the dice chain 
work, that's totally fine. 

793
00:41:55,520 --> 00:41:59,520
Again, this is one that I want 
to to play and see before you 

794
00:41:59,520 --> 00:42:02,520
know giving like a this doesn't 
work and I don't like it. 

795
00:42:02,560 --> 00:42:07,760
You know, I'm just curious. 
These, these are the things that

796
00:42:07,760 --> 00:42:10,520
I think when I first see it is. 
Yeah, these are things that keep

797
00:42:10,520 --> 00:42:13,440
going through. 
Yeah, yeah, you know, honestly 

798
00:42:14,000 --> 00:42:16,360
standard. 
So this the stats and their 

799
00:42:16,360 --> 00:42:18,000
uses. 
You got 3 stats, Skill, stamina 

800
00:42:18,000 --> 00:42:20,560
and Luck. 
Skill is a representation of how

801
00:42:20,560 --> 00:42:25,040
good your character is at stuff.
You get points and there's 

802
00:42:25,040 --> 00:42:26,320
thresholds and we'll go over 
that later. 

803
00:42:26,320 --> 00:42:28,360
Stamina is a representation of 
your character's health and 

804
00:42:28,360 --> 00:42:30,960
endurance. 
It's basically your HP kind of 

805
00:42:30,960 --> 00:42:34,240
in a in a good abstracted way. 
When you brought to 0 stamina 

806
00:42:34,240 --> 00:42:36,080
you were unconscious. 
It must be healed by given time 

807
00:42:36,080 --> 00:42:37,960
to recover. 
If you lose stamina while 

808
00:42:37,960 --> 00:42:42,160
unconscious, you die, and then 
Luck is a representation of how 

809
00:42:42,160 --> 00:42:45,160
lucky your character is. 
The stat is tested in a variety 

810
00:42:45,160 --> 00:42:48,280
of situations, but is reduced 
every time it is tested 

811
00:42:48,280 --> 00:42:53,160
successfully, and it's a stat 
that you can use on ability 

812
00:42:53,160 --> 00:42:56,080
testing when you are untrained 
in that ability. 

813
00:42:56,080 --> 00:42:58,040
So it's a, it's a. 
It's a nice catch all for you. 

814
00:42:58,600 --> 00:43:02,040
Yeah, I like the stat spread 
this, by the way. 

815
00:43:03,160 --> 00:43:05,440
The scale stem luck. 
It's interesting. 

816
00:43:06,000 --> 00:43:07,880
I do. 
I really. 

817
00:43:08,120 --> 00:43:10,760
I didn't at 1st. 
And as we read through, I'm 

818
00:43:10,760 --> 00:43:13,840
like, OK, go ahead. 
No, it's because it's a skill 

819
00:43:13,840 --> 00:43:15,000
based game, not a staff based 
game. 

820
00:43:15,120 --> 00:43:20,200
You know what I mean? 
Yeah, yeah, which it does well, 

821
00:43:20,400 --> 00:43:22,160
but skill based games aren't my 
favorite. 

822
00:43:23,560 --> 00:43:29,160
But we'll get to that. 
So the social encounter before I

823
00:43:29,160 --> 00:43:30,480
read it. 
Initial thoughts. 

824
00:43:33,120 --> 00:43:38,160
Oh, I was not massively stoked 
on this. 

825
00:43:38,280 --> 00:43:39,360
I'm not. 
I don't. 

826
00:43:39,360 --> 00:43:43,360
I'm not a fan. 
I read it one time and I did not

827
00:43:43,360 --> 00:43:46,880
take any notes on it and I was 
like I don't want this is your 

828
00:43:46,880 --> 00:43:48,640
section of this book anyway so. 
Yeah. 

829
00:43:48,640 --> 00:43:50,720
So I so it's an it's 
interesting. 

830
00:43:50,720 --> 00:43:53,120
I I think it's an interesting 
mechanic. 

831
00:43:55,520 --> 00:43:59,600
It's a it's a cool way to say if
you want rules for so everyone 

832
00:43:59,600 --> 00:44:01,560
bitches about not having rules 
for social encounters all the 

833
00:44:01,560 --> 00:44:02,200
time. 
That's true. 

834
00:44:02,200 --> 00:44:04,640
They do, right. 
So they give us rules for social

835
00:44:04,640 --> 00:44:07,840
encounters and that's great. 
They're not my favorite. 

836
00:44:08,720 --> 00:44:12,920
Basically it's poker, it's Texas
Hold'em, and that's just social 

837
00:44:12,920 --> 00:44:14,920
encounter but with dice. 
So let's go through it real 

838
00:44:14,920 --> 00:44:19,640
quick and then I'll say what 
what I'll say stuff, because 

839
00:44:19,640 --> 00:44:21,800
that's what I did. 
So social encounters are 

840
00:44:21,800 --> 00:44:23,320
mechanics. 
They're triggered when the 

841
00:44:23,320 --> 00:44:27,160
players in GM controlled entity,
like in ABC, you're at odds with

842
00:44:27,160 --> 00:44:28,640
each other. 
So first of all, you determine 

843
00:44:28,640 --> 00:44:31,640
your there's five steps to this 
determine your opponent's 

844
00:44:31,640 --> 00:44:32,920
disposition. 
Everyone has. 

845
00:44:32,920 --> 00:44:35,240
Every monster has a disposition.
It's either listed, and if it's 

846
00:44:35,240 --> 00:44:38,080
not, you can do There's a one 
through 6. 

847
00:44:38,160 --> 00:44:40,480
There's hostile, angry, wary, 
and different, friendly and 

848
00:44:40,480 --> 00:44:42,400
helpful. 
Again, everything is opposed or 

849
00:44:42,400 --> 00:44:44,600
unopposed rolls. 
So each of these dispositions 

850
00:44:44,600 --> 00:44:48,600
has a dice D4 all the way up to 
D12, with hostile and angry at 

851
00:44:48,600 --> 00:44:51,640
the top of D12, right? 
That can be anything, right? 

852
00:44:51,640 --> 00:44:54,160
So when the social encounter 
begins, the gym will tell the 

853
00:44:54,160 --> 00:44:57,480
players where the opponent is on
that list, right? 

854
00:44:57,520 --> 00:44:59,240
Are they at indifferent? 
Are they at wary? 

855
00:44:59,240 --> 00:45:00,400
Are they angry? 
Whatever. 

856
00:45:00,400 --> 00:45:04,120
What are they? 
So Step 2, the players will roll

857
00:45:04,120 --> 00:45:06,880
in secret. 
The players roll 2D6 and their 

858
00:45:06,880 --> 00:45:09,320
opponent rolls two of the die 
type designated by the 

859
00:45:09,320 --> 00:45:12,080
disposition, right? 
So if you're wary here, it's AD 

860
00:45:12,160 --> 00:45:14,400
10, so you, the player, roll 
2D6. 

861
00:45:14,680 --> 00:45:16,920
I roll 2D10 and you keep. 
That D force. 

862
00:45:17,120 --> 00:45:19,080
So there are AD fours though. 
I just realized this. 

863
00:45:19,240 --> 00:45:22,640
In in this specific. 
Oh, OK, good. 

864
00:45:23,000 --> 00:45:24,440
Gotcha. 
Did you see? 

865
00:45:24,440 --> 00:45:26,920
Because maybe I'm wrong, but I 
there are no D fours listed in 

866
00:45:26,920 --> 00:45:30,640
the modifying roles and it 
specifically talks about the IT 

867
00:45:30,640 --> 00:45:34,280
says dice maybe change from 2D6 
to 2D82-D10 or 2D12. 

868
00:45:34,360 --> 00:45:37,360
It never says 2D fours. 
Yeah, I guess you're right. 

869
00:45:37,360 --> 00:45:39,600
It's just interesting that 
almost immediately afterwards 

870
00:45:39,600 --> 00:45:41,600
there's the post role where the 
enemy can have 2D fours. 

871
00:45:42,000 --> 00:45:44,160
Where the enemy can have two D 
fours, yeah, that's what's in. 

872
00:45:44,160 --> 00:45:46,120
So I think the enemy might be 
able to have them, but I don't 

873
00:45:46,120 --> 00:45:47,960
know if the GM can modify the 
player. 

874
00:45:47,960 --> 00:45:49,640
I mean obviously you can do 
whatever the fuck you want but 

875
00:45:49,640 --> 00:45:52,200
like when we're going over 
system, system matters, you know

876
00:45:53,640 --> 00:45:55,400
SO2D4 here. 
Yeah that's what's interesting 

877
00:45:55,400 --> 00:45:58,080
is like they exist in the game 
but it it's not listed in the 

878
00:45:58,080 --> 00:46:01,160
modifying role section. 
So so you roll in secret. 

879
00:46:01,160 --> 00:46:04,440
So basically like I roll 2D10 
because I'm going to say my guys

880
00:46:04,440 --> 00:46:06,800
wary, you roll 2D6 and we both 
keep that hidden. 

881
00:46:07,240 --> 00:46:08,640
We keep that number hidden for 
what we get. 

882
00:46:08,800 --> 00:46:11,520
OK. 
And then Section 3 is called up 

883
00:46:11,520 --> 00:46:14,320
the ante. 
So basically you, I don't 

884
00:46:14,320 --> 00:46:17,120
remember the Texas poker and the
Texas, the Texas hold'em names 

885
00:46:17,120 --> 00:46:21,200
when you get the first three 
cards and and you get to no. 

886
00:46:21,200 --> 00:46:24,040
When you know your first two 
cards, you keep secret. 

887
00:46:24,120 --> 00:46:25,880
You know what I mean? 
I'm just saying words all the 

888
00:46:25,880 --> 00:46:26,560
way. 
I know that's. 

889
00:46:26,720 --> 00:46:28,680
Correct. 
I think the the river is like 

890
00:46:28,680 --> 00:46:30,520
the fifth card. 
I don't know, but basically if 

891
00:46:30,520 --> 00:46:33,520
you're playing Texas holdem your
first two cards, you get face 

892
00:46:33,520 --> 00:46:35,400
down and no one sees them. 
That's exactly what just 

893
00:46:35,400 --> 00:46:38,880
happened. 
You'd get two dice you you know 

894
00:46:38,880 --> 00:46:41,440
roll them and you see what your 
what your dice are and you keep 

895
00:46:41,440 --> 00:46:43,200
those number hidden. 
Then you up the ante. 

896
00:46:43,200 --> 00:46:46,480
You go around the table. 
Each participant can choose to 

897
00:46:46,520 --> 00:46:49,520
ante, so doing so represents the
players or their opponents, 

898
00:46:49,600 --> 00:46:52,640
adding to their side's argument 
in an attempt to tilt the odds 

899
00:46:52,640 --> 00:46:54,560
in their favor. 
This can be illustrated by 

900
00:46:54,600 --> 00:46:56,320
offering relevant or valuable 
items. 

901
00:46:56,320 --> 00:47:00,240
So basically, you're supposed to
not just use a mechanic, you're 

902
00:47:00,240 --> 00:47:02,680
supposed to actually flavor up 
your ante. 

903
00:47:02,680 --> 00:47:05,440
Like give a speech, give 
something cooled, give 

904
00:47:05,440 --> 00:47:09,640
something, contribute something 
to the social encounter, right? 

905
00:47:09,680 --> 00:47:13,520
And if you contribute something 
to the social encounter you get 

906
00:47:13,520 --> 00:47:18,360
to spend, you spend one luck and
you roll another D6 and the GM 

907
00:47:18,360 --> 00:47:21,240
may choose to lower or raise 
this luck cost depending on the 

908
00:47:21,240 --> 00:47:22,680
narrative. 
That's another time the GM can 

909
00:47:22,680 --> 00:47:24,000
change it. 
They can be like actually it's 

910
00:47:24,000 --> 00:47:25,360
going to take you 3 luck for 
this. 

911
00:47:26,760 --> 00:47:30,920
The GM controlled participant 
can anti but do not spend luck 

912
00:47:30,920 --> 00:47:32,840
to do so. 
All anti dicer revealed and kept

913
00:47:32,840 --> 00:47:34,600
on the table. 
My immediate question with that 

914
00:47:34,600 --> 00:47:36,720
is what's the limit? 
Because they can just fucking 

915
00:47:36,720 --> 00:47:42,200
anti all day then #4 fold or 
double down after every so. 

916
00:47:42,200 --> 00:47:45,720
I also think though that like in
step #3 everyone sees that the 

917
00:47:45,720 --> 00:47:48,840
new your new die, so you they 
can see that you roll A6 or A1 

918
00:47:48,840 --> 00:47:53,200
or whatever right? 
So step step #4 fold or double 

919
00:47:53,200 --> 00:47:54,440
down. 
After everyone has had a chance 

920
00:47:54,440 --> 00:47:57,680
to ante, the players or the 
opponents have the option to 

921
00:47:57,680 --> 00:47:59,960
fold, doing so into social 
encounter. 

922
00:48:00,360 --> 00:48:02,520
If the players fold, there's no 
change in their opponents 

923
00:48:02,520 --> 00:48:03,560
disposition. 
That's it. 

924
00:48:03,640 --> 00:48:05,440
The social encounter is over, 
you folded, you're out. 

925
00:48:06,240 --> 00:48:08,440
Alternatively the players may 
choose to double down. 

926
00:48:08,680 --> 00:48:12,480
Doing so takes us back to Step 
2, adding more secret dye to 

927
00:48:12,480 --> 00:48:15,720
both sides pools and giving 
another chance anti folder 

928
00:48:15,720 --> 00:48:17,560
double down. 
This comes with the risk so this

929
00:48:17,560 --> 00:48:22,080
is adding more secret dye. 
When a player does this spin one

930
00:48:22,080 --> 00:48:25,720
luck and roll 1D6 the GMA choose
to look so it never says in 

931
00:48:25,720 --> 00:48:30,760
Section 3 if you continue to 
like keep that number hidden or 

932
00:48:30,760 --> 00:48:33,680
not. 
But in Section 4 it specifically

933
00:48:33,680 --> 00:48:37,000
says adding more secret dice to 
the pool. 

934
00:48:37,000 --> 00:48:41,560
So I'm not sure then if the the 
new roles are visible or not. 

935
00:48:41,680 --> 00:48:44,600
I would make them visible so 
then you can be like, oh they 

936
00:48:44,600 --> 00:48:46,080
got a one, they got a six you 
know. 

937
00:48:46,080 --> 00:48:50,160
But we'll see step #5 reveal and
resolve both sides, reveal all 

938
00:48:50,160 --> 00:48:53,400
hidden dice and add any Oh yeah 
see and add any anti dice. 

939
00:48:53,400 --> 00:48:55,920
So never mind. 
So all the anti dice are 

940
00:48:55,920 --> 00:48:57,280
visible. 
Whichever side has the highest 

941
00:48:57,280 --> 00:48:59,720
value wins. 
If the players win, the 

942
00:48:59,720 --> 00:49:02,360
opponent's Disposition is set 
wherever the players want. 

943
00:49:02,360 --> 00:49:04,480
So I can get take them from wary
to helpful. 

944
00:49:04,720 --> 00:49:07,360
You know, if the players lose, 
their opponent's Disposition 

945
00:49:07,360 --> 00:49:11,200
drops by one step, then another 
step for each time the players 

946
00:49:11,200 --> 00:49:13,440
double down. 
This may trigger combat. 

947
00:49:13,440 --> 00:49:17,920
So if you're at Wary and you 
ended up twice and lose, I can 

948
00:49:17,920 --> 00:49:20,120
bump it all the way to Hostel 
and we immediately go into 

949
00:49:20,120 --> 00:49:24,920
combat. 
Yeah, this is a this is a 

950
00:49:24,920 --> 00:49:27,040
procedure. 
It's a procedure. 

951
00:49:27,120 --> 00:49:30,080
It's definitely a procedure. 
What's that one procedure based 

952
00:49:30,520 --> 00:49:34,080
TCRPG? 
Yeah, this is this is errant 

953
00:49:34,080 --> 00:49:35,840
core right here. 
Yeah, yeah. 

954
00:49:36,000 --> 00:49:39,320
So I think, I think this is, I 
personally think this is really 

955
00:49:39,320 --> 00:49:42,640
interesting. 
I think 222 couple of things 

956
00:49:42,640 --> 00:49:46,880
right off the bat. 
One one of the only real issues 

957
00:49:46,880 --> 00:49:53,720
I see with this system is how 
mechanical it is and how easy it

958
00:49:53,720 --> 00:49:57,640
would be to just have zero RP or
narrative in it whatsoever. 

959
00:49:58,560 --> 00:50:00,920
You could literally just be like
rolling dice, going dice. 

960
00:50:01,160 --> 00:50:03,360
It can turn into a mini game 
really quickly. 

961
00:50:03,520 --> 00:50:06,560
And the only part of the system 
that really talks at all about 

962
00:50:06,880 --> 00:50:12,760
inputting any narrative or RP is
like one line in Section 3 where

963
00:50:12,760 --> 00:50:16,560
it says if you want to anti up, 
contribute something, you know, 

964
00:50:16,880 --> 00:50:19,920
give, give. 
But it specifically says offer a

965
00:50:19,920 --> 00:50:23,600
relevant item or valuable or an 
or a piece of information or 

966
00:50:23,600 --> 00:50:26,400
taking a persuasive action. 
Like, I don't. 

967
00:50:26,840 --> 00:50:32,000
I would have liked a lot more 
about being like, really dig 

968
00:50:32,000 --> 00:50:34,960
into it, you know, do whatever. 
I don't. 

969
00:50:34,960 --> 00:50:39,560
I definitely don't hate this. 
This is definitely not for me, 

970
00:50:39,560 --> 00:50:43,240
and I agree I think it would. 
It would benefit a lot from 

971
00:50:44,800 --> 00:50:49,240
maybe a lot of it or all of it 
being my moved over a little bit

972
00:50:49,240 --> 00:50:53,440
to more of a narrative like RP 
thing that also uses the dice 

973
00:50:53,440 --> 00:50:57,040
mechanic. 
But fairly clever system, you 

974
00:50:57,040 --> 00:50:58,200
know. 
I think it's. 

975
00:50:58,200 --> 00:50:59,440
Clever. 
It's one of the things that I 

976
00:50:59,440 --> 00:51:01,520
think is clever, but I'm not 
going to use, you know, like the

977
00:51:01,520 --> 00:51:05,200
Trigistec. 
Yeah, but here's the other thing

978
00:51:05,200 --> 00:51:06,520
too. 
Here's the other problem. 

979
00:51:06,520 --> 00:51:12,000
The the quote UN quote problem I
have with it, right, is it 

980
00:51:12,000 --> 00:51:14,880
specifically says like when you 
ante up, you can roll 1 lock 

981
00:51:14,880 --> 00:51:18,400
dice, right, And then do 
something narrative, but it 

982
00:51:18,400 --> 00:51:20,600
doesn't matter. 
That's my problem, is it doesn't

983
00:51:20,600 --> 00:51:24,720
matter what you do, right? 
If I if I give you a little item

984
00:51:25,000 --> 00:51:27,760
or I give a 15 minute speech, 
you get one D6. 

985
00:51:28,560 --> 00:51:31,320
Right. 
So you're gonna have a lot of 

986
00:51:31,320 --> 00:51:36,080
people like falling into unless 
there's a lot of GM 

987
00:51:36,080 --> 00:51:38,800
encouragement, a lot of GA, lot 
of buy in, and a lot of people 

988
00:51:38,800 --> 00:51:42,560
like really making in a thing. 
If it starts to like wind down 

989
00:51:42,560 --> 00:51:44,920
at all, it's just going to be 
rolling dice because like what's

990
00:51:44,920 --> 00:51:47,760
the difference to get AD six, 
you can just do the minimum 

991
00:51:47,760 --> 00:51:50,640
amount of ever and still get the
same role, right? 

992
00:51:50,880 --> 00:51:53,240
Yeah, it's. 
Not like incentivizing actual 

993
00:51:53,240 --> 00:51:55,480
social activity. 
It it's it. 

994
00:51:55,720 --> 00:51:59,160
It's a gamifying social, you 
know. 

995
00:51:59,480 --> 00:52:01,560
It's a little more social 
activity as a game, but yeah, 

996
00:52:01,560 --> 00:52:03,120
like, this is an. 
Unlisting role. 

997
00:52:03,160 --> 00:52:06,160
Like, yes, yeah, yeah. 
But like I said, the other thing

998
00:52:06,160 --> 00:52:10,040
too is like, you can do anything
you want narratively to just get

999
00:52:10,040 --> 00:52:13,360
the dice and that's the only 
part of this that has anything 

1000
00:52:13,360 --> 00:52:15,720
to do with it. 
But like, so that means nothing.

1001
00:52:15,720 --> 00:52:19,680
That I do realistically matters 
because if I anti up five times 

1002
00:52:19,680 --> 00:52:23,480
and every five and all five 
times like I have, I give a 

1003
00:52:23,480 --> 00:52:27,320
speech and people are like 
crying because it's so great. 

1004
00:52:27,320 --> 00:52:30,480
And the next time I give away 
like a + 20 magical sword and 

1005
00:52:30,480 --> 00:52:33,320
like I can do everything 
possible, but if I roll ones and

1006
00:52:33,320 --> 00:52:35,120
everyone on my dice, I lose 
anyway and it doesn't fucking 

1007
00:52:35,120 --> 00:52:35,920
matter. 
You know what I mean? 

1008
00:52:35,920 --> 00:52:38,520
Like, that's the part that I'm 
not a huge fan of is because it 

1009
00:52:38,520 --> 00:52:47,200
is all 100% just dice for luck 
on your dice rolls and you know 

1010
00:52:47,240 --> 00:52:50,360
and you're spending luck to to 
increase. 

1011
00:52:50,360 --> 00:52:53,600
But if the bad guys can ante 
every time you ante, then you're

1012
00:52:53,600 --> 00:52:57,440
always rolling against 
potentially the same exact 

1013
00:52:57,440 --> 00:53:01,400
number of dice but like higher 
right off the bat. 

1014
00:53:01,400 --> 00:53:04,040
And realistically, no matter if 
both sides are anteing all the 

1015
00:53:04,040 --> 00:53:06,520
time and the averages are 
roughly the same, like it really

1016
00:53:06,520 --> 00:53:07,960
just comes down to your very 
first dice roll. 

1017
00:53:07,960 --> 00:53:11,120
Then like everything you add 
after that, again, doesn't 

1018
00:53:11,120 --> 00:53:13,400
really matter what I like, I 
don't. 

1019
00:53:13,480 --> 00:53:15,720
I think the card mechanic is 
interesting. 

1020
00:53:15,720 --> 00:53:17,320
You know what I think would be 
a, a, a. 

1021
00:53:17,440 --> 00:53:18,960
A. 
More interesting, in my opinion,

1022
00:53:18,960 --> 00:53:24,240
game to use for this interaction
or a a similar mechanic you 

1023
00:53:24,240 --> 00:53:26,880
could create is a blackjack 
mechanic. 

1024
00:53:27,720 --> 00:53:31,160
Oh yeah, where it's a social 
encounter, I want to convince 

1025
00:53:31,160 --> 00:53:34,880
you without pissing you off, so 
I want to get as close to 

1026
00:53:34,880 --> 00:53:37,040
convincing you as possible. 
Without going over. 

1027
00:53:37,040 --> 00:53:39,840
But if I go over, I have, I have
tipped. 

1028
00:53:39,840 --> 00:53:41,600
I've tipped the scale against 
me, you know? 

1029
00:53:43,040 --> 00:53:44,160
Yeah. 
Anyway, that that is a 

1030
00:53:44,160 --> 00:53:45,200
procedure. 
It is a procedure. 

1031
00:53:45,200 --> 00:53:47,320
I think that works just fine. 
I. 

1032
00:53:47,560 --> 00:53:49,000
Yeah, I can definitely. 
Try it. 

1033
00:53:49,400 --> 00:53:53,360
It definitely makes sense. 
It definitely is cohesive and 

1034
00:53:53,400 --> 00:54:00,640
would definitely work. 
It just doesn't feel very RPS. 

1035
00:54:01,920 --> 00:54:03,360
It is. 
It is a lot. 

1036
00:54:03,360 --> 00:54:06,120
It is a level of scaffolding 
that I do not. 

1037
00:54:06,520 --> 00:54:09,520
I I do not want or need and not,
and I'm not saying that 

1038
00:54:09,520 --> 00:54:11,640
derogatorily. 
I think people out there who 

1039
00:54:11,640 --> 00:54:14,040
want more scaffolding in their 
social encounters. 

1040
00:54:14,040 --> 00:54:16,880
I think this is great because it
really gives you everything that

1041
00:54:16,880 --> 00:54:18,560
you need for it. 
You know. 

1042
00:54:18,960 --> 00:54:21,080
But I personally don't like 
systems that have social 

1043
00:54:21,080 --> 00:54:23,120
encounter rules, because I think
social encounters should all be 

1044
00:54:23,120 --> 00:54:25,800
done in RP, but everyone's 
entitled to their own style of 

1045
00:54:25,800 --> 00:54:28,320
game. 
I think people that lean way 

1046
00:54:28,320 --> 00:54:31,080
more into the PBTA world might 
find this really interesting. 

1047
00:54:32,800 --> 00:54:35,320
Yeah, I agree. 
I think it's a very much a good 

1048
00:54:35,320 --> 00:54:39,120
like a realm of people. 
Yeah, people that that that 

1049
00:54:39,120 --> 00:54:42,480
really like more scaffolding in 
their game and if people tell. 

1050
00:54:42,480 --> 00:54:46,320
Me about combat. 
Yeah, so combat is fairly free 

1051
00:54:46,320 --> 00:54:48,240
form, which is my favorite. 
It's like, let me give you 

1052
00:54:48,280 --> 00:54:50,760
extremely specific rules for 
social interaction. 

1053
00:54:50,760 --> 00:54:53,480
Immediately after but. 
Free form combat. 

1054
00:54:53,640 --> 00:54:55,880
It's interesting. 
So Combat NASAG is free form. 

1055
00:54:55,920 --> 00:54:57,680
They say that, but it kind of is
this. 

1056
00:54:57,720 --> 00:55:00,760
It's kind of it's OSR combat 
when tensions come to a head 

1057
00:55:00,760 --> 00:55:02,800
fight and break out so important
notes on combat. 

1058
00:55:02,800 --> 00:55:05,880
Unless stated, every combatant 
is only able to deal damage once

1059
00:55:05,880 --> 00:55:08,280
in a round with your GM's 
permission. 

1060
00:55:08,280 --> 00:55:10,680
Many talents can be attempted 
untrained by substituting, 

1061
00:55:10,760 --> 00:55:12,920
substituting luck. 
We know that and feel free to 

1062
00:55:12,920 --> 00:55:15,880
attempt any action and then the 
GM will just tell you what to 

1063
00:55:15,880 --> 00:55:16,600
do. 
I like that. 

1064
00:55:16,600 --> 00:55:17,760
I think that's one of the best 
things. 

1065
00:55:18,000 --> 00:55:20,440
Do whatever the fuck you want 
and then it just becomes like an

1066
00:55:20,440 --> 00:55:21,680
either opposed or unopposed 
role. 

1067
00:55:22,040 --> 00:55:23,680
So actions that you can do in 
combat. 

1068
00:55:24,600 --> 00:55:26,480
You'll be mostly making opposed 
rolls, but you can also make 

1069
00:55:26,480 --> 00:55:29,440
some unopposed rolls, but moving
position yourself however you 

1070
00:55:29,440 --> 00:55:30,720
would like. 
You can close the distance 

1071
00:55:30,720 --> 00:55:33,600
between you. 
Anyone that is nearby you will 

1072
00:55:33,600 --> 00:55:34,760
get the distances in a little 
bit. 

1073
00:55:34,760 --> 00:55:37,760
This assumes you would also be 
taking another action. 

1074
00:55:37,760 --> 00:55:39,680
If you don't want to take 
another action, move twice the 

1075
00:55:39,920 --> 00:55:42,520
standard quick action. 
To make a general action that 

1076
00:55:42,520 --> 00:55:44,240
can be done quickly, Draw a 
weapon, cut a rope, that's 

1077
00:55:44,240 --> 00:55:47,160
whatever you can. 
Do this in conjunction with the 

1078
00:55:47,160 --> 00:55:49,880
movement or another action, but 
not both. 

1079
00:55:49,880 --> 00:55:51,520
So you can. 
Here's your action economy. 

1080
00:55:51,960 --> 00:55:56,800
Move twice, move into an action 
right or move and take a quick 

1081
00:55:56,800 --> 00:56:01,040
action or but not a quick action
and you do a quick action and 

1082
00:56:01,120 --> 00:56:03,680
arrange or melee attack but you 
can't move. 

1083
00:56:04,160 --> 00:56:08,120
Do a range attack and a quick 
action two out of three What it 

1084
00:56:08,120 --> 00:56:11,160
sounds like. 
So range attacks is a roll under

1085
00:56:11,200 --> 00:56:17,880
on a range weapon talent and if 
you hit damaged ice is is 

1086
00:56:17,880 --> 00:56:21,280
indicated and they can roll 
armored ice to reduce and melee 

1087
00:56:21,280 --> 00:56:27,000
so this so range attacks are 
roll against and I'm sorry roll 

1088
00:56:27,000 --> 00:56:30,360
under like the unopposed. 
Yeah and melee attacks are roll 

1089
00:56:30,360 --> 00:56:32,360
against exactly what it sounds 
like. 

1090
00:56:32,360 --> 00:56:35,160
If you roll higher roll damaged 
ice is indicated by your weapon.

1091
00:56:35,440 --> 00:56:38,040
If they roll higher they roll 
damaged ice against you as 

1092
00:56:38,040 --> 00:56:39,960
indicated by the weapon or stat 
block. 

1093
00:56:40,520 --> 00:56:42,840
Whoever is taking damage may 
roll their armor dive to prevent

1094
00:56:42,840 --> 00:56:44,920
damage. 
The interesting part that I'm 

1095
00:56:44,920 --> 00:56:49,160
not that I'm curious about. 
One of my favorite things that I

1096
00:56:49,160 --> 00:56:53,080
love about Durf is this, like 
all combat is opposed roles and 

1097
00:56:53,080 --> 00:56:55,680
whoever wins the role does 
damage. 

1098
00:56:56,280 --> 00:56:59,440
So if five people hit one person
and that one person wins every 

1099
00:56:59,440 --> 00:57:01,440
time, they're hitting five 
people. 

1100
00:57:03,240 --> 00:57:06,040
This specifically says unless 
stated otherwise, each combatant

1101
00:57:06,040 --> 00:57:07,600
can only deal damage once in a 
round. 

1102
00:57:07,960 --> 00:57:09,960
So what happens if two people 
back-to-back attack the same 

1103
00:57:09,960 --> 00:57:14,720
person and they roll higher? 
Huh. 

1104
00:57:15,720 --> 00:57:17,920
You know what I'm saying? 
No, I totally know what you're 

1105
00:57:17,920 --> 00:57:19,240
saying. 
I would let them do damage. 

1106
00:57:19,240 --> 00:57:20,440
I would just ignore that roll 
right now. 

1107
00:57:20,920 --> 00:57:24,280
Exactly so spells roll under 
established spell threshold. 

1108
00:57:24,280 --> 00:57:26,280
Boom. 
Slow actions make a general 

1109
00:57:26,280 --> 00:57:28,200
action that takes time to 
complete, like interacting with 

1110
00:57:28,200 --> 00:57:30,600
the trap or whatever. 
Usually this action cannot be 

1111
00:57:30,600 --> 00:57:32,880
used in addition to another one.
So basically if you want to take

1112
00:57:32,880 --> 00:57:35,320
your whole action to do 
something complicated, you don't

1113
00:57:35,320 --> 00:57:36,560
move, you don't do a quick 
action. 

1114
00:57:36,680 --> 00:57:40,200
You just say like I'm going to 
take my time in combat and focus

1115
00:57:40,200 --> 00:57:43,720
on this one thing and do maybe a
a compound action or something 

1116
00:57:44,880 --> 00:57:46,720
initiative. 
This is kicking it back old 

1117
00:57:46,720 --> 00:57:53,840
school. 
Basically each type of action is

1118
00:57:53,840 --> 00:57:56,400
how you do the initiative. 
So there is no initiative role 

1119
00:57:56,400 --> 00:57:59,480
in like rolling to see who goes 
first. 

1120
00:58:03,520 --> 00:58:05,080
You are. 
It goes. 

1121
00:58:05,080 --> 00:58:09,040
Movements, quick actions, range 
attacks, melee attacks, spells, 

1122
00:58:09,040 --> 00:58:11,880
slow actions. 
So anybody that's moving all 

1123
00:58:11,880 --> 00:58:13,560
move at the same time. 
Anyone. 

1124
00:58:13,560 --> 00:58:15,480
This is a quick action. 
All those are quick actions. 

1125
00:58:15,480 --> 00:58:17,400
Anyone doing a range attack? 
All those are range attacks. 

1126
00:58:17,400 --> 00:58:21,080
So when the players choose to do
what they choose to do 

1127
00:58:21,080 --> 00:58:22,720
determines when they act each 
round. 

1128
00:58:23,280 --> 00:58:25,680
Here's a priority of each action
from the quickest and longest. 

1129
00:58:25,680 --> 00:58:27,840
If more than one combatant falls
in the same initiative spot, 

1130
00:58:28,120 --> 00:58:30,080
their actions happen 
simultaneously. 

1131
00:58:30,160 --> 00:58:33,200
In the case of a polls rolls, 
this reduces number of roles 

1132
00:58:33,200 --> 00:58:34,880
made. 
For instance, if a player oh 

1133
00:58:34,880 --> 00:58:36,200
this is what this is what fixes 
it. 

1134
00:58:36,200 --> 00:58:39,560
I forgot if for instance, if a 
player and their opponent both 

1135
00:58:39,560 --> 00:58:42,280
make melee attacks, they only 
need to make one opposing roll. 

1136
00:58:42,680 --> 00:58:45,600
So like if I chose to attack and
you chose to attack, we only 

1137
00:58:45,600 --> 00:58:49,120
roll like we just do the one 
attack because it's opposed 

1138
00:58:49,120 --> 00:58:51,880
anyway, and we don't each get 
one, we both do one together. 

1139
00:58:53,160 --> 00:58:58,800
That still doesn't negate if I 
choose to attack and Bob chooses

1140
00:58:58,800 --> 00:59:00,480
to attack, and we both choose to
attack you. 

1141
00:59:02,560 --> 00:59:03,640
Yes, right. 
Uh huh. 

1142
00:59:04,280 --> 00:59:05,840
Uh huh. 
What I'm saying. 

1143
00:59:06,400 --> 00:59:10,480
Yeah, I feel like this is 
another one I'm going to play 

1144
00:59:10,480 --> 00:59:12,960
out. 
So I also always find initiative

1145
00:59:12,960 --> 00:59:14,080
orders like this really 
interesting. 

1146
00:59:14,080 --> 00:59:15,880
I've never played a game, 
actually. 

1147
00:59:15,960 --> 00:59:18,960
Like, I've read games that use 
this kind of initiative. 

1148
00:59:19,200 --> 00:59:22,920
I've never actually played one. 
And so I always wonder how this 

1149
00:59:22,920 --> 00:59:27,120
feels in practice. 
Yeah, I I think it'd be really 

1150
00:59:27,120 --> 00:59:28,760
interesting. 
My only question, I guess 

1151
00:59:28,760 --> 00:59:31,520
because I don't think they say 
it specifically, is do you need 

1152
00:59:31,520 --> 00:59:38,000
to choose all of your actions 
prior to this starting or after 

1153
00:59:38,000 --> 00:59:39,320
each initiative round? 
Are you changing it? 

1154
00:59:39,320 --> 00:59:41,480
Because my thought is you pick 
all your shit before the 

1155
00:59:41,480 --> 00:59:43,960
initiative round starts. 
It's not. 

1156
00:59:44,000 --> 00:59:47,320
It's not adapting as you go. 
The thing is, like with this 

1157
00:59:47,320 --> 00:59:49,760
specific initiative system, I 
don't know that I have enough 

1158
00:59:49,760 --> 00:59:51,640
experience to even have an 
opinion about it, because I 

1159
00:59:51,640 --> 00:59:53,440
don't know. 
I don't have an opinion either. 

1160
00:59:53,440 --> 00:59:55,880
I'm really curious. 
I'm really curious if you if I 

1161
00:59:55,880 --> 01:00:00,400
if I say I'm going to, I'm going
to move, I'm going to and then 

1162
01:00:00,400 --> 01:00:03,720
I'm going to stab someone with 
my sword, right? 

1163
01:00:03,720 --> 01:00:05,960
And then I move and the person I
want to step with them sort of 

1164
01:00:05,960 --> 01:00:08,680
moves away. 
Do I suddenly now say actually 

1165
01:00:08,680 --> 01:00:10,680
I'm going to do a range attack? 
I don't think so. 

1166
01:00:11,160 --> 01:00:13,600
Yeah, I don't think so. 
I think you pick what you do and

1167
01:00:13,600 --> 01:00:15,880
it's really interesting when you
see what you wanted to do 

1168
01:00:15,880 --> 01:00:19,520
suddenly isn't a thing anymore, 
you know, then what do you do? 

1169
01:00:19,720 --> 01:00:22,080
We run into kind of one of the 
first things that is kind of a 

1170
01:00:22,080 --> 01:00:25,200
beef that I have a giant Mt 
page. 

1171
01:00:25,880 --> 01:00:29,680
The bottom half on page 6 is 
just, it's like half the it's 

1172
01:00:29,680 --> 01:00:34,240
1/4 of the pages, it's blank. 
And that happens a ton through 

1173
01:00:34,240 --> 01:00:35,960
the rest of the book. 
There's times where half the 

1174
01:00:35,960 --> 01:00:38,680
page is completely blank, and 
it's very interesting. 

1175
01:00:39,120 --> 01:00:42,440
It's great, and I'll talk about 
why when I find out a more 

1176
01:00:42,440 --> 01:00:46,880
egregious version of this. 
So measurements, combat, 

1177
01:00:46,880 --> 01:00:48,960
traveling in game. 
So rounds are 10 seconds. 

1178
01:00:48,960 --> 01:00:50,800
When you're traveling long 
distances. 

1179
01:00:51,240 --> 01:00:52,920
There's a whole traveling 
section we'll go over in a 

1180
01:00:52,920 --> 01:00:56,320
little bit in game time. 
So outside of the two situations

1181
01:00:56,320 --> 01:00:59,360
above, which is traveling in, 
combat in game time is real 

1182
01:00:59,360 --> 01:01:03,080
time. 
Meh, what? 

1183
01:01:03,200 --> 01:01:07,040
Like whatever. 
So use a clock or timer to keep 

1184
01:01:07,040 --> 01:01:08,760
track. 
But it also says make sure, like

1185
01:01:08,760 --> 01:01:10,640
things like enemy patrols or 
time straps. 

1186
01:01:10,680 --> 01:01:12,440
That makes sense. 
But it says the players might 

1187
01:01:12,440 --> 01:01:14,600
always choose to skip ahead by 
doing very little for a set 

1188
01:01:14,600 --> 01:01:17,440
amount of time. 
So I can just say, well actually

1189
01:01:17,440 --> 01:01:19,480
we're just going to move forward
10 minutes, but then suddenly 

1190
01:01:19,480 --> 01:01:21,600
you're not in real time. 
But I I don't think it's real 

1191
01:01:21,600 --> 01:01:23,800
time like it is now 4:00, it is 
now 5:00. 

1192
01:01:23,800 --> 01:01:26,280
I think it just means like if 
you're if you're taking 10 

1193
01:01:26,280 --> 01:01:29,520
minutes to look at a room, it's 
10 minutes in the dungeon. 

1194
01:01:29,640 --> 01:01:31,760
Actually 10 minutes. 
Yeah, which is fine. 

1195
01:01:31,760 --> 01:01:33,760
It's it's way better. 
It's way better than. 

1196
01:01:33,760 --> 01:01:36,920
Like the torch, time is a real 
time mechanic because you can't 

1197
01:01:37,200 --> 01:01:41,640
then jump forward in time you 
know this specifically allows. 

1198
01:01:41,920 --> 01:01:45,080
For that I I almost think that 
that doesn't really need to be 

1199
01:01:45,080 --> 01:01:49,120
written down. 
You know, like it if you're at 

1200
01:01:49,120 --> 01:01:51,160
your table, like we're just 
going to skip ahead 10 minutes, 

1201
01:01:51,160 --> 01:01:52,760
like 10 minutes are going to go 
by like it. 

1202
01:01:52,760 --> 01:01:53,760
I don't. 
I don't know. 

1203
01:01:53,960 --> 01:01:55,960
Once again, it's, I think he's a
scaffolding. 

1204
01:01:55,960 --> 01:01:57,080
I'm just like, I don't need 
this. 

1205
01:01:57,800 --> 01:02:00,080
Yeah, but that's me. 
Yeah, it's fine. 

1206
01:02:00,400 --> 01:02:01,920
It's fine. 
It doesn't bother me that it's 

1207
01:02:01,920 --> 01:02:03,000
there. 
It wouldn't bother me if it 

1208
01:02:03,000 --> 01:02:05,480
wasn't, yeah. 
I would say that overall like 

1209
01:02:05,600 --> 01:02:08,680
stuff in this game that that I 
would necessarily like. 

1210
01:02:08,680 --> 01:02:10,680
Like, I don't. 
I don't think it's bad, you 

1211
01:02:10,680 --> 01:02:11,160
know. 
No, no. 

1212
01:02:11,480 --> 01:02:12,720
No, no, no. 
Yeah. 

1213
01:02:12,920 --> 01:02:16,200
It's just it's interesting. 
Distance is exactly what you 

1214
01:02:16,200 --> 01:02:18,640
think it is. close, near far. 
You've played an OSR game. 

1215
01:02:18,840 --> 01:02:22,440
As God intended. 
You know size and weight. 

1216
01:02:22,440 --> 01:02:25,520
Same thing. 
Small and light is 1, medium and

1217
01:02:25,520 --> 01:02:29,840
to moderate is 1 large. 
Heavy is 1 huge. 

1218
01:02:29,840 --> 01:02:31,200
Very heavy is one. 
Guess what? 

1219
01:02:31,200 --> 01:02:33,000
You know what all things, all 
those things are, right? 

1220
01:02:33,160 --> 01:02:35,040
Love. 
It so the the traveling mechanic

1221
01:02:35,040 --> 01:02:37,080
is interesting. 
I do like it and I actually use 

1222
01:02:37,080 --> 01:02:40,520
something similar to it. 
So when I did the evil campaign 

1223
01:02:40,520 --> 01:02:43,600
for our Our Dark Kingdoms, 
anytime we had long travel, I 

1224
01:02:43,600 --> 01:02:49,440
turned it into a kind of like 40
style challenge like a like a 

1225
01:02:50,160 --> 01:02:53,040
ability challenge, right? 
And what I would have is like 

1226
01:02:53,120 --> 01:02:55,440
each I would break it up into 
specific sections. 

1227
01:02:55,440 --> 01:02:57,920
Everyone would pick a section 
and I would tell them kind of 

1228
01:02:57,920 --> 01:03:00,160
what's going on, like what 
what's their ish. 

1229
01:03:00,400 --> 01:03:02,680
And they would have to narrate a
story. 

1230
01:03:03,160 --> 01:03:05,800
And at some point in that story 
I would call for an ability 

1231
01:03:05,800 --> 01:03:08,440
check and they could use a 
skill, but once they use that 

1232
01:03:08,440 --> 01:03:11,440
skill, someone couldn't use the 
same skill like on the next one.

1233
01:03:11,600 --> 01:03:13,560
So everyone couldn't just like 
fight each time or something 

1234
01:03:13,560 --> 01:03:15,800
like that. 
And they could pick their 

1235
01:03:15,800 --> 01:03:21,400
difficulty 15 or 18 if they got.
If they pass the 15, then no one

1236
01:03:21,400 --> 01:03:23,720
dies in any of this stuff. 
But like basically whatever 

1237
01:03:23,720 --> 01:03:26,280
they're try attempting in the 
story, it all goes bad and you 

1238
01:03:26,280 --> 01:03:28,720
have to narrate how you all got 
away, right if. 

1239
01:03:28,760 --> 01:03:32,160
But if you succeed, the story 
goes your way and you continue 

1240
01:03:32,160 --> 01:03:33,720
on. 
They they got items, they did 

1241
01:03:33,720 --> 01:03:36,160
things, you know, whatever. 
If they pick 18 and they 

1242
01:03:36,160 --> 01:03:38,240
succeed, the next person gets 
the advantage. 

1243
01:03:39,600 --> 01:03:42,200
So it's basically like a point 
crawl where they have to come up

1244
01:03:42,200 --> 01:03:44,160
with a narrative. 
This feels very similar and I 

1245
01:03:44,200 --> 01:03:46,920
really like it. 
Yeah, it it it it's a it's 

1246
01:03:46,920 --> 01:03:48,880
interesting. 
And this does this the same 

1247
01:03:48,880 --> 01:03:50,960
similar way. 
So covering large distances is 

1248
01:03:50,960 --> 01:03:53,560
meant to be told a story their 
encounters. 

1249
01:03:53,800 --> 01:03:57,160
So here the players roll on a 
table associated with the area 

1250
01:03:57,160 --> 01:03:59,960
they're traveling in or through 
to see what kinds of encounters 

1251
01:03:59,960 --> 01:04:02,800
befell them during the journey. 
A low roll represents a 

1252
01:04:02,800 --> 01:04:04,520
difficult encounter, while a 
high roll is an easier 

1253
01:04:04,520 --> 01:04:06,320
encounter. 
Their counters are never meant 

1254
01:04:06,320 --> 01:04:10,200
to block the progress, but they 
do incur costs and encourage 

1255
01:04:10,200 --> 01:04:12,120
collaborative narrative. 
These encounters should be 

1256
01:04:12,120 --> 01:04:14,800
presented as questions, such as 
you found yourself chased by a 

1257
01:04:14,800 --> 01:04:16,560
terrible monster, How did you 
escape? 

1258
01:04:16,720 --> 01:04:18,960
After the players talk about 
what they did, the GM adds to 

1259
01:04:18,960 --> 01:04:22,480
the story representing cost or 
benefit, and you can go through 

1260
01:04:22,480 --> 01:04:26,080
the location section in the 
Places section. 

1261
01:04:26,080 --> 01:04:29,440
Not hyperlinked. 
I will say one of the other 

1262
01:04:29,440 --> 01:04:33,480
beefs I have with this. 
The whole way through is there's

1263
01:04:33,480 --> 01:04:35,840
a lot of references to other 
sections or parts where it's 

1264
01:04:35,840 --> 01:04:38,920
like roll armor dice, but 
nothing that says find armor on 

1265
01:04:38,920 --> 01:04:40,120
page this. 
You know what I mean? 

1266
01:04:40,160 --> 01:04:43,600
I wouldn't mind like AC page X, 
you know, throughout this little

1267
01:04:43,600 --> 01:04:46,960
bit more, little bit of 
usability issue. 

1268
01:04:47,000 --> 01:04:51,560
So there's a whole huge places 
section where you can roll D6, 

1269
01:04:51,560 --> 01:04:53,080
encounter tables and all sorts 
of stuff. 

1270
01:04:53,080 --> 01:04:58,120
So there is a one through 6 here
on the penalties and cost 

1271
01:04:58,120 --> 01:04:59,240
benefits which are really 
interesting. 

1272
01:04:59,240 --> 01:05:01,400
There's a harrowing passage, 
difficult passage, risky 

1273
01:05:01,400 --> 01:05:06,200
package, a risky package, a 
risky package, Uncertain, 

1274
01:05:06,200 --> 01:05:09,040
casual, and fortuitous. 
So best and worst. 

1275
01:05:09,040 --> 01:05:12,120
There's three in each one. 
So for heroin, you could the 

1276
01:05:12,120 --> 01:05:14,920
worst penalty. 
You can lose magic item, or lose

1277
01:05:14,920 --> 01:05:18,360
2D6 Amina, or lose 1D6 luck. 
The fortuitous? 

1278
01:05:18,360 --> 01:05:21,160
You gain a magic item, you 
regain 2D6 stamina, you regain 

1279
01:05:21,160 --> 01:05:23,320
one luck, and there's like a 
mixed bag in between everything 

1280
01:05:23,320 --> 01:05:27,920
else spending luck. 
Basically, yeah, when a player 

1281
01:05:27,920 --> 01:05:30,720
wants to tip the odds in their 
favor, they can use luck to re 

1282
01:05:30,720 --> 01:05:33,880
roll a die. 
Or if you are unskilled in a 

1283
01:05:33,880 --> 01:05:37,320
talent, you can use luck to 
replace that. 

1284
01:05:37,320 --> 01:05:38,480
And then there's other options 
here. 

1285
01:05:38,480 --> 01:05:42,080
You can increase the threshold, 
you can add value like a melee 

1286
01:05:42,080 --> 01:05:44,640
attack, damage or armor roll, so
you can actually use luck to 

1287
01:05:44,640 --> 01:05:47,760
increase the damage. 
If you want avoidance you can 

1288
01:05:47,760 --> 01:05:51,080
use a luck roll to avoid magical
calamity recovery. 

1289
01:05:51,080 --> 01:05:55,800
You can roll up to to recover 
stamina interesting and then 

1290
01:05:55,800 --> 01:05:58,920
using abilities untrained. 
This last part and basically it 

1291
01:05:58,920 --> 01:06:00,640
this is what it's talked about 
with like the luck thing. 

1292
01:06:00,640 --> 01:06:05,080
So you can substitute your their
your luck stat for any threshold

1293
01:06:05,080 --> 01:06:08,360
or bonus an ability would call 
for but succeed. 

1294
01:06:08,400 --> 01:06:13,560
Succeeding drains a character's 
luck and but also could justify 

1295
01:06:13,560 --> 01:06:14,880
them learning and no ability 
later. 

1296
01:06:15,440 --> 01:06:17,040
Some abilities require blah blah
blah. 

1297
01:06:17,040 --> 01:06:19,800
So this page here, I understand 
that it's the last page in the 

1298
01:06:19,800 --> 01:06:23,440
section, but the entire right 
side of the page, remember I 

1299
01:06:23,440 --> 01:06:25,840
said there's a black line in the
middle For those in Pakistan is 

1300
01:06:25,840 --> 01:06:27,920
completely blank. 
It is completely. 

1301
01:06:27,920 --> 01:06:30,320
Black almost. 
The next page as well so. 

1302
01:06:30,320 --> 01:06:33,640
I know, right? 
And there's no, there's no art. 

1303
01:06:33,640 --> 01:06:35,840
There's it's so little spot art 
through this book. 

1304
01:06:35,880 --> 01:06:38,640
Yeah, it's crazy to me. 
But then suddenly when you get 

1305
01:06:38,640 --> 01:06:41,760
to the armor section, it's like 
slammed all over it, like that's

1306
01:06:41,760 --> 01:06:44,640
a huge miss to me. 
The other thing that. 

1307
01:06:44,960 --> 01:06:47,920
Especially for the second 
version, like if this was the 

1308
01:06:47,920 --> 01:06:49,640
initial version, I'd be like 
yeah, whatever. 

1309
01:06:49,840 --> 01:06:52,680
But they keep. 
Going please keep. 

1310
01:06:52,680 --> 01:06:56,160
Going, oh, the fact this is the 
like almost the omnibus or like 

1311
01:06:56,160 --> 01:06:58,440
the second version that they put
out and this is supposed to be 

1312
01:06:58,440 --> 01:07:00,600
the full book. 
It's like you need to put some 

1313
01:07:00,600 --> 01:07:05,160
spot art in here. 
So thank you, thank you for 

1314
01:07:05,160 --> 01:07:06,720
that. 
Because remember, I say remind 

1315
01:07:06,720 --> 01:07:09,160
me later to tell you something, 
right? 

1316
01:07:10,320 --> 01:07:12,600
Both versions are exactly the 
same ones, just bigger. 

1317
01:07:14,480 --> 01:07:17,920
Let me explain. 
So see how this book is the 

1318
01:07:17,920 --> 01:07:20,560
first version is square. 
Yes. 

1319
01:07:20,680 --> 01:07:22,680
OK, I'm actually gonna turn the 
Blur off for this. 

1320
01:07:23,080 --> 01:07:26,720
For those listening to Podcast 
Land, imagine my background. 

1321
01:07:27,200 --> 01:07:31,120
Imagine it's not blur anymore, I
have my blur so actually so you 

1322
01:07:31,120 --> 01:07:34,800
don't see the room for once. 
OK, so you see this, it's more, 

1323
01:07:34,800 --> 01:07:39,080
it's it's not completely square,
but it's much more squarish than

1324
01:07:39,360 --> 01:07:41,560
than a perfect bound, right. 
So when we. 

1325
01:07:41,600 --> 01:07:43,800
Let's go to this page, let's go 
to this specific page, Let's go 

1326
01:07:43,800 --> 01:07:45,280
to the rules page here. 
OK. 

1327
01:07:46,400 --> 01:07:48,200
All right. 
You see this for those in 

1328
01:07:48,200 --> 01:07:49,840
podcast land, you're not going 
to see it. 

1329
01:07:49,920 --> 01:07:51,640
Do you see how much space is at 
the top? 

1330
01:07:51,880 --> 01:07:53,040
Oh. 
Right. 

1331
01:07:53,040 --> 01:07:55,880
Here, OK and you see how much 
space is at the bottom. 

1332
01:07:56,320 --> 01:07:58,600
Well, there's also a whole empty
side right there. 

1333
01:07:58,600 --> 01:07:59,600
Wait, wait. 
Here we go. 

1334
01:07:59,960 --> 01:08:01,880
This you see? 
You see how much space is here 

1335
01:08:01,880 --> 01:08:03,840
at the top right here? 
Yes. 

1336
01:08:03,960 --> 01:08:08,640
Yes, but look at your PDF. 
See how much space is at the 

1337
01:08:08,640 --> 01:08:11,240
top? 
There is way more space at the 

1338
01:08:11,240 --> 01:08:13,440
top and how? 
About how about the bottom 

1339
01:08:13,440 --> 01:08:15,600
right? 
OK, so then when we look at the 

1340
01:08:15,600 --> 01:08:19,640
same page and this one, they 
just lengthen the. 

1341
01:08:20,479 --> 01:08:22,160
Pages and not change anything 
else. 

1342
01:08:22,800 --> 01:08:26,560
They LinkedIn, the pages. 
It's the, it's even the exact 

1343
01:08:26,560 --> 01:08:29,200
same font size. 
It's everything. 

1344
01:08:29,200 --> 01:08:30,960
Let's specifically let's pull 
this out. 

1345
01:08:31,439 --> 01:08:33,560
And that's points right there, 
brother, let me tell you. 

1346
01:08:33,920 --> 01:08:36,880
So there was no reformatting, 
there was no restructuring, 

1347
01:08:36,880 --> 01:08:40,479
there wasn't anything. 
What they did right was they 

1348
01:08:40,479 --> 01:08:43,800
literally just took, let me let 
me lay these out so you can see 

1349
01:08:43,800 --> 01:08:45,920
it in a way that's that way that
I want. 

1350
01:08:45,920 --> 01:08:46,920
You to so you've already done 
this. 

1351
01:08:46,920 --> 01:08:48,720
You did this experiment. 
Yourself, of course, yeah. 

1352
01:08:48,880 --> 01:08:50,040
Yeah. 
Yeah, they're exactly the 

1353
01:08:50,040 --> 01:08:51,120
fucking same. 
What the fuck? 

1354
01:08:51,160 --> 01:08:56,120
It's exactly the same. 
Fuck, it's exactly the same 

1355
01:08:56,120 --> 01:08:57,720
size. 
Why would you do that? 

1356
01:08:57,720 --> 01:09:02,040
It's just one is like an inch 
and a half shorter so it fills 

1357
01:09:02,040 --> 01:09:05,680
more of the page and the other 
just has like massive. 

1358
01:09:05,680 --> 01:09:07,800
I know when you're reading the 
PDF you don't notice it as much,

1359
01:09:08,040 --> 01:09:11,920
but when I was reading the book,
there is so much empty page top 

1360
01:09:11,920 --> 01:09:15,319
and bottom because they didn't 
make it bigger, they didn't make

1361
01:09:15,319 --> 01:09:18,000
it wider, they didn't do any. 
Work. 

1362
01:09:18,040 --> 01:09:20,520
Yeah, when you're holding up the
book and looking at now and now 

1363
01:09:20,520 --> 01:09:23,960
look at the PDF, I can see it. 
But it's just like they didn't. 

1364
01:09:24,160 --> 01:09:26,680
They just put it in a larger 
size, but they didn't even need 

1365
01:09:26,680 --> 01:09:29,040
to put in a larger size book. 
They could just have the same 

1366
01:09:29,040 --> 01:09:30,560
size. 
Book they could have just, yeah,

1367
01:09:30,600 --> 01:09:31,840
they could have just they just 
made a perfect. 

1368
01:09:32,359 --> 01:09:35,000
One my thought. 
Is these are probably more mass 

1369
01:09:35,000 --> 01:09:40,840
producible because it's it's the
perfect bound like and that's 

1370
01:09:40,840 --> 01:09:44,600
why like the paper is like a 
gloss paper inside this version 

1371
01:09:44,600 --> 01:09:46,840
of it versus the other side that
has like the thick untreated 

1372
01:09:46,840 --> 01:09:50,680
paper and the V1. 
But that blew my mind when I 

1373
01:09:50,680 --> 01:09:53,600
realized it because I was like 
man it just when I was looking 

1374
01:09:53,600 --> 01:09:55,360
at this. 
It doesn't look as bad when 

1375
01:09:55,360 --> 01:09:56,600
there's so much empty space at 
the bottom. 

1376
01:09:57,000 --> 01:09:58,720
And then as I'm reading this, 
I'm like, wait a minute, wait a 

1377
01:09:58,720 --> 01:10:01,640
minute, like they're not using 
like, a good like. 

1378
01:10:01,640 --> 01:10:03,800
You've been waiting this whole 
time to drop this bomb. 

1379
01:10:04,160 --> 01:10:04,520
Huh. 
Yeah. 

1380
01:10:04,640 --> 01:10:06,720
Yeah. 
And you you you set it up for me

1381
01:10:06,720 --> 01:10:08,920
without me having to 
specifically say it. 

1382
01:10:08,920 --> 01:10:13,560
But yeah, there's like a solid. 
Weird choice to make, but like I

1383
01:10:13,600 --> 01:10:16,840
truly bizarre choice to me. 
There's basically an inch at the

1384
01:10:16,840 --> 01:10:18,320
top, an inch at the bottom of 
every single page. 

1385
01:10:18,320 --> 01:10:20,720
It's just blank white. 
It's two inches of pages that's 

1386
01:10:20,720 --> 01:10:22,440
just gone. 
So they didn't reformat anything

1387
01:10:22,440 --> 01:10:24,280
because that was my curiosity. 
I'm like, why aren't there so 

1388
01:10:24,280 --> 01:10:26,000
much blank space? 
Why don't you just reformat it? 

1389
01:10:26,360 --> 01:10:28,160
There's no reformatting. 
It's literally. 

1390
01:10:28,160 --> 01:10:30,200
And again, it's not that it is 
big or anything. 

1391
01:10:30,200 --> 01:10:32,800
It's the exact same size as one 
that's basically 2 inches 

1392
01:10:32,800 --> 01:10:34,920
shorter. 
You can see the size difference 

1393
01:10:34,920 --> 01:10:37,840
here, but it's printed the 
literally the exact same font 

1394
01:10:37,840 --> 01:10:39,120
size, the exact same everything 
is almost. 

1395
01:10:39,120 --> 01:10:41,840
It's just a print inside with 
page with paper that's like two 

1396
01:10:41,840 --> 01:10:43,640
inches longer. 
My mind is blown. 

1397
01:10:43,640 --> 01:10:46,480
You've just busted this scandal 
wide open. 

1398
01:10:46,920 --> 01:10:49,200
We got to go to the press now. 
Yeah, I do. 

1399
01:10:49,200 --> 01:10:52,280
I will say the second one, they 
did a much more vibrant cover. 

1400
01:10:52,280 --> 01:10:54,800
I don't know if you can see the 
differences now on the podcast. 

1401
01:10:55,520 --> 01:10:58,400
Yeah, huge vibrancy. 
So that's really interesting. 

1402
01:10:58,760 --> 01:11:05,000
I think the lack of spot art is 
a huge miss for me, period. 

1403
01:11:05,200 --> 01:11:08,040
But I I don't. 
I don't know what I can feel 

1404
01:11:08,040 --> 01:11:12,760
besides like weird disbelief 
about like the fact that the 

1405
01:11:12,760 --> 01:11:15,480
second version is is like 2 
inches bigger, but it's the 

1406
01:11:15,480 --> 01:11:17,080
exact same size. 
That's. 

1407
01:11:18,000 --> 01:11:21,200
That's so truly strange to me. 
Like there? 

1408
01:11:22,920 --> 01:11:24,800
Yeah. 
So moving on. 

1409
01:11:25,320 --> 01:11:28,240
Another great piece of art for 
the City of Masks. 

1410
01:11:29,760 --> 01:11:32,840
Another blurb of fiction you 
should buy? 

1411
01:11:34,000 --> 01:11:38,840
Yeah, shout out. 
We were talking about something 

1412
01:11:38,840 --> 01:11:40,600
else they did the other day. 
What were we talking about? 

1413
01:11:40,680 --> 01:11:43,520
Primal Oh yeah, they have a new,
they have a new, they have a new

1414
01:11:43,520 --> 01:11:46,200
adventure out on PDF. 50% off if
it's still available on 

1415
01:11:46,200 --> 01:11:47,640
pre-order. 
Yeah. 

1416
01:11:48,680 --> 01:11:52,200
Fare roll, baby. 
And then we get to character 

1417
01:11:52,200 --> 01:11:54,200
creation. 
Let me pull up my notes for 

1418
01:11:54,200 --> 01:11:57,200
character creation. 
Yeah, so pretty simple. 

1419
01:11:57,200 --> 01:11:59,800
Seven steps. 
You roll your stats. 

1420
01:12:00,240 --> 01:12:02,960
Each of them has a different 
like roll mechanic before each 

1421
01:12:02,960 --> 01:12:05,240
stat. 
It's not just three D6 for each 

1422
01:12:05,560 --> 01:12:07,360
like in some of the traditional 
roll under games. 

1423
01:12:07,640 --> 01:12:12,440
And this one for skill, you roll
one D 3 + 3 and stamina. 

1424
01:12:12,440 --> 01:12:14,360
Oh man, I rolled a character up 
and I don't know why I did the 

1425
01:12:14,360 --> 01:12:17,320
character sheet. 
That's OK Stana. 

1426
01:12:17,520 --> 01:12:21,800
It's two D 6 + 12 Makes sense. 
This is your health for the most

1427
01:12:21,800 --> 01:12:24,160
part and a couple other things. 
So it will be the highest. 

1428
01:12:24,360 --> 01:12:28,440
And then your luck is 1 D 6 + 6 
and after that you're going to 

1429
01:12:28,440 --> 01:12:32,320
generate one magic item. 
My note here is generate 1 magic

1430
01:12:32,360 --> 01:12:35,520
item in parentheses. 
Sick because it's very fucking 

1431
01:12:35,520 --> 01:12:38,240
cool. 
I love the weirdness of starting

1432
01:12:38,240 --> 01:12:40,600
with one magic item and the 
magic items are weird. 

1433
01:12:40,920 --> 01:12:46,720
I think the one I rolled was a 
mirrored, a mirrored Talisman. 

1434
01:12:46,960 --> 01:12:49,600
And whenever you touched it, you
could go into essentially a 

1435
01:12:49,600 --> 01:12:52,960
pocket dimension that then you 
could leave at free will. 

1436
01:12:52,960 --> 01:12:55,280
I'm like, oh, you have just like
a little storage shed, you know,

1437
01:12:55,280 --> 01:12:56,480
a little home that goes with 
you. 

1438
01:12:56,720 --> 01:12:58,760
Yeah, very cool stuff. 
We'll get to that table. 

1439
01:12:59,080 --> 01:13:01,160
You got that pocket dimension on
a rope situation? 

1440
01:13:01,400 --> 01:13:06,680
Yeah, yeah, we will. 
We'll. 

1441
01:13:06,760 --> 01:13:08,000
Get to the match. 
You're not talking about, are 

1442
01:13:08,080 --> 01:13:08,600
you not? 
Are you not? 

1443
01:13:08,640 --> 01:13:10,400
Understand what I'm saying? 
You never, I think. 

1444
01:13:10,600 --> 01:13:12,440
I do what What is that reference
though? 

1445
01:13:12,440 --> 01:13:15,640
It's like you remember like when
people would like play like that

1446
01:13:16,280 --> 01:13:18,560
and like the rope would stand 
like stand up or whatever. 

1447
01:13:19,000 --> 01:13:19,920
It's like that. 
But you can. 

1448
01:13:19,920 --> 01:13:22,000
When you climb the rope, you go 
up into like a pocket dimension.

1449
01:13:22,880 --> 01:13:25,640
Perfect that. 
Anyway, yeah, then you're gonna 

1450
01:13:25,640 --> 01:13:30,000
choose three mundane items from 
the item section, not 

1451
01:13:30,000 --> 01:13:32,880
hyperlinked and also not page 
number written down. 

1452
01:13:32,880 --> 01:13:35,240
They should have put it there. 
Add them to your inventory. 

1453
01:13:35,720 --> 01:13:38,360
It's assumed that you have basic
stuff like a few days of food 

1454
01:13:38,360 --> 01:13:44,600
and in clothes. 
You were gonna create 3 traits. 

1455
01:13:44,600 --> 01:13:46,360
Is that the next one? 
I just skipped back to my 

1456
01:13:46,680 --> 01:13:50,720
distribute skills across talent 
and spells you wish we'll get to

1457
01:13:50,920 --> 01:13:56,760
and I think is really very cool 
and I guess by Ryan says. 

1458
01:13:56,760 --> 01:13:58,840
I think I'm the only one who 
thinks that's cool. 

1459
01:13:58,920 --> 01:14:05,040
That's OK And then you're going 
to create 3 traits. 

1460
01:14:05,040 --> 01:14:07,640
It says here to use always or 
never statements. 

1461
01:14:07,640 --> 01:14:10,320
I do kind of like the idea. 
I don't know if I would use 

1462
01:14:10,360 --> 01:14:14,560
always or never in mine for my 
character I put like really 

1463
01:14:14,560 --> 01:14:23,040
loves or really hates. 
I think much like RP in general,

1464
01:14:23,560 --> 01:14:26,960
the first time you play D&D, 
your character is you in your in

1465
01:14:27,040 --> 01:14:28,960
in your version. 
If you were cool, right? 

1466
01:14:29,200 --> 01:14:32,200
If you were cool, elf, you just.
Play yourself cool, damn it. 

1467
01:14:32,440 --> 01:14:33,160
Right. 
Yeah. 

1468
01:14:34,320 --> 01:14:37,800
I always like I always say play 
before I'll play whatever. 

1469
01:14:37,800 --> 01:14:41,120
So I I like for your first 
character or if you're not as 

1470
01:14:41,120 --> 01:14:43,560
experienced of an RP or using 
always and never because it 

1471
01:14:43,560 --> 01:14:47,280
really makes it archetypal and 
it lets you really dig into a 

1472
01:14:47,280 --> 01:14:49,520
thing. 
And I think the more experienced

1473
01:14:49,520 --> 01:14:51,160
you get an RP. 
That's why. 

1474
01:14:51,160 --> 01:14:53,040
Like the first character is 
always like I'm an elf fighter, 

1475
01:14:53,040 --> 01:14:54,880
the dual wields whatever. 
But like your 10 characters, 

1476
01:14:54,880 --> 01:14:58,520
like I'm a I'm a, I'm a 
bumblebee riding a, a polar bear

1477
01:14:58,520 --> 01:15:01,040
on a bicycle, right. 
Like you know that with a 

1478
01:15:01,040 --> 01:15:05,040
switchblade, you know got 8 
personalities like that's your, 

1479
01:15:05,040 --> 01:15:06,760
that's your 50th character 
because you've already done it, 

1480
01:15:06,760 --> 01:15:08,000
All right. 
You're challenging yourself. 

1481
01:15:08,280 --> 01:15:09,880
I like. 
Earlier a new character. 

1482
01:15:09,920 --> 01:15:11,680
The always and never is. 
I like it almost. 

1483
01:15:12,840 --> 01:15:15,360
Yeah, making it almost 
archetypal, like I'm always mad 

1484
01:15:15,360 --> 01:15:18,000
when I see Hunter, you know, 
like and then it allows you to 

1485
01:15:18,000 --> 01:15:20,440
always be something and then 
allows you to add vagaries and 

1486
01:15:20,440 --> 01:15:21,680
later. 
So I I do think that's really 

1487
01:15:21,680 --> 01:15:23,600
interesting. 
I ran a cool game for a while 

1488
01:15:23,600 --> 01:15:27,600
with in when I was living in 
Texas where I hold their their 

1489
01:15:27,600 --> 01:15:31,120
flaws essentially from things 
they said as they were playing. 

1490
01:15:32,960 --> 01:15:35,600
And so like at one point the 
woman was like, Oh my character 

1491
01:15:35,800 --> 01:15:37,600
does not like kids. 
We're really bad with kids And I

1492
01:15:37,600 --> 01:15:39,880
wrote that shit down and later 
on they had to interact with the

1493
01:15:39,880 --> 01:15:41,760
child and they're like Oh no, 
you're bad with kids. 

1494
01:15:41,760 --> 01:15:46,920
And they were like Oh no, I am. 
But if you like, I think that 

1495
01:15:46,920 --> 01:15:50,040
that's me very much loading onto
my own plate stuff to do. 

1496
01:15:50,040 --> 01:15:52,440
But I think this works 
incredibly well and I think it's

1497
01:15:52,440 --> 01:15:54,800
a good idea. 
And then the 6th step, which is 

1498
01:15:54,800 --> 01:15:58,840
not the last one, the 6th one, 
is to discuss the group dynamic,

1499
01:15:59,640 --> 01:16:03,160
kind of about how your party 
typically works together, what 

1500
01:16:03,160 --> 01:16:06,240
kind of party is, who you are 
within the sphere of this party.

1501
01:16:07,440 --> 01:16:09,560
And then the last step is to 
name your character. 

1502
01:16:10,160 --> 01:16:13,040
At the bottom of the page we do 
have some examples of character 

1503
01:16:13,040 --> 01:16:15,360
traits and examples of group 
dynamics. 

1504
01:16:15,520 --> 01:16:17,760
It's interesting that these 
examples are right here, because

1505
01:16:17,760 --> 01:16:21,560
there's been a few instances 
above this where there was some 

1506
01:16:21,560 --> 01:16:23,880
empty space in the page, and I 
think some examples could have 

1507
01:16:23,880 --> 01:16:27,960
been dropped in, yeah? 
Bro. 

1508
01:16:28,840 --> 01:16:30,320
Well, why are you Are you 
agreeing? 

1509
01:16:31,600 --> 01:16:34,080
Did we? 
I I had just I I looked away for

1510
01:16:34,080 --> 01:16:36,760
a second on my ADHD. 
Did you get to the next page? 

1511
01:16:37,120 --> 01:16:40,120
No, no, we're getting there. 
Oh my God. 

1512
01:16:40,240 --> 01:16:44,640
So between sessions, pretty much
you're going to powwow about the

1513
01:16:44,640 --> 01:16:48,680
last session that you played, 
either at the start of a session

1514
01:16:48,680 --> 01:16:52,000
or at the end of a session and 
discuss highlights. 

1515
01:16:52,000 --> 01:16:58,120
And the GM is going to dole out 
1D6 luck recovery for to reward 

1516
01:16:58,120 --> 01:17:01,200
players for like very like 
highlight moments or heavy RP 

1517
01:17:01,200 --> 01:17:04,520
moments or moments where they 
really leaned into the dynamic 

1518
01:17:04,520 --> 01:17:05,840
that they're taking in the 
group. 

1519
01:17:07,840 --> 01:17:13,080
And then there is over half of a
pay like, I mean I guess this 

1520
01:17:13,080 --> 01:17:16,680
is, it's a lot of empty space. 
It's a really ton of empty 

1521
01:17:16,680 --> 01:17:19,240
space. 
And then the next page is going 

1522
01:17:19,240 --> 01:17:22,400
to be more ridiculous because 
it's a whole half empty page. 

1523
01:17:23,400 --> 01:17:25,800
Yeah, a couple of pieces of spot
art. 

1524
01:17:25,800 --> 01:17:29,480
We've done all really well here.
And I think also to kind of 

1525
01:17:29,480 --> 01:17:33,760
reinforce the vibe of this 
because we're very there's these

1526
01:17:33,760 --> 01:17:37,240
large sections of like prose in 
between the chapters, which are 

1527
01:17:37,240 --> 01:17:39,600
great. 
But if you don't want to read 

1528
01:17:39,600 --> 01:17:42,880
them, if you or if you're not 
the person who like literature 

1529
01:17:42,880 --> 01:17:45,200
really sparks that for you. 
You need the imagery. 

1530
01:17:47,480 --> 01:17:49,000
It's so much empty. 
Space. 

1531
01:17:49,000 --> 01:17:50,400
This is what the page looks 
like. 

1532
01:17:50,400 --> 01:17:52,200
I'm holding it up like look at 
look at. 

1533
01:17:52,200 --> 01:17:55,400
In the book, it's really more 
empty space than it is actually 

1534
01:17:55,400 --> 01:17:56,920
written. 
It's. 

1535
01:17:56,920 --> 01:17:58,720
Yeah, it is, yeah. 
Especially in the book that's 

1536
01:17:58,720 --> 01:18:00,400
got the inch at the top and inch
at the bottom. 

1537
01:18:00,400 --> 01:18:01,600
That's blank. 
Top and bottom? 

1538
01:18:01,600 --> 01:18:04,000
Yeah, absolutely. 
It looks this is This isn't a 

1539
01:18:04,000 --> 01:18:05,760
ridiculous spread. 
It's, it's. 

1540
01:18:05,880 --> 01:18:10,160
Yeah, it's. 
Yeah, anyway. 

1541
01:18:13,920 --> 01:18:18,400
Yeah, so moving on to the half 
empty page going to between 

1542
01:18:18,400 --> 01:18:21,800
adventures, you could just 
discuss basically just like what

1543
01:18:21,800 --> 01:18:23,840
your characters do in between 
adventures, if they're working 

1544
01:18:23,840 --> 01:18:28,680
on a skill or talent. 
Also gives them time or also 

1545
01:18:28,960 --> 01:18:32,600
it's also this time also gives 
the player the opportunity to 

1546
01:18:32,600 --> 01:18:36,400
rework their group dynamic based
on ways it may have changed due 

1547
01:18:36,400 --> 01:18:38,200
to the narrative of the last 
adventure. 

1548
01:18:39,280 --> 01:18:42,320
Cool training wheels to have on 
cool scout footing to have. 

1549
01:18:42,760 --> 01:18:44,720
I don't you know it is what it 
is. 

1550
01:18:45,200 --> 01:18:49,720
Character advancement between 
adventures. 

1551
01:18:49,720 --> 01:18:53,720
Characters can attempt to 
increase their rank and already 

1552
01:18:53,720 --> 01:18:57,800
trained abilities. 
You rule 1D6 under the current 

1553
01:18:57,800 --> 01:19:01,320
use tally. 
Great mechanic that is not 

1554
01:19:01,320 --> 01:19:02,960
explained well here. 
I might actually just go ahead 

1555
01:19:02,960 --> 01:19:08,000
and explain this mechanic. 
Whenever you use an ability or a

1556
01:19:08,240 --> 01:19:11,040
talent that you have, there's a 
little column next to it that 

1557
01:19:11,040 --> 01:19:13,480
says uses and you mark it every 
time you use it. 

1558
01:19:13,480 --> 01:19:17,480
And then when you want to 
advance, you have to roll under 

1559
01:19:18,000 --> 01:19:20,680
however many marks you have, 
Which is a great idea because 

1560
01:19:20,680 --> 01:19:24,240
the more you use a talent, the 
more likely you are to be able 

1561
01:19:24,240 --> 01:19:32,240
to improve based on that. 
Yeah, and once you roll under 

1562
01:19:32,240 --> 01:19:34,880
it, all use tallies are removed 
after that. 

1563
01:19:36,000 --> 01:19:40,680
To learn a new ability, a player
must pick one and declare it, 

1564
01:19:41,160 --> 01:19:43,520
typically one that they've 
attempted untrained or has some 

1565
01:19:43,520 --> 01:19:46,120
like narrative reasoning for it.
Do you really like that? 

1566
01:19:47,080 --> 01:19:50,880
Or if they decide laureate, they
may do this only once between 

1567
01:19:50,880 --> 01:19:54,960
each adventure, Then the GM 
either rolls or picks from the 

1568
01:19:54,960 --> 01:19:59,240
chart below to help explain what
learning the new ability cost 

1569
01:19:59,240 --> 01:20:02,960
the character. 
I'm always rolling by the way. 

1570
01:20:02,960 --> 01:20:06,840
I would never pick. 
Yeah, and then they don't. 

1571
01:20:07,840 --> 01:20:09,400
I don't like this. 
Did you read these? 

1572
01:20:10,520 --> 01:20:12,600
I think I did. 
I cannot. 

1573
01:20:16,520 --> 01:20:18,360
Oh, I do. 
Remember there's a reduce in 

1574
01:20:18,360 --> 01:20:19,880
rank one. 
And then I was like, I'm. 

1575
01:20:20,200 --> 01:20:23,320
All that, all that, and I don't 
mind that. 

1576
01:20:23,680 --> 01:20:25,920
So #1. 
The process was dangerous and 

1577
01:20:25,920 --> 01:20:28,560
you nearly died living. 
A turbo scar reduced stamina by 

1578
01:20:28,560 --> 01:20:32,160
4, #2 strange forces blah blah 
blah reduce luck by two. 

1579
01:20:32,160 --> 01:20:35,040
Number three, the training was 
so consuming blah blah blah like

1580
01:20:35,080 --> 01:20:39,160
reduce your rank and a random 
trained ability by 1 #4 price 

1581
01:20:39,160 --> 01:20:41,520
demanded, blah blah lose 1 
random magic item. 

1582
01:20:41,520 --> 01:20:44,960
Number 5 There were those who 
believe your new training is 

1583
01:20:44,960 --> 01:20:47,680
forbidden, blah blah blah Like a
GM choose a powerful monster 

1584
01:20:47,680 --> 01:20:50,600
that hunts you the entire time 
and #6 you find yourself deeply 

1585
01:20:50,600 --> 01:20:52,240
indebted, blah blah blah blah 
blah. 

1586
01:20:52,240 --> 01:20:55,000
You have a powerful enemy that 
was that is gonna come make a 

1587
01:20:55,000 --> 01:20:58,440
single demand of you. 
So I personally I love that. 

1588
01:20:58,440 --> 01:21:01,000
I think the cost for advancement
is fantastic. 

1589
01:21:01,320 --> 01:21:05,080
In a brutal game where 
everything sucks, I would be all

1590
01:21:05,080 --> 01:21:07,720
about that and in my mind I go 
sword and source can get weird 

1591
01:21:07,720 --> 01:21:09,760
and brutal, right? 
But there's nothing in the game 

1592
01:21:09,760 --> 01:21:12,280
so far that has said damn, this 
is fucking brutal as fuck. 

1593
01:21:12,360 --> 01:21:16,480
Yeah, this is all negative. 
I do like the five, and six are 

1594
01:21:16,480 --> 01:21:18,520
my favorites. 
Because it's story. 

1595
01:21:19,360 --> 01:21:21,160
Yes, because it's a story, 
because you know their cost. 

1596
01:21:21,200 --> 01:21:23,840
I don't really love the idea of 
like, hey, you're going to 

1597
01:21:23,840 --> 01:21:28,520
permanently lose for stamina and
you could potentially do that 

1598
01:21:28,520 --> 01:21:31,760
multiple times. 
Yeah, it's like, why would you 

1599
01:21:31,760 --> 01:21:33,360
even? 
Why would you even try? 

1600
01:21:33,360 --> 01:21:34,400
I don't. 
Know. 

1601
01:21:34,920 --> 01:21:36,040
Yeah, like, why would you even 
try? 

1602
01:21:36,040 --> 01:21:39,480
That's my whole point is like, 
why would you even like? 

1603
01:21:39,480 --> 01:21:42,840
To me, again, it all comes down 
to incentive, right? 

1604
01:21:42,840 --> 01:21:45,600
Like you want to increase your 
stats, you can do stuff better, 

1605
01:21:45,960 --> 01:21:50,800
but you can potentially lose. 
For Stamina, you could release 

1606
01:21:50,800 --> 01:21:52,880
20. 
Just for learning a new ability.

1607
01:21:52,880 --> 01:21:54,880
So it just makes it so that you 
never want to learn a new 

1608
01:21:54,880 --> 01:21:56,160
ability. 
Exactly. 

1609
01:21:56,160 --> 01:21:58,120
Like, so there is no point to 
advancement, right? 

1610
01:21:58,120 --> 01:22:01,000
Like people will because that's 
the game, right? 

1611
01:22:01,000 --> 01:22:03,840
But like, the first time I get 
fucked, I'm just gonna be like, 

1612
01:22:03,840 --> 01:22:05,640
Nah, I'm staying dumb, but I'll 
just like, I'll just. 

1613
01:22:05,800 --> 01:22:08,040
Upgrade my current abilities 
over and over till they're 

1614
01:22:08,040 --> 01:22:09,480
perfect, you know? 
Exactly. 

1615
01:22:09,480 --> 01:22:13,960
Exactly like there. 
It's such AI like the idea of 

1616
01:22:14,320 --> 01:22:16,360
learning something new should 
come with a cost. 

1617
01:22:16,560 --> 01:22:18,680
Yeah. 
But as soon as it's gamified in 

1618
01:22:18,680 --> 01:22:23,400
a way like this, where the cost 
is like 5 and six, I think are 

1619
01:22:23,400 --> 01:22:25,040
great. 
I think being like something 

1620
01:22:25,040 --> 01:22:28,000
hunts you like the something's 
going to come find you. 

1621
01:22:28,000 --> 01:22:30,480
But like, as soon as it's like 
you want to increase your stats,

1622
01:22:30,480 --> 01:22:33,240
so there's a risk that you will 
actually decrease a very 

1623
01:22:33,240 --> 01:22:36,480
important stat by a lot. 
To me, I'm like, why would I 

1624
01:22:36,480 --> 01:22:38,280
ever do? 
Why would I ever do that? 

1625
01:22:38,280 --> 01:22:41,360
The way I rolled this is I would
make this a 5050 cable and I'd 

1626
01:22:41,360 --> 01:22:44,280
be like one and two or one. 
Two and three are nothing. 

1627
01:22:44,400 --> 01:22:48,240
Nothing happens, right? 
You just do it and then four you

1628
01:22:48,440 --> 01:22:50,640
you have to pay with a powerful 
magic item. 

1629
01:22:51,040 --> 01:22:52,960
Five and six the the way they 
are right now. 

1630
01:22:52,960 --> 01:22:55,240
I keep them actually. 
I just would remove the first 

1631
01:22:55,240 --> 01:22:57,600
three and just be like it's a 
5050 chance. 

1632
01:22:57,760 --> 01:23:02,840
Either nothing happens and you 
just learn a new ability or or 

1633
01:23:02,840 --> 01:23:05,200
you get fucking in debt, 
essentially, you know. 

1634
01:23:05,200 --> 01:23:07,800
Yeah, I mean, I don't even mind 
the things that are there to an 

1635
01:23:07,800 --> 01:23:09,320
extent. 
Like the process was dangerous. 

1636
01:23:09,320 --> 01:23:11,120
You nearly died living a 
terrible scar. 

1637
01:23:11,320 --> 01:23:13,040
Period. 
Period. 

1638
01:23:13,720 --> 01:23:15,880
What's your scar? 
What's your scar but like? 

1639
01:23:16,000 --> 01:23:21,160
Do your stamina by 4, you know. 
Yeah, what's what's your, what's

1640
01:23:21,240 --> 01:23:22,880
your stamina? 
I mean, what what's your role 

1641
01:23:22,880 --> 01:23:24,320
for stamina? 
When you first start, it's not 

1642
01:23:24,320 --> 01:23:26,040
that great. 
Your stamina could be like 5 

1643
01:23:26,680 --> 01:23:27,840
like. 
No, I think it's a little bit 

1644
01:23:27,840 --> 01:23:29,800
higher than that, but you know. 
What I'm saying? 

1645
01:23:29,880 --> 01:23:33,040
Because it's two D 6 + 12 for 
stamina, but like. 

1646
01:23:33,400 --> 01:23:37,000
Still, Still. 
Four is a four is not a small 

1647
01:23:37,000 --> 01:23:40,080
amount. 
You know, one maybe. 

1648
01:23:40,640 --> 01:23:44,520
But also like I wouldn't, you 
know, I wouldn't overly punish 

1649
01:23:44,520 --> 01:23:45,880
them. 
I'm fine with things once I like

1650
01:23:45,880 --> 01:23:47,080
you. 
So I'm fine with things being 

1651
01:23:47,080 --> 01:23:50,360
punishing and even wasn't a 5050
table like I'm saying where 

1652
01:23:50,360 --> 01:23:52,040
you're like 01 and two, nothing 
happens. 

1653
01:23:52,040 --> 01:23:55,040
Three is a cost and and above is
a cost, right. 

1654
01:23:55,680 --> 01:23:58,840
I think that's even fair. 
But this is just like, oh, this 

1655
01:23:58,840 --> 01:24:01,600
just sucks all the way down. 
And I'm fine with that. 

1656
01:24:01,600 --> 01:24:02,920
But this feels like a mark board
table. 

1657
01:24:02,920 --> 01:24:05,800
Like, you know what I mean? 
Like it's just such a random bit

1658
01:24:05,800 --> 01:24:09,280
of, like, punishing brutality in
a system that, like, didn't. 

1659
01:24:09,280 --> 01:24:11,720
I don't feel like it feels out 
of place. 

1660
01:24:12,080 --> 01:24:14,160
I like it. 
I think fuck you. 

1661
01:24:14,640 --> 01:24:17,600
But not this doesn't feel like 
it fits in this game. 

1662
01:24:17,840 --> 01:24:20,080
There's a lot of back and forth 
going through this. 

1663
01:24:20,640 --> 01:24:23,640
Even in the example of like we 
had a super crunchy procedure 

1664
01:24:23,640 --> 01:24:25,680
and then right afterwards like 
it's really opens format. 

1665
01:24:25,680 --> 01:24:29,040
It's like, what is the thing you
know? 

1666
01:24:29,800 --> 01:24:32,600
How do you define the thing? 
What's the thing trying to do? 

1667
01:24:34,200 --> 01:24:38,840
Yeah, all good questions I had 
asked, OK. 

1668
01:24:39,800 --> 01:24:42,520
See the Amaranthine city? 
I love these arts. 

1669
01:24:42,520 --> 01:24:44,440
The in between arts with the new
color coding. 

1670
01:24:44,520 --> 01:24:46,400
All sorts of spirals are really 
good too. 

1671
01:24:46,440 --> 01:24:49,560
You know, like just the the 
dream of the Amaranthan city. 

1672
01:24:49,640 --> 01:24:52,400
It's like, fuck that, bro, Let's
let's talk about some sorcerers.

1673
01:24:53,640 --> 01:24:59,240
Yeah, another great piece of 
fiction that adds a lot to the 

1674
01:24:59,240 --> 01:25:01,680
world. 
If only they had done spot art 

1675
01:25:01,680 --> 01:25:04,040
like the way they do this, it'd 
be, this would be. 

1676
01:25:04,240 --> 01:25:06,200
It'd be amazing. 
Abilities. 

1677
01:25:09,000 --> 01:25:10,280
Yeah. 
What did I put here? 

1678
01:25:10,880 --> 01:25:12,400
Cool. 
So abilities, There are two 

1679
01:25:12,400 --> 01:25:14,760
categories of abilities. 
They're all abilities, all 

1680
01:25:14,760 --> 01:25:16,920
right? 
There are talents and then there

1681
01:25:16,920 --> 01:25:19,480
are spells. 
Whenever you create your 

1682
01:25:19,480 --> 01:25:23,760
character, you distribute the. 
Your skill that you roll is a is

1683
01:25:23,760 --> 01:25:28,520
a static stat, but it's also the
amount of points you have to put

1684
01:25:28,520 --> 01:25:30,120
into talents and spells. 
It's a. 

1685
01:25:30,200 --> 01:25:32,640
Stat and a pool. 
It's a stat and a pool that you 

1686
01:25:32,640 --> 01:25:35,920
spend. 
You distribute these points, 

1687
01:25:35,920 --> 01:25:38,960
right? 
You cannot have a maximum of 6IN

1688
01:25:38,960 --> 01:25:42,720
anything, even as you you level 
up and you and you move forward 

1689
01:25:44,600 --> 01:25:49,720
calculating talents. 
So for there's there's three 

1690
01:25:49,720 --> 01:25:52,040
ways essentially, right. 
There's role under. 

1691
01:25:52,120 --> 01:25:54,400
So for role under stuff you're 
building a threshold. 

1692
01:25:54,600 --> 01:25:59,240
Threshold will be whatever the 
rank of that talent is plus your

1693
01:25:59,240 --> 01:26:03,720
skill stat you roll under that. 
There's role bonus, which is 

1694
01:26:03,720 --> 01:26:06,760
when you're rolling, Opposed is 
a bonus to the role. 

1695
01:26:06,960 --> 01:26:11,920
If you have a 2IN something, you
just add 2 to your role and then

1696
01:26:11,920 --> 01:26:16,480
special says. 
Here Special is usually listed 

1697
01:26:16,480 --> 01:26:19,520
as just your rank and it has 
some kind of triggering effects.

1698
01:26:20,480 --> 01:26:22,280
I don't. 
I don't know why the word 

1699
01:26:22,280 --> 01:26:26,040
usually bothers me right there. 
Doesn't bother. 

1700
01:26:26,560 --> 01:26:27,640
Me. 
OK, well, it might be it'll. 

1701
01:26:27,840 --> 01:26:29,400
It'll last from vagary. 
You can always add something 

1702
01:26:29,400 --> 01:26:31,120
later and be like we didn't say 
specifically. 

1703
01:26:31,120 --> 01:26:36,120
It doesn't, you know. 
That is very true, yeah. 

1704
01:26:36,480 --> 01:26:39,800
Using a talent. 
Using talents. 

1705
01:26:41,360 --> 01:26:43,720
I put Why? 
Yeah, talents. 

1706
01:26:43,720 --> 01:26:45,160
OK. 
I don't know why I wrote it like

1707
01:26:45,160 --> 01:26:46,320
this. 
Are meant to trigger in 

1708
01:26:46,320 --> 01:26:49,080
different situations based on 
the type of talent. 

1709
01:26:53,240 --> 01:26:55,200
Was I drunk when I wrote these 
notes? 

1710
01:26:55,200 --> 01:26:57,320
God damn. 
I'm just going to read the 

1711
01:26:57,400 --> 01:26:58,840
thing. 
Listen, I took notes, guys, but 

1712
01:26:58,840 --> 01:27:00,720
apparently they're not very 
good. 

1713
01:27:03,400 --> 01:27:05,360
Oh, I know what I put here. 
I put here. 

1714
01:27:05,400 --> 01:27:09,320
This repeats roll under and 
bonus stuff from calculating 

1715
01:27:09,320 --> 01:27:11,800
talents above. 
That's what I wrote here. 

1716
01:27:12,120 --> 01:27:16,280
I'm a dumb idiot and maybe I was
smoking when I wrote this, but 

1717
01:27:16,520 --> 01:27:19,040
there's a little bit of 
repetition here about how roll 

1718
01:27:19,040 --> 01:27:22,120
under and and roll bonus stuff 
works. 

1719
01:27:22,680 --> 01:27:26,360
Specials will trigger either 
optionally or automatically. 

1720
01:27:27,120 --> 01:27:33,400
For casting spells, you spend 
stamina to add that much rank to

1721
01:27:33,400 --> 01:27:35,920
the spell that you are casting. 
That's right, there's blood 

1722
01:27:35,920 --> 01:27:39,320
magic in this bitch. 
This create This creates the 

1723
01:27:39,320 --> 01:27:44,960
threshold for your role and then
it says check for requirements 

1724
01:27:44,960 --> 01:27:49,520
for spells and then roll 2D6 
equal or below the threshold. 

1725
01:27:49,520 --> 01:27:51,560
It's a it. 
It's roll under. 

1726
01:27:52,440 --> 01:27:56,160
Yeah, it's just you don't add, 
you just add stamina as your 

1727
01:27:56,160 --> 01:27:59,640
bonus versus adding like your 
skill or your or your rank or 

1728
01:27:59,640 --> 01:28:02,080
anything like that. 
Yeah. 

1729
01:28:03,000 --> 01:28:07,200
Yeah. 
No, you add that value to your 

1730
01:28:07,200 --> 01:28:09,280
rank. 
Rank still counts. 

1731
01:28:10,920 --> 01:28:13,640
To your rank in Oh yeah, yeah 
yeah, you rank in the spell. 

1732
01:28:13,640 --> 01:28:14,840
Yeah 'cause you can rank up in 
your spells. 

1733
01:28:14,840 --> 01:28:17,120
Correct. 
You don't have to spend stamina.

1734
01:28:17,320 --> 01:28:18,880
Technically, yeah, no. 
But you can. 

1735
01:28:18,960 --> 01:28:21,440
Yeah, but you can. 
Which I think's cool. 

1736
01:28:23,000 --> 01:28:24,440
Yeah. 
Yeah, There. 

1737
01:28:24,560 --> 01:28:27,200
I feel like there. 
I read through this and I feel 

1738
01:28:27,200 --> 01:28:31,960
like there's more words than 
there needs to be. 100% more, do

1739
01:28:31,960 --> 01:28:33,280
you? 
Also, what's the what's the 

1740
01:28:33,280 --> 01:28:34,560
last, what's the last part of 
that? 

1741
01:28:34,560 --> 01:28:36,120
Casting a spell thing, That's 
super important. 

1742
01:28:36,800 --> 01:28:41,800
Oh, Oh yeah, If you fail the 
role, period. 

1743
01:28:41,800 --> 01:28:45,080
By the way, not crit fail. 
If you fail the roll, you have 

1744
01:28:45,080 --> 01:28:49,120
to roll on the Magical 
Calamities table and look at the

1745
01:28:49,120 --> 01:28:50,680
end of the spells we're 
definitely going to roll on. 

1746
01:28:50,680 --> 01:28:53,560
Because I do enjoy that table. 
And like, I feel like the spell 

1747
01:28:53,560 --> 01:28:58,840
casting in this is fairly 
significant and your ability to 

1748
01:28:58,840 --> 01:29:01,000
modify your spells is also 
fairly significant. 

1749
01:29:01,000 --> 01:29:03,200
So I'm actually kind of OK with 
like not crit fail. 

1750
01:29:03,240 --> 01:29:05,720
If you fail you're rolling on 
magic calamities. 

1751
01:29:05,720 --> 01:29:07,560
It also carries that kind of 
swords and swords for you. 

1752
01:29:07,560 --> 01:29:10,400
Like magic is dark and fucked up
and you don't really want to get

1753
01:29:10,400 --> 01:29:13,160
in bed with that unless you're a
crazy person like Hunter in 

1754
01:29:13,160 --> 01:29:17,280
every game. 
Yeah, and now here is use tally,

1755
01:29:17,280 --> 01:29:19,760
which I guess is an appropriate 
space for it, but it mentions it

1756
01:29:19,760 --> 01:29:21,400
before and I wouldn't mind it 
higher up. 

1757
01:29:21,680 --> 01:29:24,800
When you use the ability in 
play, you add a tally to the 

1758
01:29:24,800 --> 01:29:27,720
uses column and then when you 
try for advancement you roll 

1759
01:29:27,720 --> 01:29:30,920
under that. 
It's an advancement thing now. 

1760
01:29:33,440 --> 01:29:36,920
So anytime you use an ability. 
It's so small there. 

1761
01:29:36,920 --> 01:29:38,320
God, the digital version makes 
it feel so. 

1762
01:29:38,960 --> 01:29:42,400
Yeah, anytime you use an 
ability, you mark the use. 

1763
01:29:44,160 --> 01:29:47,080
I think those are too small for 
that character sheet. 

1764
01:29:47,200 --> 01:29:49,920
I think this is the old one. 
I think the new ones are 

1765
01:29:50,040 --> 01:29:51,800
definitely bigger. 
I did. 

1766
01:29:51,800 --> 01:29:56,400
They they yeah, There's a 
there's a form syllable version 

1767
01:29:56,400 --> 01:30:00,320
digitally and which is great and
it works really well and that's 

1768
01:30:00,320 --> 01:30:01,600
what I use because I made a 
character. 

1769
01:30:01,880 --> 01:30:05,080
I'm doing this and shocker, it 
was a caster. 

1770
01:30:06,720 --> 01:30:08,080
Yeah. 
So talents. 

1771
01:30:09,440 --> 01:30:11,760
There are several talents. 
They're all pretty good. 

1772
01:30:12,280 --> 01:30:15,400
This really leans into if you 
want to make your character like

1773
01:30:15,400 --> 01:30:19,440
a Dexy Reflex person, you put in
Reflex and you can roll under 

1774
01:30:20,320 --> 01:30:22,000
let's just do reflexes roll 
under. 

1775
01:30:22,400 --> 01:30:23,720
I like that it says it on each 
one. 

1776
01:30:23,720 --> 01:30:26,920
It tells you if it's roll under 
roll bonus or special, you are 

1777
01:30:26,920 --> 01:30:30,240
adequate at avoiding danger. 
When a situation calls for you 

1778
01:30:30,240 --> 01:30:34,320
to dodge, such as a ranged 
weapon attack, certain spells, 

1779
01:30:34,320 --> 01:30:37,320
and some environmental hazards, 
you may choose to test this 

1780
01:30:37,320 --> 01:30:40,640
ability. 
If you are wearing armor, add 

1781
01:30:40,640 --> 01:30:45,080
your armor die to this role. 
This role under SO is like a bad

1782
01:30:45,080 --> 01:30:47,800
thing, right? 
If your role is successful, you 

1783
01:30:47,800 --> 01:30:52,000
avoid any negative effects. 
The talents are very grounded. 

1784
01:30:52,080 --> 01:30:55,280
There's some cool stuff in here,
but it it's. 

1785
01:30:56,440 --> 01:30:58,160
Huh. 
What am I thinking here, Ryan? 

1786
01:31:00,520 --> 01:31:02,000
What am I thinking? 
Read my mind. 

1787
01:31:02,000 --> 01:31:03,000
What? 
Are you thinking? 

1788
01:31:04,720 --> 01:31:06,960
It's stuff that I feel like in a
lot of ways will be very 

1789
01:31:06,960 --> 01:31:08,920
available to all characters in 
other games. 

1790
01:31:09,040 --> 01:31:11,320
Because. 
It's a skill based game. 

1791
01:31:11,320 --> 01:31:13,400
It's like, no, you have to have 
the skill or else you're going 

1792
01:31:13,400 --> 01:31:15,280
to use luck to do this. 
Yeah. 

1793
01:31:15,400 --> 01:31:17,160
So that's why I don't like this 
at all. 

1794
01:31:17,160 --> 01:31:18,800
Yeah. 
There isn't like here. 

1795
01:31:21,560 --> 01:31:24,840
I go. 
Oh, I think there's some 

1796
01:31:24,840 --> 01:31:27,080
reformatting the rules that can 
make this a little bit more 

1797
01:31:27,080 --> 01:31:30,680
approachable to like everyone 
should kind of be able to dodge 

1798
01:31:30,680 --> 01:31:32,080
and you can't. 
You kind of can't hear. 

1799
01:31:32,080 --> 01:31:35,960
You just have to use luck, and 
that's you spin luck as you use 

1800
01:31:35,960 --> 01:31:37,880
it. 
And so it kind of really limits 

1801
01:31:37,880 --> 01:31:39,040
what you're going to be able to 
do. 

1802
01:31:39,240 --> 01:31:41,960
Also because Luck has so many 
other things that you can do 

1803
01:31:41,960 --> 01:31:44,000
with it, it'd be weird to kind 
of use it for this when you can 

1804
01:31:44,000 --> 01:31:46,000
use it for all other kinds of 
stuff. 

1805
01:31:46,360 --> 01:31:50,240
There's is something missing to 
deal with this problem that they

1806
01:31:50,240 --> 01:31:53,560
kind of rolled into luck and I 
don't know that that's the fix. 

1807
01:31:54,080 --> 01:31:56,680
No. 
So my biggest issue with a lot 

1808
01:31:56,680 --> 01:31:57,840
of this is exactly what you 
said. 

1809
01:31:57,840 --> 01:31:59,760
And this is my problem with any 
system that has feet. 

1810
01:31:59,760 --> 01:32:02,080
It's one of the reasons that 
like I started out with like 

1811
01:32:02,080 --> 01:32:05,040
being a fan of Dragon Band and 
then I became less and less of a

1812
01:32:05,040 --> 01:32:07,200
fan of Dragon Band over time 
because we started getting it's 

1813
01:32:07,200 --> 01:32:10,440
like Heroic Abilities and like 
half of them should just be shit

1814
01:32:10,440 --> 01:32:12,440
people can fucking do. 
And like, that's my biggest 

1815
01:32:12,440 --> 01:32:16,160
problem with with feats in 5E is
like brawling's a feat without 

1816
01:32:16,160 --> 01:32:18,120
the feet, you can't do it. 
But why the fuck can't everybody

1817
01:32:18,120 --> 01:32:20,560
brawl? 
Like it just bothers me when you

1818
01:32:20,840 --> 01:32:22,640
when you put stuff that 
everyone. 

1819
01:32:22,720 --> 01:32:26,840
So for example, like basically 
it's saying that like, you just 

1820
01:32:27,080 --> 01:32:28,400
it's not that you can't do it 
right. 

1821
01:32:28,400 --> 01:32:31,440
Like if you have Constitution, 
you can you can roll 

1822
01:32:31,440 --> 01:32:33,560
Constitution, you're just not as
good at it, right? 

1823
01:32:33,560 --> 01:32:36,680
But like, there's some stuff 
here that I think should just be

1824
01:32:36,680 --> 01:32:39,160
like, there could have been like
A4 stat and that could have just

1825
01:32:39,160 --> 01:32:41,960
been like a combat stat. 
And then you could pick like 

1826
01:32:42,600 --> 01:32:44,880
combat things that you're a 
little bit better at. 

1827
01:32:44,880 --> 01:32:46,560
But here's here's my other issue
with it, right. 

1828
01:32:46,560 --> 01:32:49,520
So like, the talents are like 
Constitution, Reflexes, 

1829
01:32:49,520 --> 01:32:53,160
Strength, Willpower. 
Like things that are normally 

1830
01:32:53,160 --> 01:32:55,880
stats, Strength, Willpower, 
Deception. 

1831
01:32:55,880 --> 01:32:59,200
Like, you know, Stealth, things 
like that. 

1832
01:32:59,200 --> 01:33:01,000
Things that are normally stats 
are now talents. 

1833
01:33:01,000 --> 01:33:02,800
But here's here's the issue that
I have, right? 

1834
01:33:03,200 --> 01:33:06,920
So how do you determine, how do 
you determine your skill 

1835
01:33:06,920 --> 01:33:09,480
threshold and pool? 
What's What's the dice? 

1836
01:33:10,040 --> 01:33:14,840
So it is A1 D 3 + 3 for when you
roll skill. 

1837
01:33:15,880 --> 01:33:18,000
So I roll. 
I rolled A6 when I made my 

1838
01:33:18,000 --> 01:33:19,840
character. 
And the lowest you can get is a 

1839
01:33:19,840 --> 01:33:21,920
four, right? 
Yeah. 

1840
01:33:22,360 --> 01:33:25,800
So that's not a bad spread. 
It's not a bad spread, right? 

1841
01:33:25,800 --> 01:33:30,040
Except except when you're 
looking at small numbers, right?

1842
01:33:30,040 --> 01:33:37,080
So I can my skill is a four to 
start and then I get 4 talents 

1843
01:33:37,280 --> 01:33:40,080
that I could put one point in, 
right? 

1844
01:33:40,560 --> 01:33:48,280
You start with a base of 6 and 
get 6 talents as opposed to some

1845
01:33:48,280 --> 01:33:49,960
type of inverse, right? 
Right. 

1846
01:33:49,960 --> 01:33:52,800
As opposed to being like if you 
start with a 4, you get 6, you 

1847
01:33:52,800 --> 01:33:55,320
start with the six, you get four
and five and five is the middle 

1848
01:33:55,320 --> 01:33:56,760
ground, right? 
A little bit of balance. 

1849
01:33:57,160 --> 01:34:00,320
So the issue that I have is when
we're talking about 

1850
01:34:00,320 --> 01:34:02,280
specialization, right, We're 
not. 

1851
01:34:02,280 --> 01:34:06,280
Because my base, before I add 
any modifiers on everything on 

1852
01:34:06,280 --> 01:34:10,000
this list is a four, and your 
base on everything on this list 

1853
01:34:10,000 --> 01:34:15,000
is a six. 
Damn. 

1854
01:34:15,680 --> 01:34:20,880
And then I only have 4 talents. 
If I put one in each, I would 

1855
01:34:21,000 --> 01:34:22,720
also only have 4 talents. 
Think about. 

1856
01:34:23,000 --> 01:34:25,840
That. 
Yeah, and then you also you get 

1857
01:34:25,840 --> 01:34:29,320
6 talents, so. 
You are literally just every 

1858
01:34:29,360 --> 01:34:31,320
way. 
That's every way. 

1859
01:34:31,520 --> 01:34:33,280
Damn, I did not even think about
that. 

1860
01:34:33,280 --> 01:34:35,480
And the moment you said it, I'm 
like, oh fuck, you're right. 

1861
01:34:35,720 --> 01:34:38,920
That stat, it's too heavily 
weighted. 

1862
01:34:39,200 --> 01:34:40,840
That's too heavily weighted. 
That's my. 

1863
01:34:40,840 --> 01:34:42,400
Point. 
That's my point. 

1864
01:34:42,560 --> 01:34:46,160
That's my point. 
I I think I think the way to fix

1865
01:34:46,160 --> 01:34:50,960
that would be to. 
Damn. 

1866
01:34:51,600 --> 01:34:56,760
Yeah, would be to break these 
down into maybe categories. 

1867
01:34:56,760 --> 01:34:59,000
Mm hmm. 
Mm hmm. 

1868
01:34:59,000 --> 01:35:02,160
Right. 
And then have like a role for 

1869
01:35:02,160 --> 01:35:07,360
each category and then have like
a pool at the end or whatever. 

1870
01:35:07,360 --> 01:35:11,480
You know what I mean? 
So like kind of but no it can 

1871
01:35:11,480 --> 01:35:13,280
still be talents. 
But like say you take all of the

1872
01:35:13,280 --> 01:35:16,760
combat, say you take all of the 
combat ones right? 

1873
01:35:16,760 --> 01:35:20,880
And you roll like 1D3 for your 
base combat right? 

1874
01:35:21,120 --> 01:35:24,760
And then you can if you roll A1 
you get a one in each combat 

1875
01:35:24,760 --> 01:35:28,320
whatever. 
But then you roll like a A5 in 

1876
01:35:28,320 --> 01:35:32,800
all of the like sneaky ones or 
whatever or like the non combat 

1877
01:35:32,800 --> 01:35:34,800
ones. 
So like you can still break it 

1878
01:35:34,800 --> 01:35:37,480
down by talent but your base 
isn't the same. 

1879
01:35:37,480 --> 01:35:40,600
For literally what like 20 
fucking talents. 

1880
01:35:41,040 --> 01:35:44,400
You can at least break it up 
into like 4 sections of talent 

1881
01:35:44,600 --> 01:35:45,960
where the base can be a little 
different. 

1882
01:35:45,960 --> 01:35:49,720
Like all of the magic you can 
have a spell talent like base 

1883
01:35:49,720 --> 01:35:51,280
stat. 
That's the issue I think with 

1884
01:35:51,280 --> 01:35:52,920
having one base stat for all of 
these. 

1885
01:35:52,920 --> 01:35:55,760
Again, like I said, you are 
literally if you have a six and 

1886
01:35:55,760 --> 01:35:59,000
I have a four, you are better at
everything than me. 

1887
01:36:00,040 --> 01:36:05,960
On top of knowing more talents 
than me immediately, I think the

1888
01:36:05,960 --> 01:36:08,080
fix, the real quick fix, what I 
would do is what I said. 

1889
01:36:08,280 --> 01:36:11,680
If you roll A4, you get to pick 
six talents where you get a 

1890
01:36:11,680 --> 01:36:15,040
point in and if you roll A6, you
get to pick four and five, five 

1891
01:36:15,040 --> 01:36:17,840
as a middle ground, right? 
So you have, you have a lower 

1892
01:36:17,840 --> 01:36:21,400
threshold to start but a higher 
number of talents you can be in.

1893
01:36:21,400 --> 01:36:23,520
And the other one is you have a 
higher threshold to start but a 

1894
01:36:23,520 --> 01:36:24,960
lower number of talents to be 
in. 

1895
01:36:24,960 --> 01:36:26,160
There's at least a bit of 
balance there. 

1896
01:36:26,360 --> 01:36:29,040
But again, if I start with a 
four base with four talents, 

1897
01:36:29,040 --> 01:36:30,400
these are with a six base and 
six talents. 

1898
01:36:30,760 --> 01:36:34,200
I mean, imagine how far how many
different ability advancement I 

1899
01:36:34,200 --> 01:36:38,640
have to risk to even go up. 
Get that many? 

1900
01:36:38,640 --> 01:36:40,560
Yeah. 
Cuz also, it's like if you want 

1901
01:36:40,560 --> 01:36:42,960
to get new abilities, it's just 
gonna cost. 

1902
01:36:42,960 --> 01:36:44,880
It's gonna fucking nickel and 
dime the fuck out of you. 

1903
01:36:45,200 --> 01:36:48,200
You know, cuz I could, I could 
be trying to get that even. 

1904
01:36:48,200 --> 01:36:52,480
Just get to the six talents that
you started with and I roll -4 

1905
01:36:52,480 --> 01:36:56,160
Stamina, I roll -2 Luck. 
And I'm still now at four base 

1906
01:36:56,280 --> 01:36:58,560
with four talents -4 Stamina, -2
Luck. 

1907
01:36:58,800 --> 01:37:00,240
Still not even close to where 
you were. 

1908
01:37:00,240 --> 01:37:01,120
I. 
Didn't even think about the 

1909
01:37:01,120 --> 01:37:03,480
implication, the fact that it 
like because it is your 

1910
01:37:03,480 --> 01:37:07,200
threshold like and the number of
talents you get like if it gives

1911
01:37:07,200 --> 01:37:10,320
the really fucked up, fucked up 
exponential relationship. 

1912
01:37:11,520 --> 01:37:13,080
And imagine starting with a low 
stamina too. 

1913
01:37:13,080 --> 01:37:15,760
You can't do spells, you know 
what I mean? 

1914
01:37:16,840 --> 01:37:18,840
You know so well you could. 
You could. 

1915
01:37:18,840 --> 01:37:20,240
You have to spend. 
You have to spend. 

1916
01:37:20,240 --> 01:37:22,600
Sam, you just. 
Can't but you know but you know 

1917
01:37:22,840 --> 01:37:25,400
yeah. 
Anyway so that was my initial 

1918
01:37:25,400 --> 01:37:28,480
issue is I think the talents are
I think there's some talents in 

1919
01:37:28,480 --> 01:37:32,720
here that are too broad to 
specifically make them talents. 

1920
01:37:32,720 --> 01:37:34,600
But I know people that like 
skills and talents that like it 

1921
01:37:34,600 --> 01:37:39,000
that way and that's fine. 
But I think the base the base 

1922
01:37:39,000 --> 01:37:43,560
threshold is is. 
Yeah, yeah, yeah, you're you're 

1923
01:37:43,560 --> 01:37:45,080
right. 
I agree with you. 

1924
01:37:45,640 --> 01:37:48,760
But moving on for the sake of of
brevity, which we're all so good

1925
01:37:48,760 --> 01:37:52,760
at. 
Spells, there's much talent. 

1926
01:37:52,760 --> 01:37:55,480
You can read them all there. 
There are some cool ones on 

1927
01:37:55,480 --> 01:37:58,320
there, There they'll give you 
your character, your character, 

1928
01:37:58,320 --> 01:38:01,120
the feel that you want. 
I do to agree that they can be a

1929
01:38:01,120 --> 01:38:04,800
little bit more categorized and 
investing in categories, but 

1930
01:38:04,800 --> 01:38:08,320
whatever spells. 
They're also, they're also very,

1931
01:38:09,080 --> 01:38:13,720
very mechanicky, yes. 
Everything is very mechanic key.

1932
01:38:13,840 --> 01:38:17,160
For a game that up until this 
point has been relatively free 

1933
01:38:17,160 --> 01:38:20,080
form, kind of, everyone is 
literally like, you get specific

1934
01:38:20,080 --> 01:38:22,240
points to do this specific 
thing, to add this specific 

1935
01:38:22,240 --> 01:38:24,880
thing to do this specific thing,
and then tell me how spells are 

1936
01:38:24,880 --> 01:38:27,680
the exact same fucking way. 
Oh, I like Forbidden Lore, 

1937
01:38:27,680 --> 01:38:28,200
though. 
Real quick. 

1938
01:38:28,200 --> 01:38:29,880
We'll talk about Forbidden Lore 
just because I think it's a 

1939
01:38:29,880 --> 01:38:31,320
funny one. 
Forbidden Lore is one of the 

1940
01:38:31,320 --> 01:38:32,960
talents, but right before 
spells. 

1941
01:38:33,440 --> 01:38:37,360
That is role under you studied 
strange and Mystic writings when

1942
01:38:37,360 --> 01:38:39,760
trying to understand something 
about the supernatural. 

1943
01:38:39,760 --> 01:38:44,360
You may have your GM test this 
abilities, the GM roles and hide

1944
01:38:44,360 --> 01:38:48,680
the result. 
Then you ask them a yes or no 

1945
01:38:48,680 --> 01:38:53,680
question about the topic. 
If the role was successful, they

1946
01:38:53,680 --> 01:38:56,440
must give you a correct answer. 
If the role was not successful, 

1947
01:38:56,640 --> 01:38:58,600
they must give you an incorrect 
answer. 

1948
01:38:59,320 --> 01:39:02,880
If you are attempting this 
ability untrained, you lose luck

1949
01:39:02,880 --> 01:39:05,600
regardless of the role. 
I just think this is really 

1950
01:39:05,600 --> 01:39:07,960
funny because you can be like 
reaching to your forbidden 

1951
01:39:07,960 --> 01:39:09,720
knowledge. 
Like is this right? 

1952
01:39:09,880 --> 01:39:12,400
And you're like, yeah, it's 
probably right. 

1953
01:39:12,400 --> 01:39:14,120
And then later on you're like, 
fuck, it was totally wrong. 

1954
01:39:15,560 --> 01:39:16,680
I. 
Love that idea. 

1955
01:39:16,680 --> 01:39:18,520
It's a fun. 
Interplay with the GM and like 

1956
01:39:18,520 --> 01:39:20,800
you don't really know whether or
not what you got was the truth, 

1957
01:39:20,880 --> 01:39:22,480
so. 
Well, I if I was going to do 

1958
01:39:22,480 --> 01:39:25,080
that, I would cut out the 
probably like if if if they ask 

1959
01:39:25,080 --> 01:39:27,640
me a question I'm just going to 
be like they're gonna ask me 

1960
01:39:27,640 --> 01:39:29,880
like does does this room have a 
secret door? 

1961
01:39:29,880 --> 01:39:32,360
And I I I rolled so that it was 
a fail. 

1962
01:39:32,360 --> 01:39:36,560
I'd be like no, it doesn't. 
But it does. 

1963
01:39:37,440 --> 01:39:39,960
No, you said probably in the way
you were pronouncing it in the 

1964
01:39:39,960 --> 01:39:42,520
way you were saying for an 
example, But I love that idea 

1965
01:39:42,520 --> 01:39:45,400
even for like perception checks 
for some things where like 

1966
01:39:45,440 --> 01:39:47,560
what's your stat? 
And then I'd roll behind the GM 

1967
01:39:47,560 --> 01:39:48,800
screen and be like, no, you 
don't see anything. 

1968
01:39:49,200 --> 01:39:50,720
Yeah. 
And you would never know. 

1969
01:39:50,720 --> 01:39:52,600
You wouldn't even get to Meadow.
Whether you saw something or 

1970
01:39:52,600 --> 01:39:53,960
not, you know. 
Yeah. 

1971
01:39:54,600 --> 01:39:57,440
So spells. 
Spells Dan. 

1972
01:39:57,440 --> 01:39:59,240
There's some cool fucking spells
man. 

1973
01:40:00,800 --> 01:40:08,200
I mean they're all the chant of 
the aegis, the first one, I just

1974
01:40:08,200 --> 01:40:10,840
think they're vibey. 
The sound of this chant 

1975
01:40:11,120 --> 01:40:13,880
manifests a translucent field of
resistance. 

1976
01:40:13,880 --> 01:40:18,400
This field covers either a large
pre designated area you have 

1977
01:40:18,400 --> 01:40:21,720
marked. 
Or a Dome around you and 

1978
01:40:21,720 --> 01:40:27,200
everything near you. 
Big big letter N near and big 

1979
01:40:27,440 --> 01:40:32,360
letter capital L large. 
When casting choose either magic

1980
01:40:32,360 --> 01:40:34,920
or physic matter. 
Physical matter. 

1981
01:40:35,720 --> 01:40:38,080
The thing you choose finds it 
difficult to picture at the 

1982
01:40:38,080 --> 01:40:39,720
field. 
If magic is chosen, the spell 

1983
01:40:39,720 --> 01:40:42,320
effect that would cross the 
field at don't and spell is 

1984
01:40:42,320 --> 01:40:46,240
trying to go through have their 
final casting result multiplied 

1985
01:40:46,720 --> 01:40:51,400
by your rank in this ability 
plus one if the physical matter 

1986
01:40:51,400 --> 01:40:54,320
is chosen. 
Arrows and other flying debris 

1987
01:40:55,000 --> 01:40:57,400
that would cross the field 
don't, and creatures trying to 

1988
01:40:57,400 --> 01:41:01,840
move through it must test luck 
or appropriate ability with 

1989
01:41:01,840 --> 01:41:06,760
their result multiplied by your 
rank in the ability plus one, or

1990
01:41:06,760 --> 01:41:10,640
be repelled. 
I just like it's a force field. 

1991
01:41:10,880 --> 01:41:15,200
There's a lot of stuff going on.
It's a little too crunchy, but 

1992
01:41:15,440 --> 01:41:18,960
it's a force field, you know? 
I appreciate the force field. 

1993
01:41:19,200 --> 01:41:24,440
I also like mind web. 
Mind web is probably my favorite

1994
01:41:24,440 --> 01:41:25,760
one. 
I think this is the one that I 

1995
01:41:25,760 --> 01:41:27,400
put for my character. 
I wonder how I'd save that 

1996
01:41:27,400 --> 01:41:28,200
character. 
I. 

1997
01:41:29,600 --> 01:41:31,880
Probably shut down my computer 
with it open and didn't save it.

1998
01:41:35,480 --> 01:41:37,840
Did I save it? 
I did not save it. 

1999
01:41:37,840 --> 01:41:40,560
Man, look at why. 
Why am I the way that I am? 

2000
01:41:44,320 --> 01:41:46,000
I don't mean we are. 
This is an episode for us, 

2001
01:41:46,000 --> 01:41:46,640
though, man. 
We are. 

2002
01:41:46,640 --> 01:41:48,120
We are. 
All well, I. 

2003
01:41:48,440 --> 01:41:50,440
I might actually cut out pauses 
in this one. 

2004
01:41:50,800 --> 01:41:53,040
I kind of put like 4:00 AM. 
So yeah, mind web. 

2005
01:41:53,040 --> 01:41:55,520
I like mind web. 
Create a mental link between 

2006
01:41:55,520 --> 01:42:00,080
yourself and any creature who 
bear a special mark or move 

2007
01:42:00,080 --> 01:42:02,760
through a warded area. 
I just like that you can just 

2008
01:42:02,760 --> 01:42:07,520
set up a a mind reading trap. 
They have a chance to resist you

2009
01:42:07,520 --> 01:42:10,280
trying to read your mind. 
But you could just make a room 

2010
01:42:10,280 --> 01:42:13,080
and ward a room, and anyone who 
walks into that room, you can 

2011
01:42:13,080 --> 01:42:14,960
read their, you can attempt to 
read their mind. 

2012
01:42:16,000 --> 01:42:18,080
And I think that shit is fucking
cool. 

2013
01:42:18,880 --> 01:42:26,040
Yeah, my issue, my issue that I 
have with this is how randomly 

2014
01:42:26,040 --> 01:42:31,320
like the system has been pretty 
lightweight until we hit talents

2015
01:42:31,320 --> 01:42:34,920
and spells and then suddenly I 
feel like I'm reading 5E. 

2016
01:42:35,680 --> 01:42:37,640
Yes, it does get a little bit 
crunchier here. 

2017
01:42:37,840 --> 01:42:40,720
I mean a lot. 
A lot of the stuff in the spells

2018
01:42:40,720 --> 01:42:45,880
is fluff, you know. 
But like for example, like when 

2019
01:42:45,880 --> 01:42:48,680
you're reading the chant of the 
ages part, like you get to a 

2020
01:42:48,680 --> 01:42:53,320
point where you when you start 
to fall into a rhythm where it's

2021
01:42:53,320 --> 01:42:56,080
like it's all of this but you 
have to add 1 and then climbs 

2022
01:42:56,080 --> 01:42:58,320
your rank and do all this. 
I'm like honestly dude, it's a 

2023
01:42:58,320 --> 01:43:00,720
force field. 
Just say it's a force field. 

2024
01:43:01,000 --> 01:43:02,520
Magic can't get in, arrows can't
get in. 

2025
01:43:02,720 --> 01:43:05,560
If something wants to get in, 
roll against it, boom, you're 

2026
01:43:05,560 --> 01:43:06,320
done. 
You know what I mean? 

2027
01:43:06,320 --> 01:43:08,840
That's I think a lot of the 
spells are really vibing really 

2028
01:43:08,840 --> 01:43:12,440
interesting. 
I just I am very curious as why 

2029
01:43:12,440 --> 01:43:20,200
they became so crunchy and 
numbers focused and and I I 

2030
01:43:20,200 --> 01:43:22,120
bounced off a lot of the spells 
where I'm like this is really 

2031
01:43:22,120 --> 01:43:26,160
interesting but I feel like you 
could this could be simplified 

2032
01:43:26,160 --> 01:43:28,440
and still keep the vibes the 
same which is really interesting

2033
01:43:28,440 --> 01:43:30,480
to me. 
I think you know with the having

2034
01:43:30,480 --> 01:43:34,600
everything, I mean the entire 
game is built around the talent.

2035
01:43:35,120 --> 01:43:36,840
So like, I understand it to a 
point. 

2036
01:43:37,240 --> 01:43:41,000
But my my other thing too is 
like my character sheet is not 

2037
01:43:41,000 --> 01:43:43,040
big enough to write a spell on, 
you know what I mean? 

2038
01:43:43,520 --> 01:43:45,960
Yeah, the form Fillable one was 
fine for it. 

2039
01:43:45,960 --> 01:43:48,720
But that character sheet, Yeah, 
yeah. 

2040
01:43:48,720 --> 01:43:55,400
And then, moving on, we have the
The Magical Calamities, which I 

2041
01:43:55,400 --> 01:43:57,000
think is cool. 
You want to roll on the Magical 

2042
01:43:57,000 --> 01:43:58,480
Calamities. 
Sure, yeah, I'll roll on the 

2043
01:43:58,480 --> 01:44:00,040
Magical Calamities. 
What are you rolling on this AD 

2044
01:44:00,040 --> 01:44:15,480
3? 
D6. 3D6 I rolled 13. 13 Couldn't

2045
01:44:15,480 --> 01:44:16,960
read off from him. 
Type something real quick the. 

2046
01:44:16,960 --> 01:44:20,600
Spell is cast, but it's effects,
but it affects unintended 

2047
01:44:20,600 --> 01:44:24,280
targets or its effects are the 
opposite of intended. 

2048
01:44:24,520 --> 01:44:27,360
GM's choice exactly how the 
spell is reversed. 

2049
01:44:27,680 --> 01:44:28,920
Dig it. 
Cool. 

2050
01:44:29,080 --> 01:44:30,160
It's a force field. 
Guess what? 

2051
01:44:30,160 --> 01:44:32,760
You're stuck in it now. 
Yeah, now you cannot leave the 

2052
01:44:32,800 --> 01:44:34,200
force field. 
Yeah, there's some fun. 

2053
01:44:34,480 --> 01:44:38,600
So 10 and 11 are the high points
on the bell curve for this. 

2054
01:44:38,880 --> 01:44:44,880
So for 10 roiling smoke pores 
from you filling nearby area, 

2055
01:44:44,880 --> 01:44:48,800
obscures vision and provokes 
fits of coughing, Takes an hour 

2056
01:44:48,800 --> 01:44:50,240
and dissipate. 
Great. 

2057
01:44:50,440 --> 01:44:52,960
If for for being the midbranger,
you're going to hit more fairly 

2058
01:44:52,960 --> 01:44:54,560
often. 
Like that's a great one. 

2059
01:44:54,560 --> 01:44:58,080
There's not massive cost to it, 
it's mostly an inconvenience and

2060
01:44:58,080 --> 01:45:01,920
an 11. 
An 11 is genuinely a good one 

2061
01:45:01,960 --> 01:45:05,280
and it's very ridiculous. 
Nature inverts around you. 

2062
01:45:05,680 --> 01:45:09,040
Water turns to fire, fire turns 
to ice. 

2063
01:45:09,360 --> 01:45:13,400
Barren ground grows, plants 
lust, vegetation Withers and 

2064
01:45:13,400 --> 01:45:16,680
dies fucking just like you're 
on. 

2065
01:45:16,720 --> 01:45:20,120
Like you cast a spell and you're
on the lake and the lake around 

2066
01:45:20,120 --> 01:45:24,840
you turns to fucking fire. 
Yeah, absolute weirdo nonsense. 

2067
01:45:24,840 --> 01:45:26,320
I love it. 
Yeah, not. 

2068
01:45:26,360 --> 01:45:28,640
But here, here's the thing. 
That's fucking awesome. 

2069
01:45:28,760 --> 01:45:33,120
That's fantastic, you know? 
You know, that's how, in my 

2070
01:45:33,120 --> 01:45:35,240
opinion, and again, this is the 
way that I like magic. 

2071
01:45:35,640 --> 01:45:37,640
That's just what one of the 
spells should have been like 

2072
01:45:37,640 --> 01:45:40,600
that easy I don't like. 
Like I said, a lot of the spells

2073
01:45:40,600 --> 01:45:44,560
get so much into like multiply X
by 10 for your rank and then 

2074
01:45:44,560 --> 01:45:47,680
subtract 3 from your ability to 
add 2 to your luck and stuff. 

2075
01:45:47,680 --> 01:45:51,000
And I'm just like or ice turns 
to fire like you know what I 

2076
01:45:51,000 --> 01:45:52,760
mean? 
Like I definitely prefer. 

2077
01:45:53,000 --> 01:45:55,920
We both prefer at least I'm, you
know, I'm putting words in your 

2078
01:45:55,920 --> 01:45:59,920
mouth a little bit more free 
form magic and it's it to me, it

2079
01:45:59,920 --> 01:46:02,120
just it. 
When I first got to how crunchy 

2080
01:46:02,120 --> 01:46:03,440
the spells were, I was just 
surprised. 

2081
01:46:04,880 --> 01:46:10,080
But yeah, so dude, dude, on the 
back on the book. 

2082
01:46:10,440 --> 01:46:12,000
I think you've seen this a 
couple times throughout. 

2083
01:46:12,280 --> 01:46:14,640
Great piece, great piece of art.
I love this. 

2084
01:46:16,960 --> 01:46:19,400
The invasion. 
This is a red section. 

2085
01:46:19,400 --> 01:46:20,960
The last one was purple, I 
believe. 

2086
01:46:20,960 --> 01:46:22,160
So this section is color-coded 
red. 

2087
01:46:22,160 --> 01:46:23,600
I love that it's color-coded. 
By the way. 

2088
01:46:23,600 --> 01:46:27,000
I think that's fantastic. 
This is a great piece. 

2089
01:46:27,000 --> 01:46:33,280
It'll go into a piece by Mahar 
Mandahas for another narrative 

2090
01:46:33,280 --> 01:46:35,680
section here, and we're in the 
items now. 

2091
01:46:35,680 --> 01:46:39,240
So if you wanted spot art before
you got a shit load of it, now 

2092
01:46:39,520 --> 01:46:41,400
would have been OK to spread it 
a little bit more out through 

2093
01:46:41,400 --> 01:46:42,720
the book. 
But we're getting to a section 

2094
01:46:42,720 --> 01:46:46,080
now which is basically going to 
be tables for the next like 5 

2095
01:46:46,080 --> 01:46:50,000
minutes, So items are 
interesting. 

2096
01:46:50,520 --> 01:46:52,760
Anything reasonable can go into 
an adventurers pack. 

2097
01:46:52,760 --> 01:46:54,000
I like that. 
Basically. 

2098
01:46:54,480 --> 01:46:57,160
If it's if it's an adventure 
equipment like fucking you know,

2099
01:46:57,160 --> 01:46:58,360
pitons and shit, you just have 
it. 

2100
01:46:58,360 --> 01:47:02,080
That's cool. 
But weapons are there. 

2101
01:47:02,400 --> 01:47:09,080
I I, I, I I think maybe they 
adapted like the matrix or 

2102
01:47:09,080 --> 01:47:10,040
something for this. 
I don't. 

2103
01:47:10,040 --> 01:47:15,480
So dagger is 1 D 10 + 1, swords 
are 3D, four Spears are two D 4 

2104
01:47:15,480 --> 01:47:18,560
+ 2, staff is 1 D 6 + 2 and a 
Mace is 28 + 2. 

2105
01:47:19,560 --> 01:47:22,640
Why? 
I don't have any idea, honestly.

2106
01:47:22,640 --> 01:47:24,520
I was like, oh, that's fucking 
confusing as fuck. 

2107
01:47:24,560 --> 01:47:28,320
You're ready, brother. 
And it's just like when I when 

2108
01:47:28,320 --> 01:47:30,480
you really look at the dice 
mechanics and stuff, an average 

2109
01:47:30,480 --> 01:47:33,480
of AD 10 is what? 
Like like 5.5 or something like 

2110
01:47:33,480 --> 01:47:36,240
5:00-ish plus one. 
So you're averaging AD 6 on a 

2111
01:47:36,240 --> 01:47:37,840
dagger. 
You're averaging AD 6 on a 

2112
01:47:37,840 --> 01:47:40,880
dagger, but with the. 
And when you look at a Mace, 

2113
01:47:40,920 --> 01:47:42,680
right, the average of AD 8 is 
what? 

2114
01:47:42,680 --> 01:47:46,360
Like a 4 + 2 is a six? 
Yeah, yeah. 

2115
01:47:46,360 --> 01:47:49,800
So, like, it's just such a weird
if it's to make everything feel 

2116
01:47:49,800 --> 01:47:52,160
different, OK? 
Yeah. 

2117
01:47:52,800 --> 01:47:54,680
That's OK. 
That's a choice. 

2118
01:47:55,840 --> 01:47:57,760
Heavy weapons. 
Same way, two handed heavy 

2119
01:47:57,760 --> 01:47:59,960
weapons. 
Great sword 3D6 small one D12 + 

2120
01:47:59,960 --> 01:48:02,520
2 acts 2D10. 
It's just such AI. 

2121
01:48:02,920 --> 01:48:04,520
Don't know. 
It's a very interesting spread 

2122
01:48:04,520 --> 01:48:08,680
and I I don't know if it's I'm 
not I I my brain has not 

2123
01:48:08,680 --> 01:48:10,040
decided. 
And this will definitely be 

2124
01:48:10,040 --> 01:48:12,280
something that comes out in play
that I'd like that it's weird 

2125
01:48:12,280 --> 01:48:15,360
and quirky or I don't like it. 
One handed weapon should always 

2126
01:48:15,360 --> 01:48:16,680
be AD six. 
You know, I'm totally. 

2127
01:48:16,680 --> 01:48:21,840
I think my biggest issue is that
there's like a a like modifiers 

2128
01:48:21,840 --> 01:48:23,480
to the dice on all these if they
were all. 

2129
01:48:23,480 --> 01:48:25,400
Just like. 
Different die sizes and like 

2130
01:48:25,400 --> 01:48:27,680
different amounts of dice. 
I'll be like I'd still be like 

2131
01:48:27,680 --> 01:48:28,840
This is weird, but I'll try it 
out. 

2132
01:48:28,840 --> 01:48:31,520
But the fact that it's like some
of them have +2, some has a plus

2133
01:48:31,520 --> 01:48:35,720
one, one is a + 3, Longo is a + 
3. 

2134
01:48:35,720 --> 01:48:39,640
It's just like OK. 
It's so weird to just to to. 

2135
01:48:40,360 --> 01:48:42,240
I don't know if I've ever seen a
game where the weapon 

2136
01:48:42,240 --> 01:48:45,040
automatically comes with a dice 
with a damage modifier. 

2137
01:48:45,320 --> 01:48:52,480
It's interesting. 
Because like the floor for how 

2138
01:48:52,480 --> 01:48:56,160
little damage you can do is much
higher than it would be in other

2139
01:48:56,160 --> 01:48:59,600
cases, which kind of makes sense
when you're talking about 

2140
01:48:59,600 --> 01:49:02,160
weaponry. 
It's weird sometimes when I hit 

2141
01:49:02,160 --> 01:49:05,000
you with a massive weapon, if it
does one damage. 

2142
01:49:05,120 --> 01:49:08,240
Seems peculiar, right? 
Scrape That gets us Scrape. 

2143
01:49:08,720 --> 01:49:11,800
Yeah, I don't know how much my 
yeah, I know. 

2144
01:49:13,080 --> 01:49:17,400
But you should more say, like, 
oh, the great sword that I slide

2145
01:49:17,760 --> 01:49:21,400
swing at you always does 3 
damage, at least like that makes

2146
01:49:21,400 --> 01:49:24,000
a lot of sense to me. 
Yeah, at least makes a lot of 

2147
01:49:24,000 --> 01:49:26,400
sense to me. 
The spear that I stab you with 

2148
01:49:26,400 --> 01:49:28,600
always does at least four 
damage. 

2149
01:49:28,760 --> 01:49:32,760
OK, you know, there is a line of
logic behind that. 

2150
01:49:32,760 --> 01:49:35,520
I'm like, OK, I do. 
There's something here that I 

2151
01:49:35,520 --> 01:49:40,240
get, you know? 
Yeah, it's interesting, yeah. 

2152
01:49:40,960 --> 01:49:42,680
Yep, it's. 
Interesting armor. 

2153
01:49:42,800 --> 01:49:45,440
I I just don't know if I've ever
seen a system like you said. 

2154
01:49:45,440 --> 01:49:48,080
Like I've seen systems where 
like like a system that I'm 

2155
01:49:48,080 --> 01:49:52,120
working on. 
For example, like the you roll a

2156
01:49:52,120 --> 01:49:55,560
number and that gives you your 
damage and then you add like +1 

2157
01:49:55,560 --> 01:49:56,720
if you have a light weapon, 
right? 

2158
01:49:56,920 --> 01:50:00,400
But to say I you roll D6 for 
your sword plus one 

2159
01:50:00,400 --> 01:50:02,040
automatically, it's just 
interesting because there's 

2160
01:50:02,040 --> 01:50:04,400
nowhere that the modifiers come 
from except for the weapons 

2161
01:50:04,400 --> 01:50:05,720
themselves. 
It's interesting. 

2162
01:50:05,720 --> 01:50:09,320
I like it because it's quirky. 
I is one I want to see in play. 

2163
01:50:09,880 --> 01:50:11,640
Our and also say no. 
Sorry. 

2164
01:50:11,800 --> 01:50:15,920
One last note, coming from the 
point of view of someone who 

2165
01:50:15,920 --> 01:50:18,840
runs a bunch of games. 
The only reason this bothers me 

2166
01:50:18,840 --> 01:50:22,360
is for running the game players.
If you give them a weapon and 

2167
01:50:22,360 --> 01:50:24,840
you're like, this is how much it
does, they will learn how much 

2168
01:50:25,040 --> 01:50:27,040
damage that weapon does. 
They'll be really on the 

2169
01:50:27,040 --> 01:50:28,320
character sheet and they only 
need to. 

2170
01:50:28,600 --> 01:50:30,480
They'll stumble. 
At first they'll learn people 

2171
01:50:30,480 --> 01:50:33,440
are not stupid, but like if I 
tell, if they write down one D 8

2172
01:50:33,440 --> 01:50:35,640
+ 2, after a while they're going
to just do. 

2173
01:50:35,680 --> 01:50:38,720
They're going to know each time.
But when you're deciding damage 

2174
01:50:38,760 --> 01:50:42,400
as the game master, that's where
I don't like having these weird,

2175
01:50:42,720 --> 01:50:45,200
quirky damages, because it's 
just like, fuck, a little like 

2176
01:50:45,200 --> 01:50:46,960
assigned to each of these 
people, you know? 

2177
01:50:47,120 --> 01:50:49,440
And then I have to do the math 
for all of these people instead 

2178
01:50:49,440 --> 01:50:52,200
of just being like, yeah, it's 
one D6, it's one D6 of advantage

2179
01:50:52,200 --> 01:50:56,520
1D6 of disadvantage. 
I mean, I don't mind that, but I

2180
01:50:56,520 --> 01:51:02,920
think that that's if adding a + 
1 to a die roll really throws 

2181
01:51:02,920 --> 01:51:04,720
your math. 
So it's not. 

2182
01:51:04,840 --> 01:51:07,640
That it's just there's so 
there's now so many different 

2183
01:51:07,640 --> 01:51:10,040
echelons of damage that you can 
assign to anything. 

2184
01:51:10,040 --> 01:51:12,760
Not just weapons, but just 
things that happen, you know? 

2185
01:51:14,360 --> 01:51:16,160
I guess, but I think this is 
specific to weapons. 

2186
01:51:16,160 --> 01:51:18,400
Would you say that like a rock 
falling out of the sky has to 

2187
01:51:18,400 --> 01:51:21,240
have like A1 D 2 + 3? 
Now you know what I mean like. 

2188
01:51:21,800 --> 01:51:25,080
I would say that if I play 
Wolves Upon the Coast, I know 

2189
01:51:25,080 --> 01:51:27,840
how much that damage that does 
because there's only several 

2190
01:51:27,840 --> 01:51:30,080
damage bands and they're all 
laid out. 

2191
01:51:30,320 --> 01:51:33,640
I mean it just one more. 
It's one more thing for me to 

2192
01:51:33,640 --> 01:51:37,640
calculate as I'm running a game.
It's a level of, it's a level of

2193
01:51:37,640 --> 01:51:39,600
quirkiness, complexity. 
Like, I don't necessarily. 

2194
01:51:39,600 --> 01:51:44,960
I don't disagree with you. 
Yeah, yeah, I I don't know. 

2195
01:51:44,960 --> 01:51:46,640
This is one. 
I think that I learn more into 

2196
01:51:46,640 --> 01:51:50,440
liking it because it's different
than than not liking it. 

2197
01:51:50,640 --> 01:51:53,800
I I do really like the fact that
your weapons can't like very 

2198
01:51:53,800 --> 01:51:56,240
rarely you're gonna do one 
damage in fact, to any of them. 

2199
01:51:56,240 --> 01:51:57,480
I. 
Don't think they ever can. 

2200
01:51:58,040 --> 01:51:59,560
Yeah. 
They never can love that, even 

2201
01:51:59,560 --> 01:52:00,880
if they're a little minimum of 
two. 

2202
01:52:00,880 --> 01:52:04,000
Yeah, I like that a lot. 
And again, like every dice is 

2203
01:52:04,000 --> 01:52:06,360
different, even if the averages 
kind of roll out to the same. 

2204
01:52:06,360 --> 01:52:09,520
So it I I really think it makes 
every single weapon feel 

2205
01:52:09,520 --> 01:52:11,360
different. 
Mm hmm. 

2206
01:52:11,600 --> 01:52:14,240
Which is interesting. 
I I just am generally in the 

2207
01:52:14,240 --> 01:52:17,600
camp of like all light weapons 
do D6 flavor it versus 

2208
01:52:17,600 --> 01:52:20,040
mathematically doing it. 
But it's it's interesting. 

2209
01:52:20,040 --> 01:52:21,080
I like it. 
It's interesting. 

2210
01:52:21,520 --> 01:52:23,640
Armor and Shields. 
Worn armor comes in three types.

2211
01:52:23,640 --> 01:52:26,440
Light, medium, heavy, big shock.
You roll an armor die guess what

2212
01:52:26,480 --> 01:52:28,920
it reduces your stuff. 
Light is 1D6, medium is D8, 

2213
01:52:28,920 --> 01:52:31,720
heavy is D10, and Shields are 
used to prevent all damage from 

2214
01:52:31,720 --> 01:52:34,240
a single application of force. 
However when they are used a 

2215
01:52:34,240 --> 01:52:36,800
player test luck on a field the 
shield is broken. 

2216
01:52:36,960 --> 01:52:39,120
Barry OSRI like it. 
It's how armor should always 

2217
01:52:39,120 --> 01:52:42,560
work and fucking job resources, 
ammunition. 

2218
01:52:42,560 --> 01:52:43,480
I like this. 
Guess what? 

2219
01:52:43,480 --> 01:52:46,000
No one gives a shit. 
If you have a weapon that 

2220
01:52:46,000 --> 01:52:49,240
normally needs a lot of arrows, 
you are not too dumb to not have

2221
01:52:49,240 --> 01:52:52,520
enough arrows. 
The only thing that you do is 

2222
01:52:53,240 --> 01:52:56,240
instead you choose to have the 
character test luck after 

2223
01:52:56,240 --> 01:53:00,080
expending a large number of 
them, and if they fail, you're 

2224
01:53:00,080 --> 01:53:01,040
out. 
I like that. 

2225
01:53:01,040 --> 01:53:02,560
That's I love that. 
That's great. 

2226
01:53:02,720 --> 01:53:04,360
You shot 1 arrow, Who cares? 
You shot one. 

2227
01:53:04,360 --> 01:53:07,000
But if you're in battle and you 
shot like 30 arrows, roll for 

2228
01:53:07,000 --> 01:53:08,840
me, for your luck. 
If you failed, you're out of 

2229
01:53:08,840 --> 01:53:09,880
arrows. 
I like that. 

2230
01:53:10,080 --> 01:53:12,400
There's discovering items, 
there's rolling for finding 

2231
01:53:12,400 --> 01:53:14,280
items, the effects that items 
have. 

2232
01:53:14,760 --> 01:53:17,120
There's a magic items table, 
which I thought, which I think 

2233
01:53:17,120 --> 01:53:21,040
is really cool and interesting, 
but also kind of like I love 

2234
01:53:21,040 --> 01:53:22,920
tables where no matter what you 
roll, it always works. 

2235
01:53:22,920 --> 01:53:25,120
And there's some stuff on here 
that, like, makes me scratch my 

2236
01:53:25,120 --> 01:53:27,400
head. 
My first thought was what if I 

2237
01:53:27,400 --> 01:53:35,360
roll a Helm of of Null? 
Oh yeah? 

2238
01:53:35,400 --> 01:53:37,880
What's? 
The Wait a minute, a helm of 

2239
01:53:37,880 --> 01:53:43,800
null crystal or something like 
that, right? 

2240
01:53:44,000 --> 01:53:48,120
So like I'm literally rolling a 
helmet that when touching it 

2241
01:53:48,120 --> 01:53:52,320
renders all things non magical, 
makes it unable to cast a spell 

2242
01:53:52,600 --> 01:53:55,880
except that the crystal effect 
gives you spells to cast. 

2243
01:53:58,240 --> 01:54:00,480
You know what I mean? 
A couple of things like that 

2244
01:54:00,480 --> 01:54:03,360
that I'm just like I I think 
it's really fun and interesting 

2245
01:54:03,800 --> 01:54:07,200
like if you want to roll one up.
So basically the way magic items

2246
01:54:07,200 --> 01:54:11,360
work is there's ADD 24 table or 
two D12 table for the type of 

2247
01:54:11,360 --> 01:54:13,160
item, crown, Talisman, axe, 
whatever. 

2248
01:54:13,400 --> 01:54:18,320
There's a 2D12 table for type 
and effect which is basically 

2249
01:54:18,320 --> 01:54:20,240
that. 
It says prefix, and then there's

2250
01:54:20,240 --> 01:54:26,920
a 2D12 table of the suffix 
Suffix. 

2251
01:54:26,960 --> 01:54:29,240
That's what I was saying. 
So the suffix, which is 2:00 to 

2252
01:54:29,240 --> 01:54:31,640
12:00. 
So I was saying of like if I do 

2253
01:54:31,640 --> 01:54:37,080
the null of of Azag or of of 
protection, whatever, like any 

2254
01:54:37,080 --> 01:54:39,240
of the ones that gives you 
magic. 

2255
01:54:39,840 --> 01:54:42,720
But you're it's built of stuff 
that negates magic. 

2256
01:54:42,720 --> 01:54:45,040
I'm like would you just say that
it negates magic except for what

2257
01:54:45,040 --> 01:54:46,160
you're doing? 
You know, there's a couple of 

2258
01:54:46,160 --> 01:54:47,840
things like that, but what did 
you do? 

2259
01:54:48,320 --> 01:54:59,920
OK so I have a helm of copper 
and then the suffix of 

2260
01:54:59,920 --> 01:55:02,360
Etherealness. 
So copper the. 

2261
01:55:02,880 --> 01:55:06,480
Copper Helm of Etherealness. 
Yeah, so while holding, wearing,

2262
01:55:06,480 --> 01:55:09,240
or wielding this item, you would
lose stamina. 

2263
01:55:10,360 --> 01:55:12,920
If you would lose stamina, 
reduce that loss by 1. 

2264
01:55:13,360 --> 01:55:17,640
Nice. 
Cool Etherealness. 

2265
01:55:17,920 --> 01:55:20,680
At any time, you may test luck 
on a success. 

2266
01:55:20,680 --> 01:55:24,600
Gain the ability to pass through
solid matter for 10 minutes. 

2267
01:55:25,520 --> 01:55:28,320
On a failure, lose half of your 
stamina rounded up. 

2268
01:55:28,800 --> 01:55:32,600
Yeah, it's an interesting way to
do magic items, because 

2269
01:55:32,680 --> 01:55:34,920
basically you're saying each 
item gets 2 traits. 

2270
01:55:35,960 --> 01:55:38,440
Yeah. 
Yeah, and the traits sometimes 

2271
01:55:38,440 --> 01:55:40,640
work really well together, but 
on this table I tested a bunch 

2272
01:55:40,640 --> 01:55:42,040
of them. 
Sometimes there's a little bit 

2273
01:55:42,040 --> 01:55:44,880
of life friction between them. 
You probably should dial the 

2274
01:55:44,880 --> 01:55:46,480
second table in a little bit 
more. 

2275
01:55:46,760 --> 01:55:51,000
Mm hmm mm hmm, mm hmm. 
And I also think it does say 

2276
01:55:51,000 --> 01:55:54,040
prefix in suffix. 
So I think it would have been 

2277
01:55:54,040 --> 01:55:57,880
interesting to in my mind, like 
do the prefixes and then do the 

2278
01:55:57,880 --> 01:56:00,040
items and then do the suffix, if
that's how you're gonna write it

2279
01:56:00,040 --> 01:56:01,480
out, as opposed to doing the 
items and then. 

2280
01:56:01,480 --> 01:56:04,920
Doing the two helm of the theory
illness not yeah helm copper out

2281
01:56:04,960 --> 01:56:08,200
of the line yeah. 
Yeah, but a lot of them really 

2282
01:56:08,200 --> 01:56:09,960
interesting. 
I mean, like I said, the crystal

2283
01:56:09,960 --> 01:56:11,880
one that I picked is pick three 
random spells. 

2284
01:56:11,880 --> 01:56:14,600
Whoever is holding, wearing or 
reeling this item has one rank 

2285
01:56:14,600 --> 01:56:15,800
in each of them. 
That's sick. 

2286
01:56:16,240 --> 01:56:17,960
Yeah, that's like. 
Automatically just get a rank of

2287
01:56:17,960 --> 01:56:20,120
three spells. 
Like when you get to all of the 

2288
01:56:20,600 --> 01:56:23,600
suffixes are of something or 
someone, of reflection of a zag 

2289
01:56:23,600 --> 01:56:25,400
or protection of the nether 
world. 

2290
01:56:26,800 --> 01:56:28,640
The really interesting super 
vibe. 

2291
01:56:29,120 --> 01:56:32,080
Like again, I wish magic worked 
more like this through the 

2292
01:56:32,080 --> 01:56:33,520
spells and stuff too. 
A little bit less crunch, a 

2293
01:56:33,520 --> 01:56:35,080
little bit more interesting 
effects. 

2294
01:56:36,000 --> 01:56:39,640
And again, like every single 
page on this has like 3-4 pages 

2295
01:56:39,640 --> 01:56:42,400
of spot art all scattered. 
I don't know why the red section

2296
01:56:42,400 --> 01:56:44,280
got so much spot art and all the
rest of them didn't. 

2297
01:56:45,720 --> 01:56:46,840
We'll cruise through some other 
stuff. 

2298
01:56:47,400 --> 01:56:49,080
This is the picture from the 
back of the book. 

2299
01:56:49,080 --> 01:56:53,080
The giant bat creature. 
No, you're just chilling. 

2300
01:56:53,320 --> 01:56:54,640
Love that. 
It's real cool. 

2301
01:56:55,320 --> 01:56:58,200
Yeah. 
The webs of Biserone Another 

2302
01:56:58,200 --> 01:57:01,640
fantastic. 
Some of the these header pieces 

2303
01:57:01,640 --> 01:57:03,880
before the narratives are such 
amazing fucking art. 

2304
01:57:04,720 --> 01:57:07,480
Another piece by Lex Mandrake 
called Ugg Spiders. 

2305
01:57:07,800 --> 01:57:09,600
Then we get into a huge section 
we're not going to go through 

2306
01:57:09,600 --> 01:57:12,520
maybe we'll touch on a little 
bit but it is the IT is all the 

2307
01:57:12,520 --> 01:57:16,600
tables for all the places every.
So this is your this is like 

2308
01:57:16,600 --> 01:57:19,960
your varn style world guide to 
fucking everywhere which is 

2309
01:57:19,960 --> 01:57:24,200
great and in the world book in 
the first one we're now into 

2310
01:57:24,200 --> 01:57:26,560
what all of that was like. 
All of this stuff that we're 

2311
01:57:26,560 --> 01:57:28,880
getting into is all the fiction 
plus these parts. 

2312
01:57:29,200 --> 01:57:32,560
So for example, it says below 
are the main regions known to 

2313
01:57:32,560 --> 01:57:35,360
the world, the coin roads, the 
Crescent C, the verdant basin 

2314
01:57:35,680 --> 01:57:38,200
and it includes all like the 
cities and important areas of 

2315
01:57:38,200 --> 01:57:43,120
that with some spot art. 
And it's great, yeah. 

2316
01:57:43,880 --> 01:57:45,120
Yeah, do you like these little 
tables? 

2317
01:57:45,120 --> 01:57:48,640
I like It's like a little 
encounter tables for each area. 

2318
01:57:48,920 --> 01:57:51,680
I thought they were interesting.
They they give you some flavor. 

2319
01:57:51,880 --> 01:57:54,160
They also make it pretty easy. 
If you wanted to iterate on them

2320
01:57:54,160 --> 01:57:56,600
and make your own stuff. 
You kind of get a good feel for 

2321
01:57:56,600 --> 01:58:02,000
each city, and I do like that 
they have it divided up by like 

2322
01:58:02,120 --> 01:58:05,960
the areas by larger area, you 
know, that's really interesting.

2323
01:58:06,120 --> 01:58:08,480
I will say like varn. 
On the other hand, you randomly 

2324
01:58:08,480 --> 01:58:10,760
generate everything, so it's not
quite the same. 

2325
01:58:11,360 --> 01:58:13,600
No, no. 
No, it's just Gazetieri, you 

2326
01:58:13,680 --> 01:58:15,360
know. 
Yeah, but I do, I do like 

2327
01:58:15,360 --> 01:58:18,960
exactly what you said that the 
like there is the there's an 

2328
01:58:18,960 --> 01:58:21,720
overarching area that all the 
important parts in it and each 

2329
01:58:21,720 --> 01:58:24,480
of those important parts in it 
has AD 6 table for encounters 

2330
01:58:24,480 --> 01:58:26,920
and interesting stuff in it. 
Like, it's just it's really cool

2331
01:58:26,920 --> 01:58:29,360
to be able to just be like, 
we're here, we're there, boom, 

2332
01:58:29,360 --> 01:58:32,760
and you go. 
I think it's weird on page 46 

2333
01:58:32,760 --> 01:58:34,840
how there's like a header for 
the Virgin Basin over a 

2334
01:58:34,840 --> 01:58:38,920
completely empty half of a page.
46 Scrolling down. 

2335
01:58:40,240 --> 01:58:42,680
I did not deep dive this area 
this section by the way. 

2336
01:58:43,240 --> 01:58:46,800
I did. 
Oh, well, that. 

2337
01:58:46,880 --> 01:58:48,680
It's that Heather's on every 
single. 

2338
01:58:48,680 --> 01:58:50,760
Yeah, it's weird. 
It's weird there, But it's on 

2339
01:58:50,760 --> 01:58:52,760
all of the verdant basin pages 
also. 

2340
01:58:52,840 --> 01:58:54,800
Put, put All right, that's going
to drive me now. 

2341
01:58:54,800 --> 01:58:57,240
The intractable general. 
This is a light blue section. 

2342
01:58:57,240 --> 01:59:01,440
A great piece of art with this. 
I love this all duels yeah yeah 

2343
01:59:01,440 --> 01:59:04,480
spell though we didn't read but 
is a spell ability where you 

2344
01:59:04,520 --> 01:59:07,080
fucking duel? 
Yeah, and and the loser takes 

2345
01:59:07,080 --> 01:59:09,360
magical calamity. 
It's like, it's so cool. 

2346
01:59:09,720 --> 01:59:14,200
I love that. 
I love that people people's an 

2347
01:59:14,200 --> 01:59:15,920
interesting section. 
Basically this is the way that 

2348
01:59:15,920 --> 01:59:23,080
you can generate a bunch of 
NPCS, but the NPCS have matrices

2349
01:59:23,080 --> 01:59:24,800
like I've never seen this before
and I love it. 

2350
01:59:24,800 --> 01:59:27,040
I love it so much. 
This might be my favorite part 

2351
01:59:27,040 --> 01:59:29,120
in the entire book. 
So basically what happens is do 

2352
01:59:29,120 --> 01:59:36,560
me a favor and roll. 3D6 Yeah, 
three. 

2353
01:59:36,560 --> 01:59:40,800
Well, is it 3 or is it just two?
D6 So each is separating a role 

2354
01:59:40,800 --> 01:59:42,800
for the NPC column. 
So I need a background. 

2355
01:59:42,800 --> 01:59:45,120
Oh yeah, I guess roll 3D Six, 
yeah. 

2356
01:59:45,120 --> 01:59:49,440
Cool 316. 
So you are a step hunter. 

2357
01:59:49,920 --> 01:59:51,480
Duh. 
That's your background. 

2358
01:59:51,480 --> 01:59:54,200
Your motivation is you owe a 
great debt to a ruthless Guild 

2359
01:59:54,200 --> 01:59:56,200
leader. 
And then was it 6? 

2360
01:59:57,160 --> 01:59:59,000
Yes. 
Yeah, And your entire body is 

2361
01:59:59,000 --> 02:00:01,720
covered in tattoos that you 
believe gives you powers. 

2362
02:00:02,240 --> 02:00:04,400
OK. 
So you get to give you power, 

2363
02:00:04,400 --> 02:00:07,280
you just believe that they do. 
Hey, maybe your belief is what 

2364
02:00:07,280 --> 02:00:09,960
powers them. 
OK, yeah, so you have a 

2365
02:00:09,960 --> 02:00:13,080
background of motivation and a 
unique trait for any NPC, right?

2366
02:00:13,080 --> 02:00:15,360
So that's 386 tables. 
You have an endless number of 

2367
02:00:15,360 --> 02:00:18,760
NPCS, right? 
But then right, there are plot 

2368
02:00:18,760 --> 02:00:22,200
hooks for all of the major 
sections we already talked about

2369
02:00:22,200 --> 02:00:24,320
in the places section. 
So this one specifically is the 

2370
02:00:24,360 --> 02:00:28,840
the coin roads, which is an area
you actually take the NPCS 

2371
02:00:28,880 --> 02:00:30,920
background and motivation, 
right? 

2372
02:00:30,920 --> 02:00:32,480
So what did you roll? 
A3 and A1. 

2373
02:00:34,000 --> 02:00:36,680
Click back Yes. 
Step Hunter So you go on The 

2374
02:00:36,680 --> 02:00:41,800
Matrix, you go down and you go 
down to three and one, and it 

2375
02:00:41,800 --> 02:00:46,040
gives a specific plot hook for 
every NPC's background and 

2376
02:00:46,040 --> 02:00:50,760
motivation. 
So say you rolled A, A5 and A4, 

2377
02:00:50,840 --> 02:00:56,160
you would literally go down to 
five and four right in each 

2378
02:00:56,320 --> 02:00:59,560
section of all of the plot areas
you talked about before. 

2379
02:00:59,640 --> 02:01:03,680
There's plot hooks for every 
section for the entire matrix of

2380
02:01:03,680 --> 02:01:06,000
matrix C of NPC. 
Half of an empty fucking page. 

2381
02:01:06,000 --> 02:01:11,520
Here again, it's huge Crescent C
There's like literally like 

2382
02:01:11,520 --> 02:01:14,600
great glaciers. 
There's just endless pages of 

2383
02:01:14,600 --> 02:01:21,440
matrices where you can mix up 
your every NPC with a different 

2384
02:01:21,440 --> 02:01:23,320
plot hook for each different 
part of the world. 

2385
02:01:23,320 --> 02:01:24,800
This is the strongest part of 
the book. 

2386
02:01:25,080 --> 02:01:28,120
Oh my God, how fucking cool that
is Like one of the greatest 

2387
02:01:28,120 --> 02:01:34,000
ideas fucking ever. 
Like use 2D6 tables to generate 

2388
02:01:34,000 --> 02:01:36,600
plot hooks for every area and 
the 2D6 is generated by the 

2389
02:01:36,600 --> 02:01:37,920
different backgrounds and 
motivations. 

2390
02:01:38,080 --> 02:01:41,680
But on top of that, you yourself
will also get an own unique 

2391
02:01:41,680 --> 02:01:44,520
trait that is just unique to 
that NPC too, because it's not 

2392
02:01:44,520 --> 02:01:47,560
affecting the Matrix like. 
It's. 

2393
02:01:47,680 --> 02:01:49,720
So fucking smart. 
I it's. 

2394
02:01:50,720 --> 02:01:53,040
I'm in love with this part. 
It's so fucking clever. 

2395
02:01:53,040 --> 02:01:54,560
I love it. 
So good. 

2396
02:01:54,600 --> 02:01:56,560
Yeah, this is pretty good. 
Hey, looks good. 

2397
02:01:56,560 --> 02:02:02,720
There's smaller in 59. 
Yeah, yeah, the most random. 

2398
02:02:02,960 --> 02:02:05,840
OK. 
Anyway, so this guy again, the 

2399
02:02:06,200 --> 02:02:07,880
the guy in the back of the book 
again for a second time, and I 

2400
02:02:07,880 --> 02:02:09,280
think we're gonna see him in the
back for a third time. 

2401
02:02:09,280 --> 02:02:12,240
We see the same piece R three 
times the got in silver. 

2402
02:02:12,240 --> 02:02:16,560
There's a really amazing looking
like like ironish looking golem 

2403
02:02:16,560 --> 02:02:19,880
shooting stuff out of his eyes. 
It's it's an insane piece. 

2404
02:02:20,200 --> 02:02:22,880
Another piece by Lex Mandrake. 
Then we get to the B series 

2405
02:02:22,880 --> 02:02:26,000
section. 
The B series section's 

2406
02:02:26,000 --> 02:02:27,520
interesting. 
I think they they put this 

2407
02:02:27,520 --> 02:02:33,360
random piece of spot art over 
the yeah, I completely agree 

2408
02:02:33,360 --> 02:02:37,160
odds and it's they there's 
there's the monster section and 

2409
02:02:37,160 --> 02:02:42,520
then there's like a a, a like 
eel over the bronze giant 

2410
02:02:43,640 --> 02:02:46,080
header. 
And I kept in my brain 

2411
02:02:46,080 --> 02:02:49,200
immediately going, it's talking 
about opening a door and I don't

2412
02:02:49,200 --> 02:02:51,400
see a door on the eel. 
And it took me a little bit to 

2413
02:02:51,400 --> 02:02:52,880
go. 
The eel is literally just a 

2414
02:02:52,880 --> 02:02:55,320
monster spot art that has 
nothing to do with the bronze 

2415
02:02:55,320 --> 02:02:57,000
giant on that page. 
Interesting. 

2416
02:02:57,560 --> 02:02:59,640
So the monster is really 
interesting. 

2417
02:02:59,640 --> 02:03:03,160
Basically what they do is each 
monster has a paragraph of 

2418
02:03:04,640 --> 02:03:08,320
flavor and then it has two to 
three like dashes of stuff. 

2419
02:03:08,320 --> 02:03:10,840
So metal body, living heart, 
while their bodies are made of 

2420
02:03:10,840 --> 02:03:13,360
metal, etcetera, etcetera. 
Test luck to find this thing. 

2421
02:03:13,640 --> 02:03:15,920
They're bound by prophecy and 
then it gives you skill, 

2422
02:03:15,920 --> 02:03:17,880
stamina, armor, damage and size 
for each one. 

2423
02:03:17,880 --> 02:03:20,200
And then AD 6 disposition table 
for each one. 

2424
02:03:20,680 --> 02:03:23,480
That's interesting. 
I think there are some that I 

2425
02:03:23,480 --> 02:03:25,280
read through. 
I really like a lot of them. 

2426
02:03:25,840 --> 02:03:27,600
There are some that I read 
through where some of, like the 

2427
02:03:27,600 --> 02:03:30,800
flavor bits get a little bit 
mechanical or could easily have 

2428
02:03:30,800 --> 02:03:34,360
just been flavor. 
Like there's a lot and I like a 

2429
02:03:34,360 --> 02:03:36,440
lot of flavor here, but 
sometimes it gets a little bit 

2430
02:03:36,440 --> 02:03:38,000
much. 
A lot of empty pages where there

2431
02:03:38,000 --> 02:03:41,480
could have been dope monster 
art, but a lot of the monsters 

2432
02:03:41,480 --> 02:03:46,200
are incredibly vibey, incredibly
like setting, like lore. 

2433
02:03:46,200 --> 02:03:49,360
A lot of lore building and the 
implied stuff for the monsters, 

2434
02:03:49,360 --> 02:03:51,640
really, really great. 
I think, honestly, I think the 

2435
02:03:51,640 --> 02:03:55,080
whole world section we'll get 
well, I'll say that critique at 

2436
02:03:55,080 --> 02:03:57,800
the end. 
Page 69, Half empty 70. 

2437
02:03:58,000 --> 02:03:59,680
I'm not going to keep saying how
much is half empty. 

2438
02:03:59,680 --> 02:04:02,280
It's half the book. 
It's a lot of the book, and like

2439
02:04:02,360 --> 02:04:07,560
it's Now I know that looking at 
the actual book, it's even worse

2440
02:04:07,560 --> 02:04:10,480
on the physical edition. 
Yeah, yeah. 

2441
02:04:10,720 --> 02:04:13,720
So every monster page, basically
it's 11. 

2442
02:04:13,720 --> 02:04:16,800
It's two monsters per page, 
basically, one on each half. 

2443
02:04:16,800 --> 02:04:20,040
And if it doesn't fill the whole
half of that page, the rest of 

2444
02:04:20,040 --> 02:04:22,840
the page is just blank. 
It's plenty of space for art. 

2445
02:04:22,880 --> 02:04:25,040
I know money is money and art 
costs money. 

2446
02:04:25,400 --> 02:04:28,880
Yeah, I would. 
I would Let's crowd fund and get

2447
02:04:28,880 --> 02:04:30,600
some more art in the book and 
then that is the end of the 

2448
02:04:30,600 --> 02:04:31,360
book. 
That's Azag. 

2449
02:04:31,360 --> 02:04:32,920
This is that guy again on the 
back. 

2450
02:04:32,960 --> 02:04:36,120
The the Horned man with the 
broken Sword and the flower. 

2451
02:04:36,400 --> 02:04:38,240
Love that piece of art. 
Third time we've seen it in this

2452
02:04:38,240 --> 02:04:40,720
book though. 
Dave Dungeons, LFOSR. 

2453
02:04:40,720 --> 02:04:42,320
That's the end of the book here.
All right. 

2454
02:04:42,760 --> 02:04:47,520
Let's cut straight to our review
scores and get that done. 

2455
02:04:47,520 --> 02:04:49,480
So obviously it's a book. 
So we're going to do it like a 

2456
02:04:49,480 --> 02:04:54,080
book, art and layout that we we 
apparently don't do a lot of 

2457
02:04:54,080 --> 02:04:55,760
reviews anymore. 
I think we did two last month. 

2458
02:04:57,240 --> 02:05:00,880
Yeah, crazy. 
So when we do review scores, we 

2459
02:05:00,880 --> 02:05:06,640
give ratings on five metrics, up
to 10 points each, for a total 

2460
02:05:06,640 --> 02:05:10,240
of 50 points. 
Art and layout is the art in the

2461
02:05:10,240 --> 02:05:13,080
book and the layout of the book.
It's all the visual parts of the

2462
02:05:13,080 --> 02:05:15,760
book. 
Layout, visually, usability is 

2463
02:05:15,920 --> 02:05:18,280
how well the book is used, 
right? 

2464
02:05:18,280 --> 02:05:20,160
Are there references to pages 
when you need it? 

2465
02:05:20,400 --> 02:05:23,880
Are the sections in an order 
that you know usable? 

2466
02:05:24,720 --> 02:05:26,280
Are all the things you get with 
it usable? 

2467
02:05:26,280 --> 02:05:28,000
Is it hyperlinked? 
Is it bookmarked? 

2468
02:05:28,240 --> 02:05:29,720
You know all of that kind of 
stuff? 

2469
02:05:29,720 --> 02:05:32,240
Rule set. 
If it's a new rule set, do we 

2470
02:05:32,240 --> 02:05:33,800
like it? 
If it's an adapted rule set, how

2471
02:05:33,800 --> 02:05:36,360
well is it adapted? 
Originality is what it sounds 

2472
02:05:36,360 --> 02:05:38,240
like. 
It's it's all of those things. 

2473
02:05:40,600 --> 02:05:41,560
Is it new? 
Different. 

2474
02:05:41,560 --> 02:05:42,720
Does it do anything new or 
different? 

2475
02:05:42,760 --> 02:05:46,400
Value is bang for your buck. 
The cost of the thing, but also 

2476
02:05:46,400 --> 02:05:48,320
all the rest of the stuff you 
could potentially get with it. 

2477
02:05:48,640 --> 02:05:51,160
Generators, character sheets, 
adventures, all that stuff. 

2478
02:05:51,160 --> 02:05:53,280
And then the total score is what
all that adds up to. 

2479
02:05:53,320 --> 02:05:58,960
So art and layout Two very 
opposing parts in this. 

2480
02:05:58,960 --> 02:06:02,080
What are your thoughts? 
Well, hey, listen, the art 

2481
02:06:02,080 --> 02:06:04,280
that's in here is great. 
There's just not very much of 

2482
02:06:04,280 --> 02:06:08,040
it. 
And the layout is fine except 

2483
02:06:08,040 --> 02:06:11,040
all of that ton of empty space 
everywhere. 

2484
02:06:13,160 --> 02:06:17,040
Like, that's pretty it's it's 
pretty egregious, like kind of 

2485
02:06:17,040 --> 02:06:19,920
aggregating it all towards the 
end of what we went through and 

2486
02:06:19,920 --> 02:06:23,160
what I've seen, I'm like, oh, 
that's pretty bad. 

2487
02:06:23,520 --> 02:06:26,040
There's a lot of empty space. 
There's a lot of empty space and

2488
02:06:26,040 --> 02:06:29,760
it feels awkward. 
And the book with that extra 

2489
02:06:29,760 --> 02:06:32,800
inch above and below versus the 
old version, it's like, suck 

2490
02:06:32,800 --> 02:06:35,240
dude there. 
I mean, that's bread you showed 

2491
02:06:35,240 --> 02:06:36,600
earlier. 
It's just like, well, fuck, it's

2492
02:06:36,600 --> 02:06:40,640
mostly empty. 
I will say and. 

2493
02:06:41,160 --> 02:06:44,280
What's crazy is that there is 
fucking no play examples in this

2494
02:06:44,280 --> 02:06:46,520
entire book. 
There's a massive amount of 

2495
02:06:46,520 --> 02:06:49,160
empty space and there's not one 
damn play example. 

2496
02:06:49,160 --> 02:06:52,200
It's like, you could have filled
so much of this space with just 

2497
02:06:52,200 --> 02:06:56,240
like different color, font, 
quotes, example of play. 

2498
02:06:56,240 --> 02:06:58,640
Hey, the rule that we just went 
over here is an example of that 

2499
02:06:58,640 --> 02:07:02,160
rule being, I mean, like, we 
have a good grasp on rules, but 

2500
02:07:02,160 --> 02:07:04,000
like a lot of people like that 
shit. 

2501
02:07:04,000 --> 02:07:06,840
I mean, I still actually do like
that stuff, but like, a lot of 

2502
02:07:06,840 --> 02:07:08,480
people really like it because it
gives them something like 

2503
02:07:08,560 --> 02:07:11,800
tangible to grasp with the rules
and not just conceptually in 

2504
02:07:11,800 --> 02:07:13,400
their own mind how they think 
it's supposed to work. 

2505
02:07:14,680 --> 02:07:16,520
Yeah, there's a lot of 
opportunity for it to be better,

2506
02:07:16,920 --> 02:07:18,680
you know. 
Yeah. 

2507
02:07:18,920 --> 02:07:24,760
So I will say, I will say that 
the, the I do think that the 

2508
02:07:24,760 --> 02:07:28,320
second book does suffer by 
trying to be a combination of 

2509
02:07:28,320 --> 02:07:32,040
the first two books. 
I think the better version of 

2510
02:07:32,040 --> 02:07:35,640
Azag is the 2 versions, the 
rules book and the world book. 

2511
02:07:36,600 --> 02:07:39,240
I do think that it is better and
I think this is the this is 

2512
02:07:39,240 --> 02:07:42,400
clearly the intended way because
this is the first way. 

2513
02:07:42,400 --> 02:07:45,360
This is the way they decide to 
do it and I do think that it 

2514
02:07:45,360 --> 02:07:48,320
suffers by trying to adapt it 
into the second book. 

2515
02:07:48,320 --> 02:07:49,880
But this is the book we're 
looking at, so this is what we 

2516
02:07:49,880 --> 02:07:58,800
have, right? 
So art wise, I think every piece

2517
02:07:58,800 --> 02:08:01,680
of art in here is fantastic, 
every single month Spot art is 

2518
02:08:01,680 --> 02:08:05,400
great. 
The the full art pieces with the

2519
02:08:05,400 --> 02:08:07,200
with the titles for the 
narratives above them. 

2520
02:08:07,200 --> 02:08:09,200
Yeah, I think that's Logan 
Stall. 

2521
02:08:09,200 --> 02:08:11,200
My fucking God. 
Those pieces are amazing. 

2522
02:08:11,480 --> 02:08:16,720
The cover the covers this one 
specifically from Is it Louis 

2523
02:08:16,720 --> 02:08:18,000
Mello? 
Yeah. 

2524
02:08:18,760 --> 02:08:19,760
I want to make sure I get that 
right. 

2525
02:08:19,760 --> 02:08:20,960
What did you say their Twitter 
name was? 

2526
02:08:21,560 --> 02:08:24,160
Party in the front. 
Oh my God, dude. 

2527
02:08:24,200 --> 02:08:26,760
My They're artists. 
In they are so good. 

2528
02:08:27,080 --> 02:08:29,800
I follow them on the I follow 
them on every social media. 

2529
02:08:29,800 --> 02:08:34,160
I follow them on Tumblr. 
Yeah, so good. 

2530
02:08:34,160 --> 02:08:36,120
I think it sets the vibe so 
well. 

2531
02:08:36,320 --> 02:08:38,480
The art that's in the book sets 
the vibe so well. 

2532
02:08:38,480 --> 02:08:43,480
The narratives and it sets the 
the vibe so well, I'll get to 

2533
02:08:43,480 --> 02:08:45,120
other parts. 
So the art is amazing. 

2534
02:08:45,120 --> 02:08:47,960
The layout, I gotta be honest, 
it's not good. 

2535
02:08:48,000 --> 02:08:49,560
It's not. 
I think it's readable. 

2536
02:08:49,560 --> 02:08:53,320
It's extremely readable. 
My issue is right, So I'm saying

2537
02:08:53,600 --> 02:08:56,040
thermal art in there, right? 
Art costs money. 

2538
02:08:56,080 --> 02:08:57,640
Okay, okay. 
Here's the other thing you can 

2539
02:08:57,640 --> 02:08:59,680
do, right? 
You have 6 writers in the book. 

2540
02:09:00,040 --> 02:09:03,040
You know how many little blurbs,
how many little like setting 

2541
02:09:03,040 --> 02:09:06,000
quotes, item descript, like 
descriptions, things like that 

2542
02:09:06,000 --> 02:09:07,880
you could like sprinkle in there
a little bit more narrative in 

2543
02:09:07,880 --> 02:09:09,680
there. 
Like you said play examples 

2544
02:09:09,680 --> 02:09:11,880
could be there's the stuff, the 
other thing you know the other 

2545
02:09:11,880 --> 02:09:13,600
thing that you can do when you 
can't afford a lot of art. 

2546
02:09:14,280 --> 02:09:16,480
Make your layout more 
interesting, right? 

2547
02:09:16,480 --> 02:09:19,480
Like I have no problem with 
blank space on a page, no 

2548
02:09:19,480 --> 02:09:21,600
problem. 
But if you're going to have that

2549
02:09:21,600 --> 02:09:27,320
much blank space on a page, use 
the blank space as layout 

2550
02:09:27,520 --> 02:09:29,800
handles. 
For example, had a lot of pages 

2551
02:09:29,800 --> 02:09:33,280
that had like one paragraph on 
it and it never felt as if. 

2552
02:09:34,200 --> 02:09:36,760
Because you know why. 
Yeah, because it was on purpose.

2553
02:09:36,760 --> 02:09:38,440
Because you know why? 
It's because they never put it 

2554
02:09:38,440 --> 02:09:40,320
in two columns and stuck in the 
top left of the page. 

2555
02:09:40,640 --> 02:09:42,520
They would center it on the page
a little bit more. 

2556
02:09:42,520 --> 02:09:43,680
They would do different things 
with it. 

2557
02:09:43,840 --> 02:09:45,840
And not only that, we've also 
read plenty of books where 

2558
02:09:45,840 --> 02:09:47,880
there's a lot of empty space. 
And what they do, they put color

2559
02:09:47,880 --> 02:09:49,320
in the background. 
They put design in the 

2560
02:09:49,320 --> 02:09:51,840
background. 
They tweak the layout to fill 

2561
02:09:51,840 --> 02:09:56,320
the empty space with literally 
anything but massive, massive 

2562
02:09:56,320 --> 02:09:59,920
swaths of plain white. 
And they know that because they 

2563
02:09:59,920 --> 02:10:02,160
do fill parts of that with with 
spot art, right? 

2564
02:10:02,480 --> 02:10:05,560
So if if you're going to have 
that right, fill it with 

2565
02:10:05,560 --> 02:10:07,760
something filled with writing, 
filled with color, filled with 

2566
02:10:07,760 --> 02:10:11,000
design, filled with anything it 
like, I again, I know that art 

2567
02:10:11,000 --> 02:10:12,400
is expensive. 
Not saying that that was the 

2568
02:10:12,480 --> 02:10:15,080
thing that stopped it from being
filled there, but fill it with 

2569
02:10:15,080 --> 02:10:18,920
words, fill it with background, 
fill it with literally fucking 

2570
02:10:18,920 --> 02:10:22,440
anything. 
It's just egregious because it's

2571
02:10:22,440 --> 02:10:24,000
not a couple of pages. 
It's like. 

2572
02:10:24,320 --> 02:10:27,040
No, it's not a couple of pages, 
yeah. 

2573
02:10:27,040 --> 02:10:31,440
Half half of the entire monster 
section is blank. 

2574
02:10:32,480 --> 02:10:35,480
Yeah, they're also, If you're 
gonna put spot art somewhere, 

2575
02:10:36,120 --> 02:10:38,920
the monster section should have 
a ton of it, because I don't 

2576
02:10:38,960 --> 02:10:40,680
know what they look like in your
mind, you know? 

2577
02:10:40,680 --> 02:10:42,160
But. 
Why did we get 15? 

2578
02:10:42,160 --> 02:10:44,960
Like and I like items, right? 
But it there's it's not like 

2579
02:10:44,960 --> 02:10:47,600
they're unique magic items. 
They're boats and swords and 

2580
02:10:47,600 --> 02:10:49,520
stuff. 
And again, they're great pieces,

2581
02:10:50,240 --> 02:10:53,320
but I would much rather have 
blank space in the item section 

2582
02:10:53,320 --> 02:10:55,760
because honestly in a lot of the
item section they're filling 

2583
02:10:55,760 --> 02:10:58,800
spot that doesn't need to be 
filled, but all of the monster 

2584
02:10:58,800 --> 02:11:01,800
sections are empty. 
So I'm torn on this because I 

2585
02:11:01,800 --> 02:11:04,600
think the art is fantastic and 
the layout is subpar. 

2586
02:11:05,320 --> 02:11:09,840
Yeah, yeah, yeah. 
I'm going with the six for this 

2587
02:11:09,840 --> 02:11:11,560
one. 
God, I think you're being 

2588
02:11:11,560 --> 02:11:16,040
generous, but I'll go with it. 
Put in a 5 then. 

2589
02:11:16,800 --> 02:11:21,400
No. 
What was the last thing that got

2590
02:11:21,400 --> 02:11:23,480
a Ted? 
Whatever have you last? 

2591
02:11:23,680 --> 02:11:25,600
Art and layout? 
Fuck if I know, man. 

2592
02:11:26,200 --> 02:11:28,280
I'm gonna give it a six just 
because art is so fucking good, 

2593
02:11:28,280 --> 02:11:30,680
but just know that the art is. 
Really very good if I. 

2594
02:11:30,720 --> 02:11:32,960
Was judging the layout on its 
own, it would have a three or 

2595
02:11:32,960 --> 02:11:34,040
four, I'm gonna be honest with 
you. 

2596
02:11:34,160 --> 02:11:35,960
It's the layout's. 
Pretty brutal, so. 

2597
02:11:35,960 --> 02:11:46,200
Yeah, OK, usability. 
Well, so the the new update 

2598
02:11:46,200 --> 02:11:48,000
digital we don't have has 
bookmarks. 

2599
02:11:48,280 --> 02:11:52,200
Right, supposedly. 
The hyperlinks in the table of 

2600
02:11:52,400 --> 02:11:54,240
contents are probably fixed in 
that as well. 

2601
02:11:54,240 --> 02:11:55,800
We're assuming that's fine. 
Is. 

2602
02:11:56,160 --> 02:11:57,640
There anything wrong with the 
hyperlinks in this one? 

2603
02:11:57,720 --> 02:11:58,240
They all. 
Work. 

2604
02:11:58,240 --> 02:12:00,080
Yeah, they all work do. 
They not. 

2605
02:12:00,440 --> 02:12:01,960
And the table of contents? 
No. 

2606
02:12:01,960 --> 02:12:04,480
Remember you can mouse over it, 
it becomes a little hand and 

2607
02:12:04,640 --> 02:12:06,320
then when you click it. 
Doesn't do anything. 

2608
02:12:06,520 --> 02:12:09,000
They are broken. 
All the hyperlinks in this are 

2609
02:12:09,000 --> 02:12:12,200
broken. 
Hey, man, I listen. 

2610
02:12:12,200 --> 02:12:13,840
I'd be looking at stuff. 
I'd be seeing things. 

2611
02:12:13,840 --> 02:12:16,720
I got my eyes open. 
Huh. 

2612
02:12:17,840 --> 02:12:20,080
Yeah, well that's important. 
I can only assume that they're 

2613
02:12:20,080 --> 02:12:22,240
fixed in the new version. 
I I would very much assume that.

2614
02:12:22,240 --> 02:12:23,640
Let's get the benefit of the 
Dow. 

2615
02:12:23,640 --> 02:12:29,200
Yeah, I'm fine with that, other 
than I think my biggest issue is

2616
02:12:29,200 --> 02:12:31,480
how many fucking words are in 
all the descriptions. 

2617
02:12:31,680 --> 02:12:34,600
Like there's plenty of stuff in 
here that just does not need to 

2618
02:12:34,600 --> 02:12:38,880
be quite as worthy as it is. 
That would make it more usable 

2619
02:12:38,880 --> 02:12:42,000
and easy to reference at the 
table quickly, you know. 

2620
02:12:42,520 --> 02:12:45,120
It also might help layout 
because you're I know some of 

2621
02:12:45,120 --> 02:12:47,520
those spots, It's they they put 
stuff on the next page because 

2622
02:12:47,520 --> 02:12:48,840
they would have had like a tiny 
bit. 

2623
02:12:48,840 --> 02:12:51,280
So they put half of it, then cut
out a couple of words and just 

2624
02:12:51,360 --> 02:12:54,680
scrunch it up. 
Verbose as hell, yeah. 

2625
02:12:54,680 --> 02:12:57,120
But I think it's in. 
I think the I don't have a lot 

2626
02:12:57,120 --> 02:12:59,080
of issues with the order in 
which things are in. 

2627
02:13:01,600 --> 02:13:04,800
And yeah, I mean it. 
It's fine for me. 

2628
02:13:04,800 --> 02:13:06,760
How are you feeling? 
It's fine. 

2629
02:13:06,760 --> 02:13:08,000
I think what I really would have
liked. 

2630
02:13:08,000 --> 02:13:10,760
They do reference a a number of 
times. 

2631
02:13:10,760 --> 02:13:11,960
They'll say it's in this 
section. 

2632
02:13:12,400 --> 02:13:13,720
I would like a page number 
there. 

2633
02:13:14,120 --> 02:13:16,160
I would love a page number 
there, and I'd love an inline 

2634
02:13:16,160 --> 02:13:18,520
hyperlink to that page. 
Yeah, I'm not going to give them

2635
02:13:18,520 --> 02:13:21,440
the benefit out to assume that 
they put inline hyperlinks in 

2636
02:13:21,440 --> 02:13:23,920
the entire book at. 
All quite any stretch, yeah. 

2637
02:13:24,160 --> 02:13:26,680
But you can't inline hyperlink a
real book. 

2638
02:13:26,800 --> 02:13:30,080
And there's a number of times 
where, like I think that all 

2639
02:13:30,080 --> 02:13:33,400
100% of the time, because a 
rules book for the most part is 

2640
02:13:33,440 --> 02:13:36,000
it's a guidebook. 
It's a textbook for you to learn

2641
02:13:36,000 --> 02:13:38,920
how to play if you use the word 
use tally. 

2642
02:13:39,000 --> 02:13:41,600
Before you've explained use 
tally, you should tell me where 

2643
02:13:41,600 --> 02:13:44,080
I can find use tally. 
That is, that is the one that 

2644
02:13:44,080 --> 02:13:46,960
jumps out to me. 
If you talk about armor dice, 

2645
02:13:47,160 --> 02:13:49,920
before you explain how armor 
works, you should tell me where 

2646
02:13:49,920 --> 02:13:52,440
I can go read it because I'm 
going to look around to see wait

2647
02:13:52,440 --> 02:13:54,280
is armor next wins armor? 
You know what I mean. 

2648
02:13:54,600 --> 02:13:58,040
So that's my only My only real 
issue is a lot of times it will 

2649
02:13:58,040 --> 02:14:00,520
reference where it where you 
can't find it. 

2650
02:14:00,520 --> 02:14:05,360
But I would prefer a page number
and I would really like 

2651
02:14:05,360 --> 02:14:08,040
references the first time 
something new is introduced so 

2652
02:14:08,040 --> 02:14:09,480
that I can see that and then 
come back. 

2653
02:14:09,480 --> 02:14:12,720
That's my only real big thing 
for usability. 

2654
02:14:13,040 --> 02:14:15,480
I think the world map is great. 
I do think the character sheets 

2655
02:14:15,480 --> 02:14:17,200
worked really well. 
I don't really have a lot of big

2656
02:14:17,200 --> 02:14:18,680
issues. 
I mean, again, I don't think 

2657
02:14:18,680 --> 02:14:21,720
they have hyperlinks, and I 
think page numbers in the book 

2658
02:14:21,720 --> 02:14:24,880
would be better. 
But bookmarks, hyperlinks. 

2659
02:14:24,960 --> 02:14:27,560
I love the links to every single
person involved in the book. 

2660
02:14:27,680 --> 02:14:29,680
There's a link to be able to 
find them, which I think every 

2661
02:14:29,680 --> 02:14:31,840
single book should have. 
I have no real issue with 

2662
02:14:31,840 --> 02:14:33,800
usability. 
I don't think it stands out at 

2663
02:14:33,800 --> 02:14:40,320
all. 
That's my thing is like, it's 

2664
02:14:40,320 --> 02:14:41,520
it's not, I don't have any good 
things. 

2665
02:14:41,520 --> 02:14:42,960
I don't have any bad things to 
say. 

2666
02:14:43,400 --> 02:14:45,800
Like it's about. 
It's about, yeah, it's about a 

2667
02:14:45,800 --> 02:14:46,920
six. 
I think it's a bit, it's a 

2668
02:14:46,920 --> 02:14:49,720
little bit better than average. 
It has all the minimum. 

2669
02:14:50,560 --> 02:14:52,760
It has all the minimum 
requirements rule set. 

2670
02:14:57,000 --> 02:15:00,280
Fine, I'll hate it, you know? 
I mean, I I agree. 

2671
02:15:00,360 --> 02:15:02,760
I think talents and magic get 
too crunchy. 

2672
02:15:03,040 --> 02:15:08,440
But for the most part, the role 
under and then the role opposed 

2673
02:15:08,440 --> 02:15:09,640
make a lot of sense. 
It doesn't. 

2674
02:15:09,880 --> 02:15:14,760
It's not confusing. 
I I I could easily parse out 

2675
02:15:14,760 --> 02:15:19,800
when to do what and where. 
I think I'm I do like the weapon

2676
02:15:19,800 --> 02:15:23,000
damage and how it creates this 
like higher floor for weapons. 

2677
02:15:23,160 --> 02:15:26,040
I feel like it makes all actions
and combat more meaningful 

2678
02:15:26,040 --> 02:15:29,080
because how many times you spend
your turn doing 1 fucking damage

2679
02:15:29,080 --> 02:15:31,760
or something or you know 
whatever to somebody it just 

2680
02:15:31,760 --> 02:15:33,920
feels like, well that fucking 
sucked man. 

2681
02:15:34,160 --> 02:15:37,720
I'm OK with things being a 
little bit more fun or feel a 

2682
02:15:37,720 --> 02:15:41,560
little more meaningful. 
Yeah, I like. 

2683
02:15:41,640 --> 02:15:47,440
I like this. 
I I'm not like, screaming off 

2684
02:15:47,440 --> 02:15:50,840
my, you know, the roof of my 
building about it. 

2685
02:15:50,840 --> 02:16:02,480
But like, I do really like this.
I so it's a weird one for me 

2686
02:16:02,480 --> 02:16:06,760
because I like that they do some
things that are different. 

2687
02:16:06,920 --> 02:16:08,920
I really do, cuz I always love 
to see new interesting 

2688
02:16:08,920 --> 02:16:11,520
mechanics, right? 
But I feel like there's I feel 

2689
02:16:11,520 --> 02:16:20,720
like there's just some parts of 
mechanics where hello you're we 

2690
02:16:20,840 --> 02:16:22,720
just had someone drop in the 
chat and your fiction is 

2691
02:16:22,720 --> 02:16:24,080
fantastic. 
Thank you so much for writing 

2692
02:16:24,080 --> 02:16:26,240
it. 
Really it's it's really fucking 

2693
02:16:26,240 --> 02:16:30,000
good. 
My issue I guess with the rules 

2694
02:16:30,000 --> 02:16:33,520
is like, I like that they do 
some some weird stuff because I 

2695
02:16:33,520 --> 02:16:37,559
like weird stuff. 
But I just, I don't know if I 

2696
02:16:37,559 --> 02:16:38,719
would use some of the weird 
stuff. 

2697
02:16:38,719 --> 02:16:41,400
Like I personally this I think I
would try. 

2698
02:16:42,160 --> 02:16:44,160
Here's the thing with with RAW 
and System Matters and stuff 

2699
02:16:44,160 --> 02:16:46,760
like that. 
Try it before you hack it at 

2700
02:16:46,760 --> 02:16:48,320
least once because you might go 
hot. 

2701
02:16:48,320 --> 02:16:49,559
Actually, that works. 
You know what I mean. 

2702
02:16:49,719 --> 02:16:52,400
So I want to try the Social 
Encounter Texas Holdem game. 

2703
02:16:52,719 --> 02:16:56,440
Yeah, I would like to try that. 
I I want to try it at least 

2704
02:16:56,440 --> 02:16:58,120
once, but I feel like once is 
all I'm gonna do. 

2705
02:16:58,760 --> 02:17:00,200
I think the initiative kind of. 
Feel. 

2706
02:17:00,600 --> 02:17:02,040
Like that, yeah. 
I think the initiative system, 

2707
02:17:02,040 --> 02:17:04,959
the adaptation of that, where 
it's like by action type, is 

2708
02:17:04,959 --> 02:17:06,280
really interesting. 
Not a lot of games do it. 

2709
02:17:06,280 --> 02:17:09,000
I think some older games did it,
so I think that's really 

2710
02:17:09,000 --> 02:17:12,360
interesting. 
A lot of the other stuff like 

2711
02:17:12,360 --> 02:17:15,559
time distance, standard OS are 
totally fine. 

2712
02:17:16,320 --> 02:17:19,520
I love the travel mechanic, the 
point crawl narrative. 

2713
02:17:19,520 --> 02:17:21,000
I think that's a really strong 
part of it. 

2714
02:17:21,080 --> 02:17:24,559
Very cool, yes. 
And then the character creation 

2715
02:17:24,559 --> 02:17:27,280
part, my my biggest issue with 
the characterization is you know

2716
02:17:27,280 --> 02:17:29,080
this like the game is built 
around the talents and 

2717
02:17:29,080 --> 02:17:33,320
abilities. 
And I I'm really curious like 

2718
02:17:33,320 --> 02:17:36,879
you said, like if your base that
is 4 versus the six you're 

2719
02:17:36,879 --> 02:17:39,879
shitty and everything you know 
that's a different that's 

2720
02:17:39,879 --> 02:17:43,520
literally adding a whole nother 
D6 Oh yeah +2 you get +2 most 

2721
02:17:43,520 --> 02:17:44,840
everything. 
The moment you pointed out I'm 

2722
02:17:44,840 --> 02:17:46,879
like, oh, the weight of that 
actually is. 

2723
02:17:47,120 --> 02:17:49,360
Crazy. 
Like crazy. 

2724
02:17:50,160 --> 02:17:52,760
Everything. 
You're better at everything. 

2725
02:17:52,760 --> 02:17:54,760
So like that to. 
Me. 

2726
02:17:54,760 --> 02:17:56,480
Like is really interesting. 
I mean, I like character 

2727
02:17:56,480 --> 02:17:57,600
creation. 
I think it's really interesting.

2728
02:17:57,600 --> 02:18:00,120
I like we said skill, stamina, 
luck is a great spread. 

2729
02:18:00,120 --> 02:18:03,160
It's really interesting spread 
in a game that's clearly a it's 

2730
02:18:03,160 --> 02:18:06,080
a it's a talent and skill. 
It's a skill game, not a stat 

2731
02:18:06,080 --> 02:18:07,400
game, you know? 
Yes. 

2732
02:18:08,200 --> 02:18:10,559
So again, I'm torn. 
I really really like parts of 

2733
02:18:10,559 --> 02:18:12,559
it, and other parts of it like 
this is 1. 

2734
02:18:12,559 --> 02:18:15,160
That I really want to. 
To see and play. 

2735
02:18:15,520 --> 02:18:17,600
But I also think, like character
advancement, I think needs to 

2736
02:18:17,600 --> 02:18:19,600
complete readjust, because I 
don't understand why there's 

2737
02:18:19,600 --> 02:18:22,680
this weird level of brutality to
it that makes you want to, like,

2738
02:18:22,680 --> 02:18:25,760
not learn anything new, right? 
And that's just for gaining new 

2739
02:18:25,760 --> 02:18:28,480
abilities, that's not for 
advancing current abilities that

2740
02:18:28,480 --> 02:18:29,680
you have. 
Right. 

2741
02:18:29,680 --> 02:18:32,440
But again, I started with only 
four talents and you only start 

2742
02:18:32,600 --> 02:18:33,840
with four and I started with 
six. 

2743
02:18:33,840 --> 02:18:36,040
So, so in order to. 
Try to even get to where you 

2744
02:18:36,040 --> 02:18:39,639
started I'm. 
Risking my actual stats. 

2745
02:18:39,639 --> 02:18:42,120
You know, so I'm torn on the 
whole set, I think. 

2746
02:18:42,120 --> 02:18:43,920
I think there's a lot of fun, 
neat, interesting things. 

2747
02:18:43,920 --> 02:18:46,480
I think it's good adaptations. 
Of parts of Troika and some of. 

2748
02:18:46,480 --> 02:18:48,040
The older stuff, like they said,
Fighting Fantasy. 

2749
02:18:48,440 --> 02:18:52,680
But there's other parts of it 
where like, I don't know, I'm, 

2750
02:18:52,680 --> 02:18:53,760
I'm torn. 
I'm torn. 

2751
02:18:53,760 --> 02:18:57,360
So I I'm thinking of 6. 
I'm thinking of six, yeah. 

2752
02:19:00,000 --> 02:19:02,879
Originality. 
OK, here's where we're shining, 

2753
02:19:03,080 --> 02:19:06,719
in my opinion. 
OK yeah, is the originality. 

2754
02:19:06,920 --> 02:19:10,200
I think that the what. 
I just said the. 

2755
02:19:10,200 --> 02:19:14,040
Parts let's go by section. 
So like originality in the rule 

2756
02:19:14,040 --> 02:19:16,120
set. 
I think the that social 

2757
02:19:16,120 --> 02:19:18,639
encounter mechanics people bitch
for it all the time and you get 

2758
02:19:18,639 --> 02:19:20,320
one. 
It's I think it's interesting. 

2759
02:19:20,320 --> 02:19:21,879
It works. 
I think it works. 

2760
02:19:22,120 --> 02:19:23,879
It's just, I don't think it 
works in the way that I want to 

2761
02:19:23,879 --> 02:19:25,799
do social encounters, but I 
think it's really interesting. 

2762
02:19:26,320 --> 02:19:27,920
Yeah, I do too. 
And I agree. 

2763
02:19:27,920 --> 02:19:30,280
Everyone's like, where's the 
social mechanic And and here's 

2764
02:19:30,280 --> 02:19:31,719
one and I feel like this is a 
cool one. 

2765
02:19:31,719 --> 02:19:36,360
To like spark inspiration to 
create other social mechanics, 

2766
02:19:36,959 --> 02:19:39,040
like I think your blackjack ID 
was really cool and I think 

2767
02:19:39,040 --> 02:19:41,240
there's other directions to go 
from there. 

2768
02:19:41,480 --> 02:19:48,520
But yeah, that's pretty cool. 
I think that I I love sword and.

2769
02:19:48,520 --> 02:19:51,600
Sorcery Games I. 
Know that there are some out 

2770
02:19:51,600 --> 02:19:54,640
there, but like I honestly, as 
far as like indie games go, can 

2771
02:19:54,640 --> 02:19:58,440
you name me a bunch of like, 
sword and sorcery? 

2772
02:19:58,760 --> 02:20:03,520
You know, like Moorcock, Howard.
Like, like. 

2773
02:20:04,680 --> 02:20:07,360
Style games out there because 
UVG kind of is. 

2774
02:20:07,360 --> 02:20:10,120
It leans more science fantasy. 
In the same way that. 

2775
02:20:10,120 --> 02:20:11,440
Kind of. 
Levar is a little more. 

2776
02:20:11,440 --> 02:20:14,440
Not at all exactly science 
fantasy. 

2777
02:20:14,440 --> 02:20:16,840
There's a lot of fun, neat 
science fantasies. 

2778
02:20:17,040 --> 02:20:20,320
I think the setting. 
I also think the originality, 

2779
02:20:20,880 --> 02:20:23,240
like the way that they did the 
narrative and how much of the 

2780
02:20:23,240 --> 02:20:26,360
world building is in really 
great little blurbs, like almost

2781
02:20:26,360 --> 02:20:27,680
like these tiny little short 
stories. 

2782
02:20:28,080 --> 02:20:29,680
So cool. 
I wish more books did that. 

2783
02:20:29,680 --> 02:20:30,680
I've said that over and over 
again. 

2784
02:20:30,680 --> 02:20:33,400
I could use that more in in most
books that we go through. 

2785
02:20:33,400 --> 02:20:34,800
It'd be cool to have whole barbs
like that. 

2786
02:20:34,800 --> 02:20:36,760
Don't give me no. 
Keep going, I. 

2787
02:20:37,280 --> 02:20:38,840
Was thinking swords and sorcerer
games. 

2788
02:20:38,840 --> 02:20:40,320
I don't know, Is that what you 
were asking? 

2789
02:20:41,040 --> 02:20:42,640
I mean, I can think of. 
I can think. 

2790
02:20:42,640 --> 02:20:44,360
Of definitely a few. 
I mean Black Sword hacks. 

2791
02:20:44,360 --> 02:20:47,480
The first one that hops out at 
me, War Plans is another great 

2792
02:20:47,480 --> 02:20:49,280
one. 
Yeah. 

2793
02:20:49,320 --> 02:20:50,880
Yeah, it leans that way a little
bit more. 

2794
02:20:50,920 --> 02:20:53,520
Yeah, it leans that way. 
It's between this and like Mark 

2795
02:20:53,520 --> 02:20:55,280
Borg for me, because there's a 
little more brutality. 

2796
02:20:55,280 --> 02:20:58,400
In that one, yeah. 
But yeah, I mean, it's not. 

2797
02:20:58,400 --> 02:21:00,960
It's definitely. 
I know there's other ones that 

2798
02:21:00,960 --> 02:21:02,680
I'm just. 
Not thinking of, but it's 

2799
02:21:02,680 --> 02:21:08,120
definitely not an overdone like 
TTRPG genre, you know? 

2800
02:21:08,120 --> 02:21:10,120
Yeah, I dig that. 
I like. 

2801
02:21:10,120 --> 02:21:12,360
And I'm gonna, I'm gonna, I'm 
gonna give them the benefit of 

2802
02:21:12,360 --> 02:21:15,680
of being, of, of doing. 
This too of saying I love that 

2803
02:21:15,680 --> 02:21:20,520
they did the first version as a 
rules book and a world book and 

2804
02:21:20,520 --> 02:21:23,080
the way that they did the the 
character matrices I think is 

2805
02:21:23,080 --> 02:21:25,360
really fantastic. 
I mean, I do think it leans into

2806
02:21:25,440 --> 02:21:27,680
a little bit like, I'm sure 
there's some inspiration from 

2807
02:21:27,680 --> 02:21:29,880
the troika backgrounds where you
roll to get your background and 

2808
02:21:29,880 --> 02:21:32,680
something that too. 
So I think there's a lot of 

2809
02:21:32,680 --> 02:21:34,760
originality in the rules. 
I think there's a lot of 

2810
02:21:34,760 --> 02:21:38,960
originality in the art, the 
style, the vibes, the way that 

2811
02:21:38,960 --> 02:21:40,280
things are put together and laid
out. 

2812
02:21:40,280 --> 02:21:42,440
So I think this is one of the 
parts where it really shines. 

2813
02:21:43,560 --> 02:21:47,280
What do you think? 
You know you I've done this so 

2814
02:21:47,280 --> 02:21:49,640
far. 
You do this one I'm at. 

2815
02:21:49,840 --> 02:21:51,920
I'm at minimum of eight. 
For this I think. 

2816
02:21:51,920 --> 02:21:56,720
I think I'm there too, so. 
Yeah. 

2817
02:21:57,640 --> 02:22:00,520
Value I. 
So it's 10. 

2818
02:22:01,800 --> 02:22:04,920
So here's so here's problem. 
Here's so here's the problem. 

2819
02:22:05,000 --> 02:22:06,600
So here's the problem. 
There's. 

2820
02:22:06,600 --> 02:22:08,880
A store where you can get it 
physically from and you cannot. 

2821
02:22:08,880 --> 02:22:10,360
Get it from that store anymore 
there. 

2822
02:22:10,440 --> 02:22:12,600
They are not. 
Taking orders and I think 

2823
02:22:12,600 --> 02:22:14,440
they've empty out their stock on
everything. 

2824
02:22:14,640 --> 02:22:19,240
So really your only option is to
get it on itch dot IO as a 

2825
02:22:19,240 --> 02:22:22,080
digital version. 
It is $10.00 for the digital 

2826
02:22:22,080 --> 02:22:24,080
version if I'm not mistaken. 
Am I correct? 

2827
02:22:24,080 --> 02:22:27,800
I think it's 10 bucks. 
Yeah, and that comes with the 

2828
02:22:27,800 --> 02:22:30,000
world map as its own PDF. 
File. 

2829
02:22:30,600 --> 02:22:34,760
Azag, the form fillable 
character sheet and then the 

2830
02:22:34,840 --> 02:22:40,320
Azag version 2A5, which I 
believe is the updated version 

2831
02:22:40,600 --> 02:22:45,400
with the better hyperlinks and 
stuff for $10. 

2832
02:22:45,960 --> 02:22:50,880
Very responsible, you know, I I 
you can't get the physical tape.

2833
02:22:50,880 --> 02:22:53,400
Oh, I forgot to even show the 
physical tape this thing is. 

2834
02:22:53,400 --> 02:22:57,040
Beautiful, by the way. 
It's a really, really luscious 

2835
02:22:57,040 --> 02:22:59,360
purple. 
And it's got like gold writing 

2836
02:22:59,360 --> 02:23:02,960
on it. 
Yeah, it's beautiful, yeah. 

2837
02:23:03,680 --> 02:23:08,680
And then it's got the, it's the,
the, the actual piece inside. 

2838
02:23:08,680 --> 02:23:12,000
And then it's got like the the 
listing inside. 

2839
02:23:12,680 --> 02:23:14,600
I was almost hoping for like a 
stat or something, but you know,

2840
02:23:15,960 --> 02:23:20,480
but so you can, you can get this
on band camp. 

2841
02:23:20,480 --> 02:23:22,000
I mean you can listen to 
everything for free on band 

2842
02:23:22,000 --> 02:23:25,520
camp, but like support, like the
body, they make amazing music. 

2843
02:23:26,320 --> 02:23:28,560
Check out their entire page. 
But the soundtrack for this is 

2844
02:23:28,560 --> 02:23:29,800
great. 
Like you said, we both listened 

2845
02:23:29,800 --> 02:23:32,840
to this while we were reading. 
It definitely set some mood so 

2846
02:23:32,920 --> 02:23:34,920
you can get the tape, you can 
get the PDF for $10 and 

2847
02:23:34,920 --> 02:23:37,360
honestly, like a 70 plus page 
book for 10 bucks is a great, 

2848
02:23:37,520 --> 02:23:41,240
great cost for APDF, the form, 
fillable character sheets, the 

2849
02:23:41,240 --> 02:23:43,280
maps, all that. 
I mean, it sucks that you can't 

2850
02:23:43,280 --> 02:23:45,200
get the physical anymore, but 
that has nothing to do with the 

2851
02:23:45,200 --> 02:23:48,560
creator. 
Maybe they'll be able to find 

2852
02:23:48,560 --> 02:23:52,160
another place where you can. 
I hope they do, 'cause I would 

2853
02:23:52,160 --> 02:23:54,760
like to get into physical. 
So, yeah, yeah, yeah. 

2854
02:23:55,520 --> 02:23:56,960
Yeah. 
So it's pretty standard for 

2855
02:23:56,960 --> 02:23:59,400
value I think the TI think 
getting. 

2856
02:23:59,400 --> 02:24:01,160
A soundtrack is really fantastic
for two. 

2857
02:24:01,160 --> 02:24:03,000
I think I'm at least a 7 for the
value. 

2858
02:24:03,000 --> 02:24:08,520
I think I'm at 7 for this one. 
So we are at. 

2859
02:24:08,520 --> 02:24:13,000
A 18 plus. 8 plus. 7. 
Or we have. 

2860
02:24:13,000 --> 02:24:17,120
Like a 32 ish or something 8 + 8
plus. 

2861
02:24:17,120 --> 02:24:19,280
Oh why am I doing eights? 
Yeah, what are you doing? 

2862
02:24:19,280 --> 02:24:28,080
Eights 6 + 6 + 6 + 8 plus. 7. 33
Damn a brain. 

2863
02:24:29,800 --> 02:24:34,640
So here, So here's this one. 
I think that I think that our 

2864
02:24:34,640 --> 02:24:37,160
metrics don't take into account 
some of the strengths of this 

2865
02:24:37,160 --> 02:24:39,200
book. 
I think that the. 

2866
02:24:39,200 --> 02:24:41,800
Game is better. 33's a fine 
score, but I think that that 

2867
02:24:41,800 --> 02:24:42,840
it's a little bit better than 
that. 

2868
02:24:43,120 --> 02:24:47,720
I think the rule set is fine. 
I but I think the setting 

2869
02:24:47,720 --> 02:24:51,800
really, really, really shines. 
Another reason I really like the

2870
02:24:51,800 --> 02:24:54,360
world book versus rule book in 
this because you could literally

2871
02:24:54,360 --> 02:24:58,080
just take the world book in this
and run it in any OSR setting or

2872
02:24:58,080 --> 02:25:00,920
with any OSR mechanic like you 
could you could run the into the

2873
02:25:00,920 --> 02:25:02,600
odd with this and that. 
It'd be totally fine. 

2874
02:25:03,720 --> 02:25:06,840
I think that the one of the 
massive strengths are the 

2875
02:25:06,840 --> 02:25:10,240
writing, the narrative, the the 
setting the world vibe and that 

2876
02:25:10,240 --> 02:25:13,320
doesn't really come out in our. 
That doesn't really come out in 

2877
02:25:13,440 --> 02:25:19,600
our metrics here. 
There's not, there's not setting

2878
02:25:19,600 --> 02:25:24,000
and lore as a as a metric. 
So I do think that as a setting 

2879
02:25:24,000 --> 02:25:26,640
and lore book, it's fantastic. 
The art's fantastic. 

2880
02:25:28,040 --> 02:25:30,200
I want to play this game. 
I feel like if we play this game

2881
02:25:30,200 --> 02:25:33,160
they might bump up a couple 
points because I it could be 

2882
02:25:33,160 --> 02:25:34,760
interesting. 
But I think where we're at, this

2883
02:25:34,760 --> 02:25:37,720
is about good. 
That's where we're at. 

2884
02:25:38,000 --> 02:25:39,320
Do you want to? 
Let's do the giveaway. 

2885
02:25:40,200 --> 02:25:42,800
Oh yeah, the giveaway. 
I'm right. 

2886
02:25:45,120 --> 02:25:47,040
We are going to be giving away a
copy. 

2887
02:25:47,320 --> 02:25:50,080
Of Wharfland if you have not. 
Liked that tweet? 

2888
02:25:50,080 --> 02:25:51,440
It is. 
Too late. 

2889
02:25:51,600 --> 02:25:56,760
So for those out there, before I
even get to my Twitter, this is 

2890
02:25:56,760 --> 02:25:59,280
what I do. 
I go to the Twitter, I count how

2891
02:25:59,280 --> 02:26:01,880
many people there are, I roll 
the dice for that many, I'll 

2892
02:26:01,880 --> 02:26:06,160
roll it in chat and I count from
the bottom because that's the 

2893
02:26:06,160 --> 02:26:08,320
first people that liked her at 
the bottom and then to the top. 

2894
02:26:08,320 --> 02:26:09,800
It doesn't matter if it's top, 
bottom, bottom, top. 

2895
02:26:09,840 --> 02:26:12,040
I just always pick from the 
bottom because they were the 

2896
02:26:12,040 --> 02:26:16,000
first people that interacted and
numbers are are variable anyway.

2897
02:26:16,000 --> 02:26:18,320
So we're getting away the 
hardcover of war plan from 

2898
02:26:18,320 --> 02:26:20,720
Galvao Coroga. 
Go check out the Black Rainbow 

2899
02:26:20,720 --> 02:26:26,360
Society of the Hell Knight 
expansion over on Kickstarter 

2900
02:26:26,360 --> 02:26:28,400
right now. 
Next week we will be giving away

2901
02:26:28,920 --> 02:26:33,880
Hell Knight with some bonuses 
with that too and that'll be a 

2902
02:26:33,880 --> 02:26:36,720
last hour giveaway and I think 
the following week the campaign 

2903
02:26:36,720 --> 02:26:39,640
and so check that out. 
So I'm going to go to our. 

2904
02:26:41,400 --> 02:26:47,400
I'm going to go to our page. 
I'm going to. 

2905
02:26:47,400 --> 02:26:51,400
Find. 
The this, I'm going to get to 

2906
02:26:51,400 --> 02:27:03,040
the this and I'm going to count 
12344 12:00. 

2907
02:27:03,040 --> 02:27:08,000
Well, if if Gavro Koroga wins 
his own book, I'll just have to 

2908
02:27:08,000 --> 02:27:11,600
mail it back to him. 
And. 

2909
02:27:13,840 --> 02:27:17,920
Yeah, he also has. 
OK, listen, Gavro, you have two.

2910
02:27:17,920 --> 02:27:20,200
Twitters One Gavro Caroga. 
One Caroga Gavro. 

2911
02:27:20,240 --> 02:27:22,320
Pick one. 
I keep tagging one and then it's

2912
02:27:22,320 --> 02:27:25,200
the other one. 
Good tagging, all right, Yeah. 

2913
02:27:25,520 --> 02:27:29,400
So I'm going to roll. 
Let's. 

2914
02:27:29,400 --> 02:27:35,640
Go, you son of a bitch. 
Guess who won? 

2915
02:27:35,640 --> 02:27:36,680
I'm. 
Going to roll again, obviously, 

2916
02:27:36,680 --> 02:27:38,120
because Gavro can't win his own 
book. 

2917
02:27:38,480 --> 02:27:40,040
Oh, they're. 
Gonna say. 

2918
02:27:41,600 --> 02:27:45,000
Ozo 45678. 
Not no, it's. 

2919
02:27:45,000 --> 02:27:48,560
It literally was Gabriel. 
No, I told Gabriel on to. 

2920
02:27:48,600 --> 02:27:57,560
I told Ozo not to not to do this
121. 2345. 

2921
02:27:57,560 --> 02:28:01,800
Six, meet Castle. 
Christian Sorrell meet Castle 

2922
02:28:01,800 --> 02:28:05,960
Game where we 234567 meet Castle
has won. 

2923
02:28:07,000 --> 02:28:09,720
The We're planned, you'll know. 
Me Castle from being an awesome 

2924
02:28:09,720 --> 02:28:11,000
editor, putting a lot of stuff 
out. 

2925
02:28:11,000 --> 02:28:15,520
A lot of Mothership Countdown 
from Tacticians of Om and check 

2926
02:28:15,520 --> 02:28:17,400
all that stuff out as well. 
So that is our episode for 

2927
02:28:17,400 --> 02:28:20,640
today. 
Check us out tomorrow when we 

2928
02:28:20,760 --> 02:28:24,080
are going to have the fellows 
from Liminal Horror, Josh and 

2929
02:28:24,200 --> 02:28:28,480
Galvin archives going on to do a
writing seminar on how to adopt 

2930
02:28:28,480 --> 02:28:33,040
A mystery for their Twisted 
Classics Jam for Luminal Horror 

2931
02:28:33,440 --> 02:28:36,600
prior to the release of their 
next Luminal Horror expansion. 

2932
02:28:36,600 --> 02:28:38,440
So thank you so much for being 
here. 

2933
02:28:38,840 --> 02:28:41,120
Check out Azag. 
It's definitely worth getting. 

2934
02:28:41,640 --> 02:28:43,640
Definitely worth checking out. 
The rules are interesting. 

2935
02:28:43,640 --> 02:28:45,800
The setting is fantastic. 
The writing is even better. 

2936
02:28:47,480 --> 02:28:48,240
That's it. 
That's us. 

2937
02:28:48,360 --> 02:28:50,680
I'll see you later buddy. 
Farewell. 

2938
02:28:50,760 --> 02:28:50,960
Bye.
