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Hello and welcome to the Weekly 
Scroll Podcast. 

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My name is Ryan. 
And I'm the son of a deceased 

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human clock maker, raised by a 
thieving Guild for my innate 

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talents. 
And joining us today is Andre of

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Games Omnivorous. 
How you doing today, Andre? 

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Thanks so much for having me 
again. 

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You never get sick of me and 
that pleases me so that welcome 

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back. 
Yeah, Never, never could, never 

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would, never will. 
It's been too long since you've 

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been on the show, though, so 
thank you for coming on. 

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It's. 
Been a while. 

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It's actually been a while. 
So yeah. 

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So thanks for having me. 
Really appreciate it. 

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I mean, love your show. 
Thanks. 

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You're one of those people that 
could come on every month and 

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we'd be absolutely fine with it.
So for those that don't know, 

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like what, like who, who, who 
are you? 

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What is games omnivorous? 
What might people know Games 

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Omnivorous for? 
So yeah, so I'm the owner, lead 

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game designer at Games 
Omnivorous. 

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Also the person that does the 
mail and logistics and 

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accounting and so on. 
Like I do everything related to 

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Games, Omnivorous people, games 
of New Verse has started as as 

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mostly a publisher or a 
publishing project in 2020. 

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And then we kind of redefined, 
reinvented the project last, 

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last year. 
But for the first five years we 

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were, we were an indie RPG 
publisher mostly. 

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And people probably know some of
of the games that we published 

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and worked on, like Mouse Rater,
for instance, Vaults of Varn, 

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Frontier Scum. 
So there's, there's, there's a 

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bunch of games that that kind of
drew some attention and became 

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quite big in the past, in the 
past years. 

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And then precisely because of 
that, because they kind of like 

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got big and and the scale was, 
was a bit bigger than than I 

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could handle by myself. 
We kind of like redefined, 

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reimagined games of maneuvers. 
And now games of maneuvers is 

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not exactly a publisher per SE, 
but it's more like a game design

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studio. 
So I'm only working on games 

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that I'm creating myself right 
now or that I'm Co creating with

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with with other with other with 
other people. 

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This is the case for mouse 
rater, which is a Co creation 

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with Isaac Williams and and me 
here and frontier scum, which is

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called Druid as the lead main 
designer. 

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And I'm mostly like a Co creator
slash developer of the game. 

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So we're only focusing on a few 
games now. 

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And yeah, and this been this has
been the case for one year now. 

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And this is yeah, this this is 
what it is. 

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And like, I I think that the 
other day some somebody, 

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somebody pointed out that we 
were The Games on Reverse were 

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the first indie publisher in the
world to have been nominated for

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like an Emmy Award for five 
years in a row in at least one 

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category. 
So that's. 

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Yeah, that's kind of like our 
banner, a banner that that we're

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using. 
I don't know. 

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Very cool. 
Yeah. 

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Yeah, yeah. 
I mean, I I discovered, I wonder

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where the context is in this, 
because the first thing I ever 

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saw from games Omnivorous was 
the manifestos Omnivorous 

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adventures. 
Those were the first things. 

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And the first time I read one of
those, I don't remember which 

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one was the first one, because 
then I had to have all of them. 

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I was just blown away by even 
just like ethos on the back 

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where it's just like, these are 
the rules. 

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This is like the unwritten rule.
You know, This is why we're 

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doing it. 
And and, you know, it's, it's I 

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don't know, it just something 
about it just blew me away. 

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It felt so much, I don't know 
what I want to say like artsier,

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but that doesn't sound that, you
know, that sounds a certain way.

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But I loved the ethos behind it.
And then I think after that it 

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might have been John Davis when 
we played. 

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Oh gosh, why am I blanking on 
your like, like 17th century 

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minimalist? 
Yeah. 

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That's like, yeah, that's right.
It's basically when the company 

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started those two way, way back 
you've mentioned. 

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Yeah. 
Yeah, so, yeah, so I so, so, so 

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yeah, I've been fan for quite a 
while. 

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Again, you've been on the show 
before. 

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It's incredible. 
I wanted to talk about a little 

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bit of the and you know, you, 
you, you broke the subject a bit

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there at the start, the kind of 
switch to the current iteration 

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of Games Omnivorous, because you
guys, as you said, you're 

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originally a publisher putting a
lot of stuff. 

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And so again, you talked about 
it a bit, but what kind of got 

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you to move from being a 
publisher to more of like a a 

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design studio? 
So as I was saying, the games 

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are restarted as a publisher and
I think about 2/3 of my work, 

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somewhere between half of my 
work and 2/3 was like actually 

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working to towards having other 
creators published at Games on 

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Universe. 
So I was doing a lot of 

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editorial publishing work. 
I think, yeah, about 2/3 of the 

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stuff that we released until 
like 2024-2025 was other 

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people's works. 
And then we, we kind of edited 

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them. 
Obviously we worked a lot. 

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I worked, I worked a lot with, 
with those creators. 

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But it was their vision mostly 
in, in these books and, and, 

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and, and games. 
And then I think that there 

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were, there were a bunch of 
factors, but, but I think the, 

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the main 1 is that some, some of
the games really scaled up and, 

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and got big. 
This was the case with mostly 

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mouse Ritter, also Frontier scum
and and and and maybe 1-1 or two

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others. 
But those were, those were the, 

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the, the, the, the biggest are 
the main examples. 

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And then all of a sudden I was 
in this position that I 

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couldn't, I couldn't handle 
everything that, that that came 

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with, with, with a job. 
I couldn't be handling, like I 

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couldn't be creating my games 
and also working with other 

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creators towards publishing 
their work and also handling 

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logistics and distribution and 
all. 

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You know, it was a bit, I was a 
bit all over the place And, and 

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I remember having a conversation
with, with Matt Kelly from 

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Exalted Funeral and he 
eventually told something that 

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kind of like resonated in, in, 
in my, in my head and kind of 

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stayed, stayed there a lot a 
while until I, I, I made the 

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decision was you have to decide.
I think I, I don't know the 

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exact words, but Matt told me 
you have to decide if you're in 

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the business of selling games or
creating games. 

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And this is this is this was a 
really, this was, this really 

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resonated and, and stayed with 
me for, for, for a few months, 

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lingering on the back of my head
like. 

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And then all of a sudden, yeah, 
I realized that I had to, to 

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make that decision. 
Actually, I had to make the 

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decision whether I was going to 
focus more on the publishing 

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aspect of, of, of the project. 
And I was, you know, and that 

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probably meant not doing my own 
games that much or kind of like 

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letting that that part go and 
focusing on actually getting the

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stuff out there and doing more 
marketing and, you know, hitting

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conventions and that sort of 
stuff. 

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Or I would outsource all of that
and I would concentrate actually

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on the creation and that process
and that artistic, more artistic

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or creative process. 
So I decided that I should do 

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that. 
So that's that's what it, that's

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basically what it is. 
That's very cool that you moved 

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in that direction. 
And for those keeping score at 

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home, last time you were on the 
show I believe was episode 123, 

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which was two years ago. 
Oh, wow, OK, wow. 

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It's. 
Been a while. 

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It's been so this the first time
that you've been on the show 

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since the since you kind of 
switched up and everything, 

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which again, it's been too long.
I did get to run into you at was

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it last packs or the packs 
before that were really 

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actually? 
Got to chat, I didn't go last 

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year so it was the year. 
There you go. 

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So yeah, packs two years ago was
the last time I think we 

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actually got to chat then, so 
it's been too long. 

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What did the job have anything 
to do with this at all too? 

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Because that was yeah, so. 
So how did that kind of affect 

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it? 
I think that actually it was in 

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Philadelphia that, that I had 
this conversation with Matt. 

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So it was like like when, when 
we first met me and you, right 

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when we first met in person, it 
was actually when all of this 

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kind of like started brewing, I 
think. 

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And I, I, I, I made this 
decision, this decision 

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obviously a couple of months 
after, but that's when things 

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started like, you know, I 
started thinking about it and 

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then I realized that that I was 
going to, And then when I, when 

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I made the decision, I realized 
that I was going to take a few 

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games with me into the new 
project, like just not carry on 

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with some other collections and 
ideas that I had. 

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Which one, one of those you 
already talked about, which was 

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the manifestos, the manifestos 
omnivorous. 

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We, we kind of like ended that 
collection. 

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That's, that's, that's done 
because that was more on the 

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publishing aspect of the 
project. 

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I would, I would say. 
So when, when I decided, when 

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we, when I decided to, to, to, 
to make this transition, I, I, I

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decided I was going to take four
games to the new games of 

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nievers, let's call it that. 
And one of them was obviously 

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Maseratier. 
The partnership with, with Isaac

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has been, has been incredible 
since day one. 

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So it, it obviously makes sense 
to, to to carry on and, and 

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I've, I've been upgraded to the 
role of a Co creator. 

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So I'm writing lots of things 
for the new junk city supplement

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and stuff. 
So it's been it's been cool. 

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And then I decided to also, I, I
talked to Carl, Carl Druid about

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frontiers come and I said, look,
I'm going to do this. 

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Do you want to stay with me or 
do you want to, you want to move

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on? 
And Carl Druid eventually 

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decided that he was going to 
stay and, and, and then he 

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wanted to be under the games 
omnivorous umbrella. 

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So it's a Co creation. 
Frontiers gum is a Co creation 

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between Carl and and now me, I'm
more like a developer. 

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That's that's my role there. 
And, and then I, I also took two

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of my original games that that 
are 100% mine and one of them is

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the job precisely a classic. 
So, so the idea, the idea there 

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being if I'm going to focus on 
the creative aspects and this is

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now a game design studio, I need
to find partners to publish 

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this, this work, since I'm not 
going to be a publisher anymore.

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So Moss Ritter went to Exalted 
funeral. 

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The job also is is with Exalted 
Funeral and then Frontier Scum. 

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We'll have some news in one 
month or so, but it's going to a

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different publisher and now 
Flail. 

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So I kind of redefined the 
project and I decided to invest 

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in these 4 main games right now.
So that's the story. 

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I don't know. 
Unless you really hone in on 

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like just like a few specific 
things and you're, you just 

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don't won't feel a spread out 
anymore, you know? 

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Exactly, that's exactly that. 
And I, I, I'm doing, I have a 

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lot of ideas, but somehow the 
ideas now fit more neatly into 

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into these into one of these 
games. 

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And I think that's also because 
one of the reasons also Ryan 

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asked about the reasons why I 
did this. 

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And I think also one of the 
reasons was that in terms of 

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like a promotion or marketing or
the face of the the company, I 

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think it was also a bit all over
the place. 

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I think that some people knew 
what knew us for the more 

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artistic projects like the LP's 
or manifestos of nervous, but 

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had no idea that we were also 
doing Mouse Rater. 

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And then there was a lot of 
people that knew us from Mouse 

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Rater, but had no idea that we 
were also the people behind like

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Haunted Almanac or Isle of VIX 
or Vaults of Varn, you know, So 

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it was a bit scattered. 
It was a bit all over the place.

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So this was also a moment where 
we tried to redefine the 

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identity and create a bit more 
coherent identity around and 

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more clear identity, I would say
around the project. 

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And yeah, and we, we also did 
Vaults of Varn originally. 

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So the, the 1st edition is, is, 
is published by Games and Rivers

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and we, I talked with, with Leo 
about Vaults of aren't 

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continuing with games and 
Reavers, but he decided to go on

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his own. 
That's completely, completely 

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fine. 
So we, there was a moment where 

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00:13:24,880 --> 00:13:27,560
we talked to the different 
creators we were working with. 

222
00:13:27,560 --> 00:13:31,840
We explained the situation and 
some of them decided to go their

223
00:13:31,840 --> 00:13:33,960
own route. 
Some of them stayed and it's 

224
00:13:33,960 --> 00:13:35,040
fine. 
It's, it's all good. 

225
00:13:35,040 --> 00:13:38,800
Like I I really like Leo, I love
his work and I cannot wait for 

226
00:13:38,800 --> 00:13:41,000
the new Vaults of Orange edition
to be honest. 

227
00:13:41,480 --> 00:13:43,240
Same. 
Yeah, it'll be interesting. 

228
00:13:43,240 --> 00:13:47,120
We've had Leo on I guess more 
recently than you and we talked 

229
00:13:47,120 --> 00:13:49,240
about Tui and got to play some 
of it and everything. 

230
00:13:49,240 --> 00:13:52,880
So that's interesting. 
Couple of things I'm going to 

231
00:13:52,880 --> 00:13:55,000
get back to #1 here. 
So let's go to number 2. 

232
00:13:55,000 --> 00:13:57,800
So Frontier Scum, Well also it's
it's a cool spread that you 

233
00:13:57,800 --> 00:14:00,840
ended up with too, because mouse
shooter is obviously like huge. 

234
00:14:00,840 --> 00:14:03,280
It's it's own kind of thing. 
It's mice and everything. 

235
00:14:03,560 --> 00:14:06,800
But between Frontier Scum and 
Flail and the job, you have a 

236
00:14:06,800 --> 00:14:10,400
really nice spread. 
I would not consider those in 

237
00:14:10,400 --> 00:14:14,000
any way, shape or form, like 
really similar. 

238
00:14:14,000 --> 00:14:16,360
The job is so different 
mechanically and aesthetically 

239
00:14:16,560 --> 00:14:19,040
than flail, which is so 
different than frontier scum as 

240
00:14:19,040 --> 00:14:22,320
well. 
So it's nice to be able to kind 

241
00:14:22,320 --> 00:14:26,200
of like hone in on those 3 
aspects or anything you want to 

242
00:14:26,200 --> 00:14:27,360
do that's kind of more 
historical. 

243
00:14:27,360 --> 00:14:29,560
You can go in frontier scum, 
anything you want to do that's 

244
00:14:29,560 --> 00:14:31,880
more kind of fantasy. 
You got flail and and and most 

245
00:14:31,880 --> 00:14:37,320
are in the job, but you said 
master and the job are with 

246
00:14:37,320 --> 00:14:39,640
exalted. 
What about frontier scum and 

247
00:14:39,640 --> 00:14:41,520
flail? 
Are you working with multiple 

248
00:14:41,520 --> 00:14:43,200
publishers or are you pretty 
much going to be paired with 

249
00:14:43,200 --> 00:14:46,720
Exalted only? 
No, So Frontier Scum will have a

250
00:14:46,720 --> 00:14:50,400
new, another publisher. 
It's the new print run is coming

251
00:14:50,400 --> 00:14:52,840
in a couple of months, I 
believe. 

252
00:14:52,880 --> 00:14:57,880
There's there's there's we me 
and Carl, we worked on on a new 

253
00:14:57,920 --> 00:15:01,960
print run, but like it's more 
like an expanded edition, sort 

254
00:15:01,960 --> 00:15:04,160
of. 
So it has a bunch of more, more 

255
00:15:04,160 --> 00:15:08,600
content, but that will go into 
another publisher. 

256
00:15:09,240 --> 00:15:15,040
I cannot reveal it yet because I
don't have I, I legally I I 

257
00:15:15,040 --> 00:15:18,000
cannot do it, but it's it's 
going there to a different 

258
00:15:18,000 --> 00:15:19,920
publisher. 
Yes, and flail. 

259
00:15:20,240 --> 00:15:23,360
I decided to do the Kickstarter,
the sorry, the backer kit 

260
00:15:23,360 --> 00:15:30,640
campaign by myself and depending
on, you know, how well it goes, 

261
00:15:30,640 --> 00:15:35,840
how you know, I, I, I need to 
evaluate first exactly how the 

262
00:15:35,840 --> 00:15:41,280
game does before I commit to a 
publisher or or not. 

263
00:15:41,280 --> 00:15:46,720
So I haven't made that decision 
yet, but it will probably in, I 

264
00:15:46,720 --> 00:15:50,520
don't know. 
It's I think that most likely is

265
00:15:50,520 --> 00:15:54,600
I will fulfill the kicks the the
backer kid campaign by myself. 

266
00:15:55,400 --> 00:16:00,800
I will do a first print run by 
myself and then I will, I will, 

267
00:16:00,920 --> 00:16:04,120
I will go out and search for 
like a publisher or a 

268
00:16:04,120 --> 00:16:06,880
distribution network or 
something like that to, to work 

269
00:16:06,880 --> 00:16:08,080
with me. 
Yeah, OK. 

270
00:16:08,600 --> 00:16:10,800
And it's nice because yours and 
you get to make those decisions 

271
00:16:10,800 --> 00:16:14,480
and you have the experience from
being a publisher previously. 

272
00:16:14,480 --> 00:16:16,680
So you have you have all of that
down, which is really nice. 

273
00:16:16,680 --> 00:16:19,200
It's not like you're getting in 
for the first time and and 

274
00:16:19,200 --> 00:16:20,520
putting a box out all on your 
own. 

275
00:16:20,520 --> 00:16:22,480
You've done that many times 
already, yeah. 

276
00:16:22,960 --> 00:16:25,680
I know the trade that that that 
obviously helps, yeah. 

277
00:16:26,120 --> 00:16:28,120
Yeah. 
One other big thing that's 

278
00:16:28,120 --> 00:16:34,680
happened, Mouse Runner month, 
which was crazy how I guess kind

279
00:16:34,680 --> 00:16:39,040
of like a multi part of that is 
how did how does one get a month

280
00:16:39,080 --> 00:16:41,200
with backer kit and how did that
go? 

281
00:16:41,200 --> 00:16:45,360
Like how did it feel having that
much kind of like in one and I 

282
00:16:45,360 --> 00:16:48,840
know you guys are doing so much 
with making it all kind of 

283
00:16:48,840 --> 00:16:50,600
happen at the same time with 
delivery. 

284
00:16:50,600 --> 00:16:56,240
How did that whole process go? 
So the the real pioneers here 

285
00:16:56,240 --> 00:17:00,560
were were the folks Sean McCoy 
and the folks at Mothership, 

286
00:17:00,560 --> 00:17:03,120
right? 
They came up with the concept of

287
00:17:03,120 --> 00:17:07,720
doing a month long event 
campaign with a bunch of of 

288
00:17:07,839 --> 00:17:12,440
different projects and creators,
each doing something for 

289
00:17:12,440 --> 00:17:16,000
mothership and kind of like 
creating an umbrella for that 

290
00:17:16,000 --> 00:17:21,920
within back cricket. 
So they did that in I think two 

291
00:17:21,920 --> 00:17:25,680
years ago. 
Yeah, two years ago, so November

292
00:17:25,680 --> 00:17:34,400
2024 and then kind of like the 
folks at at backer kids, I think

293
00:17:34,400 --> 00:17:38,160
approached us or started talking
about we should expand this 

294
00:17:38,160 --> 00:17:43,080
concept to other games, other 
IPS that have like really strong

295
00:17:43,200 --> 00:17:47,200
third party communities. 
And if you think about, you 

296
00:17:47,200 --> 00:17:51,440
know, a strong third party 
community in the RPG world, I I 

297
00:17:51,440 --> 00:17:54,040
think Mouse Ritter really stands
stands out. 

298
00:17:54,440 --> 00:17:59,960
You have mothership, you have, 
you have, I don't know how you 

299
00:18:01,080 --> 00:18:04,200
have more. 
Obviously you have the, all the 

300
00:18:04,200 --> 00:18:09,280
people that do the Power Bay, 
the Apocalypse games also, but 

301
00:18:09,280 --> 00:18:13,720
Moss Rater is also very strong 
in that department. 

302
00:18:13,720 --> 00:18:19,000
We have like there's a, there's 
a database for all the stuff 

303
00:18:19,000 --> 00:18:22,880
that's been published by fans 
and 3rd party creators for Moss 

304
00:18:22,880 --> 00:18:26,080
Rater and it's over like 1500 
supplements or whatever. 

305
00:18:26,080 --> 00:18:30,360
So it's like, it's huge. 
So they approached this backer 

306
00:18:30,360 --> 00:18:34,000
kid approached this and, and, 
and pitched the idea and we're 

307
00:18:34,000 --> 00:18:36,920
like, yeah, let's, let's do it. 
Because me and Isaac, we've 

308
00:18:36,920 --> 00:18:42,040
been, we at that point, we, we 
had already been working on, on 

309
00:18:42,040 --> 00:18:45,280
the new supplement, new junk 
city supplement for like 1 1/2 

310
00:18:45,280 --> 00:18:47,880
years at that point. 
So you're like, OK, maybe this 

311
00:18:47,880 --> 00:18:53,120
is what we need for that extra 
final push to actually push this

312
00:18:53,120 --> 00:18:56,440
across the finish line and and 
really make this supplement. 

313
00:18:57,240 --> 00:18:59,840
So we decided to that that was a
good idea. 

314
00:18:59,840 --> 00:19:05,200
And also because it really felt 
that the mouse richer community 

315
00:19:05,200 --> 00:19:08,920
and the third party community 
had growed ridiculously at it 

316
00:19:08,920 --> 00:19:13,840
grow beyond our wildest 
imaginations, mine or Isaacs. 

317
00:19:14,400 --> 00:19:19,120
But we still didn't have like a 
moment where this community was 

318
00:19:19,120 --> 00:19:23,440
truly celebrated as it deserved.
And we realized that mouse 

319
00:19:23,440 --> 00:19:27,600
retirement was, was, was the 
place in the event to do that. 

320
00:19:28,120 --> 00:19:30,240
So that's what that's that's 
what we did. 

321
00:19:30,240 --> 00:19:35,520
And it was, it was a beast to 
logistically to, to handle. 

322
00:19:36,560 --> 00:19:39,240
And still, I, just before this 
meeting I had, I had a meeting 

323
00:19:39,240 --> 00:19:42,160
with Christine and we were 
trying to work out the massive 

324
00:19:42,160 --> 00:19:45,600
pledge manager thing, which is 
like a group shipping feature 

325
00:19:45,600 --> 00:19:49,040
that we, that, that we're 
offering, we're offering people 

326
00:19:49,040 --> 00:19:52,120
to save on shipping. 
But it's been, it's, it's, it's 

327
00:19:52,120 --> 00:19:55,200
not, it's not as easy as setting
up like your normal pledge 

328
00:19:55,200 --> 00:19:59,480
manager, but it's been, it's, 
it, it was a phenomenal event. 

329
00:19:59,560 --> 00:20:03,760
Like we had incredible creators.
I, I think it was 15 other 

330
00:20:03,760 --> 00:20:06,720
creators doing their own 
projects, really distinct 

331
00:20:06,960 --> 00:20:09,920
projects with lots of 
personality, new takes on mouse 

332
00:20:09,920 --> 00:20:12,040
rater. 
Then we had a game jam. 

333
00:20:12,040 --> 00:20:15,000
In that game jam, another, I 
don't know, 80 supplements 

334
00:20:15,000 --> 00:20:19,560
flourished. 
Through that, through the that 

335
00:20:19,560 --> 00:20:23,480
each game jam and it was just a 
special moment, I think, for 

336
00:20:23,480 --> 00:20:26,360
Mouse Ritter, yeah. 
Very cool. 

337
00:20:26,360 --> 00:20:28,040
Yeah. 
I mean, those third party things

338
00:20:28,200 --> 00:20:31,720
like continue to breathe so much
life into a game. 

339
00:20:31,720 --> 00:20:34,080
It'll just live forever at that 
point, you know? 

340
00:20:35,000 --> 00:20:38,480
I agree, yeah. 
I think that's one of the things

341
00:20:38,480 --> 00:20:43,120
that I, that I, that I like the 
best about Mouse Reiter is what 

342
00:20:43,120 --> 00:20:44,480
everyone else does with the 
game. 

343
00:20:45,800 --> 00:20:48,040
Yeah, yeah. 
I mean, you know, the thing 

344
00:20:48,040 --> 00:20:51,440
about mouse reader 2 is from 
from day one, you know, Isaac 

345
00:20:51,560 --> 00:20:54,920
seems to have Isaac someone we 
we should have had on the show 

346
00:20:54,920 --> 00:20:56,240
forever ago. 
We'll have to chat with him at 

347
00:20:56,240 --> 00:20:59,720
some point. 
Has kind of built the game to be

348
00:20:59,760 --> 00:21:02,680
like incredibly approachable, 
even to the point where like 

349
00:21:02,680 --> 00:21:04,400
it's free, like if you go to the
website, you can just download 

350
00:21:04,400 --> 00:21:09,560
it for free or like the the 
token maker thing that's on the 

351
00:21:09,560 --> 00:21:12,360
website is incredible. 
Like everything about it is 

352
00:21:13,160 --> 00:21:16,800
again, so approachable, so 
welcoming and it created a 

353
00:21:16,800 --> 00:21:20,480
community that, you know, as I 
think Hunter said, like self 

354
00:21:20,640 --> 00:21:24,640
perpetuates, you know, so many 
people find it, download it, 

355
00:21:24,640 --> 00:21:27,600
love it, play it and continue to
make stuff for it. 

356
00:21:27,600 --> 00:21:33,360
Because I think was Isaac 
involved in the like library to 

357
00:21:33,360 --> 00:21:35,360
start or was that like a 
community based project that 

358
00:21:35,360 --> 00:21:39,040
someone like took and ran with? 
It was a communities project by 

359
00:21:39,040 --> 00:21:41,200
Matt Morris Who. 
Is like, yeah. 

360
00:21:41,760 --> 00:21:46,280
Yeah #1 fan of Yeah, the king of
the Maseratri community. 

361
00:21:46,360 --> 00:21:49,560
Yeah, and if there's one person 
you want to be your #1 fan, it's

362
00:21:49,560 --> 00:21:52,560
it's Matt Morris, because he'll 
never stop making awesome stuff 

363
00:21:52,560 --> 00:21:55,520
for your for your game. 
But you know, and he was and he 

364
00:21:55,520 --> 00:21:59,120
was a big part of cuz he did 
rolling coast I believe for for 

365
00:21:59,120 --> 00:22:02,120
master of the month as well. 
So when you create a thing that 

366
00:22:02,120 --> 00:22:05,200
is so welcoming that people 
create more stuff for it, which 

367
00:22:05,520 --> 00:22:07,320
gets more people to create more 
stuff for it. 

368
00:22:07,320 --> 00:22:09,480
Again, you have this like self 
perpetuating thing that goes 

369
00:22:09,480 --> 00:22:10,760
forever. 
It's one reason I always argue 

370
00:22:10,760 --> 00:22:12,440
on the show. 
You know, are you are you trying

371
00:22:12,440 --> 00:22:15,000
to make money to put out a game 
or are you trying to build a 

372
00:22:15,000 --> 00:22:19,160
community, which then eventually
will, you know, bring in money 

373
00:22:19,160 --> 00:22:20,520
of it. 
You know, things like Karen, 

374
00:22:20,760 --> 00:22:23,400
things like mouse shutter, the 
the free version of of Merck 

375
00:22:23,400 --> 00:22:26,960
Borg exist. 
You know, those are when we talk

376
00:22:26,960 --> 00:22:31,920
about some of the biggest 
communities in the indie space, 

377
00:22:32,120 --> 00:22:37,120
Almost all of them have these 
free rules and make the game 

378
00:22:37,120 --> 00:22:39,720
approachable, create a community
and then develop a community in 

379
00:22:39,720 --> 00:22:42,600
it. 
So if you're looking for success

380
00:22:42,600 --> 00:22:44,480
in a project, I think Mouse 
Raider is one of the ones to 

381
00:22:44,480 --> 00:22:49,320
really model your entire kind of
like ethos of what you should do

382
00:22:49,320 --> 00:22:51,360
with the game on. 
And it's it's been incredible 

383
00:22:51,360 --> 00:22:52,320
Watch. 
I mean, I love master. 

384
00:22:52,320 --> 00:22:56,040
I said this before, I think in 
certain metrics, I know you 

385
00:22:56,040 --> 00:22:58,320
laughed a little bit when I said
this is this art in a certain 

386
00:22:58,320 --> 00:22:59,680
light. 
I think Master might be one of 

387
00:22:59,680 --> 00:23:04,920
the greatest role-playing game 
teach RPGs ever because of the 

388
00:23:04,920 --> 00:23:07,880
community that it has the 
approach ability to the game for

389
00:23:07,880 --> 00:23:11,040
all ages, the depth that the 
game has. 

390
00:23:11,040 --> 00:23:14,480
Like if I if I when I have met 
people that have never even 

391
00:23:14,480 --> 00:23:17,640
heard of what AT RPG is, the 
first game I always play is 

392
00:23:17,640 --> 00:23:19,400
Mouse Rider. 
It's one of the three that I 

393
00:23:19,400 --> 00:23:21,200
would always pick, but Mouse 
Rider is the one. 

394
00:23:21,200 --> 00:23:22,800
If they're like pick one, I'm 
like it's always going to be 

395
00:23:22,800 --> 00:23:26,960
Mouse Rider. 
You know, I mean, I, I, I, I'm 

396
00:23:26,960 --> 00:23:29,800
happy that you say that. 
It was definitely not something 

397
00:23:29,800 --> 00:23:33,520
that we did by design. 
It just kind of came into 

398
00:23:33,520 --> 00:23:35,920
existence that way or flourished
that way. 

399
00:23:35,920 --> 00:23:39,560
I think also it has a lot to do 
with how the third party and 

400
00:23:39,560 --> 00:23:42,320
defense and the, the, the 
community surrounding Mouse 

401
00:23:42,320 --> 00:23:46,680
Rider kind of evolved and shaped
the game in ways that we were 

402
00:23:46,680 --> 00:23:50,840
not anticipating or didn't 
necessarily design that way. 

403
00:23:51,360 --> 00:23:56,720
I remember, I always remember 
this, that Isaac when, when, 

404
00:23:56,720 --> 00:23:59,760
when we were originally talking 
about mouse rater, he always 

405
00:23:59,760 --> 00:24:02,920
said that this is, this is not a
kids game. 

406
00:24:02,920 --> 00:24:06,360
In my, in my, in my head, you 
know, in my mind, this is like 

407
00:24:06,360 --> 00:24:10,840
70% Beatrix spotter, 30% heavy 
metal. 

408
00:24:11,920 --> 00:24:15,200
And it's like, because it's a 
very cruel game in the sense 

409
00:24:15,200 --> 00:24:19,280
that you know, your, your, your 
mouse can be instantly killed by

410
00:24:19,280 --> 00:24:22,760
a cat or whatever. 
So it kind of like in his head, 

411
00:24:22,760 --> 00:24:25,200
it was a bit this that was going
on. 

412
00:24:25,880 --> 00:24:28,920
But then the community kind of 
picked up the game and took it 

413
00:24:28,920 --> 00:24:33,040
in new directions and, and took 
it in more like a kids friendly 

414
00:24:35,280 --> 00:24:37,320
approach. 
And I think that's fine. 

415
00:24:37,320 --> 00:24:39,200
That's wonderful. 
And we really embrace that. 

416
00:24:39,200 --> 00:24:44,160
And I think that the community 
also transformed how Isaac and 

417
00:24:44,160 --> 00:24:47,600
myself saw our own game. 
You know what I mean? 

418
00:24:47,840 --> 00:24:50,120
And that's really cool. 
That's, I think that's, it's 

419
00:24:50,120 --> 00:24:53,840
precisely that back and forth 
between the fans, the community,

420
00:24:53,840 --> 00:24:58,640
your readers, your players that 
really make make the game. 

421
00:24:59,160 --> 00:25:01,400
Yeah, I mean, I think the 
strength is the flexibility of 

422
00:25:01,400 --> 00:25:03,560
it though 'cause like, you know,
some people can play with the 

423
00:25:03,560 --> 00:25:06,840
kids or you could be Matt Morris
who ran like a multi year 

424
00:25:06,840 --> 00:25:09,960
campaign with multiple 
generations of mouse that were 

425
00:25:10,040 --> 00:25:13,040
like the next generation down. 
Or you can play like me and Ryan

426
00:25:13,040 --> 00:25:16,040
where we like absolutely tried 
to stab each other in the back 

427
00:25:16,040 --> 00:25:18,760
at the end, like a really dark 
like Dungeness. 

428
00:25:19,080 --> 00:25:22,480
Ryan did stab me in the back. 
He wants to direct. 

429
00:25:22,480 --> 00:25:24,120
Me. 
Well, I think that's like a 

430
00:25:24,120 --> 00:25:26,520
beautiful thing about that game 
is like it's so flexible to 

431
00:25:26,680 --> 00:25:28,880
whatever. 
Flexible, yeah, I agree with 

432
00:25:28,960 --> 00:25:30,920
you. 
Yeah, it is very I think it it 

433
00:25:30,920 --> 00:25:36,120
it will, it pleases like you can
definitely make them really make

434
00:25:36,120 --> 00:25:38,840
the game a really good 
experience for kids, that's for 

435
00:25:38,840 --> 00:25:41,360
sure embedded into into the game
right now. 

436
00:25:41,720 --> 00:25:46,560
But you can also make it really 
fun for like old school dungeon 

437
00:25:46,560 --> 00:25:48,920
crawlers whatever. 
Absolutely, yeah. 

438
00:25:49,800 --> 00:25:52,720
Which is why I say it's one of 
the best because it's an all 

439
00:25:52,720 --> 00:25:55,440
ages game. 
Not that you would play with 

440
00:25:55,440 --> 00:25:58,600
like a 50 year old Grognar doing
hardcore Duggan stuff with a 

441
00:25:58,600 --> 00:26:00,120
child in the game too. 
It's just that you could do 

442
00:26:00,120 --> 00:26:01,280
either. 
But I think one of the things I 

443
00:26:01,280 --> 00:26:03,960
like about it, one of the things
that it's not for kids kind of 

444
00:26:03,960 --> 00:26:07,440
is to me, it Harkins back to I 
think when most of us were 

445
00:26:07,440 --> 00:26:11,000
younger, where I think people 
trusted kids a little bit more 

446
00:26:11,000 --> 00:26:14,800
with heavy stuff because 
Watership Down was a kids movie,

447
00:26:15,160 --> 00:26:18,800
Red Wall were kids books. 
I think that there was more kind

448
00:26:18,800 --> 00:26:22,840
of like trust in kids to 
understand that the world has a 

449
00:26:22,840 --> 00:26:25,920
little bit more depth to it or 
like a little bit more darkness 

450
00:26:25,920 --> 00:26:28,560
to it than we do now with like 
the helicopter parents and 

451
00:26:28,800 --> 00:26:30,560
people being like a 20 year old 
as a child. 

452
00:26:30,560 --> 00:26:32,920
And it's just like, you know, I 
think when we were kids, things 

453
00:26:32,920 --> 00:26:35,240
were allowed to be darker when 
we were younger. 

454
00:26:35,320 --> 00:26:38,800
And and I think that's one of 
the things that Harkins too. 

455
00:26:38,800 --> 00:26:41,440
And I also think that one thing 
that I always describe it as is 

456
00:26:41,920 --> 00:26:45,560
fantasy literature has kind of 
ruined fantasy to an extent 

457
00:26:45,560 --> 00:26:49,240
where like person thinks that 
they could beat a dragon. 

458
00:26:49,240 --> 00:26:51,280
They're like, yes, I'm a hero. 
I could beat a dragon. 

459
00:26:51,480 --> 00:26:53,920
But then when you give the same 
scenario and say, well, could a 

460
00:26:53,920 --> 00:26:57,080
mouse, one single mouse beat a 
cat, people like, absolutely 

461
00:26:57,080 --> 00:26:59,000
not. 
I'm like, it brings that. 

462
00:26:59,280 --> 00:27:01,000
It kind of reinvigorates in my 
mind. 

463
00:27:01,000 --> 00:27:04,520
It refreshes all of the fantasy 
tropes because it gives you new 

464
00:27:04,520 --> 00:27:08,520
context without kind of like all
the rest of fantasy involved. 

465
00:27:08,680 --> 00:27:13,080
That to me kind of grounds it 
back into how I feel fantasy is.

466
00:27:13,080 --> 00:27:14,240
Yeah. 
So. 

467
00:27:14,560 --> 00:27:15,800
So yeah, Mouse Rider. 
Great. 

468
00:27:15,800 --> 00:27:20,480
Excited, excited for for all 16 
projects to come to my door and 

469
00:27:20,680 --> 00:27:27,120
and get to do that. 
But so also, so, so the thing 

470
00:27:27,120 --> 00:27:30,120
that we're we're we're talking 
about now, the thing that is 

471
00:27:30,120 --> 00:27:34,640
coming up, we got flail. 
So tell, tell us, tell us. 

472
00:27:34,800 --> 00:27:38,640
I also, I want to show this off 
to to to the crowd out there. 

473
00:27:38,880 --> 00:27:40,160
I got this box. 
So. 

474
00:27:40,200 --> 00:27:43,080
So tell me what? 
What is flail and why? 

475
00:27:43,080 --> 00:27:44,440
Why? 
Why is flail? 

476
00:27:45,720 --> 00:27:53,000
So Flail is kind of, I think my 
love letter to the OSR genre or 

477
00:27:53,000 --> 00:27:55,720
my take on the genre, let's 
let's say it. 

478
00:27:56,040 --> 00:27:59,680
I've been, I've been obviously 
playing these games for, I don't

479
00:27:59,680 --> 00:28:03,720
know, 15 years, 16 years, 17 
years with I think the first one

480
00:28:03,720 --> 00:28:07,200
that I played was Dungeon Crawl 
Classics, which is still 

481
00:28:07,200 --> 00:28:10,520
probably my favorite old school 
oriented game. 

482
00:28:11,520 --> 00:28:14,600
Then Labyrinth Lord. 
Then I played a bunch of I 

483
00:28:14,600 --> 00:28:17,440
played a lot of black. 
Heck, I played a lot of Then I 

484
00:28:17,440 --> 00:28:20,360
played Karen, obviously nave. 
So I've been playing these games

485
00:28:20,360 --> 00:28:25,240
for for quite a while now, and 
I've even I've even wrote or 

486
00:28:25,240 --> 00:28:31,200
created a bunch of settings that
were that were to be played with

487
00:28:31,200 --> 00:28:34,920
these these rule sets. 
I'm talking about the nine cents

488
00:28:35,320 --> 00:28:40,400
bottle C bottle Frostland and 
the heck scroll tool box is not 

489
00:28:40,400 --> 00:28:42,240
exactly a setting, but it's but 
a supplement. 

490
00:28:43,400 --> 00:28:49,120
And these these are these are 
hack scrolls that have their 

491
00:28:49,720 --> 00:28:53,000
that come with their own 
physical hack styles that you 

492
00:28:53,000 --> 00:28:57,880
place in you on the table and 
you create you create maps for 

493
00:28:57,880 --> 00:29:00,600
your players with those. 
So I've been, I've been kind of 

494
00:29:00,600 --> 00:29:06,600
creating these settings for 4566
years now and I've been playing 

495
00:29:06,600 --> 00:29:10,240
them with Denton quad classics. 
I've played them with, with 

496
00:29:10,240 --> 00:29:12,680
black heck neighbor. 
I played, I played them into the

497
00:29:12,680 --> 00:29:15,880
odds as well. 
So I played these, these 

498
00:29:15,880 --> 00:29:18,480
settings with a bunch of rules. 
And then I realized that maybe, 

499
00:29:18,480 --> 00:29:22,200
you know, maybe I should write 
my own, my own rule set because 

500
00:29:22,200 --> 00:29:27,920
I think that I, what I'm 
envisioning is something that is

501
00:29:27,920 --> 00:29:31,040
not quite been done or created 
yet. 

502
00:29:31,040 --> 00:29:38,000
So I might have a go at it. 
So Flail is an old school OSR 

503
00:29:38,000 --> 00:29:43,320
ish NSR. 
I don't know what to call it but

504
00:29:43,320 --> 00:29:45,320
it's an old school oriented 
game. 

505
00:29:45,320 --> 00:29:47,320
Classic fantasy sword and 
sorcery. 

506
00:29:48,600 --> 00:29:52,000
But it's my own take on the 
Chandra and it's very much 

507
00:29:52,520 --> 00:29:58,520
Dungeon Call Classics vibe meets
the simplicity and the board 

508
00:29:58,520 --> 00:30:02,240
gaminess of Mouse Ritter. 
I think that's how I would put 

509
00:30:02,280 --> 00:30:07,080
it. 
Yeah, I mean, and I'm scrolling 

510
00:30:07,080 --> 00:30:10,200
through right now. 
I'm on the Bone Whisperer on the

511
00:30:10,200 --> 00:30:14,160
screen and you can obviously see
the, the what you call the board

512
00:30:14,160 --> 00:30:16,560
gaminess. 
Like one of my favorite part, I 

513
00:30:16,560 --> 00:30:18,920
think one of a lot of people's 
favorite parts of mouse Rider is

514
00:30:18,920 --> 00:30:22,680
the, the tactile bits that the 
tokens on the board and, and 

515
00:30:22,680 --> 00:30:26,400
everything like that. 
So what would you say it's 

516
00:30:26,400 --> 00:30:29,400
inspired by, you know, DCC and 
then the bits of Mouse Rider? 

517
00:30:29,400 --> 00:30:33,240
Like other than that it's 
fucking perfect. 

518
00:30:33,320 --> 00:30:37,160
Like why bring those parts of 
the mouse writer into your game?

519
00:30:37,160 --> 00:30:39,280
Just it's the way you enjoy 
playing now since you play it so

520
00:30:39,280 --> 00:30:40,720
much. 
Yeah. 

521
00:30:40,720 --> 00:30:45,120
I mean, I think that for me at 
least, the thing that I like the

522
00:30:45,120 --> 00:30:49,040
most mechanically in Mouse 
Writer is the inventory system. 

523
00:30:49,080 --> 00:30:54,040
I've never been I I've never 
found a game where inventory was

524
00:30:54,040 --> 00:30:56,120
actually fun other than 
Mastriter. 

525
00:30:56,120 --> 00:31:01,640
Let's let's put it this way, I 
or at least an old school ish, 

526
00:31:01,800 --> 00:31:07,200
whatever RPG I've played, you 
know, all of these games that 

527
00:31:07,200 --> 00:31:11,240
I've listed, it's it's not easy 
to track inventory and then you 

528
00:31:11,240 --> 00:31:14,040
it's, it's always always a bit 
fiddly and then you have to 

529
00:31:14,040 --> 00:31:18,080
erase your sheet multiple times 
and you it's so it doesn't 

530
00:31:18,080 --> 00:31:23,160
really do what I wanted to do, 
which is I want an inventory 

531
00:31:23,160 --> 00:31:26,160
system that is actually fun and 
engaging at the gaming table. 

532
00:31:26,160 --> 00:31:29,840
And I think that mouse Ritter 
did that incredibly well and 

533
00:31:29,840 --> 00:31:33,840
that was I think probably the 
biggest success of the game 

534
00:31:34,000 --> 00:31:38,640
because it's also very visual. 
Yes, absolutely can really 

535
00:31:38,640 --> 00:31:41,800
understand like you, you just 
need to show a picture and 

536
00:31:41,800 --> 00:31:44,440
people immediately understand 
what the inventory system is. 

537
00:31:44,440 --> 00:31:49,000
So it's it's really something 
that is very strong visually as 

538
00:31:49,000 --> 00:31:51,360
well. 
And I always wanted the game a 

539
00:31:51,360 --> 00:31:57,200
fantasy DCC, whatever Karen game
that that that also did that. 

540
00:31:58,400 --> 00:32:01,960
So I decided by, OK, I have to, 
I have to create my own then 

541
00:32:01,960 --> 00:32:04,080
because it doesn't, it doesn't 
exist. 

542
00:32:04,400 --> 00:32:10,400
So, so that's that's one of the 
aspects that that really pushed 

543
00:32:10,400 --> 00:32:15,720
me to create this game. 
And the the other one is I also 

544
00:32:15,720 --> 00:32:19,560
wanted a game that remained 
really, really, really rules 

545
00:32:19,560 --> 00:32:23,960
like super simple. 
Like if if you look at the at 

546
00:32:23,960 --> 00:32:26,960
the rules for flail, the 
default, the main rules, they 

547
00:32:26,960 --> 00:32:30,120
fit into a single CHEAT SHEET. 
Basically. 

548
00:32:30,120 --> 00:32:33,560
It's really simple. 
You have a roll under system for

549
00:32:33,560 --> 00:32:35,800
the saves. 
You have a new combat system 

550
00:32:35,800 --> 00:32:40,280
that we can talk about in a bit.
And it's very, very simple. 

551
00:32:40,280 --> 00:32:44,680
Like the rules are compressed in
like no more than I think 4 or 5

552
00:32:44,680 --> 00:32:46,600
pages. 
That's mostly it. 

553
00:32:47,600 --> 00:32:52,040
But I wanted a game like that, 
but that could also offer 

554
00:32:52,360 --> 00:32:57,760
players some depth in terms of 
customization so that the the 

555
00:32:57,760 --> 00:33:01,800
same class didn't feel the same 
if played twice. 

556
00:33:02,400 --> 00:33:05,440
And I think that's that's the 
real balance that I tried to 

557
00:33:05,440 --> 00:33:10,320
achieve, which achieve here was 
a game that remained really 

558
00:33:10,520 --> 00:33:16,600
simple, but could still offer 
players right from the character

559
00:33:16,600 --> 00:33:19,480
creation, meaningful choices. 
And I think that's that's, 

560
00:33:19,520 --> 00:33:21,040
that's I think that the game 
does. 

561
00:33:22,400 --> 00:33:25,040
Yeah, I think putting together 
the characters looks like it. 

562
00:33:25,040 --> 00:33:27,120
You can create a really 
interesting experience each 

563
00:33:27,120 --> 00:33:28,880
time. 
It's like I mentioned before, we

564
00:33:28,880 --> 00:33:30,920
got on how much I like the 
instant back stories. 

565
00:33:31,040 --> 00:33:33,960
I use one as my opener. 
It's very interesting. 

566
00:33:34,560 --> 00:33:38,640
But yeah, I love the the ability
to jump out and kind of know who

567
00:33:38,640 --> 00:33:40,880
your character is a little bit 
immediately too. 

568
00:33:40,880 --> 00:33:42,800
Yeah, yeah, that's also 
something. 

569
00:33:42,840 --> 00:33:46,160
But that that I think that sort 
of thing also somehow is it 

570
00:33:46,160 --> 00:33:49,400
exists in other games, but it's 
something that I really always 

571
00:33:49,400 --> 00:33:54,240
liked is like, I don't I don't 
want, you know, a three page 

572
00:33:54,240 --> 00:33:55,800
back story when I start the 
game. 

573
00:33:55,800 --> 00:33:58,600
None of us do. 
Yeah, like 2 lines. 

574
00:33:58,600 --> 00:34:01,360
Here's the concept. 
Go play it and we'll find out 

575
00:34:01,440 --> 00:34:05,240
exactly what that means. 
You know so and it's cool cuz 

576
00:34:05,240 --> 00:34:09,960
these backgrounds tweak the 
rules or bend the rules in one 

577
00:34:09,960 --> 00:34:14,440
way or another. 
Like if you're a cut throat and 

578
00:34:14,440 --> 00:34:20,199
you're somehow you're a lizard 
folk or whatever, you have an 

579
00:34:20,199 --> 00:34:23,360
access to a reptile primal gift 
from the druid or stuff like 

580
00:34:23,360 --> 00:34:24,600
that. 
So it kind of like gives you 

581
00:34:24,639 --> 00:34:27,800
access to certain small things 
from other classes. 

582
00:34:27,800 --> 00:34:30,840
So I think it's it's a neat way 
to do it, very simple and and 

583
00:34:30,840 --> 00:34:34,600
clean way to to to actually make
that interesting and fast as 

584
00:34:34,600 --> 00:34:36,480
well. 
What's interesting is on them 

585
00:34:38,000 --> 00:34:40,080
yeah and we were just talking on
our last review Flames of Orion,

586
00:34:40,080 --> 00:34:42,360
we just did the other day. 
One of the our favorite parts of

587
00:34:42,360 --> 00:34:45,239
that system and and games in 
general is when the core rules 

588
00:34:45,239 --> 00:34:48,960
are really easy and all the 
crunches in customization like 

589
00:34:48,960 --> 00:34:52,960
that is peak game to me like I 
know this is Adam left field, 

590
00:34:52,960 --> 00:34:55,719
but Destiny one way back in the 
day where you had this massive 

591
00:34:55,719 --> 00:34:57,880
tree you could have like 4 
different versions of the 

592
00:34:57,880 --> 00:34:59,320
character. 
It's true. 

593
00:34:59,360 --> 00:35:01,840
It was when it was better and 
the more simplified they made 

594
00:35:02,240 --> 00:35:07,040
the customization and the more 
heavy they made the actual like 

595
00:35:07,080 --> 00:35:10,120
gameplay It it is when it 
started veering, in my opinion, 

596
00:35:10,120 --> 00:35:12,760
different directions. 
So that's exactly the kind of 

597
00:35:12,760 --> 00:35:15,920
game I want to play where rules 
are easy, but customization is 

598
00:35:15,920 --> 00:35:17,480
heavy. 
Our rules are lighter, 

599
00:35:17,480 --> 00:35:20,040
customization is heavy and and 
you know it, it seems like 

600
00:35:20,040 --> 00:35:22,440
exactly what you did here, which
is, which is incredible. 

601
00:35:22,560 --> 00:35:25,280
So you said we were going to 
talk about the combat system 

602
00:35:25,280 --> 00:35:27,000
too, something that makes it a 
little bit different. 

603
00:35:27,000 --> 00:35:28,280
So what? 
What's what's up with that? 

604
00:35:29,960 --> 00:35:34,480
So the, I think that the combat 
system is probably the most 

605
00:35:34,480 --> 00:35:37,560
innovative aspect of of of 
flail. 

606
00:35:38,880 --> 00:35:42,680
I think that most other aspects 
is me. 

607
00:35:42,760 --> 00:35:47,200
It's like a heavy curation of 
all these cool games meshed 

608
00:35:47,200 --> 00:35:54,240
together and a very personal and
subjective distillation of all 

609
00:35:54,240 --> 00:35:57,600
the ideas that that have been 
going around for like the last 

610
00:35:57,720 --> 00:36:01,760
15 years in this space. 
And it was it was me kind of 

611
00:36:01,760 --> 00:36:04,200
compiling the things that I 
like, the things that made sense

612
00:36:04,200 --> 00:36:06,200
for my gaming table. 
Because when I write these 

613
00:36:06,200 --> 00:36:08,240
games, I kind of write them for 
myself. 

614
00:36:08,520 --> 00:36:13,080
I think I I write them for this 
is what I want to play with my 

615
00:36:13,080 --> 00:36:15,840
bunch. 
And maybe someone else will 

616
00:36:15,840 --> 00:36:21,800
think that this is also cool. 
So I, I, I, this was like a 

617
00:36:21,800 --> 00:36:24,680
process of me curating all 
these, these ideas, as I was 

618
00:36:24,680 --> 00:36:28,280
saying. 
But I think that the combat 

619
00:36:28,280 --> 00:36:31,880
system is the thing that is 
really novel here and innovative

620
00:36:32,200 --> 00:36:38,400
and kind of like fresh and new 
in, in this in, in the OSR old 

621
00:36:38,400 --> 00:36:42,960
school scene. 
And the combat system works with

622
00:36:42,960 --> 00:36:48,280
a dice pool. 
So it's not like it, it's not 

623
00:36:48,280 --> 00:36:51,720
like Mastrator Into the Odd 
where you just roll damage and 

624
00:36:51,720 --> 00:36:55,040
it's not like other games where 
you actually try to hit your 

625
00:36:55,040 --> 00:36:59,240
adversary and then roll damage. 
I tried to do something new 

626
00:36:59,480 --> 00:37:02,680
here. 
I tried to do something similar 

627
00:37:02,680 --> 00:37:06,040
to Into the Odd in the sense 
that there's only one role, so 

628
00:37:06,040 --> 00:37:09,600
there's not 2 roles, 1 to see if
you hit and another one for 

629
00:37:09,600 --> 00:37:11,480
damage. 
There's only one role. 

630
00:37:11,600 --> 00:37:14,040
And I think that Into the Odd 
did that perfectly. 

631
00:37:14,240 --> 00:37:17,720
They, they, they invented the 
combat system with one role only

632
00:37:17,720 --> 00:37:19,520
basically. 
And I think that that was very 

633
00:37:19,520 --> 00:37:21,560
clever. 
And I tried to do the same, but 

634
00:37:21,560 --> 00:37:25,320
instead of rolling damage here, 
you actually rolled two hits 

635
00:37:26,360 --> 00:37:29,240
your adversary. 
So you roll a bunch of a bunch 

636
00:37:29,240 --> 00:37:33,040
of D sixes and the amount 
depends on your weapon and some 

637
00:37:33,040 --> 00:37:35,400
skills. 
But usually between 4:00 and 

638
00:37:35,400 --> 00:37:40,520
7:00 you roll a bunch of them 
and if you score 11 you do 

639
00:37:40,520 --> 00:37:44,360
weapon damage and each weapon 
has their own damage value 

640
00:37:44,360 --> 00:37:47,760
listed. 
If you roll 2 ones you do double

641
00:37:47,760 --> 00:37:52,720
weapon damage and if you roll 3 
ones you eliminate your target 

642
00:37:52,920 --> 00:37:56,440
immediately. 
It's even if it's a dragon. 

643
00:37:56,440 --> 00:38:01,120
I don't care if it's a dragon. 
So if if you face a dragon and 

644
00:38:01,120 --> 00:38:06,960
you in your in your two hit 
rule, which is a dice pool of D6

645
00:38:06,960 --> 00:38:10,200
is rule three once you kill the 
dragon instantly. 

646
00:38:10,800 --> 00:38:16,600
So this is how it works. 
And then I kind of started this 

647
00:38:16,600 --> 00:38:20,600
was the system that, that, that 
that I thought of first. 

648
00:38:21,400 --> 00:38:25,280
And then when I started playing,
I realized that I was seeing a 

649
00:38:25,280 --> 00:38:28,840
lot of cool combinations like 
triplets and sequences and full 

650
00:38:28,840 --> 00:38:30,640
houses emerging from these 
roles. 

651
00:38:30,640 --> 00:38:36,080
And I like, OK, but why don't I 
give these classes and come up 

652
00:38:36,080 --> 00:38:39,720
with like cool unique legendary 
weapons that unlock further 

653
00:38:39,720 --> 00:38:43,800
bonuses and stuff when players 
actually roll certain 

654
00:38:43,800 --> 00:38:47,760
combinations, like poker 
combinations in these two hit 

655
00:38:47,760 --> 00:38:49,640
roles. 
And then kind of like the system

656
00:38:49,640 --> 00:38:53,520
grew from there. 
And now I, I think I'm calling 

657
00:38:53,520 --> 00:38:56,720
it the poker dice combat system 
or something. 

658
00:38:57,120 --> 00:39:01,080
And it's been working. 
So like my players are so 

659
00:39:01,400 --> 00:39:05,080
addicted in the best of ways to 
this that it's, it's ridiculous.

660
00:39:05,280 --> 00:39:09,920
They they say we don't ever want
to play any other combat system 

661
00:39:10,320 --> 00:39:13,480
other than because they they're,
they're like for instance, they 

662
00:39:13,480 --> 00:39:17,040
have one of them has a warrior 
and the warrior has like a cool 

663
00:39:17,040 --> 00:39:19,080
unique item. 
And the unique item does 

664
00:39:19,080 --> 00:39:21,440
something when when you roll a 
full house. 

665
00:39:21,960 --> 00:39:24,840
And then they're they're built, 
does something when they roll a 

666
00:39:24,840 --> 00:39:27,440
sequence. 
And so they're always trying to 

667
00:39:27,440 --> 00:39:30,440
like, it's really cool. 
It's really an addictive kind of

668
00:39:30,440 --> 00:39:36,600
like gambling almost mechanic. 
So it works really, really well,

669
00:39:36,600 --> 00:39:39,960
I think, yeah. 
Yeah, that's pretty cool. 

670
00:39:41,360 --> 00:39:44,520
The game is called you. 
Your tagline is that it's like 

671
00:39:44,520 --> 00:39:48,360
an old school brawler. 
And is that like, is that 

672
00:39:48,360 --> 00:39:51,480
brawler kind of label inspired 
by how combatants are playing 

673
00:39:51,480 --> 00:39:55,960
out or? 
I think so I think that these I,

674
00:39:56,040 --> 00:40:00,800
I, I think that most old school 
games are pretty much trying to 

675
00:40:01,240 --> 00:40:05,320
replicate that kind of like 
video game ish vibe where you're

676
00:40:05,320 --> 00:40:07,240
actually going into dungeons 
and. 

677
00:40:07,680 --> 00:40:09,760
Slaying monsters and retrieving 
glutes. 

678
00:40:09,960 --> 00:40:12,960
And that's kind of like how I 
envision these things. 

679
00:40:12,960 --> 00:40:17,200
So I don't necessarily envision 
these games with, you know, very

680
00:40:17,200 --> 00:40:22,640
dramatic personal arcs or or, 
you know, lots of of drama and 

681
00:40:22,640 --> 00:40:24,800
stuff like that. 
I think that other games do that

682
00:40:24,800 --> 00:40:26,880
better. 
So when I think of these, I 

683
00:40:26,880 --> 00:40:30,080
think about, you know, going 
into dungeon remote places and 

684
00:40:30,080 --> 00:40:32,440
fighting Wizards and monsters 
and that kind of stuff. 

685
00:40:32,440 --> 00:40:35,440
So for me, that's, that's what 
it is. 

686
00:40:35,440 --> 00:40:38,520
It's a fantasy brawler. 
That's that's, that's what I 

687
00:40:38,720 --> 00:40:44,240
what I think of it, yeah. 
Yeah, and you so yeah, the 

688
00:40:44,240 --> 00:40:47,280
dicing is I mean, I can imagine 
why people really like that. 

689
00:40:47,280 --> 00:40:50,080
It's one of the things that I 
really like about the inventory 

690
00:40:50,080 --> 00:40:53,120
system with Mazda and and what 
you have here is that it it 

691
00:40:53,120 --> 00:40:56,520
creates a system that kind of 
forces you to be present kind of

692
00:40:56,520 --> 00:40:59,200
in what you're doing, but also 
has that tactility to really 

693
00:40:59,200 --> 00:41:01,280
like pull you into it as well. 
Like you're not going to be 

694
00:41:01,280 --> 00:41:02,800
sitting on your phone when 
you're also, when you're 

695
00:41:02,800 --> 00:41:05,600
instead, you know, looking at 
like your inventory tokens and 

696
00:41:05,600 --> 00:41:07,920
things like that. 
And the dice mechanic feels the 

697
00:41:07,920 --> 00:41:10,360
same way where like every time 
you roll, it's not just like, 

698
00:41:10,360 --> 00:41:12,760
oh, I, I, I rolled an 18 or 
whatever. 

699
00:41:12,760 --> 00:41:15,040
It's like, you have to be like, 
no, like I also got these two 

700
00:41:15,040 --> 00:41:16,920
and then this. 
And so I put A2 pairs together 

701
00:41:16,920 --> 00:41:18,920
and it did a whole thing. 
So I feel like it, it really 

702
00:41:18,920 --> 00:41:21,360
pulls people more mercifully 
into the mechanics, which sounds

703
00:41:21,360 --> 00:41:22,080
really interesting. 
Yeah. 

704
00:41:22,680 --> 00:41:25,160
It's like rolling dice is fun 
again. 

705
00:41:25,640 --> 00:41:29,840
That's what I realized. 
And this is yeah, this. 

706
00:41:29,840 --> 00:41:32,480
So as you would say, oh, I 
don't, I cannot show this 

707
00:41:32,480 --> 00:41:35,400
because my screen can you, can 
you show the the character 

708
00:41:35,400 --> 00:41:37,600
sheets? 
Yeah, Ryan, I'm on the Warrior 

709
00:41:37,600 --> 00:41:38,400
one right now. 
Yeah. 

710
00:41:40,280 --> 00:41:43,440
So, but, but you have them, do 
you have them there physically? 

711
00:41:44,280 --> 00:41:47,640
Oh, yes, absolutely. 
Because I'm trying to show them,

712
00:41:47,640 --> 00:41:51,200
but they're like because of the 
background. 

713
00:41:51,400 --> 00:41:54,920
So you have the character sheet.
Those are the player reference 

714
00:41:54,920 --> 00:41:57,440
booklets. 
So each these are the the stuff 

715
00:41:57,440 --> 00:42:01,280
that you give to, to a, to a 
player that's playing a Druid, 

716
00:42:01,280 --> 00:42:03,040
for instance, that's the one 
that you're showing. 

717
00:42:03,240 --> 00:42:05,560
And it has all the stuff that 
you need to play a druid that 

718
00:42:05,560 --> 00:42:09,600
that's the thinker. 
So that's all, all the stuff 

719
00:42:09,600 --> 00:42:13,520
that you need to play a Druid is
is basically here in this, in 

720
00:42:13,520 --> 00:42:16,520
this in this booklet. 
And then do you have the 

721
00:42:16,520 --> 00:42:19,640
character sheets also? 
So not not the those aren't like

722
00:42:19,640 --> 00:42:21,280
the player book list. 
Would you have the character 

723
00:42:21,280 --> 00:42:24,640
sheets? 
If it's in this box, I do. 

724
00:42:26,040 --> 00:42:28,640
Maybe your box didn't have them.
These guys in the back, you're 

725
00:42:28,640 --> 00:42:31,080
talking about these guys. 
Yeah, that those are the 

726
00:42:31,080 --> 00:42:33,280
character sheets. 
Yeah, they're like dry erase. 

727
00:42:33,640 --> 00:42:37,080
And you actually what what you 
do, what are you doing This game

728
00:42:37,400 --> 00:42:40,440
is you pick up the you see, 
there's there's the slots there 

729
00:42:40,640 --> 00:42:43,240
for the inventory and you have 
the item cards. 

730
00:42:43,240 --> 00:42:44,560
Do you have the item cards there
too? 

731
00:42:44,920 --> 00:42:46,360
OK. 
And you have these little 

732
00:42:46,360 --> 00:42:50,320
tokens, item cards like you 
like, you know, a classic board 

733
00:42:50,320 --> 00:42:52,960
game and you place them on on 
your inventory sheet. 

734
00:42:52,960 --> 00:42:54,400
And I think that's that's really
cool. 

735
00:42:54,400 --> 00:42:58,440
So it's like the inventory is 
really fun and engaging. 

736
00:42:58,440 --> 00:43:02,200
I think in flail and it's not I,
I didn't invent this, this, this

737
00:43:02,200 --> 00:43:05,920
came from, from my work and, and
the work that, that, that I did 

738
00:43:05,920 --> 00:43:07,760
with, with Isaac Williamson, 
mouse Raider. 

739
00:43:08,200 --> 00:43:12,120
But I think that also in flail, 
the combat is really, really 

740
00:43:12,120 --> 00:43:15,320
engaging and really fun and, and
rolling the dice and you're like

741
00:43:15,360 --> 00:43:17,640
really, you know, hoping to get 
a combination. 

742
00:43:17,880 --> 00:43:21,560
And I had like really incredible
moments where with this, where I

743
00:43:21,560 --> 00:43:24,600
was like, there was once that 
that I had, I designed kind of 

744
00:43:24,600 --> 00:43:26,400
like a tomb of horrors sort of 
thing. 

745
00:43:26,400 --> 00:43:31,040
It was like a goblin goblin. 
It was not, it's not that one, 

746
00:43:31,040 --> 00:43:36,960
but it's like a goblin merchant 
built like a cruel funhouse, 

747
00:43:36,960 --> 00:43:39,720
Playhouse or whatever. 
And he was paying people to go 

748
00:43:39,720 --> 00:43:43,840
in and if they were able to come
out, they would be rewarded with

749
00:43:43,840 --> 00:43:47,200
some sort of like unique item or
a special magic item or 

750
00:43:47,200 --> 00:43:49,960
whatever. 
So my players went went in and 

751
00:43:49,960 --> 00:43:52,720
then they're in one of the last 
rooms. 

752
00:43:52,720 --> 00:43:59,280
The like a big boss creature, 
like it was a massive Peacock, a

753
00:43:59,280 --> 00:44:02,640
Ruby plump Peacock. 
And I and I really hyped the 

754
00:44:02,640 --> 00:44:05,640
encounter with lots of words, 
lots of gestures. 

755
00:44:05,640 --> 00:44:09,120
I think like, you know, you're 
completely, I was trying to 

756
00:44:09,120 --> 00:44:12,160
convey that you're completely 
fucked now to, to to to my 

757
00:44:12,200 --> 00:44:15,920
players. 
And then like the warriors said,

758
00:44:15,920 --> 00:44:20,240
OK, I'll hit and instantly 
rolled that blow. 

759
00:44:20,640 --> 00:44:24,520
So rolled 3 ones and I was like,
I never felt so silly in my life

760
00:44:24,520 --> 00:44:26,640
as the GM. 
I was like really hyping this. 

761
00:44:26,640 --> 00:44:30,160
And like, all of a sudden, you 
know, the big bird is, is gone. 

762
00:44:30,480 --> 00:44:35,560
And I think that it's probably 
one of the only games out there 

763
00:44:35,560 --> 00:44:37,960
that does something like this. 
And I think that's cool. 

764
00:44:37,960 --> 00:44:42,120
You know, it's a, it's a It's a 
new way to to have fun with this

765
00:44:42,120 --> 00:44:44,240
sort of thing, I think. 
Yeah. 

766
00:44:44,720 --> 00:44:46,520
It's great because those are the
kind of things that people are 

767
00:44:46,520 --> 00:44:48,000
going to talk about like 6 
months from now. 

768
00:44:48,000 --> 00:44:49,680
They'll be like, remember when 
you killed that Peacock? 

769
00:44:49,680 --> 00:44:51,560
Next time you see there's like a
Peacock rocket on the road, 

770
00:44:51,560 --> 00:44:54,560
you'd be like, the warrior pulls
out like a giant Peacock feather

771
00:44:54,560 --> 00:44:55,880
or something. 
You're like, yeah, that's right.

772
00:44:55,880 --> 00:44:57,760
I did this. 
So you know it. 

773
00:44:57,800 --> 00:44:59,280
Yeah. 
It's, it's a game that that 

774
00:44:59,280 --> 00:45:01,360
definitely sounds fun and 
definitely sounds like it. 

775
00:45:01,360 --> 00:45:04,200
It, it is serious, but doesn't 
take itself seriously, which is,

776
00:45:04,200 --> 00:45:06,200
which is exactly what you want 
from a game. 

777
00:45:07,400 --> 00:45:09,800
One thing that I, I did notice 
about the, the customizations 

778
00:45:09,800 --> 00:45:12,720
too, that I like a lot. 
And I know that hunter scoffed 

779
00:45:12,720 --> 00:45:17,120
when I said destiny last time, 
but these talent trees are 

780
00:45:17,120 --> 00:45:18,920
fantastic. 
I love. 

781
00:45:19,120 --> 00:45:21,800
So talk to me about kind of like
when you're making a character, 

782
00:45:22,000 --> 00:45:23,920
when you get to this combat 
talent tree, because on the 

783
00:45:23,920 --> 00:45:26,680
warrior I'm looking at right 
now, there's four different 

784
00:45:26,680 --> 00:45:29,440
options. 
And then within that there's a 

785
00:45:29,440 --> 00:45:31,120
whole tree of talent. 
So how? 

786
00:45:31,160 --> 00:45:32,600
How does that kind of get 
incorporated in the? 

787
00:45:32,800 --> 00:45:38,960
Game so the each each glass has 
at least one skill or one part 

788
00:45:39,040 --> 00:45:42,120
of of it that is really 
customizable, right. 

789
00:45:42,120 --> 00:45:45,200
So in the case of of the Bart, 
for instance, and I'll get to 

790
00:45:45,200 --> 00:45:48,200
the worry, but in case of the 
Bart, you're you're going to be 

791
00:45:48,200 --> 00:45:52,200
choosing your music instruments 
and you're also going to be 

792
00:45:52,200 --> 00:45:54,360
choosing some stuff from other 
classes. 

793
00:45:54,360 --> 00:45:59,600
So a Bart can choose a wizard's 
spell or a thinker's gadget or a

794
00:45:59,600 --> 00:46:01,440
cutthroat tiffing talent per 
level. 

795
00:46:01,760 --> 00:46:04,520
But mostly it's the 
customization comes from from 

796
00:46:04,520 --> 00:46:08,200
the the music, the music 
instruments that they choose. 

797
00:46:08,480 --> 00:46:11,360
So this will make and there's a 
bunch of them like a thin 

798
00:46:11,360 --> 00:46:13,120
whistle of spontaneous 
combustion. 

799
00:46:13,120 --> 00:46:16,160
I think it's my favorite 1. 
You can imagine what that does, 

800
00:46:16,520 --> 00:46:18,960
obviously. 
And the thing with the bar 

801
00:46:18,960 --> 00:46:22,640
that's cool is that when they 
fail to perform the instrument, 

802
00:46:22,640 --> 00:46:25,680
the instrument still plays, but 
it does completely random 

803
00:46:25,680 --> 00:46:28,240
things. 
So you can instantly combust 

804
00:46:28,240 --> 00:46:30,840
your, your your friend or ally 
or whatever. 

805
00:46:30,840 --> 00:46:33,360
So that's, that's something that
that I found. 

806
00:46:33,640 --> 00:46:36,440
I find very Bard like in the 
sense that bards are supposed to

807
00:46:36,440 --> 00:46:40,200
annoy other player characters. 
So that's, that's, that's what I

808
00:46:40,200 --> 00:46:44,280
tried to do here, But you know, 
you, if you're a cutthroat, you 

809
00:46:44,280 --> 00:46:47,280
have to choose your Guild and 
that comes with a bunch of 

810
00:46:47,280 --> 00:46:50,480
different ways that you can 
spend your, your, your, your, 

811
00:46:50,840 --> 00:46:54,640
your cutthroat or guilt tokens. 
The cleric, you're going to have

812
00:46:54,640 --> 00:46:59,040
to choose the religion and that 
will impact the prayers, slash 

813
00:46:59,040 --> 00:47:02,440
spells that you have access to 
in the druid class. 

814
00:47:02,560 --> 00:47:06,200
You, you're going to choose 
primal gifts from different 

815
00:47:06,200 --> 00:47:09,720
animal kingdoms. 
So there's five animal kingdoms 

816
00:47:10,200 --> 00:47:12,200
and you're going to choose, 
you're going to be choosing 

817
00:47:12,200 --> 00:47:15,440
primal gifts from, from, from 
these kingdoms. 

818
00:47:15,920 --> 00:47:20,280
You can choose from anyone. 
And then the, when you shape 

819
00:47:20,280 --> 00:47:24,040
shift into a beast into a large 
animal, you're going to be shape

820
00:47:24,040 --> 00:47:28,160
shifting into, into, into, into 
an animal that belongs to the 

821
00:47:28,160 --> 00:47:30,200
Kingdom in which you have the 
most gifts. 

822
00:47:30,480 --> 00:47:33,960
So that's also, and it can also 
evolve because you can have more

823
00:47:33,960 --> 00:47:37,800
gifts on one animal Kingdom at 
level 1, but then at Level 3, 

824
00:47:37,840 --> 00:47:40,600
it's another Kingdom that that 
we invested in. 

825
00:47:40,600 --> 00:47:42,760
So this can change and I think 
that's cool. 

826
00:47:43,240 --> 00:47:46,720
And then the wizard has to 
choose like a wizard master to 

827
00:47:46,720 --> 00:47:48,800
apprentice under. 
And there's a bunch of them you 

828
00:47:48,800 --> 00:47:52,800
can choose from and they give 
access to custom spells that can

829
00:47:52,800 --> 00:47:56,800
only be accessed by choosing 
that that master and the 

830
00:47:56,800 --> 00:47:58,560
warrior. 
What I did with the warrior to 

831
00:47:58,560 --> 00:48:03,080
make it customizable and, and, 
and to make, to make the warrior

832
00:48:03,080 --> 00:48:08,520
different from table to table or
from, from game to game is 

833
00:48:08,520 --> 00:48:12,480
precisely that combat talents 
thing that, that, that you 

834
00:48:12,480 --> 00:48:15,960
mentioned. 
The idea being there's four. 

835
00:48:15,960 --> 00:48:20,720
It's if, if people play Diablo, 
the computer, the video game, 

836
00:48:20,720 --> 00:48:24,960
it's kind of what, what, what it
is in, in, in in a sense. 

837
00:48:25,400 --> 00:48:30,120
So they have to choose one 
basic, the basic telling from 

838
00:48:30,120 --> 00:48:34,600
one of those trees at level 1. 
And each tree is connected or 

839
00:48:34,600 --> 00:48:36,600
associated with a different type
of weapon. 

840
00:48:36,600 --> 00:48:40,600
So there's one for for one 
handed weapons, there's another 

841
00:48:40,600 --> 00:48:44,120
for bigger weapons, 2 handed 
weapons, The third one I think 

842
00:48:44,120 --> 00:48:46,160
it's for bows. 
And then there's another one 

843
00:48:46,560 --> 00:48:49,200
that it's I think it's called 
the martial artist. 

844
00:48:49,200 --> 00:48:52,320
And it only works if if the 
warrior attacks bare handed, 

845
00:48:52,320 --> 00:48:54,480
which which I think is is also 
funny. 

846
00:48:54,480 --> 00:48:58,080
So at level 1, the player will 
hot will choose one of the one 

847
00:48:58,080 --> 00:48:59,920
basic talent from one of these 
trees. 

848
00:49:00,320 --> 00:49:04,400
And then at level 2, they can go
down these trees and become an 

849
00:49:04,400 --> 00:49:08,720
expert in this, in this combat 
tree and then a master or they 

850
00:49:08,720 --> 00:49:11,840
can they can choose another tree
and they become more of an all 

851
00:49:11,840 --> 00:49:14,560
around sort of worry. 
So I think what what is cool 

852
00:49:14,560 --> 00:49:18,120
here is that if you want your 
warrior to be really specialized

853
00:49:18,120 --> 00:49:22,160
in bows, you can be like a total
maniac with bows. 

854
00:49:22,160 --> 00:49:26,000
And that's possible with this 
game or with two handed weapons.

855
00:49:26,920 --> 00:49:30,480
But if you also want to be more 
of an all around sort of warrior

856
00:49:30,480 --> 00:49:34,680
that is kind of good with bows, 
but also kind of good with 

857
00:49:34,680 --> 00:49:37,600
smaller weapons, it's also 
possible with this game. 

858
00:49:37,600 --> 00:49:40,320
And I think that's that's what 
makes it cool and unique. 

859
00:49:40,480 --> 00:49:42,400
I I would say yeah. 
Yeah. 

860
00:49:42,400 --> 00:49:46,000
I mean, not only that the the 
you said customization, you got 

861
00:49:46,000 --> 00:49:50,120
a lot of it because if people 
were keeping count as we went, 

862
00:49:50,280 --> 00:49:53,920
that's eight different character
classes, right, Plus all the 

863
00:49:53,920 --> 00:49:56,600
customization. 
So even just like you said, if I

864
00:49:56,600 --> 00:49:58,960
build a warrior and hunter build
a warrior a couple levels in, 

865
00:49:59,360 --> 00:50:02,240
statistically it is incredibly 
unlikely that we have the same 

866
00:50:02,240 --> 00:50:07,080
character, which is fantastic. 
And then how did you did you 

867
00:50:07,080 --> 00:50:11,680
worry about I know this is this 
word gets gets disdained a lot. 

868
00:50:12,040 --> 00:50:14,920
Did you worry about balance at 
all with the asymmetry of the 

869
00:50:14,920 --> 00:50:19,160
classes or are they is a game 
kind of built in a way where it 

870
00:50:19,160 --> 00:50:22,400
doesn't? 
There's only so much that you 

871
00:50:22,400 --> 00:50:24,880
can do with each one so none of 
them like is really game 

872
00:50:24,880 --> 00:50:29,000
breaking or anything. 
I mean, I, I didn't worry too 

873
00:50:29,000 --> 00:50:33,080
much, but I've been playing this
game for like 1 year now and 

874
00:50:33,080 --> 00:50:39,400
it's kind of like the way I 
treat this is like the 20th 

875
00:50:39,400 --> 00:50:42,080
version of each class as you can
imagine. 

876
00:50:42,080 --> 00:50:45,920
So like it came, it came to a 
point where I didn't feel the 

877
00:50:45,920 --> 00:50:49,120
need to keep tweaking them from 
session to session. 

878
00:50:49,120 --> 00:50:51,560
So it kind of felt like this was
okay. 

879
00:50:51,880 --> 00:50:56,640
I think there might be some 
classes that are more powerful 

880
00:50:56,640 --> 00:50:59,760
than others, but I think that 
they're all fun and engaging in 

881
00:50:59,760 --> 00:51:03,160
one way or another to play. 
So I think that's enough for me.

882
00:51:03,160 --> 00:51:07,560
And one thing that I really like
about this design and game is 

883
00:51:07,560 --> 00:51:13,760
that right from level 1, the 
players, the characters, they 

884
00:51:13,760 --> 00:51:16,680
can do a lot of stuff. 
They have a lot of tools. 

885
00:51:16,680 --> 00:51:20,960
They have like each class has 
four different skills that can 

886
00:51:20,960 --> 00:51:24,080
be particularly powerful. 
And they have access to, you 

887
00:51:24,080 --> 00:51:27,040
know, cool weapons, cool skills,
this customization. 

888
00:51:27,040 --> 00:51:29,800
They have a lot of tools. 
They have a lot more tools than 

889
00:51:29,800 --> 00:51:34,800
average at their disposal right 
at level 1 to start playing the 

890
00:51:34,800 --> 00:51:38,040
game. 
And I know that some people 

891
00:51:38,040 --> 00:51:42,640
might find this a bit, that 
they're a bit overpowered, I 

892
00:51:42,640 --> 00:51:45,360
would say. 
But one thing that I like about 

893
00:51:45,360 --> 00:51:48,800
this game, this game is that 
yes, you can be a bit more 

894
00:51:48,800 --> 00:51:53,040
powerful or a bit more 
overpowered than the average OSR

895
00:51:53,040 --> 00:51:58,560
game, but you're only always one
that blow away from complete 

896
00:51:58,560 --> 00:52:00,920
strategy. 
And it doesn't matter if it's 

897
00:52:00,920 --> 00:52:05,040
like you can be hit by that 
blow, but you can be hit with a 

898
00:52:05,040 --> 00:52:09,800
that blow by like the weakest 
gobbling in in the pack and 

899
00:52:09,800 --> 00:52:13,000
that's it. 
You know, so it's what I like 

900
00:52:13,000 --> 00:52:16,320
about this game is that players 
have a lot of stuff and they can

901
00:52:16,320 --> 00:52:21,240
be powerful, but it's also very 
tense in the way that it can all

902
00:52:21,240 --> 00:52:25,520
go wrong really, really fast. 
And I think that's a good design

903
00:52:25,520 --> 00:52:32,000
spot to be on, I would say. 
That's actually specifically how

904
00:52:32,000 --> 00:52:35,280
I like the games that I play 
like I like when like my players

905
00:52:35,280 --> 00:52:37,560
or that I run my players get 
really powerful. 

906
00:52:37,720 --> 00:52:40,520
But at any point in time, yo, 
you can still die. 

907
00:52:40,720 --> 00:52:42,680
Doesn't matter. 
You can be the strongest person 

908
00:52:42,680 --> 00:52:45,880
in the world, but you know a a 
knife to the gut might put you 

909
00:52:45,880 --> 00:52:50,200
out and. 
Like in this game, the the hit 

910
00:52:50,200 --> 00:52:54,520
points do not increase as as 
levels go progress as as 

911
00:52:54,520 --> 00:52:58,240
characters progress in levels. 
So it's, that's also another 

912
00:52:58,240 --> 00:53:03,200
factor of why I think this, this
the game is always tense, 

913
00:53:03,520 --> 00:53:06,720
regardless of how powerful the 
players can be. 

914
00:53:06,720 --> 00:53:10,200
And I think that's that's, 
that's a cool, a cool, a cool 

915
00:53:10,400 --> 00:53:13,160
design feature of the game and a
cool feature of the game. 

916
00:53:13,680 --> 00:53:20,320
And I think that also makes me, 
I think that aspect also helped 

917
00:53:20,320 --> 00:53:24,640
me get rid of something that I 
never quite liked in, in 

918
00:53:24,640 --> 00:53:28,600
adventure design is to create 
certain models for certain 

919
00:53:28,600 --> 00:53:31,120
levels. 
I've never really appreciated 

920
00:53:31,120 --> 00:53:38,120
that I and, and by getting rid 
of the the hit points growth and

921
00:53:38,120 --> 00:53:42,520
by having this system 
implemented where everything can

922
00:53:42,520 --> 00:53:46,840
go wrong pretty fast and and 
powerful creatures are always 

923
00:53:46,840 --> 00:53:51,200
powerful and less powerful 
creatures are always a bit less,

924
00:53:51,520 --> 00:53:55,880
less powerful, but they can 
always hit you with with that 

925
00:53:55,880 --> 00:53:59,000
blow. 
I think that's that that design 

926
00:53:59,000 --> 00:54:02,200
allowed me yeah. 
To to to not have the necessity 

927
00:54:02,200 --> 00:54:05,240
to write modules for certain 
levels. 

928
00:54:05,240 --> 00:54:08,720
And I think that's preferable in
my, in my, in my style and the 

929
00:54:08,720 --> 00:54:13,040
way I play. 
I play role-playing games, yeah.

930
00:54:13,680 --> 00:54:16,400
I mean, yeah, it's it's like you
said, rules like customization 

931
00:54:16,400 --> 00:54:19,400
heavy death is ever present. 
I mean, there's definitely I 

932
00:54:19,400 --> 00:54:21,520
know you said like who knows 
what the fuck they call things 

933
00:54:21,520 --> 00:54:23,080
now? 
OSR, NSR, it's all marketing 

934
00:54:23,080 --> 00:54:27,600
terms at this point anyway. 
It means nothing, but it still 

935
00:54:27,600 --> 00:54:30,400
has some of that OSR ethos, 
which is not really old school 

936
00:54:30,400 --> 00:54:34,920
anyway. 
But that death, you're not doing

937
00:54:34,920 --> 00:54:37,720
an OC generator so that you can 
have a character that's gonna 

938
00:54:37,720 --> 00:54:40,680
live for six years with No Fear 
of death at all, right? 

939
00:54:41,720 --> 00:54:47,360
When you say DCC, it definitely 
feels that a little bit of it's 

940
00:54:47,680 --> 00:54:50,680
a lot of fantasy tropes which 
are always inherently like a 

941
00:54:50,680 --> 00:54:54,880
little bit goofy sometimes like 
tin whistle of like of what do 

942
00:54:54,880 --> 00:54:56,520
you say? 
Like a spontaneous combustion. 

943
00:54:56,520 --> 00:55:01,280
That's exactly, you know, the 
bringing the fun into a game. 

944
00:55:01,280 --> 00:55:04,360
You know, it's a game that like 
I said, it it it sounds like it 

945
00:55:04,560 --> 00:55:06,840
it can be serious, but it 
doesn't take itself seriously. 

946
00:55:06,840 --> 00:55:08,720
Like it's fun. 
The dice mechanics bring back 

947
00:55:08,720 --> 00:55:12,440
the fun. 
The inventory is fun and and 

948
00:55:12,440 --> 00:55:15,240
yeah, I can imagine literally 
being the guy that kills like 

949
00:55:15,440 --> 00:55:17,840
the the Peacock with a three 
roll or whatever and the very 

950
00:55:17,840 --> 00:55:19,960
next session, yeah, a goblin 
just like poking me with a 

951
00:55:19,960 --> 00:55:21,640
little dagger and I immediately 
die like. 

952
00:55:21,960 --> 00:55:23,440
That's. 
That's fun. 

953
00:55:23,600 --> 00:55:25,000
That's fun. 
I mean, I guess it's not gonna 

954
00:55:25,000 --> 00:55:28,800
be fun to some people, but for, 
for for the people that that 

955
00:55:28,800 --> 00:55:31,080
this genre is geared towards 
like this is fun. 

956
00:55:31,080 --> 00:55:34,000
This is like fun fantasy. 
This is like a game that I, I, I

957
00:55:34,000 --> 00:55:39,080
really want to play. 
So, so, so Flail's coming out 

958
00:55:39,080 --> 00:55:41,800
soon. 
It is heading to, it's going to 

959
00:55:41,880 --> 00:55:44,200
be a backer kit, right? 
Backer kit, correct? 

960
00:55:44,200 --> 00:55:45,080
Yeah. 
So. 

961
00:55:45,120 --> 00:55:47,160
So how long do we have until 
until that drops? 

962
00:55:47,160 --> 00:55:50,680
Because you have a date now. 
It's the 7th of April. 

963
00:55:51,360 --> 00:55:55,440
OK, that's when the the campaign
goes live. 

964
00:55:56,680 --> 00:56:01,480
And if people are curious about 
this game, you only need to 

965
00:56:01,480 --> 00:56:06,120
follow the backer kit page and 
you can download the game, the 

966
00:56:06,120 --> 00:56:10,360
rule book entirely for free. 
It's it's beauty. 

967
00:56:10,440 --> 00:56:14,200
Just take it. 
It's the the rule book has 120 

968
00:56:14,200 --> 00:56:17,880
something pages and I've decided
to just give it for free to 

969
00:56:17,880 --> 00:56:20,880
everybody who follows the page. 
And there's also a bunch of like

970
00:56:21,600 --> 00:56:25,000
cool resources. 
So if you go, if you go to 

971
00:56:25,000 --> 00:56:31,880
gamesomnivorous.com and you 
click on Flail, there's a 

972
00:56:31,880 --> 00:56:37,000
resources folder you can, you 
can follow through by going by 

973
00:56:37,000 --> 00:56:40,760
going through there. 
There's a resources folder that,

974
00:56:40,880 --> 00:56:45,520
that, that, that has character 
sheets, hexcroll maps, hexcroll 

975
00:56:45,520 --> 00:56:50,120
sheets, hireling and construct 
sheets, all the item cards for 

976
00:56:50,120 --> 00:56:53,560
print at home, the player 
reference booklets, a bunch of 

977
00:56:53,560 --> 00:56:56,040
quest scenarios and, you know, a
bunch of stuff. 

978
00:56:56,040 --> 00:56:57,840
So it's completely free. 
You can take it. 

979
00:56:58,040 --> 00:56:59,840
That's that's, that's what it 
is, yeah. 

980
00:57:01,280 --> 00:57:03,040
We already talked about that a 
little bit like this is how you 

981
00:57:03,040 --> 00:57:04,720
build a community. 
You make a sick game that people

982
00:57:04,720 --> 00:57:07,040
are going to want to play. 
You make it where people can 

983
00:57:07,040 --> 00:57:10,360
actually play it. 
And then people will like your 

984
00:57:10,360 --> 00:57:12,600
game and play it and make stuff 
for it, which will just make 

985
00:57:12,600 --> 00:57:15,640
people like your game and make 
stuff and, and, and play it. 

986
00:57:15,640 --> 00:57:18,520
So like this is, you know, it, 
it sounds like you're wanting to

987
00:57:19,920 --> 00:57:23,720
fail to exist so that you can 
play it and build community with

988
00:57:23,720 --> 00:57:25,320
it. 
Is that kind of like one of the 

989
00:57:25,320 --> 00:57:27,720
focuses for it? 
Yeah, yeah, for sure. 

990
00:57:27,720 --> 00:57:34,120
That's, that's, that's I, I 
think that I mean, myself as a 

991
00:57:34,120 --> 00:57:38,520
creator, I never really 
developed that. 

992
00:57:38,640 --> 00:57:42,960
I, I, I was never really 
involved in the, this community 

993
00:57:42,960 --> 00:57:48,360
building aspect of, of, of, of 
the industry, let's say, because

994
00:57:48,400 --> 00:57:52,440
I with mouse rater, it was 
mostly Isaac doing that. 

995
00:57:53,120 --> 00:57:58,560
And then people like Matt Morris
came and help obviously, but it 

996
00:57:58,560 --> 00:58:01,360
was, was very much Isaac doing 
for frontier scum. 

997
00:58:01,680 --> 00:58:05,000
It was Carl Druid building that 
community and doing that. 

998
00:58:05,200 --> 00:58:08,400
Obviously I was always behind 
the scenes supporting and doing 

999
00:58:08,400 --> 00:58:12,840
work for it and, and doing what 
I could to make the, the, this 

1000
00:58:12,840 --> 00:58:16,720
community grow and flourish. 
But I was never really the face 

1001
00:58:16,720 --> 00:58:20,240
of it or, or the main creator or
you know what I mean? 

1002
00:58:20,240 --> 00:58:24,440
It's like I was, it was 
something that I was not 100% 

1003
00:58:25,000 --> 00:58:29,320
involved in as like the, as 
leading that process. 

1004
00:58:29,320 --> 00:58:32,840
And now that I, when I decided 
to do flail, I decided that I 

1005
00:58:32,840 --> 00:58:38,440
was going to, to, to do that. 
I was finally going to myself as

1006
00:58:38,440 --> 00:58:40,440
a creator. 
I was going to drive the 

1007
00:58:40,440 --> 00:58:43,600
community, create a community 
for the game and be very much 

1008
00:58:43,600 --> 00:58:46,360
hands on in that process and 
managing it and doing. 

1009
00:58:46,360 --> 00:58:50,040
And it's been incredible so far.
So I, I have, I have a patron 

1010
00:58:50,040 --> 00:58:54,320
now and there's already like, I 
don't know, 150 people 

1011
00:58:54,920 --> 00:58:57,080
supporting. 
So I, I didn't even know that 

1012
00:58:57,640 --> 00:59:00,200
that many people like, like me 
personally. 

1013
00:59:00,200 --> 00:59:04,600
I mean, it was a bit strange to 
find out, but in a, in a good 

1014
00:59:04,600 --> 00:59:08,840
way. 
And then the discord is, is 

1015
00:59:08,840 --> 00:59:13,640
been, is been, we have a discord
for at games of rivers and it's 

1016
00:59:13,640 --> 00:59:16,160
been going great. 
Lots of really, really cool 

1017
00:59:16,160 --> 00:59:21,320
people coming in, talking about 
the game, asking questions, and 

1018
00:59:21,320 --> 00:59:23,880
a lot of people are already 
doing hacks of the game and 

1019
00:59:23,880 --> 00:59:26,320
building stuff for the game and 
creating content for the game. 

1020
00:59:26,320 --> 00:59:27,960
And it's, it's, it's amazing to 
see. 

1021
00:59:27,960 --> 00:59:32,640
So I, I, I the game doesn't even
exist yet, but I've decided to 

1022
00:59:32,640 --> 00:59:36,920
create or doesn't exist. 
It's kind of exists, but it, it 

1023
00:59:37,000 --> 00:59:39,400
hasn't been released yet 
properly. 

1024
00:59:40,280 --> 00:59:44,840
The campaign comes in in about a
month, but I've decided to open 

1025
00:59:44,840 --> 00:59:48,440
a game jam and each game jam for
for Flail. 

1026
00:59:48,800 --> 00:59:52,320
And there's already, I don't 
know, 15 or 16 people that have 

1027
00:59:52,320 --> 00:59:54,800
joined and that that have their 
ideas going. 

1028
00:59:55,000 --> 01:00:00,520
So it's really, really humbling 
and and fantastic to see this 

1029
01:00:00,520 --> 01:00:04,360
community grow so quickly. 
And and, and I think that's 

1030
01:00:04,360 --> 01:00:10,080
definitely something that hadn't
been involved directly yet, but 

1031
01:00:10,080 --> 01:00:13,040
I'm very happy to be doing this 
at this point. 

1032
01:00:13,120 --> 01:00:16,160
Yeah, very cool. 
Well, we, I mean, we talked 

1033
01:00:16,160 --> 01:00:19,920
about this on the show a bunch 
and I won't get too deep into 

1034
01:00:19,920 --> 01:00:22,680
it, but this is kind of the 
difference between making a game

1035
01:00:22,680 --> 01:00:24,400
and making a product, in my 
opinion. 

1036
01:00:24,400 --> 01:00:26,600
Like when you make a game, 
you've talked over and over 

1037
01:00:26,600 --> 01:00:28,360
again like you made this game 
because this game you want to 

1038
01:00:28,360 --> 01:00:31,320
play, you've played it a 
bajillion times to get it to 

1039
01:00:31,320 --> 01:00:35,000
where it is now, to the way that
you want to play it. 

1040
01:00:35,200 --> 01:00:37,920
And you're not worried. 
You're not like worried about 

1041
01:00:38,400 --> 01:00:41,240
how people are going to you 
know, you're not making a 

1042
01:00:41,240 --> 01:00:44,000
product, you're making the game,
you're not making it gearing it 

1043
01:00:44,000 --> 01:00:45,440
to what other people are going 
to want. 

1044
01:00:45,680 --> 01:00:47,560
You made something that you 
enjoy and if other people enjoy 

1045
01:00:47,560 --> 01:00:49,880
it, that's great. 
The PDF again, it's already free

1046
01:00:49,880 --> 01:00:51,120
out there. 
You've already got a game, 

1047
01:00:51,120 --> 01:00:54,640
you've already got it going. 
It's accessible, it's available 

1048
01:00:54,640 --> 01:00:58,160
again, this is this is a game, 
not a product, and I love that. 

1049
01:00:58,160 --> 01:01:00,640
And that's what we tried. 
We tried to talk about games on 

1050
01:01:00,640 --> 01:01:03,520
the show, not products, you 
know, and this is exactly why 

1051
01:01:03,880 --> 01:01:05,760
I've always been a huge fan of 
yours, but we've always been 

1052
01:01:05,760 --> 01:01:07,160
such a big fan of games. 
I'm nervous. 

1053
01:01:07,320 --> 01:01:09,480
You know why you got to come on 
the show again, you got to come 

1054
01:01:09,480 --> 01:01:11,720
on and do an AP of flail here 
coming up. 

1055
01:01:13,680 --> 01:01:17,040
One thing last thing really to 
to get to the the box that I 

1056
01:01:17,040 --> 01:01:19,120
got, which is again great. 
Thank you so much. 

1057
01:01:19,360 --> 01:01:21,840
This is basically going to be 
what people are going to get 

1058
01:01:21,840 --> 01:01:25,400
from the backer kit, right? 
That's an advanced prototype and

1059
01:01:25,680 --> 01:01:29,760
it's it's only one of ten that 
exist in the world and you got 

1060
01:01:29,760 --> 01:01:32,960
1. 
So yeah, I really appreciate it.

1061
01:01:32,960 --> 01:01:37,080
Like really it's it's a form of 
saying thank you for for all the

1062
01:01:37,080 --> 01:01:39,160
support and love. 
I really appreciate it. 

1063
01:01:40,000 --> 01:01:44,040
But yeah, that's that's kind of 
like what people can expect to 

1064
01:01:44,040 --> 01:01:47,080
get. 
So it's it's it's a box set with

1065
01:01:47,360 --> 01:01:53,040
with the book will be a 
hardcover book, 120 so pages. 

1066
01:01:54,200 --> 01:01:56,640
It will have the player 
reference. 

1067
01:01:56,640 --> 01:02:00,280
Yeah, that's the book. 
Then it will have the player 

1068
01:02:00,280 --> 01:02:04,560
reference booklets, which is the
thing that you need to give your

1069
01:02:04,840 --> 01:02:06,520
your player. 
Like if a player is playing a 

1070
01:02:06,520 --> 01:02:08,720
Druid, for instance, just give 
them that booklet. 

1071
01:02:08,720 --> 01:02:10,480
They don't need to open the book
again. 

1072
01:02:11,960 --> 01:02:13,960
Then there's the character 
sheets. 

1073
01:02:14,360 --> 01:02:18,560
All of them are, are finished. 
Yeah, they have like a matte 

1074
01:02:18,560 --> 01:02:20,640
lamination finish or whatever 
it's called. 

1075
01:02:20,920 --> 01:02:23,320
So they they, they are fitting 
for. 

1076
01:02:24,200 --> 01:02:27,360
So you can use a dry erase 
marker on them and you can reuse

1077
01:02:27,360 --> 01:02:28,240
them. 
Exactly. 

1078
01:02:29,240 --> 01:02:32,640
And then you have the, sorry, 
the item cards as well. 

1079
01:02:33,320 --> 01:02:35,920
You have the item cards. 
There's a lot of stuff there, 

1080
01:02:35,920 --> 01:02:40,120
like legendary weapons and like 
armor and gear and whatever you 

1081
01:02:40,120 --> 01:02:44,000
can think of. 
And then there's the adventure 

1082
01:02:44,000 --> 01:02:45,280
module. 
Yeah, exactly. 

1083
01:02:45,320 --> 01:02:50,440
And then there's this is the 
first flail official adventure 

1084
01:02:50,440 --> 01:02:53,400
module. 
It's called town tomb of 1000 

1085
01:02:53,400 --> 01:02:55,920
years. 
And it's like a paranoid known 

1086
01:02:55,920 --> 01:02:58,680
inventor designed his own 
resting place. 

1087
01:02:58,680 --> 01:03:04,640
So that's only like someone who 
could break into it and and 

1088
01:03:04,840 --> 01:03:07,560
surpass all the challenges and 
traps and puzzles. 

1089
01:03:07,560 --> 01:03:11,480
Only only only then someone 
could claim his ultimate price. 

1090
01:03:11,480 --> 01:03:13,360
Whatever. 
So this is this is like kind of 

1091
01:03:13,360 --> 01:03:17,480
the, the, the setup and the way 
I think of modules is it's more 

1092
01:03:17,480 --> 01:03:20,040
or less these like it's, it's 
more or less in the same format 

1093
01:03:20,040 --> 01:03:23,160
as mouse rater. 
I think of them as like postcard

1094
01:03:23,160 --> 01:03:27,560
trifolds. 
So things that require low prep 

1095
01:03:27,560 --> 01:03:32,280
or no prep almost and that you 
can pull off or whenever 

1096
01:03:34,200 --> 01:03:38,840
instantly almost and play them 
right on on the fly without 

1097
01:03:39,000 --> 01:03:41,800
really having prepared them 
previously. 

1098
01:03:42,080 --> 01:03:45,320
And I, I, I think I'm calling 
these modules now the grab and 

1099
01:03:45,320 --> 01:03:48,360
go format. 
So you just like, if you're 

1100
01:03:48,360 --> 01:03:51,520
exploring like a big map or hex 
scroll and then all of a sudden,

1101
01:03:51,520 --> 01:03:53,800
OK, they found like a tomb or 
whatever. 

1102
01:03:53,800 --> 01:03:57,080
What what can I put here? 
You just pull, pull out the 

1103
01:03:57,920 --> 01:04:00,040
whatever, like tomb of 1000 
years and there you go. 

1104
01:04:00,360 --> 01:04:03,640
So this is how I've been 
designing also these modules. 

1105
01:04:04,040 --> 01:04:08,080
And on patron I'm I'm dropping 
one of these modules per month. 

1106
01:04:09,560 --> 01:04:11,240
I think there's already three 
there. 

1107
01:04:11,240 --> 01:04:16,240
The next one is coming next 
week, so I'm dropping one per 

1108
01:04:16,240 --> 01:04:19,920
month there. 
If you pledge like $3 per month,

1109
01:04:19,920 --> 01:04:21,360
you're gonna get this. 
So yeah. 

1110
01:04:22,600 --> 01:04:25,320
Yeah. 
And I mean this, this is very 

1111
01:04:25,320 --> 01:04:27,560
similar format to what you guys 
have been doing with the Master 

1112
01:04:27,560 --> 01:04:30,520
Adventures forever, which I 
think is one of the most perfect

1113
01:04:30,520 --> 01:04:33,600
divinger formats ever. 
Like the wide like like a 

1114
01:04:33,640 --> 01:04:37,720
5:00-ish style trifold pamphlet.
And then you know when you do 

1115
01:04:37,720 --> 01:04:39,920
mouse or you get the tokens are 
are there going to be future 

1116
01:04:39,920 --> 01:04:42,480
ones where you get like the 
token sheet you need for for the

1117
01:04:42,480 --> 01:04:44,080
modules with? 
With yes for sure. 

1118
01:04:44,320 --> 01:04:46,480
For sure, for sure. 
Perfect. 

1119
01:04:47,680 --> 01:04:49,000
So yeah. 
So that's what what you can 

1120
01:04:49,000 --> 01:04:51,000
expect to get from Flail and 
it's, again, it's crazy. 

1121
01:04:51,000 --> 01:04:52,920
The game isn't even out yet and 
it's out. 

1122
01:04:53,120 --> 01:04:54,280
People are already making stuff 
for it. 

1123
01:04:54,280 --> 01:04:55,600
There's already a community 
built for it. 

1124
01:04:55,600 --> 01:04:57,920
You already have like 3 modules 
that exist before the game is 

1125
01:04:57,920 --> 01:04:59,200
out. 
So that's that's incredible. 

1126
01:04:59,200 --> 01:05:02,240
Again, like, you know, I I I 
can't wait for I mean, I have 

1127
01:05:02,240 --> 01:05:06,680
little I get I got one who said 
guys, but but I'm, I'm I'm very 

1128
01:05:06,680 --> 01:05:09,560
excited for for it to be out, 
for it to exist and everything 

1129
01:05:10,440 --> 01:05:14,040
and and for everything that's 
going to be for the future of 

1130
01:05:14,040 --> 01:05:14,760
games. 
I'm nervous. 

1131
01:05:14,760 --> 01:05:16,000
So as of right now, games, I'm 
nervous. 

1132
01:05:16,000 --> 01:05:18,520
This is we've we've discussed 
already, like it's going to be 

1133
01:05:18,680 --> 01:05:20,840
more frontier scum stuff coming 
out in the next 6 months. 

1134
01:05:20,840 --> 01:05:23,440
It's going to be more mouse 
writer stuff, which is always 

1135
01:05:23,440 --> 01:05:25,200
incredible. 
There's going to be flail and 

1136
01:05:25,200 --> 01:05:29,320
then I know the job Did. 
Did I get the box set for the 

1137
01:05:29,320 --> 01:05:34,640
job yet or is that still coming?
Out so that's I I've basically 

1138
01:05:34,640 --> 01:05:38,160
did everything in terms of the 
creating the game design. 

1139
01:05:38,160 --> 01:05:42,000
Now it's in exalted funerals 
hands mostly for production in 

1140
01:05:42,000 --> 01:05:45,080
this contribution. 
I think it's going to finally go

1141
01:05:45,080 --> 01:05:48,360
into production I think next 
week or so ish. 

1142
01:05:48,360 --> 01:05:51,720
I, I believe we've already 
settled on where it's going to 

1143
01:05:51,720 --> 01:05:55,240
be produced. 
So that's that's that's I think 

1144
01:05:55,240 --> 01:05:57,600
it's going to go into production
very, very soon. 

1145
01:05:57,800 --> 01:06:01,040
Probably we're looking at the 
early summer fulfillment, yeah. 

1146
01:06:01,840 --> 01:06:03,120
Interesting. 
Great. 

1147
01:06:03,120 --> 01:06:04,560
It's going to be the Summer of 
Games. 

1148
01:06:04,560 --> 01:06:05,840
Omnivorous is what it sounds 
like. 

1149
01:06:05,840 --> 01:06:08,080
It might be like 3 things for 
you guys all at once. 

1150
01:06:09,400 --> 01:06:11,680
So so that's what's coming up. 
That is gaming on nervous. 

1151
01:06:11,680 --> 01:06:13,360
That's flail. 
Definitely go back to that. 

1152
01:06:13,360 --> 01:06:14,680
I'll make sure. 
Obviously the links are are 

1153
01:06:14,680 --> 01:06:16,760
where you think you are and and 
everything like that. 

1154
01:06:16,960 --> 01:06:20,200
But but for if people are 
looking for all of those links 

1155
01:06:20,200 --> 01:06:21,840
are for games on nervous for 
everything. 

1156
01:06:21,840 --> 01:06:25,680
Where can people find find you, 
find the Patreon, find your 

1157
01:06:25,680 --> 01:06:29,840
website, everything. 
So if if you go to our website, 

1158
01:06:29,840 --> 01:06:34,920
gamesomnivorous.com, you will 
have everything that you need. 

1159
01:06:35,560 --> 01:06:39,080
If you want to sign up to the 
sign up, the newsletter, you 

1160
01:06:39,080 --> 01:06:42,440
just Scroll down until you see a
Big Blue forum. 

1161
01:06:42,680 --> 01:06:46,800
If you want to check any of the 
games, the four games that we've

1162
01:06:46,800 --> 01:06:51,280
been working on, you just hit 
the VR games section in the 

1163
01:06:51,280 --> 01:06:53,480
website. 
If you want to buy stuff, it 

1164
01:06:53,480 --> 01:06:56,240
says store, and if you want to 
support the patron, it says 

1165
01:06:56,240 --> 01:06:58,200
patron. 
So it's very straightforward. 

1166
01:06:58,200 --> 01:07:01,560
Just go to givemivers.com and 
you will find everything you 

1167
01:07:01,560 --> 01:07:02,880
need. 
If you want to follow us on 

1168
01:07:02,880 --> 01:07:06,680
social media, we do Facebook, 
Blue Sky and Instagram. 

1169
01:07:07,480 --> 01:07:11,440
That's it. 
Awesome, Andre it two years has 

1170
01:07:11,440 --> 01:07:13,720
been two years too long since 
you've been on the show. 

1171
01:07:13,960 --> 01:07:16,240
You got to come back. 
Please come back anytime you get

1172
01:07:16,240 --> 01:07:18,960
something going. 
Just just hit me up and and we'd

1173
01:07:18,960 --> 01:07:20,840
love to have you on and chat 
with you all the time. 

1174
01:07:20,840 --> 01:07:22,800
You are a wonderful person. 
There's a reason that people 

1175
01:07:22,800 --> 01:07:25,360
support you and why you have so 
many Patreon supporters. 

1176
01:07:25,480 --> 01:07:27,320
You're awesome. 
The stuff you make is awesome 

1177
01:07:27,640 --> 01:07:31,080
and and it's really great to see
these kind of things still being

1178
01:07:31,080 --> 01:07:33,920
made in the TRBG space, which is
is something to look forward to.

1179
01:07:33,920 --> 01:07:35,200
So seriously, thank you so much 
for coming on. 

1180
01:07:35,200 --> 01:07:37,240
We really appreciate it. 
I don't know. 

1181
01:07:37,240 --> 01:07:38,520
I appreciate you guys. 
Thanks. 

1182
01:07:38,520 --> 01:07:40,440
Thanks so much, Ryan. 
Thanks very much. 

1183
01:07:40,680 --> 01:07:43,240
This is one of my favorite 
shows, so thank you so much for 

1184
01:07:43,280 --> 01:07:44,200
having us. 
Glad to hear it. 

1185
01:07:44,680 --> 01:07:46,680
Yeah, it's always nice, the 
weather. 

1186
01:07:47,960 --> 01:07:49,640
We're on the list of anyone's 
favorite shows. 

1187
01:07:51,040 --> 01:07:54,120
Anyone who watches us at all is 
is is great, but we appreciate 

1188
01:07:54,120 --> 01:07:55,720
it when Someone Like You. 
So thank you. 

1189
01:07:55,720 --> 01:07:56,960
So that's going to be us for 
today. 

1190
01:07:57,320 --> 01:07:59,560
Again, go back, flail, click the
links below, do all that kind of

1191
01:07:59,560 --> 01:08:01,560
stuff and thank you so much. 
Have a good day everybody. 

1192
01:08:01,560 --> 01:08:02,680
Bye. 
Bye.

