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Hello and welcome to the Liminal
Horror Writing Seminar here on 

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the Weekly Scroll podcast. 
My name is Ryan and with me we 

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have the fellows from Liminal 
Horror, we have Goblin Archives 

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and Josh Demansky. 
How are you both doing today 

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live? 
And breathe. 

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And I'm. 
Doing pretty well. 

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Good, good. 
That's pretty much how you can 

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ask for now. 
So Liminal Horror Writing 

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Seminar, I know Liminal horror's
got a lot of stuff coming out. 

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A lot of people are very excited
for me for for this stuff coming

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out and when they can see the 
bottom corners of the 

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presentation right now, know 
some things that are happening, 

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The Twisted Classics Jam and 
Hungry Hollow is coming up. 

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So as far as what we're doing 
here today with the Liminal 

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Horror Writing seminar, kind of 
what, what are we doing? 

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So we got a little bit of a a 
presentation sort of planned 

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here, a bunch of stuff that we 
kind of want to talk through, 

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more or less explaining how we 
go about writing and adapting 

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Luminal Horror adventures. 
This is primarily in support of 

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the Twisted Classics game Jam, 
and we'll talk a little bit 

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about that later. 
But the general idea is that 

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Luminal Horror kind of has its 
own Ultra play around it. 

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You know, this isn't Cole 
Cthulhu. 

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There's some things that we do a
little bit differently here. 

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And there is this breadth of 
like really great adventurers 

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out there, and you can't really 
run them in the middle of 

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horror. 
You know, if you want to take 

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two more horrors from D&D or 
something of that sort, you got 

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to change quite a lot. 
You can't just like plug that 

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in. 
I mean, you can, but you know 

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what I mean? 
So we want to break down that 

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process a little bit. 
You know, talk about how you go 

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from the conception, pulling one
of these original stories and 

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then bringing it into Liminal 
Horror. 

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One, again, because we're 
starting at this jam, we know 

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that people are going to have 
these questions. 

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And two, because we have been 
codifying this process as we 

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write the Liminal Horror Deluxe 
Edition, which should be hitting

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crowd fighting sometime this 
fall. 

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So my, my, what I'm doing today 
is pretty much just moderating 

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while you while you guys do the 
presentation. 

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We'll be bouncing the 
presentation in just a second, 

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but I know there was some 
questions that were asked prior 

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to us starting this today. 
I have all of those. 

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We'll do those towards the end, 
but during the presentation, if 

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anyone in chat would like to ask
anything, feel free. 

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If it's something that is that 
would be nice to jump in and get

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some clarification on right 
away. 

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I'll hop into the presentation 
and ask these guys a question. 

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We can talk about that during 
and if it's something that can 

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probably wait till after, I will
gather up all those questions 

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and then you guys can be with us
here at the end and I will ask 

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Josh and Galvin Archives all 
those questions. 

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So chat, feel free to ask 
anything that you want, say 

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anything that you want, and I'll
be talking with you guys and 

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gathering up all that 
information while these gent's 

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are doing the presentation for 
the 1st, which implies maybe 

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others Leminal horror writing 
seminar adapting a mystery here 

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on the weekly show podcast. 
You guys ready to there you go. 

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What's? 
Better. 

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All right. 
We good we show on screen. 

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We're good, we're good. 
We are on adapting a mystery. 

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All right, so look at this here.
This is Limited Horror Writing 

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Seminar 1, Adapting a mystery. 
Now, as we talked about, got a 

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couple of things going on here. 
Just sort of reiterate that the 

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primary impetus for this seminar
doing it right now specifically 

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is because of the Twisted 
Classics game jam running when 

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it started five days ago and 
will continue until the end of 

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summer. 
Maybe that's August 15th, like 

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we have it set. 
Maybe we'll extend it, who 

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knows. 
If you are coming to this video 

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and you don't know what the 
Twisted Classics Game Jam is for

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some reason, don't hold the 
little horror is come find us on

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the social medias because we can
link you to the Liminal Horror 

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Discord server. 
This is where folks can have the

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opportunity to sort of 
collaborate with their specific 

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entry to the jam or learn a 
little bit more about the 

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system. 
That being said, we have done 

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the Twisted Classics game jam 
because of the next Luminal 

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horror adventure, what we're 
referring to as our Twisted 

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Classics line, which currently 
only has one entry in it. 

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But this is number 2. 
It is the parthenogenesis of 

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Hungry Hollow. 
This will hit backer kit in I 

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think it's 15 days. 
Yep. 

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June 3rd. 
June 3rd. 

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Oh, I have listed as June 1st. 
It is not June 1st, it is June 

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3rd. 
This is going to be a new look 

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at Luminal Horror going forward 
in the future where we've been 

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working on getting a new like 
layout, format and design, 

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primarily because we have been 
given the opportunity to do a 

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hardcover book with this one. 
So everything is kind of being 

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custom built to the ground up 
for the hardcover. 

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It's going to be we're looking 
at like 100 pages right now. 

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Art by Amanda Lee Frank and 
we've seen it and it's fucking 

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amazing. 
So that's gonna hit backer kit 

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in just a couple of weeks here. 
So keep an eye out on the link 

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for that moving forward. 
This this presentation here is 

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talking about adapting a 
mystery, but we want to talk 

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about what a twisted classic is 
and what that means for liminal 

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horror because this, this really
applies to what we mean by 

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adapting. 
So a twisted classic is taking 

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an old adventure, an old story, 
something that you love, that 

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you're passionate about, ripping
it down to its roots and 

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twisting the ideas so that it 
could fit into the era of modern

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horror. 
The key idea here is that these 

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aren't really direct 
conversions. 

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You know, we're not taking 
Kolkathulu, flipping the stats 

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or Luminal horror and running it
as is. 

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Anybody can do that. 
You know, we have a little bit 

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of support in the the upcoming 
deluxe edition that's going to 

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talk about stuff like that 
specifically. 

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But this is really like you want
to run your medieval horror 

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adventure in the middle horror. 
How do you twist that and change

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it so that it works for modern 
horror? 

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So that's that's sort of the 
impetus for the Twisted Classics

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line and also what you should be
considering when choosing to 

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adapt a mystery rather than 
convert a mystery. 

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We talk a lot about this about 
them being sort of old and 

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classic RPG adventures. 
One of the ideas that we're kind

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of working through here is 
that's not always going to be 

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the case. 
You might have this old movie, 

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modern movie, ATV show, a comic 
book, anything like that, where 

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the core story looks like it 
would work really well for them 

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in a horror. 
So we want to promote those 

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ideas, find out how to rip out 
the core and bring it to the 

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table so that you can, you know,
have your own version of that 

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story. 
The first of the line, the 

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official little horror Twisted 
Classics line, is One Night at 

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the Shelterwood Inn. 
This is a little funky Zine here

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because it's dual purpose. 
We'll talk a little bit about 

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the impetus behind us at first, 
but this takes an older 

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Warhammer adventure and kind of 
like converts it. 

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And then we smashed it together 
with Triangle Agency. 

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Might recall that a day. 
And as we talked about before, 

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our next entry in this line, the
official version at least, is 

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the parthenogenesis of Hungry 
Hollow, which again, we'll talk 

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about in a little bit. 
Now, how do you choose what you 

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want to adapt? 
There are all of these like 

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fantasy and sci-fi stories that 
all make really great horror 

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scenarios. 
Just a little bit of a shift of 

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tone, maybe a new coat of paint 
and there you go bring it into 

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modern horror. 
One way of looking at it, I've 

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been watching this recently, so 
it's on the mind, is the 

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television show The Expanse, 
which it was on sci-fi and then 

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Amazon. 
That's this, you know, sort of 

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realistic modern science fiction
adventure. 

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But when you start to break down
some of the elements there, 

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change the tone a little bit. 
And that story is is horror. 

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There's the protomolecule, which
is this unknowable alien life 

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form that is suddenly 
manifesting and changing Earth 

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and its relationships. 
So that story changed its own a 

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little bit and you've got like a
Horror Story at its core there. 

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But like I said, the key thing 
here is when we when we choose 

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adventures to adapt, we don't 
necessarily even need to pick 

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things that are overtly horror. 
If you like the framework or 

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some of the core tension at play
in the adventure, you can take 

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those still rip them apart, and 
then add the horror later. 

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That's sort of a tangential 
element, something that can 

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always be interjected into these
scenarios. 

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So when you're choosing what to 
adapt, there's a few things to 

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look for. 
Liminal horror and all horror 

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works upon tension. 
Being able to sort of establish 

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that at the table and during 
play, having a framework and 

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adventure that's already set up 
to do that and you're golden. 

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So if you have an adventure that
has this naturally escalating 

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sense of tension, it's a good 
place to start. 

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It's already doing most of the 
work for you, as long as you can

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sort of adapt that into modern 
horror. 

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Now, these are mysteries that we
are sort of investigating here. 

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He might not always solve the 
mystery, but that is sort of the

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core at it. 
If the characters know what's 

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going on at all times in the 
module, you're losing a little 

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bit of that tension there. 
So look for something that is 

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inherently a mystery. 
That's usually some kind of 

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secret hidden by a facade, 
something for your investigators

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to go investigate. 
Now, furthermore, liminal horror

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is liminality. 
It's all about the precipice of 

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change transferring from what 
was to what will be. 

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So if you already have an agent 
of change that you can adapt, 

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it's another good place to 
start. 

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That could be, you know, more 
directly is the setting. 

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You know, something I'm working 
on the background right now, 

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There's this pollution that's 
spreading outward and causing 

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untold horrors. 
That is an agent of change 

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that's happening in the 
background that's already 

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natural we could build off of. 
Or you can look at that change 

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as something more direct, 
something happening to the 

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characters, be that your player 
characters or the characters in 

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the environment themselves. 
There's a good one. 

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This is a Horror Story. 
It's it's a book called the 

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Troupe, which has been sort of 
passing around, I think book 

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talk recently if we want to go 
down that route. 

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But the troupe, a bit of a 
spoiler here as the main premise

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of the story is that there are 
tapeworms that are sort of 

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infecting the, you know, 
subjects of the story there. 

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And so over time, that's sort of
like changing the characters and

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how it affects them. 
So that's something that's a 

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little more personal. 
The environment isn't really 

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changing. 
It is the people within the 

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environment that's changing. 
So again, you already have that 

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framework. 
Great. 

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Use it. 
We can, you know, twist it and 

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that changes later. 
And then the most sort of basic 

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of all of these is what would 
feel right home in a normal 

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life. 
You know, I can relate to a 

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small town. 
I never could grow up in a small

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town, but I've been to them. 
If you have a small fantasy town

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that is still a relatable 
location, you know, you'll still

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have your central hubs. 
You can make a fantasy town a 

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one stop light town in the 
middle of, you know, the Pacific

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Northwest. 
That's not super difficult, all 

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things considered. 
A lot of these type of settings 

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have human nature in it, 
something that characters can 

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relate to both in their native 
fiction and, you know, adapting 

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it to modern horror. 
So if it is easy to make it feel

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right at home, it's pretty easy 
to make it feel home. 

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And aluminum horror adventure, 
you know, we, we can have those,

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you know, the back rooms or the 
parallel worlds that the 

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characters fall into and they'll
make really great adventures in 

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and of themselves. 
They're not always the easiest 

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to adapt. 
Most of the time you're just 

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throwing your characters out 
into those locations. 

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But if you want to take 
something and change it and 

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build tension slowly, another 
thing to look out for again is 

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that that ability to make it 
feel human. 

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Now to talk a little bit about 
what we have chosen to adapt. 

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00:13:05,640 --> 00:13:09,040
I'll start with the first of the
Twisted Classics and then I'll 

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00:13:09,040 --> 00:13:11,080
pass it over to Goblin Archives 
for the next one. 

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00:13:13,760 --> 00:13:15,920
Like you said, the the first one
we did was One Night at the 

230
00:13:15,920 --> 00:13:19,800
Shelter Within. 
What this does is take, there's 

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00:13:19,800 --> 00:13:22,200
this old Warhammer adventure, 
it's called Night of Blood, 

232
00:13:22,760 --> 00:13:29,680
where the the adventure takes 
place at it in on the side of 

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00:13:29,680 --> 00:13:35,680
the road and characters go there
and something weird is happening

234
00:13:36,080 --> 00:13:38,920
and it kind of spirals out of 
control as you attempt to, you 

235
00:13:38,920 --> 00:13:41,840
know, navigate the night there. 
It all takes place in one 

236
00:13:41,840 --> 00:13:44,120
location of the course of a 
single night, yadda, yadda, 

237
00:13:44,160 --> 00:13:45,960
yadda. 
It had all of these really great

238
00:13:45,960 --> 00:13:48,560
pieces. 
Where do we find the 

239
00:13:48,560 --> 00:13:52,280
inspiration? 
This came directly from 

240
00:13:52,280 --> 00:13:56,520
listening to a podcast, Fever 
Black Dragon, where they discuss

241
00:13:56,520 --> 00:13:59,880
modules and review them as they 
are reading through and 

242
00:13:59,880 --> 00:14:02,320
listening to Night of Blood. 
This is something I'd never 

243
00:14:02,320 --> 00:14:05,160
heard of beforehand. 
At that rate, as they're 

244
00:14:05,160 --> 00:14:07,880
describing the adventure, I'm 
thinking, oh, this sounds like a

245
00:14:07,880 --> 00:14:10,920
really good luminal horror 
adventure, but it's for 

246
00:14:10,920 --> 00:14:14,400
Warhammer. 
The idea originally came from 

247
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trying to take that core, do a 
little bit of conversion on my 

248
00:14:18,040 --> 00:14:22,240
end because I wanted something 
to have in my back pocket to run

249
00:14:22,240 --> 00:14:23,840
on like a live stream in the 
future. 

250
00:14:25,520 --> 00:14:29,680
As I started down the process, 
the folks at Haunted Table who 

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00:14:29,680 --> 00:14:33,520
make Triangle Agency were doing 
a little bit of outreach to talk

252
00:14:33,520 --> 00:14:35,800
to other designers and see about
people, what they're doing in 

253
00:14:35,800 --> 00:14:39,080
the space there. 
So they reached out and 

254
00:14:39,080 --> 00:14:41,160
coordinated and I was like, I 
got this thing I'm already 

255
00:14:41,160 --> 00:14:45,040
working on, why don't we mesh 
them together and we'll do a 

256
00:14:45,040 --> 00:14:49,080
whole thing with it. 
I took that original adventure. 

257
00:14:49,080 --> 00:14:52,880
I ran it for a few folk in the 
the area here at a little bit of

258
00:14:52,880 --> 00:14:55,840
a play test. 
The result was a lot different 

259
00:14:55,840 --> 00:14:58,120
than where we ended up, at least
in terms of like the core 

260
00:14:58,120 --> 00:15:00,760
horror, but it was a really good
application of it. 

261
00:15:00,760 --> 00:15:06,400
But so the basic premise was 
taking that old roadside in from

262
00:15:06,400 --> 00:15:09,800
the Warhammer adventure and then
spinning it up so that it's this

263
00:15:09,800 --> 00:15:15,080
motel at a gas station somewhere
in the Pacific Northwest, with 

264
00:15:15,080 --> 00:15:17,840
the idea being that this could 
be a gas station literally 

265
00:15:17,840 --> 00:15:20,160
anywhere as long as it's on an 
abandoned stretch of Rd. 

266
00:15:21,600 --> 00:15:26,040
So source of inspiration could 
be come from anywhere. 

267
00:15:26,040 --> 00:15:28,680
You know, it's not that I knew. 
Night of Blood. 

268
00:15:28,680 --> 00:15:30,480
Let's go. 
Yeah. 

269
00:15:30,480 --> 00:15:33,040
Night of Blood beforehand and 
really loved it. 

270
00:15:33,040 --> 00:15:36,040
It was just hearing other people
talk about it and then find the 

271
00:15:36,040 --> 00:15:38,560
pieces and then, you know, kind 
of configure them into my brain.

272
00:15:39,440 --> 00:15:43,400
So keep an open mind. 
You don't know where your 

273
00:15:43,400 --> 00:15:46,160
inspiration can come from when 
choosing what to adapt. 

274
00:15:46,440 --> 00:15:49,160
And again, the idea is to twist 
these things so we can always 

275
00:15:49,160 --> 00:15:51,400
add elements that their 
originals don't have. 

276
00:15:52,960 --> 00:15:57,840
But what about Hungry Hollow? 
So funnily enough, Hungry Hollow

277
00:15:57,840 --> 00:16:02,800
also started from listening to a
podcast between two Cairns. 

278
00:16:02,800 --> 00:16:05,840
They did a gamer blast from the 
past where they talked about the

279
00:16:05,840 --> 00:16:09,960
classic module and one against 
the Cult of the Reptile God and 

280
00:16:09,960 --> 00:16:12,720
hearing them talk about it, 
especially talk about what works

281
00:16:12,720 --> 00:16:16,720
really well for that module. 
I had that similar feeling that 

282
00:16:16,720 --> 00:16:18,480
Josh had. 
I even messaged Josh. 

283
00:16:18,480 --> 00:16:20,960
Josh messaged me back saying, 
well, I was listening to the 

284
00:16:20,960 --> 00:16:24,200
same thing and had the similar 
thoughts in terms of how it was 

285
00:16:24,200 --> 00:16:26,680
talking about the tension within
the town itself. 

286
00:16:27,360 --> 00:16:32,640
Spoilers for a very old module. 
About half of the town's folks 

287
00:16:32,640 --> 00:16:39,200
have been kidnapped and 
controlled by this not a. 

288
00:16:39,520 --> 00:16:44,040
And so there's this, like, sense
of some people in the town are 

289
00:16:44,040 --> 00:16:46,320
different and there's something 
going on. 

290
00:16:46,600 --> 00:16:49,280
And then there are other people 
in the town that are having this

291
00:16:49,280 --> 00:16:51,680
tension between not 
understanding why things are 

292
00:16:51,680 --> 00:16:54,240
changing and people are 
disappearing or coming back 

293
00:16:54,240 --> 00:16:58,280
different, and sort of how that 
comes into play between the two.

294
00:16:58,280 --> 00:17:01,280
And then you have adventurers 
going in to try to either figure

295
00:17:01,280 --> 00:17:05,480
out what's happening, can they 
save the people? 

296
00:17:05,480 --> 00:17:08,359
Can they stop the problem? 
And sort of that sort of tension

297
00:17:08,359 --> 00:17:11,440
between can you uncover the 
truth? 

298
00:17:11,480 --> 00:17:14,040
But can you save people? 
Can you stay whole? 

299
00:17:14,040 --> 00:17:17,240
Which is that really the core of
a really good liminal horror 

300
00:17:17,240 --> 00:17:19,240
adventure? 
And I was like, OK, this, this 

301
00:17:19,240 --> 00:17:23,599
would be great. 
And so Josh and I, what we did 

302
00:17:23,599 --> 00:17:28,160
was I read through and we'll 
talk more about how you go 

303
00:17:28,160 --> 00:17:31,120
through and adapting. 
But like, looking at the pieces 

304
00:17:31,280 --> 00:17:36,680
of what I wanted to bring into 
like this modern small town, it 

305
00:17:36,680 --> 00:17:39,920
just worked really well. 
And I found it really opened my 

306
00:17:39,920 --> 00:17:45,640
eyes too, until like, oh, you 
can really look at something, an

307
00:17:45,640 --> 00:17:48,240
older adventure or an adventure 
that's not set for modern 

308
00:17:48,240 --> 00:17:51,120
horror, and you can sort of 
harvest it for parts. 

309
00:17:56,800 --> 00:18:01,680
So keep taking the time. 
You've chosen what you want to 

310
00:18:01,680 --> 00:18:05,400
adapt. 
So how do we do that? 

311
00:18:06,520 --> 00:18:08,720
How do you determine what to 
save? 

312
00:18:11,000 --> 00:18:14,320
Again, some of these things you 
might find that you can just do 

313
00:18:14,320 --> 00:18:17,240
a direct conversion. 
You don't need to properly adapt

314
00:18:17,240 --> 00:18:18,440
it like we're talking about 
here. 

315
00:18:18,640 --> 00:18:20,400
Easy enough. 
Read through the module, read 

316
00:18:20,400 --> 00:18:23,320
through the adventure, watch the
movie, read the story, 

317
00:18:23,800 --> 00:18:25,480
immediately translate it to your
table. 

318
00:18:25,560 --> 00:18:28,880
Piece of cake. 
But then you have to ask 

319
00:18:28,880 --> 00:18:32,720
yourself, how deep of an 
overhaul does your chosen 

320
00:18:32,720 --> 00:18:35,120
scenario need to be to be 
usable? 

321
00:18:37,920 --> 00:18:40,280
A lot of this is easy. 
You read through, you look at 

322
00:18:40,280 --> 00:18:44,160
the locations and say, what can 
we save here? 

323
00:18:44,440 --> 00:18:49,760
What makes sense in modern 
times, and what needs to go? 

324
00:18:50,760 --> 00:18:55,760
A lot of sort of incongruous 
elements already have modern 

325
00:18:55,760 --> 00:18:59,240
analogs as well, so you don't 
have to do a ton of work to kind

326
00:18:59,240 --> 00:19:02,240
of overhaul those. 
The examples we have here, and 

327
00:19:02,240 --> 00:19:05,000
we talked about this already, 
the roadside in in a fantasy 

328
00:19:05,000 --> 00:19:09,560
setting can easily be a motel. 
If you have a blacksmith, you 

329
00:19:09,560 --> 00:19:12,920
know, someone clanging away at 
irons, that could just be a 

330
00:19:12,920 --> 00:19:15,160
hardware store. 
These are things that are sort 

331
00:19:15,160 --> 00:19:18,440
of conceptually in the same 
realm but don't require like 

332
00:19:18,440 --> 00:19:21,280
completely reworking the idea 
entirely. 

333
00:19:22,360 --> 00:19:25,400
Let's say you have a sci-fi 
adventure and the reactor core 

334
00:19:25,400 --> 00:19:27,560
of your ship is sitting in 
there, and that's like a big 

335
00:19:27,560 --> 00:19:30,040
part of the adventure. 
Maybe that's just a boiler room 

336
00:19:30,120 --> 00:19:33,240
or someplace where the utilities
are something that serves a 

337
00:19:33,240 --> 00:19:36,960
similar general purpose without 
completely rewriting its themes 

338
00:19:36,960 --> 00:19:41,000
and elements. 
So start there, figure out what 

339
00:19:41,000 --> 00:19:45,880
you can save, what's easy to 
flip, and then start kind of 

340
00:19:45,880 --> 00:19:50,840
diving a little deeper. 
Once you've established your the

341
00:19:50,840 --> 00:19:53,760
locations that you can save, you
sort of the map, the places the 

342
00:19:53,760 --> 00:19:57,080
players are gonna interact with,
then look at your central 

343
00:19:57,080 --> 00:19:59,000
tension. 
Again, this is something that we

344
00:19:59,000 --> 00:20:04,120
talked about a slide or two ago 
where good little horror 

345
00:20:04,120 --> 00:20:06,720
adventures already have this 
nice central tension that's kind

346
00:20:06,720 --> 00:20:13,080
of set up there. 
But sometimes that's not going 

347
00:20:13,080 --> 00:20:17,760
to necessarily work the The 
Night of Blood adventure. 

348
00:20:18,400 --> 00:20:20,920
The central tension is that 
there are these. 

349
00:20:21,800 --> 00:20:22,920
It's been a little bit since 
I've read it. 

350
00:20:22,920 --> 00:20:25,160
I think they're like in mutants 
or Bandits or something of the 

351
00:20:25,160 --> 00:20:28,000
sort that have taken over this 
inn and are masquerading for 

352
00:20:28,000 --> 00:20:30,920
some hidden purpose That could 
work. 

353
00:20:31,120 --> 00:20:33,440
We could have done that again 
for the horror. 

354
00:20:33,680 --> 00:20:37,080
But when we made One Night at 
the Shelterwood Inn, it was 

355
00:20:37,200 --> 00:20:41,320
taking that core idea that there
are these people masquerading 

356
00:20:41,320 --> 00:20:45,560
as, you know, keepers of this 
inn, and then spin it to work 

357
00:20:45,560 --> 00:20:48,680
for something a little more 
modern in the original form. 

358
00:20:49,120 --> 00:20:51,600
When I did the play test for one
night, a shelter went in. 

359
00:20:52,120 --> 00:20:54,800
These people who had taken over 
the inn were agents of the 

360
00:20:54,800 --> 00:21:00,400
Bureau where they were invested 
in keeping their cover while 

361
00:21:00,560 --> 00:21:05,520
also trying to stop a creeping 
horror beneath the hotel. 

362
00:21:06,160 --> 00:21:09,280
At that time, it was linked to 
the Bloom because I had set the 

363
00:21:09,280 --> 00:21:13,760
hotel on the road to get into 
cold water and we were actively 

364
00:21:13,760 --> 00:21:14,680
working at the Bloom at that 
point. 

365
00:21:14,680 --> 00:21:16,960
So it made a lot of sense to, 
you know, sort of narratively 

366
00:21:16,960 --> 00:21:19,320
connect the two. 
But as we teamed up with the 

367
00:21:19,320 --> 00:21:22,960
Triangle Agency folks, it's very
easy to just take that, spin it 

368
00:21:22,960 --> 00:21:27,120
a little bit, cut out the bloom 
references just to keep these 

369
00:21:27,120 --> 00:21:31,120
sort of conceptually separate, 
but then keep that core central 

370
00:21:31,120 --> 00:21:33,320
tension. 
Instead of agents of the Bureau,

371
00:21:33,320 --> 00:21:37,200
they are agents of the Triangle 
Agency now trying to contain an 

372
00:21:37,200 --> 00:21:41,160
anomaly. 
And again, we preserve the 

373
00:21:41,160 --> 00:21:44,080
central tension. 
Somebody is controlling the in 

374
00:21:44,360 --> 00:21:48,120
and they are not the in owners. 
So when the players go in and 

375
00:21:48,120 --> 00:21:53,160
investigate, they meet that 
central tension immediately and 

376
00:21:53,160 --> 00:21:55,000
that's how it sort of spins 
outward. 

377
00:21:55,120 --> 00:21:57,400
You know, the core of Night of 
Blood was that the players 

378
00:21:57,400 --> 00:22:00,800
slowly realizing that these 
people that control the in 

379
00:22:01,120 --> 00:22:03,320
aren't really the people that 
they say they are. 

380
00:22:06,600 --> 00:22:09,040
That kind of leads us to the 
next point here, breaking down 

381
00:22:09,040 --> 00:22:15,440
NPC motivations. 
Regardless of what time period 

382
00:22:15,760 --> 00:22:18,560
you're setting your adventures, 
and a lot of your NPCS are going

383
00:22:18,560 --> 00:22:20,040
to have the same basic 
motivations. 

384
00:22:21,000 --> 00:22:24,520
That might be wealth, your 
money, power that comes with it.

385
00:22:24,640 --> 00:22:28,080
They might have some religious 
order or doctrine that they, you

386
00:22:28,080 --> 00:22:31,840
know, pay fealty to that sort of
drives their core beliefs. 

387
00:22:32,240 --> 00:22:35,160
Or they could believe in like 
the general order of things. 

388
00:22:36,480 --> 00:22:41,040
So taking those NPCS, breaking 
down their core motivations into

389
00:22:41,040 --> 00:22:43,640
their basics, a lot of that 
doesn't need a lot of work. 

390
00:22:44,080 --> 00:22:46,960
You know, the, the cleric that 
lives in a fantasy town can be a

391
00:22:46,960 --> 00:22:49,000
priest, you know, so on and so 
forth. 

392
00:22:49,760 --> 00:22:55,440
Any politician or sort of 
corporate mogul, their 

393
00:22:55,440 --> 00:22:57,640
motivations are going to remain 
relatively the same regardless 

394
00:22:57,640 --> 00:22:59,280
of setting. 
They want that power or they 

395
00:22:59,280 --> 00:23:03,760
want that money. 
So it should be an easy flip. 

396
00:23:03,800 --> 00:23:06,680
You know, look at these NPCS, 
look at their motivations. 

397
00:23:08,000 --> 00:23:10,720
The most part, preserve them. 
You don't need a whole ton of 

398
00:23:10,720 --> 00:23:13,040
work when you're adapting there.
Just keep things as quick as 

399
00:23:13,040 --> 00:23:15,400
possible and be ready to adapt 
in the moment if you need to. 

400
00:23:18,040 --> 00:23:23,320
From there, the key part is 
figuring out why your 

401
00:23:23,320 --> 00:23:26,720
investigators would stay in 
these horrid locations. 

402
00:23:27,240 --> 00:23:32,280
This is the biggest challenge 
for literally any tabletop RPG 

403
00:23:32,280 --> 00:23:35,160
adventure. 
Why do your characters care? 

404
00:23:37,680 --> 00:23:39,760
You'll have to kind of figure 
this out on your own, but that 

405
00:23:39,760 --> 00:23:41,960
is the one of the most important
questions you need to ask 

406
00:23:41,960 --> 00:23:43,600
yourself. 
What is the reason they are 

407
00:23:43,600 --> 00:23:45,840
there? 
We'll talk a little bit about 

408
00:23:45,840 --> 00:23:47,840
this later because I know 
there's a question coming up, 

409
00:23:47,840 --> 00:23:50,160
but this is part of the reason 
why some of our locations are so

410
00:23:50,160 --> 00:23:53,800
contained is because the 
motivation is the containment 

411
00:23:53,840 --> 00:23:57,520
you're trying to escape. 
That's not always going to work.

412
00:23:58,160 --> 00:24:02,440
And especially when you're in a 
horror situation, you take any 

413
00:24:03,240 --> 00:24:06,400
even like mothership, which is 
sci-fi, or you look at any of 

414
00:24:06,400 --> 00:24:09,800
the OSR dungeon crawlers, a lot 
of your motivation there is 

415
00:24:09,800 --> 00:24:11,960
going to be money. 
You know the dungeon crawler, 

416
00:24:11,960 --> 00:24:13,880
you're going into the dungeon to
find gold. 

417
00:24:14,000 --> 00:24:17,560
Your motivation to stay is to 
enrich yourself for some defined

418
00:24:17,560 --> 00:24:20,440
purpose later in the future. 
Or mothership, it might be 

419
00:24:20,440 --> 00:24:22,720
something very similar. 
You're on this vessel because 

420
00:24:22,720 --> 00:24:24,480
you're in a contract with the 
corporation. 

421
00:24:24,480 --> 00:24:28,360
If you break your contract, 
you're blacklisted and then you 

422
00:24:28,680 --> 00:24:32,760
retired to destitution or find 
some other laborers job that 

423
00:24:32,760 --> 00:24:34,040
will eventually lead to your 
death. 

424
00:24:34,040 --> 00:24:37,320
So there's that very much that 
monetary concern to kind of keep

425
00:24:37,320 --> 00:24:39,320
characters aligned in some of 
these systems. 

426
00:24:40,120 --> 00:24:45,040
But when you change things to 
horror specifically, those 

427
00:24:45,040 --> 00:24:46,520
motivations might change as 
well. 

428
00:24:47,400 --> 00:24:51,240
Why are these characters 
continuing to dive into these 

429
00:24:51,360 --> 00:24:56,920
horrid, awful places, assuming 
they're horrid, awful places? 

430
00:24:56,960 --> 00:25:00,840
Like, what would you stay? 
The most rational thing that 

431
00:25:00,880 --> 00:25:04,240
anyone can do in a horror 
scenario is to run away. 

432
00:25:05,760 --> 00:25:06,920
Sometimes that's not going to 
work. 

433
00:25:08,280 --> 00:25:10,360
How does that impact your 
adventure? 

434
00:25:10,360 --> 00:25:13,480
That is a key part here, as you 
were defining your mystery. 

435
00:25:13,880 --> 00:25:20,520
What is keeping people there? 
There is the player component. 

436
00:25:22,000 --> 00:25:24,160
The players know that they're 
there to play a horror scenario,

437
00:25:24,160 --> 00:25:27,560
that they are there to play a 
game, but you don't want there 

438
00:25:27,560 --> 00:25:32,560
to be such incongruities between
player motivation and character 

439
00:25:32,560 --> 00:25:35,320
motivation that it pulls your 
players out of the story. 

440
00:25:36,000 --> 00:25:38,880
You know, we already have this 
level of suspension of disbelief

441
00:25:39,080 --> 00:25:41,600
that goes into any of these 
tabletop RPGs. 

442
00:25:41,840 --> 00:25:45,680
But horror is especially 
important because horror is 

443
00:25:45,680 --> 00:25:50,160
built upon player buy in. 
As soon as you lose player buy 

444
00:25:50,160 --> 00:25:52,640
in, you lose the tension, you'll
lose the horror. 

445
00:25:56,320 --> 00:26:00,360
And then the final part, at 
least for this slide here, how 

446
00:26:00,360 --> 00:26:04,080
will modern conveniences affect 
or change the setting? 

447
00:26:05,040 --> 00:26:07,640
They didn't have cell phones in 
the medieval times. 

448
00:26:08,280 --> 00:26:10,480
That is sort of the biggest 
concern when it comes to horror 

449
00:26:10,480 --> 00:26:14,800
as well. 
Doing horror in, you know, 2024,

450
00:26:14,960 --> 00:26:17,720
everybody has a little computer 
sitting directly in their 

451
00:26:17,720 --> 00:26:20,640
pocket. 
How does that change how these 

452
00:26:20,640 --> 00:26:22,040
characters are going to approach
the story? 

453
00:26:22,280 --> 00:26:26,480
If I could look up what's a 
vampire look like on my phone 

454
00:26:26,480 --> 00:26:31,040
and like, line up all these 
classic Horror Story tropes to 

455
00:26:31,040 --> 00:26:36,720
the very spooky person who just 
moved into town, that kind of 

456
00:26:36,720 --> 00:26:42,440
kills some of the tension there.
You take what could be Dracula 

457
00:26:42,440 --> 00:26:48,840
and turn it into Twilight. 
So keep that in mind as we're 

458
00:26:48,840 --> 00:26:52,600
going about. 
Your phone has the potential to 

459
00:26:53,320 --> 00:26:56,200
completely upset any of the 
tension and horror within the 

460
00:26:56,200 --> 00:26:58,440
setting. 
So how do you change things to 

461
00:26:58,440 --> 00:27:01,240
make sure that doesn't happen? 
Easiest way? 

462
00:27:01,720 --> 00:27:03,200
Oh, there's no cell service 
here. 

463
00:27:03,800 --> 00:27:07,600
This location is in the middle 
of the country, you know, far 

464
00:27:07,600 --> 00:27:10,600
from the near cell tower. 
You get intermittent service, so

465
00:27:10,600 --> 00:27:18,680
you can't use your phone. 
Maybe something is disrupting 

466
00:27:18,680 --> 00:27:21,440
it. 
That's one of the the things 

467
00:27:21,440 --> 00:27:25,960
that we use in the in the bloom 
is there are, damn, it's a 

468
00:27:25,960 --> 00:27:29,800
little bit of a spoiler. 
There are forces at work that do

469
00:27:29,800 --> 00:27:31,640
not want you to communicate in 
the bloom. 

470
00:27:31,880 --> 00:27:35,480
That's part of the horror. 
You call out, you can connect to

471
00:27:35,480 --> 00:27:37,560
people on your cell phone. 
You can look up whatever you 

472
00:27:37,560 --> 00:27:43,280
want, but those connections are 
being blocked intentionally. 

473
00:27:44,360 --> 00:27:46,560
Your calls are being rerouted to
a new source. 

474
00:27:46,560 --> 00:27:48,600
Somebody doesn't want you to 
communicate. 

475
00:27:50,320 --> 00:27:52,400
And that that's, you know, a key
part of the tension there 

476
00:27:52,400 --> 00:27:54,480
because you can easily just call
the police, call the National 

477
00:27:54,480 --> 00:27:58,280
Guard, call the Army. 
Is it going to work? 

478
00:27:58,920 --> 00:28:00,320
Nine times out of 10, probably 
not. 

479
00:28:00,680 --> 00:28:05,280
You spewing some strange horror 
to the cop, trying to get them 

480
00:28:05,280 --> 00:28:08,000
to believe you. 
We've seen enough fiction to 

481
00:28:08,000 --> 00:28:09,960
know that that's usually not 
going to work out. 

482
00:28:11,080 --> 00:28:14,440
And maybe in real life too. 
So keep that in mind. 

483
00:28:15,320 --> 00:28:17,560
How do these modern conveniences
change this setting? 

484
00:28:18,440 --> 00:28:21,480
Be on the phone, getting in a 
car, being able to drive away, 

485
00:28:21,840 --> 00:28:23,760
being able to leave the horror 
behind. 

486
00:28:25,720 --> 00:28:27,960
Something that you just you, 
these are just, you know, keep 

487
00:28:27,960 --> 00:28:30,840
in mind as you are adapting your
adventure, there are a lot of 

488
00:28:30,840 --> 00:28:35,080
easy fixes, but there are things
you need to be aware of because 

489
00:28:35,200 --> 00:28:37,680
you know players are going to 
come in and break whatever you 

490
00:28:37,680 --> 00:28:42,960
have prepared. 
So before I move on, Governor, 

491
00:28:42,960 --> 00:28:45,000
can see you have anything else 
to add to this one. 

492
00:28:45,760 --> 00:28:49,600
No, I think one of the largest 
parts that Josh really 

493
00:28:49,600 --> 00:28:53,040
reiterated was thinking about 
the why. 

494
00:28:53,360 --> 00:28:56,280
The why they're there and the 
why they stay tends to be one of

495
00:28:56,280 --> 00:29:00,160
the things that when we are 
adapting something or writing 

496
00:29:00,160 --> 00:29:02,640
something, we spend the most 
time on discussing. 

497
00:29:03,080 --> 00:29:07,440
Really trying to get a few 
different ways to approach that 

498
00:29:07,720 --> 00:29:11,480
and thinking through it. 
It's definitely a lens we always

499
00:29:11,480 --> 00:29:14,360
try to take to the work because 
it is. 

500
00:29:14,400 --> 00:29:17,000
It's helpful to, if you're 
writing for other people to run,

501
00:29:17,000 --> 00:29:19,240
it's helpful to be able to on 
board them in that way. 

502
00:29:20,560 --> 00:29:24,440
And it does change how we set 
certain things up. 

503
00:29:24,520 --> 00:29:29,160
There are things added or 
removed that specifically are in

504
00:29:29,160 --> 00:29:33,920
relation to that question around
why are they there? 

505
00:29:33,920 --> 00:29:36,520
Why are they staying? 
Why are they delving deeper? 

506
00:29:36,520 --> 00:29:38,520
And part of that is 
understanding your characters 

507
00:29:38,520 --> 00:29:41,160
and the players. 
But then some of it too is just 

508
00:29:41,160 --> 00:29:46,040
the setup all. 
Right. 

509
00:29:46,040 --> 00:29:51,360
I think we have a question. 
Yeah. 

510
00:29:51,360 --> 00:29:54,840
I wanted to hop in here. 
We had a question from chat, 

511
00:29:55,600 --> 00:30:01,400
kind of going with more of the 
last slide, but let me lower my 

512
00:30:01,400 --> 00:30:05,560
hand. 
Lumina Arc 485 asked what? 

513
00:30:05,640 --> 00:30:08,440
What's an adventure you believe 
is begging to be adapted that 

514
00:30:08,440 --> 00:30:10,720
has a core problem that makes it
difficult? 

515
00:30:14,320 --> 00:30:21,880
Hold on, this is something we 
should have prepared. 

516
00:30:32,960 --> 00:30:36,280
One, one thing, I don't know if 
it has a core problem, why it 

517
00:30:36,280 --> 00:30:39,520
shouldn't be adapted, but like I
know Josh had said Tomb of 

518
00:30:39,520 --> 00:30:42,280
Horrors earlier and how you 
could port it through and all of

519
00:30:42,280 --> 00:30:45,880
that. 
There's something about not the 

520
00:30:45,880 --> 00:30:49,520
fact that it's a dungeon, but 
sort of like the key bits and 

521
00:30:49,520 --> 00:30:53,240
bobs of that, that I think could
be turned into such a fun 

522
00:30:53,600 --> 00:30:55,720
liminal horror thing. 
But I think you would have to 

523
00:30:55,720 --> 00:31:00,080
frame it really right. 
You could have it just be a 

524
00:31:00,080 --> 00:31:03,960
dungeon, but I don't think that 
would that would get at what's 

525
00:31:03,960 --> 00:31:08,000
exciting about it. 
So just off the top of my head, 

526
00:31:08,000 --> 00:31:11,400
I feel like that would be one 
that with the proper thought and

527
00:31:11,400 --> 00:31:15,280
framing could just be really 
cool as a way to burn and turn 

528
00:31:15,280 --> 00:31:18,440
through a session in an 
exciting, fun way. 

529
00:31:18,960 --> 00:31:22,720
That would be less about the 
frustrations I think the classic

530
00:31:22,720 --> 00:31:26,760
module had, because when you 
frame it as a horror movie or 

531
00:31:26,760 --> 00:31:30,240
horror session, you get a little
bit more leeway in terms of 

532
00:31:30,240 --> 00:31:33,920
being OK with people being 
turned into bits and bobs. 

533
00:31:37,000 --> 00:31:46,000
Yeah, the one that I've got in 
mind here is TCC, the Chain 

534
00:31:46,000 --> 00:31:49,720
Coffin. 
So this this adventure here is 

535
00:31:49,720 --> 00:31:51,040
something I've had sort of 
bookmarked. 

536
00:31:52,680 --> 00:31:54,520
I don't think anybody could do 
this for the jam. 

537
00:31:54,520 --> 00:31:57,640
It is, you know, some 100 and 
something pages. 

538
00:32:00,120 --> 00:32:03,400
It's a big boy. 
But the whole core premise of 

539
00:32:03,400 --> 00:32:07,520
this adventure is that it takes 
place in what is essentially the

540
00:32:07,520 --> 00:32:09,240
fantasy version of the 
Appalachian Mountains. 

541
00:32:09,440 --> 00:32:10,680
Oh, that's a good version right 
there. 

542
00:32:10,680 --> 00:32:17,600
Yeah. 
So that is already you got your,

543
00:32:17,680 --> 00:32:22,080
your framework, your characters 
or transporting this chained 

544
00:32:22,080 --> 00:32:24,880
coffin across this environment 
that's gonna try and kill them. 

545
00:32:25,800 --> 00:32:28,240
And there there's some like 
religious aspects to it. 

546
00:32:28,240 --> 00:32:29,520
There's like cults and stuff 
like that. 

547
00:32:30,200 --> 00:32:32,960
You've got these really cool 
core elements that are like just

548
00:32:32,960 --> 00:32:34,880
a little bit of a change. 
And you got that the middle 

549
00:32:34,880 --> 00:32:40,920
horror dealing with stuff like 
cars and cell phones and things 

550
00:32:40,920 --> 00:32:42,160
that we have already talked 
about. 

551
00:32:42,840 --> 00:32:44,840
That's sort of your your goal 
there. 

552
00:32:44,840 --> 00:32:46,840
If you're trying to, you know, 
convert the chained coffin. 

553
00:32:49,560 --> 00:32:52,040
There are some other ones in 
mind. 

554
00:32:52,440 --> 00:32:56,960
I think wet grandpa is not 
really even begging for a 

555
00:32:56,960 --> 00:32:59,040
liminal horror conversion. 
This is just a really good one 

556
00:32:59,040 --> 00:33:02,920
to adapt for a liminal horror 
because it's it's I don't even 

557
00:33:02,920 --> 00:33:05,360
know what the time period is 
supposed to be, to be honest. 

558
00:33:05,360 --> 00:33:07,920
I think it's supposed to be sort
of pseudo pseudo medieval 

559
00:33:07,920 --> 00:33:14,840
fantasy, but it's all about this
patriarch of a family having 

560
00:33:14,840 --> 00:33:18,880
died and then rising back from 
the dead and how that sort of 

561
00:33:18,880 --> 00:33:22,840
spins out into familial issues 
and affects the town. 

562
00:33:22,840 --> 00:33:25,160
That affects eventually the sort
of the larger setting there. 

563
00:33:26,200 --> 00:33:29,840
It would be very easy to take 
this and to spin it to put a 

564
00:33:29,840 --> 00:33:32,640
little more modern convenience 
on it and bring it up into 

565
00:33:32,920 --> 00:33:41,720
modern horror. 
The other one I had in mind is 

566
00:33:41,720 --> 00:33:44,200
Fever Swamp. 
This is the original edition 

567
00:33:44,200 --> 00:33:47,880
that I have right here. 
There is like a remaster that 

568
00:33:47,880 --> 00:33:53,680
Masonia did that has been on 
Kickstarter. 

569
00:33:53,680 --> 00:33:56,680
The PDF is delivered to backers.
I do not remember what the state

570
00:33:56,680 --> 00:34:01,000
of the book is at the moment, 
but I have run Fever Swamp as a 

571
00:34:01,000 --> 00:34:03,520
modern adventure. 
I used Agents of the Odd, which 

572
00:34:03,520 --> 00:34:08,000
is sort of like very similar to 
Liminal Horror or just more of 

573
00:34:08,000 --> 00:34:11,840
like a X-Files type of spin on 
it. 

574
00:34:11,840 --> 00:34:15,239
I suppose Fever Swamp is another
one. 

575
00:34:15,440 --> 00:34:19,920
You don't really need a whole 
lot to sort of twist it to run 

576
00:34:19,920 --> 00:34:24,719
the centre table. 
I even wrote a adaptation for 

577
00:34:24,719 --> 00:34:28,480
liminal horror that you can find
on Hitch dot IO that's talking 

578
00:34:28,480 --> 00:34:30,400
about ways to spin it. 
If you want an example of 

579
00:34:30,400 --> 00:34:35,000
something that isn't going quite
as far as, let's say, Hungry 

580
00:34:35,000 --> 00:34:38,880
Hollow, but still takes the 
original fantasy ideas, because 

581
00:34:38,880 --> 00:34:43,239
this was Fever Swamp, I think 
was Lamentations Flame Princess 

582
00:34:43,239 --> 00:34:46,440
Adventure originally or written 
for that, or at least, you know,

583
00:34:46,440 --> 00:34:48,960
BXD and D, if it wasn't 
Lamentations directly, but this 

584
00:34:48,960 --> 00:34:50,880
was some years ago. 
They did this. 

585
00:34:50,880 --> 00:34:55,880
Yeah, 2017. 
But to take that core fantasy 

586
00:34:55,880 --> 00:34:59,920
presence, you know, going into 
this horrid wretched swamp and 

587
00:34:59,920 --> 00:35:02,600
then just like putting that in 
the Southern United States and 

588
00:35:02,600 --> 00:35:06,520
some of the swamps down there, a
lot of elements really worked 

589
00:35:06,520 --> 00:35:08,800
nicely there. 
And for those who don't know, 

590
00:35:08,800 --> 00:35:14,240
fever swamp is full of strange 
crypted creatures and primarily 

591
00:35:14,240 --> 00:35:16,960
undead. 
There is this is gonna spoil it 

592
00:35:16,960 --> 00:35:19,040
a little bit. 
The the central tension since 

593
00:35:19,040 --> 00:35:23,400
this was sort of talked about is
that there is a it's called a 

594
00:35:23,400 --> 00:35:26,640
pile, I think. 
Let me see how they say that. 

595
00:35:26,640 --> 00:35:32,320
Actually, it's like the corpse 
pile, I believe, but it's like 

596
00:35:33,000 --> 00:35:38,120
miles long horde of undead 
creatures that roam the swamp 

597
00:35:39,120 --> 00:35:44,600
that at some point in time 
they're going to make it to the 

598
00:35:44,600 --> 00:35:48,320
central setting that sits on the
edge of the swamp there and 

599
00:35:48,320 --> 00:35:49,640
destroy and kill everybody who's
in it. 

600
00:35:50,480 --> 00:35:56,720
So your character might not be 
going there for that particular 

601
00:35:57,040 --> 00:36:01,560
purpose. 
You know, when I ran it, the I, 

602
00:36:01,560 --> 00:36:04,800
like I said, I adapted it to 
modern horror and used agents of

603
00:36:04,800 --> 00:36:08,440
the odd. 
So the player characters were 

604
00:36:08,440 --> 00:36:11,440
going into the swamp to find an 
old survey crew that had gone 

605
00:36:11,440 --> 00:36:14,120
missing after, you know, a storm
had swept through. 

606
00:36:15,000 --> 00:36:17,720
So their central tension was 
unrelated to the central tension

607
00:36:17,720 --> 00:36:20,280
of the module, but intersecting 
in very interesting ways. 

608
00:36:20,280 --> 00:36:22,920
You know, they ran into the 
corpse pile over the course of 

609
00:36:22,920 --> 00:36:26,920
their their play there and 
eventually they learned that 

610
00:36:26,920 --> 00:36:29,240
they needed to deal with it. 
So they went and found out the 

611
00:36:29,240 --> 00:36:31,040
original place where it came 
from and, you know, did 

612
00:36:31,040 --> 00:36:32,880
something about it. 
Whether or not they were 

613
00:36:32,880 --> 00:36:34,600
successful was sort of left 
ambiguous. 

614
00:36:34,600 --> 00:36:39,880
But so those are a few that I 
had in mind. 

615
00:36:40,840 --> 00:36:45,480
This is something that we can 
continue to diverge into on the 

616
00:36:45,560 --> 00:36:48,120
Discord server once we have a 
little more time to kind of like

617
00:36:48,160 --> 00:36:52,320
think about it. 
But do you have any more? 

618
00:36:53,080 --> 00:36:55,920
Oh yeah, you, you know, pretty 
much ideal Luke Gearing, if 

619
00:36:56,960 --> 00:37:00,400
we're gonna be really honest, I 
thought I always have felt like 

620
00:37:00,400 --> 00:37:02,840
the aisle would be a really 
great. 

621
00:37:02,840 --> 00:37:05,840
And that's all about how you 
frame why the characters are 

622
00:37:05,840 --> 00:37:08,560
there and frame why the 
characters would go down. 

623
00:37:08,560 --> 00:37:11,240
And there's enough hooks in 
there that's already all within 

624
00:37:11,240 --> 00:37:14,880
the text itself. 
Because then I think it would be

625
00:37:14,880 --> 00:37:21,600
a really great if you if you did
it sort of like found footage 

626
00:37:21,600 --> 00:37:27,280
academic, kind of like framing 
in terms of touchstones of like 

627
00:37:27,280 --> 00:37:29,200
why they're down there and how 
it just gets worse and worse and

628
00:37:29,200 --> 00:37:32,800
worse. 
But like I said, any Lou Gearing

629
00:37:32,800 --> 00:37:35,920
I think would be phenomenal. 
Yeah, I honestly can't believe I

630
00:37:35,920 --> 00:37:37,760
forgot this one. 
I'm literally running the Isle 

631
00:37:37,760 --> 00:37:43,280
right now in modern horror, so 
not to spoil it because you got 

632
00:37:43,280 --> 00:37:45,280
to read this book looking 
fantastic. 

633
00:37:45,320 --> 00:37:46,920
Super easy to make modern 
horror. 

634
00:37:50,200 --> 00:37:54,680
Am I wrong Josh, or did you 
mention already while I was like

635
00:37:54,680 --> 00:37:58,320
digging books behind me? 
Don't you have like a guide to 

636
00:37:58,320 --> 00:38:01,680
Fever Swamp in Lemoore? 
Yep, that's one of the things 

637
00:38:01,680 --> 00:38:03,720
that we wrote. 
I think was was for the last 

638
00:38:03,720 --> 00:38:05,320
game jam we did. 
I was like a year and a half 

639
00:38:05,320 --> 00:38:09,680
ago, I think I called it the 
Field Guide to Fever Swamp. 

640
00:38:10,560 --> 00:38:14,080
It's really just, it's not 
rewriting Fever Swamp in any 

641
00:38:14,080 --> 00:38:16,960
conceivable manner. 
It is about a dozen pages of 

642
00:38:16,960 --> 00:38:19,240
tips to convert it to modern 
horror. 

643
00:38:21,000 --> 00:38:23,880
So again, a super easy thing. 
It's not quite like a twisted 

644
00:38:23,880 --> 00:38:26,960
classic like we would officially
call it, but it was sort of the 

645
00:38:27,720 --> 00:38:32,240
genesis of the idea. 
But well, we're tricking out. 

646
00:38:32,240 --> 00:38:35,800
If you have a minute, it's on 
the unenthuser it's page, but it

647
00:38:35,800 --> 00:38:38,360
can be found through the links 
of the old Game Jam, if those 

648
00:38:38,360 --> 00:38:41,040
are somewhere. 
Actually, it should be in the 

649
00:38:41,040 --> 00:38:44,440
Limited horror library, right? 
Yes it should and yes it is. 

650
00:38:45,600 --> 00:38:49,240
It's like, all right, so let's 
let's keep moving on here. 

651
00:38:49,240 --> 00:38:52,040
We can do more questions later. 
Save. 

652
00:38:53,560 --> 00:38:58,440
OK, so you have found your 
inspiration. 

653
00:38:58,600 --> 00:39:01,680
You've ripped it down to its 
skeleton and you're rebuilding 

654
00:39:01,680 --> 00:39:05,400
it from modern horror. 
How do you add the horror? 

655
00:39:07,720 --> 00:39:10,160
This is going to be subjective. 
You know, people are scared 

656
00:39:10,160 --> 00:39:13,320
about different things. 
And realistically, as AGM, 

657
00:39:13,680 --> 00:39:17,080
you're just going to do what you
think is exciting, or at least 

658
00:39:17,080 --> 00:39:21,400
what will excite your players in
a scary way. 

659
00:39:22,720 --> 00:39:26,440
However, when you're looking at 
modern settings, specifically 

660
00:39:26,640 --> 00:39:29,960
something that's grounded in 
reality, your horror is often 

661
00:39:29,960 --> 00:39:32,560
going to come from the 
juxtaposition of the main 

662
00:39:32,560 --> 00:39:35,280
mundane against the weird and 
uncanny. 

663
00:39:35,400 --> 00:39:38,760
You know, zombies are scary 
because people usually, you 

664
00:39:38,760 --> 00:39:40,480
know, remain in the ground when 
they die. 

665
00:39:42,960 --> 00:39:44,240
What? 
This is going to be really 

666
00:39:44,240 --> 00:39:47,560
specific to your adventure. 
The easiest thing is terrifying 

667
00:39:47,560 --> 00:39:49,680
creatures. 
You know, like some horrid beast

668
00:39:49,680 --> 00:39:54,680
he is stalking the forest, or 
even like a Freddy or Jason. 

669
00:39:54,680 --> 00:39:58,360
It is just some man going out 
there and is going to kill you. 

670
00:39:59,360 --> 00:40:01,400
Again, that is sort of 
inherently terrifying in its own

671
00:40:01,400 --> 00:40:06,520
nature, but your horror can also
be otherworldly entities. 

672
00:40:06,960 --> 00:40:10,280
The big thing in the Bureau is 
there are. 

673
00:40:10,720 --> 00:40:15,720
Creatures and well, specifically
one entity that is attempting to

674
00:40:15,720 --> 00:40:21,000
break the bind between the prime
material plane and whatever 

675
00:40:21,280 --> 00:40:25,920
other plane that holds its home 
and it's working its way into 

676
00:40:25,960 --> 00:40:28,000
our world. 
And that is spreading this 

677
00:40:28,000 --> 00:40:30,680
inherent corruption throughout 
the building that is changing 

678
00:40:30,680 --> 00:40:33,480
people to be more like the 
entity itself. 

679
00:40:34,400 --> 00:40:36,760
So that's something from another
world that's interjecting its 

680
00:40:36,760 --> 00:40:40,680
way into ours. 
But beyond that, you've got the 

681
00:40:40,680 --> 00:40:43,200
classics like the ghosts and the
demons. 

682
00:40:43,960 --> 00:40:45,920
Real easy to go into, especially
if you want to do like the 

683
00:40:45,920 --> 00:40:48,000
demonic thing. 
You can always add the religious

684
00:40:48,000 --> 00:40:51,000
angle to it, and religious 
horror as its own subcategory 

685
00:40:51,000 --> 00:40:55,760
that people seem to enjoy. 
And above all, your horror can 

686
00:40:55,760 --> 00:41:02,000
just be other humans. 
This is part of the core tension

687
00:41:02,000 --> 00:41:05,360
in a lot of the modules. 
It's how the other people you 

688
00:41:05,360 --> 00:41:11,960
are with react to the horror in 
how your characters then respond

689
00:41:11,960 --> 00:41:15,480
to their acting. 
A lot of let's talk about the 

690
00:41:15,480 --> 00:41:19,000
bloom for a second here. 
There are a bunch of NPCS in the

691
00:41:19,000 --> 00:41:20,720
bloom. 
We've identified some of the key

692
00:41:20,720 --> 00:41:22,760
ones, and those are the ones 
that have the most ability to 

693
00:41:22,760 --> 00:41:24,080
affect change within the 
setting. 

694
00:41:24,080 --> 00:41:26,560
But there are also people just 
all sort of scattered around. 

695
00:41:27,720 --> 00:41:31,280
The big thing about the plume is
that a lot of your NPCS aren't 

696
00:41:31,280 --> 00:41:33,880
going to do anything about the 
horror. 

697
00:41:33,880 --> 00:41:37,960
They are intentionally trying to
ignore it, forsake of keeping 

698
00:41:37,960 --> 00:41:40,920
the pleasant nature of their 
town intact. 

699
00:41:41,880 --> 00:41:45,240
So you will come to them with 
claims and beg for help and 

700
00:41:45,240 --> 00:41:47,160
they're like, no, nothing is 
happening here. 

701
00:41:47,560 --> 00:41:51,120
It's all fine up until the point
where it slams them into the 

702
00:41:51,120 --> 00:41:55,360
face and everybody freaks out. 
So again, that's, that's part of

703
00:41:55,360 --> 00:41:59,080
your, your central tension, that
that's all human driven tension 

704
00:41:59,720 --> 00:42:02,600
only tangentially related to the
monsters themselves. 

705
00:42:04,360 --> 00:42:09,480
Now for Luminal Horror 
specifically, we use the horrors

706
00:42:09,480 --> 00:42:15,040
as agents of change at a very 
minimal level. 

707
00:42:15,600 --> 00:42:19,680
Change could simply be making 
your character go from alive to 

708
00:42:19,680 --> 00:42:24,040
dead. 
But that change could also be 

709
00:42:24,040 --> 00:42:26,080
something more profound. 
You know, we talked about 

710
00:42:26,080 --> 00:42:29,520
previously about how the 
environment can be changed. 

711
00:42:29,520 --> 00:42:32,240
You know, talking about the 
bloom again, there is this 

712
00:42:32,240 --> 00:42:38,040
spreading fungal mass that is 
terraforming the town, you know,

713
00:42:38,040 --> 00:42:40,480
to make it more covered in this,
this fungal agent. 

714
00:42:41,160 --> 00:42:45,920
So the horror itself is based in
nature, but it is horrifying 

715
00:42:45,920 --> 00:42:49,520
because of what it is doing. 
It is changing the environment, 

716
00:42:49,920 --> 00:42:53,000
but the horror more 
specifically, more mechanically 

717
00:42:53,000 --> 00:42:55,400
in the middle horror will change
your character. 

718
00:42:56,040 --> 00:42:59,640
You know, we see that through 
Fallout, which is one of the 

719
00:42:59,640 --> 00:43:01,400
most important parts of the 
system. 

720
00:43:01,720 --> 00:43:05,360
That is how your characters are 
directly changed by these 

721
00:43:05,360 --> 00:43:07,840
horrors. 
We'll talk a little bit about 

722
00:43:07,840 --> 00:43:10,600
that later, but that's worth 
keeping in mind that that is the

723
00:43:10,600 --> 00:43:15,080
goal is to create a change 
through horror that is liminal 

724
00:43:15,080 --> 00:43:19,880
horror. 
Now, I've already sort of cover 

725
00:43:19,880 --> 00:43:23,200
this a little bit. 
Horrors should both be 

726
00:43:23,200 --> 00:43:28,160
environmental and personal, 
threaten the setting, and 

727
00:43:28,160 --> 00:43:33,640
threaten the investigator. 
I've been playing Silent Hill 

728
00:43:34,200 --> 00:43:37,520
recently, you know, the original
3, just to kind of check that 

729
00:43:37,520 --> 00:43:39,640
off because I've never had a 
chance to until recently. 

730
00:43:40,800 --> 00:43:46,280
Silent Hill works really well 
because the town of Silent Hill 

731
00:43:46,440 --> 00:43:49,720
changes over the course of play.
The entire place is sort of 

732
00:43:49,720 --> 00:43:52,920
this, you know, nightmare escape
to begin with, but your 

733
00:43:52,920 --> 00:43:54,480
character will walk through a 
door. 

734
00:43:55,160 --> 00:43:58,240
When they walk back out, it's 
another world entirely, you 

735
00:43:58,240 --> 00:44:00,920
know, based upon the real one. 
But things have changed. 

736
00:44:00,920 --> 00:44:05,200
They use all those now. 
It's dark, shitty hallways and 

737
00:44:05,200 --> 00:44:07,400
fences to represent what the 
other world is there. 

738
00:44:07,400 --> 00:44:12,880
But either way, the environment 
in that game is also a 

739
00:44:12,880 --> 00:44:15,360
reflection of the person. 
So that's a different aspect 

740
00:44:15,360 --> 00:44:19,480
there too. 
But so the environment, they 

741
00:44:19,480 --> 00:44:22,080
don't always need to change. 
It is just a good touch. 

742
00:44:22,120 --> 00:44:27,480
It makes you're sort of setting 
the themes of your horror and 

743
00:44:27,480 --> 00:44:29,760
your adventure, and you're 
making it apparent by changing 

744
00:44:29,760 --> 00:44:34,000
the setting in and of itself. 
Sometimes it is horrifying that 

745
00:44:34,000 --> 00:44:36,200
the setting does not change as 
well. 

746
00:44:36,200 --> 00:44:39,040
So keep that in mind. 
And then, like I already talked 

747
00:44:39,040 --> 00:44:43,760
about it, whores are personal. 
You know, it's threatening 

748
00:44:43,760 --> 00:44:46,760
someone's life, your own as your
character, the ones that you 

749
00:44:46,760 --> 00:44:48,920
love. 
You know, your family and 

750
00:44:48,920 --> 00:44:53,720
friends or even just the people 
in your town, you know you have 

751
00:44:53,720 --> 00:44:56,080
some degree of care for them, 
otherwise you wouldn't be living

752
00:44:56,080 --> 00:44:58,840
there. 
So the horror is threatening. 

753
00:45:01,560 --> 00:45:05,360
Through that, what you do is you
begin to create clear 

754
00:45:05,360 --> 00:45:09,840
consequences of an action. 
If the horror is slowly changing

755
00:45:09,840 --> 00:45:13,760
the environment, if you do not 
stop it, the environment will be

756
00:45:13,760 --> 00:45:16,480
changed. 
You know, in the bloom, again, 

757
00:45:16,480 --> 00:45:20,640
if you do not stop the bloom, 
cold water will be overrun by 

758
00:45:20,640 --> 00:45:23,520
the end of the the adventure. 
And based on some of the 

759
00:45:23,520 --> 00:45:26,960
potential consequences there, 
cold water may no longer exist 

760
00:45:27,040 --> 00:45:29,920
at the end of the adventure if 
the horror is allowed to 

761
00:45:29,920 --> 00:45:32,800
proceed. 
And again, when it comes to the 

762
00:45:32,800 --> 00:45:36,440
personal level, if you do 
nothing as your character you 

763
00:45:36,440 --> 00:45:39,200
will be changed through fallout 
or death. 

764
00:45:40,160 --> 00:45:44,720
But also, that seems redness to 
all of the, you know, people you

765
00:45:44,720 --> 00:45:50,040
have connections with. 
Now, beyond that, your horror 

766
00:45:50,120 --> 00:45:53,880
should have a goal. 
What does it want? 

767
00:45:55,360 --> 00:45:57,600
What happens when it gets what 
it wants? 

768
00:45:59,520 --> 00:46:04,840
Horror should rarely be random, 
and I mean truly random. 

769
00:46:05,920 --> 00:46:10,320
When it comes to something like 
the Bloom, The horror at the 

770
00:46:10,320 --> 00:46:13,840
heart of the adventure doesn't 
really want anything tangible in

771
00:46:13,840 --> 00:46:17,520
terms of material goods. 
The horror wants to do what all 

772
00:46:17,520 --> 00:46:22,480
fungus does, grow and propagate.
It has a goal, and that goal is 

773
00:46:22,480 --> 00:46:26,760
to spread and to consume. 
It may seem random because it is

774
00:46:26,760 --> 00:46:29,080
nature. 
It's not a person or being, but 

775
00:46:30,040 --> 00:46:33,560
that is its core premise. 
That goal informs how we built 

776
00:46:33,560 --> 00:46:35,560
the adventure. 
You know, because the fungus 

777
00:46:35,560 --> 00:46:38,800
wants to do what fungus does. 
It's going to consume the town, 

778
00:46:39,440 --> 00:46:41,160
you know? 
You can see the easy points of 

779
00:46:41,160 --> 00:46:45,240
connection here. 
Beyond that, again, your horror 

780
00:46:45,240 --> 00:46:49,600
could be specifically focused. 
You know, scientists were 

781
00:46:49,600 --> 00:46:54,280
looking to find ways to revive 
the dead or, you know, something

782
00:46:54,280 --> 00:46:58,480
of the sort, preserve the brain 
after somebody has passed away 

783
00:46:58,480 --> 00:46:59,920
in order to pass it on to a new 
body. 

784
00:46:59,920 --> 00:47:03,880
And that creates zombies. 
The zombies themselves may have 

785
00:47:03,880 --> 00:47:07,160
been goalless. 
You know, they are, they do a 

786
00:47:07,160 --> 00:47:09,520
basic goal and that's, you know,
eat brains or eat human flash, 

787
00:47:09,520 --> 00:47:12,000
yadda, yadda, yadda. 
But it is the source of the 

788
00:47:12,000 --> 00:47:15,280
horror that had the goal to 
begin with, you know, find ways 

789
00:47:15,280 --> 00:47:19,760
to, you know, revive life and 
solve the problem of death, 

790
00:47:20,480 --> 00:47:22,600
something of that sort. 
That is the goal that drives the

791
00:47:22,600 --> 00:47:24,280
horror at the core of your 
adventure. 

792
00:47:24,280 --> 00:47:29,720
So, and my favorite, find a 
theme. 

793
00:47:32,080 --> 00:47:36,440
This, what it does is it gives 
you this really easy element to 

794
00:47:36,440 --> 00:47:39,880
return to when you're running 
low on ideas and you want to add

795
00:47:40,160 --> 00:47:41,880
additional horror to your 
adventure. 

796
00:47:43,000 --> 00:47:49,280
In Hungry Hollow, for example, 
one of our key themes is spring 

797
00:47:49,600 --> 00:47:52,560
sort of broadly and generally, 
and what that comes with his, 

798
00:47:52,560 --> 00:47:56,920
you know, bees and fertility. 
We can take those two core 

799
00:47:56,920 --> 00:47:59,400
concepts, those themes and 
ideas, and then just add them 

800
00:47:59,400 --> 00:48:01,040
everywhere. 
You know, it's things that are 

801
00:48:01,040 --> 00:48:04,000
calling back to the horror of 
the adventure without even 

802
00:48:04,000 --> 00:48:09,040
overtly being horrifying. 
You know, the central tension of

803
00:48:09,320 --> 00:48:10,920
Hungry Hollow. 
And this isn't even much of A 

804
00:48:10,920 --> 00:48:12,560
spoiler. 
And what's to come is that 

805
00:48:12,560 --> 00:48:16,680
there's a baby shower that's 
going to happen in some days 

806
00:48:16,680 --> 00:48:20,840
from when you arrive at your or 
at the town itself. 

807
00:48:21,320 --> 00:48:23,480
So this event is sort of looming
in the background. 

808
00:48:23,800 --> 00:48:26,720
But because we have that core 
theme of fertility, we can kind 

809
00:48:26,720 --> 00:48:29,320
of expound upon that. 
There are Flyers all over town 

810
00:48:29,320 --> 00:48:31,880
talking about this baby shower. 
People are excited about this 

811
00:48:31,880 --> 00:48:35,640
event. 
We can add in the motifs of 

812
00:48:35,640 --> 00:48:38,920
spring of flowers and bees and 
all those things, make it 

813
00:48:38,920 --> 00:48:41,280
decorate banners that sit in the
town. 

814
00:48:41,600 --> 00:48:44,840
Again, these things are aren't 
overtly horrifying, but they are

815
00:48:44,840 --> 00:48:48,600
starting to key your players 
into what might be going on 

816
00:48:48,600 --> 00:48:52,640
beneath the surface. 
Another one of the big ones is 

817
00:48:52,880 --> 00:48:55,360
in all of like, you know, called
Cthulhu horror. 

818
00:48:55,360 --> 00:48:58,080
There's always some cult that 
has a symbol on their book. 

819
00:48:58,080 --> 00:49:00,480
You know, the Necronomicon, It's
got that little seal on it. 

820
00:49:01,000 --> 00:49:04,080
That can be your theme. 
You put that symbol somewhere in

821
00:49:04,080 --> 00:49:06,240
the environment and then the 
players automatically see, 

822
00:49:06,480 --> 00:49:09,160
there's a cult presence here. 
Let's go find a cult. 

823
00:49:10,280 --> 00:49:14,480
Another one is Robert Chambers, 
the King in Yellow, the sort of 

824
00:49:14,480 --> 00:49:18,160
impetus for a lot of, you know, 
Lovecraft's early work inspiring

825
00:49:18,160 --> 00:49:22,400
the very Lovecraftian genre. 
The King in Yellow is a very 

826
00:49:22,400 --> 00:49:26,680
easy theme that is yellow. 
So you can introduce that, you 

827
00:49:26,680 --> 00:49:28,320
know, a character with a yellow 
cloak. 

828
00:49:28,520 --> 00:49:31,040
It immediately stands out as 
being sort of different because 

829
00:49:31,040 --> 00:49:34,920
of its color nature. 
But also you can start making 

830
00:49:34,920 --> 00:49:39,120
yellow things in your adventure,
one, because you're trying to 

831
00:49:39,120 --> 00:49:41,760
direct attention and two, 
because you were trying to screw

832
00:49:41,760 --> 00:49:46,480
with your players a little bit, 
You know, like you can put a, a 

833
00:49:46,720 --> 00:49:49,520
a yellow post it note on a door 
or something like that. 

834
00:49:49,520 --> 00:49:51,360
They see the color yellow go, 
blah, blah, blah, Let's go 

835
00:49:51,360 --> 00:49:52,520
investigate. 
And there's nothing really 

836
00:49:52,520 --> 00:49:55,720
there. 
So that helps build tension. 

837
00:49:55,720 --> 00:49:57,800
It helps kind of like, you know,
the ebb and flow. 

838
00:49:58,560 --> 00:50:01,320
All clues aren't created equal 
in that sense. 

839
00:50:03,800 --> 00:50:06,720
I think that's all I have to say
in this one. 

840
00:50:08,000 --> 00:50:11,520
Anything to add? 
No, I think the choosing of 

841
00:50:11,520 --> 00:50:16,280
themes and choosing of goals are
to not only for writing, but for

842
00:50:16,280 --> 00:50:20,880
running them to horror games. 
And sometimes the themes come in

843
00:50:20,880 --> 00:50:25,440
play and you start to realize 
what your players start to glom 

844
00:50:25,440 --> 00:50:27,520
onto and you can weave them 
through. 

845
00:50:27,520 --> 00:50:32,880
But it definitely helps create a
cohesive vision throughout, and 

846
00:50:32,880 --> 00:50:36,840
it's definitely worth paying 
really close attention to early 

847
00:50:36,840 --> 00:50:40,560
on in your writing. 
So what is their goals? 

848
00:50:40,560 --> 00:50:43,200
What are they trying to achieve?
And then how can I weave some 

849
00:50:43,200 --> 00:50:46,920
sort of aesthetic or thematic 
elements throughout? 

850
00:50:52,960 --> 00:50:56,760
All right, let's move on. 
Writing clues. 

851
00:50:58,120 --> 00:51:02,600
One of the hardest problems in 
all of tabletop RPG writing 

852
00:51:02,600 --> 00:51:04,920
mysteries and the clues to go 
along with it. 

853
00:51:06,640 --> 00:51:08,400
You'll see this kind of handled 
a bunch of different ways. 

854
00:51:08,560 --> 00:51:11,440
The little horror takes a little
more traditional structure. 

855
00:51:11,440 --> 00:51:13,200
I'll talk about that in a 
second, where you find the clues

856
00:51:13,200 --> 00:51:15,920
in the solved mystery. 
But this is a problem that has 

857
00:51:16,000 --> 00:51:20,080
spawned discourse. 
It's so sort of inherently 

858
00:51:20,080 --> 00:51:23,000
difficult to nail down. 
You'll look at stuff like 

859
00:51:23,880 --> 00:51:26,680
Gumshoe. 
Gumshoe is a system just kind of

860
00:51:26,680 --> 00:51:28,040
gives you the clues if you look 
for them. 

861
00:51:29,600 --> 00:51:31,880
Call or Cthulhu Dark, that's 
another one where if you're 

862
00:51:31,880 --> 00:51:33,560
looking for clues, you will find
them. 

863
00:51:33,560 --> 00:51:36,000
It's just sort of like how you 
find them that affects what you 

864
00:51:36,000 --> 00:51:39,280
do next. 
And then you even have the 

865
00:51:39,280 --> 00:51:42,240
Brindlewood bays and you know 
the car from Brindlewood Systems

866
00:51:42,240 --> 00:51:45,360
where you can find a clue at any
of these key locations. 

867
00:51:45,480 --> 00:51:47,400
And the very nature of the 
mystery is fluid. 

868
00:51:47,600 --> 00:51:50,120
So you're looking for clues and 
then you decide what the mystery

869
00:51:50,120 --> 00:51:51,000
is. 
At the very end. 

870
00:51:53,000 --> 00:51:54,840
All these things are tempting to
find the same goal. 

871
00:51:55,000 --> 00:51:58,560
That's to make this process 
easier because it's not easy. 

872
00:52:00,160 --> 00:52:05,040
Now, the key part that makes 
them a horror fun, it's not 

873
00:52:05,040 --> 00:52:06,600
really a game about solving 
mysteries. 

874
00:52:07,800 --> 00:52:09,760
It's about surviving those 
mysteries. 

875
00:52:11,600 --> 00:52:15,960
Clues are one of your tools that
the players will have at their 

876
00:52:15,960 --> 00:52:19,240
disposal and that's how they 
inform their choices on what to 

877
00:52:19,240 --> 00:52:23,440
do next. 
One of the key, you know, pieces

878
00:52:23,440 --> 00:52:26,640
of designed influence that you 
know, book Goblin Archives and I

879
00:52:26,640 --> 00:52:32,880
have used is this blog post from
Sean McCoy of Mothership fame. 

880
00:52:32,880 --> 00:52:37,160
It's called Survive, Solve, 
Save, where the general premise,

881
00:52:37,160 --> 00:52:40,280
and this has changed a little 
bit since the original blog post

882
00:52:40,280 --> 00:52:42,560
because I think it's back in 
like 2017 or something like 

883
00:52:42,560 --> 00:52:44,240
that. 
So it's been a few years, but 

884
00:52:44,240 --> 00:52:49,080
the core premise is that your 
characters in a mothership 

885
00:52:49,080 --> 00:52:52,680
adventure will be able to do one
of these things. 

886
00:52:53,360 --> 00:52:57,440
They will survive the encounter,
they'll solve the mystery, or 

887
00:52:57,440 --> 00:53:00,880
they'll save themselves or the 
people affected by the horror. 

888
00:53:03,120 --> 00:53:06,200
Maybe you'll be able to do 1 1/2
of those things. 

889
00:53:06,320 --> 00:53:09,080
It'll get some of the answers to
the mystery while also living to

890
00:53:09,080 --> 00:53:13,040
see it yourself. 
Or you could survive all the way

891
00:53:13,040 --> 00:53:15,000
up into the end. 
You get the answers. 

892
00:53:15,000 --> 00:53:18,640
Maybe you see people, but you 
set off that nuke that blows up 

893
00:53:18,640 --> 00:53:21,640
the power plant, taking you and 
the xenomorph queen away with 

894
00:53:21,680 --> 00:53:25,080
it. 
But things are going to be 

895
00:53:25,080 --> 00:53:31,360
messy, and horror is rarely, 
I'm, like I said, good, because 

896
00:53:31,360 --> 00:53:35,040
that's subjective. 
Things should rarely be clean 

897
00:53:35,040 --> 00:53:38,000
and cut and dry by the end of 
your adventure. 

898
00:53:38,760 --> 00:53:44,400
So you don't really need to 
worry about setting up this big 

899
00:53:44,960 --> 00:53:48,960
expansive trail of bread crumbs 
with all of these clues so that 

900
00:53:48,960 --> 00:53:52,680
the players themselves put on 
their Sherlock Holmes cap and 

901
00:53:52,680 --> 00:53:56,560
solve the mystery themselves and
save everybody that's clean. 

902
00:53:56,840 --> 00:54:00,320
We don't want clean. 
We want things to be messy, so 

903
00:54:01,200 --> 00:54:08,160
use clues as tools. 
With that in mind, when you are 

904
00:54:08,160 --> 00:54:11,200
writing your clues, do not hide 
them. 

905
00:54:12,680 --> 00:54:16,120
Players should be given adequate
information order in order to 

906
00:54:16,120 --> 00:54:20,280
make informed choices, and those
choices should be impactful. 

907
00:54:22,360 --> 00:54:27,520
If you are hiding clues behind 
roles in a general sense, you 

908
00:54:27,520 --> 00:54:29,720
know, like liberal horror 
doesn't even have to find the 

909
00:54:29,720 --> 00:54:31,840
clue role. 
We have saves, not even like 

910
00:54:31,840 --> 00:54:33,240
skill checks or anything like 
that. 

911
00:54:33,240 --> 00:54:39,440
So if the players act in a 
manner that would find one of 

912
00:54:39,440 --> 00:54:42,320
the clues you have prepared, 
they find that clue. 

913
00:54:43,160 --> 00:54:45,840
You know, if they search the 
desk and find the letter of the 

914
00:54:45,840 --> 00:54:51,480
mayor who is secretly funding a,
you know, religious cult or 

915
00:54:51,480 --> 00:54:54,360
something like that, they've 
searched the desk, they found 

916
00:54:54,360 --> 00:54:56,360
the clue. 
We don't need to make a strike 

917
00:54:56,360 --> 00:54:59,120
save, open the desk to find the 
clue or anything like that. 

918
00:54:59,120 --> 00:55:02,800
They can simply do so. 
So your clues, you want them to 

919
00:55:02,800 --> 00:55:05,760
be findable. 
The goal is not to obscure it. 

920
00:55:07,560 --> 00:55:11,240
With that in mind, your progress
in the adventure should never be

921
00:55:11,240 --> 00:55:16,000
halted by not finding a clue. 
The player should always have 

922
00:55:16,000 --> 00:55:18,840
choices ahead of them, things 
that they could be doing. 

923
00:55:19,160 --> 00:55:23,360
If they need to find one 
specific clue to progress, then 

924
00:55:23,520 --> 00:55:27,080
the adventurous sort of failed. 
You or your characters are 

925
00:55:27,080 --> 00:55:28,680
locked in the sense of 
indecision. 

926
00:55:28,680 --> 00:55:31,600
They don't know what they're 
missing even if you as AGM do. 

927
00:55:32,520 --> 00:55:36,520
So finding ways to ensure that 
they can continue to move 

928
00:55:36,520 --> 00:55:40,520
forward and to act without 
having a specific clue is only 

929
00:55:40,520 --> 00:55:43,240
going to be beneficial. 
We'll talk about the Doom clock 

930
00:55:43,240 --> 00:55:45,120
later. 
That is sort of liminal horrors 

931
00:55:45,120 --> 00:55:48,280
mechanical solution to the 
problem where something is 

932
00:55:48,280 --> 00:55:51,920
always going to happen next for 
the players to react to. 

933
00:55:52,680 --> 00:55:54,360
But that's one possible 
solution. 

934
00:55:54,360 --> 00:55:56,320
There are, you know, plenty of 
others that you can kind of look

935
00:55:56,320 --> 00:56:05,040
into an experiment with writing 
clues, as we talked about, that 

936
00:56:05,040 --> 00:56:09,000
can only be found in those 
specific sequences that largely 

937
00:56:09,000 --> 00:56:12,840
won't be found by player groups 
when you're writing these 

938
00:56:12,840 --> 00:56:15,200
adventures for other GMs, Like, 
if you're going to release it, 

939
00:56:15,800 --> 00:56:17,120
that's not really going to be 
helpful. 

940
00:56:17,840 --> 00:56:21,480
You know, the obscure things 
that 1% of the player group are 

941
00:56:21,480 --> 00:56:23,800
going to find. 
Having some of that stuff is 

942
00:56:23,800 --> 00:56:28,480
fun, sure, but all you're doing 
is creating this flow of 

943
00:56:28,480 --> 00:56:31,040
information that the GM needs to
keep in mind and need to 

944
00:56:31,040 --> 00:56:35,080
consider when you're writing 
something that doesn't really 

945
00:56:35,080 --> 00:56:37,440
need to be considered because 
virtually no one's going to find

946
00:56:37,440 --> 00:56:40,280
it. 
So keep that in mind, you know, 

947
00:56:40,280 --> 00:56:43,040
having your Easter eggs, having 
your, you know, fun little 

948
00:56:43,040 --> 00:56:44,480
puzzles and stuff like that is 
good. 

949
00:56:44,880 --> 00:56:49,160
Keep those in there, but don't 
obscure it so much that it 

950
00:56:49,160 --> 00:56:54,080
becomes useless information. 
You know, your modules and your 

951
00:56:54,080 --> 00:56:57,160
adventure should reflect what's 
going to happen during play 

952
00:56:57,760 --> 00:57:00,480
under most normal circumstances.
So don't don't worry about 

953
00:57:00,480 --> 00:57:03,240
getting too clever with all 
things considered. 

954
00:57:04,720 --> 00:57:12,040
And keep in mind some of your 
clues might be best as fluid in 

955
00:57:12,040 --> 00:57:17,880
nature this is, you can pick 
them up and drop them down 

956
00:57:17,880 --> 00:57:22,480
wherever you might need them. 
Some clues are so important that

957
00:57:22,480 --> 00:57:25,840
they're linked to a specific 
location and good great, keep 

958
00:57:25,840 --> 00:57:27,760
those. 
But also keep in mind that you 

959
00:57:27,760 --> 00:57:32,640
can add flavor and change the 
adventure as it's written while 

960
00:57:32,640 --> 00:57:36,320
you are playing it. 
We do this more formally and 

961
00:57:36,320 --> 00:57:37,720
mechanically through the Void 
Crawl. 

962
00:57:38,160 --> 00:57:39,680
We'll talk about that later 
again. 

963
00:57:40,200 --> 00:57:45,320
But the general idea is like 
you're trying to link the mayor 

964
00:57:45,320 --> 00:57:49,440
to that cult again, and you need
the players to start making that

965
00:57:49,440 --> 00:57:52,640
connection so they can continue 
to move forward before the town 

966
00:57:52,640 --> 00:57:54,280
is destroyed by the call. 
Something of the sort. 

967
00:57:55,360 --> 00:57:58,760
Clues that link the mayor to the
cult don't need to be directly 

968
00:57:58,760 --> 00:58:00,640
in the mayor's office. 
They could be at the 

969
00:58:00,640 --> 00:58:04,960
receptionist desk or at the 
church or something of the sort.

970
00:58:05,160 --> 00:58:06,840
These are things that you want 
your players to find. 

971
00:58:06,840 --> 00:58:10,800
You want them to progress. 
So the clues don't need to be 

972
00:58:10,840 --> 00:58:16,480
specific locations to be viable,
and it helps keep things sort of

973
00:58:16,480 --> 00:58:19,400
moving at the table. 
You're not playing a story, you 

974
00:58:19,400 --> 00:58:25,720
are running a horror scenario. 
So even the GM, you want to be a

975
00:58:25,720 --> 00:58:27,600
little surprised by how things 
are going. 

976
00:58:28,040 --> 00:58:32,080
The Void Crawl keeps that as a 
random nature, but again, you 

977
00:58:32,080 --> 00:58:34,880
don't need to rely on that. 
You can just have a nice list of

978
00:58:34,880 --> 00:58:38,000
things at your disposal, ready 
to drop in as you see it fit. 

979
00:58:38,680 --> 00:58:41,880
And again, we want players to 
have the information so that 

980
00:58:41,880 --> 00:58:43,960
they can act. 
We want them to have things in 

981
00:58:43,960 --> 00:58:47,040
their toolbox, so we don't need 
to be so strict with where they 

982
00:58:47,040 --> 00:58:51,040
end up. 
Before we continue, anything 

983
00:58:51,040 --> 00:58:55,200
else to add here? 
I usually frame it, you know, in

984
00:58:55,200 --> 00:58:58,560
while we are writing it and then
towards the end as well. 

985
00:58:58,800 --> 00:59:02,480
How can you draw those red 
strings between locations and 

986
00:59:02,480 --> 00:59:05,080
things? 
And so when you look and look 

987
00:59:05,080 --> 00:59:07,800
through your manuscript or 
whatever you're writing in, in 

988
00:59:07,800 --> 00:59:11,080
whatever format, making sure 
there are ways to connect 

989
00:59:11,680 --> 00:59:16,880
players and characters and 
things around that sort of 

990
00:59:16,880 --> 00:59:20,080
redundant nature. 
That is how life is anyways, 

991
00:59:20,080 --> 00:59:21,280
right? 
There's a lot of ways that 

992
00:59:21,280 --> 00:59:22,800
things are connected to each 
other. 

993
00:59:23,600 --> 00:59:26,440
So a lot of times we'll go 
through and we'll read through 

994
00:59:26,440 --> 00:59:29,240
locations and characters and 
things and see where we need to 

995
00:59:29,240 --> 00:59:34,440
seed more connections or clues 
in a way to make sure that 

996
00:59:34,440 --> 00:59:40,040
there's an ample opportunity for
players to pull on those threads

997
00:59:40,040 --> 00:59:43,200
and then put them together and 
make meaning in them, in them, 

998
00:59:43,200 --> 00:59:46,680
in their own way. 
And often times it's in unique 

999
00:59:46,680 --> 00:59:49,880
ways that you were surprised by.
As someone who runs everything 

1000
00:59:49,880 --> 00:59:52,560
I've written in terms of the 
horror adventures, I'm 

1001
00:59:52,680 --> 00:59:55,560
constantly surprised by the 
connections and the twists and 

1002
00:59:55,560 --> 01:00:00,240
turns that the characters pick 
up or clue into and then takes 

1003
01:00:00,240 --> 01:00:01,680
them down a different rabbit 
hole. 

1004
01:00:06,840 --> 01:00:13,640
All right, press on. 
Now, talking about the system 

1005
01:00:13,640 --> 01:00:18,600
aspects of it, everything we 
talked about so far is mostly 

1006
01:00:18,840 --> 01:00:20,920
narrative. 
You know, it's the pros you're 

1007
01:00:20,920 --> 01:00:23,080
writing is how you're setting up
the settings. 

1008
01:00:23,520 --> 01:00:25,400
So let's interact with Luminar 
Horror system. 

1009
01:00:27,760 --> 01:00:31,040
Two of the most important parts 
of play are stress and Fallout. 

1010
01:00:31,480 --> 01:00:34,120
We'll talk more about Fallout 
specifically, but Fallout is 

1011
01:00:34,120 --> 01:00:36,360
linked to stress, so it is worth
bringing up here. 

1012
01:00:37,840 --> 01:00:40,520
Stress itself is a 
representation of the horrors 

1013
01:00:40,520 --> 01:00:43,200
having a tangible effect on the 
characters. 

1014
01:00:44,000 --> 01:00:47,080
We know that stress is an agent 
of change. 

1015
01:00:47,120 --> 01:00:49,960
It will eventually lead to 
fallout if your characters are 

1016
01:00:49,960 --> 01:00:54,800
not careful. 
So keep that in mind as you are 

1017
01:00:54,800 --> 01:00:58,200
writing down or figuring out how
to dole out stress. 

1018
01:00:59,680 --> 01:01:04,240
In basic sense, one stress is 
easy to hand out. 

1019
01:01:05,240 --> 01:01:07,280
You're witnessing something 
horrid. 

1020
01:01:08,280 --> 01:01:13,240
One stress on its own is rarely 
going to create fallout, 

1021
01:01:13,960 --> 01:01:16,240
especially if you are in an 
environment. 

1022
01:01:16,240 --> 01:01:19,640
Let's say you're searching a 
location and you see a spooky 

1023
01:01:19,640 --> 01:01:21,800
body and you're like, Oh no, a 
spooky body. 

1024
01:01:22,000 --> 01:01:26,800
You take one stress. 
This is sort of a key part of 

1025
01:01:26,800 --> 01:01:29,840
maintaining tension. 
Mechanically, this means 

1026
01:01:29,840 --> 01:01:32,520
nothing. 
You know, taking one stress when

1027
01:01:32,520 --> 01:01:35,520
you're in a relatively safe 
location with no adversary 

1028
01:01:35,520 --> 01:01:38,640
coming at you. 
You take a few minutes to rest 

1029
01:01:38,640 --> 01:01:40,440
and your hip protection returns 
to full. 

1030
01:01:42,040 --> 01:01:47,520
So it might seem a little 
superfluous to hand out stress 

1031
01:01:47,520 --> 01:01:50,840
in this increment at those type 
of times, but keep in mind that 

1032
01:01:50,840 --> 01:01:54,040
this is how we help pacing and 
tension at the table. 

1033
01:01:54,760 --> 01:01:58,760
It is the ritual of the player 
barking down their hip 

1034
01:01:58,760 --> 01:02:01,720
protection to know that they 
aren't safe, that things are 

1035
01:02:01,720 --> 01:02:05,920
starting to get a little creepy.
So keep that in mind. 

1036
01:02:07,120 --> 01:02:11,120
Even if the players can heal one
stress very quickly with only a 

1037
01:02:11,120 --> 01:02:14,760
few moments of rest, it is still
useful to have these moments 

1038
01:02:14,760 --> 01:02:18,120
baked in, in opening the 
dumpster and smelling the 

1039
01:02:18,760 --> 01:02:20,880
wretched trash that lies in 
there. 

1040
01:02:21,280 --> 01:02:22,760
That's going to cause stress to 
anyone. 

1041
01:02:22,760 --> 01:02:28,280
So keep those moments in. 
But also, like I said, stress is

1042
01:02:28,280 --> 01:02:33,440
an agent of change. 
Horrors can dole out the stress 

1043
01:02:33,440 --> 01:02:36,600
directly. 
This is through typically 

1044
01:02:36,600 --> 01:02:40,840
through their their abilities 
that the horrors have 

1045
01:02:40,840 --> 01:02:43,120
themselves. 
You know, like a zombie bites 

1046
01:02:43,120 --> 01:02:44,640
you and you're infected with the
virus. 

1047
01:02:44,640 --> 01:02:48,640
So we mechanically represent 
that by stress sort of coursing 

1048
01:02:48,640 --> 01:02:52,800
through your veins as you are 
slowly being turned into a 

1049
01:02:52,800 --> 01:02:55,520
zombie, or at least at risk of 
being turned into a zombie 

1050
01:02:55,520 --> 01:03:00,400
through their bites. 
In the Bureau. 

1051
01:03:01,120 --> 01:03:06,080
Stress is more of a 
representation of the corruption

1052
01:03:06,080 --> 01:03:09,280
that is inherently a play within
the model with they're sort of 

1053
01:03:09,440 --> 01:03:12,640
slowly infecting our characters,
trying to warm its way in and 

1054
01:03:12,640 --> 01:03:17,360
corrupt them as well. 
We get to the bloom, stress is 

1055
01:03:17,360 --> 01:03:23,360
the bungal infection warming its
way and trying to take control 

1056
01:03:23,360 --> 01:03:26,600
of your system by being in cold 
water. 

1057
01:03:26,720 --> 01:03:30,120
You're already exposed to the 
spores that kind of are 

1058
01:03:30,120 --> 01:03:33,400
pervasive in the area. 
The more stress you take, the 

1059
01:03:33,400 --> 01:03:39,360
more your body is helping 
through and distributing those 

1060
01:03:39,360 --> 01:03:45,120
spores and more like protection 
you're losing against it because

1061
01:03:45,120 --> 01:03:47,000
you're spending all this time 
there and you're getting worked 

1062
01:03:47,000 --> 01:03:49,920
up. 
And so as the stress builds up, 

1063
01:03:50,240 --> 01:03:53,000
the fungal infection is going to
start to build as well. 

1064
01:03:54,680 --> 01:03:56,600
So stress can mean a lot of 
different things to your 

1065
01:03:56,600 --> 01:04:01,080
adventure other than how we view
it as being, you know, like an 

1066
01:04:01,080 --> 01:04:09,520
anxiety response. 
SO1D4 stress easy baseline for 

1067
01:04:09,520 --> 01:04:13,920
monsters. 
If you have major, you know, 

1068
01:04:13,920 --> 01:04:17,160
like the big brutes that you 
might have or anything that has 

1069
01:04:17,200 --> 01:04:21,000
like a particularly weird or 
gross ability, give it one D6 

1070
01:04:21,000 --> 01:04:22,240
stress. 
Easy enough. 

1071
01:04:23,160 --> 01:04:28,720
And then when you go to one 
D81D10, one T12 stress, make 

1072
01:04:28,720 --> 01:04:32,240
sure that those things are 
particularly monstrous entities 

1073
01:04:32,800 --> 01:04:35,760
or you're sort of witnessing 
these events not meant for human

1074
01:04:35,760 --> 01:04:38,400
eyes. 
When you get into the levels of 

1075
01:04:38,400 --> 01:04:41,360
1D8 stress, those have the 
ability to cause fallout in a 

1076
01:04:41,360 --> 01:04:45,960
single role. 
So again, keep your design 

1077
01:04:45,960 --> 01:04:49,600
intentions in mind when you're 
doling out stress in that high 

1078
01:04:49,600 --> 01:04:53,680
of quantities. 
You know, seeing, you know, 

1079
01:04:53,680 --> 01:04:55,600
Cthulhu himself is probably 
something that's very 

1080
01:04:55,600 --> 01:04:58,520
frightening to human eyes and 
might force inherent change 

1081
01:04:58,520 --> 01:05:01,280
within you as you are frightened
by its very sight. 

1082
01:05:01,960 --> 01:05:06,880
That's probably worth AD 10 or 
D12 or opening the tome of a 

1083
01:05:06,880 --> 01:05:12,040
necromancer and having a spell 
seared into your very brain and 

1084
01:05:12,040 --> 01:05:16,280
something not meant for you, not
meant for you to witness. 

1085
01:05:16,600 --> 01:05:19,320
So it is going to change you as 
a result because of your 

1086
01:05:19,320 --> 01:05:27,600
carelessness, I think, Dad. 
No, it just really stress is how

1087
01:05:27,720 --> 01:05:31,960
we mechanically show how the 
horrors change your character, 

1088
01:05:31,960 --> 01:05:35,360
leading straight into fallout, 
which is the other mechanical 

1089
01:05:35,360 --> 01:05:40,040
way on your character sheet that
your character shifts and change

1090
01:05:40,040 --> 01:05:43,440
and becomes less like a normal 
person and more like what 

1091
01:05:43,440 --> 01:05:45,040
they're investigating and 
fighting. 

1092
01:05:49,680 --> 01:05:54,680
All right, let's keep going. 
All right, get more in deeper 

1093
01:05:54,680 --> 01:05:57,480
into the stat blocks here. 
I'll be pretty quick about this 

1094
01:05:57,480 --> 01:05:58,520
one. 
I don't think we need to spend a

1095
01:05:58,520 --> 01:06:04,440
whole ton of time here, but stat
blocks are a minor part of most 

1096
01:06:04,440 --> 01:06:07,720
of your characters, most of the 
horrors that you face, a lot of 

1097
01:06:07,720 --> 01:06:11,040
the horrors, they are horrifying
for their narrative aspects. 

1098
01:06:11,640 --> 01:06:14,200
And stat blocks are at their 
most useful when you're in 

1099
01:06:14,200 --> 01:06:17,800
combat, which is something that 
you generally want to avoid in a

1100
01:06:17,800 --> 01:06:20,120
horror system because it means 
your characters have a pretty 

1101
01:06:20,120 --> 01:06:22,960
good chance to die in or at 
least being harmed in some 

1102
01:06:22,960 --> 01:06:25,520
forms. 
So when you're looking at stat 

1103
01:06:25,520 --> 01:06:27,960
blocks, you don't have to get 
too deep into the weeds about 

1104
01:06:27,960 --> 01:06:31,760
it. 
You know, most creatures if, if 

1105
01:06:31,760 --> 01:06:35,560
the only thing they're going to 
be doing is fighting, give them 

1106
01:06:35,560 --> 01:06:37,080
a strength score, give them hip 
protection. 

1107
01:06:37,200 --> 01:06:38,880
You know, strength is their meet
points. 

1108
01:06:38,880 --> 01:06:44,240
Hip protection is their ability 
to avoid serious harm. 90% of 

1109
01:06:44,240 --> 01:06:46,760
your interactions with these 
creatures are going to be with 

1110
01:06:46,760 --> 01:06:49,960
those two stats. 
If you end up needing dexterity 

1111
01:06:49,960 --> 01:06:53,200
or control for anything of these
these creatures you didn't have 

1112
01:06:53,200 --> 01:06:55,280
stated already, I assume it's 
10. 

1113
01:06:55,760 --> 01:06:57,600
You know it's easy enough. 
You don't even need to write it 

1114
01:06:57,600 --> 01:06:59,400
down. 
Just think, anytime it's not 

1115
01:06:59,400 --> 01:07:02,080
listed as ten, there you go, 
There's your creature, you know 

1116
01:07:02,080 --> 01:07:04,520
a zombie. 
Give them four HP, 12 strength, 

1117
01:07:05,480 --> 01:07:07,240
That's a zombie. 
You know they try and bite you, 

1118
01:07:07,400 --> 01:07:09,280
they cause stress. 
Easy. 

1119
01:07:10,920 --> 01:07:13,880
When looking at general mobility
scores, 10 is going to be your 

1120
01:07:13,880 --> 01:07:17,440
average point. 
A normal human has 10s across 

1121
01:07:17,440 --> 01:07:21,240
the board, which is variable 
based on the specific human, but

1122
01:07:21,240 --> 01:07:25,080
so 10/10 is your average, about 
a 50% chance of success at any 

1123
01:07:25,080 --> 01:07:28,920
given save, and then we adjust 
upwards from there. 

1124
01:07:29,800 --> 01:07:33,480
Three is truly deficient, you 
know, Might be reserved for 

1125
01:07:34,280 --> 01:07:38,000
creatures or particularly 
untalented individuals. 6 is a 

1126
01:07:38,000 --> 01:07:40,920
bit of a weaker score, but 
somewhere kind of in the middle.

1127
01:07:40,920 --> 01:07:44,200
It's not strange to see like a 
standard investigator with a 

1128
01:07:44,200 --> 01:07:48,120
score of 6 or so. 
Then we get into Beyond 10. 

1129
01:07:48,200 --> 01:07:51,600
When you look at 1414 in any of 
your ability scores are starting

1130
01:07:51,600 --> 01:07:53,400
to get into the sort of the 
noteworthy point. 

1131
01:07:53,440 --> 01:07:56,760
You are exceptional at that one 
particular ability. 

1132
01:07:57,440 --> 01:08:03,000
And then 1818 is the maximum 
that any character can have any 

1133
01:08:03,000 --> 01:08:06,520
investigator, regardless of all 
that you receive or what have 

1134
01:08:06,520 --> 01:08:08,520
you, 18 is your maximum that you
can have. 

1135
01:08:08,920 --> 01:08:12,240
That is sort of like you are 
extraordinarily gifted in that. 

1136
01:08:13,000 --> 01:08:15,680
And that goes to four creatures 
as well. 

1137
01:08:15,680 --> 01:08:19,279
Considering the stat blocks 
here. 18 is a like a truly 

1138
01:08:19,279 --> 01:08:21,760
legendary monster. 
It is a horrid thing. 

1139
01:08:23,000 --> 01:08:29,680
But then there are the higher If
you have some eldritch God, 

1140
01:08:30,600 --> 01:08:33,000
don't give them stats at all. 
You know, they're at Eldridge 

1141
01:08:33,000 --> 01:08:34,560
God. 
You're not gonna fight your way 

1142
01:08:34,560 --> 01:08:37,760
out of, you know, doing that 
without something else happening

1143
01:08:37,760 --> 01:08:39,840
in the narrative. 
You can't shoot Cthulhu with a 

1144
01:08:39,840 --> 01:08:45,840
gun and expect him to die. 
So these horrid Eldridge 

1145
01:08:45,920 --> 01:08:49,399
monstrosities might have a 
scores of 20 or higher, 

1146
01:08:49,399 --> 01:08:51,960
depending on whether you want to
represent that mechanically. 

1147
01:08:53,640 --> 01:08:55,240
Well, getting into hit 
protection, again, hit 

1148
01:08:55,240 --> 01:08:58,160
protection is your ability to 
avoid serious harm. 

1149
01:08:59,160 --> 01:09:01,399
Most creatures, you know, your 
average person could have about 

1150
01:09:01,399 --> 01:09:04,240
three or four hit protection. 
When you get into the higher 

1151
01:09:04,240 --> 01:09:09,200
ones, like 6 or so, it's, you 
know, more sturdy creature. 

1152
01:09:09,439 --> 01:09:12,680
When you have a ten hit 
protection creature that is a 

1153
01:09:12,680 --> 01:09:17,640
serious threat, your basic 
weapon is doing D6 damage under 

1154
01:09:17,640 --> 01:09:20,080
most circumstances. 
So that's gonna take a few hits 

1155
01:09:20,080 --> 01:09:23,240
to go down or at least a couple 
of rounds of combat. 

1156
01:09:23,240 --> 01:09:27,359
So ten hit protection is gonna 
be a hard thing that's gonna hit

1157
01:09:27,359 --> 01:09:32,359
a character at least once. 
So it is worth mentioning, hip 

1158
01:09:32,359 --> 01:09:34,720
protection is not your meat 
points. 

1159
01:09:35,040 --> 01:09:36,680
That is more or less your 
strength. 

1160
01:09:37,399 --> 01:09:41,000
It is skills, your ability to 
dodge. 

1161
01:09:41,000 --> 01:09:43,399
It is your luck. 
When a character's hip 

1162
01:09:43,399 --> 01:09:46,080
protection is depleted, they 
have avoided serious harm. 

1163
01:09:46,479 --> 01:09:51,240
So if you're being shot with a 
bullet and it doesn't exceed 

1164
01:09:51,240 --> 01:09:54,200
your hip protection, you dodge 
out of the Bay a little bit. 

1165
01:09:54,200 --> 01:09:57,240
Maybe it grazed you, or you 
could bruise, or it hits a 

1166
01:09:57,240 --> 01:09:59,680
bulletproof vest and leaves a 
nice, you know, bruise there. 

1167
01:10:01,040 --> 01:10:03,680
Things that haven't done serious
harm to you but are wearing you 

1168
01:10:03,680 --> 01:10:06,320
down over the course of the 
encounter. 

1169
01:10:06,320 --> 01:10:11,000
Now, when it comes to damage, D6
is a baseline. 

1170
01:10:11,080 --> 01:10:13,760
That is a weapon. 
A standard weapon is AD 6. 

1171
01:10:14,840 --> 01:10:18,480
If your character is unarmed, 
especially in the like of like a

1172
01:10:18,480 --> 01:10:21,120
zombie, a zombie's going to be 
unarmed with its little hands. 

1173
01:10:22,360 --> 01:10:24,360
Those might be AD four. 
That's sort of the lowest we 

1174
01:10:24,360 --> 01:10:27,560
deal for damage there. 
So zombie kind of running and 

1175
01:10:27,560 --> 01:10:32,280
scratching at you without 
Dexterity, Dexterous movement, 

1176
01:10:32,600 --> 01:10:35,960
use AD four for the hands. 
But if they try and bite you, 

1177
01:10:36,000 --> 01:10:38,880
that is a serious threat. 
That might be AD 6 or AD 8. 

1178
01:10:41,320 --> 01:10:45,680
So again, D6 is the baseline, D4
is the unarmed, and then 

1179
01:10:45,680 --> 01:10:50,240
anything higher sort of special.
AD 8 weapon is something that is

1180
01:10:50,240 --> 01:10:52,160
particularly noteworthy. 
That might be like an assault 

1181
01:10:52,160 --> 01:10:56,120
rifle, like a military weapon. 
It's a little bit better on even

1182
01:10:56,120 --> 01:10:58,080
if it shoots the same bullet as 
your hunting rifle. 

1183
01:10:59,400 --> 01:11:05,640
V10 is sort of reserved for 
weapons that are of particular 

1184
01:11:05,640 --> 01:11:06,960
note. 
That might be an artifact that 

1185
01:11:06,960 --> 01:11:10,280
you find. 
You pull the Excalibur out of 

1186
01:11:10,280 --> 01:11:12,760
some cave in, you know, the 
Pacific Northwest for some 

1187
01:11:12,760 --> 01:11:15,880
reason. 
That is a legendary weapon, and 

1188
01:11:15,880 --> 01:11:18,560
there's AD 10 as you wield it 
against the coming horde. 

1189
01:11:18,560 --> 01:11:24,360
And then D12, largely speaking, 
in terms of straight damage, D12

1190
01:11:24,360 --> 01:11:27,280
should be avoided. 
That is typically when you have 

1191
01:11:27,280 --> 01:11:31,480
an enhanced attack. 
Enhanced is when you have 

1192
01:11:31,480 --> 01:11:34,560
everything in your favor. 
You know you're using fire 

1193
01:11:34,560 --> 01:11:37,240
against an ice creature, 
something like that that that is

1194
01:11:37,240 --> 01:11:41,080
your enhanced attacks and that 
is that is about monumentous 

1195
01:11:41,080 --> 01:11:43,600
thing that is the characters 
using their tools and ingenuity 

1196
01:11:43,600 --> 01:11:45,480
to attack creatures in a special
manner. 

1197
01:11:45,760 --> 01:11:49,120
So D12 is sort of the the reward
they get for doing so. 

1198
01:11:49,960 --> 01:11:53,280
Not that your NPCS and your 
creatures can't have that. 

1199
01:11:53,320 --> 01:11:56,600
Just keep that in mind. 
That sort of mechanical call 

1200
01:11:56,600 --> 01:12:00,960
back there. 
You can do like D20 damage if 

1201
01:12:00,960 --> 01:12:03,040
you feel the need for it. 
Just know that that is going to 

1202
01:12:03,040 --> 01:12:05,880
take out a character and almost 
guarantee it a single roles. 

1203
01:12:07,040 --> 01:12:08,640
At least there's a 50% chance of
doing so. 

1204
01:12:10,240 --> 01:12:11,960
So truly horrid and altered 
creatures. 

1205
01:12:11,960 --> 01:12:15,120
Keep that for the D20 if you 
need to use it at all. 

1206
01:12:15,120 --> 01:12:20,760
Just a couple other things here 
with stat blocks. 

1207
01:12:23,480 --> 01:12:26,920
Make sure you're using stress. 
We talked about how stress is an

1208
01:12:26,920 --> 01:12:30,480
agent of change and that is sort
of the core tension of the 

1209
01:12:30,480 --> 01:12:32,920
characters as they face these 
horrors there and how they could

1210
01:12:32,920 --> 01:12:34,600
fall out. 
So don't have all of your 

1211
01:12:34,600 --> 01:12:37,200
zombies do, you know, just 
straight damage. 

1212
01:12:38,600 --> 01:12:42,960
Add some stress in there, make 
them fearful of the change. 

1213
01:12:44,160 --> 01:12:47,080
Make them fearful that they will
become like that zombie if they 

1214
01:12:47,080 --> 01:12:50,760
are not careful. 
A good way to start a baseline 

1215
01:12:50,760 --> 01:12:54,720
for stress is D4. 
These aren't really things that 

1216
01:12:54,720 --> 01:12:56,400
are happening from weapons per 
SE. 

1217
01:12:56,400 --> 01:12:58,960
They're happening from things 
intrinsic to the the entities 

1218
01:12:58,960 --> 01:13:01,360
that you're facing. 
They are the horrors, you know, 

1219
01:13:01,360 --> 01:13:02,920
tangibly affecting the 
characters. 

1220
01:13:03,800 --> 01:13:05,920
So D4 usually works as a good 
baseline and then kind of 

1221
01:13:05,920 --> 01:13:08,120
increase from there under the 
same guidance as the previous 

1222
01:13:08,120 --> 01:13:16,360
stats. 
Now we've been changing this 

1223
01:13:16,360 --> 01:13:22,000
just ever so slightly in the 
Investigator edition of Liminal 

1224
01:13:22,000 --> 01:13:27,680
Horror in the coming deluxe 
edition, where players when they

1225
01:13:27,680 --> 01:13:30,360
take damage, they have to make a
strength save. 

1226
01:13:30,440 --> 01:13:33,280
If they fail that strength save,
this is when they take strength 

1227
01:13:33,280 --> 01:13:36,080
damage. 
To be clear, they gain a wound, 

1228
01:13:36,120 --> 01:13:38,400
and the wound is based on 
severity of the damage. 

1229
01:13:39,120 --> 01:13:44,920
When NPCS take critical damage, 
when they fail their strength 

1230
01:13:44,920 --> 01:13:48,480
save, they don't necessarily 
take wounds. 

1231
01:13:48,640 --> 01:13:54,080
You can do so if you want as 
AGM, but for simplicity, the 

1232
01:13:54,080 --> 01:13:56,200
RMPCS or staff blocks that 
you're writing, they take 

1233
01:13:56,200 --> 01:13:58,840
critical damage and something 
happens. 

1234
01:13:59,320 --> 01:14:02,760
You know most circumstances they
fall out of combat, whatever 

1235
01:14:02,760 --> 01:14:04,600
that may mean for a creature, 
you know. 

1236
01:14:04,600 --> 01:14:07,160
You shoot the leg off a zombie 
and it collapses to the ground 

1237
01:14:07,160 --> 01:14:10,560
and pauses for a moment, and 
then it wakes back up and starts

1238
01:14:10,560 --> 01:14:13,440
crawling its way towards you. 
It's taking critical damage, it 

1239
01:14:13,440 --> 01:14:16,160
has fallen out of combat, but 
because it is a zombie, it wakes

1240
01:14:16,160 --> 01:14:19,880
back up and continues forward 
under most circumstances. 

1241
01:14:19,880 --> 01:14:21,960
That's your basic guideline. 
They take critical damage. 

1242
01:14:21,960 --> 01:14:25,200
They fall out of combat for 
specific creatures. 

1243
01:14:26,040 --> 01:14:27,440
You can get a little fun with 
that. 

1244
01:14:27,480 --> 01:14:31,760
You can increase the threat to 
spoil the balloon a little bit 

1245
01:14:31,760 --> 01:14:34,040
here. 
The big old flesh Hydra, the 

1246
01:14:34,040 --> 01:14:39,080
anthromycin that we wrote in 
when it takes critical damage. 

1247
01:14:39,240 --> 01:14:41,080
Let me back up and explain what 
that thing is. 

1248
01:14:41,400 --> 01:14:44,760
So that is there's Nope, Nope, 
there we go. 

1249
01:14:44,760 --> 01:14:48,520
That guy right there. 
I'm learning a camera. 

1250
01:14:49,120 --> 01:14:51,960
So the under writes in is a 
conglomeration of multiple 

1251
01:14:51,960 --> 01:14:53,760
different people bound together 
by fungus. 

1252
01:14:54,920 --> 01:14:58,960
When it takes critical damage, 
it rips apart, splitting into 

1253
01:14:58,960 --> 01:15:01,840
its individual hosts. 
And then you have five people to

1254
01:15:01,840 --> 01:15:04,880
deal with instead of 1 hulking 
creature that are coming at you.

1255
01:15:06,120 --> 01:15:09,480
So be creative with your 
critical damage, especially for 

1256
01:15:09,480 --> 01:15:12,160
your your boss creatures or 
anything that's meant to be 

1257
01:15:12,160 --> 01:15:17,240
super impactful. 
And then just real quick, we got

1258
01:15:17,240 --> 01:15:19,120
a bunch of cheats that you can 
use here. 

1259
01:15:20,080 --> 01:15:25,680
If the creature can avoid being 
hit or void being harmed, bump 

1260
01:15:25,680 --> 01:15:28,880
up its HP. 
If it can soak up damage, give 

1261
01:15:28,880 --> 01:15:32,600
it a little bit of armor. 
We typically run in ranges of 

1262
01:15:32,600 --> 01:15:34,920
zero to three for most 
creatures. 

1263
01:15:35,680 --> 01:15:39,880
But the truly, you know, damaged
Stokes, the true tanks might 

1264
01:15:39,960 --> 01:15:41,720
have a little bit more armor 
than that. 

1265
01:15:42,080 --> 01:15:44,400
But again, keep that for special
circumstances that we usually 

1266
01:15:44,400 --> 01:15:45,760
want to keep in that zero to 
three range. 

1267
01:15:47,320 --> 01:15:53,640
If a character or an NPC is 
physically powerful, gives them 

1268
01:15:53,640 --> 01:15:57,920
more strength, or if they have 
the ability to avoid or to 

1269
01:15:57,920 --> 01:16:01,000
continue to fight after taking 
serious harm. 

1270
01:16:01,280 --> 01:16:06,800
You know, what's that Jason in 
the horror movie? 

1271
01:16:06,840 --> 01:16:09,560
You can shoot that fucker as 
many times as you want, but he's

1272
01:16:09,560 --> 01:16:11,800
going to keep going. 
That is a character with high 

1273
01:16:11,800 --> 01:16:14,160
strength. 
He is taking that harm. 

1274
01:16:14,440 --> 01:16:16,560
You can see it. 
You're blowing poles in them 

1275
01:16:16,560 --> 01:16:18,520
with your guns, but he's going 
to keep moving. 

1276
01:16:18,520 --> 01:16:21,160
That is a physically powerful 
character with high strength. 

1277
01:16:22,520 --> 01:16:25,680
Now, these characters might also
have a higher damage dying 

1278
01:16:25,680 --> 01:16:27,920
response. 
You know, Jason can cleave 

1279
01:16:27,920 --> 01:16:30,000
through people with a machete in
one swing. 

1280
01:16:30,000 --> 01:16:33,120
He might be doing D10 damage 
with that machete. 

1281
01:16:35,320 --> 01:16:38,600
So basically powerful character 
or high strength or high damage 

1282
01:16:39,640 --> 01:16:42,320
if they're quick again gives 
them either higher hit 

1283
01:16:42,320 --> 01:16:44,560
protection or just bum it up to 
dexterity. 

1284
01:16:45,640 --> 01:16:50,480
Dex is something that's rarely 
used compared to the control and

1285
01:16:50,480 --> 01:16:53,520
strength. 
It's mostly for attempts to sort

1286
01:16:53,520 --> 01:16:56,560
of bind a character down. 
If you have a Taser, that's 

1287
01:16:56,560 --> 01:16:59,880
going to target stress directly 
or about stress dexterity 

1288
01:16:59,880 --> 01:17:02,320
directly. 
So keep that in mind as you're 

1289
01:17:02,320 --> 01:17:04,680
building your creature. 
It's a little less needed than 

1290
01:17:04,680 --> 01:17:07,200
some of the other ones, but if 
they are quick, give them high 

1291
01:17:07,200 --> 01:17:09,320
decks. 
And more importantly, if the 

1292
01:17:09,320 --> 01:17:13,640
creatures are weird or have a 
better understanding of the 

1293
01:17:13,640 --> 01:17:19,280
weird, give them high control. 
If they are ones that can do 

1294
01:17:19,280 --> 01:17:22,640
things that are weird instead of
standard damage, give them a 

1295
01:17:22,640 --> 01:17:25,440
stress damage to deal out to 
your players. 

1296
01:17:28,080 --> 01:17:29,640
I think we got a question here. 
It's a. 

1297
01:17:32,800 --> 01:17:36,640
Good question. 
In chat from a grass cower he 

1298
01:17:36,680 --> 01:17:39,920
says I often don't see stability
on stat blocks. 

1299
01:17:39,920 --> 01:17:42,400
I imagine this could be because 
PCs don't have many ways of 

1300
01:17:42,400 --> 01:17:45,440
dealing stress. 
Are there any other reasons for 

1301
01:17:45,440 --> 01:17:47,880
this, or is it just omitted or 
considered redundant? 

1302
01:17:50,320 --> 01:17:53,120
Stability is an interesting 
thing in the system here. 

1303
01:17:53,200 --> 01:17:55,880
So for those who don't 
immediately know what we refer 

1304
01:17:55,880 --> 01:17:57,520
to, we're talking about 
stability. 

1305
01:17:57,520 --> 01:17:59,480
Stability is like your mental 
armor. 

1306
01:18:00,000 --> 01:18:02,680
It is the thing that protects 
your character from stress. 

1307
01:18:02,680 --> 01:18:07,280
The reason we don't really see 
this primarily is because it's 

1308
01:18:07,280 --> 01:18:09,640
kind of rare. 
You know, most of the time 

1309
01:18:09,640 --> 01:18:14,080
stability is coming either from 
getting fallout or finding like 

1310
01:18:14,080 --> 01:18:16,400
an artifact that gives you a 
little bit more stability. 

1311
01:18:16,400 --> 01:18:20,600
It helps you fight against the 
horrors in a more mental way. 

1312
01:18:20,600 --> 01:18:23,680
We want to consider it that 
rather than the physical way. 

1313
01:18:24,680 --> 01:18:28,800
So we've also got this mechanic 
in there that comes from Evelyn 

1314
01:18:28,800 --> 01:18:36,720
Monroe Morayuba about using cell
phones to gain stability. 

1315
01:18:36,720 --> 01:18:40,360
You're viewing the horrors 
through a lens and that protects

1316
01:18:40,360 --> 01:18:42,080
you from things being as 
horrifying. 

1317
01:18:42,880 --> 01:18:44,720
So every character carries a 
cell phones. 

1318
01:18:44,720 --> 01:18:46,880
Every character has the 
potential to gain stability if 

1319
01:18:46,880 --> 01:18:50,320
they're using that phone to kind
of view the horror rather than 

1320
01:18:50,440 --> 01:18:51,800
staring at it with their own 
eyes. 

1321
01:18:52,640 --> 01:18:57,200
So when we're talking about stat
blocks, one stability is rare. 

1322
01:18:58,640 --> 01:19:02,520
If you're writing in PCs it's 
only really going to be like 

1323
01:19:02,560 --> 01:19:06,000
seasoned investigators that are 
part of your missions that have 

1324
01:19:06,080 --> 01:19:09,680
stability or cultists that are 
already exposed to the horrors. 

1325
01:19:10,000 --> 01:19:15,320
But realistically players 
dealing stress damage is almost 

1326
01:19:15,320 --> 01:19:16,720
non existent. 
I don't think we have a single 

1327
01:19:16,720 --> 01:19:20,760
example of a time where player 
characters like the 

1328
01:19:20,760 --> 01:19:23,960
investigators can deal, unless 
I'm forgetting something. 

1329
01:19:25,360 --> 01:19:29,000
Sometimes a fallout or a 
resident artifact might cause 

1330
01:19:29,000 --> 01:19:32,920
stress, but typically that is in
framing how it would cause 

1331
01:19:32,920 --> 01:19:39,040
stress to your teammates. 
Yeah, fair enough. 

1332
01:19:39,720 --> 01:19:44,320
So that that's pretty much it. 
If you can also use the your 

1333
01:19:44,320 --> 01:19:46,960
stats as a way to inform 
narrative. 

1334
01:19:47,400 --> 01:19:49,480
Even if you don't think 
stability is going to be used by

1335
01:19:49,480 --> 01:19:53,000
the player characters in any 
tangible way, giving a character

1336
01:19:53,000 --> 01:19:55,400
stability is already telling us 
something about them. 

1337
01:19:55,560 --> 01:19:58,520
You know, they have already seen
the weird and are protected 

1338
01:19:58,520 --> 01:20:00,040
against it. 
Or maybe they're just sort of 

1339
01:20:00,040 --> 01:20:03,080
naturally protected against it, 
but it might not come up at the 

1340
01:20:03,080 --> 01:20:04,760
table. 
But it tells you that at the 

1341
01:20:04,760 --> 01:20:09,840
very least. 
Well, that mind. 

1342
01:20:09,840 --> 01:20:11,640
Do we have anything else to add 
here before we move on? 

1343
01:20:11,640 --> 01:20:18,400
All right, let's keep going. 
We're getting close to finishing

1344
01:20:18,400 --> 01:20:20,440
up here. 
Only hour and a half. 

1345
01:20:20,440 --> 01:20:22,880
Nice. 
All right. 

1346
01:20:24,520 --> 01:20:31,000
Sanity, this is something that 
might come up in the adventures 

1347
01:20:31,000 --> 01:20:33,400
that you're trying to adapt, but
it's not something we really 

1348
01:20:33,400 --> 01:20:37,880
deal with with liminal horror. 
Liminal horror as a system has 

1349
01:20:38,480 --> 01:20:42,120
taken the intentional step to 
diverge away from the concept of

1350
01:20:42,120 --> 01:20:46,480
sanity in an attempt to avoid 
any of the problematic aspects 

1351
01:20:46,480 --> 01:20:49,040
that are sort of associated with
what is inevitably the 

1352
01:20:49,040 --> 01:20:50,800
stigmatization of mental health 
struggles. 

1353
01:20:52,640 --> 01:20:56,000
If you are converting from an 
adventure or rewriting from an 

1354
01:20:56,000 --> 01:20:59,360
adventure or story that deals 
heavily with these concepts, 

1355
01:21:00,360 --> 01:21:02,480
you're going to have a little 
bit of hard time because there 

1356
01:21:02,480 --> 01:21:07,680
isn't really A1 for one, you 
know, the the closest analogue 

1357
01:21:07,680 --> 01:21:09,480
in the world. 
Horror is going to be stress and

1358
01:21:09,480 --> 01:21:13,000
fallout. 
So instead of like you lose D10 

1359
01:21:13,000 --> 01:21:17,600
sanity, it's like you can take 
some stress that's going to 

1360
01:21:17,600 --> 01:21:20,360
solve your problem probably 9 
times out of 10 or 

1361
01:21:20,360 --> 01:21:24,040
realistically, but you have the 
opportunity to be a little more 

1362
01:21:24,040 --> 01:21:29,640
clever with it. 
So again, when you're, when 

1363
01:21:29,640 --> 01:21:32,640
you're dealing with this, you 
don't really, you don't really 

1364
01:21:32,640 --> 01:21:35,080
want to do the descended to 
madness through fallout. 

1365
01:21:35,160 --> 01:21:38,480
You know, like you, you could 
create a series of fallout that 

1366
01:21:38,480 --> 01:21:40,960
represent, you know, various 
mental health disorders. 

1367
01:21:40,960 --> 01:21:43,240
And as the characters take 
stress, they start to be 

1368
01:21:43,240 --> 01:21:45,520
affected by this. 
But that's not, it's not really 

1369
01:21:45,520 --> 01:21:47,120
a good thing to do, all things 
considered. 

1370
01:21:47,120 --> 01:21:48,960
You're still, you're still 
dealing with the stigmatization 

1371
01:21:48,960 --> 01:21:51,760
of mental health. 
You are gamifying, you know, 

1372
01:21:51,760 --> 01:21:54,720
mental health struggles. 
And there's a there's a fine 

1373
01:21:54,720 --> 01:21:56,920
line that you can kind of skate 
here. 

1374
01:21:58,440 --> 01:22:01,240
It's perfectly OK if you like 
these sanity mechanics. 

1375
01:22:01,240 --> 01:22:03,120
And we're not going to tell you 
how to play your games. 

1376
01:22:03,200 --> 01:22:06,680
But little horror as it's set up
isn't really meant to support 

1377
01:22:06,680 --> 01:22:09,200
that type of play. 
So just keep that in mind as 

1378
01:22:09,200 --> 01:22:11,680
you're you're sort of writing 
your adventures and doing your 

1379
01:22:11,680 --> 01:22:14,000
fallout of your own, especially 
if you plan on releasing this as

1380
01:22:14,000 --> 01:22:18,800
some third party adventure. 
What we recommend though, is to 

1381
01:22:19,160 --> 01:22:23,720
consider what sanity is meant to
elicit in the source material. 

1382
01:22:24,520 --> 01:22:29,400
You know, one of the common 
themes in the Cthulhu stories is

1383
01:22:29,400 --> 01:22:32,760
obsession. 
Your character is diverging into

1384
01:22:32,760 --> 01:22:34,800
madness through means of 
obsession. 

1385
01:22:35,640 --> 01:22:39,080
We can play with that. 
We don't necessarily need to do 

1386
01:22:39,080 --> 01:22:41,560
with madness part where we can 
play with the obsession aspect 

1387
01:22:41,560 --> 01:22:44,640
of it. 
Maybe you gain this, this sort 

1388
01:22:44,640 --> 01:22:50,560
of hankering to read illicit 
text or find the source of this 

1389
01:22:50,560 --> 01:22:54,000
otherworldly incursion. 
It is something that is caught 

1390
01:22:54,000 --> 01:22:56,960
in your mind and you feel 
compelled to do so. 

1391
01:22:57,480 --> 01:23:01,120
That could be a Fallout might 
work well because it is sort of 

1392
01:23:01,120 --> 01:23:05,240
pulling your characters in a 
particular direction and putting

1393
01:23:05,240 --> 01:23:09,480
them in danger as they sort of 
act upon this source of new 

1394
01:23:09,480 --> 01:23:12,480
obsession there. 
But it is not really the 

1395
01:23:12,480 --> 01:23:15,240
characters losing their mind in 
a tangible manner. 

1396
01:23:15,240 --> 01:23:19,120
It is the horror drawing them in
through means of some inherent 

1397
01:23:19,120 --> 01:23:24,520
connection. 
You think it's to add to this 

1398
01:23:24,520 --> 01:23:25,040
one? 
I think I'm. 

1399
01:23:25,720 --> 01:23:29,520
No, I think it's just really 
important, you know, to make 

1400
01:23:29,520 --> 01:23:34,000
sure that you are really 
cognizant of how you're 

1401
01:23:34,000 --> 01:23:36,520
approaching this when you're 
adapting, especially adapting 

1402
01:23:36,520 --> 01:23:40,160
stuff with sanity mechanics, 
because it is really easy to 

1403
01:23:40,160 --> 01:23:44,000
fall into a way that we've been 
trying to intentionally avoid. 

1404
01:23:45,000 --> 01:23:50,120
And that I think I found not 
only avoiding it as feeling 

1405
01:23:50,120 --> 01:23:53,680
good, but it is much more 
rewarding. 

1406
01:23:53,680 --> 01:23:56,520
I think when when we're going to
talk about how Fallout comes 

1407
01:23:56,520 --> 01:24:00,000
into play, I think it is much 
more interesting at the table as

1408
01:24:00,000 --> 01:24:00,800
well. 
I. 

1409
01:24:03,280 --> 01:24:04,560
Think it's coming up. 
Let's see. 

1410
01:24:07,600 --> 01:24:09,080
Oh, whoops. 
And I think Vault's next to all 

1411
01:24:09,080 --> 01:24:13,840
right. 
So the Doom clock, this is 

1412
01:24:13,920 --> 01:24:18,760
something that was in the 
original, what we're calling the

1413
01:24:18,760 --> 01:24:20,560
legacy edition of Liminal 
Horror. 

1414
01:24:20,680 --> 01:24:22,320
It was sort of this this sort of
tangent. 

1415
01:24:22,520 --> 01:24:26,080
It was included in the back, but
a couple lines of text. 

1416
01:24:26,080 --> 01:24:29,680
It wasn't like super detailed 
and explained at the time. 

1417
01:24:29,960 --> 01:24:33,080
And we're trying to make this a 
little bit more robust because 

1418
01:24:33,080 --> 01:24:36,480
it's a key part of two of the 
three modules going forward. 

1419
01:24:36,480 --> 01:24:42,560
Well, more than that actually. 
But you the point the Doom clock

1420
01:24:43,520 --> 01:24:47,160
is an escalating series of 
events that will come to pass if

1421
01:24:47,160 --> 01:24:53,000
the investigators do not act. 
This is not something that we've

1422
01:24:53,000 --> 01:24:57,840
invented the the original Doom 
clock was it from Monster of the

1423
01:24:57,840 --> 01:25:02,880
Week that you pulled it from? 
Doom Clock I think is if I had 

1424
01:25:02,880 --> 01:25:07,160
to trace its lineage, it's very 
specifically Monster of the 

1425
01:25:07,160 --> 01:25:13,440
Week, and then faction fronts 
from Dungeon World were probably

1426
01:25:13,440 --> 01:25:16,800
the two largest inspirations in 
terms of what happens when you 

1427
01:25:16,800 --> 01:25:23,040
don't do anything, and giving 
the central tension of the story

1428
01:25:23,480 --> 01:25:28,240
a drive that then adapts as well
as players do things. 

1429
01:25:30,400 --> 01:25:34,360
Yeah, it's clocks are Forgera 
design. 

1430
01:25:34,560 --> 01:25:36,360
I think it was Ron Edwards 
himself that came up with the 

1431
01:25:36,360 --> 01:25:38,560
original concept, at least as 
far as we can kind of trace it 

1432
01:25:38,560 --> 01:25:42,440
back. 
For whatever folk might think of

1433
01:25:42,440 --> 01:25:45,920
Ron Edwards, this is probably a 
single greatest contribution to 

1434
01:25:46,160 --> 01:25:53,480
tabletop RPGs is this concept. 
It was later polled and adapted 

1435
01:25:53,480 --> 01:25:57,680
for Apocalypse World. 
And then these, they're all cold

1436
01:25:57,680 --> 01:25:59,840
different things too, but 
they're they're progress clocks.

1437
01:25:59,840 --> 01:26:03,120
That's really all it is. 
And then that concept has been 

1438
01:26:03,120 --> 01:26:04,840
brought forward in a number of 
ways. 

1439
01:26:04,960 --> 01:26:08,680
Blaze in the Dark deals with it 
more directly as like actual 

1440
01:26:08,680 --> 01:26:10,400
clocks. 
They'll call it out as such. 

1441
01:26:10,800 --> 01:26:16,760
A Monster of the Week has a 
funny name for it that I'm 

1442
01:26:16,760 --> 01:26:18,360
forgetting. 
What did you get the point? 

1443
01:26:20,120 --> 01:26:22,640
It's worth looking up some of 
those original inspirations, 

1444
01:26:22,640 --> 01:26:25,360
especially as you're trying to 
write your own doom clock. 

1445
01:26:25,760 --> 01:26:28,120
But it's very much something 
that comes from the story game 

1446
01:26:28,160 --> 01:26:31,360
side of things. 
As a specific mechanic. 

1447
01:26:31,400 --> 01:26:35,880
I think this concept is as old 
as the media itself at a 

1448
01:26:35,880 --> 01:26:38,880
minimum. 
But regardless, the mechanical 

1449
01:26:38,880 --> 01:26:41,200
aspect of it at least has that 
lineage. 

1450
01:26:41,960 --> 01:26:44,720
So like we said, it's an 
escalating series of events. 

1451
01:26:44,960 --> 01:26:49,120
What the doom clock is for is 
creating tension over periods of

1452
01:26:49,120 --> 01:26:52,400
time. 
The period of time itself is 

1453
01:26:52,400 --> 01:26:56,120
subjective. 
It will depend on what you want 

1454
01:26:56,120 --> 01:26:59,600
your doom clock to accomplish. 
This could be a single session. 

1455
01:26:59,600 --> 01:27:01,320
You can use a clock for a 
session. 

1456
01:27:01,320 --> 01:27:04,760
You realistically you can use a 
clock for like 1 action if you 

1457
01:27:04,760 --> 01:27:06,200
really want to. 
But I think getting that 

1458
01:27:06,200 --> 01:27:12,640
granular kind of lose the plot a
little bit, but you know, it's 

1459
01:27:13,000 --> 01:27:17,360
or creating that tension. 
These are the events that happen

1460
01:27:17,480 --> 01:27:20,600
if you do nothing. 
It is the timeline that happens 

1461
01:27:20,600 --> 01:27:23,000
if the PCs don't act. 
That's another common way it's 

1462
01:27:23,000 --> 01:27:24,920
referred to, especially in OSR 
spaces. 

1463
01:27:25,640 --> 01:27:29,960
Not every scenario is really 
going to benefit from one 

1464
01:27:29,960 --> 01:27:31,760
either. 
So we, we recommend this, 

1465
01:27:33,120 --> 01:27:36,200
especially if you were having 
trouble with naturally creating 

1466
01:27:36,200 --> 01:27:38,240
tension, but you know you're not
always going to need it. 

1467
01:27:38,480 --> 01:27:42,680
You know, if you're in a, you 
dropped in a horror dungeon and 

1468
01:27:42,680 --> 01:27:47,080
your one goal is to escape, you 
don't really need something 

1469
01:27:47,080 --> 01:27:48,680
ticking in the background to 
create tension. 

1470
01:27:48,680 --> 01:27:50,560
The tension is created in the 
moment you're trying to get the 

1471
01:27:50,560 --> 01:27:54,200
fuck out of the building, the 
things that you encounter or 

1472
01:27:54,200 --> 01:27:58,880
where that tension comes from. 
But this is chasing your players

1473
01:27:58,880 --> 01:28:01,000
up trees. 
It's the way I've heard it 

1474
01:28:01,000 --> 01:28:04,760
referred to. 
It helps. 

1475
01:28:04,760 --> 01:28:08,320
It is what's pushing you deeper 
into the investigation. 

1476
01:28:08,800 --> 01:28:13,400
If you can't find those clues, 
the horror is going to act and 

1477
01:28:13,400 --> 01:28:16,520
it will continue to act until it
achieves its goals. 

1478
01:28:16,520 --> 01:28:18,120
And that is what the Doom clock 
represents. 

1479
01:28:18,600 --> 01:28:22,000
It's the horror pushing forward,
doing what it wishes to achieve 

1480
01:28:22,000 --> 01:28:28,400
up until certain doom happens. 
Now, doom is subjective and 

1481
01:28:28,400 --> 01:28:30,440
we'll talk about that later, and
I got a slide coming up for 

1482
01:28:30,440 --> 01:28:32,600
that. 
But doom is the the thing the 

1483
01:28:32,600 --> 01:28:36,000
horror wants. 
So the doom clock represents the

1484
01:28:36,000 --> 01:28:38,520
horror acting in service to its 
goals. 

1485
01:28:40,360 --> 01:28:45,560
Now, the key part of this 
principle is it is designed to 

1486
01:28:45,560 --> 01:28:49,560
be interrupted, planned for 
interference when riding your 

1487
01:28:49,560 --> 01:28:52,960
doom clocks don't It's, it's, 
this is not a railroad. 

1488
01:28:52,960 --> 01:28:56,600
This is a representation of the 
horrors attempting to achieve 

1489
01:28:56,600 --> 01:28:58,480
their goals. 
So if the players do what 

1490
01:28:58,480 --> 01:29:01,400
they're supposed to do, you may 
never tick down the entire doom 

1491
01:29:01,400 --> 01:29:05,320
clock. 
It is just when they do not act,

1492
01:29:05,400 --> 01:29:09,840
or they make a choice that puts 
them into the wrong place at the

1493
01:29:09,840 --> 01:29:12,880
wrong time, or they're slow in 
their actions, doom clock ticks 

1494
01:29:12,880 --> 01:29:15,080
forward and bad things come to 
pass. 

1495
01:29:15,080 --> 01:29:22,200
So with that in mind, it is 
worth keeping track of when your

1496
01:29:22,200 --> 01:29:27,680
clock ticks forward. 
In the most basic sense, the 

1497
01:29:27,680 --> 01:29:29,720
best time to tick a doom clock 
forward is when it's most 

1498
01:29:29,720 --> 01:29:33,600
narratively interesting. 
What that means will change 

1499
01:29:33,600 --> 01:29:37,240
depending on your adventure. 
In the Bloom, the doom clock 

1500
01:29:37,240 --> 01:29:40,960
ticks forward once a day. 
The idea for the bloom was that 

1501
01:29:41,240 --> 01:29:44,200
the adventure takes place over 
the course of about a week, with

1502
01:29:44,200 --> 01:29:46,600
the doom clock ticking forward 
every night to represent the 

1503
01:29:46,600 --> 01:29:49,640
days passing. 
So we found that to be 

1504
01:29:49,640 --> 01:29:52,840
narratively interesting because 
you have this very clear day and

1505
01:29:52,840 --> 01:29:56,160
night cycle here, linked to the 
horror itself as it progresses 

1506
01:29:56,160 --> 01:29:57,600
over the course of the 
investigation. 

1507
01:29:58,280 --> 01:30:02,240
But your doom clock might have 
other triggers, you know? 

1508
01:30:02,240 --> 01:30:08,160
It might be when the players do 
something directly, you know, 

1509
01:30:08,160 --> 01:30:13,720
like when they find the mayor's 
letter, they're secretly seen, 

1510
01:30:13,720 --> 01:30:16,520
but one of the cultists hiding 
in the behind a painting staring

1511
01:30:16,520 --> 01:30:18,760
out at them. 
They will begin to push their 

1512
01:30:18,760 --> 01:30:21,200
plans forward quicker. 
So it takes the clock. 

1513
01:30:22,000 --> 01:30:24,400
Those are a little bit more 
complex to kind of set up there,

1514
01:30:24,400 --> 01:30:27,480
but it is worth exploring if you
think you've got a good idea to 

1515
01:30:27,480 --> 01:30:30,240
do it. 
But the easiest way to do it is 

1516
01:30:30,400 --> 01:30:34,560
set intervals, you know, phases,
days, real world time. 

1517
01:30:34,960 --> 01:30:40,440
There is a really good 
mothership one shot, the 

1518
01:30:40,440 --> 01:30:44,040
haunting of Epsilon 14. 
This doesn't have a doom clock 

1519
01:30:44,040 --> 01:30:47,080
per SE, but it does have a 
escalating sequence of events 

1520
01:30:47,080 --> 01:30:51,760
linked to a time structure. 
It's every 10 minutes of real 

1521
01:30:51,760 --> 01:30:54,240
time. 
If you run it as it's written, 

1522
01:30:54,480 --> 01:30:57,000
the monster at the center of the
adventure kills someone. 

1523
01:30:57,640 --> 01:31:00,000
So you have this thing moving in
the background and it is not 

1524
01:31:00,000 --> 01:31:03,400
linked to the adventure itself. 
This is session pacing. 

1525
01:31:03,400 --> 01:31:06,760
With Epsilon 14, you know, it's 
dealing with real time. 

1526
01:31:06,760 --> 01:31:10,200
It it keeps the pace moving, it 
keeps things moving forward. 

1527
01:31:10,200 --> 01:31:13,640
The players are never settled. 
They're always on their back 

1528
01:31:13,640 --> 01:31:16,000
feet because they have to keep 
reacting to this thing going 

1529
01:31:16,000 --> 01:31:21,480
around and killing people. 
And so that's also worth keeping

1530
01:31:21,480 --> 01:31:26,240
in mind that it is inherently 
attempting to create escalating 

1531
01:31:26,240 --> 01:31:28,080
tension. 
So you can take the clock 

1532
01:31:28,080 --> 01:31:30,320
forward when things start to 
drag. 

1533
01:31:31,760 --> 01:31:38,000
If you are stuck on those clues,
you take the clock forward. 

1534
01:31:38,000 --> 01:31:41,120
That gives your player something
to react to, to move forward, to

1535
01:31:41,120 --> 01:31:45,560
continue to push the adventure 
forward in listing of a tangible

1536
01:31:45,560 --> 01:31:51,480
manner. 
Now we have a sort of formulized

1537
01:31:51,480 --> 01:31:57,400
this set up as part of the 
writing that we're doing for the

1538
01:31:57,400 --> 01:31:59,760
deluxe edition. 
This is all drafts, so some of 

1539
01:31:59,760 --> 01:32:02,120
it may change, but we figured 
it'd be a pretty good idea to 

1540
01:32:02,120 --> 01:32:04,400
start talking about this in some
more of a formal manner. 

1541
01:32:04,400 --> 01:32:08,400
Here we've written a basic setup
for a doom clock. 

1542
01:32:09,200 --> 01:32:16,080
This is a six step clock, you 
know, and it represents a rough 

1543
01:32:16,080 --> 01:32:19,280
story arc. 
If you follow this doom clock, 

1544
01:32:19,520 --> 01:32:22,160
you got the seeds to a pretty 
good horror adventure. 

1545
01:32:22,920 --> 01:32:26,440
It is inherently set up for a 
specific type of horror 

1546
01:32:26,440 --> 01:32:29,720
adventure, a slow burn. 
So this might not be useful for 

1547
01:32:29,720 --> 01:32:34,240
you specifically, but keep these
in mind as you're running 

1548
01:32:34,240 --> 01:32:36,040
through, as you're writing your 
doom clock. 

1549
01:32:36,040 --> 01:32:38,160
This is how we're going to be 
telling people how to do it. 

1550
01:32:41,120 --> 01:32:43,520
Like I said, there's six stops 
steps. 

1551
01:32:44,240 --> 01:32:51,800
It's Doom 12345 and Doom itself.
The first of these steps is the 

1552
01:32:51,800 --> 01:32:55,440
calm before the storm. 
This is really just a 

1553
01:32:55,440 --> 01:32:57,480
representation of where your 
investigators, and it's with the

1554
01:32:57,480 --> 01:33:02,000
narrative. 
Things have already started to 

1555
01:33:02,000 --> 01:33:04,280
be a little weird. 
That is what does drawing your 

1556
01:33:04,280 --> 01:33:09,040
investigators in to begin with. 
But we don't really know what's 

1557
01:33:09,040 --> 01:33:11,680
going on yet. 
Nothing has been revealed in any

1558
01:33:11,680 --> 01:33:15,320
substantial manner when we move 
into Doom 2. 

1559
01:33:16,640 --> 01:33:19,560
This is when the omens start to 
manifest. 

1560
01:33:20,440 --> 01:33:25,400
The things appear that hint at 
the grander horror. 

1561
01:33:26,240 --> 01:33:29,320
This might just be, you know, 
people dying or disappearing. 

1562
01:33:29,480 --> 01:33:31,720
Something subtle that's still in
the background but enough to 

1563
01:33:31,720 --> 01:33:33,720
draw attention for those that 
are looking. 

1564
01:33:35,360 --> 01:33:38,360
When you finally get to Doom 3, 
that's when things start to get 

1565
01:33:38,360 --> 01:33:40,480
a little worse. 
The plot thickens. 

1566
01:33:41,680 --> 01:33:45,000
You have tangible encounters 
with the weird, or at least they

1567
01:33:45,000 --> 01:33:47,160
begin to happen in more 
frequency. 

1568
01:33:48,000 --> 01:33:52,000
NPCS that you interact with may 
disappear, or, as we talked 

1569
01:33:52,000 --> 01:33:55,080
about earlier, the environment 
starts to noticeably change, as 

1570
01:33:55,280 --> 01:33:58,160
long as they're going to the 
locations to see the change. 

1571
01:33:59,920 --> 01:34:03,440
By the time you reach Doom Four,
you're more than halfway through

1572
01:34:03,440 --> 01:34:06,000
this arc here. 
This is when the threat is made 

1573
01:34:06,000 --> 01:34:08,320
apparent. 
The horror is exposed. 

1574
01:34:09,240 --> 01:34:12,720
Maybe the creature is seen in 
broad daylight, or maybe more 

1575
01:34:12,720 --> 01:34:17,200
people are taken away. 
Either way, it's harder at this 

1576
01:34:17,200 --> 01:34:21,080
stage in your horror adventure 
to ignore that something bad is 

1577
01:34:21,080 --> 01:34:23,080
happening. 
That is sort of the key part 

1578
01:34:23,080 --> 01:34:27,000
here. 
By the time you get to Doom 5, 

1579
01:34:27,160 --> 01:34:29,560
this is when the horror comes 
knocking directly. 

1580
01:34:29,560 --> 01:34:32,600
It's either going to be through 
direct action against you and 

1581
01:34:32,600 --> 01:34:36,680
your investigators, or it's 
going to be indirectly through 

1582
01:34:36,680 --> 01:34:41,320
environmental change. 
Once you've reached this point, 

1583
01:34:41,520 --> 01:34:44,000
it is effectively the point of 
no return. 

1584
01:34:44,000 --> 01:34:48,360
The horror has done something 
tangible, whether it's, you 

1585
01:34:48,360 --> 01:34:51,440
know, kidnap people, it's killed
in PCs that has taken over the 

1586
01:34:51,440 --> 01:34:56,280
environment, is doing something 
to make it very apparent that 

1587
01:34:56,280 --> 01:34:59,360
you as investigators have to act
if you're going to prevent 

1588
01:34:59,360 --> 01:35:02,800
certain doom. 
And then certain doom is the 

1589
01:35:02,800 --> 01:35:06,480
final step. 
This is truly the point of no 

1590
01:35:06,480 --> 01:35:08,040
return. 
There was no turning back after 

1591
01:35:08,040 --> 01:35:12,040
this point has happened. 
If you have reached Doom 6, you 

1592
01:35:12,040 --> 01:35:15,360
know Doom itself, the 
investigators have failed to 

1593
01:35:15,360 --> 01:35:17,960
prevent the horrors from 
enacting their plans. 

1594
01:35:18,840 --> 01:35:21,600
Those, the goals that we talked 
about earlier, the horror has 

1595
01:35:21,600 --> 01:35:24,040
achieved them in some tangible 
manner. 

1596
01:35:24,800 --> 01:35:28,680
The key here, when you're 
writing your doom clock is what 

1597
01:35:28,680 --> 01:35:34,160
this means is subjective. 
This could be the world ends. 

1598
01:35:34,160 --> 01:35:36,480
That's sort of the extreme end 
of it, you know? 

1599
01:35:36,760 --> 01:35:40,280
The otherworldly creature has 
found its way into our prime 

1600
01:35:40,280 --> 01:35:42,960
material plane and is bringing 
with it the apocalypse. 

1601
01:35:43,960 --> 01:35:46,440
Doom has happened, but this 
might be smaller, might be more 

1602
01:35:46,440 --> 01:35:50,120
personal. 
In the bloom, Doom simply means 

1603
01:35:50,120 --> 01:35:51,920
that cold water has been 
consumed entirely. 

1604
01:35:51,920 --> 01:35:53,920
The town is gone as the you knew
it. 

1605
01:35:54,320 --> 01:35:57,720
The creatures and the fungus 
have spread and manifested. 

1606
01:36:01,680 --> 01:36:05,880
This also could be something 
smaller and more personal. 

1607
01:36:07,560 --> 01:36:10,560
If your investigation is about 
discovering the location of a 

1608
01:36:10,560 --> 01:36:14,760
kidnapped NPC that you're hired 
to find certain doom. 

1609
01:36:14,760 --> 01:36:18,960
Might be the NPC being killed by
whoever has her hostage, or 

1610
01:36:18,960 --> 01:36:23,400
maybe injected with whatever 
serum is being tested out that's

1611
01:36:23,400 --> 01:36:25,200
causing these horrid 
monstrosities. 

1612
01:36:25,640 --> 01:36:27,960
You could no longer save this 
person. 

1613
01:36:28,200 --> 01:36:31,880
They are lost. 
But above all, the adventure is 

1614
01:36:31,880 --> 01:36:34,640
not over. 
Not always. 

1615
01:36:34,640 --> 01:36:40,120
When Doom happens, you can still
do something, it's just who 

1616
01:36:40,120 --> 01:36:43,080
knows what that something is. 
If you are chasing after that 

1617
01:36:43,080 --> 01:36:46,800
NPC has been transformed, it 
might be as simple as you're 

1618
01:36:46,800 --> 01:36:49,960
putting them down so they no 
longer suffer as a horror, or 

1619
01:36:49,960 --> 01:36:53,320
even going and destroying the 
lab that has created these 

1620
01:36:53,320 --> 01:36:55,840
monstrosities to prevent future 
monstrosities. 

1621
01:36:56,160 --> 01:36:58,680
Even though Doom has occurred, 
there is still a course of 

1622
01:36:58,680 --> 01:37:01,920
action that can go forth. 
Even when cold water had been 

1623
01:37:01,920 --> 01:37:04,440
completely consumed by the 
fungal horde. 

1624
01:37:05,400 --> 01:37:08,680
You're still up and you're still
moving around as characters. 

1625
01:37:09,680 --> 01:37:11,640
Maybe you burn the whole town to
the ground. 

1626
01:37:12,520 --> 01:37:13,880
That seems to be pretty 
confident. 

1627
01:37:13,880 --> 01:37:17,920
Thing is to burn it all down, so
keep that in mind. 

1628
01:37:18,200 --> 01:37:21,640
Doom represents serious, 
tangible change that has 

1629
01:37:21,640 --> 01:37:23,720
happened. 
The steps of the Doom clock are 

1630
01:37:23,760 --> 01:37:26,520
escalating up until that point 
and the horror has achieved 

1631
01:37:26,520 --> 01:37:29,800
their goals, but it does not 
mean that the end has happened 

1632
01:37:30,120 --> 01:37:35,680
necessarily. 
We've anything else to add to 

1633
01:37:35,680 --> 01:37:41,800
this before we move forward? 
Any questions or anything that 

1634
01:37:41,800 --> 01:37:47,680
would be pertinent? 
All right, let's keep moving. 

1635
01:37:47,680 --> 01:37:50,840
We only got AI got four more, 
well, three more technically. 

1636
01:37:50,840 --> 01:37:53,280
The 4th is a question slide. 
So we're just about coming up 

1637
01:37:53,280 --> 01:37:56,560
towards the end here. 
If you have questions, prop 

1638
01:37:56,560 --> 01:37:58,320
those in the chat. 
We're going to start covering 

1639
01:37:58,320 --> 01:38:00,160
them in just a few minutes. 
Oops. 

1640
01:38:03,640 --> 01:38:08,880
OK, so the void crawl, this is 
something that we've been toying

1641
01:38:08,880 --> 01:38:13,320
with. 
It exists in multiple forms and 

1642
01:38:13,320 --> 01:38:17,360
we're sort of coalescing those 
into what will come to be the 

1643
01:38:17,360 --> 01:38:20,560
deluxe edition. 
So this this has been fluid 

1644
01:38:20,560 --> 01:38:24,240
since it's been introduced. 
There is a form in the The 

1645
01:38:24,240 --> 01:38:25,720
Little Horror Investigator's 
edition. 

1646
01:38:26,040 --> 01:38:28,480
It is useful, but we are making 
some changes to it. 

1647
01:38:28,480 --> 01:38:32,640
Just keep that in mind. 
But it first appeared in the 

1648
01:38:32,640 --> 01:38:38,840
Bloom and it will be in Hungry 
Hollow as well, just for 

1649
01:38:38,840 --> 01:38:41,600
reference. 
So the Void Crawl is a 

1650
01:38:41,600 --> 01:38:44,960
procedure, we call it, you know,
procedure for exploring dark 

1651
01:38:44,960 --> 01:38:46,880
spaces. 
But it could be a little more 

1652
01:38:46,880 --> 01:38:49,520
useful beyond that. 
What it is, is it's using an 

1653
01:38:49,520 --> 01:38:54,440
overloaded encounter die to 
create narrative events. 

1654
01:38:54,440 --> 01:39:00,120
Effectively, an overloaded 
encounter die is something 

1655
01:39:00,120 --> 01:39:02,840
that's been floating around for,
and I think the original blog 

1656
01:39:02,840 --> 01:39:05,560
cross like 10 years ago, but 
it's not necessarily a term that

1657
01:39:05,560 --> 01:39:10,400
everybody knows. 
So just real quick, your 

1658
01:39:10,400 --> 01:39:12,040
standard encounter die is AD 
six. 

1659
01:39:13,280 --> 01:39:15,160
You roll. 
This is, we're talking OSR play 

1660
01:39:15,160 --> 01:39:17,640
that we take, you know, kind of 
pay homage to with this system 

1661
01:39:17,640 --> 01:39:19,680
here. 
So you roll your D6. 

1662
01:39:20,000 --> 01:39:22,360
If it lands on A1, the encounter
occurs. 

1663
01:39:22,720 --> 01:39:25,480
If it lands on a two or three, 
some sign of the encounter 

1664
01:39:25,480 --> 01:39:29,040
occurs, and if it lands on a 
four to six, nothing happens. 

1665
01:39:29,680 --> 01:39:33,320
You roll your encounter die 
every, you know, 15 minutes, 

1666
01:39:33,320 --> 01:39:35,640
every dungeon Hearn, so on and 
so forth. 

1667
01:39:35,640 --> 01:39:37,600
That's usually the pretty 
standard procedure there. 

1668
01:39:38,240 --> 01:39:42,840
When an overload encounter die 
does is add other things to the 

1669
01:39:42,840 --> 01:39:48,320
die roll in its original form. 
This was a lot about resource 

1670
01:39:48,320 --> 01:39:52,520
tracking, you know, like if you 
roll A3, the torch that you've 

1671
01:39:52,520 --> 01:39:54,440
been carrying this dungeon so 
far goes out. 

1672
01:39:55,120 --> 01:39:58,520
It's it's offloading a lot of 
tracking onto a sort of random 

1673
01:39:58,520 --> 01:40:02,200
encounter mechanic there that 
you're already rolling to begin 

1674
01:40:02,200 --> 01:40:08,120
with. 
So the original post, I think 

1675
01:40:08,120 --> 01:40:11,800
it's by Necro, Necro Praxis is 
the original blog poster, 

1676
01:40:11,880 --> 01:40:14,120
something like that. 
It's worth reading that, 

1677
01:40:14,120 --> 01:40:16,360
especially if you want to learn 
more about this as we are sort 

1678
01:40:16,360 --> 01:40:19,320
of developing it over time. 
But with that in mind. 

1679
01:40:20,680 --> 01:40:23,400
The Over the Void crawl is an 
overloaded encounter die. 

1680
01:40:23,880 --> 01:40:25,800
It is your standard encounter 
die. 

1681
01:40:26,000 --> 01:40:30,960
You're rolling it when something
significant happens in terms of 

1682
01:40:30,960 --> 01:40:34,040
time investment. 
You're exploring a new location.

1683
01:40:34,040 --> 01:40:38,040
You are resting for an extended 
period of time. 

1684
01:40:39,280 --> 01:40:41,240
There's a lull, so you want 
something to occur. 

1685
01:40:41,320 --> 01:40:43,480
You roll it and some random 
event happens. 

1686
01:40:46,200 --> 01:40:49,760
This again, just like the Doom 
Clock, you're not going to need 

1687
01:40:49,760 --> 01:40:53,280
a void crawl for every scenario.
Sometimes you can just get away 

1688
01:40:53,280 --> 01:40:54,520
with that standard encounter 
roll. 

1689
01:40:54,520 --> 01:40:58,880
You know your role at D6 and on 
A1 an encounter happens that 

1690
01:40:58,880 --> 01:41:01,840
might be perfect for your system
or for your adventure. 

1691
01:41:02,480 --> 01:41:08,440
Void crawls become specifically 
useful when you need conflict to

1692
01:41:08,440 --> 01:41:13,240
drive play forward. 
Or you could use some narrative 

1693
01:41:13,240 --> 01:41:17,240
engine to help generate events 
for your players to react to. 

1694
01:41:18,440 --> 01:41:23,640
This is especially helpful in 
sandbox locations. 

1695
01:41:23,760 --> 01:41:27,280
You know, the bloom is a big 
open, you know, like a town and 

1696
01:41:27,280 --> 01:41:29,960
its surrounding areas. 
Hungry Hollow is a similar 

1697
01:41:29,960 --> 01:41:31,360
event. 
You're dealing with one specific

1698
01:41:31,360 --> 01:41:35,400
town there. 
Things are going to be happening

1699
01:41:36,200 --> 01:41:39,040
as the Horror Story sort of 
ramps up and the void crawl is a

1700
01:41:39,040 --> 01:41:43,800
representation of that is giving
you information in one sense, 

1701
01:41:43,800 --> 01:41:45,760
but it's awful giving you 
something to react to as you 

1702
01:41:45,760 --> 01:41:48,760
continue to push forward. 
So the way we have it set up, 

1703
01:41:50,320 --> 01:41:54,920
it's D6 when you rolling this 
die is really up to you as the 

1704
01:41:54,920 --> 01:41:58,080
adventure writer. 
We say every 20 minutes or every

1705
01:41:58,080 --> 01:42:01,440
time something you know you're 
exploring a new location or 

1706
01:42:01,440 --> 01:42:02,760
something interesting is 
happening. 

1707
01:42:02,760 --> 01:42:05,200
If you whatever you want the 
complications that's sort of 

1708
01:42:05,200 --> 01:42:11,800
like the long short of it. 
We roll it, you consult the 

1709
01:42:11,800 --> 01:42:15,520
results and you look at the 
table and you can kind of break 

1710
01:42:15,520 --> 01:42:17,960
it down further from there. 
What we've done is we split the 

1711
01:42:17,960 --> 01:42:21,920
void crawl into phases. 
It's typically two phases, you 

1712
01:42:21,920 --> 01:42:26,440
know, day and night is what 
we've been working with, but you

1713
01:42:26,440 --> 01:42:29,120
can break it down in any sort of
granular manner you think is 

1714
01:42:29,120 --> 01:42:33,000
useful. 
The day night cycle, splitting 

1715
01:42:33,000 --> 01:42:38,040
it into two phases with the void
crawl helps establish an 

1716
01:42:38,040 --> 01:42:42,440
escalating sequence of tension 
where in the day things are a 

1717
01:42:42,440 --> 01:42:46,560
little less scary, but as night 
happens or night falls, 

1718
01:42:48,120 --> 01:42:50,720
everything gets inherently more 
dangerous because you're using 

1719
01:42:50,720 --> 01:42:54,920
more options on the void crawl. 
So in the bloom, which the one 

1720
01:42:54,920 --> 01:42:58,920
we have up on the screen here is
based off of, during the day 

1721
01:42:59,600 --> 01:43:03,000
when you roll a void crawl, if 
it is a four to six, you just 

1722
01:43:03,000 --> 01:43:06,120
ignore it. 
Your only concern during the day

1723
01:43:06,120 --> 01:43:10,040
is if you land on a one to three
and you use the results that are

1724
01:43:10,040 --> 01:43:14,800
present there. 
When you are exploring during 

1725
01:43:14,800 --> 01:43:18,960
the night, like literal night, 
that is when you roll or when 

1726
01:43:18,960 --> 01:43:22,160
you're in a location that is 
inherently dangerous in and of 

1727
01:43:22,160 --> 01:43:24,400
itself. 
Say the investigators have 

1728
01:43:24,400 --> 01:43:28,000
broken into a factory owned by 
some, you know, executive that 

1729
01:43:28,320 --> 01:43:32,360
the GM knows is doing something 
shady but the players might not.

1730
01:43:32,920 --> 01:43:36,440
You can use that void crawl. 
Consider it night terms of the 

1731
01:43:36,440 --> 01:43:39,120
phases and how dangerous it 
might be, even if it's broad 

1732
01:43:39,120 --> 01:43:42,000
daylight outside. 
So day and night and the phases 

1733
01:43:42,000 --> 01:43:45,440
being more like narrative 
constraints rather than literal 

1734
01:43:45,440 --> 01:43:48,720
in some spots here. 
But do I wear the void crawl 

1735
01:43:48,720 --> 01:43:52,320
itself? 
If you roll one, that's an 

1736
01:43:52,320 --> 01:43:54,120
encounter. 
We're calling these the day 

1737
01:43:54,120 --> 01:43:58,040
encounters, typically because 
you're only rolling or only 

1738
01:43:58,040 --> 01:43:59,440
concerned with the 1:00 to 3:00 
during the day. 

1739
01:44:00,640 --> 01:44:06,120
But a day encounter is something
strange or uncanny. 

1740
01:44:06,840 --> 01:44:09,840
It's not inherently dangerous. 
You're not being attacked by a 

1741
01:44:09,840 --> 01:44:11,600
creature when you're rolling a 
day encounter. 

1742
01:44:11,800 --> 01:44:15,080
But based on what the characters
and the players choose to do 

1743
01:44:15,080 --> 01:44:17,160
next, that situation might turn 
deadly. 

1744
01:44:18,920 --> 01:44:22,520
When you roll A2, it's a clue. 
There's a hint of the greater 

1745
01:44:22,520 --> 01:44:25,120
mystery at play and warning of 
danger. 

1746
01:44:25,760 --> 01:44:29,800
The key difference here? 
You will have clues written into

1747
01:44:29,800 --> 01:44:31,920
your environment that the 
players can explore. 

1748
01:44:32,400 --> 01:44:36,640
When a clue is rolled on the 
Void Crawl and you're exploring 

1749
01:44:36,640 --> 01:44:40,760
a location, that clue becomes 
something immediately obvious to

1750
01:44:40,760 --> 01:44:44,560
the characters. 
This could be, you know, in the 

1751
01:44:44,560 --> 01:44:47,000
bloom. 
It could just be glowing fungus.

1752
01:44:47,160 --> 01:44:51,200
You know, that might be a clue. 
And you're seeing this in some 

1753
01:44:51,200 --> 01:44:53,280
building in the middle of 
nowhere as you're kind of 

1754
01:44:53,280 --> 01:44:56,400
pulling it out and you look at 
it and then it is just a small 

1755
01:44:56,400 --> 01:44:58,520
little hint something weird is 
happening. 

1756
01:44:58,520 --> 01:45:00,280
This fungus usually doesn't grow
here. 

1757
01:45:01,840 --> 01:45:05,080
It's telling you that there is a
danger happening in the 

1758
01:45:05,080 --> 01:45:08,160
background. 
Maybe you find someone's ID 

1759
01:45:08,560 --> 01:45:13,240
dropped upon the ground, or, you
know, hammered to the wall, 

1760
01:45:13,360 --> 01:45:16,320
tacked into place. 
Something small, something 

1761
01:45:16,320 --> 01:45:17,680
obvious. 
You'd see it as you entered the 

1762
01:45:17,680 --> 01:45:23,320
room, but it's not so large that
it solves the mystery for you. 

1763
01:45:25,520 --> 01:45:27,960
What we do for the modules is 
write a list of clues out we got

1764
01:45:27,960 --> 01:45:31,520
like I think we do D10 lists if 
I remember correctly, and this 

1765
01:45:31,520 --> 01:45:33,720
is what I was talking about 
earlier about having variable 

1766
01:45:33,720 --> 01:45:36,120
clues. 
If you're using a void crawl, 

1767
01:45:36,160 --> 01:45:39,120
having that list of things that 
aren't specific to locations is 

1768
01:45:39,120 --> 01:45:42,320
real good and let's that random 
chance happen during play. 

1769
01:45:42,320 --> 01:45:44,720
And it affects how players are 
going to approach their next 

1770
01:45:44,720 --> 01:45:49,360
situation. 
If they find that ID somewhere 

1771
01:45:49,360 --> 01:45:52,520
random in the woods and they 
know that that character it 

1772
01:45:52,520 --> 01:45:56,040
belongs to is safe in town 
waiting, that gives them a step.

1773
01:45:56,600 --> 01:45:58,440
You can take this and go 
question the person, why were 

1774
01:45:58,440 --> 01:46:02,640
you here during this day? 
Maybe they dropped the ID by 

1775
01:46:02,640 --> 01:46:04,880
accident when they were 
searching for clues themselves. 

1776
01:46:05,240 --> 01:46:07,560
So they get this sorted. 
Just you're giving the players 

1777
01:46:07,640 --> 01:46:10,680
tangible information that they 
could then choose to act on if 

1778
01:46:10,680 --> 01:46:16,200
they so desire. 
Yeah, if you roll a three, that 

1779
01:46:16,200 --> 01:46:19,400
is an omen important of things 
to come. 

1780
01:46:20,000 --> 01:46:22,480
The way that we have kind of 
broken this down is to kind of 

1781
01:46:22,480 --> 01:46:24,440
tie it a little bit more 
directly to the mechanics there.

1782
01:46:26,440 --> 01:46:28,840
You don't have to use this for 
your own void crawls. 

1783
01:46:28,840 --> 01:46:31,200
We just find this sort of the 
most interesting way to go about

1784
01:46:31,200 --> 01:46:33,520
this. 
Take one of your investigator on

1785
01:46:33,520 --> 01:46:36,520
your players, take a look at the
fallout table or roll on it 

1786
01:46:36,520 --> 01:46:42,640
directly and use that fallout 
result to foreshadow the fallout

1787
01:46:42,640 --> 01:46:45,000
they will receive next when that
comes up. 

1788
01:46:45,920 --> 01:46:50,040
So the character might not get 
into danger anytime soon, but 

1789
01:46:50,040 --> 01:46:53,960
note what that fallout is. 
And you're you're relying on 

1790
01:46:53,960 --> 01:46:56,520
those themes of the adventure 
and you're tying it directly to 

1791
01:46:56,520 --> 01:46:59,200
the fallout, and you're warning 
the player character that if 

1792
01:46:59,200 --> 01:47:02,000
they're not careful, this thing 
is going to happen to them. 

1793
01:47:03,160 --> 01:47:06,240
What that means in the moment is
it's objective. 

1794
01:47:06,400 --> 01:47:08,720
It's random, so we won't always 
know. 

1795
01:47:09,280 --> 01:47:13,200
But one of the good examples was
there's a fallout in the bloom 

1796
01:47:13,320 --> 01:47:17,600
that's about how fungal cords 
start growing beneath your skin.

1797
01:47:17,600 --> 01:47:20,080
I think they make your character
a little bit stronger, something

1798
01:47:20,080 --> 01:47:23,040
of the sort. 
You can Telegraph that by having

1799
01:47:23,280 --> 01:47:27,240
thick fungal cords growing on a 
tree outside of this house. 

1800
01:47:27,360 --> 01:47:30,960
So you've you've seeded that 
imagery and when it starts 

1801
01:47:30,960 --> 01:47:35,120
happening to them, you're giving
the players a clue at something 

1802
01:47:35,160 --> 01:47:38,560
else is going on. 
This horrid fungus thing is 

1803
01:47:38,560 --> 01:47:41,520
transforming the environment, 
but it's also transforming me. 

1804
01:47:41,880 --> 01:47:43,880
So you draw parallels to the 
things that you see in the 

1805
01:47:43,880 --> 01:47:46,040
world. 
And because it's fun to make 

1806
01:47:46,040 --> 01:47:48,960
these things random, that's what
the Omen does in the Void Crawl.

1807
01:47:50,440 --> 01:47:54,640
Now for the rest, 3-4 or three. 
4-5 and six are sort of things 

1808
01:47:54,640 --> 01:47:57,160
that are more importantly 
dangerous and happening tangibly

1809
01:47:57,160 --> 01:48:00,320
to the characters as opposed to 
being more like narrative 

1810
01:48:00,320 --> 01:48:03,800
events. 
Four, it's a set back, so 

1811
01:48:03,800 --> 01:48:06,600
something that impedes progress.
A door locks behind the 

1812
01:48:06,600 --> 01:48:09,800
characters, swung shut by some 
unseen character. 

1813
01:48:10,040 --> 01:48:12,440
A tree falls the forest blocking
the path ahead. 

1814
01:48:12,640 --> 01:48:17,480
The road is eroded away in your 
path as you're trying to drive 

1815
01:48:17,480 --> 01:48:20,200
your car away from a horror 
chasing behind you. 

1816
01:48:20,840 --> 01:48:23,400
Something like that. 
It stops them in their tracks 

1817
01:48:23,400 --> 01:48:26,960
and forces them to reconsider 
and and alternate routes. 

1818
01:48:27,160 --> 01:48:30,040
Is a set back, but it doesn't 
have to be physical or 

1819
01:48:30,040 --> 01:48:33,360
environmental. 
It could be that a piece of 

1820
01:48:33,360 --> 01:48:35,600
equipment in their inventory is 
suddenly missing. 

1821
01:48:36,160 --> 01:48:38,520
Was it stolen? 
Did it just drop out? 

1822
01:48:39,480 --> 01:48:43,240
How necessary was it? 
You need to play around with 

1823
01:48:43,240 --> 01:48:46,840
this a little bit is just 
impedes progress or potential 

1824
01:48:46,840 --> 01:48:52,240
progress. 
Five is a horror Something 

1825
01:48:52,240 --> 01:48:55,480
overtly terrifying or uncanny 
occurs. 

1826
01:48:55,760 --> 01:49:00,040
This isn't an encounter per SE. 
This is maybe you find a dead 

1827
01:49:00,040 --> 01:49:01,360
body. 
You know that's sort of like the

1828
01:49:01,360 --> 01:49:05,520
the most simplest one there. 
Maybe it's somebody you know, 

1829
01:49:06,960 --> 01:49:12,600
maybe the horror at play in the 
adventure has infected somebody 

1830
01:49:12,600 --> 01:49:15,920
you know, and they are slowly 
turning into a monster before 

1831
01:49:15,920 --> 01:49:18,280
your eyes. 
Something of the sort. 

1832
01:49:19,800 --> 01:49:22,080
Again, it's another one of those
situations that could turn into 

1833
01:49:22,080 --> 01:49:26,160
an encounter if things progress,
but it is meant to sort of 

1834
01:49:26,160 --> 01:49:28,600
terrify an, you know, sense of 
horror there. 

1835
01:49:28,800 --> 01:49:32,080
This is again where your themes 
are going to be essential as 

1836
01:49:32,080 --> 01:49:34,360
you're building your lists for 
this Void Crawl. 

1837
01:49:35,280 --> 01:49:37,080
And then finally is the night 
encounter. 

1838
01:49:37,080 --> 01:49:38,840
This is probably the most 
straightforward. 

1839
01:49:39,400 --> 01:49:42,720
One of your creatures appears 
and it is inherently threatening

1840
01:49:42,720 --> 01:49:46,680
or dangerous. 
This is a most under most cases 

1841
01:49:46,680 --> 01:49:47,920
is gonna be a surprise 
encounter. 

1842
01:49:48,000 --> 01:49:51,080
You know, zombie runs out of the
woods, Jason appears with his 

1843
01:49:51,080 --> 01:49:54,440
knife, so on and so forth. 
Deal with that as you see fit. 

1844
01:49:57,880 --> 01:49:58,920
All right, That's all I got on 
that. 

1845
01:49:58,920 --> 01:50:05,480
Do we have anything to add? 
All right, we are gonna keep on 

1846
01:50:05,480 --> 01:50:07,160
trucking here. 
We're getting close to the end, 

1847
01:50:08,800 --> 01:50:11,320
all right, Fallout. 
This is one of the parts you 

1848
01:50:11,320 --> 01:50:13,040
need to have a lot of fun, but 
it's also one of the trickiest 

1849
01:50:13,040 --> 01:50:18,760
parts of the system. 
You are going to want to have 

1850
01:50:18,760 --> 01:50:22,760
Fallout for your adventure. 
You know, we have bunch of ones 

1851
01:50:22,760 --> 01:50:24,800
in the Investigator's edition. 
We're going to have a ton of 

1852
01:50:24,800 --> 01:50:28,400
them in the Deluxe edition. 
Those aren't always going to be 

1853
01:50:28,400 --> 01:50:32,080
appropriate for your adventure 
or mystery or scenario, whatever

1854
01:50:32,080 --> 01:50:34,720
you want to call it. 
So fallout are representations 

1855
01:50:34,720 --> 01:50:36,800
of horrors having a tangible 
effects on your character. 

1856
01:50:37,040 --> 01:50:40,880
This is your character being 
changed by the horrors that they

1857
01:50:40,880 --> 01:50:44,920
face. 
Fallout is both. 

1858
01:50:45,360 --> 01:50:47,600
Body horror is something 
happening against your 

1859
01:50:47,600 --> 01:50:51,440
character's wills, having two of
them directly, but it's also a 

1860
01:50:51,440 --> 01:50:56,320
path to power. 
Fallout is the only source of 

1861
01:50:56,320 --> 01:50:59,080
tangible mechanical character 
progression in the middle 

1862
01:50:59,080 --> 01:51:01,880
horror. 
If you want your stats to 

1863
01:51:01,920 --> 01:51:06,400
increase, you have to interface 
with the horrors directly and 

1864
01:51:06,400 --> 01:51:09,880
gain the fallout, but you risk 
death by doing so, by 

1865
01:51:09,880 --> 01:51:12,200
interacting with these horrors. 
So it's not really something 

1866
01:51:12,200 --> 01:51:16,360
that you were seeking unless you
are particularly driven by 

1867
01:51:16,360 --> 01:51:20,800
certain motivations, but it is a
way for your characters to get a

1868
01:51:20,800 --> 01:51:25,240
little stronger. 
The key is with that strength, 

1869
01:51:26,320 --> 01:51:29,880
they also get a little weirder. 
The one I talked about earlier, 

1870
01:51:29,880 --> 01:51:33,000
the fallout were fungal cords 
start, you know, racing through 

1871
01:51:33,000 --> 01:51:36,040
your skin. 
If your shirt is rolled down, 

1872
01:51:36,040 --> 01:51:39,840
somebody's gonna notice that, 
like big, thick, veiny lines 

1873
01:51:39,840 --> 01:51:43,480
beneath your skin that might 
pulse and convulse and whatnot. 

1874
01:51:44,440 --> 01:51:46,000
That is gonna have a narrative 
implication. 

1875
01:51:46,400 --> 01:51:48,920
But it did make your character a
little stronger, a little more 

1876
01:51:48,920 --> 01:51:51,160
able to take on the horrors that
they face. 

1877
01:51:52,280 --> 01:51:55,560
Not every Fallout is gonna be 
like this, but keep that in mind

1878
01:51:55,560 --> 01:51:58,720
that this is where any of the 
mechanical character progression

1879
01:51:58,720 --> 01:52:01,920
happens. 
It is taken from the scars from 

1880
01:52:01,920 --> 01:52:05,440
the Electric Bastion land and 
Cairn and sort of blown out 

1881
01:52:05,440 --> 01:52:11,120
words to be horror. 
Now, like I talked about 

1882
01:52:11,120 --> 01:52:13,720
earlier, best practices just to 
directly connect Fallout to the 

1883
01:52:13,720 --> 01:52:16,040
scenario. 
Sometimes the ones we've written

1884
01:52:16,240 --> 01:52:18,400
gonna be perfect for you. 
Just use those if you're running

1885
01:52:18,400 --> 01:52:21,960
them for your Home group. 
But if you are doing something a

1886
01:52:21,960 --> 01:52:24,280
little more out there in terms 
of adapting the mystery or 

1887
01:52:24,280 --> 01:52:26,760
writing it for 3rd party 
publication, you're going to 

1888
01:52:26,760 --> 01:52:28,200
want to create your own custom 
fallout. 

1889
01:52:29,680 --> 01:52:32,160
You want to use them to 
reinforce the underlying themes 

1890
01:52:32,160 --> 01:52:34,040
and central tension of your 
scenario. 

1891
01:52:35,240 --> 01:52:44,080
And the key here, it's the sign 
that you tell your players and 

1892
01:52:44,080 --> 01:52:47,120
their characters that they're 
not just fighting the monsters, 

1893
01:52:47,640 --> 01:52:51,240
it's that those monsters could 
be them under different 

1894
01:52:51,240 --> 01:52:54,600
circumstances. 
Your characters, through 

1895
01:52:54,600 --> 01:52:58,440
Fallout, are slowly turning into
the creatures that they face, 

1896
01:52:59,400 --> 01:53:01,400
even if it does make them a 
little stronger. 

1897
01:53:01,600 --> 01:53:04,000
They're looking at dark 
reflections of themselves for 

1898
01:53:04,000 --> 01:53:05,440
every creature that they take 
down. 

1899
01:53:05,440 --> 01:53:07,320
That has the potential to cause 
fallout. 

1900
01:53:09,840 --> 01:53:12,720
So use that to reinforce your 
central themes and the central 

1901
01:53:12,720 --> 01:53:14,840
horror at the core of your 
adventure. 

1902
01:53:18,560 --> 01:53:23,560
Beyond that, Fallout is 
subjective. 

1903
01:53:24,800 --> 01:53:29,720
You know, we tend to use plus 
one armor D4 and add it to a 

1904
01:53:29,720 --> 01:53:33,920
stat plus one stability or 
giving people some strange 

1905
01:53:33,920 --> 01:53:37,240
ability. 
You know, I believe it's in the 

1906
01:53:37,240 --> 01:53:41,320
Bureau where? 
Let me read it specifically 

1907
01:53:41,320 --> 01:53:47,720
because I like this one. 
One of the fallout in the Bureau

1908
01:53:47,720 --> 01:53:51,360
is Halo of black flame. 
It forms over your head that 

1909
01:53:51,360 --> 01:53:54,560
Fink at first, but the longer 
you spend in this place, the 

1910
01:53:54,560 --> 01:53:57,640
more pronounced it becomes. 
Worldly, foreign, added to your 

1911
01:53:57,640 --> 01:54:00,240
control. 
So your characters are getting a

1912
01:54:00,240 --> 01:54:03,480
little better at hindering the 
horrors, but they have the slow 

1913
01:54:03,480 --> 01:54:07,360
spreading flaming Halo forming 
above their head that is clear 

1914
01:54:07,360 --> 01:54:10,040
representation of the corruption
that has started to infect their

1915
01:54:10,040 --> 01:54:16,200
system. 
Again, hard not to notice that 

1916
01:54:16,200 --> 01:54:20,200
Fallout it's going to affect how
they interact with players and 

1917
01:54:20,200 --> 01:54:23,280
other the player characters and 
the NPCS as they go forward. 

1918
01:54:25,560 --> 01:54:28,480
So it has narrative implication 
and mechanical implication. 

1919
01:54:28,480 --> 01:54:31,880
It gives you a little bit of 
strength but also fucks you up. 

1920
01:54:33,640 --> 01:54:35,880
But keep in mind we there's no 
real hard and fast rule for 

1921
01:54:35,880 --> 01:54:41,640
writing Fallout because it is so
specific to your chosen 

1922
01:54:41,640 --> 01:54:44,000
scenario. 
If you're doing stat boosts, 

1923
01:54:44,320 --> 01:54:46,000
keep it at D4. 
You don't really want to go 

1924
01:54:46,000 --> 01:54:51,280
crazy, but keep in mind that 
character can only get to 18 and

1925
01:54:51,280 --> 01:54:53,640
you can even naturally roll that
during character creation if you

1926
01:54:53,640 --> 01:54:57,440
are exceptionally lucky. 
You know, giving them armor is a

1927
01:54:57,440 --> 01:54:59,800
good one too. 
Stability is a nice one because 

1928
01:54:59,800 --> 01:55:02,840
it protects them, but it's the 
weird abilities that I think are

1929
01:55:02,840 --> 01:55:06,720
sort of the more fun. 
Let me go back to the Bureau 

1930
01:55:06,720 --> 01:55:08,560
again because I know we did a 
couple of ones that are weird 

1931
01:55:08,560 --> 01:55:12,280
abilities here, but dude that's 
an artifact. 

1932
01:55:16,560 --> 01:55:19,240
OK so this one is entropic 
forces. 

1933
01:55:19,520 --> 01:55:21,840
Chaos flows through you like a 
conduit. 

1934
01:55:22,080 --> 01:55:26,120
Once procession you can re roll 
any save or damage die. 

1935
01:55:28,440 --> 01:55:31,440
This is playing with a little 
bit of metatextual aspects of 

1936
01:55:31,440 --> 01:55:34,120
it, acknowledging that we are 
playing a game here, but that is

1937
01:55:34,120 --> 01:55:36,720
a little bit of fun where your 
character through this 

1938
01:55:36,720 --> 01:55:38,920
corruption has a little bit of 
control over feet. 

1939
01:55:40,680 --> 01:55:44,520
Then there's Arm of the Knight. 
The flesh from your right arm 

1940
01:55:44,520 --> 01:55:48,760
slots off and is replaced by 
sharp angles made of shadows. 

1941
01:55:49,960 --> 01:55:53,520
That sharp bit of your arm is 
now acting as AD 8 weapon. 

1942
01:55:54,160 --> 01:55:57,920
So horrifying. 
You've now lost your arm and 

1943
01:55:57,920 --> 01:56:01,200
you've got this construct of 
shadow that replaces it. 

1944
01:56:01,800 --> 01:56:04,440
Well it's pretty cool that it 
deals D8 damage as you stab the 

1945
01:56:04,440 --> 01:56:06,720
rest of the shadow creatures 
going forward. 

1946
01:56:07,240 --> 01:56:09,280
So stuff like that. 
You don't always have to keep it

1947
01:56:09,280 --> 01:56:12,280
to stat boosts. 
It is fun if it is also 

1948
01:56:12,280 --> 01:56:15,520
terrifying if it just changing 
your characters in interesting 

1949
01:56:15,520 --> 01:56:19,960
ways in ways that push them into
more dangerous situations. 

1950
01:56:20,480 --> 01:56:24,840
The characters missing an arm is
now a shaft of shadow that ends 

1951
01:56:24,840 --> 01:56:27,240
at a point they don't really 
have a hand anymore. 

1952
01:56:27,800 --> 01:56:29,360
They can fire their gun with 
their left hand. 

1953
01:56:29,360 --> 01:56:31,920
Not going to be super accurate 
if they were righty. 

1954
01:56:32,520 --> 01:56:35,680
So let's get push them directly 
into conflict with the creatures

1955
01:56:35,680 --> 01:56:37,960
that they face. 
Now if you wanna go hit that 

1956
01:56:37,960 --> 01:56:40,200
shade, you gotta take your thing
and go stab them. 

1957
01:56:40,200 --> 01:56:42,240
You gotta get close. 
You can't rely on that gun like 

1958
01:56:42,240 --> 01:56:46,040
you did before. 
I think we got a question. 

1959
01:56:46,040 --> 01:56:49,440
What's up? 
I lost the presentation. 

1960
01:56:49,440 --> 01:56:51,880
It's all Gray. 
No. 

1961
01:56:52,120 --> 01:56:56,320
Is that me? 
Cuz I still see me and I still 

1962
01:56:56,320 --> 01:56:59,400
see this stuff at the bottom. 
We're stopping. 

1963
01:56:59,560 --> 01:57:11,440
We're going to bring you to me. 
You should be following me. 

1964
01:57:11,440 --> 01:57:14,600
I'm going to hit present again. 
How's that work? 

1965
01:57:15,520 --> 01:57:17,400
Boom. 
Boom, perfect, all fixed. 

1966
01:57:17,960 --> 01:57:21,600
May have just turned out. 
Can you go to another page and 

1967
01:57:21,600 --> 01:57:29,320
come back part of it's black one
more time? 

1968
01:57:29,320 --> 01:57:32,680
I go 2 pages. 
There we go. 

1969
01:57:32,680 --> 01:57:34,120
Now you can go back. 
Go back. 

1970
01:57:34,120 --> 01:57:35,520
OK all. 
Right, we're good. 

1971
01:57:36,120 --> 01:57:37,240
Sick. 
All right, I was just about done

1972
01:57:37,240 --> 01:57:39,120
with Fallout. 
Do we have anything to add to 

1973
01:57:39,120 --> 01:57:41,320
this one? 
No. 

1974
01:57:41,320 --> 01:57:44,400
And when it says create custom 
fallout for your adventure, 

1975
01:57:44,520 --> 01:57:47,440
sometimes it's just as many as 
like four to six. 

1976
01:57:48,440 --> 01:57:53,080
It communicates to the your the 
facilitators who if you're 

1977
01:57:53,080 --> 01:57:57,320
writing as a third party 
publishing sort of like it helps

1978
01:57:57,320 --> 01:58:01,320
reinforce the tone. 
And like I said, like Josh said,

1979
01:58:01,560 --> 01:58:03,600
you can pull from the ones that 
we've used. 

1980
01:58:03,600 --> 01:58:06,800
You can adapt the ones we've 
used to and change them to be a 

1981
01:58:06,800 --> 01:58:08,760
little bit more specific to the 
monster. 

1982
01:58:08,760 --> 01:58:12,360
This is where that theming for 
the horror comes really into 

1983
01:58:12,360 --> 01:58:18,800
play, because it will really, if
I have if of teleporting through

1984
01:58:18,800 --> 01:58:20,800
shadows, right? 
If it's very shadow basically 

1985
01:58:20,800 --> 01:58:24,440
did that for the Bureau. 
There might be a different 

1986
01:58:24,440 --> 01:58:27,920
aesthetic theme to the the 
horror and that might just 

1987
01:58:28,200 --> 01:58:33,560
reskin it a little bit. 
But yeah, it's it's one of the 

1988
01:58:33,560 --> 01:58:35,480
harder things to do. 
It's one of the more fun things 

1989
01:58:35,480 --> 01:58:37,560
to do too. 
And this is one of the more 

1990
01:58:37,560 --> 01:58:40,360
memorable things for your 
players when they get the 

1991
01:58:40,360 --> 01:58:42,280
fallout. 
And it feels really good when 

1992
01:58:42,280 --> 01:58:44,480
you've tried a cool one. 
And then they love that ability 

1993
01:58:44,480 --> 01:58:54,480
that you gave them. 
Now I think we're coming up to 

1994
01:58:54,480 --> 01:58:57,880
our last main slide here. 
If I can get the thing to work. 

1995
01:58:59,760 --> 01:59:02,040
Here we go. 
All right, so we've been talking

1996
01:59:02,040 --> 01:59:09,120
a lot about adapting some 
mysteries scenarios. 

1997
01:59:09,440 --> 01:59:10,920
So we thought it'd be kind of 
cool to give you guys some 

1998
01:59:10,920 --> 01:59:12,760
practical examples of what what 
that would look like. 

1999
01:59:13,440 --> 01:59:20,000
This is just gonna be sorry 
Frost for a second. 

2000
01:59:20,000 --> 01:59:22,640
This is going to be high level 
stuff. 

2001
01:59:22,640 --> 01:59:25,160
For now, we'll just shout out 
some ideas. 

2002
01:59:25,800 --> 01:59:27,840
I've got three up here. 
I think Albinarch has had a few 

2003
01:59:27,840 --> 01:59:31,600
more worth shouting out too. 
But the idea is, is that we are 

2004
01:59:31,640 --> 01:59:33,840
we're taking these original 
story ideas and then finally a 

2005
01:59:33,840 --> 01:59:35,280
little twist and how to adapt 
them. 

2006
01:59:36,640 --> 01:59:39,080
And so we wanted to kind of 
highlight here that adapt 

2007
01:59:39,080 --> 01:59:42,920
adaptations can come from any 
source of inspiration that has 

2008
01:59:42,920 --> 01:59:46,640
merit if you think it would work
in modern horror. 

2009
01:59:46,960 --> 01:59:49,600
And what we wanted to reiterate 
here, it's not just old 

2010
01:59:49,600 --> 01:59:51,880
adventures that could be 
anything. 

2011
01:59:51,880 --> 01:59:54,360
So I got three, like I said, I 
think we got a few more that we 

2012
01:59:54,360 --> 01:59:58,960
can kind of screw around with. 
But the first, the picture of 

2013
01:59:58,960 --> 02:00:02,160
Doreen Gray, it's this Oscar 
Wilde book from I think the late

2014
02:00:02,160 --> 02:00:04,120
1800s, if I had to remember the 
date. 

2015
02:00:05,440 --> 02:00:09,080
For those who don't know, Doreen
Gray is about an artist who. 

2016
02:00:11,160 --> 02:00:15,720
Has very homoerotic tension with
the title character Dorian Gray,

2017
02:00:16,160 --> 02:00:20,400
and puts their like heart and 
soul into painting this portrait

2018
02:00:20,400 --> 02:00:25,440
of the young man. 
And Dorian Gray himself. 

2019
02:00:25,440 --> 02:00:28,880
Has the sort of existential 
crisis upon looking at this 

2020
02:00:28,880 --> 02:00:33,120
picture and realizing that this 
is captured a moment in time and

2021
02:00:33,120 --> 02:00:37,560
he will never be as youthful 
looking as this one picture, so 

2022
02:00:37,560 --> 02:00:39,520
it's only going to be a source 
of sadness. 

2023
02:00:40,160 --> 02:00:45,520
And it's through that sort of 
act that he creates this bind to

2024
02:00:45,520 --> 02:00:52,400
the painting. 
Where as Dorian ages, his 

2025
02:00:52,400 --> 02:00:55,520
physical body remains as 
pristine as it was within that 

2026
02:00:55,520 --> 02:00:58,760
painting when it was painted, 
But the painting itself changes 

2027
02:00:58,760 --> 02:01:00,920
to reflect the changes to 
Dorian. 

2028
02:01:02,360 --> 02:01:04,400
It is. 
Dorian avoids harm, but his 

2029
02:01:04,400 --> 02:01:10,880
painting takes fall out. 
Now, this is a story that was at

2030
02:01:10,880 --> 02:01:19,040
its heart, sort of kind of 
playing with criticisms of class

2031
02:01:19,040 --> 02:01:24,800
and wealth and just kind of like
how evil people can be at heart 

2032
02:01:25,160 --> 02:01:27,040
because Dorian Gray is not a 
good man. 

2033
02:01:27,240 --> 02:01:29,960
And the story is kind of how 
that sort of unfurls to the 

2034
02:01:29,960 --> 02:01:31,960
point that leads up to Dorian's 
death. 

2035
02:01:34,480 --> 02:01:36,640
But we can take some of those 
core concepts and make them 

2036
02:01:36,640 --> 02:01:39,800
horror. 
This is a little less specific, 

2037
02:01:39,800 --> 02:01:42,560
but the one example we have here
is that the artist himself has 

2038
02:01:42,560 --> 02:01:46,320
gazed upon another world, a 
shifting world, and they've 

2039
02:01:46,320 --> 02:01:49,320
decided to paint it in canvas 
and oil. 

2040
02:01:50,520 --> 02:01:55,040
But gazing upon that world and 
depicting it in art has created 

2041
02:01:55,040 --> 02:01:57,720
a gateway of sorts from this 
painting. 

2042
02:01:58,000 --> 02:02:02,000
And the other world, The 
shifting world is bleeding 

2043
02:02:02,000 --> 02:02:04,880
outwards into ours from the 
painting itself. 

2044
02:02:05,520 --> 02:02:08,520
So in your adventure, weird shit
could happen that surrounds this

2045
02:02:08,520 --> 02:02:10,840
artist's home and eventually you
have to go down on track down 

2046
02:02:10,840 --> 02:02:12,720
and destroy the painting. 
There you go. 

2047
02:02:12,720 --> 02:02:14,080
You got a pretty solid adventure
right there. 

2048
02:02:14,360 --> 02:02:17,240
Your doom clock could be, you 
know, things leaking out of the 

2049
02:02:17,240 --> 02:02:20,600
painting into our world and so 
on and so forth, eventually 

2050
02:02:20,600 --> 02:02:24,240
leading up to the climax. 
Now, the next one we have here 

2051
02:02:24,480 --> 02:02:27,200
is the original Max Payne by 
Remedy Entertainment. 

2052
02:02:27,200 --> 02:02:31,760
It's a video game from I think 
it's 2001 PlayStation Two. 

2053
02:02:31,800 --> 02:02:38,440
Either way, Max Payne deals with
the titular character waging A1 

2054
02:02:38,440 --> 02:02:42,080
man war against the entire mafia
of New York after his wife and 

2055
02:02:42,080 --> 02:02:46,760
child were killed. 
Based on this new street drug 

2056
02:02:46,760 --> 02:02:49,240
that was introduced. 
Somebody let junkies into his 

2057
02:02:49,240 --> 02:02:52,120
house and they killed his 
family, so he's on a path of 

2058
02:02:52,120 --> 02:02:55,880
revenge. 
Max Payne takes place at New 

2059
02:02:55,880 --> 02:02:59,360
York City primarily, but it's 
not really New York City. 

2060
02:02:59,520 --> 02:03:01,760
It's sort of like this nightmare
version of it. 

2061
02:03:01,760 --> 02:03:05,840
Even within the world of the 
fiction, it is a noir. 

2062
02:03:05,840 --> 02:03:09,960
It's holding on noir themes 
where New York is mostly a 

2063
02:03:09,960 --> 02:03:12,920
nightmare, has Max runs through 
it and murders hundreds of 

2064
02:03:12,920 --> 02:03:15,760
people. 
But we can take inspiration from

2065
02:03:15,760 --> 02:03:18,240
that. 
Your investigators, they might 

2066
02:03:18,240 --> 02:03:21,360
find themselves trapped in 
literal nightmare New York, 

2067
02:03:22,240 --> 02:03:26,040
drawn into the city through 
their own personal traumas to 

2068
02:03:26,040 --> 02:03:28,520
escape. 
This is nightmare, the twisting 

2069
02:03:28,520 --> 02:03:30,960
skyscapers and winding streets. 
They need a battle against the 

2070
02:03:30,960 --> 02:03:34,560
city's shadowy denizens and dive
deeper into its heart to find 

2071
02:03:34,840 --> 02:03:36,800
the source of the thing that 
keeps them locked in this 

2072
02:03:36,800 --> 02:03:39,160
nightmare. 
There you go, you got a whole 

2073
02:03:39,160 --> 02:03:41,720
city. 
You can set your players loose 

2074
02:03:41,720 --> 02:03:45,800
on it and let them battle 
against mobsters as shadow 

2075
02:03:45,800 --> 02:03:50,520
entities. 
It's a little workshopping, but 

2076
02:03:50,520 --> 02:03:54,120
I mean the core ideas there. 
And then the last one we have 

2077
02:03:54,120 --> 02:03:59,000
listed here at the very least is
Taken Ravenloft and it up a 

2078
02:03:59,000 --> 02:04:01,320
little bit. 
Now, we've stated that modern 

2079
02:04:01,320 --> 02:04:03,280
horror doesn't necessarily mean 
now. 

2080
02:04:03,280 --> 02:04:06,240
Modern horror in terms of 
liminal horror is roughly the 

2081
02:04:06,240 --> 02:04:09,280
1970s until now. 
So you can play with the time 

2082
02:04:09,280 --> 02:04:13,880
frame a little bit. 
So a Raven loft, it's the 1980s.

2083
02:04:13,920 --> 02:04:16,480
You're trapped in the neon high 
rise of the eccentric 

2084
02:04:16,480 --> 02:04:21,520
billionaire tech giant Steve 
Tsarevich while you entered into

2085
02:04:21,520 --> 02:04:23,240
the building on your own three 
will. 

2086
02:04:23,240 --> 02:04:27,680
No door window has proven to 
lead back out and you know that 

2087
02:04:27,680 --> 02:04:32,760
finding Zarovich is going to be 
the key to your escape so Raven 

2088
02:04:32,760 --> 02:04:37,000
off as a module at least the 
original was set in. 

2089
02:04:37,520 --> 02:04:40,120
I think it's Borovia, if I 
remember the place right, but 

2090
02:04:40,120 --> 02:04:47,160
it's sort of this this place 
that's it's Rod von Tsarevich. 

2091
02:04:47,160 --> 02:04:49,880
That's his name has pulled out 
of like the normal dimensional 

2092
02:04:49,880 --> 02:04:52,720
space and it's kind of created 
the Demi Demi plane out of it 

2093
02:04:52,720 --> 02:04:54,600
that he controls. 
And though of course of the 

2094
02:04:54,600 --> 02:04:56,880
adventures kind of screwing with
the player character. 

2095
02:04:56,880 --> 02:04:59,400
But they need to go and find 
several artifacts and take out 

2096
02:04:59,400 --> 02:05:04,080
Strad himself so that they could
leave, you know, this this 

2097
02:05:04,080 --> 02:05:06,240
realm. 
So you can take that and instead

2098
02:05:06,240 --> 02:05:09,800
of a town in the mid of a Demi 
plane, trap them in an 80s neon 

2099
02:05:09,800 --> 02:05:14,280
high rise where they need to 
travel through the the floors. 

2100
02:05:14,280 --> 02:05:16,560
Each floor of the part of the 
town that you can kind of steal 

2101
02:05:16,560 --> 02:05:18,280
and build up your skyscraper 
with. 

2102
02:05:18,600 --> 02:05:21,800
Finally leading up to the 
executive suite where you find 

2103
02:05:21,800 --> 02:05:23,520
Sarvesh himself and have a goal 
battle. 

2104
02:05:24,840 --> 02:05:27,200
Something of the sort. 
Again, these ideas need a lot of

2105
02:05:27,200 --> 02:05:30,240
work, but they are examples of 
things you can do. 

2106
02:05:30,560 --> 02:05:33,920
Take the core of these original 
adventures rip apart and then 

2107
02:05:33,920 --> 02:05:37,000
just add a bunch of fun stuff in
there to make a modern horror. 

2108
02:05:40,200 --> 02:05:45,400
We got a question. 
Yeah, grass cower. 

2109
02:05:45,400 --> 02:05:48,760
Once again, the accent chat. 
What would you identify as the 

2110
02:05:48,880 --> 02:05:52,080
horrors as the horrors of 
motivation in the case of Dorian

2111
02:05:52,080 --> 02:05:57,200
Gray? 
So the one that I was talking 

2112
02:05:57,200 --> 02:05:59,720
about for for Dorian Gray, this 
is this is a little bit of a 

2113
02:05:59,720 --> 02:06:02,600
spin on the adventure there 
there. 

2114
02:06:03,080 --> 02:06:05,680
The example I gave doesn't have 
a Dorian Gray. 

2115
02:06:05,960 --> 02:06:08,720
It is using the fact that the 
painting itself is sort of 

2116
02:06:08,720 --> 02:06:13,080
inherently magical for all 
intents and purposes, one we're 

2117
02:06:13,080 --> 02:06:17,960
talking about in this case, the 
horrors motivation it is to 

2118
02:06:17,960 --> 02:06:20,920
spread. 
You know, it is leaking out of 

2119
02:06:20,920 --> 02:06:24,640
the painting. 
The oral wants to continue to do

2120
02:06:24,640 --> 02:06:26,600
so. 
That Demi plane, you know, the 

2121
02:06:26,600 --> 02:06:30,360
shifting world as I've called 
it, is now having an incursion 

2122
02:06:30,360 --> 02:06:32,880
on to ours. 
It is consuming the prime 

2123
02:06:32,880 --> 02:06:36,440
material plane in a sense, You 
know, it's leaving the frame of 

2124
02:06:36,440 --> 02:06:40,320
the painting, is spreading 
outward to consume everything. 

2125
02:06:40,320 --> 02:06:43,880
So the idea would be to find the
painting itself and destroy it 

2126
02:06:43,880 --> 02:06:48,240
before it can consume. 
And again, this is a very, very 

2127
02:06:48,240 --> 02:06:51,000
simplistic idea. 
Maybe there is a creature that 

2128
02:06:51,000 --> 02:06:54,440
lives beyond the plane but can't
quite cross over until a certain

2129
02:06:54,440 --> 02:06:57,440
circumstance has been met. 
You know, the artist depicts 

2130
02:06:57,440 --> 02:07:00,920
this creature that's out there, 
but it is bound by the shifting 

2131
02:07:00,920 --> 02:07:04,040
role in the painting until our 
world is like the shifting 

2132
02:07:04,040 --> 02:07:06,360
world. 
So the more our world becomes 

2133
02:07:06,360 --> 02:07:10,080
that world, the more it has the 
ability to leave the frame and 

2134
02:07:10,080 --> 02:07:13,080
enter our existence. 
So you you got some options to 

2135
02:07:13,080 --> 02:07:15,960
play with it. 
It can either be environmental 

2136
02:07:15,960 --> 02:07:20,360
or a literal bad guy that can 
kind of like enact these 

2137
02:07:20,360 --> 02:07:23,600
changes. 
But I mean, that example doesn't

2138
02:07:23,600 --> 02:07:24,840
really deal with during angry 
himself. 

2139
02:07:24,840 --> 02:07:28,600
It's just taking the basic 
pieces of inspiration and then 

2140
02:07:28,600 --> 02:07:36,180
running with them. 
Do we have any more examples we 

2141
02:07:36,180 --> 02:07:42,100
want to discuss? 
Muted. 

2142
02:07:42,620 --> 02:07:45,380
OK, I had two that just popped 
in my head and we were trying to

2143
02:07:45,420 --> 02:07:49,300
think about this. 
I tend to really like pulling 

2144
02:07:49,300 --> 02:07:54,780
from like the Rave of Loftones 
pulling from an A module, but 

2145
02:07:54,780 --> 02:07:56,580
sometimes pulling from film. 
Right. 

2146
02:07:57,680 --> 02:08:03,320
One being I love time loops and 
I think Groundhog Day is a great

2147
02:08:03,360 --> 02:08:06,600
time loop that would be a great 
adventure and not that hard to 

2148
02:08:06,600 --> 02:08:10,280
make into a horror adventure 
pulling through And so sort of 

2149
02:08:10,280 --> 02:08:13,480
like a time loop slasher. 
And how do you break that time 

2150
02:08:13,480 --> 02:08:15,160
loop? 
How do you how many ways can one

2151
02:08:15,160 --> 02:08:18,680
person be killed or a party be 
killed as you loop through 

2152
02:08:18,680 --> 02:08:22,280
trying to figure out how to get 
out another one? 

2153
02:08:22,280 --> 02:08:27,920
I think another, and this is 
more a genre that would be right

2154
02:08:27,920 --> 02:08:31,400
for doing it for modern horror, 
is heist gone wrong. 

2155
02:08:32,320 --> 02:08:35,920
I think that heist gone wrong in
and of themselves often have 

2156
02:08:35,920 --> 02:08:37,800
their own horror aspects to 
them. 

2157
02:08:37,800 --> 02:08:40,960
And you could play that up 
pretty highly in a way that is 

2158
02:08:40,960 --> 02:08:44,360
very interesting. 
You know, pulling from Reservoir

2159
02:08:44,360 --> 02:08:49,200
Dogs, you know, thematically to 
it aligns a little bit with like

2160
02:08:49,200 --> 02:08:53,080
It Follows or Miracle Mile, that
sort of that sort of like being 

2161
02:08:53,080 --> 02:09:00,200
chased by and escaping as a 
means of tension. 

2162
02:09:00,720 --> 02:09:04,280
And so there's a lot there. 
There's a lot everywhere to pull

2163
02:09:04,280 --> 02:09:05,840
from. 
I'm really excited to see what 

2164
02:09:05,840 --> 02:09:08,160
people do in terms of Twisted 
Classics. 

2165
02:09:08,160 --> 02:09:11,280
We tried to keep it open enough 
that it didn't have to just be 

2166
02:09:11,800 --> 02:09:14,240
classic modules. 
It's really like, how can you 

2167
02:09:14,240 --> 02:09:18,880
take a concept that you find 
very passionate about and then 

2168
02:09:19,280 --> 02:09:25,120
apply it to the sort of modern 
horror tabletop context? 

2169
02:09:28,400 --> 02:09:29,600
Yeah, make some weird stuff 
please. 

2170
02:09:30,160 --> 02:09:34,480
Please do a time loop someone. 
Please figure it out so bad. 

2171
02:09:34,680 --> 02:09:38,240
Do 10 of them just only time 
loop adventures, please. 

2172
02:09:38,240 --> 02:09:41,960
I just, I think when done right,
they're so exciting and I think 

2173
02:09:41,960 --> 02:09:45,720
that they're just so ripe for 
the, the concept of repeating 

2174
02:09:45,720 --> 02:09:48,920
over and over is, is in and of 
itself horrifying. 

2175
02:09:48,920 --> 02:09:54,080
And so I think you have such 
ripe already built in things 

2176
02:09:54,080 --> 02:09:56,040
there that I just, I wanna play 
it. 

2177
02:09:56,040 --> 02:09:59,080
I wanna run it. 
Yeah, the time time loop is, I 

2178
02:09:59,080 --> 02:10:00,200
think. 
I think I've tried three 

2179
02:10:00,200 --> 02:10:03,160
separate times to find a 
compelling way to do it, and I 

2180
02:10:03,160 --> 02:10:05,400
have proven incapable of making 
a time loop. 

2181
02:10:05,560 --> 02:10:07,880
So somebody please do it. 
Unlock the secret. 

2182
02:10:11,160 --> 02:10:14,000
All right, so that is it for 
what we've got prepared on the 

2183
02:10:14,000 --> 02:10:15,920
slides here. 
We would do and open the floor 

2184
02:10:15,920 --> 02:10:17,960
to questions. 
We have a bunch that were 

2185
02:10:17,960 --> 02:10:20,000
gathered ahead of time. 
I think there have been a few 

2186
02:10:20,000 --> 02:10:21,240
that have been popping up in 
chat. 

2187
02:10:21,600 --> 02:10:24,000
We'll start there. 
If you guys have any any more 

2188
02:10:24,000 --> 02:10:27,200
questions you want to ask, 
please dump them into chat as 

2189
02:10:27,200 --> 02:10:29,320
we're kind of discussing that 
and we'll round out at the end 

2190
02:10:29,320 --> 02:10:31,920
to grab those. 
We're not going to do this 

2191
02:10:31,920 --> 02:10:36,360
forever, so we may have to cut 
it off at some point, but either

2192
02:10:36,400 --> 02:10:39,600
way, the floor is open. 
In theory. 

2193
02:10:39,760 --> 02:10:41,800
Let's keep the questions kind of
specific to what we've been 

2194
02:10:41,800 --> 02:10:45,520
talking about here, but anything
greater for the clarity of 

2195
02:10:45,520 --> 02:10:48,000
Liminal horror itself. 
You can either stick to the 

2196
02:10:48,000 --> 02:10:50,320
Discord, but if we got a little 
tired maybe we'll cover it so 

2197
02:10:50,320 --> 02:10:51,960
whenever I just lost the 
question and then we'll figure 

2198
02:10:52,080 --> 02:10:56,160
it. 
Out all right, we'll just stay 

2199
02:10:56,160 --> 02:10:58,000
on this window because I like 
this on transparency. 

2200
02:10:58,000 --> 02:11:01,280
So I will keep that in mind and 
go through some questions that 

2201
02:11:01,280 --> 02:11:04,400
were asked on the Discord prior 
and then someones that were also

2202
02:11:04,400 --> 02:11:09,680
asked during chat. 
So some specifics. 

2203
02:11:10,040 --> 02:11:12,400
Chris, are you asked? 
From my experience, lots of 

2204
02:11:12,400 --> 02:11:15,480
horror trends towards slow burn 
the mystery, investigating 

2205
02:11:15,480 --> 02:11:18,160
clues, getting mixed up into 
trouble, then a climactic scene.

2206
02:11:18,880 --> 02:11:21,560
What tips can you give designers
on providing pacing tools or 

2207
02:11:21,560 --> 02:11:24,120
mechanics for adventures that 
take place over the course of a 

2208
02:11:24,120 --> 02:11:27,200
few days? 
Yeah. 

2209
02:11:27,200 --> 02:11:30,560
So this one, I'm not going to 
say we answered that already, 

2210
02:11:30,560 --> 02:11:33,440
but I think in terms of how 
liminal horror handles that, 

2211
02:11:33,440 --> 02:11:35,080
that's going to be your doom 
clock. 

2212
02:11:35,080 --> 02:11:38,800
Let me go back that slide. 
Do we still see the slides or 

2213
02:11:38,800 --> 02:11:40,880
are you covering that? 
Yeah, no, I'd love to see you 

2214
02:11:40,880 --> 02:11:42,400
could go back a few all. 
Right. 

2215
02:11:45,920 --> 02:11:47,720
Yeah. 
So the doom clock is how we do 

2216
02:11:47,720 --> 02:11:49,440
this. 
It's not the only way to do 

2217
02:11:49,440 --> 02:11:50,960
that. 
That's sort of the big, big key 

2218
02:11:50,960 --> 02:11:55,320
distinction here is it's sort of
naturally building your sense of

2219
02:11:55,320 --> 02:11:59,280
pace and tension over time just 
by its very nature of being set 

2220
02:11:59,280 --> 02:12:04,920
up. 
So you want the slow burn. 

2221
02:12:07,120 --> 02:12:09,280
The players can do that by their
own tension. 

2222
02:12:09,440 --> 02:12:12,680
Maybe you'll lead the trail of 
bread crumbs to create the sense

2223
02:12:12,680 --> 02:12:15,440
of pacing and tension. 
That's a little harder to do. 

2224
02:12:16,440 --> 02:12:20,200
That's being a very skilled 
writer is to sort of like create

2225
02:12:20,200 --> 02:12:23,360
that tension without the 
external mechanical aspect of 

2226
02:12:23,360 --> 02:12:28,520
it. 
And that might be through, like 

2227
02:12:28,520 --> 02:12:30,440
I said, very clever writing and 
design. 

2228
02:12:31,560 --> 02:12:34,640
This is going to be a little bit
of a tangent, but I think it's 

2229
02:12:34,640 --> 02:12:38,080
kind of pertinent here on. 
The Weekly Scroll podcast. 

2230
02:12:39,200 --> 02:12:40,200
Never. 
Never Once. 

2231
02:12:41,400 --> 02:12:44,160
Yeah, so this is this is about 
the intentionality of design and

2232
02:12:44,160 --> 02:12:47,800
how that can affect play and 
direct play and especially the 

2233
02:12:47,800 --> 02:12:51,080
building of tension. 
Now, Dungeon Crawl Classics, 

2234
02:12:51,080 --> 02:12:52,240
we've already talked about it 
here. 

2235
02:12:52,840 --> 02:12:54,720
One of the things that 
popularized, it's a concept 

2236
02:12:54,720 --> 02:12:58,200
called the character fall. 
DCC isn't the only one to have 

2237
02:12:58,200 --> 02:13:00,240
done this. 
I think it came technically from

2238
02:13:00,240 --> 02:13:02,800
forums that they adapted, but 
they they sort of formalized the

2239
02:13:02,800 --> 02:13:09,160
process and have popularized it.
So what the funnel does is it he

2240
02:13:09,160 --> 02:13:12,280
gives each player a group of 
characters. 

2241
02:13:12,400 --> 02:13:15,120
They're level 0 characters. 
They're nobodies. 

2242
02:13:15,640 --> 02:13:17,840
You put them through effectively
a meat grinder. 

2243
02:13:17,880 --> 02:13:22,840
And at the end of the funnel you
have the character that you're 

2244
02:13:22,840 --> 02:13:25,400
taking on to level one will be 
your adventurer. 

2245
02:13:25,400 --> 02:13:28,560
So you play the back story. 
The moment that your character 

2246
02:13:28,560 --> 02:13:31,160
has sort of given away their 
prior life and turns to 

2247
02:13:31,160 --> 02:13:34,520
adventure and how they gain 
their class and what not is sort

2248
02:13:34,520 --> 02:13:36,120
of linked to this character 
funnel here. 

2249
02:13:36,640 --> 02:13:38,720
That's all pretty well 
understood by most people here, 

2250
02:13:38,840 --> 02:13:41,840
but the the fun part of the 
aspect of the funnel design 

2251
02:13:42,520 --> 02:13:45,080
funnels literally funnel 
characters. 

2252
02:13:45,840 --> 02:13:50,080
You start with sort of a broad 
arrangement, usually dropped off

2253
02:13:50,080 --> 02:13:53,200
at the face of some dungeon. 
By the end of it, you're hitting

2254
02:13:53,200 --> 02:13:56,520
the same point you were being 
literally pushed towards the end

2255
02:13:56,640 --> 02:13:57,960
over the course of the 
adventure. 

2256
02:13:59,040 --> 02:14:00,800
That is intentionality and 
design. 

2257
02:14:01,760 --> 02:14:04,200
That is naturally building 
pacing and tension. 

2258
02:14:04,360 --> 02:14:07,360
Where you've got your mundane 
start. 

2259
02:14:07,360 --> 02:14:10,720
Your first room is the calm 
before the storm, and your final

2260
02:14:10,720 --> 02:14:13,280
room is the doom, the thing 
you're trying to escape from. 

2261
02:14:13,400 --> 02:14:15,680
That might be an eldrich 
creature that lies at the end of

2262
02:14:15,680 --> 02:14:18,040
this dungeon or something of the
sort. 

2263
02:14:18,040 --> 02:14:21,120
Maybe a rocks fall and you're 
trying to escape and that's the 

2264
02:14:21,120 --> 02:14:23,120
final sequence as you were kind 
of leaving there. 

2265
02:14:23,120 --> 02:14:27,800
So even if you're only using the
doom clock as a way to set up 

2266
02:14:27,800 --> 02:14:30,920
there, you can use that to 
create your narrative beats and 

2267
02:14:30,920 --> 02:14:37,840
to help funnel play naturally by
literally pushing characters 

2268
02:14:37,840 --> 02:14:41,240
towards the direction. 
That's a little crude in terms 

2269
02:14:41,240 --> 02:14:44,600
of like mysteries, but that's 
sort of another way to do it. 

2270
02:14:44,600 --> 02:14:47,920
Like I said, intentionality and 
design and how you are setting 

2271
02:14:47,920 --> 02:14:51,280
up your locations, setting up 
your central tensions in order 

2272
02:14:51,280 --> 02:14:55,360
to push players towards a 
certain .1 of the other ways to 

2273
02:14:55,360 --> 02:15:01,040
do it is, you know, Trophy Dark,
something we've played on the 

2274
02:15:01,040 --> 02:15:03,280
weekly scroll here fairly 
recently. 

2275
02:15:03,720 --> 02:15:10,120
Where Trophy Dark constrains 
play in such a way that you're 

2276
02:15:10,120 --> 02:15:14,840
always moving forward on a path.
Trophy Dark is effectively a 

2277
02:15:14,840 --> 02:15:17,080
point crawl. 
You have five rings. 

2278
02:15:17,720 --> 02:15:22,240
Each of these represents a 
certain aspect that the ring is 

2279
02:15:22,240 --> 02:15:25,960
meant to highlight, and each 
presents a challenge. 

2280
02:15:26,120 --> 02:15:28,800
Your players will start and they
go through the sequence of 

2281
02:15:28,800 --> 02:15:31,880
challenges before certain doom 
comes at the end. 

2282
02:15:34,240 --> 02:15:37,720
The Trophy Dark incursions are 
written in such a way to 

2283
02:15:37,720 --> 02:15:39,800
represent the five acts of a 
story. 

2284
02:15:40,760 --> 02:15:43,840
That whole concept is partially 
what has inspired this Doom 

2285
02:15:43,840 --> 02:15:48,000
clock set up that we have here. 
So keep in mind if you need 

2286
02:15:48,000 --> 02:15:50,760
additional resource, go look up 
how Trophy Gold sets up their 

2287
02:15:50,760 --> 02:15:52,320
incursions. 
But that's another way to do it.

2288
02:15:52,680 --> 02:15:55,440
Again, it's not necessarily the 
best way or anything better than

2289
02:15:55,440 --> 02:15:58,600
what we have here. 
But that is, you know, you've 

2290
02:15:58,600 --> 02:16:00,640
got your funnel literally 
pushing characters. 

2291
02:16:00,920 --> 02:16:03,400
You have the horror adventure 
that keeps you on a track. 

2292
02:16:03,960 --> 02:16:06,040
It's not necessarily like a real
world like we would 

2293
02:16:06,040 --> 02:16:09,120
traditionally think about it, 
but it does push you in a 

2294
02:16:09,120 --> 02:16:11,280
certain direction. 
And then you get the doom clock,

2295
02:16:11,400 --> 02:16:14,960
which is just do doom clock is 
chasing your characters of a 

2296
02:16:14,960 --> 02:16:17,080
tree. 
You're forcing them to make an 

2297
02:16:17,080 --> 02:16:20,640
action, but you can use it to 
set your pace over the course of

2298
02:16:20,640 --> 02:16:25,760
that extended adventure. 
Again, those are three ways to 

2299
02:16:25,760 --> 02:16:27,680
do it. 
They're countless ways to do it.

2300
02:16:27,680 --> 02:16:29,640
It's really just trying to be 
clever with the writing. 

2301
02:16:30,280 --> 02:16:35,360
But setting up ways for your 
players to move forward, ways 

2302
02:16:35,360 --> 02:16:40,280
for tension to naturally rise 
over time, and trying to enact 

2303
02:16:40,280 --> 02:16:43,080
it within your module. 
It's not easy. 

2304
02:16:43,719 --> 02:16:46,040
This is why we provide this tool
set here. 

2305
02:16:46,799 --> 02:16:50,400
If you use the Doom clock, try 
it out. 

2306
02:16:50,400 --> 02:16:53,760
See if you can get your own 
sense of pacing and play here 

2307
02:16:53,799 --> 02:16:55,559
and then branch out and come up 
with something better. 

2308
02:16:55,559 --> 02:16:58,000
You know, maybe there is some 
better way to do these that we 

2309
02:16:58,000 --> 02:17:00,559
don't know, you know? 
But that's how we do it. 

2310
02:17:04,879 --> 02:17:07,240
Going through trying to find 
some more specific questions. 

2311
02:17:07,240 --> 02:17:10,440
What we talked about today 
Luminar Arc 45 here in the chat,

2312
02:17:10,440 --> 02:17:14,520
asked when adapting a scenario, 
how do you decide between what 

2313
02:17:14,520 --> 02:17:18,559
is fallout, an injury or simply 
a condition when that line feels

2314
02:17:18,559 --> 02:17:23,160
muddy? 
You can take this one. 

2315
02:17:23,799 --> 02:17:24,440
Yeah. 
OK. 

2316
02:17:24,440 --> 02:17:31,639
So I think fallout condition or 
an injury, I think injuries it's

2317
02:17:31,639 --> 02:17:37,040
about a lot of times aware is 
the generating source of damage,

2318
02:17:37,040 --> 02:17:39,400
right. 
If it is like a physical damage 

2319
02:17:39,400 --> 02:17:42,879
that would leave a lasting wound
that would then be an injury. 

2320
02:17:44,040 --> 02:17:47,360
Fallout is, is how something 
would become more and more 

2321
02:17:47,360 --> 02:17:50,480
strange. 
Sometimes you have abilities of 

2322
02:17:50,480 --> 02:17:52,959
a horror that do damage and 
fallout. 

2323
02:17:54,280 --> 02:17:56,440
And so that I also I get where 
is that? 

2324
02:17:56,440 --> 02:17:59,400
That's where it starts to be 
like a little bit more murky. 

2325
02:17:59,400 --> 02:18:02,360
I don't think there's a wrong 
way to lean in terms of that. 

2326
02:18:03,160 --> 02:18:05,559
Sometimes I like to think about 
it when I'm writing, like when 

2327
02:18:05,600 --> 02:18:07,280
we're writing for the deluxe 
edition. 

2328
02:18:07,959 --> 02:18:11,040
When I'm writing a best year, 
we're called Catalogue of 

2329
02:18:11,040 --> 02:18:14,840
Strange. 
Some horrors tend to lean a 

2330
02:18:14,840 --> 02:18:17,879
little bit more physical, 
whereas others do that in sort 

2331
02:18:17,879 --> 02:18:23,680
of that metaphysical style 
change agents in terms of like 

2332
02:18:24,480 --> 02:18:26,680
creating fallout. 
Therefore they they lean a 

2333
02:18:26,680 --> 02:18:33,480
little bit heavier into stress. 
But there's really not a wrong 

2334
02:18:33,480 --> 02:18:35,920
way to go with it. 
If you're running an adventure 

2335
02:18:35,920 --> 02:18:38,879
in terms of like this be an 
injury, should this be fallout? 

2336
02:18:38,879 --> 02:18:41,400
Should it be damaged? 
Should it be stress like both 

2337
02:18:41,400 --> 02:18:44,799
things are going to tangibly 
change your the characters and 

2338
02:18:44,799 --> 02:18:46,120
they're going to have to deal 
with it. 

2339
02:18:46,120 --> 02:18:49,879
And so I don't think there is a 
wrong answer in terms of how 

2340
02:18:49,879 --> 02:18:52,600
your players will interact and 
react to it. 

2341
02:18:53,600 --> 02:18:58,040
A player losing a hand versus a 
player like becoming changed 

2342
02:18:58,879 --> 02:19:02,080
through some grizzly fallout. 
Like both are going to have this

2343
02:19:02,080 --> 02:19:05,760
end result of like this oh shit 
moment as the characters are 

2344
02:19:05,760 --> 02:19:09,120
trying to like get out of there 
and get to safety and then like 

2345
02:19:09,120 --> 02:19:13,040
trying to move forward from what
happened. 

2346
02:19:14,840 --> 02:19:18,480
So just leaning into, I think 
just for myself, it typically is

2347
02:19:18,480 --> 02:19:21,320
around, is this more physical or
is this more like metaphysical 

2348
02:19:21,360 --> 02:19:27,559
almost? 
And just to touch real quick on 

2349
02:19:27,559 --> 02:19:30,719
conditions specifically 
conditions arise when your 

2350
02:19:30,719 --> 02:19:32,600
characters are the lack of 
critical need. 

2351
02:19:33,440 --> 02:19:41,040
We tend to keep conditions to 
deprived and fatigue, with 

2352
02:19:41,040 --> 02:19:44,480
fatigue consuming inventory and 
deprived being like the though 

2353
02:19:44,480 --> 02:19:46,280
conditioned. 
This doesn't mean that that's 

2354
02:19:46,280 --> 02:19:48,600
the only thing that happens in 
the middle of horror, but it's 

2355
02:19:48,600 --> 02:19:51,480
worth keeping in mind that this 
is more of an issue that 

2356
02:19:51,480 --> 02:19:54,600
represent the characters not 
taking care of themselves or not

2357
02:19:54,600 --> 02:19:56,720
having the ability to take care 
of themselves. 

2358
02:19:57,160 --> 02:20:01,560
So a little more rare than 
fallout and wounds, at least in 

2359
02:20:01,560 --> 02:20:03,080
terms of like mechanical 
interaction. 

2360
02:20:07,360 --> 02:20:10,000
OK. 
So the next one, I'm going to 

2361
02:20:10,000 --> 02:20:11,280
summarize this question a little
bit. 

2362
02:20:11,560 --> 02:20:13,920
Basically they said this is from
Jack Edward in the Discord. 

2363
02:20:14,320 --> 02:20:16,800
They said a lot of classic core 
scenarios don't really have a 

2364
02:20:16,800 --> 02:20:20,560
strong gear component. 
So do you think that looking at 

2365
02:20:20,560 --> 02:20:24,320
gear, equipment, and the role of
items in little horror is 

2366
02:20:24,320 --> 02:20:30,400
important to redoing these 
adapted scenarios into Luminal 

2367
02:20:30,400 --> 02:20:32,920
horror? 
And they said basically to sum 

2368
02:20:32,920 --> 02:20:35,080
it up, how should someone 
designing Luminal horror think 

2369
02:20:35,080 --> 02:20:37,000
about items and inventory in 
general? 

2370
02:20:40,720 --> 02:20:42,480
I've been thinking a lot about 
this one so I'll I'll start. 

2371
02:20:45,320 --> 02:20:52,080
Limiter Horror has a different 
culture of play than even some 

2372
02:20:52,080 --> 02:20:55,880
other OSR adventures, especially
like Neotrad adventures. 

2373
02:20:57,640 --> 02:21:04,520
The key difference here, you as 
a player are only making roles 

2374
02:21:05,120 --> 02:21:08,520
when the chance of failure is 
sort of high. 

2375
02:21:09,640 --> 02:21:14,560
What I mean by that, if you have
the right tool to address the 

2376
02:21:14,560 --> 02:21:17,000
situation, you don't need to 
roll at all. 

2377
02:21:17,440 --> 02:21:21,000
You have come prepared. 
If you need to get through with 

2378
02:21:21,000 --> 02:21:24,120
lock to go through the door and 
you have to cut through the lock

2379
02:21:24,120 --> 02:21:26,200
or what have you. 
I don't need a skill roll to do 

2380
02:21:26,200 --> 02:21:27,360
that. 
You have your bolt cutter, just 

2381
02:21:27,680 --> 02:21:30,680
snap the lock and go in. 
That's the key your equipment 

2382
02:21:30,680 --> 02:21:32,360
plays. 
That's the reason we track it. 

2383
02:21:32,360 --> 02:21:36,040
That is why you have 10 slots 
and why equipment matters is 

2384
02:21:36,040 --> 02:21:38,880
because you can use your 
equipment to circumvent having 

2385
02:21:38,880 --> 02:21:42,080
to roll at all. 
And it this is largely dependent

2386
02:21:42,080 --> 02:21:43,640
on the narrative of the 
situation. 

2387
02:21:43,680 --> 02:21:49,160
You can't use your bolt cutters 
to, you know, like, well, maybe 

2388
02:21:49,160 --> 02:21:52,200
you can use it to kill a 
creature, but bolt cutters 

2389
02:21:52,200 --> 02:21:53,560
aren't going to help you with a 
flat tire. 

2390
02:21:53,560 --> 02:21:57,040
There we go. 
So your equipment and your 

2391
02:21:57,040 --> 02:22:01,320
tools, the things you have at 
your disposal are going to be 

2392
02:22:01,320 --> 02:22:05,960
how your characters and how your
players use their skill and 

2393
02:22:05,960 --> 02:22:09,360
their knowledge to avoid having 
to rule at all. 

2394
02:22:09,640 --> 02:22:13,080
You have what you need, you can 
do what you need. 

2395
02:22:13,440 --> 02:22:15,640
There is no chance of failure. 
You can simply do it. 

2396
02:22:17,000 --> 02:22:20,280
So when you're writing, that 
equipment's gonna be kind of 

2397
02:22:20,280 --> 02:22:24,960
key. 
You know, what we've done in 

2398
02:22:24,960 --> 02:22:29,520
some of our modules here is sort
of seed, the ways in which you 

2399
02:22:29,520 --> 02:22:32,280
can fight the horrors through 
the equipment. 

2400
02:22:32,920 --> 02:22:34,640
I'm going to spoil the bloom a 
little bit here. 

2401
02:22:36,200 --> 02:22:41,960
There is at the gas station, 
there is a barrel of fertilizer 

2402
02:22:41,960 --> 02:22:44,760
I think it is, or something that
could be used as fertilizer 

2403
02:22:45,000 --> 02:22:46,280
that's meant for the one of the 
farmers. 

2404
02:22:46,840 --> 02:22:49,560
And you can find out this 
fertilizer exists. 

2405
02:22:49,560 --> 02:22:50,960
It's not hidden or anything like
that. 

2406
02:22:51,440 --> 02:22:55,280
That stuff is very flammable. 
If you want to burn the town 

2407
02:22:55,280 --> 02:22:58,640
down, you got a source of it 
right there. 

2408
02:22:58,640 --> 02:23:00,400
You can use that fertilizer and 
keep going. 

2409
02:23:01,120 --> 02:23:04,200
I think we also hid fungicide in
a couple of locations. 

2410
02:23:04,280 --> 02:23:06,600
Then there are the resident 
artifacts themselves, which help

2411
02:23:06,600 --> 02:23:11,480
you in your fight to do it. 
But we're giving the players 

2412
02:23:11,480 --> 02:23:14,600
options to fight the horrors, at
least that we think that makes 

2413
02:23:14,600 --> 02:23:16,680
sense. 
You know, like we're not going 

2414
02:23:16,680 --> 02:23:18,640
to put that fertilizer in the 
middle of a high rise building. 

2415
02:23:18,640 --> 02:23:19,720
That doesn't make any sense 
there. 

2416
02:23:19,720 --> 02:23:22,320
But for a farming community, 
that is one of the ways to 

2417
02:23:22,320 --> 02:23:24,760
address the horror is to try and
burn the shit down. 

2418
02:23:25,080 --> 02:23:26,840
So you've got this outlook, 
you've got the source. 

2419
02:23:26,840 --> 02:23:31,560
So that equipment is important. 
You're not holding anybody's 

2420
02:23:31,560 --> 02:23:33,320
hands. 
You're just giving them tools in

2421
02:23:33,320 --> 02:23:36,800
which they can use to interact 
with the environment in the 

2422
02:23:36,800 --> 02:23:39,600
future. 
So it's not something that you 

2423
02:23:39,600 --> 02:23:44,440
need to explicitly put forward 
at the forefront of your design,

2424
02:23:44,440 --> 02:23:46,480
but it's not something you 
should forget about either. 

2425
02:23:47,360 --> 02:23:50,840
Put tools in place for players 
to grab, you know, Rakes and 

2426
02:23:51,320 --> 02:23:54,120
axes and shovels in places that 
would logically make sense. 

2427
02:23:54,560 --> 02:23:57,160
And again, we want to keep this 
fairly mundane and fairly 

2428
02:23:57,160 --> 02:24:02,080
crowded in reality. 
Maybe some doomsday prepper has 

2429
02:24:02,080 --> 02:24:06,160
got like a bunker full of guns, 
but you know, that's only going 

2430
02:24:06,160 --> 02:24:08,240
to get you so far anyway is 
trying to get those guns. 

2431
02:24:08,840 --> 02:24:12,320
But either way, try and keep it 
grounded in the logic. 

2432
02:24:12,440 --> 02:24:14,040
Players are going to be 
creative. 

2433
02:24:14,040 --> 02:24:15,960
They're going to take these 
tools and do fun things with 

2434
02:24:15,960 --> 02:24:17,160
them. 
But we do want to have them 

2435
02:24:17,160 --> 02:24:24,280
there for them to do that. 
Oh. 

2436
02:24:24,720 --> 02:24:29,520
I'm gonna ask Ed to that. 
No, I think that pretty much 

2437
02:24:29,520 --> 02:24:33,440
hits it in terms of like the 
interesting part about setting 

2438
02:24:33,440 --> 02:24:36,680
something in the modern day is 
that we do have access to most 

2439
02:24:36,680 --> 02:24:41,360
things, but we have to have the 
means to go get them right. 

2440
02:24:41,360 --> 02:24:44,440
And so sometimes that creates 
its own tension within, but like

2441
02:24:44,440 --> 02:24:46,600
Josh said, seeding some things 
throughout. 

2442
02:24:47,960 --> 02:24:49,280
I'm thinking of some cool 
things. 

2443
02:24:49,280 --> 02:24:52,880
People do love to blow stuff up.
And so like whenever you can 

2444
02:24:52,880 --> 02:24:58,760
provide a logical way that that 
could happen, your players will 

2445
02:24:58,760 --> 02:25:04,120
find it and they'll use it. 
And sometimes we make that 

2446
02:25:04,120 --> 02:25:08,800
intentional and we seed it in or
in Hungry Hollow, we have these 

2447
02:25:08,800 --> 02:25:12,120
investigator kits because you're
not new investigators 

2448
02:25:12,120 --> 02:25:14,280
necessarily. 
Sometimes you're, this is like 

2449
02:25:14,400 --> 02:25:15,920
your second, third or fourth 
thing. 

2450
02:25:16,400 --> 02:25:19,800
And so you do sometimes have 
access to some more interesting 

2451
02:25:19,800 --> 02:25:24,720
things in a prep sense. 
And so just giving your 

2452
02:25:24,720 --> 02:25:28,040
characters opportunities to find
things that they could then use.

2453
02:25:28,040 --> 02:25:32,760
Or if you're running it and they
say, hey, I want to go find this

2454
02:25:32,760 --> 02:25:34,200
tool. 
If it's a tool that we can 

2455
02:25:34,200 --> 02:25:36,640
logically get like with time, 
yes. 

2456
02:25:36,640 --> 02:25:40,920
Like if it's within the vicinity
and people will be very creative

2457
02:25:40,920 --> 02:25:44,280
in how they utilize that. 
Yeah, don't like we talked about

2458
02:25:44,280 --> 02:25:46,920
clues. 
If it's logical that something 

2459
02:25:46,920 --> 02:25:51,640
would exist, your players and 
investigators can typically find

2460
02:25:51,640 --> 02:25:54,160
it. 
There is going to be some other 

2461
02:25:54,160 --> 02:25:58,440
resource that they pay to do so.
They have a limited amount of 

2462
02:25:58,440 --> 02:26:00,560
money, so maybe they have to buy
it at the store. 

2463
02:26:00,560 --> 02:26:03,280
There you go, resource that 
leaves up less money to do stuff

2464
02:26:03,280 --> 02:26:05,720
later. 
The most important of them is 

2465
02:26:05,720 --> 02:26:09,760
time. 
If you are going to the store on

2466
02:26:09,760 --> 02:26:14,280
a trip to pick up tools, you are
committing yourself that action 

2467
02:26:14,280 --> 02:26:17,200
for a couple hours, a phase, an 
hour, what have you. 

2468
02:26:17,200 --> 02:26:20,840
Some time passes that lets the 
doom clock tick forward. 

2469
02:26:21,320 --> 02:26:24,040
It's not getting the tools. 
Players can get it, but they are

2470
02:26:24,040 --> 02:26:28,320
paying the price by doing so in 
some little manner that 

2471
02:26:28,400 --> 02:26:30,480
eventually becomes important 
later all. 

2472
02:26:36,500 --> 02:26:37,660
Right. 
I'm going to ask one of my 

2473
02:26:37,660 --> 02:26:39,740
questions because you kind of 
touched on a little bit. 

2474
02:26:39,740 --> 02:26:45,260
We talked about Lumen Horror is 
a modern horror setting, but 

2475
02:26:45,520 --> 02:26:48,960
have there been any thoughts 
about adapting an adventure into

2476
02:26:49,000 --> 02:26:52,240
a non modern setting? 
Something like Vampire the Dark 

2477
02:26:52,240 --> 02:26:59,360
Ages. 
Do you wanna take this one or 

2478
02:26:59,360 --> 02:27:01,240
should I? 
You can't. 

2479
02:27:01,240 --> 02:27:05,640
I can just I have thought once 
about doing a master hack for 

2480
02:27:05,640 --> 02:27:12,000
liminal horror and that's stills
in the brain, but personally I 

2481
02:27:12,000 --> 02:27:17,360
haven't quite been like oh, I 
wanna utilize liminal horror for

2482
02:27:17,360 --> 02:27:20,040
this other type setting 
personally. 

2483
02:27:21,200 --> 02:27:23,720
But Josh maybe Josh has 1000 
ideas in the brains. 

2484
02:27:23,840 --> 02:27:27,920
So Josh probably has some. 
I'm cursed to never have a 

2485
02:27:27,920 --> 02:27:32,040
moment to spare of thought. 
Something is always happening in

2486
02:27:32,040 --> 02:27:35,480
my brain. 
So I think the key is, is that 

2487
02:27:36,560 --> 02:27:43,680
no, you know, literal horror as 
a base is very highly adaptable.

2488
02:27:44,720 --> 02:27:47,880
You can you know, it's built off
a Cairn, you know which Karen is

2489
02:27:47,880 --> 02:27:49,680
built off into the autumn nave 
and mouse Raider. 

2490
02:27:50,680 --> 02:27:53,760
Realistically, like if you want 
to go run the Dark ages 

2491
02:27:53,760 --> 02:27:55,440
adventure, I'll probably going 
to put you to Cairn. 

2492
02:27:55,560 --> 02:27:57,000
You know, like you can add 
fallout into that. 

2493
02:27:57,000 --> 02:28:02,000
It changes, you know, fallout 
augments what was already 

2494
02:28:02,000 --> 02:28:04,680
present in Cairn to make it more
adapted to horror. 

2495
02:28:04,680 --> 02:28:07,320
So it's very easy to just take 
that system and put it right 

2496
02:28:07,320 --> 02:28:14,120
back in. 
So I don't think we as a entity 

2497
02:28:14,120 --> 02:28:17,160
making adventures need to 
necessarily diverge at this 

2498
02:28:17,160 --> 02:28:18,800
point. 
We're just kind of getting into 

2499
02:28:18,800 --> 02:28:21,120
the swing of making modern war 
adventures. 

2500
02:28:21,160 --> 02:28:25,280
So going back and then sort of 
like going into a different 

2501
02:28:25,280 --> 02:28:27,720
branching path, you know, it 
creates a little bit of conflict

2502
02:28:27,720 --> 02:28:29,240
with the amount of time that we 
have to do. 

2503
02:28:29,240 --> 02:28:36,440
So it's a cool idea and somebody
should do that, but not not 

2504
02:28:36,440 --> 02:28:37,840
immediate plans. 
That's not to say that it's 

2505
02:28:37,840 --> 02:28:40,280
never going to happen in the 
future, or at least adapting a 

2506
02:28:40,360 --> 02:28:43,440
little more. 
I will say there was a really 

2507
02:28:43,440 --> 02:28:47,480
cool idea present in I think 
Cthulhu Dark does this itself, 

2508
02:28:47,480 --> 02:28:51,760
but it's should have forgot the 
company that makes it. 

2509
02:28:51,760 --> 02:28:55,720
But it's the King in Yellow RPG,
where it's this horror RPG, but 

2510
02:28:55,720 --> 02:28:59,840
the entire premise is about 
playing characters in three 

2511
02:28:59,840 --> 02:29:02,880
separate timelines and how those
all intersect and connect. 

2512
02:29:03,760 --> 02:29:11,400
Oh, there it is. 
So this story connects through 

2513
02:29:11,400 --> 02:29:13,600
all three of those timelines, 
and all of them have changed 

2514
02:29:13,600 --> 02:29:16,160
based on the framework of the 
the time setting that they're 

2515
02:29:16,160 --> 02:29:17,720
in. 
So doing something like that, I 

2516
02:29:17,720 --> 02:29:20,040
was like, fuck it, cool. 
Like yeah, maybe we'll do that 

2517
02:29:20,040 --> 02:29:24,200
in the future. 
But it is also worth noting that

2518
02:29:24,200 --> 02:29:26,280
you can make Hacks of Liminal 
Horror. 

2519
02:29:26,760 --> 02:29:30,040
We have one from David Garrett 
that's this Mortal Coil. 

2520
02:29:30,360 --> 02:29:32,600
This is for playing necromancers
in space. 

2521
02:29:33,360 --> 02:29:36,040
So the framework does work. 
We have proven that it's 

2522
02:29:36,040 --> 02:29:38,440
adaptive by somebody taking it 
and making our own little system

2523
02:29:38,440 --> 02:29:47,640
out of it. 
You're muted. 

2524
02:29:47,640 --> 02:29:50,840
I don't know if he can hear us. 
Hello Grain Press. 

2525
02:29:50,840 --> 02:29:53,120
By the way, can we just point 
out how cool it is that like the

2526
02:29:53,120 --> 02:29:57,160
box, is the GM screen just 
magneted around like all of the 

2527
02:29:57,160 --> 02:29:59,440
books? 
Holy shit, like I don't have the

2528
02:29:59,440 --> 02:30:00,920
physical version, I only have 
the PDFs. 

2529
02:30:01,120 --> 02:30:02,960
That's nuts. 
That's so cool. 

2530
02:30:03,880 --> 02:30:07,720
OK, so next question. 
Do you have any advice for 

2531
02:30:07,720 --> 02:30:11,040
making a personal ending 
emotionally significant enough? 

2532
02:30:11,440 --> 02:30:13,840
And they say, for example, a 
character is lost because 

2533
02:30:13,840 --> 02:30:16,320
sometimes it could feel 
disproportionate compared to 

2534
02:30:16,320 --> 02:30:18,600
previous events where characters
died. 

2535
02:30:20,520 --> 02:30:25,280
Yeah, I think a lot of that is 
comes down to, and this is more 

2536
02:30:25,280 --> 02:30:28,880
advice on like how to run versus
like something you would write. 

2537
02:30:31,840 --> 02:30:34,920
There are parts in character 
generation that talk about how 

2538
02:30:34,920 --> 02:30:37,880
like bonds and like how 
characters are related to each 

2539
02:30:37,880 --> 02:30:41,400
other and like from like a 
friendship standpoint or 

2540
02:30:41,400 --> 02:30:43,560
anything like that, how they're 
entangled together. 

2541
02:30:43,920 --> 02:30:47,240
And I think that as you go 
through play and when you're 

2542
02:30:47,240 --> 02:30:50,320
emphasizing not only what's 
going on, but how the players 

2543
02:30:50,320 --> 02:30:54,320
and the characters are 
interacting and are impacted by 

2544
02:30:54,320 --> 02:30:56,840
that, and especially in their 
relationships towards each 

2545
02:30:56,840 --> 02:31:03,200
other, I think it's really 
leveraging and pushing on those 

2546
02:31:03,960 --> 02:31:07,640
sort of connections that can 
make a very more meaningful 

2547
02:31:07,640 --> 02:31:12,240
moment at the table. 
That can be on par to the 

2548
02:31:12,280 --> 02:31:16,560
character death, right? 
But again, it comes down to how 

2549
02:31:16,760 --> 02:31:20,520
how are your players and how are
the characters interacting and 

2550
02:31:20,520 --> 02:31:22,640
relating to each other? 
Are they making decisions? 

2551
02:31:22,640 --> 02:31:24,840
Are you forcing them to make 
decisions that put them in 

2552
02:31:24,840 --> 02:31:28,120
conflict with each other or ways
where they have to make 

2553
02:31:28,120 --> 02:31:31,720
sacrifices to help each other? 
And then just as those bonds 

2554
02:31:31,720 --> 02:31:37,480
strengthen, that gives you more 
meat to play with. 

2555
02:31:38,040 --> 02:31:41,760
Playing with me. 
That's a bad phrasing, but more 

2556
02:31:41,760 --> 02:31:47,000
more things in which to leverage
and pull on. 

2557
02:31:47,440 --> 02:31:53,080
One of the earlier things with 
the question around how do I 

2558
02:31:54,160 --> 02:31:58,360
with with in terms of like slow 
burn versus like sort of build 

2559
02:31:58,360 --> 02:32:01,840
up ways in which you entangle 
and bring the characters closer 

2560
02:32:01,840 --> 02:32:08,880
into the world allows you more 
options in which to then create 

2561
02:32:08,880 --> 02:32:14,120
tension when those things break.
Yeah. 

2562
02:32:14,120 --> 02:32:20,000
And a lot of this is, like we 
said, it's, it's how more play 

2563
02:32:20,000 --> 02:32:22,400
and how that it's experience at 
the table than anything you can 

2564
02:32:22,400 --> 02:32:26,680
tangibly write. 
One of the challenges of, you 

2565
02:32:26,680 --> 02:32:30,920
know, being a writer is you 
don't know who your play groups 

2566
02:32:30,920 --> 02:32:33,160
are gonna glom on to. 
You know, they have their 

2567
02:32:33,160 --> 02:32:36,680
backgrounds. 
Again, as as a writer, we don't 

2568
02:32:36,680 --> 02:32:41,800
know who your future players are
going to create for their 

2569
02:32:41,800 --> 02:32:43,960
connections. 
So it's hard to kind of like 

2570
02:32:43,960 --> 02:32:45,760
tangibly write that into an 
adventure. 

2571
02:32:48,040 --> 02:32:51,080
But if you play enough 
adventures, you can start to get

2572
02:32:51,080 --> 02:32:53,720
an idea of the types of 
characters that you can 

2573
02:32:53,720 --> 02:32:56,200
introduce into your settings 
that your players are going to 

2574
02:32:56,200 --> 02:32:58,440
care about. 
You know, the Bloom is another 

2575
02:32:58,440 --> 02:33:00,160
good one. 
I'm going to keep talking about 

2576
02:33:00,160 --> 02:33:03,800
this. 
The Bloom has four characters I 

2577
02:33:03,800 --> 02:33:06,600
want to talk about just real 
quick here. 

2578
02:33:08,280 --> 02:33:12,400
The first is the Ranger for Camp
Cold Water. 

2579
02:33:12,960 --> 02:33:18,400
Their name is Sam. 
We knew writing this that people

2580
02:33:18,400 --> 02:33:21,120
would like Sam, and that has 
proven true. 

2581
02:33:21,360 --> 02:33:25,280
Sam is into cryptids in like an 
obsessive way. 

2582
02:33:25,520 --> 02:33:28,680
It is this character detail that
sort of bubbles out in it makes 

2583
02:33:28,680 --> 02:33:33,720
up their character. 
So this is the exact type of NPC

2584
02:33:33,720 --> 02:33:36,840
that we expect players to sort 
of glom onto because they're a 

2585
02:33:36,840 --> 02:33:39,880
little weird, because they're 
super into this one like very 

2586
02:33:39,880 --> 02:33:42,680
specific thing. 
And it's also a kind of a cool 

2587
02:33:42,680 --> 02:33:46,880
thing while being tangentially 
related to the potential horrors

2588
02:33:46,880 --> 02:33:53,400
that come to pass. 
So we knew Sam would be a well 

2589
02:33:53,400 --> 02:33:56,720
liked character and from what we
hear, you know, that has come 

2590
02:33:56,720 --> 02:33:58,960
true. 
So we can play with that. 

2591
02:33:59,840 --> 02:34:01,840
Sam is the Ranger of Camp 
Coldwater. 

2592
02:34:02,120 --> 02:34:05,440
Camp Coldwater is one of the 
early locations that are claimed

2593
02:34:05,440 --> 02:34:09,800
by the bloom. 
The hint there being that if Sam

2594
02:34:09,800 --> 02:34:13,360
is present, if the players have 
not done something to remove Sam

2595
02:34:13,360 --> 02:34:16,280
from that environment, they're 
getting taken over by the bloom.

2596
02:34:17,640 --> 02:34:21,920
Now we've also driven the 
players towards investigating 

2597
02:34:21,920 --> 02:34:25,240
Camp Coldwater first. 
The very impetus of the 

2598
02:34:25,240 --> 02:34:27,800
adventure is that campers have 
disappeared, and it's something 

2599
02:34:27,800 --> 02:34:31,240
that's kind of, it might 
directly be the reason your 

2600
02:34:31,240 --> 02:34:35,960
investigators have entered this 
scenario, but it is something 

2601
02:34:35,960 --> 02:34:39,240
that they're going to hear about
upon arrival within that first 

2602
02:34:39,440 --> 02:34:42,120
step of the doom clock. 
So it's only natural. 

2603
02:34:42,280 --> 02:34:44,960
You hear about these campers, 
you go visit the camp to find 

2604
02:34:44,960 --> 02:34:46,880
out what something's there, then
you meet this eccentric 

2605
02:34:46,880 --> 02:34:53,160
character who we have written to
be well liked, and then maybe 

2606
02:34:53,160 --> 02:34:56,200
they get infected. 
So you've already, as a writer, 

2607
02:34:56,200 --> 02:35:00,360
we have built in this natural 
character loop here to set up 

2608
02:35:00,600 --> 02:35:03,160
that you really like this 
person, you bond with them for a

2609
02:35:03,160 --> 02:35:07,360
minute and then they're gone. 
We can't guarantee it. 

2610
02:35:08,160 --> 02:35:09,800
You don't have to go to cold 
water camp. 

2611
02:35:11,120 --> 02:35:13,800
So that is one potential way 
that we can do it as writers. 

2612
02:35:14,600 --> 02:35:17,080
And it's something that the GM 
has to bring to life at the 

2613
02:35:17,080 --> 02:35:19,240
table too. 
We can't just force their hand. 

2614
02:35:20,000 --> 02:35:23,960
So we write who we think are 
likeable characters, hope that 

2615
02:35:23,960 --> 02:35:27,280
the players interact with them 
in a manner that, you know, is 

2616
02:35:27,280 --> 02:35:29,360
intended so that they do like 
the characters, and then you can

2617
02:35:29,360 --> 02:35:33,800
do spooky things with them. 
Difficult, not the easiest thing

2618
02:35:33,800 --> 02:35:36,640
in the world. 
But in contrast, we can also 

2619
02:35:36,640 --> 02:35:38,880
kind of predict how players are 
going to respond to other 

2620
02:35:38,880 --> 02:35:40,960
sources. 
Like I said, there are two other

2621
02:35:40,960 --> 02:35:46,920
characters I want to talk about 
being, excuse me, Gerald and 

2622
02:35:46,920 --> 02:35:48,520
Hank. 
These are the two police 

2623
02:35:48,520 --> 02:35:49,760
officers. 
Once the sheriff, once the 

2624
02:35:49,760 --> 02:35:52,240
deputy. 
They're written to be assholes. 

2625
02:35:52,440 --> 02:35:55,240
You know, Gerald specifically 
sort of incompetent and he is an

2626
02:35:55,240 --> 02:35:58,000
incompetent in a way that is 
going to interact with your your

2627
02:35:58,000 --> 02:36:00,960
player characters. 
Hank the sheriff is not 

2628
02:36:00,960 --> 02:36:03,040
incompetent. 
Hank is very capable, but Hank 

2629
02:36:03,040 --> 02:36:08,160
is trying to get to retirement 
and will ignore threats up until

2630
02:36:08,160 --> 02:36:11,800
the last minute. 
Both of these characters, again,

2631
02:36:11,800 --> 02:36:15,400
we are, have written them in 
such a way that they will cause 

2632
02:36:15,400 --> 02:36:17,360
conflict with the player 
characters. 

2633
02:36:18,000 --> 02:36:20,400
This is not this is a different 
type of relationship. 

2634
02:36:20,440 --> 02:36:24,800
You're you're you're creating 
antagonists here that will cause

2635
02:36:24,800 --> 02:36:26,440
trouble for your player 
characters in a way that's going

2636
02:36:26,440 --> 02:36:29,800
to tangibly interact with them. 
Gerald is present at Camp 

2637
02:36:29,800 --> 02:36:31,880
Coldwater. 
Gerald will try and stop your 

2638
02:36:31,880 --> 02:36:34,520
characters from investigating 
the camp thing that they're 

2639
02:36:34,520 --> 02:36:36,560
there to do. 
So you create this moment of 

2640
02:36:36,560 --> 02:36:38,880
tension. 
So when Gerald is claimed, if he

2641
02:36:38,880 --> 02:36:43,240
becomes claimed by the the OR 
there is this different sort of 

2642
02:36:43,240 --> 02:36:45,800
emotional connection to it. 
You don't like this guy, so the 

2643
02:36:45,800 --> 02:36:48,480
horror happening to him maybe 
not so bad. 

2644
02:36:48,480 --> 02:36:52,040
You know, you don't have to deal
with him directly, but again, 

2645
02:36:52,040 --> 02:36:54,880
we've established this a 
relationship and then the course

2646
02:36:54,880 --> 02:36:56,880
of the adventure, the tension 
that's building is kind of like 

2647
02:36:56,880 --> 02:37:00,920
dealing with that directly. 
Hank as a character, you have a 

2648
02:37:00,920 --> 02:37:04,200
very similar arc. 
Hank is a very useful character.

2649
02:37:04,520 --> 02:37:07,960
He's a good to have as an ally, 
but he's going to be difficult 

2650
02:37:07,960 --> 02:37:11,720
to get through in sort of ever 
present in Cold water itself as 

2651
02:37:11,720 --> 02:37:14,640
an authoritative force. 
So you're building this up 

2652
02:37:14,640 --> 02:37:18,040
relationship up to be inherently
adversarial, even if it doesn't 

2653
02:37:18,040 --> 02:37:22,680
have to be. 
But then we have the 4th 

2654
02:37:22,680 --> 02:37:23,920
character. 
I want to talk about just real 

2655
02:37:23,920 --> 02:37:25,840
quick how we set them up. 
It's Cassandra. 

2656
02:37:26,080 --> 02:37:29,640
Cassandra is the basically the 
general manager of the Cold 

2657
02:37:29,640 --> 02:37:35,040
Water Cafe, the central location
in which we encourage people to 

2658
02:37:35,040 --> 02:37:38,480
begin their adventures. 
Cassandra has a couple of 

2659
02:37:38,480 --> 02:37:40,760
interesting things going on with
her that's not worth explaining 

2660
02:37:40,760 --> 02:37:43,760
here, but just that we are 
setting up again another really 

2661
02:37:43,760 --> 02:37:47,920
likable character in a central 
role, in a place that the player

2662
02:37:47,920 --> 02:37:50,920
characters will return to 
because they need to attend to 

2663
02:37:50,920 --> 02:37:54,680
their their base needs, namely 
food and water. 

2664
02:37:55,320 --> 02:37:59,120
So we set up a prime location, 
we set up a character to be 

2665
02:37:59,120 --> 02:38:02,440
likable to create this inherent 
sense of relationship there. 

2666
02:38:02,760 --> 02:38:05,680
So they will care about this 
person that sits in the diner in

2667
02:38:05,680 --> 02:38:08,920
cold water, the very last place 
to be claimed as of all the 

2668
02:38:08,920 --> 02:38:13,960
horrors descend around it. 
And then we put that character 

2669
02:38:13,960 --> 02:38:16,240
in jeopardy by making cold water
the potential to be claimed as 

2670
02:38:16,240 --> 02:38:19,280
well. 
So you're you're sort of setting

2671
02:38:19,280 --> 02:38:22,720
up central locations, making 
characters to be likable, hoping

2672
02:38:22,720 --> 02:38:25,200
that the players will like them,
and then putting those 

2673
02:38:25,200 --> 02:38:27,280
characters in danger. 
And you've got like a little bit

2674
02:38:27,280 --> 02:38:29,720
of an arc right there. 
It's not always going to work. 

2675
02:38:30,120 --> 02:38:32,280
We know it's not going to work. 
People might not climb onto 

2676
02:38:32,280 --> 02:38:34,880
these characters in the way that
we intend to, but it doesn't 

2677
02:38:34,880 --> 02:38:37,280
really matter in the end. 
They're going to form 

2678
02:38:37,280 --> 02:38:42,080
relationships if they interact 
with the the characters, good or

2679
02:38:42,080 --> 02:38:45,240
bad. 
And so you do what you can to 

2680
02:38:45,240 --> 02:38:46,880
set them up. 
And then you kind of have to 

2681
02:38:46,880 --> 02:38:50,280
discover it through play so that
there's only so much hand 

2682
02:38:50,280 --> 02:38:54,760
holding you can do as a writer 
and hope that things happen in a

2683
02:38:54,760 --> 02:38:57,880
certain way, but in the end you 
don't really control it. 

2684
02:38:59,360 --> 02:39:03,240
And I think another thing from 
the running perspective, and 

2685
02:39:03,240 --> 02:39:08,240
since this is a horror game, is 
that everyone is at risk, every 

2686
02:39:08,240 --> 02:39:14,240
character is on the table. 
And that that also can be sort 

2687
02:39:14,240 --> 02:39:17,600
of liberating from the running 
standpoint, is that as 

2688
02:39:17,600 --> 02:39:21,400
characters, as your players 
build those connections to those

2689
02:39:21,400 --> 02:39:26,880
NPCS or their associates or each
other, those are then tools for 

2690
02:39:26,880 --> 02:39:31,880
you to create tension with. 
And some of the best moments are

2691
02:39:31,880 --> 02:39:35,400
tends to be where you put those 
NPCS at risk or something 

2692
02:39:35,400 --> 02:39:38,160
happens to them. 
Because if you think about what 

2693
02:39:38,160 --> 02:39:41,240
drives your players or your 
characters, the the 

2694
02:39:41,240 --> 02:39:45,400
investigators, a lot of times 
putting the risk of someone they

2695
02:39:45,400 --> 02:39:49,640
care about is a major impetus 
for why they would go forward. 

2696
02:39:56,180 --> 02:39:58,020
Nice. 
How many? 

2697
02:39:58,060 --> 02:39:59,220
How many more questions do we 
have? 

2698
02:39:59,880 --> 02:40:03,120
I mean, so maybe one or two that
are like pretty specific and 

2699
02:40:03,120 --> 02:40:07,520
then I got a bunch that are kind
of more broad one hit the 

2700
02:40:07,520 --> 02:40:09,720
specifics. 
Let's do the specifics and see 

2701
02:40:09,720 --> 02:40:11,760
where things end up. 
Maybe we cut off after then, but

2702
02:40:11,760 --> 02:40:13,240
we'll kind of see how much we 
ramble. 

2703
02:40:14,560 --> 02:40:19,600
All right, so Jack Edward in the
Discord asked two questions. 

2704
02:40:19,600 --> 02:40:22,320
The first you've addressed 
already, but I'll just say it to

2705
02:40:22,320 --> 02:40:24,560
get to the second. 
It says it seems liminal horror 

2706
02:40:24,560 --> 02:40:28,000
adventures are largely bounded 
environments like the Bureau in 

2707
02:40:28,000 --> 02:40:30,080
the mall. 
They use compressors like time 

2708
02:40:30,080 --> 02:40:31,800
and space. 
They ask do you think it's 

2709
02:40:31,800 --> 02:40:33,560
important in gradient aluminum 
horror adventures? 

2710
02:40:33,560 --> 02:40:36,240
You specifically addressed that 
in the presentation. 

2711
02:40:36,440 --> 02:40:38,560
The second question for that 
though, was do you think there 

2712
02:40:38,560 --> 02:40:42,760
are new considerations and 
problems made by more open game 

2713
02:40:42,760 --> 02:40:45,520
worlds and less urgent 
timelines, and how would you 

2714
02:40:45,520 --> 02:40:50,600
design for that? 
Yeah, it's fucking hard. 

2715
02:40:53,360 --> 02:40:56,760
So the big problem is, you know,
we have to ask that question, 

2716
02:40:57,480 --> 02:40:59,280
what is stopping the 
investigators from leaving? 

2717
02:41:01,760 --> 02:41:05,680
It's when will we create these 
confined bound locations that is

2718
02:41:05,680 --> 02:41:08,600
sort of ever present. 
We we're doing that because we 

2719
02:41:08,600 --> 02:41:11,320
don't have a better answer. 
You know, to be frank, it's 

2720
02:41:11,880 --> 02:41:16,200
keeping the location constrained
creates the situation in which 

2721
02:41:16,200 --> 02:41:20,640
the investigator has to act. 
Now we didn't do that really in 

2722
02:41:20,640 --> 02:41:24,000
the bloom. 
The bloom does have its 

2723
02:41:24,000 --> 02:41:25,960
constraints. 
You are playing within this 

2724
02:41:25,960 --> 02:41:28,880
town. 
The road does wash out. 

2725
02:41:29,000 --> 02:41:31,840
That does make it a little hard 
to leave, but that's not the 

2726
02:41:31,840 --> 02:41:39,840
only way to leave town. 
You're sort of, you are able to 

2727
02:41:39,840 --> 02:41:42,400
do so by wandering through the 
forest, which is dangerous, or 

2728
02:41:42,400 --> 02:41:44,040
getting out on the lake and 
leaving through one of the 

2729
02:41:44,040 --> 02:41:46,360
tributaries that you know, 
drains outward from the lake. 

2730
02:41:47,040 --> 02:41:49,480
So there are ways to leave this 
location. 

2731
02:41:51,280 --> 02:41:53,440
So this is what we can kind of 
use as our example for one of 

2732
02:41:53,440 --> 02:41:56,200
the open spots players can go at
any time. 

2733
02:41:56,200 --> 02:41:57,960
There is less of a constraint 
here. 

2734
02:41:57,960 --> 02:41:59,240
You're able to go wherever you 
want. 

2735
02:41:59,800 --> 02:42:02,800
So how do you keep things 
focused? 

2736
02:42:03,440 --> 02:42:05,080
It's through character 
motivation. 

2737
02:42:07,160 --> 02:42:11,720
If your characters aren't 
motivated to push forward to 

2738
02:42:11,720 --> 02:42:16,160
continue to explore the 
adventure, then you sort of lost

2739
02:42:16,160 --> 02:42:17,840
the plot. 
I don't know, to be frank about 

2740
02:42:17,840 --> 02:42:25,000
that, where being constrained 
creates makes it easy. 

2741
02:42:25,000 --> 02:42:27,240
You don't need to be invested in
the horror. 

2742
02:42:27,400 --> 02:42:30,600
You can be invested in getting 
the fuck out of there. 

2743
02:42:30,760 --> 02:42:31,880
You know that? 
That's the thing with the 

2744
02:42:31,880 --> 02:42:34,840
Bureau. 
The Bureau we built in some some

2745
02:42:35,600 --> 02:42:38,120
ways to get characters invested,
and I'll talk about that in just

2746
02:42:38,120 --> 02:42:41,520
a second there. 
But the primary purpose of the 

2747
02:42:41,520 --> 02:42:44,400
Bureau is you're trapped in this
building, and if you do not 

2748
02:42:44,400 --> 02:42:48,160
address the horror, one, you 
won't get out, and two, the 

2749
02:42:48,160 --> 02:42:51,040
horror is going to leave the 
building and infect the city. 

2750
02:42:52,760 --> 02:42:56,520
The mall is pulled into another 
dimension entirely. 

2751
02:42:56,520 --> 02:42:58,800
So there's no leaving that. 
That is, that is very much bound

2752
02:42:58,800 --> 02:43:05,000
and constrained. 
But so establishing character 

2753
02:43:05,000 --> 02:43:08,000
motivation is key. 
This is something that happens 

2754
02:43:08,000 --> 02:43:09,920
in the module and happens at the
table. 

2755
02:43:10,760 --> 02:43:14,920
As players, as GMs, you have to 
have characters that are 

2756
02:43:14,920 --> 02:43:17,680
motivated to push forward. 
That is the social contract for 

2757
02:43:17,680 --> 02:43:19,640
horror. 
They can't just leave. 

2758
02:43:19,640 --> 02:43:21,920
They need to have some form of 
direction, some goal, some 

2759
02:43:21,920 --> 02:43:23,440
tangible thing that they're 
after. 

2760
02:43:23,840 --> 02:43:26,760
We've done that on a mechanical 
level through the archetypes. 

2761
02:43:28,120 --> 02:43:33,720
Both the Bureau and the the 
Bloom have a list of archetypes.

2762
02:43:33,720 --> 02:43:35,280
I'll talk about what that means 
in a second. 

2763
02:43:36,040 --> 02:43:41,920
We've got a different framing 
for Hungry Hollow that plays 

2764
02:43:41,920 --> 02:43:45,400
with a similar space, but that's
just note that that's going to 

2765
02:43:45,400 --> 02:43:51,840
be changed a little bit. 
So archetypes are seated 

2766
02:43:51,840 --> 02:43:55,360
character backgrounds that we've
written into the adventures that

2767
02:43:55,360 --> 02:43:57,640
people can use when they're 
creating new characters. 

2768
02:43:58,120 --> 02:44:01,080
What they do is they give you a 
little bit of information about 

2769
02:44:01,080 --> 02:44:04,160
who your character may have been
in the past. 

2770
02:44:04,520 --> 02:44:07,080
You get to decide who they are 
now, and it gives you a few 

2771
02:44:07,080 --> 02:44:11,280
items. 
The key here, those archetypes, 

2772
02:44:11,360 --> 02:44:14,200
they build in character 
motivations right from the 

2773
02:44:14,200 --> 02:44:19,120
start. 
So I will read a few from The 

2774
02:44:19,120 --> 02:44:23,960
Bloom where 1 #12 is the horror 
helmer. 

2775
02:44:24,160 --> 02:44:26,560
You sold the script for the next
great slasher, but the studio 

2776
02:44:26,560 --> 02:44:29,800
wants a filming location locked 
down before the next meeting or 

2777
02:44:29,800 --> 02:44:32,800
the film will be tabled. 
On paper, cold Water is perfect 

2778
02:44:32,800 --> 02:44:34,560
considering your shoestring 
budget. 

2779
02:44:35,080 --> 02:44:40,360
So in 360 camera you get a 
script, a light meter and a 

2780
02:44:40,360 --> 02:44:44,360
bunch of rental agreements. 
The horror helmer here, just 

2781
02:44:44,360 --> 02:44:46,560
that character alone is now 
motivated. 

2782
02:44:46,560 --> 02:44:49,920
Their their core goal is to sell
their movie script or they're 

2783
02:44:49,920 --> 02:44:51,840
going to go, you know, basically
get kicked out of the business 

2784
02:44:51,840 --> 02:44:55,360
because they haven't, you know, 
produced the film. 

2785
02:44:56,360 --> 02:44:57,800
They're motivated to now 
explore. 

2786
02:44:58,440 --> 02:45:00,720
You have to go to these 
locations, you have to get those

2787
02:45:00,720 --> 02:45:04,640
contracts signed so you can film
your movie as the horror 

2788
02:45:04,640 --> 02:45:07,840
happens. 
Maybe you start filming that 

2789
02:45:07,840 --> 02:45:12,760
horror, maybe that's your movie.
Maybe Cold Water was perfect. 

2790
02:45:14,120 --> 02:45:17,400
So you have this, this bass 
thing that starts play. 

2791
02:45:17,560 --> 02:45:20,000
I need to go to these locations 
in order to do this. 

2792
02:45:20,000 --> 02:45:23,600
This is my character motivation.
And then it spirals outward into

2793
02:45:23,600 --> 02:45:25,280
something that changes over the 
course of play. 

2794
02:45:28,120 --> 02:45:30,040
In another one. 
I'll, I'll just leave it at the 

2795
02:45:30,040 --> 02:45:32,840
second one here for the purpose 
of representation. 

2796
02:45:33,160 --> 02:45:37,040
The 2nd it's going to be #2 on 
the list, the prodigal child. 

2797
02:45:37,800 --> 02:45:40,120
It's as a child you spent your 
summers here in your family's 

2798
02:45:40,120 --> 02:45:42,240
cabin by the lake. 
It's been 10 years since your 

2799
02:45:42,240 --> 02:45:44,800
last visit. 
This isn't the town you'll 

2800
02:45:44,800 --> 02:45:48,160
remember. 
You gain an outdated guidebook, 

2801
02:45:48,160 --> 02:45:50,760
arrested set of keys, and an old
fishing rod. 

2802
02:45:51,960 --> 02:45:55,280
So this character has an 
intrinsic connection to cold 

2803
02:45:55,280 --> 02:45:56,760
water. 
This is based in their 

2804
02:45:56,760 --> 02:45:58,760
childhood, based in their 
nostalgia. 

2805
02:45:59,000 --> 02:46:02,320
This character does not want 
cold water to be destroyed 

2806
02:46:02,320 --> 02:46:05,160
because it meant something to 
them, even if the town has 

2807
02:46:05,160 --> 02:46:08,280
changed. 
So they may know some of the 

2808
02:46:08,280 --> 02:46:11,280
people there, they might know 
some of the locations, but the 

2809
02:46:11,280 --> 02:46:14,720
key is, is that there is some 
connection to this location that

2810
02:46:14,720 --> 02:46:17,200
keeps them pushing forward to 
defeat the horror that lies at 

2811
02:46:17,200 --> 02:46:20,360
its heart. 
And you can extrapolate outward 

2812
02:46:20,360 --> 02:46:23,080
from there. 
You don't need archetypes. 

2813
02:46:23,680 --> 02:46:25,480
Archetypes are fun. 
We like writing that. 

2814
02:46:25,480 --> 02:46:27,560
That's probably, that's 
primarily why we keep doing it. 

2815
02:46:28,160 --> 02:46:32,400
But that is a way to build 
inherent character motivation, 

2816
02:46:32,480 --> 02:46:35,360
to keep your character moving 
even in these massive open 

2817
02:46:35,360 --> 02:46:38,160
settings. 
You build that into play. 

2818
02:46:38,160 --> 02:46:40,680
You set the players up so that 
they have something to work with

2819
02:46:40,680 --> 02:46:43,720
immediately, and then things can
be kind of focused from there. 

2820
02:46:55,640 --> 02:46:58,440
You're muted. 
God fucking damn it. 

2821
02:46:58,440 --> 02:47:02,520
So Echo Fox and Chat asked the 
two more horrors. 

2822
02:47:02,520 --> 02:47:05,440
Talk about me thinking about 
funhouse dungeons and whether 

2823
02:47:05,440 --> 02:47:08,280
they could be done as horror 
comedy rather than straight 

2824
02:47:08,640 --> 02:47:10,760
straight horror. 
Do you think it would be 

2825
02:47:10,760 --> 02:47:14,080
possible to make the genre work 
in liminal horror? 

2826
02:47:15,320 --> 02:47:18,280
I think so. 
I often there's a lot of humor 

2827
02:47:18,280 --> 02:47:21,080
at the table. 
I think the humor gives moments 

2828
02:47:21,080 --> 02:47:23,600
of respite before things get 
really gnarly. 

2829
02:47:25,440 --> 02:47:29,440
There's a fine line, right, in 
terms of like writing horror 

2830
02:47:29,440 --> 02:47:33,120
comedy, right? 
And I, I would, I would then 

2831
02:47:33,120 --> 02:47:37,400
just say right, the horror 
scenario and then people tend to

2832
02:47:37,400 --> 02:47:42,240
infuse their style anyways. 
I think a really good example of

2833
02:47:42,240 --> 02:47:47,080
film that is both funny and 
horror would be the Evil Dead 

2834
02:47:47,080 --> 02:47:50,320
series, right? 
Evil Dead 1, Evil Dead 2, the 

2835
02:47:50,320 --> 02:47:53,360
originals, they're all great. 
Evil Dead has never missed. 

2836
02:47:53,400 --> 02:48:03,360
But that sort of brevity in 
those moments, I think bring a 

2837
02:48:03,360 --> 02:48:05,400
lot to the table. 
But I would write, I would 

2838
02:48:05,400 --> 02:48:10,280
personally tend to write things 
pretty straight in terms of me 

2839
02:48:10,320 --> 02:48:13,560
generating something for others 
and it gets infused through the 

2840
02:48:13,560 --> 02:48:19,000
situation and through the table.
Yeah, I mean, I don't care what 

2841
02:48:19,000 --> 02:48:21,880
game you're playing, your 
players will never miss a Dick 

2842
02:48:21,880 --> 02:48:22,320
joke. 
Yeah. 

2843
02:48:25,040 --> 02:48:27,080
And you know, humor is 
inherently part of horror. 

2844
02:48:27,480 --> 02:48:31,600
You know, even beyond like the 
schlock, like the B horror and 

2845
02:48:31,600 --> 02:48:33,200
all that stuff that's 
intentionally trying to be a 

2846
02:48:33,200 --> 02:48:37,840
little bit goofy. 
It's the the juxtaposition 

2847
02:48:37,840 --> 02:48:40,280
against the thing that we as a 
viewer find inherently humorous 

2848
02:48:40,280 --> 02:48:43,520
and the things that are actually
horrifying that makes for good 

2849
02:48:43,520 --> 02:48:46,560
horror. 
Not every horror scenario is 

2850
02:48:46,560 --> 02:48:49,160
going to be humor filled, but I 
think there's a lot of space for

2851
02:48:49,160 --> 02:48:51,080
it, especially if you're playing
with a group that's less 

2852
02:48:51,080 --> 02:48:54,560
serious. 
The one example that that sticks

2853
02:48:54,560 --> 02:48:57,960
in my brain is I think it's one 
of the Friday the 13th movies. 

2854
02:48:58,440 --> 02:49:03,080
But there's the scene where 
Jason's coming back, or the 

2855
02:49:03,080 --> 02:49:06,960
killer, if I'm getting the 
details wrong, and I think he's 

2856
02:49:06,960 --> 02:49:12,480
going to his old home. 
And there are squatters who have

2857
02:49:12,480 --> 02:49:16,320
taken over and in, you know, in 
classic horror tropes, they're 

2858
02:49:16,320 --> 02:49:23,920
fucking. 
So Jason goes and kills the 

2859
02:49:23,920 --> 02:49:29,960
dude, then walks into the room 
where the chick is with a sheet 

2860
02:49:29,960 --> 02:49:34,280
over his head as a ghost with a 
pair of glasses on it before 

2861
02:49:34,280 --> 02:49:38,680
walking up and killing her. 
It's like it's such an absurd 

2862
02:49:38,680 --> 02:49:41,320
moment where it's, you know, 
it's inherently terrifying 

2863
02:49:41,320 --> 02:49:43,160
because it's murder that's 
happening there for an 

2864
02:49:43,160 --> 02:49:44,760
unstoppable person killing 
everyone. 

2865
02:49:45,120 --> 02:49:49,000
But he's committed to the bit. 
He's got the joke, he put the 

2866
02:49:49,000 --> 02:49:52,000
fucking sheet on with glasses 
and he's going to kill this 

2867
02:49:52,000 --> 02:49:54,440
person. 
So it's like it's such an absurd

2868
02:49:54,440 --> 02:49:57,040
moment in this otherwise serious
movie. 

2869
02:49:57,560 --> 02:49:59,520
And it's for the audience. 
It's it's the wink of the 

2870
02:49:59,520 --> 02:50:03,920
audience. 
So it's, you can have your 

2871
02:50:03,920 --> 02:50:06,280
horror and your comedy. 
It's it's, they're not 

2872
02:50:06,280 --> 02:50:08,760
incongruous with each other. 
It's really just the mood you 

2873
02:50:08,760 --> 02:50:11,320
want to set at the table and the
experience you're you're looking

2874
02:50:11,320 --> 02:50:18,960
to have. 
Well, did you did you want to 

2875
02:50:18,960 --> 02:50:21,240
wrap with that or do you want me
to keep going as far as the 

2876
02:50:21,240 --> 02:50:22,840
question? 
Let's do one more. 

2877
02:50:23,240 --> 02:50:24,920
We're we're just at about at our
time. 

2878
02:50:25,160 --> 02:50:29,640
Favorite one? 
Oh, my favorite one that's like 

2879
02:50:29,640 --> 02:50:32,720
an hour long discussion. 
Let's see, I have I have a very 

2880
02:50:32,720 --> 02:50:37,040
short one, if you if you can 
give a short answer, but you're 

2881
02:50:37,040 --> 02:50:41,960
a member of the podcast, so 
that's not possible. 

2882
02:50:41,960 --> 02:50:44,560
Let's see here. 
So Aaron King had a lot of 

2883
02:50:44,560 --> 02:50:54,760
really, really great questions. 
I would say two parter and pick 

2884
02:50:54,760 --> 02:50:57,640
the part if you want to ask it. 
They asked what parts of liminal

2885
02:50:57,640 --> 02:51:01,880
horror feel essential to you so 
that you'd make another system 

2886
02:51:01,880 --> 02:51:05,320
been around them, and what parts
of other systems or supplements 

2887
02:51:05,320 --> 02:51:09,360
might feel essential enough to 
discard liminal horror structure

2888
02:51:09,360 --> 02:51:16,920
in order to adapt them. 
The long way there. 

2889
02:51:17,480 --> 02:51:20,200
All right. 
So I'll start a central parts a 

2890
02:51:20,200 --> 02:51:22,240
little more. 
I told you, I told you it was 

2891
02:51:22,240 --> 02:51:23,720
going to be. 
Yeah, you're going to remind me 

2892
02:51:23,720 --> 02:51:26,520
what that part too is a central 
part of a little horse Fallout. 

2893
02:51:26,600 --> 02:51:27,880
You know, that's the thing that 
does unique. 

2894
02:51:27,880 --> 02:51:32,320
That is the thing that makes it,
you know, click at the table. 

2895
02:51:32,760 --> 02:51:35,720
I could have ripped Fallout out.
It's in every one of my into the

2896
02:51:35,720 --> 02:51:40,360
odd games now. 
It's it's such an easy way. 

2897
02:51:40,520 --> 02:51:42,520
It just, you know, reinforce 
your character up. 

2898
02:51:42,520 --> 02:51:45,200
You're literally changing us as 
far as happening to you beyond 

2899
02:51:45,200 --> 02:51:46,480
the fact that your character 
might die. 

2900
02:51:47,880 --> 02:51:52,080
So that that that's easy enough.
Beyond that, you know, Luminar 

2901
02:51:52,080 --> 02:51:54,320
horror does a couple of fun 
things with the the framework 

2902
02:51:54,320 --> 02:51:56,720
there, but we've seen the into 
the odd and the Karen framework 

2903
02:51:56,720 --> 02:51:58,400
apply to a whole bunch of 
different things. 

2904
02:51:58,400 --> 02:52:01,360
It's really just that fall out 
that makes it like unique at the

2905
02:52:01,360 --> 02:52:03,920
table and how that interacts 
with the themes of the system 

2906
02:52:03,920 --> 02:52:05,200
and the adventures and all that 
stuff. 

2907
02:52:05,200 --> 02:52:07,960
So super easy to take that and 
carry that through. 

2908
02:52:07,960 --> 02:52:10,160
It's just, you know, bad things 
happen to your character. 

2909
02:52:10,800 --> 02:52:12,640
What I always find interesting 
about Lumina Horror, and I don't

2910
02:52:12,640 --> 02:52:15,200
know if this is a frame that you
guys necessarily meant or if 

2911
02:52:15,200 --> 02:52:17,680
you've discussed already that 
Lumina Horror really doesn't 

2912
02:52:17,680 --> 02:52:21,120
have a lot of advancement per 
SE, but except Fallout. 

2913
02:52:21,120 --> 02:52:25,320
So it's like it's the only real 
way to get your characters more 

2914
02:52:25,320 --> 02:52:27,480
power and to go forward. 
But it's also like bad for you 

2915
02:52:27,480 --> 02:52:29,200
at the same time. 
So it's a fun kind of like 

2916
02:52:29,200 --> 02:52:32,480
Blackjack where it's like get 
close to going over the edge 

2917
02:52:32,480 --> 02:52:34,560
without going over and maybe 
you'll get something that'll 

2918
02:52:34,560 --> 02:52:36,840
help you a little bit. 
And I find that incredibly 

2919
02:52:36,840 --> 02:52:39,000
interesting. 
Is like a very brutal kind of 

2920
02:52:39,000 --> 02:52:41,600
like lateral character 
advancement. 

2921
02:52:42,360 --> 02:52:47,400
No, I think that is really at 
its core and I think if you line

2922
02:52:47,400 --> 02:52:51,680
up adventures as not always 
being the characters first 

2923
02:52:51,680 --> 02:52:54,240
adventure, that also makes more 
sense than why they would 

2924
02:52:54,280 --> 02:52:57,560
continue doing it. 
Is it that they want to be weird

2925
02:52:57,560 --> 02:53:01,240
or is that they want to find a 
way to undo it is like as you 

2926
02:53:01,240 --> 02:53:04,920
start to string them along 
campaign style, if you did, 

2927
02:53:05,880 --> 02:53:08,640
there's that inherent Dr. built 
into it because they have 

2928
02:53:08,640 --> 02:53:13,480
already taken the step in how 
can I go do my office job and 

2929
02:53:13,480 --> 02:53:15,520
have that black Halo hanging 
over my head? 

2930
02:53:15,520 --> 02:53:19,800
Right. 
Like you have then fully 

2931
02:53:19,800 --> 02:53:24,640
committed to whether you chose 
to or not, sort of going down 

2932
02:53:24,640 --> 02:53:26,560
this path. 
And I think that is very 

2933
02:53:26,560 --> 02:53:29,840
interesting. 
I think it it's fun and then 

2934
02:53:29,920 --> 02:53:33,320
tying, you know, it allows you 
to really pull from such great 

2935
02:53:34,040 --> 02:53:39,280
media and genre examples to like
explore and play with, which I 

2936
02:53:39,280 --> 02:53:42,680
think is fun because a lot of 
you think of how those movies 

2937
02:53:42,680 --> 02:53:45,440
end. 
You know, often times it ends 

2938
02:53:45,440 --> 02:53:49,520
with that moment for the 
characters, you know, like it 

2939
02:53:49,520 --> 02:53:52,200
doesn't go into it, but that 
reflecting on what happened and 

2940
02:53:52,200 --> 02:53:54,240
there's that sort of sense of 
like they are different, either 

2941
02:53:54,240 --> 02:53:56,280
they're covered in blood or like
this or that. 

2942
02:53:56,280 --> 02:53:59,200
Like they are different than how
they started in that first frame

2943
02:53:59,200 --> 02:54:03,080
of the movie, right when she's 
riding in the back of the the 

2944
02:54:03,080 --> 02:54:08,840
truck after escaping in Texas 
Chainsaw Massacre, right? 

2945
02:54:08,840 --> 02:54:12,320
And she's just there covered in 
blood, like hysterically crank 

2946
02:54:12,320 --> 02:54:15,840
slash sort of almost screaming. 
And you got the sunspots going 

2947
02:54:15,840 --> 02:54:19,120
on. 
And like that character has 

2948
02:54:19,120 --> 02:54:22,400
changed because of the events. 
And like that's what follow up 

2949
02:54:22,880 --> 02:54:28,000
in a sense sort of does. 
So was that second part of the 

2950
02:54:28,000 --> 02:54:31,560
question, what would we take 
from other systems to bring to 

2951
02:54:31,560 --> 02:54:33,240
Luminal Horror or something like
that? 

2952
02:54:33,240 --> 02:54:35,080
Yeah. 
What parts of other systems or 

2953
02:54:35,080 --> 02:54:38,480
supplements might feel essential
enough to discard Luminal 

2954
02:54:38,480 --> 02:54:40,920
Horrors structure in order to 
adapt them? 

2955
02:54:43,440 --> 02:54:46,040
Like is there a system you could
think of that might be an 

2956
02:54:46,240 --> 02:54:48,320
adventure? 
Like DCC for example? 

2957
02:54:48,320 --> 02:54:51,360
Is there any part of that system
where you might want to adapt an

2958
02:54:51,360 --> 02:54:56,200
adventure and you might tweak 
Luminal Horrors system in order 

2959
02:54:56,200 --> 02:55:00,160
to adapt that adventure? 
In this very short answer, like 

2960
02:55:00,160 --> 02:55:03,360
yes and do it right, like the 
mall. 

2961
02:55:03,360 --> 02:55:06,000
I sort of did that with the 
whisper cards, whether or not 

2962
02:55:06,000 --> 02:55:09,440
like I think that what's nice 
about the Mahort and that 

2963
02:55:09,440 --> 02:55:12,800
structure of the into the odd is
like you really can adapt it to 

2964
02:55:12,800 --> 02:55:20,000
like you could add new mechanics
specifically for to reinforce a 

2965
02:55:20,000 --> 02:55:22,440
specific adventure, right. 
We play around with that a 

2966
02:55:22,440 --> 02:55:26,360
little bit with different 
appendices of like modular roles

2967
02:55:26,360 --> 02:55:29,040
you could add. 
That's a really nice thing that 

2968
02:55:29,040 --> 02:55:31,880
that framework does is it allows
you to like adapt it. 

2969
02:55:31,880 --> 02:55:34,560
So I think if there was a 
mechanic that you're like, this 

2970
02:55:34,560 --> 02:55:37,000
is really going to work for this
adventure, but it's not in the 

2971
02:55:37,000 --> 02:55:39,080
core rules. 
I think you go ahead and you 

2972
02:55:39,080 --> 02:55:42,080
just slap that shit on and you 
just you lead it with the front 

2973
02:55:42,080 --> 02:55:45,840
and be like, this is either the 
you lay it out very specifically

2974
02:55:45,840 --> 02:55:47,720
at the start of the those 
sessions. 

2975
02:55:47,720 --> 02:55:49,840
Like you can play this 
differently. 

2976
02:55:49,840 --> 02:55:51,880
It's almost like playing a 
different genre of horror, 

2977
02:55:51,880 --> 02:55:53,320
right? 
And different genres of horrors 

2978
02:55:53,320 --> 02:55:56,840
have different rules to them, 
and so sometimes those rules, if

2979
02:55:56,840 --> 02:55:59,920
it's in the TTRPG, is just a 
mechanical change that you would

2980
02:55:59,920 --> 02:56:07,080
just play slightly differently. 
Yeah, and, and realistically, 

2981
02:56:08,200 --> 02:56:10,400
I've got like 6 billion things 
that are kind of stewing in the 

2982
02:56:10,400 --> 02:56:14,200
background. 
So I have been toying with this 

2983
02:56:14,200 --> 02:56:21,560
very concept while working on 
it's a potential future, nothing

2984
02:56:21,560 --> 02:56:24,000
that we've committed to, but 
this idea that I'm calling a 

2985
02:56:24,000 --> 02:56:28,600
Southern Gothic horror, which is
sort of taking the framework of 

2986
02:56:28,600 --> 02:56:31,880
liminal horror and applying it 
to a very specific genre as 

2987
02:56:31,880 --> 02:56:35,040
opposed to sort of like the 
general, you know, poor just 

2988
02:56:35,040 --> 02:56:38,040
that we're trying to hit here. 
So I've been tinkering with a 

2989
02:56:38,040 --> 02:56:39,880
few things. 
So I've got some specific 

2990
02:56:39,880 --> 02:56:42,960
examples of stuff that might 
creep into the design. 

2991
02:56:43,560 --> 02:56:47,480
The 1st is very funny because 
it's also called Fallout from 

2992
02:56:47,480 --> 02:56:50,360
heart. 
The city beneath it has this 

2993
02:56:50,360 --> 02:56:55,760
system where Fallout targets 
each of your stats. 

2994
02:56:56,040 --> 02:56:58,640
So if we were going to exercise 
this from the middle horror, 

2995
02:56:58,640 --> 02:57:01,920
it'd be to take out wounds 
entirely and add everything 

2996
02:57:01,920 --> 02:57:05,480
that's Fallout. 
Now, I don't think that that 

2997
02:57:05,520 --> 02:57:09,200
lends to the genre that we're 
trying to hit the sort of wider 

2998
02:57:09,200 --> 02:57:10,920
net. 
It's much more appropriate to 

2999
02:57:10,920 --> 02:57:13,560
have wounds than Fallout is the 
way that Heart does that. 

3000
02:57:13,560 --> 02:57:16,640
But for something a little more 
specific, that's something I 

3001
02:57:16,680 --> 02:57:20,840
would recommend looking into is,
you know, seeing if you can 

3002
02:57:20,840 --> 02:57:23,840
unify the system and everything 
is a fallout now, as opposed to 

3003
02:57:23,840 --> 02:57:26,560
like strict, you know, body 
horror, like your arms getting 

3004
02:57:26,560 --> 02:57:28,200
chopped off. 
Maybe something happens that 

3005
02:57:28,560 --> 02:57:32,480
changes even other ways. 
But the other one I had in mind 

3006
02:57:32,560 --> 02:57:38,360
would be to completely cut out 
archetype and character 

3007
02:57:38,360 --> 02:57:41,960
backgrounds in lieu of something
like Troubles from Orbital 

3008
02:57:41,960 --> 02:57:46,120
Blues. 
For the uninformed Troubles, 

3009
02:57:46,120 --> 02:57:51,800
what they do is Orbital Blues 
uses this this mechanic called 

3010
02:57:51,800 --> 02:57:55,920
Blues, which is your character 
getting real sad because they're

3011
02:57:55,920 --> 02:58:02,040
a sad space cowboy. 
But the Troubles are your past 

3012
02:58:02,040 --> 02:58:05,240
coming to haunt your character 
in ways that you didn't 

3013
02:58:05,240 --> 02:58:09,120
necessarily expect. 
Your Trouble will present you a 

3014
02:58:09,120 --> 02:58:13,000
series of questions. 
You answer a couple of them at 

3015
02:58:13,000 --> 02:58:17,680
character creation and then the 
rest during play as you are 

3016
02:58:19,040 --> 02:58:22,200
answering your questions and 
detailing your character, and 

3017
02:58:22,200 --> 02:58:24,880
you're learning who this person 
is, what they, what makes them 

3018
02:58:24,920 --> 02:58:28,400
tick, what part of the past 
haunts them, and how this 

3019
02:58:28,400 --> 02:58:32,800
changes of the course of play. 
You're gaining Blues, and Blues 

3020
02:58:32,800 --> 02:58:37,200
feed into the system's 
mechanical character progression

3021
02:58:37,960 --> 02:58:42,040
up until the point where they 
address the source of their 

3022
02:58:42,040 --> 02:58:45,720
trouble in a direct manner. 
And then that's how the 

3023
02:58:45,720 --> 02:58:52,200
character grows mechanically and
as like tangible character 

3024
02:58:52,200 --> 02:58:55,560
growth, They address the source 
of their trouble. 

3025
02:58:55,560 --> 02:58:58,960
They figured out a way how to 
move on, move past it bothering 

3026
02:58:58,960 --> 02:59:01,160
them, and then some other 
trouble crops up and they have 

3027
02:59:01,160 --> 02:59:05,600
to deal with that. 
But finding a way to kind of 

3028
02:59:05,600 --> 02:59:09,000
apply that more into liminal 
horror has been sort of a a 

3029
02:59:09,000 --> 02:59:12,760
quest of mine as of late. 
Or more of like amusing what I'm

3030
02:59:12,760 --> 02:59:14,120
sitting in bed with nothing 
better to do. 

3031
02:59:15,400 --> 02:59:20,440
But it is troubles layout a 
potential character progression 

3032
02:59:20,440 --> 02:59:22,400
path for each of your 
characters. 

3033
02:59:22,400 --> 02:59:26,480
And so finding a way to see that
loosely would be very 

3034
02:59:26,480 --> 02:59:30,960
interesting and worth dropping 
parts of liminal horror core for

3035
02:59:31,280 --> 02:59:32,880
depending on your scenario. 
Maybe you don't want to. 

3036
02:59:32,880 --> 02:59:36,000
Maybe you don't care about 
emotions in your play sessions. 

3037
02:59:39,480 --> 02:59:43,080
Who, who needs emotions, You 
know, discard those. 

3038
02:59:43,960 --> 02:59:45,680
It's, it's a fallout of life, 
actually. 

3039
02:59:47,600 --> 02:59:50,480
Did you want to keep going with 
questions or did you want to? 

3040
02:59:51,280 --> 02:59:54,360
No, My bladder's about to 
explode, so I gotta run to the 

3041
02:59:54,360 --> 02:59:57,160
bathroom. 
OK, One second. 

3042
02:59:57,560 --> 03:00:05,720
I'm gonna. 
Discard this jump to. 

3043
03:00:07,560 --> 03:00:10,920
This screen we're back so to 
kind of wrap up here. 

3044
03:00:11,240 --> 03:00:12,960
First of all, thank you so much 
for coming on and doing this. 

3045
03:00:12,960 --> 03:00:15,560
I I, I hope this becomes the 
series has been extremely 

3046
03:00:15,560 --> 03:00:18,160
enlightening and I really, 
really appreciate you guys. 

3047
03:00:18,520 --> 03:00:20,880
You know, I mean friends of the 
show, member of the show, like 

3048
03:00:20,880 --> 03:00:22,520
everything here, really 
appreciate you guys coming on 

3049
03:00:22,520 --> 03:00:24,600
and and doing this with us. 
So thank you first of all. 

3050
03:00:25,800 --> 03:00:28,200
Yeah, thank you for having us. 
It would have been a giant pain 

3051
03:00:28,200 --> 03:00:29,800
in the butt to set this up 
without yes. 

3052
03:00:32,400 --> 03:00:35,560
So back to our three person 
screen in the corners here we 

3053
03:00:35,560 --> 03:00:39,480
have the Twisted Classics 
luminal horror GM kind of 

3054
03:00:39,480 --> 03:00:42,440
graphic there. 
And then the parthenogenesis of 

3055
03:00:42,440 --> 03:00:44,760
Hungary hollow. 
Google the word parthenogenesis 

3056
03:00:44,800 --> 03:00:47,120
if you would like to, if you'd 
like to. 

3057
03:00:47,240 --> 03:00:47,960
That's fun. 
Weird. 

3058
03:00:49,720 --> 03:00:52,720
Do you guys want to just give a 
little bit of info on those real

3059
03:00:52,720 --> 03:00:53,720
quick? 
I know we touched on a little 

3060
03:00:53,720 --> 03:00:56,880
bit, but how long is the Twisted
Classics GM going for when this 

3061
03:00:56,880 --> 03:00:59,040
Hungary hollow drop? 
I know you set a date previously

3062
03:01:00,080 --> 03:01:06,280
and then and then. 
Yeah, so Twisted Classics is on 

3063
03:01:06,280 --> 03:01:08,480
right now. 
It's for people to create, write

3064
03:01:08,480 --> 03:01:12,720
their own third party at 
modules, monsters. 

3065
03:01:12,760 --> 03:01:15,200
It it's pretty open in terms of 
like scope too. 

3066
03:01:15,200 --> 03:01:17,640
So if you're like I've never 
done a whole adventure before, 

3067
03:01:17,640 --> 03:01:21,800
you could start off small, but 
it's a way for you to adapt sort

3068
03:01:21,800 --> 03:01:25,000
of classic and classic being 
something you just really care 

3069
03:01:25,000 --> 03:01:28,520
about and put it into sort of a 
modern horror presentation. 

3070
03:01:30,160 --> 03:01:34,520
For Hungry Hollow, The 
parthenogenesis Parthenogenesis 

3071
03:01:34,520 --> 03:01:38,440
of Hungry Hollow that is going 
to be launching on Backer Kit 

3072
03:01:38,800 --> 03:01:40,160
June 3rd. 
I believe. 

3073
03:01:40,720 --> 03:01:42,840
It's going to be our first 
hardcover. 

3074
03:01:42,840 --> 03:01:48,120
It is going to be both in size 
and sort of style, setting the 

3075
03:01:48,120 --> 03:01:52,680
groundwork going forward for the
deluxe edition and adventures 

3076
03:01:52,680 --> 03:01:55,320
going forward. 
It has amazing art throughout 

3077
03:01:55,320 --> 03:01:58,360
it. 
It's it's a really cool 

3078
03:01:58,360 --> 03:02:00,840
adventure. 
I've got to run it twice and 

3079
03:02:00,840 --> 03:02:04,440
both times were some of my more 
favorite sessions I've ever had.

3080
03:02:05,280 --> 03:02:07,560
And that's not just patting 
myself on the own back. 

3081
03:02:07,560 --> 03:02:09,920
It's just a lot of fun. 
It's really gross. 

3082
03:02:09,920 --> 03:02:13,280
It's really weird. 
It takes all the parts that were

3083
03:02:13,280 --> 03:02:19,880
really cool about N1 and then 
through flesh bees and other 

3084
03:02:19,880 --> 03:02:23,280
things too into it. 
And so just open it and beep, 

3085
03:02:23,640 --> 03:02:26,360
you know, I hope you don't have 
tryptophobia because that's 

3086
03:02:26,360 --> 03:02:28,280
definitely a thing that's 
throughout it. 

3087
03:02:29,520 --> 03:02:33,160
Major content wording for that. 
And there's, if you go on to the

3088
03:02:33,160 --> 03:02:35,480
backer kit too, there's, there's
content warnings, 'cause there's

3089
03:02:35,480 --> 03:02:40,520
a lot of different themes and 
things going on that can be 

3090
03:02:40,520 --> 03:02:42,800
pretty gnarly. 
And so just leaving those at the

3091
03:02:42,800 --> 03:02:44,400
forefront. 
But it's a lot of fun. 

3092
03:02:44,400 --> 03:02:48,760
It's a really social module 
because you're really 

3093
03:02:48,760 --> 03:02:51,560
interacting with this town as 
you start to realize what's 

3094
03:02:51,560 --> 03:02:55,640
going on and realize that some 
people are acting really strange

3095
03:02:55,640 --> 03:02:59,680
and really, really into the baby
shower that's coming up. 

3096
03:03:01,560 --> 03:03:03,160
Nothing bad could happen there, 
I promise. 

3097
03:03:03,160 --> 03:03:07,840
Good times, good times. 
So yeah, so once again, thank 

3098
03:03:07,840 --> 03:03:09,400
you. 
Thank you for coming on. 

3099
03:03:09,840 --> 03:03:12,600
Definitely check those out if 
you're watching or if you're 

3100
03:03:12,600 --> 03:03:14,400
watching, you can also check it 
on podcast. 

3101
03:03:14,400 --> 03:03:16,720
If you're listening, you can 
also watch presentation over on 

3102
03:03:16,720 --> 03:03:17,720
YouTube. 
I'll make sure all the links are

3103
03:03:17,720 --> 03:03:20,640
down in the descriptions, and 
I'll make sure the links to the 

3104
03:03:20,640 --> 03:03:24,960
Twisted Classics Jam and to the 
backer kit for Parthenogenesis 

3105
03:03:24,960 --> 03:03:28,240
of Hungry Hollow are down there 
as well, as well as any other 

3106
03:03:28,240 --> 03:03:31,120
links we think are appropriate 
based on the presentation and 

3107
03:03:31,120 --> 03:03:34,520
stuff. 
Anything else? 

3108
03:03:34,520 --> 03:03:38,200
Or are we we wrapping the first,
maybe, maybe first of a series 

3109
03:03:38,200 --> 03:03:39,440
for the Lumina Hole Riding 
seminar? 

3110
03:03:41,240 --> 03:03:46,240
That's about it. 
I do want to shout out that at 

3111
03:03:46,240 --> 03:03:49,400
the moment, the current plan to 
come back for a second of the 

3112
03:03:49,400 --> 03:03:51,520
seminars is to focus on play 
testing. 

3113
03:03:52,560 --> 03:03:55,680
Do a little bit of a talk at the
start, talk about how to go 

3114
03:03:55,680 --> 03:03:58,280
about play testing, and then 
host a live play test on this 

3115
03:03:58,280 --> 03:04:03,960
channel here. 
But if you want to see further 

3116
03:04:03,960 --> 03:04:08,480
writing seminars, please put 
them in the chat of the YouTube 

3117
03:04:08,480 --> 03:04:12,080
video or come to Little Horror 
Server and shout out what you 

3118
03:04:12,080 --> 03:04:14,040
want to see. 
We have no firm plans for a 

3119
03:04:14,040 --> 03:04:16,480
third one. 
Maybe we will do that before the

3120
03:04:16,480 --> 03:04:18,680
end of the jam. 
It really depends on the 

3121
03:04:18,680 --> 03:04:21,520
interests of the folk and what 
they have specific questions on 

3122
03:04:21,520 --> 03:04:23,960
whether or not we think it's 
worth dedicating 2 1/2 hours to.

3123
03:04:26,560 --> 03:04:31,640
I'm pushing three now, but you 
guys are perpetually welcome to 

3124
03:04:31,640 --> 03:04:35,120
do anything you want and we will
always try to make work here as 

3125
03:04:35,120 --> 03:04:38,440
best we can here on the show. 
We love, love and horror. 

3126
03:04:38,440 --> 03:04:41,200
We love both of you guys and 
it's been a pleasure to be able 

3127
03:04:41,200 --> 03:04:43,520
to be a part of this with you. 
So again, thank you. 

3128
03:04:44,480 --> 03:04:48,640
Thank you for hosting us. 
And that'll be it everyone, 

3129
03:04:48,640 --> 03:04:51,360
thank you so much in chat for 
for participating. 

3130
03:04:51,360 --> 03:04:52,600
Drop the questions and 
everything. 

3131
03:04:53,040 --> 03:04:55,240
We'll drop a link to the Discord
as well so you can check these 

3132
03:04:55,240 --> 03:04:56,680
guys out. 
And everyone, have a wonderful 

3133
03:04:56,680 --> 03:04:56,800
day.
