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Hello and welcome to the Weekly 
Scroll Podcast. 

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My name is Ryan and joining me 
today is wife Marshall of Step 

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Lead Studio. 
How you doing this morning wife?

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Good. 
How you doing man? 

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You know, just trying to get my 
brain all in the same direction.

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And we're slowly getting there. 
But but it'll happen. 

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Yeah. 
So so you're here and we are 

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talking the grit system today as
well as I'm sure a bunch of 

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other stuff. 
But before we get into the 

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conversation, for those that 
might not know, you might not 

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have watched your podcast, might
not have seen you here before on

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the show. 
Who? 

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Who the heck is wife Marshall 
and and what is still Flee 

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Studio? 
Yeah, thanks. 

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I'm wife and I'm a writer 
primarily and game designer. 

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When I'm designing games, I do 
some other things, but mostly 

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I'm I'm writing the words and 
talking with artists about the 

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art and visual design. 
I also started a company when I 

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launched a first game that felt 
like more than just a free thing

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for my friends, but something 
where we wanted to print a book 

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and different people had 
different ideas about basically 

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other products. 
So it was a game line that was 

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called Still Fleet and the 
company's called the Still Fleet

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Studio. 
So that's pretty simple. 

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The system was fun that we made 
for the game, which is unique, 

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and we ended up making other 
games with it. 

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And so shout out to, you know, 
Ethan Gould who worked on Still 

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Fleet and then Anthony Grasso 
who was on Weekly Scroll who 

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made blister critters using the 
grid system. 

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Chris Pickett, whom I do the 
podcast with Why We Roll, which 

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is about game design, really 
getting into the weeds of 

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specifically indie TTRP GS and 
politics and history basically. 

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And then Ethan's game is coming 
out as well, and we have a 

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couple other games that 
published a different grid 

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system game with plus one XP who
are really great, love working 

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with them. 
So it's kind of grown from one 

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game, my sci-fi game I play with
my friends, to a bunch of games 

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with sort of the same system, 
but it's different every time in

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the way that I think to some 
degree games should be sort of 

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unique little objects like 
otherwise, why is it its own 

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game and not like a hack for an 
existing game? 

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So we can get into that. 
But yeah, we we basically make 

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tabletop role-playing games. 
We have made one card game 

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that's a spin off that's very 
fun. 

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My friend Aaron made a fast play
like set making game in the 

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still fleet world. 
It's meant to be actually a card

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game about of like ATV show 
about doctors who help robots 

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who were broken. 
It's called Robot Hospital. 

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So shout out to Aaron H. 
And that was fun and very 

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different. 
I'm not a board game expert. 

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I like them, but, you know, I'm 
really an RPG writer. 

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And where we're at now is, yeah.
I mean, we're, we're focused on 

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expanding not only our own 
system, but really just putting 

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out good games that that take a 
couple boxes, really focus on 

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politics and body horror as like
very, very broad themes taken 

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very loosely. 
Like our main goal is fun games,

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but we do try to make games that
have some sort of intention 

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behind them. 
And we're all leftist, you know,

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we're basically communist. 
I don't know if some other 

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members of the team might be 
more on the anarchist side of 

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things, but that just informs 
kind of how we're thinking about

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like, OK, well, if we make a 
game, let's maybe not say kill 

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all the goblins for no reason 
just because they're quote UN 

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quote evil. 
Let's think about, you know, a 

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situation that's more 
interesting. 

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So we've we've tried to 
challenge ourselves and use that

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as a three line without actually
explicitly sort of making the 

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games, you know, didactic. 
Like they're not teaching 

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instruments. 
They're fun, so I can go into 

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each of the games, which again, 
are not all by me, but but yeah,

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I wanted to. 
I mean, today we were mostly 

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excited to chat because we've 
been trying to catch up and it 

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feels like the right time to me 
because we're about to launch 

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our first ever Crit system game 
jam. 

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So we just published today the 
license, so anyone can make 

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stuff for any of our games for 
free. 

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You can make it commercial, do 
whatever, just credit us 

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basically. 
It's pretty permissive and 

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that's that's how we roll, 
obviously, and that's something 

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we support in general that games
and we're we've been probably 

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kind of behind just because we 
were moving really quickly. 

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We went from one game to like 
now there's six grid system 

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games out there. 
So we wanted to sort of step 

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back and say how could we 
support people who might want to

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use versions of the system, but 
to do their own thing. 

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They want to do a hack and 
they're not sure, you know, if 

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they can put it on the itch or 
whatever, right. 

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So we wanted to sort of make 
sure that people felt like, yes,

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please do that, right? 
And, and also just learn and, 

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and, you know, see what cool 
ideas other people have had. 

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Because that's to me, maybe the 
most fun part honestly, is, is 

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not just like seeing my own 
writing published, but being 

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able to work with my friends and
make new friends, as corny as 

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that might sound, you know, you 
know, when it comes to, you 

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know, to, to game design 
broadly, I mean, you know, art, 

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writing, whatever, all of it. 
So. 

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That's why a lot of people do 
it, you know, and getting making

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a thing and then seeing people 
enjoy it and talk about it and 

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then make things with it is is 
an incredible feeling. 

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So like, why not, you know, push
that? 

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But let's let's wind all the way
back to the beginning of this 

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and let's talk about still fleet
real quick and and in the 

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original grit system game. 
So why so you said Still Fleet 

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is a sci-fi game you play with 
your friends as AT&T writer. 

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Was it actually the first thing 
you wrote or was there like a 

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bunch of stuff in docs 1st and 
that's the one that worked? 

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Or is that just a home game that
kind of developed and you're 

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like, you know what? 
This could be a book. 

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Let's make this thing. 
Yeah, it was really the first 

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full game. 
I mean it, it definitely started

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in the era of the blogs, the 
Grognard blogs, the Black Hack, 

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and that era of like reading in 
the blogosphere, different 

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versions of Dungeons and 
Dragons. 

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So we still call the D&D and 
I've been playing a lot of Colin

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Cthulhu in D&D and I had grown 
up playing like Traveler and 

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especially the World of Darkness
games. 

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And Trinity was probably my 
favorite, which is a sci-fi game

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using that World of Darkness D10
system. 

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But I was really into that early
like reading on the Internet 

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even around when Twitter 
started. 

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And it definitely Twitter is a 
part of it. 

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Like other people's ideas for 
how to make DND better by like 

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now, I'd say probably D making 
it was a lot of the goal and a 

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lot of it was sort of now you'd 
say again, like picking 

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touchstones thematically. 
So I definitely did that as 

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like, OK, my world is sci-fi, 
it's in the far future, right? 

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So it's not goblins and elves. 
And here are things that exist. 

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Here's things that don't exist 
and that all of those things 

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have remained true and basically
become still fleet. 

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I've definitely become better at
the game design part, probably 

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the GM ING and storytelling, 
although I feel like that's what

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I came in with it, you know, as 
a writer and a performer. 

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That was stuff I found fun. 
But the game design I spent a 

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lot of time, you know, I 
remember Newman Era came out and

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I was basically done with still 
feet and was like, oh man, is 

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this better, worse? 
Like we have to sort of play 

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Newman era now and and and see 
and that. 

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So, you know, it evolved. 
The name changed from 100 

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million years in the future to I
think at one point like Strange 

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tomorrow's or something to I 
think at one point all the files

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were just a headless giant, 
which was kind of the name of 

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the campaign. 
And still Fleet was much later. 

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Still Fleet in the idea of 
specifically the company's role 

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was the thing I've spent the 
most time on in terms of 

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narrative design as opposed to 
like mechanical like dice 

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rolling. 
So the dice rolling was kind of 

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in the middle. 
The urge to do a sci-fi D&D that

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was good was the beginning and 
the end was kind of OK. 

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It's really about quietly 
quitting space Marines or 

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malingering. 
Like now I say it's like 

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Severance meets 40K. 
So it's like you are in the far 

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future, but you know you're a 
bad guy and you need to change 

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the dynamic and you're not sure 
what to do because you're 1 

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worker and so there isn't really
a mechanic and still Fleet one. 

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I am thinking about it for Still
Fleet 2 because we're we're 

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thinking about that right now. 
What would a second edition be? 

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But could you flip the whole 
story on its table and and, you 

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know, ally with other workers 
and actually destroy the 

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company? 
Or is it just left open like it 

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wasn't still feet one where, you
know, if you want to do that, 

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that's the campaign. 
If you want to do other stories,

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that there are other stories 
implied and there's plenty to do

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in that world. 
But yeah, it was basically a 

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process of probably for a decade
writing, you know, kind of 

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science fictional adventures for
my friends. 

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The system changed a lot and 
even the narrative structure was

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really tightened right at the 
end. 

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But it was pretty much one 
continuous game. 

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I don't think at any point I 
thought, oh, this will be two 

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different things. 
Or, you know, it was always 

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like, you know, using some of 
the same tropes, a few of which 

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have survived the whole, that 
whole like process, which I 

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think is probably typical from 
the folks we've talked to and 

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why we were all, I don't know if
that's been your experience. 

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You know, that there's a few 
kernels that are like like 

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algae. 
I was like, bet this game has 

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hella algae. 
There's algae in the beginning. 

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There's always going to be algae
nanotechnology, you know, 

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certain like Touchstone, just 
like things as AGM that that I 

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can throw out there. 
And even certain mechanics, 

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certain moments, narrative 
moments that that the system 

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later sort of brought together. 
So having like a named system 

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that makes sense took a while, 
but was also useful for going 

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back and saying, OK, how does 
this intersect with like those 

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initial bullet point ideas and 
some stuff gets lost or along 

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the way or you have to 
reconsider it. 

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But you know, it's a process. 
Yeah, you know, it's, it's 

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really interesting the way that 
games are just like made in 

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general. 
And we could got, we could have 

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a whole a whole conversation 
about that. 

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But specifically, I mean, people
who kind of like write games 

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because it's the game that 
they're playing with their 

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friends. 
And eventually it becomes kind 

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of like more of a product. 
And to me, those are the ones 

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that always feel like they have 
the most depth to them. 

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They have the most like things 
going on because it was meant to

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be played and it was meant to be
played in the way that you like 

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you, your brain works, not in a 
way that's like, all right, I 

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need to make a, an X game 
because X is popular right now. 

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You know what I mean? 
Like you're, you're, you're not 

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like solving a problem. 
You're, you know what I mean? 

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You're not like designing to a 
thing. 

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It's just a thing that grew up 
and out of it. 

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And I mean, you can tell it's 
definitely too. 

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I mean, there's so much like 
depth in the system, but even at

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its core. 
And like, you know, again, one 

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of the reasons we're here today 
is talk about the grit system 

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and all the things from it. 
And it's really interesting. 

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You basically have like a home 
system now because like, you 

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know, one of the other companies
that pops in my head when I hear

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the way you talk about is a 
little bit of the, the year 0 

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engine from Free League, how 
they there is a core system to 

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it. 
But like each game uses it in a 

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slightly different way. 
And I really like the way that 

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you guys are doing the very 
similar thing with your grit 

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system. 
Because when you look at like 

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still fleet versus like blister 
critters versus like dance by 

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Cobb and and all this other 
stuff, you're like, these are 

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three very, very different 
games. 

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But at their core, the dice, if 
you really break it down, are 

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are it's it's the same very, 
very deep core system, but it's 

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also designed to be a system 
that can be used in all of these

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00:10:00,520 --> 00:10:03,680
various ways and built on top of
it in like a cool modular. 

224
00:10:03,920 --> 00:10:06,960
It's not like a it's not a 
system something like ether 

225
00:10:06,960 --> 00:10:09,760
Reich or something where it 
feels like this is a a game 

226
00:10:09,760 --> 00:10:13,320
designed for this one story and 
the mechanics will reinforce 

227
00:10:13,320 --> 00:10:16,640
that it you can with each one, 
but it's still very adaptable. 

228
00:10:16,640 --> 00:10:19,520
So for those that haven't read 
Still Fleet haven't haven't got 

229
00:10:19,520 --> 00:10:22,200
into the grit system at all, 
like really breaking it down to 

230
00:10:22,200 --> 00:10:24,680
like chopping off all of like 
the narrative bits, all the 

231
00:10:24,680 --> 00:10:28,160
other stuff to talk to me about 
the grid system, like why? 

232
00:10:28,480 --> 00:10:30,280
You know, I'll pull up some 
graphics from Still Fleet. 

233
00:10:30,560 --> 00:10:32,280
We talked about this before it 
started. 

234
00:10:32,960 --> 00:10:34,560
Let me hide this little window 
here. 

235
00:10:35,880 --> 00:10:39,040
Wonderful graphics from the core
page with these like exploded 

236
00:10:39,040 --> 00:10:42,600
out dice and everything. 
So you said you came in as an as

237
00:10:42,600 --> 00:10:46,280
an entertainer as AGM. 
So system wise, like what was it

238
00:10:46,280 --> 00:10:48,600
like to get that system up off 
the ground? 

239
00:10:48,600 --> 00:10:50,720
What what pulled you directly to
this? 

240
00:10:50,960 --> 00:10:53,400
And I guess to start, what what 
the heck is a grid system like 

241
00:10:53,400 --> 00:10:55,080
mechanically? 
Yeah, yeah. 

242
00:10:56,080 --> 00:10:58,200
I mean that that's what it all 
boils down to if you're asking 

243
00:10:58,200 --> 00:10:59,360
people to try a new system, 
right? 

244
00:10:59,360 --> 00:11:01,440
Which in this day and age, it's 
like there's something like, why

245
00:11:01,440 --> 00:11:03,760
not, you know, just do 
something, you know, DND or 

246
00:11:03,760 --> 00:11:07,600
Pbta. 
But I look short stories like I 

247
00:11:07,600 --> 00:11:09,200
did a lot of both of those 
systems. 

248
00:11:09,200 --> 00:11:12,560
And while I like them OK, I 
wanted something that that had 

249
00:11:12,560 --> 00:11:15,160
ranges that were much more 
restricted to DND, meaning like 

250
00:11:15,160 --> 00:11:18,280
if you roll AD 20, there's just 
so much randomness and there's a

251
00:11:18,280 --> 00:11:22,400
lot of math and even the OSR 
versions, man, even the Black 

252
00:11:22,400 --> 00:11:25,360
Hack and Merk Borg, and now you 
know, whatever version you want,

253
00:11:25,600 --> 00:11:26,720
you're still doing a lot of 
math. 

254
00:11:27,800 --> 00:11:30,720
So I didn't like the complexity,
the crunchiness, as we say, 

255
00:11:30,720 --> 00:11:32,920
right of of tradition, I'd say 
all track games, right? 

256
00:11:32,920 --> 00:11:36,440
The D1 hundreds and the D 20s 
and even the fistful of D 10s, 

257
00:11:36,440 --> 00:11:39,400
which I did think was better and
probably was in the deep back 

258
00:11:39,400 --> 00:11:40,600
part of my brand, the 
inspiration. 

259
00:11:41,120 --> 00:11:43,840
So this sort of World of 
Darkness rolls a bunch of D 10's

260
00:11:43,840 --> 00:11:48,240
and get successes with somehow 
easier to sort of parse at the 

261
00:11:48,240 --> 00:11:51,000
same time with PBTA. 
I like PBTA writing a lot and a 

262
00:11:51,000 --> 00:11:54,040
lot of the designers, but I 
don't think that 2D6 make 

263
00:11:54,040 --> 00:11:56,000
something up. 
It feels like you need a binary 

264
00:11:56,000 --> 00:11:59,040
like something succeeds or fails
to have epic cinematic moments. 

265
00:11:59,040 --> 00:12:02,360
And I found for players and I 
would say for GM's, it's harder 

266
00:12:02,360 --> 00:12:05,240
to get into that with PBTA as a 
engine, as a dice engine. 

267
00:12:05,520 --> 00:12:09,200
So what our system is, is just 
at at core, you're just rolling 

268
00:12:09,280 --> 00:12:12,040
a dice that is not AD 20. 
It's smaller and you're trying 

269
00:12:12,040 --> 00:12:14,280
to get a six or better. 
So these should only be rolled 

270
00:12:14,280 --> 00:12:17,880
if there's a big cinematic, hard
to do moment happening between 

271
00:12:18,080 --> 00:12:19,880
characters, right? 
Like if you're walking down the 

272
00:12:19,880 --> 00:12:22,520
street, don't roll dice. 
You know, if you're telling a 

273
00:12:22,520 --> 00:12:25,360
funny story, just tell the story
or say I told the funny story, 

274
00:12:25,360 --> 00:12:27,040
whatever. 
If you want to do something that

275
00:12:27,040 --> 00:12:29,440
a normal human would probably 
have a hard time doing, we'd 

276
00:12:29,440 --> 00:12:31,240
sort of model that by saying, 
OK, roll AD 6. 

277
00:12:31,240 --> 00:12:34,480
If you get a six, you succeed. 
Now you're generally sort of 

278
00:12:34,480 --> 00:12:36,280
super heroic in these games. 
You're anti heroic. 

279
00:12:36,280 --> 00:12:40,280
So you might start with dice 
that are better than AD 6, but 

280
00:12:40,280 --> 00:12:43,440
just to give a sense of like the
scale, we're just simulating 

281
00:12:43,440 --> 00:12:46,240
everything as a one in six 
chance if it's kind of hard, but

282
00:12:46,240 --> 00:12:47,720
a normal human could probably do
it. 

283
00:12:48,600 --> 00:12:51,040
And then you are trained or good
at certain stuff, right? 

284
00:12:51,040 --> 00:12:53,360
You're min maxed because you're 
a player character in an RPG. 

285
00:12:53,360 --> 00:12:56,360
So it's some kind of power 
fantasy, whether it's space 

286
00:12:56,360 --> 00:13:00,960
fantasy, little messed up little
guys, you know, you're rolling 

287
00:13:00,960 --> 00:13:03,160
AD 8AD10AD12, whatever you're 
rolling. 

288
00:13:03,480 --> 00:13:05,400
So the different games have 
different arrays for your 

289
00:13:05,400 --> 00:13:08,480
scores, but you're always just 
rolling one dice at a time, one 

290
00:13:08,480 --> 00:13:10,080
die and trying to get a six or 
better. 

291
00:13:10,440 --> 00:13:12,040
The other core mechanic is 
boosting. 

292
00:13:12,040 --> 00:13:13,280
So you have a resource called 
grit. 

293
00:13:13,280 --> 00:13:15,160
And again, it's somewhat 
different in different games. 

294
00:13:15,160 --> 00:13:18,160
Usually you start with around 14
to 22, somewhere around there, 

295
00:13:19,520 --> 00:13:20,960
and usually it's determined by 
your score. 

296
00:13:20,960 --> 00:13:23,000
So really simple math and you 
make a character, you're adding 

297
00:13:23,000 --> 00:13:25,040
two scores together, right? 
So if it's a six and a six, you 

298
00:13:25,040 --> 00:13:26,760
get a 12. 
If it's a 12 and 12, you get a 

299
00:13:26,840 --> 00:13:28,360
24. 
That'd be the maximum range, 

300
00:13:28,360 --> 00:13:31,440
which is pretty uncommon to have
either a 12 or 24. 

301
00:13:32,000 --> 00:13:35,800
And when you're burning grit, 
you can burn 3-6 or nine to add 

302
00:13:35,800 --> 00:13:39,000
a flat just plus 3 + 6 or +9 to 
your roll. 

303
00:13:39,000 --> 00:13:41,640
So if you're trying to get a six
or better, if you're adding a +6

304
00:13:41,640 --> 00:13:44,120
or +9, the only way you can 
fail, the only reason to roll is

305
00:13:44,120 --> 00:13:46,200
if you roll A1. 
So if you have a really good 

306
00:13:46,200 --> 00:13:49,240
dice, you have a you have AD 12,
It's very unlikely, but it's 

307
00:13:49,240 --> 00:13:52,320
still possible that you roll A1.
And of course we do try to 

308
00:13:52,400 --> 00:13:55,400
incentivize and a lot of this 
you can't make GM's do, but you 

309
00:13:55,400 --> 00:13:57,840
can sort of teach through the 
bulleted like GM advice, you 

310
00:13:57,840 --> 00:14:00,680
know, fail forward. 
Like rolling A1 doesn't mean a 

311
00:14:00,680 --> 00:14:03,800
hilarious to a 12 year old. 
Like they dropped their sword 

312
00:14:03,880 --> 00:14:06,880
while fighting the dragon. 
It's like maybe they did hit the

313
00:14:06,880 --> 00:14:10,840
dragon, but that, you know, that
the dragon, you know, basically 

314
00:14:10,840 --> 00:14:14,560
finds their Achilles heel or 
there's kind of a psychological 

315
00:14:14,560 --> 00:14:16,400
moment, there's a terror moment,
you know. 

316
00:14:17,400 --> 00:14:20,840
So I think the idea that you 
want constrained ice ranges that

317
00:14:20,840 --> 00:14:23,720
are really, really quick for 
GM's and players to visually 

318
00:14:23,720 --> 00:14:25,920
look at, you either got 
ultimately A6 or better. 

319
00:14:25,920 --> 00:14:28,280
You did no math or very little 
math. 

320
00:14:28,280 --> 00:14:31,080
You added one thing, right, was 
the goal. 

321
00:14:31,520 --> 00:14:34,400
And once we hit upon the system 
of the different scores being 

322
00:14:34,400 --> 00:14:37,800
different dice types, that was 
like mechanically it felt very 

323
00:14:37,800 --> 00:14:40,360
elegant and it wasn't really, 
it's like everything devolved 

324
00:14:40,360 --> 00:14:43,560
from that. 
So once we had that kind of idea

325
00:14:44,000 --> 00:14:46,680
for me, Sophie kind of came 
together very rapidly in a sense

326
00:14:46,680 --> 00:14:50,520
into more of a coherent game and
less of like weird GM notes to 

327
00:14:50,520 --> 00:14:53,480
myself for my friends, you know,
and then I think, I can't speak 

328
00:14:53,480 --> 00:14:55,280
for Tony, but I think blister 
critters, which is the second 

329
00:14:55,280 --> 00:14:57,000
game. 
He he said, I like your system. 

330
00:14:57,000 --> 00:15:00,880
I I basically made a hack before
playing little animals and he 

331
00:15:00,880 --> 00:15:02,240
did change. 
I mean, you know, there it's a 

332
00:15:02,240 --> 00:15:04,720
different game, as you said, but
it used that same insight. 

333
00:15:04,720 --> 00:15:06,560
If you're trying to get a six, 
you have different scores. 

334
00:15:07,920 --> 00:15:10,480
And it was really fun to play. 
I mean it again right away, it 

335
00:15:10,480 --> 00:15:13,400
was like, yeah, this works. 
And so from there, we haven't, 

336
00:15:13,680 --> 00:15:15,960
to your point, been chasing like
market opportunities. 

337
00:15:15,960 --> 00:15:18,320
We've been making games where 
someone says, hey, I have an 

338
00:15:18,320 --> 00:15:20,560
idea. 
Here's how it works with the 

339
00:15:20,560 --> 00:15:23,120
system. 
Here's what's different, you 

340
00:15:23,120 --> 00:15:26,160
know, what's new. 
And basically everyone nods and 

341
00:15:26,160 --> 00:15:27,280
says, wow, that's a really good 
idea. 

342
00:15:27,280 --> 00:15:30,160
I'd like, I'd like to play that,
you know, and we try to bring it

343
00:15:30,160 --> 00:15:31,920
to life. 
And what I've found is there 

344
00:15:31,920 --> 00:15:33,960
isn't, you know, maybe chasing 
the market is a Better Business 

345
00:15:33,960 --> 00:15:35,400
strategy. 
I don't know. 

346
00:15:35,400 --> 00:15:37,800
I'm not a business person 
primarily, but I've learned that

347
00:15:37,800 --> 00:15:41,120
there is a sort of, you know, we
talk about authenticity or aura.

348
00:15:41,120 --> 00:15:44,480
Like if we're doing stuff we 
actually want to play and play 

349
00:15:44,480 --> 00:15:48,600
more than once, like play maybe 
in a little arc or maybe a 

350
00:15:48,600 --> 00:15:51,240
campaign, you know, then it's 
more likely that other players 

351
00:15:51,240 --> 00:15:53,640
will see that and kind of get 
like, like you're saying, like, 

352
00:15:53,640 --> 00:15:56,360
OK, this is actually something a
little bit unique. 

353
00:15:56,360 --> 00:16:00,160
There's something there that it 
isn't sort of IP or chasing a 

354
00:16:00,160 --> 00:16:04,080
sort of fad. 
And the system is is fine. 

355
00:16:04,080 --> 00:16:06,160
I mean, I don't think at the end
of the day, I'll only ever make 

356
00:16:06,160 --> 00:16:07,920
games for the system. 
But right now we're excited 

357
00:16:07,920 --> 00:16:10,880
about it because beyond myself, 
I mean, there been a bunch of 

358
00:16:10,880 --> 00:16:12,480
other creators who made games 
for it. 

359
00:16:12,480 --> 00:16:15,000
And we wanted to kind of make 
sure that people know like 

360
00:16:15,040 --> 00:16:18,280
there's an SRD, there's a 
license, there's third party 

361
00:16:18,760 --> 00:16:20,480
like logos. 
So like we're giving it away, 

362
00:16:20,480 --> 00:16:22,200
you know, we want people to hack
it. 

363
00:16:22,200 --> 00:16:23,200
Do you make it? 
Whatever. 

364
00:16:24,000 --> 00:16:26,400
And you know, I'm happy to talk 
more about some specifics of, 

365
00:16:27,120 --> 00:16:28,520
you know, some of those sort of 
sub mechanics. 

366
00:16:28,520 --> 00:16:31,440
You're not always just rolling a
dice and trying to get a six. 

367
00:16:32,040 --> 00:16:34,400
There are plenty of other cool 
things we've come up with, but 

368
00:16:34,400 --> 00:16:37,880
that's that's really the core. 
Yeah, you know, and it's 

369
00:16:37,880 --> 00:16:40,800
interesting. 
This is one of the reasons we do

370
00:16:40,800 --> 00:16:44,760
the show and love to talk to 
people too, because the way that

371
00:16:44,760 --> 00:16:47,640
you can read a game and then 
hearing the person who made the 

372
00:16:47,640 --> 00:16:51,240
game talk about why they made 
the game is always a really 

373
00:16:51,240 --> 00:16:54,160
interesting thing. 
Right? 

374
00:16:54,880 --> 00:16:56,040
You? 
One thing you specifically hit 

375
00:16:56,040 --> 00:17:02,120
on is PBTAI. 
I'm not a fan of Pbta because I 

376
00:17:02,120 --> 00:17:06,680
don't like moves. 
To me, a move, it feels like I 

377
00:17:06,680 --> 00:17:08,680
have an infinite amount of 
choice and suddenly I'm like 

378
00:17:08,680 --> 00:17:12,160
funneled into this tiny little 
space and then once that 

379
00:17:12,160 --> 00:17:14,480
resolves, I have infinite 
choices again. 

380
00:17:14,839 --> 00:17:17,560
But I love 2 to 6 mix success. 
It's actually my favorite 

381
00:17:17,560 --> 00:17:23,040
mechanic because to me it's a 
it's a yes, But and I like that 

382
00:17:23,040 --> 00:17:26,319
aspect of Adm kind of feeling 
that I need to improv as much as

383
00:17:26,319 --> 00:17:29,680
a player's. 
But I completely understand why 

384
00:17:30,000 --> 00:17:32,240
you said what you said about the
grit system being like instead 

385
00:17:32,240 --> 00:17:36,080
of having this kind of like 
improv thing, having this like 

386
00:17:36,080 --> 00:17:38,120
binary, because the things 
you're doing are these heroic 

387
00:17:38,120 --> 00:17:41,000
actions that think so like 
having a success, having yes, 

388
00:17:41,000 --> 00:17:43,480
you succeed or yes, you fail is 
a very important for those 

389
00:17:43,480 --> 00:17:47,280
moments and running games and 
thinking about games like it's 

390
00:17:47,280 --> 00:17:49,840
really interesting thinking 
about how those works in 

391
00:17:49,840 --> 00:17:51,600
different games. 
So for example, like with the 

392
00:17:51,600 --> 00:17:54,280
PBTA mix success, as I was 
saying, that mechanic is 

393
00:17:54,280 --> 00:17:57,680
automatically saying like 
there's never really going to be

394
00:17:57,680 --> 00:18:01,000
like there's not often a pure 
success and a pure failure. 

395
00:18:01,240 --> 00:18:04,800
And a lot of it is like the 
resolution mechanic is designed 

396
00:18:04,800 --> 00:18:08,520
to just roll the action forward 
constantly versus the grid 

397
00:18:08,520 --> 00:18:11,480
system where it feels like you 
said, it's more like if you 

398
00:18:11,480 --> 00:18:14,160
don't need to interact with the 
resolution mechanic, just keep 

399
00:18:14,160 --> 00:18:16,080
it going. 
And the resolution mechanic is 

400
00:18:16,080 --> 00:18:18,200
designed for those times where 
you do need a binary. 

401
00:18:18,200 --> 00:18:22,720
So it's really interesting take 
on that solution and to use it 

402
00:18:22,720 --> 00:18:24,880
specifically in the game that 
you you designed, as you said, 

403
00:18:24,880 --> 00:18:28,160
it's like space Marines meet 
severance, you know, and, and 

404
00:18:28,200 --> 00:18:32,280
needing those binary choices. 
So, you know, again, it's 

405
00:18:32,280 --> 00:18:35,520
interesting to think about that 
and and the 11 in six chance. 

406
00:18:36,200 --> 00:18:38,440
Well, I also think it comes down
because you're picking up on the

407
00:18:38,440 --> 00:18:41,280
other big part of Pbta, which I 
would say the grid system is 

408
00:18:41,280 --> 00:18:44,240
most close to in my head, Pbta, 
which maybe makes no sense to 

409
00:18:44,240 --> 00:18:46,320
anybody else. 
But in terms of the sort of like

410
00:18:46,320 --> 00:18:49,840
lineage, you know, there's, 
there's DND and traveler groups 

411
00:18:49,840 --> 00:18:51,760
type systems, you know, D 20s 
and D1 hundreds. 

412
00:18:51,760 --> 00:18:54,640
And then at some point there's 
Pbta and I'm sure there's other,

413
00:18:55,000 --> 00:18:57,080
you know, I'm eclipsing a lot of
time there, right? 

414
00:18:57,080 --> 00:19:00,240
But for me it felt like, OK, 
Apocalypse World was kind of a 

415
00:19:00,240 --> 00:19:01,600
revelation. 
And I really liked a game called

416
00:19:01,600 --> 00:19:06,560
Tremulus, which was like a, you 
know, love crafty and horror. 

417
00:19:06,560 --> 00:19:08,880
And there was a version of that 
derelict adrift that was like 

418
00:19:09,160 --> 00:19:11,120
far future. 
And that got me thinking, OK, I 

419
00:19:11,120 --> 00:19:13,960
don't love this mechanic, but I 
love this. 

420
00:19:14,040 --> 00:19:17,240
The the idea of stripping things
down to story focused what I 

421
00:19:17,240 --> 00:19:20,560
call powers. 
So I just also decided early on,

422
00:19:20,760 --> 00:19:23,080
very early on, you know, they're
not moves, their powers. 

423
00:19:23,800 --> 00:19:25,760
I can go into why that is, but 
in my head it just made it 

424
00:19:25,760 --> 00:19:27,600
sounded more correct. 
It's like this is really what 

425
00:19:27,600 --> 00:19:30,080
we're talking about guys, right?
Like a move, like the GM moves 

426
00:19:30,080 --> 00:19:32,400
in Apocalypse World I think are 
great, but they're not powers 

427
00:19:32,400 --> 00:19:36,240
that have mechanics, whereas the
player moves are traditional or 

428
00:19:36,560 --> 00:19:39,760
TTRPG powers with mechanics. 
So I just sort of separated that

429
00:19:39,760 --> 00:19:41,040
out. 
So in jamming advice, OK, you 

430
00:19:41,040 --> 00:19:43,280
have moves, but you're not 
rolling things. 

431
00:19:43,280 --> 00:19:46,800
You're the GM, you're thinking 
about, you know, noir back 

432
00:19:46,800 --> 00:19:52,960
story, like surprises, you know,
people's, you know, romantic 

433
00:19:52,960 --> 00:19:55,960
relationships or like evil 
bosses or something. 

434
00:19:55,960 --> 00:19:57,920
They said last session it was 
funny that you could bring back 

435
00:19:57,920 --> 00:20:01,040
in that's not really a power. 
And then the PCs need sort of 

436
00:20:01,040 --> 00:20:03,840
interesting stuff to do. 
Generally, I like adventure 

437
00:20:03,840 --> 00:20:05,520
games. 
We grew up behind them, so we 

438
00:20:05,520 --> 00:20:07,320
tried to make better adventure 
games, you know, so give them 

439
00:20:07,320 --> 00:20:09,680
powers that they can use. 
Those have mechanics. 

440
00:20:10,040 --> 00:20:12,680
So for me that insight that 
powers can be strictly 

441
00:20:12,680 --> 00:20:14,560
narrative. 
Like a power just happens and it

442
00:20:14,560 --> 00:20:16,360
just changes the plot. 
You burn the grid. 

443
00:20:16,480 --> 00:20:17,840
So generally our powers cost 
grid. 

444
00:20:17,840 --> 00:20:20,360
Not all. 
Some might be, you know, some 

445
00:20:20,360 --> 00:20:23,680
passive weirdness or you get an.
An interesting item or something

446
00:20:23,680 --> 00:20:25,000
like that. 
But generally the powers cost 

447
00:20:25,000 --> 00:20:26,760
grit and they're they're in 
time, you know, you have to 

448
00:20:26,760 --> 00:20:29,400
choose to use them. 
They're active, you burn grit, 

449
00:20:29,400 --> 00:20:31,320
something happens and it changes
the plot. 

450
00:20:31,320 --> 00:20:34,840
It just happens and it it's a 
big swing and I liked that a lot

451
00:20:34,840 --> 00:20:37,400
and I liked the idea that 
different classes would be 

452
00:20:37,400 --> 00:20:39,360
defined by their powers. 
So it's very simple, you know, 

453
00:20:39,360 --> 00:20:41,040
it's a flat hierarchy. 
There's a bunch of powers for 

454
00:20:41,040 --> 00:20:42,960
any game. 
You group them into sort of 

455
00:20:43,280 --> 00:20:45,200
different clusters and OK, 
that's a class. 

456
00:20:45,200 --> 00:20:48,600
Or in blister critters, they're 
called blister paths, you know, 

457
00:20:48,600 --> 00:20:51,880
so your little animal, you have 
some animal powers, actually, 

458
00:20:51,880 --> 00:20:54,040
you have two animal powers, but 
then you get another couple 

459
00:20:54,040 --> 00:20:57,640
powers that are more sort of 
super heroic based on your sort 

460
00:20:57,640 --> 00:20:59,840
of mutations in this body horror
apocalypse, right. 

461
00:21:01,040 --> 00:21:03,600
And that way to design games 
felt very natural and it allowed

462
00:21:03,600 --> 00:21:05,960
us to do a lot very quickly 
across still fleet blister 

463
00:21:05,960 --> 00:21:07,480
critters. 
And then eventually what became,

464
00:21:07,480 --> 00:21:09,480
you know, now dots macabre and 
and some other games. 

465
00:21:10,880 --> 00:21:13,080
And we've been working forever 
on a couple high fantasy 

466
00:21:13,080 --> 00:21:14,640
versions. 
So now we have 1 Zine coming out

467
00:21:14,640 --> 00:21:17,800
of the sometimes Kingdom RPG by 
Ethan Gould, but we've been 

468
00:21:17,800 --> 00:21:20,680
working other, other sort of 
skins of like more like D&D 

469
00:21:20,680 --> 00:21:23,240
experience, right? 
But using some of these same 

470
00:21:23,560 --> 00:21:26,000
powers tied to the same 
essential scores and dice 

471
00:21:26,000 --> 00:21:28,840
rolling and, and feeling that 
out and saying, OK, for some of 

472
00:21:28,840 --> 00:21:30,760
these games, we'd want to tweak 
this or tweak that. 

473
00:21:30,760 --> 00:21:33,000
But but it, but it's funny, I, I
completely hear what you're 

474
00:21:33,000 --> 00:21:35,120
saying and I think it is maybe 
style to some degree. 

475
00:21:36,520 --> 00:21:39,560
So for me, PBTA is those two 
things, the mixed successes and 

476
00:21:39,560 --> 00:21:42,560
the the narrative powers. 
And I love the narrative powers 

477
00:21:42,560 --> 00:21:44,320
and hate the mixed successes. 
Sounds like you're the opposite.

478
00:21:44,320 --> 00:21:47,520
But it reminds me, we talked to 
Mark Diaz Truman, who I I love. 

479
00:21:47,520 --> 00:21:50,560
I think he's one of the better 
writers out there and designers 

480
00:21:50,920 --> 00:21:52,680
at Magpie Games. 
And he had said, you know, why 

481
00:21:52,680 --> 00:21:54,520
do you need another system? 
When we were talking about grit 

482
00:21:54,520 --> 00:21:56,640
and Pbta, he said, you know, 
there's a lot of good systems 

483
00:21:56,640 --> 00:21:58,040
there. 
You know, people can't learn 

484
00:21:58,040 --> 00:22:00,000
that many in their lives and 
really play with their friends. 

485
00:22:00,200 --> 00:22:02,520
There's probably 10 or so at any
time that writers are going to 

486
00:22:02,520 --> 00:22:04,920
write for. 
It's not, you know, he he was 

487
00:22:04,920 --> 00:22:06,720
saying in a nice way, right? 
But it was this challenge of 

488
00:22:06,720 --> 00:22:10,720
like what, you know, how can you
sort of define yours to be 

489
00:22:10,720 --> 00:22:12,200
different enough from one of 
those other things? 

490
00:22:12,200 --> 00:22:14,400
So it's not just doing the same 
work. 

491
00:22:14,720 --> 00:22:16,760
And I do think grit is, is 
different enough. 

492
00:22:16,760 --> 00:22:19,640
I would say. 
So it it isn't as crunchy as the

493
00:22:19,640 --> 00:22:22,200
crunchy ones. 
It's not super rules light and 

494
00:22:22,200 --> 00:22:24,800
with Pbta and fortune the dark 
and and all the sort of Pbta 

495
00:22:24,960 --> 00:22:28,440
adjacent versions, it is 
similar, but it doesn't have 

496
00:22:28,440 --> 00:22:31,400
mixed successes. 
And it it it really foregrounds,

497
00:22:31,400 --> 00:22:33,560
I think the narrative powers and
with boosting with grit. 

498
00:22:33,920 --> 00:22:36,600
It foregrounds just player 
agency in a way where you really

499
00:22:36,600 --> 00:22:39,080
get to say like, yeah, I'm going
to like it makes sense, right. 

500
00:22:39,080 --> 00:22:41,120
I'm going to really, really, 
really try at this moment. 

501
00:22:41,120 --> 00:22:43,600
And I feel like in all our 
lives, we know those moments. 

502
00:22:43,600 --> 00:22:46,680
We were like, oh fuck, like I 
have to really, really like 

503
00:22:47,040 --> 00:22:50,800
write this report today or, you 
know, hit this three pointer to 

504
00:22:50,800 --> 00:22:52,480
win the game or whatever, right,
whatever it is that you're 

505
00:22:52,480 --> 00:22:54,640
simulating. 
And so I think there are things 

506
00:22:54,640 --> 00:22:57,200
that the system does that are 
unique and that that has been 

507
00:22:58,400 --> 00:23:00,640
easier to explain over time now 
having made a bunch of games 

508
00:23:00,640 --> 00:23:02,160
with it and and refined it, 
right. 

509
00:23:02,160 --> 00:23:04,640
So that's why only now are we 
sort of saying, OK, now we're 

510
00:23:04,640 --> 00:23:06,520
doing a game jam and here's the 
license and all this because, 

511
00:23:06,560 --> 00:23:09,400
you know, we wanted to kick the 
tires, it turns out quite a bit 

512
00:23:09,920 --> 00:23:12,520
so. 
I so I'm going to, I'm going to,

513
00:23:12,520 --> 00:23:14,000
I'm going to rant for a real 
quick second. 

514
00:23:14,280 --> 00:23:17,320
I can't possibly fucking hate 
more. 

515
00:23:17,320 --> 00:23:20,480
Anytime anyone says what that 
person said to you like it puts 

516
00:23:20,480 --> 00:23:23,840
me into a blind fucking rage. 
Who gives a fuck how many 

517
00:23:23,840 --> 00:23:28,680
systems there are No one, no one
complaints about like another 

518
00:23:28,680 --> 00:23:30,360
card game. 
No one complaints about another 

519
00:23:30,360 --> 00:23:32,720
board game. 
No one says why are there video 

520
00:23:32,720 --> 00:23:34,200
games? 
We've already have all the video

521
00:23:34,200 --> 00:23:36,160
games. 
Why is it only in the TTRBG 

522
00:23:36,160 --> 00:23:38,760
space? 
Does everyone define it? 

523
00:23:38,760 --> 00:23:40,920
But well, there's people only 
write for 10. 

524
00:23:41,160 --> 00:23:44,200
There's six, there's 8 fucking 
there's a billions of people in 

525
00:23:44,200 --> 00:23:46,360
the world, right? 
And at any given time someone 

526
00:23:46,360 --> 00:23:48,840
could see your system versus the
other nine that people are 

527
00:23:48,840 --> 00:23:51,000
writing for or whatever. 
So who gives a fuck? 

528
00:23:51,000 --> 00:23:56,040
Like I hate this constant like 
just down putting of system 

529
00:23:56,040 --> 00:23:58,360
especially to just like well we 
have plenty they all work. 

530
00:23:58,360 --> 00:24:00,840
It's fuck off. 
Like just because they've 

531
00:24:00,840 --> 00:24:02,800
existed before doesn't mean it's
the first one the people are 

532
00:24:02,800 --> 00:24:04,160
going to encounter. 
Doesn't mean it's one that 

533
00:24:04,200 --> 00:24:05,800
tickles their brain the correct 
way. 

534
00:24:05,880 --> 00:24:09,040
A lot of systems are written and
why people write new systems 

535
00:24:09,040 --> 00:24:11,520
oftentimes is it's because like 
they're writing because this is 

536
00:24:11,520 --> 00:24:14,520
how my brain lurks like this is 
how the system makes sense to me

537
00:24:14,800 --> 00:24:17,480
and maybe other people's brain 
work the same way because 

538
00:24:17,480 --> 00:24:19,560
there's billions of people whose
brains work the same way. 

539
00:24:19,560 --> 00:24:23,560
So that always sounds to me like
what they're what they're saying

540
00:24:23,560 --> 00:24:26,000
is we don't need another system 
to play. 

541
00:24:26,560 --> 00:24:28,480
It's we don't need another 
system to buy. 

542
00:24:28,480 --> 00:24:31,440
And as soon as it starts coming 
from a product side, I would 

543
00:24:31,440 --> 00:24:36,000
immediately tune out because to 
me, I like games, I don't like 

544
00:24:36,000 --> 00:24:37,560
products. 
And because some games are 

545
00:24:37,560 --> 00:24:40,960
products is very different than 
products that happen to be games

546
00:24:41,160 --> 00:24:42,720
in a way that I think of games 
and views. 

547
00:24:42,720 --> 00:24:45,720
So that that that puts me in 
such a deep rage every time I 

548
00:24:45,720 --> 00:24:47,480
hear anyone say, oh, we don't 
need another system. 

549
00:24:47,600 --> 00:24:49,400
We don't need another book then 
we don't need another video 

550
00:24:49,400 --> 00:24:50,520
game. 
Then we don't need another 

551
00:24:50,520 --> 00:24:52,360
anything then. 
Is that how creativity works 

552
00:24:52,360 --> 00:24:54,120
like? 
I hear you, but but but I do 

553
00:24:54,120 --> 00:24:56,640
think that and again, I I don't 
maybe I'm misparaphrasing it. 

554
00:24:56,640 --> 00:24:58,960
I have to go back and re listen 
to this very early episode, 

555
00:24:58,960 --> 00:25:02,000
which we were Chris Pickett and 
I who do why we roll our our 

556
00:25:02,000 --> 00:25:04,320
podcast about indie game design.
We're like amazed, you know, 

557
00:25:04,320 --> 00:25:06,120
Mark was super nice and emailed 
us right back. 

558
00:25:06,120 --> 00:25:08,080
Yeah, I'll be on your show. 
I was like, oh, this guy doesn't

559
00:25:08,080 --> 00:25:10,400
know who we are. 
He's made a bunch of games. 

560
00:25:10,520 --> 00:25:12,760
You know Avatar just made 
$1,000,000 or something on 

561
00:25:13,080 --> 00:25:15,280
Kickstarter. 
No one plays it, you know, but. 

562
00:25:15,560 --> 00:25:16,840
Sure. 
But but it's PBTA, right. 

563
00:25:16,840 --> 00:25:18,400
And his whole thing is he likes 
PBTA. 

564
00:25:18,400 --> 00:25:19,480
OK. 
So it was really a conversation 

565
00:25:19,480 --> 00:25:22,280
about PBTA as a system and we 
talked about all kinds of, but 

566
00:25:22,880 --> 00:25:25,600
to be to steal man, what I 
remember that conversation, I 

567
00:25:25,600 --> 00:25:28,240
mean, he was just being generous
on that product business side. 

568
00:25:28,240 --> 00:25:30,320
He wasn't saying no one should 
do XY and Z. 

569
00:25:30,320 --> 00:25:32,440
It was like, look, if you're 
going to run a small business 

570
00:25:32,920 --> 00:25:35,360
and you're trying to make money,
how are you competing? 

571
00:25:35,360 --> 00:25:38,040
And I do kind of feel that way 
because, you know, it's much 

572
00:25:38,040 --> 00:25:41,720
easier now for me to say, look, 
this is how the game works. 

573
00:25:41,720 --> 00:25:43,760
And it either works within, you 
know, the grid system or if I 

574
00:25:43,760 --> 00:25:46,360
were to write something for, you
know, let's say it was like 

575
00:25:46,360 --> 00:25:48,480
Daggerhart or something, right? 
I would be able to speak to 

576
00:25:48,480 --> 00:25:50,760
other people who can translate 
that in their heads to the play 

577
00:25:50,760 --> 00:25:52,720
experience and kind of quickly 
walk through, OK, that sounds 

578
00:25:52,720 --> 00:25:53,800
fun. 
Let me let me try that. 

579
00:25:55,080 --> 00:25:58,400
And I think it's a little harder
with a totally unknown system to

580
00:25:58,400 --> 00:26:00,040
make a product. 
And to your point, that should 

581
00:26:00,040 --> 00:26:02,520
not be the goal. 
And that's not usually how I, I 

582
00:26:02,520 --> 00:26:04,920
don't sit down to make products.
I sit down to tell stories to, 

583
00:26:04,960 --> 00:26:07,600
to make games. 
But there is the point where it 

584
00:26:07,600 --> 00:26:09,520
does tip over. 
There's like a horizon. 

585
00:26:10,240 --> 00:26:11,560
And I think of that kind of 
paradox, right? 

586
00:26:11,560 --> 00:26:13,920
It's a paradox of like, you want
to be a pure artist, either 

587
00:26:13,920 --> 00:26:17,160
drawing or writing or whatever. 
And games are a way to do that 

588
00:26:17,160 --> 00:26:19,640
art and with other people. 
And it's really rad because it's

589
00:26:19,640 --> 00:26:23,280
a community that's it's all 
about kind of indie home brewed 

590
00:26:23,280 --> 00:26:24,800
stuff. 
And and there is a human 

591
00:26:24,800 --> 00:26:28,200
connection even with solo games,
I would argue people like then 

592
00:26:28,320 --> 00:26:31,760
get together and read their solo
game journals and stuff much 

593
00:26:31,760 --> 00:26:33,960
more than, you know, maybe video
games are much more directed at 

594
00:26:33,960 --> 00:26:36,600
sort of like, you know, you the 
creator are not interacting with

595
00:26:36,600 --> 00:26:38,680
people necessarily that much. 
I mean, again, I know they play 

596
00:26:38,680 --> 00:26:41,600
test stuff, whatever. 
But for RPGs, you're definitely 

597
00:26:41,600 --> 00:26:44,200
with other people as an artist. 
But if you want to do it 

598
00:26:44,200 --> 00:26:47,280
professionally at any level, I 
mean even a hobby level and just

599
00:26:47,280 --> 00:26:50,120
not lose money, you do have to 
kind of consider those things. 

600
00:26:50,120 --> 00:26:52,800
So I think I, I, I agree with 
you that like, yeah, we have 

601
00:26:52,800 --> 00:26:54,920
room for any nervous systems. 
There's 8 billion people on 

602
00:26:54,920 --> 00:26:56,240
earth. 
There's going to be plenty of 

603
00:26:56,240 --> 00:26:58,080
innovation. 
I don't think by any means. 

604
00:26:58,160 --> 00:26:59,720
And we we can get into this. 
We're talking for the show. 

605
00:26:59,720 --> 00:27:02,920
Like, is the OSR over? 
Like, I don't really feel 

606
00:27:02,920 --> 00:27:05,600
strongly or care that much. 
But even if it is like they'll 

607
00:27:05,600 --> 00:27:07,440
be a new thing, you know, 
they'll always be innovation. 

608
00:27:07,720 --> 00:27:09,760
I, like I said, I probably won't
be the great system forever and 

609
00:27:09,760 --> 00:27:10,920
ever. 
I'll probably do it at least for

610
00:27:10,920 --> 00:27:12,640
a few more years because we have
a bunch of ideas. 

611
00:27:12,640 --> 00:27:15,000
We have a backlog of cool games 
we think are fun that we're 

612
00:27:15,000 --> 00:27:16,480
trying to make better and 
better. 

613
00:27:17,440 --> 00:27:19,520
And I do think from a product 
standpoint, it is helpful to 

614
00:27:19,520 --> 00:27:22,280
say, OK, they're they're in a 
family, they're interoperable, 

615
00:27:22,280 --> 00:27:23,200
right? 
So if you've played one, you're 

616
00:27:23,200 --> 00:27:26,360
going to be able to quickly 
learn the others and it kind of 

617
00:27:26,360 --> 00:27:28,800
quickly give those bullet points
like here's how it's sort of 

618
00:27:28,800 --> 00:27:30,760
different from other things, 
sort of the same. 

619
00:27:30,760 --> 00:27:33,640
So you you can tell, you know, 
the 8020 really you want 80% 

620
00:27:33,640 --> 00:27:37,960
familiarity, but 20% has to be 
new or else, yeah, just some 

621
00:27:37,960 --> 00:27:40,280
people might say, well, I'm 
going to buy another shadow dark

622
00:27:40,280 --> 00:27:42,520
thing or whatever, right. 
And we want to say, no, no, no 

623
00:27:42,520 --> 00:27:43,440
play. 
Try dots with Cobb. 

624
00:27:43,440 --> 00:27:44,840
It's really fun. 
You know, it's really different,

625
00:27:45,400 --> 00:27:47,880
but it's, it's super easy. 
So I, I, again, I, I don't want 

626
00:27:47,880 --> 00:27:50,080
to, I just don't want to speak 
for someone who, who's not here,

627
00:27:50,080 --> 00:27:51,840
right? 
Because I certainly agree with 

628
00:27:51,840 --> 00:27:53,280
you. 
I don't feel like there needs to

629
00:27:53,280 --> 00:27:56,160
be any gatekeeping in terms of 
what is the system. 

630
00:27:56,360 --> 00:27:58,560
But if you ask me business 
advice, I might say, OK, let's 

631
00:27:58,560 --> 00:28:01,160
think about it and, and how much
you want to do a new system and 

632
00:28:01,160 --> 00:28:03,080
how much you think that is what 
people are going to buy. 

633
00:28:03,640 --> 00:28:06,160
And for some games, especially 
for Zenes and for story games 

634
00:28:06,160 --> 00:28:10,280
like that, energy is 100% there.
You know, it's all novelty, but 

635
00:28:10,280 --> 00:28:13,160
I think for big adventure games,
bigger books and campaignable 

636
00:28:13,160 --> 00:28:15,600
adventure games, I do think 
people when they're spending 50 

637
00:28:15,600 --> 00:28:18,400
bucks on a book, they might 
think, you know, how, how much 

638
00:28:18,400 --> 00:28:20,640
do I need to learn a new system 
versus, oh, I'm going to get 

639
00:28:20,640 --> 00:28:22,680
this quickly? 
And so it's a kind of gamble, I 

640
00:28:22,680 --> 00:28:25,680
think from a business 
perspective, which again, it's 

641
00:28:25,680 --> 00:28:27,640
not my main perspective. 
It's something I have to like, 

642
00:28:27,760 --> 00:28:30,800
keep in mind, so I don't, I 
don't lose all my my, my money 

643
00:28:31,040 --> 00:28:33,200
basically. 
Yeah, you know, I also feel to a

644
00:28:33,200 --> 00:28:37,040
point without without and again 
granting more the the there's a 

645
00:28:37,160 --> 00:28:41,440
community in TSRP GS and just 
like this, this baggage mindset 

646
00:28:41,440 --> 00:28:46,240
that I think as a community, 
which can never get this 

647
00:28:46,240 --> 00:28:48,360
community all move in the same 
direction really needs to be 

648
00:28:48,360 --> 00:28:50,440
shocked. 
It's because someone said this 

649
00:28:50,440 --> 00:28:53,560
the other day about and I of 
course, I rented because that's 

650
00:28:53,560 --> 00:28:57,640
what I do, but no one no one 
made me anything else where 

651
00:28:57,640 --> 00:29:00,080
people just do 1 of it, right. 
There's no one out there that 

652
00:29:00,080 --> 00:29:02,240
plays one card game forever. 
There's no one out there that 

653
00:29:02,240 --> 00:29:05,080
plays one board game forever. 
But this mindset, this like 

654
00:29:05,080 --> 00:29:08,800
self-imposed mindset that 
honestly, I really think that 

655
00:29:08,800 --> 00:29:11,320
don't even get me started on 
like the ways that 5E has like 

656
00:29:11,320 --> 00:29:13,200
destroyed TTRP GS in a lot of 
ways. 

657
00:29:13,200 --> 00:29:16,320
But a lot of it comes from that 
baggage where their business 

658
00:29:16,320 --> 00:29:19,680
model has been to tell everyone 
you only need this one game. 

659
00:29:19,920 --> 00:29:22,520
So it becomes stuck in people's 
brains forever that you only 

660
00:29:22,520 --> 00:29:24,080
need this one game. 
But again, no one plays one 

661
00:29:24,080 --> 00:29:25,760
board game. 
No one plays one card game. 

662
00:29:26,040 --> 00:29:28,040
No one plays one drinking game 
in college. 

663
00:29:28,040 --> 00:29:30,360
Like no one's just like, I got 
King's Cup and I'm done. 

664
00:29:30,360 --> 00:29:32,360
You know what I mean? 
Like, I never needed, I never 

665
00:29:32,360 --> 00:29:33,720
need to play beer. 
Paul, what is this? 

666
00:29:33,720 --> 00:29:36,120
So as a product, I completely 
understand where you're coming 

667
00:29:36,120 --> 00:29:39,440
from, but I do think part of 
that, like from a business 

668
00:29:39,440 --> 00:29:41,520
perspective, yes, you have to 
make it a game that people want 

669
00:29:41,520 --> 00:29:44,000
to play and make it approachable
and make it reasonable. 

670
00:29:44,240 --> 00:29:46,600
But I do think as like a 
community, like I really wish 

671
00:29:46,600 --> 00:29:49,960
people's mindset would switch 
away from I need the easiest 

672
00:29:49,960 --> 00:29:51,960
thing that makes my brain work 
and blah, blah, blah, and this 

673
00:29:51,960 --> 00:29:54,680
and that and, and be more open 
to it. 

674
00:29:54,720 --> 00:29:58,320
And again, I do think that that 
is like a bit of brainwashing 

675
00:29:58,320 --> 00:30:01,000
bit of propaganda that's put out
there that you only need one, so

676
00:30:01,000 --> 00:30:03,520
stick with one, but that, you 
know, that's neither here nor 

677
00:30:03,520 --> 00:30:04,840
there. 
And that's, that's not something

678
00:30:04,840 --> 00:30:06,680
that you need to worry about 
Indesign. 

679
00:30:06,680 --> 00:30:08,480
But I understand from a business
side that is something that 

680
00:30:08,480 --> 00:30:10,200
exists and it's something that 
you have to think of when you're

681
00:30:10,200 --> 00:30:11,800
when you're making a product. 
Because still Fleet's not a 

682
00:30:11,800 --> 00:30:13,680
Zine. 
It's a bunch of books, you know,

683
00:30:13,760 --> 00:30:15,240
and they're hard back and they 
cost money. 

684
00:30:15,240 --> 00:30:18,120
So like it's, it's reasonable to
to have to have those things on 

685
00:30:18,120 --> 00:30:19,480
your plate once you get to that 
point. 

686
00:30:19,640 --> 00:30:21,720
Well, it definitely and it and 
and look at what we're competing

687
00:30:21,720 --> 00:30:25,320
with when we do that versus if 
we were making, let's say, zines

688
00:30:25,320 --> 00:30:28,960
or printed home small sort of 
board game like experiences, you

689
00:30:28,960 --> 00:30:32,120
know, solo duet games or even 
party games, but they have an 

690
00:30:32,120 --> 00:30:34,560
RPG component. 
So again, sort of store novel 

691
00:30:34,560 --> 00:30:36,720
story games that are, are 
cheaper to make and cheaper to 

692
00:30:36,720 --> 00:30:40,920
buy Arc arc rad and I so again, 
I'm a big fan of plus one XP and

693
00:30:40,920 --> 00:30:42,800
I think they put out interesting
stuff in that world. 

694
00:30:42,800 --> 00:30:45,120
And there's plenty of other 
folks out there, you know, 

695
00:30:45,640 --> 00:30:48,480
working in that vein. 
You know, again, I'm, I'm in my 

696
00:30:48,480 --> 00:30:50,240
40s, man. 
I grew up playing, you know, D&D

697
00:30:50,240 --> 00:30:55,240
and vampire traveler and, you 
know, I had the big books and I 

698
00:30:55,240 --> 00:30:57,160
wanted to make and I, I play 
campaigns. 

699
00:30:57,160 --> 00:30:58,840
So I was playing campaigns and 
still Fleet before it had a 

700
00:30:58,840 --> 00:31:01,400
name, you know, before the grid 
system. 

701
00:31:01,400 --> 00:31:04,800
And I wanted to consolidate that
into a big book to start. 

702
00:31:04,960 --> 00:31:06,520
And I was very insistent. 
Let's do a big book. 

703
00:31:06,520 --> 00:31:08,640
We did actually do a quick start
first, which is softback. 

704
00:31:08,800 --> 00:31:10,080
And after that we did a bunch of
softback. 

705
00:31:10,080 --> 00:31:11,440
They're all softbacks are in the
main book. 

706
00:31:12,000 --> 00:31:14,200
But yeah, it's a big hardback 
book and they're expensive to 

707
00:31:14,200 --> 00:31:16,520
make. 
And so at that point, who with 

708
00:31:16,520 --> 00:31:18,200
whom are we competing? 
But we're not really competing 

709
00:31:18,200 --> 00:31:20,480
with Azine, with that product. 
You know, it's not apples to 

710
00:31:20,480 --> 00:31:24,000
apples if someone's at a store 
and again, I buy both. 

711
00:31:24,000 --> 00:31:26,840
So I'm, I'm you know, please, if
you can't support all these 

712
00:31:26,840 --> 00:31:28,920
people, you know, I'm not I I 
certainly don't want to limit 

713
00:31:28,920 --> 00:31:31,480
anyone, but but in terms of big 
adventure games, it is like 

714
00:31:31,480 --> 00:31:33,160
we're competing with other 
people who are like, I don't 

715
00:31:33,160 --> 00:31:36,160
know, my whole group wants to 
switch to blank or like and, and

716
00:31:36,240 --> 00:31:37,520
and more of that campaign 
experience. 

717
00:31:37,520 --> 00:31:39,480
So I definitely agree. 
It's not that anyone's only 

718
00:31:39,480 --> 00:31:40,440
playing one thing in their 
lives. 

719
00:31:40,440 --> 00:31:43,240
I just think of the way I 
collect and the and the shelfie 

720
00:31:43,440 --> 00:31:45,440
thing on Reddit right now. 
Everyone collects a lot of 

721
00:31:45,440 --> 00:31:47,000
games. 
I don't think they're all played

722
00:31:47,000 --> 00:31:48,880
equally. 
I think let's again just say 

723
00:31:49,320 --> 00:31:51,000
because it's a thing that 
business people say like 80 

724
00:31:51,000 --> 00:31:53,440
twenty, 80% of them are red but 
not played. 

725
00:31:53,480 --> 00:31:57,240
I think might be played at most 
once, right, But probably not 

726
00:31:57,240 --> 00:31:59,960
even 20% of them are played a 
lot and those might be 

727
00:31:59,960 --> 00:32:03,600
principally 5E now. 
Maybe like, you know, you get 

728
00:32:03,600 --> 00:32:06,840
your mother ships and hopefully,
you know, still feeds, inspires 

729
00:32:06,840 --> 00:32:09,200
and stuff. 
And then there's also a lot of 

730
00:32:09,200 --> 00:32:11,520
legacy games like Warhammer 
Fantasy where like I don't know 

731
00:32:11,520 --> 00:32:14,200
anyone who's played it, but it I
see it whenever I go to smaller 

732
00:32:14,200 --> 00:32:17,080
cons, all the the older heads 
have all of those hardback books

733
00:32:17,080 --> 00:32:19,120
that are expensive and they're 
nice books and it's just like 

734
00:32:19,440 --> 00:32:22,520
this must be a thing that 
they're elf quest, right, That 

735
00:32:22,520 --> 00:32:24,640
had like a a billion hardback 
book curbs. 

736
00:32:24,880 --> 00:32:28,200
So I think that when you have a 
product line and you have 

737
00:32:28,200 --> 00:32:31,280
hardbacks and you have just like
box sets, you know, SKUs that 

738
00:32:31,280 --> 00:32:34,760
cost like, like products that 
cost more money to make, you do 

739
00:32:34,760 --> 00:32:38,360
have to just consider like, why 
should someone not just buy like

740
00:32:38,360 --> 00:32:40,960
one thing, but buy like 3 things
for the system? 

741
00:32:41,000 --> 00:32:43,920
And I think at that point you do
have to sort of say, yeah, 

742
00:32:43,920 --> 00:32:45,840
there's, they're all fun to 
read, but ours is going to be 

743
00:32:45,840 --> 00:32:47,200
the most fun to play. 
And here's why. 

744
00:32:47,200 --> 00:32:49,160
And again, like maybe define 
that experience pretty 

745
00:32:49,160 --> 00:32:50,760
specifically. 
Like with that's we tried to be 

746
00:32:50,760 --> 00:32:53,080
really real with people and 
like, and we've seen it. 

747
00:32:53,080 --> 00:32:55,360
Like Chris and I have played 
games with people who literally 

748
00:32:55,360 --> 00:32:57,600
thought they were sitting down 
to play Shadow Dark and then 

749
00:32:57,600 --> 00:32:59,120
they were pleasantly surprised. 
They're like, wow, that was 

750
00:32:59,120 --> 00:33:00,960
really fun and red, but they 
literally were just confused. 

751
00:33:00,960 --> 00:33:02,080
They were like, I don't even 
know what this is. 

752
00:33:02,080 --> 00:33:06,640
It just looked like you're, you 
know, it's in that same vein and

753
00:33:06,960 --> 00:33:09,360
or they thought it was a zombie 
game, but again, using like a 5 

754
00:33:09,360 --> 00:33:11,480
E kind of engine and they were 
pleasantly surprised. 

755
00:33:11,480 --> 00:33:13,600
They liked the grid system and 
they said it was really fun. 

756
00:33:13,600 --> 00:33:16,240
I'm glad I learned that. 
So we've we've had to really 

757
00:33:16,240 --> 00:33:18,840
like as a we still are new, 
right, The grid system is new. 

758
00:33:18,840 --> 00:33:21,680
I don't know for sure if it will
be a thing that people keep 

759
00:33:21,680 --> 00:33:22,440
going with. 
I hope so. 

760
00:33:22,440 --> 00:33:24,920
We're going to start this jam 
and see what people do, but 

761
00:33:24,920 --> 00:33:28,320
we've had to kind of, you know, 
do that like one-on-one 

762
00:33:28,320 --> 00:33:30,920
education with players and be 
like, why don't you try it for a

763
00:33:30,920 --> 00:33:31,920
couple hours, see if you like 
it. 

764
00:33:32,080 --> 00:33:33,880
And if you know, you don't have 
to buy a big book. 

765
00:33:33,880 --> 00:33:35,000
You can just play a game for 
free. 

766
00:33:35,000 --> 00:33:37,640
And we, you know, we play games 
on Discord every week on our 

767
00:33:37,640 --> 00:33:39,880
server. 
If with that idea in mind that 

768
00:33:39,880 --> 00:33:42,160
like, hey, you don't have to buy
anything. 

769
00:33:42,160 --> 00:33:44,760
You just come up, come and play 
and we'll walk you through it. 

770
00:33:44,760 --> 00:33:46,560
There's free quick starts, you 
know, there's pregens. 

771
00:33:46,560 --> 00:33:49,920
So I definitely don't think 
people should feel limited. 

772
00:33:49,920 --> 00:33:52,600
But I will say again for a 
business perspective, if you're 

773
00:33:52,600 --> 00:33:55,840
going to commit to even one big 
ass hardback, much less like a 

774
00:33:55,840 --> 00:33:59,440
hardback and in our case like a 
couple soft backs, it adds up 

775
00:33:59,440 --> 00:34:01,760
pretty quickly. 
And so it is just like a 

776
00:34:01,760 --> 00:34:04,640
different, it becomes a small 
business right away, which is 

777
00:34:04,640 --> 00:34:06,280
not good or bad. 
And it used to be, I think 

778
00:34:06,280 --> 00:34:07,520
easier. 
And we live now. 

779
00:34:07,520 --> 00:34:10,520
And hey, like we're in World War
Three, maybe, you know, it's 

780
00:34:10,520 --> 00:34:12,920
like it's, it's getting worse. 
Every day, who knows? 

781
00:34:13,239 --> 00:34:15,320
I'm going to get nuclear 
fallout, you know? 

782
00:34:15,880 --> 00:34:16,480
No, no. 
I. 

783
00:34:17,120 --> 00:34:18,719
Hear. 
You, I hear you coming from 

784
00:34:18,719 --> 00:34:22,639
yeah, no, it's and, and I have 
the, the, the, I guess benefit 

785
00:34:22,639 --> 00:34:25,440
of, of being on a podcast where 
I can pick what I want and, and 

786
00:34:25,440 --> 00:34:26,960
it's not a business and all this
other stuff. 

787
00:34:26,960 --> 00:34:29,600
So like I, I'm on a bit of my 
own, you know, high horse that I

788
00:34:29,600 --> 00:34:32,040
might need to step down from 
every now and then, But it's it 

789
00:34:35,280 --> 00:34:37,520
in a, in a perfect world, we 
wouldn't need to worry about the

790
00:34:37,520 --> 00:34:39,320
business side of it and the 
product side of it. 

791
00:34:39,320 --> 00:34:41,679
And like the fact that paper is 
not going to be super expensive 

792
00:34:41,679 --> 00:34:43,560
because meals are starting to 
get behind again and all that 

793
00:34:43,560 --> 00:34:45,000
kind of stuff. 
But you know, that is 

794
00:34:45,000 --> 00:34:46,360
unfortunately the reality we 
live in. 

795
00:34:46,360 --> 00:34:48,639
And for, for people that run 
businesses, it's, it's, you 

796
00:34:48,639 --> 00:34:51,239
know, it's, you know, things 
that have to be brought into the

797
00:34:51,239 --> 00:34:54,159
conversation above and beyond, 
like the artistic aspect, but 

798
00:34:54,159 --> 00:34:56,080
even artists sell art. 
So it's, you know, it's a thing 

799
00:34:56,080 --> 00:34:58,800
that always has to be done. 
But winding it back like again, 

800
00:34:58,840 --> 00:35:01,240
me stepping off the high horse 
and everything stepping down 

801
00:35:01,240 --> 00:35:04,240
from the, from the soapbox, the 
system itself too. 

802
00:35:04,520 --> 00:35:06,760
So for me when I look at the 
grid system I see three things 

803
00:35:06,760 --> 00:35:07,800
and tell me if I'm completely 
wrong. 

804
00:35:07,800 --> 00:35:10,640
What I see is dice mechanic 
we've already talked about which

805
00:35:10,640 --> 00:35:16,480
is get higher than a D6 and then
it's your stat array because you

806
00:35:16,480 --> 00:35:20,480
have it's 5 stats. 
I believe in Still Fleet, but 

807
00:35:20,480 --> 00:35:23,640
you have an array. 
So when you were designing Still

808
00:35:23,640 --> 00:35:25,080
Fleet, I'm going to pull that up
too. 

809
00:35:25,640 --> 00:35:27,600
Was there an inspiration? 
Because we've already talked 

810
00:35:27,600 --> 00:35:30,240
about the PPTA inspiration with 
the sixes and and the binary and

811
00:35:30,240 --> 00:35:31,680
stuff. 
Was there an inspiration to go 

812
00:35:31,680 --> 00:35:36,480
with something like the array? 
Because when I've seen dice 

813
00:35:36,480 --> 00:35:38,360
assigned to arrays, I've seen 
like, have you, I don't know if 

814
00:35:38,360 --> 00:35:41,760
you've read like Ryutama or like
Red Giant or anything like that,

815
00:35:42,160 --> 00:35:47,160
systems that assigned different 
dice to different like stats or 

816
00:35:47,160 --> 00:35:48,480
different actions and things 
like that. 

817
00:35:48,680 --> 00:35:51,040
Where does that something that 
just like popped up or were you 

818
00:35:51,040 --> 00:35:53,720
inspired in some way from, from 
a previous system or anything? 

819
00:35:54,840 --> 00:35:58,320
No, I have found that that there
are other designers who use this

820
00:35:58,440 --> 00:36:02,240
core mechanic of your scores are
different dice types, but I did 

821
00:36:02,240 --> 00:36:03,760
not know that at the time at 
all. 

822
00:36:03,760 --> 00:36:08,280
So this was a product of really 
my two friends I grew up playing

823
00:36:08,280 --> 00:36:10,960
these games with who are really 
amazing. 

824
00:36:10,960 --> 00:36:13,600
And neither are involved at all,
as far as I know, with any 

825
00:36:13,600 --> 00:36:15,920
gaming. 
But my friends Patrick and Paul,

826
00:36:16,240 --> 00:36:18,760
I was just like emailing a lot 
of we all, we'd all moved away. 

827
00:36:18,760 --> 00:36:20,360
So none of us were in New York 
City anymore. 

828
00:36:20,920 --> 00:36:23,400
And it was the first time in in 
our adult lives, you know, we 

829
00:36:23,400 --> 00:36:25,000
weren't like hanging out 
together in Brooklyn. 

830
00:36:25,000 --> 00:36:27,080
And we're like, they're getting 
married and having kids and I'm 

831
00:36:27,200 --> 00:36:29,440
in Boston and doing being 
academic. 

832
00:36:29,680 --> 00:36:32,320
And I really, I wanted to, you 
know, create this game. 

833
00:36:32,320 --> 00:36:35,400
And early on, I mean, we were 
talking about these different 

834
00:36:35,400 --> 00:36:38,040
systems and we really went 
deeply through just back and 

835
00:36:38,040 --> 00:36:41,760
forth kind of again, old blog 
style, long e-mail threads about

836
00:36:41,760 --> 00:36:45,560
like things we liked it didn't 
like about D&D, different kinds 

837
00:36:45,560 --> 00:36:48,560
of systems that aren't D&D or 
PBTAPBTA Numenera. 

838
00:36:48,680 --> 00:36:52,840
And ultimately it was probably 
just my experience trying to GM 

839
00:36:52,840 --> 00:36:55,440
Numenera and feeling very 
frustrated, not with Monty 

840
00:36:55,440 --> 00:36:58,320
Cook's amazing writing in the 
art, but like this system. 

841
00:36:58,320 --> 00:36:59,920
It just was like, I don't like 
fuck this. 

842
00:36:59,920 --> 00:37:02,720
Like I remember just late one 
night writing the what became 

843
00:37:02,720 --> 00:37:05,120
the grid system, sending it to 
my friends, you know, emailing 

844
00:37:05,120 --> 00:37:08,400
it to the then players and just 
saying, I think this is could be

845
00:37:08,400 --> 00:37:10,720
something like, what if we just 
rolled an individual dice when 

846
00:37:10,720 --> 00:37:13,680
we call for a check, you know? 
And it worked really well. 

847
00:37:13,680 --> 00:37:15,720
I mean, it worked from that 
first play test on. 

848
00:37:15,720 --> 00:37:16,880
It was just like, yeah, this is 
it. 

849
00:37:16,880 --> 00:37:18,200
Like, let's focus on this. 
Now. 

850
00:37:18,440 --> 00:37:20,880
To your point, other people, 
I've not actually read this. 

851
00:37:20,920 --> 00:37:24,320
I know what Reutam is. 
I think Chris is a big fan. 

852
00:37:25,320 --> 00:37:28,000
I don't speak for them, but, but
I know there's other designers 

853
00:37:28,000 --> 00:37:29,560
who've done that. 
It is a cool way to do it. 

854
00:37:29,560 --> 00:37:32,160
It's not the only way. 
I do think to me, it's a very 

855
00:37:32,160 --> 00:37:35,360
satisfying range. 
That's always, it always kind of

856
00:37:35,360 --> 00:37:36,760
makes sense. 
You know, if you have AD 12, 

857
00:37:36,760 --> 00:37:38,400
you're pretty good at something 
that's hard to do. 

858
00:37:39,040 --> 00:37:40,960
You know, if you have AD 6, 
you're a quote UN quote average 

859
00:37:40,960 --> 00:37:43,200
at it. 
And it allows you to make those 

860
00:37:43,200 --> 00:37:46,000
gambling choices around burning 
grit and whether you'll be 

861
00:37:46,000 --> 00:37:47,080
exhausted and you're out of 
grit. 

862
00:37:47,080 --> 00:37:50,360
You can't do that anymore and 
also use your cool powers. 

863
00:37:50,600 --> 00:37:53,800
It allows you as the player to 
have that agency and to say, you

864
00:37:53,800 --> 00:37:57,000
know, fuck it, I'm, you know, 
Leroy Jenkins, I'm going to burn

865
00:37:57,000 --> 00:38:00,040
9 grit and roll whatever dice I 
have and add 9 and just hope I 

866
00:38:00,040 --> 00:38:03,520
don't get a 1, you know? 
And it allows you as AGM to 

867
00:38:03,520 --> 00:38:05,960
really quickly say, OK, this is 
a little harder than average. 

868
00:38:05,960 --> 00:38:07,960
You got to get A7 or better 
instead of a six and all the 

869
00:38:07,960 --> 00:38:10,920
player, oh, or even like, hey, 
that's kind of impossible, but 

870
00:38:10,920 --> 00:38:13,320
I'll let you try like you got to
get like a nine or better, you 

871
00:38:13,320 --> 00:38:15,200
know. 
So again, it's very fast 

872
00:38:15,200 --> 00:38:18,400
compared to say AD and D and to 
me, again, for the as we 

873
00:38:18,400 --> 00:38:21,600
discussed, it's a little quicker
than a PBTA to resolve those 

874
00:38:21,600 --> 00:38:24,960
kind of cinematic epic moments, 
which was more how I was GM ING 

875
00:38:24,960 --> 00:38:26,000
right. 
And it's it's again, not the 

876
00:38:26,000 --> 00:38:29,280
only way to GM, but it but it 
was it was born out of like, you

877
00:38:29,280 --> 00:38:31,840
know, kind of like having just 
watched like the expanse or 

878
00:38:31,840 --> 00:38:33,920
whatever had just started coming
out of the TV show. 

879
00:38:33,920 --> 00:38:35,800
And it's like, Oh yeah, this is 
cool. 

880
00:38:35,800 --> 00:38:39,720
What how can we make this? 
But out of the parts of what? 

881
00:38:39,720 --> 00:38:41,800
What now we'd call the OSR, 
right? 

882
00:38:43,720 --> 00:38:46,080
This is, I'm a systems guy. 
I love systems and I love and 

883
00:38:46,080 --> 00:38:47,920
someone does something unique 
with systems and, and this is 

884
00:38:47,920 --> 00:38:51,000
one of things I like about the 
grid system specifically is that

885
00:38:51,000 --> 00:38:54,720
you have this like as a standard
core difficulty, you have 6 as 

886
00:38:54,720 --> 00:38:56,640
your number, you have these 
array of dice. 

887
00:38:56,640 --> 00:38:58,840
So people like you said, it's 
really easy. 

888
00:38:58,840 --> 00:39:01,680
It's more intuitive than like, 
for example, one of the things 

889
00:39:01,680 --> 00:39:03,960
that I find a lot of people that
get away from D&D don't like 

890
00:39:03,960 --> 00:39:06,200
about D&D when they look back, 
is that you roll to get a stat 

891
00:39:06,400 --> 00:39:08,480
that gives you a different 
number, that gives you a 

892
00:39:08,480 --> 00:39:11,360
modifier that gives you like a 
number that then Adm has to give

893
00:39:11,360 --> 00:39:12,880
you like, there's all this 
stuff. 

894
00:39:12,880 --> 00:39:14,320
You know, that's why roll under 
is better. 

895
00:39:14,360 --> 00:39:16,960
You can just like, you know, 
roll to 1 number. 

896
00:39:17,000 --> 00:39:20,080
So I really like that you have 
this basically target number and

897
00:39:20,080 --> 00:39:23,160
then you're just looking at the 
math, like if you have AD 4 and 

898
00:39:23,160 --> 00:39:25,360
you need a the six, you can't do
it. 

899
00:39:25,360 --> 00:39:27,240
Like you just can't do it. 
And if you have AD 12, you're 

900
00:39:27,240 --> 00:39:28,920
probably very good at it. 
And I, I really like that. 

901
00:39:28,920 --> 00:39:31,920
I think it's incredibly clever. 
I think it's incredibly simple. 

902
00:39:32,440 --> 00:39:34,480
And those to me are the best 
mechanics where you just go, 

903
00:39:34,720 --> 00:39:37,320
this makes sense. 
Just looking at it, you go, Oh 

904
00:39:37,520 --> 00:39:39,480
yeah, I have a 12, I need to hit
a six. 

905
00:39:40,120 --> 00:39:42,600
And, and so I really like that. 
And I and I, we talked about 

906
00:39:42,600 --> 00:39:45,720
this before the show, but the 
design of the graphics you did 

907
00:39:45,720 --> 00:39:48,160
in still fleet or that were done
in still fleet with the blown 

908
00:39:48,160 --> 00:39:49,640
out dice to give you the number 
of options. 

909
00:39:49,920 --> 00:39:53,280
That makes my brain so happy to 
just look at it and go, yes, 

910
00:39:53,480 --> 00:39:55,960
this is so nice. 
Like when you look at like AD 

911
00:39:56,200 --> 00:39:59,320
the D8 and you see 3 red 
triangles, you're like, yes, 

912
00:39:59,720 --> 00:40:02,120
that makes so much sense. 
Like that's how the math works. 

913
00:40:02,120 --> 00:40:05,480
I love it. 
But then you do have, you do 

914
00:40:05,480 --> 00:40:07,160
have an array of, of 
difficulties. 

915
00:40:07,160 --> 00:40:09,160
You have easy, standard, 
difficult, very difficult, 

916
00:40:09,160 --> 00:40:10,840
impossible. 
How often do you find yourself 

917
00:40:11,080 --> 00:40:13,960
like deciding like we're not 
just going to owe sixes across 

918
00:40:13,960 --> 00:40:16,080
the board? 
Because the declared difficulty 

919
00:40:16,080 --> 00:40:18,520
is one of the things that I'm 
not as big a fan of in like D&D 

920
00:40:18,520 --> 00:40:21,240
where the GM has to be like, 
well, is it a 13 is a 14? 

921
00:40:21,240 --> 00:40:22,640
If you get a 12, what does that 
mean? 

922
00:40:22,840 --> 00:40:24,120
How often do you really find 
yourself? 

923
00:40:24,680 --> 00:40:27,840
Deviating from the standard 
versus letting those different 

924
00:40:27,840 --> 00:40:31,600
dice numbers, you know, 468 kind
of pick, you know, the success 

925
00:40:31,600 --> 00:40:33,280
or failure. 
Yeah, I hear you. 

926
00:40:33,320 --> 00:40:36,560
I mean, I, I hated personally 
when I was doing the 20 games 

927
00:40:36,560 --> 00:40:41,160
more and, and 5E when it's like,
oh, you need to get an 11 and 

928
00:40:41,240 --> 00:40:43,160
yeah, what's the difference 
between 11 and a 12? 

929
00:40:43,160 --> 00:40:45,880
I mean, you know, it's, it 
becomes pointless if you're 

930
00:40:45,880 --> 00:40:47,400
like, oh, well, then just do 
steps of five. 

931
00:40:47,400 --> 00:40:48,800
But then it's like, well, why do
I have AD 20? 

932
00:40:48,840 --> 00:40:52,400
It the whole thing becomes a 
push and pull with math that I 

933
00:40:52,400 --> 00:40:55,200
found is just always inherently 
unsatisfying and goes nowhere 

934
00:40:55,200 --> 00:40:56,920
with like the higher level you 
get. 

935
00:40:56,920 --> 00:40:59,640
It still feels just as confusing
it there's never a point in the 

936
00:40:59,640 --> 00:41:02,120
sort of campaign arc when it, it
like makes sense. 

937
00:41:02,120 --> 00:41:05,040
So for me, that was never a fan,
even when, you know, again, from

938
00:41:05,040 --> 00:41:07,360
the earliest days, I played 
second edition Dutch the Dragons

939
00:41:07,360 --> 00:41:10,000
with my friends and loved it 
because I love role-playing, but

940
00:41:10,000 --> 00:41:13,000
I hated as I was always the GM, 
like it was the forever GM, 

941
00:41:13,000 --> 00:41:14,800
quote UN quote setting those 
difficulties. 

942
00:41:14,800 --> 00:41:16,800
So for us, it's like you're 
trying to be the six. 

943
00:41:17,040 --> 00:41:20,520
It's pretty intuitive, I would 
say to say, well, I kind of want

944
00:41:20,520 --> 00:41:22,600
to make them roll something. 
You know, there's a moment of 

945
00:41:22,600 --> 00:41:25,120
tension and they're kind of 
unsure what you do. 

946
00:41:25,120 --> 00:41:26,960
Let's let's call for a roll, but
make it a five. 

947
00:41:27,120 --> 00:41:30,400
So the only thing that's going 
to matter is if everyone really 

948
00:41:30,400 --> 00:41:32,480
screws up, you know, and it's 
really much more tension 

949
00:41:32,480 --> 00:41:36,280
building to call for a 7, you 
know, OK, well, it's pretty much

950
00:41:36,280 --> 00:41:39,160
similar to a six, but you want 
to emphasize to the players that

951
00:41:39,160 --> 00:41:42,000
this is important and difficult.
And then what matters more is if

952
00:41:42,000 --> 00:41:43,560
they're trying to do something 
that just doesn't really make 

953
00:41:43,560 --> 00:41:45,120
sense and then you're sort of 
punishing them with like, all 

954
00:41:45,120 --> 00:41:46,080
right, well, it's got to be a 
nine. 

955
00:41:46,080 --> 00:41:48,400
You know, at that point I just 
started doing threes 912. 

956
00:41:48,400 --> 00:41:50,000
I don't think I've ever called 
for anything beyond that. 

957
00:41:50,000 --> 00:41:53,240
It's pretty much 567912 and 
almost always 6. 

958
00:41:54,120 --> 00:41:58,080
I to give an example, one of the
writers who wrote a chapter for 

959
00:41:58,080 --> 00:42:00,760
dots Bacab for the setting guide
about abandoned Lithuania, the 

960
00:42:00,760 --> 00:42:03,880
last Pagan stronghold fighting 
off these big Christian 

961
00:42:03,880 --> 00:42:08,160
colonialist basically from 
Germany is a writers in Greece 

962
00:42:08,160 --> 00:42:10,560
called Constantine Pradius. 
He writes video game stuff and 

963
00:42:10,560 --> 00:42:13,040
and he wrote a cool game using 
grid system and pitched it to 

964
00:42:13,040 --> 00:42:13,760
us. 
It's a Zine. 

965
00:42:14,360 --> 00:42:17,760
It's kind of a annihilation, you
know, roadside picnic stalker 

966
00:42:17,760 --> 00:42:20,360
kind of zone fiction book. 
So aliens have come and left and

967
00:42:20,360 --> 00:42:22,120
they've screwed up a bunch of 
places on Earth and you want to 

968
00:42:22,280 --> 00:42:25,720
break into the zone and steal 
alien tech, but it's dangerous. 

969
00:42:25,720 --> 00:42:27,040
The government is just cording 
it off. 

970
00:42:27,360 --> 00:42:29,080
So you're a delver. 
You're kind of a normal person. 

971
00:42:29,080 --> 00:42:30,400
You're kind of like a parkour 
expert. 

972
00:42:30,400 --> 00:42:33,440
Maybe you have a YouTube channel
about climbing, you know, but 

973
00:42:33,520 --> 00:42:35,200
you're like a normal guy. 
Maybe you have a flare gun or 

974
00:42:35,200 --> 00:42:37,200
even a pistol, but you're not 
like a space marine. 

975
00:42:37,800 --> 00:42:39,840
And it's a really cool game. 
And we're going to print it in a

976
00:42:39,840 --> 00:42:42,480
couple months. 
And, you know, recently I was 

977
00:42:42,480 --> 00:42:45,280
playing one where he has all 
these set alien biopes inside 

978
00:42:45,280 --> 00:42:47,440
the structures. 
And 1 is very windy, so it's 

979
00:42:47,440 --> 00:42:50,480
sort of opened out of this alien
atmosphere and there's this 

980
00:42:50,480 --> 00:42:54,240
horrible orange rusty wind. 
And it's something that's 

981
00:42:54,240 --> 00:42:56,200
recurrent and it's meant to be a
threat where whenever the 

982
00:42:56,200 --> 00:42:58,240
players do anything kind of 
dangerous, they have to also 

983
00:42:58,240 --> 00:43:00,880
roll to see if the wind like 
throws them off a Cliff 

984
00:43:00,880 --> 00:43:03,480
basically. 
And that was fun to play with 

985
00:43:03,480 --> 00:43:06,120
the difficulties and really and 
have there's like a wind meter 

986
00:43:06,120 --> 00:43:08,280
and it can change. 
So IRL I just had every 30 

987
00:43:08,280 --> 00:43:10,160
minutes I was like, let's see 
what the wind, what you know, 

988
00:43:10,160 --> 00:43:11,280
what direction the wind is 
going. 

989
00:43:11,600 --> 00:43:14,280
And it felt like that OSR kind 
of a randomization of the 

990
00:43:14,280 --> 00:43:16,240
environment that was very, very 
simple. 

991
00:43:16,240 --> 00:43:18,280
And all it was really doing was 
changing the difficulty of a 

992
00:43:18,280 --> 00:43:21,560
move check slightly, but it made
a it made a lot of tension for 

993
00:43:21,560 --> 00:43:24,480
the players to decide, do we 
want to keep exploring? 

994
00:43:24,480 --> 00:43:26,800
Can we drag back the stuff we 
found in this tent? 

995
00:43:27,280 --> 00:43:28,440
Am I about to fall off a 
building? 

996
00:43:28,440 --> 00:43:32,560
You know, so I think it's 
nothing new. 

997
00:43:32,560 --> 00:43:35,280
It's just modeling the same 
thing if you could do with D&D, 

998
00:43:35,280 --> 00:43:37,680
but trying to simplify it down 
much more quickly. 

999
00:43:38,000 --> 00:43:39,920
And I would say it maintains the
adventure. 

1000
00:43:39,920 --> 00:43:43,400
Some will they won't they 
cinematic moment that that that 

1001
00:43:43,400 --> 00:43:47,400
we like in terms of traditional 
adventure game jamming, but it 

1002
00:43:47,400 --> 00:43:50,000
simplifies it to generally it's 
a six, but yes, you can go up or

1003
00:43:50,000 --> 00:43:53,520
down by 1 and the players will 
sort of react and they will 

1004
00:43:53,520 --> 00:43:56,040
think and and they will burn 
grit differently depending on 

1005
00:43:56,040 --> 00:43:58,200
it. 
So it it just is that like 

1006
00:43:58,200 --> 00:44:00,200
unconscious, like it shouldn't 
be a thing that wastes a lot of 

1007
00:44:00,200 --> 00:44:01,520
time. 
It shouldn't get in the way that

1008
00:44:01,520 --> 00:44:02,600
I should never get in the way. 
Right. 

1009
00:44:02,760 --> 00:44:06,400
But it does let players know as 
a signal about the environment. 

1010
00:44:06,400 --> 00:44:08,480
And that's I think why we 
mechanicalize things at all. 

1011
00:44:08,480 --> 00:44:10,880
Otherwise we could just have 
purely improv conversation 

1012
00:44:10,880 --> 00:44:12,960
games. 
And again, some people do that. 

1013
00:44:12,960 --> 00:44:17,640
But if you want to roll dice, we
like to make them maybe not as 

1014
00:44:17,640 --> 00:44:19,080
minimal as possible. 
I don't know that I'm like 

1015
00:44:19,080 --> 00:44:20,640
obsessed with we. 
That's why we don't say the 

1016
00:44:20,640 --> 00:44:22,800
system is rules light, although 
I kind of think it is. 

1017
00:44:23,520 --> 00:44:27,000
But I think we're more obsessed 
with like systems that really 

1018
00:44:27,000 --> 00:44:29,840
help you tell good stories. 
So that's why I focus more on 

1019
00:44:29,840 --> 00:44:32,600
like player empowering or, you 
know, like narrative structures 

1020
00:44:32,840 --> 00:44:34,560
and less on like lightness per 
SE. 

1021
00:44:34,560 --> 00:44:37,560
It is pretty light, but. 
Yeah, well, one thing I noticed 

1022
00:44:37,560 --> 00:44:39,760
about the numbers and maybe this
is wasn't the intent, but I 

1023
00:44:39,760 --> 00:44:43,640
really like is that 6 is your 
standard and then most of the 

1024
00:44:43,640 --> 00:44:46,840
rest of them are one more than 
like one of the other dice. 

1025
00:44:46,840 --> 00:44:51,120
So like easy is still like one 
more than your D4 and difficult 

1026
00:44:51,120 --> 00:44:53,600
to steal one more than your D6 
and very difficult to steal one 

1027
00:44:53,600 --> 00:44:56,520
more than your D 8. 
So I didn't know if that was an 

1028
00:44:56,520 --> 00:44:59,120
intent where you're just like, 
well, difficult is a is now a 9.

1029
00:44:59,120 --> 00:45:02,240
So like if you only have the 
eights now it's kind of getting 

1030
00:45:02,240 --> 00:45:04,200
beyond without burning grit and 
things like that. 

1031
00:45:04,200 --> 00:45:06,000
Like I really like that. 
And if it wasn't intentional, 

1032
00:45:06,280 --> 00:45:09,560
good fucking job because it 
worked out great to be like, 

1033
00:45:09,560 --> 00:45:12,000
yeah, like it's a nine now. 
So that someone who might have 

1034
00:45:12,000 --> 00:45:14,600
succeeded last time, the D8 
goes, fuck, now I got what's my 

1035
00:45:14,600 --> 00:45:15,800
grip pool at? 
What's this? 

1036
00:45:15,800 --> 00:45:20,360
It creates these different 
complications and interactions 

1037
00:45:20,360 --> 00:45:23,080
with the system in a fun way 
that I found interesting. 

1038
00:45:23,720 --> 00:45:26,160
Yeah, I mean, it's I, I, I like 
to call it medium crunch, but 

1039
00:45:26,160 --> 00:45:28,560
really to me, it's almost like 
fake crunch because the math is 

1040
00:45:28,600 --> 00:45:30,600
either no math or very, very 
simple math. 

1041
00:45:30,600 --> 00:45:33,440
You're adding or subtracting one
or three generally. 

1042
00:45:34,240 --> 00:45:36,600
So it's kind of like, OK, I can 
do that, you know, I can handle 

1043
00:45:36,600 --> 00:45:42,360
D 6 ± 1 or +3, you know? 
And what it does is, I mean, to 

1044
00:45:42,360 --> 00:45:44,040
answer your question, no, I 
didn't like a lot of this was 

1045
00:45:44,040 --> 00:45:46,040
emergent because we're playing 
around with small numbers. 

1046
00:45:46,040 --> 00:45:49,080
And so there's kind of a law of 
small numbers doing interesting,

1047
00:45:49,280 --> 00:45:52,480
beautiful things mathematically.
I'm not a mathematician, but you

1048
00:45:52,480 --> 00:45:54,920
can kind of look it up. 
It's like these numbers will 

1049
00:45:54,920 --> 00:45:57,280
have natural like residences 
because they're smaller. 

1050
00:45:57,280 --> 00:45:59,520
When you get into D&D level, 
when you're in your elevens and 

1051
00:45:59,520 --> 00:46:03,080
your fifteens, it becomes harder
to have moments that players 

1052
00:46:03,080 --> 00:46:05,120
care about specific to the 
number. 

1053
00:46:05,120 --> 00:46:06,680
They do care about the outcome 
of the action. 

1054
00:46:06,680 --> 00:46:08,960
You can tell good stories, 
obviously, but they don't care 

1055
00:46:08,960 --> 00:46:10,400
if it's 11 or 12. 
They just want to know if they 

1056
00:46:10,400 --> 00:46:12,920
hit with this system, it's small
enough where you get that 

1057
00:46:12,920 --> 00:46:14,960
gambling mentality where they're
like, oh, yeah, I'm going to 

1058
00:46:14,960 --> 00:46:16,720
burn grid. 
Oh no, I'm going to, I'm going 

1059
00:46:16,720 --> 00:46:17,840
to, you know, free ball or 
whatever. 

1060
00:46:17,840 --> 00:46:19,240
I'm not going to roll and you 
know, and burn anything. 

1061
00:46:19,240 --> 00:46:20,680
I'm just going to see what I 
get. 

1062
00:46:20,680 --> 00:46:23,200
And because the system always, 
you know, in any version, 

1063
00:46:23,200 --> 00:46:25,360
there's some rule about like if 
someone helps you to plus one. 

1064
00:46:25,360 --> 00:46:27,840
And usually I do it as everyone 
who helps you get you a + 1. 

1065
00:46:27,840 --> 00:46:30,440
So it depends on the what you're
trying to do, if that could be 

1066
00:46:30,440 --> 00:46:32,560
possible. 
But if it's, you know, 

1067
00:46:32,560 --> 00:46:35,360
everyone's trying to boost you 
up over a ledge or everyone's 

1068
00:46:35,360 --> 00:46:38,760
trying to help you calm down a 
situation and they're all being 

1069
00:46:38,760 --> 00:46:40,440
reasonable and they're all 
aligned, then you're going to 

1070
00:46:40,440 --> 00:46:43,280
roll and add those small bonuses
and they actually start to 

1071
00:46:43,280 --> 00:46:44,880
matter to your point. 
Let's save AD 6 and you're 

1072
00:46:44,880 --> 00:46:47,840
trying to hit a 7. 
You could do it with just one 

1073
00:46:47,840 --> 00:46:50,000
person really helping you. 
It's it's still unlikely, but 

1074
00:46:50,000 --> 00:46:52,680
it's possible. 
And that again, feels kind of 

1075
00:46:52,680 --> 00:46:54,240
Fair. 
It's it's like a simple way to 

1076
00:46:54,240 --> 00:46:57,480
model reality without getting 
too into like, you know, again, 

1077
00:46:57,600 --> 00:46:58,680
the goal isn't like strict 
realism. 

1078
00:46:58,680 --> 00:47:02,360
It's just like big cinematic 
moments that the players get to 

1079
00:47:03,040 --> 00:47:04,600
embrace and they're they're 
telling the story. 

1080
00:47:04,600 --> 00:47:07,040
They know what it means to roll.
So it's not sort of it's 

1081
00:47:07,040 --> 00:47:09,240
transparent in that sense. 
I do like transparent jamming 

1082
00:47:09,240 --> 00:47:11,040
with the numbers. 
So it's never behind a screen. 

1083
00:47:11,040 --> 00:47:13,320
It's just, yeah, that's the 
number you either rolled or you 

1084
00:47:13,320 --> 00:47:15,800
didn't, you know? 
And again, I, I love that that 

1085
00:47:15,800 --> 00:47:17,920
is something that emerged from 
the play testing and from the 

1086
00:47:17,920 --> 00:47:20,360
developing and from everything 
you weren't like trying to hit, 

1087
00:47:20,360 --> 00:47:22,520
like you didn't go into the gist
preconceived. 

1088
00:47:22,520 --> 00:47:24,680
I must have this. 
So let me figure out how it 

1089
00:47:24,680 --> 00:47:25,880
works. 
It just kind of like came from 

1090
00:47:25,880 --> 00:47:26,960
and I really, I really love 
that. 

1091
00:47:27,520 --> 00:47:29,320
Like I said to me, there's three
parts of the grid system. 

1092
00:47:29,320 --> 00:47:30,400
We've already talked about two 
of them. 

1093
00:47:30,680 --> 00:47:32,520
One is, you know, the cordized 
mechanic. 

1094
00:47:32,520 --> 00:47:34,920
The second part is the assigning
those scores. 

1095
00:47:34,920 --> 00:47:37,760
And the last one to me that 
we've hit on a bunch, But to 

1096
00:47:37,760 --> 00:47:40,160
talk a little bit more is the 
pools go. 

1097
00:47:40,160 --> 00:47:42,400
I hate this when the stupid 
thing pops up and it doesn't go 

1098
00:47:42,400 --> 00:47:47,040
away. 
But so you have two pools in in 

1099
00:47:47,040 --> 00:47:48,680
the grid system. 
That is your health pool and 

1100
00:47:48,680 --> 00:47:50,480
your grit pool. 
We've talked about grit a lot, 

1101
00:47:50,480 --> 00:47:54,000
but when we talk about the 
health pool, it is a combination

1102
00:47:54,000 --> 00:47:56,520
of two of your stats and in and 
and still fleet. 

1103
00:47:56,760 --> 00:47:58,760
It is your combat and your 
movement. 

1104
00:48:00,360 --> 00:48:03,320
To a lot of people, they're 
going to say hey, and those have

1105
00:48:03,320 --> 00:48:04,760
nothing to do with health. 
Why are they your health? 

1106
00:48:04,760 --> 00:48:06,320
But like, why? 
So why? 

1107
00:48:06,520 --> 00:48:08,360
Why do you put those two 
together to create the pool? 

1108
00:48:08,360 --> 00:48:11,960
Is it just like 2 of the stats 
because it's the dice array? 

1109
00:48:11,960 --> 00:48:13,440
Or was it just like the way it 
worked out? 

1110
00:48:13,440 --> 00:48:16,000
Like why? 
How did that pool become what it

1111
00:48:16,000 --> 00:48:18,200
is first, specifically the 
health? 

1112
00:48:18,880 --> 00:48:19,880
Pool. 
Yeah, that's a good question. 

1113
00:48:20,160 --> 00:48:23,120
We tried different versions to 
answer your question of of to 

1114
00:48:23,120 --> 00:48:27,840
keep it simple, let's not add 
different EPI values like 

1115
00:48:27,840 --> 00:48:29,960
modifiers and stuff. 
So it's like you have these five

1116
00:48:29,960 --> 00:48:33,000
dice, that's it. 
So how do we derive your grit? 

1117
00:48:33,000 --> 00:48:35,760
For one, you start there and 
then also, OK, we're going to 

1118
00:48:35,760 --> 00:48:38,560
have traditional D&D style 
health, you know, hit points 

1119
00:48:38,960 --> 00:48:40,440
where where do we derive that? 
Right. 

1120
00:48:41,400 --> 00:48:43,560
Movement is supposed to 
represent your whole physique. 

1121
00:48:43,560 --> 00:48:47,000
Anything you would do physically
in three dimensions other than 

1122
00:48:47,000 --> 00:48:49,120
hurting someone and hurting 
someone is combat. 

1123
00:48:49,120 --> 00:48:52,080
And that's again kind of coming 
from Pbta, the differentiating 

1124
00:48:52,680 --> 00:48:56,760
other aspects of your life from 
violence and violence being a 

1125
00:48:56,760 --> 00:48:58,600
very intentional choice. 
That's almost more narrative, 

1126
00:48:58,600 --> 00:48:59,600
right? 
If I'm going to try to kill 

1127
00:48:59,600 --> 00:49:03,520
someone in real life, like I'm a
tiny, I'm small as a person. 

1128
00:49:04,320 --> 00:49:06,920
But killing someone nowadays, I 
mean, you know, modeling sci-fi 

1129
00:49:06,920 --> 00:49:10,440
games, modern games, yes, now we
have fantasy as well, but it's 

1130
00:49:10,440 --> 00:49:12,480
really more about guns. 
It's going to buy a gun and 

1131
00:49:12,480 --> 00:49:14,320
shooting someone, which doesn't 
require a lot of strength. 

1132
00:49:15,120 --> 00:49:17,720
It does require some level of 
aim, but you know, it's more 

1133
00:49:17,720 --> 00:49:21,160
like an intention. 
I would argue so yeah, sure, you

1134
00:49:21,160 --> 00:49:23,760
can play the space Marine class,
the still rider and still fleet 

1135
00:49:23,760 --> 00:49:26,800
and they have D12 combat to 
start, meaning they are actually

1136
00:49:26,800 --> 00:49:29,320
soldiers who were trained to 
fight and they're supposed to be

1137
00:49:29,320 --> 00:49:31,760
physically robust and they're 
wearing an ecstasy to powered, 

1138
00:49:31,760 --> 00:49:36,120
you know, armor. 
But you know, you can also play 

1139
00:49:36,640 --> 00:49:39,040
just some other class and decide
you're very deadly for some 

1140
00:49:39,080 --> 00:49:40,920
reason and give yourself a high 
combat score. 

1141
00:49:41,680 --> 00:49:43,680
So to to tie them to help. 
I think it's just sort of the 

1142
00:49:43,800 --> 00:49:45,360
the, you know, convenient 
inverse. 

1143
00:49:45,360 --> 00:49:48,200
It's like if you're probably 
obsessed with fighting, you're 

1144
00:49:48,200 --> 00:49:51,360
probably pretty good at survival
in some way that I think, again,

1145
00:49:51,360 --> 00:49:53,480
isn't necessarily about physical
size. 

1146
00:49:53,480 --> 00:49:56,640
It's sort of tied to like 
mentality and paranoia. 

1147
00:49:57,400 --> 00:49:59,120
So we're just we're, you know, 
OK. 

1148
00:49:59,120 --> 00:50:02,160
Yeah, if you, if you put your 
high dice into combat and 

1149
00:50:02,160 --> 00:50:03,320
movement, you'll have more 
health. 

1150
00:50:03,600 --> 00:50:07,000
But that, you know, the inverse 
is you're going to have less 

1151
00:50:07,000 --> 00:50:10,360
grit than you would if you put 
those dice into the the mental 

1152
00:50:10,360 --> 00:50:14,160
scores that give you grit. 
So it's just a really simple, I 

1153
00:50:14,160 --> 00:50:16,120
would say that it does fall 
still under this Cartesian 

1154
00:50:16,120 --> 00:50:19,320
dualism philosophy idea of like 
mind and body being separate, 

1155
00:50:19,320 --> 00:50:21,760
which I don't love. 
But it is very, very convenient 

1156
00:50:21,760 --> 00:50:24,920
for game design because it does 
let you have different tropes. 

1157
00:50:24,920 --> 00:50:27,720
It lets you have the small, 
unassuming person who's 

1158
00:50:27,720 --> 00:50:30,360
actually, you know, a ninja like
killer, right? 

1159
00:50:30,360 --> 00:50:34,880
It lets you have hulking big 
types of characters who many 

1160
00:50:34,880 --> 00:50:38,280
players really want to play for 
whatever reason, you know, they 

1161
00:50:38,280 --> 00:50:40,520
want that trope available. 
And it lets you have this sort 

1162
00:50:40,520 --> 00:50:43,440
of mentalist. 
I I only do mental things that 

1163
00:50:43,440 --> 00:50:45,960
lets you have the because we 
have charm as a score, which is 

1164
00:50:46,120 --> 00:50:47,920
slightly different. 
I can get into philosophically 

1165
00:50:47,920 --> 00:50:49,720
that's different charisma, but 
you know, it's the same basic 

1166
00:50:49,720 --> 00:50:51,000
idea, right? 
You're rolling charm when you're

1167
00:50:51,000 --> 00:50:52,880
doing social things. 
You can have high charm. 

1168
00:50:52,880 --> 00:50:54,200
I like to play high charm 
characters. 

1169
00:50:54,200 --> 00:50:58,480
I think it's fun and you know 
that that lets you model the 

1170
00:50:58,480 --> 00:51:02,200
whole traditional adventure 
system with just those 5 scores.

1171
00:51:02,320 --> 00:51:03,680
Other games do have other 
scores. 

1172
00:51:03,680 --> 00:51:04,680
They name the scores 
differently. 

1173
00:51:04,680 --> 00:51:05,680
They use them a little 
differently. 

1174
00:51:05,680 --> 00:51:09,160
But in still Fleet, yeah, we did
start with sort of two physical,

1175
00:51:09,160 --> 00:51:12,440
three non physical scores and 
just break up health and grit 

1176
00:51:12,440 --> 00:51:14,800
that way, if that makes sense. 
Yeah, no, absolutely. 

1177
00:51:15,040 --> 00:51:17,240
And then the other half of the 
pool is grit, which I mean it is

1178
00:51:17,240 --> 00:51:19,520
grit, it is the grit system. 
It is a kind of where like 

1179
00:51:19,760 --> 00:51:22,240
everything comes from. 
So like the final part of kind 

1180
00:51:22,240 --> 00:51:24,000
of like again, the three aspects
of the game. 

1181
00:51:24,240 --> 00:51:27,440
So so where did what made you 
want to do grit? 

1182
00:51:27,440 --> 00:51:31,280
How does 1 derive grit? 
And then how does grit work in 

1183
00:51:31,400 --> 00:51:33,440
still fleet versus something 
like blister critters versus 

1184
00:51:33,440 --> 00:51:36,240
something like Dance MC Cobb, 
like where since the grit system

1185
00:51:36,240 --> 00:51:38,840
like that feels like a through 
line obviously through 

1186
00:51:38,840 --> 00:51:40,400
everything with the system. 
Why? 

1187
00:51:40,400 --> 00:51:42,360
Where did it come from like and 
just talk about grit, I guess a 

1188
00:51:42,360 --> 00:51:44,240
little bit. 
Yeah, sure, we we've joked that 

1189
00:51:44,240 --> 00:51:46,880
we could do now this grit system
Grand Tour, we might try to put 

1190
00:51:46,880 --> 00:51:48,840
this together if anybody's 
interested in in playing with 

1191
00:51:48,840 --> 00:51:50,920
us, you know a stream where we 
go from game to game and it's 

1192
00:51:50,920 --> 00:51:53,960
the same characters, souls or 
whatever minds being downloaded,

1193
00:51:53,960 --> 00:51:55,920
different bodies and. 
And. 

1194
00:51:57,960 --> 00:52:01,560
It's like a very stupid like 
what if idea, you know, like a 

1195
00:52:01,560 --> 00:52:05,400
weird like, you know, somebody 
at Marvel got the permission to 

1196
00:52:05,400 --> 00:52:08,080
do 2 two issues of a comic 
version of our games. 

1197
00:52:08,320 --> 00:52:10,200
I don't that's not the 
intention, but we just realized,

1198
00:52:10,200 --> 00:52:12,200
yeah, we have enough of them. 
We could see how that plays 

1199
00:52:12,640 --> 00:52:14,480
almost as an experiment. 
But to answer your question, 

1200
00:52:14,480 --> 00:52:16,280
yeah, grits the through line. 
The idea is that it represents 

1201
00:52:16,280 --> 00:52:18,640
your energy, your attention, 
your willpower. 

1202
00:52:18,640 --> 00:52:22,640
And over the course of a day of 
doing not normal things, again, 

1203
00:52:22,640 --> 00:52:25,800
I stress, but epic, heroic 
adventuresome things, you lose 

1204
00:52:25,800 --> 00:52:28,720
that attention and energy and 
you know, whatever. 

1205
00:52:28,880 --> 00:52:30,920
Again, simulation. 
You want to imagine lactic acid 

1206
00:52:30,920 --> 00:52:33,440
builds up or if you were a 
robot, you need to defragment 

1207
00:52:33,440 --> 00:52:36,600
your drives, you know, whatever.
And so you know, when you're out

1208
00:52:36,600 --> 00:52:38,040
of health, you die. 
When you're out of grit, you're 

1209
00:52:38,040 --> 00:52:40,120
exhausted and still fleet. 
That just means you can't use 

1210
00:52:40,120 --> 00:52:42,360
your powers because you really 
do need a lot of grit and still 

1211
00:52:42,360 --> 00:52:43,480
fleet. 
It's more epic. 

1212
00:52:43,680 --> 00:52:46,880
The other games are tend to be 
lower power and some of them 

1213
00:52:46,880 --> 00:52:47,920
actually punish you for a 
minute. 

1214
00:52:47,960 --> 00:52:49,000
Running out of grit. 
You're rolling with 

1215
00:52:49,000 --> 00:52:51,280
disadvantage. 
But in some ways it's easier to 

1216
00:52:51,280 --> 00:52:53,200
not run out of grit because you 
don't have as many powers. 

1217
00:52:53,200 --> 00:52:55,400
They don't cost as much. 
They don't all cost grit at all.

1218
00:52:55,400 --> 00:52:56,800
Some, some are just passive 
bonuses. 

1219
00:52:57,120 --> 00:52:59,040
So depending on what you're 
trying to model, again, the the 

1220
00:52:59,040 --> 00:53:00,800
grit has been used very 
differently. 

1221
00:53:00,960 --> 00:53:03,120
The three line that's the same 
in all of them is the boosting. 

1222
00:53:03,120 --> 00:53:06,760
So plus 3 + 6 or +9 on a roll, 
that's huge. 

1223
00:53:06,800 --> 00:53:10,440
And that means that you always 
are asking players to gamble and

1224
00:53:10,440 --> 00:53:13,160
to take it upon themselves to 
have agency over their sheet. 

1225
00:53:13,160 --> 00:53:15,600
They're only really tracking one
thing because health, again, 

1226
00:53:16,160 --> 00:53:18,000
they may not get hit the whole 
adventure or whatever. 

1227
00:53:18,000 --> 00:53:19,840
Players are always going to know
if they're dying or not. 

1228
00:53:20,080 --> 00:53:23,120
But grit is going up and down 
much sort of faster. 

1229
00:53:23,840 --> 00:53:25,680
And generally over the course of
one session, it's just going 

1230
00:53:25,680 --> 00:53:27,240
down. 
So there really is a curve 

1231
00:53:27,240 --> 00:53:28,840
that's interesting where by the 
end of the set, you know, it's 

1232
00:53:28,840 --> 00:53:30,560
to start, everyone's very 
conservative now I'm just going 

1233
00:53:30,560 --> 00:53:32,760
to roll and see what happens. 
By the end of the session, 

1234
00:53:32,760 --> 00:53:35,880
everyone's like, oh crap, I burn
another three grit. 

1235
00:53:35,880 --> 00:53:37,400
You know, I have to make this 
check. 

1236
00:53:37,400 --> 00:53:40,280
I have to get away from, you 
know, the race that's attacking 

1237
00:53:40,280 --> 00:53:41,920
me. 
And that's fun. 

1238
00:53:41,920 --> 00:53:43,840
And it's fun to see. 
It's almost like I would say 

1239
00:53:43,840 --> 00:53:46,280
comparable to a game that's 
using kind of panic and stress 

1240
00:53:46,280 --> 00:53:50,360
to to boost the cycle of 
attention for players to by the 

1241
00:53:50,360 --> 00:53:51,640
end, they're really freaking 
out. 

1242
00:53:52,560 --> 00:53:54,800
But it's again simpler, I would 
say, and it and it models 

1243
00:53:54,800 --> 00:53:57,200
anything. 
It doesn't require a unique 

1244
00:53:57,200 --> 00:53:58,760
stress table. 
It's just players will stress 

1245
00:53:58,760 --> 00:54:01,400
themselves out when you give 
them 22 grid and they realize 

1246
00:54:01,400 --> 00:54:03,000
that certain their powers cost 6
grid. 

1247
00:54:03,120 --> 00:54:05,880
Sometimes they want to burn 3. 
They're going to pretty quickly 

1248
00:54:05,880 --> 00:54:09,240
run out and be like, Oh, shit, I
need to like drink a beer, take 

1249
00:54:09,240 --> 00:54:13,240
a nap, go to the doctor and that
that will interact. 

1250
00:54:13,240 --> 00:54:14,400
That will change the narrative, 
right. 

1251
00:54:14,400 --> 00:54:17,040
So it it again, feels realistic 
quote, UN quote in the sense 

1252
00:54:17,040 --> 00:54:20,960
that their epic characters will 
sometimes not have the energy to

1253
00:54:21,840 --> 00:54:23,600
do what they want all at once 
and they will have to do a 

1254
00:54:23,600 --> 00:54:26,960
strategic retreat. 
And that, you know, for us has 

1255
00:54:26,960 --> 00:54:29,120
worked really well to model 
different big moments, those 

1256
00:54:29,120 --> 00:54:31,400
kind of empire strike back 
moments where the players kind 

1257
00:54:31,400 --> 00:54:34,520
of they see that they're like, 
OK, GM, you got me for now. 

1258
00:54:35,680 --> 00:54:37,600
And it's fun. 
It's fun to model those 

1259
00:54:37,600 --> 00:54:40,200
conflicts in a way that feels 
for both sides, transparent, 

1260
00:54:40,880 --> 00:54:44,320
easy to do the math right and 
really let's the players tell 

1261
00:54:44,320 --> 00:54:46,680
the story in that sense. 
So that's the goal anyway. 

1262
00:54:48,080 --> 00:54:49,840
I hope that made sense. 
And yeah, how you derive it, you

1263
00:54:49,840 --> 00:54:51,360
get it from. 
And so it's still fleet. 

1264
00:54:51,360 --> 00:54:53,360
It's basically your reason, your
will scores combined. 

1265
00:54:53,360 --> 00:54:56,120
So it's similar to sort of 
combat and movement, but it's 

1266
00:54:56,120 --> 00:54:58,800
your mental scores representing,
you know, it's, it's a matter of

1267
00:54:58,800 --> 00:55:00,080
willpower. 
Ultimately, it's a matter of 

1268
00:55:00,080 --> 00:55:03,960
attention and willpower. 
So that is purposefully 

1269
00:55:03,960 --> 00:55:06,200
asymmetric. 
And the classes then tend to be 

1270
00:55:06,200 --> 00:55:08,560
classes where you're probably 
going to be fightier and have 

1271
00:55:08,560 --> 00:55:11,040
less grit for your powers or 
you're going to use a lot of 

1272
00:55:11,040 --> 00:55:13,360
powers. 
But you're quote UN quote 

1273
00:55:13,360 --> 00:55:14,600
squishier in terms of health, 
right? 

1274
00:55:15,920 --> 00:55:18,480
I know, and I mean, good thing 
to call the system because 

1275
00:55:18,480 --> 00:55:19,760
you're right. 
Like I remember when we played 

1276
00:55:19,760 --> 00:55:21,760
blister critters, that's exactly
how it felt the whole time. 

1277
00:55:21,760 --> 00:55:23,720
When you start, you're like, 
look at how much grit I have. 

1278
00:55:23,960 --> 00:55:26,200
Like there's so much here, like 
I can do it all day. 

1279
00:55:26,360 --> 00:55:27,960
And then when you're fighting 
the guy at the end, you're just 

1280
00:55:27,960 --> 00:55:30,320
like, shit, man. 
I I really wish I wouldn't have 

1281
00:55:30,320 --> 00:55:32,200
succeeded on that. 
Like jump over that whatever 

1282
00:55:32,200 --> 00:55:34,840
role so that I could use it for 
my hit the guy in the face role 

1283
00:55:34,840 --> 00:55:36,800
here. 
Like it, it, it really does. 

1284
00:55:37,440 --> 00:55:41,520
And the thing too about number 
go down is whether like you're 

1285
00:55:41,520 --> 00:55:45,800
actually in danger of it like 
disappearing or not, your brain 

1286
00:55:45,800 --> 00:55:47,520
will tell you that you are, you 
know what I mean? 

1287
00:55:47,520 --> 00:55:50,000
When you once you hit below like
halfway, I think something 

1288
00:55:50,000 --> 00:55:53,000
triggers in your brain where you
go, Oh man, oh, now I need to 

1289
00:55:53,000 --> 00:55:54,280
conserve it. 
Now I need to use it 

1290
00:55:54,280 --> 00:55:56,520
importantly, when you were like 
really, you know, Wheeling to 

1291
00:55:56,520 --> 00:55:59,720
dealing with it before. 
So it creates like an like you 

1292
00:55:59,720 --> 00:56:02,080
said, like this urgency in the 
mechanic that is like really fun

1293
00:56:02,080 --> 00:56:06,520
and really interesting tied into
these other like you said, like 

1294
00:56:06,520 --> 00:56:08,480
pretty. 
I hate using the term simple, 

1295
00:56:08,920 --> 00:56:12,200
more like clever and and 
approachable mechanics to the 

1296
00:56:12,200 --> 00:56:16,640
game where again, pass out your 
scores, you roll a different 

1297
00:56:16,640 --> 00:56:18,680
dice at a standard, you try to 
hit 6. 

1298
00:56:18,680 --> 00:56:21,360
If it's something that you can 
just do, you just do, which 

1299
00:56:21,360 --> 00:56:23,600
again, it's something that we, 
we didn't touch on a ton and a 

1300
00:56:23,600 --> 00:56:26,560
lot of games say like, you know,
every, I feel like every OSR has

1301
00:56:26,560 --> 00:56:29,520
this like this thing where it's 
just like if a normal person 

1302
00:56:29,520 --> 00:56:31,080
could just do it, then you just 
do it. 

1303
00:56:31,080 --> 00:56:33,480
But like people like when they 
see dice in front of them, they 

1304
00:56:33,480 --> 00:56:34,560
want to roll the dice or 
whatever. 

1305
00:56:34,560 --> 00:56:38,280
So it makes a little bit 
different, but but I really like

1306
00:56:38,280 --> 00:56:41,040
and like I said, those seems 
those are the three aspect of of

1307
00:56:41,040 --> 00:56:45,560
the the grid system and each one
is really clever, really unique 

1308
00:56:45,560 --> 00:56:50,520
and really like ties in well to 
everything else. 

1309
00:56:50,520 --> 00:56:52,320
It's going like it's it's a 
great system. 

1310
00:56:52,320 --> 00:56:55,200
Like when again, when we play 
blister critters, it was so much

1311
00:56:55,200 --> 00:56:58,760
fun, not only because the system
is fun, but also Tonys art is 

1312
00:56:58,760 --> 00:57:00,960
incredible and and jamming it is
really fun and you're playing 

1313
00:57:00,960 --> 00:57:02,640
fun like cartooning creatures or
whatever. 

1314
00:57:03,720 --> 00:57:06,280
But even within that, like you 
can see the differences in the 

1315
00:57:06,280 --> 00:57:08,840
way the system can be used. 
Because if you hold up, I think 

1316
00:57:08,840 --> 00:57:10,680
we said this before, if you hold
up stove fleet, you hold up 

1317
00:57:10,680 --> 00:57:12,240
blister critters and you hold up
dance MC Cobb. 

1318
00:57:12,640 --> 00:57:15,760
They're not even in any way, 
shape or form, like really tied 

1319
00:57:15,760 --> 00:57:18,000
together at all. 
When you go from like, like you 

1320
00:57:18,000 --> 00:57:21,000
said, like Space marine and 
Severance versus like literally 

1321
00:57:21,000 --> 00:57:24,600
like Saturday morning cartoons 
versus just like medieval, like 

1322
00:57:24,600 --> 00:57:28,480
extremely dark game, like the 
fact that they can all be used 

1323
00:57:28,480 --> 00:57:32,800
in similar systems to tell this 
narrative forward stories. 

1324
00:57:33,120 --> 00:57:36,800
It shows that the system not 
only is clever, but it's also 

1325
00:57:37,080 --> 00:57:39,240
approachable and, and variable 
in different things. 

1326
00:57:39,240 --> 00:57:41,400
And that's part of why you're 
running the game jam, I assume, 

1327
00:57:41,400 --> 00:57:44,080
is to to really pull in people 
that are using in different 

1328
00:57:44,080 --> 00:57:46,080
narrative ways. 
Yeah, exactly. 

1329
00:57:46,080 --> 00:57:48,040
And I think to celebrate the 
fact that we've had these 

1330
00:57:48,040 --> 00:57:51,800
conversations as a team across 
the people who've made, you 

1331
00:57:51,800 --> 00:57:55,080
know, these games, but also with
our players. 

1332
00:57:55,080 --> 00:57:57,680
And a lot of our players are GMs
themselves and have good ideas. 

1333
00:57:57,680 --> 00:58:01,680
And you know, I think it is, 
again, there are, there is that 

1334
00:58:01,680 --> 00:58:04,080
feeling because of fighting in 
the OGL, which you hit upon and 

1335
00:58:04,080 --> 00:58:07,840
they did to some degree the 
right thing, right, of opening 

1336
00:58:07,840 --> 00:58:10,280
up the OGL forever. 
But it's, it was after a whole 

1337
00:58:10,280 --> 00:58:13,680
kerfuffle around they'd stoked 
all these community creators to 

1338
00:58:13,680 --> 00:58:16,000
use their license and then they 
wanted to take it away or, you 

1339
00:58:16,000 --> 00:58:17,800
know, so it's it's kind of 
craziness. 

1340
00:58:18,120 --> 00:58:20,840
And I think good game design now
should sort of embrace the idea 

1341
00:58:20,840 --> 00:58:22,560
that like, look, you can't 
patent these mechanics. 

1342
00:58:22,560 --> 00:58:24,480
And what would that even mean? 
And it, you know, is that in the

1343
00:58:24,480 --> 00:58:26,440
spirit of the thing, but you 
also just can't patent them. 

1344
00:58:26,440 --> 00:58:28,120
So you can copyright your own 
book. 

1345
00:58:28,120 --> 00:58:30,960
But if you have a good idea, 
somebody could just take it and 

1346
00:58:31,040 --> 00:58:32,880
that's a good thing. 
That means that was a good idea.

1347
00:58:33,160 --> 00:58:36,480
And how do you have 
conversations to kind of see if 

1348
00:58:36,480 --> 00:58:39,040
someone can do it better or do 
it better in a certain context? 

1349
00:58:39,040 --> 00:58:42,600
Because I will say, for example,
I love blister critters is one 

1350
00:58:42,600 --> 00:58:44,560
of my favorite games. 
I was never going to make a 

1351
00:58:44,560 --> 00:58:47,240
cartoon animal apocalypse game. 
I mean, it just was never going 

1352
00:58:47,240 --> 00:58:48,840
to happen. 
I love water ship down. 

1353
00:58:49,200 --> 00:58:51,480
I've played mouse writer, you 
know, it just it wasn't 

1354
00:58:51,480 --> 00:58:54,280
something on my To Do List. 
So Tony wrote it and it was 

1355
00:58:54,280 --> 00:58:56,080
like, all right, well, now this 
is great. 

1356
00:58:56,080 --> 00:58:58,280
We have to do this, but it's 
also great because I wasn't 

1357
00:58:58,280 --> 00:59:00,960
going to. 
So I think to some degree having

1358
00:59:00,960 --> 00:59:02,640
game jam is about all of the 
cool ideas. 

1359
00:59:02,640 --> 00:59:04,280
Like you said, there's 8 billion
people, there's hundreds of 

1360
00:59:04,280 --> 00:59:05,920
ideas. 
I don't have time to do them 

1361
00:59:05,920 --> 00:59:07,400
all. 
I mean, we try to do 1 big game 

1362
00:59:07,400 --> 00:59:10,880
a year and some scenes and it's,
I don't know that we're always 

1363
00:59:10,880 --> 00:59:12,840
successful with that. 
But you know, like this Dots of 

1364
00:59:12,840 --> 00:59:14,560
God was a lot of work. 
We did multiple books. 

1365
00:59:14,560 --> 00:59:16,800
It's, it's an amazing game. 
It's really, it's Chris's 

1366
00:59:16,800 --> 00:59:18,520
vision. 
It's, it's very well researched.

1367
00:59:18,520 --> 00:59:20,200
Lots of people came together. 
We, we talked to all these 

1368
00:59:20,200 --> 00:59:23,440
historians and learned a lot. 
But it took a, you know, at 

1369
00:59:23,440 --> 00:59:27,880
least a year, right to do that. 
So I think, you know, I want to 

1370
00:59:27,880 --> 00:59:30,280
do stuff like 2. 
We do have to sometimes Kingdom 

1371
00:59:30,280 --> 00:59:33,280
coming out or first high 
fantasy, which will be, I think,

1372
00:59:33,280 --> 00:59:36,360
a series of scenes and we have 
ultra dove, which is for now 1 

1373
00:59:36,360 --> 00:59:37,560
scene. 
I do think we might do a second 

1374
00:59:37,560 --> 00:59:39,080
because it's really cool at 
minimum. 

1375
00:59:39,080 --> 00:59:42,200
And I I love this kind of zone 
fiction, near future sci-fi, 

1376
00:59:43,160 --> 00:59:45,400
very urban. 
You know, I love urban 

1377
00:59:45,400 --> 00:59:47,040
exploration. 
I'm just a big I'm a city guy 

1378
00:59:48,040 --> 00:59:50,360
and it's got great alien 
environments and stuff, But 

1379
00:59:50,360 --> 00:59:52,680
that's, you know, that's 
probably that's a lot of work 

1380
00:59:52,680 --> 00:59:55,040
and to do still think to to 
maybe do more for blister 

1381
00:59:55,040 --> 00:59:56,080
critters. 
That's going to take a couple 

1382
00:59:56,080 --> 00:59:57,440
years. 
So if people in the meantime 

1383
00:59:57,440 --> 01:00:00,560
want to run with the system and 
come up with good ideas, by all 

1384
01:00:00,560 --> 01:00:01,520
means. 
I mean, you know, you can pitch 

1385
01:00:01,520 --> 01:00:04,280
us, you can probably talk to, 
you know, people like plus one 

1386
01:00:04,280 --> 01:00:06,160
XP, you know, if you have some 
Zen idea. 

1387
01:00:07,200 --> 01:00:10,560
But you can also just publish it
yourself and we're happy to 

1388
01:00:10,560 --> 01:00:11,720
promote. 
And that's, that's another 

1389
01:00:11,720 --> 01:00:13,680
reason I'd like to do the jam is
if somebody has a good idea and 

1390
01:00:13,680 --> 01:00:16,160
they want to promote their their
thing, I'm I'm happy to promote 

1391
01:00:16,160 --> 01:00:17,600
it and say, look, this is really
cool. 

1392
01:00:17,600 --> 01:00:20,480
I didn't do anything. 
I'm just telling people that we 

1393
01:00:20,480 --> 01:00:21,880
at Sophie, you think it's a cool
idea. 

1394
01:00:22,600 --> 01:00:25,720
I made a whole list for the jam 
page of just genres that like I 

1395
01:00:25,720 --> 01:00:27,440
have not written a, you know, a 
game about. 

1396
01:00:27,440 --> 01:00:29,160
And it's like everything from 
cyberpunk. 

1397
01:00:29,160 --> 01:00:30,600
We don't really have a cyberpunk
thing. 

1398
01:00:30,600 --> 01:00:32,720
And I know there's certain 
stealthy players want to do the 

1399
01:00:32,720 --> 01:00:37,640
cyberpunk version right to, you 
know, sports ball like, you 

1400
01:00:37,640 --> 01:00:41,000
know, do what if there's like a 
World Cup like sports? 

1401
01:00:41,000 --> 01:00:43,720
Ball. 
Positive socialist vision using 

1402
01:00:43,720 --> 01:00:44,720
the grits. 
I don't know like. 

1403
01:00:45,160 --> 01:00:47,920
Clearly big sports fan here 
talking about sports ball, but 

1404
01:00:47,920 --> 01:00:50,880
yeah, no, I mean from a creative
side, yeah, from a creative, No,

1405
01:00:51,120 --> 01:00:56,640
no, all right, all right, Jeff, 
from from a creative side, like 

1406
01:00:56,640 --> 01:01:01,520
obviously that's awesome, right?
Like you having people make 

1407
01:01:01,520 --> 01:01:03,440
stuff in your game is is 
awesome. 

1408
01:01:03,440 --> 01:01:09,280
Having it approachable, having 
something that also sting people

1409
01:01:09,280 --> 01:01:11,440
make things. 
It's got to feel. 

1410
01:01:11,600 --> 01:01:13,720
What's the word I'm looking for?
Empowering. 

1411
01:01:14,000 --> 01:01:16,680
Like to know that like I made a 
cool thing and someone is so 

1412
01:01:16,680 --> 01:01:18,640
inspired by it that they also 
made a cool thing. 

1413
01:01:18,920 --> 01:01:22,440
And it also is like validating 
to a point, I assume where where

1414
01:01:22,440 --> 01:01:24,720
you're just like, OK, someone 
does like it. 

1415
01:01:24,720 --> 01:01:26,360
You know what I mean? 
Someone likes it not only enough

1416
01:01:26,360 --> 01:01:27,680
to play it, but also make 
something with it. 

1417
01:01:27,680 --> 01:01:29,800
So from a creative side, that's 
really, really cool. 

1418
01:01:29,800 --> 01:01:31,960
But also realistically actually,
you know, kind of bringing it 

1419
01:01:31,960 --> 01:01:33,400
back to a business perspective 
too. 

1420
01:01:33,680 --> 01:01:37,440
When you look at the biggest 
games, indie games, small market

1421
01:01:37,440 --> 01:01:40,040
games, I'll call them. 
And 5E is not part of that by a 

1422
01:01:40,040 --> 01:01:42,480
new strategy imagination. 
I don't even call it AT TRPG. 

1423
01:01:42,480 --> 01:01:45,320
It is a monolith unto itself. 
It is it is all by itself. 

1424
01:01:45,560 --> 01:01:48,440
We merely live in it's very, you
know, poisonous shadow. 

1425
01:01:48,440 --> 01:01:52,120
But from a business perspective,
when you look at the biggest 

1426
01:01:52,120 --> 01:01:53,920
games in the small market space,
when you look at things like 

1427
01:01:53,920 --> 01:01:55,640
Mothership, when you look at 
things like Merkborg, when you 

1428
01:01:55,640 --> 01:02:01,280
look at things like like Mouse 
Rider, a lot of the third party 

1429
01:02:01,280 --> 01:02:04,560
community and allowing a third 
party community to prosper only 

1430
01:02:04,560 --> 01:02:07,880
benefits not only but like 
benefits the primary game, 

1431
01:02:07,880 --> 01:02:09,000
right. 
So if you want your game to 

1432
01:02:09,000 --> 01:02:12,200
succeed, having a bunch of 
people making other stuff for it

1433
01:02:12,480 --> 01:02:15,680
is marketing that you don't need
to do is is is products that you

1434
01:02:15,680 --> 01:02:17,960
don't need to make. 
That still filters people down 

1435
01:02:17,960 --> 01:02:19,560
into the community that you 
built for yourself. 

1436
01:02:19,560 --> 01:02:23,520
So that is also a a a big part 
of it that also just happens to 

1437
01:02:23,520 --> 01:02:25,240
tie into people making cool 
things. 

1438
01:02:25,560 --> 01:02:27,320
No, totally. 
And we just so, for example, so 

1439
01:02:27,320 --> 01:02:29,880
on why we roll, we talk to 
creators about as individual 

1440
01:02:29,880 --> 01:02:34,840
indie TTRPG designers, their 
create creator journey, 90%, 

1441
01:02:34,840 --> 01:02:37,360
maybe 10% of their politics. 
And we've had great 

1442
01:02:37,360 --> 01:02:39,280
conversations recently with, I'd
say I'm going to shout out 

1443
01:02:39,280 --> 01:02:42,160
Roderick Maxino from Alewood 
Games, who does some thirty 

1444
01:02:42,160 --> 01:02:44,920
party content for Mothership, 
which is amazing. 

1445
01:02:44,920 --> 01:02:47,760
I actually think it's really 
cool because it's like, what if 

1446
01:02:47,760 --> 01:02:50,520
you're the documentarians who 
get hired to do like an artsy 

1447
01:02:50,520 --> 01:02:53,360
documentary about the asteroid 
where all the miners got killed 

1448
01:02:53,440 --> 01:02:54,960
and like maybe the alien is 
still there. 

1449
01:02:54,960 --> 01:02:56,800
And so it's like you're not 
space marines, you're 

1450
01:02:56,800 --> 01:02:57,800
documentarian. 
So it's great. 

1451
01:02:57,800 --> 01:02:59,680
It's like totally almost a 
different game. 

1452
01:02:59,680 --> 01:03:05,320
It's AD makeup where you're like
doing art about space horror and

1453
01:03:05,520 --> 01:03:08,960
we talked with, you know, Adam 
Good stations, Adam and Jamie at

1454
01:03:08,960 --> 01:03:10,120
stations. 
You've done a bunch of cool 

1455
01:03:10,120 --> 01:03:13,040
stuff third party for different 
systems. 

1456
01:03:13,040 --> 01:03:15,440
And a lot of that has been 
around their own ideas of sort 

1457
01:03:15,440 --> 01:03:18,680
of poetry and like writing weird
lists that are just really, 

1458
01:03:18,680 --> 01:03:20,720
really useful in games and 
trying to figure out the right 

1459
01:03:20,720 --> 01:03:23,160
list for mothership or for 
liminal horror. 

1460
01:03:23,720 --> 01:03:25,760
We talked with Josh Domansky 
that was, along with Adam, part 

1461
01:03:25,760 --> 01:03:27,720
of Orbital Blues Month. 
So we're talking about basically

1462
01:03:27,720 --> 01:03:29,600
people writing third party 
content for Orbital Blues and 

1463
01:03:29,600 --> 01:03:31,400
very different approaches to 
adventure design. 

1464
01:03:31,840 --> 01:03:33,880
And what does it mean to write 
an adventure coming into a 

1465
01:03:33,880 --> 01:03:35,800
system where in a way you're 
agnostic to the system? 

1466
01:03:35,800 --> 01:03:37,560
You're saying, yeah, I mean, I 
understand the system, It's fun.

1467
01:03:37,560 --> 01:03:40,000
But you know, that's I am not 
the creator of the system. 

1468
01:03:40,000 --> 01:03:42,040
I'm not changing the system. 
I'm trying to tell good stories.

1469
01:03:42,040 --> 01:03:44,720
How do you do that? 
And I think for me, it gets my 

1470
01:03:44,720 --> 01:03:46,200
brain going. 
It's not what I spend my time 

1471
01:03:46,200 --> 01:03:47,080
on. 
And like, say you only have so 

1472
01:03:47,080 --> 01:03:49,200
much time and it's business. 
You only have so much money, you

1473
01:03:49,200 --> 01:03:52,160
know, when you shoot your shots.
But I would love it if other 

1474
01:03:52,160 --> 01:03:54,880
people had those ideas if they 
want to tell their own stories 

1475
01:03:54,880 --> 01:03:56,760
for Still Fleet, I will shout it
again. 

1476
01:03:56,760 --> 01:03:59,960
The stuff it's currently being 
used somehow amazingly by 

1477
01:03:59,960 --> 01:04:01,800
world's beyond number and 
they're telling very, very 

1478
01:04:01,800 --> 01:04:04,400
different stories right than I 
would still in the same vein. 

1479
01:04:04,480 --> 01:04:07,360
I mean, I think we probably 
share the same politics, you 

1480
01:04:07,360 --> 01:04:09,120
know that, but but it's a 
different world. 

1481
01:04:09,120 --> 01:04:11,360
It's an Asimovian world with no 
aliens, I take it. 

1482
01:04:11,360 --> 01:04:14,560
It feels like and my game is 
full of weird aliens and bio 

1483
01:04:14,560 --> 01:04:16,600
punk stuff and it's it just 
feels like they want to do a 

1484
01:04:16,600 --> 01:04:17,960
different sci-fi and that's 
great, right? 

1485
01:04:17,960 --> 01:04:19,920
It's like I'm not I wasn't 
necessarily going to do that. 

1486
01:04:19,920 --> 01:04:22,200
And it's great to have some of 
the the better artists out there

1487
01:04:23,040 --> 01:04:25,640
having examples so people can 
listen to it can can get that 

1488
01:04:25,640 --> 01:04:27,400
idea. 
So I, I would love it. 

1489
01:04:27,400 --> 01:04:28,480
Yeah. 
I mean, that's our dream, right?

1490
01:04:28,480 --> 01:04:31,560
As if people do want to engage 
with the system as such or one 

1491
01:04:31,560 --> 01:04:34,120
of the game worlds and they want
to tweak it in their own 

1492
01:04:34,120 --> 01:04:35,760
direction. 
Whatever, man. 

1493
01:04:35,760 --> 01:04:38,880
You know, I mean, we, we've seen
that happen for games like 

1494
01:04:38,880 --> 01:04:42,040
Mothership and Orbital Blues in 
the Little horror, just to name 

1495
01:04:42,040 --> 01:04:44,080
a few, where there is a cool 
community. 

1496
01:04:44,080 --> 01:04:46,360
And we really respect that. 
Troika, you know, and we, we 

1497
01:04:46,360 --> 01:04:49,960
like a lot of those writers. 
We, we have been, you know, on 

1498
01:04:50,280 --> 01:04:52,160
around that, right? 
Merk Borg especially, like I 

1499
01:04:52,160 --> 01:04:55,600
think Tony and I have have we, 
we know it pretty well and we're

1500
01:04:55,600 --> 01:04:57,920
we're fans. 
It's just I don't usually run it

1501
01:04:57,920 --> 01:04:59,680
and I don't, I don't think Tony 
does anymore either. 

1502
01:04:59,680 --> 01:05:01,080
I think mostly we're running our
own system. 

1503
01:05:01,080 --> 01:05:03,800
So that makes us feel like, all 
right, well, let's throw our 

1504
01:05:03,800 --> 01:05:05,800
sort of ring in the hat and see 
what happens. 

1505
01:05:05,800 --> 01:05:08,160
You know, and hey, if people 
pass, that's that's cool. 

1506
01:05:08,160 --> 01:05:09,720
You know, at the end of the day,
it's like it's a free thing. 

1507
01:05:09,720 --> 01:05:12,280
So I do hope people check out 
the game jam. 

1508
01:05:12,640 --> 01:05:15,600
And we are going to give away 
some prizes, TBD, but we are 

1509
01:05:15,600 --> 01:05:18,240
going to give away books, PDS. 
So, you know, we want to make it

1510
01:05:18,280 --> 01:05:21,400
a fun community effort where if 
people submit stuff at the end 

1511
01:05:21,400 --> 01:05:23,280
of the summer, yeah, we'll send 
you some books. 

1512
01:05:23,280 --> 01:05:25,600
You know, that's awesome. 
So yeah. 

1513
01:05:25,680 --> 01:05:28,280
So yeah, yeah, I have the game 
gym up here and I guess I guess 

1514
01:05:28,280 --> 01:05:30,800
maybe for people that are in the
space but maybe haven't done a 

1515
01:05:30,800 --> 01:05:32,760
game jam before, I have the game
jam page up. 

1516
01:05:32,760 --> 01:05:34,800
So, so I guess just talk about 
the game jam real quick. 

1517
01:05:34,800 --> 01:05:37,000
I know we've talked around it a 
little bit, but you know, like, 

1518
01:05:37,240 --> 01:05:39,120
what is it like, how long is it 
lasting? 

1519
01:05:39,120 --> 01:05:42,120
Like what do people have access 
to, to be able to to do stuff 

1520
01:05:42,120 --> 01:05:43,280
with it, you know, all that kind
of stuff. 

1521
01:05:43,280 --> 01:05:46,600
How do people submit? 
Yeah, so we are running a game 

1522
01:05:46,600 --> 01:05:48,920
jam on Itch, which if you've not
done is really fun. 

1523
01:05:48,920 --> 01:05:51,200
I've done a bunch now, mostly 
one page games. 

1524
01:05:51,200 --> 01:05:56,360
And it's a fun way to just kind 
of really practice your your 

1525
01:05:56,360 --> 01:06:00,000
art, maybe meet some folks, have
a deadline, some people need an 

1526
01:06:00,000 --> 01:06:01,720
artificial deadline. 
Sometimes you have an extra idea

1527
01:06:01,720 --> 01:06:03,600
it doesn't really fit with some 
other project you're doing. 

1528
01:06:03,920 --> 01:06:07,960
And there's so many game jams on
Itch and honestly, they're, 

1529
01:06:07,960 --> 01:06:11,440
they're just fun, low stakes 
ways to get your stuff out there

1530
01:06:11,440 --> 01:06:12,760
and kind of engage with other 
people. 

1531
01:06:13,440 --> 01:06:14,800
You can always do another 
version, right? 

1532
01:06:14,800 --> 01:06:17,560
I mean, in general, unless it's 
a very restrictive one, which I 

1533
01:06:18,000 --> 01:06:20,080
maybe have seen, but but it's 
not the norm. 

1534
01:06:20,600 --> 01:06:22,080
You know, you're going to own 
the the content, right? 

1535
01:06:22,080 --> 01:06:24,400
So I do encourage people not 
just to sit at our game jam, but

1536
01:06:24,400 --> 01:06:26,440
any game jam you think is 
appropriate if you want to do, 

1537
01:06:27,480 --> 01:06:29,640
you know, for Halloween, there's
always like cool, like vampire 

1538
01:06:29,640 --> 01:06:34,240
themed or love crafting horror 
themed or slasher fiction 

1539
01:06:34,240 --> 01:06:37,360
themed, you know, and there are 
on Itch, obviously game jams 

1540
01:06:37,360 --> 01:06:40,760
that are for video game 
designers, you know, computer 

1541
01:06:40,760 --> 01:06:42,560
engineers. 
Our game jam, we're thinking 

1542
01:06:42,560 --> 01:06:44,680
about TTRPGS. 
If someone made a video game, 

1543
01:06:44,720 --> 01:06:46,680
that's cool too. 
Like, I guess we'd have to 

1544
01:06:46,680 --> 01:06:50,400
figure out judging there. 
But yeah, we're we, we make RPGs

1545
01:06:50,400 --> 01:06:52,600
so you could submit APDF. 
It's really easy. 

1546
01:06:52,600 --> 01:06:55,280
It's free. 
And again, you keep the rights 

1547
01:06:55,280 --> 01:06:57,480
to your PDF. 
The only thing with our jam is 

1548
01:06:57,480 --> 01:07:00,120
we are asking people to use a 
third party license and the 

1549
01:07:00,120 --> 01:07:02,960
third party logo that says that 
it's made for the grid system. 

1550
01:07:03,600 --> 01:07:06,240
But again, you, you're the 
creator, you keep your own 

1551
01:07:06,360 --> 01:07:09,840
copyright, all that stuff. 
So pretty similar to Borg or 

1552
01:07:09,840 --> 01:07:11,880
other licenses, similar 
licenses, Mothership I think is 

1553
01:07:11,880 --> 01:07:14,320
similar. 
So it's not like we're taking 

1554
01:07:14,320 --> 01:07:16,000
the IP. 
We're just asking that you 

1555
01:07:16,000 --> 01:07:17,800
credit that. 
It's it's for the grid system. 

1556
01:07:18,080 --> 01:07:20,520
And that way, yeah, hopefully we
get a community creators and we 

1557
01:07:20,520 --> 01:07:23,560
can look at all of it 
holistically and sort of, you 

1558
01:07:23,560 --> 01:07:26,600
know, celebrate it, give away 
some some books in terms of 

1559
01:07:26,600 --> 01:07:30,240
dates, we're starting May 18th 
and ending August 24th. 

1560
01:07:30,240 --> 01:07:31,680
So that gives you basically the 
whole summer. 

1561
01:07:32,680 --> 01:07:34,840
So we will be sort of focused on
this for the summer. 

1562
01:07:34,840 --> 01:07:37,720
Just trying to get the word out.
And we're hoping to get some 

1563
01:07:37,720 --> 01:07:40,920
guest judges, the TBD on that. 
And they would judge it, you 

1564
01:07:40,920 --> 01:07:43,120
know, in August and, and we'd 
announced a little after. 

1565
01:07:43,720 --> 01:07:45,400
But yeah, it's, it's something 
we haven't done before. 

1566
01:07:45,400 --> 01:07:47,480
We've done a smaller game jam, I
should say, for Blister 

1567
01:07:47,480 --> 01:07:48,600
Critters. 
We've never done them for the 

1568
01:07:48,600 --> 01:07:50,880
whole system. 
So the Blister Critters 1 was 

1569
01:07:50,880 --> 01:07:51,880
amazing. 
Thanks to everyone who 

1570
01:07:51,880 --> 01:07:53,440
submitted. 
It was a lot of fun for Tony and

1571
01:07:53,440 --> 01:07:55,320
me to read through other 
people's ideas. 

1572
01:07:55,320 --> 01:07:56,600
And they were really, really 
good. 

1573
01:07:56,600 --> 01:08:00,600
I mean, that's I think something
that is one of my favorite parts

1574
01:08:00,600 --> 01:08:03,320
of making art. 
These are the indie RPGs is the 

1575
01:08:03,320 --> 01:08:06,000
barrier is lower. 
I mean, a lot of more people do 

1576
01:08:06,000 --> 01:08:09,960
have access to let's say Canva 
or GIMP or some, you know, tools

1577
01:08:10,440 --> 01:08:12,200
scanning cool things you drew to
notebook, right. 

1578
01:08:12,880 --> 01:08:15,160
Shout out to Hodag RPG we've 
worked with who does everything 

1579
01:08:15,160 --> 01:08:17,600
like drawing by hand. 
Ethan cool often is drawing 

1580
01:08:17,600 --> 01:08:20,960
stuff physically and scanning it
and it looks cool and then in 

1581
01:08:20,960 --> 01:08:23,279
Photoshop or whatever you give, 
you can mess with it. 

1582
01:08:23,520 --> 01:08:26,880
We we still use Indesign and and
whatever Adobe products because 

1583
01:08:26,880 --> 01:08:29,160
we're a small business and you 
know, my wife and I do this 

1584
01:08:29,359 --> 01:08:32,600
otherwise for a living. 
So we, you know, we know how we 

1585
01:08:32,600 --> 01:08:34,760
make stuff, but what I like 
about the game jam also is it 

1586
01:08:34,760 --> 01:08:37,120
really incentivizes like you 
have a one page game, Literally 

1587
01:08:37,120 --> 01:08:38,720
just take a picture of it with 
your phone and upload it. 

1588
01:08:38,720 --> 01:08:41,760
I mean, you know, slap on the 
logo or we'll help you, you 

1589
01:08:41,760 --> 01:08:45,160
know, just contact me. 
So we we don't want it to be 

1590
01:08:45,160 --> 01:08:47,960
like a big deal. 
It's not like you know it's for.

1591
01:08:48,000 --> 01:08:51,000
Fox into APDF like it works. 
You got it. 

1592
01:08:51,000 --> 01:08:53,760
It'll work. 
Yeah, great. 

1593
01:08:53,760 --> 01:08:56,200
Yeah, I'm, I'm really excited 
for the we will make sure that 

1594
01:08:56,200 --> 01:08:59,720
the the link to it is below so 
that you can access all of that 

1595
01:08:59,720 --> 01:09:02,160
stuff. 
But as far as everything else 

1596
01:09:02,160 --> 01:09:05,359
that you guys have made, still 
fleet, blister critters, all 

1597
01:09:05,359 --> 01:09:08,160
that kind of stuff, like where 
can people find you? 

1598
01:09:08,160 --> 01:09:09,399
Where can people find your 
stuff? 

1599
01:09:09,399 --> 01:09:11,160
And then obviously we'll make 
the link for the game jam. 

1600
01:09:11,160 --> 01:09:13,479
But if they want more still 
fleet, if they want more 

1601
01:09:13,479 --> 01:09:14,640
ballistic critters, do more, 
more dance. 

1602
01:09:14,640 --> 01:09:16,240
Matava, where? 
Where is that on the Internet? 

1603
01:09:17,760 --> 01:09:22,399
We are everywhere at Still 
fleet.com and on social media at

1604
01:09:22,399 --> 01:09:24,160
Still Fleet. 
So pretty easy to find. 

1605
01:09:24,160 --> 01:09:26,880
I think we have all those, Yeah.
So fleet.com is everything. 

1606
01:09:26,880 --> 01:09:28,640
We're very we try to be active 
on 

1607
01:09:28,640 --> 01:09:32,200
discordsodiscord.stillfleet.com 
is a short link. 

1608
01:09:32,200 --> 01:09:35,479
You can probably just Google it 
and we'll try to respond. 

1609
01:09:35,760 --> 01:09:38,240
I'm at Still Fleet on Discord, 
so if you have anything you 

1610
01:09:38,240 --> 01:09:39,880
wanted to chat about, just feel 
free to hit me up. 

1611
01:09:39,880 --> 01:09:43,600
I'll try to be responsive. 
And yeah, we're doing our best. 

1612
01:09:43,600 --> 01:09:47,800
I mean, we are really truly a 
small, small, small business and

1613
01:09:47,800 --> 01:09:49,040
we're we're trying to make a 
bunch of games. 

1614
01:09:49,040 --> 01:09:50,560
We love games, we love playing 
games. 

1615
01:09:51,080 --> 01:09:53,000
But yeah, we'd love if anyone 
wants to check out anything or 

1616
01:09:53,000 --> 01:09:55,920
has questions, you know, hit me 
up whether it's about the the 

1617
01:09:55,920 --> 01:09:59,840
system or or anything else. 
And hopefully we'll announce 

1618
01:09:59,840 --> 01:10:02,040
more about the jam beyond just 
it exists. 

1619
01:10:02,040 --> 01:10:04,440
But you know, prizes and guest 
judges soon. 

1620
01:10:06,480 --> 01:10:08,360
I think that's about it. 
Oh, and hopefully, I mean, if 

1621
01:10:08,520 --> 01:10:10,560
you know, again, I, I still 
think you, it would be fun to 

1622
01:10:10,560 --> 01:10:12,600
play down some Cobb and have 
that experience because that is 

1623
01:10:12,840 --> 01:10:14,200
a special game. 
It's very different. 

1624
01:10:14,200 --> 01:10:15,480
You know, you die, you come 
back. 

1625
01:10:16,200 --> 01:10:19,960
So it's kind of like a lot of 
OSR horrific, you know, dungeon 

1626
01:10:19,960 --> 01:10:23,120
games, but it it has. 
Which is my shit, which is my 

1627
01:10:23,240 --> 01:10:26,440
I'm an edge Lord garbage person 
and I love that. 

1628
01:10:26,440 --> 01:10:29,920
And yes, we we we. 
So for those not to know, we did

1629
01:10:29,920 --> 01:10:31,960
we we tried for a while to get 
on the show and then, you know, 

1630
01:10:31,960 --> 01:10:36,520
I had some stuff happen in in 
IRL and and then again we got to

1631
01:10:36,520 --> 01:10:38,360
run into each other at packs, 
which is fantastic. 

1632
01:10:38,360 --> 01:10:40,280
But we've been trying to get 
dance McCabe on the show for a 

1633
01:10:40,280 --> 01:10:41,920
little while. 
The summer's coming. 

1634
01:10:42,120 --> 01:10:43,520
I think we're both kind of 
settling in. 

1635
01:10:43,520 --> 01:10:46,800
So expect wife back on the show.
Maybe, maybe we can try to 

1636
01:10:46,800 --> 01:10:49,120
schedule a bit the jam or 
something so that we can we can 

1637
01:10:49,120 --> 01:10:51,480
kind of again talk about the 
jam, actually get it on the 

1638
01:10:51,480 --> 01:10:52,880
show. 
And O Hunter was excited to play

1639
01:10:52,880 --> 01:10:55,240
as well. 
So expect wife on again this 

1640
01:10:55,240 --> 01:10:58,560
summer, probably, I assume Chris
as well to see some dance 

1641
01:10:58,560 --> 01:11:00,120
macabre. 
It is one I'm very, very excited

1642
01:11:00,120 --> 01:11:01,680
for. 
Still Fleet's fantastic because 

1643
01:11:01,680 --> 01:11:03,560
I am a big, you know, 40K guy 
too. 

1644
01:11:03,800 --> 01:11:06,320
But dance macabre is is the one 
that's been out so far that I've

1645
01:11:06,320 --> 01:11:08,360
been like, yes, this is this is 
the one that I really want to 

1646
01:11:08,360 --> 01:11:09,440
play and I would love to have on
the show. 

1647
01:11:09,440 --> 01:11:12,520
So again, expect wife to come 
back on the show sooner than 

1648
01:11:12,520 --> 01:11:14,640
later. 
And when the jam happens, you'll

1649
01:11:14,640 --> 01:11:16,920
hear about it again, whether 
we're doing stuff or not, 

1650
01:11:17,400 --> 01:11:19,600
because the grid system's great 
and I love all the stuff you 

1651
01:11:19,600 --> 01:11:21,560
guys are doing, and you guys are
doing it in a way that I think 

1652
01:11:21,560 --> 01:11:22,800
is really fantastic for the 
space. 

1653
01:11:22,800 --> 01:11:27,200
So I want to say also, thank you
for coming on the show again. 

1654
01:11:27,240 --> 01:11:30,400
It's been too long and it should
have happened sooner, but it's 

1655
01:11:30,400 --> 01:11:31,800
been wonderful talking with you 
about it. 

1656
01:11:32,360 --> 01:11:34,120
Yeah, thanks so much. 
Well, I hope Chris, I hope Chris

1657
01:11:34,120 --> 01:11:35,960
can come on and play Dots cop 
with you. 

1658
01:11:36,240 --> 01:11:38,160
And I'm happy to just be long 
for that ride because that's 

1659
01:11:38,160 --> 01:11:40,040
that's a weird fun one and and 
hopefully Hunter as well. 

1660
01:11:40,040 --> 01:11:43,800
So thanks so much for having me.
And yeah, I appreciate helping 

1661
01:11:43,800 --> 01:11:46,680
us get the word out about the 
jam and and yeah, in general, 

1662
01:11:47,480 --> 01:11:49,440
you know, maybe, maybe a still 
fleet 2 develops too. 

1663
01:11:49,440 --> 01:11:52,400
We can discuss that because 
again, we we at least for the 

1664
01:11:52,400 --> 01:11:54,120
next year, I don't think I'm 
going to stop it. 

1665
01:11:54,960 --> 01:11:57,280
World War three aside, we're 
going to keep going. 

1666
01:11:57,400 --> 01:11:59,600
We're going to keep making games
so and we're going to be 

1667
01:11:59,600 --> 01:12:02,480
watching weekly Scrolls so. 
Yeah, nuclear fallout aside, 

1668
01:12:02,480 --> 01:12:05,160
we'll we'll, we'll definitely 
we'll definitely be talking more

1669
01:12:05,160 --> 01:12:07,920
still fleet, more grit system 
and more dance Magap here on the

1670
01:12:07,920 --> 01:12:08,840
show. 
But again, thank you so much for

1671
01:12:08,840 --> 01:12:10,200
being here. 
And that's going to be us for 

1672
01:12:10,200 --> 01:12:11,720
today. 
So thank you all for listening 

1673
01:12:12,080 --> 01:12:14,280
and we will see you all later 
and bye. 

1674
01:12:15,240 --> 01:12:15,560
Thanks.
