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Hello and welcome to the weekly.
Scroll a podcast brought to you 

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by the adventure. 
Archive, my name is Ryan and 

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with us we have our hash rule. 
We were, we were trying to 

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decide this earlier, still quite
special but now almost regular 

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Guest Kirby of disaster, 
tourism. 

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How you doing today? 
Kirby, I'm doing wonderful. 

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Thank you for having me yet. 
Again, we love having you here a

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wonderful Insight. 
Wonderful Critter. 

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Listen, if you're listening to 
this and you haven't checked out

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disaster, tourism games from 
Kirby, you should definitely go 

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check all of their stuff out. 
What's the, what's the website 

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disasters, or not games, right 
games? 

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Yeah, that's it. 
Yeah. 

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Games is such a good dot to have
four games. 

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It is it is a great dot yes for 
sure? 

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Yeah, that's nice. 
I was lucky I was there. 

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Yeah, yeah, yeah. 
I wonder, I wonder. 

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What else he snags stuff. 
There's a lot. 

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There's not cat girl. 
I there. 

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That's an actual. 
No, that's an actual TLD. 

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Yeah. 
I almost bought one because just

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because it's fucking amazing. 
Hey, listen, you gotta do what 

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you gotta do, but I would not 
hold it against you. 

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If you had a curvy that cat girl
So um so today, today we're 

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talking about a game. 
I think I think I might have 

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recommended this one but you 
were like oh fuck yeah that's a 

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good one. 
I think this one and it is going

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to be packs and blades from 
Lucas Rollin. 

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This is a Like rules light os 
are inspired more cocky and 

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fantasy. 
That we're going to go over 

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today. 
It's a little slim but wonderful

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witch. 
Was my nickname in high school 

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but yeah before before we get 
into that I know there's a 

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little something. 
There's also something called 

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the dead horse. 
Yeah why don't you tell our 

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audience about that? 
Sure yeah so we got the the dead

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horse magazine issue. 
One is coming out or is that 

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coming out yet but it's coming 
out soon and submissions are 

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actually closing on Monday. 
May A first. 

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So if you're interested in 
submitting something to the dead

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horse, it is TT, R BG adjacent, 
so it does not have to be TR V, 

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G related at all, if you don't 
want to. 

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And it's basically just anything
you want to write fiction, 

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poetry game entry if you want 
setting photographs art, 

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drawings, whatever. 
And you can send them to 

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submissions at disaster tourism 
games. 

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Is there a theme for episode 1? 
Yes, the theme songs I should 

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have known that issue. 
Won't ye shiwen. 

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The theme is uncanny horror, 
it's kind of looking like the 

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magazines just going to end up 
just being a whore magazine in 

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general, but this is a 
full-fledged magazine of 

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submissions from people from all
over the place. 

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And we got I think over 40 
submissions almost now. 

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So we've got a lot of pick 
through which is great. 

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So really excited. 
That's what's up? 

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Yeah, so If you would like to do
some missions, go to exactly 

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where Kirby said and as that, 
you know, hits release. 

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And what not, we will be talking
about that here on the weekly 

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scroll to because we are 
definitely looking forward to 

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that. 
So again, I close this Monday. 

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So go check that out. 
And if you write anything in 

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that genre, that is TT RPG 
adjacent. 

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You should definitely submit to 
that. 

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You might, you might. 
Yeah, you might might see the 

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weekly scroll there a little 
bit, maybe not, maybe not 

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submission button. 
And in other ways. 

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So we'll see, we'll see. 
And then I think there was a 

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click this forward. 
There was one thing I wanted to 

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kind of, show talk a little bit 
about before we get into this, 

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just because I was so, so 
excited for it. 

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I mean, I'm gonna kick to 
another window here for it even 

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though I think your windows 
messed up but we do know it's 

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fine. 
You wonderful, you beautiful. 

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I wanted to show off this little
It'll bad boy. 

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This is worm hack from Farrell 
Indie Studio Charlie fur Graves 

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this kind of burst out of 
nowhere. 

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Charlie put up like a piece of 
art. 

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It was like, maybe I'll make a 
game, the news, like, hey, I 

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made a game and then it was 
physical, and then it was in my 

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house. 
So I think that all took like, 

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two, three weeks. 
So really, really awesome. 

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I'm going to turn the blur off a
little bit on this because I 

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always forget to get to do 
filling time. 

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It is so beautiful piece of art 
on the front. 

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This is a small-scale Fantasy 
war game with role-playing 

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elements of Dungeons and 
decrepitude. 

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Light rules, for ease of play 
were - verminous characters, 

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cooperation and competition 
veteran scenario. 

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Compatible Monsters. 
Magic and more, this is great, 

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little xion. 
I really love this. 

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I love the like quasi-war. 
Give me elements in Tip-Top 

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role-playing games. 
And if you've never seen Charlie

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four Graves art, it is Crazy 
good, really? 

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Really love their stuff and it's
just, it's just a great little 

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zenon's. 
It's all the stuff you need for 

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really rules light, play, 
exploration, and all that. 

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So it's a it's a it's a 
beautiful little thing. 

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That's very excited for it, 
definitely worth it and really 

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hope there's more content for 
that. 

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I think there is funding some 
stuff to do more content for it 

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so you should definitely go 
check out fairly Indie studio 

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and try to figure of stuff and 
there are so many at that so we 

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can get some more content. 
But I just wanted to show that 

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off a little bit because it's 
Oval and look at the color for 

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those in podcast land, you got 
to check this out. 

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Just for this color is 
beautiful. 

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All my God is so good and even 
like when it printed it's so 

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like robust like it's just a 
really really beautiful like 

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it's a chartreuse you know 
that's what it. 

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Yeah. 
And it's at all it's gorgeous. 

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So anyway that's that is warm 
hack. 

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Its it looks wonderful very, 
very excited for that. 

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Very glad to have in hand. 
I think we'll we will hundred 

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percent be talking about this on
the podcast at some point. 

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And in fact, in fact, I might 
have, I might have got like, 

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like three copies one for me, 
one for a hunter and then this 

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other one on my hand here to 
give away when we talk about it.

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So not, not on the schedule yet 
but it will 100% be there sooner

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than later. 
So, warm hack, curly hair 

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Graves, fairly in studio, check 
it out. 

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And I think, I think that's 
about all we got to to get the 

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stream going. 
My name is Hunter. 

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We're on that window. 
I forgot to change one window, 

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you know, it's funny. 
I just noticed that too. 

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One of the last times you were 
here, I left Kirby on for like 

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three quarters of the episode 
before I realized. 

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Oh wait, this is Hunter told me 
that. 

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Yeah, so so you got to be Hunter
momentarily. 

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But yeah, I mean it's it's one 
we just hop into one, we happen 

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to pack some blades. 
You ready for this? 

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Yeah, let's do it. 
All right, let's fucking let's 

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fucking do it. 
Gave me through. 

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So Lucas Rollins packs, and 
Blades, more cocky and fantasy. 

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I really, really love the, the 
cover art. 

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This is windblown bearded man. 
And then on the zeen itself, 

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Elf. 
It's a whole scene of a this 

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bearded person on a boat 
battling a creature. 

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I believe they're like swooping 
down from the sky there's like 

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Spears striking into them and 
stuff. 

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Really great piece of art. 
I'm very cool. 

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You know, I wonder who does who 
did the cover to do? 

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It doesn't specifically listed. 
I think they're all. 

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I think it's all. 
Public domain? 

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Yeah, this is, this was a great 
great use of piece of public 

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domain art. 
Sells the book like honestly 

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when I saw it, that was one of 
the reasons I wanted to pick it 

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up was because of the cover. 
Same Heart, same and you you 

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before we get going. 
What is your, what is your 

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experience with this game? 
Because like I said, when I, 

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when I said, hey, how about 
this? 

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You were like, oh yeah, 
absolutely. 

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What's up? 
What made you want to jump on 

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this one and read through this 
one here? 

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Well, this was probably the 
first like actual Like rules 

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light. 
Osr, like Zine that I read. 

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I had, you know, I owned more 
cord and the black hack and Vera

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Troika and various other. 
So on, quote, unquote, like 

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rules, like, you know, Sr games,
but those are books. 

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Like, there's lots and lots of 
pages with lots and lots of 

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content in them. 
And I think this was probably 

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one of the first, probably, not 
the first, but one of the first 

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osr ziens that I I read that was
just a full rule set within just

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I don't know. 
What is this? 

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Like 20-something 3000 case 36 
pages but yeah, and when I read 

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through it, I was just like 
Really impressed with how 

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minimalist it was like 
extremely. 

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So, but even so the task 
resolution system that we'll 

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talk about in a little bit like 
it has this like very 

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reminiscent crunchy feel to it, 
you know? 

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And it leaves room for lots of 
narrative play which I think is 

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very cool. 
That's not always my favorite 

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thing but I do actually really 
like the way that it works in 

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this game. 
And it inspired me to write 

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weird, which was kind of one of 
the other reasons. 

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Why would you mention it? 
I was just like, oh fuck. 

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Yeah, let's talk about that one.
Know, it's fucking good game. 

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So yeah, cuz cuz weird is a 
great game. 

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If you are, if you haven't 
checked it out from disaster 

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tourism, you will find it and 
disaster some dye games but 

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great great game that's got some
great content coming out for it 

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too. 
So it's really neat that this 

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inspired that and those we 
Through. 

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If you've read both, you'll see 
you'll see a little bit of that.

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So that is really neat. 
It was cool when you said that 

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because I was like well then 
yeah that's exactly what we're 

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going to do then. 
Yeah. 

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So see ya and then Lucas raw 
lemon is good. 

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People should definitely check 
them out on the tweeters and 

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whatnot. 
But so going in as we said, the 

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cover is beautiful. 
You know, this probably I think 

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it's probably domain are like 
they said really, really 

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fantastic, really vibrant? 
Really sets the mood for what 

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you're planning to get. 
And here. 

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The bottom says, They 
minimalist, a minimalist, sword,

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and Witchcraft, RPG, for 
campaigns and quick sessions. 

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So I like I really like the like
the in Pages here, this design 

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uses this like like dark Reds 
and oranges and blacks. 

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It almost reminds me a little 
bit of like like blood under a 

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microscope kind of just 
thinking. 

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Yeah yeah it's like I'm 
definitely magic but also blood.

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That's what It's kind of want to
look in that but I like how dark

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it is. 
I like the tones, how it's very 

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almost like maroon red and like 
a dark orange. 

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Like it's it's really dope. 
Edited by a Wayne. 

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I'm say canepa and I believe I'm
going to scroll all the way to 

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the bottom of quick just to make
sure I'm not completely wrong. 

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Yeah. 
Gravity side from gonti ho. 

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So who does amazing stuff on 
everything. 

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So it was cool. 
See them on this project and 

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then we get to this 
introduction. 

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Great piece of art here again 
with introduction, kind of 

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overlaid on it and white which 
like links into the white page 

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or charge. 
I really like the way that 

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that's done throughout the book.
So as, as Kerry said, this books

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only like, what, like, what did 
you say, 30-something Pages. 

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Maybe it's 36 - the cover. 
Yeah. 

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And there's not, I mean, yeah, 
there's not a lot on each page 

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if this was like, you know, 
size, 12, double line, this 

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thing would be like 10 pages. 
But yeah, but regardless it's 

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it's a nice little light system.
So Paxson blades is a genre 

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influenced RPG, combat and 
advancement system. 

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00:13:06,600 --> 00:13:10,500
About slaughtering bizarre 
monsters from the depths with 

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blades and making packs with 
mystical spirits to channel 

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magic as a minimalist RPG. 
There are no rule systems for 

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initiative movement, tracking 
time, equipment prices Etc. 

226
00:13:22,300 --> 00:13:25,000
It is up to the judge to 
determine these things perhaps 

227
00:13:25,000 --> 00:13:28,000
with input from the players and 
decide how to rule on such 

228
00:13:28,000 --> 00:13:32,000
things as they arise and as 
appropriate to each scenario. 

229
00:13:32,300 --> 00:13:35,900
So this definitely feels more 
like a framework from which, to 

230
00:13:35,900 --> 00:13:38,600
build upon. 
Pain as opposed to a complete 

231
00:13:38,600 --> 00:13:43,300
game which is kind of how we're 
just kind of word works. 

232
00:13:43,300 --> 00:13:46,100
So well yeah, yeah yeah I like 
that. 

233
00:13:46,100 --> 00:13:49,900
I, you know, as I was rereading 
this I was remembering what was 

234
00:13:50,000 --> 00:13:53,400
what was inspiring me to come up
with the concepts that I had for

235
00:13:53,400 --> 00:13:58,800
weird and that was a big one. 
Right there was just that like a

236
00:13:58,808 --> 00:14:04,000
lot of these and it was as I was
learning these these concepts of

237
00:14:04,000 --> 00:14:09,500
osr play and osr. 
Thought, you know, it's kind of 

238
00:14:09,500 --> 00:14:12,900
like this internal game Loop and
all these. 

239
00:14:12,900 --> 00:14:15,900
And I talk about this stuff a 
lot before. 

240
00:14:15,900 --> 00:14:20,800
But like those things being just
left to the table to decide are 

241
00:14:20,800 --> 00:14:27,000
such a such a, it's such a nice.
Lack of rule like I just love 

242
00:14:27,000 --> 00:14:30,800
that stuff. 
Yeah, I really like. 

243
00:14:31,700 --> 00:14:34,700
Having games like that. 
But I don't think I'm capable of

244
00:14:34,700 --> 00:14:39,200
making a game like that, because
it makes me just go away. 

245
00:14:39,200 --> 00:14:44,600
I like, I need a, I need to do 
just a bit more and then it 

246
00:14:44,600 --> 00:14:46,600
turns into something bigger than
it needed to be. 

247
00:14:46,600 --> 00:14:49,700
But we're gonna regardless, I 
love having that firmer from, 

248
00:14:49,700 --> 00:14:52,600
it's a bill because I really 
like doing that, you know, for 

249
00:14:52,600 --> 00:14:55,700
me sometimes it can be a little 
difficult to start from scratch,

250
00:14:55,700 --> 00:14:58,300
but the second I get like a 
seed, I can just run with it 

251
00:14:58,300 --> 00:15:00,800
which is really nice. 
So Frameworks like weird 

252
00:15:00,800 --> 00:15:03,500
Frameworks like This. 
It's like I can see I can see 

253
00:15:03,500 --> 00:15:06,000
using this and exactly what I 
would add. 

254
00:15:06,000 --> 00:15:08,600
As I'm reading it. 
I'll go who I could do this with

255
00:15:08,608 --> 00:15:09,500
that. 
I can do this with that. 

256
00:15:09,500 --> 00:15:12,800
So it's really, it's really nice
to have So that's the 

257
00:15:12,800 --> 00:15:17,200
introduction and then more art. 
I love these like just pitch 

258
00:15:17,200 --> 00:15:22,100
black circles all over the art 
like it's very like I don't know

259
00:15:22,100 --> 00:15:26,400
why it feels very evocative to 
me but I love this like what 

260
00:15:26,400 --> 00:15:29,900
kind of that Because mine 
doesn't. 

261
00:15:29,900 --> 00:15:32,900
I wonder if I have a previous 
weird. 

262
00:15:32,900 --> 00:15:34,900
I think I have a previous 
version. 

263
00:15:37,100 --> 00:15:40,200
Yeah. 
Maybe you got like first because

264
00:15:40,200 --> 00:15:46,400
I did, I did notice, there was 
actually a font error in this 

265
00:15:46,400 --> 00:15:51,000
print, and I wonder if that if 
he re-released it. 

266
00:15:54,200 --> 00:15:57,000
Where did you see an error on 
the task? 

267
00:15:57,000 --> 00:16:00,900
Resolution on the test 
resolution chart in the little 

268
00:16:00,900 --> 00:16:04,200
grayish blue thing it says 
partial success but there's a 

269
00:16:04,200 --> 00:16:09,800
van Terror and mine where? 
Yeah, yeah the it says s 770 

270
00:16:10,400 --> 00:16:16,300
might has sxx access. 
That's so wild and has mining. 

271
00:16:16,300 --> 00:16:21,900
Oh, where's mine has? 
You probably can't insult 

272
00:16:21,900 --> 00:16:25,800
blurred out, but it says like 
Like pee. 

273
00:16:26,200 --> 00:16:28,100
And then the, a has a little 
thingy on it. 

274
00:16:28,100 --> 00:16:31,400
And I has a little dot on it, 
and then it says s77. 

275
00:16:31,700 --> 00:16:32,700
Yeah. 
Yeah. 

276
00:16:32,900 --> 00:16:35,600
So yeah. 
Yours is s, XX minus s i7 7. 

277
00:16:35,700 --> 00:16:38,200
That's just weird. 
Yeah, include leads to different

278
00:16:38,200 --> 00:16:40,600
printings. 
Interesting. 

279
00:16:40,800 --> 00:16:43,800
Yeah, I found a couple near 
little, like, van errors in here

280
00:16:43,800 --> 00:16:45,900
and I was like, I wonder if they
have reprinted this. 

281
00:16:45,900 --> 00:16:47,900
Like, I was actually thinking 
that earlier this morning or 

282
00:16:47,900 --> 00:16:49,900
this afternoon, when I was 
reading it again. 

283
00:16:49,900 --> 00:16:54,500
And, um, but yeah, I didn't even
notice that the All times I've 

284
00:16:54,500 --> 00:16:58,100
read through this, maybe because
I primarily read the PDF but 

285
00:16:58,700 --> 00:17:01,600
it's interesting. 
I'm curious. 

286
00:17:01,600 --> 00:17:08,099
What would What would you create
that I assume in export, if 

287
00:17:08,099 --> 00:17:11,800
there was like a font, you 
didn't have an exporter when it 

288
00:17:11,800 --> 00:17:14,900
goes to PDF or something or 
didn't like pull it correctly, 

289
00:17:15,400 --> 00:17:20,300
it would it would do that. 
But, but anyway, so let's, let's

290
00:17:20,300 --> 00:17:21,599
immediately look at some real 
quick. 

291
00:17:21,599 --> 00:17:24,300
Do we have bookmarks? 
We don't it's only 30 pages. 

292
00:17:24,300 --> 00:17:26,099
So it's not a huge knock. 
You don't really need them for 

293
00:17:26,099 --> 00:17:29,900
something that's 30 pages and 
there is not a table of contents

294
00:17:29,900 --> 00:17:34,100
on the Z in this mall, which I 
mean, I'm not gonna, I'm not 

295
00:17:34,100 --> 00:17:37,800
gonna do too big of a knock on 
that because as it being only 30

296
00:17:37,800 --> 00:17:42,600
pages as we said even within 
those 30 pages, there's maybe 

297
00:17:42,600 --> 00:17:45,300
ten pages of actual stuff 
because you know, as you get to 

298
00:17:45,300 --> 00:17:49,000
page five, right? 
They just half a page of Art and

299
00:17:49,000 --> 00:17:51,300
then, it is literally three 
sentences. 

300
00:17:51,300 --> 00:17:55,900
Yeah, yeah, for yeah, you know, 
and this, I love this. 

301
00:17:55,900 --> 00:17:59,900
So, like, here's here's some of 
the thing with layout, right? 

302
00:18:00,100 --> 00:18:05,800
You either have something, where
there There is like, little 

303
00:18:06,300 --> 00:18:10,300
white empty spaces on a page 
that could easily be a federal. 

304
00:18:10,300 --> 00:18:16,100
Take a little piece of art or 
there is Big space on a page 

305
00:18:16,100 --> 00:18:19,000
that you fill with just a little
bit of words. 

306
00:18:19,300 --> 00:18:24,000
And I like either one is fine 
but when you have like a page 

307
00:18:24,000 --> 00:18:27,300
that's mostly filled and you 
have a little blank section that

308
00:18:27,300 --> 00:18:30,400
to me is something you could 
fail versus like this where you 

309
00:18:30,400 --> 00:18:33,900
have just a little bit of words.
A big page. 

310
00:18:33,900 --> 00:18:36,600
So like this reminds me of, 
like, into the odd, the way that

311
00:18:36,600 --> 00:18:39,700
the word pages on that work or 
even like when we read him bows 

312
00:18:39,900 --> 00:18:43,300
him. 
Bose has big kind of empty pages

313
00:18:43,300 --> 00:18:44,800
with like little blocks of text 
on it. 

314
00:18:44,800 --> 00:18:47,600
They're like not like 
necessarily dead in the middle 

315
00:18:47,800 --> 00:18:52,200
and I like that style where it's
like minimalist in the, in the 

316
00:18:52,200 --> 00:18:54,700
style. 
Yeah, it's a good way to 

317
00:18:54,700 --> 00:19:00,600
reinforce the, the game style 
which I think is It's great and 

318
00:19:00,600 --> 00:19:03,500
I think it put some emphasis 
back on to that half-page piece 

319
00:19:03,500 --> 00:19:07,500
of art to it allows that to 
really like give you more Vibe, 

320
00:19:07,500 --> 00:19:09,700
you know? 
Yeah. 

321
00:19:09,700 --> 00:19:14,000
So characters can choose to 
follow aspects of two paths, the

322
00:19:14,000 --> 00:19:18,200
path of the pact or the path of 
the blade, hints packs and 

323
00:19:18,200 --> 00:19:21,500
Blades. 
You may advance in either path, 

324
00:19:21,500 --> 00:19:24,200
but during character creation as
well as throughout the campaign,

325
00:19:27,000 --> 00:19:29,400
both during character creation, 
and as well as through the 

326
00:19:29,400 --> 00:19:33,400
campaign path advancements will 
occur as a result of training 

327
00:19:34,100 --> 00:19:40,700
role playing, and as part of 
Adventures, Again really nice 

328
00:19:40,700 --> 00:19:46,000
choice of our there are here. 
The thing that sometimes gets me

329
00:19:46,000 --> 00:19:53,100
with using public domain art is 
the inconsistency in Styles, can

330
00:19:53,100 --> 00:19:56,000
sometimes be kind of you either 
need to go crazy. 

331
00:19:56,000 --> 00:19:59,100
So it's a million different 
styles or it needs to be like so

332
00:19:59,100 --> 00:20:00,000
similar. 
You can't really tell the 

333
00:20:00,000 --> 00:20:02,600
difference because kind of 
anywhere in between there when 

334
00:20:02,600 --> 00:20:06,800
like you try to get similar and 
it's not quite there, it feels 

335
00:20:06,900 --> 00:20:09,000
Feels like you notice that, 
right? 

336
00:20:09,000 --> 00:20:13,500
I like to not notice if it's 
different people, but this this 

337
00:20:13,500 --> 00:20:16,000
piece of art, is great across a 
spread. 

338
00:20:16,100 --> 00:20:22,300
It's like a woman on a sitting 
on a rock with a sword stabbing,

339
00:20:22,300 --> 00:20:25,900
what looks like a giant frog, 
right? 

340
00:20:25,900 --> 00:20:30,500
In the mouth um and is bleeding.
And this page is for 

341
00:20:30,500 --> 00:20:34,500
advancement. 
So advancements are the basis of

342
00:20:34,500 --> 00:20:36,600
customizing your character and 
they should occur. 

343
00:20:37,000 --> 00:20:39,600
Two to three times per session 
is up to the judge to give 

344
00:20:39,600 --> 00:20:41,600
players opportunities for 
advancements to occur. 

345
00:20:41,900 --> 00:20:44,900
You begin play with one 
advancement in either path of 

346
00:20:44,900 --> 00:20:47,100
your choice. 
See each path for more 

347
00:20:47,100 --> 00:20:50,900
information. 
So Packs or blades. 

348
00:20:53,700 --> 00:20:56,900
What do you, what would you? 
What would you go with? 

349
00:20:57,200 --> 00:21:01,000
If I was making the character, I
would pick packed. 

350
00:21:02,400 --> 00:21:08,500
My spy find Magic. 
To be usually it's a bit more 

351
00:21:08,500 --> 00:21:11,800
complex. 
But I like the especially in the

352
00:21:11,800 --> 00:21:18,100
rules, like games, the extreme 
open-endedness of magic, or in a

353
00:21:18,100 --> 00:21:23,900
lot of rules like games. 
I love being extremely creative 

354
00:21:23,900 --> 00:21:28,100
or attempting to be extremely 
creative and I've often find it 

355
00:21:28,500 --> 00:21:30,300
open-ended magic systems like 
this. 

356
00:21:30,300 --> 00:21:32,700
Warm offer a lot of 
opportunities for that kind of 

357
00:21:32,700 --> 00:21:35,800
thing. 
Yeah I really like systems that 

358
00:21:35,800 --> 00:21:42,100
use like non Vance Ian like That
allow you to. 

359
00:21:43,600 --> 00:21:47,800
It's like magic is more a 
guidance that you can build upon

360
00:21:47,800 --> 00:21:50,900
as opposed to restrictions on 
something like I feel like games

361
00:21:50,900 --> 00:21:53,500
like five you where it gives you
a spell list and gives you all 

362
00:21:53,500 --> 00:21:56,700
the very specific ways in which 
you can do it and the range in 

363
00:21:56,700 --> 00:21:59,500
which you can do it and the 
tools you need to do it and the 

364
00:21:59,500 --> 00:22:03,000
exact outcomes for which you do 
it at the levels and once you do

365
00:22:03,000 --> 00:22:06,100
it is so restrictive. 
It's so restrictive. 

366
00:22:06,400 --> 00:22:09,400
So like you said, I think the 
rules light magic that let you 

367
00:22:09,400 --> 00:22:12,500
kind of just go off, feels 
really cool. 

368
00:22:14,500 --> 00:22:16,500
And I think this one does a 
really good job of that. 

369
00:22:16,600 --> 00:22:19,500
So yeah, for sure some examples 
of advancements. 

370
00:22:19,500 --> 00:22:22,400
You find a Tome describing a new
pact with the spirit of the 

371
00:22:22,408 --> 00:22:25,300
fairer world and is a pact 
advancement or you receive 

372
00:22:25,300 --> 00:22:28,000
training from an expert 
mercenary and fighting dirty 

373
00:22:28,000 --> 00:22:33,700
with daggers that is a blade 
advancement to tour. 

374
00:22:35,100 --> 00:22:39,000
And then the task resolution 
system, I wouldn't mind 

375
00:22:39,000 --> 00:22:41,100
advancements. 
Being a little bit later in the 

376
00:22:41,100 --> 00:22:43,800
book. 
I think, I mean, again, you read

377
00:22:43,800 --> 00:22:45,400
the whole book is one and then 
you come back to it. 

378
00:22:45,400 --> 00:22:47,800
But I think if this was a little
bit farther after character 

379
00:22:47,800 --> 00:22:50,300
creation and about an after even
like the task tough, I'd 

380
00:22:50,300 --> 00:22:55,300
understand like the basis for 
which like how much advancement 

381
00:22:55,300 --> 00:22:57,400
you need to advance. 
Yeah. 

382
00:22:58,800 --> 00:23:05,800
But I think that's valid but I 
also feel like it's such a It's 

383
00:23:05,800 --> 00:23:11,700
like the rules are so simplistic
that it almost makes sense to 

384
00:23:11,700 --> 00:23:16,300
put this right after you talked 
about how Packs work and and 

385
00:23:16,300 --> 00:23:21,000
Blades work with your paths 
because it's like just the next 

386
00:23:21,000 --> 00:23:22,400
part of that, you know what I 
mean? 

387
00:23:22,600 --> 00:23:25,300
Yeah, I feel like it was if it 
was a whole other section with a

388
00:23:25,300 --> 00:23:27,400
like a few pages of rules than 
maybe. 

389
00:23:27,400 --> 00:23:32,300
But yeah, well and and you know,
again, it's only like 30 pages 

390
00:23:32,300 --> 00:23:34,000
of really 10 pages of 
information on it. 

391
00:23:34,000 --> 00:23:36,400
So like the The order in which 
it is done. 

392
00:23:37,400 --> 00:23:40,000
It is less important than it is 
looking at a page book. 

393
00:23:40,000 --> 00:23:43,200
And, you know, it took you 40 
pages to get to something, you 

394
00:23:43,200 --> 00:23:44,800
go. 
Oh, that's a rule. 

395
00:23:45,000 --> 00:23:49,000
That would be nice earlier. 
So the task resolution system. 

396
00:23:49,000 --> 00:23:54,900
So this is what you, what you 
really like about the game or 

397
00:23:54,900 --> 00:23:57,400
something that you've said, a 
couple times to on, are doing a 

398
00:23:57,400 --> 00:24:00,600
read this one for us and tell us
why you really like the task 

399
00:24:00,600 --> 00:24:04,600
resolution system. 
Yeah, packs and Blades uses a 

400
00:24:04,600 --> 00:24:08,300
sliding to D6. 
Task resolution system tasks, 

401
00:24:08,300 --> 00:24:11,900
are divided into four difficulty
tears, and their default 

402
00:24:11,900 --> 00:24:16,900
reference value numbers, easy 
average hard and impossible 

403
00:24:17,300 --> 00:24:19,700
tasks. 
Default reference value is 

404
00:24:19,700 --> 00:24:22,700
always three times. 
Its difficulty tasks, can 

405
00:24:22,700 --> 00:24:25,800
include attacking an enemy 
sneaking past the guard, 

406
00:24:25,800 --> 00:24:28,800
negotiating with a pirate for 
passage climbing a tower and 

407
00:24:28,800 --> 00:24:34,900
more I'll just keep going with 
the next paragraph core 

408
00:24:34,900 --> 00:24:36,800
mechanic. 
When attempting tasks player 

409
00:24:36,800 --> 00:24:40,000
simply roll two, six sided dice 
together and add the total of 

410
00:24:40,000 --> 00:24:43,000
both dice success is determined 
by how well they roll in 

411
00:24:43,000 --> 00:24:45,300
relation to the tasks reference 
value. 

412
00:24:45,700 --> 00:24:50,400
A tasks RV is a precise measure 
of its difficulty to achieve. 

413
00:24:50,400 --> 00:24:53,300
While each difficulty tier has a
default reference value for 

414
00:24:53,300 --> 00:24:55,700
total success. 
This value can be lowered or 

415
00:24:55,700 --> 00:24:58,900
raised during the game through 
path abilities and narrative 

416
00:24:58,900 --> 00:25:00,900
Advantage. 
When a reference value is 

417
00:25:00,900 --> 00:25:03,800
changed the range of Success is 
also changed. 

418
00:25:03,800 --> 00:25:07,100
Consult the task resolution 
table to determine the new 

419
00:25:07,100 --> 00:25:14,600
ranges for success and failure. 
So I do I like this the system 

420
00:25:15,200 --> 00:25:18,000
here. 
The only thing that I don't like

421
00:25:18,000 --> 00:25:28,100
about this is I feel like it 
almost overcomplicates. itself 

422
00:25:29,400 --> 00:25:33,900
just like just a little bit like
the table is extremely helpful 

423
00:25:33,900 --> 00:25:42,900
if any of those numbers were 
actually necessary but Like if I

424
00:25:42,900 --> 00:25:45,500
was going to put, if I was going
to make this, I would just put 

425
00:25:45,500 --> 00:25:50,800
like for a difficulty of to in 
the First Column there 5 plus 

426
00:25:50,800 --> 00:25:55,500
would be an RV in the second 
column 6. 

427
00:25:55,500 --> 00:25:59,200
Plus would be the RV, you know? 
Like, I feel like and I'm not 

428
00:25:59,200 --> 00:26:02,200
knocking this at all, because 
the table looks like a role 

429
00:26:02,200 --> 00:26:04,700
master table, and it's Gore. 
It's gorgeous. 

430
00:26:04,700 --> 00:26:08,100
And it's it gives you that 
feeling of the crunch that you 

431
00:26:08,100 --> 00:26:11,100
want, when you are trying to 
like emulate one of these types 

432
00:26:11,100 --> 00:26:14,900
of games, But I do think it just
overcomplicates itself a little 

433
00:26:14,900 --> 00:26:19,400
bit in how its presented, but 
the actual play itself is not is

434
00:26:19,400 --> 00:26:23,200
not complicated at all. 
And the only other thing I have 

435
00:26:23,200 --> 00:26:27,200
a an issue with. 
So to speak is calling something

436
00:26:27,200 --> 00:26:32,500
a new term like reference value.
And there's a couple other games

437
00:26:32,500 --> 00:26:34,500
that I've read recently where 
they have, like, come up with 

438
00:26:34,500 --> 00:26:39,500
their own new like to letter 
acronym for their like 

439
00:26:39,500 --> 00:26:44,100
difficulty thing. 
And And it's that's this is a 

440
00:26:44,100 --> 00:26:47,300
personal thing. 
You don't really have to do that

441
00:26:47,300 --> 00:26:51,600
like it doesn't take anything 
away or add anything in my 

442
00:26:51,600 --> 00:26:54,500
opinion, either way. 
It's just for me personally I'm 

443
00:26:54,500 --> 00:26:57,000
like just you know, you don't 
have to come up with a new thing

444
00:26:57,000 --> 00:26:59,700
that somebody has to learn what 
the RV is now. 

445
00:26:59,700 --> 00:27:01,500
Right. 
You know, for that's my personal

446
00:27:02,000 --> 00:27:03,600
feelings on that. 
Yeah. 

447
00:27:03,600 --> 00:27:08,400
So so specifically for reference
value that, you know, reference 

448
00:27:08,400 --> 00:27:12,500
value doesn't bother me because 
you are I feel like you're 

449
00:27:12,500 --> 00:27:14,700
referencing the chart. 
So it is like a reference value.

450
00:27:14,700 --> 00:27:18,700
That's fine. 
What, what, what gets me is? 

451
00:27:18,700 --> 00:27:22,900
I agree like 80% of the time 
that if term already exists, 

452
00:27:22,900 --> 00:27:26,700
it's okay to just use that term,
but it doesn't bother bother me 

453
00:27:26,700 --> 00:27:28,600
when they use a new term. 
What bothers me. 

454
00:27:28,600 --> 00:27:31,300
The most is, when they use a new
term, that has an abbreviation 

455
00:27:31,300 --> 00:27:35,200
that already exists. 
So, like HP4 hit protection, 

456
00:27:35,300 --> 00:27:41,200
will never not bother me because
like HP already exists. 

457
00:27:41,200 --> 00:27:44,300
So, So, with reference value 
since it doesn't exist in my 

458
00:27:44,300 --> 00:27:47,900
mind, already plugging a new 
thing in doesn't bother me but 

459
00:27:47,900 --> 00:27:51,800
having to like, take something 
out to plug a new piece in that 

460
00:27:51,800 --> 00:27:54,700
has the same thing, gives me 
because like heat protection 

461
00:27:54,700 --> 00:27:57,100
could just be called armor 
protection and that would make 

462
00:27:57,100 --> 00:28:02,000
my brain work better but calling
it a Pap that's action points in

463
00:28:02,008 --> 00:28:05,400
Final Fantasy. 
So yeah, but I that doesn't work

464
00:28:05,400 --> 00:28:07,700
in like he doesn't exist in 
teach RPG. 

465
00:28:07,700 --> 00:28:09,300
So I'm fine with that. 
But you know what I mean? 

466
00:28:09,300 --> 00:28:13,700
Like, I don't mind new words. 
And yeah, but so this that 

467
00:28:13,700 --> 00:28:16,000
didn't really like, I totally 
get where you're coming from, it

468
00:28:16,008 --> 00:28:19,200
didn't register but I can see 
how that's, that's a thing I 

469
00:28:19,200 --> 00:28:25,100
would say a couple of things. 12
T, 6 is my favorite fucking game

470
00:28:25,300 --> 00:28:28,900
said, dice ever period? 
Like if you've not, if you never

471
00:28:28,900 --> 00:28:32,900
read qd6 from Adam vas, it's a 
great great, great, tiny little 

472
00:28:32,900 --> 00:28:35,000
Xena. 
I highly recommend you all look 

473
00:28:35,000 --> 00:28:37,200
into it. 
It is Adam vas, just kind of 

474
00:28:37,208 --> 00:28:40,200
like waxing about how fucking 
awesome to d6s and how there's 

475
00:28:40,200 --> 00:28:41,700
like an infinite number of 
fucking way. 

476
00:28:41,800 --> 00:28:47,300
As you can use to D6 as a 
system, like this is. 

477
00:28:48,000 --> 00:28:50,300
So, for example, you can use the
classic powered by the 

478
00:28:50,300 --> 00:28:53,300
apocalypse 226 mixed success 
with kind of like, set numbers. 

479
00:28:53,300 --> 00:28:56,600
You know, you can use neck or 
knowledge. 

480
00:28:56,600 --> 00:28:59,000
Use is to D6. 
And an interesting way with 

481
00:28:59,000 --> 00:29:03,900
like, doubles is like crits, and
all sorts of stuff, fucking all 

482
00:29:03,900 --> 00:29:07,200
of the Soul, Muppet stuff with 
orbital blues and and best. 

483
00:29:07,200 --> 00:29:11,600
I buried a bunch of games use to
D6 but have like a lot more like

484
00:29:11,600 --> 00:29:15,800
a set 9 difficulty and above 9 
is successful, 09 to failure. 

485
00:29:16,000 --> 00:29:19,800
There's a million ways to do it.
This is an interesting way to do

486
00:29:19,800 --> 00:29:22,900
it. 
I like it, I want to play it but

487
00:29:22,900 --> 00:29:24,800
in this kind of the same thing 
you were talking. 

488
00:29:25,000 --> 00:29:28,500
I feel like there's almost a 
just this midget bit of over 

489
00:29:28,500 --> 00:29:36,400
design in this where I like If 
something honestly is less than 

490
00:29:36,400 --> 00:29:41,700
a three, I don't even feel like 
there's a need to roll for it as

491
00:29:41,700 --> 00:29:43,700
one of those things where like I
would never have someone role 

492
00:29:43,700 --> 00:29:47,200
for like a dc5 on a D20. 
You know? 

493
00:29:47,200 --> 00:29:53,300
I mean so like I feel like on 
the far ends of this it gets a 

494
00:29:53,308 --> 00:29:56,800
little bit out there as far as 
like partial success. 

495
00:29:57,100 --> 00:30:00,800
For example, I'm on. 
Like the the to difficulty is, 

496
00:30:00,900 --> 00:30:04,700
is just a four and then failures
are The reason to, it's such a 

497
00:30:04,708 --> 00:30:09,800
narrow margin and if you have 
any like, and I'm to D6, like 

498
00:30:09,800 --> 00:30:11,600
the lowest could possibly role 
as a to. 

499
00:30:12,000 --> 00:30:14,600
So what you have is like the 
lower, like, basically a crit, 

500
00:30:14,600 --> 00:30:18,400
fail, one above a correct fail, 
and then you hit your success 

501
00:30:18,400 --> 00:30:21,500
levels. 
So statistically even if you 

502
00:30:21,508 --> 00:30:24,700
have a plus one to anything it's
like pretty hard to fail. 

503
00:30:24,700 --> 00:30:31,100
So again, I'm not this is I want
I really this is a game that I'd

504
00:30:31,100 --> 00:30:32,400
really love to sit down and do 
with. 

505
00:30:32,400 --> 00:30:34,800
And I'm talking about sidequest 
a bunch where I really want to 

506
00:30:34,800 --> 00:30:36,900
play. 
This really feel the mechanic a 

507
00:30:36,900 --> 00:30:41,500
little bit more, but I feel like
I don't see why you couldn't 

508
00:30:41,500 --> 00:30:46,700
just do like Kind of almost get 
rid of the RV and just do like 

509
00:30:46,700 --> 00:30:48,600
that. 
Make success with like, you 

510
00:30:48,600 --> 00:30:51,200
know, at 7:00 and 10:00 and 
stuff like that. 

511
00:30:51,200 --> 00:30:54,100
And it would kind of like, even 
the same way really even. 

512
00:30:54,100 --> 00:31:01,200
I mean, he references the actual
difficulty, and what the on page

513
00:31:01,200 --> 00:31:03,800
eight? 
Like, literally what the actual 

514
00:31:03,800 --> 00:31:09,600
requirement for a total success 
is right there in the paragraph.

515
00:31:09,600 --> 00:31:13,800
So it wouldn't have been hard to
add a second paragraph of Or 

516
00:31:13,800 --> 00:31:18,400
even even kind of take away the 
chart and add a paragraph that 

517
00:31:18,400 --> 00:31:24,300
is just like here's what an easy
is partial success failure, you 

518
00:31:24,300 --> 00:31:28,400
know, total success kind of 
thing and like listen I like the

519
00:31:28,400 --> 00:31:30,400
chart. 
I think it's cool looking and 

520
00:31:30,400 --> 00:31:33,400
yeah, it makes sense. 
It doesn't not make sense. 

521
00:31:33,500 --> 00:31:37,100
I just like I said, I feel like 
it just overcomplicates itself 

522
00:31:37,100 --> 00:31:41,400
in presentation, honestly. 
It's not even about The mechanic

523
00:31:41,400 --> 00:31:45,100
itself. 
Yeah, well and then the the flip

524
00:31:45,100 --> 00:31:50,900
side to what I just said to 
argue the point, I just made is 

525
00:31:51,000 --> 00:31:53,300
referencing another game that I 
mentioned a second ago, him, 

526
00:31:53,300 --> 00:31:58,700
Bose added a, it's a, it's a D20
system, but one of the things I 

527
00:31:58,708 --> 00:32:01,700
dislike most about D20 systems 
and one of the things I love 

528
00:32:01,700 --> 00:32:06,100
about 286 systems is in D20 
system, every role is a 5% 

529
00:32:06,100 --> 00:32:09,000
chance, so you can be the 
greatest person in the world at 

530
00:32:09,000 --> 00:32:13,900
something and fail, At the same 
percentage as someone who is the

531
00:32:13,900 --> 00:32:17,300
worst person in the world at. 
It can succeed to a point, you 

532
00:32:17,300 --> 00:32:19,000
know what I mean? 
Like, the range is so big that 

533
00:32:19,000 --> 00:32:22,800
5% is 5% with to D6 since you 
have a bell curve. 

534
00:32:23,400 --> 00:32:27,200
You, everyone has kind of this 
level of, like, ability. 

535
00:32:27,200 --> 00:32:30,200
And then anything you do beyond 
that is exponentially more 

536
00:32:30,200 --> 00:32:34,100
important because like, a plus 2
on a 2d six system is huge. 

537
00:32:34,100 --> 00:32:38,600
So being better at it feels 
bigger than 5. 

538
00:32:38,600 --> 00:32:41,700
But what what? 
What They added in him, bows. 

539
00:32:41,700 --> 00:32:43,900
What? 
Max Max land are added in him. 

540
00:32:43,900 --> 00:32:48,100
Bose, is this window of partial 
success to a D20 system that I 

541
00:32:48,100 --> 00:32:50,800
really loved? 
What's interesting about this 

542
00:32:50,800 --> 00:32:52,700
specifically, I'm talking about 
the mechanic, not the 

543
00:32:52,700 --> 00:32:56,200
presentation, like you just 
said, is, it's kind of a mix of 

544
00:32:56,300 --> 00:32:59,000
of the of a couple of things. 
I said earlier about to T6 where

545
00:32:59,000 --> 00:33:03,600
instead of it being like a flat 
mix success system, you have the

546
00:33:03,600 --> 00:33:07,200
kind of like difficulty value 
setting of like a best left 

547
00:33:07,200 --> 00:33:11,500
buried where but instead of it 
just being a I have like this 

548
00:33:11,500 --> 00:33:13,300
exactly what it is. 
This is kind of stacked 

549
00:33:13,300 --> 00:33:16,600
difficulty level and then a 
window of partial success versus

550
00:33:16,600 --> 00:33:19,300
failure that I do enjoy a little
bit. 

551
00:33:19,300 --> 00:33:24,500
I think it's just a little bit 
Starker on a 2d six system 

552
00:33:24,500 --> 00:33:29,400
versus a D20 system because the 
window, even if it's bigger, is 

553
00:33:29,400 --> 00:33:32,400
smaller, right? 
Because the window, as I said at

554
00:33:32,400 --> 00:33:36,900
the lowest is one number and the
window at the highest is like 

555
00:33:36,900 --> 00:33:42,500
four or five numbers. 
So it feels like I said, it's 

556
00:33:42,500 --> 00:33:46,100
really it's interesting. 
I'd like to see it play out. 

557
00:33:46,100 --> 00:33:48,400
I love partial success. 
It's interesting to have a mix 

558
00:33:48,400 --> 00:33:51,900
of those two things where you 
have a tiered difficulty level 

559
00:33:51,900 --> 00:33:55,300
with a tiered window of partial 
success and a tiered, when of 

560
00:33:55,300 --> 00:33:57,700
total success, it's just 
interesting using, you know 

561
00:33:57,700 --> 00:34:01,400
what, I think. 
I almost think that a 2d 10 

562
00:34:01,400 --> 00:34:05,100
system with this window so 
there's just a little bit more 

563
00:34:05,100 --> 00:34:09,199
range would be an interesting 
tweet to this but again I love 

564
00:34:09,199 --> 00:34:10,800
to 26. 
This is really interesting. 

565
00:34:10,800 --> 00:34:12,900
I like them. 
And I like how unique the 

566
00:34:12,900 --> 00:34:14,600
mechanic is. 
I would want to sit down at the 

567
00:34:14,600 --> 00:34:17,699
table. 
I think just as a, from a, from 

568
00:34:17,699 --> 00:34:21,300
a strictly, like, theoretical 
this eye versus outside 

569
00:34:21,300 --> 00:34:25,100
perspective. 
That that's what I'm curious. 

570
00:34:25,100 --> 00:34:30,800
Whether it's just just the 
tiniest bit over designed or 

571
00:34:30,800 --> 00:34:34,800
whether it's fucking perfect. 
But this is one of things we got

572
00:34:34,800 --> 00:34:36,300
to play for it. 
Yeah. 

573
00:34:36,900 --> 00:34:39,100
Any thoughts, feelings? 
Our emotions about that? 

574
00:34:39,500 --> 00:34:43,300
No, I totally agree. 
I I used to definitely be in the

575
00:34:43,308 --> 00:34:48,199
same boat as you as far as the 
swingingest of the 5% on a D20. 

576
00:34:48,800 --> 00:34:51,400
But now I'm back on that I'm 
back on it on the other boat 

577
00:34:51,400 --> 00:34:54,600
where I just like, I like the 
swing and that's because it 

578
00:34:54,600 --> 00:34:57,700
makes things more unpredictable,
which I think is more fun. 

579
00:34:58,000 --> 00:35:02,300
Personally, not necessarily less
predictable. 

580
00:35:02,300 --> 00:35:06,300
We're not unpredictable, but 
less predictable, right? 

581
00:35:07,000 --> 00:35:08,200
But you know, it depends on the 
game. 

582
00:35:08,200 --> 00:35:11,100
Like, I feel like with a 2d six 
system, especially if you're 

583
00:35:11,100 --> 00:35:15,000
looking at, like, PBT a style 
narrative game, it makes sense. 

584
00:35:15,400 --> 00:35:20,400
When you if you want your 
characters to be, you know, good

585
00:35:20,400 --> 00:35:23,700
at good at specific things, it 
would make sense that a dice 

586
00:35:23,700 --> 00:35:28,000
system would support that with a
bell, curve type role, right? 

587
00:35:28,200 --> 00:35:31,100
Or even one of the reasons I 
really like fantasy age a lot. 

588
00:35:31,100 --> 00:35:34,000
I don't know if you've ever read
fantasy age by Green Ronin but 

589
00:35:34,100 --> 00:35:39,800
it's a really great really great
D&D kind of offshoot I guess 

590
00:35:39,800 --> 00:35:42,200
it's not really an offshoot but 
it's like their own None of it, 

591
00:35:42,800 --> 00:35:46,700
but it uses a 3D six system and 
it's fantastic. 

592
00:35:46,700 --> 00:35:50,300
I have I have all of the books 
for Fantasy age, like I'll it's 

593
00:35:50,300 --> 00:35:55,300
one of my favorite RPGs and 
their whole thing with that was 

594
00:35:55,300 --> 00:35:58,600
designing a game that was 
specifically tailored with a 

595
00:35:58,600 --> 00:36:02,600
system that supports a character
that is good at a thing that 

596
00:36:02,600 --> 00:36:06,700
they're supposed to be good at, 
you know, and I like that a lot,

597
00:36:06,700 --> 00:36:10,700
but well now now that I've kind 
of gone off and didn't done my 

598
00:36:10,700 --> 00:36:13,300
own thing. 
I've gotten gotten to the point 

599
00:36:13,300 --> 00:36:17,000
where I just, I really like the 
unpredictability or less 

600
00:36:17,000 --> 00:36:21,800
predictability of a character's 
success because of where they 

601
00:36:21,800 --> 00:36:23,600
are and what they're doing, 
right? 

602
00:36:23,600 --> 00:36:26,700
Like if I'm in a dungeon 
fighting monsters, even if I'm 

603
00:36:26,700 --> 00:36:29,800
pretty pretty experienced, it's 
still going to be pretty 

604
00:36:29,800 --> 00:36:31,800
unpredictable and what the 
outcomes might be. 

605
00:36:31,800 --> 00:36:35,100
So yeah, but I know I lack. 
Solemnly, long enough for that. 

606
00:36:35,600 --> 00:36:38,800
No, yeah, no II completely what 
I mean, this is the core 

607
00:36:38,800 --> 00:36:40,800
mechanic of the entire game. 
So I think spend a lot of time 

608
00:36:40,800 --> 00:36:41,700
on this neat. 
Yeah. 

609
00:36:41,700 --> 00:36:44,000
I you know II totally get where 
you're coming from. 

610
00:36:44,000 --> 00:36:46,500
I mean I know that like you 
know, Hunters big fan of, I 

611
00:36:46,500 --> 00:36:49,500
think D20 roll under is is 
Hunter's bread and butter. 

612
00:36:49,500 --> 00:36:52,500
That's his favorite to D6 is 
mine and I totally get like this

613
00:36:52,500 --> 00:36:55,900
swing me aspect of it. 
I think that the what I love the

614
00:36:55,900 --> 00:36:58,900
most about like the to D6 
system, especially one like, 

615
00:36:58,900 --> 00:37:02,100
this is the partial success for 
me is the Perfection. 

616
00:37:02,300 --> 00:37:07,900
We're like, you know, you can 
always fail forward as a GM in a

617
00:37:07,900 --> 00:37:14,500
D20 system but partial success. 
The fail forward aspect is 

618
00:37:14,500 --> 00:37:17,000
ingrained into the mechanic of 
the game, and I think that's a 

619
00:37:17,000 --> 00:37:20,400
really stands out to me versus 
having an impetus on, you know, 

620
00:37:20,500 --> 00:37:22,600
kind of like, all right, you did
it? 

621
00:37:22,600 --> 00:37:25,300
Hit your number one, flip? 
Yeah, kind of feel. 

622
00:37:25,400 --> 00:37:29,000
Yeah, but yeah. 
So, so the core mechanic of the 

623
00:37:29,008 --> 00:37:30,400
game. 
As we said, really comes down 

624
00:37:30,400 --> 00:37:34,500
to, to D6. 
And then a tiered level of 

625
00:37:34,500 --> 00:37:38,800
success, with a tiered level of 
partial, success added to it, 

626
00:37:40,200 --> 00:37:45,100
which Again, really interesting.
And I think this would, I'd be 

627
00:37:45,100 --> 00:37:48,900
curious to run this game and 
then run the exact same game 

628
00:37:48,900 --> 00:37:52,100
adapted to a 2d 10 system for 
just a little bit bigger window.

629
00:37:52,300 --> 00:37:55,000
And I'd really like to see how 
that plays out. 

630
00:37:55,000 --> 00:37:57,800
I also want to want to want to 
sit down and go through like 

631
00:37:57,800 --> 00:38:00,400
some 2D 20 games because I've 
read some of those and I like 

632
00:38:00,400 --> 00:38:03,200
those are interesting. 
So yes. 

633
00:38:03,200 --> 00:38:06,500
So that is the core mechanic. 
That's what really gets this 

634
00:38:06,500 --> 00:38:10,000
game moving forward and again as
we said this is just theoretical

635
00:38:10,000 --> 00:38:12,300
chatting and stuff like this. 
I don't really The critique 

636
00:38:12,600 --> 00:38:15,000
necessarily for this at all. 
I just think it's interesting to

637
00:38:15,000 --> 00:38:20,300
look at, I'd be curious to talk 
to Lucas little bit about the 

638
00:38:20,300 --> 00:38:26,600
intent and what they wanted to 
do with this or what inspired 

639
00:38:26,600 --> 00:38:28,700
them to want to do, like the 
tear to D6 system. 

640
00:38:28,700 --> 00:38:32,700
I'll post a post PBT a game if 
you will. 

641
00:38:32,700 --> 00:38:36,900
Yeah, but yeah. 
And also the art has moved into 

642
00:38:36,900 --> 00:38:39,400
in this section, which I dig 
that it's kind of like section 

643
00:38:39,400 --> 00:38:41,400
by section into kind of like a 
wood. 

644
00:38:41,500 --> 00:38:45,800
Carving background for that and 
there's still some consistency 

645
00:38:45,800 --> 00:38:48,700
through each section. 
Have you noticed that he reuses 

646
00:38:48,700 --> 00:38:53,900
the art? 
Then ask resolution system and 

647
00:38:53,900 --> 00:38:57,100
then this next page are the same
and the following page are the 

648
00:38:57,100 --> 00:39:01,700
same piece of art and the same, 
is it just a different parts of 

649
00:39:01,700 --> 00:39:04,300
it and then yeah, it's different
parts of it and then the next 

650
00:39:04,300 --> 00:39:07,900
section path of the blade. 
The next, I think two pages are 

651
00:39:07,900 --> 00:39:11,300
the same and then after that the
next three pages of the same 

652
00:39:11,300 --> 00:39:14,800
piece and then after that, I 
think that they're different 

653
00:39:14,800 --> 00:39:16,900
after that. 
But yeah, it seems interesting. 

654
00:39:17,100 --> 00:39:20,300
I had never noticed that until 
like literally a minute ago when

655
00:39:20,300 --> 00:39:24,700
I was little On the road again. 
And I was like, oh my God, I 

656
00:39:24,700 --> 00:39:28,200
actually real, I think that's 
really fucking clever to use 

657
00:39:28,200 --> 00:39:30,600
because one of the things I just
said earlier was like, I don't 

658
00:39:30,600 --> 00:39:33,000
like when there's like a lack of
inconsistencies. 

659
00:39:33,000 --> 00:39:34,900
Yeah. 
Take a big piece and you just 

660
00:39:34,900 --> 00:39:37,700
use chunks of it is so smart 
because it's literally can't get

661
00:39:37,700 --> 00:39:39,500
more consistent. 
They literally the same piece of

662
00:39:39,500 --> 00:39:42,200
art, that's really clever. 
That's a really nice. 

663
00:39:42,500 --> 00:39:44,800
Very cool. 
Um, it's a smart, it's a really 

664
00:39:44,800 --> 00:39:48,600
smart way to do that. 
Nice catch. 

665
00:39:50,600 --> 00:39:53,900
So, Going on to the next. 
So this is a little bit more of 

666
00:39:53,900 --> 00:39:55,600
an explainer on the system that 
we just talked about. 

667
00:39:55,600 --> 00:39:57,600
So, maybe it'll say, you know, 
everything I just said it was 

668
00:39:57,600 --> 00:40:00,300
dumb, but there's a section on 
one D3. 

669
00:40:00,300 --> 00:40:04,800
If you are ever told to roll a 
1, D 3, simply rho 1 D6, then a 

670
00:40:04,808 --> 00:40:09,500
divide, the result by 2, then 
round up, when you roll a D3. 

671
00:40:09,500 --> 00:40:10,900
What how do you? 
How do you do it? 

672
00:40:11,600 --> 00:40:17,600
I used my dc1 DC-3. 
That's a cop-out. 

673
00:40:18,000 --> 00:40:22,400
Um I just roll a D6 and then I I
just do the math real quick in 

674
00:40:22,408 --> 00:40:28,100
my head like you know 1 and 2 is
1 3 or 4 is through 2563 but I 

675
00:40:28,100 --> 00:40:31,600
also just use my dc33. 
I should buy. 

676
00:40:31,600 --> 00:40:34,400
I'm a spot. 
Almost bought a box of I think 

677
00:40:34,400 --> 00:40:37,700
of DC the other day because I 
got in my DC dying Earth. 

678
00:40:40,200 --> 00:40:42,700
Have you? 
Did you have a nice bag that now

679
00:40:42,700 --> 00:40:44,900
remind me? 
Remind me show that to you after

680
00:40:45,100 --> 00:40:47,400
The stream we should show it off
on streams on time because damn 

681
00:40:47,600 --> 00:40:50,800
people went hard on the stretch 
goals and those boxes are pretty

682
00:40:51,000 --> 00:40:52,800
well show that off on next 
episode or something. 

683
00:40:52,800 --> 00:40:56,100
It is we need to read DCC at 
some point now that we did 

684
00:40:56,100 --> 00:40:59,500
hyperborean a nice, a nice big 
fat game. 

685
00:40:59,600 --> 00:41:03,400
I feel like we can we can do 
like a like a bigger the that's 

686
00:41:03,400 --> 00:41:06,200
the only thing that's kept us is
is games like that? 

687
00:41:06,200 --> 00:41:09,600
That are like like so fucking 
big to try to fit into one 

688
00:41:09,600 --> 00:41:12,500
episode when we can do two and a
half hours on a 20-page theme, 

689
00:41:12,800 --> 00:41:14,900
it's hard to do two and a half 
hours on a six. 

690
00:41:15,000 --> 00:41:17,200
Under page book, you know, I 
mean, well, the good thing about

691
00:41:17,200 --> 00:41:21,400
these cc is it's only actually 
like 30 pages of rules, the rest

692
00:41:22,100 --> 00:41:27,300
of magix. 
Yeah, so so one D3, if you're a 

693
00:41:27,308 --> 00:41:29,100
total one, need to redo what we 
said before. 

694
00:41:29,100 --> 00:41:32,600
So, task difficulty, difficulty,
tear and reference value for 

695
00:41:32,600 --> 00:41:35,800
total success, our tiered on 
here, and this is kind of like a

696
00:41:35,808 --> 00:41:40,300
mini reference table for a D3 
and 76, which is interesting 

697
00:41:40,300 --> 00:41:44,100
that they do, the exact same 
thing for a D3 for these six, 

698
00:41:44,100 --> 00:41:46,900
but presented in Three different
ways, like that reference value 

699
00:41:46,900 --> 00:41:48,900
table versus this. 
Just kind of like, you know, 

700
00:41:48,900 --> 00:41:53,500
kind of standard table, so easy 
as a difficulty, dear of to, and

701
00:41:53,500 --> 00:41:56,400
a reference value for the 
success is a six averages. 

702
00:41:56,400 --> 00:42:01,000
Difficulty, three rv9 hard 
difficulty for our V12 

703
00:42:01,000 --> 00:42:06,900
impossible is difficulty, 5rv 
15, and a success. 

704
00:42:07,200 --> 00:42:10,900
Whenever you succeed on a task, 
it is either a total success or 

705
00:42:10,900 --> 00:42:14,300
a partial success. 
A total success is achieved when

706
00:42:14,300 --> 00:42:17,400
ever you roley Equals whatever 
your role equals or exceeds 

707
00:42:17,400 --> 00:42:21,100
reference value, a partial 
success has a variable range 

708
00:42:21,100 --> 00:42:23,600
within its difficulty tear as 
shown on the task resolution 

709
00:42:23,600 --> 00:42:25,000
table. 
If the task is a partial 

710
00:42:25,000 --> 00:42:27,800
success, that is successful but 
it will have consequences to 

711
00:42:27,800 --> 00:42:29,900
remove the judge. 
So standard partial success. 

712
00:42:29,900 --> 00:42:33,500
You know, PBT a post ppta, 
there's an example here which is

713
00:42:33,500 --> 00:42:38,500
always nice Del Nero the Swift, 
great fucking name attempts to 

714
00:42:38,500 --> 00:42:43,200
climb a difficulty three wall. 
If they'll near has roll total 

715
00:42:43,200 --> 00:42:47,000
six to eight, She achieves a 
partial success. 

716
00:42:47,000 --> 00:42:50,500
And if her total is 9 or higher,
she has seized a total achieves,

717
00:42:50,500 --> 00:42:53,200
a total success. 
A roll of five or lower is a 

718
00:42:53,207 --> 00:42:56,800
failure. 
And then on combat tasks, the 

719
00:42:56,800 --> 00:42:59,300
effects of success and failures 
and combat are determined in the

720
00:42:59,308 --> 00:43:01,300
comment section. 
So read the comment section. 

721
00:43:01,500 --> 00:43:03,100
So really. 
I mean that's what it comes down

722
00:43:03,100 --> 00:43:05,600
to. 
The whole core mechanic is a 

723
00:43:05,600 --> 00:43:09,100
it's like PBT a but tiered 
there's what it comes down to 

724
00:43:09,200 --> 00:43:13,800
pvta with like a role Master 
results table kind of thing. 

725
00:43:13,800 --> 00:43:14,800
There we go. 
Yeah. 

726
00:43:15,000 --> 00:43:21,100
Yeah so yeah so immediately. 
So this is so we're getting into

727
00:43:21,100 --> 00:43:28,200
narrative advantages here. 
I am a big fan of narrative or 

728
00:43:28,200 --> 00:43:30,800
situational Advantage. 
I really like the concept 

729
00:43:30,800 --> 00:43:34,600
especially in rules like games 
of and especially in 286 systems

730
00:43:34,600 --> 00:43:41,500
where like the the numbers that 
you can add to to D6. 

731
00:43:41,500 --> 00:43:45,700
Is so small in comparison 
because the math Not perfectly, 

732
00:43:45,700 --> 00:43:49,800
but roughly on advantage. 
On a D20 is about plus five 

733
00:43:49,800 --> 00:43:54,800
minus five. 
So that's a 25% increase and 

734
00:43:54,800 --> 00:43:59,300
decrease chance of success or 
failure in on a D20. 

735
00:43:59,700 --> 00:44:05,800
But if you add a plus 3 to a 2, 
D 6, if your, if your success 

736
00:44:05,800 --> 00:44:09,800
number is 10 or higher and like 
a pvta, your chances of success 

737
00:44:09,800 --> 00:44:13,100
increases by like I think 
something's like 75%. 

738
00:44:14,600 --> 00:44:20,600
So I think basically, it plus 
one or minus one is about a 25% 

739
00:44:20,600 --> 00:44:23,600
swing, which is roughly 
advantage and disadvantage on a 

740
00:44:23,600 --> 00:44:27,600
D20. 
Yeah, so it's 1 vs. 5 basically 

741
00:44:27,600 --> 00:44:30,800
which is which is, you know 
again bad math. 

742
00:44:30,900 --> 00:44:32,700
I'm not great at it. 
But those are the rough 

743
00:44:32,700 --> 00:44:34,900
estimates. 
Don't come at me or do that's 

744
00:44:34,900 --> 00:44:38,300
fine. 
So narrative advantages players 

745
00:44:38,300 --> 00:44:40,800
can and should be encouraged by 
the judge to creatively, 

746
00:44:40,800 --> 00:44:44,500
describe their actions depending
on how creative the Action is 

747
00:44:44,500 --> 00:44:47,300
describe the judge may choose to
lower the reference value by 1 

748
00:44:47,300 --> 00:44:48,300
or 2. 
Thus. 

749
00:44:48,300 --> 00:44:49,800
Increasing the chance of 
success. 

750
00:44:50,000 --> 00:44:52,400
Simply look, on the task 
resolution table and Slide the 

751
00:44:52,408 --> 00:44:56,000
left one or two columns from the
original containing. 

752
00:44:56,000 --> 00:44:59,400
The reference value note that 
the range of a partial success 

753
00:44:59,400 --> 00:45:01,800
changes as well. 
Alternatively, if a task would 

754
00:45:01,800 --> 00:45:04,100
normally fall into one 
difficulty tear, but 

755
00:45:04,100 --> 00:45:06,000
circumstances, make it more 
difficult. 

756
00:45:06,000 --> 00:45:08,900
The judge can declare the RV up 
by one or two. 

757
00:45:09,400 --> 00:45:14,400
So I like it thoughts. 
Yeah, I really Like the way that

758
00:45:14,400 --> 00:45:20,700
this works, because it keeps the
math on the referee side, which 

759
00:45:20,700 --> 00:45:24,000
I think is always fun because 
then the players are just 

760
00:45:24,000 --> 00:45:27,700
rolling their Dice and hitting 
their targets, like that's the 

761
00:45:27,700 --> 00:45:31,300
goal. 
You don't have to worry about 

762
00:45:31,300 --> 00:45:35,700
adding modifiers to your dice 
rolls or, you know, adjusting 

763
00:45:35,700 --> 00:45:38,100
how many dice you're rolling or 
whatever? 

764
00:45:38,100 --> 00:45:41,100
It's just always, you're always 
just rolling to D6 and your 

765
00:45:41,100 --> 00:45:44,300
skills modify. 
What the judge is Going to give 

766
00:45:44,300 --> 00:45:48,000
you as their as their task 
difficulty, which I think is 

767
00:45:48,000 --> 00:45:49,200
great. 
I like that. 

768
00:45:51,000 --> 00:45:54,600
I have no other thoughts because
I think it's a great way to run 

769
00:45:54,800 --> 00:45:59,100
to run a game like this. 
Yeah, you know, what, what 

770
00:45:59,100 --> 00:46:02,100
jumped out on this table to me 
and this is, this is a me thing,

771
00:46:02,100 --> 00:46:09,000
this is not a critique, this is 
a me thing I cannot do. 

772
00:46:09,700 --> 00:46:14,100
The so for example, on the end 
of page line to it says, 

773
00:46:14,100 --> 00:46:17,300
depending but it's d e Dash 
because that's the end of the 

774
00:46:17,300 --> 00:46:20,600
line and then it goes to pending
on the next one who I can do. 

775
00:46:21,200 --> 00:46:24,100
It's because the whole all of 
the text has been fully 

776
00:46:24,100 --> 00:46:27,500
Justified. 
Yeah, which is, yeah, it 

777
00:46:27,500 --> 00:46:29,900
automatically does that. 
We need to full justification 

778
00:46:30,100 --> 00:46:34,000
and have certain settings on. 
Yeah, I can't who it breaks. 

779
00:46:34,000 --> 00:46:38,800
My I love visually looking at 
the page because the ends are 

780
00:46:39,200 --> 00:46:42,600
the whole reason for Justified, 
but it drives me insane when 

781
00:46:42,600 --> 00:46:44,400
something is split across two 
things. 

782
00:46:44,400 --> 00:46:46,600
The interesting part is it 
really doesn't slow down the way

783
00:46:46,600 --> 00:46:48,800
your brain reads it. 
But for some reason, all those 

784
00:46:48,800 --> 00:46:53,400
old ashes on the side, Just it 
just hits me in a spot that 

785
00:46:53,400 --> 00:46:56,900
doesn't you know it's not the 
most enjoyable feeling, it's not

786
00:46:56,900 --> 00:46:58,600
bad. 
And again this is not a 

787
00:46:58,600 --> 00:47:01,900
critique, this is purely a me 
thing but I'm just not a fan of 

788
00:47:01,900 --> 00:47:06,200
Justified regardless. 
So and again the same piece of 

789
00:47:06,200 --> 00:47:09,600
art again but a different 
section of the art again, super 

790
00:47:09,600 --> 00:47:13,700
clever fucking way of using the 
same big, great piece of art and

791
00:47:13,700 --> 00:47:17,100
keeping sections thematically. 
That's just so smart, I don't 

792
00:47:17,100 --> 00:47:18,400
know why I said it a little 
thing. 

793
00:47:18,400 --> 00:47:20,100
That's very smart. 
Yeah. 

794
00:47:20,400 --> 00:47:23,000
So I mean, I feel that. 
Oh, yeah. 

795
00:47:23,000 --> 00:47:25,100
Oh yeah, for some light. 
Like this, this is a perfect way

796
00:47:25,107 --> 00:47:26,700
to do it. 
Especially didn't get like a 

797
00:47:26,707 --> 00:47:28,600
nice. 
Big high res where you can use 

798
00:47:28,600 --> 00:47:31,300
big chunks of the art. 
Yeah, really smart. 

799
00:47:31,300 --> 00:47:34,600
So path of the blade. 
And then there's a blade on the 

800
00:47:34,607 --> 00:47:37,300
page and it's a great page to 
because it's like a lot. 

801
00:47:37,300 --> 00:47:39,100
It looks like there's almost a 
black kind of like hurt me 

802
00:47:39,100 --> 00:47:42,100
background and then you see the 
hilts of a very decorative 

803
00:47:42,100 --> 00:47:45,600
almost like Rapier looking thing
popping out, really gorgeous. 

804
00:47:45,600 --> 00:47:46,700
So this is the path of the 
blade. 

805
00:47:46,700 --> 00:47:51,200
So as we said before you are, 
you can either do Path of the 

806
00:47:51,200 --> 00:47:56,200
packs or path of the blades, 
hence, the name of the game, but

807
00:47:56,300 --> 00:47:58,700
this is getting into the blade. 
So you followed a rigorous path 

808
00:47:58,700 --> 00:48:02,300
to learn your Martial skills, 
blood drips from your weapon and

809
00:48:02,300 --> 00:48:05,500
you know how to use it to 
eviscerate your enemies really 

810
00:48:05,500 --> 00:48:10,100
nice little bit of a little 
flavor bit to the it's nice it's

811
00:48:10,100 --> 00:48:13,200
nice. 
What again real quick side note,

812
00:48:13,200 --> 00:48:16,000
when you the Adderall is 
obviously hitting already, 

813
00:48:16,000 --> 00:48:19,100
right? 
So when you have something 

814
00:48:19,100 --> 00:48:22,700
that's so rules light like this 
Just having one or two lines can

815
00:48:22,700 --> 00:48:25,200
really increase the Vibes. 
And so it is not Joe, doesn't 

816
00:48:25,200 --> 00:48:28,900
read like an SRD, you know, for 
sure. 

817
00:48:28,900 --> 00:48:32,200
So when you gain a path 
advancement and choose a path of

818
00:48:32,200 --> 00:48:35,200
the blade, choose one weapon to 
apply the advancements benefits.

819
00:48:35,200 --> 00:48:37,200
To, for example, you could 
choose long. 

820
00:48:37,200 --> 00:48:39,700
So we're dagger, bow Etc. 
Each weapon will have a 

821
00:48:39,700 --> 00:48:43,500
different advancement value 
depending on how many times you 

822
00:48:43,500 --> 00:48:46,600
advance with it. 
I'd lie really like that a lot. 

823
00:48:47,000 --> 00:48:50,000
Yeah, that reminds me of old 
school. 

824
00:48:50,800 --> 00:48:56,500
MMO players like in World of 
Warcraft, when you had to when 

825
00:48:56,500 --> 00:48:59,600
you picked up that new weapon 
and you've been working on your 

826
00:48:59,600 --> 00:49:02,800
sword skill and then you got a 
one-handed axe from the dungeon.

827
00:49:02,800 --> 00:49:05,600
You just ran and it's way better
than the sword. 

828
00:49:05,800 --> 00:49:09,400
You got to go down like level 10
and durotar, some bullshit and 

829
00:49:09,400 --> 00:49:11,700
beat up a bunch of pigs so you 
can get better with the axe. 

830
00:49:11,700 --> 00:49:13,100
I like that. 
I love that. 

831
00:49:13,100 --> 00:49:16,700
Yeah, yeah, it's really, it's 
really neat that they tie 

832
00:49:16,700 --> 00:49:20,600
advancements on like 
specifically to that weapon and 

833
00:49:20,700 --> 00:49:23,800
Then lives you just said like 
you really have to like 

834
00:49:23,800 --> 00:49:26,400
eventually if you really want to
keep going and really focus on 

835
00:49:26,400 --> 00:49:28,600
that weapon or you could just 
jack-of-all-trades it and 

836
00:49:28,600 --> 00:49:30,100
anything. 
If I can pick up, you're just 

837
00:49:30,100 --> 00:49:32,000
like, you know, a bit of a 
master. 

838
00:49:32,000 --> 00:49:36,300
It's really, I like that. 
And I like the way that the 

839
00:49:37,700 --> 00:49:41,300
blade and the path and as we get
to path will see a bit more, are

840
00:49:41,300 --> 00:49:45,700
kind of like a symmetrical. 
Like it's not like you don't get

841
00:49:45,700 --> 00:49:47,800
the exact same things on both 
and once this magic ones just 

842
00:49:47,800 --> 00:49:50,400
played like they do like to 
completely different things and 

843
00:49:50,400 --> 00:49:53,600
I really I really loving games 
do that where you can like dig 

844
00:49:53,600 --> 00:50:00,600
into your the thing that you're 
good at, in a way that Like 

845
00:50:00,700 --> 00:50:04,100
emphasizes that thing. 
So when recording your path of 

846
00:50:04,100 --> 00:50:06,200
the blade advancements, you 
should note each weapon. 

847
00:50:06,200 --> 00:50:08,700
Separately upon your first 
advancement in the path of the 

848
00:50:08,700 --> 00:50:10,500
blade. 
When attempting tasks related to

849
00:50:10,500 --> 00:50:13,300
your path of the blade weapon, 
you reduce the reference value 

850
00:50:13,300 --> 00:50:16,400
of the task by one every time 
you advance in this path. 

851
00:50:16,400 --> 00:50:19,500
But the same weapon it is 
reduced, Again, by minus 1 up to

852
00:50:19,500 --> 00:50:22,000
a maximum of three times, for a 
total of minus 3. 

853
00:50:24,200 --> 00:50:26,700
I like this. 
I like this a lot too, because 

854
00:50:26,700 --> 00:50:30,000
it leaves so much room for 
interesting uses of your 

855
00:50:30,000 --> 00:50:32,900
weapons. 
Especially when it's, you know, 

856
00:50:32,900 --> 00:50:35,700
when attempting a task related 
to the path of the blade weapon 

857
00:50:35,700 --> 00:50:40,200
like that obviously is combat, 
but also, if I'm trying to break

858
00:50:40,200 --> 00:50:45,100
down a door and I have a war 
hammer, my Warhammer skill is 

859
00:50:45,100 --> 00:50:48,900
relevant here, so like at least 
I would make the argument that 

860
00:50:48,900 --> 00:50:51,900
it might be. 
So I think that's a really cool.

861
00:50:51,900 --> 00:50:53,800
It's a really clever way to 
handle. 

862
00:50:54,000 --> 00:50:56,200
It's kind of things. 
Yeah, I like it. 

863
00:50:56,200 --> 00:50:59,700
And I like the, you know, when 
you're doing a to D6, as I said 

864
00:50:59,700 --> 00:51:02,900
earlier like you kind of like 
threes or what you really max 

865
00:51:02,900 --> 00:51:05,800
out on a G6 because 
realistically anything you want 

866
00:51:05,800 --> 00:51:09,700
to do once you go past three. 
Like it's almost impossible to 

867
00:51:09,700 --> 00:51:12,400
either like nod to or to do, you
know? 

868
00:51:12,400 --> 00:51:16,100
Like you get to a point where I 
mean if you like in PBT for 

869
00:51:16,100 --> 00:51:21,700
example like if you have a plus 
for right like in and you know 

870
00:51:22,300 --> 00:51:26,300
to ones is a failure. 
Anything that's not a failure is

871
00:51:26,300 --> 00:51:29,000
at least a minimal is at least a
minimum success because you got 

872
00:51:29,000 --> 00:51:31,100
two plus four. 
You know you're getting to a 

873
00:51:31,107 --> 00:51:34,300
point where, you know, you're 
basically impossible to fail at 

874
00:51:34,300 --> 00:51:36,300
things. 
So 3 is where it stops. 

875
00:51:36,300 --> 00:51:39,800
Oh I've had I really like that. 
Obviously mechanically, Lucas 

876
00:51:39,800 --> 00:51:44,700
knows what he's doing and that 
you can you can get 2 - 3 also. 

877
00:51:44,900 --> 00:51:49,300
I don't think it's really like 
it's not impossible to get to a 

878
00:51:49,308 --> 00:51:52,800
minus 3 in a weapon and then get
to start working on another 

879
00:51:52,800 --> 00:51:54,100
weapon. 
And it gives us are working on 

880
00:51:54,100 --> 00:51:57,600
another weapon until like, you'd
really can become a master of a 

881
00:51:57,600 --> 00:51:59,500
lot of weapons. 
If you play this, you know, for 

882
00:51:59,500 --> 00:52:04,900
a even even, you know, four or 
five sessions, you can have 

883
00:52:04,900 --> 00:52:09,200
them, weapon maxed out, and just
be a pro, another piece of that 

884
00:52:09,200 --> 00:52:13,000
same art and again, like, I it's
so so smart. 

885
00:52:13,100 --> 00:52:14,700
I love it. 
So the first one was kind of 

886
00:52:14,700 --> 00:52:17,500
like just the edge of the hilt, 
the second. 

887
00:52:17,600 --> 00:52:19,500
Age. 
They have paid just like really 

888
00:52:19,500 --> 00:52:21,800
focused in on the hilt. 
And then this third kind of like

889
00:52:21,800 --> 00:52:25,400
half page is the hand above the 
the weapon. 

890
00:52:25,400 --> 00:52:27,500
But you still see the sword in a
little bit. 

891
00:52:27,800 --> 00:52:31,000
And then on the very next page, 
there is this little piece of 

892
00:52:31,000 --> 00:52:33,500
public domain art. 
That's got a two crossed 

893
00:52:33,500 --> 00:52:38,000
gauntlets over a over a sore 
that looks. 

894
00:52:39,000 --> 00:52:44,800
Recently familiar. 
And yo when I was, when I was 

895
00:52:44,800 --> 00:52:48,200
reading this today, I looked at 
that and I was like, fuck. 

896
00:52:49,300 --> 00:52:52,300
Hey listen, there's great, 
there's gray piece of public 

897
00:52:52,300 --> 00:52:54,900
domain, aren't you seeing a lot?
There's a lot of skull pieces 

898
00:52:54,900 --> 00:52:57,000
that are unlike the Thousand 
magazines is because they're 

899
00:52:57,000 --> 00:52:59,300
great pieces. 
But it is interesting. 

900
00:52:59,300 --> 00:53:01,900
I think this is the first time 
that they use, like a graphic on

901
00:53:01,900 --> 00:53:04,000
a page, that wasn't like a piece
of art, but it's just like a 

902
00:53:04,000 --> 00:53:05,400
graphic instead. 
Yeah. 

903
00:53:06,300 --> 00:53:10,000
So, you know, interesting and I 
I'm curious why they didn't just

904
00:53:10,000 --> 00:53:12,800
use a another piece of art for 
like the final piece and they 

905
00:53:12,800 --> 00:53:15,000
use a little different page, it 
just kind of makes it stand out 

906
00:53:15,008 --> 00:53:17,100
a little bit but that's, you 
know, that's also fine. 

907
00:53:17,800 --> 00:53:21,300
So whenever you tame a total 
success while making rolls with 

908
00:53:21,300 --> 00:53:25,300
path of the blade, you pull off 
a special feet Row 1 D6 on the 

909
00:53:25,300 --> 00:53:27,300
following chart and apply its 
effect immediately so we're 

910
00:53:27,300 --> 00:53:29,000
sitting straight up tiered 
success. 

911
00:53:29,000 --> 00:53:33,100
Partial success is like a yes 
but obviously but if you are 

912
00:53:33,100 --> 00:53:37,000
using your path of the blade and
you get a total success which is

913
00:53:37,000 --> 00:53:38,700
not a critical, it's just a 
total success. 

914
00:53:38,900 --> 00:53:41,800
This is just a success without 
failure which again is tiered, 

915
00:53:41,800 --> 00:53:45,700
two different things you get to 
do a special extra ability which

916
00:53:45,700 --> 00:53:50,100
I like and I also like not 
having to necessarily like take 

917
00:53:50,100 --> 00:53:52,900
a bunch of different Feats. 
I mean I don't mind that either 

918
00:53:52,900 --> 00:53:56,500
but it's cool in a system this 
light that you can just roll a 

919
00:53:56,508 --> 00:53:59,600
D6 and do one of these extra 
cool things which is knee. 

920
00:54:00,800 --> 00:54:03,100
Yeah. 
So ultralight critical table. 

921
00:54:03,200 --> 00:54:04,100
I like it. 
Yeah. 

922
00:54:04,400 --> 00:54:06,300
Yeah. 
And I mean, and D6, obviously 

923
00:54:06,300 --> 00:54:08,300
fits with the 2D six. 
So it's cool. 

924
00:54:08,800 --> 00:54:12,500
So, on a one, you gain insight 
into your opponent's weaknesses,

925
00:54:12,500 --> 00:54:15,700
and you receive a -2 to the RV 
of your next role against your 

926
00:54:15,700 --> 00:54:19,200
target, which is again, as we 
said, it's a solid that's a 

927
00:54:19,200 --> 00:54:23,000
solid chunk of points against 
somebody you a number to you, 

928
00:54:23,000 --> 00:54:25,400
perform, your action with 
uncanny speed, you may 

929
00:54:25,400 --> 00:54:28,000
immediately act one more time, 
really great. 

930
00:54:28,000 --> 00:54:32,000
Your opponent is weakened if his
next attack is successful, its 

931
00:54:32,000 --> 00:54:35,000
damages or just by one step to a
minimum of no damage. 

932
00:54:35,100 --> 00:54:37,500
That's nice for your opponent is
stunned. 

933
00:54:37,500 --> 00:54:39,800
They cannot make counter-attack 
X in response to partial 

934
00:54:39,800 --> 00:54:42,500
successes for one round and 
five. 

935
00:54:42,500 --> 00:54:44,100
You are strike was extremely 
effective. 

936
00:54:44,100 --> 00:54:47,300
Increase the tier of wound dealt
by one step. 

937
00:54:47,300 --> 00:54:50,200
If it was already a severe 
wound, add an additional 

938
00:54:50,200 --> 00:54:51,900
moderate wound to the damage 
dealt and 6. 

939
00:54:51,900 --> 00:54:56,400
You get to pick I like that. 
I like that. 

940
00:54:56,900 --> 00:55:00,700
Creating a crit. 
Let you decide what you want to 

941
00:55:00,707 --> 00:55:04,900
do, and I'm pick your head and 
then we get to the path of the 

942
00:55:04,900 --> 00:55:09,500
pact magic and all its Glory. 
So you OT obtained. 

943
00:55:09,500 --> 00:55:13,800
A vision of the Dark World of 
spirits be they marvelous 

944
00:55:13,800 --> 00:55:16,700
Sinister or from another plane 
of existence granting you ways 

945
00:55:16,700 --> 00:55:20,100
to invoke them and ask for 
favors through a mysterious 

946
00:55:20,200 --> 00:55:23,300
packed when again a path 
advancement and choose a pact of

947
00:55:23,300 --> 00:55:25,800
the path. 
Path of the pact. 

948
00:55:25,800 --> 00:55:29,900
Yeah, select one Spirit. 
You have a pact with to apply 

949
00:55:29,900 --> 00:55:33,300
the advancement benefits too. 
For example, you can choose a 

950
00:55:33,300 --> 00:55:38,700
salamander mortise the decrepit,
Etc, each Spirits, Pat will have

951
00:55:38,700 --> 00:55:41,400
a different value, depending on 
how many times you advance with 

952
00:55:41,400 --> 00:55:45,100
it. 
So, and path of the blade that 

953
00:55:45,100 --> 00:55:48,200
you get different weapons. 
And in path of the pact, you get

954
00:55:48,200 --> 00:55:51,200
different benefits for the 
spirits for which you have 

955
00:55:51,200 --> 00:55:55,400
contacted. 
This feels like What warlocks 

956
00:55:55,400 --> 00:55:59,000
could have been, you know, in in
the later, editions of the 

957
00:55:59,008 --> 00:56:03,600
world's most marketed roleplay 
game world's greatest role 

958
00:56:03,600 --> 00:56:08,500
playing game. 
I want to add one to your thing 

959
00:56:08,500 --> 00:56:11,600
by saying, I love Dungeons & 
Dragons 5th edition. 

960
00:56:16,100 --> 00:56:21,700
Exclamation point F5 e + 23 + I 
need. 

961
00:56:21,700 --> 00:56:24,400
I can tell myself I need to add 
70 more for all the episodes 

962
00:56:24,400 --> 00:56:27,600
that we we did before. 
But fuck wat see in the 

963
00:56:27,607 --> 00:56:29,400
pinkertons. 
Yes, I know. 

964
00:56:29,400 --> 00:56:33,400
Right. 
So when a recording your path of

965
00:56:33,400 --> 00:56:37,600
the pact Spirit packs who you 
should note a each pack 

966
00:56:37,600 --> 00:56:41,700
separately upon your first 
advancement in the path of the 

967
00:56:41,700 --> 00:56:44,700
pact when attempting. 
Tasks related to a spirit, you 

968
00:56:44,700 --> 00:56:47,400
have a pact with your reduce, 
the reference value of the task 

969
00:56:47,400 --> 00:56:51,000
by one every time you advance, 
you know, you reduce it by 12 

970
00:56:51,000 --> 00:56:53,600
2003. 
So the core mechanic is the same

971
00:56:53,600 --> 00:57:00,000
but the ways in which you can 
use these these the the This 

972
00:57:00,000 --> 00:57:01,800
pack for the spirits is very 
different than you're going to 

973
00:57:01,808 --> 00:57:04,400
use it with your blades. 
Clearly because one is a blade 

974
00:57:04,400 --> 00:57:07,400
in one is a spirit. 
That's really, you know, the 

975
00:57:07,400 --> 00:57:09,000
core difference between blades, 
the spirits. 

976
00:57:10,500 --> 00:57:13,400
So how magic works? 
So you were talking about, you 

977
00:57:13,408 --> 00:57:15,300
would go path because of the way
magic work. 

978
00:57:15,300 --> 00:57:17,500
So why don't you tell us? 
Hurry my friend. 

979
00:57:17,500 --> 00:57:21,900
How does magic work each Spirit?
You see Le packed with has a 

980
00:57:21,900 --> 00:57:25,100
name and a mystical domain over 
which it has influence. 

981
00:57:25,100 --> 00:57:28,400
When you invoke your pack to 
channel magic, the effect must 

982
00:57:28,400 --> 00:57:33,200
relate to the Domain each 
specific type of effect may only

983
00:57:33,200 --> 00:57:36,900
be invoked from The Same Spirit.
Once per day, the judge has 

984
00:57:36,900 --> 00:57:40,800
final say on whether an effect 
is too similar to an to another 

985
00:57:41,100 --> 00:57:44,900
previously, invoked effect a 
spellcaster, may only have one 

986
00:57:44,900 --> 00:57:48,800
effect active at a time. 
For example, vote is the vote, 

987
00:57:48,800 --> 00:57:52,600
is the ruthless invokes 
salamander a spirit of fire 

988
00:57:52,600 --> 00:57:56,700
asking for Flames to shoot from 
his fingers, salamander, grants 

989
00:57:56,700 --> 00:57:58,900
vote us' request with a 
successful role. 

990
00:57:58,900 --> 00:58:02,800
Partial Or total success. 
Once a specific effect has been 

991
00:58:02,800 --> 00:58:05,800
granted to the spellcaster the 
same effect can no longer be 

992
00:58:05,800 --> 00:58:09,300
channeled during the same day. 
However, other effects related 

993
00:58:09,300 --> 00:58:12,000
to the same Spirits domain are 
still possible such as a wall of

994
00:58:12,000 --> 00:58:14,800
flames, or spontaneous 
combustion for a spirit with 

995
00:58:14,800 --> 00:58:19,100
influence, over the fire domain.
All magical invocations, have a 

996
00:58:19,107 --> 00:58:22,300
domain and effect and a 
duration. 

997
00:58:22,600 --> 00:58:26,200
A domain is a descriptive term 
that identifies the sphere of 

998
00:58:26,200 --> 00:58:29,800
influence of the spirit, which 
the spellcaster has made a pact 

999
00:58:29,800 --> 00:58:34,100
with an effect, is essentially a
spelt, any magical effect 

1000
00:58:34,100 --> 00:58:37,000
invoked from the spirit must be 
associated with its domain, 

1001
00:58:37,000 --> 00:58:40,000
effects are up to the judge to 
agree to but can include many 

1002
00:58:40,000 --> 00:58:43,700
diverse phenomena. 
The duration is how long an 

1003
00:58:43,700 --> 00:58:46,500
effect lasts and is dependent 
upon the narrative. 

1004
00:58:46,600 --> 00:58:53,100
The judge final say on how long 
an effect lasts, so yeah, I'll I

1005
00:58:53,100 --> 00:59:00,200
love that because essentially, 
like magic is just completely up

1006
00:59:00,200 --> 00:59:07,800
in the air like you can you can 
just know my page popped popped 

1007
00:59:07,800 --> 00:59:12,200
the staple. 
Oh well I have a I have a book 

1008
00:59:12,200 --> 00:59:17,000
stapler, I'll fix it, 
essentially I could just we 

1009
00:59:17,000 --> 00:59:20,900
cannot we can have decided that 
there were several spirits that 

1010
00:59:20,900 --> 00:59:25,700
are for some reason, influencing
our story or I can just come up 

1011
00:59:25,700 --> 00:59:28,000
with one when I started. 
We make my character you know 

1012
00:59:28,000 --> 00:59:32,600
and I like the I like the 
salamander example. 

1013
00:59:32,600 --> 00:59:35,000
I just think it's cool. 
Fucking word is cool. 

1014
00:59:35,000 --> 00:59:37,400
Fucking word. 
Yeah and it's also great book 

1015
00:59:38,700 --> 00:59:43,500
but yeah I just I love that. 
I like that spell. 

1016
00:59:43,500 --> 00:59:47,000
I like the Spells or effects are
only useful once a day. 

1017
00:59:47,000 --> 00:59:49,000
I think that's pretty neat to be
honest. 

1018
00:59:51,200 --> 00:59:56,900
I feel like I would want to know
why that's the only thing I 

1019
00:59:56,900 --> 00:59:59,900
would want to know, you know, 
like it doesn't really matter 

1020
00:59:59,900 --> 01:00:05,200
but like as far as like the 
actual game goes, but me I want 

1021
01:00:05,200 --> 01:00:09,400
to know like in game in Game 
World. 

1022
01:00:09,500 --> 01:00:12,300
Why would that be the case? 
You know, there is there a 

1023
01:00:12,300 --> 01:00:15,300
reason for that but it doesn't 
really have any effect on me. 

1024
01:00:16,400 --> 01:00:20,800
But yeah, I love that I love. 
Any kind of magic system that is

1025
01:00:20,800 --> 01:00:25,100
extremely open ended like this, 
there's just so many ways you 

1026
01:00:25,100 --> 01:00:30,100
can use a spirit that has 
dominion over fire so many ways.

1027
01:00:33,000 --> 01:00:35,200
I love this matching system, 
couple of things that we like 

1028
01:00:35,200 --> 01:00:38,900
about it first, though. 
I'll say if you, if you name 

1029
01:00:38,900 --> 01:00:41,700
something something and then say
it's essentially this other 

1030
01:00:41,700 --> 01:00:43,600
thing, it could also just be 
that other thing. 

1031
01:00:43,900 --> 01:00:48,100
Like if you say effects and 
which is essentially a spell you

1032
01:00:48,100 --> 01:00:50,500
could, you could just call it a 
spell that also works too. 

1033
01:00:51,800 --> 01:00:59,200
But you know, I love completely 
open-ended magic but I also like

1034
01:00:59,300 --> 01:01:01,400
the restrictions that this puts 
on it. 

1035
01:01:01,600 --> 01:01:02,800
The clay. 
Because if we were talking about

1036
01:01:02,800 --> 01:01:08,100
something like acid, Mages acid,
Mages literally, you can travel 

1037
01:01:08,100 --> 01:01:09,500
the fucking Universe with your 
magic. 

1038
01:01:09,500 --> 01:01:14,600
Like, there is no bounds to it. 
And I feel like for this really 

1039
01:01:14,600 --> 01:01:17,100
rolls like game with these like 
small advancements in this 

1040
01:01:17,100 --> 01:01:21,300
world, I feel like the the only 
use. 

1041
01:01:21,900 --> 01:01:25,300
So, basically, you make up, you 
make a pact with the spirit and 

1042
01:01:25,300 --> 01:01:30,600
then you can ask the spirit to 
Grant you something, excuse me? 

1043
01:01:30,600 --> 01:01:34,000
And then you can No longer. 
As you said, you can use it once

1044
01:01:34,000 --> 01:01:37,400
a day but you can do the same 
thing with a different Spirit. 

1045
01:01:37,400 --> 01:01:39,300
If you really wanted to like, 
you do a wall of fire with 

1046
01:01:39,300 --> 01:01:43,500
Solomon door, you can do wall of
fire with Bob if you if you 

1047
01:01:43,500 --> 01:01:46,300
wanted to but you Bob the fire 
another one. 

1048
01:01:46,300 --> 01:01:50,000
Yeah, you can't do another one 
with Salim and or right, really 

1049
01:01:50,000 --> 01:01:51,800
like that. 
It's got this restriction on it 

1050
01:01:51,800 --> 01:01:58,100
because I feel like it keeps 
players feeling small which I 

1051
01:01:58,200 --> 01:02:00,700
really enjoy. 
I don't, you know, one of the 

1052
01:02:00,700 --> 01:02:07,300
biggest knockers On another game
out there is that you really the

1053
01:02:07,300 --> 01:02:11,900
only in the game at final level 
is to kill and become Gods. 

1054
01:02:12,200 --> 01:02:15,500
You know what I mean? 
Like and in this yet never 

1055
01:02:15,500 --> 01:02:18,700
become a God. 
All you can do is get a, you can

1056
01:02:18,700 --> 01:02:22,300
just get a little little tighter
you know, with your with your 

1057
01:02:22,300 --> 01:02:24,700
spirit and then go make friends 
with more spirit. 

1058
01:02:25,000 --> 01:02:26,500
I like that. 
There's a restriction on it. 

1059
01:02:26,500 --> 01:02:28,800
That's just this once a day 
because it really tells you that

1060
01:02:28,800 --> 01:02:33,600
like they you they'll Grant you 
Something but like in small 

1061
01:02:33,600 --> 01:02:38,800
doses, you know, so I like a 
very open-ended system that does

1062
01:02:38,800 --> 01:02:40,800
work. 
These kind of like restrictions 

1063
01:02:40,800 --> 01:02:43,100
into it to keep you feeling like
low level. 

1064
01:02:43,100 --> 01:02:46,900
Like I think low-level 
old-school d and e is like so 

1065
01:02:46,900 --> 01:02:51,100
much fun because of how like 
quasi whore it is and how weak 

1066
01:02:51,100 --> 01:02:53,600
you are versus the world and 
with the world not balanced you.

1067
01:02:53,900 --> 01:02:56,700
And I like this whole style of 
play here where you can never 

1068
01:02:56,700 --> 01:02:59,900
become a fucking god of the 
thing you're doing, you can just

1069
01:02:59,900 --> 01:03:01,400
start to become better at other 
things. 

1070
01:03:01,500 --> 01:03:03,900
Things. 
I love the way that this rule 

1071
01:03:03,900 --> 01:03:06,600
system adds in. 
Basically, the only way to 

1072
01:03:06,600 --> 01:03:09,700
really quote-unquote Advance is 
to really just expand your 

1073
01:03:09,700 --> 01:03:14,000
horizons and learn more things 
and I really enjoyed that and I 

1074
01:03:14,000 --> 01:03:18,300
really like the way that 
basically I love opening in 

1075
01:03:18,300 --> 01:03:22,400
Magic that has a little bit of a
curbing to your ability to 

1076
01:03:22,400 --> 01:03:27,300
become God, you know, so I think
really clever way to do it. 

1077
01:03:30,400 --> 01:03:33,500
So um and then we have another 
page. 

1078
01:03:33,600 --> 01:03:36,400
This also has a graphic on top 
so I like the consistency from 

1079
01:03:36,400 --> 01:03:40,700
page to page at the end of it. 
It's got like a spell book on 

1080
01:03:40,707 --> 01:03:43,300
the ground. 
So example of spirit, domains 

1081
01:03:43,300 --> 01:03:47,700
can include air water, Earth, 
fire, Death life, chaos 

1082
01:03:47,700 --> 01:03:50,000
protection, teleportation mind 
Etc. 

1083
01:03:50,200 --> 01:03:52,400
Judges and players are 
encouraged to work together to 

1084
01:03:52,400 --> 01:03:58,000
create their own, dig it 
examples of invoked. 

1085
01:03:58,100 --> 01:04:00,900
X damage healing enhancement and
curse. 

1086
01:04:00,900 --> 01:04:05,500
I really like those is like core
examples and so damaged, 1 D6 

1087
01:04:05,500 --> 01:04:07,800
automatic damage, see the 
damaged section. 

1088
01:04:08,000 --> 01:04:09,300
It's not hyperlink to that 
section. 

1089
01:04:09,300 --> 01:04:12,900
Is it as fine? 
Healing 1 D6, wounds healed, see

1090
01:04:12,900 --> 01:04:17,100
the wound section. 
Enhancement, reduce the RV of 

1091
01:04:17,100 --> 01:04:22,000
all the targets, tasks by one 
D3, which that can be fucking 

1092
01:04:22,000 --> 01:04:26,200
big and then curse, increase the
RV of all the targets, tasks by 

1093
01:04:26,200 --> 01:04:28,800
one D3. 
I like I like, That they're kind

1094
01:04:28,800 --> 01:04:35,300
of, like, I could see this on, 
like a, like a, like a like x y 

1095
01:04:35,300 --> 01:04:36,300
and x. 
Y scale. 

1096
01:04:36,700 --> 01:04:39,500
Yeah, so damage versus healing 
and enhancement versus curse. 

1097
01:04:39,700 --> 01:04:41,500
You could really, you know, fall
on that. 

1098
01:04:41,500 --> 01:04:48,300
I really like the the jobs that 
and then there are packed feet 

1099
01:04:49,000 --> 01:04:52,500
when you attain a total success,
same as before roll a D6. 

1100
01:04:52,500 --> 01:04:57,300
So these are interesting things,
this is an interesting page 

1101
01:04:57,300 --> 01:04:58,700
here. 
It's one of the only Only pages.

1102
01:04:58,700 --> 01:05:04,300
I think that has the writing on 
top of a piece of art. 

1103
01:05:05,900 --> 01:05:07,600
I could be wrong. 
It's the first one I think we've

1104
01:05:07,600 --> 01:05:11,600
seen so far versus writing on 
like a space. 

1105
01:05:12,000 --> 01:05:16,600
So one the magic asked Grant you
a deeper spiritual connection. 

1106
01:05:16,600 --> 01:05:20,400
You receive a - 200x role to you
cast your Spell's Supernatural 

1107
01:05:20,400 --> 01:05:23,100
speed. 
You may immediately Act One More

1108
01:05:23,100 --> 01:05:27,600
Time, a lot of these mirror, The
Pact of the pack the bath. 

1109
01:05:27,600 --> 01:05:31,100
So actually, this feels like a 
little bit less asymmetric than 

1110
01:05:31,100 --> 01:05:33,600
I think, I stated previously. 
A lot of it, kind of like 

1111
01:05:33,600 --> 01:05:35,800
mirrors it in a way that like 
makes it Right? 

1112
01:05:35,800 --> 01:05:39,100
But is still very similar three.
Your spiritual connection is 

1113
01:05:39,100 --> 01:05:42,500
spectacular. 
Your spell achieves maximum 

1114
01:05:42,500 --> 01:05:45,200
possible effect for your Patron,
is very flattered by your 

1115
01:05:45,200 --> 01:05:47,900
exploits. 
You can invoke the same effect 

1116
01:05:47,900 --> 01:05:54,900
once more the same day. 
Oh, thank you to do. 

1117
01:05:55,700 --> 01:05:59,000
So there is a possibility of 
double effects with your Feats, 

1118
01:05:59,000 --> 01:06:00,800
which is cool. 
So your Patron. 

1119
01:06:00,900 --> 01:06:02,300
Oh I read that one. 
Already five. 

1120
01:06:02,300 --> 01:06:05,500
Your spiritual connection is so 
deep that your body becomes 

1121
01:06:05,600 --> 01:06:09,500
Ethereal for the duration of 
your invocations effect. 

1122
01:06:09,500 --> 01:06:12,300
You are immune to harmful 
effects unless they can also 

1123
01:06:12,300 --> 01:06:15,600
harm ethereal creatures and six 
you get to choose. 

1124
01:06:15,700 --> 01:06:19,000
So, those are good effects 
again, I think they really 

1125
01:06:19,000 --> 01:06:21,800
rounds out what you what you can
do and I like how well that 

1126
01:06:21,800 --> 01:06:25,400
works. 
So yeah, I the only thing that I

1127
01:06:25,400 --> 01:06:29,600
wish was here and I need to 
check salamander the book real 

1128
01:06:29,600 --> 01:06:33,600
quick and see but we're not 
reviewing the book Solomon door,

1129
01:06:33,600 --> 01:06:36,800
so it's irrelevant. 
But the only thing that I wish 

1130
01:06:36,800 --> 01:06:42,900
was here was I wish that there 
was risk with your packed, you 

1131
01:06:42,900 --> 01:06:47,500
know. 
They I think that it It would be

1132
01:06:47,500 --> 01:06:49,900
difficult to balance this 
though. 

1133
01:06:49,900 --> 01:06:54,900
Balance can take a shit but it 
would be difficult to balance 

1134
01:06:54,900 --> 01:06:58,400
this against the the Sim with 
the Simplicity of this system. 

1135
01:06:58,600 --> 01:07:04,800
It would be difficult to give 
the packed some kind of slight 

1136
01:07:04,800 --> 01:07:10,900
Edge over weapons over blades, 
but having the possibility of 

1137
01:07:10,900 --> 01:07:17,200
having a defect, or Of response 
from the spirit that you're 

1138
01:07:17,200 --> 01:07:22,900
trying to speak with. 
I don't know if it's necessarily

1139
01:07:22,900 --> 01:07:26,900
even makes sense. 
But for me, whenever I like 

1140
01:07:26,900 --> 01:07:30,500
whenever I'm thinking about 
magic, I'm always like, how can 

1141
01:07:31,200 --> 01:07:35,700
the gods fuck you up? 
How do I, how can they be like, 

1142
01:07:35,700 --> 01:07:39,600
no, not this time, you know? 
Yeah, I don't disagree. 

1143
01:07:39,600 --> 01:07:46,200
I think something like a Gosh, 
if you had even something along 

1144
01:07:46,200 --> 01:07:48,400
the lines because this is kid, 
this is campaign play. 

1145
01:07:48,400 --> 01:07:49,700
Really? 
You know, it specifically says 

1146
01:07:49,700 --> 01:07:51,300
you do campaign with this, 
right? 

1147
01:07:51,500 --> 01:07:55,200
If you had something along the 
lines of like if you get too 

1148
01:07:55,200 --> 01:08:00,500
many like you know 2's you know,
Snake Eyes, you build up 

1149
01:08:00,500 --> 01:08:04,300
disfavor with your with your 
spirit and me too many of those 

1150
01:08:04,300 --> 01:08:06,600
in the spirit will flee you or 
something like that? 

1151
01:08:06,700 --> 01:08:10,200
That's how we cool. 
Yeah, that would be it. 

1152
01:08:10,200 --> 01:08:13,300
Sounds like you need to write 
some 3pp stuff for Acts in 

1153
01:08:13,300 --> 01:08:14,700
blazes are right pack, some 
planes. 

1154
01:08:14,700 --> 01:08:17,399
I this is great, like you could 
easily do so much. 

1155
01:08:17,399 --> 01:08:20,000
Good content with this. 
Yeah, I wonder how much, what 

1156
01:08:20,200 --> 01:08:22,800
additional contents out there 
Beyond Salomon door for this of 

1157
01:08:22,800 --> 01:08:24,800
people have done because the 
eye, this is. 

1158
01:08:24,800 --> 01:08:27,800
So just right for for, for stuff
really. 

1159
01:08:27,800 --> 01:08:32,899
Excited for ya combat is what we
get to. 

1160
01:08:33,000 --> 01:08:36,000
I've noticed on the comment page
one if it's in the book to page 

1161
01:08:36,000 --> 01:08:39,700
24. 
Mmm-hmm No, it's not. 

1162
01:08:39,700 --> 01:08:44,300
So it's just on my PDF. 
All of the pages have like, you 

1163
01:08:44,300 --> 01:08:47,700
know, the, you know, the word 
combat, like the, the pages, 

1164
01:08:47,700 --> 01:08:52,399
like half white and then the the
header to it is white clipped, 

1165
01:08:52,399 --> 01:08:56,800
right to the edge. 
Oh yeah, so it kind of looks 

1166
01:08:56,800 --> 01:09:00,100
like the white feeds up over the
art but for some reason on my 

1167
01:09:00,100 --> 01:09:02,800
PDF, there's a tiny line that 
separates this one. 

1168
01:09:03,000 --> 01:09:05,899
So it's not quite connected, but
it's not in the book. 

1169
01:09:05,899 --> 01:09:07,500
So that's not that's not 
anything. 

1170
01:09:07,899 --> 01:09:11,800
So, Getting into combat and how 
combat works specifically. 

1171
01:09:11,800 --> 01:09:16,000
So combat actions such as 
attacks are just special tasks, 

1172
01:09:16,100 --> 01:09:19,399
so doesn't work any differently.
Combat is, you know, combat is 

1173
01:09:19,399 --> 01:09:25,200
combat. 
So, you roll to D6 against an 

1174
01:09:25,200 --> 01:09:27,700
opponent's reference value to 
hit them just like any other 

1175
01:09:27,700 --> 01:09:29,200
tasks. 
Each opponent has a reference 

1176
01:09:29,200 --> 01:09:32,399
value to be hit based on their 
difficulty player characters. 

1177
01:09:32,399 --> 01:09:36,800
Have a starting difficulty of 
two which is our V6. 

1178
01:09:39,399 --> 01:09:43,100
The second player characters 
have to which is rv6. 

1179
01:09:43,100 --> 01:09:46,200
So we go to the table. 
Right. 

1180
01:09:48,100 --> 01:09:55,200
So specifically. 
RV is your total success number.

1181
01:09:56,200 --> 01:09:58,000
Yes. 
So when I look at the table 

1182
01:09:58,000 --> 01:10:03,600
under right directly under to, 
it'll take you up to partials, 

1183
01:10:03,600 --> 01:10:07,900
its failures of two and three, 
partial success, at 4 and 5, and

1184
01:10:07,900 --> 01:10:13,300
total success at a 6, that's 
where we're starting here and 

1185
01:10:13,300 --> 01:10:16,400
their difficulty increases by 
plus one. 

1186
01:10:16,700 --> 01:10:20,100
For every four combined path 
advancements. 

1187
01:10:20,100 --> 01:10:28,300
They have. 
So if you advancements, it's 

1188
01:10:28,700 --> 01:10:33,100
harder. 
Difficulty increases by plus 1 

1189
01:10:33,100 --> 01:10:36,100
for every four combined pass. 
They have for example, a paths 

1190
01:10:36,100 --> 01:10:41,100
or to packed Salomon door. 
Fire three character would have 

1191
01:10:41,100 --> 01:10:48,300
a difficulty of three rv9 while 
a path dagger, three sword. 

1192
01:10:48,300 --> 01:10:52,400
Three Hammer, three spear one 
character would have a 

1193
01:10:52,407 --> 01:10:59,000
difficulty of for our V12. 
This is breaking my brain for a 

1194
01:10:59,008 --> 01:11:01,400
second. 
So for example, a path sword to 

1195
01:11:01,400 --> 01:11:06,400
pack salamander fire three. 
But have a difficulty of three. 

1196
01:11:06,500 --> 01:11:09,300
And why is that again? 
So difficulty increases by plus 

1197
01:11:09,300 --> 01:11:12,000
one for every four combined. 
So that's a five. 

1198
01:11:12,300 --> 01:11:16,700
So that gives you a plus 1 
because 5 is resorted to if the 

1199
01:11:16,708 --> 01:11:20,300
reason it's for is because each 
difficulty number has four 

1200
01:11:20,300 --> 01:11:24,700
columns. 
So it keeps that add a base 

1201
01:11:24,700 --> 01:11:27,600
number. 
So difficulty to you start with 

1202
01:11:27,600 --> 01:11:32,500
a, with an RV of six difficulty,
three start with an RV of nine, 

1203
01:11:32,700 --> 01:11:36,300
difficulty for the character 
would start with an RV of 12. 

1204
01:11:36,400 --> 01:11:39,700
So the reason why it's every 
four is so that you don't end up

1205
01:11:39,700 --> 01:11:44,900
with a weird like 2.3 there to 
point to where you have an RV of

1206
01:11:44,900 --> 01:11:48,400
7 for some reason, right? 
I think that was just his way of

1207
01:11:48,400 --> 01:11:52,300
trying to simplify that. 
Oh wait, no. 

1208
01:11:52,300 --> 01:11:57,100
So they each, they all have a, 
they all have three, right? 

1209
01:11:57,400 --> 01:11:59,400
Is it three or four? 
And then and then it was, and 

1210
01:11:59,400 --> 01:12:01,900
then the fourth one kicks over 
to. 

1211
01:12:01,900 --> 01:12:04,300
That makes sense 03. 
Yeah, I'm sorry not. 

1212
01:12:04,400 --> 01:12:06,700
Yeah, the fourth one kicks over.
That totally makes sense. 

1213
01:12:06,700 --> 01:12:10,200
So every time you hit the next 
advancement you jump up in the 

1214
01:12:10,200 --> 01:12:14,100
difficulty level but so, tell me
if my brain is being dumb right 

1215
01:12:14,100 --> 01:12:16,300
now. 
So the better you get over all 

1216
01:12:16,300 --> 01:12:20,500
the harder. 
Because Of You, the harder you 

1217
01:12:20,500 --> 01:12:24,400
are to hit. 
So, the did that your characters

1218
01:12:24,400 --> 01:12:26,900
difficulty is essentially your 
armor class. 

1219
01:12:27,400 --> 01:12:28,500
Yeah. 
Okay. 

1220
01:12:28,500 --> 01:12:30,200
That because in yeah. 
Okay. 

1221
01:12:30,300 --> 01:12:33,300
That makes sense because my 
brain went why are we making it 

1222
01:12:33,300 --> 01:12:34,600
harder to hit stuff? 
And it's not. 

1223
01:12:34,600 --> 01:12:38,600
That's kind of, this is to be. 
This could have been written a 

1224
01:12:38,600 --> 01:12:42,400
little bit more clearly, as far 
as that goes because the 

1225
01:12:42,400 --> 01:12:46,100
previous sentence is each 
opponent has a reference value 

1226
01:12:46,100 --> 01:12:47,800
to be hit based on their 
difficulty. 

1227
01:12:48,600 --> 01:12:52,200
Now, if you were to 
contextualize the next sentence 

1228
01:12:52,200 --> 01:12:54,800
that makes sense, but it still 
could be. 

1229
01:12:54,800 --> 01:12:56,400
I think maybe just a tiny bit 
more. 

1230
01:12:56,400 --> 01:12:58,800
Clear, but it doesn't not make 
sense. 

1231
01:12:59,400 --> 01:13:00,400
I don't disagree with you. 
Yeah. 

1232
01:13:00,400 --> 01:13:02,600
My brain immediately went to. 
This is how I hit stuff. 

1233
01:13:02,600 --> 01:13:04,000
Not. 
This is how I get hit. 

1234
01:13:04,000 --> 01:13:06,100
Yeah. 
You look at the very last 

1235
01:13:06,100 --> 01:13:09,200
sentence as you just said, it 
says, about being hit, like, 

1236
01:13:09,200 --> 01:13:11,900
value to be hit. 
So yeah, makes sense makes 

1237
01:13:11,900 --> 01:13:12,900
sense. 
My brain was just done for a 

1238
01:13:12,907 --> 01:13:16,600
second, so that's cool. 
So the more you advance the 

1239
01:13:16,600 --> 01:13:18,100
harder you are to hit makes 
perfect sense. 

1240
01:13:19,100 --> 01:13:21,600
Make sense of them system makes 
sense within the values used 

1241
01:13:21,600 --> 01:13:25,900
within the rules, so possible 
attack results. 

1242
01:13:25,900 --> 01:13:29,600
So we're talking about total 
success, partial success, and 

1243
01:13:29,600 --> 01:13:33,300
failure on a total, the attacker
adds the effects of a feet to 

1244
01:13:33,308 --> 01:13:35,600
the damage or effect, which 
we've already gone over the 

1245
01:13:35,600 --> 01:13:38,500
tables on a partial U deal 
damage to the opponent but you 

1246
01:13:38,500 --> 01:13:41,800
will suffer a counter-attack 
from your target or any other 

1247
01:13:41,800 --> 01:13:43,500
continents. 
The judge feels is appropriate 

1248
01:13:43,500 --> 01:13:46,200
instead if your opponent hits 
you with partial success. 

1249
01:13:46,200 --> 01:13:49,600
This will not also Grant you You
a counter attack. 

1250
01:13:49,900 --> 01:13:53,400
So I like that, I like 
specifically the comma after the

1251
01:13:53,400 --> 01:13:56,300
first sentence and then the 
extra bit because one of the 

1252
01:13:56,308 --> 01:13:58,600
things I love most about to D6, 
but one of the things that's 

1253
01:13:58,600 --> 01:14:00,800
hard with partial success, if 
you haven't played with it, a 

1254
01:14:00,808 --> 01:14:07,300
Totten is the concept of a GM 
action, not just being a monster

1255
01:14:07,300 --> 01:14:09,000
reaction to the thing that you 
just did. 

1256
01:14:09,100 --> 01:14:13,700
So if someone punches you in the
face with the partial success, 

1257
01:14:13,700 --> 01:14:14,800
right? 
Or punches a monster in the 

1258
01:14:14,808 --> 01:14:18,000
face, your GM action doesn't 
have to be the monster punches 

1259
01:14:18,000 --> 01:14:20,900
in Can the face, it could be a 
completely different monster 

1260
01:14:21,100 --> 01:14:23,000
attacks. 
A completely different thing or,

1261
01:14:23,100 --> 01:14:25,600
you know, poison gas to spilled 
or whatever. 

1262
01:14:25,800 --> 01:14:29,000
Any other Consequence, the judge
feels is appropriate instead so 

1263
01:14:29,100 --> 01:14:31,900
this doesn't always necessarily 
mean Monster Hits back. 

1264
01:14:31,900 --> 01:14:35,200
If you hit monster and I really 
like that that is specifically 

1265
01:14:35,500 --> 01:14:37,600
laid out even in just like a 
half sentence. 

1266
01:14:37,600 --> 01:14:40,600
So really important in this 
system to have that kind of 

1267
01:14:40,600 --> 01:14:43,600
Freedom Beyond just head back 
because at that point you might 

1268
01:14:43,600 --> 01:14:46,200
as well just do defense roles 
and stuff. 

1269
01:14:46,300 --> 01:14:49,500
So and then failure your it does
not hit and you receive an 

1270
01:14:49,500 --> 01:14:51,600
automatic damage from your 
opponent. 

1271
01:14:51,600 --> 01:14:54,100
If you made a melee attack at 
the attack has a magical effect 

1272
01:14:54,100 --> 01:14:56,000
that judge decides what 
happened. 

1273
01:14:56,500 --> 01:15:02,000
So I like that damage chart 
damage is dealt in the form of 

1274
01:15:02,000 --> 01:15:04,800
light moderate and severe 
wounds. 

1275
01:15:04,900 --> 01:15:08,700
So the wound system is 
interesting, this is another 

1276
01:15:08,700 --> 01:15:12,800
really interesting part that my 
brain took a second to get and I

1277
01:15:12,800 --> 01:15:14,000
like it. 
It's really interesting. 

1278
01:15:14,000 --> 01:15:16,800
So damage is still in the form 
of light moderate and severe one

1279
01:15:16,800 --> 01:15:21,000
so levels of damage. 
The highest value of the two 

1280
01:15:21,000 --> 01:15:25,600
dice rolled from a successful 
attack role is used to determine

1281
01:15:25,600 --> 01:15:30,200
the attacks damage as follows. 
I like that mechanic, obviously 

1282
01:15:30,500 --> 01:15:33,300
that I know you enroll when you 
roll to t6i. 

1283
01:15:33,300 --> 01:15:37,100
Now I've I've seen it kind of 
pop up in, I think, maybe two or

1284
01:15:37,100 --> 01:15:39,400
three games, but this is done in
a completely different way. 

1285
01:15:39,500 --> 01:15:43,600
You're not taking the damage of 
the highest roll, you're taking 

1286
01:15:43,700 --> 01:15:46,400
the highest roll number on your 
to D6. 

1287
01:15:46,700 --> 01:15:50,400
Comparing it. 
And then and then the damage is 

1288
01:15:50,400 --> 01:15:54,300
this kind of like abstracted you
know, light moderate. 

1289
01:15:54,300 --> 01:15:57,800
And so on your if your highest 
died on a tack is a 1-2-3, you 

1290
01:15:57,800 --> 01:16:01,200
deal a light wound on a four to 
five ET La Mota ruined on a six 

1291
01:16:01,200 --> 01:16:05,800
you deal with severe wound. 
So it's not direct amount of 

1292
01:16:05,800 --> 01:16:09,400
damage. 
There is no HP necessarily. 

1293
01:16:09,700 --> 01:16:13,400
It is the number of each of 
these types of wounds that you 

1294
01:16:13,400 --> 01:16:15,700
can have. 
So yeah. 

1295
01:16:17,200 --> 01:16:20,300
So for example Nice. 
For example, for example, of 

1296
01:16:20,300 --> 01:16:24,100
play would have been nice right 
there, specifically, but if you 

1297
01:16:24,100 --> 01:16:32,000
roll, like, let's say you have 
an RV of of seven, right? 

1298
01:16:32,000 --> 01:16:37,300
And you hit that with a four and
a three, right? 

1299
01:16:37,300 --> 01:16:40,000
You forward is your highest die,
right? 

1300
01:16:40,000 --> 01:16:42,600
So you would look at four to 
five which is a moderate wound 

1301
01:16:42,600 --> 01:16:44,800
so you deal a moderate wound. 
Yep. 

1302
01:16:44,800 --> 01:16:48,500
I like it, I really like it. 
You know I'm like, With how 

1303
01:16:48,500 --> 01:16:51,100
abstracted this game is with the
way that like magic words and 

1304
01:16:51,100 --> 01:16:54,000
stuff like that, I like that 
you're not looking at a specific

1305
01:16:54,400 --> 01:16:57,500
like HP. 
Number two, just chip away at 

1306
01:16:57,500 --> 01:17:01,500
something or kind of, which is 
interesting because I was 

1307
01:17:01,500 --> 01:17:04,000
thinking about this earlier 
before the stream started, 

1308
01:17:04,000 --> 01:17:11,200
actually in how this is almost 
like, it's almost like literary 

1309
01:17:11,200 --> 01:17:13,600
math. 
You're going to do here like 

1310
01:17:13,700 --> 01:17:17,400
because they are light would 
moderate as we'll see in the 

1311
01:17:17,400 --> 01:17:20,300
next pages. 
Like white wound, moderate wound

1312
01:17:20,300 --> 01:17:24,700
and severe wound are actually 
numbers and that you have to 

1313
01:17:24,700 --> 01:17:30,200
track but they are like 
narrative and how they happen 

1314
01:17:30,200 --> 01:17:32,500
and when they happen which I 
think is really interesting. 

1315
01:17:33,000 --> 01:17:36,100
Yeah. 
But I also like that it's it's 

1316
01:17:36,100 --> 01:17:38,900
not, it's not like you just have
10 and everything you do, 

1317
01:17:38,900 --> 01:17:40,500
reduces it. 
I like that. 

1318
01:17:40,500 --> 01:17:43,000
It splits it into multiple 
types. 

1319
01:17:43,000 --> 01:17:48,100
I think for a lot of rules light
system, I think that adds up A 

1320
01:17:48,108 --> 01:17:51,100
variety, which feels in my mind,
like, well, then you're making 

1321
01:17:51,100 --> 01:17:53,100
it more complicated, but it is 
in, which is, which is nice 

1322
01:17:53,100 --> 01:17:56,100
because I light it is. 
So, yeah, I think that I'm not 

1323
01:17:56,100 --> 01:17:58,200
sure which system it is. 
I think it might be Cipher 

1324
01:17:58,200 --> 01:18:02,700
system, but I think that that 
has something similar to this. 

1325
01:18:02,700 --> 01:18:08,000
And I know that whichever system
is inspired Jeff Baker from 

1326
01:18:08,000 --> 01:18:11,900
Happy Jack games to do something
very similar for their game. 

1327
01:18:11,900 --> 01:18:16,500
The Crypt has opened which is 
coming out in this year 

1328
01:18:16,500 --> 01:18:21,200
sometime, but I've seen In how 
it works and he has a very 

1329
01:18:21,200 --> 01:18:25,600
similar wound table on like the 
character sheet. 

1330
01:18:25,600 --> 01:18:28,700
And you can essentially that get
like, a certain number of each 

1331
01:18:28,700 --> 01:18:33,100
type of wound before your 
characters is dead, which is 

1332
01:18:33,100 --> 01:18:36,000
it's really cool way to like, 
kind of track that. 

1333
01:18:36,400 --> 01:18:38,500
Yeah, I really, I really like 
it. 

1334
01:18:38,500 --> 01:18:39,900
I think it's clever. 
I think it's good. 

1335
01:18:39,900 --> 01:18:41,400
It's a good use of it for that 
to. 

1336
01:18:41,400 --> 01:18:44,000
I'm excited for the game of the 
cover, looks cover art. 

1337
01:18:44,200 --> 01:18:47,400
Hmm, looks amazing artist, so 
good. 

1338
01:18:48,000 --> 01:18:51,500
Um so we're we so if this is 
ever situation where more than 

1339
01:18:51,500 --> 01:18:56,000
one degree of damage would be 
dealt or a severe wound would be

1340
01:18:56,000 --> 01:19:00,000
increased to the next greater 
step of damage instead add one 

1341
01:19:00,000 --> 01:19:01,200
moderate wound to the base 
damage. 

1342
01:19:01,300 --> 01:19:04,100
I like that, it sounds like an 
edge case, I got that with and 

1343
01:19:04,100 --> 01:19:06,400
it's cool. 
And then automatic damage, 

1344
01:19:06,400 --> 01:19:08,800
anytime a rule calls for 
automatic damage, simply roll a 

1345
01:19:08,800 --> 01:19:14,800
D6, and consult the table. 
While I get wounds characters 

1346
01:19:14,800 --> 01:19:20,100
and opponents have health points
measured in Means which are 

1347
01:19:20,100 --> 01:19:23,400
divided among three tiers at 
character creation. 

1348
01:19:23,400 --> 01:19:26,300
Roll, 1 D6 this value. 
Determines your number of light 

1349
01:19:26,300 --> 01:19:29,200
moderate and severe wounds. 
You have light wounds equal to 

1350
01:19:29,200 --> 01:19:32,100
the roles. 
Total you have moderate wounds 

1351
01:19:32,100 --> 01:19:36,900
equal to half your role, rounded
up and you have severe wounds 

1352
01:19:36,900 --> 01:19:40,300
equal to your role / 3 round it 
up. 

1353
01:19:41,200 --> 01:19:46,400
That's a very small number to 
divide those ways, right? 

1354
01:19:46,400 --> 01:19:49,700
So like, for example, like if 
you roll a 1 D6 and get it to, 

1355
01:19:50,300 --> 01:19:56,300
you would have to light wounds 
one moderate wound and one 

1356
01:19:56,600 --> 01:20:02,900
severe wound you. 
Yeah, I feel like it could I 

1357
01:20:02,900 --> 01:20:06,300
feel like you could have just 
not had most of that paragraph 

1358
01:20:07,300 --> 01:20:10,500
because it's, it was I feel like
the paragraph actually, 

1359
01:20:10,500 --> 01:20:13,200
complicates the table, that's 
next to it. 

1360
01:20:13,200 --> 01:20:19,800
Which explains the paragraph. 
I don't know, maybe I'm wrong, 

1361
01:20:19,800 --> 01:20:22,100
but I was just thinking like, 
I'm just thinking like you have 

1362
01:20:22,100 --> 01:20:24,800
severe wounds equal to your role
/ 3 rounded up. 

1363
01:20:24,800 --> 01:20:28,700
It's like, well, you have a D2 
number of severe wounds like 

1364
01:20:28,700 --> 01:20:32,200
that's what you have, you know. 
Like that's yeah. 

1365
01:20:33,400 --> 01:20:35,700
And the table set the table 
shows you exactly. 

1366
01:20:35,700 --> 01:20:37,700
What. 
Like, you know, it's roll a D6 

1367
01:20:37,700 --> 01:20:42,400
for your for your, like I'm not 
knocking the it'll I just feel 

1368
01:20:42,400 --> 01:20:46,300
like this is another, in my 
opinion, another small example, 

1369
01:20:46,300 --> 01:20:52,800
just slight over complication. 
And of mechanics that aren't the

1370
01:20:52,800 --> 01:20:55,600
don't really need the over 
complication, you know, I know, 

1371
01:20:55,600 --> 01:20:58,900
I know, I don't mind it. 
I like the concept of like 1/2 

1372
01:20:59,300 --> 01:21:03,100
and the third, because I like 
thirds, and and 26 is another 

1373
01:21:03,100 --> 01:21:04,500
thing that really hits my brain 
about thirds. 

1374
01:21:04,700 --> 01:21:07,900
But I also if I didn't have that
paragraph and I just looked at 

1375
01:21:07,900 --> 01:21:10,800
the table, my dumbass brain 
would go, but why? 

1376
01:21:12,400 --> 01:21:15,900
Fair enough. 
I don't know like why, why does 

1377
01:21:15,900 --> 01:21:19,000
the six, get a three and a two 
and I don't know how long it 

1378
01:21:19,000 --> 01:21:22,300
would take me to go. 
Oh, you know what that's half 

1379
01:21:22,300 --> 01:21:25,900
and that's the third, you know, 
I don't mind. 

1380
01:21:25,900 --> 01:21:29,400
I like, I don't I see what 
you're saying. 

1381
01:21:30,900 --> 01:21:33,700
I don't mind it personally, but 
I see I absolutely see what 

1382
01:21:33,700 --> 01:21:36,200
you're saying. 
Because again, for those in 

1383
01:21:36,200 --> 01:21:40,300
podcasts and what we see next is
a table that explains all that. 

1384
01:21:40,300 --> 01:21:45,000
So you have four Columns and six
rows. 

1385
01:21:46,800 --> 01:21:48,900
No four rows and six columns, 
whatever. 

1386
01:21:49,100 --> 01:21:51,600
So it's a D6 roll, and then the 
number of light wounds number 

1387
01:21:51,600 --> 01:21:53,000
modern rooms. 
And I'm trying to think I'm 

1388
01:21:53,000 --> 01:21:55,500
trying to remember and Excel at 
work, like, which one is Rosa? 

1389
01:21:55,500 --> 01:21:59,100
Which one's called? 
Um yes. 

1390
01:21:59,200 --> 01:22:02,400
But when you have to highlight 
them, you go this way and that's

1391
01:22:02,400 --> 01:22:07,100
what's breaking my brain. 
But yeah, so D60 light wounds 

1392
01:22:07,100 --> 01:22:09,700
moderate. 
So for at one, if you roll a 1 

1393
01:22:09,700 --> 01:22:12,400
you get a 1 1, 1, 1 1 because 
that's how that's how math 

1394
01:22:12,400 --> 01:22:14,000
works. 
If you roll a three you have 

1395
01:22:14,000 --> 01:22:17,400
three two one, right and he goes
X and there's something between 

1396
01:22:17,400 --> 01:22:18,700
them. 
Just not saying all, if you're 

1397
01:22:18,700 --> 01:22:23,000
all six, you get six, light 
wounds, three, moderate ones and

1398
01:22:23,000 --> 01:22:27,100
to severe wounds. 
What's crazy is how small a D6 

1399
01:22:27,100 --> 01:22:31,700
role is and how vastly insanely 
different, your two characters 

1400
01:22:31,700 --> 01:22:33,400
would be. 
If someone rolled a 1 in summer,

1401
01:22:33,400 --> 01:22:36,600
roll 26, Because You Are The 
Fucked, if you roll a 1. 

1402
01:22:37,100 --> 01:22:39,700
Yeah, very much. 
So yeah. 

1403
01:22:40,300 --> 01:22:42,900
And then there's teeth graphics 
on this page, which I enjoy 

1404
01:22:42,900 --> 01:22:45,000
teeth graphics on the last page,
which I enjoy. 

1405
01:22:45,200 --> 01:22:48,500
And then this OnStar that they 
using is very teeth e. 

1406
01:22:50,300 --> 01:22:53,700
I have and he's teeth on a patch
on my battle jacket. 

1407
01:22:54,400 --> 01:22:56,100
Nice, I need to get a battle 
jacket. 

1408
01:22:56,100 --> 01:23:00,600
I got somebody got in patches 
and then there is a second page 

1409
01:23:00,600 --> 01:23:03,500
of white text on a piece of art,
which is fine. 

1410
01:23:04,400 --> 01:23:07,400
Whenever you run out of wounds 
of a particular type any 

1411
01:23:07,400 --> 01:23:10,300
additional damage, you take all 
that kind, instead treated as 

1412
01:23:10,300 --> 01:23:12,200
damage to the next available 
wound here. 

1413
01:23:12,400 --> 01:23:15,100
So if you run out of light, 
wounds, if you take a light 

1414
01:23:15,100 --> 01:23:16,900
wound, you have a moderate 
wound. 

1415
01:23:16,900 --> 01:23:21,200
I like how clean and simple. 
People that is, it makes 

1416
01:23:21,200 --> 01:23:24,800
absolute sense that you've taken
so much of us of a lighter 

1417
01:23:24,800 --> 01:23:28,200
damage that taking more of it 
makes sense. 

1418
01:23:28,200 --> 01:23:31,200
It will become moderate it 
because you're already hurt so 

1419
01:23:31,200 --> 01:23:35,600
much that the next hurts more 
like, that's so clever. 

1420
01:23:36,400 --> 01:23:38,100
Yeah, I love it. 
I really love that. 

1421
01:23:38,100 --> 01:23:41,000
So for example, if you are out 
of light wounds and would suffer

1422
01:23:41,000 --> 01:23:43,600
another, I just said that's 
exactly what I just said. 

1423
01:23:43,600 --> 01:23:47,800
So good example because that's 
where my mind went and then 

1424
01:23:47,800 --> 01:23:49,700
there's that exact example 
basically. 

1425
01:23:49,700 --> 01:23:52,600
I you Kris too. 
But it says, if you ever run out

1426
01:23:52,600 --> 01:23:54,500
of severe wounds you die. 
So that's your, that's your 

1427
01:23:54,500 --> 01:23:57,200
death state, right? 
Is when all your severe wounds 

1428
01:23:57,200 --> 01:24:00,900
are gone, you done dead. 
So if you, if you have to severe

1429
01:24:00,900 --> 01:24:05,100
wounds and you get to severe 
wounds, you're dead, but you 

1430
01:24:05,100 --> 01:24:07,900
could also get six, light 
wounds, and then your three 

1431
01:24:07,900 --> 01:24:10,400
moderate ones and then your two,
three ones and be dead. 

1432
01:24:10,400 --> 01:24:13,900
So how do you recover dim 
wounds? 

1433
01:24:14,000 --> 01:24:17,300
And then we're basically we're 
almost done so recovering wounds

1434
01:24:17,800 --> 01:24:19,800
wounds recover. 
Every time your character is 

1435
01:24:19,800 --> 01:24:23,600
able All to rest, the judge will
determine what constitutes rest.

1436
01:24:23,700 --> 01:24:27,200
I love that. 
Every time you can put your game

1437
01:24:27,600 --> 01:24:31,400
GM, discretion judge decides 
like to a point. 

1438
01:24:31,400 --> 01:24:34,900
I really enjoy that because it's
like I am not going to have a 

1439
01:24:34,900 --> 01:24:39,900
whole table of what rest means 
figured out after each rest were

1440
01:24:39,900 --> 01:24:43,500
all 1 D6, you're a cover of 
number of wounds from each tier.

1441
01:24:43,800 --> 01:24:48,500
As if you had generated wounds 
for a new character with your 

1442
01:24:48,500 --> 01:24:51,800
role, you may never recover Over
more wounds in an old Maxim. 

1443
01:24:51,900 --> 01:24:57,900
I love that. 
Great healing, yeah, super easy.

1444
01:24:58,000 --> 01:25:01,500
Extremely simple. 
Like, remember how you made 

1445
01:25:01,500 --> 01:25:04,200
wounds just do that? 
Just do that again. 

1446
01:25:04,300 --> 01:25:06,600
And if you fill it up, then you 
can't go over. 

1447
01:25:06,800 --> 01:25:10,200
Easy, duh? 
Yeah, duh, there's an example 

1448
01:25:10,200 --> 01:25:12,000
here. 
We just did the math. 

1449
01:25:12,000 --> 01:25:14,300
We don't need that increasing 
maximum wounds. 

1450
01:25:14,300 --> 01:25:18,000
After you gain any to path. 
Advancements were a 1 D6. + 2. 

1451
01:25:18,300 --> 01:25:21,000
If there's old is greater than 
your care, actors, current light

1452
01:25:21,000 --> 01:25:26,100
wounds, this becomes your new 
light wound, value every two 

1453
01:25:26,100 --> 01:25:31,600
additional path, advancements, 
you gain roll 1 D6, adding plus 

1454
01:25:31,600 --> 01:25:35,900
2 for every two path 
advancements you have That broke

1455
01:25:35,900 --> 01:25:37,900
my brain. 
For example, if you have for 

1456
01:25:37,900 --> 01:25:40,700
path, advancements Row 1 E, 6 
plus 4. 

1457
01:25:41,600 --> 01:25:44,100
And if you have six path, 
advancements for a 1, B, 6 + 6. 

1458
01:25:44,100 --> 01:25:48,200
And so on use this new value to 
calculate your maximum light 

1459
01:25:48,200 --> 01:25:50,400
modern, severe wounds. 
When resting you never add these

1460
01:25:50,400 --> 01:25:53,500
bonuses to Healing. 
So wait wasn't after you gain 

1461
01:25:53,500 --> 01:25:58,600
any to path, advancements. 
Row one is it comes to you can 

1462
01:25:58,600 --> 01:26:03,600
now roll 1 D6, + parentheses 
every to path. 

1463
01:26:03,600 --> 01:26:06,400
Advancements, gotcha. 
If there's always greater than 

1464
01:26:06,400 --> 01:26:08,300
your characters, current light 
wounds, it becomes an alignment 

1465
01:26:08,300 --> 01:26:11,000
value. 
Every two additional Grant to 

1466
01:26:11,000 --> 01:26:12,600
gain role when he six adding 
plus 20. 

1467
01:26:12,600 --> 01:26:13,400
Yes. 
Okay, okay. 

1468
01:26:13,400 --> 01:26:15,500
Okay, okay. 
So, basically, every time every 

1469
01:26:16,000 --> 01:26:21,900
you roll 186 to heal and every 
wait a minute acting into don't 

1470
01:26:21,900 --> 01:26:23,600
know. 
So every time you get your 

1471
01:26:23,600 --> 01:26:26,200
second path advancement you can 
re-roll the Number of wounds you

1472
01:26:26,200 --> 01:26:28,100
have and if it's better, you get
better. 

1473
01:26:28,400 --> 01:26:30,700
So if you roll a six on the 
start, you never get better 

1474
01:26:30,700 --> 01:26:33,200
because that's literally the 
maximum so got you. 

1475
01:26:33,208 --> 01:26:34,900
Oh, so you're shooting for a six
each time. 

1476
01:26:35,600 --> 01:26:41,600
So armor. 
Armor adds to the number of 

1477
01:26:41,600 --> 01:26:45,400
wounds and each character's 
wound, tear, these wounds are 

1478
01:26:45,400 --> 01:26:47,300
consumed first. 
If you run out of wounds, 

1479
01:26:47,300 --> 01:26:49,200
granted by the armor, it is 
rendered useless. 

1480
01:26:49,200 --> 01:26:52,300
So, this automatically makes me 
think armor points. 

1481
01:26:54,400 --> 01:26:56,000
Yeah, right. 
Right? 

1482
01:26:56,000 --> 01:26:58,200
Arm cell phones. 
Yeah. 

1483
01:26:58,200 --> 01:27:01,600
So so wounds so armor is not 
soak. 

1484
01:27:01,900 --> 01:27:07,500
It is a set number of points 
that you can exhaust and the way

1485
01:27:07,500 --> 01:27:10,300
it works is basically it just 
add armor, just adds to the 

1486
01:27:10,300 --> 01:27:14,400
wounds that you can take by type
and they get used up first. 

1487
01:27:14,400 --> 01:27:18,200
So it's like temporary wounds 
until the range P. 

1488
01:27:18,200 --> 01:27:20,500
Yeah, Yeah. 
Tim Page previously so plate. 

1489
01:27:20,500 --> 01:27:24,000
Armor adds plus to light medium 
and severe. 

1490
01:27:24,400 --> 01:27:27,900
So to across the board for 
everything solid chain armor is 

1491
01:27:27,900 --> 01:27:31,900
+2 light and medium and +1, 
severe leather armor is +1, 

1492
01:27:31,900 --> 01:27:35,000
light medium and severe and then
a shield is plus 12, 

1493
01:27:35,000 --> 01:27:37,800
light/medium and severe and 
shield stack with other armor 

1494
01:27:37,800 --> 01:27:42,400
type. 
My only my only question with 

1495
01:27:42,400 --> 01:27:44,700
that. 
My only concern with that my I 

1496
01:27:44,700 --> 01:27:47,900
will say knock for this. 
Also, real quick love the next 

1497
01:27:47,900 --> 01:27:51,300
full page, where it's just a 
really close up view of like 

1498
01:27:51,300 --> 01:27:54,400
armor, like right at like the 
elbow shoulder chest, I think 

1499
01:27:54,400 --> 01:27:58,700
that's the same piece that The 
Sword and the other pictures OU 

1500
01:27:58,700 --> 01:28:00,400
3. 
Sure, I'm pretty sure it is 

1501
01:28:00,400 --> 01:28:05,600
here. 
So, my only problem with this 

1502
01:28:05,600 --> 01:28:11,400
entirely is and I know it's a 
light system, but there is no 

1503
01:28:11,900 --> 01:28:14,300
unless I'm not screwing far 
enough ahead. 

1504
01:28:14,400 --> 01:28:16,400
There is, why wouldn't everyone 
just her plate armor? 

1505
01:28:16,500 --> 01:28:19,800
Because there's no mechanical 
both thinking the same exact 

1506
01:28:19,800 --> 01:28:24,800
thing, there's no mechanical 
reason not to the that was that 

1507
01:28:24,800 --> 01:28:30,100
was my I feel like armor. 
In this system at least armor 

1508
01:28:30,200 --> 01:28:33,000
are in this book. 
Armor is the only thing that 

1509
01:28:33,000 --> 01:28:37,900
feels like tacked on. 
It's a game with a game that's 

1510
01:28:37,900 --> 01:28:42,100
so tightly designed and like a 
really, really well crafted to 

1511
01:28:42,100 --> 01:28:48,200
like work together with itself. 
Armor feels like, oh shit, 

1512
01:28:48,200 --> 01:28:53,000
there's armor in these games. 
How do I make that a thing to 

1513
01:28:54,500 --> 01:28:58,200
and it would work fine what I 
would have done. done is just 

1514
01:28:58,200 --> 01:29:05,600
say plate armor adds plus 1 2 or
plus 2 to your RV of any task 

1515
01:29:05,600 --> 01:29:11,300
related to I would just say any 
task honestly, unless it's like,

1516
01:29:13,000 --> 01:29:15,200
that's where we would start to 
get a little bit more difficult.

1517
01:29:15,200 --> 01:29:17,700
Like, you'd have to be like, 
you'd have to clarify like plate

1518
01:29:17,700 --> 01:29:22,600
armor would have to, would add 
+1 2 or plus 2 to any RV. 

1519
01:29:22,600 --> 01:29:26,700
That is combat-related. 
I would just say combat, we're 

1520
01:29:26,700 --> 01:29:30,700
movement-related chain, would be
+1 to the same leather armor, 

1521
01:29:30,700 --> 01:29:38,500
you would maybe get -1 to combat
RV and then Shield is just A 

1522
01:29:38,500 --> 01:29:41,100
plus one to combat. 
Like, you know, that would I 

1523
01:29:41,100 --> 01:29:43,300
feel like that would honestly 
have solved that problem. 

1524
01:29:43,500 --> 01:29:46,300
If Amina. 
Maybe not those exact things but

1525
01:29:46,400 --> 01:29:50,600
something like that. 
Yeah, I'm torn on this because I

1526
01:29:50,600 --> 01:29:57,000
like the idea of this increase 
of wound. 

1527
01:29:57,100 --> 01:30:01,200
The other thing that this 
immediately starts to build in 

1528
01:30:01,200 --> 01:30:05,000
is a couple of things. 
One is armor, becomes a 

1529
01:30:05,000 --> 01:30:06,700
resource. 
You are always hunting for 

1530
01:30:08,200 --> 01:30:09,600
Right? 
So you created a game now of 

1531
01:30:09,600 --> 01:30:16,200
armor hunting because as soon as
you my assumption, yeah, if you 

1532
01:30:16,200 --> 01:30:17,900
run out of wounds granted by 
your armor and is rendered 

1533
01:30:17,900 --> 01:30:19,900
useless. 
So if you're wearing plate 

1534
01:30:19,900 --> 01:30:24,300
armor, It will soak to light 
wounds and media, Moon, and 

1535
01:30:24,300 --> 01:30:28,300
severe wound, and then be trash.
So narratively, you got broken 

1536
01:30:28,300 --> 01:30:31,000
at summer, you need to ditch it 
and now you're hunting for more 

1537
01:30:31,000 --> 01:30:35,100
armor because your armor is now 
gone versus like a soak system, 

1538
01:30:35,200 --> 01:30:39,400
right? 
So, I like the idea, but I feel 

1539
01:30:39,400 --> 01:30:43,200
like this, I feel like this is a
weakest part in the game because

1540
01:30:43,200 --> 01:30:46,000
I feel like you could also as 
you just said, make increase 

1541
01:30:46,000 --> 01:30:50,400
your RV by one, increase your 
RV, you know, by, you know, 

1542
01:30:51,000 --> 01:30:53,600
because Doesn't even need to be 
a whole difficulty. 

1543
01:30:53,600 --> 01:30:56,300
That's the other thing with the 
table that kind of hits me, 

1544
01:30:56,300 --> 01:31:00,600
right? 
So at right under the to write 

1545
01:31:00,600 --> 01:31:03,900
your Mick, success value is at a
five, but the next one over your

1546
01:31:03,900 --> 01:31:07,800
mixed success value is a six the
next and over your so your RV, 

1547
01:31:07,800 --> 01:31:11,200
go 6, 7 8, right? 
And then you hit 3, so that it 

1548
01:31:11,200 --> 01:31:14,000
becomes a 9, right? 
And for becomes a 10. 

1549
01:31:14,200 --> 01:31:17,600
So every every time you go up a 
difficulty RV increases by total

1550
01:31:17,600 --> 01:31:20,700
of 3. 
So 2 is 2 6 3 is 9 right. 

1551
01:31:21,000 --> 01:31:27,600
Like Like you could have just 
had these things increase just 

1552
01:31:27,600 --> 01:31:29,300
bump over a couple. 
I think that's basically you 

1553
01:31:29,300 --> 01:31:31,100
were saying, right? 
Just like yeah plate. 

1554
01:31:31,200 --> 01:31:33,800
Yeah, plate armor, make sure be 
big play with. 

1555
01:31:33,800 --> 01:31:36,700
Just make your RV more difficult
when you're trying to accomplish

1556
01:31:36,700 --> 01:31:41,300
tasks and it gives you plus 2D 
all your wounds, you know, 

1557
01:31:41,300 --> 01:31:43,200
right? 
The other, the other thing 

1558
01:31:43,200 --> 01:31:45,900
though is instead you could 
always have instead of like you 

1559
01:31:45,900 --> 01:31:49,400
could cut this, boom section on 
entirely and just have your RV 

1560
01:31:49,400 --> 01:31:52,200
to hit move over. 
Right? 

1561
01:31:52,300 --> 01:31:57,200
So like if your difficulty right
is add a flat to right where 

1562
01:31:57,200 --> 01:32:04,300
your RV is a 6, you can have you
know, leather be a seven. 

1563
01:32:04,400 --> 01:32:06,900
You know what? 
Honestly probably break this 

1564
01:32:06,900 --> 01:32:09,300
down to just like light and 
heavy, right? 

1565
01:32:09,300 --> 01:32:12,700
Light adds you know one TRV. 
So you go from a six to a seven 

1566
01:32:12,700 --> 01:32:16,300
heavy, Ed's to drv and I would 
have light armor, not have any 

1567
01:32:16,300 --> 01:32:19,900
difficulty. 
Like any thing that, you know, 

1568
01:32:21,900 --> 01:32:24,400
Gets rid of it. 
But on heavy, I would have it be

1569
01:32:24,400 --> 01:32:28,800
like, maybe like a minus one RV 
to anything that requires like 

1570
01:32:28,800 --> 01:32:31,400
speed dexterity acrobatics, or 
anything like that up to your 

1571
01:32:31,400 --> 01:32:32,300
judge. 
You know what I mean? 

1572
01:32:32,300 --> 01:32:33,400
You're literally rocking 
Play-Doh. 

1573
01:32:33,400 --> 01:32:37,700
We're not doing backflips. 
You know, any way I like I like 

1574
01:32:37,700 --> 01:32:42,500
the way that it works with the 
wounds because I personally like

1575
01:32:43,000 --> 01:32:47,000
that I like I mean as you know 
and very few other people know, 

1576
01:32:47,000 --> 01:32:51,800
right now I'm a big fan of armor
breaking and you having to find 

1577
01:32:51,800 --> 01:32:54,100
it. 
So I think that the way that it 

1578
01:32:54,100 --> 01:32:57,900
works is actually really cool. 
I just feel like there needed to

1579
01:32:57,900 --> 01:33:06,100
be like just one just a negative
or a bonus to various things, 

1580
01:33:06,100 --> 01:33:08,400
you know? 
And That was a, that's kind of 

1581
01:33:08,400 --> 01:33:09,600
it. 
That's the thing too. 

1582
01:33:09,600 --> 01:33:13,300
Is like it's just, it's this 
implied, it's just implied. 

1583
01:33:14,400 --> 01:33:16,700
So mechanics will always inform 
the way that you play. 

1584
01:33:16,700 --> 01:33:19,700
There's of cotton subconsciously
or consciously, the way that the

1585
01:33:19,700 --> 01:33:21,600
written and then the way that 
they're applied, right? 

1586
01:33:21,800 --> 01:33:27,200
So like since there is no real 
like a quipment like there's no 

1587
01:33:27,200 --> 01:33:29,100
burden system, there's no 
nothing, right? 

1588
01:33:29,100 --> 01:33:34,600
So like it really comes down to 
the judges discretion for how 

1589
01:33:34,600 --> 01:33:39,300
much you can carry it, right? 
But and and even how you can 

1590
01:33:39,300 --> 01:33:41,700
acquire the plate armor, someone
could make it really, really 

1591
01:33:41,700 --> 01:33:46,100
difficulty difficult to do that.
I wouldn't mind a little bit, 

1592
01:33:46,100 --> 01:33:50,000
just a smidge, a sentence or two
even on like how or why, but the

1593
01:33:50,000 --> 01:33:53,800
fact that there really seems to 
be no specific penalty to the 

1594
01:33:53,800 --> 01:33:56,700
difference, from a shield, all 
the way to Plate armor but the 

1595
01:33:56,700 --> 01:34:00,200
difference in what you get for 
it is crazy. 

1596
01:34:00,200 --> 01:34:05,400
Big like is really feels like 
there's something missing. 

1597
01:34:05,400 --> 01:34:10,400
But again, as soon as you do 
start like this to me, I don't 

1598
01:34:10,400 --> 01:34:13,700
know this. 
If this this I don't know why. 

1599
01:34:13,700 --> 01:34:15,500
Maybe I'm wrong. 
Maybe this is feels different to

1600
01:34:15,500 --> 01:34:16,500
you. 
This does not feel like a 

1601
01:34:16,508 --> 01:34:19,700
dungeon delving game to me. 
This feels like more of like an 

1602
01:34:19,700 --> 01:34:23,300
open world Exploration with some
combat game. 

1603
01:34:23,500 --> 01:34:30,400
So then having a armor system 
that becomes armor hunting like 

1604
01:34:30,800 --> 01:34:32,800
feels a little bit more like 
this. 

1605
01:34:32,800 --> 01:34:38,500
You, this really breaks are this
really makes combat feel like 

1606
01:34:38,500 --> 01:34:41,400
kind of the most important part 
because you're going to 

1607
01:34:41,400 --> 01:34:44,200
constantly be looking for. 
Or armor so you can fight. 

1608
01:34:44,300 --> 01:34:49,000
So I don't I just the the 
extrapolation of where this goes

1609
01:34:49,000 --> 01:34:53,300
can really like inform the way 
that the game is played and I 

1610
01:34:53,308 --> 01:34:56,500
just don't necessarily want my 
players to just be constantly 

1611
01:34:56,500 --> 01:35:00,600
armor hunting as their stuff 
breaks into this specific game 

1612
01:35:00,600 --> 01:35:03,200
in a dungeon delve game. 
I'd be like fuck yeah, break 

1613
01:35:03,200 --> 01:35:05,700
that shit all the time. 
Be a hunting for that like, fine

1614
01:35:05,700 --> 01:35:07,800
armor, rip it off a body, you 
know, stuff like that. 

1615
01:35:08,100 --> 01:35:11,700
But I don't, I think the biggest
knock on this and we both I 

1616
01:35:11,700 --> 01:35:14,400
think I think you're going. 
Tremont is that there is no 

1617
01:35:14,400 --> 01:35:16,900
penalty for wearing plate armor.
Yeah. 

1618
01:35:17,200 --> 01:35:25,000
And like I think I can see 
perhaps I can see his intention 

1619
01:35:25,300 --> 01:35:29,600
if and I'm going to be generous 
because I don't know what his 

1620
01:35:29,600 --> 01:35:31,800
intention was. 
I don't want to say that this 

1621
01:35:31,800 --> 01:35:36,000
was just tacked on at the end. 
I think when I said that earlier

1622
01:35:36,000 --> 01:35:37,400
I should have I should have 
clarified. 

1623
01:35:37,400 --> 01:35:42,500
That that's how it feels to me. 
I don't think that I doubt that 

1624
01:35:42,500 --> 01:35:45,000
Lucas was like, oh shit. 
I forgot armor. 

1625
01:35:45,000 --> 01:35:47,100
Let me just throw that in there 
at the end, right? 

1626
01:35:48,100 --> 01:35:57,400
I think that thinking about it, 
like, An Expendable resource and

1627
01:35:57,400 --> 01:36:00,900
even just something that you 
don't always have. 

1628
01:36:01,300 --> 01:36:02,600
Like, you don't always have 
armor. 

1629
01:36:03,700 --> 01:36:06,300
Is it fair is a fair way to look
at it. 

1630
01:36:06,300 --> 01:36:11,600
If you don't have the, the the 
negative effect of having played

1631
01:36:11,600 --> 01:36:15,500
armor like, you know, oh shit. 
We're hunting this Griffin 

1632
01:36:15,500 --> 01:36:21,000
across this mountain range and 
we stumble across a dead guy who

1633
01:36:21,000 --> 01:36:23,200
was also doing that like, six 
months ago. 

1634
01:36:23,500 --> 01:36:25,800
And he's wearing some plate 
armor, which one of us is going 

1635
01:36:25,800 --> 01:36:29,200
to wear this, right? 
Like you know I feel like that's

1636
01:36:29,200 --> 01:36:35,000
a valid way to look at it from a
like I'm more I guess optimistic

1637
01:36:35,000 --> 01:36:39,400
and objective perspective. 
I'm still I'm still like I wish 

1638
01:36:39,400 --> 01:36:44,500
that there were negatives to it 
but I feel like maybe That could

1639
01:36:44,500 --> 01:36:48,000
be where he was coming from, you
know, because it's such a such a

1640
01:36:48,008 --> 01:36:51,500
limited and Expendable resource 
that, you know. 

1641
01:36:51,600 --> 01:36:54,700
Yeah. 
I but I wouldn't even minded 

1642
01:36:54,700 --> 01:37:01,200
then if it said that, you know, 
default is leather and anything 

1643
01:37:01,200 --> 01:37:03,300
beyond that is like it difficult
to find or something. 

1644
01:37:03,300 --> 01:37:05,100
But I feel like then that's 
creating world-building. 

1645
01:37:05,100 --> 01:37:06,300
So like but what do you want to 
do then? 

1646
01:37:06,300 --> 01:37:08,600
Like, are you doing but there's 
also been some world-building in

1647
01:37:08,600 --> 01:37:11,400
here with Salomon door and like 
we do packs and stuff a little 

1648
01:37:11,400 --> 01:37:13,800
bit of flavor text. 
So I don't like you, I don't 

1649
01:37:13,800 --> 01:37:16,300
feel Feel like this is tacked 
on, you know, like like you just

1650
01:37:16,300 --> 01:37:17,800
had to clarify that a little 
bit. 

1651
01:37:17,800 --> 01:37:22,300
I just feel like this might be 
the like the least developed 

1652
01:37:22,300 --> 01:37:25,300
part and I wouldn't have minded,
just a little dad, just a 

1653
01:37:25,300 --> 01:37:32,700
smidge, a smidge more here. 
Yeah, so that's armor. 

1654
01:37:33,400 --> 01:37:35,700
And then we have examples of 
opponents. 

1655
01:37:35,700 --> 01:37:39,400
So light, wounds of enemies will
always be three times their 

1656
01:37:39,400 --> 01:37:43,800
difficulty use the formula for 
determining player character. 

1657
01:37:44,000 --> 01:37:47,200
Starting Health to determine 
enemy wounds judge, can have 

1658
01:37:47,200 --> 01:37:49,200
special abilities that are 
encouraged to interpret these. 

1659
01:37:49,200 --> 01:37:53,200
How are these? 
He basically bad guys, Work this

1660
01:37:53,200 --> 01:37:54,900
image. 
Good guys work, which I like 

1661
01:37:54,900 --> 01:37:56,700
that. 
I like that having to create an 

1662
01:37:56,700 --> 01:38:00,200
entirely separate system for 
Monsters or having some like 

1663
01:38:00,700 --> 01:38:05,100
goddamn fucking, like hidden 
super-secret algebraic formula 

1664
01:38:05,100 --> 01:38:10,600
for how fucking like, see ours 
work, fucking 5e. 

1665
01:38:13,900 --> 01:38:17,500
But but I like it and it. 
But I and again, the light 

1666
01:38:17,500 --> 01:38:22,800
wounds of an enemy's will always
be three times their difficulty.

1667
01:38:23,400 --> 01:38:29,300
So poor poor, a him play. 
A goblin is a difficulty one. 

1668
01:38:30,100 --> 01:38:34,800
So there are light wounds are 
three so then you would 

1669
01:38:34,800 --> 01:38:38,700
reference the D6 chart I guess 
from before. 

1670
01:38:38,700 --> 01:38:40,500
Is there ever a time? 
I light ones are the same 

1671
01:38:40,500 --> 01:38:43,100
because in know they're always 
going to be. 

1672
01:38:43,300 --> 01:38:45,100
Friends because this is the same
number that you rolled. 

1673
01:38:45,100 --> 01:38:48,900
So you would just look at the 
reference chart for light wounds

1674
01:38:48,900 --> 01:38:51,200
and you would see three light to
moderate one severe. 

1675
01:38:51,400 --> 01:38:53,900
I like that. 
I think that's so cool. 

1676
01:38:53,900 --> 01:38:58,700
That's so fucking clean. 
Like difficulty to so light 16 

1677
01:38:59,100 --> 01:39:02,600
you know which means six light 
means three moderate to severe 

1678
01:39:03,200 --> 01:39:08,900
and a Oh shit. 
So yeah, so you're bad guys. 

1679
01:39:08,900 --> 01:39:10,500
Will far exceed, how good you're
good? 

1680
01:39:10,500 --> 01:39:14,400
Guys can get very quickly 
because so for example, like the

1681
01:39:14,400 --> 01:39:17,800
or cues is a blade which is a 
scimitar which is minus one RV, 

1682
01:39:18,000 --> 01:39:20,000
right? 
But if you let's what's the 

1683
01:39:20,000 --> 01:39:22,600
what's the highest difficulty 
thing that's listed here is that

1684
01:39:22,600 --> 01:39:27,200
that for but Dragon. 
Yeah, so Cyclops is 3 but dragon

1685
01:39:27,200 --> 01:39:33,200
is for which means that their 
light wounds would be 12 which 

1686
01:39:33,200 --> 01:39:38,000
then also makes a text Planar 4 
3 and 2. 

1687
01:39:38,500 --> 01:39:41,300
Because if you get to like 20 
light wounds, you have to divide

1688
01:39:41,300 --> 01:39:48,500
it by half and should be 10 and 
a third would be math and 

1689
01:39:49,100 --> 01:39:51,300
sevenish six-and-a-half. 
Yeah. 

1690
01:39:52,000 --> 01:39:53,700
So like yeah. 
So like seven. 

1691
01:39:53,700 --> 01:39:58,800
So seven and then so explaining 
the hardest thing on here Dragon

1692
01:39:58,800 --> 01:40:03,000
difficulty for it's got flight 
its large. 

1693
01:40:03,000 --> 01:40:08,400
It's got a blade when Klaus. 
Is our - for RV fire breath - 

1694
01:40:08,400 --> 01:40:17,700
for RV all damage plus one step 
wounds twelve moons light wounds

1695
01:40:17,700 --> 01:40:20,700
12 modern 16. 
Severe for the only thing I 

1696
01:40:20,700 --> 01:40:26,400
think on here that kind of gives
me pause is I would not have 

1697
01:40:26,400 --> 01:40:30,600
mind a whole nother paragraph 
explaining a little bit more of 

1698
01:40:30,700 --> 01:40:35,200
how to use the special abilities
in a again. 

1699
01:40:35,300 --> 01:40:37,400
Oz and most important way but 
unlike the weather doesn't break

1700
01:40:37,400 --> 01:40:39,600
the game. 
So like when you go from Goblin 

1701
01:40:39,600 --> 01:40:41,200
difficulty one, that's all you 
got. 

1702
01:40:41,200 --> 01:40:44,100
And suddenly dragon has flight 
which okay get it large. 

1703
01:40:44,100 --> 01:40:47,300
Okay. 
Get it, but blade marked as 

1704
01:40:47,300 --> 01:40:54,200
Claus - 4 RV and then fire 
breath - for all damage up. 

1705
01:40:54,200 --> 01:40:59,800
One step there's no frame of 
reference for the amount of rvu 

1706
01:40:59,800 --> 01:41:03,900
increase and decrease kind of 
for this specific abilities for 

1707
01:41:03,900 --> 01:41:07,300
that guy. 
So I feel like Really, really 

1708
01:41:07,300 --> 01:41:11,800
crafting, and really needing to 
know the system and the players 

1709
01:41:11,800 --> 01:41:14,100
before craft a big Baddie, like 
I would have to run this game, a

1710
01:41:14,108 --> 01:41:17,700
bunch to feel comfortable making
a dragon or a dragon. 

1711
01:41:17,700 --> 01:41:20,600
This character I feel like it's 
for the most part. 

1712
01:41:20,600 --> 01:41:24,200
It feels like it's just the 
difficulty as far as with the 

1713
01:41:24,200 --> 01:41:27,500
minus RV would be. 
Except there are obviously not. 

1714
01:41:27,800 --> 01:41:31,200
There are a few exceptions to 
that rule here, but that's what 

1715
01:41:31,200 --> 01:41:33,600
I'm looking like. 
The dragon is a difficulty for. 

1716
01:41:33,600 --> 01:41:36,500
It's got - for RV site. 
Clops has difficulty three. 

1717
01:41:36,500 --> 01:41:40,000
It's got - three RV, but then 
translators difficulty, 3 - 2 

1718
01:41:40,000 --> 01:41:42,100
RV. 
That's kind of how, that's 

1719
01:41:42,100 --> 01:41:44,600
probably what my rule of thumb 
would have been if I was gonna, 

1720
01:41:45,300 --> 01:41:47,300
you know, run themself off the 
road like that. 

1721
01:41:47,300 --> 01:41:50,500
Like a rough because orc Shaman,
Right Above It difficulty to, 

1722
01:41:50,900 --> 01:41:54,700
but it's spell is a minus 2R V. 
That's not a bad like yeah. 

1723
01:41:54,900 --> 01:41:57,800
And and then will the orcas 
difficulty to Scimitar minus 1, 

1724
01:41:57,800 --> 01:42:00,500
r b. 
So, it feels like roughly the 

1725
01:42:00,500 --> 01:42:02,500
difficulty and then you could 
tweak it up or down by one. 

1726
01:42:02,500 --> 01:42:04,500
That's not bad. 
That's not a bad thing, but I 

1727
01:42:04,500 --> 01:42:06,600
wouldn't mind that. 
In here, where you see what your

1728
01:42:06,600 --> 01:42:09,900
special abilities are roughly, 
your difficulty, you know, plus 

1729
01:42:09,900 --> 01:42:13,400
or minus one RV that might have 
been like a nice little thing to

1730
01:42:13,400 --> 01:42:15,900
add just to give a little bit of
context for character building, 

1731
01:42:16,300 --> 01:42:20,200
but, you know, again, yeah, the 
only thing, the only other thing

1732
01:42:20,200 --> 01:42:25,700
I have here is what the hell is?
Oh ok, NVM all damage plus, one 

1733
01:42:25,700 --> 01:42:28,900
step I got it. 
Okay, when I read that the first

1734
01:42:28,900 --> 01:42:32,000
seven times I had no idea what 
the fuck plus one step man. 

1735
01:42:32,000 --> 01:42:36,600
I thought like does that mean? 
It moves faster like My 

1736
01:42:36,600 --> 01:42:38,900
assumption and tell me if this 
is something you think before 

1737
01:42:38,900 --> 01:42:41,900
you tell me what it is waiver. 
So if you when you roll your 

1738
01:42:41,900 --> 01:42:46,500
wound, if you roll a 2 for 
light, you actually get a 

1739
01:42:46,508 --> 01:42:48,800
moderate wound. 
Yes, I think that's what it 

1740
01:42:48,800 --> 01:42:50,200
means. 
Yeah, that's what you thought, 

1741
01:42:50,200 --> 01:42:52,800
right? 
Yeah, so roll your damage but 

1742
01:42:52,800 --> 01:42:56,100
then increase up by one. 
So if your moderate, it's always

1743
01:42:56,100 --> 01:42:58,300
severe. 
And if it's severe that sucks 

1744
01:42:58,300 --> 01:43:00,800
for you. 
I mean, it's either that or it's

1745
01:43:00,900 --> 01:43:05,200
or it's oh no, you know what? 
I think it actually is I think 

1746
01:43:05,400 --> 01:43:11,600
The on the table on the 
reference value table, the all 

1747
01:43:11,600 --> 01:43:17,500
of the damage that players are 
dealing against the dragon are 

1748
01:43:17,500 --> 01:43:21,500
plus one. 
Difficulty up the table. 

1749
01:43:21,500 --> 01:43:25,300
That's maybe because I feel like
the I feel like you used the 

1750
01:43:25,300 --> 01:43:29,100
word step in reference to that 
before in reference to the 

1751
01:43:29,100 --> 01:43:33,200
table, but the other thing that 
damage is it's related to 

1752
01:43:33,200 --> 01:43:36,000
wounds. 
I think if it was UND step, it 

1753
01:43:36,000 --> 01:43:37,800
would totally make sense but 
damn it. 

1754
01:43:39,300 --> 01:43:41,300
But damage always just rolls a 
D6, right? 

1755
01:43:41,300 --> 01:43:43,200
Is there ever a time? 
You don't just roll D6 for the 

1756
01:43:43,200 --> 01:43:44,800
image because you pick the wound
tight? 

1757
01:43:45,500 --> 01:43:50,600
I don't think so, right, I think
you might so that, I think it 

1758
01:43:50,600 --> 01:43:52,200
might even be better for all 
wound. 

1759
01:43:52,200 --> 01:43:57,200
One step or or if you roll a 
three it's a four. 

1760
01:43:59,600 --> 01:44:01,900
Yeah, that's probably what I 
would do. 

1761
01:44:02,200 --> 01:44:05,200
I don't know. 
So Lucas, if you are listening. 

1762
01:44:05,600 --> 01:44:07,600
Tell us, tell us what plus one 
step means. 

1763
01:44:09,500 --> 01:44:13,000
Like, I would imagine example. 
But yeah, yeah, I wouldn't have 

1764
01:44:13,000 --> 01:44:15,800
minded even just one. 
Well, I mean, got to have a 

1765
01:44:15,800 --> 01:44:17,300
little bit of a bestiary, I want
to know. 

1766
01:44:17,300 --> 01:44:20,600
Yeah. 
If he if these specifically, 

1767
01:44:20,600 --> 01:44:23,200
because I think the next page, I
mean it might be an end page but

1768
01:44:23,200 --> 01:44:24,700
like it's empty. 
Oh, no. 

1769
01:44:24,700 --> 01:44:26,300
This is a beautiful page in the 
book. 

1770
01:44:26,300 --> 01:44:29,700
I would not have minded like, So
examples of player, great, 

1771
01:44:29,700 --> 01:44:32,500
especially in rural State 
systems, that letting you need 

1772
01:44:32,500 --> 01:44:34,100
to kind of like sharply a little
bit. 

1773
01:44:34,200 --> 01:44:37,800
I wouldn't have minded a page of
just like, here's a dragon. 

1774
01:44:38,700 --> 01:44:41,300
This is why the difficulty is, 
this is why the damages? 

1775
01:44:41,300 --> 01:44:42,800
This is why the fire breath is 
this. 

1776
01:44:43,100 --> 01:44:47,000
And this is, you know, we all 
damage plus one step like pick a

1777
01:44:47,000 --> 01:44:50,100
big Baddie, they break down why 
you did it. 

1778
01:44:50,100 --> 01:44:53,000
Just once as an example of 
building one, I think that would

1779
01:44:53,000 --> 01:44:54,700
have been really, really helpful
here. 

1780
01:44:55,300 --> 01:44:57,800
But we can also probably Lookin 
Like Salomon doors something and

1781
01:44:57,800 --> 01:45:00,300
see other Like Batiste at blocks
and but I feel like that's a lot

1782
01:45:00,300 --> 01:45:03,400
of extrapolation of like, let me
research on how it works, to try

1783
01:45:03,400 --> 01:45:06,300
to feel how it is versus just 
like a couple of lines of might 

1784
01:45:06,300 --> 01:45:08,200
have explained it. 
So that would be helpful to have

1785
01:45:08,200 --> 01:45:12,000
but there it is. 
But I love this very last page 

1786
01:45:12,000 --> 01:45:14,100
here. 
So if you actually look at it in

1787
01:45:14,100 --> 01:45:22,100
the spreads in the book, it's 
this big old page of this like 

1788
01:45:22,100 --> 01:45:27,400
very Scenic thing again, like 
really giving you the flavor and

1789
01:45:27,400 --> 01:45:29,600
then in the bottom right hand, 
It says, welcome to the world of

1790
01:45:29,600 --> 01:45:31,400
packs and blades. 
And I like that because the 

1791
01:45:31,400 --> 01:45:35,300
first time I looked at it I was 
like this could be on the front,

1792
01:45:35,400 --> 01:45:38,800
but I love that. 
Basically, they just gave you 

1793
01:45:38,800 --> 01:45:42,000
all the rules and then just 
opened up a door for you. 

1794
01:45:42,000 --> 01:45:46,600
And said, welcome now. 
Go like I love the the mm. 

1795
01:45:46,800 --> 01:45:52,200
That's the implication to me is 
just go, but this as just a 

1796
01:45:52,300 --> 01:45:56,500
graphic thing is such a 
gorgeous, it might be my, it's 

1797
01:45:56,500 --> 01:45:57,400
my favorite. 
Spread the game. 

1798
01:45:57,400 --> 01:46:00,100
I don't know if there's another 
But like, this is just beautiful

1799
01:46:00,100 --> 01:46:02,500
to me was just that little thing
in the bottom, right? 

1800
01:46:02,500 --> 01:46:05,700
That really pops off this like 
Dark Art page, it's great. 

1801
01:46:05,700 --> 01:46:08,700
Yeah. 
And then then we get to those 

1802
01:46:08,700 --> 01:46:12,600
beautiful dark blood orange in 
papers here. 

1803
01:46:12,800 --> 01:46:19,300
There's a list of all of the art
Pages here, are all the people 

1804
01:46:19,300 --> 01:46:22,900
from which the public art domain
was done and then graphic design

1805
01:46:22,900 --> 01:46:26,900
by gun Tio back page, which is 
again, the spread for the cover 

1806
01:46:26,900 --> 01:46:28,900
art and that's the game. 
That's a game. 

1807
01:46:28,900 --> 01:46:32,000
I love that we can do two hours 
to do a 30-page game. 

1808
01:46:33,100 --> 01:46:36,500
But I really, I really love 
digging into these like, rules, 

1809
01:46:36,500 --> 01:46:41,100
I games because we can really 
sit and in dig and talk and go 

1810
01:46:41,100 --> 01:46:44,500
back and forth. 
Like it's, I really love these. 

1811
01:46:44,500 --> 01:46:49,000
So we're going to hop over to to
our scores for this game right 

1812
01:46:49,000 --> 01:46:50,700
now. 
Boom. 

1813
01:46:50,700 --> 01:46:54,900
And for those that don't know, 
generally, when we review a 

1814
01:46:54,900 --> 01:46:58,000
game, we use a five metric 
system, it's art and style. 

1815
01:46:58,200 --> 01:47:04,900
Layout, ruleset originality and 
value, but we've decided, oh, 

1816
01:47:04,900 --> 01:47:06,200
and we still need to schedule 
that too. 

1817
01:47:07,200 --> 01:47:09,400
But we have decided for ziens 
because there are a lot of 

1818
01:47:09,400 --> 01:47:10,800
scenes. 
We did like over the course of 

1819
01:47:10,800 --> 01:47:15,400
last year where we didn't give 
those the Xena rating because 

1820
01:47:15,400 --> 01:47:20,500
the zine just wasn't big enough 
for realistically to meet all of

1821
01:47:20,508 --> 01:47:23,500
those metrics or meet the 
minimum requirements. 

1822
01:47:23,500 --> 01:47:25,200
We felt for the metric. 
So we felt it would have been a 

1823
01:47:25,200 --> 01:47:27,900
disservice like because there 
are some really great games out 

1824
01:47:27,900 --> 01:47:31,800
there That are only like five 
pages long so there's not room 

1825
01:47:31,800 --> 01:47:34,800
for as much art as something 
like a fucking cyborg, right? 

1826
01:47:34,800 --> 01:47:38,000
So, like giving that a score, we
felt would have been just mean 

1827
01:47:38,000 --> 01:47:40,200
like a disservice and it didn't,
you know? 

1828
01:47:40,400 --> 01:47:42,600
So for a long time, we were 
talking about potentially doing 

1829
01:47:42,600 --> 01:47:45,400
a set of Z scores and 100, I 
finally sat down and actually 

1830
01:47:45,400 --> 01:47:47,600
did that. 
So, this will be the second game

1831
01:47:47,600 --> 01:47:50,500
we review that uses the zine 
metrics for instead. 

1832
01:47:50,500 --> 01:47:54,000
So, instead of five, we use 
three metrics, and a lot of, 

1833
01:47:54,000 --> 01:47:57,900
it's basically a lot of those 
five metrics simplified, and 

1834
01:47:57,900 --> 01:47:59,600
then, In a little bit little bit
different. 

1835
01:47:59,600 --> 01:48:04,400
So the first is visuals so that 
is in the previous metric that 

1836
01:48:04,400 --> 01:48:07,000
would be art and style and 
layout all together. 

1837
01:48:07,000 --> 01:48:11,100
It's just when you look at the 
book it's what you see from the 

1838
01:48:11,100 --> 01:48:13,500
book. 
So on ziens like this that are 

1839
01:48:13,500 --> 01:48:15,000
small enough to be counted as 
eans. 

1840
01:48:15,300 --> 01:48:19,700
We don't give as much of a knock
or things like not having 

1841
01:48:19,700 --> 01:48:21,000
hyperlinks in something like 
that. 

1842
01:48:21,000 --> 01:48:24,900
That's still in there as part of
like, layout things a bit. 

1843
01:48:26,000 --> 01:48:29,000
But when the thing is only like 
20 Heat is long. 

1844
01:48:29,000 --> 01:48:32,800
You don't need hyperlinks to 
reference the book really as 

1845
01:48:32,800 --> 01:48:35,800
much, so it's not as important, 
it's still nice. 

1846
01:48:35,800 --> 01:48:38,800
If you do it, listen, do it. 
Anyway, please, or even like 

1847
01:48:38,800 --> 01:48:41,100
bookmarks or something. 
But again, when the page when 

1848
01:48:41,100 --> 01:48:44,000
it's only 32 pages long and it 
takes you, three flips to get 

1849
01:48:44,000 --> 01:48:46,500
back to page, like 14. 
It's not as important. 

1850
01:48:46,500 --> 01:48:50,500
So visually we're talking art 
style layout, how you feel, when

1851
01:48:50,500 --> 01:48:54,000
you look at the book, ruleset 
core, mechanic for a Z4, the 

1852
01:48:54,000 --> 01:48:58,000
core for a Zine because really 
the rules, make out a little 

1853
01:48:58,000 --> 01:48:58,600
boy. 
Open it. 

1854
01:48:58,600 --> 01:49:01,100
Since you don't have a lot of 
other stuff, but then there's 

1855
01:49:01,100 --> 01:49:05,900
also one for Vibes. 
So Vibes is kind of a mix of 

1856
01:49:05,900 --> 01:49:09,000
originality into a bunch of 
other stuff. 

1857
01:49:09,000 --> 01:49:13,000
So, Vibes is, when you look at 
through the book and the zine 

1858
01:49:13,000 --> 01:49:17,200
itself, the way it's written the
way, the art is the way 

1859
01:49:17,200 --> 01:49:23,900
everything is really comes down 
to like How much does the whole 

1860
01:49:23,900 --> 01:49:26,300
physical thing in your hand and 
reading it? 

1861
01:49:26,400 --> 01:49:29,800
Make you want to play the game 
and how much does all of that 

1862
01:49:29,900 --> 01:49:35,500
also feed into the game itself. 
So if this is more cocky and 

1863
01:49:35,500 --> 01:49:38,400
fantasy, how much does this make
you feel like you're playing in 

1864
01:49:38,400 --> 01:49:41,600
the world of Michael moorcock 
like what are, what are The 

1865
01:49:41,600 --> 01:49:44,200
Vibes you get from the game? 
You got good vibes, you got bad 

1866
01:49:44,200 --> 01:49:47,500
vibes, but it's also mix of just
like, if you go through the rule

1867
01:49:47,500 --> 01:49:50,000
set, you can do knocks on the 
role set but to sum rule set 

1868
01:49:50,000 --> 01:49:54,300
give you Vibes. 
So it's a very, very abstracted 

1869
01:49:54,500 --> 01:49:57,500
thing. 
So you just feel it out, you 

1870
01:49:57,500 --> 01:50:01,700
know? 
So these jewels on packs and 

1871
01:50:01,700 --> 01:50:04,500
Blades. 
It is all, are we still on 

1872
01:50:04,500 --> 01:50:07,200
itself out of tens? 
Yes. 

1873
01:50:07,200 --> 01:50:10,300
So, max can be 30 here. 
Yeah, so visuals. 

1874
01:50:10,600 --> 01:50:15,900
So it is all public domain art, 
which I mean, I do like, you 

1875
01:50:15,900 --> 01:50:19,700
know, but are you know that 
commission and stuff like that? 

1876
01:50:19,700 --> 01:50:21,300
But I understand. 
That's expensive. 

1877
01:50:21,300 --> 01:50:24,800
But, you know, there is, you 
know, again, when we do out of 

1878
01:50:24,800 --> 01:50:27,800
10, for each of these five just 
means bang average. 

1879
01:50:27,800 --> 01:50:30,800
Five just means if you pick up 
an average seen how much art it 

1880
01:50:30,800 --> 01:50:33,400
has and how it looks and how it 
stuff like that. 5 is average, 

1881
01:50:33,400 --> 01:50:35,400
not bad, it's literally just 
average. 

1882
01:50:35,400 --> 01:50:38,200
So something to get up to like 
8, 9 and 10 and needs to be 

1883
01:50:38,200 --> 01:50:41,000
really fucking good. 
Compared to every Xena you've 

1884
01:50:41,000 --> 01:50:45,100
ever looked at. 
What are you just initial 

1885
01:50:45,100 --> 01:50:46,600
thoughts? 
Not necessarily A score. 

1886
01:50:46,600 --> 01:50:51,900
Your thoughts on visuals. 
I mean, it's it's I mean, I 

1887
01:50:51,900 --> 01:50:54,800
wouldn't say it's extremely good
but I do. 

1888
01:50:54,800 --> 01:50:56,900
I do like the layout. 
It's clean. 

1889
01:50:57,000 --> 01:51:00,000
It's easy to look at the artwork
is beautiful. 

1890
01:51:00,000 --> 01:51:03,000
It's all public domain art, but 
it's still like, it's well, 

1891
01:51:03,000 --> 01:51:09,900
well, well selected to fit and 
as we discovered together each 

1892
01:51:09,900 --> 01:51:12,600
like section kind of has its own
like art piece. 

1893
01:51:12,600 --> 01:51:17,100
That is kind of moved around. 
I do think there's a couple of 

1894
01:51:17,100 --> 01:51:22,400
spots like it on page. 
Page 28 and then page 10. 

1895
01:51:22,700 --> 01:51:27,400
It's like the, it's literally in
the exact same position. 

1896
01:51:28,200 --> 01:51:31,900
Like it could have been 
possibly, you know, maybe 

1897
01:51:31,900 --> 01:51:35,400
increase the size of that 
picture and like, use different 

1898
01:51:35,400 --> 01:51:41,300
parts of it there. 
And even on page, I mean, like 

1899
01:51:41,300 --> 01:51:44,700
page 13 for instance is a great 
example of the difference 

1900
01:51:44,700 --> 01:51:48,500
between page 1013 is great. 
I like that, but Paige, a tan 

1901
01:51:48,800 --> 01:51:56,000
Ten or like it's the exact same 
but overall I think it's, I 

1902
01:51:56,000 --> 01:51:57,500
think it's pretty good. 
I like it a lot. 

1903
01:51:57,500 --> 01:52:00,500
It's clean. 
It's easy to read, it's 

1904
01:52:00,500 --> 01:52:05,200
extremely easy to read and it 
looks really nice. 

1905
01:52:06,000 --> 01:52:09,100
I think visually, if we bring it
down to really like art and 

1906
01:52:09,100 --> 01:52:10,700
style and layout like we have on
the other one. 

1907
01:52:10,700 --> 01:52:11,900
I think the layout is super 
strong. 

1908
01:52:11,900 --> 01:52:14,700
I mean gun Toews fucking. 
I hope I'm saying that right. 

1909
01:52:14,700 --> 01:52:18,600
I hope that their The The J is 
HSN that and if I'm saying that,

1910
01:52:18,900 --> 01:52:23,200
I think it, I think it is a very
much apologize for that, but 

1911
01:52:23,700 --> 01:52:27,500
they're stuck a fucking great. 
Like, gravel, like layout 

1912
01:52:27,500 --> 01:52:30,200
person, like whenever I see 
their name on a Zine, like, you 

1913
01:52:30,200 --> 01:52:31,600
know, it's going to be really 
fucking nice. 

1914
01:52:32,600 --> 01:52:35,400
So I really enjoy the way it's 
laid out, but I do think, I 

1915
01:52:35,407 --> 01:52:39,800
mean, I do have to knock. 
I mean, I love in pages but I 

1916
01:52:39,808 --> 01:52:41,700
do. 
I do feel like I have to knock 

1917
01:52:42,300 --> 01:52:46,800
any Zine that uses. 
So okay, so let's let's come 

1918
01:52:46,800 --> 01:52:48,000
from this from a different 
thing. 

1919
01:52:48,100 --> 01:52:52,200
So we Goten down we go five up 
or five down so we started a 

1920
01:52:52,208 --> 01:52:56,700
five and that's average. 
And if something exceeds the 

1921
01:52:56,700 --> 01:52:59,700
average by some way we go up, 
right? 

1922
01:52:59,700 --> 01:53:01,400
And this and this explain to the
audience. 

1923
01:53:01,400 --> 01:53:03,400
Not so not just a you Kirby, 
this is just in general. 

1924
01:53:03,400 --> 01:53:05,200
So this is how I do my brain 
tries to work. 

1925
01:53:05,200 --> 01:53:08,000
It is five up not 10 down so 
we're not taking away from 

1926
01:53:08,000 --> 01:53:10,200
something that's perfect. 
We're starting on average and 

1927
01:53:10,200 --> 01:53:14,300
moving up or down. 
So for me, I really love it. 

1928
01:53:14,300 --> 01:53:17,500
I think I think the cover is 
still like the cover of my life,

1929
01:53:17,500 --> 01:53:21,400
a dislike my But it is public 
domain I do. 

1930
01:53:21,400 --> 01:53:23,800
I think it's clever the way that
they use the pieces that they 

1931
01:53:23,800 --> 01:53:29,500
used, but I think that as you 
said, like if you flip the page 

1932
01:53:29,600 --> 01:53:32,900
from one to the next, it's the 
same exact spot, just part of 

1933
01:53:32,900 --> 01:53:36,700
it, shopped out, even just that 
page because when they do use 

1934
01:53:36,700 --> 01:53:40,000
the blade one, they do use 
different pieces of it. 

1935
01:53:40,000 --> 01:53:42,900
So I don't, you know, I think 
the layouts really solid. 

1936
01:53:42,900 --> 01:53:45,200
So I think that jumps up to a 6 
for me, but I think the art is 

1937
01:53:45,200 --> 01:53:48,000
pretty, pretty average for like,
30 pages in that uses public 

1938
01:53:48,000 --> 01:53:49,700
domain art. 
I don't think there's anything 

1939
01:53:49,700 --> 01:53:51,700
crazy that sticks out and I 
don't think anything crazy. 

1940
01:53:51,700 --> 01:53:53,200
Like, really good, you know what
I mean? 

1941
01:53:53,200 --> 01:53:55,500
Like, it's public domain aren't 
that's and that's totally fine, 

1942
01:53:55,500 --> 01:53:58,400
using some graphics. 
But I think, I think the layout 

1943
01:53:58,400 --> 01:54:01,100
really adds, like, a point for 
me, does anything else for? 

1944
01:54:01,100 --> 01:54:04,700
You know, I was kind of between 
a six and a seven to be honest. 

1945
01:54:05,000 --> 01:54:09,300
And I'd go with the six just 
because, you know, that noticing

1946
01:54:09,300 --> 01:54:13,100
that that art East was like 
duplicated and a couple of other

1947
01:54:13,100 --> 01:54:16,800
things were just kind of like, 
At least in my copy. 

1948
01:54:16,800 --> 01:54:21,300
Specifically there's a couple 
little errors but I feel I think

1949
01:54:21,300 --> 01:54:24,100
that they were all correct and 
so but I'm going to go off the 

1950
01:54:24,100 --> 01:54:27,300
one I have. 
So I'll say I'll give it a 6 for

1951
01:54:27,300 --> 01:54:29,500
that. 
Yeah, I think I agree. 

1952
01:54:29,700 --> 01:54:31,800
Yeah. 
I think I think the sex is good 

1953
01:54:31,800 --> 01:54:33,700
for this again. 
I mean it's not an art scene. 

1954
01:54:33,900 --> 01:54:38,800
It's not, that's not where the 
the, you know, the the emphasis 

1955
01:54:38,800 --> 01:54:41,500
is I think, I think it's 
definitely enough art and I 

1956
01:54:41,508 --> 01:54:45,100
think it's well selected art to 
give you the feel of the game. 

1957
01:54:45,300 --> 01:54:48,800
In to evoke some stuff. 
But, you know, I think that's 

1958
01:54:48,800 --> 01:54:50,300
about what what you need for 
that. 

1959
01:54:50,300 --> 01:54:55,800
So now rule set so we've never 
we're never going to give a 10 

1960
01:54:56,100 --> 01:54:58,900
you know 5 is average, ruleset 
55 is something where you're 

1961
01:54:58,900 --> 01:55:01,400
like, this is interesting. 
I play this, you know, antenna 

1962
01:55:01,400 --> 01:55:03,100
is. 
Oh my God, this changed my 

1963
01:55:03,100 --> 01:55:05,000
entire life, this has become my 
identity. 

1964
01:55:05,000 --> 01:55:08,100
Now, you know, a couple people 
out there that only do DCC do 

1965
01:55:08,100 --> 01:55:09,400
that or you know the entire 
five. 

1966
01:55:09,400 --> 01:55:14,300
You community play a new game 
but ruleset overall objectively 

1967
01:55:15,200 --> 01:55:17,000
Again, starting at a five and 
going up. 

1968
01:55:17,800 --> 01:55:19,400
What are your what are your 
thoughts? 

1969
01:55:21,300 --> 01:55:23,300
Not really stands out. 
Yeah. 

1970
01:55:23,300 --> 01:55:25,100
What really stands out plus and 
minus. 

1971
01:55:25,900 --> 01:55:29,300
I like the way that the 
resolution system works a lot. 

1972
01:55:29,300 --> 01:55:32,800
I think that it's a tad. 
Like I had said a few times to 

1973
01:55:32,800 --> 01:55:37,700
Tad over complicated, not even 
in the actual rules themselves 

1974
01:55:37,700 --> 01:55:40,000
just in the presentation of the 
rules. 

1975
01:55:40,700 --> 01:55:43,800
I feel like there's a little bit
of a complication as far as that

1976
01:55:43,800 --> 01:55:48,100
goes. 
I don't know if that's since 

1977
01:55:48,100 --> 01:55:51,200
we've kind of condensed the 
categories. 

1978
01:55:51,200 --> 01:55:54,000
I'm just I don't know if that's 
necessarily about the rules but 

1979
01:55:54,000 --> 01:55:55,900
it's the presentation of the 
rules. 

1980
01:55:55,900 --> 01:55:58,900
So what's interesting is RV 
chart is the only chart done 

1981
01:55:58,900 --> 01:56:02,000
like that and every other 
Charlie block is played out like

1982
01:56:02,000 --> 01:56:07,400
columns and rows. 
Yeah, and then the armor stuff 

1983
01:56:07,400 --> 01:56:10,600
was kind of like a for me. 
It was it. 

1984
01:56:10,600 --> 01:56:14,000
I could see it. 
I can see it without it, like I 

1985
01:56:14,000 --> 01:56:18,700
could see it with some Changes. 
Yeah, that's kind of where I'm 

1986
01:56:18,700 --> 01:56:21,100
at. 
It's so I like I like it you 

1987
01:56:21,100 --> 01:56:22,700
know. 
I like it though. 

1988
01:56:22,700 --> 01:56:25,300
That's the thing is like I 
really really like it. 

1989
01:56:25,300 --> 01:56:32,100
I think I think this is What's 
interesting is, I really love? 

1990
01:56:32,100 --> 01:56:34,600
So 36 of my favorite. 
I don't know if anyone knows 

1991
01:56:34,600 --> 01:56:36,000
that and I'm going to be 
listened to the podcast. 

1992
01:56:36,000 --> 01:56:38,600
All our heard me, literally say 
it earlier, but this is a really

1993
01:56:38,600 --> 01:56:42,100
fun interesting. 
Kind of more unique way than 

1994
01:56:42,100 --> 01:56:44,500
what I've seen a different to T6
systems use. 

1995
01:56:44,500 --> 01:56:47,300
Because like I said, a lot of 
times, it pure make success, you

1996
01:56:47,300 --> 01:56:52,900
know, in the PBT a style or it's
pick up, pick a difficulty and 

1997
01:56:52,900 --> 01:56:55,000
get up or down to it, right? 
You picked like a nine or 

1998
01:56:55,008 --> 01:56:57,300
something like that and go up or
down to it and then there's a 

1999
01:56:57,308 --> 01:56:59,000
million others. 
But that's a lot of where things

2000
01:56:59,000 --> 01:57:03,000
lump in I do. 
You like how there is a and the 

2001
01:57:03,000 --> 01:57:06,000
more I read, the more I think 
and stuff like that, I do like 

2002
01:57:06,000 --> 01:57:10,400
how there's an interesting 
tiered mix access to it. 

2003
01:57:10,400 --> 01:57:16,000
But again I do feel that like 
because of the way our V has to 

2004
01:57:16,000 --> 01:57:20,400
work for things like wounds and 
various things. 

2005
01:57:20,400 --> 01:57:22,800
I feel like a lot of those lower
numbers. 

2006
01:57:22,800 --> 01:57:27,100
I got genuinely feel like a lot 
like like we're two starts in 

2007
01:57:27,100 --> 01:57:28,900
the one before too and stuff 
like that. 

2008
01:57:29,200 --> 01:57:32,200
Feel Feel like, I guess you have
to have it on the table, but it 

2009
01:57:32,200 --> 01:57:35,900
feels like there's almost 
unnecessary nist to it like 

2010
01:57:36,400 --> 01:57:39,200
having like one level of partial
success and stuff like that. 

2011
01:57:39,200 --> 01:57:41,300
Like I said, I love the way it 
works. 

2012
01:57:41,400 --> 01:57:47,600
I'm curious how if you read 
after this entire game to 2D 10 

2013
01:57:47,600 --> 01:57:49,500
system. 
So there's just a little bit 

2014
01:57:49,500 --> 01:57:55,600
more range. 
I feel like I'm I'm curious how 

2015
01:57:55,600 --> 01:57:59,500
that would change gameplay and 
I'm curious how that would 

2016
01:57:59,500 --> 01:58:05,300
change The tiered success into a
wider range of those things 

2017
01:58:05,300 --> 01:58:09,400
because you could really, I 
mean, to D6, really wraps 

2018
01:58:09,400 --> 01:58:13,300
everything into threes. 
You could do to d-10 and still 

2019
01:58:13,300 --> 01:58:16,200
kind of have a lot of Threes 
because it then you get to like 

2020
01:58:16,200 --> 01:58:23,100
a 369, you know, damn good time,
but you could drop off, you 

2021
01:58:23,100 --> 01:58:26,100
could drop off basically the 
whole low section and just break

2022
01:58:26,100 --> 01:58:30,500
it into three, six nine with 10 
just being like, It, you know, 

2023
01:58:30,500 --> 01:58:32,700
pure critical successes and 
everything which would make 

2024
01:58:32,700 --> 01:58:36,000
another interesting aspect to 
the game of just like the the 

2025
01:58:36,000 --> 01:58:38,000
highest level of Triumph or 
something like that. 

2026
01:58:39,000 --> 01:58:41,700
Again, that's just a curiosity. 
I'll I enjoy the system. 

2027
01:58:42,100 --> 01:58:45,100
I think like you said, armor is 
a bit of a man for me. 

2028
01:58:45,300 --> 01:58:46,600
I think that was the weakest 
part. 

2029
01:58:46,600 --> 01:58:51,500
I think that the way that the 
waxwork obviously, it's called 

2030
01:58:51,500 --> 01:58:53,200
packs and Blades. 
I think it's really clever. 

2031
01:58:53,200 --> 01:58:56,700
I think magic would really 
fucking shine in this and I do 

2032
01:58:56,700 --> 01:59:02,700
still really like the way that 
Where is the page where it 

2033
01:59:02,700 --> 01:59:09,900
talked specifically about? 
So path of the For example, a 

2034
01:59:09,900 --> 01:59:15,800
path sword to act three. 
So one thing that maybe I missed

2035
01:59:15,800 --> 01:59:19,000
over it is in my mind, I 
immediately went to if I'm 

2036
01:59:19,000 --> 01:59:20,400
packed to the blade. 
I'm all blades. 

2037
01:59:20,400 --> 01:59:22,900
If I'm packed to the path, I'm 
all path. 

2038
01:59:22,900 --> 01:59:26,400
But clearly that's not the case.
Clearly, you can mix and match 

2039
01:59:26,400 --> 01:59:29,200
your characters, which I really 
like. 

2040
01:59:29,200 --> 01:59:31,900
But I don't know if that was 
spelled out and I don't think it

2041
01:59:31,900 --> 01:59:37,700
was expired, but I think it made
it appear as though, let me look

2042
01:59:37,700 --> 01:59:40,900
at this real quick, so to look 
at the introduction here and it 

2043
01:59:40,900 --> 01:59:43,900
made it feel like No, no. 
Okay. 

2044
01:59:43,900 --> 01:59:46,700
On page 5, it does say you may 
advance in either path. 

2045
01:59:46,800 --> 01:59:48,900
Both during character creation 
as well as throughout the 

2046
01:59:48,900 --> 01:59:51,500
campaign. 
Yeah, I feel like that was just,

2047
01:59:51,500 --> 01:59:53,000
that was just kind of glossed 
over. 

2048
01:59:53,100 --> 01:59:55,600
Yeah, we lost it on my several 
read-throughs of this. 

2049
01:59:55,600 --> 01:59:59,900
So yeah, but I love that because
you create a system, you create 

2050
01:59:59,900 --> 02:00:05,500
a world, where everyone can be 
sword, Mages, you know, not like

2051
02:00:05,500 --> 02:00:06,200
that. 
That's fun. 

2052
02:00:06,200 --> 02:00:08,200
That's cool. 
Long story short, I'm I'm 

2053
02:00:08,200 --> 02:00:10,300
jamming because the coffee's hit
me super hard. 

2054
02:00:11,200 --> 02:00:13,900
I really enjoy the rules. 
I really want to play. 

2055
02:00:13,900 --> 02:00:15,800
I think it's really fucking 
clever. 

2056
02:00:15,800 --> 02:00:18,300
I think there are a couple of 
knocks that I have on it. 

2057
02:00:19,000 --> 02:00:23,200
I would really want to develop 
armor in a more interesting way.

2058
02:00:23,400 --> 02:00:26,100
I do think the concept that that
of this being like a framework 

2059
02:00:26,100 --> 02:00:28,500
that you can put into other, 
things does lessen some of those

2060
02:00:28,500 --> 02:00:30,700
things before because it's 
really just like, here's some 

2061
02:00:30,700 --> 02:00:32,800
stuff. 
You can use it added into your 

2062
02:00:32,800 --> 02:00:34,900
things. 
This isn't a complete game, it's

2063
02:00:34,900 --> 02:00:39,500
not meant to be a complete game,
but I'm Where are you at in 

2064
02:00:39,500 --> 02:00:42,700
scores for, for photos? 
I was leaning towards the six, I

2065
02:00:42,708 --> 02:00:49,000
think it's I think it's good. 
Like I said, I like it, it's not

2066
02:00:49,000 --> 02:00:53,400
my favorite system but I do 
really like the system a lot. 

2067
02:00:55,200 --> 02:00:59,700
I mean maybe I like a 6.5 that's
probably where I was I was I was

2068
02:00:59,700 --> 02:01:02,200
really feeling like a seven for 
this so if you're at a 65 we 

2069
02:01:02,200 --> 02:01:04,400
could easily give this is and 
yeah we can do so. 

2070
02:01:04,400 --> 02:01:07,300
Yes, I'm because I really do 
like and I definitely want to 

2071
02:01:07,308 --> 02:01:12,200
give props. 
Stu the unique mechanic that I 

2072
02:01:12,208 --> 02:01:14,000
haven't seen before and I might 
exist out there but I haven't 

2073
02:01:14,000 --> 02:01:18,100
read before like a 2d six tiered
partial success instead of just 

2074
02:01:18,100 --> 02:01:22,500
a standard pvta numbers and how 
everything is extrapolated off 

2075
02:01:22,500 --> 02:01:24,100
of that. 
I do I do definitely want to 

2076
02:01:24,100 --> 02:01:27,700
want to recognize that. 
That is a really interesting new

2077
02:01:27,700 --> 02:01:31,000
to me core mechanic. 
So I think a 7 feels really good

2078
02:01:31,400 --> 02:01:36,100
for this. 
Um, and then vibes. 

2079
02:01:37,300 --> 02:01:39,500
What are your general Vibe Z? 
And this is really abstracted 

2080
02:01:39,500 --> 02:01:41,300
across. 
Everything really comes down to 

2081
02:01:41,300 --> 02:01:44,800
like, how much does reading this
and looking at it make you want 

2082
02:01:44,800 --> 02:01:48,700
to play the game, you know? 
Honestly, it does make me want 

2083
02:01:48,700 --> 02:01:52,400
to play it a lot, especially 
after talking through it, more 

2084
02:01:52,400 --> 02:01:56,100
with you and not just reading it
on my own. 

2085
02:01:56,800 --> 02:02:04,300
I also really like As we were 
discussing the armor stuff. 

2086
02:02:04,500 --> 02:02:07,800
I started to think about the 
appellee actual application of 

2087
02:02:07,808 --> 02:02:13,100
this game in a campaign and 
thinking of it more like a 

2088
02:02:13,100 --> 02:02:16,800
monster hunter Style game, which
is kind of really what the 

2089
02:02:16,800 --> 02:02:20,100
introduction says, it should be 
right here, you're about 

2090
02:02:20,100 --> 02:02:22,500
slaughtering bizarre monsters 
from the depths, right? 

2091
02:02:22,600 --> 02:02:29,300
Like, I think this could be a 
really fun game to run like just

2092
02:02:29,300 --> 02:02:35,000
a campaign style hunting like 
The Witcher or some shit like 

2093
02:02:35,000 --> 02:02:38,300
that. 
Like you get you get a job to go

2094
02:02:38,300 --> 02:02:41,200
out in this fucking mountain 
range and Hannah Griffin like I 

2095
02:02:41,208 --> 02:02:46,600
was making as an example before 
or go find this like ogre in a 

2096
02:02:46,600 --> 02:02:48,500
cave somewhere that's 
terrorizing local Farm. 

2097
02:02:48,500 --> 02:02:51,100
Like that's your that's your 
quest for the for the day. 

2098
02:02:51,100 --> 02:02:54,700
Like that's your game session. 
I think this this Kind of a 

2099
02:02:54,700 --> 02:03:00,700
really good thing for that. 
I don't know how well like the 

2100
02:03:01,800 --> 02:03:07,800
weird packs with God's could 
like as far as like lure wise or

2101
02:03:07,800 --> 02:03:11,700
story-wise narratively might 
blend in with the actual like 

2102
02:03:11,700 --> 02:03:15,300
application of those rules in 
that specific way of play. 

2103
02:03:15,600 --> 02:03:18,800
But I think I do think that this
is kind of a great game for 

2104
02:03:18,800 --> 02:03:20,100
that. 
Kind of kind of game side. 

2105
02:03:20,700 --> 02:03:22,900
Makes travel on what you say a 
little bit they're like if 

2106
02:03:22,900 --> 02:03:26,100
you're out in the The forest 
hunting weird creatures. 

2107
02:03:26,100 --> 02:03:27,700
There's going to be Spirits all 
over. 

2108
02:03:28,000 --> 02:03:31,900
Yeah, yeah I mean so like you 
can find it for a spirit and 

2109
02:03:31,900 --> 02:03:35,300
your domain could be you know I 
wouldn't say nature because 

2110
02:03:35,300 --> 02:03:37,500
that's very broad. 
But even if it's just plants and

2111
02:03:37,500 --> 02:03:40,100
then you're growing thorny stuff
around the Griffins like that. 

2112
02:03:40,100 --> 02:03:44,700
Yeah, actually, you'd like just 
completely changed a lot of my 

2113
02:03:44,700 --> 02:03:47,900
perspective on this, just by 
just by what you just said. 

2114
02:03:47,900 --> 02:03:49,800
Like I mean, it's more cock not 
The Witcher. 

2115
02:03:49,800 --> 02:03:52,700
But like I think using that and 
even the way that The Witcher 

2116
02:03:52,700 --> 02:03:56,800
Works where You're really 
swinging. 

2117
02:03:56,800 --> 02:03:59,800
Her sword a bunch, but then you 
get little bits of like your 

2118
02:03:59,800 --> 02:04:04,300
fucking little thing magic stuff
but you can I really really like

2119
02:04:04,300 --> 02:04:05,800
that whole concept. 
Yeah. 

2120
02:04:05,800 --> 02:04:09,400
Studio just Studio Ghibli RPG. 
Yeah you can see a Princess 

2121
02:04:09,400 --> 02:04:12,900
Mononoke style. 
You know, thing in here to a lot

2122
02:04:14,400 --> 02:04:15,700
and plus it's like Michael 
moorcock to. 

2123
02:04:15,700 --> 02:04:18,700
So like you gotta you know, 
there's all just calling up more

2124
02:04:18,700 --> 02:04:20,700
cock in fantasy gives you an 
entire world to play in an 

2125
02:04:20,700 --> 02:04:22,700
entire set of books and stuff to
play in the world too. 

2126
02:04:23,700 --> 02:04:26,200
But Again, so the thing to 
that's really interesting about 

2127
02:04:26,200 --> 02:04:27,800
this versus other games is, 
right? 

2128
02:04:27,800 --> 02:04:32,100
This is this is a Zine game 
versus like a book game and 

2129
02:04:32,100 --> 02:04:36,500
that's very specific to like if 
if Lucas sat down with this and 

2130
02:04:36,500 --> 02:04:43,800
added 20 more pages and made it,
you know, like a 50 60 Pages 

2131
02:04:43,800 --> 02:04:45,400
game. 
Put a little bit of World 

2132
02:04:45,400 --> 02:04:48,200
building in extrapolated a 
little bit on the rules and 

2133
02:04:48,200 --> 02:04:52,100
stuff like that. 
Like, that would be an entirely 

2134
02:04:52,100 --> 02:04:55,600
different experience and I also 
I would love to see that stuff, 

2135
02:04:55,600 --> 02:04:58,000
but it is unnecessary. 
Like this is the epitome of what

2136
02:04:58,000 --> 02:05:01,600
I think. 
Like a Zine game that you can 

2137
02:05:01,600 --> 02:05:03,900
buy go. 
I love this part. 

2138
02:05:03,900 --> 02:05:05,500
I'm not as big a fan of that 
Parts. 

2139
02:05:05,700 --> 02:05:08,000
I'm definitely going to use 
parts of this and my campaign. 

2140
02:05:08,000 --> 02:05:11,200
Like, I think this is perfect 
for that entire style entire 

2141
02:05:11,200 --> 02:05:13,700
vibe to literally go. 
This is the Z, and this is a 

2142
02:05:13,700 --> 02:05:17,900
framework. 
There's a little bit of world 

2143
02:05:17,900 --> 02:05:20,100
things that it gives you a tiny 
bit. 

2144
02:05:20,100 --> 02:05:23,000
Like just a little bit of a 
nudge in a direction and then 

2145
02:05:23,000 --> 02:05:25,300
you run with it. 
It, I think that's perfect for 

2146
02:05:25,300 --> 02:05:27,600
what this is, and I really think
that that was the intention was 

2147
02:05:27,600 --> 02:05:30,500
bogus. 
So for that, keeping that in 

2148
02:05:30,500 --> 02:05:34,000
mind for what this is and not, 
you know, going well it's not 

2149
02:05:34,000 --> 02:05:37,600
this. 
Again, The Vibes are high on 

2150
02:05:37,600 --> 02:05:39,400
this. 
The fact that 90% of it does 

2151
02:05:39,400 --> 02:05:43,800
read like an SRD, the art the 
layout, and then, the little 

2152
02:05:43,800 --> 02:05:46,900
bits of flavor that tossed in 
definitely elevated for me. 

2153
02:05:46,900 --> 02:05:48,400
Yeah, The Vibes are good for 
this. 

2154
02:05:48,400 --> 02:05:51,800
I make, I want to play this game
like and the cover as you said, 

2155
02:05:51,800 --> 02:05:52,800
makes me go. 
Boom. 

2156
02:05:53,200 --> 02:05:55,300
Yeah. 
And it also made me really want 

2157
02:05:55,300 --> 02:05:57,200
to go. 
I want Salim and or, you know 

2158
02:05:57,700 --> 02:06:00,400
that stuff it in its in the 
freaking mail, I should have 

2159
02:06:00,400 --> 02:06:02,100
bought it forever ago, that is 
not for me. 

2160
02:06:02,200 --> 02:06:03,800
So what are your, what are your 
thoughts on Vibes? 

2161
02:06:04,800 --> 02:06:07,900
I'd give this a solid. 
I'd go. 

2162
02:06:07,900 --> 02:06:10,300
I'd honestly be pushing an eight
honestly. 

2163
02:06:10,300 --> 02:06:17,200
As far as like, my my desire to 
actually play this based on what

2164
02:06:17,200 --> 02:06:21,500
I have said today. 
Yeah, you know, I can date was 

2165
02:06:21,500 --> 02:06:24,000
exactly where I was in my head 
to like, I think, I think The 

2166
02:06:24,000 --> 02:06:27,200
Vibes are are great for this, 
you know, I think I think this 

2167
02:06:27,200 --> 02:06:32,300
is, I think this score here is 
really, really solid for how I 

2168
02:06:32,300 --> 02:06:36,200
feel like a lot of these like 
rules, like, kind of more 

2169
02:06:36,200 --> 02:06:39,200
framework, easy names are, you 
know, like it uses public domain

2170
02:06:39,200 --> 02:06:41,000
art? 
So like that's not, you know, 

2171
02:06:41,000 --> 02:06:43,900
it's supposed to evoke but it's 
not going to be the strongest 

2172
02:06:43,900 --> 02:06:46,100
point. 
It's not, it's not going to be 

2173
02:06:46,100 --> 02:06:47,500
okay. 
It's not an art Gene. 

2174
02:06:47,600 --> 02:06:52,200
The rule set is a really solid. 
27 is a really solid score for 

2175
02:06:52,200 --> 02:06:53,800
for a really ultralight rule 
set. 

2176
02:06:54,000 --> 02:06:55,400
And then Vibes are high to play 
it. 

2177
02:06:55,400 --> 02:06:58,900
Like, I feel like this is this 
is exactly kind of what I 

2178
02:06:58,900 --> 02:07:03,400
expected from this and and how 
it felt. 

2179
02:07:03,400 --> 02:07:06,500
So, when I actually look at the 
math for this because I can't 

2180
02:07:06,500 --> 02:07:12,300
just go 777 because that's how 
it would actually work, 6, plus,

2181
02:07:12,300 --> 02:07:21,900
7 plus 8 is exactly at 21, I 
think, 21 out of 30 is a really 

2182
02:07:21,900 --> 02:07:25,200
solid score for exactly and And 
it pretty much exactly what I 

2183
02:07:25,208 --> 02:07:27,100
expected this to fall in. 
Yeah. 

2184
02:07:28,100 --> 02:07:32,700
So yeah. 
Any any thoughts on that feels? 

2185
02:07:32,700 --> 02:07:35,000
Good feels right? 
Yeah, no 21 is good. 

2186
02:07:35,000 --> 02:07:37,300
I like it. 
I feel the same. 

2187
02:07:37,600 --> 02:07:41,500
Yeah, yeah. 
So so that is packs and blades 

2188
02:07:41,500 --> 02:07:45,500
from a Lucas real, mmm. 
The minimalist 0s are inspired 

2189
02:07:45,500 --> 02:07:49,300
sword in witchcraft RPG, for 
short campaigns and quick 

2190
02:07:49,300 --> 02:07:52,200
sessions. 
I think you know what I think is

2191
02:07:52,200 --> 02:07:56,800
the most important thing is I 
think that Lucas accomplished 

2192
02:07:56,800 --> 02:07:59,900
what he wanted to do with this. 
It feels exactly. 

2193
02:08:00,200 --> 02:08:03,400
It feels really good. 
The only thing, the only I think

2194
02:08:03,400 --> 02:08:06,300
the only thing that's going to 
stick with me as a potential 

2195
02:08:06,300 --> 02:08:10,000
just like knock from this is I 
want to develop armor a little 

2196
02:08:10,000 --> 02:08:12,200
bit more. 
Everything else like I'm going 

2197
02:08:12,200 --> 02:08:14,800
to run exactly as is but I think
if I was going to run this, I 

2198
02:08:14,800 --> 02:08:16,500
would do it the way the armor 
works. 

2199
02:08:16,500 --> 02:08:20,900
But then I would want to feel 
how it could be developed 

2200
02:08:20,900 --> 02:08:23,800
slightly and I feel like the 
best way would be slight. 

2201
02:08:23,900 --> 02:08:27,100
Harvey tweaks in the way that 
your head or the in the 

2202
02:08:27,100 --> 02:08:29,300
difficulty of the ways, you 
accomplish things, but I feel 

2203
02:08:29,300 --> 02:08:31,400
like that's the only thing I 
take away from this without, you

2204
02:08:31,400 --> 02:08:33,700
know that. 
But otherwise I want to play it.

2205
02:08:33,700 --> 02:08:35,600
We're going to play it. 
It's on the fucking list. 

2206
02:08:36,000 --> 02:08:39,900
Yeah, for sure. 
So that's it. 

2207
02:08:40,100 --> 02:08:43,000
That's our episode for today. 
Really like it, like this game 

2208
02:08:43,400 --> 02:08:45,700
if you liked what you heard from
all of this. 

2209
02:08:46,900 --> 02:08:49,400
Thank you. 
We appreciate your your your 

2210
02:08:49,400 --> 02:08:52,200
feelings on that but also check 
out more of Lucas problem stuff.

2211
02:08:52,200 --> 02:08:55,600
You know, I really debated doing
First, as many BX, because many 

2212
02:08:55,600 --> 02:08:59,000
BX is a much more developed came
from Lucas. 

2213
02:08:59,000 --> 02:09:02,200
I think it's their current, 
like, kind of like magnum opus 

2214
02:09:02,500 --> 02:09:04,900
for what they want from a game. 
It's really fun. 

2215
02:09:04,900 --> 02:09:06,600
It's really interesting. 
You definitely should go check 

2216
02:09:06,600 --> 02:09:11,600
out all of their other stuff but
you know, we should probably do 

2217
02:09:11,600 --> 02:09:13,700
a link. 
I'm positive that they have a 

2218
02:09:13,700 --> 02:09:15,200
niche page and it's probably 
Lucas R. 

2219
02:09:15,208 --> 02:09:20,200
LM, not itches on the like that.
It's just like, check check out 

2220
02:09:20,200 --> 02:09:22,100
their stuff. 
Yeah, it's literally Luthor. 

2221
02:09:22,100 --> 02:09:23,500
It's literally Lucas real. 
Mmm. 

2222
02:09:23,900 --> 02:09:27,200
Mitch L ucas rol. 
I am dot itch. 

2223
02:09:27,200 --> 02:09:28,900
You can check out all of the 
stuff they have a lot of 

2224
02:09:28,900 --> 02:09:30,900
fantastic stuff. 
Some free stock art. 

2225
02:09:31,000 --> 02:09:38,200
I mean ebx SRD a lot of great 
stuff including mini BX and and 

2226
02:09:38,400 --> 02:09:41,700
you can also get Jim analogy 
which I have on my shelf packs 

2227
02:09:41,700 --> 02:09:45,500
and Blades is only $10 for for 
the PDF of that. 

2228
02:09:45,500 --> 02:09:48,500
And you can find packs and 
blades on a bunch of spots, I 

2229
02:09:48,508 --> 02:09:49,800
think ratting. 
You taddy. 

2230
02:09:49,800 --> 02:09:52,100
So Muppet. 
All sorts of stuff. 

2231
02:09:52,800 --> 02:09:54,500
They are. 
Unless I'm completely Leeteuk on

2232
02:09:54,500 --> 02:09:56,600
my m-my, my ass. 
I believe there is a big part of

2233
02:09:56,600 --> 02:09:59,200
the RPG lat light in community. 
Yes. 

2234
02:10:00,000 --> 02:10:05,400
Yeah, as is going t 0. 
So great stuff. 

2235
02:10:05,500 --> 02:10:07,800
I think, what do you we talk 
about dead horse. 

2236
02:10:07,800 --> 02:10:09,600
What do you got? 
You got anything, anything else 

2237
02:10:09,600 --> 02:10:11,900
Bruin that you want to that? 
You want to talk about anything?

2238
02:10:11,900 --> 02:10:13,100
Just want to shout out here at 
the end. 

2239
02:10:13,600 --> 02:10:19,200
Yeah Guild sort of Magic For 
Hire is coming out very, very 

2240
02:10:19,200 --> 02:10:23,200
soon. 
I will be publishing the digital

2241
02:10:23,200 --> 02:10:25,600
version of it. 
It this week, probably 

2242
02:10:26,900 --> 02:10:30,400
fulfilling it for backers and 
then publishing it immediately 

2243
02:10:30,400 --> 02:10:33,500
after. 
And then hit print and then 

2244
02:10:33,500 --> 02:10:36,900
we've got dead horse. 
Submissions close on Monday 

2245
02:10:36,900 --> 02:10:41,200
night. 
So gimme stuff uncanny horror 

2246
02:10:41,400 --> 02:10:46,100
doesn't have to be RPG. 
Related submissions at disaster 

2247
02:10:46,100 --> 02:10:49,700
tourism dot games. 
I've got a new Skirmish game 

2248
02:10:49,800 --> 02:10:53,200
that is about to be finished 
already. 

2249
02:10:55,200 --> 02:10:57,600
And I'm very excited about that.
It's currently in private play 

2250
02:10:57,600 --> 02:11:00,400
testing, but it's going to be 
amazing. 

2251
02:11:01,600 --> 02:11:04,200
Got a lot of other stuff in the 
works, but that's all for now, 

2252
02:11:04,400 --> 02:11:06,000
very excited, very excited for 
all that stuff. 

2253
02:11:06,000 --> 02:11:08,800
The disaster for him Kirby, who 
makes great stuff. 

2254
02:11:08,800 --> 02:11:10,200
Definitely go check out all that
stuff. 

2255
02:11:10,200 --> 02:11:12,200
It's really nice to sit and be 
able to talk to you about this 

2256
02:11:12,200 --> 02:11:15,300
especially someone who's like 
actually created a lot of games 

2257
02:11:15,300 --> 02:11:18,200
actually put stuff out and 
really dug through and is a 

2258
02:11:18,208 --> 02:11:19,300
great part of the community as 
well. 

2259
02:11:19,300 --> 02:11:21,300
It's really nice to sit down and
really big especially in these 

2260
02:11:21,300 --> 02:11:23,700
shorter ones where we have a 
little bit more time to you 

2261
02:11:23,700 --> 02:11:25,700
know. 
Oh spend 35 minutes on like the 

2262
02:11:25,700 --> 02:11:27,700
Quarry again. 
It gets its really nice to do 

2263
02:11:27,700 --> 02:11:30,000
these little Zine sometimes even
though we do like doing bigger 

2264
02:11:30,000 --> 02:11:32,100
games. 
But great to have you on again 

2265
02:11:32,100 --> 02:11:35,800
Kirby as always, we are the 
weekly scroll podcast. 

2266
02:11:35,800 --> 02:11:39,300
You can find us at Twitter at 
weekly underscore scroll. 

2267
02:11:39,400 --> 02:11:41,400
That's where you're going to 
find out what we're playing next

2268
02:11:41,400 --> 02:11:44,200
and find a lot of that stuff on 
the dot weekly dot. 

2269
02:11:44,200 --> 02:11:47,200
Scroll on Instagram is where you
find all of the scores for all 

2270
02:11:47,200 --> 02:11:50,200
of our games. 
And you know all of the you know

2271
02:11:50,200 --> 02:11:52,100
week the Twitter will give you a
future. 

2272
02:11:52,100 --> 02:11:53,700
Instagram will give you the 
past. 

2273
02:11:53,900 --> 02:11:57,200
And uh, please go to the 
adventure archived on YouTube 

2274
02:11:57,200 --> 02:11:59,900
that is the, you know, umbrella 
organization here. 

2275
02:11:59,900 --> 02:12:02,400
That Weekly scroll falls under. 
We also do a PS. 

2276
02:12:02,800 --> 02:12:06,200
We also do a bunch of other 
stuff so go check that out and 

2277
02:12:06,300 --> 02:12:08,900
hit that subscribe button and 
really helps us out. 

2278
02:12:08,900 --> 02:12:11,900
We would appreciate it and check
everything out. 

2279
02:12:11,900 --> 02:12:15,200
That is us that is our episode 
Hunter will be back next week 

2280
02:12:15,200 --> 02:12:17,900
and I believe the plan as of 
right now is to finally do 

2281
02:12:17,900 --> 02:12:22,300
blades in the dark. 
So we'll see how that goes. 

2282
02:12:22,300 --> 02:12:23,600
And we will see you all next 
week Kirby. 

2283
02:12:23,800 --> 02:12:25,600
It's again, your wonderful. 
Thank you for being here. 

2284
02:12:25,700 --> 02:12:28,500
Thank you and goodbye everybody.
