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Hello and welcome to the Weekly 
Scroll podcast. 

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My Name Is Ryan. 
And I saw Buddha on the road and

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I killed him. 
And with us today we have a 

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special guest that is James 
Pianca of Empty Mountain Nothing

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Can Die. 
How you doing today, James? 

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I'm doing great. 
Thank you so much for having me.

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Yeah. 
Thanks for coming on. 

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Absolutely, yeah. 
So this is as we always do, we 

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talk for like 20 minutes before 
the show starts. 

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We've had great conversation. 
I'm happy to repeat here, but 

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for those that weren't in that 
and might not know James Bianca 

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or Empty Mountain, nothing and 
die Who Who the heck are you, 

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James? 
Hey, thank you. 

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Yeah. 
So I'm a game developer. 

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I've been in the video game 
industry for about 10 years now.

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I started in Tabletop. 
First gig in the field was 

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writing card names and flavor 
texts for Magic the Gathering. 

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You know, I got into the field 
to tell stories right and in 

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this exciting interactive 
context. 

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And I went to my first Game 
Developers Conference, learned 

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very quickly that narrative 
design, this really wonderful 

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new subfield, this combination 
of game design and game writing 

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was really where I wanted to be 
if I wanted to tell stories in a

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way that was particularly 
effective in this medium using 

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its new tool set. 
But then you go out into the 

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industry and narrative design 
chairs tend to really just 

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secretly be screen writing roles
with more Funko pops on your 

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desk. 
And so I learned also somewhat 

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quickly that if I wanted to 
really, you know, cash the check

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that the Narrative Design 
discipline was offering that I 

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had to just go be a real game 
designer. 

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So I'm about 5 or six years into
that path now and I'm back now 

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in Tabletop because it just 
hasn't really been that artful 

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in in video games. 
You know And something I I say 

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on the blog post around like the
the raison d'etre hello hello 

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world post on the site was like,
you know it's been like 10 years

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and I haven't really made a ton 
of what's in my heart because 

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that's not that's not really the
job. 

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Like that's not, that's not the 
nature of employment. 

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You know you you go out and you 
make other people's passion 

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projects and they pay you and 
that's OK. 

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It's that's, you know, we've 
student loans and you can like 

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go be an adult, but at a certain
point I'm just kind of dying 

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inside a little bit. 
I haven't really. 

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I really need to go out and and 
make the stuff that I would be 

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happy to see on my tombstone for
instance. 

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Hell yeah. 
That's very cool. 

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And you have a project out right
now on Zing Quest at Shrines. 

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But but before we get to 
shrines, you you've already or 

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Empty Mountain. 
Nothing. 

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First of all, OK, let's start 
with Empty Mountain. 

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Nothing can die. 
Yeah, tell us about Empty 

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Mountain. 
Nothing can die. 

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Sure. 
Well, it seems like everybody in

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this scene needs to make their 
own little press, right? 

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So Empty Mountain Nothing Can 
Die. 

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Or Empty Mountain Shorthand, you
know, is a very small indie 

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micro press. 
Right now it's just me and the 

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people who agreed to collaborate
with me. 

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I hope to make it expand and and
have it grow. 

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I'm still sort of kind of 
navigating the various schools 

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of thought and philosophies 
within the tabletop scene, and 

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I'm finding myself right now 
very, very likely in a sort of 

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NSR type angle, you know, new 
school Renaissance. 

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I really appreciate a lot of 
what the OSR is doing in terms 

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of its emphasis on really 
minimalist rule sets that enable

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play as this, like really sacred
activity that human beings do at

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tables. 
But then also just like getting 

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out of the way, you know, I 
found like, you know, we've all 

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been playing D&D forever. 
And you know, at a certain point

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you realize that the system, as 
Matt Colville said in recent 

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video, it doesn't really like do
anything like it. 

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It gets you to the table, it 
gets you rolling dice, gets you 

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having conversations. 
But systemically it's not 

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actually encouraging or 
facilitating any particular 

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themes or types of experiences. 
And then Morkborg came out, you 

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know, and I I remember, I 
remember reading Morkborg and 

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being absolutely fucking floored
at just like some of the 

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audacity. 
And it kind of revealed to me it

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was like lifting a rock where I 
was like, I've been playing 

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tabletop games all my life. 
I've been deviating from 5th 

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edition in my own games forever.
Because it's bad. 

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And I mean, it's good, right? 
You know it's good, but like, 

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there are parts of it, no. 
No, that's bad. 

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You can say, OK, you're good. 
OK, great. 

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Thank you. 
Yeah. 

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I don't want to alienate any 
listeners, you know, we've all 

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played a lot of D&D, but I do 
think if. 

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Anyone actually listens to this 
show. 

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Trust me, they have been 
alienated long ago. 

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Right. 
We all owe it a lot, let's say, 

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you know? 
But but turns out there's been 

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like 40 years of people 
identifying its problems and 

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stepping it beyond them in their
own designs. 

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And so Morkboard really just 
revealed to me the existence of 

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this, like, churning sea of 
interesting design ideas. 

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And I was like, oh, shit, OK, 
cool. 

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So like this, that's, that's 
where that's where this needs to

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happen. 
That's where this needs to be 

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done. 
So Empty Mountain is, you know, 

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it's it's probably going to have
a kind of an art house, art 

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house vibe, you know? 
I love that. 

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Well, thank you. 
Yeah, I was listening. 

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I listened to your your episode 
with games Omnivorous and I feel

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a lot of aesthetic and sort of 
philosophical kinship with them.

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I think they're doing really 
awesome work. 

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I really like designers like 
Everest Pipkin. 

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I think they're doing really 
also really interesting 

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theoretical work and and so you 
know, I I can't promise where 

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the what the press will put out 
what the nature of the work will

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be over time. 
I can only say that right now 

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I'm interested in releasing 
really minimalist, minimalist, 

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narrative driven systems that 
spotlight what the human brain 

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does naturally. 
You know, I think, I think 

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tabletop role-playing games as 
opposed to something like video 

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games are are these these 
stages, these venues for human 

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creativity and everything like 
systems and and art and lore. 

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These are all just set dressing 
to help us perform in the 

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moment. 
And so I'm interested in a lot 

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of productive design and kind of
pairing away the chaff that that

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you know like asking AGM to pour
through pages and pages of lore 

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so that they can internalize it 
and then spontaneously and and 

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like sincerely kind of deploy 
that the all that nuance in the 

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moment. 
I think that's a lot to ask. 

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And it it's also not really the 
right thing to ask. 

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Like like people run games. 
You know for many reasons. 

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But the the one that I find most
interesting, the one that is for

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me is to be creative and to and 
to to actually make those 

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creative decisions myself and to
and to to render this world for 

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players. 
And I think that a lot of the 

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design writing in spaces like 
the OSR and the NSR is really 

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attractive because it doesn't. 
As Jared Sinclair of of SPEAR, 

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which says in one of his essays,
it does not chew your food for 

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you. 
My God, could we have a 10 hour 

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conversation about? 
Everything that you just said, I

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had to put a really big pin in 
that one. 

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Yeah, 'cause that's that's just 
the model, it doesn't end. 

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No. 
Yeah. 

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No. 
Trust me, we've had many of 

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those same brief things here. 
So I don't write things down. 

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And I wrote down like half a a a
thing already about this to to 

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start. 
I guess as soon as you started 

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talking about Empty Mountain, my
mind immediately went two games.

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I'm nervous and I and then you 
immediately said it does feel 

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like your goals for it really 
align with a lot of stuff that 

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Geo is doing. 
Also Geo like games, fantastic 

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people, fantastic stuff. 
If you don't know them, please 

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go check them out. 
But it's interesting that you 

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specifically called out Mark 
Board cuz I feel like that kind 

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of lifting the rock and seeing 
something else is something that

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a lot of people in this space 
had a similar kind of it's. 

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The Allegory of The Cave. 
Yeah, people, people really 

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realize that there's more that 
you can do with games with not 

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only with layout, with design, 
with rule sets, with everything 

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for it. 
And it was just such a great 

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game in the way that they hit 
all of those things and opened 

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up all of those doors for 
people. 

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It's really interesting and and 
gosh, I'm, I'm just going to 

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cross one or two of these off so
that we actually get the things 

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that we need to talk about. 
But also just Five East versus 

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what you're talking about now 
it's, I only say this because I 

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recently talked to somebody 
about this as well. 

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Just the concept of a kind of 
split in generally the way that 

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people like to play games, 
right. 

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In that I feel like there's 
obviously millions of people 

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that play 5 E They're very happy
with the way it works in that 

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they're very happy to be kind of
like brought through a story 

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that someone else is telling 
them and then and people are and

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that's fine. 
And I'm getting much more. 

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OK. 
Not complaining about that a 

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lot. 
If that is the joy that people 

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find, that's fine. 
But I think we're all here on 

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the show aligned with. 
We don't like that. 

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I I like feeling exactly what 
you're talking about, exactly 

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what you want to do with games. 
And that is actually creating 

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something and feeling like I'm 
doing something that I'm in 

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charge of the actions and 
consequences that that I that 

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are in front of me, you know? 
Yeah, I think the role of the 

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designer is is different and 
interesting in this space. 

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It's one of the things, one of 
the reactions that you might 

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have when you're discovering the
space is you're like looking 

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through an RPG book and you're 
like, is this it? 

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You know, it feels 
underwhelming. 

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You're like, this is not enough 
here. 

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There aren't any rules or 
mechanics or or weird 

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mathematical trickery. 
And that's, that's the point. 

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And I think that's the maturity 
of the designer is to realize 

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that like, oh, I don't actually 
have to deploy all this effort. 

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Yeah, like, you know, in a way 
that is actually ultimately just

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kind of self-serving. 
You know, it's just like I'm 

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trying to impress upon you my 
acumen as a designer. 

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That's not interesting. 
That's not what people that 

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actually take something from 
from the players. 

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And so it's a very 
counterintuitive design journey 

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that I think we go on when we 
when we embrace these 

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principles. 
I also think it's a matter of 

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who you're making it for as 
well. 

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When you pull out a lot of the 
like, not subtext, but a lot of 

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the hand holding like that 
becomes something for a a person

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who is more familiar with like 
this space and like creating 

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your own narrative and filling 
their own gaps, which I don't 

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think there's anything bad 
about. 

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I think that's good. 
But you have to. 

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That's the question you kind of 
have to ask. 

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Yeah, for sure. 
And like to all the people 

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playing D&D and having a great 
time, I I never want to yuck 

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anybody's Yum. 
I think that's really, really 

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important. 
James They're not. 

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Sure. 
OK. 

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Right, right. 
You're right. 

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But if they were, I would 
hypothesize that their yummy is 

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a little yuckier than they are 
being honest with themselves 

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about, and then it could be 
yummier still. 

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Yeah, to that same exact point, 
If you are aware that that is 

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what you like and you are aware 
that something else is out there

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and you still like it, more 
power to you. 

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It's more of the the concept 
that like 5 E really tries to 

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insulate its players in the 
context of like, oh you want to 

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play space game, just do 5E in 
space versus like going and 

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finding something like that in 
space. 

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You know, a lot of it comes down
to just the amount of 

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scaffolding people need to play 
play their game. 

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And 5E is an extremely 
scaffolded system where like 

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every aspect of it is like it. 
It's handed to you and you need 

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all of these like training 
wheels and like definitive 

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things to to play it. 
Whereas a lot of the OSR, NSR 

227
00:11:48,760 --> 00:11:53,760
spaces like pull a lot of that 
scaffolding away and starting 

228
00:11:53,760 --> 00:11:56,120
with something like 5 EA game 
that has a lot more of that 

229
00:11:56,120 --> 00:11:59,000
scaffolding And then moving to 
the OSR space is great because 

230
00:11:59,000 --> 00:12:01,280
you've learned what you need to 
learn and you don't need it 

231
00:12:01,280 --> 00:12:02,840
anymore. 
So sometimes it's hard for 

232
00:12:02,840 --> 00:12:06,040
people to get directly into OSR 
and NSR because they don't have 

233
00:12:06,040 --> 00:12:09,200
that initial scaffolding. 
But for us that as you begin 

234
00:12:09,200 --> 00:12:12,040
your teaching HRPG journey once 
you need that scaffolding to 

235
00:12:12,040 --> 00:12:15,240
fall away, like that's the space
that we're talking about now 

236
00:12:15,280 --> 00:12:16,840
and. 
Absolutely, yeah. 

237
00:12:17,440 --> 00:12:18,920
And like, I don't even 
necessarily have anything 

238
00:12:18,920 --> 00:12:21,800
against scaffolding. 
We might release some games that

239
00:12:21,800 --> 00:12:25,800
are more heavily scaffolded. 
I just hope they scaffold you in

240
00:12:25,800 --> 00:12:30,000
the right direction. 
And my conjecture is that 5th 

241
00:12:30,000 --> 00:12:32,920
Edition, as it as Dungeons and 
Dragons as a franchise, 

242
00:12:32,920 --> 00:12:35,720
developed and became more 
important to Hasbro. 

243
00:12:36,800 --> 00:12:40,680
I don't really hold anything 
against the the designers of the

244
00:12:40,680 --> 00:12:44,160
later editions because I think 
they had really difficult goals,

245
00:12:45,480 --> 00:12:47,720
just like difficult product 
goals that their designs had to 

246
00:12:47,720 --> 00:12:50,840
serve. 
D&D began as a, you know, as a 

247
00:12:50,840 --> 00:12:54,440
dungeon crawler heavily focused 
on a very specific style of 

248
00:12:54,440 --> 00:12:57,720
play, a specific tone, and the 
rules are there to support and 

249
00:12:57,720 --> 00:13:01,360
facilitate those interactions, 
but that's just not what it is 

250
00:13:01,360 --> 00:13:03,960
anymore. 
It became just kind of a loose 

251
00:13:04,160 --> 00:13:08,920
catch all narrative game where 
people are very invested in 

252
00:13:08,920 --> 00:13:11,280
their characters, back stories 
and it would be inappropriate 

253
00:13:11,280 --> 00:13:12,800
for them to die and blah blah 
blah. 

254
00:13:13,840 --> 00:13:17,120
The OC generator, yeah. 
Yeah, so if you want that, if 

255
00:13:17,120 --> 00:13:19,040
you want that kind of game, I 
think there are better 

256
00:13:19,040 --> 00:13:20,720
scaffolds. 
There are better systems to 

257
00:13:20,720 --> 00:13:22,560
facilitate that kind of 
narrative exchange. 

258
00:13:22,720 --> 00:13:25,640
If you want a dungeon crawler, 
there are still better systems 

259
00:13:26,200 --> 00:13:28,080
to go play. 
So I just don't know what 5E is 

260
00:13:28,080 --> 00:13:31,040
for anymore, you know? 
And I think it's it's, yeah. 

261
00:13:31,040 --> 00:13:34,120
So it's, it's OK if like we can 
make things that are for 

262
00:13:34,120 --> 00:13:36,360
something specifically. 
I think we have to. 

263
00:13:36,360 --> 00:13:38,160
I think if you make something 
for everyone, you make something

264
00:13:38,160 --> 00:13:41,960
for no one categorically. 
And so if as long as you know 

265
00:13:41,960 --> 00:13:44,720
who it's for, right, then you 
can make something for them and 

266
00:13:44,720 --> 00:13:48,000
it can be scaffolded as long as 
that's what's appropriate for 

267
00:13:48,000 --> 00:13:49,880
the type of experience you're 
trying to create. 

268
00:13:49,880 --> 00:13:53,400
Yeah. 
Well, you know, I mean, 5E is is

269
00:13:53,400 --> 00:13:56,040
like everything. 
It's a fandom and it has gone 

270
00:13:56,040 --> 00:13:59,800
from a game to a lifestyle 
brand, and people don't know how

271
00:13:59,800 --> 00:14:02,800
to separate their pair of social
lifestyle brands from the their 

272
00:14:02,800 --> 00:14:04,320
actual identity as a human 
being. 

273
00:14:04,320 --> 00:14:08,600
So anyway, Empty Mountain has 
already put out a game, right? 

274
00:14:08,600 --> 00:14:11,040
Shrines will be the the second 
game that it's actually 

275
00:14:11,040 --> 00:14:13,120
underneath the press, the first 
one being Sanctum. 

276
00:14:13,840 --> 00:14:15,320
Correct. 
Well, almost correct. 

277
00:14:15,320 --> 00:14:16,640
Shrines is not technically a 
game. 

278
00:14:16,800 --> 00:14:20,320
Shrines is a system mutual 
source book for many games, any 

279
00:14:20,320 --> 00:14:22,880
game that is engaging with the 
sacred as a theme. 

280
00:14:23,240 --> 00:14:26,640
This makes it simultaneously 
more flexible and less appealing

281
00:14:26,640 --> 00:14:30,160
to everyone because it doesn't 
like, doesn't have a rule set 

282
00:14:30,160 --> 00:14:32,600
inside of it. 
It actually asks you and this is

283
00:14:33,200 --> 00:14:36,240
sort of a lack of clarity on my 
part that I, I'm a lot of my 

284
00:14:36,240 --> 00:14:39,640
messaging is going to correct 
now is that like it's it's 

285
00:14:39,640 --> 00:14:41,280
saying very specifically to game
masters. 

286
00:14:41,280 --> 00:14:45,840
It's saying embed these in your 
world expressing their mechanics

287
00:14:45,840 --> 00:14:49,680
in your system period. 
Whatever that system may be. 

288
00:14:49,680 --> 00:14:53,560
You know, because I trust you as
a game master, an intelligent 

289
00:14:53,560 --> 00:14:57,160
human being making, you know 
intentional, purposeful 

290
00:14:57,160 --> 00:15:00,480
decisions about rules narrative 
and and and tone. 

291
00:15:01,000 --> 00:15:03,040
You're going to do what? 
You're going to do that anyway, 

292
00:15:03,360 --> 00:15:04,840
right? 
So you're just, you're like, I 

293
00:15:04,840 --> 00:15:07,880
think any experienced reader in 
this medium is ultimately just 

294
00:15:07,880 --> 00:15:09,520
like if they're in a bookstore 
and like flipping through a 

295
00:15:09,520 --> 00:15:10,920
book, like, do I want to buy 
this or not? 

296
00:15:11,160 --> 00:15:13,160
I want for me, Let's I'll speak 
for myself here. 

297
00:15:13,160 --> 00:15:16,080
Anecdotally, I'm looking for 
actionable ideas, and if they 

298
00:15:16,080 --> 00:15:18,160
were bolded, that would be nice,
so they could jump off the page 

299
00:15:18,160 --> 00:15:21,760
and I could see exactly what the
kernel of novelty is in a given 

300
00:15:21,760 --> 00:15:24,400
design. 
That is useful to me as an 

301
00:15:24,400 --> 00:15:27,360
artist, as a as a creator and a 
world builder who is going to 

302
00:15:27,360 --> 00:15:31,320
take it and repurpose it to my 
own personal needs anyway, 

303
00:15:31,520 --> 00:15:33,080
right? 
So the whole philosophy behind 

304
00:15:33,080 --> 00:15:35,040
shrines and we'll get the second
in a second. 

305
00:15:35,040 --> 00:15:37,760
I'm really sorry this is off 
topic, but the philosophy behind

306
00:15:37,760 --> 00:15:42,480
shrines here that I I could have
and will now do a better job of 

307
00:15:42,560 --> 00:15:47,600
of elucidating is that I don't 
want to chew your food for you. 

308
00:15:47,960 --> 00:15:51,880
I want to give you exactly what 
you need, no more and no less. 

309
00:15:51,880 --> 00:15:55,200
No, no superfluous crunch, no 
superfluous fluff. 

310
00:15:55,280 --> 00:15:58,800
Just the actionable idea, the 
kernel of novelty with a 

311
00:15:58,800 --> 00:16:01,600
beautiful illustration. 
You know, to to back it up and 

312
00:16:01,600 --> 00:16:04,320
to sell you atmosphere and tone 
and really bring you in and give

313
00:16:04,320 --> 00:16:07,040
you all of the sort of like kind
of like emotional meta 

314
00:16:07,040 --> 00:16:10,000
information that you would need 
to make use of that novelty 

315
00:16:10,000 --> 00:16:13,920
yourself. 
Yeah, you put a lot of trust in 

316
00:16:13,920 --> 00:16:17,080
human beings who are, on the 
whole, fucking stupid so. 

317
00:16:17,200 --> 00:16:19,000
Yeah, I think it's a mistake 
maybe. 

318
00:16:20,120 --> 00:16:23,200
No, it's fantastic. 
I mean, I love the idea of the 

319
00:16:23,200 --> 00:16:26,200
project. 
Like I said, well, let's wind it

320
00:16:26,200 --> 00:16:28,440
back for just a second because 
once we start trying, we're 

321
00:16:28,440 --> 00:16:32,160
going to go for a while. 
But Sanctum Sanctum already 

322
00:16:32,160 --> 00:16:34,920
exists. 
And for those who want to get 

323
00:16:34,920 --> 00:16:39,400
into the empty mountain early, 
because I feel like if your 

324
00:16:39,400 --> 00:16:43,200
vision happens, we're gonna 
we're we're looking at something

325
00:16:43,200 --> 00:16:45,400
that is striving for you know 
the next games. 

326
00:16:45,400 --> 00:16:47,000
I'm nervous. 
Kind of like art house press 

327
00:16:47,000 --> 00:16:49,040
idea, which I'm super excited 
for. 

328
00:16:49,400 --> 00:16:50,640
I'm very kind of what. 
Thank you. 

329
00:16:51,600 --> 00:16:54,160
But what is? 
What is Sanctum, since this was 

330
00:16:54,160 --> 00:16:56,680
the first thing that kind of 
represents you that you decided 

331
00:16:56,680 --> 00:16:57,960
to put out? 
Yeah. 

332
00:16:57,960 --> 00:17:02,680
So Sanctum is pretty directly 
inspired by the ground itself, 

333
00:17:02,680 --> 00:17:07,200
by Everest Pipkin, which is a 
collaborative storytelling world

334
00:17:07,200 --> 00:17:12,359
building game where everybody 
sort of in a collectively shares

335
00:17:12,640 --> 00:17:16,640
authorship over a setting over a
longer, a long period of time. 

336
00:17:17,520 --> 00:17:19,920
It's got a couple components, 
you know, use like a deck of 

337
00:17:19,920 --> 00:17:22,200
playing cards to answer prompts,
which you look up in the book. 

338
00:17:22,440 --> 00:17:25,319
And So what Sanctum is doing is,
is making a couple couple 

339
00:17:25,319 --> 00:17:27,680
changes on that. 
It's first of all getting a 

340
00:17:27,680 --> 00:17:30,320
little more specific. 
It's saying this is about 

341
00:17:30,600 --> 00:17:34,360
dungeons, dungeons as a theme. 
We all understand what a dungeon

342
00:17:34,360 --> 00:17:37,000
is. 
I'm going to try to verbatim 

343
00:17:37,000 --> 00:17:38,240
quote myself in the 
instructions. 

344
00:17:38,240 --> 00:17:42,440
It says like a dungeon can be 
any enclosed dangerous space 

345
00:17:42,680 --> 00:17:45,640
into which outsiders might 
venture venture for personal 

346
00:17:45,640 --> 00:17:48,240
gain. 
That's my working definition of 

347
00:17:48,240 --> 00:17:50,080
a dungeon. 
I they could be they could be 

348
00:17:50,080 --> 00:17:52,200
open air theoretically, but I 
think they would need some 

349
00:17:52,200 --> 00:17:53,960
enclosure otherwise. 
We're just talking about 

350
00:17:54,080 --> 00:17:56,040
sandbox, you know. 
I think we get our words have to

351
00:17:56,040 --> 00:17:59,000
mean something, you know so but 
they can be a tower, you know. 

352
00:17:59,000 --> 00:18:00,720
It could be a cave, it could be 
a tomb, doesn't matter. 

353
00:18:02,040 --> 00:18:08,200
And it is basically just a 
template for conversation. 

354
00:18:08,480 --> 00:18:11,360
It's really just a series of 
prompts and some barely there 

355
00:18:11,360 --> 00:18:16,960
rotation rules that say, OK, 
here are the here's some 

356
00:18:16,960 --> 00:18:22,040
curated, heavily analyzed 
pillars as prompts of what a 

357
00:18:22,040 --> 00:18:24,840
dungeon is and what makes it 
interesting inside of it. 

358
00:18:24,840 --> 00:18:27,560
So you move through three acts 
over the course of the game as 

359
00:18:27,560 --> 00:18:29,680
if you were doing, you know, 
narrative arcs in a story. 

360
00:18:29,680 --> 00:18:32,440
They don't really map onto the 
the Aristotelian curve 

361
00:18:32,480 --> 00:18:34,760
correctly, but like, there's 
three arcs. 

362
00:18:34,760 --> 00:18:38,080
So the first one is the dungeon 
itself, where the player, the 

363
00:18:38,280 --> 00:18:42,360
players, define the features, 
the aspects of that dungeon that

364
00:18:42,520 --> 00:18:45,840
give it its identity. 
And so the the those prompts 

365
00:18:45,840 --> 00:18:50,080
here for clarity are the site, 
the site itself, the place, the 

366
00:18:50,080 --> 00:18:52,920
prize, the thing inside it 
that's worth risking your life 

367
00:18:52,920 --> 00:18:56,000
to retrieve. 
And the Guardian, because 

368
00:18:56,000 --> 00:18:58,640
there's a boss battle, right? 
Got to be in dungeons. 

369
00:18:58,640 --> 00:18:59,960
Yeah. 
Just thematically, 

370
00:18:59,960 --> 00:19:01,880
conventionally, we all, we all 
want a boss battle here. 

371
00:19:01,880 --> 00:19:04,200
So we identify these three 
things and then there's sort of 

372
00:19:04,200 --> 00:19:07,560
an expansion. 
It's not DLC, but like we 

373
00:19:07,560 --> 00:19:11,320
literally like a moment afforded
to the players after the 

374
00:19:11,320 --> 00:19:14,320
original definitions of 
expanding each other's ideas. 

375
00:19:14,320 --> 00:19:17,160
You may not talk about something
that you you may not expand upon

376
00:19:17,160 --> 00:19:19,560
an idea that you yourself 
offered, and you may, and you 

377
00:19:19,560 --> 00:19:23,560
ideally want to prioritize 
details that nobody has expanded

378
00:19:23,560 --> 00:19:25,080
upon yet. 
So this is all really 

379
00:19:25,080 --> 00:19:27,880
deliberate. 
I don't want there to be any 

380
00:19:27,880 --> 00:19:30,520
sense of, like personal 
ownership and the implied 

381
00:19:30,520 --> 00:19:32,880
competition that would happen in
the conversation. 

382
00:19:32,880 --> 00:19:36,280
It's not like So one person's 
like I define the prize and 

383
00:19:36,280 --> 00:19:38,880
therefore I'm like, wedded to 
it, and its fate matters more to

384
00:19:38,880 --> 00:19:40,120
me than it might to my other 
players. 

385
00:19:40,120 --> 00:19:42,360
No, you define the prize and 
somebody else makes fun of it or

386
00:19:42,600 --> 00:19:46,280
embellishes it, you know? 
So it's like the yes and improv 

387
00:19:46,720 --> 00:19:49,520
attitude is really important 
here where we allow players to 

388
00:19:49,520 --> 00:19:52,720
kind of go through it. 
Second act is we define the 

389
00:19:52,720 --> 00:19:55,880
party, the intruders, who's 
going to go get this, who are 

390
00:19:55,880 --> 00:19:58,280
they, what's interesting about 
them and how do they prepare? 

391
00:19:58,440 --> 00:19:59,640
Right. 
So we get we start to set the 

392
00:19:59,640 --> 00:20:02,160
scene and the last step, how do 
we prepare implies the third 

393
00:20:02,160 --> 00:20:04,000
act, which is the actual 
adventure itself. 

394
00:20:04,000 --> 00:20:05,800
And this is, there's a a bit of 
a. 

395
00:20:07,720 --> 00:20:10,480
A change in kind here where all 
of a sudden now we're talking 

396
00:20:10,480 --> 00:20:11,960
about a narrative. 
Before we were doing world 

397
00:20:11,960 --> 00:20:13,000
building. 
It was expository. 

398
00:20:13,000 --> 00:20:15,280
We were like, OK, here's like 
the scenery, right? 

399
00:20:15,520 --> 00:20:18,200
It's all kind of static and 
frozen in time and we're 

400
00:20:18,200 --> 00:20:20,600
defining that moment. 
But now time is going to 

401
00:20:20,600 --> 00:20:22,760
progress linearly. 
So over the course of act three,

402
00:20:23,000 --> 00:20:24,840
they we actually go through the 
dungeon. 

403
00:20:24,920 --> 00:20:29,120
And so there's the approach, the
complication and the resolution.

404
00:20:29,400 --> 00:20:33,880
And I'll stop talking, I think. 
But I do want to talk, I think. 

405
00:20:33,960 --> 00:20:35,560
No, keep going. 
No. 

406
00:20:35,560 --> 00:20:36,040
You sure? 
OK. 

407
00:20:36,040 --> 00:20:38,360
Yeah, totally. 
OK Well, the complication part, 

408
00:20:38,360 --> 00:20:40,400
I think is the most interesting 
here because it's the most 

409
00:20:40,400 --> 00:20:42,560
editorial moment in the entire 
design. 

410
00:20:43,040 --> 00:20:45,880
For the most part, Sanctum is 
saying here's what dungeons are 

411
00:20:45,880 --> 00:20:48,600
structurally, and here is like 
the shape of the sandbox. 

412
00:20:48,600 --> 00:20:52,520
I want you to be able to very 
deliberately replay this over 

413
00:20:52,520 --> 00:20:54,480
and over and over again with 
different people with different 

414
00:20:54,480 --> 00:20:58,760
ideas, and for the dungeons to 
be very different. 

415
00:20:58,760 --> 00:21:00,320
I want it to be a generative 
system. 

416
00:21:00,360 --> 00:21:03,520
It's a it is a generative 
replayable system for creating 

417
00:21:03,520 --> 00:21:05,560
content. 
And you might then come up with 

418
00:21:05,560 --> 00:21:08,440
a cool dungeon with your friends
and then run a like flesh it out

419
00:21:08,440 --> 00:21:13,040
and actually go run, you know, 
mark board or D&D or something 

420
00:21:13,040 --> 00:21:14,800
in it. 
You know it's a, it's a, it's a 

421
00:21:14,800 --> 00:21:18,640
like a scene generator. 
But something different happens 

422
00:21:18,680 --> 00:21:22,600
in Act three, specifically in 
Step 2, the complication, which 

423
00:21:22,600 --> 00:21:26,280
is where as a design, it says 
sort of ideologically, it says 

424
00:21:26,480 --> 00:21:30,640
something's going to go wrong. 
Structurally, you must define a 

425
00:21:30,640 --> 00:21:35,600
set back, because setbacks are a
really important part of that 

426
00:21:35,880 --> 00:21:38,640
Aristotelian curve, which is not
the only way to tell the story, 

427
00:21:38,640 --> 00:21:40,240
but it is the main one that we 
do in the West. 

428
00:21:40,520 --> 00:21:45,600
And there is a part such as the 
entire movie, The Empire Strikes

429
00:21:45,600 --> 00:21:47,840
Back. 
You know, when shit goes wrong. 

430
00:21:48,000 --> 00:21:50,840
You know, we set up, we, we we 
meet our characters, we learn 

431
00:21:50,840 --> 00:21:53,080
their goals, we set them off on 
their path. 

432
00:21:53,080 --> 00:21:54,800
We have the inciting incident. 
Everything gets exciting. 

433
00:21:54,920 --> 00:21:58,920
There's a big set back that 
follows to earn the the climax 

434
00:21:58,920 --> 00:22:00,320
and the ultimate cathartic 
victory. 

435
00:22:00,520 --> 00:22:07,000
And so I contend that this is 
essential to a good story in 

436
00:22:07,000 --> 00:22:09,360
that format. 
And so if we are doing that, if 

437
00:22:09,360 --> 00:22:13,040
we are telling a story 
structurally, we should really 

438
00:22:13,040 --> 00:22:16,600
make space for and actually 
formalize a set back. 

439
00:22:17,080 --> 00:22:19,640
This is also important for 
players to be like oh, to to 

440
00:22:19,640 --> 00:22:21,880
remind them again that we're not
wedded to these characters. 

441
00:22:22,000 --> 00:22:25,000
It's it's a totally interesting 
story for the dungeon run to 

442
00:22:25,000 --> 00:22:27,880
fail. 
You know, if you have a TPK and 

443
00:22:27,880 --> 00:22:31,680
everybody's dead. 
And the resolution of the run is

444
00:22:31,680 --> 00:22:34,320
that as one of the one of the 
examples in the book that the 

445
00:22:34,640 --> 00:22:37,240
guardian mounts all of the 
intruders heads on spikes 

446
00:22:37,240 --> 00:22:38,760
outside of the dungeon as 
badass. 

447
00:22:38,760 --> 00:22:42,080
Good job, cool story. 
You know that We don't have to 

448
00:22:42,080 --> 00:22:44,280
win. 
The objective is different for 

449
00:22:44,280 --> 00:22:45,240
gameplay. 
We're not. 

450
00:22:45,280 --> 00:22:48,040
It's not actually an RPG. 
You're not playing a role. 

451
00:22:48,040 --> 00:22:51,320
No. 
No player is in the driver's 

452
00:22:51,320 --> 00:22:56,160
seat of a of a hero and playing 
out a heroic power fantasy. 

453
00:22:56,400 --> 00:22:59,760
The objective is to tell a good 
story, and sometimes those end 

454
00:22:59,760 --> 00:23:02,960
in failure. 
Yeah, I really. 

455
00:23:02,960 --> 00:23:05,400
So when I first got this one of 
the very first thing, and I 

456
00:23:05,400 --> 00:23:07,640
think I said to Hunter 2, it 
reminds me a little bit, have 

457
00:23:07,640 --> 00:23:10,880
you ever played Archipelago? 
That's a board game, right? 

458
00:23:11,720 --> 00:23:15,640
No, it's like a it's a 
generative kind of storytelling 

459
00:23:15,640 --> 00:23:18,640
this, but it reminded me of the 
same kind of vibes as like 

460
00:23:18,840 --> 00:23:21,440
Microscope or Archipelago. 
And I absolutely love those 

461
00:23:21,440 --> 00:23:25,120
games where you exactly like you
said, kind of write this story. 

462
00:23:25,120 --> 00:23:29,520
But I really love the way that 
it was applied into the 3X and 

463
00:23:29,520 --> 00:23:32,480
directly specifically to like 
dungeon design storytelling, 

464
00:23:32,480 --> 00:23:35,400
right? 
And it's really cool. 

465
00:23:35,400 --> 00:23:38,400
And I love the idea that you 
have where you could get to like

466
00:23:38,400 --> 00:23:40,960
Step 2 and be like, right, let's
play now, like let's play this 

467
00:23:40,960 --> 00:23:43,240
world. 
So it's nice that not only is it

468
00:23:43,240 --> 00:23:45,640
a system where you can sit 
around and play with your 

469
00:23:45,640 --> 00:23:47,880
friends, but you can also use it
to generate other things, which 

470
00:23:47,880 --> 00:23:50,680
is nice and like a little a six.
You're going to get like a lot 

471
00:23:50,680 --> 00:23:52,160
more than you think out of like 
what? 

472
00:23:52,160 --> 00:23:56,560
Like the 20 ish pages or less. 
So it it it's a neat thing and 

473
00:23:56,600 --> 00:24:02,440
it's it's really interesting for
the first kind of thing that 

474
00:24:02,440 --> 00:24:06,480
you're putting out as your press
to be this like OK clearly we're

475
00:24:06,480 --> 00:24:10,360
gonna be leading into narrative.
We're gonna be leading into this

476
00:24:10,360 --> 00:24:13,800
specific type of design away 
from some type of heavy 

477
00:24:13,800 --> 00:24:15,240
mechanical thing. 
Right. 

478
00:24:15,400 --> 00:24:17,880
Yeah. 
To be to be clear we might put 

479
00:24:17,880 --> 00:24:23,200
out a heavy mechanical thing you
know some of the like I am a 

480
00:24:23,200 --> 00:24:27,240
systems designer in my day job 
so I like mechanical things. 

481
00:24:27,800 --> 00:24:31,840
I am just removing them 
mechanically like as a mechanic.

482
00:24:31,840 --> 00:24:35,240
I'm like pairing those back for 
these kinds of designs with the 

483
00:24:35,240 --> 00:24:36,800
press might do other stuff in 
the future. 

484
00:24:36,800 --> 00:24:38,880
But right now I'm I'm very 
interested in this kind of stuff

485
00:24:39,080 --> 00:24:41,160
but I do want to I do want to 
drill a little deeper on your 

486
00:24:42,400 --> 00:24:46,200
your noting of its size. 
So a six, as a format as like a 

487
00:24:46,200 --> 00:24:51,000
as a as a, you know, a size of a
book is very purposeful and 

488
00:24:51,000 --> 00:24:53,520
interesting. 
One of the design goals for this

489
00:24:53,520 --> 00:24:55,360
game, and I think this is 
absolutely this will always be 

490
00:24:55,360 --> 00:24:57,400
100% everything every mountain 
does will always do this. 

491
00:24:57,400 --> 00:24:58,320
I think this is really 
important. 

492
00:24:58,600 --> 00:25:02,400
Playability or accessibility I 
think is just absolutely 

493
00:25:02,400 --> 00:25:05,080
essential. 
If you ask like to reference D&D

494
00:25:05,080 --> 00:25:07,920
again, if you ask the Dungeon 
Master to buy all the books and 

495
00:25:08,040 --> 00:25:10,080
do a preposterous amount of 
reading and prep, the 

496
00:25:10,080 --> 00:25:12,280
playability of your game is 
very, very low. 

497
00:25:13,600 --> 00:25:18,320
Very fucking low, you know. 
And so A6 means it fits in your 

498
00:25:18,320 --> 00:25:19,960
pants. 
Let's say it fits in your back 

499
00:25:19,960 --> 00:25:22,200
pocket. 
It's a back pocket, exactly. 

500
00:25:22,200 --> 00:25:24,720
You can bust that shit out on 
and this is something that, like

501
00:25:24,880 --> 00:25:27,160
Exalted Funeral took this line 
of copy and put it at the top of

502
00:25:27,160 --> 00:25:28,760
the store page. 
They like Big Orange Font 

503
00:25:28,760 --> 00:25:30,680
because they agree that this is 
the selling point. 

504
00:25:30,880 --> 00:25:34,000
It was designed for bonfire 
circles, car rides, and 2nd 

505
00:25:34,000 --> 00:25:38,240
bottles of wine. 
I want to ambush my friends with

506
00:25:38,240 --> 00:25:41,160
this game when we're all a 
little drunk and feeling loose 

507
00:25:41,160 --> 00:25:44,760
and creative, and I want it to 
be such a simple system. 

508
00:25:44,760 --> 00:25:47,480
It's very important that the 
that the systems be be so simple

509
00:25:47,480 --> 00:25:50,760
and accessible that the 
facilitator, character player, 

510
00:25:50,760 --> 00:25:52,800
which is an optional role, you 
don't need that. 

511
00:25:53,680 --> 00:25:57,560
It can have just read the book 
one time and literally be like, 

512
00:25:57,560 --> 00:26:00,360
OK, we're sitting in a circle, 
your player 123, what does the 

513
00:26:00,360 --> 00:26:04,160
site go, you know, And now we're
playing like just off off the 

514
00:26:04,160 --> 00:26:06,720
bat. 
That's very, very important 

515
00:26:06,720 --> 00:26:11,560
because we're all adults. 
We all live in the age of the 

516
00:26:11,560 --> 00:26:15,640
inchitified Internet, so our 
brains are broken and it's 

517
00:26:15,640 --> 00:26:18,040
really hard to like, actually 
get together in person. 

518
00:26:18,040 --> 00:26:21,800
And it's just anything we can do
as designers to remove obstacles

519
00:26:21,800 --> 00:26:25,400
to people actually playing the 
game is, you know, that's 

520
00:26:25,400 --> 00:26:32,040
mission critical. 
I mean, absolutely in it's it's 

521
00:26:32,040 --> 00:26:34,520
interesting when you think about
that and the number of games 

522
00:26:34,520 --> 00:26:37,640
that I've chosen not to get. 
I don't understand people That, 

523
00:26:37,640 --> 00:26:40,200
And again, to each their own. 
I love quality. 

524
00:26:40,200 --> 00:26:42,840
Like, you know, qualifiers I 
think are really important in 

525
00:26:42,840 --> 00:26:44,880
this space because so many 
people don't use them and act as

526
00:26:44,880 --> 00:26:47,160
if they're an authority in a 
space when it's really just a 

527
00:26:47,160 --> 00:26:49,520
personal opinion. 
So in my personal opinion, when 

528
00:26:49,520 --> 00:26:52,800
I see a book that like, touts 
the fact that it's 500 pages, 

529
00:26:52,800 --> 00:26:55,000
I'm like, I don't, I personally 
don't see it as a good thing. 

530
00:26:55,000 --> 00:26:57,480
I'm never going to fucking read 
it, never going to fucking read 

531
00:26:57,480 --> 00:26:58,320
it. 
Why do you think we haven't 

532
00:26:58,320 --> 00:27:00,320
reviewed DCC it on the show? 
I know it's all spells. 

533
00:27:00,320 --> 00:27:06,600
Don't get mad at me but it's I I
that's why you know we're both 

534
00:27:06,720 --> 00:27:12,000
fucking piece of shit like 0 
attention span high ADHD like if

535
00:27:12,000 --> 00:27:15,000
it's more than a couple 100 
pages like I'm I'm I'm already 

536
00:27:15,000 --> 00:27:17,400
checked out I'm sorry. 
Like I will try but I just 

537
00:27:17,400 --> 00:27:18,880
can't. 
So I I love the small and I 

538
00:27:18,880 --> 00:27:24,000
really like the the thought 
process into that. 

539
00:27:24,000 --> 00:27:28,440
You've clearly, clearly, clearly
put into such a small format and

540
00:27:28,440 --> 00:27:32,680
small game like it's not, it's 
dense for its brevity, you know 

541
00:27:32,680 --> 00:27:34,440
what I mean? 
And I really enjoy them about 

542
00:27:34,440 --> 00:27:39,200
design. 
And so does that carry over into

543
00:27:39,600 --> 00:27:43,480
shrines like these principles 
that you have in Sanctum when 

544
00:27:43,480 --> 00:27:45,800
you're looking at shrines, which
as you said, it's not a game 

545
00:27:45,800 --> 00:27:48,200
it's a system neutral kind of 
supplement. 

546
00:27:48,200 --> 00:27:48,800
It's a resource. 
It's. 

547
00:27:49,640 --> 00:27:51,800
A resource toolkit, yeah. 
Right. 

548
00:27:52,480 --> 00:27:56,000
What are there similar kind of 
themes and and themes that you 

549
00:27:56,000 --> 00:27:58,120
might carry forward with empty 
mountain that you brought 

550
00:27:58,120 --> 00:28:00,400
forward into shrines? 
And also like tell us a bit more

551
00:28:00,400 --> 00:28:02,640
about shrines? 
Yeah, absolutely. 

552
00:28:02,640 --> 00:28:05,040
Yeah. 
So I'll answer the the question 

553
00:28:05,800 --> 00:28:08,920
concretely first before we talk 
about shrines and abstractly and

554
00:28:08,920 --> 00:28:12,600
in general. 
So the meat of shrines are these

555
00:28:12,600 --> 00:28:15,800
12 spreads, right, that are each
of them really lavishly 

556
00:28:15,800 --> 00:28:18,000
illustrated by Connor Fawcett 
who's just a phenomenal 

557
00:28:18,000 --> 00:28:19,600
illustrator who's working with 
us on this project. 

558
00:28:20,160 --> 00:28:22,800
They've they've contributed to 
stuff like Wander Home and 

559
00:28:22,800 --> 00:28:25,440
Lancer and world ending game by 
Everest Pipkin and so just 

560
00:28:25,640 --> 00:28:31,000
really, really fantastic work. 
Each of those illustrations 

561
00:28:32,040 --> 00:28:36,880
provides visual, atmospheric, 
tonal context for a little 

562
00:28:36,880 --> 00:28:38,880
narrative and mechanical 
vignette. 

563
00:28:38,960 --> 00:28:46,280
Just a bit of micro fiction and 
a excuse me, a system neutral 

564
00:28:46,280 --> 00:28:49,200
gameplay hook. 
A a a little bit of a little bit

565
00:28:49,200 --> 00:28:52,840
of a mechanic game mechanical 
game design that we just trust 

566
00:28:52,840 --> 00:28:56,720
you to be able to lift out and 
apply to whatever system you're 

567
00:28:56,720 --> 00:29:01,200
doing. 
And so there's a deliberate 

568
00:29:01,560 --> 00:29:08,800
brevity in all of those things 
in in that approach and I will 

569
00:29:08,800 --> 00:29:10,560
be likely it's possible right 
now. 

570
00:29:10,560 --> 00:29:12,560
You know I don't want to like 
this would be the first time I 

571
00:29:12,560 --> 00:29:14,840
talk about it publicly but I I 
might actually just double the 

572
00:29:14,840 --> 00:29:17,160
amount of microfiction that the 
book contains without doubling 

573
00:29:17,160 --> 00:29:20,040
the illustrations. 
It would just it would break the

574
00:29:20,040 --> 00:29:22,000
budget to to double the 
illustrations. 

575
00:29:22,000 --> 00:29:25,480
But I do want people to really 
feel like they're getting their 

576
00:29:25,480 --> 00:29:27,720
value for a source book. 
You know the the the fact that 

577
00:29:27,720 --> 00:29:31,120
it's reso printed on such, you 
know fancy stock and it's the 

578
00:29:31,120 --> 00:29:33,280
the process of that printing is 
more expensive in general means 

579
00:29:33,280 --> 00:29:34,760
the the price point can't really
change. 

580
00:29:35,000 --> 00:29:36,760
But I do want people to feel 
like they're getting their 

581
00:29:36,760 --> 00:29:38,960
money's worth. 
So writing is, you know, free 

582
00:29:38,960 --> 00:29:40,800
for me. 
Like it's I can, I can do that 

583
00:29:40,800 --> 00:29:42,280
easily. 
It takes time, obviously, and 

584
00:29:42,280 --> 00:29:45,600
sweat equity. 
But it's like I don't have to 

585
00:29:45,760 --> 00:29:48,480
hire somebody else to make that 
contribution to add that extra 

586
00:29:48,480 --> 00:29:51,920
volume of content. 
So, you know, a bit of an bit of

587
00:29:51,920 --> 00:29:53,240
ambiguity there. 
But that's the thing, That's the

588
00:29:53,240 --> 00:29:56,600
thought process, right? 
The philosophy here is that 

589
00:29:57,000 --> 00:30:01,360
Ioffer you more by, not by 
offering you less, right? 

590
00:30:01,360 --> 00:30:07,400
Like it's it's a very deliberate
piece of actionable, you know, 

591
00:30:07,440 --> 00:30:10,320
idea, idea, work per scene per 
vignette. 

592
00:30:12,280 --> 00:30:14,200
You supported of course with. 
Sorry, go ahead. 

593
00:30:15,040 --> 00:30:16,200
No, no, no. 
Continue please. 

594
00:30:16,680 --> 00:30:20,360
Well supported of course by with
couple pages of procedural 

595
00:30:20,360 --> 00:30:23,600
tools. 
So multi column modular tables 

596
00:30:24,400 --> 00:30:26,320
that are deliberately 
generative, right? 

597
00:30:26,320 --> 00:30:30,680
I, I, I for me might like, I 
like tables, but if they only 

598
00:30:30,680 --> 00:30:32,960
have one column, they're just a 
list of writing. 

599
00:30:32,960 --> 00:30:35,560
There's they're just a list of 
like a very specific pieces of 

600
00:30:35,560 --> 00:30:37,720
prompts. 
Systemically I find them more 

601
00:30:37,720 --> 00:30:41,320
interesting if they are 
combinatorial in such as like 

602
00:30:41,520 --> 00:30:44,640
like Valtivarn for instance, 
which is an absolutely masterful

603
00:30:44,640 --> 00:30:47,120
book. 
The the, the breadth and and 

604
00:30:47,120 --> 00:30:49,240
depth of of those tables is 
absurd. 

605
00:30:49,920 --> 00:30:55,320
And I think that, you know, 
having combinatorial prompts 

606
00:30:55,320 --> 00:30:59,120
like that allows GMs to do the 
same kind of work that they 

607
00:30:59,120 --> 00:31:01,320
would do in Sanctum, players 
might do in Sanctum. 

608
00:31:02,360 --> 00:31:06,360
And so there's a bit of that in 
the back, but the the first bit,

609
00:31:06,360 --> 00:31:08,360
those those vignettes, that 
micro fiction that's more 

610
00:31:08,360 --> 00:31:10,920
authorial, you can obviously 
make whatever changes to them 

611
00:31:10,920 --> 00:31:14,480
you want, but each one of them 
is a bit more of a a a more 

612
00:31:14,480 --> 00:31:16,600
wholly realized narrative 
conceit. 

613
00:31:17,920 --> 00:31:22,320
Yeah. 
I I, I love the the, you know 

614
00:31:22,360 --> 00:31:26,800
the best thing that I find with 
this kind of like generative 

615
00:31:26,800 --> 00:31:31,720
procedural kind of supplemental 
context is the adventure seeds 

616
00:31:31,720 --> 00:31:34,400
and then the ability to use 
those to expand. 

617
00:31:34,480 --> 00:31:39,000
And having that and making 
people be aware, you know you're

618
00:31:39,000 --> 00:31:43,200
really again it comes back to 
trust where you're you're really

619
00:31:43,200 --> 00:31:46,120
looking for a market of people 
that don't want something that's

620
00:31:46,120 --> 00:31:50,240
just necessarily here's this 
cool thing that people wrote 

621
00:31:50,240 --> 00:31:53,040
beginning to end with no nothing
outside of it. 

622
00:31:53,040 --> 00:31:56,120
It is in itself the thing and 
you just drop it in versus the 

623
00:31:56,120 --> 00:31:58,000
people that are like this is a 
cool idea. 

624
00:31:58,000 --> 00:32:01,400
I can think of 10 different ways
where I can run this like in my 

625
00:32:01,400 --> 00:32:03,840
own thing or adapt it. 
So for example I'm looking at 

626
00:32:03,840 --> 00:32:06,520
the Oracle of malice which 
obviously there's a reason you 

627
00:32:06,520 --> 00:32:08,160
put it at the top. 
It's fucking cool and art is 

628
00:32:08,160 --> 00:32:08,880
fantastic. 
Yeah. 

629
00:32:09,080 --> 00:32:11,240
There's a reason it's. 
On AT shirt, which we'll get to,

630
00:32:11,720 --> 00:32:15,520
but I love this spread here, and
it's for those watching the 

631
00:32:15,520 --> 00:32:17,120
slideshow. 
They'll see it above us, but 

632
00:32:17,120 --> 00:32:20,480
like, just the idea behind like 
this idol, Buried Deep hosts A 

633
00:32:20,480 --> 00:32:23,360
hateful Oracle. 
Venerators may name an enemy. 

634
00:32:23,360 --> 00:32:26,200
Roll the D6 to determine what 
the Oracle reveals about the 

635
00:32:26,200 --> 00:32:28,440
enemy and this information must 
be new. 

636
00:32:28,440 --> 00:32:30,480
And then there's six options, 
one of which is like something 

637
00:32:30,480 --> 00:32:32,280
they fear or something they 
love, something they hate. 

638
00:32:32,480 --> 00:32:37,040
Like, it's fantastic for the 
ways that not only are there six

639
00:32:37,040 --> 00:32:42,200
options for that very small, 
tiny little bit, but a million 

640
00:32:42,200 --> 00:32:44,200
paths that can be taken off of 
each one. 

641
00:32:44,200 --> 00:32:48,040
And even for just those small 
little pieces, outside of the 

642
00:32:48,040 --> 00:32:52,320
generative tables and extra 
microfiction like you, there's 

643
00:32:52,680 --> 00:32:56,000
1000 campaigns like we wrote off
this one little square page and 

644
00:32:56,000 --> 00:32:58,040
and I love that. 
You're singing my song. 

645
00:32:58,040 --> 00:33:01,480
I feel so seen right now. 
Thank you very much for for, you

646
00:33:01,480 --> 00:33:05,360
know, unpacking what I hope the 
people see as the value in this 

647
00:33:05,360 --> 00:33:07,720
approach, right. 
Like I don't want to just flesh 

648
00:33:07,720 --> 00:33:10,520
out answer all the questions for
you chew your food for you but I

649
00:33:10,520 --> 00:33:14,800
do want to get you chewing and 
so that's that's really great to

650
00:33:14,800 --> 00:33:17,840
hear If you're listening to this
right now and you feel like your

651
00:33:17,840 --> 00:33:20,200
values are being described 
please come check out the 

652
00:33:20,200 --> 00:33:22,720
Kickstarter. 
You know we we're funded now but

653
00:33:22,720 --> 00:33:24,800
we could have a stronger launch 
I I would have like to have a 

654
00:33:24,840 --> 00:33:28,600
slightly stronger launch because
the the presses debut product 0 

655
00:33:28,600 --> 00:33:31,160
established audience so far is 
the first podcast I've been on. 

656
00:33:31,240 --> 00:33:33,240
So thank you guys again. 
Wow, yeah. 

657
00:33:33,400 --> 00:33:36,640
Thanks for making us your first.
Hey, I mean you guys are the 1st

658
00:33:36,640 --> 00:33:38,960
to say yes. 
So it's like this is, this is 

659
00:33:38,960 --> 00:33:42,040
the this is the beginning. 
I'm this is the beginning of me 

660
00:33:42,040 --> 00:33:45,080
trying to find that audience, 
find that community who shares 

661
00:33:45,080 --> 00:33:46,720
these values. 
So if you're listening, if you 

662
00:33:46,720 --> 00:33:49,360
feel like we're describing you 
please show up. 

663
00:33:49,360 --> 00:33:51,120
Follow us on Instagram. 
Show up on Discord. 

664
00:33:51,120 --> 00:33:54,360
Say hello. 
I want to make games for you or 

665
00:33:54,360 --> 00:33:56,920
I want to make or I want to make
resources that make the games 

666
00:33:56,920 --> 00:33:59,320
you're already playing better, 
easier, more interesting. 

667
00:33:59,920 --> 00:34:02,600
That's what I'm here to do. 
Very cool James, I have a 

668
00:34:02,600 --> 00:34:05,440
question. 
What what do you play like? 

669
00:34:05,440 --> 00:34:08,600
What is your go to game that you
and your table? 

670
00:34:08,600 --> 00:34:13,639
Play well, kind of between play 
groups right now. 

671
00:34:15,000 --> 00:34:18,600
Recently moved so my play group 
in in Los Angeles. 

672
00:34:18,600 --> 00:34:22,480
Not super recently, but my big 
my big play group was in LA and 

673
00:34:22,480 --> 00:34:24,400
the last thing we did was a huge
5E campaign. 

674
00:34:25,040 --> 00:34:26,719
It was pretty badass. 
We had a good time, but it was 

675
00:34:26,719 --> 00:34:28,639
barely 5E. 
You know, I remember there were 

676
00:34:28,639 --> 00:34:31,360
sessions where like you roll a 
you roll the die once, once or 

677
00:34:31,360 --> 00:34:34,159
twice. 
We're playing a lot of board 

678
00:34:34,159 --> 00:34:36,800
games right now. 
I, you know, I work in video 

679
00:34:36,800 --> 00:34:41,440
games and it is professionally 
mandatory that my diet be 

680
00:34:41,480 --> 00:34:43,480
diverse. 
So I'm I'm playing much more 

681
00:34:43,480 --> 00:34:45,320
video games than I am tabletop 
games right now. 

682
00:34:45,440 --> 00:34:49,960
Which is part of why I'm doing 
this, because I'm tired of I'm 

683
00:34:49,960 --> 00:34:52,639
tired of a lot of what video 
games ask me to do. 

684
00:34:52,840 --> 00:34:55,239
I think they're kind of 
disrespectful of our time in 

685
00:34:55,239 --> 00:34:57,920
general, especially like if 
you're making a live service or 

686
00:34:57,920 --> 00:34:59,920
something. 
There's this idea that you want 

687
00:34:59,920 --> 00:35:02,520
people to be logged in as often 
as possible, as frequently as 

688
00:35:02,520 --> 00:35:06,000
possible, and you want to really
want to create FOMO when they're

689
00:35:06,120 --> 00:35:08,760
when they're not logged in. 
And I FOMO is like for me, like 

690
00:35:08,760 --> 00:35:14,200
my nemesis I I want. 
I hate if if a design implies 

691
00:35:14,200 --> 00:35:16,640
that I will, that the player 
will feel FOMO. 

692
00:35:16,640 --> 00:35:18,040
I'm. 
I'm probably going to put a 

693
00:35:18,040 --> 00:35:19,720
sniper bullet between his eyes, 
like, right away. 

694
00:35:19,960 --> 00:35:21,760
I respect that and I appreciate 
it so. 

695
00:35:22,480 --> 00:35:24,280
Yeah, so, so, so, yeah, thank 
you. 

696
00:35:24,280 --> 00:35:28,280
What are we playing right now? 
What do you want to play like 

697
00:35:28,280 --> 00:35:29,880
tabletop wise? 
What's it what like? 

698
00:35:30,720 --> 00:35:35,360
If you were like going to sit at
a table and the the whatever 

699
00:35:35,480 --> 00:35:38,640
game master was going to use 
shrines and whatever else, what 

700
00:35:38,640 --> 00:35:45,000
would you want to play? 
I would love to see shrines in a

701
00:35:45,000 --> 00:35:47,520
couple different systems and 
each one of these I think would 

702
00:35:47,520 --> 00:35:50,200
really express like a different 
version of it, like a different 

703
00:35:50,200 --> 00:35:55,720
way to use it. 
I think burning wheel obviously 

704
00:35:55,720 --> 00:35:58,920
on the crunchier end would be 
would be really interesting. 

705
00:36:01,920 --> 00:36:04,520
The system doesn't really matter
at this point, and this is like 

706
00:36:04,520 --> 00:36:06,800
a sort of an OSR position. 
I think that is like it doesn't 

707
00:36:06,800 --> 00:36:09,000
actually really matter. 
That's why there aren't really 

708
00:36:09,000 --> 00:36:10,920
rules in the thing. 
I agree. 

709
00:36:11,320 --> 00:36:12,760
I just want players to sit 
personally. 

710
00:36:12,760 --> 00:36:16,080
Yeah, yeah, me personally, I 
really want to play some index 

711
00:36:16,080 --> 00:36:18,360
card RPG. 
I want to play more Iron Sworn. 

712
00:36:19,200 --> 00:36:22,840
One thing I am playing right now
is a solo journaling game called

713
00:36:22,840 --> 00:36:25,360
Glitch Them. 
I don't know if if you played 

714
00:36:25,360 --> 00:36:28,520
that, but it is badass. 
I, my protagonist, is such an 

715
00:36:28,520 --> 00:36:30,680
asshole and I love it. 
It's like the worst version of 

716
00:36:30,680 --> 00:36:33,160
me. 
It's like just this evil, shitty

717
00:36:33,160 --> 00:36:35,880
exaltation of all my worst 
character traits and it's just a

718
00:36:35,920 --> 00:36:37,240
phenomenal character. 
I love it. 

719
00:36:37,840 --> 00:36:40,640
And that game, the game drew it 
out systemically, you know, like

720
00:36:40,640 --> 00:36:43,640
it it it, it created that 
character from within me, which 

721
00:36:43,640 --> 00:36:45,040
meant means it did a really 
great job. 

722
00:36:45,040 --> 00:36:49,240
I would definitely love to play,
you know, any, any number of 

723
00:36:49,240 --> 00:36:51,600
like, lean rules, like stuff 
right now. 

724
00:36:51,600 --> 00:36:53,080
Like Bastards is high on the 
list. 

725
00:36:55,120 --> 00:36:56,800
What's in the mail, What's even 
coming? 

726
00:36:59,720 --> 00:37:01,240
Really Wanna do some tin 
candles? 

727
00:37:01,400 --> 00:37:04,040
And that's kinda hard to. 
Schedule tin candles is great. 

728
00:37:04,040 --> 00:37:05,280
We've run that a couple of 
times. 

729
00:37:05,280 --> 00:37:07,440
Yeah, it's definitely, it's an 
interesting, well last time we 

730
00:37:07,440 --> 00:37:14,680
ran we ran it as kind of a fuck,
what is that French? 

731
00:37:14,680 --> 00:37:16,080
What is that? 
What is that French tour game 

732
00:37:16,080 --> 00:37:20,600
between 2 fires style like 
during the bubonic plague kind 

733
00:37:20,600 --> 00:37:23,960
of thing as opposed to like the 
the post apocalypse kind of 

734
00:37:23,960 --> 00:37:25,640
survivor bit. 
Super fun, great game. 

735
00:37:26,120 --> 00:37:28,120
Yeah, it's a great game and it's
also very flexible with its 

736
00:37:28,120 --> 00:37:31,800
world building like it's it's 
setting is is up to the table to

737
00:37:31,800 --> 00:37:34,440
define. 
Yeah, no, it was, it's super 

738
00:37:34,440 --> 00:37:36,520
great and you know, as soon as 
you say that like it definitely 

739
00:37:36,520 --> 00:37:38,480
kind of. 
I can feel that as like leaning 

740
00:37:38,480 --> 00:37:41,360
into kind of like the vibe we're
going for with the the narrative

741
00:37:41,360 --> 00:37:44,720
aspects of play and stuff. 
Shifting back a little bit 

742
00:37:44,720 --> 00:37:48,960
towards shrines though. 
Sure, yeah it's first of all the

743
00:37:48,960 --> 00:37:51,400
color scheme is fantastic. 
I love, I love the red and 

744
00:37:51,400 --> 00:37:56,360
yellow but it's it is system 
agnostic. 

745
00:37:56,360 --> 00:37:59,760
But it's not necessary it's it's
very not culturally agnostic. 

746
00:37:59,760 --> 00:38:04,080
Like there's a huge part of, I 
believe it's it's it's mostly 

747
00:38:04,080 --> 00:38:06,200
like Himalayan Buddhism. 
Yeah. 

748
00:38:06,440 --> 00:38:10,000
So what, besides the fact that 
you were like, took, took a trip

749
00:38:10,800 --> 00:38:14,440
what and spent time in a place 
or or is that the main impetus? 

750
00:38:14,440 --> 00:38:16,800
What is the impetus for choosing
that specifically as kind of 

751
00:38:16,800 --> 00:38:21,560
like the cultural point for it? 
Well, I would describe myself as

752
00:38:21,560 --> 00:38:24,360
what people say as a secular 
Buddhist. 

753
00:38:24,360 --> 00:38:29,960
I am, you know, Buddhist 
Metaphysics are my ARMA there. 

754
00:38:29,960 --> 00:38:34,320
I was a philosophy and cognitive
science major in college, and I 

755
00:38:34,320 --> 00:38:37,000
was interested in philosophy of 
mine, questions of consciousness

756
00:38:37,000 --> 00:38:41,320
and stuff. 
And you can't really answer, 

757
00:38:41,400 --> 00:38:47,680
like ask those questions without
looking at older Eastern 

758
00:38:48,200 --> 00:38:50,600
philosophical traditions which 
have been hammering those points

759
00:38:50,600 --> 00:38:52,960
for longer than the West had 
civilization. 

760
00:38:53,280 --> 00:38:57,640
And so I spent four months in 
India and Nepal on a Tibetan and

761
00:38:57,640 --> 00:39:00,720
Himalayan studies program. 
People on the on that program 

762
00:39:00,720 --> 00:39:05,200
were mostly focused on the socio
political consequences of the 

763
00:39:05,200 --> 00:39:08,080
Tibetan diaspora. 
I was there for Buddhism. 

764
00:39:08,080 --> 00:39:13,840
And so I embedded in some 
monasteries in Kathmandu urban 

765
00:39:13,840 --> 00:39:17,720
monasteries, mainly around a 
very large stupa there, which is

766
00:39:17,720 --> 00:39:20,160
a reliquary mound in in 
Himalayan Buddhist tradition 

767
00:39:20,920 --> 00:39:24,720
called Botanath. 
And there's a bunch of actually 

768
00:39:24,720 --> 00:39:27,680
pretty developed, pretty robust 
academic monasteries around 

769
00:39:27,680 --> 00:39:31,120
that, that one of which had 
actually had a Western master's 

770
00:39:31,120 --> 00:39:34,360
program in in in Eastern and 
Buddhist studies that you could 

771
00:39:34,360 --> 00:39:36,680
go do there. 
And so there were a number of 

772
00:39:36,680 --> 00:39:38,560
Western graduate students who 
were fluent in Tibet. 

773
00:39:38,560 --> 00:39:40,920
And we learned a little Tibetan 
on the program, but like not 

774
00:39:40,920 --> 00:39:42,560
enough to talk about philosophy,
obviously. 

775
00:39:42,560 --> 00:39:46,680
So I had some really great 
translators, you know, and I sat

776
00:39:46,680 --> 00:39:51,040
down with like the Dalai Lama's 
French trans official, French 

777
00:39:51,040 --> 00:39:53,120
translator, who had been a 
nuclear physicist. 

778
00:39:53,120 --> 00:39:56,160
And so it was thoroughly, you 
know, thoroughly fluent in 

779
00:39:56,160 --> 00:40:00,000
Western physical theory, which I
was trying to, you know, connect

780
00:40:00,440 --> 00:40:02,720
and really answer and resolve 
some questions with particularly

781
00:40:02,720 --> 00:40:03,520
the mind body problem. 
Right. 

782
00:40:03,520 --> 00:40:06,160
So we had this question in, in 
Western philosophy. 

783
00:40:06,160 --> 00:40:08,400
It was like how can an 
immaterial consciousness 

784
00:40:08,400 --> 00:40:13,080
interact with a a material body 
without like violating the laws 

785
00:40:13,080 --> 00:40:15,160
of the conservation of energy 
and so on and so forth. 

786
00:40:15,160 --> 00:40:17,360
And it's just a natural. 
It's not. 

787
00:40:17,360 --> 00:40:19,880
That problem is a natural 
question of like Cartesian 

788
00:40:19,880 --> 00:40:22,960
dualism and just this general 
sort of judeo-christian idea 

789
00:40:22,960 --> 00:40:29,560
that we have a soul. 
And I was a, you know, a pretty 

790
00:40:29,560 --> 00:40:32,440
aggressive empiricist when when 
I got there, it was much more 

791
00:40:32,440 --> 00:40:36,600
like people in the program were 
a lot more immediately open to 

792
00:40:36,600 --> 00:40:40,640
mysticism and sort of the more 
emotional answers, I think, to 

793
00:40:40,640 --> 00:40:42,240
some of these questions. 
And I was like, Nope, I'm going 

794
00:40:42,240 --> 00:40:43,920
to swing the hammer at this as 
hard as I can. 

795
00:40:43,920 --> 00:40:48,000
And it's the only, it is the 
only value system and sort of 

796
00:40:48,000 --> 00:40:50,560
philosophical body of ideas that
survived. 

797
00:40:51,680 --> 00:40:53,840
My hammer just kept bouncing off
and I was like, this appears to 

798
00:40:53,840 --> 00:40:57,640
be true. 
So I you know that field work 

799
00:40:57,640 --> 00:41:00,760
that I did there was 
specifically on the subject of 

800
00:41:00,760 --> 00:41:05,440
emptiness, which is just the 
it's not nihilism, but it's not 

801
00:41:05,440 --> 00:41:07,000
material realism. 
It's somewhere in the middle. 

802
00:41:07,000 --> 00:41:09,920
It's this, there's a school of 
thought in in in Buddhist 

803
00:41:09,920 --> 00:41:13,280
philosophy called the Madhyamika
and it it's calls itself the 

804
00:41:13,280 --> 00:41:16,920
Middle Way Path. 
And it is a big delicate idea 

805
00:41:17,440 --> 00:41:19,960
and I'm not going to do it here,
but it's like I'm not going to 

806
00:41:19,960 --> 00:41:22,240
unpack it all here. 
I saw, but I but I published on 

807
00:41:22,240 --> 00:41:24,720
that in a in an undergraduate 
philosophy journal when I came 

808
00:41:24,720 --> 00:41:28,600
back home and I have just 
generally been a a a a Buddhist 

809
00:41:28,600 --> 00:41:30,680
thinker ever since. 
And so the ideas of of 

810
00:41:30,680 --> 00:41:33,280
interconnectivity, 
interdependence permeate all my 

811
00:41:33,280 --> 00:41:38,440
work. 
I'm not really interested in in 

812
00:41:39,000 --> 00:41:44,160
more Western value value sets 
that pit US against each other, 

813
00:41:44,160 --> 00:41:45,600
particularly against our 
environment. 

814
00:41:46,480 --> 00:41:50,680
I I think that climate change 
and environmentalism in general 

815
00:41:50,680 --> 00:41:54,800
is like the OR problem, you know
and it's like it's easy to say 

816
00:41:54,800 --> 00:42:01,640
as, like as as as one who is 
relatively spared the pain of of

817
00:42:01,640 --> 00:42:05,920
other socio economic problems 
socio cultural racial problems 

818
00:42:05,920 --> 00:42:09,360
and was a white dude, you know, 
so like I don't feel day by day 

819
00:42:10,360 --> 00:42:13,240
other problems but I I do think 
that the the umbrella problem 

820
00:42:13,240 --> 00:42:16,720
that our civilization faces is 
an ecological 1 And so I think 

821
00:42:16,720 --> 00:42:20,000
Buddhism is is a philosophical 
tradition that is inherently 

822
00:42:20,000 --> 00:42:24,080
ecological like ecology as a 
practice is about the is about 

823
00:42:24,080 --> 00:42:27,080
sisters systems of 
interconnectivity between 

824
00:42:27,080 --> 00:42:32,240
organisms in an environment. 
And so I'm way off topic, but Oh

825
00:42:32,240 --> 00:42:33,800
no. 
But there is no no you're you're

826
00:42:33,840 --> 00:42:35,640
doing. 
Great point in the show like. 

827
00:42:38,920 --> 00:42:45,080
Generally, I as a creator have a
Buddhist value set and I'm I'm 

828
00:42:45,120 --> 00:42:48,040
interested in. 
I remain interested, even as an 

829
00:42:48,040 --> 00:42:50,000
empiricist, as like a secular 
empiricist. 

830
00:42:50,000 --> 00:42:52,680
I'm very interested in the 
aesthetics of mysticism and the 

831
00:42:52,680 --> 00:42:56,200
actual methodology of of of 
contemplative practice in terms 

832
00:42:56,200 --> 00:43:01,000
of the means of of acquiring and
experiencing truth like we can 

833
00:43:01,000 --> 00:43:02,720
understand. 
I wrote a paper about emptiness,

834
00:43:02,720 --> 00:43:04,440
but doesn't mean it doesn't make
me enlightened. 

835
00:43:04,440 --> 00:43:07,040
I don't go around and like 
perceive the interconnectivity 

836
00:43:07,040 --> 00:43:09,800
of phenomena around me that 
would take meditating in a cave 

837
00:43:09,800 --> 00:43:11,240
probably over multiple 
lifetimes. 

838
00:43:11,480 --> 00:43:13,720
If you accept reincarnation as a
practice, as a you know, as a 

839
00:43:13,720 --> 00:43:16,280
part of the process, blah blah 
blah and so. 

840
00:43:19,200 --> 00:43:21,120
That just means that 
reincarnation. 

841
00:43:21,240 --> 00:43:22,600
I did, yes. 
Because we don't have time. 

842
00:43:22,600 --> 00:43:26,040
We do not have time, you know, 
so, so like, this is to say that

843
00:43:26,040 --> 00:43:28,240
those values are present in all 
of my work. 

844
00:43:28,720 --> 00:43:32,600
That said, as I as I mentioned, 
I'm a white dude, so I'm and 

845
00:43:32,880 --> 00:43:36,640
I'm, I'm playing with ideas that
are religious in in nature. 

846
00:43:36,640 --> 00:43:41,000
There are institutional, widely 
practiced, you know, like 

847
00:43:41,000 --> 00:43:45,800
cultural practices and and and 
conflicts around these ideas. 

848
00:43:45,960 --> 00:43:48,880
I may be interested in the ideas
more specifically, but I'm also 

849
00:43:49,040 --> 00:43:52,640
interested in the people who 
practice them and the you know, 

850
00:43:52,760 --> 00:43:57,560
I deeply disinterested in in 
stomping around like a tourist 

851
00:43:57,600 --> 00:44:02,200
in in people's faith. 
You know, I I like Buddhism 

852
00:44:02,200 --> 00:44:04,640
because it is not a faith. 
It is an empirical tradition. 

853
00:44:04,640 --> 00:44:08,240
It it specifically asks you to 
not have faith, to suspend, to 

854
00:44:08,240 --> 00:44:13,400
believe something in the absence
of evidence, which is I think, 

855
00:44:13,400 --> 00:44:15,840
foolish and and dumb and bad. 
We should not do that. 

856
00:44:17,040 --> 00:44:20,000
I I would agree with that. 
Yeah, you know and so so that 

857
00:44:20,000 --> 00:44:22,480
said we've really exciting 
cultural consultants on this 

858
00:44:22,480 --> 00:44:25,160
project. 
The the most exciting novel of 

859
00:44:25,160 --> 00:44:28,160
which is an actual ass Tibetan 
monastic scholar. 

860
00:44:28,800 --> 00:44:31,120
He's the founder. 
His name is the Kempo Pema Wong 

861
00:44:31,120 --> 00:44:36,560
Duck Kempo is a is a a formal 
title in in in Tibetan Buddhist 

862
00:44:37,960 --> 00:44:40,680
sort of hierarchical structures 
that that basically denotes 

863
00:44:41,280 --> 00:44:45,240
academic and scholarly mastery 
over all of the schools of 

864
00:44:45,240 --> 00:44:47,920
thought. 
So he knows way more, way, way 

865
00:44:47,920 --> 00:44:49,600
more than I've done. 
Madiyamika is just one of the 

866
00:44:49,600 --> 00:44:51,400
several schools that he is 
required to be fluent in. 

867
00:44:52,920 --> 00:44:55,120
And you know, he's been teaching
the Dharma across the world for 

868
00:44:55,120 --> 00:44:58,400
like 40 years. 
So having him involved as a 

869
00:44:58,400 --> 00:45:02,400
cultural consultant is so cool 
because not like the the bare 

870
00:45:02,400 --> 00:45:04,560
minimum, the absolute bare 
minimum. 

871
00:45:04,560 --> 00:45:06,400
The first box we want to check 
is like, hey, are we not 

872
00:45:06,400 --> 00:45:08,480
offending anybody? 
Are we, are we not playing fast 

873
00:45:08,480 --> 00:45:12,600
and loose with action with real 
religious concepts, Are we? 

874
00:45:12,840 --> 00:45:15,720
We're not actually depicting any
of them, you know, directly. 

875
00:45:15,920 --> 00:45:17,920
They might inspire something, 
the mythology might inspire 

876
00:45:17,920 --> 00:45:21,200
something, but generally it has 
to be obfuscated in the in this 

877
00:45:21,200 --> 00:45:24,600
kind of remixing of fiction. 
But what's what's the real value

878
00:45:24,600 --> 00:45:28,000
add out here is that I'm going 
to let that guy drive a lot of 

879
00:45:28,000 --> 00:45:30,840
the writing. 
I'm going to I'm going to it's 

880
00:45:30,960 --> 00:45:35,760
you know he knows he hasn't he 
has he's he he has a deeper 

881
00:45:35,760 --> 00:45:39,760
degree of of like experience 
with and understanding with the 

882
00:45:39,760 --> 00:45:42,320
mythology that inspires some of 
the existing writing right now. 

883
00:45:42,320 --> 00:45:47,640
So the conversations are are 
often just like hey where else 

884
00:45:47,640 --> 00:45:51,000
could this go like what else 
what am I not seeing here what 

885
00:45:51,000 --> 00:45:53,640
do you what what cool angles do 
you see here And it's like I'll 

886
00:45:53,640 --> 00:45:55,600
I'll do the translating into a 
gameplay mechanic if it's 

887
00:45:55,600 --> 00:46:01,080
appropriate but he can open the 
door to just you know influences

888
00:46:01,080 --> 00:46:02,600
that I don't have. 
So that's that's really, really 

889
00:46:02,600 --> 00:46:05,080
exciting. 
When you reach out to a scholar 

890
00:46:05,080 --> 00:46:08,960
like that and you're like, hey, 
I'm making something for a 

891
00:46:09,000 --> 00:46:12,560
tabletop for tabletop games, 
like what is that conversation 

892
00:46:12,560 --> 00:46:14,120
like? 
Like what is his opinion about 

893
00:46:14,320 --> 00:46:16,040
like the medium that you're 
creating for? 

894
00:46:16,400 --> 00:46:18,360
He's so stoked. 
He had no idea what I was 

895
00:46:18,360 --> 00:46:20,600
talking about, but he loved it 
in the beginning. 

896
00:46:20,680 --> 00:46:23,240
He had just done cultural 
consultation just like this in a

897
00:46:23,360 --> 00:46:25,960
in a play on a on some some 
theater in New York City. 

898
00:46:26,360 --> 00:46:30,200
The foundation that he runs is 
in New York, so, you know, he's 

899
00:46:30,200 --> 00:46:33,000
a pretty worldly guy. 
He understands the sort of like 

900
00:46:33,200 --> 00:46:35,280
Western cultural discourse 
around art making. 

901
00:46:37,320 --> 00:46:39,800
There's another cultural 
consultant on board, James 

902
00:46:39,800 --> 00:46:43,800
Mendez Hodes, who has done some 
much more visible in this space 

903
00:46:43,840 --> 00:46:48,680
cultural consulting work. 
He's even more fluent in the 

904
00:46:48,960 --> 00:46:52,440
sort of like the online 
discourse around around of the 

905
00:46:52,440 --> 00:46:54,560
medium. 
But he's hardly ignorant. 

906
00:46:54,560 --> 00:46:56,280
He's he has an Eastern Eastern 
classics degree. 

907
00:46:56,280 --> 00:46:59,720
He's also, you know, you know, 
going to be a great voice in 

908
00:46:59,720 --> 00:47:02,440
terms of the content itself, but
approaching the Kempo, right. 

909
00:47:02,440 --> 00:47:04,640
So I did this through 1/3 
cultural consultant. 

910
00:47:04,800 --> 00:47:06,840
His name is Jeremy McMahon. 
He's a museum educator. 

911
00:47:06,840 --> 00:47:08,640
He worked at the Guggenheim 
works at the Guggenheim. 

912
00:47:08,640 --> 00:47:10,560
Now he worked at the Rubin 
Museum in New York, which 

913
00:47:10,560 --> 00:47:12,400
specifically dedicated to 
Himalayan art. 

914
00:47:12,760 --> 00:47:18,440
And he actually, he and I were 
on that program together in in 

915
00:47:18,440 --> 00:47:20,440
India, Nepal, the Tibetan 
Himalayan Studies program. 

916
00:47:20,440 --> 00:47:22,920
So I asked him, he was the first
person I reached out to. 

917
00:47:22,920 --> 00:47:25,640
I was like who who do you know 
in your network that I can 

918
00:47:26,760 --> 00:47:30,400
include in this project to 
really drive it and and take it 

919
00:47:30,400 --> 00:47:35,320
somewhere, you know further than
I can And so he connected me to 

920
00:47:35,320 --> 00:47:37,880
the Kempo and that like it's 
great. 

921
00:47:38,280 --> 00:47:41,080
It's really great. 
He's he's not the Kempo himself 

922
00:47:41,080 --> 00:47:44,560
is not. 
Like I said he he's not new to 

923
00:47:44,560 --> 00:47:47,720
this process. 
He's really excited about it and

924
00:47:47,720 --> 00:47:49,400
I'm. 
I'm even more excited like I'm 

925
00:47:49,400 --> 00:47:51,800
I'm, I'm honored that. 
I'm honored that he's even given

926
00:47:51,800 --> 00:47:54,600
us the time. 
I think that is so incredibly 

927
00:47:54,600 --> 00:47:56,640
cool. 
I was also just thinking, like 

928
00:47:56,640 --> 00:47:58,840
explaining tabletop games to my 
coworkers. 

929
00:47:59,040 --> 00:48:01,840
They like they they're nothing. 
Nothing sticks. 

930
00:48:01,840 --> 00:48:04,840
So nothing. 
Yeah, yeah, yeah. 

931
00:48:04,840 --> 00:48:06,720
But I mean, when you're talking 
to someone who's a scholar of 

932
00:48:06,720 --> 00:48:09,720
like so much stuff, I can only 
imagine that their ability to 

933
00:48:09,720 --> 00:48:14,040
like entertain an idea is like 
their their like brain is 

934
00:48:14,040 --> 00:48:17,080
already like like not 
susceptible, but like much more 

935
00:48:17,080 --> 00:48:19,320
able than like our, you know, I.
Don't know. 

936
00:48:19,320 --> 00:48:22,560
Kevin, who works right next to 
me, is incredibly scholarly and.

937
00:48:25,680 --> 00:48:27,600
Yeah, the guy's got a great 
brain, no no doubt. 

938
00:48:27,840 --> 00:48:29,880
And he is excited about the 
creativity aspect of things. 

939
00:48:29,880 --> 00:48:31,640
Where I'm saying like, look, 
we're what we're doing is what 

940
00:48:31,640 --> 00:48:34,320
we're we're providing material 
for people to tell their own 

941
00:48:34,320 --> 00:48:37,760
stories. 
We're we're we're making we're 

942
00:48:37,760 --> 00:48:42,160
making Buddhist tradition and 
mythologies available to people 

943
00:48:42,160 --> 00:48:46,000
to explore in a in a distant, 
fictionalized, you know, arm's 

944
00:48:46,000 --> 00:48:48,000
length way. 
But we're we're like translating

945
00:48:48,000 --> 00:48:51,400
it to this medium in the way 
that like Eurocentric fantasy 

946
00:48:51,400 --> 00:48:54,640
has been. 
You know, it's it's inseparable 

947
00:48:54,640 --> 00:48:55,880
from it. 
It's so endemic to the to the 

948
00:48:55,880 --> 00:48:58,520
thing that it's actually just 
like a core component, this idea

949
00:48:58,520 --> 00:49:01,800
that like you have a knight, you
know, who plays fealty, fealty 

950
00:49:01,800 --> 00:49:07,520
to a Lord and that there is like
you know one very specific Lord 

951
00:49:07,520 --> 00:49:10,200
of light deity type thing. 
Like all these tropes derive 

952
00:49:10,200 --> 00:49:12,760
pretty directly from from 
Western Christendom. 

953
00:49:12,960 --> 00:49:17,600
And so it's not my job. 
It's not to be very clear, it 

954
00:49:17,600 --> 00:49:21,360
is, it is not my job to bring 
Buddhism to the West, to bring 

955
00:49:21,360 --> 00:49:25,440
it into into gaming in this way.
I can only make the the, the, 

956
00:49:25,440 --> 00:49:27,960
the work that is in my heart, 
you know, and that resonates 

957
00:49:27,960 --> 00:49:29,520
with me. 
And I can bring on people. 

958
00:49:29,520 --> 00:49:33,560
I can surround myself with 
people who can help credential 

959
00:49:33,560 --> 00:49:36,000
and and authenticate that 
effort. 

960
00:49:37,640 --> 00:49:40,800
So I want to be very clear. 
I do not, I do not consider 

961
00:49:40,800 --> 00:49:44,240
myself sort of some sort of like
evangelist. 

962
00:49:45,280 --> 00:49:47,800
You know of these traditions. 
They are however you're. 

963
00:49:48,120 --> 00:49:50,280
The new Buddhist Messiah of the 
West, right like that. 

964
00:49:50,320 --> 00:49:53,120
Would be. 
That would be a terrible claim 

965
00:49:53,120 --> 00:49:56,560
that I would never make. 
It is however, very critical to 

966
00:49:56,560 --> 00:49:59,440
who I am as a thinker and as an 
artist, and so it would be 

967
00:49:59,440 --> 00:50:01,920
disingenuous and bad and wrong 
and just kind of self defeating 

968
00:50:01,920 --> 00:50:04,680
for me to exclude this dimension
from my own work. 

969
00:50:05,440 --> 00:50:09,560
Yeah, no, I mean it's it's also 
cool to have just much more 

970
00:50:10,600 --> 00:50:14,960
like, God, just stuff that's not
Eurocentric race war fantasy, 

971
00:50:14,960 --> 00:50:16,680
you know what I mean? 
Like it's really nice to have 

972
00:50:16,680 --> 00:50:21,800
like stuff that's, you know, 
other other thought processes. 

973
00:50:21,800 --> 00:50:26,040
And especially with with not 
only it, it's not just like, 

974
00:50:26,560 --> 00:50:29,280
God, we we could have a 10 hour 
conversation on all the shitty, 

975
00:50:29,280 --> 00:50:32,280
like, quasi cultural stuff that 
D&D has put out for the past 40 

976
00:50:32,280 --> 00:50:35,440
years, right? 
But like to actually have not 

977
00:50:35,440 --> 00:50:38,960
only a creator who has 
experienced that and has gone 

978
00:50:38,960 --> 00:50:40,920
over there and had those 
discussions, but to be able to 

979
00:50:40,920 --> 00:50:43,600
bring on not one not two, but 
like multiple cultural 

980
00:50:43,600 --> 00:50:47,640
consultants to make sure that 
not only is it, as you said, not

981
00:50:47,640 --> 00:50:52,280
offensive to anyone, but like 
accurate and inspired by yeah, 

982
00:50:52,280 --> 00:50:55,960
written by to actually to 
actually give you not. 

983
00:50:55,960 --> 00:50:57,360
Not. 
And it's not even just that. 

984
00:50:57,360 --> 00:51:00,040
It's it's you're reading it And 
here is the truth. 

985
00:51:00,080 --> 00:51:03,120
It's that like you are now going
to have these generative 

986
00:51:03,120 --> 00:51:07,280
processes to create within that 
space in a correct way to expand

987
00:51:07,280 --> 00:51:08,960
on that style of stories as 
well. 

988
00:51:09,640 --> 00:51:10,960
Well, yeah, yeah, absolutely. 
Thank you. 

989
00:51:12,760 --> 00:51:16,280
I think shrines could, could 
have been or might still be more

990
00:51:16,280 --> 00:51:21,720
Buddhist than it is like it. 
I've been a little a little sort

991
00:51:21,760 --> 00:51:24,680
of negotiating with myself the 
degree to which shrines should 

992
00:51:24,680 --> 00:51:28,360
include that dimension. 
Like how how Buddhist should it 

993
00:51:28,360 --> 00:51:29,880
be? 
Is it like am I going to go out 

994
00:51:29,880 --> 00:51:32,840
and be like that's what this 
book is and I I've elected to 

995
00:51:32,840 --> 00:51:35,600
not do that because I don't feel
comfortable making that being 

996
00:51:35,600 --> 00:51:37,560
that guy, you know make making 
that choice. 

997
00:51:37,720 --> 00:51:40,080
It is however really resonating 
with people because of that 

998
00:51:40,080 --> 00:51:44,160
novelty. 
And so I think given the the 

999
00:51:44,240 --> 00:51:47,320
like the depth of the cultural 
consulting bench and and the 

1000
00:51:47,320 --> 00:51:49,680
sort of the interest I'm getting
in in response, I might lean 

1001
00:51:49,680 --> 00:51:51,200
into it a little more. 
I might, I might go a little 

1002
00:51:51,200 --> 00:51:54,400
harder on that dimension, but 
we'll see. 

1003
00:51:55,400 --> 00:51:58,880
You know, if we don't, I think 
it'll be it'll be something we 

1004
00:51:58,880 --> 00:52:01,120
might do in the future, 
particularly if we if we can 

1005
00:52:01,120 --> 00:52:05,400
find an artist, an illustrator 
from that region. 

1006
00:52:06,000 --> 00:52:09,520
If you're listening, if you're, 
you know, if you are of Tibetan,

1007
00:52:09,520 --> 00:52:12,720
North Indian, Nepali heritage or
you're really just anywhere from

1008
00:52:12,720 --> 00:52:15,880
the Buddhist practicing world 
and you're interested in making 

1009
00:52:15,880 --> 00:52:17,400
tabletop role-playing stuff, 
please hit me up. 

1010
00:52:17,760 --> 00:52:18,840
I can't find you. 
I'm trying. 

1011
00:52:19,760 --> 00:52:22,880
There aren't that many of you, 
as far as I can tell, and I'd 

1012
00:52:22,880 --> 00:52:25,800
love to work with you. 
Well, this, this message on this

1013
00:52:25,800 --> 00:52:31,440
show will really get out to like
Switzerland and London and some 

1014
00:52:31,800 --> 00:52:34,240
US and I think Brazil. 
I think we were going to Brazil 

1015
00:52:34,280 --> 00:52:37,360
last year, so. 
Usuk Canada are definitely our 

1016
00:52:37,360 --> 00:52:40,520
top, our top listeners but if 
you're if you're out there those

1017
00:52:40,520 --> 00:52:45,240
but we we've definitely, we've 
definitely got at least one 

1018
00:52:45,240 --> 00:52:47,600
person in a lot of places that 
have listened to at least one 

1019
00:52:47,600 --> 00:52:51,640
episode. 
Well what's interesting I mean 

1020
00:52:51,640 --> 00:52:53,560
it's it's an interesting line 
that you're thinking about 

1021
00:52:53,560 --> 00:52:56,600
following too because like a lot
of this project is really based 

1022
00:52:56,600 --> 00:52:58,840
on trusting the people that are 
supporting it. 

1023
00:52:58,840 --> 00:53:03,600
So that that line between like 
how hard do I push into it and 

1024
00:53:03,600 --> 00:53:05,960
how hard do I let people come to
those conclusions when I've 

1025
00:53:05,960 --> 00:53:07,960
already added so much trust into
the process. 

1026
00:53:07,960 --> 00:53:10,520
Anyway, is is an interesting 
line to walk, especially as a 

1027
00:53:10,520 --> 00:53:13,560
publisher. 
I would think that, you know, 

1028
00:53:14,080 --> 00:53:16,240
how much do I trust people to 
just make those assumptions 

1029
00:53:16,240 --> 00:53:18,800
versus how much do I try to make
that like a a focal talking 

1030
00:53:18,800 --> 00:53:20,240
point, is it? 
It would be an interesting kind 

1031
00:53:20,240 --> 00:53:21,520
of like thought process to go 
through. 

1032
00:53:22,280 --> 00:53:24,200
Yeah, I I don't think we have 
the answer yet. 

1033
00:53:24,280 --> 00:53:29,280
I I I certainly don't think the 
press, you know, has any hard 

1034
00:53:29,280 --> 00:53:30,960
and fast rules about what that 
is. 

1035
00:53:31,080 --> 00:53:33,560
I will say the name Empty 
Mountain Nothing Can Die is a 

1036
00:53:33,600 --> 00:53:38,360
yarmulke sentiment. 
Mountains are a actually 

1037
00:53:38,360 --> 00:53:42,040
universal cultural symbol for 
the numinous and the holy. 

1038
00:53:43,320 --> 00:53:47,760
They emptiness, obviously as a 
sort of a description of 

1039
00:53:48,280 --> 00:53:51,920
Buddhist description of how, 
how, how phenomena exists. 

1040
00:53:51,920 --> 00:53:55,880
It's not saying that nothing 
exists or emptiness, that 

1041
00:53:55,880 --> 00:53:58,200
emptiness itself exists. 
It's saying that emptiness is 

1042
00:53:58,200 --> 00:54:01,600
the way in which things exist. 
There are things, they just 

1043
00:54:01,600 --> 00:54:03,800
don't exist by virtue of an 
essence. 

1044
00:54:03,800 --> 00:54:06,040
They are empty of their inherent
nature. 

1045
00:54:06,040 --> 00:54:09,320
They only exist by relationship 
to other phenomena, which is to 

1046
00:54:09,320 --> 00:54:12,360
say are dependently arisen. 
And I promise that is the, yeah,

1047
00:54:12,360 --> 00:54:15,280
as much as I will go into that. 
But but the, the, the sort of 

1048
00:54:15,960 --> 00:54:22,880
parenthetical component of the 
title, Nothing can die is sort 

1049
00:54:22,880 --> 00:54:25,240
of an implication of that of 
that idea, right? 

1050
00:54:25,240 --> 00:54:28,840
Where it's like nothing exists 
at all, right, in the way that 

1051
00:54:28,840 --> 00:54:32,160
you would expect it to given 
what death means. 

1052
00:54:32,160 --> 00:54:34,920
Like birth isn't possible, death
isn't possible. 

1053
00:54:35,320 --> 00:54:37,920
Existing at all is impossible. 
Like there's that phrase in the 

1054
00:54:37,920 --> 00:54:39,360
West. 
It's like, you know, no one, a 

1055
00:54:39,360 --> 00:54:41,200
man never steps in the same 
river twice. 

1056
00:54:41,840 --> 00:54:43,880
The Buddhist version is like, 
nobody steps in the same river 

1057
00:54:43,880 --> 00:54:45,040
once. 
Like there's no river. 

1058
00:54:45,200 --> 00:54:47,240
There's there's there's no you 
in that. 

1059
00:54:47,240 --> 00:54:52,760
In that sense, in in the sense 
that we mean it, like like I I, 

1060
00:54:52,920 --> 00:54:55,320
I have a soul, right? 
There is a thing that is me. 

1061
00:54:55,320 --> 00:54:59,520
If you were to make a list of 
all the things that make me up, 

1062
00:54:59,520 --> 00:55:02,600
eventually you would find you 
would find that kernel of of 

1063
00:55:02,600 --> 00:55:06,360
substantial being. 
But that that's specifically. 

1064
00:55:06,360 --> 00:55:08,840
That's quite specifically what 
what the Magyamika dismisses. 

1065
00:55:08,840 --> 00:55:11,520
It says there is no such. 
There is no such underlying 

1066
00:55:11,520 --> 00:55:13,040
essence. 
You will just make a list of 

1067
00:55:13,040 --> 00:55:16,040
other stuff, and each one of 
those other things subdivides 

1068
00:55:16,040 --> 00:55:18,440
into infinite other things until
you just have to stop. 

1069
00:55:19,920 --> 00:55:23,160
I so I love the title that and 
and or the the name of the press

1070
00:55:23,160 --> 00:55:25,640
and like how much actual depth 
there is to it. 

1071
00:55:25,840 --> 00:55:30,360
But also, like, it's clearly a a
specific choice to be like, just

1072
00:55:30,360 --> 00:55:32,920
like pretentious enough to be 
cool, you know, like. 

1073
00:55:33,600 --> 00:55:36,040
I hope it's cool, yeah. 
It's definitely pretentious. 

1074
00:55:36,040 --> 00:55:39,360
I didn't want to just like make 
another thing be like such and 

1075
00:55:39,360 --> 00:55:42,200
such games, You know, like. 
Yeah, I know. 

1076
00:55:42,240 --> 00:55:45,360
I mean, you know, games of 
Nervous is not just, you know, 

1077
00:55:45,360 --> 00:55:48,680
like Nervous Games publishing 
House or something, you know 

1078
00:55:48,680 --> 00:55:50,560
what I mean? 
Like there's there's a depth to 

1079
00:55:50,560 --> 00:55:55,080
it as well continuing along with
like this kind of publisher line

1080
00:55:55,080 --> 00:55:58,040
not only. 
So the print process for Shrines

1081
00:55:58,040 --> 00:56:02,320
and I think a lot of your kind 
of thought process behind the 

1082
00:56:02,320 --> 00:56:05,760
actual print process, 
manufacturing, distribution will

1083
00:56:05,760 --> 00:56:07,960
I assume carry forward. 
Can you talk a little bit about 

1084
00:56:07,960 --> 00:56:10,200
that because there is a lot of 
depth to that process as well? 

1085
00:56:10,800 --> 00:56:12,960
Yeah, sure. 
I mean, it just matters to me a 

1086
00:56:12,960 --> 00:56:15,200
lot how the thing feels in your 
hands. 

1087
00:56:15,360 --> 00:56:17,520
If it didn't, I would not be an 
analogue. 

1088
00:56:17,640 --> 00:56:20,800
I'd I'd, you know, focus all the
time on video games. 

1089
00:56:21,200 --> 00:56:24,880
I'm just, I'm sick of ephemera. 
I want to hold something and I 

1090
00:56:24,880 --> 00:56:26,440
want it to. 
I want the texture to feel good.

1091
00:56:26,440 --> 00:56:28,240
I want the weight to feel good 
that. 

1092
00:56:28,280 --> 00:56:31,000
Artifact You feel of things, 
yeah. 

1093
00:56:31,160 --> 00:56:33,680
Yeah, I think, I think I'm 
really Oding on the Internet. 

1094
00:56:34,720 --> 00:56:36,240
I was a techno optimist my whole
life. 

1095
00:56:36,400 --> 00:56:38,440
You know, I spent, I've spent 
most of my life in front of 

1096
00:56:38,440 --> 00:56:39,480
screens. 
I'm in front of one right now 

1097
00:56:39,640 --> 00:56:43,640
you know and and part of this 
effort is is to push away from 

1098
00:56:43,640 --> 00:56:45,120
that. 
And so if you're going to do 

1099
00:56:45,120 --> 00:56:48,840
that, if you're going to embrace
the physicality of the object, 

1100
00:56:49,040 --> 00:56:51,880
then I think you materials 
matter and I think print quality

1101
00:56:51,880 --> 00:56:54,760
matters. 
And like you know if we're 

1102
00:56:54,760 --> 00:56:57,440
taking, if we're taking 
seriously books as art objects, 

1103
00:56:57,440 --> 00:57:00,800
which they are and or can be, 
then I think printing is really 

1104
00:57:00,800 --> 00:57:04,040
important. 
And recent printing is, you 

1105
00:57:04,040 --> 00:57:09,160
know, as far as I know the the, 
the highest quality method, you 

1106
00:57:09,160 --> 00:57:12,640
know, it's also far and away the
most ecological method. 

1107
00:57:12,640 --> 00:57:16,600
The inks are made of rice bran. 
The printers themselves don't 

1108
00:57:16,600 --> 00:57:19,000
have a heating component. 
They don't they don't use toners

1109
00:57:19,000 --> 00:57:19,600
right. 
They don't like. 

1110
00:57:19,760 --> 00:57:23,760
They don't heat up and in order 
to apply to it here the ink to 

1111
00:57:23,760 --> 00:57:26,440
the page, they do some other 
thing and it just takes less 

1112
00:57:26,440 --> 00:57:30,440
energy, a lot less energy. 
And the machines themselves just

1113
00:57:30,440 --> 00:57:33,120
like kind of don't break. 
Toners break after a while and 

1114
00:57:33,120 --> 00:57:35,000
they just like produce e-waste 
and show up in a landfill. 

1115
00:57:35,000 --> 00:57:37,960
But it's like literal millions 
of copies can come out of a 

1116
00:57:37,960 --> 00:57:40,840
single single resale printer. 
So I'm not saying that we will 

1117
00:57:40,840 --> 00:57:46,200
resale print everything, but I 
am saying that we will care 

1118
00:57:46,200 --> 00:57:48,920
about the material itself 
dramatically. 

1119
00:57:48,920 --> 00:57:50,960
The next printing of Sanctum, 
for instance, will probably be 

1120
00:57:50,960 --> 00:57:52,400
resale printed. 
Just cause like, you know 

1121
00:57:52,720 --> 00:57:54,640
earlier printing is getting your
feet by figuring it out. 

1122
00:57:54,640 --> 00:57:58,280
But it's like I'm I want the, 
I'd like the, I'd like the pages

1123
00:57:58,280 --> 00:58:03,160
to have like a grain to them, 
you know, Anyway. 

1124
00:58:04,560 --> 00:58:08,000
Yeah, I mean, reader printing 
obviously feels fantastic. 

1125
00:58:08,240 --> 00:58:10,240
And also, I mean, it looks 
fantastic. 

1126
00:58:10,800 --> 00:58:12,680
Even we talked about it. 
One of the ones we reviewed 

1127
00:58:12,680 --> 00:58:16,120
recently was like Obuchon Panic 
and the brightness and the feel 

1128
00:58:16,120 --> 00:58:21,240
that you can get from a nice 
reader print versus just the ink

1129
00:58:21,240 --> 00:58:23,400
print. 
It is gorgeous, feels gorgeous. 

1130
00:58:23,400 --> 00:58:25,920
It's a little bit more 
expensive, but it's fantastic. 

1131
00:58:25,920 --> 00:58:27,000
Actually, it's. 
A lot more expensive. 

1132
00:58:28,240 --> 00:58:30,840
Yeah, just a touch, just a bit. 
It's worth it. 

1133
00:58:30,840 --> 00:58:36,160
I'll spend the money, but it's 
not only the print process too, 

1134
00:58:36,160 --> 00:58:38,600
but even the materials you're 
using to ship as well. 

1135
00:58:39,240 --> 00:58:40,280
Yes, exactly. 
Thank you. 

1136
00:58:40,760 --> 00:58:46,720
So we as a press as a publisher,
commit to, for all time 100% 

1137
00:58:47,160 --> 00:58:49,960
compostable materials for all of
our packaging. 

1138
00:58:50,400 --> 00:58:53,400
I cannot make that guarantee for
like a retailer who might ship 

1139
00:58:53,400 --> 00:58:55,120
you our products. 
But if it comes from me, if I'm 

1140
00:58:55,120 --> 00:58:57,280
going to, if I'm going to go 
down to the desk where I have 

1141
00:58:57,280 --> 00:59:02,080
all my set up, I'm going to put 
it in a Mailer, a bubble Mailer 

1142
00:59:02,080 --> 00:59:06,160
made of corn. 
I bought a bunch of thermal 

1143
00:59:06,200 --> 00:59:09,240
shipping label paper. 
The actual printing label itself

1144
00:59:09,480 --> 00:59:13,400
is compostable compost cardboard
already is selected. 

1145
00:59:13,400 --> 00:59:14,680
A little structural thing in 
there. 

1146
00:59:14,680 --> 00:59:18,120
It's good to go. 
I haven't pulled the trigger on 

1147
00:59:18,120 --> 00:59:20,600
any compostable bubble wrap yet 
but I'm probably going to for 

1148
00:59:20,600 --> 00:59:23,280
the shrines fulfillment because 
the books themselves are really 

1149
00:59:23,280 --> 00:59:24,640
nice and I want them to arrive 
nice. 

1150
00:59:25,680 --> 00:59:29,200
So yeah, I I just. 
I just can't imagine. 

1151
00:59:29,200 --> 00:59:33,440
I cannot imagine throwing our. 
I cannot imagine contributing to

1152
00:59:33,440 --> 00:59:34,600
it. 
I'll plagiarize myself from the 

1153
00:59:34,640 --> 00:59:37,160
from the Kickstarter patriot but
I cannot imagine contributing to

1154
00:59:37,160 --> 00:59:39,480
our civilizations Trash vortex. 
I cannot do it. 

1155
00:59:39,600 --> 00:59:43,360
It is why would I do that. 
I want to make art that is good,

1156
00:59:44,160 --> 00:59:48,440
but not at the expense of like 
our biosphere. 

1157
00:59:48,520 --> 00:59:49,640
Why would what? 
A what? 

1158
00:59:49,640 --> 00:59:51,280
A what? 
A disreputable choice. 

1159
00:59:52,600 --> 00:59:55,400
Yeah you know it's it's it's one
of those things especially it's 

1160
00:59:55,400 --> 01:00:00,120
like a small press it's it's 
much I don't say it's easier 

1161
01:00:00,120 --> 01:00:02,960
it's the right thing to do all 
the time but you know it's gonna

1162
01:00:02,960 --> 01:00:05,760
make the margin smaller. 
But you have to look at the the 

1163
01:00:05,920 --> 01:00:10,880
how you not just the profit 
margin but like your margins of 

1164
01:00:10,880 --> 01:00:12,680
of everything else. 
So like ethics, morals, and like

1165
01:00:12,680 --> 01:00:14,920
everything else, the things that
you choose to be as a company. 

1166
01:00:15,400 --> 01:00:19,520
In order to go those routes and 
and being able to to choose 

1167
01:00:19,520 --> 01:00:23,880
those things thoughtfully and 
and go in those passes it it's 

1168
01:00:23,880 --> 01:00:26,440
great to do especially you know 
if you're starting like that 

1169
01:00:26,440 --> 01:00:28,720
being able to have a consistency
of that because you'll be able 

1170
01:00:28,720 --> 01:00:31,560
to kind of level that process up
versus being like putting a 

1171
01:00:31,560 --> 01:00:33,200
million out now and suddenly 
having to switch. 

1172
01:00:33,200 --> 01:00:34,960
So it's nice to It's nice to 
have. 

1173
01:00:35,400 --> 01:00:36,640
Well, thank you. 
Yeah, I'm we're definitely gonna

1174
01:00:36,640 --> 01:00:38,280
have to scale up a little bit. 
I don't think my printer is 

1175
01:00:38,280 --> 01:00:40,560
gonna be able to handle the 
volume of even trying 

1176
01:00:40,600 --> 01:00:41,960
fulfillment. 
I'll get a new printer for it. 

1177
01:00:44,120 --> 01:00:46,320
Yeah. 
Listen, this project, it sounds 

1178
01:00:46,320 --> 01:00:47,400
absolutely fantastic. 
I'm. 

1179
01:00:47,520 --> 01:00:49,760
I'm really excited to get it. 
I know you said you were hoping 

1180
01:00:49,760 --> 01:00:52,520
for a little bit bigger push at 
the beginning but as as a as a 

1181
01:00:52,520 --> 01:00:56,240
relatively small press and 
having your first project go on 

1182
01:00:56,240 --> 01:00:58,400
Kickstarter, the fact that 
you're over $5000 going to be 

1183
01:00:58,400 --> 01:01:01,640
like the first week Ish is a lot
more than a lot of people put 

1184
01:01:01,640 --> 01:01:04,520
out on Kickstarter and you got 
more than three weeks left in 

1185
01:01:04,520 --> 01:01:07,880
the project. 
So you know, plenty of room to 

1186
01:01:07,880 --> 01:01:09,560
get to. 
What I'm really excited for is 

1187
01:01:09,560 --> 01:01:12,240
at least, I mean getting all the
way through all the stretch 

1188
01:01:12,240 --> 01:01:14,720
goals where you can actually 
make a a contribution to the 

1189
01:01:14,960 --> 01:01:16,680
foundation, pay your artist more
and things like that's 

1190
01:01:16,680 --> 01:01:18,560
fantastic. 
But I'm getting to the point 

1191
01:01:18,560 --> 01:01:21,320
where there's a little bit of 
foiling on the front at $10,000 

1192
01:01:21,320 --> 01:01:24,120
would be really exciting. 
So plenty of time to get to 

1193
01:01:24,120 --> 01:01:24,960
that. 
So if you're listening, you 

1194
01:01:24,960 --> 01:01:26,760
definitely want to make sure you
get over to Shrines. 

1195
01:01:26,760 --> 01:01:28,760
We'll make sure, obviously we'll
make sure like the link to that 

1196
01:01:28,760 --> 01:01:31,480
everything is in there. 
But for for people that are 

1197
01:01:31,480 --> 01:01:33,680
looking for empty Mountain, for 
people that are looking for 

1198
01:01:33,680 --> 01:01:37,200
Sanctum, for all of that, where 
can we find you and that now? 

1199
01:01:38,120 --> 01:01:41,720
Well thank you for asking. 
The press's website is empty 

1200
01:01:41,720 --> 01:01:47,040
mountain hyphen NCD for nothing 
can die.com Empty mountain 

1201
01:01:47,080 --> 01:01:51,520
Hyphen ncd.com we. 
I'm hand fulfilling orders 

1202
01:01:51,520 --> 01:01:54,840
because it's just me right now. 
The the only thing we have for 

1203
01:01:54,840 --> 01:01:56,760
sale right now because it's you 
know again just me and brand new

1204
01:01:56,760 --> 01:02:01,920
is Sanctum and I will ship it to
you from my house and you can 

1205
01:02:01,920 --> 01:02:05,600
also get if you if you wanted to
pick it up from an established 

1206
01:02:05,600 --> 01:02:09,200
retailer by all means. 
It is currently being carried by

1207
01:02:09,200 --> 01:02:12,640
exalted funeral spear, witch and
Nave of Cups. 

1208
01:02:12,920 --> 01:02:16,040
I believe Nave of Cups put 
Sanctum in a vending machine. 

1209
01:02:16,040 --> 01:02:17,920
In the TPK Brewing vending 
machine. 

1210
01:02:18,240 --> 01:02:20,240
I might make something for that 
machine. 

1211
01:02:20,240 --> 01:02:22,640
What an idea do? 
It do it. 

1212
01:02:22,640 --> 01:02:25,520
I went there a few weeks ago and
it's fantastic. 

1213
01:02:25,880 --> 01:02:27,960
I'm so happy to hear that and 
it's like it's Sanctum is 

1214
01:02:27,960 --> 01:02:29,200
actually a perfect choice for 
that. 

1215
01:02:29,200 --> 01:02:31,560
Like it's designed for a second 
bottles of wine. 

1216
01:02:31,560 --> 01:02:33,600
Play it in a bar. 
Please stay with your sit with 

1217
01:02:33,600 --> 01:02:35,560
your friends and make up 
dungeons over drinks. 

1218
01:02:35,760 --> 01:02:37,360
I actually kind of want to I've 
been thinking about been 

1219
01:02:37,360 --> 01:02:39,800
thinking about a drinking game 
one like just like embracing the

1220
01:02:39,800 --> 01:02:45,240
fact that it's four it's four 
drinking and it's like we have 

1221
01:02:45,240 --> 01:02:47,040
we have this idea right in in 
drinking games. 

1222
01:02:47,040 --> 01:02:48,600
Let me just humor me for a 
second. 

1223
01:02:48,600 --> 01:02:50,320
Let's just spit ball. 
Let's spit ball some design real

1224
01:02:50,320 --> 01:02:53,080
quick. 
So like, you know in drinking 

1225
01:02:53,080 --> 01:02:56,320
games, right, it's a penalty to 
drink, which is dumb because we 

1226
01:02:56,320 --> 01:02:58,520
like drinking. 
Theoretically we're here to 

1227
01:02:58,520 --> 01:02:59,680
drink. 
If you don't drink, it's fine. 

1228
01:02:59,680 --> 01:03:01,400
But like you're probably not 
going to play this game then if 

1229
01:03:01,400 --> 01:03:03,440
you're if you're not drinking. 
So if you are drinking, you want

1230
01:03:03,440 --> 01:03:06,400
to drink and it should not 
necessarily be a penalty for it,

1231
01:03:06,720 --> 01:03:10,160
but if it were, the drink should
be bad, right? 

1232
01:03:10,160 --> 01:03:14,560
So like imagine a game, imagine 
a a, a, a game you would play in

1233
01:03:14,560 --> 01:03:19,040
the booth at a bar where someone
buys at the beginning of the of 

1234
01:03:19,040 --> 01:03:20,520
the game. 
Everyone has, you know the round

1235
01:03:20,520 --> 01:03:25,080
includes XN plus one drinks, 
where N is the number of 

1236
01:03:25,080 --> 01:03:26,560
players. 
So there's an extra drink 

1237
01:03:26,640 --> 01:03:28,000
sitting in the middle of the 
table. 

1238
01:03:28,200 --> 01:03:31,360
And if it's bad that no one 
wants it, then drinking is a 

1239
01:03:31,360 --> 01:03:33,640
penalty. 
But if it's good and everyone 

1240
01:03:33,640 --> 01:03:36,120
wants it, then drinking is like 
a reward. 

1241
01:03:36,600 --> 01:03:39,080
And that's all I've done so far.
So as far as I've gotten in my 

1242
01:03:39,080 --> 01:03:40,720
thinking, but I think there's 
something there. 

1243
01:03:41,280 --> 01:03:43,960
Well, you know, King's Cup, 
King's cup is the thing and that

1244
01:03:43,960 --> 01:03:47,240
is your like hodgepodge mix 
match of everything. 

1245
01:03:47,240 --> 01:03:50,080
So by the time you get to wine, 
whiskey and beer and everything 

1246
01:03:50,080 --> 01:03:51,800
in one, it is a bit of a 
penalty. 

1247
01:03:51,800 --> 01:03:52,680
So I've. 
Heard that? 

1248
01:03:52,720 --> 01:03:56,840
I was thinking on the flip of 
like you cannot drink until you 

1249
01:03:56,840 --> 01:04:01,120
do a thing, and that way your 
rate's not a penalty at all. 

1250
01:04:01,120 --> 01:04:03,000
Like drinking is just the 
reward. 

1251
01:04:03,280 --> 01:04:04,880
Right. 
Yeah, we we can have a whole 

1252
01:04:04,880 --> 01:04:07,520
freaking episode just about 
drinking because sometimes it's 

1253
01:04:07,520 --> 01:04:10,040
the volume is the problem. 
You know, that's that's the 

1254
01:04:10,040 --> 01:04:11,800
penalty. 
Yeah, but. 

1255
01:04:11,880 --> 01:04:14,520
Anyway, my point, but the, the, 
I think the, the, the, the more 

1256
01:04:14,520 --> 01:04:17,360
interesting point to say about 
this is that games should be 

1257
01:04:17,360 --> 01:04:21,440
aware of where they are played, 
context of their play, and they 

1258
01:04:21,440 --> 01:04:26,720
should make efforts to not be at
odds with, to be conducive with 

1259
01:04:26,760 --> 01:04:30,040
those dynamics so that they you 
actually want to play them. 

1260
01:04:30,560 --> 01:04:31,960
Yeah, gotta hit that flow state,
you know? 

1261
01:04:32,360 --> 01:04:35,720
Gotta get that flow state. 
But and and also just saying 

1262
01:04:35,720 --> 01:04:38,400
Nave of cups, fantastic press. 
Please go check out nave of. 

1263
01:04:38,560 --> 01:04:40,720
Cups of cups. 
They're fantastic and we've had 

1264
01:04:40,720 --> 01:04:42,520
them on the show before. 
They're both they're both 

1265
01:04:42,520 --> 01:04:45,760
fantastic and a great press and 
I know Hunters actually gone and

1266
01:04:45,760 --> 01:04:48,640
visited the machine so I would 
if those could pop up everywhere

1267
01:04:48,640 --> 01:04:51,800
that'd be fantastic. 
But but James listen super 

1268
01:04:51,800 --> 01:04:55,400
excited for Shrines If you 
haven't checked out Sanctum 

1269
01:04:55,400 --> 01:04:58,400
definitely go grab that from 
their website as well. 

1270
01:04:58,400 --> 01:05:00,000
But really appreciate you being 
on here. 

1271
01:05:00,200 --> 01:05:04,800
Please come on again and let's 
have like, no, not a time. 

1272
01:05:05,360 --> 01:05:08,600
A time that we need to end by so
we can just have like a 10 hour 

1273
01:05:08,600 --> 01:05:10,200
conversation on some of the 
stuff we talked about today. 

1274
01:05:10,200 --> 01:05:13,600
Because my goodness, you have no
idea how much honor of I have 

1275
01:05:13,600 --> 01:05:16,240
struggled not to, to really let 
this run forever on some of 

1276
01:05:16,240 --> 01:05:18,520
those topics. 
So that's a great discussion. 

1277
01:05:18,520 --> 01:05:19,680
Really appreciate you being 
here. 

1278
01:05:20,320 --> 01:05:21,560
Hey, thank you very much for 
having me. 

1279
01:05:21,560 --> 01:05:22,880
I live for these. 
These are tons of fun. 

1280
01:05:23,480 --> 01:05:24,160
Yes. 
Blessed. 

1281
01:05:24,440 --> 01:05:24,880
Yeah. 
This. 

1282
01:05:24,880 --> 01:05:26,480
This is great. 
I'd be happy to come back on. 

1283
01:05:26,480 --> 01:05:27,400
Thank you. 
Thank you so much. 

1284
01:05:28,000 --> 01:05:30,760
Absolutely. 
So listen in the descriptions 

1285
01:05:30,760 --> 01:05:33,360
below everyone that's listening 
or watching just like always. 

1286
01:05:33,360 --> 01:05:36,200
You can find the links to the 
Empty Mountain website to the 

1287
01:05:36,200 --> 01:05:39,080
Kickstarter. 
Please go back that definitely 

1288
01:05:39,080 --> 01:05:42,040
love to hit all those goals and 
would love to get a press that's

1289
01:05:42,040 --> 01:05:46,320
doing interesting things that 
the James is trying to do with 

1290
01:05:46,320 --> 01:05:49,280
MD press up and running and and 
and more successful because 

1291
01:05:49,280 --> 01:05:51,240
that's definitely the kind of 
stuff that I I want. 

1292
01:05:51,240 --> 01:05:53,320
The reason we started the show 
is so that we can get more of 

1293
01:05:53,320 --> 01:05:55,120
the things that we want and this
is what we want. 

1294
01:05:55,120 --> 01:05:58,960
So please go support that and 
you know you know all our link 

1295
01:05:58,960 --> 01:06:01,040
to link tree at the weekly 
scroll. 

1296
01:06:01,040 --> 01:06:02,640
So thank you so much for 
listening James. 

1297
01:06:02,640 --> 01:06:06,120
Again thank you so much for 
being here and that is going to 

1298
01:06:06,120 --> 01:06:07,720
be us for today. 
Bye everybody. 

1299
01:06:08,560 --> 01:06:09,200
Thank you everybody.
