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Hello and welcome to the Weekly 
Scroll podcast. 

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My Name Is Ryan. 
And I'm 100 different, more 

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concise hacks. 
All right, We're just jumping 

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right into it. 
So, hey, listen, today we are 

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going to be looking at 
Apocalypse World from Meg and 

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Vincent Baker. 
And I'll tell you right off the 

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bat, if you didn't like our 
review of Blades in the Dark, 

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you won't like this one either. 
So you really won't. 

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So here's we we were talking on 
this a little bit before because

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this we we, we, our little ADHD 
brain, struggle to read this one

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in a in a similar but different 
way. 

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At least for me, I don't know if
it's free from blades in the 

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dark like that. 
Was just such a difficult book 

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to parse. 
I don't know, more difficult. 

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I don't know if this was 
difficult in the same way. 

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I think I didn't like reading 
this one. 

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I think it was like, I don't 
like reading that one either. 

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Yeah. 
Yeah, I mean, I didn't like 

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reading both of them. 
Blade and Dark. 

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I really genuinely had a hard, a
hard time with it. 

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Felt like a lot of text packed 
into small spaces. 

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This one has some breathing 
room, but it's just very, very 

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conversational. 
Yeah, it really sounds like 

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someone with and. 
And here's the thing I I I say 

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this from experience because I 
know this is how I talk. 

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It sounds like someone had with 
ADHD, had too many Red Bulls, 

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and just ranted the entire story
at you in one go. 

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But, and that's why it repeats 
itself so many times and then 

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talks about things but doesn't 
get to them until like 200 pages

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later and like. 
We start with the caveat in our 

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own discussion before this, 
which is that the original 

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version of this game is from 
like 2010, right? 

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This is this is TUI, which is, I
mean I still think it was 2016. 

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So OK, so here let me do the. 
I have a whole. 

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Spiel. 
Oh yeah. 

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Do the opening. 
Yeah, hold on here we go. 

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We have new openings things to 
Josh Dimansky because he he 100 

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plus episodes in he told us or 
at least by his own preparation,

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things that we should have been 
doing instead. 

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It's on my Discord. 
So yeah, there was a couple 

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things I wanted to say. 
I Discord messaged myself 

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because I didn't want to put it 
in notes app and I meant to put 

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it into paper and then I didn't 
do that either. 

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So first and foremost, let's say
that Meg Baker did come down 

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with illness a couple of months 
ago. 

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Maybe I'm completely wrong 
because I meant to write in 

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here, but she did get diagnosed 
with breast cancer, yeah, on 

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7/17. 
And there is a meal train, which

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is like a GoFundMe set up to 
help support her while she is in

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appointments and I'm unable to 
work and things like that. 

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So we will that it's still 
active, it's still opening and 

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still donate. 
I donated a while ago, so we 

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will make sure that that link is
in the in all the shit so that 

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you can donate to Meg. 
From everything that I've heard 

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about Meg Baker, she sounds like
the fairy godmother of a lot of 

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the people in the TTRPG. 
Universally loved, universally 

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respected, has seemed that 
everyone that's ever met her has

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felt supported by her. 
So that would be a really nice 

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thing for everyone to do if they
could. 

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If it's possible for you to 
donate to. 

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I keep pointing data as if the 
link's down there already. 

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It's not, but it will be. 
It will be. 

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So that's the first thing I 
wanted to say. 

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So definitely try to support Meg
as she goes through this 

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situation if you can. 
And if you can't financially 

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share on the link. 
That always helps. 

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So second, all right, the spiel 
for Apocalypse World. 

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OK. 
So it originally came out in 

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2010, OK. 
And when I think back to what I 

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was doing in 2010, that's just 
so that's so crazy. 

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That's like 13 years ago I. 
Was doing drugs. 

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So yeah, I wasn't even playing 
tabletop role play games in 20. 

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I wasn't. 
Yeah, but when it came out, it 

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won the 2010 Indie RPG Award for
Game of the Year. 

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It won the indie the 2010 Indie 
RPG Award for Most Innovative 

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Game. 
It won the 2011 Golden Geek 

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Award for RPG of the Year, as 
well as a number of other 

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awards. 
So when this came out, it really

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blew a lot of people's minds. 
It's a lot different now, 13 

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years later, when there's like 
1000 PBTA games that are done 

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differently. 
But this is the original, So the

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2016, the 2nd Edition came out 
2016. 

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That is when Vincent Baker of 
Lovely Games added Meg Baker on 

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to the game as well. 
That's when she joined to help 

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write the game It funded on 
Kickstarter for 4332 backers, 

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pledging $149,681.00, so about 
almost 150 K in 2016 for a 

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tabletop game. 
Which also sounds crazy. 

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That doesn't actually sound 
pretty crazy. 

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Yeah, and again, this is Lumply 
Games is the creator. 

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You can find them on Twitch. 
That's Vincent Baker. 

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You can find their a blog that 
talks all about putting stuff 

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together and and they're active 
on Twitter and stuff like that. 

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The other thing I want to talk 
about before we hop into this is

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what is a PBTA Powered by the 
Apocalypse isn't the name of a 

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category of games, set of games,
set of games, features or the 

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thrust of any games design. 
It's the name of Meg's and 

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Vincent's policy concerning 
other's use of the intellectual 

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property and creative work. 
And if you don't believe me, 

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that is literally from their 
website. 

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That is a quote from Vincent 
Baker. 

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There is literally a page on 
their on their website called 

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like what is PTA or whatever. 
And that's what it is. 

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So the the all of the and if you
read through some of the lumpy 

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blog stuff about writing a PBTA,
it talks about a lot of the 

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mechanical aspects that have now
been tied to PBTA were never 

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intended to be a system like the
Apocalypse World is written to 

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be Apocalypse World, not a 
system and obviously a an 

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ecosystem of systems has come 
from that. 

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So just to get off the bat, 2D6 
mixed success and playbooks and 

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moves and stuff like that 
doesn't mean it's a PBTA. 

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And if you don't have it, it 
doesn't mean it's not a PBTA per

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the creator. 
Per per them, I think there's a,

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there's a that that like intent 
versus execution thing here. 

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I see that with the caveat too 
because at the end of the book 

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we get to a section called 
Powered by the Apocalypse which 

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is literally other people's like
move hacks of it. 

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So it's it's it's interesting 
that they then chose to use it 

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and say it's not that thing that
we said at the back of the book.

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But yeah, so that is part by the
apocalypse. 

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So do we want to complain now or
just the whole time? 

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I think we we did some 
preliminary compliance. 

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Just if you're listening, this 
is going to be one of those 

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episodes where we don't read 
word for word because this book 

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has a lot of words and a lot of 
them are not necessary. 

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It's 309 pages and it's not even
that it's jam packed. 

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There's a lot of empty space in 
this book, but it's there's a 

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lot of things that are said 
that. 

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I think part of it is just like 
the evolution of how we write 

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games and the understanding that
the ecosystem has about how 

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games are run. 
Things are less explained now 

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because there's more context, 
because we have a better 

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understanding of like this is 
the rule, this is how it works 

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and and you don't need to really
expand upon any more than that. 

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And and sometimes I think we've 
been like, oh, it would be great

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to have play examples here and 
maybe that is why there's so 

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much here. 
It's because it's really a 

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progenitor to all these things. 
But yeah, so we're going to. 

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We're going to. 
Surmise. 

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There's going to be, there's 
going to be a lot of pedantic 

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bitching and I don't think a lot
of it's pedantic. 

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I think a lot of it is just 
well, let's get in. 

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I'll just yes, you're right. 
We did preliminary complaining 

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and I'll just get another 
complaining. 

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There's a there's a really early
thing that I think would would 

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change a lot about this book. 
So let's address that. 

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First of all two things about 
the cover. 

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One, it's dope as fuck. 
And two, I love that it's a 

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photograph. 
Yeah, totally. 

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Great cover. 
Just very iconic. 

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You know, like, yeah, yeah, Good
cover for those that haven't 

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seen it, it's an apocalypse 
looking person, like with a red 

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like gas mask on. 
Like old school gas mask with 

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the tube kind of looking up the 
sky looking like maybe they 

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either just put it on or they're
tearing it off. 

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There's like smoke behind them, 
like it's just a dope fucking 

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cover and like this one, the 
Red. 

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Just is great off of that smoke 
from the back, it's so good. 

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I will say I do enjoy the red on
the the actual book cover, 

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better than the white on the PDF
cover. 

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But again, it's just a PDF. 
It's fine and I know that the 

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1st edition as far as pictures I
found of it is a completely 

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different piece of art which 
also looks dope as fuck. 

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So again, it's one of those 
books that I'd love to have, 

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just to have and I will say from
a from a strictly like text 

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usability standpoint, it is 
bookmarked to fuck. 

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It is hyperlinked to hell yeah, 
It has indexes at the back, It 

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has glossary at the back, It's 
got hyperlink table of contents 

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in the front. 
There is very little more that I

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could want from a PDF. 
They did a really fucking good 

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job of at the very least making 
the PDF navigable, you know, and

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and I do appreciate that. 
We start off with the list of 

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other games with It's in Baker. 
I have never really read a lot 

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of these other games. 
I know that a lot of people are 

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into Firebrands, which is called
a romance game, and then other 

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games from Meg Baker listed here
as well. 

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But there's a bunch in a Wicked 
Age, Dogs in a Vineyard spin, 

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the Beatle, the eventual demon 
of the ring. 

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I don't know what that is, but 
that sounds cool. 

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I do have some of the recent 
stuff that they put out. 

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We might get a chance to go over
sometime, but 1001 nights. 

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Valiant Girls from Meg 
Apocalypse World, Master of 

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Ceremonies. 
So this is a page where I went 

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back to double check and didn't 
see. 

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So this is what's interesting to
me. 

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So this is Apocalypse World, the
Master of Ceremonies Playbook 

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Second Edition 2016 Dee Vincent 
Baker and Maggie Baker. 

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Meg Way Baker, Meg Baker. 
So Illustration and Book Design 

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by Dee Vincent Baker, 2010 2016.
Cover Photo by Elsmont. 

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Stock photos, you know, and then
a couple of things. 

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Is there any? 
And this is says a lumply game. 

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It's got the original part by 
the Apocalypse logo on this one 

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and it's rated R for language, 
sex and violence. 

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Sex is in this game. 
Interesting. 

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Interesting. 
It was interesting, especially 

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like, I mean, I have a very 
modern take on these games. 

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Like, it's really only been the 
past few years that I've really 

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gotten into, like the the non 
what's up? 

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No, keep going. 
Yeah, I like the non traditional

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tabletop gaming. 
And like, yeah, you know, it's 

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really avoided in almost 
everything. 

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So it was interesting to like, 
oh, they talk about that here. 

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I mean, I don't inherently have 
any issue with it, but like, my 

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table is probably not that. 
But yeah, I wouldn't have sex on

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my table. 
But like, the way that they do 

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sex in this game is really 
interesting. 

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We're definitely going to talk 
about it because it's definitely

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not making love and trying to 
have romances. 

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It's it's it's having sex and 
bugging. 

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So we'll get to it, but is 
there, is there any anything on 

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this page that you find 
extremely that you find missing 

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maybe like a different kind of 
person that generally would be 

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on this page? 
Oh, an editor. 

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An editor. 
My God does this book and I'm. 

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Fucking editor, that actually 
really does. 

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I did not like. 
God, it would I. 

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It would change so much if 
someone sat down. 

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I was just like, again, going to
the analogy of someone just like

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ranting the game at you. 
If someone was like, OK, bro, 

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you said that like three times 
already. 

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Let's just cut that part out. 
Like would make such a huge 

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difference. 
An editor could cut this down to

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150 pages. 
I mean really they they very 

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00:12:05,000 --> 00:12:06,680
much could do. 
I think there's a lot of good in

224
00:12:06,680 --> 00:12:09,840
here. 
I think I think there now has is

225
00:12:09,840 --> 00:12:14,160
like hacks of this. 
I think have less of the same 

226
00:12:14,160 --> 00:12:15,760
stuff that I think do a little 
more with it. 

227
00:12:15,760 --> 00:12:18,920
But I think other than that, 
yeah, I mean cutting down the. 

228
00:12:19,760 --> 00:12:22,480
The needless word count and like
the triple mention and stuff, 

229
00:12:22,600 --> 00:12:24,240
we'll get into it. 
But yeah, and that is there with

230
00:12:24,240 --> 00:12:26,640
a band. 
The good idea. 

231
00:12:27,600 --> 00:12:29,560
My goodness. 
And here's The thing is this 

232
00:12:29,560 --> 00:12:34,440
game is, is I I like games that 
are spoken with like a voice. 

233
00:12:34,440 --> 00:12:37,280
When a game has a personality of
like, it feels like the person 

234
00:12:37,280 --> 00:12:38,640
that's playing the game is like 
talking to you. 

235
00:12:38,880 --> 00:12:41,520
But I like it in the way like 
marching order does right. 

236
00:12:41,760 --> 00:12:46,200
This doesn't sound like like the
creator made like this character

237
00:12:46,200 --> 00:12:47,720
that's talking to you. 
I don't know how to explain the 

238
00:12:47,720 --> 00:12:48,560
game. 
It's not. 

239
00:12:48,560 --> 00:12:51,720
The creator is just having an 
extraordinarily casual 

240
00:12:51,720 --> 00:12:55,040
conversation about we're in the.
Kitchen at a house party with a 

241
00:12:55,040 --> 00:12:57,960
beer. 
Oh my God, I'm explaining to 

242
00:12:57,960 --> 00:12:59,760
you. 
Keep what you kill. 

243
00:13:00,000 --> 00:13:03,960
I'm like, listen, so it's that 
it's that meme of like, the 

244
00:13:03,960 --> 00:13:06,680
dude, like holding that girl's 
neck and just like talking into 

245
00:13:06,680 --> 00:13:08,000
her ear. 
She's like. 

246
00:13:08,080 --> 00:13:10,360
Caring for it. 
OK, dude, there's literally a 

247
00:13:10,360 --> 00:13:14,480
part. 
Like there's numerous parts and 

248
00:13:14,480 --> 00:13:16,760
it's like, well, this is what I 
do for my house rule and I'm 

249
00:13:16,760 --> 00:13:19,440
like, bro, you brought the game.
All the house rules are the 

250
00:13:19,440 --> 00:13:20,400
rules. 
Why the rules? 

251
00:13:22,200 --> 00:13:24,800
Come on. 
So OK, let's actually get into 

252
00:13:24,800 --> 00:13:26,320
it. 
So you'll also need some stuff. 

253
00:13:26,600 --> 00:13:30,000
I love that so much of 
Apocalypse World is free and out

254
00:13:30,000 --> 00:13:31,200
there for you. 
You can just go to the website 

255
00:13:31,200 --> 00:13:32,360
and download a ton of it. 
Totally. 

256
00:13:32,880 --> 00:13:34,880
That's the other thing about 
Mega Vincent Baker is they 

257
00:13:34,880 --> 00:13:38,600
never, really, they never asked 
for for money, really for 

258
00:13:38,600 --> 00:13:44,720
anybody to use their system. 
And again in 2010 this was very 

259
00:13:44,720 --> 00:13:48,120
different and then basically 
opening up the entire system to 

260
00:13:48,120 --> 00:13:49,560
be able to be hacked and made 
money off. 

261
00:13:49,920 --> 00:13:52,360
And it's crazy the number of 
names you see in this book that 

262
00:13:52,360 --> 00:13:55,080
made very popular PBTS 
afterwards. 

263
00:13:55,440 --> 00:14:00,160
John Harper, Adam Coble, like a 
lot of the original like first 

264
00:14:00,160 --> 00:14:02,680
Gen. 
PBTA's are in this book. 

265
00:14:02,880 --> 00:14:06,800
So it's interesting, but they 
have been extremely generous 

266
00:14:06,800 --> 00:14:10,120
with their the popularity of 
their system. 

267
00:14:10,320 --> 00:14:13,000
I think the culture owes them a 
couple bucks. 

268
00:14:13,040 --> 00:14:14,520
I know they did something 
recently. 

269
00:14:14,760 --> 00:14:15,960
We're like, hey, you could back 
this. 

270
00:14:15,960 --> 00:14:19,200
And yes, the money. 
If you've used her, I think 

271
00:14:19,200 --> 00:14:20,960
they're probably more than they 
actually got. 

272
00:14:21,480 --> 00:14:23,880
Yeah, well, yeah. 
A lot of the recent tiers for 

273
00:14:23,880 --> 00:14:26,040
the Kickstarters lately, there's
literally a tier that says, hey,

274
00:14:26,040 --> 00:14:29,280
if you're a game designer who 
made a bunch of money off of 

275
00:14:29,280 --> 00:14:32,600
PBTA and you want back at this 
tier to literally just give us 

276
00:14:32,600 --> 00:14:33,720
money, we've never asked for 
any. 

277
00:14:33,720 --> 00:14:36,320
But if you feel like you might 
owe it to us because. 

278
00:14:36,320 --> 00:14:38,960
You need money off of us. 
They're probably owed that 

279
00:14:38,960 --> 00:14:44,840
money. 
So getting into this, I'm we're,

280
00:14:46,160 --> 00:14:49,440
I'm hoping and I know this, this
as we get into books, we say 

281
00:14:49,440 --> 00:14:52,240
this and then we don't do it. 
I want to skim like 90% of this.

282
00:14:52,360 --> 00:14:54,680
So we're going to do a lot of. 
Definitely going to, I'm going 

283
00:14:54,680 --> 00:14:56,880
to like, sit here, I'm going to 
crack out the whip. 

284
00:14:57,720 --> 00:15:00,080
And every time we get too deep, 
I'm going to start, yeah, 

285
00:15:00,120 --> 00:15:02,600
raising it above my head and 
screaming, Well, The thing is, I

286
00:15:02,600 --> 00:15:04,680
do want to skim through most of 
it because we don't need to talk

287
00:15:04,680 --> 00:15:06,440
about most of it so that we 
can't talk about the parts we 

288
00:15:06,440 --> 00:15:09,160
really want to talk about the 
other thing, the other thing 

289
00:15:09,160 --> 00:15:11,560
that I think an editor would 
have helped massively with as we

290
00:15:11,560 --> 00:15:16,520
go through these two pages, 3 
pages of of table of contents, 

291
00:15:17,280 --> 00:15:21,640
is the order of the sections 
makes my brain explode. 

292
00:15:21,640 --> 00:15:24,400
It seems like they wrote all of 
the chapter headings down on 

293
00:15:24,400 --> 00:15:28,440
cards, the room on a table, did 
a casino shuffle, and it was 

294
00:15:28,440 --> 00:15:31,560
just like, that's probably good 
because I don't understand why 

295
00:15:31,560 --> 00:15:33,200
things are in the order that 
they're in, right? 

296
00:15:33,440 --> 00:15:36,160
Why do you? 
Why do you have the basics and 

297
00:15:36,160 --> 00:15:41,880
then the playbooks, right? 
And then a whole GM section of 

298
00:15:41,880 --> 00:15:43,840
stuff and then go back to the 
basic moves. 

299
00:15:43,960 --> 00:15:46,600
So the first time you really get
a solid read through of like how

300
00:15:46,600 --> 00:15:50,640
to play the game by its basic 
moves is 136 pages in Why is 

301
00:15:50,640 --> 00:15:54,600
Harm and Healing, which is a 
basic component of the game, 200

302
00:15:54,600 --> 00:15:57,240
pages in like I don't understand
that at all. 

303
00:15:57,240 --> 00:16:02,360
Why is the MC section like the 
third thing, and why are all of 

304
00:16:02,360 --> 00:16:06,960
the players playbooks literally 
like the second chapter heading?

305
00:16:07,320 --> 00:16:12,840
I actually went to go look at my
my favorite PBTA, which is a not

306
00:16:12,840 --> 00:16:15,040
very good. 
I think it's a good game. 

307
00:16:15,040 --> 00:16:17,360
It's not very balanced game to 
see where the playbooks were in 

308
00:16:17,360 --> 00:16:19,120
this one. 
And you know what? 

309
00:16:19,120 --> 00:16:21,960
They're at the fucking end where
they should be. 

310
00:16:21,960 --> 00:16:23,800
I don't understand. 
Here's the other thing too. 

311
00:16:23,800 --> 00:16:28,760
Reading this, I reached out to a
person who I love and respect. 

312
00:16:28,760 --> 00:16:32,160
They're fantastic. 
Aaron King, If you want to know 

313
00:16:32,160 --> 00:16:36,040
how to play a PBTA, you need to 
read Patrick World 60. 

314
00:16:36,200 --> 00:16:41,320
They do their take on PBTA, but 
as far as explaining how things 

315
00:16:41,320 --> 00:16:45,120
like moves work and clocks work 
and and and things like that, it

316
00:16:45,280 --> 00:16:48,240
is like such. 
It is, in my opinion, like the 

317
00:16:48,240 --> 00:16:56,480
primer for how to understand the
intent of a thing. 

318
00:16:56,480 --> 00:16:58,840
That's a little bit headier 
sometimes because it's not 

319
00:16:58,840 --> 00:17:01,320
completely straightforward, even
though it kind of is like 

320
00:17:01,320 --> 00:17:07,359
because of the concept of moves.
But Patch of World 60 is made me

321
00:17:07,359 --> 00:17:10,240
reading this easier to parse 
because I knew the parts are 

322
00:17:10,240 --> 00:17:13,359
important and how they're 
actually like, meant to run. 

323
00:17:13,359 --> 00:17:17,240
I feel like this is one of the, 
like, my least favorite and most

324
00:17:17,240 --> 00:17:19,880
poorly explained PBTA is the 
original PBTA. 

325
00:17:19,880 --> 00:17:22,240
Yeah. 
So that's correct. 

326
00:17:22,280 --> 00:17:24,720
So world is great. 
And every time I read it, I like

327
00:17:24,720 --> 00:17:26,040
it more. 
Not that they don't like it at 

328
00:17:26,040 --> 00:17:27,920
first, but after like going 
through a couple times like, 

329
00:17:27,920 --> 00:17:29,840
man, this is really, really 
good. 

330
00:17:30,040 --> 00:17:33,520
Yeah, Yeah. 
And also just the fact that the 

331
00:17:33,520 --> 00:17:36,120
moves really are questions, and 
that's something that I really 

332
00:17:36,120 --> 00:17:38,360
want to dig into. 
So anyway, check out Patrick 

333
00:17:38,360 --> 00:17:40,360
World from Aaron King. 
Aaron King has also done like 

334
00:17:40,360 --> 00:17:44,000
actual just like straight up 
books about PBT moves and things

335
00:17:44,000 --> 00:17:45,880
like that. 
They are like the PBTA master. 

336
00:17:45,880 --> 00:17:49,960
So anything from Aaron King 
definitely want to go check out 

337
00:17:50,120 --> 00:17:54,640
all of their things as far as 
PBTA and all of its how to's. 

338
00:17:54,640 --> 00:17:56,840
So I'm not even going to go 
through the list of stuff in 

339
00:17:56,840 --> 00:17:58,640
table contents because it's like
20 things where you going to 

340
00:17:58,640 --> 00:18:01,640
start with the basics. 
I will say this is what I always

341
00:18:01,640 --> 00:18:05,520
mean when we talk on about games
on I want a rundown of the rules

342
00:18:05,520 --> 00:18:07,080
before we get to 
characterization so I can 

343
00:18:07,120 --> 00:18:10,360
understand why I'm creating my 
character in that way. 

344
00:18:10,360 --> 00:18:12,520
So. 
So I really like that they start

345
00:18:12,520 --> 00:18:13,960
with that. 
That's my favorite part. 

346
00:18:14,200 --> 00:18:18,040
And then we go from there. 
So yeah. 

347
00:18:19,920 --> 00:18:21,520
Yeah, yeah, yeah, yeah. 
Uh, huh. 

348
00:18:22,200 --> 00:18:25,880
Yeah, 303 hundred. 
So it's really not 300 pages, 

349
00:18:26,080 --> 00:18:28,600
because by the time you get, 
it's like 288 before it starts 

350
00:18:28,600 --> 00:18:30,240
getting into other things. 
And then the playbooks 

351
00:18:30,240 --> 00:18:31,800
themselves take up like 50 
pages. 

352
00:18:32,040 --> 00:18:34,160
So at the end of the day, when 
you really look at like the 

353
00:18:34,160 --> 00:18:36,280
stuff that you like quote, UN 
quote, need to read, you're 

354
00:18:36,280 --> 00:18:41,280
looking at more like 50 pages. 
10 you know, well, outside of 

355
00:18:41,280 --> 00:18:43,600
those things you can chop off, 
I'm talking so you can drop off 

356
00:18:43,600 --> 00:18:48,120
like like 70 pages for just 
playbooks and like extra stuff 

357
00:18:48,120 --> 00:18:49,680
at the end, like indexes, things
like that. 

358
00:18:49,680 --> 00:18:51,960
So down to like 230, it's still 
a lot. 

359
00:18:51,960 --> 00:18:54,200
So we get to our first piece of 
art here. 

360
00:18:54,680 --> 00:18:58,440
It's fine. 
It it, it kind of looks as if 

361
00:18:58,440 --> 00:19:02,720
you dropped a photograph into 
Illustrator, did an image trace 

362
00:19:02,720 --> 00:19:06,520
on it, and it just creates like 
a very chopped up shapy vector 

363
00:19:06,520 --> 00:19:09,040
image. 
It reminds me of the way that 

364
00:19:10,600 --> 00:19:15,000
John Harper did the the, the, 
the, the art in Blades in the 

365
00:19:15,000 --> 00:19:16,720
Dark. 
But this is a much more, I want 

366
00:19:16,720 --> 00:19:19,920
to say amateurish. 
Like it it this is much simpler 

367
00:19:20,200 --> 00:19:22,520
versus what John Harper did in 
theirs. 

368
00:19:25,720 --> 00:19:28,760
But but it's fine. 
There's basically no art in the 

369
00:19:28,760 --> 00:19:29,920
entire book. 
They're basically the chapter 

370
00:19:29,920 --> 00:19:31,320
headers, and that's about it. 
And the art's fine. 

371
00:19:31,360 --> 00:19:34,360
It's serviceable, It's got some 
vibes to it, kind of understand 

372
00:19:34,360 --> 00:19:36,920
what's going on. 
Like this one, for example. 

373
00:19:38,000 --> 00:19:40,440
Definitely blood on their hands.
I do dig that. 

374
00:19:40,480 --> 00:19:42,840
Or at least that's all I saw it,
sure. 

375
00:19:43,120 --> 00:19:45,760
That's not exactly how I saw it,
but you saying that I'm like, 

376
00:19:46,280 --> 00:19:51,080
yeah, OK yeah I do like the 
whatever. 

377
00:19:51,080 --> 00:19:53,200
The thought is that they chose 
the entire way through this like

378
00:19:53,200 --> 00:19:57,600
really beat to shit tech face or
whatever. 

379
00:19:58,160 --> 00:19:59,200
Definitely a high. 
Point. 

380
00:20:00,240 --> 00:20:01,440
But vibe. 
Vibe. 

381
00:20:01,520 --> 00:20:03,080
Really dig it. 
Here's the thing, man. 

382
00:20:03,080 --> 00:20:07,520
This could have been is he? 
But anyway, so I'm going to do a

383
00:20:07,520 --> 00:20:10,440
quick run through of the basics,
as we're going to do a quick run

384
00:20:10,440 --> 00:20:12,520
through of everything else, and 
we're actually going to talk 

385
00:20:12,520 --> 00:20:14,840
about the mechanical bits when 
we get to them because they're 

386
00:20:14,840 --> 00:20:20,280
very few and far between. 
So just kicking off setting the 

387
00:20:21,000 --> 00:20:22,280
setting up the game here a 
little bit. 

388
00:20:22,600 --> 00:20:26,640
So Apocalypse World, nobody 
remembers how or why maybe 

389
00:20:26,640 --> 00:20:30,280
nobody ever knew. 
The oldest living survivors have

390
00:20:30,280 --> 00:20:33,680
childhood memories of it. 
Cities burning, society and 

391
00:20:33,680 --> 00:20:37,120
chaos Then collapse, the family 
set to panicked flight. 

392
00:20:37,320 --> 00:20:40,320
The weird nights when the 
smoldering sky made midnight 

393
00:20:40,320 --> 00:20:43,920
into a blood colored half day. 
Now the world is not what it 

394
00:20:43,920 --> 00:20:46,640
once was. 
Look around you, evidently 

395
00:20:46,640 --> 00:20:51,200
certainly not what it was. 
But also close your eyes, open 

396
00:20:51,200 --> 00:20:54,520
your brain. 
Something is wrong at the limits

397
00:20:54,520 --> 00:20:57,840
of perception, something 
howling, ever present, full of 

398
00:20:57,840 --> 00:21:00,840
hate and terror. 
From this, the world's psychic 

399
00:21:00,840 --> 00:21:04,360
maelstrom. 
We none of us have shelter. 

400
00:21:05,160 --> 00:21:08,720
I will say I wish the psychic 
maelstrom felt more present in 

401
00:21:08,720 --> 00:21:12,080
the rules. 
Yeah, it kind of feels like they

402
00:21:12,080 --> 00:21:15,440
brought it up at the very, yeah,
at the very end they go, OK, but

403
00:21:15,440 --> 00:21:17,560
this is how it works, like 250 
pages then. 

404
00:21:17,640 --> 00:21:23,000
So I think the length of the 
book makes the book worse 

405
00:21:23,000 --> 00:21:24,840
because it takes so long to get 
to the important parts. 

406
00:21:26,480 --> 00:21:29,800
So setting up to play you you 
find players. 

407
00:21:30,400 --> 00:21:32,240
This is a part that I I didn't 
really. 

408
00:21:32,240 --> 00:21:34,640
So it's the one line in here 
says the game really kicks in 

409
00:21:34,640 --> 00:21:39,120
around the sixth session mark 
and it can go much longer. 

410
00:21:40,040 --> 00:21:42,760
If it takes 6 sessions to really
get to the meat of your game, 

411
00:21:43,080 --> 00:21:45,040
you're not going to play that 
game with a lot of people. 

412
00:21:45,400 --> 00:21:47,800
You know what I mean? 
Like that kind of reminds me of 

413
00:21:47,800 --> 00:21:50,720
the whole like blades in the 
dark thing where it's like you 

414
00:21:50,720 --> 00:21:52,760
won't understand it the first 
time you read this and I'm like,

415
00:21:52,760 --> 00:21:56,200
well, then you wrote it bad. 
Like, you know what a. 

416
00:21:56,200 --> 00:22:00,360
Weird thing to put in, even if 
it was true. 

417
00:22:00,400 --> 00:22:03,280
First off, if I feel like that 
about my own game, I might 

418
00:22:03,280 --> 00:22:08,680
revisit some things about it. 
Second off, I if that was true 

419
00:22:08,840 --> 00:22:11,600
and I liked my game, I would not
put that in my game. 

420
00:22:11,600 --> 00:22:16,120
I wouldn't tell you that. 
I would like reading that I'm 

421
00:22:16,120 --> 00:22:20,800
like OK I'm just not going to do
this yeah that's that's exactly 

422
00:22:20,800 --> 00:22:23,000
that would that would that would
that is the first time I would 

423
00:22:23,000 --> 00:22:25,080
bounce off this game. 
If I I'll tell you right now, if

424
00:22:25,080 --> 00:22:27,360
I didn't have to read this for 
the review, I would have bounced

425
00:22:27,360 --> 00:22:29,240
off this like 8 times. 
Probably never finished it. 

426
00:22:29,920 --> 00:22:32,120
Oh, I didn't. 
I did not finish this. 

427
00:22:34,760 --> 00:22:37,920
Yeah. 
Yeah, yeah, So. 

428
00:22:38,680 --> 00:22:42,920
And this kind of starts the 
whole written in an extremely 

429
00:22:42,920 --> 00:22:48,960
casual chatty part right here. 
Basically it says gather the 

430
00:22:48,960 --> 00:22:50,960
supplies that you need, 
whatever, get some playbooks 

431
00:22:50,960 --> 00:22:52,720
together. 
Playbooks are the characters, 

432
00:22:52,720 --> 00:22:55,320
like 4 page character sheets. 
You need those. 

433
00:22:55,320 --> 00:22:56,680
You can download them at 
Apocalypse World. 

434
00:22:56,680 --> 00:22:58,200
Again, that's linked. 
It's great. 

435
00:22:58,880 --> 00:23:02,600
This one's not linked, but it's 
linked earlier. 

436
00:23:05,200 --> 00:23:08,000
Continuing at the basics, the 
conversation role-playing is a 

437
00:23:08,000 --> 00:23:10,440
conversation. 
We all know that now in 2010, 

438
00:23:10,440 --> 00:23:11,760
it's probably good to have this 
in here. 

439
00:23:11,920 --> 00:23:14,160
But again, as part of the 
basics, I don't mind this being 

440
00:23:14,160 --> 00:23:15,840
in here. 
The rules mediate the 

441
00:23:15,840 --> 00:23:17,640
conversation. 
They kick in when someone says 

442
00:23:17,640 --> 00:23:20,280
some particular things and they 
oppose constraints on what 

443
00:23:20,280 --> 00:23:22,440
everyone should say after. 
Makes sense right? 

444
00:23:22,960 --> 00:23:26,760
Again, we start seeing bits and 
pieces of that like 

445
00:23:26,760 --> 00:23:31,120
conversational tone that just 
gets worse as you go moves and 

446
00:23:31,120 --> 00:23:33,560
dice. 
The particular thing that makes 

447
00:23:33,560 --> 00:23:35,800
these rules kick in are called 
moves. 

448
00:23:36,880 --> 00:23:40,600
So there is more than a page in 
the basic section. 

449
00:23:40,600 --> 00:23:44,960
It ends up being a page and a 
half on, kind of like what moves

450
00:23:44,960 --> 00:23:47,560
are without really telling you 
how to do moves until the very 

451
00:23:47,560 --> 00:23:49,360
end. 
And this is a perfect example of

452
00:23:49,360 --> 00:23:52,320
what I'm talking about when we 
go to this page here on page 10,

453
00:23:52,520 --> 00:23:55,880
right? 
It is an entire page talking 

454
00:23:55,880 --> 00:23:58,920
about moves, giving examples of 
moves having very casual 

455
00:23:58,920 --> 00:24:03,080
conversation of moves. 
And in the last paragraph it 

456
00:24:03,080 --> 00:24:08,360
says OK, so each move says which
stat the player should add to 

457
00:24:08,360 --> 00:24:10,760
their roll. 
To roll A+ stat, the player 

458
00:24:10,760 --> 00:24:13,160
rolls two dice, adds them, and 
adds the stat. 

459
00:24:13,400 --> 00:24:15,560
If the sum total is 6 or less, 
that's amiss. 

460
00:24:15,560 --> 00:24:16,880
If it's a seven or more, it's a 
hit. 

461
00:24:17,120 --> 00:24:21,160
Seven and nine is a weak hit, 10
plus is a strong hit that. 

462
00:24:21,160 --> 00:24:24,280
That's two sentences right there
explaining what this page and 

463
00:24:24,280 --> 00:24:26,720
1/2 is talking about. 
And the difference that I found 

464
00:24:26,720 --> 00:24:29,840
between this book and Blades in 
the Dark is even though I felt 

465
00:24:29,840 --> 00:24:33,640
like Blades in the Dark had way 
too much writing to explain a 

466
00:24:33,640 --> 00:24:36,920
very basic concepts like 10 
pages per rule. 

467
00:24:36,920 --> 00:24:40,160
What they did though is they 
actually took the rule out, put 

468
00:24:40,160 --> 00:24:44,160
it at the top in bold and said 
here is the rule. 

469
00:24:44,440 --> 00:24:46,800
Now let me talk about it. 
Now let me talk about it way too

470
00:24:46,800 --> 00:24:48,600
much, but the rule is at the 
top. 

471
00:24:48,720 --> 00:24:52,200
OK, this says, let me talk about
this thing way too much. 

472
00:24:52,560 --> 00:24:58,600
And at some point, with no 
actual designation of what I'm 

473
00:24:58,600 --> 00:25:02,680
talking about in this 2 pages, a
rule will be in there somewhere.

474
00:25:02,680 --> 00:25:04,600
Hope you find it. 
That's how I felt about the 

475
00:25:04,600 --> 00:25:07,200
whole game, that I felt like I 
had to dig for Easter eggs to be

476
00:25:07,200 --> 00:25:08,920
like, oh, that's a core mechanic
of the game. 

477
00:25:09,360 --> 00:25:11,160
Yeah, it's like every 
subheading. 

478
00:25:11,160 --> 00:25:14,400
I was skimming under it to find 
what part of the subheading was 

479
00:25:14,400 --> 00:25:16,320
actually like the mechanical 
part of that. 

480
00:25:17,760 --> 00:25:20,720
And actually there's another 
this same section that you're 

481
00:25:20,720 --> 00:25:22,680
talking about. 
The third from the last 

482
00:25:22,680 --> 00:25:26,920
paragraph also has another 
actual rule in it, but it's like

483
00:25:26,920 --> 00:25:29,200
the third from the last 
paragraph explains. 

484
00:25:29,640 --> 00:25:33,080
You know, take plus one forward 
or take -1 of them going, it's 

485
00:25:33,480 --> 00:25:36,520
like, oh, float, float all that 
shit all the way to the top, all

486
00:25:36,520 --> 00:25:39,320
the way to the top. 
And at no point when I got to 

487
00:25:39,320 --> 00:25:41,600
the end and I saw all the 
indexes and glossaries and 

488
00:25:41,600 --> 00:25:43,560
everything, I'm like dope. 
There's going to be, there's 

489
00:25:43,560 --> 00:25:46,120
going to be like maybe there'll 
be like a two page breakdown of 

490
00:25:46,120 --> 00:25:48,320
like the core stuff. 
Nope, Nope. 

491
00:25:48,400 --> 00:25:53,080
It's like actively, actively 
decided to be like, Oh well, we 

492
00:25:53,080 --> 00:25:56,000
didn't ride the system. 
So this isn't, there is no core 

493
00:25:56,000 --> 00:25:57,840
part to the game. 
It's really about the narrative.

494
00:25:57,840 --> 00:26:00,720
And it's like, yes, but here's 
the thing, like if you give, if 

495
00:26:00,720 --> 00:26:03,320
you give a four year old, a 
couple of four year olds right, 

496
00:26:03,640 --> 00:26:07,240
a bag of marbles and say go play
with them, sometimes you'll have

497
00:26:07,240 --> 00:26:09,120
more of them, sometimes you'll 
have less of them, and 

498
00:26:09,120 --> 00:26:12,560
eventually you'll have math like
that's not helpful. 

499
00:26:12,560 --> 00:26:15,640
At all, right. 
But if you go, here's 1 marble, 

500
00:26:15,920 --> 00:26:18,400
here's 1 marble. 
And you block a bunch of monkeys

501
00:26:18,400 --> 00:26:20,640
in the room with a typewriter. 
Eventually, you'll get 

502
00:26:20,640 --> 00:26:25,080
Shakespeare. 
Right, like the the war against 

503
00:26:25,280 --> 00:26:29,240
like explaining the mechanics in
this book broke my little brain.

504
00:26:29,240 --> 00:26:31,360
Like it? 
Is interesting because like this

505
00:26:31,360 --> 00:26:33,800
is a system like you can say 
whatever you want and you can 

506
00:26:33,800 --> 00:26:35,960
feel however you want. 
But this when you sit down and 

507
00:26:36,080 --> 00:26:39,320
write a game that has dice 
mechanics, it tied to a 

508
00:26:39,320 --> 00:26:42,960
narrative flow like you made the
system, like it is in fact. 

509
00:26:44,160 --> 00:26:48,480
And even if you don't want the 
players to in to, what's really 

510
00:26:48,480 --> 00:26:52,040
interesting is how much you have
to engage with the system and 

511
00:26:52,040 --> 00:26:53,960
how little it wants you to 
engage with the system. 

512
00:26:54,880 --> 00:26:57,000
Right. 
Which is really interesting. 

513
00:26:57,120 --> 00:27:01,760
We'll get to some other why I 
don't like moves later. 

514
00:27:01,880 --> 00:27:04,240
But again so moves and dice. 
That's basically what the 

515
00:27:04,240 --> 00:27:08,600
section says and it's a page and
a half to explain that and you 

516
00:27:08,600 --> 00:27:11,720
have to dig into that section 
about it. 

517
00:27:11,960 --> 00:27:15,640
And the other thing that it does
a lot throughout the entire 

518
00:27:15,640 --> 00:27:19,680
thing is it never really 
separates another says here's a 

519
00:27:19,680 --> 00:27:21,160
rule. 
Here's an example of play. 

520
00:27:21,840 --> 00:27:25,240
It's just as they're talking, 
suddenly they'll just break into

521
00:27:25,240 --> 00:27:27,040
what other players are doing and
this and that. 

522
00:27:27,040 --> 00:27:29,520
So that's another issue, is that
there's so many examples of 

523
00:27:29,520 --> 00:27:31,200
play, but it's not written as 
examples of play. 

524
00:27:31,400 --> 00:27:33,120
It's written as just like a one 
paragraph. 

525
00:27:33,120 --> 00:27:35,040
Oh, sometimes a player will do 
something like this and suddenly

526
00:27:35,040 --> 00:27:38,240
there's quotations and stuff. 
I'm going to be really honest, I

527
00:27:38,240 --> 00:27:41,720
didn't read any of the examples 
of play in this there. 

528
00:27:41,880 --> 00:27:43,560
That's what I'm saying is 
they're not really example of 

529
00:27:43,560 --> 00:27:46,240
play as much as it's just like a
continuation of the rant and be 

530
00:27:46,240 --> 00:27:48,720
like, so sometimes, sometimes 
I'll do this, but it's now I 

531
00:27:48,720 --> 00:27:51,600
would have much rather like 
gotten a rule and then add a 

532
00:27:51,600 --> 00:27:54,320
section called example of play 
for how moves work as opposed to

533
00:27:54,320 --> 00:27:57,600
like getting bits and chunks of 
it like all over the place And 

534
00:27:57,600 --> 00:27:59,720
one of the core things about it.
And then we'll move on because I

535
00:27:59,720 --> 00:28:04,560
don't want the basics. 
But this section explaining like

536
00:28:04,600 --> 00:28:07,440
moves is bigger than the section
explaining moves in the move 

537
00:28:07,440 --> 00:28:09,000
section. 
And they do that frequently 

538
00:28:09,000 --> 00:28:11,440
throughout where it's like 
here's some parts, but you'll 

539
00:28:11,440 --> 00:28:13,920
find it actually really later. 
But this part actually explains 

540
00:28:13,920 --> 00:28:16,400
it better than that part later 
and it's so redundant. 

541
00:28:16,400 --> 00:28:18,880
There's so many redundancies. 
But here's the another issue I 

542
00:28:18,880 --> 00:28:23,360
have So the rules for moves is 
to do it. 

543
00:28:23,680 --> 00:28:25,360
Do it. 
That's bolded, right? 

544
00:28:25,680 --> 00:28:28,280
In order for it to be a move and
for the player to roll dice, the

545
00:28:28,280 --> 00:28:30,480
kicker has to do something that 
counts as that move. 

546
00:28:30,480 --> 00:28:33,320
And whenever the character does 
something that counts as a move,

547
00:28:34,480 --> 00:28:36,400
it's the move and the players 
roll dice. 

548
00:28:38,520 --> 00:28:41,720
So it says usually it's 
unambiguous quote, UN quote, 

549
00:28:41,800 --> 00:28:43,640
like right in. 
Damn it, I guess I crawl out 

550
00:28:43,640 --> 00:28:45,480
there. 
I try to keep my head down. 

551
00:28:45,760 --> 00:28:47,800
So I'm doing it under fire, 
quote UN quote. 

552
00:28:48,160 --> 00:28:51,080
Like Yep. 
But there are two ways they 

553
00:28:51,080 --> 00:28:53,920
sometimes don't line up and it's
your job as MC to deal with 

554
00:28:53,920 --> 00:28:56,600
them, right. 
So this is the thing too. 

555
00:28:56,600 --> 00:29:02,120
It's it's I feel like the writer
was extremely unsure that people

556
00:29:02,120 --> 00:29:04,200
would understand it. 
So they over explained it. 

557
00:29:04,720 --> 00:29:07,080
Yeah way too much. 
And again not in a blaze in the 

558
00:29:07,080 --> 00:29:10,120
dark way where it's like here's 
like from Adm perspective it's 

559
00:29:10,120 --> 00:29:12,360
more of just like here's my 
thought process like dumped out 

560
00:29:12,360 --> 00:29:15,480
over and over and over again. 
So here's the issue really quick

561
00:29:15,480 --> 00:29:19,640
that I have with Moves and why 
this book is the is like the 

562
00:29:19,640 --> 00:29:21,680
reason I have issues with moves 
in the way that it's written, 

563
00:29:21,760 --> 00:29:24,080
right? 
So there's my issue with moves 

564
00:29:24,080 --> 00:29:28,080
is a common issue with moves in 
that I don't like the basic move

565
00:29:28,080 --> 00:29:31,400
list because I feel like 
everybody will just be staring 

566
00:29:31,400 --> 00:29:34,120
at the list going, OK, what can 
I do right, Right. 

567
00:29:34,160 --> 00:29:35,800
Like, well, I have to do one of 
these. 

568
00:29:36,080 --> 00:29:38,840
But when you read blogs and 
stuff, a lot of people are 

569
00:29:38,840 --> 00:29:41,120
alike. 
There's this this thing that for

570
00:29:41,120 --> 00:29:44,920
PBT ads that go well, if they 
don't trigger a move, they can 

571
00:29:44,920 --> 00:29:46,800
just do whatever they want to 
do, right? 

572
00:29:46,800 --> 00:29:48,760
So if you're just walking 
through the door, you don't have

573
00:29:48,760 --> 00:29:49,880
to roll for it. 
If you're doing this, you don't 

574
00:29:49,880 --> 00:29:51,560
have to roll for it's only when 
you trigger a move. 

575
00:29:51,720 --> 00:29:53,680
So you have to know the moves 
well enough to know when you 

576
00:29:53,680 --> 00:29:55,640
trigger them and all this other 
stuff. 

577
00:29:55,640 --> 00:29:59,440
But like that that aspect of 
like don't roll when you don't 

578
00:29:59,440 --> 00:30:02,280
have to roll is so poorly 
explained in this. 

579
00:30:02,600 --> 00:30:05,160
But this idea of like to do it, 
do it, and if you do it then do 

580
00:30:05,160 --> 00:30:09,280
the moves or whatever is over is
is is dumped and dumped and 

581
00:30:09,280 --> 00:30:11,440
dumped. 
So it comes down to the way that

582
00:30:11,440 --> 00:30:15,000
you write a game will 
intrinsically affect the way 

583
00:30:15,000 --> 00:30:17,800
people play the game, right? 
It's the it's the reason Fivey 

584
00:30:17,800 --> 00:30:20,200
writes the way it does to force 
people to play in the way that 

585
00:30:20,200 --> 00:30:25,600
they want them to play it. 
So in here the moves are 

586
00:30:25,600 --> 00:30:30,840
explained in this way where it's
like, well, they only, they only

587
00:30:30,840 --> 00:30:32,720
like are triggered when you 
trigger them. 

588
00:30:33,520 --> 00:30:36,600
OK, So you don't have to roll 
all the time, but then you get 

589
00:30:36,600 --> 00:30:38,920
to parts of the game that are 
literally like, you know what? 

590
00:30:38,960 --> 00:30:40,360
You know, you know how to end 
the session. 

591
00:30:41,760 --> 00:30:45,520
You do a move, you know what you
do once the game is over and you

592
00:30:45,520 --> 00:30:47,160
have to like highlight other 
people's stats. 

593
00:30:47,160 --> 00:30:49,000
It's a move. 
Like you literally have like 

594
00:30:49,000 --> 00:30:52,400
meta outside of game moves. 
So it feels like everything is a

595
00:30:52,400 --> 00:30:54,240
move. 
Like I expected there to be like

596
00:30:54,240 --> 00:30:57,600
a have to get up to piss move. 
Like it feels like everything 

597
00:30:57,600 --> 00:31:01,680
you do, you can't do anything 
until you make a quote, UN quote

598
00:31:01,680 --> 00:31:05,440
move. 
But intrinsically very poorly 

599
00:31:05,440 --> 00:31:08,840
explained in here is that you 
don't have that not everything 

600
00:31:08,840 --> 00:31:10,600
is a move. 
So it's like, but if you write 

601
00:31:10,600 --> 00:31:14,200
the game where everything feels 
like a move, then people will 

602
00:31:14,200 --> 00:31:17,440
always be looking for a move to 
do as opposed to doing what they

603
00:31:17,440 --> 00:31:21,400
want and then seeing if they 
have to roll because it 

604
00:31:21,400 --> 00:31:23,520
triggered a move. 
People will be looking at the 

605
00:31:23,520 --> 00:31:26,920
basic move list and going well, 
I have to do one of these. 

606
00:31:27,040 --> 00:31:30,560
So instead of like allowing the 
narrative to to like, do 

607
00:31:30,560 --> 00:31:34,600
whatever you want and if then if
it triggers a move, you you roll

608
00:31:34,600 --> 00:31:37,960
for the move it actually 
becomes, you have to do one of 

609
00:31:37,960 --> 00:31:40,600
these moves and therefore your 
narrative is based on them. 

610
00:31:40,600 --> 00:31:42,720
It's like the antithesis of what
it actually tried to be. 

611
00:31:45,120 --> 00:31:46,160
And that's why I don't like 
moves. 

612
00:31:46,640 --> 00:31:46,960
Uh, huh. 
Uh, huh. 

613
00:31:47,480 --> 00:31:48,960
I'm. 
I'm here with you. 

614
00:31:49,040 --> 00:31:51,040
Oh, absolutely. 
I I couldn't agree more. 

615
00:31:51,680 --> 00:31:52,880
OK, cool. 
I couldn't. 

616
00:31:53,040 --> 00:31:55,120
There's I have no ability to 
agree more than I do. 

617
00:31:55,720 --> 00:31:57,880
Yeah, I also heat tags when we 
get to that later, but we're 

618
00:31:57,880 --> 00:31:59,280
still on the basics. 
But that was quick. 

619
00:31:59,280 --> 00:32:01,320
So that's moves. 
Then we have stats. 

620
00:32:01,320 --> 00:32:05,280
There's six stats, and this 
stats section is a much better 

621
00:32:05,280 --> 00:32:07,360
explanation of the stats than 
when we get to the stats section

622
00:32:07,360 --> 00:32:09,920
later. 
Then we get to the Yeah, it is, 

623
00:32:09,920 --> 00:32:13,800
yeah, yeah. 
So the redundancies throughout 

624
00:32:13,800 --> 00:32:16,080
is crazy. 
So the stats are cool, which 

625
00:32:16,080 --> 00:32:20,360
means cool under fire, rational,
clear thinking, and you roll. 

626
00:32:20,360 --> 00:32:22,440
Plus, cool to do something under
fire. 

627
00:32:23,080 --> 00:32:25,240
I love. 
I love that that explanation is 

628
00:32:25,240 --> 00:32:26,840
right there. 
This is what I'm talking about. 

629
00:32:26,840 --> 00:32:30,480
We needed more of this very 
clear, concise language on how 

630
00:32:30,480 --> 00:32:32,160
to do the things that you're 
supposed to be doing right. 

631
00:32:32,440 --> 00:32:35,640
There's hard, which means hard 
hearted, violent, aggressive, 

632
00:32:35,640 --> 00:32:37,880
strong, willed, mean. 
And then you roll. 

633
00:32:37,880 --> 00:32:41,160
Plus hard to go aggro on someone
and the go aggro on someone is 

634
00:32:41,160 --> 00:32:43,200
bolded because that is a move 
you do later. 

635
00:32:43,680 --> 00:32:46,120
Hot means fucking hot. 
Attractive, subtle, gracious, 

636
00:32:46,120 --> 00:32:47,880
sexy, beautiful. 
You roll hot to seduce or 

637
00:32:47,880 --> 00:32:50,520
manipulate someone. 
Sharp, meaning sharp, witted, 

638
00:32:50,520 --> 00:32:53,120
clever, smart, et cetera. 
You roll plus sharp to read a 

639
00:32:53,120 --> 00:32:55,640
person or read a situation. 
Everything I'm saying at the 

640
00:32:55,640 --> 00:32:58,760
end, you roll to do something. 
Those things are move weird, 

641
00:32:58,800 --> 00:33:01,120
meaning a weirdo, psychic 
genius, uncanny. 

642
00:33:01,120 --> 00:33:03,120
All that stuff. 
Roll plus weird to open your 

643
00:33:03,120 --> 00:33:05,800
brain to the world. 
Psychic maelstrom and history 

644
00:33:05,800 --> 00:33:09,120
meaning history. 
It's HX like prescription 

645
00:33:09,120 --> 00:33:11,760
diagnosis, particularly shared 
history. 

646
00:33:12,040 --> 00:33:13,920
It's the history with other 
characters. 

647
00:33:13,920 --> 00:33:16,600
I do really enjoy that mechanic 
and we'll get to history later. 

648
00:33:16,600 --> 00:33:18,200
I thought that one was 
interesting. 

649
00:33:18,200 --> 00:33:19,840
And we'll get to it. 
When you're doing character 

650
00:33:19,840 --> 00:33:22,000
creation, like the setup for it,
how it's done. 

651
00:33:22,000 --> 00:33:24,440
But I'm like, OK, that's cool. 
Yeah, that's very narrative. 

652
00:33:24,560 --> 00:33:27,320
You know, that's a good leader. 
I really like that. 

653
00:33:27,320 --> 00:33:31,400
And it is how you advance is 
your history with with other 

654
00:33:31,400 --> 00:33:33,120
people and things like that. 
So because you don't really 

655
00:33:33,120 --> 00:33:35,280
advantage, just improve a little
bit or do things a little bit 

656
00:33:35,280 --> 00:33:41,880
differently so that those are 
the the, the, the stats and the 

657
00:33:41,880 --> 00:33:44,880
core kind of core moves to go 
with them. 

658
00:33:45,400 --> 00:33:48,440
The maximum for any status plus 
three, the minimum is -3. 

659
00:33:48,440 --> 00:33:52,200
Most will be in a -, 1 to +2. 
And there's a notation here that

660
00:33:52,200 --> 00:33:56,680
says cool -2 means that your 
cool is -2. 

661
00:33:57,520 --> 00:34:00,760
Weird equals 0 means that you're
weird is 0. 

662
00:34:01,200 --> 00:34:03,240
There's a lot of fucking algebra
on this where I'm like there's 

663
00:34:03,240 --> 00:34:04,400
too many letters that you didn't
need. 

664
00:34:04,400 --> 00:34:05,400
You could just say it, it's 
fine. 

665
00:34:06,240 --> 00:34:08,440
History plus one. 
That means that your history 

666
00:34:08,440 --> 00:34:11,840
with someone is plus one. 
Some rules call for you to 

667
00:34:11,840 --> 00:34:15,719
modify your stats, in which case
the modifier appears before the 

668
00:34:15,719 --> 00:34:18,480
stat name. 
So plus one Cool means you add 1

669
00:34:18,480 --> 00:34:21,960
to your cool -2. 
Weird means you subtract 2 from 

670
00:34:21,960 --> 00:34:24,199
your weird. 
So there's a difference based on

671
00:34:24,199 --> 00:34:27,639
like, whether you're just 
modifying the specific role 

672
00:34:27,639 --> 00:34:30,880
you're doing versus modify, or 
what your actual stats look 

673
00:34:30,880 --> 00:34:32,520
like. 
That's not that complicated. 

674
00:34:32,520 --> 00:34:34,840
It's fine. 
Each chat, each player 

675
00:34:34,840 --> 00:34:38,400
highlights two of her character 
stats, one chosen by another 

676
00:34:38,400 --> 00:34:41,560
player, 1 chosen by you. 
This is another part that that 

677
00:34:41,560 --> 00:34:44,960
that we'll get to the MC1 chosen
by you, the MC. 

678
00:34:44,960 --> 00:34:47,520
The character's development over
time depends on her highlighted 

679
00:34:47,520 --> 00:34:50,040
stats. 
For details, see the Character 

680
00:34:50,040 --> 00:34:52,560
creation chapter page 70, which 
is hyperlinked, and the 

681
00:34:52,560 --> 00:34:55,920
improvement chapter page 258. 
Why is it listed three times? 

682
00:34:56,120 --> 00:34:58,880
And Y is one of the best 
explanations for how to actually

683
00:34:58,880 --> 00:35:00,120
do that in this section right 
here. 

684
00:35:00,480 --> 00:35:03,360
Because I when I got to 
highlighting stats later, I had 

685
00:35:03,360 --> 00:35:05,280
to be like, wait, why do we 
highlight stats again and 

686
00:35:05,280 --> 00:35:09,200
literally like do like a like a 
like a control F to like find 

687
00:35:09,200 --> 00:35:10,880
highlights. 
So I could find this and it's 

688
00:35:10,880 --> 00:35:14,280
all the way up here. 
Yeah, so gear, another crap. 

689
00:35:14,320 --> 00:35:15,800
You have gear. 
It has tags. 

690
00:35:15,800 --> 00:35:17,320
I don't like tags. 
We'll get to tags later. 

691
00:35:18,040 --> 00:35:21,440
Harm and healing. 
Things get harmed and things 

692
00:35:21,440 --> 00:35:22,880
heal. 
And there are clocks, and this 

693
00:35:22,880 --> 00:35:26,840
is the worst way I like clocks. 
It actually uses like the 

694
00:35:26,840 --> 00:35:28,680
numbers on a clock, which makes 
no sense to me. 

695
00:35:29,920 --> 00:35:31,960
But you can harm stuff and you 
can heal stuff. 

696
00:35:32,320 --> 00:35:36,840
There's exactly where I needed 
some art, like clock example 

697
00:35:36,840 --> 00:35:39,800
art, you know? 
Yeah, well, especially early on 

698
00:35:39,800 --> 00:35:41,480
if you're hitting the basics to 
to do a little bit. 

699
00:35:41,720 --> 00:35:43,680
But there's also times where 
they give you the little art 

700
00:35:43,680 --> 00:35:46,000
that they do multiple times or 
in the wrong section. 

701
00:35:46,760 --> 00:35:50,000
Character improvement. 
You mark experience mostly based

702
00:35:50,000 --> 00:35:53,480
on history or through moves in 
your history with other people 

703
00:35:54,160 --> 00:35:56,160
affects your experience bubbles.
And when you get enough 

704
00:35:56,160 --> 00:35:57,960
experience bubble, you can 
improve your character, which 

705
00:35:57,960 --> 00:35:59,920
lets you, you know, adjust 
things on your playbook. 

706
00:35:59,960 --> 00:36:02,240
That's character improvement, 
timeline of play. 

707
00:36:03,480 --> 00:36:07,080
There's the play pre play prep, 
which is you getting our shit 

708
00:36:07,080 --> 00:36:08,480
together. 
There's the first session which 

709
00:36:08,480 --> 00:36:11,440
is really just character 
creation and their subsequent 

710
00:36:11,440 --> 00:36:14,200
sessions. 
I know that the whole the the 

711
00:36:14,200 --> 00:36:16,080
thing about like it takes 6 
sessions to get going. 

712
00:36:16,080 --> 00:36:18,280
I don't think so. 
I think it really takes. 

713
00:36:18,280 --> 00:36:20,560
I know that they wrote that, but
like from from reading this it 

714
00:36:20,560 --> 00:36:23,880
sounds like it really takes 
maybe like 3. 

715
00:36:23,960 --> 00:36:26,920
The first one being character 
creation, the second one being 

716
00:36:26,920 --> 00:36:28,560
there's a session you're going 
to talk about later where 

717
00:36:28,560 --> 00:36:30,400
basically you just spend a whole
session just kind of like 

718
00:36:30,680 --> 00:36:33,240
walking around interacting, 
getting to know people so you 

719
00:36:33,240 --> 00:36:36,760
can like build narrative in the 
world. 

720
00:36:36,760 --> 00:36:39,400
And then the third session where
you really kind of get going. 

721
00:36:39,800 --> 00:36:43,360
So I would say 3 sections, but 
that doesn't feel like too much 

722
00:36:43,360 --> 00:36:45,400
because. 
One that feels fine, That feels 

723
00:36:45,400 --> 00:36:49,440
like normal, you know? 
Yeah, there's a whole page of, 

724
00:36:49,440 --> 00:36:50,760
like, why to play. 
I do. 

725
00:36:50,840 --> 00:36:53,000
I do like to play was the 
interesting section. 

726
00:36:53,200 --> 00:36:56,320
You know, just to have, you 
know, Yeah, so #1, because the 

727
00:36:56,320 --> 00:36:58,080
characters are fucking hot. 
That's cool. 

728
00:36:58,080 --> 00:37:00,880
A lot of this game is just like,
it's the apocalypse and it's 

729
00:37:00,880 --> 00:37:03,120
kind of a movie. 
So everyone's buff and hot and 

730
00:37:03,120 --> 00:37:06,040
sometimes they fuck and they 
kill shit and I'm like, cool, 

731
00:37:06,040 --> 00:37:08,280
I'm down, I'm down. 
Like, let's see how it goes. 

732
00:37:08,480 --> 00:37:11,600
That's a thing, yeah, because 
hot as they are, the characters 

733
00:37:11,600 --> 00:37:13,560
are best and hottest when you 
put them together. 

734
00:37:13,560 --> 00:37:15,840
Rivals, lovers, all that stuff. 
3. 

735
00:37:15,840 --> 00:37:18,280
Because the characters are 
together against a horrific 

736
00:37:18,280 --> 00:37:19,640
world. 
They're carving up their little 

737
00:37:19,640 --> 00:37:22,360
space of hope 4. 
Because they're together, sure, 

738
00:37:22,360 --> 00:37:24,200
but they're desperate and 
they're under a lot of pressure.

739
00:37:25,080 --> 00:37:28,200
5 because there's something 
really wrong with the world, and

740
00:37:28,200 --> 00:37:30,240
I don't know what it is. 
The world wasn't always like 

741
00:37:30,240 --> 00:37:32,720
this, blasted and brutal. 
There wasn't always a psychic 

742
00:37:32,720 --> 00:37:34,760
maelstrom. 
So how do you figure out what to

743
00:37:34,760 --> 00:37:36,120
do? 
That doesn't really explain to 

744
00:37:36,120 --> 00:37:38,800
me like why I want to play the 
game that explained to me like, 

745
00:37:40,040 --> 00:37:42,720
but not it does, but in a way 
that I I expected to just be 

746
00:37:42,720 --> 00:37:44,520
like why would you play this 
game versus other games? 

747
00:37:44,760 --> 00:37:47,840
But this is more of just like 
what are you doing when you play

748
00:37:47,840 --> 00:37:48,760
the game? 
Like, right. 

749
00:37:49,200 --> 00:37:51,360
You know you're being hot and 
you're being put into shitty 

750
00:37:51,360 --> 00:37:53,840
situations and you're seeing if 
you can find hope in it, you 

751
00:37:53,880 --> 00:37:54,880
know? 
And that's cool. 

752
00:37:54,880 --> 00:37:56,760
I dig it. 
Like that's I like that that's 

753
00:37:56,760 --> 00:37:58,640
in the basic section and that's 
in the basic section. 

754
00:37:58,640 --> 00:38:03,000
So cool rundown of the rules. 
But it's weird because there are

755
00:38:03,000 --> 00:38:06,160
parts of the quote UN quote 
basic section that explain rules

756
00:38:06,160 --> 00:38:09,400
better than the sections 
explaining those rules. 

757
00:38:10,080 --> 00:38:11,160
And we're gonna get to the 
sections. 

758
00:38:11,160 --> 00:38:12,640
And I'm gonna be like, this is 
worse, actually. 

759
00:38:12,680 --> 00:38:15,480
Yeah. 
Another piece of art here. 

760
00:38:15,480 --> 00:38:19,880
It's a a buff chick with like, a
a short haircut walking out of a

761
00:38:20,160 --> 00:38:23,880
a car holding a machine gun. 
Dope vibey. 

762
00:38:24,040 --> 00:38:27,040
I I you know, I dig it. 
This is the playbooks. 

763
00:38:27,320 --> 00:38:32,080
Are we? 
Hey, we're hitting this now, 

764
00:38:32,080 --> 00:38:35,400
right? 
I don't have any idea. 

765
00:38:35,600 --> 00:38:38,040
Maybe, Yeah. 
OK. 

766
00:38:38,600 --> 00:38:41,520
I mean, they're not really like.
They're just like a short blurb 

767
00:38:41,600 --> 00:38:45,240
on each one. 
It's oh, and then and then it's 

768
00:38:45,240 --> 00:38:46,600
kind of has all of them. 
Yeah. 

769
00:38:46,800 --> 00:38:52,000
So why don't we do like just 
like maybe skip the the 

770
00:38:52,000 --> 00:38:54,400
narrative or the type of part 
and just go with like the 

771
00:38:54,400 --> 00:38:56,960
italics maybe on each one. 
So we people explain like the 

772
00:38:57,000 --> 00:39:01,000
the, the, what, what, the class,
what the archetypes actually 

773
00:39:01,000 --> 00:39:03,160
are. 
Also an interesting thing here 

774
00:39:03,160 --> 00:39:06,880
is that that short blurb. 
On each one is actually also on 

775
00:39:07,200 --> 00:39:12,320
the the the like playbook like a
stat page. 

776
00:39:12,320 --> 00:39:14,520
It's really funny. 
It's like written here and then 

777
00:39:14,520 --> 00:39:17,640
like, so you're looking at the 
Angel right now, Which what page

778
00:39:17,640 --> 00:39:24,680
is it on 16? 
It's also on page 23, so so if 

779
00:39:24,680 --> 00:39:26,840
you're going to have playbooks 
in this part, I think this is 

780
00:39:26,840 --> 00:39:29,040
the part you have and you take 
the actual character sheet 

781
00:39:29,040 --> 00:39:30,760
playbook and put it in the back.
And put it in the back. 

782
00:39:30,800 --> 00:39:33,480
Totally. 
That makes a lot of sense to me.

783
00:39:36,240 --> 00:39:40,680
Yeah, you want focus on on one, 
well, let's let's let's focus on

784
00:39:40,680 --> 00:39:42,320
one for like actually reading 
through the character sheet. 

785
00:39:42,320 --> 00:39:44,800
But do you want to just do like 
a, the the quick maybe like 

786
00:39:45,160 --> 00:39:46,600
mechanical blurb at the end of 
each one. 

787
00:39:46,600 --> 00:39:50,720
So we just know all of the all 
of the archetypes, yeah. 

788
00:39:50,720 --> 00:39:53,360
Or even just say like angels are
medics, battle waves are this. 

789
00:39:53,360 --> 00:39:55,000
You know what I mean like. 
Angels are medics. 

790
00:39:58,360 --> 00:40:04,280
Yep, there we go. 
Yeah, Battle Babe is like a like

791
00:40:04,280 --> 00:40:09,920
a high social acumen warrior. 
You know, fighter. 

792
00:40:10,400 --> 00:40:13,360
You're a sexy, sexy warrior. 
There you go. 

793
00:40:16,680 --> 00:40:20,240
I don't know what a brainer is. 
Was a brainer spooky weirdos? 

794
00:40:20,720 --> 00:40:25,240
Yeah, just weird. 
Powerful but strange. 

795
00:40:30,360 --> 00:40:37,360
The Chopper, a leads biker gang,
which fairly interesting. 

796
00:40:38,560 --> 00:40:42,040
They're powerful, but also their
power is power is external in 

797
00:40:42,040 --> 00:40:46,680
their gang, which is a kind of a
cool rule thing that we'll get 

798
00:40:46,760 --> 00:40:48,840
to. 
I always skimmed that one. 

799
00:40:48,840 --> 00:40:50,600
I was like, oh, OK. 
I kind of like the gang. 

800
00:40:51,080 --> 00:40:53,400
Interesting. 
The ones that have like 

801
00:40:53,840 --> 00:40:55,880
ingrained power, like the 
chopper and the hard holder, 

802
00:40:55,880 --> 00:40:58,080
that like come with a gang or 
come with a hold or something 

803
00:40:58,080 --> 00:40:59,120
like that. 
It's interesting that. 

804
00:40:59,520 --> 00:41:03,080
You can pick a character that 
comes with so much as like a 

805
00:41:03,080 --> 00:41:06,480
base character because clearly 
there's a a balance changes, you

806
00:41:06,480 --> 00:41:08,800
know what I mean? 
It's interesting, yeah. 

807
00:41:08,800 --> 00:41:13,120
And I've played another PBTA 
called I referred to earlier, 

808
00:41:13,120 --> 00:41:14,880
called Broken Wealth that has 
very much the same thing. 

809
00:41:14,880 --> 00:41:18,720
It's like each of the character 
played books is like its own 

810
00:41:18,760 --> 00:41:21,560
like epic thing, and they're a 
little unbalanced. 

811
00:41:21,560 --> 00:41:24,040
And I kind of feel like this 
one's like a little imbalance as

812
00:41:24,040 --> 00:41:25,360
well. 
Fuck. 

813
00:41:25,640 --> 00:41:27,720
Fuck balance. 
I mean, for a game that's going 

814
00:41:27,720 --> 00:41:29,920
to be narrative, I take no issue
with that. 

815
00:41:29,920 --> 00:41:31,480
Because, yeah, it's supposed to 
be narrative, right? 

816
00:41:31,480 --> 00:41:34,960
Like the character I want to 
play maybe isn't this powerful 

817
00:41:34,960 --> 00:41:38,200
gang leader, maybe I want to 
play the next one, the driver 

818
00:41:39,080 --> 00:41:44,480
that's like a high mobility 
driver, you know, And vehicles 

819
00:41:44,480 --> 00:41:47,960
are like a thing here. 
Very much so, yeah. 

820
00:41:48,760 --> 00:41:50,560
Yeah. 
Got one of my favorite parts Is 

821
00:41:50,560 --> 00:41:54,800
way at the end where it talks 
about, hey, so someone told me 

822
00:41:54,800 --> 00:41:58,000
that 50 years after the world 
ends, gasoline evaporates. 

823
00:41:58,320 --> 00:42:00,360
Oops, I don't care. 
Like, pretend it's like a 

824
00:42:00,400 --> 00:42:03,000
diesel. 
I'm just like, that is the best 

825
00:42:03,000 --> 00:42:05,480
way to approach that to just be 
like, I hope it's a game? 

826
00:42:05,720 --> 00:42:07,920
Yeah, I don't give a shit. 
Yeah, I don't see that 

827
00:42:08,200 --> 00:42:11,720
realistic. 
So yeah, good to know about that

828
00:42:11,720 --> 00:42:17,760
50 year life on gasoline though.
Yeah, so driver drives high, 

829
00:42:17,760 --> 00:42:22,600
mobility comes with the vehicle 
gun lugger. 

830
00:42:23,480 --> 00:42:25,440
Can you guess what the gun 
lugger does, Ryan? 

831
00:42:25,880 --> 00:42:28,160
They probably lug guns is my 
question. 

832
00:42:28,160 --> 00:42:30,800
I'll say that I do appreciate 
the fact that you can read the 

833
00:42:30,800 --> 00:42:33,800
name of the class and be like I 
know what that class does. 

834
00:42:35,000 --> 00:42:38,920
Yeah, yeah. 
Especially for apocalyptic. 

835
00:42:41,600 --> 00:42:43,920
Yeah, Game. 
After the gun lugger, we have 

836
00:42:43,920 --> 00:42:47,680
the hard holder. 
Heart holders are landlords, 

837
00:42:47,680 --> 00:42:50,520
warlords are governors. 
They have little strongholds. 

838
00:42:50,720 --> 00:42:52,080
They got a little, They got 
land. 

839
00:42:53,560 --> 00:42:59,760
And the Hocus is a weird, culty 
person that has more of the IT 

840
00:42:59,760 --> 00:43:02,880
has more of the peripheral moves
than anybody else. 

841
00:43:02,880 --> 00:43:04,160
They're pretty much all for the 
Hocus. 

842
00:43:04,160 --> 00:43:09,040
So yeah, if you want to be a 
weird supernatural person, cult 

843
00:43:09,040 --> 00:43:10,520
leader, the Hocus for you and 
of. 

844
00:43:11,640 --> 00:43:13,000
Course there would be in the 
apocalypse. 

845
00:43:13,000 --> 00:43:20,760
I mean, yeah, absolutely. 
The Is it the Maestro D? 

846
00:43:21,240 --> 00:43:25,080
Bro it broke my brain. 
I'm like I I googled maestro DI 

847
00:43:25,200 --> 00:43:28,240
can find nothing called maestro 
D and what kept popping them. 

848
00:43:28,240 --> 00:43:31,920
It's a maidor DA Maidor D, yeah.
Yeah, I don't understand why 

849
00:43:31,920 --> 00:43:33,400
it's called a maestro. 
DI really don't understand. 

850
00:43:33,400 --> 00:43:36,160
Is it supposed to be like a like
a play on like you're a maestros

851
00:43:36,160 --> 00:43:38,920
and you make things like like 
you you? 

852
00:43:39,560 --> 00:43:42,000
Bring a lot of people together 
to do whatever. 

853
00:43:42,040 --> 00:43:45,040
But I just kept reading as Major
D cuz I was like, that's what 

854
00:43:45,040 --> 00:43:46,880
makes sense of major D is called
an establishment. 

855
00:43:47,560 --> 00:43:49,520
Yeah, you pretty much run an 
establishment. 

856
00:43:49,520 --> 00:43:53,080
And I think what I do see here 
is it's very much like the hard 

857
00:43:53,080 --> 00:43:55,520
holder, except if you want it to
be sexier with fewer 

858
00:43:55,520 --> 00:43:59,920
obligations, which okay. 
Cool. 

859
00:44:00,000 --> 00:44:01,960
I love that. 
Basically like you run like a 

860
00:44:02,040 --> 00:44:04,440
like a drug den or a club or a 
strip or a strip joint or 

861
00:44:04,440 --> 00:44:06,440
whatever. 
But like the hard holder is like

862
00:44:06,440 --> 00:44:08,320
basically a Fort. 
So you have to deal with all the

863
00:44:08,360 --> 00:44:11,200
Fort shit. 
But the major D, it's like a 

864
00:44:11,200 --> 00:44:12,680
club. 
Like if you really just want to 

865
00:44:12,680 --> 00:44:14,920
grab the money and run like who 
gives a shit? 

866
00:44:14,920 --> 00:44:17,200
Like that's that's that's your 
thing. 

867
00:44:17,200 --> 00:44:19,680
I really dig that. 
There's like the hard holder for

868
00:44:19,680 --> 00:44:22,000
someone who wants to like 
because if you do, the hard 

869
00:44:22,000 --> 00:44:24,120
holder. 
You're basically like this is 

870
00:44:24,120 --> 00:44:26,240
not a mobile game. 
Your whole thing is built around

871
00:44:26,240 --> 00:44:29,840
the Fort, but with the with the 
mater D you could like start it 

872
00:44:29,840 --> 00:44:31,800
like a strip club or whatever 
and maybe able to come back to 

873
00:44:31,800 --> 00:44:33,880
it, but it doesn't feel like 
you're tied to it nearly as 

874
00:44:33,880 --> 00:44:34,960
much. 
So I I really like that. 

875
00:44:34,960 --> 00:44:36,760
I think it's neat. 
Yeah, you too. 

876
00:44:37,520 --> 00:44:40,080
And then the is the savvy head 
the last one? 

877
00:44:40,400 --> 00:44:42,000
No, it's not. 
There's the Skinner upside. 

878
00:44:42,040 --> 00:44:49,280
Savvy head is your like, support
tech person, powerful reality 

879
00:44:49,280 --> 00:44:51,680
bending. 
Yeah, same school. 

880
00:44:52,800 --> 00:44:56,920
And then the Skinner Skinners 
are pure hot. 

881
00:44:57,520 --> 00:45:01,120
This is, this is your face. 
You know, your manipulative face

882
00:45:01,120 --> 00:45:04,480
character. 
Yeah, yeah. 

883
00:45:05,640 --> 00:45:09,040
And then we have a list of the 
basic moves right here. 

884
00:45:10,600 --> 00:45:12,800
For like the for like the first 
of like 8 times. 

885
00:45:13,160 --> 00:45:17,920
Yeah, a very great concise list.
I actually didn't count the 

886
00:45:17,920 --> 00:45:21,600
moves. 
Well, I mean, they're the basic 

887
00:45:21,600 --> 00:45:23,640
moves where there's 1000 more, 
yeah. 

888
00:45:23,640 --> 00:45:30,160
So 1010 basic moves and that's 
including session And and they 

889
00:45:30,160 --> 00:45:32,400
all are kind of like 
self-explanatory. 

890
00:45:32,600 --> 00:45:36,680
But we're going to explain them 
anyway here in a little bit, 

891
00:45:36,680 --> 00:45:38,040
yeah. 
And then we have the actual, 

892
00:45:38,040 --> 00:45:44,120
like mechanical playbooks. 
In a place that I done on page 

893
00:45:44,160 --> 00:45:48,280
22 for like 50 pages it's so 
weird put these in the back 

894
00:45:48,600 --> 00:45:53,160
like. 
This book is just such. 

895
00:45:53,160 --> 00:46:00,160
It's so weirdly put together in 
like in a short thing like a 

896
00:46:00,160 --> 00:46:01,960
Zine or whatever. 
When things are kind of like out

897
00:46:01,960 --> 00:46:03,720
of order, it's not a big deal 
because you're only reading like

898
00:46:03,720 --> 00:46:05,400
30 pages. 
But when you're reading 300 

899
00:46:05,400 --> 00:46:09,200
pages, having things out of 
order makes it so hard to parse 

900
00:46:09,200 --> 00:46:12,880
what's important and what's not,
and that having things not 

901
00:46:12,880 --> 00:46:15,760
written in the way that, like 
the the game flows. 

902
00:46:16,080 --> 00:46:20,880
Like it should be the basics, 
the all the moves, harm and 

903
00:46:20,880 --> 00:46:24,320
healing gear and crap. 
Like the things that actually 

904
00:46:24,320 --> 00:46:26,920
really affect play. 
And then if you want to do like 

905
00:46:26,920 --> 00:46:30,080
the MC section we'll get to a 
little bit like put that like 

906
00:46:30,080 --> 00:46:31,240
start with the second-half the 
game. 

907
00:46:31,240 --> 00:46:32,720
That's more about running the 
game. 

908
00:46:32,720 --> 00:46:34,280
You know what I mean? 
Like, it's just but it's so 

909
00:46:34,280 --> 00:46:38,720
interspersed, so again, chopped 
up and so many times there's a 

910
00:46:38,800 --> 00:46:42,400
just randomly a core move is 
like tucked into a subsection of

911
00:46:42,400 --> 00:46:45,360
a subsection. 
It's like, yeah, anyway. 

912
00:46:47,640 --> 00:46:50,760
Did you want to run through one 
of these now or maybe like later

913
00:46:50,760 --> 00:46:52,520
once you read more about, like, 
what's going on? 

914
00:46:53,040 --> 00:46:58,800
Let's run through the battle 
babe real quick, because I feel 

915
00:46:58,800 --> 00:47:01,120
like that was the one we said 
that we were going to focus on. 

916
00:47:02,440 --> 00:47:06,640
Yeah, So the character sheet, 
the playbook, right, it starts 

917
00:47:06,640 --> 00:47:09,120
with all of them. 
The first page I think is 

918
00:47:09,120 --> 00:47:14,160
exactly the same for all. 
It's your basics like your name,

919
00:47:14,160 --> 00:47:17,400
your look, your stats, your 
history. 

920
00:47:17,560 --> 00:47:20,480
And then it has your character. 
Special S battle babe special. 

921
00:47:20,840 --> 00:47:24,760
I'm right under the history 
pardon me section if you did 

922
00:47:25,640 --> 00:47:29,640
another character have sex 
nullify the other characters sex

923
00:47:29,640 --> 00:47:32,280
move. 
Whatever it is just does not 

924
00:47:32,280 --> 00:47:33,280
happen. 
That's right there. 

925
00:47:33,280 --> 00:47:35,560
Sex moves. 
Your special move is a sex move.

926
00:47:35,920 --> 00:47:40,080
Yeah, Yeah. 
And then there's your harm clock

927
00:47:40,480 --> 00:47:44,240
bottom left and then the 
improvement section. 

928
00:47:45,200 --> 00:47:50,120
And that's the first page, The 
second page I. 

929
00:47:50,160 --> 00:47:56,120
Will say real quick, I do like 
on this on the stat section 

930
00:47:56,120 --> 00:47:59,600
there's it lists the moves that 
are associated with that stat 

931
00:47:59,600 --> 00:48:01,120
next to the stat. 
So that does make it a little 

932
00:48:01,120 --> 00:48:02,800
bit easier when you actually 
have the playbook in front of 

933
00:48:02,800 --> 00:48:04,640
you. 
I agree to to kind of associate 

934
00:48:04,640 --> 00:48:07,240
that and the little sections to 
like highlight and whatnot, 

935
00:48:10,760 --> 00:48:15,000
yeah, So the second of is it 4 
pages, the second of the four 

936
00:48:15,000 --> 00:48:18,200
page playbook, It really is like
a playbook like, you know, it 

937
00:48:18,200 --> 00:48:20,080
tells. 
You not a play sheet playbook 

938
00:48:20,080 --> 00:48:22,000
for sure. 
It tells you in the first 

939
00:48:22,000 --> 00:48:25,720
session part, which we'll get to
to have printouts for these. 

940
00:48:25,960 --> 00:48:28,960
And I'm like Oh yeah, you most 
definitely need printouts for 

941
00:48:28,960 --> 00:48:30,840
each of these because it's 
unplayable without that. 

942
00:48:31,840 --> 00:48:33,880
Yeah, so the Babble Babe has the
blurb. 

943
00:48:34,760 --> 00:48:38,000
You read it if you if you want 
to, but also get the book. 

944
00:48:39,000 --> 00:48:43,000
And it has Battle Babe moves, 
which are the like specific 

945
00:48:44,080 --> 00:48:49,800
Battle Babe moves. 
I don't want to read them. 

946
00:48:49,800 --> 00:48:53,440
It's dangerous and sexy. 
Ice cold, merciless visions of 

947
00:48:53,440 --> 00:48:56,760
death, perfect instincts and 
impossible reflexes. 

948
00:48:58,480 --> 00:49:00,600
Yeah, you just, I think you 
picked like maybe 2IN character 

949
00:49:00,600 --> 00:49:01,720
creation. 
We'll get to that in character 

950
00:49:01,720 --> 00:49:02,960
creation, yeah, I think it's 
something like that. 

951
00:49:02,960 --> 00:49:08,640
We'll, we'll, we'll, we'll come 
back maybe and then custom 

952
00:49:08,640 --> 00:49:13,720
weapons, firearms and hand 
weapons a little. 

953
00:49:13,760 --> 00:49:15,960
Just like a little place to 
write down your custom weapons, 

954
00:49:16,560 --> 00:49:21,160
gear and barter section and then
a barter section that explains 

955
00:49:21,160 --> 00:49:23,600
how barter works, which we'll 
also look at later on in the 

956
00:49:23,600 --> 00:49:25,520
book. 
Actually, super OK with this 

957
00:49:25,520 --> 00:49:29,320
being here in the Playbook too. 
And barter is like an optional 

958
00:49:29,320 --> 00:49:32,280
thing. 
If you have a world that doesn't

959
00:49:32,280 --> 00:49:33,760
make sense for bartering, there 
is no bartering. 

960
00:49:33,760 --> 00:49:36,760
But I do like that it's there. 
Oh man. 

961
00:49:36,760 --> 00:49:39,800
On the last page of the 
Playbook, you have the Creating 

962
00:49:39,800 --> 00:49:46,040
a Battle babe, which arguably 
maybe not the last page of the 

963
00:49:46,040 --> 00:49:53,720
Playbook, but what do I know? 
Yeah, name stats, gear, look, 

964
00:49:53,720 --> 00:49:58,560
moves, history. 
Yeah, it's here. 

965
00:49:59,440 --> 00:50:02,560
Yeah, I yeah. 
Well, actually putting it 

966
00:50:02,560 --> 00:50:04,920
together should be like the 
first or second page. 

967
00:50:05,120 --> 00:50:10,640
I agree so. 
Yeah, so I don't know, it's it's

968
00:50:10,640 --> 00:50:12,600
just again, it's just weird how 
this whole thing is put 

969
00:50:12,600 --> 00:50:14,320
together. 
But yeah, so it's a four page 

970
00:50:14,320 --> 00:50:17,560
character sheet, which is fine 
because a lot of it is just 

971
00:50:17,560 --> 00:50:21,400
explaining right, which I think 
is really good to have in front 

972
00:50:21,400 --> 00:50:22,480
of you. 
But honestly, I think it's a 

973
00:50:22,480 --> 00:50:25,600
strength, that part. 
But here's The thing is like, if

974
00:50:25,600 --> 00:50:28,360
you're going to have this much 
information here, you know what?

975
00:50:28,360 --> 00:50:30,200
I would. 
I would chop off this entire 

976
00:50:30,200 --> 00:50:32,480
barter section and you know what
I would have right here? 

977
00:50:33,400 --> 00:50:37,840
The section up at the top where 
it talks about stats and then 

978
00:50:37,840 --> 00:50:41,880
gives you what the stat is and 
what move you roll for that stat

979
00:50:41,880 --> 00:50:43,960
and what it normally is would 
fit. 

980
00:50:43,960 --> 00:50:47,040
Would literally drop right into 
this exact amount of space, and 

981
00:50:47,040 --> 00:50:50,240
I would much rather have right 
in front of me a quick reference

982
00:50:50,240 --> 00:50:53,120
to. 
Like the moves that I need to do

983
00:50:53,120 --> 00:50:55,240
then something like water, which
is an optional rule. 

984
00:50:56,640 --> 00:51:00,400
Yeah, I mean they're they do 
have this, the moves next to the

985
00:51:00,400 --> 00:51:03,000
stats already, right? 
Yeah, but a little bit of an 

986
00:51:03,000 --> 00:51:04,320
explain. 
I mean, if you're going to use 

987
00:51:04,320 --> 00:51:06,680
this space for something, I 
would rather have it be for that

988
00:51:06,680 --> 00:51:09,240
to give me, again, another 
little low break. 

989
00:51:09,240 --> 00:51:10,840
Yeah, I could probably think of 
another. 

990
00:51:11,200 --> 00:51:13,240
There's several other things 
that you can do with that space.

991
00:51:13,240 --> 00:51:14,880
I agree. 
Yeah. 

992
00:51:14,960 --> 00:51:19,000
So that's the playbook. 
I do think the fact that it has 

993
00:51:19,000 --> 00:51:21,120
explanations for stuff is 
actually the strongest part of 

994
00:51:21,120 --> 00:51:24,040
the playbook. 
Yep, I think it's placement in 

995
00:51:24,040 --> 00:51:26,600
this book is the weakest part. 
Why? 

996
00:51:26,600 --> 00:51:27,560
Why are they? 
Why are they? 

997
00:51:27,720 --> 00:51:29,320
Why are they? 
Why are they 50 pages of 

998
00:51:29,320 --> 00:51:30,480
playbooks? 
Like 20 pages in? 

999
00:51:30,480 --> 00:51:31,520
Put them at the back of the 
book. 

1000
00:51:31,520 --> 00:51:32,400
Put them in the back of the 
book. 

1001
00:51:32,720 --> 00:51:34,680
Like, I get it in the context 
of, like, we're talking about 

1002
00:51:34,680 --> 00:51:37,400
character creation, but like, 
you already have blurbs for what

1003
00:51:37,400 --> 00:51:41,440
they are. 
This is more of a resource 

1004
00:51:41,640 --> 00:51:44,560
management thing than it is like
a necessary thing to read right 

1005
00:51:44,560 --> 00:51:49,360
now. 
So stick it in the back, yeah. 

1006
00:51:49,880 --> 00:51:52,760
So, yeah, moving forward. 
I'm I'm trying to. 

1007
00:51:53,440 --> 00:51:56,240
I know I'm scrolling down too. 
I'm like, Jesus, what page am I 

1008
00:51:56,240 --> 00:51:58,520
on? 
Yeah, bookmarks. 

1009
00:51:58,600 --> 00:51:59,840
Here we go. 
Character creation. 

1010
00:52:00,000 --> 00:52:05,600
There we go. 
Page 70 Character creation. 

1011
00:52:08,280 --> 00:52:09,880
Yeah. 
So a big thing that it's going 

1012
00:52:09,880 --> 00:52:14,520
to say here that it also says in
in the first session, is that 

1013
00:52:14,520 --> 00:52:17,160
you want to print out the 
players reference sheets and put

1014
00:52:17,160 --> 00:52:19,440
them on a table where everyone 
can reach them, pass them around

1015
00:52:21,520 --> 00:52:26,800
to do that should help. 
Yeah, print out your play 

1016
00:52:26,800 --> 00:52:31,000
sheets, threat mat, threat 
sheets, all that stuff. 

1017
00:52:35,200 --> 00:52:37,280
Oh yeah. 
One thing that I do like about 

1018
00:52:37,280 --> 00:52:42,360
this is that they're they're 
kind of like epic characters. 

1019
00:52:42,360 --> 00:52:46,760
Like there's only one of each, 
you know like everyone picks 1 

1020
00:52:46,760 --> 00:52:50,360
character and I really like 
that. 

1021
00:52:50,880 --> 00:52:54,200
I I like that there's a little 
bit of spread each characters 

1022
00:52:54,200 --> 00:52:56,680
they're they're the one that 
thing, you know. 

1023
00:52:56,920 --> 00:52:59,440
I do think it's a strength of 
this narratively. 

1024
00:53:00,400 --> 00:53:02,840
Absolutely. 
The part where it's like there's

1025
00:53:02,840 --> 00:53:04,800
other people that might be 
healers and someone might call 

1026
00:53:04,800 --> 00:53:07,040
them Angel, but. 
You're the Angel. 

1027
00:53:07,040 --> 00:53:09,760
They're not. 
You're the Angel, you know? 

1028
00:53:09,760 --> 00:53:12,400
And I like that. 
And I've seen that adapted in a 

1029
00:53:12,400 --> 00:53:15,160
lot of PBT stuff, but I'm like, 
oh, that's cool. 

1030
00:53:15,160 --> 00:53:17,800
You're like, you're the 
sorcerer, you know, like 

1031
00:53:17,800 --> 00:53:20,280
everyone else maybe uses magic, 
but you're the magic guy. 

1032
00:53:21,200 --> 00:53:22,720
Yeah, I do dig that. 
It's definitely. 

1033
00:53:22,720 --> 00:53:25,080
It definitely feeds in like the 
the cinematic. 

1034
00:53:25,600 --> 00:53:32,000
You know, kind of totally the 
strong point of this say this 

1035
00:53:32,000 --> 00:53:35,760
first and often I can't even 
remember what this part says. 

1036
00:53:35,760 --> 00:53:39,520
Honestly to the players. 
Your job is to play the 

1037
00:53:39,520 --> 00:53:42,040
characters as though they're 
real people in whatever 

1038
00:53:42,040 --> 00:53:44,680
circumstances. 
They find themselves cool, 

1039
00:53:44,680 --> 00:53:46,920
competent, dangerous, larger 
than life, but real. 

1040
00:53:47,520 --> 00:53:51,680
Yeah, And then the job is the MC
is to. 

1041
00:53:52,600 --> 00:53:55,520
Be the world. 
Yeah, yeah. 

1042
00:53:56,600 --> 00:53:59,760
The apocalypse. 
It happened 50 years ago. 

1043
00:54:00,080 --> 00:54:03,160
No one really knows there's a 
Psychic Maelstrom. 

1044
00:54:04,040 --> 00:54:06,120
I'm Stats. 
You have y'all heard about stats

1045
00:54:06,200 --> 00:54:09,800
yet? 
But second time, actually I 

1046
00:54:09,800 --> 00:54:13,840
think this is the third time 
because we skimmed through at 

1047
00:54:13,840 --> 00:54:17,440
the end of the playbook section,
it actually has stats again and 

1048
00:54:17,440 --> 00:54:23,320
basic moves on page like 66 or 
something like that. 

1049
00:54:24,000 --> 00:54:26,760
Yeah, stats are here. 
One of the things that does add 

1050
00:54:26,760 --> 00:54:31,080
here is that like they usually 
they'll cap out at -3 or +3, you

1051
00:54:31,080 --> 00:54:37,080
don't go higher or lower than 
that, and that they can 

1052
00:54:37,080 --> 00:54:41,520
occasionally get an extra point.
I guess just circumstantially, 

1053
00:54:42,640 --> 00:54:52,320
yeah, basic move introducing 
basic moves, which is the second

1054
00:54:52,440 --> 00:54:55,120
or third time it's referred to. 
But this is not the basic move 

1055
00:54:55,120 --> 00:54:59,200
section, because that's coming. 
And we can do we we can get it 

1056
00:54:59,240 --> 00:55:01,400
in the basic move section, Well,
we'll get there. 

1057
00:55:01,880 --> 00:55:06,280
There are special moves, there's
character moves which are like 

1058
00:55:06,280 --> 00:55:13,560
character specific vehicles and 
prosthetics. 

1059
00:55:14,160 --> 00:55:20,440
When you're creating vehicle, it
basically gives you a list of 

1060
00:55:20,440 --> 00:55:22,880
frames to pick which will affect
the stats. 

1061
00:55:23,840 --> 00:55:26,680
I pay a list of strengths which 
are a bunch of tags, a list of 

1062
00:55:26,680 --> 00:55:30,120
looks which are a bunch of tags,
a list of weaknesses which are a

1063
00:55:30,120 --> 00:55:33,680
bunch of tags, and then battle 
options which are according on 

1064
00:55:33,680 --> 00:55:35,760
your frame. 
You basically get like some 

1065
00:55:35,760 --> 00:55:38,000
pluses for whatever framing 
pick. 

1066
00:55:38,000 --> 00:55:43,720
Like if you pick a compact 
vehicle it gets 2 battle options

1067
00:55:43,720 --> 00:55:46,280
and you pick two of these. 
You can't just pick the same one

1068
00:55:46,280 --> 00:55:48,280
twice until I blow up. 
So you can be like yeah, I have 

1069
00:55:48,280 --> 00:55:50,320
a fucking fast as fuck buggy 
bro. 

1070
00:55:50,320 --> 00:55:54,800
I got +2 speed, yeah, and then 
specialize. 

1071
00:55:55,080 --> 00:55:57,520
It talks about vehicles on 
prosthetics here, but then when 

1072
00:55:57,520 --> 00:55:59,960
we get to gears and crap, we 
once again talk about vehicles 

1073
00:55:59,960 --> 00:56:02,720
on prosthetics, but explain in a
different way with some of the 

1074
00:56:02,720 --> 00:56:04,480
stuff you need and some of the 
stuff that you don't need. 

1075
00:56:05,720 --> 00:56:10,440
Perfect. 
RAM Yeah, there's specialized 

1076
00:56:10,440 --> 00:56:13,360
vehicles, cuz one of the 
character classes is like the My

1077
00:56:13,360 --> 00:56:16,440
other car is a tank, which gives
you special options. 

1078
00:56:18,280 --> 00:56:21,200
Then there's creating 
prosthetics, which is the same 

1079
00:56:21,200 --> 00:56:23,320
as as the vehicle. 
Essentially it's a bunch. 

1080
00:56:23,600 --> 00:56:27,880
It's a bunch of tags, yeah. 
And then setting expectations, 

1081
00:56:27,880 --> 00:56:29,880
which is just talking to your 
character, your player 

1082
00:56:29,880 --> 00:56:33,200
characters, your PCs, and 
setting expectations, which is. 

1083
00:56:33,200 --> 00:56:34,520
Great. 
It's like you should do that. 

1084
00:56:35,080 --> 00:56:37,080
This is the part that, like, I 
think now would just be like, 

1085
00:56:37,080 --> 00:56:39,600
you safety tools, you know? 
Yeah. 

1086
00:56:40,400 --> 00:56:41,760
Have sex. 
Sex moves. 

1087
00:56:45,040 --> 00:56:47,760
Yeah, there's that. 
And then introduction. 

1088
00:56:50,880 --> 00:56:53,240
I'm going to go around and 
introduce your character thing 

1089
00:56:53,600 --> 00:56:55,240
and. 
I will say to to wind back just 

1090
00:56:55,240 --> 00:56:57,320
a little bit to the last one, 
like this is exactly what I'm 

1091
00:56:57,320 --> 00:56:59,520
talking about. 
There's like 10 bullet points, 

1092
00:56:59,520 --> 00:57:02,240
but like some of them are like 
talking about rules. 

1093
00:57:02,240 --> 00:57:05,680
And then the very next one is 
literally like like randomly, 

1094
00:57:05,680 --> 00:57:08,320
like asking a question if it's a
player and randomly like talking

1095
00:57:08,320 --> 00:57:11,360
as if you're the MC. 
It's just like, mm hmm mm hmm. 

1096
00:57:12,320 --> 00:57:15,080
Hey see where it says this or 
whatever It literally says this 

1097
00:57:15,080 --> 00:57:16,600
is what the the the book 
actually says. 

1098
00:57:16,600 --> 00:57:19,840
Hey see where it says you have 
oddments where 3 barter or 

1099
00:57:19,840 --> 00:57:22,200
whatever. 
Is there some medium exchange 

1100
00:57:22,200 --> 00:57:25,360
you all like It's literally 
being like you should talk this 

1101
00:57:25,360 --> 00:57:27,200
way but then it also talks that 
way back to you. 

1102
00:57:27,240 --> 00:57:32,200
It's just such a weirdly, I 
just, hey, I don't know, you 

1103
00:57:32,200 --> 00:57:34,600
like that, buddy. 
Talk to me like a book. 

1104
00:57:36,240 --> 00:57:38,480
Yeah. 
And then there's, you know, the 

1105
00:57:38,480 --> 00:57:40,920
introduction, which is going 
around circle and introducing 

1106
00:57:40,920 --> 00:57:45,640
your characters. 
And there's a little bit more 

1107
00:57:46,040 --> 00:57:49,000
introduction than some games 
that I would run because the 

1108
00:57:49,000 --> 00:57:54,800
history is a stat here. 
And that's actually, I think the

1109
00:57:54,800 --> 00:57:58,880
next section is is history, 
yeah. 

1110
00:57:58,880 --> 00:58:01,920
And so your player character 
basically goes around in the 

1111
00:58:01,920 --> 00:58:06,840
circle and decides, is it 
whether or not that character, 

1112
00:58:06,960 --> 00:58:09,640
they trust them or don't trust 
them, and they give themselves a

1113
00:58:10,080 --> 00:58:16,600
bonus or a negative to their 
history, which I think is really

1114
00:58:16,600 --> 00:58:17,920
interesting. 
It's cool to go around be like, 

1115
00:58:17,920 --> 00:58:19,480
huh, that's an interesting 
character. 

1116
00:58:19,560 --> 00:58:20,880
My character wouldn't trust that
guy. 

1117
00:58:20,880 --> 00:58:21,840
Very. 
Much, you know? 

1118
00:58:21,920 --> 00:58:24,320
Yeah. 
Well, it's not even just on 

1119
00:58:24,320 --> 00:58:27,000
trust too. 
It's a it's also on like how 

1120
00:58:27,000 --> 00:58:29,120
well you know the people just in
general. 

1121
00:58:29,520 --> 00:58:33,040
So it's like I we we've been in 
a gang forever. 

1122
00:58:33,040 --> 00:58:35,320
Let's add a + 1. 
Or like, I just met you and I 

1123
00:58:35,320 --> 00:58:36,960
don't like you, so we're going 
to do a -? 

1124
00:58:36,960 --> 00:58:40,480
1, you know? 
Yeah, very cool. 

1125
00:58:41,200 --> 00:58:43,200
You leverage that later on, 
which we'll get to when we ever 

1126
00:58:43,200 --> 00:58:47,680
get whenever we get to moves. 
Yeah, crazy. 

1127
00:58:49,960 --> 00:58:52,400
Oh yeah, and here's highlighting
stats. 

1128
00:58:53,120 --> 00:58:55,920
I don't know how I missed this 
part because I actually did not 

1129
00:58:55,920 --> 00:58:57,480
read this highlighting stats 
section. 

1130
00:58:59,480 --> 00:59:01,080
Yeah, this is like the third or 
fourth. 

1131
00:59:01,200 --> 00:59:04,240
This is one of the three or four
instances that we'll talk about 

1132
00:59:04,240 --> 00:59:06,120
highlighting stats, but in a 
completely different way than 

1133
00:59:06,120 --> 00:59:09,040
two of the other ones. 
Yeah, you go around the table 

1134
00:59:09,040 --> 00:59:10,800
one last time. 
Each player finds the character 

1135
00:59:10,800 --> 00:59:15,080
her character knows best or the 
highest history on their own 

1136
00:59:15,080 --> 00:59:20,800
sheet, and then that character 
says which stat is most 

1137
00:59:20,800 --> 00:59:22,440
interesting to her and 
highlights. 

1138
00:59:24,240 --> 00:59:26,600
Well, that's so that's important
through through the entire thing

1139
00:59:26,600 --> 00:59:28,600
with the highlighting, the 
stats, like as you build your 

1140
00:59:28,600 --> 00:59:31,400
histories with people like at 
the beginning of each section, 

1141
00:59:32,040 --> 00:59:35,120
like if I know history, if I 
have most history with you, you 

1142
00:59:35,120 --> 00:59:39,360
pick a stat for me to highlight.
And then the MC also takes 

1143
00:59:39,440 --> 00:59:42,160
another one. 
Everyone gets two every session,

1144
00:59:42,720 --> 00:59:47,800
and then you mark experience 
whenever you roll the stat that 

1145
00:59:47,800 --> 00:59:51,320
was highlighted. 
So that's literally how you 

1146
00:59:51,760 --> 00:59:55,240
advance or improve in the entire
game is by. 

1147
00:59:55,680 --> 00:59:58,080
Rolling for the stats that other
people highlighted. 

1148
00:59:58,080 --> 01:00:01,360
So if I want to be like, well, I
feel like I want you to be hard 

1149
01:00:01,360 --> 01:00:04,880
today like I. 
Check hard for you, right? 

1150
01:00:05,640 --> 01:00:07,800
But if it's like, well, I feel 
like you want to be cool and 

1151
01:00:07,800 --> 01:00:09,960
then MC could also be like, 
well, I think we're going to be 

1152
01:00:09,960 --> 01:00:13,080
doing a lot of cool stuff today 
and I want you to improve so all

1153
01:00:13,080 --> 01:00:15,520
mark cool for you. 
It's really interesting. 

1154
01:00:16,040 --> 01:00:17,920
Because even in the example of 
Polly we'll talk about later, it

1155
01:00:17,920 --> 01:00:20,840
literally says, hey, it says 
that you can literally ask like,

1156
01:00:20,840 --> 01:00:22,360
hey, can you highlight this stat
for me? 

1157
01:00:22,360 --> 01:00:23,800
And I'm like, if you're getting 
to point where you're asking, 

1158
01:00:23,800 --> 01:00:25,440
I'm gonna highlight the stat, 
just pick your own fucking stats

1159
01:00:25,440 --> 01:00:26,080
to highlight. 
Yeah. 

1160
01:00:26,640 --> 01:00:29,240
But it also then says the Mt 
goes, Nah, I'll highlight this 

1161
01:00:29,240 --> 01:00:31,600
one instead. 
And it's just like, then what 

1162
01:00:32,600 --> 01:00:38,360
are we doing? 
What are we fucking doing? 

1163
01:00:39,600 --> 01:00:41,400
So. 
The next section is the Master 

1164
01:00:41,400 --> 01:00:43,560
of Ceremonies, which again, I 
don't understand why this is 

1165
01:00:43,560 --> 01:00:44,720
here. 
I don't understand why this is 

1166
01:00:44,720 --> 01:00:46,440
like the third or fourth thing. 
This is literally like a whole 

1167
01:00:46,440 --> 01:00:49,520
chapter on like directly written
for the MC, the Master of 

1168
01:00:49,520 --> 01:00:51,080
Ceremonies, which is basically 
your GM. 

1169
01:00:52,840 --> 01:00:55,600
I think my issue is that or 
merely after this we have the 

1170
01:00:55,600 --> 01:00:59,080
first session section which 
should in fact be in this 

1171
01:00:59,080 --> 01:01:01,280
section like with the like 
that's. 

1172
01:01:02,000 --> 01:01:04,160
What I'm saying like the book 
really needs to be parsed into. 

1173
01:01:04,880 --> 01:01:07,120
Like a Master of Ceremony 
section, which is like half of 

1174
01:01:07,120 --> 01:01:09,240
it because you're literally 
talking specifically to the 

1175
01:01:09,240 --> 01:01:12,440
Master of Ceremonies, the MC and
the player section. 

1176
01:01:12,560 --> 01:01:17,960
But why is the entire like MC 
section in the middle of what 

1177
01:01:17,960 --> 01:01:19,640
the players need, both before 
and after it? 

1178
01:01:20,240 --> 01:01:25,040
The sections are just poorly, 
poorly, poorly put together. 

1179
01:01:25,880 --> 01:01:28,560
Again, when a book is shorter, 
it doesn't matter as much 

1180
01:01:28,600 --> 01:01:30,880
because it's not as hard to get 
to those things. 

1181
01:01:30,880 --> 01:01:33,520
But it's 300 pages. 
It really matters because you 

1182
01:01:33,520 --> 01:01:35,640
have to get through all those 
pages to get to the other stuff.

1183
01:01:35,640 --> 01:01:38,880
So the Master of Ceremony is 
Quick Breeze through this MC 

1184
01:01:38,920 --> 01:01:41,800
that is Apocalypse World's GM. 
There's a million ways to GM 

1185
01:01:41,800 --> 01:01:44,600
Apocalypse Rules calls for one 
way in particular. 

1186
01:01:44,840 --> 01:01:47,400
This chapter is it. 
Follow these as rules. 

1187
01:01:47,520 --> 01:01:48,960
The whole rest of the game is 
built on this. 

1188
01:01:48,960 --> 01:01:52,280
So it says you have to read this
section and play it exactly like

1189
01:01:52,280 --> 01:01:55,600
this, which is so weird to me. 
As far as, like, TTRPGS go to be

1190
01:01:55,600 --> 01:01:59,000
like this is how it has to be. 
So your agenda. 

1191
01:01:59,000 --> 01:02:01,160
Make Apocalypse World seem real,
make the player's characters 

1192
01:02:01,160 --> 01:02:02,400
live. 
It's not boring and play to find

1193
01:02:02,400 --> 01:02:04,400
out what happens. 
And then there's so much 

1194
01:02:04,400 --> 01:02:07,560
talking, so much talking in such
an extraordinarily 

1195
01:02:07,560 --> 01:02:10,600
conversational way. 
It's just it makes it, it makes 

1196
01:02:10,600 --> 01:02:12,960
it difficult to not again bounce
off of this. 

1197
01:02:13,920 --> 01:02:17,000
Don't pre plan a storyline. 
It says don't do any of that. 

1198
01:02:17,000 --> 01:02:19,720
But then there's so much prep 
that it talks about doing and 

1199
01:02:19,720 --> 01:02:23,120
like so much other things to do.
So it's it's weird kind of like 

1200
01:02:23,120 --> 01:02:25,680
don't do this but like kind of 
do it a little bit. 

1201
01:02:25,680 --> 01:02:27,920
You know play to find out what 
happens. 

1202
01:02:28,360 --> 01:02:31,080
Always say these things what the
principals demand. 

1203
01:02:31,640 --> 01:02:34,360
What the rules demand, what your
prep demands, and what honesty 

1204
01:02:34,360 --> 01:02:36,200
demands. 
This is a section that's I think

1205
01:02:36,200 --> 01:02:38,040
put together a little bit better
than other sections, even though

1206
01:02:38,040 --> 01:02:39,680
I think there's too much 
talking, because at the very 

1207
01:02:39,680 --> 01:02:42,320
least the important things are 
bolted at the top of the 

1208
01:02:42,320 --> 01:02:43,840
sections. 
That is nice. 

1209
01:02:44,360 --> 01:02:46,640
So that is nice. 
So Apocalypse Worlds divides a 

1210
01:02:46,640 --> 01:02:48,960
conversation up in a strict and 
pretty traditional way. 

1211
01:02:49,320 --> 01:02:52,440
Player's job is to say what the 
characters say 1st, and 

1212
01:02:52,440 --> 01:02:54,280
exclusively to say what the 
characters think, feel and 

1213
01:02:54,280 --> 01:02:56,680
remember secondly. 
Answer questions. 

1214
01:02:56,680 --> 01:02:58,760
Your job as MC is to say 
everything else. 

1215
01:02:58,760 --> 01:03:00,120
Everything about the world, blah
blah blah. 

1216
01:03:00,120 --> 01:03:02,400
You're the MC. 
Always be scrupulous, generous 

1217
01:03:02,840 --> 01:03:07,280
with the truth. 
Play the game. 

1218
01:03:07,280 --> 01:03:09,200
Don't hide shit from people. 
Give people. 

1219
01:03:09,200 --> 01:03:10,600
Be a fan of the players. 
Do all of that. 

1220
01:03:11,240 --> 01:03:13,600
That's what it basically says. 
And then it has the principles. 

1221
01:03:13,600 --> 01:03:14,840
There's a lot of principles 
here. 

1222
01:03:15,800 --> 01:03:19,520
Barf 4th Apocalyptica. 
OK, address yourself to the 

1223
01:03:19,520 --> 01:03:22,720
characters, not the players. 
I do like some of these 

1224
01:03:22,720 --> 01:03:23,800
principles. 
I think they're really good. 

1225
01:03:24,160 --> 01:03:27,600
Make your move, but misdirect. 
Make your move, but never speak 

1226
01:03:27,600 --> 01:03:30,000
its name. 
Look through crosshairs. 

1227
01:03:30,160 --> 01:03:32,400
Name everyone. 
Make everyone human. 

1228
01:03:32,560 --> 01:03:34,840
Ask provocative questions and 
build on the answers. 

1229
01:03:35,000 --> 01:03:37,200
Respond with fuckery and 
intermittent rewards. 

1230
01:03:37,360 --> 01:03:38,720
Be a fan of the players. 
Characters. 

1231
01:03:38,880 --> 01:03:42,480
Think off screen too sometimes. 
Disclaim decision making So. 

1232
01:03:43,200 --> 01:03:47,440
Barf 4th Apocalyptica just means
be very narrative with 

1233
01:03:47,440 --> 01:03:50,160
everything that you're doing. 
Like make them make the world 

1234
01:03:50,160 --> 01:03:51,800
feel real. 
Dress yourself to the 

1235
01:03:51,800 --> 01:03:54,480
characters, not the players. 
I really like this if you want 

1236
01:03:54,480 --> 01:03:59,760
people to engage more with the 
game narratively. 

1237
01:04:01,040 --> 01:04:03,320
Address their player. 
Don't say Hey Hunter, what are 

1238
01:04:03,320 --> 01:04:06,640
you doing? 
Say hey Billy Bo, you know, Mesh

1239
01:04:06,640 --> 01:04:08,280
Nuggins. 
What are you doing? 

1240
01:04:08,280 --> 01:04:09,640
Which is the exactly name I 
pick. 

1241
01:04:10,040 --> 01:04:14,320
Yeah, which is why, which would 
encourage you to respond as your

1242
01:04:14,320 --> 01:04:15,920
player, which will keep people 
in the narrative more. 

1243
01:04:15,920 --> 01:04:17,760
It's a great rule to have for 
all people, not role-playing 

1244
01:04:17,760 --> 01:04:19,000
games because you are 
role-playing. 

1245
01:04:19,880 --> 01:04:21,760
Sounds a good one. 
Make your move, but misdirect. 

1246
01:04:21,760 --> 01:04:23,480
I don't mind this one, it's 
fine. 

1247
01:04:23,560 --> 01:04:28,200
It basically says like do stuff,
but then do other stuff so you 

1248
01:04:28,200 --> 01:04:30,360
have real world reasons for 
picking a move. 

1249
01:04:30,760 --> 01:04:33,520
But then the consequences and 
things that come from that move 

1250
01:04:34,240 --> 01:04:39,560
should always create more Make 
your move, but never speak its 

1251
01:04:39,560 --> 01:04:40,600
name. 
I like that too. 

1252
01:04:40,600 --> 01:04:43,200
So if there's a move called 
Announce future Vadnais, don't 

1253
01:04:43,200 --> 01:04:45,960
say, OK, so now I'm going to 
announce Future Vadnais. 

1254
01:04:46,440 --> 01:04:47,760
Of course you're not gonna do 
that. 

1255
01:04:47,760 --> 01:04:50,400
You are the narrative. 
So, like, you should really play

1256
01:04:50,400 --> 01:04:53,520
as if you were the narrative. 
Don't let the mechanical side of

1257
01:04:53,520 --> 01:04:57,480
the MC side. 
Like overtake the the game. 

1258
01:04:57,480 --> 01:05:00,320
Because again, the way you write
a game, but also the way that 

1259
01:05:00,320 --> 01:05:02,840
you run a game will encourage 
people's style of play. 

1260
01:05:02,840 --> 01:05:05,160
So if all you're doing is saying
move names, that'll encourage 

1261
01:05:05,160 --> 01:05:06,520
people to say move names back to
you. 

1262
01:05:07,120 --> 01:05:11,960
You know, look through 
crosshairs. 

1263
01:05:11,960 --> 01:05:14,360
Basically it says start making, 
start with everything being a 

1264
01:05:14,360 --> 01:05:15,720
threat. 
Like always. 

1265
01:05:15,720 --> 01:05:18,520
You know, that might not always 
be what you eventually do, but 

1266
01:05:21,440 --> 01:05:23,240
look at it that way to start. 
It's Apocalypse World. 

1267
01:05:23,480 --> 01:05:25,800
Shit's fucked up. 
So think about burning it down, 

1268
01:05:25,800 --> 01:05:28,880
blowing it up, or bearing in a 
poison ground, and then if 

1269
01:05:28,880 --> 01:05:31,000
that's not the right thing to 
do, peel it back a little bit. 

1270
01:05:31,600 --> 01:05:33,320
Name everyone. 
Make everyone human. 

1271
01:05:33,320 --> 01:05:35,600
I do like this section. 
It's too fucking wordy. 

1272
01:05:35,760 --> 01:05:38,960
But it basically says, like, 
NPCS are a huge chunk of the 

1273
01:05:38,960 --> 01:05:41,560
world, so make those NPCS feel 
real. 

1274
01:05:41,880 --> 01:05:45,640
And it also says NPCS are just 
not that complicated. 

1275
01:05:45,840 --> 01:05:47,920
If you have some dude who's evil
just because they feel like 

1276
01:05:47,920 --> 01:05:51,080
being evil, that's fine. 
Like, not every NPC in the world

1277
01:05:51,080 --> 01:05:53,440
needs to have a a novel as a 
back story. 

1278
01:05:53,600 --> 01:05:55,920
Just make them be what they are 
because it's much easier to 

1279
01:05:55,920 --> 01:05:57,840
engage in a tabletop 
role-playing game when you're 

1280
01:05:57,840 --> 01:06:00,040
really engaging with what 
amounts to like archetypes as 

1281
01:06:00,040 --> 01:06:03,480
opposed to like these very deep 
people for for important NPCS 

1282
01:06:03,480 --> 01:06:05,560
obviously have more depth to 
them, but not every single 

1283
01:06:05,560 --> 01:06:06,720
person in the world needs to 
have that. 

1284
01:06:06,720 --> 01:06:08,760
But every single person in the 
world should have something is 

1285
01:06:08,760 --> 01:06:10,800
what it really says. 
And it also talks about these 

1286
01:06:10,800 --> 01:06:14,840
PCNPCPC like triangles, whether 
it's a love triangle or not. 

1287
01:06:14,840 --> 01:06:18,240
There's a really good example 
here where it talks about the. 

1288
01:06:19,840 --> 01:06:25,000
At some point about A1 character
wanting an NPC for one thing and

1289
01:06:25,000 --> 01:06:27,280
another character wanting the 
NPC for a different thing, and 

1290
01:06:27,280 --> 01:06:32,920
the interactions that can become
PC versus PC when they're both 

1291
01:06:32,920 --> 01:06:36,840
vying for the same thing but for
for different reasons. 

1292
01:06:36,840 --> 01:06:39,280
So that's a that's a really cool
thing to do is this triangles 

1293
01:06:39,720 --> 01:06:41,840
that's provocative questions 
build on the answers that's 

1294
01:06:41,840 --> 01:06:44,320
self-explanatory. 
It explains a lot that respond 

1295
01:06:44,320 --> 01:06:45,920
with fuckery and intermittent 
rewards. 

1296
01:06:46,280 --> 01:06:48,280
As in fuck around with not fuck 
over. 

1297
01:06:48,800 --> 01:06:52,800
This is when you barf, barf, 
apocalyptical on to someone's 

1298
01:06:52,800 --> 01:06:56,080
answer, but do it all the time. 
And then how about an example? 

1299
01:06:56,680 --> 01:07:01,160
Again, there's just so much 
writing about this very casual 

1300
01:07:01,200 --> 01:07:03,960
over explainee. 
Like, here's just examples 

1301
01:07:03,960 --> 01:07:05,960
throughout, and I like that 
there's examples throughout, but

1302
01:07:05,960 --> 01:07:08,880
like, they're so scattered that 
it makes it so unconcise and 

1303
01:07:08,880 --> 01:07:11,360
difficult to parse every time. 
When it's like I just. 

1304
01:07:11,360 --> 01:07:12,680
I just want to know what the 
rule says. 

1305
01:07:13,440 --> 01:07:15,000
And you have to read through so 
much to get to it. 

1306
01:07:15,480 --> 01:07:19,000
Please just tell me the rule. 
Be a fan of the players. 

1307
01:07:19,120 --> 01:07:21,560
And this is the MC section, so 
this is the part that I don't. 

1308
01:07:21,560 --> 01:07:25,000
I don't mind over explaining the
MC section. 

1309
01:07:25,000 --> 01:07:27,240
I'd like examples of play. 
This is the part where all of 

1310
01:07:27,240 --> 01:07:29,040
that should be. 
The problem is this is how the 

1311
01:07:29,040 --> 01:07:32,200
entire book is written. 
Like when you're explaining the 

1312
01:07:32,200 --> 01:07:35,080
rule, just please just start at 
the very least with giving me 

1313
01:07:35,080 --> 01:07:38,440
the rule, and then explain too 
much if you really feel the need

1314
01:07:38,440 --> 01:07:40,200
to. 
But in the MC section. 

1315
01:07:40,200 --> 01:07:42,840
I'm fine with this, but that 
means so much of this book, just

1316
01:07:42,840 --> 01:07:45,480
like in Blades of the Dark, 
should have been shunted off of 

1317
01:07:45,480 --> 01:07:48,720
the rule section and then just 
put into the MC section. 

1318
01:07:49,640 --> 01:07:52,000
You know, be a fame of the 
player's characters. 

1319
01:07:52,040 --> 01:07:54,000
Obviously you should always be 
that if your adversarial. 

1320
01:07:54,000 --> 01:07:56,520
This ain't the fucking 80s. 
Don't be a fucking douche. 

1321
01:07:57,160 --> 01:08:00,880
Think off screen, too 
self-explanatory, sometimes 

1322
01:08:00,880 --> 01:08:03,200
disclaimed decision making. 
In order to find out what 

1323
01:08:03,200 --> 01:08:06,040
happens, you'll need to pass 
decision making off sometimes. 

1324
01:08:06,440 --> 01:08:08,720
Which I do, I do find 
interesting. 

1325
01:08:08,720 --> 01:08:12,160
One of the things I do like 
about PBTA, put it into the NPCS

1326
01:08:12,160 --> 01:08:14,880
hands, put it into the players 
hands, Create a countdown, Make 

1327
01:08:14,880 --> 01:08:16,760
it a stakes question. 
So basically, you don't always 

1328
01:08:16,760 --> 01:08:19,960
have to make every decision, 
Make the decision something that

1329
01:08:19,960 --> 01:08:21,960
needs to be interacted with, 
something that needs to be 

1330
01:08:21,960 --> 01:08:24,479
determined by the players or by 
other people. 

1331
01:08:25,720 --> 01:08:29,920
Basically, don't make major 
decisions if you don't have to. 

1332
01:08:30,279 --> 01:08:33,200
Put it into other mechanics or 
people so that the decision 

1333
01:08:33,200 --> 01:08:34,560
always feels like it comes from 
the players. 

1334
01:08:35,279 --> 01:08:39,640
And then another breakdown of 
all of the another list of all 

1335
01:08:39,640 --> 01:08:42,359
the principles. 
I I don't mind some 

1336
01:08:42,359 --> 01:08:44,439
repetitiveness, but it literally
starts the chapter and is a 

1337
01:08:44,439 --> 01:08:47,120
chapter with the same list. 
I think it's hard because 

1338
01:08:47,120 --> 01:08:50,560
there's already been so much 
repetition that even when even 

1339
01:08:50,560 --> 01:08:52,880
in the place where maybe the 
repetition has value, it's like 

1340
01:08:52,880 --> 01:08:55,080
you're kind of tired, You got 
tired of it already. 

1341
01:08:55,479 --> 01:08:56,399
Like, oh. 
So tired of it? 

1342
01:08:56,399 --> 01:08:59,080
Come on, man. 
Then there's a whole list of GM 

1343
01:08:59,080 --> 01:08:59,920
move. 
Separate them. 

1344
01:08:59,920 --> 01:09:01,359
Capture someone. 
Put someone in a spot. 

1345
01:09:01,359 --> 01:09:03,439
Trade harm for harm. 
Announce off screen. 

1346
01:09:03,439 --> 01:09:06,520
Vadnais now it's future Vadnais.
Inflict harm, Take away their 

1347
01:09:06,520 --> 01:09:07,359
stuff. 
Make them buy. 

1348
01:09:07,359 --> 01:09:08,520
Activate their stuff. 
Downside. 

1349
01:09:08,520 --> 01:09:10,000
Tell them the possible 
consequences. 

1350
01:09:10,160 --> 01:09:12,359
Ask an opportunity with or 
without a cost. 

1351
01:09:12,359 --> 01:09:14,120
Turn them, turn the move back on
that. 

1352
01:09:14,120 --> 01:09:15,479
Make a throw a move after every 
move. 

1353
01:09:15,479 --> 01:09:18,520
What do you do? 
So much of this this is, This 

1354
01:09:18,520 --> 01:09:21,160
is. 
Often throughout I was like, 

1355
01:09:21,160 --> 01:09:23,399
that's not a move. 
I don't understand, but this is 

1356
01:09:23,399 --> 01:09:24,520
the part where I'm like, these 
aren't moves. 

1357
01:09:24,520 --> 01:09:27,040
Some of these are just 
principles like I don't like. 

1358
01:09:27,040 --> 01:09:29,720
There was such an emphasis on 
like, the creation of this idea 

1359
01:09:29,720 --> 01:09:33,040
of moves that I feel like it's 
just too much. 

1360
01:09:33,040 --> 01:09:36,040
Like, I think, I think it 
started really good and it went 

1361
01:09:36,279 --> 01:09:39,319
way too fucking far. 
Not everything is a move, but 

1362
01:09:39,319 --> 01:09:43,560
they make everything a move in 
here and it makes it hard when 

1363
01:09:43,720 --> 01:09:47,000
you want to do something. 
That's not necessarily a move 

1364
01:09:47,000 --> 01:09:49,000
because you feel like there's so
many moves. 

1365
01:09:49,000 --> 01:09:51,080
Everything is a move. 
So you have to figure out how to

1366
01:09:51,080 --> 01:09:53,600
move. 
You know, we've, we've talked 

1367
01:09:53,600 --> 01:09:55,400
about this with other games, 
especially 5E. 

1368
01:09:55,400 --> 01:09:59,440
It's just like you when you 
create the box, they're going to

1369
01:09:59,440 --> 01:10:01,880
color within the lines, you 
know, like they're not really 

1370
01:10:01,880 --> 01:10:04,240
going to step outside of the 
lines because you've written it.

1371
01:10:04,240 --> 01:10:06,360
In a way. 
They're like, even me playing a 

1372
01:10:06,360 --> 01:10:09,080
PVTA. 
I'm like, oh, I'm looking for 

1373
01:10:09,080 --> 01:10:16,560
the moves to do, you know? 
It's and that's the thing and 

1374
01:10:16,600 --> 01:10:20,680
the GM, I guess it's a little 
bit you know, because the GM's 

1375
01:10:20,680 --> 01:10:23,240
play does need to be a little 
bit more structured because 

1376
01:10:23,240 --> 01:10:25,200
you're running the game. 
So I don't mind the moves as 

1377
01:10:25,200 --> 01:10:27,760
much for that. 
But when and I like the moves 

1378
01:10:27,760 --> 01:10:30,400
for special stuff, I like moves 
for powers and things like that.

1379
01:10:30,400 --> 01:10:34,000
But for basic shit. 
When you have 10 basic moves, 

1380
01:10:34,000 --> 01:10:35,640
you're like, well, everything 
must follow into a basic move 

1381
01:10:35,640 --> 01:10:40,600
then. 
So quick run through of of of 

1382
01:10:40,600 --> 01:10:44,320
the GM's basic moves, announce 
off screen Vadnais OK that. 

1383
01:10:45,160 --> 01:10:48,200
You're announcing no examples of
your moves. 

1384
01:10:48,200 --> 01:10:50,600
Separate them. 
OK, you separate them, Capture 

1385
01:10:50,600 --> 01:10:53,840
someone, you capture them. 
But here's the other thing about

1386
01:10:54,280 --> 01:10:59,080
the moves, right, is that in the
players moves, there's always 

1387
01:10:59,080 --> 01:11:03,120
like a 7 to 9, like 10, plus 
like 6 or less. 

1388
01:11:03,440 --> 01:11:06,440
But in the GM moves, quote UN 
quote moves, it's not. 

1389
01:11:06,440 --> 01:11:09,920
It's really just like an option 
of something that you can do 

1390
01:11:09,920 --> 01:11:11,720
narratively. 
So. 

1391
01:11:12,200 --> 01:11:15,680
I guess calling it a move 
because but that then also makes

1392
01:11:15,680 --> 01:11:17,760
your brain go wait, But our 
moves like this or moves like 

1393
01:11:17,760 --> 01:11:19,880
that, and it's different. 
It's a GM and player, but it 

1394
01:11:19,880 --> 01:11:22,680
still makes it more difficult to
parse trying to understand the 

1395
01:11:22,680 --> 01:11:26,560
game. 
But this list of moves is a good

1396
01:11:26,560 --> 01:11:29,160
thing for anyone to just write 
down for any game, because these

1397
01:11:29,160 --> 01:11:31,200
are all just like, cool 
narrative points. 

1398
01:11:31,640 --> 01:11:34,760
That you can use in your game. 
Separate someone, capture 

1399
01:11:34,760 --> 01:11:37,200
someone, put someone in a spot, 
trade harm. 

1400
01:11:37,920 --> 01:11:39,800
There's a section later in the 
harm section where it talks 

1401
01:11:39,800 --> 01:11:41,760
about trading harm and how that 
works, inflicting harm. 

1402
01:11:42,200 --> 01:11:44,480
Also there's a section later 
talking about that take away 

1403
01:11:44,480 --> 01:11:45,720
their stuff. 
That's a great. 

1404
01:11:45,880 --> 01:11:49,560
A lot of these are really just 
like choice mechanics, you know?

1405
01:11:50,040 --> 01:11:52,800
A lot of these I've read from 
Source of Victory where it 

1406
01:11:52,800 --> 01:11:55,000
breaks down a lot of this stuff 
and like creating player choice,

1407
01:11:55,000 --> 01:11:56,440
create narrative, do things that
way. 

1408
01:11:56,920 --> 01:11:58,440
So taking where their stuff is a
great one. 

1409
01:11:58,440 --> 01:11:59,680
Separating people is a great 
one. 

1410
01:11:59,920 --> 01:12:02,240
Make them buy. 
So if they need something, 

1411
01:12:02,400 --> 01:12:03,720
encourage them that they have to
go buy it. 

1412
01:12:03,720 --> 01:12:05,760
Then they have to go to a whole 
different area and encourage, 

1413
01:12:05,760 --> 01:12:08,480
you know, people's barter and 
stuff, activate their stuff. 

1414
01:12:08,480 --> 01:12:10,520
Downside. 
So a cursed item, make it 

1415
01:12:10,520 --> 01:12:12,080
cursed. 
You know, make the curse pop in,

1416
01:12:13,000 --> 01:12:15,240
tell them possible consequences.
I do like that where it's like, 

1417
01:12:15,240 --> 01:12:16,480
Are you sure you really want to 
do that? 

1418
01:12:16,480 --> 01:12:18,200
This is what's going to happen? 
And they're like, actually, no, 

1419
01:12:18,200 --> 01:12:20,240
I don't want to. 
Offer an opportunity with or 

1420
01:12:20,240 --> 01:12:22,160
without cost. 
Turn their move back on them or 

1421
01:12:22,160 --> 01:12:24,040
make a threat move and we'll get
to that later. 

1422
01:12:24,240 --> 01:12:26,000
So those are all the things you 
can do as a gym. 

1423
01:12:26,000 --> 01:12:27,880
Obviously you can do more, but 
those are cool breakdowns. 

1424
01:12:28,080 --> 01:12:30,400
I again, I don't mind that 
section for moves in here. 

1425
01:12:30,680 --> 01:12:33,400
I dislike the basic moves, rules
and prep. 

1426
01:12:33,560 --> 01:12:38,080
The game's rules give you things
to say, Yep, they do. 

1427
01:12:38,760 --> 01:12:41,560
And then there's a whole section
on a few more things to do, 

1428
01:12:41,680 --> 01:12:47,000
which is just a section that I 
just don't like. 

1429
01:12:48,240 --> 01:12:49,760
These aren't principles or 
moves. 

1430
01:12:49,760 --> 01:12:51,680
They're just good practice and I
recommend them. 

1431
01:12:51,760 --> 01:12:54,600
Then don't put them like, then 
don't put them here or like, I 

1432
01:12:54,600 --> 01:12:56,680
just don't understand like in 
the MC section. 

1433
01:12:56,680 --> 01:12:58,080
Again, I don't mind this nearly 
as much. 

1434
01:12:58,080 --> 01:13:01,960
It's basically just like, But 
again, you you get to parts in 

1435
01:13:01,960 --> 01:13:04,040
here where it's like, I don't 
think this is a section yet, but

1436
01:13:04,040 --> 01:13:05,920
it literally goes in my home 
game. 

1437
01:13:05,920 --> 01:13:09,160
I usually do this then just say 
to do that. 

1438
01:13:09,880 --> 01:13:13,320
Like people can parse that, they
if it doesn't work for them, 

1439
01:13:13,320 --> 01:13:16,280
that's fine, you know, you know 
it's whatever. 

1440
01:13:17,320 --> 01:13:19,320
And then and then and then and 
then we get to the first 

1441
01:13:19,320 --> 01:13:28,640
session. 
First session, you know it is. 

1442
01:13:28,880 --> 01:13:31,520
It's basically like a session 
zero, almost like it is a 

1443
01:13:31,520 --> 01:13:33,080
session 0. 
That's all it is. 

1444
01:13:33,080 --> 01:13:34,800
Yeah, it's it's session zero. 
It's. 

1445
01:13:34,800 --> 01:13:39,320
Prep Well, well, yeah. 
Well, so the first session, 

1446
01:13:39,320 --> 01:13:40,720
yeah. 
Is character creation. 

1447
01:13:40,720 --> 01:13:43,040
Yeah, yeah, it's character 
creation. 

1448
01:13:43,280 --> 01:13:49,720
And it's also time for you as 
the MC to prep based on what 

1449
01:13:49,720 --> 01:13:52,760
your player characters pick as 
their characters. 

1450
01:13:53,600 --> 01:13:57,240
You do the history thing. 
Did I take notes in the section 

1451
01:13:57,520 --> 01:13:58,440
look at me. 
I didn't. 

1452
01:13:59,880 --> 01:14:04,760
It literally says it might it 
might just say it's a sub res 

1453
01:14:04,800 --> 01:14:11,320
for session and then it's blank.
I, you know, I had a hard time 

1454
01:14:11,320 --> 01:14:13,040
reading this book because 
there's so much conversation. 

1455
01:14:13,040 --> 01:14:15,440
So I really did jump around like
quite a bit. 

1456
01:14:18,160 --> 01:14:23,640
But yeah, there's this weird 
part like during the first 

1457
01:14:23,640 --> 01:14:26,960
section session, where it's 
like, you tell them like, OK, 

1458
01:14:26,960 --> 01:14:29,040
your setup's easy and you're 
done. 

1459
01:14:29,040 --> 01:14:32,280
But now I got to sit here and 
set up a couple of you groaned. 

1460
01:14:33,800 --> 01:14:35,920
I do. 
This is exactly what I'm talking

1461
01:14:35,920 --> 01:14:36,920
about. 
Like, why do we? 

1462
01:14:37,120 --> 01:14:38,680
What the fuck are you doing 
there? 

1463
01:14:39,240 --> 01:14:42,080
They're literally, they 
literally wrote into the book 

1464
01:14:42,160 --> 01:14:45,400
like an extremely casual 
conversation between MCS and 

1465
01:14:45,400 --> 01:14:50,520
players, but not in like a like,
an example of how the first 

1466
01:14:50,520 --> 01:14:52,600
session might run. 
It's literally just written in. 

1467
01:14:52,600 --> 01:14:55,040
So like, the rules and things 
you're supposed to do are 

1468
01:14:55,040 --> 01:14:58,440
suddenly like interspersed with 
like random quotations of like 

1469
01:14:58,440 --> 01:15:00,440
casual conversation and then 
like. 

1470
01:15:02,000 --> 01:15:03,920
I like, I just don't like 
exactly what you said. 

1471
01:15:03,920 --> 01:15:05,880
A couple of you groaned. 
I can hear you from way over 

1472
01:15:05,880 --> 01:15:06,680
here. 
Oh, great. 

1473
01:15:06,680 --> 01:15:08,200
Getting to know the characters. 
That's a recipe. 

1474
01:15:08,200 --> 01:15:11,720
It sounds like like it's it's 
like a it's like a it's like 

1475
01:15:11,720 --> 01:15:14,120
fucking Jack Kerouac, like 
fucking inner monologue. 

1476
01:15:14,120 --> 01:15:15,800
This isn't like Tropic of 
Capricorn. 

1477
01:15:15,800 --> 01:15:24,160
Like it feels like it feels like
just almost like what's it 

1478
01:15:24,160 --> 01:15:26,560
called when you just like blah 
you're trying to thought down on

1479
01:15:26,560 --> 01:15:27,600
the paper. 
You know what I mean? 

1480
01:15:28,040 --> 01:15:29,120
Oh yeah. 
It's like a. 

1481
01:15:29,120 --> 01:15:30,440
It's a writing activity. 
It's. 

1482
01:15:32,400 --> 01:15:34,520
You know, people out there know 
what we're saying, but basically

1483
01:15:34,520 --> 01:15:36,040
that's what it feels like. 
It feels like they were just 

1484
01:15:36,040 --> 01:15:37,560
like writing. 
And they're like, oh, sometimes 

1485
01:15:37,560 --> 01:15:41,320
they'll say this. 
Like, it's just so like there's 

1486
01:15:41,320 --> 01:15:46,680
a much technical writing is bad,
but not enough is just as bad. 

1487
01:15:47,320 --> 01:15:48,600
Yeah. 
Yeah. 

1488
01:15:49,640 --> 01:15:52,480
It talks about like, you know, 
it's your job as the as the MC 

1489
01:15:52,480 --> 01:15:56,240
to create this like fractured 
tilting landscape of 

1490
01:15:56,240 --> 01:16:01,480
inequalities, PC and PCPC 
triangles, all that. 

1491
01:16:01,520 --> 01:16:09,160
All that good stuff. 
Yeah, after that's first. 

1492
01:16:09,160 --> 01:16:13,760
And always do everything 1st and
always do everything it says to 

1493
01:16:13,760 --> 01:16:16,000
do in the Master of Starting My 
Way's chapter. 

1494
01:16:16,400 --> 01:16:20,160
Do all of it. 
Do this is crucial. 

1495
01:16:20,680 --> 01:16:23,240
Let's just follow the characters
around for a day. 

1496
01:16:23,240 --> 01:16:26,040
In Apoxis World, that's 
automatically dangerous. 

1497
01:16:26,040 --> 01:16:31,120
It's automatically a bad day. 
I think I disagree with that. 

1498
01:16:32,960 --> 01:16:34,320
I mean, I'm. 
I don't know. 

1499
01:16:35,200 --> 01:16:38,520
Yeah, just because it's the 
first session, whatever. 

1500
01:16:39,000 --> 01:16:41,800
You're still actually playing 
the game. 

1501
01:16:41,840 --> 01:16:44,080
The the thing about this tone of
like, yeah, whatever. 

1502
01:16:44,080 --> 01:16:46,880
You know, it makes me internally
also feel like, yeah, whatever. 

1503
01:16:46,880 --> 01:16:48,000
I guess. 
You know what I mean? 

1504
01:16:48,000 --> 01:16:50,320
Like, they're not taking this 
shit seriously. 

1505
01:16:50,320 --> 01:16:54,280
Like I'm not fucking taking it 
seriously, you know? 

1506
01:16:54,280 --> 01:16:55,720
And I know we joke about longer 
books. 

1507
01:16:55,720 --> 01:16:59,760
I read Lancer, so it's not that,
just that this is a long book, 

1508
01:16:59,760 --> 01:17:01,160
you know, it's just. 
It's the way it's. 

1509
01:17:01,160 --> 01:17:02,840
It's just the way. 
It's the way it's written. 

1510
01:17:05,400 --> 01:17:07,360
Yeah. 
Yeah. 

1511
01:17:07,880 --> 01:17:12,880
MC the game, bring it. 
Especially do these, which are I

1512
01:17:12,880 --> 01:17:17,680
think exactly the MC things. 
Right. 

1513
01:17:17,800 --> 01:17:19,520
Yeah. 
Bar forth. 

1514
01:17:20,240 --> 01:17:24,280
Apocalyptica Springboy of 
character creation and ask 

1515
01:17:24,280 --> 01:17:25,880
questions all the time. 
Good, good stuff. 

1516
01:17:25,920 --> 01:17:28,000
I think there's good there's 
definitely good stuff in here 

1517
01:17:29,040 --> 01:17:31,840
and it's going to go and give us
a description of all of those 

1518
01:17:31,840 --> 01:17:34,800
things that we just that are in 
that list. 

1519
01:17:37,560 --> 01:17:41,920
I and A lot of this is a recap 
of the previous section. 

1520
01:17:43,160 --> 01:17:44,320
Kind of. 
I mean, it's basically going 

1521
01:17:44,320 --> 01:17:47,200
through like GM principles and 
stuff until you get so far. 

1522
01:17:48,520 --> 01:17:50,360
There's a little bit of 
divergent or there's a little 

1523
01:17:50,360 --> 01:17:53,200
couple of different things, but 
like, it still is very 

1524
01:17:53,200 --> 01:17:56,800
referential to that previous, 
yeah, yeah. 

1525
01:17:58,040 --> 01:17:59,880
Until you get to the part at the
end where it talks about the 

1526
01:17:59,880 --> 01:18:02,880
threat map, which I'm like, I 
don't. 

1527
01:18:02,960 --> 01:18:06,080
The very next section is 
Threats, so I don't understand 

1528
01:18:06,080 --> 01:18:08,320
why. 
There's literally like 2 pages 

1529
01:18:08,560 --> 01:18:12,160
in the first section session 
that talk about the threat map 

1530
01:18:12,400 --> 01:18:14,720
and if you notice the example 
threat map. 

1531
01:18:15,080 --> 01:18:18,480
That's in the first session 
section is the exact same 

1532
01:18:18,480 --> 01:18:21,240
example threat map that is 
almost immediately used in the 

1533
01:18:21,240 --> 01:18:23,640
threat section. 
So once again, why are they in 

1534
01:18:23,640 --> 01:18:24,880
both parts? 
Why are they explained 

1535
01:18:24,880 --> 01:18:27,960
differently in both parts? 
And like what's like, I don't 

1536
01:18:27,960 --> 01:18:29,640
understand why it's not like 
work on the threat map. 

1537
01:18:29,640 --> 01:18:33,120
See the Threat Map section? 
Like, there's just like 3 pages 

1538
01:18:33,120 --> 01:18:35,760
we don't need when we're seeing 
them again in like 10 days. 

1539
01:18:35,760 --> 01:18:37,760
It's really interesting. 
It's literally. 

1540
01:18:37,800 --> 01:18:40,680
I mean, it's immediately after. 
Immediately. 

1541
01:18:40,880 --> 01:18:44,440
Yeah, So. 
I mean, we need to talk about 

1542
01:18:44,440 --> 01:18:46,080
threats when we get to the 
threat section, but I just don't

1543
01:18:46,080 --> 01:18:47,920
understand why that's in the 
first session section. 

1544
01:18:47,920 --> 01:18:50,840
Like it just makes, I think 
referring to it and being like, 

1545
01:18:50,840 --> 01:18:53,200
hey like work on threats and 
maybe a couple of notes, but 

1546
01:18:53,200 --> 01:18:58,600
hey, see more in one page. 
Yeah, yeah. 

1547
01:18:58,880 --> 01:19:02,120
It's just it's it's it's just 
really it is what it is. 

1548
01:19:03,000 --> 01:19:07,000
So after the first section, once
again it's like really weird 

1549
01:19:07,000 --> 01:19:09,400
tone, not like immediately 
after. 

1550
01:19:09,400 --> 01:19:12,960
Give it some time to sink in. 
That's literally a quote. 

1551
01:19:13,360 --> 01:19:15,200
That's a quote from the book. 
Not like time. 

1552
01:19:15,200 --> 01:19:16,800
Really. 
What? 

1553
01:19:17,280 --> 01:19:23,600
What I don't know. 
Like, I felt like they were. 

1554
01:19:23,600 --> 01:19:26,560
Like, I felt like they were like
maybe trying to go over some 

1555
01:19:26,560 --> 01:19:28,680
type of like character thing, 
but it literally just feels like

1556
01:19:28,680 --> 01:19:30,680
the creator, just like again, 
like just. 

1557
01:19:31,440 --> 01:19:34,080
Like, I can't remember what it's
called, just like just just 

1558
01:19:34,080 --> 01:19:37,080
spewing forth like a train of 
thought onto the page and they 

1559
01:19:37,080 --> 01:19:38,560
literally just wrote in such a 
capital way. 

1560
01:19:38,560 --> 01:19:40,600
Like you remember the part where
we talked about earlier or 

1561
01:19:40,600 --> 01:19:43,520
whatever. 
Do that thing like that could be

1562
01:19:43,520 --> 01:19:46,600
a quote in this book, yeah. 
After it basically says after 

1563
01:19:46,600 --> 01:19:48,720
the first section to just go 
back over the session in your 

1564
01:19:48,720 --> 01:19:51,240
head and review things that 
happen and create new threats 

1565
01:19:51,240 --> 01:19:53,560
and like MPC and like forward 
think. 

1566
01:19:54,720 --> 01:19:59,640
Which is great advice to put in 
the maestro, the MC. 

1567
01:20:00,880 --> 01:20:03,920
Section Weird that it's in in 
this section. 

1568
01:20:03,920 --> 01:20:05,600
Well. 
This is for the MC. 

1569
01:20:05,600 --> 01:20:09,720
Which then why not just put that
all up into the MC section? 

1570
01:20:09,720 --> 01:20:11,520
That's what I'm saying it is for
the MC. 

1571
01:20:11,840 --> 01:20:19,800
But yeah, yeah like here's The 
thing is MC first session and 

1572
01:20:19,800 --> 01:20:25,040
threats, the so those 3 sections
are all MC stuff and then we get

1573
01:20:25,040 --> 01:20:29,920
to moves, which is general, like
we should have taken moves and 

1574
01:20:29,920 --> 01:20:32,200
boost them all up. 
This should actually be at the 

1575
01:20:32,200 --> 01:20:34,640
towards the end of the book. 
All of it should be at the end, 

1576
01:20:34,960 --> 01:20:38,120
yeah. 
MC section, threat section, 

1577
01:20:39,720 --> 01:20:42,560
playbooks, like all of that. 
Like there needs to be a really 

1578
01:20:42,880 --> 01:20:46,040
big separation between stuff 
players need and stuff MC needs.

1579
01:20:46,320 --> 01:20:49,040
But again, it feels like the AMC
stuff is like stuff right in the

1580
01:20:49,040 --> 01:20:51,600
middle of the sandwich of what 
the player needs, which forces 

1581
01:20:51,600 --> 01:20:53,200
the player to read the whole 
fucking book. 

1582
01:20:53,680 --> 01:20:57,880
Like, I don't know. 
All right, getting 2 threats. 

1583
01:20:57,880 --> 01:20:59,440
Let's cruise through threats 
real quick. 

1584
01:21:00,680 --> 01:21:02,480
There, There they are. 
They are threatening. 

1585
01:21:02,600 --> 01:21:04,000
That is it. 
There's a whole page here just 

1586
01:21:04,000 --> 01:21:05,760
talking about creating threats 
and doing threat stuff. 

1587
01:21:06,840 --> 01:21:12,480
There are essential threats. 
And among the threats you create

1588
01:21:12,480 --> 01:21:15,480
after the 1st and 2nd sections, 
be sure to create your essential

1589
01:21:15,480 --> 01:21:18,400
threats. 
They are for where the PCs are 

1590
01:21:18,400 --> 01:21:21,360
created as a landscape for any 
PC gangs, create them as brutes.

1591
01:21:21,360 --> 01:21:23,920
For any NP PCs and other NPCS, 
create them as brutes. 

1592
01:21:26,480 --> 01:21:27,480
We'll get to that. 
In a section. 

1593
01:21:27,480 --> 01:21:30,160
Again, it's whatever. 
So to create a threat to this 

1594
01:21:30,160 --> 01:21:35,440
name, name it and copy it. 
Copy over its impulse, describe 

1595
01:21:35,440 --> 01:21:38,320
it, and list its cast, if any. 
You place it on the threat map. 

1596
01:21:38,320 --> 01:21:41,040
If it's in motion, Market's 
direction with an arrow, list 

1597
01:21:41,040 --> 01:21:44,280
its stakes, questions if any. 
If it's connected to other 

1598
01:21:44,280 --> 01:21:46,000
threats, list them. 
And if it calls for a custom 

1599
01:21:46,000 --> 01:21:49,040
mover countdown, create it. 
So there's a threat sheet here. 

1600
01:21:50,480 --> 01:21:53,360
Which basically gives like what 
it's called, what kind it is, 

1601
01:21:53,360 --> 01:21:56,120
what its impulse is, what its 
description cast is, the stakes 

1602
01:21:56,520 --> 01:21:58,680
written down for custom moves, 
It's countdown clock. 

1603
01:21:58,840 --> 01:22:01,400
And then like a little mini 
version of the threat map, which

1604
01:22:01,400 --> 01:22:04,400
we'll get to in a second about, 
like where it might be and 

1605
01:22:04,400 --> 01:22:07,040
whatnot. 
And there are seven kinds of 

1606
01:22:07,040 --> 01:22:08,800
threats. 
There are warlords, grotesques, 

1607
01:22:09,520 --> 01:22:11,720
afflictions, brutes, landscapes,
train and vehicle. 

1608
01:22:11,720 --> 01:22:13,480
Those are the different kinds of
threats you can have on the 

1609
01:22:13,480 --> 01:22:15,880
threat map. 
Warlords are exactly what 

1610
01:22:15,880 --> 01:22:18,680
warlords sounds like. 
They're dictators, slavers, all 

1611
01:22:18,680 --> 01:22:21,400
those kind of things. 
They are the the bad combatting 

1612
01:22:21,400 --> 01:22:23,480
people. 
And then there's a whole list of

1613
01:22:23,480 --> 01:22:26,000
threat moves that warlords can 
do. 

1614
01:22:27,280 --> 01:22:29,560
Push the battle moves, outflank 
someone, attack someone 

1615
01:22:29,560 --> 01:22:30,640
directly. 
Hugely. 

1616
01:22:30,640 --> 01:22:32,320
There's like 10 things for each 
one. 

1617
01:22:32,840 --> 01:22:35,400
I'm not going to go through all 
of them, just going to go 

1618
01:22:35,400 --> 01:22:37,880
through like examples. 
That's exactly what it is. 

1619
01:22:37,880 --> 01:22:39,880
Warlords act primarily through 
their people. 

1620
01:22:40,120 --> 01:22:43,880
OK, grotesques are always human.
It says they're always a person.

1621
01:22:44,520 --> 01:22:47,520
Not a monster, but they are now 
grotesque, like cannibals, 

1622
01:22:47,520 --> 01:22:49,920
mutants and things like that. 
There's a whole list of threat 

1623
01:22:49,920 --> 01:22:53,520
moves for them. 
There's afflictions, which are 

1624
01:22:53,520 --> 01:22:55,320
diseases, conditions and things 
like that. 

1625
01:22:55,520 --> 01:22:58,120
Once again, there's a whole list
of threat moves for them. 

1626
01:22:58,800 --> 01:23:03,560
Brutes are a group of people, 
with or without a leader, acting

1627
01:23:03,560 --> 01:23:06,040
in crude, perhaps provisional 
concert. 

1628
01:23:06,280 --> 01:23:09,120
So hunting packs, things like 
that list of threat moves. 

1629
01:23:09,120 --> 01:23:12,320
For brutes there's landscapes, 
which is natural or constricted 

1630
01:23:12,320 --> 01:23:14,800
landscape. 
You choose the kind. 

1631
01:23:14,800 --> 01:23:18,080
There's prisons, breathing pits,
furnaces, mirages, a list of 

1632
01:23:18,080 --> 01:23:19,960
threat moves. 
For those, there's terrain, 

1633
01:23:20,240 --> 01:23:23,320
which is precipice, a wall, an 
overhang, something in the way I

1634
01:23:23,640 --> 01:23:25,920
don't understand really. 
Terrain is a little different 

1635
01:23:25,920 --> 01:23:30,520
than landscape, I think, because
landscape is more of like kind 

1636
01:23:30,520 --> 01:23:33,720
of specific places in the land, 
like specifically like a 

1637
01:23:33,720 --> 01:23:39,760
fortress, a maze, a prison. 
Terrain is more like I set a 

1638
01:23:39,760 --> 01:23:41,320
wall, a precipice, things like 
that. 

1639
01:23:41,320 --> 01:23:43,880
So. 
The names can be a little bit 

1640
01:23:43,880 --> 01:23:45,960
confusing on that one. 
There's vehicles, which we 

1641
01:23:45,960 --> 01:23:47,320
talked about before. 
There's different types of 

1642
01:23:47,320 --> 01:23:50,120
vehicles and once again a huge 
list of threat moves that you 

1643
01:23:50,120 --> 01:23:52,800
can do with vehicles. 
I don't I I don't again for the 

1644
01:23:52,800 --> 01:23:55,440
MC section on threats, I don't 
mind this because it really 

1645
01:23:55,440 --> 01:23:58,880
breaks down like what you can do
in like an interesting way. 

1646
01:23:58,880 --> 01:24:02,880
So like you know that for 
vehicles, if they're vicious and

1647
01:24:03,080 --> 01:24:05,840
the A move is swerve across the 
road though. 

1648
01:24:06,280 --> 01:24:09,360
So it's like OK, it it really is
just saying narratively all the 

1649
01:24:09,360 --> 01:24:11,680
different things you can do. 
So again, it makes moves. 

1650
01:24:12,400 --> 01:24:14,760
Feel like they can be pretty 
much anything. 

1651
01:24:15,400 --> 01:24:19,840
Threat moves. 
This is the course of this game.

1652
01:24:19,880 --> 01:24:24,480
Anything's a move. 
Yeah, pushing a move just means 

1653
01:24:24,480 --> 01:24:27,840
saying, for instance, hey, this 
is a charge situation. 

1654
01:24:27,840 --> 01:24:30,800
I think somebody should read it 
who wants to, or he's acting 

1655
01:24:30,800 --> 01:24:33,880
kind of weird, don't you think? 
Want to read him Or there are 

1656
01:24:33,880 --> 01:24:36,520
like 50 of them roaring and 
swinging their meat knives and 

1657
01:24:36,520 --> 01:24:38,200
rushing in a car. 
Do you want to fight or hold 

1658
01:24:38,200 --> 01:24:39,840
your position or ditch out for 
what? 

1659
01:24:40,320 --> 01:24:43,800
Like, but so that really didn't 
explain to me what pushing is at

1660
01:24:43,880 --> 01:24:46,120
at at all. 
And that's really one of the 

1661
01:24:46,120 --> 01:24:47,760
first and only times they really
talk about pushing. 

1662
01:24:48,480 --> 01:24:56,280
Like pushing the role means 
pushing a move means this is 

1663
01:24:56,560 --> 01:24:59,560
more than just a regular 
situation and more than just 

1664
01:24:59,560 --> 01:25:02,720
regular shit needs to happen 
from it, right? 

1665
01:25:04,080 --> 01:25:08,600
Yeah, I'm trying to say hold on.
I have another PBTA game over at

1666
01:25:08,600 --> 01:25:12,560
the same time and I know there 
is pushing in this one. 

1667
01:25:13,320 --> 01:25:15,880
Where is it push? 
Look at that. 

1668
01:25:15,880 --> 01:25:18,960
It's got, it's a, it's a couple 
paragraphs and it's got bolded 

1669
01:25:18,960 --> 01:25:21,400
top when you attempt something 
particularly. 

1670
01:25:24,160 --> 01:25:25,080
Yeah. 
OK, cool. 

1671
01:25:27,040 --> 01:25:27,760
Right. 
Yeah. 

1672
01:25:27,920 --> 01:25:31,640
It it's again like it's just all
the rules are so 

1673
01:25:31,640 --> 01:25:34,880
conversationally written into 
the thing. 

1674
01:25:35,640 --> 01:25:38,320
That they're at no point are 
they pulled out and explained in

1675
01:25:38,320 --> 01:25:40,520
any meaningful way. 
It's more just like ranted at 

1676
01:25:40,520 --> 01:25:44,760
you and you're you're you should
somehow in these two pages, by 

1677
01:25:44,760 --> 01:25:47,200
the context of the rant, 
understand it. 

1678
01:25:47,680 --> 01:25:51,720
It's It's also funny because 
like this one page has A1 bolded

1679
01:25:51,720 --> 01:25:55,800
thing, which just is almost out 
of context and it's just a weird

1680
01:25:55,800 --> 01:25:59,840
bolded thing. 
And I'm like, I'm so used to the

1681
01:25:59,840 --> 01:26:02,920
first time we go through a game,
I'll skim it and they'll read 

1682
01:26:02,920 --> 01:26:04,880
everything that's bolded. 
Because usually that's like the 

1683
01:26:04,880 --> 01:26:08,360
core mechanics and this one was 
like display the contents of a 

1684
01:26:08,360 --> 01:26:10,680
grotesque heart. 
Like, what the fuck are we 

1685
01:26:10,880 --> 01:26:13,360
talking? 
About exactly, exactly there. 

1686
01:26:13,400 --> 01:26:17,080
There is no nothing about the 
way this game is written that 

1687
01:26:17,080 --> 01:26:19,960
gives you the important parts as
if they're important. 

1688
01:26:19,960 --> 01:26:22,080
Like the only things that are 
bolded in the entire thing are 

1689
01:26:22,080 --> 01:26:23,320
moves. 
Every move in this game is 

1690
01:26:23,320 --> 01:26:25,600
freaking bolded. 
Like, that's really it. 

1691
01:26:26,800 --> 01:26:29,800
But not the rules. 
They're not even italicized. 

1692
01:26:29,800 --> 01:26:32,200
They're very rarely separated 
into parts that are more 

1693
01:26:32,200 --> 01:26:34,960
parseable. 
It's just like, again, pushing 

1694
01:26:34,960 --> 01:26:37,480
is an important thing, and it's 
just randomly at the beginning 

1695
01:26:37,480 --> 01:26:40,560
of like a like a a page here, 
but no real explanation almost 

1696
01:26:40,560 --> 01:26:42,440
immediately just goes into some 
examples, but no real 

1697
01:26:42,440 --> 01:26:45,560
explanation, like at all. 
Like, I don't know. 

1698
01:26:46,880 --> 01:26:50,160
I mean the the game is explained
through a series of 

1699
01:26:50,160 --> 01:26:53,440
conversational examples, not 
through any technical jargon 

1700
01:26:53,440 --> 01:26:55,320
like pretty much at all as what 
it comes down to. 

1701
01:26:56,280 --> 01:26:58,560
So it's all supposed to be just 
contextual understanding. 

1702
01:26:59,960 --> 01:27:03,480
So an editor and a dev editor 
that does a little bit more 

1703
01:27:03,480 --> 01:27:05,400
technical writing would have 
been really good for this 

1704
01:27:05,560 --> 01:27:06,720
because I'm I'm I'm getting the 
point. 

1705
01:27:06,720 --> 01:27:07,920
We're just like we're just 
skipping stuff. 

1706
01:27:07,960 --> 01:27:10,680
I don't even care description 
and cast you describe stuff like

1707
01:27:10,680 --> 01:27:13,880
describe the stakes like I mean 
so the threat map is an 

1708
01:27:13,880 --> 01:27:16,120
important pit here. 
I don't mind the threat map. 

1709
01:27:16,120 --> 01:27:17,400
I think it's kind of 
interesting. 

1710
01:27:17,440 --> 01:27:21,200
I don't think it it it's 
interesting. 

1711
01:27:21,280 --> 01:27:25,320
So and and countdown clocks, 
custom moves, I thought. 

1712
01:27:25,800 --> 01:27:27,800
We would get to the the threat 
map. 

1713
01:27:30,000 --> 01:27:32,320
Oh, example threat maps. 
Again, this is the exact same 

1714
01:27:32,320 --> 01:27:35,760
threat map as what's under the 
first session section, literally

1715
01:27:35,760 --> 01:27:40,120
like in the previous section. 
So when you look at the threat 

1716
01:27:40,120 --> 01:27:42,280
map, because that is an actual 
core part of the game, that 

1717
01:27:42,280 --> 01:27:43,360
should be explained a little bit
better. 

1718
01:27:43,800 --> 01:27:46,640
You mark the map, you mark the 
map, the threat's location, and 

1719
01:27:46,640 --> 01:27:50,560
if it's moving in its direction,
so the innermost circle is the 

1720
01:27:50,560 --> 01:27:52,640
PCs, their gangs are holding 
their vehicles. 

1721
01:27:52,960 --> 01:27:55,240
Then there is like a second of 
the first ring. 

1722
01:27:55,880 --> 01:27:57,320
Of threats that are near the 
PCs. 

1723
01:27:57,520 --> 01:28:00,240
The outer ring is threats that 
are AT and pass the PCs 

1724
01:28:00,240 --> 01:28:02,600
horizons. 
And then there's notional 

1725
01:28:02,600 --> 01:28:06,640
threats which are rumors, fears 
like hereby monster section or 

1726
01:28:06,640 --> 01:28:08,760
whatever. 
And then marked on the map there

1727
01:28:08,760 --> 01:28:11,480
is north-south, east, West. 
So it's actually like physically

1728
01:28:11,480 --> 01:28:14,680
what's on the map. 
But then there's also U&D, which

1729
01:28:14,680 --> 01:28:17,320
is up and down for threats above
and below the characters. 

1730
01:28:18,000 --> 01:28:21,760
OK, OK, there's I, which is 
inside for threats within local 

1731
01:28:21,760 --> 01:28:24,000
landscapes and populations like 
cult's disease and the 

1732
01:28:24,000 --> 01:28:26,800
parasites. 
And there's O, which is outside 

1733
01:28:26,800 --> 01:28:28,920
for threats originating in the 
world, psychic maelstrom, or 

1734
01:28:28,920 --> 01:28:31,320
even elsewhere. 
There's too many of those things

1735
01:28:31,320 --> 01:28:34,120
when we get to tags, when we 
start talking about like N, -, 1

1736
01:28:34,120 --> 01:28:37,400
inside, plus this like, it's 
just like it created all of this

1737
01:28:37,400 --> 01:28:40,640
stuff that could be better 
explained through other things 

1738
01:28:40,640 --> 01:28:44,000
like like, I don't. 
It is so bizarre. 

1739
01:28:44,000 --> 01:28:46,600
Like I think conceptually I like
the threat map. 

1740
01:28:47,280 --> 01:28:53,960
Like until you add the IUDO like
I'm like you know making a map 

1741
01:28:54,000 --> 01:28:57,280
and like having a threats like 
mapped out and like where they 

1742
01:28:57,280 --> 01:28:59,560
are in relation to you and like 
moving towards your way. 

1743
01:28:59,600 --> 01:29:01,920
I'm like very cool. 
And you're like, yeah, yeah, 

1744
01:29:01,920 --> 01:29:04,160
then that part, no, I'm, I'm 
out, so. 

1745
01:29:04,280 --> 01:29:07,160
Yeah dude, as soon as I think 
they just wanted to fill in the 

1746
01:29:07,160 --> 01:29:10,720
parts of like the the thing 
'cause if you, if you on the 

1747
01:29:10,720 --> 01:29:14,440
same map, have directions and 
which threats are. 

1748
01:29:15,240 --> 01:29:17,320
Right. 
But interspersed between those 

1749
01:29:17,320 --> 01:29:21,480
directions, you have these like,
kind of like conceptual ideas 

1750
01:29:21,720 --> 01:29:24,560
like diseases or things like 
that. 

1751
01:29:25,440 --> 01:29:27,360
Like, what if what if 
something's northeast of me? 

1752
01:29:28,720 --> 01:29:31,840
Oh, no, it's only sorry. 
It's only north or east of you. 

1753
01:29:31,920 --> 01:29:34,720
Like there is no. 
So you you have both a 

1754
01:29:34,760 --> 01:29:37,920
directional map and a conceptual
map in the same space. 

1755
01:29:38,920 --> 01:29:42,480
So I don't like divided up. 
You could see two threat maps 

1756
01:29:42,480 --> 01:29:46,040
being cool like a. 
I think either either have two 

1757
01:29:46,040 --> 01:29:50,240
threat maps, right? 
Or for like use a threat map as 

1758
01:29:50,240 --> 01:29:53,560
an actual map. 
OK, so like keep your locations 

1759
01:29:53,560 --> 01:29:56,120
on there and then keep the 
circles be the things that are 

1760
01:29:56,120 --> 01:29:58,920
important. 
But these like conceptual bits 

1761
01:29:59,160 --> 01:30:04,560
like like local landscapes and 
and threats originating from 

1762
01:30:04,560 --> 01:30:07,000
psycho, psychic maelstrom and 
things like that, Things that 

1763
01:30:07,000 --> 01:30:10,640
are up or down or whatever, just
put a list underneath, yeah? 

1764
01:30:10,720 --> 01:30:13,720
Just do 1234 underneath the map 
for the things that aren't 

1765
01:30:13,720 --> 01:30:17,440
actually location based and if 
it is a location based thing 

1766
01:30:17,440 --> 01:30:21,960
like the cult is to the north 
and it's outside then put it 

1767
01:30:21,960 --> 01:30:24,440
there. 
But if it's not northwest, so 

1768
01:30:24,480 --> 01:30:27,080
just. 
Right, that's I don't. 

1769
01:30:27,080 --> 01:30:30,760
I don't like this overlay of 
both conceptual and and physical

1770
01:30:30,760 --> 01:30:34,440
in the same map. 
When it it's it's weird. 

1771
01:30:35,160 --> 01:30:37,840
Because it can cross into both, 
just either just have two 

1772
01:30:37,840 --> 01:30:40,200
separate maps, 1 for more 
conceptual, one for more 

1773
01:30:40,640 --> 01:30:42,960
location based, or just put it 
underneath because there is a 

1774
01:30:42,960 --> 01:30:45,400
list of things underneath the 
threat maps when you actually go

1775
01:30:45,400 --> 01:30:48,200
down to the threat map. 
Or you don't even need to do 

1776
01:30:48,200 --> 01:30:50,560
that really, because you can 
actually just number the threats

1777
01:30:50,880 --> 01:30:56,680
and and and write it on their 
little threat card, right? 

1778
01:30:57,560 --> 01:30:59,840
Because you're supposed to put a
little dot where that threat is.

1779
01:30:59,840 --> 01:31:03,040
But again like. 
To me, the threat map is a 

1780
01:31:03,120 --> 01:31:05,760
physical location map and that's
the what works better in my 

1781
01:31:05,760 --> 01:31:07,320
brain. 
But when you actually look on 

1782
01:31:07,320 --> 01:31:09,560
the thing here, so the other 
thing that's interesting about 

1783
01:31:09,560 --> 01:31:13,560
the example map, right? 
Do you see anything written in, 

1784
01:31:13,920 --> 01:31:19,760
up, down, in or out? 
There's the one thing in in, 

1785
01:31:19,760 --> 01:31:22,360
right? 
One there's like one thing 

1786
01:31:22,360 --> 01:31:24,920
written on one example for like 
what's out. 

1787
01:31:25,480 --> 01:31:29,560
It says angels hunting pack. 
So like and the in and out isn't

1788
01:31:29,600 --> 01:31:32,600
like, so it's just like OK. 
But there's nothing written all 

1789
01:31:32,600 --> 01:31:34,200
up, down or any of these. 
So it's like you put it on the 

1790
01:31:34,200 --> 01:31:37,640
map and then in none of the 
explanations, like none of the 

1791
01:31:37,640 --> 01:31:40,320
examples are any of those 
sections even actually used 

1792
01:31:40,320 --> 01:31:44,400
except for one which is used. 
The same thing is used twice on 

1793
01:31:44,400 --> 01:31:47,120
two different examples. 
So it's just like you don't even

1794
01:31:47,120 --> 01:31:49,560
give an example of like how 
those things are really 

1795
01:31:49,560 --> 01:31:52,360
applicable, but there's like an 
I wonder section underneath. 

1796
01:31:52,560 --> 01:31:54,240
So like, why wouldn't there just
be like? 

1797
01:31:54,880 --> 01:31:57,400
Conceptual or like things to 
keep track of. 

1798
01:31:57,400 --> 01:32:00,520
Or like, you know, outsider 
threats or or whatever. 

1799
01:32:00,520 --> 01:32:02,800
Like this disease is present. 
You know, like it just doesn't 

1800
01:32:02,800 --> 01:32:06,560
make sense to me that like you 
create this thing, put these two

1801
01:32:06,560 --> 01:32:08,960
random like things together and 
then don't even give examples 

1802
01:32:08,960 --> 01:32:10,800
when the whole thing is based on
conceptual examples. 

1803
01:32:11,200 --> 01:32:15,640
So I'm countdown clocks. 
I'm going to go through count on

1804
01:32:15,640 --> 01:32:17,600
clocks and then we're just going
to start skipping the rest of 

1805
01:32:17,600 --> 01:32:20,800
this book because I just can't. 
So countdown clocks. 

1806
01:32:20,880 --> 01:32:22,520
I don't like the way these work.
I like clocks. 

1807
01:32:24,840 --> 01:32:30,360
Yeah, I got it. 
And then the so the way 

1808
01:32:30,360 --> 01:32:32,840
countdown clocks work, I don't 
even think they're explained 

1809
01:32:32,840 --> 01:32:34,040
here. 
We, I think we can just get to 

1810
01:32:34,040 --> 01:32:38,920
it later. 
They're not even like like no, 

1811
01:32:38,920 --> 01:32:41,120
this isn't in the part. 
So they kind of explains 

1812
01:32:41,120 --> 01:32:43,360
countdown clocks a little bit 
around the clock notes things 

1813
01:32:43,360 --> 01:32:45,680
will happen before 9:00 that 
thing's coming but preventable. 

1814
01:32:45,680 --> 01:32:50,320
So this is countdown clocks in 
the context of like as the 

1815
01:32:50,320 --> 01:32:52,720
threats approaching. 
But like not in the way that 

1816
01:32:52,720 --> 01:32:54,480
like HP works or anything like 
that. 

1817
01:32:55,640 --> 01:32:58,280
I don't mind the way it works 
but I also don't I don't need 

1818
01:32:58,280 --> 01:33:00,840
like the numbers on them. 
Like I like clocks written out 

1819
01:33:00,840 --> 01:33:03,200
more like tracks kind of like 
the way Necroniolus does. 

1820
01:33:03,200 --> 01:33:06,280
Like if I want if in eight in 
eight rounds something's going 

1821
01:33:06,280 --> 01:33:08,160
to happen I'll make an 8 round 
clock and mark a segment off 

1822
01:33:08,160 --> 01:33:10,280
each time. 
It's really, I don't know, I I 

1823
01:33:10,280 --> 01:33:12,080
don't necessarily like the way 
clocks work in this but we're 

1824
01:33:12,080 --> 01:33:14,560
not going to talk about them 
right now So that's the end of 

1825
01:33:14,560 --> 01:33:18,440
threats moves snowball. 
This is a whole huge section 

1826
01:33:18,840 --> 01:33:21,360
that just says. 
That when you do a move, 

1827
01:33:21,360 --> 01:33:23,520
sometimes it triggers another 
move that triggers another move.

1828
01:33:23,960 --> 01:33:26,040
It's literally the whole thing 
that that could literally just 

1829
01:33:26,040 --> 01:33:27,200
be like a tiny paragraph. 
That's it. 

1830
01:33:27,320 --> 01:33:38,160
Instead, it's 123-4567 seven 
pages to just be like sometimes 

1831
01:33:38,160 --> 01:33:40,000
moves triggers other moves. 
That happens. 

1832
01:33:40,000 --> 01:33:46,200
You can have a series of moves. 
This like, I want to love this 

1833
01:33:46,200 --> 01:33:47,840
game. 
The core mechanics of it, like 

1834
01:33:47,840 --> 01:33:50,320
the PBTA style game is like my 
favorite game of reading this 

1835
01:33:50,360 --> 01:33:52,240
book. 
It it just it's breaking my 

1836
01:33:52,240 --> 01:33:54,920
brain and it's so frustrating 
because there are no core 

1837
01:33:54,920 --> 01:33:57,080
mechanics. 
Do not make something PBTA just 

1838
01:33:57,080 --> 01:34:00,200
by the way. 
It just, it hurts my soul like 

1839
01:34:00,240 --> 01:34:01,600
I. 
That's what's so frustrating. 

1840
01:34:01,600 --> 01:34:03,600
The same thing with Blades in 
the Dark, where it's just like I

1841
01:34:03,600 --> 01:34:06,160
feel like there's such a good 
system that mixed into just such

1842
01:34:06,160 --> 01:34:09,560
a bad book and it just. 
And it's really, really 

1843
01:34:09,560 --> 01:34:12,960
frustrating because and it's 
also so hard to sit and read 

1844
01:34:12,960 --> 01:34:14,920
like, like both of us. 
And this isn't, you know, 

1845
01:34:16,320 --> 01:34:18,640
terrible ADHD. 
So like having to sit down and, 

1846
01:34:18,640 --> 01:34:21,840
like, really force yourself to 
try to parse something, it it 

1847
01:34:21,840 --> 01:34:24,800
makes it so frustrating. 
And it just builds up this hate 

1848
01:34:24,800 --> 01:34:27,400
in me so that, like, I might 
love something, but they're like

1849
01:34:27,400 --> 01:34:30,800
the way that it's, like 
communicated to me makes me just

1850
01:34:30,800 --> 01:34:32,160
hate it, you know? 
And it's hard. 

1851
01:34:33,600 --> 01:34:37,360
It's weird because like right 
now I'm for fun reading like the

1852
01:34:37,360 --> 01:34:42,080
Stormlight Archives by Brandon 
Sanderson, which are like 1200 

1853
01:34:42,080 --> 01:34:45,400
page, densely packed books. 
And I have a fine time reading 

1854
01:34:45,400 --> 01:34:48,240
those, you know, and I've read 
Lancer and I really enjoyed it. 

1855
01:34:48,240 --> 01:34:50,600
And I've read Broken World, 
which is another fairly thick 

1856
01:34:50,600 --> 01:34:52,720
PBT book, and I really like 
that. 

1857
01:34:52,960 --> 01:34:54,120
I don't like how this one's 
written. 

1858
01:34:54,120 --> 01:34:56,040
So I'm not going to blame my 
ADHD on this one. 

1859
01:34:56,560 --> 01:35:03,480
I think physically, the way that
last classic that we did, I mean

1860
01:35:03,480 --> 01:35:07,200
I'm like blades, blades are the 
one that the way that physically

1861
01:35:07,200 --> 01:35:09,640
was written also is just hard 
for me to break up. 

1862
01:35:09,840 --> 01:35:13,440
This one's has a lot more space 
and there's a lot more like like

1863
01:35:13,440 --> 01:35:15,040
breathing room. 
I just don't like. 

1864
01:35:15,120 --> 01:35:20,160
I just didn't like reading it. 
I just, I want to we keep going 

1865
01:35:20,160 --> 01:35:24,560
over these like classics, right,
that so many systems are built 

1866
01:35:24,560 --> 01:35:25,840
on. 
Right. 

1867
01:35:25,920 --> 01:35:27,560
We're doing a possible story 
now. 

1868
01:35:27,560 --> 01:35:30,040
We did Blades in the Dark, we 
did Black Hack, and just every 

1869
01:35:30,040 --> 01:35:35,000
time I feel like we just get to 
the progenitor of these massive 

1870
01:35:35,000 --> 01:35:37,560
trees of games in our system and
they just don't like the 

1871
01:35:37,560 --> 01:35:39,120
original game. 
And a lot of it just comes down 

1872
01:35:39,120 --> 01:35:42,840
to like how it's communicated 
and it's just frustrating and it

1873
01:35:42,840 --> 01:35:46,800
makes me also go, you know what?
There's a maybe there's a reason

1874
01:35:46,800 --> 01:35:49,680
that there's like 50 PVTA games 
and I've never heard of someone 

1875
01:35:49,680 --> 01:35:51,200
playing Apocalypse World, you 
know what I mean? 

1876
01:35:51,200 --> 01:35:53,880
Like, I've never heard someone 
say black hack, but I've seen a 

1877
01:35:53,880 --> 01:35:56,840
lot of black hack hacks, so you 
know, yeah. 

1878
01:35:57,720 --> 01:36:01,040
Anyway, PC versus PC, it happens
like, guess what? 

1879
01:36:01,040 --> 01:36:02,520
It all works the same as 
everything else. 

1880
01:36:02,720 --> 01:36:04,200
That's that's basically all it 
says. 

1881
01:36:05,760 --> 01:36:09,480
Then we get to the basic moves. 
OK, so we're talking about 136 

1882
01:36:09,480 --> 01:36:11,840
pages in. 
We're actually going to finally 

1883
01:36:11,840 --> 01:36:14,760
talk about the what amounts to 
the core mechanic of the entire 

1884
01:36:14,760 --> 01:36:17,720
game and the 4th time, Fifth 
time, sixth times. 

1885
01:36:17,720 --> 01:36:20,840
It's mentioned and written in a 
different way than every other 

1886
01:36:20,840 --> 01:36:22,480
time. 
Yeah, it actually has 

1887
01:36:22,480 --> 01:36:23,920
explanation, which we're not 
going to read all the 

1888
01:36:23,920 --> 01:36:25,720
explanation for everything 
because we don't need every use 

1889
01:36:25,760 --> 01:36:28,240
case for everything but the 
basic moves. 

1890
01:36:28,320 --> 01:36:30,560
This is a partial success 
system. 

1891
01:36:32,760 --> 01:36:34,200
Oh yeah, I thought I was doing 
basic moves. 

1892
01:36:34,200 --> 01:36:36,360
Go for it. 
Oh, I just didn't read snowball 

1893
01:36:36,360 --> 01:36:37,680
moves because I read all that 
text. 

1894
01:36:37,680 --> 01:36:42,840
I saw the text and I was like, 
no, but basic moves. 

1895
01:36:44,160 --> 01:36:51,520
Yeah, it's you roll 2D6 plus 
stat and then, you know, six or 

1896
01:36:51,520 --> 01:36:57,120
less, miss seven or more, hit 7 
to 9, weak, 10 plus strong, 

1897
01:36:57,120 --> 01:37:00,800
right. 
That partial success system, the

1898
01:37:00,800 --> 01:37:03,640
first basic move is act under 
fire. 

1899
01:37:04,040 --> 01:37:06,640
It's basically when you do 
something, when you're in a high

1900
01:37:06,640 --> 01:37:10,480
pressure situation, you're going
to roll plus cool. 

1901
01:37:12,600 --> 01:37:14,320
That's it. 
You know, under fire. 

1902
01:37:14,320 --> 01:37:16,320
Fire is anything. 
You're under pressure. 

1903
01:37:20,120 --> 01:37:23,200
Yeah, let's act under fire. 
Yeah, perfect. 

1904
01:37:23,200 --> 01:37:26,840
But then but then there like so 
the the core mechanic of all of 

1905
01:37:26,840 --> 01:37:29,080
this comes down to like the 
mixed success aspect of it. 

1906
01:37:29,080 --> 01:37:31,280
So. 
On A10 plus you do it. 

1907
01:37:31,360 --> 01:37:33,440
On a 7 to 9 you flinch, hesitate
or stall. 

1908
01:37:33,640 --> 01:37:36,080
The MC can offer you a worse 
outcome, a hard bargain or an 

1909
01:37:36,080 --> 01:37:38,000
ugly choice on a miss. 
Be prepared for the worst so 

1910
01:37:38,000 --> 01:37:42,560
every move has the the staff 
that you roll, and then it has 

1911
01:37:42,640 --> 01:37:46,280
what happens on A10 plus on a 7 
to 9 and on a complete failure. 

1912
01:37:46,280 --> 01:37:50,880
Some of them have like a list of
things that you can get pick. 

1913
01:37:50,880 --> 01:37:52,240
Three. 
Pick two. 

1914
01:37:52,240 --> 01:37:54,400
Pick one. 
Yeah, yeah. 

1915
01:37:55,640 --> 01:37:59,560
And I I have seen that used in 
other ways that I liked and. 

1916
01:37:59,800 --> 01:38:06,320
I'm moving on to like, here's 
The thing is, like, I like that 

1917
01:38:06,480 --> 01:38:09,120
that core right there is my 
favorite. 

1918
01:38:09,320 --> 01:38:12,000
It is mixed success. 
But the way I like PBTA is like 

1919
01:38:12,080 --> 01:38:16,480
World of Dungeons. 
Because what I want, right is 

1920
01:38:17,200 --> 01:38:21,000
you roll a stat, right? 
You got 7 to 9. 

1921
01:38:21,040 --> 01:38:24,080
So now there's a you hit, but 
there's a complication, and I 

1922
01:38:24,080 --> 01:38:26,520
come up with a complication. 
Based on the narrative that's 

1923
01:38:26,520 --> 01:38:31,160
happening and we move forward, 
yeah, yeah, that that's that. 

1924
01:38:31,160 --> 01:38:33,880
That's it. 
But you don't need a list of 10 

1925
01:38:33,880 --> 01:38:37,520
ways in order to be to choose 
which stat you're going to roll.

1926
01:38:37,840 --> 01:38:41,400
And I don't necessarily need a 
huge, like list of the possible 

1927
01:38:41,400 --> 01:38:42,640
pick twos, pick ones, pick 
threes. 

1928
01:38:42,800 --> 01:38:45,160
I like that. 
But I like that in the context 

1929
01:38:45,160 --> 01:38:49,080
of like there's a Powered by the
Apocalypse written by Somebody 

1930
01:38:49,080 --> 01:38:50,760
Else section later where it's 
like casting a spell. 

1931
01:38:51,080 --> 01:38:54,000
It's like dope okay. 
Here's, here's what I want from 

1932
01:38:54,000 --> 01:38:57,920
a move is like when there is 
some type of like like a power 

1933
01:38:57,920 --> 01:39:00,880
being used or a special being 
used, something that in that 

1934
01:39:00,880 --> 01:39:05,040
specific instance requires more.
That's cool. 

1935
01:39:05,040 --> 01:39:08,160
What I hate are these basic 
moves or it's just like okay, 

1936
01:39:08,160 --> 01:39:10,720
like I want to just do some shit
and it's like okay. 

1937
01:39:10,720 --> 01:39:12,320
That sounds like you're doing 
it. 

1938
01:39:12,320 --> 01:39:15,160
Cool. 
So roll cool, and then see what 

1939
01:39:15,160 --> 01:39:18,520
happens. 
But like the list of basic moves

1940
01:39:18,800 --> 01:39:22,560
funnels all narration into 10, 
it really does. 

1941
01:39:22,560 --> 01:39:24,800
It tells you exactly how to play
this game. 

1942
01:39:25,120 --> 01:39:26,800
This. 
These are the boxes. 

1943
01:39:26,800 --> 01:39:30,120
These are the lines that you're 
coloring inside of. 

1944
01:39:30,120 --> 01:39:33,280
It's. 
Too much structure for the basic

1945
01:39:33,280 --> 01:39:36,400
moves of the game, for advanced 
moves, for peripheral moves, For

1946
01:39:36,400 --> 01:39:38,720
other things like that I don't 
mind. 

1947
01:39:39,000 --> 01:39:42,400
But for the structure, for their
apparent intent behind this, 

1948
01:39:44,520 --> 01:39:47,240
Yeah, and yet somehow still not 
enough structure when writing 

1949
01:39:47,240 --> 01:39:51,040
this down. 
OK, so our next move is go 

1950
01:39:51,040 --> 01:39:56,640
aggro. 
When you go aggro on someone, 

1951
01:39:56,640 --> 01:39:59,840
you're going to roll plus hard 
on the 10. 

1952
01:39:59,840 --> 01:40:05,160
Plus they have to choose one, 
force your hand and suck it up, 

1953
01:40:05,560 --> 01:40:09,120
cave, and do what you want. 
On a 7 to 9 they can choose one 

1954
01:40:09,120 --> 01:40:11,120
of the above or one of the 
following. 

1955
01:40:11,400 --> 01:40:14,840
Get the hell out of your way. 
Barricade themselves securely 

1956
01:40:14,840 --> 01:40:17,640
in. 
Give you something they think 

1957
01:40:17,640 --> 01:40:21,000
you want or tell you what what 
you want to hear. 

1958
01:40:21,960 --> 01:40:23,000
Yeah, and I miss. 
Prepare. 

1959
01:40:23,000 --> 01:40:26,680
Prepare for the worst. 
Yeah, and this is a weird one. 

1960
01:40:26,720 --> 01:40:30,040
The list is weird. 
So I mean, but that that the 

1961
01:40:30,040 --> 01:40:34,400
going aggro one is kind of the 
like the standard for the most 

1962
01:40:34,400 --> 01:40:37,440
part like example of the rest of
the moves where it's like. 

1963
01:40:38,080 --> 01:40:40,360
You because it. 
But it also is weird because it 

1964
01:40:40,360 --> 01:40:41,960
says on A10 plus they have to 
choose one. 

1965
01:40:41,960 --> 01:40:47,320
So you go aggro on someone, they
they keep one of those things. 

1966
01:40:47,400 --> 01:40:48,680
Yeah, which? 
Weird. 

1967
01:40:48,680 --> 01:40:51,120
Basically, the moves feel like 
scripts to me. 

1968
01:40:51,120 --> 01:40:54,080
That's what it feels like, where
it's like I can't just do what I

1969
01:40:54,080 --> 01:40:56,760
want because as soon as I 
trigger a move, it's all 

1970
01:40:56,760 --> 01:40:59,320
scripted out for me. 
Like including the snowball 

1971
01:40:59,320 --> 01:41:00,920
thing and you do this. 
What triggers this? 

1972
01:41:00,920 --> 01:41:02,760
What trigger this? 
It feels, you know what it feels

1973
01:41:02,760 --> 01:41:05,440
like. 
It feels like a choose your own 

1974
01:41:05,440 --> 01:41:08,240
adventure book. 
Suddenly, as opposed to playing 

1975
01:41:08,240 --> 01:41:10,600
a game, you know, where it's 
just like as soon as the move 

1976
01:41:10,600 --> 01:41:13,920
triggers, you're just along for 
the ride and maybe you get to 

1977
01:41:13,920 --> 01:41:16,760
make a few choices, but 
eventually it rolls out the end.

1978
01:41:16,880 --> 01:41:20,880
And it's like to me, I think 
the, the, the, like the. 

1979
01:41:20,880 --> 01:41:24,800
Trying to get rid of the process
of choice comes down to having 

1980
01:41:24,800 --> 01:41:26,920
no choice at all. 
Like, maybe you get to pick one 

1981
01:41:26,920 --> 01:41:28,680
or two things every now and 
then, but for the most part, as 

1982
01:41:28,680 --> 01:41:30,680
soon as the move is triggered, 
you're just following the 

1983
01:41:30,680 --> 01:41:32,840
script. 
Yeah, there, this is. 

1984
01:41:32,880 --> 01:41:36,000
This is very much on the other 
end of choice paralysis. 

1985
01:41:37,720 --> 01:41:40,480
Yeah, the next move. 
Sucker someone. 

1986
01:41:40,480 --> 01:41:45,800
But but sorry, real quick 
because under each move, right. 

1987
01:41:45,800 --> 01:41:48,400
So that that by in and of 
itself, that's enough for me. 

1988
01:41:48,400 --> 01:41:50,880
I get it right. 
So then, but underneath go 

1989
01:41:50,880 --> 01:41:54,960
aggro, there's literally 3/4 of 
a page talking about it. 

1990
01:41:55,360 --> 01:41:58,400
There's an at least at least 
these examples are actually 

1991
01:41:58,400 --> 01:42:01,560
marked off as examples, which 
which I'm fine with, it's 

1992
01:42:01,560 --> 01:42:03,400
actually marked as examples. 
It's not just conversation 

1993
01:42:03,400 --> 01:42:06,120
within the rules context. 
But then that's another like 

1994
01:42:06,120 --> 01:42:09,280
half a page, and then there's a 
huge paragraph on example of a 

1995
01:42:09,280 --> 01:42:13,080
mistake and a correction. 
So like, I don't necessarily 

1996
01:42:13,080 --> 01:42:16,400
mind this stuff as much, 
especially the examples and the 

1997
01:42:16,400 --> 01:42:18,920
other part of the examples, but 
so many of the rules. 

1998
01:42:19,200 --> 01:42:21,680
Are written mechanically where 
I'm like, OK, I get it. 

1999
01:42:21,680 --> 01:42:24,520
And then they give me 10 
paragraphs with more contextual 

2000
01:42:24,520 --> 01:42:26,920
explanation. 
And it's like that's been the 

2001
01:42:26,920 --> 01:42:29,880
problem the whole time, is 
there's too much contextual. 

2002
01:42:29,880 --> 01:42:32,240
I do this, but sometimes I do 
this and sometimes you can do 

2003
01:42:32,240 --> 01:42:33,960
this instead. 
Instead of just giving me the 

2004
01:42:33,960 --> 01:42:36,920
rules and giving me the 
examples, you know, every page, 

2005
01:42:36,920 --> 01:42:39,480
every move takes like 2 pages, 3
pages. 

2006
01:42:42,640 --> 01:42:44,400
Uh huh? 
Yeah, I'm in agreement. 

2007
01:42:46,160 --> 01:43:03,010
So sucker someone. 
Which, you know, yeah. 

2008
01:43:03,570 --> 01:43:06,490
So the sucker someone, we're you
know what, guys we're going to 

2009
01:43:06,490 --> 01:43:08,730
keep going. 
We we you're getting how this 

2010
01:43:08,730 --> 01:43:09,690
works. 
We're just going to move 

2011
01:43:09,690 --> 01:43:11,050
through. 
Sucker. 

2012
01:43:11,050 --> 01:43:14,490
Someone is like when you attack 
someone who's unspecting or 

2013
01:43:14,490 --> 01:43:21,570
helpless. 
Perfect in battle. 

2014
01:43:24,640 --> 01:43:26,800
Let's see, when you're in 
battle, yeah, that's when you 

2015
01:43:26,800 --> 01:43:31,080
use the battle moves. 
You can seize by force, which 

2016
01:43:31,400 --> 01:43:34,680
you're going to roll plus hard. 
And then you get to pick from a 

2017
01:43:34,680 --> 01:43:42,680
list of things again. 
After that you have Yeah, sorry,

2018
01:43:42,680 --> 01:43:47,680
I'm laughing at our chat. 
Seduce or manipulate? 

2019
01:43:48,800 --> 01:43:52,800
It's when you seduce or 
manipulate someone, you're going

2020
01:43:52,800 --> 01:43:56,240
to roll plus hot for how hot you
are. 

2021
01:43:57,920 --> 01:44:00,200
And yeah, that's that's that 
one. 

2022
01:44:00,920 --> 01:44:03,680
Well, so we can explain this one
just a little bit more, because 

2023
01:44:03,680 --> 01:44:05,680
this one's an important core 
mechanic of the game. 

2024
01:44:05,680 --> 01:44:07,200
Is this is when the sex comes 
in? 

2025
01:44:08,960 --> 01:44:10,600
Yeah, this is when the sex comes
in. 

2026
01:44:10,600 --> 01:44:14,240
So. 
Yeah, so basically when you're 

2027
01:44:14,280 --> 01:44:17,600
the whole point of sex in the 
game is not just, like, just 

2028
01:44:17,760 --> 01:44:22,880
just banging, right? 
The whole section here talking 

2029
01:44:22,880 --> 01:44:25,880
about it is it's leverage, 
right? 

2030
01:44:26,120 --> 01:44:28,920
So, and that's all point because
the sex moves fall under seduce 

2031
01:44:28,920 --> 01:44:31,160
and manipulate, blah fast talk, 
whatever. 

2032
01:44:31,160 --> 01:44:35,880
So you really only use sex in 
the game when sex is leverage, 

2033
01:44:36,200 --> 01:44:37,840
where it's like, OK, you want 
that thing? 

2034
01:44:37,840 --> 01:44:39,400
Like I'll fuck you if you give 
it to me. 

2035
01:44:39,720 --> 01:44:42,240
You know what I mean like. 
Yeah, just like real life. 

2036
01:44:42,440 --> 01:44:45,200
So it's interesting the way that
it works in here and it 

2037
01:44:45,200 --> 01:44:47,560
specifically says over and over 
again that for like just go 

2038
01:44:47,560 --> 01:44:50,320
black, like you don't need to to
act all this stuff out. 

2039
01:44:50,320 --> 01:44:52,040
I mean, I guess if you really 
want to have that kind of game, 

2040
01:44:52,040 --> 01:44:59,000
you totally can. 
But like the it's specifically 

2041
01:44:59,000 --> 01:45:05,480
about gaining leverage and using
leverage and also about creating

2042
01:45:05,480 --> 01:45:07,280
history with people. 
So when you have sex with 

2043
01:45:07,280 --> 01:45:10,200
someone, your sex move comes in.
And for the most part. 

2044
01:45:10,560 --> 01:45:18,280
That talks about whether you get
history with someone and a move 

2045
01:45:18,280 --> 01:45:22,320
that you can do based on the 
history that you get or 

2046
01:45:22,320 --> 01:45:24,400
affecting the history you get 
with someone, which affects your

2047
01:45:24,400 --> 01:45:26,920
improvement. 
So the sex moves, if you use 

2048
01:45:26,920 --> 01:45:30,960
them, directly, affect your 
improvement in the mechanics of 

2049
01:45:30,960 --> 01:45:34,040
the game. 
So yeah, that's are we, dude? 

2050
01:45:35,320 --> 01:45:39,080
I don't know. 
Yeah. 

2051
01:45:39,680 --> 01:45:41,360
I'll just run through the rest 
of base moves because I think I 

2052
01:45:41,360 --> 01:45:42,560
was going to do these first 
anyway. 

2053
01:45:42,560 --> 01:45:44,280
So I've read these like really 
diligently. 

2054
01:45:45,600 --> 01:45:47,880
So read a stitch. 
When you read a charge 

2055
01:45:47,880 --> 01:45:49,680
situation, you roll plus sharp 
basically. 

2056
01:45:49,680 --> 01:45:51,080
That's just understanding what's
going on. 

2057
01:45:51,080 --> 01:45:52,440
That's important for a lot of 
the things. 

2058
01:45:53,120 --> 01:45:54,920
When you read a person, it's 
exactly the same thing. 

2059
01:45:54,920 --> 01:45:56,720
It's you read person in a two 
different moves. 

2060
01:45:57,360 --> 01:46:01,200
Because it's a situation in a 
person, So one, yeah. 

2061
01:46:02,520 --> 01:46:05,080
So but The thing is like you 
roll for sharp on both, but like

2062
01:46:05,080 --> 01:46:08,760
what you get from the list of 
questions is totally different. 

2063
01:46:08,760 --> 01:46:10,000
So like that is very true. 
What's? 

2064
01:46:10,000 --> 01:46:11,720
The best What's the best escape 
room? 

2065
01:46:11,760 --> 01:46:14,400
What's who's vulnerable? 
Things like that is, is the 

2066
01:46:14,400 --> 01:46:16,480
situation? 
And reading a person is are they

2067
01:46:16,480 --> 01:46:18,160
telling the truth? 
How are they feeling? 

2068
01:46:18,160 --> 01:46:21,200
Like what's going on? 
So again, each of these has a 

2069
01:46:21,200 --> 01:46:27,240
series of things underneath it 
and this is different though 

2070
01:46:27,240 --> 01:46:30,120
because you can hold right, 
which is something we haven't 

2071
01:46:30,120 --> 01:46:33,920
really talked about yet. 
So on A10 plus you hold three, 

2072
01:46:34,040 --> 01:46:36,920
which means when you interact 
with someone you get a one for 

2073
01:46:36,920 --> 01:46:38,320
one. 
So basically you don't 

2074
01:46:38,480 --> 01:46:44,240
immediately have to to use those
holds, but you can use them as 

2075
01:46:44,240 --> 01:46:46,600
the situation plays out. 
So if I'm reading you and I roll

2076
01:46:46,600 --> 01:46:49,600
plus sharp, on A10 plus I roll, 
I hold three. 

2077
01:46:50,320 --> 01:46:53,840
So as our interaction plays out,
I can you can say something to 

2078
01:46:53,840 --> 01:46:56,000
me and I can be like, OK, I'm 
using one of my holds. 

2079
01:46:56,480 --> 01:46:58,600
And the MC tells me, are they 
telling the truth? 

2080
01:46:58,760 --> 01:47:00,880
And then as the situation 
continues to play out, I can use

2081
01:47:00,880 --> 01:47:03,480
another one of my holds to say 
to ask like what their intent 

2082
01:47:03,480 --> 01:47:05,120
is. 
So this move is different 

2083
01:47:05,120 --> 01:47:07,360
because of the holds, which is 
not something that's really 

2084
01:47:07,360 --> 01:47:10,440
explained well on like how the 
holds work and things like that.

2085
01:47:11,040 --> 01:47:12,720
It's not. 
And I would still argue that 

2086
01:47:12,720 --> 01:47:16,600
this is the read person and read
stitch is just one move that has

2087
01:47:16,600 --> 01:47:19,960
two different lists based on 
whether or not you're reading a 

2088
01:47:20,000 --> 01:47:21,720
period. 
Like, I mean it is, but like, 

2089
01:47:21,880 --> 01:47:26,280
yeah, it doesn't need to. 
Yeah, yeah. 

2090
01:47:26,560 --> 01:47:27,800
I don't, I don't, I don't 
disagree. 

2091
01:47:27,800 --> 01:47:30,400
I think, I think you know, 
because they feel they need to 

2092
01:47:30,400 --> 01:47:32,960
have all the examples and stuff,
which again, I do like, but it's

2093
01:47:32,960 --> 01:47:35,360
all the talk afterwards that 
makes it a little bit different.

2094
01:47:35,360 --> 01:47:38,040
But yeah, I mean you could, if 
you're just going to have two 

2095
01:47:38,040 --> 01:47:40,120
different lists anyway, then 
it's OK to break it in two for 

2096
01:47:40,120 --> 01:47:41,240
me. 
But again, yeah, it is the exact

2097
01:47:41,240 --> 01:47:42,120
same move. 
Well, it is. 

2098
01:47:42,120 --> 01:47:44,240
And then there's a whole other 
section that says reading a 

2099
01:47:44,240 --> 01:47:46,120
stitch or a person. 
Or a person. 

2100
01:47:46,120 --> 01:47:46,680
Like what? 
Yeah. 

2101
01:47:49,240 --> 01:47:50,800
So you could then just have it 
in there, right? 

2102
01:47:50,960 --> 01:47:53,360
And then open your brain. 
Open your brain to the world. 

2103
01:47:53,360 --> 01:47:55,280
Psychic maelstrom. 
Again, I wish that came up a 

2104
01:47:55,280 --> 01:47:58,480
little bit more, but it really 
talks about giving good detail 

2105
01:47:58,480 --> 01:48:00,160
to the impressions of things 
that are happening. 

2106
01:48:00,400 --> 01:48:03,560
There's not really a list of 
things underneath the open the 

2107
01:48:03,560 --> 01:48:05,680
brain section. 
It's just a lot of explanation. 

2108
01:48:06,480 --> 01:48:08,520
And examples about open your 
brain to the psychic maelstrom, 

2109
01:48:08,760 --> 01:48:12,280
There's Help or Interfere, which
is really weird and kind of 

2110
01:48:12,280 --> 01:48:14,160
weirdly explained because it is 
weird. 

2111
01:48:14,160 --> 01:48:17,080
But it's when history really 
comes in and is usable. 

2112
01:48:17,240 --> 01:48:19,520
And it's interesting that you 
can, like, help your buddies out

2113
01:48:19,840 --> 01:48:22,360
or you can be like, Nah, I'm 
going to fuck them over, You 

2114
01:48:22,360 --> 01:48:23,960
know, you can give them 
negatives. 

2115
01:48:24,320 --> 01:48:27,280
And I kind of like that. 
Yeah, this one's interesting, 

2116
01:48:27,280 --> 01:48:30,560
but it is, it has a little bit 
of like a retconi aspect to it. 

2117
01:48:30,560 --> 01:48:33,360
So it says. 
Helping your interfering your 

2118
01:48:33,360 --> 01:48:37,440
role history like you said on 
A10 plus they take +2 help or -2

2119
01:48:37,440 --> 01:48:39,960
interference to their role. 
On a 7:00 and 9:00 it's one or 

2120
01:48:39,960 --> 01:48:41,280
less. 
But like the example play 

2121
01:48:41,280 --> 01:48:45,560
literally says like my PC is 
trying to shoot your PC, your PC

2122
01:48:45,560 --> 01:48:49,800
runs behind a a barrel right? 
And. 

2123
01:48:50,120 --> 01:48:52,280
Like the response is, well, I 
wouldn't let you just do that. 

2124
01:48:52,480 --> 01:48:54,480
So it's not like you can have a 
move stop a move because it's 

2125
01:48:54,480 --> 01:48:57,840
not really opposed rules in it. 
So what you would do instead is 

2126
01:48:58,400 --> 01:49:01,160
I go to shoot you. 
You respond by running behind a 

2127
01:49:01,160 --> 01:49:03,320
barrel. 
I respond by rolling 

2128
01:49:03,320 --> 01:49:07,200
interference to make your run 
behind the barrel move like act 

2129
01:49:07,200 --> 01:49:10,480
under fire. 
Have negative points to it so 

2130
01:49:10,480 --> 01:49:13,760
that my move then comes back 
into having a more likelihood to

2131
01:49:13,760 --> 01:49:15,920
hit you. 
So it's it's kind of like that 

2132
01:49:15,920 --> 01:49:17,440
snowball thing. 
So you have to like do a thing 

2133
01:49:17,440 --> 01:49:19,520
to do a thing to do a thing to 
go back to the first thing to 

2134
01:49:19,520 --> 01:49:22,000
see how well it works. 
I don't mind that it sounds like

2135
01:49:22,000 --> 01:49:23,160
it's a thing that I wouldn't 
like. 

2136
01:49:23,360 --> 01:49:25,320
But I don't mind that because 
there I think that's a much 

2137
01:49:25,320 --> 01:49:29,240
better way to do it than like or
it is an alternate way to do a 

2138
01:49:29,240 --> 01:49:33,280
polls rolls that I don't mind to
just be like you do a thing, so 

2139
01:49:33,280 --> 01:49:37,360
I do a thing but. 
I make it a little harder for 

2140
01:49:37,360 --> 01:49:39,000
you, so then my thing works a 
little bit better. 

2141
01:49:39,040 --> 01:49:41,360
I don't mind that one. 
And I do like when history 

2142
01:49:41,440 --> 01:49:43,800
actually comes into play. 
Mutual interference. 

2143
01:49:43,800 --> 01:49:46,360
That's what I was basically 
talking about, lifestyle. 

2144
01:49:46,600 --> 01:49:48,480
I don't understand why this is a
move. 

2145
01:49:48,680 --> 01:49:51,360
Like at the beginning of a 
session, spend one or two barter

2146
01:49:51,360 --> 01:49:53,520
for your lifestyle. 
Why is that a move? 

2147
01:49:53,520 --> 01:49:55,360
Just like, be it like 
everything. 

2148
01:49:55,360 --> 01:49:57,280
Everything's a move. 
Everything. 

2149
01:49:57,320 --> 01:50:02,160
Everything is working gigs. 
That's I think need Jingle 

2150
01:50:02,160 --> 01:50:04,560
during a session is a move and 
it's just like okay. 

2151
01:50:04,560 --> 01:50:06,440
Then literally just say you can 
work gigs. 

2152
01:50:07,240 --> 01:50:10,520
That's apparently a move. 
The session in move is a move. 

2153
01:50:10,520 --> 01:50:12,320
This is what I'm talking about. 
Get to a point where like moves 

2154
01:50:12,320 --> 01:50:14,840
don't mean moves don't mean 
anything. 

2155
01:50:14,840 --> 01:50:18,200
The word move has lost all 
definition in my brain. 

2156
01:50:18,760 --> 01:50:21,440
Like I several times have 
thought about the session end 

2157
01:50:21,440 --> 01:50:24,360
move while we're doing this and 
like and I've I've we've so much

2158
01:50:24,360 --> 01:50:26,200
else going through this that 
I've forgotten about and then we

2159
01:50:26,200 --> 01:50:29,320
got into like Oh yeah, so yeah 
we're the ending the session to 

2160
01:50:29,320 --> 01:50:31,360
move. 
That's what I'm saying. 

2161
01:50:31,360 --> 01:50:33,840
Like, by making everything a 
move, you make moves 

2162
01:50:34,040 --> 01:50:36,520
meaningless. 
Like I just and especially 

2163
01:50:36,520 --> 01:50:38,160
again. 
This feeds back into the idea of

2164
01:50:38,160 --> 01:50:41,440
like, I feel boxed in by too 
much structure of the basic 

2165
01:50:41,440 --> 01:50:43,480
moves. 
And then the response is always 

2166
01:50:43,480 --> 01:50:45,400
well, not everything is a move 
and it's like, but everything in

2167
01:50:45,400 --> 01:50:46,720
the fucking book is a goddamn 
move. 

2168
01:50:47,280 --> 01:50:50,040
Like the way it's written, you 
can't do anything without it 

2169
01:50:50,040 --> 01:50:52,880
being a move, even though like 
in one tiny sentence it says if 

2170
01:50:52,880 --> 01:50:55,800
it's not a move, don't do like 
only only things you do that 

2171
01:50:55,840 --> 01:50:57,680
trigger moves, trigger moves. 
And it's just like, well, when 

2172
01:50:57,680 --> 01:50:59,520
everything's a move, everything 
is a move. 

2173
01:50:59,520 --> 01:51:01,680
So the end of the section is 
important. 

2174
01:51:01,680 --> 01:51:03,920
So it says choose a character 
who knows you better than they 

2175
01:51:03,920 --> 01:51:06,240
used to. 
If there's more than one, choose

2176
01:51:06,240 --> 01:51:09,360
one at your whim. 
OK, tell that player to add +1 

2177
01:51:09,360 --> 01:51:11,160
to their history with you on 
their sheet. 

2178
01:51:11,680 --> 01:51:14,560
If this brings them to history 
+4, they reset to history plus 

2179
01:51:14,560 --> 01:51:16,920
one. 
And therefore mark experience. 

2180
01:51:16,920 --> 01:51:18,760
Because don't forget, when you 
mark 5 experience you get to 

2181
01:51:18,760 --> 01:51:21,160
improve. 
If no one knows you better. 

2182
01:51:21,160 --> 01:51:23,160
Choose a character who doesn't 
know you as well as they 

2183
01:51:23,160 --> 01:51:24,680
thought. 
Or choose any character you 

2184
01:51:24,680 --> 01:51:27,000
whim. 
Tell that part to take -1 to 

2185
01:51:27,000 --> 01:51:28,520
their history with you on their 
sheet. 

2186
01:51:28,920 --> 01:51:31,800
If this brings them to history 
-3, they reset to zero and mark 

2187
01:51:31,800 --> 01:51:33,440
an experience. 
So if you know someone really 

2188
01:51:33,440 --> 01:51:35,960
well or not well at all, you 
still get the mark experience. 

2189
01:51:36,440 --> 01:51:38,160
If you forget to do this at the 
end of the session, do it at the

2190
01:51:38,160 --> 01:51:40,160
beginning of the session. 
That is the end move. 

2191
01:51:40,160 --> 01:51:43,160
Again, I don't understand why it
can't just be like mechanic of 

2192
01:51:43,160 --> 01:51:45,560
the game, but the mechanic of 
the game is that everything is a

2193
01:51:45,560 --> 01:51:46,960
move. 
So there you go and there's an 

2194
01:51:46,960 --> 01:51:52,200
example for that, which is fine.
And then that is the list of 

2195
01:51:52,200 --> 01:51:54,560
basic moves. 
Hey, and you know, we're halfway

2196
01:51:54,560 --> 01:51:57,520
through the book. 
Yeah, yeah, yeah. 

2197
01:52:01,320 --> 01:52:03,760
Peripheral moves, which are 
other moves. 

2198
01:52:05,640 --> 01:52:09,720
These are basic moves that come 
into play less commonly or 

2199
01:52:09,720 --> 01:52:12,760
optionally or that might not 
come into play at all. 

2200
01:52:19,800 --> 01:52:23,000
Yeah, oh. 
Harm and healing moves. 

2201
01:52:23,000 --> 01:52:24,720
But then there's a whole harm 
and healing section. 

2202
01:52:24,800 --> 01:52:33,360
Yeah, so yeah, harm and healing.
Yeah, you real harm when you 

2203
01:52:33,360 --> 01:52:36,440
suffer harm. 
And it's a list of things you 

2204
01:52:36,440 --> 01:52:39,240
can choose. 
Yeah, yeah. 

2205
01:52:39,520 --> 01:52:41,000
And then there's a bunch of 
examples. 

2206
01:52:42,640 --> 01:52:45,440
And then after that is barter 
moves, which is optional because

2207
01:52:45,440 --> 01:52:47,480
maybe your world doesn't have 
bartering because it's too 

2208
01:52:47,480 --> 01:52:53,440
apocalyptic or whatever, and 
it's interesting, I guess. 

2209
01:52:53,440 --> 01:52:56,120
And then there's insight, which 
you probably won't have by 

2210
01:52:56,120 --> 01:52:59,560
default, but if you have a Hocus
follower that they might grant 

2211
01:52:59,560 --> 01:53:05,520
it, Yeah. 
And then you have Augury, which 

2212
01:53:05,520 --> 01:53:07,320
is another thing that you 
probably won't have. 

2213
01:53:07,320 --> 01:53:09,360
The Hocus follower might give it
to you. 

2214
01:53:09,920 --> 01:53:12,120
So again, why aren't all of 
these moves up into the 

2215
01:53:12,120 --> 01:53:14,000
character section? 
And then you can just put the 

2216
01:53:14,000 --> 01:53:16,600
moves that are specific to Hocus
underneath the Hocus section. 

2217
01:53:17,840 --> 01:53:19,400
Like, I don't know. 
Actually the first time I read 

2218
01:53:19,400 --> 01:53:22,760
through this, I was like, we are
all these just Hocus, you know, 

2219
01:53:22,760 --> 01:53:23,840
like. 
Half of them are, yeah. 

2220
01:53:25,800 --> 01:53:29,600
Oh wait, then we get to chain. 
Chain highlighted stats again. 

2221
01:53:29,600 --> 01:53:31,600
Weird. 
For like, the fifth time here, 

2222
01:53:32,200 --> 01:53:36,480
yes. 
A peripheral move like beginning

2223
01:53:36,480 --> 01:53:39,240
of any session move like. 
I just don't understand this is 

2224
01:53:39,240 --> 01:53:40,880
the part where it's. 
What's so funny is that like 

2225
01:53:41,080 --> 01:53:44,520
because this is here, that means
that changing highlighted stats 

2226
01:53:44,560 --> 01:53:47,360
is a. 
Move It is because everything is

2227
01:53:47,360 --> 01:53:49,240
a move. 
Don't forget page 163 because 

2228
01:53:49,240 --> 01:53:51,000
I'm going to reference page 163 
later. 

2229
01:53:51,160 --> 01:53:53,920
Let me write that down. 
Oh wait, why? 

2230
01:53:54,560 --> 01:53:56,360
Oh, you'll see. 
OK, cool. 

2231
01:53:57,240 --> 01:53:58,640
And that's all the peripheral 
moves, right? 

2232
01:53:59,040 --> 01:54:02,440
Yeah. 
And then we get to Daggle Moves,

2233
01:54:02,480 --> 01:54:07,800
which are all. 
Important and should be not on 

2234
01:54:07,800 --> 01:54:13,440
page 166. 
Yeah, so exchanging harm, which 

2235
01:54:13,440 --> 01:54:17,640
is hurting. 
Things but this is this is this 

2236
01:54:17,640 --> 01:54:21,360
is a move, but it's it's it's 
also, like, literally a core 

2237
01:54:21,360 --> 01:54:24,840
mechanic of the game, right? 
Inflicting harm and suffering 

2238
01:54:24,840 --> 01:54:26,400
harm. 
This is what I want to see. 

2239
01:54:26,400 --> 01:54:28,080
Harm. 
Equal weapons minus armor. 

2240
01:54:28,200 --> 01:54:29,600
That's a rule. 
That's a mechanic. 

2241
01:54:29,720 --> 01:54:32,200
That is a thing that should be 
important in the game before 

2242
01:54:32,200 --> 01:54:39,080
page 166. 
Yeah, you listen. 

2243
01:54:39,080 --> 01:54:42,600
You inflict harm equal to the 
harm rating of your weapon, 

2244
01:54:42,760 --> 01:54:45,920
minus the armor rating of your 
enemy. 

2245
01:54:46,680 --> 01:54:49,440
You suffer harm equal to the 
harm rating of your enemy's 

2246
01:54:49,440 --> 01:54:52,920
weapon, minus the armor rating 
of your own armor. 

2247
01:54:55,240 --> 01:54:57,480
Easy. 
It's the most actually. 

2248
01:54:57,480 --> 01:55:00,320
Rules rule that in this whole 
thing, it's like, right at the 

2249
01:55:00,320 --> 01:55:01,720
top. 
It just says, hey, by the way, 

2250
01:55:02,120 --> 01:55:06,000
it's just harm equals weapon 
minus armor and you're like, oh 

2251
01:55:06,000 --> 01:55:09,600
amazing, A. 
Short brief example for how it 

2252
01:55:09,600 --> 01:55:10,760
works and then boom, you're 
good. 

2253
01:55:12,520 --> 01:55:17,520
Yeah, it's weird and correct me 
if I'm wrong, but there's not a 

2254
01:55:17,640 --> 01:55:21,400
straight like attack move, 
right? 

2255
01:55:21,800 --> 01:55:23,480
No, not really. 
Because and this is another 

2256
01:55:23,480 --> 01:55:25,560
thing, when we get to seize by 
force, which is the next thing, 

2257
01:55:25,560 --> 01:55:28,440
there's a lot of explanation 
where it says like the default 

2258
01:55:28,440 --> 01:55:32,400
battle move is seize by force. 
And I'm like, I don't understand

2259
01:55:32,400 --> 01:55:35,040
how that's the default. 
Like I just want to punch you in

2260
01:55:35,040 --> 01:55:38,160
the fucking face. 
But it's always like, well, 

2261
01:55:38,160 --> 01:55:39,880
you're probably always fighting 
for something. 

2262
01:55:39,880 --> 01:55:42,080
So try to seize by force. 
I'm like I just don't understand

2263
01:55:42,080 --> 01:55:44,360
how like. 
Maybe in the apocalypse world 

2264
01:55:44,360 --> 01:55:47,320
where like you're really only 
ever like vying for stuff or 

2265
01:55:47,320 --> 01:55:49,840
something or like a person or 
things, maybe that's kind of 

2266
01:55:49,840 --> 01:55:51,920
like the default. 
I just don't understand how like

2267
01:55:52,280 --> 01:55:56,120
inflict harm isn't like the 
default move because but it also

2268
01:55:56,120 --> 01:55:58,120
says seized by force. 
And then you get to the 

2269
01:55:58,120 --> 01:56:01,760
variations, which is assault a 
secure position, Keep hold of 

2270
01:56:01,760 --> 01:56:03,760
something you have, fight your 
way free, defend someone else 

2271
01:56:03,760 --> 01:56:06,160
from attack. 
How are those seized by force? 

2272
01:56:06,240 --> 01:56:08,120
How is? 
You know what I mean? 

2273
01:56:08,120 --> 01:56:10,120
Like you fight your way free, 
seize by force, or you're 

2274
01:56:10,120 --> 01:56:12,760
seizing your freedom by force. 
This is one of the ones where 

2275
01:56:12,760 --> 01:56:14,000
I'm like, this one feels, she 
warned. 

2276
01:56:14,560 --> 01:56:16,200
Yeah, I I was just looking at 
that. 

2277
01:56:16,200 --> 01:56:20,080
I have broken worlds open at the
same time because it's not like 

2278
01:56:20,080 --> 01:56:23,440
Patrick World's like it is 
actually very powered by the 

2279
01:56:23,440 --> 01:56:25,360
apocalypse, like it has moves 
and everything. 

2280
01:56:25,360 --> 01:56:26,520
It's still in that very learning
fashion. 

2281
01:56:26,760 --> 01:56:29,240
And they have a default attack 
move, which is just called Reach

2282
01:56:29,240 --> 01:56:32,360
Heaven through violence, which 
is like, yeah, when you're 

2283
01:56:32,360 --> 01:56:33,560
attempting to strike to have a 
foe. 

2284
01:56:33,800 --> 01:56:36,680
On this is what you do, yeah. 
What are you trying to? 

2285
01:56:36,720 --> 01:56:38,800
Yeah. 
But seized by force. 

2286
01:56:38,800 --> 01:56:41,480
Under seized by force, you get 
to pick one of these options and

2287
01:56:41,480 --> 01:56:44,760
it is like you inflict harm, or 
you suffer less harm, or you 

2288
01:56:44,760 --> 01:56:47,160
take definite and undeniable 
control, or you impress. 

2289
01:56:47,160 --> 01:56:49,920
This may or frighten your enemy.
Only one of those things, 

2290
01:56:50,000 --> 01:56:53,160
literally one of those things of
the four listed has anything to 

2291
01:56:53,160 --> 01:56:54,920
do with actually taking control 
of anything. 

2292
01:56:55,480 --> 01:56:58,480
Yeah, what a weird thing to call
that. 

2293
01:56:58,480 --> 01:57:00,160
I mean, there's so many fucking 
moves. 

2294
01:57:00,160 --> 01:57:03,280
Like, why not just create one 
more and just be like, yeah, you

2295
01:57:03,280 --> 01:57:05,880
know, Takedown Enemy, you know, 
or whatever. 

2296
01:57:06,400 --> 01:57:08,760
Or don't call this seize by 
force. 

2297
01:57:08,760 --> 01:57:12,120
Call it attacking someone and 
then aggressive action, 

2298
01:57:12,840 --> 01:57:15,760
aggressive action and then one 
of the four things underneath it

2299
01:57:16,000 --> 01:57:23,000
could be see something by force.
Because only one of like, it's 

2300
01:57:23,000 --> 01:57:25,040
just, this is what I'm talking 
about. 

2301
01:57:25,040 --> 01:57:28,280
Like I do really enjoy this game
and it's so frustrating to me 

2302
01:57:28,280 --> 01:57:30,200
that the book is so unenjoyable 
to read. 

2303
01:57:30,720 --> 01:57:34,440
Yeah, it's pretty, it's pretty 
rough, yeah. 

2304
01:57:34,760 --> 01:57:38,040
Variations. 
There's APC versus PC again. 

2305
01:57:39,080 --> 01:57:46,600
And yeah, uh, huh. 
There's single combat which you 

2306
01:57:46,600 --> 01:57:49,360
know to do, which is like a 
duel, you know. 

2307
01:57:49,720 --> 01:57:51,240
I do like this one. 
I do like this one. 

2308
01:57:51,360 --> 01:57:52,960
Yeah. 
Yeah, you're going to roll plus 

2309
01:57:52,960 --> 01:57:54,600
hard. 
Go ahead, Ryan. 

2310
01:57:55,440 --> 01:57:56,160
No, no. 
Yeah, go on. 

2311
01:57:56,360 --> 01:58:02,920
OK, you go roll plus hard. 
Yeah, you're sorry, you're 

2312
01:58:02,920 --> 01:58:06,320
exchanging harm. 
But first roll plus hard. 

2313
01:58:06,320 --> 01:58:08,920
On 10 plus both. 
On the 79, choose one. 

2314
01:58:09,280 --> 01:58:12,200
And on a miss your opponent 
chooses one against you. 

2315
01:58:12,200 --> 01:58:15,640
So it's either inflict harm or 
suffer little harm. 

2316
01:58:15,640 --> 01:58:17,800
It's it's either you take a harm
or give a harm. 

2317
01:58:17,800 --> 01:58:22,760
But it's interesting because on 
10 Plus both happen, which I'm 

2318
01:58:22,760 --> 01:58:25,800
like, oh OK. 
Yeah, I I dig that. 

2319
01:58:25,800 --> 01:58:28,600
Because you can. 
Like I roll, you roll, I roll, 

2320
01:58:28,600 --> 01:58:33,240
you roll, and like I can. 
Like any of those things are 

2321
01:58:33,560 --> 01:58:35,360
interesting ways to do it. 
This is like one of my favorite,

2322
01:58:35,400 --> 01:58:37,320
like moves in the whole game. 
It's like so simple and 

2323
01:58:37,320 --> 01:58:40,440
straightforward and it really 
makes sense picking one or the 

2324
01:58:40,440 --> 01:58:43,040
other and having to be such a 
small list like I'd like. 

2325
01:58:43,040 --> 01:58:48,840
That to me is the basic like 
attack move, yes, Yeah, it kind 

2326
01:58:48,840 --> 01:58:51,040
of way more is actually, you 
know. 

2327
01:58:52,120 --> 01:58:54,680
Yeah. 
Like, I just want to punch you 

2328
01:58:54,680 --> 01:58:56,360
in the fucking face. 
Like, I just want to shoot you 

2329
01:58:56,360 --> 01:58:58,760
because you're pissing me off. 
Like it's Apocalypse World. 

2330
01:58:58,760 --> 01:59:01,240
Like, I don't always have to 
have a reason to do my shit, you

2331
01:59:01,240 --> 01:59:08,040
know? 
Oh, you know, Ryan, that was in 

2332
01:59:08,040 --> 01:59:09,800
the bad mood before a show 
started. 

2333
01:59:09,800 --> 01:59:12,120
But we'll going through this 
with you has been very 

2334
01:59:12,120 --> 01:59:15,320
enjoyable. 
My blood pressure is like 180 

2335
01:59:15,320 --> 01:59:18,680
right now. 
Yeah, so some more, some more 

2336
01:59:18,680 --> 01:59:24,040
combat moves. 
Yeah. 

2337
01:59:24,040 --> 01:59:28,240
You have lay down fire, which is
kind of like a cover fire 

2338
01:59:29,840 --> 01:59:33,480
support fire move, which is is 
cool. 

2339
01:59:33,480 --> 01:59:38,280
You're going to roll plus hard. 
You have an Overwatch mood, a 

2340
01:59:38,280 --> 01:59:42,720
move where you you were standing
in Overwatch and you roll plus 

2341
01:59:42,720 --> 01:59:48,440
cool for that one and then like 
on 10 plus you choose one. 

2342
01:59:50,680 --> 01:59:55,480
Yeah, keep an eye out. 
You're you're looking out for 

2343
01:59:55,480 --> 01:59:58,120
what's coming. 
Everything's a move, man. 

2344
01:59:58,120 --> 02:00:02,040
I mean, there's so many like, 
oh, hey, I want to look out for 

2345
02:00:02,080 --> 02:00:03,960
for potential enemies. 
Oh, well, let's keep that's a 

2346
02:00:03,960 --> 02:00:07,800
keeping eye out. 
So. 

2347
02:00:08,680 --> 02:00:15,560
But they're all over that. 
Then you have subterfuge moves. 

2348
02:00:16,080 --> 02:00:17,920
Yeah, you can. 
You can bait a trap. 

2349
02:00:19,440 --> 02:00:23,480
You can hunt prey. 
Escape a hunter. 

2350
02:00:24,360 --> 02:00:30,200
You can do PC cat versus PC 
mouse turn, you can turn the 

2351
02:00:30,200 --> 02:00:34,840
tables on somebody, and then you
got Rd. war moves. 

2352
02:00:35,480 --> 02:00:40,120
Ryan, just in case there weren't
enough moves yet. 

2353
02:00:40,560 --> 02:00:44,920
There's boarding a vehicle. 
There's out distancing another 

2354
02:00:44,920 --> 02:00:49,280
vehicle, There's overtaking 
another vehicle, dealing with 

2355
02:00:49,280 --> 02:00:54,520
bad terrain, which is a move 
shouldering another shoulder, 

2356
02:00:54,520 --> 02:01:00,720
another vehicle. 
And then there's like V harm, 

2357
02:01:00,720 --> 02:01:04,360
which is like harm to like a, 
like the vehicle is like massive

2358
02:01:04,360 --> 02:01:11,880
frame and the car's handling. 
Yeah, and those are all things. 

2359
02:01:12,240 --> 02:01:15,040
But don't worry, Ryan. 
I I know you were worried that 

2360
02:01:15,040 --> 02:01:17,040
we were done with moves, but 
we're not. 

2361
02:01:17,120 --> 02:01:21,200
Because next we have character 
moves and these are all going to

2362
02:01:21,200 --> 02:01:24,360
be character specific moves that
we're not going to go through 

2363
02:01:24,360 --> 02:01:25,680
because we just really don't 
need to. 

2364
02:01:25,680 --> 02:01:27,360
They're. 
All listed. 

2365
02:01:27,360 --> 02:01:29,760
Yeah, they're all, they're all 
listed on the sheet. 

2366
02:01:30,080 --> 02:01:32,960
Yes, absolutely. 
They're all on the play sheet. 

2367
02:01:33,080 --> 02:01:40,560
They're also all here and that's
that's where you're you're on 

2368
02:01:40,560 --> 02:01:44,760
182 is where it starts, right 
for that section. 

2369
02:01:45,280 --> 02:01:46,560
I'm just, I'm just looking real 
quick. 

2370
02:01:47,000 --> 02:01:49,320
Yeah. 
And it ends on 200, so there you

2371
02:01:49,320 --> 02:01:52,520
go. 20 more pages explaining the
things that are already listed. 

2372
02:01:53,960 --> 02:01:55,400
Yeah, all right. 
Harm and healing. 

2373
02:01:55,400 --> 02:01:57,080
Let's get through this. 
So this is like the fifth time 

2374
02:01:57,080 --> 02:01:58,800
you've seen harm and healing. 
So let's talk about harm and 

2375
02:01:58,800 --> 02:02:01,320
healings more. 
How might a character suffer 

2376
02:02:01,320 --> 02:02:03,440
harm when the role fucking says 
it does? 

2377
02:02:03,440 --> 02:02:06,160
Because everything is a role. 
Like I I don't like that's, but 

2378
02:02:06,160 --> 02:02:07,680
it's bullet points of of 
examples. 

2379
02:02:07,960 --> 02:02:09,840
How much harm. 
It's always weapon harm. 

2380
02:02:10,160 --> 02:02:12,680
Like minus your armor, that's 
listed as one of the actual only

2381
02:02:12,680 --> 02:02:14,120
things that's actually corely 
listed. 

2382
02:02:14,800 --> 02:02:17,080
And then it goes into another 
example. 

2383
02:02:17,880 --> 02:02:21,040
But I listed an example just 
within the text and that's how 

2384
02:02:21,040 --> 02:02:24,400
that happens. 
So it has a list of the type of 

2385
02:02:24,400 --> 02:02:28,720
harm that you can do from zero 
to 5 S like grappling and 

2386
02:02:28,720 --> 02:02:30,880
dragging and stuff like that is 
0 harm. 

2387
02:02:30,880 --> 02:02:34,080
One is like a fist or a punch. 
Two is a guy with a hammer. 

2388
02:02:34,080 --> 02:02:37,080
Three is a guy with a shotgun. 4
is a grenade. 

2389
02:02:37,760 --> 02:02:40,400
Five is like a big explosion 
because at 5 you're basically 

2390
02:02:40,400 --> 02:02:44,480
dead. 
When APC suffers harm things 

2391
02:02:44,480 --> 02:02:46,640
happen. 
So getting shot harm equals the 

2392
02:02:46,640 --> 02:02:49,880
inflicters weapon harm minus the
suffers armor If the weapon has 

2393
02:02:50,120 --> 02:02:53,560
armor piercing, ignore the armor
so it really comes down it it 

2394
02:02:53,560 --> 02:02:58,840
breaks down a lot of this into 
like extremely easy mechanic of 

2395
02:02:58,840 --> 02:03:03,360
just it's harm it's it's weapon 
harm minus armor and then that's

2396
02:03:03,360 --> 02:03:05,680
what you get. 
And then it talks a lot about 

2397
02:03:05,680 --> 02:03:08,560
like all the different segments 
of the clock, which I mean we'll

2398
02:03:08,560 --> 02:03:10,640
we'll we'll get to more clock 
stuff at some point. 

2399
02:03:10,640 --> 02:03:13,720
I think there are hard moves 
when you suffer harm. 

2400
02:03:14,000 --> 02:03:18,320
Suffering harm is a move. 
So this is different. 

2401
02:03:19,600 --> 02:03:24,720
This is different, right? 
Then actually like doing harm to

2402
02:03:24,720 --> 02:03:27,760
someone from another move. 
So it's a move that triggers a 

2403
02:03:27,760 --> 02:03:29,120
move. 
So if I if we're in single 

2404
02:03:29,120 --> 02:03:32,920
combat and I do harm to you, we 
can roll, suffer hard, move. 

2405
02:03:34,400 --> 02:03:38,680
I actually don't mind this one a
little bit because it really 

2406
02:03:38,680 --> 02:03:42,280
comes down to adding more 
unpredictability and stuff to 

2407
02:03:42,280 --> 02:03:43,640
like the harm that's actually 
suffered to you. 

2408
02:03:44,040 --> 02:03:46,160
So did you like the list of 
stuff and like how it can 

2409
02:03:46,160 --> 02:03:49,000
narratively interact? 
But like, I feel like the 

2410
02:03:49,040 --> 02:03:51,680
execution leaves a lot to be 
desired and I feel like maybe 

2411
02:03:51,680 --> 02:03:55,360
this, maybe not suffer harm. 
Like every time. 

2412
02:03:55,680 --> 02:03:57,880
I don't know. 
There's something here for sure,

2413
02:03:57,880 --> 02:03:59,720
yeah. 
You don't have to do it every 

2414
02:03:59,720 --> 02:04:03,920
time, I guess as AGM as an MC. 
You can do it, but this is the 

2415
02:04:03,920 --> 02:04:05,200
interesting thing. 
When you read, it says when you 

2416
02:04:05,200 --> 02:04:07,600
suffer harm, roll plus harm 
suffered after armor. 

2417
02:04:07,600 --> 02:04:11,480
If you're wearing any on A10 
plus the MC chooses one, you're 

2418
02:04:11,520 --> 02:04:13,840
out of the auction. 
It's worse than it seemed. 

2419
02:04:14,440 --> 02:04:16,960
You choose two on 7 to 9, which 
is a different list. 

2420
02:04:16,960 --> 02:04:19,000
You lose your footing, you lose 
grip on whatever you're holding.

2421
02:04:19,280 --> 02:04:21,640
On a miss, the MC can 
nevertheless choose something 

2422
02:04:21,640 --> 02:04:24,720
from 7:00 to 9:00 anyway. 
If she does, though, it's 

2423
02:04:24,720 --> 02:04:26,360
instead some of the harm you're 
suffering. 

2424
02:04:26,640 --> 02:04:28,960
So take -1 harm. 
So like, choose a list of stuff 

2425
02:04:28,960 --> 02:04:30,840
you can do on 7:00 to 9:00, but 
then you can just do stuff 

2426
02:04:30,840 --> 02:04:32,960
anyway if you want. 
Sure. 

2427
02:04:32,960 --> 02:04:36,920
So it it, it basically just adds
like a little bit of a wrinkle 

2428
02:04:37,200 --> 02:04:39,280
to to what's going on. 
But you know what I would do 

2429
02:04:39,280 --> 02:04:43,720
with this is just like tie it 
into any harm. 

2430
02:04:43,880 --> 02:04:45,880
Like you don't have to roll 
again to do it. 

2431
02:04:45,880 --> 02:04:50,600
Like if you got hit with harm on
a roll that was between 7:00 and

2432
02:04:50,600 --> 02:04:53,160
9:00, you can just pick two from
the seven and nine list. 

2433
02:04:53,160 --> 02:04:55,280
If you got OK harm, that's a 10 
plus. 

2434
02:04:55,480 --> 02:04:57,440
I like that. 
Pick from the 10 plus list like.

2435
02:04:57,440 --> 02:04:59,600
Just put them together. 
Why are you rolling a second 

2436
02:04:59,600 --> 02:05:04,600
time? 
Yeah, that's that I like a lot 

2437
02:05:04,600 --> 02:05:06,920
more. 
Yeah. 

2438
02:05:06,920 --> 02:05:08,840
It's like, dude, we can 
eliminate some of these, some of

2439
02:05:08,840 --> 02:05:11,120
these roles especially. 
It's like so many moves lead to 

2440
02:05:11,120 --> 02:05:12,520
other moves that just lead to 
other. 

2441
02:05:12,680 --> 02:05:15,320
Like it's we're just we. 
Went through the whole 

2442
02:05:15,320 --> 02:05:18,080
snowballing move section and 
like the snowball, it's like 10 

2443
02:05:18,080 --> 02:05:19,160
things down. 
And I'm like, you could just 

2444
02:05:19,160 --> 02:05:20,680
eliminate some of those and you 
could just. 

2445
02:05:21,480 --> 02:05:23,640
And if it does take that many, 
that's fine, cool, whatever. 

2446
02:05:23,640 --> 02:05:26,400
But like, I don't know that that
there's ways that this can be 

2447
02:05:26,400 --> 02:05:29,360
parsed down simpler when life 
becomes untenable. 

2448
02:05:29,760 --> 02:05:31,960
Is the section when the 
character's countdown hits 12 

2449
02:05:32,400 --> 02:05:34,160
midnight, her life becomes 
untenable. 

2450
02:05:34,280 --> 02:05:36,240
So you can choose options and 
these are on the character 

2451
02:05:36,240 --> 02:05:40,200
sheet, but like how they come 
back and that's the player's 

2452
02:05:40,200 --> 02:05:43,720
choice on what they want to do. 
So like when you hit basically 

2453
02:05:43,720 --> 02:05:46,080
you're dying. 
You can either come back with -1

2454
02:05:46,080 --> 02:05:49,080
hard so you lose some stat you 
can come back with plus one 

2455
02:05:49,080 --> 02:05:52,480
weird to a Max of three. 
So because if you basically 

2456
02:05:52,480 --> 02:05:56,560
close to death, you get weird. 
Or you can choose a new change 

2457
02:05:56,560 --> 02:05:58,920
to a new playbook. 
Right. 

2458
02:05:59,600 --> 02:06:04,400
Or just die, and then you can 
just choose to die and just do 

2459
02:06:04,400 --> 02:06:07,600
something different. 
So I again, I here's the thing 

2460
02:06:07,600 --> 02:06:11,360
about this is like, I don't. 
It says when life becomes 

2461
02:06:11,360 --> 02:06:13,440
untenable, these things happen. 
This isn't a move. 

2462
02:06:13,840 --> 02:06:16,240
Crazy that it's not a move. 
Maybe it's supposed to be listed

2463
02:06:16,240 --> 02:06:18,800
as a move, but this is just an 
explanation of a mechanic of the

2464
02:06:18,800 --> 02:06:20,320
game. 
Crazy that you can explain the 

2465
02:06:20,320 --> 02:06:23,000
mechanic of the game without it 
being sorry Ryan, everything is 

2466
02:06:23,000 --> 02:06:24,800
a move, so. 
Yeah right. 

2467
02:06:24,800 --> 02:06:26,840
Everything is a move. 
It's just it's crazy. 

2468
02:06:26,840 --> 02:06:28,760
When an NPC attacks, they 
inflict harm. 

2469
02:06:28,760 --> 02:06:30,880
When NPC suffers harm, guess 
what? 

2470
02:06:30,880 --> 02:06:33,480
They do harm to them. 
This is an explanation of the 

2471
02:06:33,800 --> 02:06:36,320
NPC clock for the countdown 
clock. 

2472
02:06:36,600 --> 02:06:39,400
So basically, I don't know if 
we've missed the PC countdown 

2473
02:06:39,400 --> 02:06:43,440
clock section earlier, but 
basically it's split into 123456

2474
02:06:43,440 --> 02:06:46,320
segments, right? 
So but if you actually look at a

2475
02:06:46,320 --> 02:06:48,400
real clock, it's from 12:00 to 
3:00. 

2476
02:06:48,480 --> 02:06:52,720
So 1/4 of it is your first 
segment, 3 to 6 is a segment, 

2477
02:06:52,720 --> 02:06:56,440
and 6:00 to 9:00 is a segment. 
So 3/4 of the clock is 1 segment

2478
02:06:56,440 --> 02:06:58,480
each. 
And then from 9:00 to 12:00, 

2479
02:06:58,480 --> 02:07:01,280
it's broken into 123 segments, 
right? 

2480
02:07:01,280 --> 02:07:04,920
And anything prior to 6:00 PM 
for APC? 

2481
02:07:05,720 --> 02:07:08,320
So the first two segments 
basically just heal with time, 

2482
02:07:08,600 --> 02:07:10,560
like, get enough rest that'll go
away. 

2483
02:07:10,640 --> 02:07:12,880
So it's kind of like just your 
default 1-2 hit. 

2484
02:07:12,880 --> 02:07:16,040
That's fine. 
Anything after six, like from 

2485
02:07:16,040 --> 02:07:18,400
6:00 to 9:00, requires some type
of healing. 

2486
02:07:18,680 --> 02:07:22,160
And really anything after nine, 
like, requires healing and 

2487
02:07:22,160 --> 02:07:23,320
you're kind of fucked. 
Yeah. 

2488
02:07:23,320 --> 02:07:26,920
And it oh, yeah, it gets worse 
with time. 

2489
02:07:27,360 --> 02:07:30,600
So that's kind of how it works 
for the PCs, but for NPCS? 

2490
02:07:31,440 --> 02:07:35,840
Really, they die potentially by 
the 2nd segment, so from three 

2491
02:07:35,840 --> 02:07:38,360
to six, and definitely by the 
3rd segment from 6:00 to 9:00. 

2492
02:07:38,600 --> 02:07:40,680
So if they have no armor and you
hit them with something that 

2493
02:07:40,680 --> 02:07:45,040
does 3 harm, they're just dead. 
But APC could take up like 5 

2494
02:07:45,040 --> 02:07:46,880
harm and theoretically not 
really be dead. 

2495
02:07:47,440 --> 02:07:50,000
I like that once it hits like 
the 5th segment, they're 

2496
02:07:50,000 --> 02:07:54,960
basically or even the even the 
four segment, they're dead. 

2497
02:07:55,320 --> 02:07:57,880
And you're just fucking up their
body and like the 5th segment is

2498
02:07:57,880 --> 02:08:00,720
just bodily destruction. 
So like if you do 6 harm to an 

2499
02:08:00,720 --> 02:08:02,880
MPC with no, you basically blow 
their body to bits. 

2500
02:08:03,280 --> 02:08:06,360
So that's that's MPC. 
What sex move is that? 

2501
02:08:07,920 --> 02:08:09,600
That would be probably the 
Battle Babe sex move. 

2502
02:08:09,760 --> 02:08:12,920
I think it's just the orgasm to 
oblivion. 

2503
02:08:13,600 --> 02:08:17,360
So yeah, and what I just said is
explained here a little bit 

2504
02:08:17,360 --> 02:08:21,680
more, using a gang as a weapon. 
And the the size of the gang 

2505
02:08:21,680 --> 02:08:23,800
matters. 
So it's just the way that using 

2506
02:08:23,800 --> 02:08:27,040
gang content always matters. 
Yep, of course, especially in 

2507
02:08:27,040 --> 02:08:30,720
this game, it's the sex move. 
So this one's a little bit 

2508
02:08:30,720 --> 02:08:33,560
different because the way the 
gang suffers harm is really just

2509
02:08:33,560 --> 02:08:35,920
like how many of the gang die 
and how many are surviving. 

2510
02:08:37,000 --> 02:08:38,880
So and that's broken down into 
the one through 5. 

2511
02:08:38,880 --> 02:08:41,280
Harm does gang all together. 
It's kind of like a morale 

2512
02:08:41,280 --> 02:08:43,240
thing. 
Using a vehicle as a weapon is 

2513
02:08:43,240 --> 02:08:46,720
listed here, which is fine, and 
it talks about the vehicles like

2514
02:08:46,720 --> 02:08:48,920
clock. 
This is kind of a little bit of 

2515
02:08:48,920 --> 02:08:52,040
like. 
NPC stat block harm kind of 

2516
02:08:52,040 --> 02:08:53,840
damage, Vehicle harm is listed 
here. 

2517
02:08:54,120 --> 02:08:57,000
When a building suffers harm, is
listed other kinds of harm. 

2518
02:08:57,000 --> 02:08:59,240
Psy harm. 
The symbol right here is Psy in 

2519
02:08:59,240 --> 02:09:01,560
the Greek alphabet. 
So this is psychic harm. 

2520
02:09:03,000 --> 02:09:05,680
When you suffer psychic harm, 
there's a list of things that 

2521
02:09:05,680 --> 02:09:08,240
can happen, but a lot of them 
are very similar to just When 

2522
02:09:08,240 --> 02:09:10,320
you suffer any kind of harm, 
you're out of the action. 

2523
02:09:10,560 --> 02:09:12,960
Like you know you're you lose 
track of something. 

2524
02:09:12,960 --> 02:09:14,880
It's pretty much the same. 
It's just psy harm. 

2525
02:09:15,080 --> 02:09:17,160
But then we get to things like S
harm and D harm. 

2526
02:09:17,480 --> 02:09:19,520
Hey, do me a favor. 
Roll hard for D harm. 

2527
02:09:22,840 --> 02:09:27,760
Like I don't understand the 
reason for this. 

2528
02:09:27,760 --> 02:09:32,800
Like's harm means stun, D harm 
means deprivation. 

2529
02:09:33,080 --> 02:09:37,040
Just say harm that stuns them, 
harm that deprives them. 

2530
02:09:37,400 --> 02:09:41,800
Like D harm air D harm warmth D 
harm cool is heat stroke, copper

2531
02:09:41,800 --> 02:09:44,800
thermia asphyxiation. 
I just, I, I, I just think that 

2532
02:09:44,800 --> 02:09:47,960
sound like there's this weird 
influx of letters 219 pages in 

2533
02:09:48,800 --> 02:09:51,240
you know and then we get to it 
is interesting how it really 

2534
02:09:51,240 --> 02:09:53,280
clicks on suddenly here it's 
like. 

2535
02:09:54,640 --> 02:09:56,440
And if this is that important, 
again, harm and healing should 

2536
02:09:56,440 --> 02:09:58,000
be way earlier in the book. 
It's a it's. 

2537
02:09:58,040 --> 02:10:01,600
It's a Realistically, kind of, 
again, a core thing is just. 

2538
02:10:02,240 --> 02:10:05,520
If you've taken harm and if 
you're alive, you know it's it's

2539
02:10:05,520 --> 02:10:09,720
funny how like the arc of my 
caring about this has really 

2540
02:10:10,080 --> 02:10:13,520
where where we are in this book.
It's like, man, at this point 

2541
02:10:13,520 --> 02:10:15,760
I'm like, God, I don't, I don't 
care about these rules at all, 

2542
02:10:15,760 --> 02:10:16,200
man. 
And. 

2543
02:10:17,160 --> 02:10:19,280
What's crazy is we're two hours 
and 20 minutes in and we haven't

2544
02:10:19,280 --> 02:10:25,400
read 80% of the words I know. 
Yeah, so. 

2545
02:10:25,880 --> 02:10:28,200
Yeah, healing by an Angel. 
It talked about the Angel's kit 

2546
02:10:28,200 --> 02:10:30,600
and everything. 
They use it to stabilize and 

2547
02:10:30,600 --> 02:10:31,880
heal someone. 
At 9:00 or past. 

2548
02:10:31,880 --> 02:10:34,240
You have to roll plus stock 
because it's the stock you have 

2549
02:10:34,240 --> 02:10:36,240
in your kit that you can use to 
heal people. 

2550
02:10:37,400 --> 02:10:39,920
And then based on what you roll,
you get to choose like one or 

2551
02:10:39,920 --> 02:10:41,280
two different things. 
I do think this is really 

2552
02:10:41,280 --> 02:10:44,560
interesting. 
So like the list is like they 

2553
02:10:44,560 --> 02:10:46,400
fight you and you have to narco 
stab them. 

2554
02:10:46,400 --> 02:10:50,480
How long will they be out? 
I like that the pain and drugs 

2555
02:10:50,480 --> 02:10:52,520
make them Babble the truth to 
you. 

2556
02:10:53,040 --> 02:10:55,960
Ask them what secret they spill.
This is what I feel like moves 

2557
02:10:55,960 --> 02:10:59,560
should all be like, right? 
Like things that are just basic 

2558
02:10:59,560 --> 02:11:02,800
mechanics just be basic. 
Mechanics, yeah. 

2559
02:11:02,920 --> 02:11:06,240
But things that are like moves 
should be this kind of narrative

2560
02:11:06,240 --> 02:11:08,360
thing. 
But again, a basic mechanic 

2561
02:11:08,360 --> 02:11:10,040
should just be explained as a 
basic mechanic. 

2562
02:11:10,160 --> 02:11:13,800
Like harm to me is just, but you
just roll a stat and do fucking 

2563
02:11:13,800 --> 02:11:15,520
harm. 
That's a basic mechanic of the 

2564
02:11:15,520 --> 02:11:16,800
game. 
It doesn't have to be a move. 

2565
02:11:17,160 --> 02:11:19,480
A move to me is this exact 
thing. 

2566
02:11:19,640 --> 02:11:22,720
Choose a thing like they respond
well to treatment. 

2567
02:11:22,720 --> 02:11:25,200
Recover one stock. 
They're at your complete mercy. 

2568
02:11:25,200 --> 02:11:27,520
What do you do to them? 
It's creating these narrative 

2569
02:11:27,520 --> 02:11:29,680
things going forward. 
It's open-ended. 

2570
02:11:30,640 --> 02:11:33,040
Yeah, it's not just like B 
happens. 

2571
02:11:33,040 --> 02:11:35,640
So B happens to like. 
I mean like. 

2572
02:11:37,280 --> 02:11:39,560
Again, I didn't make PBTA. 
This is the game that started 

2573
02:11:39,560 --> 02:11:40,680
it. 
I just think it's one of the 

2574
02:11:40,680 --> 02:11:46,680
worst PBTA I've ever read. 
If there's no Angel, no healing,

2575
02:11:46,760 --> 02:11:48,680
you're shit out of luck. 
That's what it says. 

2576
02:11:49,360 --> 02:11:51,280
There's a particular NPC medic. 
They can do it. 

2577
02:11:52,040 --> 02:11:57,360
There's an NPC medic, like 
whatever gear and crap, OK, you 

2578
02:11:57,360 --> 02:11:59,120
can barter. 
That's the thing that you can do

2579
02:11:59,120 --> 02:12:00,840
if you want to. 
There's a move for it. 

2580
02:12:04,200 --> 02:12:06,720
Descriptive tags. 
I'm not a huge fan of tags. 

2581
02:12:06,800 --> 02:12:09,320
I think people enjoy them. 
I again, I feel like it's it. 

2582
02:12:09,320 --> 02:12:12,440
It provides too much structure. 
Or I maybe it's just even just 

2583
02:12:12,440 --> 02:12:13,760
like I don't like the way 
they're written. 

2584
02:12:13,760 --> 02:12:15,400
I don't even really like the 
word tag. 

2585
02:12:16,200 --> 02:12:21,760
But here's my thing is I like 
tags and there are two minions. 

2586
02:12:22,720 --> 02:12:23,400
Yes. 
Yes. 

2587
02:12:23,480 --> 02:12:25,360
Oh my God, yes, there's just too
many. 

2588
02:12:25,720 --> 02:12:28,680
Like, yeah, I don't understand 
how I'm supposed to know. 

2589
02:12:28,680 --> 02:12:30,560
Like I know we're supposed to 
use reference sheets, but here's

2590
02:12:30,560 --> 02:12:32,840
the thing once again. 
If I'm playing a game that I 

2591
02:12:32,840 --> 02:12:37,400
have to stare down at to read a 
script from to like look to see 

2592
02:12:37,400 --> 02:12:41,080
the 10 moves that I have with my
6 stats and my 20 tags, when am 

2593
02:12:41,080 --> 02:12:44,160
I playing the game? 
It sure seems like everyone 

2594
02:12:44,160 --> 02:12:48,000
needs their own like GM screen 
for this, you know? 

2595
02:12:48,240 --> 02:12:51,800
I want to hold players though my
player book is 4 pages long. 

2596
02:12:51,800 --> 02:12:54,960
I know as I'm saying like it's 
you could just every single 

2597
02:12:55,120 --> 02:12:58,560
player character has their own 
GM screen of just like here's 

2598
02:12:58,560 --> 02:13:01,680
the stats, here's what I can do 
here what tags means, you know. 

2599
02:13:02,120 --> 02:13:04,120
Here's my basic move and here's 
my character specific. 

2600
02:13:04,120 --> 02:13:06,160
Where's the Here's my special 
and peripheral moves. 

2601
02:13:06,480 --> 02:13:09,600
Yeah, it's just so. 
Anyway, so the way tags work, I 

2602
02:13:09,600 --> 02:13:11,160
don't mind this. 
I feel like this is more 

2603
02:13:11,160 --> 02:13:13,520
mechanical. 
Which finally, thank God, 

2604
02:13:14,120 --> 02:13:16,160
writing A tag is not a move, 
except that everything is a 

2605
02:13:16,160 --> 02:13:18,280
move. 
So basically it says this is the

2606
02:13:18,280 --> 02:13:20,360
way the tags work. 
There's three categories, right?

2607
02:13:20,640 --> 02:13:24,040
So in the listings that follow 
you have plus parentheses tag. 

2608
02:13:24,480 --> 02:13:26,760
Like valuable, infinite or 
whatever means you simply. 

2609
02:13:26,760 --> 02:13:28,200
No, no, no, no, no. 
Let me get to it. 

2610
02:13:28,200 --> 02:13:32,880
So first, the plain mechanical 
second constraints on when the 

2611
02:13:32,880 --> 02:13:36,360
characters can use them, and 3rd
cues recommending something for 

2612
02:13:36,360 --> 02:13:40,000
you to say about them. 
So let's just look at an example

2613
02:13:40,000 --> 02:13:43,480
and we'll say that so and then 
we'll come back to some of this 

2614
02:13:43,480 --> 02:13:45,400
other stuff that just drives me 
up the goddamn wall. 

2615
02:13:45,400 --> 02:13:47,720
So for example, if you look at 
a. 

2616
02:13:50,200 --> 02:13:51,960
A big knife. 
No, no. 

2617
02:13:52,360 --> 02:13:55,480
Let's say a revolver, right? 
It's to harm. 

2618
02:13:55,520 --> 02:14:00,280
So harm is listed first, Then 
you have close, reload and loud.

2619
02:14:00,320 --> 02:14:03,560
Those are the three tags. 
And in the order of the way that

2620
02:14:03,560 --> 02:14:05,640
you can understand what those 
tags mean. 

2621
02:14:05,840 --> 02:14:08,880
This is something that I think 
is kind of like you get pretty 

2622
02:14:08,880 --> 02:14:10,040
quickly. 
This is one of the ones where 

2623
02:14:10,040 --> 02:14:12,280
I'm like, OK, I get it. 
So the first is mechanical. 

2624
02:14:12,400 --> 02:14:14,920
So close is a mechanical thing. 
You can only use it when you're 

2625
02:14:14,920 --> 02:14:17,360
close. 
The second is reload. 

2626
02:14:17,360 --> 02:14:19,480
It's a constraint on what the 
character can do, which means it

2627
02:14:19,480 --> 02:14:22,560
requires you to reload it. 
And the third is the queue, 

2628
02:14:22,680 --> 02:14:25,240
which recommends something about
what you say about it or how it 

2629
02:14:25,240 --> 02:14:26,320
goes. 
And it's loud. 

2630
02:14:26,800 --> 02:14:30,280
So mechanical, the constraint. 
And the queue pretty much 

2631
02:14:30,280 --> 02:14:33,920
narratively on how it works. 
So again you get close reload, 

2632
02:14:33,920 --> 02:14:36,080
loud. 
I don't mind that I'm OK with 

2633
02:14:36,080 --> 02:14:37,400
that. 
I like that it's got a little 

2634
02:14:37,400 --> 02:14:39,080
bit of a structure to it. 
Yeah. 

2635
02:14:39,680 --> 02:14:43,920
But here's my not favorite part 
is all of the fucking tags that 

2636
02:14:43,920 --> 02:14:47,040
go with it. 
Like range tags in armor plus in

2637
02:14:47,040 --> 02:14:49,880
armor in minus armor plus in 
armor plus minus plus in choice.

2638
02:14:49,920 --> 02:14:54,080
Alive AP 80 applied area, auto 
fire braced, close, close, far 

2639
02:14:54,280 --> 02:14:58,160
in placed far hand. 
High tech, implanted, infinite 

2640
02:14:58,280 --> 02:15:00,800
intimate. 
Loud, messy, Refill, reload, 

2641
02:15:00,800 --> 02:15:04,120
Remote Sr. slow tag, valuable, 
worn, implanted. 

2642
02:15:04,680 --> 02:15:07,800
It's 3 pages of tags and I know 
they're not always going to be 

2643
02:15:07,800 --> 02:15:10,600
applicable, but like I just feel
like a lot of that can just be 

2644
02:15:10,600 --> 02:15:13,280
constrained down and then just 
given a little bit of context to

2645
02:15:13,280 --> 02:15:16,280
separate them a little bit. 
I even think like getting rid of

2646
02:15:16,280 --> 02:15:19,800
like a list of tags and making a
more open-ended things like hey 

2647
02:15:19,800 --> 02:15:23,600
each weapon's going to have 
these tags like a like like you 

2648
02:15:23,640 --> 02:15:27,440
the in the order you said. 
You're like 4 examples of each 

2649
02:15:27,440 --> 02:15:29,720
where we normally would put with
these weapons, but your table 

2650
02:15:29,720 --> 02:15:32,800
can decide like its own tags for
its own weapon and what that 

2651
02:15:32,800 --> 02:15:33,760
means right? 
Like. 

2652
02:15:34,680 --> 02:15:36,560
Yeah, but here's the other thing
too, right? 

2653
02:15:36,800 --> 02:15:40,000
So this whole book is, again, 
contextual examples. 

2654
02:15:40,000 --> 02:15:43,040
But when you actually need 
examples, it's not explained at 

2655
02:15:43,040 --> 02:15:44,400
all. 
Like at all. 

2656
02:15:44,520 --> 02:15:47,440
So for example, there are like 
50 fucking tags we just went 

2657
02:15:47,440 --> 02:15:49,720
over, right? 
And then you get to a section of

2658
02:15:49,720 --> 02:15:52,280
weapons and armor that talks 
about common firearms and other 

2659
02:15:52,280 --> 02:15:55,080
common weapons, and there's an 
entirety of maybe like. 

2660
02:15:55,560 --> 02:15:58,800
Five of those fifty tags, 
There's no explanation of like a

2661
02:15:58,800 --> 02:16:01,240
more complex tag, you know what 
I mean? 

2662
02:16:01,440 --> 02:16:04,200
There's not like anything that 
talks to me about there's like 

2663
02:16:04,200 --> 02:16:07,040
one that uses infinite, but 
there's nothing that's like, 

2664
02:16:07,160 --> 02:16:09,400
give me something that's like 
reload, remote slow. 

2665
02:16:09,400 --> 02:16:11,520
You know, there's none of like, 
well, reload, yeah, but you know

2666
02:16:11,520 --> 02:16:12,720
what I mean? 
Like it basically everything 

2667
02:16:12,720 --> 02:16:15,760
comes out to harm a distance. 
And if it's loud or quiet, and 

2668
02:16:16,560 --> 02:16:19,040
that's pretty much it. 
Armor. 

2669
02:16:19,360 --> 02:16:20,840
It exists. 
Fashion Armor. 

2670
02:16:20,840 --> 02:16:28,160
It gives you one or. 
Two, armor is more serious, and 

2671
02:16:28,160 --> 02:16:29,960
three, armor is basically a 
fucking bomb suit. 

2672
02:16:30,160 --> 02:16:31,000
That's it. 
There you go. 

2673
02:16:31,000 --> 02:16:32,760
That's armor. 
And guess what? 

2674
02:16:32,760 --> 02:16:34,959
It reduces. 
It reduces incoming damage. 

2675
02:16:35,280 --> 02:16:37,760
There you go. 
It gives you a whole way to do 

2676
02:16:37,760 --> 02:16:39,360
custom firearms and how to build
them. 

2677
02:16:39,360 --> 02:16:42,440
Which, guess what, this is all 
on the playbook sheets. 

2678
02:16:43,080 --> 02:16:44,480
I don't understand. 
That's another thing that's on 

2679
02:16:44,480 --> 02:16:47,320
the playbook sheet, like for 
every character is like how to 

2680
02:16:47,320 --> 02:16:49,120
set, how to build a custom 
firearm. 

2681
02:16:49,480 --> 02:16:51,719
It seems like a weird optional 
thing. 

2682
02:16:51,959 --> 02:16:54,760
There's specialty gear. 
Which is like kits. 

2683
02:16:55,080 --> 02:16:59,760
And so then, guess what we do 
for all the specialty gear is 

2684
02:16:59,760 --> 02:17:01,639
Yep, that's right. 
We list them for every 

2685
02:17:01,639 --> 02:17:04,360
individual character instead of 
just being in a character 

2686
02:17:04,360 --> 02:17:06,719
section. 
Not, not. 

2687
02:17:07,080 --> 02:17:10,000
And not everyone has one, right?
You got Angel gear, brainer 

2688
02:17:10,000 --> 02:17:13,559
gear, Lux gear, bikes, cars, 
things we've gone over a bunch 

2689
02:17:13,559 --> 02:17:16,799
of times already. 
Battle vehicles, I can tell you 

2690
02:17:16,799 --> 02:17:18,680
right now, I think this game is 
getting a high score. 

2691
02:17:20,280 --> 02:17:22,080
A whole section on prosthetics 
here. 

2692
02:17:22,719 --> 02:17:24,639
Different than the prosthetic 
section we went over earlier, 

2693
02:17:24,639 --> 02:17:26,400
but exactly the same it 
literally. 

2694
02:17:26,400 --> 02:17:31,559
I'm pretty sure they just copy 
pasted it, Workspaces, whatever.

2695
02:17:31,600 --> 02:17:33,520
I'm not even worried about it. 
Gangs. 

2696
02:17:33,520 --> 02:17:35,200
Descriptive tags for gangs and 
how they work. 

2697
02:17:35,520 --> 02:17:37,280
That's not in the gang section. 
Earlier when we talked about 

2698
02:17:37,280 --> 02:17:41,400
gangs, oh, that's not in the 
gang section. 

2699
02:17:41,400 --> 02:17:44,080
Earlier that's. 
So weird, using gang as a 

2700
02:17:44,080 --> 02:17:45,559
weapon. 
I don't know because it's under 

2701
02:17:45,559 --> 02:17:46,879
a healing and harm section 
earlier. 

2702
02:17:46,879 --> 02:17:48,200
But we're not. 
We're talking about gang as a 

2703
02:17:48,200 --> 02:17:49,840
gang completely. 
This is what I'm talking about. 

2704
02:17:50,120 --> 02:17:52,680
There is no thing where I can go
to and say, OK, how do gangs 

2705
02:17:52,680 --> 02:17:54,040
work? 
Go to the gang section. 

2706
02:17:54,240 --> 02:17:56,559
I have to go to four or five 
different sections to get the 

2707
02:17:56,559 --> 02:17:59,799
contextual understanding of the 
entirety of how gangs work. 

2708
02:18:00,080 --> 02:18:02,520
This is what I'm talking about. 
Like it just it makes my brain 

2709
02:18:02,520 --> 02:18:04,200
hurt so bad. 
Creating a gang is a threat. 

2710
02:18:04,719 --> 02:18:07,639
Maybe in the threat section when
we talked about gangs, it's in 

2711
02:18:07,639 --> 02:18:08,320
there. 
It's not. 

2712
02:18:09,040 --> 02:18:12,600
Surplus and one I don't know. 
Followers, holdings and 

2713
02:18:12,600 --> 02:18:13,959
establishments. 
They exist. 

2714
02:18:15,840 --> 02:18:17,879
Hard holders holding their 
wealth and all the things that 

2715
02:18:17,879 --> 02:18:19,280
can come from that. 
Cool. 

2716
02:18:19,280 --> 02:18:20,799
It's down here in gear and crap,
which is fine. 

2717
02:18:20,799 --> 02:18:22,120
It can also be in the hard 
holders section. 

2718
02:18:22,480 --> 02:18:25,559
This one is like 6-7, eight 
fucking pages long for 

2719
02:18:25,559 --> 02:18:27,120
establishing that and all the 
things you can get from it. 

2720
02:18:27,480 --> 02:18:28,400
That's fine. 
Whatever. 

2721
02:18:29,280 --> 02:18:30,959
Improvement. 
Last really important part of 

2722
02:18:30,959 --> 02:18:32,639
the game. 
Prescriptive and descriptive, 

2723
02:18:32,959 --> 02:18:33,879
right? 
So. 

2724
02:18:36,080 --> 02:18:38,000
Prescriptive. 
It changes the character's sheet

2725
02:18:38,000 --> 02:18:39,760
meaning. 
It changes the character's 

2726
02:18:39,760 --> 02:18:42,480
fictional circumstances and 
capabilities, right? 

2727
02:18:42,840 --> 02:18:45,400
That's the game's experience and
improvement rules, right? 

2728
02:18:45,400 --> 02:18:48,280
Descriptive. 
When the character's fictional 

2729
02:18:48,280 --> 02:18:50,480
circumstances or capabilities 
change naturally within the 

2730
02:18:50,480 --> 02:18:52,920
character's fix in the world, 
the player can and should change

2731
02:18:52,920 --> 02:18:54,639
your character sheet to match. 
I love this section. 

2732
02:18:54,639 --> 02:18:56,920
This is a great fucking section.
This is really interesting. 

2733
02:18:57,080 --> 02:18:58,959
I really enjoy it. 
The examples here are actually 

2734
02:18:58,959 --> 02:19:03,160
really good. 
So, for example, it says Bran 

2735
02:19:03,200 --> 02:19:06,680
bolts a machine gun to his Jeep.
I tell us players at Stats, you 

2736
02:19:06,719 --> 02:19:09,639
actually have changed the game 
and changed mechanically and 

2737
02:19:09,639 --> 02:19:13,480
narratively, the game, the the 
holding takes in refugees, and 

2738
02:19:13,480 --> 02:19:16,320
some of them naturally gravitate
to Keeler's gang, doubling in 

2739
02:19:16,320 --> 02:19:18,639
size. 
I tell Keeler's player to change

2740
02:19:18,639 --> 02:19:22,360
the game from small to medium, 
narrative and mechanical, 

2741
02:19:22,480 --> 02:19:25,120
prescriptive and descriptive. 
I like that it's a mechanic. 

2742
02:19:25,240 --> 02:19:28,559
It's not a move. 
Fair's fair. 

2743
02:19:28,559 --> 02:19:30,719
Fair's fair, though. 
Keeler hits her. 

2744
02:19:30,840 --> 02:19:32,920
Fuck this shit. 
Roll with a 7 to 9 and I tell 

2745
02:19:32,920 --> 02:19:35,400
her she can ditch out. 
But she'll have to leave her new

2746
02:19:35,400 --> 02:19:37,639
bike behind. 
She's easy come, easy go. 

2747
02:19:38,160 --> 02:19:41,320
I, I again, I really like that. 
Like there's goods and bads with

2748
02:19:41,320 --> 02:19:43,920
like the decision that you make 
and with your improvement and 

2749
02:19:43,920 --> 02:19:47,959
things like that, so that you 
can change a lot of the things 

2750
02:19:47,959 --> 02:19:51,000
that are affecting your players,
your hard hold or if you decide 

2751
02:19:51,000 --> 02:19:53,520
to just leave your hold, that's 
a huge thing, right? 

2752
02:19:54,400 --> 02:19:56,720
Experience. 
So a player marks experience 

2753
02:19:56,720 --> 02:19:58,480
when she rolls a highlighted 
stat. 

2754
02:19:58,800 --> 02:20:01,800
Her history when someone resets 
or a move tells her to, which 

2755
02:20:01,800 --> 02:20:03,080
we've talked about numerous 
times already. 

2756
02:20:03,080 --> 02:20:05,320
I'm OK with it being here, but 
this is the only place it should

2757
02:20:05,320 --> 02:20:09,160
be. 
Mm hmm, not going over that 

2758
02:20:09,160 --> 02:20:11,320
changing highlighted stats. 
Remember when I talked to you 

2759
02:20:11,320 --> 02:20:18,120
about what was that page number?
160 something. 163 OK, you see 

2760
02:20:18,120 --> 02:20:20,720
this section changing a 
highlighted stats at the 

2761
02:20:20,720 --> 02:20:22,560
beginning of any session it 
starts. 

2762
02:20:22,720 --> 02:20:25,960
The last line is Gee, what a 
pal. 

2763
02:20:27,880 --> 02:20:31,320
All right. 
Let's go to page 163. 

2764
02:20:31,320 --> 02:20:35,440
Is it the exact same thing? 
At the beginning of any session.

2765
02:20:35,960 --> 02:20:40,360
Gee, what a pal. 
It's literally copy pasted 3/4 

2766
02:20:40,360 --> 02:20:42,320
of a page from one section to 
another section. 

2767
02:20:42,360 --> 02:20:45,040
That's that's actually crazy. 
Like at least with the other 

2768
02:20:45,040 --> 02:20:47,800
stuff that's duplicated, you're 
like, OK, I it's slightly 

2769
02:20:47,800 --> 02:20:49,960
different, I guess that. 
I mean, that's not good, but 

2770
02:20:50,320 --> 02:20:52,120
it's the same. 
It's. 

2771
02:20:52,120 --> 02:20:54,040
Explained in a different way at 
least. 

2772
02:20:54,040 --> 02:20:56,080
Or addresses it slightly, but 
you don't need to address it 

2773
02:20:56,080 --> 02:20:58,080
four times. 
But it's literally just copy 

2774
02:20:58,080 --> 02:21:00,360
paste it 3/4 of a page from one 
section to another section. 

2775
02:21:00,600 --> 02:21:02,640
Weird dude. 
What? 

2776
02:21:03,200 --> 02:21:06,720
Just say You can find it here on
page 163. 

2777
02:21:06,720 --> 02:21:09,360
If you're talking about that, 
just say you can find it here. 

2778
02:21:09,360 --> 02:21:12,600
There's already so many indexes 
and hyperlinks, inline 

2779
02:21:12,600 --> 02:21:14,520
hyperlinks to other sections and
things like that. 

2780
02:21:14,960 --> 02:21:18,440
Why have the literally the same 
words filling 3/4 of a page on 

2781
02:21:18,440 --> 02:21:20,520
two separate pages? 
Like that is the that is the 

2782
02:21:20,520 --> 02:21:22,840
epitome of what drives me nuts 
about this book. 

2783
02:21:24,280 --> 02:21:26,680
Character improvement. 
You fill 5 circles, you improve,

2784
02:21:26,680 --> 02:21:29,680
the improvements are listed on 
on each player's character 

2785
02:21:29,680 --> 02:21:31,960
sheet, you get more stuff that 
happens. 

2786
02:21:33,200 --> 02:21:35,280
Retiring a character is fun and 
interesting though. 

2787
02:21:35,280 --> 02:21:37,240
I do really like this whole 
section. 

2788
02:21:37,440 --> 02:21:40,040
So basically retiring a 
character means put them in 

2789
02:21:40,040 --> 02:21:42,680
safety for multiple reasons, as 
in like they can still remain an

2790
02:21:42,680 --> 02:21:46,200
NPC in the world, and basically.
Like if you choose if you get to

2791
02:21:46,200 --> 02:21:48,800
1 where you can retire 
character, they are in safety, 

2792
02:21:48,920 --> 02:21:51,400
which means that they're not 
just going to be killed off for 

2793
02:21:51,400 --> 02:21:56,120
a story beat by the by the MC, 
and the MC is not going to 

2794
02:21:56,120 --> 02:21:58,880
suddenly turn them evil or do 
some like random shit with them 

2795
02:21:59,280 --> 02:22:01,280
just because it's fun or 
interesting like the character 

2796
02:22:01,280 --> 02:22:03,080
is safe. 
You can retire the character 

2797
02:22:03,080 --> 02:22:05,640
safely, knowing that this person
you've invested all this time 

2798
02:22:05,640 --> 02:22:07,840
and effort into is going to live
in the world. 

2799
02:22:08,320 --> 02:22:09,800
With what they were doing. 
And that's fine. 

2800
02:22:09,800 --> 02:22:12,600
I like that reassurance within 
the system to just be like, OK, 

2801
02:22:12,600 --> 02:22:14,080
you retired the character, 
suddenly it's mine. 

2802
02:22:14,080 --> 02:22:16,160
So I'm just going to murder him.
No, because I would have just 

2803
02:22:16,160 --> 02:22:18,120
kept them and I could change the
consequences of it. 

2804
02:22:18,240 --> 02:22:19,800
So if you really get to the 
point where you're tired of 

2805
02:22:19,800 --> 02:22:21,640
character, they can just live in
the world. 

2806
02:22:21,680 --> 02:22:24,560
They can even NBC you go back to
and you're just, they're just 

2807
02:22:24,560 --> 02:22:27,080
going to be left alone. 
And I like also just throwing 

2808
02:22:27,080 --> 02:22:28,840
this out there. 
If you're playing a game and 

2809
02:22:28,840 --> 02:22:31,280
you're in in a different game 
and you want to retire a 

2810
02:22:31,280 --> 02:22:35,040
character and you're game 
master, is like, yeah, I fucking

2811
02:22:35,040 --> 02:22:36,960
killed them or now they're the 
bad guy. 

2812
02:22:36,960 --> 02:22:39,120
Without talking to you about it,
your game master's a Dick. 

2813
02:22:39,560 --> 02:22:40,720
Yeah, play a different game 
Master. 

2814
02:22:42,360 --> 02:22:44,600
That guy's an asshole. 
The best way to deal with 

2815
02:22:44,640 --> 02:22:47,880
problem players and and GMs you 
don't like is don't play with 

2816
02:22:47,880 --> 02:22:48,800
them anymore. 
I hate. 

2817
02:22:48,880 --> 02:22:51,280
I mean hey, that's been my 
method, so. 

2818
02:22:51,680 --> 02:22:54,920
Here's an essay on how to deal 
with problem players Don't. 

2819
02:22:55,160 --> 02:22:58,160
End of essay, all right. 
Playing two characters? 

2820
02:22:58,160 --> 02:22:59,560
I don't mind this. 
Basically that's one of the 

2821
02:22:59,560 --> 02:23:02,800
options that you can do when you
when you hit your Max, you can 

2822
02:23:02,800 --> 02:23:05,240
play AS2. 
And says why not MCS play with 

2823
02:23:05,240 --> 02:23:07,080
like 30. 
If the player character wants 

2824
02:23:07,080 --> 02:23:09,240
two or three or four or five go 
for it. 

2825
02:23:10,520 --> 02:23:15,160
And they they choose new or they
choose new histories, they do 

2826
02:23:15,160 --> 02:23:16,680
all of that. 
You can change your character 

2827
02:23:16,680 --> 02:23:18,240
type, which is another thing I 
really like. 

2828
02:23:18,400 --> 02:23:22,600
So basically, for example, the 
player keeps her old character 

2829
02:23:22,600 --> 02:23:25,120
book for reference and transfers
her character into the new 

2830
02:23:25,120 --> 02:23:27,080
playbook. 
So you keep everything intrinsic

2831
02:23:27,080 --> 02:23:29,520
to yourself, which is your 
stats, your moves, everything, 

2832
02:23:29,520 --> 02:23:31,840
your improvements, all the 
things you leave behind. 

2833
02:23:31,840 --> 02:23:33,320
Everything belong to your old 
life. 

2834
02:23:33,520 --> 02:23:36,360
So, for example, if a hard 
holder becomes a driver, she 

2835
02:23:36,360 --> 02:23:37,440
leaves. 
Everything that has to do, 

2836
02:23:37,440 --> 02:23:40,120
they're holding behind. 
And then you get everything 

2837
02:23:40,120 --> 02:23:41,880
belonging to your new life. 
So if you do become a driver, 

2838
02:23:41,880 --> 02:23:45,200
you get a car. 
So I I really, really love that.

2839
02:23:45,200 --> 02:23:48,040
Where you just be like, OK, I've
improved to the point, but I 

2840
02:23:48,040 --> 02:23:49,240
want to do something totally 
different. 

2841
02:23:49,560 --> 02:23:51,320
I'm going to suddenly become an 
Angel. 

2842
02:23:51,480 --> 02:23:53,120
So I've learned how to become a 
medic. 

2843
02:23:53,280 --> 02:23:57,760
I leave my Maestro D sex club 
behind and I become an Angel 

2844
02:23:57,760 --> 02:23:58,800
because I want to go help 
people. 

2845
02:23:58,840 --> 02:24:00,440
I want to heal all the syphilis 
that I spread. 

2846
02:24:00,520 --> 02:24:03,480
You know that that. 
To that. 

2847
02:24:03,520 --> 02:24:05,160
I really like that as a 
mechanic. 

2848
02:24:05,160 --> 02:24:11,800
I like that advancing moves. 
It's a thing that can be done. 

2849
02:24:12,040 --> 02:24:14,840
Yeah, sticks of the moves that 
you do. 

2850
02:24:14,920 --> 02:24:16,800
This is interesting. 
It's interesting. 

2851
02:24:16,800 --> 02:24:18,280
I don't know how I feel about 
this one. 

2852
02:24:18,320 --> 02:24:20,080
Of all the things that I'd like 
and dislike, I don't know how I 

2853
02:24:20,080 --> 02:24:22,920
feel about this one. 
One of the things you can do is 

2854
02:24:22,920 --> 02:24:27,200
advance three moves as a move 
when you hit your Max 

2855
02:24:27,200 --> 02:24:29,880
improvement right, or when you 
get to the the the five, or 

2856
02:24:29,880 --> 02:24:32,240
whatever. 
There's six total you can do, so

2857
02:24:32,240 --> 02:24:34,600
you can do that move twice. 
You can choose three, then can 

2858
02:24:34,600 --> 02:24:36,760
choose the other three. 
So six out of the 10 can be 

2859
02:24:36,760 --> 02:24:40,760
advanced, and basically what 
that means is 12 plus. 

2860
02:24:40,760 --> 02:24:44,160
Basically you can create on 12 
plus now, so it's the same 

2861
02:24:44,160 --> 02:24:45,520
thing. 
So for example, doing something 

2862
02:24:45,520 --> 02:24:49,760
on a fire works all the same way
it did but now on a 12 plus. 

2863
02:24:50,160 --> 02:24:52,520
You transcend the danger, the 
pressure, the possibility of 

2864
02:24:52,520 --> 02:24:54,440
harm. 
You do what you set out to do, 

2865
02:24:54,440 --> 02:24:57,320
and the MC will offer you a 
better outcome, true beauty or a

2866
02:24:57,320 --> 02:24:59,840
moment of grace. 
So basically, once you reach Max

2867
02:24:59,840 --> 02:25:02,640
improvement, you can choose a 
move where you make you give 

2868
02:25:02,640 --> 02:25:07,360
crits to three moves, and then 
you can choose that again to 

2869
02:25:07,360 --> 02:25:10,160
give crits to three other moves,
for a total of 6 of the 10 moves

2870
02:25:10,160 --> 02:25:12,040
you can now crit on. 
And it basically makes 

2871
02:25:12,040 --> 02:25:13,320
everything great and golden for 
you. 

2872
02:25:14,160 --> 02:25:15,880
That's interesting. 
I like that. 

2873
02:25:15,880 --> 02:25:17,800
I do like that. 
You know what thing What I like 

2874
02:25:17,800 --> 02:25:20,720
about this section more than 
anything is it's all mechanics, 

2875
02:25:20,960 --> 02:25:23,800
yeah. 
Explained as if they are 

2876
02:25:23,800 --> 02:25:26,880
mechanics. 
Notice how concise these are. 

2877
02:25:26,880 --> 02:25:31,480
Bolds italic explanations. 
A quick example and then moving 

2878
02:25:31,480 --> 02:25:34,640
on to the next thing. 
This is one of my favorite 

2879
02:25:34,640 --> 02:25:36,480
sections in the game is the 
improvement section because it 

2880
02:25:36,480 --> 02:25:38,520
really just tells me what I need
to do and how to do it. 

2881
02:25:39,880 --> 02:25:45,200
And advanced fuckery. 
You know what? 

2882
02:25:47,120 --> 02:25:51,480
I don't even, I don't even care.
It's just it's just, it's just, 

2883
02:25:51,960 --> 02:25:53,200
it's just there's just other 
moves. 

2884
02:25:53,200 --> 02:25:55,520
It's just random other moves. 
It's just a bunch of random 

2885
02:25:55,520 --> 02:25:57,720
other moves. 
That's that's what it comes down

2886
02:25:57,720 --> 02:26:00,360
to. 
There's different different 

2887
02:26:00,520 --> 02:26:01,960
character types that you can 
make. 

2888
02:26:01,960 --> 02:26:03,520
There's love letters that can be
read. 

2889
02:26:03,520 --> 02:26:05,040
These are all just like random 
ass moves. 

2890
02:26:05,040 --> 02:26:09,760
That's what it comes down to. 
Powered by the apocalypse. 

2891
02:26:09,760 --> 02:26:12,520
There's all section here of 
other people's moves for others 

2892
02:26:12,520 --> 02:26:16,320
games brought into this. 
So Ben Ray used Apocalypse World

2893
02:26:16,320 --> 02:26:18,040
in a zombie game. 
So here's a move that they used.

2894
02:26:18,040 --> 02:26:24,080
So these are examples of non 
apocalypse world moves for moves

2895
02:26:24,280 --> 02:26:28,760
and I I like so much of these 
better than moves in a game 

2896
02:26:29,440 --> 02:26:32,120
because most of them are special
moves or or powers or things 

2897
02:26:32,120 --> 02:26:34,320
like that versus the basic moves
of the game. 

2898
02:26:34,320 --> 02:26:35,600
And I've said this over and over
again. 

2899
02:26:35,920 --> 02:26:40,880
I hate the basic moves. 
I like special moves or powers 

2900
02:26:40,880 --> 02:26:43,280
or things like that. 
A good example of 1 is literally

2901
02:26:43,280 --> 02:26:47,880
like There's one that's 
literally like cast a spell, 

2902
02:26:48,400 --> 02:26:51,160
right Magic use cast a spell. 
Tony Dowler, right. 

2903
02:26:51,160 --> 02:26:54,880
Apocalypse World based dungeon 
crawler magic user cast a spell,

2904
02:26:54,960 --> 02:26:56,960
User intelligence. 
Arcane magic comes from the use 

2905
02:26:56,960 --> 02:26:59,080
of formula ritual or the magic 
user's own life force. 

2906
02:26:59,360 --> 02:27:02,480
Roll on a 7 to 9, choose one. 
On A10 choose two. 

2907
02:27:02,840 --> 02:27:05,120
The spell is not forgotten. 
The spell is a powerful effect, 

2908
02:27:05,120 --> 02:27:07,360
so you maximize your dice. 
The spell has a large effect, so

2909
02:27:07,360 --> 02:27:09,840
W range, duration, or number 
affected, and the spell does not

2910
02:27:09,840 --> 02:27:10,920
misfire. 
Those are your options. 

2911
02:27:11,080 --> 02:27:14,640
That is using it as a power, as 
something that directly affects 

2912
02:27:14,640 --> 02:27:17,640
the situation that you're 
currently in with with clear 

2913
02:27:17,640 --> 02:27:22,200
narrative like and input and 
then things outside of of the 

2914
02:27:22,200 --> 02:27:22,840
things. 
Again. 

2915
02:27:22,840 --> 02:27:25,360
It's not just like I want to do 
like a basic thing that would 

2916
02:27:25,360 --> 02:27:27,520
run run behind a wall or 
whatever, so I have to have all 

2917
02:27:27,520 --> 02:27:28,960
of these things. 
It's just. 

2918
02:27:29,720 --> 02:27:34,400
So many of these, in my opinion,
are used better in the game that

2919
02:27:34,400 --> 02:27:36,640
they're talking about. 
It talks about the moves 

2920
02:27:36,640 --> 02:27:40,680
architecture. 
So we're 281 pages in and it is 

2921
02:27:40,680 --> 02:27:42,840
now telling us how a move is put
together. 

2922
02:27:48,080 --> 02:27:50,400
OK, you. 
See why I'm frustrated people 

2923
02:27:50,400 --> 02:27:51,520
here? 
Here's a quick look at the 

2924
02:27:51,520 --> 02:27:53,160
structure of Apocalypse World 
move. 

2925
02:27:53,960 --> 02:27:56,240
I don't understand why after 
basic moves it doesn't go 

2926
02:27:56,240 --> 02:27:59,200
directly into moves. 
And this isn't the first part of

2927
02:27:59,200 --> 02:28:03,080
the move section where it tells 
you the structure of how the 

2928
02:28:03,080 --> 02:28:06,280
mechanic of how a move actually 
works and how they're built. 

2929
02:28:07,640 --> 02:28:14,920
It says you do stuff and then 
you do some other stuff. 

2930
02:28:14,920 --> 02:28:18,520
I mean the the the all moves 
take the form of win, blank then

2931
02:28:18,520 --> 02:28:22,120
blank. 
Why is that not one of the very 

2932
02:28:22,120 --> 02:28:23,280
first things written in the 
entire book? 

2933
02:28:23,440 --> 02:28:24,760
The whole thing, everything is a
move. 

2934
02:28:24,920 --> 02:28:27,160
So let me tell you how moves 
work on one of the last pages of

2935
02:28:27,160 --> 02:28:31,640
the game. 
Like so for example, when the 

2936
02:28:31,640 --> 02:28:37,080
character acts, then roll right,
when circumstances dictate 

2937
02:28:37,480 --> 02:28:40,680
right, then activate something's
tag. 

2938
02:28:42,120 --> 02:28:44,360
This would have been really 
helpful forever ago. 

2939
02:28:45,840 --> 02:28:48,240
And this is under the advanced 
section, Advanced of all 

2940
02:28:48,240 --> 02:28:49,440
sections. 
Why is this under the MC 

2941
02:28:49,440 --> 02:28:52,160
section? 
I know that's what I was 

2942
02:28:52,160 --> 02:28:54,520
thinking. 
Like why would it be here and 

2943
02:28:54,520 --> 02:28:56,840
not? 
I mean, it was like so much of 

2944
02:28:56,840 --> 02:28:58,160
this book. 
I'm like, why isn't this in the 

2945
02:28:58,160 --> 02:29:00,000
MC section? 
Also, why isn't the MC section 

2946
02:29:00,000 --> 02:29:02,560
in the back of the book right 
before? 

2947
02:29:03,000 --> 02:29:05,160
Yeah, anyway. 
Ludiography. 

2948
02:29:05,200 --> 02:29:07,040
I like this. 
This is a great thing that that 

2949
02:29:07,040 --> 02:29:08,640
that Vincent Baker does. 
I think with a lot of their 

2950
02:29:08,640 --> 02:29:10,000
stuff. 
It really talks about like 

2951
02:29:10,200 --> 02:29:12,640
everything involved with the 
situation, the play testers. 

2952
02:29:12,640 --> 02:29:14,840
Again, if you notice, Adam Coble
is like the first one on here. 

2953
02:29:14,840 --> 02:29:16,800
He literally is one of the dudes
that wrote freaking Dungel 

2954
02:29:16,800 --> 02:29:18,840
World, which is one of the first
ones. 

2955
02:29:20,800 --> 02:29:23,800
John Harper is listed in here 
right there. 

2956
02:29:24,080 --> 02:29:26,760
So like a lot of the people that
originally came up with like the

2957
02:29:26,760 --> 02:29:33,520
first batch of PBT as after this
were involved in this to start 

2958
02:29:33,520 --> 02:29:35,480
with. 
Game Influences. 

2959
02:29:35,640 --> 02:29:38,840
There's AB and I do really like 
where it specifically says, like

2960
02:29:38,960 --> 02:29:42,320
history is based on The Mountain
Witch by Timothy Kleiner, Stakes

2961
02:29:42,320 --> 02:29:43,880
is based on Trobe from Ron 
Edwards. 

2962
02:29:43,880 --> 02:29:45,720
I really, really like that. 
Because, you know, what that 

2963
02:29:45,720 --> 02:29:47,720
makes me want to do is go read 
all of these games. 

2964
02:29:48,400 --> 02:29:50,880
Like I want to go read Primetime
Adventures and Shadows Yesterday

2965
02:29:50,880 --> 02:29:53,600
and Sorcerer, Sorcerer, Soul 
Extreme St. 

2966
02:29:53,600 --> 02:29:54,640
Luge. 
Listen. 

2967
02:29:54,720 --> 02:29:58,520
The character sex moves were 
inspired by sex and sorcery. 

2968
02:29:58,960 --> 02:30:01,880
Yep, I want to go read. 
I want to go read some sexy, so 

2969
02:30:01,880 --> 02:30:03,960
sexy other stuff. 
So I really do like that. 

2970
02:30:03,960 --> 02:30:06,680
Media influences like, etcetera,
etcetera. 

2971
02:30:06,880 --> 02:30:10,520
They're literally sex Ed things 
to go read. 

2972
02:30:10,800 --> 02:30:12,680
Books. 
Changing bodies, Changing lives.

2973
02:30:12,680 --> 02:30:14,320
Ruth Bell, 1998. 
That's interesting. 

2974
02:30:14,560 --> 02:30:17,720
There's the countdown clock, 
which basically says like. 

2975
02:30:18,440 --> 02:30:20,000
You know the the it's in the 
80s. 

2976
02:30:20,000 --> 02:30:21,000
We all knew about the countdown 
clock. 

2977
02:30:21,000 --> 02:30:22,840
We all know about that gasoline.
That's the section I was talking

2978
02:30:22,840 --> 02:30:26,120
about all of that. 
And that's the end that oh the 

2979
02:30:26,120 --> 02:30:28,400
indexes. 
So I I like this. 

2980
02:30:28,400 --> 02:30:32,280
This is a great this is great in
in PDF form. 

2981
02:30:32,280 --> 02:30:35,160
It's not going to be super 
helpful in I guess in book form 

2982
02:30:35,160 --> 02:30:36,640
except if you're flipping and 
flipping and flipping. 

2983
02:30:36,760 --> 02:30:40,280
But like every single move 
that's listed here, even 

2984
02:30:40,280 --> 02:30:42,800
character moves and everything 
is indexed and hyperlinked. 

2985
02:30:43,200 --> 02:30:45,600
So thank goodness there's at 
least that in the PDF. 

2986
02:30:46,920 --> 02:30:52,000
Thank goodness there's that. 
There's character moves by stat 

2987
02:30:52,640 --> 02:30:54,920
are listed by stat and then 
hyperlinked I. 

2988
02:30:55,040 --> 02:30:56,960
That's great. 
That's very necessary. 

2989
02:30:57,440 --> 02:30:59,560
Yeah. 
The no stat character moves 

2990
02:30:59,800 --> 02:31:04,200
listed and hyperlinked, which I 
really like the topical index, 

2991
02:31:04,200 --> 02:31:06,600
which is basically just a repeat
of the table of contents. 

2992
02:31:06,600 --> 02:31:09,760
But it's all listed specifically
in hyperlinked, which is really,

2993
02:31:09,760 --> 02:31:12,160
really great. 
The one thing that again I was 

2994
02:31:12,160 --> 02:31:14,760
hoping for and didn't see when I
got to the end of this, because 

2995
02:31:14,760 --> 02:31:17,440
now we're just set thin the end.
It's just like a two page 

2996
02:31:17,440 --> 02:31:22,080
breakdown of just like how the 
game works, no? 

2997
02:31:22,200 --> 02:31:27,120
Like at no point do you or is 
there any any breakdown of like 

2998
02:31:27,720 --> 02:31:31,240
this is what A roll does. 
If you hold, this is a hold. 

2999
02:31:31,440 --> 02:31:34,880
If you go forward, this is go 
forward. 

3000
02:31:35,160 --> 02:31:38,800
If you oh wait, you never touch 
backs on touch back on that 

3001
02:31:38,800 --> 02:31:41,280
except that one little section 
where it's in the middle of 

3002
02:31:41,280 --> 02:31:44,000
something else. 
If you get harm, then this is 

3003
02:31:44,000 --> 02:31:45,520
how harm works. 
If you get healing, this is how 

3004
02:31:45,520 --> 02:31:47,400
healing works. 
You could do all of that in 

3005
02:31:47,560 --> 02:31:49,800
maybe a two page spread. 
It's just a breakdown of the 

3006
02:31:49,840 --> 02:31:52,120
core. 
This is a run through for the 

3007
02:31:52,120 --> 02:31:55,760
players on how it works, but 
it's not here, it's not here and

3008
02:31:55,760 --> 02:31:57,200
that's it. 
So we're going to get into the 

3009
02:31:57,200 --> 02:32:05,440
review scores, so. 5 metrics for
those who don't know. 

3010
02:32:05,440 --> 02:32:07,400
We give 10 points, up to 10 
points for each. 

3011
02:32:07,400 --> 02:32:08,920
Art and layout is the art and 
the layout. 

3012
02:32:08,920 --> 02:32:11,360
Usability is how usable the book
is. 

3013
02:32:11,600 --> 02:32:14,880
Rule set is the rule set and and
if we like it and if it's you 

3014
02:32:14,880 --> 02:32:17,160
know whatever originality is, 
how original it is. 

3015
02:32:17,160 --> 02:32:20,440
Value is bang for your buck and 
total score of up to 50. 

3016
02:32:20,760 --> 02:32:22,600
Art and layout. 
There is no art. 

3017
02:32:22,760 --> 02:32:24,840
There is no art. 
There's no art. 

3018
02:32:25,280 --> 02:32:26,760
The cover is great. 
There's maybe like five other 

3019
02:32:26,760 --> 02:32:28,480
pieces. 
So really and the pieces are 

3020
02:32:28,480 --> 02:32:30,240
fine. 
They're basic, it's whatever, 

3021
02:32:30,240 --> 02:32:31,360
but it's fine. 
I think. 

3022
02:32:31,400 --> 02:32:34,160
I think much more art and much 
less words would have made this 

3023
02:32:34,160 --> 02:32:36,720
much better book. 
The layout is fine. 

3024
02:32:36,720 --> 02:32:38,120
I mean, it's readable the whole 
way through. 

3025
02:32:38,320 --> 02:32:43,240
I think the the lack of that's 
that's in usability or whatever.

3026
02:32:43,240 --> 02:32:45,800
So just visually the layout is 
adequate at best. 

3027
02:32:45,960 --> 02:32:47,880
The art is adequate at best. 
I don't really have anything 

3028
02:32:47,880 --> 02:32:51,360
good or bad to say about it, so 
I think this is a great example 

3029
02:32:51,360 --> 02:32:53,440
of the five. 
It's a perfect example. 

3030
02:32:53,440 --> 02:32:54,840
That's exactly what I was going 
to say. 

3031
02:32:54,840 --> 02:32:57,720
Again, I have nothing good or 
bad to say about it, so it's 

3032
02:32:57,720 --> 02:33:00,680
bang average score of A5 
usability. 

3033
02:33:00,840 --> 02:33:03,880
OK, here's here's where my brain
breaks. 

3034
02:33:04,320 --> 02:33:08,400
Yeah, this is a hard one. 
Like so you go you want to go 

3035
02:33:08,400 --> 02:33:10,320
first. 
Oh yeah, it doesn't matter. 

3036
02:33:10,640 --> 02:33:13,400
We're probably hyperlinked to 
Hell, there's an index that's 

3037
02:33:13,400 --> 02:33:16,920
incredibly usable. 
There are bookmarks everywhere, 

3038
02:33:17,200 --> 02:33:20,280
but there is if you want to look
up a rule. 

3039
02:33:20,280 --> 02:33:23,680
It's probably in three or four 
different areas, and each one 

3040
02:33:23,680 --> 02:33:25,840
gives different context to that.
Rule. 

3041
02:33:26,920 --> 02:33:28,000
Yep. 
Yep. 

3042
02:33:28,080 --> 02:33:29,720
I mean, and it is listed in the 
real book. 

3043
02:33:29,720 --> 02:33:31,400
So you can flip back and forth 
the back and forth and the back 

3044
02:33:31,400 --> 02:33:34,600
and forth if you want. 
But again, yeah, when you go to 

3045
02:33:34,600 --> 02:33:37,560
the indexes and you actually 
look up, like if you look up 

3046
02:33:37,560 --> 02:33:41,320
harm, poor a hempley. 
Actually, let's just go back and

3047
02:33:41,320 --> 02:33:43,440
this will give a perfect example
of what I'm talking about. 

3048
02:33:43,760 --> 02:33:51,520
If you go to page three O 4 and 
you look at harm three O 4 and 

3049
02:33:51,520 --> 02:33:53,920
you look at harm OK. 
I'm all the way in the 

3050
02:33:53,920 --> 02:33:56,840
beginning. 
OK, so for example, if you want 

3051
02:33:56,840 --> 02:34:01,440
to know all about harm, right, 
you look at page 12 through 13, 

3052
02:34:01,440 --> 02:34:05,520
page 150 through 60, page 166 to
179, and page 2O2 through 2/19. 

3053
02:34:08,320 --> 02:34:10,800
It's interesting in putting 
together this index that they 

3054
02:34:10,840 --> 02:34:13,440
that they didn't go, huh? 
Hey, do you think that that's 

3055
02:34:13,440 --> 02:34:14,800
weird, that it's so many 
different? 

3056
02:34:15,440 --> 02:34:18,080
Yes, look at highlighted stats. 
Highlighting stats is such a 

3057
02:34:18,080 --> 02:34:21,360
basic it's such an easy mechan 
you literally just like someone 

3058
02:34:21,360 --> 02:34:22,960
else picks one for you, MC picks
one for you. 

3059
02:34:22,960 --> 02:34:28,000
So why is it on page 12/13/77 
through 78163, two 59 and 260 

3060
02:34:28,240 --> 02:34:31,200
and then underneath it says 
changing highlighted stats 163 

3061
02:34:31,200 --> 02:34:33,880
and 260? 
Those are the 2 pages that are 

3062
02:34:33,880 --> 02:34:35,960
literally exactly the same, just
like copy pasted. 

3063
02:34:39,240 --> 02:34:41,920
OK. 
So it's it's. 

3064
02:34:43,000 --> 02:34:46,280
It's frustrating in that like 
you just said, like the tools to

3065
02:34:46,280 --> 02:34:50,000
navigate the book aspect of 
usability for the PDF. 

3066
02:34:50,760 --> 02:34:54,040
Amazing. 
Like like all everything. 

3067
02:34:54,040 --> 02:34:56,600
You need one step below Torika 
and the fact that like just 

3068
02:34:56,600 --> 02:34:58,800
about everything in there. 
Every link, every reference to 

3069
02:34:58,800 --> 02:35:01,760
another page. 
Every everything is linked. 

3070
02:35:01,840 --> 02:35:03,800
Indexes. 
Navigation like crazy. 

3071
02:35:04,120 --> 02:35:08,320
Actually reading the book and 
understanding everything is in 

3072
02:35:08,520 --> 02:35:11,040
the order in which the book is 
set up as well. 

3073
02:35:11,560 --> 02:35:15,120
Makes no sense. 
I'm going to say that this is 

3074
02:35:15,120 --> 02:35:18,400
for me is A5. 
Dude, you're being nice. 

3075
02:35:18,440 --> 02:35:20,880
I'm being very nice. 
I'm. 

3076
02:35:21,040 --> 02:35:23,880
I'm OK with this being a four 
dude, OK? 

3077
02:35:23,880 --> 02:35:25,640
I'm OK with this being a four as
well. 

3078
02:35:25,640 --> 02:35:28,160
I think this. 
I think it's hard because the 

3079
02:35:28,160 --> 02:35:31,160
usability tools that we usually 
like really harp on are there. 

3080
02:35:31,160 --> 02:35:33,640
But the book itself is just a 
mess. 

3081
02:35:33,840 --> 02:35:36,720
And I mean, honestly, me is a 
four really. 

3082
02:35:36,720 --> 02:35:40,360
Because also, if you go look for
that rule, it's a wall of like, 

3083
02:35:40,360 --> 02:35:43,040
just conversational text. 
I'm just like, what the fuck are

3084
02:35:43,040 --> 02:35:44,760
we doing, man? 
That's what I'm saying. 

3085
02:35:44,960 --> 02:35:46,880
And. 
And again, in order to get all 

3086
02:35:46,880 --> 02:35:48,920
the context you need for how the
rule works, you have to check on

3087
02:35:48,920 --> 02:35:51,280
three different pages, like on 3
different sections. 

3088
02:35:51,280 --> 02:35:53,120
I had that whole discussion with
somebody you know. 

3089
02:35:53,120 --> 02:35:55,640
I thought about this one in my 
head probably more than any of 

3090
02:35:55,640 --> 02:35:58,360
the rest of them, where I'm just
like the tools to navigate this 

3091
02:35:58,360 --> 02:36:01,280
book are so good in the people 
specifically. 

3092
02:36:01,840 --> 02:36:06,560
But actually using the book 
breaks my brain. 

3093
02:36:06,720 --> 02:36:12,400
Like the rules of this book are 
maybe 4 pages realistically 

3094
02:36:12,400 --> 02:36:14,480
broken down into just the core 
mechanics of it. 

3095
02:36:14,640 --> 02:36:22,360
And this is a 304 page book. 
It's it's just like I I I first 

3096
02:36:22,360 --> 02:36:24,680
personally was like a 5 sounds 
good for this but my negative 

3097
02:36:24,680 --> 02:36:26,960
feelings so override my positive
feelings for this. 

3098
02:36:27,440 --> 02:36:29,360
That I just. 
I just can't give it a positive 

3099
02:36:29,360 --> 02:36:30,880
score. 
I think like it hurts. 

3100
02:36:30,960 --> 02:36:35,040
I think, I think that's I think 
that is valid rule set. 

3101
02:36:35,680 --> 02:36:40,200
Now, rule set, and this is the 
actual rules of the game. 

3102
02:36:40,720 --> 02:36:44,640
Not like all of like I in my 
mind, I'm cutting off all the 

3103
02:36:44,640 --> 02:36:48,400
conversational text entirely. 
I'm literally just looking at 

3104
02:36:48,400 --> 02:36:52,320
the core mechanics of the rules 
and seeing how I feel. 

3105
02:36:52,840 --> 02:36:54,760
I'm more positive than negative 
on the rules. 

3106
02:36:54,960 --> 02:36:58,200
Again, 2D6 mixed success is my 
favorite rule set. 

3107
02:36:58,400 --> 02:37:02,240
My favorite way to play games is
based on would not exist without

3108
02:37:02,240 --> 02:37:04,400
this book. 
You know what I mean? 

3109
02:37:04,400 --> 02:37:06,960
Like that. 
It has to come into it. 

3110
02:37:06,960 --> 02:37:10,040
I think the system at the time 
in 2010, I think if we read this

3111
02:37:10,040 --> 02:37:13,280
in 2010 without reading any of 
the PDS we read before would 

3112
02:37:13,280 --> 02:37:16,200
blow our goddamn mind. 
And I honestly hungover, I 

3113
02:37:16,240 --> 02:37:18,000
wouldn't even be able to 
understand it so. 

3114
02:37:18,040 --> 02:37:20,440
But you know what I mean? 
Like in the context of this, but

3115
02:37:20,440 --> 02:37:22,680
like, I can understand why it 
won awards. 

3116
02:37:22,680 --> 02:37:25,920
Because when I when I I did go 
back and look at like in games 

3117
02:37:25,920 --> 02:37:27,720
that were out at the time, 
things that were going on. 

3118
02:37:27,720 --> 02:37:33,120
I read a lot of blogs about 
like, what it is in response to.

3119
02:37:33,120 --> 02:37:35,760
Again, I've talked to Aaron 
Aaron King again, Buy all their 

3120
02:37:35,760 --> 02:37:38,320
stuff. 
About the context of situations 

3121
02:37:38,320 --> 02:37:41,560
that were going on at the time, 
like moves, and I've read a 

3122
02:37:41,560 --> 02:37:45,200
bunch of Aaron's stuff about 
like the the Not Just Patrick 

3123
02:37:45,200 --> 02:37:47,000
World, there's another book 
that's like all moves. 

3124
02:37:47,360 --> 02:37:51,920
So I think not the time when it 
came out this was fucking ground

3125
02:37:51,920 --> 02:37:54,160
breaking. 
And it's it's hard to kind of 

3126
02:37:54,160 --> 02:37:57,120
parse that from what we know 
because so many things that 

3127
02:37:57,200 --> 02:38:00,480
exist in the way that we play 
games now exist because of this.

3128
02:38:00,760 --> 02:38:06,440
So the time it blew shit away. 
I think that so I. 

3129
02:38:06,720 --> 02:38:12,080
Like, I think I love a lot of it
again, and I'll say this over 

3130
02:38:12,080 --> 02:38:13,960
and over again. 
I don't like the basic moves. 

3131
02:38:14,320 --> 02:38:16,280
I think that not everything has 
to be a move. 

3132
02:38:16,520 --> 02:38:18,640
Everything is a move. 
That's my that is the biggest 

3133
02:38:18,640 --> 02:38:20,760
issue. 
Listen, dice mechanic, great. 

3134
02:38:22,000 --> 02:38:25,160
The way stats work also pretty 
good. 

3135
02:38:25,160 --> 02:38:25,760
Good. 
Like. 

3136
02:38:25,760 --> 02:38:27,400
Yeah, too many moves. 
Too fine? 

3137
02:38:27,720 --> 02:38:30,000
Yeah. 
Not everything has got to move. 

3138
02:38:30,960 --> 02:38:33,520
Things are just some. 
Some things are just mechanic. 

3139
02:38:33,520 --> 02:38:37,920
Why is session into move And 
again also there's just blurred 

3140
02:38:37,920 --> 02:38:41,760
lines with the moves as well 
like I like they're. 

3141
02:38:41,880 --> 02:38:46,480
I don't know, I'm very unsure 
about some of them and where 

3142
02:38:46,480 --> 02:38:51,160
they crossover. 
I think that this is a is. 

3143
02:38:51,360 --> 02:38:56,600
What do you think of this one? 
Like I said, it's hard like I 

3144
02:38:56,640 --> 02:38:58,440
do. 
I There are parts of it that I 

3145
02:38:58,440 --> 02:39:00,360
think are fucking genius and I 
love. 

3146
02:39:00,840 --> 02:39:04,680
And there are parts of it that 
just break my fucking little 

3147
02:39:04,680 --> 02:39:07,440
brain in ways that I don't 
enjoy. 

3148
02:39:07,640 --> 02:39:10,920
It's just it's it's hard. 
This is a really good point. 

3149
02:39:10,920 --> 02:39:13,360
It is. 
It is obviously above average 

3150
02:39:13,600 --> 02:39:18,320
purely for the innovation of it,
but not that far above it 

3151
02:39:18,960 --> 02:39:21,480
because I think it's just too 
bogged down with too many moves 

3152
02:39:21,480 --> 02:39:24,520
and too many tags and too much 
and you know. 

3153
02:39:24,600 --> 02:39:26,760
Because this is the problem that
I have with the system in 

3154
02:39:26,760 --> 02:39:31,080
general, right is I have. 
Played and read a shit load of 

3155
02:39:31,080 --> 02:39:34,960
PBTA S and I'll say this again. 
This is my least favorite PBTA 

3156
02:39:34,960 --> 02:39:37,640
I've ever read and it is 
literally the progenitor of the 

3157
02:39:37,640 --> 02:39:40,440
entire system. 
How can I read a game based on 

3158
02:39:40,440 --> 02:39:43,360
this game that is better than 
this game and does the things 

3159
02:39:43,360 --> 02:39:44,720
this game wants to do in a 
better way? 

3160
02:39:44,720 --> 02:39:47,160
Or I don't even want to say 
better because we have to then 

3161
02:39:47,160 --> 02:39:49,480
look at like contextually like 
what the creator meant when they

3162
02:39:49,480 --> 02:39:51,200
were creating the game Again, 
they didn't. 

3163
02:39:51,240 --> 02:39:53,960
They didn't go out to write a 
system in Apocalypse World, just

3164
02:39:53,960 --> 02:39:57,400
the systems that have come since
then I think are. 

3165
02:39:58,880 --> 02:40:01,200
People have explained them 
especially in a better way, like

3166
02:40:01,240 --> 02:40:05,320
Aaron King explaining how BBTA 
works in Patrick World explains.

3167
02:40:05,320 --> 02:40:09,000
I know how to play this game 
better by reading a different 

3168
02:40:09,000 --> 02:40:11,240
game. 
I actually definitely also know 

3169
02:40:11,240 --> 02:40:14,040
how to play it better because of
Patrick worlds like. 

3170
02:40:14,040 --> 02:40:16,480
Babes in the Woods Too, from 
Broken World. 

3171
02:40:16,480 --> 02:40:19,440
It's the one that I I've played 
previously. 

3172
02:40:19,480 --> 02:40:21,920
I ran a group through it before.
I know how to play that one 

3173
02:40:21,920 --> 02:40:24,200
better after going to. 
Patch Monster Monster of the 

3174
02:40:24,200 --> 02:40:28,120
Week is another great one. 
It it is all of this this is big

3175
02:40:28,120 --> 02:40:32,760
with better with the rules 
explained better so but so this 

3176
02:40:32,760 --> 02:40:35,920
is rule set which definitely 
comes into how the rules are 

3177
02:40:36,000 --> 02:40:37,840
told to you. 
But at the core of itself. 

3178
02:40:38,120 --> 02:40:40,880
I mean, I I have to very I 
honestly have to at least give 

3179
02:40:40,880 --> 02:40:43,520
this A7. 
OK, with the seven for this one.

3180
02:40:44,240 --> 02:40:45,600
Yeah. 
Because again, it is a 

3181
02:40:45,600 --> 02:40:48,200
progenitor of everything. 
And even if I don't like the way

3182
02:40:48,200 --> 02:40:51,320
the rules are communicated to 
me, I still really like the most

3183
02:40:51,320 --> 02:40:55,040
of the rules. 
Yeah, originality, I mean this 

3184
02:40:55,040 --> 02:41:01,120
has, I mean like mechanically 
changed, yeah. 

3185
02:41:01,120 --> 02:41:04,880
Like post, PBTA is the thing. 
Like there is before PBTA and 

3186
02:41:04,880 --> 02:41:09,000
there's after PBTA in in the 
context of gaming like it, it 

3187
02:41:09,000 --> 02:41:12,720
has to have an insanely high 
score because it innovative. 

3188
02:41:13,200 --> 02:41:16,400
The way we play pretty much 
every single game, yeah, it 

3189
02:41:16,480 --> 02:41:19,680
really did. 
At least some aspect of it. 

3190
02:41:20,080 --> 02:41:25,040
Tags moves like it just there's 
the tag moves. 

3191
02:41:25,080 --> 02:41:26,920
You know, tag moves. 
Yeah, the sex. 

3192
02:41:27,920 --> 02:41:30,800
You know, sex moves it do sex. 
It wasn't for this game we 

3193
02:41:30,800 --> 02:41:31,640
wouldn't have sex in. 
Games. 

3194
02:41:31,640 --> 02:41:36,240
Yeah, you know, But yeah, so 
like it, it's got to be really 

3195
02:41:36,240 --> 02:41:39,840
high score because it changed. 
I mean, it won awards for its 

3196
02:41:39,840 --> 02:41:40,880
innovation, you know what I 
mean? 

3197
02:41:40,880 --> 02:41:42,080
Like it. 
It innovative. 

3198
02:41:42,640 --> 02:41:48,880
Every I don't TDRBGS now would 
be entirely every single one 

3199
02:41:48,880 --> 02:41:50,040
written would be entirely 
different. 

3200
02:41:50,160 --> 02:41:52,840
Because I'll tell you right now,
even if you've never read a PBTA

3201
02:41:52,840 --> 02:41:53,880
game, guess what? 
You probably have. 

3202
02:41:53,960 --> 02:41:57,880
And A and a game you've read has
has the creator has read a PBTA 

3203
02:41:57,880 --> 02:41:59,680
game. 
So from the original, it has to 

3204
02:41:59,680 --> 02:42:03,200
be if you're not like, even if 
you're not playing a PBTA game, 

3205
02:42:03,640 --> 02:42:07,400
they've your career has probably
read Apocalypse World or another

3206
02:42:07,400 --> 02:42:10,560
PBTA game and been inspired by 
that to create some kind of 

3207
02:42:10,560 --> 02:42:15,880
partial success, you know? 
Yeah, So, I mean, it's got to be

3208
02:42:15,880 --> 02:42:16,960
really. 
It's got to be. 

3209
02:42:17,000 --> 02:42:18,920
I mean, it really does have to 
be a high score. 

3210
02:42:18,920 --> 02:42:20,480
You know what I mean? 
Like it does. 

3211
02:42:21,040 --> 02:42:23,400
Yeah. 
Like, I'm talking like probably 

3212
02:42:23,400 --> 02:42:24,880
like a nine dude. 
Like, if you really think 

3213
02:42:24,920 --> 02:42:27,680
historically, contextually, 
Yeah, I think contextually, 

3214
02:42:27,680 --> 02:42:31,320
yeah, give it a yeah, throw the 
nine, you know, at least get a 

3215
02:42:31,560 --> 02:42:35,280
lot of two high scores there. 
And value in value. 

3216
02:42:36,280 --> 02:42:39,720
Yeah, so value it is. 
Go ahead. 

3217
02:42:40,120 --> 02:42:42,960
No, go for it. 
Yeah, the book's 40 bucks for 

3218
02:42:42,960 --> 02:42:47,360
print, right? 
And that's from what's the 

3219
02:42:47,360 --> 02:42:48,720
website link to it? 
Where did you find it? 

3220
02:42:49,320 --> 02:42:52,320
I found it from Apocalypse 
World's website and then it 

3221
02:42:52,320 --> 02:42:55,600
links you to Heart of the Deer 
in a Corn. 

3222
02:42:56,200 --> 02:42:58,280
Yes, great website by the way. 
Definitely check out Heart of 

3223
02:42:58,280 --> 02:43:00,840
the Unicorn. 
It's where I also bought the The

3224
02:43:00,840 --> 02:43:03,760
Belonging Between Belonging game
that we'll read the original 1. 

3225
02:43:04,080 --> 02:43:06,200
Great, great website. 
Definitely check out Heart of 

3226
02:43:06,200 --> 02:43:07,800
the Unicorn. 
There a lot of stuff on this 

3227
02:43:07,800 --> 02:43:09,720
website that's pretty good stuff
that I have not. 

3228
02:43:09,720 --> 02:43:13,520
Really good shop a lot of other 
places, yeah, And then you can 

3229
02:43:13,520 --> 02:43:17,800
get the PDF on Itch and drive 
through for like 20 bucks. 

3230
02:43:18,560 --> 02:43:23,840
Yeah, plus a lot of the the when
you get the PDF two you get more

3231
02:43:23,840 --> 02:43:28,440
than just this you get. 
And that's great for players 

3232
02:43:28,440 --> 02:43:32,480
especially. 
There's all of the let me look 

3233
02:43:32,480 --> 02:43:36,280
at my Dropbox for for everything
that I got when it comes to this

3234
02:43:36,280 --> 02:43:41,880
because you also get the 
reference book, which is really 

3235
02:43:41,880 --> 02:43:43,880
just a a reference for like all 
of the characters. 

3236
02:43:43,880 --> 02:43:46,000
So it's all of the character 
sheets, just that whole 

3237
02:43:46,000 --> 02:43:49,480
basically character section. 
Pulled out and then the list of 

3238
02:43:49,480 --> 02:43:52,640
the character moves, the threat 
map basically, honestly, what we

3239
02:43:52,640 --> 02:43:55,920
should have just read pulled 
into its own thing. 

3240
02:43:56,120 --> 02:44:00,960
And then there is also the 
playbooks themselves, the 

3241
02:44:00,960 --> 02:44:03,800
extended playbooks broken down 
so you get more, so the face, 

3242
02:44:03,880 --> 02:44:07,440
you get more characters. 
It's like 6 or seven more 

3243
02:44:07,440 --> 02:44:09,800
characters. 
So on top of what you get, you 

3244
02:44:09,800 --> 02:44:11,640
get more than just the PDF with 
it. 

3245
02:44:11,640 --> 02:44:15,400
You get like a a player, book, 
book and then I would say that 

3246
02:44:15,600 --> 02:44:17,680
it's it's above average for 
value for me. 

3247
02:44:17,680 --> 02:44:19,800
I'm giving it like a really good
solid 7. 

3248
02:44:20,240 --> 02:44:27,160
Yeah, 7 works for me. 
So that's where we're at. 

3249
02:44:27,160 --> 02:44:33,320
So did not love this one. 
Oh, I had an amazing time going 

3250
02:44:33,320 --> 02:44:40,480
through it with you, so. 
So 32 that is what we have for 

3251
02:44:40,480 --> 02:44:44,800
Apocalypse World. 
Just to sum up, I mean the 

3252
02:44:44,800 --> 02:44:48,560
faults realistically is just, I 
just I cannot stand the way this

3253
02:44:48,560 --> 02:44:51,560
is written. 
Like I think it's it's an issue 

3254
02:44:51,560 --> 02:44:56,120
of like age right? 
Like I I feel like tabletop game

3255
02:44:56,120 --> 02:44:59,080
writing has been developed a lot
in the past few years. 

3256
02:44:59,280 --> 02:45:03,560
I mean especially especially 
since 2020 with this massive 

3257
02:45:03,560 --> 02:45:06,280
push where like every like not 
everyone but a lot of people are

3258
02:45:06,280 --> 02:45:08,480
putting out their own indie 
games because everyone was stuck

3259
02:45:08,480 --> 02:45:10,800
at home. 
And we're all doing this online 

3260
02:45:11,240 --> 02:45:13,880
and so the writing is really 
dialed in, the dev editing is 

3261
02:45:13,880 --> 02:45:16,640
really dialed in. 
Also people have dev editors and

3262
02:45:16,640 --> 02:45:21,080
editors, but I think a lot of 
the issues are of of the time 

3263
02:45:21,080 --> 02:45:24,320
period was made. 
Yeah, I think the second biggest

3264
02:45:24,320 --> 02:45:26,920
issue, and I probably think it's
the very first biggest issue is 

3265
02:45:26,920 --> 02:45:28,520
that from what I can tell, there
is no editor. 

3266
02:45:28,840 --> 02:45:31,200
Yeah. 
And got it needed one. 

3267
02:45:31,280 --> 02:45:34,560
It needed one so bad. 
It needed one so bad it needed 

3268
02:45:34,560 --> 02:45:36,560
someone to just be like, OK, 
you've said that five times 

3269
02:45:36,560 --> 02:45:38,400
already. 
Let's condense that down. 

3270
02:45:38,600 --> 02:45:41,480
Let's rearrange the chapters, 
because this book would be fine,

3271
02:45:41,800 --> 02:45:47,520
but I would just chop out like 
like 4050% of the words and I 

3272
02:45:47,520 --> 02:45:50,440
would completely rearrange the 
sections, right? 

3273
02:45:50,840 --> 02:45:54,560
And that would make this that 
would jump the score up like 

3274
02:45:54,560 --> 02:45:58,240
fucking like 6-7, eight. 
But the the the usability would 

3275
02:45:58,240 --> 02:46:00,400
go through the roof. 
Right. 

3276
02:46:01,080 --> 02:46:05,040
And then as far as art and 
layout, whatever, it's wordy if 

3277
02:46:05,040 --> 02:46:06,200
you want to keep the same page 
count. 

3278
02:46:06,240 --> 02:46:09,520
I obviously we want more art in 
a in a book because when you 

3279
02:46:09,520 --> 02:46:11,600
just have walls of text and 
walls, at least it's not 2 

3280
02:46:11,600 --> 02:46:13,800
columns, but there's also no 
bolds. 

3281
02:46:13,800 --> 02:46:15,800
It's just difficult to read. 
It's difficult to parse. 

3282
02:46:15,800 --> 02:46:18,440
It's it's rough. 
And that is Apocalypse World. 

3283
02:46:19,560 --> 02:46:22,760
Let's pick the next great game 
that inspired 10 of the games 

3284
02:46:22,960 --> 02:46:25,240
that we can fucking hate when 
we're done reading it. 

3285
02:46:25,280 --> 02:46:27,840
I don't know what the next one 
is, but let's see. 

3286
02:46:29,200 --> 02:46:31,600
Yeah, maybe. 
Or maybe we won't do that for a 

3287
02:46:31,600 --> 02:46:36,120
while because it sounds awful. 
Yeah, so. 

3288
02:46:36,120 --> 02:46:40,960
But our next episode next week. 
What we doing next week, Ryan? 

3289
02:46:41,360 --> 02:46:43,120
I have no fucking clue. 
I mean, you can play last movie.

3290
02:46:43,640 --> 02:46:45,880
My blood pressure is so high, my
brain's not working. 

3291
02:46:46,720 --> 02:46:50,080
So are we talking about the 
thing we're doing on the 15th? 

3292
02:46:50,920 --> 02:46:53,600
Fuck, yeah, OK. 
What were you on 15th, Ryan? 

3293
02:46:54,400 --> 02:46:55,800
Well, what are we? 
What are we doing? 

3294
02:46:56,400 --> 02:46:58,000
Is today the Sunday before the 
15th? 

3295
02:46:59,120 --> 02:47:01,520
Yeah. 
Oh, OK Well, then we're going to

3296
02:47:01,520 --> 02:47:07,320
have Max Moon on once. 
Once again, they are in the 

3297
02:47:07,320 --> 02:47:14,680
midst of the combined. 
And volume three of the Abyss of

3298
02:47:14,680 --> 02:47:17,280
Hallucinations. 
So they are going to come on and

3299
02:47:17,320 --> 02:47:19,120
they're going to run an 
adventure from Abyss of 

3300
02:47:19,120 --> 02:47:23,040
Hallucinations For us here on 
the show Wednesday the 15th. 

3301
02:47:23,200 --> 02:47:24,760
Super, super, super excited for 
that. 

3302
02:47:24,760 --> 02:47:27,320
Max is an amazing person, an 
amazing creator. 

3303
02:47:27,760 --> 02:47:29,400
Abyss of Hallucinations is 
something you should back 

3304
02:47:29,400 --> 02:47:31,520
immediately. 
We have personally got to play 

3305
02:47:31,520 --> 02:47:34,080
with Max giving us before, but 
it was off stream and it was 

3306
02:47:34,080 --> 02:47:34,720
super cool. 
It was. 

3307
02:47:34,840 --> 02:47:37,760
It was a Cyborg adventure. 
We just did that for fun. 

3308
02:47:38,480 --> 02:47:41,160
Which is would be nice to do 
sometimes, but Max is going to 

3309
02:47:41,160 --> 02:47:42,520
come on, we're actually going to
stream it. 

3310
02:47:42,600 --> 02:47:44,680
We're going to talk about Abyss 
of Hallucinations realistically 

3311
02:47:44,680 --> 02:47:47,080
go by that, go back that. 
It's really, really fantastic. 

3312
02:47:47,680 --> 02:47:50,160
And I think after that is the 
19th. 

3313
02:47:51,160 --> 02:47:52,120
Yep. 
And we're going to be doing 

3314
02:47:52,120 --> 02:47:55,480
Planet Fist with Junkie Games. 
Jess Levine, really excited to 

3315
02:47:55,480 --> 02:47:56,680
go over that. 
Talk about that a little bit 

3316
02:47:56,680 --> 02:47:59,080
today on the Kickstarter 
episode, which will drop 

3317
02:47:59,080 --> 02:48:00,920
tomorrow, which means it'll be 
before this one. 

3318
02:48:01,640 --> 02:48:04,440
Really excited for that. 
It's like if Fist was a 

3319
02:48:04,600 --> 02:48:08,240
narrative tactical war game that
uses 2D6 plus stat. 

3320
02:48:09,000 --> 02:48:11,000
So really excited for that. 
It'll be a nice. 

3321
02:48:11,960 --> 02:48:15,440
Yeah, it'll be a nice version of
what I what I like about games 

3322
02:48:15,440 --> 02:48:17,360
are based on PBTA. 
So those are the things we got 

3323
02:48:17,360 --> 02:48:19,640
coming up, a lot of stuff coming
up between now and the end of 

3324
02:48:19,640 --> 02:48:21,520
the month and the end of the 
year. 

3325
02:48:21,720 --> 02:48:24,720
We are going to be doing a year 
interview again this year, so 

3326
02:48:24,720 --> 02:48:26,320
we'll get to that. 
But we're going to stack a lot 

3327
02:48:26,320 --> 02:48:28,280
of stuff in the next couple of 
weeks, probably be done by the 

3328
02:48:28,280 --> 02:48:31,320
2nd week of December and then 
just get prepped for for the end

3329
02:48:31,320 --> 02:48:32,120
of that. 
So that's it. 

3330
02:48:32,160 --> 02:48:34,200
That's our episode. 
Find out our links at our link 

3331
02:48:34,200 --> 02:48:38,760
tree slash the weekly scroll. 
We'll put links to the meal 

3332
02:48:38,760 --> 02:48:40,880
training for Meg Baker at the 
bottom and links to all this 

3333
02:48:40,880 --> 02:48:42,600
stuff and. 
That's all I got. 

3334
02:48:43,440 --> 02:48:45,880
That's all I have as well. 
All right, we will talk to you 

3335
02:48:45,880 --> 02:48:47,600
later. 
Have fun in in your apocalypse 

3336
02:48:47,600 --> 02:48:49,480
worlds, people. 
Sex movies.

