Hello, and welcome to the weekly.
Scroll podcast brought to you by the adventure archive, my name
is Ryan and I'm a corridor flesh.
And with us today we have a very special guest.
We have Nevin homes of Donna, very press how you doing today,
Nevin. Hey I am doing all right, I'm
Nevin of Diana. Barry press any pronouns and I'm
here to talk about a very cool game that were working on.
Yeah, very soon. We're stoked, we're stoked to
have you on two, very excited to talk about this.
And this isn't the first game of yours were actually talking
about. We reviewed gun and Slinger
quite I have gosh how long that? I feel like that was one of our
early. Yeah it was shortly after
fulfillment. I think because y'all have one
of y'all has a copy. I do.
Yeah. He is my bookshelf copy.
Yeah yeah yeah and it's just it's really good and interesting
really like the way that you think about games, you know,
that's not the thing. I'm really excited to talk about
with everything's fucked is just bringing Some really, really
interesting mechanics. So I guess just pop in right in,
like, what? What got you I guess into game
design. Specifically.
I know we talked about before the stream started used to do
some video game reviews and things like that, then you want
to start doing your own but without me telling your story,
like what got you into a game design into the to kind of where
we're at right now. Yeah.
Um it's been so long at this point it was the first Zine
Quest. I think that really like opened
my eyes to what games could be. I played 5e for a while.
I played so many different versions of DnD.
I played Shadow rod and I was like this isn't really like
scratching the itch for me and then I don't remember how it
happened but like I was just getting into like The Wider
world of tabletop, it was right around the time of zine Quest
and like one of the first things that I looked at was Black Mass
by Will Yost now of good luck. And that like opened my eyes, it
blew my mind. I didn't know that you could do
games about this kind of stuff. I didn't know that you could do
games that didn't use Dice and I was like, oh shit.
I want to make a game now, and I came up with to kind of silly
games that I'm very happy with that has to been called out,
which is like looking at it, it would I Could probably make an
argument for it being osr but it's a very silly game that uses
like modern social media slang set in high fantasy.
When like you've been framed with something.
It's your HP, is your Twitter followers like it's so stupid
and I did skeletons spelled scale.
It ons which is just a game about working in the IT
department. Mint and you happen to be a
skeleton and nobody knows that's like a hack of lasers and
feelings and hunting heists, like mash them up.
Very happy with that. And from there like that was it.
I was like I can make games. This is a lot of fun.
I made a bunch of silly stuff and then I made gun and Slinger
which is also kind of silly but in a different way and Along the
way, my wife Jam came on board and we started doing a lot of
stuff together and we just did Dental car on crowdfunder.
We're currently doing late on that and you're in space and
everything's fucked launches Tuesday.
Wow money. All these games you're like
incredibly different like semantically, right?
Like like a gunslinger to to scale it on.
To your in space and everything's fucked you, do you
have like a favorite fictional sub-genre, or do you like really
just like to move through and enjoy all of them for their
aspects? I, I like a lot of things.
I like a lot of things first. I think that there are, there
are so many genres to play in. If I had to pick a genre or
sub-genre, that is like in my favorites, it's definitely
Horror in general. I think to a degree all of the
projects that I have taken, seriously, whether or not
they're serious projects, have a degree of like some kind of
order to them because I kind of can't help putting it in their
gut. In swinger has the twist, it's
got that yet at, which is pretty good can be pretty scary.
Yeah, especially with the wonderful art, that that Emma
did. And yeah, so, you know,
skeletons, the horror that it's like a very corporate horror
even though it's a comedy game, you're in space and everything's
fucked. I think that speaks for itself
but we also do like a lot of other stuff like Dino car Jam is
the lead on that project. It's fantastic, It's amazing And
it's like a family friendly game about like making art and being
a dinosaur driving a car. We like everything that we make
runs the gamut Because like we just want to make stuff inspired
by the things that we that we love and we love a lot of things
so we're just going to make like a huge wide range of stuff.
That's very impressive to like not be pinned down like in one
genre for like almost any amount of time and like it'd be like an
enjoyable experience, you know I mean what makes is a gunslinger
and I thought just a car was also really cool.
I can't believe I didn't name drop just because it just a car
is like the Right. TT RPG.
Yeah. Like, where does that fit in?
Among all the stuff that I've come, that we have come up with
so far, like it's, it's important to us, like, it would
be easier to like, build an audience.
But as a, as a Creator, it's easier to build an audience.
If you like pick a thing and stick with it, neither of us
want to do that. Like we really, really like to
flex our muscles and see what we can do.
Do and crowdfund a family-friendly art-making game
directly before we crowdfund, and absolutely not family
friendly, game about terrible monsters and Gore.
Like that's the that's the dino Barry Duality baby.
He'll think you're casting a wide net.
It's not bad. Not bad tactic.
You know? We just like to make stuff.
Yeah. So um, so what's while the
dinosaur is, I guess, what, where did Dino Barry come from?
Then? We got down on cars and then,
you know, Dino Jam where where where's all the diamonds
soakers? That's a, that's a, that's a
jam. That's a jam thing.
She brought that in, we were trying to pick.
She's been like Dino, Barry and like it goes back.
Back a ways we both love dinosaurs and one of her
original concepts for a logo was like this, the one that we have
now are one very similar to it. That was like a strawberry T-Rex
because if I can slap still, it does fucking slap but the idea
behind it I believe and she is in chat.
She'll correct me. If I'm wrong, is we like the
cute things and we like the the monster things, like it brings
together. Together, the like both sides of
what we like to do. We can beat, we can be your
angel, or your devil, you know, we can be cute and we can be
monstrous and those two things don't need to exist on their
own. So Dino Berry press down a berry
jam and and Dino car. No the idea for Dino card isn't
specifically because weird I know Barry.
Dino cars name came from a justicar ship post.
Okay. All right.
I don't remember exactly how it went, but it was like a game
where your I don't remember the exact details, but it became
what it is now, and it rolls very cool.
Um, so when you do a lot of game design, so for example, so gonna
singer uses unless income, you know, correct me if I'm
completely mistaken. That's basically Black Jack when
you play the game. Correct.
It Which is it uses Go Fish. Primarily it uses Blackjack for
like, if you need to shoot something right?
What when you were thinking of, I guess specifically you know,
talk my gun and Slingers just a point to talk about your
creation process, you know, outside of you said, you're
inspired by horror. We've all read The Dark Tower
and everything. But when you were sitting down
to look at the mechanics and I, you talked about black mass and
doing things that aren't dice mechanics, what made you go?
Hmm, I'm going to use cards and I only am I going to use cards,
I'm going to use. Go Fish and blackjack and all
those kind of things. What really made you want to sit
down and go? How can I convert this into?
What is a really fucking good game?
What made you want to pick that specifically IQ.
So this is a secret that I think I've revealed so many times of a
huge majority of the games that I make are inspired by shitposts
gun and swinger is no exception. Option.
I am the result of committing to the bit too much.
There was a game Jam going on for this thing called talk to
Transformer. We're like you put in a bunch of
text and it spits out text based on what you put in.
It was like a very, very early like a I text generator like
five years ago at this point, I think is when that was created
in a got revamped recently, I put in a list of the games that
I had out at Time. And it's spat out a list that
included. Your Gun is a Gun Slinger and I
wanted to do a two player versus Go Fish RPG, but a gunslinger
fighting their gun. As I worked on those mechanics.
I realized wait, this actually has legs for like collaborative
like story story, os are kind of game so I can Pletely shifted
focus and it became what it is now and it kind of like worked
from the jump. I did not have to do a lot of
adjusting to the rules of Go Fish.
A card deck is already pretty balanced.
I didn't have to worry about the math for that.
So it was about like getting the feel and like making sure that
it functioned, once it functioned, it was about
building the scaffolding around. Around it and like making it
work. Ankle.
Yeah, is a very interesting system and kind of moving to its
Ryan has another question about something else because I'm going
to ask about your in space before.
Let's go to. I don't enjoy his face and
everything stock is everything. Everything's fucked.
Yes. Which is it.
Fantastic title. Immediately allows you to know
what kind of game we're about to play.
I'm like oh okay. So it's about to be rough.
What? Made you go with because the
game is a dice pool game. It's a D6 sizable game which is
easily when my favorite things ever that is super
underutilized. If you're listening to this, you
create games, you should use dice fools.
What drove you to like, pick that as your style of play for
this instead of like cards, like you did for Gunslinger.
So, again, to into an earlier Point, like we really like to do
things different when we do things to the former.
It's weird that right now, I am Of two ideas that are similar to
each other and development like that, we try to make our games
very different even from each other.
Unless we're you know, Adding content onto something or doing
something very intentional. So I wanted to do something
different and I had played, I had been playing a few games
that use the 6th. I schools blades in the dark is
a fantastic classic example, of a dice pool game and there's
there's a few others, but I really wanted to sit down and
see what I could do. And I knew from playing blades.
that building a pool of dice is an experience in and of itself
and after playing with some numbers for a bit, I realized
that it's very, very, it's very easy to adjust the Rules around
the pool itself to make something that hits pretty much
any kind of tone that you would want.
And it leans really well into the sense of struggling that I
want the struggler character to have in this game.
I actually, specifically say in the rules, as you are building,
the dice pool, the struggler should be optioning for
advantages. The struggler should be kind of
going. I think this is an advantage I
have right now because I like the Feeling that it gives him of
scrounging and struggling for every single little bit that
they can get. And it works, it works really
well. I mean even go so far.
As to Name the character of the struggler is struggling, it's so
good. Like every aspect is so
thoroughly designed in a not being over-designed, you know
what I mean? Like you it's very clear that
it's been, you know, gone through the fine tooth comb and
it just like I said, it just works.
You know, same thing with Gunslinger and same thing with
this where you know the the intent and your design is really
really evident and it's really really good.
Thank you very much. I'm glad it comes through so,
well, I try to be in everything that I work, and I try to be
very specific about making sure I hit that tone.
I've actually like written multiple pieces Ford Icebreaker
about, like, both of these things.
Like the language that you use in a game is extremely important
for the vibe at the table and the way you interact with its
mechanics like those two things. Not now, To discourse right now,
but I'm not, I'm not going to say the last course, I'm not
going to solve that, I'm not gonna, I'm not going to say the
lines, we don't need to go through this.
Again, it's only February March, not gonna not gonna bring the
discourse back into the town, not yet, you know, I mean, but I
don't mind. So the the I think a lot of
people You know, there are a lot of people that make a lot of
games in, a lot of games are really good and then there's a
lot of gay. And then, there's some games
that are really fucking good, right?
And I think one of the things behind that is a lot of, like,
intentionality in the design. I don't even think that's a
word, but but also the understanding that the way and
you'll miss, you know, yeah it's ability is the word.
Yeah, the way in which you write a game and the way in which
characters or players interact And with not only the mechanics
but the way you present, the mechanics defines, the way that
you play the game, this is one reason that 5e will always fail
and the argument that you can just make it whatever you want,
just because we put a page in the front that said, play,
however, you want because then when you actually read through
the mechanics, it's very restrictive.
So it's it's just kind of, that's a really prime example on
how to not present the way in which you want a game to be
played. So polar opposite to the In
which you actually present the game itself.
And I think you do a really fantastic job of presenting the
game in which you would like players to play reinforced by
the mechanics and language, which you use, which is
incredibly incredibly important. Yeah, I fully agree with this.
Even if you're making something that is like for lack of a
better way to put it a little generic.
Like I currently have two 0s are Projects that I'm that I'm
working on not super ready to talk about them, but they both
use the same mechanics as a base, the same core resolution
system. The same similar course stats.
And what I am trying to do with that is see how I can make these
things that have such a similar core structure, incredibly
different because I want the actual games to have different
tones. Different purposes players are
doing different things. In these games, despite the fact
that their route is Merc Borg and I it's a, it's an important
exercise. And I think that it shows What
intentionality can do? Yeah, absolutely.
So I guess one of the things that you said in the beginning
of this, especially when you're talking about that will has to
been called out none of your games.
You just said, you were you were talking about, you know, how you
said it kind of I guess it could cut a blsr it's I mean this
black leather van with a skeleton in the back but I'm not
a lot of your games are what, you know could be called right
now. 0s are in a sorry, whatever the fucking discourse, once like
all these various versions of the games now, Now, Troy Trad
leaning, right? Wow, is there was there an
intent to move away specifically from those kind of mechanics?
Or is it just the style of the game that you wanted to create
just happened to be a little bit?
Not that. Yeah, it's just something that I
haven't really been interested in designing and until recently,
I wanted to see what I could do want.
One of my core focuses is pushing the medium in ways that
I have not done or seen done before.
So I don't tend to like doing hacks of games, and if I do a
heck of a game, I really try to go out there with it.
Like I we're working on aluminum thing right now.
That is we are really pushing what Lumen does and what it can
do. and I really try to make sure if I'm sitting down to
design, something it has to be something that people haven't
seen, or at least is in conversation in a new way, with
things people have So I just haven't really wanted to.
I haven't had any ideas or inspiration for playing in that
area before so I guess why I guess to an extent like what
makes you want to you know, exactly like you said if you're
gonna do something, it has to be something completely different.
What's the drive to to do that? Because there are, there are a,
number of great hacks out there that use really, really well
done systems definitely makes you To go by Monday.
Do it. I gotta do it like way over
here, you know? Yeah.
Um, it is a challenge for me and, and again, I'm not trying
to say, like, oh, hacks of games were easy or anything.
I am specifically not saying that.
All game design is difficult and the mere fact, that games
continue to be released and exist is wonderful and like a
miracle in and of itself. It's just where the pull is.
For me, the, the interesting part of design is figuring out
new things to do with the same components.
Like, how many different ways can we use dice?
How many different ways can we use cards?
What if we don't use? Either of those, you know, there
are so many games that do so many different things and I'm
also not trying to say, like, I've definitely not saying all
my ideas have been original ideas, there are no original
ideas, except the ones that are That's a whole thing.
It's just a fun area to play it, and it's a challenge and a
rewarding experience to push myself in ways that I haven't
pushed myself before it also in. I find that when designing
things in new ways, new to me ways, I learn.
I learn more about design, you know, I didn't go to school for
this or anything like, Like that.
I'm we are jamming. I are both learning by doing and
by doing new things, we learn ways in which things do and
don't work and we learn why it's very experimental, very very fun
and like that's I guess that would be the, why?
It's just a different kind of challenge.
Yeah, I mean, which is always a great reason to do something.
When you can have like a again, like an intent of focus,
something that will always be kind of like that Guiding Light.
It can. They keep you centered on the
thing that you're focusing on, so that's a great way to or
great reason to do that is the thing.
So getting back into urine space and everything's fucked.
Did we talked about was the title of shitpost of?
We already say that is that the title is fantastic.
But where exactly did you come from?
This is, this is one of the few games that we've done, that did
not start as a shitpost. This is a, this is a fully
genuine. Eject, I love horror.
I love sci-fi horror, I wanted to make a sci-fi horror game and
there's there's so many games. The sci-fi horror is not a new
or unpopular genre in tabletop games.
Especially right now, we have the Fantastic projects
Mothership death in space. So many others, like it's not a
new genre. I wanted.
Take one and I like to do I like to do silly things.
I'm a silly little guy so I named it and it just it's stuck.
It's a fun name, it gets it name, it gets people's
attention, you know, to peel back the curtain.
Again, it's a good marketing. Name to a degree when you say,
hey, I'm gonna play this game. You're in space that
everything's fucked. People go.
Oh, oh, really. Where can I learn more about
this? You know, I don't know if I
would advise putting a swear word in a name that you're in
the name of a game that you're trying to sell and Market.
It is pretty limiting the degree to which people are willing to
post on their website. The word fuck.
Yeah, I mean, I'm that's all over ours.
So, you know, we did a press release valve.
Okay, we've got a date. Do you want to cover it?
Here's our press kit. We actually got a number of
people Aid. Not the majority of people but a
a definite nonzero number of outlets responded and be like
hey if you change the name of the game we can cover it.
Really. We got we got a few people who
ask this to change the name of the game, and we got more people
who were like, hey, this would be really fun to cover but it
says, fuck in my boss won't, let me say that.
And that's, that's a whole other conversation that I don't feel
like I am super Qualified to have, but it definitely says
some things about media coverage and stuff like that.
Yeah, they just didn't go, you know, you're in space and
everything's bleep, you know, or whatever.
Like they're I suggested that to a website, his his the writers
boss said, no to that too. Still.
No. That seems so weird.
You know who you are. I mean, yeah, but it's a whole
thing, but yeah, the name was not really a shitpost.
This game was not a ship. Post.
It's just a fun name for a project that is more serious
than that did youdid. You debate doing that at all.
I throw in an Asterix in there. Throw like a black bar across it
you know like wasn't it wasn't a question at all.
This is the gist of the game. We're doing it.
Fuck it. Nice, nice.
Love this stick-to-itiveness of it, you know.
And you talked about also, you know, space whore is not, you
know, necessarily a new thing. Like try like there's so much
bass whore out there and it has been for a long time.
But, you know, one of the things we talked about here on the show
because ostensibly, even though we've done it, like twice this
entire year, we are a game review podcast.
One of the things that we review is originality and one of the
questions Senator, it isn't. When we look at originality is
not necessarily. Is this a completely new thing?
It's just is Is this a thing that we've seen before but
that's been done in a new way which is something that we
talked about a lot because as you said it's almost impossible
to have like a new thing like is this dark Western medieval
fantasy? Is this space or is a cyberpunk,
whatever. But is it in a different way?
And this is one of those games where we were sitting down and
reading through it. We could say, yes, this is a fun
way to do space whore, but it is different than a lot of the
other ones that we've actually looked at.
So, I guess continuing to get into your in space and
everything's fucked out there for everybody.
You know, we talked about dice poles and all this.
But like, what's, what's the pitch for this game?
You know? Because for those listening, we
are going to be playing this here in just a little bit.
Like what is what's the, what's the full pitch?
Like, what do people have besides, you know, to look
forward to? Yes, okay, excellent.
So you're in space and everything's fucked is a game
for two to five players. Is this probably wear it caps
out. It is designed first, and
foremost, as a two-player game, you've got the station, you've
got the struggler and that's player GM rolls.
You are in space, and everything is fucked, is the pitch.
It is a D6. Dice pool game that takes most
of its influence from video games in the genre, rather than
film comics. And Mature, which I think is
what a lot of the popular stuff kind of really pulls from the
primary inspiration. For this game is Dead Space.
It is my favorite video game of all time, probably amazing.
I just finished the Remake and didn't know what to do with
myself for like three days. But dead space and System, Shock
are like the primary influences here.
Then there's you know alien. there's moving from 2016 called
the void, you know, Event Horizon is a huge inspiration
here to and To that degree. A lot of these systems that
exist in, it are directly inspired by the video gaming
aspects of things. There's random monster
generation as if this was like a roguelike or something like
that. There are save points.
So you can die over and over again, without having to worry
about losing your character things, just continue, getting
more and more fucked up. There are wave points, there's
or waypoints. There's exploration, you have
primary And secondary objectives.
You specifically have boss monsters and set pieces.
It is a love letter. A terrifying, tribute to the
sci-fi horror video game genre and you can play it as serious
and terrifying or as a silly goose mode as you want.
Oh yeah we silly gooses out here.
Y'all we do be silly gooses. I think it's really great.
I think. Like there's been so much time
of people trying to get away from video games while playing
tabletop game. Like this is not a video game,
that's really cool to see game. Is it like some games?
Now I can specifically this one like be like no like there's
this very video game inspired and it's like that's a good
thing. Like that's a fun thing.
You know. Like we enjoy those experiences.
Like. Yeah, that's really cool.
I'm glad you're leaning into that.
It makes it seem like it's going to be like a horrifying bunch of
fun. You know?
It's a great time. Yeah, it's really It's
interesting the way that everything I mean, everything
always comes full circle. Like that's just how human
beings exist. Like low rise jeans, they're not
good, don't bring it back, but like, we're already back like
they were, I'm glad it kind of came back and then hopefully,
whatever. I don't care.
I don't look at humans. Anyway, I stayed in my house and
they go to work. But regardless everything is a
circle, right? And so video game design and
game design and even look into something like, for re was such
a fun Circle. It was all butthurt about 40
forever and then like 10 years later, I wouldn't make it all
these games or critiquing 5e and be like, what if it had this is
Miss? And everyone was like, oh that's
just for re. So like, you know, there's this
discourse that tabletop games aren't video games.
And yet video games are really fucking good.
And when you can, we learn many things from video games and
board games and stuff like you can gamify them really really,
really well. You know, just like this.
Yeah. Oh, all games are good.
Pause games are good. That's okay.
Games games as a concept or good, whether that's a video
board or Dice. And I think that it's all to get
a little pretentious all art learns from each other tabletop
games. Art, whether it's good or not is
for a debate. For another time but tabletop
games are art video games are art board games, are art movies,
music, literature, all that stuff.
It's it's really fun and interesting to see the ways that
a medium can grow when things in it.
Have conversations with things out of it.
Make a cross pollination. Yeah.
Yeah, you know I'm sorry because not going space fucked.
Isn't just like, oh, I'm emulating some video game
trappings throughout the text in the actual final version of the
game, I discuss why I've done things, certain ways I go.
Hey, when you're playing this, try to do it this way because x
y z, or if you want to do a different ABC, it's a very much
actually discussing and dissecting the things that I'm
doing in it and the ways that those influences are here, Yeah,
I mean again which is what we talked about before is really
important to communicate in a way how your intent when you
made the game and to put the rules the language in it.
So that the people not only do the players understand it, but
it's kind of naturally ingrained in the way that they play the
game. It'll just kind of fall into
place to play in that intentional way, you know, and I
really like gamified games, you know, I don't I love narrative
games to don't get me wrong. I love this specially laying in
the things like Fiasco or ten candles were.
It's like, really - but I really enjoy gamey games, you know, and
even in Solo games, you know, there's a lot of journaling
games which are very fun. I am just not a fantastic writer
and I prefer the gaming side of it.
So when you look at things like 12 years of marching order
there's more of a gamey feel to it and I really enjoy as you
said this is not a video game emulator at all but I really
like the gamey aspects that you put into it.
It as, you know, the same points and things like that.
It, it's fun, like, it's okay to not be like a reality simulator
if I wanted to be in reality, I would go outside when I want to
play a game, I want to play a game and I know you do a lot of,
really, really fun, interesting things in this game and a lot of
your games that are gay me because it's fun to play the
game in that way and still have the overarching reason.
You want to play the game and story over top of it.
So it's one of the one of the things I say kind of like half
jokingly about gun and Slinger, I was talking, I think I was
talking with my editor on that project and she said to me the
she told me that I've pulled like a really great trick with
this game because it reads on the surface, when you're
marketing it or when you're reading about it, it seems like
it's going to be like a very traditional game but Then you
get in there and no this is a story game actually.
Yeah. I think that there is a balance
between those things and I think that I keep saying this but like
it's good when aspects of a thing or in conversation with
with the things around them because like you were saying
there's a lot of video game, nice stuff in this, take the
save points for example but they don't exist in a vacuum.
Void. It's not just like, yeah,
they're safe points. Whatever have fun with it.
It's there are save points. What does that mean for your
game? What does it mean?
When you take death as a consequence out of the equation
for a tabletop game in this way in this genre?
How do you rationalize it at the table?
Because people like to rationalize things at the table,
when I was designing the game, I did not put a re I don't have a
reason for how or why is Points exist.
And I never, I didn't really intend to put any text about
that as I was designing. It talking with the editor and
talking with playtesters. I realized no.
I should put something in here that encourages people to talk
about that themselves. Yeah, I figure out your rooms
and there's actually like a page about save points and how to use
them at your table and how to talk about them because things
can be very different depending on what you like that.
Oops, the world you're playing it and it shapes the logic of
the world's your plan yet. And we like for those things to
be consistent when we're playing a tabletop game.
So it being a cloning pod that restores you from backup is
completely different than when you die.
It steals your body From Another Dimension and puts your brain in
it. Those are very different things
and they have different implications for the story that
you're going to tell. I think you said before we got
on that when you were playing, you have one character whose
whole thing was that they were like In the safe.
That's right. So one of the playtest I did.
I had a very loose idea for what I wanted the play test or for
what I wanted to say points to be because it's just fun to be
like, okay, when you wake up, you fall out of a vat suspended
from the ceiling. Great.
That's fucking weird. And the player of that playtest
spent their session trying to learn what the fuck.
The deal was with that in a completely shaped the way.
I like, that's not what I was gonna do.
Do I was gonna throw them in a meat grinder and see what
happens. But, we ended up playing like,
more of a mystery. I love that.
That's amazing. Is awesome.
The great direction for your players to like, oh no, this is
the thing a lot pursue now. It's like fuck.
Yeah, let's do it, man. I think I think especially in
your in space, it does that kind of thing.
Well because it's a completely generative game.
Yeah, I I say this all the time, it is low to no prep you.
In fact for our session today. I've done nothing.
See, I don't, I don't know what we're gonna do when we play
today. I know we're going to have fun.
Meanwhile, my session tomorrow, I'm going to plug another stream
my session tomorrow over on the cult.
At +1 exp, I have the full map ready and I have to boss
monsters for them to fight but I don't have I don't have anything
else, I have a map, I have some characters, I don't have
anything else so it is a game that Lends itself really well to
know. I want to do this because it
specifically tells the game Runner the station to not over
plan. Just Go With It.
Talk to you players have fun. You're both playing this game.
Yeah, go with the flow, have fun with it.
That's just such a fun way to play games in general is one of
the things that, you know, I when I wanted to get away from
our tried games again, games more like, They're low prep
rolls light. That was one of the reasons.
It's just like, sure, you know, G and prep.
You can make it fun if you make a game of it in and of itself.
But there are times where I just want to feel like a player you
know and reading through this that the style of play that
you've created and that a lot of games you know the ASR or
whatever create is that you're you're a referee more than
anything. We're like you get to experience
the game the same way. Other people are experiencing
the game and you're just kind of like guiding a little bit of
Like the edge cases and stuff forward, which is such a fun way
as a forever GM to, to play the game.
So it's really exciting that in this kind of game that you've
created that option is, well, not the option.
That is how it's fucking played like that's the game.
So it's really, it's really fantastic.
So this comes out, you said Tuesday.
So for those listening, I don't even know.
Today, is it March 4th? It is, it is March 4th Saturday.
So so this comes out on Seventh and this is going to be on
Kickstarter. I know Donna carbonyl
crowdfunder but this is going to be on Kickstarter specifically.
Yes. So is there anything you can
tell us about the or would like to tell us about the kickstarter
campaign as in you know, what can people expect as far as
potentially previews for like, reward tiers?
Are we talking you know, perfect bounds?
Like what, what can we expect in like three?
Four days. Well, I'm very excited by
everything that we have on this Kickstarter.
This is the largest project that we've done.
It is supposed to be a small project and it turns out it's a
huge project. We have some pretty high goals
for this and to help facilitate that we have a pretty wide range
of rewards and stretch goals. As far as rewards go, you've got
the standards. We've got basic and physical or
digital, and physical PDF, and to perfect bound books.
Every edition of this game is printed as two books, The
station gets a book and the struggle or gets a book, and you
are not supposed to cross read nice to lean into that to lean
into that horror aspect. We want the station to have
access to toys that they can surprise and scare the struggler
with they are. Also we have a hardcover tear
with a special alt foiled covered designed by Cham.
It is so The Ryan tear. It is gorgeous.
We have a limited edition bundle that is the to hardcover books,
it is an ID badge character sheet on a you're in space.
Lanyard is a metal, or it is an enamel pin, it is a set of
limited edition skull-fucked Dice and it is a bundle of
stickers beyond that. There's Make a monster and I'll
run a game for you. So at make a monster, you get
all of the limited edition stuff and you get to make a monster
that goes in the book and at the rent of rain tear, you get all
of that. And I will run a game for you
and one friend so pretty, pretty big.
Pretty huge. Yeah.
And then we have the stretch goals at our first, stretch
goal, which is right or right around like, A thousand we are
going to be releasing later in the year and expansion.
Zine called found Transmissions at its base level, that is going
to have a bunch of stuff that I write.
Mainly we are looking at there's a short story that it's going to
start with that. I'm going to be writing then
there's new Can ex new items, new bosses new set pieces, a
whole new system for things that you can do with the monsters.
And then beyond that, we have three other stretch goals, do
have other Riders, come on. I'm going to tell you their
names and the name of the thing that they are writing.
So we have Christian Sorel coming on for prepare for right
off, we have Raina em coming. On to write mold front and we
have nem writing escape from ICICI 68b and those are all what
I'm calling Mission briefings, which are Adventure and Locale
hybrids. So it's a little bit of setting
and a little bit of set dressing for like, where you are and
what's happened so far. And it's here's two monsters.
Here are some items here, some toys for you to play with, and
some objectives have fun. Additionally, one more thing,
forgot to mention it add-ons, if you don't want to get the full
limited edition thing, some of the components of that are
available as add-ons, like the stickers, the dice in the pain,
but we are also partnering with plus 1.
Exp, for some special hygiene products.
We are doing a beard balm and a lip balm.
The scent is pomegranate Gore. And the beard balm comes with on
the inside of the lid, a monster for you to use in your game.
That's nice cross-pollination right there.
Big fan of that. So I mean the project sounds
what it do you mind if I ask what the base funding level is
for the project. Yeah the base funding goal for
the project is twenty eight thousand four hundred dollars.
Okay so do it so it is a big goal is a lofty goal.
Yeah but the game is, I mean the games.
Basking in the tears sound amazing.
I mean, I've backed water two or three hundred kickstarter's and
these are, you know, it sounds like this is exactly the kind of
thing that I'm a huge fan of as far as kickstarter's.
Go like having a hard cover options, having, you know, the,
the, the different bits and Bobs is so important because physical
things especially of all of that.
Honestly, the thing that I think excited me the most besides
enamel pins because I'm obsessed is Is the the ideal a nerd?
That's the kind of thing, right? Yeah, it's so cool to have like
a physical part of the game. Especially roller got to.
Ya got to play. So super, super excited for that
Kickstarter. Really stoked to see that come
out in a couple of days. I mean, obviously, you know, I
can't not get, you know, the limited tear and was an, if you,
if you want to get the top tier, all you have to do is start a
podcast and to do it for a year, then maybe you can get the
created a come on and play for you anyway.
So we only got that one checked off.
Yeah, you got it. I shouldn't have done this.
There we go. Super excited for that and it's
really great with plus 1 XP. You know, I think you said that.
Also, you're going to be doing the with the cult tomorrow on
plus 1 x p. So if you're listening, make
sure you go check out plus 1 XP. They do a lot of great stuff for
the community and a lot of great game previews.
Exactly. Like we're going to be doing
today so it's a really good time to go over there and check that
out. How do you, how do you feel
about play in the Game. Now what are you?
What are your thoughts on? I don't know really, I don't
actually really like it that much fuck.
Yeah let's do it. Okay yeah so yeah.
So we're just gonna let you let's just fucking hop in.
So listen if you're listening to this episode right now, let's
wear. So if you just go to Kickstarter
and just Google you're in space and everything's fucked and it's
going to be like the first Kickstarter link.
That's popped up. It'll be.
It is in our chat here, which if you're on YouTube, you can't
see. And if you're in podcast player,
You definitely cannot see, but you want to check that out.
Again, it starts on Tuesday, the the seventh and if you're the
quick URL for it is B Da trip. / space fucked B YT.
S dot RI P / space fact, they even even easier.
So you definitely want to check that out.
So if you are watching or listening click the next episode
because Navin is going to be Back.
We're going to be back in just a moment and we are going to play
your in space and everything's fucked.
We are the weekly scroll podcast.
You can find us at all the socials that are linked under
everything that we always do. So, stick around, we'll be right
back.