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Hello and welcome to the Weekly 
Scroll Podcast. 

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My name is Ryan. 
And I've witnessed man made 

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horrors beyond your 
comprehension. 

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And today we're going to be 
looking at Never Going Home. 

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This is a party focused eldritch
horror role play game set in the

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trenches of the First World War 
inspired by World War occult art

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of Charlie Ferguson Avery. 
Yeah. 

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Arts Labs. 
A berm hack. 

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Fan Yeah, we've looked at I 
think. 

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I think that's. 
I think that's the only one 

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we've we've looked at that's 
actually like written by Charlie

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Ferguson every. 
But I'm positive we've looked at

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games that have Charlie's art 
before and I have a I mean, I 

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have like everything Charlie 
Ferguson every has ever done. 

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So I should, you know, I should 
have grabbed all that because so

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much, so much of their stuff 
slapped so hard. 

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I, I also know that God, let's 
tangent right away. 

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At some point they were talking 
about doing more of Ermac and 

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I'm still really excited to get 
more of Ermac. 

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Yeah, Feral Indie Studios is the
yeah, yeah, yeah, yeah. 

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Maybe we never will. 
We'll see it. 

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I mean, Vast in the Dark is 
fantastic. 

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And then we also just got like 
Ave. 

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NOx just came out. 
I still only get the regular 

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version of that. 
I got the special edition, which

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is gorgeous. 
But Charlie's art is also on 

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like the regular version. 
So it's one of those things 

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where like sometimes you want 
the regular version even more 

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than the special because of the 
art. 

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Anyways, yeah, so. 
So we're looking at Never Going 

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home. 
This is a cool one that we've. 

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It's been on my list forever and
I wanted to do it a long time 

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ago. 
And then they they launched a 

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second Kickstarter and I'll get 
the info about that in a little 

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bit. 
And then I actually mailed you 

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like the original book. 
So I didn't even have the book 

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because I just backed everything
on the Kickstarter for or 

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everything on the Kickstarter. 
For those that can't see the fat

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stack I got in my hand right now
it's 123456789. 

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It's 10 books plus some dice and
some cards. 

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So actually let's look at that a
little bit. 

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Let's just hey, we haven't we 
haven't done we've done like 1 

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episode in three weeks because 
we were super sick. 

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So it's nice to be back and we. 
Did it Which arrived. 

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Yeah, and Hunter's obviously 
feeling 100%, I feel. 

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Like today, right now. 
I didn't go to the ER last night

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at all. 
That would be ridiculous. 

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Be crazy to do an episode after 
that. 

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But regardless, here we are. 
So let's let's talk about Never 

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Going Home a little bit. 
So Never Going Home was 

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crowdfunded on Kickstarter on 
December 3rd, 2018 with 786 

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backers for $33,188.00 with 
stretch goals unlocking the 

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books once more on To the 
Breach, Tome of Corrupted 

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Beasts, and A Book of Whispers. 
And then in 2023 more campaign 

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dossiers were released. 
Bones in the Dust, Blood on the 

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Snow, and Tears in the Sea. 
And then it returned to 

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Kickstarter in 2023 for Never 
Going Home, The Beginning and 

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the End. 
And that was to fund 3 new 

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books, the campaign dossiers, 
Bile in the Streets and Spit in 

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the Dirt, and the Magical 
sourcebook From Beyond the Veil.

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It was It funded on June 10th, 
2023 with 781 backers for 

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$65,811.00. 
Yeah, between the two 

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Kickstarters in 2018 and 2020, 
they made about 100 grand. 

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Wow. 
That's, I think it was 

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literally, if I did the math, 
it's like $99,998 or something. 

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It was like the closest to 100 
grand you could get. 

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But, but it's cool. 
So prior to that though, I, as I

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said, this was inspired by World
War occult art by Charlie 

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Ferguson Avery. 
That's actually a Kickstarter 

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that happened that Charlie did, 
I believe in 2017. 

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We're going to kick over to the 
Down Cam today. 

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Let me turn the light on. 
And that's actually what this 

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book is right here. 
So for those in podcast land, I 

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went with the Down Cam and I'm 
showing this World War occult 

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with this concept art by Charlie
Ferguson Avery with text by 

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Bryan Ferguson Avery. 
Together they do feral Indies 

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studios. 
So this is just a a dope art 

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book all the way through where 
there's basically a picture on 

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the right side and then a little
bit of text on the left side. 

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So first page it says, no, let's
get that one. 

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That's just a so here's one 
that's got this soldier looking 

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wounded, dead, but has a bit of 
a crucified look to him. 

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And it says to keep them out of 
enemy hands. 

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We were not allowed Diaries. 
Our sketchbooks were forbidden. 

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When my Sergeant finds me pin to
page, I promise him I'll burn 

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them all. 
He knows I'm low on matches. 

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So the entire book structure 
like that where there's a piece 

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of art on the on the right page 
of the spread and some really 

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cool vibey writing on the left. 
Combination of black and white 

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and color all the way through 
and as I said, this was the 

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original inspiration for never 
going home the game and then 

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obviously they used Charlie's 
art throughout and a lot of the 

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pieces from World of War occult 
this book are in in the original

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never going home book so. 
Brook Man, I wish, I wish I had 

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this. 
This Yeah, I so I found this on 

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eBay. 
It actually wasn't too terribly 

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offensive, but even if it was, I
would have got it anyway 

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because, you know, I love 
Charlie's stuff. 

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And and honestly, the art 
fucking slaps so hard. 

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Like the vibes are Immaculate. 
I can see why it inspired 

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someone to make a game, but but 
yeah, so on top of all the books

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here, I'll flip through them so 
you can see the covers because 

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honestly, the covers of every 
single one go so hard. 

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So this is the original Never 
Going Home book. 

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It's got a number of these, kind
of like esoteric World War One 

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soldiers on the front, some 
information on the back. 

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Blood on the Snow is a later 
one, but it is one of the 

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campaign dossiers. 
This is the one that said in 

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1916. 
Toma Corrupted Beast was part of

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the original campaign. 
Book of Whispers was a magic 

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book that was part of the 
original campaign. 

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I love this one with a red 
cover. 

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It's absolutely stunning. 
Never going Home. 

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This is From Beyond the Veil. 
This is part of the second 

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Kickstarter. 
Then there's Bile in the 

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Streets, which was, I believe, 
part of the second Kickstarter, 

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but it was a prequel. 
This is Campaign Dossier said 

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1914. 
And then we got Bones in the 

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Dust, another fantastic, I mean,
they're all fantastic covers, 

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but this one is set in 1915. 
Then, as I said, Blood on the 

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Snow is set in 1916. 
Tears in the Sea is set in 1917 

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and then it is bookended there 
on the back with the spit in the

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dirt, which is set in 1918. 
And then part of the original 

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campaign to was Never Going Home
once more onto the Breach. 

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And that is a book of 21 
adventures for never going Home.

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Yeah. 
And this one is it looks like a 

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like a folder, like there's like
papers and stuff on the back. 

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It's like brown and it's it's 
kind of like a Manila folder 

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ish, kind of look to it. 
The rest all have different arts

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and things like that. 
So I'm going to pull this one up

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hard because that's what I'm 
going to talk about. 

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So yeah, so that is that is all 
of the stuff. 

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Never going home. 
In addition, they also did put 

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out a set of dice. 
These are really dope. 

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They have these like, skulls 
with a World War 2 helmet, but 

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it's also this like, weird, kind
of like Eldred snakey design. 

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And then other for the sixes and
the pips otherwise are little 

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flies. 
So that's pretty cool. 

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Set of dice. 
Yeah. 

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And then there's a set of cards 
that I've not opened yet because

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I haven't played with them yet, 
so I want to keep them 

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protected. 
But there is a set of cards that

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comes with it. 
It's a full deck of standard 

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playing cards with 52 playing 
cards and two jokers. 

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And you'll understand why 
there's a deaf cards once we are

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actually talking about the game,
but that is all of the stuff the

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deck. 
Of cards. 

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Oh, crazy, right? 
But that is all of the stuff 

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that you can give with Never 
Going home. 

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It's a fat stack of stuff. 
There's a lot of stuff, it's a 

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lot of content to interact with,
you know? 

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Yeah, yeah, yeah, yeah, yeah. 
So, so I think I'll hide this 

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for now. 
We're going to be coming back to

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the down camera for reasons 
that's that will become evident 

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once we get to but going into so
the actual review starts now. 

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Future Ryan for the time stamps,
never going home again. 

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The cover slapped so hard. 
Charlie's art is incredible. 

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It's amazing art, yeah. 
Yeah, and and the logo is really

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cool too. 
Like I know it's it's it's just 

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like a a serif font, but it's 
very weather beaten logo 

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definitely helps with the vibes,
but but the art is incredible 

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color cover with these three. 
As I said, these three World War

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One soldiers and but the very 
esoteric. 

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The one is like cuts all over 
this arm. 

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A lot of them have these like 
kind of like fetishes or or 

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decorations on their armors. 
And World War 1 was such a 

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different vibe. 
First of all, it's not Hitler, 

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so that obviously you know it it
you know, but the the gas mask 

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aesthetic that is used pretty. 
There's also just like something

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inherently like fucked up about 
like the whole like extended 

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trench warfare that was like 
people got sick, they got gouts,

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they were like dying left and 
right from the conditions. 

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They like really, they fought 
for just miles, like throughout 

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the entire war, really just like
a couple miles back and forth 

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because how entrenched they 
were. 

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Yeah, it was, it was incredibly 
dark. 

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Like it makes a lot of sense for
like a like eldritch horror war 

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setting, you know? 
Yeah, I mean, I mean, there 

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there's a reason that Trench 
Crusade also uses World War One 

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as its setting exactly like you 
said, just the not that there 

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wasn't trench warfare in World 
War 2, but it was such a focus 

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in in World War One that yeah, 
it was definitely very, very, 

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very, very different. 
Yeah. 

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So never going home. 
The plus one there's a we are 

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getting to a credits page. 
The plus one system, which we'll

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talk about soon. 
Written by Brandon K Eighton, 

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Matthew Orr. 
Writing in the book is Irvin 

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Jackson, Matthew Orr, Sarah Orr,
Aiden. 

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Additional writing from Taylor 
White. 

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00:11:03,560 --> 00:11:07,880
Let me turn this light off. 
Adventures by Corey Capps, 

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Crystal Maser and Stephen Wu. 
Art from Charlie Ferguson Avery 

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and then the editor is Carol 
Darnell and the layout is WM 

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Knox gun. 
And this is from Wet Ink Games. 

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Wet Ink Games is the people that
do this. 

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So Feral indie is Charlie, but 
Wet Ink games does they they 

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they have a number of other 
games. 

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I think they're the ones that do
like there's like a doggos game.

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I think they're putting out a 
cat game too, but they have a 

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bunch of they have a bunch of 
stuff. 

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I actually look like 3 weeks ago
when we were for supposed to do 

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this and I've completely 
forgotten at this point so. 

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I have all my notes are 
hyperlinked to all the 

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Kickstarters, but I forgot to 
write down the other stuff that 

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wet ink games stuff. 
They've done a bunch of stuff, a

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bunch of interesting things. 
So, so never go. 

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So when so all right, so. 
Now, all right, so. 

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00:12:02,360 --> 00:12:05,600
All right, so before we get too 
deep in the book, there is a 

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quote right at the beginning. 
Death is what we see when awake.

209
00:12:09,440 --> 00:12:11,440
When we are asleep, it is 
dreams. 

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Heraclitus complete fragments, 
fragment 21. 

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00:12:15,040 --> 00:12:19,560
So we do our best here on the 
show. 

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A couple of things. 
Let's just do let's do some 

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prefaces. 
Let's hedge, let's hedge some 

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shit a little bit, right? 
We are very critical here on the

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show. 
We have high standards for the 

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things that we go over. 
We we can get super pedantic 

217
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about things. 
We can be pretty picky about 

218
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things because I mean, that's, 
that's critique, right? 

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Is, is a desire to, to elevate 
things, right? 

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Is to like, hey, this might be 
great, but it could be better 

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with these like small tweaks. 
So these are the things we we 

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point out, we go over and things
like that, right? 

223
00:12:49,880 --> 00:12:52,320
We never try to be mean on the 
show, but we will be blunt. 

224
00:12:53,080 --> 00:12:56,000
We will sometimes be frustrated.
Often times that's because 

225
00:12:56,000 --> 00:12:58,320
something could be great, but 
there is something that nags a 

226
00:12:58,320 --> 00:13:00,760
little bit. 
So we never try to be mean on 

227
00:13:00,760 --> 00:13:04,360
the show, is what we're saying I
do. 

228
00:13:05,200 --> 00:13:08,160
But we're going to be pretty 
critical of this book for a 

229
00:13:08,160 --> 00:13:12,200
number of different reasons. 
The one of the things that I 

230
00:13:12,200 --> 00:13:16,280
think both of us had pretty 
negative opinion on that we'll 

231
00:13:16,280 --> 00:13:18,920
just knock out right away is the
layout. 

232
00:13:19,240 --> 00:13:24,240
Yeah, it's pretty egregious 
across the board in almost every

233
00:13:24,240 --> 00:13:27,200
way. 
Yeah, it's it's not great. 

234
00:13:27,640 --> 00:13:30,840
It's not great. 
So let's we'll we'll point out 

235
00:13:31,000 --> 00:13:32,600
how it's not great as we go 
through. 

236
00:13:32,600 --> 00:13:35,040
But here's my first beef. 
We're going to look at this 

237
00:13:35,240 --> 00:13:40,320
these two pages here. 
Let's go to fit visible. 

238
00:13:40,320 --> 00:13:43,560
Now let's go to zoom to page 
level. 

239
00:13:46,560 --> 00:13:49,320
Can I, can I page display this 
into a two page view that'll 

240
00:13:49,320 --> 00:13:50,640
give me both pages? 
No. 

241
00:13:50,640 --> 00:13:52,880
OK, so let's look at this two 
page view here, right? 

242
00:13:53,480 --> 00:13:56,160
So what we're looking at is 
basically it's 2 almost 

243
00:13:56,160 --> 00:13:59,000
completely empty pages at the 
full spread with just like a one

244
00:13:59,000 --> 00:14:01,000
line of for that quote that I 
said on the left side. 

245
00:14:01,520 --> 00:14:04,240
But what the background is, is a
page texture. 

246
00:14:04,640 --> 00:14:09,600
And I think this is one of those
things where it's like, I have 

247
00:14:09,600 --> 00:14:13,920
no problem with using a page 
texture for a book, right? 

248
00:14:13,920 --> 00:14:16,600
Like, for example, if you look 
at like D&D, it's got a, a 

249
00:14:16,600 --> 00:14:18,720
parchment tea kind of 
background, right? 

250
00:14:18,840 --> 00:14:21,080
Yeah, fine. 
Right. 

251
00:14:21,080 --> 00:14:27,280
But what what this book does is 
it's not a page texture, it's a 

252
00:14:27,280 --> 00:14:29,080
fake page. 
Right. 

253
00:14:29,440 --> 00:14:34,200
It's just one though. 
It's two, yeah, but so and this 

254
00:14:34,200 --> 00:14:36,440
is this. 
There's a page missing here. 

255
00:14:36,440 --> 00:14:39,160
This is supposed to be together,
so it'd be two spreads. 

256
00:14:39,160 --> 00:14:43,640
But the problem is what this one
does is a couple of things that 

257
00:14:43,760 --> 00:14:49,480
that I, that I, I find pretty, 
pretty, just not great that I 

258
00:14:49,480 --> 00:14:53,480
would avoid going forward. 
So specifically for this page 

259
00:14:53,480 --> 00:14:57,960
right here, let's go to zoom to 
page level again on the left 

260
00:14:57,960 --> 00:15:01,360
side of it, as I said, this is a
fake page. 

261
00:15:01,360 --> 00:15:04,080
It's not a texture. 
So there's actually like, it 

262
00:15:04,080 --> 00:15:08,000
actually looks as if there's a 
stack of pages on the left side 

263
00:15:08,920 --> 00:15:12,320
and then on the right side 
there's a spine down the middle 

264
00:15:12,320 --> 00:15:16,880
like about a centimeter. 
And there's a spine of pages on 

265
00:15:16,880 --> 00:15:20,680
the page as if it's a fake page 
that's like spread open. 

266
00:15:22,120 --> 00:15:24,240
That's not, it doesn't look 
good. 

267
00:15:24,240 --> 00:15:26,320
It looks in my opinion, like I 
don't know what words to 

268
00:15:26,320 --> 00:15:31,000
describe it except for tacky 
like to to every page looks as 

269
00:15:31,000 --> 00:15:34,960
if it is a fake page as opposed 
to just the texture, which would

270
00:15:34,960 --> 00:15:37,280
have been fine. 
I don't like the the background 

271
00:15:37,280 --> 00:15:40,000
texture either. 
It's a very darkish brown with 

272
00:15:40,000 --> 00:15:43,240
like a stain on it and a bunch 
of these like black dots all 

273
00:15:43,240 --> 00:15:45,320
over it. 
And if you look to the next 

274
00:15:45,320 --> 00:15:49,280
page, you'll see the other part 
of the spine of like what would 

275
00:15:49,280 --> 00:15:51,640
be like. 
Spine part is definitely more 

276
00:15:51,640 --> 00:15:56,600
bothersome than it's just the 
the printed on texture of the 

277
00:15:56,600 --> 00:15:58,360
page the. 
Text I'm saying is if it was 

278
00:15:58,360 --> 00:16:00,920
just the texture if they zoomed 
it in a little bit it wouldn't 

279
00:16:00,920 --> 00:16:02,880
be though so bad but like the 
fake spine down the. 

280
00:16:02,880 --> 00:16:05,800
Middle and the fake. 
Spine and the fake and the and 

281
00:16:05,800 --> 00:16:08,560
the pages on the left side. 
It actually looks like fake 

282
00:16:08,560 --> 00:16:11,560
pages. 
But not only that, the one page,

283
00:16:11,560 --> 00:16:13,960
which I think would be the right
page on the layout spread has a 

284
00:16:13,960 --> 00:16:16,840
bunch of black dots all over 
that are like part of the 

285
00:16:16,840 --> 00:16:21,600
texture that is so annoying when
reading the book because it's 

286
00:16:21,600 --> 00:16:23,560
actually like these giant black 
dots in text. 

287
00:16:23,560 --> 00:16:26,160
And we get to a one page where 
there's like black dots for like

288
00:16:26,400 --> 00:16:29,360
the layout for like bullet 
points, but that are surrounded 

289
00:16:29,360 --> 00:16:32,680
by black dots for the texture. 
And it's a very dark brown. 

290
00:16:32,680 --> 00:16:36,320
So the black against it gives it
this like obviously you can read

291
00:16:36,320 --> 00:16:40,280
it, but it's not, it's a dark 
brown like with a black text on 

292
00:16:40,280 --> 00:16:42,360
it. 
So it's not great for that 

293
00:16:42,360 --> 00:16:46,040
reason. 
So just the, if you're going to 

294
00:16:46,040 --> 00:16:49,640
go with a page texture, just do 
a page texture. 

295
00:16:49,640 --> 00:16:51,880
Don't do fake page edges and 
stuff like that. 

296
00:16:51,880 --> 00:16:54,120
It just looks, I don't know, 
amateurish. 

297
00:16:54,120 --> 00:16:58,520
It looks extremely tacky and it 
really takes away from the the 

298
00:16:58,520 --> 00:16:59,920
look. 
And the other problem too is 

299
00:16:59,920 --> 00:17:01,800
like you said, it's just the 2 
pages. 

300
00:17:02,280 --> 00:17:05,640
It's one spread of these 
textures for like 120 pages. 

301
00:17:05,800 --> 00:17:08,200
One because it's one and then 
flipped on the other side. 

302
00:17:08,200 --> 00:17:10,440
It's the exact same page flipped
so. 

303
00:17:10,440 --> 00:17:13,280
No, I don't think so. 
No it's not because there would 

304
00:17:13,280 --> 00:17:14,440
be the black dots on the other 
one. 

305
00:17:15,160 --> 00:17:18,160
I think it's it's A1 full spread
with like the spine down the 

306
00:17:18,160 --> 00:17:20,200
middle. 
So it's one full spread of 

307
00:17:20,200 --> 00:17:21,640
pages. 
It doesn't look so similar. 

308
00:17:22,280 --> 00:17:23,400
I guess it's not as many. 
Yeah, so. 

309
00:17:23,720 --> 00:17:26,920
It looks so similar because the 
stain is like almost a meter. 

310
00:17:27,359 --> 00:17:31,920
Yeah, so it's just the same 2 
spreads through the entire 

311
00:17:31,920 --> 00:17:35,440
thing, which also doesn't help 
with like it looking. 

312
00:17:35,440 --> 00:17:37,000
I don't know. 
It makes it and even the one 

313
00:17:37,000 --> 00:17:38,840
page even has like a tear on the
bottom. 

314
00:17:39,200 --> 00:17:41,040
Like it looks like the page is 
torn. 

315
00:17:41,320 --> 00:17:44,080
So every other page you get a 
fake page tear, but it's the 

316
00:17:44,080 --> 00:17:47,720
same page there 60 times. 
Like just use a texture like 

317
00:17:47,720 --> 00:17:51,080
don't use a fake page. 
It really detracts from the 

318
00:17:51,080 --> 00:17:54,360
book. 
But the thing about this though 

319
00:17:54,360 --> 00:17:58,560
is if you actually look in the 
book when, since we're talking 

320
00:17:58,560 --> 00:18:01,720
about the layout, we'll go right
in, we'll we'll look at a page 

321
00:18:01,720 --> 00:18:04,920
on here real quick. 
When you actually look in the 

322
00:18:04,920 --> 00:18:09,080
book, it's kind of less of an 
issue because it's cropped 

323
00:18:09,080 --> 00:18:16,160
pretty bad, pretty poorly 
because the margins in the 

324
00:18:16,160 --> 00:18:19,240
actual book are like 1/2 a 
centimeter. 

325
00:18:19,920 --> 00:18:24,200
They're literally. 
Crazy small there's like there 

326
00:18:24,200 --> 00:18:27,000
is no gutter to anything in the 
in here. 

327
00:18:27,080 --> 00:18:29,640
There is 0 gutter. 
There's zero margin, so they 

328
00:18:29,640 --> 00:18:35,680
literally cropped it so far that
you almost lose the fake pages, 

329
00:18:35,920 --> 00:18:38,080
except it's still a little bit 
on the one. 

330
00:18:38,320 --> 00:18:41,560
And then if you look at like the
fake spine in the middle, it's 

331
00:18:41,560 --> 00:18:44,440
actually cropped to the point 
where it's almost gone. 

332
00:18:44,640 --> 00:18:47,200
So it's almost a little bit 
better to read the physical 

333
00:18:47,400 --> 00:18:50,800
because it looks almost kind of 
like it's supposed to be there a

334
00:18:50,800 --> 00:18:54,960
little bit, except that when you
actually look at like the 

335
00:18:54,960 --> 00:18:57,040
digital and you see what it's 
supposed to be, you just realize

336
00:18:57,040 --> 00:18:59,680
that like it was cropped super 
poorly for the book and the 

337
00:18:59,680 --> 00:19:02,440
margins are like egregiously 
small. 

338
00:19:02,440 --> 00:19:06,680
So reading the physical is awful
because you get like again like 

339
00:19:06,680 --> 00:19:11,880
1/2 a centimeter on the side of 
margin, top side, bottom and no 

340
00:19:11,880 --> 00:19:13,680
gutter. 
That's probably right there. 

341
00:19:13,680 --> 00:19:17,480
It's such a perfect, it's such a
perfect like representation of 

342
00:19:17,480 --> 00:19:21,520
what going through this is like.
Yeah, it's rough. 

343
00:19:21,520 --> 00:19:25,520
So I read it on PDF because the 
margins were just like breaking 

344
00:19:25,520 --> 00:19:29,520
my brain because you can't even 
really hold the page without 

345
00:19:29,520 --> 00:19:33,200
like having to move your thumb 
because there's not enough room 

346
00:19:33,640 --> 00:19:36,200
unless you're using like your 
nail to hold the pages open and 

347
00:19:36,200 --> 00:19:39,040
not be like over top of so much 
of the, the stuff. 

348
00:19:39,360 --> 00:19:43,240
So that's pretty. 
That's one of my biggest beefs 

349
00:19:43,240 --> 00:19:46,720
on the physical is that they 
they cropped the shit out of 

350
00:19:46,720 --> 00:19:49,200
this and really destroyed like 
the margins. 

351
00:19:50,360 --> 00:19:53,960
But we're going to get into a 
lot more reasons on why the rest

352
00:19:53,960 --> 00:19:57,760
of the layout is pretty poor in 
our opinion. 

353
00:19:57,760 --> 00:20:01,680
But that's right off the bat is 
just the the use of not just a 

354
00:20:01,680 --> 00:20:05,960
not a page texture, but actual 
fake pages with fake paged spine

355
00:20:05,960 --> 00:20:11,400
and tears and and stuff in it. 
It it does not in in my opinion,

356
00:20:11,400 --> 00:20:13,040
and I assume yours as well, does
not look good. 

357
00:20:14,080 --> 00:20:15,840
Then. 
You could probably use like a 

358
00:20:15,840 --> 00:20:19,000
fake page texture in your own 
game and it look OK. 

359
00:20:19,000 --> 00:20:21,280
This is just not done well. 
Yeah, well, that's what I'm 

360
00:20:21,280 --> 00:20:25,680
saying is like use a texture, 
but don't don't use a fake page 

361
00:20:25,680 --> 00:20:29,400
as in like there's a a pretend 
spine and a pretend edges to the

362
00:20:29,400 --> 00:20:31,120
page and pretend tears on the 
page. 

363
00:20:31,440 --> 00:20:34,720
Just use a parchment background.
It's totally fine. 

364
00:20:34,960 --> 00:20:37,600
You just don't need all of the 
you don't need this right here. 

365
00:20:39,120 --> 00:20:42,160
This like fake spine fold and 
and tears and stuff. 

366
00:20:42,160 --> 00:20:48,320
So continuing on, we get to the 
table of contents, which is not 

367
00:20:48,320 --> 00:20:52,880
hyperlinked and there are no 
bookmarks at all for the entire 

368
00:20:52,880 --> 00:20:55,160
thing either. 
So usability and navigation 

369
00:20:55,280 --> 00:20:59,560
pretty. 
It's only like 120 pages. 

370
00:21:00,160 --> 00:21:04,760
Right, but also we're going to 
get later. 

371
00:21:04,760 --> 00:21:08,920
There's the table of contents is
kind of like weird what they 

372
00:21:08,920 --> 00:21:11,040
decide to do and also like we're
going to get later. 

373
00:21:11,040 --> 00:21:14,400
There's no real differentiation.
A lot of times, you know I 

374
00:21:14,440 --> 00:21:18,400
sometimes you don't even realize
that you suddenly hit like the 

375
00:21:18,440 --> 00:21:20,360
next. 
Like section or like, yeah, 

376
00:21:20,360 --> 00:21:23,840
there's, there's not like clear 
delineation by use of like 

377
00:21:23,840 --> 00:21:27,720
Heathers and stuff like there 
are Heathers and sometimes there

378
00:21:28,040 --> 00:21:29,920
aren't. 
And sometimes I think the fonts 

379
00:21:29,920 --> 00:21:32,360
a little bit different on them 
and so they don't strike you as 

380
00:21:32,360 --> 00:21:35,720
headers or this looks like the 
same as the text. 

381
00:21:36,280 --> 00:21:38,640
That's a. 
They basically use this same 

382
00:21:38,640 --> 00:21:43,280
font for everything to the 
entire book and are just use 

383
00:21:44,200 --> 00:21:48,680
weird variations of bold. 
Also, the font is not a great 

384
00:21:48,680 --> 00:21:52,000
choice. 
This kind of like very, it 

385
00:21:52,000 --> 00:21:54,360
bothers me when you get closer, 
when we talk like the headers 

386
00:21:54,360 --> 00:21:55,720
and stuff, because everything is
bold. 

387
00:21:55,720 --> 00:22:01,320
Basically everything is bold and
it's a very wide, thick bold 

388
00:22:01,320 --> 00:22:03,840
serif. 
Like when we're looking at the 

389
00:22:03,840 --> 00:22:07,240
table of contents page, like the
space, the letter spacing is 

390
00:22:07,240 --> 00:22:10,760
pretty wide on all of it. 
It's just, it's just, I don't 

391
00:22:10,760 --> 00:22:12,040
know. 
It feels it's I don't know. 

392
00:22:12,040 --> 00:22:15,480
It doesn't it's not it doesn't 
look nice to me. 

393
00:22:15,480 --> 00:22:17,960
Like if you're going to get the 
serif font, it's just not great.

394
00:22:18,320 --> 00:22:21,040
What what's interesting though, 
and as we get farther into this,

395
00:22:21,040 --> 00:22:24,680
remind me to pull up one of the 
other books, one of the later 

396
00:22:24,680 --> 00:22:28,400
ones that has the same kind of 
vibes, but just a much better 

397
00:22:28,400 --> 00:22:29,720
layout. 
And we'll and we can point out 

398
00:22:29,720 --> 00:22:32,600
the reasons why it's that. 
So let's cruise through this. 

399
00:22:32,600 --> 00:22:36,720
There's a whole page in the 
beginning here that is kind of 

400
00:22:36,720 --> 00:22:40,720
like the first one is like to 
the memory of my great 

401
00:22:40,720 --> 00:22:43,160
grandfather to there's an one 
that says to those who came 

402
00:22:43,160 --> 00:22:45,760
home, these are dedications. 
That's what I meant from a bunch

403
00:22:45,760 --> 00:22:47,920
of the different people in the 
book, Matt Orr, Brent Aiden, 

404
00:22:47,920 --> 00:22:50,320
Sarah Aiden, Irving Jackson and 
Charlie Freaks and Avery each 

405
00:22:50,320 --> 00:22:55,480
have a dedication at the 
beginning of this for very for 

406
00:22:55,480 --> 00:22:58,960
basically the soldiers or family
members in regards to World War 

407
00:22:58,960 --> 00:23:01,840
One. 
The media media like get into a 

408
00:23:02,240 --> 00:23:05,360
page called the buy in. 
So this is something we're not 

409
00:23:05,360 --> 00:23:08,120
going to go over. 
It basically says the beginning 

410
00:23:08,120 --> 00:23:10,200
that this is a party focused 
role-playing game set in the 

411
00:23:10,200 --> 00:23:13,560
horror haunted trenches during 
the First World War. 

412
00:23:13,560 --> 00:23:16,520
If this sounds good to you, skip
this page and get ready to 

413
00:23:16,520 --> 00:23:18,280
deploy. 
If you aren't sure, read on. 

414
00:23:18,680 --> 00:23:20,520
I'm OK. 
Like if you're going to do a 

415
00:23:20,520 --> 00:23:23,840
what is a role-playing game 
page, at least preface it by 

416
00:23:23,880 --> 00:23:26,600
saying that like, if you're in, 
don't fucking read this page. 

417
00:23:26,680 --> 00:23:29,760
I'm fine with that. 
So there's a number of sections 

418
00:23:29,760 --> 00:23:31,480
here. 
It says a role-playing game and 

419
00:23:31,480 --> 00:23:32,960
basically says what is a 
role-playing game? 

420
00:23:33,320 --> 00:23:35,000
Party focus. 
What does that mean? 

421
00:23:35,720 --> 00:23:38,640
I actually do like this part it 
says uses the plus one system to

422
00:23:38,640 --> 00:23:42,040
focus play on growth, on what an
individual character can do as 

423
00:23:42,040 --> 00:23:44,880
part of a larger story that 
follows a group of soldiers 

424
00:23:44,880 --> 00:23:46,440
called a unit. 
So basically what this is saying

425
00:23:46,440 --> 00:23:48,440
is like the individual 
characters are important, but 

426
00:23:48,440 --> 00:23:50,640
the unit is most more important 
play. 

427
00:23:50,640 --> 00:23:55,960
It's not true play, but at the 
end of the day the point is for 

428
00:23:55,960 --> 00:23:58,360
the unit to survive, not 
necessarily the individual 

429
00:23:58,360 --> 00:24:00,120
characters. 
And the story is the story of 

430
00:24:00,120 --> 00:24:02,640
the unit, not the individual 
characters, which I think is a 

431
00:24:02,640 --> 00:24:04,680
really neat way to do a military
game. 

432
00:24:05,520 --> 00:24:08,280
It makes a lot of sense too. 
Yeah, Horror. 

433
00:24:08,280 --> 00:24:10,080
Haunted. 
It talks about this is the veil 

434
00:24:10,080 --> 00:24:13,480
between worlds that is opened by
the slaughter from the war and 

435
00:24:13,480 --> 00:24:15,800
the munchers. 
Whispers of beings holy, alien 

436
00:24:15,800 --> 00:24:17,920
to humanity that can now be 
heard. 

437
00:24:18,920 --> 00:24:21,560
Some people have listened to the
whispers enough to gain arcane 

438
00:24:21,560 --> 00:24:24,040
powers, and they'll struggle to 
maintain control as their minds 

439
00:24:24,040 --> 00:24:27,080
and bodies begin to change. 
Dope again. 

440
00:24:28,720 --> 00:24:30,480
And then it says the First World
War. 

441
00:24:30,600 --> 00:24:33,040
The setting is real Earth. 
My characters are all humans. 

442
00:24:33,680 --> 00:24:36,680
It basically says that the game 
is set between the years when 

443
00:24:36,680 --> 00:24:41,880
the veil was torn in 1916 and 
when the war ended in 1918. 

444
00:24:42,680 --> 00:24:44,080
And there's some information of 
stuff like that. 

445
00:24:44,080 --> 00:24:46,000
And it says this is your last 
chance to turn back. 

446
00:24:46,000 --> 00:24:50,080
So before we get deeper into the
book, we talked about the layout

447
00:24:50,080 --> 00:24:53,040
a little bit. 
We will say the vibes of the 

448
00:24:53,040 --> 00:24:54,480
game. 
Pretty strong. 

449
00:24:55,120 --> 00:24:59,960
Immaculate like insane like 
World War One Eldratore, so much

450
00:24:59,960 --> 00:25:03,360
death that it tore open the veil
and now like these things 

451
00:25:03,360 --> 00:25:06,120
whispered to you and and break 
your mind and stuff. 

452
00:25:07,600 --> 00:25:08,160
Awesome. 
Yeah. 

453
00:25:08,680 --> 00:25:11,560
And there's a, there's a big 
section in the middle that's all

454
00:25:11,560 --> 00:25:14,640
like the pseudo history, like it
actually is World War One 

455
00:25:14,640 --> 00:25:17,400
history and then where it 
diverges into like this. 

456
00:25:18,160 --> 00:25:21,240
And I really actually, I totally
enjoyed reading that part. 

457
00:25:21,240 --> 00:25:24,200
I, I had a blast reading through
that I thought was really 

458
00:25:24,200 --> 00:25:26,240
interesting and I well, it's 
like there were actual like 

459
00:25:26,240 --> 00:25:29,280
historical World War One things 
happen. 

460
00:25:29,920 --> 00:25:32,200
Yeah, yeah, we'll get to that 
and we're not going to read 

461
00:25:32,200 --> 00:25:34,640
through too much of it. 
But like you said, I love, I 

462
00:25:34,640 --> 00:25:36,960
love how it's like so much real 
plugged in. 

463
00:25:36,960 --> 00:25:39,600
And it's like, except for like 
this part, it's, it's cool. 

464
00:25:40,520 --> 00:25:42,280
It's a great way to set things 
in your mind where you're like 

465
00:25:42,320 --> 00:25:43,920
it. 
There's a kernel of truth in it,

466
00:25:43,920 --> 00:25:47,160
so it makes it feel more real. 
It's easy to latch onto when 

467
00:25:47,160 --> 00:25:49,560
they do that or when you do that
historical game. 

468
00:25:50,200 --> 00:25:51,840
Absolutely. 
There are a lot of like 

469
00:25:51,840 --> 00:25:55,080
diegetic, like artifact kind of 
things in the book too. 

470
00:25:55,080 --> 00:25:58,920
So there's a lot of like, well, 
the page we're looking at now is

471
00:25:58,920 --> 00:26:03,840
a letter. 
One thing also that is not, in 

472
00:26:03,840 --> 00:26:05,600
my opinion, great. 
Like if you're going to have 

473
00:26:05,600 --> 00:26:07,400
fake pages, this is how you do 
it. 

474
00:26:07,400 --> 00:26:09,960
You don't make the whole page 
that the words are on fake. 

475
00:26:09,960 --> 00:26:12,280
It's on the page. 
It's on the page. 

476
00:26:12,480 --> 00:26:15,720
But the problem is like it's a 
very again, the the actual page 

477
00:26:15,720 --> 00:26:19,760
background is a is a very dark. 
It's not, it's not, I don't even

478
00:26:19,760 --> 00:26:22,080
know how to describe this guy. 
It's a very, it's a tannish 

479
00:26:22,080 --> 00:26:25,720
color, so all these diegetic 
pieces over it are also brown. 

480
00:26:26,040 --> 00:26:28,800
And it just, I don't know, it 
could have been maybe put like a

481
00:26:28,800 --> 00:26:30,120
little shadow or something, I 
don't know. 

482
00:26:30,160 --> 00:26:32,440
Yeah, well, you just think it's 
a little muddy or? 

483
00:26:32,800 --> 00:26:35,640
Yeah, it is it like it just the 
the colors are too. 

484
00:26:35,800 --> 00:26:38,560
I don't know. 
Again, when we look at we're 

485
00:26:38,560 --> 00:26:40,680
going to go over a bunch of 
layout stuff, maybe win way to 

486
00:26:40,680 --> 00:26:42,960
remind me when we get to like 
maybe like the lore stuff to 

487
00:26:42,960 --> 00:26:44,760
kick over to the other one. 
As we've seen enough of the 

488
00:26:44,760 --> 00:26:46,920
layout that we can talk about. 
Like the one we're going to look

489
00:26:46,920 --> 00:26:50,240
at blood in the snow to compare 
the layouts and and talk a 

490
00:26:50,240 --> 00:26:53,200
little bit more once we've gone 
through a lot of the digac stuff

491
00:26:53,200 --> 00:26:54,680
is cool. 
The writing is OK in it. 

492
00:26:55,000 --> 00:26:57,960
It's a lot of like letters 
written home or or things like 

493
00:26:57,960 --> 00:26:59,880
that. 
Like the beginning is basically 

494
00:26:59,880 --> 00:27:03,280
like what this whole book is, 
and it's basically to His Royal 

495
00:27:03,280 --> 00:27:06,280
Highness King George the 5th. 
Enclosed is a report I'm 

496
00:27:06,280 --> 00:27:08,760
required to submit regarding my 
involvement in and knowledge of 

497
00:27:08,760 --> 00:27:12,560
the events that occurred on the 
Somme battlefield beginning July

498
00:27:12,560 --> 00:27:14,240
1st, 1916. 
And that's basically been the 

499
00:27:14,240 --> 00:27:16,520
Veil tour. 
So there's a whole letter here 

500
00:27:16,640 --> 00:27:18,840
that's basically saying like I'm
going to tell you a bunch of 

501
00:27:18,840 --> 00:27:20,920
stuff. 
It's crazy. 

502
00:27:21,240 --> 00:27:24,080
Here you go. 
And then we get to a piece of 

503
00:27:24,080 --> 00:27:27,840
art. 
This is another just very weird.

504
00:27:28,880 --> 00:27:32,440
This is what I'm going to try 
not to be super frustrated, but 

505
00:27:32,440 --> 00:27:34,200
I knew this in the show before, 
knows that I'm going to get 

506
00:27:34,200 --> 00:27:37,200
frustrated. 
I don't understand the point. 

507
00:27:37,200 --> 00:27:39,320
They put a piece of art here, 
which is a dope piece of art, 

508
00:27:39,320 --> 00:27:45,320
and then they put these fake 
like metal kind of ornate frame 

509
00:27:45,320 --> 00:27:47,080
pieces around the corners. 
Yeah. 

510
00:27:47,400 --> 00:27:52,520
And then start the playing the 
game section on the bottom, like

511
00:27:52,520 --> 00:27:57,200
quarter of this page. 
And I don't understand. 

512
00:27:57,200 --> 00:28:01,560
And they do that a lot where 
they for no reason break 

513
00:28:01,560 --> 00:28:04,920
sections across multiple 
sections. 

514
00:28:05,360 --> 00:28:09,200
Multiple pages for a piece of 
art that they could have either 

515
00:28:09,200 --> 00:28:12,080
not done or just like there. 
Why wasn't this just a whole 

516
00:28:12,080 --> 00:28:13,520
page? 
Why wasn't this just like a 

517
00:28:13,520 --> 00:28:15,160
whole page? 
I couldn't tell you. 

518
00:28:15,160 --> 00:28:18,320
And then on the opposite side, 
then you have playing the game. 

519
00:28:18,320 --> 00:28:20,880
So you have a spread that's like
odd on one side, words on the 

520
00:28:20,920 --> 00:28:21,720
other. 
Right. 

521
00:28:22,080 --> 00:28:24,320
But then we're going to get into
what? 

522
00:28:24,320 --> 00:28:27,600
Like this thought earlier so. 
And they do this a lot and we're

523
00:28:27,600 --> 00:28:30,040
going to put this out a lot, but
like here's the thing. 

524
00:28:30,040 --> 00:28:32,480
This is the playing the game 
section and it's the same. 

525
00:28:32,480 --> 00:28:35,680
It says playing the game in the 
middle of the page underneath 

526
00:28:35,680 --> 00:28:41,400
the art in a font that is only 
like 2 more than the skill rolls

527
00:28:41,400 --> 00:28:43,520
font. 
That's bolded in the exact same 

528
00:28:43,520 --> 00:28:45,960
font as the skill rolls fault, 
which is also bolded. 

529
00:28:46,240 --> 00:28:48,160
Then you get into the skill 
roll, which is obviously then 

530
00:28:48,160 --> 00:28:50,200
going to be split across 2 pages
because you're starting on the 

531
00:28:50,200 --> 00:28:51,720
quarter at the bottom because 
you make. 

532
00:28:52,080 --> 00:28:55,520
This weird decision to start 
without enough room to put it 

533
00:28:55,560 --> 00:28:57,200
all. 
So weird. 

534
00:28:57,200 --> 00:28:58,440
And it's it's. 
So. 

535
00:28:58,520 --> 00:29:00,800
Weird. 
And as far as like layout goes, 

536
00:29:00,800 --> 00:29:02,840
like I'm not fantastic. 
Like I've read a bunch of layout

537
00:29:02,840 --> 00:29:04,560
stuff. 
I've we obviously go through 

538
00:29:04,560 --> 00:29:07,080
layout a ton of stuff like that.
There's just some things that 

539
00:29:07,080 --> 00:29:11,720
are kind of like rules to like 
doing good book layout and this 

540
00:29:11,720 --> 00:29:15,120
the this, every one of those is 
completely disregarded in this 

541
00:29:15,120 --> 00:29:17,280
book and it's extremely 
frustrating. 

542
00:29:18,880 --> 00:29:21,640
But so we're going to just start
playing the game and we're going

543
00:29:21,640 --> 00:29:23,720
to get into skill role. 
So I'm going to read some of 

544
00:29:23,720 --> 00:29:26,320
this stuff because the next 
thing that's going to we're 

545
00:29:26,320 --> 00:29:29,520
going to be kind of be critical 
of this is the rules language. 

546
00:29:29,800 --> 00:29:31,440
I actually really like this 
system. 

547
00:29:31,440 --> 00:29:33,600
I think the system is incredibly
interesting. 

548
00:29:33,600 --> 00:29:35,640
We're going to get into it. 
The core of the system is 

549
00:29:35,640 --> 00:29:37,960
basically it's a dice pool 
system. 

550
00:29:38,200 --> 00:29:40,520
And then there's the plus one 
system. 

551
00:29:40,520 --> 00:29:44,720
It's a plus and then the word 1 
and then system and it allows 

552
00:29:44,720 --> 00:29:47,760
you to manipulate the dice that 
you roll are the things you can 

553
00:29:47,760 --> 00:29:50,240
do before or after. 
And then there are also cards 

554
00:29:50,240 --> 00:29:52,480
incorporated in it, which are 
used for a lot of really cool 

555
00:29:52,480 --> 00:29:54,880
things. 
So the the amalgamation of all 

556
00:29:54,880 --> 00:29:57,440
those things together, super 
interesting, right? 

557
00:29:58,520 --> 00:30:01,120
But again, the rules, language 
and the way some of this is 

558
00:30:01,120 --> 00:30:04,680
explained is not wonderful. 
Yeah, it could have been tripped

559
00:30:04,680 --> 00:30:07,760
out a lot in a lot of places, or
rewarded. 

560
00:30:08,560 --> 00:30:09,920
I think rewording would would 
help. 

561
00:30:09,920 --> 00:30:11,080
So. 
So we're going to go through 

562
00:30:11,080 --> 00:30:12,880
skill role. 
This is like the kind of core of

563
00:30:12,880 --> 00:30:14,280
the game. 
So when a character wants to do 

564
00:30:14,280 --> 00:30:17,040
something, they may be asked to 
make a skill role against a 

565
00:30:17,040 --> 00:30:19,000
target number at TN. 
Great. 

566
00:30:19,200 --> 00:30:21,040
Some target numbers are set by 
missions. 

567
00:30:21,320 --> 00:30:23,400
The narrator sets all other 
target numbers. 

568
00:30:23,680 --> 00:30:27,520
Players were all D6 dice called 
skill dice, equal to their 

569
00:30:27,520 --> 00:30:31,720
training in the skill dice 
showing 5 or 6 are successes. 

570
00:30:31,720 --> 00:30:34,400
So we know it's a dice pool 
system and 5:00 and 6:00 is a 

571
00:30:34,400 --> 00:30:36,240
success. 
The number? 

572
00:30:36,280 --> 00:30:38,600
Of. 
We love a good dice pool. 

573
00:30:38,600 --> 00:30:39,720
We. 
I don't know why you've done so 

574
00:30:39,720 --> 00:30:41,840
many dice pools I. 
Love a good dice a dice pool 

575
00:30:41,840 --> 00:30:43,760
system. 
The number of successes in the 

576
00:30:43,760 --> 00:30:48,080
role must meet or exceed the 
target number to accomplish the 

577
00:30:48,080 --> 00:30:51,600
action. 
So the target number set. 

578
00:30:51,600 --> 00:30:54,120
Let's say it's three. 
You're going to roll a bunch of 

579
00:30:54,120 --> 00:30:57,760
dice, and you have to get at 
least three fives or sixes. 

580
00:30:58,160 --> 00:31:04,200
Easy peasy. 
On each roll the player may use 

581
00:31:04,200 --> 00:31:07,720
as many plus one. 
It's a plus, and then the the 

582
00:31:07,720 --> 00:31:10,120
word 1 again. 
Manipulations equal to their 

583
00:31:10,120 --> 00:31:14,280
current score of the governing 
attribute of the skill being 

584
00:31:14,280 --> 00:31:17,240
rolled. 
OK, so if you have a four and a 

585
00:31:17,240 --> 00:31:20,240
skill, that gives you 4 possible
manipulations right? 

586
00:31:20,240 --> 00:31:23,320
Easy peasy. 
Attributes do not decrease 

587
00:31:23,320 --> 00:31:26,280
through use, so you have 4 each 
time. 

588
00:31:26,280 --> 00:31:28,440
You don't lose them by spending 
them, you just have them. 

589
00:31:29,120 --> 00:31:32,720
Failure simply means what the 
character was attempting doesn't

590
00:31:32,720 --> 00:31:34,600
happen. 
I'm not a fan. 

591
00:31:34,600 --> 00:31:36,960
Obviously, we like you know, 
nothing ever happens, but it 

592
00:31:36,960 --> 00:31:39,280
says you do. 
And then here is my first beef 

593
00:31:39,280 --> 00:31:41,640
and they do this a bunch. 
It says all skill rolls take the

594
00:31:41,640 --> 00:31:50,920
form quotations, roll bracket, 
skill name, bracket, colon, TN 

595
00:31:51,120 --> 00:31:55,640
number quotations. 
So that is roll skill name, 

596
00:31:56,200 --> 00:31:59,040
target number and then the 
number that you need to hit, 

597
00:31:59,320 --> 00:32:00,960
right. 
That's a that's fine. 

598
00:32:00,960 --> 00:32:03,000
I that's complete. 
That makes complete sense. 

599
00:32:05,920 --> 00:32:09,960
But then it says which means 
quotations. 

600
00:32:10,160 --> 00:32:14,000
Roll dice equal to skill 
training, Manipulate dice equal 

601
00:32:14,000 --> 00:32:17,280
to attribute rank meet at least 
the required number of 

602
00:32:17,280 --> 00:32:19,080
successes. 
That is not what that means at 

603
00:32:19,080 --> 00:32:21,440
all. 
That is a very weird way to 

604
00:32:21,440 --> 00:32:23,080
write that, because that is not 
what that means at all. 

605
00:32:23,080 --> 00:32:27,920
What that means is roll a skill 
and beat a target number of 

606
00:32:28,440 --> 00:32:31,960
whatever it is, right? 
That is what that means. 

607
00:32:32,000 --> 00:32:35,040
It does not mean roll dice equal
to skill training, manipulate 

608
00:32:35,040 --> 00:32:37,320
dice equal to attribute rank 
meet at least required number of

609
00:32:37,320 --> 00:32:38,760
successes. 
They literally could have just 

610
00:32:38,760 --> 00:32:41,960
put that kind of at the 
beginning or or say like break 

611
00:32:41,960 --> 00:32:43,800
those into two separate 
sentences and say it's like in 

612
00:32:43,800 --> 00:32:47,280
summation, what a skill role is 
is this thing. 

613
00:32:47,280 --> 00:32:51,400
It's a very weird way to be like
here is here is a formula and 

614
00:32:51,400 --> 00:32:54,240
that means this completely 
separate thing that is the 

615
00:32:54,240 --> 00:32:56,600
definition of all skill roles. 
Not very mathematical of them, 

616
00:32:56,600 --> 00:32:58,120
yes. 
No, it's weird. 

617
00:32:59,840 --> 00:33:07,320
Also, what is an attribute rank?
Oh, that's. 

618
00:33:07,320 --> 00:33:08,760
Weird. 
It is weird. 

619
00:33:08,880 --> 00:33:11,400
We're Oh no, that was kind of 
rhetorical because I'm going to 

620
00:33:11,400 --> 00:33:13,840
bring it up a bunch. 
They mentioned that attribute 

621
00:33:13,840 --> 00:33:16,800
rank again. 
They do in very weird spots. 

622
00:33:16,800 --> 00:33:20,040
So let's move. 
We get you skill manipulation, 

623
00:33:20,040 --> 00:33:23,400
which is the plus one system. 
The attributes are linked to 

624
00:33:23,400 --> 00:33:28,040
specific skills which dictate 
ones they can manipulate. 

625
00:33:29,160 --> 00:33:33,120
Easy peasy, right? 
A character's score, comma or 

626
00:33:33,200 --> 00:33:38,840
parentheses rank in a skills 
governing attribute dictates how

627
00:33:38,840 --> 00:33:40,760
many times a skill can be 
manipulated. 

628
00:33:40,920 --> 00:33:42,720
A role can be manipulated in the
following ways. 

629
00:33:42,720 --> 00:33:47,320
So now we know in the skill 
manipulation section what rank 

630
00:33:47,320 --> 00:33:49,840
is, but again, this is a very 
weird way to write a rules 

631
00:33:49,840 --> 00:33:52,840
language because what it should 
say is a character's rank. 

632
00:33:53,760 --> 00:33:57,160
Parentheses is the attribute 
score because the rank rank is 

633
00:33:57,160 --> 00:33:59,760
your keyword. 
Score is not your keyword. 

634
00:33:59,760 --> 00:34:02,840
So why would you put the keyword
in parentheses as opposed to 

635
00:34:02,840 --> 00:34:07,040
just saying the character's rank
in a skill parentheses, you know

636
00:34:07,040 --> 00:34:09,800
what you have in the attribute. 
Explain that in parentheses, 

637
00:34:10,159 --> 00:34:12,840
right would be what? 
That is, right? 

638
00:34:12,960 --> 00:34:14,800
So it's weird to put the keyword
in there. 

639
00:34:14,800 --> 00:34:18,000
But when we get to character 
duration, let's try to find rank

640
00:34:18,000 --> 00:34:20,239
again, OK? 
Yeah. 

641
00:34:20,760 --> 00:34:24,080
So basically the plus one system
basically says that whatever you

642
00:34:24,080 --> 00:34:27,199
have in an attribute, whatever 
your rank is in your attribute, 

643
00:34:27,199 --> 00:34:30,280
Say your rank is 3. 
You get 3 manipulations each 

644
00:34:30,280 --> 00:34:34,040
time you roll a skill, OK? 
And there are before roll and 

645
00:34:34,040 --> 00:34:36,320
after roll options. 
Before A roll, you can 

646
00:34:36,320 --> 00:34:41,440
temporarily gain an untrained 
skill dicer bought separately in

647
00:34:41,440 --> 00:34:45,159
parentheses. 
OK, add a dice to the roll. 

648
00:34:45,320 --> 00:34:49,040
Example, roll 4 dice on a skill 
with three training. 

649
00:34:49,040 --> 00:34:52,400
So which is a weird way to say 
just add one more dice. 

650
00:34:52,560 --> 00:34:55,040
Yeah, that that example is not 
very useful. 

651
00:34:55,040 --> 00:34:57,320
There are later examples that 
are more useful, but I remember 

652
00:34:57,320 --> 00:34:59,080
reading that one and being like 
I don't know what that means, 

653
00:34:59,920 --> 00:35:02,480
but immediately after there are 
better examples so. 

654
00:35:02,480 --> 00:35:06,200
Also, saying temporarily gain an
untrained skill is a very way to

655
00:35:06,440 --> 00:35:11,040
is a very, very weird, confusing
way of saying that you can roll 

656
00:35:11,240 --> 00:35:12,960
on a skill that you don't have 
training in. 

657
00:35:13,320 --> 00:35:15,840
Yeah. 
Because temporarily gaining and 

658
00:35:15,840 --> 00:35:19,640
untrained, you're not like it's 
a, it's a weird way to kind of 

659
00:35:19,640 --> 00:35:22,040
think it's a backwards way. 
Maybe it's just not the way my 

660
00:35:22,040 --> 00:35:23,520
brain works. 
But to be like you, you 

661
00:35:23,520 --> 00:35:27,080
temporarily gain a skill versus 
saying that you can on this 

662
00:35:27,080 --> 00:35:28,720
roll. 
You can roll on skill you don't 

663
00:35:28,720 --> 00:35:32,120
have training in. 
Yeah, there there's some way to 

664
00:35:32,120 --> 00:35:34,720
reword the law stuff that's on 
this page and other ones. 

665
00:35:35,200 --> 00:35:38,320
Yeah. 
So then after a roll, add a pip 

666
00:35:38,320 --> 00:35:42,640
to a die, which is saying base, 
it says example, change A4 to 

667
00:35:42,640 --> 00:35:46,440
A5, Cool. 
And then re roll any number of 

668
00:35:46,440 --> 00:35:50,280
dice and then keep the results. 
And it is once per skill roll 

669
00:35:50,280 --> 00:35:55,920
you can do that. 
And then it immediately goes 

670
00:35:55,920 --> 00:35:59,680
into 3 examples. 
And why immediately? 

671
00:35:59,680 --> 00:36:04,040
I mean there's no, there's not 
even a, there's not even a tab, 

672
00:36:04,200 --> 00:36:06,520
there's not a separation 
between. 

673
00:36:06,720 --> 00:36:10,880
There's nothing that says that 
it is that they are even 

674
00:36:10,880 --> 00:36:12,880
examples. 
So I got like half a line in 

675
00:36:12,880 --> 00:36:15,720
before I was like, wait a 
minute, like what are we talking

676
00:36:15,720 --> 00:36:16,280
about? 
I. 

677
00:36:17,720 --> 00:36:19,120
Was like. 
So this is an example. 

678
00:36:19,120 --> 00:36:21,000
OK, OK. 
Yeah, and then there's three of 

679
00:36:21,000 --> 00:36:22,320
them. 
But again, there's no break, 

680
00:36:22,320 --> 00:36:24,760
there's no change in font, 
there's no italicis, there's no,

681
00:36:24,880 --> 00:36:27,800
for example, there's no nothing.
There's and there's lyric again,

682
00:36:27,800 --> 00:36:29,880
not even a space. 
It is literally one line. 

683
00:36:29,880 --> 00:36:33,040
In the very next line it just 
immediately starts, which is 

684
00:36:33,040 --> 00:36:35,640
weird because there's plenty of 
room when you get to the bottom 

685
00:36:35,640 --> 00:36:38,000
that they could have put one 
line between just so there's 

686
00:36:38,000 --> 00:36:41,040
some separation. 
One of the examples, just so we 

687
00:36:41,040 --> 00:36:45,520
know we're talking about Simpson
has two training in ranged and 

688
00:36:45,520 --> 00:36:49,600
three ranks of guts. 
That's a OK. 

689
00:36:49,600 --> 00:36:53,840
Anyway, to hit an injured Trench
Stalker requires 4 successes. 

690
00:36:54,240 --> 00:36:58,200
His player buys two extra dice 
with two points of guts because 

691
00:36:58,200 --> 00:36:59,600
he has three ranks and guts, 
right? 

692
00:37:00,760 --> 00:37:04,120
So we're talking we're we call 
them score, we call them ranks, 

693
00:37:04,120 --> 00:37:07,040
and then we call them points. 
Multiple different keywords for 

694
00:37:07,040 --> 00:37:09,920
all the same thing. 
So 2 points and guts could have 

695
00:37:09,920 --> 00:37:13,960
been 2 ranks and guts and rolls 
543 and a one. 

696
00:37:14,600 --> 00:37:19,000
OK, he keeps the five and rolls 
the remaining 3 dice again. 

697
00:37:20,120 --> 00:37:21,840
So those are his three 
manipulations. 

698
00:37:21,840 --> 00:37:25,000
He he bought two extra dice and 
they did a re roll. 

699
00:37:25,240 --> 00:37:30,200
OK rolled A6A5 and A2, a total 
of only three successes. 

700
00:37:30,200 --> 00:37:34,560
The shot misses great. 
I think that's super. 

701
00:37:34,560 --> 00:37:36,320
Fucking interesting. 
I do too. 

702
00:37:36,320 --> 00:37:38,080
I think the manipulations are 
cool. 

703
00:37:38,080 --> 00:37:41,200
I think they give you options in
the dice pool system and I think

704
00:37:41,200 --> 00:37:43,760
they're the cool part of this 
for sure. 

705
00:37:43,800 --> 00:37:46,480
Yeah, yeah, the plus one system 
is really great. 

706
00:37:46,800 --> 00:37:50,080
The skill, all of this is super,
in my opinion, super 

707
00:37:50,080 --> 00:37:51,720
interesting. 
It's a dice pool system. 

708
00:37:52,000 --> 00:37:55,400
You have attributes, your ranks 
and attributes give you a pool 

709
00:37:55,400 --> 00:37:59,040
to use, and that pool determines
how many manipulations per skill

710
00:37:59,040 --> 00:38:02,080
role you have. 
Really great the local language 

711
00:38:02,080 --> 00:38:03,800
for it, I really could. 
Use. 

712
00:38:03,800 --> 00:38:06,200
Yeah, I could use some punch it 
up. 

713
00:38:06,360 --> 00:38:09,280
But like, I really do like the 
concept of this system. 

714
00:38:11,040 --> 00:38:13,120
What was I going to say? 
I totally blanked what I was 

715
00:38:13,120 --> 00:38:14,840
going to say, but it was going 
to be a nice thing. 

716
00:38:16,200 --> 00:38:18,880
What was I going to say? 
Ryan, this is your fault, right?

717
00:38:18,880 --> 00:38:21,640
I don't know. 
It's not. 

718
00:38:21,640 --> 00:38:23,440
It was up till 5:00 AM or 
anything. 

719
00:38:23,440 --> 00:38:25,160
Yeah. 
Actually, I should lose my look 

720
00:38:25,160 --> 00:38:27,560
at my notes. 
I also I but I don't like 

721
00:38:27,800 --> 00:38:31,800
obviously us like, you know, I 
don't like the idea that like 

722
00:38:32,240 --> 00:38:33,520
something just doesn't happen, 
right. 

723
00:38:33,520 --> 00:38:35,480
And that is the thing that is 
like clearly bringing the rules.

724
00:38:35,680 --> 00:38:38,240
It literally says you just miss.
That's it. 

725
00:38:38,800 --> 00:38:40,400
Yeah, I don't like that. 
I do remember, I was going to 

726
00:38:40,400 --> 00:38:46,120
say more or less the numbers are
very small in this game for like

727
00:38:46,120 --> 00:38:49,280
amounts of dice and dice pool, 
but you're to hit sometimes will

728
00:38:49,280 --> 00:38:53,600
be like 4, which is like 
genuinely really incredibly hard

729
00:38:53,600 --> 00:38:55,760
to do in a dice pool system 
that's hitting 5 or 6. 

730
00:38:55,960 --> 00:38:59,920
So it is really cool that 
manipulations give you so much 

731
00:38:59,920 --> 00:39:02,520
wiggle room, especially with the
re rolls, because that's like 

732
00:39:02,520 --> 00:39:07,160
really statistically significant
to making this work a lot better

733
00:39:07,160 --> 00:39:10,640
and still feel like I feel like 
a very heavy and horrifying game

734
00:39:10,640 --> 00:39:13,600
where you could fail. 
Yeah, and failure. 

735
00:39:13,600 --> 00:39:15,080
Nothing never happens. 
I do agree. 

736
00:39:15,720 --> 00:39:20,000
Yeah, I I think that the plus 
one system really is extremely 

737
00:39:20,000 --> 00:39:22,920
fun and interesting. 
Like you said, the math seems to

738
00:39:22,920 --> 00:39:26,240
math really, really well and the
manipulations are designed 

739
00:39:26,240 --> 00:39:30,000
because like, for example, even 
like just changing the pip, 

740
00:39:30,000 --> 00:39:32,200
right, because oh, you rolled 
like 2 fours. 

741
00:39:32,200 --> 00:39:34,560
OK, then I'll change one of the 
fours for five like you just 

742
00:39:34,560 --> 00:39:35,760
said. 
Math wise, that's great. 

743
00:39:36,080 --> 00:39:39,040
Yeah, re roll is great. 
Adding more dice is great. 

744
00:39:39,320 --> 00:39:43,240
And then being able to roll in 
things that you don't have 

745
00:39:43,240 --> 00:39:46,080
skills in because you can 
temporarily gain in the skill 

746
00:39:46,080 --> 00:39:47,480
you you can roll on untrained 
skills. 

747
00:39:47,840 --> 00:39:51,040
All of those are exactly ways 
like you just said that to, to 

748
00:39:51,040 --> 00:39:53,240
alter the statistics. 
But what's interesting about it 

749
00:39:53,240 --> 00:39:54,960
is all the choice mechanics 
involved in it. 

750
00:39:54,960 --> 00:39:56,720
We're like, fuck, I only have 
three points in guts, man. 

751
00:39:56,720 --> 00:39:58,880
Do I, yeah, I don't know the 
Dyson before. 

752
00:39:58,880 --> 00:40:01,600
Do I do another one after? 
So the skill role, every skill 

753
00:40:01,600 --> 00:40:05,920
role you get becomes this like 
kind of like gamble of, you 

754
00:40:05,920 --> 00:40:08,280
know, all of these different 
options for for trying to like 

755
00:40:08,280 --> 00:40:10,720
eat the best out. 
And I it's it's so interesting. 

756
00:40:10,720 --> 00:40:12,960
It's so incredibly interesting. 
And that's one reason we know of

757
00:40:12,960 --> 00:40:13,840
this game. 
We're going to be pretty 

758
00:40:13,840 --> 00:40:15,640
critical of this game and we 
don't do games we don't like. 

759
00:40:15,720 --> 00:40:17,600
Like usually we definitely don't
anymore. 

760
00:40:17,800 --> 00:40:20,360
We sometimes accidentally do 
because we get too deep in the 

761
00:40:20,360 --> 00:40:22,280
book to not do it and realize we
don't like it. 

762
00:40:22,520 --> 00:40:24,400
I love this game. 
I think it's really great. 

763
00:40:24,600 --> 00:40:26,760
We're going to be pretty 
critical of the products, like 

764
00:40:26,760 --> 00:40:29,200
the writing, the layout and 
things like that. 

765
00:40:29,200 --> 00:40:33,200
But the game itself is, so I do 
want to say, is so good in my 

766
00:40:33,200 --> 00:40:35,800
opinion and is really, really 
interesting the deeper we get 

767
00:40:35,800 --> 00:40:39,120
into it. 
But the whole book could use a 

768
00:40:39,120 --> 00:40:42,440
2E with a whole new revamp on a 
lot of it. 

769
00:40:43,080 --> 00:40:46,080
Anyway, moving on, challenges is
the next thing. 

770
00:40:46,360 --> 00:40:49,960
And basically what a challenge 
is is it's basically like a 

771
00:40:49,960 --> 00:40:52,880
group skill test, right? 
It's when challenges too big to 

772
00:40:52,880 --> 00:40:55,440
overcome, overcome alone and 
require the characters to work 

773
00:40:55,440 --> 00:40:57,800
together. 
It requires multiple roles and 

774
00:40:57,800 --> 00:40:59,600
things like that. 
Fun, interesting. 

775
00:40:59,600 --> 00:41:01,680
If you're going to have kind of 
a quasi troop style, then 

776
00:41:01,680 --> 00:41:03,600
challenges are great. 
We're not going to go over that.

777
00:41:03,600 --> 00:41:08,280
Too much sick piece art here. 
But also weird. 

778
00:41:09,080 --> 00:41:15,200
Yeah, but also in weird layout 
because like it's chopped off on

779
00:41:15,200 --> 00:41:17,720
the sides and tops. 
Why don't you just blow it out 

780
00:41:17,720 --> 00:41:20,360
to the edges of the pages like 
you know what I mean? 

781
00:41:20,360 --> 00:41:23,760
Like why have it chopped on your
word margins? 

782
00:41:24,080 --> 00:41:27,040
It's a piece of art. 
Just blow it out for the entire 

783
00:41:27,520 --> 00:41:29,360
blow it out for the entire 
thing. 

784
00:41:29,760 --> 00:41:32,440
You know what I mean? 
Like it's just again, like none 

785
00:41:32,440 --> 00:41:35,120
of the rules for like good 
layout were were followed in 

786
00:41:35,120 --> 00:41:38,720
here. 
And if we go to so, for example,

787
00:41:38,760 --> 00:41:44,120
I mean, let's let's look at it. 
This is the same piece of art in

788
00:41:44,120 --> 00:41:47,360
the book, in the actual like 
World War cult book. 

789
00:41:47,640 --> 00:41:52,680
See how they just like have it 
filling the entire page all the 

790
00:41:52,680 --> 00:41:55,120
way to the page edges. 
I don't understand why you 

791
00:41:55,120 --> 00:41:59,040
wouldn't just do the exact same 
thing on this page as opposed to

792
00:41:59,040 --> 00:42:02,440
just like cropping it down to 
fit your word margins. 

793
00:42:03,360 --> 00:42:07,400
It's just not a good design 
choice in my opinion. 

794
00:42:08,560 --> 00:42:11,680
Moving on from there, we have 
more diegetic things here. 

795
00:42:11,680 --> 00:42:14,280
We have a letter to Mary Warbeck
from Alfred. 

796
00:42:14,960 --> 00:42:18,520
It's great. 
It basically is like a things 

797
00:42:18,520 --> 00:42:21,880
are going, we're on the front, 
you know, kind of thing and it's

798
00:42:21,880 --> 00:42:22,920
great. 
We're not going to go over to 

799
00:42:22,920 --> 00:42:24,480
Bunch. 
The font choice in it is 

800
00:42:24,480 --> 00:42:26,200
interesting. 
And Alfred's correspondence 

801
00:42:26,200 --> 00:42:27,920
actually continues through this 
book. 

802
00:42:27,920 --> 00:42:31,880
Like there are several letters 
to them or back and forth to and

803
00:42:31,880 --> 00:42:34,600
from them. 
And I do really like the this 

804
00:42:34,600 --> 00:42:37,960
use of these like diegetic in 
world pieces in the game. 

805
00:42:37,960 --> 00:42:41,640
I think it's super vibe and like
you said and you can see Alfred 

806
00:42:41,640 --> 00:42:43,960
like shit getting darker for 
Alfred as they go through the 

807
00:42:43,960 --> 00:42:46,880
correspondence. 
Yeah, he's having a bad time. 

808
00:42:47,200 --> 00:42:50,400
Yeah, it's a cool way to do it. 
But also, again, they do this 

809
00:42:50,400 --> 00:42:54,080
thing where they use this like 
letter page and then go to the 

810
00:42:54,080 --> 00:42:56,920
cards page on like the bottom 
quarter instead of just like 

811
00:42:57,120 --> 00:42:59,800
centering that on a page and 
starting cards on the next page.

812
00:43:00,120 --> 00:43:02,600
It's so weird. 
It's so really. 

813
00:43:02,920 --> 00:43:07,400
Truly bizarre actually that they
do and not even one. 

814
00:43:07,400 --> 00:43:10,200
It's like it really like this 
whole section. 

815
00:43:10,280 --> 00:43:12,960
It would look so much better, 
like immediately if you're just 

816
00:43:12,960 --> 00:43:16,320
like, move this down and all the
section starts on the page. 

817
00:43:17,280 --> 00:43:19,560
The thing that that drives me 
nuts about it is we we get we 

818
00:43:19,560 --> 00:43:25,200
get 2 cards right, which is in, 
in, in a it's it's letter, it's 

819
00:43:25,200 --> 00:43:28,440
it's sentence capitalized. 
So it's CARDS, but only the C is

820
00:43:28,440 --> 00:43:30,400
capitalized, but it's a header, 
right? 

821
00:43:31,080 --> 00:43:33,880
And then but immediately 
underneath that is like a sub 

822
00:43:33,880 --> 00:43:38,560
header in the exact same font, 
but like 2 sizes smaller. 

823
00:43:40,040 --> 00:43:41,760
So there's like no real 
different. 

824
00:43:41,880 --> 00:43:45,160
So there, there's no. 
Use of what Peters one size 

825
00:43:45,160 --> 00:43:48,640
smaller though. 
It's but it's so bad, Like I, I,

826
00:43:48,760 --> 00:43:53,160
I'm trying not to say like that 
it's bad, but like the the there

827
00:43:53,160 --> 00:43:55,600
is no good structure to the way 
that like headings and 

828
00:43:55,600 --> 00:43:58,120
subheadings and things are used 
to this entire book because 

829
00:43:58,120 --> 00:43:59,880
randomly we're going to get to 
stuff where like they'll just 

830
00:43:59,880 --> 00:44:02,600
start randomly underlining stuff
too as a way to differentiate 

831
00:44:02,600 --> 00:44:04,080
things, which is like super 
weird. 

832
00:44:04,360 --> 00:44:07,200
And like there's again, it's the
exact same font the entire they 

833
00:44:07,200 --> 00:44:09,600
don't even capitalize the whole 
word cards. 

834
00:44:09,600 --> 00:44:11,160
So it feels like a little bit 
different. 

835
00:44:11,480 --> 00:44:14,600
It's just such and also cards is
on the left, but like the 

836
00:44:14,600 --> 00:44:17,360
playing the game was like 
centered and like it's just. 

837
00:44:17,920 --> 00:44:20,200
There was no. 
Consistency to any structure 

838
00:44:20,200 --> 00:44:21,480
that they use on this 
whatsoever. 

839
00:44:21,680 --> 00:44:24,400
But the thing that drives me 
nuts specifically is there's 

840
00:44:24,400 --> 00:44:28,160
this giant letter home, right? 
And then we get to the cards, 

841
00:44:28,440 --> 00:44:30,160
the journey, healing and 
character growth, right? 

842
00:44:30,360 --> 00:44:32,760
A standard deck of 52 playing 
cards with two jerkers is used 

843
00:44:32,760 --> 00:44:34,960
to represent the emotional 
resources and memories of the 

844
00:44:34,960 --> 00:44:38,760
characters. 4 for six or more 
players. 2 decks with two 

845
00:44:38,760 --> 00:44:40,920
jerkers each are shuffled 
together and then it goes to the

846
00:44:40,920 --> 00:44:42,840
players may use any decks they 
have on hand. 

847
00:44:42,840 --> 00:44:45,240
The four traditional suits are 
called for in the game so make 

848
00:44:45,240 --> 00:44:48,280
them recognizable and then it 
talks about spades, clubs, 

849
00:44:48,280 --> 00:44:53,080
hearts, diamonds and jokers. 
But because the letter is so 

850
00:44:53,080 --> 00:44:58,200
long, spades, clubs, hearts and 
diamonds is on one page and then

851
00:44:58,200 --> 00:45:02,120
jokers which is in the which is 
in the same bullet pointed list 

852
00:45:02,320 --> 00:45:06,360
is then broken onto the next 
page because of how long the 

853
00:45:06,360 --> 00:45:09,680
letter is instead of just moving
it up or starting it all on the 

854
00:45:09,680 --> 00:45:11,720
next page. 
They do that constantly where 

855
00:45:11,720 --> 00:45:14,840
they will put a piece of art or 
like these fake the the diegetic

856
00:45:14,840 --> 00:45:18,960
letter pieces in, but that 
forces the layout into a bad 

857
00:45:18,960 --> 00:45:22,680
design decision to separate 
rules text across multiple pages

858
00:45:22,680 --> 00:45:24,560
when you could easily just not 
do that. 

859
00:45:26,320 --> 00:45:28,240
Decision. 
Yeah, like you could just you 

860
00:45:28,240 --> 00:45:32,520
don't like it's such a weird 
decision to separate rules text 

861
00:45:32,520 --> 00:45:36,840
made the explanation of a thing.
You know, it's not like, oh, 

862
00:45:36,840 --> 00:45:39,800
they explained a thing and then 
the separation is goes to the 

863
00:45:39,800 --> 00:45:41,120
next thing that they're 
explaining. 

864
00:45:41,120 --> 00:45:43,560
They're literally in the the 
middle of the thing that they're

865
00:45:43,560 --> 00:45:46,840
talking about. 
Yeah, they break it apart for no

866
00:45:46,840 --> 00:45:49,960
reason because they could either
move the art, have the art as a 

867
00:45:49,960 --> 00:45:52,360
full page, or just, yeah, move 
things around. 

868
00:45:52,600 --> 00:45:55,600
But we're also going to get to 
the start of this page, too, on 

869
00:45:55,600 --> 00:45:57,520
the Joker section, where it's 
like a bullet. 

870
00:45:57,520 --> 00:46:00,360
The word Joker's is bullet 
pointed and then there's two 

871
00:46:00,360 --> 00:46:03,200
bullet points underneath it. 
But then also you get to those 

872
00:46:03,200 --> 00:46:06,920
like weird black dots. 
I said about like the on the 

873
00:46:06,920 --> 00:46:08,640
page. 
So in this little section here 

874
00:46:08,640 --> 00:46:11,960
there's literally like 6 black 
dots and like half of them are 

875
00:46:11,960 --> 00:46:13,400
bullet points and half of them 
are page sector. 

876
00:46:13,400 --> 00:46:16,960
But it all looks the same and 
it's just really weird. 

877
00:46:17,960 --> 00:46:22,240
So the cards wise, spades is 
knowledge, learning, growing, 

878
00:46:22,240 --> 00:46:24,920
overcoming suffering. 
Clubs is things, overcoming 

879
00:46:24,920 --> 00:46:27,680
obstacles, action, adventure. 
Hearts is relationships, which 

880
00:46:27,680 --> 00:46:30,080
are your emotion or connection. 
Diamonds is yourself, your 

881
00:46:30,080 --> 00:46:32,000
ambition or hopes. 
And then you have the jokers. 

882
00:46:32,400 --> 00:46:35,720
And jokers are considered wild 
and functions as any non joker 

883
00:46:35,720 --> 00:46:38,680
card. 
And then after a joker's played 

884
00:46:38,680 --> 00:46:42,200
or revealed for any reason, 
reshuffle the deck including the

885
00:46:42,200 --> 00:46:44,360
joker. 
Super interesting. 

886
00:46:44,480 --> 00:46:46,280
When we talk about the cards a 
little bit more. 

887
00:46:47,920 --> 00:46:50,440
It's a really great way to do 
that, especially when you drop 

888
00:46:50,440 --> 00:46:53,520
the joker. 
But then underneath that you 

889
00:46:53,520 --> 00:46:58,160
have another bullet pointed 
thing about the joker, except 

890
00:46:58,160 --> 00:47:01,440
the bullet point is like way off
to the side for no reason. 

891
00:47:01,680 --> 00:47:04,360
The Black Joker also. 
That was page texture. 

892
00:47:06,200 --> 00:47:08,840
No that dot. 
Where it says the black Joker. 

893
00:47:09,280 --> 00:47:12,640
Yeah, that is a bullet point. 
Oh my God, I thought that was 

894
00:47:12,640 --> 00:47:14,400
paychecks. 
You're genuinely, I'm not just 

895
00:47:14,400 --> 00:47:16,880
saying that to go in on this. 
I actually did think I was like,

896
00:47:16,880 --> 00:47:19,000
oh, there's not another bullet, 
which would make sense. 

897
00:47:19,160 --> 00:47:22,520
But it's the only bullet point 
in that entire line. 

898
00:47:22,520 --> 00:47:25,120
Basically through the entire 
thing, it's so far to the left 

899
00:47:25,120 --> 00:47:27,600
of the other ones. 
And the indentation's not in 

900
00:47:27,600 --> 00:47:30,400
line for the actual words with 
the other words as well, but 

901
00:47:30,400 --> 00:47:32,640
it's not. 
It's its own indentation. 

902
00:47:32,640 --> 00:47:36,480
It's entirely its own 
indentation, which is double 

903
00:47:36,480 --> 00:47:39,520
tabbed in compared to the single
tab that starts the paragraph 

904
00:47:39,520 --> 00:47:42,800
right on the line below it. 
It's just not good. 

905
00:47:43,320 --> 00:47:46,360
The Black Joker also triggers a 
draw for possible corruption, 

906
00:47:46,360 --> 00:47:49,640
which we'll get to OK. 
Each card in the player's hand 

907
00:47:49,640 --> 00:47:51,480
represents a character's 
memories and constitutes what 

908
00:47:51,480 --> 00:47:55,240
makes them human. 
Let me just go through this. 

909
00:47:57,760 --> 00:48:01,720
The aces are high jokers are 
wild. 

910
00:48:01,720 --> 00:48:05,280
Let's just get into this a 
little bit Aces are high maximum

911
00:48:05,280 --> 00:48:07,600
cards is 7. 
If you use one, it means you're 

912
00:48:07,600 --> 00:48:09,160
forgetting something about 
yourself. 

913
00:48:09,160 --> 00:48:15,120
So as it said earlier, it says 
that the they represent 

914
00:48:15,120 --> 00:48:16,880
emotional resources and 
memories. 

915
00:48:17,040 --> 00:48:20,440
So using one means you're losing
part of yourself, which is super

916
00:48:20,440 --> 00:48:22,040
viby for this game. 
Yeah, well, you're. 

917
00:48:22,040 --> 00:48:27,080
Never going home, so yeah. 
Cards are earned for surviving 

918
00:48:27,080 --> 00:48:29,480
missions, completing special 
tasks, defeating antagonists, or

919
00:48:29,480 --> 00:48:32,280
when the narrator links thinks 
the player has done something 

920
00:48:32,280 --> 00:48:34,480
awesome. 
So card G's for a lot of stuff, 

921
00:48:34,680 --> 00:48:37,720
and there's a whole list here 
for what the cards are used for.

922
00:48:42,400 --> 00:48:45,320
There is. 
There's the Journey initiative 

923
00:48:45,400 --> 00:48:51,760
plus one whispers healing, 
character growth, but character 

924
00:48:51,760 --> 00:48:53,680
growth. 
There's a piece of art to the 

925
00:48:53,680 --> 00:48:56,720
right of this. 
So there's like there's a text 

926
00:48:56,720 --> 00:49:00,280
wrap around all of the art of a 
soldier standing there. 

927
00:49:00,520 --> 00:49:05,120
So that character growth at the 
bottom is broken across 2 pages.

928
00:49:05,240 --> 00:49:08,080
So there's 4 lines to start the 
next page. 

929
00:49:08,360 --> 00:49:12,760
As opposed to just not putting 
the piece of art here and 

930
00:49:12,760 --> 00:49:16,840
keeping all of the explanation 
on one page because then 

931
00:49:16,840 --> 00:49:20,280
underneath that is a box. 
And I think it's one of the only

932
00:49:20,280 --> 00:49:22,960
boxes like this. 
This is in the entire thing and 

933
00:49:22,960 --> 00:49:25,480
it gives you more explanation 
for Joker stuff. 

934
00:49:25,480 --> 00:49:31,320
Even though Jokers are on the 
start of the previous page are 

935
00:49:31,320 --> 00:49:35,760
the very top of the page, right?
So, so the very top of one page 

936
00:49:35,760 --> 00:49:39,160
has Joker stuff and then the 
very top of the next page has 

937
00:49:39,160 --> 00:49:42,080
more Joker stuff instead of just
putting it underneath the Joker 

938
00:49:42,080 --> 00:49:45,320
stuff above that which Joker's, 
which traditionally Joker said 

939
00:49:45,360 --> 00:49:48,400
basically it says there's, 
there's a black Joker and A and 

940
00:49:48,400 --> 00:49:51,040
a colored Joker in almost all 
card decks. 

941
00:49:52,040 --> 00:49:56,720
And if there is, just pick one, 
if there, if there isn't, right?

942
00:49:56,960 --> 00:49:58,920
Hey, I just want you know, I 
scrolled really fast. 

943
00:49:58,920 --> 00:50:02,320
That's the only box in this 
that's not around art. 

944
00:50:03,000 --> 00:50:05,000
Like it's just a stand alone 
thing. 

945
00:50:05,160 --> 00:50:07,320
So it's. 
So again, like the layout choice

946
00:50:07,320 --> 00:50:13,160
and then there's are so weird. 
So the rundown of what what each

947
00:50:13,160 --> 00:50:17,920
of these are the journey, right?
Players must contribute at least

948
00:50:17,920 --> 00:50:20,080
one card each journey made by 
the unit. 

949
00:50:20,280 --> 00:50:22,880
If they do not have any cards, 
they put one in from the deck 

950
00:50:22,880 --> 00:50:24,720
towards the journey without 
looking at it. 

951
00:50:24,720 --> 00:50:26,080
Capital J. 
What's a journey? 

952
00:50:26,400 --> 00:50:28,760
I do. 
I I was going to ask you this. 

953
00:50:29,040 --> 00:50:31,480
I was like, OK. 
You know how long it is, so we 

954
00:50:31,480 --> 00:50:33,720
found out what a journey is. 
Where is it? 

955
00:50:33,960 --> 00:50:38,480
It's about 60 pages from now. 
What's it under? 

956
00:50:38,480 --> 00:50:40,640
Just so I know. 
It's in the GM section. 

957
00:50:41,920 --> 00:50:46,880
The players never, never is it 
explained the structure of play 

958
00:50:46,880 --> 00:50:49,520
for players and the journey, 
which is basically like the 

959
00:50:49,520 --> 00:50:53,880
whole game until like page 60 in
the GM section is. 

960
00:50:53,880 --> 00:50:58,720
So anyway, initiative player who
reveals the highest card. 

961
00:50:59,160 --> 00:51:00,680
I love the initiative system in 
this too. 

962
00:51:00,680 --> 00:51:03,640
The player who reveals, Yeah, 
the player who reveals the 

963
00:51:03,640 --> 00:51:05,760
highest cards. 
Basically in your hands when 

964
00:51:05,760 --> 00:51:07,760
combat starts, everyone has to 
reveal a card. 

965
00:51:08,920 --> 00:51:12,520
The player who reveals the 
highest card chooses who acts 

966
00:51:12,520 --> 00:51:15,600
first in each combat. 
Cards revealed for this purpose 

967
00:51:15,600 --> 00:51:18,200
are not discarded. 
Players without any cards may 

968
00:51:18,200 --> 00:51:21,160
discard an initiative card from 
the deck which is not added to 

969
00:51:21,160 --> 00:51:22,360
their hands. 
So basically they draw from the 

970
00:51:22,360 --> 00:51:23,760
deck and they just show their 
initiative. 

971
00:51:24,880 --> 00:51:27,440
But basically if you are the 
highest 1 you get to choose who 

972
00:51:27,440 --> 00:51:30,240
acts, which is cool. 
I think it's cool. 

973
00:51:30,280 --> 00:51:32,920
I also think it's cool that they
have this really fun initiative 

974
00:51:32,920 --> 00:51:35,240
system. 
And then also for the GMs ease 

975
00:51:35,240 --> 00:51:39,720
of use, the monsters just have 
numbers, which I'm like, I 

976
00:51:39,720 --> 00:51:42,880
appreciate that as a GM because 
I know I don't want to be drawn 

977
00:51:42,880 --> 00:51:45,920
a bunch of cards while I'm 
working on running this game, 

978
00:51:45,920 --> 00:51:48,400
so. 
Yeah, they they do a good job of

979
00:51:48,400 --> 00:51:51,520
of the endings and stuff. 
So plus one a card may be spent 

980
00:51:51,880 --> 00:51:54,160
for a plus one effect. 
Whispers. 

981
00:51:54,160 --> 00:51:57,120
Many whispers require cards. 
Healing in combat cards can be 

982
00:51:57,120 --> 00:52:00,480
spent on a one-on-one basis to 
negate damage and out of combat 

983
00:52:00,480 --> 00:52:02,040
card. 
Magic, by the way, so I don't 

984
00:52:02,160 --> 00:52:04,200
know if we said that out loud. 
Oh, no, yeah. 

985
00:52:04,240 --> 00:52:05,560
Well, yeah, yeah. 
Whispers magic. 

986
00:52:05,560 --> 00:52:07,840
Well, there's a whole section on
whispers in combat that can be 

987
00:52:07,840 --> 00:52:11,040
spent on one-on-one basis to 
negate damage out of combat, a 

988
00:52:11,040 --> 00:52:13,120
card can be burned at any time 
to heal anyone. 

989
00:52:13,160 --> 00:52:17,000
Attribute one point. 
This implies taking a break, 

990
00:52:17,000 --> 00:52:19,120
mentally preparing yourself, or 
bandaging your wounds because 

991
00:52:19,360 --> 00:52:22,320
we'll get into why you need to 
hear yourself with that. 

992
00:52:22,600 --> 00:52:24,560
And then character growth at the
end of a mission, characters can

993
00:52:24,560 --> 00:52:27,560
spin sets of cards to increase 
their attributes and skills. 

994
00:52:27,800 --> 00:52:29,960
So you get cards for a bunch of 
different reasons, you spin them

995
00:52:29,960 --> 00:52:32,120
for a bunch of different 
reasons, but you need them in 

996
00:52:32,120 --> 00:52:36,200
order to basically level up. 
And it says in general the 

997
00:52:36,200 --> 00:52:40,520
number of cards needed is one 
more than the number of the new 

998
00:52:40,520 --> 00:52:44,960
rank in the skill or attribute. 
For example, buying a fourth pip

999
00:52:44,960 --> 00:52:46,120
in bronze. 
Why? 

1000
00:52:46,120 --> 00:52:48,840
Why is it called pip instead of 
rank? 

1001
00:52:49,200 --> 00:52:53,320
I thought it was rank, you know?
We've already in Braun requires 

1002
00:52:53,320 --> 00:52:56,720
discarding 5 cards and then we 
get to character and stuff 

1003
00:52:56,720 --> 00:52:59,480
later. 
So again, it's such a we are 

1004
00:52:59,480 --> 00:53:01,440
anyway, let's we're going to 
cruise through some of this a 

1005
00:53:01,440 --> 00:53:03,480
little bit faster. 
So corruption, certain instances

1006
00:53:03,480 --> 00:53:06,440
will cause a player to draw for 
corruption or take a chance. 

1007
00:53:06,440 --> 00:53:09,000
So there's whisper effects, 
adversary abilities, mission 

1008
00:53:09,000 --> 00:53:11,280
incidences using the black 
Joker. 

1009
00:53:11,640 --> 00:53:14,040
As we said before, the black 
Joker is anyone that if you do 

1010
00:53:14,040 --> 00:53:16,920
use it, you have to reshuffle 
the deck and draw for corruption

1011
00:53:17,240 --> 00:53:18,920
and then for character 
advancements. 

1012
00:53:19,040 --> 00:53:23,320
For whispers, ranks 3-4 and five
basically says when a corruption

1013
00:53:23,320 --> 00:53:28,240
chance occurs, but the player 
draws a card from the deck and 

1014
00:53:28,240 --> 00:53:30,680
looks at it without revealing 
the card to the other players. 

1015
00:53:30,680 --> 00:53:33,440
If it is a black card, the 
character gains 1 corruption 

1016
00:53:33,440 --> 00:53:34,880
point. 
There's an extra space in there.

1017
00:53:35,480 --> 00:53:37,640
If it is a red card, no 
corruption occurs. 

1018
00:53:38,040 --> 00:53:40,760
After the player sees the card, 
they pass it to the narrator who

1019
00:53:40,760 --> 00:53:44,440
also looks at it, and the 
narrator keeps a secret list of 

1020
00:53:44,440 --> 00:53:46,480
who has gained corruption. 
So the only people that know if 

1021
00:53:46,480 --> 00:53:49,160
they've been corrupted or not 
are the player who draws for it 

1022
00:53:49,440 --> 00:53:53,400
and the narrator Slash the GM. 
I do really love that. 

1023
00:53:53,400 --> 00:53:57,040
So everybody's around you don't 
know you're slowly going insane 

1024
00:53:57,040 --> 00:54:00,120
with dark magic. 
Yeah, the narrator keeps it a 

1025
00:54:00,120 --> 00:54:02,000
secret. 
Corruption is not clear to the 

1026
00:54:02,000 --> 00:54:05,120
end of missions that there may 
be chances of shed corruption in

1027
00:54:05,160 --> 00:54:07,480
specific situations. 
If any character has five 

1028
00:54:07,480 --> 00:54:10,160
corruption points at the end of 
a mission, they do not return to

1029
00:54:10,160 --> 00:54:13,040
the base of the unit they are. 
They are just one of the capital

1030
00:54:13,040 --> 00:54:16,120
O others now. 
So love that. 

1031
00:54:16,120 --> 00:54:19,040
If at any time someone has three
corruption, the narrator can 

1032
00:54:19,040 --> 00:54:22,520
choose to add from the deck to 
the journey one card per player 

1033
00:54:22,520 --> 00:54:25,600
with three corruption if it we 
don't know what the journey is 

1034
00:54:25,600 --> 00:54:28,720
yet, but you get to explain it. 
If at any time someone has four 

1035
00:54:28,720 --> 00:54:31,800
corruption, the narrator can 
choose to add up to two cards to

1036
00:54:31,800 --> 00:54:33,840
the journey per player with four
corruption. 

1037
00:54:34,160 --> 00:54:36,400
And this represents the chaotic 
outside influence. 

1038
00:54:36,880 --> 00:54:38,600
The player and narrative should 
both keep track of their 

1039
00:54:38,600 --> 00:54:40,760
corruption, and the player may 
not wish to write down the 

1040
00:54:40,760 --> 00:54:43,000
character's corruption because 
there's supposed to be a secret.

1041
00:54:43,000 --> 00:54:44,840
I mean, right on your sheet, no 
one's going to look. 

1042
00:54:45,080 --> 00:54:46,480
The narrator keeps the law of 
it. 

1043
00:54:46,480 --> 00:54:48,000
We've already explained this a 
bunch of times. 

1044
00:54:48,160 --> 00:54:50,040
As a character gains more 
corruption, this illustrates 

1045
00:54:50,040 --> 00:54:53,000
their slow loss of humanity. 
How much they role play their 

1046
00:54:53,000 --> 00:54:55,600
corruption is up to the players.
As a character takes more 

1047
00:54:55,600 --> 00:54:59,400
corruption, they may not make 
the most optimal choices. 

1048
00:54:59,400 --> 00:55:02,720
Basically you are the only you 
and the narrator know that you 

1049
00:55:02,720 --> 00:55:05,720
have corruption RP the more 
corrupt you get. 

1050
00:55:06,000 --> 00:55:08,600
And once you hit three and four,
it can actually mechanically 

1051
00:55:08,600 --> 00:55:10,560
affect the way that the game is 
played. 

1052
00:55:10,800 --> 00:55:14,880
And at 5, when the mission's 
done, you're crazy and you just 

1053
00:55:14,880 --> 00:55:17,920
are one of the one of the you. 
Might turn into a wear hair and 

1054
00:55:17,920 --> 00:55:19,680
get haunted by your friends, you
know, Yeah. 

1055
00:55:20,000 --> 00:55:25,040
So cool, love it. 
So let's talk a little bit more 

1056
00:55:25,040 --> 00:55:27,120
about. 
So then we have another 

1057
00:55:27,680 --> 00:55:30,400
something from Alfred's journal.
Then we get to combat. 

1058
00:55:30,400 --> 00:55:32,760
Notice the size difference 
between combat and then 

1059
00:55:32,760 --> 00:55:36,000
initiative order underneath it, 
how vastly different those 

1060
00:55:36,000 --> 00:55:37,640
things are. 
One looks like a header and one 

1061
00:55:37,640 --> 00:55:40,320
doesn't. 
Again, no structured whatever to

1062
00:55:40,320 --> 00:55:44,040
font sizes, bolding anything, 
whatever. 

1063
00:55:44,080 --> 00:55:47,160
So we're going to cruise through
combat real quick. 

1064
00:55:47,160 --> 00:55:50,200
So there's an initiative order. 
So basically it's your highest 

1065
00:55:50,200 --> 00:55:52,280
ranking card. 
You do not discard it. 

1066
00:55:52,680 --> 00:55:55,880
You, the highest ranking one 
goes 1st and then they pick who 

1067
00:55:55,880 --> 00:56:01,240
goes next. 
I love that that like whoever 

1068
00:56:01,240 --> 00:56:03,240
goes gets a pick in space does 
it. 

1069
00:56:03,680 --> 00:56:07,280
Popcorn style initiative where 
you pick your next person you 

1070
00:56:07,280 --> 00:56:09,720
know. 
Yeah, after detecting the 

1071
00:56:09,720 --> 00:56:13,040
character who acts, determines, 
yeah, yeah, Death in Space does 

1072
00:56:13,040 --> 00:56:15,440
it. 
And I was like, let's see how 

1073
00:56:15,440 --> 00:56:16,680
that goes. 
Until we played it. 

1074
00:56:16,680 --> 00:56:18,720
And I thought it was the coolest
thing ever, because if you just 

1075
00:56:18,720 --> 00:56:21,120
pick all of the good guys to go 
first, you're going to have an 

1076
00:56:21,120 --> 00:56:23,600
entire turn where all the bad 
guys are just fucking you up. 

1077
00:56:23,600 --> 00:56:26,200
So you have really can 
strategically decide, like how 

1078
00:56:26,200 --> 00:56:30,240
you want to do that defense. 
So basically how the way the 

1079
00:56:30,240 --> 00:56:34,240
defense works is the targeted 
attribute, the rank of the 

1080
00:56:34,240 --> 00:56:37,240
targeted attribute is the target
number for any attack. 

1081
00:56:38,200 --> 00:56:42,440
OK, so attacks target Braun by 
default, but some abilities can 

1082
00:56:42,440 --> 00:56:46,080
target other attributes. 
So basically whatever the Braun 

1083
00:56:46,080 --> 00:56:48,880
is, is the target number that 
you're trying to get past. 

1084
00:56:48,960 --> 00:56:51,200
And that's what your your target
number is too. 

1085
00:56:52,240 --> 00:56:57,520
The way armor works, the target 
number is Braun or armor, 

1086
00:56:57,520 --> 00:57:00,200
whichever is higher. 
And attacks at Target, other 

1087
00:57:00,200 --> 00:57:02,320
attributes are not affected by 
armor. 

1088
00:57:02,320 --> 00:57:05,360
So if if you're, you know if 
it's attacking. 

1089
00:57:05,360 --> 00:57:06,880
What are your attributes by the 
way? 

1090
00:57:10,160 --> 00:57:16,320
Braun guts. 
And there's another one, and 

1091
00:57:16,320 --> 00:57:19,000
there's another one to do that 
attribute as well. 

1092
00:57:19,320 --> 00:57:21,280
Yeah, we'll get. 
We'll get to it. 

1093
00:57:21,560 --> 00:57:25,440
Super well explained so far. 
Damage is by weapon or whisper. 

1094
00:57:25,440 --> 00:57:28,440
And then there's a whole page of
sample combat, which it's, I 

1095
00:57:28,440 --> 00:57:31,280
mean, it's like an entire page 
and. 

1096
00:57:31,760 --> 00:57:34,920
And and more. 
It is like a page and a half and

1097
00:57:35,160 --> 00:57:37,440
I was like very interesting. 
I started reading it and I was 

1098
00:57:37,440 --> 00:57:39,960
like cool and I. 
It makes sense. 

1099
00:57:40,120 --> 00:57:42,960
It's a great example of play. 
I love it. 

1100
00:57:43,120 --> 00:57:47,520
You should read it again. 
Once I when I read this, I was 

1101
00:57:47,520 --> 00:57:50,000
like, this system fucks. 
Like it's really fun and 

1102
00:57:50,000 --> 00:57:52,240
interesting. 
Like it's really interesting. 

1103
00:57:53,920 --> 00:57:56,720
Then there's a whole weapon 
section which for some random 

1104
00:57:56,720 --> 00:58:00,640
reason is like the only time it 
suddenly changes font to what is

1105
00:58:00,640 --> 00:58:04,880
in my opinion a way better font.
It's like a typewriter E style 

1106
00:58:04,880 --> 00:58:07,880
font, but for no reason 
whatsoever. 

1107
00:58:08,080 --> 00:58:12,400
It just turns into this kind of 
like kind of a table with a 

1108
00:58:12,400 --> 00:58:14,400
completely different font. 
That is the only time this font 

1109
00:58:14,400 --> 00:58:18,000
is used in the entire book. 
It's Yep. 

1110
00:58:19,000 --> 00:58:24,200
And uses like these box kind of 
highlights for tabletop things 

1111
00:58:24,200 --> 00:58:27,520
that no other thing is used. 
So weapon damage inabilities 

1112
00:58:27,520 --> 00:58:29,320
basically goes through all the 
weapons, goes through all the 

1113
00:58:29,320 --> 00:58:34,080
melee weapons. 
So fists, knives, clubs, sword, 

1114
00:58:34,080 --> 00:58:37,400
bayonets, staff, firearms, 
including pistols, rifles and 

1115
00:58:37,400 --> 00:58:39,200
machine guns, explosives, 
grenades. 

1116
00:58:39,880 --> 00:58:42,120
And then it gives you basically 
we'll pick 1. 

1117
00:58:42,120 --> 00:58:46,400
So we'll say that a sword or 
bayonet has weapon, so sort of 

1118
00:58:46,400 --> 00:58:49,040
in it has damaged. 
So this does one damage and then

1119
00:58:49,040 --> 00:58:54,000
it's got an ability. 
So plus one damage ( 2 and then 

1120
00:58:54,000 --> 00:58:57,320
wreck ( 3. 
What does that mean? 

1121
00:58:57,320 --> 00:59:00,320
We'll get to it in a second. 
So what is wreck? 

1122
00:59:00,640 --> 00:59:03,520
It says permanently reduce armor
of the target by 1. 

1123
00:59:05,640 --> 00:59:10,160
So how do weapons work? 
So for weapons successes in 

1124
00:59:10,160 --> 00:59:14,320
excess of the number required to
hit, usually the targets Braun 

1125
00:59:14,320 --> 00:59:17,520
are spent after rolling for 
various weapon effects. 

1126
00:59:17,840 --> 00:59:20,440
The number of successes needed 
for each effect is listed in 

1127
00:59:20,440 --> 00:59:22,920
parentheses below. 
I love this. 

1128
00:59:22,920 --> 00:59:25,320
First of all, it feels good 
because it's the same kind of 

1129
00:59:25,320 --> 00:59:27,440
way that the plus one 
manipulation works of the 

1130
00:59:27,440 --> 00:59:32,120
consistency feels fantastic. 
But using like there it's always

1131
00:59:32,120 --> 00:59:35,480
interesting to to when you do a 
dice pool game, how games decide

1132
00:59:35,480 --> 00:59:38,200
what to do with extra successes.
Like I only needed two, but I 

1133
00:59:38,200 --> 00:59:40,440
got 5. 
Like there's you should get 

1134
00:59:40,440 --> 00:59:42,720
something for that. 
This game uses that with your 

1135
00:59:42,720 --> 00:59:46,440
weapons and it's really cool. 
So for example, the sword or 

1136
00:59:46,440 --> 00:59:51,480
bayonet does one damage, but if 
you get 2 successes in excess, 

1137
00:59:51,840 --> 00:59:53,720
you get to do plus one more 
damage. 

1138
00:59:54,040 --> 00:59:57,960
And if you get 3 successes in 
excess, you get to do the wreck 

1139
00:59:57,960 --> 01:00:00,520
damage, which is reducing the 
target's armor by 1. 

1140
01:00:01,240 --> 01:00:06,440
So almost every weapon, yeah. 
And there's a bunch of different

1141
01:00:06,440 --> 01:00:08,960
weapon abilities. 
There's aim, which is re rolling

1142
01:00:08,960 --> 01:00:12,560
your damage die, assault, which 
is ignoring armor, a critical 

1143
01:00:12,560 --> 01:00:16,200
which is you roll D6 for damage 
instead of just the one or two 

1144
01:00:16,200 --> 01:00:20,560
you normally get flurry, 
fragmentation, spray, stun and 

1145
01:00:20,560 --> 01:00:22,920
then wreck. 
So a lot of really in the way 

1146
01:00:22,920 --> 01:00:27,160
the weapon system, neat, simple,
consistent, really love it a 

1147
01:00:27,160 --> 01:00:31,520
lot. 
General equipment basically says

1148
01:00:31,520 --> 01:00:34,560
it's abstracted your soldiers. 
You get soldier shit on you love

1149
01:00:34,560 --> 01:00:35,920
that. 
I like that because this is 

1150
01:00:35,920 --> 01:00:38,800
definitely more of like a game 
about telling a story and less 

1151
01:00:38,800 --> 01:00:42,480
so like a dungeon. 
The dungeoneering slog through 

1152
01:00:42,480 --> 01:00:47,400
whatever you know exactly. 
All right, we're going to create

1153
01:00:47,400 --> 01:00:49,040
some of this other stuff. 
There's a a big section on 

1154
01:00:49,040 --> 01:00:51,920
vehicles and guess what? 
It works exactly like how you 

1155
01:00:51,920 --> 01:00:54,920
think vehicles work. 
They drive, they shoot and 

1156
01:00:54,920 --> 01:00:57,880
that's it. 
So it goes over trucks, tanks 

1157
01:00:57,880 --> 01:01:00,600
and airplanes. 
So you get a little breakdown of

1158
01:01:00,600 --> 01:01:04,640
truck, you get initiative value,
armor, the Braun for the truck, 

1159
01:01:04,640 --> 01:01:07,560
and then it's got skills and 
abilities for the truck, the 

1160
01:01:07,560 --> 01:01:10,680
tank or the OR the airplane. 
Cool, love that. 

1161
01:01:10,840 --> 01:01:15,280
Interesting whispers. 
OK so basically the way whispers

1162
01:01:15,280 --> 01:01:18,520
work is the powerful beings from
beyond the veil whisper through 

1163
01:01:18,520 --> 01:01:21,280
the cracks in reality. 
Those who choose to listen to 

1164
01:01:21,280 --> 01:01:24,280
these whispers learn how to 
manipulate reality and you can 

1165
01:01:24,280 --> 01:01:27,000
RP it however you want. 
That's basically how whispers 

1166
01:01:27,000 --> 01:01:31,120
work is that the veil was torn 
asunder and something is 

1167
01:01:31,120 --> 01:01:34,440
whispering to you and you can 
use those whispers. 

1168
01:01:37,120 --> 01:01:42,880
It's really interesting, super 
vibey the the the the writing 

1169
01:01:42,880 --> 01:01:46,120
that is used to all this. 
The whisper skill can be used to

1170
01:01:46,120 --> 01:01:48,280
know general information about 
magic, like recognition of 

1171
01:01:48,280 --> 01:01:53,320
maroon, identifying the effects 
of a particular whisperer, or 

1172
01:01:53,320 --> 01:01:54,880
potentially knowing the 
weaknesses or habits of 

1173
01:01:54,880 --> 01:01:57,840
supernatural creatures. 
If the whisper skill is bought 

1174
01:01:57,840 --> 01:02:00,280
temporarily, it only applies to 
the knowledge. 

1175
01:02:00,280 --> 01:02:02,080
Like there's a whole breakdown 
of all the things you can do 

1176
01:02:02,080 --> 01:02:05,160
with the whisperers and that's 
I'm not going to go through all 

1177
01:02:05,160 --> 01:02:08,800
that. 
So this, it does the steps of 

1178
01:02:08,800 --> 01:02:11,960
casting a whisper. 
You choose a whisper and any 

1179
01:02:11,960 --> 01:02:16,240
augments you spend, any spell 
requirements, discard a car, 

1180
01:02:16,240 --> 01:02:19,600
take damage, anything like that.
You roll for successes, you make

1181
01:02:19,600 --> 01:02:23,120
additional sacrifices if it if 
your path needs it, and if 

1182
01:02:23,120 --> 01:02:24,640
successful, you apply the 
effects. 

1183
01:02:24,680 --> 01:02:27,160
Easy peasy, right? 
So there's a bunch of different 

1184
01:02:27,160 --> 01:02:33,080
whisper paths. 
There are Blood rights, Rotten 

1185
01:02:33,080 --> 01:02:36,680
tricks, so there's 2 bronze, 2 
smarts, and two guts pass, so 

1186
01:02:36,680 --> 01:02:38,800
there's 6 total paths. 
So the two bronze paths are 

1187
01:02:38,800 --> 01:02:41,520
Blood Rights and Rotten tricks, 
the two smarts paths are Old 

1188
01:02:41,520 --> 01:02:44,720
Ways and Elemental rituals, and 
the two guts packs are Healing 

1189
01:02:44,720 --> 01:02:48,160
Words and Chaos songs. 
Let's go through one of them so 

1190
01:02:48,160 --> 01:02:50,280
we can talk about a whole 
whisper path, because it's kind 

1191
01:02:50,360 --> 01:02:57,040
of like a big core of the game. 
Yeah, let's do Blood Rights is a

1192
01:02:57,040 --> 01:03:02,600
good basic one and rotten Tricks
is a good like atmospheric war, 

1193
01:03:02,600 --> 01:03:04,520
World War One. 
So you pick one. 

1194
01:03:04,520 --> 01:03:06,760
Pick one of those. 
Let's do let's do blood rights 

1195
01:03:06,760 --> 01:03:08,520
like you said, it's Braun. 
It's pretty straightforward. 

1196
01:03:08,520 --> 01:03:11,920
So the blood rights path the 
caster willing to use her own 

1197
01:03:11,920 --> 01:03:14,000
blood as a source. 
We we love blood magic. 

1198
01:03:15,080 --> 01:03:16,200
Mad. 
Magic. 

1199
01:03:16,560 --> 01:03:18,320
The caster are willing to use 
her own blood as a source of 

1200
01:03:18,320 --> 01:03:19,680
power. 
Becomes much harder to stop 

1201
01:03:19,680 --> 01:03:22,600
until they bleed themselves dry.
For each blood right they use, 

1202
01:03:22,600 --> 01:03:25,120
they must take one damage. 2 
bronze. 

1203
01:03:25,120 --> 01:03:27,000
You're actually damaging your 
attribute. 

1204
01:03:27,600 --> 01:03:30,560
This counts as one automatic 
success. 

1205
01:03:31,280 --> 01:03:33,280
Many rights do not require a 
skill role. 

1206
01:03:33,280 --> 01:03:37,040
Because the blood mage targets 
themselves, they may take 

1207
01:03:37,040 --> 01:03:40,040
additional bra damage 
themselves, or allies may take 

1208
01:03:40,040 --> 01:03:42,040
the damage to create additional 
successes. 

1209
01:03:42,320 --> 01:03:46,000
One point of damage per success.
This additional damage may be 

1210
01:03:46,000 --> 01:03:48,240
taken before or after rolling 
the dice. 

1211
01:03:48,480 --> 01:03:51,080
So you get a bunch of blood 
right effects. 

1212
01:03:51,080 --> 01:03:55,800
Here you got Strength, Gabs 
speed interject. 

1213
01:03:55,920 --> 01:04:00,360
Blood blade and blood double. 
So let's talk about let's just 

1214
01:04:00,360 --> 01:04:03,480
we'll pick two of these. 
Blood Blade, A magical blood 

1215
01:04:03,480 --> 01:04:06,960
streams from the casters open 
wounds and forms a solid object 

1216
01:04:06,960 --> 01:04:10,040
to cut into enemies. 
The attack targets Braun and 

1217
01:04:10,040 --> 01:04:14,520
deals 1 damage plus one damage 
for one extra success. 

1218
01:04:14,520 --> 01:04:16,480
You can do flurry for an extra 
success. 

1219
01:04:16,800 --> 01:04:20,840
And then there's the target may 
be made from range for with an 

1220
01:04:20,840 --> 01:04:22,360
extra success. 
So that's good. 

1221
01:04:22,360 --> 01:04:25,880
And don't forget just by casting
it you damage yourself and get 

1222
01:04:25,880 --> 01:04:29,720
one success right off the bat. 
And then blood double when the 

1223
01:04:29,720 --> 01:04:33,280
caster would take damage 
instead, their body explodes 

1224
01:04:33,280 --> 01:04:36,920
into a pool of blood and the 
caster appears unhurt nearby. 

1225
01:04:36,960 --> 01:04:40,360
It lasts until used or until the
end of combat and yet plus one 

1226
01:04:40,360 --> 01:04:43,160
additional double. 
So basically you do you do like 

1227
01:04:43,200 --> 01:04:45,200
a what? 
What do they fucking do in 

1228
01:04:45,200 --> 01:04:46,760
Naruto where it suddenly comes 
to the log? 

1229
01:04:47,440 --> 01:04:49,360
They escape when they they 
replace themselves. 

1230
01:04:49,360 --> 01:04:51,040
The log substitution. 
There you go. 

1231
01:04:51,160 --> 01:04:53,640
Yeah, it's you basically doing a
blood substitution, which is 

1232
01:04:53,640 --> 01:04:56,600
cool. 
So and you. 

1233
01:04:56,680 --> 01:05:00,040
Really like that power, by the 
way, just like the vibeiness of 

1234
01:05:00,040 --> 01:05:03,040
the you get killed and actually 
just falls into the pool of 

1235
01:05:03,040 --> 01:05:05,160
blood and you step out from 
somewhere else, you know? 

1236
01:05:05,440 --> 01:05:08,880
Yeah, it's cool. 
The the vibes and the mechanics 

1237
01:05:08,880 --> 01:05:11,080
throughout this entire section, 
over the entire whisper section 

1238
01:05:11,320 --> 01:05:13,680
is really, really fun and 
interesting. 

1239
01:05:13,680 --> 01:05:15,520
Like the the rotten tricks ones 
are cool. 

1240
01:05:15,760 --> 01:05:19,760
And again, I I'd like that they 
give you 2 paths for every 

1241
01:05:20,480 --> 01:05:22,680
attribute. 
So if you really want to play a 

1242
01:05:22,680 --> 01:05:26,520
smarts person, you can you can 
lean into that with your 

1243
01:05:26,520 --> 01:05:27,560
whispers, which is really, 
really great. 

1244
01:05:27,560 --> 01:05:29,720
We're not going to go over too 
much of that because we're 17 

1245
01:05:29,720 --> 01:05:33,960
pages into 120 page book, but 
surprisingly, we're actually 

1246
01:05:33,960 --> 01:05:35,400
like halfway done. 
Oh, we're pretty. 

1247
01:05:35,640 --> 01:05:37,440
Yeah, there's not a ton after 
this. 

1248
01:05:37,440 --> 01:05:40,880
I mean there's lore and then the
GM section, the best theory, but

1249
01:05:40,960 --> 01:05:44,480
yeah, the lore is most of it. 
Yeah, we swapped it over to the 

1250
01:05:44,480 --> 01:05:46,640
entire character creation 
section, which is pretty, pretty

1251
01:05:46,640 --> 01:05:49,160
simple. 
Yeah, here's here's another. 

1252
01:05:49,320 --> 01:05:54,280
No, no, this isn't the one. 
So more diegetic document here 

1253
01:05:54,280 --> 01:05:56,440
as we go through the bottom, 
just like a bunch of different 

1254
01:05:56,440 --> 01:06:00,560
pages in Alfred's journal. 
Then we get to character 

1255
01:06:00,560 --> 01:06:04,520
creation, which is again, it 
says recruitment at the top, 

1256
01:06:04,960 --> 01:06:12,240
randomly underlined for no 
reason, not capitalized the same

1257
01:06:12,240 --> 01:06:16,920
size as everything else. 
It's just so again, there's so 

1258
01:06:17,720 --> 01:06:21,560
anyway, OK, so. 
So. 

1259
01:06:21,720 --> 01:06:23,680
Yeah, this is the way the 
characterization works. 

1260
01:06:23,680 --> 01:06:26,800
You divide 10 points amongst 
your 3 attributes, Braun, 

1261
01:06:26,800 --> 01:06:28,760
Smarts, and Guts. 
So Braun is. 

1262
01:06:28,760 --> 01:06:30,200
It's all exactly what you think 
it is. 

1263
01:06:31,040 --> 01:06:35,000
So each stat requires a minimum 
of one and can be enhanced later

1264
01:06:35,000 --> 01:06:38,960
through gameplay. 
The average human ability is 3. 

1265
01:06:38,960 --> 01:06:41,640
I love that they say this. 
The average human ability is 3 

1266
01:06:41,640 --> 01:06:45,200
and the peak human ability is 6.
Attributes greater than 6 

1267
01:06:45,200 --> 01:06:47,920
indicate superhuman and possibly
supernatural abilities. 

1268
01:06:48,080 --> 01:06:51,240
I really like that it gives you 
that context of you have to have

1269
01:06:51,240 --> 01:06:53,560
at least one and everything, and
if you have less than three 

1270
01:06:53,560 --> 01:06:56,760
you're less than average in that
so it's a great way to do it. 

1271
01:06:57,320 --> 01:07:02,200
Attributes govern 3 things, 
health, defense, and skill 

1272
01:07:02,200 --> 01:07:05,320
manipulation. 
So health is your physical, 

1273
01:07:05,320 --> 01:07:10,800
mental, and emotional health. 
When you take damage, you reduce

1274
01:07:10,800 --> 01:07:13,360
the targeted attribute. 
This gives me care. 

1275
01:07:13,360 --> 01:07:16,640
It's caring a little bit, right?
Where like after you get through

1276
01:07:16,640 --> 01:07:19,440
your hip well into the odds, 
into the into the odds, where 

1277
01:07:19,440 --> 01:07:21,280
after you get through your hip 
protection, you start hitting 

1278
01:07:21,280 --> 01:07:25,440
attributes, just go straight to 
attributes, which sucks because 

1279
01:07:25,440 --> 01:07:28,360
your attributes are what 
determines your manipulations. 

1280
01:07:29,840 --> 01:07:32,920
So if you're losing attributes, 
you're losing your 

1281
01:07:33,360 --> 01:07:36,480
manipulations. 
Yeah, in a strong manner. 

1282
01:07:37,280 --> 01:07:39,320
So when you take damage, reduce 
the targeted attribute. 

1283
01:07:39,320 --> 01:07:42,440
If any attribute is reduced to 
0, your character dies. 

1284
01:07:42,760 --> 01:07:44,520
That's it. 
They just fucking die. 

1285
01:07:47,880 --> 01:07:52,800
It's defense is this is the 
target number others need to hit

1286
01:07:53,360 --> 01:07:57,160
to damage the attribute and then
skill manipulation. 

1287
01:07:57,920 --> 01:08:01,040
It's basically this is basically
a copy paste of what was written

1288
01:08:01,040 --> 01:08:03,400
before. 
It's the plus one system. 

1289
01:08:03,400 --> 01:08:06,080
The attributes are linked to 
specific skills a dictate blah 

1290
01:08:06,080 --> 01:08:08,640
blah blah blah blah blah blah. 
And then it gives you a before 

1291
01:08:08,640 --> 01:08:10,400
the roll and after the roll 
section. 

1292
01:08:10,720 --> 01:08:13,640
And then the lower an attribute 
gets, the easier it is to hit 

1293
01:08:13,800 --> 01:08:16,560
and the less manipulation you 
have at your disposable. 

1294
01:08:16,880 --> 01:08:18,720
Right? 
So we just went through 

1295
01:08:18,720 --> 01:08:23,359
character creation. 
Did it talk about rank at all? 

1296
01:08:24,359 --> 01:08:28,359
No, just single fucking time. 
Yeah, there's only one other 

1297
01:08:28,359 --> 01:08:30,920
time that rank comes up in this 
entire thing, and it's it's 

1298
01:08:30,920 --> 01:08:36,000
coming up. 
But it's just so weird that they

1299
01:08:36,240 --> 01:08:40,479
rank pip, like score. 
There's no consistency to the 

1300
01:08:40,479 --> 01:08:43,279
keyword used for a very 
important part of the game, 

1301
01:08:43,279 --> 01:08:45,760
which is the number you give to 
your attributes. 

1302
01:08:46,800 --> 01:08:49,000
Again, that's just that's, 
that's not good. 

1303
01:08:49,479 --> 01:08:52,840
Gender, sexuality, and personal 
history, they exist. 

1304
01:08:54,880 --> 01:08:57,359
Again, here's a page where they 
actually just put the whole the 

1305
01:08:57,359 --> 01:09:01,479
art as the page there. 
We go, we did it, we got it one 

1306
01:09:01,479 --> 01:09:04,600
time and then they start the 
next page in the new section. 

1307
01:09:04,600 --> 01:09:07,680
That can all be not cut halfway 
through weirdly. 

1308
01:09:07,680 --> 01:09:11,640
But what's crazy is see how big 
the word training is and it's 

1309
01:09:11,640 --> 01:09:14,319
underlined. 
It's not the same size as the 

1310
01:09:14,319 --> 01:09:16,920
word for recruitment. 
Look at how small the 

1311
01:09:16,960 --> 01:09:20,080
recruitment is. 
Yeah, it's underlined, but the 

1312
01:09:20,080 --> 01:09:23,000
font size is the same as the 
rest of the font size and 

1313
01:09:23,000 --> 01:09:25,120
everything else. 
It's like it's going back up 

1314
01:09:25,120 --> 01:09:28,439
combat corruption. 
None of these cards, none of the

1315
01:09:28,439 --> 01:09:30,040
other ones, are underlined. 
Nope. 

1316
01:09:30,319 --> 01:09:33,720
But again, recruitment is the 
header for this section and it 

1317
01:09:33,720 --> 01:09:36,080
is let's say it's size 10 and 
everything else in the page is 

1318
01:09:36,080 --> 01:09:37,520
10. 
I totally get that. 

1319
01:09:37,520 --> 01:09:39,399
But then when you get to the 
next thing training, it's like 

1320
01:09:39,399 --> 01:09:42,319
size 16. 
It's so much bigger, like so 

1321
01:09:42,479 --> 01:09:45,760
the, the complete and total lack
of consistency in all of the 

1322
01:09:45,760 --> 01:09:48,680
headings and subheadings and 
bolding and underline and 

1323
01:09:48,680 --> 01:09:50,560
everything. 
It's just, it's like every 

1324
01:09:50,560 --> 01:09:53,000
single page. 
They just forgot any concept of 

1325
01:09:53,000 --> 01:09:54,840
like consistency for what 
they've done before. 

1326
01:09:55,080 --> 01:09:58,320
It's crazy training. 
So like 3 skills from the 

1327
01:09:58,320 --> 01:10:00,200
following list and these are 
your train skills. 

1328
01:10:00,200 --> 01:10:03,840
So the list is athletics, melee 
which is hand in hand combat, 

1329
01:10:03,840 --> 01:10:07,520
stealth. 
Oh and they're by attribute 2. 

1330
01:10:07,680 --> 01:10:10,680
So athletics, melee, and stealth
are all your Braun. 

1331
01:10:11,200 --> 01:10:12,760
Communication, knowledge and 
mechanics. 

1332
01:10:12,760 --> 01:10:17,920
Your smarts and investigation. 
Ranged and transport are your 

1333
01:10:17,920 --> 01:10:20,560
guts. 
And then whispers are variable. 

1334
01:10:20,560 --> 01:10:28,560
It's your magic and then you 
assign 3 skill dice among your 

1335
01:10:28,560 --> 01:10:30,960
train skills. 
So each point of training 

1336
01:10:31,280 --> 01:10:33,400
represents either a level of 
formal school. 

1337
01:10:33,400 --> 01:10:35,520
Why is this written like this by
the way coming up? 

1338
01:10:37,480 --> 01:10:39,200
Oh, here's another. 
Here's another box. 

1339
01:10:40,440 --> 01:10:42,720
Here is another box. 
Each point of training 

1340
01:10:42,720 --> 01:10:45,760
represents either a level of 
formal schooling in the subject 

1341
01:10:45,760 --> 01:10:48,680
or years of experience. 
These points can be distributed 

1342
01:10:48,680 --> 01:10:55,760
in any way. 300210111 A trained 
skill with no skilled ice is 

1343
01:10:55,760 --> 01:10:57,720
still considered a trained 
skill. 

1344
01:10:58,120 --> 01:11:01,560
If you assign a skilled eye to 
the Whisper skill, choose 1 

1345
01:11:01,560 --> 01:11:05,280
whisper path and choose one 
spell from that path. 

1346
01:11:05,600 --> 01:11:07,960
When you assign additional 
skilled ice to the Whisper 

1347
01:11:07,960 --> 01:11:10,760
skill, you can either add 
training to a current path or 

1348
01:11:10,760 --> 01:11:13,320
training a new path. 
You will have one spell for each

1349
01:11:13,320 --> 01:11:15,960
point. 
I don't know man. 

1350
01:11:16,200 --> 01:11:18,360
Can we touch on how fucking 
hilarious it is? 

1351
01:11:18,360 --> 01:11:20,480
Like you have three points to 
spend between three things. 

1352
01:11:20,480 --> 01:11:21,840
You can divide them however you 
want. 

1353
01:11:22,040 --> 01:11:25,960
Here's written down all the 
possibilities for how to divide 

1354
01:11:25,960 --> 01:11:28,680
these between. 
It's like, yeah fucker, there's 

1355
01:11:28,680 --> 01:11:31,720
three skills and three different
things to put them in like. 

1356
01:11:32,600 --> 01:11:34,200
That's weird. 
Deployment. 

1357
01:11:34,200 --> 01:11:36,600
Draw 3 cards representing your 
starting mental and emotional 

1358
01:11:36,600 --> 01:11:39,200
resources. 
So this is saying so deployment 

1359
01:11:39,760 --> 01:11:42,240
is you start the game with three
cards in your hand and we talked

1360
01:11:42,240 --> 01:11:46,600
about the way that you can that 
cards is when we talked about 

1361
01:11:46,600 --> 01:11:49,120
cards you start with three. 
So this is how your character 

1362
01:11:49,120 --> 01:11:51,880
works. 
A quick rundown of character 

1363
01:11:51,880 --> 01:11:53,120
creation and everything we just 
talked about. 

1364
01:11:53,120 --> 01:11:56,960
So you have 3 skills or you have
3 attributes, Bronze, smarts and

1365
01:11:56,960 --> 01:11:59,320
guts. 
You start by distributing 10 

1366
01:11:59,320 --> 01:12:01,520
points across all of those, 
right? 

1367
01:12:01,680 --> 01:12:04,520
And those attributes determine 
your health, your defense, and 

1368
01:12:04,520 --> 01:12:06,720
the number of times you can 
manipulate things, right? 

1369
01:12:07,240 --> 01:12:13,120
And then you pick three skills 
to have training in and then you

1370
01:12:13,120 --> 01:12:17,880
have 3 skill dice. 
And then you give a dice to any 

1371
01:12:17,880 --> 01:12:20,720
combination of those three 
skills and then. 

1372
01:12:20,960 --> 01:12:22,680
You draw. 
Those combinations look like 

1373
01:12:22,920 --> 01:12:26,040
they have. 
They have and then you draw 3 

1374
01:12:26,040 --> 01:12:28,520
cards. 
That is how to do a character 

1375
01:12:28,520 --> 01:12:29,600
cushion. 
It's pretty simple and 

1376
01:12:29,600 --> 01:12:30,880
straightforward. 
I like it. 

1377
01:12:31,040 --> 01:12:36,480
If you happen to put one of your
dice in the trained skill of 

1378
01:12:36,480 --> 01:12:39,440
whisper, you pick a whisper path
and you have your characters. 

1379
01:12:39,600 --> 01:12:42,440
That's how it works. 
And then character growth is the

1380
01:12:42,480 --> 01:12:44,520
only other time we talk about 
rank at all. 

1381
01:12:44,920 --> 01:12:47,920
The way character growth is is 
you receive decoration cards at 

1382
01:12:47,920 --> 01:12:50,520
the end of your mission that you
can use to build up your 

1383
01:12:50,520 --> 01:12:54,320
character. 
That is the the cards, the 

1384
01:12:54,320 --> 01:12:57,840
cards, the way the cards work 
and the way this works is you 

1385
01:12:57,840 --> 01:13:00,240
can do skills, attributes or 
modifiers. 

1386
01:13:00,240 --> 01:13:05,440
So if you choose to do skills, a
new skill, any combination of 

1387
01:13:05,440 --> 01:13:09,320
cards and the cost is one plus 
the number of extra skills. 

1388
01:13:09,600 --> 01:13:12,240
First new skill cost 2 cards, 
the second cost 3, etcetera, 

1389
01:13:12,240 --> 01:13:14,600
etcetera. 
You can have a new skill die. 

1390
01:13:14,680 --> 01:13:17,440
So any combination of cards, we 
talked about four, it has to be 

1391
01:13:17,440 --> 01:13:18,480
like one more than what you 
need. 

1392
01:13:18,720 --> 01:13:22,240
The cost is one plus the number 
of the new training pip filling 

1393
01:13:22,240 --> 01:13:28,960
in pip 4 on communication skill 
cost 5 cards yeah attributes and

1394
01:13:28,960 --> 01:13:31,760
increase in attribute any 
combination of red cards. 

1395
01:13:31,760 --> 01:13:35,080
The number of cards spent is one
plus the number of the new 

1396
01:13:35,080 --> 01:13:36,760
attribute rank. 
So if you want to take a rank 

1397
01:13:36,760 --> 01:13:40,280
from three to four, you have to 
spend 4 car like you know 4 

1398
01:13:40,280 --> 01:13:43,800
cards a distance space. 
Collecting this many red cards 

1399
01:13:43,800 --> 01:13:46,520
should be difficult. 
So only red cards let you 

1400
01:13:46,520 --> 01:13:49,640
increase attribute, which is 
interesting and then modifiers. 

1401
01:13:49,640 --> 01:13:52,640
If the cards are all the same, 
suit cost is reduced by 1. 

1402
01:13:53,160 --> 01:13:56,200
You must have enough to buy the 
advancement, but keep one card 

1403
01:13:56,200 --> 01:13:57,960
of your choice. 
And then if the cards are all 

1404
01:13:57,960 --> 01:14:01,360
face cards and or aces, increase
the effect by one. 

1405
01:14:01,360 --> 01:14:04,640
For example, one more training 
pip new skills start with one 

1406
01:14:04,640 --> 01:14:07,560
pip attribute increased is by 
one rank everything. 

1407
01:14:07,560 --> 01:14:11,560
So I I like that the the you can
actually try to build out your 

1408
01:14:11,560 --> 01:14:12,920
deck. 
Yeah, for. 

1409
01:14:12,920 --> 01:14:16,520
Like your suits and stuff like. 
That going on for the deck 

1410
01:14:16,520 --> 01:14:19,200
building portion, yeah, yeah, 
the interaction with cards is 

1411
01:14:19,200 --> 01:14:22,200
pretty cool. 
So first I was like, do I like 

1412
01:14:22,200 --> 01:14:23,840
this because it's just like a 
thing? 

1413
01:14:24,920 --> 01:14:29,080
But it I, I think I do, you 
know, I think it adds 

1414
01:14:29,080 --> 01:14:31,800
meaningfully to the game. 
I doesn't feel like it's tacked 

1415
01:14:31,800 --> 01:14:34,320
on. 
There's yeah, there's also like 

1416
01:14:34,360 --> 01:14:39,080
an obviously like a interesting 
meta to playing this game when 

1417
01:14:39,080 --> 01:14:41,600
you kind of get it down with the
cards and like where to use them

1418
01:14:41,600 --> 01:14:43,240
best. 
Yeah, it's cool. 

1419
01:14:43,960 --> 01:14:47,800
So that is the rules of the game
and character creation, right? 

1420
01:14:47,800 --> 01:14:49,080
So let's talk about this real 
quick. 

1421
01:14:49,080 --> 01:14:51,120
We've talked about this over and
over again and harped it on the 

1422
01:14:51,120 --> 01:14:55,840
show numerous, numerous times. 
So here's here's my thought on 

1423
01:14:56,000 --> 01:15:01,040
how this is poorly structured. 
We read the rules for the game 

1424
01:15:01,040 --> 01:15:03,960
before we ever knew anything 
about character creation 

1425
01:15:03,960 --> 01:15:06,040
whatsoever. 
So we talked about, I think the 

1426
01:15:06,040 --> 01:15:08,160
attributes are mentioned like 
once, but then we talked about 

1427
01:15:08,160 --> 01:15:11,240
them a bunch. 
I, I, I wish that they would 

1428
01:15:11,240 --> 01:15:15,960
have maybe given that like skill
role and maybe even like the, 

1429
01:15:16,240 --> 01:15:20,680
the, the, the first page, right?
Basically skill role, the plus 

1430
01:15:20,680 --> 01:15:23,760
one manipulations and then 
stuffed character growth in 

1431
01:15:23,760 --> 01:15:27,120
there are the the entire 
character creation section and 

1432
01:15:27,120 --> 01:15:29,920
then put all the rules after. 
Because knowing that I start 

1433
01:15:29,920 --> 01:15:33,120
with three cards and then 
telling me how the cards work 

1434
01:15:33,120 --> 01:15:36,880
would make the context be a lot 
better than saying, Hey, this is

1435
01:15:36,880 --> 01:15:39,280
how cards work. 
And you're like, oh fucking K, 

1436
01:15:39,280 --> 01:15:42,880
like, all right. 
And then like and then like 15 

1437
01:15:42,880 --> 01:15:45,120
pages later, like, OK, I get to 
start with three cards. 

1438
01:15:45,120 --> 01:15:46,400
You know what I mean? 
Like we've talked about as a 

1439
01:15:46,400 --> 01:15:51,200
bunch, like the best way in our 
opinions to do layout for rules 

1440
01:15:51,200 --> 01:15:54,360
and character creation is to 
give a brief overview of the 

1441
01:15:54,360 --> 01:15:58,680
system character creation rules 
and then all the rules of the 

1442
01:15:58,680 --> 01:16:04,720
system after so that people know
what they're using as they're 

1443
01:16:04,720 --> 01:16:07,040
learning it. 
So that you know you have 3 

1444
01:16:07,040 --> 01:16:10,040
cards when you read the the card
section, you have the context of

1445
01:16:10,040 --> 01:16:14,600
like what's going on with that? 
So I would have rearranged like 

1446
01:16:14,600 --> 01:16:17,480
that completely. 
And if you're gonna do if you're

1447
01:16:17,640 --> 01:16:22,000
if, if you're gonna do it where 
it is all of rules or all of 

1448
01:16:22,000 --> 01:16:24,240
character creation, I would say 
I would put character creation 

1449
01:16:24,240 --> 01:16:25,960
1st and then all the rules 
after. 

1450
01:16:25,960 --> 01:16:29,560
But I think a brief overview, 
character creation and then all 

1451
01:16:29,560 --> 01:16:33,360
the bulk rules is ideal. 
There's just a really clear, 

1452
01:16:33,360 --> 01:16:37,600
like, lack of hard structuring 
of how information's introduced.

1453
01:16:37,600 --> 01:16:39,480
Like it's not introduced 
thoughtfully. 

1454
01:16:39,480 --> 01:16:42,440
It just is like on like, Oh 
yeah, we're still talk. 

1455
01:16:42,440 --> 01:16:45,200
We're talking about this. 
It's on the page, you know, but 

1456
01:16:45,200 --> 01:16:48,480
it's not like all aspects of 
whatever is being explained. 

1457
01:16:49,040 --> 01:16:51,840
It's also not in the order that 
would make it even easier to 

1458
01:16:52,040 --> 01:16:54,720
provide you context to anything 
else going on. 

1459
01:16:55,080 --> 01:16:58,160
Yeah, yeah. 
And not only that, so as we went

1460
01:16:58,160 --> 01:17:03,400
through like the the table of 
contents is such a weird choice 

1461
01:17:03,600 --> 01:17:05,880
of things to do, right. 
So like when we go back to 

1462
01:17:06,040 --> 01:17:08,600
notice when, when we got to like
the remember when we hit the 

1463
01:17:08,600 --> 01:17:12,720
weapons page, which is like it's
in the middle of a page. 

1464
01:17:12,720 --> 01:17:14,680
It's not even like starting the 
top of a page. 

1465
01:17:15,280 --> 01:17:18,840
So weapons is like a thing in 
the table of contents, but it's 

1466
01:17:18,840 --> 01:17:22,560
not even it's own like header in
its own page or anything, you 

1467
01:17:22,560 --> 01:17:24,920
know what I mean? 
Like it's a weird choice 

1468
01:17:24,920 --> 01:17:27,280
throughout a lot of these 
because I think, I think like 

1469
01:17:27,280 --> 01:17:30,360
the veil and nomains, some of 
these other ones, they're just 

1470
01:17:30,360 --> 01:17:34,520
like like not a bolded section, 
not their own page, not 

1471
01:17:34,520 --> 01:17:35,760
anything. 
They just randomly decide to 

1472
01:17:35,760 --> 01:17:39,720
pick them. 
But anyway, so we're going to 

1473
01:17:39,720 --> 01:17:41,640
run through a bunch of the 
stuff, do a couple of the talk 

1474
01:17:41,920 --> 01:17:44,000
about the running the game 
sections a little bit, and then 

1475
01:17:44,000 --> 01:17:45,800
we're done. 
So the World at War, we talked 

1476
01:17:45,800 --> 01:17:51,200
about this, the progress events 
of 1914 to July 1916. 

1477
01:17:51,400 --> 01:17:54,640
This is like real history. 
We talked lots before and I love

1478
01:17:55,040 --> 01:17:58,320
this part sings all of the lore 
through this is fantastic. 

1479
01:17:58,320 --> 01:18:02,840
The writing is really fantastic.
Basically it is World War One, 

1480
01:18:02,840 --> 01:18:06,120
as World War One really happened
from 1914 to then. 

1481
01:18:06,120 --> 01:18:09,800
I think it's the Battle of Psalm
in July 1916 when the veil 

1482
01:18:09,800 --> 01:18:12,280
tears. 
So there's like quotes here from

1483
01:18:12,280 --> 01:18:14,200
stuff. 
There's actually a really great 

1484
01:18:14,200 --> 01:18:16,880
breakdown of like First World 
War and how it started and what 

1485
01:18:16,880 --> 01:18:18,360
was going on and everything like
that. 

1486
01:18:18,560 --> 01:18:21,640
It's really fucking dope. 
It's super, super vibey. 

1487
01:18:21,640 --> 01:18:23,360
It sets the scene incredibly 
well. 

1488
01:18:23,360 --> 01:18:28,280
A lot of great pieces of art in 
two really fucking cool and then

1489
01:18:28,280 --> 01:18:33,080
it talks about the world broke 
in the veil torn July 1916, the 

1490
01:18:33,080 --> 01:18:35,520
battle of Psalm 30,000 people 
were killed. 

1491
01:18:35,800 --> 01:18:38,520
The others were already looking.
It tore the veil. 

1492
01:18:38,720 --> 01:18:40,880
Shit got fucked and that's where
the game started happening. 

1493
01:18:41,480 --> 01:18:45,760
And then after that, oh, here's 
here's one of my other like such

1494
01:18:45,760 --> 01:18:49,080
a random thing that drives me 
insane. 

1495
01:18:49,520 --> 01:18:53,840
This is a diegetic document. 
This is a page from Alfred's 

1496
01:18:53,840 --> 01:18:56,520
journal. 
It's got, it's a fake page on 

1497
01:18:56,520 --> 01:18:59,760
the side and everything. 
Why is it split across 2 pages? 

1498
01:19:00,080 --> 01:19:03,120
There's just like an extra 
little piece of the they cut, 

1499
01:19:03,120 --> 01:19:06,320
they cut the journal page so 
they can put it on to the next 

1500
01:19:06,320 --> 01:19:08,000
page. 
Just make it a little bit 

1501
01:19:08,000 --> 01:19:10,040
shorter. 
It's like 3 lines, just short. 

1502
01:19:10,040 --> 01:19:14,280
You're writing up a little bit 
or because it starts like below 

1503
01:19:14,280 --> 01:19:16,600
other stuff about like, it's 
just so weird that it's just 

1504
01:19:16,600 --> 01:19:19,440
like not. 
Same issue with like the art art

1505
01:19:19,440 --> 01:19:21,560
pieces from earlier on. 
It's the exact same issue. 

1506
01:19:21,960 --> 01:19:24,880
Yeah, but it's not even that 
you're like splitting rules text

1507
01:19:24,880 --> 01:19:26,160
now. 
You're literally splitting 

1508
01:19:26,480 --> 01:19:29,600
diegetic in world document like 
pictures. 

1509
01:19:29,880 --> 01:19:32,600
It would be almost, it would be 
almost like putting a piece of 

1510
01:19:32,600 --> 01:19:34,560
art in here, but then like 
chopping it off and putting like

1511
01:19:34,560 --> 01:19:36,120
the bottom of a piece of art on 
the next page. 

1512
01:19:36,400 --> 01:19:38,760
I would argue that's exactly 
what it is, so. 

1513
01:19:39,120 --> 01:19:41,640
Basically it it's just, it's, 
it's not great. 

1514
01:19:42,800 --> 01:19:44,160
There's a section about the 
veil. 

1515
01:19:44,560 --> 01:19:46,920
The veil is nothing new. 
It's been here forever. 

1516
01:19:48,000 --> 01:19:49,600
It is. 
It is the space between all 

1517
01:19:49,600 --> 01:19:51,400
world and like the fucks, you 
know what I mean? 

1518
01:19:52,200 --> 01:19:57,720
And that becomes torn asunder. 
And then no man's land. 

1519
01:19:59,120 --> 01:20:00,480
There's all section here about 
that. 

1520
01:20:00,880 --> 01:20:04,400
It's a huge section about trench
warfare, which is again really 

1521
01:20:04,400 --> 01:20:06,720
interesting. 
A lot of, like, cool 

1522
01:20:06,720 --> 01:20:08,920
information. 
I mean, trench warfare was 

1523
01:20:08,920 --> 01:20:10,760
fucking terrible. 
But, you know, in the context 

1524
01:20:10,800 --> 01:20:13,880
that we're talking about, yeah, 
really great information about 

1525
01:20:13,880 --> 01:20:16,120
that stuff here. 
And then it goes through the 

1526
01:20:16,120 --> 01:20:19,080
breakdown of the Allied Powers 
or the Intente Alliance. 

1527
01:20:19,600 --> 01:20:23,160
It talks about the Third French 
Republic, the British Empire, 

1528
01:20:23,160 --> 01:20:25,760
the Russian Empire, Italy and 
the United States of America. 

1529
01:20:25,960 --> 01:20:29,800
There's a little breakdown for 
each one of those leading up to 

1530
01:20:29,800 --> 01:20:32,200
the war. 
So real historical shit leading 

1531
01:20:32,200 --> 01:20:35,360
up to it. 
And then what happens in 1960? 

1532
01:20:35,520 --> 01:20:40,560
And then each of them also has 
themes, officer attitudes and 

1533
01:20:40,560 --> 01:20:43,840
soldier attitudes. 
So you really get a breakdown 

1534
01:20:43,840 --> 01:20:48,040
for like every nation at war 
here and the way that they're 

1535
01:20:48,040 --> 01:20:49,320
going to act and interact, 
right? 

1536
01:20:49,600 --> 01:20:56,240
So, for example, the French one,
it gives a whole breakdown of 

1537
01:20:56,240 --> 01:20:57,320
that. 
It talked about what happens 

1538
01:20:57,320 --> 01:20:59,960
after the veil is torn. 
And the themes are personal 

1539
01:20:59,960 --> 01:21:03,200
honor, the small comforts, 
tragic circumstances, the 

1540
01:21:03,200 --> 01:21:06,000
officer attitudes are this 
generation of officers has been 

1541
01:21:06,000 --> 01:21:09,160
preparing all their careers to 
fight Germany and redeem the 

1542
01:21:09,160 --> 01:21:10,840
national honor lost in the last 
war. 

1543
01:21:10,840 --> 01:21:12,840
They are determined not to lose 
again and it will do almost 

1544
01:21:12,840 --> 01:21:15,400
anything to inspire their 
soldiers to hold their lines and

1545
01:21:15,400 --> 01:21:17,120
fight to the last. 
And then the soldier attitude 

1546
01:21:17,120 --> 01:21:20,280
says French soldiers are relaxed
and somewhat fatalistic. 3 years

1547
01:21:20,280 --> 01:21:22,000
of military service, it's 
compulsory. 

1548
01:21:22,200 --> 01:21:24,360
So the army contains every sort 
of French person. 

1549
01:21:24,640 --> 01:21:27,040
Most hope simply to survive the 
tour, etcetera, etcetera. 

1550
01:21:27,240 --> 01:21:30,320
So every nation gets those 
breakdowns, which I love. 

1551
01:21:30,320 --> 01:21:32,960
It's basically like adventure 
seeds and and and or not it's 

1552
01:21:33,520 --> 01:21:35,280
it's lower seeds and stuff for 
everything. 

1553
01:21:35,800 --> 01:21:39,120
So that is the third French 
Republic, as we said, the 

1554
01:21:39,120 --> 01:21:44,280
British Empire, the Russian 
Empire, Italy and then the 

1555
01:21:44,280 --> 01:21:45,720
United States. 
We have to see what what the 

1556
01:21:45,720 --> 01:21:47,680
United States themes and and 
and. 

1557
01:21:47,920 --> 01:21:50,920
Yeah, Which was very funny 
because like, they weren't there

1558
01:21:50,920 --> 01:21:54,040
when the veil was torn, so they 
seemed to be a lot less bothered

1559
01:21:54,040 --> 01:21:56,880
overall. 
But they did they. the United 

1560
01:21:56,880 --> 01:21:59,080
States policy is literally like,
if you see something weird, 

1561
01:21:59,080 --> 01:22:01,240
trust that you did see it and go
ahead and shoot. 

1562
01:22:01,240 --> 01:22:03,720
Like that's their policy. 
I'm like very American, you 

1563
01:22:03,720 --> 01:22:06,560
know? 
The themes are and agendas, 

1564
01:22:06,560 --> 01:22:09,960
promise of victory and the quote
UN quote adventure of going to 

1565
01:22:09,960 --> 01:22:15,400
Europe, officer attitude for the
most part the world. 

1566
01:22:15,400 --> 01:22:17,400
The whole war in in Europe is a 
mess. 

1567
01:22:17,400 --> 01:22:20,800
The Brits and French badly 
botched, which now requires US 

1568
01:22:20,800 --> 01:22:23,440
to help clean up. 
Typical, yeah. 

1569
01:22:23,640 --> 01:22:28,120
Typical Europeans, you know, 
make clean godly war like us, 

1570
01:22:28,120 --> 01:22:31,480
you United States citizens. 
And it's just, yeah. 

1571
01:22:32,120 --> 01:22:34,240
And then there is the Central 
Powers, which is called the 

1572
01:22:34,240 --> 01:22:36,640
Quadruple Alliance. 
It's all the same stuff for the 

1573
01:22:36,640 --> 01:22:40,080
German Empire, Austria, Hungary,
the Ottoman Empire in Bulgaria. 

1574
01:22:40,960 --> 01:22:45,960
Again, a shit load of lore for 
all of that stuff, I think. 

1575
01:22:45,960 --> 01:22:47,920
What's the page count for the 
lower section? 

1576
01:22:47,920 --> 01:22:49,640
Let's just go back to the table 
of contents real quick. 

1577
01:22:49,960 --> 01:22:56,240
It's from page 29 all the way to
57. 

1578
01:22:56,240 --> 01:22:59,120
So you get, what is that almost 
30 pages of lore. 

1579
01:23:00,720 --> 01:23:05,120
OK, so we'll do some quick 
rundown for game stuff in the GM

1580
01:23:05,120 --> 01:23:06,640
section and then we'll be done 
here. 

1581
01:23:07,440 --> 01:23:10,840
So there's an X card, you know 
what it is, use it if you need 

1582
01:23:10,840 --> 01:23:16,600
it. 
The narrator is the GM signal 

1583
01:23:16,600 --> 01:23:19,520
over noise. 
So this is basically GM 

1584
01:23:19,520 --> 01:23:21,440
principles to start at the 
beginning of this year. 

1585
01:23:22,680 --> 01:23:25,400
Basically it says signal over 
noise as one of the players at 

1586
01:23:25,400 --> 01:23:26,680
the table, the narrator can 
join. 

1587
01:23:26,680 --> 01:23:28,240
We're not. 
I'm not going to read this story

1588
01:23:28,240 --> 01:23:32,400
over combat involvement over 
happiness, creativity over 

1589
01:23:32,400 --> 01:23:35,560
notes, horror over hope. 
These are principles for running

1590
01:23:35,560 --> 01:23:38,760
the game right. 
This is a weird GM section too, 

1591
01:23:38,760 --> 01:23:42,120
because like, this is what you 
get these like principles for 

1592
01:23:42,120 --> 01:23:44,120
running the game. 
And then it would be like, this 

1593
01:23:44,120 --> 01:23:45,920
is the mission structure. 
But then you talk about like the

1594
01:23:45,920 --> 01:23:48,480
journey, which is literally like
the core of the game, which is 

1595
01:23:48,480 --> 01:23:50,120
not in the player section like 
at all. 

1596
01:23:50,120 --> 01:23:52,000
Yeah, which is so. 
Weird because I didn't. 

1597
01:23:52,000 --> 01:23:53,960
I did not read all of the GM 
section. 

1598
01:23:53,960 --> 01:23:57,200
Not really everything else, but.
Yeah, well, I mean in that like 

1599
01:23:57,200 --> 01:23:59,080
in context, you're like, OK, 
well I got the rules of the 

1600
01:23:59,080 --> 01:24:01,280
game, yeah. 
You just don't get the journey 

1601
01:24:01,280 --> 01:24:02,920
because you're like, well, I'm 
not going to read the GM section

1602
01:24:02,920 --> 01:24:05,040
on the GM, right. 
Like put the important stuff 

1603
01:24:05,040 --> 01:24:06,120
where the important stuff 
matters. 

1604
01:24:06,120 --> 01:24:12,040
So basically missions are small 
adventures lasting about an 

1605
01:24:12,040 --> 01:24:17,440
hour. 
Mission folio is what you get 

1606
01:24:17,840 --> 01:24:20,240
for each mission, right? 
And there's four parts to a 

1607
01:24:20,240 --> 01:24:22,480
mission folio. 
There's a mission briefing, 

1608
01:24:22,480 --> 01:24:24,280
which is background info and 
mission objective. 

1609
01:24:24,560 --> 01:24:27,080
There's the journey, which we're
going to get to, which is like 

1610
01:24:27,080 --> 01:24:30,280
the core of the fucking game. 
There are the incidents, which 

1611
01:24:30,280 --> 01:24:33,600
is like the encounters that 
you'll have, which is like the 

1612
01:24:33,600 --> 01:24:36,200
main section of the folio is 
like the shit you actually do. 

1613
01:24:36,520 --> 01:24:39,120
And then there's the decoration,
what they call it, which is like

1614
01:24:39,120 --> 01:24:41,280
the cards you get at the end of 
of the mission. 

1615
01:24:41,280 --> 01:24:43,800
That's that's everything that 
comes in your mission folio. 

1616
01:24:44,120 --> 01:24:46,480
And it just say like they only 
last about like an hour. 

1617
01:24:46,480 --> 01:24:48,160
They're pretty short. 
Little adventures are like 

1618
01:24:48,160 --> 01:24:50,000
individual excursions. 
Basically. 

1619
01:24:50,720 --> 01:24:53,560
They're missions, right? 
So the journey? 

1620
01:24:53,560 --> 01:24:57,720
What the fuck is the journey? 
My notes say just read most of 

1621
01:24:57,720 --> 01:24:59,360
this. 
So this is basically the 

1622
01:24:59,360 --> 01:25:01,960
structure of the game on page 
60. 

1623
01:25:03,480 --> 01:25:04,280
Yep. 
Cool. 

1624
01:25:04,360 --> 01:25:06,000
Good, good, good, good, good. 
All right. 

1625
01:25:06,480 --> 01:25:08,960
So what do you expect it towards
the end? 

1626
01:25:09,880 --> 01:25:12,440
The Journey is an event that 
happens at the first part of 

1627
01:25:12,440 --> 01:25:14,680
each mission and focuses on 
role-playing or character 

1628
01:25:14,680 --> 01:25:17,320
moments and help sets a tone for
the events to follow. 

1629
01:25:17,720 --> 01:25:22,480
Each journey list its 
requirements, IE 3 hearts, one 

1630
01:25:22,480 --> 01:25:25,600
card of each suit, and some 
multiple and some more. 

1631
01:25:25,600 --> 01:25:29,080
Difficult missions also include 
things to avoid, as in no sixes,

1632
01:25:29,080 --> 01:25:32,400
no more spades, whatever. 
The Journey requirement is told 

1633
01:25:32,400 --> 01:25:34,880
to players before they 
contribute cars. 

1634
01:25:34,960 --> 01:25:37,400
So basically as part of the 
mission, you're going to get a 

1635
01:25:37,400 --> 01:25:41,560
briefing and then you're going 
to do the journey, OK, each 

1636
01:25:41,560 --> 01:25:43,280
player. 
And that is when you like put 

1637
01:25:43,280 --> 01:25:50,040
cards into into a thing, right? 
And you can't continue on with 

1638
01:25:50,040 --> 01:25:52,400
the mission until you've done 
the journey. 

1639
01:25:52,880 --> 01:25:55,720
So each player must contribute 
one card from the hand to the 

1640
01:25:55,720 --> 01:25:58,440
journey, but they may contribute
more if they wish. 

1641
01:25:58,440 --> 01:26:02,280
If a player has no cards, add 
one card to the journey from the

1642
01:26:02,280 --> 01:26:04,360
deck. 
Without looking at it by group 

1643
01:26:04,360 --> 01:26:08,400
consensus, players may elect to 
take more time in the journey to

1644
01:26:08,400 --> 01:26:11,120
gather what they need and add 
add cards in the deck, but never

1645
01:26:11,120 --> 01:26:13,320
more cards than the total number
of players. 

1646
01:26:13,800 --> 01:26:16,680
Sometimes a narrator may also 
add cards to the journey for 

1647
01:26:16,680 --> 01:26:19,960
corrupt characters. 
Players hands are always secret 

1648
01:26:19,960 --> 01:26:22,680
to open discussion of who is 
contributing what card is 

1649
01:26:22,680 --> 01:26:25,480
discouraged. 
General discussion of how 

1650
01:26:25,480 --> 01:26:29,360
confident the players are that 
they can succeed at the journey 

1651
01:26:29,360 --> 01:26:33,040
can be allowed, especially if it
is played in character. 

1652
01:26:33,720 --> 01:26:36,440
Once all the cards have been 
contributed to the journey, the 

1653
01:26:36,440 --> 01:26:41,280
narrator shuffles them and deals
them out face down to the 

1654
01:26:41,280 --> 01:26:43,360
players. 
If there are more cards than 

1655
01:26:43,360 --> 01:26:45,880
there are players, the narrator 
may deal themselves a journey 

1656
01:26:45,880 --> 01:26:48,080
card as well. 
These cards should not be added 

1657
01:26:48,440 --> 01:26:53,320
to the player's hands. 
Anyone may start at a one at a 

1658
01:26:53,320 --> 01:26:56,200
time players reveal their 
journey card and either answer 

1659
01:26:56,200 --> 01:26:57,720
the question posed on the 
journey. 

1660
01:26:58,320 --> 01:27:00,880
What? 
Real quick, there is a sentence.

1661
01:27:01,000 --> 01:27:07,040
Anyone may start and. 
Oh, it's split across multiple 

1662
01:27:07,040 --> 01:27:07,840
pages. 
It's. 

1663
01:27:07,960 --> 01:27:10,760
Split across multiple pages with
an art piece in between it. 

1664
01:27:12,920 --> 01:27:15,880
Yeah, yeah, easily could have 
just put that on the next page 

1665
01:27:17,920 --> 01:27:19,080
one at a time. 
Players reveal. 

1666
01:27:19,080 --> 01:27:24,360
So basically right now everyone 
is face down putting up cards 

1667
01:27:24,360 --> 01:27:28,000
in, right? 
And but there's requirements to 

1668
01:27:28,000 --> 01:27:33,160
the journey. 
So it might be like every, all 

1669
01:27:33,160 --> 01:27:35,640
of there needs to be one of 
every suit in the middle. 

1670
01:27:35,800 --> 01:27:38,360
But you can't tell each other 
what you're putting in, right? 

1671
01:27:38,600 --> 01:27:41,400
You put them down, face in, you 
stick it in, they get shuffled 

1672
01:27:41,400 --> 01:27:43,800
and dealt back out. 
So you put cards in, but you 

1673
01:27:43,800 --> 01:27:46,760
might not get your card back one
of the time. 

1674
01:27:46,760 --> 01:27:49,240
Players reveal the card and 
either answer the question posed

1675
01:27:49,240 --> 01:27:52,400
by the journey in the voice of 
the character or narrate a scene

1676
01:27:52,640 --> 01:27:55,120
of what the character does 
during the journey. 

1677
01:27:55,360 --> 01:27:57,920
When the narrator reveals a 
card, they tell which character 

1678
01:27:57,920 --> 01:28:01,080
the thoughts they describe occur
to, or who's involved in the 

1679
01:28:01,080 --> 01:28:03,880
scene and narrate. 
All answers and narrations 

1680
01:28:03,880 --> 01:28:07,360
should be inspired by the themes
of the revealed cards Suit, with

1681
01:28:07,360 --> 01:28:08,880
higher numbers being more 
intense. 

1682
01:28:08,880 --> 01:28:11,520
If appropriate. 
The scenes can involve role play

1683
01:28:11,520 --> 01:28:12,880
with another character. 
The table. 

1684
01:28:13,200 --> 01:28:16,640
Each answer or scene should last
for about a minute, depending on

1685
01:28:16,640 --> 01:28:18,360
the mission. 
Successfully meeting the 

1686
01:28:18,360 --> 01:28:22,600
requirement grants a bonus to 
the unit for the mission, or 

1687
01:28:22,600 --> 01:28:25,720
failure will impose a penalty. 
Reveal this benefit or penalty 

1688
01:28:25,800 --> 01:28:27,680
after all the journey cards have
been revealed. 

1689
01:28:28,000 --> 01:28:31,240
All cards contributed to the 
journey are put in the discard 

1690
01:28:31,240 --> 01:28:33,480
pile. 
If a joker is played, shuffle a 

1691
01:28:33,480 --> 01:28:37,800
deck as normal. 
So basically the journey is the 

1692
01:28:37,800 --> 01:28:40,120
journey. 
It's you on the way to the 

1693
01:28:40,120 --> 01:28:42,600
mission. 
And it is a it's it is a 

1694
01:28:42,640 --> 01:28:47,160
narrative act that everyone goes
through. 

1695
01:28:47,160 --> 01:28:49,920
It's basically, I don't want to 
call it downtime but it's a non 

1696
01:28:49,920 --> 01:28:52,920
combat. 
Yeah, it's a, it's a, it's a 

1697
01:28:52,920 --> 01:28:55,800
second mode of play. 
It's a narrative mode of play 

1698
01:28:55,840 --> 01:28:58,240
using the cards. 
Yeah, exactly. 

1699
01:28:58,240 --> 01:29:03,120
So you basically you have this, 
this, you, every person is going

1700
01:29:03,120 --> 01:29:06,760
to narrate a scene as part of 
the journey before you actually 

1701
01:29:06,760 --> 01:29:08,760
get to the mission where you're 
actually going to like fight and

1702
01:29:08,760 --> 01:29:10,640
stuff like that. 
I think it's interesting. 

1703
01:29:11,000 --> 01:29:13,320
I like it. 
Yeah, it's great. 

1704
01:29:13,320 --> 01:29:16,800
It it really brings RP into a 
tabletop role-playing game. 

1705
01:29:17,400 --> 01:29:19,800
It's a fun way to to to do 
stuff. 

1706
01:29:20,080 --> 01:29:23,560
And honestly, if that's just not
your style of play, you could 

1707
01:29:23,560 --> 01:29:30,720
just not do this. 
Like, yeah, but yeah, so the 

1708
01:29:30,720 --> 01:29:34,000
difficulty can float. 
Some missions do not list a 

1709
01:29:34,000 --> 01:29:36,280
target number for skill roles, 
though many do. 

1710
01:29:38,080 --> 01:29:43,000
Basically, the the part of this 
is basically saying that like, 

1711
01:29:43,000 --> 01:29:46,680
fudge, fudge your shit. 
And I couldn't disagree more. 

1712
01:29:46,880 --> 01:29:49,560
Yeah, there's 222 things that 
the score of this game that I'm 

1713
01:29:49,560 --> 01:29:52,320
not a big fan of 1 is that like 
when something doesn't happen, 

1714
01:29:52,320 --> 01:29:53,840
that's it. 
It just doesn't like, oh, you 

1715
01:29:53,840 --> 01:29:56,440
just missed. 
That's it, I hate it, but this 

1716
01:29:56,560 --> 01:30:00,800
entire section is basically 
telling you to fudge as AGM to 

1717
01:30:00,800 --> 01:30:04,200
fudge it, which makes no sense 
to me because part of the core 

1718
01:30:04,200 --> 01:30:06,600
of the game they talked about is
the unit is important, not the 

1719
01:30:06,600 --> 01:30:08,760
individual characters of an 
individual character dies. 

1720
01:30:09,040 --> 01:30:11,120
Oh well, it doesn't take long to
make another one. 

1721
01:30:11,280 --> 01:30:13,880
It's the unit that's important. 
So actually reading some of 

1722
01:30:13,880 --> 01:30:16,800
this, it basically says even 
with tightly scripted mission 

1723
01:30:16,800 --> 01:30:18,520
every possibility cannot be 
covered. 

1724
01:30:20,680 --> 01:30:22,960
Sometimes the numbers on the 
page end up not working for your

1725
01:30:22,960 --> 01:30:24,760
group. 
They might be sneaking past 

1726
01:30:24,920 --> 01:30:29,280
every guard. 
Many times you will be adjusting

1727
01:30:29,280 --> 01:30:31,560
or inventing target numbers on 
the fly. 

1728
01:30:31,960 --> 01:30:33,960
Roughly half of skill rules 
should fail. 

1729
01:30:33,960 --> 01:30:36,600
The difficulty floats to the 
level of the party. 

1730
01:30:37,280 --> 01:30:40,400
Lower or raise target numbers as
you see fit. 

1731
01:30:41,560 --> 01:30:43,600
You can also put more 
antagonists in the fight or have

1732
01:30:43,600 --> 01:30:46,480
allies show up to help. 
Another option is make any 

1733
01:30:46,480 --> 01:30:49,160
Scarola challenge. 
So it's basically saying like if

1734
01:30:49,160 --> 01:30:51,520
you throw too much at the 
players, just lower the target 

1735
01:30:51,520 --> 01:30:52,720
number so you don't kill them 
all. 

1736
01:30:52,920 --> 01:30:56,440
Or if it's too easy, just like 
just raise it and throw more 

1737
01:30:56,440 --> 01:30:59,080
people in and make it harder. 
It's just like that's just such 

1738
01:30:59,080 --> 01:31:03,520
a 5 E mindset in my opinion of 
just like don't kill them too 

1739
01:31:03,520 --> 01:31:05,800
hard. 
Don't just like set it up and if

1740
01:31:05,800 --> 01:31:09,960
they die, they die like it's 
it's a, it's a I couldn't 

1741
01:31:10,200 --> 01:31:12,720
disagree more with that style of
play. 

1742
01:31:12,720 --> 01:31:14,640
And I understand if people like 
that style of play, but that 

1743
01:31:14,640 --> 01:31:18,320
feels very much like as someone 
who played 5 E for a long time 

1744
01:31:18,320 --> 01:31:22,320
and who did this, I can tell you
right now you're not playing the

1745
01:31:22,320 --> 01:31:24,920
game at that point. 
You are telling a story. 

1746
01:31:24,920 --> 01:31:28,320
Yeah. 
You're telling your your, you 

1747
01:31:28,440 --> 01:31:30,600
know, because. 
Because what the players are 

1748
01:31:30,600 --> 01:31:33,360
doing doesn't matter, you've 
already decided you're not going

1749
01:31:33,360 --> 01:31:37,280
to kill them, so you're just 
wasting 3 hours of combat time, 

1750
01:31:39,040 --> 01:31:41,200
you know what I mean? 
Like the players actions have no

1751
01:31:41,200 --> 01:31:47,880
actual consequences whatsoever. 
So anyway, mobs, they exist. 

1752
01:31:47,880 --> 01:31:50,720
There are mobs. 
Antagonist was whispers. 

1753
01:31:50,720 --> 01:31:52,760
They work the same as the PCs 
do. 

1754
01:31:54,800 --> 01:31:57,200
There is a a section here on 
corruption. 

1755
01:31:57,720 --> 01:32:00,240
My notes say the rules for 
corruption here are different 

1756
01:32:00,240 --> 01:32:01,880
than the previous rules on page 
8. 

1757
01:32:05,400 --> 01:32:07,920
I'll take your word for it 
because I'm not going back. 

1758
01:32:08,520 --> 01:32:12,840
Yeah, you use the players 
characters corruption against 

1759
01:32:12,840 --> 01:32:14,800
them in several ways. 
Firstly, they contribute cards 

1760
01:32:14,800 --> 01:32:16,840
to the journey. 
You had one additional card for 

1761
01:32:16,840 --> 01:32:20,160
each character with three 
corruption. 2 for four 

1762
01:32:20,160 --> 01:32:22,960
additional cards may give you. 
Because corruption is secret, 

1763
01:32:22,960 --> 01:32:26,080
there are no requirements. 
When a character reaches 5 

1764
01:32:26,080 --> 01:32:27,880
corruption, they're on their 
last mission. 

1765
01:32:28,880 --> 01:32:31,280
I don't remember. 
I mean, I have it in big red 

1766
01:32:31,280 --> 01:32:34,720
letters. 
I don't know why I did that, but

1767
01:32:34,720 --> 01:32:35,800
I'm not going to get too deep on
it. 

1768
01:32:36,400 --> 01:32:39,800
Character death 0 in any 
attribute and you're dead. 

1769
01:32:40,200 --> 01:32:42,360
Like that's it. 
Like I like that. 

1770
01:32:42,360 --> 01:32:44,800
There's no death check, there's 
no saves, there's no nothing. 

1771
01:32:44,800 --> 01:32:48,440
You're just done. 
There's a, a weird section here 

1772
01:32:48,560 --> 01:32:51,360
of like resources and like other
media, which could have just 

1773
01:32:51,360 --> 01:32:53,600
been like the back of the book 
or the front of the book or 

1774
01:32:53,600 --> 01:32:56,560
anything. 
But it talked about like a bunch

1775
01:32:56,560 --> 01:33:02,080
of books, film and TV websites 
that have like virtual tours of 

1776
01:33:02,080 --> 01:33:05,280
the Italian front, a list of 
Canada's First World War 

1777
01:33:05,280 --> 01:33:08,000
battles, like Wikipedia articles
and stuff like that. 

1778
01:33:09,200 --> 01:33:11,440
All right, antagonists, what's 
up? 

1779
01:33:11,960 --> 01:33:13,440
Just cool stuff to have, you 
know? 

1780
01:33:13,440 --> 01:33:16,000
Yeah. 
Yeah, OK. 

1781
01:33:16,040 --> 01:33:19,240
The way that antagonists work, 
how to read these entries. 

1782
01:33:19,240 --> 01:33:22,160
So basically antagonists are 
going to have a name, a type, an

1783
01:33:22,160 --> 01:33:26,560
initiative value armor, they're 
bronze smarts and gusts. 

1784
01:33:26,560 --> 01:33:29,280
So they, they, they are going to
have these attributes work just 

1785
01:33:29,280 --> 01:33:33,160
like the player characters ones.
And there's weapons, skills, 

1786
01:33:33,160 --> 01:33:34,600
abilities, weaknesses and 
rewards. 

1787
01:33:34,600 --> 01:33:37,840
So realistically, antagonists 
work exactly the way PCs work 

1788
01:33:38,000 --> 01:33:40,120
because PCs are pretty 
straightforward and easy. 

1789
01:33:41,480 --> 01:33:45,840
And then there are oh, oh, we do
get more of the typewriter font 

1790
01:33:46,720 --> 01:33:51,480
in the in the the little stat 
blocks for bad guys. 

1791
01:33:51,720 --> 01:33:55,600
So let's we're just going to 
look at 111 person commando, 

1792
01:33:55,600 --> 01:33:57,840
right? 
A soldier with more fighting 

1793
01:33:57,840 --> 01:34:00,800
training than an average grunt 
trained to near the peak of 

1794
01:34:00,800 --> 01:34:02,960
human ability. 
They're no longer surprised by 

1795
01:34:02,960 --> 01:34:04,840
many ordinary deaths, blah blah 
blah blah blah. 

1796
01:34:05,440 --> 01:34:08,640
So the type is solo, the 
initiative, IU 7, the armor's 4,

1797
01:34:09,000 --> 01:34:12,360
Braun 5, Smarts 3, Guts 4. 
Their weapons are knife and 

1798
01:34:12,360 --> 01:34:15,200
machine gun. 
Their skills and abilities are 

1799
01:34:15,560 --> 01:34:20,240
three dice and melee, 3 Dyson 
stealth and three Dyson ranged, 

1800
01:34:20,240 --> 01:34:24,400
and the reward is you get to 
draw a card that is a step lock 

1801
01:34:24,400 --> 01:34:26,400
for an antagonist. 
Easy peasy, right? 

1802
01:34:26,520 --> 01:34:32,760
Easy. 
Cool art throughout and then 

1803
01:34:32,760 --> 01:34:36,720
just the whole big chunk of of 
basically a bestiary. 

1804
01:34:39,920 --> 01:34:47,000
Fuck off I can't get this. 
There it goes. 

1805
01:34:50,880 --> 01:34:52,800
I don't know if that I don't 
think the pop up show, but it 

1806
01:34:52,800 --> 01:34:55,400
like it creates like a mini 
little pop thing. 

1807
01:34:55,680 --> 01:34:58,800
Yeah, and then and then you get 
adventures. 

1808
01:34:59,080 --> 01:35:02,200
But you I didn't even realize I 
was reading adventures for a 

1809
01:35:02,200 --> 01:35:05,040
while because it's there's 
nothing that says adventure. 

1810
01:35:05,680 --> 01:35:10,360
It just suddenly says the belly,
the beast crystal mazer, like 

1811
01:35:10,360 --> 01:35:12,840
there's nothing that says 
adventures like there's no 

1812
01:35:12,840 --> 01:35:14,120
differentiation, there's no 
break. 

1813
01:35:14,440 --> 01:35:16,200
So. 
You have come to expect. 

1814
01:35:16,640 --> 01:35:21,160
You know, so I think you get, I 
think there's like 3:00-ish 

1815
01:35:21,160 --> 01:35:23,760
adventures in the back. 
There's the, the, the one I just

1816
01:35:23,760 --> 01:35:29,560
said, there's the lamps are 
going out and then, and then 

1817
01:35:29,560 --> 01:35:33,840
there is the Swordquest. 
So for example, I just want to 

1818
01:35:33,840 --> 01:35:37,600
give an example of of the, the, 
the things you need in emission.

1819
01:35:37,600 --> 01:35:40,080
So the emission objective is 
here, the journey. 

1820
01:35:40,080 --> 01:35:42,280
So we talked about the journey. 
It says you travel through 

1821
01:35:42,280 --> 01:35:45,960
untamed woods, stealing through 
dappled shadows and heavy foils 

1822
01:35:45,960 --> 01:35:47,760
to world conflict as much as 
possible. 

1823
01:35:48,080 --> 01:35:50,960
The sounds of artillery and 
firearms echo around you, but 

1824
01:35:50,960 --> 01:35:53,680
there are still occasional 
moments of eerie silence, even 

1825
01:35:53,680 --> 01:35:56,920
in the middle of a war zone. 
So that is what you're that is 

1826
01:35:56,920 --> 01:35:59,600
the scene that's being set. 
For all of your scenes, the 

1827
01:35:59,600 --> 01:36:02,600
requirement is one face card. 
So it's someone. 

1828
01:36:02,680 --> 01:36:05,040
So at some point in the journey,
you just have to reveal a face 

1829
01:36:05,040 --> 01:36:06,080
card. 
Cool. 

1830
01:36:07,480 --> 01:36:10,560
And then there is the narrative.
In this moment of silence, what 

1831
01:36:10,560 --> 01:36:12,280
do you observe about your 
traveling companions? 

1832
01:36:12,280 --> 01:36:15,480
One of you is the promised king.
Who do you think is most worthy 

1833
01:36:15,480 --> 01:36:17,120
among you? 
Let the hierarchy and suits of 

1834
01:36:17,120 --> 01:36:20,680
the cards and form your answers.
On a success, the player with 

1835
01:36:20,680 --> 01:36:23,600
the highest face card is the 
presumptive chosen one, 

1836
01:36:23,800 --> 01:36:25,520
etcetera, etcetera. 
Failure. 

1837
01:36:25,520 --> 01:36:27,560
There's no readily apparent 
leader among the players, and 

1838
01:36:27,560 --> 01:36:29,000
we're not going to. 
We don't read adventures. 

1839
01:36:29,000 --> 01:36:30,720
I just wanted to give it a 
little bit of an example of the 

1840
01:36:30,720 --> 01:36:31,880
journey. 
That's it. 

1841
01:36:32,040 --> 01:36:33,400
And then it gives you the rest 
of the stuff. 

1842
01:36:33,400 --> 01:36:36,480
So if you want to read more of 
those, look at the fucking book 

1843
01:36:36,560 --> 01:36:38,600
or buy the fucking book. 
There's a character sheet in the

1844
01:36:38,600 --> 01:36:42,160
back which is really super 
fucking straightforward. 

1845
01:36:43,440 --> 01:36:45,720
It really is. 
It's. 

1846
01:36:46,920 --> 01:36:49,200
And I, I like it. 
I think it looks, it looks 

1847
01:36:49,200 --> 01:36:51,760
diegetic because of the, the 
typewriter or font. 

1848
01:36:52,040 --> 01:36:54,560
But basically you get like your 
name, you get the recruitment, 

1849
01:36:54,560 --> 01:36:57,680
which is like all the pips and 
stuff and, and your scores for 

1850
01:36:57,680 --> 01:37:02,040
bronze smarts and guts section 
for equipment, a section for 

1851
01:37:02,040 --> 01:37:04,400
your service record exception 
for your personal history. 

1852
01:37:04,920 --> 01:37:07,800
There's five dots for corruption
that you'll just mark off. 

1853
01:37:08,080 --> 01:37:12,400
And on the side there's training
and then all of the those 

1854
01:37:12,400 --> 01:37:15,280
listed, and then there's options
for three different paths and 

1855
01:37:15,280 --> 01:37:18,800
the rituals that you get for it,
and then a giant X card that 

1856
01:37:18,960 --> 01:37:21,520
could have just been laying out.
And that's the book. 

1857
01:37:24,120 --> 01:37:26,680
We did it. 
I want to go over, I just want 

1858
01:37:26,680 --> 01:37:29,040
to look real quick at blood on 
the snow. 

1859
01:37:29,400 --> 01:37:32,800
Yeah. 
This is a campaign dossier, but 

1860
01:37:32,800 --> 01:37:35,480
I wanted to talk about how much 
better this one is laid out than

1861
01:37:35,480 --> 01:37:37,120
the other one for like a bunch 
of reasons. 

1862
01:37:38,200 --> 01:37:42,360
I will say they still use the 
same fake page, which is weird, 

1863
01:37:42,520 --> 01:37:45,360
but it's a different background,
which is weird. 

1864
01:37:45,360 --> 01:37:47,560
So they must have got it from 
the same there. 

1865
01:37:47,560 --> 01:37:51,200
It's got the same spine in it, 
but it doesn't have nearly to 

1866
01:37:51,200 --> 01:37:53,080
the same degree. 
The fake pages on the left, it's

1867
01:37:53,080 --> 01:37:57,880
a little bit cropped down, but 
the background is a more like a 

1868
01:37:58,000 --> 01:38:00,920
what is this? 
Like a light, bluish, whitish. 

1869
01:38:01,080 --> 01:38:04,040
OK, am I wrong? 
Oh, are you not looking at it? 

1870
01:38:04,360 --> 01:38:05,640
I'm looking at it right now on 
yours. 

1871
01:38:05,640 --> 01:38:08,640
Yeah, yeah. 
So it's it's much lighter than 

1872
01:38:08,640 --> 01:38:10,280
the brown. 
Yes, so it. 

1873
01:38:10,600 --> 01:38:13,080
Looks better. 
There's like a blood splatter at

1874
01:38:13,080 --> 01:38:15,200
the bottom of the pages, which 
is fine. 

1875
01:38:15,200 --> 01:38:17,720
Again, it's more texture than 
than fake or whatever. 

1876
01:38:17,960 --> 01:38:19,920
No, it's still the same pages. 
Took all those same dots and 

1877
01:38:19,920 --> 01:38:21,440
stuff. 
They just, they just, they must 

1878
01:38:21,440 --> 01:38:24,200
have just like color corrected 
it to a light kind of bluish 

1879
01:38:24,200 --> 01:38:26,440
white. 
You're right, they must have. 

1880
01:38:26,840 --> 01:38:29,520
Yeah, yeah, yeah, yeah. 
But it's so much better. 

1881
01:38:29,520 --> 01:38:32,200
It's so much better. 
But then even if we just go to 

1882
01:38:33,600 --> 01:38:38,200
a, a, a page, let just look at 
the look at the font on this, 

1883
01:38:38,480 --> 01:38:43,480
which this looks almost just 
like a Times New Roman on the 

1884
01:38:43,520 --> 01:38:48,000
this is page three. 
First of all, the header at the 

1885
01:38:48,000 --> 01:38:51,920
top is blue and underlined and a
different font. 

1886
01:38:52,040 --> 01:38:54,720
Or if it's not, it's like a 
bigger, it's got to be a 

1887
01:38:54,720 --> 01:38:56,840
different font, but it's like a 
big bold font. 

1888
01:38:57,320 --> 01:39:00,320
And then if we go back to like 
the never going home font, like 

1889
01:39:00,320 --> 01:39:08,120
the page font again, this is 
like a very, I, I think, I don't

1890
01:39:08,120 --> 01:39:14,120
know if it's just like that. 
The, the IT is also a just a, a 

1891
01:39:14,160 --> 01:39:19,760
serif font. 
But the actual like, I don't 

1892
01:39:19,760 --> 01:39:20,960
know, I don't know why it's just
better. 

1893
01:39:20,960 --> 01:39:22,840
Maybe it's just the margins are 
so much bigger. 

1894
01:39:23,800 --> 01:39:26,280
Yeah, it, I mean the margins are
a ton bigger. 

1895
01:39:26,280 --> 01:39:30,200
It's still very wall of. 
Text the font is smaller. 

1896
01:39:30,200 --> 01:39:32,640
I think it's the same font but 
it it just it's smaller. 

1897
01:39:32,640 --> 01:39:35,120
It is still wall of texty. 
But. 

1898
01:39:35,600 --> 01:39:40,720
Bigger margins, better headers, 
different color headers. 

1899
01:39:41,800 --> 01:39:45,360
Yeah, yeah. 
When they do do the diegetic 

1900
01:39:45,360 --> 01:39:47,920
like pages in it, they keep it 
to one page. 

1901
01:39:48,080 --> 01:39:52,160
There's a shadow on them and 
it's a such a different color 

1902
01:39:52,160 --> 01:39:54,920
than the background that it 
looks much better. 

1903
01:39:56,560 --> 01:39:58,640
It's just it's not that much 
different. 

1904
01:39:58,640 --> 01:40:01,840
You can tell that it's a similar
thing, but there's a much better

1905
01:40:01,840 --> 01:40:09,600
consistency for headers, 
subheaders, bolding, tabbing, 

1906
01:40:09,840 --> 01:40:13,400
bulleting, everything like that.
It still looks roughly the same 

1907
01:40:13,400 --> 01:40:17,960
style, but it's just better. 
So clearly, like they know. 

1908
01:40:18,400 --> 01:40:20,880
They can and this one was laid 
out by Charlie Ferguson Avery. 

1909
01:40:21,080 --> 01:40:22,920
It's just a better laid out book
than the original 1. 

1910
01:40:23,160 --> 01:40:26,680
So all right, going to the 
review scores. 

1911
01:40:27,200 --> 01:40:31,880
So for those that don't know 
what it is we do here on the 

1912
01:40:31,880 --> 01:40:37,360
show, we do read review the book
and then we give scores for 

1913
01:40:37,360 --> 01:40:39,960
various metrics based on the 
things we looked at. 

1914
01:40:39,960 --> 01:40:45,720
So we give a total of of up to 
10 points for five different 

1915
01:40:45,720 --> 01:40:47,640
metrics. 
We do give numbers to our 

1916
01:40:47,640 --> 01:40:49,680
terrible opinions. 
Those metrics are art and 

1917
01:40:49,680 --> 01:40:52,480
layout, which is the art of the 
book and the layout of the book 

1918
01:40:52,480 --> 01:40:57,640
visually, Just visually, there's
the usability, which is actually

1919
01:40:57,640 --> 01:41:01,640
like bookmarks, hyperlinks, if 
sections are in the right 

1920
01:41:01,640 --> 01:41:04,200
section. 
Basically, how easy is the book 

1921
01:41:04,200 --> 01:41:06,800
usable for learning the game and
playing and running the game? 

1922
01:41:07,120 --> 01:41:10,360
The rule set, which is if it's 
an adapted rule set, how well is

1923
01:41:10,360 --> 01:41:12,560
adapted? 
If it's a unique rule set, do we

1924
01:41:12,560 --> 01:41:16,000
like it? 
Originality is just originality 

1925
01:41:16,000 --> 01:41:18,080
and any aspect of it could be 
lore, could be rules, could be 

1926
01:41:18,080 --> 01:41:20,720
anything. 
Value is bang for your buck. 

1927
01:41:21,360 --> 01:41:26,160
It is not just the cost of the 
book, the cost of the PDF, but 

1928
01:41:26,160 --> 01:41:28,880
also like in the amount of 
content that there is for you, 

1929
01:41:28,880 --> 01:41:32,720
for you to play, if there's 
apps, if there's websites, if 

1930
01:41:32,720 --> 01:41:35,040
there's a bunch of other stuff, 
like basically, again, how much 

1931
01:41:35,040 --> 01:41:40,320
bang do you get for your buck? 
So my issue I think with art and

1932
01:41:40,320 --> 01:41:43,800
layout here is going to be that 
obviously the art fox super 

1933
01:41:43,800 --> 01:41:46,240
hard. 
Yeah, but the layout. 

1934
01:41:46,760 --> 01:41:50,560
Is one of the worst laid out 
books I've ever read. 

1935
01:41:51,280 --> 01:41:53,160
Yeah. 
One of the worst we've looked at

1936
01:41:53,160 --> 01:41:55,080
on the show, yeah. 
Definitely. 

1937
01:41:57,240 --> 01:42:01,040
So I almost want to just like 
just do layout for this and just

1938
01:42:01,040 --> 01:42:04,040
like delete art off of this one 
because it's like obviously 

1939
01:42:04,360 --> 01:42:10,440
Charlie's art slaps and I would 
hate to to, to, to give a low 

1940
01:42:10,440 --> 01:42:15,280
score for using somebody else's 
art in the book in bad ways. 

1941
01:42:15,760 --> 01:42:17,480
Yeah. 
I mean, yeah, the art is 

1942
01:42:17,480 --> 01:42:18,960
obviously like incredibly high 
score. 

1943
01:42:18,960 --> 01:42:22,760
But yeah, let's talk about 
layout for this one, because. 

1944
01:42:23,880 --> 01:42:27,560
So, so, so and the way the way 
that we kind of do it is 

1945
01:42:27,560 --> 01:42:30,800
basically like if we have 
nothing good or bad to say, it's

1946
01:42:30,800 --> 01:42:33,920
a 5, right? 
That is bang average because the

1947
01:42:33,920 --> 01:42:36,280
Max is 10. 
I think there's only been, 

1948
01:42:36,560 --> 01:42:41,040
there's only been a couple that 
I've got 10 in our layout. 5 is 

1949
01:42:41,040 --> 01:42:42,680
if we have nothing good or bad 
to say. 

1950
01:42:42,720 --> 01:42:44,680
My God do I have a lot of bad to
say I. 

1951
01:42:44,720 --> 01:42:46,320
Have a lot of bad to say about 
this. 

1952
01:42:46,320 --> 01:42:50,080
This is sub 5 for me. 
It's unquestionably it's just 

1953
01:42:50,080 --> 01:42:53,880
how low does it go? 
So I think honestly that I'm 

1954
01:42:53,880 --> 01:42:59,040
going to almost disregard art 
for this, yeah, because 

1955
01:42:59,040 --> 01:43:02,880
obviously Charlie's artist 
fucking 10 out of 10, right? 

1956
01:43:02,920 --> 01:43:06,080
Right. 
So just looking at the visual 

1957
01:43:06,080 --> 01:43:08,240
layout and that's not even 
getting into the usability 

1958
01:43:08,240 --> 01:43:09,880
aspects of the layout. 
Yeah, that's true. 

1959
01:43:09,880 --> 01:43:12,200
Visually, I think it's a bad 
font choice. 

1960
01:43:12,240 --> 01:43:16,800
I think the headings and sub 
headings and or lack thereof is 

1961
01:43:16,800 --> 01:43:20,280
bad. 
I think the breakup of like some

1962
01:43:20,280 --> 01:43:23,720
of the the the in world 
documents across multiple pages.

1963
01:43:23,720 --> 01:43:26,480
I think the way that they put 
the art into the book. 

1964
01:43:26,760 --> 01:43:29,160
Let's let's talk not art is in 
the way they used it, not the 

1965
01:43:29,160 --> 01:43:30,360
art itself. 
How about that? 

1966
01:43:30,840 --> 01:43:35,080
I don't like those. 
Used well, yeah, yeah, yeah. 

1967
01:43:35,240 --> 01:43:37,640
Just like you said it. 
Breaking things up in like weird

1968
01:43:37,640 --> 01:43:41,320
ways like this is not the way 
that this is not good. 

1969
01:43:42,040 --> 01:43:45,400
It's not and and like they could
have just like full page some 

1970
01:43:45,400 --> 01:43:48,080
things, but but specifically 
layout. 

1971
01:43:48,080 --> 01:43:50,600
It's so weird like that one 
random bullet point that's like 

1972
01:43:50,600 --> 01:43:52,120
way up to the side but then like
double tabbed. 

1973
01:43:52,120 --> 01:43:54,440
I didn't realize. 
I genuinely did not realize it 

1974
01:43:54,440 --> 01:43:55,280
was a bull. 
Oh, I know. 

1975
01:43:55,320 --> 01:43:56,440
Yeah. 
I only knew because I 

1976
01:43:56,440 --> 01:44:00,520
highlighted it so I could see 
like because you can highlight 

1977
01:44:00,520 --> 01:44:06,320
the text visually. 
It's it's, it's bad. 

1978
01:44:06,320 --> 01:44:11,080
I mean, I would probably, but I 
don't even know. 

1979
01:44:11,080 --> 01:44:13,360
I don't even know. 
I don't, I, I, I don't have a 

1980
01:44:13,360 --> 01:44:15,440
lot of good to say. 
I again I think. 

1981
01:44:15,440 --> 01:44:18,720
I don't. 
Either how low do you want to 

1982
01:44:18,720 --> 01:44:20,320
go? 
It might be like a three for me,

1983
01:44:20,320 --> 01:44:24,680
like I guess bro, a book like 
there's still words on a page 

1984
01:44:24,880 --> 01:44:29,640
so. 
Three, I think 3 was there are. 

1985
01:44:29,640 --> 01:44:32,920
Attempts at like having headers 
and stuff and some sort of 

1986
01:44:33,240 --> 01:44:37,000
delineation for information. 
It's just not done at all well. 

1987
01:44:37,040 --> 01:44:39,680
Yeah, I think we've given a four
before. 

1988
01:44:40,920 --> 01:44:45,160
And I would say that this book 
is so frustratingly, 

1989
01:44:45,720 --> 01:44:48,920
inconsistently poorly laid out 
that, like, it has to be the 

1990
01:44:48,920 --> 01:44:51,320
lowest score you've ever given. 
Like, I think this is an easy 

1991
01:44:51,320 --> 01:44:53,200
three. 
And again, I want to clarify 

1992
01:44:53,440 --> 01:44:57,200
that is has nothing to say about
the quality of Charlie Ferguson 

1993
01:44:57,200 --> 01:45:00,360
Avery's art, because I think 
that is like, honestly, I think 

1994
01:45:00,360 --> 01:45:03,840
This is why this book made 
$100,000. 

1995
01:45:04,040 --> 01:45:06,960
It is the cover because Charlie 
Ferguson Avery's art slapped so 

1996
01:45:06,960 --> 01:45:10,640
fucking hard. 
It is the way that the art was 

1997
01:45:10,640 --> 01:45:14,240
used in the layout and how just 
bad the just bad the layout is 

1998
01:45:17,000 --> 01:45:22,640
usability. 
So no bookmarks, no, no, no, no 

1999
01:45:22,640 --> 01:45:25,360
hyperlinks. 
The table of content is a bunch 

2000
01:45:25,360 --> 01:45:34,400
of weird stuff. 
The, the, I, I think that I want

2001
01:45:34,400 --> 01:45:39,760
to talk about rules language in 
usability more than in rules 

2002
01:45:39,760 --> 01:45:43,000
that if that makes sense. 
Like, because I think the use of

2003
01:45:43,120 --> 01:45:48,000
the way that the rules are 
written and the way it I think, 

2004
01:45:48,800 --> 01:45:52,080
affects the usability of the 
game in and you know what I'm 

2005
01:45:52,080 --> 01:45:55,320
talking about, Like, like bad 
rules language versus like, 

2006
01:45:55,320 --> 01:45:56,560
yeah. 
Absolutely, yeah. 

2007
01:45:56,760 --> 01:45:59,880
I think the rules language in 
numerous sections is pretty 

2008
01:45:59,880 --> 01:46:01,480
poor. 
I think the explanations are 

2009
01:46:01,480 --> 01:46:04,360
pretty like could be written in 
ways like. 

2010
01:46:04,520 --> 01:46:08,840
I specifically keep harping on 
the fact that like rank is like 

2011
01:46:09,000 --> 01:46:11,800
an important keyword in the game
and it is like it's like they 

2012
01:46:11,800 --> 01:46:14,960
forgot sometimes that it was 
called rank and then other times

2013
01:46:14,960 --> 01:46:16,760
they remembered it. 
Like in the entire character 

2014
01:46:16,760 --> 01:46:20,360
creation section. 
The only time you use the words 

2015
01:46:20,360 --> 01:46:24,640
rank are in character growth in 
like character dancement. 

2016
01:46:24,640 --> 01:46:29,640
Basically at no point when it's 
describing like attributes and 

2017
01:46:29,880 --> 01:46:33,720
putting points into your 
attributes does it tell you that

2018
01:46:33,720 --> 01:46:37,200
however many points you put into
the attributes is your rank in 

2019
01:46:37,200 --> 01:46:41,240
that attribute, right? 
I think that having all of the 

2020
01:46:41,240 --> 01:46:44,720
rules before you ever care about
characterization is not great. 

2021
01:46:44,720 --> 01:46:48,360
I think the fact that like the 
basically the way that the game 

2022
01:46:48,360 --> 01:46:51,560
is played as in like the 
structure of actually playing 

2023
01:46:51,560 --> 01:46:55,240
the game is not in any part of 
the player section whatsoever. 

2024
01:46:55,240 --> 01:46:57,640
There's no breakdown even at the
beginning of the book that says 

2025
01:46:57,800 --> 01:46:59,640
this is basically what you're 
going to do. 

2026
01:46:59,840 --> 01:47:03,200
And it's not even until page 
like 60 when you start talking 

2027
01:47:03,200 --> 01:47:05,600
about like mission briefings and
stuff, do you actually get any 

2028
01:47:05,600 --> 01:47:07,680
structure of the gameplay 
whatsoever. 

2029
01:47:07,920 --> 01:47:10,520
Which like you said, if you 
didn't, if you're like, oh, like

2030
01:47:10,640 --> 01:47:15,080
I didn't really deep dive the GM
section because that's the GM 

2031
01:47:15,080 --> 01:47:17,320
stuff. 
Like, and for some reason stuff 

2032
01:47:17,320 --> 01:47:20,480
between principles, you get like
game structure. 

2033
01:47:21,320 --> 01:47:23,360
It's pretty poor. 
I think. 

2034
01:47:23,360 --> 01:47:27,440
It's not, it's not a number. 
I don't think I could go higher 

2035
01:47:27,440 --> 01:47:29,920
than 5 on this. 
Oh, I don't think I can go 

2036
01:47:29,920 --> 01:47:32,160
higher than 5 on this either. 
Yeah, Oregon. 

2037
01:47:32,160 --> 01:47:39,640
Let's go 5 here. 
Rule set OK. 

2038
01:47:40,320 --> 01:47:43,560
Hey I like this part. 
I really, I think the rule set 

2039
01:47:43,560 --> 01:47:46,200
is that this is the reason we go
over this because like 

2040
01:47:46,560 --> 01:47:53,160
generally, I'm going to be 
honest, if, if I we don't like 

2041
01:47:53,160 --> 01:47:57,440
to, we've never given like the 
Max score is A50. 

2042
01:47:57,440 --> 01:47:59,160
We've never given a 25 or less, 
right? 

2043
01:47:59,160 --> 01:48:01,480
Which means we've never given 
like fives across the board or a

2044
01:48:01,480 --> 01:48:04,120
negative score in total across 
the board. 

2045
01:48:04,920 --> 01:48:07,000
We don't do games we don't like.
We don't do games that we're 

2046
01:48:07,000 --> 01:48:10,240
going to be like mean about. 
I know we're pretty critical of 

2047
01:48:10,240 --> 01:48:11,280
this one. 
I don't think we're mean. 

2048
01:48:11,280 --> 01:48:13,840
I think we're just pointing out 
stuff that's that's whatever. 

2049
01:48:14,680 --> 01:48:17,760
But I don't think we would 
really often choose to pick a 

2050
01:48:17,760 --> 01:48:19,960
game that we're going to give 8 
total points in the 1st 2 

2051
01:48:19,960 --> 01:48:22,320
scores, right? 
The reason we really want to 

2052
01:48:22,320 --> 01:48:24,520
talk about this one, the reason 
I really want to talk about is 

2053
01:48:24,520 --> 01:48:27,160
the next three scores. 
Basically, as far as the rule 

2054
01:48:27,160 --> 01:48:29,920
set goes, I don't it. 
The book is poorly laid out. 

2055
01:48:29,920 --> 01:48:32,480
Whatever as a as a product, I 
don't think it's very good. 

2056
01:48:33,040 --> 01:48:35,480
As a game, I think it's really 
fucking good. 

2057
01:48:35,600 --> 01:48:37,720
I think it's super interesting. 
To be had here. 

2058
01:48:37,920 --> 01:48:40,760
Yeah, I think the skill role is 
cool. 

2059
01:48:40,760 --> 01:48:44,760
Like dice pool that you can then
manipulate based on your. 

2060
01:48:44,880 --> 01:48:47,920
Manipulation gives a lot to the 
dice pool, you know, it really 

2061
01:48:47,920 --> 01:48:50,600
adds a lot to that style of 
gameplay. 

2062
01:48:51,240 --> 01:48:54,720
But then on top of that, your 
health is your attribute points.

2063
01:48:54,840 --> 01:48:57,760
So as you get your ass kicked, 
your manipulations go down, 

2064
01:48:57,760 --> 01:49:00,440
which makes everything harder. 
So there's a really cool 

2065
01:49:00,560 --> 01:49:05,200
feedback we're building to it. 
And then the structure where 

2066
01:49:05,200 --> 01:49:08,920
you're using the cards and 
you're actually spending them as

2067
01:49:08,920 --> 01:49:13,440
like your memories and things 
like that, on top of like the 

2068
01:49:13,440 --> 01:49:16,520
narrative journey that you go 
through to get to the mission 

2069
01:49:16,520 --> 01:49:18,680
and things like that is really 
fantastic. 

2070
01:49:18,840 --> 01:49:22,720
The whispers are amazing I mean,
as far as the rules that goes, 

2071
01:49:22,720 --> 01:49:27,080
this is great like I said, I 
think it is not a great product,

2072
01:49:27,080 --> 01:49:29,800
but I think it's a great game 
That's how I kind of feel about 

2073
01:49:29,880 --> 01:49:34,200
about this and I'm pretty high 
on this rule set like I think 

2074
01:49:34,320 --> 01:49:36,840
one of the things we talked 
about before and the reason that

2075
01:49:36,840 --> 01:49:39,600
like sometimes even though we 
love rules like systems, 

2076
01:49:39,600 --> 01:49:42,200
sometimes systems that have more
depth will get higher points is 

2077
01:49:42,200 --> 01:49:44,520
because of the way that you have
to make those systems sing. 

2078
01:49:44,800 --> 01:49:49,280
And I think the way that the 
dice pool system mixed with the 

2079
01:49:49,280 --> 01:49:53,320
manipulation system mixed with 
the card system all the name on 

2080
01:49:53,360 --> 01:49:54,240
itself. 
Card system. 

2081
01:49:54,480 --> 01:49:56,880
Yeah, I think it actually works 
really well all together. 

2082
01:49:57,160 --> 01:50:00,200
Yeah, I think it's I real. 
I really, really, really want to

2083
01:50:00,200 --> 01:50:01,520
play this. 
I think it's great. 

2084
01:50:03,120 --> 01:50:08,800
I think do I think it's great? 
I do think it's great. 

2085
01:50:09,400 --> 01:50:10,360
OK. 
I think it's great. 

2086
01:50:10,440 --> 01:50:13,800
How do you feel about it? 
Pitch me a number, Ryan. 8. 

2087
01:50:15,240 --> 01:50:17,120
I'm right there with you. 
That was my original. 

2088
01:50:17,120 --> 01:50:18,880
When we started to talk about 
rules, I was like 8. 

2089
01:50:19,160 --> 01:50:21,920
So yeah. 
I mean, this is, we do like this

2090
01:50:21,920 --> 01:50:24,400
is, yeah, I think this is super 
solid. 

2091
01:50:24,800 --> 01:50:27,200
You know, we, we've only ever 
given like two 10s. 

2092
01:50:27,200 --> 01:50:29,720
So 9 is kind of the peak. 
I think this is right below 

2093
01:50:29,720 --> 01:50:34,520
that. 
I think this honestly, this 

2094
01:50:34,520 --> 01:50:37,320
could be one of those ones where
no, I think 8. 

2095
01:50:37,320 --> 01:50:38,360
I think 8 feels really good for 
this. 

2096
01:50:38,640 --> 01:50:42,960
Originality I think. 
Bro I think originality is 

2097
01:50:43,040 --> 01:50:45,640
fucking super high too. 
I mean, not a ton of World War 

2098
01:50:45,640 --> 01:50:47,800
One games out there, right? 
I mean, Church Crusade is not a 

2099
01:50:47,800 --> 01:50:49,520
table top role-playing game. 
That's the thing that I feel 

2100
01:50:49,520 --> 01:50:53,280
like this is the closest to 
this, but the combination of 

2101
01:50:53,280 --> 01:50:57,520
real world history with the with
this, with the veil and 

2102
01:50:57,520 --> 01:51:00,000
everything that comes after 
that, I think it's fantastic. 

2103
01:51:00,000 --> 01:51:03,600
I think the Lord is fantastic. 
I think that the system itself, 

2104
01:51:03,600 --> 01:51:07,440
the plus one system with like 
the dice, dice manipulation, I 

2105
01:51:07,440 --> 01:51:09,880
think that goes to originality. 
I think there's a lot of really 

2106
01:51:09,880 --> 01:51:13,080
fun unique stuff at that. 
Yeah, the, the use of like 

2107
01:51:13,080 --> 01:51:15,600
jokers and cards and and, and 
and stuff like that. 

2108
01:51:15,840 --> 01:51:17,720
I'm pretty high on originality 
with this. 

2109
01:51:17,720 --> 01:51:21,640
I think this is the vibes are 
great and I want to throw that 

2110
01:51:21,640 --> 01:51:24,640
in here too because like the way
that it's all tied in is is 

2111
01:51:24,640 --> 01:51:27,720
really fantastic too, Yeah. 
I'm at about an 8 1/2 for 

2112
01:51:27,720 --> 01:51:31,600
originality so. 
Yeah, I'm probably a solid 8 for

2113
01:51:31,600 --> 01:51:32,680
for solid 8. 
Cool. 

2114
01:51:33,240 --> 01:51:35,880
Yeah. 
I mean, if you want to convince 

2115
01:51:35,880 --> 01:51:37,360
me to go to 9, I might be 
convinced. 

2116
01:51:37,520 --> 01:51:39,200
But if you're good with an 8, 
OK. 

2117
01:51:39,840 --> 01:51:43,440
Yeah, I think the I think, Yeah,
I think again, the vibes on this

2118
01:51:43,440 --> 01:51:47,040
are are absolutely fucking 
Immaculate value. 

2119
01:51:47,240 --> 01:51:49,240
Did I know parts? 
And value right? 

2120
01:51:49,680 --> 01:51:53,040
I mean, there's as far as like 
the amount of available content 

2121
01:51:53,400 --> 01:51:56,400
through the fucking roof. 
I mean, we talked about this 

2122
01:51:56,400 --> 01:52:03,720
before. 
There are, there are there's an 

2123
01:52:03,720 --> 01:52:07,880
entire beastiary book. 
There are two different books of

2124
01:52:07,880 --> 01:52:14,600
magic and whispers and then the 
21 like just adventure like 

2125
01:52:14,600 --> 01:52:22,320
missions in the the Breach. 
And then you have the entire war

2126
01:52:22,320 --> 01:52:29,120
basically broken up with an 
adventure in 1914 or an entire 

2127
01:52:29,120 --> 01:52:33,160
mission dossier thing. 
Campaign dossier in 1914, 

2128
01:52:33,160 --> 01:52:36,120
fifteen, 1617 and 18, which I 
think is really interesting 

2129
01:52:36,120 --> 01:52:38,800
because the Veil didn't Thunder 
till 1916. 

2130
01:52:38,880 --> 01:52:41,480
So what what are you doing in 
the campaign dossiers in like 14

2131
01:52:41,480 --> 01:52:42,480
and 15? 
You know what I mean? 

2132
01:52:42,560 --> 01:52:45,720
Yeah, what is that? 
Well, you'll have to buy the 

2133
01:52:45,720 --> 01:52:50,760
books and find out, but the 
amount of of available content 

2134
01:52:50,760 --> 01:52:53,720
in this is astronomical through 
the roof. 

2135
01:52:54,280 --> 01:52:57,840
It is really interesting. 
I have read through like a bunch

2136
01:52:57,840 --> 01:52:59,080
of it. 
Like Blood on the Snow is 

2137
01:52:59,080 --> 01:53:03,600
obviously like really, really 
fucking good, but I think that's

2138
01:53:03,640 --> 01:53:06,080
really great. 
Did I in my notes that I put 

2139
01:53:06,080 --> 01:53:08,160
stuff on the bottom and I just 
linked to the Kickstarter? 

2140
01:53:08,160 --> 01:53:09,600
I think I might have just. 
No, I think I did. 

2141
01:53:09,960 --> 01:53:12,840
Well, I can tell you right now 
if you want to get never Going 

2142
01:53:12,840 --> 01:53:15,680
Home or a couple of the like 
additional books, they're all 

2143
01:53:15,680 --> 01:53:20,160
$20 each on wedding game site. 
You can also find the PDFs on 

2144
01:53:20,160 --> 01:53:26,000
drive through RPG PDFs are $10 
and I think that they have. 

2145
01:53:26,040 --> 01:53:31,240
Did it go up? 
Oh, they were on sale when I put

2146
01:53:31,240 --> 01:53:32,680
it down. 
Well, they're. 

2147
01:53:32,680 --> 01:53:34,560
Never on. 
PDFs are actually on sale right 

2148
01:53:34,560 --> 01:53:37,400
now for $10. 
They're actually 15, so. 

2149
01:53:38,000 --> 01:53:39,520
Yeah. 
I mean, it's 100 and it's like 

2150
01:53:39,520 --> 01:53:41,440
120 pages. 
Like easy peasy. 

2151
01:53:41,440 --> 01:53:42,560
Yeah, yeah. 
Man, I think. 

2152
01:53:42,600 --> 01:53:48,200
So and then you can also get so 
I don't, I don't think I was 

2153
01:53:48,200 --> 01:53:51,120
really able to find any 
physicals of this anywhere. 

2154
01:53:52,280 --> 01:53:57,720
But there you can get a soft 
cover print on demand of this 

2155
01:53:57,760 --> 01:54:04,640
from drive through for $20 and 
it's on sale right now for PDF 

2156
01:54:04,800 --> 01:54:11,560
and POD for 20 bucks normally 30
dollars, $30.00 for premium. 

2157
01:54:11,600 --> 01:54:14,880
Is it premium standard? 
It's not premium standard, even 

2158
01:54:14,880 --> 01:54:21,480
at $30.00 for $15.00 for for 
this is a PDFI think like you 

2159
01:54:21,480 --> 01:54:25,760
could turn 20 easy and then 
$30.00 for the softcover and PDF

2160
01:54:25,760 --> 01:54:28,680
together I think is a steal too.
So as far as like the actual 

2161
01:54:28,680 --> 01:54:32,480
cost, I think it's good. 
I think the amount of game there

2162
01:54:32,480 --> 01:54:37,560
is out there is great. 
I don't know, I think I'm pretty

2163
01:54:37,560 --> 01:54:40,320
high on value because like not 
only is there a lot of content, 

2164
01:54:40,320 --> 01:54:42,960
it's a good spread of content 
between the beast area, the 

2165
01:54:42,960 --> 01:54:46,560
magic books, dossiers and just 
whole mission books. 

2166
01:54:46,560 --> 01:54:50,800
I think there's a lot and and 
it's pretty inexpensive. 

2167
01:54:51,040 --> 01:54:56,680
I mean, as far as I mean, so 
there's not, there's not we, we,

2168
01:54:56,840 --> 01:54:58,960
we look at something like 
Mothership has an app and shit 

2169
01:54:58,960 --> 01:55:00,520
like that that that can add into
this. 

2170
01:55:01,160 --> 01:55:05,760
Yeah, yeah, Mark works free. 
I mean, $10.00 for the PDF is 

2171
01:55:05,760 --> 01:55:10,080
basically free in this economy, 
but I don't know. 

2172
01:55:10,080 --> 01:55:12,920
I'm probably between, probably 
between 7:00 and 8:00 on value. 

2173
01:55:12,920 --> 01:55:15,720
I mean, there's so much. 
I'm actually more leaning 

2174
01:55:15,720 --> 01:55:17,040
towards an 8 on this one as 
well. 

2175
01:55:17,040 --> 01:55:21,240
I think there's a there's a lot 
going on here for not an insane 

2176
01:55:21,240 --> 01:55:23,520
amount of money and. 
I do, I do want to say that like

2177
01:55:23,640 --> 01:55:26,480
I, I even throw in value like 
the the fact that these are 

2178
01:55:26,480 --> 01:55:30,160
available too, that you can get 
cards and dice and stuff for it 

2179
01:55:30,160 --> 01:55:32,600
too. 
I think I'm pretty high on the 

2180
01:55:32,600 --> 01:55:34,960
value for that. 
So when we look at the scores 

2181
01:55:34,960 --> 01:55:41,920
all together, the total is 8 
plus 8 + 8 + 8 I guess. 

2182
01:55:42,120 --> 01:55:48,080
So it's the 32, which is 
honestly higher than I expected.

2183
01:55:48,600 --> 01:55:53,040
But when you look at Y right, 
rule set was eight, originally 

2184
01:55:53,040 --> 01:55:56,880
was 8, value is 8, and then the 
art layout and usability, two 

2185
01:55:56,880 --> 01:55:59,440
different scores together equal 
8. 

2186
01:56:00,680 --> 01:56:06,880
So you'll see why like the 
layout again, we the the game I 

2187
01:56:06,880 --> 01:56:09,000
think is really, really, really 
good fun. 

2188
01:56:09,000 --> 01:56:11,680
Interesting vibes are great. 
Lord's great everything is 

2189
01:56:11,680 --> 01:56:14,480
great. 
The product, the actual physical

2190
01:56:14,480 --> 01:56:17,200
book, the structure of the book,
the rules language and the 

2191
01:56:17,200 --> 01:56:19,360
layout of the book is pretty 
poor in my opinion. 

2192
01:56:19,560 --> 01:56:25,040
I think this thing could this A2
east of this with a whole new 

2193
01:56:25,040 --> 01:56:28,680
layout and a rewrite top to 
bottom of like the rules 

2194
01:56:28,680 --> 01:56:33,360
language would go so fucking 
hard and I would do anything for

2195
01:56:33,360 --> 01:56:38,120
that to happen. 
But you'll see in again in the 

2196
01:56:38,120 --> 01:56:39,640
scores where where that 
happened. 

2197
01:56:39,640 --> 01:56:43,240
Great, great game, poor product.
That's it. 

2198
01:56:43,240 --> 01:56:46,000
That is never going home Score 
of 32 here. 

2199
01:56:47,080 --> 01:56:48,680
I have no idea what we're doing 
next. 

2200
01:56:48,680 --> 01:56:51,160
We have some cool stuff coming 
up that might have got pushed 

2201
01:56:51,160 --> 01:56:55,000
back for timing, but we got some
really fun, interesting stuff. 

2202
01:56:55,520 --> 01:56:58,120
If you want to get a little 
preview of what those things 

2203
01:56:58,120 --> 01:57:03,000
could be, go listen to our last 
not cat chats with Jerk. 

2204
01:57:03,440 --> 01:57:06,680
I think about halfway through in
our in our flu riddled minds, we

2205
01:57:06,680 --> 01:57:10,520
started ranting about the 
possible fun, interesting things

2206
01:57:10,520 --> 01:57:12,840
that could be coming up on the 
show. 

2207
01:57:14,320 --> 01:57:16,280
And we're not going to repeat 
that again until they happen. 

2208
01:57:16,280 --> 01:57:18,440
But cool, interesting things 
coming up. 

2209
01:57:20,040 --> 01:57:22,800
We'll talk about what we're 
going to do next week tomorrow. 

2210
01:57:23,680 --> 01:57:28,160
Listen, if you're not listening 
to this live, go go watch the 

2211
01:57:28,160 --> 01:57:30,120
next episode, which should be 
out shortly after this. 

2212
01:57:30,440 --> 01:57:32,640
We're going to have Vidichi 
Valetti on the show talk about 

2213
01:57:32,640 --> 01:57:35,680
their new project Lance one land
ones magic. 

2214
01:57:35,680 --> 01:57:40,320
So if you're listening now, go 
check that episode because I'll 

2215
01:57:40,320 --> 01:57:45,000
probably drop them back-to-back.
But Vidicha is we've looked at a

2216
01:57:45,000 --> 01:57:47,480
bunch of their stuff. 
Great person, great creative 

2217
01:57:47,480 --> 01:57:49,000
mind, super excited to talk 
about them. 

2218
01:57:49,280 --> 01:57:51,240
Going to be one of the last 
interviews we ever do here on 

2219
01:57:51,240 --> 01:57:54,640
the show. 
So so show up for that as we 

2220
01:57:54,640 --> 01:57:56,960
talk to them. 
Super excited there. 

2221
01:57:56,960 --> 01:58:00,440
There's someone that has been on
my list of of of really wanting 

2222
01:58:00,440 --> 01:58:02,680
to talk to for a long time so.
